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<blockquote data-quote="Wilphe" data-source="post: 2513191" data-attributes="member: 8221"><p><em>An old, armed Patrol Cruiser</em></p><p><em>T Patrol Cruiser (TL12). 400 tons. Jump-3, 4-G. 25.8 tons cargo. Outfitted with very good sensors. 2 Triple laser turrets, 2 triple missile racks, 1 point defense laser, 1 sandcaster.</em></p><p><em>MCr 153.2</em></p><p></p><p>Crew 12</p><p>Captain, Pilot, Astrogator, 3 Engineers, 4 Gunners, Medic, Missile Tech</p><p>Usually carries 8 troops as well.</p><p></p><p>Too expensive to run and no good as a cargo vessal</p><p></p><p></p><p><em></em></p><p><em>An old(armable, but not armed) Far Trader</em></p><p><em>Klastao-class Far Trader 200 tons. Jump-2, 2-G. 54.6 tons cargo</em></p><p><em>MCr 46.1</em></p><p><em></em></p><p><em>A newer, slightly armed, Far Trader</em></p><p><em>A2 Far Trader 200 tons. Jump-2, 2-G. 62.4 tons cargo</em></p><p><em>1 point defense laser turret, 1 double laser turret.</em></p><p><em>MCr 58.3</em></p><p></p><p>Crew of 4:</p><p>Pilot, Engineer, Astrogator and Medic/Steward for Passangers</p><p></p><p>Worth looking at as is, or maybe after upgrading the sensors, M-Drives and Armament</p><p></p><p></p><p><em></em></p><p><em>An ancient, battered merchant</em></p><p><em>Akossa-class Freighter, 850 tons, Jump 2, 1G, Armable for self defense only, 550 tons cargo</em></p><p><em>MCr 79.8</em></p><p><em></em></p><p></p><p>Not in the Core Book, probably needs a crew of about 8?</p><p>Flying Dartboard if we get into trouble</p><p></p><p><em></em></p><p><em></em></p><p><em>edit: gave some wrong info for the Akossa, sorry.</em></p><p><em></em></p><p><em>Several standard scout ships</em></p><p><em>S, 100 tons, Jump 2, 2-G, 20 tons cargo</em></p><p><em>MCr 34.2</em></p><p></p><p>Cheep. That's about it really</p><p>4 staterooms, so we either double bunk or fit some more</p><p></p><p><em></em></p><p><em>A relatively new, but battered, armed frieghter</em></p><p><em>Jelnai-class, 800 T, Jump 2, 1G, 479 tons cargo.</em></p><p><em>2 sandcasters, 1 triple laser turret, 1 Point defense laser turret.</em></p><p><em>MCr 86.5</em></p><p><em></em></p><p><em>An old, armed merchant</em></p><p><em>Acipitor-class, 500 ton, Jump 2. 2-G, 283 tons cargo. 2 sand casters, 3 heavy lasers</em></p><p><em>MCr 73.2 </em></p><p><em></em></p><p></p><p>Not in the core book but probably have heavy crew requirement</p><p></p><p><em></em></p><p><em>A well-used scout merchant (enhanced sensors, armed)</em></p><p><em>Polo Class, 400 ton, Jump 3, 1-G, 81 tons cargo, also includes a lab, and a collapsable fuel tank, allowing an additional 2-G jump without refueling if cargo hold is empty. </em></p><p><em>MCr 82.2</em></p><p><em></em></p><p></p><p>Looks good. Need to check the sensor fit and armament (want at least 1 missile rack)</p><p>Crew requirements?</p><p>Any chance of having an intrinsic J1 capacity and a collapsable tank for the extra J4? </p><p>Or having that done ourselves?</p><p>Don't think collapsable tanks are in the T20 core, in GURPS I know they take up 10% of their loaded volume when collapsed.</p></blockquote><p></p>
[QUOTE="Wilphe, post: 2513191, member: 8221"] [i]An old, armed Patrol Cruiser T Patrol Cruiser (TL12). 400 tons. Jump-3, 4-G. 25.8 tons cargo. Outfitted with very good sensors. 2 Triple laser turrets, 2 triple missile racks, 1 point defense laser, 1 sandcaster. MCr 153.2[/i] Crew 12 Captain, Pilot, Astrogator, 3 Engineers, 4 Gunners, Medic, Missile Tech Usually carries 8 troops as well. Too expensive to run and no good as a cargo vessal [i] An old(armable, but not armed) Far Trader Klastao-class Far Trader 200 tons. Jump-2, 2-G. 54.6 tons cargo MCr 46.1 A newer, slightly armed, Far Trader A2 Far Trader 200 tons. Jump-2, 2-G. 62.4 tons cargo 1 point defense laser turret, 1 double laser turret. MCr 58.3[/i] Crew of 4: Pilot, Engineer, Astrogator and Medic/Steward for Passangers Worth looking at as is, or maybe after upgrading the sensors, M-Drives and Armament [i] An ancient, battered merchant Akossa-class Freighter, 850 tons, Jump 2, 1G, Armable for self defense only, 550 tons cargo MCr 79.8 [/i] Not in the Core Book, probably needs a crew of about 8? Flying Dartboard if we get into trouble [i] edit: gave some wrong info for the Akossa, sorry. Several standard scout ships S, 100 tons, Jump 2, 2-G, 20 tons cargo MCr 34.2[/i] Cheep. That's about it really 4 staterooms, so we either double bunk or fit some more [i] A relatively new, but battered, armed frieghter Jelnai-class, 800 T, Jump 2, 1G, 479 tons cargo. 2 sandcasters, 1 triple laser turret, 1 Point defense laser turret. MCr 86.5 An old, armed merchant Acipitor-class, 500 ton, Jump 2. 2-G, 283 tons cargo. 2 sand casters, 3 heavy lasers MCr 73.2 [/i] Not in the core book but probably have heavy crew requirement [i] A well-used scout merchant (enhanced sensors, armed) Polo Class, 400 ton, Jump 3, 1-G, 81 tons cargo, also includes a lab, and a collapsable fuel tank, allowing an additional 2-G jump without refueling if cargo hold is empty. MCr 82.2 [/i] Looks good. Need to check the sensor fit and armament (want at least 1 missile rack) Crew requirements? Any chance of having an intrinsic J1 capacity and a collapsable tank for the extra J4? Or having that done ourselves? Don't think collapsable tanks are in the T20 core, in GURPS I know they take up 10% of their loaded volume when collapsed. [/QUOTE]
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