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Cheapest 100 dton freighter possible

...100 dton ships that can carry the most cargo/freight for the cheapest cost...

Here's my T5 attempt. 78t cargo @ Jump-1, for MCr 21.5.

It has no landing gear, no lifters, and would burn up in the atmosphere if reentry is attempted; it can only deliver cargo orbit to orbit.

Its TL12 construction lets us install an advanced TL9 jump drive and power plant, resulting in useful volume savings.

The single stateroom is cramped, causing the crew member to slowly lose his sanity over time. (Note that I could have squeezed a couple more tons out of it, but I wanted the ship to be marginally useful).

The bridge is also quite cramped, imposing a -2 DM to operational tasks.

It lacks an external scope. The pilot has to fly by proximeter and, perhaps, a porthole.

Code:
MCr21.5

    Tons  TN  Component                             MCr  Notes
--------  --  --------------------------------- -------  --------------------
     100  12  Planetoid Hull, no lifters              2  P, no lifters
      -1  12  No landing gear                        -1  
       0  12  AV=12. 1 Kinetic Plate                  0  
       8  12  Jump Fuel (1  parsec)                   0  J1, 8t/pc
     0.5  12  Plant Fuel (one month)                  0  one month
       2  12  Maneuver Drive-1 (A)                    4  1 G
       5  12  Adv Jump Drive-1 (A)                   10  J 1
       2  12  Adv PowerPlant-1 (A)                    4  P 1
       0  12  AR Surf Communicator                    1  
       0  12  Or Surf Proximeter                    0.1  
    0.75  12  Computer Model/0bis std               0.1  
       1  10  Cramped bridge                          0  
       1  12  Life support (300 days)                 1  300 days at capacity
       3  12  Crew space (1, C=-2)                  0.3  1, Comfort=-2
      78  12  Cargo Hold Basic                        0
 
Last edited:
Second try-

Code:
Ship: Ghost Pepper
Class: Freighter
Type: Light
Architect: R Vurrich
Tech Level: 15

USP
         LA-1711111-000000-00000-0 MCr 22.000 100 Tons
Bat Bear                           Crew: 1
Bat                                TL: 15

Cargo: 59 Fuel: 11 EP: 1 Agility: 1

Architects Fee: MCr 0.220   Cost in Quantity: MCr 17.600


Detailed Description
  (High Guard Design)

HULL
100.000 tons standard, 1,400.000 cubic meters, Dispersed Structure Configuration

CREW
Pilot

ENGINEERING
Jump-1, 1G Manuever, Power plant-1, 1.000 EP, Agility 1

AVIONICS
Bridge, Model/1 Computer

HARDPOINTS
None

ARMAMENT
None

DEFENCES
None

CRAFT
None

FUEL
11 Tons Fuel (1 parsecs jump and 28 days endurance)
No Fuel Scoops, No Fuel Purification Plant

MISCELLANEOUS
1 Stateroom, 59 Tons Cargo

USER DEFINED COMPONENTS
None

COST
MCr 22.220 Singly (incl. Architects fees of MCr 0.220), MCr 17.600 in Quantity

CONSTRUCTION TIME
38 Weeks Singly, 30 Weeks in Quantity

COMMENTS



Freighter Class Light

HULL
Hull: 0.000 Td; MCr 5.000
Armour Factor-0: 0.000 Td; MCr 0.000

ENGINEERING
M-Drive Factor-1: 2.000 Td; MCr 3.000
J-Drive Factor-1: 2.000 Td; MCr 8.000
P-Plant Factor-1: 1.000 Td; MCr 3.000; +1.000 EP

FUEL
P-Fuel: 1.000 Td; MCr 0,000
J-Fuel: 10.000 Td; MCr 0.000
Scoops: 0.000 Td; MCr 0.000
Purification: 0.000 Td; MCr 0.000
L-Hyd Drop Tanks: 0.000 Td; MCr 0.000

AVIONICS
Bridge: 20.000 Td; MCr 0.500
Computer Model/1: 1.000 Td; MCr 2.000; -0 EP

WEAPONRY

SCREENS

CRAFT

ACCOMODATIONS
1.0 x Staterooms: 4.000 Td; MCr 0.500
Cargo: 59.000 Td; MCr 0.000

USER DEFINED

Pretty cheap at 17.6MCr.
 
Okay my take(s) using HGS v1.31.02 (latest stable build, you should find it here, on CT-Starships or at downport)

AK100
Code:
Ship: Fatima al-Fihri
Class: AK100
Type: Ketch
Architect: Andrew Vallance
Tech Level: 9

USP
         AK-1611111-000000-00000-0 MCr 31.100 100 Tons
Bat Bear                           Crew: 1
Bat                                TL: 9

Cargo: 56 Crew Sections: 1 of 1 Fuel: 11 EP: 1 Agility: 1
Fuel Treatment: Fuel Scoops

Architects Fee: MCr 0.311   Cost in Quantity: MCr 24.880


Detailed Description
  (High Guard Design)

HULL
100.000 tons standard, 1,400.000 cubic meters, Flattened Sphere Configuration

CREW
Pilot

ENGINEERING
Jump-1, 1G Manuever, Power plant-1, 1.000 EP, Agility 1

AVIONICS
Bridge, Model/1 Computer

HARDPOINTS
1 Hardpoint

ARMAMENT
1 None Empty Turret

DEFENCES
None

CRAFT
None

FUEL
11 Tons Fuel (1 parsecs jump and 28 days endurance)
On Board Fuel Scoops, No Fuel Purification Plant

MISCELLANEOUS
1 Stateroom, 56 Tons Cargo

USER DEFINED COMPONENTS
None

COST
MCr 31.411 Singly (incl. Architects fees of MCr 0.311), MCr 24.880 in Quantity

CONSTRUCTION TIME
38 Weeks Singly, 30 Weeks in Quantity

COMMENTS



AK100 Class Ketch

HULL
Hull: 0.000 Td; MCr 8.000
Armour Factor-0: 0.000 Td; MCr 0.000

ENGINEERING
M-Drive Factor-1: 2.000 Td; MCr 3.000
J-Drive Factor-1: 2.000 Td; MCr 8.000
P-Plant Factor-1: 3.000 Td; MCr 9.000; +1.000 EP

FUEL
P-Fuel: 1.000 Td; MCr 0,000
J-Fuel: 10.000 Td; MCr 0.000
Scoops: 0.000 Td; MCr 0.100
Purification: 0.000 Td; MCr 0.000
L-Hyd Drop Tanks: 0.000 Td; MCr 0.000

AVIONICS
Bridge: 20.000 Td; MCr 0.500
Computer Model/1: 1.000 Td; MCr 2.000; -0 EP

WEAPONRY
1 x Empty Turrets: 1.000 Td; MCr 0.000

SCREENS

CRAFT

ACCOMODATIONS
1.0 x Staterooms: 4.000 Td; MCr 0.500
Cargo: 56.000 Td; MCr 0.000

USER DEFINED

This can be built cheaper by taking out the scoops and hardpoint and changing to config 7, but that's kind of limiting in adventure potential

However, this next one is actually a very common design in my games
Code:
Ship: Yuko Ogura
Class: AK111
Type: Ketch
Architect: Andrew Vallance
Tech Level: 11

USP
         AK-16212R1-000000-00000-0 MCr 46.100 100 Tons
Bat Bear                           Crew: 1
Bat                                TL: 11

Cargo: 41 Crew Sections: 1 of 1 Fuel: 22 EP: 2 Agility: 1
Fuel Treatment: Fuel Scoops

Architects Fee: MCr 0.461   Cost in Quantity: MCr 36.880


Detailed Description
  (High Guard Design)

HULL
100.000 tons standard, 1,400.000 cubic meters, Flattened Sphere Configuration

CREW
Pilot

ENGINEERING
Jump-2, 1G Manuever, Power plant-2, 2.000 EP, Agility 1

AVIONICS
Bridge, Model/1bis Computer

HARDPOINTS
1 Hardpoint

ARMAMENT
1 None Empty Turret

DEFENCES
None

CRAFT
None

FUEL
22 Tons Fuel (2 parsecs jump and 28 days endurance)
On Board Fuel Scoops, No Fuel Purification Plant

MISCELLANEOUS
1 Stateroom, 41 Tons Cargo

USER DEFINED COMPONENTS
None

COST
MCr 46.561 Singly (incl. Architects fees of MCr 0.461), MCr 36.880 in Quantity

CONSTRUCTION TIME
38 Weeks Singly, 30 Weeks in Quantity

COMMENTS



AK111 Class Ketch

HULL
Hull: 0.000 Td; MCr 8.000
Armour Factor-0: 0.000 Td; MCr 0.000

ENGINEERING
M-Drive Factor-1: 2.000 Td; MCr 3.000
J-Drive Factor-2: 3.000 Td; MCr 12.000
P-Plant Factor-2: 6.000 Td; MCr 18.000; +2.000 EP

FUEL
P-Fuel: 2.000 Td; MCr 0,000
J-Fuel: 20.000 Td; MCr 0.000
Scoops: 0.000 Td; MCr 0.100
Purification: 0.000 Td; MCr 0.000
L-Hyd Drop Tanks: 0.000 Td; MCr 0.000

AVIONICS
Bridge: 20.000 Td; MCr 0.500
Computer Model/1bis: 1.000 Td; MCr 4.000; -0 EP

WEAPONRY
1 x Empty Turrets: 1.000 Td; MCr 0.000

SCREENS

CRAFT

ACCOMODATIONS
1.0 x Staterooms: 4.000 Td; MCr 0.500
Cargo: 41.000 Td; MCr 0.000

USER DEFINED
 
I made an ultra cheesy graphic for mine, but at least it gives a feel for the layout:

LightFreighterGhostPepper.jpg



I do note that while price increases by about a 1/3 at TL9 cargo only drops by 2tons.

This ship I imagine making a 1 parsec route either insystem, or between two systems only 1 parsec apart.
 
I made an ultra cheesy graphic for mine, but at least it gives a feel for the layout:

I do note that while price increases by about a 1/3 at TL9 cargo only drops by 2tons.

This ship I imagine making a 1 parsec route either insystem, or between two systems only 1 parsec apart.

Cool image, though I'd imagine these config 7 freighters would actually use detachable cargo pods. Arrive in system, drop your pods and dock with a new set while refueling. Would work well between two reasonably developed systems with good infrastructure.
 
Cool image, though I'd imagine these config 7 freighters would actually use detachable cargo pods. Arrive in system, drop your pods and dock with a new set while refueling. Would work well between two reasonably developed systems with good infrastructure.

Thanks. I have the same idea, it can be like an open frame flatbed railcar and the 50ton pods can be loaded on a planet and then hoisted up to orbit by an elevator. The ships appear, un-load and load pods, switch pilots, refuel, do their pre-flight checks and then head out to the 100D limit and jump. I would imagine the pilots would nickname them "lonely" due to their single space. The extra nine tons of cargo can be in the command section for special cargos like mail or perishable medicine.
 
What might prove to be interesting?

Imagine the Cheesy graphic such that instead of one pod - you have two.

The first pod is the standard 30 dton pod, and the second is a 20 dton pod.

why does that matter? Those 50 dton modular cutters could carry the detachable pods
 
What might prove to be interesting?

Imagine the Cheesy graphic such that instead of one pod - you have two.

The first pod is the standard 30 dton pod, and the second is a 20 dton pod.

why does that matter? Those 50 dton modular cutters could carry the detachable pods

Good idea.

You could split it into two 25 ton cutter pods and it carries two of them, that any modular cutter could grab and go with.


edit: I monkeyed with the weight, and for a little more, you can get 60 tons, enough for two 50 ton cutter modules.

Code:
Ship: Ghost Pepper
Class: Freighter
Type: Light
Architect: R Vurrich
Tech Level: 15

USP
         LA-1711111-000000-00000-0 MCr 22.585 103 Tons
Bat Bear                           Crew: 1
Bat                                TL: 15

Cargo: 61.520 Fuel: 11.330 EP: 1.030 Agility: 1

Architects Fee: MCr 0.226   Cost in Quantity: MCr 18.068


Detailed Description
  (High Guard Design)

HULL
103.000 tons standard, 1,442.000 cubic meters, Dispersed Structure Configuration

CREW
Pilot

ENGINEERING
Jump-1, 1G Manuever, Power plant-1, 1.030 EP, Agility 1

AVIONICS
Bridge, Model/1 Computer

HARDPOINTS
None

ARMAMENT
None

DEFENCES
None

CRAFT
None

FUEL
11.330 Tons Fuel (1 parsecs jump and 28 days endurance)
No Fuel Scoops, No Fuel Purification Plant

MISCELLANEOUS
1 Stateroom, 61.520 Tons Cargo

USER DEFINED COMPONENTS
None

COST
MCr 22.811 Singly (incl. Architects fees of MCr 0.226), MCr 18.068 in Quantity

CONSTRUCTION TIME
39 Weeks Singly, 31 Weeks in Quantity

COMMENTS



Freighter Class Light

HULL
Hull: 0.000 Td; MCr 5.150
Armour Factor-0: 0.000 Td; MCr 0.000

ENGINEERING
M-Drive Factor-1: 2.060 Td; MCr 3.090
J-Drive Factor-1: 2.060 Td; MCr 8.240
P-Plant Factor-1: 1.030 Td; MCr 3.090; +1.030 EP

FUEL
P-Fuel: 1.030 Td; MCr 0,000
J-Fuel: 10.300 Td; MCr 0.000
Scoops: 0.000 Td; MCr 0.000
Purification: 0.000 Td; MCr 0.000
L-Hyd Drop Tanks: 0.000 Td; MCr 0.000

AVIONICS
Bridge: 20.000 Td; MCr 0.515
Computer Model/1: 1.000 Td; MCr 2.000; -0 EP

WEAPONRY

SCREENS

CRAFT

ACCOMODATIONS
1.0 x Staterooms: 4.000 Td; MCr 0.500
Cargo: 61.520 Td; MCr 0.000

USER DEFINED
 
Last edited:
Good idea.

You could split it into two 25 ton cutter pods and it carries two of them, that any modular cutter could grab and go with.

So change the cheesy graphic to have two pods attached to a central strong spine. In fact?

Do the graphic with the unladen view, and with the fully laden view.

I do have to wonder however...

If a ship MUST be 100 dtons, how can an unladened hull ever enter into jump space?
 
I am not going to design one all the way but it seems one problem preventing more cargo space is the last crew room. What happens if you turn into a low berth for the pilot while in jump? I dont even know if thats allowed but you would get 3 more tons.
 
I am not going to design one all the way but it seems one problem preventing more cargo space is the last crew room. What happens if you turn into a low berth for the pilot while in jump? I dont even know if thats allowed but you would get 3 more tons.

Try this one, think it's legal. You get two 30Td modules and one left over for high value perishables next to the pilot.

Code:
Ship: Thelma Aoyama
Class: AK115bis
Type: Ketch
Architect: Andrew Vallance
Tech Level: 15

USP
         AK-1711111-000000-00000-0 MCr 21.750 100 Tons
Bat Bear                           Crew: 1
Bat                                TL: 15

Cargo: 61 Crew Sections: 1 of 1 Fuel: 11 EP: 1 Agility: 1

Architects Fee: MCr 0.218   Cost in Quantity: MCr 17.400


Detailed Description
  (High Guard Design)

HULL
100.000 tons standard, 1,400.000 cubic meters, Dispersed Structure Configuration

CREW
Pilot

ENGINEERING
Jump-1, 1G Manuever, Power plant-1, 1.000 EP, Agility 1

AVIONICS
Bridge, Model/1 Computer

HARDPOINTS
None

ARMAMENT
None

DEFENCES
None

CRAFT
None

FUEL
11 Tons Fuel (1 parsecs jump and 28 days endurance)
No Fuel Scoops, No Fuel Purification Plant

MISCELLANEOUS
0.5 Stateroom, 61 Tons Cargo

USER DEFINED COMPONENTS
None

COST
MCr 21.968 Singly (incl. Architects fees of MCr 0.218), MCr 17.400 in Quantity

CONSTRUCTION TIME
38 Weeks Singly, 30 Weeks in Quantity

COMMENTS



AK115bis Class Ketch

HULL
Hull: 0.000 Td; MCr 5.000
Armour Factor-0: 0.000 Td; MCr 0.000

ENGINEERING
M-Drive Factor-1: 2.000 Td; MCr 3.000
J-Drive Factor-1: 2.000 Td; MCr 8.000
P-Plant Factor-1: 1.000 Td; MCr 3.000; +1.000 EP

FUEL
P-Fuel: 1.000 Td; MCr 0,000
J-Fuel: 10.000 Td; MCr 0.000
Scoops: 0.000 Td; MCr 0.000
Purification: 0.000 Td; MCr 0.000
L-Hyd Drop Tanks: 0.000 Td; MCr 0.000

AVIONICS
Bridge: 20.000 Td; MCr 0.500
Computer Model/1: 1.000 Td; MCr 2.000; -0 EP

WEAPONRY

SCREENS

CRAFT

ACCOMODATIONS
0.5 x Staterooms: 2.000 Td; MCr 0.250
Cargo: 61.000 Td; MCr 0.000

USER DEFINED
 
What? No drop tanks?

LOL good point, and for the ultimate in expendable cheapness

Code:
Ship: Saki Fukuda
Class: AK115ter
Type: Ketch
Architect: Andrew Vallance
Tech Level: 15

USP
         AK-1710111-000000-00000-0 MCr 18.770 100 Tons
Bat Bear                           Crew: 1
Bat                                TL: 15

Cargo: 73 Crew Sections: 1 of 1 Fuel: 1 EP: 1 Agility: 0

Architects Fee: MCr 0.188   Cost in Quantity: MCr 15.016

With Drop Tanks

         AK-1700011-000000-00000-0 MCr 18.770 110 Tons
Bat                                TL: 15
Bat Bear                           Crew: 1
Drop Tanks Cost: MCr 0.010


Detailed Description
  (High Guard Design)

HULL
100.000 tons standard, 1,400.000 cubic meters, Dispersed Structure Configuration

CREW
Pilot

ENGINEERING
Jump-1, 0G Manuever, Power plant-1, 1.000 EP, Agility 0

AVIONICS
Bridge, Model/1 Computer

HARDPOINTS
None

ARMAMENT
None

DEFENCES
None

CRAFT
None

FUEL
1 Tons Fuel (0 parsecs jump and 28 days endurance)
No Fuel Scoops, No Fuel Purification Plant, 10.000 ton drop tanks

MISCELLANEOUS
0.5 Stateroom, 73 Tons Cargo

USER DEFINED COMPONENTS
None

COST
MCr 18.958 Singly (incl. Architects fees of MCr 0.188), MCr 15.016 in Quantity

CONSTRUCTION TIME
38 Weeks Singly, 30 Weeks in Quantity

COMMENTS



AK115ter Class Ketch

HULL
Hull: 0.000 Td; MCr 5.000
Armour Factor-0: 0.000 Td; MCr 0.000

ENGINEERING
M-Drive Factor-0: 0.000 Td; MCr 0.000
J-Drive Factor-1: 2.000 Td; MCr 8.000
P-Plant Factor-1: 1.000 Td; MCr 3.000; +1.000 EP

FUEL
P-Fuel: 1.000 Td; MCr 0,000
J-Fuel: 0.000 Td; MCr 0.000
Scoops: 0.000 Td; MCr 0.000
Purification: 0.000 Td; MCr 0.000
L-Hyd Drop Tanks: 0.000 Td; MCr 0.020

AVIONICS
Bridge: 20.000 Td; MCr 0.500
Computer Model/1: 1.000 Td; MCr 2.000; -0 EP

WEAPONRY

SCREENS

CRAFT

ACCOMODATIONS
0.5 x Staterooms: 2.000 Td; MCr 0.250
Cargo: 73.000 Td; MCr 0.000

USER DEFINED
 
Ok now something else came to mind. Why do we need maneuver drives and its fuel. That buys us 2.5 or so tons. let cargo and jump fuel be done by planetary based cutters. Like an X-Boat. It would actually work jump 1 mains on X-boats carrying secondary cargo.
 
Well, the OP stated M-Drive...

Though he said nothing about fuel :devil:

(Save a ton and put the fuel in the drop tank ;) - just jump at speed and target well!)
 
Drat spoiled by design parameters! What great ship designers limit themselves to design parameters. :) I have been seeing 20T bridges can we do something about that? To bad we couldn't have a cockpit. Does anyone know the required cargo tonnage to make it a viable trader?
 
Drat spoiled by design parameters! What great ship designers limit themselves to design parameters. :) I have been seeing 20T bridges can we do something about that? ...
Already done and done... :D

(From post #16)
Inspired by Far Trader... sans the TL-15 munchkin-isms!* ;)

In the true 'tramp' spirit ... a CT HG smallcraft design of a fuel skimmer, retrofited with J-Drive and fuel purifier!

Code:
99 dT  Hull (streamlined)      MCr 7.92
       Flattened sphere w/scoops (-20%)
 1 dT  Model/1 (no bridge)     MCr 2.0
      Maneuver                 MCr 0.1
      Jump-1                   MCr 0.1
      Generate                 MCr 0.8
      Navigation               MCr 0.4
      Auto/Evade               MCr 0.5
      Anti-hijack              MCr 0.1
 1 dT  2 smallcraft couches    MCr 0.025
 2 dT  smallcraft stateroom    MCr 0.1
 2 dT  M-Drive 1               MCr 3.0
 3 dT  PP 1 (TL-12)            MCr 12.0
 1 dT  4 wk PP Fuel
89 dT  Fuel bay*
Cost (90% list):         Cr 24,340,500

Retro-fitted options (*from fuel bay):
 2 dT  J-Drive 1               MCr 8.0
 6 dT  Fuel Purifier (TL-12)   MCr 0.32
10 dT  Jump fuel
71 dT  Cargo bay
      Architect's Fee (retro)  MCr 0.327 

Total Costs:             Cr 32,387,500

Crew: 1 - Pilot (min).  Optional 2 person.

Est. Annual Expenses:
   Mortgage              Cr 1,619,375
   Fuel (refined)                  0
   Life Support                50,000
   Maintenance                 32,387
   Misc/Docking                 5,000
 Total:                       MCr 1.707

Annual Revenue:
   Freight               Cr 1,775,000

Annual Profit:              Cr 68,000
Cramped. Hacked. Low cost operator...

Hehe - note the Falcon-esque flattened sphere design! (Its late for me - hopefully my maths are right...)

*Going with the higher TL PP and FP and 20% class discount would make this pretty profitable - the more conservative approach makes this barely pay a pilot's annual salary assuming no fuel costs or extra expenses!
 
Already done and done... :D

Well yes, except:

A jump drive won't work under 100tons. (ignoring jump torpedoes)

And 100tons requires a 20ton bridge.

:)

That's a nice design yes, but broken. strictly speaking. At least for CT and most if not all of the other rules.
 
Hehe! What? Nooo! Its only 'broken' if you actually want to be able to jump with it! :D

Strictly speaking, though, it is not a broken design at all (silly - yeah), just not a starship nor a 100 ton ship per the OP's 'design parameters'. The 'retrofit' would require a bridge and a ton if it wanted to jump (as, by CT RAW, 'small craft are incapable of jump' and 'All/Every Ship requires a bridge'). A detachable bridge could make for a hybrid small craft/starship - maybe not so silly for the local hauler who expands to interstellar out of his home base?​
However, just to clarify - while the rules for ships have the result, I don't think the CT rules state nor imply that 'A jump drive won't work under 100tons' as an intrinsic feature of jump drives.

Quoting my Bk2 & Bk5 CT RAW - 'A vessel is any interplanetary or interstellar vehicle.'; 'A ship is any vessel of 100 tons or more.'; 'A starship is a ship which has jump drives...'; Every ship requires a bridge...

As jump torps aren't a vehicle, but a weapon, they aren't a vessel and thus not a ship. Therefore the restrictions don't apply. (Not supporting/contesting Jump torps though - IIRC, that is a contentious area... ;))
 
So change the cheesy graphic to have two pods attached to a central strong spine. In fact?

Do the graphic with the unladen view, and with the fully laden view.

I do have to wonder however...

If a ship MUST be 100 dtons, how can an unladened hull ever enter into jump space?

Easily, it can't enter jump space. Though with the two cutter modules, if they don't have a jump grid or whatever, they can't be jumped either without being in something. It would probably be just as easy to make a modified shuttle to carry the 50ton pods around.
 
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