First Impressions From Mongoose Traveller (re-post)

Golan2072

Mongoose
It was deleted by Virus, so I'm re-posting it.

I've received MGT today. I'm going to read through it for the first time and post my comments here like I did back in 2006 with T4 and TNE.

Pre-Read Impressions
I've just thumbed through the book for the first time without reading much. The cover is high-quality hardback. It is a black cover with red text and without much decorations, but still feels very cool-looking and clean. Because of the quality cover materials it still looks very, very attractive as a book. Binding is good; the paper used is similar to standard A4 printer paper. The interior is 100% black-and white.

The interior font is very readable and the tables are mostly in a very readable size as far as I can tell. Internal illustrations are a mixed bag: on one hand, the ship pictures ROCK BIG TIME, and on the other hand a few illustrations weren't so good; the majority of art falls in between these two extremes: adequate, appropriate to their context, good flavor/atmosphere but nothing breathtaking.

If this was the first time I had a Traveller book in my hands, I might have guessed from the illustrations that Traveller is similar in look and feel to a cross between Alien/Aliens and Starcraft (some illustrations were similar to the Starcraft manual's art). Most guns feel like the Pulse Rifle from Aliens.

A minor gripe: some of the career's art doesn't come in the correct order: for example, for Citizen, the sub-careers are Corporate, Worker and Colonist while the illustrations look like Worker, Corporate and Colonist (and the Colonist looks a bit paramilitary).

Now, on to reading the book itself :)

Impressions from the Introduction
The introduction is fine and more or less what you'd expect from such a book. The exception to this is the fact that, while there are paragraphs describing referees, players, and game types, there is no paragraph saying what an RPG is. I guess that MGT is aimed at people with at least a passing familiarity with RPGs.

On the other hand, the example of play is good and relevant. This is a good RPG core-book practice: every RPG core-book should have one. This lets a new player understand what Traveller is all about and how playing it should feel.

The four archetypal Traveller campaign types - trade, warfare, exploration and odds'n'ends - are given, along with a nice feature: sci-fi media examples (TV, movies and computer games) for each of the first three styles. Again, this gives new players a feel for these campaign types, which is a great thing.

The Imperium is mentioned as the default setting, but the book gives very little information about the Imperium. A page or two of introductionary material about the OTU would've been nice. As a general note, the core-book isn't instantly playable "as-is" (but neither was CT) - no default subsector and background are given, and no starting adventure, though Signs and Portents (the Mongoose E-Zine available for free from their site) issue 55 contains a free Traveller adventure. For players familiar with Traveller (and having existing Traveller setting material and adventures at hand) this isn't much of a problem, but for a new player that would mean building the default setting from scratch or purchasing additional setting material before beginning play. But, again, the same was true for CT as well...

At the end of the introduction there is a nice overview of Tech Levels, including some interesting information and changes as well: Jump Drives are now late TL9 (instead of just TL9), real starfaring starts at TL10 (or late TL9 for the very least), Jump Drives use gravitic technology and true AIs are TL11 instead of TL16+ (which is a good thing IMHO - modernizing the game a bit; if you want to limit AIs in your game, you could still add cultural/historical limitations to their use).

It should be noted that the text in some text boxes at the bottom of pages, such as in the bottom of p.4, is quite small and a bit difficult to read. But it is still readable.

Impression from the Character Generation System, part 1
Characteristics are generated by rolling 2d6 six times and arranging as desired (which I've done as a house-rule for a few years already :)). This means that characters are usually close to the average in their overall characteristics, but the players still have some control on which score their character would have in each characteristic. I like this that way.

Characteristics give DMs to task throws (among other things) according to a table, not unlike the way abilities are used in D20 games.

A funny point: the sample character sheet on p.7 has a Free Trader listed under "Equipment" with a mass of "plenty"... :D

MGT characters receive level-0 background skills before starting their careers, based on their Education and partially dependent on their homeworlds. These rules are simple, straightforward and elegant. Their only weakness is that they lack a quick-generation system for homeworlds, so a homeworld has to be either pre-generated, or generated on the fly using the WorldGen rules.

An interesting note: According to p.6, a character with Medic-2 could be considered a doctor, as opposed to CT's Medic-3...

Impression from the Character Generation System, part 2
There are 12 careers, each divided into 3 Specializations, which means that there are in total 36 sub-careers, covering almost every base. P.9 has a very useful table with page references for each career as well as the task throws for qualification (i.e. enlistment), survival and promotion. Yes, you've heard me right - these are now handled by the MGT task system, which simplifies things and makes the system easier to use and learn, but on the other hand removes a little bit of CT's nuances.

Each Specialization has its own survival and promotion rolls, a specialist skill table, its own ranks and its own automatic skills - it's almost a career on its own! And the player is free to choose his specialization, which is something I like (though, if you prefer a CT feel, you could easily house-rule that on a roll of 1d6, 1-2 puts you in the first specialization of the career, 3-4 in the second and 5-6 in the third).

Other than Drifters (and the auto-enlistment into the Nobles if you have Soc 10+), Merchants have the easiest qualification roll - easier than citizens! I guess that this is a major flavor thing, as the majority of NPCs encountered would be Citizens, but PCs would be more likely to be Merchants... Nobles have the hardest Qualification roll, but if your Soc is 10+ you get accepted automatically with no roll. So while a commoner would have a hard time getting into politics (i.e. Administrator) or diplomacy, Nobles get a free pass. Perfectly fitting for the Imperium, I think...

The easiest survival is for Dilettante Nobles, followed by Scientist/Physician Scholars and Worker Citizens.

Note that there are now Specializations within the Scout career that have easier survival than in the CT norm, but these are hard to advance in (yes, Scouts have advancement but thankfully no real ranks) and thus a bit of a lower chance to get a Type-S.

There are now enlisted/NCO ranks in the three military careers (Army, Marines, Navy), as well as commission rolls. Interestingly enough, Agent (Law Enforcement) doesn't have them. Promotion and Re-Enlistment rolls have been merged into an Advancement roll, and now re-enlistment is dependent on the the number of terms served (the more terms you've served, the greater chance for you to fail re-enlistment; I guess that this exists to balance the lack of chargen death).

Failed survival now forces you to leave you career as well as roll on a mishap table. An optional "iron man" rule does exist for those who prefer character death during chargen.

A question: do you get a skill roll for a term you've failed Survival in? Also, if an Event (except for a roll of 2 that clearly states the opposite) causes a Mishap roll, does it also force you to leave your career?

Career illustrations are a good idea, helping you visualize characters from each career as well as describe NPCs, though in some cases they are arranged in the wrong order: for example, for Citizen, the sub-careers are Corporate, Worker and Colonist while the illustrations look like Worker, Corporate and Colonist

A bug in the rules: asteroid mining now seems to work with Drones (see both the Seeker on p.115 and the Remote Operations skill description on p.57), but Drifter (Scavengers), who are described as Belters, don't get this skill, and neither do they get the Sensors skill (which would probably be useful for serious belting). Remote Operations is a rare skill, and only the Navy get it, and even then as an Advanced Education skill. All this while the world implied by the ship designs and equipment rules seems to be drone-heavy... A possible fix would be to allow characters to substitute Remote Operations to the Computer (or Mechanic?) skill, similar to how the Robot Ops skill is handled in CT-LBB8.

Oh, and Marines no longer have an automatic Cutlass skill - they get to choose between Melee and Gun Combat as their first automatic skill.

Most ships - other than Scouts, that is - are now handled similarly to CT's Free Traders, and have mortgages (with Ship Shares reducing the costs). Yep, this also includes Yachts and Corsairs.

Impression from the Character Generation System, part 3
Mustering out is similar to CT, with two major differences: first, it adds a few new benefits (armor, air/raft, scientific equipment and ship's boat). Second, as I've mentioned before, ship benefits are handled using "ship shares"; most ships (except for the Scout, that is) are now mortgaged (how do you get a mortgage for your Corsair? from the mob, I guess...), and ship shares reduce the basic cost before the mortgage (each share by 1%, so a VERY VERY rare and lucky party having 100 shares together could get a new ship without monthly payments). Shares are usually earmarked to a particular ship and are worth less for the purchase of other ships (e.g. receiving the "Free Trader" benefits gives you 5 Free Trader shares or 2 generic ship shares) This is a nice system overall, though I prefer Nobles to get yachts without mortgages and Pirates to have Corsairs without mortgages (stolen, won in gambling, and so on). Scout ships are on detached duty like in CT - free, but the Scout Service might decide you send you on missions from time to time.

An interesting touch is that purchases made from starting funds are limited to only Cr2,000 in total during chargen; expensive gear has to be bought in-game. This probably exists for two reasons: first, give the referee greater control on purchases, and, second, limit the amount of time spend on shopping during chargen. I'd probably allow my players to ignore this rule, BUT make sure they understand that I - the Referee - make the final decision on what they could purchase and what not. Another possible house-rule would be to give a law level restriction to pre-game purchases, thus keeping PGMP's out of the initial game.

A nice addition is the contact/ally/rival/enemy mechanic, which means that most characters would have useful (to the player in the case of contacts and allies; to the referee in case of rivals/enemies) NPCs listed down on their character sheets, usually connected to Events rolled during CharGen. Contacts are similar to the ones in TNE (Allies are similar to "solid contacts") and are mostly free-form (as opposed to the detailed contact ratings you have in Shadowrun).

You COULD die during MGT character generation even without the Iron man optional rule. If you're unlucky and a Mishap (or aging, for that matter) reduces a Characteristic to zero, you die unless you pay a hefty medical fee (or could you put this into "medical debt")?

Other Mishap injuries could be definitely cured by medical care, which costs money, though most careers subsidize (or even eliminate in some cases) this cost. Medical costs are deducted from your Cash Benefits, and any leftovers are debts you have to pay in-game.

You could take anagathics during CharGen to avoid aging, and their costs are handled similarly to other chargen medical costs. Anagathics are far, far cheaper in MGT than in CT, which isn't something I like very much (unless you give them side-effects, that is); in a high-TL universe, I'd give them CT prices, but make aging slower even without them on high-TL worlds (due to high-tech preventive medical care). But I usually like pre-TL15 settings (such as 1248 or near-future ATUs), and anagathics are TL15 - rare relic-tech in 1248 or alien artifacts in near-future ATUs - not something I'd allow in chargen in pre-TL15 settings. Anyhow, to balance anagathics, there is an optional rule putting a 6-term-maximum limit on characters.

Retirement pay, by the way, works in MGT in a very similar manner to CT.

The MGT chargen process is designed to be a group effort (though there are optional rules to do it individually); there is a mechanic called "connection" which essentially connects different PCs' Events and grants each PC up to two additional skill points to spend as they desire (as long as they don't increase a skill above 3), and there is a group "skill package" allowing the group to split a few campaign-relevant skill-1's to make the group well-rounded in terms of skills.

There is also an optional point-buy rule; I haven't tried it yet, so I can't tell how balanced it is. I'll try it soon and post the results.

An example character is provided - Alexander Lacelles Jamison of the CT fame. The example is very detailed, and thus helpful. On a strange note, Jamison's picture on p.39 looks to me a bit like a Shadowrun dwarf...

While the character sheets and sample NPCs provided do not use UWPs, they are still mentioned and described by the rules.

Impression from the Character Generation System, part 4 - Aliens
MGT has some basic rules regarding aliens. Some possible alien traits are provided, such as Small (like the Droyne), Large (like the K'Kree), Aquatic, Uplifted, Flyer and so on. Most of these traits have game-rule relevance (for example, smaller creatures are weaker but have better dexterity, large creatures are stronger but have lower dexterity; really small creatures are harder to hit and really big ones are easier to hit); Uplifted has no game-rule relevance and is more of a descriptor (for Vargr, Apes and Dolphins). Aliens also tend to use a different stat instead of Social Standing - Vargr have Charisma, for example.

Under the basic MGT rules, alien use the same careers as humans do, but the referee is advised to create different event tables for them. Future products are mentioned to include detailed alien chargen.

The OTU's Major Races (Aslan, Droyne, Hiver, K'Kree, Vargr, Zhodani - but not Solomani and Vilani) are discussed in general terms and a few basic relevant rules.

Impression from the Tasks and Skills
MGT uses a task system not unlike the CT combat system - roll 2d6+DMs, 8+ is a success. The most common DMs are characteristic DMs, skill DMs and difficulty DMs (yes, difficulty is a DM to the roll). Characteristic DMs usually range from -1 to +1, unless the character has extreme characteristics (2 or less or 12 or more) - this is a good thing as the 2d6 curve is very sensitive to DMs. This also means that a professional (skill 2+) would usually benefit much more from his skill than from his characteristics, which is in accord with the basic Traveller assumptions. A sidebar in this chapter gives the probabilities of success with various total DMs.

It is noted in two places in this chapter that you don't have to make rolls unless either the task at hand is risky or when failure is interesting. In routine day-to-day operations a character with a skill usually succeeds.This rule-of-a-thumb means that you usually don't roll for landing in nice weather at a good starport with a working ship, but you'll have to roll a task when the weather is significantly bad or when landing under fire. In other words, use a task only when relevant to the drama. I like that approach.

You could use the same skill with different characteristic DMs at different occasions - for example, while shooting uses the appropriate Gun Combat specialization and the Dexterity DM, identifying the brand of a gun in a weapon bazaar would use the appropriate Gun Combat specialization and the Education DM. This is nice, intuitive and flexible.

Timing and Effect have been totally revised from the initial playtest concepts. Timing uses an additional (separate) 1d6, which is then multiplied by the time interval of the task at hand. You could also hasten a task (taking a negative DM) or take your time with it (which gives you a positive DM). Effect is no longer tied to a single die; instead, you take you task roll total (2d6+all DMs including difficulty) and subtract 8 from it. The result is your Effect. What you do with that number differs from task to task, but as a general rule an effect of 6 or more is a particularly great success and an effect of -6 or less is a particularly embarrassing failure.

A cool new concept in MGT is the idea of Task Chains. These are chains of inter-dependent tasks (usually taken by different PCs) in which the Effect of one task applies a DM on the next. For example, if character A is chatting with a guard in order to distract him so that character B could sneak by unnoticed, a particularly good success on character A's Deception roll would give a positive DM to character B's Stealth roll, and a particularly bad failure would give a negative DM.

There are 47 skills in total in MGT including four Science skills. This is about twice the amount of skills in CT-LBB1, but on the other hand there are also twice the number of careers (specializations not counted), some skills are not absolutely necessary in every game and are more a matter of flavor than anything else (Art for example or even Science skills if you're running, say, a Merc campaign), and some skills overlap (Deception, Persuasion, Admin, Advocate and even Diplomat or Streetwise could be used to solve similar problems from different angles). Most skills are ones from CT-LBBs 1-7, with some additions (such as Science, Art and Athletics) and some changes (Vehicle is now split into Drive, Flyer and Seafarer; Recon is mostly observation and Stealth is its own skill; Electronic is a specialization of Engineering rather than a separate skill, Gravities are subsumed in Engineering (M-Drive) and a few more changes).

Cascade skills are nominally gone. Instead, some skills (such as Engineering or Gun Combat) have Specializations. Each specialization is a skill on it's own, BUT having ranks (or even even Skill-0) in one specialization gives you Skill-0 in the other specialization of the same skill - for example, if you have Gun Combat (Slug Pistol)-1 you get Skill-0 in Gun Combat (Slug Rifle), Gun Combat (Energy Pistol) and Gun Combat (Energy Rifle). You could, of course, develop the other specializations as well (for example, get Skill-1 or more in both Slug Pistol and Slug Rifle).

There are now separate Engineering specializations for M-Drives, J-Drives, P-Plants, Electronics and Life Support. This means that many engineers would have Skill-0 in some of these fields.

A strange this - p.49 lists the difficulty of plotting a jump as Average while p.53 lists it as Easy. Which is correct?

Jack of Trades (JoT) now decreases the Unskilled penalty, so JoT-3 (the maximum) effectively means that you have Skill-0 in ALL skills. This feels a little overpowered, but on the other hand JoT is not a very common skill, Skill-3's are rare in any case, and you can't increase or even gain this skill after chargen.

MGT has a Trade (which means profession in this context) skill, covering various manufacturing and services professions such as hydroponics or polymer-productions. There is a simple mechanic for earning money from your Trade using a monthly task roll's Effect, but no Difficulty is given, and, furthermore, the amount of credits given seems VERY low in comparison with the cost of living table on p.87.

There is a very simple system for character advancement - you could increase your skills or even gain new skills simply by training, No costs are given, and it is not clear whether or not you could engage in other activities while training. The training time is measured in weeks, but could easily amount to months, and feels similar to the CT-LBB4 Instruction times. Also, the more skills in total you already have in MGT, the longer it takes you to learn new ones.

Impression from the Combat System
The MGT combat system is merely 9 pages long, including tables (and thankfully not too many of them) and even vehicle combat (and repair) rules. This is a great thing for an RPG combat system as long as the system works - as it means that the system is simple, and, hopefully, efficient. And, expect for two major pitfalls (problematic armor rules and unclear vehicle movement rules), it actually is quite a good and efficient system. And it covers quite a lot of subjects as well, all without being overly complicated.

Unlike the playtest rules, initiative doesn't use Timing dice, but instead a roll of 2D6+the Dexterity DM at the beginning of the combat encounter. This base initiative stays for the remainder of this encounter (and whoever has the higher initiative acts first), BUT several factors may change initiative temporarily (for one combat round at a time), such as using heavy melee weapons or firearms with serious recoil (especially in full auto), or trying to hasten one's action at the price of a negative DM to all actions.

Each round you could perform one minor action (such as movement, driving a vehicle or aiming), one significant action (such as firing), and any number of free actions (such as speaking a word or flipping a switch within your reach). Alternatively, you could forgo all your actions to perform an extended action - any action taking more than one combat round (such as first aid). You could also react to attacks (by parrying or dodging) any number of times you want, but each such reaction gives penalties to task rolls until the end of the current round.

The attack roll is a task roll, and thus very similar to CT to-hit rolls: skill, plus the appropriate characteristic DM and any relevant other DMs. 8+ hits. An interesting thing is that you could now use DEX in lieu of STR in order to provide the DM to hit in melee. At first glance it looks as if the role of Strength in combat is diminished, but it isn't - STR now helps dealing with heavy melee weapons or with firearm recoil; a weak but agile character could aim a heavy melee weapon well, but would take longer than a stronger character to recover and get the weapon ready again (in game terms, heft or recoil penalizes Initiative for the next round).

There are two types of automatic fire: bursts and auto-fire. Bursts simply increases damage by the weapon's autofire rating while wasting ammo than a single shot and having a larger recoil penalty. Auto-fire means that for the attack roll you roll a number of dice equal to the weapon's auto-fire rating and assign two of them to each target (BEFORE rolling, I hope!) as long as the targets are close to each another - so you get multiple attacks; but recoil is very heavy in that mode and it spends a lot of ammo.

Unlike CT, thrown weapons now use attack rolls like any other ranged weapon, but use the Athletics (Coordination) skill instead of Gun Combat.

You could now use Tactics or Leadership to increase the initiative of others, but while tactics allows you to increase the initiative of all characters under your command, Leadership only increases the Initiative of one character at a time.

Cover works by giving a negative DM to hit, and if you're prone behind cover the DMs for both cover and being prone stack - up to DM -6 when being prone behind full cover!

MGT uses range-bands by default, though there are rules for using square-grids as well. Range gives a DM to hit as in CT, but is per category (e.g. Pistol, Rifle, Shotgun, Assault Weapon and so on) rather than by individual weapon.

At first glance, MGT damage looks like CT, but a closer look reveals that it is quite different. Damage is deducted from the physical characteristics, alright, and you die when all three characteristics reach zero, but here the differences start. For starters, damage is taken first from Endurance and only then from a target's choice of Dexterity or Strength (though there is an optional rule to choose any physical characteristic to be the first instead of END). Also, you don't fall unconscious when your END reaches zero, only when BOTH your END and another physical characteristic reaches zero (though there is an optional rule with which you fall unconscious when your first physical characteristic reaches zero). And, weapon damage is - apparently - applied as a whole to one characteristics, and if it reaches zero any left-over damage goes to the next one. This makes combat quite deadly, as you can't split the damage dice between different characteristics. So gun-shots HURT!

Armor now absorbs damage points rather than giving a DM to hit or absorbing damage dice. The thing is that most armor types presented on the p.87 table are quite weak in comparison to weapons, especially with Effect added to their damage.

Look at this that way: most pistols do 3D6-3 damage. On average, a D6 result is 3.5; 3D6 on average is 10-11 (let's say 11), and thus 3D6-3 is around 8 points of damage on average before applying Effect. Cloth armor, which is the equivalent of an RL Kevlar vest, stops only 3 points of damage - hardly stopping a pistol bullet even with Effect 0 and an average roll. A dagger does 1D6+2, which is on average 5-6 points of damage even with Effect 0 - and Jack Armor, which is supposed to be helpful against melee attacks, has only Armor 1, which is hardly effective against it.

The vehicle rules are very simple and seem to be written with "what happens when I fire my PGMP-12 on that G-Carrier" or a car-chase in city streets in mind rather than tank- or aircraft-squadron engagements. Movement rules are very vague; the vehicle descriptions have speeds in KPH, but there are no rules for movement or acceleration/deceleration within a frame of a combat round. However, there ARE quite cool rules for chases, up to and including "weaving" your vehicle between obstacles in hope of getting the pursuer to crash into them. There are also rules for crashing, ramming, evasive maneuvers and so on.

The vehicle damage system is good, and there is a table for converting personnel damage (i.e. gun damage) into vehicle damage. Hits themselves are resolved on a damage table, a bit similar to CT-LBB2 ship damage tables but with an "internal damage" sub-table instead of a "critical" sub-table. There is also a robot/drone damage table - robots/drones behave like characters in combat but take hits like vehicles. All vehicles/robots/drones have two damage-related attributes: Hull and Structure. When hull is reduced to zero, any further hit is rolled on the interior damage table, where all the juicier bits are (e.g. power plant, passengers and so on, as well as Structure hits); until then you roll only on the exterior table which has weapons, drives, Hull hits and so on. When Structure reaches zero, the vehicle is destroyed; if a single attack applied to Structure causes more hits than there are Structure points, the vehicle explodes!

The repair rules are very short but extremely cool, essentially measuring damage in "hits" and allowing you to cannibalize other vehicles for spare parts - effectively causing damage hits to their systems! There are also rules for replacing completely destroyed systems.
 
Impressions from the Animals and Encounters Chapter
The beginning of this chapter has a list of the subject covered by this cahpter - a good practice.

The MGT animal rules are essentially an expanded version of the CT-LBB3 ones. You could generate an animal completely randomly, starting with it's "behavior" (i.e. ecological niche) - for example, carnivores are divided into Killers, Pouncers and Chasers. Using the creature's behavior and environment (e.g. jungle, plains, underwater etc), you generate its weight, which in turn determines its weapon damage and its characteristic ranges (yes, animals now have characteristics and even skills - more on that later). As in CT, the tables allow you to generate an animal's movement mode (swimming, flying or walking) and its natural weapons and armor as well. Behavior type could also

Animals now have characteristics similar to those of PCs. They have Strength, Endurance and Dexterity, functioning just like those of PCs (though they might have stats far lower or higher than those of an average PC). These characteristics are used for animal wounds just as for PCs - I actually prefer this over CT's somewhat cumbersome "hit point" mechanism. Animals also have Intelligence, but it's usually only 1 or 2, and most perception/decision-making tasks for animals use Instinct (which replaces EDU for them) instead anyway - Intelligence is a bit of a redundant characteristic for them. In addition to Instinct they have another new characteristic - Pack - instead of SOC. Pack determines how social the species is (and thus how many are typically encountered in a single encounter); and individual animals in that species with a position of power (e.g. an alpha male) would have higher than average Pack ratings.

Animals now have skills, at the very minimum Survival-0, Athletics-0 and Recon-0. Most have at least 1d6 skill points to distribute among these skills, melee and any additional skills determined by behavior (Pouncers, for example, get access to Stealth).

The referee is also encouraged to give each world one or two "planetary quirks" - that is, common features in the dominant animal types (for example, most animals are egg-layers, or most animals are group-organisms composed of swarms of smaller creatures). There are also animals reaction rules (i.e. determining whether an encountered animal would attack or flee).

There is a detailed animal generation example, as well as a few sample animals (strangely enough, the end result of the generation example doesn't show up among these samples).

This chapter also handles environmental dangers such as falling (causes damage based on the distance fallen), extreme temperatures (cause damage over time if you aren't adequately protected), disease (forces you to roll an Endurance check; if you fail, you receive damage and have to roll again after an interval; if you fail the second roll you receive damage and have to roll again and so on), poison (the same as disease, but without the intervals) and extreme weather (causes a negative DM to all actions).

The fatigue rules are, strangely enough, here and not in the combat chapter, even though you get fatigued by making more melee attacks in a single combat than your Endurance characteristic. The same goes to the rules for recovering consciousness after being knocked unconscious (by wounds and, possibly, by tranq gas as well) - they should probably belong to the combat chapter.

The MGT healing rules are simple but look quite good. Wounds are divided into normal wounds (at least one characteristic remaining at its maximum) and serious wounds (all three characteristics damaged, even if they're all above zero. Normal wounds usually heal naturally, while serious wounds typically cause your situation to deteriorate without further treatment. Normal wounds could be cured by normal medical care, while serious wounds require surgery (increasing one characteristic to its maximum) before allowing conventional care to be administered. First aid could heal some points even for seriously wounded characters, but must be administered within an hour of receiving the injury to work at all (or within 5 minutes for double effect!).

The healing rules suffer from the fact that the relevant tasks are listed on p.56 (under the Medic skill) rather than here, and that surgery lacks a task description at all!

A cool bit here - if you have augmentations and are treated in a medical facility of a lower TL than the TL of your implants, the doctor treating you suffers a negative DM equal to the difference in TLs.

The chapter continues with a general discussion of NPCs, including a d66 table with various NPC quirks (loyal, aggressive, involved in political intrigue and so on) for generating NPC personalities on the fly. This system is nice, but I prefer TNE's playing-card-based NPC motivation system. There is also a d66 table for generating allies/contacts/rivals/enemies, though, understandably it is limited in nature, and I'll probably prefer to pick my allies/contacts/rivals/enemies myself based on the event that has generated them.

There is, of course, a discussion of patrons (Traveller's equivalent of Shadowrun's "Mr. Johnsons", i.e. people who hire the PCs to performing missions for them), including detailed random patron generation tables and 7 fully-detailed sample patrons (including rewards and variations/catches). There is also a discussion of suitable rewards (PCs with ships should be offered rewards higher than the sum they could earn simply by hauling cargo).

This chapter also includes random encounter tables, which are basically random adventure-seed tables rather than critter encounter tables - I like it that way.

The chapter is concluded by a very, very useful thing - a list of 24 generic common NPCs - guards, thugs, ship crews and so on - with basic stats (characteristics, skills and important gear). This is a great feature - it helps in winging-it during a game.
 
Impressions from the Equipment Chapter, part 1
The chapter opens with some discussion of currency, mentioning two main solutions to the interstellar comm-lag when dealing with money: sending your bank account ahead of you by courier or x-boat (I'd imagine that major banks would have their own courier craft) and carrying precious metals (or even radioactives!) with you for easy barter. Strangely enough, bearer-bonds, letters of credit and company factors are not mentioned despite their great relevance to this subject (more than precious metals, in fact).

MGT uses a monthly living cost system similar to the one in Mega Traveller. The costs are based on your Social Standing, and living at a lower standard than what is required might even reduce your SOC characteristic (though no rules are given for this SOC reduction).

I'm having a problem with the MGT armor rules as written. The thing is that most armor types presented on the p.87 table are quite weak in comparison to weapons, especially with Effect added to their damage. Look at this that way: most pistols do 3D6-3 damage. On average, a D6 result is 3.5; 3D6 on average is 10-11 (let's say 11), and thus 3D6-3 is around 8 points of damage on average before applying Effect. Cloth armor, which is the equivalent of an RL Kevlar vest, stops only 3 points of damage - hardly stopping a pistol bullet even with Effect 0 and an average roll. A dagger does 1D6+2, which is on average 5-6 points of damage even with Effect 0 - and Jack Armor, which is supposed to be helpful against melee attacks, has only Armor 1, which is hardly effective against it. For a house-rule solution look here.

For some strange reason, Combat Armor doesn't require the Vacc Suit skill to wear, despite weighting almost as much as a Vacc Suit and despite the fact that it did require this skill to use in previous editions. I suggest that it should require Vacc Suit-0 for the very least if not Vacc Suit-1.

Vacc Suits are heavy, realistically so, until higher TLs; for a complete discussion of the subject look here.

As in CT, Ablat armor is said to ablate (that is, degrade) under fire but no rules are given for this ablation.

MGT's battledress works a bit different from its CT equivalent: unlike CT it doesn't double Strength and Endurance, but rather increases Strength and Dexterity. It also carries a tactical expert-system (I assume in a HUD) and could run other programs as well.

A cool feature of MGT is that armor, computers, robots, survival gear, weapons and vehicles have "options" sections, allowing various customizations such as chameleon camouflage (for armor) or laser sights (for weapons). Almost any item in these categories can be customized that way. One of the cooler armor options is the TL10 Smart Fabric, essentially self-cleaning cloth, which could be applied to ordinary cloths as well as armor.

Unlike previous incarnations of Traveller, MGT has "augments" - that is, essentially, cybernetics (though they could easily be bio-implants or genemods instead) - in the basic rules. The augments described in this book are, generally speaking, quite reasonable - you won't find cyberarm-mounted SMGs here or anything similar. The augment rules would be quite appealing for new players...

Communication gear has been modernized a bit, and now there is even a modern cellphone (called "Comm" in the rules). However, the p.90 communication gear table seems to give only one sample of transceiver per TL - at TL5 you get a backpack short-ranged radio, at TL8 you get a small short-ranged radio, and only at TL12 you get an orbital-capable transceiver. I guess that Mercenary would have a more complete list.

The MGT computer rules look very much like the T4 ones with some cosmetic changes. Both computers and programs have ratings, and these determine which programs the computer could run: for example, a Computer/3 could run one rating-3 programs, two rating-2 programs, four rating-1 programs and an unlimited number of rating-0 programs.

Also, at last, hand computers are TL7 and not THAT expensive!

A cool variant rule allows you to produce computers above their optimal TL with reduced cost and weight. So a Computer/0 manufactured at TL12 would cost less than Cr2 and weight about 300gr - so I guess that by TL12 these computers would be very, very common!

The new computer rules now include hacking tools, anti-hacking countermeasures, Agents (essentially semi-AI search-engine/hacking-tools), expert programs (helping characters to perform skill tests and allowing robot/AIs to use skills) and even downright AIs!
 
Golan2072 said:
Look at this that way: most pistols do 3D6-3 damage. On average, a D6 result is 3.5; 3D6 on average is 10-11 (let's say 11), and thus 3D6-3 is around 8 points of damage on average before applying Effect. Cloth armor, which is the equivalent of an RL Kevlar vest, stops only 3 points of damage - hardly stopping a pistol bullet even with Effect 0 and an average roll.

And how many pistol hits players are supposed to be able to take without problem? As it is said cloth armour means you need 3 bullets in average to take a man down. 3 bullets. Which hit you straight on. That's bloody resilient already

A dagger does 1D6+2, which is on average 5-6 points of damage even with Effect 0 - and Jack Armor, which is supposed to be helpful against melee attacks, has only Armor 1, which is hardly effective against it. For a house-rule solution look

So 3-4 good hits needed to take man down. Are we trying to represent humans or supermen here?-)
 
tneva82 said:
And how many pistol hits players are supposed to be able to take without problem? As it is said cloth armour means you need 3 bullets in average to take a man down. 3 bullets. Which hit you straight on.
Not necessarily straight on. In the MGT damage system, a low-damage hit is probably a hit to a less critical location (or, with armor, a hit which was absorbed well by armor) and a high-damage hit has probably struck a more vital point (or, with armor, wasn't stopped well by the armor).

tneva82 said:
So 3-4 good hits needed to take man down. Are we trying to represent humans or supermen here?-)
That's a problem with the MGT damage system as written; you can't die from a single knife stab, and you're very unlikely to die from a bullet. On average a character has 7 in all three physical characteristics, so to kill him you'll need at least 21 points of damage; A pistol does 8 on average... The problem with lethality isn't armor, but the damage system.

If you want more realism you might want to look at converting Striker's or AHL's penetration system to work MGT. It is very lethal, but armor actually protects you from some of this lethality. And it handles the difference between rifle and pistol rounds (as well as specialist ammo) very well...

A simpler way would be to use the optional MGT rule which makes you pass out if your END (instead of END+DEX or END+STR) reaches zero. So an average pistol shot takes down an average unarmored person...
 
Impressions from the Equipment Chapter, part 2
Drugs are handled very similarly to CT, with some minor differences (such as the Combat Drug working a bit differently) and with the addition of anti-radiation drugs (absorbs radiation if taken before exposure or immediately after it) and of stims (relieving fatigue for a while while causing some damage, like the ones taken by Dr. Franklin in Babylon 5 - too bad MGT has no addiction rules). Anagathics are also dirt cheap in comparison to CT - thanks goodness that my next campaign is in the 1248 milieu and TL15 items (such as anagathics) isn't readily available off the shelf (to say the least :twisted:).

There are robots in the main MGT book, which is a great thing. Another great addition to the game are drones - essentially cheap, brainless robots remote-controlled by characters. Robots and drones fight like characters but take damage like vehicles - all of them have Hull and Structure ratings, and use a vehicle-style damage table (on p.67). However, unlike vehicles, they lack an internal hits table - when their Hull reaches zero, each additional hit is deducted from Structure. Drones have Strength and Dexterity; robots have Intelligence and Education as well. The The best thing is that robots mesh well with the computer rules - making customizations easy. There are four robot designs (including an autodoc) in this section as well as four drones (including a semi-hidden cargo drone), and a fifth drone (mining drone) is tucked away at p.110.

There is a wide range of sensors in this chapter. In addition to the usual binoculars, infra-red and light-intensifier gear, as well as the old Traveller standbys such as densitometers, bioscanners and neural activity sensors, there are interesting new ones such as motion sensors (ala Aliens) and electromagnetic probes.

There is an assortment of field ("survival") gear in this chapter, containing items such as respirators, environmental suits, pressure tents and even a portable fusion generator! Most item descriptions in this section also detail higher-tech variants. There are also a few toolkits described, though all core-book toolkits have the same weight and price (just different functions).

MGT comes with a wide selection of weapons. The melee weapon list is similar to CT, with a shield and a stun-baton replacing the polearm and the spear. The slug-throwers include most small-arms from CT-LBB1 and CT-Mercenary (except for the SMG and the Carbine, that is), up to and including gauss pistols and rifles! However, the specialized ammo types from CT-Mercenary are absent, probably due to the fact that the current armor/damage system doesn't support them too well.

Strangely enough, no ammo weights are listed for any weapon in this chapter.

The energy weapon list is extended, including a laser pistol, a stunner (taser?) and a TL16 plasma rifle in addition to the venerable Laser Carbine and Rifle. Interestingly, the Laser Carbine has been moved from TL8 to TL9. Also, a laser hit with an effect of 6 or more permanently blinds any target without eye protection!

The main book also includes PGMPs, FGMPs, grenades (including launchers) and rocket launchers. Strangely enough, machine guns are left for Mongoose Mercenary.

PGMPs and FGMPs could now over-penetrate, that is, if they cause more damage than what is needed to kill a target, any remaining damage continues to the next target in line. However, PGMPs and FGMPs now have a minimum strength requirement - yes, even the PGMP-12 is hard to use unless you are either very strong or wearing a Battle Dress... And FGMPs now cause radiation damage to their wielder as well as to the target (vehicle-carried fusion guns don't have this problem, however).

You could now add computers and expert programs to weapons - creating Aliens-style "smartguns".

MGT has a limited selection of ground and grav vehicles but no air or water craft. However, except for the grav-belt, there is no mention of their endurance or range; acceleration capabilities and tactical movement rates are also missing. It is also interesting to see that the AFV has been changed from a light tank to an APC capable of carrying a squad.
 
Golan2072 said:
That's a problem with the MGT damage system as written; you can't die from a single knife stab, and you're very unlikely to die from a bullet. On average a character has 7 in all three physical characteristics, so to kill him you'll need at least 21 points of damage; A pistol does 8 on average... The problem with lethality isn't armor, but the damage system.

If you want more realism you might want to look at converting Striker's or AHL's penetration system to work MGT. It is very lethal, but armor actually protects you from some of this lethality. And it handles the difference between rifle and pistol rounds (as well as specialist ammo) very well...

A simpler way would be to use the optional MGT rule which makes you pass out if your END (instead of END+DEX or END+STR) reaches zero. So an average pistol shot takes down an average unarmored person...

I don't think people normally die in a single knife slash in the time frame of rpg combat rounds, do they? Maybe several rounds if no first aid is done...or if the first aid task fails. Even a slit throat isn't 'instantly dead' is it?..not alive a couple of combat rounds kicking and coughing and praying against hope that a medic can pull off a miracle?

It is my opinion that first aid should have to be done during combat...not afterwards with characters magically immune to such things while fighting. If you get shot, or stabbed, you should do something ASAP to keep from taking more damage due to lost blood/shock/etc. Maybe you should duck into cover and slap a bandage on before you pass out.

I don't recall anyone talking too much about MongTrav's first aid/recovery rules. How do they handle such things? Ignore everything until later for the sake of easy play?

btw..End<=0 to pass out is good idea. Not a scratch on you, but a bonk on the head and lights out...OR trailing entrails and immobile, but still screaming for a medic knowing that if he doesn't come soon, you're gonna be just another KIA.

just my opinion
 
I've actually been considering a system that emulates bleeding.

Quite simply, you take a number of hits each [insert time frequency] equal to your total negative physical DMs. So, if you've been reduced to END 0, then you're taking 3 hits each [time frequency].

Obviously that's a very, very rough idea and would need to be cleaned up, but it's an idea to remove the sort of 'pause' that happens in combat.
 
Actually the MGT healing/injury rules work quite well.

You can count out most characters (read NPCs) if they're seriously wounded, which means losing at least 1 point from End, Dex, and Str. So folk can be f**ked up with just 3 points of damage.

Someone who is on 0 END has a -3 to the number of points they heal, with or without treatment. Someone hurt who isn't given first aid will like as not die.

You could also see it as not drawing blood until all the End is gone; therefore End damage is like being winded or bruised or a bit battered. Once Dex or Str take hits, you start bleeding or break bones.

Armour seems ok in that light, with the assumption that any hit will hurt bad, even if it doesn't wound.

Going unconscious at 0 End will make for very quick combats, armour or not, with the result players might be spending all their time escaping from prison. Perhaps.... if one single hit removes all of (full) End in one go then the character is knocked out.

Or at 0 End have to roll a Str or Dex check or be knocked down (therefore losing actions and reducing initiative)..
 
One rule we developed in Homebrew then ported to playtest MGT was the Two Zeroes Rule (2ZR)to accompany the first blood rule:

if one stat is completely reduced from full to zero in an attack, the result is bumped up to "unconscious"....

if two stats are reduced to zero by one attack, the result is bumped up to "death".

Note that this doesn't mean that the first stat has to be zeroed by the attack - it usually works out that a wounded stat and an unwounded stat are the ones taken down; or if you're having an especially bad day, two wounded stats.

Simulates shock on top of a wound, sort of

Still makes it hard to kill in one shot with a knife - but kinda more possibleeven with a high effect....max dam + max effect...12 points ? could do for a 6/6 character, or a 7/5 -neither one of which is too unusual.
 
More blather on the 2 stat death homebrew rule, looking at single hit to knockdown or kill liklihoods.


captainjack23 said:
Still makes it hard to kill in one shot with a knife - but kinda more possible even with a high effect....max dam + max effect...12 points ? could do for a 6/6 character, or a 7/5 -neither one of which is too unusual.

Looking at the table for damage

a dagger does 1d+2 + effect, an Autopistol 3d6-3+ effect.

so......an average stab by a better-than-trained combatant (Knife - 1), with a slightly better than average stat bonus (+1) and an average success roll (7, +2 for skill and bonus = success, effect =1) will generally produce 6-7 pinys of damage (3.5+2+1 =6.5).

Which means a competent or better knife fighter can expect a takedown on an unarmored opponent with one hit....about one time in four (very rough calc - 50/50 hit * 50/50 average damage or better).

to kill using the two stat rule (14 points), he'll need to hit with roll 12 +1+1 = effect of 6, and roll max damage: 6+6 +6 =14. So, a one shot to death, in combat of about 1/36 * 1/6 or 1/216 or ~= . 5%
Unlikely, but a ways from impossible. Note that a Ninja Master (or Crocodile Dundee) with (skill-5 and dex mod of +3) can get an effect 6 hit (minimum for an instant KIA) about 50% of the time and can get 14 points of damage on lots of cominations of effect and d6+2.

Fight a veteran soldier who likes knives (first example) and you'll risk being knocked down in one shot, but survive; against an expert (the second example)......have your will in order......


As to autopistols, even in the hands of someone with very basic skills and natural talent (lev -0,stat+0) average damage is 7 to 8 points - a takedown on first shot, again about 25% of the time. (50% to hit, 50% to get 7+ damage); AND an IK is possible 4/216 or ~= 2% of the time. (3d6 roll 17 + = 14 + damage).

So, if shot, one is about as likely to pass out as if stabbed, but about 4x as likely to just plain die.

If you want a more dangerous combat system, this is about the simplest change I've ever found.













*not in the combat section, darn it....I just hate equally valid-but-different-from-my-own-preference sorting systems ! :wink:
 
Impression from the Ship Design System, part 1
At its core, the MGT ship design system is very similar to the CT-LBB2 one: you have standard hull sizes (100 dtons to 2,000 dtons), and drives and power-plants rated by letters (A to Z with I and O omitted). Drive performance is determined by cross-referencing the hull size and drive letters on a table in p.108. For example, a Maneuver Drive-C would produce 6-G in a 100-ton hull, 3-G in a 200-ton hull, 2-g in a 300-ton hull or 1-g in 400-ton to 600-ton hulls; above 600 tons of hull it would be insufficient. Also, in MGT, like CT and unlike MT, 1 ship displacement ton is 14m^3 rather than 13.5m^3 - and I like it at 14 (more rounded number, less fractions to deal with when deckplanning).

A strange change from previous versions of Traveller is that ships without jump drives are now called "System Ships" rather than "Non-Starships". The funny thing about that is that the old "Non-Starship" term still appears on p.106...

Ship construction times are now based on total cost rather than hull size, and the rules say that larger yards would produce ships faster than smaller ones (though no rules are given for that - I guess that they'll be given either in High Guard or MGT-TCS).

Hull configurations are a cross between CT-LBB2 and CT-HG. You now have three types of hulls: Streamlined (flies well in an atmosphere but costs 10% more), Standard (flies badly in an atmosphere but still manages to do so even if badly, costs normally), and Distributed (costs 10% less than normal but breaks apart when entering an atmosphere or a strong gravity well).

There is also ship armor, using a formula simpler than the one in CT-HG. Its cost is a multiplier of hull cost like streamlining. The armor types presented remind me of Striker (there is a Crystaliron one and a Superbonded one).

You could now add reflec coating to ships (adding anti-laser armor), make hulls self-sealing (against minor breaches only, of course) and add stealth coating (making the ship harder to detect). The latter is a bit problematic from a realistic POV, as hiding the heat of a ship's fusion power plant against the cold darkness of space is going to be very, very hard (to say the least).

Jump fuel uses the same formula as in most editions of Traveller (10% of total ship size per parsec), but power-plant fuel uses a new system based on the power-plant's letter rather than it's rating. Furthermore, the basic MGT power-plant fuel amount is for two weeks of operation rather than CT's four week. P-Plant fuel in MGT is far lower than in LBB2 (even if you double the MGT amount to get the 4-week amount). At low drive letters, the MGT amounts are similar to the ones in CT-HG, but at high levels they are lower even than CT-HG.

Ship bridges cost the same per ton as in CT-LBB2, but are based on a table rather than on a set percentage of hull, and are generally smaller than in CT-LBB2 (with a minimum of 10 tons rather than 20).

Ship computers don't have a tonnage (this is subsumed in the bridge tonnage) and are considerably cheaper than in CT, but occur on higher TLs than in CT (Model/1, for example, is TL7 rather than TL5). The ship computers use the same basic rules as all MGT computers, but are more powerful (and ship-specific software is similarly "heavier" than personal computer software). The bis (specialized Jump computers) and fib (resistant to radiation) options are also available.

There are now ship electronics (sensors and comms combined) separate from the ship's computer. The standard low-end electronics come free with the bridge, but far better models are available for added cost and tonnage.
 
Impression from the Ship Design System, part 2
There is a full-page section (p.109) dedicated to alternative FTL drives (warp drives, teleport drives and hyperspace drives) and to alternative power plants (fission and antimatter). These are designed to give the referee more options than just jump-n-fusion when developing an ATU. Strangely enough, no TLs are given for these drives - even though, canonically, both fission, fusion and anti-matter power-plant exist in the same OTU, with the fission PPs available at lower TLs, the fusion PPs at mid TLs, and the antimatter PPs at high TLs.

At a first glance it seems that there are no tech level restriction on drives. On a closer look, power plants and maneuver drives have no TL restrictions, while the TL requirement for jump drives appear... In the general discussion of tech levels on p.4!

Fuel scoops could now be bought separately from streamlining (though streamlining already includes their cost). Fuel purification equipment is also available using a simple formula (simpler than the CT-HG one).

There is a simple yet elegant rule for shipboard luxuries - instead of having a list of various luxury fittings, there is a general "Luxuries" fitting costing Cr100,000 per ton, with the details left to the referee and players. Luxuries also help attract mid and high passengers to the ship.

The ship's locker is handled in an abstract manner: its contents are essentially left to referee fiat in an attempt to save bookkeeping. Personally I prefer to have a concrete list of its contents in order to avoid confusion, inconsistencies and arguments.

Small craft and vehicle hangarage are dealt with in the same manner as in CT-LBB2:it takes just as much tonnage as the small craft itself, and costs nothing in addition to the craft's cost. And yes, the book recognizes that these are typically external fittings or very form-fitting internal fittings.

The MGT core book comes with both turreted weapons (as in CT, but with the added options of pop-up turrets and fixed mounts, AND you could fit particle accelerators there as well) and 50-ton weapon bays (as in CT-HG). The said particle beams are four times as expensive as a beam laser, but pack more punch than a nuclear missile!

Speaking of nukes, MGT has clear rules for them (unlike CT-LBB2). They do double the damage of ordinary missiles, and cause radiation damage as well. They are illegal to use near inhabitated worlds or space-stations, but no where it is said that they're illegal to use in deep space...

There are, of course, ordinary missiles, as well as smart ones. Such missiles are very weak - as weak as pulse lasers and weaker than beam lasers - but can hit at any range, as opposed to the short-range lasers. Smart missiles may retry a failed attack roll as many times as desired once they reach their targets (unless they are destroyed, of course); normal missiles only get one chance.

Pulse lasers are now both weaker and shorter-ranged than beam lasers! I'm OK with beam lasers being longer-ranged, but pulse lasers should IMHO be stronger due to the release of the same energy in a single burst rather than continually (that was the case in CT).

Sandcasters are now useful only against beam weapons (I guess this means lasers, or are they effective against particle beams as well?) and not against missiles; they reduce damage instead of reducing the chance to hit.

The bay weapons described in the main book include missile banks (firing 12 missiles at once), particle beams, fusion guns and even meson guns! Strangely enough, plasma guns are left out of the main-book lists. I was surprised to see that each bay requires only one hardpoint instead of 5; with no limit to bays other than cost, a dreadnought would rarely have turrets at all, and at TL11+ its armament would consist almost entirely of meson bays.

There are also screens in the main MGT book: nuclear dampers and meson screens. Both reduce attack damage. However, both are quite effective at TL12, which is a bit early in comparison to their counterparts in CT-HG.

Regarding crew sizes, MGT takes an interesting (and realistic-feeling) approach: you could choose to have a minimal skeleton crew (functional as long as nothing bad happens, unless you are a multi-talented scout, of course :)), and average crew (typical of merchant ships, including shifts for some positions) and full crews (military, and takes extra replacement crewmembers into account).

The greatest problem with the MGT ship design system is, IMHO, the lack of an energy points system. While the power plants in the playtest draft were annoyingly weak, this could've been easily fixed by increasing their output rather than removing the energy points altogether. Without energy points, if you have enough money you could greatly up-gun even a tiny ship to massive firepower.

There is also a somewhat annoying layout problem in this chapter, with the tables spread all over the chapter (for example, the computer table is on p.108 and the software table is on p.113, not to mention jump drive TL limits being tucked away at p.4...).

The greatest advantage of the MGT ship design system is its simplicity: designing ships with it is easy and painless, and goes quite smoothly. It also feels like CT-LBB2, which is great.
 
Great Review and I agree on most points of the Critique.

I built a 400 Ton Sword Worlds "Convoy Raider" as a test-case mounting Jump-3 Maneuver-4 with Three Twin turrets (Beam/Beamx2, Missile/Missile) and a 50-ton Particle Bay.

Made me feel like I did when I first got the LBB High Guard so long ago.

I would like a more Granular set of Fighter construction rules, though.
 
Golan,

My compliments on your extensive review - many thanks for taking the time to do that.

Convinced me (an old CT grumbler that loathed a lot of the later 'variants') to invest in a copy of the Main Rulebook. Many thanks.
 
Stryker-Merc said:
Golan,

My compliments on your extensive review - many thanks for taking the time to do that.

Convinced me (an old CT grumbler that loathed a lot of the later 'variants') to invest in a copy of the Main Rulebook. Many thanks.
Thank you for your kind words. I'm very pleased to see that my review was of use to you :)
 
Impression from the Common Spacecraft Chapter
The ship designs on p.114-136 and their deckplans contained a large amount of errata, and thus Mongoose has released a corrected version of this chapter available for free download from their site. My comments about this chapter will refer to the corrected version.

The most striking feature of this chapter, regardless of version, are the ship illustrations - the best in the book, and some of the best depiction of these ships ever top see print.

There are 12 ship designs and 6 small craft in this chapter. The Slow Boat and Slow Pinnace have been left out, but in the big-ship department we have several notable additions to the CT repertoire (most coming from various CT supplements): Seeker, Far Trader, Lab Ship, Close Escort, Heavy Freighter, and Corsair. In addition to these, the old CT standbys are still there: Scout/Courier, Free Trader, Subsidized "Fat" Trader, Patrol Cruiser, Yacht and Mercenary Cruiser, as well as the Shuttle, Fighter, Ship's Boat, Pinnace, Launch and Modular Cutter (which, by the way, has one of the best illustrations in the book).

The deck-plans are CT-type clean and useful B&W affairs with a few additions (such as a bit more elaborate engine/machinery art and the provision of special icons for chairs and beds). The one big gripe I have with the deckplans is that their resolution and size are quite low, making enlargement (for printing purposes) hard and making the deckplans for the larger ships (especially the Heavy Freighter) almost unreadable.

A minor problem is some ship designs don't list the required crew - you're supposed to figure that out yourself from the crew table in the previous chapter.

Strangely, the Seeker has an empty double-turret instead of a single pulse-laser turret (as in previous editions of Traveller). Sure, mining now uses drones for ore processing, but a pulse laser would be very useful for rough cutting and blasting of asteroids.

I'm not very pleased with the Serpent Police Cutter. At 100 tons, this non-starship SDB mounts one turret. A ship's boat would be able to mount the same amount of armament, and has enough internal space for long-duration accommodations to be installed, while being a lot more cheaper.

Another problem with this chapter is that none of the ships presented uses any of the new weapons and screens described in the ship design chapter; armament is strictly CT-standard lasers, missiles and sandcasters. Armor is used, though, including in civilian ships (such as the Free Trader).

The chapter end with a table for generating used-ship quirks. Getting a used, outdated ship gives you a number of free ship shares towards its purchase (in most cases helping you to pay the mortgage for that ship), at the expense of rolling on the quirks table - the older the ship, the more free shares you get, and the more quirks it has. Quirks range from really bad things such as reduced Hull or Structure ratings or a leaky reactor core to good stuff such as a positive reputation, additional turrets, or useful secrets contained in a ship's library. I like that table - it helps you add a great character to your old, battered ship.
 
Here's my bitch about the plans...

Look at the "Scout Ship, Type S" plans:
Why the heck does the port from inside the ship through the hull to the outside get only an "iris valve" yet the port to go from an internal corridor to area 7 (Air Raft Bay) get a damm HATCH? It's the same thing on the Seeker Mining Ship, area 9 (mining drone storage)

In every sci-fi movie/game/show etc... Iris valves are not nearly the same as an actual button down heavy-duty hatch.

If the Iris valve is superior to hatch, then why is it that iris valves are used all over the ship but in the spots I've pointed out above?

It just doesn't make sense to me.
 
ParanoidGamer said:
Here's my bitch about the plans...

Look at the "Scout Ship, Type S" plans:
Why the heck does the port from inside the ship through the hull to the outside get only an "iris valve" yet the port to go from an internal corridor to area 7 (Air Raft Bay) get a damm HATCH? It's the same thing on the Seeker Mining Ship, area 9 (mining drone storage)

In every sci-fi movie/game/show etc... Iris valves are not nearly the same as an actual button down heavy-duty hatch.

If the Iris valve is superior to hatch, then why is it that iris valves are used all over the ship but in the spots I've pointed out above?

It just doesn't make sense to me.

It makes it easier for the monster to get in, and the hatch prevents easy escape by the crew in the air/raft........;)
 
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