Traveller Scout-Courier converted to Starfinder


Homebrew


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This is my Scout/Courier from Traveller converted to Starfinder. I had the Air/raft bay converted into a tech workshop, as I didn't see any vehicle comparable to a Traveller Air/Raft in the Core Rules equipment list. Although the plans include a turret, I had to use a Shuttle chassis because the physical dimensions of the Traveller Scout/Courier fall under the Shuttle category, and shuttles have their weapons pointed forward, so basically the pilot is also the gunner, he has to air the starship and fire. It is a tier 1 starship, has crew quarters for four crewmembers, The drone section I replaced with escape pods. As for fuel, the core rules doesn't specify fuel, so I'm going with the Traveller assumption that this ship runs on hydrogen and has fuel intakes and a fuel processor so it can skim gas giants of hydrogen to power its fusion reactor or power core. Unlike the original Scout/Courier, this one has shields Its speed is 8 hexes.

The ship can operate for 2-weeks on a full tank of fuel, it also can obtain fuel from other sources, it has a hose for pumping water into its fuel processors which them crack it into hydrogen and oxygen, the fuel processors then cool and liquefy the hydrogen so it can be kept in insulated storage tanks.

An optional story, is that this ship originally came from the Third Imperium, an Imperial scout was investigating a special anomaly and was transported to the Starfinder Galaxy. The ship's Jump Drive did not function in this setting, the pilot could not get back to his home universe, so he used his thrusts to travel to the nearest inhabited system, which turned out to be the Pact World's System, He landed his ship on one of the landing bays of the Absalom station and contacted the authorities, and had it retrofitted with a Drift Drive.

So what do you think?


For the Air/Raft, use the stats for the Urban Cruiser (page 228) and change the speed from Ground to Air. I like the work you did. Rather than just a single Scout misjumping, make it a colony ship. And, nobody said that Jump Drives don't work in Starfinder. They would fall under the "Other Drives" Category. You'd just need to create a Hex-grid map and place both the Colony world and the Pact Worlds System on the same map. The Scout could then be a ( or, the only ) pilot in the Colony's Scout Service.

RPG Superstar 2009 Top 32

I'd find 5 BP, and using the rule on page 305 of the Starfinder Core Rulebook, create a turret for the light laser cannon.

  • Drop Computer to Mononode (-1 BP)
  • Drop Armor to Mk 1 (-1 BP)
  • Drop Countermeasures to Mk 1 (-1 BP)
  • Drop Shields to 60 (-2 BP)
This lets you keep the forward mount for a missile launch at Tier 2.


Next, please do the Types A and A2 Traders.


Lord Fyre wrote:

I'd find 5 BP, and using the rule on page 305 of the Starfinder Core Rulebook, create a turret for the light laser cannon.

  • Drop Computer to Mononode (-1 BP)
  • Drop Armor to Mk 1 (-1 BP)
  • Drop Countermeasures to Mk 1 (-1 BP)
  • Drop Shields to 60 (-2 BP)
This lets you keep the forward mount for a missile launch at Tier 2.

Keep the armor and drop the crew quarters to basic. Scout Couriers were never known for they crew quarters being comfy.

RPG Superstar 2009 Top 32

Gilfalas wrote:
Lord Fyre wrote:

I'd find 5 BP, and using the rule on page 305 of the Starfinder Core Rulebook, create a turret for the light laser cannon.

  • Drop Computer to Mononode (-1 BP)
  • Drop Armor to Mk 1 (-1 BP)
  • Drop Countermeasures to Mk 1 (-1 BP)
  • Drop Shields to 60 (-2 BP)
This lets you keep the forward mount for a missile launch at Tier 2.
Keep the armor and drop the crew quarters to basic. Scout Couriers were never known for they crew quarters being comfy.

True, however, they are fairly spacious on the map. I was looking at things that could be changed (and added back at Lvl 2) fairly easily without needed new art.


the Type S was also known for a problem with the atmospheric systems, if you didnt change the filters or maintain them well it got a bit stinky
in a hurry


my 3 favorite PC sized ships for Traveller being the Type S, the Far Trader, and the Broadsword Mercenary Cruiser.

for bigger ships... Azhanti High Lightning Fleet Intruder, and the Tigress class Dreadnought


My memory of the type S was that it had a corridor running along much of the top and a smaller cargo bay below. Did that change at some point?


avr wrote:
My memory of the type S was that it had a corridor running along much of the top and a smaller cargo bay below. Did that change at some point?

I will doublecheck my copy in the morning, I am going braindead at this hour


avr wrote:
My memory of the type S was that it had a corridor running along much of the top and a smaller cargo bay below. Did that change at some point?

Looking at Traders and Gunboats right now. There are floor and ceiling hatches just outside the Bridge. Beneath the Bridge is the Cargo Hold. The Upper Gallery Begins at above the Bridge and extends all the way to the Aft end of the ship, just above the Drives Section.


John Napier 698 wrote:
avr wrote:
My memory of the type S was that it had a corridor running along much of the top and a smaller cargo bay below. Did that change at some point?
Looking at Traders and Gunboats right now. There are floor and ceiling hatches just outside the Bridge. Beneath the Bridge is the Cargo Hold. The Upper Gallery Begins at above the Bridge and extends all the way to the Aft end of the ship, just above the Drives Section.

Thanks John


No problem. Here's a link to the deckplan, which is halfway down the page. Sorry about earlier. It seems that the Cargo hold is beneath the Drive Section.


That design is somewhat different from the one I based on the Mongoose Traveller Core Rule book One othr reason I converted the Air/Raft bay into a tech workshop is that I saw no use for an Air/Raft when you can have a starship which can fly within an atmosphere and land just about anywhere. Traveller seems to suggest that you can't use your starship as a "flying car" but I don't see why not. The Scout Ship can land vertically, it doesn't need a runway. The only reason to have an air/raft is to go somewhere the starship is not. In Star Wars for example, Han Solo went everywhere in his Millenium Falcon, he didn't have a subordinate vehicle for traveling over planetary surfaces, and many times he did not land at a spaceport. Once Luke Skywalker sold his land speeder, he traveled everywhere in his X-Wing.


John Napier 698 wrote:
No problem. Here's a link to the deckplan, which is halfway down the page. Sorry about earlier. It seems that the Cargo hold is beneath the Drive Section.

I would trust the Traders and Gunboats plans BEFORE I would trust anything produced by Mongoose... Rikki Tikki Traveller is plagued by poor editing and proofreading almost on a par with Imperium Games.. I helped playtest Pocket Empires and Imperial Squadrons for T4


Here is a Subsidized Merchant that has a succubus that acquired it on recent trip through the Drift. If the PCs kill her, they get to ship. the original owners were disposed of by this demon, and the ship has filled its hold with loot from plundered starships and it has acquired its newest crewmembers from the most recent ships it has plundered. The succubus has disposed of inferior crewmembers and got new ones to replace those as time progressed. PCs will have to fight the crew and her to get this starship. I leave it up to the GM to stat up the crew with appropriate members.


The reason the Scout/courier had an air/raft is to carry Scouts to areas that would present a hazard to the ship itself, such as the bottom of a chasm. The ship would be left at the "base", where it can be constantly refueled and maintained. Once a base has been established, further personnel and supplies can be brought in using Far Traders operated by the Scout Service's Logistics Branch (Book 6 - Scouts).


Yeah I suppose, but characters can do things like teleport, levitate, they can put things into bags of holding and other such. I suppose the tech workshop could be converted back into an air/raft bay, its up to you. Tech workshops are helpful in crafting parts for repairing the ship and other machinery. If there is a crevice that is too narrow to fit the scout/courier a rocket pack could come in handy here, or maybe a fly spell.


Perhaps, but can those methods also deal with the four tons of cargo the Air/raft can carry?


I am sure there are different versions of this scout/courier, some people want a subordinate vehicle, for my needs, I decided a tech workshop would be handy in its place, but if you want, you can copy mu Scout/courier onto a paint program, and you can make whatever adjustments you require. I made this with a paint program after all.


Regardless, I now see a use for a Scout with a Tech Workshop instead of an Air/raft bay. One or two Tech Scouts would accompany an expedition squadron of standard Scouts. They would be deployed as mobile repair shops whenever standard Scouts are damaged or disabled in the course of their duties. Would this work?


Sure it would. As I said before, I drew up the plans for the Scout, I basically copied what I say in the 1st Edition Mongoose Traveller book, they had deck plans for each one of the standard ships, and I just made a grid and copied what I saw, because I noticed the ships listed in the Starfinder core rules don't have deck plans themselves. I think deck plans are kind of important, because characters move around within their starship, and there is always the possibility of hand to hand combat within a starship, in which case it would be a good idea to know where everything is.

I drew up the plans once, took me some time to do it, I didn't scan it in from the book, I simply drew every line I saw. The Subsidized Merchant is some plans I scanned in earlier, as I didn't feel like redrawing those, thus it has some scanning artifacts. But all it takes is relabeling room 7 and call it an Air/Raft bay instead of a tech Workshop and your good to go.

I did a version of our Solar System, remade it as a Quadruple Star System to make everyone of the8 planets habitable, this is fantasy after all, this is in threat "Mercury Venus Earth Mars Jupiter and Saturn". I also included Neptune and Uranus as large moons. I am working on a setting within the Starfinder Galaxy. I drew the orbits of the planets but not to scale, labeling the radius of each orbit. I did this so I could have a plausible Venus with jungles and dinosaurs, and a Mars with a breathable atmosphere and canals. Each planet has some attribute of the god it is named after, Neptune is an ocean world for instance rather than a small gas giant. Just thought I'd mention it. You can ook at it yourself.

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