There are (or were) some threads around about this before.
Modular Transports is a passion Traveller Hobby of mine
Shotgun Modular Ship Transport
A 900t Modular transport ship series named after its unusual looks. All the modules are mounted in a large circle around the hull. The ship is Jump 3 capable with the use of 3 modules for the extra fuel. Most Captains only use the J2 ability as that leaves 390 tons for cargo/transports. Not the most affordable way to haul and make a profit, the Shotgun is primarily found in use by the military, scientific and Jack of Trades groups. What makes the Shotgun class ship more unusual is it can attach the modules and become an outpost/space station. With the proper combination of modules, the ship can travel comfortably to a location, set up as an outpost and be self-sustaining for months. Include one of the many Ground base modules found on the market and the Shotgun becomes a great first-in ship. Once done, you can pick up, pack up and jump to another location.
With a specialize Engineer Module from BTE you can setup the modules like a mini space station, leave them, and jump the Shotgun back to another system for supplies. Bringing back even more equipment and personnel.
The Shotgun is designed for reliability and comfort and is workhorse. No Hot Bunks or cramped Quarters on this ship. And the Lounge/Mess area is big enough to sleep 10 if you had to. Unlike other modular transports, the modules you haul are not just lumps of cargo. Each one is attached via a docking ring and access way. Giving you even more flexibility in what or who you haul between the stars.
The Shotgun Class Starship by BTE, your best mongrel for those Jack of Trade jobs.
Code:
900t Unstreamed lined Hull (J)
70 Jump 3 Bubble (N)
25 Man 3 (N)
40 Power Plant (N)
190 Fuel (Internal) 180t Jump 2, 10t PwrPlt (TL 15 will give 30t of fuel back which will allow 2 weeks of 14t of other space usage)
20 Bridge
2 Sensors
5 Computer Model 6 + 8 consoles (1t computer, 4t Consoles)
42 Mounting equipment (includes docking rings and access hall)
14 Cargo Bay including 4 docking rings
45 Staterooms, 3 Sr Quarters, 5 Jr Quarters plus Lounge & Mess
52 Modular Cutter (Mounting brackets included above)
3 3 Triple turret with KSM weapon set
4 Life Support Extra
13 Modules
Recommended Crew Requirements for the Shotgun Transport (not counting any modules carried)
Captain, Pilot, Nav, Medic, Steward, 4 Engineers, Freight Master, Gunner and 1 Cutter Pilot
(In this design it is assumed that the Modular Cutter is carrying either a Skimmer module, Fuel Module or a Cargo module with fuel bladder with min of 16 tons fuel that is pump transferred to the fuel tank. The internal fuel tank has enough fuel for maximum Jump 2 and 5 days of power plant operation.)
MiniGun Modular Transport
(this one was designed using playtest T5 rules over a year ago)
Code:
600t MiniGun Modular Transport TL15
50 Jump Drive (J) Jump 3
17 Manueuver Drive (J) 3G
28 Power Plant (J)
77 Fuel (Jump 1 + Pwr Plant Fuel 1.5 weeks)
20 Bridge
0 Computer Model 5, plus 7 consoles
378 12 Modules (includes 1.5t docking equipment)
20 5 Staterooms (2 Sr Rooms, 3 Jr Rooms)
6 5t Maneuver Pod (for Modules)
1 Triple Turrets
1 Cargo (internal)
2 Standard-13 Sensors
Docking equipment is not docking rings. These are module attachment equipment that keeps the module secured to the ship.
The six modules next closest to the hull will allow fuel modules to act as Jump fuel for Jump Distance
Cost T5 ???(not all prices are listed in ACS yet)
222 tons of the 600 tons is actual ship, with 18 tons connectors for the modules.
9% is bridge
42.8% is Jump,Man, and PwrPlt
35.2% is Fuel
2.7% is Pod
10.3% is staterooms and Cargo and Turrets
49m long X 9m dia
Tumbler Express Modular Transport Starship
A 2100t Modular transport ship series named after some of it’s unusual test runs1. But don’t let the name fool you because the Tumbler Express is a solid design with the capacity of Jump 3 carrying 36 attached modules. All the modules are mounted in 3 large circles around the hull along with 2 Modular Cutter ships.
The ship is capable Jump 1 with out any Fuel Modules, J2 with 7 Fuel Modules and J3 with 14 Fuel Modules. Most Captains only use the J2 ability as that leaves 870 tons for cargo/transports. Though not the most affordable way to haul goods or people to make a profit, the Tumbler Express is primarily found in use by the military, scientific and Jack of Trades communities2.
What makes the Tumbler Express design even more unusual is that it can attach the modules and become a mini space station. With the proper combination of modules, the ship can travel comfortably to a location, set up as a space base and be self-sustaining for months. Include one of the many Ground Base modules on the market and the Tumbler Express becomes a great first-in ship. Once done, you can pick up, pack up and jump to another location.
With the specialized Engineer Modules from BTE you can setup the modules like a mini space station, leave them, and jump the Tumbler Express back to another system for supplies. Bringing even more equipment and personnel back or even starting your own trade route and base station.
The Tumbler Express is designed for reliability and comfort and is workhorse. No Hot Bunks or cramped Quarters on this ship. And the Lounge/Mess area is big enough to sleep 20 if you had to. Unlike other modular transports, the modules you haul are not just lumps of cargo. Each one is attached via a docking ring and access way. Giving you even more flexibility in what or who you haul between the stars.
The Tumbler Express Starship by BTE, the biggest mongrel for those Jack of Trade jobs.
Code:
2100t Hull Unstreamed lined
Jump 3 Bubble Drive (P2)3
Man 3 (P2)
Power Plant (P2)
Bridge
10 Computers Model 7 & Model 6 + 10 Consoles (3t computers, 5t Consoles, 2t extra room)
270 Fuel (Internal) 210t for Jump 1, 52t 2 week PwrPlt, 8t for Small Craft
2 Sensors
100 2 Modular Cutters (mounting brackets included in the mount equipment)
60 Staterooms 4 Sr Quarters, 8 Jr Quarters plus Lounge & Mess(9t) and Pantry(3t)
Mounting equipment (includes docking rings and access corridors to each module)
34 Modules
6 6 Triple Turrets each mounted with KSM weapon sets
68 2 30t Cargo/Airlock Ring (includes 8 docking rings for Module attachment)
Pinnace interior slip (includes 1 ton of extra storage space)
Internal Cargo storage
Jump 3 requires 14 Fuel Modules
Jump 2 requires 7 Fuel Modules
Jump 1 requires no Fuel Modules
Jump 2 possible with no Modules and still has 2 weeks PwrPlt run time
NOTE: If carrying more than 4 Modules that require outside power to operate during flight, it is strongly recommended that you either attach a standard Engineer Module or have some other type of power producing ability to keep the modules up and running. Inside both Cargo/Airlock Rings there are generator hook ups to the Modules.
Recommended Crew Requirements for the Tumbler Express (not counting any modules carried)
Captain, Pilot, Nav, 9 Engineers, Medic, Steward, Gunner, and 2 Cutter Pilots
The Tumbler Express got its name from initial test trials using a 6G drive. This was before solid docking rings were added and the drive dropped to a 3G capacity.
One Tumbler Express recent found work by hauling several retirees in their Trader Jim Modules. The Capt. officially renamed his vessel the GreyHound Express and now makes a living on transporting those retirees where they want to go.
Dave Chase