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-   -   MGT Only: 10-ton runabout and variants (V2) (http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=37417)

Brandon C March 14th, 2017 01:34 PM

10-ton runabout and variants (V2)
 
1e, this is a revised version of what I originally posted over a year ago.
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10 ton Type I runabout

The runabout (sometimes referred to as a dinghy) is a very small boat for use on ships where an air/raft has insufficient performance and a launch is too large. It is often used in asteroid belts. The crew of one sits in a cockpit while the passengers ride in acceleration couches. Some models have a control cabin rather than cockpit.

Using a 10-ton hull, sA M-drive and sA fusion plantl, the runabout is capable of 2G acceleration, carries 0.5 tons of fuel (good for a week), and has a crew of one. It has a Model/1 computer and standard electronics in the cockpit. The runabout carries five passengers and 2.8 tons of cargo. An airlock is installed. It is streamlined and costs MCr 5.55 (4.995 w/10% discount)

The Type II carries 9 passengers, 0.8 tons of cargo and costs MCr 5.67 (5.103 with discount). The Type III carriers two passengers and 4.3 tons of cargo and costs MCr 5.46 (4.914 with discount)
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10 ton sports runabout ("sprinter")

The sprinter is a high performance version of the runabout with more interior comfort.

Using a 10-ton hull, sC M-drive and sC fusion plant, the runabout is capable of 6G acceleration, carries 0.5 tons of fuel (good for a week), and has a crew of one. It has a Model/1 computer and standard electronics in the control cabin. The sprinter has cabin space for one passenger and 0.7 tons of cargo. An airlock is installed. It is streamlined with aerofins and costs MCr 8.55 (7.695 w/10% discount)
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10 ton refueler

Small outposts need a way to restock the fuel supply for their fusion reactors. Most small craft fuel skimmers are too large and expensive for the modest need of these facilities, so a modified runabout is used to skim ful for the outpost. Unlike most runabouts, it lacks an airlock.

Using a 10-ton hull, sA M-drive and sA fusion plant, the runabout is capable of 2G acceleration, carries 6.5 tons of fuel (a 0.5 ton tank for the refuler and a 6 ton tank for the outpost is services), and has a crew of one. It has a Model/1 computer and standard electronics in the cockpit. The refueler has a 0.2 ton ship's locker. It is streamlined and costs MCr 5.5 (4.68 w/10% discount)
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10 ton runabout cruiser

The cruiser is a longer ranged runabout with better comfort. It allows for a leisurely cruise of at least two weeks in a system for up to three people.

Using a 10-ton hull, sA M-drive and sA fusion plant, the runabout is capable of 2G acceleration, carries one ton of fuel (good for two weeks), and has a crew of one. It has a Model/1 computer and standard electronics in the control cabin. The cruiser has cabin space for two passengers and 0.3 tons of cargo. An airlock is installed. It is streamlined with aerofins and costs MCr 5.6 (5.04 w/10% discount)

AnotherDilbert March 14th, 2017 02:49 PM

Wouldn't the Sprinter be better off with a seat or two more instead of the airlock?

Brandon C March 14th, 2017 03:28 PM

Quote:

Originally Posted by AnotherDilbert (Post 561375)
Wouldn't the Sprinter be better off with a seat or two more instead of the airlock?

If the control cabin was reduced to a cockpit, you could add a second passenger in cabin space with only a Cr 50,000 increase. Dropping the airlock isn't enough for another passenger; cargo would have to drop to 0.2 tons.

Brandon C March 15th, 2017 03:20 PM

10-ton modular runabout

It was decided that, especially for outposts and starports, buying a number of runabouts with only small differences was wasteful of money, so a modular runabout was designed that could fill several roles. The fuel module is not as useful as the dedicated refueler and is less common than the other modules. Starships, since they carry runabouts because of space limitations in most cases, rarely use the modular version.

Using a 10-ton hull, sB M-drive and sB fusion plant, the modular runabout is capable of 4G acceleration, carries 0.5 tons of fuel (good for a week), and has a crew of one. It has a Model/1 computer and standard electronics in the cockpit. The modular runabout has a socket for a 5 ton module and 0.3 tons of cargo. An airlock is installed. It is streamlined and costs MCr 5.91 (5.31 w/10% discount)

Modules

Cargo: 2 acceleration couches (2 passengers), 4 tons cargo. MCr 0.94

Fuel: 5 tons of fuel. MCr 0.88

Passengers: 9 acceleration couches (9 passengers), 0.5 tons cargo. MCr 1.15

Utility: 5 acceleration couches (5 passengers), 2.5 tons cargo. MCr 1.03

AnotherDilbert March 15th, 2017 09:38 PM

sA drives?

I like the modules. Even if you do not carry any extra modules you can easily customise your own Runabout just the way you like it.

AnotherDilbert March 15th, 2017 10:16 PM

How about reducing the fuel tankage by half, adding a passenger and a 5 dT collapsible tank that can extend into any cargo space in the module?

That would allow us to carry fuel in a cargo module, and extend range with a habitation module (stateroom, 1 dT cargo).

Brandon C March 15th, 2017 10:30 PM

Quote:

Originally Posted by AnotherDilbert (Post 561497)
sA drives?

MgT 1e HG 1e uses an "s" before the drive letter to denote that is it a small craft drive.

Quote:

I like the modules. Even if you do not carry any extra modules you can easily customise your own Runabout just the way you like it.
Thanks.Not much space to work with so it limited in choices. A weapon module (missile rack and 24 missiles) is possible ... but not really effective with 2G drives.

Quote:

How about reducing the fuel tankage by half, adding a passenger and a 5 dT collapsible tank that can extend into any cargo space in the module?

That would allow us to carry fuel in a cargo module, and extend range with a habitation module (stateroom, 1 dT cargo).
That would only leave a integral 7 day fuel supply.

Now, cabin space (the MgT version of small craft staterooms) is only 1.5 tons each, so at 5 tons you could have cabin space for three and a half ton of cargo.

AnotherDilbert March 15th, 2017 10:51 PM

The Speedster:

10 dT, MCr 12 in quantity, sF drives (12G), Cockpit, 0.29 dT fuel (2.5 days), 1 dT collapsible tank, m/1 computer, and standard sensors.
2.5 dT module e.g. 3 passenger couches, airlock.
Extended range module: Small stateroom, 0.5 dT cargo (for fuel).

AnotherDilbert March 15th, 2017 11:02 PM

Quote:

Originally Posted by Brandon C (Post 561500)
MgT 1e HG 1e uses an "s" before the drive letter to denote that is it a small craft drive.

Quite. I meant that you seem to be using sA drives, not sB drives:
Quote:

Originally Posted by Brandon C (Post 561479)
Using a 10-ton hull, sB M-drive and sB fusion plant, the modular runabout is capable of 4G acceleration, ...


Quote:

Originally Posted by Brandon C (Post 561500)
That would only leave a integral 7 day fuel supply.

Without any extended accommodation, a few days fuel is enough?

Quote:

Originally Posted by Brandon C (Post 561500)
Now, cabin space (the MgT version of small craft staterooms) is only 1.5 tons each, so at 5 tons you could have cabin space for three and a half ton of cargo.

That would be better, I agree. Possibly a bit squeezed for fuel.

infojunky March 16th, 2017 01:08 AM

What gets me even at 10 dTons it is still the size of a large bus.

But you have hit on one of the odd break points in Traveller thought. Smallcraft are written and stated as fully interplanetary craft. And often the rules depending on edition limit grav vehicles close planetary distances.

Now as I say this I remember the 6 dTon fighters from the Modular Cutter section of the Broad sword adventure (Note if you do the math on the Rampart graphics from AHL they are about 6 tonish).

Maybe there is room for very short ranged Smallcraft or Space rated Grav Vehicles in the % to 15 dTon Range? This is kinda the range where a lot of you Space Helos, nee Dropships should live in as well....


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