ColonyCord class Fast Trader/meta

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ColonyCord class Fast Trader
This ship was first created using Mongoose Traveller Second Edition rules. Ship stats are presented below, with consent of the author.

ColonyCord class fast trader, TL 12
Maintenance: 46,945 credits/month
MCr: 563.34
Excess power (not counting J-drive): 4
Crew: pilot, astrogator, 7 engineers, 2 mechanics, administrator, medic
System________________________________________tons___MCr____power
Streamlined light hull (720 hull points)______-2000__95_____400
Jump-3 drive__________________________________155____232.5__600
Thrust-3 maneuver drive (2*energy efficient)__60_____150____300
Fusion reactor________________________________49_____49_____-735
High efficiency batteries (600 power)_________10_____2______0
Fuel (jump-3 + 4 weeks' operation)____________605____0______0
Fuel scoops (free w/streamlining)_____________0______0______0
Fuel processors (600 tons/day)________________30_____1.5____30
Bridge________________________________________40_____10_____0
13 staterooms_________________________________52_____6.5____0
Common areas__________________________________26_____2.6____0
Biospheres for 13 people______________________6.5____1.3____0
Medical bay___________________________________4______2______1
Library_______________________________________4______4______0
Workshop______________________________________6______0.9____0
Basic sensors_________________________________0______0______0
Cargo_________________________________________947____0______0
Cargo crane___________________________________5.5____5.5____0
Computer/10/bis_______________________________0______0.24___0
Software: library_____________________________0______0______0
Software: maneuver/0__________________________0______0______0
Software: jump control/3______________________0______0.3____0

This ship is intended to be, to merchant prince campaigns, what the Stage class Far Trader is to normal Traveller campaigns: an entry-level ship (relative to the level of play) suitable for doing the basic tasks with. A ColonyCord is small enough to not need to stick to prearranged, routine lines to pay the bills, but as noted in the rulebook, ships this large do not use the ordinary speculative trading, freight, and other such rules. Whether taking cargo, hauling mercenaries, harboring a fleet of smallcraft and/or vehicles to survey a world in force, or whatever the referee comes up with, each voyage can be an opportunity for adventure and/or profit.