What sort of Team? What sort of Ship?

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Sep 17, 2026 4:36 am
I think the consensus is 1112, and it is a year for turmoil and disruption. As Muns says, a lot of 'gaps' to travel through.

Glisten is fairly close to the Sword Worlds so it isn't completely away from the War Zone. I do not recall for sure but I don't think (in the canon timeline) that there was military action at Glisten.
Sep 17, 2026 4:20 pm
I was thinking about the lab ship and in the Spinward Marches, the Lavalier-class Laboratory Ship
https://wiki.travellerrpg.com/images/1/18/Lavalier_class.jpg
is adequate along established Jump-2 routes, but it may require detours and additional week-long jumps to bypass three-parsec gaps.

While the Elson-class Explorer Vessel can cross those gaps directly, shorten many journeys, and reach more isolated systems. It does not have an image unfortunately.

The 400-ton Lavalier is the stronger dedicated research platform, with 85 tons of laboratory space, twenty staterooms, a 40-ton pinnace, two air/rafts, and 23 tons of cargo, but its 1-G drive, unstreamlined hull, lack of integral fuel scoops, and normally unarmed configuration make it slow and dependent upon its pinnace for wilderness refueling.

The 500-ton Elson is a more capable expedition ship, with Jump-3, 2-G acceleration, a streamlined hull, fuel scoops and purification plant, Model/5 computer, four laboratories, briefing room, medical bay, ATV, two air/rafts, and 25 tons of cargo. However, it has fewer staterooms and far less published detail, and the Traveller Wiki identifies it as a non-canon design drawn from Ship Record Sheets.

To me the Lavalier-class Laboratory Ship is fine, but I find the model 2 computer a bit lacking and it has 23 staterooms! That is much for the team. The Elson class ship has 14 staterooms and a crew of 8 which leaves room for the team.

Another option is the 'Foundation' that that forms (hires?? GM??) the team can charter a Merchant vessel that has J-2 capability. Then the team has a ship to operate from and a University and Foundation (grant?) to find artifacts.
Anyway back tot eh ship, the reason why i suggest a Merchant ship is that it has a large cargo hold and we can have a Large Cargo 'module' that contains it's own powerplant (maybe), laboratories, computer (hence the reason for the powerplant - or the Laboratory module plugs into the ship's power), briefing room, work offices, and storage. And an air raft to fly the team around.
Thoughts?
Sep 17, 2026 4:46 pm
I've been working up a modified Safari Ship, but if the group prefers the lab ship I could go with that.

I think the Safari Ship, being atmosphere and unimproved landing site capable, gives certain advantages. But the Lab Ship would have small craft available to accomplish the same thing.

The Lab Ship is twice the volume and carries about double the personnel. It is more expensive to operate. It is not streamlined and cannot do frontier refueling, though again a small craft can be configured to perform that task.

Should I do a poll for this as well?
Sep 17, 2026 4:57 pm
I prefer the modified Safari Ship for the advantages listed. I don't think we need all of the rooms in the Lab Ship.

If we're going to be living off of grants and donors they'll go the cheapest route.
Sep 17, 2026 6:09 pm
I never thought about a Safari Ship, Great choice David! That is why you are the GM!
Sep 17, 2026 6:49 pm
And the Safari Ship looks kind of like a Manta Ray. Which I think is very cool. Looking cool is important, you know!

https://i.imgur.com/uwVpKAz.jpeg

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