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)
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.
---------------------------
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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