TFL/Almighty Dollar

The *Almighty Dollar* is a modified *Wren*-class light freighter, reconfigured for fast Hyperspace travel, smuggling, and blockade running. At SM10(t) she displaces 5821 tons and retains a cargo capacity of 620 tons as well as space for 16 passengers. She has been upgraded piecemeal over the years, and was mostly recently purchased by a partnership of talented individuals, helped by the Skolz Slug family.

## Modifications

The standard ADM "Dart-15" engines have been replaced by Kearney "Sterling" fusion hypertorch engines, each producing 19 MN of thrust.

5 of the "Torchlight" fusion reactors have been removed, and some of the space has been used to replace them with an ADM "Red Star" 8 GW matter-anti-matter annihilation reactor to power the more powerful engines. Much of the rest of the space has been lined with lead, allowing to the ship to carry 200 tons and up to 1,400 cubic yards of freight in concealed locations that are difficult for customs inspectors to detect. An extra reaction mass tank takes up much of the rest of the space. On average, the individual bays now hold about 1,500 cubic yards of mixed cargo but it varies by bay. In theory, the bays should each hold 50 Advanced Twenty Foot Equivalent Unit (ATEU) storage containers, but 30 or 40 is more realistic. The irregular shapes of the main holds makes it easier to disguise the concealed, smugglers' holds.

A fair bit of the cargo space has been replaced by 3 concealed turrets holding Solar Ray "Cyclotron-M12r6" 500 MJ particle accelerators, along with 3 Sharp & Shyne "Stinger" 3 MJ anti-smallcraft lasers. Some of the remaining space was converted to additional reaction mass storage. Also, the original 10 Defender-M11r3 lasers have been replaced by 6 Solar Ray "Defender-M17r2" 300 kJ lasers around the center of the hull; the nose turrets are empty.

Much of the ship's structural members have been cut out and replaced: the original titanium steel alloy is now thinner structures of titanium reinforced nanocomposite carbon tubes. Armor plates have been placed over the most vulnerable areas.

At Dex's insistence, the nose has been painted with extensive "bomber" style artwork, including a "shark's mouth" intermixed with the ship's name and logos.

### Almighty Dollar Systems Table

The starship has a winged, streamlined hull with stealth and spin gravity.

### Statistics

Piloting (Aerospace, High Performance Spacecraft, Hyperspace)

\* The 6th fuel tank can be filled with hyperwater for planetary landings or hyperhydrogen otherwise; loading it with hyperhydrogen increases maximum delta-V to 288 mps.

Habitat
The most recent reconfiguration of the *Dollar's* habitat space has 4 single occupancy cabins for the partner-owners and 3 double occupancy cabins for the hired crew. The galley has been heavily upgraded with very high quality ovens, counters, and cooking utensils. On the passenger side, there are 2 bunkrooms for 4 steerage passengers each, 2 single occupancy cabins (with trundle beds for an extra passenger in cramped conditions), and 2 double occupancy cabins. As the radiation shelter hasn't gotten any larger, fitting all the potential crew and passengers isn't really comfortable and at least some of crew would probably end up sleeping in Astro & Con.

Ideally, the *Dollar* can take 6 passengers paying standard rates and 8 passengers in economy rates for a total of 14. Double booking the nicer cabins brings the total to 16, on top of the 10 crew members. The life support is actually configured to handle 30 organics, and could be overloaded to handle 36 with increased maintenance. 40 or more organics on board would rapidly overload the CO2 scrubbers and heat management systems, resulting in the death of everyone on board in a few days.

### Facilities

The Almighty Dollar's internal workshops count as 300-ton capable portable tool kits (UT p 82) for Armoury (Heavy Weapons), Armoury (Vehicular Armor), Electrician, Electronics Repair (Communications), Electronics Repair (Sensors), Mechanic (Fusion Power Plant), Mechanic (Starship), and Mechanic (Fusion Hyper Torch). They are sufficient to maintain and do emergency repairs on the *Almighty Dollar's* systems without any bonus or penalty to skill.

The workshops are also permanently unpacked, 10-ton capable portable workshops for Armoury (Body Armor), Armoury (Vehicle Armor), Armoury (Melee Weapons), Armoury (Small Arms), Electrician, Electronics Repair (Communications), Electronics Repair (Media), Electronics Repair (Medical), Electronics Repair (Security), Electronics Repair (Sensors), Mechanics (Electric Engine), Machinist, Mechanics (Legged), Mechanics (Robots), Mechanics (Rockets), Mechanics (Rotors), and Mechanics (Wheels). They are sufficient to make, maintain, modify, or repair any device weighing less than 10 tons in the above specialties with a +2 bonus to skill and for any other specialty of the skill with no bonus or penalty.

The workshops include an industrial mini-robofac, capable of turning $400 of generic parts into $1,000 of finished goods per hour, assuming it has the appropriate patterns and instructions. It is fully automated, with all relevant skills at 14, and can use the workshops for an additional bonus when working on small goods. It has patterns and parts sufficient to maintain and replace any of the ship's internal robots and commonly needed maintenance items, as well as make most common, legal goods. Jeff experiments with the mini-robofac in his free time while traveling, and has amassed a number of patterns for items that are generally illegal in most systems in the Fringe.

The Almighty Dollar has 620 tons of total cargo capacity. Usually 10 tons of that are available for crew equipment, in addition to 100 lbs of personal gear that can be stowed in each cabin.

### Internal Security

Following the embarrassing security breach on Fromeltar, Jeff began creating and installing internal weapons mounts in the cargo bays to give the crew an overwhelming edge in case something like that recurs. The first set of turrets mount a combination of a dinosaur stunner and a blaster AMR. Each cargo bay door has two automated turrets: one is mounted about a quarter of the way into the hold, covering the 90 degree arc through the cargo door. The other is mounted just inside the door, covering the bay and intended to fire into the backs of intruders.

The NAI auto-gunners have effective skill 13 and have enhanced targeting scopes (Hyperspectral Vision, Telescopic Vision 2). The scopes are included in the weapon stat lines. The weapons have been adjusted to pull directly from the ship's power plants, giving them effectively unlimited ammunition but requiring them to cool down for 5 seconds after 20 seconds of continuous fire. Each turret costs around $32,000.

Jeff is considering additional turrets to cover the small cargo bay annex that is climate controlled and pressurized.

Additional increased security measures include:

* A thorough review of SW updates and patches to increase the difficulty of hacking our bank account
* A manual door lock on cargo bay and personnel access doors that is inherently unhackable
* Installation of a sleeping gas reservoir inside the ventilation system (Labeled "Tertiary Fire Suppressant" in case someone does hack our home and try to use it against us) This should allow the crew to don vacc-suits and dominate the battlespace in a situation where we must repel boarders or subdue gladiatorial monstrosities.
* Pinhole hyperspectral cameras monitoring all external accesses to the ship, using AI to notify the crew of the approach of any guests (invaders). The notification criteria will need to be worked out (but should include loss of monitoring capability).
* Claymore style cargo boxes able to be placed by cargo mules
* A family of anti pursuit mines coated in radar absorbent material and able to be ejected from the cargo bay
	+ Explosive
	+ EMP
	+ Distress Beacon
	+ Decoy (Wren signature emitter)