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Traveller Rules As Written

if you can afford 18MCr for a new computer, what the heck are you doing jetting around the cosmos!? Go to the beach, son!
Interestingly, you can get a second-hand cargo ship for a few million. So apparently people actually do this sort of thing.

https://petronav.net/mpp/mv-harmony-s-1999-blt-6-687-dwt

Though it seems like more of the kind of thing a company would do, and then hire people on cheap to man the ship. If you're an owner-operator things are a lot more uncertain. But that's self-employment for you. Most CT "get a ship, go trade obscure routes" is really the modern day equivalent of you or I today buying that ship above and then heading off to the coast of east Africa and trying to trade all the way up through the Arabian peninsula, through to Singapore, picking up cargo - and passengers! - as we go.

Does it make sense? Probably not - but it's adventurous!
 
Piracy seems like a losing proposition. Any damage taken will cost more to repair than whatever might be gained from captured cargo, and the pirate ship will be out of action until repairs are completed. Spies watching for vulnerable ships taking on worthwhile cargo can help, and luck being in position to match their vector quickly.

If they catch you, fighting off a pirate may be rewarded by government, merchant guilds, or whoever. Maybe taking out a pirate will earn you salvage rights to their ship. The ship will already have a claim against it if they skipped or hijacked it, so the reward will only be a few percentage of ship cost. The hull and everything will be held in escrow until ownership is resolved, which could take months.

If it was paid off and the owner was the pirate, then salvage value would be substantial. That still might not be worth it. You'll be out of action until repairs are completed, and reward held in escrow until such matters can be cleared.
 
Piracy seems like a losing proposition. Any damage taken will cost more to repair than whatever might be gained from captured cargo, and the pirate ship will be out of action until repairs are completed. Spies watching for vulnerable ships taking on worthwhile cargo can help, and luck being in position to match their vector quickly.

If they catch you, fighting off a pirate may be rewarded by government, merchant guilds, or whoever. Maybe taking out a pirate will earn you salvage rights to their ship. The ship will already have a claim against it if they skipped or hijacked it, so the reward will only be a few percentage of ship cost. The hull and everything will be held in escrow until ownership is resolved, which could take months.

If it was paid off and the owner was the pirate, then salvage value would be substantial. That still might not be worth it. You'll be out of action until repairs are completed, and reward held in escrow until such matters can be cleared.
I've read this argument throughout the years I've been on this forum, but the reality is that you can patch up your ship with prefab steel patches. I forget the Adventure or Supplement (Kinunir?). That doesn't fix your drive nor computer, but you really don't need to replace those items, just make them work ... jury rigging or something akin to a temporary fix, then off to your next hunting grounds.
 
I've read this argument throughout the years I've been on this forum, but the reality is that you can patch up your ship with prefab steel patches. I forget the Adventure or Supplement (Kinunir?). That doesn't fix your drive nor computer, but you really don't need to replace those items, just make them work ... jury rigging or something akin to a temporary fix, then off to your next hunting grounds.
The downside of this is you are trusting your lives to something jury rigged.

Astronaut John Glenn is supposed to have said: “My life depended on 150,000 pieces of equipment – each bought from the lowest bidder.”
 
Well, I think the difference between John Glenn and a band of adventurers in the 3I is that during the space race there was a sense of need and purpose to get things right.

I just don't see piracy as being prohibitively expensive. Socially unacceptable, ergo local patrols and a navy, but not without risk-reward.
 
Piracy seems like a losing proposition.
In a FAIR FIGHT piracy is at best a break even proposition (definition of 50/50 fair fight) ... which is why any pirate worth their space is going to fight as UNFAIRLY as possible.

Better maneuver drives so their prey cannot escape (easily).
Better weapons.
Better computer.
Better crew (starting with a boarding party).
Better intel on which ships have what aboard, where they come from/are bound for, crew sizes, ship class, etc.

Stack the deck in your own favor as much as possible ... choose your target(s) wisely ... and then strike.

There's a reason why most Corsair type ships are superior combatants than your average Free/Far/Fat/Flatulent Trader starships ... and why I like to design 5-6G Fast Couriers capable of outrunning them in the event of an encounter.

Of course, that just in turn means that my ship designs wind up making pretty decent pirates themselves if they're so inclined to turn to the Dark Side of the merchant trade ... :cool:🏴‍☠️
 
I just don't see piracy as being prohibitively expensive.
Well, at its face, a successful hit in combat is about 700KCr in repairs (this number swings wildly, they can go as high as 10MCr). A random free trader with 82 tons of cargo is, ostensibly, worth 82,000Cr, but since it's black market and fenced, it's worth, maybe, 40% of that. Perhaps there's some speculative cargo. That also assume they can take all of the cargo.

In '77 Book 2, a pirate was either a Scout ship or a Merc Cruiser. A Scout ship has to be maintained just like anything else, and we'll crassly assume that the ship is not being maintained by the Scout service. So, that's 11,300Cr every two weeks stashed in the bank for maintenance. But a Scout ship only has 3 tons of space, so 3,000Cr of cargo. Not looking good right out of the gate, and we're not including to crew (which we assume are working for shares, not salary). But there's also the life support costs. 3,000Cr of cargo aren't going to put a dent in those.

The Merc Cruiser is worse. 172KCr in Maintenance every 2 weeks. At least the hold can hold 80 tons of the cargo.

Still a losing proposition.

Obviously they cherry pick the finest goods, but even then they don't get full rate for them. It costs time and money to funnel goods to the shadier trade bazaars of the Imperium.

Of course if they're ripping ship parts out of their victims (power plants, computers), those should be valuable and fungible. But certainly take more time to remove than handy, prepackaged cargo pallets an containers. Plus whatever petty cash, jewelry, and watches they may get from the passengers and crew.

But ships are expensive to run, fuel, maintain, and crew.
 
The pirate doesn't sell the cargo for freight rates, they crack it open and sell the actual goods...

which begs the question of what the free trader captain does if they find out their hold is full of computers, electronics etc?
 
Well, at its face, a successful hit in combat is about 700KCr in repairs (this number swings wildly, they can go as high as 10MCr). A random free trader with 82 tons of cargo is, ostensibly, worth 82,000Cr, but since it's black market and fenced, it's worth, maybe, 40% of that. Perhaps there's some speculative cargo. That also assume they can take all of the cargo.

In '77 Book 2, a pirate was either a Scout ship or a Merc Cruiser. A Scout ship has to be maintained just like anything else, and we'll crassly assume that the ship is not being maintained by the Scout service. So, that's 11,300Cr every two weeks stashed in the bank for maintenance. But a Scout ship only has 3 tons of space, so 3,000Cr of cargo. Not looking good right out of the gate, and we're not including to crew (which we assume are working for shares, not salary). But there's also the life support costs. 3,000Cr of cargo aren't going to put a dent in those.

The Merc Cruiser is worse. 172KCr in Maintenance every 2 weeks. At least the hold can hold 80 tons of the cargo.

Still a losing proposition.

Obviously they cherry pick the finest goods, but even then they don't get full rate for them. It costs time and money to funnel goods to the shadier trade bazaars of the Imperium.

Of course if they're ripping ship parts out of their victims (power plants, computers), those should be valuable and fungible. But certainly take more time to remove than handy, prepackaged cargo pallets an containers. Plus whatever petty cash, jewelry, and watches they may get from the passengers and crew.

But ships are expensive to run, fuel, maintain, and crew.
I'm not sure I follow. Where does the 700,000 Cr. repair cost come from?

What I remember is that using the old cargo availability and trade table, during our Merchant Prince sessions, our players got unreasonably wealthy ... Erm, I think using a Type-R in conjunction with a type-S; two ship fleet. I can't remember the figures, but some of the stuff really raked in the cash. I just don't recall starship repairs being prohibitively expensive, and life support wasn't costly. If you were running a mortgated ship, like the super majority of people were, then yeah, you're shelling out payments. But kind of the whole idea behind piracy is that you're not paying the mortgage anymore and are thumbing your nose at the banks and creditors.

4 Staterooms on a Type-S is 8,000 CrImp. Fuel I assume is skimmed, and there's probably no maintenance fees unless you're frequenting a freeport that caters to all, and even then it's probably not the 1/1000th of the ship's cost.
 
I'm not sure I follow. Where does the 700,000 Cr. repair cost come from?
It comes from averaging the kinds of hits Free Traders take and how much it costs to repair them. Most hits don't cost anything, but some cost upwards 10MCr. Average is about 700KCr. Median is 0, so it's not likely, but when they do cost, they cost a lot.

Fuel I assume is skimmed, and there's probably no maintenance fees unless you're frequenting a freeport that caters to all, and even then it's probably not the 1/1000th of the ship's cost.
No, the maintenance is probably more expensive. Everything done on the down low and out of the eye of the Man is more expensive, from bribes and corruption if nothing else. If, somehow, the ship is "clean" and can head to any A or B Starport, then it's 1/1000 of the ship price per year.

A drive hit on a Scout ship destroys the drive, which means it must be replaced at 4, 8, or 10MCr depending on which drive is hit. A triple beam turret hit will be, on average, over 1.5MCr to repair. On the type R, a drive hit to repair is going to cost, on average, 6, 12, or 15MCr to repair. These are not inconsequential costs.
 
I guess I'm basing my conclusions off of all of the starship combat we had, most of which resulting in "hull hits". Rarely did anyone get a critical, and a crit meant you downgraded the drive or powerplant by one rating per hit. And it wasn't impossible to repair after the engagement.

Starship combat was not a big thing any of the sessions I was part of, though there were a lot of firefights on board ships. And afterwards it was more or less whip out the patches and welding gear, then soldier on. I just don't recall there being all that many hits to the drive and power plant. I recall on more than one occasion where I and a few other players wondered how you registered crew casualties like in SFB, but I don't recall there being any rules for that. Oh well.

I guess everyone's experience is different. In our sessions piracy seemed very viable and worth the risk.
 
And it wasn't impossible to repair after the engagement.
Those are temporary field repairs to get the system functional (i.e. so you don't die when the power plant is hit in the icy cold of space). Field repairs don't last, and need to be fully repaired at a starport.

Throw 10+ per day of repair attempt with DM +engineering skill of the attending engineers to fix them temporarily. More complete repairs must be made at a starport by qualified personnel.

And yes, there are a lot of hull hits. Hull hits aren't decisive, and folks keep shooting. Eventually something important is hit and the shooting stops, or one of the ships jumps out of harms way.
 
Those of us using Mayday had a limit on hull hits. Mayday sets it as a flat 4. I set it at 1 per 25 tons of hull as a houserule for SSU/MSU (MSU <= 20 kTd - just enough for the Star Trek TOS Constitution class.)
 
Those are temporary field repairs to get the system functional (i.e. so you don't die when the power plant is hit in the icy cold of space). Field repairs don't last, and need to be fully repaired at a starport.

And yes, there are a lot of hull hits. Hull hits aren't decisive, and folks keep shooting. Eventually something important is hit and the shooting stops, or one of the ships jumps out of harms way.
Exactly, wait until you have to replace that hull at a starport. 🥺
 
Best and cheapest way to repair hail damage to a ground car requires:
  1. A bright hot sunny day
  2. Water ice
Leave the ground car out in the sun. You want the sunlight to warm up the hull armor (the hotter the better).
When the vehicle is nice and hot to the touch, get water ice (cubes from the freezer will work).
Simply put the ice into the dimple in the armor and the thermal differential will cause the hail dent to pop right out, leaving a nice smooth surface.
 
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