Merchant Starships

JBRocky

Banded Mongoose
In my professional life I work in Transportation and Logistics, and one of my favorite things has always been Merchants and their ships. I know about and have Supplement 10 but it doesn't have what I am looking for. What I am wanting to see is bigger ships like the ones in the back of GURPS Far Trader, since I dislike the GURPS rules does anyone know or have stats for the big guys? In particular I am looking for stuff such as a Lighter which makes loading and unloading much quicker for a faster turn around.
 
I have a book full of Merchant designs for MgT1 in process, of converting....ranging from 10 transport drones up to 2000 ton Heavy Haulers...Unfortunately, I have to format and do layout to get it ready.
 
JBRocky said:
What I am wanting to see is bigger ships like the ones in the back of GURPS Far Trader...
Yep, the same with me. I always wondered how a new colony is founded in the Traveller universe, because in my view this would require ships able to transport thousands of colonists plus all of their equipment and vehicles. I know of a couple of truly big warship designs, but I am not aware of any designs of equally big civilian ships.
 
I made a back of the envelope estimate of a major trade route, as between a few population A subsector capitals and came up with this:

Heavy Long-Haul Freighter
70 000 dT (excluding jump fuel in external tanks)
J-3, M-1 (while carrying a 30 000 dT external tank)
Partially streamlined with scoops and purification plant for wilderness refuelling.
Carries 53 000 dT cargo in 1000 dT modules.
Cost: GCr 18, or GCr 16 in quantity.

It is dependent on major starports to shift the cargo modules, but can refuel itself in the wilderness.

Code:
TL 12        Hull 31500                                   18 035,6    
                      Desired    ∆TL    Rat    #    dTon    Cost    Power
Hull                                               70000            14000
Config    Sphere           3             3                  3383    
Hull strength    Light     1             1                
Repair Drones              1             1           700     140    
                                
JumpD        Budget        3     -0      3     1    7505    8443    39000      Energy Inefficient
ManœuvreD    Budget        1     -0      2     1    1000    1500    13000      Energy Inefficient
PowerP  TL8  High Technology      3            1    3710    2783    53007
    Emergency Power        1                   1     371     278    
                                
Drop Tank Collar 30 000 dT 1             1     1     120      60    
Drop Tanks       30 000 dT 3                                 750    
Fuel, Jump                                
Fuel, Power                4             4     1     371        
Fuel Purification       24 h          24 h     1    1500      75    
                                
Bridge                     1                   1      60     350    
Comp           CORE/40     8            40     1              45    
Backup Comp    m/15fib     3            15     1               3    
                                
Sensors             Improved             3     1       3       4        4
Array               Distributed          3     1       6       9    
Signal Processing   Improved             1     1       1       4        1
Shallow Pen Suite                              1      10       5        1
                                
Staterooms              100%           180   180     720      90    
Common Areas             50%           50%     1     360      36    
Escape Capsule             1                 360     180       7    
Library                    1                   1       4       4    
Medical Bay  5% of crew    1                   2       8       4    
Workshop                   1                   1       6       1    
Low Berths                10            10     1       5       1        1
Cargo                                                199        
Module        1 000 dT    53                       53000        
                                                               
Craft            40 dT     2                   2     160      32    
                                
                                
                                
                                
Software                                                      15    
Intellect/1          10    9             1     1               1    
Jump Control/3       15    3             3     1               0,3    
Evade/2              15    9             2     1               2    
Virtual Crew/0        5    9             1     1               1    
Anti-Hijack/2        12    9             2     1              14                             
Auto-Repair/2        20    9             2     1              10    
                                
Expert Systems                                                 1    
                                
                                
Crew                165                        
    Command          24                        
    Bridge            6                        
        Pilot              1                    
        Astrogator         1                    
        Sensor & EW        4                    
    Engineer        420                        
        Engineer         349                    
        Maintenance       70                    
    Service          40                        
        Admin             35                    
        Medic              4,00125                    
        Steward            0,15                    
    Gunner                            
    Flight            4                        
    Troops            0


Passengers        
    High              0
    Mid               5
    Low               0

This is approximately the same cargo capacity as:
640px-MSC_Oscar_%28ship%2C_2014%29_002.jpg



According to my estimate J-3 was cheapest on long trade routes. Less took too many jumps, meaning less cargo carried per year.
 
JBRocky said:
In my professional life I work in Transportation and Logistics, and one of my favorite things has always been Merchants and their ships. I know about and have Supplement 10 but it doesn't have what I am looking for. What I am wanting to see is bigger ships like the ones in the back of GURPS Far Trader, since I dislike the GURPS rules does anyone know or have stats for the big guys? In particular I am looking for stuff such as a Lighter which makes loading and unloading much quicker for a faster turn around.
Have you looked at Star Trader from Zozer Games? Or is that too small of ships than what you're looking for?
 
I've never got around to actually designing the superhaulers but I have always assumed they are common background in star systems along jump routes and planetary stations. Players could get the description of these huge behemoths lumbering at their 1G speeds dwarfing the usual adventure ship with their bulk and at times blotting out the star as they pass. Coming into port would give players the image of what mass is as these things hang in the void taking what feels like tremendous amounts of local space. More often the size of the tanker, cargo hauler and people mover will depend on the size of the starport and the local product demands making those multi hundred thousand ton monsters swarming above the skies awesome yet a bit frightening like Swords of Damocles. The most common merchant superhauler might be hydrogen tankers both for local transport to starports and planetary facilities and to send fuel to systems without their own sources.

The most useful design. in my opinion, would be dedicated colony ships meant to haul all the needs, both people, equipment, supplies and facilities for initial development then, later, additional resources to expand the colony. Costs for such ships would be part of a colonization department.
 
Star trader is a good book for trading and playing with oneself- um I mean solo gaming :)

In the current high guard there's also a 100,000 dton mega-freighter if that's what you're after?
 
Annatar Giftbringer said:
Star trader is a good book for trading and playing with oneself- um I mean solo gaming :)

I use the rules for my "real-time" Imperium markets. It just runs in the background, along with my starport/highport/lowport and city sims and world and jump/xboat route apps. That way, I have info on my screen I can zoom in on when needed during a game session.
 
ShawnDriscoll said:
I use the rules for my "real-time" Imperium markets. It just runs in the background, along with my starport/highport/lowport and city sims and world and jump/xboat route apps. That way, I have info on my screen I can zoom in on when needed during a game session.

Oh, how I wish such software was available to the general Traveller-playing public. :/
 
SSWarlock said:
Oh, how I wish such software was available to the general Traveller-playing public. :/
Me, too. All I can do is watch other peoples apps shown on their YouTube channels from afar. I keep hoping that full-on Traveller apps will be allowed for download some day by either Mongoose or FFE.
 
ShawnDriscoll said:
Annatar Giftbringer said:
Star trader is a good book for trading and playing with oneself- um I mean solo gaming :)

I use the rules for my "real-time" Imperium markets. It just runs in the background, along with my starport/highport/lowport and city sims and world and jump/xboat route apps. That way, I have info on my screen I can zoom in on when needed during a game session.

Woah, hang on... You've got a computer running star trader simulations in the background, so that if and when you at any time during your sessions need fresh trade data, it's right there and you don't even have to lift a finger? Dude, that's awesome!

(And apparently it does other things too?! Sweet)
 
Reminds me how every Traveller fan with a computer back in the 1980s were creating their own Traveller programs, me included.
 
Annatar Giftbringer said:
Woah, hang on... You've got a computer running star trader simulations in the background, so that if and when you at any time during your sessions need fresh trade data, it's right there and you don't even have to lift a finger? Dude, that's awesome!
It's like those screens you see at stock exchange and airline terminals. Readouts of prices/freight/commodities/arrival/departure/jump times from various cities/worlds/mainworlds/systems. With law and tech levels and travel zones listed out in real-time. I'd put it on a phone if I had one. For now, it's just Python 2.5 code on Windows 10, that I have running during games in G+ Hangout. My favorite part is watching the speed of mail across the sectors when set at fast speed.
 
Thanks for all the replies, and Dilbert that is just what I was looking for. Also thanks to everyone for some ideas.
 
Well in the The Traveller Adventure for CT there were Merchantmen in the 1 to 5k dTon range. In years of online discussion in various venues the common assumed freighter was 10k dTons, with ship's up to 50k dTons not being uncommon.

Though a most of the largest ships would be on specific dedicated runs just as they are here. (The new Triple E plus class services 3 ports in the far east and two in Europe, with only one port here in NA being dredged to accommodate it's size...)

When I have done plans for 4k+ dTon freighters they all have tended to look like Highliners from Dune.....
 
Reynard said:
Reminds me how every Traveller fan with a computer back in the 1980s were creating their own Traveller programs, me included.
Same here.

The decade of the 80s was the Golden Age of Traveller for me.
 
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