I mentioned the concept before, so here is a Mule-class 50kton, TL11 jump-2 jump tender. It's a dispersed structure, has internal J2 fuel and has token armament.

In civilian service, it carries 2 10kton and 2 5kton cargo, passenger or fuel pods, as well as 4 type S scout "panic boats", who are supposed to go for help once everyone else bails into the emergency low berths after a misjump.

When militarised, it can carry 2 10 kton and 2 5kton battle riders, one of which can serve as a large refuelling shuttle, and/or fuel pods to act as a deep space tanker for a raiding squadron. Importantly, these battle riders do not need to be the same TL as the TL11 tender, letting the TL11 A-starport world build the jump tender while a higher tech B-starport world builds the not-jump-capable battle riders.

It defenitely belongs nowhere near the line of battle.


Ship: Framework
Class: Mule
Type: Jump Tender
Architect: Iniigi Darashiika
Tech Level: 11

USP
         AK-P721254-080000-60007-0 MCr 19,708.489 50 KTons
Bat Bear             3     3   1   Crew: 471
Bat                  4     4   2   TL: 11

Cargo: 201 Emergency Low: 500 Fuel: 11,000 EP: 1,000 Agility: 1 Shipboard Security Detail: 50 Marines: 45
Craft: 2 x 10000T 10kton Carried Crafts, 2 x 5000T 5kton Carried Crafts, 4 x 100T 4x Type S Scouts
Fuel Treatment: On Board Fuel Purification
Backups: 1 x Model/5 Computer
Substitutions: Z = 50

Architects Fee: MCr 197.085   Cost in Quantity: MCr 15,766.792


Detailed Description
  (High Guard Design)

HULL
50,000.000 tons standard, 700,000.000 cubic meters, Dispersed Structure Configuration

CREW
27 Officers, 399 Ratings, 45 Marines

ENGINEERING
Jump-2, 1G Manuever, Power plant-2, 1,000.000 EP, Agility 1

AVIONICS
Bridge, Model/5 Computer
1 Model/5 Backup Computer

HARDPOINTS
2 50-ton bays, 50 Hardpoints

ARMAMENT
2 50-ton Missile Bays (Factor-7), 20 Triple Beam Laser Turrets organised into 4 Batteries (Factor-6)

DEFENCES
30 Triple Sandcaster Turrets organised into 4 Batteries (Factor-8)

CRAFT
2 10,000.000 ton 10kton Carried Crafts (Crew of 50, Cost of MCr 0.000), 2 5,000.000 ton 5kton Carried Crafts (Crew of 20, Cost of MCr 0.000), 4 100.000 ton 4x Type S Scouts (Crew of 8, Cost of MCr 0.000)

FUEL
11,000 Tons Fuel (2 parsecs jump and 28 days endurance)
No Fuel Scoops, On Board Fuel Purification Plant

MISCELLANEOUS
300 Staterooms, 500 Emergency Low Berths, 201 Tons Cargo

USER DEFINED COMPONENTS
None

COST
MCr 19,905.574 Singly (incl. Architects fees of MCr 197.085), MCr 15,766.792 in Quantity



On Tue, Aug 26, 2014 at 10:29 AM, Ian Whitchurch <ian.whitchurch@gmail.com> wrote:
Greg,

Just as well you werent here in the old days ;)


On Tue, Aug 26, 2014 at 10:26 AM, Greg Chalik <mrg3105@gmail.com> wrote:

I'd like to thank all participants of this thread because I'm learning quite a bit.

However, owing to work I can't keep up with thread traffic!

Greg

On 26/08/2014 10:23 AM, "Tim" <tim@little-possums.net> wrote:
On Mon, Aug 25, 2014 at 08:43:37PM +0000, Bruce Johnson wrote:
> What, then, is the point of the Imperium? If there is so little
> trade between worlds, there's nothing for the IN to protect, nor is
> there any reason for a foreign power to invade. (because if you want
> something from another world it's a heck of a lot cheaper to buy
> it.)

My objection is more that in the post-scarcity scenario being
described, why doesn't everyone who wants them have their own private
interstellar yachts?  Along with tons of other effects that we simply
don't see in any published material.

The premise of this post-scarcity assumption to reduce trade would
render the Traveller universe completely unrecognizable.  (I also
think it would not have anything like the intended effect on
interstellar traffic)


- Tim
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