Office of Vessel Recognition // ship-147

Banks

Modular Merchant

Path 01 / Concord ExchangeConcord Exchange Yards
ship-147 / Canonical recognition plate58 m overall
Displacement
300 tons
Configuration
Streamlined
Tech level
11
Crew
6
Endurance
2 weeks
Cargo
84.5 tons

Operational profile

Recognition and use

This 300-ton modular merchant balances a large cargo section with four passenger rooms, an emergency low berth, a medical bed, a vehicle bay, and one mixed defensive turret. A two-parsec jump radius and three-gravity maneuver suit independent frontier trade.

Its limited weapon fit and light armor discourage deliberate combat, while modular volume lets an owner change the revenue mix over time. The ship is most effective when its hold is kept full and its passenger service remains secondary to freight.

Complete record / Revision 1

Construction dossier

All fields below are read from the active catalog record. “None” is explicit where the record contains no fitted item or option.

Registry

Catalog entry
147
Design ID
ct-source-ship-147
Schema version
1
Record revision
1
Status
Active
Vessel kind
Starship
Progression stage
Starter
Family
147 / Endeavour
Shipyard path
01 / Concord Exchange
Construction price
122,665,000 Cr
Standard design
No

Hull and systems

Ruleset
Cepheus Trader Shipbuilding
Tech level
11
Hull code
ship-300
Displacement
300 tons
Configuration
Streamlined
Hull options
None
Structural options
None
Armor
Crystaliron
Armor layers
1
Armor points
4
Electronics
Basic Civilian
Airlocks
Not separately recorded
Cargo
84.5 tons
External load
0 tons
Magazine options
None
Armament
Triple Turret: Beam Laser · Missile Rack · Sandcaster
Ammunition
12 × Standard Missiles · 20 × Sandcaster Canisters

Drives and control

Maneuver drive
E
Thrust
3 g
Power plant
E
Power options
None
Jump drive
C
Jump rating
J-2
Jumps carried
1
Power endurance
2 weeks
Control
Standard bridge
Additional passengers
Not applicable
Bridge options
Holographic Controls
Computer
Model 2
Computer options
Bis
Software
Jump Control/2 · Fire Control/1 · Intellect
Additional fire-control stations
0
Unused fire-control stations
2

Crew complement

  • 1 Command
  • 1 Pilot
  • 1 Navigator
  • 2 Engineers
  • 1 Turret Gunner

Installed equipment, armament, and ammunition

  • 10 Staterooms
  • 10 Galley Spaces
  • 20 Crew Recreations
  • 1 Fuel Processor
  • 1 Office
  • 1 Emergency Low Berth
  • 1 Medical Bay (1 bed)
  • 1 Repair Drones
  • 1 Standard Hangar (4 tons contained)
  • Triple Turret Beam Laser · Missile Rack · Sandcaster
  • 12 Standard Missiles
  • 20 Sandcaster Canisters

Mission classification

Primary role
Modular Merchant
Secondary roles
Passenger · Speculative Trade
Mission tags
Jump 2 · Thrust 3 · Cargo · Merchant
Complete source ledgerEvery field in the catalog record, including empty lists and construction assertions.
Schema Version
1
Design Id
ct-source-ship-147
Revision
1
Ruleset Id
cepheus-trader.shipbuilding
Source Ids
  1. cepheus-engine-srd-2016
  2. ship-source-a-f
  3. ship-source-copeline
  4. ship-source-tech-update-2350
  5. cepheus-trader-2026
Tech Level
11
Standard Design
No
Electronics
basic-civilian
Bridge Options
  1. holographic-controls
Unused Fire Control Stations
2
Cargo Millitons
84500
Catalog
Catalog Id
147
Family Id
147
Upgrade Path Id
1
Progression Stage
starter
Status
active
Vessel Kind
starship
Display Name
Banks
Primary Role
modular-merchant
Secondary Roles
  1. passenger
  2. speculative-trade
Mission Tags
  1. jump-2
  2. thrust-3
  3. cargo
  4. merchant
Open Game Content Designations
  1. The complete original catalog entry and adapted construction data are Open Game Content.
Description Paragraphs
  1. This 300-ton modular merchant balances a large cargo section with four passenger rooms, an emergency low berth, a medical bed, a vehicle bay, and one mixed defensive turret. A two-parsec jump radius and three-gravity maneuver suit independent frontier trade.
  2. Its limited weapon fit and light armor discourage deliberate combat, while modular volume lets an owner change the revenue mix over time. The ship is most effective when its hold is kept full and its passenger service remains secondary to freight.
Hull
Id
ship-300
Configuration
streamlined
Armor
Id
crystaliron
Layers
1
Drives
Jump
C
Maneuver
E
Power
E
Fuel
Jump Distance
2
Jump Count
1
Power Plant Weeks
2
Computer
Id
model-2
Options
  1. bis
Software
  1. Id
    jump-control
    Level
    2
  2. Id
    fire-control
    Level
    1
  3. Id
    intellect
Equipment
  1. Id
    stateroom
    Quantity
    10
  2. Id
    galley-space
    Quantity
    10
  3. Id
    crew-recreation
    Quantity
    20
  4. Id
    fuel-processor
    Quantity
    1
  5. Id
    office
    Quantity
    1
  6. Id
    emergency-low-berth
    Quantity
    1
Parameterized Equipment
  1. Id
    medical-bay
    Beds
    1
  2. Id
    repair-drones
    Quantity
    1
Hangars
  1. Id
    standard-hangar
    Contained Millitons
    4000
    Quantity
    1
Mounts
  1. Id
    triple-turret
    Weapons
    1. beam-laser
    2. missile-rack
    3. sandcaster
    Quantity
    1
Ammunition
  1. Id
    standard-missile
    Quantity
    12
  2. Id
    sandcaster-canister
    Quantity
    20
Crew
  1. Role
    command
    Quantity
    1
  2. Role
    pilot
    Quantity
    1
  3. Role
    navigator
    Quantity
    1
  4. Role
    engineer
    Quantity
    2
  5. Role
    turret-gunner
    Quantity
    1

Record provenance

Sources and designation

Source record: catalog/ships/ship-147.toml

The complete original catalog entry and adapted construction data are Open Game Content.

  • cepheus-engine-srd-2016
  • ship-source-a-f
  • ship-source-copeline
  • ship-source-tech-update-2350
  • cepheus-trader-2026