updated Mongoose Merchant Cruiser

Jak Nazryth

Mongoose
I am recreating the Leviathan class Merchant Cruiser per the Mongoose rules.
It is 1,800 tons. The original had no armor and only 6 dual laser turrets, and 4 torpedo launch tubes. It only had 70 tons of cargo.
My version is going to be 1,800 or maybe an even 2,000 ton vessel.
It's primary stomping grounds are the rimward areas of the Spinward Marches and the Trojan Reaches, so I'm going to give it a major upgrade. It MUST be completely self sufficient and have enough firepower to scare off even an attempt at high jacking by well armed and armored pirates, no to mention Aslan raiding and slave ships.

As of now, my version has about 400 tons of cargo and 40 staterooms.
Question. Is a 50 ton p-beam or fusion bay overkill?
I am going to have probably 4 barbettes, then the rest of the turrets will be defensive in nature.

I removed a lot of the original ships boats as well, which saved me some space.

Just a note... I will have rail guns either in barbettes, or maybe even the 50 ton bay (can you say autofire!!!) because IMTU railguns are armor piercing, just like their smaller guass gun cousins. Imagine a 3d6 autofire rail gun ignoring 3 points of starrship armor! That would make anyone think before attacking a Leviathan class MC.

Anyway, comments on the cost/fear-damage factor of primary weapons, vs. the return on investment?
 
A quick review and thoughts...

Jak Nazryth said:
I am recreating the Leviathan class Merchant Cruiser per the Mongoose rules.
It is 1,800 tons. The original had no armor...

I thought I recalled armour, checked and it does. Only Factor 2 but still. Unless you mean the "original" in a context other than CT?

Jak Nazryth said:
My version is going to be 1,800 or maybe an even 2,000 ton vessel...

Don't forget the original's optional external modules. 600tons of demountable fuel in 2 pods (port and starboard) plus 200tons of cargo OR 2 100ton Scout/Couriers slung between. So potentially up to 2,600tons originally. With more range and/or endurance. The fuel tanks would be handy for rift crossing or avoiding areas of high threat or other dangers.

As for added fire power while only fitted with 10 double turrets (6 beams and 4 missile/probe launchers) it did have a full hardpoint allocation, leaving 6 more hardpoints to add weapons to. In my opinion they'd be limited to fixed double mounts (no tonnage reserved or needed) supported by the model/7 computer (per the old CT rules in Solomani) and model/5 backup (averaging it to a model/6 for fire support of 6 hardpoints for ease of build ;) )

Now, on to the other interesting bits :)

Jak Nazryth said:
Is a 50 ton p-beam or fusion bay overkill?

Depends on your TU. What kind of threats will it face and what are the legalities of such a weapon platform?

Jak Nazryth said:
I removed a lot of the original ships boats as well, which saved me some space.

No doubt, but the original was only partially streamlined and unable to make landings on worlds with atmospheres. Hence the many boats. Also useful for other purposes of course.

You haven't forgotten the other tonnage loss bits? Like the backup J2 drive, the backup M2 drive, and the fuel purifiers?

I like the idea of a little more cargo capacity, but the 200ton pod module kind of filled that role in the original.
 
In stead of backup drives, I added extra armor and armored bulkheads for the maneuver drive. The jump and power plant are protected by the M drive itself, plus hull points.
I did forget about the external cargo clamps. Might be able to modify it later, but as of now I'm happy with 400 tons internal capacity.
Here is my basic working model to date... I have pricing on scratch paper, but I'm not including it hear.

1,800 ton, partially streamlined, TL 12, 36 hull points, 36 structural points
-180 tons, 8 points cryst armor
- 0 tons, self sealing hull
- 0 tons, reflect coating (might drop since there are a battery of sand casters)
- 0 tons, radiation shielding (a very expensive add-on, but not critical)
- 80 tons, J-Drive Q (jump 3)
- 29 tons, M-Drive Q (thrust 3)
- 46 tons, Power Plant (cost will be modified per TL 12)
- 5.8 tons, Armored bulkhead (M-Drive only) negates first 2 hits on M-drives
- 540 tons, Jump Fuel
- 60 tons, 4 week PP fuel
- 0 tons, fuel scoops (cost 1MC as an add-on)
- 30 tons, fuel processors (can refine full fuel requirements in 24 hours)
- 40 tons, Bridge (will included hardened bridge if I drop rad shielding for the whole ship)
- 5 tons, very advanced electronics

- 176 tons, 44 state rooms
- 4 tons, low birth suite (16)
- 8 tons, Medical bay
- 8 tons, Shop
- 4 tons, Briefing room
- 2 tons, Armory
- 18 tons, repair drones

-51 tons, Fusion Bay (possible upgrade to P-Beam)
-10 tons, 2 P-Beam Barbettes linked into 1 battery
-10 tons, 2 Railgun Barbettes linked into 1 battery (IMTU RG's are armor piercing like gauss guns)
- 4 tons, ammo storage for railgun barbettes
- 1 ton, 4 triple beam lasers linked into 1 battery
- 1 ton, 4 triple pulse lasers linked into 1 battery
- 1 ton, 4 triple sand casters linked into 1 battery
- 2 tons, sand caster storage

- 20 tons, launch (rigged as life boat complete load out with ELB)
- 52 tons, 40 ton Pinnace hanger
-12 tons, "grav bay" (can hold 3 air rafts, 1 G Carrier, combination etc..)

-400.2 tons, Cargo

I might add a drop tank collar and replace something else


crew compliment -
Bridge includes 1 member per 8 hour shift
1 captain, 1 commander, 1 Lt. Commander, 3 pilots, 3 Nav/Sensors, 3 Communication/computer

Other crew
3 Engineers, 1 medic, 2 small craft pilots, 6 gunners, 1 security officer, 5 troops, 2 stewards

12 state rooms for mid or high passengers

Thoughts and suggestions?
 
You know, when I think about it, partial streamlining only saves you 10% of the basic hull cost.
I kept it partially streamlined just to keep with the look and feel of the original design, but it might not be worth the savings if I get rid of the pennice bay... also the fuel scoops would be free...
 
Keep in mind that your ship is a merchant ship first. Carrying a bay weapon eats into your cargo carrying capacity.

If you want to make it an armed merchant, utilize all of the turrets available, but most of your weaponry is going to be offensive/defensive in nature because you are going to run instead of fight... but if you get cornered a pirate is going to find you a porcipine, and most likely try to find easier pickings. They don't want to take damage and lose money any more than you do.

Now, if your ship is more about travelling around carrying low-volume, high-credit value cargos, like radioactives, gems, pharaceuticals, you are more justified in making it an armored transport and not an armed merchant.
 
Ah....the leviathan class. Proof that in space, putting a sufficiently large engine in the back of a brick is a workable concept.

Leviathan.gif


It's primary stomping grounds are the rimward areas of the Spinward Marches and the Trojan Reaches, so I'm going to give it a major upgrade.
Makes sense. The arrival of a single heavy freighter is a big deal on the worlds off major trade routes, so a suitably defensible ship is a worthwhile thing to have.

It MUST be completely self sufficient
Agreed. By its very nature it will be operating in systems which may not have fuel refining ability and/or service capability, so a decent quantity of operating spares (see capital ship endurance requirements in High Guard) and fuel processing capacity are indeed mandatory.

and have enough firepower to scare off even an attempt at high jacking by well armed and armored pirates, no to mention Aslan raiding and slave ships.
Accepted. But note the distinction - enough firepower to 'scare off' an attempt does not necessarily mean 'beat' said ships.

Just a note... I will have rail guns either in barbettes, or maybe even the 50 ton bay (can you say autofire!!!) because IMTU railguns are armor piercing, just like their smaller guass gun cousins. Imagine a 3d6 autofire rail gun ignoring 3 points of starrship armor! That would make anyone think before attacking a Leviathan class MC.
Railguns are awesome weapons, but - it should be noted - catastrophically short on range. Being innacurate at medium range is one thing, but being ineffective is quite another. On the one hand, railguns do give you impressive point defence against boarding craft, but it's very easy for a a more manouvrable opponent (and if you're a freighter with military pretensions, every opponent will probably be more manouvrable) to sit at medium range pumping called shots into your sensors and m-drive.

Personally, I prefer railguns on fast gunships and smallcraft which have the ability to close on an opponent - although I'm tempted to use them for ork/reaver type ships (heavy, scrap-built badguys who look scarier than they are). I occasionally use Ortillery torpedoes as ship-to-ship weapons for the same reason - it makes the point defence gunners feel awesome but make a big enough bang to scare the bejezus out of whoever lets the first one past...

Is a 50 ton p-beam or fusion bay overkill?
If it's legal, then no. It certainly justifies the use of the word 'cruiser' in the design!
I would advise fusion weaponry - you're not a military ship per se; you want a big enough gun to make a potential attacker go 'what the hell!' but hope never to have to fire it. The fusion gun is still 80% as lethal but has 40% of the ongoing maintenance costs.

Don't forget the original's optional external modules. 600tons of demountable fuel in 2 pods (port and starboard) plus 200tons of cargo OR 2 100ton Scout/Couriers slung between. So potentially up to 2,600tons originally. With more range and/or endurance. The fuel tanks would be handy for rift crossing or avoiding areas of high threat or other dangers.
Agreed. Docking clamps and drop tank mounts are good for general-purpose operations; a ship like this could find itself doing just about anything in a pinch. An 1800 dTon hull with a jump-3 capability can still manage jump-2 (which covers most routes) with a pair of s-type scouts, 200 dtons of cargo, or an extra jump-1's worth of fuel slung on its flanks.

As for added fire power while only fitted with 10 double turrets (6 beams and 4 missile/probe launchers) it did have a full hardpoint allocation, leaving 6 more hardpoints to add weapons to. In my opinion they'd be limited to fixed double mounts (no tonnage reserved or needed) supported by the model/7 computer (per the old CT rules in Solomani) and model/5 backup (averaging it to a model/6 for fire support of 6 hardpoints for ease of build )
Key point is the distinction between the roles of pulse and beam lasers (as opposed to the latter being simply a better version of the former).
Fixed mounts are fair enough - are almost a no-brainer unless you have a downside to them in your games*. Plus, this is a fighting merchant ship - in proper Hornblower-esque tradition, it's gotta have broadsides!

Carrying a bay weapon eats into your cargo carrying capacity.
True. But it does add a certain 'oh holy hell' moment to any pirate who thinks you're an easy kill. A 5D6 weapon can quite realistically total a 100 dTon ship with a single shot, so no-one short of truly gunned-up corsairs will dare go for you. You could, alternatively, take a set of particle barbettes, but the thing is that a fusion gun is the same price.

In stead of backup drives, I added extra armor and armored bulkheads for the maneuver drive.
Do I remember seeing somewhere that armoured bulkheads were only for internal components?
(i.e. not turrets or m-drives?)
It's a sensible move, anyway. Reinforced hull might be a nice one, too. It captures the feel of a ship whose survivability is mostly a matter of bulk...

- 0 tons, reflect coating (might drop since there are a battery of sand casters)
In all honesty, I'd rather keep the reflec than the sandcasters. On the other hand, the sandcasters cost 5 MCr and the Reflec costs 180 MCr. Even the most successful merchant in the most dangerous regions of the reach has to think of the bottom line sometime - that's Cr 180,000 in maintenance per month.

0 tons, radiation shielding (a very expensive add-on, but not critical)
I'd agree. Let's be honest, if a Theev pirate fleet wants to take this ship, it will do. The point of the merchant cruiser is to make attacking it economically and tactically unwise to the point that neither captain nor crews really want to do so. A fusion bay does a pretty good job of that. The thing is, radiation shielding only matters if the enemy is firing particle guns or nukes at you - in which case matters have already moved beyond the 'pirate seeking to disable you' range. As long as you've got a hardened bridge and repair drones the 'crew hit' isn't an issue and it's not like you're trying to build a real warship.

- 5 tons, very advanced electronics
Backup sensor array. Seriously. Bay weapons can't be damaged by external hits, but three sensors hits and that awesome cannon is capable of nothing but a pretty lightshow.

You know, when I think about it, partial streamlining only saves you 10% of the basic hull cost.
I kept it partially streamlined just to keep with the look and feel of the original design, but it might not be worth the savings if I get rid of the pennice bay... also the fuel scoops would be free...

True, but it kind of ceases to be a leviathan at that point. Plus that is 18 Mcr. On the other hand, knowing you can land at the class X designated muddy field in the arseendofnowhere system is reassuring to someone who makes a living on the fringes - so I'd call that a justifiable investment.



* We work that a ship which loses its m-drive loses the use of any fixed mounts.
 
locarno24 said:
The thing is, radiation shielding only matters if the enemy is firing particle guns or nukes at you - in which case matters have already moved beyond the 'pirate seeking to disable you' range.

Also fusion guns.
 
True, but once again, the bay-mount fusion gun is not a weapon employed by someone who feels particularly disposed to take you alive...
 
Oh - one observation; Jak Nazryth - you've not, if I'm reading it right, listed any computer software.

Especially for decent Fire Control (quite important once you're at the stage of using batteries of lasers and bay-mount guns), you can spend several MCr filling out the ship's OS. Equally, those repair drones could really do with Auto-Repair software.
 
You are correct, no software listed.
Actually I'm pretty bad at listing software since mostly I focus on the physical design. It has always been an afterthought for me since software packages can be swapped in and out with relative ease. I always leave the software packages up the people who will operate the ship, however I really do need to consider it for optimum performance based on price etc...
 
Jak Nazryth said:
In stead of backup drives, I added extra armor and armored bulkheads for the maneuver drive. The jump and power plant are protected by the M drive itself, plus hull points.
I did forget about the external cargo clamps. Might be able to modify it later, but as of now I'm happy with 400 tons internal capacity.
Here is my basic working model to date... I have pricing on scratch paper, but I'm not including it hear.
- 540 tons, Jump Fuel
As a merchant ship, you won't always be jumping 3 parsecs. Something to consider is perhaps having 3 cargo bays (each 180 tons) that also have the necessary equipment inside to be converted into fuel tanks. That way if you are planning on making a shorter hop you don't need to waste space carrying unnecessary jump fuel. Instead you could convert this space to cargo. It would be quite handy out on the frontier since the cargos and opportunities might come in handy.

Jak Nazryth said:
- 2 tons, Armory
Maybe a mite small on displacement side. If you are going to be out in the woods for long periods, you'll need the ability to work on your weapons. Plus you might need more ammo and places to put a few items of the "special" kind that could be required in an emergency. I'd increase this to 5Dtons at least. The other thing is that a larger armory also doubles as security storage for high-value cargo.

Jak Nazryth said:
-51 tons, Fusion Bay (possible upgrade to P-Beam)
Too much firepower for a cargo ship. You would be better off (financially) to convert to turrets. If you feel that you still need more firepower, you could carry a quartet of 10-ton fighters to provide scouting, escort and as mobile missile batteries. Only a para-military warship should carry this sort of firepower.

Jak Nazryth said:
-10 tons, 2 P-Beam Barbettes linked into 1 battery
This is probably sufficient to 'dissuade' pirate ships.

Jak Nazryth said:
- 1 ton, 4 triple beam lasers linked into 1 battery
- 1 ton, 4 triple pulse lasers linked into 1 battery
- 1 ton, 4 triple sand casters linked into 1 battery

Unless I'm missing something here, you are either putting 4 weapons in a single triple turret, or you saying you have 4 of each type. In either case your tonnage is off. It's 1 ton of fire control per turret (unless you are using house rules)

The other thing is that I think you have too much weaponry. You only have 18 hardpoints to start with, and doesn't a bay weapon take up multiple hardpoints?
- 2 tons, sand caster storage

Jak Nazryth said:
- 20 tons, launch (rigged as life boat complete load out with ELB)
- 52 tons, 40 ton Pinnace hanger
-12 tons, "grav bay" (can hold 3 air rafts, 1 G Carrier, combination etc..)
Is your pinnace the primary way for you to move cargo to/from surface? Might take a while to unload.
 
phavoc said:
As a merchant ship, you won't always be jumping 3 parsecs. Something to consider is perhaps having 3 cargo bays (each 180 tons) that also have the necessary equipment inside to be converted into fuel tanks. That way if you are planning on making a shorter hop you don't need to waste space carrying unnecessary jump fuel. Instead you could convert this space to cargo. It would be quite handy out on the frontier since the cargos and opportunities might come in handy.

Fuel bladders could be used for this. (See Spinward Marches).

phavoc said:
The other thing is that I think you have too much weaponry. You only have 18 hardpoints to start with, and doesn't a bay weapon take up multiple hardpoints?

Both 50 ton and 100 ton bays only take 1 hardpoint.
 
Unless I'm missing something here, you are either putting 4 weapons in a single triple turret, or you saying you have 4 of each type. In either case your tonnage is off. It's 1 ton of fire control per turret (unless you are using house rules)

4 x Triple fixed mountings, as I read it. Which also explains the lack of associated volume.
 
locarno24 got it right.
4 triple turrets are linked into one battery, needing only 1 ton of fire control since all 4 turrets fire at the same target.
The three batteries are Beam, Pulse, and Sand.

This version of the ship was part of the "season finale" of my campaign before taking a break from GM'ing these last couple of months.
It was part of a complex double-cross that the player were completely unaware of. In any case, they got to decide whether to stick their necks out and warn their former bosses, or keep low and let the Leviathan fall into a trap. The players warned the Leviathan.
The ship trying to lure in the Leviathan into its trap was an Alsan pocket battleship.
It would have been a rough fight and the Leviathan would have most likely gotten creamed, but because of the players, it turned in time and jumped out before the Alsan could spring it's trap (from behind a large comet/rubble pile in deep space) and started blasting away with its 2 p-beam bays.

So, this class can handle itself against well armed pirates and slavers. But against a "real" warship, it runs instead of fights. Because even if it won a major fight with a heavy, it would cause so much expensive damage, a private Merchant cruiser built for high risk commerce would be hard pressed to keep operating, not to mention trying to explain to its insurance carrier.... "...but we didn't realize when we took on a 3000 ton Alsan cruiser, it would actually have weapons.... so that means we're covered, right???"

Phavoc...
Also, most of the time a 3rd party will be hired at the destination world to ship cargo from orbit to surface (or reverse). But in some extreme cases where the destination world has no small craft/cargo handling capability at all, then yes, the pinnace will be put into use as a cargo skiff. And yes it will take longer, but that's ok. If a world is so out of the way it doesn't have basic shuttle service, then they can wait several more hours for cargo transfer.

Phavoc...
A flexible Fuel/cargo hold is what I like to do in smaller "player sized" "adventure ships"
Fuel bladders are ok but you can only refuel main tanks after a jump. Dis-mountable tank however can have their fuel pumped directly into the power plant / jump drives.
My players ship a 300ton armed merchant and is J3 capable. Their ship has a primary built-in fuel tank for a jump 1 and 2 weeks operation, but they also have dis-mountable fuel tanks within 2 separate 30 ton cargo holds. Mongoose doesn't have rules for this type, so I lifted it from T4 and other versions.
There are 2 types of dis-mountable tanks, one you can simply unbolt and remove but it is still the same size empty or full. Mostly this happens a space ports that can sell/rent to commerce ships
The second is more expensive but much more flexible. You can store them on board for a fraction of their tonnage when fully installed. These type of dis-mountable fuel tanks are built like a commercial walk-in freezer, a box built from a group of insulated panels. They can be disassembled and stored at about 25% their full tonnage. Each 30 ton cargo bay can hold 30 tons of fuel, or be converted into 22.5 more tons of cargo space, if they only wanted a jump 2 or jump 1 instead of a jump 3. Their main cargo bay is 30 tons in itself, so fully loaded out for a jump 1 cargo run, they can haul 75 tons of cargo.

So a in the case of the Leviathan, each 1 jump of fuel requires 180 tons of fuel. They could have the same type of dis-mountable tanks (expensive) and yield another 135 tons of cargo for a jump 2 route, or up to 270 tons extra cargo for a jump 1 route.

Another VERY good thing about dis-mountable fuel tanks assembled inside a cargo bay is this... they are considered cargo. If you look at the hit chart in space combat, a ships main fuel tanks will be completely destroyed long before a cargo bay takes 3 hits. AND each time "cargo" comes up on the chart, you get to roll randomly to see which cargo bay it is.
This is the only thing that saved my players. Their ship took three hits to "fuel", so their main fuel tanks were destroyed. But since they didn't take any "cargo" hits, their dis-mountable tanks (full of fuel) didn't take a single hit.

I like that idea for this new version of the Leviathan. It is yet one more factor in flexibility and survivability.
 
I've noted the complete lack of missile launch capability. The original Leviathan definitely had missile/RPV drone launch capability at the bow of decks D and E. In fact, the deck plans show the four tubes to be large enough to launch torpedoes. That sounds like a small torpedo bay or missile bay which might be effective against lower TL targets. Or at least wake them up.

Is there a reason to remove that capability? Drones can come in quite handy during system exploration. However, the downside of such weapon bays on an exploratory ship is ease of replenishment of ordnance or lack thereof. Just curious about your reasoning.
 
Jak Nazryth said:
locarno24 got it right.
4 triple turrets are linked into one battery, needing only 1 ton of fire control since all 4 turrets fire at the same target.
The three batteries are Beam, Pulse, and Sand.

Fire control is per turret, not battery. Not that you can't adjust as desired.
 
locarno24 got it right.
4 triple turrets are linked into one battery, needing only 1 ton of fire control since all 4 turrets fire at the same target.

If they're turrets, you do still need fire control each. It's only Fixed mounts that have a listed volume of zero.
 
Grouping them into Batteries allows you to use only 1 gunner per battery and use the Barrage rules, but each turret still needs 1 ton of fire control allocated.
 
Its a nice design for the deep frontier. My suggestions below.


1,800 ton, partially streamlined, TL 12, 36 hull points, 36 structural points

- 0 tons, self sealing hull
- 0 tons, reflect coating (might drop since there are a battery of sand casters)
- 0 tons, radiation shielding (a very expensive add-on, but not critical)
- 80 tons, J-Drive Q (jump 3)
- 29 tons, M-Drive Q (thrust 3)
- 46 tons, Power Plant (cost will be modified per TL 12)

155 dtons drives~ 8% volume



- 540 tons, Jump Fuel
- 60 tons, 4 week PP fuel
- 0 tons, fuel scoops (cost 1MC as an add-on)

600 dtons fuel ~33% volume

- 30 tons, fuel processors (can refine full fuel requirements in 24 hours) *is it needed to do this in 24 hours ? 48 hours would provide another 15 dtons*
- 40 tons, Bridge (will included hardened bridge if I drop rad shielding for the whole ship)
- 5 tons, very advanced electronics

- 176 tons, 44 state rooms *34 crew each getting their own stateroom - luxury. Double bunk the ratings to free up 13 staterooms, doubling your paying passengers*

176 dtons accom ~10% volume

- 4 tons, low birth suite (16)
- 8 tons, Medical bay
- 8 tons, Shop
- 4 tons, Briefing room
- 2 tons, Armory
- 18 tons, repair drones

44 dtons misc ~ 2.5% volume

-180 tons, 8 points cryst armor *too much armour for a merchant*
- 5.8 tons, Armored bulkhead (M-Drive only) negates first 2 hits on M-drives
-51 tons, Fusion Bay (possible upgrade to P-Beam)
-10 tons, 2 P-Beam Barbettes linked into 1 battery *not needed. You have a Bay Weapon*
-10 tons, 2 Railgun Barbettes linked into 1 battery (IMTU RG's are armor piercing like gauss guns)
- 4 tons, ammo storage for railgun barbettes
- 1 ton, 4 triple beam lasers linked into 1 battery
- 1 ton, 4 triple pulse lasers linked into 1 battery *not needed. You have a Bay Weapon*
- 1 ton, 4 triple sand casters linked into 1 battery
- 2 tons, sand caster storage

266 dtons armament ~ 15% volume

- 20 tons, launch (rigged as life boat complete load out with ELB)
- 52 tons, 40 ton Pinnace hanger *upgrade to jump capable 100dton type S*
-12 tons, "grav bay" (can hold 3 air rafts, 1 G Carrier, combination etc..)

94 dtons small craft ~ 10% volume

400.2 tons, Cargo ~ 22% volume

Personally, I would.

1. Double bunk the ratings, freeing 12 staterooms. +48 dtons
2. Eliminate the P-beams and the pulse lasers. +11 dtons (and 2 crew members)
3. Halve the armour to 4 points. +90 dtons'
4. Halve the size of the fuel reprocessor, meaning 48 hour refuelling +15 dtons
5. Expand the size of the Low Berths to 48 sophonts -8 dtons
6. Upgrade the 40 dton pinnace to a 100 dton type S -66 dtons

The increase Low Berth means either everyone can be kept alive for a long time in case of misjump, or you can move popsicle colonists.

Upgrading the 40 dton pinnace to a 100 dton type jump-2 capable S scout means you have a jump capable 'jeep' for forward recon teams, or for sending for help in the case of a misjump.

The 90 dtons shaved off the armour, lets us increase the cargo bay from 400 to 490 dtons, making the ships accountant *much* happier. If the Crew Members Union requires individual large staterooms then we just need to shrug our shoulders and put them back.

No sane pirate will come near a 50 dton fusion bay. You dont need to invest in that and 10% of your volume in armour plating, and two barbettes and three turrets.
 
phavoc said:
Keep in mind that your ship is a merchant ship first. Carrying a bay weapon eats into your cargo carrying capacity.

Unfortunately, it isn't. It's a scout first. A merchant ship has one purpose: to move as much payload (passengers and/or cargo/freight) in as short a time as possible. Your point is well taken. Anything that doesn't contribute to movement, survival, and capacity represents a loss of money to the owner of a merchant ship. And a lot of the features of the Leviathan contributes to scout type functions.

I said unfortunately, because by the Classic Era there is no real use for a Leviathan in the Outrim Void, at least not as a trade scout. Back when Leviathan was published, the OTU had not yet firmed up and it was at least handwavable that almost no one, and no one that had published their findings, had visited the Outrim Void before. But since them we've found out that Glisten subsector has been settled at least since Year 300, that trade between the Spinward Marches and the Transrift Hierate has been passing through the Outrim Void since the 5th Century, and that the Scouts were doing long range missions half-way down the Trojan Reach towards the end of the 2nd Century. By the Classic Era the Outrim Void must have been criss-crossed by merchant venturers, scientific expeditions, and memoir-writing globetrotters for 700 years or so. There may be backwater systems that haven't been visited for a few decades, but not any that have any trade potential whatsoever.

The best way to fix the Leviathan for the Classic Era would be to (re)design it for some other primary purpose than trade scout, though I'm afraid I can't think of any really good suggestion.

[Full disclosure: I've written a campaign setting for JTAS Online that essentially transposed Leviathan to the Year 400, so I'm obviously biased. :wink: ]


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