Recent content by Putraack

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    How long to work on a ship?

    Thanks. I'm still working from a 2016 High Guard book, that information isn't in there. Or at least, I've never been able to find it. Is the "time to construct" still 1MCr per day in the more recent book?
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    How long to work on a ship?

    Let's say our Travellers have a ship and they want to make some adjustments. Rip out some staterooms and turn it into extra fuel tankage, for instance. Upgrade the sensors. Change the weapons in one of the turrets. Elsewhere, I've seen the rule borrowed from Trillion Credit Squadron* in...
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    Pirates of Drinax - GMs thread

    Thanks for the likes! I have dreams of playing the adventures I bought and read, and of eventually reaching the end of the campaign! I accidentally referred to PoD as my "retirement campaign", thinking I might finish it by then, but now I wonder if I might not get it really going until my group...
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    Pirates of Drinax - GMs thread

    So, it's been a long time since autumn 2019.... I've been buying Traveller and Reaches-related things since then, but haven't had the player group I once had, nor the time to re-build that one. Other friends pulled me into running D&D for a few years, so I've been doing that. I did introduce one...
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    Pirates of Drinax - GMs thread

    I'll be adding more to this thread soon. I ran a short game this summer, but have had trouble wrapping it up and summarizing. I've also been neglecting to read along over the years, so I am still a few (dozen) pages behind. For instance, I found I'd planted a job offer for my Travellers, but it...
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    Naval Adventure 4: what clues? (Spoilers!)

    That's the part that's driving me nuts-- which hints in which rumors? I don't see it!
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    Naval Adventure 4: what clues? (Spoilers!)

    So, it's only if they sail into Inchin that anything might happen?
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    Naval Adventure 4: what clues? (Spoilers!)

    I've finally gotten my hands on Naval Adventure 4: Enemy of my enemy, and I've read it through. I can't figure out how the Travellers are supposed to make the connections that lead to the final element of the adventure? What am I missing? All of the Intelligence Events I've read do not mention...
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    POLL: Naval Campaigns

    ooops, too late to vote, but I plan to run a naval game some day, possibly Star Trek influenced
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    Pirates of Drinax - GMs thread

    This was the conclusion my crew came to pretty quickly.
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    Pirates of Drinax - GMs thread

    I wrapped up a "season" of my Drinax game, the second so far--Real Life means our group needs to take a break for some months. A short summary: I was running the pirate half of Sun & Shadow. In our last game, they'd gotten some good intel, and were able to ambush and capture the Prophet Zomon...
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    Pirates of Drinax - GMs thread

    CERTAINLY NOT! I, TOO, USE THAT VOICE WHEN THE KING SPEAKS! :lol:
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    Pirate Booty Quick Mechanics

    I'm getting ready to address a similar question myself. They've taken on the Tanith "side quest": 4 ships just left with potentially dangerous parasites on board-- go catch them! My first thought would be to plot the NPC ship's route, then roll 2d6 (or3) for each system entered. 2= something...
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    Pirates of Drinax - GMs thread

    Re: the player with the scout ship-- it can either be turned into shares, or let them keep it. What they do with it is up to the players. I could see it being used for scouting, visiting planetary offices without being a visible warship, or a courier (have to keep the King and/or Princess informed!)
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    Ship Combat: The Particle Barbette

    I read it as the whole crew takes the radiation damage. I didn't want to roll stats for the whole crew,so I assumed the average 7+7+7=21 damage capacity for all of them, and 8d6 damage (average 28) and 4 permanent END reduction looked like near-total crew death to me.
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