Am I missing something?

GypsyComet

Emperor Mongoose
Two things have come up recently that I can't find in Mongoose Traveller. Am I missing the pages, or are they just not there?

-Subsidized Starships; A couple call themselves this, but it isn't defined.

-Tranq as an ammunition type. Snub pistols just aren't the same without it...
 
You can do the tranq thing easilty enough: once shot, roll for damage. The target rolls End, and if she fails, down she goes for 1d6 hours.

Have you looked in the Starship Operations and Trade sections for the bit about government subsidies? I believe it basically amounts to the ship having a contract to deliver freight and mail at a fixed price, but for a large chunk of their run they have to stick to a set route. Not having the TRB with me right now, I can't back you up on anything.

IMTU, the government (local, subsector, sector, Domain or Imperial) offsets part of the mortgage costs for a subsidised vessel, but takes it out of the ship in the form of ship shares - meaning that the vessel is part owned by the government. Bad news for smugglers, but good news in that this grants the ship owners Naval protection: the Impies must protect their assets, after all.
 
Within the remit of rules mechanics, yes; the effect is the same. Once unconscious, it's the end of the encounter for the character, and they can participate no further in combat. If the tranq is administered in a non-combat encounter in the scenario, it essentially brings that encounter to an end; the Referee can move the narrative on to the scene when the character first awakes, usually in time for the fourth act villain gloat and death trap.

But technically, stun is not the same as tranq. Tranq is a chemical round which inflicts biological changes. Stun is typically shock, whether kinetic, electrical or some form of sonic / light burst, that induces a state of biological shock in the target without a chemical agent.

Tranq usually takes longer to act, but lasts longer.Stun should definitely be instant in effect.
 
alex_greene said:
But technically, stun is not the same as tranq. Tranq is a chemical round which inflicts biological changes. Stun is typically shock, whether kinetic, electrical or some form of sonic / light burst, that induces a state of biological shock in the target without a chemical agent.

Tranq usually takes longer to act, but lasts longer.Stun should definitely be instant in effect.
I treat it the same way. The usual stun weapon of my setting is a sonic
stunner, which incapacitates the target immediately, while a tranq round
allows the target at least one more action before the chemical takes ef-
fect.
 
Regarding Subsidized Starships. I couldn't find anything in the TMB on it either.

HG doesn't have anything either. I don't have my Traders and Gunboats, but I don't remember it there either.

I would use the CT rules until something is put out officially:

CT (LBB 2) allowed government (planetary) subsidies on ships of 600 tons or greater. They are assigned a specific route of worlds (2-12 worlds). The PCs must still come up with the 20% downpayment, but the resto of the cost is assumed by the government. After 40 years, it is paid off and the PCs get the title.

Government takes 50% of the gross receipts, PCs are responsible for all maintenance and costs.

Also, the Government will typically guarentee 10%-60% of the cargo and passenger space being filled. Usually there is a mail contract as well.
 
Rikki Tikki Traveller said:
Regarding Subsidized Starships. I couldn't find anything in the TMB on it either.

HG doesn't have anything either. I don't have my Traders and Gunboats, but I don't remember it there either.

I would use the CT rules until something is put out officially:

CT (LBB 2) allowed government (planetary) subsidies on ships of 600 tons or greater. They are assigned a specific route of worlds (2-12 worlds). The PCs must still come up with the 20% downpayment, but the resto of the cost is assumed by the government. After 40 years, it is paid off and the PCs get the title.

Government takes 50% of the gross receipts, PCs are responsible for all maintenance and costs.

Also, the Government will typically guarentee 10%-60% of the cargo and passenger space being filled. Usually there is a mail contract as well.
That contract is typically a government contract to ship nameless freight and mail between the stops on one's route. That much, at least, is covered in the Trade section. The Referee can decide how much mail and freight are available for each trip, but governments typically insist that 25% of cargo space be set aside for mail / freight as part of the contract. Maybe sometimes even more.
 
alex_greene said:
Rikki Tikki Traveller said:
Regarding Subsidized Starships. I couldn't find anything in the TMB on it either.

HG doesn't have anything either. I don't have my Traders and Gunboats, but I don't remember it there either.

I would use the CT rules until something is put out officially:

CT (LBB 2) allowed government (planetary) subsidies on ships of 600 tons or greater. They are assigned a specific route of worlds (2-12 worlds). The PCs must still come up with the 20% downpayment, but the resto of the cost is assumed by the government. After 40 years, it is paid off and the PCs get the title.

Government takes 50% of the gross receipts, PCs are responsible for all maintenance and costs.

Also, the Government will typically guarentee 10%-60% of the cargo and passenger space being filled. Usually there is a mail contract as well.
That contract is typically a government contract to ship nameless freight and mail between the stops on one's route. That much, at least, is covered in the Trade section. The Referee can decide how much mail and freight are available for each trip, but governments typically insist that 25% of cargo space be set aside for mail / freight as part of the contract. Maybe sometimes even more.

Allso most subsidized starships are subject to mobilization and use as auxiliaries in the event of emergency or other government need.

This is a good way use the new benifit results from High guard, to get more ship shares or advanced navy ship components. Make your players ship a subsidized Scout or Navy transport, that helps resupply the smaller bases, X-Boat tenders, ect. This will let you send your players to interesting places other than a systems main starport, without tiping your hand that something else might be going on :twisted:
 
The only problem with the CT rules is that they are wrong. Actually a subsidized ship could be 400 dtons. Hence the name of the Subsidized Merchant ship (400 dtons). And in the Traveller Adventure the characters are in a Subsidized Merchant and it talks about the subsidized process.
 
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