ColonyCord class Fast Trader/meta
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.