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Docking Complete. Freight 4 weeks late fucking pirates Ship maintenance Due definitely not paying that Ship Mortgage Due not paying that either Living costs Due can I afford to eat this month? hmmm... If I want that Beam Laser, I better eat cheap.... 400 Cr for living costs Have you Paid Your Crew? Shit! totally forgot about them... I guess I'll just pay the marine, that way if the others mutiny, at least He'll be there to stop 'em. Price of Refuel: 37,000 Cr Shieeeeeeet. Well boys, looks like we're gonna have to skim fuel again. Jumping's gonna be dicey...

What is Traveller?
http://1d4chan.org/wiki/Traveller

Traveller Folder and Pastebin:
http://www.mediafire.com/folder/r778br7g7ux9q/Traveller
http://pastebin.com/swinsu7x

Music to Explosive Decompression to;

>Old Timey Space music
http://www.youtube.com/watch?v=w34fSnJNP-4&list=RD02FH8lvwXx_Y8

>Slough Feg
http://www.youtube.com/watch?v=ZM7DJqiYonw&list=PL8DEC72A8939762D4

>Goldsmith - Alien Soundtrack
http://www.youtube.com/watch?v=jwCcrhUdgOI&list=PL56A81A723975A961

>Herrmann - The Day the Earth Stood Still
http://www.youtube.com/watch?v=3ULhiVqeF5U
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I've been thinking about that anons idea to do Homeworld with Traveller rules. All the attack craft could be done, but the Mothership seems to break it a bit, According to homeworld1 stats, the Mothership is 5,000,000 tons. the High Guard supplement only goes up to 1,000,000 tons.
I was thinking that you could just ignore the Mothership and resource gatherers, and instead focus on the combat end of the interceptors, bombers, and missile frigates.

I could see the PCs being part of an interceptor squad, then slowly working their way up to heavier and heavier crafts, A Homeworld campaign might be all about 'leveling up' to the next ship, and causing/taking more damage

So any thoughts or ideas on this?
>>
>>29070082

Depends on the larger context. Would this be in the context of a larger war or campaign, where the PCs start as noncombatants or lightly armed with interceptors and scouts, being forced into a hostile universe that's determined to fuck with them (ie, the general structure of the two good Homeworld games)? Would they be warlords, pirates or mercenaries, determined from the very start to hurt people and break things (but for a good reason, maybe)?

To me, Traveler is less Homeworld and more Elite. Wing Commander, Freelancer, etc.
>>
>>29069972
>not listening to this while playing your games in space
http://youtu.be/v1_6Y6BEQKs
>>
Traveller with Twilight Imperium slapped on it.

Thoughts?
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>>29071133
TwImp gets a bit more weird science than Traveller's default, but it would be doable. There was even a TwImp RPG at some point.
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>>29071060
Neat!
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>>29070671
I imagine the PCs control a Mothership, are thrust into enemy/hostile territory, and have to build/improve to survive.
Game would play pretty like the introduction and first few hours of Homeworld 2.

Athough I agree that Traveller is more for 'a couple of ships', and that if each PC has their own vessel... shit can get complex...
Still, If the Mothership pays for your mortgage and maintenance, then gameplay would be dead easy; Do what the mothership says and try not to die.

>>29071060
>listening to radio waves translated into our hearing range
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>>29071477
>Twilight Imperium RPG
I looked it up. Sources stated it was very, very bad.

I can believe it a little considering that it isn't even talked about on any FF official websites.
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>>29072664
I might even have a copy around here somewhere. At best it was uninspiring. In some circles the sin of being uninspiring is worse than being Synnabar.
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So, I just picked up the Core rulebook for Mongoose Traveller, as well as Supplement 3. Any other books I should look into picking up? Right now I have my eye on Supplement 2 and 7...in general, I want the stuff that will add tons of content to the game, rather than setting/scenario stuff.
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>>29076879
Then the Supplements are the place to look.
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>>29077204
and "Books"
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>>29076879

>Open-topped flyer
>Ordinary, ground car style seat belts

Am I the only one who ever thought this was a *really* bad idea?
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>>29069972
FUCK yeah

I was asking about Traveller yesterday and didn't get much help besides to look for this thread

All I would like is recommended versions (or any that I can find for free, really)
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>>29077726
Classic or Mongoose. GURPS if you like GURPS. Stars Without Number isn't Traveller, but it is good if you like Basic D&D.

Avoid: T5, T20.
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>>29077685
They also have one of those tree shaped air fresheners hanging form the windshield.
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>>29078439
Find one in very car. You'll see.
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>>29078409
>Avoid T20
Aside from the vehicle book (or the PDF series it was compiled from), and the Gateway to Destiny setting book.
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Which edition is the best to use for World Creation?
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>>29080267
That is actually one of T5's strong points if you can get through the dense writing.
Any edition will handle basic mainworld stuff. TNE has the last full system approach before the astronomer grognards got all huffy about "orbit numbers", and TNE's World Tamers Guide or MegaTraveller's World Builders Handbook are the best for high world detail.
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>>29080715
So which one again?
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>>29081224
I say go for World Builders Guide. Megatraveller stuff can be converted to Classic or Mongoose relatively easy.

http://www.mediafire.com/view/2yc51zqdq5njh4s/MegaTraveller%20-%20World%20Builder's%20Guide.pdf
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>>29081277
They all work, and give only subtly different results. MT's WBH is a nice unified source, but use what you can find.
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>>29081368
>MT's WBH
Excuse me?
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>>29081606
Mega
Traveller's
World
Builder's
Handbook
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>>29081688
>>29081368
Got a download link?
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>>29081752
Look at
>>29081277
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Hey, got a question regarding ambiance for you guys. I'm trying to set up a scenario involving spaceship junkers, deep space hulks and horrible alien monstrosities, but the Alien soundtrack seems to be a bit too obvious for my group, and I won't use any Dead Space because the third act pissed me off too much to use. Does anyone have any recommendations for backround music that has a good horror vibe for what I'm doing?

As a down payment, have some pics.
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>>29082192
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>>29082207
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>>29082225
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>>29082236
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>>29082252
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>>29082267
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>>29082292
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>>29082313
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>>29082349
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>>29082357
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>>29082377
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>>29082404
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>>29082415
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>>29082433
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>>29082452
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>>29082192
Mix it up a bit. Use a couple of those tracks, the Portal from Myst II, some of the darker bits of Halo 3, maybe some Event Horizon and Sphere.
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>>29082466
>Eh, why not?
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>>29082357
is your campaign going to be Planetes meets Alien?
also have you checked the Planetes OST. there are a few tense pieces in there
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>>29082495
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>>29082509
It was going to be a sort of one shot scenario, with a couple of people new to the system. I'll be running Death Station with a larger spacecraft and more numerous but weaker enemies. Hopefully I won't cause a TPK...
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>>29082592
(continued from previous post)

The basic plan is to have the players find a reason to go to a spaceship graveyard floating in the trojans of an outer system rockball planet. Ideas included needing parts for their spaceship, finding a haul of salvage for sale and needing to stake a claim, working with the IISS to gather some data from a shattered Type-S that crapped out, hiding from the Imp Navy after a pirate raid, or just looking in the shattered hulls for leftover cargo or ship weaponry to snag for free... stuff like that.

While the group is floating around in zero-g, shit will indeed hit a fan at a relatively high speed and the players will need to, of course, fix it or die horribly.
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>>29082746
Listening to the soundtracks >>29082476 and >>29082509 mentioned. I'll continue to put up stuff. Any other suggestions while I fail at multitasking?
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>>29082898
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>>29082929
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>>29082941
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>>29082959
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>>29082978
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>>29082991
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>>29083002
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>>29083021
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Anyone got a download link for Traveller5?
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>>29083034
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>>29083059
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>>29083077
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>>29083095
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>>29083077

...coffins?
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>>29083105
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>>29083121
Even the upper class living spaces are utter crap.
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>>29083142
This is what I thought. It looks smaller.
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>>29083112
My enterpretation of sleep coffins are like these, much less roomy.
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>>29082898
http://youtu.be/7kWMcGUtfQk
http://youtu.be/cVPUHAogSeQ
http://youtu.be/TZfpqOcAA7U
http://youtu.be/2KcsUAp8EDo
http://youtu.be/1NkZVWXK5jM
any of this useful?
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>>29083121
Are all these from a RPG or vidya or what?
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>>29083157

That makes infinitely more sense than what was going through my head at the time. I should have taken a closer look at them.

It looks like that one lucky bastard gets to sleep in a normal bed though.
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>>29083194
I think they are coffins too, just cut away to see what's inside them. Seems like there are four on each side.
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>>29083171
Honestly, I'm just as clueless. I found it on a teegee sci fi art and location thread a while ago.
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>>29083166
I can find a use for most of those. The final link is a bit too long for me to get a clear idea of how and where to use it, though.
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>>29083282
Artistic What-The-Fuckery
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>>29083282
they were meant to be prime examples of stuff you could dig through to find something useful more than "here use this" but I'll go through and see if I can't find something specific from Tim Hecker. It's been a while since I've given him a good listen anyways.
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>>29083348
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>>29083121
Those beds look uncomfy as fuck. I'd rather have the single or Military.
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>>29083362

>>29083352
Ah, so more like wiki walking rather then a straight flat-out suggestion? Got it, and thanks, man.
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>>29083393
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>>29083406
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>>29083423
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>>29083433
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>>29083477
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>>29082898
See if the soundtrack for an old anime OAV called Hagane no Oni is still floating around the net somewhere. It was a giant robot horror story, if that makes any sense, and the soundtrack riffed off of a variety of sources, including Tubular Bells (aka the music from The Exorcist).
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>>29083348
That one (battledress and bikini) is from an in-universe ad for a mercenary company.
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>>29083489
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>>29083532
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>>29083053
Since it was widely released on CD, no "scan" should be required.
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>>29083557
That Type R still looks small to me. The things are 150 feet long...
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>>29083557

>>29083620
(shrug) beats me why it looks smaller.
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>>29083659
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>>29083702
Well, I've dumped a good fifth of my pics. Hope you folks can find a good use for them. Thanks again to >>29083500, >>29083352, >>29083166, >>29082509, and >>29082476 for the suggestions.
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>mfw realising none of my players have Astrogation
This could get interesting.
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>>29084241
>Live in a spaceship
>No astrogation

Holy shit, this is dumb. I sense a misjump in their near future.
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>>29084322
I blame myself, partially. We're running a one-shot (though they seem to love it so much already that we'll be playing more), and they were so keen to make their characters that I didn't get a chance to read the rulebook even halfway before we'd made them all. So perhaps I should've gone through the skill list and said "Hey guys Astrogation might be useful."
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>>29084345
If you're going from a one-shot to a continuing game, you might want to give a general package of skills to all the characters. Which edition are you playing?
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>>29084241
Keep this chart handy for them, anon.
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>>29084367
Yeah, deciding on a skill package comes next. I might add Astrogation to whichever one they choose (because only one or two come with it, and neither seem like they'd appeal to them).
It's Mongoose.

>>29084374
So basically, "Sweet fuckity tits you're in trouble!"
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>>29084241 again
Reading the Jump Travel rules now...
None of them have Engineering (Jump Drive), either. Hoo, boy.
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>>29084397
If the chart warning them of horrible ways to die doesn't do it for them, tell them that the astrogator has the second highest salary on the ship, behind the pilot.
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>>29084451
Have them spend a week in jump on their way to find a used spaceship dealership and make them bone up their skills accordingly, so the salesman can sell them a ship legally.
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>>29084451
If all else fails and they still want a ship of their own, hand them an R2 unit with Astro-2 and all of the Engineering tree at 2. Then explain (through the wall speaker translating for the little bot) that someone needs to be the wrench monkey when he can't get to a spot.

Once you get someone to be the Engineer, show them the hooch still in Locker 11...
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>>29084498
The lucky bastards already have a ship, actually. One of them rolled well on the benefits table and nabbed a Smuggler Ship.

The rulebook mentions misjumps, and says they happen under rare circumstances due to lack of maintenance, or using unrefined fuel.
Is there more detail on those anywhere, or should I actually use my brain and imagination?
>>
>>29084451
>>29084241
You could get away with not having a skilled crew with expert programs, a good computer and repair/maintenance droids. Though it's unlikely they put money into that.

Note that personally, I require a person to do the steward duty for high passage passengers, mostly for flavor. People who come from rich high tech worlds probably would pay a premium for getting a human to serve them their food, as opposed to having a droid do it.
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>>29084655
Well, the one with the ship also has quite a lot of money, which he has so far spent on tricked out personal equipment. I'll suggest the droid thing, though.

Just posted that >>29084374 chart, along with the general probability of a successful jump for them (27.77%).
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>>29084647
Have fun with them, anon. Enjoy their terror as you roll, making them wonder if they misjump into a black hole, a sun, or in a place where no civilization can be found nearby, where they'll wonder if they'll die of starvation or asphyxiation first.

Here's an example of what happened in a Classic Traveller game where the crew suffered a massive 36 parsec misjump. It's pretty entertaining.
http://www.freelancetraveller.com/features/othroads/shavfoib/shawfolly.html
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>>29084763
>

This was the kickoff free-trader campaign, Expeditions Ltd's first experience with Traveller, held in Don's apartment, with starship miniatures from Valiant's Stardate:3000 line. It ended up giving both the character and starship combat systems a workout and set some kind of record for the most cinematic scenes per session -- remember, Star Wars had premiered less than three months before, and was still fresh in everyone's mind.
Sometimes I forget how old Traveller is.
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>>29084451
>>29084241

You could also let them hire people for those things. If nothing else, having to get the money to pay these guys should allow hooks to basically any and every patron you'd ever want to throw at them.
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I'm a bit late for the music recommendations, but this is my Traveller soundtrack:

>Jarre
http://www.youtube.com/watch?v=TlBIQqIPaGg
>Vangelis
http://www.youtube.com/watch?v=2x3UNHNo1LA
>Tangerine Dream
http://www.youtube.com/watch?v=9LOZbdsuWSg
>Brian Bennett
http://www.youtube.com/watch?v=1ZioqPPugEI
>SPK
http://www.youtube.com/watch?v=PSCPL0e7498

As you can probably tell, I think electro/industrial stuff from the earliest period ofTraveller was first made (say 1977-83) is the best. It has the retrotech feel I love to use in my Solomani games.

Also, this is really creepy:
>the sounds of Jupiter:
http://www.youtube.com/watch?v=e3fqE01YYWs
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>>29086236
Good stuff!

There's also my Background SFX folder for anyone wanting real-world ambiance in-game;

https://www.mediafire.com/folder/nv43tcbhp1n58/All

This folder also has some Referee quickref documents, and various other pdfs, inlcuding T5.
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>>29084647
But the ships on the benefit tables stand for ship shares, not actual ships
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Okay, One thing I always was disappointed by.....there's rules that say if your shit get decompressed you just die outright(paraphrasing, it is in the armory section of the mong rulebook) but there's no situations in rules as written that decompress your ship other than doing it intentionally yourself.

If you get a hole blow in the ship the rules say it fixes itself nearly instantly. Did I miss the part where there are rules for getting sucked out into space or otherwise killed in ship to ship encounters in other ways than crew hits, boarding deaths, or your whole ship being destroyed?
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>>29087548
I say that when the Hull of a ship reaches 0, the hull has been breached, and the atmo is sucked out of the entire thing. If no one has Vacc suits on by then, they will roll the standard D6/round damage for suffocation in vacuum.

When the PCs breach the hull of an enemy ship, I roll intelligence tests for the crew to see if they have their suits on or not.
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>>29084647
Here's how i do misjumps:

Jump Roll (2D6): (+Effect of Engineering roll, -2 per jump drive hit, -2 unrefined fuel, -8 within d-limit)

>Result:

0 or less: Misjump -scatter D6 parsecs from the intended system in a random direction.
Also, roll 2d6. If the result is 2 (snake eyes) Roll for a GAME CHANGING EVENT
GAME CHANGING EVENT:
Roll 1 D6:
1 Jump into star. Crew and ship survive on a 4+, taking Heavy RADS and damage (lets say 2D6 X 100 RADs, and 2D6 X D6 damage on the ship)
2 Jump into deep space: D6 X 100 Sectors off the side of known space.
3 Jump into Parallel Time: a different timeline, perhaps the Ancients are still around? perhaps Vargr Rule the Galaxy? perhaps Robots rule the galaxy? perhaps Coke-a-cola Rules the galaxy? Perhaps everyone is John? etc.
4 Jump into alternate Universe: Chaos, Complete Alien species, Completely foreign architecture and building layout, Perhaps small beings that serve drinks through body-generated force fields, using robotic arms to grasp and serve beverages, a small pile of feces builds up in the bottom of the force fields, etc.
5 Into Matrix/Werid Death 2001 Space - its so spooky?! what is real?!?
6 Absolutely nothing around. only hope is to freeze everyone and wait it out. Found floating in space in: D6 1-3: 100-600 years, 4-6: 10-60 years.

1-4: Innacurate Jump - Dumped in the system 2D6 AU from the mainworld

5-7: Close Jump - Dumped in the system, D6 AU from the mainworld

8 or higher: Precise Jump - Exit jump exactly on the D-limit of the mainworld.
*********************
JOIN THE CONFEDERATION NAVY TODAY!
http://www.youtube.com/watch?v=2fdcNAnP-og
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>>29084241
They can still do it untrained, and If they spend enough time on each skill check (say, going 4 increments up on the time scale; for a +4 to the check)
Sure it would take 1-6 weeks to plot a course from one system to another, but it's do-able...

Plus they can always hire a Navigator for 5K/month
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60,000 Ton Azhanti High Lightning Class
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>>29089331
Ah, the Azhanti. The Imperium's Fuck-Off Brick. Definitely one of the signature vessels, certainly the only one to get a whole game to itself.

>http://www.mediafire.com/download/i5j4ne1650vq9b6/Game%2003%20-%20Azhanti%20High%20Lightning.rar

Ship Type / Class Cruiser / Azhanti High Lightning Class
Displacement 60,000 Tons
Jump 5
Manuever 2
Crew / Passengers 62 officers / 333 crew / 75 pilots / 150 troops / 320 frozen watch
Hardpoints 24 + Spinal Mount
Manufacturer Varies
Hull Type Rectangular Closed
Streamlining Non Atmospheric
Cargo Tonnage 400

The Azhanti High Lightning was originally conceived and built to be a Fleet Intruder class ship back during the Solomani Rim war of the old Imperium. Although it was not technically a capital class ship in the days of the Imperium, the Azhanti ships of the Republic are the largest class of warship still in regular operation, and have been promoted to role of Heavy Cruiser within the High Guard, who operates six of these formidable vessels within the combined fleet.

Azhanti class ships carry a wide array of weapons and defense systems, including a spinal mounted weapon (usually particle accelerator), twenty-four 50-ton weapons bays, meson screens, nuclear dampers, and a compliment of fighter craft of up to 60 fighter craft organized into 10 ship squadrons. Small weapons systems such as laser turrets, repulsors, and sandcasters cover the external surface of it's heavy pierced plate hull structure.
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Anyone got a scan for Traveller 5? And the Babylon 5 book for Mongoose?
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>>29089519
http://www.mediafire.com/view/9yeu8d8tbsbyq0a/Traveller5%20Text%20Master.pdf
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>>29089431
I built one in MC, to get a feel for the interior spaces
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>>29089605
Lounge Deck
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>>29089619
Fuel Deck
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>>29089632
(Fuel Deck) Lobby and Cutter Dock
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>>29089605
nice to see you again shipbuilder anon
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>>29089647
Gunnery Deck - Fire control room
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>>29089672
Main Bridge
>>29089668
It's good to be back!
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>>29089689
Fighter Launch Tube - They travel down the vast majority of the vessel during launch and landing.
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>>29089703
One of the Cutaways, revealing the Vertical nature of the vessel
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>>29089714
Breakdown of decks.
This ship is hiatus WIP for the moment, got down to deck 40-odd decks, i think another 30 or so to go.
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>>29089766
Shipyard of Traveller Vessels
I've also done a golfball
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Which is better? Mongoose or Traveller5? I'm new and I wanna get into one system and stick with it, not jump around between a few. Learning difficulty does not bother me.
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>>29089991
Mongoose.
It uses 2d6 instead of the many-dice-mechanic of T5
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>>29090022
T5 seems more complex, isn't complex good?
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>>29090090
Depends what you're after. I prefer less rules and more face time with players. Mongoose seems a good mix of detail and simplicity.
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>>29090022
Mongoose is better presented, and as of now a much better place for a newcomer to start.

T5 works just fine, but you are going to fight the sheer size and density and some scrambled arrangement of the T5 book and/or PDF. They are supposedly working on a Players Book for T5, which should be a lot more accessible.
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>>29090090
T5 is only marginally more complex, but really badly presented. If you like diving into books that are puzzles, some of its tools are worth adopting but a quick reference it ain't.
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>>29080267
GURPS 3e Traveller has some excellently spergy sourcebooks.
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>>29091939
That, for world building, produce different results than anything else.
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>>29082978
>Persuasive Argument
Now that's a PC ship if I ever saw it.

What's your party's ship named, travgen?
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>>29087146
It did seem a little bit crazy, but I'm not sure.
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>>29096041
You can throw your ship shares (or trade a "ship" result for... IIRC 5? shares) into someone else's ship, reducing the mortgage.

Fucking banks.
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>>29087916
That's good, I like it. GAME CHANGING EVENTS seem like quite a GMing challenge, but then I've only ever run three sessions.
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>>29087146
>>29096041
>>29096077
Well, this is what I get for indulging my overly-keen friends in chargen before I finish reading the rulebook.
It's okay, they seem to like the idea of being in debt to the sort of criminal who'd be selling a smuggler's ship.
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>>29096041
I -am- sure, read the book carefully, you'll find the entry that says it's for shares and not a whole ship
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>>29096782
Ah, that seems like a nice way to save things while not actually taking the ship from them. Criminals 'n' cartels are always fun clients.
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>>29096041
Yeah, your player should get, as quoted on page 32 of Mongoose's Scoundrel splatbook:

>SMUGGLER VESSEL: You receive 2 ship shares towards the purchase of any vessel. 5% of the vessel's cargo space is considered to be a Consealed Compartment (see page 87).

Check with him to see if he might be pulling one on you.
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>>29096782
By the way, what kind of ship do they seem to be interested in?
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>>29097942
He definitely wasn't pulling one on me. I walked each of them through character generation, it's just that I hadn't (and still haven't - fucking Christmas) finished reading the rulebook. So I was pretty much skipping around the rulebook to relevant parts when I needed them, inevitably missing things.
Things such as that line - shit, you'd think it'd just be 5 shares towards the ship called 'Smuggler Ship'. I'm gonna let them have the Smuggler Ship on mortgage, because that's more interesting and it's more in line with the benefits in the core rulebook.

>>29097989
See above. Smuggler Ship, pg.89 of 'Book 6 - Scoundrel'. It's a refitted Type A Free Trader.
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>>29098069
Ah, ok. I thought for a moment that he might have whipped out a copy of Traders and Gunboats and tried to go for an Armed Fast Smuggler.
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>>29098069
Another option besides the mortgage plan would be to alter the sample adventure Smuggler's Prize on page 78 and make it so that they can get the ship for free. Then you don't have to worry as much about down payments and failing to pay the bills.
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>>29071903
So I shouldn't try making an Eve Online homebrew for Traveller? Because every player has a ship was sort of what I was going for.
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>>29101297

Doable, it's just that ship combat was more designed for small numbers of ships, it's a bit too much detail for most to run multiple ships under player control, but you can do it.
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>>29101297
If each player WANTS to control a ship, that can work. I would stick to small stuff, though, unless you are playing a "captains of commerce" thing instead of individual RP.
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>>29101400
That's bad. I'm still trying to figure out the rules for Traveller. Can a person pilot and run an entire ship by themselves in Traveller? What should I do to mechanically represent the difference between a normal captain/pilot and a capsuleer in terms of abilities?
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>>29101416
It would definitely be a captain's of commerce-type game.
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>>29101877
In the fluff, the Type-S could be piloted by one person, using programs for anything the pilot couldn't do himself, like fire control. It's still a major pain in the ass, though, so I would think there would be a dice penalty for multitasking.
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>>29101877
A small one, yes. Much above 100 tons and you'll need a crew, though.

One solution is to assume a LOT more automation, but damage control becomes problematic.

Another is to just move the tonnage decimal one place to the left on everything except staterooms. Now anything bigger than 10 tons can jump, and you can build a lot of variety in small packages.

Alternately, just cut *fuel* to 10% of normal. This gives you either a lot more range or a LOT of room for variation in a 100-ton hull.

If you want more interaction between fights, either shorten jump times or hook everyone together to go places so they can talk to each other.
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>>29101990
Then assume you have crews, and you are just playing the Captains.
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>>29102141
>>29101990
Do note that you will outrun the commerce rules pretty quickly as the ships get larger. Those rules are aimed at the little ships.
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>>29101877
You'll have to homebrew it.

By default, anything larger than 100 tons and combat ready needs at least a pilot and a gunner (who have some engineering skills on the side).
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>>29101877
Don't worry friend! There are always crews for hire

One of my PCs runs a 400 ton Corsair by himself, along with an NPC crew of 4;
>Pilot:
Ensign Jameson: Solomani Female (8/10) A54595, 26, attracted to Aslan PC (on the other PC ship...)
>Navigator:
Commander Riuni: SC Male 65B82B, 40, Borrows money.
>Steward:
3rd officer Sheffram: Zhodani Female (10/10) 98758A, 30, Good on the Ships guns. wants to hire the PCs
>Engineer
Johns, SC male, 28, ex-scout, good mechanic... Will betray the PCs....

total cost per month for this crew is only 17K

swear to the void I rolled all this up, even the attractions to the PC, I rolled the trait, then randomized who the NPC would be attracted to. They almost never get to hang out, because the captains of both ships are ruthlessly following their mission and pretty strict. In fact Ensign Jameson has made some mistakes in the past (damaging the sensors during an atmospheric entry) and has been yelled at by the PCs Droyne Captain. NPCs have feelings too!
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>>29105911
I wonder if ships out of some planets force people to register taxes and shit for people they hire.

I get this comical picture of having to send a bunch of taxes and stuff for social security and deductibles and whatnot through the x-boat network to reach the homeworld.

"What do you mean we're wanted for tax evasion?!"
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>>29105911
>Ensign Jameson
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>>29106097
One of my all time favorite Traveller stories involves tax - the funding of an AHL-class cruiser called "Children of the March".

A fleet intruder (later frontier cruiser) of the Azhanti High Lightning -class. Tail number 6355. Laid down 095-994. First flight 117-997. 60,000 tons and heavily armed.

The Children of the March was unusual in this class of ships primarily for its method of financing. The boost to subsector economy created by the award of starship construction contracts is always important enough to make all areas of the Imperium vie for the privilege. At the time of the bidding invitations, the Solomani Rim War (990 to 1002) was burning on the other side of the Imperium; there was little chance that the Spinward Marches would receive a contract.

The Duke of Regina, speaking for the Marches, proposed that the Marches fund one additional ship from its own resources, on the condition that the Marches receive a contract to produce a portion of the total run. The school children of the worlds within the Marches contributed their lunch money, at a quarter credit each, for the ultimate funding of one ship, and it was named Children of the March in their honour.

(cont)
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>>29106178
At least, that is the story available to the casual reader. But that sort of activity is very cost-ineffective, and has a great potential for graft, or at least inattention. Instead, the sector government came up with the idea, and implemented it at the highest levels. Given a population of 783 billion in the Marches (under direct Imperial rule), children in school amount to about 10% of that population. Assuming a contribution of a quarter credit per student, the campaign could produce the sum of 19.575 billion credits.

The bureaucracy simply deducted this sum from funds budgeted to education; the responsibility for replenishment fell upon educational administrators, who could solicit donations from students (or others) for the shipbuilding campaign. Aside from the initial notification from the sector government, no further effort was necessary, no further credit transfers were needed, and the campaign was allowed to go on for however long was necessary. Reportedly, some backwater districts still collect for the "Starship Fund".

Source : CT Library Data book
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>>29106192
My god.
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>>29106192
>>29106178
I damn better have had a playground onboard.

Imagine if the PCs were able to pull something like this off
"Ok new campaign goal; try to build an Azhanti High Lightning Class."
"How we gonna pay that 31,469.187 Mc Price Tag?"
"It's simple.... we get the kids of an entire sector to pay for it"
>Referee: Roll a Social Standing Check. This is a formidable task.
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>>29106097
Why not? The 3I has something like 11,000 inhabited worlds in it. You are going to find anything somewhere in something that size. Dippy tax regulations on one world would mean most ships get flagged elsewhere, just as occurs here and now on Earth. If your PCs roll up too much ship during chargen and you need to rein gem in some, tell them the ship is registered on Redtape-II and let them go through the hassle of transferring that to New Liberia.

As any old time Trav GM can tell you, the key to controlling your players is keeping them POOR.
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>>29107205
>keeping them POOR.
amen to that.
Don't want those pesky PCs buying more Beam lasers, let alone Fusion Beams or Barbette weapons....
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Playing Mongoose Traveller this evening, just doing a character creation/intro session. But I haven't read the rules, and I'm not going to be able to read 194 pages in such a short time. Has anyone got any quick start guides, cheat sheets, or even just suggestions for which sections to read first?
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>>29107871
Just the Character creation part.
Pages 5&6

Also it can help to know how to do the careers, and to have a basic idea of the careers available.

The best advice I can give is to look carefully at the stats you've rolled up, and select a career that will utilize those strengths.
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>>29107960
OK Cool. I expect the GM, Referee even, won't have had much time to do more than skim either. Anywhere you reckon I could help pick up the slack in the rules department? I have no idea if combat, ship navigation, ship management, trading or any of the other elements I've heard this game has are all really in depth systems that can be quickly referenced at the table or not.
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>>29108006
Yep pretty much everything can be quick referenced in game, as long as you know how the shit works, all you need is a table or two for each section (Trade, ship combat, personal combat etc.

I have heaps of Quickref documents here;

https://www.mediafire.com/folder/uvk37waqict6t/Traveller%20Referee%20Docs

The other option is to just have the CoreRulebook open in a pdf or something on a laptop on the table.

I also like to utilize a 'personal combat chart' that I have up on the wall. an A3 page showing actions/reactions and cover.
That's just me though...
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>>29083761
Just add octopus.

Everything better with octopi.
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>>29111045
That thing just looks lost. Like it was on the way to the Mess Hall but wound up on the bridge.
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>>29112627
Hey. That's no way to talk about Ensign Hugh Mann.
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How is traveller for solo play? Which edition is best for it?
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>>29115138
Classic, or Mongoose. Traveller has a long, LONG tradition of solo play, whether actual "roll up characters and go trading" play or just rolling up sectors and designing worlds.
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>>29115162
By classic do you mean the original one in 1977?
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>>29115200
Yeah. Mongoose is pretty much the new Classic though.

Don't bother with most of the Mongoose supplements unless you really need them. The Campaign Guide is especially bad, but Mercenary was written by someone who apparently saw the word "traveller" once, a lot of the books have illegible deckplans (which look like crudely and repeatedly resized bitmaps) and generally it's a wonderful illustration of Mongoose Quality (tm). Sometimes they publish something awesome (MgT core qualifies), then they slip back to being the company best known for killing D20 third party content by pumping out utter shit.
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>>29115292
The FLGS near me has a box full of classic Traveller books (the old books, the later published hardcover book going over the rules, some supplements, some premade adventures, some journal books and other extra stuff) going for $150. Do you think that's worth it?
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>>29115376
There are reasonably-available reprints. Last I checked it was £20 for a reprint containing all the core books (1-3, the basic set, and all five further books), the same for other reprints of adventures and supplements. They're in a slightly weird format (you can see the covers here: http://www.farfuture.net/hardcopy.html - each page has two pages from the original book on it side-by-side) but they're perfectly usable.

They're not all available there, but I've seen them in various stores.
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>>29115431
Can you get the out of print things elsewhere (other than ebay or craigslist)?
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>>29115376
I'd just find the Complete Classic Traveller download that's floating around and get that.

Mongoose Traveller core really is good, though.
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>>29115431
I have a lot of traveler stuff in pdf, if you want it.
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>>29115502
All of it
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>>29115511
http://thepiratebay.se/torrent/6077383/Traveller

Woop.
>>
Reminder that it's not a good idea to gorge yourself on Traveller material. Stick to the corebook of your chosen edition for the most part, and only bring in small parts of supplements as and when necessary. You can do a ton of stuff with the corebooks and some minor house-ruling and custom content, or just reskinning.

That's not to say that the sourcebooks aren't fun to read, just be careful, that way lies madness. Especially for newbies.
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Battle Dress
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>>29115718
Yeah. Frankly, they're only worth reading to get new ideas for ships and gear most of the time.
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>>29083282
I remember that being the art for an adventure, published in a magazine or something. You don't happen to have a scan of that adventure?
>>
I love the CT books.
They're just so minimalist.
Simple covers with simple, no bullshit contents.
It's great.
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>>29116643

>>29116802
I agree. I started my Traveller experience with the CT LBBs 1-3. So much fun gen-ing characters and testing them out in combat.
>>
Little known fact: the 77 edition and the 81 edition of CT have a lot of little differences. THe 81 edition is what became The Traveller Book and Starter Edition.
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Docked at C class starport in the Amonchomchu system, Solomani space.
Stopped by Solomani officials while unloading passengers. Managed to talk my way out of it, but they weren't happy to see me or the rest of my Aslan crew.
Next destination is the Mcmanus system, 1 parsec away. Looking at the readout from the ship's library: Ice-capped Non-agricultural world with decent population and low law. Also very thin atmosphere...
Anyway, I spent 5 hours arranging passengers for the trip, then another day arranging Cargo and freight.
>Flight Manifest for jump: Amonchomchu - McManus
15 tons Illegal Weapons (bought for 65% of standard price!)
15 tons Advanced machine parts
20 tons Medical Supplies
10 tons Basic Electronics
10 tons Illegal Weapons
25 tons Biochemicals
Also 5 High passengers and 19 tons of freight.
We're jumping from low law system to low law system, so there shouldn't be any problems with those weapons...
As we decouple with the starport, I realize its been 6 months since I set out from the Aslan Homeworld, Kyusu.
May our ancestors guide the jump.
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Jump went fine, We exited near the mainworld of the Mcmanus system.
as we approached the starport, we were hailed by a Solomani police cutter. Just my luck! The one police vessel in the system and I run right into it!
I managed to use my Streetwise skills to avoid a full search, and The captain was sated with our mission of establishing trade routes with the Hiver federation.
We docked. Thankfully no one was around to notice the containers with 'Third Imperium Armory" stamped on the side... I really should refrain from Illegals in future... ah well... the Credits are good.
Speaking of which, I sold The weapons for an excellent price, and combined with the other goods, made a total of 1,800,250 Cr from the trip. Paid my monthly ship and crew salary costs, and am sitting at a healthy 5,118,047 Cr.
Time to relax and maybe check out some of these human 'bars' that I keep seeing.
>>
So how do solo games work in Traveller? Is it explained in the books of it or is it something supplemental? How do most of the games go?
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>>29119349
Just handwave everything. Unless you get into combat, then you gotta do it right.
Solo games can be done however you like, you're the Ref, you're the PC. if you wanna trade the stars, go for it,
wanna kill on endless mercenary missions? prepare for hot LZ insertion.
Etc. etc. Just have fun and do whatever you want. Just make sure you roll for random encounters when you're moving around, or approaching mainworlds. I've found the random encounter tables in the core book are great, combined with some of the tables from the Referees guide (Mongoose Supplement 9 - Campaign Guide) for the exact type of ship/species encountered.
From then on it's like any other Traveller game. Try not to die, and try to cover your costs.

behold... random space encounters/combat sheet
>>
>>29119482
Could I just use the subsector maps in the MgT book "The Spinward Marches" to do this?
>>
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>>29119707
of course. any star maps you like.
I use the Traveller Map and the Utzig map;

http://www.travellermap.com/

http://www.utzig.com/cgi-bin/iai/map_top.pl
>>
>>29119863
Jesus Christ. Who the hell had the time to make this? There's so much stuff here!
>>
>>29119863
Okay, so I'm noticing that a lot of planets have pretty high law. How does this work with space ships? Not just the fact that I don't think anyone in any RPG would go unarmed if they could help it, but what about star ship weapons? Even sand casters can shred unprotected humans apart, not to mention lasers and missiles. So what, is it all hunky dory as long as you leave your FGMPs on the ship and don't point your laser turrets at the other ships?
>>
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>>29120613
the core book covers law level and travellers.
you roll 2d6 when you arrive at a system, if the result is equal to or less than the law level, your ship is checked.

Don't forget that while mainwolrds may be high law, most Imperial starports (in orbit) are Law level 1, to allow mercenaries to carry their weapons etc. As long as you don't have illegals, you wont get arrested for carrying an assault rifle on a starport.
Of course, If you're carrying around a FGMP, someone will check you to see if you have a 'license' to carry that kind of weapon (If you have Gun combat(heavy weapons) you are considered as having the appropriate papers and licenses for operating a FGMP)
We pretty much count that if you have a skill to use a certain weapon, you also have the paperwork to back it up. (unless the skill has been learned in game... in which case, might need to get a permit, pay fees, obtain C-class license etc.)

As soon as you enter the atmosphere of a high law-level mainworld, better leave your assault rifle in the ship, and hope the tech level is low enough that the local authorities can't scan your cargo bay/ships locker.

Usually Imperial starports have a Law level 1 "Imperial airspace" associated with them;
the space from the d-limit to the starport
and perhaps a narrow corridor to the systems gas giants, for refueling.
If you leave these "imperial airspaces" you may well be accosted by local system authorities (depending if the mainworld is capable of space flight) who will enforce their systems laws.

That's how we do it...

Also read through the "law and Travellers" section of the core book, shows you how to deal with encounters with law and the issues of prison time and fines.

Mongoose Core Book:
Law and Travellers: pages 173-174

Starport rules: page 178

>>29120145
This entire map was compiled by players and writers of Traveller, over the last 36-odd years

Hell you can even map out new areas and submit them to the maps.
>>
>>29120860
Aw, yes. I see. Thank you.

>This entire map was compiled by players and writers of Traveller, over the last 36-odd years
Goddamn.
>>
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>>29121036
>http://www.travellermap.com/
One of all my-time favorite fucked-up sectors is Amderstun, way rimward of the edge of the Solomani Confederation. It's a realm of pocket empires and lost colonies.

One area seems particularly bad. The forces of the Amderstun Empire and the Chromiri Alliance have reduced dozens of worlds to nuclear slag in their endless war (note all the dead red zoned worlds) in the aptly named subsector "Warzone". There's also no less than three prison worlds in there.

The ultra-rare blue zones originally come from TNE. These systems are Technologically Elevated Dictatorships, despite the fact they have no population. Make of that what you will.
>>
The thirty-five sectors in the center (Spinward Marches is one corner, Spica the opposite corner) were mapped in low detail in the early 80s, with just high pops named. Much of that was then filled in by fans, though the Spinward Marches, Solomani Rim, Diaspora, Massillia, Deneb, Reft, Trojan Reach, and chunks of Vland, Lishun, Core, Old Expanses, Reavers Deep, and Corridor would be printed officially (as well as several sectors outside that area, such as parts of Gvurrdon and all of Hinterworlds). Subsequent fan and official work has produced the body of work the Traveller Map displays. That work is still ongoing. That row of sectors between the K'kree and Hivers was added in 2013.
>>
>>29118851
YOU! It's you again! I like you.
>>
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>>29126802
>>29118851
This kitten has Broker-2, and Streetwise-2, making all her little 'transactions' go smoothly. She's an Aslan with a cool head for profits.

K'tanaal - B48497 - 36.
Skills:
Steward-1, carouse-0, Broker-2, persuade-1, melee(claw)-1, Sensors-1, Streetwise-2,
Tolerance (for non-Aslan species)
4 terms Management, 1 term Free Trader.
Contact, Alien Artifact.

Recently installed a 4 MCr Particle Beam on her Aoa'iw Trader, for a little extra teeth
>>
>>29126960
Not a starship-scale laser pointer?
>>
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>>29127060
Particle Beam is decent. 3D6 damage plus a Crew Radiation hit. Could do some serious damage with a good hit, and its always nice to Irradiate an opposing crew.
>>
I'd really like to run a game in Traveller sometime. I've read some of these threads, and understood so far that Mongoose Traveller is the best edition to get into it, and probably the most refined one and that GURPS Traveller has some great fluff. But what are the differences, advantages and disadvantages of all the other systems? I understood that T5 is some major fuck up?
>>
>>29127391
Classic Trav is Classic and Old, but it's still pretty damn good.
MegaTraveller & T4 added too much complexity and nonsense.
TNE has some of the issues of MT & T4, and also did Things to the setting, including Homeworld: Cataclysm- or Berserker-style "Virus"-infected AI ships.
GURPS Traveller is GURPS, and its sourcebooks are fascinatingly spergy even for non-GURPS games. There are actually two editions - GURPS 3e has Traveller and a ton of supplements, GURPS 4e basically just has one Traveller book IIRC, but it's set in a slightly different era - not that long after first contact with the Solomani (that's us Earthlings).
T20 is terrible. Some good third-party fluff was published for it IIRC, but the game itself is bad.
That HERO-system port is pretty bad IIRC.
T5 is just a goddamn mess. Some people have developed a sort of stockholm syndrome, especially some of the kickstarter backers, and claim there is some great insight in there, that it all makes sense if you just open your mind and study it, and that it's not terrible. It might become good eventually if they release T5.5 after a lot of extra work.
Stars Without Number isn't Traveller but it's got damn good tools for a Traveller referee.

I'd go with CT or MgT, maybe GURPS. Read the supplements you enjoy. Then branch out and look at how other editions covered similar topics, eventually just read everything and take what is good.
>>
>>29127838
Oh, and Traveller: 2300/2300 AD isn't Traveller at all, it just shared the name at one point. It's interesting, but not really relevant.
>>
>>29127838
>>29127849
Thank you.
>>
>>29127391
>>29127838
It isn't a Stockholm Syndrome thing with T5. A number of the people in the playtest crowd for it got to watch the tools grow gradually instead of having the brick delivered all in one go. They know the tools instead of having to figure them out from the mess of the book.

T4 wasn't complex except in the one spot it was supposed to be, the "build it all" book. Since that book also suffered from the same organizational hand that gave us T5, it is even more of a mess than it should be. The rulebook for T4 is, wonky dice aside, a good edition. Just avoid the rest of T4...

Hero Traveller and GURPS Traveller are Hero and Gurps first, Traveller second. It shows. There is some good stuff in GURPS Traveller, but it damn near stands in isolation.

T20 could have been good. Unlike the two other adaptions, it shredded D20 and rebuilt it for Traveller's purposes. Unfortunately, the mix of D20s unavoidable crunch and Traveller's standard subsystemic crunch, and the author's need for certain foibles of organization, character generation is a mess. Oddly, the rest of the book is fine, and the various add-ons do not shame the franchise.

TNE is, oddly, another adaption. GDW's House System, used for Twilight 2000, Merc 2000, and Dark Conspiracy, is converted to Traveller. The resulting combat chapter is way too dense. As mentioned, it also blew up the beloved Third Imperium once and for all, and used "impossible" things to do it. TNE's most complex moment is Fire, Fusion & Steel, the "build it" book, and is ironically the one part of TNE that the haters tend to embrace.
>>
>>29129281
>Fire, Fusion & Steel,

I am an unrepentant GURPS: Vehicles fanboy, cube roots and all. FFE gave me migraines.
>>
>>29127838

>MegaTraveller

I dunno, I think the system's a little cleaner than Classic. It certainly gets a lot of previously supplemental material into the core books. It *does* have a huge issue with typos and other errata, though.

The "Shattered Imperium" fluff can fuck all the way off, though.
>>
>>29129281
So MT, CT and MgT all use 2D6? I've looked into MgT and I like the mechanics so far.
>>
Just got GURPS Traveller: Interstellar Wars.
I've already read CT and MgT. How does it compare to those?
>>
>>29082192
Throw this on, turn it down low, but still loud enough to hear. It you have a 5.1 surround it works wonders to build an atmosphere of dread

http://www.youtube.com/watch?v=xHfoCBw4lXs
>>
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>>29134598
added to the OP
also>>29086236
>>
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Unknown Vessel, disengage your Maneuver Drives. This is the INS Lioness II. Stand by your clearance codes and know that we are scanning your cargo hold for contraband.
>>
>>29133007
CT and MGT are 2d6 roll high, while GURPS is 3d6 roll low and a point buy system. Like Hero, GURPS's point buy and effect definition scheme are a sub-cult wit.. pardon, sub-CULTURE within gaming. GT Interstellar Wars is an excellent guide to that era of the Traveller setting, however.

>>29131910
Yes. The precise effects of skills and stats vary, and the methods of rolling and applying damage are different, but the basic idea is the same in each.
>>
>>29138646
I'm very familiar with GURPS.
In fact, GURPS and MgT are my two favorite games. I was more asking in terms of fluff and the world building, ship building, etc. I know Interstellar Wars takes place in a different time period than I'm used to. Also, I'm disappointed that they didn't find some way to adapt the life path char gen system to GURPS. That's one of my favorite things about Traveller.
>>
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>>29138784
The GURPS 3e Traveller books are set in a "No Rebellion" variant of the timeline. You'll find a lot of the details that don't depend on those events will be the same as, or at least compatible with, those discussed in older editions (CT, MT, and T20). The match isn't perfect because the Canon has been changing over time anyway.
>>
>>29138784
GT:IW has the (an) origin for the Beowulf class-name!

Bad translators. The Vilani sold off a ton of old gyro-class tramp freighters, and were quite confused when Solomani captains started naming them after mythic heroes and not sandwiches.
>>
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Legion of Vra'tha
1000 ton Hiver Scum-Runner

Hull 20
Structure 20
Armor 8
Bridge
2 X Battle Bridge
Jump-2
Thrust-2G
4 Model 6 Computers (rating 30 each)
Advanced Electronics

8 Triple Turrets;
4 with 3 X Missile Racks
2 with 3 X Beam Lasers
2 with 3 X Particle Beams
36 Missiles (3 salvos)

1 Bay Particle Beam (6D6 Damage + Crew hit)

10 Staterooms
100 tons Cargo
400 tons fuel

Thoughts? I figure this is one of those 'you need to board it to stop it' vessels.
Skint crew of weak, semi-unarmed hivers. As long as PCs don't try to bash it out with this ship, they could close quick and take it by force.
>>
Hi,

Could I request a copy of Adventure 3 Trillion Credit Squadron.

Thanks
>>
>>29146623
I..... don't have that. it's not in the OP link either...
you sure it's from MgT?
>>
>>29146623
Here's the CT Trillion credit squadron. hope that helps.
http://www.mediafire.com/download/ncod985rm1nxkb9/
>>
Thank you very much; but if someone could point me to the Mongoose version, it would be appreciated.
>>
>>29146897
http://www.mongoosepublishing.com/rpgs/traveller/adventures-and-campaigns/adventure-3-trillion-credit-squadron.html
USD27.96
>>
>>29146897
>>29146927
Oh, wow. I didn't realize there was a Mongoose version of that module. Thanks, you two.
>>
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>>29146378
I didn't know hivers would be so heavily armed on a ship. But my knowledge of Hivers consists of "Starfish gun-runners who don't fight"
>>
>>29150470
Hivers dislike personal combat, but are decent at ship-to-ship. If they think boarding actions are likely, they'll bring Ithklur along.
>>
How ingrained are the alien races in Traveller? I'd like to start up a game of it, but base it on humanity expanding across the stars, and then dividing into various factions and empires and such. Could you still have a good game with an entirely human crew or are there huge chunks of content that would be missing by not having the alien races and their stuff?
>>
>>29150507
Say, anyone got a pic of an Ithklur? I've never had much of an idea of what they look like. I assume they look like a Deathclaw with hands that could use guns.
>>
>>29152314
>Could you still have a good game with an entirely human crew or are there huge chunks of content that would be missing by not having the alien races and their stuff?
It would be fine. Whole swathes of space are blank and just waiting to be filled out with your own creations. The canon is optional.
>>
>>29152314
In my experience - running Traveller for a big chunk of the 80s and 90s - aliens as PCs are the exception and not the rule. Traveller differs from DnD and it's descendants in many ways. Deadly combat was one difference, equality between PCs and NPCs was another, and there being no real need for "token" PCs was yet another.

In DnD and it's various clones and descendants, parties seemingly always included an elf, dwarf, half-this, or half-that for various in-play advantages. Having a non-human provided certain benefits so seemingly every party included one. That doesn't hold as true in Traveller.

True, aliens have some quirks which can prove useful in some instances, like language or cultural familiarity, but, unlike DnD with it class focus, an alien won't be a better engineer or trader simply by virtue of being alien.

Another point to consider is the vast distances within the Traveller setting. Again, unlike DnD & Company, every alien in the setting doesn't live next door to every other alien, let alone the various branches of humanity.

The K'Kree and Hivers are sectors away from the Aslan, for example. The Vargr do share a small border with the K'Kree, but it's separated by a rift from the central K'Kree territories. The Vargr and Aslan central territories are also sectors apart. While you can plausible place both Vargr and Aslan in the Spinward Marches, finding a Hiver there, let alone the xenophobic K'Kree is a much bigger issue.

Playing alien PCs seems to be on the upswing lately perhaps due to the DnD crowd entering Traveller. They learned RPGs with mixed race parties and in settings where different races lived somewhat intermixed. While that type of play and the perception which led to it is somewhat different from the 30+ years of previous Traveller play, it isn't wrong either. Just different.

TL;DR - Playing aliens in Traveller is fine, but isn't mandatory either.
>>
>>29152314
They're in the official setting. Even in the official setting you never have to go near them, and most of my campaigns are purestrain manflesh, both as a player or referee.

Vargr are pretty close to human, and Aslan give you some hot Kzinti action if you don't want to get into weird aliens but just want a touch of screaming, leaping, and pissing on things.

Vargr don't really piss on things.
>>
>>29154441
Is there a book that contains general information on the Third Imperium setting? There doesn't seem to be anything more than references to things in MgT Core. During chargen, I knew that it was unlikely that there would be an alien crewman, but I couldn't explain why to the player who was tossing up whether to play a Hiver or not, because I didn't actually know.
>>
>>29153206
>>29154441
>>29154523
Awesome. I have an inkling to just toss the freelancer lore into the traveller system and play with that.
>>
>>29154557
The Library Data books are best for that. Get the 2 CT ones. Alternately, you could check out the wiki:

http://wiki.travellerrpg.com/Main_Page

Or visit the online Library Data pages:

http://members.tip.net.au/~davidjw/libdata/
>>
>>29154690
Shit yeah, thanks.
>>
>>29154557
Mongoose published a 3I library data book, but I wouldn't bother paying for it or for most of Mongoose's publications for that matter. All you need is the core rules book because the web has a metric shitton of free Traveller information just waiting for your browser to scoop up. People have been playing and playing with this game since Jimmy Carter was in the White House and since before there was a public internet. Folks have been creating content for Traveller longer than most of the anions here have been alive.

There's a Traveller Wiki, google it, and be prepared to spend a few hours reading and following links. Google "freelance traveller" too. It's a webzine with web-based content and a mess of links. Starting with those two links, you can learn about the 3I setting as much as you want or need to do. Remember, everyone always tailors the setting to the needs of their group. If your player really wants to play a Hiver, point him to the pertinent info at the wiki, and let him run with it.

Good luck and have fun.
>>
>>29154807
Forgot to add this, at the chan three number up from this one, there is a tag board too. It has a request thread in which you can find links for nearly every Traveller product across all systems and publishers.

I'm not suggesting you pirate what you need, I'm just pointing out something.
>>
>>29154807
>go to wiki home page
>short bit about Imperial Currency
>click the link to the full article
My god, yes.
>>
>reminder that timekeeping across interstellar empires is a full-time job
>reminder that this job is vital for trade, the lifeblood of the third imperium
>reminder that the office of calendar compliance know exactly what you did last summer
>and have a job for you
>>
>>29154953
>>29154869
Traveller certainly has the details... If you know where to look/who to ask.
How many Credits we talkin here?
>>
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>>29150470
>>29146378
Yeah it could be a vessel for any race really, I just wanted to build something that my PCs couldn't shoot down. They'd have to jump out, or quickly board and seize it.
>>
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>>29152493
The pics in their original appearance are not very clear. Here are the two from their GURPS appearance.
>>
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>>29156092
and two
>>
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>>29154557
The Mongoose Spinward Marches book, or the core GURPS Traveller book also have a lot of general info.
>>
>>29154557
I've found the Alien Supplements are great for back story and setting information. There's hundreds of pages devoted to setting fluff in each one.
Solomani is a good one, for dealing with how they came to be where they are, and their dealings with the Vilani Imperium.
Aslan and Vargr are interesting to skim through, work out what they're like.
>>
>>29156092
>>29156105
Hey, thanks man. Much appreciated.
>>
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>>29156153
Got that in higher res?
>>
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>>29162094
Not that anon, and not the 1117 map, but I have this one
>>
>>29162451
I was hoping for the 1117 one in particular actually, But thanks anyway.
>>
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>>29162094
How's this?
>>
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>>29162615
Here's that specific map a bit larger.
>>
>>29161704
Took a bit to recognize the blue ship as an A2.
>>
>>29163269
This is from Survival Margin.

>>29163181
This one is from Rebellion Sourcebook.

Same map with some shading.
>>
>>29162615
What you want is the Rebellion Sourcebook for Megatraveller.

http://www.mediafire.com/view/au61g5o4ooq3wxo/MegaTraveller%20-%20Rebellion%20Sourcebook.pdf
>>
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>>29163269
>>29163181
Thank you both. I promise to only use them for good.
>>
>>29163555
Also thank you!
>>
>>29077217
>Hey Vargr-friend, your woman, she is very pretty yes? I give you six vacc-suits for her!
>Hey creep, she's not for sale, I mean-
>Okay ten! Ten vacc-suits! In my culture this buy you many women!
>You don't shut up now, I'm gonna punch you, you...
>C'mon Dave, let's just go, he's not worth it-
>Okay friend! TWENTY vacc-suits and all the Vegan pie you can handle!
>Fukken sold. Get with the alien bitch, no way am I passing up some V.P.
>W-what?! Dave, you-
ZZZAPPP!
>Shame about the 80's hair, but I can fix that!
>(scoff, slurp) This is some fukken good pie you little xeno creep.
>>
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>>29163632
Ugh, Mongoose's assclown take on the Aslan.

You know, we had joked about the Aslan being samurai pizza cats for decades but no one expected the idiots at Mongoose to take it seriously!
>>
>>29164240
I don't mind the equipment, I just wish they hadn't made them all ThunderCats escapees.
>>
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pew pew!
>>
>>29164280
Did I miss something while reading the Aslan fluff? They don't seem that awful. While the armour is totally stylized to have a Japanese aestheti that never felt so awful to me, it's still mostly functional looking. You gotta keep that mane somewhere.
>>
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>>29163769
i lol'd
>>
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>>29164862
The Japanese aesthetic gets a little overdone in some places.
My problem, again, is that they are NOT lions. Aslan are aliens who only vaguely resemble lions. The ears and hands are an important detail that Mongoose completely fucked up.
>>
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An OGRE Mk III is approximately 19m long, 10m wide and 13m tall. It's also angry and full of nukes. The whole body isn't that height, of course, that's the sensor mast, but I don't think you can retract it. If you can, assume the height required is more like 8m. How would you go about transporting and landing one, in Traveller? It can handle a bit of rough stuff, but it's not a Bolo and can't fly. Hot drop-zones aren't necessary; assume it's landing safely behind friendly lines and driving in the direction of the enemy. Also assume legal issues regarding its armament are resolved.

This may be relevant to a mercenary campaign two people are already rolling up characters for. They aren't the mercenaries. The OGRE is the mercenary. They're just the hired pilot and crew.

I'm thinking a custom ship might be required, but I'm not that familiar with the various transports out there and there might be something that can handle it.
>>
>>29171376
It's also amphibious, if landing wet and dropping it out the bottom is an option. Might be easier to build giant hatches in the cargo bay floor than widen conventional doors.
>>
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>>29171417
(pic related, but forgotten)

It looks to me like the big problem is height - even ripping out decks, that's a tall bugger. I remember some previous Traveller thread had volumes for things like the Corsair's bay, does anyone have those handy?
>>
>>29171376
You wouldn't carry it inside a ship. Instead you'd carry it much like battle riders are carried. There's no crew in an Ogre so you don't need to worry about life support. Also because Traveller has contra gravity, an Ogre could land from orbit by itself. Grav tanks do so.


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