I figured other people out there may well be looking to run a merc campaign, and the Mercenary Cruiser is an excellent ship for the job, especially for a medium-size (~ 1 company) merc outfit. And since that's the sort of game I'm getting ready for, I figured a nice update to the (somewhat) erroneous MC in the THB would be useful. So I grabbed Falkayn's T20 ship design spreadsheet (available from the downloads section at http://www.falkayn.com/traveller/), my THB, and the deckplans from http://www.sff.net/people/kitsune/traveller/ (sorry, I don't remember whose site that is), and went to town. After about 30 minutes, here are the fruits of my labor. Comments, questions, suggestions are of course welcome. Also please note, I really can claim no credit for any of this.
Oh, and if anyone has a nice pic of the 'Happy Death Ball' anywhere, lemme know. There is one in the art gallery on travellerrpg.com, but while it does look really nice, it is most certainly NOT spherical (actually, what shape hull is it?)
Mercenary Cruiser - Starship
Type: Longsword subclass of the Broadsword Class Mercenary Cruiser
Designation: Civilian
Designed by: Borodin (well, not really)
Statistics:
800-ton Hull (Sphere) - Streamlined
AC: 10 (6 vs. Meson Guns) AR: 0 SI: 205 Initiative: 0
Starship Size: Medium
Cost: 361.778 MCr (452.223 MCr without discount)
Model/5 Computer
Avionics: Less than 4,000-ton
Sensors: Very Long Range
Communications: Very Long Range
Cargo: 141.8-tons
Annual Maintenance = 36.178 KCr (18.089 KCr if routinely maintained)
Routine Maintenance = 9.044 KCr/Month (90.445 KCr per year)
Performance:
Jump-3 (270 tons of fuel, enough for 1x Jump-3)
Acceleration: 3-G Agility: 0
Power Plant: TL-13 Fusion (44 EP output, enough fuel for 4 weeks)
Fuel Scoops, Fuel Purification Plant (TL-13, 7hrs per 200 tons of fuel)
Atmospheric Speeds: NOE = 1,175kph Cruising = 3,525kph Maximum = 4,700kph
Weapons:
Hardpoints: 8
2x Triple Missile Rack Turret TL-13 (6 missile magazines)
Missile +4 To Hit, 4d6 (18/x1), Range: 90,000km, Ammo: 240 missiles
2x Triple Pulse Laser Turret TL-13, +4 To Hit, 4d10 (19/x2), Range: 45,000km
2x Double Fusion Gun Turret TL-13, +4 To Hit, 4d20 (16/x5), Range: 4,500km
2x Triple Sandcaster Turret TL-13, +5 AC, Ammo: 60 sand canisters
Ship's Vehicles:
2x 8-ton vehicle hangar
2x 50-ton small craft (External Dock - Streamlined)
Launch facilities for 1 Craft per turn
Accomodations & Fittings:
6x Single Occupancy Stateroom (6 People)
24x Double Occupancy Small Cabin (48 People)
12x Standalone Fresher
1x Sickbay (2 Patients)
2x Airlocks
Crew Details:
1x Pilot
1x Astrogator
5x Engineer
1x Medic
Description:
This is a TL13 version of the Mercenary Cruiser, designed to match up with the deckplans for the Longsword subclass of the Broadsword class Mercenary Cruiser. Changes from the standard MC include updating all equipment to TL13, removing 19 of the staterooms and replacing them with 24 small cabins and 12 stand-alone freshers, adding a sickbay, adding weapons and appropriate munitions, including an extra personnel airlock, including two vehicle bays large enough for a GCarrier or similarly sized vehicle which double as cargo locks, redesignating the 2 Modular Cutter ship's boats as being externally mounted (streamlined mounts), increasing the capacity of both the Jump drives and maneuver drives to provide sufficient power for the externally mounted ship's boats, increasing the power output of the power plant to sufficiently power the weapons and increased drives, and recomputing all sizes and prices for components.
Prices for the Modular Cutters are not included in the ship's cost, and will need to be added. The Cutters will usually mount an ATV module to aid in troop transport. Also, while gunners are not specified in the crew roster, it is assumed the troops on board will fill this role. The ship has 141 tons of space on the cargo deck, and .8 tons elsewhere.
Assuming required command crew and officers (owner aboard, captain, pilot, astrogator, chief engineer, medic, troop commander, and troop sergeant) are all singly bunked, 22 small cabins remain for troop and subordinate crew accomodations (2 cabins for the remaining engineering crew and 20 cabins for troops, all double occupancy) leaving available space for 40 troops, approximately 1 platoon (using the Imperial Marines infantry model) in total. However, one of the staterooms will often be reserved for a representative of the employer, reducing maximum troop capacity to 38 enlisted personnel.
Also, the streamlining of the ship was upgraded to allow it better maneuverability when landing on a potentially hostile planet and to allow gas giant fuel skimming. Fuel scoops were added on the dorsal and ventral surfaces outside the crew deck, which vent the gasses down to the cargo deck, where part of the cargo space was filled with a fuel purification plant.
A sickbay with beds for two patients and all necessary medical equipment (TL13) was added on the mess deck. Unfortunately, the primary access to Turret 8 leads straight through the sickbay area. For this reason, Turret 8 is usually equipped with pulse lasers and does not require a gunner or reloading crew.
![](/proxy.php?image=http%3A%2F%2Ftongue.gif&hash=19f40e5cfcf9fe8b061e31d51805daf2)
![alpha.gif](/proxy.php?image=http%3A%2F%2Fgraemlins%2Falpha.gif&hash=78961a88e92c22e498736e42a547a4a1)
Mercenary Cruiser - Starship
Type: Longsword subclass of the Broadsword Class Mercenary Cruiser
Designation: Civilian
Designed by: Borodin (well, not really)
Statistics:
800-ton Hull (Sphere) - Streamlined
AC: 10 (6 vs. Meson Guns) AR: 0 SI: 205 Initiative: 0
Starship Size: Medium
Cost: 361.778 MCr (452.223 MCr without discount)
Model/5 Computer
Avionics: Less than 4,000-ton
Sensors: Very Long Range
Communications: Very Long Range
Cargo: 141.8-tons
Annual Maintenance = 36.178 KCr (18.089 KCr if routinely maintained)
Routine Maintenance = 9.044 KCr/Month (90.445 KCr per year)
Performance:
Jump-3 (270 tons of fuel, enough for 1x Jump-3)
Acceleration: 3-G Agility: 0
Power Plant: TL-13 Fusion (44 EP output, enough fuel for 4 weeks)
Fuel Scoops, Fuel Purification Plant (TL-13, 7hrs per 200 tons of fuel)
Atmospheric Speeds: NOE = 1,175kph Cruising = 3,525kph Maximum = 4,700kph
Weapons:
Hardpoints: 8
2x Triple Missile Rack Turret TL-13 (6 missile magazines)
Missile +4 To Hit, 4d6 (18/x1), Range: 90,000km, Ammo: 240 missiles
2x Triple Pulse Laser Turret TL-13, +4 To Hit, 4d10 (19/x2), Range: 45,000km
2x Double Fusion Gun Turret TL-13, +4 To Hit, 4d20 (16/x5), Range: 4,500km
2x Triple Sandcaster Turret TL-13, +5 AC, Ammo: 60 sand canisters
Ship's Vehicles:
2x 8-ton vehicle hangar
2x 50-ton small craft (External Dock - Streamlined)
Launch facilities for 1 Craft per turn
Accomodations & Fittings:
6x Single Occupancy Stateroom (6 People)
24x Double Occupancy Small Cabin (48 People)
12x Standalone Fresher
1x Sickbay (2 Patients)
2x Airlocks
Crew Details:
1x Pilot
1x Astrogator
5x Engineer
1x Medic
Description:
This is a TL13 version of the Mercenary Cruiser, designed to match up with the deckplans for the Longsword subclass of the Broadsword class Mercenary Cruiser. Changes from the standard MC include updating all equipment to TL13, removing 19 of the staterooms and replacing them with 24 small cabins and 12 stand-alone freshers, adding a sickbay, adding weapons and appropriate munitions, including an extra personnel airlock, including two vehicle bays large enough for a GCarrier or similarly sized vehicle which double as cargo locks, redesignating the 2 Modular Cutter ship's boats as being externally mounted (streamlined mounts), increasing the capacity of both the Jump drives and maneuver drives to provide sufficient power for the externally mounted ship's boats, increasing the power output of the power plant to sufficiently power the weapons and increased drives, and recomputing all sizes and prices for components.
Prices for the Modular Cutters are not included in the ship's cost, and will need to be added. The Cutters will usually mount an ATV module to aid in troop transport. Also, while gunners are not specified in the crew roster, it is assumed the troops on board will fill this role. The ship has 141 tons of space on the cargo deck, and .8 tons elsewhere.
Assuming required command crew and officers (owner aboard, captain, pilot, astrogator, chief engineer, medic, troop commander, and troop sergeant) are all singly bunked, 22 small cabins remain for troop and subordinate crew accomodations (2 cabins for the remaining engineering crew and 20 cabins for troops, all double occupancy) leaving available space for 40 troops, approximately 1 platoon (using the Imperial Marines infantry model) in total. However, one of the staterooms will often be reserved for a representative of the employer, reducing maximum troop capacity to 38 enlisted personnel.
Also, the streamlining of the ship was upgraded to allow it better maneuverability when landing on a potentially hostile planet and to allow gas giant fuel skimming. Fuel scoops were added on the dorsal and ventral surfaces outside the crew deck, which vent the gasses down to the cargo deck, where part of the cargo space was filled with a fuel purification plant.
A sickbay with beds for two patients and all necessary medical equipment (TL13) was added on the mess deck. Unfortunately, the primary access to Turret 8 leads straight through the sickbay area. For this reason, Turret 8 is usually equipped with pulse lasers and does not require a gunner or reloading crew.
![omega.gif](/proxy.php?image=http%3A%2F%2Fgraemlins%2Fomega.gif&hash=a3af876e4a79692d700f1959d5aaf821)