Does the Scout come with weapons?

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Master_of_Ritual
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Does the Scout come with weapons?

Postby Master_of_Ritual » Sat Aug 01, 2020 7:18 am

It says it comes with a 1-ton double turret, but it doesn't specify what kind of weapon they are or list a power requirement for them. I see people using the term "hard points" which I have not seen in the core book. I'm assuming they go into that in in High Guard.
AndrewW
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Re: Does the Scout come with weapons?

Postby AndrewW » Sat Aug 01, 2020 7:55 am

Master_of_Ritual wrote:
Sat Aug 01, 2020 7:18 am
It says it comes with a 1-ton double turret, but it doesn't specify what kind of weapon they are or list a power requirement for them. I see people using the term "hard points" which I have not seen in the core book. I'm assuming they go into that in in High Guard.
The Type S Scout Courier comes with an empty double turret, no weapons are mounted in it by default.

Ships have 1 hardpoint per 100 tons, this is where turrets are mounted. Barbette's, bays and spinal mount weapons also use hardpoints.
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Reynard
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Re: Does the Scout come with weapons?

Postby Reynard » Sat Aug 01, 2020 1:49 pm

Imperium's way of saying you're 'borrowing' the ship and do what you want with it but we won't be responsible handing you actual weapons.

I notice a lot of iconic ships have little to no power allocated to future energy weapons suggesting most of those ships will rely solely on missile system unless the crew save up for a power system upgrade. I often allocate unspent power points in designs for later turret and energy weapon options.

Of all the ships available as a benefit that have turrets are the ship's boat firmpoint and the scout's double turret. None have weapons to begin with. Of the dozen non-warship/express boat adventure class ships featured, 8 have turrets but only 4 have weapons and those are mostly unusual ships such as the asteroid ship, Annic Nova and Leviathan plus the Princess Marava which isn't known for trading in safe places. Most of the other ships are supposed to play it safe within the 100d region and well patrolled interplanetary space lanes, HOWEVER, if you're really need to go elsewhere or are deathly afraid of pirates then we have a full line of turrets and weapons at a... fair price when you get the cash or add to your mortgage as well as upgrade the plant to actually fire them.
Master_of_Ritual
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Re: Does the Scout come with weapons?

Postby Master_of_Ritual » Sat Aug 01, 2020 6:57 pm

Thanks for answering, guys.

It does seem to come with an air/raft though!?
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Ursus Maior
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Re: Does the Scout come with weapons?

Postby Ursus Maior » Sat Aug 01, 2020 7:49 pm

Yes, it does. Yacht and Safari ship come with small craft and/or vehicles, too.
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Re: Does the Scout come with weapons?

Postby Condottiere » Sun Aug 02, 2020 1:00 am

I believe the technical term would be demilitarized.

As regards to power budget deficits, that may lie more with the game designers and edition evolution.
Sigtrygg
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Re: Does the Scout come with weapons?

Postby Sigtrygg » Sun Aug 02, 2020 8:10 am

Yup, unintended consequence of the High Guard 80 energy point system.

In LBB2 your pp can provide all the energy needed to every weapon. Fit a slightly larger pp and you can double fire your lasers.

This should have been the base line when designing HG80 - a pp of equal size to the m-drive should be able to power the ship's computer, turret weapons, and 'agiliy'.
GarethL
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Re: Does the Scout come with weapons?

Postby GarethL » Sun Aug 02, 2020 10:43 am

Shutting down unneeded systems to free up powet is pretty much part of the setting though - if you're using weapons you can likely ship down the j-drive and cut power to unnecessary systems (halve power requirements for the basic systems),

Most ships have adequate power given that,
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Reynard
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Re: Does the Scout come with weapons?

Postby Reynard » Sun Aug 02, 2020 12:35 pm

I am under the assumption the J drive uses no power until activated for the actual jump. That's why I normally design the jump energy separate and all other power is prioritized. Once the jump is active, you won't be firing weapons or using maneuver. Sometimes if a design has jump greater than maneuver, I allocate extra power (and a larger power plant) to accommodate the difference.

A lot depends on what you would think a vessel will need in the future. Many of those adventure ships don't *normally* expect to see combat so no weapons and often no turrets. Missiles are the cheap go to for worry warts with some cash. This may be one reason the power capacity is very close to zero sum. Player characters are *always* the exception. You can always have the scout or trader (or lab) that was kitted with a larger plant of 4 or 8 extra powers point plus power needed for a missing turret because someone special ordered it. Just remove the equivalent cargo space and up the sell price for calculating the mortgage. Using the Older Ship rules would explain the upgrades nicely and remember the Millennium Falcon was an older, very quirky ship.

My one big cheat is using ship shares as funds for upgrading and stocking a benefits vessel as the group desires (with some limits). We did that in a Pirates of Drinax campaign I played in. My engineer/pirate character had shares which I deemed were a ship's weapon we needed. It was cached during her former pirate days and was a mini adventure to recover.

So the are ways to 'give' a scout guns and make it a believable part of the campaign story.
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NOLATrav
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Re: Does the Scout come with weapons?

Postby NOLATrav » Sun Aug 02, 2020 5:10 pm

Reynard wrote:
Sun Aug 02, 2020 12:35 pm
My engineer/pirate character had shares which I deemed were a ship's weapon we needed. It was cached during her former pirate days and was a mini adventure to recover.
Brilliant. Love making ship shares more flexible and useful, doing this IMTU from now on.

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