I've been fleshing out my catalog of merchant and adventure class vessels. And thought I'd put up a sample. This is a TL-12 vessel designed for operation in some rough neighborhoods.
It is fairly basic, but it does have a few trick up its sleeve.
Click on image for full size view....

200 ton Frontier trader:
A variant of the Far trader the Frontier trader is a rugged well armed and armored merchant vessel intended for use in poorly patrolled, areas. It has slightly less cargo and passenger capacity than a standard Free Trader, or far trader but it's lower costs, heavier armor and more potent weapons load make it well suited for use in areas where the crew may need to repel attacks from criminals and pirates.
The simple spherical hull of the ship is not fitted with internal gravity systems. To compensate the decks are stacked one above the other, and use the natural acceleration forces of the ships drives to simulate gravity during flight. During Jump travel the crew works and lives in Zero Gee, so often the owner will add basic fitness machines to the common area to allow crews to maintain body tone, and avoid the negative effects of prolonged zero gee exposure.
The ship is not luxurious but it is roomy enough for the crew to enjoy leisure activities in the common area. A crew of four can handle the ship leaving four staterooms open for passengers in addition to the ten low berths included in the design. passengers may be inconvenienced by the zero Gee travel but if the ship is the only available transport headed for frontier regions they are willing to "enjoy" the unusual experience of prolonged weightlessness.
The ship is designed with multiple power sources, and battery packs to ensure that it can operate for extended periods, without taxing the small reactor that powers the ship. In emergencies, the ship's forward hull is plated with solar cells that give it indefinite endurance, and can power the low berths for as long as needed for a rescue ship to arrive.
Since the reactor is capable of producing a surplus of energy. It is capable of devoting a significant amount of power to charging the batteries if the ship is not using its main drives. This allows a near constant charge to be maintained in the batteries allowing the ship to make a fast jump out of a system if it has fuel on board.
Even if the batteries are depleted when the ship encounters an attack, a captain of a frontier trader will use the ships reactor to power weapons, sensors, and drives. While the ships solar arrays provide power for basic systems power. while tricky to accomplish this gives the ship the ability to fight maneuver and rapidly charge it's jump batteries when engaged in combat in the inner reaches of a star system.
Hull
Armor 6 Crystal Iron
Performance
Thrust 1
Jump 2
Endurance 4 weeks(***) reactor Fuel,
Power 75
Battery Power 60 Max capacity
Jump Fuel 40
Reaction Drive Fuel N/A
Fuel Scoop/processor 40 tons per day.
Computer bandwidth/5bis
Crew 4
Power requirements
Basic Systems 40
M-drive: N/A
J-drive 40
Weapons: 13
Sensors 2
Low Berth 1
Combat Power load 67
Combat power reserve 8
Battery reserve 60
Combat Jump Power load 107
combat Jump Power reserve 29
Sensors civilian grade Lidar/Radar -2 Dm on related checks
Marines 0
Weapons triple pulse laser
Missile barbette
Accommodations 6 staterooms, 10 low berths, 10Dt common area
Munitions Storage 2 tons
Cargo 61 tons
Additional options
Cargo Crane
Solar cells
HighEfficiency batteries.
Cost Mcr 49.21
It is fairly basic, but it does have a few trick up its sleeve.
Click on image for full size view....

200 ton Frontier trader:
A variant of the Far trader the Frontier trader is a rugged well armed and armored merchant vessel intended for use in poorly patrolled, areas. It has slightly less cargo and passenger capacity than a standard Free Trader, or far trader but it's lower costs, heavier armor and more potent weapons load make it well suited for use in areas where the crew may need to repel attacks from criminals and pirates.
The simple spherical hull of the ship is not fitted with internal gravity systems. To compensate the decks are stacked one above the other, and use the natural acceleration forces of the ships drives to simulate gravity during flight. During Jump travel the crew works and lives in Zero Gee, so often the owner will add basic fitness machines to the common area to allow crews to maintain body tone, and avoid the negative effects of prolonged zero gee exposure.
The ship is not luxurious but it is roomy enough for the crew to enjoy leisure activities in the common area. A crew of four can handle the ship leaving four staterooms open for passengers in addition to the ten low berths included in the design. passengers may be inconvenienced by the zero Gee travel but if the ship is the only available transport headed for frontier regions they are willing to "enjoy" the unusual experience of prolonged weightlessness.
The ship is designed with multiple power sources, and battery packs to ensure that it can operate for extended periods, without taxing the small reactor that powers the ship. In emergencies, the ship's forward hull is plated with solar cells that give it indefinite endurance, and can power the low berths for as long as needed for a rescue ship to arrive.
Since the reactor is capable of producing a surplus of energy. It is capable of devoting a significant amount of power to charging the batteries if the ship is not using its main drives. This allows a near constant charge to be maintained in the batteries allowing the ship to make a fast jump out of a system if it has fuel on board.
Even if the batteries are depleted when the ship encounters an attack, a captain of a frontier trader will use the ships reactor to power weapons, sensors, and drives. While the ships solar arrays provide power for basic systems power. while tricky to accomplish this gives the ship the ability to fight maneuver and rapidly charge it's jump batteries when engaged in combat in the inner reaches of a star system.
Hull
Armor 6 Crystal Iron
Performance
Thrust 1
Jump 2
Endurance 4 weeks(***) reactor Fuel,
Power 75
Battery Power 60 Max capacity
Jump Fuel 40
Reaction Drive Fuel N/A
Fuel Scoop/processor 40 tons per day.
Computer bandwidth/5bis
Crew 4
Power requirements
Basic Systems 40
M-drive: N/A
J-drive 40
Weapons: 13
Sensors 2
Low Berth 1
Combat Power load 67
Combat power reserve 8
Battery reserve 60
Combat Jump Power load 107
combat Jump Power reserve 29
Sensors civilian grade Lidar/Radar -2 Dm on related checks
Marines 0
Weapons triple pulse laser
Missile barbette
Accommodations 6 staterooms, 10 low berths, 10Dt common area
Munitions Storage 2 tons
Cargo 61 tons
Additional options
Cargo Crane
Solar cells
HighEfficiency batteries.
Cost Mcr 49.21