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Muster out ships by government?

Greetings,

Various life paths award players with a physical ship as opposed to a Ship Share. Typically, Scout, Yacht, Safari, or Lab ship.

Do you as referee adapt those to the players origin? Solomani, Zhodani, Vilani. Each would have their own distinctive styling and what each government thinks is the proper way to go.

What is your take on the starting ship?
 
Different style/design is what you end up with when your game system relies on open-source ship-designers for years. :)

It'd probably be an entirely different gaming experience if LBB2 had included deck plans for the canon ships.
 
Greetings,

Various life paths award players with a physical ship as opposed to a Ship Share. Typically, Scout, Yacht, Safari, or Lab ship.

Do you as referee adapt those to the players origin? Solomani, Zhodani, Vilani. Each would have their own distinctive styling and what each government thinks is the proper way to go.

What is your take on the starting ship?
The CT Alien Modules did have complimentary vessels along those lines to use.
 
Since I don’t 3I I don’t really care about the OTU entities.

But the principle is used.

The scouts are largely one design, but there is an older TL9 tail sitter no inertial compensation/floor gravity version for disfavored scouts, and with additional scout ship rolls one can upgrade to special versions or a scout A2.

Yacht and Safari are interchangeable to me, I’d rather Noble toodle around in the Safari with the holding tanks repurposed. Earth nations still exist so each ‘noble’ yacht can be tailored differently per culture.

Lab ships pretty much standardize on two, primarily the Type L with just J1 capacity but more jump fuel for long term ops. Upgrades would be to no small craft/streamlined versions for expeditionary planetside work.

Two types not listed, the traders and the corsairs.

In MgT2 you get ship shares, I’m talking CT so in the case of Merchants you get an initial Type A ship and 10 years off the mortgage for any extra rolls. The CT Pirate roll gets you a Corsair, although noted as salable for 1/4 its value due to dirty provenance.

In the above cases I would allow extra rolls to be upgrades, A2/300 ton packet/Type R/Type M for trader and upgrades to the Corsair with embarked small craft, than better weapons/computer and finally stealth beyond the specced misdirection equipment.

Standard ship plans for the most part with national merchant service quirks, and corsairs with wildly different schema, including Type R and L variants with concealed greater thrust.
 
Greetings,

Various life paths award players with a physical ship as opposed to a Ship Share. Typically, Scout, Yacht, Safari, or Lab ship.

Do you as referee adapt those to the players origin? Solomani, Zhodani, Vilani. Each would have their own distinctive styling and what each government thinks is the proper way to go.

What is your take on the starting ship?
If they are playing a character that is a different culture or race than the usualy Imperial human, then yes. There are lots of designs used by different groups and races (Humaniti and alien), so it seems appropiate to give the player a choice to fit the character. Some thought should be given though, as some don't fit into the usual Imperial classification - Vargr ships for example, many of their designs are paramilitary pirate ships that double up as freighters, traders or troopships, due to the danger of the Vargr Extents and the Vargr tendency to wing it about what they doing from week to week. You also have the option of giving the player a ship that isnt one of the typical examples; It can sometimes be fun to give them a multi kt freighter, a Liner, a Jump Tug, a Navy surplus Patrol Cruiser or a Broadsword to run.
 
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