Xboats

By William Dow Rieder ·

TML message #873From bundle 79Read the whole thread (9 messages)All messages with this subject

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	Xboats in Megatraveller

	I don't know if anyone else has tried to design Xboats
using the MT design rules, but I got some interesting results
so I thought I would post them.
	When I built my first Xboat according to the specs from
Traders and Gunboats (Jump-4, no manuver drive, 2 staterooms, etc),
I ended up with room left over. A LOT of room left over -- more
than half the ship! I added a 1G manuver drive, since the reason
the original Xboat didn't have one was lack of space. There is
still a lot of space left over, so you can put more stuff in if
you want. Maybe it could be used as a cargo carrier...:-)

CraftID: Xboat, TL15, Mcr 23.366
Hull:	90/225, Disp=100, Config=4USL, Armor=40G
	Unloaded=500 tons, Loaded=~1200 tons (with cargo)
Power:	1/2, Fusion=252 Mw, Duration=30/90
Loco:	2/4, Manuver=1, 5/10, Jump=4, Agility=0
Commo:	Radio=System, Maser=System
Sensors: PassEMS=Interstellar, ActEMS=FarOrbit
	Densitometer=250m, Neutrino=10kw
Off/Def: DefDM= +2
Control: Computer=1bis x3, Large Holodisplay
	Environ=basic env, basic ls, extend ls, grav plates,
	inertial comp
Accomm:	Crew=1 (Bridge/Engineer=1), Staterooms=2
Other:	Fuel=429 kliters, Cargo=650 kliters (!)
	ObjSize=average, EMLevel=Faint

	The only change needed at TL13 is to double the size and
cost of the powerplant, with a slight increase in fuel.
	I don't know about other people, but if I were a scout
I would much prefer this ship as a mustering-out benefit. A
cargo capacity of ~50 tons and Jump-4 would make for a quite
good merchant, and its cheaper than a scout to boot.
	I have designed quite a few ships, mostly merchants
and small warships/pirates, so if there is interest I could
post them. Comments welcome.

					W. Dow Rieder
				alias Capt. Kagariilian Grant

 	When the only tool you have is a hammer, all your problems
start to look like nails...


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