Solomani666
Mongoose
Am I missing something or is it simply impossible to design a jump-5 or jump-6 ship of 2000 tons or less using the main rulebook.
BP said:If you meant 2000 tons or more - believe that requires High Guard...
[Note: Can't remember, but SRD might cover HG - see http://www.mongoosepublishing.com/pdf/travdevpack.zip ]
Somebody said:Tried a 1000dton J6/M1 and it is doabel. It does not leave much space for cargo but it has single cabins for all crew, a few turrets and all the other gadgets.
J6 drive range ends at 1200dt, J5 at 1800dt using only the basic rules since drive z is the biggest you get. So a 2000dton is restricted to J4/M4 under basic construction. HG fixes that with additional drives (up to DD)
Solomani666 said:Somebody said:Tried a 1000dton J6/M1 and it is doabel. It does not leave much space for cargo but it has single cabins for all crew, a few turrets and all the other gadgets.
J6 drive range ends at 1200dt, J5 at 1800dt using only the basic rules since drive z is the biggest you get. So a 2000dton is restricted to J4/M4 under basic construction. HG fixes that with additional drives (up to DD)
Thanks. You are correct. I was trying to design a 200 ton jump-5 ship, but gave up after 800 tons still did not fit.
I already have a house rule that a jump-2 ship can make two succesive jump ones using half the jump fuel for each jump.
I think I will be creating a new house rule:
Since all jumps take one week and the jump fuel is only really needed to expand the warp bubble than all ships only require Jump-1 fuel for any jump distance. The ships power plant handles the rest. Hense only the powerplant fuel needs to be refined for a safe jump.
That completely changes ship design! However, why not? I suggest you have a look at some of the alternative drives in the core book as well, may well be better than jump designs that don't need much fuel. It does start to change a lot of aspect of interstellar travel and trade, but whatever suits YTU.
Egil
Solomani666 said:That completely changes ship design! However, why not? I suggest you have a look at some of the alternative drives in the core book as well, may well be better than jump designs that don't need much fuel. It does start to change a lot of aspect of interstellar travel and trade, but whatever suits YTU.
Egil
I do not want to redisign every ship in the Verse. With this rule I can keep ship designs as they are but still have the desired effect I am looking for.
simonh said:One thing I think would have been nice is if the optional alternate FTL drives in the TMB had been closer in performance to Jump Drive. Not exactly the same, but similar to less than an order of magnitude in efficiency.
Solomani666 said:I already have a house rule that a jump-2 ship can make two succesive jump ones using half the jump fuel for each jump.
Unless they have changed "canon" recently, it is.Jame Rowe said:I thought that this rule was canon?
rust said:Unless they have changed "canon" recently, it is.Jame Rowe said:I thought that this rule was canon?![]()
Solomani666 said:I already have a house rule that a jump-2 ship can make two succesive jump ones using half the jump fuel for each jump.
Somebody said:Actually some rules sets (back in the stone age) had a "always uses all JFuel" rule.