Free Traders - An Alternative Vision

This morning, I found myself imagining another Traveller, where the Free Trader was a far more powerful ship than the current official rules allow.

I had this vision of Free Traders being this workhorse type of ship, able to cross any distance between the stars, albeit very slowly: its rating of Jump-1 meant that it traversed the gulfs of space at a rate of one parsec a week, so that it could make a trip of four parsecs in a single Jump - one which lasted for four weeks.

I also envisaged Free Traders being designed to be able to haul much larger cargos - up to an additional 800 dt, meaning that the same Free Trader could haul up to 1000 dt at Jump-1. In fact, the ship is designed to accept external modules of 100dt, up to eight of them, each providing different functions depending on what they were designed for, e.g. long-range living modules for passengers or families of passengers, reefer cargo modules for refrigerated cargos, laboratory modules, prison modules, cold sleep modules, sickbay modules, colony-in-a-can modules ... if it can be squeezed into a 100 dt can, a Free Trader can haul it. And they go everywhere.

The one drawback to the arrangement would be that the Free Trader would only be partially streamlined in atmo as long as it was hauling its daisy chain of modules. Fortunately, the ship could be detached from the daisy chain to give it the full manoeuvrability of full streamlining, and the modules are designed with grav propulsion to allow them to continue on their way to their destination when they hit atmo, on autopilot. They wouldn't just fall to the surface if the ship abandoned them; though nothing would stop another Free Trader sneaking in and attaching itself to the front of the abandoned daisy chain to hijack it in mid-flight, and in fact jackers probably set up ambushes in high atmo to pull off just that sort of trick, attacking the incoming trader to force it to abandon its daisy chain so that the bad guys could come in with their own Free Trader and steal the whole daisy chain all at once.

The last two parts of this vision had trains of Free Traders, each straining to the limits of their engines' power, to haul massive behemoths like 250,000-ton capital ships out of the shipyard facility (before they are recommissioned as Free Traders, the ships were built as tugs) and the Free Trader's big cousin, a thousand-ton trader capable of hauling much larger daisy chains of kiloton external cargo modules, up to nine of them at a time, traversing Jump space at the same slow pace as Free Traders.

A pity that High Guard rules and Traveller's RAW don't allow for that. Of course trade would be altered. That's the whole point.
 
alex_greene said:
A pity that High Guard rules and Traveller's RAW don't allow for that. Of course trade would be altered. That's the whole point.

There are alternate drives.
 
When I did "ships Of Gold" I included a 500 ton Star train...it as little internal cargo space, passenger staterooms, etc..It carries up to 1500 tons of cargo on a towing rig ( external cargo clamps)


It's heavily armed and heavily armored, and if it jettisons its cargo pods it turns into a very agile heavily armed 500-ton combat vessel. It could tank on two corsairs or an Ambushfrigate and stand a damn good chance of winning.

My Caennai Class Merchantman is the same....It has more tonnage internal but has cargo clamps that allow it to push a LOT more tonnage. If it drops its cargo rack once again it becomes a very agile well-armed merchant corvette. Both are 500 tons but the concept can b scaled up or scaled down as needed. carrying cargo externally allows for more internal space to be devoted to drives, weapons and armor. Or passenger facilities so you have a comfy place to hang yer vacc suit.

I discovered that the design concept has a huge degree of flexibility and on short jump routes it can make a LOT of cash fast hauling huge loads.it also allows for a long ranged high Thrust design when not carrying external cargo.If you arm the ship and armor it...If attacked it can blow the explosive bolts on the external racks, defend itself at high Thrust with a highly concentrated amount of armor and weapons. A 200 ton trader wit a single triple turret and a 50 ton bay that can still carry its own tonnage in external cargo is definitely an attractive prospect if people have to worry about pirates.

Imagine the expression on some poor Pirate who jumped a juicy looking target that at a distance looks and moves like a heavy hauler, and then gets hit by a small particle bay from a ship pushing 5-6 gees and armored like a combat ship it won't make that mistake again...

umm....both of my books over on Drivethru PRG :D (looks ashamed) I mean if ya want to see how I set the design up...
 
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