Starting Gear - Advice Needed

klinktastic

Mongoose
I'm about to start a Traveller game and I haven't been able to find any threads related to starting gear. Is there some typical must haves for every starting PC in traveller? I'm assuming your skills somewhat dicate what you need. I'm a turrent gunner and face man with some decent close combat skills (12 Dex with Melee blades 1 and gun combat 1). I also have a weapon/armor benefit from mustering out of the navy if anyone has advice on that as well. I appreciate any advice or help. Thanks!
 
Starting gear would depend a lot on the campaign, for example the gear
for a trader campaign would be different from that of a mercenary cam-
paign. It also depends on the setting, for example the law levels of the
frequently visited planets can influence the choice of weapons - no use
to carry around any weaponry which is likely to get the character arres-
ted whenever he leaves the starport.
 
Good point. We are essentially privateers working for a megacorp doing off the book kind of task when they ask....otherwise we can do what we want. So we're not really dedicated to doing anything and our scenarios are bound to be all over the place so we need to be prepared for anything.

Edit - Also, I'm not saying to tell me you have to take this, that and the other thing. But provide some ideas for typical items, good value items, and other such things.
 
Obviously weapons and armor (probably Cloth or Flak) will be important, though you may not wind up using them all the time.

Medical kits are a necessity if anyone has some medic skill. Likewise with other toolkits and (probably) security defeating devices, hand computers, etc. Also, communicators are a good idea for such a team.

Make sure that the players have a good supply of the "consumables", like ammunition, combat and medical slow drugs, etc.

If they can afford it, you should probably look into getting everyone one of those fancy personal mediscanners form CSC - it will on average help them recover an additional 4 damage in first aid. Once they get more wealthy, they can get personal autodocs, which will enhance their chances to survive more dangerous missions greatly.
 
Concealable Weapon (Body Pistol) and you can never have enough ammo. I would also have a Stun weapon of some kind - you don't want to kill EVERYONE (usually)

Smart Clothing with Computer Weave (several styles or types from casual to formal)

Computers with lots of programs for whatever type of work you would like to do.

A personal vehicle is always nice, but as trouble-shooters, maybe they will be provided one if needed. A Grav Belt is my personal favorite if you can afford one.

CommDots! Everyone should have an encrypted CommDot for private communications with other members of the group.

Sensors! LOTS and LOTS of sensors. I would even pay the extra cash to get them combined into a Tricorder type of multi-function device. PRYS goggles fall into this category as well.
 
We are essentially privateers working for a megacorp doing off the book kind of task when they ask..
In that case,

"Independently targeting particle beam phalanx..tactical smart missiles, phase-plasma pulse rifles, RPGs..sonic electronic ball breakers..nukes..knives..sharp sticks... "
- Pvt. Hudson

Edit: Seriously, if you're really corporate privateers, be absolutely certain you have a Letter of Marque. Multiple copies in multiple well-secured places.

2nd Edit: One piece of gear I found to be absolutely indispensable was a compact survival kit. I was surprised how useful a really good kit was even in cities. Especially when you find yourself on the run. Helps you avoid having to interact with others when you really don't want to or shouldn't.

3rd Edit: Everyone understands I was talking about my character in my last edit, right? Good.
 
Remember that the rules limit you to spending 2,000cr as starting equipment ( or at least check If your gm is waiving that rule)

Tl10 cloth armour if you plan on getting into combat

like others have said a concealable pistol is a good move as is a knife

and there goes over half your allowance - a toolkit if you need it and some kind of comm.

of course if your screwing yourself like i am in a similar ( the same?) campaign you end up with an impractical rifle a spare mag and cloth arnour and chump change and hope to hell your not operating on a restrictive law level world to start with.
 
I do have an armor/weapon benefit. What are general thoughts on the Boarder's Vacc Suit with that. I have Vacc Suit 1, and both melee blades and gun combat (which I'd take slugthrowers). Is that a good bang for you buck with that benefit?
 
My default personal gear set for Traveller characters:
Tailored Cloth Armor
Snub Pistol with a good mix of usually legal ammo types, tranq prefered
Comdots and booster/encryptor
HandComp

Options:
If a character has any skill in Vacc Suit or Zero-G, get a good vacc suit.
Other weaponry based on available skills, including knives and longarms
Survival Umbrella
Pathfinder Boots
 
klinktastic said:
I do have an armor/weapon benefit. What are general thoughts on the Boarder's Vacc Suit with that. I have Vacc Suit 1, and both melee blades and gun combat (which I'd take slugthrowers). Is that a good bang for you buck with that benefit?

The Boarders Suit is a monster. Having one in the group is probably not a bad thing, but be prepared to lose a corner of the cargo bay to an armory and ready rack for the thing.
 
cash for bribes
appropriate suits of clothing
sensor/comm equipment that's reliable and concealable
extra ID's...fake ID's
if you really have to pull out weapons and armor, then you've probably already botched the mission and are just trying to stay alive while making it the extraction point.
 
I imagine that every character starting play will have something like the following:-

- One standard work uniform relevant to their service (Agent, Army, Navy, Marine, Scout)
- One standard dress uniform relevant to that service (imagine someone living long enough to serve a decent amount of time in all five services)
- Medals, decorations, combat ribbons pertaining to actions conducted while serving (times spent on the battlefield, under combat conditions)
- Discharge papers
- whatever their mustering out benefits give them, plus repair kits for things such as weapons
- One vacc suit
- Vacc suit repair kit
- A data crystal containing all the character's personal communications (family, loved ones etc)
- One suitcase full of civilian clothes
- Cash benefits in the bank, some loose change in his pockets
- The clothes on his back.

That is what I thought the thread was going to be about. :)
 
Boarder' Vacc Suit is in a couple books. Which one is gospel? Scoundrels says it comes standard with a snub pistol and knife. In CSC it says blade and pistol. In theory, the CSC could have a chainsword and gauss pistol. What's the concensus?
 
klinktastic said:
Edit - Also, I'm not saying to tell me you have to take this, that and the other thing. But provide some ideas for typical items, good value items, and other such things.

You have to have this:
1. Body Armor (Never leave the ship without it)
2. Weapons (Whatever you can use most effectively and not get you thrown in jail or draw too much attention.)

I am also running a Trouble Shooter campaign so here is an incomplete list of things my players have found useful or wish they had when they needed them.

Ships Locker:
Tranq Pistol with Scope (Sleepy guards and the occasional snatch-and-grab)
Incendiary Grenades (Evidence eradication)
Heavy Weapons (Boarding actions)
Armored Vacc Suits / Combat Armour
Disguise Kit
Laser Mic
Intrusion Kit
PRIS Binoculars
Bugs

Personal Items:
Earbud Comms (All Crew)
Trauma Pack (Medic)
Hand Computer (Engineer)

.
 
klinktastic said:
Boarder' Vacc Suit is in a couple books. Which one is gospel? Scoundrels says it comes standard with a snub pistol and knife. In CSC it says blade and pistol. In theory, the CSC could have a chainsword and gauss pistol. What's the concensus?

Who else but an Evil Phycho Pirate Scoundrel would have a chainsword attached to his vacc suit.

IMTU the weapons cost extra but are integrated into the suit.

.
 
I will posit that you Could have subdermal armor as part of your Navy muster-out benefit (TL14-Armor 4). It doesn't get more discrete than under your skin...

YMMV & the Gm's will be done!
 
Liam Devlin said:
I will posit that you Could have subdermal armor as part of your Navy muster-out benefit (TL14-Armor 4). It doesn't get more discrete than under your skin...

YMMV & the Gm's will be done!

Should come with an automatic -2 reaction DM after a close encounter with the opposite sex.

How about twin snub pistol implants.

.
 
Solomani666 said:
Liam Devlin said:
I will posit that you Could have subdermal armor as part of your Navy muster-out benefit (TL14-Armor 4). It doesn't get more discrete than under your skin...

YMMV & the Gm's will be done!

Should come with an automatic -2 reaction DM after a close encounter with the opposite sex.
.

I would not presume to know the GM's PG-13-ium quotient... :wink:
 
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