Do-Anything Ship

Drayakir

Mongoose
So, I'm very likely about to end up in a co-GM-ing situation for a Traveller game. I wanted to give the PCs a pretty nice ship right off the bat, but have most of its internal components not working (so they need to spend money on that, rather than mortgage, because I know my players, and they'll just fly as far and as fast as possible to avoid creditors, gaming the hell out of that table).

Ship Design + Description is http://pastebin.com/PmzWb4xY

I do have a couple of questions, since this is my first time running:

1 - Pinnaces on a ship that is both streamlined and has aerofins. I frankly don't see the logical point. When I was first considering it, I thought maybe that a Pinnace doing a landing would be more subtle than a 700-ton ship, but apparently not. So I dunno whether I should replace it with more cargo/fuel space or maybe some interceptors or something.

2 - Where are the rules for Armor in either Core/High Guard? I can find it for ground vehicles and personal armor, but not ships. I am correct in assuming that having 4 armor means I subtract 4 from any incoming Hits?

3 - Less of a ship question, more of a "quests" question for other DMs? I plan on using the Shadowrun system on figuring out rewards for missions. So wetwork and high profile assassinations being anywhere from 60k-200k, maybe even up to a mil, depending. Smuggling, conversely, would pay less, like maybe 10k-30k at best. But my question is this: for the more peaceful things, like exploration, surveying, diplomatic situations, cargo runs - I can't imagine that they're that profitable. I'm benchmarking them maybe at 10k-15k at best. Any tips/pointers (as a rule of thumb, obviously a cargo run of the Emperor's Crown Jewels is gonna be worth more than hauling copper tubing)
 
Drayakir said:
So, I'm very likely about to end up in a co-GM-ing situation for a Traveller game. I wanted to give the PCs a pretty nice ship right off the bat, but have most of its internal components not working (so they need to spend money on that, rather than mortgage, because I know my players, and they'll just fly as far and as fast as possible to avoid creditors, gaming the hell out of that table).

Ship Design + Description is http://pastebin.com/PmzWb4xY

I do have a couple of questions, since this is my first time running:

1 - Pinnaces on a ship that is both streamlined and has aerofins. I frankly don't see the logical point. When I was first considering it, I thought maybe that a Pinnace doing a landing would be more subtle than a 700-ton ship, but apparently not. So I dunno whether I should replace it with more cargo/fuel space or maybe some interceptors or something.

2 - Where are the rules for Armor in either Core/High Guard? I can find it for ground vehicles and personal armor, but not ships. I am correct in assuming that having 4 armor means I subtract 4 from any incoming Hits?

3 - Less of a ship question, more of a "quests" question for other DMs? I plan on using the Shadowrun system on figuring out rewards for missions. So wetwork and high profile assassinations being anywhere from 60k-200k, maybe even up to a mil, depending. Smuggling, conversely, would pay less, like maybe 10k-30k at best. But my question is this: for the more peaceful things, like exploration, surveying, diplomatic situations, cargo runs - I can't imagine that they're that profitable. I'm benchmarking them maybe at 10k-15k at best. Any tips/pointers (as a rule of thumb, obviously a cargo run of the Emperor's Crown Jewels is gonna be worth more than hauling copper tubing)

Streamlined ships can safely make controlled maneuvers in an atmosphere but they are not uite as maneuverable as aerofin equipped craft.

Streamling: it pretty much means "suitable for atmospheric operations" not flies like an aeroplane. The Aerofin modification adds aerodynamic flight srfaces, and otehr control features to grant greater stability and maneuverability in an atmosphere.

As for adventures: there are a BUCh of patron, and adventure ideas sources for traveller. might want to go see if you can find a few..

I persoanlly have a way f adding a twist to jobs.

on 2d6
doubles modify the mission
11L catastrophic bad break, even easy jobs get dangerous Kharma and Murphy are carpooling to work today. On top of that Kharma just had a bad break up, and Murphy is bored.

22: bad break but nothing major

33: thing turn strange, random occurrence turns a mission off the intended path a bit usually harmless just weird...such as the guy you are supposed to e picking up won't leave without his pet beaker monkey..which as ran off..or the package you are supposed to pick up starts to squirm and cuss as it's loaded into the ship. it's too small to be human but it sure sounds like one.

44: lucky break minor, an extra bonus, maybe some extra goodies, no real strings attached

55: Lucky break, with strings/complications. the team might get some major bumps in pay, or the job is a lot easier than anticipated..then they have to work for it. someone or something shows up to make the extra payday one you have to work for.

66: milk run, even the toughest sounding job turns out to be a milk run, something goes wrong for the opposition, unexpected support becomes available. the opposition is on a coffee break and the party walks right through. I mean everyone catches a break sometimes.
 
1) A Pinnace is a bit much, but a fast armoured smallcraft can go where you do not want to risk your starship, something like 20 dT, medium armour, a few seats and a dT of cargo (Stealth might come in handy?).

(And I would lose the ATV and air/raft, get a small air-tight grav-van instead.)


2) 1e? Core, p150, Damage, second paragraph. HG it's a negative mod on the barrage table, p74.


3) Anything that requires a starship should pay for the costs of a small starship, kCr 10 won't buy you many days starship time.
 
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