Jak Nazryth
Mongoose
I've tried looking through all my MgT1 books and I can't seem to find "workshop". I know it's there... I just can't seem to find it... 
MgT2 High Guard says a workshop is 6 tons and allows for 2 engineers/mechanics to gain a +1 on their skill rolls when repairing ship components, gear, vehicles, "stuff".
I seem to recall that workshops were 4 tons under the older versions of the rules. Am I mistaken?
NOW I know why the Type S scout courier has changed so much and why it no longer has any common space... isn't that illegal btw?
Because now a Type S scout has a 6 ton workshop when for the last 40 years it survived without it.
Why the sudden change? If scouts could survive for so many years without a workshop, why install one now?
Also... since when does a Scout ship have 2 engineers as crewman? Isn't this a waste of space for only a +1 to a skill check for each person when you only have 1 engineer in a space designed for 2 people? Out in the wild you can take all the time shifts you want to give bonuses to fix/repair a component. Plus, isn't a workshop useless without a couple of tons of spare parts?
Would it be within the rules to have a 3 ton workshop on smaller starships so one engineer/mechanic can get a +1 their repair rolls?
Just saying, for a 100 ton scout it seem odd that 6 tons of space has been removed from the design volume for something it never needed in the past.
I'm working on a 200 ton "advanced scout" and over the weekend I studied more thoroughly the new version of the Type "S" as a go-by.
Advanced scanners, check, 10 drones, check, hmmm.... no additional sensor stations? What the heck is this 6 tons..... workshop!?
I simply dont' have the room for a 6 ton workshop they way I'm designing it... and well... it would seem odd if the lowly Type "S" has a workshop and higher tech, longer ranged versions do not....
I COULD do the same thing and remove the common space like they did in the type S, and heck yes I would have room for a 6 ton workshop, but that would seem illegal and well... just too inhumane.
Anyway, that was my basic reaction this weekend.

MgT2 High Guard says a workshop is 6 tons and allows for 2 engineers/mechanics to gain a +1 on their skill rolls when repairing ship components, gear, vehicles, "stuff".
I seem to recall that workshops were 4 tons under the older versions of the rules. Am I mistaken?
NOW I know why the Type S scout courier has changed so much and why it no longer has any common space... isn't that illegal btw?
Because now a Type S scout has a 6 ton workshop when for the last 40 years it survived without it.
Why the sudden change? If scouts could survive for so many years without a workshop, why install one now?
Also... since when does a Scout ship have 2 engineers as crewman? Isn't this a waste of space for only a +1 to a skill check for each person when you only have 1 engineer in a space designed for 2 people? Out in the wild you can take all the time shifts you want to give bonuses to fix/repair a component. Plus, isn't a workshop useless without a couple of tons of spare parts?
Would it be within the rules to have a 3 ton workshop on smaller starships so one engineer/mechanic can get a +1 their repair rolls?
Just saying, for a 100 ton scout it seem odd that 6 tons of space has been removed from the design volume for something it never needed in the past.
I'm working on a 200 ton "advanced scout" and over the weekend I studied more thoroughly the new version of the Type "S" as a go-by.
Advanced scanners, check, 10 drones, check, hmmm.... no additional sensor stations? What the heck is this 6 tons..... workshop!?
I simply dont' have the room for a 6 ton workshop they way I'm designing it... and well... it would seem odd if the lowly Type "S" has a workshop and higher tech, longer ranged versions do not....
I COULD do the same thing and remove the common space like they did in the type S, and heck yes I would have room for a 6 ton workshop, but that would seem illegal and well... just too inhumane.
Anyway, that was my basic reaction this weekend.