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The Fleet Ship designs, strategies, and tactics.

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Old February 14th, 2012, 04:34 AM
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Default A2Lm "stretched" Far Trader (Multi) - 300dT

My version of the stretched Far Trader as presented on Freelance Traveller.

This version is a multi-use version, able to carry a good load of cargo and six high passage passengers.

The modern day equivalent for this version of Far Trader are ocean going freighters that offer limited passenger accommodation for passengers whose destination coincides with the ships scheduled route.

Comments welcome

Type A2Lm "stretched" Far Trader (Multi) - 300dT

Ship: Far Trader (Cargo) "stretched"
Class: Type A2long (Multi)
Type: A2Lm
Architect: MJohnson
Tech Level: 14

AL2-34222S1-030000-30000-0 MCr 131.378 300 Tons
Bat Bear 1 1 Crew: 8
Bat 1 1 TL: 14

Cargo: 97.500 Passengers: 6 Crew Sections: 1 of 8 Fuel: 66 EP: 6 Agility: 1
Craft: 1 x 3T Air/Raft
Fuel Treatment: Fuel Scoops and On Board Fuel Purification

Architects Fee: MCr 1.314 Cost in Quantity: MCr 105.102

Detailed Description
(High Guard Design)

300.000 tons standard, 4,200.000 cubic meters, Close Structure Configuration

Pilot, Navigator, 2 Engineers, Medic, Steward, 2 Gunners

Jump-2, 2G Manoeuvre, Power plant-26.000 EP, Agility 1

Bridge, Model/2bis Computer

3 Hardpoints

1 Dual Beam Laser Turret organised into 1 Battery (Factor-3), 1 Triple Empty Turret

1 Dual Sandcaster Turret organised into 1 Battery (Factor-3)

1 3.000 ton Air/Raft (Crew of 0, Cost of MCr 0.000)

66 Tons Fuel (2 parsecs jump and 28 days endurance)
On Board Fuel Scoops, On Board Fuel Purification Plant

14 Staterooms, 1 Low Berth, 6 High Passengers, 97.500 Tons Cargo

MCr 132.692 Singly (incl. Architects fees of MCr 1.314), MCr 105.102 in Quantity

71 Weeks Singly, 57 Weeks in Quantity

Third (empty) dorsal turret is typically configured for triple missile launchers. This turret is controlled from the bridge.
The iris valve entry to the passengers, like all off limits areas to the ship, is only able to be opened by crew.

Component breakdown

Hull: 0.000 Td; MCr 18.000
Armour Factor-0: 0.000 Td; MCr 0.000

M-Drive Factor-2: 15.000 Td; MCr 10.500
J-Drive Factor-2: 9.000 Td; MCr 36.000
P-Plant Factor-2: 12.000 Td; MCr 36.000; +6.000 EP

P-Fuel: 6.000 Td; MCr 0,000
J-Fuel: 60.000 Td; MCr 0.000
Scoops: 0.000 Td; MCr 0.300
Purification: 4.000 Td; MCr 0.028
L-Hyd Drop Tanks: 0.000 Td; MCr 0.000

Bridge: 20.000 Td; MCr 1.500
Computer Model/2bis: 2.000 Td; MCr 18.000; -0 EP

1 x Empty Turrets: 1.000 Td; MCr 0.000
1 x Laser Turrets: 1.000 Td; MCr 2.000; -2 EP
1 x Sand Turrets: 1.000 Td; MCr 0.500


1 x Air/Raft: 3.000Td; MCr 0.000; Cost of craft: MCr 0.000

14.0 x Staterooms (17) : 36.000 Td; MCr 8.500
1 x Low Berths: 0.500 Td; MCr 0.050
Cargo: 97.500 Td; MCr 0.000

Deck Plan Key

Lower Deck

1. Bridge
2. Computer
3. Captains day cabin (or spare stateroom – can be double occupancy)
4. Foyer
5. Kitchenette and duty fresher
6. Starboard airlock
7. Starboard turret
8. Starboard equipment store
9. Starboard cargo lock
10. Starboard access corridor
11. Starboard sensors
12. Starboard maintenance access
13. Starboard fuel scoop and fuel purifier
14. Lower engineering
15. Port fuel scoop and fuel purifier
16. Port maintenance access
17. Port access corridor
18. Port sensors
19. Port cargo lock
20. Port equipment store
21. Port turret
22. Port Airlock
23. Cargo office
24. Low berth
25. Medical centre
26. Ships locker
27. Captain’s stateroom
28. Forward Cargo Ramp
29. Main (lower) cargo deck

Upper Deck

30. Upper engineering
31. Fuel
32. Passenger lounge
33. Passenger stateroom (high passage) (6)
34. Passenger galley
35. Crew Lounge
36. Crew stateroom (5)
37. Crew gallery

Last edited by madmike; February 14th, 2012 at 06:02 AM..
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