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PostPosted: Mon Mar 22, 2010 9:43 pm 
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CT and a bit of T5 rules

Called 'The Wander'

Code:
300 ton Custom Merchant 'The Wander' (TL12)


300    Hull Streamlined          15 MCr
20    Jump Drive   (Grid)   J 2      20.3 MCr
5    Maneuver Drive      M 2      10 MCr
10   Power Plant      P 2      30 MCr
20    Bridge   (B)            1  MCr
30    Fuel Jump
6    Fuel Power Plant
62    2 30t Module slips         0.2 MCr
(B)      Computer plus 8 consoles (4t space)   8 MCr
(B)   Standard Sensors (3t space)      3 MCr
4     Captain Quarters         0.5 MCr
20    5 Crew Quarters         2.5 MCr
2    Turrets and Fire control          2 MCr
3    Landing Legs, Purifier & Water tight   4 MCr (Includes Fuel Scoops)
21   Launch in Slip            8.1 MCr
70   Cargo Has an air raft in it
1   2 Ships Locker 1t each (one on Bridge)
2   Medical room            1 MCr
16   4 Guest/Passenger Quarters      2 MCr
5   Lounge/Mess            1 MCr
2   Extra Life Support (8 Individuals)   1 MCr
1   Atmosphere stabilizers         0.3 MCr

Cost New               110 MCr

70 yrs old               33 MCr
Current Discount due to issues         21 MCr         
Solomani Design
Crew died and supposed to be haunting the ship
Got it as a payoff of another individuals debts
No Weapons mounted in Turrets
No Modules
Computer system needs updated (software)
No supplies in mess, life support, or medical
Front Landing Leg has been repaired twice
Has 3 hull patches (2 should be redone)
Launch is beaten up and older (90yrs) Landing Legs don't work

Fix up/restocking cost
Life Support                72 KCr
Medical                  150 KCr
Mess/lounge               100 KCr
Software               1.5 MCr
New Landing Leg            0.5 MCr
Fixing Hull patches            400 KCr
New Launch               8 MCr
Fixing old Launch            2 MCr
Trading for better used Launch         4 MCr

Ship Total (no Launch repair)         2.722 MCr

Engines overhauled            15 MCr
(labor and parts)
Engines overhauled (parts only)         5 MCr
Replace the J Engine C with a size B
(J1 instead of J2) includes trade in      15 MCr
Replace with a new J Engine C         20 MCr
(both replacements include labor)
No overhaul and J Engine failure 50% or more per use


As you can see it's an older ship with some issues. I am still working on the deck plans but it is:
crescent shape (top down view)
3 decks high
Launch sits on the upper deck in the middle, as part of the dorsal fin
Guest quarters and lounge are on the lower deck
Crew and the bridge on the middle deck
The cargo hold is 2 decks high and sandwiched between the 2 30t module slips.
The port module (left side looking from the rear of the ship) has its connecting hallway setup to access the lounge and guest quarters
The starboard module has the lower hall connecting to the lounge and guest quarters with the upper connecting to the crew and middle deck

It was normal to use the post side module for carrying guests and the starboard side for extra cargo or Jump Fuel

I have more thoughts about this ship but I was wondering what others thought.
I will try and have the deck plans down by next week.
Still roughing out a few details, got the main layout down except the bridge.

Dave Chase

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PostPosted: Tue Mar 23, 2010 3:04 am 
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Location: The Maze of Peril
Some interesting bits in there, I like the additional tonnage used in the 'slips' and the landing gear. What's the original mission for this class, though? I doesn't seem to be commercially viable at first glance.

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PostPosted: Tue Mar 23, 2010 12:49 pm 
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Location: North Central Kansas
Playboy's dream of being a merchant.

It works well in places have many J1 locations
Fills in on the small things to haul
Takes many private parties to locations
Has moved small labs, work station/groups and just what evers

It was making a small profit for those that originally built it, they were more the standard adventure types (NPCs)

Reason for the damage to the gear and loss of life stories.

Dave Chase

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PostPosted: Tue Mar 23, 2010 12:55 pm 
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If I read the fuel correctly, it has a J2 engine but only enough fuel for a J1?

The extra fuel needed for J2 would be from one of the modules correct?

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PostPosted: Tue Mar 23, 2010 7:18 pm 
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Location: North Central Kansas
Cyborg IM1 wrote:
If I read the fuel correctly, it has a J2 engine but only enough fuel for a J1?

The extra fuel needed for J2 would be from one of the modules correct?


That is correct.

I have not done this ship using MGT rules yet.

I think in that one, I will lose the 2 ton extra lifesupport and instead make 2 30t seperate cargo bays that actually take up 32t space. These would be more than slips that hold the MGT flat modules, they would be cargo bays by themselves that just happen to have a large bay door at one end that allows the standard (MGT rules) module to be slide into it. Completely protected by the ship as cargo.

The Wander's 2 module slips are just fancy docking places. They including the docking ring and just some outer guides to hold the module inplace (besides the standard clamps.

On The Wander, if you don't have the modules, there will be some open space looking where they go (looking from the bottom or the top.)

Dave Chase

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Dave?

Dave is not here.

No, he is not here.

Honestly, he is not here. If he was the online light would be on.

This is just a simple text message.

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