Near Future Traveller

Luckily, the page below also has this:

Where the Referee deems it appropriate, the same
Advantage or Disadvantage can be applied more than
once to a component, increasing or decreasing its
quality. All alterations are additive. For example, if two
+10% alterations are taken, the net modification is 20%.
True, but that doesn't mean it references having more than two total disadvantages. You could have only two and put them both in the same thing.
 
It's worth noting at absolutely everything to do with prototech has to be allowed by the Referee and extra limits can be imposed as they deem fit.

Retrotech is a bit different, generally gear using those rules can usually be found just by shopping. But the Referee still has veto about demand and availability... if I want to go and buy a TL8 horse buggy, I may have to source a special order.
 
It's either one or the other.

For advantages, three points, divided any way from amongst one and two point advantage options.

Allowing dungeon masters to playing loosey goosey with effects seems contrarian with their decision to clamp down on mixing and matching advantages to disadvantages.

Speaking of which, upto two points of disadvantages, added up in any combination.

It would be nice to have the option to pick two disadvantages, without prototyping.


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I mean, I get that. Same or lower tech and you make it cheaper but bulkier, or smaller but more expensive. It's not prototech then, just manufacturing tradeoffs. Isn't there some discussion about that?
 
I mean, I get that. Same or lower tech and you make it cheaper but bulkier, or smaller but more expensive. It's not prototech then, just manufacturing tradeoffs. Isn't there some discussion about that?
There is a discussion in this thread, if that is any help:

and this one:
 
You can already add early grav lifters at TL8 using the prototype rules, but they're big and power hungry, and orbital range only.
If you add the orbital range double disadvantage, on top of the intrinsic prototype disadvantage, you're looking at 600% cost, -50%. Since I can't find the rule I once assumed of 3 disadvantages max, you could boost it up to 4 disadvantages*, and get it to 600% -75%.... Which works out to be +50% cost on top of a normal M-Drive-1. On something like a free trader, you'd have a 2.5 ton drive, needing 26PP, and costing MCr6. Best paired with a 1g reaction drive...

*Not saving anything for the intrinsic prototype disadvantage.
The core concept of this thread is no gravitics or fusion until the jump drive is invented. Now that means yes, the Germans were experimenting with gravitics during WWII, the US continued this work building prototypes at Area 51, but to the civilian world - no gravitics.
 
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Especially good if you like dealing with radioactive stuff; an atomic torch ship taking off or landing is going to want a spaceport set up well away from people, and might actually need a chemical drive to operate near a station or planet.
Mongoose does a good job of never explaining what a reaction drive is. Even close to realistic physics and engineering require it to be some form of torch ship...

for highports you could have chemical rocket tugs...
 
Luckily, the page below also has this:

Where the Referee deems it appropriate, the same
Advantage or Disadvantage can be applied more than
once to a component, increasing or decreasing its
quality. All alterations are additive. For example, if two
+10% alterations are taken, the net modification is 20%.
Unless you invoke rule zero you are still limited to the number of disadvantages for your TL.

So no component can have anymore than 2 disadvantages.
 
So how much radiation shielding does a primitive hull provide? How much radiation are you taking in interplanetary space? Price/tonnage of "low tech" radiation shielding?

Wouldn't a primitive hull need heat shielding for reentry?

Personally I wouldn't allow fuel skimming for a primitive hull or reaction drive.
 
1. Apparently, insulation sucks.

2. Anything non manoeuvre drive[n] needs heat shielding during atmospheric reentry.

3. Fuel scoops allow unstreamlined and partially streamlined ships to gather unrefined fuel from a gas giant (streamlined ships have fuel scoops built-in automatically at no additional cost).

4. A ship with radiation shielding decreases the amount of rads absorbed by all crew by 1,000 (rather than the normal 500) and treats the bridge as if it is Hardened. Radiation shielding costs Cr25000 per ton of hull.
 
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