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MGT Only: 300-ton light frontier (ie, adventuring) freighter

Brandon C

SOC-13
1e rules.

I've decided to post this in a separate thread since it really has nothing to do with the direction of the thread on the 300 ton freighter for a convention, either in game edition or view of the that ship's role, although it does share some of the requirements.
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300-ton light frontier (adventuring) freighter

The light frontier freighter is only intended to operate as a merchant (mainly with low passengers and speculative cargo, to generate a moderate income). It's primary role varies with the owner or the patron currently employing them. The extra staterooms are often used to carry troops or specialists, depending on the job. This can be a small-scale (squad-sized) mercenary actions, exploration, search and rescue, salvage or possibly illegal operations such as smuggling or piracy.

While most of the ships in this class carry a pair of Type I (general purpose) runabouts, many will carry a passenger or cargo version instead. In some rare cases, both runabouts are replaced by a launch or, even more rarely, two fighters. The air/raft is for general duties once landed.

The light frontier freighter has maneuver drive-C, jump drive-C and power plant-C, giving Jump-2 and 2G acceleration. 72 tons of fuel supports the power plant for 4 weeks and one Jump-2. Four fuel processors is installed, taking .9 days to refine a full tank. A Model 2 computer and basic civilian electronics is located in the bridge. There are 12 staterooms and 10 low berths. The ship has three hardpoints, each with a triple turret armed with two beam lasers and a sandcaster (60 cannisters). In a full hanger are two 10-ton runabouts and one air/raft. Cargo capacity is 71.5 tons. The ship is streamlined and has armor 2.

Crew consists of captain/trade specialist, pilot, navigator, medic, engineer and 3 gunners. One gunner serves as steward and the other two serve as runabout pilots. The ship costs MCr 113.41.

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10 ton Type I runabout

The runabout (sometimes referred to as a dinghy) is a very small boat for use on ships where an air/raft has insufficient performance and a launch is too large. It is often used in asteroid belts or worlds without an atmosphere. The crew of one sits in a cockpit while the passengers ride in acceleration couches. Some models have a control cabin rather than cockpit.

Using a 10-ton hull, the runabout is capable of 2G acceleration, carries 0.5 tons of fuel (good for a week), and has a crew of one. It has a Model/1 computer and standard electronics. The runabout carries five passengers and 2.8 tons of cargo. An airlock is installed. It is streamlined and costs MCr 5.55 (4.995 w/10% discount)

The Type II carries 9 passengers, 0.8 tons of cargo and costs MCr 5.67 (5.103 with discount). The Type III carriers two passengers and 4.3 tons of cargo and costs MCr 5.46 (4.914 with discount)
 
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The runabouts are just the thing for a lot of uses, and fits in sort of a private spacecraft niche for something like an Earth to Luna run or belter ops. Sort of space Cessna 17X or Beech Bonanzas.

I could see an all-cargo type for fuel scooping to keep remote bases fuelled up, or a mini-yacht with a small craft stateroom for 2-day interplanetary jaunts.
 
Great adventuring ship, questionable trader.

The Runabout is a very reasonable size for adventurers, but a hangar that is more than 10% of the ship seems a bit much?

Perhaps a few modules, so you can choose between cargo, passengers, and small craft?
 
The runabouts are just the thing for a lot of uses, and fits in sort of a private spacecraft niche for something like an Earth to Luna run or belter ops. Sort of space Cessna 17X or Beech Bonanzas.

It also isn't terribly expensive by small craft standards and the performance (2G for a week) is generally acceptable.

I could see an all-cargo type for fuel scooping to keep remote bases fuelled up, or a mini-yacht with a small craft stateroom for 2-day interplanetary jaunts.

I could post some variants tomorrow ;)
 
The Runabout is a very reasonable size for adventurers, but a hangar that is more than 10% of the ship seems a bit much?

Not really. At least not to me.

Perhaps a few modules, so you can choose between cargo, passengers, and small craft?

I did consider the use of three 30 ton cutter modules early on, since I designed several models designed for modular merchants.

Alternatively, I could go with four 20 skiff modules* which would leave a bit more space for internal cargo or staterooms.

My last option would be modules specific to this ship class.

* the modular skiff in Supplement 6 has not a single example module for it, so it's something I'd have to design anyway.
 
Here is a modular version of the freighter, but it does slightly increase cost. The four modules carried that come closest to being equivalent to the non-modular version are a passenger/II, two cargo and a hanger. The passenger/II was designed specifically for this freighter. All the other modules (see below) are for general use by other modular spacecraft.

The modular light frontier freighter has maneuver drive-C, jump drive-C and power plant-C, giving Jump-2 and 2G acceleration. 72 tons of fuel supports the power plant for 4 weeks and one Jump-2. Four fuel processors is installed, taking 0.9 days to refine a full tank. A Model 2 computer and basic civilian electronics is located in the bridge. There are 7 staterooms. The ship has three hardpoints, each with a triple turret armed with two beam lasers and a sandcaster (60 cannisters total). There are four sockets for 30-ton cutter modules and integral cargo capacity is 6.5 tons. The ship is streamlined and has armor 2.

Crew consists of captain/trade specialist, pilot, navigator, medic, engineer and 3 gunners. Two gunners doublebunk unless there is an available stateroom in a module. One gunner serves as steward and the other two serve as runabout pilots. The ship costs MCr 103.09.

Modules
Cargo : This has space for 30 tons of cargo. MCr 1.43

Lab : This module supports two scientists and two assistants performing long-term research. It contains 3 staterooms, 2 laboratories, a briefing room, 10 probe drones, an airlock and 3 tons of cargo. MCr 6.63

Hanger: This carries a 20 tons of small craft in a full hanger and one stateroom for the crew. MCr 1.93 plus cost of small craft.

Medical : This serves as a small medical facility, with one doctor and two nurses. Two double occupancy staterooms are provided for patients. The module contains two sickbays (labs), a waiting room (briefing room), 4 staterooms (doctor, 2 nurses, 4 patients), airlock and 1 ton of cargo. MCr 6.13

Mining: This provides basic mining capabilities. It has a pulse laser in a fixed mount, mining drones and 19 tons of cargo space. MCr 2.93

Passenger/I: This is intended for the long-term transport of passengers. It has 6 staterooms, 5 low berths, an airlock and 3 tons of cargo. MCr 5.63

Passenger/II: This is intended for the long-term transport of passengers. It has 4 staterooms, 10 low berths, an airlock, an air/raft and 4 tons of cargo. MCr 6.73

Passenger, VIP: This is intended for the long-term transport of a high-level passenger and attendants. It has 5 staterooms (two combined into a suite), a common room (briefing room), and 4 tons of cargo. There are 2 tons devoted to luxuries. MCr 4.63

Survey : This is designed for exploration. It has 3 staterooms (6 survey techs), a briefing room, an airlock, survey sensors, 10 probe drones and 1 ton of cargo. MCr 14.63

Troop : This is a long term module for up to ten soldiers or security. It includes 10 barracks, an armoury, a briefing room, a 4-man emergency low berth, an airlock and space for 12 tons of cargo. MCr 3.73
 
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Why so expensive? The modular hull only adds MCr ~5.3?

The interior should be a bit of a maze with a stateroom here and there, but I like that. It adds character to the ship.


I see that you have made the modules as separate hulls, that should not be necessary unless they are space-worthy on their own?

If the modules are protected by the ship's armour they should not have access to the exterior of the ship (hangar, mining laser)?

If they are exposed to the exterior shouldn't ship's armour be reduced and some armour added to the modules?
 
Why so expensive? The modular hull only adds MCr ~5.3?

Gah! I switched two cell references in the formula. Ship cost has been corrected (MCr 5.28, to be exact ;)

The interior should be a bit of a maze with a stateroom here and there, but I like that. It adds character to the ship.

Nah, the interior of each module is laid out. I can use most of the cutter module deck plans grom GT: Modular Cutter :)

I see that you have made the modules as separate hulls, that should not be necessary unless they are space-worthy on their own?

Yes, they are space worthy. They are the same modules as used by the 50-ton modular cutter.

If the modules are protected by the ship's armour they should not have access to the exterior of the ship (hangar, mining laser)?

If they are exposed to the exterior shouldn't ship's armour be reduced and some armour added to the modules?

If I armor them, them there is the opposite problem having them used with the unarmored modular cutter. The easiest way way (more or less) is to figure the percentage of the hull devoted to modules, and the 2d6 roll (or higher) that covers that percentage. When the ship is hit, a roll is made to determine if it hits a module or the main ship. Damage and the following location rolls are made normally, with modules treated as small craft. If a module is destroyed, and further hits to it are treaated as internal hits to the main ship.
 
Nah, the interior of each module is laid out. I can use most of the cutter module deck plans grom GT: Modular Cutter :)
I was thinking if you had e.g. a lab and a hangar module you would have the main crew compartment and a few staterooms in the modules.

It makes it easy to isolate the passengers in a module from bridge and engineering.

Yes, they are space worthy. They are the same modules as used by the 50-ton modular cutter.
You could use the cheaper open module from the core book as a basis for e.g. the cargo module.

If I armor them, them there is the opposite problem having them used with the unarmored modular cutter. The easiest way way (more or less) is to figure the percentage of the hull devoted to modules, and the 2d6 roll (or higher) that covers that percentage. When the ship is hit, a roll is made to determine if it hits a module or the main ship. Damage and the following location rolls are made normally, with modules treated as small craft. If a module is destroyed, and further hits to it are treaated as internal hits to the main ship.
That would work.
 
I was thinking if you had e.g. a lab and a hangar module you would have the main crew compartment and a few staterooms in the modules.

It makes it easy to isolate the passengers in a module from bridge and engineering.

Ahh, I should have said this. All the staterooms in the main hull are crew only. Passengers, paying or otherwise, are only in modules. Additional crew may or may not be quartered in module staterooms.

You could use the cheaper open module from the core book as a basis for e.g. the cargo module.

That should affect streamlining, though.
 
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