Saturday, 28 April 2012
With a crew of four - pilot, engineer, medic and steward – and with the steward handling the driving duties for the ship’s boat, ATV and air/raft - there is room for nine, single occupancy, passengers aboard. At MCr 51 and change, the Yacht isn’t actually too bad value for money.
Apart from a glorified party bus, why would anyone want such a ship?
Alternatively, the CEO/Sector Manager/Owner might use the Yacht as a mobile headquarters while making a tour of inspection of company officers and divisions.
The only drawback with the ship design as described is the one parsec Jump range. This pretty much limits the ship’s operational range to a Main or Cluster. Admittedly, the Yacht can make two successive Jump-1’s so it is possible for it to cross gaps between systems or Mains, though at the cost of extra time taken for the voyage.
Yachts tend to remain in the 150 – 250 ton displacement range, though some have their Jump Drives uprated to Jump-2 or Jump-3 – especially if they’re built at higher Tech Levels. This is because component size, such as the tonnage required for each parsec of Jump from a Jump Drive, declines as Tech Level increases, granting more bang for each credit.
Usually, the number of passengers stays about the same as 7 – 9 seems a good number for an entourage. Sometimes, extra bodyguards, or other staff, are included on the crew manifest; though this depends on how much trouble it is assumed the party will get itself into.
Having the players start on a yacht can be a great way of dropping them directly into an adventure.