Lifesupport Costs for Interplanetary accommodations

My reading is that this rule replaces both the normal life support costs, but also the standard ship maintenance cost. So it's high, but not out of line. It also makes clear elsewhere that this is the retail price, and clever truckers never pay retail.
If it was to replace the 1/1,000th ship price annual maint. that comes to Cr54,750 a year which is appropriate for a ship costing Cr54,750,000
 
Sigh, so more core rules hidden in an adventure...
This campaign sub-setting absolutely could not be run using the rules in the Traveller Core Rulebook. The CRB and High Guard only discuss professionally maintained and operated ships. Even the most jank ship in the main rules is not very jank. And the rules for in system travel in the core rules are a half step above "what? People do that?"

The better complaint is "why weren't rules like this written 30 years ago?"
 
This campaign sub-setting absolutely could not be run using the rules in the Traveller Core Rulebook. The CRB and High Guard only discuss professionally maintained and operated ships. Even the most jank ship in the main rules is not very jank. And the rules for in system travel in the core rules are a half step above "what? People do that?"

The better complaint is "why weren't rules like this written 30 years ago?"
I can imagine the looks of horror an Imperial Inspector might give some examples in this book. ;)
 
It's certainly not to everyone's taste. But using the second rate docks, searching salvage yards, bartering parts, not having a mortgage, but instead having to work around or appease the authorities is how I envision free traders. Sure, some guys are running their ships at professional standards and might as well be a corporate liner, but most aren't.

You aren't taking your ship to Rhylanor because they'll never let it leave. So you stop at "Outer System Jankport Z" to unload and scrounge up whatever you can before heading back to your usual backwaters.
 
I've been working on a ship supplement for the Rzakki sector for my GM in a game and I have to say this book totally upends it. I've been trying to build what I called the Ramshackle Fleet, which is pretty much what they have in the Estuary Cluster, I just didn't have proper rules for building the junkers in use there.
Rzakki is a lower tech sector, mean is TL 6.7, with three shipyard systems, TL A, B and D but loads of boat building capacity everywhere, so I wanted to build lots of junker ships to show that off. With these rules, I think I can do that much better now.
 
This is very much long term life support for small craft that weren't designed for it. Not especially relevant to a commercial passenger shuttle you sit in for 2 hours. Also, Cluster Truck assumes most stuff is TL8, and that definitely applies to life support.

There's some solid general rules in Cluster Truck - especially the in-system travel chapter - but be careful about porting the wrong ones over. A lot of them are specific to low tech spaceships, or to the cluster as a whole.
 
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