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Redcap March 10th, 2017 12:26 AM

300-ton stretched refitted Free Trader
 
OK, this is a first design under MgT for me, so comments and constructive critique welcome :)

I was thinking that the usual 'bog-standard' ships that PCs tend to blunder about in fall into one of three main designs: Free trader, Far Trader, and Subsidised (Fat) Trader. That's not much choice, with nothing between the 200 and 400 ton options. There have been a few 300-ton jobs knocking around, but they never really took my attention, Then I got to thinking; if they can IRL make shortened and stretched versions of the Boeing 747, why not starships in Traveller?

"Ladies and gentlemen, we present to you the prototype of the Product-Improved Type AB-300 Free Trader. LSP has stretched the body to increase capability, improved performance with a Jump-2 capability, beefed up the crew and passenger complement, and still designed a ship that can be a decent workhorse in the Tramp Freight community, while incorporating all the new safety requirements that the Imperial Aerospace Authority requires on new-build starships (survival pods, in short!)"

Basically, it's a speculative cargo ship, slightly under-cargo, but still (I think) capable of turning a reasonably intelligent profit. For those places that are a bit out of the way and ever so slightly dodgy, the current (PC) owner has managed to upgrade the avionics to include a military package.

Comments, observations, and suggestions welcome :)

Code:

Stretched Free Trader, class AB-300
                                                                                                        Tons        Price (Cr)
Hull                        300 tons                Hull 6                                                                13,200,000
                        Streamlined                Structure 6
Armour                        Crystaliron                8 points                                                30          5,280,000
Jump Drive C                                        Jump 2                                                        20        30,000,000
Manoeuvre Drive C                                Thrust 2                                                  5        12,000,000
Power Plant C                                                                                                10        24,000,000
Bridge                                                                                                        20          1,500,000
Computer                Model 3 bis/fib                Rating 15 (20 for Jump control)                                          4,000,000

Electronics                Basic Military                DM +0                                                          2            100,000

Weapons                        Hardpoint #1                Triple Turret (Sandcaster/Particle Weapon/Missile Rack)          1          5,000,000
                        Hardpoint #2                Triple Turret (Sandcaster/Particle Weapon/Missile Rack)          1          5,000,000
                        Hardpoint #3                Triple Turret (Sandcaster/Particle Weapon/Missile Rack)          1          5,000,000

Fuel                        36 tons, sufficient for one jump-2 and two weeks of operations                        36
Cargo 82 tons                                                                                                82

Staterooms etc
                        8 x Crew staterooms,                                                                32          4,000,000
                        8 High/Mid passenger Staterooms                                                        32          4,000,000
                        10 x Low berths                                                                          5            500,000

Crew:                        Pilot (Captain)
                        Navigator (Astrogator)
                        Engineer
                        Gunner / Cargo Hand
                        Gunner / Cargo Hand
                        Gunner / Cargo Hand
                        Medic
                        Steward

Extras                        2 x Fuel Processors                                                                  2              10,000
                        Escape Pods x 16                                                                  8          1,600,000
                        Air/raft                                                                          4            275,000       
                        Ship’s Locker                                                                               
                        Luxuries package x 3 (DM +3 steward for passenger purposes)                          3            300,000
                        ARSENAL - 36 x Smart Missiles (in 3 x Missile Rack reload crates) (1d6 damage)          3            90,000
                        ARSENAL - 60 x Sandcaster reloads (in 3 x crates of 20 barrels)                          3            30,000

Software                Manoeuvre / 0                Rating 0                                                         
                        Library / 0                Rating 0                                                         
                        Intellect                Rating 10                                                          1,000,000
                        Jump Control / 2        Rating 10                                                            200,000
                        Evade / 2                Rating 15                                                          2,000,000
                        Fire Control / 3        Rating 10                                                          6,000,000
                        Auto Repair / 1                Rating 10                                                          5,000,000

Maintenance Cost (Monthly)                                                                                            130,085
Life Support Cost (Monthly)                                                                                            33,000
Total tonnage and cost                                                                                        300        130,085,000


AnotherDilbert March 10th, 2017 08:34 AM

That looks almost paramilitary! Armour 8 is a heavy investment.

I would call it something else than a Free Trader with that heavy investment in arms & armour, say a Wilderness Trader or Blockade Runner?


Jump Fuel is for J-1, J-2 would require 60 dT.
Two weeks PP fuel is very tight.

Why a m3/bis? A m/2 or m/1bis is enough for jumping, a m/3 is as good for combat?

Particle weapons can only be placed one alone in turrets, errata to High Guard.

Redcap March 10th, 2017 09:15 AM

Quote:

Originally Posted by AnotherDilbert (Post 560839)
That looks almost paramilitary! Armour 8 is a heavy investment.

I would call it something else than a Free Trader with that heavy investment in arms & armour, say a Wilderness Trader or Blockade Runner?


Jump Fuel is for J-1, J-2 would require 60 dT.
Two weeks PP fuel is very tight.

Why a m3/bis? A m/2 or m/1bis is enough for jumping, a m/3 is as good for combat?

Particle weapons can only be placed one alone in turrets, errata to High Guard.

Hmm. I like the "Wilderness Trader" label :) Yeah, I was thinking of the times where a fully-kitted-up weapons and armour fitting would have helped players survive encounters with, for example, Pirates (coreward areas of the Spinward Marches and other salubrious places), hence the armour and weapons.

Noted on the particle mounts. I've not got that errata - is there a link to it somewhere? In any case, fair enough, I can always swap those for beam lasers.

Re Jump fuel - darn. Missed that, thanks.

Re computer - I was thinking jump bonus, to be frank, but given the cost, I reckon I'll drop it to an m/2 fib/bis instead.

Regards the armouring. And don't think I missed that horrible pun you dropped in there - I'm still groaning ;) I suspect I'll have to drop that back to 5% instead of the current 10%, purely on cargo space grounds alone, given the extra fuel the ship'll have to carry.

There's no point in dropping the number of gunners, the space gained is hardly worth it (4 tons), although the computer program could cover one gunner at a push. Something else to think about, I guess.

I'll have a look at this later today to re-jig the numbers.

Thanks again :)

Anyone else?

McPerth March 10th, 2017 09:33 AM

Aside from agreeing in most AnotherDilbers comments, some more:

Crew:

1 steward for 8 high passengers would require him to have skill level 3, something not common in MgT. Also, there is no need for Cargo Handlers in MgT.

So, I'll use Gunner/steward as positions. 3 of them would allow to handle 8 stweards as long as at least one has skill level 1 and the others 0, as well as properly maning the turrets. As a personal comment, I always have thought stewards should be ble to cover 3 shifts, if the passengers are to be kept happy.

This would also free another stateroom (as you no longer need the specific steward) for passengers (and, as long as 2 of the stewards have skill 1 and the other one 0, it's fine). Or better yet, add another Engineer. With MgT rules, a single Engineer, unless it has skill level 5 shared among all specialties, will leave many specialties at skill level 0...

About the 3 bis computer, I fully agree with AnotherDilbert. Why to have a computer specialized in jump (so that you can control up to J4) if your ship is J2?

AnotherDilbert March 10th, 2017 10:24 AM

Quote:

Originally Posted by Redcap (Post 560846)
Hmm. I like the "Wilderness Trader" label :) Yeah, I was thinking of the times where a fully-kitted-up weapons and armour fitting would have helped players survive encounters with, for example, Pirates (coreward areas of the Spinward Marches and other salubrious places), hence the armour and weapons.

The ship would be a rather good pirate itself...


www.mongoosepublishing.com/pdf/travhighguarderrata.pdf


4 dT for each gunner is significant for a freighter.

Each gunner costs kCr 4.8 in lost revenue (freight), kCr 0.5 in salary, kCr 1 in life support, and kCr 1 mortgage every jump, for a total of kCr 7.3 per jump or kCr ~175 per year. On the margin that is nothing to sneeze at.

If you instead use the stateroom for a High passenger it's kCr 12 in lost revenue and kCr 0.5 salary every jump, or kCr ~300 per year. (If you could sell a high passage every jump).

If you are used to higher profits from speculative trading that may seem insignificant.

AnotherDilbert March 10th, 2017 10:40 AM

Quote:

Originally Posted by McPerth (Post 560847)
1 steward for 8 high passengers would require him to have skill level 3, something not common in MgT. Also, there is no need for Cargo Handlers in MgT.

So, I'll use Gunner/steward as positions.

Each dT of Luxuries counts as a Steward level, so one Steward should be enough.

I agree the Gunners can generally double up for other duties.

McPerth March 10th, 2017 10:49 AM

Quote:

Originally Posted by AnotherDilbert (Post 560852)
Each dT of Luxuries counts as a Steward level, so one Steward should be enough.

I agree the Gunners can generally double up for other duties.

It seems I skipped the luxuries when Reading the ship :o...

In any case, I keep with my statement about my opinion for it, but that's not rules (at most house tules): a single steward might have little sleep if there's any pesky passenger.

See also that for this rule as written in MgT, no ship would use stewards. Just having luxuries should be enough, and it ws you who calculated the cost for another crewmember (BTW, assuming 2 jumps a month, the salary part should be kCr 1/jump, not 0.5, as, unlike in CT, in MgT the gunners are paid 2000 Cr/month). So, I've never allowed for luxuries to represent more tan half the steward skills, but that's again house rule....

AnotherDilbert March 10th, 2017 11:05 AM

Quote:

Originally Posted by McPerth (Post 560855)
See also that for this rule as written in MgT, no ship would use stewards.

I agree this is strange. It might be automation and bots?

Quote:

Originally Posted by McPerth (Post 560855)
(BTW, assuming 2 jumps a month, the salary part should be kCr 1/jump, not 0.5, as, unlike in CT, in MgT the gunners are paid 2000 Cr/month).

Thanks, I did not check the MgT cost.

Redcap March 10th, 2017 12:00 PM

Quote:

Originally Posted by McPerth (Post 560847)
Aside from agreeing in most AnotherDilbers comments, some more:

Crew:

1 steward for 8 high passengers would require him to have skill level 3, something not common in MgT. Also, there is no need for Cargo Handlers in MgT.

Had to give them some form of 'second hat', but yeah, point taken. Gunner/Steward and Gunner/Medic roles, then?

Quote:

Originally Posted by McPerth (Post 560847)
So, I'll use Gunner/steward as positions. 3 of them would allow to handle 8 stweards as long as at least one has skill level 1 and the others 0, as well as properly maning the turrets. As a personal comment, I always have thought stewards should be ble to cover 3 shifts, if the passengers are to be kept happy.

Hmm. Two or three shifts, but yeah, also see notes regarding the Luxuries package for out-of-hours service...!

Quote:

Originally Posted by McPerth (Post 560847)
This would also free another stateroom (as you no longer need the specific steward) for passengers (and, as long as 2 of the stewards have skill 1 and the other one 0, it's fine). Or better yet, add another Engineer. With MgT rules, a single Engineer, unless it has skill level 5 shared among all specialties, will leave many specialties at skill level 0...

Hmm. Freeing up a stateroom for high/mid pax is a good move.
So, Steward/Gunner, Medic/Gunner, Second Eng/Gunner, tends to sound a bit more workable.

Quote:

Originally Posted by McPerth (Post 560847)
About the 3 bis computer, I fully agree with AnotherDilbert. Why to have a computer specialized in jump (so that you can control up to J4) if your ship is J2?

Core rules, pp108:
Quote:

Originally Posted by MgT-core-rules
OPTIONS

Jump Control Specialisation ( bis): A computer’s rating can be increased by 5 for the purposes of running Jump Control programs only. This increases the computer’s cost by 50%.

Hardened Systems ( fib): A computer and its connections can be hardened against attack by electromagnetic pulse weapons. A hardened system is immune to EMP, but costs 50% more.

Both options can be applied to the same computer by doubling its cost (+100%).

How does a BIS system affect jump number? Have I missed something?

Quote:

Originally Posted by AnotherDilbert (Post 560850)
The ship would be a rather good pirate itself...

Ooo, now there's a truly evil thought :devil:


Quote:

Originally Posted by AnotherDilbert (Post 560850)

Thanks for that :D

Quote:

Originally Posted by AnotherDilbert (Post 560850)
4 dT for each gunner is significant for a freighter.

Each gunner costs kCr 4.8 in lost revenue (freight), kCr 0.5 in salary, kCr 1 in life support, and kCr 1 mortgage every jump, for a total of kCr 7.3 per jump or kCr ~175 per year. On the margin that is nothing to sneeze at.

If you instead use the stateroom for a High passenger it's kCr 12 in lost revenue and kCr 0.5 salary every jump, or kCr ~300 per year. (If you could sell a high passage every jump).

If you are used to higher profits from speculative trading that may seem insignificant.

Good and valid points, thanks; I suspect the gunners are definitely going to be double-hatting their roles, the above being the case.

Quote:

Originally Posted by AnotherDilbert (Post 560852)
Each dT of Luxuries counts as a Steward level, so one Steward should be enough.

This I'd noticed, hence their inclusion; the gunners doubling as stewards (there's an amusing mental picture!) should take care of that, when combined with the Luxuries packs :)

Quote:

Originally Posted by AnotherDilbert (Post 560852)
I agree the Gunners can generally double up for other duties.

Good to know, thanks :)

Quote:

Originally Posted by McPerth (Post 560855)
It seems I skipped the luxuries when Reading the ship :o...

heh ;)

Quote:

Originally Posted by McPerth (Post 560855)
In any case, I keep with my statement about my opinion for it, but that's not rules (at most house tules): a single steward might have little sleep if there's any pesky passenger.

Good points, and see above :)

Quote:

Originally Posted by McPerth (Post 560855)
See also that for this rule as written in MgT, no ship would use stewards. Just having luxuries should be enough, and it ws you who calculated the cost for another crewmember (BTW, assuming 2 jumps a month, the salary part should be kCr 1/jump, not 0.5, as, unlike in CT, in MgT the gunners are paid 2000 Cr/month). So, I've never allowed for luxuries to represent more tan half the steward skills, but that's again house rule....

It works for me, besides, a Steward isn't just for housekeeping and making the passengers happy (ish), the job's also there as a first line in internal security... "Cap'n, there's something odd about this punter I thought I ought to mention to you..."

Quote:

Originally Posted by AnotherDilbert (Post 560856)
I agree this is strange. It might be automation and bots?

Thanks, I did not check the MgT cost.

Automation I'll accept (vending machines, etc), bots would be yet another cost on top, surely?

Thanks for the observations and comments, folks, Keep 'em coming, please! :D

McPerth March 10th, 2017 12:15 PM

Quote:

Originally Posted by Redcap (Post 560863)
Had to give them some form of 'second hat', but yeah, point taken. Gunner/Steward and Gunner/Medic roles, then?

Hmm. Freeing up a stateroom for high/mid pax is a good move.
So, Steward/Gunner, Medic/Gunner, Second Eng/Gunner, tends to sound a bit more workable.

I would not make a gunner to doublé as Medic or Engineer, as those are quite likely to be needed in combat (just when the gunner is needed).

Stewards, OTOH, are not so needed in combat, so are a good choice to doublé as gunners. Maybe you'll find this thread interesting in this regard...

Quote:

Originally Posted by Redcap (Post 560863)
How does a BIS system affect jump number? Have I missed something?

Bis (jump specialization) adds 5 rating to computer for Jump Control programs (only). So, a computer 1(bis) has rating 5, but is treated as rating 10 for jump control programs, allowing it to control a J2.

Quote:

Originally Posted by Redcap (Post 560863)
It works for me, besides, a Steward isn't just for housekeeping and making the passengers happy (ish), the job's also there as a first line in internal security... "Cap'n, there's something odd about this punter I thought I ought to mention to you..."

Also, remember your passengers pay top money for their ship, and expect top service too...

Quote:

Originally Posted by Redcap (Post 560863)
Automation I'll accept (vending machines, etc), bots would be yet another cost on top, surely?

I've always believed that most people would like to have a sentient in those personal attention Jobs, feeling more comfortable with someone that can empathize with them. But then, this may have changed with the centuries to have robots arround...


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