Running a traveller game, which is the second campaign in my non-3rd imperium setting. The players got their hands on their civilisations very first jump cable ship. A TL9 2000 dTon exploration vessel.
They tested the jump drive by jumping into a blank hex and back, and then decided to go settle an old score and take on a TL12 800 dTon Missile Frigate. Technically they won the battle, but then abandoned ship on the shuttles after 24 nukes and 96 smart missiles caught up with them.
The causalities were two crew members, the J-Drive, the Power planet, every other turret and system, 20 points of structure, and the ship's cat (which sadly died on the operating table when the medic threw snake eyes). The total repair bill is going to be something like 150 MCr, and they've got ~60 MCr in reserves. I guess they're going to have to repair as much as the ship as they can afford.
To fix the structure based on 1d6 weeks per point it's going to take well over a year to get the ship fixed. Is this the correct interpretation?
I'm pretty sure they've learnt to respect and fear the Traveller space combat system. But does anyone have any thoughts on how to handle this? I think various players have little errands and training they'd like to do which should keep them busy for a few months at least.
That plus a few side adventures should pass the time easily enough I guess, but a few ideas would be welcome as they've (yet again) managed to completely derail the campaign. Last time they sold pretty much every plot device they came across.
What about their 30 remaining crew members? They're currently held up in a cheap hotel after getting out of hospital. Will they all want to stick around doing nothing for a year, especially considering one needs a replacement foot (alla cybernetics book trauma rules) and the rest must be pretty traumatised :twisted: .
Comments and thoughts on how to sort out this giant mess would be most welcome.
Thanks,
Renski
They tested the jump drive by jumping into a blank hex and back, and then decided to go settle an old score and take on a TL12 800 dTon Missile Frigate. Technically they won the battle, but then abandoned ship on the shuttles after 24 nukes and 96 smart missiles caught up with them.
The causalities were two crew members, the J-Drive, the Power planet, every other turret and system, 20 points of structure, and the ship's cat (which sadly died on the operating table when the medic threw snake eyes). The total repair bill is going to be something like 150 MCr, and they've got ~60 MCr in reserves. I guess they're going to have to repair as much as the ship as they can afford.
To fix the structure based on 1d6 weeks per point it's going to take well over a year to get the ship fixed. Is this the correct interpretation?
I'm pretty sure they've learnt to respect and fear the Traveller space combat system. But does anyone have any thoughts on how to handle this? I think various players have little errands and training they'd like to do which should keep them busy for a few months at least.
That plus a few side adventures should pass the time easily enough I guess, but a few ideas would be welcome as they've (yet again) managed to completely derail the campaign. Last time they sold pretty much every plot device they came across.
What about their 30 remaining crew members? They're currently held up in a cheap hotel after getting out of hospital. Will they all want to stick around doing nothing for a year, especially considering one needs a replacement foot (alla cybernetics book trauma rules) and the rest must be pretty traumatised :twisted: .
Comments and thoughts on how to sort out this giant mess would be most welcome.
Thanks,
Renski