Jame's Hyperdrive Freighter Store

Jame Rowe

Emperor Mongoose
I would like to make up a few vessels using the hyperdrive rules provided in the core rulebook.

All of the following are produced by Selena Shipyards Limited and each are intended as configurable designs, which means that they can be set up to meet each individual purchaser's desires (for a base 10% extra charge if not using the standard design).

Here is my attempt at a hyperdrive-using 400 ton freighter.
TL 12.
400 ton streamlined self-sealing hull. Hull 8, structure 8, armor 0, cost MCr 21.6.
Hyperdrive B, 30 tons, 20 MCr.
Manuever drive D, 7 tons, 16 MCr.
Power plant D, 13 tons, 32 MCr.
Fuel, 16 tons. Allows 4 weeks operation between refuellings.
Bridge, 20 tons, 2 MCr.
Computer, Model/2, rating 10, 0.3 MCr. Built at TL 12.
Electronics, basic military (sans Jammers), 2 tons, 1 MCr.
13 staterooms, 52 tons, 6.5 MCr.
9 Low berths, 4.5 tons, 4.5 MCr.
4 double turrets, 4 tons, 2 MCr.
4 beam lasers, 4 MCr.
2 missile racks, 1.5 MCr.
2 sandcasters, 0.5 MCr.
Lifeboat, 20 tons, 14 MCr.
Air/Raft, 4 tons, 0.275 MCr.
13 Escape Pods, 6.5 tons, 1.3 MCr
Software, Intellect, Rating 10, 1 MCr
Jump Control 2, Rating 10, 0.2 MCr
Fire Control 1, rating 5, 2 MCr
Library, Rating 0, no price.
Manuever Control, Rating 0, no price.
220 tons cargo.

This particular freighter model is designed for frontier operation, and although it is based off of the old Akkigish Fat Trader model of Jump-Drive freighter, it is slightly faster. It has greater endurance, which allows it to provide services over a fairly long trade route.
 
1000 ton hyperdrive heavy freighter (based upon the model in the MGT core rules book), Distributed self-sealing hull (100 MCr)

Hyperdrive D: 50 tons, 40 MCr
Manuever Drive H: 15 tons, 32 MCr
Power Plant H: 25 tons, 64 MCr
Fuel: 50 tons (3 weeks operation)
Computer Model/2 (rating 10): 0.16 MCr
Bridge: 20 tons, 5 MCr
Sensors: Advanced Civilian (as Basic Military except without jammers): 2 tons, 0.5 MCr
14 Staterooms: 56 tons, 7 MCr
14 Escape Pods: 7 tons, 0.14 MCr
5 Double Turrets: 5 tons, 2.5 MCr
6 Beam Lasers: 6 MCr
4 sandcasters: 1 MCr
3 Fuel Processors: 3 tons, 0.15 MCr
Shuttle: 95 tons, 33 MCr
Air/Raft: 4 tons, 0.275 MCr
Software: Manuever/0 and Library/0 Included
Jump Control/2 (Rating 10), 0.2 MCr
660 tons cargo, 8 tons space for improvements
12 crew, 228 MCr and 10 months to build.
 
TL 12 200 ton streamlined self-sealing hull. Hull 4, structure 4, armor 4 crystaliron (10 tons, 1.6 MCr), cost MCr 9.9.
Hyperdrive A, 20 tons, 10 MCr.
Manuever drive B, 3 tons, 8 MCr.
Power plant B, 7 tons, 16 MCr.
Fuel, 16 tons. Allows 8 weeks operation between refuellings.
Bridge, 10 tons, 1 MCr.
Computer, Model/2, rating 10, 0.16 MCr. Built at TL 12.
Electronics, basic civilian, 1 tons, 0.05 MCr.
10 staterooms, 40 tons, 5 MCr.
10 Low berths, 5 tons, 1 MCr.
2 double turrets, 2 tons, 1 MCr.
2 beam lasers, 2 MCr.
2 sandcasters, 0.5 MCr.
Air/Raft, 4 tons, 0.275 MCr.
10 Escape Pods, 5 tons, 1 MCr
Fuel Processor: 1 ton, 0.05 MCr
Software, Intellect, Rating 10, 1 MCr
Jump Control 2, Rating 10, 0.2 MCr
Library, Rating 0, no price.
Manuever Control, Rating 0, no price.
90 tons cargo.
Total cost 59.2 MCr.

This particular freighter model is designed for frontier operation, and although it is based off of the old Jayhawk Far Trader model of Jump-Drive freighter, it is slightly faster. This particular iteration is designed for quick easy modification to Q-ship format.
 
100 ton Type-S and 100 ton Seeker

Type-S
100 ton hull, streamlined self-sealing
4 points crystaliron armor
Hyperdrive A, 2 PC range
MDrive A, 2G acceleration
Powerplant A
10 tons fuel, 5 weeks operating range
Bridge: 10 tons
Computer: model/3-fib
Advanced military electronics
4 staterooms
4 escape pods
1 ton fuel processor
5 probe drones
1 double turret
Air Raft
Cargo: 32 tons
Software: Manuever/0, Library, Jump Control 2.

This model has quality sensors and a good computer in order to extend its sensor range. The cargo bay can be modified to hold up to 20 more tons of fuel for extended cruising.

Seeker:
100 ton streamlined selfsealing hull
4 points crystaliron armor
Hyperdrive A, 2 parsec range
MDrive A, 2G acceleration
Powerplant A
10 tons fuel, 5 weeks operating range
Bridge: 10 tons
Model/2-fib computer
Basic military sensors
2 staterooms
Double turret
10 mining drones
1 fuel processor
23 tons cargo
Software: Manuever/0, Library, Jump Control/2

This particular model is based upon a Type-S that an enterpreneur had modified using a hulk and some ingenuity to modify into a mining ship.
 
600 ton Liner, standard self-sealing hull
Hyperdrive D, at TL-11 only allows 2 PC/day thrust
Manuever-F, allows 3G performance
Powerplant F
Fuel: 60 tons
Bridge: 20 tons
Computer model/3 - size is to allow for passenger use during normal activity
Basic Sensors
50 staterooms
50 escape pods
40 low berths
5 fuel processor units allow for refueling in one day
Fuel scoops
4 double turrets
20 ton launch for conveyance of passengers
Cargo: 163 tons
Software:
Manuever/0, Library, Jump Control/2
 
1000 ton Hyperdrive Long Liner
Standard Selfsealing Hull
4 points crystaliron armor (50 tons)
Hyperdrive D (50 tons)
Manuever-drive L (21 tons, provides 3G acceleration)
Power Plant L (34 tons)
66 tons Fuel (provides 6 weeks operations)
Bridge (20 tons)
Computer model/3Fib (rating 15)
Navicomputer model/2bisfib (rating 10, 15 for jump control)
Basic Military Sensors (2 tons)
130 Staterooms (532 tons)
130 escape pods (65 tons)
40 low berths (20 tons)
4 fuel processors (4 tons, processes fuel in 1 day)
Fuel scoops
2 Ship's Boats (60 tons)
5 double turrets (6 beam lasers in three turrets, 4 sandcasters in 2 turrets)
Cargo: 48 tons general, 5 tons sand cannisters
Software: Manuever/0, Library, Intellect, Jump Control 3, Evade/1
40 crew, 100 passengers (presuming all high passages and no double bunking), 433 MCr with discount, 400 days build time at any Selena Shipyards dockyard. 3 staterooms are used as sickbay and 2 are used as a spa. This type of ship can be converted to a colony ship at a added price of 100 MCr and 3 weeks work.
 
5000 ton superfreighter (hull from Book 2), distributed self-sealing hull
Hyperdrive Z (250 tons)
Manuever-drive Z (47 tons)
Power-plant Z (73 tons)
Fuel: 100 tons
Bridge (60 tons)
Computer: Model/3
Basic Military Electronics (2 tons)
30 staterooms (120 tons)
30 escape pods (15 tons)
120 low berths (60 tons)
Fuel Processor (5 tons)
3 Shuttles (285 tons)
10 double turrets (10 tons, 10 beam lasers, 8 sandcasters, 2 missile lanuchers)
Programs:
Manuever/0, Library, Autorepair 1
Cargo: 4000 tons general, 30 missiles/sand
Total cost 1225.125 Mcr.

A colony ship variant adds 4000 low berths, 30 cutter modules of various types, 4 ATVs and 3 more shuttles. Cargo space is 590 tons and the cost is 1425.05 MCr.
 
600 ton long liner

Standard selfsealing hull
Hyperdrive D
Manuever-drive F
Powerplant F
Fuel: 60 tons
Bridge
50 staterooms
50 escape pods
5 fuel processors
Fuel scoops
4 double turrets
Launch (20 tons)
Cargo: 163 tons

Software: Manuever/0, Library, Jump-control 3

Total cost is 244.7 MCr.
 
I like these designs, keep them coming!

It is good to see people using the optional drive rules and comparing them to the "standard" traveller design.
 
I will. Just gotta make a few more, and get the energy to put my warship designs up (I'm going to put those up last though).
 
200 ton hyperdrive yacht, streamlined selfsealing hull MCr 10
Hull 4 Structure 4
Hyperdrive A: 20 tons, 10 MCr
Manuever Drive B: 3 tons, 8 MCr, 2G performance
Power Plant B: 7 tons, 16 MCr
Fuel: 24 tons, 6 weeks endurance
Bridge: 10 tons, 1 MCr
Model/2 Computer Fib: MCr 0.32
Basic civilian sensors: 1 ton, MCr 0.05
17 staterooms: 68 tons, 8.5 MCr
17 escape pods: 8.5 tons, 1.7 MCr
Fuel Processors: 2 tons, MCr 0.1
Luxuries: 2 tons, MCr 0.2
2 double turrets: 2 tons, 1 MCr
Ship's Boat: 30 tons, 16 MCr
Air/Raft: 4 tons, 0.1 MCr
Cargo: 28.5 tons
Software: Library and Manuever/0 included
Jump Control 2: MCr 0.2
Total Cost 78.97 MCr

A variant without escape pods is available; cargo space increases to 37 tons and cost decreases to 77.27 MCr.
 
400 ton hyperdrive lab ship: distributed selfsealing hull: 16 MCr
Structure 8 Hull 8
Hyperdrive B: 30 tons, 20 MCr
Manuever Drive D: 7 tons, 12 MCr
Power Plant D: 13 tons, 32 MCr
Fuel: 32 tons, 8 weeks ops
Bridge: 20 tons, 2 MCr
Computer/4 Fib: 7.5 MCr
Very Advanced Sensors: 5 tons, 4 MCr
20 Staterooms: 80 tons, 10 MCr
20 Escape Pods: 10 tons, 2 MCr
2 Double Turrets: 2 tons, 1 MCr
Lab Space: 100 tons, price depends upon configuration
25 probe drones: 5 tons, 2.5 MCr
Pinnace: 40 tons, 20 MCr
Cargo: 56 tons
Software: Library, Manuever/0 included,
Jump Control 2: 0.2 MCr

Total cost 127.2 MCr.
 
400 ton hyperdrive Type T patrol cruiser: streamlined selfsealing reflec hull: 60 MCr
Structure 8 Hull 8
Armor: 8 points crystaliron, 40 tons, 6.4 MCr
Hyperdrive B: 30 tons, 20 MCr
Manuever H: 15 tons, 38 MCr
Power Plant H: 25 tons, 64 MCr
Bridge: 20 tons, 2 MCr
Computer/4 Fib: MCr 7.5
Very Advanced Sensors: 5 tons, 4 MCr
15 staterooms: 60 tons, 7.5 MCr
15 escape pods: 7.5 tons, 1.5 MCr
Fuel Processor: 3 tons, 0.15 MCr
4 triple turrets: 4 tons, 4 MCr
6 beam lasers: 6 MCr
4 missile launchers: 3 MCr
2 sandcasters: 0.5 MCr
Ship's Boat: 30 tons, 16 MCr
Nuclear Damper: 50 tons, 50 MCr
Cargo: 40 tons general, 17.5 tons missile storage
Software: Manuever/0, Library included
Fire Control 3: 6 MCr
Jump Control 3: 6 MCr
Evade 2: 2 MCr
Total coast 245.85 MCr
 
800 ton hyperdrive mercenary cruiser, streamlined selfsealing hull: 96 MCr
4 points crystaliron armor: 40 tons, 16 MCr Structure: 16 Hull: 16
Hyperdrive C: 40 tons, 30 MCr
Manuever Drive L: 21 tons, 44 MCr
Power Plant L: 34 tons, 88 MCr
Fuel: 60 tons (6 weeks ops)
Bridge: 20 tons, 4 MCr
Computer model/3 Fib: 3 MCr
Military Electronics: 2 tons, 1 MCr
50 Staterooms: 200 tons, 25 MCr
50 Escape Pods: 25 tons, 5 MCr
8 triple turrets: 8 tons, 8 MCr
12 beam lasers: 12 MCr
6 missile launchers: 4.5 MCr
6 sandcasters: 1.5 MCr
2 modular cutters: 100 tons, 56 MCr
2 open modules: 60 tons, 0.2 MCr
2 ATV modules: 60 tons, 2.6 MCr (stored within modular cutters)
Air/Raft: 4 tons, 0.55 MCr
2 AFVs: 20 tons, 0.1 MCr
Repair drones: 8 tons, 1.6 MCr
Cargo: 98 tons
Software: Library, Manuever/0 Included
Jump control 3: 0.3 MCr
Evade 3: 3 MCr
Fire Control 3: 6 MCr
Auto-repair 2: 10 MCr

Total cost: 418.35 MCr
 
400 Ton Corsair
No armor
(Military Version has 4 points Crystaliron armor for 20 tons and 8 MCr)
Hyperdrive B: 30 tons, 20 MCr
Manuever F: 11 tons, 24 MCr
Power Plant F: 19 tons, 48 MCr
36 tons fuel, sufficient for 6 weeks ops
Bridge: 20 tons, 2 MCr
Model/3fib computer: 3 MCr (military version has 3, for a total cost of 9MCr)
Military Electronics: 2 tons, 1 MCr
10 staterooms: 40 tons, 5 MCr
20 low berths: 10 tons, 1 MCr
3 triple turrets: 3 tons, 3 MCr
6 beam lasers: 6 MCr
3 sandcasters: 0.75 MCr
(Military version has missile bay of 51 tons and 12 MCr)
Repair Drones: 4 tons, 0.8 MCr
Software:
Manuever/0: Included
Library/0: Included
Jump Control/2: 0.2 MCr
Evade/2: 2 MCr
Fire Control 2: 4 MCr
Auto Repair 2: 10 MCr
Cargo: 224 tons (military version carries 153 tons)
Total Cost: 146.4 MCr (militaryy version is 162.6 MCr)

The 400 ton corsair is intended as a commerce-raiding, quick-strike vessel that will attack enemy civilian shipping. The “civilian” version lacks armor and a bay, as it is not intended to stand up to any enemy combatants. It has enough space to hold a 200 ton trader depending on configuration. The military version has light armor and a missile bay, sacrificing some cargo space to provide enough structure to provide time to make a quick strike while escaping—the theory is that the military version could make an attack run with the bay weapon in the hopes of confounding the enemy enough for long enough to allow the vessel to escape. In addition, the military corsair is designed to act as an escort in a fleet action, using its bay weapon to inflict damage to destroyer- and cruiser-sized vessels and force them out of the fight while their allied heavy ships concentrate on the enemy battle line.
 
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