Ship Patrons
The
Traveller setting has a somewhat unique advantage for characters: The Ship Patron. This means that you are in such good graces with your former service or other patron appropriate to your past that they have given you the use of a ship, You don't necessarily own the ship - the scout Service, the bank, your wealthy parent, or someone else does, but you have the use of it. Such a patron may also provide additional benefits and responsibilities. Your ship patron should be from the service you served under. The patron
must make sense with respect to your background.
The cost of a Ship Patron is highly variable, dependent upon the jump fuel capacity, jump rating, acceleration, and equipment on the ship. The base cost for a ship with Jump-1, fuel for 1 parsec, 1-G acceleration, that is either streamlined or has a ship's vehicle is 10 points. In addition to the ships listed below, there are many models of ship that could conceivably be the subject of the Ship Patron cost. You will need to lay out your character background and explain how that connects to your ship patron, after which we can calculate the point cost.
Fuel Cap. in Parsecs | Cost |
2
|
+7
|
3
|
+12
|
4
|
+15
|
5
|
+17
|
6
|
+18
|
7
|
+19
|
The standard method for calculating the cost of a Ship Patron is to start with the basic cost of 10 points and add points for the ships's jump fuel capacity in parsecs (regardless of how many jumps it takes to go that far) according to the table to the right. To that, add the following:
- For every Jump level after Jump-1 add +4 points.
- For every 1 G of acceleration above 1 G, add +2.5 points.
- If the ship has a vehicle to get to the surface and is streamlined add +2.5 points.
- If the ship has 5 low berths, add +1.5 points.
- For every 10 additional low berths after the first 5 add +0.5 points.
- If the ship has fuel scoops, add +2 points.
- For the first armed turret, add +5 points.
- For each additional armed turret, add +2.5 points.
- For every 3 tons of cargo capacity, add +1 point.
- For every 6 spaces of staterooms suitable for commercial passenger service after the first 3 staterooms, add +1 point.
Characters with common background elements can split the cost of a Ship Patron; for example, two former members of the IISS could split the point cost of a scout/courier or seeker as a patron. In the case of larger ships, splitting the point cost is almost necessary to avoid the cost becoming prohibitively expensive.
Specific costs for some of the more common Ship Patrons are:
Suleiman-Class Scout/Courier: 23 points.
A character who has served at least 12 years in the Imperial Interstellar Scout Service may receive a 100 ton Scout as a mustering out benefit. The ship is under the character's control and may be used as they wish, but it is subject to several restrictions. The user is responsible for all costs and maintenance. He and his ship are subject to recall to active service at the discretion of the IISS and must consequently inform the IISS of their location each time they enter a starport. This reduces the ship cost by 5 points. The ship is not fitted suitably for commercial passenger service. The turret is not armed when provided to the user. Any armaments desired must be added at the user's expense. These ships commonly have a three man crew of pilot, copilot, and engineer.
100-ton streamlined hull. DR 200, Basic stealth, Basic Emissions Cloaking, Heavy Compartmentalization, Basic Bridge, Engineering, 20 Maneuver, 3 Jump, 20 Fuel, 1 Space Dock (holds up to 250 cubic feet of air/raft), 4 Staterooms, Utility, 2 Fuel Processors, Turret, 12.5 cargo (+3 in turret). 15,000 HP. Acceleration 2 G, Jump-2, carries enough fuel for 2 parsecs worth of Jump. Cost 26.4 Mega Credits.
Suleiman II-Class Seeker: 29 points
Some former scouts are issued a Suleiman II-class ship. This uses an identical hull as the scout-courier, but has been modified for use as a mineral surveyor and similar duties. The user is responsible for all costs and maintenance. He and his ship are subject to recall to active service at the discretion of the IISS and must consequently inform the IISS of their location each time they enter a starport. This reduces the ship cost by 5 points. The ship is not fitted suitably for commercial passenger service. The turret is not armed when provided to the user. Any armaments desired must be added at the user's expense. These ships commonly have a three man crew of pilot, copilot, and engineer.
100-ton streamlined hull. DR 200, Basic stealth, Basic Emissions Cloaking, Heavy Compartmentalization, Basic Bridge, Engineering, 20 Maneuver, 3 Jump, 20 Fuel, 1 Space Dock (holds up to 250 cubic feet of air/raft), 2 Staterooms, Utility, 2 Fuel processors, Turret, 20.5 Cargo (+3 in Turret). 15,000 HP. Acceleration 2 G, Jump-2, carries enough fuel for 2 parsecs worth of Jump. Cost 26.4 Mega Credits.
Beowulf-Class Free Trader: 36 points
A character serving a minimum of 12 years in the merchant as a previous career may have acquired an interest in a starship. This will probably have soaked up all of his free cash. In addition to the point cost for the ship, the loan to the bank (payments of 240
th of the purchase price, due monthly) results in a -5 point reduction in cost. These ships commonly have a six man crew of pilot, navigator, sensor/comms operator, steward, and two engineers. One of the crew usually doubles as a pilot for the air/raft typically carried in the cargo hold. The turrets are not armed when provided to the user. Any armaments desired must be added at the user's expense. Custom modifications are common, and the interior layout of a Beowulf-class free trader may be radically different from the norm.
200-ton streamlined hull. DR 100, Basic Bridge, Engineering, 16 Maneuver, 4 Jump, 20 Fuel, 5 Low Berths, 10 Staterooms, Utility, 2 Fuel Processors, 2 Turrets, 69 Cargo (+6 in the Turrets). 22,500 HP. Acceleration 1 G, Jump 1, carries enough fuel for 1 parsec worth of Jump. Cost 28.8 Mega Credits.
Empress Marava-Class Far Trader: 38 points
A character serving a minimum of 12 years in the merchant as a previous career may have acquired an interest in a starship. This will probably have soaked up all of his free cash. In addition to the point cost for the ship, the loan to the bank (payments of 240
th of the purchase price, due monthly) results in a -5 point reduction in cost. The Empress Marava class far trader has greater Jump capacity than the Beowulf-class far trader, but has less cargo space and can carry fewer passengers. These ships commonly have a six man crew of pilot, navigator, sensor/comms operator, steward, and two engineers. One of the crew usually doubles as a pilot for the air/raft typically carried in the cargo hold. The turrets are not armed when provided to the user. Any armaments desired must be added at the user's expense. As with the Beowulf-class free trader, custom modifications to the Empress Marava-class far trader are common.
200-ton streamlined hull. DR 100, Basic Bridge, Engineering, 15 Maneuver, 6 Jump, 40 Fuel, 3 Low Berths, 1 Space/Dock (holds up to 250 cubic feet of air/raft), 10 Staterooms, Utility, Fuel Processor, 2 Turrets, 48 Cargo (+6 in the Turrets). 22,500 HP. Acceleration 1 G, Jump 2, carries enough fuel for 2 parsecs worth of Jump. Cost 37.6 Mega Credits.
Vanderbilt-Class Yacht: 33 points
A character who has expended points to acquire a Social Level of 3 or above may buy a 200-ton yacht as a personal interstellar transport. The staterooms are not set up for commercial service. The turrets are not armed when provided to the user. Any armaments desired must be added at the user's expense. These usually carry a crew of nine consisting of a pilot, navigator, sensor/comms operator, two stewards, two medics, and two engineers, although individual owners may decide to vary wildly from this complement. Two of the staterooms are usually merged to form a suite for the owner, and two more are merged to form a lounge area.
200-ton unstreamlined hull. DR 100, Basic Bridge, Engineering, 12 Maneuver, 8 Jump, 60 Fuel, 15 Space/Dock (holds up to 7.5 tons of vessel or 3,750 cubic feet of one or more air/rafts, has two doors), 15 Staterooms, Utility, Vehicle Bay (30-ton ship's boat), 2 Turrets, Fuel Processor, 2 Turrets, 5 Cargo (+6 in the Turrets). 22,500 HP. Acceleration 1 G, Jump 3, carries enough fuel for 3 parsecs worth of Jump. Cost 45.5 Mega Credits.
Animal-Class Safari Ship: 27 points
A character who has expended points to acquire a Social Level of 3 or above may buy a 200-ton safari as a personal interstellar transport. The staterooms are not set up for commercial service. The turret is not armed when provided to the user. Any armaments desired must be added at the user's expense. These ships usually carry a crew of seven consisting of a pilot, navigator, sensor/comms operator, steward, medic, and two engineers, although individual owners may decide to vary wildly from this complement. Two of the staterooms are usually merged to form a suite for the owner, and two more are merged to form a trophy room or lounge area.
200-ton streamlined hull. DR 100, Basic Bridge, Engineering, 11 Maneuver, 6 Jump, 40 Fuel, 15 Space/Dock (holds up to 7.5 tons of vessel or 3,750 cubic feet of one or more air/rafts), 11 Staterooms, Sickbay, Utility, Vehicle Bay (30-ton ship's boat), 1 Turret, Fuel Processor, 5 Cargo (+3 in Turret). 22,500 HP. Acceleration 1 G, Jump 2, carries enough fuel for 2 parsecs worth of Jump. Cost 35.5 Mega Credits.
Broadsword-Class Mercenary Cruiser: 78 points
A character with an extensive mercenary or military background may be able to acquire an 800-ton Broadsword-class mercenary cruiser. Affording such a ship will probably require several characters to have pooled all of their free cash and taken out a loan. In addition to the point cost for the ship, the loan to the bank (payments of 240
th of the purchase price, due monthly) results in a -5 point reduction in cost. The staterooms are not set up for commercial service. These ships usually carry a crew of seventeen consisting of a captain, pilot, navigator, sensor/comms operator, two medics, three engineers, and eight gunners, plus whatever mercenary infantry the ship carries. members of the mercenary complement usually provide the gunners, reducing the crew of the ship to nine. The ship comes equipped with the two modular cutters, but not with the four modules. The user will have to provide the modules at their own expense.
800-ton unstreamlined hull. DR 100, 4 turrets with three 360-MJ lasers each, 2 Turrets with 3 missile racks each, 2 Turrets with 3 sandcasters each, Basic Bridge, Engineering, 175 Maneuver, 32 Jump, 240 Fuel, 1 Space/Dock (holds up to 250 cubic feet of air/raft), 22 Staterooms, Sickbay, 2 Utilities, Vehicle Bay (two 50-ton modular cutters and two spare 30-ton modules), Fuel Processor, 80.5 Cargo. 60,000 HP. Acceleration 2 G, Jump 3, carries enough fuel for 3 parsecs worth of Jump. Cost 222.9 Mega Credits.
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