Chapter High Technology

AnotherDilbert

Emperor Mongoose
I have been lead to understand that this chapter contains optional rules, that can only be used if the Referee explicitly allows it.
Yet that is not stated anywhere in the rules.

Perhaps the chapter should be called "Alternative Technology", and a new paragraph inserted in the beginning stating that this is optional technology not available in the default Traveller setting?
 
The first paragraph covers pretty much all the 'canon' I want in this chapter - a caution rather than a hard rule.
 
AnotherDilbert said:
Chas said:
Probably best to start a dedicated thread on the High Technology chapter so these loose ends all get tidied up together AnotherDilbert.
I already have, and Matt overruled me...
I was thinking about the relative balance of the things in there. We should allow that some things like a warp drive are going to game changing.

Other things like meson bays, which you can expect many people to bring into the game, should not completely upset the balance of the existing rules. That is, the meson bays should not out put more damage than spinals. That's not sensible and should be adjusted to be in line.

Similarly the turret weapons could do with being turned a notch down.
 
Ingress to the chapter said:
The ship design rules covered in previous chapters cover a broad range of technologies, up to around TL15. While technology beyond this is rare in the Third Imperium, it certainly exists and in other universes it may be common to the extent of ubiquity. This chapter introduces a
range of new technologies that can be used as part of the design process to create some truly awesome ships.
Nothing here says: This must be banned in Traveller, or the basic assumptions of the campaign will break down.

Note that Hyperdrives and Space Folding Drives are available as Early Prototypes at TL15. Collectors are available as standard issue, and will be default from at least TL13.

If a Referee doesn't carefully consider this, but simply says to the players: "Here is High Guard, the ship construction rules. Have Fun!" this is all available for standard builds.

THIS CHAPTER SHOULD BE BANNED UNLESS THE REFEREE (or a campaign book) SPECIFICALLY ALLOWS IT.
 
Yea, I was thinking giving an item from it (for example 1 particle turret) to the players as some sort of epic ancient loot, which after they install it, will make them as dangerous as attractive to any parties who want the weapon as well.

But you are right, a non careful referee might grant something that he can quickly decide to take back. Like our gave my marine a gauss rifle, resulting in me auto-fire dropping everything hostile I see in short range. I bet he regrets it :D

Anyway Matt stated the high tech chapter still have times for tweaks.
 
"The ship design rules covered in previous chapters cover a broad range of technologies, up to around TL15. While technology beyond this is rare in the Third Imperium, it certainly exists and in other universes it may be common to the extent of ubiquity. This chapter introduces a range of new technologies that can be used as part of the design process to create some truly awesome ships."

What part of this don't Referees understand? I like seeing awesome ship technologies in my High Guard book.
 
Traveller and the Third Imperium is explicitly built on the foundation that nothing, including information, travels quicker than a jumping starship, a few parsec per week. Hence the Emperor and central Government is months or years away from the borders, leading to feudalism and self-govering planets.

Stuff like Warp-drives are alternative tech for alternative settings. They are not available in Traveller, but are standard in 2300. This should be clearly stated.
 
If the weapons are standard move them to the Weapons chapter.

But I think I have read something about MWM ruling those weapons not available in OTU?
 
Well they are still there in T5, so unless he is going to remove them from later versions of that they should be in MgT HG too.

Looking at the basic weapons there are weapons described that do not exist in the OTU up to now, while there are weapons common to the OTU hidden away in the High Technology chapter.

I'm surprised I can not find T2300 style screens in the options.

And still no repulsors...
 
What is in High Technology that is standard in OTU? Other than collectors? (granted in T5 keep in mind the only collector you could do was Jump 1 powering, or I think Jump 2 by TL15 - the collector in High Technology is an "any jump" collector - hence not the T5 one)
 
Nerhesi said:
What is in High Technology that is standard in OTU? Other than collectors? (granted in T5 keep in mind the only collector you could do was Jump 1 powering, or I think Jump 2 by TL15 - the collector in High Technology is an "any jump" collector - hence not the T5 one)

Collectors appeared in the original Annic Nova and T5... just so you know.
Plasma Turret and Fusion Guns where in the Original HG. Can't see the logic of them being shunted into here.. especially as man portable versions exist too and a what about PGMP starting at TL12 whereas a plasma turret is TL11..?
But it does tidy that turret table up a bit..

Warp Drives and Fold Space Drives belong in another universe. But they where in the original Mongoose Core Traveller rules, so the inclusion makes sense.

For a Hi Tech section (though it SHOULD read Alternate Tech) it has little in the way of much meat?

So lets add more stuff! Like Repulsors. White Globes. Jump Projectors (in Mega Traveller TL20?) Disintegrators (Megatraveller)
SciFi has a mass of other things you could add if you want it in your game.

I think I have said alot of this before in the closed playtest...
 
Tractor beams were my choice.

Heck, remove the chapter totally, write another supplement and make more money Matt :mrgreen:
 
middenface said:
Warp Drives and Fold Space Drives belong in another universe. But they where in the original Mongoose Core Traveller rules, so the inclusion makes sense.

TNE FFS said:
ALTERNATE TECHNOLOGIES
The means by which FTL travel is accomplished is an important element, perhaps the single most important element, in defining a feel of a science-fiction campaign. The following FTL drives are not available in the Imperial Space campaign of Traveller, but instead are presented as alternative means of cracking the C-barrier.

MgT said:
Alternative Drives
Traditionally, the only form of faster-than-light movement has been the the classic Jump drive, which always takes one week to travel a number of parsecs equal to its Jump rating and consumes a vast amount of fuel. If a Referee wishes to model other science-fiction settings with their own forms of star drive, the classic Jump drive rules may not be entirely appropriate. ...
Some of these drives consume much less fuel or allow much faster travel than the Jump drive, so introducing these drives will vastly impact the carrying capacity of a starship, the profitability of trade, the speed of communication and so forth.

If you fiddle with the basic assumption of the Jump drive, you have left Traveller and the Imperium behind you.
 
AnotherDilbert said:
middenface said:
Warp Drives and Fold Space Drives belong in another universe. But they where in the original Mongoose Core Traveller rules, so the inclusion makes sense.

TNE FFS said:
ALTERNATE TECHNOLOGIES
The means by which FTL travel is accomplished is an important element, perhaps the single most important element, in defining a feel of a science-fiction campaign. The following FTL drives are not available in the Imperial Space campaign of Traveller, but instead are presented as alternative means of cracking the C-barrier.

MgT said:
Alternative Drives
Traditionally, the only form of faster-than-light movement has been the the classic Jump drive, which always takes one week to travel a number of parsecs equal to its Jump rating and consumes a vast amount of fuel. If a Referee wishes to model other science-fiction settings with their own forms of star drive, the classic Jump drive rules may not be entirely appropriate. ...
Some of these drives consume much less fuel or allow much faster travel than the Jump drive, so introducing these drives will vastly impact the carrying capacity of a starship, the profitability of trade, the speed of communication and so forth.

If you fiddle with the basic assumption of the Jump drive, you have left Traveller and the Imperium behind you.

I was just pointing out these 'Alternate' drives where in 1e Mongoose Traveller... Not as a replacement for the 3I Jump drive. Drives for alternate setting.
Even those quotes from the CRB 1e and FFS say Alternate not High Tech
 
AnotherDilbert said:
middenface said:
Warp Drives and Fold Space Drives belong in another universe.
Sorry If I wasn't clear, but I was just agreeing with you, emphatically.

Gotcha, sorry - brain busy doing a book layout (279 pages) and some Hawkwind..


There's a thought, we should have Quad Turrets as Alternate Tech. (ala T5)
 
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