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Details on the Artemis' Satyr

This post thread is to detail the purchase and subsequent upgrades to the Artemis' Satyr,  a 300dT A2Lm "stretched" Far Trader.  It was commissioned back in the mission series for Annic Nova  and is available on the prelude to the Fifth Frontier War.  While the Artemis Mercenary Corporation has the majority of authority to changes to the vessel, if an individual member has upgrades in mind or wants to improve the ship out of personal pocket, please put the suggestions below.  Stats first then deck images.
Type A2Lm "stretched" Far Trader (Multi) - 300dT Name: Artemis' Satyr Ship: Far Trader (Cargo) "stretched" Class: Type A2long (Multi) Type: A2Lm Architect: MJohnson Tech Level: 14 USP AL2-34222S1-030000-30000-0 MCr 131.378 300 Tons Bat Bear 1 1 Crew: 8 Bat 1 1 TL: 14 Cargo: 97.500 Passengers: 6 Crew Sections: 1 of 8 Fuel: 66 EP: 6 Agility: 1 Craft: 1 x 3T Air/Raft Fuel Treatment: Fuel Scoops and On Board Fuel Purification Architects Fee: MCr 1.314 Cost in Quantity: MCr 105.102 Detailed Description (High Guard Design) HULL 300.000 tons standard, 4,200.000 cubic meters, Close Structure Configuration CREW Pilot, Navigator, 2 Engineers, Medic, Steward, 2 Gunners ENGINEERING Jump-2, 2G Manoeuvre, Power plant-26.000 EP, Agility 1 AVIONICS Bridge, Model/2bis Computer HARDPOINTS 3 Hardpoints ARMAMENT 1 Dual Beam Laser Turret organised into 1 Battery (Factor-3), 1 Triple Empty Turret DEFENCES 1 Dual Sandcaster Turret organised into 1 Battery (Factor-3) CRAFT 1 3.000 ton Air/Raft (Crew of 0, Cost of MCr 0.000) FUEL 66 Tons Fuel (2 parsecs jump and 28 days endurance) On Board Fuel Scoops, On Board Fuel Purification Plant MISCELLANEOUS 14 Staterooms, 1 Low Berth, 6 High Passengers, 97.500 Tons Cargo COST MCr 132.692 Singly (incl. Architects fees of MCr 1.314), MCr 105.102 in Quantity CONSTRUCTION TIME 71 Weeks Singly, 57 Weeks in Quantity COMMENTS Third (empty) dorsal turret is typically configured for triple missile launchers. This turret is controlled from the bridge. The iris valve entry to the passengers, like all off limits areas to the ship, is only able to be opened by crew. Component breakdown HULL Hull: 0.000 Td; MCr 18.000 Armour Factor-0: 0.000 Td; MCr 0.000 ENGINEERING M-Drive Factor-2: 15.000 Td; MCr 10.500 J-Drive Factor-2: 9.000 Td; MCr 36.000 P-Plant Factor-2: 12.000 Td; MCr 36.000; +6.000 EP FUEL P-Fuel: 6.000 Td; MCr 0,000 J-Fuel: 60.000 Td; MCr 0.000 Scoops: 0.000 Td; MCr 0.300 Purification: 4.000 Td; MCr 0.028 L-Hyd Drop Tanks: 0.000 Td; MCr 0.000 AVIONICS Bridge: 20.000 Td; MCr 1.500 Computer Model/2bis: 2.000 Td; MCr 18.000; -0 EP WEAPONRY 1 x Empty Turrets: 1.000 Td; MCr 0.000 1 x Laser Turrets: 1.000 Td; MCr 2.000; -2 EP 1 x Sand Turrets: 1.000 Td; MCr 0.500 SCREENS CRAFT 1 x Air/Raft: 3.000Td; MCr 0.000; Cost of craft: MCr 0.000 ACCOMODATIONS 14.0 x Staterooms (17) : 36.000 Td; MCr 8.500 1 x Low Berths: 0.500 Td; MCr 0.050 Cargo: 97.500 Td; MCr 0.000 Deck Plan Key Lower Deck 1. Bridge 2. Computer 3. Captains day cabin (or spare stateroom – can be double occupancy) 4. Foyer 5. Kitchenette and duty fresher 6. Starboard airlock 7. Starboard turret 8. Starboard equipment store 9. Starboard cargo lock 10. Starboard access corridor 11. Starboard sensors 12. Starboard maintenance access 13. Starboard fuel scoop and fuel purifier 14. Lower engineering 15. Port fuel scoop and fuel purifier 16. Port maintenance access 17. Port access corridor 18. Port sensors 19. Port cargo lock 20. Port equipment store 21. Port turret 22. Port Airlock 23. Cargo office 24. Low berth 25. Medical centre 26. Ships locker 27. Captain’s stateroom 28. Forward Cargo Ramp 29. Main (lower) cargo deck Upper Deck 30. Upper engineering 31. Fuel 32. Passenger lounge 33. Passenger stateroom (high passage) (6) 34. Passenger galley 35. Crew Lounge 36. Crew stateroom (5) 37. Crew gallery
<a href="http://www.freelancetraveller.com/features/shipyar" rel="nofollow">http://www.freelancetraveller.com/features/shipyar</a>... &nbsp;&nbsp;
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Upgrades for the Artemis' Satyr &nbsp;are listed in this post but are not limited to: Mobile, wheeled Troop environment Modules - These rubber-wheeled habitat modules are like double-bunk staterooms for Robertson's Regulars and can easily be rolled into or out of the cargo bay. &nbsp;Their tonnage does take up ~1-2dT per stateroom. &nbsp;Each stateroom holds two soldiers. See the map page for the A2Lm Far Trader for size comparison and details on this upgrade. Turret Upgrade - The dual weapon turrets are to be upgraded to triple turrets. &nbsp;This costs no extra tonnage. &nbsp;Recommendations are for beam lasers, missiles, and at least one sandcaster. &nbsp;There are three turrets on the Artemis' Satyr , two are controlled from turret stations and the third is controlled by a fourth seat on the bridge. Extra Fuel Tankage - Takes up ~2/3 of the cargo. &nbsp;This extends the range of the Artemis' Satyr to a distance of two Jump-2 journeys without needing to refuel. &nbsp;The vessel has Scoops and a purification plant, so it can skim for fuel at a Gas Giant, a planet with lakes or oceans, or with a little work ice can be mined and melted for its water. &nbsp; See the map page for the A2Lm Far Trader for size comparison details. The Bike Rack - It has been proposed by some of the more trendy members of Artemis Mercenary Corporation to install locations for 2+ hoverbikes. &nbsp; The Tank - It has been proposed by the more planetside mercs of Artemis Mercenary Corporation to use remaining (if any) cargo space for an armored personnel carrier (APC). &nbsp;This is doable but will likely not fit in the cargo at the same time as the Mobile Troop Modules nor The Bike Rack. &nbsp; See the map page on the A2Lm Far Trader for size comparison and scale for vehicle additions. Screens - Talked about, but never finalized, was the inclusion of a Nuclear Damper at 50dT. &nbsp; Technically impractical for such a small tonnage vessel, nevertheless, the installation of a Nuclear Damper would negate the automatic radiation crew hit by a nuclear missile even if the blast does not truly damage the Artemis' Satyr. &nbsp; This unit upgrade will not fit in the same cargo bay with the Extra Fuel Tankage. &nbsp;It is a precautionary suggestion in the event AMC does not intend to make a long trip or intends to stay in-system for hostile encounters. &nbsp;Screens are expensive at 50MCr each. &nbsp;So this one will have to wait for a while. Again, these are suggested, modular (mission-specific) upgrades and modifications that are meant to fit the next mission that Artemis Mercenary Corporation undertakes. &nbsp;Some load-outs may require an Engineering, Mechanics, or Electronics (Routine) dice roll to install. &nbsp;Uninstalls will not require dice rolls.
From Mongoose... Options to add: Armor stacks from inward to outward: Self-Sealing Armor (because lack of air is a bigger problem than radiation) Radiation Shielding (because radiation is a bigger problem than anything else remaining) Bonded Superdense Armor (for surviving an emergency landing) Heat Shielding (for emergency landing) Stealth Armor (absorbtive, for when the geometry gets holed) Stealth Geometry&nbsp;Reflec Armor (purely reflective, but with a geometrically reduced radar signature, as per modern warships; treat as regular Stealth Armor) Fast-Cycle Jump Drive Stealth Jump Drive Hardened Bridge Holographic Bridge Controls EMP Hardened Computer Very Advanced Sensor Suite, 5 dT (probably in the original drawing, if you look) Enhanced Signal Processing Military Countermeasures Suite Left and Right Turrets: Two lasers and a missile launcher Stern Turrets: Two sand casters and a laser (this combination allows&nbsp;multiple target tracking at both long and short range, fully spherical laser coverage for defense, and prioritizes the sandcasters to the rear, where I suspect they will be most often used) Breaching Tube, 3 dT Grappling Arm, 1 dT Armory, 2 dT per 10 Marines & Players, 1 dT per 25 other crew Briefing Room function added to the largest crew lounge Med Bay for at least 5 people, so we’re not paying out for dead red-shirts all the time How should these be prioritized? Should anything be scratched off the list outright? Added: Barracks
I’m not sure the troop modules make sense. It’s better to have the Satyr “be the troop module”, and to APC the troops to and from the battlefront. The Satyr certainly has better armor than any “troop module” could, I’d guess. Can the APC and the bikes both fit?
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Depending on how many Mobile Troop Modules you want to use (and the troops that can fit in them), would determine remaining room for the APC and/or the bikes. &nbsp;Remember that the Artemis' Satyr does come with an integral Air/Raft. &nbsp;Now, if we go with your idea of nixing the Mobile Troop Modules and housing Robertson's Regulars in double-bunk staterooms instead of normal staterooms, then yes , the APC and the bikes would both fit in what's left of the cargo bay after 2/3 of the cargo is taken up by Extra Fuel Tankage for two Jump-2 range without refueling. A side note: &nbsp;Your Pilot-Astrogator, Gevaudan is not only Augmented to +3 Intelligence, but makes tangential use of Astrogation software via wafer jack in his head, (a +1DM for Astrogation) and an Intellect, Intelligent, Specialized (Astrogation for another +1DM) laptop Computer/5 plugged into the navigation on the bridge. &nbsp;Anyone who has been on the bridge during a recent jump would have seen Gevaudan and his talking laptop running jump calculations in tandem. &nbsp;For times when the jump isn't rushed or that we aren't in a hurry, Gev can opt to take more time to do the calculations as the vessel he flies makes for minimum safe diameters to vector for jump. &nbsp;With all this help, it should be a cold day in Hell before he misjumps the ship. &nbsp;Extras for Jump should not take priority and Gevaudan would say so if asked directly.
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I agree with Techhunter about the troop modules. We can convert some of the staterooms into barracks, put some troop modules into the cargo bay but leave enough space to put an APC and 2 gravbikes in. Also, don't think Charoux and Sergei just want the bikes because they're going through midlife crises and want to feel young again. They have some great utilities for fast recon/stealth missions. As for Gev and his newfound interest in cybernetics, Sergei could recommend a Cockpit Sensory Suite cybernetic. In OOG terms it adds a +2 to all pilot, drive, flyer and seafaring tests.
Although I did not originally intend Gev to be a dogfighter, (oops, pun). &nbsp;The notion does have merit. &nbsp;Not that Mongoose Traveller does state that not all Augments are cybernetic. &nbsp;Some are a form of genetic enhancement or biotech or bioengineering upgrade. &nbsp;So not all Augments are going to make Gevaudan into Saberwulf from Primal Instinct.