Based on SF 3rd edition (the one I have), see that this ship would need (at least) 16 hulls (1 each for armor, shileds, holds and drives, 4 for the laser, 3 for the missiles and unkown about the J). it lacks a magazine for the misile, so it is useless, and it lacks life support (but changing the Q for a Qs will fix it). So its not so small ship as the free trader, and it has very few of it dedicated to cargo (holds)…
It is if you say "200 dTon = 16 Hull spaces". That's the beauty of this stuff -- you can make it up and change it as you like! You can also say that a missile has an implicit load of 3/6/9/100000 missiles, a Magazine just Adds More.
One of the things I agree with former posts is that, assuming the conversion can be done, the SF weapons would be full batteries (probably bays or many turrets) in HG, so the Free Trader will have none.
Batteries? What are batteries. SF doesn't have batteries. We're not making "Canonical Traveller Ships", we're making SF ships to fly around in a Traveller universe. Our only "burden" of compatibility is to make a Free Trader economically viable. Every thing else is up for grabs. There's no "balance" to be maintained anywhere else. The Free Trader doesn't even have to be 200 dTons, rather it needs 75 dTons free space of cargo (since that's the money maker).
The star port doesn't care how big your ship is, nobody else cares how big the ship is (within reason, naturally). The Captain cares how much stuff he can carry, how much fuel he needs to buy each trip, how many crew he needs, and annual maintenance. THOSE are important, but other than that, not much else matters.
Traveller (I guess you're talking about HG, as you include the mesons here) is also based on that ships may not usually make more than one jump before having to refuel, and in that there are immense ship size differences, something that are not true in SF…
You have to refuel when you add the brand new "Jump Drive (Jd)" system that requires dedicated "Jump Fuel (Jf)" systems to perform jump. You can make the Jd systems scale with size (like ion drives and drive rooms do), and you can consume as much a percentage of the ship as you like for "Jf".
After that, ships just get built and designed. There's no need or effort to be "compatible" with Traveller ships. Folks can whip up a "Scout Ship" (i.e. a small ship with Jump 2, Speed 2 and laser) or a "Mercenary Cruiser" or a "Battleship", but they don't necessary have to be anything at all like what is in Traveller.
Don't conflate "3 laser turret == 3 L systems in SF" or anything like that. It's unimportant to the game fantasy. You have an "armed merchant" with 75 dTons of space to fill with cargo. That's enough.
All the games you talk about are good examples of the lack of in system operational rules I told about…
Yes they do. Traveller is historically extremely weak on operations. FFW is the best thing we've got to go by, and it's ostensibly a bit too high level.
In FFW (and TCS campaign), in a week you ship may jump, fight, refuel (if it wins the battle), bomb a planet and land troops, that will be able to fight for a whole turn...
To show what this represents, let's imagine we play the Solomani War with FFW rules (so that we can use our Sol system as an example).
Imperial Fleet starts day 0 in Barnard Star and jumps to Terra. It arrives to Terra and fights the Solomani Fleet (and SDBs) there (regardless if they are in Earth or in Pluto). They win, so they can refuel (the closer plade for that is Júpiter, about 4-6 AUs depending on relative positions), then it goes to Earth where it bombs the SOlomani defenders, and lands the troops it's carrying, that will fight exactly the same as will next week. And all of this in a single week…
The fleet arrives, at Jupiter, 100D away. The fleet takes 4 hours to assemble. There was a post that says a coordinated fleet will have it's arrival scattered over a 100 minute window. So 2 hours for the fleet to arrive, 2 hours to assemble and get coffee.
Fleet heads to Jupiter. 3G fleet, 4 hour trip.
Now, how long does it take for the fleet to refuel?
If the fleet can skim, in FFW, the fleet can refuel before combat. If not, it has to refuel the next turn (next week). For the sake of discussion, we'll assume the fleet can skim.
Is there a defending force at Jupiter? If not, things go apace. If there is, the fleet destroys and/or routs the defenders (otherwise the game is, as they say, over). How long does that combat take? If it's High Guard, with 20 minute turns, a 4 hour battle is 12 rounds. In Starfire, 4 hours is an eternity. Either way, the battle will likely be decided within 4 hours (i.e. the defenders will know they can't stop the fleet, so they can either crash themselves upon the rocks, being as costly as they can, or they can withdraw.) Heck, we'll give them 8 hours for combat.
So, now we're at 14 hours time in system for the attacking fleet.
How long does it take for the fleet to refuel? 24 hours? Think they can scoop up and process enough in 24 hours? Is that too little? This is the big unknown. 48 Hours?
We'll call it 48 hours. 62 hours in system, the fleet all fueled, more coffee poured, damage control parties putting their kits away, the fleet heads toward earth.
Average distance, 588Mkm. 3G Drives. Full burn, that's a 78 hour flight.
ETA to Earth: T+140 hours. So if they arrived at Sunday Midnight, it's now 8pm on Friday. And they're at Earth. The fleet then defeats the defending space forces in another 8 hour onslaught, ending at 4am on Saturday.
Thus ends "Turn 1", the first week. "Turn 2", the troops can start landing, for Sunday they rest.
If a defender jumped as soon as they saw the incoming fleet, then reinforcements can begin arriving on "Turn 3".
If the fleet decided to not make the pit stop at Jupiter, it would have arrived directly at Earth, defeated the defending force and started landing operations on Monday in "Turn 1".
Much of this hinges on the refueling step. If it only took 24 hours, the landings may well have started on Saturday.