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CT Only: [Revised] TL=9-14 High-G Courier Starships Under 200 Tons

Spinward Flow

SOC-14 1K
In the past, I've made a collection of below 200 ton Fast Traders with powerful maneuver drives (5-6G) intended to spend 5 tons of cargo space on X-Mail as courier ships for carrying communications between the stars and be able to consistently operate at a profit even with no (other than mail) cargo carried in the cargo bay. These previous designs were:
Recent conversation on these boards brought up the possibility of stocking additional life support reserves in the cargo hold, using rules from either JTAS 3, p18 (which contained errata) or from the Beltstrike boxed set, p3 (which also contained errata) that I eventually managed to reconcile with existing CT stateroom life support rules by making 1 person/day of life support cost Cr100 and assigning a 20 person/day standard life support supply to staterooms (hence the Cr2000 life support cost per 2 weeks). After that it was simply a matter of deciding that Beltstrike was closer to being the right interpretation of 150 person/day per ton of cargo space (not 1000 or even 2000 person/days per ton like JTAS was trying to set up), since 150 person/day per ton included air, water, food, life support component spares and other elements "lost" to the recycling system. That 150 person/day per ton and Cr100 per person/day equivalence was exactly what I needed to review some of my above starship designs from this forum in order to tweak them ever so slightly in order to create a modified set of high-G trader starships with both fuel AND life support reserves as nearly ideal Adventure Class Ships (ACS) for a crew of 2 people.



However, after my "adventure" in designing four TL=11-14 Aslan starships (1, 2, 3, 4) for operations in the Great Rift, where a 5 parsec range was the bare minimum requirement for freedom of navigation across the Riftspan Reaches sector, I realized that it would be a lot of fun to allow the Spinward X-Courier and Spinward Flex Courier designs (of which I'm quite proud) to "expand" their hull sizes slightly in order to accommodate lower technology levels than TL=11 and TL=13 (since the fuel purification plant needs more tonnage at lower tech levels) while leaving some of the previously "wasted space" available for use as life support reserve consumables. I wanted to settle on a hull size that could remain "in common" across all of the relevant tech levels (from TL=9-14 as it turns out) without tipping over into the 200+ ton hull sizes, due to the way that crew requirements for engineers bloats really rapidly above 200 tons with 5G (let alone 6G) maneuver drives in the TL=9-14 range. That bloat in crew size very rapidly devours any kind of reliable profit margins to be earned from X-Mail courier deliveries, which sets a hard cap of Cr25,000 revenue out of which all life support and crew salary expenses must be paid if there is no other cargo to transport, so I simply HAD TO stay in the 100-199 ton range of hull code: 1 if I wanted to make everything fit (and it's still a tight squeeze!).

In the end, I settled on a 198 ton hull this time around, with a design requirement for being able to transit 4 parsecs on internal fuel (plus collapsible fuel tank range extender in the cargo bay) with the option for another 1-2 parsecs of range obtained from use of L-Hyd drop tanks ... for a total maximum one way range of 5 parsecs (Jump-1) or 6 parsecs (Jump-2) ... with sufficient life support reserves to complete the transit (up to 8*5=40 days at Jump-1, or up to 8*3=24 days at Jump-2). In the end, with enough "massaging of the numbers" I was able to succeed in this overall endurance goal, while still having enough cargo capacity left over to be useful when not making long range transits.



Another factor that I realized when redoing these starship designs is that Emergency Agility isn't necessarily a bad thing on a starship this small with maneuver drives this powerful (5-6G). Computer models above 2 require EP, which is why I shied away from using them in the designs listed above in order to have maximum agility available during an encounter with hostile vessels. However, the Race To Profitability against a Far Trader that I ran from D'Ganzio to Ficant and back to D'Ganzio conclusively demonstrated to me the value of having better than a model/2 computer in an encounter with a (discount pirates🏴‍☠️) Type-T Patrol Cruiser in the Choleosti system when using LBB5.80 starship combat rules.

Agility is a defensive only modifier, while computer model is an offense AND a defensive modifier (under LBB5.80), putting a lot of weight on the value of having a decent computer on your starship. Skimping on your starship computer is a decent way to become a sitting duck for an attacking band of pirates to take potshots at (especially if they're well armed, like a Patrol Cruiser is) while making it extremely difficult for your own defensive and return fire to be any kind of meaningful threat. Of course, it also helps to have more Agility than the attackers so that you can successfully Break Off By Acceleration after the first combat round (and hopefully the only exchange of fire at long range). This is where having 5G (or more) maneuver drives becomes important to be able to "outrun" any pursuer with hostile intent (or if the picket patrol is against you, be able to run a blockade).



With the modest increase in tonnage from 194 to 198, I was able to develop a dynasty of starships, starting at TL=9 with J1 5G performance capable of 4 parsecs of range (unrefueled) which could be extended to 5 parsecs with L-Hyd drop tanks and a useful cargo fraction. I also decided to "upgun" the ship from the old Sandcaster/Missile dual turret combination (useful because it consumed no EP and thus had no impact on Agility) in addition to providing the ship with the most powerful computer (model/3 at TL=9, which consumes 1 EP) available. The addition of the more powerful computer and swapping the dual turret for a triple turret Sandcaster/Pulse Laser/Missile combination reduced the standard Agility rating from 5 down to 3, but when using Emergency Agility the pulse laser is taken offline and Emergency Agility rises from 3 back up to 5.

This performance profile means that under most circumstances, at the start of (LBB5.80) ship to ship combat at long range, the pulse laser is at a -1DM due to range and is unlikely to be as useful either offensively or defensively as Emergency Agility 5 (pulse laser offline) in order to Break Off By Acceleration. The kicker is that under Emergency Agility, the sandcaster and missile turret weapons are still operational, and missiles prefer long range anyway ... so the intent is to exchange fire ONCE and then escape using Emergency Agility rather than stand and fight (usually).

He who fights and runs away lives to pick their battles some other day...

Addition of the pulse laser to the design allows the class to be outfitted for belter prospecting, with a larger cargo hold capacity than the (5-6x cheaper!) Type-J Seeker allowing for far greater endurance and stocking of consumable supplies, laboratories and workshops, vehicles and other sundry options, in addition to having more powerful maneuver drives capable of hauling much larger asteroids/planetoids back to base intact for processing by mining companies in a more reasonable amount of time. That increased external cargo hauling capacity can come in quite handy for a prospector crew so they don't have to return with nothing to show for their labors if they're unlucky searching the belts in a star system for a strike.
 
One interesting side effect of this particular design evolution is that the odd numbered tech levels (9, 11, 13) are where there are upgrades to the drives installed (J1 to J2, 5G to 6G) ... but it's the even numbered tech levels (10, 12, 14) that wind up with enough extra space to install a model/4 computer (top of the line at TL=10) instead of a model/3 computer (top of the line at TL=9) which has some interesting ramifications. In this instance, I decided that the odd numbered tech levels (9, 11, 13) are the "civilian" designs with a civilian sensor array (0.5 light second detection range), while the even numbered tech levels (10, 12, 14) are "paramilitary" designs with a standard sensor array (2 light second detection range) and are actually operated as Q ship "decoys" against pirates (to help keep the pirates "honest and polite"). These paramilitary Q ships are functionally identical as the ship design from one tech level lower aside from the sensor/avionics and computer upgrades, making it almost impossible to determine which type of these ships you're getting a sensor return on (could be civilian, could be paramilitary).

I figure that kind of inherent uncertainty lends a benefit to all starships of the dynasty from TL=9-12, when "discouraging" pirate attacks that might otherwise have taken place can have a rather significant impact on the value and reliability of trade along the space lanes where system defense boats can't be everywhere to defend everyone. 🚀



So ... without further belaboring of the point ... I give you my latest creations in the 198 ton hull form factor capable of high-G maneuvers and have a wide swath of possible applications and use cases, from the purely mundane to the remarkably adventurous. :cool:
 
Trace Courier
Ship Type: AP (Merchant-A, Provincial)
TL=9 (LBB5.80)

Tonnage (custom hull): 198 tons
Configuration: 6 (Streamlined, 15.84 MCr)
Fuel Scoops (MCr0.198)
Armor: 0

Jump-1 (3.96 tons, MCr15.84, Capacitor storage: 0.99 tons = 35.64 EP maximum)
Maneuver-5 (27.72 tons, MCr13.86)
Power Plant-5 (29.7 tons, MCr89.1, EP: 9.9, Surplus EP: +1.96 @ Agility 3, Emergency Agility: 5)

Fuel Purification Plant: 200 ton capacity (9 tons, MCr0.038) (LBB5.80, p27, 36)
Fuel: 29.7 tons (1 parsec = 19.8 tons) (4 weeks operations = 9.9 tons, up to 20 weeks powered down)
L-Hyd drop tank fittings (20 ton drop tank, 1 parsec range) (LBB5.80, p27) (LBB A5, p14)

Triple Turret: Sandcaster, Pulse Laser, Missile (1 ton, MCr1.5, EP: 1)
Batteries: 1 Sandcaster (code: 2), 1 Pulse Laser (code: 1), 1 Missile (code: 1)

Bridge (20 tons, MCr0.99)
Computer: 3 (Code: 3, 3 ton, MCr18, TL: 9, EP: 1)
Staterooms: 2 single occupancy (8 tons, MCr1)
  • Minimum crew skills required:
    • Pilot
    • Gunnery (laser, missile)
  • Recommended additional crew skills (optional):
    • Navigator
    • Engineering
Cargo: 65 tons (5 tons mail vault, 60 tons cargo)
Collapsible Fuel Tank: 60 ton capacity (0.6 tons, MCr0.03) (LBB A5, p13-14)
Reserve Life Support Consumables: 48 person/days (0.32 tons, MCr0.0048) (Beltstrike, p3) (LBB2.81, p7-8)
Waste Space: 0 tons

Code:
Trace Courier    AP-1615531-020000-10001-0    MCr125.12064   198 tons
    batteries bearing        1     1   1                   TL=9. FPP.
    batteries                1     1   1                  Crew=2. PL.
Passengers=0. Cargo=65. Collapsible=60. Fuel=29.7. EP=9.9. Agility=3.
Jump-0, Maneuver-4 @ up to +53.4 tons (249.4 tons total)
Jump-0, Maneuver-3 @ up to +147 tons (343 tons total)
Jump-0, Maneuver-2 @ up to +352.8 tons (548.8 tons total)
Jump-0, Maneuver-1 @ up to +1174 tons (1370 tons total)

Interplanetary Travel (distance, acceleration, time) (link)



Single production
  • Total Cost: MCr156.4008
  • 20% Down Payment: MCr31.28016
  • Architect Fees: MCr1.564008
  • Construction Time: 48 weeks (LBB A5, p33)
  • Annual Overhaul: Cr156,401 (LBB2.81, p8)
Volume production
  • Total Cost: MCr125.12064
  • 20% Down Payment: MCr25.024128
  • Construction Time: 38 weeks (LBB A5, p33)
  • Annual Overhaul: Cr125,121 (LBB2.81, p8)

  • Life Support: Cr4,000 per 2 weeks (2 single occupancy staterooms = 40 person/days) (LBB2.81, p7-8)
  • Reserve Life Support Consumables: Cr100 per 1 person/day (LBB2.81, p7-8)
  • Crew Salaries (2 crew, Pilot-1, Gunnery-1): Cr3500 per 2 weeks (LBB2.81, p8)
  • Crew Salaries (2 crew, Pilot-2, Navigator-2, Engineering-2, Gunnery-2): Cr6600 (LBB2.81, p8)
  • Surface to Orbit Shuttle Costs: Cr10 per cargo ton, Cr20 to 120 per passenger (LBB2.81, p9)
  • Fuel: Cr500 per ton (refined), Cr100 per ton (unrefined), Cr0 (skimmed) (LBB2.81, p7)

  • Mail Delivery: Cr5,000 revenue per ton per delivery (LBB2.81, p9)
  • Interstellar Cargo Transport: Cr1000 per ton (LBB2.81, p8-9)
  • Interplanetary Charters 12+ hours): Cr1 per hour per ton of ship (Cr194 per hour), minimum 12 hours (Cr2328) (LBB2.81, p9)
  • Interstellar Charters (2 weeks): Cr900 per ton of cargo, Cr900 per low passage berth, Cr9000 per high passage berth (LBB2.81, p9)

  • Imperial subsidies reduce gross revenue receipts by 50% for passengers, cargo and mail (LBB2.81, p7)
 
Trace Courier
Ship Type: AQ (Merchant-A, Decoy)
TL=10 (LBB5.80)

Tonnage (custom hull): 198 tons
Configuration: 6 (Streamlined, 15.84 MCr)
Fuel Scoops (MCr0.198)
Armor: 0

Jump-1 (3.96 tons, MCr15.84, Capacitor storage: 0.99 tons = 35.64 EP maximum)
Maneuver-5 (27.72 tons, MCr13.86)
Power Plant-5 (29.7 tons, MCr89.1, EP: 9.9, Surplus EP: +0.96 @ Agility 3, Emergency Agility: 5)

Fuel Purification Plant: 200 ton capacity (8 tons, MCr0.036) (LBB5.80, p27, 36)
Fuel: 29.7 tons (1 parsec = 19.8 tons) (4 weeks operations = 9.9 tons, up to 20 weeks powered down)
L-Hyd drop tank fittings (20 ton drop tank, 1 parsec range) (LBB5.80, p27) (LBB A5, p14)

Triple Turret: Sandcaster, Pulse Laser, Missile (1 ton, MCr1.5, EP: 1)
Batteries: 1 Sandcaster (code: 3), 1 Pulse Laser (code: 1), 1 Missile (code: 1)

Bridge (20 tons, MCr0.99)
Computer: 4 (Code: 4, 4 ton, MCr30, TL: 10, EP: 2)
Staterooms: 2 single occupancy (8 tons, MCr1)
  • Minimum crew skills required:
    • Pilot
    • Gunnery (laser, missile)
  • Recommended additional crew skills (optional):
    • Navigator
    • Engineering
Cargo: 65 tons (5 tons mail vault, 60 tons cargo)
Collapsible Fuel Tank: 60 ton capacity (0.6 tons, MCr0.03) (LBB A5, p13-14)
Reserve Life Support Consumables: 48 person/days (0.32 tons, MCr0.0048) (Beltstrike, p3) (LBB2.81, p7-8)
Waste Space: 0 tons

Code:
Trace Courier    AQ-1615541-030000-10001-0    MCr134.71904   198 tons
    batteries bearing        1     1   1                  TL=10. FPP.
    batteries                1     1   1                  Crew=2. PL.
Passengers=0. Cargo=65. Collapsible=60. Fuel=29.7. EP=9.9. Agility=3.
Jump-0, Maneuver-4 @ up to +53.4 tons (249.4 tons total)
Jump-0, Maneuver-3 @ up to +147 tons (343 tons total)
Jump-0, Maneuver-2 @ up to +352.8 tons (548.8 tons total)
Jump-0, Maneuver-1 @ up to +1174 tons (1370 tons total)

Interplanetary Travel (distance, acceleration, time) (link)



Single production
  • Total Cost: MCr168.3988
  • 20% Down Payment: MCr33.67976
  • Architect Fees: MCr1.683988
  • Construction Time: 48 weeks (LBB A5, p33)
  • Annual Overhaul: Cr168,399 (LBB2.81, p8)
Volume production
  • Total Cost: MCr134.71904
  • 20% Down Payment: MCr26.943808
  • Construction Time: 38 weeks (LBB A5, p33)
  • Annual Overhaul: Cr134,720 (LBB2.81, p8)

  • Life Support: Cr4,000 per 2 weeks (2 single occupancy staterooms = 40 person/days) (LBB2.81, p7-8)
  • Reserve Life Support Consumables: Cr100 per 1 person/day (LBB2.81, p7-8)
  • Crew Salaries (2 crew, Pilot-1, Gunnery-1): Cr3500 per 2 weeks (LBB2.81, p8)
  • Crew Salaries (2 crew, Pilot-2, Navigator-2, Engineering-2, Gunnery-2): Cr6600 (LBB2.81, p8)
  • Surface to Orbit Shuttle Costs: Cr10 per cargo ton, Cr20 to 120 per passenger (LBB2.81, p9)
  • Fuel: Cr500 per ton (refined), Cr100 per ton (unrefined), Cr0 (skimmed) (LBB2.81, p7)

  • Mail Delivery: Cr5,000 revenue per ton per delivery (LBB2.81, p9)
  • Interstellar Cargo Transport: Cr1000 per ton (LBB2.81, p8-9)
  • Interplanetary Charters 12+ hours): Cr1 per hour per ton of ship (Cr194 per hour), minimum 12 hours (Cr2328) (LBB2.81, p9)
  • Interstellar Charters (2 weeks): Cr900 per ton of cargo, Cr900 per low passage berth, Cr9000 per high passage berth (LBB2.81, p9)

  • Imperial subsidies reduce gross revenue receipts by 50% for passengers, cargo and mail (LBB2.81, p7)
 
Cluster Courier
Ship Type: AP (Merchant-A, Provincial)
TL=11 (LBB5.80)

Tonnage (custom hull): 198 tons
Configuration: 6 (Streamlined, 15.84 MCr)
Fuel Scoops (MCr0.198)
Armor: 0

Jump-2 (5.94 tons, MCr23.76, Capacitor storage: 1.98 tons = 71.28 EP maximum)
Maneuver-5 (27.72 tons, MCr13.86)
Power Plant-5 (29.7 tons, MCr89.1, EP: 9.9, Surplus EP: +1.96 @ Agility 3, Emergency Agility: 5)

Fuel Purification Plant: 200 ton capacity (7 tons, MCr0.034) (LBB5.80, p27, 36)
Fuel: 50 tons (2 parsec = 39.6 tons) (4 weeks operations = 9.9 tons, up to 20 weeks powered down)
L-Hyd drop tank fittings (40 ton drop tank, 2 parsec range) (LBB5.80, p27) (LBB A5, p14)

Triple Turret: Sandcaster, Pulse Laser, Missile (1 ton, MCr1.5, EP: 1)
Batteries: 1 Sandcaster (code: 3), 1 Pulse Laser (code: 1), 1 Missile (code: 1)

Bridge (20 tons, MCr0.99)
Computer: 3 (Code: 3, 3 ton, MCr18, TL: 9, EP: 1)
Staterooms: 2 single occupancy (8 tons, MCr1)
  • Minimum crew skills required:
    • Pilot
    • Gunnery (laser, missile)
  • Recommended additional crew skills (optional):
    • Navigator
    • Engineering
Cargo: 45 tons (5 tons mail vault, 40 tons cargo)
Collapsible Fuel Tank: 40 ton capacity (0.4 tons, MCr0.02) (LBB A5, p13-14)
Reserve Life Support Consumables: 36 person/days (0.24 tons, MCr0.0036) (Beltstrike, p3) (LBB2.81, p7-8)
Waste Space: 0.0 tons

Code:
Cluster Courier   AP-1625531-030000-10001-0  MCr131.44448  198 tons
    batteries bearing         1     1   1               TL=11. FPP.
    batteries                 1     1   1               Crew=2. PL.
Passengers=0. Cargo=45. Collapsible=40. Fuel=50. EP=9.9. Agility=3.
Jump-1, Maneuver-4 @ up to +53.4 tons (249.4 tons total)
Jump-1, Maneuver-3 @ up to +99 tons (297 tons total)
Jump-0, Maneuver-3 @ up to +147 tons (343 tons total)
Jump-0, Maneuver-2 @ up to +352.8 tons (548.8 tons total)
Jump-0, Maneuver-1 @ up to +1174 tons (1370 tons total)

Interplanetary Travel (distance, acceleration, time) (link)



Single production
  • Total Cost: MCr164.3056
  • 20% Down Payment: MCr32.86112
  • Architect Fees: MCr1.643056
  • Construction Time: 48 weeks (LBB A5, p33)
  • Annual Overhaul: Cr164,306 (LBB2.81, p8)
Volume production
  • Total Cost: MCr131.44448
  • 20% Down Payment: MCr26.288896
  • Construction Time: 38 weeks (LBB A5, p33)
  • Annual Overhaul: Cr131,445 (LBB2.81, p8)

  • Life Support: Cr4,000 per 2 weeks (2 single occupancy staterooms = 40 person/days) (LBB2.81, p7-8)
  • Reserve Life Support Consumables: Cr100 per 1 person/day (LBB2.81, p7-8)
  • Minimum Crew Salaries (2 crew, Pilot-1, Gunnery-1): Cr3500 per 2 weeks (LBB2.81, p8)
  • Recommended Crew Salaries (2 crew, Pilot-2, Navigator-2, Engineering-2, Gunnery-2): Cr6600 (LBB2.81, p8)
  • Surface to Orbit Shuttle Costs: Cr10 per cargo ton, Cr20 to 120 per passenger (LBB2.81, p9)
  • Fuel: Cr500 per ton (refined), Cr100 per ton (unrefined), Cr0 (skimmed) (LBB2.81, p7)

  • Mail Delivery: Cr5,000 revenue per ton per delivery (LBB2.81, p9)
  • Interstellar Cargo Transport: Cr1000 per ton (LBB2.81, p8-9)
  • Interplanetary Charters 12+ hours): Cr1 per hour per ton of ship (Cr194 per hour), minimum 12 hours (Cr2328) (LBB2.81, p9)
  • Interstellar Charters (2 weeks): Cr900 per ton of cargo, Cr900 per low passage berth, Cr9000 per high passage berth (LBB2.81, p9)

  • Imperial subsidies reduce gross revenue receipts by 50% for passengers, cargo and mail (LBB2.81, p7)
 
Cluster Courier
Ship Type: AQ (Merchant-A, Decoy)
TL=12 (LBB5.80)

Tonnage (custom hull): 198 tons
Configuration: 6 (Streamlined, 15.84 MCr)
Fuel Scoops (MCr0.198)
Armor: 0

Jump-2 (5.94 tons, MCr23.76, Capacitor storage: 1.98 tons = 71.28 EP maximum)
Maneuver-5 (27.72 tons, MCr13.86)
Power Plant-5 (29.7 tons, MCr89.1, EP: 9.9, Surplus EP: +0.96 @ Agility 3, Emergency Agility: 5)

Fuel Purification Plant: 200 ton capacity (6 tons, MCr0.032) (LBB5.80, p27, 36)
Fuel: 50 tons (2 parsec = 39.6 tons) (4 weeks operations = 9.9 tons, up to 20 weeks powered down)
L-Hyd drop tank fittings (40 ton drop tank, 2 parsec range) (LBB5.80, p27) (LBB A5, p14)

Triple Turret: Sandcaster, Pulse Laser, Missile (1 ton, MCr1.5, EP: 1)
Batteries: 1 Sandcaster (code: 3), 1 Pulse Laser (code: 1), 1 Missile (code: 1)

Bridge (20 tons, MCr0.99)
Computer: 4 (Code: 4, 4 ton, MCr30, TL: 10, EP: 2)
Staterooms: 2 single occupancy (8 tons, MCr1)
  • Minimum crew skills required:
    • Pilot
    • Gunnery (laser, missile)
  • Recommended additional crew skills (optional):
    • Navigator
    • Engineering
Cargo: 45 tons (5 tons mail vault, 40 tons cargo)
Collapsible Fuel Tank: 40 ton capacity (0.4 tons, MCr0.02) (LBB A5, p13-14)
Reserve Life Support Consumables: 36 person/days (0.24 tons, MCr0.0036) (Beltstrike, p3) (LBB2.81, p7-8)
Waste Space: 0.0 tons

Code:
Cluster Courier   AQ-1625541-030000-10001-0  MCr141.04288  198 tons
    batteries bearing         1     1   1               TL=12. FPP.
    batteries                 1     1   1               Crew=2. PL.
Passengers=0. Cargo=45. Collapsible=40. Fuel=50. EP=9.9. Agility=3.
Jump-1, Maneuver-4 @ up to +53.4 tons (249.4 tons total)
Jump-1, Maneuver-3 @ up to +99 tons (297 tons total)
Jump-0, Maneuver-3 @ up to +147 tons (343 tons total)
Jump-0, Maneuver-2 @ up to +352.8 tons (548.8 tons total)
Jump-0, Maneuver-1 @ up to +1174 tons (1370 tons total)

Interplanetary Travel (distance, acceleration, time) (link)



Single production
  • Total Cost: MCr176.3036
  • 20% Down Payment: MCr35.26072
  • Architect Fees: MCr1.763036
  • Construction Time: 48 weeks (LBB A5, p33)
  • Annual Overhaul: Cr176,304 (LBB2.81, p8)
Volume production
  • Total Cost: MCr141.04288
  • 20% Down Payment: MCr28.208576
  • Construction Time: 38 weeks (LBB A5, p33)
  • Annual Overhaul: Cr141,043 (LBB2.81, p8)

  • Life Support: Cr4,000 per 2 weeks (2 single occupancy staterooms = 40 person/days) (LBB2.81, p7-8)
  • Reserve Life Support Consumables: Cr100 per 1 person/day (LBB2.81, p7-8)
  • Minimum Crew Salaries (2 crew, Pilot-1, Gunnery-1): Cr3500 per 2 weeks (LBB2.81, p8)
  • Recommended Crew Salaries (2 crew, Pilot-2, Navigator-2, Engineering-2, Gunnery-2): Cr6600 (LBB2.81, p8)
  • Surface to Orbit Shuttle Costs: Cr10 per cargo ton, Cr20 to 120 per passenger (LBB2.81, p9)
  • Fuel: Cr500 per ton (refined), Cr100 per ton (unrefined), Cr0 (skimmed) (LBB2.81, p7)

  • Mail Delivery: Cr5,000 revenue per ton per delivery (LBB2.81, p9)
  • Interstellar Cargo Transport: Cr1000 per ton (LBB2.81, p8-9)
  • Interplanetary Charters 12+ hours): Cr1 per hour per ton of ship (Cr194 per hour), minimum 12 hours (Cr2328) (LBB2.81, p9)
  • Interstellar Charters (2 weeks): Cr900 per ton of cargo, Cr900 per low passage berth, Cr9000 per high passage berth (LBB2.81, p9)

  • Imperial subsidies reduce gross revenue receipts by 50% for passengers, cargo and mail (LBB2.81, p7)
 
Celestial Courier
Ship Type: AP (Merchant-A, Provincial)
TL=13 (LBB5.80)

Tonnage (custom hull): 198 tons
Configuration: 6 (Streamlined, 15.84 MCr)
Fuel Scoops (MCr0.198)
Armor: 0

Jump-2 (5.94 tons, MCr23.76, Capacitor storage: 1.98 tons = 71.28 EP maximum)
Maneuver-6 (33.66 tons, MCr16.83)
Power Plant-6 (23.76 tons, MCr71.28, EP: 11.88, Surplus EP: +1.96 @ Agility 4, Emergency Agility: 6)

Fuel Purification Plant: 200 ton capacity (5 tons, MCr0.03) (LBB5.80, p27, 36)
Fuel: 52 tons (2 parsec = 39.6 tons) (4 weeks operations = 11.88 tons, up to 24 weeks powered down)
L-Hyd drop tank fittings (40 ton drop tank, 2 parsec range) (LBB5.80, p27) (LBB A5, p14)

Triple Turret: Sandcaster, Pulse Laser, Missile (1 ton, MCr1.5, EP: 1)
Batteries: 1 Sandcaster (code: 3), 1 Pulse Laser (code: 2), 1 Missile (code: 2)

Bridge (20 tons, MCr0.99)
Computer: 3 (Code: 3, 3 ton, MCr18, TL: 9, EP: 1)
Staterooms: 2 single occupancy (8 tons, MCr1)
  • Minimum crew skills required:
    • Pilot
    • Gunnery (laser, missile)
  • Recommended additional crew skills (optional):
    • Navigator
    • Engineering
Cargo: 45 tons (5 tons mail vault, 40 tons cargo)
Collapsible Fuel Tank: 40 ton capacity (0.4 tons, MCr0.02) (LBB A5, p13-14)
Reserve Life Support Consumables: 36 person/days (0.24 tons, MCr0.0036) (Beltstrike, p3) (LBB2.81, p7-8)
Waste Space: 0.0 tons

Code:
Celestial Courier   AP-1626631-030000-20002-0  MCr119.56128  198 tons
    batteries bearing           1     1   1               TL=13. FPP.
    batteries                   1     1   1               Crew=2. PL.
Passengers=0. Cargo=45. Collapsible=40. Fuel=52. EP=11.88. Agility=4.
Jump-1, Maneuver-5 @ up to +42.4 tons (240.4 tons total)
Jump-1, Maneuver-4 @ up to +99 tons (297 tons total)
Jump-0, Maneuver-4 @ up to +108 tons (306 tons total)
Jump-0, Maneuver-3 @ up to +222.7 tons (420.7 tons total)
Jump-0, Maneuver-2 @ up to +475.2 tons (673.2 tons total)
Jump-0, Maneuver-1 @ up to +1485 tons (1683 tons total)

Interplanetary Travel (distance, acceleration, time) (link)



Single production
  • Total Cost: MCr149.4516
  • 20% Down Payment: MCr29.89032
  • Architect Fees: MCr1.494516
  • Construction Time: 48 weeks (LBB A5, p33)
  • Annual Overhaul: Cr149,452 (LBB2.81, p8)
Volume production
  • Total Cost: MCr119.56128
  • 20% Down Payment: MCr23.912256
  • Construction Time: 38 weeks (LBB A5, p33)
  • Annual Overhaul: Cr119,562 (LBB2.81, p8)

  • Life Support: Cr4,000 per 2 weeks (2 single occupancy staterooms = 40 person/days) (LBB2.81, p7-8)
  • Reserve Life Support Consumables: Cr100 per 1 person/day (LBB2.81, p7-8)
  • Minimum Crew Salaries (2 crew, Pilot-1, Gunnery-1): Cr3500 per 2 weeks (LBB2.81, p8)
  • Recommended Crew Salaries (2 crew, Pilot-2, Navigator-2, Engineering-2, Gunnery-2): Cr6600 (LBB2.81, p8)
  • Surface to Orbit Shuttle Costs: Cr10 per cargo ton, Cr20 to 120 per passenger (LBB2.81, p9)
  • Fuel: Cr500 per ton (refined), Cr100 per ton (unrefined), Cr0 (skimmed) (LBB2.81, p7)

  • Mail Delivery: Cr5,000 revenue per ton per delivery (LBB2.81, p9)
  • Interstellar Cargo Transport: Cr1000 per ton (LBB2.81, p8-9)
  • Interplanetary Charters 12+ hours): Cr1 per hour per ton of ship (Cr194 per hour), minimum 12 hours (Cr2328) (LBB2.81, p9)
  • Interstellar Charters (2 weeks): Cr900 per ton of cargo, Cr900 per low passage berth, Cr9000 per high passage berth (LBB2.81, p9)

  • Imperial subsidies reduce gross revenue receipts by 50% for passengers, cargo and mail (LBB2.81, p7)
 
Celestial Courier
Ship Type: AQ (Merchant-A, Decoy)
TL=14 (LBB5.80)

Tonnage (custom hull): 198 tons
Configuration: 6 (Streamlined, 15.84 MCr)
Fuel Scoops (MCr0.198)
Armor: 0

Jump-2 (5.94 tons, MCr23.76, Capacitor storage: 1.98 tons = 71.28 EP maximum)
Maneuver-6 (33.66 tons, MCr16.83)
Power Plant-6 (23.76 tons, MCr71.28, EP: 11.88, Surplus EP: +0.96 @ Agility 4, Emergency Agility: 6)

Fuel Purification Plant: 200 ton capacity (4 tons, MCr0.028) (LBB5.80, p27, 36)
Fuel: 52 tons (2 parsec = 39.6 tons) (4 weeks operations = 11.88 tons, up to 20 weeks powered down)
L-Hyd drop tank fittings (40 ton drop tank, 2 parsec range) (LBB5.80, p27) (LBB A5, p14)

Triple Turret: Sandcaster, Pulse Laser, Missile (1 ton, MCr1.5, EP: 1)
Batteries: 1 Sandcaster (code: 3), 1 Pulse Laser (code: 2), 1 Missile (code: 2)

Bridge (20 tons, MCr0.99)
Computer: 4 (Code: 4, 4 ton, MCr30, TL: 10, EP: 2)
Staterooms: 2 single occupancy (8 tons, MCr1)
  • Minimum crew skills required:
    • Pilot
    • Gunnery (laser, missile)
  • Recommended additional crew skills (optional):
    • Navigator
    • Engineering
Cargo: 45 tons (5 tons Mail Vault, 40 tons cargo)
Collapsible Fuel Tank: 40 ton capacity (0.4 tons, MCr0.02) (LBB A5, p13-14)
Reserve Life Support Consumables: 36 person/days (0.24 tons, MCr0.0036) (Beltstrike, p3) (LBB2.81, p7-8)
Waste Space: 0.0 tons

Code:
Celestial Courier   AQ-1626641-030000-20002-0  MCr129.15968  198 tons
    batteries bearing           1     1   1               TL=14. FPP.
    batteries                   1     1   1               Crew=2. PL.
Passengers=0. Cargo=45. Collapsible=40. Fuel=52. EP=11.88. Agility=4.
Jump-1, Maneuver-5 @ up to +42.4 tons (240.4 tons total)
Jump-1, Maneuver-4 @ up to +99 tons (297 tons total)
Jump-0, Maneuver-4 @ up to +108 tons (306 tons total)
Jump-0, Maneuver-3 @ up to +222.7 tons (420.7 tons total)
Jump-0, Maneuver-2 @ up to +475.2 tons (673.2 tons total)
Jump-0, Maneuver-1 @ up to +1485 tons (1683 tons total)

Interplanetary Travel (distance, acceleration, time) (link)



Single production
  • Total Cost: MCr161.4496
  • 20% Down Payment: MCr32.28992
  • Architect Fees: MCr1.614496
  • Construction Time: 48 weeks (LBB A5, p33)
  • Annual Overhaul: Cr161,450 (LBB2.81, p8)
Volume production
  • Total Cost: MCr129.15968
  • 20% Down Payment: MCr25.831936
  • Construction Time: 38 weeks (LBB A5, p33)
  • Annual Overhaul: Cr129,160 (LBB2.81, p8)

  • Life Support: Cr4,000 per 2 weeks (2 single occupancy staterooms = 40 person/days) (LBB2.81, p7-8)
  • Reserve Life Support Consumables: Cr100 per 1 person/day (LBB2.81, p7-8)
  • Minimum Crew Salaries (2 crew, Pilot-1, Gunnery-1): Cr3500 per 2 weeks (LBB2.81, p8)
  • Recommended Crew Salaries (2 crew, Pilot-2, Navigator-2, Engineering-2, Gunnery-2): Cr6600 (LBB2.81, p8)
  • Surface to Orbit Shuttle Costs: Cr10 per cargo ton, Cr20 to 120 per passenger (LBB2.81, p9)
  • Fuel: Cr500 per ton (refined), Cr100 per ton (unrefined), Cr0 (skimmed) (LBB2.81, p7)

  • Mail Delivery: Cr5,000 revenue per ton per delivery (LBB2.81, p9)
  • Interstellar Cargo Transport: Cr1000 per ton (LBB2.81, p8-9)
  • Interplanetary Charters 12+ hours): Cr1 per hour per ton of ship (Cr194 per hour), minimum 12 hours (Cr2328) (LBB2.81, p9)
  • Interstellar Charters (2 weeks): Cr900 per ton of cargo, Cr900 per low passage berth, Cr9000 per high passage berth (LBB2.81, p9)

  • Imperial subsidies reduce gross revenue receipts by 50% for passengers, cargo and mail (LBB2.81, p7)
 
Summary of the above starships:
  • TL=9 198 ton J1 5G Trace Courier (AP) = MCr125.12064 (volume production), 65 tons cargo, up to 1+1+1+1 parsec range (internal)
  • TL=10 198 ton J1 5G Trace Courier (AQ) = MCr134.71904 (volume production), 65 tons cargo, up to 1+1+1+1 parsec range (internal)
  • TL=11 198 ton J2 5G Cluster Courier (AP) = MCr131.44448 (volume production), 45 tons cargo, up to 2+2 parsec range (internal)
  • TL=12 198 ton J2 5G Cluster Courier (AQ) = MCr141.04288 (volume production), 45 tons cargo, up to 2+2 parsec range (internal)
  • TL=13 198 ton J2 6G Celestial Courier (AP) = MCr119.56128 (volume production), 45 tons cargo, up to 2+2 parsec range (internal)
  • TL=14 198 ton J2 6G Celestial Courier (AQ) = MCr129.15968 (volume production), 45 tons cargo, up to 2+2 parsec range (internal)
For easy reference:
  • TL=9 200 ton J1 1G Free Trader (A) = MCr37.08 (volume production), 82 tons cargo, up to 1 parsec range (internal) (LBB2.81, p19)
  • TL=9 200 ton J2 1G Far Trader (A2) = MCr66.175 (volume production), 61 tons cargo, up to 2 parsec range (internal) (LBB S7, p23-27, p46)
  • TL=9 400 ton J1 1G Subsidized Merchant (R) = MCr101.03 (volume production), 200 tons cargo, 1 parsec range (internal) (LBB2.81, p19)
  • TL=12 600 ton J3 1G Subsidized Liner (M) = MCr236.97 (volume production), 129 tons cargo, 3 parsec range (internal) (LBB2.81, p19)


I would like to think that in my Spinward Flex Courier thread featuring a Race To Profitability against a Far Trader along a subsidized route in which (on paper at least) the Far Trader ought to have had all of the advantages (+7 high passenger capacity, +16 tons cargo capacity, MCr43.7 cheaper to purchase) when all other factors were controlled for presenting equal opportunities (for speculative cargoes, passengers, cargo transport, etc.) ... when it came time to tally up the profit margins each ship design was generating in "parallel universe versions of identical events" the Far Trader was often left struggling to keep up due to fuel costs (stock Far Traders do not have fuel purification plants in them), life support costs and crew salaries (the Far Trader needs a larger crew) as well as Orbital Shuttle services at worlds the Far Trader could not safely VTOL on due to local gravity (most notable at Garda-Vilis/Vilis/Spinward Marches).

In what ought to have been a straightforward blowout WIN for the Far Trader in the race, instead the TL=13 J2 6G Spinward Flex Courier was somehow managing to "keep it close" for nearly the entire Race To Profitability, despite having a demonstrably lower revenue generation fraction than the Far Trader and being the obviously more expensive starship to construct and maintain. However, the two most important "game changer" capabilities demonstrated over the course of that Race To Profitability were the difference between having a fuel purification plant (enabling wilderness refueling for "free"), a 2G maneuver drive instead of merely 1G (enabling wilderness refueling ANYWHERE, not just on worlds of size code: 7-) ... and of course being able to Break Off By Acceleration from a (discount) Pirate attack🏴‍☠️ that was an "inside job" through a collaborator working in the starport at Choleosti. :ninja:

That one pirate attack cost Team Far Trader over MCr6 in profit generation (basically 9% of the value of their starship!) relative to their competition in the Race To Profitability, simply due to an inability to protect themselves (and their cargo) against a Type-T Patrol Cruiser that had been captured by (discount) Pirates.🏴‍☠️ Analysis after the race confirmed that statistically speaking, at least 1 such pirate attack ought to be expected EVERY circuit of the subsidized route used during the race!

Point being that if only an average of MCr3 is "lost" to pirate activity every year ... within 22 years of operation, profit losses to pirates would amount to essentially the cost of an entire A2 Far Trader! And that's not even including the risks of misjumping as a result of using unrefined fuel ... :eek:



So although 5-6G Courier style starships may LOOK expensive on the front end (in terms of sticker shock at the purchase price), in actual operation they are far more secure and cheaper to operate long term (when either subsidized or otherwise paid off), especially in regions of space where the risk of encounters with pirate ships is higher than zero percent. For merchant princes and oligarchs 🧐 who are interested in the safety of making long term investments towards interstellar transport capacity, these low end Courier ships make a compelling case for the notion that how such ships are used and operated can make a tremendous difference in their profit potential, in addition to their capability to extend economic/cultural/political/military hegemony beyond the confines of a single star system through the power of communications and dispatches, binding different interests together across the vastness of interstellar space.

So yes, you "pay more" up front for one of these Courier style starships ... but you also "get more" out of them due to their inherent design efficiency once you start putting them to work for you 💳:cool: ... even if they are essentially glorified "delivery vans" that have been given the hot rod treatment at the Naval Architect's office. 🚀



Still ... there are a LOT of adventure time shenanigans that you can get up to with a crew of 2 and a souped up hot rod of a delivery van ... 🚚
Just sayin' ... ;)
 
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