Pocket Empires
Mercenary Cruiser
Mark Bridgeman

Firstly lets just begin by saying there is no such thing as a typical mercenary unit, apart from the fact that many are specialists in uncommon types of combat, whilst others are simply guns for hire ground specialists. Hence there is no such thing as a typical mercenary cruiser, so many mercenary groups own custom craft tailored to their specifications.

The ship illustrated (on page 42 of the T4 Starships Book) is actually a converted Gas Harvester, designed to skim gas giant atmospheres for noble gases and petrochemicals in resource poor systems (such as a low tech main world without any fossil fuels or fusion technology), hence its bulbous though streamlined shape, the high armour rating results from the immense amounts of structural bracing and pressure resistant hull skin required to dive deep into the atmosphere of a typical gas-giant (well below that encountered by fuel skimming ships and small craft), its 2G dedicated thrust drive, ample to escape the strong gravity wells associated with many such worlds. Hence it was easy to take this existing design, completely re-gut it, adding deck & hanger space instead of storage tanks, and install upgraded power plants and weaponry as well as a jump drive.

The example detailed assumes that its primary function is to transport a squad of 40 troops to the combat zone from orbit whilst under hostile fire, hence the 4 impressive batteries installed to complement the incredibly tough armour. Needless to say this craft is extremely heavy and hence not the most agile of vessels so standard operations for this craft is to use its cutter as the main vehicle of choice when dropping troops or indeed collecting them.

The price quoted does not include any sub craft though it does include two cutter modules ready for use, 1 x Marine Assault Module, 1 x ATV module. These modules can be swapped and changed within the ship; hence it is easy to store equipment and additional vehicles onboard either within the cutter's on board module or any spare modules aboard, such as a second ATV or even additional supplies and equipment in a cargo module. To summarise, whilst hanger space allows only one cutter to be kept aboard, the Mercenary Cruiser can actually carry three modules at a time, (one aboard the cutter, the other two in adjacent hanger space).

This design can enter atmosphere and even land, though it is rarely called upon to do so,

Space aboard is tight, the 60 strong crew all have small staterooms and have to share (double occupancy) whilst the command crew (1 troop commander & Captain) have large staterooms in order to give them the space they need to complete requisite orders and other admin work. The remaining 9 small cabins are slightly plusher single occupancy versions installed in case the mission commander needs to take on extra specialist crew for a mission or assign quarters to VIP's they might have rescued or been protecting. Troop Capacity could be increased if desired by using these cabins.

There are also 5 emergency low berths with capacity for up to 20 severely injured troopers or prisoners in addition to the sickbay that has facilities for two permanent patients. Crew lounges are large and functional though hardly luxurious, so understandably all hell generally breaks loose as pent up individuals hit the town after planet-fall or a return from combat. Most mercenary units have a reputation of working hard and playing even harder.

Commanders wanting the most flexibility often employ a frozen watch of 20 troops to replace any casualties as life support costs are negligible.

Conversions of this type are now more and more commonly seen on the Imperial periphery and beyond as expanding governments and corporations have more and more use for the soldier for hire.

Mercenary Cruiser

Class: Mercenary Cruiser Type MC   Ep Output: 32
Tech Level: 12                     Agility: 0
Size: (Medium 800 Tons)            Initiative: 0
Streamlining: Streamlined          AC: 20
Jump Range: 1 x Jump 3             Repulsors: None
Acceleration 2G Thruster           Nuclear Dampers: None
Fuel 272 Tons (Liquid Hydrogen)    Meson Screens: None
Duration: 4 weeks                  Black Globes: None
Crew: 60                           AR: 10
Staterooms: 2                      SI: 205
Small Cabins: 60                   Main Computer: Model 3Fib
Bunks: none                        Sensor Range: Medium (model 3)
Couches: none                      Comm. Range: Medium (model 3)
Low Berths: none         
Cargo Space: 12.4 Tons             Cost: Mcr: 511.582 (Mcr 409.265 in quantity)
Atmospheric speeds                 Noe= 875 kph
Cruising = 825 kph                 Maximum = 1100 kph

Other Equipment: Fuel Scoops & Purifier (refines 272 tons in 10 Hr 53 min) 

2 x Beam Laser Battery USP=4, 2 x Missile Battery USP=2, 2 x Sandcaster USP=4

Crew Detail: 60
2 x Commander 2 x Bridge, 6 x Gunner, 2 x Medic, 4 x Engineer, 4 x Flight Crew, 
40 x Troops

Costs & Revenues: (Per Operational Month)

Costs not listed as this is a military design and the owning/hiring party 
covers costs

Revenues not listed, as this is not a commercial design.

Design Worksheet.

Installed Component        Tonnage       MCR     Ep      Notes.

Hull                       +800          88.0    ----    Cone 
Bridge                       20           1.0    ----
Upgraded Armour             176          35.5    ----    AC/AR+10
Computer                      0.3        30.6    -1.0    Model 3 Fib
Avionics                      0.8        (1.8)   ----    Model 2
Sensors                       0.9        (1.8)   ----    Model 3
Commo                         0.6        (1.5)   ----    Model 3
M-Drive                      40.0        28.0   -16.0    2G Thruster
Jump Drive                   32.0       128.0   -32.0    Jump=3
Jump Fuel                   240.0        ----    ----    1 x Jump 3
Power Plant                  48         144     +32.0    Fusion Tl-9
Fuel 4 weeks                 32.0        ----    ----    Liquid Hydrogen
Hardpoints                   ----         0.8    ----    8 Hardpoints
8 x Triple Turrets            8.0         8.0    ----    3 Batteries
Missile racks x 6            ----         4.4    ----    2 x USP=2
Beam Laser x 12              ----        12.0   -12.0    2 x USP=4
Missile Magazines x3          3.0         0.3    ----    120 missiles/20 rounds
Sandcasters x 2              ----         1.5    ----    2 x USP=4
Sandcaster storage            3.0         0.3    ----    120 cannisters/20 
rounds
Fuel Scoops                  ----         0.8    ----    
Purification Plant            6.0         0.032  ----    272 Tons in 10 Hrs 53 
min
2 x Staterooms                8.0         1.0    ----    Officer's 
Quarters/office
40 x Small cabin             80.0        10.0    ----    (double occupancy)
9 x additional Cabins        18.0         2.25   ----    (single occupancy)
1 x Cutter Hanger            50           0.100  ----    Hanger for 1 Cutter
1 x ATV module               ----         4.0    ----    ATV not included    
1 x Marine Assault Module    ----         3.5    ----    40 troops/module
5 x Emergency Low Berths      5.0         0.5    ----    
1 x Prisoner Brig             8.0         2.0    ----    4 Prisoners        
1 x Sick Bay                  8.0         5.0    ----    2 Patients
Cargo                        12.4        ----    ----    Supplies & Ammo 
etc    
Totals                      800          ----    ----    
                                        511.582
Excess Power = +3 (not in jump)

Original T4 Design: Not Credited

Design re-designed for T20, by Mark Bridgeman.

 


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