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-   -   Perfect Adventuring starship? (

Murph November 1st, 2004 12:01 AM

Whats your idea of the best ship for adventuring?

Mine: Type T Patrol Cruiser- good legs, enough room for the players, and decent guns. Can be operated with a minimum crew.

Broadsword: A little too big, but still good legs, and expandable.

Anything over 800 tons is too big for a regular party of players to have IMO.

Not Good: Free Trader: Slow, and piss poor jump legs. Same applies to 400 ton Subsidized Merchant.

Far Trader: Poor cargo capacity, still slow, and low jump. Unless you are running a spec trade campaign.

far-trader November 1st, 2004 12:42 AM

My personal favorite, a classic Type MQ 600ton Liner. Good size crew, room for players to count and a few special npcs for the ref to have fun with. A built in mission of keeping your cover as simple subbies running the route until you need to teach some pirate or the comeptition that interferring in your business doesn't pay.

The ship has nice limits, not too fast but good jump legs. The large passenger capacity makes for good interpersonal, always lots of potential.

Next to that probably a DD Type S if the players are few or not into the whole trader thing.

The Type T would be nice for a still in the service Navy or ex-Navy privateer campaign. Actually come to think of it now I'd probably take a Gazelle CE instead, at least as ref, and probably as a player too. That is one ship with some interest.

Michael Taylor November 1st, 2004 01:44 AM

I would kinda like to take the 1000 ton scout cruiser on a LM waaaaay beyond charted space, to rimward to see what's out there.

Falkayn November 1st, 2004 05:10 AM

Custom design is the way to go IMO.

My favourite design so far has been the Hairy Friend yacht.

vutpakdi November 1st, 2004 06:43 AM

Just depends on the style of the campaign. [img]smile.gif[/img]

I think that the standard far trader works just fine for a spec trading and getting into misc trouble campaign. And, being one of the ubiquitous types of ships can be pretty useful (getting lost in a crowd sort of thing). Longer legs and a bigger capacity give a bit more capability, but again, depends on the campaign.


The Oz November 1st, 2004 07:06 AM

I always liked giving my PCs the far trader, or a standard scout, to start out with. I let them work towards owning a bigger ship.

J-1 takes too long to get anywhere, and IMTU too many stars were J-2 apart.

Wayne November 1st, 2004 04:01 PM

I've been using the 400 ton fast trader (j-3) discribed in MTJ-3. Fair legs, good size cargo hold, and a decent set of guns. Will get around to posting the stats and 'home brew' deck plans one day.

Elliot November 2nd, 2004 04:12 AM

Actually imv the players dont get a ship at all - they are employed by a Robin Masters type character (who might be one of the players going by the name of Higgins) and use tickets and charters. That way there is no worry about having to develop useless ship skills in chargen and no need to crew a ship. So the players can get on with adventure.

daryen November 2nd, 2004 08:09 AM

As a player the Type T is my favorite ship. Comparatively fast, long legs, and armed. Plus (in CT, at least) it has some cargo.

But as a GM, I would not allow that ship. Not to start with, anyway.

As a GM, I would provide the use of J2 ship. A Type S if 1-3 characters, a Type A2 if 4-6 characters, a Type R2 if more. (A type R2 is the J2 version of the Subsidized Merchant.)

Colin November 2nd, 2004 12:45 PM

It's a little goofy, but I've always been partial to the Safari Ship. Lots of internal space, neat design, good mix of onboard vehicles. The trouble is what to do with it. In my last group, it was owned by the noble's family, and used for, among other things, ferrying around their prized horses. When it wasn't doing that, the crew could use it to bum around and look for odd jobs. Maintenance was taken care of by the family, they just had to fuel it and keep it going.


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