Muster out with a scout ship - A question

It is germane to note that a Type S has very little room to 'hot rod' the ship. There ARE some things you can do with the ship, but it's a tight fit all the way around.
That was true in CT. In later editions they have plenty of extra space...

In MgT2 we have ~40 Dt to play with.
 
Just to make sure I'm not hallucinating an answer - newest Core update p.47:

Scout Ship: You receive a scout ship. You have full
use of the ship and can modify it as you see fit but it
still belongs to the Scout Service and can (and will!) be
recalled back into service as needed. This means you
will be expected to complete missions for the Scout
Service from time-to-time. If you roll this Benefit more
than once, re-roll the result.
 
Geir, you're not hallucinating. However, the emphasized (in red) phrase is not the only significant portion of the quoted text:

"If you roll this Benefit more than once, re-roll the result."

Earlier versions (as written) did not explicitly allow a re-roll. To the contrary, I believe at least one earlier version outright stated that if you rolled the benefit again, you did not gain anything for the subsequent roll. Effectively, you lost it.
 
Scout ships from the Scout service are mortgage free. The ship is does not belong to the Scout. It belongs to the IISS. They do sometimes sell off old scout ships, but that's not the benefit from Scout service.
I am thinking of the alternative ships as benefits on P3 of Adventure Class Ships. Someone specifically mentioned the Seeker not being a mortgage free offering.

The basic scout ship benefit description in CRB is clear, the entry in Adventure Class Ships muddies the waters.
 
The design for a modern scoutship has been obsolete, for at least half a millenia.

It's meant to be a jalopy that can be manned and maintained by one pilot.

Which is also the reason that after some consideration, I made the cut off point for a dedicated engineer at seventeen and a half tonnes.

Which does make the deflation customization at this tonnage a lot more attractive.
 
The design for a modern scoutship has been obsolete, for at least half a millenia.

It's meant to be a jalopy that can be manned and maintained by one pilot.

Which is also the reason that after some consideration, I made the cut off point for a dedicated engineer at seventeen and a half tonnes.

Which does make the deflation customization at this tonnage a lot more attractive
If we accept that Scout ships are maintained for free at scout bases, then maybe we are no longer requiring it to be maintained by a single operator. He has a scout base full of chaps to do that for him, for free. Why wouldn't he make sure he stops off at a Scout Base every maintenance period?

Alternatively scout bases might offer a a detached scout long term loan of a dedicated Crew Droid as an alternative to constantly diverting their base staff to fix up retired scouts ships and simply provide the scout with Supply Units every once in a while. Those Crew Droids can serve double purpose as they can ensure that the scout service gets information back to them even if the scout is too busy pursuing his own interests to back brief the ISS. You know how droids require regular security updates, it can go both ways :)
 
Because that rule was established back when annual maintenance was a mandatory thing and not like an option among many. And it wasn't something the crew could do themselves.
 
There's a lot of things in Traveller that exist because they mattered in earlier editions of the rules but have been made redundant by small little changes in subsequent rules sets.

The difference between refined and unrefined fuel is pretty pointless now that refineries can be on any ship and should be.

Reflec armor exists because in CT, lasers cut through anything short of combat armor like butter. But now they are AP 0, so Reflec's kind of silly.

Grav lifters makes streamlined/partial/unstreamlined almost totally irrelevant since no one is actually "flying" through an atmosphere anymore.

Annual maintenance used to be a guaranteed two weeks of expensive work grounded at a starport. Now you can just do it with your crew as you go throughout the year.

Empty hexes and rifts used to be major "terrain" but now they are just a nuisance, avoided by low end civilian craft but no problem higher quality crews and ships.

Lots of stuff like that. So you can toss out the legacy concepts like 'free annual maintenance' or you can adjust the new rule to maintain the old ways. Or just ignore it and use the new rules while pretending the old ones still make sense.
 
Lots of stuff like that. So you can toss out the legacy concepts like 'free annual maintenance' or you can adjust the new rule to maintain the old ways. Or just ignore it and use the new rules while pretending the old ones still make sense.
I think that is a good mindset. There are plenty of things we do IRL that are just tradition (like the tax year beginning when it does because it is still tied to the old calendar before it was rewritten to flatter Roman Emperors). Throwing these things into games "just because" gives a veneer of history that you don't actually have to detail. If the history is already there retconning it to make it consistent can actually diminish the game.

When turrets were first introduced in CW they had different stats. When the turret rules were rationalised there were several old designs that were classics that were not legal. This might have been an issue in competitive play, but rather than loose the history I just decided these old designs were prototypes and as a result they became sought after. Modification of the vehicles had to follow the current rules and as the turrets were prototypes using them them in new vehicles was not possible (and in some cases they couldn't even be repaired and retain their features) so they wouldn't become game breaking.

In campaign play of course game balance was only to ensure the players were not outmatched by NPCs (unless they really deserved it).

So maybe there are some CT scout ships designs running around in a MT2 universe. They are "illegal designs" but can be assumed to just be made of obsolete parts and carry the patina of history. In compensation they follow the rules for scouts ships in those earlier editions both positive and negative as a package deal (with free servicing and fuel etc, but poor cargo capacity and the old stinky life support feature). I wouldn't recommend adding new ones to an MT2 campaign using CT design rules and they are probably better as "found" things as the costs are liable to be massively out of whack (CT small craft and robots were v. expensive compared to MT2 designs)

Maybe some old charge hand in the service bay remembers that his father flew one of those old Series 3's and "he'd be happy to have a look at it" for old times sake (and maybe a training opportunity/punishment detail for these young turks who have it too easy).
 
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Annual maintenance used to be a guaranteed two weeks of expensive work grounded at a starport. Now you can just do it with your crew as you go throughout the year.

Annual maintenance is still a thing, the cost is just amortised over the year:
Core, p154:
Repairs and Maintenance: A ship needs maintenance, which costs 0.1% of the total purchase price of the
ship per year. Maintenance should be carried out every Maintenance Period (divide the year’s maintenance cost by 12 to find the Maintenance Period cost. Once per year this should be performed at a shipyard.
No specified down time though.
 
Annual maintenance is still a thing, the cost is just amortised over the year:

No specified down time though.
I read that as monthly maintenance is required but one of those maintenance cycles per year must be at a shipyard. The rest of the time it is swapping our consumables either during Jump for most systems, planetary approach for Jump components and sometimes some dockside work. The Shipyard service is handled by certified engineers and covers of the regulatory requirement. Traditionally this corresponds to a formal weeks of downtime for the entire crew (and might also be the time that crew contracts are renewed)
 
I read that as monthly maintenance is required but one of those maintenance cycles per year must be at a shipyard. The rest of the time it is swapping our consumables either during Jump for most systems, planetary approach for Jump components and sometimes some dockside work. The Shipyard service is handled by certified engineers and covers of the regulatory requirement. Traditionally this corresponds to a formal weeks of downtime for the entire crew (and might also be the time that crew contracts are renewed)
Agreed, and that is about the same procedure as in CT, just described in a different way.

LBB2'81, p6:
Starships require continuing maintenance as they operate, and an annual maintenance overhaul to keep them in top running order. Ships which are undercrewed and do not carry enough dedicated or full-time skilled engineers and those which avoid or delay their annual maintenance run the risk of malfunction.
Drive Failure: Each week, throw 13+ for drive failure; apply the following DMs: +1 if using unrefined fuel (and not equipped to do so), +1 per engineer missing from the crew list, +1 per week past annual maintenance overhaul date.
 
I'd say that maintenance itself would be free at the Scout base.

If anything is broken and needs to be replaced, cost price.

If all maintenance is carried out at Scout facilities, the retired Scout might not even need to pay for that.
 
I'd say that maintenance itself would be free at the Scout base.

If anything is broken and needs to be replaced, cost price.

If all maintenance is carried out at Scout facilities, the retired Scout might not even need to pay for that.
Yes, that is a good distinction between maintenance and repairs.
 
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