Robert S. Dean · 26 October 1990
The following 400 ton packet was designed in memory of many amusing hours
whiled away in 1976 and 1977 playing the asteroid mining scenario of the
first edition of GDW's Triplanetary. I always had a particular fondness for
those incredibly useful little 2-10 cargo carriers.
Now, down to business. As noted in the fluff for the Packet design, there is
no way that this thing can pay for itself under the current rules. However,
has anybody given any serious thought to the fact that the current game freight
and passenger rates are an artifact of Imperial regulation? It seems to me
that in the unsettled conditions prevailing in the Shattered Imperium, those
rates are going to have to cut loose and follow the rules of supply and
demand. Of course, as governments always do so, there will be ships impressed
and otherwise forced to carry on uneconomically, but the general tendency will
be for haulage prices to rise. Speculative goods prices should rise, too,
particularly on marginal worlds where it could be assumed that there is a
greater dependence on imports to keep the vital machinery running. The other
thing certain to rise, and I don't think I've ever seen a treatement of it in
the game, is insurance rates. I suspect this may have something to do with the
fact that most campaigns are run around a single ship, which would pretty much
destroy the campaign if lost, without regard to insurance.
Any comments?
Rob Dean
- -------------------------------------------------------------------------
Packet TL13
This armed merchant vessel is produced by LSP of Lunion, and is increas-
ing in popularity due to the current troubles afflicting the Imperium. Since
a quick economic analysis of the cargo/passenger capacity and the routine
monthly payments of a standard starship mortgage shows that there is no way
for this vessel to pay for itself, most of the examples presently flying are
under government subsidies. Governemnts with off-world interests, or that
frequently transport valuable cargos, find that armed vessels can get through
situations which would result in the loss of less capable merchants. A pri-
vately owned packet would find it necessary to constantly engage in profita-
ble speculative trade to make ends meet, and there would be every temptation
to resort to smuggling or outright piracy. With armament equivalent to many
military vessels of similar size, the transition from fighting pirates to
piracy is an easy one.
CraftID: Packet, TL13, MCr188.54
Hull: 360/900, Disp=400, Config=4SL, Armor=52F, Loaded=6891t,
Unloaded=5698t
Power: 15/30, Fusion=1980MW, Duration=30/90
Loco: 18/36, Maneuver=2, 11/22, Jump=2, Cruise=750kph, Max=1000kph
Agility=0
Comm: Radio=System*2
Sensors: EMS Active(FarOrbit), EMS Passive(Substellar), ActObjScan=Rout,
ActObjPin=Rout, PassEnScan=Rout
Off: Hardpoints=4
Missile=x03 BeamLaser=x04
Batteries 1 2
Bearing 1 2
Def: DefDM+5
SandCaster=x04
Batteries 1
Bearing 1
Control: Computer Mod4*3, 3*HeadsUpHoloDisplay, 60*HoloLink
Accom: Crew=9 (1 bridge, 1 medic, 1 engineer, 3 gunners, 2 stewards,
1 command), Passengers=16, LowPassengers=20, Staterooms=25,
LowBerths=20, Env=basic env, basic ls, extended ls, grav plates,
inertial comp
Other: Fuel=1602kl, Cargo=1077kl (79t), Fuel Purifier (18hrs),
Fuel Scoops, ObjSize=Average, EmLevel=Faint