Map Key
1. Bridge
2. Small Crew Stateroom (For intrasystem transport and trade)
3. Computer Room (Backup systems)
4. Passenger Cabin. Each seat includes integral entertainment systems, plus two large LCD screens up front can be used for pilot addresses, general entertainment, or in the case of some variants, propaganda or battle briefings.
5. Foyer. Panels in the floor give access to life support machinery. Includes a tiny galley (coffee service, microwave, sink) in the top two port squares. On some examples, curtains often separate the galley from the rest of the cabin while in flight.
6. Fresher - larger than most flight freshers, and includes a shower.
7.-8. Port and Starboard airlocks. Larger than strictly necessary, each contains easy access cabinets for storing extra vacc suits.
10. Port Engine Pod - Powerplant and Maneuver Drive(accessible from panels above and internally)
11. Starboard Engine Pod - as 10 above.
Additional fuel and life support machinery, as well as non-retractable, streamlined landing pads exist in fore to aft bands below this deck. Some fuel and machinery, to a lesser extant, exists above the deck as well.
Brabant Class 80 ton TL11 Workshuttle (Interstellar Wars era)
The Brabant was designed to compliment small stations, new colonies with more than one settled world in system, and a few early starship designs that only had room or budget for one workhorse vehicle. Though the passenger section was only meant for short flights, provision for hauling cargo on longer in-system runs was made for the crew.
Provision was also made to dock and cargo manage both port to starboard for added flexibility at crowded docks or docks with limited facilities. For planetary/tarmac cargo handling, the Brabant has an aft ramp and larger cargo door between the drive sections.
Though valued by its owner-operators, the Brabant has drawn criticism for being a jack-of-all-trades vessel, master of none, and the price-tag for the era is a bit steep for colonies on a budget.
Though originally designed and manufactured by General Dynamics, early Terran Confederation trade laws had enough loopholes for this particular design to be reverse engineered and made at several other Terran shipyards throughout the 22nd and 23rd centuries.
Variants and Oddities:
Clydesedale
Daimler AG's reverse engineered variant, Clydesdale, for EADS colonies and traders trades 3 tons of cargo for a triple missile rack with 20 battery rounds and upgrades the computer to a model 3.
Coach House
Vaymo (Aldebaran 3012) manufactured a handful of J1 jump shuttles designed to transport up to 2 Brabants at once to colonies throughout the Vaymo Main (20 star systems). Extra fuel could be stored within the cargo bays of the Brabants themselves, allowing transport to nearby star clusters as well. At least one of these jump shuttles later ended up in the hands of a startup company that turned the combination of vehicles into a non-standard free trader.
Calais
Saxe (Solomani Rim 1437) refitted several preexisting Brabants into troop carriers during an interplanetary dispute with an insystem colony that declared independance from the mainworld . Though not armed with ship to ship weapons, two external remote 2Mw pulse laser (TL8) were added beneath the bow for fire suppression and troop support with negligible affect on performance.
1. Bridge
2. Small Crew Stateroom (For intrasystem transport and trade)
3. Computer Room (Backup systems)
4. Passenger Cabin. Each seat includes integral entertainment systems, plus two large LCD screens up front can be used for pilot addresses, general entertainment, or in the case of some variants, propaganda or battle briefings.
5. Foyer. Panels in the floor give access to life support machinery. Includes a tiny galley (coffee service, microwave, sink) in the top two port squares. On some examples, curtains often separate the galley from the rest of the cabin while in flight.
6. Fresher - larger than most flight freshers, and includes a shower.
7.-8. Port and Starboard airlocks. Larger than strictly necessary, each contains easy access cabinets for storing extra vacc suits.
10. Port Engine Pod - Powerplant and Maneuver Drive(accessible from panels above and internally)
11. Starboard Engine Pod - as 10 above.
Additional fuel and life support machinery, as well as non-retractable, streamlined landing pads exist in fore to aft bands below this deck. Some fuel and machinery, to a lesser extant, exists above the deck as well.
Brabant Class 80 ton TL11 Workshuttle (Interstellar Wars era)
The Brabant was designed to compliment small stations, new colonies with more than one settled world in system, and a few early starship designs that only had room or budget for one workhorse vehicle. Though the passenger section was only meant for short flights, provision for hauling cargo on longer in-system runs was made for the crew.
Provision was also made to dock and cargo manage both port to starboard for added flexibility at crowded docks or docks with limited facilities. For planetary/tarmac cargo handling, the Brabant has an aft ramp and larger cargo door between the drive sections.
Though valued by its owner-operators, the Brabant has drawn criticism for being a jack-of-all-trades vessel, master of none, and the price-tag for the era is a bit steep for colonies on a budget.
Though originally designed and manufactured by General Dynamics, early Terran Confederation trade laws had enough loopholes for this particular design to be reverse engineered and made at several other Terran shipyards throughout the 22nd and 23rd centuries.
Variants and Oddities:
Clydesedale
Daimler AG's reverse engineered variant, Clydesdale, for EADS colonies and traders trades 3 tons of cargo for a triple missile rack with 20 battery rounds and upgrades the computer to a model 3.
Coach House
Vaymo (Aldebaran 3012) manufactured a handful of J1 jump shuttles designed to transport up to 2 Brabants at once to colonies throughout the Vaymo Main (20 star systems). Extra fuel could be stored within the cargo bays of the Brabants themselves, allowing transport to nearby star clusters as well. At least one of these jump shuttles later ended up in the hands of a startup company that turned the combination of vehicles into a non-standard free trader.
Calais
Saxe (Solomani Rim 1437) refitted several preexisting Brabants into troop carriers during an interplanetary dispute with an insystem colony that declared independance from the mainworld . Though not armed with ship to ship weapons, two external remote 2Mw pulse laser (TL8) were added beneath the bow for fire suppression and troop support with negligible affect on performance.
Category All / All
Species Unspecified / Any
Size 785 x 1024px
File Size 192.7 kB
True, though I was going for a very specific set of parameters for the job was supposed to fullfill, and oddly enough, at least by the MegaTraveller rules, that's how much displacement tonnage is taken up by the drives.
Deck plan guidelines though say you can be off by 10-20% and that's still kosher for gameplay - though I tend to use that extra 'tonnage for things like access ways, corridors, etc. I can't remember exactly, but I think I could crank it up to 3G acceleration, lose prolly another three tons of drives and a couple more tons of fuel and keep the same 30 day endurance. Higher tech ships with similar 'missions' in their designs are often either 3G or 1G acceleration. 2G, for me's the best compromise for gameplay - as worlds the players will be visiting won't have surface gravities that will prevent the ship from taking off from.
In MegaTraveller, unfortunately, all the small craft are designed at the normal campaign universe's highest tech level - 15. My campaign's about 3000 years before then, when TL 11's the highest, so I kinda designed a mess of era specific ships, both jump and non jump capable, ranging 7 to 11.
Deck plan guidelines though say you can be off by 10-20% and that's still kosher for gameplay - though I tend to use that extra 'tonnage for things like access ways, corridors, etc. I can't remember exactly, but I think I could crank it up to 3G acceleration, lose prolly another three tons of drives and a couple more tons of fuel and keep the same 30 day endurance. Higher tech ships with similar 'missions' in their designs are often either 3G or 1G acceleration. 2G, for me's the best compromise for gameplay - as worlds the players will be visiting won't have surface gravities that will prevent the ship from taking off from.
In MegaTraveller, unfortunately, all the small craft are designed at the normal campaign universe's highest tech level - 15. My campaign's about 3000 years before then, when TL 11's the highest, so I kinda designed a mess of era specific ships, both jump and non jump capable, ranging 7 to 11.
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