• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

200 Ton Fast Yacht

Jame

SOC-14 5K
This 200 ton fast yacht is a relatively rare and new variation of the noble's plaything, for the noble who wishes to have the ability to outrun most of the hostile encounters that might wish to capture a noble.

The Milky Wader class: TL 9-13, 200 ton yacht, streamlined hull; Jump Drive B (J2), Maneuver Drive E (5G), Power Plant E (P5). Jump fuel 20 tons, Maneuver Fuel 50 tons. Computer 4. 10 staterooms (2 convertible to medical bay, 1 convertible to lounge, 1 convertible to holo-theater). 2 double turrets, 4 pulse lasers (standard array is such, though many have different weapons or dispense with the weapons). Speeder, 24 tons cargo.
MCr 120.8, 11 months build time at TL9, 8 months at TL 13.

The 20 tons of bridge is presumed to include galley and lounge/entertainment space, while the power plant may be presumed to, at Referee's discretion, include fuel purifiers (up to you how fast they work), though this may require MCr 2 - or this may be equivalent to Scout vessels being "toughened" to use unrefined fuel.
This class of yacht is the Type YF, and is designed for the noble with an eye towards higher speeds in sublight, hence the higher sublight speeds. It dispenses with small craft in order to comply with those owners who prefer to keep her vessel in one piece and, more importantly, in her possession when faced with your typical corsair as she would need to make a run for the nearest escape route.

The class name is believed to come from an old Terran term from the galaxy and from a child's pool, and means "one who wades in the galactic sea." Many corporations often have a handful of these for executives and courier runs.
 
This is what I get running your design through HGS

USP YF-2225543-000000-30000-0 MCr 159.430 200dtons
Bat Bear 1 Crew 6
Bat 1 TL13
Cargo: 19 Passengers: 4 Fuel: 50 EP: 10 Agility:2 (Pulse Lasers)
Craft: 1x 6 dton Speeder
Fuel Treatment: Fuel Scoops and On Board Fuel Purification

Architect's Fee: MCr 1.584 Cost in quantity MCr 127.44


Note this is 10 dton maneuver fuel (28 days) and 40 dtons for 1xJ2.
 
On the bridge business, I always figured that part of the Type S bridge was covering the tonnage for all those scout/military sensors, and in the case of all the smaller 100/200 ton vessels covered a LOT of automation and redundancy due to small undermanned crews.
 
I figured that was the Computer, on my end. Take it as you like.

A brief description:

The Milky Wader class is roughly upside-down spoon shaped, with the "bowl" filled in by landing and streamlining surfaces. It has two decks and is laid out in a similar fashion to the venerable Serpent-class Scout ship.

Oh, Kill 'Em All - I hope you don't mind, but every once in a while my eyes try to read your username as "Kill E Mall" as in "electronic shopping center... :CoW:
 
Not bad. I have one I worked up and put into my project.

Good news is they are close to the same...bad news is yours will run circles around mine in real space, and has a bit more in the way of guns.......:( ...though mine has an edge in jump range :)

I've always like the idea of small fast Sports model ships for the rich and adventurous. Or a corporate with places to go and fortunes to make and no time to wait for scheduled flights( or J-1 routes).
 

With the PP fuel, it's covered, but I was likewise puzzled. Part of the reason I ran it through HGS. I thought they were reversed, but the numbers don't add up. Double PP plus J2.5 .....

Non-sequitur, but the CT Speeder always seems like a waste in a ship, as the only vehicle. I like to land the ship, but I also want to be able to park it in orbit, and bail-the-heck out. The whole "we don't need no stinkin' lifeboats" always smacks a bit of the White Star Line. (Random factoid: My Great Grandparents had tickets on the Titanic, but cancelled because my grandmother, in utero, was making her presence nauseously overbearing.) Running errands. Bailing out. Just sayin'.....
 
With the PP fuel, it's covered, but I was likewise puzzled. Part of the reason I ran it through HGS.

Non-sequitur, but the CT Speeder always seems like a waste in a ship.

Think of it this way- would you, could you land your C-130 next to your house, office, country club, government buildings?

Or would you land the C-130 at the airport and take the car in the hold?
 
Double PP plus J2.5

well, there's nothing saying that you can't carry more fuel than you use in a single jump. and double power plant fuel could mean they intend to maneuver and power the weapons simultaneously.
 
He is using Bk2 drives, not HG. In Bk 2 Power Plant fuel is equal to Power Plant number x 10 or 50 tons as stated. Of course the 20 ton provided for jump only allows J1 which is a mistake as spotted above.

This is my version. The minimum TL is 10 as model 4 computers are not available at TL9. The crew count does not include gunners, it would need 2 if carried. No room for a purification plant (8ton) but did have 4 tons which I put to an air/raft berth, which could double up as cargo space if no air/raft was carried.


Milky Wader, Fast Yacht
200 ton, TL 10 Civilian Design, 141.20 MCr
4 crew (Command: 1+0, Engineers: 1+1, Medic: 0+1)
6 High/Mid passengers

__Ton._____MCr._____EP.____
| ___.__ | _22.00 | __.__ | Cone, streamlined, fuel scoops
| _20.00 | __1.00 | __.__ | bridge
| __4.00 | _30.00 | _2.00 | computer model 4
| _15.00 | _20.00 | __.__ | drive jump B #2
| __9.00 | _20.00 | __.__ | drive maneouver E #5
| _16.00 | _40.00 | __.__ | power plant E #5
| ___.__ | ___.__ | _4.00 | agility #2
| _50.00 | ___.__ | __.__ | fuel, PP endurance 4 weeks (20 weeks powered down)
| _40.00 | ___.__ | __.__ | fuel, jump range 2 parsecs
| __2.00 | __1.20 | __.__ | hard points x2 with double turrets
| ___.__ | __2.00 | _4.00 | pulse lasers (mixed turret) (turret) #1 x4
| _40.00 | __5.00 | __.__ | staterooms x10
| __4.00 | ___.__ | __.__ | air/raft, berth
‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒
| 200.00 | 141.20 | 10.00 EP used, PP generates 10.00 EPs

127.08 MCr (10% discount for standard design) built in 48 weeks
112.96 MCr (20% discount in volume, TCS) built in 39 weeks
CT Ship Designer by Matt. Visit https://tca-2014-12.herokuapp.com
 
A version using HG drives.

The minimum TL is 11 because of the J2 drives. I got to add a purification plant, a speeder berth (just because!) and 3 tons of room for hand luggage.

Otherwise the main difference is the roughly 1/3 jump in cost from using el-cheapo Bk2 drives.

Cheers

Milky Wader, Fast Yacht
200 ton, TL 11 Civilian Design, 189.23 MCr
4 crew (Command: 1+0, Engineers: 1+1, Medic: 0+1)
6 High/Mid passengers

__Ton._____MCr._____EP.____
| ___.__ | _22.00 | __.__ | Cone, streamlined, fuel scoops
| __7.00 | __0.03 | __.__ | purification plant
| _20.00 | __1.00 | __.__ | bridge
| __4.00 | _30.00 | _2.00 | computer model 4
| __6.00 | _24.00 | __.__ | drive jump #2
| _28.00 | _14.00 | __.__ | drive maneouver #5
| _30.00 | _90.00 | __.__ | power plant #5
| ___.__ | ___.__ | _4.00 | agility #2
| _10.00 | ___.__ | __.__ | fuel, PP endurance 4 weeks (20 weeks powered down)
| _40.00 | ___.__ | __.__ | fuel, jump range 2 parsecs
| __2.00 | __1.20 | __.__ | hard points x2 with double turrets
| ___.__ | __2.00 | _4.00 | pulse lasers (mixed turret) (turret) #1 x4
| _40.00 | __5.00 | __.__ | staterooms x10
| __3.00 | ___.__ | __.__ | 3 tons cargo capacity
| __4.00 | ___.__ | __.__ | air/raft, berth
| __6.00 | ___.__ | __.__ | speeder, berth
‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒
| 200.00 | 189.23 | 10.00 EP used, PP generates 10.00 EPs

170.31 MCr (10% discount for standard design) built in 48 weeks
151.39 MCr (20% discount in volume, TCS) built in 39 weeks
CT Ship Designer by Matt. Visit https://tca-2014-12.herokuapp.com
 
Last edited:
well, there's nothing saying that you can't carry more fuel than you use in a single jump. and double power plant fuel could mean they intend to maneuver and power the weapons simultaneously.

I don't disagree, but the unconventionality of having an extra half parsec designated as "jump fuel" made me leqan towards that not being the intent. Double power plant fuel mean twice the endurance, 8 weeks vs. 4 weeks, always a great idea. OBE anyway. ; )
 
Using ACS (T5):

Fast Yacht YF-BS52 Milky Wader MCr95.2

Using a 200-ton, TL12 hull, the Fast Yacht mounts jump drive-B, maneuver drive-E, and power plant-E, giving a performance of jump-2 and 5G acceleration. Fuel tankage supports a 1 parsec jump, at 18t per parsec, and one month of operations. Attached to the bridge is a Computer Model/4 std. There are 9 staterooms and no low berths. Installed weaponry include 2 T2 Pulse Lasers. Cargo capacity is 24 tons. The ship has a streamlined hull, with scoops, intakes, and bins for frontier refueling.

Carried craft include 1 Grav Speeder, in a Hull Niche. The ship has 4 crew and can carry 7 passengers.

Crew comfort: +0
Passenger demand: +2

Code:
   Tons     Component                                MCr    Notes
-------     -----------------------------------    -----    --------------------
    200     Streamlined hull                          14    
     18     Jump Fuel (1  parsec)                      0    1 parsec jump, at 18t per parsec
     10     Plant Fuel (one month)                     0    one month
      9     Maneuver Drive-5 (E)                      18    5 G
     16     PowerPlant-5 (E)                          16    P 5
      2     Fuel Scoops with Purifier                1.1    100 t/hr
      2     Fuel Intakes with Purifier               1.1    40 t/hr
      2     Fuel Bins with Purifier                  1.1    20 t/hr
     15     Imp Jump Drive B (R2)                     15    R2
      2     2x Vd T2 Pulse Laser                     1.6    #2 
      4     Computer Model/4 std                      18    
      1     Life Support Standard                      1    10 person-months
      1     Life Support Luxury                        1    10 high passengers
    0.5     Med Console                              0.5    
     12     Spacious Bridge                          0.6    1cc 4op 1ws
      2     Crew Double                              0.1    2 crew
      4     2x Crew Stateroom                        0.2    #2 1 crew
     11     Crew Commons                               0    
    0.5     Crew Shared Fresher                      0.5    4 crew
     24     Cargo Hold Basic                           0    
     42     7x Luxury Stateroom                      2.8    #7 1 passenger + fresher
      1     Common Fresher                             1    10 passengers
     12     3x Passenger Commons                       0    #3 
      6     Grav Speeder                             0.2    
      3     Hull Niche                               1.5    Half Vehicle Volume
 
Using ACS (T5):

Fast Yacht YF-BS52 Milky Wader MCr95.2

Using a 200-ton, TL12 hull, the Fast Yacht mounts jump drive-B, maneuver drive-E, and power plant-E, giving a performance of jump-2 and 5G acceleration.....

Why'd we go back to J1 on a J2 drive? Jame was clear that this had been a mistake is his version.
 
Why'd we go back to J1 on a J2 drive? Jame was clear that this had been a mistake is his version.

Huh? J-Drive B in book 2 IS jump 2!

Not bad. I have one I worked up and put into my project.

Good news is they are close to the same...bad news is yours will run circles around mine in real space, and has a bit more in the way of guns.......:( ...though mine has an edge in jump range :)

I've always like the idea of small fast Sports model ships for the rich and adventurous. Or a corporate with places to go and fortunes to make and no time to wait for scheduled flights( or J-1 routes).

Obviously competing designs then! ;)

And we had the same idea about who would buy these - nobles/riches/corps that want something small and fast. Don't worry about being outgunned as I'm sure that if mine is in combat something went horribly wrong as they have the engines specifically in order to do this:

RUN AWAY!!!
 
@Jame

Why only enough fuel for J1? And which ship design system are you using? I'm suspecting robject may have it right with T5, not that I mind knocking ship designs out in CT :)
 
Huh? J-Drive B in book 2 IS jump 2!



Obviously competing designs then! ;)

And we had the same idea about who would buy these - nobles/riches/corps that want something small and fast. Don't worry about being outgunned as I'm sure that if mine is in combat something went horribly wrong as they have the engines specifically in order to do this:

RUN AWAY!!!

i don't mind a few competitors on the market..it gives me someone to hire ruthless assassins and mercenaries to deal with..oh wait did I say that out loud....was that mike on...

Its nice to see what other people come up with from time to time...and then there are the various builds that can fill the same niche...with slight variations on a theme.
 
@Jame

Why only enough fuel for J1? And which ship design system are you using? I'm suspecting robject may have it right with T5, not that I mind knocking ship designs out in CT :)

I put in enough for Jump-2. J x (1/10 x hull) = 40, which is what I put.

EDIT: Huh, apparently not. That should read 40. Though my regular Traveller GM has used an alternate rule (dunno where he got it) where jump fuel is half of the CT requirement.
 
EDIT: Huh, apparently not. That should read 40. Though my regular Traveller GM has used an alternate rule (dunno where he got it) where jump fuel is half of the CT requirement.

T20. It was a nod to those who were MT fans, where Jump Fuel is 5x Jump Drive Size. (So MT J1=10%, J2=15%, J3=20%, etc)
 
Back
Top