Traveller Background Info


Chris’s Traveller Galaxy

History

In the far future humanity has explored the stars, and settled there, they found many nearly human races already out there, apparently seeded by an ancient race, as well as a few non human races. The human type races after initial conflict formed the first interstellar confederation.  That fell into factional fighting after a few hundred years and out of it came the Imperium which ruled by using governors and local rulers to hold down small collections of star systems for the central Imperium which supplies the main military forces and support from the core worlds which are under its direct control, a bit like the early earth Roman Empire.

The Imperium fought wars with the other main races it was in contact with, however due to the distances involved [the FTL limit was 2 parsecs a week] the wars all became frontier clashes which petered out and lead to peace of a kind, with small local clashes using local forces and only the threat of major force from the centre stopped them getting out of hand. The various empires agreed the main area of there interest but with time colonies of each have appeared in each others domains, as the result of war and trade. On top of this there are also some minor races which only inhabit one or a small number of worlds, who fall with in and across the major races boundaries.  For the next few thousand years the Imperium and its people lived in a mainly stable and peaceful state while still expanding were it could.  There were wars mainly of revolt or religion, as different versions of the same basic faiths fought for control of different worlds but no mayor conflict within or without the Imperium.

This changed when the emperor died without an heir, and various groups of nobles took different sides in ensuing civil war which wracked the Imperium for the next 50 or so years, at the end of this time many systems had ceded from the Imperium particularly those on the edges. The new smaller 2nd Imperium grew from the ashes of the 1st and then had to deal with conflict with its neighbours.  Again over a couple of centuries wars were fought and new races meet and eventually new borders were formed this time with many semi independent systems as buffers between them.  Again it was the size and distances which made fighting the wars so difficult even though ships could now jump 3 parsec at a time, it could still take over a year to reach the fronts from the centre and many ships were of older types limited to lower jump distances.   This time the conflicts were bloodier as plasma and fusion guns make the battle fields impossible for unarmoured personal on all sides.

This Imperium lasted another 1,000 years or so and then fell to civil war at the end of a long and hard war against 2 other races, which tested the structure of all the empires involved.  After a hundred years or so of civil & external war peace was restored and the 3rd Imperium was founded with at last peaceful borders with its neighbours.  By now the best technology levels allow jump 5 and fusion weapons are man portable, grav-tech allows for floating cities as well as the ability of ships to enter atmospheres and underwater.  Unfortunately the war has left many systems with lower tech-levels and some worlds have fallen so far back they are almost ancient in culture.  Virtually all core worlds have been terraformed as are a large number of outer worlds, however very few border worlds have been and those that have still have some quirks left.

The Third Imperium is run as Feudal society, with such great distances separating stellar systems, individual responsibility and authority become of great importance. The Imperium is divided into sectors (twenty of them), each about 32 parsecs by 40 parsecs in size. Each sector is divided into sixteen subsectors (8 by 10 parsecs). And within a sector are perhaps thirty or forty systems, each with a star, worlds, and satellites.

Individual worlds, and even entire systems, are free to govern themselves as they desire, provided that ultimate power is always accorded the Imperium. Interstellar government begins at the subsector level — on one world designated the subsector capital. The ruling figure at the subsector capital is a high-ranking noble selected by higher levels of government. This duke has a free hand in government, and is subject only to broad guidelines from his superiors. But at the same time, the duke owes fealty to the higher levels of government, ultimately to the Emperor himself, although he is mainly a figurehead. The feudal approach depends greatly on a sense of honour, one cultivated by the hereditary aristocracy. This sense of honour is very strong within the Imperium; it has proven essential to the survival of such a far-flung community. This means that there is a lot of corruption and inertia in the Imperium with local nobles trying to extend there families power, with the core only intervening when the situation in a sector gets out of local control, local situations can be quite  volatile.  Most sectors have a fleet nominally under imperial control [centred round a few large ships] with most subsectors having a forward deployed squadron of smaller ships [centred round a few cruisers]. The outlaying sector ships tend to be older ones as the newest ships are kept for core defence and flag showing. Most noble families and corporations also keep some warships under there control for there own purposes.

We are now into the year 3- 1105, i.e. the 1105 year of the 3rd Imperium or 1504 since the founding [sword world time]; imperial core tech-level is at 14+, though most worlds are at various lower levels than that.  High tech can be bought from most large population worlds even if it’s not made there, though obviously at a higher cost.

Sword Worlds Subsector [the area you will be playing in and coming from]

The Sword Worlds subsector lies on the Imperial border, though there are some Imperial allied worlds and states, and a small enclave of Imperial territory, beyond. To Spinward is the Darrian subsector, home to the Darrians. The Darrian civilization is a remnant of its former glory; relics of TL-16 are found on the Darrian homeworld though the useable technology of the Darrian Confederation is lower. To Spinward-Rimward lies a small enclave of Imperial territory in Five Sisters subsector, which includes two interdicted Droyne worlds, Andor and Candory. To Rimward lies District 268; non-imperial territory for the time being. Trailing-Rimward is Glisten subsector; an important outpost on the Imperial border. Rimward of that are the so-called Outrim Void and the Great Rift. To Trailing of Sword Worlds subsector is Imperial territory all the way back to Corridor Sector and ultimately to the Imperial core. Coreward and Spinward are the remnants of the Sword Worlds (the political entity as distinct from the subsector of the same name), then a belt of Imperial territory bordering the Zhodani Consulate. Imperial influence in the Sword Worlds subsector is minor. Most of the subsector lies outside the Imperial border, in the territory of the Sword Worlds. Imperial vessels do pass through Biter and Caladbolg on the way to Five Sisters subsector, but the overall Imperial presence is minor. Indeed, the Xboat station at Biter is something of a bone of contention between the Imperium and the Sword Worlds Confederation.

The Sword Worlds were settled 1540 years ago by (mainly European) settlers from Terra [Solomani]. The Sword Worlds are named for legendary named swords (and other arms) from the varied history of Terra. Names include Tizon and Colada from the Spanish El Cid, and Excalibur from the King Arthur epics. A strong empathy with the Germanic traditions of honesty, courage and ‘manliness’ resulted in a chauvinistic but well-intentioned society that prized strength over stability; the Sword Worlds have been united at times and at one another’s throats at others. Sword Worlders humans are chauvinistic / protective towards women folk and find it hard to understand that the imperials allow there females positions of great risk. Sword Worlders allow women equal rights but try to avoid putting them in area’s of risk. They come over as haughty and arrogant and tend to look down on those who do not meet there standards of work and honour.  Inter planetary relations tend to be full of feuds and jealousies like a dysfunctional family.  Although prone to brawling among themselves, the Sword Worlders have always been willing to stand together against outsiders, and so for centuries have been a powerful force in the Marches; sufficiently so that the subsector is named for them. The Sword World confederation as a whole is politically unfriendly to the Imperium and the Darrian confederation. However it does not seek a war which it would lose, but it does use other means to advance itself at there expense. They particularly want to get the Darrian’s to join in an alliance along with the Zhodani Consulate which will help them stand up to the Imperium, and to acquire more modern tech.

Unlike the Imperium they do allow psionics, and are working on a program to enhance the human female ability with it. as few as 0.0001% of the female population are capable of any great ability, and at the moment they need to use Zhodani schools for training though slowly a SWC school is being built up at Gram, at the moment most teachers are Zhodani but a few are native.  This is one way in which females can gain command in risky positions as they tend to be better at it than the more rational males. Therefore all females are tested at puberty, while males are only tested if they want but must pay for it themselves; males get -1 to roll. Females with a score of 6+ can try to take the Psion career. All psionic able adults are registered, and are not supposed to use there abilities expect in the paid and declared use of an agency.  There is no one Psionic agency but various corporations, government agencies and SWC agencies exist for a psionic to work from, all overseen by a SWC bureau so they can be called upon for Confederation use as needed.. The general public are wary of there abilities but accept that with the state or confederation control they pose no great risk to privacy.

Settled at about the same time, the many worlds have progressed at about the same rate technologically, and the worlds are remarkably homogenous socially and culturally although as in any group there are differences due to distance. Nevertheless, the relationships between the many worlds have undergone many changes over the centuries. Worlds join together into confederations; those interstellar governments provide a safety in numbers. The precise nature of such confederations ranges from a simple trading community (with preference to its members) to a powerful empire. The tech level of the confederation range from 9 to 12 for Sacnoth, average tech levels are around 10/11. Sword Worlder males tend to carry a least a dagger, it is a sign of male adulthood to carry a blade of some sort, important people will carry a fancy rapier; duels happen but only under very controlled situations. Drawing a blade is a serious thing done only after both sides have issued and accepted a challenge which deals with any legal ramifications.

The Sword Worlders have fought against the Imperium as part of several ‘Outworld coalitions’ as the imperial popular media likes to call them, The most recent of these conflicts, the Fourth Frontier War, was fought 20 years ago against a coalition of Vargr, Sword Worlders and Zhodani (and led by the latter) was both short and brought to a reasonably successful conclusion. The war, which lasted from 1082-1084 was more or less an accident. It resulted from a border incident in a period of tension. Although things are more stable now, there is always the danger of a repeat incident. Relations at present are normal, which could be better stated as ‘no worse than usual’. Cultural differences and a long history of mistrust ensure that there will always be some degree of instability along the border. In that respect, the divided nature of the Sword Worlds Confederation is both a blessing and a curse. It is virtually impossible to create an agreement that is acceptable to all of the highly individual Sword Worlds planetary governments, and just when one dispute is settled, someone else decides to take issue over the same or a different matter. On the other hand, at least this means that at any given time some of the Sword Worlds are not in dispute with the Imperium; at least, not all over the same issue. On the rare occasions when something was deemed serious enough for the Sword Worlders to put aside their own rivalries and act together, the result has usually been war. It is an axiom of politics in the region that ‘peace with some or war with all’ are the only choices regarding the Sword Worlds.

All members of the Sword Worlds Confederation maintain independent local navies; they patrol their own systems for the protection of trade and the enforcement of local law. The Confederation Charter calls for the confederalization of these forces in times of need; admirals are then chosen (based on their homeworld’s financial, equipment, and troop contributions) to lead fleets on operations.  The current confederation capital is at Gram but all systems have a SWC base. All worlds have an ambassador at the capital with the power to make decisions for there system.

Most people are armed, if needed, with slug weapons and or blades where they are allowed as energy weapons are about twice as expensive and therefore more limited.  Monthly Salaries for example are:- Marine/Gunner/Steward 2kcr; Medic/Engineer 4Kcr; Pilot 6Kcr while living costs are about 1Kcr a month for low, social standing 5; to 1.5Kcr for good, social standing 7 and on up.  The average person therefore earns around 20-30Kcr a year and has about 5% left for odd spending giving them a balance of 1-1.5Kcr a year.  It costs 6Kcr to travel 1 parsec at high passage and 1Kcr in low, and as much as 50Kcr to travel 6 parsec at high so most people only travel a few systems from were they live unless they are rich.


Characters can start out as a Sword Worlder of Solomani [preferred], Vargr background or as a Zhodani [only one max], see description for ability mods.

First job – Lady Inovoa has hired you to be part of her crew as she uses her Yacht the ‘Lazy Susan’ to tour her family holdings in various systems. You are to be guards and experts along with other crew; she has said that you will have time and opportunity to work for yourselves as well.

Character Creation.

When creating your character you can use 4 rerolls, this allows you to reroll the one die, or chose the number on a table except benefit, or one of many you just rolled and use either the new or old roll.

You can also take up to 3 vices/distinctive features/ handicaps for each one you can gain an equal advantage or a group advantage for all of them. You must create the disadvantage and the matching advantage, be sensible GM veto on advantages is final. However you will still have the disadvantage,

Only Female Solomani Sword Worlders and Zhodani Nobels [Soc11+] or Intendants [psionic 6+] can have psionic abilities at game start. [For balance purposes I will limit this to one player]

Please note use of psionics in Imperial space is a major crime; you will spend time in imperial space as it surrounds the Sword Words.

You will be doing various work jobs as independent traders, agent’s and trouble shooters; you will know each other from various meetings in the past.

Once you have your character you can buy equipment up to 2,000cr [if you have the credits] of up to TL11. Any mustering equipment can be up to TL 10 and is limited to normal sword world equipment. The rest of your money is your life savings and is for living / retiring on. Salaries range from 2,000 for a marine to 6,000 for a good pilot per month. Cost of living runs from very poor 400 [SS2] to good 1,500 [SS7] to rich 5,000+ [SS12+] a month. So a year living at average would cost around 15,000+cr, before any extra costs or taxes.

The military buys equipment standardised by the confederation, for human use, the best using combat armour or poly carpace and armed with Advanced Combat weapons the rest using improved flak over cloth. Both backed up by Accelerator rifles and TL 9 lasers. [military equipment list – Static axe; static sword; 10mm auto pistol; 6mm ACC; 6mm ACR lt; AR sniper; Snub smg; laser pistol tl9; laser rifle tl9; Stun carbine sonic]

Races in order of importance in the Sword worlds.

Solomani Race: – Human tend towards explorers & inventors, highly individualistic, Sword Worlder traits: – chauvinistic / protective towards women, they come over as haughty and arrogant and tend to look down on those who do not meet there standards.  Different planets have changed humans to look slightly different and to adapt to different environments.  The many religious organisations all believe in a supreme being who planted life across the stars, there is still religious strafe between the different groups.

Vargr race: – genetically uplifted carnivores from earth, about 1.6m tall and 60kg in weight. Find it hard to use larger human equipment. +2 dex, -1 Str, -1 End. They have a Bite [knife] weapon. Pack creatures use charisma rather than social standing. Having intense racial pride & being easily insulted tends to lead to fights without regard to the consequences.  They will follow loyally a charismatic leader but will desert one whose charisma falls. There are no Vargr worlds or governments in the sword world’s area but lots of small to large settlements.

Aslan race: – humanoid lion looking, +2 str -1 dex -1 int, they have a hidden drew claw on each hand [counts as a knife]; males bigger than females more females than males. Males deal with military operations, acquisition of territory & political affairs. Females deal with trade, industry and accumulating knowledge.  Aslan’s find it hard to use small human equipment, due to there bigger hands and are normally in a clan.

Zhodani race: – human stock taller than Solomani and lithe of build. They stand around 2m tall and weigh around 90kg weight. Tend to dark hair and swarthy complexions, nobles tend to wear a turban like head dress to increase there height. There are 3 groups: – Nobles – the ruling class they perform all high government functions and receive psionic training from childhood. Social standing of 11+, gives +2 to psionic ability for learning. Intenants – managers and administrators can be promoted to noble. All are psionic.  Proles – constitute the masses not allowed to use psionics all military below officer grade, most merchants and scouts. Most come from the Zhodani Consulate rather than be sword world born. [considered an enemy in Imperial space].

House Rules

Character Improvement

To gain a skill level you must train for a number of weeks = (to your current skill levels [0 skills = ½]) x (the level you wish to gain +1).

Therefore if you have 15 skill levels and wish to gain a new 0 level skill it will take you 15 weeks. To gain level 1 will cost you 30 weeks.

To learn an Education or Intelligence based skill you need a teacher, of an equal skill level, who will charge 1kcr x skill level a week and can teach 2 x Int students at a time. You must study for at least 3 hours a day or 18 hours a week. Otherwise you can use an expert program with a rating higher than the skill level you wish to learn. This will cost as per the program or at 10% if it is on loan for up to a year.

You can try to learn by yourself using a database and experimentation this will take twice as long and is less likely to be successful.

To learn a physical based skill you must train for the same amount of time but only need a teacher or software for one session a week.

At the end of the training time make a Education roll with a minus = to the skill level you are learning +2 if doing it with a teacher, +1 if using software, + 1 per extra hour of study up to 6 per day in total i.e. 3 extra hours and a +3 dm. if you fail you can try again after 20% more learning. If while training you make good use of the skill you can gain some weeks of training and the -1 success is equal to a 0 and a minus 2 is equal to a -1.

To gain a characteristic you must engage in rigorous training which takes at least 2 hours a day. Weeks of training = Char point cost [p40] x 10. Again you need a teacher as though you were learning a physical skill.  At the end of the training period you must make a Char roll = to the level you are reaching for with a Edu dm, +2 if doing it with a teacher, +1 if using software, + 1 per extra hour of study up to 5 per day in total i.e. 3 extra hours and a +3 dm.. I.e. if you are trying to increase your dx from 6 to 7 it will take 20 weeks and a dx roll of 7+ with a +2 if working with a teacher and +1 if training for 3 hours instead of 2.

To increase you Social standing works the same but you must spend credits = to 1/2 higher Soc per week in partying getting know the right people etc as well as the time, this is full time training, you can do nothing else expect try to raise your standing in society. This only works up to Soc 9. Again if you fail you can try again after another 20% weeks.

You can only be learning or improving one thing at a time. The rest of your time is spent working or keeping other skills / characteristics up to scratch.  A break of more than a month in training means you have to start again.

Vacc suite breach.

If your Vacc suite is holed it will leak life support, leaking life support will inflect 1 dam per round, while the suite tries to minimise and repair the damage.

Your suite will try to repair any smallish holes taking 3 rounds if TL 8; 2 rounds if TL 9-11; and 1 round if TL 12>.

You can attempt to repair it yourself using emergency patches, roll Vacc suite skill with Dx Dm to succeed. Due to the armour rating of the suite being damaged you will need to replace this suite asap, Until then there is a 1% of failure of any patch per day.

Jump Drives

Physics: The physics of the Jump space is different from that of Normal space. This has several effects which are :

*Jump distance is per week. The ship moves into jump space and follows a set path, which must be at least 100 diameters from any gravity mass.
* Normal matter can not exist in Jump Space.
* The Jump plasma bubble created (and maintained) by the jump drive’s prevents (or should prevent) the Jump space physics from impacting (i.e. destroying) the ship.
* In cases where the jump drive field partly fails, the portions of the ship affected have been destroyed, and crew killed.
* The Jump space travel modes (acceleration/velocity) are different from the Normal space travel mode (acceleration/velocity). A ship travelling through jump space has only their normal space position change, but not their acceleration and velocity relative to their starting position. Therefore most ships jump at low velocity to avoid running into something when exiting jump, the crew also sometimes use hibernation to avoid the long term effects of jump. [This reduces life support costs but not fuel use]

Some other things, which are not organized in any fashion:
* A large quantity of power is required all at once during the transition into jump space. This power is supplied by a fusion engine (though other sources are allowed), and stored in capacitor cells to be released very quickly.
* The power spike released to form the transition into jump space is done under computer control. This has a requirement of a high speed computer system to control the jump space transition. Damaged or missing computers can cause misjumps.
* The energy required for transition and travel through jump space is directly related to the distance travelled. Twice the distance requires twice the energy input.
* It is unclear how the gravity effects of objects other than planets or stars affects jump drives however it is theorised that the plasma bubble is distorted by gravity fields This includes objects like proto-stellar gas clouds, black holes, neutron stars, small comets, other star ships, and the like, but it is best to avoid them sometimes its better to do multiple short jumps rather than 1 long one when there is a danger of gravity wells..
* It is theorized that jumpspace is a quantized, it exists in distinct levels, the longer distance jumps accessing deeper levels of jump space.
* It is rumoured that things exist in jump space. This has never been proven. But the stories persist, particularly with the odd effects of a misjump.

Jump Drives fuel requirements.

Most ships carry a minimum of tonnage x 0.1 x jump number. Jump engines usually use all of this to jump hover the following also apply.

Sword World ships of  TL11+ jump drives use half of this so can get two jumps out of the same fuel if using refined fuel +.

Sword world refined fuel+ uses a element called M-SW-1 and is only found on the belt of Mjolnir, only a small amount is needed to enhance the jump bubble, it adds 100cr to a ton of refined fuel and its export is banned.  Only Sword world designed jump drives can make use of this fuel, for other drives it counts as normal refined fuel. Most SW ships carry a small amount of the concentrated element to add to refined fuel from other places or for refining there own.

Jump engines of Ships of TL 12+ use 0.05 x tonnage x jump of refined fuel if the jump engine is at least 1 tech level higher than the base needed.

This means that a Sword World standard TL 12 design will have enough refined fuel for 4 jumps, although it is rare to use more than ½ before refuelling due to safety concerns. Imperial ships usually have enough refined fuel for 2 jumps.

Manoeuvre drives.

Ships move through ordinary space using manoeuvre drives. Power for the drives is provided by the ship’s power plant. Tech level requirements for maneuver drives are imposed to cover the grav plates integral to most ship decks, and which allow high-G manoeuvres while interior G-fields remain normal. Manoeuvre drives can be made up either of grav modules or thruster plates, which both use Gravity control technology to make use of the graviton.

Gravitic drives produce a field which alters the way incoming gravitons react with the ship, allowing them to be used for thrust.  [TL9 = T1 & T2 only within 200 dia of a gravity well.]

Thrusters are more advanced. A combined spin-off of gravitic and damper technology, thruster technology uses a strong molecular repelling force, reacting with both the strong and weak nuclear forces, to create a reactionless drive. Thrusters do not require the presence of a large gravity field to operate efficiently, thus are usable even outside of a gravity well. They are highly localized with virtually none of the projection ability of anti-grav.  Thruster plates are usually mounted in the aft of a ship, as they tend to build up a slight radioactive ionisation field around them this is generally bled off into space, with the smaller grav plates on the hull used for manoeuvre and landing.

Power Plant

The ships power plant provides the energy needed to power the jump and manoeuvre drives as well as surplus power for the day to day running of ship systems and some weapons. The basic fuel requirements of the power plant are for running the drives, ship systems and some weapons if you are only running basic ship systems [not weapons or drives] it uses 1% of the normal amount. The power plant must be running at full power while in jump-space.

State rooms; Take up 3m [2dton] cubed area [10’sq x 8’ high] with a 2’ crawl space between floors.

+ Environmental scrubbers = ¼ dt per person. Common areas take up rest [1 ¾ dt].

Partial Hydroponics displaces 1/2 dtons and costs 10,000cr per person it supports. This kind of hydroponic garden includes a limited variety of plant life and usually serves as both a decorative-recreational facility and a source for fresh fruit, vegetables and spices. It also assists the life support system by producing some foodstuffs as well as helping recycle air and water; the monthly life support costs of any person supported by Partial Hydroponics is reduced by 50%. Partial Hydroponics requires 2kg of additional nutrients, seeds and spare parts (costing Cr300) per month per person it supports.
Full Hydroponics, a full-scale closed-circuit shipboard biosphere, displaces 1 dtons and costs 25,000cr per person it supports. It includes a diverse selection of organisms ranging from bacteria and yeast to higher plants and animals, and is capable of providing all the life support and food requirements of any person supported by them; such persons do not have to pay any monthly life-support costs at all. Full Hydroponics requires 1kg of nutrient replacements and spare parts (costing Cr200) per month per person it supports.

1/2Dton = 1 ½ x 1 ½ x 3m

Bed = 1.5m x 1m; chair = ½m sq; fresher = 1 1/2m sq; locker 1 ½ x 1/2 m [lower part desk & draws, upper cupboard]; Wardrobe = ½ x 1/2m sq.

Maintenance costs.

Each month it takes 1 day in dock for safety checks and repairs costing 0.007% of the base cost of the ship. Every 12th month the ship must be docked for a week while all mayor systems are checked these costs 0.023% of the base ship cost.  Total cost for a year = 0.1% of the base ship cost.

For missed, skipped, skimped maintenance roll 2d6 each month with +1 per 3 months missed and +6 if annual maintenance missed use on 8+ use ship system degradation table [ p 138].

Missile racks – a twelve missile rack [4m x 2m x 1.5m; 3 by 4] takes up one D ton of space. Therefore 1 missile = 0.5m Diameter and 4m long, it weighs around 1,500 kg on earth standard gravity.

Transport containers: 4dt = 2.6m h x 2.5m w x 6 m l. 39CuM  mass = 24> tons. This gives space around the unit.

Sick Bay’s

Ships boldly going into the unknown or visiting the frontier should be prepared for medical emergencies; as fully-fledged hospitals are uncommon in these distant parts, many ships carry their own medical facilities with them. There are three general types of shipboard Medlabs: Standard, Dedicated and Shipboard Hospitals.

Standard Medlabs are subsumed in the stateroom tonnage and cost. Assume 0.25 tons of medical equipment available per stateroom – small ships have medical equipment lockers and a folding stretcher or two, while larger ships have actual infirmaries. Regardless of size, Standard Medlabs have paramedic-level or ambulance-level equipment. While they allow rudimentary surgery and long-term care to be administered, they incur a -2 DM to these tasks due to the limited equipment available. Furthermore, the Referee may decide that certain medical procedures would be too complex for such basic facilities to perform. Standard Medlabs do not provide any additional life support beyond what the ship’s staterooms already provide.

Each Dedicated Medlab unit displaces 4 tons and cost MCr1. and provide facilities – including dedicated life support and intensive care – for up to two patients; each additional patient capacity adds 2 tons and MCr0.25. Its equipment and facilities are on par with those of a small clinic or a tiny hospital, allowing most medical tasks to be carried out without additional difficulty. Each Dedicated Medlab unit requires one medic per four patients (or a fraction thereof), and in many cases a ship would carry as many Dedicated Medlabs as it has medics in its crew listing.

A Shipboard Hospital displaces 8 tons, costs MCr5 and houses up to two patients with complete life support facilities; each additional patient capacity adds 2 tons and MCr0.5. It is a fully-fledged hospital, complete with laboratories and extensive imaging systems, allowing complex medical procedures such as cybernetic implantation and giving a +2 DM to all medical tasks. A Shipboard Hospital requires one doctor per 8 patients (or a fraction thereof) and one nurse per 4 patients (or a fraction thereof).

Penalties for Psionics in imperial territory: If an individual with psionic power and training is discovered by the public or the authorities, throw 2D for possible penalties. Throw 12+ for lobotomy, 10+ for lynching, 8+ for tarring and feathering, 6+ for imprisonment, and 4+ for deportation.  Role-play it, depending on how the players do assign a modifier on that 2D roll. Add in DMs for associated social skills, be it leadership, umm shall we say ‘blather’, command etc…then make the roll.

Rejuvenation: TL15       cost 120,000cr makes you 4 years younger per treatment. Lowest age is 42.

Sniping requires the following conditions:
1) No active enemies are within Close range of the sniper.
2) The sniper takes a Complex action taking the entire combat round AND cannot use any Reaction.
3) Target must be within Short range (for pistols) or Medium range (for scope-less rifles) of the sniper; an optical or electronic scope allows this restriction to be ignored.
4) The sniper must have at least Skill-1 with the weapon AND Dexterity of at least 6.
5) A -4 DM is applied to hit.
6) The sniper must brace on something or be prone; dexterity 9 or more alleviates this requirement.

Sniping does one of the following (sniper’s choice):
1) Halve armour (round down); if using an AP round, IGNORE armour.
-OR-
2) Maximum damage (but no Effect applied). For a rifle, that would be 18.

To hit limb dm-2 to hit head dm-4

New Combat Rules

Burst Fire House Rules

Instead of adding to damage, burst fire allows one of two fire modes: wide burst or narrow burst. A Wide Burst grants a +2 DM on the attack and Effect adds to damage, but no additional rounds may hit. A Narrow Burst grants no DM, and a number of rounds hit and inflict damage based on the Effect (0 = 1 hit, 1-5 = 2 hits, 6+=3 hits), but Effect is only added to damage for the first hit. Regardless of fire mode, a Burst uses up 3-4 rounds. Weapons with Auto 8+ that are capable of Burst Fire may make an extremely high rate of fire Burst Attack granting a +4 DM on a Wide Burst and a +2 DM on a Narrow Burst, with the same number of rounds hitting. Recoil is increased by 1 for this attack.
Burst fire has no capped skill and no limit on the Aiming or sighting aids DMs.

Autofire House Rules

Roll 2d6 plus all normal DMs with full skill (this is the first few shots before recoil really kicks in). Then roll a number of dice equal to the weapon’s Auto Rating. You may pair the dice as you see fit. These attacks are capped at Skill 3-Effective Recoil. Effective Recoil = Recoil not canceled by Str DM, minimum value is 0. This attack expends 3xAuto Rating of ammunition. At Skill 4+, you expend only 2xAuto Rating rounds of ammunition per attack. DMs from Aiming and all sighting aids apply only to the first 2d6 thrown (not Auto dice). Additionally, if the first skill task fails, then all Auto dice have a -2 DM. Finally, the Auto dice have a –1 DM per point of Effective Recoil.

Note that some weapons use special rules for ammo expenditure—those always take precedence.

Effect does not add to damage for any attacks, but Effect 6+ on any given pair of dice results in one additional hit that is rolled normally. Recoil is increased by 50% or +2, whichever is greater, for this attack (otherwise Burst Fire has higher recoil).

Rapid Fire

Most modern semiautomatic weapons can be fired rapidly in a 6 second combat round. This method is not particularly accurate (unless very skilled) but is an effective way of getting multiple rounds into a target. Bolt-action or pump-action weapons may not use this rule.
Rules: You may fire a semiautomatic weapon once per level of skill by using both your significant and minor action on the attack. The first shot is normal, but each subsequent shot has a cumulative -1 DM and Effect is not added to damage. Further, all subsequent shots are penalized by -1 for each point of Recoil in excess of Strength DM. Roll separately for each attack. If you switch targets, you receive an additional -2 DM. If you Aimed, that DM applies only to the first shot.

Example: Wild Bill has Gun Combat (slug pistol) 4. His Strength is 10 (+1 DM) and his Dexterity is 12 (+2) and he’s firing a heavy revolver. He can fire up to 4 shots in a single round with DMs of +6/+4/+2/+0 (not including range, conditions, or reactions).

Slug Weapons.

Ammo: – Tl10 on the ammo is caseless and bought in a block which fits on top of the weapon or in the vertical slot for it.  The block holds the ammo in a thin polymer skin and each round is a block of propellant with the round in cased in it. This means you can not reload a mag. Revolvers still use separate rounds however these are also caseless by TL 10.

Lasers

The amount of power pumped into the laser can be varied by the user. Laser shots can be reduced in power to cause injury rather than death, and to conserve battery power.

Laser power packs are rated for the number of charges they contain. Each charge delivers 1d worth of damage. When firing the weapon, the user can take a minor action to vary the charge (damage) setting of the weapon. TL11 lasers gain an additional +3 to damage due to their higher efficiency design.

The maximum power setting for each laser type remains the same: 3d for pistols, 4d for carbines, 5d for rifles.

The available power packs are:
Belt Pack – 150 charges, 3kg, 1,000Cr.
Back Pack – 500 charges, 8kg (TL9), 1,500Cr

Power connections are also available for vehicles, giving the laser weapon unlimited fire so long as the vehicle power plant is operational.
Aiming:
Laser beams travel at the speed of light – that means, if you can get the target in your sights, you can hit them. There is no need to ‘lead’ a moving target. There is no need to adjust your aim based on range to the target – the laser beam is as straight as – well – a laser.

The following rules changes make it much easier to hit a target with a laser weapon. They do make lasers much more powerful, but I think they are realistic when compared to projectile weapons.

Quote:
Lasers get an additional +1 if the character is aiming (as per standard laser sight rules).Penalties for target movement (normally -1 per 10m moved) are halved

Penalties for longer then optimal ranges are halved (penalties for sub-optimal range are the same)

Damage
Contrary to popular belief, laser beams do diverge slowly. This means that the energy delivered per unit surface area on the target diminishes with range. Also, atmospheric absorption reduces the amount of energy delivered to the target

Quote:
In vaccuum, trace or thin atmospheres beam divergence and absorption is negligible – there are no damage penalties.In standard atmospheres, the penalty = ½ x the standard range penalty.

In dense, exotic or tainted atmospheres, the penalty = the standard range penalty.

Damage cannot be reduced below 1d – any successful attack always inflicts at least 1d damage on the target.

Note: read the penalty numbers from the table on pg.65 as the number of dice to subtract from damage. Don’t use the laser’s natural ½ range penalty (as mentioned above). Damage penalties are only applied for ranges longer than the optimal range.

Example

John is firing a laser carbine at a fast moving enemy (40m/sec) in an air raft, currently at Very Long range. The atmosphere is standard.

As it’s a long shot, he takes a minor action to aim, giving him +1 to hit, the laser therefore granting him an additional +1

His range penalty is -2 (½ of the standard range penalty).

The target movement penalty is -2 (½ of -4).

His total DM is -2 (there may be other factors, such as cover, etc).

If he fires the carbine at full power he’ll use 4 charges. At Very Long range in standard atmosphere, his weapon damage will diminish by -4/2 = -2d. Therefore, he’ll inflict at most 2d damage to his target, or 2d+3 if he’s using a TL11 weapon.

If he was using a laser Rifle, the damage penalty is just -1 (½ of -2), and the rifle can power upto 5 charges into a shot, delivering 4d damage to the target !

Note

a lot of these ideas are gleaned from others on the web, some have been modified to fit my ideas more.

I do not claim any as original work.

One response to “Traveller Background Info

  1. Pingback: 2010 in review | Christian Warrior

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