Search found 59 matches

by Melbourne Accords
Sun Aug 29, 2021 2:46 am
Forum: Traveller
Topic: Official 2300AD Comments Thread
Replies: 107
Views: 11035

Re: Official 2300AD Comments Thread

Like swampslug, I would be interested to know the thinking behind the high Auto scores. Providing generation tables for Core World characters as a free download is an excellent idea! 2300 is a compelling setting and I look forward to delving into it again with my players. Thank for years of effort a...
by Melbourne Accords
Sun Aug 29, 2021 2:32 am
Forum: Traveller
Topic: High Guard Update - Comments Needed!
Replies: 75
Views: 13010

Re: High Guard Update - Comments Needed!

Sorry about the late post.

Our groups really enjoy vector-based space combat (based on Mayday). It would be great to see this as an option in the revised version of High Guard.
by Melbourne Accords
Fri Apr 23, 2021 5:04 am
Forum: Traveller
Topic: Far Trader Page Layout - Comments Welcomed!
Replies: 14
Views: 6438

Re: Far Trader Page Layout - Comments Welcomed!

The new format looks great!
by Melbourne Accords
Sun Apr 18, 2021 8:04 am
Forum: Traveller
Topic: Travellers Needed - Core Rulebook Reprint
Replies: 187
Views: 89970

Re: Travellers Needed - Core Rulebook Reprint

Thanks for this opportunity to further strengthen a great game. I have really enjoyed reading the suggested mechanical changes in this thread. Here are my thoughts: • An index • Tables on the inside front and back covers (as suggested by IanBruntlett) • Refer players to the new publications for gene...
by Melbourne Accords
Tue Mar 23, 2021 7:57 am
Forum: Traveller
Topic: Travellers Needed - Missiles (check our numbers)
Replies: 65
Views: 24439

Re: Travellers Needed - Missiles (check our numbers)

In my view, increasing the destructive power of nuclear missiles to 1DD is a positive change. Our group recently experimented with increasing the damage caused by nuclear missiles and the result was some great (and tense) gaming. The increase to 1DD underscores that such weapons form part of an excl...
by Melbourne Accords
Sat Mar 20, 2021 3:48 am
Forum: Traveller
Topic: Travellers Needed - Missiles (check our numbers)
Replies: 65
Views: 24439

Re: Travellers Needed - Missiles (check our numbers)

Currently, the Core Rulebook confines point defence to lasers (p. 160). It would be helpful to revise this rule to include all beam weapons. The relevant sentence could read as follows: "Using a beam weapon, a gunner can destroy incoming missiles." In this way, plasma, fusion, and particle weapons c...
by Melbourne Accords
Sat Nov 07, 2020 9:58 am
Forum: Traveller
Topic: Missiles & Defensive Fire (Vehicles)
Replies: 3
Views: 3162

Missiles & Defensive Fire (Vehicles)

In our next Traveller session, a grav vehicle armed with an advanced plasma missile rack (Auto 3) will fire at a Newpoint APC. The Newpoint is equipped with a Gauss Cannon (Auto 3) & Fire Control +2. It appears in the Vehicle Handbook on p. 143. I seek clarification on the following two points: 1. H...
by Melbourne Accords
Sun Sep 20, 2020 9:18 am
Forum: Traveller
Topic: Question about Stunners
Replies: 26
Views: 10476

Re: Question about Stunners

Thank you very much for all of these fantastic ideas!
by Melbourne Accords
Sat Sep 12, 2020 9:33 am
Forum: Traveller
Topic: Question about Stunners
Replies: 26
Views: 10476

Question about Stunners

I'm currently preparing the next season of Traveller for our group and have two questions re. stunners ( Central Supply Catalogue , p. 16) 1. Do the standard rules for the determination of long and extreme range apply to these weapons? 2. Does anyone have any thoughts on the three types included in ...
by Melbourne Accords
Sat Sep 21, 2019 1:53 am
Forum: Traveller
Topic: Ship Combat: The Particle Barbette
Replies: 146
Views: 94394

Re: Ship Combat: The Particle Barbette

Thanks very much for your thoughts.
by Melbourne Accords
Fri Sep 20, 2019 12:10 am
Forum: Traveller
Topic: Ship Combat: The Particle Barbette
Replies: 146
Views: 94394

Re: Ship Combat: The Particle Barbette

Re. particle accelerators, can anyone offer a good in-universe rationale for why they are not used for point defence? I have no objection to the approach in the current excellent rules, but I’d like to offer a rationale to players in our next season of Traveller . Might Rate of Fire be a factor, for...
by Melbourne Accords
Fri Apr 12, 2019 12:22 am
Forum: Traveller
Topic: Damage to a Hull with Superior Stealth
Replies: 11
Views: 2388

Re: Damage to a Hull with Superior Stealth

Great! Thank you!
by Melbourne Accords
Wed Apr 10, 2019 8:38 am
Forum: Traveller
Topic: Damage to a Hull with Superior Stealth
Replies: 11
Views: 2388

Re: Damage to a Hull with Superior Stealth

Thanks very much everyone. Much appreciated!
by Melbourne Accords
Tue Apr 09, 2019 4:16 pm
Forum: Traveller
Topic: Damage to a Hull with Superior Stealth
Replies: 11
Views: 2388

Damage to a Hull with Superior Stealth

What is the best way to handle repairs to a hull with superior stealth ( High Guard p. 13)? The repair rules ( Core Rulebook p. 151) distinguish between hull damage and critical hits. My first thought was to increase the cost of hull repairs, but I'm not sure what would be fair in this case. All adv...
by Melbourne Accords
Fri Feb 16, 2018 11:56 pm
Forum: Traveller
Topic: Droyne Sport
Replies: 4
Views: 1340

Re: Droyne Sport

Thank you all very much. I appreciate your thoughts. The interest is due to earlier adventures played with the previous version of Mongoose Traveller.
by Melbourne Accords
Thu Feb 15, 2018 12:42 pm
Forum: Traveller
Topic: Droyne Sport
Replies: 4
Views: 1340

Droyne Sport

One of the player characters in our upcoming campaign will be a Droyne Sport. The Aslan and Vargr are dealt with in the Core Rulebook, but the Droyne are yet to appear. Could anyone suggest how to proceed with Characteristics and Traits? Thank you!
by Melbourne Accords
Wed Dec 09, 2015 6:20 am
Forum: Traveller
Topic: Burst Fire & Full Auto - Ammunition Usage
Replies: 4
Views: 886

Re: Burst Fire & Full Auto - Ammunition Usage

It was not my intention to offer an argument about 'burst costs' (although anyone is welcome to do so). Instead, I was noting that one part of the rules had been changed without any change to an associated section. If there has been a decision to make a second change (i.e. to the ratios involved), t...
by Melbourne Accords
Wed Dec 09, 2015 4:11 am
Forum: Traveller
Topic: Burst Fire & Full Auto - Ammunition Usage
Replies: 4
Views: 886

Burst Fire & Full Auto - Ammunition Usage

The current ammunition usage rules for burst and full auto are as follows (p. 75). Burst - This uses a number of rounds equal to the Auto score. Full auto uses a number of rounds equal to three times the Auto score. These rules have not changed since the revision of Auto scores (i.e. Auto scores hav...
by Melbourne Accords
Wed Sep 23, 2015 7:39 am
Forum: Traveller
Topic: Missile Thrust
Replies: 62
Views: 6872

Re: Missile Thrust

I'd take a similar view to Rikki Tikki Traveller and Phavoc. I'd advise that 10G missiles are included in the Core book. It's great that enhanced weapons will be available in High Guard, but we have found 10G to work very well in our games.
by Melbourne Accords
Tue Sep 22, 2015 11:57 pm
Forum: Traveller
Topic: So how does space combat "feel"?
Replies: 3
Views: 873

Re: So how does space combat "feel"?

I'm sorry that I'm late to the space combat discussion (I've been working through Combat, Skills and Tasks & Equipment). Thanks for your extremely helpful post, Nerhesi. I impressed with the direction in which space combat is heading. In terms of the points that you offer: a) Increasing the pace of ...