I'm trying to work out a standard jumpship for general transport and participation in a jump circuit, ending up with the Voyager below. As always, I'm interested in any comments about how to improve the design.

The Voyager is similar in scale (100K tons), price (~500M), and collars (2) to the Merchant, but with much greater endurance. The Merchant has sufficient fuel stores for ~1.5 months of station keeping and can't charge the jump drive off of fuel stores. The Voyager in contrast has 8+ months of endurance or can charge the drive twice off the fuel store enabling a 90 light year transit through dead space or a 30 jump voyage with the light collecting sail. 30 jumps, for example, is slightly over the maximum radius of the inner sphere.

The cargo is divided into two bays. The 100 ton bay contains all the spare parts and consumables necessary for 8 months. The remaining 21 ton bay is free storage for anything else desired. Relative to the Merchant (~650 tons) the quantity of free storage is much lower, implying a strong dependence on dropship->dropship or dropship->station->dropship transshipment rather than dropship->jumpship->dropship transshipment.

Like all jumpships, the Voyager class is a poor combatant. It does however have two modest advantages. Maximized Lamellor Ferro-carbide armor provides a bit over 3x the protection of a typical Merchant while Laser AMS provide a modest capacity to defend against missiles, particularly when linked into a grid with other ships. Nevertheless, crews are likely to end up requiring the use of lifeboats should any serious combat situation arise.

A single smallcraft bay enables easy transport as well as a degree of modularity. Two additional passenger quarters provide space for journeyman crew or a passenger.

`Voyager Jumpship`

Mass: 99,000 tons

Technology Base: Inner Sphere (Advanced)

Introduced: 3145

Mass: 99,000

Battle Value: 1,864

Tech Rating/Availability: F/X-X-X-F

Cost: 517,857,500 C-bills

Fuel: 250 tons (2,500)

Safe Thrust: 0

Maximum Thrust: 0

Sail Integrity: 4

KF Drive Integrity: 3

Heat Sinks: 93 (186)

Structural Integrity: 1

Armor

Nose: 13

Fore Sides: 13/13

Aft Sides: 13/13

Aft: 12

Cargo

Bay 1: Small Craft (1) 1 Door

Bay 2: Cargo (100.0 tons) 1 Door

Bay 3: Cargo (21.0 tons) 1 Door

Ammunition:

None

Dropship Capacity: 2

Grav Decks: 1 (95 m)

Escape Pods: 0

Life Boats: 2

Crew: 2 officers, 9 enlisted/non-rated, 5 bay personnel, 2 passengers

Notes: Mounts 55 tons of lamellor ferro-carbide armor.

Weapons: Capital Attack Values (Standard)

Arc (Heat) Heat SRV MRV LRV ERV Class

Nose (14 Heat)

2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS

FRS/FLS (14 Heat)

2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS

ARS/ALS (14 Heat)

2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS

Aft (14 Heat)

2 Laser AMS 14 1(6) 0(0) 0(0) 0(0) AMS

If a Voyager carries a pair of fully loaded

Warmothers into combat the total cost is 4833M or ~121M/triad.

Tradeoffs:

**Dropcollars** What is the right number of drop collars for a jump circuit ship? There are two metrics for a jump circuit: collar count and length. If you have a fixed budget and care about only collar count, you end up making jumpships with 10 collars and have a short circuit since each individual node is very expensive. If you have a fixed budget and care only about jump circuit length, you make long circuits with no collars. If you instead care about both equally, you end up choosing 2 collars since a 2-collar design produces a circuit only 68% shorter (350M/517M) than 1-collar approach and has 72% (187M/collar / 259M/collar) of the collars of a 10-collar approach.

**Range** Jumpships normally can top-up supplies from carried dropships. In a jump circuit, that may not be possible since there are only a few minutes before a dropship is passed on to the next jumpship in the line. An extreme example of range is given by the Magellan which has 1200 tons of fuel lasting 600+ days, although notably with a single dropcollar and no grav deck. The Voyager doesn't match that, but the 250+ day fuel capacity is slightly less than half that and over 5x a Merchant's range. Amongst other jumpships, there are the Hunter (400 days, no grav deck, 1 dropcollar, Clan), Odyssey (250 days, 4 dropcollars, Clan), and the Leviathan (250 days, 8 dropcollars). So no other canon jumpship manages greater range with 2 or more collars and everything with more range lacks a grav deck.

**Luxuries?** You can save tons by dropping grav decks, shifting to steerage quarters, or in a few other ways. However, trading off an 8 month range with a comfortable crew for a 10 month range with an uncomfortable crew doesn't seem like a good tradeoff in large scale usage.

**Defense?** The investment in LFC armor, laser AMS, and double heat sinks is somewhat questionable on an essentially-noncombatant unit. Nevertheless, I'm thinking of applications where a Voyager is treated as a

*disposable* unit when it jumps into a contested zone with 2

Warmother dropships. There, the Laser AMS protects the Warmothers as well as the Voyager itself, destroying White Shark and Antiship missiles when functioning as a member of a defensive grid. The cost here is also fairly low (~1.5% of total) so it seems like an acceptable expense.

**Voyager, 3025**In a 3025 context, minor downgrades still produce a simple and capable jumpship. The variations are below.

`3025 Voyager Jumpship`

Mass: 99,000 tons

Introduced: 3025

Battle Value: 840

Tech Rating/Availability: D/X-E-D-F

Cost: 507,931,250 C-bills

Armor

Nose: 7

Fore Sides: 7/7

Aft Sides: 8/8

Aft: 7

Cargo

Bay 1: Small Craft (1) 1 Door

Bay 2: Cargo (100.0 tons) 1 Door

Bay 3: Infantry (Foot) (5) 1 Door

Bay 4: Cargo (34.0 tons) 1 Door

Dropship Capacity: 2

Grav Decks: 1 (95 m)

Life Boats: 2

Crew: 2 officers, 9 enlisted/non-rated, 33 bay personnel, 2 passengers

Notes: Mounts 55 tons of standard aerospace armor.

Weapons: Capital Attack Values (Standard)

Arc (Heat) Heat SRV MRV LRV ERV Class

None

**Voyager Yardship**A rare variant of the 3025 Voyager drops two docking collars, the grav deck, much of the cargo space, and much of the fuel capacity in favor of an unpressurized yard capable of supporting assembly, repair, and transport of 107K ton vessels. The variations from the 3025 design are:

`Voyager Yardship`

Cost: 969,411,750

Fuel: 12 tons (120)

Cargo

Bay 1: Cargo (12.5 tons) 1 Door

Dropship Capacity: 0

Grav Decks: 0

Crew: 2 officers, 9 enlisted/non-rated in steerage quarters

107K ton Unpressurized Naval Repair Bay.

The

Voyager Yardship is only meant to be used in a well-supported environment where the crew can rotate off to use other gravdecks as necessary. The two key capabilities provided are:

- The ability to repair any damaged element of the jump circuit, whether a Voyager jumpship, Cavern dropship, or Sloth Transport Station.
- The ability to transport a jump circuit from one system to another. The Voyager and Cavern already transport, so the missing link addressed here is the Sloth stations.

The cost is about twice a standard Voyager, so just a few successful rescue missions pay off the costs.