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)