Let’s Design a T5 Ship – Smuggling Scout, anyone?

The Traveller5 [T5] ship design process appears daunting to many who peruse the rules. Indeed, they could be trimmed somewhat (don’t ask me precisely how; I’m not a writer or editor). But with a little work, and perhaps an example or two, I believe it isn’t that difficult to get through.

With this in mind (along with subtle requests for examples, lol), I’ll perform a walk-through of the design process. I’ll go through the various steps, why certain decisions were made, their effects on the design, and the like. Hopefully I don’t hork it up too badly, and perhaps someone will find it of use.

NOTE: No deck plans are included in this post. I am absolute rubbish with ship plans and graphics. I won’t even try, as I’d just embarrass myself.

WARNING! This is a longer post than I normally publish.

DESIGN GOAL
Or, “What should we make?” For this example I’ll design a specialized 100-ton Scout/Courier variant, the Dart class. I’ll design it at the Imperial Standard Tech Level (TL) for the Classic Era campaign setting: TL 12. This TL was chosen so ship owners have easier access to parts. Higher TL ships would give greater tonnage, cost savings, and abilities, of course. However, ships are difficult to repair in the field, or even on the fringes of the Imperium, if ‘something happens’ and the necessary parts can’t be easily obtained. Keeping the design TL at the Imperial ‘norm’ can make it easier to obtain them.

DESIGN BACKGROUND
No one knows the exact origins of Dart’s design. The design maintains most Imperial standards, but was not designed within it. The design almost guarantees its use as a specialized smuggling vessel (though other missions are certainly possible), and most Imperial officials would be reluctant to give the design a stamp of approval. Several ships of the class have been constructed within Imperial borders since its introduction, but this almost certainly involved thorough vetting of the builder – and perhaps some healthy bribes.

DESIGN CONSIDERATIONS
Designed as a smuggler, Dart needs to be quick (fast in-system drives), streamlined of course (for planetary landings), and agile (wings and tail preferred, increasing maneuverability). Longer Jump range than the typical Scout / Courier would be great, but these ships are too small to pull this off efficiently – without being very high tech, anyway. Being a smugger, and small, there is no room for heavy armaments, and these would only draw unwanted attention; the designers included a quad beam laser turret, almost exclusively for defense against missiles and small craft. Dart will include good sensors, which are needed to detect and avoid local patrols, as well as stealth components, making it easier for the ship to hide or escape pursuit. And of course suitable cargo space is a must.

Controls and staterooms for up to four individuals are included, though the ship will typically be run by one, or at most two, crewmen. Standard life support levels are more than sufficient for a small crew.

With these base considerations in mind, let’s, er, ‘jump’ into the process.

HULL AND HULL COMPONENTS
Every ship design really begins with the hull, of course. Most standard hull designs use the Frame and Plate option, typically with streamlining.

Dart uses a 100-ton displacement (Td) Organic hull (rather than frame and plate), but still streamlined. Organic was selected because: a) the ship’s design tech level is sufficient, b) the designers envisioned a regenerating hull (which an organic hull is) as very useful, and c) the base hull cost is reduced by 50% (saving MCr 4).  The major drawback to an organic hull is armor: there is almost no armor, even compared to a typical Free Trader (Armor Value, AV is only 6, compared to a standard Free Trader’s AV of 10.) This ship is fragile, but it’s built for speed and stealth, not combat.

Lifters are automatically included with any ship designed at TL 8 or higher, and are included here. There is no additional cost or tonnage.

Going through hull component options, we’ll add the Floatation Hull option (1-Td, MCr 1 cost). This allows Dart to land on a water body, which may be necessary at times when off-loading illicit cargoes in backwater locations.

To increase Dart’s agility and maneuverability in atmosphere, a Folding Fin (0-Td, MCr 0.5) and Folding Wings (1-Td, MCr 2) are added. The ship’s maneuver speed and agility in atmosphere are both increased by +1G when deployed. Fins and Wings are not typically used in space, to reduce the risk of damage from micrometeors, as well as to reduce it’s radar signature. They are also not typically deployed when in jump, though they will easily fit within the design’s jump bubble radius.

Dart will certainly be making landings in non-standard locations. To accommodate this, Landing Legs with Pads are added (1-Td, MCr 1).

And finally the type of Jump Field for the ship is selected. A Jump Bubble is standard for most ships. A Grid-type Jump Field permeates the hull; this reduces the jump flash emitted, but also weakens the ship’s armor. The major advantage with using a grid is it reduces the minimum jump distance from a stellar body – a major consideration for any smuggling vessel seeking to escape pursuit. There is also a greatly reduced risk of catching space debris within the jump field (as with a bubble). However, since Dart is supposed to be a stealthy smuggling ship, and already has weak armor, the designers go with a Jump Bubble. This choice has no effect on tonnage or cost, no matter the option chosen.

This ends the Hull section of the design process, with the components listed in the table below. Note the hull components require 5 control panels (1 each for Floatation Hull, Folding Wings, Folding Fins, Lifters, and Landing Legs with Pads).

ComponentCPTLTons (Td)Cost (MCr)
100-Td Organic, Streamlined Hull (AV=6) (Regenerating)124
Floatation Hull1511
Folding Fin180.5
Folding Wings1912
Lifters (included)18
Landing Legs with Pads1811
Jump Bubble: Standard (Strength = 100)
Subtotals51238.5
HULL COMPONENTS TABLE (above)

ENGINEERING SECTION
Ships require engines to move in space, and power to run their systems.

The designers initially desired a ship with longer ‘legs’ – interstellar Jump range. However, including higher range Jump drives would drastically reduce the available space for cargo, so the idea was quickly dropped. Faster in-system (maneuver) drives were added, however, along with an increased power plant to support it.

In an attempt to reduce the sizes of the drive components (as well as reduce costs), it was decided to utilize the High Tech Effects on the ship’s drives. The drawback of this approach is reduced availability of parts; the jump drive and power plant are non-standard, although parts are not difficult to obtain in most cases.

Jump Drive-A gives the ship a Jump Potential of 2, at 10 tons and MCr 10. Jump 2 is first available at TL 11. This is a TL 12 ship, so using the Drive Tech Level Stage Effects Table could have some impact on tonnage, cost, and/or performance.
Looking at the table (Book 2, p. 76), we can make the Jump drive either Improved (Imp) or Generic (Gen); Modified or higher effects aren’t available for this drive at TL 12. Generic would have no effect on tonnage (x1 multiplier), and reduce cost by 50%. But this comes at a price: drive Potential would be reduced to 90%. This would (2 * 0.9 =  1.8, rounded down) reduce the ship’s maximum jump distance to 1. Rightfully, the designers immediately reject that idea.
Going with Improved would have no effect on tonnage or cost (x1), but would improve Efficiency of the drive by 10% (2 * 1.1 = 2.2, rounded down) for no effect. The critical effect is fuel use, which is reduced by 10%. Jump-2 normally requires (Ship Tonnage divided by 10 times Jump Number, or 100 / 10 * 2) 20 tons. Using the Improved option reduces this to 18 tons for Jump-2 (or 9 tons for Jump-1). Tonnage saved is more cargo space, so the designers choose this option. (It is a no-brainer, really.) [10-Td, MCr 10]

Seeking fast in-system speeds, the designers select Maneuver-B, giving potential 4. (Note that the added hull options of wings and fins increase this to 5G in atmosphere, but this is not a consideration in these calculations; they are applied later.) Maneuver-4 is available at TL 11. Using the Improved tech option from the table would not affect cost or tonnage; the efficiency improvement of 10% is not enough to affect the end result (4G * 1.1 = 4.4G, rounded down). Instead, the designers stay with the Standard design; using the Generic option would reduce Maneuver Potential to 3.6, rounded down to 3. This is not an option they consider for any length of time. [3-Td, MCr 6]

All ships require a power source. Power 4 power is the minimum required, in order to power the Maneuver Drive. Power Plant-B at TL 11 gives Potential 4. Using the Improved tech option (TL 12) does not affect tonnage or cost, but does reduce fuel use by 90%. The designers utilize this option. [7-Td, MCr 7]

This completes the Drives section of the design process. Components are listed on the chart below.

ComponentCPTLTons (Td)MCr
Improved Jump Drive-A (Potential 2) (Efficiency = 110%) (Fuel use 90%)1121010
Standard Maneuver Drive-B (Potential 4)11136
Improved Power Plant-B (Potential 4) (Efficiency = 110%) (Fuel use 90%)11277
Subtotals3122023
DRIVES TABLE (above)

FUEL AND FUEL SYSTEMS
Typically, drives require fuel for movement (two exceptions being the Maneuver drive, and the Collector).

Jump fuel for a 100-Td ship using Jump-2 would normally be (Ship Tonnage / 10 * Jump Number, or 100 / 10 * 2) 20 tons (10 tons for Jump-1). Since Dart’s jump drive is Improved, it requires 10% less fuel for a jump – 18 tons for a Jump-2, or 9 tons for a Jump-1. The designers include enough fuel for a single Jump2. [18-Td, no cost]

Maneuver drives (MDrives) do not require fuel; they are powered by the Power Plant.

The Power Plant normally requires Operations fuel equal to (Ship Tonnage / 100 * Power Plant Number, or 100 / 100 * 4) 4 Tons, giving 28 days/4 weeks endurance (operating time). Dart’s efficient power plant require 10% less fuel for the same endurance, or 3.6 tons. This would save 0.4 tons of space. Since this is a rather odd number in these ship design rules, the designers leave the Operations Fuel at 4 tons. This gives an endurance of 31.1 days, rather than the normal 28 days. This could be a significant advantage in the right situation.

Looking at fuel systems, the designers naturally include a fuel scoop. (1 ton; allows fueling at the rate of 100 tons per hour in a gas giant atmosphere). They also include a Fuel Intake; this allows the ship to take on water from a world’s ocean at the rate of 40 tons per hour. (1-Td, MCr 0.1)

To refine the fuel, a Fuel Purifier is added. It purifies gathered fuel from either the scoop or intake at the same rate (up to 100 tons per hour purified). (1-Td, MCr 0.1)

ComponentCPTLTons (Td)MCr
Jump Fuel (allows one Jump-2 or two Jump-1)18
Operations Fuel (31.1 days endurance)4
Fuel Scoop (max 100-tons gas per hour)1810.1
Fuel Intake (max 40-tons water per hour)1810.1
Fuel Purifier (purifies fuel as gathered)1811
Subtotals38251.2
FUEL SYSTEMS TABLE (above)

ARMAMENTS
NOTE: Weapon design is tricky, as is designing Sensors. There are two aspects to designing a weapon system: the Mount, and the weapon. The Tech Level Stage Effects table applies to both, simultaneously. This can have ramifications on the design choices, which I will attempt to explain in better detail. Let me know if I’ve failed!

As stated in the Design considerations above, Dart is not a combat ship. It will get absolutely slaughtered in a face-to-face fight. That being said, it needs some sort of protection. So the designers added weaponry.

There are two aspects to any armaments: the Mount, and the Weapon. Each affects the weapon’s effectiveness and range.

MOUNT: Knowing this ship wouldn’t last in a straight-up fight, the designers went with a QUAD turret, rather than the traditional triple turret. They considered making it Extendible [treat as pop-up], but decide the increased tonnage required wasn’t worth it. Improving the turret type to Quad increases the weapon’s damage (from 3D to 4D), as well as improving its chances to hit (Mod +1). This change is made primarily as defense against missile attacks; a missile hit by even a standard missile is almost guaranteed to shred the ship on a hit; protecting against this is critical.

Other than Missiles, space weaponry uses the R range table. The base range R before any modifiers is R=07 – Very Distant (Vd, or 50 km; yes, this is not very far at all.) Changing the Mount is how weapon ranges are increased in these rules. The designers of Dart decide greater range is needed, rather than improved weapon accuracy; using this option allows Dart to hit a potential enemy ship (or incoming missiles) before they can hit back. They design the Mount for Far Orbit (Fo) range – 5000 km. This increases the TL required by +2, triples the Mount’s tonnage, and increases its cost by x5. [3-Td, MCr 5]

The Weapon mounted is the Beam Laser. The Beam Laser is first available at TL 10. As this is a TL 12 ship, and the Mount already requires +2 to the system’s TL, there are no more TL improvement ‘slots’, if you will, available to improve the Beam Laser itself. Thus the Beam Laser costs MCr 0.5.

NOTE: This is not clear, but the cost for a weapon system for turrets is paid ONCE. A beam laser in a single turret costs MCr 0.5. A beam laser in a triple turret costs MCr 0.5 (both these costs assuming there are no tech level effects applied). The real increase in cost for turrets with more weapons is in the mount itself.

For Dart, the weapon system is displayed as: “Std Quad Turret Fo Beam Laser-12” [Standard Quad Turret Far Orbit Beam Laser-12]. This is a TL 12 system, with an attack Mod of +1 and an attack range of R=09, dealing 4D damage on a successful combat hit.

Note: For weapon systems which use the Hybrid SLM system (Hybrid Sand-Laser-Missile turret, a Classic rules holdover which makes sense for small ships), the ship design sheet will list the turret first, with the individual weapons (and any effects applied) beneath that on the chart or form.

ComponentCPTLTons (Td)MCr
Std Quad Turret Fo Beam Laser-12 (R=09) (Mod +1) (4D)11233.5
Subtotals11233.5
Weapon Table (above)

SENSORS
NOTE: Sensors design is tricky. There are two aspects to designing a Sensor system: the Mount, and the Sensor. The Tech Level Stage Effects Tables applies to both, simultaneously. This can have ramifications on design choices.

As a smuggling ship, Dart needs good sensors in order to detect and avoid trouble [patrols, pursuit]. Sensors also make it easier to see where the ship is going, of course. To this end, the designers added more, improved sensors, beyond the standard sensor gear typical of most commercial vessels. Note that the Sensors design section also includes Communications.

COMMS: Most ships in the Imperium have Deep Space-range comms installed, though this is not a design requirement. This allows a ship to call for assistance at great range if an emergency occurs. Comms are also necessary to maintain contact with ground/traffic control and nearby vessels.
Dart is no exception. The designers choose the typical Surface Mount option. Comms default to TL 8. Increasing the range to Deep Space (space range S=12) adds +2 to the TL (10), affecting cost of the Mount but not tonnage needed (surface mount systems require no tonnage). Improving the comm system to Modified increases the TL by 2 (12) and gives a Mod +2 for the operator, and reduces the cost of the comm system itself by 50% (MCr 0.5). As stated, no tonnage  is needed for a surface mount system, but increased range and accuracy drives the cost to MCr 5.5 (MCr 5 for the surface mount, MCr 0.5 for the Comm-12). (A standard TL 8 AR [Attack Range] system would cost a mere MCr2.)

Telescope sensors are almost required on all space vessels. Introduced at TL 9, adding the Scope system on Dart gives Deep Space (DS) range of S=12. Using the Improved option brings the Scope system to TL 12, at no tonnage required, and a cost of MCr 6 (5 for the mount, 1 for the scope).

The designers add an Improved Attack Range (S=07) EMS-12 system, in order to detect ships entering or leaving Jump space (as well as other potential effects). [No space, MCr 2]

Long Range (S=09) Radar is added. [No space, MCr 3.5]

Here is where Dart differs from most other ships. The designers add two rare options: Stealth Mask and Jammer.

A standard Stealth Mask helps to hide the ship. This system costs MCr 2, has a Mod of 0, and a range of S=07.

An advanced Jammer-12 system with Mod +3 and Long Range (S=09) costs MCr 5.

ComponentCPTLTons (Td)MCr
Mod Surf-Mt DS Comm-12 (S=12) (Mod+2)1125.5
Imp Surf-Mt DS Scope-12 (S=12) (Mod+1)1126
Imp Surf-Mt AR EMS-12 (S=07) (Mod+0)1122
Mod Surf-Mt LR Radar-12 (S=09) (Mod+2)1123.5
Std Surf-Mt AR Stealth Mask-12 (S=07) (Mod+0)1122
Adv Surf-Mt LR Jammer-12 (S=09) (Mod+3)1125
Subtotals61224
COMMS AND SENSORS TABLE (above)

NOTES ON CONTROLS AND CONSOLE INTERACTION
The section on Computers and how they affect consoles and control points is… confusing. I only JUST had it sink in, while initially typing this section, how they are supposed to interact, after what seems like weeks or months of confusion. I must be getting old. I’ve been playing Traveller since 1981, so I guess I am… lol.

The rules on Book 2, p.88 for computers essentially state a ship’s computer can control a number of Consoles equal to the Model Number, with +1 added to this if it is a BIS model. So a Model/1 computer can control 1 console, or 2 consoles if a Model/1bis. This means the pilot of Dart can concentrate on flying, while the ship’s computer (see below) can keep an eye on the ship’s engine telltales, as well as sensor data.

The “CSK”, or “C+S+K”, for computers is equal to a player’s CSK in the task system: Controlling Stat (C) plus Skill Level (S) plus Knowledge Skill Level (K, if any/applicable to the task).

Any Console(s) the ship’s computer is controlling can perform basic tasks for that Console with an equivalent CSK equal to its TL. For example, a TL 10 computer can make any task roll associated with a Console at an equivalent CSK of 10. While this value is better than most untrained individuals, any skilled crewman will have much better results.
But it’s better than nothing.

***For quite some time, I made the assumption (guess?) that a computer reduced the number of Control Points, or how they were controlled/tied to the Consoles, but I could never work out how.

Now I just realize I’m an idiot. Or it’s that old age thing again…

CONTROLS
The ship controls section of the design process is, quite frankly, the section I liked the least. (See the semi-rant in the previous section.) That being said...

Ships require controls to operate effectively. The process as defined in the rules is you assign individual Control Panels (CP) to a Console, and (usually) assign the console a station name or title (Pilot Console, Sensors Console, and so on).

My take on this: THIS IS TOO MUCH DETAIL FOR MOST SHIPS. A military or other ship which is the center of the campaign, being in near constant use for it (say, in a military campaign where the players are constantly dealing with the ship and ship issues) needs this level of detail. Most ships used in Traveller campaigns do not. I, myself, do not worry about assigning the control points to each console, unless absolutely necessary. I assign names to the Consoles (Pilot, Astrogation, Security, Engineering, Comms/Sensors, etc) and just go from there. From my understanding (and assumption), Consoles are highly configurable, and can switch between jobs, say from Piloting to Astrogation to Sensors, at need – as long as 1. the referee says it’s ok, 2. there is no/little damage to the ship, and/or 3. the players have discussed this and set it up previously.
To me, a simple and easy solution, requiring far less bookkeeping.
Back to the design at hand…

Dart has two Spacious Consoles (Piloting, Astrogation). These are both located on the bridge, giving Dart a 2-Console bridge. With a single crew member, the main Console controls most ship functions, of course, while the ship’s computer (see below) can keep an electronic eye on other ship functions. [4-Td, MCr 0.4]

Dart requires a single computer for its operational needs. A single Model/2bis computer is more than adequate for its needs. Dart’s computer is capable of running 3 Consoles (or even individual Control Points, such as a drive) with a CSK of 10. [4-Td, MCr 7.5]

Note: It can be argued that additional Consoles could or should be added to improve efficiency and ergonomics. Doing so, however, would not improve the ship’s design numbers nearly enough to improve Ergonomics, so more are not added. [I had initially designed it with an additional pair of Cramped Consoles, but I removed them after realizing they had absolutely no effect on the design and numbers.]

That is pretty much it for the controls of the ship. As Dart is a smaller vessel, this is an easy section to complete (especially if you are lazy like myself, and don’t take the time to actually assign Control Points (CP) to Consoles).

ComponentsCPTLTons (Td)MCr
2 Spacious Consoles40.4
Computer Model/2bis1047.5
Subtotals1097.9
CONTROLS TABLE (above)

PAYLOAD
Payload on a ship represents ‘everything else’ which hasn’t already been covered: life support, cargo, staterooms, small craft, vehicles… it can be a long list. The best approach is to first ensure the crew’s needs are met, then deal with everything else. Don’t forget to add plenty of crew and passenger common areas; these are critical for crew comfort and sanity when aboard.

Obviously the crew needs sleeping quarters and toilets. Four standard crew staterooms are installed (8-Td. MCr 0.4), along with a shared (common) fresher (0.5-Td, MCr 0.5).

Everyone aboard needs to eat, so a standard life support system is installed. This has 300 person-days of supplies, which will be more than adequate for a single crewmember. Indeed, a single person could remain on the ship for around 10 months without having to land (assuming fuel can be scooped from a gas giant or ocean, though this would be monotonous after a while…) Even with a crew (or passengers) of four, there are more than enough supplies aboard for everyone for quite some time (75 days). (1-Td, MCr 1)

Imperial Law requires a medic aboard any passenger ship. While Dart isn’t rated for paid passenger service, it may carry a passenger or two on rare occasion, so the designers include a Medical Console. It is also a smart option to carry a medical console; the risk of injuries is high, given Dart’s nature. (0.5-Td, MCr 0.5)

One personal-size airlock is included for every 100-tons of ship, so one is included on this list for completeness. There is no additional cost or tonnage added. Note that there is a large door for the cargo bay included, though this is not an airlock; opening the cargo bay will expose the contents to local atmosphere or vacuum. An additional personal airlock, or even a cargo bay airlock, could be added, but these aren’t considered necessary for a ship of this size.

Common space for the crew is added, for crew comfort as well as access throughout the ship. There is no cost associated with this. (8-Td, MCr 0)

And finally we get to the last, but perhaps most important, component: Cargo. Totaling the numbers up, there are 22 remaining tons available. The designers decided this small vessel has no real need for any sort of carried vehicles or small craft (the typical Scout/Courier, which is of course the same displacement as Dart, carries an air/raft). Any other specialized ship components are also ruled out as unnecessary.

ComponentCPTLTons (Td)MCr
4 Crew Staterooms80.4
Crew Commons8
1 Shared Fresher (max 4 persons)0.50.5
Standard Life Support (300 person-days)111
Medical Console0.50.5
Ship’s Locker10
Air Lock (1, included)
Cargo Space22
Subtotals1382.4
PAYLOAD TABLE (above)

SHIP STATS
Here we will go over Dart’s stats – not the actual ship stats (maneuver, etc.), but the secondary ones.

DESIGNATION
This is the standard designation code for the ship.

Dart TF-AS42
T= Trader F= Fast A= 100-tons S= Streamlined 4= Maneuver 4G 2= Jump Range
Dart is a Fast Trader, 100-tons in volume, with a Streamlined hull, pulling 4G’s maneuver, and capable of a 2 parsec Jump. (Trader is the designation for ships which carry unscheduled cargoes not running a set route.)

SAFE JUMP DISTANCE
This value is the best safe distance from a gravity well (in diameters) for Dart to enter Jump safely. This value is computed as: Distance (in D, Diameters) equal to Jump Field Strength (S) divided by Jump Drive Efficiency (rounded UP) minus Engineering Skill (which is equal to the engineer’s Engineering Skill PLUS his Jump Drive Knowledge, if known).

Dart’s Safe Jump Distance: For Dart, the base value is computed as D = ( 100 / 110 ) – E, or  D = 91 – E, with the value of E currently unknown. This means Dart can enter Jump Space earlier than most other, similar size, ships – and that’s without adding any potential Engineering skill. Add in a skilled Engineer’s numbers, and this only improves.
As a quick example, a ship’s engineer with Engineering-2 and Jump Drive Knowledge-2 reduces the minimum Jump Distance to 87 Diameters. Of course, the actual Jump Distance includes a flux roll; in this case, this can reduce the distance down to 82 diameters (-5) or increase it to 92 diameters (+5). Either result is still better than the base 100 of diameters.

DEMAND
Dart is not a passenger vessel, so this value is not determined.

COMFORT RATING
Comfort Rating (C) is computed as: Total Crew Quarters plus Crew Common Space in Tons (Td) divided by the number of Crew. This total for Dart is 16 tons. Computing the numbers, we can determine four values:
1 Crew, Rating 16
2 Crew, Rating 8
3 Crew, Rating 6
4 Crew, Rating 4
Only with four persons (crew and possible riders/passengers) aboard will there be any real risk of crew discomfort. Dart is a nice, comfortable vessel.
Note that these Comfort Ratings are normally computed separately for Crew, Passengers, and Ship’s Troops. Only the Crew value applies for this design, since it is not rated to carry paying passengers.

ERGONOMICS
Ergonomics Rating represents how well or efficiently a ship’s controls are laid out. Higher ratings mean the crew has easy access to most components and controls, and will have few (if any) Mishaps. Lower ratings indicate a poor design or layout, increasing crew stress and mishap potential. Obviously, higher values are desired.
Ergonomics (E) is calculated as Total Console Tonnage divided by the number of Control Panels (CP) on the ship.
For Dart this works out to: 8 tons / 19 CP, or 0.42, which rounds Up to 1. Obviously, this is not a great rating. The crew runs the risk of daily mishaps. The designers made an attempt to increase this value, but only adding an almost unreasonable number of consoles to the design would make a difference, so they left it unchanged. The crew will just have to deal with issues as best they can.

CONCLUSIONS
Once it is fully understood, the T5 ship design process isn’t that intimidating – as long as one sticks to smaller designs. I can only imagine the headaches and time involved with design of a larger military ship. Then again, I’m still new to T5’s ship design process.
Michael Barger on drivethrurpg has a pdf document for purchase, detailing the Gazelle-Class Close Escort in T5 rules. It is a deep, detailed document (56 or so pages), giving insights into the design process for military ships in these rules. It would make an excellent ship setting for a T5-based, small crew military campaign. The link is here for this document.

Dart itself is certainly a vessel with a specific, if unstated mission – smuggling. It is fast, with decent cargo for its size, good sensors, and some surprises (stealth, a jammer system). It has its drawbacks, however; the ship’s ergonomics will result in frequent, if usually minor, mishaps (or worse, if maintenance isn’t kept up), and it will almost certainly be slaughtered in any face-to-face combat situation, as its armor is sub-par, at best. Various other issues haven’t been addressed here. For instance, there is no actual cargo airlock; the cargo bay must be opened to the local environment for quick unloading; this could be a ‘small problem’ if Dart is sitting on top of a water body, and it’s regular airlock isn’t designed for ease of cargo transfer.

All that being said, this is (I like to think; others may differ) a well-thought-out design, one well-suited to its unstated but obvious mission. There are many other uses for the ship, of course; landing a small team or individual on a world surface undetected, quick ‘snatch and grab’ rescue or pick-up mission, fast transfer of data or small (legal) cargoes to a world, and other, similar missions.

TELL ME WHAT YOU THINK!
By all means, do let me know if you like this design, find the process walk-through useful (or not), where I could improve it, any mistakes I’ve made… and so on. I am certainly not the greatest at this (not even close!), and am prone to typing errors, no matter how many times I read and re-read (and re-re-read) my work.

I have finished the initial conversion for the setting’s classic XBoat as a future post; I just have to proof-read it, then type it up. I also have an idea to do a conversion for the Xboat Tender (once I can find the plans for it. I know I have them around somewhere…). The Fleet Courier from Supplement 9 – Fighting Ships may also be in the works. Let me know if you have any other ideas or suggestions for similar conversions or creation.

Thank you, and Keep On Travelling!

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