Hmm, it is trying to launch Excel Online, which it won't work in due to macros.
Let's try Google Drive.... https://drive.google.com/open?id=0B4H5M ... m9fWURGQmc
Try that. Just download and run in Excel.
Search found 97 matches
- Sun Mar 03, 2019 8:50 pm
- Forum: Traveller
- Topic: World Lookup Tool for Pirates of Drinax
- Replies: 9
- Views: 4519
- Tue Feb 26, 2019 5:37 pm
- Forum: Traveller
- Topic: World Lookup Tool for Pirates of Drinax
- Replies: 9
- Views: 4519
- Tue Sep 25, 2018 1:28 pm
- Forum: Traveller
- Topic: [Pirates of Drinax] Do all stolen goods have to be fenced?
- Replies: 4
- Views: 1876
Re: [Pirates of Drinax] Do all stolen goods have to be fenced?
If my players want to get rid of something that is really "hot", including a ship, they take it to Theev. I figure a planet full of pirates would buy anything, just not anywhere near full price. They once traded a ship with the shipyard there for "store credit" since they are such "good customers" (...
- Mon Feb 13, 2017 5:10 am
- Forum: Traveller
- Topic: The Vehicle Handbook is Here!
- Replies: 98
- Views: 22837
Re: The Vehicle Handbook is Here!
Hey Matt, I noticed when creating a vehicle that nowhere in the book are the "Speed bands" defined. They are in the Core book (pg. 130) but I really think that it would be helpful to have that table in the Vehicle book as well. It is amazing what MCr8.85 will buy you. Like a Heavy Grav AFV that does...
- Fri Feb 10, 2017 3:27 pm
- Forum: Traveller
- Topic: The Vehicle Handbook is Here!
- Replies: 98
- Views: 22837
Re: The Vehicle Handbook is Here!
Now I can combine two of my favorite game: Traveller and Car Wars!









- Sat Oct 15, 2016 12:56 am
- Forum: Traveller
- Topic: Traveller Timeline
- Replies: 9
- Views: 2373
Re: Traveller Timeline
Each version of the game "starts" at a different point in time. Milieu 0: T4 covers the begining of the Imperium, or Year 0. 1000 - 1100: TravellerD20 (the d20 version of the game) takes place in the 100 years prior to Classic Traveller 1100 - 1116: Classic Traveller and Mongoose Traveller (1105) ar...
- Sat Sep 17, 2016 3:05 am
- Forum: Traveller
- Topic: 1e to 2e: Ship Conversion
- Replies: 28
- Views: 4625
Re: 1e to 2e: Ship Conversion
Thanks!
- Tue Sep 13, 2016 8:28 pm
- Forum: Traveller
- Topic: Extremely High Characteristic Scores
- Replies: 9
- Views: 1370
Re: Extremely High Characteristic Scores
Suppose a character augments his intelligence by linking his brain to a computer and the computer is way smarter than he is? The computer short circuits his brain and takes over the body and uses it as a mindless drone. :lol: :mrgreen: I would SOOOOO do this to my players if they ever tried it. I a...
- Tue Sep 13, 2016 8:22 pm
- Forum: Traveller
- Topic: Rolling stats
- Replies: 15
- Views: 2587
Re: Rolling stats
I've used 2 different methods for rolling character stats. 3D6 Method : Roll 3D6, drop the lowest. Do this 6 times and assign the values to the stats the player wants. The only issue with this is that, as you may guess, you end up with more "heroic" players (ala D&D). If that is what you are going f...
- Sun Sep 11, 2016 6:20 pm
- Forum: Traveller
- Topic: Beginner's Note: Characteristic DMs
- Replies: 3
- Views: 865
Re: Beginner's Note: Characteristic DMs
My houserule as a ref is to state, when I see a player roll a natural 2 during the characteristic rolling phase, "I am sorry, but it looks like those dice just clean ... fell off the table somehow. That roll is invalid. Better reroll, just to be sure." And if the roll is still a natural 2, I tell t...
- Sun Sep 11, 2016 6:09 pm
- Forum: Traveller
- Topic: The Connections Rule
- Replies: 10
- Views: 1339
Re: The Connections Rule
I have used the connection rule for my group, both when they created their original characters and when creating "extras" to crew their growing fleet of ships, and they really love it. It can really add some flavor to the game and the backstories of the characters. But then, my players are really in...
- Sun Sep 11, 2016 6:05 pm
- Forum: Traveller
- Topic: Colonisation Campaign Question
- Replies: 7
- Views: 1299
Re: Colonisation Campaign Question
My group (going through the Pirates of Drinax campaign) haven't helped establish any new colonies, but they are attempting to help several of them grow by investing in either star port facilities or arranging for trade (or in one case, smuggling) routes to be established.
- Sun Sep 11, 2016 6:04 pm
- Forum: Traveller
- Topic: Faction symbology
- Replies: 4
- Views: 1059
Re: Faction symbology
You can also check the Traveller Wiki for information like this.For example, the symbol for the Zhodani Consulate is a ring with three overlapping circles inside according to the wiki. I am not sure how many others there are. But also, as Sigtrygg stated, various MegaTraveller materials have a lot o...
- Wed Aug 24, 2016 3:39 am
- Forum: Traveller
- Topic: Traveller Starter Set?
- Replies: 7
- Views: 1372
Re: Traveller Starter Set?
The fact that it has new content is awesome, but I am wondering. Will it be the full Core Rulebook + New Adventure (and whatever other goodies there might be)? Or... Will it be a subset of the core rules (just enough to complete the included adventure) + adventure + goodies? (Like what WotC did with...
- Mon Aug 22, 2016 2:27 am
- Forum: Traveller
- Topic: 1e to 2e: Ship Conversion
- Replies: 28
- Views: 4625
Re: 1e to 2e: Ship Conversion
No, I didn't include common space.
I did as close to a line-by-line conversion of the ship and the 2e version came out with extra space.
I don't think there is anything wrong with that, just was wondering if I did it right.
I did as close to a line-by-line conversion of the ship and the 2e version came out with extra space.
I don't think there is anything wrong with that, just was wondering if I did it right.

- Sat Aug 20, 2016 7:18 am
- Forum: Traveller
- Topic: High Guard Spreadsheet
- Replies: 6
- Views: 1656
Re: High Guard Spreadsheet
I was wondering if anyone has put together a Spreadsheet to aid in creating starships in the new High Guard yet? I have. I'm still updating it for the final rules (lots of numbers changed here and there... Takes a while to check) and doesn't (yet?) cover some things (breakaway hulls, firmpoints, sp...
- Fri Aug 19, 2016 11:32 pm
- Forum: Traveller
- Topic: 1e to 2e: Ship Conversion
- Replies: 28
- Views: 4625
Re: 1e to 2e: Ship Conversion
I don't have questions to your answers but I wanted to ask you for the reasoning behind your comment of "Even with the 2 particle beam turrets, which now require a barbette..." I'm confused by this because page 68 of High Guard 2e explicitly lists particle beams as turret weapons at TL12 (2nd line ...
- Fri Aug 19, 2016 6:37 pm
- Forum: Traveller
- Topic: 1e to 2e: Ship Conversion
- Replies: 28
- Views: 4625
Re: 1e to 2e: Ship Conversion
I looked at another ship design (440t Gazelle Close Escort) last night and the new version was actually very different from 1e. In 1e it has Jump-4, Thrust-4, 176t of fuel (4 weeks, J4), 8 staterooms, and 15t cargo space. In 2e it has Jump-5, Thrust-6, 128t of fuel (8 weeks, J3), 11 staterooms, and ...
- Fri Aug 19, 2016 3:03 am
- Forum: Traveller
- Topic: 1e to 2e: Ship Conversion
- Replies: 28
- Views: 4625
Re: 1e to 2e: Ship Conversion
I don't have questions to your answers but I wanted to ask you for the reasoning behind your comment of "Even with the 2 particle beam turrets, which now require a barbette..." I'm confused by this because page 68 of High Guard 2e explicitly lists particle beams as turret weapons at TL12 (2nd line ...
- Thu Aug 18, 2016 10:44 pm
- Forum: Traveller
- Topic: High Guard - On The Way
- Replies: 100
- Views: 15549
Re: High Guard - On The Way
Yeah, the combat is the big problem. But I understand the need for the changes and accept that it had to be done. I just wish there was a "documented process' for converting ships that wasn't to complicated or time consuming. But I am sure that the community will come up with something.... if the s...