I suppose you could say combat medics are somewhat obsolete in the far future. The reliability of transport and advanced medical equipment that can be built into uniforms could reduce the need for such specialists. I read that during the various bush wars the South African military had a surgeon...
Yeah, I see what you mean about 6-11. I didn't notice any rules governing towing but I haven't checked my book in a while. Thanks for clearing things up.
All very true but battle ships can do thrust 12 and weigh in at 200,000 dTons. Their just seems to be something I'm missing. When I check the capital ship design rules I couldn't find any option that would allow a thrust rating above 6. Hence my confusion.
I just can't figure out the disconnect...
This has probably been done to death but I just can't find the answers. I recently picked up High Guard and after looking at the thrust rating for many ships I'm confused by the high numbers. Tugs with a thrust rating of 14 vs fighters with a rating of only 6. Throughout the book the thrust...
I would actually like to see more tables for generating patrons.
It would actually be nice to see a book dedicated solely to generating patrons and missions. I find it a fun exercise and a way of brain storming. I just role a few and run with what grabs me often using ideas I have had...
I don't know where to actually put this so I thought I would start here.
Recently I switched over to google chrome and I noticed a variety of themes were available. I'm not a graphic artist but I thought it would be an interesting idea if Mongoose Publishing put out a Traveller oriented Chrome...
The tech may not be relevant at all to story writing. The more over the top spy series like Mission Impossible or the Bond movies have near future sci-fi tech. Rocket cigarettes? Bio-metric guns that actually work?
The tech side of things shouldn't effect the plot too much just how specific...
I strongly agree with the above comments about the scout services other duties. Real world naval charts have to be updated constantly and while not exciting are very much needed.
Now taking a broader look the sub-sector creation rules state that those SYSTEMS (not merely planets) that show up...
In medias res is my goto option. I've always enjoyed placing my characters in the middle of a large event as it gives them a reason to band together.
They could be travelling through a system and because they are just passing through get blind sided by a "sudden" war. It's been brewing up for a...
Combat is actually quit simple in Traveller compared to D&D. It can be a bit dull without some descriptive work from players and GM. Not a problem really. Also the system can be added to pretty easily because of the basic framework.
The stat pool that generates "hit points" is pretty low...
I use the 3rd Imperium as the de facto setting for my work in progress game. Their is a lot of info after. One thing I've chosen not to go into is psychic powers. Seems a little soft SF for me but they still exist in the universe. They are just truly rare so players aren't likely to meet a...
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