The Armed Packet

Why does it need a barracks? You have enough staterooms for crew and a typical passenger load...

and considering its intended use why does it need an air/raft?
 
Sigtrygg said:
Why does it need a barracks? You have enough staterooms for crew and a typical passenger load...

and considering its intended use why does it need an air/raft?

I assumed the barracks was multi-occupancy crew quarters. The ship needs at least 7 to operate in combat (pilot, astro, 2 engi, 3 gunner). If you add on what supporting 12 passenger staterooms (12-24 passengers) requires (2 stewards, medic, etc), and a security team for the ship's mission, then you start to need more than 5 crew staterooms.

The ship needs a tender but you're right that an air/raft might not be the best thing for this. The ship has the displacement for a smallcraft.

I also strongly suspect that a commerical passenger carrier above a certain size REQUIRES an atmosphere-capable lifeboat to get its license. the fre/trader doesn't have one but they're smaller and have a lower capacity. The liner and fat trader do.
 
My way of thinking is a packet trader is for carrying high value stuff quickly; cargo, passengers and mail

12 passengers per trip? Unlikely you will find that many. The cargo hold needs to be large enough to carry a few of the larger spec trade items the tables throw up. Since it is streamlined and doesn't need an interface craft I do not see the need for an air/raft or launch.

For Third Imperium certification it would also need a medic.
 
Sigtrygg said:
My way of thinking is a packet trader is for carrying high value stuff quickly; cargo, passengers and mail

12 passengers per trip? Unlikely you will find that many. The cargo hold needs to be large enough to carry a few of the larger spec trade items the tables throw up. Since it is streamlined and doesn't need an interface craft I do not see the need for an air/raft or launch.

For Third Imperium certification it would also need a medic.

Interface craft is for fast drop-offs and loading. "Fly into system X, setup on the main-world and drop off an expert at the asteroid belt station."

edit: If you're jumping fast through systems, refulling as you go, you might need to do this to pick up cargo as you scoop fuel with the main ship.

I guess you could borrow a local small craft so it's not ESSENTIAL?

Private jets max out at about 18 passengers - unless you buy an airliner for private use. Of course this might just be because of plane size efficiencies and not how many you need to bring.
 
Garnfellow said:
I do have one "free" airlock that could placed in the aft of level 3. For that matter the cargo bay doesn't need two airlocks; one could be relocated to engineering or somewhere forward on level 3.

Airlock placement on the official Traveller ships is often ill-thought out. The purpose of the airlock is to (nearly always) provide the ability for the ship to dock with another ship or station in a hazardous atmosphere or vacuum. They are also typically the only way to bring parts, people and supplies IN to a ship. And, as an airlock, storage of suits and such needs to be close by, or at least some would, especially for people who are coming aboard the ship.

Which means their placement needs to be inline with their operations. Centerline port/starboard airlocks would be a norm for most ships. Those ships that dock nose-first would have one forward to facillitate station docking, but they may also still have centerline ones. They should open up to main corridors to facilitate personnel movement and transfer of supplies, cargo, munitions, etc. It's possible to have them elsewhere, especially on small ships, or military ones. But for the most part they should follow a logical placement and not just wherever you can squeeze one in.
 
Deckplan quibbles aside, that's a cool little ship. Upgrade those sensors and I'd buy one.

In gameplay it would suffer in combat due to the small bridge and weak sensors. The sensors are a choice, the bridge is just the result of the rules being punitive to 300 ton craft.
 
Mongoose 2 allows bays on ships this size so the combat ability of anything without a bay is dubious - though you're fine if no-one has one.

The problem is fitting a bay and cargo/passenger space. If you stripped the cargo and passengers from a Free Trader you could fit in a 100-dton missile bay which would explode an 800-tonner in a single average salvo - assuming no defenses.
 
1. Airlocks, depends on what you're transferring; one principally for cargo would be located and configured differently for than one for passengers.

2. Spaceship accommodations, depends on status and expected length of occupancy; well thought out barracks might be better than a large storeroom.
 
AnotherDilbert said:
Garnfellow said:
Right now I've got a couple tons devoted to "missile storage" in keeping with Rob's T5 design, but is this worth it?
A few extra missiles never hurts, but it is not really worth it. It's not a warship. With six launchers you already have capacity for 72 missiles.
CRB p. 157:
Each turret with one or more missile racks holds 12 missiles . . .
I know this has been debated to death on this forum, with some preferring the "each missile rack holds 12 missiles" quote from High Guard but I strongly believe that it was never the intent of the authors to allow 40.5 cubic meters of missiles to be contained within a 13.5 cubic meter space.

That being the case, the ship would have only four salvos preloaded and the crew might be grateful for a full set of reloads someday. My character learned the hard way about that when he in a far trader waiting in ambush at a gas giant for a Glorious Empire light trader. When it jumped in he discovered that somewhere it had picked up an escort of two Hraye-class scouts. He managed to kill one scout in a single round with his quad missile turret and triple pulse laser but the second scout took two rounds and by then he was out of missiles and got pounded by the up-gunned trade ship.
 
Back
Top