by: Admiral Savage (based on the TV series Firefly)
|T20 Game system
|400-ton Hull (Needle/Wedge) -
AC: 13 (14 vs. Meson Guns) AR: 1 (TL-13) SI: 145 Initiative: 2
Starship Size: Medium
Cost: 188.971 MCr (236.214 MCr without discount)
Model/4 Fib (PP: 49/13) Computer
Avionics: Less than 1,000-ton
Sensors: Long Range (4) Communications: Medium Range (Maser) (4)
Extra Ship's Stores(8 weeks (2-luxury passage,19middle passage), 2.3t, .1278MCr) :
16 person/weeks of Luxury Stores, 168 person/weeks of Standard Stores,
Annual Maintenance = 18.897 KCr (9.449 KCr if routinely maintained)
Routine Maintenance = 4.724 KCr/Month (47.243 KCr per year)
|Jump-1 (enough fuel for 2x Jump-1)
J1=42.8t, total 85.6dt
Acceleration: 2-G Agility: 2
Power Plant: TL-13 Fusion (25 EP output, enough fuel for 4 weeks) 25t
Fuel Scoops, Fuel Purification Plant (TL-13, 7hrs per 100 tons of fuel)
Atmospheric Speeds: NOE = 1,175kph Cruising = 3,525kph Maximum = 4,700kph
1 forward, 2 on wings, 1 aft
|2x 20-ton small craft (External
Dock - Streamlined) - T20 Traveller Handbook, Launch page 312
Launch facilities for 1 Craft per turn
|Accomodations & Fittings:|
|8x Double Occupancy Stateroom
1x Captain's 6t Stateroom (1-3 People)
1x Sickbay (2 Patients)
2x Engineer (2 standard - but can be managed by 1 expert)
|Firefly class merchant ships
have been around for thousands of years. It's presently a non-licensed
like the original 200dt free trader and 400dt subsidized merchant.
The common Fireflys are sturdy, flexible designs that commonly exceed the normal 40 year ship lifespan but
do not have the highest profitability margin. It is relatively easy to find a cheap, old firefly. Some manufacturers
have changed the jump drives into a J1 system. This improves profit margin but modifies distance. These vessels are
re-classified as Long Traders instead of Frontier Traders but are based on the original Firefly design. a modern
J3 version is also available.
Ships weapons and vehicles are sold optionally but the ships usually has basic armor, 2 launches,
and a 6 displacement ton captains' suite. Energy weapons will impact ship's agility when powered.
They are highly prized, by some captains, for their capabilities and low resale value.
The ship usually has a crew 5 but many captains will hire an extra pilot, muscle or gunners when
travelling the frontiers. A ships' doctor (instead of medic/steward) can sell his talents .
2x 21.4dt (1 Jump = 42.8dt) hydrogen tanks mounted one on each wing 31400Cr each
Alliance Commander: "Seems odd you'd name your ship after a battle you were on the wrong side of."
Mal: "May have been the losing side. Still not convinced it was the wrong one."