|
Post by makofan on Nov 12, 2016 16:04:03 GMT -5
COREWARD GROUP 0104 Penzance, SCOUT SHIP ("owned" by Marci Boudreaux) ffilz , Lady Marie Leroux, Noble Mighty Darci , Marci Boudreaux, Scout brumbar , Abigail Wescoat, Army coffee , Marine, Sir John Corrigan JMiskimen , Scout, Lui Wu NOTES TO HELP PLAYERS -Lui Wu interested in Dialogue and Character Development -Marci Boudreaux interested in exploration/some trading/some smuggling/no drugs though/quite murky and yet not outright pirates, unless of course an opportunity too good to past up comes along -Lady Marie Leroux will at least do things murky with the law, a bunch of us are from Penzance afterall. Lady Marie Leroux is a member of one of the families prominent in one of the three city states -Sir John Corrigan is interested in exploration -Abigail Wescoat is interested in exploration We'll start setting up the background this week
|
|
|
Post by makofan on Nov 12, 2016 16:32:31 GMT -5
You have a Type S Scout ship Scout/Courier (type S): Using a 100-ton hull, the scout/courier is intended for exploration, survey, and courier duties, with many in service throughout known space. It mounts jump drive-A, maneuver drive-A, and power plant-A, giving performance of jump-2 and 2-G acceleration. A 40-ton fuel tank provides fuel for the power plant and provides sufficient fuel for one jump-2. Adjacent to its bridge is a computer Model/1bis. There are four staterooms and no low berths. One double turret with its fire control is installed on the ship's hardpoint, but no weaponry is mounted. One air/raft is carried in a specially fitted hangar within the ship. Cargo capacity amounts to 3 tons. The hull is streamlined. The scout/courier requires a crew of one, assuming the duties of pilot and engineer. Lady Marie Leroux has used her family's money to mount weaponry. You may wish to discuss how it has been armed. Because Lady Marie Leroux is rich, you have 5 MCr worth of software instead of 1. You may wish to discuss what to purchase. You will also need a name for your ship Here is a deck plan Here is a legend for the deck plan Interior Details: The deck plan indicates the interior layout for the typical scout/courier. The staterooms (4, 5, 6, and 7) are large and spacious, an essential consideration when the crew may be forced to spend long hours together. The common area (8) contains recreation equipment, a galley, and eating facilities. The rear section (13) serves many purposes; on scouts, it carries laboratory and sensor equipment; on couriers, it carries communication equipment and data banks; on detached duty ships, it is cleared out and become a lounge for the crew. The forward cargo compartment (20) carries three tons of cargo, and is accessible from just behind the bridge, or from outside. The upper gallery contains the gunnery position (16), a storage area (18) much like an attic, and a forward sensor position (19). The void spaces within the hull (9) contain fuel, pumps, and other equipment. Two specific areas (10) contain the landing feet for the ship, including retraction equipment.
|
|
|
Post by Mighty Darci on Nov 13, 2016 0:27:23 GMT -5
For those with some experience, what do you recommend for armament for the ship?
Something that seems a little odd to me. The scout ship carries enough fuel for one jump, which means that they can only jump to a system that they know will have the facilities to allow them to refuel. Doesn't this put a real crimp into exploration and are there ways to work around the limitation?
Something else that seems a little odd is if you were using a scout ship during war and you jumped into a system where the enemy was (and no way to refuel, because of that) you would not be able to jump back and report the enemies presence. What am I missing here? This seems to be illogical.
Skills in the group:
Hunting-1, Carousing-1, Navigation-1, Grav-Vehicle-1, Vacc-Suit-1, Zero-G-Combat-1, Auto Pistol-0 Pilot-1, Engineering-2, PSR-7, Telepathy-7 Revolver - 3, Cutlass - 2, ATV - 1 Pilot-3, Computer-2, Vacc Suit-2, Jack-of-all-Trades-1, Gunnery-1, Zero-G-1, Navigation-1 Helicopter-1, Carbine-1, Rifle-1, Shotgun-1, Medical-1, Mechanical-1 Vacc Suit - 1. Zero-G - 1. Tracked vehicle - 1. Electronics - 2. Knife - 2. Gambling -1. Medical - 2. Laser carbine - 1. Autopistol - 1. Computer -1.
Am I right in assuming that I cannot function as the pilot and the gunner at the same time? If so, should we consider recruiting Danno Bandini as a second pilot?
Are there any other gaps in the skills we need to operate this vessel or that would be fairly necessary? Should we recruit someone with other skills that none of us currently have?
EDITED to add the skills from a member that I missed the first time I did this post.
|
|
|
Post by coffee on Nov 13, 2016 10:10:24 GMT -5
The fuel thing has been discussed forever. This is simply the way they do it in Traveller.
Facilities for refueling include gas from a gas giant and water from an ocean, so there are places to refuel besides starports.
Strictly speaking, I don't think you can be both pilot and gunner at the same time. But I'll leave that up to the discretion of the referee. If you want a second pilot aboard, Bandini is certainly available. But then I'd withdraw Sir John, since I don't want to play two characters on the same overcrowded ship.
Actually, as I look over the list again, we have two pilots. So that's all right, then.
As far as other skills we could use, electronics springs to mind. As it is, we can fix almost anything that breaks except for electronics. Steward would also be nice, but we should be able to fend for ourselves in such a small ship.
|
|
|
Post by makofan on Nov 13, 2016 10:29:49 GMT -5
Fuel:
For the cautious, jumping to an unexplored system, only jump two parsecs if there is a gas giant prevalent. Otherwise, jump one parsec so that if you get in trouble you have enough fuel to jump back out
|
|
|
Post by Mighty Darci on Nov 13, 2016 13:44:44 GMT -5
The fuel thing has been discussed forever. This is simply the way they do it in Traveller. Facilities for refueling include gas from a gas giant and water from an ocean, so there are places to refuel besides starports. Strictly speaking, I don't think you can be both pilot and gunner at the same time. But I'll leave that up to the discretion of the referee. If you want a second pilot aboard, Bandini is certainly available. But then I'd withdraw Sir John, since I don't want to play two characters on the same overcrowded ship. Actually, as I look over the list again, we have two pilots. So that's all right, then. As far as other skills we could use, electronics springs to mind. As it is, we can fix almost anything that breaks except for electronics. Steward would also be nice, but we should be able to fend for ourselves in such a small ship. I missed that we have two pilots and I also missed one party member and we do have electronics so that is covered as well.
|
|
|
Post by Mighty Darci on Nov 13, 2016 13:45:14 GMT -5
Fuel: For the cautious, jumping to an unexplored system, only jump two parsecs if there is a gas giant prevalent. Otherwise, jump one parsec so that if you get in trouble you have enough fuel to jump back out Wonderful, didn't know how much leeway we had!
|
|
|
Post by Mighty Darci on Nov 13, 2016 13:47:29 GMT -5
Does anyone have any input on armament and defensive options?
|
|
|
Post by coffee on Nov 13, 2016 19:57:34 GMT -5
Missile launchers give the most bang for the buck. They do 1d6 hits, instead of 1 for a laser.
If they hit. ECM can stop them.
Part of me says we should take a mix, a triple turret with 1 missile launcher, 1 laser, and 1 sandcaster. But I've never been able to figure out how sand works.
Another part of me says triple turret with missile launchers. Everything else in space is bigger and better than we are, so our best bet is to fire off a salvo of missiles and run away.
Anyway, that's my Cr 0.02
|
|
|
Post by makofan on Nov 13, 2016 20:38:15 GMT -5
Here is how I am handling sand
SAND 1) Sand is launched in the ordnance phase, and protects the ship launching it until the next ordnance phase, after which it has dispersed too much 2) The -3 DM applies to the first x laser shots, where x is the number of sand cannisters launched
|
|
|
Post by Mighty Darci on Nov 13, 2016 21:14:11 GMT -5
Missile launchers give the most bang for the buck. They do 1d6 hits, instead of 1 for a laser. If they hit. ECM can stop them. Part of me says we should take a mix, a triple turret with 1 missile launcher, 1 laser, and 1 sandcaster. But I've never been able to figure out how sand works. Another part of me says triple turret with missile launchers. Everything else in space is bigger and better than we are, so our best bet is to fire off a salvo of missiles and run away. Anyway, that's my Cr 0.02 The description says: makofan, can we upgrade from a double turret to a triple turret?(what kind of changes and how much can we change) If so, what do you all think about 2 missile launchers and 1 sandcaster. If not what do you think about 1 missile launcher and 1 sandcaster? I agree that running is probably a good idea, but having some defense is not a bad idea either.
|
|
|
Post by makofan on Nov 13, 2016 21:30:57 GMT -5
I will let you upgrade. That is just a generic description. As you are from a corsair planet, your ship was likely upgunned
|
|
|
Post by makofan on Nov 13, 2016 21:55:22 GMT -5
ffilz is probably your most experienced, and due to her rank, Lady Leroux is probably your leader anyway
|
|
|
Post by Mighty Darci on Nov 13, 2016 21:56:00 GMT -5
I will let you upgrade. That is just a generic description. As you are from a corsair planet, your ship was likely upgraded. So then we can go with a triple turret and how do the other team members feel about how we allow the weapons? Going from the suggestions of Sir John Corrigan, I have arrived at the three most likely options IMO 1 missile launcher, 1 laser, and 1 sandcaster, for the laser pulse or beam? 2 missile launchers and 1 sand caster 3 missile launchers What say ye, Lady Marie Leroux, Sir John Corrigan, Abigail Wescoa and Lui Wu?
|
|
|
Post by Mighty Darci on Nov 13, 2016 21:58:30 GMT -5
Do any of you have any suggestions for other things? Does anyone know what supplies we should be gathering? Once we are ready to get started, what capital do we have to use? Are we going to take any trade goods along? We only have a 3 ton Cargo hold so it would need to be something small and in demand.
|
|
|
Post by makofan on Nov 13, 2016 22:16:40 GMT -5
Let it breathe, Darci. I have more background stuff to post, and people need some time to think about the situation
|
|
|
Post by Mighty Darci on Nov 13, 2016 22:40:40 GMT -5
Let it breathe, Darci. I have more background stuff to post, and people need some time to think about the situation Sorry, I am just excited about playing a brand new game (to me at least).
|
|
|
Post by brumbar on Nov 14, 2016 9:09:00 GMT -5
My understanding of the rules on hard points and they we have used them for almost 40 years is one hard point equals 1 weapon type. So you couls have a triple turret of missles but not a single hard point with 3 different weapns.
Please correct me if i am wrong.
If my interpretation is correct i vote for triple missiles. If i am wrong i vote for double missles a single sandcaster
|
|
|
Post by makofan on Nov 14, 2016 9:13:27 GMT -5
Hi brumbar. That must have been a house rule we used, as mixed types are allowed. In fact, in supplement 7 it says "Couriers generally mount a single laser and a single missile rack. Exploratory scouts mount two missile racks"
|
|
|
Post by coffee on Nov 14, 2016 9:16:56 GMT -5
Book 2, p. 30 shows a ship's data card for a Type S Scout Courier. Its single turret lists (B M) for weapons, representing a Beam Laser and a Missile Rack.
|
|
|
Post by makofan on Nov 14, 2016 10:09:08 GMT -5
I think it is important to absorb this information about your home planet, especially as I have made a minor change in teh starport
PENZANCE - The starport is on the surface, interspersed between ragged Mos eisley-type buildings. There is a small town of about 2000 people built among it where the rival pirate factions have their factors. Smaller ships dock at bays that are then sealed and air pumped in. Larger ships (1000+ tons) dock outside and use a connector tube (like from passenger airlines to airport terminals) The 12,000 people on Penzance are clustered around the three cities of North (5000 people), South (3000 people), and Plymouth (2000 people), two at the poles and one hidden in the Great Fastness.
Which city do you want to come from?
There is a scout base on the largest of its three tiny moons whereby MISC corporation attempts to keep an eye on the corsairs who rule the system. Barely 1000 miles in diameter, and 3200 miles at the equator, this barren, cratered rock has a gravity 1/10th that of normal Terran. With no atmosphere, most inhabitants live in huge tunnel cities built in the bottom of craters, where life-giving oxygen is extracted from the rocks. The maintenance on this process is grueling, and carried out by the dregs of society, or the many prisoners taken captive by the corsairs in their raids. There is water ice at the poles, but no free standing water. Deep core drills supply the three main crater cities water. There is no planetary government. The three pirate city-states vie for prominence. No weapons are allowed outside the home. Corsair discipline is strict. The corsair have developed sufficient technology to mine the water and air they need, and to repair starships. They favor laser weapons and reflec armor, except for boarding, where they switch to cutlasses and flak.
Notes - The Penzance pirates are famous for their raids in their Jump-3 ships that they buy from Muskatoon (0101), which they then use to raid that planet and its tributaries. There is no sufficiently organized naval presence in the subsector to challenge their might and destroy their homes from orbit. Due to the environment, all player characters from the environment have Vacc Suit - 1 and Zero G - 1. They also get a +2 DM to enlist in Marines.
I envision the players being a financed expedition to explore this half of the subsector, to see if there are other planets worth establishing a trade route with, or marked for possible exploitation. The corsairs are not adverse to starting a colony off planet in a richer hunting ground. Negotiations with existing governments, or finding lightly defended or governed or populated planets where colonists could thrive would be a big deal. Can you work with that?
|
|
|
Post by ffilz on Nov 14, 2016 12:18:47 GMT -5
Fuel: For the cautious, jumping to an unexplored system, only jump two parsecs if there is a gas giant prevalent. Otherwise, jump one parsec so that if you get in trouble you have enough fuel to jump back out Wonderful, didn't know how much leeway we had! It's also worth noting that a Scout ship doesn't need to worry about unrefined fuel, and is streamlined. So we can "safely" refuel at a gas giant, and refuel for cash at a Class D or better star port. So no J-2 jumps into a Class E or Class X that doesn't have a gas giant... Almost no Traveller ships have enough fuel for more than one jump (of the full jump number), at 10% of the ship tonnage per jump number for a jump, plus 10 tons per Pn for power plant (Scouts as the smallest ship get hit hard by the 10 tons per Pn..., amounts to 20% of ship tonnage, where a J-1, M-1, P-1 200 ton Free Trader only needs 10 tons of power plant fuel or 5% of tonnage...).
|
|
|
Post by ffilz on Nov 14, 2016 12:21:13 GMT -5
I think it is important to absorb this information about your home planet, especially as I have made a minor change in teh starport PENZANCE - The starport is on the surface, interspersed between ragged Mos eisley-type buildings. There is a small town of about 2000 people built among it where the rival pirate factions have their factors. Smaller ships dock at bays that are then sealed and air pumped in. Larger ships (1000+ tons) dock outside and use a connector tube (like from passenger airlines to airport terminals) The 12,000 people on Penzance are clustered around the three cities of North (5000 people), South (3000 people), and Plymouth (2000 people), two at the poles and one hidden in the Great Fastness. Which city do you want to come from?There is a scout base on the largest of its three tiny moons whereby MISC corporation attempts to keep an eye on the corsairs who rule the system. Barely 1000 miles in diameter, and 3200 miles at the equator, this barren, cratered rock has a gravity 1/10th that of normal Terran. With no atmosphere, most inhabitants live in huge tunnel cities built in the bottom of craters, where life-giving oxygen is extracted from the rocks. The maintenance on this process is grueling, and carried out by the dregs of society, or the many prisoners taken captive by the corsairs in their raids. There is water ice at the poles, but no free standing water. Deep core drills supply the three main crater cities water. There is no planetary government. The three pirate city-states vie for prominence. No weapons are allowed outside the home. Corsair discipline is strict. The corsair have developed sufficient technology to mine the water and air they need, and to repair starships. They favor laser weapons and reflec armor, except for boarding, where they switch to cutlasses and flak. Notes - The Penzance pirates are famous for their raids in their Jump-3 ships that they buy from Muskatoon (0101), which they then use to raid that planet and its tributaries. There is no sufficiently organized naval presence in the subsector to challenge their might and destroy their homes from orbit. Due to the environment, all player characters from the environment have Vacc Suit - 1 and Zero G - 1. They also get a +2 DM to enlist in Marines. I envision the players being a financed expedition to explore this half of the subsector, to see if there are other planets worth establishing a trade route with, or marked for possible exploitation. The corsairs are not adverse to starting a colony off planet in a richer hunting ground. Negotiations with existing governments, or finding lightly defended or governed or populated planets where colonists could thrive would be a big deal. Can you work with that?Sounds good. How about Plymouth (the smaller city might explain why we are exploring in a Type S scout instead of one of those J-3 Corsairs. Frank
|
|
|
Post by makofan on Nov 14, 2016 12:23:37 GMT -5
Awesome. I see Plymouth as a renegade city, with a strong ruling faction dedicated on expanding somehow, somewhere. It does not like fly-overs, and its crater is heavily ringed with robotic-controlled anti-ship missile emplacements and pulse lasers.
|
|
|
Post by ffilz on Nov 14, 2016 12:25:44 GMT -5
ffilz is probably your most experienced, and sue to her rank, Lady Leroux is probably your leader anyway At least in fiction, pirates have some level of democracy on board. Clearly Marci is our Captain, so probably Lady Marie has the role of 1st Mate for having provided the financial backing to upgun and by more software. The 1 missile, 1 sand, 1 laser turret appeals to me, gives us flexibility, and the laser is probably the most useful if we get into trouble down planet.
|
|
|
Post by makofan on Nov 14, 2016 12:29:28 GMT -5
For type of laser, pulse laser hits harder, but beam is better for shooting down missiles as it is more accurate
|
|
|
Post by ffilz on Nov 14, 2016 12:45:12 GMT -5
ffilz is probably your most experienced, and sue to her rank, Lady Leroux is probably your leader anyway At least in fiction, pirates have some level of democracy on board. Clearly Marci is our Captain, so probably Lady Marie has the role of 1st Mate for having provided the financial backing to upgun and by more software. The 1 missile, 1 sand, 1 laser turret appeals to me, gives us flexibility, and the laser is probably the most useful if we get into trouble down planet. Hmm, we do have a gunner, but if we do missile only, our software package is cheaper, so change my vote to 2 missile, 1 sand, with the following software: Looks like our software package is the following, to get all we need, we need to pool 100,000 CR from our cash (or we can drop Anti-Hijack)... Program Space Cost (Mcr) Maneuver 1 0.1 Jump-1 1 0.1 Jump-2 2 0.3 Navigation 1 0.4 Generate 1 0.8 Anti-Hijack 1 0.1 Library 1 0.3 Target 1 1.0 Launch 1 2.0 ---------------------------- Total 5.1
In combat, we will have Maneuver, Target, Launch, and Generate loaded. If we need to flee, while Generate is computing our jump, we will have to physically swap out programs to load up Jump and Navigation. It would be nice to add Auto Evade but at 500,000 CR, we would have to sacrifice too much other software to get it.
|
|
|
Post by ffilz on Nov 14, 2016 14:21:56 GMT -5
In thinking about gear, is Combat Armor available to us? Lady Marie Leroux has three High Passage that can be sold for 24,000 CR, leaving here with 34,000 CR to spend on gear...
|
|
|
Post by makofan on Nov 14, 2016 14:50:02 GMT -5
Combat Armor is not available at your tech level. I think you would have to loot it off the dead bodies of trained ground forces of a higher tech level than you. Sounds like an adventure...
|
|
|
Post by ffilz on Nov 14, 2016 15:02:48 GMT -5
Combat Armor is not available at your tech level. I think you would have to loot it off the dead bodies of trained ground forces of a higher tech level than you. Sounds like an adventure... Ah yes, didn't think about that. Though Muskatoon, where Penzance gets it's ships from only has law level 4...
|
|