Citizens of the Imperium

Citizens of the Imperium (http://www.travellerrpg.com/CotI/Discuss/index.php)
-   The Fleet (http://www.travellerrpg.com/CotI/Discuss/forumdisplay.php?f=16)
-   -   Nebandi Ru ideas (http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=38461)

Swiftbrook November 9th, 2017 09:14 PM

Nebandi Ru ideas
 
I've been interested in stating out the Nebandi Ru 400t freighter as seen here. I just love the artwork. It's from the Distant Places Blog.

So far I've decided it's 1G, Jump-2, TL 13 at most, has 8 staterooms in the bow, and can handle six 30t cargo pods attached port and starboard to the main spine. So, some questions for the community. With attachable cargo pods, could this ship land on a planet? If so, what configuration would you choose? Should I add a launch, probably in a ventricle sling? Would you put crew cabins in the rear next to the engines? I'm thinking three turrets: one triple sandcaster each port/starboard on the engineering structure, and one ventricle single pulse laser under the flying bridge.

Your thoughts?

http://farm3.static.flickr.com/2517/...e58a80fdfa.jpghttp://farm3.static.flickr.com/2581/...88010750_o.jpg

Matt123 November 9th, 2017 09:29 PM

Nice images :)

I would suggest no to landing and adopt an open structure (CT HG). I would carry a 50 ton modular cutter that could shift one of the 30tn modules to the syrface at a time. That would be slow, but at most high pop planets there would be other cutters available for charter.

Maybe sling the (empty, therefore 20tn) cutter underneath. If you like interesting fluff in your ships, I would consider that uneven loading of 30 ton modules runs the risk of over stressing the main spine of the ship. Only a suggestion of course.

Crew cabins to the rear, exception one for the steward which could be in the passenger section.

Weaponry means gunners which dramatically ups the cost of running the trader. I wouldn't arm it at all, most high pop systems will have plenty of better equipped SDBs to offer protection. I would give it turret mounts so it could be up-gunned later.

Just my 2cr, YMMV :-)
Cheers

AnotherDilbert November 10th, 2017 10:44 AM

A first attempt would be something like this (LBB5):
https://i.imgur.com/bcwVKvx.png

Not really profitable as a freighter.

Adding a cutter would cost 2 modules, and not solve the problem of embarking/disembarking passengers. The added cost would completely ruin profitability, if that is a consideration.

It might be easier to make something useful with the MgT2 system.

AnotherDilbert November 10th, 2017 11:26 AM

Quote:

Originally Posted by Swiftbrook (Post 577054)
So, some questions for the community. With attachable cargo pods, could this ship land on a planet? If so, what configuration would you choose?

The cutter is streamlined with a module, so it is possible. (Although an internal module is not an external pod.)
That ship does not look streamlined, I would call it Closed Structure (partially streamlined)?

AnotherDilbert November 10th, 2017 11:44 AM

Light Cutter
 
You might use something like this:
https://i.imgur.com/qlYhSRX.png

At 40 Dt and MCr 15 it's smaller and cheaper than a Cutter, still carries a 30 Dt module.

M-2, five seats, 1 Dt set aside for a turret that can be used for storage. (Not enough energy for a laser.)

Matt123 November 10th, 2017 07:47 PM

Here's another design, using all bk2 drives and available starting at TL9.

It seems fitting a carried modular cutter isn't doable unless you drop cargo modules or passenger capacity from 8 to 3; or 4 without the steward.

I haven't included the cost of the modules as this type of merchant, I am picking, carries on behalf of others who will deliver to orbit. I'm also assuming standard 30tn Cutter modules, but YMMV.

Trader 400tn, Provincial Merchant
400 ton, TL 9 Civilian Design, 113.20 MCr
6 crew (Command: 1+1, Engineers: 1+1, Steward: 0+1, Medic: 0+1)
8 High/Mid passengers

__Ton._____MCr.____EP.____
| ___.__ | _20.00 | _.__ | Dispersed Structure, not streamlined
| _20.00 | __2.00 | _.__ | bridge
| __1.00 | __4.00 | _.__ | computer model 1-bis (allows jump 2)
| _25.00 | _40.00 | _.__ | drive jump D #2
| __3.00 | __8.00 | _.__ | drive maneouver B #1
| _13.00 | _32.00 | _.__ | power plant D #2
| ___.__ | ___.__ | 4.00 | agility #1
| _20.00 | ___.__ | _.__ | fuel, PP endurance 4 weeks (8 weeks powered down)
| _80.00 | ___.__ | _.__ | fuel, jump range 2 parsecs
| __2.00 | __0.20 | _.__ | hard points x2 with no turrets
| _56.00 | __7.00 | _.__ | staterooms x14
| 180.00 | ___.__ | _.__ | 180 tons cargo capacity
‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒
| 400.00 | 113.20 | 4.00 EP used, PP generates 8.00 EPs

114.33 MCr (first ship, includes architect fees) built in 64 weeks
90.56 MCr (20% discount in volume, TCS) built in 52 weeks
CT Ship Designer by Matt. Visit https://tca-2014-12.herokuapp.com

I'd be interested in AnotherDilbert doing a further profit analysis, based on a 90.56MCr purchase price. I suspect it might still be marginal.

AnotherDilbert November 10th, 2017 09:10 PM

Your ship:
https://i.imgur.com/v5rqe0A.png


With a fuel purifier:
https://i.imgur.com/JYSkauP.png

Now it's marginally profitable if we can assure that it is filled to capacity every single jump.

Swiftbrook November 10th, 2017 09:35 PM

This is what I've been working up for my MegaTraveller campaign.

TL 13
400 dt, irregular and unstreamlined
1080 MW power plant
Duration 30 days (75%) + jump transit (25%) + 1 day combat (100%)
Jump-2
Maneuver 1G
Six 30 dton cargo modules (not designed for a cutter, more boxy)
20 dton internal cargo
20 dton hunter configuration launch (from the Safari ship) - doing triple duty: personnel transport, cargo shuttle and fuel skimmer.
On board fuel purification
2x triple sandcaster turret, 1x triple turret with dual missile + pulse laser
Crew: Bridge 2 (pilot & navigator), Engineering 1, Gunnery/Steward 1
Computer 3 x 3
9 large staterooms (1 for the captain + 8 passengers)
3 small staterooms (crew)

95.65 MCr before discount (76.52 MCr discounted)

Note: If you reduce cargo modules from 180 dtons to 80 dtons you can achieve jump-3. If you reduce cargo modules down to 20 dtons you can achieve jump-4. Now these are not profitable, but they do allow you to traverse across small rifts from one J-2 shipping lane to another.

That's 264,000 cr income per trip with a full load of middle passengers.

Other ideas include reducing staterooms to just the 8 large in the bow, increasing internal cargo a little and adding low berths. More of a freighter feel.

Matt123 November 10th, 2017 11:19 PM

Quote:

Originally Posted by AnotherDilbert (Post 577107)
With a fuel purifier:

Ahh, I wondered about your inclusion of a fuel purifier.

How about this variant.
6 x30tn modules, 180tn
7 passenger staterooms, 7 mid or 6 high plus a steward
fuel purifier (9tn @ TL9)
only 1 hardpoint

Trader 400tn, Provincial Merchant
400 ton, TL 9 Civilian Design, 112.14 MCr
5 crew (Command: 1+1, Engineers: 1+1, Medic: 0+1)
7 High/Mid passengers

__Ton._____MCr.____EP.____
| ___.__ | _20.00 | _.__ | Dispersed Structure, not streamlined
| __9.00 | __0.04 | _.__ | purification plant
| _20.00 | __2.00 | _.__ | bridge
| __1.00 | __4.00 | _.__ | computer model 1-bis (allows jump 2)
| _25.00 | _40.00 | _.__ | drive jump D #2
| __3.00 | __8.00 | _.__ | drive maneouver B #1
| _13.00 | _32.00 | _.__ | power plant D #2
| ___.__ | ___.__ | 4.00 | agility #1
| _20.00 | ___.__ | _.__ | fuel, PP endurance 4 weeks (8 weeks powered down)
| _80.00 | ___.__ | _.__ | fuel, jump range 2 parsecs
| __1.00 | __0.10 | _.__ | hard point x1 with no turret
| _48.00 | __6.00 | _.__ | staterooms x12
| 180.00 | ___.__ | _.__ | 180 tons cargo capacity
‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒
| 400.00 | 112.14 | 4.00 EP used, PP generates 8.00 EPs

113.26 MCr (first ship, includes architect fees) built in 64 weeks
89.71 MCr (20% discount in volume, TCS) built in 52 weeks
CT Ship Designer by Matt. Visit https://tca-2014-12.herokuapp.com

AnotherDilbert November 11th, 2017 05:38 AM

Quote:

Originally Posted by Matt123 (Post 577118)
Ahh, I wondered about your inclusion of a fuel purifier.

Refined fuel is expensive...


Quote:

Originally Posted by Matt123 (Post 577118)
How about this variant.

https://i.imgur.com/KFdbtkk.png


All times are GMT -4. The time now is 01:34 AM.

Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.
Copyright (c) 2010-2013, Far Future Enterprises. All Rights Reserved.