Date: Wed, 17 Jan 1996 15:49:34 -0500 (EST)
From: Alvin Plummer <alvin.plummer@sheridanc.on.ca>
To: traveller@MPGN.COM
Subject: TL E Majesta MegaMerchant
The MegaMerchants of the Imperium - merchant's over 100,000 Disp tons
-
is the mainstay of Imperial Commerce. Owned and controlled by
either the
Imperial Government or the Megacorporations, these vessels are the
lifeblood of the Imperium, transporting billion's of tons of goods
from
one Hi-pop world to another.
Practically all MegaMerchants are only to be found in the main body
of
the Imperium: only a handful exist in the Spinward Marches, none over
200,000 disp tons.
The importance of MegaMerchants cannot be overestimated. When
the
Imperium speaks of 'protecting interstellar commerce', they are not
talking of protecting 200 ton Beowolf free traders, but 5,000,000 ton
Titan
transports. A major task of the Imperial navy is protecting these
ships. Even membership within the Imperium is related to the
MegaMerchants: these ships are not permitted to visit nonImperial worlds
(except,in special cricumstances, Imperial client states). When
politicans talk of the Imperium being a 'trade confederation', they
mean
a confederation tied together partly by MegaMerchants.
There are less than 8,000 MegaMerchants within the Imperium. Most,
like
the 'George Bolme' 200,000 ton class ships, are under the million-ton
limit. Of the 600 ships over the million-ton limit, over 2/3's
are
single jump, 5,000,000 disp ton Titan ships, devoted to a single large
main like the Vilani or Core Main. Only about 200 ships are Majesta's:
Jump4, 2G modular transports of over 2 million disp tons, these
ships are of great importance to GSbAG (the MegaCorp who builds them),
Tukera Lines LIC (The MegaCorp who runs them) and the Imperium.
These are the largest ships which follow the xboat routes, and thus
the
ships needed for 'long-haul, huge cargo' situations. They have
been used
to transport mile-long buildings from Vland to Capital, segments of
grav
cities from Solomani Rim to Antares, and entire fleets of smaller ships
from Daibei to their Vargr buyers in the Marches.
An entire strain of Tukera Line corporate culture surrounds the
Majestas'. It was Majesta crews that started the Great Merchant Strike
of
904, (still the only Imperium-wide labour action in history) which
froze
the entire Imperial economy for two years and sent entire sectors into
a decade-long depression. It was Majesta crews that were the first
MegaMerchants allowed to carry a (limited) number of dependents onboard,
for their 3-6 year runs across the Imperium. It was Majesta ships
that
were the first MegaMerchants to get enough lifeboats for the entire
crew
(after the famous _Dragon's Trove_ disaster, which struck a mere 15
parsec's
from Capital).
For MegaCorp personnel, Majesta crews are a breed apart. Outspoken,
vocal
and fully aware of their own importance, they take nothing from nobody,
be they Archduke, Administrator or Admiral. Solomani-dominated,
they have a
vigourous rivalry with the Vilani lines that dare challange their
dominance on the xboat routes. (Nevermind free traders, who they
view as
figures of fun). Of course, Majesta crews recieve special care
from
Tukera Lines, who are careful of crossing swords with them and aware
of
their irreplaceable skills and experience.
Majesta's carry up to sixteen 50,000 disp Sekio Modules. The cargo
version is nothing but a hull and a powerplant to power the control
systems. It's entire hull is a clam-shell cargo door. Of
course, it has
no crew, but is controlled remotely by RCV workstations.
The passenger version is as above, but with basic life support and 49,900
low berths installed. As there is still no crew, 2495 x TL 13a
robot
brains are built-in (with a selection of robots) to service the medical
needs of the low passengers.
The 560 x 95-disp ton shuttles were originally to be used as lifeboats,
but
are more often used as cargo haulers, on-loading and off-loading items
for the 200,000 kl internal cargo hold. They are manned by built-in
robot brains for crew.
P.S. Yes, I know I should have installed some missiles on this ship,
but
the problem is, it's _civilian_! Installing the number of missile
turrents the ship deserves would make it very, *very* dangerous.
Better to invoke some 'Imperial Regulation' forbidding missile
emplacements on MegaMerchants.
TL E Majesta MegaMerchant
Disp 2 000 000/2 800 000 Armour
20
Len 1 506.8 m
Volume 28 000 000 kl
Price 920 497.746 MCr
Target
G
Config Open Frame USL
Tech
E
Mass 11 198 209 mt unloaded
12 054 737 mt loaded with 16 low berth
modules & internal cargo
24 429 703 mt loaded with 16 full cargo
modules & internal cargo
Power Plant Fusion 3 510 000 MW, 1 yr duration
(100 MW/Hit; 61 172 MW
surplus)
Jump
4 (9 800 000 kl of fuel)
G-rating 2 (1 221 485 MW/G
w.cargo modules)
( 641 093 MW/G w/berth modules)
G-turns
w/cargo 30.0 G-hours (62.1
G-hrs w/jfuel), 305 107 kl each
w/berths 60.7 G-hours (125.8 G-hrs
w/jfuel), 150 794 kl each
Maint 462
611
Computer 2 x TL E st (.5 MW
ea), 2 x TL E fb (1 MW ea)
Commo 3
x Radio 1000 AU (20.0 MW ea)
10 x Laser 3000 km ( .04 MW ea)
Avionics TL A+
Sensors 3 x P-EMS fixed
(6 hex, .2 MW ea)
3 x A-EMS (10 hex, 15.0 MW ea)
20 x Ladar (10 hes,
2.5 MW ea)
ECM/ECCM None
Controls Bridge x 6157, Engineer x 29 250
Offensive 100 x TL E 150 Mj Laset
Turrent
(Loc: 1-20, Arc: All, 4.2 Mw, 0 Crew* ea)
400 x empty turrent sockets (Loc: 1-20)
Defensive 500 x TL E Sandcasters
(Loc: 1-20, Arc: All, 1 MW, 1 Crew ea, 2D6x5 per hit, 40 C)
MFD's 100 x TL E Beam (-5 Dif, 2 hex, 0.9 MW, 1 Crew ea)
-0 Dif 150 Mj Laser Turrent 2:1/10-31
4:1/10-31
8:1/10-31 16:1/10-31
Extended Life Support (5 600 MW)
ArtiGrav
(140 000 MW)
Complement 87 618
Engineering 29 250 Maint
4 616 Line Admin 102
Electrical 5
Stewards 1 546 RCV Control 30
Maneuver
2 Command 5 918 Dependents 43 809
Gunnery
600 Troops 1 000 Medical
730
[NOTE: one dependent per crew: optional. Also, 14 RCV's are strictly
unneccessary, and 636 stewards are 'surplus' (they may be still needed:
after all, the Majesta has a population greater than many worlds...)
Accomo
Sm. Strooms x 37 789 (double: .0005 MW ea)
Lg. Strooms x 6 020 (double: .001 MW ea)
Other Facilities
30 x Electrical Shops (.6 MW ea), 30 x Mechanical Shops
(1 MW ea)
30 x Sickbay (.8 MW ea)
Small Craft & Launch Facilities
Minimal hangar x 28. Each hangar holds 20 x 95 disp
shuttles/lifeboats. Ten shuttles can launch at one
time. NOTE: crew
has been replaced by robot brains.
External grapples for 16 x 50 000 disp modules
Airlocks: 20 000
Cargo: 200 000 kl
Bridge, Fire Control Centre
No fuel scoops, purification
Surface Area
1 Launch Port
2-19 Ext. Grapples for modules (If loaded, see module damage chart)
Damage Area
[Important note: weapon volume is so small compared to ship volume as
to
be meaningless. Weapons cannot be hit without serious targeting]
1-15 Hold
16-17 1-3 Electrical
4-10 Hold
11-20 Engineering
18-19 1-15 Quarters
16-20 Engineering
20 Engineering
System Damage
Electronics
10 x Laser, 3 x Radio
(1h) Ant (1h) ea.
3 x P-EMS
(1h) (2h) ea.
3 x A-EMS
(2h) ea.
Hold
28 x Hangar
107H ea.
30 x Mech Shop, 30 x Elect Shop
1H ea.
Cargo
[2 000H ]
Quarters
Sm. Stroom x 37 789
(2h) ea.
Lg. Stroom x 6 020
1H ea.
ArtiGrav
5 600H
Life Support
12 805H
Emerg. Life Support
6 403H
Weapons
Laser Turrent x 100
1H ea.
Sandcaster Turrent x 500
1H ea.
Engineering
Jump Drive
49 000H
HEPlaR
3 300H
Power Plant
35 100H
NOTE: asterisks after some crew numbers means that these positions *can*
be manned in lieu of the MFD stations.
Battle Rider Statstic's MM = MegaMerchant
MM Majesta
-
-5
-
TL E
-
FC: -5
L(x20)2:1
-
A:10 P:6
J4 G2
AV:1
-
SC:100
741
TL E Sekio Module - Cargo
Disp 50 000
Armour 20
Len
224 m Volume
700 000 kl
Price 157.527 MCr
Target
L
Config Cylinder USL
Tech
E
Mass 703 800/4 912
Power Plant Fusion 50 MW, 1 yr duration (50
MW/Hit; 0 MW surplus)
No Jump
No G-rating
No G-turns. No CG's.
Maint 116
575 (Practically all due to cargo: done at port)
RCV controls. No computer.
Commo 2
x Laser 3000 km (0.04 MW ea)
No Avionics
Sensors 1 x P-EMS fixed
3000 km (0 hex (use very long range),
.008 MW ea)
No ECM, ECCM
No Life Support. No ArtiGrav. No Crew. No Airlocks.
Cargo: 698 888 kl. Entire hull is a clam-shell cargo
hatch.
*****-----
Surface Area
1-20 Hatch
Damage Area
(Power plant is so small compared to ship, it's
pratically impossible to hit)
1-20 Hold
System Damage
Hold
Cargo [7016
H]
Engineering
Power
1 H
*****-----*****
Battle Rider Statstic's Didn't even bother.
TL E Sekio Module - Low Berth
Disp 50 000
Armour 20
Len
224 m Volume
700 000 kl
Price 3 845.537 MCr
Target
L
Config Cylinder USL
Tech
E
Mass 58 445 (+1 if loaded: for fuel)
Power Plant #1 Fusion 50 MW, 1 yr duration (50
MW/Hit; 0 MW surplus)
#2 Fusion 120 MW, 1 yr duration (120 MW/Hit; 2 MW shortfall)
No Jump
No G-rating
No G-turns. No CG's.
Maint 9
016
RCV controls. No computer. Robot brain x 2495
[NOTE: Each brain is programmed with Medical (Diagnosis) - 10 (14)
Medical (Trauma Aid) - 6 (10) ]
Commo 2
x Laser 3000 km (0.04 MW ea)
No Avionics
Sensors 1 x P-EMS fixed
3000 km (0 hex (use very long range),
.008 MW ea)
No ECM, ECCM
Basic Life Support (70 MW)
No ArtiGrav. No Crew.
No Airlocks (connector tube, with built-in airlock is needed to board)
Low Berths x 49 900
*****-----
Surface Area
1-20 Hull
Damage Area
(Power plant is so small compared to ship, it's
pratically impossible to hit)
1-20 Quarters
System Damage
Quarters
Low Berths x 49 900 (1h) ea.
Engineering
Power Plant #1
1H
Power Plant #2
1H
*****-----*****
Battle Rider Statstic's
Didn't even bother.