Type A2 class Far Trader

From Traveller Wiki - Science-Fiction Adventure in the Far future
Jump to: navigation, search
Type A2 class Far Trader
Far-Trader-WH-Keith-MT-Imp-Encyclo-Pg-44 03-July-2018a.jpg
Published, canon design with Keith illustration.
Type: MLJ Far Trader
Also see Far Trader
Blueprint Yes
Canon {{{canon}}}
Cargo 87.1 Tons
Cost MCr35.921
Qty: 24.163
Crew 4
Officers 1
Enlisted 2
Hardpoints 2
Hull TBD
Jump J-2
Maneuver 1 G
Model Model/1 bis
Origin Third Imperium
Passengers 8 High/Med 4 Low
QSP A2-BS12
Reference TBD
Size 200 Tons
Streamlining TBD
Tech Level TL–13
USP A2-22211R1-000000-00000-0
Type A2 class Far Trader

The Type A2 class Far Trader is a further development of the venerable Type A.

Description (Specifications)[edit]

Description: Using a 200-ton TL-10 streamlined hull, it has drives capable of Jump-2 and 1-G acceleration. Fuel tankage supports Jump-2 and two months of operation, and the ship incorporates fuel scoops and fuel intakes for wilderness refueling. The bridge is standard and has a computer Model/1 bis and a basic sensor suite. There are two hardpoints, but no weapons are mounted. Like the free trader, the far trader is built around its cargo bay, in this case 78.0 tons, plus passenger staterooms. A single air/raft is carried for various ship duties. The ship is streamlined, and can land on uneven terrain. [1]

Crew Dossier: The far trader requires a crew of four: pilot/astrogator, two engineers, and steward. [2]

Far Trader (Type A2): Using the type 200 hull, the far trader is capable of 1-G acceleration and Jump-2. Fuel tankage is 50.0 tons, and the ship incorporates fuel scoops for gas giant skimming. The bridge is standard and has a computer Model/I bis installed. Two tons of fire control support the ship's two turrets. The ship has ten staterooms (…three for the crew; seven for the passengers) and four low berths. A single air/raft is carried for various ship duties. The ship itself is streamlined for atmospheric landings. Cargo capacity is 61.0 tons. [3]

The far trader costs MCr66.175 to construct. The price includes architect's fees and design plan costs, but does not include weaponry to be added later. [4]

Basic Ship Characteristics[edit]

Following the Imperial Navy and IISS Universal Ship Profile and data, additional information is presented in the format shown here. The small craft factor indicates the number of squadrons (of ten craft) carried on the ship. Tonnage on the universal ship profile is shown in kilotons (thousands of tons) where necessary. [5]

Type A2 class Far Trader Basic Ship Characteristics [6]
#. Category Remarks
1. Tonnage 200 tons.
  • Tonnage: 200 tons (standard displacement). 2,800 cubic meters. [7]
  • Dimensions: 49.3 meters long by 28.5 meters wide by 8.7 meters high. [8]
  • Gravities: Adjustable 0.1 to 2.0 floor fields. Inertial compensators. [9]
2. Crew Crew: Three. Pilot/navigator, engineer, and steward/medic. In addition, two gunners may be carried as needed. [10]
3. Performance Propulsion:
  • Jump-2
  • 2-G acceleration
  • Power Plant-TBD
  • TBD-EPs
  • Agility-0

Acceleration: 2-G. Normal operations and cruising at 1-G. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 24.

4. Electronics x1 Model/1 bis computer.
  • Electronics: Model/Ibis computer or equivalent. Entertainment consoles. [14]
5. Hardpoints x2 hardpoints.
6. Armament Armament: Port and starboard hardpoints, each with a dual laser turret standard. Optional weaponry available. [15]
7. Defenses No Defensive equipment is normally instealed except for evasion software.
8. Craft Ship's Boats: No auxiliary vessels. One four-passenger air/raft carried over the forward cargo loading ramp with interior boarding and access. Used for errands and has limited sub orbital capability. [16]
9. Fuel Treatment The ship incorporates fuel scoops for gas giant skimming.
10. Cost MCr 66.175.
11. Construction Time 8 months.
12. Comments Cargo: Seven passengers. Four low passengers. 46.0 tons of cargo. [17]

Ship Interior Details[edit]

Interior Details: The far trader is constructed on a two level system. Cargo, bridge, and some drives are on the lower level; passengers, fuel, and power plant are on the upper level. [18]

The bridge occupies the forward port section of the lower deck. Its two control positions are surrounded by transparent screens allowing a view of forward and above. Note that the lower level extends farther forward than the upper level. Behind the bridge proper is the computer room (2) and a spare stateroom. When fewer than seven passengers are carried, this stateroom is used for the crew on duty; otherwise, it holds a single passenger. A common area (5) is used for passenger reception, after which they use the lift shaft to the upper passenger deck. In flight, the common area is a crew lounge. [19]

The forward starboard section of the lower deck is crew quarters. The spacious captain's cabin (22) has transparent screens along one wall and above as a skylight. Bordering the three cabins is the life support equipment and atmosphere recyclers. Between the crew quarters and the bridge is the forward cargo loading ramp. Although this ramp and door is not equipped with an air lock, it does allow a straight vehicle approach for cargo loading on hospitable worlds. [20]

The upper level forward is the passenger deck. Six passenger staterooms line the outer bulkheads while a large central area (26) provides recreational facilities and galley. The grav plate floor fields for individual staterooms and for sections of common area may be adjusted from 0.1 to 2.0 G, depending on the preferences of individual passengers. Centered above the cargo loading ramp is the ship's air/raft, with easy access and launch from inside the ship. [21]

The center of the ship is occupied by the 61.0 ton cargo bay. Reinforced deck planking and strategically placed tie-downs make the bay capable of handling modular cargo containers, palletized shipments, or individually packaged items and bulky mechanisms. Above the cargo bay is the ship's 50.0 ton fuel tankage. [22]

To both port and starboard on the lower level, corridors run the length of the ship, connecting the forward control areas with the aft drive rooms. Each corridor provides access to the ship's turrets, to a cargo air lock, and to the fuel scoop and purification mechanisms. The port corridor provides access to the ship's four low berths. These low berths were originally intended for carrying livestock in the 100 to 400 kilogram range. For this reason, the berths are close to the port cargo lock, and the entire area can be sealed off with hatches and doors in the event that an animal gets loose. The starboard corridor provides access to the ship's locker, which contains the ship's armory, survival equipment, cold weather clothing, and other essential materials. [23]

Aft, the drive rooms contain the ship's jump and maneuver drives, with the power plant mounted transversely on the upper deck. [24]

Ship Weaponry & Defenses[edit]

Weaponry: The ship's two weapons turrets provide tremendous potential for armament in the event that the ship should require it. The standard weapon mix for the ship is two dual laser turrets. Gaining favor, however, among free traders is a homogeneous mix consisting of one laser, one missile rack, and one sandcaster in each turret. The result is a set of weapons that can respond to many different threats and penetrate the defenses of several different types of targets. [25]

Ship Subcraft[edit]

The Air/Raft: The ship's air/raft is a standard vehicle intended to provide the means to run small errands on planet while the ship is in port loading and unloading cargo. Massing four tons, the air/raft is an anti-gravity vehicle capable of lifting four tons, including passengers and cargo. It can achieve 100 kph as a cruise speed, with occasional bursts to 150 kph. In extreme situations, the craft can achieve sub-orbital flight, but this performance requires approximately six hours. All passengers would be required to wear vacc suits, as the air/raft is open and not pressurized. [26]

The air/raft operates off capacitors charged from the ship's main power plant. One charge is sufficient for about one week or about 10,000 kilometers of cruising. Recharges take about two hours; since they use energy from the ship they are essentially free. [27]

Ship Cost & Revenues[edit]

Costs and Revenues: The monthly payments for a ship of this type amount to Cr275,729. Further expenses for crew salaries, life support, maintenance, and berthing fees amount to Cr60,714 per month, assuming a jump every two weeks. Fuel is free for the skimming, but would add another Cr5000 per jump when its purchase is required. This type of merchant can gross approximately Cr242,000 per month, assuming a full manifest of middle and low passengers and a full cargo bay at Cr1000 per ton of cargo. Obviously, even with a full load, this ship would be unable to make its payments; it could conceivably come close to breaking even if the crew went on shares and salaries were foregone. [28]

Instead, the owner would be required to engage in trade and speculation in order to make up the difference between what the ship normally earns and what must be paid every month. Charters might also seem an attractive alternative. [29]

History & Background (Dossier)[edit]

Remarks: The far trader ranges far and wide, and deals with every world it finds. Even amber zones and red zones are not considered off limits by its captains, provided there is profit to be made and the risk of being caught is slight. [30]

THE FAR TRADER: The basic ship involved in free trade is called the free trader. Variations on the basic ship have resulted in variations in the name. The subsidized merchant, partly because of its size, and partly because of its subsidy, is called the fat trader. Some well-equipped high-G traders employed beyond the Imperial border are called fast traders. The type A2 far trader derives its name from its jump capability: its drives are capable of Jump-2, twice what the standard free trader can do. The far trader can be encountered anywhere in the Imperium. It ranges far and wide, and deals with every world it finds. Even amber zones and red zones are not considered off limits by its captains, provided there is profit to be made and the risk of being caught is slight. [31]

Class Naming Practice/s & Peculiarities[edit]

'Peculiarities: The design of the far trader has ship security in mind, and so all passengers are segregated onto a passenger deck. Their access to the bridge and to other areas of the ship is limited. Unfortunately, when a seventh passenger is carried, he or she is berthed adjacent to the bridge. Original specifications did not envision more than six passengers, but the profit motive has led to them being overridden. [32]

Image Repository[edit]


  1. Top view of advanced late model A2, a Jayhawk.
    Far-Trader-T5-Core-Rules-Pg-358 25-July-2018a.jpg
  2. Early model A2, a Garu, after having performed wilderness refueling.
    Far-Trader-WH-Keith-MT-Imp-Encyclo-Pg-81 03-July-2018a.jpg

Selected Type A Variant Ships[edit]

Variants: In addition to minor variations based on the ship's weaponry, one major variant has been produced — a cheaper A1 free trader with large cargo capacity. The A1 free trader is essentially identical in performance with the type A (…from Book 2) but is otherwise similar to the A2. It has only four low passage berths, a computer Model/1, and Jump-1, 1-G capabilities. Its cargo capacity is increased to 81.0 tons, primarily through a higher ceiling on the cargo bay; its fuel capacity is reduced to 30.0 tons, and much of the drive room becomes waste space. Cost is MCr54.5, which still cannot compete with the type A, primarily because it uses a cheaper hull configuration. Nonetheless, some of these ships can be encountered; they are externally identical to the type A2.[33]


Merchant Vessels:
Free Trader:

  1. Type A class Free Trader
  2. Type A-J2 class Free Trader
  3. Type A-P class Free Trader
    1. Basil class Merchant
    2. Beowulf class Free Trader
    3. Moraine class Free Trader
    4. Regni Yards Type A class Free Trader

Far Trader:

  1. Type A1 class Far Trader
  2. Type A2 class Far Trader
    1. Avian class Far Trader
    2. Empress Marava class Far Trader
    3. Garu class Far Trader
    4. Hero class Far Trader
    5. Jayhawk class Far Trader
    6. Prince Ferren class Far Trader
  3. Type A2L class Far Trader

Deep Trader / Fast Trader:

  1. Type A3 class Fast Trader
    1. Trojan Reaches Type A3 class Trader
  2. Type A3L class Far Trader

Armored Trader / Frontier Trader:

  1. Type AA class Armored Merchant
    1. Ronkli class Combat Transport
    2. Star class Armored Merchant

References & Contributors (Sources)[edit]

This article has Metadata
62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. "Starship Design and Construction." T5 Core Rules (2013): 358.
  2. Marc Miller. "Starship Design and Construction." T5 Core Rules (2013): 358.
  3. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 23.
  4. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 23.
  5. Timothy B. Brown. Fighting Ships (Game Designers Workshop, 1981), 10.
  6. Timothy B. Brown. Fighting Ships (Game Designers Workshop, 1981), 10.
  7. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 24.
  8. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 24.
  9. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 24.
  10. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 24.
  11. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 24.
  12. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 24.
  13. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 24.
  14. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 24.
  15. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 24.
  16. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 24.
  17. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 24.
  18. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 23.
  19. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 23.
  20. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 23.
  21. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 23.
  22. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 23-26.
  23. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 26.
  24. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 26.
  25. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 26.
  26. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 26.
  27. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 26.
  28. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 26.
  29. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 27.
  30. Marc Miller. "Starship Design and Construction." T5 Core Rules (2013): 358.
  31. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 23.
  32. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 26.
  33. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 27.