1 the lion share of freetraders in Traveller are actually base on TL9 and the same with FarTraders except where the changes are made for jump 2 so for most cases the they need a 6+I read "low berth are to deadly" quite often. Now if I look at the rules (page 158 in the 2022 rules book):
1) Waking up a passenger: Routine (6+) Medic check (1Dx10min, INT) with +1 for a TL12+ low berth, assuming a sophont matching the low berth is frozen
So assume our Free Trader/Far Trader/Subbi Merchant/Subbi Liner => They are all TL-12 => They only need to roll a 5
2) Page 36 of the rules book says "going slower" gives a DM +2. Since our crew has the time they take 1D hours and get DM +2 => They only need to roll a 3
Now take either a competent medic (Medic 1 and INT 6+ or Medic 0 and INT 9+) and we get another +1 => They only need to roll a 2
3) Unless I overlooked it (and I searched the PDF for Failure) there is no "Automatic Fail" in MgT 2e. So our intrepid crew can not fail the roll. Assuming the sophont matches the birth it will always survive if even a barely competent medic is on board. Given that Medic is one of the Background Skills on page 9 and an INT of 9 is not super high that is doable.
3a) As an alternative they can hire a medic with the skills at the target starport.
Conclusion: Unless you travell on a very low tech (TL-12 is very common in the OTU) coffin ship and/or do not use a species-matching ice box any half way competent crew will guarantee survival. A TL11- low berth will require Medic 1 AND INT 9+ but even that is doable.
I read "low berth are to deadly" quite often.
Roughly 16% death rate...Classic Traveller 1977, Book 2, p2:
Unfortunately, the low passage system involves some intrinsic dangers to the passenger, and he runs some risk of not surviving the voyage. Throw 5+ for each passenger, when he is revived after the ship has landed. DMs: Attending medic of expertise of 2 or better, +1; low passenger with an endurance of 6 or less, – 1. Failure to achieve the throw to revive results in death for the passenger.
It's not much of a problem if the ship's crew are always competent and conscientious, unless you are old or frail.Low Passage: A low passenger is frozen in a low berth and counts as cargo. There is real danger to the passenger, as a Routine (6+) Medic check (1D x 10 minutes, INT) is required upon opening the capsule, applying the passenger’s END DM to the check.
1 so out of 80+ worlds you have 36 worlds tl12+ thank you for proving my pointAs for worlds and ships and TL:
So the vast majority of "in universe" examples for MgT 2e is TL12+ and one can assume that in the rather libertarian business world of the setting "May the Buyer look at the goods before paying" is a commonly exercised caution. So no sane person will travel "low berth" in a TL11- ship or one without a medic. And if possible a MedBay (DM +1, the Liner has one for example of a canon design as have a few ships in Adventure Class ships or the Rift Trader from Trailing)
- In the Spinward Marches I have 24 systems with a TL of C (12), 8 with TL of D (13) and 4 with TL of F (15)
- In Trojan Reach I have 34 TL-C, 20 TL-D systems (yes, quite a few of both are Aslan worlds) and even a few E and F.
- In the Core Rules, High Guard and Adventure Class ships I find a total of 3 imperial Passenger/Cargo craft at TL-11 and one (the Antique Trader) at TL-9.
- I have to go "out of the 3I" to find TL-10/11 ships that are "in common use" (Trailing frontier has some for example)
So when you have surgery next you want the doctor operating on 19 other people at the same time. Also with 6 stats at 2d6 your average person is going to have 2 stats that are sub average so 33% of people are going to have negative DMs on their test.Again - Interpretation of the rules. But worst case - yes, that is what a low end medic would have to do (As said - I see this as a batch task since the ice box does the work IMU and the medic is for emergencies)
But again - easily compensated, get some technological help if your medic skill is not good enough. Better TL (TL12) med kit, expert system and maybe a medbay (as some ships have by canon) and even the Medic 0/INT 6 guy can do three at a time
That would fall under the multiple actions rule. Each pod is a task. For every other pod they are working, DM -2.I forgot the END thing. But yes, I would assume anyone who does travel that way is of average or slightly below average (7 or 6) health
As for the time - that would be a discussion. On my table I assume it is for "a batch of people" not just one.
Starports within the Imperium are automatically TL-12. Who do you think builds the starships? Starports, largely controlled by the Starport Authority and are therefore, TL-121 so out of 80+ worlds you have 36 worlds tl12+ thank you for proving my point
2 the original Ct, MT and other version of the Beowulf was TL 9 and if you check out adventure class ships you will find plenty. You can argue what you want.
1 out of 11 is when you target is 3 and you roll snake eyes.
Your assumption is your getting either medic 1 or medic 0 with a 9+ int if you think your going to automatically get that good luck.
TL-12 Low Berth 0.5 tons 50,000Cr +0DMThat would fall under the multiple actions rule. Each pod is a task. For every other pod they are working, DM -2.
As AnotherDilbert said, they won't be doing the slow method. If they do anything with time, they'll take the penalty for going fast.
Assume that the low passenger signed a release indemnifying the crew in the case of their untimely death. There is no penalty to the crew unless they start getting a large number of fatalities on a repeated route.
I am aware of the above. The fancy stuff only incentivizes cutting corners.TL-12 Low Berth 0.5 tons 50,000Cr +0DM
Failure on a 5-
or
TL-12 Medical Chamber 65,500Cr +4DM (this price will come down if you include things like no manipulators and such)
0% chance of failure
Robot Chassis - 2,000Cr
Medical Chamber (50 slot) 10,000Cr
Improved Low Berth 20,000Cr +1DM
Advanced Brain 10,000CR
Specialized Medic +1 2,500Cr
Medic/2 20,000Cr +2DM
Expert (medic)/1 1,000Cr +1DM
Source of this assessment because I’ve not seen it in any book. Book and PG# or its opinionStarports within the Imperium are automatically TL-12. Who do you think builds the starships? Starports, largely controlled by the Starport Authority and are therefore, TL-12
Third Imperium - Starports pg. 43 under Tech Level. Mongoose Publishing 2011Source of this assessment because I’ve not seen it in any book. Book and PG# or its opinion