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Ship's Crew Numbers

Agreed.


Fuel tanks can be patched (after the battle), but a PP or JD critical can't...
Not worried about the PP crit. My power plants start out high enough that you'd have to really beat that dead horse to totally kill the PP. Just need to get enough fuel in the tank to limp back to a station on such PP as remains, to where the ship can get real repairs.
I agree that as a Far Future version of "Economy Airfare" the LOW PASSAGE rules as written ... FAIL. I think the Pulp Fiction (Dumarest or whatever) inspiration was more like desperate masses escaping from hellworlds in bulk by any means possible. I never used it in my games because it never made sense to me.
Escaping from Hellworld is when coldsleep is a reasonable choice.
Medical Fast Drug is cheaper, safer and only requires a room full of standard Couches (like on a small craft).
And a dedicated doc.
 
Medical Fast Drug is cheaper, safer and only requires a room full of standard Couches (like on a small craft).
Clearly an unintended side effect (benefit?) of the drug rules.
Also a very clever use of game mechanics. ;)

One of the benefits of low berth stasis, which fast drug "mostly" shares, is the lack of aging while in transit. This means that "high mobility" passengers/Travellers get to "live longer" relative to someone who doesn't travel as much/often due to discontinuities between objective and subjective time. Both options essentially involve a kind of "poor man's time travel" component to them, which depending on context could be relatively valuable.
 
But the question would be, do you still pay for life support?

In full?
"Fast drug is named because it makes the universe (to its user) appear to move much more quickly; the drug slows down personal metabolism at a ratio of approximately 60 to 1. Users are extremely vulnerable because they are living at such a slow rate; but physical aging is also slowed, and the need for consumable supplies is reduced, thus allowing conservation of air and food. Fast drug takes effect immediately upon ingestion; one dose lasts for 60 days, making that time appear to be only one day. " - TTB, pg 106

"Fast Drug = Cr 200; Fast Antidote = Cr 900" - TTB, pg. 105

So 1 person sitting in a chair for 60 days (waiting for the drug to wear off) would age 24 hours, consume 24 hours worth of oxygen, need 24 hours worth of food. If the drug were administered at the start of a 14 day trip [the typical 2 weeks normal life support for a 1 week jump], and the antidote administered at the destination, then 1 person would need 14 x 24 / 60 =5.6 hours worth of air. That qualifies as a short term trip in a shuttle where extended "life support" costs are not charged. You can survive 6 hours without food or water.

Even if you DO NEED Life Support, the Cr 2000 for 14 x 24 = 336 hours will cover 336/5.6 = 60 people for a per person life support cost of only Cr 2000 / 60 = Cr 34 in Fast Drug Passage.
 
"Fast drug is named because it makes the universe (to its user) appear to move much more quickly; the drug slows down personal metabolism at a ratio of approximately 60 to 1. Users are extremely vulnerable because they are living at such a slow rate; but physical aging is also slowed, and the need for consumable supplies is reduced, thus allowing conservation of air and food. Fast drug takes effect immediately upon ingestion; one dose lasts for 60 days, making that time appear to be only one day. " - TTB, pg 106

"Fast Drug = Cr 200; Fast Antidote = Cr 900" - TTB, pg. 105

So 1 person sitting in a chair for 60 days (waiting for the drug to wear off) would age 24 hours, consume 24 hours worth of oxygen, need 24 hours worth of food. If the drug were administered at the start of a 14 day trip [the typical 2 weeks normal life support for a 1 week jump], and the antidote administered at the destination, then 1 person would need 14 x 24 / 60 =5.6 hours worth of air. That qualifies as a short term trip in a shuttle where extended "life support" costs are not charged. You can survive 6 hours without food or water.

Even if you DO NEED Life Support, the Cr 2000 for 14 x 24 = 336 hours will cover 336/5.6 = 60 people for a per person life support cost of only Cr 2000 / 60 = Cr 34 in Fast Drug Passage.

Hmmm, seems to be a discrepancy between TTB and Book 2 (81) where Fast Drug costs Cr 2000.
 
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If a Meson-T inflicts damage on a 200 kDt battleship it's an average of ~4.7 crits giving a ~78% chance of a PP or JD crit and a 12% chance of ship vaporised.

No patching that up and limping anywhere...
Well, no, if it's on the crit table, there's no helping it. But there's only a few rolls, less if it's the smaller N mesons, and the M Drive can get hit there as well, which it can't on the main damage table. The results from the crit table will almost certainly result in special circumstances, but for only a few rolls, you can't really apply statistics to it. You just have to plan around possibilities. Which I suppose may include towing a 500,000T hulk.
 
So ... you'd need some rules covering external towing? :rolleyes:
So MgT1 has a thing called Docking Clamps which, if large enough, will allow anything to be towed.
Interplanetary only, or would you be needing to tow those "dead" hulks through jump space too? :unsure:
If it can be towed, I imagine that includes into Jumpspace, though of course the rating of the Jump engine has to be spread over the combination of the towing ship and the hulk. And of course the amount of Jump fuel avalable will be greater. Drop tanks are your friend, here.
 
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Which I suppose may include towing a 500,000T hulk.
Believe it or not, there is actually a rule for that:
CT A5 TSC, p35:
Jump Failure: Ships unable to jump because of critical hits on their power plant, jump drive, computer, or bridge present a special problem. If the bridge or computer is out, another ship may be linked to it for jump; the linking ship must have a computer and bridge as least as large as that of the damaged ship, and linking takes one week. Both move at the jump rate of the slowest ship and maneuver is impossible while linked. Roll for breakdown of the link after every jump; repair takes another week. Ships whose power plants or j-drives have been destroyed must either be transported to a starport inside a tender or must be repaired in place. To repair a ship in place, first a message must be sent to a starport capable of repair; a new drive must be transported to the damaged ship; and it must be inserted, taking double the normal repair time (although not double cost).

Bridge or computer failure isn't an insurmountable problem, but drive or power plant failure is a pita.
 
Believe it or not, there is actually a rule for that:


Bridge or computer failure isn't an insurmountable problem, but drive or power plant failure is a pita.
If it's the Tigress, then I forsee a future made into razor blades, it's absolutely not worth the effort to repair. If it's one of my pocket battleships, you can get seven in a Lurenti and take them where you like.
 
"Fast Drug = Cr 200" - MegaTraveller, Imperial Encyclopedia, pg. 67

(For whatever that might be worth.)
It looks like someone decided that the prices for Slow, Fast and Anagathic drugs were too high and dropped them by the time of TTB. I just checked the Facsimile Edition and it has the same prices as my LLB2 (81). My MT Imperial Encyclopedia must be an earlier print as it doesn't have the prices table, but I checked the Errata document and that does have the lower prices.
 
Medical Fast Drug is cheaper, safer and only requires a room full of standard Couches (like on a small craft).
Fast is TL-9. Fast Antidote is TL-12. Without the latter, your passengers are stuck in corpsicle mode for 5 weeks after a 1-jump trip (or could ride out 8 consecutive jumps (4 jumps at the canonical 1 on/1 off cadence) if that's the plan.
 
Aging rolls can take a stat below 2, still perfectly able to play, especially in CT.
Yes, but not much below 2, yes? Legal, sure. Perfectly? I would hesitate to use that term.
An Attribute of 1 is still playable, too. I've had a number of characters I've played with 1's in an attribute.

CT doesn't have much explicit in core about attributes...
STR sets carrying capacity, affects melee to-hits
DEX affects ranged to hits
END is maximum full strength blows per combat
CT-82/83: Int+Edu sets maximum skill levels
STR+DEX+END ≅ HP

a few skills get mods for certain attributes.

So, unless imposing a task system (which, to be fair, many do, and all later editions do) low int is usually little more than a -2...
 
I wouldn't do it, without having a specific character concept in mind.


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Fast is TL-9. Fast Antidote is TL-12. Without the latter, your passengers are stuck in corpsicle mode for 5 weeks after a 1-jump trip (or could ride out 8 consecutive jumps (4 jumps at the canonical 1 on/1 off cadence) if that's the plan.
Yup. IMTU, that's where the Cutter Module comes in handy. Load it with seats and store it at port for the rest of the 60 days (24 hours to the passengers).

Lots of options for the "NEW LOW PASSAGE" (60 days, Cr 750, 2 passengers per dTon ... no death!)
 
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