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Perfect Adventuring starship?

Here is my personal design for a backwater merchant. Note the colapsable fuel tank option.

MP-100 Duchess Lynn MP-4213C1-030000-40003-0 MCr 147.1732 400 Tons
Batteries Bearing 1 2 1 Crew = 8
Batteries 1 2 1 TL = 15
Passengers = 10 Low = 15 Cargo = 135.8 Fuel = 92 EP = 12 Agility = 1 Troops = 0


Duchess Lynn is the first of the Royalty class of Subsidized Provincial Merchants. She was designed to service provincial backwaters where standard type R merchant ships did not have the range needed. Using a 400-ton flattened spherical hull, the ship is equipped for jump 2 and maneuver 1 with a # 3 power plant. There is a collapsible fuel tank installed that will provide enough fuel for an additional jump 1. 10 crewmember staterooms are provided with 10 additional staterooms for passengers. There are also accommodations for 15 low berth passengers. The crew consists of 2 bridge personal, one engineer, and a medic. 4 gunners also serve as stewards and cargo handlers when needed. The extra crew staterooms can be used for passengers. There is no added armor, but 4 triple turrets are installed – 1 each missile and sandcaster, and 2 beam lasers. The sand and missile turrets each have a ½ ton magazine with an autoloader installed (allows storage of 50 each sand canisters and missiles.) A 3fib computer is installed on the bridge. A standard 20-ton launch is included as ship’s equipment. Cargo space is reduced to 95 tons when the collapsible fuel tank is in service.
 
Assuming that this would be the initial vehicle for the group, I say good ole Type A for the entrepreneurial types if they can muster with it, Type S for anyone else who can muster with it.
Not every group needs to start with a starship! Its quite possible to obtain a ship, or the use of one, in the course of the game.
 
Yep, a lot of fun can be had with players if they don't have their own starship. It makes background pre-generation a lot easier, too, as you can effectively limit their options of where to go next. Having to have some idea of every system in a jump-2 radius at all times can be pretty draining for a referee.
 
I rarely allow players to have their own ship.

I prefer to make them buy passage, earn it through means of a working passage, or have a patron loan them one if necessary.
 
Originally posted by boomslang:
</font><blockquote>quote:</font><hr />Originally posted by Murph:
Whats your idea of the best ship for adventuring?
I designed a pretty nice campaign around a group of bounty hunters on a 200dton Courier (out of one of the Alien Modules; the Solomani, IIRC). It was Jump-3 and M-2, which let it keep up with, and sometimes get ahead of, the various tramp traders and local liners that fugitives often travel on.

And there was a good 30dtons of so of hold space, which helped, since each of the main characters had his/her own 10dton fighter hangered in there...

They never seemed to get too far ahead financially... and the crew was fairly eccentric, right down to the stray Vargr who was a crypto expert... and the odd h4xx0r kiddie...

But it all worked *great* in the playtest...
</font>[/QUOTE]This sounds familiar...are you a Cowboy Bebop fan perchance?
 
Originally posted by selunatic2397:
This sounds familiar...are you a Cowboy Bebop fan perchance?
Any resemblances between some recent Traveller campaigns of mine and my players' favorite world-famous anime series are the purest of coincidences, I assure you...

:D
 
Greetings and salutations,

The best ship I had as a player (mercenary) was a corsair and a converted subsidized liner (Mother).

As a GM, I will allow the players have anything they can muster out with, buy, or hijack. Of course, it also depends on what type of campaign and characters the players roll. I will be converting some of the starships from Future Armada, Starship Tech, and Future: Starship to use in future campaigns.

As a player, a corsair (for a small mercenary unit transport and maybe some speculative trading)
 
Wow, this is one of the most interesting threads I have seen in quite some time. Particularly because I am unfamiliar with about 80% of the ship models mentioned here. :rofl:


Can anyone tell me in which publication(s) can the stats/deckplans for these particular models be found?

- Type T Patrol Cruiser

- Type MQ or M (?) 600ton Liner

- 1000 ton scout cruiser (didn't know they made'em that big!)
 
Definitely the Gazelle Close Escort or Fiery Gunned Escort



Best PC ships ever.

Goood armor, guns and space for hauling goodies.


D
 
I always gave them a type S scout. I am working up a new game where I may start out with a 500 ton Maru class merchant or a Lucifer class DE (400Tons) both out of FASA'a Adventure class ships vol 1.

The type M and T ships are out of LBB 2 starships.
 
Wow, this is one of the most interesting threads I have seen in quite some time. Particularly because I am unfamiliar with about 80% of the ship models mentioned here. :rofl:


Can anyone tell me in which publication(s) can the stats/deckplans for these particular models be found?

- Type T Patrol Cruiser

- Type MQ or M (?) 600ton Liner

- 1000 ton scout cruiser (didn't know they made'em that big!)

Donosev Scout Cruiser was in DGP-MT World Builder's Handbook, with plans.
Type T: I've never seen canonical deckplans.
Type M: Subsidized liner is in CT Adventure 13: Signal GK. With plans.
 
Type T FASA Adventure class ships.

Donosev Scout Cruiser was in DGP-MT World Builder's Handbook, with plans.
Type T: I've never seen canonical deckplans.
Type M: Subsidized liner is in CT Adventure 13: Signal GK. With plans.
 
No doubt my response is a couple of pages (and years) back but my choice is the safari ship. I've run a couple of games using it and they've gone well. It's got good performance and a little bit of cargo space for people who like playing shoe store. ;)

Personally though I've always wanted a Type T.
 
While I usually started my PCs with a Type S or a Far Trader (never liked the Free Trader, myself) I always made sure they knew what ship to lust after: my "Sidewinder" class 200-ton Fast Packet. I used High Guard and tried to make the Traveller equivalent to the Millenium Falcon: 6-G acceleration, Jump-3, some armor, two triple turrets, and enough cargo space to make money as long as you were doing something that was illegal somewhere.

If you redesign the Type S in HG you also get a nice little ship, that still only needs one crewperson. Even at TL-11 it's still got 5 times the cargo space as the Type S from LBB2.
 
Wow, this is one of the most interesting threads I have seen in quite some time. Particularly because I am unfamiliar with about 80% of the ship models mentioned here. :rofl:


Can anyone tell me in which publication(s) can the stats/deckplans for these particular models be found?

- Type T Patrol Cruiser

- Type MQ or M (?) 600ton Liner

- 1000 ton scout cruiser (didn't know they made'em that big!)

Donosev class deckplans can be found here: http://www.badgerworks.net/hobbysite/traveller/mod-donosev.pdf

Type T Patrol Cruisers can be found in Gurps Traveller Starships, although there is also a type T here: http://www.sff.net/people/kitsune/traveller/ that you could use instead.
 
Good old fashioned 400 Dton Subsidized Merchant (Fat Trader) with 4 turrets and modded for J2. To me, just more flexible with what you can do with the ship. Plus I usually have at least 6 PCs so I don't have to deal with running NPCs during the game.
 
Good old fashioned 400 Dton Subsidized Merchant (Fat Trader) with 4 turrets and modded for J2. To me, just more flexible with what you can do with the ship. Plus I usually have at least 6 PCs so I don't have to deal with running NPCs during the game.

Gets my vote. It's what I gave my PCs the last multi-player campaign I ran. Decent jump rate, nice large cargo space and the means to defend itself.
 
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