Showing posts with label Starships. Show all posts
Showing posts with label Starships. Show all posts

Wednesday, 20 March 2013

Secrets in Sulphur - Design Notes

The Akhska is of a type of Far Trader known as a "Rim Runner". Favoured by Vargr Special Forces and raiders for its J-3 range, the Gaeouz Class' reduced cargo hold makes it barely economical as a trading vessel.

In the Outrim, Gaeouz Class Rim Runners are often found serving as couriers or packet ships, moving important personal between far flung systems.


Ship: Akhska
Class: Gaeouz
Type: Far Trader
Architect: David Billinghurst
Tech Level: 12





USPAP-2633431-030000-10000-0 MCr 156.332200 Tons
Bat Bear 24 Crew: 7
Bat  2 4 TL: 12




Cargo: 17 Passengers: 4 Crew Sections: 1 of 7 Fuel: 68 EP: 8 Agility: 1
Craft: 1 x 4T Air/Raft
Fuel Treatment: Fuel Scoops and On Board Fuel Purification

Architects Fee: MCr 1.557   Cost in Quantity: MCr 125.186


Detailed Description
  (High Guard Design)

HULL
200.000 tons standard, 2,800.000 cubic meters, Flattened Sphere Configuration

CREW
Pilot, 2 Engineers, Steward, Medic, 2 Gunners

ENGINEERING
Jump-3, 3G Manuever, Power plant-4, 8.000 EP, Agility 1

AVIONICS
Bridge, Model/3 Computer

HARDPOINTS
2 Hardpoints

ARMAMENT
2 Triple Mixed Turrets each with: 2 Beam Lasers (Factor-1).

DEFENCES
1 Sandcaster in each Mixed Turret, organised into 2 Batteries (Factor-3)

CRAFT
1 4.000 ton Air/Raft (Crew of 0, Cost of MCr 0.600)

FUEL
68 Tons Fuel (3 parsecs jump and 28 days endurance)
On Board Fuel Scoops, On Board Fuel Purification Plant

MISCELLANEOUS
8 Staterooms, 4 High Passengers, 17 Tons Cargo

USER DEFINED COMPONENTS
None

COST
MCr 157.289 Singly (incl. Architects fees of MCr 1.557), MCr 124.586 in Quantity, plus MCr 0.600 of Carried Craft

CONSTRUCTION TIME
57 Weeks Singly, 46 Weeks in Quantity

COMMENTS
Known as "Rim Runners", Gaeouz Class Far Traders are favoured by Vargr Special Forces and raiders for missions to Rimward of the RimWorlds, or for deep penetration raids within Imperial space.


Gaeouz Class Far Trader

HULL
Hull: 0.000 Td; MCr 16.000
Armour Factor-0: 0.000 Td; MCr 0.000

ENGINEERING
M-Drive Factor-3: 16.000 Td; MCr 8.000
J-Drive Factor-3: 8.000 Td; MCr 32.000
P-Plant Factor-4: 24.000 Td; MCr 72.000; +8.000 EP

FUEL
P-Fuel: 8.000 Td; MCr 0,000
J-Fuel: 60.000 Td; MCr 0.000
Scoops: 0.000 Td; MCr 0.200
Purification: 6.000 Td; MCr 0.032
L-Hyd Drop Tanks: 0.000 Td; MCr 0.000

AVIONICS
Bridge: 20.000 Td; MCr 1.000
Computer Model/3: 3.000 Td; MCr 18.000; -1 EP

WEAPONRY
2 x Mixed Turrets: 2.000 Td; MCr 4.500

SCREENS

CRAFT
1 x Air/Raft: 4.000Td; MCr 0.000; Cost of craft: MCr 0.600

ACCOMODATIONS
8.0 x Staterooms: 32.000 Td; MCr 4.000
Cargo: 17.000 Td; MCr 0.000

USER DEFINED

Saturday, 7 July 2012

Solo Traveller - Aloin's Saga Backgrounder #3

The Iridium Queen is, in effect, a character in Aloin's story and so I worked up her stats in High Guard Shipyard 1.13.

Ship: Iridium Queen
Class: Harrana
Type: Far Trader
Architect: David Billinghurst
Tech Level: 11




USPAK-2221221-030000-10000-0 MCr 107.444200 Tons
Bat Bear24 Crew: 6
Bat 2 4 TL: 11



Cargo: 61 Passengers: 6 Crew Sections: 1 of 6 Low: 4 Fuel: 44 EP: 4 Agility: 0
Craft: 1 x 4T Air/raft
Fuel Treatment: Fuel Scoops and On Board Fuel Purification

Architects Fee: MCr 1.074 Cost in Quantity: MCr 85.957


Detailed Description
(High Guard Design)

HULL
200.000 tons standard, 2,800.000 cubic meters, Cone Configuration

CREW
Pilot, Engineer, Steward, Medic, 2 Gunners

ENGINEERING
Jump-2, 1G Manuever, Power plant-2, 4.000 EP, Agility 0

AVIONICS
Bridge, Model/2 Computer

HARDPOINTS
2 Hardpoints

ARMAMENT
2 Triple Mixed Turrets each with: 2 Beam Lasers (Factor-1).

DEFENCES
1 Sandcaster in each Mixed Turret, organised into 2 Batteries (Factor-3)

CRAFT
1 4.000 ton Air/raft (Crew of 0, Cost of MCr 0.010)

FUEL
44 Tons Fuel (2 parsecs jump and 28 days endurance)
On Board Fuel Scoops, On Board Fuel Purification Plant

MISCELLANEOUS
9 Staterooms, 4 Low Berths, 6 High Passengers, 4 Low Passengers, 61 Tons Cargo

USER DEFINED COMPONENTS
None

COST
MCr 108.508 Singly (incl. Architects fees of MCr 1.074), MCr 85.947 in Quantity, plus MCr 0.010 of Carried Craft

CONSTRUCTION TIME
57 Weeks Singly, 46 Weeks in Quantity

COMMENTS
A TL 11 J-2 Far Trader


Harrana Class Far Trader

HULL
Hull: 0.000 Td; MCr 22.000
Armour Factor-0: 0.000 Td; MCr 0.000

ENGINEERING
M-Drive Factor-1: 4.000 Td; MCr 6.000
J-Drive Factor-2: 6.000 Td; MCr 24.000
P-Plant Factor-2: 12.000 Td; MCr 36.000; +4.000 EP

FUEL
P-Fuel: 4.000 Td; MCr 0,000
J-Fuel: 40.000 Td; MCr 0.000
Scoops: 0.000 Td; MCr 0.200
Purification: 7.000 Td; MCr 0.034
L-Hyd Drop Tanks: 0.000 Td; MCr 0.000

AVIONICS
Bridge: 20.000 Td; MCr 1.000
Computer Model/2: 2.000 Td; MCr 9.000; -0 EP

WEAPONRY
2 x Mixed Turrets: 2.000 Td; MCr 4.500

SCREENS

CRAFT
1 x Air/raft: 4.000Td; MCr 0.000; Cost of craft: MCr 0.010

ACCOMODATIONS
9.0 x Staterooms: 36.000 Td; MCr 4.500
4 x Low Berths: 2.000 Td; MCr 0.200
Cargo: 61.000 Td; MCr 0.000

USER DEFINED

Wednesday, 7 March 2012

Mega Trade 2

ESU Fleet Carrier from Ground Zero GamesI’ve always worked under the assumption that merchant ships run on a two week cycle – one week in Jump Space, two days inbound from the Jump Zone to port, three days to unload and load, and two days outbound to the Jump Zone. This means approximately two Jumps per month, less the two weeks a year the ship is in dock for annual maintenance, or 25 Jumps per year.


Ship: Karuthara
Class: Daiishaluur
Type: Megahauler
Architect: David Billinghurst
Tech Level: 12










USP AH-L431343-090000-60000-0 MCr 11,348.91620 KTons
Bat Bear 1 A Crew: 144
Bat 1 A TL: 12



Cargo: 7,402.000 Passengers: 150 Low: 100 Fuel: 6,600.000 EP: 600.000 Agility: 1 Shipboard Security Detail: 20 Craft: 5 x 200T Mechamaarii Lighter
Fuel Treatment: On Board Fuel Purification

Architects Fee: MCr 108.603 Cost in Quantity: MCr 9,176.865

Ship: Masasanaii
Class: High Veenoir
Type: Megahauler
Architect: David Billinghurst
Tech Level: 15










USPAH-L431343-090000-70000-0MCr 7,493.110 20 KTons
Bat Bear1 ACrew: 132
Bat1 ATL: 15



Cargo: 8,749.000 Passengers: 150 Low: 100 Fuel: 6,600.000 EP: 600.000 Agility: 1 Shipboard Security Detail: 20 Craft: 5 x 200T Calurmajurii Lighter
Fuel Treatment: On Board Fuel Purification

Architects Fee: MCr 72.542 Cost in Quantity: MCr 6,042.272

Having constructed my 20,000 ton megahaulers, the TL12 Daiishaluur and the TL15 High Veenoir, I needed to look at their running costs to determine whether freighters of this size were viable. To establish running costs, I hauled out LBB Book 2 Starships and began to crank up the numbers. As Book 2 says, “There are five basic expenses (in addition to the bank payment, if necessary) associated with starship operation:Fuel ..., Life Support ..., Routine Maintenance ..., Crew Salaries ..., and Berthing Costs ...”

Fuel:
The five lighters each megahauler carries are equipped with fuel scoops and processors and can scoop hydrogen from gas giants to refuel the unstreamlined haulers. Alternatively, the megahaulers can load unrefined fuel at the local highport and run it through their on-board fuel processors while the lighters handle passengers, cargo or freight.












Daiishaluur TL12High Veenoir TL15
Fuel Tankage: 6,600 tonsFuel Tankage: 6,600 tons
Lighter Fuel Tankage: 6 tons x 5 = 30Lighter Fuel Tankage: 6 tons x 5 = 30
Cost: Cr 100 x 6,630 = Cr 663,000 Cost: Cr 100 x 6,630 = Cr 663,000



Life Support:
Each stateroom involves an overhead of Cr 2,000 per Jump while each low berth costs Cr 100.






















Daiishaluur TL12High Veenoir TL15
294 Staterooms, 100 Low Berths282 Staterooms, 100 Low Berths
LightersLighters
(17 Staterooms, 10 Low Berths) x 5(13 Staterooms, 10 Low Berths) x 5
294 + 17 x 5 = 379 Staterooms282 + 13 x 5 = 347 Staterooms
Cost: 379 x 2,000 = Cr 758,000Cost: 347 x 2,000 = Cr 694,000
100 + 50 = 150 low berths100 + 50 = 150 low berths
Cost: 150 x 100 = Cr 15,000Cost: 150 x 100 = Cr 15,000
Total Life Support: Cr 773,000 per JumpTotal Life Support: Cr 709,000 per Jump



Routine Maintenance:
Annual routine maintenance takes two weeks and costs 0.1% of the cash price of the ship.




















Daiishaluur TL12High Veenoir TL15
MCr 8,688.205MCr 5,803.352
Lighters (x5)Lighters (x5)
MCr 390.93MCr 238.92
Total Cost: MCr 9,079.135Total Cost: MCr 6042.272
Maintenance
MCr 9,079.135 x 0.1% = MCr 9.079 p.a.MCr 6042.272 x 0.1% = MCr 6.042 p.a.
Or Cr 363,160 per two weeksOr Cr 241,680 per two weeks




Crew Salaries:
The Daiishaluur has a crew of 17 Officers, 127 Ratings: 11 Command, 30 Engineering, 12 Gunnery, 31 Flight (Flight Control Officer, a service person for each Mechamaarii Class Lighter, plus each Lighter has a crew of: Pilot, Engineer, Steward, Medic, Gunner), 40 Services, 20 Security.

The High Veenoir has a crew of 16 Officers, 116 Ratings: 11 Command, 18 Engineering, 12 Gunnery, 31 Flight (Flight Control Officer, a service person for each Calurmajurii Class Lighter, plus each Lighter has a crew of: Pilot, Engineer, Steward, Medic, Gunner), 40 Services, 20 Security.























































Daiishaluur TL12High Veenoir TL15
Commanding Officer @ Cr 7,200Commanding Officer @ Cr 7,200
Executive Officer @ Cr 6,600Executive Officer @ Cr 6,600
Computer Officer @ Cr 4,500Computer Officer @ Cr 4,500
Navigation Officer @ Cr 5,500Navigation Officer @ Cr 5,500
Navigation Officer @ Cr 5,000Navigation Officer @ Cr 5,000
Medical Officer @ Cr 2,400 Medical Officer @ Cr 2,400
Communications Officer @ Cr 4,000Communications Officer @ Cr 4,000
4 x Ratings @ Cr 450 = Cr 1,8004 x Ratings @ Cr 450 = Cr 1,800
Chief Engineer @ Cr 4,800Chief Engineer @ Cr 4,800
Second Engineer @ Cr 4,400Second Engineer @ Cr 4,400
28 x Engineers @ Cr 4,000 = Cr 112,00016 x Engineers @ Cr 4,000 = Cr 64,000
Chief Gunnery Officer @ Cr 1,200Chief Gunnery Officer @ Cr 1,200
2 x Petty Officers @ Cr 1,100 = Cr 2,2002 x Petty Officers @ Cr 1,100 = Cr 2,200
9 x Gunners @ Cr 1,000 = Cr 9,0009 x Gunners @ Cr 1,000 = Cr 9,000
Flight Control Officer @ Cr 5,000Flight Control Officer @ Cr 5,000
5 x Pilots @ Cr 6,000 = Cr 30,0005 x Pilots @ Cr 6,000 = Cr 30,000
5 x Engineers @ Cr 4,000 = Cr 20,0005 x Engineers @ Cr 4,000 = Cr 20,000
5 x Stewards @ Cr 3,000 = Cr 15,0005 x Stewards @ Cr 3,000 = Cr 15,000
5 x Medics @ Cr 2,000 = Cr 10,0005 x Medics @ Cr 2,000 = Cr 10,000
5 x Gunners @ Cr 1,000 = Cr 5,0005 x Gunners @ Cr 1,000 = Cr 5,000
5 x Lighter Maintenance @ Cr 450 = Cr 2,2505 x Lighter Maintenance @ Cr 450 = Cr 2,250
40 x service Crew @ Cr 450 = Cr 18,00040 x Service Crew @ Cr450 = Cr 18,000
20 x Security Crew @ Cr 450 = Cr 9,00020 x Security Crew @ Cr 450 = Cr 9,000
Total: Cr 284,850 per monthTotal: Cr 236, 850 per month




Berthing Costs:
Typically, berthing fees are Cr 100 for the first six days, and then Cr 100 per day thereafter. In the case of a vessel such as a megahauler, this more likely represents a fee charged by Local Traffic Control to keep space clear around the megahauler and its Lighters.

Purchase Payments:
After deducting the 20% downpayment to commence the build, standard payments of 1/240th of the purchase price per month for 480 months are normally required on a starship purchase. It is possible that part of this outlay would come off the corporate tax bill if the purchasing megacorp’s accountants are earning their fees.



















Daiishaluur TL12 purchase cost:High Veenoir TL15 purchase cost:
MCr 8,688.205 MCr 5,803.352
Lighters (x5)Lighters (x5)
MCr 390.93 MCr 238.92
Total Cost: MCr 9,079.135Total Cost: MCr 6042.272
Less 20% deposit = MCr 7263.308/240Less 20% deposit = MCr 4833.818/240
= MCr 30.264 per month= MCr 20.14 per month



Fortnightly Fees:
Having generated all these numbers, it’s time to pull them all together. It is easiest to work around the two-week standard Jump cycle and this is what I have done.






























Expenses
Daiishaluur TL12:High Veenoir TL15:
Fuel:Fuel:
Cost: Cr 100 x 6,630 = Cr 663,000Cost: Cr 100 x 6,630 = Cr 663,000
Life Support:Life Support:
Total Life Support: Cr 773,000 per JumpTotal Life Support: Cr 709,000 per Jump
Maintenance:Maintenance:
Cr 363,160 per two weeksCr 241,680 per two weeks
Crew Salaries:Crew Salaries:
Total: Cr 142,425 per fortnightTotal: Cr 118,425 per fortnight
Bank Payments:Bank Payments:
MCr 15.132 per fortnightMCr 10.07 per fortnight
Total: Cr 17,073,585 per fortnightTotal: Cr 11,802,105 per fortnight





















Potential Revenue
Daiishaluur TL12:High Veenoir TL15:
50 High Passengers @ Cr10,000 = Cr500,00050 High Passengers @ Cr10,000 = Cr500,000
100 Middle Passengers @Cr8,000 = Cr800,000100 Middle Passengers @Cr8,000 = Cr800,000
100 Low Passengers @ Cr1,000 = Cr100,000100 Low Passengers @ Cr1,000 = Cr100,000
7,402 Tons Cargo @ Cr1,000 = Cr7,402,0008,749 Tons Cargo @ Cr1,000 = Cr8,749,000
Total: Cr8,802,000Total: Cr10,149,000























Potential Revenue from Lighters
25 High Passengers @ Cr10,000 = Cr250,00025 High Passengers @ Cr10,000 = Cr250,000
25 Middle Passengers @Cr8,000 = Cr200,00025 Middle Passengers @Cr8,000 = Cr200,000
50 Low Passengers @ Cr1,000 = Cr50,00050 Low Passengers @ Cr1,000 = Cr50,000
360 Tons Cargo @ Cr1,000 = CrCr360,000475 Tons Cargo @ Cr1,000 = Cr475,000
Total: Cr860,000Total: Cr975,000
Total Potental Revenue:Total Potental Revenue:
Cr9,662,000Cr11,124,000



As we can see, if financed in the traditional manner the Megahauler loses money. The deal killer in the leveraged model is the fortnightly payments required to service the loan to buy the ship.

At TL12, without the bank payments, the Daiishaluur Class costs Cr 142,425 per fortnight to run and generates Cr 8,802,000 from passengers and freight (assuming a full load of both). If the Daiishaluur jumps with its Lighters fully loaded as well, it could generate up to Cr 9,662,000. This equates to a profit of between Cr 8,659,575 and Cr 9,519,575 per jump – even if the ship is only half full and its Lighters are empty, it will generate Cr 4,258,575 over expenses. At TL15, the High Veenoir costs Cr 118,425 per fortnight to run and generates between Cr 10,149,000 and Cr 11,124,000 – let’s say Cr 4,956,075 over expenses with a half-empty ship and empty Lighters.

For a corporation or Megacorporation wishing to run Megahaulers, there are two possible funding options – increase the initial downpayment above the standard 20% to reduce the fortnightly payments, or secure a Subsidised Merchant contract at either Subsector or Sector level with Imperial authorities. In the latter case, the government picks up the bank loan for the ship for the forty year loan period and splits the profits with the corporation, while the corporation effectively ends up with a forty-year management contract running the ship before taking full possession at the contract’s termination.

Now, this seems a bit like money for jam for the corporation, except that the Subsidised Merchant contract is usually to provide a service on a particular route which leaves little lee-way for speculative trading or shifting routes to chase the trade. Furthermore, the Subsidised Merchant becomes part of the Navy Fleet Auxilary and can be called up for military service with little warning, even after the initial contract expires. Though, having secured Navy-surplus centralized Fire Control systems during the initial design process, the building corporation must have had Subsidised Merchant contracts firmly in their sights.

Having said that, I can easily see corporations, such as A.K.I. Interstellar’s Heavy Transport Division, running a dozen, or more, High Veenoir Class Megahaulers on the the Bryak – Anar route alone. This would ensure a ship movement at each port every couple of days. And even with this amount of shipping constantly on the move, there would be plenty of freight for all the myriad of smaller merchantmen, tramp traders, and adventurers struggling with their payments.

Tuesday, 28 February 2012

Mega Trade

A neat ship I found on two blogs on the Internet, so I have no idea who created itI started thinking about the J-3 haulers running the Anthorann/Gamelea – Anar/Lymethius route and about the sheer amount of cargo involved in the trade between star systems.

The Bryak – Anthorann Run has a Bilateral Trade Number of 10.5. The Anthorann – Anar Route has a BTN of 10, as does the Rimward Run from Gamelea to Gaidon and from Gamelea to Miazan. The 10.5 BTN-rated Spinward Run from Bryak doesn’t actually end at Anthorann. It doglegs Rimward via Kalar-Wi and then Spinward to Yuakteisye in the Huiha Esoyatre. After downgrading to a BTN of 10, the route then turns Coreward for ten parsecs before terminating at Lysarnor in the Geithurian Republic.

So, what do these numbers mean? According to GURPS: Traveller Far Trader, a route with a BTN of 10.5 generates 5 – 10 million tons of cargo per year, or 100,000 – 500,000 tons per week. A BTN 10 trade route has 1 – 5 million tons of cargo per year, or 50,000 – 100,000 tons per week.

If a standard Type A2 200-ton J-2 freighter, such as the Empress Marava from Supplement 7 - Traders and Gunboats, has a 46 ton cargo bay, then we would need between 2174 and 10,870 ship movements per week to move all freight on a BTN 10.5 route, or 1087 – 2174 ship movements per week on a BTN 10 route.

Now most of the routes I described above are Jump-2, and so could be serviced with multiple small ships, but there are a couple of J-3 gaps which either have to be bridged or weeks added to shipping times. It’s this necessity to bridge the Anthorann – Anar Gap, or the Gamelea – Rimbaud II Gap, that opens the door to higher Jump capable freighters. And if one is already paying for Jump-3 on a high-traffic route, then one might as well move as much cargo as possible at one time – so, enter the Megahauler.

These ships were built using High Guard Shipyard 1.13.

Ship: Karuthara
Class: Daiishaluur
Type: Megahauler
Architect: David Billinghurst
Tech Level: 12











USP AH-L431343-090000-60000-0 MCr 11,348.91620 KTons
Bat Bear 1 A Crew: 144
Bat 1 A TL: 12



Cargo: 7,402.000 Passengers: 150 Low: 100 Fuel: 6,600.000 EP: 600.000 Agility: 1 Shipboard Security Detail: 20 Craft: 5 x 200T Mechamaarii Lighter
Fuel Treatment: On Board Fuel Purification

Architects Fee: MCr 108.603 Cost in Quantity: MCr 9,176.865

Detailed Description

HULL
20,000.000 tons standard, 280,000.000 cubic meters, Close Structure Configuration

CREW
17 Officers, 127 Ratings

ENGINEERING
Jump-3, 1G Manuever, Power plant-3, 600.000 EP, Agility 1

AVIONICS
Bridge, Model/4 Computer

HARDPOINTS
70 Hardpoints

ARMAMENT
50 Triple Beam Laser Turrets organised into 10 Batteries (Factor-6)

DEFENCES
20 Triple Sandcaster Turrets organised into 1 Battery (Factor-9)

CRAFT
5 200.000 ton Mechamaarii Lighters (Crew of 5, Cost of MCr 97.732)

FUEL
6,600.000 Tons Fuel (3 parsecs jump and 28 days endurance)
No Fuel Scoops, On Board Fuel Purification Plant

MISCELLANEOUS
294.0 Staterooms, 100 Low Berths, 50 High Passengers, 100 Middle Passengers, 100 Low Passengers, 7,402.000 Tons Cargo

USER DEFINED COMPONENTS
None

COST
MCr 10,968.859 Singly (incl. Architects fees of MCr 108.603), MCr 8,688.205 in Quantity, plus MCr 488.660 of Carried Craft

CONSTRUCTION TIME
172 Weeks Singly, 138 Weeks in Quantity

COMMENTS
Tech Level 12 Mega Merchant ship with 5 x 200 ton lighters

Each Daiishaluur carries five 200-ton non-jump capable Mechamaarii Class Lighters for both fueling and surface-to-space cargo lift.

Ship: Number 7
Class: Mechamaarii
Type: Lighter
Architect: David Billinghurst
Tech Level: 12









USPWY-2202311-050000-00000-0MCr 97.732200 Tons
Bat Bear 1 Crew: 5
Bat 1 TL: 12



Cargo: 64.000 Passengers: 10 Fuel: 6.000 EP: 6.000 Agility: 2
Fuel Treatment: Fuel Scoops and On Board Fuel Purification

Architects Fee: MCr 0.977 Cost in Quantity: MCr 78.186

Detailed Description

HULL
200.000 tons standard, 2,800.000 cubic meters, Cone Configuration

CREW
Pilot, Engineer, Steward, Medic, Gunner

ENGINEERING
Jump-0, 2G Manuever, Power plant-3, 6.000 EP, Agility 2

AVIONICS
Bridge, Model/1 Computer

HARDPOINTS
2 Hardpoints

ARMAMENT
None

DEFENCES
2 Triple Sandcaster Turrets organised into 1 Battery (Factor-5)

CRAFT
None

FUEL
6.000 Tons Fuel (0 parsecs jump and 28 days endurance)
On Board Fuel Scoops, On Board Fuel Purification Plant

MISCELLANEOUS
17.0 Staterooms, 10 Low Berths, 5 High Passengers, 5 Middle Passengers, 64.000 Tons Cargo

USER DEFINED COMPONENTS
None

COST
MCr 98.709 Singly (incl. Architects fees of MCr 0.977), MCr 78.186 in Quantity

CONSTRUCTION TIME
57 Weeks Singly, 46 Weeks in Quantity

With a cargo capacity of 7400 tons, only 14 – 68 movements by a Daiishaluur Class vessel are required each week on the 10.5 BTN routes, or 7 – 14 movements on the 10 BTN routes. With a Daiishaluur and its five Lighters costing MCr 9,176.865, some 138.7 times more than the MCr 66.175 for a Far Trader, but a Daiishaluur’s cargo capacity of 7400 tons massing 160.9 times the A2’s 46 tons, one would hope for a saving on these routes by shifting cargo in mega bulk. When you factor in the Daiishaluur’s J-3 range against the A2’s J-2, then on the longer hauls, the Daiishaluur should begin to pull ahead.

I opted for a basic TL12 build for the Daiishaluur Class as, given the average Tech Level of the Border Worlds, I surmised that the Daiishaluurs could be serviced at most Class A or B ports, much like Type-S Scouts and the ubiquitous Type-A2 Merchant ships. Upon checking system Tech Levels against Starport types and Yard capacity, I found that very few TL 12 systems in the Border Worlds had an A-Class Starport (required to build jump-capable starships), and of those that did, only Miazan/Miazan possessed enough capacity to build a 20, 000 ton ship. In fact, given that Miazan has a Yard capacity of 6.3 million tons; it is more than likely that several Daiishaluurs are building at any one time to claim the discount for quantity.

It would seem, then, that the Daiishaluur Class Megahauler would be seen operating the Miazan – Exxilon – Tonivar – Celephais – Rimbaud II – Gamelea Run and it’s possible that some might do a grand circle from Miazan out into Cabria Subsector via Lo Taisang – Yuar – Brol – Gyffd – Tonivar – Exxilon – Miazan, which scoops up most of the 5,000 tons – 10,000 tons of trade a week from Lo-Taisang – Yuar and a chunk of the 10,000 tons to 50,000 tons going between Yuar and Brol. While most of the Grand Circle is beyond the Imperial Border, the Gyffd – Tonivar leg neatly over-jumps Kalar-Wi space in the event of tensions in that region. Alternatively, a savvy ship-owner could offer an alternate run from Gyffd to Yuakteisye in the Huiha Esoyatre that would cut at least two weeks off the standard J-2 route through Atlasiykh.

While messing around with High Guard Shipyard, I reran the Daiishaluur Class design parameters for a TL15 ship. The result is the High Veenoir Class Megahauler:

Ship: Masasanaii
Class: High Veenoir
Type: Megahauler
Architect: David Billinghurst
Tech Level: 15










USPAH-L431343-090000-70000-0MCr 7,493.110 20 KTons
Bat Bear1 ACrew: 132
Bat1 ATL: 15



Cargo: 8,749.000 Passengers: 150 Low: 100 Fuel: 6,600.000 EP: 600.000 Agility: 1 Shipboard Security Detail: 20 Craft: 5 x 200T Calurmajurii Lighter
Fuel Treatment: On Board Fuel Purification

Architects Fee: MCr 72.542 Cost in Quantity: MCr 6,042.272


Detailed Description

HULL
20,000.000 tons standard, 280,000.000 cubic meters, Close Structure Configuration

CREW
16 Officers, 116 Ratings

ENGINEERING
Jump-3, 1G Manuever, Power plant-3, 600.000 EP, Agility 1

AVIONICS
Bridge, Model/4 Computer

HARDPOINTS
70 Hardpoints

ARMAMENT
50 Triple Beam Laser Turrets organised into 10 Batteries (Factor-7)

DEFENCES
20 Triple Sandcaster Turrets organised into 1 Battery (Factor-9)

CRAFT
5 200.000 ton Calurmajurii Lighters (Crew of 5, Cost of MCr 47.784)

FUEL
6,600.000 Tons Fuel (3 parsecs jump and 28 days endurance)
No Fuel Scoops, On Board Fuel Purification Plant

MISCELLANEOUS
282.0 Staterooms, 100 Low Berths, 50 High Passengers, 100 Middle Passengers, 100 Low Passengers, 8,749.000 Tons Cargo

USER DEFINED COMPONENTS
None

COST
MCr 7,326.732 Singly (incl. Architects fees of MCr 72.542), MCr 5,803.352 in Quantity, plus MCr 238.920 of Carried Craft

CONSTRUCTION TIME
172 Weeks Singly, 138 Weeks in Quantity

COMMENTS
Tech Level 15 Mega Merchant ship with 5 x 200 ton lighters

Much like the Daiishaluur Class, the High Veenoir carries five 200 ton non-jump capable lighters to fuel or lift cargo for the ‘hauler.

Ship: Number 4
Class: Calurmajurii
Type: Lighter
Architect: David Billinghurst
Tech Level: 15










USPWY-2202311-050000-00000-0MCr 59.730 200 Tons
Bat Bear1Crew: 5
Bat 1 TL: 15




Cargo: 95.000 Passengers: 10 Low: 10 Fuel: 6.000 EP: 6.000 Agility: 2
Fuel Treatment: Fuel Scoops and On Board Fuel Purification

Architects Fee: MCr 0.597 Cost in Quantity: MCr 47.784

Detailed Description

HULL
200.000 tons standard, 2,800.000 cubic meters, Cone Configuration

CREW
Pilot, Engineer, Steward, Medic, Gunner

ENGINEERING
Jump-0, 2G Manuever, Power plant-3, 6.000 EP, Agility 2

AVIONICS
Bridge, Model/1 Computer

HARDPOINTS
2 Hardpoints

ARMAMENT
None

DEFENCES
2 Triple Sandcaster Turrets organised into 1 Battery (Factor-5)

CRAFT
None

FUEL
6.000 Tons Fuel (0 parsecs jump and 28 days endurance)
On Board Fuel Scoops, On Board Fuel Purification Plant

MISCELLANEOUS
13.0 Staterooms, 10 Low Berths, 5 High Passengers, 5 Middle Passengers, 10 Low Passengers, 95.000 Tons Cargo

USER DEFINED COMPONENTS
None

COST
MCr 60.327 Singly (incl. Architects fees of MCr 0.597), MCr 47.784 in Quantity

CONSTRUCTION TIME
57 Weeks Singly, 46 Weeks in Quantity

COMMENTS
Non-Jump Capable fuel and cargo lighter for a megahauler.

This was quite an interesting little exercise. At TL15, the 20,000 Megahauler is about MCr 3,000 cheaper, has 12 fewer crew, 1,300 extra tons of cargo, and the laser batteries are more effective. Also, the Lighters are MCr 31 cheaper and can lift 31 more tons of cargo. Gamalea/Gamelea has a Yard capacity of over 35 million tons and so could pop these out like melon seeds. The Bryak – Anar Run is the most obvious place to encounter these ships and they could also make the three parsec jump from Anar to Jul’ni in the Geithurian Republic and pick up the major trade route running Coreward towards Lysarnor.

It is unusual for merchant vessels to have centralised fire control and their turrets organised into batteries. Given the strategic value of these megahaulers; the fact that some of the routes they travel – such as Celephais/Miazan – Tonivar/Cabria – are creations of Imperial Policy, and that the Imperial Army relies upon seconding these vessels to provide heavy lift capacity in wartime, then the provision of limited end-user certification for Navy surplus centralised fire control systems is a mutually beneficial action on the part of BuShips (the Imperial Navy Bureau of Shipping). And so, with the TL12 Daiishaluur Class Megahaulers coming out of Miazan and the High Veenoir Class Megahaulers coming out of Gamelea, the major trade routes are quite adequately serviced, trade is protected, and Ground Force Lift capacity is ensured.

The next step, for me, was to work out how much it costs to run these monsters and whether the freight hauling business could actually sustain ships of this size.