Atm I am trying and failing to create a TL 16 Special Arm merchant vessel. My points were to have it as if it was TL 16 constructed and that it be Jump 3 minimum. It should also have been able to pay itself ok with its mortgage and such.
Struggled so much, have I, that I have unearthed my old TL 16 merchant design, the Stubby 2.0 and am now going to use that as a base for my craft, updating the incorrect M-Drive into a Thrust 2 Gravitic Drive and boosting the J-Drive and P-Plant to B-class, whilst removing certain elements I threw in because I had the creds left over :roll:
Anyway, heres my work (in progress)
This is a ship that I've designed and then redesigned. I have no idea about mortgage payments as I have yet to work all that out.
Like I said, a work in progess. It'll be renamed and may be cooler than this one.
When the Special Arm take it out, it wont be used as a merchant, but rather as a light craft known to be holding Star Triggers, an ancient ship dug up for use in deterrant.
Struggled so much, have I, that I have unearthed my old TL 16 merchant design, the Stubby 2.0 and am now going to use that as a base for my craft, updating the incorrect M-Drive into a Thrust 2 Gravitic Drive and boosting the J-Drive and P-Plant to B-class, whilst removing certain elements I threw in because I had the creds left over :roll:
Anyway, heres my work (in progress)
Stubby 3.0, built on Darrian (TL 16 world).
Hull - TL 12, 100 tons, streamlined. Hull 2, Structure 2. 1,800,000 credits.
TL 13 B-class J-Drive. Jump 2. 15 Tons. 17,000,000 credits.
TL 9 (scrapheap) A-class M-Drive. Thrust 2. 2 tons. 2,200,000 credits.
TL 11 B-class Power-Plant. 7 tons. 12,000,000 credits.
(Total = 24 dtons)
Bridge (Holo-controls, TL 12 Hardened) 10 tons. 725,000 credits
Computer. Model 2 (bis) (scrapheap part) 156,000 credits
Electronics. TL 8 (scrapheap) Standard. 0 credits.
(34 dtons)
Weapon - Hardpoint #1 TL 9 Triple Turret (scrapheap part). 1 ton. 650,000 credits.
TL 10 Particle Beam (High Yield, Long Range) 3,800,000 credits
TL 11 Beam Laser (High Yield, Long Range) 900,000 credits
TL 9 Sand Caster (Resilient) (scrapheap part) 200,000 credits
(35 dtons)
Sand Ammo (x20) 1 ton. 10,000 credits.
(36 dtons)
Fuel. 44 tons. One Jump-4 and two weeks of operation
(80 dtons)
Cargo and Low Berths = 14 dtons
One Stateroom (4 dtons)
(98 dtons)
Extras
Fuel Scoop.
Fuel Processors (2 dtons) 100,000 credits.
Ship's Locker.
Ship Software
Manoeuvre/0
Jump Control/4 400,000 credits.
Library
Intelligent Interface (TL 11) 75 credits.
Agent (TL 12, Rating One) 1,600 credits.
Expert Programs (all TL 12, Rating 2);
(Astrogation, Comms, Engineer, Gunner, Pilot, Sensors) 8,000 x6
This is a ship that I've designed and then redesigned. I have no idea about mortgage payments as I have yet to work all that out.
Like I said, a work in progess. It'll be renamed and may be cooler than this one.

When the Special Arm take it out, it wont be used as a merchant, but rather as a light craft known to be holding Star Triggers, an ancient ship dug up for use in deterrant.