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1 jump ships

I was designing a ship that had only a 3.8 light year range (Jump 1). It has no ram scoops. I was just wondering, would you play this ship?
 
Do you mean fuel scoops?

In a developped subsector there is no reason for a ship to have to self refuel, it would jut buy fuel from the starports it visits.
 
yes, that's what I mean.

I guess I'm one of those players who want the ability to skim a gas gaint, just in case I'm being chased by the bad guys.
 
On a jump 1 main with A and B starports for buying refined fuel then a jump 1 ship with no fuel scoops is completely viable. Someone described the jump 1 subbie as the white van of the Imperium...

And think of the fun when a misjump takes the players to where they have to improvise refueling… :)
 
I design commercial monojumpers without scoops; waste of time unless your destination is the gas giant and/or an orbitting satellite, especially if you can buy raw hydrogen and process it yourself.
 
I recently made a TL-9, 100 dTon, J-1, Type A, Needle configuration Trader, 1-2 crew, with the T20 Rules, for use within the Khuur League and surrounding cluster, in the GtD campaign. it was designed to barely make a profit after monthly payments and other operational costs.

this ship doesn't have fuel scoops for refueling at gas giants, but does have a fuel purification plant, because many of the worlds they will be visiting have Class C & D Star Ports.

I don't know about other Traveller game rules, but T20 says any ship using unrefined fuel rolls against a DC of 21 with a +2 modifier on a D20. that is a 10% chance to miss-jump, every time unrefined fuel is used. and this is a separate roll from the astrogation check.

as far as the OP, it would depend on if the ship you built fits into the campaign any players are playing in. otherwise, the players will just have their characters use it until they can get a better ship.
 
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