Damn. Not going to be possible for it to just be a re done version of the SRD. There isn’t “how to roll stats” and the characteristic DM chart isn’t given.
However… The stat names ARE given, and under Aliens you are told that large creatures roll 3d6 for strength and endurance and 1d6 for dexterity. Also small creatures are given 1d6 on strength & endurance plus 3d6 on dexterity. From this it can be determined that the base role is 2d6 for creatures other than large or small. This is further expanded by noting that animals Instinct and Pack are rolled on 2d6, so an assumption of 2d6 per stat is reasonable.
Now we need to come up with exactly how to roll those dice. Options would include
- 2d6 straight down
- 3d6, use the higher 2
- A pool of dice
- 1d6+a number per stat
- a point buy system
I’ve got fondness for the pool of dice theory and I am basing it on the autofire system given in the SRD.
So, that means that for generating stats in Edge of Imperial space the rule is:
Roll 12d6, arrange in groups of 2, assign to the stats
The DM chart is a bit trickier to back fill, however by looking over the robots and drones section I find the following
|| -2 assumed
|| -1 not given but has to be.
|| +1 assumed
|| +2 assumed
|| +2 assumed
My assumed are based on table symmetry and +/- 3 being as good or as bad possible.
So, part one, how to roll up characters and what the meanings of the various scores mean can be, if not taken from the SRD directly sussed out of it.
I’m going to keep uploading various versions of EoIS as I finish parts
Edge Of Imperial Space
In the Facebook “Traveller” group, I started a rant about 3rd party publishers and not following the Open Game License right. A point got raised in the following discussion about the fact that you really can’t play Traveller just out of the SRD.
I don’t think this is the case, so I’ve added a new project to my list of projects, “Edge of Imperial Space”. This is going to be an 100% open game content version of Traveller, taken, as much as possible from the SRD.
First part will be the player’s handbook analog.
My Sunday afternoon game, (at Top Deck Games, in Tulsa OK) is a D&D 5th Ed “Spelljammer” campaign. I’ve got a wild idea on making it into a “Pirates of Drinax” game, using D&D 5 as the rule set.
This increases my ‘To Do’ list a bit past the ‘make the next adventure’.
Things that will need converting to D&D5
- Traveller Space Combat and Ships
- Traveller worlds to Spelljammer worlds
Vargr and Aslan will not be that hard, the 5ed DMG has stuff for making races, and Vargr, at least, are fairly simple. A space combat game sort of like ‘Mayday‘ is something I’ve been wanting to do a version of using Mongoose Traveller as the base for a while. Doing it with ‘Fantasy’ options will sort of fit into the whole ‘Sector from Hell’ project.
Well, I think I’ve got some marching orders for a while.
The legal notices pages for a product that is released under the OGL, the Foreven License and the Traveller License need a ridiculously large amount of redundant text. The requirements as to where in the product select blocks of information is placed makes it difficult, neigh, impossible, to write a product that appears to be an in universe book.
Meh, it’s boilerplate at this point, but I know my OGL part 8 and part 15 sections are correct and that my product identity is correctly marked. That being said, if I read the Foreven license right, there is no such thing as PI in Foreven license licensed product, for another Foreven product. Sayeth the license text:
“Any and all text produced under this licence may be freely used by any other licensee, so long as credit is given”.
That’s pretty cut and dried. The Foreven license is closer to the Creative Commons Share and Share alike version than any thing else.
I just re-downloaded the Mongoose Traveller Developers package. Seems that some time ago the vehicle handbook design rules were released as Open Game, and have an SRD. I’m not sure how I feel about this. It’s the spaces based version, which I’m not quite sure is fine enough grained for my current project.
Meh, it’s MgT and OGL, so it’s what I will use as the base and not have to worry about stuff.
Despite being armed, the Far Venture class is not a combat capable star ship, due to the class’s lack of armor, screens and military grade sensors and comm suites. LSP has modules that can upgrade the screen and electron systems of any LSP modular system based starship, however the expense of these modules makes their wide spread use rare. LSP does not have any of the so called “Q Ships” variants of the the Far Venture class in active service at this time, however they could be activated if pirate/privateer/commerce raiding activity warranted their use. The major points of difference between a RLA and a RLA(Q) are:
- Armor effective against standard ship lasers is installed (6 points). This has a mission cost of 20 dTons, and a credit cost of 8 MCr.
- The Sand-caster missile combo turret is replace with a triple missile turret. This has no mission cost, however it adds 1 MCr to the cost of the craft.
- 2 magazine modules are carried. This has a 20 dTon mission cost and a full load out 240 standard missiles has a cost of 300000 Cr.
- One of the laser turrets is replaced with a particle accelerator turret. This has a no mission cost but a credit cost of 2.5 MCr.
- Either 1 or 2 fighter flights are carried. Each flight has a mission cost of 40 dTons and a credit cost of 30 MCr. A fighter flight is two 10 dTon Mk CCCLV-B laser armed light fighters, one 10 dTon Mk CCCLV-M missile armed light fighter and a 10 dTon crew support module. The manning cost is 3 flight crew and 2 support crew per flight carried. 12 standard missiles are carried for the Mk CCCLV-M fighter. Missiles can be cross loaded from the RLA(Q) magazines and the fighters.
- One military grade electronics and defense module is loaded. This has a mission cost of 10 dTons and a cost of 4 MCr
The total mission cost is 90 or 130 dTons, out of a total mission space of 190 dTons and a credit cost of 45.8 MCr or 75.8 MCr, depending on if one or two fighter flights are carried. Due to the very low rates of acceleration of RLA(Q) ships, using a RLA(Q) with out at least one fighter flight is not recommended. Release of RLA(Q) ships from storage requires subsector HQ approval. Release of RLA(Q) with out fighters requires sector HQ approval. Approval of RLA(Q) can be assumed if a state of general war has been declared with in an area of operations. Standard LSP doctrine is to use single flight RLA(Q) ships as convoy escort ships and double flight RLA(Q) ships as “honey pot” hunter/killer ships, however either type may be used in either role, depending on the local situation. As of Imperial year 1105 LSP has 24 RLA(Q) ships “in ordinary” in Foreven/Alpha. Of these 24, 4 are fully prepped with dual fighter flights, 4 are prepped with single flights and the remaining 16 are in use “in trade” with no mission modules loaded. The so called “rough trade” RLA(Q) ship still have to pay the 20 dTon mission cost of their armor regardless of any modules carried. It takes approximately 4 weeks to bring a “in trade” RLA(Q) up to full Q-Ship operational level.
A Small Ship Traveller Universe – A Bit of Handwavium to explain it.
In Mongoose Traveller, Capital ships (i.e. those over 2k dTons) are required to be in section. The largest one that can be done in just 2 sections is 7,500 dTons, which, as it happens in MTU, is the largest volume that a TL 15 anti-gravity field can support. Jump drives need A/G fields to make jump bubbles, so that also limits how big a jump capable ship can be. A/G fields affecting volumes of space, not mass, also explains why space ships are sized in dTons and the mass of the ship doesn’t matter or affect how many G’s acceleration it can pull. Due to the rather massive drop in both size and cost of spinal mounts, even meson guns up to Type C (the largest being D) could be mounted in a TL 15 craft.
This was first posted to the TML, but this is the “official” blog of My Traveller Universe, so I’m putting it here so it is made official and stuff.
The Challenge Class 2,000 dTon Cruiser1
The Challenge class cruiser is designed to be “laser proof” and very hard to hurt with any thing less than 100 dTon class bay weapons.
|2000 dTon Hull (Class L)
|Full RSTHR Hull skin
- Reflect (+3 Armor vs Lasers)
- Self Sealing
- Stealth(-4 DM vs sensor lock)
- Heat Shielding
- Radiation Shielding (+6 vs Rad)
|12 points Crystaliron Armor
- 15 Vs Lasers
- 18 Vs Radiation attacks
|Jump Drive R
|Maneuver Drive U
||4 G Acceleration
|Fusion Power Plant Class U
|Power Plant Fuel
|| (4 weeks)
|Bridge with Holographic Controls
|Very Advanced Sensors
|Computer MK IV and software
- Jump Control/3
- Evade 2
- Fire Control/4
- Auto Repair/2
|Weapons and Screens
|5 X Large Particle Bay
||9D6 plus crew hit
|7 x Triple Turrets
||Particle Beam (3D6 damage, plus crew hit)
|8 x Triple Turrets
||3 x Beam Lasers 1d6 Used for point defense.
|2 x Nuclear Dampers
||-4d6 Damage, No crew hit from radiation attack
|2 x Meson Screens
||-4d6 vs Meson weapons
|Crew and Misc.
- Piloting Officer
- Navigation Officer
- Chief Engineer
- Medical Officer
- 3 x Engineering Crew
- 2 x Screen operators
- 20 x Gunners
Each states room has an escape pod. All the rooms, other than the commander’s are dual bunked.
|Full Hanger or Cargo Space
||Can carry 75 dTon of craft will full access
||This is a rather expensive ship, but over half the cost is the hull and it’s skin. With just normal armor and skin the cost is 1,035 Mcr
1Built with Mongoose Traveller’s High Guard rules.