Techs & Specs
PGCF-400 "Akyna" class light freighter
HS: 4 HP: 28 Powerplant: 2 Pan Galactic "Twin Hammer" Atomic A
ADF: 5 MR: 4 DCR: 50 Crew: 4-8
Armament: PLT (x2)
Defenses: RH
Communication/Detection: SubSpace Radio, VideoCom, Radar, Intercom
Cargo Capacity: 3 (two 1.5U holds, port and starboard)
Crew Accomodations: 2 four-bunk crew decks
Passenger Accomodations: n/a
Ship's Vehicles: accomodations for one launch (any size)
Misc Equipment: 2 cargo arms (one per hold)
Computer
(LVL: 4 fp: 198 sp:100)
Alarm (2)
Analysis (4)
Astrogation (4)
Cargo Arm (2) x2
Commerce (1)
Communication (1)
Computer Lockout (5)
Computer Security (5)
Damage Control (2)
Drive (4)
Information Storage (1)
Installation Security (5)
Laser Battery (1) x2
Life Support, cap:8 (1) x2
Maintenance (2)
The Akyna is a versatile freight hauler that many an adventurer has a lustful eye for. And for good reason, the ship is small enough for most able crews to operate in a wide variety of situations, well armed and armored boasting medium grade hull armor along with a pair of pod laser turrets, and a readily expandable mainframe computer (just shy of being LVL:5 but the additional space allotted for the hardware makes future upgrades quick and easy to install).
Added to all that is the all new Pan Galactic "Twin Hammer" atomic drive, allowing for assault scout performance in a slightly larger civilian craft. The hull is streamlined, and all bridge and engineering deck stations are situated on rotating deck gimbals allowing them to pivot to a "main axis parallel" stance for atmospheric use. The 3-unit cargo space doesn't allow for large profits, but crews can charge a little extra for promptness in delivery (along with the insurance via two laser turrets that the load will get there).
There are drawbacks to the basic design though. With no workpods, any non-atmospheric engine work will have to be performed via spacesuits, along with the wing mounted aft maneuver jet banks. As such, most populated worlds do not permit atomic drive overhaul procdures to occur in their breathable atmospheres. The craft may land and lift off at the local starport, and even perform routine maintenance...but once the reactor is exposed to the air, crews can expect a prompt visit from Star law and a resulting stiff fine and impound/quarantine fee to boot.
The twin cargo holds are another anamoly. They are tiered for ease in loading, but are situated for space duty. This means any ground based cargo acquisitions will take extra time to load (figure double time, i.e. same as normal time without the use of cargo arms). The ventral turret must also be positioned correctly for any landing (space station or starport), as the ground clearance is minimal with the landing gear. That said, atmospheric landings in rough or uneven terrain can cause damage to the ventral guns.
Also note the lack of emergency vehicles. No lifeboat, escape pods, or workpods means any attempt of escape would have to be executed in a launch (or simply leaping from an airlock), which is not included with the initial purchase although the craft is outfitted for accomodating one. The two crew decks do not offer much privacy, so being friendly is a must. And despite new technology in the drives and other systems, the main artery between decks is a standard ladderwell with airtight hatches on each deck. The upside to this is during atmospheric groundings, characters may easily walk between decks. All hatches are designed to open towards the ventral side so there is no hampering on opening hatches, although it may take a little extra effort to close them once opened.
Finally, the aft outer hull hatch is not easily defended when it comes to boarders. Two crew members can each find solace within the hold airlock hatchways for hard cover, as well as two more positioned behind the dorsal bulkhead curtain, but incoming baddies will also benefit from hard cover until they fully emerge from below. Lobbing grenades is the best bet for repelling intruders here.
Customizing is an immediate option most owners perform. A ground vehicle ramp/hatch is easily installed on the forward hold, enabling a large transport or explorer to be quickly dispatched once on the ground. The vehicle must be tethered and secured aft of the ramp/hatch and against the deck prior to liftoff, lest acceleration turns it into a huge lethal pinball. A Universal Docking Collar is easily affixed to the aft airlock, thus allowing one additional level of security measure for would be boarders that opt for standard entry. Upgunning an additional 20 cubic meters worth of weaponry can be performed as well at a -1 ADF or MR penalty, either by adding a forward firing pod laser system or upgrading to full on laser batteries. And as mentioned, the computer is readily upgradable as well.
The Pan Galactic "Twin Hammer" class A atomic drive is the latest offering from PGC Shipwrights. The drive utilizes a dual fission reactor and twin afterburner housings to double the output, all of which is mated to a single fuel management system. The resulting thrust enables any Twin Hammer A drive to enjoy a +1 ADF rating for any application. PGC has not attempted to expand the Twin Hammer design in their larger atomic drives, so far the principle only seems to produce favorable results in the smaller A class engine. Which suits PGC just fine, as they already enjoy the profits generated by their highly successful "Eureka" drive in the larger platforms. One could say that the Twin Hammer is the small scale answer to their own Eurekas. Pricing is 325,000Cr at class:I construction centers and 406,250Cr at class:II centers. Fuel capacity is doubled, so the A drive can house six fuel rods. Of course consumption is doubled, two rods per jump...for all intensive purposes consider it a four drive system although computer programs are based off the standard two drive set up.