Having been inspired by Liam, and the discussion on adventuring starships, here is a design for a starship that is setup to do speculative trading on the fringes of the Imperium/Known Space.
Krondark's Wave - Lanthium Petal Class Speculative Trader
Designed by: Falkayn
Statistics:
800-ton Hull (Flattened Sphere) - Streamlined
AC: 13 (10 vs. Meson Guns) AR: 1 (TL-13) SI: 205 Initiative: 2
Starship Size: Medium Cost: 361.878 MCr (452.347 MCr without discount)
Model/7 (PP: 57/13) Computer Avionics: Less than 1,000-ton Sensors: System Wide Communications: Long Range (Maser)
Cargo: 160.0-tons Extra Ship's Stores: 16 person/weeks of Luxury Stores, 56 person/weeks of Standard Stores,
Annual Maintenance = 36.188 KCr (18.094 KCr if routinely maintained)
Routine Maintenance = 9.047 KCr/Month (90.47 KCr per year)
Performance:
Jump-3 (enough fuel for 1x Jump-3)
Acceleration: 2-G Agility: 2
Power Plant: TL-15 Fusion (60 EP output, enough fuel for 8 weeks)
Fuel Scoops, Fuel Purification Plant (TL-13, 7hrs per 400 tons of fuel)
Atmospheric Speeds: NOE = 1,175kph Cruising = 3,525kph Maximum = 4,700kph
Weapons:
Hardpoints: 7
1x Single Mining Laser Turret TL-13, +2 To Hit, 2d6 (20/x1), Range: 15,000km
4x Triple Popup Pulse Laser Turret TL-13, +4 To Hit, 4d10 (19/x2), Range: 45,000km
2x Double Sandcaster Turret TL-13, +3 AC, Ammo: 40 sand canisters
Ship's Vehicles:
1x 5-ton vehicle hangar
1x 40-ton small craft (Internal Hangar)
1x 10-ton small craft (Internal Hangar)
Launch facilities for 1 Craft per turn
Accomodations & Fittings:
18x Single Occupancy Stateroom (18 People)
4x Emergency Low Berth (16 People)
2x Standalone Fresher
1x Laboratory (2 Scientists)
1x Sickbay (2 Patients)
1x Autodoc
4x Airlocks
Crew Details:
1x Pilot
1x Astrogator
3x Engineer
1x Steward
1x Medic
7x Gunner
4x Passengers
Description:
Designed for frontier exploratory trading, the Lanthium Petal class speculative trader is not really optimised to make an easy profit. Instead it has been designed with an eye to keeping its crew and cargo safe in potentially hazardous circumstances. To that end it carries armor, extra agility and a hefty laser armament, much of it hidden in popup turrets.
Unfortunately, the drawback is the very high energy requirements, which have been met using a state-of-the-art TL-15 fusion powerplant. The powerplant accounts for a quarter of the ship's cost, but is deemed well worth it when balancing extra cargo space versus safety features.
The crew have separate staterooms, and an extra four staterooms are set aside for high passengers, or more likely, senior merchants, negotiators and salespeople. A laboratory is supplied for immediate analysis of local products, and a mining laser gives the flexibility to perform a small amount of prospecting.
The ship is streamlined, and can thus land on most worlds without difficulty. Space is supplied for a slow pinnace, to enable in-orbit cargo loading, but some crews replace this with a faster pinnace, to give greater in-system speed when time is of the essence. An air/raft garage is also supplied. For safety reasons, a 10-ton lifeboat is included, as are emergency low berths for all of the crew and 2 passengers.
The ship is designed to operate for up to 8 weeks without refuel or stores replenishment, and has fuel scoops and purification plants to enable wilderness refuelling.
Krondark's Wave - Lanthium Petal Class Speculative Trader
Designed by: Falkayn
Statistics:
800-ton Hull (Flattened Sphere) - Streamlined
AC: 13 (10 vs. Meson Guns) AR: 1 (TL-13) SI: 205 Initiative: 2
Starship Size: Medium Cost: 361.878 MCr (452.347 MCr without discount)
Model/7 (PP: 57/13) Computer Avionics: Less than 1,000-ton Sensors: System Wide Communications: Long Range (Maser)
Cargo: 160.0-tons Extra Ship's Stores: 16 person/weeks of Luxury Stores, 56 person/weeks of Standard Stores,
Annual Maintenance = 36.188 KCr (18.094 KCr if routinely maintained)
Routine Maintenance = 9.047 KCr/Month (90.47 KCr per year)
Performance:
Jump-3 (enough fuel for 1x Jump-3)
Acceleration: 2-G Agility: 2
Power Plant: TL-15 Fusion (60 EP output, enough fuel for 8 weeks)
Fuel Scoops, Fuel Purification Plant (TL-13, 7hrs per 400 tons of fuel)
Atmospheric Speeds: NOE = 1,175kph Cruising = 3,525kph Maximum = 4,700kph
Weapons:
Hardpoints: 7
1x Single Mining Laser Turret TL-13, +2 To Hit, 2d6 (20/x1), Range: 15,000km
4x Triple Popup Pulse Laser Turret TL-13, +4 To Hit, 4d10 (19/x2), Range: 45,000km
2x Double Sandcaster Turret TL-13, +3 AC, Ammo: 40 sand canisters
Ship's Vehicles:
1x 5-ton vehicle hangar
1x 40-ton small craft (Internal Hangar)
1x 10-ton small craft (Internal Hangar)
Launch facilities for 1 Craft per turn
Accomodations & Fittings:
18x Single Occupancy Stateroom (18 People)
4x Emergency Low Berth (16 People)
2x Standalone Fresher
1x Laboratory (2 Scientists)
1x Sickbay (2 Patients)
1x Autodoc
4x Airlocks
Crew Details:
1x Pilot
1x Astrogator
3x Engineer
1x Steward
1x Medic
7x Gunner
4x Passengers
Description:
Designed for frontier exploratory trading, the Lanthium Petal class speculative trader is not really optimised to make an easy profit. Instead it has been designed with an eye to keeping its crew and cargo safe in potentially hazardous circumstances. To that end it carries armor, extra agility and a hefty laser armament, much of it hidden in popup turrets.
Unfortunately, the drawback is the very high energy requirements, which have been met using a state-of-the-art TL-15 fusion powerplant. The powerplant accounts for a quarter of the ship's cost, but is deemed well worth it when balancing extra cargo space versus safety features.
The crew have separate staterooms, and an extra four staterooms are set aside for high passengers, or more likely, senior merchants, negotiators and salespeople. A laboratory is supplied for immediate analysis of local products, and a mining laser gives the flexibility to perform a small amount of prospecting.
The ship is streamlined, and can thus land on most worlds without difficulty. Space is supplied for a slow pinnace, to enable in-orbit cargo loading, but some crews replace this with a faster pinnace, to give greater in-system speed when time is of the essence. An air/raft garage is also supplied. For safety reasons, a 10-ton lifeboat is included, as are emergency low berths for all of the crew and 2 passengers.
The ship is designed to operate for up to 8 weeks without refuel or stores replenishment, and has fuel scoops and purification plants to enable wilderness refuelling.