Re: Xboats

By Brent L. Woods ·

TML message #875From bundle 79Read the whole thread (9 messages)All messages with this subject

In reply to #874 Re: Xboats by Bertil Jonell Replies:
 In message: [email removed] William Dow Rieder writes:
 >
 >     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
                   ^^^^

     I just took a look at Supplement 9, Fighting Ships, and the Xboat was
listed as a *TL10* design.  I haven't had any time to check this out with the
design rules (and won't, for that matter, for several days), but would this
make a difference?

 >     The only change needed at TL13 is to double the size and cost of the
 >powerplant, with a slight increase in fuel.

     Again, the reference I have handy (right under my Amiga, as a matter
of fact, in the keyboard garage) says TL10.  Then again, it also gives TL9
for the Type S Scout/Courier.  I can remember getting a substantial
improvement on that by upping the Tech Level to 15 just with High Guard
rules.


- --
     Brent

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