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What ships you you have the PC's fly/own?

Meeko100

SOC-11
Just a thought, what types of ships do the PC's in your campaigns fly/own/lend/"Lend" *cough cough*?

I personally have the guys running a Fast Trader from the MgT Traders and Gunboats with some mods to stuff a Hyperdrive from the Core in.
 
A 600 tonne custom version of the Fat Trader. That is used to haul expensive cargoes. Since it is carrying the maximum amount of turrets.
 
Campaign ships have included a Type SJ (S converted to a Seeker and halfway back), something like a Type R (using the Marava huge deckplans instead), my own take on a Corsair (for deckplans, that is), the SJG dual Cutter Module carrier, a Solomani Bulk Freighter, and an up-sized version of the Possum from Variant fanzine (mine is here in the Gallery).
 
Just a thought, what types of ships do the PC's in your campaigns fly/own/lend/"Lend" *cough cough*?

Generally, Type A2s or variants thereof; IMTU I use per-parsec haulage rates (instead of "per Jump"), which makes operating an A2 in the freight-plus-trade-and-speculation business somewhat more economically feasible.

If, however, I end up deploying a campaign scenario that is not centered around mercantile activities, with its 60+ dtons of payload capacity the basic A2 can be converted to a variety of purposes: dual Cutter Module haulage (allowing different configurations on the fly for different applications/missions/schemes), prospecting (there is plenty of room for vehicles and ore and supplies in the hold if you are not hauling cargo), safari/exploration expeditions (after you drop in the requisite vehicles, plus capture tanks and/or survey equipment, slap up some mahogany panelling and throw down some animal-pelt area rugs as desired), or even a fairly decent yacht for rich hipsters who have a flair for the ironic.

Also: an A2 tramping around the subsector can be a perfect cover for Black Ops, but you didn't hear it from me.

Add a 20-dton collapsible tank or two, and an intrepid band can handle the occasional Jump-3 or Jump-4 stretch in a couple of hops.

I find the A2 has enough flexibility to not particularly limit adventure options, yet is small enough to be manageable by PC groups large and small and/or a lone ref whose players inevitably bring to mind the phrase "herding cats"...
 
Aside from a modified Sulieman Class Scout-Courier and an Animal Class Safari Ship, my players came into possession of a ship 'native' to MTU, a 200Ton Acinonyx Class Fast Courier.

Said ship was a joining of a refitted X-boat and a 100Ton annular 'wing' (ring), the more developed design had the jump-drive relocated to ring and a docking 'slip' for a ship's boat in that now-available location.

1_FC_MK-0.jpg


http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=32227
 
I would sometimes allow my PCs to "acquire" a ship of my own design, the Sidewinder-class Fast Packet, a custom 200-ton ship designed to get a few "passengers" or some "small cargo" where you needed it, with minimum in-system time.

A Book 2 ship with some Book 5 armor, Jump-2 but 6-G, minimal payload but strong defensive weaponry (2 triple turrets with 1 x beam and 2 x sand in each), she was my answer to the Millenium Falcon.
 
Unless player characters are sub-contracted by established corporations with guaranteed wages and upkeep, the tendency to work in gray areas of legal commerce is almost a necessity for independent owner-operators.

Not so much suggesting piracy but low profile transport of goods and passengers a certainty.
 
The whole range of "Adventurer-class" ships over the years - I have the FASA supplements, so those are in the mix as well. I've even had characters with a "Emissary-style" Kinunir-class cruisers.

The bigger ships tend to be adventure/campaign specific though. Normally it's the standard Scout or Free/Far Trader.

D.
 
100 t scout, 200t Far Trader, long legged (J-2) yacht or 400 t merchant. Anything else would have problem sith shipping économic (unless chartered or supplied by a deep Pocket patron)

"big" ship, (anything beyond 600 t) usually have too many NPC for my taste. They are either PC transparent "robot" or I have to play them, effectively running the ship rather than the adventure.

I tried to run the Leviathan adventure, ,,,,, never again

have fun

Selandia
 
..... "big" ship, (anything beyond 600 t) usually have too many NPC for my taste. They are either PC transparent "robot" or I have to play them, effectively running the ship rather than the adventure. ..... Selandia


I had a non-canon 'rule' that allowed small starships to act as semi-tractors for larger vessels, essentially barges that were outfitted with powerplants, fuel and drives.

The 'tractor', in a particular campaign, was a Sulieman Scout-Courier modified to act as such had what was referred to as a 'slave' pylon installed on it's upper hull. Said pylon allowed a hard-dock to the barge as well as establishing a network connection to 'remotely' monitor and operate it's systems.

I had a house rule that ships acting as 'semis' were limited to a 'trailer' of ten times it's own displacement, i.e. a 100Ton ship could 'haul' a 1000Ton barge.

To 'supplement' the need for additional crew, specifically engineers, barges are equipped with drone and 'astro-mech' type robots for routine maintenance and operations. Mind the engineer overseeing a barge must have skills in Barge Operations and Barge Maintenance, non-canon training but available IMTU.
 
One game I was in we had a heavily automated Lightning Class Cruiser that had been converted into a cargo hauler.
 
Depends.

Well, first there were some ancient Book 2 ships waaayyy back in the day.

Recently, HMS Herald the Marches an 800-ton Diplomatic Yacht, a 1200-ton former Q-Ship ISS Sexy, and my [T5 ATU] version of the ubiquitous Type-S the 100-ton ISV Something Cool. There is also a 600-ton Far Trader M/V Screaming Penny which I have in production.
 
I had a non-canon 'rule' that allowed small starships to act as semi-tractors for larger vessels, essentially barges that were outfitted with powerplants, fuel and drives.

IMYU this is the fundamental economic of liner service. M-Tug(s) (or M-Tender)to tow pod(s) (a.k.a. lighter) to jump point, secure pod to J-Tug. Refill the tanks of the J-Tug ( with fuel from the M-tender ou of a tanker) then the J-Tug jump out. The stand buy M-Tug(s) have already taken the incoming pod(s) to the planet. The M-Tug that brought the pod remains on station to pick the pod from the J-Tug that will come next (24 to 48 hrs). Same thing apply at the other end. The number of Tug to fit the daily or every two day departure Schedule.

Works also with spaceship as powered lighter that reach R-V pts on their own and can speed to planet as soon as they come out of jumps

For all practical purpose, it take the battle rider concept to a commercial usage. The very expensive J drive does not stand idle half the time while goint to and from planet.

Seldom will the J-2 Free trader get the opportunity to enter such a rotation IMTU

have fun

Selandia
 
An IMTU 400-ton ship inspired by Cobra mk3 is very popular among my players. Other than that, we've also had a few Beowulfs, a few type-R's, and a Broadsword. Not all of them at the same time.

Next thing we're shooting for is a refitted former destroyer. No big jump drive anymore, no spinal mount or any other fancy stuff -- but still 3000dt. I just love the idea of managing a large crew.
 
Just a thought, what types of ships do the PC's in your campaigns fly/own/lend/"Lend" *cough cough*?

In CT: Types A, A2, C, R, T, S, K, Y; AHL; 1MTd battleship, 17KTd USS Enterprise (Trek)
In MT: A, A2, Y, S, XT and a bunch of customs
In MGT: Type A, Type R, several customs, and a variant Cutter from hell. (Deckplans on the board.)
TNE: Type Y, Donosev.
T4: Type R, Type A.
T20: Type A, Type R
 
Since I am running the Pirates of Drinax adventure they have the Drinaxi Harrier ship that they are provided with. So far that's all, but I am sure that will change as they go along.
 
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