This was the first ship I designed using FF+S-1 many years ago. At the time I owned the TNE rule book and FF+S. I studied the Coalition and say no Industrialized worlds and the highest tech level was a poultry 12, OK, no 500,000 ton battleships. Second I saw no high population worlds, I didn't know about Oriflamme yet, so no ships with large crews. And I read about the missing twelve exploratory ship and figured the Coalition would want to bring the crews home, PDQ, so again no large ships that take time to build, but the ships should be able to defend themselves of they will just add to the list of missing ships.
Designer Note: If you wanted the Intruder could be turned into a in-system fighter by removing the J-Drive and its fuel tank and adding a 300,000 km MFD and 10 more missiles, or you could add less missiles and keep some extra fuel for G-fuel.
Coalition Intruder Scout
General Data
Displacement: 50 S Tons Hull Armor: 20
Length: 28 meters Volume: 700m3
Price: MCr 44.1648 Target Size: VS
Configuration: Wedge SL Tech Level: 12 (C)
Mass (Loaded/ Empty): 741.4215/ 675.102
Engineering Data
Power Plant: 83 mw Fusion Plant, 41.5 mw/Hit, 1 Year Duration,
0.718 mw excess)
Jump Performance: 3
Jump Fuel: 140m3 (10 S Tons)
G-Rating: 2 (25 mw/G), CG Lifters (5 mw)
G-Turns: 36 (14,9 Gs/ parsec of Jump fuel used), 3.125m3/ G)
Fuel Tankage: 252.5m3 (18.03 S Tons)
Maint: 31 (30 w/o Cargo)
Electronics Data
Computer: 3x TL-12 Mod St Computers (0.4 mw each)
Commo: 30,000 km Radio (1 Hex, 1 mw), 1000 AU Maser (~,0.6 mw)
Avionics: TL-10+ Avionics (160 km/h)
Sensors: 120.000 km active EMS (4 Hexes, 16.5 mw), 120,000 km
Passive EMS fixed array (4 Hexes, 0.15 mw)
ECM: EM Masking (0.7 mw)
Controls: 3x Flight Deck Workstations
Armament Data
Offensive: 120mj Laser Turret (Loc: 16-17;Arcs: All 3.3 mw;
fired from flight deck), 2x 14m3 Missile Bays (Loc: 8-9;
4 ready missiles total)
Defensive: None
Fire Control: None
Accommodations Data
Life Support: Extended (0.14 mw), Gravitic Compensators
(3G, 3.5 mw)
Crew: 3 (1x Elect, 2x Man)
Crew Accommodations: 3x Small Staterooms (0.0005 mw each)
Passenger Accommodations: None
Cargo: 19.773m3 (1.41 D Tons)
Air Lock: 1 (Decon)
Notes:
The Intruder Scout can scoop 140m3/ hour and can purify 200m3 in 6 hours or enough fuel to make and initial jump in 2. hours with the remaining fuel being processed while in jump space.
Area (D 20) Surface Hits Internal Explosions
1 1-6: Ant 1-10: Elect, 11-20: Hold
2-5 1-&: Ant 1-7: Elect, 8: Qtr, 9-20: Hold
6-7,11 1-12: Qtr, 13-20: Hold
8-9 1-8: Msl, 9-20: Hold
11 1-8: CH 1-12: Qtr, 13-20: Hold
12-15 1-5: Eng, 6-9: Qtr, 10-20: Hold
16-17 1: EMMR 1-12: LT, 13-20: Eng
18-19 1: EMMR Eng
20 1: EMMR Eng
Systems
JD 1H FPP 1H LS 1H
PP 1H LT 1H ELS 1H
CG 2h AG 3h
interesting, I am not ther only one to ignore the one turret per 100dton
rule for military hardware..
On Fri, May 21, 2010 at 4:30 PM, far_trader_mail
<>wrote:
>
>
>
>
> --- In <>,
> "roger" <rogerclarktopaz@...> wrote:
> >
> > This was the first ship I designed using FF+S-1 many years ago.
>
> Nice design and writeup. And an excellent diversion ;-) (almost...)
>
> ...interesting coincidence that your jump drive is 28m3 ;-)
>
> Dan "nuff said on that from me" Burns
>
>
>
--
The scientists of today think deeply instead of clearly. One must be sane to
think clearly, but one can think deeply and be quite insane.
Nikola Tesla
What??? 1 turret per 100 DT? Is that a hangover from another version? I can't see anything about it in FFS.
----- Original Message -----
From: allen carpenter
To:
Sent: Friday, May 21, 2010 9:12 PM
Subject: Re: [Traveller_TNE] Re: 50 D Ton Intruder Scout
interesting, I am not ther only one to ignore the one turret per 100dton rule for military hardware..
On Fri, May 21, 2010 at 4:30 PM, far_trader_mail <> wrote:
--- In , "roger" <rogerclarktopaz@...> wrote:
>
> This was the first ship I designed using FF+S-1 many years ago.
Nice design and writeup. And an excellent diversion ;-) (almost...)
...interesting coincidence that your jump drive is 28m3 ;-)
Dan "nuff said on that from me" Burns
--
The scientists of today think deeply instead of clearly. One must be sane to think clearly, but one can think deeply and be quite insane.
Nikola Tesla
There is no such rule in TNE regarding 1 turret per hardpoint. No rule
either on number of weapon bays or for that matter how small a spinal weapon
can be fitted. You are only limited by surface area and how you are going to
power and crew all those weapons.
Antony
From: []
On Behalf Of Daryl Frewing
Sent: Saturday, 22 May 2010 1:20 PM
To:
Subject: Re: [Traveller_TNE] Re: 50 D Ton Intruder Scout
What??? 1 turret per 100 DT? Is that a hangover from another version? I
can't see anything about it in FFS.
----- Original Message -----
From: allen carpenter <>
To:
Sent: Friday, May 21, 2010 9:12 PM
Subject: Re: [Traveller_TNE] Re: 50 D Ton Intruder Scout
interesting, I am not ther only one to ignore the one turret per 100dton
rule for military hardware..
On Fri, May 21, 2010 at 4:30 PM, far_trader_mail <>
wrote:
--- In , "roger" <rogerclarktopaz@...> wrote:
>
> This was the first ship I designed using FF+S-1 many years ago.
Nice design and writeup. And an excellent diversion ;-) (almost...)
...interesting coincidence that your jump drive is 28m3 ;-)
Dan "nuff said on that from me" Burns
--
The scientists of today think deeply instead of clearly. One must be sane to
think clearly, but one can think deeply and be quite insane.
Nikola Tesla
No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 9.0.819 / Virus Database: 271.1.1/2889 - Release Date: 05/22/10
14:26:00
I'll accept it as my bad, seeing that it WAS canon and no item in TNE or
FF&S removed that point of canon, even the provided ships in the game,
including all new adventure module ships followed canon rule in this with
one exception. the gun pack for the cutter. 2 barbettes a reactor and sensor
cluster to add to a cutter. all other ships seem to have followed canon. now
i never did get the module with the clipper ship in it so it might be
different, as it has a 100dton bay, that may violate canon turret limits as
the cutters gunpack does.
On Sat, May 22, 2010 at 1:26 PM, Antony Farrell <>wrote:
>
>
> There is no such rule in TNE regarding 1 turret per hardpoint. No rule
> either on number of weapon bays or for that matter how small a spinal weapon
> can be fitted. You are only limited by surface area and how you are going to
> power and crew all those weapons.
>
>
>
> Antony
>
>
>
>