Code:
400 Ton Hull AF [400] 17.6
Bridge 20 2
Basic Military Sensors 3 2
Computer 1 – 0.03
Ship’s Locker – 0.1
MD B = 1 3 8
JD B = 1 15 20
PP B = 1 7 16
PP Fuel 2wk 4 0
Jump Fuel 1J1 40 0
1 launches 20 14
10 SR 40 5
10 LB 5 0.5
2xHard Point 0 0.2
2xFC Tonnage 2 0
Cargo 241 0
===== =======
400 85.13
2week month Item (prices in KCr)
172 344 Normally Financed Payment (20% down)
22 44 Fuel
20 40 Maintenance
10 20 Life Support 10 SR
0.5 1 Life Support 10 LB
3 6 Captain/pilot
2.5 5 Navigator
2 4 Engineer
2 4 Medic
2 4 2 stewards
2 4 2 gunners
[20] [40] 2 High Passengers
[10] [20] 10 Low Passengers
[241] [482] freight 241/2weeks.
=============
238 476 Expenses ST
[271] [542] Income ST
=============
[33] [66] Net
Note that 2 HP can be found most of the time, and the loss of 4MCr/Jump is no big deal for devolving to mids.
10 LP can usually be filled.
Filling the hold is going to be more of an issue, but should be doable; if speculation is done (with an expectation of about KCr2 per ton in play) she's able to turn a profit right out of the gate. No margin for sloppiness.
One other thought: this brings up two VERY broken bits in MoTrav Draft 3.x:
Crewing: Flat rate 1/50Td is broken. BADLY.
Stewards are the other broken element: under CT & MT a steward (presumed skill level 1) could support 8 high passengers, verus MoTrav's 1.
Mid Passenger under CT didn't require stewards. MT required 1:50. MoTrav requires 1:10 for the presumed level 1 steward.
I'd suggest:
A simplification from Bk 2 may be in order;
- Operations (Pilot, Nav, Commo, Sens, Admin/support weenies) 1/100
- Gunnery: 1 per battery with minimum 1/50 Td of armaments & screens
- Engineers: 1 per 35 tons of drives (round up)
- Stewards: 1 per X passengers
- 5*Level HP
- 10*(Level + 1) MP
This puts 8 hours of steward time per HP per jump as the norm. MP get 2 hours per jump with a nominal steward.
Steerage should be counted as about 1/3 a mid... you're just swilling hogs at that point!