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Long Trader

spank

SOC-13
Long Trader modification
Using a 200-ton hull, The free trader is an elementary Inersteller mechant ship plying the space lanes, carring cargo and passengers. It has jump-1 maneuver-1 and power plant-1.

Power Plant 1
Maneuver 1
Jump 1
Feul 30
Cargo 82
Staterooms 10
Low berths 20
Computer 1

The standard free trader is one of the most produced ship in known space, and one of the most modified. One of the most common modifications is the Kruyter Corperation long trader, so called because it is an aft additon to the free trader, resulting in a stretched hull. It replaces the drives, adds additional feul tankage and cargo space. There are additional smaller modifications, such as rebalancing the low berth, state room ratio. Cost for the modifcation is 7.5Mcr if done at the time of construction, and 12Mcr if done later in the ships life. This assumes the drives are in working order, and the hull undamaged. Construction time is increased by 1 month, and modifing a hull takes 2 month.

Kruyter Corperation
long trader.

250-ton hull

Power Plant 1
Maneuver 1
Jump 1
Feul 35
Cargo 115
Staterooms 14
Low berths 12
Computer 1
 
Which hull do you see this being done to? It'd look a bit silly on a Hero class (the Beowulf) and be rather tough to work for a Salamander, but the Marava/Jayhawk or the Alexandria would stretch pretty easily.

(the Salamander is in "Golden Age EPIC Adventure 1: The Forgotten War" ( available from QLI ), and the Alexandria is an old FASA design.)
 
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Which Ship?

The modification is based on the Marava, looking at it it should be a fairly simple modification, the engines, cargo bay and feul tankage are all accessible from the aft quarter of the ship. All it would entail is cutting of the aft end and mating a prebuilt section.
I had also thought to have a high trader variant, with a third deck added to the top, but this might be a more extensive modification. The reason for this mod would be security, moving the bridge and ships lockers and crew quarters aft toward the engine room.
As an aside I can't seem to find the deck plans for the Beowulf.
however I punched some numbers,
using the classic traveller free trader monthly expenses came to about 215-220 KCR cargo only revenues for 2 jumps a month came to about 160KCR leaving 60Kcr to be made up with passengers ect..
using a long trader variant monthly expenses came to about 265 KCR cargo only revenues for 2 jumps a month came to about 230KCR leaving 35Kcr to be made up with passengers ect..
That is a good amount of breathing room.
 
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The Marava (A2) is a Far Trader, i.e. it comes with jump 2 (at least according to CT) Thus your engineering changes are quite extensive if you are changing it to jump one. Does this change your projections?
 
Projections

The reason I used the Marava was that was the design I had deck plans for, but the mod is actually intended for the CT free trader. ---edit I found some deck plans for the beowulf online, they all seem to be basically similar, it should be a similarly basic mod. Also I noticed I included the naviagtor in the cost for the unmodifed free trader so the difference is only about 20k / month. If the mod is done to a newly acquired free trader the it is basically a push as far as cost/benefit.
 
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Jayhawk

I finally found my copy of guilded lilly, she was a Jayhawk. I looked up the stats, 53 dTonnes. ---THAT would make it hard to make ends meet. Espically on a jump-2 ship.
 
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