Two Starships
I’ve been playing with the current (Mongoose Publishing) edition of Traveller, specifically their version of the High Guard starship design rules. Here are a couple of ship designs that might possibly be relevant to another project I’m working on. Also, hopefully, of interest to Traveller fans . . .
Niarchos-class Far Trader (Modified)
These small merchant vessels are based on the TL12 Niarchos-class far trader, but have been specifically modified to support covert operations. They may (appear to) make a profit through normal free-trade operations, but are also likely to be covertly subsidized by an interstellar state.
- Tech Level: 12
- Hull: 200 tons, streamlined (80 Hull points, MCr12)
- Armor: Crystaliron, 2 points (5 tons, MCr1.2)
- M-Drive: Thrust 2 (4 tons, MCr8)
- J-Drive: Jump 2 (15 tons, MCr22.5)
- Power Plant: TL12 Fusion, Power 105 (7 tons, MCr7)
- Fuel Tanks: Jump 2, 4 weeks operation (41 tons)
- Bridge: Standard (10 tons, MCr1)
- Computer: Computer/20 (MCr5)
- Sensors: Improved (Power 4, 3 tons, MCr4.3)
- Weapons: Double turret with pop-up mounting, Pulse Laser x2 (Power 9, 2 tons, MCr3.5)
- Systems:
- Fuel Scoop
- Fuel Processor – 40 tons/day (Power 2, 2 tons, MCr0.1)
- Cargo Crane (3 tons, MCr3)
- Advanced Probe Drones – 5 TL12 drones (1 ton, MCr0.8)
- Library (4 tons, MCr4)
- Staterooms:
- High Staterooms x1 (6 tons, MCr0.8)
- Standard Staterooms x8 (32 tons, MCr4)
- Low Berths x6 (Power 1, 3 tons, MCr0.3)
- Software:
- Electronic Warfare/1 (Bandwidth 10, MCr15)
- Maneuver/0 (Bandwidth 0)
- Jump Control/2 (Bandwidth 10, MCr0.2)
- Library (Bandwidth 0)
- Common Areas: 10 tons (MCr1)
- Cargo: 52 tons
- Standard Crew: Pilot, Astrogator, Engineer, Gunner, Medic, Steward. Usual crew roster combines Pilot and Astrogator, Engineer and Gunner, and Medic and Steward.
- Cost: MCr93.7, monthly maintenance cost Cr7810.
Chen Zuyi-class Corsair
These ships were designed for long-term operation and small-scale commerce raiding in hostile space. Most of them have been sold to pirates, mercenaries, planetary governments seeking to maintain their independence, and other “troublemakers.”
- Tech Level: 11
- Hull: 400 tons, streamlined (160 Hull points, MCr24)
- Armor: Crystaliron, 4 points (20 tons, MCr4.8)
- M-Drive: Thrust 3 (12 tons, MCr24)
- J-Drive: Jump 2 (25 tons, MCr37.5)
- Power Plant: TL8 Fusion, Power 250 (25 tons, MCr12.5)
- Fuel Tanks: Jump 2, 4 weeks operation (83 tons)
- Bridge: Standard (20 tons, MCr2)
- Computer: Computer/15 (MCr2)
- Sensors: Military Grade (Power 2, 2 tons, MCr4.1)
- Weapons:
- Triple turret, Pulse Laser x3 (Power 13, 1 ton, MCr4)
- Triple turret, Pulse Laser x3 (Power 13, 1 ton, MCr4)
- Triple turret, Missile Rack x3 (Power 1, 1 ton, MCr3.25)
- Systems:
- Fuel Scoop
- Fuel Processor – 80 tons/day (Power 4, 4 tons, MCr0.2)
- Cargo Crane (3 tons, MCr3)
- Breaching Tube (3 tons, MCr3)
- Forced Linkage Apparatus (2 tons, MCr0.075)
- Armory x2 (2 tons, MCr0.5)
- Medical Bay (4 tons, MCr2)
- Training Facilities x12 (Power 24, 24 tons, MCr4.8)
- Workshop x2 (12 tons, MCr1.8)
- Staterooms:
- High Staterooms x1 (6 tons, MCr0.8)
- Standard Staterooms x4 (16 tons, MCr2, set up for double occupancy)
- Barracks x12 (24 tons, MCr1.2)
- Brig x1 (4 tons, MCr0.25)
- Low Berths x6 (Power 1, 3 tons, MCr0.3)
- Software:
- Fire Control/1 (Bandwidth 5, MCr2)
- Maneuver/0 (Bandwidth 0)
- Jump Control/2 (Bandwidth 10, MCr0.2)
- Library (Bandwidth 0)
- Common Areas: 13 tons (MCr1.3)
- Cargo: 90 tons
- Standard Crew: Pilot, Astrogator, 2 Engineers, 3 Gunners, Medic, 12 Marines.
- Cost: MCr145.575, monthly maintenance cost Cr12200.