Safari Ship (type K)
Built on a type-B hull, the safari ship is an excursion vessel intended for trophy-taking (real or photographic) expeditions to other worlds. It has jump drive-B, maneuver drive-A, and power plant-B, giving a performance of jump-2 and 1-G acceleration. Fuel tankage for 40 tons supports one jump-2. A Fusion-plant-A powers the maneuver drive and normal operations for up to one year. The bridge is equipped with a computer Model/3. The hull is streamlined.
The ship has one hardpoint and one ton allocated to fire control. A double turret is installed, but no weapons are mounted. There are eleven staterooms and no low berths.
There are two ship's vehicles: an air/raft and a 20-ton launch. Cargo capacity is 4 tons.
Being a safari styled ship, the type K has some basic features. For customers wanting only to capture their animals, two separate caging areas are present. One is 10 tons in size, and able to reproduce any atmosphere natural for its occupants. The second is a 12 ton marine caging area, all in a single tank, which may be set for any pressure or simulated depth. There is also a 12 ton trophy lounge where holographs of all the crew's major kills are available for display.
The Safari Ship requires skill complements for pilot, astrogator, engineer, medic, and steward. A gunner and additional expedition personnel may be added. Note that the crew all hold double occupancy during operations. The pilot operates the launch; the steward operates the air/raft. The ship can carry a party of up to eight on expeditions; it does not engage in commercial passenger service. It costs MCr81.3 and takes 11 months to build.
Code:
Volume Component MCr
(200) Hull-B SL 8
20 Bridge 1.2
- Model/3 -
- Sensors -
15 Jump-drive-B (J2) 20
2 M-drive-A (M1) 4
9 F+plant-A (100Mj) 9
7 P-plant-B (200Mj) 16
40 Jump fuel -
1 Hardpoint (1) -
44 Staterooms (11) 5.5
4 Air/Raft 0.6
20 Launch 10*
22 Capture tanks (2) 5.5*
12 Trophy Lounge 1.5*
4 Cargo
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MCr 81.3
Laboratory Ship (type L)
Using a 400-ton hull, the laboratory ship is a mobile base for scientific analysis and investigation. It mounts jump drive-D, maneuver drive-C, and power plant-D, giving a performance of jump-2 and 1-G
acceleration. Fuel tankage for 96 tons supports the power plant and one jump-2. Adjacent to the bridge is a model-3 computer. There are twenty staterooms and no low berths.
The ship has two hardpoints and two tons allocated to fire control. No weapons are installed. There are three ship's vehicles: two air/rafts and one 40-ton pinnace. Cargo capacity is 26 tons. Laboratory space equals 85 tons. The ship is unstreamlined.
The laboratory ship requires skill complements for pilot, astrogator, engineer, and medic. Gunners and scientific research personnel may be added. The pilot operates the pinnace; the engineers operate the air/rafts. The ship can carry 20 passengers (35 if double occupancy) on a noncommercial basis.
It costs MCr 132.4 and takes 14 months to build.
Code:
Volume Component MCr
(400) Hull-D (U) 16
20 Bridge 1.2
- Model/3 -
- Sensors -
25 Jump-drive-D (J2) 40
5 M-drive-C (M1) 12
13 P-plant-D (800Mj) 32
80 Jump fuel -
16 Plant fuel (2wks) -
2 Hardpoints (2) -
80 Staterooms (20) 10
8 Air/Rafts (2) 1.2
40 Pinnace 20
85 Laboratory space
26 Cargo space
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MCr 132.4
Corsair (Type P)
Based on the type 400 hull, the corsair is fitted out with jump drive-D, maneuver drive-F, and power plant-F, giving it a capability for jump-2 and 3G acceleration. The bridge includes a computer Model/3. Most important to this ship are the three beam laser turrets. Ten staterooms serve as quarters for the crew (pilot, astrogator, three engineers, and five or more assorted thugs and cutthroats); twenty low berths are available for emergency use, or to hold captives. Fuel capacity is 104 tons, and cargo capacity is 168 tons.
Notable features on the corsair are large cargo doors and variable identification features. The large clamshell doors can open to reveal the entire cargo bay; the ship can accept a 100 ton ship into
its cargo bay. The ship has several centrally controlled identification features which can alter the shape and configuration of the ship at a moment's notice; fins retract or extend, modules appear or disappear, and radio emissions alter frequency and content. The ship's transponders can be altered to identify the vessel as having any of a variety of missions and identities.
The approximate value of the corsair is Cr145,000,000, but this price would be difficult to obtain on the open market, as the ship is a non-commercial type, and its lineage and paperwork are of uncertain origin. It could probably bring about one-quarter its value.
Code:
Volume Component MCr
(400) Hull-D 16
20 Bridge 1
- Model/3
- V-Transponder
- Sensors
25 Jump-drive-D (J2) 40
11 M-drive-F (M3) 24
19 P-plant-F (600Mj) 48
80 Jump fuel
24 Plant fuel (4wks)
3 Hardpoints (3)
Beam Lasers (3) 9 ???
40 Staterooms (10) 5
10 Low berths (20) 2
168 Cargo bay
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MCr 145