[TAS] Solomani Free Trader

Sageryne

Banded Mongoose
Moon Toad Publishing is proud to announce a new article detailing the Solomani Free Trader.

The Sundowner-class is a 400-dTon Free Trader. Identified as the Type SA, it carries cargo and passengers between the member-states and solitary worlds of the Solomani Confederation. Immediately identifiable by its flattened disk shape and distinctive front docking 20-dTon launch, the Sundowner is twice the size of Third Imperium free traders. The Type SA is known for its tight security and relatively spacious 160-dTon cargo hold.

Ubiquitous within the Confederation and common within the Imperial occupied regions of the old Solomani Sphere, the type is uncommon or rare elsewhere. Type SA Free Traders travelling in the Third Imperium will find themselves under increased scrutiny from navy and customs patrols. For buyers who can tolerate the added attention, these ships can be found at very reasonable prices on the used ship markets bordering Solomani space.

This book includes:

- An 18-page description of the base model TL14 Type SA
- A sample ship with a full crew
- A sample ship designed for TL12
- Four variants (6-pages each): Laboratory ship, Yacht, Auxiliary Hospital and Q-Ship
- Each variant comes with full deckplans and a sample ship
- The article includes numerous adventure hooks for each ship

Check it out at:
https://www.drivethrurpg.com/.../type-sa-solomani-free...
 

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Bought it!
Nice work. That's a really interesting design... however... you got the launch in 'cheaper' using a breakaway hull... except that it's supposed to be MCr2 per ton or MCr16 and you get to 400 tons without including the 20 ton launch at all - should only be 380. Unless I'm missing a point. Which is quite possible.
 
Bought it!
Nice work. That's a really interesting design... however... you got the launch in 'cheaper' using a breakaway hull... except that it's supposed to be MCr2 per ton or MCr16 and you get to 400 tons without including the 20 ton launch at all - should only be 380. Unless I'm missing a point. Which is quite possible.
Hi Geir,

Thank you for buying it. I hope you enjoy it.

I agree, the Sundowner is definitely an unusual design. Recreating it using the High Guard rules was interesting. At first I had no idea how to do it, which led to this thread: https://forum.mongoosepublishing.com/threads/solomani-type-sa-free-trader-design-question.125112/

Breakaway hulls is not a type of design I have worked with before. Overall, I designed the ship as if it was 400-dTons (manoeuvre drives, jump drive etc), even though technically I could have designed it for 380-dTons, I couldn't see how the launch's engines could supplement the main ones given its unique front-docking position.

I believe you are correct on the cost. I must have made a mistake in calculating it. I am not sure where the MCr0.5 came from.

I also think your point about it totalling 400-dTons without accounting for the 20-dTon launch is correct. This is what happens when you are trying to figure out a new type of hull design.

I would also say this is a pretty tight hull design if you are trying to match the original Traveller Alien Module 6: Solomani (400-dTons, J2, M2, 13 staterooms, one 20-dTon launch, and 160 tons of cargo) and Megatraveller Alien Volume 2: Solomani & Aslan: The Rimward Races (400-dTons, J2, M2, 13 staterooms, no sub-craft mentioned, 1944kL cargo ~ 138 to 144-dTons cargo). The changes across rule additions don't always play well together or produce the same results.

I went though the design. I was able to modify the design to fit (just barely) to fit by using energy efficient (x2) manoeuvre drives, a smaller power plant, cutting most of the ammo storage, reducing the fuel processing, eliminating the secure accommodations, and reducing the common areas to 25%. With the added cost of the energy efficient manoeuvre drives and missing breakaway hull costs, it is more expensive. See attached.

I will go through the other variants and correct them as well. I will fix the PDF and re-upload it to DriveThruRPG.

I just goes to show, no matter how many times you scrutinise a document, errors will creep in, and the first set of new eyes will spot it immediately.

It was my error. Thanks for letting me know.

- Kerry
 

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Hi Geir,

Thank you for buying it. I hope you enjoy it.

I agree, the Sundowner is definitely an unusual design. Recreating it using the High Guard rules was interesting. At first I had no idea how to do it, which led to this thread: https://forum.mongoosepublishing.com/threads/solomani-type-sa-free-trader-design-question.125112/

Breakaway hulls is not a type of design I have worked with before. Overall, I designed the ship as if it was 400-dTons (manoeuvre drives, jump drive etc), even though technically I could have designed it for 380-dTons, I couldn't see how the launch's engines could supplement the main ones given its unique front-docking position.

I believe you are correct on the cost. I must have made a mistake in calculating it. I am not sure where the MCr0.5 came from.

I also think your point about it totalling 400-dTons without accounting for the 20-dTon launch is correct. This is what happens when you are trying to figure out a new type of hull design.

I would also say this is a pretty tight hull design if you are trying to match the original Traveller Alien Module 6: Solomani (400-dTons, J2, M2, 13 staterooms, one 20-dTon launch, and 160 tons of cargo) and Megatraveller Alien Volume 2: Solomani & Aslan: The Rimward Races (400-dTons, J2, M2, 13 staterooms, no sub-craft mentioned, 1944kL cargo ~ 138 to 144-dTons cargo). The changes across rule additions don't always play well together or produce the same results.

I went though the design. I was able to modify the design to fit (just barely) to fit by using energy efficient (x2) manoeuvre drives, a smaller power plant, cutting most of the ammo storage, reducing the fuel processing, eliminating the secure accommodations, and reducing the common areas to 25%. With the added cost of the energy efficient manoeuvre drives and missing breakaway hull costs, it is more expensive. See attached.

I will go through the other variants and correct them as well. I will fix the PDF and re-upload it to DriveThruRPG.

I just goes to show, no matter how many times you scrutinise a document, errors will creep in, and the first set of new eyes will spot it immediately.

It was my error. Thanks for letting me know.

- Kerry
Docking Space would probably the cheapest way to fix it, though: 22 tons (and that includes the 20 for the launch) at MCr5.5
 
Hi Geir,

Originally, docking space was my plan. However, the text in High Guard reads:

High Guard said:
DOCKING SPACE
This is an internal bay in which a smaller auxiliary
ship or vehicle can dock. When sealed, the docking
space completely covers the auxiliary ship.
It takes 1D
minutes for the auxiliary ship to enter or leave the larger
ship. Docking space consumes an amount of tonnage
equal to that of the largest ship to be docked, plus 10%
(round up to the nearest ton). Use shipping size for
vehicles, as detailed in the Traveller Core Rulebook
and the Vehicle Handbook.

It takes D3 rounds to release or recover a ship of less
than 2,000 tons, during which time neither ship can
expend Thrust or make attack rolls. Larger ships take
1D rounds.

So, I asked the collective wisdom of the Forum is there was any other way to do it.

It was you who recommended breakaway hull!


So, that is what I went with.

In retrospect, docking space would have saved 6-dTons and MCr10.5. I will fix it some more and take advantage of this idea.

The revised document will be uploaded tomorrow.

Thanks

- Kerry
 
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Hi Geir,

Originally, docking space was my plan. However, the text in High Guard reads:



So, I asked the collective wisdom of the Forum is there was any other way to do it.

It was you who recommended breakaway hull!


So, that is what I went with.

In retrospect, docking space would have saved 6-dTons and MCr10.5. I will fix it some more and take advantage of this idea.

The revised document will be uploaded tomorrow.

Thanks

- Kerry
Sorry, well, it was an idea, but maybe not the best one.
 
Sorry, well, it was an idea, but maybe not the best one.

LOL, no worries. I would rather it be right, so I am changing it. It is a good idea. I know I won't be happy if I don't fix it.

In working on this I discovered a couple of tricks to save tonnage, and found another error when I double checked another number so it wasn't a waste.

- Kerry
 
LOL, no worries. I would rather it be right, so I am changing it. It is a good idea. I know I won't be happy if I don't fix it.

In working on this I discovered a couple of tricks to save tonnage, and found another error when I double checked another number so it wasn't a waste.

- Kerry
One of my favorite tonnage-saving tricks is to have enough batteries for the jump and then reduce the power plant by the power cost of the jump. They can recharge once the ship has jumped.
 
It has an extra feature not included in High Guard...
An exterior loudspeaker that blasts 'die Horst Wessel Lied' every time it takes off . When it lands it plays the Rhodesian National Anthem... :ROFLMAO:
[Why yes, that's my Sollie-hatin' sense of humor. Why do you ask?]
 
Sing along! You know the words!

**Pracht zu SolSec über alles!**
['Glory to SolSec above everyone/thing']
 
Hi all,

The corrected file for the Free Trader has been uploaded. If you check your library you can get the new copy. Thanks to Geir for catching that error.

I have always played the Solomani as the Soviets.


😎

- Kerry
 
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