Civilian Craft
  Home Page | About S.F. | What's New | Non-Human Races | the Sathar | Pirates | Mercenary Starbase | Star Fighters | Rayax Transport | Primary Characters | Secondary Characters | Starship Deck Plans | Civilian Craft | UPF Ships | Misc Pics | Vintage Ads | Links  

Here are some of the standardized Civilian Ship deck plans used in my campaign

Five civilian craft (including a system ship) and one government subsidized craft are represented here. The five civilian ships include an inter-system freight hauler (the Aquillian Starling), the surplus/demilitarized Assault Scout, a modular container ship (TT-456) and cargo containers, and a pair of smaller tramp freighters (Pacific and Timeon Clipper). The government subsidized craft is a fast well armed light freight hauler (Akyna).

Scale is one square=1.5 square meters unless otherwise noted

(click thumbnails for full size hi-res deck plans)

Aquilian Starling

* system ship, circa pf:100 

HS:4  HP:24  Powerplant: 3 SC Chemical A
ADF:3  MR:4  DCR:27  Crew: 3-8
Armament: LB(x2)
Defenses: RH
Comm/Detection: SubSpace Radio, Radar, Intercom, WNB
Misc Equipment: Streamlined, Light Armor, Back-up LS unit

COMPUTER   ( LVL:6  fp:237  Mass/SP:1000kg/600 )

Alarm (3)
Analysis (3)
Astrogation (2)
Bureaucracy (3)
Commerce (1)
Communication (1)
Computer Lockout (5)
Computer Security (4)
Damage Control (3)
Drive - Chem A (1)
Industry (1)
Information Storage (1)
Installation Security (5)
Laser Battery x2 (1)
Life Support cap:8, x2 (1)
Maintenance (3)
Robot Management (4)

Cargo Capacity: 2 (Main: 1.25, Forward: 0.25, Aft: 0.5)
Crew Accomodations: 3 bunk cabin, double suite
Passenger Accomodations: 0
Ship's Vehicles: 0

Surplus/Demilitarized Assault Scouts

HS:3     HP:15-24     Powerplant: n/a, set up for 2 Class A drives
ADF:0*   MR:4      DCR:30      Crew: up to 8
Armament: none, provision for one LB w/ no penalty
Defenses: RH (may need fresh coating...)
Communication/Detection: Subspace Radio, Radar
Misc Equipment: streamlined, possible hull armor...

COMPUTER ( LVL:3 fp:40 mass/SP:20 )

Alarm: 2
Analysis: 4
Astrogation: 4
Damage Control: 2   
Life Support: 1  (cap:8)

Cargo Capacity: 0.5
Fuel Tankage: n/a
Crew Accomodations: 4 double cabins
Passenger Accomodations: 0
Ship's Vehicles: none

A typical Assault Scout sees 15-20 years of service in the UPF followed by another 15-30 years in a planetary militia (although some militias buy theirs new). After which, these well served craft are stripped down/demilitarized and offered wholesale to the public. All armor and weapons are removed along with ship's vehicles, although an armored scout does make it to market on occasion. The computer is wiped and reformatted, and all military related programs are purged. As such they come with a minimalist computer software package. Buyers must obtain a new  drives program and drives first and foremost, although on occasion a surplus scout may make it to market with well worn drives that wil need maintenance and overhauls (but will never be restored to original ADF:5 without the military drive software and enhancement packages). Figure cost at 600,000Cr minus (age+10 {x 10} %) for a fully stripped model, although typically these vessels are auctioned to the highest bidder.

* ADF varies after drives and computer program are acquired


(deck plans at right are rendered in 2-meter squares)

Container Ship

Trans Travel TT-456 Container Ship
(modular freight hauler)

HS: 4 HP: 20 Powerplant: 2 Atomic B
cargo 0 1.25 2.5 3.75 5
 ADF  5   4     4    3    3
  MR  4   4     3    3    2
DCR: 32 Crew: up to 8
Armament: optional pod laser turret at no penalty
Defenses: optional RH
Communication/Detection: SubSpace Radio, VideoCom, Radar, Intercom
Misc. Equipment: modular cargo container rail

Computer
Alarm (2)
Analysis (4)
Astrogation (4)
Bureaucracy (3)
Commerce (1)
Communication (1)
Computer Lockout (4)
Computer Security (4)
Damage Control (2)
Drive, atomic B (5)
Industry (1)
Installation Security (4) 
Laser Battery (1)
Life Support, cap:8 (1)
Maintenance (2) 

Cargo Capacity: varies, see Cargo Containers below
Crew Accomodations: 4 dbl cabins
Passenger Accomodations: none
Ship's Vehicles: workpod, small launch

Trans Travel released a hit with their 456 model freight hauler. Peaking at 14.5 meters at its widest point (minus engine struts and drives,which give it a total width of 42 meters) but a mere 18 meters in length (minus the cargo rail, which adds another 48 meters), the basic hull itself is too small for a class:5 designation. However, hauling capacity via detachable containers mandates the use of size:B drives. Naturally with lighter loads performance is quite beneficial, and even when fully loaded the ship is no pushover either.

When the ship docks at a station or takes up orbit, containers are a fast and easy matter of loading or unloading. Universal rail clamps are fitted to the containers and readily available at any station utilizing the containers, and are efficiently affixed to the ship's cargo rail, and even the elevator sections are easily spliced in with each and every configuration for inter-crew access. It takes about 30 minutes to load a container onto the rail, and no more than ten to remove one. This means pre-loaded containers merely await for an inbound TT-456, rather than taking the time to unload the craft prior to loading the new cargo. This of course significantly reduces layover time, permitting the ship to re-enter the spacelanes more efficiently.

Cargo Containers

container type   CC-125    CC-250 CC-500
Cargo Capacity 1.25 units 2.5 units 5 units
Hull Points            3           6            12
DCR                    10         20           30

Crew: up to four
Armament: n/a
Defenses: optional RH
Misc: Subspace Transmitter, Intercom, Cargo Arm

Computer
Bureaucracy (1)
Cargo Arm (2)
Commerce (1)
Communication (1)
Computer Lockout (4)
Damage Control (1)
Installation Security (3)  
Life Support, cap:4 (1)
Maintenance (1)

Crew Accomodations: 2 dbl cabins

When a hull hit is determined during combat, there is a chance that damage will be applied to a container rather than the ship itself. As such, should the container be destryoed adjacent containers or the ship itself is subject to taking half of the damage that the container itself incurs. The ship may, at the crew's discretion, jettison a container to improve performance. Of course, any crew assigned to the container may have something to say about this act, and any computer experts in said crews can become involved in a virtual cyber battle with the host ship crew in over-riding the other system to prevent such acts. All non drive, maneuver, weapon, and defense hits are applicable to containers in a similar manner. See table below for damage application:

container type         CC-125  CC-250 CC-500
Damage probability    15%      30%     50%

Container module DCR may be applied toward ship repairs and vice versa, hence the container's DCR may be added to the host ship's DCR.

Pacific-class Tramp Freighter

Trans-Travel TF-6150
Pacific-class Freighter

HS:6  HP:30  PowerPlant: 3 Atomic B
ADF:3  MR:3  DCR:38  Crew:up to 8
Armament: none (LB available at no penalty)
Defenses: none (RH available)
Communications/Detection: SubSpace Radio, Radar, Intercom (3 master panels, speaker/mike in each station/cabin/chamber)
Misc Equipment: Cargo Arm, Universal AirDock

Computer 
(LVL:4 fp:127 SP:100)
Alarm (3)
Analysis (4)
Astrogation (4)
Commerce (1)
Communication (1)
Damage Control (3)
Drive - Atomic B (5)
Industry (1)
Information Storage (1)
Life Support cap:16 (1)
Maintenance (3)


Cargo Capacity:6
Crew Accomodations: Captain's Suite (double occupancy possible), Crew Cabin w/2 triple bunks
Passenger Accomodations: 1 First Class Cabin, 2 Journey Class Cabins (all double occupancy)
Ship's Vehicles: lifeboat, 2 workpods

Base Price: 2,249,400Cr --- does not include fuel, spacesuits, weapons/defenses, or toolkits

Trans Travel's TT6150 is a popular choice for independant haulers, designed in the early f.y. 40s the ship has been around for a while. As such it has been tried, tested, and found to be true. The overall design makes it optimum for a wide variety of roles beyond cargo hauling, a crew can make additional income via the trio of passenger cabins as well as offering courier duties to local governments. The deck arrangement is simple and straight forward, separating various duties efficiently enough. Many owners are quick to modify the basic design both during the construction phase or after acquisition. In fy:61, one such famous example dubbed the SS Gullwind made what has been historically referred to as "the Dramune Run", running an illegal cargo from Clarion to Inner Reach thus exposing a criminal organization which kicked off the third Dramune War. Rumor has it an earlier model was used by the Star Devils in taking the Serena Dawn as well.

These fine craft, with a rich history of service in the independant field, are the envy of many freight haulers. Small, fast, and agile, they make up for smaller payloads by proving rapid delivery. With the advent of Pan Galactic's "Eureka" drive, added acceleration has made it moreso for such equipped Pacifics (adding 100,000Cr per drive and an ADF:4). The optional laser battery, perhaps not the most offensively minded possibility, ensures that such loads can be protected to say the very least.

Used samples can be had for 15 to 50% of new price, depending on condition & upkeep.

(credit to Troy Terrel for coining the name "Pacific" as a class of freighter based on the Gullwind design)

Akyna-class Light Freighter

PGCF425 Akyna class light freighter

HS:4  HP:24  Powerplant:4 atomic A
ADF:4 MR:4 DCR:32 crew: up to 8
Armament: two pod laser turrets
Defenses:RH
Communication/Detection:SubSpace Radio, Radar, Intercom
Misc: light armor, streamlined

Computer
LVL:4 fp:115 SP:100
Alarm(4), Analysis(4), Astrogation(4), Commerce (1), Communication (1), Damage Control (4), Drive (4), Industry (1), Life Support, cap:8 (1), Maintenance (4)
Cargo Capacity:3 (two 1.5u bays)
Crew Accomodations:4 double bunk cabins
Passenger Accomodations: 0
Ship's Vehicles:none
Base Price: 1,821,730


The Akyna is a versatile freight hauler that many an adventurer has a lustful eye for. And for good reason, the ship is small enough for most able crews to operate in a wide variety of situations, fairly well armed and armored boasting the lighter grade hull armor along with a pair of pod laser turrets, and a readily expandable mainframe computer (with additional space allotted for the hardware makes future upgrades quick and easy to install).

The hull is streamlined, and all bridge and engineering deck stations are situated on rotating deck gimbals allowing them to pivot to a "main axis parallel" stance for atmospheric use. The 3-unit cargo space doesn't allow for large profits, but crews can charge a little extra for promptness in delivery (along with the insurance via two laser turrets that the load will get there).

There are drawbacks to the basic design though. With no workpods, any external work will have to be performed via spacesuits, along with the wing mounted aft maneuver jet banks. As such, most populated worlds do not permit atomic drive overhaul procedures to occur in their breathable atmospheres. The craft may land and lift off at the local starport, and even perform routine maintenance...but once the reactor is exposed to the air, crews can expect a prompt visit from Star law and a resulting stiff fine and impound/quarantine fees to boot.

The twin cargo holds are another anamoly. They are tiered for ease in loading, but are situated for space duty. This means any ground based cargo acquisitions will take extra time to load (figure double the usual time). The ventral turret must also be positioned correctly for any landing (space station or starport), as the ground clearance is minimal with the landing gear. That said, atmospheric landings in rough or uneven terrain can cause damage to the ventral guns.

Also note the lack of emergency vehicles. No lifeboat, escape pods, or workpods means any attempt of escape would have to be executed in a launch (or simply leaping from an airlock), which is not included with the initial purchase although the craft is outfitted for accomodating one. The two crew decks do not offer much privacy, so being friendly is a must. And despite new technology in the drives and other systems, the main artery between decks is a standard ladderwell with airtight hatches on each deck. The upside to this is during atmospheric groundings, characters may easily walk between decks. All hatches are designed to open towards the ventral side so there is no hampering on opening hatches, although it may take a little extra effort to close them once opened.

Finally, the aft outer hull hatch is not easily defended when it comes to boarders. Two crew members can each find solace within the hold airlock hatchways for hard cover, as well as two more positioned behind the hatch bulkhead curtains, but incoming baddies will also benefit from hard cover until they fully emerge from below. Lobbing grenades is the best bet for repelling intruders here. Most owners station a few robots here to meet this end.

Customizing is an immediate option most owners perform. A ground vehicle ramp/hatch is easily installed on the forward hold, enabling a ground transport or explorer to be quickly dispatched once on the ground. The vehicle must be tethered and secured on the ramp/hatch and against the deck prior to liftoff, lest acceleration turns it into a huge lethal pinball. A Universal Docking Collar is easily affixed to the aft airlock, thus allowing one additional level of security measure for would be boarders that opt for standard entry. Upgunning an additional 20 cubic meters worth of weaponry can be performed as well at a -1 ADF or MR penalty, either by adding a forward firing pod laser system or upgrading to full on laser batteries.

Timeon Clipper

Timeon Clipper class freighter
Armed Freight Transport

original concept by Jess "parriah" Carver

HS:7 HP:56 Powerplant: 3 Streel "Big Bang" Atomic B
ADF:3 MR:2 DCR:50 Crew:8-15
Armament: LB
Defenses: RH, MS (x1)
Communication/Detection: Subspace Radio, Radar
Misc: heavy armor, 2 cargo arms (1/hold)

Computer
Alarm (3), Analysis (4), Astrogation (4), Commerce (1), Computer Lockout (6), Damage Control (3), Drive (5), Industry (1), Information Storage (1), Laser Battery (1), Life Support (1); capacity:15 Maintenance (3)

Cargo Capacity: 7 (3.5 x 2 holds)
Fuel Tankage: 18 uranium pellets, 6/drive
Crew Accomodations: 2 suites (single or double occupancy), 6 cabins cabins (single or double occupancy)
Passenger Accomodations: 0
Ship's Vehicles: Workpod, Large Launch


Streel Shipbuilding designed and constructs these lower end freight haulers as a response to the ever-popular TF-615 Pacifc-class freighter. Using a class:7 hull as a starting point, these freighters aren't designed for massive profits as the larger container vessels may reap, but rather their faster nature allows them to enjoy hauling cargoes that need to be there a little quicker than the big barges can travel. Also noteworthy is the extra heavy hull armor plating invoked, allowing the Timeon Clipper to absorb considerably more damage than larger craft can take. Further additions include a single laser battery to help ward off any of that damage.

Obviously anything this high in mass requires a little extra boost to propel it to standard performance levels. To this end Streel's own "Big Bang" line of class:B atomic drives offer superior thrust over the PGC "Eureka's" offered on the Pacific class freighters (eg: the SS Gullwind) with only marginally higher costs, and adding a third drive to the equation also helps retain stock ship performance. The improved efficiency of the Big Bangs along with the increased cargo capacity over the standard smaller freighters and haulers sized from class:3 to 6 hulls will maximize profit potential for those independant haulers and greater expansion potential for mid-sized firms with fleets of several ships.

These craft are meant to slip in to the market where larger craft could never operate, such as limited markets where a larger ship would burn up all the profits in her reaction chambers. Aforementioned smaller worlds no longer have to pay premium prices for goods hauled to them. With twice the room of smaller atmospheric capable haulers they will be able to flood the markets with thier own goods and take over the runs they are used on, leaving only the "absolutely positively has to be there right away" market to the smaller craft.

Few owners opt to ditch the single laser battery in favor of improved performance (thereby allowing MR:3), most freight captains enjoy some form of self defense when the nay-sayers show up looking for some free swag to lift. Massive amounts of hull integrity can go a long way in preventing unwanted boarders, but a battery weapon goes even further by adding an offense to an established defense.