Central Supply Catalogue Update – Comments requested!

Thoughts, yes, clue no. I'll defer to management. It's not on the schedule as far as I can see and the pinned release thread doesn't seem to have remained pinned after the forum upgrade. All I can say is that it took a year for robots to go through edit and art, and if they're going to do a lot of new art, it's going to be a while.
Thanks so much for the response.
 
I would love to see some of the following items offered in an updated CSC:

1. Criminal items - lock picking tools, hacker software kits, sensor blinding kits, etc. Just something that a criminal character would naturally lean themselves towards or even an agent character to do some of the spy stuff.

2. Clothing items - Expand the clothing to have some idea of what Nobles would wear, what would be worn for day to day by the average citizen, what some low credit folks might wear. What might be typical wear on a low gee world vs a high gee world. What might be typical wear for someone always in space vs someone who is always planet side. Heck it would be interesting to see what Imperium wear is vs Aslan vs Sword Worlds or even Zhodani.

3. Packaged deals - for the survival gear have as an option an emergency survival kit for each of the popular environments. So say the Arctic/Cold emergency survival kit costs 400Cr at TL0 for a 1 person tent, sleeping bag, 6 days of emergency rations, heater, and distress beacon that can transmit for 96 hrs in a 15Kg package that can be attached to a backpack. Its 1500Cr for a TL12 that only increases the length of the rations and length of beacon and the beacon provides both audio and visual capabilities.
Same could be said for explorer kits. Where for one stop shopping to explore an marine environment for 600Cr at TL0 you get a pack that has swimming equipment, artificial gill, dive suit, 50m of rope, and basic sonar gear.
I think having some of these basics could speed along some shopping or even patron issuing kit scenes for referees and players.

4. Food/Cooking - It would be interesting to see what food/rations would look like under the survival gear. That there is something completely different from having an emergency ratio kit capable of a few pellets and a hand operated machine to turn animal or plant life into an edible paste and something that can be carried which requires only heating over a fire to turn into a meal. Similarly there is something about having camp cooking gear as part of the deal while escorting some scientists to some ancient ruins.
 
Packaged deals might be detailed in sidebars in adventure books.

Food, cooking and clothing might be fan projects, that carry the seal of approval from Marc Miller.
 
Packaged deals might be detailed in sidebars in adventure books.

Food, cooking and clothing might be fan projects, that carry the seal of approval from Marc Miller.
With the package deals I guess I am basing it on sales or even shopping that I have done for both work and recreation. Where say a marine survival gear for a fishing boat included a distress marker, dry suit with flotation equipment. While some camping or even backpacking survival gear that I have seen for sale in some outdoors stores have included a "space" blanket and MREs or emergency rations. I know I could build those myself for my players. I just thought it would be interesting to have "packaged" kits already included in the CSC. There is already included a "Field Kit" it might be more interesting to tailor said field kit for some of the common atmospheres or planetary types to be experienced.

Similarly with clothing. I know that in other RPGs the gear that sometimes it lists something like Noble clothing is worth X gold, Merchant/Middle Class clothing is worth Y gold, and peasant clothing is worth Z gold. I was just thinking that we could have a page or half a page to offer up what some of those combos look like. Like wise, offering up what maybe Aslan Ceremonial clothing might look like for a human approaching a court on a diplomatic mission costs something. That added in wearing it with certain clan markings might offer respectability or not. To be able to blend in with in Zhodani Consulate the typical clothing is like Imperium but costs X more due to the specialized fabrics. We have all this armor shown through out, it might be nice just to have some non-combatant items to help provide additional flavor for GMs looking to do more RP than shooting things.

Going along with that was why I asked for what maybe camping rations or explorer rations looks like at various tech levels, what cooking gear looks like, etc. Going back to backpacking, camping, hunting, fishing gear in real life there are various tech levels of those items which again might provide some additional flavor from official sources as to say a TL 0 is all heavy canned and dehydrated/evaporated materials and using cast iron or wrought iron stuff. While TL 12 might be the old standby sci-fi trope of energy pellets that when swallowed tastes like pot roast with veggies and an ale or a small 8g cube that when water is applied turns into a full roast chicken with two sides meal that is ready to be reheated using the a solar array cooker. With the cook gear being some super light weight composites or maybe even a nanotech item that will produce what is needed to cook what exists and will recycle all the waste afterwards. Again, trying to add some official flavoring to OTU that maybe doesn't depend on 3rd party TAS material, not that there is anything wrong with those items.
 
I'll speculate you might consider this DIY, if you want the results within a reasonable time window.

Clothing is probably (Terran) culturally derivative, as with most things science fiction, besides dog booties.


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This is a minor request. If you wanted to use Mongoose traveller for the New Era setting, TL12 is pretty key. In the current version, there’s no TL12 battle dress; instead you have powered plate. However powered plate is either TL10 or TL14, and the TL10 powered plate has worse protection than TL12 combat armour. It would be nice if there was TL12 powered plate that was better than TL12 combat armour to represent the Samurai Beetle armour of that setting. Now that I look at it, the TL14 powered plate has less protection than TL14 combat armour, which also seems wonky. Maybe a fix would be to make the TL14 powered plate TL12, since you have pukka battle dress at TL14?
 
The trouble with "typical clothing" is that the setting isn't nearly as given to monocultures or species-wide dress codes as most sci-fi tends to be. Even among the relatively same-y culture of the Hierate you're liable to see completely different court designs from clan to clan, nevermind from group to group within a clan (especially the larger ones), and that supposes that they have an all-purpose outfit rather than (more likely, considering their society) a different impressive outfit for every occasion!
 
Apologies if this is already requested, but, could you please include some of the weapons from sourcebooks just to have them centralised. Like the Confederation Navy Officer’s Revolver from Aliens from charted space 2.
 
A couple of things (okay 3 things)
1. The document was handed in in May, so new changes and requests, other than fixes to things written, aren't likely to be included.
2. My instruction was to not hunt through all of the adventures and sourcebooks for items, so I'm truly sorry, it won't be comprehensive, though for the most part it will be everything in the old CSC plus new stuff not in other books. Unfortunate, but it would have been obsolete almost immediately if comprehensive was attempted.
3. My instruction was not to attempt to remake weapons using the Field Guide. Yes, I understand and somewhat share your frustration. But as is being pointed out in another thread, some things would just not work if that was attempted.
4. The robot section was removed entirely (see the Robot Handbook for all of those)

That was four things. Sorry. Long week and only half through with Thursday...
 
Thoughts on medical equipment updates I'd like to see -- the theme being looking at the various Medic checks in the rules and how equipment at various tech levels, from very low to very high, impact that:
  • Portable first-aid equipment (the current CSC has the First-Aid Kit and Medikit - seems like these could be combined)
  • Extend the time-decreasing options that adhesive bandages provide so that there are some higher-TL options that are even better
  • Portable surgical equipment (there's only the two relatively low-tech options mentioned above, but as Reisender says, surgery dates further back than TL 5 in our own history, and it seems like more advanced portable surgical options should be available as well) -- presumably, like first aid kits and medikits, at lower tech levels the primitive tools would have negative DMs for surgery-related Medic checks, and higher-TL examples could allow those DM to be negated, or even allow positive DMs?
  • A callout rule box or equipment entry for hospital facilities of different TLs -- currently there's an assumed DM of 0 for surgery in a hospital, and a +1 DM for any medical checks including surgery in a ship's medical bay (per High Guard). Presumably, low-TL hospital facilities should be worse venues for first aid, surgery, and recovery, while higher-TL facilities should be better.
 
More things I'd like to see:

Magazine & power pack weights for slug and energy weapons.

Include art of power packs for laser pistols, carbines, and rifles.

Law Level ratings in the entries for every armour so you don't have to extrapolate from the law level table in the core rulebook.

More complete table of contents (some chapters were missing from the previous published edition).

More complete rules for Smart weapons (e.g., how to they interact with a target that's not wearing armor at all?), and software for weapons that have integrated computers.

Bladed weapons: make Chaindrive, Static, Monoblade, Psi, and Stealth options that can be applied to any blade (or some blades, in the same way that ammunition types can be applied to specific classes of slug and heavy weapons), instead of separate weapons? Or at least add more options: Static and Monoblade daggers at least.

Fix the range on the Cartridge Pistol -- seems like it should be much shorter. 5 maybe?

Clarify what types of special ammunition can be used in Gauss weapons -- none? AP only? Doesn't seem like every pistol/rifle ammo would be usable in such weapons.

Make weapon art match item description/traits, e.g.: ACR, Heavy ACR, Gauss Rifle are listed as including scopes, but don't appear to have them, Big Game Rifle appears to have one but it's not listed as a Trait.
 
(I see now that you're not really looking for additions and changes at this point)
Yeah, sorry, turned it in about three months ago. Doesn't mean we can't fix errors (and yeah, there will be some), but additions, probably not so much.

There is a thing in there on optional mass for ammo and gauss weapons should follow the same special ammo rules as any other type of pistol or rifle ammunition. (are the gauss rounds different between pistol and rifle? well, I think the gauss rounds are a mm wider, and could be longer - if they were exactly the same, than a gauss rifle would technically ( or by current definitions) be a gauss SMG.

Law level for amour, ironically I was just going over the law level part of the WBH, and I have it mostly in there - will make sure I cover it in that book at least. But now, day job calls (literally)...
 
I suggest taking all the suggestions in this thread and on discord and create a new volume called Central Demand Catalogue. And don't forget to include battle mechs.
 
Minor thing to boost Immersion please remove the Bulky and very bulky traits in regards to "normal" shotguns as it just does not fit with the weapon type
 
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