Yes there is. See Planet Mongoose for details. It's under "Travelling the Cosmos."
dmccoy1693 said:Amazon has several books listed for Traveller:
Link
Traders & Gunboats
by Bryan Steele
August 25, 2008
Product Description
From freelance tramp freighters to bulk carriers to the mainstays of large shipping lines the Traders and Gunboats rulebook introducers many new ship types to the universe of Traveller. In addition to purely civilian vessels there are also details on system police cutters and gunboats that aim to help those in trouble and to stamp out criminal activity within a system, be it smugglers, hijacks or piracy.
Link
Fighting Ships
by Bryan Steele
September 30, 2008
Book Description
From small cruisers to mighty battleships the Fighting Ships supplement introduces a fleet of new warships to this latest incarnation of the Traveller game. With a wide variety of warships available the Games Master will have a valuable tool allowing him to detail local fleets or vast interstellar armadas.
Just two books I happened to catch.
Not me.....Bygoneyrs said:All I can say is I will have to buy them ALL!!!
Penn
Tell them that those details are left for the individual buyers. They can have communal facilities in the common area, or "fold-away" facilities in each individual stateroom.Wayfinder said:For my sake, I hope that the deckplans provided are a little better detailed. I got people griping on how their characters have gotta spend an entire week in a tin-can with no toilets or bathrooms.
The landing struts are variable. Is how that is accomplished really needed? Personally, I would say that they are purely electrical.1. Are the landing struts hydraulic or what?
I would use wires. Gives something for varmints to chew on, and hijackers to cut. More potential that way ...2. How is electrical power distributed? Is it wires or does it use something we've never seen before?
Probably. Most likely that is just part of the annual maintenance. There is a reason the annual maintenance takes up a full week by a team of technicians. Ripping that stuff apart would make sense.3. Would the engines require a Major Overhaul like Airplanes and Helicopters do every so often?
If you want them to. Personally, I would say that anything outside the ship's hull grid is immediately kicked back to somewhere in realspace. Keeps anyone from trying anything too stupid.4. Can repair robots survive and operate in the void of Jump Space?
If you want them to. Jump seems to be affected by volume, not mass. That means that Nebulae are anethema, and black holes are nearly irrelevant. (Unless, of course, you precipitate right next to one. Buh-bye!)5. Would interstellar phenomena such as Nebulae and Black Holes affect a Jump?
Just say they are not noted because the facilies are "fold-away". You pull the commode, sink, or shower down when you need it, and put it back into the wall (to give more space) when you don't. That is why it is never shown on the floor plans.6. Couldn't some space on board some private trade ships be made for a bathroom or even a toilet?
How do you want it to work? Personally, I would just ignore the issue (antigravity could easily cause such concerns to be irrelevant). However, if you want it to matter, make it matter. I would be more worried that things are properly stowed and tied down. (From all of the adventures and writings I have seen, none has ever worried about cargo load distribution. So, there is no reason to make a requirement unless you want it.)7. Does cargo have to be evenly distributed in a cargo hold, or are there some technical enhancements that compensate for an uneven load?
Really, it isn't necessary. Just make the stuff up on the spot. It really doesn't matter. Unless you want it to matter.
Maybe to you, but I do not want a game that requires me to be an engeneer just to use the system even if these kinds of details matter to some. If those things matter to you and your group then, as daryen said, make it up. Keep the core system simple and allow GMs to add complex additions if they want them.Wayfinder said:Really, it isn't necessary. Just make the stuff up on the spot. It really doesn't matter. Unless you want it to matter.
But, it is little things like this that can and do matter. I play with a couple of mechanics, and I'm a pilot by profession. If I make a ruling along those lines, they will remember it.
Wayfinder said:Really, it isn't necessary. Just make the stuff up on the spot. It really doesn't matter. Unless you want it to matter.
But, it is little things like this that can and do matter. I play with a couple of mechanics, and I'm a pilot by profession. If I make a ruling along those lines, they will remember it.
Wayfinder said:For my sake, I hope that the deckplans provided are a little better detailed. I got people griping on how their characters have gotta spend an entire week in a tin-can with no toilets or bathrooms.
My players took apart their Far Trader to install a new powerplant to support the new upgrades they want, and they wanted to know things like -
daryen said:Also, don't be afraid to go completely "outside" the game and hash out these details. If they know things better than you, ask them about it and make a decision.
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And if they are going to remember, make sure you remember, too. That doesn't mean don't make the decision, it just means remember it. It is really cool when details pop up later in a consistent manner.