UWP: Couple of House Rules

phild

Mongoose
I created a couple of house rules to go with my Excel utility, to allow me to fully randomise world generation.

1. Orbital Zone
Expanded the Cold Edge / Habitable / Hot Edge to 5 categories, with a straight 2D roll as follows:

2: Cold edge of habitable zone
3: Cold edge of habitable zone
4: Outer region of habitable zone
5: Outer region of habitable zone
6: Habitable zone
7: Habitable zone
8: Habitable zone
9: Inner region of habitable zone
10: Inner region of habitable zone
11: Hot edge of habitable zone
12: Hot edge of habitable zone

2. Travel Zones
Clearly this should be GM decided, but I came up with a random system anyway:

2D-3: 8+ Amber, 12+ Red
DMs
Atmosphere 10,11,13,14,15; +1
Atmosphere 12; +2

Population 0,1: -2
Population 2,3: -1
(on basis that low population less likely to be restricted)

Govt 0,7,10; +1
Govt 6, 10; +0 but possibly mods based on law level
Factions: +1 for every faction roll over 7 IF Govt DM >0

Law 0; DM +1 +additional 1 for every Govt DM
Law 8; DM +0.5
Law 9; DM +1

Starports: A = -1, B = -0.5;
Naval Base: -2
TAS Hostel: -2
Imperial Consultate: -1
Pirate Base: +2

Altogether, this gives a chance of about 8/1000 systems of Red Zone and about 1 in 30 of Amber.

Would welcome any thoughts. er, if you can understand my rambling!!
 
phild said:
2. Travel Zones
Clearly this should be GM decided, but I came up with a random system anyway:

2D-3: 8+ Amber, 12+ Red
DMs
Atmosphere 10,11,13,14,15; +1
Atmosphere 12; +2

Population 0,1: -2
Population 2,3: -1
(on basis that low population less likely to be restricted)
From MegaTraveller: Referee's Manual, p. 25:
Code:
     Law Level
Gov  G H J K L
A    - - - - A
B    - - - A A
C    - - A A A
D    - A A A R
E    - A A R R
F    A A R R R
A = Amber Zone, R = Red Zone.

HTH :)
 
phild said:
1. Orbital Zone
Expanded the Cold Edge / Habitable / Hot Edge to 5 categories, with a straight 2D roll as follows:
Since you've got 2+ entries for every zone, you could have it so that one result for each zone makes it a moon of a larger planet or gas giant.

phild said:
2. Travel Zones
Clearly this should be GM decided, but I came up with a random system anyway:

I actually prefer that to the MegaTraveller chart, though the modifier for Naval Bases doesn't sit right with me - I actually like the idea of Naval bases being located in Amber or Red zones, especially Red as would drastically reduce the amount of civilian traffic which foriegn powers could use to gather intel on fleet deployments.
 
Well, I've ended up getting a wee bit carried away... and am now most of the way to turning my little traveller utility into a fully functioning Subsector generator. I'll post a link to it when it gets finished... if! :)
 
I actually like the idea of Naval bases being located in Amber or Red zones, especially Red as would drastically reduce the amount of civilian traffic which foriegn powers could use to gather intel on fleet deployments.
The IN in the OTU interdicts worlds for various reasons: see pages 152, 155 and 156 of The Traveller Book (GDW, 1982, not the current MGT one!) for three worlds in the SM that the IN have interdicted for various reasons. In MTU I place naval bases in RZs to reduce non-military traffic and to monitor the interdicted world(s).
 
Maybe my understanding of naval bases isn't quite the same as that used in the Imperium. I thought a Naval Base was the likes of Pearl Harbour, Scapa Flow or Gibraltar - not a naval outpost in an interdicted system. Perhaps this is my misunderstanding?
 
I think a naval base is as big or as small as it needs to be; however, I believe that there is a vaguely informative definition of what a naval is and what it does, somewhere in amongst the CT and/or MT books.

....but for the life of me I can't seem to find it..... :oops:
 
There is an explanation of the various types in GURPS Traveller Starports.

The smallest type, Class I, has 200 - 400 military personnel, the biggest
one, Class V, has 200,000 - 1,500,000 military personnel.
 
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