Traveller Playtest Document v3.1

Se Chris

Mongoose
*fanfare*

Updates, changes and the much-awaited NEW STUFF. Specifically, with this update you can get your hands on the basic spaceship rules - design 'em, fly 'em, blow 'em up, tell us how it went.

EDIT: Now with the power plants updated.

Remember, final feedback here please: mongoosetravellerplaytest@gmail.com

(Although feel free to discuss on this and other forums. We read all of them.)

The download is here:

Download Here
 
Yeah, just a fix to the power plant table after the following series of events happened:
1) I write up a power plant table that's got just enough for a power plant to run a jump drive of the same level.
2) I run a few sample combats.
3) I decide to change the power plant table to everything's a multiple of six.
4) Canon breaks like distant thunder.
 
Mongoose Gar said:
Yeah, just a fix to the power plant table after the following series of events happened:
1) I write up a power plant table that's got just enough for a power plant to run a jump drive of the same level.
2) I run a few sample combats.
3) I decide to change the power plant table to everything's a multiple of six.
4) Canon breaks like distant thunder.

Still can't run the same drive letter maneuver drive full time.

Problem is the incredibly LOW power production per turn.

Power plant sizes are nearly linear, and so should power production.

For example: the Type R has CCC drives...

Under this draft, it produces 2 points of power per turrn, but 1G draws 3 (to run it at the B levels)... so net performance is a poor 2/3 G.

Worse still, a CCC 600 1G J1 gets a mere 2/5 G....

Table should probably have 1 point of power per turn per letter (A=1, B=2, C=3), and have MD take the same amount, while JD takes 5x that, and capacity is 6x letter...

That would look like:
Code:
DC:  PP  MxP  |  MD  |  JD
A:    1    6  |   1  |   5
B:    2   12  |   2  |  10
C:    3   18  |   3  |  15
D:    4   24  |   4  |  20
E:    5   30  |   5  |  25
F:    6   36  |   6  |  30
G:    7   42  |   7  |  35
H:    8   48  |   8  |  40
J:    9   54  |   9  |  45
K:   10   60  |  10  |  50
L:   11   66  |  11  |  55
M:   12   72  |  12  |  60
N:   13   78  |  13  |  65
P:   14   84  |  14  |  70
Q:   15   90  |  15  |  75
R:   16   96  |  16  |  80
S:   17  102  |  17  |  85
T:   18  108  |  18  |  90
U:   19  114  |  19  |  95
V:   20  120  |  20  | 100
W:   21  126  |  21  | 105
X:   22  132  |  22  | 110
Y:   23  138  |  23  | 115
Z:   24  144  |  24  | 120

The Result isn't quite CT's move and jump and fire all at once (bk2) but it is far closer. It still requires pushing the engines to fight and maintain full thrust, but it also provides a linearity to engines, and allows overbuilding so that one can make a decent 2000Td "Cruiser". It also allows all the maneuver drives to maintain rated thrust full time, as per CT, MT, TNE, T20, and T4 design norms. It would also allow sub-expectation power plants... like a ship with a 2G drive for takeoff/landing, but only able to sustain 1G.
 
It might also be nice to allow Multiple Units on the same ship.

Need more power for that Bay Weapon, mount 2 Z PPs to get that extra punch.

Want to travel 6Gs in that 2000 ton personal cruiser of yours? Put in 2 R Maneuver drives!

Regarding the Jump Drive, you could have more than one on the ship, but would only be able to use one at a time, unlike the MD or PP. The Jump Bubble can only be created from ONE place at a timea after all.

I would also say that the MD's have to be of the same Code for structural integrity reasons (imbalanced thrust creates extra stress on the hull, causing it to break).

PPs could be of any size desired.

Military ships might do this, calling them Primary and Backup units.

The Backup Units could be used only in combat situations when that extra power is needed, with all normal power coming from the main PP.
 
Mongoose Gar said:
Yeah, just a fix to the power plant table after the following series of events happened:
1) I write up a power plant table that's got just enough for a power plant to run a jump drive of the same level.
2) I run a few sample combats.
3) I decide to change the power plant table to everything's a multiple of six.
4) Canon breaks like distant thunder.
Thanks for the explanation/clarification, Gar.

For quick'n'easy reference: the revised power plant table is on pdf page 117 of the v. 3.1 playtest document. That should save people printing out the entire document again.... ;)

[EDIT: clarified what table and which playtest doc I was talking about.]
 
Rikki Tikki Traveller said:
It might also be nice to allow Multiple Units on the same ship.

I can see it myself for PP's, but not for MD's. Unlike "Canon" as defined by MT, I've always assumed the M-Drive to be some form of field gravitic effect, and not a direct thrust system.

It causes the ship to accelerate by creating a gravity well, not by imparting measured kinetic energy.

But I'd rather see the ability to fly canon designs to canon parameters...
 
Well, I've reached a decision. I've played with the rules enough now that I'm reasonable satisfied this is a good purchase. I've gone ahead and pre ordered a hard cover (I usually only buy PDFs).

You guys are doing a great job. Thanks!
 
After some careful reading, I've made the decision that the new rules are not for me. They're just too close to Classic Traveller for my tastes. I'll be sticking to the d20 based T20 and, of course, Babylon 5.

Mongoose have promised a B5 sourcebook for the new Traveller rules to allow Traveller play in the B5 universe. Any chances of the reverse? An OTU setting book (ships etc.) for the Babylon 5, Second Edition rules?
 
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