1e to 2e: Ship Conversion

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Solomani666
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Re: 1e to 2e: Ship Conversion

Postby Solomani666 » Sat Sep 17, 2016 8:45 pm

-Daniel- wrote:
Solomani666 wrote:As far as deckplans go, I use the best looking ones I can find for that ship model and I don't care if the squares add up.
I think I am getting closer to this myself. I mean I want it to get close, but I am growing tired of trying to match up a one-for-one on every plan. :|
I have common ship designs printed and laminated in large format for use with small miniatures.
Because of print limitations the squares are slightly less than scale (about 11mm sqare) but it still works very well.
I did the same with a plain square grid.
With these I use miniatures and dry erase markers.

My players and I would rather play on good looking deck plans than ones that are 'weird looking' and accurate by tonnage.
-Daniel-
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Re: 1e to 2e: Ship Conversion

Postby -Daniel- » Sun Sep 18, 2016 3:24 am

Solomani666 wrote: My players and I would rather play on good looking deck plans than ones that are 'weird looking' and accurate by tonnage.
That I can understand for sure. The whole point is to have fun playing the game. :mrgreen:
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Reynard
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Re: 1e to 2e: Ship Conversion

Postby Reynard » Sun Sep 18, 2016 11:52 am

I recently converted the Jumpcusser from Scoundrel as is then, seeing what was left over in extra space decided what would be reasonable to include. I thought more cargo space but used the extra for a High Burn Thruster which made sense for the little ship's purpose. All fits in the 100 ton package for a couple million credits more.

Corsair is going to be the challenge now that I did the initial direct conversion. What to reasonably add without making it the cost of a pocket battleship.
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Reynard
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Re: 1e to 2e: Ship Conversion

Postby Reynard » Fri Sep 23, 2016 12:42 pm

Alright, corsair converted and there's, of course, space left over. What to do with it.

First off, if a Corsair carries only enough fuel for a single jump, it's going to expose itself when stopping at a high port station to refuel. Also means it can only go to systems with high ports. Even with the standard hull configuration, fuel scoops and processors make sense. Jump in, refuel, stalk prey, exit system after encounter.

Second, the Corsair is 'given' mimicking capability to fool ships without cost or tonnage. The purpose is to get close to a target. Stealth and Emission Absorption Grid fit the bill mitigating the low thrust for chasing a target. Get the guns in range. The Holographic Hull is just too expensive for what it does.

The original Corsair has very little cargo capacity beyond the docking space. This means its prime mission is capturing small craft whole. I used the extra space for 68 tons cargo (the Docking Space takes 110 tons), Breaching Tube and TL 12 Forced Linkage Apparatus so larger (100+) ships can be at least raided of their cargo. Corsair is now an opportunist raider.

About MCr.40 more expensive but more useful. It just means you need to do a lot of extra jobs for the crime lord who fronted the loan. I'd say this is your wish list ship and the Jumpcusser should be available for pirates during character creation.
Condottiere
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Re: 1e to 2e: Ship Conversion

Postby Condottiere » Fri Sep 23, 2016 2:49 pm

My strategic bombers carry enough fuel to jump out; pirates should consider this as well.
Balfuset790
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Re: 1e to 2e: Ship Conversion

Postby Balfuset790 » Fri Sep 23, 2016 4:16 pm

This is an interesting discussion, especially as I'm looking to try restarting my Pirates of Drinax campaign using the 2e rules.

Now, previously J and M drives were not tech-level restricted, and merely restricted by hull size. Now with the % based calculations it is entirely possible to make the Harrier - the player ship of the campaign - an absolute beast of a ship, given it's a TL 15 construction you could easily give the ship Jump 6 and Thrust 9(!) in a 200dT hull, compared to its original Jump 2, Thrust 5.

Of course there's tonnage restrictions, the original ship has certain tonnages of drives, and working closely to those in order to result in equivalent tonnage overall you do end up with the same jump and thrust stats. However, the example of the Gazelle and other ships whose Thrust and Jump values have improved with the revisement makes me wonder if it might be worthwhile giving her a bit of an upgrade.

Has anyone else tried to update this ship to the 2e HG rules?
AndrewW
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Re: 1e to 2e: Ship Conversion

Postby AndrewW » Fri Sep 23, 2016 4:45 pm

Balfuset790 wrote:Has anyone else tried to update this ship to the 2e HG rules?
A new improved Harrier has been done, should appear in the updated version of Pirates of Drinax.
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Reynard
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Re: 1e to 2e: Ship Conversion

Postby Reynard » Fri Sep 23, 2016 4:46 pm

I've been considering the challenge though it seems, from Matt on another thread, the Harrier might already be revised for Drinax.

Still....
Balfuset790
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Re: 1e to 2e: Ship Conversion

Postby Balfuset790 » Fri Sep 23, 2016 5:11 pm

AndrewW wrote:
Balfuset790 wrote:Has anyone else tried to update this ship to the 2e HG rules?
A new improved Harrier has been done, should appear in the updated version of Pirates of Drinax.
Ooh, they're updating Pirates of Drinax? Do we have an ETA? :D

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