MegaTraveller Designs
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Free/Far Traders | Merchants | Liners | Merchant Cruisers | Yachts | Small Craft |
CraftId: Regni Yards Type A Free Trader, TL 12, MCr 23.631 Hull: 180/450, Disp=200, Config=2SL, Armor=40E, Unloaded=2822.251 tons, Loaded=4348.136 tons Power: 2/4, Fusion = 180MW, Duration= 30/90 1/2, Fuel Cells = 1.836 MW, Duration = 3/9 1/2, Solar Cells = 4.209 MW, Duration = indef. Loco: 4/8, Jump = 1, 9/28, Maneuver = 1G Low Power HiG Cruise = 750, Top = 1000, Agility = 1 Commo: Radio = System Sensors: ActiveEMS = Far Orbit, PassiveEMS = Interplanetary x2, ActObjScan = Rout, ActObjPin = Rout, PassEngScan = Rout Off/Def: 2 hardpoints, Def Dm= +3 Control: Computer=1x3, Panel=DynaLink x246, Special=HeadUp Disp x1, Environ= Basic env, BasicLS, ExtLS, Grav Plates, Airlock x5 Accom: 2x2( Cb=2, Ce=1, Cs=1), 8 staterooms, 4 LowBerths, HiPsg = 6, LowPsg=4 Other: Cargo=1502.078 kl, Fuel=340.088 kl, Purifier=33.333 kl/hour, Scoops=540 kl/hour, ObjSize=Average, EMLevel=Faint-- Cynthia C. Higginbotham
This is a redesign of the standard Type A2 Far Trader, with an eye toward actually making money!
CraftID: Ling Standard Far Trader, Type A2 , TL= 13, MCr 30.204 (with discount) MCr 24.163, (std price) MCr 35.921 Hull: Disp= 200, Config= 4SL, Armor= 40E Unloaded= 1249 tons, Loaded= 2460 tons Power: Fusion= 200 MW, Duration= 30 Solar = 4.21MW, Duration=indef Fuel Cells = 2.18MW, Duration= 3.0 Loco: Jump= 2, Maneuver= 1G LPHG NOE= kph, Cruise= kph, Top= kph Agility= 0 Commo: Radio= far orbit x2, LaserComm=System x1, MaserComm=System x1 Sensors: , ActEMS=Far Orbit x1, PassEMS=Substellar x1, Neutrino=100kW x1, Densitometer=LoPen/50m x1 Off: Def: DefDM=+2 Control: Computer=Model 1bisx3, Panel=Hololink x15, Special= HeadUpHolo x1 Environ=BasEnv, BasLS, ExtLS, Grav, Inertial Comp, Airlocks x4 Accom: Crew= 4 ( x ) (Cb=2,Ce=1,Cs=1) State=10, Low=4 (LowPsg=4, HighPsg=8) SubCraft= 1x 4-ton Other: Cargo= 1176 kl, Fuel= 485 kl, Fuel Cell fuel= 4 kl, Fuel Purifier= .111 kl/hour, Fuel Scoops, ObjSize=Avg , EmLevel=Faint Economic Notes: Profits= Cr 2,710,957 per annum Revenues (Cr per annum) Expenses (Cr per annum) High pass 2000000 Fuel 77874 Middle Pass 0 Life Support 160000 Low pass 100000 Annual maint 24000 Cargo 2178531 Berthing 2500 Mail 0 Salaries 103200 Bank payment 1200000 Total 4278531 Total 1567574
Commentary: This Free Trader is based on the assumption that spec-trade is where the money is. They do not carry passengers (since passengers can hijack your ship, or otherwise make nuisances of themselves). It is built as cheaply as possible (which, oddly enough, means they are TL15). And it is designed for minimum operating expense (so fuel purifiers are part of the ship, even though it raises the cost slightly). The power plant does NOT have to operate at full output unless necessary (if you dislike that assumption, then split it into a 125MW plant (for housekeeping), and a 280MW plant (for M-drive)). Specifically, the M-drive does NOT have to operate during the 7 days in jump.
And this is my equivalent of the standard Traveller Free Trader, not what we use in our campaign (which tend to be bigger, sometimes a LOT bigger).
CraftID: Free Trader (Steve's), type TC(S) (Trader, cheap, Steve's), TL15, MCr27.75 Hull: Disp = 200, Config = 4SL, Armor = 40G Power: Fusion = 405MW, Duration= 30/90 Loco: Maneuver = 1, Jump = 1, Agility = 0 Commo: Radio = Far Orbit, Lasercomm = System Sensors: Passive EMS = Interplanetary, Active EMS = Far orbit Off: None Def: None NOTE: There is sufficient power for a pair of missile racks or sandcasters, if you want them, and if you can pay for them. Control: Computer = 1bis x 3, Panel = HoloLink x 75, Special = HeadsUpHoloDisp x 1, Environ: basic env, basic ls, extend ls, grav plates (these last two do not extend into the fuel tankage. extended ls does not extend into the cargo hold). Accomm: Crew = 3(Bridge = 2, Engineer = 1), Stateroom = 4 Other: Cargo = 1890, Fuel = 390, ObjSize = Average, EmLevel = Faint, Fuel refinery = 40 Kl/6 hours, 1 Airlock
"What? no coke machines in the cargo space?? No toilets there, either??? Outrageous, young man! I will speak to your supervisor about this!" :-)
Note that there are an excessive number of control panels, so that you can add things onto the ship without having to rebuild the controls at the same time.
Note that if the rules did not require a crew of three as the absolute minimum, the ship could be run by one man quite easily. One of the big differences between this and *our* "free traders" is that we design ships that are as large as possible while still requiring only three men on the crew. For this model computer, that's about twice this size, with the engineering crew the limiting factor.
Fuel assumptions: J-1, plus housekeeping for 30 days, plus M-drive for 22 days.
Monthly Note: Cr115,625. Fuel costs per jump: (less than) Cr2,889. (Note that you buy unrefined fuel and refine it yourself. You DO NOT skim gas giants!!! That cuts the number of jumps per year from 25 to 16, and only saves you KCr72 per year, maximum.). Operating in the classic Traveller fashion, this ship will make 25 jumps per year, bringing in a MINIMUM (assuming Freight, not Cargo) of MCr3.5, with operating expenses of MCr1.577 (assuming skill-3 crewentities, plus maximum fuel expenditures), thus your net is MCr1.923 per year, with an initial investment of MCr5.55 (you recover your investment after 3 years, worst case).
Assuming that you have enough to put down for a standard free trader (MCr7.38), you'll have MCR1.83 left over after putting down on one of these. This should be sufficient to get you started in spec trade. It also should be sufficient to rent 500T of warehouse space on the four worlds you hit most often, and hire brokers to buy cargos for you whenever they become available on these worlds (to be stored in your warehouses). This has one amusing effect: you no longer have to wait one week for your turnovers on these worlds. So now you can make a jump-cycle in 9 days instead of 14, and make up to *40* jumps per year, with the expected increase in your gross. And since the Note is the majority of the operating expenses, your net will increase all out of proportion to the increase in your gross. Good Trading! ---Steve
Essentially a stretch A2 Far Trader, this Trader is manufactured by several shipyards in the Trojan Reaches.
CraftID: Trojan Reaches Trader, Type A3, TL= 12, MCr 55.386 (with discount) MCr 44.309 (std price) MCr 64.691 Hull: Disp= 300, Config= 4SL, Armor= 40E Unloaded= 2089 tons, Loaded= 3922 tons Power: Fusion= 400 MW, Duration= 30 Solar = 5.15MW, Duration=indef Fuel Cells = 3.93MW, Duration= 3.0 Loco: Jump= 2, Maneuver= 2G LPHG NOE= kph, Cruise= kph, Top= kph Agility= 0 Commo: Radio=FarOrbit x2, LaserComm=System x1, MaserComm=System x1 Sensors: ActEMS=FarOrbit x1, PassEMS=Substellar x1, Neutrino=1MW x1, Densitometer=LoPen/1m x1 Off: Def: DefDM=+4 Control: Computer=Model 3x3, Panel=Dynalink x100, Special= HeadUp x3 Environ=BasEnv, BasLS, ExtLS, Grav, Inertial Comp, Airlocks x4 Accom: Crew= 4 ( x ) (Cb=2,Ce=1,Cs=1) State=10 Low=4 (LowPsg=4, HiPsg=8) SubCraft= 1x 4-ton Other: Cargo= 1780 kl, Fuel= 752 kl, Fuel Cell fuel= 8 kl, Fuel Purifier= 40 kl/hour, Fuel Scoops, ObjSize=Avg , EmLevel=Faint Economics: Profits = Cr 2,755,344 per annum Revenues (Cr per annum) Expenses (Cr per annum) High pass 2000000 Fuel 115971 Middle Pass 0 Life Support 160000 Low pass 100000 Annual maint 44309 Cargo 3296768 Berthing 2500 Mail 0 Salaries 103200 Bank payment 2215444 Total 5396768 Total 2641424
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