Traveller ATU: Early Colonization: Common Ships

Early Colonization: Common Ships

The most common ships used by the Navy, Scouts, Marines, Colonial Service in the early days of colonization.

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Modified Drive Table

modified the early part of the table for TL10 and TL11 so early ships have lower jump range

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TL10 A B C D

100    2 2 2 2

200    1 2 2 2

300    # 1 2 2

400    # # 1 2

600    # # # 1

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Scout Service

The scout designs here are based on being able to restrict Drive A to J1 or M1 (instead of J2 and M2) to reduce fuel needs if desired.

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Scout Pathfinder

System astrogation survey

  • class SP
  • 100 dton
  • drives A, J2, M1 (restricted m-drive to minimize fuel) (15)
  • fuel 30
  • bridge (includes computer) (20)
  • 65
  • survey module (8)
  • small medibay (4)
  • small workshop (4)
  • LMS turret (4)
  • raft (in cargo hold) (4)
  • 24
  • 1 crew double stateroom (8)
  • life pod (1)
  • 9
  • Cargo 2

larger state room for long solo trips, can skim and refine fuel

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Scout Ranger Class

for anomaly investigation and ground survey away teams

  • type SR
  • 100 dton
  • drives A: J2, M1 (restricted m-drive to minimize fuel) (15)
  • fuel 30
  • bridge (20)
  • 65
  • small medibay (4)
  • LMS triple turret (4)
  • raft (in cargo hold) (4)
  • 12
  • 4 crew (16)
  • 4 life pods (4)
  • 20
  • cargo 3

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Scout Outpost

  • class AO
  • 100 dton
  • drives A, J2, M1 (restricted m-drive to minimize fuel) (15)
  • fuel 30
  • bridge (includes computer) (20)
  • 65
  • fuel refining (10)
  • small medibay (4)
  • small workshop (4)
  • raft (in cargo hold) (4)
  • 22
  • 1 crew double stateroom (8)
  • life pod (1)
  • 9
  • Cargo 4

provides refueling in early colonization – the outpost will set up by a supply of unrefined fuel and ships can come and take up to 20 dtons at a time from the outpost’s tanks – the outpost then refills

the fuel is provided free for scout service, colonial service etc – occasionally an outpost servicing a research colony or active exploration frontier will be used by a commercial ship passing through e.g. corporate yacht, and these can also be refueled but at the regular price

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Navy

The home world Navy starts off 99% orbital, planetary defenses and system boats with only a few picket duty 300 dton Destroyers capable of jump. Security is handled by the Shore Patrol (military police).

Early exploration showed that some anomaly investigation and “bug hunting” required more fire power than a Scout Service Away Team and this led to the Colonial Cruiser ship design and the formation of the 1st battalion of colonial marines: – originally four squadrons of two troops with each troop transported on a colonial cruiser and intended to operate as an independent unit – the troop itself being a small 12 man platoon comprising: officer, sgt, 2 x heavy weapons specialists and 2 x four man rifle squads in an ATV or assault raft dropped into action via the cruiser’s cutter.

After the disaster at Shudi the Cruiser marine battalions were doubled in size to four squadrons of four troops each for faster casualty replacement. Also further battalion type structures and drop modes were investigated.

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Colonial Cruiser

400 dton warship: well-armed and designed to carry a troop of colonial marines to bug hunts.

  • 400 dton
  • Drives D, J2 M2 (45 dton)
  • Fuel 80+20 (100)
  • Bridge (20)
  • 165
  • Cutter (ATV or Assault Raft) (50)
  • Launch (20)
  • Medibay (8)
  • 3 x LMS triple turrets, 1 x torpedo (16)
  • 94
  • 14 crew (captain, xo, pilot, navigator, 4 engineers, 4 x gunners, 2 x medic) (56)
  • 14 marines (standard troop + cutter pilot and cutter engineer) (56)
  • Life Pods (28)
  • 130
  • cargo 11

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Destroyer

300 dton picket duty – torpedo armed asteroid destroyer, home world has about a dozen

  • 300 dton
  • Drives D, J2, M2 (45)
  • Fuel 60+20 (80)
  • Bridge (20)
  • 145
  • 2 x Launchs (40)
  • medibay (8)
  • workshop (8)
  • 1 x LMS triple turret, 2 x torpedos (12)
  • 2 x torpedo magazines (8)
  • 76
  • 14 crew (captain, xo, pilot, navigator, 4 engineers, 4 gunners, 2 medics (56)
  • Life Pods (14)
  • 70
  • Cargo 9

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Commerical

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Corporate Yacht

Common resources are more profitably extracted from the home system.

Out-system exotics either have mass market appeal or a niche appeal. In the case of mass market appeal it is more profitable for the home world corporations to create a copy e.g. grow a popular exotic in an artificial orbital habitat, than ship it from the source world.

Some corporations have Outsystem Corporate Buyers (OCBs) whose job is to keep track of new exotics as they are discovered so their parent corporation gets the early bonus.

OCBs have been known to get up to shenanigans in pursuit of a good score and a promotion that will get them back home.

  • class Y
  • 200 dton streamined
  • drives B, J2, M1 (25)
  • fuel 40+10 (50)
  • bridge (includes computer) (20)
  • 95
  • meeting room (8)
  • office (4)
  • small medibay (4)
  • small lab (4)
  • 20 (115)
  • launch (20)
  • 2 x rafts (8)
  • 28 (143)
  • 4 crew (pilot, engineer, medic, steward (16)
  • 7 other OCB (double), assistant, gopher, technician/scientist, security x 2, driver/mechanic (32)
  • life pods (4)
  • 52 (195)
  • Cargo 5

OCBs are initially based on the home world but as settlement colonies reach B4 or B5 status corporation will start to open forward offices to base and base their OCB there.

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Supply Ships

These exist in all services in many variations and as technology develops and larger ships become available many are sold off as surplus to commercial operations and Free Companies.

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Near Trader (Freight)
  • type AF
  • 200 dtons
  • drives A, J1, M1 (15)
  • fuel 20+10 (30)
  • bridge (20)
  • 65
  • 4 crew (pilot, engineer, medic, steward) (16)
  • 4 life pods (4)
  • 20
  • cargo 115

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Near Trader (Personnel)
  • type AP
  • 200 dtons
  • drives A, J1, M1 (15)
  • fuel 20+10 (30)
  • bridge (20)
  • 65
  • 4 crew (pilot, engineer, medic, steward) (16)
  • 4 life pods (4)
  • 20
  • 20 personnel (80)
  • 20 life pods (20)
  • 100
  • cargo 15

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Near Trader (Colonists)
  • type AC
  • 200 dtons
  • drives A, J1, M1 (15)
  • fuel 20+10 (30)
  • bridge (20)
  • 65
  • 4 crew (pilot, engineer, medic, steward) (16)
  • 4 life pods (4)
  • 20
  • 100 colonists (low berth / life pod) (100)
  • 100
  • cargo 15

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Near Trader (Livestock)
  • type AL
  • 200 dtons
  • drives A, J1, M1 (15)
  • fuel 20+10 (30)
  • bridge (20)
  • 65
  • 4 crew (pilot, engineer, medic, steward) (16)
  • 4 life pods (4)
  • 20
  • 200 low berths (100)
  • 100
  • cargo 15

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Near Trader (multi-purpose)
  • type A
  • 200 dtons
  • drives A, J1, M1 (15)
  • fuel 20+10 (30)
  • bridge (20)
  • 65
  • 4 crew (pilot, engineer, medic, steward) (16)
  • 4 life pods (4)
  • 20
  • 6 passengers (24)
  • 6 life pods (6)
  • 8 low berths (4)
  • 34
  • cargo 81

the ubiquitous Free Trader design derives from Near Traders sold off as surplus as more advanced ships became available

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