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T20 Only: Post your T20 Spaceship Here

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Werner

SOC-13

https://ibb.co/wS43Rkj
Yacht (Type Y)
Medium-Size Starship
This Yacht is not a commercially viable vessel. It serve as a personal transport for a rich individual, and sometimes as their home. As status symbols, many yachts are finely decorated and contain expensive furnishings, paintings and so on. Many
are armed. The Yacht requires a crew of three to operate, the pilot (who doubles as astrogator), an engineer and a medic/steward to attend to the passengers. The ship cost MCr122.333 new, and takes 11 months to build.
Yacht
Class:Starship, type YEP Output:2Triple Turret:Missile Racks (×3), Attack Bonus +2
Tech Level:15Agility:0(+2 USP), Damage 2d6.60 Missiles
Size:Medium(200 tons)Initiative:+0
Streamlining:StreamlinedAC:10Triple Turret:Beam Lasers (×3), Attack Bonus +3
Jump Range:1 × Jump-2Repulsors:None(+3 USP), Damage 3d8.(+3 USP), Damage 3d8.
Acceleration:2-GNuclear Dampers:None
Fuel:42 tonsMeson Screens:None
Duration:4 weeksBlack Globes:None
Crew:5AR:0
Staterooms:14SI:115
Small Cabins:0Main Computer:Model/2 (20 CPU)
Bunks:0Sensor Range:Short (Model/2)
Couches:0Comm. Range:Short (Model/2)
Low Berths:0
Cargo Space:9.5 tonsCost:MCr122.333
Atmospheric Speeds:NoE = 275 kph
Cruising = 825 kphMaximum = 1100 kph
Other Equipment:Speeder, tracked AFV, 30 ton ship's boat.
TAS Form 3.1 (Condensed)
Design Specifications
Installed ComponentsTonnageCostEP
200-ton Hull+200MCr22-
Bridge-20MCr0.1-
Computer-0.2MCr6.2-
Flight Avionics-0.4MCr0.9-
Sensors-0.6MCr1.2-
Communications-0.4MCr1-
Jump Drive 2-6.0MCr24-4
Jump Fuel-40
Maneuver Drive 2-10MCr7-4
TL 15 Power Plant-3.5MCr10.5+7
Power Plant Fuel-3.5
2 Hard PointsMCr0.2
Triple TurretMCr1
Missile Magazine (×3)-3MCr0.3
60 MissilesMCr0.3
Beam Laser (×3)MCr3-3
Staterooms (14)-56MCr7
30-ton Ship's Boat-30MCr30.362
AFV (Tracked)-8MCr0.047
Speeder-6MCr3.974
Cargo-9.4
Totals+0.1MCr118.423
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1. Owner's Suite The Owner's Suit takes the space of two staterooms, in addition to a double bed, there are large windows overlooking the bow of the ship. There is a dresser, and a mirror, in the dresser is an array of cosmetics, and a jewelry box containing 110 one-thousand-credit denominated platinum coins, 100 one-hundred-credit denominated gold coins, 5,000 ten-credit silver coins, and 10,000 one-credit copper coins. there are 4 gems one is worth 900 credits, the second is worth 10,000 credits, the third is worth 30,000 credits, and the fourth is worth 1,600 credits, 4 jewelry pieces are worth the following, 60,000 credits, 30,000 credits, 1,000 credits, and 160,000 credits.

There is a fresher and a shower and bathtub in a separate partition of this suite. The front window also doubles as a video screen which polarizes out outside light when turned on, this doubles as an entertainment center with surround sound speakers, and a computer terminal and two-way video conferencing center, and can also be placed in mirror mode with either reversed or unreversed images of the onlooker. Cybelle often uses this mirror mode to check her outfits and makeup.

The door on the stern wall of this suite leads to the ship's lounge, area 21. A door to the right from the entrance leads to this suite's full bathroom. Also in the bathroom is a sink, toilet, and medicine cabinent with first aid, medicine, soap, toothpaste, toothbrushes, and other items typically found in bathrooms.

2. Stateroom. This is a typical stateroom, the pilot sleeps here, it contains a single bed, a chair, and full length mirror, dresser, and a partician for a toilet, sink, and standup shower. On top of the dresser is a box containing 70 thousand credit platinum coins, 80 one-hundred credit gold coins, 90 ten-credit silver coins, and 10 one-credit copper coins.

3. Stateroom This is the stateroom for the ship's engineer, it contains a single bed, a chair, and dresser, as well as a partition for a toilet, sink and shower, in a footlocker next to the bed is a purse full of the following coins: 7000 ten-credit coins.

4. Stateroom. This is a stateroom for one of the two gunners on the ship, it contains a single bed, a wardrobe clothing and jackets for the turret gunner, in a strongbox are 3,000 ten-credit silver coins.

5. Stateroom This stateroom houses the missile turret weapons officer and gunner, he keeps track of the armaments and orders more on Cybelle's account when needed. This stateroom contains a single bed, chair, a small side table with notepad, there is a stylus and tablet computer on the side table, there is a credit chip that contains 72,000 credits on it, there is also the following cash: 3,000 ten-credit silver coins in a safe underneath the small table, the combination for the safe is 42-34-42.

6. Stateroom This stateroom houses the ship's medic/steward, it has a single bed, chair, and an exercise bike, there is a set of weights, and of course the usual fresher partition with toilet and sink. The medic/steward has a trunk with a purse containing 5,000 ten-credit coins, 4 jewelry pieces worth 600,000 credits, 210,000 credits, 50,000 credits, and 3000 credits.

7. Stateroom This stateroom houses the driver for the armored fighting vehicle located in the ship's boat, it has a bed table, dresser, and bathroom. There is a duffel bag with some loose cash scattered among the clothes and a half-eaten chocolate bar, the money includes the following: 6,000 ten-credit silver coins.

8. Stateroom In this stateroom resides the gunner of the armored fighting vehicle. This stateroom contains a bed, a wardrobe, a table chair and a bathroom. Behind the medicine cabinet in the bathroom is a secret compartment with the following coins hidden behind: 7,000 ten-credit silver coins.

9. Stateroom In this stateroom resides a mercenary, he acts as a body guard for Cybelle, his name is Ned Whitman, his room is neat and well ordered, there is a spare laser rifle with a scope on the wall above the bed, in a trunk at the foot of his bed is a sack with the following coins: 300 one-thousand credit gold coins. The bathroom contains a coffee pot on a small table next to the sink.

10. Stateroom This stateroom is the butler's quarters, there is a bed and bathroom facility. Under the bed is a box containing the following: 120 thousand credit platinum coins.

11. Stateroom This stateroom is the maid's quarters, behind the back of the bed is a jar on the floor containing 300 one-hundred credit gold coins.

12 Stateroom The Ship's Boat pilot resides here, behind a picture on the wall is a safe containing 300 one-hundred credit gold coins.

13 Stateroom The Ship's boat gunner is quartered in this room, under the floor in the bathroom is a secret compartment containing 3000 ten-credit silver coins.

14 Speeder bay This compartment houses Cybelle's speeder which she pilots personally when she is away on a planet, the speeder is air tight and can operate in a vacuum out to low orbit.

15 Bridge This is the ship's bridge there is a station for the pilot, and copilot, both positions have controls for piloting the ship and astrogation. Two seperate weapons stations can remote operate the triple laser and missile turrets from here. A fifth station has an engineering console giving status on the ships drives, power plant and fuel tanks.

16 Ship's Boat bay This compartment houses the ships boat, it is a hangar that opens to space when the other doors are closed, the compartment can be used as an airlock when the Ship's boat bay is empty.

17 Ship's Boat This is the Ship's Boat, it has been upgraded with a tech level 15 fusion power plant with a smaller fuel tank to provide room to store the tracked armored fighting vehicle, it otherwise operates the same as a standard ship's boat.

18 Power Plant fuel tank This is the fuel for the ship's power plant, there is a pipe with a valve connecting the jump fuel tank with the power plant fuel tank, allowing the fusion plant to run on Jump fuel in an emergency.

19 Jump Drive Fuel Tank This tank contains the fuel to operate the Jump Drive, there is enough fuel here to make one 2-parsec jump or two 1-parsec jumps.

20 Missile Rack and Turret This room contains the missile rack and turret, there are 60 missiles stored here as well as maintenance is required or more missiles need to be stocked here. The racks have enough room to store 60 missile and currently all the racks are filled with 60 missiles. The Laser Turret is on the bridge as are the firing controls for it, and EVA is usually required if servicing for the laser turret is needed.

21 Ship's Lounge This is the common area for the ship's crew, there is a conference table with 14 chairs, meals are eaten in this room. Meals are prepared by the ship's butler who also prepares the meals for the crew and guests.

22 Ship's Galley This is where meals are prepared on the ship, there is also a table and chairs here and some fridges and microwave ovens to heat up stored food.

23 Maneuver Drive This compartment houses the ship's maneuver drive.

24 Power Plant This is the power plant compartment of the engineering section, cables run to the maneuver and jump drives from here, and also powers the ships electrical bus, life support, artificial gravity, heat, cooling, and lighting as well.

25 Jump Drive This is the ship's Jump Drive compartment, pipes run from the Jump fuel tank to here as well as power cables from the power plant.

26 Cargo Hold This cargo hold has 9.5 tons of space here. Usually cargo is loaded from outside for items that are not needed until the ship lands.
 
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Ship's Boat
Small Spacecraft
TL15, MCr26.521, 30 tons. Larger and much faster than the Launch, the Ship's Boat has little room for cargo and is highly
expensive. They are mainly used as "prestige" passenger shuttles, for military personnel transfers between vessels, and as
rescue craft. The vessel requires a crew of two, at least one of whom must have at least a Pilot skill rank of one or higher,
and requires 5 months to build.
SHIP'S BOAT
Class:SmallcraftEP Output:4Triple Turret:Missile
Tech Level:15Agility:4 (+4 EP)Racks (×3), Attack Bonus +2
Size:Initiative:(+2 USP), Damage 2d6.
Streamlining:StreamlinedAC:15 (+4 agility, +1 size)60 Missiles
Jump Range:NoneRepulsors:None
Acceleration:6-GNuclear Dampers:None
Fuel:2 tonsMeson Screens:None
Duration:4 weeksBlack Globes:None
Crew:2AR:0
Staterooms:0SI:80
Small Cabins:1Main Computer:Model/3
Bunks:0Sensor Range:Medium (Model/3)
Couches:2Comm. Range:Medium (Model/3)
Low Berths:0
Cargo Space:5.7 tonsCost:MCr26.521 (new)
Atmospheric Speeds:NoE = 275 kph
Cruising = 200 kphMaximum = 375 kph
Other Equipment:Fresher, missile magazine, Tracked AFV

TAS Form 3.1 (Condensed)

TL 15 Design Specifications
SizeCostEP
30-ton streamlined cylinder hull+30MCr3.15-
Bridge Controls-6MCr0.15-
Model/3 Computer-0.3MCr12.6-1
Flight Avionics-0.4(MCr0.9)-
Medium Range Sensors-0.6(MCr1.8)-
6-G Acceleration-1.5MCr2.55-
TL 15 Fusion Power Plant-2MCr6-1.8
Fuel-2+4
2 Small Craft Couches-1MCr0.05-
1 Small Cabin-2MCr0.25-
Fresher-0.5MCr0.002-
1 HardpointMCr0.1-
Triple TurretMCr1-
Missile Magazine (×3)-3MCr0.3-
60 MissilesMCr0.3-
AFV (Tracked)-8MCr0.069-
Cargo-5.7
Totals+0MCr26.521
 
Far Trader (Type A2) TL-B

MCr 24 200dT Hull Wedge Configuration
MCr 1 20dT Bridge
MCr 4 1dT Computer Model 1Bis, Avionics 1, Sensors 1, Communications 1
MCr 24 6dT Jump Drive J2 EP-4
MCr 0 40dT Jump Fuel
MCr 7 10dT Maneuver Drive 2G EP-4
MCr 18 6dT Power Plant EP+4
MCr 0 4dT Power Plant Fuel for 4 weeks
MCr 0.034 7dT Fuel Purification Plant 1
MCr 0.2 0dT Hard Point 2
MCr 1.5 0dT Double Turret 2
MCr 0.1 2dT Galley 1
MCr 5 40dT Stateroom 10
MCr 0.4 4dT Low Berths 8
MCr 0 60dT Cargo

MCr 85.234 New
MCr 68.1872 20% Standard Discount

An old friend with a new look.

I took out the air raft and dropped 6 dTons from Cargo. I added a Fuel Purification Plant and 4 Low Berths. The Galley is from TNE 1248 Scout Ships and Merchant Ships Supplements (provisions need to be stored somewhere, and same for preparing meals).

The Fuel Purification Plant saves credits on fueling at Class A & B star ports, and opens up class C & D star ports without the worry of misjumps from using unrefined fuel (or wilderness refueling). With the 4 extra Low Berths, this makes up some of the credits lost from a smaller cargo hold.

Opening up class C& D star ports increases the options available for finding population 5+ systems with Priority Cargo (Cr1,000 per parsec) for jump 2 deliveries, also with better odds of filling the Staterooms with passengers (compared to population 0-4 systems). Not to mention more options for Speculative Cargo.
 
A LBB5.80 variation I see.

What is your crew complement for this ship?
I'm thinking Pilot, Engineer, Medic, Gunner, Gunner, which then just leave 5 staterooms for middle passengers with single occupancy for the crew.
I suppose you could do Pilot, Engineer, Steward/Medic, Gunner, Gunner at which point you have 5 staterooms for 5 high passengers.
Of course, if you put the 2x Gunners in a single double occupancy stateroom (or a pair of cabins for privacy) you would have room for 6 passengers (middle or high).

To be honest with you, I personally would scrap the 2 ton Galley and 6 of the Low Berths so as to reclaim 5 tons and have an xmail vault (ship is armed and has gunners). That Cr 25,000 of xmail revenue would be earning 2.5x as much revenue per ton as either low berths or another high/mid passenger (and it's much more consistent on the shipping manifest once you get the approvals).

Alternatively you could scrap the 2 ton Galley and 7 of the Low Berths to reclaim 5.5 tons so as to have a 5 ton xmail vault and a 50 ton collapsible fuel bladder (extra jump-2 plus 10 weeks of power plant endurance with 10 tons of cargo space remaining) for those times when there simply isn't any cargo to be had (and if you get a full load of cargo at your next stop you can always dump unnecessary extra fuel). Having the option to carry extra fuel like that can get you past chokepoints where there's only a class E starport (no fuel) and the mainworld has no water oceans and there's no gas giant in the system to refuel from (looking at you, Saxe/Five Sisters/Spinward Marches, Flexos/District 268/Spinward Marches, Callia/Glisten/Spinward Marches and Heroni/Rhylanor/Spinward Marches!). Nothing worse than jumping to a system and finding there's nowhere to refuel from (easily).

Just a few ideas ... :rolleyes:
 
Yes, the T20 design system is based on LBB5.

And you don't need a mail vault - you just set aside 5 tons for cargo and be armed in CT/MT/T20.
 
well, they're correct, you can't wait to edit a post.

Spinward Flow:

ahh, no, this is a T20 designed ship for the Thread.

2 crew minimum. Pilot/Astrogator and Steward/Medic. add gunners for carrying Mail, Security Cargo, or high value Spec Cargo. add Sensor Operator for ECM defense, or an Astrogator/Sensors. maybe an Engineer if you think repairs will be necessary in a Pirate rich environment. 5-6 maximum crew.

in T20, some crew can double up, and some passengers are willing to double up for lower fares.

as far as the Galley goes, you really need it to prepare food for the High Passengers. crew and middle passengers might be ok with microwave or toaster ovens, or their high tech equivalents, but the Galley gives you a place to store the food and prepare it, for everyone. the only thing not mentioned in the TNE 1248 Ships is what is the maximum number of people that a Galley can serve.

the original A2 as shown in the T20 PHB is ok, if Fuel Purification Plants didn't exist. there is a 10% chance of misjump when using unrefined fuel, so any ship without a FPP looks kind of crazy, at least to me it does. you're forced to pay Cr500 per dTon for refined fuel at class A & B star ports, and the chance to misjump when going to class C, D, E, and X star ports. very unprofitable.

I thought of putting a fuel bladder in there, but I just wanted to share what an improved stock A2 looks like. it's up to the GM & Players to decide if they want something more than what is shown.

it would be easier to just set aside 5 tons of cargo for mail and use the remaining 55 for other cargo revenue.
 
the only thing not mentioned in the TNE 1248 Ships is what is the maximum number of people that a Galley can serve.
Safe to assume that there needs to be 1 galley per steward then?
1 steward per 8 high passengers ... so 1 galley per 8 high passengers?
Just extrapolating to have a place to start thinking from.
 
not sure. in TNE, the writer just says that a Galley is needed and puts them on the ships shown in the supplements. the description only gives the price and space needed on the ship. I get the impression that the Galley isn't just for High Passengers, but for the crew and passengers.

T20 has the option for a captain to buy 1dTon of Middle or High Passage Life Support at a 10% discount, good for 20 crew/passengers for 1 month/4 weeks. so a Galley should have space to spare just for storing the food and space for preparing it.

at a guess, I would think that a 2dTon Galley could handle 20-40 crew/passengers. this from some of the threads I read doing some searches on Stewards here in the CotI before the move.

just did some Google searches, and couldn't really find anything about how many crew/passengers can be served by what size galley. I did find some stuff on galley style kitchens and cruise ship galleys, but neither had what I'm looking for for this discussion.

any CotI members have any real world experience or knowledge on this subject? mostly concerning how many crew/passengers can a 2dTon galley serve.
 
Thinking about food truck culture, 2 dtons (roughly a 10’x10’ square, or a 5’x20’ truck) could serve about 50 people per hour. But that’s a 3-4 person crew. So maybe a Galley with a Steward could service 10 people per dton?

But clearly supplies would need to be additional tonnage, especially luxury/high passage supplies.
 
the bigger the ship, the more Stewards that would be available to cook/serve the high passengers. and probably one of the crew, or rotating crew, would be cooks for the crew & middle passengers. and if the ships are big enough, they probably have 2 or 3 Galley's to have enough space for the food storage and food prep.

Fovean: it looks as if one galley would be good for small ships up to maybe three or four hundred tons. thanks for the insight.
 
Human Resources.
I always referred to be people in that department as inhuman resources.
First time I did it (in context no less) in a "Goblin King" campaign the GM very nearly broke character in the middle of role playing (he wasn't expecting it in a campaign where humans were an exceptionally rare "monster" class that had trouble surviving the game setting, until they "git gud" and become scary).
 
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