Tag Archives: Deckplans

Dave Kashikvili – RTFM!

Who said I never listened to readers of my blog.  Apparently I missed the obvious thing that a guy like Dave would be doing in his spare time in Jump Space. Bored with golf, he has taken up a new hobby, if only he can get the thing assembled – what was that old adage? RTFM Dave.

robot assembly

Dave Kashikvili (X-Boat Pilot 4 Terms – so far)

Current IISS Rank 2(Messenger 1st Class)

Str 8 (+0) Dex 10 (+1) End 6 (+0) Int 8 (+1) Edu 8 (+1) Soc 7 (+0)

Skills: Pilot(Spacecraft) 2, Comms 2, Astrogation 1, Jack of Trades 1, Engineering 1, Navigation 0, Streetwise 0, Computer 1, Fly (Grav Vehicle) 0, Carouse 1, Investigate 1, Athletics (Golf) 0, Robotics 0.

Story: Dave is your typical X-Boat pilot.  For the most part happy with his own company and enjoying the freedom to be himself – he has recently begun to feel that something is missing in his life. He has had a fairly mundane career so far with no real problems coming his way. He is however, a bit of a slob, and the X-Boat Tender cleaning crew are forever complaining about the state of his ship when it comes in for servicing. The cleaning chief has reminded him many times that regs do not allow consumption of food at the comms or pilot stations. Like most X-Boat pilots Dave wiles away the long days in Jump Space on hobbies. He reads, watches old Tri-V shows and has recently taken given up golf. Apparently his putting is getting better but he needs a lot of work on his long game. He has now taken up amateur robotics. The return trip from Jae Tellona to Celepina should be enough to see if  to Sim-software just not is the same as a the real game thing.

X-Boat 100t alt

Ship’s Boat – Rescaled – Classic Traveller

I decided that I had made the Ship’s Boat from my previous post too big by at least 25%.  This version is to scale with the Classic Traveller Launch I did some time ago.   You can either use this one or the one from my previous post.

reduc_30dton Ships Boat

My 50 ton cutters are definitely on the big size but I am not rescaling them – already done too many modules for it so it would be way too big a job.

Full Scale Deck Plans

30dton Ships Boat

Ship’s Boat 30-Dtons – Classic Traveller

One of the fellow “Travellers” over at Citizens of the Imperium asked me if I could do a version of one of his ships. It looked quite cool – a mash-up conversion of several vessels. I already had a deck plan for one, but needed a deck plan for the ubiquitous “Ship’s Boat”. So, instead of finishing mowing the lawns like I probably should have while the weather held I did this. There are a few differences between this version and the one presented in Supplement 7: Traders and Gunboats.

Traveller Small Craft Sup 7 Image
I have now done deck plans for the Cutter, the Launch and now the Ship’s Boat. The Pinnace cannot be far away.

First off, I have given it a starboard airlock and also a dorsal airlock. Makes docking, and drawing deck plans, so much easier if I don’t have to orientate a ship upside down. I know space is 3D and all, but I still work in 2D.  Secondly, I added another two passenger seats because I had so much spare space. Other than that it is a standard Ship’s Boat.

Full Sized Plans

30ton Ships Boat

Scout Service Express Boat – Classic Traveller

One of the staples of canon Traveller is the Imperial X-Boat (Express Boat) network. This uses Jump 4 X-Boats to carry data and communications from system to system, much like the old Pony Express from Terra. In fact the the symbol of the Express Boat Service is a rider on a galloping steed (which due to a misinterpretation of old Anglic was translated as “poni” – a beast of burden on several worlds in the old Sylean Federation – the mistake was discovered but the emblem stayed in use).

                  IISS Express Boat Service Emblem

The Express Boat is a small teardrop shaped 100-Dton jump ship. It has performance of Jump4 but carries no maneuver drives other than attitude thrusters – it is reliant on X-Boat Tenders for refueling, resupply and crew change over.  The crew is normally one, although there are two staterooms. The ship has extensive computers and storage banks for vast amounts of data.  The boats sit on station in a system and when another X-Boat jumps in-system, it transmits it’s stored data to the waiting ship that then jumps to it’s next destination. X-Boat pilots log a lot of Jumps, but spend a lot of time alone.  In Jump Space – with nobody to talk to.

Xboat PArt
Interior Detail of the bridge and communications room.

Here are my plans for the Classic Traveller X-Boat #51216 from Supplement 7: Traders and Gunboats (pages 8-11) and a brief file note on the current main pilot of this particular ship.

Dave Kashikvili (X-Boat Pilot 4 Terms – so far)

Current IISS Rank 2(Messenger 1st Class)

Str 8 (+0) Dex 10 (+1) End 6 (+0) Int 8 (+1) Edu 8 (+1) Soc 7 (+0)

Skills: Pilot(Spacecraft) 2, Comms 2, Astrogation 1, Jack of Trades 1, Engineering 1, Navigation 0, Streetwise 0, Computer 1, Fly (Grav Vehicle) 0, Carouse 1, Investigate 1, Athletics (Golf) 0.

Story: Dave is your typical X-Boat pilot. Happy with his own company and enjoys the freedom to be himself. He has had a fairly mundane career so far with no real problems coming his way. He is however, a bit of a slob, and the X-Boat Tender cleaning crew are forever complaining about the state of his ship when it comes in for servicing. The cleaning chief has reminded him many times that regs do not allow consumption of food at the comms or pilot stations. Like most X-Boat pilots Dave wiles away the long days in Jump Space on hobbies. He reads, watches old Tri-V shows and has recently taken up golf. Apparently his putting is getting better but he needs a lot of work on his long game. Sim-software just not the same as a real game.

X-Boat 100t

Gazelle-class 300 ton Close Escort – Classic Traveller

Everyone and their dog has done a version of the Classic Traveller starhips that we all know – the Type S, the A1 Boewulf, the A2 Empress Mavara and the Close Escort classes. This is my attempt at a deck plan for the Gazelle-class Close Escort.  I have tried to follow the deck plans in GDW Supplement 7: Traders and Gunboats and for the most part it was pretty easy.

300ton Gazelle Class Close Escort thumb

There are a few things that struck me about the description of this ship, and the deckplans on pages 30-35 of Supplement 7.  The first was that the vessel is described as being designed ‘at a time when mutinies were a major threat to security.  As as result major bulkheads break up the ship into distinct areas – some for crew, some for officers and some common to both’.  To be honest, this doesn’t make a lot of sense to me.  If all the potential mutineers serving in this class of ship were from the ranks, then why make access to the bridge a simple matter of going through the forward avionics bays? In fact why not, on a ship this small, just have a crew of officers.  I thought – bollocks. The reason for the bulkheads is the fact that the ship is armoured.  I represented this by drawing a thicker hull and lateral bulkheads. It is however, still a cramped little ship. Crew staterooms are all double occupancy and apart from the Captain’s cabin, the other officers personal space is very limited. The galley is tiny and I suspect that on mission the crew are eating reheated MRE type meals for the most part, stored in the cargo bay because there is no storage space in the galley worth mentioning. The second main thing is that this ship design cheats by having 400ton ship armaments on a 300ton hull. I thought the rules said 1 turret per 100tons. I know it has drop tanks that make it up to 400tons but to me that seems a bit cheaty. Still, at the end of the day if it was good enough for Frank Chadwick and Marc W Miller it is good enough for me.

Anyway – here is my attempt at the Classic Traveller ship.  I have omitted the L-Hyd drop tanks – for the sake of these plans they have already been jettisoned.

Full Sized Plans

300ton Gazelle Class Close Escort

20-Dton Imperial Navy Gig

Today’s deckplan is from GDW’s Classic Traveller  Supplement 7: Traders and Gunboats (pages 33-34).   A Tech Level 14 Imperial Navy Gig. It is capable of 6G acceleration and is armed with a single laser. It has a crew of one and can carry an additional seven passengers. It has 2 tons of cargo space and in a cramped compartment underneath the main deck there are emergency low berths for up to twelve people so it can operate as a lifeboat if necessary.  This vessel is carried on many classes of Imperial ship but most often seen in conjunction with the small Gazelle-class Close Escort.

The description of this gig has emergency low berths for twelve people but on the original GDW deck plans I could not see where they would go so added them to a sub deck. I figure this is a very low and cramped space.

20ton gig thumb

High Guard Stats:

Imperial Navy Gig   GG-0106B1-000000-20000-0   MCr27.65                   20 tons

Agility 6, One battery of Lasers (Factor 2)                       Crew: 1 TL: 14

Passengers: 7,  Emergency Low Berths 3(for 12 people), Cargo: 2 tons, Fuel 2.2 Tons, EP=2.2

Full sized Deck Plans

20ton gig

1000-Dton Pod Merchant Freighter

This freighter is a workhorse to haul cargo between systems. It consists of a 200-dton main ship module that contains crew quarters, drives, power plants and enough fuel to run them.  This module attaches to a 200-dton fuel module that holds the fuel required to power the Jump Drive. Behind this a 600-dton cargo module can be attached.

The idea is that the fuel and cargo modules are pre-prepared by the freight company. The ship docks with the attached modules, jumps to target destination and offloads both fuel and cargo modules and picks up a fresh load for the next leg of it’s jump.  The cargo module shown in the plans below is a standard pressurised cargo module. Other modules include bulk ore/gas/liquid modules and passenger modules.

1000 ton Cargo Pod Carrier Detail

Classic Traveller stats (from High Guard Shipyards)

AH-A721221-000000-10000-0 MCr 402.100 1 KTons
Bat Bear                   1       Crew: 8
Bat                        1       TL: 11

Cargo: 613 Crew Sections: 1 of 8 Fuel: 220 EP: 20 Agility: 1

Architects Fee: MCr 4.021   Cost in Quantity: MCr 321.680

Detailed Description
(High Guard Design)

1,000.000 tons standard, 14,000.000 cubic meters, Dispersed Structure Configuration

Pilot, Navigator, 4 Engineers, Medic, Gunner

Jump-2, 1G Manuever, Power plant-2, 20.000 EP, Agility 1

Bridge, Model/2 Computer

2 Hardpoints

2 Dual Beam Laser Turrets organised into 1 Battery (Factor-1)



220 Tons Fuel (2 parsecs jump and 28 days endurance)
No Fuel Scoops, No Fuel Purification Plant

8 Staterooms, 2 Low Berths, 613 Tons Cargo


MCr 406.121 Singly (incl. Architects fees of MCr 4.021), MCr 321.680 in Quantity

120 Weeks Singly, 96 Weeks in Quantity

1000 ton Pod Carrier Blue Outline plus Fuel-Cargo Pods

1000 ton Cargo Pod Carrier Internal Named

1000 ton Cargo Pod Carrier Fuel Module Internal Named

1000 ton Cargo Pod Carrier Cargo Module Internal Named

Tramps #2: The Pink Lady

The Pink Lady (Converted Type S Scout/Courier)

Type S Pink Lady Thumb

This vessel has been heavily converted to operate as a bar and bordello. Jump drives and fuel tanks have been removed so it is limited to in-system voyages. When moving system to system, the vessel requires transport on some other Jump capable starship.

While the owner and crew can be accommodated on board (using staterooms and lounge conversions) they are usually accommodated off ship when and where possible.

Farla Ilishiugi (Business Owner)

Str 6 (+0) Dex 6 (+0) End 8 (+0) Int 9 (+1) Edu 9 (+1) Soc 8 (+0)

Skills: Admin 2, Computer 1, Pilot (Non Starships) 0, Streetwise 3, Advocate 1, Gambler 1, Persuade 1, Steward 2, Trade 1, Broker 1, Acting 2, Deception 2

Story: Farla Ilishiugi is the bar owner and madam of The Pink Lady, an iconic space ship known throughout the sector. The Pinky Lady is a converted Scout/Courier, stripped of jump drives and almost all fuel tankage to make room for the bar area and “staterooms”. Farla began her career working bars and clubs catering to asteroid belt miners and parlayed common sense and good money management into her own establishment. She is smart, knows how to deal with local authorities and is a good source of information – for a price.

Doug McMillan (Bouncer, 3 Terms)

Str 10 (+1) Dex 9 (+1) End 9 (+1) Int 8 (+0) Edu 6 (+0) Soc 5 (-1)

Skills: Pilot (Non Starships) 1, Gun Combat (Pistols) 1, Streetwise 1, Persuade 2, Drive (Wheeled) 0, Fly (Grav Vehicles) 1, Investigate 0, Deception 0, Melee (Unarmed Combat 1), Melee (Bludgeons) 3, Athletics (weights) 1, Mechanic 1, Engineer (Life Support) 0.

Story: Loyal worker and security for The Pink Lady. He is polite, professional and wicked with a stun stick. Doubles as pilot and general Mr Fix-it on the ship.

Sarah Goldsmith (Worker, 2 Terms)

Str 6 (+0) Dex 8 (+0) End 7 (+0) Int 8 (+0) Edu 6 (+0) Soc 6 (+0)

Skills: Drive (Wheeled) 0, Fly (Grav) 0, Seafarer (Motor boats) 0, Streetwise 1, Steward 2, Trade (Barman) 2, Carouse 2, Melee (Unarmed Combat) 1.

Story: Sarah is a good bar-sophont. She is attractive and knows how to mix most popular drinks by hand, rather than using the automated Cocktail-omat. Handy for when it breaks down. Been working on the Lady for a year and enjoys the adventure.

Corine Blindisi (Receptionist/Manager/Medic, 2 Terms)

Str 10 (+1) Dex 8 (+0) End 9 (+1) Int 7 (+0) Edu 7 (+0) Soc 7 (+0)

Skills: Drive (Wheeled) 0, Fly (Grav Vehicles) 0, Streetwise 1, Steward 2, Trade (Service industry) 1, Medic 1, Gun Combat (Stunners) 1, Admin 1.

Story: Corine’s job on the Lady is to look after the talent. Farla usually employs local talent where ever she sets up shop and it is Corine’s job to look after the day to day operation of ‘below decks’ – doing routine med-scans of both clients and staff, managing their time and of course, the money. Not the job she thought she would land but it got her off her dead-end home world.

Pink Lady Talent

Typically the Pink Lady operates with 2-3 servers working the bar and between 2-6 working girls/boys. Some stay for some time, but most are short term hires on a percentage of earnings. Farla has a reputation of looking after her staff and it is well earned.

Alternative Pink Lady

In this version the ship is a totally non-functioning starship that has been converted to a bar at the local Startown. It is one of those places that everyone knows. I mean how many pink Type S bars are there in Startown?


  1. Planetfall Liberty. You are back in port after your last mission/trading journey/adventure and are looking to blow off some steam. The famous Pink Lady is in port. Why not visit it and see if her reputation is justified.
  2. Indentured Worker. In this version the Pink Lady’s downstairs staff are not free agents but indentured workers. The bargirl or boy you are carousing with tells you s/he wants to get away – will you help her/him jump contract? She/He is pretty persuasive and very cute.
  3. A job. Farla Ilishiugi hears of your reputation and offers you a job. Local organized crime are trying to muscle in on her operation and are demanding a percentage (you know – to avoid accidents and the like). The percentage is more than she is prepared to pay so wants some protection for the next two months. Discrete protection. Preferably outside the ship protection.
  4. A lead tells you that some specific information you are looking for could be obtained from the owner of the Pink Bar. She has the information, but wants something in return.
    1. Information on a rival’s business and financial dealings – specifically who and what business they are doing with the people that run this particular place.
    2. One of her ‘girls’ got kidnapped. Maybe a rival but more than likely an infatuated customer. Either way, get her back.
    3. One of her ‘girls’ has skipped on her contract. She owes six months more work. Get her back.


100 dton Pink Lady

Plans with crew, staff and customers over the break.

Continue reading Tramps #2: The Pink Lady

Thieves #1: Crimson Star (Bounty Hunter ship)

OK: They are not technically thieves but you tell that to the person who just had their ship repossessed.

Type S Thumb

Ravi Naidu Bounty Hunter (5 terms)

Str 8 (+0) Dex 8 (+0) End 7 (+0) Int 12 (+2) Edu 10 (+1) Soc 5 (-1)

Skills: Advocate 1, Computers 0, Carouse 1, Deception 1, Gun Combat (Stunners) 1, Gun Combat (Pistols) 1, Investigate 2, Persuade 0, Melee (Unarmed Combat) 1, Pilot (Spacecraft) 1, Comms 1, Medic 1, Jack of Trade 1

Story: Ravi Naidu is an experienced bounty hunter. He specializes in the capture and return of criminals and bail jumpers. He tries to operate within the law as far as he can but as you know, the line between legal and illegal gets blurry at times. He is partners with Kevarn Oosthuizen, who is a specialist Ship Tracer. The synergies between their two specialties makes them an effective team. Ravi is single but has friends he sees in various ports of call.

Kevarn Oosthuizen Bounty Hunter (4 Terms)

Str 8 (+0) Dex 10 (+1) End 8 (+0) Int 9 (+1) Edu 9 (+1) Soc 5 (-1)

Skills: Advocate 1, Computers 1, Carouse 0, Deception 1, Gun Combat (Pistols) 0, Investigate 2, Persuade 1, Pilot (Spacecraft) 1, Astrogation 1, Gunner (Turrets) 1, Sensors 1

You lost a starship? Have a bad mortgage on a Free Trader? Then RK Collections Ltd is your first port of call. Kevarn is an experienced ship tracer. He can track a ship across sectors if necessary. He is partners with Ravi Naidu and has contacts in spaceports across the sector. Kevarn is married and has two children on his homeworld.

Their ship, the MV Crimson Star, is a converted Type S Scout/Courier. Two staterooms on the main deck have been modified as brigs. Another brig has been installed in the cargo bay as well as three low berths for troublesome prisoners. Other than that it is a standard Type S capable of Jump 2 and 2 G Acceleration.

Possible Scenarios:

1. RK Collections hires the PCs to return a repossessed ship to the financial institution that owns it. The ex-owners are none to happy and together with some friends try to get the ship back.

2.  Due to a past indiscretion (perhaps a result of one of those life events rolled in character creation) there is an outstanding warrant open on one of the PCs in your party.  RK Collections apprehend the PC while the party is on liberty at the local Startown. How do you go about freeing your comrade?  Can you argue a good case at an extradition hearing or will you resort to other means?

3.  RK Collections has a big job and a risky bounty. They require some extra muscle to act as backup.  Interested?

Ships plans overleaf:

Continue reading Thieves #1: Crimson Star (Bounty Hunter ship)