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Old August 24th, 2014, 04:06 AM
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Default Detached Duty - Scout Ship For Hire "Missions"

I've been working on some ideas for a Detached Duty Scout handout. MgT Book 3: Scout only covers recall missions (but covers them very well), so I thought I'd expand it a bit. Of course, you can use this for any version of Traveller. Here are six basic 'non-official' Missions for a Detached Duty Scout ship.

Scout Ship For Hire "Missions"
1 - Cargo Courier
2 - Passenger Transport
3 - Non-Exploration Charter
4 - Independent Exploration
5 - Paramilitary Operation
6 - "Odd Jobs"

A Referee can roll on this table whenever the Scout Ship and Crew needs a random job. Detached Duty Scout Ships should already be gathering Sensor data in each system in their travels to download at the Scout Bases they visit, so I left out any Survey missions. "Odd Jobs" pretty much covers anything not covered by the first five "missions". These are the more 'civilian' missions of the Scout.

EDIT: These are the non-official, non-government sponsored jobs.
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Last edited by Spinward Scout; August 25th, 2014 at 12:08 AM..
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Old August 24th, 2014, 05:08 AM
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For some "Odd Jobs".

1. Planet survey for a newly settled planet, for resource determination and location.

2. Anti-smuggling patrol for a low-population planet with limited funds.

3. High value, legal small package delivery to an off the beaten path planet.

4. Hunting expedition for the sportsman on a restricted budget.

5. Operating as sort of an inter-system Coast Guard for monitoring ship movements and rescue missions.

6. Intra-system micro-jumps in a large solar system.
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Old August 24th, 2014, 06:19 AM
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I like those, but several of them are more of something that the Scout Service would recall the Scout for. Anything 'official' would probably be a recall Mission. Take a look at my other post about Detached Duty I put up earlier.

http://www.travellerrpg.com/CotI/Dis...ad.php?t=33166

Unless it's not the Scout Service giving them the job...

Your #3 is a Cargo Courier job, not so much an "Odd Job". #4 is a Non-Exploration Charter. I really should write up descriptions for these, I think.
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Last edited by Spinward Scout; August 24th, 2014 at 06:46 AM..
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Old August 24th, 2014, 09:22 PM
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Revenue "cutter" That is collecting fees and such from ships in a system like ones that would otherwise refuel off a gas giant for free. This is something I usually do with more oppressive, high law, higher population systems. The government wants a pound of flesh from every ship that enters the system.

Convoy escort. Merchant ships moving to the next system need protection form piracy, etc., and there is a shortage of regular escorts so several scouts are hired instead.

Picket ship. Jumps along a line of systems between two points patrolling each system with a number of other scouts. Typically 1 to 3 scouts are in a system moving to other systems in the chain. Sort of a cheap early warning system as well as way to monitor what's going on in each system.
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Old August 25th, 2014, 12:08 AM
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The non-official, non-government sponsored jobs, please.
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Old August 25th, 2014, 01:58 AM
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I am assuming that something like a Med Ship use of a scout, from Murray Leinster's Med Ship series would qualify as a charter job?
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Old August 25th, 2014, 02:05 AM
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Quote:
Originally Posted by timerover51 View Post
I am assuming that something like a Med Ship use of a scout, from Murray Leinster's Med Ship series would qualify as a charter job?
The Med Ship series' med ship was a government-sponsored job. I suppose a humanitarian organization might hire a Scout for a mission, though I see them as more likely to hire a freighter to transport a modular clinic.


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Old August 25th, 2014, 02:20 AM
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Quote:
Originally Posted by rancke View Post
The Med Ship series' med ship was a government-sponsored job. I suppose a humanitarian organization might hire a Scout for a mission, though I see them as more likely to hire a freighter to transport a modular clinic.


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For a hurry-up-n-get-there, a Type S can get a person or two and some vaccine or other supplies there in half the time of a Type A (the standard free trader) and for FAR less cost than hiring out a Type A or Type A2.

The Type A or A2 has to be compensated for lost income reasonably well - for a Type A, that's charter rates for at least 75% of cargo capacity if it's on a standard financing as a tramp. (For a line or subsidy, it's actually worse - because you will have to charter the costs for both directions.)

The Op Costs of a Bk 2 Type S are 30 tons of fuel, and about Cr1125 in annual maintenance share, plus a few thousand to motivate the crew... so you can probably charter the one-way trip for about KCr10... KCr20 if they're replaced the IISS Model A JD with a Civilian one.

Under a Bk5 redesign (or the T20 version), you can load a field hospital in its 20 tons of cargo... and it's using only 21 tons of fuel per jump. KCr15 should do it for most crews, and if it can't, you can always attempt to get the local IISS Administrator to reactivate them and assign them the mission...

And the Mongoose version? plenty of cargo space - the corebook one has 8 tons. (And enough fuel for 1j2 +1j1 + 4 weeks. Yeah, they really made it stupidly large fuel.) A more sane version will have 18 cargo tons.
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Old August 25th, 2014, 02:48 AM
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If you double-berth it, you can squeeze up to 8 bodies in a scout. For a merc operation, the air/raft could be armed easily enough - put something interesting on a pintel mount in the rear, or one each port and starboard. That gives you room for a fireteam of 4 men in an armed air/raft with the scout flying high altitude as ortillery, with a gunner, pilot, and a medic aboard the scout and room for one more. Add a couple of low berths if you want to be able to stow a couple of unruly passengers.

Small force, but enough for something like a hostage rescue or a bounty hunter operation, if your merc force has enough of a tech edge on the opposition. 4 men in TL12 combat armor and reflec can be wicked difficult for bandits armed only with assault rifles or low tech lasers, especially if the mercs have thermal image to see by night and chameleon covers to deny that benefit to the bandits. Better still if you can get the higher-tech armor.
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Old August 25th, 2014, 11:40 AM
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Great ideas!
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