Difference between revisions of "Type A2 class Far Trader"

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== Description (Specifications) ==
 
== Description (Specifications) ==
''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 scoop]]s and fuel intakes for wilderness refueling. The bridge is standard and has a [[computer]] Model/ 1bis and a basic [[sensor suite]]. There are two [[hardpoint]]s, but no [[weapon]]s are mounted. Like the [[free trader]], the [[far trader]] is built around its cargo bay, in this case 78.0 tons, plus passenger [[stateroom]]s. A single [[air/raft]] is carried for various ship duties. The [[ship]] is streamlined, and can land on uneven terrain. {{Page cite|name= T5 Core Rules |page= 358 |article= Starship Design and Construction}}
+
''Description:'' Using a 200-ton [[TL-10]] streamlined hull, it has [[drive]]s capable of Jump-2 and 1-G acceleration. Fuel tankage supports Jump-2 and two months of operation, and the ship incorporates [[fuel scoop]]s and fuel intakes for wilderness refueling. The bridge is standard and has a [[computer]] Model/ 1bis and a basic [[sensor suite]]. There are two [[hardpoint]]s, but no [[weapon]]s are mounted. Like the [[free trader]], the [[far trader]] is built around its cargo bay, in this case 78.0 tons, plus passenger [[stateroom]]s. A single [[air/raft]] is carried for various ship duties. The [[ship]] is streamlined, and can land on uneven terrain. {{Page cite|name= T5 Core Rules |page= 358 |article= Starship Design and Construction}}
  
 
''Crew Dossier:'' The [[far trader]] requires a [[crew]] of four: pilot/astrogator, two engineers, and steward. {{Page cite|name= T5 Core Rules |page= 358 |article= Starship Design and Construction}}
 
''Crew Dossier:'' The [[far trader]] requires a [[crew]] of four: pilot/astrogator, two engineers, and steward. {{Page cite|name= T5 Core Rules |page= 358 |article= Starship Design and Construction}}
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''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 Fringe|Imperial border]] are called [[fast trader]]s. 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 zone]]s and [[red zone]]s are not considered off limits by its captains, provided there is profit to be made and the risk of being caught is slight. {{Ludography cite|name= Traders and Gunboats |page= 23 |version= Classic Traveller}}
 
''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 Fringe|Imperial border]] are called [[fast trader]]s. 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 zone]]s and [[red zone]]s are not considered off limits by its captains, provided there is profit to be made and the risk of being caught is slight. {{Ludography cite|name= Traders and Gunboats |page= 23 |version= Classic Traveller}}
  
=== Class Naming Practice/s ===
+
=== Class Naming Practice/s & Peculariarities ===
 
'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. {{Ludography cite|name= Traders and Gunboats |page= 26 |version= Classic Traveller}}
 
'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. {{Ludography cite|name= Traders and Gunboats |page= 26 |version= Classic Traveller}}
  

Revision as of 00:43, 16 October 2018

Far-Trader-T5-Core-Rules-Pg-358 25-July-2018a.jpg
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
Size 200 Tons
Hull Configuration [[{{{hull}}}]]
Tech Level TL–13
Engineering
Computer Model/ 1bis
Jump J-2
Maneuver 1 G
Armaments
Hardpoints 2
Accommodations
Staterooms 0
Personnel
Crew 4
    Officers 1
    Enlisted 2
High/Mid Passengers 0
Payload
Cargo 87.1 Tons
Fuel tank 0 Tons
Construction
Origin Third Imperium
Manufacturer Ling-Standard Products
Price
Cost MCr35.921
Qty: 24.163
Statistics
Quick Ship Profile A2-BS12
Source
Also see Far Trader
Canon Unpublished, fan design
Type A2 class Far Trader

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

Description (Specifications)

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/ 1bis 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. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 23.

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. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 23.

Basic Ship Characteristics

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. [3]

Type A2 class Far Trader Basic Ship Characteristics [4]
#. Category Remarks
1. Tonnage 200 tons.
2. Crew Crew: Three. Pilot/navigator, engineer, and steward/medic. In addition, two gunners may be carried as needed. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 24.
3. Performance Acceleration: 2-G. Normal operations and cruising at 1-G. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 24.
4. Electronics x1 Model/ 1bis computer.
5. Hardpoints x2 hardpoints.
6. Armament Armament: Port and starboard hardpoints, each with a dual laser turret standard. Optional weaponry available. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 24.
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. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 24.
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. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 24.

Ship Interior Details

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. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 23.

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. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 23.

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. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 23.

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. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 23.

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. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 23-26.

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. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 26.

Aft, the drive rooms contain the ship's jump and maneuver drives, with the power plant mounted transversely on the upper deck. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 26.

Ship Weaponry & Defenses

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. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 26.

Ship Subcraft

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. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 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. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 26.

Ship Cost & Revenues

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. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 26.

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. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 27.

Variant Models

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. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 27.

History & Background (Dossier)

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. [5]

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. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 23.

Class Naming Practice/s & Peculariarities

'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. Marc Miller. Traders and Gunboats (Game Designers Workshop, 1980), 26.

Selected Type A Variant Ships

  1. Type A class Free Trader
    1. Basil class Merchant
    2. Beowulf class Free Trader
    3. Hero class Far Trader
    4. Moraine class Free Trader
    5. Regni Yards Type A class Free Trader
  2. Type A1 class Far Trader
  3. 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
  4. Type A3 class Fast Trader AKA Type A3 class Far Trader
    1. Trojan Reaches Type A3 class Trader
  5. Type AA class Armored Merchant
    1. Star class Armored Merchant

Image Repository

Far-Trader-WH-Keith-MT-Imp-Encyclo-Pg-81 03-July-2018a.jpg

References & Contributors (Sources)

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This list of sources was used by the Traveller Wiki Editorial Team and individual contributors to compose this article. Copyrighted material is used under license from Far Future Enterprises or by permission of the author. The page history lists all of the contributions.
  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. Timothy B. Brown. Fighting Ships (Game Designers Workshop, 1981), 10.
  4. Timothy B. Brown. Fighting Ships (Game Designers Workshop, 1981), 10.
  5. Marc Miller. "Starship Design and Construction." T5 Core Rules (2013): 358.