Updated Vehicle Handbook in the works

ORNATE-DOG-S-HEAD-Carved-and-INLAID-Spanish-MIQUELET-Percussion-PISTOL-Stylish-1820s-Pistol-with-GOL_101578763_87874_B7E906B958EEC5D8.jpg
 
Maybe it's the fact that I'm a former tank crewman and have a BUNCH of experience in the Mystical Art of the Care and Feeding of Tracked Vehicles that this particular designed got on my one good nerve so much.
And art has been something that Mongoose REALLY needs to get a handle on. The pairing of the art with the stat-sheet is important and gives the reader a major impression of the described equipment.
Need another example? How about the STUPID dog-headed 'sighting systems' on two Vargr firearms in the same book, Aliens of Charted Space 1?
That is literally the most ignorant illustration I've seen in Mongoose Traveller 2e and it needs to excised from any future printings.
I got them to change the drawing of that one robot that looked like a little dog... because, that was just racially insensitive.
 
I got them to change the drawing of that one robot that looked like a little dog... because, that was just racially insensitive.
By their logic, every frikkin' piece of machinery from Terra should look like a Goddamn monkey....
I mean, how the Hell am I supposed to take the text seriously when the artists don't?
 
This actually brings up a random thought when it comes to how many people you can fit in a Space in emergency. I was actually going to call it the Clown Car Problem, but that might not fly... (or wait! Flying Clown Car! With deep water submarine capability... okay who put the shrooms in my coffee?)
 
This actually brings up a random thought when it comes to how many people you can fit in a Space in emergency. I was actually going to call it the Clown Car Problem, but that might not fly... (or wait! Flying Clown Car! With deep water submarine capability... okay who put the shrooms in my coffee?)
You can refer to phone booths. Everyone who plays Traveller is old enough to understand.
 
Those energy guns were taken from the original Vehicle Handbook that I'm now fixing, so it is a carried-forward problem that needs to be fixed.

Problem number one is that as written, the g/carrier can't actually carry a fusion gun-z in its small turret, so that has to be fixed by making a smaller set of energy weapons. No reason why the larger set can't be looked at. When we get into weapons of that (larger) scale it will make sense to make them equivalent to spacecraft weapons. In fact making, them scale appropriately and be 'interchangeable' would help enormously.
I have no problem that a G-carrier can't carry a Fusion-Z Gun. That was a crazy decision someone at Mongoose made originally. Why on earth would a glorified APC carry what should be the most powerful vehicle-scale weapon in the game?

Please bring some sanity back to some of these vehicle designs, Geir.

(energy weapons should require energy to power them, and that requirement should be a limitation for what can carry them, just as size is)
 
I have a couple of suggestions.
1) now that your going to use Fusion + and I assume from your statements on other threads that Fusion + will no longer require extra spaces will please redo vehicle such as the Trepida and the other imperial AFV from third imperium source book it would seem to be important with FFW
2) in earlier versions of Traveller they had Speeders ie supersonic grav vehicles. Used for both racing and high speed atmospheric attack craft ie fighters. I think this option should be available to grav vehicles
3) please feel free to make the book as big as Robots. I really like your work on that.
4) possibly add some ship class weapons modifications available only to vehicles (similar to the altering tech level on pg 70 HG 2022)
 
I have no problem that a G-carrier can't carry a Fusion-Z Gun. That was a crazy decision someone at Mongoose made originally. Why on earth would a glorified APC carry what should be the most powerful vehicle-scale weapon in the game?

Please bring some sanity back to some of these vehicle designs, Geir.

(energy weapons should require energy to power them, and that requirement should be a limitation for what can carry them, just as size is)
With Fusion + I don’t see energy being an issue but I do think that certain weapons should require different turret type. Adding the Fusion gun to the Astrin was done in the TNE the original from MegaTraveller didn’t have offensive weapons. I don’t think we need to add an energy requirement just restore the tonnage
 
With Fusion + I don’t see energy being an issue but I do think that certain weapons should require different turret type. Adding the Fusion gun to the Astrin was done in the TNE the original from MegaTraveller didn’t have offensive weapons. I don’t think we need to add an energy requirement just restore the tonnage
Actually the MegaTraveller G-carrier had a Fusion Rapid Pulse X-gun (See Imperial Encyclopedia page 77).

The TNE G-carrier had a 2-Mj plasma cradle gun (see TNE corebook page 363).
 
Actually the MegaTraveller G-carrier had a Fusion Rapid Pulse X-gun (See Imperial Encyclopedia page 77).

The TNE G-carrier had a 2-Mj plasma cradle gun (see TNE corebook page 363).

The Grav APC in the original Kinunir adventure book sported a remote turret with a Rapid-Pulse Y-gun - introduced at TL13 and given the RP bonus at TL+2. In LBB Mercenary this would be down to 0.5 tons with Auto-5. In my eyes that APC was the most impressive thing on the ship!

My original format of my ‘table’ disappeared in my previous post leaving a bit of a mess so here’s a better(ish) readable version with the original Mercenary version for comparison.

HIGH ENERGY WEAPONS A, B, C Plasma Guns and X, Y, Z Fusion guns.

TL
represents the TL that the weapon is introduced with subsequent TL versions being improved as shown.
House Rule 1 was my original suggestion whereas House Rule 2 cleaves closer to the LBB.

Mercenary LBB
TypeTL TL + 1TL + 2
StandardMass (metric tons)420.5
Pricex1x1x1
RoF115
House Rule 1
TypeTLTL + 1TL + 2TL + 3TL + 4
StandardMass (metric tons)4210.50.5 (Obsolete)
Pricex1 x1 x1 x1x0.5
Rapid PulseMass (metric tons)--210.5
Price-- x2 x2 x2
RoF--Auto-3Auto-4Auto-5
House Rule 2
TypeTLTL + 1TL + 2TL + 3TL + 4
StandardMass (metric tons)420.50.50.5 (Obsolete)
Pricex1 x1 x1 x1x0.5
Rapid PulseMass (metric tons)--10.50.5
Price-- x2 x2 x1
RoF--Auto-5Auto-5Auto-5
 
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