Perhaps with an adjustable hull?Someone needs to design a pop-up or deployable Ramscoops
Perhaps with an adjustable hull?Someone needs to design a pop-up or deployable Ramscoops
Maybe. I do not yet have the book that contains those rules.Perhaps with an adjustable hull?
If you can use it to disguise a medium bay in a 130t ship, I don't see why you couldn't use it to hide 100t of ramscoops in a 1900t ship, weapons arw the only ship component explicitly called out thoughMaybe. I do not yet have the book that contains those rules.
I suspect there could be a gravitic element, also. There's nothing that says that ramscoops can't be designed to act as fuel collectors and exotic Jump particle collectors at the same time, storing the hydrogen fuel in the fusion tanks and the Jump juice in the J-drive's capacitors, or did nobody think of that when they wrote High Guard?The ramscoop is just a powerful magnetic funnel, switch it off.
Pretty much par for the course for player characters. What was the name of this game again?They're alternatives.
And in either case, you keep swimming around in space, until you're full, then migrate.
Far Scout, Class: Rift Runner
TL 15 Hull 80 Crew Pilot, Astrogator, Engineers x2 Armour Bonded Superdense, 4 7.68 tons M-Drive, TL 15, energy efficient x3 (-75%) Thrust 2 4 tons J-Drive, TL 15, energy efficient (-25%) Jump 4 25 tons Extra capacitors Allows drive to make two successive jumps 5 tons Power Plant, Fusion, TL 15, 20 points / ton 240 12 tons Fuel for 24 weeks of operation 12 tons Ramscoops (5 tons + 1% of ship tonnage, minimum 10 tons) Process 50 tons per week 10 tons Collectors (5 tons + 4% of ship tonnage) 13 tons Remove fuel scoops, fuel processors -2 tons
Keep the rest of the stats for the Far Scout, but add
Biospheres x2 Eliminate life support costs for crew of 4 2 tons
Cargo 47 tons
Power Requirements
Basic Ship Systems 40 Manoeuvre Drive 10 Jump Drive 60 Sensors 5 Weapons 2 Biospheres 2
Let somebody else worry about the cost. The Scouts can put some sort of number in their annual budget. Talk to the Bureaucracy.
Yes, they need the deep space maneuver system added to them.The biggest problem you will have with these is they are basically useless if your more they 1000D of a planetary body since your M-Drive will not work.
The biggest problem you will have with these is they are basically useless if your more they 1000D of a planetary body since your M-Drive will not work.
Someone needs to design a pop-up or deployable Ramscoop.
Now I want to build this as a Bio-ship. lolThey're alternatives.
And in either case, you keep swimming around in space, until you're full, then migrate.
Didn't see anyone answer you, so it is on pg42 of HG22 in the Black Globe section.Nice design Alex. Curious though, where did you find the rules on 'extra capacitors' giving you additional jump range? I didn't seem to find that in High Guard.
Yeah. They really tucked that into a stupid spot in the book.Didn't see anyone answer you, so it is on pg42 of HG22 in the Black Globe section.
MCr 3 per ton.
Yes, and the tradition has been carried on since the LBB 5 High Guard.Yeah. They really tucked that into a stupid spot in the book.