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MGT Only: 300-ton stretched refitted Free Trader

OK, let's look at this from the other side of the box.

Mission requirements, in no particular order:

Utilising a 300-ton crystaliron streamlined hull at TL-11 (TL-B):
  • To move cargo and passengers a minimum of two parsecs per jump.
  • To move the cargo/passengers swiftly and efficiently.
  • To protect said cargo/pax from rude interlopers, such as pirates, while getting the hell outta dodge on the hurry-up.
  • To be financially viable with no passengers
  • To be financially satisfying with passengers
  • To be affordable to mortgage
  • To be cheap to maintain and operate

This will be an MgT HG 2nd Edition design.

Thoughts?
 
Hmm, going by the above OP, he lists drives with a C so by inference, I was under the impression MgT1 had them.

I'm the OP, and the original calcs were performed using the MgT1e Core Rules book. I now have the 2e Rules and HG books, so subsequent versions will be calculated using the MgT2e and HG2e rules. Hope that clears that up ;)
 
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  • To move cargo and passengers a minimum of two parsecs per jump.
  • To move the cargo/passengers swiftly and efficiently.
  • To protect said cargo/pax from rude interlopers, such as pirates, while getting the hell outta dodge on the hurry-up.
  • To be financially viable with no passengers
  • To be financially satisfying with passengers
  • To be affordable to mortgage
  • To be cheap to maintain and operate

This will be an MgT HG 2nd Edition design.

Thoughts?
You get well payed for longer jumps, so that is not a problem.

Being able to fight and still turning a profit on freight is a problem...
 
A very basic commercial chassis might look something like this:
Code:
TL 11            Hull  108                                            64,0    
                               Desired    ∆TL    Rat    #    dTon     Cost   Power
Hull                              300                        300                60
Config           Streamlined        2             2                   13,50    
Hull strength    Light              1             1                
Armour           Crystaliron        1             1            3,75    0,68    
                                                               
JumpD            Budget             2     -0      2     1     20,00   22,50     78
ManœuvreD        Budget             2     -0      2     1      6,00    9,00     78
PowerP   (TL8)   High Technology           3            1     10,50    7,88    150

Fuel, Jump                          2             2     1     60,00        
Fuel, Power                         4           4 w     1      2,00        
Fuel Purification                36 h          36 h     1      2,00    0,10      2
                                
Bridge, Small                       1                   1     10,00    0,75    
Comp             m/10               2            10     1              0,16    
Backup Comp      m/5/bis            1      1      5     1              0,05                                    
Sensors          Civilian           1             1     1      1,00    3,00      1
                                
Staterooms                       100%             5     5     20,00    2,50    
Escape Capsules                     1                  10      5,00    0,20    
Hydroponic Garden                                
Common Areas                      25%           25%     1      5,00    0,50    
Low Berths                                

Cargo                                                        151,00        
Cargo Crane      150 dT             1                   1      3,00    3,00    

                                
                                
Software                                                               0,20    
Intellect/0                                
Jump Control/2                                   10                    0,20    
Evade/0                                
Fire Control/0                                                                
       
       
                                
                                
                                
Crew                      5                        
    Command               0                        
    Bridge                2                        
        Pilot                   1                    
        Astrogator              1                    
        Sensor & EW                            
    Engineer              2                        
        Engineer                1,0                    
        Maintenance             0,3                    
    Service               1    
        Admin                   0,2
        Medic                   0,0
        Steward        
    Gunner        
    Flight        
    Troops
Leaving a 150 dT payload.

I included Armour 1 to give you an idea of how much it costs.

This is a cheap basis. You will have to add weapons and armour. Weapons will require more power.
 
Blimey. I'm still fighting with the spreadsheet you linked to :rofl:

Looks interesting. I'll have a longer look shortly, thanks :D
 
A very basic commercial chassis might look something like this:
(snip)
Leaving a 150 dT payload.

I included Armour 1 to give you an idea of how much it costs.

This is a cheap basis. You will have to add weapons and armour. Weapons will require more power.

Interesting design. Did you use a spreadsheet to generate it, perchance?

Also: No passengers, just purely a cargo ship? Interesting!
 
I used High Guard Shipyard 1.3 (a Classic Traveller program) to come up with the basics of what I'm trying to achieve. It's grim reading for cargo capacity. I still have to work this out in MgT2e/HG2e format/stats, but I'm expecting more of the same. What's basically eating up cargo space is the ship's boat and dock, and the requirement for cabin space. I'll reduce the number of passengers first, and see what that gets me. If I get a design I can work with, then I'll see about changing it up to MgT2e/HG2e.

Code:
Ship: Wilderness Tramp
Class: Wilderness Tramp
Type: A3
Architect: Roger Stenning
Tech Level: 13

USP
         AP-3123321-030000-20002-0 MCr 180.170 300 Tons
Bat Bear             3     3   3   Crew: 11
Bat                  3     3   3   TL: 13

Cargo: 65
Passengers: 10
Crew Sections: 1 of 11
Low: 10
Fuel: 69
EP: 9
Agility: 2
Craft: 1 x 20T Ship's Launch
Fuel Treatment: Fuel Scoops and On Board Fuel Purification

Architects Fee: MCr 1.662
Cost in Quantity: MCr 146.936


Detailed Description
  (High Guard Design)

HULL
300.000 tons standard, 4,200.000 cubic meters, Needle/Wedge Configuration

CREW
Pilot, Navigator, 2 Engineers, 2 Stewards, Medic, 3 Gunners, 1 Flight Crew

ENGINEERING
Jump-2, 3G Manuever, Power plant-3, 9.000 EP, Agility 2

AVIONICS
Bridge, Model/2 Computer

HARDPOINTS
3 Hardpoints

ARMAMENT
3 Triple Mixed Turrets each with: 1 Beam Laser (Factor-2), 1 Missile Rack (Factor-2).

DEFENCES
1 Sandcaster in each Mixed Turret, organised into 3 Batteries (Factor-3)

CRAFT
1 20.000 ton Ship's Launch (Crew of 1, Cost of MCr 14.000)

FUEL
69 Tons Fuel (2 parsecs jump and 28 days endurance)
On Board Fuel Scoops, On Board Fuel Purification Plant

MISCELLANEOUS
15 Staterooms, 10 Low Berths, 10 High Passengers, 10 Low Passengers, 65 Tons Cargo

USER DEFINED COMPONENTS
None

COST
MCr 167.832 Singly (incl. Architects fees of MCr 1.662), MCr 132.936 in Quantity, plus MCr 14.000 of Carried Craft (Hardpoints and Turrets charged)

CONSTRUCTION TIME
71 Weeks Singly, 57 Weeks in Quantity

COMMENTS



Wilderness Tramp Class A3

HULL
Hull: 0.000 Td; MCr 36.000
Armour Factor-0: 0.000 Td; MCr 0.000

ENGINEERING
M-Drive Factor-3: 24.000 Td; MCr 12.000
J-Drive Factor-2: 9.000 Td; MCr 36.000
P-Plant Factor-3: 18.000 Td; MCr 54.000; +9.000 EP

FUEL
P-Fuel: 9.000 Td; MCr 0,000
J-Fuel: 60.000 Td; MCr 0.000
Scoops: 0.000 Td; MCr 0.300
Purification: 5.000 Td; MCr 0.030
L-Hyd Drop Tanks: 0.000 Td; MCr 0.000

AVIONICS
Bridge: 20.000 Td; MCr 1.500
Computer Model/2: 2.000 Td; MCr 9.000; -0 EP

WEAPONRY
3 x Mixed Turrets: 3.000 Td; MCr 9.300

SCREENS

CRAFT
1 x Ship's Launch: 20.000Td; MCr 0.040; Cost of craft: MCr 14.000

ACCOMODATIONS
15.0 x Staterooms: 60.000 Td; MCr 7.500
10 x Low Berths: 5.000 Td; MCr 0.500
Cargo: 65.000 Td; MCr 0.000

USER DEFINED
 
Anyhow, the thinking behind a 300-ton merch ship was that it was a bridge between a 300-ton "too-damn-cramped-for-six" and a 400-ton "bit-too-big-for-six" freighter, thus providing a bit more flexibility to the players.

if you want to know how good a ship is, give it to some players and see what they do with it.
 
I plan to, I just want to get it looking as sound as possible, before I send it to the children to play with it and turn it into a canoe or a roller-skate ;)
 
This is more like what you want:
Code:
TL 11            Hull  108                                            93,6    
                               Desired    ∆TL    Rat    #    dTon     Cost   Power
Hull                              300                        300                60
Config           Streamlined        2             2                   13,50    
Hull strength    Light              1             1                
Armour           Crystaliron        1             1            3,75    0,68    
                                
JumpD            Budget             2     -0      2     1     20,00   22,50     78
ManœuvreD        Advanced           3      1      3     1      8,10   17,82     90
PowerP  (TL8)    High Technology           3            1     10,00    7,50    143
                                
Drop Tank Collar                                
Drop Tanks                                
Fuel, Jump                          2             2     1     60,00        
Fuel, Power                         4           4 w     1      1,00        
Fuel Purification                36 h          36 h     1      2,00    0,10      2
                                
Bridge, Small                       1                   1     10,00    0,75    
Comp             m/15               3            15     1              2,00    
Backup Comp      m/10               2            10     1              0,16    
                                
Sensors          Military           2             2     1      2,00    4,10      2

Staterooms                       100%            17    17     68,00    8,50    
Escape Capsules                     1                  34     17,00    0,68    
Hydroponic Garden                                
Common Areas                      25%           25%     1     17,00    1,70    
Low Berths                         10            10     1      5,00    0,50      1

Cargo                                                         71,45        
Cargo Crane      100 dT             1                   1      3,00    3,00    
Collapsible Tanks                  70                  70      0,70    0,00

Mixed Turret     Triple, 0 slots    1             3     1      1,00    1,00      1
Pulse Laser      Standard           2             1     2              4,00     16
Sandcaster       Standard           1             1     1              0,25    

Fixed Mount                                
Missile          Triple, Standard   2             3     2              4,70    
                                
                                
                                
Software                                                               0,20    
Intellect/0                                
Jump Control/2                                   10                    0,20    
Evade/0                                
Fire Control/0                                

                                
                                
Crew                     7                        
    Command              0                        
    Bridge               2                        
        Pilot                  1                    
        Astrogator             1                    
        Sensor & EW                            
    Engineer             2                        
        Engineer               1,1                    
        Maintenance            0,3                    
    Service              2    
        Admin                  0,2
        Medic                  0,2
        Steward                1,0
    Gunner               1    
    Flight        
    Troops         


Passengers            
    High                10    
    Mid                  0    
    Low                 10
TL11, 300 dT, J-2, 3G, MCr 93.6.
10 High, 10 Low, 71 dT cargo, 7 crew.
1 turret with 2 pulse lasers and 1 sandcaster
2 fixed mounts with 3 missile racks each (can be fired by bridge crew)
Upgraded sensors and computer.
Collapsible tanks so it can fill the hold with fuel for another jump.

It has 1 point of armour, which is pointless, remove it for 3.75 dT cargo, or add more and deduct cargo.

Note that the last G in acceleration cost about MCr 8. I don't think it is worth it, but it is your ship.

The design is very power starved. At full accel you have to shut down some basic systems. In combat all non-essential basic systems are off-line.

Without armour the ship can destroy itself with a single missile salvo. It can also destroy quite a few incoming missiles with EW, the lasers, and anti-missiles.

Even without extra magazine space it can carry 72 missiles, which is probably enough?

No vehicles, but with streamlining it can land. Individual escape capsules for two people per stateroom.
 
Yeah, I noticed the issue with power on the one I'm fighting with on the spreadsheet; the trade-off issue is either passengers, or cargo, you aren't going to get both, not with a 300-ton hull, and more than 2G thrust. Well, not unless you don't care about, oh, breathing and eating, anyhow.

There's going to be a way to crack this nut, but as yet, I've not found it.:oo:
 
Intriguing designs, Redcap. Thank you for sharing them.

I'm going to echo Brandon Cope's excellent advice and suggest you focus on a base concept first. I'm going to further suggest that your listed mission requirements in Post #22 are both internally inconsistent and over reaching.

You want a design which can Run or Gun while also being affordable to buy and cheap to maintain. Instead of picking two attributes from the classic list of Good, Fast, Cheap, you want to pick all of three. You want a design which is (nearly) all things at (nearly) all times and that cannot be done.

The armed packet you posted first can work - with premium pricing. In certain situations, it's the only one that can reliably get through and thus can name it's rates. Those situations only exist at certain times and places, however, so the armed packet is only viable in certain times and places.

What do you want the design to be? A Beowulf with a higher jump rating which can pay the bills every day? Or a Type-T carries cargo and passengers at premium rates? You cannot have both at the same time.
 
Intriguing designs, Redcap. Thank you for sharing them.

No worries :)

I'm going to echo Brandon Cope's excellent advice and suggest you focus on a base concept first. I'm going to further suggest that your listed mission requirements in Post #22 are both internally inconsistent and over reaching.

I had a hunch they might be, but if you're going to shoot for the moon, you best begin by taking aim, as the saying tends to suggest ;)

You want a design which can Run or Gun while also being affordable to buy and cheap to maintain. Instead of picking two attributes from the classic list of Good, Fast, Cheap, you want to pick all of three. You want a design which is (nearly) all things at (nearly) all times and that cannot be done.

Well, this being a two-gun match (the other guys have guns too, dammit, most unsporting!), run AND gun, actually, but I take your point :)

The armed packet you posted first can work - with premium pricing. In certain situations, it's the only one that can reliably get through and thus can name it's rates. Those situations only exist at certain times and places, however, so the armed packet is only viable in certain times and places.

And that would primarily be in beating blockades and the like; not too many of those in regular abundance, most times.

What do you want the design to be? A Beowulf with a higher jump rating which can pay the bills every day? Or a Type-T carries cargo and passengers at premium rates? You cannot have both at the same time.

Ideally, a Beowulf-format ship of 300 tons that can pay the bills, AND protect itself.

OK. Rationale time: The intention is for PCs on the edge of Empire (both sides of the border, behind the claw) to be using and living on this ship, just past the turn of the 1100s. They'll be hitting regular and speculative cargos, with paying PAX of all three levels as well, and aiming to make a decent living out of things (without getting too shot up in the process).

I decided on a 300-ton hull as (a) I like the number!, (b) I don't like cramped 200-ton traders, or overly large 400-ton jobs, and (c) 300 tons seemed like a good bridge and compromise.

Well, this is turning into a right :CoW:, and no mistake! ;)
 
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