Author Topic: Trader Small Craft (w. Art)  (Read 9826 times)

Maingunnery

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Trader Small Craft (w. Art)
« on: 06 June 2013, 17:31:49 »
I believe that the cargo bays of canon small craft are too small, which is why I made this small craft design.
Con: It is slow, it has no weapons
Pro: It has 100 tons of cargo, rations for 2 months, spare parts, thick armor and 100 tons of cargo space.

I might trade some armor for more fuel, what do you guys think?



Code: [Select]
                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Trader Small Craft
Tech:              Inner Sphere / 3067
Vessel Type:       Spheroid Small Craft
Rules:             Level 2, Standard design
Rules Set:         AeroTech2

Mass:              200 tons
Length:            23 meters
Power Plant:       Standard
Safe Thrust:       3
Maximum Thrust:    5
Armor Type:        Ferro-aluminum
Armament:          None
------------------------------------------------------------------------------
Class/Model/Name:  Trader Small Craft 
Mass:              200 tons

Equipment:                                                              Mass
Power Plant, Drive & Control:                                           39,00
Thrust:  Safe Thrust: 3
      Maximum Thrust: 5
Structural Integrity: 5                                                  2,00
Total Heat Sinks:    7 Single                                             ,00
Fuel & Fuel Pumps:                                                      15,50
Bridge, Controls, Radar, Computer & Attitude Thrusters:                  1,50
Fire Control Computers:                                                   ,00
Food & Water:  (67 days supply)                                          1,00
Armor Type:  Ferro-aluminum  (343 total armor pts)                      18,00
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                100
   Left/Right Sides:                  84/84
   Aft:                                  75

Cargo:
   Bay 1:  Cargo (1) with 2 doors                                      100,00


Crew and Passengers:
      3 Crew (3 minimum)                                                21,00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 Lot Spare Parts (1,00%)                                                2,00
------------------------------------------------------------------------------
TOTALS:                                                     Heat: 0    200,00
Tons Left:                                                                ,00

Calculated Factors:
Total Cost:        7.230.300 C-Bills
Battle Value:      708
Cost per BV:       10.212,29
Weapon Value:      0 (Ratio = ,00)
Damage Factors:    SRV = 0;  MRV = 0;  LRV = 0;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 844
                   (234 Structure, 540 Life Support, 70 Weapons)
                   Support Points (SP) = 2.364  (280% of MPV)
BattleForce2:      MP: 3,  Armor/Structure: 9 / 0
                   Damage PB/M/L: -/-/-,  Overheat: 0
                   Class: DS;  Point Value: 7



EDIT: Art added in later post.
« Last Edit: 13 July 2017, 12:12:03 by Maingunnery »
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CloaknDagger

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Re: Trader Small Craft
« Reply #1 on: 06 June 2013, 17:41:39 »
Why is this not the standard?

idea weenie

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Re: Trader Small Craft
« Reply #2 on: 06 June 2013, 19:27:41 »
This small craft will need to either dock on a Dropship or Jumpship to travel inter-system, so I'd assume that it is either on-planet or in-system cargo shipping.

If in-system, you don't need 2 months worth of food and water (though at one ton it is a cheap deal), but 2 months is a long time to go without maintenance.  The armor is a bit much too.  If planet-moon, you would need a couple days of food (plus someplace to sleep), while hopping over a continent only needs a few hours.

My recommendations:
Drop the armor to 8 tons.  Use 7 of the freed tons for an additional crewmember to serve as the technician.  This also cuts down the food/water to 50 days.  The remaining three tons can be used for cargo handling gear, or other sorts of equipment.  If you can free up another 7 tons you can have a 5-person crew, similar to the Andromeda Strain's Odd Man Hypothesis (since you are dealing with a nuclear engine).   ;)

If you want further math, you could look into comparing the 7 ton quarters with 1 ton of consumables (200-person-days) vs using smaller seats and less man-days per ton of consumables.  I.e. using bays or similar for the crew, and MREs/compressed O2/canned water.

Maingunnery

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Re: Trader Small Craft
« Reply #3 on: 30 April 2017, 05:24:10 »

Based upon another suggestion (faster), used steerage quarters and reduced the armor.

Code: [Select]
                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Trader SC Mk.X
Tech:              Inner Sphere / 3067
Vessel Type:       Spheroid Small Craft
Rules:             Level 2, Standard design
Rules Set:         AeroTech2

Mass:              200 tons
Length:            23 meters
Power Plant:       Standard
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Ferro-aluminum
Armament:          None
------------------------------------------------------------------------------
Class/Model/Name:  Trader SC Mk.X
Mass:              200 tons

Equipment:                                                              Mass
Power Plant, Drive & Control:                                           52,00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
Structural Integrity: 6                                                  2,50
Total Heat Sinks:    9 Single                                             ,00
Fuel & Fuel Pumps:                                                      15,50
Bridge, Controls, Radar, Computer & Attitude Thrusters:                  1,50
Fire Control Computers:                                                   ,00
Food & Water:  (67 days supply)                                          1,00
Armor Type:  Ferro-aluminum  (212 total armor pts)                      10,50
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                 53
   Left/Right Sides:                  53/53
   Aft:                                  53

Cargo:
   Bay 1:  Cargo (1) with 2 doors                                      100,00


Crew and Passengers:
      3 Crew (3 minimum)                                                15,00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 Lot Spare Parts (1,00%)                                                2,00
------------------------------------------------------------------------------
TOTALS:                                                     Heat: 0    200,00
Tons Left:                                                                ,00

Calculated Factors:
Total Cost:        7.070.300 C-Bills
Battle Value:      448
Cost per BV:       15.781,92
Weapon Value:      0 (Ratio = ,00)
Damage Factors:    SRV = 0;  MRV = 0;  LRV = 0;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 1.036
                   (276 Structure, 670 Life Support, 90 Weapons)
                   Support Points (SP) = 2.364  (228% of MPV)
BattleForce2:      MP: 4,  Armor/Structure: 5 / 0
                   Damage PB/M/L: -/-/-,  Overheat: 0
                   Class: DS;  Point Value: 4
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Daryk

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Re: Trader Small Craft
« Reply #4 on: 30 April 2017, 06:38:35 »
I'd stick with standard armor to further reduce cost.  If this is intended for mass market, it needs to be as cheap as possible.

Maingunnery

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Re: Trader Small Craft
« Reply #5 on: 30 April 2017, 06:48:43 »

Ok, the 3025 version:

Code: [Select]
                    AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Trader SC Mk.IX
Tech:              Inner Sphere / 3025
Vessel Type:       Spheroid Small Craft
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              200 tons
Length:            23 meters
Power Plant:       Standard
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Standard
Armament:          None
------------------------------------------------------------------------------
Class/Model/Name:  Trader SC Mk.IX
Mass:              200 tons

Equipment:                                                              Mass
Power Plant, Drive & Control:                                           52,00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
Structural Integrity: 6                                                  2,50
Total Heat Sinks:    9 Single                                             ,00
Fuel & Fuel Pumps:                                                      14,50
Bridge, Controls, Radar, Computer & Attitude Thrusters:                  1,50
Fire Control Computers:                                                   ,00
Food & Water:  (67 days supply)                                          1,00
Armor Type:  Standard  (208 total armor pts)                            11,50
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                 52
   Left/Right Sides:                  52/52
   Aft:                                  52

Cargo:
   Bay 1:  Cargo (1) with 2 doors                                      100,00


Crew and Passengers:
      3 Crew (3 minimum)                                                15,00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 Lot Spare Parts (1,00%)                                                2,00
------------------------------------------------------------------------------
TOTALS:                                                     Heat: 0    200,00
Tons Left:                                                                ,00

Calculated Factors:
Total Cost:        6.594.280 C-Bills
Battle Value:      439
Cost per BV:       15.021,14
Weapon Value:      0 (Ratio = ,00)
Damage Factors:    SRV = 0;  MRV = 0;  LRV = 0;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 1.038
                   (278 Structure, 670 Life Support, 90 Weapons)
                   Support Points (SP) = 2.364  (228% of MPV)
BattleForce2:      MP: 4,  Armor/Structure: 5 / 0
                   Damage PB/M/L: -/-/-,  Overheat: 0
                   Class: DS;  Point Value: 4
Herb: "Well, now I guess we'll HAVE to print it. Sounds almost like the apocalypse I've been working for...."

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Daryk

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Re: Trader Small Craft
« Reply #6 on: 30 April 2017, 08:00:43 »
Nicely done, and under 6.6M to boot... O0

Maingunnery

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Re: Trader Small Craft
« Reply #7 on: 30 April 2017, 12:46:58 »
Here is an overview of all the mark numbers:

Code: [Select]

Mark 1 2 3 4 5 6 7 8 9 10
Intro 2101 2151 2201 2251 2301 2401 2501 2701 3025 3060
Mass 200 200 200 200 200 200 200 200 200 200

Safe Thrust 3 3 3 3 3 3 3 4 4 4
SI 5 5 5 5 5 5 5 6 6 6
Engine Weight 86 74,5 66,5 58,5 55 47 39 52 52 52

Fuel tons 10 10 11 14 18 25 25 15 15 13
Fuel Factor 2,2 1,9 1,7 1,5 1,4 1,2 1 1 1 1
1G Burn days 2,47 2,86 3,52 5,07 6,99 11,32 13,59 8,15 8,15 7,07
Fuel & Pumps 10 10 11 14,5 18,5 25,5 25,5 15,5 15,5 13,5

Controls 3,5 3 3 2,5 2 2 1,5 1,5 1,5 1,5
Crew (3) strge 15 15 15 15 15 15 15 15 15 15
fd/wtr/spares 3 3 3 3 3 3 3 3 3 3

Armor tonnage 6,5 6,5 6,5 6,5 6,5 7,5 16 13 13 15
Armor type Prim Prim Prim Prim Prim Prim STD Ferro STD Ferro
0,66 0,66 0,66 0,66 0,66 0,66 1 1,12 1 1,12
Armor points 88 88 88 88 88 99 276 256 232 292
Average 22 22 22 22 22 24 69 64 58 73

 Cargo 76 88 95 100 100 100 100 100 100 100


« Last Edit: 30 April 2017, 12:49:41 by Maingunnery »
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Giovanni Blasini

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Re: Trader Small Craft
« Reply #9 on: 30 April 2017, 17:00:58 »
Heavy Metal Aero separates out spare parts and food/water, but that's not done under standard rules, so I'd probably roll that back into standard cargo. Also, while 4/6 is nice, I think I'd rather have more cargo and stick with 3/5.  That said, I dig the K-1 DropShuttle, which is similar.
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Maingunnery

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Re: Trader Small Craft
« Reply #10 on: 30 April 2017, 17:48:45 »
Heavy Metal Aero separates out spare parts and food/water, but that's not done under standard rules, so I'd probably roll that back into standard cargo. Also, while 4/6 is nice, I think I'd rather have more cargo and stick with 3/5.  That said, I dig the K-1 DropShuttle, which is similar.
So 'in universe' you would likely get a mark 7 and reduce the fuel tonnage for more cargo weight?
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Giovanni Blasini

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Re: Trader Small Craft
« Reply #11 on: 30 April 2017, 18:07:47 »
So 'in universe' you would likely get a mark 7 and reduce the fuel tonnage for more cargo weight?

I think the Landing Craft Mark VII still uses full first class and second class quarters. Hell with that, go steerage again, get 11 tons back there.  Dunno if I would do a fuel reduction.

Course, these days, I just use a Mk I Ares with its 65-ton bay. I just wish MekHQ could recognize loading 'Mechs or vehicles into it as cargo.
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Daryk

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Re: Trader Small Craft
« Reply #12 on: 30 April 2017, 18:14:53 »
As the rules currently stand, the Mark VII can't land or take off vertically without destroying itself.  The damage inflicted on aerodyne small craft and dropships for doing so is measured on the capital scale.

Maingunnery

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Re: Trader Small Craft
« Reply #13 on: 01 May 2017, 19:40:36 »
I think the Landing Craft Mark VII still uses full first class and second class quarters. Hell with that, go steerage again, get 11 tons back there.  Dunno if I would do a fuel reduction.

Course, these days, I just use a Mk I Ares with its 65-ton bay. I just wish MekHQ could recognize loading 'Mechs or vehicles into it as cargo.
Oops, I meant the Trader Mk7, 100 tons cargo and 25 tons of fuel (some can obviously be spared).



And now some fluff:



   The Trader Small Craft is one of the most oldest and common cargo Small Craft series in history. The Mk-1 debuted in the early 22nd century and the latest version being the Mk-10, came out during the Jihad. The reason why this series lasted this long is that it specializes in the ability to carry massive amount of cargo and because it is often completely ignored by the military. This is because, with a few minor exceptions, it carries no weapons.
The lack of weapons means that is almost never used by military forces, which often require a minimum amount of firepower for Small Craft. On rare occasions it has been used for inserting combat forces, but the required time to securing or unsecuring units in the cargo bay, not to mention the lack of weapons, make this a very risky tactic.

   The Mk-1 to Mk-3 were the primary cargo transports of their day, whenever technology improved, the design would be improved to keep at the forefront of cargo capacity. The Trader would only begin to be gradually displaced by Dropshuttles after these reached their maximum transportable size.
The Mk-4 was deemed a major milestone as it was the first in its series with the ability to easily carry ten standard cargo containers, this became the norm for all following versions. The Mk-5 and Mk-6 mostly invested any freed tonnage into the fuel.
   The use of standard technology in the Mk-7 freed up a large amount of weight, which was then mostly invested into armor. With centuries of engineering in the design it reach a point of extreme reliability and even to this day the Mk-7 is widely in use. Both as a cargo distributor in the civilian sector and as a primary transport in poorer regions of the Periphery. Its use in the more lawless regions, in convoys, also gave rise to escort variants. These variants add a gunner to the crew and sacrificed nearly all of the cargo to mount either LRMs or AC/10s.
   At the end of the 27th century the SLDF ordered a special variant to be made for their own use. This Mk-8 uses a more powerful engine at the expense of fuel and armor tonnage, although the armor reduction was off set by the use of Ferro armor. During the Succession Wars the remaining Mk-8s were stripped by the House militaries of their Ferro armor and downgraded to using standard type. The Jihad era introduced the widespread refit of the downgrade Mk-9s into Mk-10s. These upgrades the armor to Heavy Ferro, the heatsinks to double strength type and added automated defense systems.

   Currently the most common versions are the Mk-7 and its escort variants. These are especially popular in combination with Behemoth DropShips. The Mk-10 is on a distant third place and only really in use by Special Forces and Mega Corps.
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Giovanni Blasini

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Re: Trader Small Craft
« Reply #14 on: 01 May 2017, 21:15:17 »
Looks good.
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BritMech

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Re: Trader Small Craft
« Reply #15 on: 12 May 2017, 20:01:21 »
As the rules currently stand, the Mark VII can't land or take off vertically without destroying itself.  The damage inflicted on aerodyne small craft and dropships for doing so is measured on the capital scale.

Where is that rule? I went hunting but couldn't find it.

Daryk

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Re: Trader Small Craft
« Reply #16 on: 12 May 2017, 20:19:29 »
StratOps, pages 72-73, specifically the paragraph that starts: "The unit suffers automatic damage based on its tonnage...".  The referenced table starts at 8+1d6 capital scale damage (+1d6 if you're conducting a vertical landing; that's a MINIMUM of 100 points of damage).  There's also the bit about the landing gear being automatically destroyed.  The damage reduction for margin of success only applies to take off, so an aerodyne craft landing vertically will take damage no matter what (not that significant margins of success are likely with all the penalties).

Giovanni Blasini

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Re: Trader Small Craft
« Reply #17 on: 12 May 2017, 20:31:39 »
That sounds like a Rules Question moment to be sure that was the intent.  I suspect the effect on small craft may have been overlooked.
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Maingunnery

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Re: Trader Small Craft
« Reply #18 on: 13 May 2017, 05:31:59 »

Personally, I disagree with aerodyne craft taking any damage unless the margin of success was extremely bad.
Herb: "Well, now I guess we'll HAVE to print it. Sounds almost like the apocalypse I've been working for...."

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Daryk

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Re: Trader Small Craft
« Reply #19 on: 13 May 2017, 06:09:11 »
I've been having this discussion with TPTB since StratOps came out, and was told it would be fixed eventually (for aerospace definitions of "eventually", of course).  I was disappointed the fix wasn't in IO, but hope springs eternal.  I've laid out several strategies to correct the problem, the simplest being reverting the Mark VII to a fighter-like design now that ASFs can carry cargo again.  If you're interested Gio, I can dig up and forward you the PM.

[/threadjack]

Tai Dai Cultist

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Re: Trader Small Craft
« Reply #20 on: 13 May 2017, 08:35:26 »
I'm curious about the design strategy behind a lack of weaponry.  This is a universe rife with piracy and where violence is a socially acceptable option of first resort in a dispute.  Why not spend a few tons for a token armament... canon designs do.  I'm not sure there's even one completely unarmed canonical spacecraft (unless you count escape pods/lifeboats).

Cryhavok101

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Re: Trader Small Craft
« Reply #21 on: 13 May 2017, 08:43:27 »
I'm not sure there's even one completely unarmed canonical spacecraft (unless you count escape pods/lifeboats).

Monarch Dropship
Like many civilian ships the Monarch relies on it's inoffensive nature to escape harm, being only lightly armored and completely unarmed. For this reason and the completely non-military role of the craft, they rarely stray beyond routes that would put them in harm.


Maingunnery

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Re: Trader Small Craft
« Reply #22 on: 13 May 2017, 08:49:16 »
I'm curious about the design strategy behind a lack of weaponry.  This is a universe rife with piracy and where violence is a socially acceptable option of first resort in a dispute.  Why not spend a few tons for a token armament... canon designs do.  I'm not sure there's even one completely unarmed canonical spacecraft (unless you count escape pods/lifeboats).
1. Not having to spend tonnage on weapons, gunners and heatsinks.
2. Make it very civilian, and in-universe make it a very trusted/ignored design.
3. It can function very well in the more civilized parts of the IS. But in the worse parts/periphery, it needs to go into a convoy.
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Tai Dai Cultist

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Re: Trader Small Craft
« Reply #23 on: 13 May 2017, 09:09:19 »
1. Not having to spend tonnage on weapons, gunners and heatsinks.
2. Make it very civilian, and in-universe make it a very trusted/ignored design.
3. It can function very well in the more civilized parts of the IS. But in the worse parts/periphery, it needs to go into a convoy.

Point 1 is a no brainer, but I'm just not sure I understand what you're trying to do with points 2 and 3.  Bucs and Mules satisfy point 2 just fine while being armed.  As do the existing small craft like Mark VIIs and K-1s.  Just not seeing how not having weapons is actually helping satisfy point 2.

On point 3, I'm thinking maybe I'm reading too much into the name being "trader".  If the ship is meant to actually only ever operate in very safe spacelanes, ok.  But I got the idea in my head it was supposed to be a vessel of choice for "Free Trader" types... who certainly would end up jaunting about the Inner Sphere and occasionally bounce from one port of ill repute to the next.

Of course, flipping through the books I DO see that there are some more unarmed spacecraft than I was remembering.  The ST-46 and S-7 classes are also unarmed, so I suppose it's not as unprecedented as I was thinking.  I'm now just questioning whether or not a Han Solo type really wants to fly an unarmed spacecraft in the vicinity of the Mos Eisleys of the Inner Sphere is all.  If your design is just a "S-7 only with a bigger cargo hold" and meant to operate as a fleet asset rather than a solitary "free trader" type asset, then ignore me :)
« Last Edit: 13 May 2017, 09:12:07 by Tai Dai Cultist »

Giovanni Blasini

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Re: Trader Small Craft
« Reply #24 on: 13 May 2017, 09:10:10 »
I'm curious about the design strategy behind a lack of weaponry.  This is a universe rife with piracy and where violence is a socially acceptable option of first resort in a dispute.  Why not spend a few tons for a token armament... canon designs do.  I'm not sure there's even one completely unarmed canonical spacecraft (unless you count escape pods/lifeboats).

Most civilian small craft are unarmed, with only the K-1 DropShuttle carrying weaponry.  Obviously, military small craft like the Ares landing craft series, the NL-42, etc., are armed.

For DropShips, in addition to the Monarch, the Danais is unarmed, despite the armed Trojan variant.
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Red Pins

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Re: Trader Small Craft
« Reply #25 on: 13 May 2017, 09:10:42 »
Tagged
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Maingunnery

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Re: Trader Small Craft
« Reply #26 on: 13 May 2017, 16:28:52 »
Point 1 is a no brainer, but I'm just not sure I understand what you're trying to do with points 2 and 3.  Bucs and Mules satisfy point 2 just fine while being armed.  As do the existing small craft like Mark VIIs and K-1s.  Just not seeing how not having weapons is actually helping satisfy point 2.

On point 3, I'm thinking maybe I'm reading too much into the name being "trader".  If the ship is meant to actually only ever operate in very safe spacelanes, ok.  But I got the idea in my head it was supposed to be a vessel of choice for "Free Trader" types... who certainly would end up jaunting about the Inner Sphere and occasionally bounce from one port of ill repute to the next.

Of course, flipping through the books I DO see that there are some more unarmed spacecraft than I was remembering.  The ST-46 and S-7 classes are also unarmed, so I suppose it's not as unprecedented as I was thinking.  I'm now just questioning whether or not a Han Solo type really wants to fly an unarmed spacecraft in the vicinity of the Mos Eisleys of the Inner Sphere is all.  If your design is just a "S-7 only with a bigger cargo hold" and meant to operate as a fleet asset rather than a solitary "free trader" type asset, then ignore me :)
Please also take the in-universe origin of the design into account, the mk1 version was fluffed as the first cargo specialist SC, in an era that didn't have much piracy (early 22nd century), and where the law would ask some questions about adding weapons on a civilian transport. In large military conflicts, the navies could simply ignore a civilian Trader (giving a in-universe reason of why it isn't in any of the TROs). 

And above all, it is cheap, even planets that don't warrant DropShip visits can be served by some hitchhiking Traders. As the design developed it gained a lot of armor & fuel, so it could be too much of a bother for pirates, they would be better off raiding the planet itself.

Currently I can see these possible roles: hitchhiking Traders, escort Traders (for Mk-7 escort variants), distribution Traders for Behemoth DS/Navy Fleets, cheap transports for smaller companies.
« Last Edit: 13 May 2017, 17:01:07 by Maingunnery »
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Re: Trader Small Craft
« Reply #27 on: 13 May 2017, 21:10:08 »
Here's a current project of mine, designed to be carried into orbit and return to its DropShip.  Note the -M variant; I was really, really, tempted to make it the primary version but decided there wasn't much point to a Infantry Small Craft rather than something survivable.

BTW, is this enough fuel to go from orbit to surface and back for a spheroid?

Quote
BGH-01 Bridgehead

Produced By: Hanseatic League
Introduced: 3098
Mass: 200 Tons
Tech Base: Inner Sphere (Modern)

Safe Thrust: 4 (2G)
Maximum Thrust: 6 (3G)

Weapons and Equipment:
  None

Origin
     Despite having sufficient military assets to defend the League’s merchant traffic, in 3055 the Hansa were defeated in a skirmish that cost them several Jump- and DropShips of the CPF (Convoy Protection Force) that convinced them to concentrate on new markets further away from the route to the Clan Homeworlds and Chainelane Isles.
     As part of the process, the League designed and began limited production of the Bridgehead, a Small Craft capable of carrying a single vehicle and small Infantry detachment to escort merchants attempting to open the smaller but more numerous markets of the more prosperous Periphery states in 3098.

Capabilities
     Designed to ensure the safety of its merchants, the Bridgehead is severely limited in many ways due to the trade-offs involved.  Incapable of defending itself, it relies on its two tons of standard armor and the threat of retaliation by the RDF or mercenaries to deter assault.  Intended for limited deployment, the limited fuel supply is rarely a con-cern but restricts it from extended operations.
     Able to land at isolated or unprepared sites, the Bridge-head offers its passengers a secure base of operations with a choice of vehicles (normally a ground or VTOL transport) and small quantities of trade goods to interest buyers.

Battle History
     The earnest attempts to open new markets and the lack of available force has led to only a few standoffs with angry crowds since its deployment.  Most often, a member of the small crew violates some local law or custom, and after ne-gotiating and levying a suitable fine or punishment the crewman is normally abandoned on the planet to fend for himself.  Not surprisingly, such incidents are suitable rare.

Variants
     The Bridgehead-E is an executive transport, reducing its cargo capacity to provide seven First-Class suites for the com-fort of its passengers.  Able to sustain 4.5 G in an emergency, it carries an enlarged fuel tank.
     The Bridgehead-M removes the vehicle bay and amenities and uses commonly available Stealth armor to assist in covert insertions of Battlearmor or Infantry units of various sizes.  Supplied with communications gear, medical facilities, a single Arrow IV launcher, and twenty-five tons of supplies, the –M carries 8 Battlearmor troopers and four foot Infantry Platoons in six bays.
     Besides the military aspects, the –M is also popular with relief agencies within the Republic, using it for disaster relief in smaller areas.  Able to coordinate rescue efforts, provide emergency medical care, and house aid workers in enlarged Infantry bays, the military Battlearmor is replaced with con-struction- or demolition-oriented designs.
     In service with the League CPF, the Bridgehead-T is a heavily armored craft with slightly larger engines, dedicated to refueling AeroSpace Fighters and Search-and-Rescue oper-ations.

Notable Small Craft and Crews
Standard Infantry and Muster
     Established in 3100, Standard Infantry offered professional security forces for planetary governments or corporate in-terests across the Republic.  Famous for offering its clients an “army in a box”, SI grew to nearly 10 Regiments with a small fleet of small craft until 3110, when the company was ac-cused of accepting a contract to garrison Liao-occupied plan-ets in the Republic.

The Republic Aid Society and Lonesome Dove
     Modified from the standard Bridgehead–M for aid mis-sions within the Republic, the crew of the Dove starred in a long-running reality show eventually cancelled after accusa-tions of favoritism and extorting sexual favors for aid surfaced in 3122.

Type: Civilian Spheroid   Dimensions
Tech Base: Inner Sphere (Modern)
Length: 28 meters
Mass:  200 Tons         Width: 22.5 meters
Structural Integrity: 6
  Safe Thrust: 4
  Maximum Thrust: 6

Fuel: 5 Tons      Tons/Burn-day: 1.84
Heat Sinks: 9
Armor Value: 36

Cargo: 50.5 Tons
Crew: 3
Passengers: 29

Notes:
  The main cargo bay is accessible through the Light Vehicle Bay, but a smaller half-ton storage weapons locker is adjacent to a Foot Infantry bay.
  The standard Bridgehead maintains a single First-Class cabin for the use of a merchant representative.
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Maingunnery

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Re: Trader Small Craft
« Reply #28 on: 13 July 2017, 09:29:05 »
Here is an overview of all the mark numbers:

And here is art of a Trader Mark 7, with a Mackie walking out.
The Mechwarrior was becoming a bit impatient after being transported as cargo
and waiting for the crew to unstrap this 'Mech.




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Daryk

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Re: Trader Small Craft (w. Art)
« Reply #29 on: 13 July 2017, 17:07:08 »
Very nice, but I do have to wonder about the windows on the roof...  Props to Matt Plog yet again!