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A question about mustering out

Phineas

SOC-1
While creating a Scout character, I came across a dilemma that isn't clearly addressed in the rules.
I am not sure how the "SHIP" thing works after the first role. According to the book - Scouts do not get shares, they get a loaned Scout Ship. So I am not sure what happens if you role it again, like I did. Do I lose the roll? Do I get the money from the other column?

Any clarification or ideas on how to handle this is appreciated.

Thanks,
P
 
Scouts can get shares.
Core Rulebook said:
Alternatively, you can take 1d6 ship shares instead.

The rules say
Core Rulebook said:
The first receipt provides use of the ship, but the ship is still the property of the Scout service, and can be called back into active duty if needed.
Although people probably don't do this in games, it implies the ship can be recalled without the character. Bye bye ship, the scouts need it back because a ship in this sub sector was just destroyed. It's going into active service and there are no plans to give it back. Now what does the character do?

Perhaps the second receipt gives you the ship and it is no longer property of the Scouts. They can still recall the character.

Some items, like weapons and ships boat, give a skill level if rolled more than once. Perhaps give piloting or another bridge skill as the benefit for additional Scout ship rolls.

There is also my standard rule of re rolling something that doesn't seam to apply.

GM to player "You already have a Scout ship. Roll again."
 
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The way I made extra rolls of Ship work for Scouts long ago was to expand on the result. Each roll became a measure of the service's interest and trust in the DD (Detached Duty) Scout. I forget the details but basically I had a target number for a DD mission to be waiting for the Scout when they visited a Base. If the roll indicated a mission there might be some upgrading to the ship to complete the assignment, or even a different ship. The rolls of Ship became positive modifiers for getting DD missions. To keep the ship you had to visit Bases regularly and take missions. Stay out too long or refuse missions and you lost the ship.

I don't really see Scouts earning standard ship shares in MgT being sensible. If a player wants ship shares they should go into Merchants. Nothing else. Other careers may provide ships under special circumstances, but they would not provide shares. And Merchants shouldn't be using ship shares to get Scout ships, or Military ships, or such. All imo of course.
 
From the quoted rules by CosmicGamer - the first roll would give the option to borrow a Scout ship (or take a share). Follow on rolls = ship shares.

Shares can be cashed in. They can also be used towards purchase of another ship (or maybe even the scout ship if the scouts decide to let it go - but such is beyond the RAW and thus up to a Ref).

Even if the party purchases a ship - the option to borrow a scout ship is quite a bonus. It could be used to raise credits for purchasing another; as a backup plan; for status; etc.
 
While creating a Scout character, I came across a dilemma that isn't clearly addressed in the rules.
I am not sure how the "SHIP" thing works after the first role. According to the book - Scouts do not get shares, they get a loaned Scout Ship. So I am not sure what happens if you role it again, like I did. Do I lose the roll? Do I get the money from the other column?

Any clarification or ideas on how to handle this is appreciated.

Thanks,
P

Officially, the extra results are lost. Then again, officially, in the OTU, scouts never retire. A scout who can't hack it on his detached duty can go mop floors at the local scout base for room and board. They almost work like a monastic order...

Unofficially, there are several answers.

IMTU, by number of receipts:
1: Old, beat-up, standard model S on issue
2: Old, beat-up, variant model S on issue
4: Old, beat-up, standard model donosev on issue
+1: good condition
+1: not old
+2: New
+1: on scrap contract
+2: free and clear

Old and beat up:
Old - 40+(1d6*5)+1d6 years
Not old: (1d6x5)+1d6+5 years
New: 1d6-2 minimum 0 years
Beat Up: at least two major quirks to the ship that will cost at least MCr5 to fix. WearValue 1d6+(age/10)
Good Condition: only age based issues WV1d6, minumum 1 per decade

Issue: you operate it, but if recalled, you and the shi[ go back on duty together. Make a major screwup, they take the ship back. May not make major mods to it.
Scrap: It's officially scrap, but it's on issue with the provision that it can be purchased outright for 1% of replacement cost (including std design and multi-unit purchase discounts).
Free and Clear: it's a paid-off scrap. Title's been transferred to the scout in question.
 
Further receipt of ships on the mustering out table I convert to pilot skill usually.
 
I initially ignored further rolls, but recently I changed to allow better ships with longer range because most of the campaigns I've been coming up with the PCs need a ship with higher J ability.
 
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