The following requirements must be met:
Provision must be made for security of landing parties and the care of wounded crew members.
The purpose of this vessel is exploratory trade, well beyond the Imperial frontier. As such, normal economic analysis based on intra-Imperial trade profitability does not apply well to this vessel. However, as with any trader, a higher percentage of hull volume devoted to cargo implies higher profits -- if the requirements above are also met. The same comments apply to the vessel's price.
Tons: 500 Std (Wedge SL) Volume: 7,000 m^3 Cost: 226 MCr
Crew: 11 (8) High/Mid Pass: 8 (11) Low: 10
Cargo: 102 Std Controls: TL12 hiauto (Bridge) TL: 12
08 Size 03 Jump Drive (50 Std/Pc Fuel)
02 Maneuver (T-plate, 250 Mw)
02x 251 Mj laser (04) 1/03-02-01-00 1.5 Power Plant (375 Mw)
158 Fuel (Scoop 200, Refine 50)
01 Sandcasters (TL-12, 30 Cans)
01x Min. Hang. (20 td Launch) 01 Nuclear Damper (30,000 km)
A4 P4 J0 Sensors (0 Stealth/Cloak)
20 Armor, 22 Structure
Crew Detail: 01 Command, 01 Pilot, 01 Astrogator, 01 Sensors, 5 (3)
Gunners, 01 Engineer, 01 (0) Steward.
Famille Spofulam Yards is pleased to announce its entry for this month's THUDDD competition. FSY's philosophy for this ship class is that medium is better; several medium-size ships can cover more territory, visiting more systems, than a single large vessel. Thus, a megacorporation equipped with a fleet of Recollets, rather than a few large vessels, will be able to better explore the new markets on the fringes of the Imperium or beyond. As well, smaller entrepreneurs will be able to afford an extremely capable frontier trader. However, too small a vessel will have severe shortcomings in cargo capacity and defensive punch, not to mention small-craft and repair facilities. Thus, we here at FSY feel that a medium-sized vessel, capable of extended duration, with self-repair and small-craft facilities, good defenses, and fair cargo capacity, is the best approach to commercial exploration beyond the Imperial pale. Hence, the Recollet-class Exploratory Trader.
The Recollet is built into a rock solid 500-ton streamlined wedge-configuration hull, stressed to 10 G's for atmospheric operations, and heavily armoured. The Recollet is equipped with fuel scoops capable of ingesting its full fuel load in slightly over 45 minutes, and refining it in just over three hours. It is also equipped with a 40-ton hangar capable of accomodating a standard 20-ton launch (not included in MSRP) or serving as supplementary cargo or storage space. Other facilities designed to extend the Recollet's duration in the field include an electronics shop and a machine shop, and 2 years fuel storage for its 375 Mw Zhunastu Fusion Systems power plant. Its hold is capable of accomodating 102 tons of cargo, accessed via four large cargo hatches.
The Recollet is capable of accelerations of up to 2Gs, driven by a Famille Spofulam Gravitics Thruster Plate unit, and boasts the longest range (3 parsecs) jump drive currently available.
As it is designed to venture far beyond the protective umbrella of the Imperial Navy, the Recollet packs two 251 megajoule Ling Standard heavy lasers linked by MFD, as well as one nuclear damper and a sandcaster. The Recollet's weapons suite therefore provides significant firepower, and is capable of dealing with either laser or missile-equipped (typical of lower-TL cultures) opponents.
As typical for FSY's civilian craft, accomodations are luxurious; command, sensor, flight deck, senior gunner, and engineering crew sleep in six large staterooms, while the gunners and steward each have a single small stateroom to themselves. Eight small staterooms are provided for middle passengers. Given that the Recollet will often be operated with a lower crew complement of three gunners (with the lasers being fired by the MFD gunner) and no steward, up to 11 middle passengers may be carried. Crew quarters may be shifted into smaller staterooms to accomodate High passengers if necessary. A sickbay is provided, as are 10 low berths.
The result is a highly capable vessel with a surprisingly low price tag of only 226 Mcr (launch not included) which we here at FSY feel will become extremely popular among those venturing beyond the frontiers of the Imperium to seek fortune, adventure, and to increase the glory of the Imperium.
Tons: 2,000 std ( SL Wedge ) Volume: 28,000 m^3 Cost: 1,542.278 MCr ( 1,394.050 MCr )
Crew: 33/49 ( /HighAuto ) Passengers High/Medium: 10/0 Passengers Low: 0( 8 Emerg. )
Cargo: 400.0 std Controls: Survey Std ( /Bridge ) Tech Level: 12
9 Size Rating 3 Jump Drive ( 200 std/pc fuel )
3 Maneuver ( Thruster, 1,500 Mw )
2 Power Plant Rating ( 4x500Mw 1x75Mw )
4xLaser Batteries (+4) 1/2-1-0-0 622 Fuel ( /Scoop:1.7 /Refine:6.2 )
2 Sandcaster ( 30 cans )
1 Nuclear Damper ( 15Mw )
5 Meson Screen ( 25 Mw )
0 Black Globe
2xMissile Cells (+4) 5/8 A10 P4 J0 Sensors
w/ 15 Guided DetLaser 1d6/2 6G12 20 Armor, 28 Structure
1xEngineering Shop ( 6 std ) 1xVehicle Shop ( 10 std )
2xSick Bays ( 8 std ea. )
1x50 ton recreation area (Buyer to determine interior arrangement and facilities)
2x25 ton missle stoage bays (25std each)
2xMinimal Hangars ( 30 std craft )
Crew Details: 6 cmd, 2 mvr, 3 elc, 9 gun, 4 scr, 6 eng, 1 mtn, 4 crf, 10 trp, 0 sci, 1 stw, 2 brk, 1 med"
The Encounter is a 2000 ton steamlined wedge with state of the art Jump-3, and 3g acceleration (4g with the 1g contra grav system used "close in to worlds"). Since it is expected to operate outside the frontier we have equipped the Encounter with 4 imprved heavey laser turrets, each with its' own MFD and gunner. Add to this the 2 heavey missle turrets with 25 tons of missle storage for each turret, and we feel that the Ecounter can well take care of itself in almost any "hostile situation". On the defensive side of the coin we have heavily armored the hull and installed 2 sandcaster turrets, each with its' own MFD. In addition to the "casters" we have equipped the Encounter with a 30,000 km nuclear damper, and a 25Mw meson screen.
In addition we have installed a 16 bed sickbay, a vehicle shop, and an engineering shop to make the veesel as self sufficient as possible for those long voyages. We have also included 2, 30 ton minimal hangers for the ships auxilaries, (To be determined by the purchaser - not included in vessel price).
Realizing that the Encounter would be operating "in the rough" we have installed fuel scoops that can scoop the full fuel load in 1.7 hrs and a purification plant that can have it ready to use in 6.2 hrs.
Don't think for a minute that with all this "hardware" that we've forgotten the "software" that makes the Encounter run, On the contrary we have included 40 small staterooms and 12 large staterooms for the crew. In addition we have reserved a 50 ton area as a Recreation room that can be outfitted per the buyers wishes, to keep the crew happy and fit.
Speaking of the crew in addition to the necessary ships' crew we've included room for 2 brokers, up to 4 small craft pilots and 10 troops/security personnel. Adding the ability to carry 10 high passengers if necessary rounds out the accommodations.
On top of all of these features we've not forgotten the prime mission of the vessel, TRADE. We've included 400 tons of cargo space for the ship that should prove more than adequate for those long exploratory trading voyages.
On top of all these features we continue to provide what we feal is the best warranty in the business. If for any reason (other than normal wear or battle damage) on of our components or ships should fail we will replace it (Either the component or the ship) at no cost to the owner (Original purchasers only).
All amounts in credits (Cr). Information assumes 25 trips per year.
Down Payment 277,610,000.00
Income/Expenses Full Load Standard Load
Cargo (minus luggage and mail) 19,250,000.00 15,500,000.00
Passengers 2,500,000.00 2,000,000.00
Mail 625,000.00 625,000.00
Subsidy Payment (11,187,500.00) (9,062,500.00)
Fuel 0.00 (311,000.00)
Life Support (2,950,000.00) (2,850,000.00)
Maintenance (1,394,050.00) (1,394,050.00)
Berthing (2,500.00) (3,000.00)
Salaries (1,834,800.00) (1,834,800.00)
Profit/Loss 5,005,950.00 2,669,450.00
Income/Expenses Maintenance Load
Cargo (minus luggage and mail) 3,950,000.00
Passengers 500,000.00
Mail 625,000.00
Subsidy Payment (2,537,500.00)
Fuel (1,244,000.00)
Life Support (2,550,000.00)
Maintenance (1,394,050.00)
Berthing (4,500.00)
Salaries (1,834,800.00)
Profit/Loss (4,490,050.00)
SSDS Design Template
Ship Name Encounter
Ship Class Encounter Class
Ship Description Exploratory Trader
Ship Designer "Long Yards, John Long Chief Architect"
Design Tech Level 12
Subsidized design? Yes
Item Hull # Cd Notes Mass Vol Area Power Cost Mx En Gn El
Size 20 2000 -28000.00 -6450.0
Configuration 3 Wedge
Streamlining 2 Streamlined
Length 90.0 meters
Internal structure 6 414.90 27.66 0.39
Armor 20 1383.00 92.20 0.90
Required airlocks 20 4.00 60.00 40.0 0.02 0.10
Extra airlocks 0 0.00 0.00 0.0 0.00 0.00
Drives # Cd Notes Mass Vol Area Power Cost Mx En Gn El
Jump 1 3 Jump-3 3360.00 1120.00 373.0 336.00 0.24 1.40
Jump fuel 3 3 Parsecs 8400.00
Contra-grav 1 1 1-G 266.70 400.00 400.0 133.40 40.00 0.02 0.50
Thrusters 1 3 3-G 3000.00 1500.00 300.0 1500.00 375.00 0.21 1.88
Weapons # / Bt Mfd ROF Notes Mass Vol Area Power Cost Mx En Gn El
Heavy lasers 4 / 4 4 3 (+4) 1/2-1 683.16 438.40 76.0 96.04 112.12 0.07 4.00
Heavy missile lnhr 2 / 2 2 (+4) 5/8 265.20 410.40 44.0 12.70 102.70 0.04 2.00
Defences # / Bt Mfd Notes Mass Vol Area Power Cost Mx En Gn El
Sandcasters 2 / 2 2 2 (30 cans) 162.20 135.20 26.0 8.20 52.80 0.02 2.00
Nuclear dampers 1 / 1 "30,k km" 76.20 83.00 7.5 15.00 2.05 0.01 1.00
Meson screens 1 / 2 177 380.00 507.00 250.0 25.00 50.70 0.08 4.00
Electronics # Cd Notes Mass Vol Area Power Cost Mx En Gn El
Controls 3 8.40 84.00 2.00 9.00 0.00
Automation Level 3 High \
Electronics Package 1 4 Survey 59.34 76.36 327.8 79.82 53.80 0.00 3.50
Life Support # Cd Notes Mass Vol Area Power Cost Mx En Gn El
Life Support 1 2 Standard 224.00 224.00 5.60 14.00
Artificial Gravity 1 560.00 280.00 140.00 14.00 0.04
Equipment # Cd Ex Notes Mass Vol Area Power Cost Mx En Gn El
Engineering shop 1 40.00 84.00 0.60 1.00
Machine shop 1 120.00 140.00 1.00 2.00
Sickbay 2 100.00 224.00 1.60 10.00
Minimal hangar 2 3 30std craft 336.00 1680.00 170.0 0.52
Recreation area 1 50 std 200.00 700.00 30.00 5.00
Missle Storage 2 25 std Ea 250.00 700.00 5.00 1.20
Fuel scoops 3 1.7 hours 967.5 0.07
Fuel purification plant 2 1 6.2 hours 1120.00 560.00 8.40 0.22
Power Plants # Cd Ex Notes Mass Vol Area Power Cost Mx En Gn El
Fusion plant 4 8 500 4000.00 1000.00 -2000.00 200.00 0.28 2.34
Fuel 1.0 1 year 300.00
Fusion plant 1 5 75 150.00 37.50 -75.00 7.50 0.01 0.09
Fuel 1.0 1 year 11.25
Crew # Cd Ex Notes Mass Vol Area Power Cost Mx En Gn El
Maintenance 1 1
Engineering 6 6
Electronics 3 3
Maneuver 2 2
Gunnery 9 9
Screens 4 4
Small craft 4
Troops 10
Command 6 6
High Passengers 10
Stewards 1 1
Brokers 2
Medical 1 1
Total Regular Crew 18 18
Total Crew 49
Total Personnel 59
Crew Stations # Cd Ex Notes Mass Vol Area Power Cost Mx En Gn El
Workstations 10 6 2.00 70.00 0.02
Bridge workstations 22 20 Required 4.40 308.00 0.03
Quarters # Cd Ex Notes Mass Vol Area Power Cost Mx En Gn El
Small staterooms 40 80.00 1120.00 0.02 1.60
Large staterooms 12 48.00 672.00 0.01 1.20
Emer. low berths 2 4.00 56.00 0.00 0.20
Additional Space # Cd Ex Notes Mass Vol Area Power Cost Mx En Gn El
Extra fuel 50 0.00 700.00
Cargo space 400 7000.00
Large cargo hatch 4 20 80.0 0.08
Small cargo hatch 4 0 48.0 0.05
Waste space 0.00 0.00
Totals 17351.50 -199.03 -3340.3 -10.58 1394.05 1.02 6.20 13.00 3.50
Hull details: Airframe slab, max 4G, length 99 m [from SSDS data]
Tons: 2000 Volume: 28 000 m^3 Cost: 727.0 MCr
Crew: 49 High Pass: 2 Low Pass: 6 (+48)
Cargo: 100 Controls: Std mil., bridge TL: 12
Size 09 3 Jump (200 Td fuel/pc)
1 Maneuver (thrusters)
+ 1 Maneuver (HEPlaR) (2 hr)
3 Powerplant (2570 MW)
1 x Mil. laser (+4) 1/4-4-3-2 650 Fuel (S 400, R 20)
4 x Civ. laser (+0) 1/2-0-0-0 2 Meson Screen (3 MW)
4 Sand [30 ready each]
1 spacious hangar (100 Td) 1 Nuclear Damper (15 MW)
3 airframe grapples for A10 P4 J10 Sensors
20t, 30t, 50t 30 Armour 25 Structure
Crew detail: 7 Engineers, 2 Electronics, 2 Maneuver, 10 Gunnery,
1 Screens, 12 Auxilliary Craft, 6 Troops, 6 Command crew,
2 Stewards, 1 Medical
High passengers often scientists or company officials
Additional details:
Advanced comm. package
100 Td collapsible tanks in cargo space
(leave 5 Td cargo when full)
Engineering and vehicle shops near hangar
Sickbay (2 person)
Lab space (2 people)
2 x 200 Td collapsible tanks in hangar area
12 emergency low berths (hence +48 above)
Crew in 43 small staterooms, command crew in 6 staterooms
(slightly more space than usual in common areas)
Concealed storage of 0.4 Td for contraband, firearms etc.
It is expected that the cargo hold will contain spare parts, consumables and trade goods. As the voyage progresses, these will be replaced by new trade items. Six low berths allow the transport of animal specimens or reserve crewmembers.
A 1G HEPlaR drive is fitted as backup to the main thrusters, or for emergency acceleration. The powerplants are sufficient to power all components simultaneously, although only three 500 MW units are required for normal operation (no HEPlaR).
Crew assignments vary, with troops sometimes replaced by scientific staff or assigned to small craft. The 12 auxilliary craft crew are four mechanics and eight crew members; in practice, they represent relief personnel for the main crew, and may not be assigned to one craft only.
The price of this ship does not include the J3, 2G courier ship at MCr 50.6, or any small craft. Common small craft selections are
Let's be honest. It doesn't take an Anderson to jump three parsecs in a week. Wilderness refuelling is pretty common. Most ships carry a small craft or two. So what makes our ship so special? The clean lines of a 99m airframe hull?
How about the way it's built around a massive 400 Td hangar? (It's nearly the size of some of our competitors' ships.)
A hangar that houses a very special scoutship. We can't confirm that it's related to the latest Navy courier. Nor can we deny it. This lightly-armed ship can carry enough fuel for two 3-parsec jumps, using a collapsible fuel tank to maintain cargo capacity. When your trade information won't wait, you don't have to abandon your expensive mission -- just send the Type S3 courier.
A hangar big enough for shuttles to pour trade goods into the ample 100 Td cargo bay. Just the thing when you're receiving goods from civilisations that don't have Fusion Plus(TM) -- yet!
A hangar which can be used as fuel storage, thanks to innovative use of collapsible tanks. (We've put them in the cargo bay, too.)
We're nearly as pleased with our hangar as you'll be. Especially when you need the space for repairs. Or fuel. Or spares. Or an end-of-tour celebration.
Of course, we supply fittings for a number of other small craft. However, we believe you're the best judge of your trading needs, so we don't force you to take some standard package of craft. Our advisers are always ready to help you choose, however, so you've still got all the power of Imperial Shipping's experience behind you.
You've also got the power of our milspec laser battery, in case of trouble. Plus four secondary turrets. Four sandcasters. A nuclear damper, in case your potential trading partners haven't heard about the Imperial ban. A heavily-armoured hull. Even a meson screen. (Recent medical research indicates it reduces radiation exposure for deep space crews like yours.) And with our Navy-issue sensor gear, you'll see trouble coming before it sees you.
If you need to run, you've got a HEPlaR drive to boost you away from trouble. And of course, two separate main drives means never having to say "sundive". Especially when the Anderson has five main 500 MW powerplants, runs on two, and cruises on three. Of course, our fuel purification plant keeps everything clean, but accidents -- and worse -- can happen. That's why we've included engineering and vehicle shops, to help your engineers keep things running smoothly.
Keeping your crew running smoothly is as important as maintaining your drives, so we've included plenty of common space for recreation, as well as individual staterooms for every crewmember. We've left you space for a security detachment, plus a couple of high passengers. Or maybe you want a couple of top scientists to work in the on-board analysis lab? Again, it's your choice, because trading is your business. Designing quality starships is ours.
And because of our key role in establishing standard, modular starship components throughout the Imperium, we're cheaper than you'd think. MCr 727 buys you more quality than the competition can stand. They know that too. Buy first. Buy now. Buy Anderson, from Imperial Shipyards.
There's only one feature of the Anderson we hope you won't use: the emergency low berths. Still, at least you won't be there for the rest of your life, like on most ships. But then, they don't carry a scoutship capable of two 3-parsec jumps. Just high insurance premiums.
Component Vol/Td Area/m^2 Pwr/MW MCr Crew
Hull 543.1 95.1
Jump-3 80 373 336 1.8
HEPlaR 1G 8 112 1120 1.1 0.3
Thrusters 36 101 504 126 1.2
Mil controls 3.4 0.3 2.5 18.5
Std mil sensor 1.2 44.6 85.2 62.5 0.8
Advanced commo 0.0 203 21.5 2 0.8
Civ lasers (4) 12 40 53.2 5.6 4
Mil laser 20.3 62.1 203.1 34.6 1
4 sandcaster 12 40 4 3.2 4
Meson screen-2 4.3 30 3 6 0.1
Nuc damper-1 6 20 15 2 1
Engnr shop 6 0.6 1
Vehicle shop 10 1 2
Lab [for 2] 8 0.8 5
Sickbay [for 2] 8 0.8 5
Hangar 400 c. 200 1.3
Grapples 30 576 0.4
45 762 0.6
75 1129 1.1
Jump fuel 600
Purif. plant 48 10.1 0.3
Collaps. tanks 25 0.7
PP 5 x 500 MW 89.5 250 2
PP 50 + 20 2.5 7 0.1
27 Bridge wstn 27 0.054
8 lge stateroom 32 0.008 0.8
43 sm stateroom 86 0.0215 1.72
12 em. low 24 0.024 1.2
6 low berth 6 0.006 0.3
Cargo 100.4
Fuel 50
Totals: 1855.6 Td, 3693 m^2, 2568.7615 MW, MCr 969.374 before
discount.
I've gone for a real mix of features, on the basis that the ship will be an explorer rather than a trader. The emphasis is therefore on sample goods and knowledge, coupled with sustainability, rather than traditional trade performance. This explains the MCr 7.3 per cargo ton cost (although that doesn't allow for cargo aboard the small craft). The lab is symptomatic of this approach.
The scoutship is key to this design, so I give details below. It's not a Navy Courier (which exists as an SSDS design with EMM and better sensors, etc.) but has identical performance. The ability to send data back to a parent company is invaluable to exploratory trade.
I can't wait to tell a group of PCs "OK, you're crew of the exploratory trader _Harrison_, which has just misjumped badly. There's a single scoutship in which to get help, and you've been selected to fly it. Good luck."
Type S3 Scout/Courier (QSDS 1.5)
Nick Munn
Hull details: Needle S, max 4G
Tons: 100 Volume: 1 400 m^3 Cost: 50.6 MCr
Crew: 6 (2) High Pass: 0 Low Pass: 0
Cargo: 29.5 Controls: Std civilian TL: 12
Size 09 3 Jump (30 Td fuel/pc)
2 Maneuver (thrusters)
3 Powerplant (135 MW)
1 x Civ. laser (+0) 1/2-0-0-0 31 Fuel (S 20, R 0)
0 Meson Screen (3 MW)
0 Sand [30 ready each]
0 Nuclear Damper (15 MW)
A2 P3 J0 Sensors
20 Armour 9 Structure
Crew detail: 1 Engineer, 1 Electronics, 2 Maneuver, 1 Gunnery,
1 Command crew. (Can be run by 2 people.)
Accomodation: 1 large stateroom, 2 small stateroom, 3 bunks
Other: 30-ton collapsible tank in cargo hold.
Improved commo package
Powerplant sizes: 75 MW + three 20 MW.
PP fuel lasts c. 6 months.
2000Td Cylinder SL 28,000m^3 Cost:1111.1Mcr
Crew: 44 Passengers(Staterooms): 9 High(Large)/35Mid(Small) Low:8(Emergency)
Cargo: 400Td Controls: Mil/Fib(Bridge) TL-12
9 Size 3 Jump (200Td/Pc Fuel)
2 Maneuver (Thrust Plates)
L Bay (+4) 1/6-6-6-5 3 Power Plant(1x3000Mw, 1x200Mw, 1x50Mw)
L Bat-1 (+4) 1/2-2-0-0 714.7 Fuel (Scoops, Refine 50Td/Hr)
L Bat-2 (+4) 1/2-2-0-0 7 Meson Screen (50Mw)
L Bat-3 (+4) 1/2-2-0-0 4 Sandcaster (120 Cans)
L Bat-4 (+4) 1/2-2-0-0 4 Nuke Damper (240Mw, 60 Mw/each)
Hangar#1 10Td Ships Boat Sensors: A10 P4 J10
Hangar#2 10Td Ships Boat 20 Armour 28 Structure
Hangar#3 Air Raft
Hangar#4 Air Raft
Extras: Crew: Maneuver=2, Engineer=6, Electronic=2, Gunners=13, Screens=2
10 Bed Sickbay Troops=10, Command=6, Steward=2, Medical=1
Engineering Shop
Vehicle Shop
Lounge
Exercise Room
The Elizabeth Class Frontier Trader is named after an ancient Solomani
queen which ruled during a time when wooden ships plyed the seas in search
of gold and trade. During that time rival kingdoms and pirates would prey
upon these ships for their goods. The Queen was wise to protect her
capital with well defended merchants. We in our new Imperuim see
ourselves in a similar situation. A new, rich empire, in which envious
pocket empires and pirates would prey upon our ships on the rim, especialy
those going to Vland and the unsettled teritories. The Elizabeth takes
the best military protection available, while still appearing to be a
trading vessel.
The Elisabeth is well defended, most of its armamaents are of a defensive, rather than offensive nature. The single military heave lasers insure that most missiles would be destroyed at a safe range. It has 4 Sandacsters to protect it from laser fire, and 4 Nuclear dampers should the enemy be dispicable enough to use nuclear arms. Its main gun is a 50Td TL-12 Laser Bay. This weapon will make the Elizabeth able to hold her own against capital ships roughly her size. As it is known that some uncontacted worlds may use relic RoM Meson Weapons, a Meson screen was also installed.
There are 2 Ships Boats and 2 Air rafts on board as support and auxilary craft. Engineering and vehicle shops are instaled to provide self sufficency of the ship, as it may not be at a class a port for months at a time. Likewise, for the sake of the crew, comfort has been provided by a lounge and an exercise and recreation room. Medical facilitaies are also present should a crewmember become wounded or contract an ailment. If the crewmember becomes mortaly wounded or sick, emergency low berths are available to store the fallen comrade untill such time that he/she could be recessutated back home in Core.
The Crew compliement mainly consists of security and gunnery, with engineering and command crew second, then the technical crew and finaly the service crew. This ship puts saftey and protection on the highest order, next to trade of course. It is one thing to get the goods from the world, its another to protect that precious cargo, and in the Frontier, there is no navy to protect you, one must be ready for any posible contingency. We believe that the Elizabeth is one of the best fusions of Merchant and Military technology and experience.
Tons: 2000Sdt(Wdg SL) Volume: 28,000m^3 Cost: (See Below)
Crew: 35 Hi/Mid: 2/5 Low: 2 (32 Emerg Lo)
Cargo: (See Below) Controls: Std Civ TL: 12
9 Size 3 Jump Drive (250Sdt/Pc Fuel)
2G Maueuver (T-Plates, 1260Mw)
2xMil Laser(+4)1/4-3-2-0 2 Power Plant (1x2000Mw Fus)
1xMissile Barb(+4)5/4 771.4 Fuel (S800 R20)
w/5GuidedDetLsr1d6/2 6G12 6 Meson Screen (32 Mw)
8 Sandcaster (240 Cans, 2x+4 MFD)
2x80-t SL Grapple A10 P4 J10
11x30-t SL Grapple 20 Armor, 28 Structure
1x10-t SL Grapple 90 Length
1xEngineering Shop(6Sdt) 2x80-t Grasshopper-class
1xVehicle Shop(10Sdt) Modular Support Craft
1xLaboratory(8Sdt) 11x30-t Cargo/Fuel Module
1xSick Bay(8Sdt) 1x10-t Q010 Luxury Landing Craft
1xFitness Room(8Sdt)
1xEntertainment Room(8Sdt)
1xGalley/Mess(8Sdt)
Crew: 2 Man, 2 Elec, 6 Eng, 5 Gun, 2 Scrn, 6 Small Craft,
5 Troops, 4 Cmd, 2 Stwd, 1 Med (Cmd & Med in Lg Stateroom)
Total Price: 1190.49MCr(Discounted); 1523.69MCr(No Discount)
Total Cargo: 793Sdt
Calculations -----Price(MCr)----
Ship Original Discount Cargo(Sdt)
Ming Class 1395.39 1074.89 361.4
Grasshopper(1) 52.06 46.96 0.0
Cargo/Fuel Mod (Price for two Modules 28.7
Cargo/Fuel Mod included in Craft above) 28.7
Grasshopper(2) 52.06 46.96 0.0
Cargo/Fuel Mod (Price for two Modules 28.7
Cargo/Fuel Mod included in Craft above) 28.7
Cargo/Fuel Mod(1) 0.63 0.56 28.7
Cargo/Fuel Mod(2) 0.63 0.56 28.7
Cargo/Fuel Mod(3) 0.63 0.56 28.7
Cargo/Fuel Mod(4) 0.63 0.56 28.7
Cargo/Fuel Mod(5) 0.63 0.56 28.7
Cargo/Fuel Mod(6) 0.63 0.56 28.7
Cargo/Fuel Mod(7) 0.63 0.56 28.7
Cargo/Fuel Mod(8) 0.63 0.56 28.7
Cargo/Fuel Mod(9) 0.63 0.56 28.7
Cargo/Fuel Mod(10) 0.63 0.56 28.7
Cargo/Fuel Mod(11) 0.63 0.56 28.7
Q010 Craft 17.25 15.52 1.1
TOTAL SYSTEM: 1523.69 1190.49 793.0
Cargo is key to any trading opportunity, and here at Quiptech, we feel that we understand this. The Ming comes equipped with over 350 standard displacement tons of cargo area within itself, as well as over 400 tons of cargo area in specially designed cargo modules. Each module comes equipped with its own Life Suport and AG/IC systems that can be turned on and off individually to preserve power. This also allows the Ming to carry a variety of different cargoes with the least amount of spoilage.
Twin Grasshopper-class Modular Support vessels are included with the Ming to allow for faster loading and unloading of cargo. Each Grasshopper is capable of 5G's of thrust to quickly move cargo from the surface to the Ming. The AF hulls of the Grasshoppers also help speed up the process.
What good is cargo if you can't protect it? That's why the Ming is equipped with a level 6 Meson screen as well as 8 Sandcasters for defense. In addition, the twin laser batteries and the missile launcher will give the attacking craft something to think about while the Ming makes its escape. (Imperial Permits may be required.)
"How?" you ask. The Ming (and all 15 of the Cargo/Fuel Modules) come equipped with Collapsible Fuel Bladders. We reccommend that before the Ming jumps out of system, all of these Bladders that can be are filled with fuel. During the jump, this fuel can be purified and pumped into the Mings fuel tank, giving the Ming the ability to perform an emergency Jump at any time after entering a system.
Of course, your cargo isn't valuable unless you can get it back to port, so, the Ming is equipped with both an Engineering and Vehicle Shop and is more than able to repair most parts while in the field. But being able to fix your ship is not going to help if there is no one to fly it. When you visit new worlds, there is always the chance that a new virus or microbody will be encountered, so the Ming is also equipped with a 2-bed sick bay and laboratory to give the Medical staff an extra edge in finding the cure. But if, Ancients forbid, you are unable to find the cure, the Ming is also equipped with more than enough low berths to preserve the injured or sick crewmember until the cure can be found.
When you are away from home on Exploratory Trading missions, crew morale can play a large part in whether you make a profit or not. It is for this reason that the Ming provides a small stateroom for each crewmember and a large stateroom for the command and medical crew. In addition, there is a specially designed Galley/Mess area allowing the stewards more room to provide for more tasteful and healthier meals. The crew can be treated to a tri-d from a vast tri-d library, or can read a book from the library included in the Entertainment Room. Finally, crew comfort and health will be enhanced in the Fitness Room. A collection of various exercise machinery and work-out areas provide the crew with yet another method for passing the long hours of space travel.
Finally, the Ming comes equipped with a Quiptech Q010 Luxury Landing Craft. During the negotiations and establishment of trade treaties, it is often necessary for the mission leaders to conduct meeting of good-will on the planet's surface. The Q010 allows this to be done and at the same time leave a good impression on the natives. There are times, however, when a stronger show is necessary, and at these times, the Ming itself can descend to the surface of the world to leave a lasting impression with the locals.
No matter what conditions you expect, the Ming gives you the ability to confront it with confidence. In addition, the Ming provides a large cargo area to increase profits and maintain that competitive edge.
Grasshopper Class 80-ton Modular Support Craft (SSDS)
Tons: 80Sdt(Disc AF) Volume: 1120m^3 Cost: 52.06MCr(46.96MCr)
Crew: 2 Hi/Mid: 0/0 Low: 0
Cargo: 0Sdt(1.39m^3) Controls: Std Auto TL: 12
7 Size 5G Maueuver (T-Plates, 100Mw)
3 Power Plant (1x100Mw Fus, 1x25Mw Fus)
2x30-t Docking Ring 0.67 Fuel (Scoop 80)
2x30-t Cargo/Fuel Module A1 P2 J0
1xEmerg Low Berth 20 Armor, 9 Structure
19.8 Length
Crew: 1 Maneuver, 1 Electronics
Item Mass Volume Power Area Cost
Hull IS 39.6000 2.640 0.000 0.0 0.036960
Armor 343.2000 22.880 0.000 0.0 0.320320
3xAirlk 0.6000 9.000 0.003 6.0 0.015000
T-Plate 200.0000 100.000 100.006 20.0 25.000000
Controls 0.1176 1.176 0.840 0.0 0.126000
StdCivElc 10.1000 24.000 13.360 0.0 12.020000
Std LS(20) 2.2400 2.240 0.056 18.0 0.140000
AG/IC(20) 5.6000 2.800 1.000 0.0 0.140000
Scoops 0.0000 0.000 0.000 198.9 0.014918
100Mw 200.0000 50.000 0.000 0.0 10.000000
25Mw 50.0000 12.500 0.000 0.0 2.500000
2xW/S 0.4000 14.000 0.000 0.0 0.003000
2x30t DkRg 0.0000 840.000 0.000 170.0 0.520000
Emerg Low 2.0000 28.000 0.002 0.0 0.100000
Fuel 0.0000 0.000 0.000 0.0 0.000000
2x30-tMod 340.9200 0.000 2.168 0.0 1.120000
Cargo 0.0000 1.389 0.000 0.0 0.000000
TOTALS: 1194.778 1120.000 119.429 412.9 52.056200
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
30-ton Cargo/Fuel Module (SSDS)
Tons: 30Sdt (Box SL) Volume: 420 m^3 Cost: 0.63MCr (0.56MCr)
Crew: 0 Hi/Mid: 0/0 Lo: 0
Cargo: 28.7Sdt Controls: none TL: 12
7 Size 20 Armor 5 Structure
11.5 Length
Crew: (0.02 Maintenance for AG/IC)
Item Mass Volume Power Area Cost Crew Source(Disc)
Hull IS 20.70 1.38 0.000 0 0.01932 0.000 SSDS(10%)
Armor 138.00 9.20 0.000 0 0.12880 0.000 SSDS(10%)
Lg Hatch 0.00 0.00 0.000 20 0.02000 0.000 SSDS(10%)
Std LS 3.36 3.36 0.084 0 0.21000 0.000 SSDS(10%)
AG/IC 8.40 4.20 2.000 0 0.21000 0.020 SSDS(10%)
Fuel Blad 0.00 0.00 0.000 0 0.03990 0.000 QSDS(25%)
Cargo 0.00 401.86 0.000 0 0.00000 0.000 SSDS(10%)
TOTALS: 170.46 420.00 2.084 20 0.62802 0.020
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
10-ton Luxury Landing Craft Q010 (SSDS)
Tons: 10Sdt(Cyl AF) Volume: 140m^3 Cost: 17.25MCr(15.52MCr)
Crew: 2 Hi/Mid: See Below Low: 0
Cargo:1.1Sdt(16.6m^3) Controls: Std Auto TL: 12
7 Size 4G Maueuver (T-Plates, 10Mw)
5 Power Plant (1x25Mw Fus)
4xRoomy Seats(7Sdt) 0.27 Fuel
6xAdequate Seats (3.5Sdt) A1 P2 J0
10 Armor, 2 Structure
14 Length
Crew: 1 Maneuver, 1 Electronics
Notes:
Power Surplus: 0.6Mw
Item Mass Volume Power Area Cost Hull IS 9.0000 0.600 0.0000 0.0 0.00840 Armor 58.5000 3.900 0.0000 0.0 0.05460 Airlock 0.2000 3.000 0.0010 2.0 0.00500 T-Plate 20.0000 10.000 10.0000 2.0 2.50000 Controls 0.0147 0.147 0.0105 0.0 0.01575 StdCivElc 10.1000 24.000 13.3600 18.0 12.02000 Std LS(10) 1.1200 1.120 0.0280 0.0 0.07000 AG/IC(10) 2.8000 1.400 1.0000 0.0 0.07000 25Mw 50.0000 12.500 0.0000 25.0 2.50000 2xW/S 0.4000 14.000 0.0000 0.0 0.00300 4xRmy Sts 0.0800 28.000 0.0000 0.0 0.00040 6xAdq Sts 0.1200 21.000 0.0000 0.0 0.00060 Fuel 0.0000 3.750 0.0000 0.0 0.00000 Cargo 0.0000 16.583 0.0000 0.0 0.00000 TOTALS: 157.3347 140.000 24.3995 162.0 17.24775 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Item Volume Power Area Cost Hull 104.7 346.000 0.00 97.200 J-3 Drive 100.0 0.000 420.00 466.700 Jump Fuel 750.0 0.003 0.00 0.000 T-Plate 90.0 1260.000 252.00 315.000 Std Civ Cont 1.7 1.300 0.30 9.200 Adv Comm 0.0 21.500 203.00 2.000 Sml Mil Sensrs 1.2 85.200 44.60 62.500 Missile Barb 6.0 0.200 20.00 0.100 3xMFD(+4) 6.9 9.300 6.30 76.800 2xMil Lsr 28.6 219.600 84.20 62.600 8xSandcaster 24.0 8.000 80.00 6.400 Meson Scrn 45.7 32.000 320.00 64.000 Engineer Shop 6.0 0.600 0.00 1.000 Vehicle Shop 10.0 1.000 0.00 2.000 Laboratory 8.0 0.800 0.00 5.000 Sick Bay 8.0 0.800 0.00 5.000 2x80-t Grpl 48.0 0.000 784.08 1.344 11x30-t Grpl 99.0 0.000 1454.75 2.772 10-t Grpl 3.0 0.000 196.00 0.084 Purif Plant 48.0 10.000 0.00 0.300 Fuel Blad(12.5) 0.0 0.000 0.00 0.350 2000Mw 71.4 0.000 0.00 200.000 PP Fuel 21.4 0.000 0.00 0.000 20xW/S 10.0 0.000 0.00 0.040 14xBridge 7.0 0.000 0.00 0.000 7xLg Strm 28.0 0.007 0.00 0.700 35xSm Strm 70.0 0.035 0.00 1.400 8xEmerg Low 16.0 0.016 0.00 0.800 2xLow Berth 2.0 0.002 0.00 0.100 Fitness Room 8.0 0.500 0.00 2.000 EntertainmentRm 8.0 1.000 0.00 5.000 Galley/Mess 8.0 1.000 0.00 5.000 Cargo 361.4 0.000 0.00 0.000 TOTALS: 2000.0 1998.960 3865.23 1395.390(1074.893)
Aurelia Downport, Sylea (Sylean News Service) - Aurelian Industries, a privately-held shipbuilding concern headquartered in the Wardn barony of Sylea, today unveiled its entry into the current THUDDD competition for a new type-standardized Exploratory Merchant Ship class. The Cristobal Colon class Exploratory Cruiser, Mercantile (ECM) continues the Aurelian Industries tradition of innovative solutions for complex starship problems.
At first glance, the Cristobal appears to be little more than a reworked version of the famous Aurelian Industries Marco Polo class long-range scout ship. While the two ships share many features and components, the two classes are quite different. The Cristobal carries enough room for corporate researchers or troubleshooters, as well as passengers, but still has room for nearly 200 tons of cargo. The potentially-threatening heavy wepaonry of the Marco Polo has been downgraded to a less-intimidating defensive suite, which still gives the Cristobal the firepower it needs to discourage trouble before it happens. The defenses of the Marco Polo are largely retained, and special dispensation has allowed Aurelian Industries to mount a Meson Screen on the Cristobal. While not proof against relic Meson attacks, the screen will allow the ship to quickly remove itself from danger, without adversely impacting the final cost of the vessel.
The interior of the Cristobal is also a far cry from the Marco Polo. While Imperial Navy and Scout Service crews are used to tight quarters, Aurelian Industries realizes that the well-paid professionals of today's merchant marine need a certain level of comfort to be able to perform well and make their companies prosper. For this reason, each crewman is allocated his own stateroom. Additional entertainment facilities, in the form of two 10-ton lounges, have also been added to the ship to maintain morale during long voyages of market discovery.
The realities of these long journeys require that the Cristobal be as self-supporting as possible. For that reason, the vessel is equipped with many additional facilities. A machine shop, equipped with the finest high-tech Imperial tools, can fabricate nearly any part the vessel may need, allowing the ship to perform major repairs (short of an overhaul) without the services of a starport. The human element also needs to be maintained, which is why the Cristobal is equipped with two fully-functional sickbays. There are also 20 low berths on board, which can be used to carry replacement crew or passengers, or reserved for wounded crew whose injuries cannot be tended to with the ship's facilities (an unlikely possibility).
There is also provision for up to 20 Mission Specialists to be carried on the Cristobal; expert economic analysts and trade negotiators who can make the difference between a successful expedition or a failed one. When making followup visits to an already-explored region, these rooms can be used to carry 20 high passengers instead, or even 40 medium passengers. Similarly, accomodations are provided for 12 security specialists to guard against treachery by newly-contacted customers, and to provide internal order during a long voyage. Again, when making followup visits to an already-explored region, these rooms can be used to carry 12 high passengers instead, or even 24 medium passengers.
Like the Marco Polo, the Cristobal has two separate hangars for 30-ton Ship's Boats. These craft can be used for landings, system exploration or even (given enough time) wilderness refueling of the mother ship. The Ship's Boats are not provided, but can be easily obtained from many fine small-craft manufacturers. Any vessel of 30 tons or less can be used, or any combination totalling 30 tons, for each of the two hangars. In addition, with the Ship's Boat away on a mission either of the hangars can be used as impromptu meeting areas for large meetings or other ceremonies, or even for a pickup game of Grav Ball.
While the Marco Polo carries external grapples for six 100-ton Scout Ships, the Cristobal carries three 200-ton grapples. These grapples can be used for any vessel of 200 tons or less, and the ship's drives and fuel loads are optimized to handle the ship's mass (2000 tons) plus the mass of up to 600 tons of carried vessels. Aurelian Industries also provides two complementary auxillary craft to fill these 200-ton holes; the Amerigo Vespucci class Auxilliary Far Trader, and the Santo Domingo class Auxilliary Cargo Carrier.
Based on the same 200-ton streamlined box hull, the Amerigo and the Santo both extend the cargo capacity of the Cristobal, and allow the exploration team leader a wider range of exploration options. With the jump-2 Amerigo, the team leader can widen his exploration area quickly, covering an entire cluster of worlds in one third the time a normal exploratory cruiser would require. With the Santo, the team leader is able to pick up and deliver more cargo to a world's surface, or even refuel his mother ship more quickly. The auxilliary vessels are optional, but provide a set of much more flexible and powerful exploratory options. The auxilliaries can also be easily upgraded with military-quality sensors and even weapons systems, for those regions of space where pirates and other dangers make firepower an important trading tool.
Linus Ishigli
VPMarCom, Aurelian Industries
-------------------------------------------------------
(QSDS 1.5, and the Big Book of Hulls for the Cristobal)
(Prices adjusted appropriately. Void where Prohibited)
-------------------------------------------------------
Cristobal Colon Class Exploratory Cruiser, Mercantile
Hull : 2000Td Close USL Volume : 36,400m^^3 Cost: 1108.56Mcr
Crew : 56 Psgrs : 20 Low : 20
Cargo: 170Td Control: Mil/Fib(Bdg) TL : 12
9 Size 03 Jump (260Td/Pc Fuel)
02 Maneuver (Thrust Plates)
3x 6-lsr bty (+4)1/5-3-3-0 02 Power (3x1000Mw)
4x Missile Barbette (+4) 812.1 Td Fuel (Scoop, Refine 20)
(20 ready missiles, 2 Meson Screen
control 16 missiles) 6 Sandcaster (180 cans)
3 Nuclear Damper
2x 30-ton Minimal Hangar Sensors: A10 P4 J10
3x 200-ton Grapples Armor 20 Structure 28
Special Features:
Engineering Shop
Vehicle Shop
2 Laboratories
2 Sickbays
2 10-ton Lounge facilities
Crew Requirements:
8 Engineering, 2 Electronics, 2 Maneuver, 7 Gunnery, 10 Screens, 2 Flight
Crew, 12 Troops, 8 Command Crew, 3 Stewards, 2 Medics, 20 passengers or
Mission Specialists (all in individual small staterooms, 76 available)
--------------------------------------------
Amerigo Vespucci Class Auxilliary Far Trader
Hull : 200Td Box SL Volume : 2,800m^^3 Cost: 60.06475Mcr
Crew : 3 Psgrs : 7/14 Low : 5
Cargo: 94Td Control: Mil/Fib(Bdg) TL : 12
8 Size 02 Jump (20Td/Pc Fuel)
02 Maneuver (Thrust Plates)
01 Power (110Mw)
41.2 Td Fuel (Scoop, Refine 5)
0 Meson Screen
0 Sandcaster (0 cans)
0 Nuclear Damper
Sensors: A1 P3 J0
Armor 10 Structure 10
Crew Requirements:
1 Engineering, 1 Maneuver/Command, 1 Steward in 3 small staterooms.
There are 7 additional small staterooms for 14 medium or 7 high
passengers.
--------------------------------------------
Santo Domingo Class Auxilliary Cargo Carrier
Hull : 200Td Box SL Volume : 2,800m^^3 Cost: 40.79725Mcr
Crew : 2 Psgrs : 0 Low : 0
Cargo: 161Td Control: Mil/Fib(Bdg) TL : 12
8 Size 00 Jump (0Td/Pc Fuel)
02 Maneuver (Thrust Plates)
01 Power (110Mw)
1.2 Td Fuel (Scoop, Refine 5)
0 Meson Screen
0 Sandcaster (0 cans)
0 Nuclear Damper
Sensors: A1 P3 J0
Armor 10 Structure 10
Crew Requirements:
1 Engineering, 1 Maneuver/Command
Tons: 3000 Std (SL Cylinder) Volume: 42000 m^3 Cost: 1502.66 MCr
Crew: 70 High/Med Pass: 0/10 Low: 20
Cargo: 1000 Std Controls: Exploration/Survey(Bridge) TL: 12
3 Jump Drive (300 Std/Pc Fuel)
09 Size 3 Maneuver (1G High Efficiency ContraGravity,199.98MW; 2x1G Thruster Plates,1500MW) 2x 95Mj Light Laser (+4) 1/2-1-1-0
1 Power Plant (4x500Mw+ 250Mw)
3 Meson Screen (10Mw)
926 Fuel ( Scoop 46, Refine 45)
1x Internal Hangar (Spacious) (50-ton Craft) 24 Sandcasters (360)
1 Nuclear Damper
A10 P4 J0 Sensors
10 Armour, 26 Structure
Crew Detail:
5 Maintenance, 6 Eng - Power Plant, 33 Eng - Drives, 4 Electronics, 2
Maneuvering, 7 Gunnery - Other, 9 Command, 3 Stewards, 1 Medical).
Spaceship Name: Knarr Tech Level: 12 Displacement: 3000 Component: Mass Volume Surf Area Power Price 3000t SL Cylinder A:20 3G 1551.6 -41807 -6212 0.03 1.34168 Cargo 3500 14000 0 0 0 3 parsec Jump Drive 5040 1680 560 0 504 1G High Efficiency ContraGravity 399.99 600 600 199.98 60 1G Thruster Plates 1500 750 150 750 187.5 1G Thruster Plates 1500 750 150 750 187.5 95Mj Light Laser (x3) 207.11 151.6 33 11.02 29.89 95Mj Light Laser (x3) 207.11 151.6 33 11.02 29.89 TL 12 Sandcaster Turret (x4) 231.1 193.6 43 7.1 28.8 TL 12 Sandcaster Turret (x4) 231.1 193.6 43 7.1 28.8 TL 12 Sandcaster Turret (x4) 231.1 193.6 43 7.1 28.8 TL 12 Nuclear Damper Bay 76.2 83 7.5 15 2.05 TL 12 Meson Screen Bay 155 207 100 10 20.7 Stndrd auto Dynamic Controls 4.41 44.1 0 3.15 4.725 TL 12 Exploration/Survey 51.6 66.4 285 69.41 46.78 Standard Life Sup 336 336 0 8.4 21 Artificial Gravity 840 420 0 210 21 Internal Hangar (Spacious) 50t 560 2800 125.44 0 0.68544 Large Cargo Hatch (x3) 0 0 60 0 0.06 Fuel Scoops (x5) 0 0 78.4 0 0.00588 Fuel Purification Plant (x3780) 3024 1512 0 22.68 0.6048 500MW TL12 Fusion Plant (x4) 4000 1000 0 -2000 200 Bridge WorkStation (x8) 1.6 112 0 0 0.012 Regular WorkStation (x3) 0.6 21 0 0 0.0045 Electronics Shop 40 84 0 0.6 1 Machine Shop 120 140 0 1 2 Laboratory 50 112 0 0.8 5 Sick Bay 50 112 0 0.8 5 Low Berth (x20) 20 280 0 0.02 1 Large Stateroom (x5) 20 280 0 0.005 0.5 Small Stateroom (x60) 120 1680 0 0.03 2.4 Officer's Club 40 84 0 0.6 1 Crew Commons 200 446 0 3.2 5 TL 12 Minimal 8.7 26 6 9.43 13.11 Basic Life Sup 210 210 0 4.2 12.6 500MW TL12 Fusion Plant 1000 250 0 -500 50 Fuel 908.25 12975 0 0 0 Total 25935.5M; -1.42629m^3; -3894.66m^2; -142.926Mw; 1477.664MCr Num Low psngrs: 20 Num Middle psngrs: 10 Num High psngrs: 0 Num Maintenance crew: 5 Num Eng - Power Plant crew: 6 Num Eng - Drives crew: 33 Num Electronics crew: 4 Num Maneuvering crew: 2 Num Gunnery - Other crew: 7 Num Command crew: 9 Num Stewards crew: 3 Num Medical crew: 1 Total crew: 70
This Traveler spaceship was created using SSDSCalc 1.01, written by James Dempsey. Traveler is a registered trademark of Farfuture Enterprises. All rights reserved.
The Knarr has a state-of-the-art HammLine Inc. jump-drive capable of 3 parsec jumps, so it can reach the farthest reaches of space as fast as any ship in the Imperium. The Knarr's sensor suit is also designed with exploration in mind. A full Siiradka Systems Inc. Exploration/Survey sensor package allows the Knarr to explore and survey space just as well, if not better, than the top-of-the-line Imperial Scouts. The Knarr also contains a 50 ton internal hangar with enough room to make repairs or modifications simple. Perfect for carrying any auxiliary craft needed to complete a mission. Finally, we at Sefreth Shipyards know that long duration missions can be tough on even the finest crew, so the Knarr has been designed with crew comforts in mind. The Knarr is designed to have two officers to each large stateroom, and two crew to each small stateroom, and the Captain in his own cabin. Factor out the ten passenger staterooms, and there is still ample living space to support up to forty more personnel, be they scientists on board for a specific mission, or marines for those high risk missions. At first glance, two to a small state room may seem a bit cramped, but the Knarr has something special, something that will make serving aboard it a joy for officer and crew alike, 532m^3 devoted solely to the comfort and entertainment of those aboard. Both the 84m^3 officers club and the huge 448m^3 crew commons are state of the art entertainment centers. They are filled with the best technology money can buy. Everything from kitchens, so the crew can enjoy some real home cookin', to interactive games such as a virtual Grav-Ball simulator and a simulated target range, fitness equipment, a multitude of smaller entertainment items and a miniature theater able to seat forty people at a time. To top everything off, each recreation center has its own steward who is able to dedicate all his time to the entertainment and comfort of those he serves with. Truly a paradise in space. It must be realized that space is dangerous, especially when one is exploring places he knows nothing about. That is why the Knarr is built tough.
What we at Sefreth Shipyards have achieved with the Knarr is the construction of a comprehensive, state-of-the-art defensive system that takes nothing away from the Knarr's primary mission as a merchant and explorer. Between the three batteries of four mil-spec sandcasters, the twin 95Mj laser batteries, the high quality nuclear damper, and finally the meson screen, nothing will be able to get through to the Knarr. Furthermore, all of the Knarr's defensive systems are built by Sirradka Systems, so you know that your getting quality. And if, by some fluke, something does get through, the Knarr can take it. With armor equal to the Imperial navy's Large Armed Freighter the Knarr can take quite a licking before you need to worry. And finally, if all hell breaks loose, and the Knarr suffers serious damage, you need not fear. The Knarr is built with redundancy in mind. Two separate 1G Thrust Plate systems instead of one 2G, four 500MW and one 250 MW Fusion plants, backup life support and sensor systems reassure you that you'll never be up a creek without a paddle. This is the Knarr class Exploratory Trader. It is simply the best Exploratory Trader on the market today, bar none. We at Sefreth Shipyards are proud to present this ship to you, and we hope that you will be proud to add it to your fleet of ships. So, on behalf of all of us at Sefreth Shipyards, I would like to thank you for your time.
Sincerely
Ronin Sefreth Jr.
CEO Sefreth Shipyards Ltd.
Tons: 3000td (SL Wedge) Vol: 42,000 m3 Cost: 1,162MCr (1,046MCr)
Crew: 22/31 (/HiAuto) Pass. High/Medium: 2/10 Pass. Low: 10 ( 4 Emerg. )
Cargo: 1,300 std Controls: Survey Std(/Bridge) TL 12
( 700 std w/ full collapsible tanks )
9 Size Rating 2 Jump Drive (300 std/pc fuel )
1 Maneuver ( Thruster, 750 Mw )
2xLaser Emitters (+4) 1 /3-2-2-0 1 Power Plant Rating (3x500Mw, 1x25Mw)
616 Fuel ( /Scoop:1.0 /Refine:4.1)
1216 Fuel /w full collapsible tanks
4 Sandcaster ( 30 cans )
1 Nuclear Damper ( 30Mw )
3 Meson Screen (10Mw)
0 Black Globe
A10 P4 J0 Sensors
20 Armor, 23 Structure
1 x Engineering Shop ( 6 std ) 1 x Vehicle Shop ( 10 std )
1 x Laboratory ( 8 std ) 1 x Sick Bay ( 8 std )
1 x Minimal Hangar ( 20 std craft ) 2 x Spacious Hangers ( 50 std craft )
Crew Details: 3 cmd, 2 mvr, 3 elc, 4 gun, 1 scr, 5 eng, 5 crf, 2 trp,
1 sci, 2 stw, 1 brk, 2 med
Starwerx Orbital Foundry is proud to present its first entry in the latest ISBA competition, the Nuphraitelle. A based on a medium-heavy streamlined wedge hull, the Nuphraitelle is outfitted with a 2 parsec jump-drive and fuel for 4 parsec's travel--2 in standard tankage and 2 in a pair of collapsible fuel bladders stowed in the middle cargo bay.
(An interesting variant here would be a J-2x3 ship-add another pair of collapsible tanks, 300 dt fuel each, of course, in the cargo bay. It'd reduce the available cargo space by 32 dt, and there would only be ~100 std of cargo when the ship was fully tanked, but you'd get another 2 parsecs out of the ship without refueling.)
The philosophy with the Nuphraitelle is Opportunity, Capability, and Survival.
The Nuphraitelle's main sensor array, a Cassini Mk72 Survey package, is the standard among medium-sized Imperial Interstellar Scout Service vessels and gives the capability to survey uncharted or under-charted star systems. The onboard laboratory lets the crew support a geophysical, xenobiological or astrophysical specialist to provide detailed analysis of the sensor data.
(I chose the Survey sensor package because it _wasn't_ military, something I wanted to avoid was the possibility of giving anyone who managed to capture this ship an Imperial Naval class jammer. The survey package has equal range, is nearly half the cost and price. The only losing points are the larger volume and power requirements. Also, if the mission requires more Scientists, they should get the High Passage cabins)
Nearly half of the Nuphraitelle's volume is taken up by the three main cargo bays, each with a capacity of over 6000 cubic meters of storage, letting the Nuphraitelle haul impressive amounts of goods from the worlds it visits.
Quarters for the crew, 10 middle passengers and 2 high passengers are standard, as are 10 low berths, suitable for passengers or livestock. The Captain, of course, receives his own large stateroom.
The standard crew's complement, beyond the bridge crew and officers, includes 5 pilots/flight crew for the small craft, 2 ship's troops for defense and security, a Science Officer, and a Broker/trader specialist to aid the crew in matters of speculative trading. 2 Medical specialists and 2 Stewards round out the complement.
(If more troops are required, they get the Middle Passage cabins. The Broker is going to be the ship's 'Scout' who will know all relevant information on culture and commerce at the places the ship will land. I suppose this could be done by the Captain and 1st Officer if the ship were smaller)
Although the Nuphraitelle's thrusters are only capable of 1-gee acceleration, the structure of the ship has been designed to withstand twice that stress. 1-gee of contragravity and streamlining make atmospheric interface and flight safe on any world, terrestrial or gas-giant. The Nuphraitelle's redundant wilderness fueling capability can scoop and purify a jump's worth of fuel in less than 8 hours.
(The combined 2-gee acceleration from the thrusters and contragrav should get this whale... er, a Newfy off most planets. The if one of the 'redundant' fuel purifiers fails it takes 12.3 hours to process the scooped fuel.)
Spacious hangers for two 50 ton shuttles have been provided, as well as more modest facilities for a 20 ton ship's boat. The adjoining shuttle bays, with minor modifications, are capable being connected and berthing a 100 ton J-2 scout. The extra mission flexibility provided to the ship's crew in transporting cargo, passengers or handling emergency situations should prove invaluable.
(Right now I'm working on the deckplans for the Nephraitelle and I am leaning towards an 'under-and-over' 50 std bay arrangement. The deckplates between deck 3 and 4 would be removed and the bays connected that way. Comments anyone?)
The Nuphraitelle is the first of Starwerx line of spacecraft and starships to feature "Mk3 systems automation," reducing the workload on the crew, but as with all Starwerx starships, redundant life-support and control systems are standard. A Starwerx Mk8 'Rambler' class self defense package is included: 2 triple laser cannon, 2 sandcaster batteries, nuclear damper and meson screen.
(I'm going to run some scenarios; a Newfy vs. some small, laser-armed vessels (pirates? Fighters? Laser defensats?) and see how it performs. I'm pretty sure the only thing that will save her is her sandcasters. I admit that the laser batts are a little weak, but this ship should be able to detect her foe and stay out of harms way before she should have to use them. (BTW, if her batteries are combined, they're a respectable (+4) 1/5-3-3-0 at a ROF of 100))
As the Nuphraitelle's mission profile includes long duration missions away from Class A and B starports, a machine shop, engineering shop and sickbay are present (including an emergency low berth for critically injured crew or passengers) . If it should become necessary the shuttles and small craft should be capable of evacuating the entire ship's complement.
(I hope this last point is never needed
As for the crewing, the jump drive, the thrusters/contragrav and the
reactors take 5 engineers each (a senior/junior arrangement on each system
with one chief pulling double duty?). The Survey sensor suite requires 3
electronics technicians. The ship's compliment has 8 in
engineering/technical, 5 in gunnery/defense, 2 flight officers, and 3 in
command. Quarters for 5 small craft pilots and flight crew are included,
but more may be needed depending on the types of shuttles/ship's boats you
use.
Should the Monte Cristo prove a tempting target, the ship is built on a
strong non-standard 2000 ton hull with plenty of teeth to keep pirates at
bay long enough to affect an escape to jump space. Heavily armored for a
commercial ship the hull is braced for 6g, and weaponry is built around a
defensive posture. Four over-powered light laser turrets are intended for
missile defense. Six sandcaster turrets protect the ship from enemy lasers,
and two nuc-dampers are included in case a particularly disreputable pirate
carries a few extra surprises. Internal security is affected by two full
fire teams equipped to top rated military standards.
Crew Accommodations are perhaps the one weak feature of the craft's design.
Unlike other entries the Monte Cristo does not spare hull volume for such
extravagances as extra lounges or recreational facilities this is a working
ship after all. However, no double berthing or hot-bunking is necessary.
The command crew have individual large staterooms and the junior crew berth
in small staterooms while the gunners and ship's troops make do with bunks.
Six small craft support the ship's function. Two modular cutters are
provided spacious hangers for ease of loading and repair. While extra
modules are not included in the basic design the hangers are arranged
directly over the cargo bays, and mountings are provided for enterprising
captain to add a few extra modules at the expense of cargo space. In the
case the crew has to abandon ship the Morell Corporation introduces the Mk
20 Escape pod snuggled into four custom docking rings.
The -Terrapin- is an 80m cylinder, flared slightly at the aft for better
control when wilderness refueling. The ship devotes over a third of its
gross displacement to cargo storage, enough to prove profitable on any run.
But there is more to the -Terrapin- than carrying freight!
The -Terrapin- is equipped with powerful Quinn-Arturo "Phase III" jump
drives, allowing jump 3. Standard thrusters grant constant acceleration of
1g, and can be overdriven for brief periods if necessary. Power is
provided by a custom-designed X-tek Fusion plant, and is fueled for one
year's operation at full load.
The electronics suite has been designed with the idea that most places the
-Terrapin- travels will not have local travel control. Active EMS sensors
are accurate out to 10 LS, passive sensors to 5. This allows early
detection of any threat, to allow the maximum decision time for the
Captain. Communications are routed through either a .3 Mw maser array, or
broadcast by the 1 Mw radio system. Defensive EMS systems include a
standard EMS jammer (120k km radius) and a strong area jammer (90k km radius.)
If the worst comes, this turtle has teeth! Mounting twelve Isher Artifact
L-1013 95 Mj laser turrets, organized into four batteries by Navy standard
FDC-11A2 master fire direction centers, the ship can bring effective fire
on its enemies. (Note: no allowance has been made for direct turret
control. All weapons are operated from the MFC.) While these powerful
beams slice at your foe, you can feel secure, guarded by thick armor, 6
sand casters, a *15 Mw* nuclear damper, and a 2 Mw meson screen. It isn't
a warship, but the -Terrapin- can certainly hold her own in a fight.
Interface operations will normally be carried out be the -Terrapin
Transit- shuttle, included in the purchase price.
A word about cost. Many designers prefer to work with modular components,
accepting "close enough" as a substitute for workmanship, and then claim
that the savings in cost justifies the act. Don't be fooled. When you are
50pc from the nearest help, close enough isn't good enough. Trans-C goes
to the trouble of designing to the most exacting tolerances because we feel
your life is worth it. Don't you agree?
This design used the excellent spreadsheet "ss-v2.xls" I can't remember
where I found it, but my hat is off to the author, this is very easy to use.
This is a ship for adventures. This is the reason behind the large cast
of scientists and soldiers. You can boldly go where no one has gone before
(or, at least for 2000 years...) and play a variety of adventures; not just
merchant, but military, diplomatic, deep space fighting..
Hope you enjoy! as always, comments and questions welcome.
The primary mission of an exploratory trader is to exhibit imperial
technology to new markets. The large cargo capacity of 1000 tons standard
is available as a single large bay, allowing a wide variety of goods to be
carried, regardless of bulk. Power, life support, and gravity are
supplied in the bay to allow product exhibits to mounted aboard. Since
many products need sales personel to show them off to best advantage, 10
large and 10 smaller cabins are provided for company representatives.
The ship's exterior is equiped with a graphics overlay (originally
developed for military applications), which allows display of advertising
material while the Type 1108 is in port.
Crew security is highly important in non-Imperial areas. The Type 1108
mounts a large defensive weaponry system consisting of 20 sandcasters, 10
nuclear dampers, and a meson screen (proper Imperial permits required).
Although 2G drives are fitted, the hull is stressed to 6G to allow for
agressive atmospheric manuevering using the airframe controls. The
weapons systems are designed to be defensive in nature, with only limited
offensive weaponry - standard practice is for the Type 1108 to jump at
less than full capacity, allowing rapid re-jump if needed. A collapsable
tank holding 300 tons of fuel is provided as standard equipment, allowing
the regular tanks to be filled in jump if desired.
For interaction with planetary population, the Type 1108 allows several
options. The ship itself can land (the prefered method of operation),
with the large gunnery contigent and dedicated ship's security force
providing security. They are aided by 20 TL-12 security robots of the
latest type (price included), linked to the ship's security system and
anti-hijack program. If a direct landing is not desired, one of the
three 30T fast boats can land from orbit, limiting crew exposure.
Finally, in highly uncertain situations, the crew can make use of one of
four onboard Companion-type robots, which can operate either independantly
as negociators or as virtual-reality linked contact scouts. When not used
in a contact role, the Companions are programmed to function as stewards,
using protocols developed for Generica passenger liners. Price of the
Companion robots is included in the ship price.
For long-term operation support, an engineering shop and a vehicle shop
are fitted. Depending on operational profile, standard components can be
carried in the cargo compartment, to be fabbed for final use by the
universal machining rig in the engineering shop. The spacious hanger
allows full maintenance to be carried out on the ship's boats, up to and
including full overhaul. A fuel purification system is carried to allow
operations in wilderness areas.
To ensure crew health, a four bed sickbay is fitted, along with an
emergency low berth with 16 person capacity. A laboratory is fitted as
well, to allow both medical analysis and the testing of trade goods
aquired during trading trips.
The ship price includes three 30T fast boats (one in hanger, two in
docking rings), two Rolen Politesse luxury grav cars for crew use on
planet, and four grav trucks (in the smaller hanger). Other mixes of
vehicles are avalible on request. All boats and vehicles use Fusion+
powerplants, allowing demonstration of its advantages to customers.
The crew is housed in small staterooms, with large staterooms for the
command staff. These generous space allocations are reflected in the fine
appointments that allow for crew comfort and relaxation (supported by the
Companion stewards, who care for the crews needs in every way).
additional space is provided by the 300T demountable tank that makes up
one third of the standard cargo space. Disassembled in jump, it provides
225T free space with full life support for recreation. This space can
also be used for additional cargo, though it limits jump to 2 in that
case.
Overall, the Type 1108 provides relatively inexpensive cargo carrying
on a per ton basis with good defensive and security capabilities and
long-term endurance. We hope it meets your needs.
URL: http://www.cinenet.net/users/cberry/thuddd4.html
Monte Cristo Class Exploratory Merchant
Designer: Brian A. Howard bruadh@southwest.net
Firm: Morell Shipyards Corporation LIC
System: SSDS
Tons: 2,000 std ( SL Cylinder ) Volume: 28,000 m^3 Cost: 1,002.300 MCr ( 902.070 MCr )
Crew: 29/40 ( /HighAuto ) Passengers High/Medium: 0/0 Passengers Low: 0
Cargo: 433.0 std Controls: Survey Std ( /Bridge ) Tech Level: 12
9 Size Rating 3 Jump Drive ( 200 std/pc fuel )
2 Maneuver ( Thruster, 1,000 Mw )
4xLaser Emitters (+0) 1/2-0-0-0 2 Power Plant Rating ( 3x500Mw 1x50Mw )
617 Fuel ( /Scoop:5.0 /Refine:6.2 )
6 Sandcaster ( 30 cans )
2 Nuclear Damper ( 30Mw )
0 Meson Screen
0 Black Globe
A10 P4 J0 Sensors
20 Armor, 28 Structure
1xEngineering Shop ( 6 std )
1xVehicle Shop ( 10 std )
1xSick Bay ( 8 std )
2xSpacious Hangars ( 50 std craft )
4xDocking Rings ( 10 std craft )
Crew Details: 5 cmd, 2 mvr, 3 elc, 12 gun, 0 scr, 5 eng, 0 mtn, 2 crf,
8 trp, 0 sci, 1 stw, 1 brk, 1 med
The Monte Cristo incorporates plenty of facilities for long range
exploration into a jump 3 hull and still devote nearly a quarter of its
hull to cargo. This vessel sports multiple repair shops including an
engineering shop, a vehicle shop, and has a full sickbay to provide modern
medical attention for a crew that could spend months away from home. A
standard Survey sensor suite is included for a complete analysis of
planetary resources. Wilderness refuelling in afforded with a streamlined
hull and a fuel purification plant that can refuel and crack a full LHyd
load in just over eleven hours.
Mk 20 Escape Pod ( SSDS ) Designed by: Brian A. Howard
Tons: 10 std ( SL Cylinder ) Volume: 140 m^3 Cost: 18.067 MCr (16.260 MCr)
Crew: 1/1 ( /LowAuto ) Passengers High/Medium: 0/0 Passengers Low: 12( 12 Emerg. )
Cargo: 0.0 std Controls: Civilian Min Tech Level: 12
7 Size Rating 0 Jump Drive
1 Maneuver ( HEPlaR, 5 Mw )
4 Power Plant Rating ( 2x10Mw )
0 Fuel
0 Sandcaster
0 Nuclear Damper
0 Meson Screen
0 Black Globe
A0 P0 J0 Sensors
0 Armor, 1 Structure
Crew Details: 1 mvr
The Mk 20 escape pod is Morell Corporation answer to 'the worst case
scenario.' Built on a small, light, streamilined, ten ton, cylindical hull,
the pod utilizes a small but reliable HePlar engine.
Terrapin Exploratory Merchant Cruiser
Designer: Douglas E. Berry dberry@hooked.net
Firm: Gridlore Technologies
System: SSDS/FFS
Tons: 2400 (Cylinder SL) Volume: 33600 m3 Cost: 912.8974 MCr
Crew: 49 High/Mid Pass: 10 Low Pass: 30
Cargo: 852 tons Controls: Std(Bridge) TL: 12
9 Size 3 Jump Drive (240 tons/Pc Fuel)
4 Fire Control 1G Maneuver (Thruster plate, 462 MW)
4x Laser Batteries (3x 95 Mj) 0.9 Power Plant (1057 MW)
(+1) 2-0-0-0 731.3 Fuel (Scoop 1920, Refine 6)
2 Meson Screen (2 MW)
6 Sandcasters (180 cans)
1x spacious hangar (90-ton) 1 Nuclear Damper (15 MW)
2x Sick Bay 10A 5P 4J Sensors
Machine/Electronic Shops 20 Armor, 16 Structure
Laboratory
Crew: 2 Maneuver, 3 Electronics, 4 Engineer, 10 Gunnery, 5 Maintenance,
12 Ship's Troops, 3 Flight, 1 Medic, 4 Command, 5 Science
Accom: 34 small staterooms, 30 low berths
1x 90 ton "Terrapin Transit" 90t shuttle.
Inspired by Sir Arameth Gridlore's own legendary travels beyond Sylean
space, and drawing heavily on his experiences, Gridlore Technologies and
Trans-C Naval Architects are proud to introduce the -Terrapin- Class
Exploratory Trader.
Terrapin Transit Shuttle
-
Tons: 90 (Wedge AF) Volume: 1260 m3 Cost: 28.45 MCr
Crew: 2 High/Mid Pass: 0 Low Pass: 0
Cargo: 67 tons Controls: Std TL: 12
7 Size0 No Jump drive
0 Fire Control 3 Maneuver (Thruster plate, 51.975 MW)
1.6 Power Plant (74 MW)
0.8 Fuel (Scoop 36)
0 Meson Screen (0 MW)
0 Sandcasters (0 cans)
0 Nuclear Damper
2A 1P 0J Sensors
10 Armor, 7 Structure
Crew: 1 Maneuver, 1 Electronics
Accom: Seats Adequate x 55
The ship has a crew of 49, including a full squad of security personnel
and berths for a five person research/science section. The science section
is intended to include such personnel as linguistic sophontologists,
historians, and others to assist in making contact with worlds that may not
have seen a Starship since Twilight. -Terrapins- have ten small staterooms
for passengers. When no passengers are boarded, the spare rooms are
designed to be used for extra berthing space to relieve stress, or as crew
recreation facilities. Also standard are thirty low passage berths.
Workshops are provided, capable of fabricating any but the largest, most
complex parts. Technical specifications are provided in both computer and
hard format to aid repairs, and most systems having self-diagnostic/repair
aid programs. A general purpose laboratory can be found on "C" deck. This
small facility is not designed for in-depth research, but will suffice for
most inquiries. The ship's sick bay can accommodate up to 16 patients in a
pinch, though 10 is standard.
Design Notes:
I have tried to balance merchant and exploratory missions with the
Terrapin, and feel that it works well in both roles. The fairly large
cargo capacity, along with the passenger complement, means that the ship is
profitable; while the strong sensors and on-board labs make the ship a
reasonable scout cruiser.
Type 1108 - Exploratory Trader
Designer: Mark Clark clarkm@OIT.EDU
Firm: Generica Starships
System: QSDS 1.5, BBoH
Tons: 3000 Std (Cylinder Airframe) Cost: 1093.1 MCr
Crew: 72 High/Mid Pass: 10/10 Low: 16 (Emergency)
Cargo: 1000 Std Controls: Military TL: 12
Size: 26 3 Jump (900 Std fuel)
2 Manuever (Thrust plate, 1500 MW)
2x Civ Laser (0)1/2-0-0-0 2500 MW Fusion (2x1000, 1x500)
2x Civ Missile Turret 927 Fuel (Scoop 1200, Refine 10)
6 Meson Screen
20 Sandcaster
1x 30T Spacious Hanger 10 Nuclear Damper
2x 30T Docking Ring A10 P4 J10 Sensors
1x 10T Spacious Hanger 20 Armor, 28 Structure
Crew: 7 Engineers, 2 Electronics, 2 Manuever, 34 Gunners, 1 Screens
6 Small Craft, 6 Troops, 10 Command, 2 Stewards, 2 Medical
The Type 1108 is designed as mobile exhibition platform for the
development of trade in relatively unknown regions, following routes just
surveyed by the IISS. Designed to exhibit the best Imperial industry has
to offer for trade, the ship is a mobile sales office for the aggresive
megacorporation.
Comments:
Can't add much to the comments above. Large size allows lots of cargo
carried with plenty of room for defensive weapons. I rejected military
grade laser weapons as provocative in a trader. The use of robots
reflects a desire to provide more service with less cargo demand. I see
this ship as more of a mobile store than a cargo freighter.
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Last modified: Thursday, 01-Jan-98 19:12:44 PST
Author: Craig Berry
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Portions of this material are Copyright © 1977-1997 Far Future Enterprises.