X.5 ship designs

Jak Nazryth

Mongoose
Ok, is this a mistake or simple confusion on my part?
BOOK 3: SCOUT
Page 53-55
On ships that lie somewhere between the standard hull designs, I have always assumed if you had a 101 ton ship, you would be forced to size the engines as if it was a 200 ton ship. Pretty stupid, but those have always been the game mechanics rules as I've known them. (GURPS Traveller actually fixes this problem with engines sized as a total of what ever hull you want instead of the relatively restrictive alphabetical rating system)
Yet while describing the 150 ton SX Frontier Scout on page 53, twice it gives the advantage of a Jump 4 range and presumably Thrust 4 maneuver rating. Because this "stretched scout" is "designed to operate in low stellar density, lower technology frontier areas." Thus the Jump 4 rating. But on page 54 on the actual write up, it lists Jump 2 rating.
I understand that the scout has a bay that holds a 50 ton module, but without the module isn't the bay still internal space inside the hull, just "empty" yet still part of the total, or is there a physical hole in the ship without the module? Thus reducing the total tonnage to 100 which allows a jump 4 with the "B" drives?
Just curious. I'm working on a modular design. It's a fine point but if you have an internal bay, with the module removed, isn't the empty volume still part of the total tonnage of the ship? Or do you simply "remove" part of the ship, similar to an externally docked small craft?
Thanks.
 
I believe we're seeing s 'Do as we say, not as we do' situation I remember classic Traveller was notorious for. I thought maybe they were using the High Guard construction, which uses a percentage system allowing odd sized hulls, but Scouts definately is using off-the-shelf standard construction.

It's a B drive in a not quite 200 dt hull which should be a Jump 2 but they're playing with the wording and allowing it to act as a Jump 4 B drive? The description writeup actually is truthfull calling it a Jump 2 including the fact you only have Jump 2 software and there's only fuel for a Jump 2. They don't mention how much extra fuel is in the Exploration Module carries but possibly that's the extra for a second Jump 2 but not actually a true Jump 4. Seriously, they shoud just make a 200dt hull SX.
 
Reynard said:
I believe we're seeing s 'Do as we say, not as we do' situation I remember classic Traveller was notorious for. I thought maybe they were using the High Guard construction, which uses a percentage system allowing odd sized hulls, but Scouts definately is using off-the-shelf standard construction.

Actually, the percentage system in High Guard can not be used in this case, at least not without houserules. Its only for creating vessels of 3000 tons or more. For vessels of 100-3000 tons, the core rulebook is still used. (For craft below 100 tons, there is a 3rd design sequence.)
 
Jeraa said:
Actually, the percentage system in High Guard can not be used in this case, at least not without houserules. Its only for creating vessels of 3000 tons or more. For vessels of 100-3000 tons, the core rulebook is still used. (For craft below 100 tons, there is a 3rd design sequence.)

2,0001+ tons for Mongoose Traveller.
 
The more I look at the deck plan and illustration it appears the module is an exterior component. If you look at the illustration (viewed from below) it appears the module is a simple detachable box. The deck plan also suggests this. So the B drives in a 100 ton ship is how they get the jump 4 range. So I don’t think there will be a “hole” in the ship, but just a 50 ton box missing from the ventral portion of the hull. That’s the only way the math works out.
But this brings up another issue overlooked in Mongoose that GURPS covers. Can modules be armored? I'm assuming yes, but you would have to take the 5% out of the module for its own armor since it cannot be protected by the ships armor. The hit location chart in space combat doesn’t allow for the targeting or random hits on an external cargo pods/modules/attached small craft. More house rules, or am I missing something?
 
Jak Nazryth said:
The more I look at the deck plan and illustration it appears the module is an exterior component. If you look at the illustration (viewed from below) it appears the module is a simple detachable box. The deck plan also suggests this. So the B drives in a 100 ton ship is how they get the jump 4 range. So I don’t think there will be a “hole” in the ship, but just a 50 ton box missing from the ventral portion of the hull. That’s the only way the math works out.
But this brings up another issue overlooked in Mongoose that GURPS covers. Can modules be armored? I'm assuming yes, but you would have to take the 5% out of the module for its own armor since it cannot be protected by the ships armor. The hit location chart in space combat doesn’t allow for the targeting or random hits on an external cargo pods/modules/attached small craft. More house rules, or am I missing something?

High Guard covers modular design, this would allow for the 50 tons to be missing and not counted in the total ship tonnage. Another way is with docking clamps.
 
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