• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.

Type-P 1000 Ton Passenger Ship

Jame

SOC-14 5K
Book 2 design. 1000 tons. Jump-2, Maneuver-2, Model/2. 220 tons fuel. 100 staterooms, 30 low berths. 5 hardpoints. 3 launches, 3 speeders. 160 tons cargo. Streamlined. 20 crew, 90 passengers, 30 low. 26 months. 403 MCr, 40.3 architect's fee.

A typical medium-sized passenger ship which services main and feeder ports. Typically has two sections of passenger staterooms: 30 high passage and 60 middle passage. The speeders are used to collect the really high-class passengers (nobles, perhaps, or the ultra-rich). Several variants are in service with different lines; the main differences are in deck layout and decor.
 
Aren't speeders two-seaters? How about a brace of grav limos instead?


BTW, thanks for sparking the thinking with these Book 2 designs. Shades of the old FASA ships here!

John
 
Like I was saying, a good visual for this'd be the Colonial One from the new Battlestar Galactica.

(And I have no pictures, just a miniature from Galoob.)
 
Originally posted by Jame:
A typical medium-sized passenger ship which services main and feeder ports.
Actually, under Book 2, note that it's about the largest "long range" (i.e., more than Jump-1) freight/passenger bulk hauler you can build until you get up to TL13 (cf. Book 3).

They're all over MTU; I call 'em the "Type K" because, in addition to being a derivative of the Solomani Type SK, that's the engine model they mount (omitted in your spec, but I recognized the engineering immediately anyway)...

IMTU, they likewise do the "short" and feeder-route hauling in support of the fat (3Kdtons) TL15, Jump-4 "Type MT" variants running the backbone routes.

It's a very useful design.
 
I like the ship - it looks like it would make an excellent setting for several adventures.

A couple of thoughts for its use:

Potential use 1 (PCs do not have a ship currently):
Typical liner used by the PC's patron for moving the "trouble shooting" team around. Several liners with different names and idiosyncracies(sp?) but the same base layout are used as the means of transport between the various worlds of interest - some adventures aboard ship as well. Maybe the ships are under the patrons direct control making transport of weapons etc fairly easy - or the ships are just the common carrier and the PCs will need to be very careful with concealing any "special" equipment needed for their trouble shooting. {I think I'd like to start a campaign out with something like this - it would provide the necessary ship as well as an excuse to get the group travelling together without compromising the overall feel of the game. If one of the PC's gets a ship in character generation, the ship just happens to be several systems away so they're forced to get use to the Type P right up front and it can be a recurring setting for later adventures.}

Potential use 2: Signal GK with the numerous variants (PCs have a ship):
1) Legitimate distress from misjump or other severe engine/maintenance issue. - An opportunity to earn "brownie" points with a megacorp or noble.
2) Signal legit - but hijackers now have control of ship and would like to add the PC ship to the haul.
3) Signal legit - battle with pirates ongoing.
4) Signal legit - but damage was caused by a sabotage. Can the PCs determine who to trust or will they be the next victims?
5) Signal legit - but some of the passengers are Zho (or Solomani or Imperial etc) spies who think this is a ploy to capture them. They will attempt to hijack the player's ship and leave the liner stranded.
6) The signal is a trap. The liner was taken by pirates several months ago and is being used to lure the PC ship into an ambush.
 
I don't mean to be a stick in the mud (it's a fine design, really), but it seems to me it needs more open space.

You have the one large lounge on the second deck, and what looks like small cafeterias scattered about, but for a dedicated passenger vessel, I'd think there would be more larger spaces to help avoid the "packed in like sardines" effect.

There's one page with a completely empty module. Perhaps you could put a casino, an excercise room, cinema, grand ball room, etc. in to one of those. A large library would be nice. Cigar/smoking room.

Basically, to me it seems the low berthers are the lucky ones here.
 
I don't mean to be a stick in the mud (it's a fine design, really), but it seems to me it needs more open space.
hard to get open space and still stay within traveller rules for deckplans. the four dtons per stateroom just don't go far enough.

adding one row of squares at the crew lounge / passenger reception area, one row of squares at the lounge / bridge area, and one row of squares at the forward bulge of the modules, goes a long way towards making the ship appear more roomy. violates the deckplan rules, but makes for a more spacious feeling while still looking like a traveller ship. I'll do those up and post them later today.

Perhaps you could put a casino, an excercise room, cinema, grand ball room, etc. in to one of those. A large library would be nice. Cigar/smoking room.
takes a much bigger ship, a much lower jump rating, and HG2 rules. this one looks kinda stupid overall, but internally it's pretty good.

http://members.aol.com/flykiller/traveller/davis.html

Basically, to me it seems the low berthers are the lucky ones here.
s'long as they're in the berths, yeah.
 
Originally posted by flykiller:
</font><blockquote>quote:</font><hr />I see that your version does Jump-3 as a minimum?
yes, it has the drives for it, though it must have two fuel modules attached before it can do so. </font>[/QUOTE]So in other words it's a higher tech version. ;)
 
Now, the basic design is nonmodular (sorry, flykiller; not to disparage your plans but I'd need to go draft a new version for it) and unarmed; an upgraded version with a better computer, turrets and weapons would look like this:

Book 2 design. 1000 tons. Jump-2, Maneuver-2, Model/3. 220 tons fuel. 100 staterooms, 30 low berths. 5 hardpoints, 5 double turrets (3 dual sandcasters, 2 dual beam lasers). 3 launches, 3 speeders. 160 tons cargo. Streamlined. 20 crew, 90 passengers, 30 low. 26 months. 417 MCr, 41.7 architect's fee.

The additions are 5 dual turrets, 3 with dual sandcasters and 2 with dual beam lasers and a Model/3 computer, and a higher price tag of 417 MCr. This variant is generally seen on interface routes (and I suspect that one of my fellow players is gonna love this design).

(I usually assume that the architect's fee is what's paid to the architect by the government or the megacorp which commisioned the design and isn't generally passed on to the purchaser aside from whatever markup they can subsume into the design costs.)
 
Back
Top