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Scout Courier Air Supply

Hi all,

I'm looking to introduce an NPC Scout into my groups campaign, who will offer some company to the players for a while as a guide/advice point for some tricky stuff (they are new to Traveller).

He's got a tricked up Scout/Courier (bit of a hero in the IISS and been given a fairly cool ship.. In CT I have read that the air supply system on the Scout/Courier was dodgy, and smelt after a while.. Now my NPC wouldn't put up with that and can afford to replace it for the upgraded system.

In CT this cost 1 ton out of the 3 ton cargo capacity. I'm running t20, and have generated all ships using the t20 rules, for consistency. This one thus has 20(ish!) tons free and no mention of dodgy air supply.

Do you guys think I should just assume that the upgrade is installed, or that the ship would lose 1 ton of space a la CT, or something else?

Or alternatively, am I making too much stink over this (ha.. ha..)

Sam
 
Hmm...how devious do you want to be?

I'd use that 1 ton (or, since you have 6x the free space, 6 tons), ostensibly for the "improved life support system," but in actuality it's 2 tons for the improved LS, and 4 tons is a contraband area...

...with something horribly illegal in it...

...that the scout's either aware of (and protective of his secrets) or unaware of (and there's someone from the shipyard who used the scoutship as his mule for the horribly illegal thing hunting them down)....
 
The Air Supply problem was only for the Scout/Couriers of the type of ship that was in the CT Introductory Adventure, I think. The S/Cs in the T20 line are 100 years earlier and might not have the same problem. CT was about 1100 in the timeline and T20 is the year 1000. Two different types of S/Cs. I'd just assume it worked fine - unless you're at the CT spot in the timeline.

Hope that helped, Sam,

Dameon
 
Hi guys

Thanks for the replies..!

I am indeed tempted to just ignore it and assume the S/C has a perfectly good life support system.

But I do really like the plot device of having some space "taken up" by the improved system, but actually contains contraband! ;)

Chances are I will ignore it, but use the contraband idea anyway. This scout might end up having some real hidden depths
 
I'm with Dameon, here. The GP Models had a minor flaw in their recyclers, all right, but MagnetoDynamics, LIC put out a nice clean version of the Scout that's gotten rave reviews.
 
I'd also have to go with no recycler problems if as you say he's the darling of the service and has been given a choice ship. Although in that case...

file_23.gif


...I'd probably make it a prototype with some advanced gear. "Prototype" and "Advanced" being tech speak for unexpected problems hehehe

Not to trumpet my own horn, much, but you might find some of the info I did for the T20 Type S helpful. And if not then QLI has an official pdf take on it at a very reasonable (practically free) price.

My post is here:

INSIDE - The Type S Scout/Courier

And the official product is here:

Scout/Courier (Type S)
 
Hi again all!

So I've had a go with Falkayn's excellent T20 Starship Design Spreadsheet (quality work!!) at producing a modified S/C for my "darling of the IISS" NPC who will help out my players..

I'd like to post it here as an aunt sally for you to all have a look at.. comments/improvements/changes (or obvious faults) greatly appreciated!

======================================

Scout Courier - Suleiman Class Class Type S Designed by: Tinfoil Starships
Statistics:
100-ton Hull (Needle/Wedge) - Streamlined
AC: 11 (12 vs. Meson Guns) AR: 1 (TL-15) SI: 100 Initiative: 0
Starship Size: Medium Cost: 39.798 MCr (49.748 MCr without discount)
Model/3 (PP: 42/12) Computer Avionics: Less than 600-ton Sensors: Medium Range Communications: Short Range
Cargo: 15.0-tons
Annual Maintenance = 3.98 KCr (1.99 KCr if routinely maintained)
Routine Maintenance = .995 KCr/Month (9.95 KCr per year)
Performance:
Jump-2 (enough fuel for 1x Jump-2)
Acceleration: 2-G Agility: 0
Power Plant: TL-15 Fusion (4 EP output, enough fuel for 4 weeks)
Fuel Scoops, Fuel Purification Plant (TL-15, 5hrs per 200 tons of fuel)
Atmospheric Speeds: NOE = 1,175kph Cruising = 3,525kph Maximum = 4,700kph
Active Defenses:

Weapons:
Hardpoints: 1
Triple Mixed Turret:
Missile Rack TL-15, +2 To Hit, 2d6 (18/x1), Range: 90,000km, Ammo: 20 missiles
Beam Laser TL-15, +2 To Hit, 2d8 (20/x1), Range: 30,000km
Sandcaster TL-15, +2 AC

Ship's Vehicles:
1x 5-ton vehicle hangar

Accomodations & Fittings:
4x Single Occupancy Stateroom (4 People)
1x Standalone Fresher
1x Airlock

Crew Details:
1x Pilot
=======================================

Thanks

Sam
 
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