|
Post by makofan on Nov 12, 2016 16:07:39 GMT -5
RIMWARD GROUP 0810 Atlantia, MERCHANT SHIP (co-owned by Bronson Han and San Halo, 20 years left) erisred , Scout, Bronson Han tetramorph , Merchant, San Halo The Red Baron , Marine, M. Gregoire de Cloudforte flightcommander , Scout, "Buzz" Goudreau hogscape , Army, "Hutch" Ronin84 , Navy, Captain Shelby Lockwood NOTES TO HELP PLAYERS -Bronson Han is interested in exploring new places, experiencing new cultures and meeting new people. He realizes he needs to earn credits to keep body and ship fueled and flying, so he's willing to do various things to earn his way: small package trade and moving mail and people to out of the way systems; take on private survey or contact missions; and even do a little smuggling...in a good cause -San Halo is interested in being an explorer or possibly gritty (but not pirating) merchant type I still have to design your ship. We'll set up all the background this week.
|
|
|
Post by The Red Baron on Nov 13, 2016 18:19:07 GMT -5
I have absolutely no idea how this works.
Do the characters have crew positions aboard the ship a la startrek: Captain, engineer, doctor, pilot, etc?
M de Cloudforte's motives are as follows: Naturalist accompanying the 10082nd Marines Royal stationed aboard Saint-Charles. Honorable discharge with necessary funds to observe and secure specimens of xeno flora and fauna in this sub-sector. A competent taxidermist and swordsman. Room contents aboard ship: sketchbooks, embalming fluid, surgical instruments, cot for sleeping, antique mahogany desk with officer's revolver.
|
|
|
Post by makofan on Nov 13, 2016 20:36:14 GMT -5
You need a Pilot, a Navigator, an Engineer (maybe 2), a Medic, and 0-2 Gunners. Those that can not be provided by the players must be hired NPC's
I plan to write up a background where your ship is subsidized, but you have a long term mission. You will still have lots of freedom. M de Cloudforte will be the ship's doctor. I think your background an concept is awesome
|
|
|
Post by hogscape on Nov 13, 2016 22:09:03 GMT -5
You need a Pilot, a Navigator, an Engineer (maybe 2), a Medic, and 0-2 Gunners. Those that can not be provided by the players must be hired NPC's I plan to write up a background where your ship is subsidized, but you have a long term mission. You will still have lots of freedom. M de Cloudforte will be the ship's doctor. I think your background an concept is awesome Hutch cannot do any of those important jobs but he can lift heavy things and if there's a shotgun in the Ship's Locker, he can defend the landing party and fly an Air/Raft as good as the next man.
He is also ready to laugh at jokes providing someone explains them to him. Slowly.
|
|
|
Post by The Red Baron on Nov 13, 2016 22:34:53 GMT -5
How many people is a (scout?) ship designed to hold?
|
|
|
Post by makofan on Nov 13, 2016 22:37:15 GMT -5
You swapped the scout ship for a merchant ship
|
|
|
Post by makofan on Nov 13, 2016 22:37:28 GMT -5
So the answer is "a lot"
|
|
|
Post by The Red Baron on Nov 13, 2016 23:08:43 GMT -5
Wow, just took a look at the ship rules; a lot to take in!
|
|
|
Post by makofan on Nov 13, 2016 23:26:14 GMT -5
Just play in character, and let the GM handle the mechanics, and you should be good
|
|
|
Post by makofan on Nov 14, 2016 9:27:47 GMT -5
Your Far Trader has been chartered for the next year by a mercantile megacorp to explore this strange new subsector, I will give more particulars shortly, but in the meantime, here is your ship
Far Trader (Type A2): Using the type 200 hull, the far trader is capable of 1-G acceleration and jump-2. Fuel tankage is 50 tons, and the ship incorporates fuel scoops for gas giant skimming. The bridge is standard and has a computer Model/1bis installed. Your employer has purchased an additional 2 MCr of software. Two tons of fire control support the ship's two turrets. The ship has ten staterooms (three for the crew; seven for the passengers) and four low berths. A single air/raft is carried for various ship duties. The ship itself is streamlined for atmospheric landings. Cargo capacity is 61 tons.
Interior Details: The far trader is constructed on a two level system. Cargo, bridge, and some drives are on the lower level; passengers, fuel, and power plant are on the upper level. The bridge occupies the forward port section of the lower deck. Its two control positions are surrounded by transparent screens allowing a view of forward and above. Note that the lower level extends farther forward than the upper level. Behind the bridge proper is the computer room (2) and a spare stateroom. When fewer than seven passengers are carried, this stateroom is used for the crew on duty; otherwise, it holds a single passenger. A common area (5) is used for passenger reception, after which they use the lift shaft to the upper passenger deck. In flight, the common area is a crew lounge.
The forward starboard section of the lower deck is crew quarters. The spacious captain's cabin (22) has transparent screens along one wall and above as a skylight. Bordering the three cabins is the life support equipment and atmosphere recyclers. Between the crew quarters and the bridge is the forward cargo loading ramp. Although this ramp and door is not equipped with an air lock, it does allow a straight vehicle approach for cargo loading on hospitable worlds.
The upper level forward is the passenger deck. Six passenger staterooms line the outer bulkheads while a large central area (26) provides recreational facilities and galley. The grav plate floor fields for individual staterooms and for sections of common area may be adjusted from 0.1 to 2.0 G, depending on the preferences of individual passengers. Centered above the cargo loading ramp is the ship's air/raft, with easy access and launch from inside the ship.
The center of the ship is occupied by the 61 ton cargo bay. Reinforced deckplanking and strategically placed tie-downs make the bay capable of handling modular cargo containers, palletized shipments, or individually packaged items and bulky mechanisms. Above the cargo bay is the ship's 50 ton fuel tankage. To both port and starboard on the lower level, corridors run the length of the ship, connecting the forward control areas with the aft drive rooms. Each corridor provides access to the ship's turrets, to a cargo air lock, and to the fuel scoop and purification mechanisms. The port corridor provides access to the ship's four low berths. These low berths were originally intended for carrying livestock in the 100 to 400 kilogram range. For this reason, the berths are close to the port cargo lock, and the entire area can be sealed off with hatches and doors in the event that an animal gets loose.
The starboard corridor provides access to the ship's locker, which contains the ship's armory, survival equipment, cold weather clothing, and other essential materials. Aft, the drive rooms contain the ship's jump and maneuver drives, with the power plant mounted transversely on the upper deck.
Weaponry: The ship's two weapons turrets provide tremendous potential for armament in the event that the ship should require it. This ship has been equipped by your employers with a homogeneous mix consisting of one laser, one missile rack, and one sandcaster in each turret. The result is a set of weapons that can respond to many different threats and penetrate the defenses of several different types of targets.
The Air/Raft: The ship's air/raft is a standard vehicle intended to provide the means to run small errands on planet while the ship is in port loading and unloading cargo. Massing four tons, the air/raft is an anti-gravity vehicle capable of lifting four tons, including passengers and cargo. It can achieve 100 kph as a cruise speed, with occasional bursts to 150 kph. In extreme situations, the craft can achieve sub-orbital flight, but this performance requires approximately six hours. All passengers would be required to wear vacc suits, as the air/raft is open and not pressurized. The air/raft operates off capacitors charged from the ship's main power plant. One charge is sufficient for about one week or about 10,000 kilometers of cruising. Recharges take about two hours; since they use energy from the ship they are essentially free.
Peculiarities: The design of the far trader has ship security in mind, and so all passengers are segregated onto a passenger deck. Their access to the bridge and to other areas of the ship is limited. Unfortunately, when a seventh passenger is carried, he or she is berthed adjacent to the bridge. Original specifications did not envision more than six passengers, but the profit motive has led to them being overridden.
Costs and Revenues: The monthly payments for a ship of this type amount to Cr275,729. Further expenses for crew salaries, life support, maintenance, and berthing fees amount to Cr60,714 per month, assuming a jump every two weeks. Fuel is free for the skimming, but would add another Cr5000 per jump when its purchase is required. This type of merchant can gross approximately Cr242,000 per month, assuming a full manifest of middle and low passengers and a full cargo bay at Cr1000 per ton of cargo. Obviously, even with a full load, this ship would be unable to make its payments; it could conceivably come close to breaking even if the crew went on shares and salaries were foregone.Instead, the owner would be required to engage in trade and speculation in order to make up the difference between what the ship normally earns and what must be paid every month. Charters might also seem an attractive alternative. Your employers have chartered the vessel for the next year, making your monthly mortgage payments for you. They have also given you 1000000 Cr for the next year's expenses
|
|
|
Post by makofan on Nov 14, 2016 9:41:59 GMT -5
Deck plans for your ship
|
|
|
Post by ffilz on Nov 14, 2016 12:55:08 GMT -5
Makofan, you might want to look at the computer rules... Having the software for all those weapons is a bit expensive and the computer only has 4 CPU.
|
|
|
Post by makofan on Nov 14, 2016 13:04:41 GMT -5
I guess it is not meant to fight! Now if they come into enough cash to soup up the ship...
|
|
|
Post by tetramorph on Nov 14, 2016 14:26:59 GMT -5
makofan, this is crazy rad. We need a pilot, a Navigator, an Engineer (maybe 2), a Medic, and 0-2 Gunners. Cloud forte is our medic. I think San Halo can serve as pilot. Who have we got for the rest of these rolls: navigator, engineer (or 2) and a couple of gunners? Then we can look around for hiring and recruiting. Can we use some of our money to update software so we can use all our firepower?
|
|
|
Post by makofan on Nov 14, 2016 14:40:22 GMT -5
Navy Captain Shelby is joining you and that gives you enough
Buzz has Medical-1, Pilot-1 Bronson has Jack-o-T-1, Medical-3, Navigation-1, Pilot-1, Engineering-2 Gregoire has Medical-2 San Halo has Jack-of-all-Trades, Gunnery-2, Pilot-1 Hutch is eager
and new recruit Navy Captain Shelby has Engineering-3, Gunnery-2, Jack o Trades-1, Navigation-2
|
|
|
Post by tetramorph on Nov 14, 2016 14:44:01 GMT -5
Okay, so what can Hutch do? Could he do either engineer or navigation so that we could bust up that role for Han?
What about serving as another gunner?
Should we start looking for recruits/hirelings?
|
|
|
Post by makofan on Nov 14, 2016 14:46:43 GMT -5
see my edited post
|
|
|
Post by The Red Baron on Nov 14, 2016 15:56:55 GMT -5
Looking at the skill sets...
Pilot - Buzz Engineer - Bronson Medical - de Cloudforte Gunner 1 - San Halo Gunner 2 - Shelby
Maybe swap Shelby and Bronson depending on if we care more about defenses or engineering.
I'm not sure if the pilot also needs to know how to navigate, but if that's the case, then Bronson should Pilot.
Its San Halo and Bronson Han's ship though, so ultimately the decision is yours.
|
|
|
Post by makofan on Nov 14, 2016 16:02:25 GMT -5
I figure these details will shake out in play
|
|
|
Post by tetramorph on Nov 14, 2016 16:02:51 GMT -5
The Red Baron, this looks good to me. So can Bronson double as engineer and nav?
|
|
Ronin84
Traveler
Playing Shelby Lockwood: Rimward Traveller Group
Posts: 119
|
Post by Ronin84 on Nov 14, 2016 16:06:21 GMT -5
Shelby is pretty well rounded...I think she would be better in Engineering BUT she doesn't mind playing gunner either whatever the crew needs at this point...
|
|
|
Post by erisred on Nov 14, 2016 16:10:16 GMT -5
Looking at the skill sets... Pilot - Buzz Engineer - Bronson Medical - de Cloudforte Gunner 1 - San Halo Gunner 2 - Shelby Maybe swap Shelby and Bronson depending on if we care more about defenses or engineering. I'm not sure if the pilot also needs to know how to navigate, but if that's the case, then Bronson should Pilot. Its San Halo and Bronson Han's ship though, so ultimately the decision is yours. Well, Bron has the Engineering and other "fixit" skills, so he is fine being the Ship's Engineer, but he can backup on the Bridge, too. Eris
|
|
|
Post by makofan on Nov 14, 2016 16:12:15 GMT -5
So you need to buy 3 MCr of software, and name the ship
|
|
|
Post by tetramorph on Nov 14, 2016 16:13:54 GMT -5
How about:
The Rum Runner
?
How do we buy the software? Just say so?
Sorry! First time player!
|
|
|
Post by erisred on Nov 14, 2016 16:37:20 GMT -5
Revised to add Ronin0810 Atlantia, MERCHANT SHIP (co-owned by Bronson Han and San Halo, 20 years left) erisred , Scout, Bronson Han, Air/Raft-2, AutoPistol-1, Cutlass-1, Electronics-2, Engineering-2, Jack-o-T-1, Mechanical-2, Medical-3, Navigation-1, Pilot-1
tetramorph , Merchant, San Halo, Jack-of-all-Trades, Gunnery-2, Steward-1, Bribery-2, Revolver-1, Pilot-1, Vacc Suit-1, Streetwise-1, Wheeled Vehicle-1 The Red Baron , Marine, M. Gregoire de Cloudforte, Cutlass-3 Revolver-1 Shotgun-1 Mechanical-1 Vacc Suit-1, Medical-2 flightcommander , Scout, "Buzz" Goudreau Electronic-1, Shotgun-2, Mechanical-1, Medical-1, Pilot-1, Vacc Suit-1, Ground Car-1 hogscape , Army, "Hutch", Rifle-1, Shotgun-1, Air/Raft-1 Ronin, Navy Baron Shelby Lockwood Age 34, Auto Pistol-1, Engineering-3, Gunnery-2, Vacc Suit-2, Jack-of-Trades, Navigation-2, Cutlass-1, Fwd Observer-1 TAC, Cutlass, 105 000 Cr Pilot - Buzz Goudreau Navigator/Engineer/Gunner - Shelby Lockwood Engineer/Pilot/Medic - Bron Han Gunner/Steward - San Halo Medic - Gregoire de Cloudforte Security - Hutch Okay, we have 2 PC's with Engineering, 2 with Navigation, 3 with Pilot and 2 with Gunnery. I think we're good! | 1st Shift (Lift/Land/Jump) | 2nd Shift | 3rd Shift (sleep hours) | Pilot | Buzz Goudreau | San Halo | Bron Han | Engineer | Bron Han | Shelby Lockwood | San Holo | Navigator | Shelby Lockwood | na | na | Steward/Security | Hutch | Buzz Goudreau | Hutch |
Gunnery (as needed) | San Halo
| Shelby Lockwood
| as backup in training, Hutch
|
Something more or less like this?
|
|
|
Post by makofan on Nov 14, 2016 16:55:30 GMT -5
Computer-1 skill gives you the ability to program computers for a living. You wouldn't need it to use a computer
|
|
|
Post by The Red Baron on Nov 14, 2016 17:03:27 GMT -5
Looks like we have
4 low passage bunks 4 lower deck "crew" rooms 6 upper deck "passenger" rooms
If we cutrently have 6 pcs and are hiring on an engineer, we will have 3 upper deck rooms and 4 low passage beds for rent.
|
|
|
Post by makofan on Nov 14, 2016 17:05:35 GMT -5
Perhaps the engineer is the "company man" - he is supplied by the corporation sponsoring you to keep an eye on the ship and an eye on the expedition
|
|
|
Post by erisred on Nov 14, 2016 17:14:23 GMT -5
How about: The Rum Runner ? How do we buy the software? Just say so? Sorry! First time player! I'm fine with The Rum Runner as the ship's name. As for software, I guess it's open up the LBB-2 and pick out the software. Let's see, we have a Model 1-bis, so we can load up to 4 levels of software, with a limit of 1 for anything except Jump which is 2. Here are a few of the programs from page 41 of Book 2 (81 ed, I think)... 1 | 100,000 | Maneuver | 1, Pilot-1 | 9+ | 1 | 100,000 | Jump-1 | 1, Pilot/Nav-1 | 10+ | 2 | 300,000 | Jump-2 | 2, Pilot/Nav-2 | 11+ | 1 | 100,000 | Anti-Hijack | 1, Tactics-1 | 9+ | 1 | 300,000 | Library | 1, NA | 4+ | 1 | 1,000,000 | Target | 2, Nav-2 | 10+ | 1 | 2,000,000 | Launch
| 1, Gunnery-2 | 11+ | 1 | 1,000,000 | Gunner Interact | 2, Gunnery-2 | 11+ |
IIRC Jump-2 includes Jump-1, so we don't need both. Here's what I think we need, but I could be wrong (Makofan?). Maneuver needed to use Maneuver drive 100,000 Jump-2 needed to use Jump drive 300,000 Anti-Hijack basic security programs 100,000 Library contains local information 100,000 Target required to fire turrets 1,000,000 Launch allows launch of missiles/sand 2,000,000 That's 3.6 million! So, something has to give...
|
|
|
Post by makofan on Nov 14, 2016 17:23:36 GMT -5
Well you could scrimp on Anti-Hijack, or buy everything except Target and then try to scrape up the extra money. Sounds like an adventure...
|
|