Superyachts

Minty

Mongoose
I'd like to talk about the sort of ship one might own when one has real money.

When 50 megacreds for the core-book Yacht is slumming it.

We've all seen superyachts of the maritime variety, so let's run with that. I created one myself for the Marchioness of the Subsector where I set all my games, and I thought I'd share her, and talk about the concept of superyachts in Traveller.

The Dancer Goddess, is Marchioness Tuesday Sterling's yacht.

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Dancer Goddess 1'000 ton superyacht

1'000 Ton Distributed Hull       MCr90
Bonded Superdense Armour     50t MCr50
Class-L Jump Drive           60t MCr110
Class-L Manouver Drive       21t MCr44
Class-L Power Plant          34t MCr88

Jump Fuel                   400t
Operations Fuel             44t

Bridge                       20t MCr5
Computer Model 5fib              MCr15
Intellect                        MCr1
Jump Control/3                   MCr3
Evade/2                          MCr2
Very Advanced Sensors         5t MCr4

Four Triple Turrets           4t MCr16
Beam/Beam/Beam

10 Crew Staterooms            40t MCr5

20 Passenger Staterooms       80t MCr10
1 Quad-Stateroom Suite        16t MCr2
Luxuries                     100t MCr10
Appointments                      MCr3.84

Marchioness' Pinnace          40t
2 Ship's Boats                60t
Cargo Bay                     76t

total:                            MCr. 406.14
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Sneaking in at a hair over half a billion Credits including small craft this is the sort of vessel that turns heads.

She pulls 3-g of thrust and Jump-3, carrying enough Jump fuel for one Jump 3, one Jump 1 and four weeks of ops.

Why? Because in Subsector Elan, where she is designed to operate there are no worlds which cannot be reached by Jump-3 - however, the Marchioness is a target, so the ship carries enough fuel for an emergency jump-1 at all times, even immediately after jumping into a system. There are no lone systems, so Jump-1 will always be enough to reach another world.

Equipped with Superdense armour, powerful sensors and weapons she is designed to protect her high-value passenger(s). Four turrets mount all beam lasers. given that the Dancer Goddess is always prepared to run or Jump and will never offer a stand-up fight her weapons are primarily intended to shoot down missiles. She will not hang around long enough for lasers to be a threat.

She has ten staterooms appointed to mere 'fancy' standards for her crew of 17. Captain, pilot, Navigator/Astrogator, 2 Engineers, 4 Gunners, 2 Cheffs, 6 Stewards. The Captain, Pilot and Navigator each have their own cabin, the others are double-occupancy. A Medic is not required since the Marchioness never travels without her personal physician.

She has 20 staterooms appointed to 'Sybaritic excess' for the Marchioness' guests. The 'appointments' cost listed is based on the housing rules in LBB8 - 10 Kilocreds per square meter. Magnificent silk carpets. Walls lined with marble, polished walnut and cultured ivory. The finest artworks on the walls. You name it. Furniture, however, is not included in the listed price.

A full 100 Dtons of luxuries includes such extravagances as lounges, a dining room, holotheatre, zero-g recreation room, library and an eight Dton three-deck-tall salt-water aquarium. Because that is how you show off.

The Marchioness' suite is four-times larger than a standard stateroom and has a direct, discrete access to the hangar.

The two Ship's Boats are fitted for fuel-scooping in an emergency, though refueling in the wold is not standard practice. They are usually used for utility and are suitable as lifeboats. The Marchioness' Pinnace is as fabulously appointed as the Dancer Goddess and is used exclusively for ferrying passengers, and the Marchioness, of course, to or from the ship. It is also usable as a lifeboat.


This is the sort of vessel you need if you don't merely own estates and businesses, but planets. It's the sort of vessel to inspire envy in your underlings, admiration in their underlings and flat disbelief in their underlings underlings.
 
For the super-rich and those of lofty social elevation, this is pretty much a personal runabout with a bit of room for friends, companions, and perhaps a (potential) business partner. A single person who can command the resources of a system would have little difficulty affording something along these lines, but built to the scale of a Shakarkha (from Supplement Ten) or even larger. Someone on the level of a count or so probably isn't going to realize that traveling in a personal vehicle with a crew of less than two hundred is even possible on an official basis - after all, no one he knows or deals with does such a thing.
 
You need Fast cycle Jump feature from High Guard to be able to avoid the 1-16 hour capacitor recharging after exiting a previous Jump. Small price to pay.
 
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