Condottiere
SOC-14 5K
Could use an adjusted form of cabin crew requirement.
Didn't have to be. It's governmental, and they can have motives beyond immediate profits.1. In it's original role, was the scout/courier cost effective?
Mike Wightman covered that.2. In it's current role, can you squeeze out net profit from the scout/courier, after deducting operating costs, maintenance, mortgages, labour, taxes, alimony, etcetera?
The Type S is an interstellar Jeep. The Air/Raft is a flying Deuce-and-a-Half.3. Is it a jeep, a pickup, or a Humvee?
Also, if one's point of reference for cabin space is the Supp 7 version of the Type S and Far Trader, extended double occupancy is far more plausible than if you're using something that only has the mandated 8 deck squares per stateroom, and not all the bonus space from those plans....Why not? It can support four people with lots of luggage (20 m3, perhaps ~20 tonnes). Isn't that enough for most adventuring groups?
The 1 medic you are required to have for 200+ ton displacement jump capable starships can handle the first 120 passengers (low/middle/high) aboard. So a Free Trader only needs 1 medic to satisfy the 200+ tons displacement requirement AND the "up to 120 passengers" requirement simultaneously in a single medical crew position.Now before you interpret that as HA HA YOU NEED 1 per 120 SO YOU MUST HAVE AT LEAST 1, are you going to add an additional medic to all your passenger capable ships of 200 and above tons? Does the free trader require 2 medics?
I agree.Didn't have to be. It's governmental, and they can have motives beyond immediate profits.
This is VERY true.The Type S is an interstellar Jeep. The Air/Raft is a flying Deuce-and-a-Half.
From a game standpoint, it's like giving the whole player party TAS memberships, and hotel and car-rental vouchers.
Which is why (from a game-design perspective) it really shouldn't be "better" than it is. If your players want to make money hauling stuff, give one of them a Merchant character with a Free Trader instead. Crop it down to 199Td so it can be single-handed if there aren't enough players for a full crew....This is VERY true.
A detached duty surplus Scout/Courier is a "group TAS" mustering out benefit, in effect, along with being a "hotel plus rental car" mobile base camp. As a base of operations for an adventuring group of Travellers, it is EXTREMELY effective, useful and well designed (especially since Scout Bases will handle maintenance and fuel for you if you need those services, basically for free).
There's a mildly famous quote about "going to war with the forces you (actually) have, not the forces you wish you had or wanted."If your players want to make money hauling stuff, give one of them a Merchant character with a Free Trader instead. Crop it down to 199Td so it can be
Ok, I see where you got that.Except the second hardpoint (that is not payed for), of course...
This is the sort of thing you work out with the players ahead of time.There's a mildly famous quote about "going to war with the forces you (actually) have, not the forces you wish you had or wanted."
And then there's the corollary ... "beggars can't be choosers."
You are wrong, the 1 medic is not included in the 1 per 120 passengers.The 1 medic you are required to have for 200+ ton displacement jump capable starships can handle the first 120 passengers (low/middle/high) aboard. So a Free Trader only needs 1 medic to satisfy the 200+ tons displacement requirement AND the "up to 120 passengers" requirement simultaneously in a single medical crew position.
Ok, I see where you got that.
I had the turret and its weapons as separate line items.
0.1 hardpoints 2 hardpoints. 1 1 turret 1 3xTurret 0 1.5 MLS wpns Beam laser, missile launcher, sandcaster
The computer works just as well as a defensive DM when using Emergency Agility, so can't really be off (even if we have no power for it)...The "2EP when ECM active" is my interpretation of the "emergency agility" rule -- it doesn't quite line up, but it's hard to see what else about a computer as implemented in HG would need half a megawatt of input power.
Yes, just as e.g. crew requirements there are presumably regulations involved.Yes and no. If it's not driven by actual fuel consumption, it's due to in-universe regulations. Which can be waived by the entity issuing those regulations, for their own ships, if and when it makes sense to do so.
It would work fine, just as the Scout in most non-commercial campaigns?In a small-party murderhobo campaign, it'd be fine. Or it can carry 1 mid pax (if crew doubles up) and 1Td cargo. I just don't like requiring double occupancy for campaign-length timeframes (it's fine for one-shot short-duration scenarios though).
{ deep breath }You are wrong, the 1 medic is not included in the 1 per 120 passengers.
Didn't you recently say you have to consider the entire quote?
It says "in addition", so the rule is 1 medic for 200 and greater tonnage plus 1 per 120 passengers, in which case canon ship designs are wrong.
Incorrect.in which case canon ship designs are wrong.
The problem is that the LBB S7 Type-J "doesn't add up" properly when you try to build it using LBB2.The Type J gives us a picture of alterations to this base model, so refits seem the way to go.
Not what the rules say. The rules say you need a medic on ships of 200t plus,. In addition - notice this is in addition not an included in - 1 medic per 120 passengers; in addition, that is, supplemental.You aren't "adding" the medic requirements for tonnage and passengers together.
You're determining the minimums needed and then using the higher of the two minimums based on tonnage (0 or 1) or passenger accommodations (0+ low/middle/high) ... whichever is the higher minimum required.
I conceded it doesn't quite line up. But a computer needing a small village's power supply doesn't quite add up either. *shrug*The computer works just as well as a defensive DM when using Emergency Agility, so can't really be off (even if we have no power for it)...
Fair enough. I view the ~200Td crew size breakpoints as regulatory rather than workload driven, too. Risk tolerance is higher for small ships, even if those risks don't have explicit game mechanics associated with them.Yes, just as e.g. crew requirements there are presumably regulations involved.
Since no canon ships meddle with those regs. I would hesitate to override them casually.
As noted above, it looks a lot more reasonable when you've used artistic license to double your available living space...It would work fine, just as the Scout in most non-commercial campaigns?
Going all the way back to the OP question of this thread, I really have to question the utility point of reaching for 1J4/4G performance (which is EXPENSIVE) relative to the option of reaching for 2J2/2G performance instead. In terms of "bang for buck" being able to achieve 2J2 for a 4 parsec range is "just about as good" (and WAY CHEAPER on the budget) than angling for 1J4.the Fleet Scout is intended for moderately long range reconnaissance in coordination with Imperial fleet movements. It has jump drive-D, maneuver drive-D, and power plant-D, giving performance of jump-4 and 4-G acceleration.
- A troop transport that can't carry troops
- A reconnaissance vehicle too conspicuous for reconnaissance
- A quasi-tank with less armor than a snowblower, but enough ammo to wipe out half of DC
Utility? It's right there in the name. This is meant to be attached during wartime to Imperial battle fleets with similar jump ranges.all the way back to the OP question of this thread, I really have to question the utility point of reaching for 1J4/4G performance (which is EXPENSIVE) relative to the option of reaching for 2J2/2G performance instead. In terms of "bang for buck" being able to achieve 2J2 for a 4 parsec range is "just about as good" (and WAY CHEAPER on the budget) than angling for 1J4.
Okay ... it got even weirder ... ... I mean, more awesome!Actually, I had the weirdest idea ...