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Type C for Mercs?

samuelvss

SOC-14 1K
The Type C always seemed like a lot of ship for a so few troops. Particularly where this is a commercial operation, bang for the buck is essential, so I did the following redesign IMTU, as an alternate:

The base design remains the same, except it is streamlined (+ Mcr 8), and the ATV modules are swapped for “open” modules (+ Mcr .4). These 2 open modules are then fitted with small craft cabins, giving an additional 30 troops aboard. These, while “open modules” under LBB2, are called “troop modules” here for clarity. The original open module is kept open for cargo. This still allows cargo space sufficient for G-Carriers for all troops.

This also allows for landing on non-vacuum worlds, which adds a great deal of flexibility.

I've done this as a LBB2 design, even though I greatly prefer HG2, for simplicity's sake. The basic idea holds across ship design systems.
 
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Adding Deck Cargo

The real payoff is by carrying 13 additional cutter modules as “deck cargo.” We can now carry, instead of 34 troops for J-3, in a 446 M Cr ship, 64 troops the same distance in a 454.4 M Cr ship. Or...we can carry 259 troops J-2 in a 480.4 M Cr ship.

(Idea from Ken Pick: http://www.freelancetraveller.com/features/shipyard/deckcargo.html )

This bumps our original rate of 4.4 M Cr / (troop-parsec) to either just under 2.4 M Cr / (troop-parsec) or just under 1 M Cr / (troop-parsec). Obviously, this is a a cobbled-together rate, but we should have something to compare.

Obviously, some of the deck cargo can be used for equipment in cargo modules, or even "racks," from Ken's original idea.
 
Deck Cargo for deep space fuel cache

Another way to leverage this design is to use the deck cargo to either establish fuel caches to extend the ship's reach, or to refuel from the carried deck cargo. (ex: Go J-2 with the extra 390 dtons of fuel to a covert deep space cache, use 150 tons to top off, leaving 240 dtons there; drop all deck cargo, full or empty; jump back, now using 160 dtons for the return J-2. In the future, the ship can do a J-2 and J-3 in original configuration, through a deep space area, or two J-2's while carrying the extra 390 tons of deck cargo, meaning an extra 195 troops.)

Taking the range from J-2 to J-4 adds 42 hexes, or an average of 21 systems. In most of these, there will be an intermediate fueling stop. Putting a cache in place in a critical gap both extends the range, and adds chances for operational surprise, particularly in a known or suspected future area of operations.
 
The Type C always seemed like a lot of ship for a so few troops.

I ran into this when I was designing a naval ship for my gritty Nova Roma setting. I looked at modern submarine crew density and decided the best way to get something similar was to assume three-shift hot-bunking and double the people per cabin space that the rules allow. Officers get better accommodations with rank. The captain's quarters are damned near luxurious in comparison.
 
In IMTU, the Type C is a different beast since there is only Jump-1, so I go with more fuel for frontier 'loiter' time (going without refueling so it's not off station or vulnerable), and since low berthing is No Big Deal I would stick those boys in Frozen Watch until it's time to pop them out. You can get a LOT of troops in the same space that makes more sense operationally, and stretch that chow/cargo supply/life support dollar.

Also, look at G carriers as your all in one shuttlecraft and fighting vehicles, which allows your boats to detach more readily for fuel ops.
 
Well, I have actually tried to make it as close to the OTU as possible, and still make sense. The key is that this is a commercial ship, albeit selling services instead of goods, and thus efficiency is critical.
 
The Type C always seemed like a lot of ship for a so few troops. Particularly where this is a commercial operation, bang for the buck is essential

...

IMTU I re-cast the Mercenary Cruiser as a rather larger ship of some 1500 tons carrying a company-sized task force and three cutters. It's also not just for private mercenary forces, but rather a landing ship that can hang around in orbit and act as a platform for ground support weapons. This takes the form of a 50 ton bay, which could house missiles, or perhaps a large mass driver (maybe a meson gun at higher tech levels if you installed an uprated power plant).

For a larger force, several of these could be deployed, taking up equidistant stations in orbit meaning that one would be in range for a fire mission most of the time. Having multiple ships also makes the attack less vulnerable. Larger troop carrier ships would carry supplies and personnel to land a larger force after the initial commando attacks launched from the type-C's.

Surplus examples might come up on the market at knock down prices due to their limited commercial potential, allowing a mercenary unit to pick one up on the cheap and get it refurbished on a not-too-many-questions-asked basis.

I've also slightly recast the cutter as something that's definitely a troop and military logistics ship - imagine something like a cross between Thunderbird 2 and the dropship from Aliens. I also did some droppable vehicles like a light-ish grav tank and a larger GCarrier that are designed to be landed in cutter modules. Pimping the B-Gun slightly so it has a burst at extreme range also serves to turn it into a useful support weapon.
 
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The Type C always seemed like a lot of ship for a so few troops. Particularly where this is a commercial operation, bang for the buck is essential, so I did the following redesign IMTU, as an alternate:

The base design remains the same, except it is streamlined (+ Mcr 8), and the ATV modules are swapped for “open” modules (+ Mcr .4). These 2 open modules are then fitted with small craft cabins, giving an additional 30 troops aboard. These, while “open modules” under LBB2, are called “troop modules” here for clarity. The original open module is kept open for cargo. This still allows cargo space sufficient for G-Carriers for all troops.

This also allows for landing on non-vacuum worlds, which adds a great deal of flexibility.

I've done this as a LBB2 design, even though I greatly prefer HG2, for simplicity's sake. The basic idea holds across ship design systems.

In Mongoose T, I have taken out a Cutter and added 100 low Berths, which gives a company size unit.

Kind Regards

David
 
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