Prototype/Advanced additional Advantages/Disadvantages and more things they apply to

Fluffy Bunny Feet

Emperor Mongoose
I'm working on a system of different quality levels for ships and part of the difference is the presence of advanced or budget features. Along with the quality levels will come positive/negative quirks like the Scout air smell issue.

I'd like suggestions for more types of advantages/disadvantages and more technologies to apply them to.

1 pair I've thought of is reliable/unreliable I'm thinking each would be 1 advantage/disadvantage and a +1 (or -1) on breakdown/repair rolls. This could apply to almost anything. Maybe it should be 2 advantages/disadvantages?

Now as a test I'm using MTU version of the 200 ton Free Trader. I did have it being made at TL 9 (where the players would be has restricted TL no more than 11) so I'm having the EQ (Excellent Quality) ship as TL 11 and I'm editing it now and will down grade it to varying quality levels. I'm thinking of applying reliable to the J-Drive.

So any thoughts on new advantages/disadvantages and items to apply them to?
 
Any of the quirks from Yet Another Traveller Blog's Q is for Quirks article could be used Add/Disadd for almost any system.
 
In the case of Ye Scout/Courier, that smell could be present from either a specific manufactured batch, or shipyard.

Or, equipment that's past it's warranty, but the Scout Service has a very low priority in actually replacing it.
 
So what advantages/disadvantages should apply to Sensors and Bridge?

More efficient bridge, offering a boon. Or bane for a less efficient bridge.

The sensors flicker on and off requiring two checks instead of the normal one.
Your sensors are highly tuned, better able to pick out details (+1 to the check).
 
Sensors are based on the spacecraft's technological level, and can be separately upgraded.

Bridges can be shrunk, cost half the amount, but suffer a minus one penalty on spacecraft operations directed from that bridge.

On the other hand, specialized command centres get a plus one, for a specific spacecraft operation, whether engineering, weapon systems, or, let's say, sensors.
 
Sensors are based on the spacecraft's technological level, and can be separately upgraded.
But like other items only at specified TLs. So you TL 10 sensors on a TL 11 craft are the best you can have by current rules. I'd like for them to have Advanced options like many other items.
Bridges can be shrunk, cost half the amount, but suffer a minus one penalty on spacecraft operations directed from that bridge.
But why not an advanced bridge with options (besides the holographic bridge)? Why not a budget bridge with a disadvantage?
On the other hand, specialized command centres get a plus one, for a specific spacecraft operation, whether engineering, weapon systems, or, let's say, sensors.
I don't see that in High Guard. Can you cite the source please?
 
Element Class Cruisers, which seems a little orphaned, as not much reference is made to either that or pods, which seem to me the most important additions to construction options.
 
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