Merchant Ships surviving in the Wilds ewan@xxxxxx (07 Feb 2026 21:38 UTC)
Re: [TML] Merchant Ships surviving in the Wilds Alan Peery (07 Feb 2026 22:01 UTC)
Re: [TML] Merchant Ships surviving in the Wilds Jeff Zeitlin (07 Feb 2026 23:33 UTC)
Re: [TML] Merchant Ships surviving in the Wilds David Johnson (08 Feb 2026 02:59 UTC)
Re: [TML] Merchant Ships surviving in the Wilds Richard Aiken (10 Feb 2026 23:27 UTC)
Re: [TML] Merchant Ships surviving in the Wilds Alan Peery (11 Feb 2026 10:45 UTC)
Re: [TML] Merchant Ships surviving in the Wilds Richard Aiken (12 Feb 2026 22:04 UTC)
Re: [TML] Merchant Ships surviving in the Wilds Thomas Jones-Low (11 Feb 2026 11:18 UTC)
Re: [TML] Merchant Ships surviving in the Wilds Jeffrey Schwartz (12 Feb 2026 03:13 UTC)
Re: [TML] Merchant Ships surviving in the Wilds Rupert Boleyn (12 Feb 2026 10:45 UTC)
Re: [TML] Merchant Ships surviving in the Wilds Richard Aiken (12 Feb 2026 22:19 UTC)
Re: [TML] Merchant Ships surviving in the Wilds Ian Whitchurch (12 Feb 2026 03:53 UTC)
Re: [TML] Merchant Ships surviving in the Wilds Christopher Sean Hilton (16 Mar 2026 03:12 UTC)
Re: [TML] Merchant Ships surviving in the Wilds Phil Pugliese (17 Mar 2026 03:10 UTC)
Re: [TML] Merchant Ships surviving in the Wilds Zane Healy (20 Mar 2026 23:05 UTC)
Re: [TML] Merchant Ships surviving in the Wilds Thomas Jones-Low (16 Mar 2026 10:52 UTC)
Re: [TML] Merchant Ships surviving in the Wilds Phil Pugliese (17 Mar 2026 03:12 UTC)
Re: [TML] Merchant Ships surviving in the Wilds Timothy Collinson (20 Mar 2026 21:44 UTC)
Re: [TML] Merchant Ships surviving in the Wilds Timothy Collinson (22 Mar 2026 20:01 UTC)
Re: [TML] Merchant Ships surviving in the Wilds Jeff Zeitlin (22 Mar 2026 21:13 UTC)
Re: [TML] Merchant Ships surviving in the Wilds Phil Pugliese (22 Mar 2026 22:30 UTC)
Re: [TML] Merchant Ships surviving in the Wilds Jeff Zeitlin (22 Mar 2026 22:47 UTC)
Re: [TML] Merchant Ships surviving in the Wilds Phil Pugliese (23 Mar 2026 05:46 UTC)
Re: [TML] Merchant Ships surviving in the Wilds Richard Aiken (23 Mar 2026 08:57 UTC)
Re: [TML] Merchant Ships surviving in the Wilds Robert Foran (23 Mar 2026 08:59 UTC)

Re: [TML] Merchant Ships surviving in the Wilds Jeff Zeitlin 22 Mar 2026 21:13 UTC

On Sun, 22 Mar 2026 20:00:54 +0000, Timothy Collinson wrote:

>Ah, here they are, <he says, after a bit of digging>

>Using the What’s Wrong With the Ship? Tables
>Timothy Collinson

>Roll an Average Engineering task once per week.  Failure means rolling on WWWtS? 1+D3 times.
>Increase difficulty level by one for every decade of ship age.  With all
>six tables roll d666 to determine problems.  (NB: Some need tweaking to
>make them Traveller appropriate.)  As usual, use these tables with common
>sense and ignore or reroll any results that don’t seem appropriate.  Not
>all tables have to be rolled on.  You may also wish to refer to the
>Spacecraft Quirks table of Mongoose Traveller 2nd Edition, p.164.

>For any task, roll 2D to determine severity of breakdown:
>2 = needs an A-B class starport (or 1D weeks wait for part)
>3-4 = needs a repair yard (A-C class starport)
>5-9 = can be done in transit (if the task warrants, roll 1D: 1-2 = EVA required)
>10-11 = needs to be done in port
>12 = needs to be done in a repair facility with specialist engineer(s) or a 2D weeks wait for parts.  Adjust if task seems to demand it.

For "stock" Traveller, I'd change 5-9 to something that says, in effect,
"you gotta be in real space, not jump space, but you won't need much more
than parts, tools, gravity, and a solid surface for the gravity to hold you
against - and you may not need anything more than the parts and the tools".
Remember, the nature of jumpspace is to try to denature anything that tries
to impinge on it, so you really do not want to risk an EVA while there...

(Arguably, needing the gravity and the solid surface pushes it from 5-9 to
10-11, but I think that falls into the realm of "quibbling". I just don't
think trying to do anything more than the most minor of repairs -
maintenance-level, as it were - while in Jump is anything other than a bad
idea.)

>For any task, roll 2D to determine difficulty of task to fix:
>(DM-1 if the repair can be carried out in transit.)
>1 = Simple
>2-3 = Easy
>4-5 = Routine
>6-7 = Average
>8-9 = Difficult
>10-11 = Very Difficult
>12 = Formidable
>
>For any task, roll 1D to determine length of time of repair job:
>(DM+1 if Average; DM+2 if Difficult or harder.  Additional trained crew can reduce time)
>1 = seconds of repair
>2 = minutes of repair
>3 = minutes of repair x 10
>4 = hours of repair
>5 = hours of repair x 10
>6 = days of repair

I'd want to allow this to be influenced by the skill levels of the
personnel committing the repairs. (Yes, I said committing. I suspect that
player-character-performed repairs would be considered "criminally kludgy"
by any certified repair facility, no matter the actual skill levels of the
involved PCs...)

>For any task, roll 1D to determine cost of parts repair:
>(DM-1 if the repair can be carried out in transit. DM+1 if repair facility required.)
>                1 = 1D Credits
>                2 = 1D Credits x 10
>                3 = 1D Credits x 100
>                4 = 1D KCredits
>                5 = 1D KCredits x 10
>                6 = 1D KCredits x 100
>Use a D10 if preferred.

Or, if you have a visceral objection to non-cubic-hedral dice, you can
sorta fake it with 1D + Flux [Flux, a T5 thing, is just 2D-7, so 1D+Flux
amounts to 3D-7], with a floor of 1. The curve in this case skews low, but
PCs will like that, since it gives more opportunity for the kinds of
stories described below, and PCs do love them some cheap fixes...

>                         It is not suggested that every Credit of the
>cheaper repairs is tracked, but engineers and mechanics do love a story
>about being stranded in the Trailing Void and their Cr1 fix saving the day.
>Note that a roll of 4+ on this table may be referred to with clenched
>teeth, a sucking in of the breath, a slight shake of the head, and a “it’s
>gonna cost” in a faux-sympathetic voice from any repair facility engineer.
>
>For any task, roll 1D to determine the size of the parts needed:
>(DM-1 if the repair can be carried out in transit.  DM+1 if repair facility required.)
>                1 = 1D grams
>                2 = 1D grams x 10
>                3 = 1D grams x 100
>                4 = 1D kilograms
>                5 = 1D kilograms x 10
>                6 = 1D kilograms x 100
>Use a D10 if preferred.  Again, small amounts don’t need to be tracked, but
>assuming the ship has some tonnage of engineering stores, larger repairs
>may make dents in this provision.

Same suggestion and caveat as before. While mass wouldn't be unimportant,
_bulk_ - that is, volume and dimension - will also be important. If that
frabulation stabilizer can't be made to fit into your cargo hold, it's not
gonna matter how heavy it isn't, you're not going to have it available for
the repair en route.

Note that I recognize that CP wrote the tables as he did for reasons of his
own; these comments are just my opinion.

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Freelance Traveller
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