An attempt
Ursula Class
Statistics
3,000-ton Hull (Close Structure) - Streamlined
AC: 9 (6 vs. Meson Guns)
AR: 0
SI: 300
Initiative: 0
Starship Size: Large
Cost: 654.171 MCr (817.714 MCr without discount)
Computer Model/4 (PP: 49/13)
---Avionics: Less than 4,000-ton
---Sensors: Short Range
---Communications: Short Range
Speculative Cargo/Supplies: 25.0-tons
Postal Locker: 5.0-tons
Cargo Containers: 20x 100 dTon
Performance
Jump-1 (enough fuel for 1x Jump-1)
Acceleration: 1-G
Agility: 0
Power Plant: TL-9 Fusion (40 EP output, enough fuel for 4 weeks)
Atmospheric Speeds:
---NOE = 875kph
---Cruising = 2,625kph
---Maximum = 3,500kph
Weapons
Hardpoints: 20
2x Triple Missile Rack Turret TL-9 (2 missile magazines)
---Range: 90,000km
---Configuration: 1x USP3, 2x USP3
---USP2: +2 To Hit, 2d6 (18/x1)
---USP3: +3 To Hit, 3d6 (18/x1)
---Ammo: 40 missiles
8x Double Mining Laser Turret TL-9
---Range: 15,000km
---Configuration: 2x USP3
---USP3: +3 To Hit, 3d6 (20/x1)
10x Triple Sandcaster Turret TL-9
---Configuration: 5x USP4
---USP4: +4 AC
---Ammo: 100 sand canisters
Ship's Vehicles
2x 50-ton Modular Cutter (Internal Hangar)
Launch facilities for 1 Craft per turn
Accomodations & Fittings
Crew Quarters: 25x Stateroom (50 People)
Passenger Quarters: 25x Stateroom (50 People)
16x Low Berth (16 People)
2x Standalone Fresher
1x Engineering Shop (20 Engineers)
1x Sickbay (2 Patients)
2x Autodoc
3x Airlocks
Crew Details
7x Command Officers
3x Command Crew
1x Flight Officers
4x Flight Crew
1x Gunnery Officers
10x Gunnery Crew
2x Engineering Officers
2x Engineering Crew
1x Medical Officers
9x Service Crew
Common Modifications
Removal of passenger quarters to allow another 100 dTon of speculative cargo.
Upgrading weapons. This normally requires the addition of another powerplant. To avoid this often some of the sandcasters are changed over to missile launch faciliies.
Double and triple jump configuration is not unknown. There are fuel modules that fit the standard cargo container format, they cannot be jumped from directly but can be used to refuel quickly in transit.
The ship is nearly always run heavily under crewed. A naval complement would be 50 crew, most freighters on safe routes skimp on gunnery and flight crew and often only have 25 or so personel. Minimum crew to keep the ship running would be around 15.