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[Shipyard] Elmina TP-DS13 Third Imperium Prisoner Tranport

Elmina 400 Ton TP-DS13 Prisoner Transport MCr181.7 TL 12

Used by the Third Imperium to transport dangerous criminals in Low Berths the ship includes defenses for the highest risk situations where others may attempt to liberate their cargo.

Using a 400 ton Streamlined hull, the Elmina class transport mounts Maneuver Drive-B, Power Plant-F, Jump Drive-F, which gives it performance of Jump-3 and 1G acceleration and carries 132 tons of fuel allowing one Jump-3 and 1 month of operations.
The ship's standard armaments include Two quadruple turret Beam Lasers, a Quad turret mounted Missile Launcher, and Qaud sandcasters for defense.

The six crew include a Pilot/Astrogator, Engineer, one Medic trained Gunner, and three dedicated Gunners. There is also a 5 person squad of security troops aboard. Adjacent to the bridge is a Model 5 computer. The ship includes an extensive sensor suite for detecting possible approaching hostiles.

The ship carries a Modular Cutter in an internal hanger plus one spare module, usually carrying a Skimming Module and a specialty module designed to allow the transfer of low berths to and from high security areas without the need to awaken the prisoner's aboard ship.

There are 60 low berths and a full clinic aboard. Additionally, the ship has 10 tons set aside for miscellaneous cargo.

Surplus civilian versions of this vessel can be found operating as bulk 'Low liners', with a smaller craft replacing the Cutter, removal of the troop quarters, weapons, and additional sensors, and conversion of the extra space to 100 or more additional low berths.

Crew comfort: +0
Passenger demand: -5

Code:
    Tons  TN  Component                             MCr  Notes
--------  --  --------------------------------- -------  --------------------
     400  12  Streamlined Hull, lifters              30  S, lifters
       0  11  Jump Grid                               4  
       0  12  AV=12. 1 Kinetic Plate                  0  
     120  12  Jump Fuel (3  parsecs)                  0  J3, 40t/pc
      12  12  Plant Fuel (one month)                  0  one month
       3  11  Maneuver Drive-1 (B)                    6  1 G
      19  11  PowerPlant-3 (F)                       19  P 3
      35  12  Jump Drive-3 (F)                       35  J 3
       3  13  DS Ant Radar                          3.5  
       3  13  DS Ant Scope                          3.5  
       1  13  AR Ant EMS                            1.5  
       3  13  DS Ant Communicator                   3.5  
       1  12  Vd T4 Beam Laser                        2  
       1  12  Vd T4 Beam Laser                        2  
       1  12  Vd T4 Sandcaster                      1.6  
       1  12  AR T4 Missile                         1.7  
       4  11  Squad Barracks                        0.2  (5) R1 R1 R2 R2 R3
       2  11  Clinic                                  1  
       5  17  Computer Model/5 std                   27  
      22  14  Spacious Controls                       0  
      12  11  Crew Stateroom (6)                    0.6  #6 1 crew
       2  11  Crew Shared Fresher (4)                 2  #4 4 crew
      18  11  Crew Lounge                             0  
      30  11  Spare Cutter Module                     0  
      10  11  Cargo Hold Basic                        0  
      30  12  Low Berth (60)                          6  #60 1 passenger
      10  12  Hanger for Cutter                       0  
       2  12  Life Support                            2  
      50  13  Modular Cutter                         28

Bulk Carrier B-DS13 Bulk Liner MCr142.5 TL12

An example of a surplussed and civillian refitted version of the Elmina class prison transport, this ship adds wilderness refueling capacity, modifies the structure with wings for better atmospheric operation, strips most of the weaponry (Though it retains all 4 hardpoints) and enhanced sensors, replaces the Cutter with a much smaller ship's Gig, increases the cargo capacity to 36.5 tons, and a total of 150 low berths.

Standard crew is a Pilot, Astrogator, Medic, Steward and Engineer. The extra crew space may be used for a dedicated Gunner, secondary Medic, or a single non-standard passenger.


Crew comfort: +1
Passenger demand: -5

Code:
    Tons  TN  Component                             MCr  Notes
--------  --  --------------------------------- -------  --------------------
     400  12  Streamlined Hull, lifters              30  S, lifters
       0  11  Jump Grid                               4  
       8  12  Wings                                   4  
       0  12  AV=12. 1 Kinetic Plate                  0  
     120  12  Jump Fuel (3  parsecs)                  0  J3, 40t/pc
      12  12  Plant Fuel (one month)                  0  one month
       3  11  Maneuver Drive-1 (B)                    6  1 G
      19  11  PowerPlant-3 (F)                       19  P 3
      35  12  Jump Drive-3 (F)                       35  J 3
       1  8   Fuel Scoops 100t/hr                   0.1  100t/hr
       1  8   Fuel Intakes 40t/hr                   0.1  40t/hr
       3  8   Fuel Purifiers 4t/hr (3)                3  #3 4t/hr
       0  12  AR Surf Scope                         1.5  
       1  11  Vd T2 Pulse Laser                     0.8  
       1  11  Vd T2 Pulse Laser                     0.8  
       2  11  Clinic                                  1  
     1.5  15  Mod Computer Model/2bis std           3.7  
      12  14  Spacious Controls                       0  
      12  11  Crew Stateroom (6)                    0.6  #6 1 crew
       1  11  Crew Shared Fresher (2)                 1  #2 4 crew
      23  11  Crew Lounge                             0  
       2  12  Life Support                            2  
      10  12  Hanger for Gig                          0  
      25  12  Low Berth (50)                          5  #50 1 passenger
      25  12  Low Berth (50)                          5  #50 1 passenger
      25  12  Low Berth (50)                          5  #50 1 passenger
    36.5  11  Cargo Hold Basic                        0  
       1  12  Mail Vault                              0  for express contracts
      20  12  Gig                                    14
 
I figure the only things that would affect passenger rating for Low Berths would be 'Does it have a full clinic' and 'how good is the medic'. Also maybe 'does it look like it will make it out of the spaceport without bits falling off'. But yes the prisoners would not want to be there.
 
I did quite enjoy the design. Just for fun, and with your permission, I might reproduce it graphically?

If so, I'd completely separate the prisoner area from all other parts of the ship, as in no access, of any type, whatsoever.
 
You're welcome to do whatever, including tweaks if you feel it needs it. I figure the prisoners being all completely in cold sleep don't really need to be completely separated from the general sections of the ship, though there would be more security than normal. If they were awake there would be 2-3x the number of troops aboard.

And not separating them completely and totally gives you a plot hook for when players end up on this ship because their ex-scout got temporarily reactivated to replace a sick astrogation officer and the rest of them were allowed to tag along in temporary bunks setup in the cargo bay as long as they surrendered their weapons to the ships troops before they got onboard. And of course for that trip the medic is a plant and wakes up a few specific criminals during the jump...
 
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