Rules Help: Privateer Game Player Options

gerzel

Mongoose
Hello,

I'm working on starting a privateering based traveller game with a local gaming group. I've already gotten sign-on for the basic idea but want to give them a choice over what kind of contract they'll be signing on to. So far I've worked up these four options and want to make sure that things are relatively koshure and that I'm not giving them a set of upgrades that A. Couldn't be installed in the ship B. don't utterly break the game and C. Make a modicum of sense for their employer.

Without further ado here are the options:

The ship the PCs start with is the same no matter what patron they choose to go with. Note the choice of patron is not something that happened in-character; it is a choice the group makes. The patron is a group patron, at least one player will likely have a patron connected with the group patron. For example: Unless someone's playing a noble, no one in the party probably knows or has Duke Norris as a patron, but they might have someone high ranking on his staff who is their connection to the Duke.

The characters will get a Free Trader Type A, Beowulf Class, that has been badly damaged by corsair activity. The hull and general repairs have already been done. Systems that are still in need of repair are listed below, along with replacement costs and scrap value, if applicable. If an item is outright replaced or upgraded then the PCs don't get that item's scrap value and generally can't downgrade that item for more credits. Also different patrons may give a discount for some upgrades.

Armor: Light damage fore to Severe damage aft (1MCr Repair; 4.6MCr Scrap)
Jump Drive: Severe Damage (6MCr Repair; 2.4MCr Scrap)
Maneuver Drive: Light Damage (500,000Cr. Repair; 2.2MCr Scrap)
Power Plant: Moderate Damage (1MCr Repair; 3MCr Scrap)
Computer: Destroyed (0 Cr Scrap)
Electronics: Light Damage (5,000Cr Repair; 27,000Cr Scrap)

Option A
Contract Type: Subsector Government – Letter of Marque for Spinward Marches
Patron: Duke Norris of Regina
Jurisdiction: Imperial space in Regina and surrounding subsectors. In theory this letter could cover the entire Spinward Marches or even the entire Domain of Deneb. In practice, using it outside of Regina subsector may depend on local politics between worlds or even relative to the Duke himself.
Purpose: Protect trade routes and Imperial interests by acting as troubleshooters under the command of the Duke (managed by his staff).
Ship Upgrades: 26MCr for Repairs/Upgrades with Basic Military Electronics and Hardened Model 3 Computer installed. Electronics upgradable to Advanced for 1MCr.

Option B
Contract Type:Imperial Navy – Letter of Marque for Spinward Marches
Patron: TBD
Jurisdiction: Imperial Space throughout the Spinward Marches and Domain of Deneb.
Purpose: Act as Q-Ship protecting trade routes and providing increased security for interstellar trade by neutralizing rogue elements and projecting control of Imperial. (I could probably phrase this better in a more military way. The idea is to project control and power in the sector by providing stories of active Q-ships in the sector to discourage raiders and piracy.)
Ship Upgrades: 12 MCr with all repairs covered; destroyed equipment replaced; 2 T ripple Pop-Up Turrets, Basic Military Electronics; Class B Power Plant and Class B Maneuver Drives. Electronics upgradable to Advanced for 1MCr.

Option C
Contract Type: Imperial Lines – Declaration of Powers
Patron: TBD
Area of Operation: Theoretically anywhere Imperial Lines serves, practically over IL's routes in the Spinward Marches.
Purpose: Help defend Imperial Lines routes against pirates and other aggressors. Provide troubleshooting support where needed as well as provide support and protection for clients as needed.
Ship Upgrades: 8MCr with all repairs covered; Basic Military Electronics; Computer replaced with Model 2; Bridge upgraded to Holographic Controls; 4 tons Luxuries; A Vault; Class B Power Plant and Fast-Cycle Class B Jump Drives. Electronics upgradable to advanced for 1.4MCr.

Option D
Contract Type: General Shipyards – Declaration of Powers
Patron: Adrea Mesa member General Shipyards Board of Directors. Ostensibly the crew is hired by the board, but practically they are Adrea's.
Area of Operation: Spinward Marches
Purpose: Provide troubleshooting as well as secure and discreet transport support for general shipyards executives.
Ship Upgrades: 4MCr with all repairs covered; Basic Military Electronics; Computer replaced with Model 2; Bridge upgraded to Holographic Controls; 6 tons Luxuries; A Vault; 2 Double Pop-Up Turrets; Class B Power Plant and Fast-Cycle Stealth Class B Jump Drives. Electronics upgradable to advanced for 1.4MCr.
 
OK, let me get this straight, you're asking for opinions/thoughts on the upgrade packages and whether or not they are in accordance with the rules/common sense?

Assuming that's what you're after, I've not yet checked the details to see if they comply with the rules.

Looking at the common sense side of things, it would depend on the foes you throw at them. If you're going to set them against a similarly armed aggressor it should work fine if the PCs are organised and get their tactics in order.

In general, I wouldn't look to use a type A for combat, it's armour is a concern and even upgrading the M drive to rating 2 still makes it a challenge. It's not a ship I would go looking for a fight in. This may of course be part and parcel of the game, if you have a plan for letting the players upgrade ship once they've proved themselves then all well and good.

You've not made mention of upping the fuel tankage to accommodate the B jump drive, I assume you've planned that and dropped the cargo accordingly, if the crew want's to trade to supplement their income, the loss of cargo space maybe an issue.

As an aside (cos I don't think you're really asking this) of the 4 options, D is the one I'd want to play, too many ties to the Imperial beck and call on the first three, D has better options for taking jobs on the side and the ship would be better suited to the task as the task doesn't appear to be as combat oriented.

Hope that's what you're looking for.
 
I agree with Hiro. I don't think an A1 (even in best condition) is a suitable option as a privateer. A combat vessel needs a better than average manoeuvre/thrust and weaponry at least. Otherwise targets will be able to avoid/evade the privateer.
Without competitive weaponry the PCs would be ill advised to consider combat in the first instance.

Maybe if you want to give the PCs a challenge give them the A1 and let them aspire to become privateers... But then they'd be looking to somehow aquire a suitable vessel.
 
If you keep insystem for the first few encounters, the Jump Drive can be repaired towards the end of that story arc.

A high burn thruster could surprise your opponents, and a pop up plasma or railgun turret could shoot the hell out of them at close range.

Might want to load up on jump breaker missiles so that they can't get away.
 
Yeah, HBT would be a good addition, in MTU serious weapons like plasma guns would be a military weapon only, backing from the IN would give access but I'd also make the ship itself a target and have someone trying to steal the weaponry! Pop up turrets help to keep the weapon hidden in port too!

I'd still be nervous with the ship in combat, the low armour makes damage inevitable.

ETA: I don't have rules with me as I'm working, the fuel cost of HBT may drop the cargo space again and the ship's power plant even if upgraded, might not be enough for plasma weapons. Condotierre, did you crunch the numbers to check?

He other issue is if your HBT fuel is used prior to jump, you're at a serious disadvantage at your destination system till you refuel.
 
Each option includes funds for ship upgrades. Is the Beowulf too small to be a Q-ship or am I underestimating the costs?
 
It can be a Q-ship but you have to have armour. That is not cheap.

I would suggest at least 4 points of armour, 6 would be better (blocks Beam Weapons). Between that the improved drives, you won't have much cargo space left (if any).

I did a Q-ship design of a Type A1 (OK, I called in at AQ):
8 polints Crystaliron Armour
Jump-A (Jump-1) Fast Cycle
Man-D (4G)
PP-D
Computer: Model/3 (need for extra programs)
Electronics: Advanced
Turrets: 2 Pop-Up (weapons of choice, I chose a Particle Beam and Missiles)
Magazine (3 tons for missiles)
Fuel: 56 tons (2xJump-1 and 4 weeks)
Cargo: 33 tons
Armory
Repair Drones
Cost: MCr 93
Carried a Crew of 5 (CO, Pilot, Navigator, 2 Gunner/Stewards, Engineer, 5xMarshals/Raiders)

The design works, but you won't make a living with it without support.
 
Rikki Tikki Traveller said:
I would suggest at least 4 points of armour, 6 would be better (blocks Beam Weapons). Between that the improved drives, you won't have much cargo space left (if any).

6 points of armour would only completely block some beam weapons.
 
Rikki Tikki Traveller said:
It can be a Q-ship but you have to have armour. That is not cheap.

I would suggest at least 4 points of armour, 6 would be better (blocks Beam Weapons). Between that the improved drives, you won't have much cargo space left (if any).

Do you mean 4 points of armor added to the 4 point of crystarilon that comes standard or 4 points minimum?
 
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