It maybe today, it may be tomorrow, but the latest update is nigh!
What is very gratifying is the amount of changes required have greatly dropped since the last revision, with some chapters getting next to now tweaks at all - this is very good news, and it means that your playtesting is having a powerful effect in eliminating issues!
This update is going to be quite a big one, as you will be getting the drafts of High Guard and the Vehicle Handbook, so there will be lots to digest!
In terms of the Core Rulebook, we are expecting to make one more update (towards the end of next month, and complete playtesting (on schedule!) by the end of December. Playtesting of CSC, High Guard and the Vehicle Handbook will likely continue past that, depending on how far we get between now and then.
Anyway, for those of you who really cannot wait - the following is a list of the major changes that have been made to the Core Rulebook. You'll be able to download this, well, quite soon!
Traveller Creation
New training system has been implemented, with appropriate changes to the character sheet.
Art skills adjusted for Entertainer.
Event 12 clarified for Navy.
Scientific Equipment values adjusted.
Combat
Prone target added as common modifier – Diving for Cover now works if no cover is present.
Rules for using two weapons at once added.
Burst now called Blast.
Smart weapons clarified.
New Leadership action added.
Encounters and Dangers
Rules for vacuum added.
Weather now inflicts DMs rather than Banes.
Equipment
Vacc Suit skill levels adjusted on armour.
Toolkits now have costs and masses.
Burst now Blast.
Gyrostabilisers now do not work on Destructive weapons.
Vehicles
IMPORTANT: There is now no longer a Vehicle scale. Vehicles use the same scale as Travellers now. This seems to work and transitions nicely to Spacecraft (especially aerofighters vs. small craft). It is possible that Battle Dress could use an increase (by maybe +10 points) in light of this, but see how you go.
Minimum range for weapons reduced to 5% on vehicles.
Critical hit table uses DMs rather than Banes.
Sample vehicles adjusted for new Vehicle Handbook rules – these will (very) likely shift but will give you compatibility in the short term.
Space Combat
Particle Beams are now out of turrets (you will find them re-appearing as Barbettes in High Guard). This is a directive from Marc, so no arguing!
TLs changed for space weapons.
Critical hit table uses DMs rather than Banes.
Point Defence clarified.
Common Spacecraft
More tweaks to bring these ships properly into line with High Guard.
World and Universe Creation
Class A Starport facilities clarified.
Garden World trade code adjusted to follow T5.
Sindal Subsector
Code changes to bring properly into line with Travellermap.com
The Imperium has a naval base here again!
What is very gratifying is the amount of changes required have greatly dropped since the last revision, with some chapters getting next to now tweaks at all - this is very good news, and it means that your playtesting is having a powerful effect in eliminating issues!
This update is going to be quite a big one, as you will be getting the drafts of High Guard and the Vehicle Handbook, so there will be lots to digest!
In terms of the Core Rulebook, we are expecting to make one more update (towards the end of next month, and complete playtesting (on schedule!) by the end of December. Playtesting of CSC, High Guard and the Vehicle Handbook will likely continue past that, depending on how far we get between now and then.
Anyway, for those of you who really cannot wait - the following is a list of the major changes that have been made to the Core Rulebook. You'll be able to download this, well, quite soon!
Traveller Creation
New training system has been implemented, with appropriate changes to the character sheet.
Art skills adjusted for Entertainer.
Event 12 clarified for Navy.
Scientific Equipment values adjusted.
Combat
Prone target added as common modifier – Diving for Cover now works if no cover is present.
Rules for using two weapons at once added.
Burst now called Blast.
Smart weapons clarified.
New Leadership action added.
Encounters and Dangers
Rules for vacuum added.
Weather now inflicts DMs rather than Banes.
Equipment
Vacc Suit skill levels adjusted on armour.
Toolkits now have costs and masses.
Burst now Blast.
Gyrostabilisers now do not work on Destructive weapons.
Vehicles
IMPORTANT: There is now no longer a Vehicle scale. Vehicles use the same scale as Travellers now. This seems to work and transitions nicely to Spacecraft (especially aerofighters vs. small craft). It is possible that Battle Dress could use an increase (by maybe +10 points) in light of this, but see how you go.
Minimum range for weapons reduced to 5% on vehicles.
Critical hit table uses DMs rather than Banes.
Sample vehicles adjusted for new Vehicle Handbook rules – these will (very) likely shift but will give you compatibility in the short term.
Space Combat
Particle Beams are now out of turrets (you will find them re-appearing as Barbettes in High Guard). This is a directive from Marc, so no arguing!
TLs changed for space weapons.
Critical hit table uses DMs rather than Banes.
Point Defence clarified.
Common Spacecraft
More tweaks to bring these ships properly into line with High Guard.
World and Universe Creation
Class A Starport facilities clarified.
Garden World trade code adjusted to follow T5.
Sindal Subsector
Code changes to bring properly into line with Travellermap.com
The Imperium has a naval base here again!