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| Large Armed
Freighter Mark Bridgeman An relatively new entry into the long haul, largo cargo shipping industry and a common site in and around the imperial core and other safe areas such as the main near Vland, vessels of this are now being increasingly seen near and beyond the Imperial periphery characteristically targeting moderate to high population worlds or friendly pocket empires sucking up as much of the available freight and speculative cargo as they can in order to meet costs and remain profitable. This has lead to complaints from smaller merchantmen such as Far Traders that their carefully developed markets are being stolen or robbed from beneath them and that they are being driven towards bankruptcy by supposed 'bully boy' tactics used by freighter crews and masters. Whether true or not, rumours are still powerful, hence the crews of these vessels tend not to be well liked at frontier ports and friction abounds between their crews and the personnel of smaller merchantmen some of which go looking for fights before complaining loudly that large freighters should stick to the imperial core where there's enough trade for everybody instead of trying to drive their competition to the wall in developing areas. Their laser turrets, light armour and sandcaster batteries, make them ideal to serve as fleet auxiliaries and logistical support units for the Imperial Navy and other armed forces, not to mention carrying important cargos to more dangerous areas as raiders and corsairs would rarely attack ships of this size that apart from being able to adequately defend themselves are often flanked by naval/mercenary escorts. When escorted, freight rates aboard tend to be expensive (to reflect the piece of mind given to the cargo's owner/sender). In order to further develop profits, most Freighter Masters tend to buy up speculative cargo when available, making the most of local contacts and dedicated transport offices on worlds, as vessels of this size rarely operate independently, their owning corporation employing their own brokerages and dedicated 'scouts' who seek out lucrative cargos well before their ships arrive in system thus ensuring a steady stream of income and healthy profits. Many such brokerages are being established beyond the Imperial fringe particularly in developing areas where increased levels of trade and commerce are expected. The Large Armed freighter is a fully streamlined design and as such is not only capable of skimming its own fuel but can also enter atmosphere and land on planets, though it is rarely called upon to do so. Most routine operations involve loading and unloading freight whilst still in orbit, docked at a high port or serviced by shuttles/lighters. The freighter comes with two subordinate craft, a 20-ton launch and a 30-ton ship's boat, included in costs. This is unusual, as most freighters would include a shuttle to assist in cargo handling operations instead of relying on local transport to do so. Many brokerages set up and created by the parent company have their own cargo handling shuttles (though to be fair any worlds not capable of supplying their own shuttlecraft are probably not the most profitable worlds to visit in any case). Other uses involve being converted into 'sleeper ships' as colonisation efforts are stepped up as the new Imperium reclaims long dead worlds with new colonists and equipment. In which case extensive banks of low berths are installed in lieu of cargo capacity and medical staff dramatically expanded to care for the passengers/colonists. In the need to create a profitable design, crew accommodations were scaled back to small cabins (1 per crew member with a few spare just in case), whilst the executive officer enjoys the use of a standard stateroom, the ship's captain or master aboard has an exclusive double stateroom suite (deluxe stateroom). The planned 2G-manoeuvre drive was also scaled back to the 1G standard Imperial Thruster, apart from saving space, this also reduced power requirements considerably allowing a smaller fusion plant to be installed, further reducing costs, and increasing profitability of the overall design as less space was required for fuel. Common uses for this class of ship include mining support (their large cargo holds being ideal for this) and resource gathering, both of which tend to be extremely profitable as industries all over the Imperium need as much mineral resources as can be supplied. Large Armed Freighter
Class: Large Armed Freighter Ep Output: 61
Tech Level: 12 Agility: 0
Size: (Large 3000 Tons) Initiative: 0
Streamlining: Streamlined AC: 11
Jump Range: 1 x Jump 2 Repulsors: None
Acceleration: 1G Thruster Nuclear Dampers: None
Fuel 661 Tons (Liquid Hydrogen) Meson Screens: None
Duration: 4 weeks Black Globes: None
Crew: 49 AR: 2
Staterooms: 1 SI: 300
Small Cabins: 50 Main Computer: Model 3
Bunks: none Sensor Range: Medium (model 3)
Couches: none Comm. Range: Medium (model 3)
Deluxe Stateroom: 1
Low Berths: 0
Cargo Space: 1648.5 Tons Cost: Mcr 1, 1066.824 (Mcr 853.459 in
Quantity)
Atmospheric speeds Noe= 875 kph
Cruising = 825 kph Maximum = 1100 kph
Other Equipment: Fuel Scoops & Purifier (refines 661 tons in 13 Hrs 14 Min)
10 x Pulse Laser Batteries USP=1
10 x Sandcaster Batteries USP=3
1 x Launch, 1 x Ship's Boat (both included in price)
1 x 16 Ton Sick bay.
Excess Power: 20
Crew Detail: 49
Command Crew: 11
1 x Captain, 1 x Executive Officer, 2 x Helm Officer, 2 x Astrogation Officer,
1 x Medical Officer, 1 x Gunnery Officer, 1x Communications Officer, 1 x Flight
Officer, 2 x Engineering Officer
Ratings: 38
20 x Gunners (1 per battery), 1 x Engineering Petty Officers, 9 x Service Crew,
6 x flight crew, 2 x Stewards
Costs & Revenues: (Per Operational Month)
Sandcaster canisters: Mcr 0.040 (full load out) not counted, as they may not be
used
Life support: Mcr 0.200 (crew/month)
Crew Costs: Mcr 0.100 (slightly more than needed to allow for crew bonuses etc)
Unrefined Fuel: Mcr 0.264400 (Cr 200x 661 tons x 2) including fee for shipping
fuel to orbit.
Mortgage: Mcr 3, 556, 079
Totals: Mcr 4, 120, 479
Revenues Per Operational Month
Cargo 1648 x Cr 1000, x 2 = Mcr 3, 297,000 (normal Freight Not
profitable)
Cargo 1648 x Cr 2000, x 2 = Mcr 6, 592, 000 (profitable assuming all
priority freight)
Typical load out (50/50 normal & Priority freight)
Cargo 824 x Cr 1000 x 2 = Mcr 1, 648 (normal freight low priority)
Cargo 824 x Cr 2000 x 2 = Mcr 3, 296 (Priority freight assuming full jump
distance)
Total Mcr = 4, 944
Expected Profits; Mcr 4, 944, 000 Mcr 4, 120, 479 = Cr 823, 521
Design Worksheet.
Installed Component Tonnage MCR Ep Notes.
Hull +3000 180.0 ---- Close Structure 60/30
Upgrade Streamlining ---- 15.0 ---- Streamlined
Upgraded Armour 180 36.3 ---- AC+2 AR=2
Bridge 60 15.0 ----
Computer 0.3 18.0 -1.0 Model 3
Avionics 1.2 (2.7) ---- Model 3
Sensors 0.9 (1.8) ---- Model 3
Commo 0.6 (1.5) ---- Model 3
M-Drive 60.0 90.0 -30.0 1G Thruster
Jump Drive 90.0 360.0 -60.0 Jump=2
Jump Fuel 600.0 ---- ---- 1 x Jump 2
Power Plant 91.5 274.5 +61 Fusion Tl-9
Fuel 4 weeks 61.0 ---- ---- Liquid Hydrogen
Hardpoints ---- 2.0 ---- 20 Hardpoints
20 singe Turrets ---- 10.0 ----
Pulse laser Batteries ---- 5.0 10 10 Turrets USP=1
10 single Sandcasters ---- 2.5 ---- 10 Turrets USP=3
Sand canisters 5.0 0.040 ---- 10 Battery Rounds
Fuel Scoops ---- 3.0 ----
Purification Plant 12.0 0.064 ---- 661 Tons in 13 Hrs 14
min
1 x Master's Suite 8.0 1.0 ---- Captain's Cabin
1 x Stateroom 4.0 0.5 ---- Executive Officers
Cabin
48 x Small cabins 96.0 12.0 ---- Crew Quarters
Sickbay 16.0 10.0 ---- Can accommodate 2
1 x Launch Hanger 26.0 0.052 ---- Space for 20 Ton
Launch
1 x Ship's Boat Hanger 39.0 0.078 ---- Space for 30 Ton Boat
1 x Launch ---- 10.05 ---- TL 8+ Launch
1 x Ship's Boat ---- 21.74 ---- TL 9+ Ship's Boat
Cargo 1648.5 ---- ----
Totals 3000.0 ---- 61.0
1,066.824
Excess Power = 20 (none when jump drive is activated)
Original T4 Design: Liam McCauley Design re-developed for T20, by Mark Bridgeman. Sleeper Ship Variant. The archetypical colony ship variant capable of delivering 2000 frozen passengers to a new world and a new home, with enough supplies and equipment to give them a good start, and a real chance to begin again in a golden land of opportunity and adventure In order to support the needs of the sleepers (some of which wont survive the journey) medical staff was expanded and crew accommodations enlarged to support this, cargo was reduced considerably to make room for the extensive banks of low berths. Sleeper Ship
Class: Large Armed Freighter Ep Output: 61
Tech Level: 12 Agility: 0
Size: (Large 3000 Tons) Initiative: 0
Streamlining: Streamlined AC: 11
Jump Range: 1 x Jump 2 Repulsors: None
Acceleration: 1G Thruster Nuclear Dampers: None
Fuel 661 Tons (Liquid Hydrogen) Meson Screens: None
Duration: 4 weeks Black Globes: None
Crew: 69 AR: 2
Staterooms: 1 SI: 300
Small Cabins: 50 Main Computer: Model 3
Bunks: none Sensor Range: Medium (model 3)
Couches: none Comm. Range: Medium (model 3)
Deluxe Stateroom: 1
Low Berths: 2000
Cargo Space: 608.5 Tons Cost: Mcr 1, 121, 824 (Mcr 897.459 in
Quantity)
Atmospheric speeds Noe= 875 kph
Cruising = 825 kph Maximum = 1100 kph
Other Equipment: Fuel Scoops & Purifier (refines 661 tons in 13 Hrs 14 Min)
10 x Pulse Laser Batteries USP=1
10 x Sandcaster Batteries USP=3
1 x Launch, 1 x Ship's Boat (both included in price)
1 x 16 Ton Sick bay.
Excess Power: 20
Crew Detail: 69
Command Crew: 11
1 x Captain, 1 x Executive Officer, 2 x Helm Officer, 2 x Astrogation Officer,
1 x Medical Officer, 1 x Gunnery Officer, 1x Communications Officer, 1 x Flight
Officer, 2 x Engineering Officer
Ratings: 58
20 x Gunners (1 per battery), 1 x Engineering Petty Officers, 9 x Service Crew,
6 x flight crew, 2 x Stewards, 20 x Medical Assistants
Costs & Revenues: (Per Operational Month)
Sandcaster canisters: Mcr 0.040 (full load out) not counted, as they may not be
used
Life support: Mcr 0.676 (crew & passengers month)
Crew Costs: Mcr 0.150 (slightly more than needed to allow for crew bonuses etc)
Unrefined Fuel: Mcr 0.264400 (Cr 200x 661 tons x 2) including fee for shipping
fuel to orbit.
Mortgage: Mcr 3, 739, 412
Totals: Mcr 4, 565, 412
Revenues Per Operational Month
Not listed as typically the government/organisation sponsoring the colony would
charter the vessel and pay costs, the vessel would be expected to stay for a
number of months once the colonists have disembarked being on hand to provide
assistance and help whilst the colony establishes themselves, as you can
imagine it's not cheap to keep a starship in orbit for this length of time,
hence this tends to be a very profitable line of work.
Potential colonists would either pay for the privilege of a new life away from
their troubles and typically being from the lower social classes could probably
not afford much (Cr 1000 Cr 2000) each in addition to costs paid by the
sponsoring government or might even arrive at the colony free of charge in lieu
of a prison term or death penalty etc. (Sentenced to transportation beyond the
immediate solar system on the first available colony ship
) Such
prisoners may even spend many years in low berth waiting to be shipped as after
all low berth life prisons are cheaper to run and manage than conventional
ones, (less staff and resources needed with little chance of escape!)
Design Worksheet.
Installed Component Tonnage MCR Ep Notes.
Hull +3000 180.0 ---- Close Structure 60/30
Upgrade Streamlining ---- 15.0 ---- Streamlined
Upgraded Armour 180 36.3 ---- AC+2 AR=2
Bridge 60 15.0 ----
Computer 0.3 18.0 -1.0 Model 3
Avionics 1.2 (2.7) ---- Model 3
Sensors 0.9 (1.8) ---- Model 3
Commo 0.6 (1.5) ---- Model 3
M-Drive 60.0 90.0 -30.0 1G Thruster
Jump Drive 90.0 360.0 -60.0 Jump=2
Jump Fuel 600.0 ---- ---- 1 x Jump 2
Power Plant 91.5 274.5 +61 Fusion Tl-9
Fuel 4 weeks 61.0 ---- ---- Liquid Hydrogen
Hardpoints ---- 2.0 ---- 20 Hardpoints
20 singe Turrets ---- 10.0 ----
Pulse laser Batteries ---- 5.0 10 10 Turrets USP=1
10 single Sandcasters ---- 2.5 ---- 10 Turrets USP=3
Sand canisters 5.0 0.040 ---- 10 Battery Rounds
Fuel Scoops ---- 3.0 ----
Purification Plant 12.0 0.064 ---- 661 Tons in 13 Hrs 14
min
1 x Master's Suite 8.0 1.0 ---- Captain's Cabin
1 x Stateroom 4.0 0.5 ---- Executive Officers
Cabin
68 x Small cabins 136.0 17.0 ---- Crew Quarters
Sickbay 16.0 10.0 ---- Can accommodate 2
1 x Launch Hanger 26.0 0.052 ---- Space for 20 Ton
Launch
1 x Ship's Boat Hanger 39.0 0.078 ---- Space for 30 Ton Boat
1 x Launch ---- 10.05 ---- TL 8+ Launch
1 x Ship's Boat ---- 21.74 ---- TL 9+ Ship's Boat
Cargo 608.5 ---- ----
Low Berths 1000.0 50.0 ---- 2000 passengers
Totals 3000.0 ---- 61.0
1,121,824
Excess Power = 20 (none when jump drive is activated)
Original T4 Design: Liam McCauley Design re-developed for T20, by Mark Bridgeman. |
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