Pirate-modified merchant ship

RogerBW

This is a merchantman gutted and modified into an ambush configuration (probably by a pretty good shipyard; it’s not an easy task). It should ideally get a targeting feed from an overt pirate, and engage at extreme range; it can’t stand up to much enemy fire. Fortunately, pirates generally have trouble getting hold of X-ray, nuclear or antimatter warheads. The nuclear thermal rocket is used for combat manoeuvres, leaving the antimatter out of the hydrogen stream, for greater acceleration but vastly less efficiency.
TL Spacecraft dST/HP Hnd/SR HT Move LWt. Load SM Occ dDR
10^ Mod. merchant 300 -2/5 13 0.01G/240mps 100,000 27,657 +12 70ASV 100
Move with NTR is 0.5G/0.9mps.

Fore:

1 Light Alloy Armour dDR30
2 Advanced Metallic Laminate Armour dDR70
3 Cargo Hold
4 Cargo Hold
5 Cargo Hold
6 Spinal weapon (fixed 80cm missile launcher + 100 rounds) sA5 rX 6d×20 SM+3
Core Control room lv11

Mid:

1 Light Alloy Armour dDR30
2 Advanced Metallic Laminate Armour dDR70
3 Cargo Hold
4 Hangar Bay 3,000t
5 Fuel tank (antimatter-boosted hydrogen, 120mps)
6 Habitat (70 cabins) and 2,650t steerage cargo
Core Spinal weapon

Aft:

1 Light Alloy Armour dDR30
2 Advanced Metallic Laminate Armour dDR70
3 Fuel tank (antimatter-boosted hydrogen, 120mps)
4 Spinal Weapon
5 Nuclear thermal rocket (0.5G)
6 Antimatter plasma rocket (0.01G)