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Rebin Transport Guild Carrier Mark Bridgeman Even by imperial standards these ships are gigantic, far larger than most merchants tend to be within the Imperium, displacing 10,000 tons the guild carriers could be considered to be the ultimate evolution of the cargo van principle of subsidised transport. When considering the merits of this class of vessel the casual observer should be aware that the Rebin Empire has no internal currency, so costs and economies of scale whilst a valuable measure have little relevance in Rebin space. As long as the ship does what it is supposed to do, the government is not concerned with the day to day running of such vessels, all of which are built in Rebin shipyards and given free of charge to the Transport Guild as a 'Gift of State' so technically they could be mobilised as fleet auxiliaries by command of the Empress though in practice this is very unlikely as Rebin Military forces have their own dedicated auxiliaries (tankers/troop carriers etc) ready to assist any major action. At any one time you can always guarantee to see at least two of these gigantic merchants in orbit above Rebin worlds. One will be unloading freight, passengers and goods, whilst the other will be loading. Jumps out of system to the next Rebin world are carefully timed to coincide with the arrival of the next pair of carriers in system so that Rebin worlds are not left without access to these powerful vessels, so large they can easily function as small orbital stations. There are 8 such carriers in Rebin space travelling at jump 1 between Enrique, Kaar Gemar, Shigi and Ergo. Access to civilian traffic is restricted in the Ande System and completely forbidden in the Uurki Guurk system. Most Rebin worlds have large populations and trade by independent merchants is severely restricted hence there's always plenty of freight and passengers waiting to be carried by these gigantic mercantile carriers. A strong laser/sandcaster grid provides defence of the carriers, though more often than not, they are accompanied by Rebin Escorts or assisted by local defence forces. Rebin Transport Guild Carrier Craft ID: Carrier EP Output: 165 Tech Level: 9 Agility: 0 Size: (Large 10,000 Tons) Initiative: 0 Streamlining: Semi SL AC: 10 Jump Range: 1 x Jump 1 Repulsors: None Acceleration 1G Thruster Nuclear Dampers: None Fuel 1165 Tons Meson Screens: None Duration: 4 weeks Black Globes: None Crew: 213 AR: 0 Staterooms: 58 SI: 500 Small Cabins: 2204 Computer: Model 6 Bunks: none Sensor Range: Extreme (model 6) Couches: none Comm. Range: Extreme (model 6) Deluxe Staterooms: 25 Low Berths: 1000 Cost Mcr 2,478.984 Cargo Space: 2278.3 Tons Mcr 2, 007.1872 in Quantity Atmospheric speeds Noe= 875 kph Cruising = 825 kph Maximum = 1100 kph Other Equipment: Fuel Scoops & Purifier (refines 1185 in 23 Hours, 20 min) 2 x optional passenger shuttle (not included in price) Excess Power (none) 2 x Laser Battery USP=8 4 x Sandcaster Batteries USP=7 Crew Detail: Command Crew: 9 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 Ratings: 204 6 x Gunners (1 per battery), 8 x Medical Crew, 6 x Engineering Petty Officers, 30 x Service Crew, 30 x ship’s Troops, 120 x Stewards, 4 x flight crew Design Philosophy Designed as an effective luxury transport, designed to meet the needs of the populous worlds of the Rebin Empire. As with all Rebin designs, accommodations aboard may vary in size though all are tailored towards sumptuous luxury. Non Rebin citizens are allowed to travel aboard these vessels though whilst doing so they must obey Rebin laws and conform to the strict codes of conduct required of males and females. Passage is only free of charge for Rebin citizens, non citizens have to pay for their passage or any goods carried aboard by bartering with the local transport guild trade official (present at every Rebin port), paying in foreign currency (compared against the Reb) or submitting possessions to the equivalent value such as equipment or precious materials (gold, silver, diamonds or jewellery etc). As in other designs the low berths are the fast drug 'sleeper' versions and as such considerably safer than the 'cryogenic coffins' common to the Imperium. Prices are given in Imperial credits, as there is no internal currency within Rebin space, hence all prices are merely estimates of how much the craft would cost to build in the Imperium.
Design Worksheet.
Installed Component Tonnage MCR Ep Notes.
Hull +10,000 600.0 ---- Close Structure
Bridge 200 50.0 ----
Computer 0.6 61.2 -5.0 Model 6
Avionics 1.6 (3.6) ---- Model 4
Sensors 1.8 (3.6) ---- Model 6
Commo 1.2 (3.0) ---- Model 6
M-Drive 200.0 300.0 -100.0 1G Thruster
Jump Drive 200.0 800.0 -100.0 Jump=1
Jump Fuel 1000.0 ---- ---- 1 x Jump 1
Power Plant 247.5 742.5 +165 Fusion Tl-9
Fuel 4 weeks 165.0 ---- ---- Liquid Hydrogen
Hardpoints ---- 10.0 ---- 100 Hardpoints
60 Triple Turrets ---- 60.0 ----
2 x B/laser Battery USP=8 20 180.0 -60 20 Turrets 3 weapons
4 x Sandcaster USP=7 40 30.0 ---- 40 Turrets 3
sandcasters
Sandcaster magazines 40.0 4.0 ---- 13 Battery rounds
Fuel Scoops ---- 10.0 ----
Purification Plant 12.0 0.064 ---- 400 Tons in 8 Hours
24 x deluxe stateroom 192.0 24.0 ---- Super High Passage
50 x Stateroom 200.0 25.0 ---- Dedicated High
Passage
2000 x Small Cabin 4000.0 500 ---- Mid Passage
1 x Master’s Stateroom 8.0 1.0 ---- Master's Cabin
8 x Stateroom 32.0 4.0 ---- Officer’s Quarters
204 x small cabins 408 51.0 ---- Crew Quarters
1000 low Berths 500 50.0 ---- Low Passage
Sickbay 160 40.0 ---- Can accommodate 40
2 x shuttle bay 220 0.440 ---- 2 x Passenger
shuttle
Cargo 3370.8 ---- ----
Totals 2278.3 165.0
3,527.204
Excess Power = None
Designed for T20, by Mark Bridgeman. |
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