PoD PWH vs Cluster Truck Shifts

mavikfelna

Emperor Mongoose
So, the two systems can be used for similar things, building, repairing and upgrading things that are built with the High Guard rules essentially.

Can anyone thing of a good way to integrate the two rule sets to get a solid build, repair and upgrade ruleset? A Cluster Truck shift is 6-12 hours, and since they don't put any rules on how to determine it, I'm arbitrarily saying 6 hours is good. That equals 6 PWH in PoD. But, the only thing that seems to affect shifts, is if you cradle or not and the tonnage of the current job, while PWH is affected by tool quality and the type of work you're doing modified by the tonnage.
You could class a basic rig as light construction equipment and a full cradle as advanced construction equipment, but the results of converting to PWH from Shifts is much greater from the huge multiplier.

Now, I think the Shifts in Cluster Truck should be affected by tools, as well as the rig you're using, but the do say that using a full cradle you have all the tools, but if you have good tools in the other two situations you should see some benefit as well. And automated work could conceivably affect both of the rule sets by expanding working hours beyond normal, assuming the work they are doing is within their automated capabilities.

Anyway, just curious if anyone had thought about this. I don't have a reconciliation idea, but for now for base building I'll use the PoD rules and for ships and vehicles I'll use Cluster Truck.
 
Cluster Truck is VERY focussed on junk tech. Pirates of Drinax assumes a fairly normal TL range and access to tech higher than TL8-9, doesn't it?

Automation... isn't a big feature of the Cluster.
 
Cluster Truck is VERY focussed on junk tech. Pirates of Drinax assumes a fairly normal TL range and access to tech higher than TL8-9, doesn't it?

Automation... isn't a big feature of the Cluster.
Yes, Cluster Truck is all about junk tech and salvaging and upgrading over time. While the TL of the cluster is mostly 8 with good access to TL9 jump drives, the rules are not limited by tech and the junk tech rule include adding high tech components. But they do assume very limited automation, with only full build cradles having any automation. Though salvage is assumed to use salvage drones for alot of that work.

PoD is definitely built around standard TLs, sort of defaulting to TL12 or 13 like is often the case for for most trade and scout ships. And using off the shelf tech. But there isn't any reason you couldn't use the salvage rules from Cluster Truck, and the Salvage Drones. We should have @Terry Mixon build some advanced versions of them from the RH to extend their capabilities, since salvage would a useful way for the PCs in a PoD game to get parts cheaper and make use of otherwise wrecked ships and sites.
 
I would say they're only superficially similar. They're fairly unrelated mechanics doing different things under rather different assumptions. I dont think a marriage would be helpful.

PoD assumes actual work crew, doing 40hr a week. Cluster Truck assumes that its just junkboat crew doing the work. And any time working on the boat, is time they arent making money. They're meant to emphasis different things for different kinds of narrative goal.
 
Added to the list to combine like Ship Shares and Jump mechanics.

Cluster Truck
PoD
Starports
WBH
VHB (new)
What's the WBH connection? And VHB to be honest, is there something in there about refit and salvage? I know there's some JTAS that discuss salvage, so I suppose those though also be considered. And HG gives some lip service to refit and repair, but fails to clarify alot.

So, what's the best ways to handle: New Builds not in a shipyard (mostly base building but could be other things), "New Builds" with scrap/recycled parts, Refits w or w/o new parts, repairs, upgrades.

I like the jank build rules for system quality, though the salvage rules I think take too long and generate parts that are really low quality, regardless of the quality of the salvage itself.
 
WBH uses the starport classification to determine whether facilities for repair or new build are likely to be available.

The best way to handle new builds/refurbished builds/new upgrades is to consider each one as something different from the others, until familiarity gives you some commonality between them. Or you could just handwave the differences and claim that it is all the same at the end of the day, depending on what you want Travellers to focus upon, during roleplay.
 
What's the WBH connection? And VHB to be honest, is there something in there about refit and salvage? I know there's some JTAS that discuss salvage, so I suppose those though also be considered. And HG gives some lip service to refit and repair, but fails to clarify alot.

So, what's the best ways to handle: New Builds not in a shipyard (mostly base building but could be other things), "New Builds" with scrap/recycled parts, Refits w or w/o new parts, repairs, upgrades.

I like the jank build rules for system quality, though the salvage rules I think take too long and generate parts that are really low quality, regardless of the quality of the salvage itself.
I do not know what will be in the VBH but I anticipate there is more than we have now.
 
I do not know what will be in the VBH but I anticipate there is more than we have now.
There is something about repairs and salvage, if I’m remembering correctly. I’m going off my memory of the draft so we’ll know for sure tomorrow.
 
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