Getting started as a GM in Traveller

Oh, it should also be mentioned that Mercenary has a good list of basic military hardware - if you're getting that with a traditional hardware based military campaign in mind, CSC becomes less important.

And at the end of the day, if you're making up your own setting and ground rules, you can just work out your own toys too. Even the Tech Level system can be discarded or changed if needs be.
 
Just for clarification I'll be playing mostly with the Chthonian Stars setting when it arrives in October.

For those who dont know, its set entirely in our Solar System with a new set of ships with a "T-Drive" to replace the J-Drive and Jumping (as we're looking at a 50 AU sphere of travel only).
The tech-level is apparently around 8 with some TL 9 items and going for a hard sci-fi feel.
Ships go much slower than Thrust 1 with their M-Drives, two weeks between inner planets and a few months from Earth to Neptune, and thats with the T-Drive active.
Also Event Horizon-style Grav Couches replace Low Berths for interplanetary flights.

Anyways, I was recommended the CSC but I wasnt sure how useful I would find it due to the setting, plus I have interest in making a game based around the first Alien (not the others though).

The 2300 AD book looks good, but will I have to convert any numbers? I dont have much time to do massive number crunching (thus I find Traveller's level perfect for my investment time) and I'll only be interested with this book if I can use it straight from the off with Mongoose Traveller (also if it is available on amazon.co.uk :roll: )
 
zero said:
I'll only be interested with this book if I can use it straight from the off with Mongoose Traveller (also if it is available on amazon.co.uk :roll: )
Sorry, neither - nor. :?
 
If you have the TCR (Traveller Core Rulebook), I recommend CSC (for the additional equipment, and The Spinward Marches. Both are excellent books for adding to a campaign, by Martin Dougherty. As far as adventures, the Living Traveller website has three (soon four!) free adventures for you to review, all set in the Spinward Marches.

While you can use those in your own campaigns, you might also find the Mongoose Living Traveller Campaign (MLTC) of interest...
 
You may also find www.travellermap.com of use (though it's system data is not based on MGT and thus the UWP codes for systems will not exactly match those in the MGT Spinward Marches and other sector books).

The API does allow you to post up your own data if you are so inclined. Either way, its great to look at! :)
 
So, going for a session like Alien, are any flame-units statted out in the CSC, as there are none in the Core.

Also looking for a harpoon gun/unit built for climbing purposes (pretty important feature I need for a piece of equipment) but could be used to attack with. :roll:
 
Mercenary includes the skill Heavy Weapons (Flame-thrower) and a selection of TL weapons to choose from a TL4 WWII flammenwerfer equivalent to a TL14 blue-white-plasma-gun-thrower-spray-thing.

It also includes stats for a TL9 crossbow, which would work for your grapnel/harpoon gun quite nicely for those with Althletics (Crossbow)
 
zero said:
So, going for a session like Alien, are any flame-units statted out in the CSC, as there are none in the Core.

Also looking for a harpoon gun/unit built for climbing purposes (pretty important feature I need for a piece of equipment) but could be used to attack with. :roll:

Yes, Central Supply Catalogue includes some flaming weapons.
 
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