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CT Only: Five Sisters Clipper

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Spinward Flow

SOC-14 1K
Five Sisters Clipper

During the Third Frontier War (979 - 986), deep penetration strikes by Zhodani cruiser squadrons to disrupt shipping through harassment and interdiction of civilian interstellar shipping in the Spinward Marches sector had the knock on effect of dispersing naval forces during the war. These circumstances then created numerous opportunities for more "entrepreneurial" privateers and corsairs to take advantage of the situation to also prey upon merchant shipping across much of the sector. Zhodani pirates, Sword Worlds pirates, Vargr pirates, Imperial pirates, Non-aligned states pirates… everyone who was inclined to do so was cashing in on the chance to turn pirate while naval forces were scattered chasing down rumors and feints, along with some very real predation on commerce. At times, the fog of war became very thick during those years.

The Five Sisters subsector was not spared the depredations of pirate attacks during the war, particularly those made by the more "adventurous" cartels operating out of bases in the neighboring District 268 and (of course) Sword Worlds subsectors. There was a very real fear that the communications and supply lines (both civilian and military) used by the Five Sisters subsector could be severed by marauding bands of corsairs and stepped up pirate activities. Without interstellar trade and supplies, some worlds would have to be evacuated and abandoned if they were unable to domestically support their populations while effectively interdicted by piracy.

One response to these stressful conditions during the Third Frontier War years that has survived into more modern times was the development of what came to be known as the Five Sisters Clipper, a new class of Fast Trader designed to counter the pirate threat plaguing the region so as to ensure the shipping and communications lines remained open. The first prototype to be tested was constructed at Karin / Five Sisters and was based upon the earlier LSP Clipper 3, albeit with some important modifications incorporated into the final design. A high priority was placed upon to align the performance more towards the needs of merchant ships at the extreme edge of Imperial controlled space during wartime when the navy presence could not be everywhere it was needed under conditions of relatively austere technological support.

Five Sisters Clipper (Type AT): Constructed using the same custom winged airframe 400 ton hull as the Lurushaar Kilaalum class Corvette, the Type-T Patrol Cruiser and its follow on Patrol, Response and Pursuit Corvettes which in turn inspired the LSP Clipper 3, the primary modification over previous iterations was the use of all-H TL=10 standard drives, producing jump-4 and 4G acceleration with a power plant-4 peformance profile in a "clean" configuration unencumbered by external loads. Fuel tankage is 185 tons, sufficient for either one jump-3 during 6.5 weeks endurance or one jump-4 and during 2.5 weeks endurance (HEPlaR reaction maneuvering consumes fuel faster). Fuel scoops are integrated into the hull and an onboard fuel purification plant allows the refining of fuel skimmed from gas giants or water oceans. The custom detachable bridge has an adjacent model/4 computer (without a fiber optic backup) along with a civilian sensor suite. The ship is well protected with two triple beam laser turrets organized into a single battery for offense while two triple sandcaster turrets organized as a single battery provide a relatively robust defense option.

The ship also has an internal hangar berth for an armored Five Sisters Fighter used for both organic escort duties as well as maneuver tug services for the up to 20x Modular Cutter Modules that can be docked externally to the ship during both interplanetary and interstellar transport operations. There is also an additional internal hangar berth for a 30 ton Modular Cutter Module which operators can customize with a cargo hold, passenger accommodations and/or a Mail Vault for mail deliveries to Postal Unions under contract (with or without subsidies).

Accommodations aboard are 8 single occupancy crew staterooms and no low berths. The crew consists of a starship pilot, a small craft pilot, a navigator, a skilled chief engineer and a subordinate engineer, a skilled steward and skilled medic who both coordinate to assist with maintenance of the regenerative life support biome systems aboard, as well as a single skilled gunner for the two weapon batteries. Quality of life aboard is typically higher than minimum commercial standards thanks to the Environmental Control Type V-c regenerative life support systems, making the recruiting and retention of skilled crew less of an issue over time for ships of the class.

Five Sisters Clippers cost MCr277.446 in single production, or MCr221.9568 per copy in volume production, not including architect's fees.
Five Sisters Fighters cost MCr30.1002 in single production, or MCr24.08016 per copy in volume production, not including architect's fees.

Both designs have been in production long enough that architect's fees are not required at either the Karin or Iderati shipyards where the class remains in volume production by 1105. Following the Fourth Frontier War (1082 - 1084) the shipyards at Jewell and Vilis were granted permission to produce the class under license, reaching volume production levels that have been sustained through 1105 by modest yet sustained demand from ambitious merchants wanting to upgrade their fleets in those subsectors.

Both craft were also reverse engineered by shipyards at Gram and Sacnoth for use by the Sworld Worlds Confederation as a localized technological clone variant, which they have styled as the Twin Brothers Clipper (Klippari Tvíburabræðra in the Sagamaal language) to differentiate it from the original Imperial design, which also remains in volume production by 1105. Rumors that cloned copies of the class are in service with the Ku Su'ikh corporation for use in the Great Rift by Aslan clans have yet to be corroborated and confirmed.
 
Costs and Revenues: Although comparable in construction cost to the more well known (and larger at 600 tons) Type-M class Subsidized Liner (which is the typical alternative in the MCr220-240 price range), the Five Sisters Clipper actually has a markedly lower overhead cost for a potential increase in cargo/passenger capacity (via externally towed Modular Cutter Modules) that is more flexible at meeting demand for transport service levels (one size does not fit all!) in many of the more provincial and backwater regions of the Imperial frontiers. The relative simplicity of the ship's TL=10 systems, standard drives and off the shelf weaponry means that parts, spares and maintenance are even more widely available and easily obtained in subsectors that have limited access to more advanced technologies. This in turn makes it far easier for civilian operators to keep their ships well maintained and in service for longer, increasing their return on investment in the class. The built in armament and armored fighter escort also helps ward off potential pirate attacks better than the slower (and unarmed by default) Type-M class Subsidized Liner can manage (without damaging the Liner's profit margin potential by needing to arm up and hire gunners).

Weaponry: The Five Sisters Clipper has a somewhat notable feature in how the ship's two weapon batteries are crewed (remotely, from the bridge) by a single skilled gunner. Under emergency agility conditions, the lasers are powered down and unavailable (although the sandcasters can still be used for defense). The choice to omit missiles from the starship's weaponry was a deliberately economic one to reduce costs incurred by the need to replace missiles expended in combat. Additionally, the concentrated firepower available from the beam laser battery is sufficient to inflict critical damage on most unarmored hulls under 400 tons in displacement, making the lasers a serious deterrent threat against attackers familiar with the ship class.

L-Hyd drop tanks: The Five Sisters Clipper has fittings mounted on the hull plumbed for L-Hyd drop tank usage. With up to 160 tons of external jump fuel tanks dropped at jump, either a J2+2 with up to 400 tons of external load (800 tons combined total) or a J4+4 with no external load (a clean configuration) can be performed with no refueling needed while en route. Upon breakout from jump at the destination, ~5 tons (~3.5 days) of power plant fuel reserve should remain in the internal fuel tanks, sufficient to maneuver and refuel under most circumstances.

Five Sisters Fighter (Type FA): Constructed using a 20 ton custom aerodynamic needle configuration armored hull capable of 6G acceleration, the fighter comes armed with a fixed rigidly mounted combination sandcaster and missile launcher. All versions feature a detachable bridge with 2 acceleration couches and an adjacent model/2 computer to assist with fire control. Since an additional gunner is not needed, the second acceleration couch can be used to transport a passenger.

The drive systems layout is a "mid-engine" arrangement, with M-Drive thruster plates and HEPlaR maneuvering systems located shortly aft of the fighter's center of gravity and incorporated into the swing wing aerofoils. Fuel tankage and the integral fuel scoop on the hull are located along the ventral keel spine under the drive bay aft of the sandcaster and missile launcher. A very small demountable tank fuel reserve is stored in the tiny cargo bay and is used as a redundant backup to self recover the fighter in case the main fuel tank is breached by mishap or battle damage.

The aft end of the fighter features a 5-way omni-dock airlock for Modular Cutter Modules. A single module can be towed externally at 2G longitudinally behind the fighter for atmospheric entry (using the fighter as a faring) and planetary landings. This allows the fighter to assist with delivering any and all externally docked modules while the Five Sisters Clipper uses maneuvering power to remain in a geosynchronous position over the landing site in low orbit, reducing delivery transit time and distance to a planetary surface. In vacuum, up to an additional 4 modules can be docked at right angles to the fighter hull and towed externally at 1G, although while these right angle docking ports are in use the combined craft is no longer streamlined.

Peculiarities: By FAR, the most consistently peculiar thing about the Five Sisters Clipper is its Environmental Control Type V-c capacity for its 8 person crew. If the displacement allocated to this regenerative life support biome and its support systems had been spent on standard life support consumables reserves instead, those 12 tons would have been sufficient reserve capacity for 1800 person/weeks (or 4.33 years for 8 crew members). However, the improvement this feature makes to the onboard quality of life for skilled crews aboard these ships is sufficient that recruiting seasoned crew is rarely an issue. FRESH food meals cooked daily by a skilled steward, rather than heavily preserved rations that everyone gets tired of consuming, often makes for quite a difference in crew morale over the long term. This also means that crews are not at the mercy of local market prices (and quality) when visiting worlds where life support consumables are an expensive commodity due to scarcity of resources and/or adequate technology (a potential liability in some remote backwater systems). Having a secure reserve of air, food and water consumables that will last an entire year between annual overhauls can be quite the logistical security asset.

While life support recycling efficiency of gases, liquids and solids is quite high, it is not and cannot ever be 100%. The replacement of losses in chemical reserves necessary for sustaining the regenerative biome life support systems are routinely obtained from the waste byproducts of wilderness skimmed fuel getting filtered out by the onboard fuel purification plant, which is more integrated into the ship's life support reserve systems than is typical. Additionally, the life support system of the Five Sisters Fighter has also been designed to integrate with the parent Five Sisters Clipper relatively seamlessly for waste purging and consumables reserve replenishment while the fighter is docked, helping to keep the regenerative biome life cycle better balanced over the duration between annual overhauls.
 
Naming: While there is no officially recognized naming convention for Five Sisters Clippers and their Five Sisters Fighters, there is a bit of a tradition among crews to name their craft after celebrity sisters, whether they be historical, currently trending, real, fictional or mythological.

Variants: Owing to the sheer number of possible load outs with Modular Cutter Modules it is impossible to make an exhaustive list of all variants in service. One of the most common variations is modifying the retained internal module for cargo, passenger and/or mail delivery services to best suit the planetary markets intended to be serviced.

Tanker Transport (Type TT): Loaded with 13 to 21 Modular Cutter Modules configured for fuel tankage, a Five Sisters Clipper can make deliveries of up to 590 tons of refined fuel from an in-system gas giant to a Desert World, Fluid World, Vacuum World, Planetoid Belt or Asteroid Belt at 2G once or twice a week (or use 20 modules for up to 800 tons per delivery at 1G). Developing worlds without easy access to hydrogen fuel sources in-system could even potentially charter a Five Sisters Clipper to shuttle refined fuel into the system from gas giants in neighboring systems 1-2 parsecs away in order to meet their (otherwise relatively modest) demands for starship fuel.

Carrier Transport (Type CT): Essentially a "pocket carrier" in which a single Modular Cutter Module can be outfitted with 2 staterooms for fighter crew plus 2 tons of life support reserves (300 person/weeks) to sustain operations plus a 20 ton Five Sisters Fighter hangar berth. Up to 12 carrier modules plus an additional module for command, control, communications (C3) and flight ops plus staff can be transported at jump-2/maneuver-2. Carrier Transports can be hired as paramilitary mercenaries to conduct anti-piracy patrols and light system defense operations under contract to world governments that are not able to construct their own space forces adequate to the task given the limitations of their population, world economy and/or government. Some mercenary contracts of this type could be funded by subsector capitals to patrol trade corridors and mains. Influential high population worlds that want to secure hegemony over their near neighbors can also offer such mercenary contracts (as can "less than legal" groups with sufficient resources and interests).

Carrier Raider (Type CR): The counterpart to the legitimate Type CT Carrier Transport is the more piratical Type CR Carrier Raider (or commerce raider). Modifications are broadly similar to the Type CT, except now the ship and its fighters are "working for the other side" with the flotilla operating more as a pirate corsair. Having a relatively large fighter complement of up to 12 Five Sisters Fighters is typically more than enough to overwhelm most "easy pickings" merchant traffic. Ships with this carrier loadout also make relatively decent privateers for cross-border raiding with their fighters. Although Five Sisters Clippers have limited internal cargo hold space, they make up for it in external load capacity, including being able to dock with a 200 ton Free/Far Trader while retaining all of their fighter modules and making a jump-1 to a neighboring system with their prize.

Yacht (Type YT): A few Five Sisters Clippers under private ownership have been converted into yachts. The most common means to achieve the conversion is to outfit a Modular Cutter Module for passenger accommodations, although this will typically require hiring an even more highly skilled steward to meet the service needs of both crew and passengers. A double suite stateroom for the yacht owner means that up to an additional 5 staterooms can be made available for high passenger guest service (or a personal security detail). The remaining 2 tons available can be outfitted life support reserves (up to 300 person/days) and/or low berths to complete the yacht module passenger accommodations conversion. Some yacht conversions will opt to replace a stateroom (or two) with a vehicle berth for an Air/Raft, Speeder or G-Carrier. Particularly wealthy individuals will sometimes use the yacht conversion as a low tech yet high speed VIP courier transport over particularly long distances (2+ subsectors) since the life support systems aboard can be configured to not need replenishment after every jump (in which case wilderness refueling and refining alone is usually sufficient). This allows transport yachts to operate "off the main lanes" relatively independently, jumping up to 4 parsecs every 8-9 days for up to 50 weeks before needing to make port for annual overhaul maintenance and deep replenishment of consumables.
 
Five Sisters Clipper
Ship Type: AT (Merchant-A, Transport)
TL=10 (LBB5.80 design fitted with LBB2.81 standard drives, and off-the-shelf weapons) (LBB5.80, p18)

Tonnage (custom hull): 400 tons
Configuration: 1 (Needle/Wedge, streamlined, MCr48) (LBB5.80, p21-23)
Armor: 0

Jump-H (code: 4, 45 tons, MCr80, TL=10, Civilian, Capacitor storage: 8 tons = 288 EP maximum)
Maneuver-H (code: 4, 15 tons, MCr32, TL=10)
Power Plant-H (code: 4, 25 tons, MCr64, TL=10, EP: 16, Surplus EP: +0 @ Agility 2, Emergency Agility: 4)
Total Drives: 45+15+25 = 85 tons (LBB2.81, p22) (+ 7 tons Five Sisters Fighter drives = 92 combined tons)

Fuel: 185 tons = 120+65 tons (LBB2.81, p14-15, 23)
  • Jump Fuel = (Tonnage/100) * (Parsecs*10)
    • 120 tons = 3 parsecs range @ 400 tons displacement
  • Power Plant and Reactionless Maneuver Fuel = (10Pn*0.25*weeks)
    • 65 tons = 6.5 weeks @ 4G M-Drive reactionless maneuver within 1000 diameters of gravity wells for 400 tons displacement
  • HEPlaR Reaction Maneuver consumption rate = (Tonnage/100) * (G*0.05*days)
    • 0.2 tons consumption per G per day beyond 1000 diameters of gravity wells (CT Beltstrike, p5, 11)
Fuel Scoops (MCr0.4) (LBB5.80, p27)
Fuel Purification Plant: 200 ton capacity (8 tons, MCr0.036) (LBB5.80, p27, 36)
L-Hyd drop tank fittings (MCr0.01) (LBB A5, p14)

Hardpoints: 4 (MCr0.4) (LBB2.81, p15 and p23)
Triple Turrets: 4 (MCr4) (LBB2.81, p23)
Triple Turret: Beam Laser, Beam Laser, Beam Laser (1 ton, MCr3, EP: 3)
Triple Turret: Beam Laser, Beam Laser, Beam Laser (1 ton, MCr3, EP: 3)
Triple Turret: Sandcaster, Sandcaster, Sandcaster (1 ton, MCr0.75, EP: 0)
Triple Turret: Sandcaster, Sandcaster, Sandcaster (1 ton, MCr0.75, EP: 0)
Batteries:
  • 1x Sandcaster (code: 5) (LBB5.80, p25)
  • 1x Beam Laser (code: 4) (LBB5.80, p25)
Bridge (20 tons, MCr2, Civilian Sensor Suite)
Computer: 4 (Code: 4, 4 tons, MCr30, TL=10, EP: 2)
Skills required: 8 crew (Cr35,710 per 4 weeks crew salaries)
  1. Pilot-1 = Cr6000
  2. Ship's Boat-1 = Cr6000
  3. Navigator-1 = Cr5000
  4. Engineering-2/Engineering-2 (chief) = ((4000*1.1)+(4000*1.1))*0.75*1.1 = Cr7260
  5. Engineering-1 = Cr4000
  6. Steward-2 = (3000*1.2) = Cr3600
  7. Medic-2 = (2000*1.1) = Cr2200
  8. Gunnery-2/Gunnery-2 = ((1000*1.1)+(1000*1.1))*0.75 = Cr1650
Crew staterooms: 8 single occupancy (32 tons, MCr4)
Environmental Control Type V-c capacity: up to 12 persons capacity for 50 weeks (or 8 persons for 75 weeks)
  • 1x Workshop: regenerative life support recycling (4 tons, MCr0.6)
  • 2x Laboratory: regenerative life support biome (8 tons, MCr1.2, hydroponic garden and carniculture)
Internal Hangar Bays: 20+30=50 tons capacity Ordinary Launch Facilities (50 tons, MCr0.1) (LBB5.80, p32)
External Docking: 600 tons capacity Dispersed Structure Launch Facilities (0 tons, MCr1.2, ship becomes unstreamlined while in use) (LBB5.80, p32)
Cargo Hold: 0 tons
Waste Space: 0 tons
Total Cost: MCr277.446 (100%) single production, MCr221.9568 (80%) volume production



Five Sisters Fighter
Ship Type: FA (Fighter, Armored)
TL=10 (LBB5.80)

Tonnage (custom hull): 20 tons
Configuration: 1 (Needle/Wedge, streamlined, integral fuel scoops, MCr2.4)
Armor (code: 7, 4.8 tons, MCr4.8)

Maneuver-6 (3.4 tons, MCr1.7)
Power Plant-6 (3.6 tons, MCr10.8, EP: 1.2, Surplus EP: +0 @ Agility 6)
Total Drives: 3.4+3.6=7 tons

Fuel: 1 ton = 1 ton (LBB5.81, p34)
  • Power Plant and Reactionless Maneuver Fuel = (Tonnage/100) * (Pn*days/28)
    • 1 ton = 23 days 8 hours @ 6G M-Drive reactionless maneuver within 1000 diameters of gravity wells
  • HEPlaR Reaction Maneuver consumption rate = (Tonnage/100) * (G*0.05*days)
    • 0.01 tons consumption per G per day beyond 1000 diameters of gravity wells (CT Beltstrike, p5, 11)
Hardpoints: 1 (MCr0) (LBB5.80, p30)
Rigid Mount Weapons: Sandcaster, Missile (1 ton, MCr1, EP: 0) (LBB5.80, p25)
Batteries:
  • 1x Sandcaster (code: 3)
  • 1x Missile (code: 1)
Bridge (4 tons, MCr0.1, Paramilitary Sensor Suite, includes 2 acceleration couches with 24 hours life support endurance)
Computer: 2 (Code: 2, 2 tons, MCr9, TL: 7, EP: 0)
Crew (skills) required: 1 crew (LBB5.80, p34-35)
  1. Ship's Boat-1
Small Craft Staterooms: 0
External Docking Facilities (LBB5.80, p32)
  • 1x Modular Cutter Module Ordinary Launch: 30 tons capacity (0 tons, MCr0.06, craft remains streamlined when in use)
  • 4x Modular Cutter Module Dispersed Structure Launch: 120 tons capacity (0 tons, MCr0.24, craft is unstreamlined when in use)
Demountable Fuel Tank: 0.2 ton capacity (0.2 tons, MCr0.0002)
Cargo Hold: 0.2 tons (occupied by Demountable Fuel Tank)
Waste Space: 0 tons

Total Cost: MCr30.1002 (100%) single production, MCr24.08016 (80%) volume production
 
Code:
Five Sisters Clipper     AT-4144441-050000-40000-0  MCr221.9568     400 tons
        batteries bearing            1     1                          TL=10.
                batteries            1     1                         Crew=8.
Passengers=0. Low=0. Cargo=0. Hangar=20+30. Fuel=185. EP=16. Agility=2. FPP.
1x Modular Cutter Module: Standard Cargo Module (30 tons, MCr2)
Jump-2, Maneuver-2 @ up to 800 tons total (+400 tons external)
Jump-1, Maneuver-1 @ up to 1000 tons total (+600 tons external)

Five Sisters Fighter     FA-0106621-730000-00001-0  MCr24.08016      20 tons
        batteries bearing            1         1                      TL=10.
                batteries            1         1             Crew=1. Bridge.
Passengers=1. Staterooms=0. Low=0. Cargo=0.2. Fuel=1+0.2. EP=1.2. Agility=6.
Maneuver-5 @ up to 24 tons total (+4 tons external)
Maneuver-4 @ up to 30 tons total (+10 tons external)
Maneuver-3 @ up to 42 tons total (+22 tons external)
Maneuver-2 @ up to 68 tons total (+48 tons external)
Maneuver-1 @ up to 170 tons total (+150 tons external)

Single production
  • Total Cost (Five Sisters Clipper + Five Sisters Fighter): MCr277.446 + 30.1002 = MCr307.5462
  • 20% Down Payment: MCr55.4932 + 6.02004 = MCr61.50924
  • Architect Fees: MCr2.77446 + 0.301002 = MCr3.075462
  • Construction Time: 64 weeks (Clipper), 24 weeks (Armored Fighter) (LBB A5, p33)
  • Annual Overhaul: Cr277,446 + 30,101 = Cr307,547 (LBB2.81, p8)
Volume production (80% single production cost)
  • Total Cost (Five Sisters Clipper + Five Sisters Fighter): MCr221.9568 + 24.08016 = MCr246.03696
  • 20% Down Payment: MCr44.39136 + 4.816032 = MCr49.207392
  • Construction Time: 52 weeks (Clipper), 20 weeks (Armored Fighter) (LBB A5, p33)
  • Annual Overhaul: Cr221,957 + 24,081 = Cr246,038 (LBB2.81, p8)

Recurring costs:
  • Crew Life Support: Cr0 due to regenerative life support Environmental Control Type V-c (up to 12 persons for 50 weeks capacity)
  • Passenger Life Support: Cr2000 per high/middle passenger per 2 weeks, Cr100 per low passenger per 2 weeks
  • Crew Salaries: Cr35,710 per 4 weeks (cargo only module) or Cr37,960 per 4 weeks (passenger accommodation module) (LBB2.81, p11, p16)
  • Surface to Orbit Shuttle Costs: Cr10 per cargo ton, Cr20 to 120 per passenger (LBB2.81, p9)
  • Fuel: Cr500 per ton (refined), Cr100 per ton (unrefined), Cr0 (skimmed) (LBB2.81, p7)
Revenue sources:
  • Interplanetary Charters (12+ hours): Cr1 per hour per ton of ship (Cr400 per hour), minimum 12 hours (Cr4800) without external loading (external loads add Cr1 per hour per ton) (LBB2.81, p9)
  • Interstellar Charters (2 weeks): Cr9000 per high passage berth, Cr900 per low passage berth, Cr900 per ton of cargo (LBB2.81, p9)
  • Passenger Revenue: Cr10,000 per high passenger, Cr8000 per middle passenger, Cr1000 per low passenger
  • Interstellar Cargo Transport: Cr1000 per ton to declared destination (LBB2.81, p8-9)
  • Mail Delivery: Cr5,000 revenue per ton on delivery (Cr25,000 max) (LBB2.81, p9)
  • Imperial subsidies reduce gross revenue receipts by 50% for passengers, cargo and mail (LBB2.81, p7)
 
Five Sisters Clipper
Economic break even formula for annualized costs (including life support, berthing fees, crew salaries and annual overhaul costs)

Cost calculation
  • CPD = (LS*25 + CS*13 + CC*(CM/40+0.001) + FC*DPY + BFE) / DPY + BFD
    • CPD = Cost Per Destination (in Cr), round up to nearest integer
    • LS = Life Support (in Cr) per 2 weeks (Cr0 for stock Five Sisters Clipper and Five Sisters Fighter)
    • CS = Crew Salaries (in Cr) per month (Cr35,710 for stock Five Sisters Clipper, Five Sisters Fighter and cargo only Modular Cutter Module)
    • CC = Construction Cost in credits (Cr307,546,200 single production, Cr246,036,960 volume production)
    • CM = Construction Multiplier (x0 Subsidized, x1 Paid Off, x2.4 Bank Loan Financing, over 40 years)
    • FC = Fuel Cost (in Cr) to refuel per Destination (Cr500 per ton refined, Cr100 per ton unrefined, Cr0 per ton wilderness)
    • BFE = Berthing Fees Extra (additional berthing fees for warehousing the ship at idle during extra crew vacation days annually)
    • DPY = Destinations Per Year
    • BFD = Berthing Fees (in Cr) per Destination (Cr100 for 6 days, Cr100 more per +1 days)

Tables of profit points when allowing 14 days for annual overhaul maintenance within each year (365-14=351 days maximum)
Note: 252 / 365 = 69% (~70% minimum required time on route each year for subsidy contracts)

Single Production (break even profit point in credits)
DPY (tempo) + vacation days
Subsidized CPD (in Cr)​
Paid Off CPD (in Cr)​
Bank Financed CPD (in Cr)​
35 (2+8 days) = 350 + 0
22,151​
241,827​
549,373​
31 (3+8 days) = 341 + 9
25,009​
273,031​
620,260​
29 (4+8 days) = 348 + 2
26,717​
291,843​
663,019​
27 (5+8 days) = 351 + 0
28,685​
313,450​
712,121​
25 (6+8 days) = 350 + 0
30,972​
338,518​
769,082​
18 (6+8 days) = 252 + 98
43,494​
470,641​
1,068,648​
19 (2+8+8 days) = 342 + 8
40,736 + drop tank rental​
445,402 + drop tank rental​
1,011,935 + drop tank rental​
18 (3+8+8 days) = 342 + 8
42,994 + drop tank rental​
470,141 + drop tank rental​
1,068,148 + drop tank rental​
17 (4+8+8 days) = 340 + 10
45,529 + drop tank rental​
497,802 + drop tank rental​
1,130,986 + drop tank rental​
16 (5+8+8 days) = 336 + 14
48,393 + drop tank rental​
528,934 + drop tank rental​
1,201,691 + drop tank rental​
15 (6+8+8 days) = 330 + 20
51,652 + drop tank rental​
564,229 + drop tank rental​
1,281,837 + drop tank rental​
12 (6+8+8 days) = 264 + 86
65,090 + drop tank rental​
705,811 + drop tank rental​
1,602,821 + drop tank rental​

Volume Production (break even profit point in credits)
DPY (tempo) + vacation days
Subsidized CPD (in Cr)​
Paid Off CPD (in Cr)​
Bank Financed CPD (in Cr)​
35 (2+8 days) = 350 + 0
20,394​
196,135​
442,171​
31 (3+8 days) = 341 + 9
23,025​
221,442​
499,226​
29 (4+8 days) = 348 + 2
24,596​
236,697​
533,638​
27 (5+8 days) = 351 + 0
26,407​
254,219​
573,155​
25 (6+8 days) = 350 + 0
28,511​
274,548​
619,000​
18 (6+8 days) = 252 + 98
40,076​
381,794​
860,200​
19 (2+8+8 days) = 342 + 8
37,499 + drop tank rental​
361,232 + drop tank rental​
814,458 + drop tank rental​
18 (3+8+8 days) = 342 + 8
39,576 + drop tank rental​
381,294 + drop tank rental​
859,700 + drop tank rental​
17 (4+8+8 days) = 340 + 10
41,910 + drop tank rental​
403,729 + drop tank rental​
910,276 + drop tank rental​
16 (5+8+8 days) = 336 + 14
44,548 + drop tank rental​
428,981 + drop tank rental​
967,187 + drop tank rental​
15 (6+8+8 days) = 330 + 20
47,552 + drop tank rental​
457,613 + drop tank rental​
1,031,699 + drop tank rental​
12 (6+8+8 days) = 264 + 86
59,964 + drop tank rental​
572,541 + drop tank rental​
1,290,149 + drop tank rental​
  • Jump-4, Maneuver-4
    • Internal: 1x 30 ton Modular Cutter Module
      • Cargo: 30 tons (5 tons of which may be a Mail Vault)
    • External: 0 tons
      • Subsidized Net Revenue: cargo only (mail delivery adds Cr10,000)
        • Charter: 13,500+0 = Cr13,500 maximum
        • Non-charter: 15,000+0 = Cr15,000 maximum
      • Paid Off or Bank Financed Net Revenue: cargo only (mail delivery adds Cr20,000)
        • Charter: 27,000+0 = Cr27,000 maximum
        • Non-charter: 30,000+0 = Cr30,000 maximum
  • Jump-2, Maneuver-2
    • Internal: 1x 30 ton Modular Cutter Module
      • Cargo: 30 tons (5 tons of which may be a Mail Vault)
    • External: 13x 30 ton Modular Cutter Modules = 390 tons cargo practical limit
      • Subsidized Net Revenue (mail delivery adds Cr10,000)
        • Charter: 13,500+175,500 = Cr189,000 practical maximum
        • Non-charter: 15,000+195,000 = Cr210,000 practical maximum
      • Paid Off or Bank Financed Net Revenue (mail delivery adds Cr20,000)
        • Charter: 27,000+351,000 = Cr378,000 practical maximum
        • Non-charter: 30,000+390,000 = Cr420,000 practical maximum
  • Jump-1, Maneuver-1
    • Internal: 1x 30 ton Modular Cutter Module
      • Cargo: 30 tons (5 tons of which may be a Mail Vault)
    • External: 20x 30 ton Modular Cutter Modules = 600 tons cargo maximum limit
      • Subsidized Net Revenue (mail delivery adds Cr10,000)
        • Charter: 13,500+270,000 = Cr283,500 practical maximum
        • Non-charter: 15,000+300,000 = Cr315,000 practical maximum
      • Paid Off or Bank Financed Net Revenue (mail delivery adds Cr20,000)
        • Charter: 27,000+540,000 = Cr567,000 practical maximum
        • Non-charter: 30,000+600,000 = Cr630,000 practical maximum
 
Five Sisters Clipper
Economic break even formula for annualized costs (including life support, berthing fees, crew salaries and annual overhaul costs)

Cost calculation
  • CPD = (LS*25 + CS*13 + CC*(CM/40+0.001) + FC*DPY + BFE) / DPY + BFD
    • CPD = Cost Per Destination (in Cr), round up to nearest integer
    • LS = Life Support (in Cr) per 2 weeks (Cr0 for stock Five Sisters Clipper and Five Sisters Fighter)
    • CS = Crew Salaries (in Cr) per month (Cr37,960 for stock Five Sisters Clipper, Five Sisters Fighter and passenger accommodation Modular Cutter Module)
    • CC = Construction Cost in credits (Cr307,546,200 single production, Cr246,036,960 volume production)
    • CM = Construction Multiplier (x0 Subsidized, x1 Paid Off, x2.4 Bank Loan Financing, over 40 years)
    • FC = Fuel Cost (in Cr) to refuel per Destination (Cr500 per ton refined, Cr100 per ton unrefined, Cr0 per ton wilderness)
    • BFE = Berthing Fees Extra (additional berthing fees for warehousing the ship at idle during extra crew vacation days annually)
    • DPY = Destinations Per Year
    • BFD = Berthing Fees (in Cr) per Destination (Cr100 for 6 days, Cr100 more per +1 days)

Tables of profit points when allowing 14 days for annual overhaul maintenance within each year (365-14=351 days maximum)
Note: 252 / 365 = 69% (~70% minimum required time on route each year for subsidy contracts)

Single Production (break even profit point in credits)
DPY (tempo) + vacation days
Subsidized CPD (in Cr)​
Paid Off CPD (in Cr)​
Bank Financed CPD (in Cr)​
35 (2+8 days) = 350 + 0
22,987​
242,663​
550,209​
31 (3+8 days) = 341 + 9
25,953​
273,974​
621,204​
29 (4+8 days) = 348 + 2
27,726​
292,852​
664,028​
27 (5+8 days) = 351 + 0
29,768​
314,533​
713,204​
25 (6+8 days) = 350 + 0
32,142​
339,688​
770,252​
18 (6+8 days) = 252 + 98
45,119​
472,266​
1,070,273​
19 (2+8+8 days) = 342 + 8
42,276 + drop tank rental​
446,942 + drop tank rental​
1,013,474 + drop tank rental​
18 (3+8+8 days) = 342 + 8
44,619 + drop tank rental​
471,766 + drop tank rental​
1,069,773 + drop tank rental​
17 (4+8+8 days) = 340 + 10
47,249 + drop tank rental​
499,523 + drop tank rental​
1,132,706 + drop tank rental​
16 (5+8+8 days) = 336 + 14
50,221 + drop tank rental​
530,762 + drop tank rental​
1,203,519 + drop tank rental​
15 (6+8+8 days) = 330 + 20
53,602 + drop tank rental​
566,179 + drop tank rental​
1,283,787 + drop tank rental​
12 (6+8+8 days) = 264 + 86
67,528 + drop tank rental​
708,249 + drop tank rental​
1,605,259 + drop tank rental​

Volume Production (break even profit point in credits)
DPY (tempo) + vacation days
Subsidized CPD (in Cr)​
Paid Off CPD (in Cr)​
Bank Financed CPD (in Cr)​
35 (2+8 days) = 350 + 0
21,230​
196,970​
443,007​
31 (3+8 days) = 341 + 9
23,969​
222,386​
500,169​
29 (4+8 days) = 348 + 2
25,605​
237,705​
534,647​
27 (5+8 days) = 351 + 0
27,490​
255,302​
574,239​
25 (6+8 days) = 350 + 0
29,681​
275,718​
620,170​
18 (6+8 days) = 252 + 98
41,701​
383,419​
861,825​
19 (2+8+8 days) = 342 + 8
39,038 + drop tank rental​
362,771 + drop tank rental​
815,997 + drop tank rental​
18 (3+8+8 days) = 342 + 8
41,201 + drop tank rental​
382,919 + drop tank rental​
861,325 + drop tank rental​
17 (4+8+8 days) = 340 + 10
43,631 + drop tank rental​
405,450 + drop tank rental​
911,997 + drop tank rental​
16 (5+8+8 days) = 336 + 14
46,377 + drop tank rental​
430,809 + drop tank rental​
969,015 + drop tank rental​
15 (6+8+8 days) = 330 + 20
49,502 + drop tank rental​
459,563 + drop tank rental​
1,033,649 + drop tank rental​
12 (6+8+8 days) = 264 + 86
62,402 + drop tank rental​
574,979 + drop tank rental​
1,292,587 + drop tank rental​
  • Jump-4, Maneuver-4
    • Internal: 1x 30 ton Modular Cutter Module
      • Upgrade Steward-2 to Steward-3 (included in above break even profit points) for Steward-2/Steward-2 crew roles
      • High Passenger Staterooms: 6
      • Cargo: 6 tons (5 tons of which may be a Mail Vault)
    • External: 0 tons
      • Subsidized Net Revenue: passenger accommodations (mail delivery adds Cr10,000)
        • Charter: 15,000+2700+0 = Cr17,700 maximum
        • Non-charter: 18,000+3000+0 = Cr21,000 maximum
      • Paid Off or Bank Financed Net Revenue: passenger accommodations (mail delivery adds Cr20,000)
        • Charter: 42,000+5400+0 = Cr47,400 maximum
        • Non-charter: 48,000+6000+0 = Cr54,000 maximum
  • Jump-2, Maneuver-2
    • Internal: 1x 30 ton Modular Cutter Module
      • Upgrade Steward-2 to Steward-3 (included in above break even profit points) for Steward-2/Steward-2 crew roles
      • High Passenger Staterooms: 6
      • Cargo: 6 tons (5 tons of which may be a Mail Vault)
    • External: 13x 30 ton Modular Cutter Modules = 390 tons cargo practical limit
      • Subsidized Net Revenue: passenger accommodations (mail delivery adds Cr10,000)
        • Charter: 15,000+2700+175,500 = Cr193,200 practical maximum
        • Non-charter: 18,000+3000+195,000 = Cr216,000 practical maximum
      • Paid Off or Bank Financed Net Revenue: passenger accommodations (mail delivery adds Cr20,000)
        • Charter: 42,000+5400+351,000 = Cr398,400 practical maximum
        • Non-charter: 48,000+6000+390,000 = Cr444,000 practical maximum
  • Jump-1, Maneuver-1
    • Internal: 1x 30 ton Modular Cutter Module
      • Upgrade Steward-2 to Steward-3 (included in above break even profit points) for Steward-2/Steward-2 crew roles
      • High Passenger Staterooms: 6
      • Cargo: 6 tons (5 tons of which may be a Mail Vault)
    • External: 20x 30 ton Modular Cutter Modules = 600 tons cargo maximum limit
      • Subsidized Net Revenue: passenger accommodations (mail delivery adds Cr10,000)
        • Charter: 15,000+2700+270,000 = Cr287,700 practical maximum
        • Non-charter: 18,000+3000+300,000 = Cr321,000 practical maximum
      • Paid Off or Bank Financed Net Revenue: passenger accommodations (mail delivery adds Cr20,000)
        • Charter: 42,000+5400+540,000 = Cr587,400 practical maximum
        • Non-charter: 48,000+6000+600,000 = Cr654,000 practical maximum
 
Hmmmm … :unsure:
I wonder … 🧐

That passenger mod I detailed, that relies upon a Steward-3 (basically a professional level!) to provide services to 8 crew and up to 8 passengers as a Steward/Steward crew assignment (delivering Steward-2/Steward-2 skill throughput for each crew assignment due to -1 skill). The monthly crew salary for such a highly skilled steward would be:
  • Steward-3/Steward-3 = ((3000*1.3)+(3000*1.3))*0.75 = Cr5850
Since there are no other Stewards aboard, there is no Purser bonus for being the chief of the department in charge of other Stewards.

Steward-2 is required to maintain the Environmental Control Type V-c regenerative biome life support system at the Type V-c standard … however … as installed the system has a capacity for 12 people, which is larger than the 8 crew. Meaning, there is room for 4 more people to be accommodated by the regenerative biome life support system.

Concurrent to that, if 4 people are added to the life support biome service demand, that reduces the total number of people that the Steward can serve as passengers. In other words, each high passenger added "counts twice" against the Steward's capacity (once for high passenger service support, and once again for regenerative biome life support) unlike the crew (who only count "once" against the Steward's 8 person per crew role capacity).

So with a crew of 8 (including the Steward) and 4 high passengers, two Steward positions are required, but a single Steward-3 crew member can fill both positions at Steward-2/Steward-2. The first position support the 8 crew (including the Steward) on regenerative biome life support, while the second position supports the 4 passengers with passenger service and the same 4 passengers on regenerative biome life support.

This means that with a limit of 4 high passengers (instead of the 6 detailed above), it then becomes possible to "zero out" the life support costs (Cr2000 per 2 weeks per person) normally associated with middle and high passage overhead costs … in which case, the overall ship combination becomes potentially a fair bit more profitable through avoiding those consumable life support expenses.

Now I need to calculate what that might look like … :unsure:



With a 30 ton budget in the Modular Cutter Module … 4 staterooms would occupy 16 tons, leaving 14 tons remaining. However, from a "minimum cargo" perspective, 15 tons of cargo would be the smallest I would really want to go in a "mixed use" scenario like this one. Going with a 15 tons of cargo minimum means that 10 tons of major cargo (the minimum) plus 5 tons of minor cargo (also minimum) or 5 tons of mail (mail vault) can be transported in a "clean configuration" with no external loading (enabling J4 performance, or even J4+4 with L-Hyd drop tank usage) for exceptionally high value/high priority speculative cargoes and/or VIP passengers. The remaining 15 tons could then be split between high and low passenger accommodations (12 and 3 tons, respectively).

In which case, the following would probably wind up being the most flexible option:
  • Internal: 1x 30 ton Modular Cutter Module
    • Upgrade Steward-2 to Steward-3 (included in above break even profit points) for Steward-2/Steward-2 crew roles
    • High Passenger Staterooms: 3
    • Low Passenger Berths: 6
    • Cargo: 15 tons (5 tons of which may be a Mail Vault)
Yes … that is looking a LOT more promising from both an adventure and an economics standpoint, due to the reduction in life support costs associated with the high passengers. Let's see what it does to the bookkeeping numbers on the balance sheet ledgers …



Interesting results. :oops:

The 3+6+15=30 tons mixed accommodation option winds up being more profitable under subsidy (since subsidy rake reduces receipts by 50% but life support expenses must still be paid in full at 100% cost) while offering a slight reduction in profit potential relative to the 6+0+6=30 tons option previously detailed with 6 high passengers (all of which required Cr2000 per 2 weeks life support expenses). By way of contrast, the 3+6+15=30 tons mixed accommodations package was Cr8850 to Cr9900 more profitable under subsidy, and Cr18,300 to Cr20,400 more profitable when paid off or bank financed than the pure 0+0+30=30 tons "nothin' but cargo" option detailed first.

That kind of return on shifting a portion of the cargo capacity to passenger service is comparable to the effects of mail delivery on profit potential (an increase of Cr10,000 to Cr20,000 per delivery at the "cost" of 5 tons of cargo capacity). In fact, with mail contracts, it's even possible to turn a profit on subsidized J4 charter flights(!) … a result that I find quite remarkable. 🥳
 
Five Sisters Clipper
Economic break even formula for annualized costs (including life support, berthing fees, crew salaries and annual overhaul costs)

Cost calculation
  • CPD = (LS*25 + CS*13 + CC*(CM/40+0.001) + FC*DPY + BFE) / DPY + BFD
    • CPD = Cost Per Destination (in Cr), round up to nearest integer
    • LS = Life Support (in Cr) per 2 weeks (Cr0 for stock Five Sisters Clipper and Five Sisters Fighter)
    • CS = Crew Salaries (in Cr) per month (Cr37,960 for stock Five Sisters Clipper, Five Sisters Fighter and passenger accommodation Modular Cutter Module)
    • CC = Construction Cost in credits (Cr307,546,200 single production, Cr246,036,960 volume production)
    • CM = Construction Multiplier (x0 Subsidized, x1 Paid Off, x2.4 Bank Loan Financing, over 40 years)
    • FC = Fuel Cost (in Cr) to refuel per Destination (Cr500 per ton refined, Cr100 per ton unrefined, Cr0 per ton wilderness)
    • BFE = Berthing Fees Extra (additional berthing fees for warehousing the ship at idle during extra crew vacation days annually)
    • DPY = Destinations Per Year
    • BFD = Berthing Fees (in Cr) per Destination (Cr100 for 6 days, Cr100 more per +1 days)

Tables of profit points when allowing 14 days for annual overhaul maintenance within each year (365-14=351 days maximum)
Note: 252 / 365 = 69% (~70% minimum required time on route each year for subsidy contracts)

Single Production (break even profit point in credits)
DPY (tempo) + vacation days
Subsidized CPD (in Cr)​
Paid Off CPD (in Cr)​
Bank Financed CPD (in Cr)​
35 (2+8 days) = 350 + 0
22,987​
242,663​
550,209​
31 (3+8 days) = 341 + 9
25,953​
273,974​
621,204​
29 (4+8 days) = 348 + 2
27,726​
292,852​
664,028​
27 (5+8 days) = 351 + 0
29,768​
314,533​
713,204​
25 (6+8 days) = 350 + 0
32,142​
339,688​
770,252​
18 (6+8 days) = 252 + 98
45,119​
472,266​
1,070,273​
19 (2+8+8 days) = 342 + 8
42,276 + drop tank rental​
446,942 + drop tank rental​
1,013,474 + drop tank rental​
18 (3+8+8 days) = 342 + 8
44,619 + drop tank rental​
471,766 + drop tank rental​
1,069,773 + drop tank rental​
17 (4+8+8 days) = 340 + 10
47,249 + drop tank rental​
499,523 + drop tank rental​
1,132,706 + drop tank rental​
16 (5+8+8 days) = 336 + 14
50,221 + drop tank rental​
530,762 + drop tank rental​
1,203,519 + drop tank rental​
15 (6+8+8 days) = 330 + 20
53,602 + drop tank rental​
566,179 + drop tank rental​
1,283,787 + drop tank rental​
12 (6+8+8 days) = 264 + 86
67,528 + drop tank rental​
708,249 + drop tank rental​
1,605,259 + drop tank rental​

Volume Production (break even profit point in credits)
DPY (tempo) + vacation days
Subsidized CPD (in Cr)​
Paid Off CPD (in Cr)​
Bank Financed CPD (in Cr)​
35 (2+8 days) = 350 + 0
21,230​
196,970​
443,007​
31 (3+8 days) = 341 + 9
23,969​
222,386​
500,169​
29 (4+8 days) = 348 + 2
25,605​
237,705​
534,647​
27 (5+8 days) = 351 + 0
27,490​
255,302​
574,239​
25 (6+8 days) = 350 + 0
29,681​
275,718​
620,170​
18 (6+8 days) = 252 + 98
41,701​
383,419​
861,825​
19 (2+8+8 days) = 342 + 8
39,038 + drop tank rental​
362,771 + drop tank rental​
815,997 + drop tank rental​
18 (3+8+8 days) = 342 + 8
41,201 + drop tank rental​
382,919 + drop tank rental​
861,325 + drop tank rental​
17 (4+8+8 days) = 340 + 10
43,631 + drop tank rental​
405,450 + drop tank rental​
911,997 + drop tank rental​
16 (5+8+8 days) = 336 + 14
46,377 + drop tank rental​
430,809 + drop tank rental​
969,015 + drop tank rental​
15 (6+8+8 days) = 330 + 20
49,502 + drop tank rental​
459,563 + drop tank rental​
1,033,649 + drop tank rental​
12 (6+8+8 days) = 264 + 86
62,402 + drop tank rental​
574,979 + drop tank rental​
1,292,587 + drop tank rental​
  • Jump-4, Maneuver-4
    • Internal: 1x 30 ton Modular Cutter Module
      • Upgrade Steward-2 to Steward-3 (included in above break even profit points) for Steward-2/Steward-2 crew roles
      • High Passenger Staterooms: 3
      • Low Passenger Berths: 6
      • Cargo: 15 tons (5 tons of which may be a Mail Vault)
    • External: 0 tons
      • Subsidized Net Revenue: passenger accommodations (mail delivery adds Cr10,000)
        • Charter: 13,500+2100+6750+0 = Cr22,350 maximum
        • Non-charter: 15,000+2400+7500+0 = Cr24,900 maximum
      • Paid Off or Bank Financed Net Revenue: passenger accommodations (mail delivery adds Cr20,000)
        • Charter: 27,000+4800+13,500+0 = Cr45,300 maximum
        • Non-charter: 30,000+5400+15,000+0 = Cr50,400 maximum
  • Jump-2, Maneuver-2
    • Internal: 1x 30 ton Modular Cutter Module
      • Upgrade Steward-2 to Steward-3 (included in above break even profit points) for Steward-2/Steward-2 crew roles
      • High Passenger Staterooms: 3
      • Low Passenger Berths: 6
      • Cargo: 15 tons (5 tons of which may be a Mail Vault)
    • External: 13x 30 ton Modular Cutter Modules = 390 tons cargo practical limit
      • Subsidized Net Revenue: passenger accommodations (mail delivery adds Cr10,000)
        • Charter: 13,500+2100+6750+175,500 = Cr197,850 practical maximum
        • Non-charter: 15,000+2400+7500+195,000 = Cr219,900 practical maximum
      • Paid Off or Bank Financed Net Revenue: passenger accommodations (mail delivery adds Cr20,000)
        • Charter: 27,000+4800+13,500+351,000 = Cr396,300 practical maximum
        • Non-charter: 30,000+5400+15,000+390,000 = Cr440,400 practical maximum
  • Jump-1, Maneuver-1
    • Internal: 1x 30 ton Modular Cutter Module
      • Upgrade Steward-2 to Steward-3 (included in above break even profit points) for Steward-2/Steward-2 crew roles
      • High Passenger Staterooms: 3
      • Low Passenger Berths: 6
      • Cargo: 15 tons (5 tons of which may be a Mail Vault)
    • External: 20x 30 ton Modular Cutter Modules = 600 tons cargo maximum limit
      • Subsidized Net Revenue: passenger accommodations (mail delivery adds Cr10,000)
        • Charter: 13,500+2100+6750+270,000 = Cr292,350 practical maximum
        • Non-charter: 15,000+2400+7500+300,000 = Cr324,900 practical maximum
      • Paid Off or Bank Financed Net Revenue: passenger accommodations (mail delivery adds Cr20,000)
        • Charter: 27,000+4800+13,500+540,000 = Cr585,300 practical maximum
        • Non-charter: 30,000+5400+15,000+600,000 = Cr650,400 practical maximum
 
And last but not least ... Deck Plans ... :cool:(y)

Length: 99m (66 deck squares)
Wingspan: 72m (48 deck squares)
Height: 13.5m (clean configuration), 15m (full external load)
 

Attachments

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Oh dear. :oops:

I think I might have found another design "sweet spot" for taking the specific concept of the 400 ton J4+4 Five Sisters Clipper external cargo transport that fits into the LBB2.81 standard drive 600-ton scale at TL=12, so it can be consistent with LBB S3 Spinward Marches setting for the Five Sisters and the neighboring District 268 subsectors (for those who want to Referee adventures in the spinward-rimward subsectors on the edge of Imperial controlled space).

Despite the fact that the Sisters' Reach, Bowman Arm, Glisten Arm and Collace Arm are all on the Spinward Main there is a huge tyranny of distance for A1 Free Traders limited to Jump-1 navigating this region of space. Even though Karin/Five Sisters and Wonstar/Five Sisters are only 4 parsecs away from each other (with an Express Boat Network link between them), if limited to 1 parsec jumps along the Spinward Main the distance between these two star systems is an incredible 28J1 apart (with multiple economic "dead spots" along the route), which is simply ridiculous from a Tramp Freighter business model perspective. Basically a single round trip between these two star systems by an A1 Far Trader at 2 weeks per jump (except for the uninhabited and/or interdicted worlds) would basically take two years to complete. But with a J4 (or even J2+2 with L-Hyd drop tanks) merchant ship there is simply no contest in terms of access.

28J1 vs 2J2 or 1J4

Additionally, there some SERIOUS mercantile arbitrage opportunities in speculative cargo to be had in this region of Spinward Marches due to the huge variety of trade classifications (Non-industrial/Industrial, Non-Agricultural/Agricultural, Poor/Rich) that can be accessed ... if your starship can overcome the tyranny of distance rapidly enough to profitably sail the "Great River" of the Great Material Continuum.


Case in point ... Karin/Five Sisters (Agricultural, Rich, Amber Zone) is 7 parsecs distant from Collace/District 268 (Industrial), so a starship capable of J4+3 (via L-Hyd drop tanks) can make the transit in 2 weeks with a midpoint in deep space. Iderati/Five Sisters (Agricultural, Rich) is 8 parsecs distant from Collace/District 268 (Industrial), so a starship capable of J4+4 (via L-Hyd drop tanks) can make the transit in 2 weeks with a midpoint in deep space. Speculative cargoes that can be purchased cheaply at either Karin or Iderati which would sell for a high price on Collace could make for reasonably "revenue dense" trading opportunities IF a starship had the means and capacity to make the journey rapidly enough to turn a decent profit. Likewise, there are a number of Non-Industrial worlds scattered around that will offer cheap resource extraction that will sell for decent profits on Industrial worlds such as Collace/District 268 and Forine/Disctrict 268. There are worlds where agricultural products are produced in quantity for export and other worlds heavily dependent upon agricultural imports (that aren't always adjacent to each other).

But with entrepreneurial skill and grace a Tramp Freighter could navigate this great river of Have and Want to potentially make a fortune, filling their ship with riches and with everything they might desire!

However, there are dangers to encounter this far out on the fringes of civilization, with pirate attacks merely being one of the many possible hazards to survival and accounting balance sheets. Crews will need to protect themselves ... along with their passengers and cargo (and possibly even the mail they carry!) ... from any and all competitors who might take an "unhealthy interest" in such entrepreneurs. After all, nothing breeds envy and greed like seeing one's competitor succeed where you yourself have failed. Passenger services create opportunities for hijacking attempts, along with chances for rumors, bargains and lies involving friends, patrons, enemies and even random nobodies your crew can come into contact with.



And after building out the Five Sisters Clipper at TL=10, I think I have a decent sense of how to scale up into the next LBB2.81 standard drive hull size "bracket" (600 tons) while limiting the overall design to TL=12 so that it can be built at Karin and Iderati prior to 1105. I'm thinking that the publication of the IISS Second Survey in 1065 ought to provide one of the circumstances that culminated in a redesign effort into a larger hull size that originally would have been called the Karin Special but which immediately would have become known to any and all in the region as the Big Sister Clipper. Yay, backstory fluff text is trying to write itself for me again! 😁

How much bigger?
+40%

How much more expensive to build?
+40%

How much more cargo capacity (combined internal+external)?
+60 tons (useful load) @ J4 (+200%) ... and +870 tons @ J1 (+138%) ...

Do I think that such an expansion of revenue tonnage capacity for the added cost of construction, maintenance and crew salaries makes for a compelling combination?
Why yes ... yes I do :rolleyes: ... otherwise I wouldn't be posting this teaser (obviously). 😉

Will I do deck plans for the Big Sister Clipper too?
Probably ... depends on how much interest I get compelling me to spend most of a week composing another set of deck plans for these forums. 😋
 
Change the rules and you'll need to change your ship design.
Go figure, eh? :rolleyes:

So, because I was able to find more reference material for how regenerative life support biome systems work under T5 design rules, I had to update my assumptions of how to backport that entire notion into CT ... and the adjustment was just enough to cause some important discrepancies to appear in my above posted Five Sisters Clipper design sequencing. Nothing incredibly major requiring a clean sheet of paper ... but enough to "tip the scales" such that it wasn't going to be an easy swap to make the new paradigm fit.

Under the old paradigm, I needed a 1 Steward per 8 crew (including the Steward, so Steward plus 7 additional crew) which demanded an additional stateroom allocation and crew salary. The life support systems themselves were allocated in blocks of 4 tons each (just like staterooms) and were priced at MCr0.6 per block of workshop/lab space for Environmental Control Type V-c. So 8 crew, 8 staterooms and 12 tons of workshop/lab space allocation (44 tons total).

Enter the new paradigm for how to rule on this and I had (with no other changes) ... 8 crew, 8 staterooms and 16 tons of lab space allocation needed (48 tons total) ... so I was 4 tons overbudget (which is bad in CT). Something had to give for a refresh update.

Well obviously, the Steward was superfluous with the new paradigm, so reducing the crew from 8 to 7 wasn't a terrific hardship, which then meant that only 14 tons of lab space would be needed (42 tons total) ... leaving me with a 2 ton budget surplus. So far, so so kinda okay. But then the new laboratory setup (at MCr0.2 per ton) is also more expensive than the original (MCr1.8 for 12 tons vs MCr2.8 for 14 tons).

So ... what can I do with a 2 ton surplus?
Quick answer: not much ... 😒



The thing is, I wanted to install a model/4fib computer in the first place, but didn't have the spare tonnage to do it in the original design ... and with this recompute I was halfway there (2 out of 4 tons), I just needed another 2 tons from somewhere. So looking around at what else could be adjusted from the basic design, I remembered that the original had 4 turrets (4 tons) organized into 2 batteries. However, because the crew staterooms (and life support) is capped at 7 (with one person filling two gunner positions), that effectively caps the number of multi-turret batteries at 2 ... or the number of mixed turrets at 2.

So if I switched from 6x sandcasters in two triple turrets and 6x beam lasers in two triple turrets (total, 4 tons, 6 EP) down to a more modest 2x sandcaster/pulse laser/missile mixed triple turrets that could be controlled/commanded by a single gunner filling two gunner positions (total, 2 tons, 2 EP). By scaling back the weaponry like this yields lower code numbers (3/1/1 vs 5/4/0) but offers more shots per combat round (2/2/2 vs 1/1/0) which winds up being relatively equal in terms of capability/threat level, except with less opportunity for automatic critical hits (weapon code exceeds hull size code) while also increasing the Agility from 2 to 3 with no external loading. The reduction was also MCr6.7 cheaper than the original in addition to being the rebate of 2 tons I was looking for so that I had the tonnage budget to upgrade from a model/4 to a model/4fib and have everything fit. 😁



The result of the changes was a smaller crew (8 down to 7) requiring lower crew salaries per 4 weeks (Cr35,710 down to Cr32,110) in exchange for a slightly higher build cost (MCr309.5462 base up to MCr316.346 base) ... a +2.2% total increase. Running the economic computations for operation and the modification made the break even point go down under subsidy, but go up when paid off or under bank loan financing ... but not enough to be a problem for profits. 🤗



So the changes brought on by my updated understanding of the regenerative life support biome rules backported into CT is enough to effectively yield a new "block number revision" to the original design of the Five Sisters Clipper. But rather than posting that update (and any deck plan revision that would be necessary too) here, I'm going to put that update into a new thread.
 
One thing to keep in mind: if you're using HG gun crew size rules as anything other than a house-rule, you also need to include the command staff (gunnery officer and one petty officer per weapon type, and no less than one gunner per battery of turrets, per p. 23). A tendentious reading of those rules could justify "one gunner per battery of turret weapons, this number includes the command staff" (that is, your lead gunner can be both the gunnery officer and operate one battery, and another gunner can be the petty officer running a second battery).

I'm using it (see the OOC thread in the Bougene Station PbP) as a blatant house-ruling to avoid adding yet more NPCs to an already unwieldy supporting cast. As a generally-applied rule, it probably violates HG's intent -- which is to have either one gunner per turret as in LBB2, or one gunner per battery plus the command staff (gunnery officer, plus 1 petty officer per weapon type) as in HG.
 
LBB5.80, p29:
On ships 1000 tons and under, mixed turrets (weapons of different types in the same turret) are allowed; in such cases, each weapon is a battery.
LBB5.80, p32:
If the ship is 1,000 tons or under, then the rules stated in Book 2 should be followed. For ships over 1,000 tons, the rules given below govern.
LBB5.80, p33:
turret weapons should have a crew of at least one per battery.
LBB2.81, p16:
Gunner: One gunner (gunnery skill-1 or better required) may be hired per turret on a ship.
One person may fill two crew positions, providing he or she has the skill to otherwise perform the work.

With respect to gunnery positions for batteries (LBB5), you basically have 1 gunner position per battery on ships that are large enough to not allow mixed weapon turrets (basically over 1000 tons). However, on a ship that groups multiple turrets of a single weapon type into a single battery, a ship 1000 tons or less can crew that 1 battery with 1 gunner position. So if you had two triple turrets grouped into a single battery, for example, you need 1 gunner position to crew those two turrets worth of weaponry (not including department leadership).

Mixed turrets are different.
Mixed turrets, such as the stereotypical sand/laser/missile combination, require 1 gunner position per turret, regardless of the number of batteries within that turret (LBB2). So a mixed turret with sand/missile/laser has 1 sandcaster battery, 1 laser battery and 1 missile battery (a total of 3 batteries) per turret, but only requires 1 gunner crew position to the man all of the batteries within the mixed turret.

Gunnery-2 skill enables a single crewman to fill two gunnery positions (as Gunnery-1/Gunnery-1 skill in each position).
Thus, a single crewman can crew either two different multi-turret batteries ... or that single crewman can crew two mixed turrets ... or one multi-turret battery and one mixed turret.

All you need to do is determine how many gunnery positions a ship requires in crew, and then hire sufficient crew to fill those positions. Whether that's two crewmen with Gunnery-1 to fill two positions each or a single crewman with Gunnery-2 filling both positions simultaneously (due to higher than minimum required skill) only makes a difference when it comes time to allocate crew quarters, life support rations and crew salaries ... and that's before getting into questions of double occupancy of staterooms to save even more tonnage (because crew morale/quality of life just isn't that important in CT, but it is to me as a starship designer now).

The limitation I ran into with my design constraint was one of BOTH crew quantity and available tonnage. With a single gunner crewman I could either have up to 4 turrets on a 400 ton ship that grouped into no more than 2 batteries (original design), so a single gunner could control both batteries with Gunnery-2 skill (LBB5) ... or ... I could have up to 2 mixed triple turrets on a 400 ton ship that yielded up to 6 batteries (2 sand, 2 laser, 2 missile) with a single gunner controlling both turrets (LBB2).

On balance, given the limits of available tonnage and crew accommodation/life support capacity, reducing the weaponry (as I detailed above) made the most sense ... especially since a model/4(fib) computer is "relatively powerful" by civilian standards (lots of model/1, 1bis and 3 out there under CT) but also a necessity to control a Jump-4 drive (can't really downgrade to a model/3bis in CT). A good computer with "lousy weapons" (codes) still yields relatively decent performance compared to a "lousy computer" with good weapon battery codes. There can still be some high agility/strong defense edge cases where the "good computer and weak weapon codes" can't manage to hit an extreme agility defender ... but that's an edge case, not the norm. The difference between Agility=1 and Agility=6 is a -5 DM after all, which can be pretty significant when you're trying to shoot at targets using 2D6.

The advantage of multi-turret batteries of a singular weapon type is that the massed fire from such batteries has a higher weapon code (LBB5), making it easier to hit and penetrate defenses with those weapons and raising the threshold for automatic critical hits to become a factor (when weapon code exceeds hull size code). Since all (functional) weapons have a minimum code of 1 and small craft have a hull code of zero, small craft that have Armor-0 are subject to 1+ automatic critical hits from any weapon that hits them (LBB5.80 combat damage rules), with higher weapon codes due to massed fire in batteries being increasingly dangerous to small craft. Consequently, armor is extremely valuable as a survival strategy for small craft (in some ways even more so than for big craft of 100+ tons, I would argue).

In other words, the change from multi-turret batteries to mixed turret batteries is an "acceptable tradeoff" in the redesign. It gives the weapons package a different skew that is less all or nothing (one battery, one shot, one hit, one kill) and is more of a "chuck more dice to get hits for surface damage" strategy instead.
 
Each individual weapon in a mixed turret is its own battery (HG2, p. 29, WEAPONRY>Batteries).

ETA: so one gunner can control the 3 batteries of a single mixed-triple under LBB2, but two gunners can't control the batteries of two mixed-triples under HG.
 
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ETA: so one gunner can control the 3 batteries of a single mixed-triple under LBB2, but two gunners can't control the batteries of two mixed-triples under HG.
1 mixed turret (sand/laser/missile) = 1 gunner position

... ergo ...

2 mixed turrets (sand/laser/missile) = 2 gunner positions

How is this a difficult concept to grasp and understand?
I literally can't simplify the explanation any further than 1+1=2 ... :oops:
 
I'm looking at the rules (each MLS turret is three separate batteries, that cannot be combined to make two MLS turrets into 1 btty M, 1 btty L, 1 btty S) under HG.

High Guard provides rules allowing one person to control multiple turrets, as batteries of weapons. These rules require the turrets to be single-weapon-type, and matched.

LBB2 does not provide such rules. The "multiple hats doing the same job multiple times" can't apply because the turrets are targeting different objects, or at best targeting the same objects with different ordnance with differing engagement modalities.

At best, the gunner would be operating three batteries simultaneously (three jobs) plus serving as the Weapons Officer (a fourth) in prioritizing fire.
 
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Your repeated failure to comprehend the obvious, even when it is handed to you on a platter, is ... shocking to me.
I've literally given you a 1+1=2 answer and you're trying to convince me that's wrong because 1+3+3+3=10 gunnery positions for 2 mixed turrets ... and you're trying to do it with a straight face as if your argument was reasonable or had merit when it has neither.
I'm looking at the rules (each MLS turret is three separate batteries, that cannot be combined to make two MLS turrets into 1 btty M, 1 btty L, 1 btty S) under HG.
Correct ... which is why that is not done.
Weapons mounted in mixed turrets can only be operated as single weapons (effectively as individual batteries that cannot be combined).

Mixed Triple Turret: Sand/Laser/Missile = 1 battery Sand, 1 battery Laser, 1 battery Missile for USP purposes that cannot be combined with weapons from other turrets.

However, although the USP code formats information in batteries only, being a LBB5 construct, the crew manning for mixed turrets relies upon LBB2 rules, not LBB5 rules, at scales where mixed batteries are allowed ... meaning that a single gunner position is all that is required for what amount to 3 batteries of different weapon types all mounted into a single mixed turret.
High Guard provides rules allowing one person to control multiple turrets, as batteries of weapons. These rules require the turrets to be single-weapon-type, and matched.
Correct.
Does that condition apply to mixed turrets? (Y/N)

Anyone who has difficulty answering that boolean question should seek help from the nearest Medical-1+ skill qualified person.
LBB2 does not provide such rules.
In LBB2, there are no rules for grouping weapons into batteries for massed fire. Each and every single weapon on a ship is fired individually under LBB2 rules.

Have a triple laser turret ... make 3 attack rolls for 3 different shots by 3 different lasers from that 1 turret.
This is why LBB2 gunnery crew requirements are 1 gunner position per turret ... regardless of what is mounted inside that turret.

There is no grouping of like weapons across turrets into batteries for improved to hit/penetration of defenses like LBB5 models with its battery rules under LBB2. This is just one of the reasons why LBB2 paradigm combat is a "weaker" option than the more powerful, abstract and simplified LBB5 paradigm of ship to ship combat.

Using LBB2 combat rules, a half-magton Tigress class ship has 891 offensive weapons that need to roll to-hit individually, rather than only 196 batteries of offensive weapons that need to roll to-hit. The paradigm shift to batteries is NECESSARY for large ship combat to be resolved in anything approximating a reasonable amount of time. 891 dice rolls, even at 1 second per dice roll(!), would take 14.85 MINUTES to complete for a single combat round for just the Tigress alone (nevermind the opposition). That's not remotely practical ... so the battery grouping system was introduced to streamline large ship combat into something that could be resolved in a timely enough fashion.

You can scale large ship combat paradigms (LBB5) down to small craft levels, but you can't scale small ship combat paradigms (LBB2) up to large ship levels.

Under (strictly) LBB2 (only) combat rules, a TL=10 Type-T Patrol Cruiser armed with 2 triple pulse laser turrets and 2 triple missile turrets has 4 turrets requiring 4 gunner positions. When attacking, the ship has 12 offensive weapons and makes 12 attack rolls (6 pulse laser shots, 6 missile shots).

Under LBB5 combat rules, a TL=10 Type-T Patrol Cruiser armed with 2 triple pulse laser turrets and 2 triple missile turrets has 4 turrets requiring 4 gunner positions organized into 2 batteries of triple pulse lasers (code: 2) and 2 batteries of triple missiles (code: 2), which again requires only 4 gunners no matter how you want to slice it. When attacking the ship has 4 offensive batteries and makes 4 attack rolls (2 pulse laser batteries, 2 missile batteries).



So what if we change that ... just to highlight the (what ought to be) obvious?

Let's say that a TL=10 Type-T Patrol Cruiser gets re-armed with 4 mixed sandcaster/pulse laser/missile triple turrets (for whatever reason).
What happens then?

Under (strictly) LBB2 (only) combat rules, a TL=10 Type-T Patrol Cruiser armed with 4 mixed triple turrets of sandcaster/pulse laser/missile has 4 mixed turrets requiring 4 gunner positions. When attacking, the ship has 8 offensive weapons and makes 8 attack rolls (4 pulse laser shots, 4 missile shots) while also having 4 defensive weapons (4 sandcaster shots).

Under LBB5 combat rules, a TL=10 Type-T Patrol Cruiser armed with 4 mixed triple turrets of sandcaster/pulse laser/missile has 4 mixed turrets requiring 4 gunner positions organized into 4 batteries of single sandcasters (code: 3), 4 batteries of single pulse lasers (code: 1) and 4 batteries of single missiles (code: 1), which again requires only 4 gunners no matter how you want to slice it because these are mixed turrets. When attacking the ship has 8 offensive batteries and makes 8 attack rolls (4 pulse laser batteries, 4 missile batteries) while also having 4 defensive weapons (4 sandcaster shots).



And before the same meritless objection can be raised yet again ... a reminder ... since the necessity apparently persists.

LBB5.80, p29 (regarding batteries):
On ships 1000 tons and under, mixed turrets (weapons of different types in the same turret) are allowed; in such cases, each weapon is a battery.
LBB5.80, p32 (regarding crew):
If the ship is 1,000 tons or under, then the rules stated in Book 2 should be followed. For ships over 1,000 tons, the rules given below govern.
LBB2.81, p16 (regarding crew):
Gunner: One gunner (gunnery skill-1 or better required) may be hired per turret on a ship.
One person may fill two crew positions, providing he or she has the skill to otherwise perform the work.

Your witness, counselor.
 
LBB2 '81, p. 16: "One gunner... may be hired per turret on a ship. ... The gunner position may be omitted if there is no major threat to the ship."

It would be silly to hire more gunners than a ship has turrets*. It is permissible to hire fewer gunners than there are turrets -- or none at all, whether or not the ship is armed -- if there is no major threat to the ship.

The "may" in the first sentence quoted above is because (as indicated in the second quoted sentence) turrets need not be manned if they are expected to be unused, not that a turret without a gunner nonetheless can be used.

There is no rules mechanism in LBB2 for linking turrets, so each turret in use requires a person for that turret.

Using the LBB2 "one person, two jobs" rule does not work in this situation given LBB2's manning requirements and its rule mechanics for turret operation. The clearest example of this is missile reloading: by your reading of the rules, a Gunner-2 could continue firing weapons from a turret during reloading, though as a Gunner-1 since he'd be doing two Gunner jobs. Of course, this is not allowed (LBB2 '81, p.32).*

To get there using LBB2 only, one could use the "implied laser pistol rule"** to "invent" a turret-slaving computer program. ***

Otherwise, you can manage this with house rules.

----------------
*Since LBB2 doesn't provide for autoloaders, there really ought to be the option of having a "gunners mate" crew position (Gunnery-0?) whose job is just to reload missiles and sandcasters. Ideally, you'd want one for every missile and sandcaster launcher beyond the first in each turret, to allow full reloading in a single turn (gunner does one launcher, gunners mates do the other up-to-two launchers in that turret, singing space shanties all the while).

**That is, while the rules don't have laser pistols, you could easily extrapolate the characteristics of one from the examples of the Laser Carbine and Laser Rifle and are encouraged to do so because a limited set of rules can't cover everything.

*** A separate program is required because this is not a normal use case for the Target or Launch programs. Treat the program as Launch for the required skills and cost, and Target for the difficulty; it would use one CPU slot. Taking it out of CPU during combat disables the slaved turret unless it is manned, reloading the program to the CPU enables the slaved turret again but that turret will act as though it has shifted fire during the turn in which it is re-activated. The "hidden flaw in the program" rule also applies if it is not purchased from a reputable vendor. Obviously, it's implicit in LBB5 designs using weapons-battery rules.
 
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so each turret in use requires a person for that turret.

Using the LBB2 "one person, two jobs" rule does not work in this situation
Could you please stop conflating crew positions with crew bodies in a 1:1 ratio? It's beyond embarrassing by this point.
The requirement is one gunner POSITION per turret ... not one PERSON per turret.
One person can hold two positions simultaneously, if they have the requisite skill level for both positions.

Next you'll be telling Aslan Males they can't be Pilot/Gunners because they can't pilot the ship AND reload the guns at the same time :oops: in combat, because ... well ...
JExR.gif

The clearest example of this is missile reloading
If 12 shots are fired then the rack(s) in that turret are empty. There's no magazine space holding reloads aboard in the design, so at that point you're down to using lasers only. Reloads will happen at the starport (in a "gritty bookkeeping" campaign), not during combat for the continued expenditure of ordnance, so man-hours needed to reload aren't the issue/obstacle you're making them out to be.

Reloading is not a mid-combat concern ... and even if it was, the combat has lasted too long and too many shots have been fired for comfort for a Type-AT Merchant Transport captain. The ship isn't meant for a slugfest that lasts for days on end (that's why it has the Fighter so as to try and AVOID combat with the starship).

Seriously ... how many times have you participated in Traveller ship to ship combat that has lasted longer than 12 exchanges of fire?
Could it happen? Well, sure ... anything is possible ...
Will it happen regularly? Only if you consider edge cases to be a norm that happens on the regular.

Just as an aside, LBB5.79 has magazine rules (barely, the relevant bits aren't neatly organized) and specifies a crew requirement of 4 positions per 100 tons of magazine to crew the magazine (LBB5.79, p31) ... which basically works out to 1 crew position per 25 tons of magazine.
I'm talking about 2 mixed turrets that are 1 ton each.
1 / 25 = 0.04 crew positions per 1 ton turret if each turret were "just a magazine" of equivalent tonnage (and nothing else)

If you take the approach that each sand cannister/missile is 50kg and a turret can hold up to 12 of them (so 600kg total) which equates to meaning that up to 0.6 tons inside of a turret is a magazine, you get the following computation.
0.6 / 25 = 0.024 crew positions per 1 ton turret if each turret contains 0.6 tons of magazine equivalent tonnage

I think I'm good, thanks. ☺️
 
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