In case anyone has missed it, Mongoose has finally released the next book for the new 2nd Edition of Traveller, via DTRPG. It includes all the rules for creating ships from 10t fighters to 500,000t (or bigger!) Dreadnaughts. It even includes rules for Space Stations in case you wanted to design your own Death Star. Here is a quick rundown of what is in the book (aka Table of Contents):.
Introduciton. Ship Design. Weapons and Screens. Spacecraft Options. Primitive and Advanced Spacecraft.
Space Stations.The Ships Computer. High Technology. Belt Mining. Creating Deck Plans. Fighters. Capital Ship Battles.
Spacecraft of the Third Imperium That last section has details and deck plans for 7 small craft (under 100t), 21 'Adventure Class' ships (100-999t), 6 'Big' ships (1000-20,000t), and 12 Capital ships going all the way to 500,000t! For those of you who are having a hard time with basic math that is a total of 46 ships, with deck plans. The bad news is that all 1e ship designs are technically 'invalid' now, but after some checking it seems that for the most part you can use the 1e designs, you just need to use 'Hull Points' instead of 'Hull' and 'Structure', which is easy.
Anything under 25,000t has 1 hull point per 2.5t of hull (40 Hull points /100t of Hull). 25,000 - 100,000 have 1 Hull point for every 2t hull. 100,000+ have 1 hull point for every 1.5t hull Of course there are all kinds of new things you can add to your custom ships as well ranging from weapons to shields to biodomes. There are also several changes to 'canon' stuff that have many people in an uproar, and the book does still have some errors, typos, and mistakes, but overall my first impression that it's a solid book, just needs some 'cleanup'. I agree, it still needs cleanup and I apologize if I came across as suggesting that it is a 'must buy' stupid point. And as I am still going through it, I haven't come across all the erratta, though I know it is there.
That said, it seems that Mongoose is at least trying to fix stuff as they have already released on update (to add the missing chapter) and it is my understanding that they are working on more. I just hope that they fix it all before it goes to print. But I do think that, from what I have seen so far, that there are many good additions and changes to the ship building system and how combat it handled. I'll know more as I dig in and will share my findings as I go.
You can also check out the Mongoose and COTI forums to see what others think. People are not pulling punches. No, a professional editor would not have missed these errors. Either these books are not written well enough to be paid products or the people working on them don't write well enough to be paid writers and editors. If you are a professional company publishing a professional product for a professional price you get held to Professional Standards. When you are a company with a history of bad editing and low standards you don't get slack no matter how few employees you have. Remember that any word processing program has spelling correction built in.
You have to work to make these kind of errors and you have to be not only incredibly lazy but dismissive. Mongoose has embarrassed themselves.
High Guard Book 5 Publisher Version Author, Format Digest Canonical 1 Edition 2nd Year Published 1980 Pages 52 Available from An interstellar community operates under many unique restrictions, most notably the fact that it consists of many island-planets set in an ocean of vacuum. Such a society must control of that ocean. Its instrument is the Navy. Traveller assumes a remote centralized government (referred to in this volume as the Imperium) possessed of great industrial and technological might; but due to the sheer distances and travel times involved within its star-spanning realm, the Imperium is unable to be everywhere at once. As a result, the Imperium allows a large degree of autonomy to its subject worlds, calling only for some respect for its overall policies, and for a united front against outside pressures.
Les bougons saison 2 outlander. To become a leader and win back Bianca's love, Grey goes off into the woods, where he discovers a camp of Gypsy rabbits.
To monitor the space lanes, the Imperium maintains a Navy. Because these forces can never be everywhere at once, local provinces (subsectors) also maintain navies, as do individual worlds. This three tiered structure of Imperial, subsector, and planetary navies produces a flexible system for patrolling space, while putting the limited resources of the Imperium to best use. High Guard deals with the navies of the, of subsectors, and of worlds.
Contents. Meta-history & Background High Guard Editions There are two editions of this book, the first published in 1979, and the second in 1980. The character creation rules are the same in both editions. The starship design and combat rules are expanded, corrected, and changed in the second edition. The substance of the new material in the second edition was also contained in a three-part article contained in (Issues 6,7 and 8) Credits Game design 1st Edition: 2nd Edition:, and Advice, Assistance and Play testing, and Table of Contents Introduction 1 Naval Characters 2 Starships 17 Starship Construction 21 Starship Combat 36.
Deluxe Edition Box Front Traveller, sometimes referred to as Classic Traveller, is the original edition and was published between 1977 and 1986. This article refers to specific information about this edition, for information about the game in general please refer to the.
This edition is known for its '; most of the rules and supplements came as mostly black with a single offset color. Traveller Game Version (Edition) Pub.
Dates Edition Game Primary Publisher 1977 1st Edition Traveller or T1 Classic Traveller was replaced in 1986 by a new version of the game called which not only radically revised the mechanics of the game (notably a task based system) but also the format of publication (now in books) and the background setting (the timeline was advanced several years with a shattered fighting a ). Contents. Etymology The word Traveler and its British orthographic variation Traveller refer to individuals who travel. In practice this refers to tourists, nomads, gypsies, exiled or expatriate peoples, and the like. In the Traveller RPG universe, it refers to who travel the stars, a special group of beings with an adventurous spirit. Description (Specifications) The game system introduced a unique character generation system that helped it to stand out from other Role-playing games of the time.
Players took their characters through a career development path (usually in the military) where the character rolled for different assignments and gained extra skills, rank and retirement benefits. Leaving a character in service for longer before the game would lead to more skills and beginning cash but could also mean that basic attributes (such as strength) would begin to degrade with old age. The game became known for its character generation system in which characters could die before a player finished rolling them up. Meta-history & Background At the beginning there was only some very basic background material as to the Traveller universe. It appeared that like most other RPG games of the time that individual game masters would develop their own universe to adventure in. It was originally intended to be a flexible, multi-purpose, general ruleset. As more adventures and supplements were developed the rich character of the standard Traveller universe began to evolve.
Most of the Classic Traveller books are available in compendium volumes from - Marc Miller's Far Future company, who are the current copyright and trademark holder of all forms of the Traveller game. Bibliography & Ludography Selection (Game Books).
I do love classic traveller. From that fantastic box cover giving us the mayday from Free Trader Beowulf to the crisp aesthetic to the crunch. Toss in the mini-games of ship design and it was an instant classic. Book 5: High Guard was one of the best splat books ever added to a game, in my opinion. Advanced character generation, advanced ship design, detailed yet streamlined space combat. Hard to top and it might not have seen its equal in the 37 years since it came out.
Lots and lots of people use HG to build ships, but I also use it to look at the 'Domain Game' of Traveller (or as Traveller calls it, the Pocket Empires game). Let's talk about what the shipbuilding charts in HG tell us about building a campaign setting for Classic Traveller looks like. First, a quick glance at FTL travel with the Drive Tech Table.
You can't have nuclear dampers or meson screens until TL12+. I am not going to post the huge combat charts showing the various target numbers to hit and then penetrate, but the end result is - until TL10+ missiles, especially nuclear missiles, dominate space combat because they are more likely to hit and penetrate.
Repulsors eat up some of (ok - a lot of) the advantage of missiles at TL10 and TL11, but once nuclear dampers are added to the mix missiles are matched by energy weapons. If you track missile reloads in large scale, long-term space battles energy weapons can take the edge, especially at higher TLs. Impact: Missiles rule until TL12. After TL12 ship-killer mesons spinal mounts appear.
Traveller High Guard Pdf
Now it is time to talk about a rather odd fact or two. Here is the computer chart.
By cross-reference you can see that at TL9 maximum hull size is D, or 4,000 displacement tons while at TL12 maximum hull size is R, or 100,000 displacement tons. There are some very interesting implications from this! For example, at TL9 the smallest PA spinal mount is 5,000 displacement tons while the largest possible space ship is 4,000 displacement tons.
As a result, at TL9 PA spinal mounts are for planets, moons, etc., not ships. The most powerful weapon that can be put into a TL9 ship is a 100 ton missile bay with a weapon factor of 7. Next would be a PA bay or a total of 30 missile tube, both of which have a weapon factor of 7. A capitol ship for a TL9 navy might look like; 4,000d dt, Jump-1, Manuever-3 1 x 100 dt PA bay (factor 6) 10 x triple sand turrets (1 battery of factor 7) 10 x triple missile turrets (5 batteries of factor 3 each) 10 x triple beam turrets (5 batteries of weapon factor 4 each) Armor factor 12 Agility 1 (emergency 3) Computer factor 3 So while it has a relatively low agility it has fair survivability with the beam lasers capable of anti-missile fire and the sand to stop heavy energy attacks and decent armor. On the other hand, TL12 is a big leap in capabilities. Ships get very big, meson spinal mounts, meson screens, and nuclear dampers are on the table, armor gets tougher, etc. The differences are pretty stark - the TL9 navy's capital ship isn't a match for a TL12 navy's frigate - the TL12 frigate would have Jump-2, heavier armor, better agility, and a more powerful computer in the same size hull.
This means the higher TL ship chooses the range of engagement, hits more often, penetrates more often, gets hit less often, etc. The Fun Lads Four refer having a more powerful computer in space combat 'The Traveller Bless spell'. TL12+ capitol ships should be able to engage entire TL9 battle groups alone and prevail.
So how could a TL9 navy face a TL12 navy? Two words - zergling rush. The TL9 navy could put so many ships into play at so many locations that the TL12 navy would be forced to pick what it defends. With the TL12 navy pinned the TL9 navy could then swarm selected fleets, or even ships, with an overwhelming number of attackers. This depends on a few things, though: 1) They need to have that many hulls 2) They have to be able to lose a lot of hulls 3) They have to be willing to lose a lot of hulls 4) They must be committed to a long conflict 5) Their own economic and supply bases must be secure from counter-attack That is a tough combo to pull off. Impact: When doing world building within CT to achieve anything approaching parity between a TL( civilization and a TL12+ civilization the TL9 group must be much larger and have a lot more population and have well-defended manufacturing.
If not the TL12+ group will be able to overwhelm the other at will. Next time - how I used these elements to make my new CT campaign setting.
Mongoose Traveller High Guard Pdf
Back in 1976 my father took me to a convention where I learned about Star Fleet Battles - and it was all over. The next year he got me the D&D boxed set about as soon as it came out. I have been gaming ever since. I played Top Secret while on break in the NSA; I played Twilight 2000 with Special Forces soldiers; I played Boot Hill in the Mojave Desert. I had a successful Rolemaster campaign where people liked the fast pace of combat; I've led a great Champions campaign, then a Marvel Superheroes campaign, then had a crossover event; I ran a Traveller campaign that convinced a friend to major in Business. I've played it all, from RuneQuest to Bushido to Toon. But my favorite has always been AD&D 1e.
I've been running my own custom 1e campaign since march of 1978 and it shows no sign of stopping. Now I am running 4 of my 5 sons through it while also throwing them at such classics as In Search of the Unknown. With all of this gaming it should be no surprise that I've done some writing and editing.
My family, friends and I have Harbinger Games, a little company that publishes supplements.