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  • File :1241120751.jpg-(46 KB, 568x705, 200dt liner variant.jpg)
    46 KB traveller Anonymous 04/30/09(Thu)15:45 No.4444293  
    i need more deckplans for Traveller,
    and homemade, would be nice
    >> Ouchies 04/30/09(Thu)15:55 No.4444379
         File :1241121301.jpg-(419 KB, 1414x2000, 2_Eucles_courier.jpg)
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    >> Ouchies 04/30/09(Thu)15:55 No.4444389
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    >> Anonymous 04/30/09(Thu)16:10 No.4444541
         File :1241122254.jpg-(68 KB, 819x1049, safari.jpg)
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    That shape is too reminiscent of the animal class safari ship.
    >> Anonymous 04/30/09(Thu)16:38 No.4444706
    that reminds me, a bit back someone had said they were going to scan the King Richard book and upload it, anyone know if it ever showed up?
    >> Ouchies 04/30/09(Thu)16:40 No.4444727
         File :1241124055.gif-(253 KB, 3408x2197, 1239157629245.gif)
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    Yah Anon did.
    >> Ouchies 04/30/09(Thu)16:41 No.4444730
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    >> Ouchies 04/30/09(Thu)16:42 No.4444739
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    >> Ouchies 04/30/09(Thu)16:42 No.4444746
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    >> Ouchies 04/30/09(Thu)16:43 No.4444751
         File :1241124231.gif-(68 KB, 3408x2197, 1239158549866.gif)
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    >> Ouchies 04/30/09(Thu)16:44 No.4444755
         File :1241124262.gif-(186 KB, 3408x2197, 1239158683121.gif)
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    >> Ouchies 04/30/09(Thu)16:44 No.4444757
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    >> Ouchies 04/30/09(Thu)16:45 No.4444761
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    >> Anonymous 04/30/09(Thu)16:45 No.4444766
    what's traveller like to play?

    These deck-plans are vital?
    >> Ouchies 04/30/09(Thu)16:46 No.4444774
         File :1241124363.gif-(158 KB, 3408x2197, 1239161216410.gif)
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    Friggin flood detection
    >> Ouchies 04/30/09(Thu)16:46 No.4444777
         File :1241124395.gif-(148 KB, 3400x2197, 1239161449495.gif)
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    >> Ouchies 04/30/09(Thu)16:48 No.4444792
         File :1241124503.gif-(242 KB, 3408x2197, 1239161380891.gif)
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    Awesomeness- but it really depends on the DM more so than most RPGs.

    And no, the deck plans are just for dressing... a little more useful/customizable than a dungeon map - but its nothing more than a play aid. 4Chan seems to love them in general.
    >> Ouchies 04/30/09(Thu)16:49 No.4444802
         File :1241124582.gif-(128 KB, 3400x2197, 1239161607733.gif)
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    >> Ouchies 04/30/09(Thu)16:51 No.4444813
         File :1241124699.gif-(140 KB, 3400x2197, 1239161681511.gif)
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    Also, a point that makes traveller stand out is the nice combat mechanics. Aside from its initiative system, the variances between tech level equipment are pretty pronounced and - as tech escalates, the combat becomes particularly gruesome and lethal.
    >> Ouchies 04/30/09(Thu)16:52 No.4444822
         File :1241124756.gif-(164 KB, 3400x2197, 1239161779151.gif)
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    Friggin flood detection.

    In the spirit of the ANON that scanned it; I submit thee!
    >> Ouchies 04/30/09(Thu)16:53 No.4444827
         File :1241124787.gif-(139 KB, 3400x2197, 1239161872088.gif)
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    >> Ouchies 04/30/09(Thu)16:53 No.4444832
         File :1241124824.gif-(147 KB, 3400x2197, 1239161940247.gif)
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    >> Ouchies 04/30/09(Thu)16:54 No.4444836
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    >> Ouchies 04/30/09(Thu)16:55 No.4444843
         File :1241124917.gif-(196 KB, 3400x2197, 1239163171761.gif)
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    I like the king Richard cause it simplifies the mapping or notation to run a great one off game- TITANIC STYLE.
    >> Ouchies 04/30/09(Thu)16:56 No.4444848
         File :1241124966.gif-(163 KB, 3400x2197, 1239163296254.gif)
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    >> Ouchies 04/30/09(Thu)16:56 No.4444853
         File :1241125002.gif-(166 KB, 3400x2197, 1239163356572.gif)
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    Can you imagine the over head running this thing?
    >> Ouchies 04/30/09(Thu)16:57 No.4444867
         File :1241125067.gif-(186 KB, 3400x2197, 1239163616977.gif)
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    As a player, I'm pretty sure I'd gut it and turn it into a traveling intergalactic zoo.
    >> Ouchies 04/30/09(Thu)16:59 No.4444883
         File :1241125172.gif-(119 KB, 3400x2197, 1239163694660.gif)
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    The more I think about it, that sounds like a great campaingn Idea.
    >> Ouchies 04/30/09(Thu)17:00 No.4444888
         File :1241125205.gif-(198 KB, 3400x2197, 1239163785113.gif)
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    You'd have to catch the nasties your self, naturally.
    >> Ouchies 04/30/09(Thu)17:00 No.4444893
         File :1241125244.gif-(146 KB, 3400x2197, 1239163930570.gif)
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    >> Ouchies 04/30/09(Thu)17:01 No.4444895
         File :1241125277.gif-(206 KB, 3400x2197, 1239164028949.gif)
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    >> Anonymous 04/30/09(Thu)17:01 No.4444899
    Inb4 Leif Garretson
    >> Ouchies 04/30/09(Thu)17:01 No.4444904
         File :1241125319.png-(360 KB, 3400x2197, 1239164522009.png)
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    And there we go.

    Not all of them are in order, sorry. But I hope it's pretty obvious.
    >> Anonymous 04/30/09(Thu)17:06 No.4444938
    Greatly Appreciated Anon! And many thanks to the original Anon that scanned it, wherever he may be, his actions are a credit to us all.

    I love these digital maps, my group has a nice setup with a projector over the table and it makes it Extremely easy to use these maps with miniatures.
    >> Anonymous 04/30/09(Thu)17:09 No.4444966
         File :1241125795.jpg-(57 KB, 717x538, titanic1024pp4.jpg)
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    Lt. Kif Kroker: [Captain Zapp Brannigan wants to change the flight course] This is a pleasure cruise. Our path is decided by the travel agency.
    Captain Zapp Brannigan: That's for schoolgirls. Now here's a course with some chest hair.
    [Draws a meandering line on the chart]
    Lt. Kif Kroker: But that leads us straight through a comet field.
    Captain Zapp Brannigan: Ah, yes. Comets, the icebergs of the sky. By jackknifing off one after another at breakneck speed, we can create a gravity boost, or something.
    >> Anonymous 04/30/09(Thu)17:11 No.4444974
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    >> Anonymous 04/30/09(Thu)17:25 No.4445069
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    What's the luff like in Traveller? and what's a good thing to read to understand it?
    >> Anonymous 04/30/09(Thu)17:28 No.4445087
    >> Anonymous 04/30/09(Thu)17:30 No.4445100

    Yeah, Traveller has fluff.

    Want to fight about it?
    >> Anonymous 04/30/09(Thu)17:42 No.4445206
    Here's an adventure for traveller, read it to get a feel of the setting.

    Fluff can be distilled down to couple hundred thousand years ago, some aliens abducted proto-humans and used them as slave labor. Then the aliens had a huge civil war that effectively wiped themselves out. Couple hundred thousand years later, humans from earth build faster than light drive, find that there's a HUGE human empire out there. War happens. Huge empire collapses. Then a few thousand years of re-expansion later, there's the solmani, humans from earth/sol. The vilani, humans from vland, humans from that huge empire. There's the zhodani, humans who have psichic powers. Then there's a bunch of alien empires bordering the human ones. Though the vilani human empire is huge and it takes a year for a fast ship to travel from the core to the furthest edge.
    >> Anonymous 04/30/09(Thu)19:51 No.4445922
    The traveller fluff is deliberately pretty vague. Though if you want to get into it, I suggest the "Spinward Marches" book. It's to Traveller what Forgotten Realms is to DnD.
    >> Anonymous 04/30/09(Thu)22:11 No.4446841
    bump for Traveller and FASA.
    >> Anonymous 04/30/09(Thu)22:17 No.4446904
    The basic concepts of Traveller (like dungeons, Vancian magic and plane cosmology in D&D) are: no FTL communication, firearms still being the primary weapons of troopers, an interplanetary noble class, the Scout service exploring the universe and free traders plying the routes between planets.

    The 3LBB left it at that: the rest of the fluff is basically the designer's in-house campaign.
    >> Anonymous 04/30/09(Thu)23:43 No.4447665
         File :1241149388.gif-(69 KB, 1773x1409, Ray-class Type-M.gif)
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    KR Scanner Anon here. You are welcome. Those were a royal pain to upload the first time.

    This one is from the files section of the Deckplans Yahoo group. Same stats as the Subsidized Liner, supposedly.
    >> Anonymous 04/30/09(Thu)23:51 No.4447730

    Traveller started generic, and the current edition by Mongoose also starts at that assumption. The setting book to start with at the moment is Mongoose's version the Spinward Marches. Lots of good essays in the front, and a whole sector to play in for the rest of the book.

    If GURPS is your forte, the basic GURPS Traveller book also has an excellent setting primer in it.

    The official setting, known as the Third Imperium, has some 5000 years of vaguely useful history and some "mythology" (the Ancients), and encompasses an area of about 120 sectors. Each sector is about 100 light years "east-west" and 120 light years "north-south". The Third Imperium sits in the center of this, bounded within a 35 sector area. 11,000 worlds.

    Each sector typically has from 200 to 400 worlds, which is normally more than enough room to have a lengthy campaign. I ran a four year game in a pair of subsectors (a sector has 16 of them) and only once hit a border.
    >> Anonymous 04/30/09(Thu)23:56 No.4447765
         File :1241150205.jpg-(308 KB, 1522x1026, Stock Light Modified.jpg)
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    Note that deckplans for other settings are still quite useful.
    >> Anonymous 04/30/09(Thu)23:58 No.4447785
         File :1241150320.jpg-(142 KB, 727x616, Lancer_Class Frieghter.jpg)
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    something I dredged up somewhere.
    >> Anonymous 05/01/09(Fri)00:00 No.4447799
         File :1241150426.gif-(19 KB, 954x727, Yacht - Safari.gif)
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    Because its the original Animal Class Safari ship. The one you posted is the Mongoose version, which is different, but not quite so obviously the Flying Sub...
    >> Anonymous 05/01/09(Fri)00:02 No.4447824
         File :1241150567.gif-(18 KB, 954x727, Merchant - Safari Trader.gif)
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    same hull configured as a trader instead of a yacht (which is basically what the Safari ship is).
    >> Anonymous 05/01/09(Fri)00:02 No.4447826
    It always depresses me that nobody ever, EVER, designs their spaceships with the proper vertical orientation.
    >> Anonymous 05/01/09(Fri)00:06 No.4447853
         File :1241150793.gif-(49 KB, 1024x768, Doughnut Trader.gif)
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    Tail sitters? Traveller assumes safe and simple gravitic drives, so you get more of a Star Wars feel for ships taking off (picture the Millenium Falcon, for example).

    There are tail sitters, but they are fairly uncommon.
    >> Anonymous 05/01/09(Fri)00:09 No.4447871
         File :1241150947.jpg-(414 KB, 2200x3110, 1_barge_Dietrick.jpg)
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    and another.
    >> Anonymous 05/01/09(Fri)00:12 No.4447895

    There is a minority within the Traveller community who love tail-sitters and perpendicular decks. They don't produce much, or at least don't share.
    >> Anonymous 05/01/09(Fri)00:13 No.4447907
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    >> Anonymous 05/01/09(Fri)00:18 No.4447940
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    >> Anonymous 05/01/09(Fri)00:19 No.4447952
    If you get into the science aspects of things [and not the Science!] it makes more sense to have your interplanetary or interstellar spacecraft carry a couple Single Stage To Orbit 'shuttles', than it does to make the entire thing able to land in a gravity well.

    Anyways, I've always had problems with artificial gravity, because it's the sort of technology that is chock full of innumerable unforeseen consequences, yet somehow everyone only manages to use it to provide gravity on their ships. It's never used as a weapon, or in any other capacity. [Seriously, if you can alter local gravity, why can't you simply smush boarders with 9g's of force the second they step aboard?]

    I guess I just prefer my sci-fi without all the handwavium everywhere.
    >> Anonymous 05/01/09(Fri)00:20 No.4447956
         File :1241151636.gif-(225 KB, 821x1535, Blaze.gif)
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    something a bit bigger.
    >> Anonymous 05/01/09(Fri)00:23 No.4447972

    Its called "Grav Pong", and yes, its doable, though the default in Traveller internal gravity is only 2G. That's can be flipped back and forth, however, so the boarders get the know the ceiling quite well.

    It's why most sane folks leave boarding a ship that still has power to the Marines...
    >> Anonymous 05/01/09(Fri)00:24 No.4447979
         File :1241151896.gif-(17 KB, 799x1130, Cobra.gif)
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    >> Anonymous 05/01/09(Fri)00:26 No.4447989
         File :1241152010.gif-(26 KB, 954x727, Mercenary - Cruiser 1 - Deck A(...).gif)
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    Speaking of tail-sitters.
    >> Anonymous 05/01/09(Fri)00:27 No.4447994
         File :1241152049.gif-(26 KB, 954x727, Mercenary - Cruiser 1 - Deck H(...).gif)
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    and the rest of it.
    >> Anonymous 05/01/09(Fri)00:29 No.4448003
    I've been trying to make some deck plans for this ship I designed using the High Guard supplement: A 3000 displacement ton (basically the size of the HMS Dreadnought) light frigate. Here's the stats:

    'Corsis' Class Assault Frigate

    Displacement: 3000 tons
    Configuration: Standard Cylinder
    Crew: 85
    Armour Rating: 8
    Hull Rating: 50
    Structure Rating: 50

    6x Particle Beam Bays
    3x Nuclear Torpedo Bays
    26x Triple Pulse Turrets

    TL11 Fusion Reactor
    Output Potential: 3
    Fuel Capacity: 2 months standard operation
    1x Emergency Generator

    Manoeuvre Drive: Class 3 Gravitic
    Jump Drive: Class 3
    Fuel Capacity: Jump Rating 3

    Sensors: Advanced Military Grade

    Computer: Core/3
    Jump Control/3
    Fire Control/3

    Quarters: 45 Staterooms
    Lifeboats: 29 Escape Pods

    2x Standard Armoury
    10x Repair Drones
    18x Nuclear Torpedoes
    >> Anonymous 05/01/09(Fri)00:30 No.4448009
         File :1241152245.png-(70 KB, 2000x1500, Small Freighter 1.png)
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    another, homegrown this time, tail-sitter.
    >> Anonymous 05/01/09(Fri)00:39 No.4448048

    The first thing to do is list all the components by volume, so you have an inventory of the stuff you'll need to put on the plans.

    If this is a tail sitter, that volume makes a fairly simple 6:1 cylinder. 14 grid diameter circular decks makes for about 75 tons per deck (3m height), or 40 decks. 120 meters tall by 21 meters across. Grid is 1.5 meters, and two squares is a ton.
    >> Anonymous 05/01/09(Fri)00:40 No.4448062
    I've got all the tonnage listed in the notepad document. It just would have been a bitch to include here.
    >> Anonymous 05/01/09(Fri)00:41 No.4448069
    and no, not a tail-sitter. Horizontal, length is greater than its width.
    >> Anonymous 05/01/09(Fri)00:43 No.4448079

    Cool. Just be aware that 3000 tons is a LOT of ship when you are drawing every wall.

    A third of that design is fuel, which helps a lot.
    >> Anonymous 05/01/09(Fri)00:44 No.4448085
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    >> Anonymous 05/01/09(Fri)00:45 No.4448089
    That cylinder still works. The decks are just oriented differently. On graph paper each deck is 80 squares long and up to 14 squares across. Seven decks.
    >> Anonymous 05/01/09(Fri)00:45 No.4448090
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    >> Anonymous 05/01/09(Fri)00:48 No.4448114
         File :1241153314.jpg-(24 KB, 438x400, decks2.jpg)
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    >> Anonymous 05/01/09(Fri)00:50 No.4448125
         File :1241153403.jpg-(1.12 MB, 1567x1428, habitatBig.jpg)
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    * Deck 1: Control Deck. Workstations for Captain, Pilot, Flight Engineer, and Radio Operator. Telescope in the center is for taking navigational sightings through the iris-shuttered astrodome. Note ladderway on the right.
    * Deck 2: Navigation Deck. The large table is the chart recorder. An analog device indicates the spacecraft's current position, which can be compared to the planned position printed on the chart. On the right is the auxiliary astrodome and telescope/tracking camera. On the left is the shower, placed here due to lack of any other place to put it.
    * Deck 3: Crew Deck. The normal crew complement is 30, but the quarters has contour chairs for 60 in case another spacecraft in the expedition has a catastrophic failure. The spare chairs are folded up on the walls and stanchions. To the right is the ship's mess and kitchen.
    * Deck 4: Storage Deck. General storage. Also contains the main electrical distribution panel. The toilet is also located here (but isn't shown).
    * Deck 5: Consumables Deck. Oxygen, drinking water, grey water.
    * Deck 6: Main air lock.
    >> Anonymous 05/01/09(Fri)00:54 No.4448153
         File :1241153648.jpg-(27 KB, 504x504, 14m cylinder cross.jpg)
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    Seven decks looses a lot of space on the lowest. Pic related.
    >> Anonymous 05/01/09(Fri)00:55 No.4448158
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    >> Anonymous 05/01/09(Fri)00:56 No.4448169
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    >> Anonymous 05/01/09(Fri)00:58 No.4448178
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    So you shift the deck by half, and treat the space above and below as fuel space.


    The shirt-guy in the background tells me this is a Battletech dropship. Even the small ones are hueg.
    >> Anonymous 05/01/09(Fri)00:58 No.4448182
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    >> Anonymous 05/01/09(Fri)00:59 No.4448190
    Just started running a Mongoose Traveller game...really enjoying it. The way we put the ship together...the business is basically smuggling illicit goods under the cover of transporting high-class passengers. Anyone have any advice for a new Traveller GM? Any good stories?
    >> Anonymous 05/01/09(Fri)01:04 No.4448208
         File :1241154286.gif-(68 KB, 1609x921, daaku.gif)
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    Random planet generation is a blast, if you have a bit of imagination.

    Pic related.
    >> Anonymous 05/01/09(Fri)01:04 No.4448209

    Make an occasional passenger a real prick. Nosy, privileged, and vindictive. Then they have the hard decision (for players) of offing him or putting up with it for the sake of the deception.

    Note that smuggling is almost entirely defined by the destination world. What is legal one place may not be another.

    Its a big universe; there is ALWAYS a bigger douchbag in a bigger ship who will steal your action if he hears about it.
    >> Anonymous 05/01/09(Fri)01:12 No.4448247
    Important to note that not every ship can land. Just the small ones. Anything bigger than 1000dhton usually carries shuttles or docks with the "high port", the giant space station which serves as the primary spaceport every major world has. A 200,000 dton corporate megafreighter isn't going to land on any planet.

    Players are usually broke hobos using a 200 year old small scout ship so they make due with landing on the planet.
    >> Anonymous 05/01/09(Fri)01:14 No.4448258

    And sometimes that douchebag will be the government (or A government).

    Advice? Hoo boy.

    For every smuggler in a fast ship, there is a Jabba the Hutt expecting said smuggler to make money for him, whether there is an existing debt or not. Dumb criminals get caught, but not all criminals are dumb. PCs are, by definition, dumb.

    Drop a news item regarding an Imperial Ministry of Justice Marshall who was killed on a nearby world. Then follow that up with news stories telling of the shitstorm that descended on his killers... Then spook the smuggling PCs with suspicions that their activities have attracted the MOJ's attention...
    >> Anonymous 05/01/09(Fri)01:17 No.4448275
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    Custom Yacht
    >> Anonymous 05/01/09(Fri)01:23 No.4448313
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    >> Anonymous 05/01/09(Fri)01:24 No.4448319
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    cutaway (1 of 3)
    >> Anonymous 05/01/09(Fri)01:26 No.4448328
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    lower deck (2 of 3)
    >> Anonymous 05/01/09(Fri)01:28 No.4448337
         File :1241155699.gif-(142 KB, 1119x1119, explor2b.gif)
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    upper deck (3 of 3)
    >> Anonymous 05/01/09(Fri)01:29 No.4448340
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    >> Anonymous 05/01/09(Fri)01:29 No.4448342

    One of my players has Gambler 4 and so I had one of their passengers be a wealthy high-powered lawyer with a weak heart and a taste for high-stakes games of chance...basically I'd follow up a Gamble check with a Medic check that might have serious consequences.

    One bet for 100,000 credits: the player and I rolled at the same time, and we both rolled two sixes apiece. I figured the lawyer had one less point of bonus than the player, so I said "the lawyer lays down a four of a kind...but you've got a royal flush. She's so surprised by this that she starts clutching her chest and gasping..."
    >> Anonymous 05/01/09(Fri)01:29 No.4448345
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    >> Anonymous 05/01/09(Fri)01:32 No.4448356
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    >> Anonymous 05/01/09(Fri)01:32 No.4448359
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    >> Anonymous 05/01/09(Fri)01:34 No.4448368
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    >> Anonymous 05/01/09(Fri)01:36 No.4448383
    I always feel compelled to make a millennium falcon, a jump 5 and thrust 6 modified version of a stock ship. Fastest ship in the outer rim.

    There's usually not enough cargo/free space on a free trader to convert it into a jump 6 though.
    >> Anonymous 05/01/09(Fri)01:37 No.4448384
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    >> Anonymous 05/01/09(Fri)01:39 No.4448392
    Since half the ship needs to be fuel at that point, its gotta big big to have any useful payload space.
    >> Anonymous 05/01/09(Fri)01:41 No.4448402
         File :1241156474.gif-(74 KB, 851x837, GIF .gif)
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    Not all ships are pretty...
    >> Anonymous 05/01/09(Fri)01:44 No.4448415
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    >> Anonymous 05/01/09(Fri)01:49 No.4448443
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    >> Anonymous 05/01/09(Fri)01:54 No.4448472
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    >> Anonymous 05/01/09(Fri)02:10 No.4448566
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    >> Anonymous 05/01/09(Fri)02:16 No.4448594

    If you use the hyperspace engine option (fitting, in this case) all you need is the smallest one for a 200-ton ship. With Thrust 6, you'd be shooting along at 6 parsecs a day, 42 times as fast as a Jump 1 ship, hmm.

    For a 200-ton ship, that'd mean 20 tons for the hyperdrive, 11 tons of M-Drive F, 19 tons of Power Plant F, and 12 tons of fuel for two weeks of operation. 62 tons of drives and fuel vs. 38 tons on the standard Free Trader Type A to go 42 times as fast through hyperspace and six times as fast through normal space...probably worth it to a trader...
    >> Anonymous 05/01/09(Fri)02:19 No.4448608
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    >> Anonymous 05/01/09(Fri)02:20 No.4448615
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    >> Anonymous 05/01/09(Fri)02:21 No.4448623
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    >> Anonymous 05/01/09(Fri)02:30 No.4448663
    Do do jump 6, it requires at least 120 tons of fuel (not including the fuel for the reactor). It's doable, but means getting rid of most of the cabins and cargo space, so no passengers. The remaining cargospace would be for shipping computer components and jump drive parts and not water or ores.
    >> Anonymous 05/01/09(Fri)02:31 No.4448667
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    All aboard the fail ship, the subsidized merchant from 1980.
    >> sage 05/01/09(Fri)02:36 No.4448697
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    >> Anonymous 05/01/09(Fri)02:37 No.4448698

    Why is it the 'subsidized' merchant anyway? What is that supposed to mean?
    >> Anonymous 05/01/09(Fri)02:37 No.4448705
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    >> Anonymous 05/01/09(Fri)02:38 No.4448708

    Maybe Han meant "it does JUMP 5 past lightspeed."
    >> Anonymous 05/01/09(Fri)02:39 No.4448711
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    >> Anonymous 05/01/09(Fri)02:42 No.4448728
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    >> Anonymous 05/01/09(Fri)02:46 No.4448750

    Subsector government--or some other org. with more credits than sense--pays all ship's expenses in return for half the reciepts. The idea is to get mail and passenger/cargo service to some of the outlying or low-population worlds that a commercial starship wouldn't consider worth the trouble.

    That's the propaganda anyway.
    >> Anonymous 05/01/09(Fri)02:49 No.4448775

    It means some world that wants a ship to visit regularly regardless of profit or loss is your partner. They pay the mortgage on the ship while you operate it. In return, half of the ship's gross income goes to them. The operator pays operating and maintenance costs out of his share, and runs within a group of worlds set by the subsidizer.

    I don't think Mongoose's edition explains it at all.
    >> Anonymous 05/01/09(Fri)02:51 No.4448794

    That sounds like the kind of contract Halliburton would squeeze out of the DoD.

    Hmm, maybe I'll bring that up with my crew, see if they want to take up some subsector's flag to be privateers instead of just pirates.
    >> Anonymous 05/01/09(Fri)02:52 No.4448801
    Any ship less than 5000 dtons is not economically viable using the common carrier rates for freight. (it's where ship cost, maintenance, fuel and crew costs outweigh any profit that could be earned) Which means that governments of small colonies pay most of the cost of small freighters to haul mail and freight along set routes, keeping those worlds in contact with the rest of the universe. Pretty much jumping back and forth between 2 or 3 stars on a regular schedule. The subsidized M is the generic freighter used for that purpose.

    The larger freighters (10,000+ dton) are invariably owned by megacorporations who haul things by contract using common carrier rates and planned ahead months or even years ahead of time.

    There are smaller freighters, the far and free traders (200dton), but those rely mostly on courier missions and speculative trading for earning their way. They fill the gap for "Colony X's main generator died, we'll pay you 50,000 credits to haul this replacement part. You have a month to reach them before people start dying. You may be ambushed by (colony x's enemy)."
    >> Anonymous 05/01/09(Fri)02:53 No.4448812

    I just started Traveller a few weeks ago with the Mongoose books. Yeah, they never brought that up as an option. Are there any more interesting oversights of that nature that you old-time spacers know about?
    >> Anonymous 05/01/09(Fri)02:54 No.4448814

    Welcome to the Imperium.
    >> Anonymous 05/01/09(Fri)03:01 No.4448861

    A Scout can still get more-or-less permenant unsupervised use of a 100-ton Scout Ship after he leaves the service, right?

    Best "adventure class" ship ever.
    >> Anonymous 05/01/09(Fri)03:03 No.4448874

    All manner of little stuff that I'm unlikely to notice until I go looking for it.

    Subsidized ships are also able to carry mail. It isn't a huge amount, but it does fill the nooks and crannies of the cargo bay.

    One I noticed is that the Snub Pistol is missing all of its specialty ammo. The Snub is the spacer's companion, capable of firing tranq and gas rounds in addition to more traditional forms of lethality.
    >> Anonymous 05/01/09(Fri)03:08 No.4448891
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    Pretty much. Technically, if there's a scout base on the planet or a X-boat messenger tender ship in orbit they have to visit or at least transmit their ship's logs to it. It's how the imperium keeps up to date on stuff inside it's borders. Plus in case of emergencies, they can order the scout ship (and it's crew) to do something, aka: dm decides to give them plot.

    Also: Gurps Traveller, everything you ever wanted to know about trading in the traveller universe.
    >> Anonymous 05/01/09(Fri)03:10 No.4448897
    The maintenance cost for starships is given as 1/12th of 0.1%, to be carried out every month. This is a change from older editions. That 0.1% was payable all at once, once per year, while the ship underwent annual drive recalibration and overhaul. While the Engineer probably has a full-time job in the engine room, I'm still partial to the need to visit a real starport once a year for a second opinion and someone else's eyes on the drives. Among other things, it forces PCs to stay in one place for a couple weeks with NO RIDE. As a referee, you'll find that really useful, or you ain't trying.
    >> Anonymous 05/01/09(Fri)03:19 No.4448929

    There's a whole table you roll on to see if they ask you to carry the mail. Doesn't matter if you're subsidized or not. A load of mail weighs 5 tons and they pay you 25k to transport it.
    >> Anonymous 05/01/09(Fri)03:19 No.4448931
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    Original "Imperial Fringe" traveller adventure book. Introduces the original 100dhton scout/courier (type S). Many of the rules are 30 years out of date, but here it is.
    Want anything else?
    >> Anonymous 05/01/09(Fri)03:24 No.4448964
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    > The subsidized M is the generic freighter used for that purpo

    The Type M is the 600 ton Subsidized Liner.
    The Type R is the 400 ton Subsidized Freighter.

    Amusingly, the Type M is pictured but not otherwise included in the base Mongoose Traveller book. Its in Traders & Gunboats. Horrid deckplan in that book, but the way.

    See Pic instead. The Ray class up-thread is also a Type M.
    >> Anonymous 05/01/09(Fri)03:25 No.4448967
    Yeah, but the idea is the subsidized merchant will land on planet A in the first week of the month. It will land on planet B in the second week of the month. It will be back on planet A in the 3rd week of the month. Flying back and forth over and over on a regular schedule.

    Think less tramp freighter and more regular train service between two cities. Not everyone wants to wait 6 months for the next speculative trader to chance land on their backwater colony.
    >> Anonymous 05/01/09(Fri)03:26 No.4448970

    Ahh, but that monthly maintenance has to be carried out in a real starport...and you can slack on it, but your ship actually starts taking damage if you go too long without and roll poorly.
    >> Anonymous 05/01/09(Fri)03:32 No.4449000

    So have they dropped the traditional "one week in transit, one week in port" schedule? Because going into the shop every two jumps seems a little extreme.
    >> Anonymous 05/01/09(Fri)03:37 No.4449033

    Meh. If your paying an engineer full time and still need to have some "expert" come aboard every month, something is wrong with your engineer.

    The default setting has been in space with the presented technology for 5000 years. They've had fusion power and the jump drive for longer than we have had the WHEEL. I don't buy a monthly specialist call.

    Under prior editions, your jump drive got potentially wonky after a *year*, and the scheduled maintenance stop was for a significant overhaul.

    Now, if you really want to break that into monthly steps, so there is *always* something approaching end-of-life in your engine room (but its a different something each month), go for it. It does make it theoretically more affordable to break it up, but that's sort of the point of having it be a lump sum. If ships were too easy to keep flying there would be no excuse to take the risky jobs some goober offers you at the starport bar *because you wouldn't need the money*.
    >> Anonymous 05/01/09(Fri)03:40 No.4449047

    No, its still a week IN jump and a week between, arranging cargo and passenger transfers. Its a two week cycle, not a one week cycle. Check out the cargo brokering rules. The task of finding cargos takes 1-6 days. A lucky set of rolls and you can go faster if you like, but normally you'll spend 7 days in Jumpspace, a few hours getting to the port, six days offloading and onloading, another few hours getting out to jump point, and the cycle starts over.
    >> Anonymous 05/01/09(Fri)03:48 No.4449080
    That applies to tramp freighters. Subsidized and corporate freighters who ply a regular route have their cargo/passengers ready and waiting as soon as they arrive in system. It simplifies things when everyone knows where the ship will be months ahead of time. They have local offices on the planet which organizes the everything to minimize the amount of time the ship isn't in jumpspace.
    >> Anonymous 05/01/09(Fri)03:57 No.4449113

    > when everyone knows where the ship is supposed to be months ahead of time.


    Remember, they can't call ahead to tell you they're runnning late. Literally, can't.
    >> Anonymous 05/01/09(Fri)04:24 No.4449258
    Heh. Reminds me of a campaign we had as part of a solomani research team. Testing out new and dangerous technologies in an attempt to find that one super-tech that would allow the solomani empire to re-capture terra and the lost territories.
    One of which was a mis-jump drive. A jump drive built around the concept at a mis-jump with even a jump-1 drive could propel a ship 20 or 30 hexes away. In the game, the drive worked, sort of. It had a 36 hex range and would get the ship to a star within 1d6-1 hexes of the destination. It COULD go to where you wanted to be, just was unlikely.
    There was the annic nova adventure, which the team was ordered to examine that ship and salvage it for it's alien technologies.
    There was the first live human testing of a paired jumpgates. That one mostly dealt with spying and security, nothing fundamentally wrong with the gates... other than it would take centuries to move them into position in different star systems.
    There was the attempt at replicating psi teleportation using technology.

    More or less a paranoia campaign, but with fewer clones.
    >> Anonymous 05/01/09(Fri)04:27 No.4449280

    >> Anonymous 05/01/09(Fri)04:29 No.4449293

    I'm considering giving my players the opportunity to blow up, disable or otherwise delay a megafreighter just to give them the opportunity to jump to the next system on that freighter's schedule and haul the most urgent cargo that should have been shipped, at a criminally steep markup.

    What kinds of ships have you folks put together in the Mongoose system? My group settled on a modified Far Trader with a bunch of extra staterooms and luxuries for high-class passenger traffic, and only about 40 tons of cargo capacity, with much of it going for luggage.
    >> Ouchies 05/01/09(Fri)08:43 No.4450325
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    bumpu for great justice
    >> Anonymous 05/01/09(Fri)09:31 No.4450571
    Enjoy dealing with the Paris Hiltons of the galaxy...forever.
    >> Ouchies 05/01/09(Fri)09:38 No.4450607
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    "Hello Miss Hilton, this is your room... yes I know, the furniture will be in shortly. Please don't touch any of the buttons labeled 'Emergency Halt' and don't be alarmed by any flashing lights or alarms. It's normal I assure you. And when the door behind you opens up to the vacuum of space- that's the concierge service. Thank you for flying with us and have a wonderful day!"
    >> Anonymous 05/01/09(Fri)09:46 No.4450646
    I hate the idea of passengers. I would rather rip out the extra cabins in favor of more cargo space. If I've dropped my entire life savings to live out my "retirement" years flying around through space, I want to do it on my own terms. Not having to say "yes sir" and "yes mam" to some rich prats.

    Some radioactive isotopes and weapon components might be dangerous and hard to handle, but at least I don't have to trade dignity for money to load them onto my ship.
    >> Anonymous 05/01/09(Fri)09:55 No.4450701
    Yeah. I don't go much past three or four terms in chargen since I usually play mercs of some sort. You have to hit that spot where you have some experience but aren't such an old fart your heart is going to give out before the PGMP gets you.
    >> Ouchies 05/01/09(Fri)11:02 No.4451015
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    I insist on the eye patch though- even though I might not be injured. But being ligitimately injured is a bonus.

    Everything is cooler with eye patches.
    >> Anonymous 05/01/09(Fri)11:10 No.4451041

    You still have a slightly variable jump duration, a somewhat variable emergence point, leading to more or less emergence-to-planet travel time, and you still have to physically load and unload cargo.

    You also, if Mongoose's maintenance system is in use, have to get work and inspection done every month.

    If everything works perfectly you *might* get a nine day cycle with the maintenance stand-down every three jumps, but that puts a line vessel at a different port for each service.
    >> Anonymous 05/01/09(Fri)11:20 No.4451096
    I /really/ do not like the idea of forced downtime for ships that have live in engineers. Even less so for ships with maintenance drones and a computer running a repair program.
    >> Anonymous 05/01/09(Fri)11:22 No.4451108
    I'm willing to bet that fusion engines have a big "DO NOT OPEN WHILE ENGINE IS IN USE" sticker on the maintenance hatch.
    >> Anonymous 05/01/09(Fri)11:27 No.4451139
    Yeah, look, they don't need to shut down nuclear powerplants every month for a week to get all the nuclear gunk out. I could see it if it was a CrapCo brand reactor that fell off the back of the truck and thus was on sale at a damaged goods discount. Once every decade? Sure, once every year... pushing it. A 75% uptime? No way.
    >> Anonymous 05/01/09(Fri)11:27 No.4451143
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    The idea before Mongoose was that the drives have two classes of replaceable parts. The little stuff, along with tuning and babysitting, is what your engineer(s) handle, as that can all be done while the drives are in use. The second class of short-lived parts have a lifespan like most auto parts: a few years, and are in places or performing functions that dictate that the drives NOT be in use when these parts are being replaced. The second group is what is being evaluated and replaced, along with third-party drive re-calibration and re-certification, once a year. Pic related.
    >> Anonymous 05/01/09(Fri)11:29 No.4451150
    How many nuclear powerplants travel faster than light again? I mean, I have this feeling it's zero, but I might be wrong. I have seen a bit of blue shift coming out of the south these days...
    >> Anonymous 05/01/09(Fri)11:33 No.4451175

    You'll also want to give the hull structure and outside plating a "fine-toothed-comb" inspection. You run into stuff in space.

    Finally, a two week reset for your life support is never a bad idea, especially if your gunnery crew insist on beans and haggis and consider farting a competitive sport.
    >> Anonymous 05/01/09(Fri)11:34 No.4451179
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    I really want to look through Mongoose Traveller - does anyone have it in uploadable format? /rs/ has only supplements.

    Also, this picture reminds me of the time we played a session where we swapped the normal rules for Paranoia's.
    >> Anonymous 05/01/09(Fri)11:39 No.4451196
    Back in my day, megatraveller that is, I could take some 40 year old sulieman scout/courier, spend 6 months traveling into the "dragons be here" part of the map, land on some uncharted planet, stab some 200,000 year old cyborg alien thing who speaks in all consonants with my trusty cutlass, pick up the ancient artifact, and then travel back into known space. AND not worry about my reactor or jump drive dying because it had the "Mongoose seal of Quality"
    >> Ouchies 05/01/09(Fri)11:42 No.4451220

    That's what I always figured too. We are going faster than light afterall. Failure to have everything running properly will cause the crew to spend so long in jump space that they may end up as protonic vapour.

    The time dilation/variance stuff I think is very characterful of the setting.

    Here's an upload:

    -- Buy the book if you can. Support the publisher.
    >> Anonymous 05/01/09(Fri)11:43 No.4451229
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    100 ton 'Suleiman' class Scout/Courier, ship of adventurers.
    >> Anonymous 05/01/09(Fri)11:44 No.4451238
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    >> Anonymous 05/01/09(Fri)11:45 No.4451240
    I've never played Traveller but having read this thread I'd have to agree with this anon that the tech, and the way you're talking about it, seems very high mentainance for those disposed towards a more pulpy adventure.
    >> Anonymous 05/01/09(Fri)11:45 No.4451246
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    >> Ouchies 05/01/09(Fri)11:45 No.4451250
    To be fair, Megatraveller takes place chronologically after Mongoose.

    But alas, as a DM I'm pretty loose with the actual maintenance requirements. So long as X amount of credits are available in maintenance parts and a mechanic was around (and took a moment now and then to flight prep the ship), the ship handles reliably.

    Otherwise, the ship goes all Aloha 243 after awhile.
    >> Anonymous 05/01/09(Fri)11:49 No.4451265
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    >> Anonymous 05/01/09(Fri)11:50 No.4451270
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    >> Anonymous 05/01/09(Fri)11:50 No.4451271
    >Here's an upload:

    >-- Buy the book if you can. Support the publisher.

    You have my thanks.
    >> Anonymous 05/01/09(Fri)11:56 No.4451291
    The ship doesn't straight up fall apart after the first maintenance missed. You have a base 50% chance of degradation which increases as you skip more checks. And the first degradation is unlikely to anything to deadly unless you're suffering damage from a combat or something already.
    >> Anonymous 05/01/09(Fri)11:57 No.4451297
    One of the things rarely realized is how big AND small starships are.

    Traveller's Shuttle (90 tons) and NASA's Shuttle are about the same size.
    The smallest starship (100 tons) is fractionally larger.
    The Free Trader (200 tons) is larger internally than any common commercial aircraft flying today.
    Ships TEN times that size commonly land at Traveller downports.
    The Typhoon class nuclear Submarine is, by best guesses, approximately 3400 displacement tons in Traveller terms, and is about the biggest vessel today that professionally sinks.
    Modern super-freighters are pushing 100,000 tons in Traveller terms, especially with their decks stacked with cargo containers.
    >> Anonymous 05/01/09(Fri)11:59 No.4451308
    I would look at it as a function of what TL the ship was built at.

    Jump 1 is in common use at TL 9. Jump 2 is common at TL 10. Jump 3 is at TL 11... ect.

    So I see TL+0 as vacuum tubes. Unreliable, but gets the job done. A jump 1 ship built at TL 9 would be unreliable and require monthly overhauls to be safe to use. Now suppose the ship was a jump 1 ship built at TL10, equivalent of using transistors and capacitors instead of tubes. More reliable, overhaul every year. Ship built at TL11? Microchips, even more reliable, overhaul every decade. Ship built at TL12, TL+3 three generations after the technology was first invented, completely solid state black box block, overhaul is unnecessary unless damaged.

    In other words, cutting edge ships would need more maintenance than ships using technology that's been refined over thousands of years.
    >> Anonymous 05/01/09(Fri)12:12 No.4451397
    You have inspired me to run a game of Paranoia set on a 'Generations' spacecraft (A la Heinlein's 'Orphans Of The Sky') traveling from Sol to the nearest star at roughly light speed. If it lasts long enough, the players may actually get to the distant star, which will be already populated by humans that arrived there centuries ago using a much more effective warp drive that was discovered in the interim.
    >> Ouchies 05/01/09(Fri)14:18 No.4452422
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    >> Anonymous 05/01/09(Fri)14:44 No.4452661
    Hey, somebdy posted Sir Double Faggot's ones.



    Not really, the Spinward Marches is an area where the imperium is bordered by an entire race of crazy indian/arabic psychics, some fuckers who threaten constantly to blow up their own suns if anyone comes near them, and fucking vargr, which are totally not furry, they existed for twenty years without anyone levelling that complaiOH GOD WHAT DID YOU DO TO SET HIM ORRG

    And there are also a buncha clientstates out there, and some nifty ancient tech.
    >> Anonymous 05/01/09(Fri)14:48 No.4452690
    Spent 2 hours trying to re-create my jump 5, thrust 5 free trader mod. Looks like it's impossible under mongoose rules. 200 ton hull is just too small.
    >> Anonymous 05/01/09(Fri)14:59 No.4452746

    One of my players threw a live hand grenade out the two-stage airlock.

    In Jump Space.


    I need help determining what happens.
    >> Anonymous 05/01/09(Fri)15:02 No.4452772

    Fuel Bladders.
    >> Anonymous 05/01/09(Fri)15:09 No.4452821
    No, I mean it's physically impossible under the mongoose rules.

    E drive is 30 tons for jump, 9 tons for maneuver, and needs a 16 ton powerplant. That's 55 tons taken off the top.
    Needs 100 tons of fuel for jump 5 and 20 tons for 2 weeks of reactor fuel.
    The free trader comes with 4 points of armor, that's 10 tons. Then add 2 staterooms (crew of 4) for 8 tons, and the bridge for 10 tons.

    203 tons. Thats with 0 cargo and no turrets or fuel processors.

    It used to be possible to shrink the size of the engines and powerplant with higher levels of technology.
    >> Anonymous 05/01/09(Fri)15:25 No.4452942
    >> Anonymous 05/01/09(Fri)15:26 No.4452947

    Using the high guard book, building the ship at TL15. Shrinks the jump drive at 95% (cost 110%), maneuver drive at 75% (cost 200%), power plant at 75% (cost 200%)

    Saves 9.25 tons. Swapping the 4 points of crystaliron armor for 3 points of bonded superdense saves an other 5 tons. So 14.25 more tons to play with.

    New ship weight is 188.75

    2 tons of turrets, 4 tons of more stateroom, 2 tons of fuel processors. 3.25 tons of cargo.

    That's more or less the most that can be squeezed out of a 200 ton jump 5/thrust5 hull at TL 15. The thing is 90% fuel and engine, with a small crew pod at the front.
    >> Ouchies 05/01/09(Fri)15:59 No.4453170
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    There was a page in the core book that discussed that. It was a rule called "I open the airlock" or some such (insta death).

    Though, I would first roll out the damage of the grenade against the craft per normal rules. It's highly unlikely to do anything but cosmetic damage.

    Anyhow, if it does manage to damage something, and it was the hull or something, I think it would be a safe call to say the airlock seal itself was damaged.

    Plasma state hydrogen then fills the cabin from jumpspace. You could roll for damage, but at this point you might as well just give gory details about the flames disintegrating everything it touches and rushing through the unarmored bulkheads.
    >> Anonymous 05/01/09(Fri)16:05 No.4453207
    I would be more concerned with the grenade disrupting the very thin and precisely created bubble of hydrogen which is keeping the ship safe in jumpspace.

    As in catastrophic misjump. Roll to see if you continue to exist.
    >> Anonymous 05/01/09(Fri)16:06 No.4453225
    >>4453207 Roll to see if you continue to exist

    Best. GM. Ever.
    >> Anonymous 05/01/09(Fri)16:09 No.4453241
    >That's more or less the most that can be squeezed out of a 200 ton jump 5/thrust5 hull at TL 15. The thing is 90% fuel and engine, with a small crew pod at the front.

    It sounds like this game doesn't take ship mass into account for acceleration, deceleration, maximum speed and maneuverability.

    Let's say you had a 500 ton ship, and gave it the same amount of engines as this 200 ton ship, it would fly just as fast, wouldn't it?
    >> Ouchies 05/01/09(Fri)16:18 No.4453311
    No, not actually. You have a maneuver rating that you spend tonnage for and spending the same amount of tonnage would net a lower maneuver rating.
    >> Anonymous 05/01/09(Fri)16:27 No.4453392
    >spending the same amount of tonnage would net a lower maneuver rating.

    >> Anonymous 05/01/09(Fri)16:28 No.4453402
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    Giving a 200 ton ship an E class drive would give it 5gs worth of thrust. Giving a 500 ton ship an E class drive would mean it has 2gs of thrust. Giving a 1000 ton ship an E drive would mean it has 1g worth of thrust.
    >> Anonymous 05/01/09(Fri)16:30 No.4453423
    And the thrust is how fast the ship moves?
    >> Anonymous 05/01/09(Fri)16:34 No.4453451
    No, thrust is how fast it accelerates (or decelerates), how fast it changes it's velocity.

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