Ships in Mongoose Traveller 2nd Ed Part I

The biggest single change in between Mongoose Traveller 1st Ed and Mongoose Traveller 2nd Ed is in starship design. There are a lot of changes, for starters most things are percentage based, not discrete chunks of metal based. I’m not sure if this is a good thing or not. Leaning towards a good thing.

So, taking the idea from my T5 Cheapest possible ship I am going to try this in Mongoose Traveller 2nd Ed (Nov 13th release)

What we are looking for here is the cheapest possible Jump capable ship, that can self land on a planet with an atmosphere.

Key things to make a cheap ship.

  • Spherical hulls are semi streamlined and cost 80% of normal
  • “Budget”  Same tech level, cost 50% as much, has one disadvantage.

Design Checklist

  1. Create a Hull
    1. 100 dTons  (5,000,000 Cr.  20 hull points)
  2. Choose Hull Configuration
    1. Budget (-50%)
    2. Spherical (-20%)
    3. Disadvantage:Decreased Durability
    4. Adjusted Cost 2,000,000 CR
    5. Adjusted Hull 18 hull points.
  3. Install Drives
    1. M-Drive
      1. 2.2 dTons (min size) (Thrust 2)
      2. Budget:Increased Size (+10% size)
      3. Adjusted cost 2.2 MCr
    2. J-Drive
      1. 10 dTons (min size) (Jump 2)
      2. Budget:Late Jump – Need to go to 110 times planetary diameters to jump
      3. Adjusted Cost: 7.5 MCr
  4. Install Power Plant
    1. Basic Systems 20 pts
    2. Maneuver  20 pts
    3. Jump 20 pts.
    4. Install 30 pts (needs jump dimming and M-Drive off to jump)
      1. Fusion (TL8) 3.3 dTons
      2. Budget:Increased Size (+10% size)
      3. Adjusted Cost 0.825 Mcr
  5. Install Fuel Tanks
    1. Power plant 1 dton (2 months)
    2. Jump 20 dTons
  6. Install Bridge
    1. 10 dTons 0.5 MCr
  7. Install Computer
    1. Computer 5/bis 0.045 MCr
    2. Jump Control 2 0.2 MCr
  8. Install Staterooms
    1. 3 Double occupancy states rooms (12 dTons 1.5 MCr)
  9. Allocate Cargo Space
    1. 41.5 dTons

Cheap Trader

Tons Cost (MCr)
Hull 100 tons
Budget 18 Hull points
Armour None 0
M-Drive Thrust 2
Budget, Extra Size
2.2 2.2
J-Drive Jump-2
Budget, Delayed Jump
10 7.5
Power Plant Fusion (TL8) 30 Pts
Budget, Increased Size
3.3 0.825
Fuel Tanks 4 weeks operation, J-2 21
Bridge 10 0.5
Computer Computer 5/bis 0.045
Sensors Basic 0
Weapons  None
Systems  None
Staterooms Standard x 3 12 1.5
Cargo 41.5
  Total 14.57

Mongoose Traveller 2nd Ed – “Traveller Creation” Part 2.1

OK, diving right into the careers.

In the following list the term “unique skill” means that the skill listed can only be found in that assignment skill table, not in the Personal Development, Service Skills, Advanced Education, or Officer skill tables.  It does not mean that that the skill can not be found in other careers.

  “Law enforcement agencies, corporate operatives, spies, and other who work in the shadows.
  • Law Enforcement: You are a police officer or a detective – Streetwise 1 at rank 1.
  • Intelligence: You work as a spy or saboteur – Deception 1 at rank 1.
  • Corporate: You work for a corporation, spying on rivals – Deception 1 at rank 1.

Good selection of ground based adventuring skills, with all combat skills other than heavy weapons being available.  Advanced Education requires a EDU of 8+.  Average of 14,357 CR per cash roll.  Average mix of benefits.  DEX, END and INT may be raised via development.  4 of the mishaps will injure you, and 1 will send you to the prisoner career.  Jack of All Trades can be gained via an event.

Intelligence Recon, Deception, Electronics (Comms), and Persuade as unique skills.

Corporate has a lock on Electronics (Computers) and Deception as unique skills.


It is highly likely that the “Gunner” skill for event 10 should be “Heavy Weapons (Vehicle)

Members of the planetary armed fighting forces. Soldiers deal with planetary surface actions, battles and campaigns. Such individuals may also be mercenaries for hire.
  • Support: You are an engineer, cook or in some other role behind the front lines.
  • Infantry: You are one of the Poor Bloody Infantry on the ground.
  • Cavalry: You are one of the crew of a gunship or tank.

Very good set of ground combat skills, as to be expected.  Advanced Education table requires EDU 8.   Has “Officer” skill table.  STR, DEX and END can be raised via development.   Enlisted Rank 0 gain Gun Combat 1, Officer Rank 1 gains Leadership 1.  12428 CR average cash.  Benefits weapon, armor or implant.  2 of the mishaps can injure you.

The Enlisted/NCO rank table is

  1. Private
  2. Lance Corporal
  3. Corporal
  4. Lance Sergeant
  5. Sergeant
  6. Gunnery Sergeant
  7. Sergeant Major

This is unlike any real rank table that I know of.  Not that this a bad thing, mind you.  The officer rank table is the same as the US Army officer ranks, with the exception of only one kind of Lieutenant and only one kind of “General”.

Cavalry has Mechanic, Flyer and Electronic(Sensors) as unique skills

Infantry has Stealth as a unique skill.

Support has Mechanic, “Profession” and Electronic (Comms) as unique skills


  • The Career Progress chart is the Agent chart.  The correct Career Progress chart is on page 19, in the over all list.
  • Cavalry has “Gunner” as a skill, when it should be Heavy Weapons (Vehicles)
  • There is no commission roll listed

Individuals serving in a corporation, bureaucracy or industry, or who a making a new life on an untamed planet.

Corporate: You are an executive or manager in a large corporation.
Worker: You are a blue collar worker on an industrial world.
Colonist: You are building a new life on a recently settled world that still needs taming.

Good set of all around skills, however only combat skill is Melee.  Advanced Education requires EDU 10.  EDU and INT can be improved via development.   All assignments have their first bonus skill at rank 2.  Jack of All trades available.  26714 CR average for cash.  Benefits are strange, in that the only “hardware” benefit is “Gun”, which is only available as a skill to a rank 6 Colonist.   Ship shares and TAS available as benefits.  Two mishaps can injure you.

Corporate has Admin, Broker, and Leadership as unique skills

All of the Worker skills other than Drive are unique to it.

Colonist has Animals, Athletics, Survival and Recon as unique skills.


  • One of the benefits is “Gun”.  Gun combat is only available as a skill if you make rank 6 as a Colonist.
  • In MgT1 Citizens got their basic training from their assignment table, not the service skills table.  This is not given in MgT2.

Wanderers, hitchhikers and travellers, drifters are those who roam the stars without obvious purpose or direction.
  • Barbarian: You live on a primitive world without the benefits of technology.  Survival 1 as rank 1 skill
  • Wanderer: You are a space bum, living hand-to-mouth in slums and spaceports across the galaxy.  Streetwise 1 as rank 1 skill
  • Scavenger: You work as a belter (asteroid miner) or on a salvage crew.  Vacc suit as rank 1 skill.

Drifter is the “you can always take this career” option.   STR, END, and DEX can be improved via development.  Jack 0f all Trades available.  There is no advanced education table. 2571 CR average cash with 2 rolls being 0. Benefits include weapons and ship shares.

Barbarian has Animals, Carouse, Melee (Blade) and Seafarer as unique skills

Wander has Drive and  Deception as unique skills

All Scavenger skills are unique to it.

This is actually a quite strong career path as most “adventure/tactical” skills can be found in it.  A very useful all around Traveller can be made by bouncing back and forth between Wanderer and Scavenger.  Major holes in the skill lists are Pilot (Starship), Flyer, Engineer, and the more “intellectual/white collar” skills.


In MgT1 Drifters did basic training on their assignment tables, not the service skill tables.   This is not given in MgT2.

Individuals who are involved with the media, whether as reporters, artists or celebrities.
  • Artist: You are a writer, holographer or other creative. Art 1 as rank 1 skill
  • Journalist: You report on local or galactic events for a news feed, the TAS or other organisation. Electronics (Comms) 1 as rank 1 skill
  • Performer: You are an actor, dancer, acrobat, professional athlete or other public performer.  DEX +1 at rank 1

DEX, INT, and SOC can be increased via development.  Jack of All Trades available. 25,714 average cash, however 2 of the rolls are 0.  Benefits have no “hardware” options, but does have ship shares.  Advanced education table requires EDU 10+.  No combat skills and no space ship skills.  One mishap can injure you.  Event 11 leads directly to the “Unusual” event in the life event table.

Artists has Electronics (computers), Gambler, and Profession as unique skills.

Journalist have Electronics (any), Investigate, and Recon as unique skills.

Performer has Athletics and Stealth as unique skills.

Members of the armed fighting forces carried aboard starships, marines deal with piracy and boarding actions in space, defend the starports and bases belonging to the navy and supplement ground forces such as the army.
  • Support: You are a quartermaster, engineer or battlefield medic in the marines.
  • Star Marine: You are trained to fight boarding actions and capture enemy vessels.
  • Ground Assault: You are kicked out of a spacecraft in high orbit and told to ‘capture that planet’.

As to be expected very good in combat skills.  Space skills include Engineer, Pilot and Gunner, only Astrogation missing.    Very good career for Travellers that don’t “fineness” problem solving. Enlisted Rank 0 gains Gun Combat (any) 1 or Melee(blade) 1.  Officer rank 1 gains Leadership 1.  STR, DEX and END can be improved via development.   Advanced Education table requires EDU 8+.  Officer skills table includes both Admin and Advocate.  16,000 CR average cash.  Benefits include armor, weapons and TAS.  Rank 5 Officers have SOC of at least 10.  3 mishaps can injure you.

The rank tables are the same as the Army versions with 3 changes.

  1. Private is Marine
  2. Major is Force Commander
  3. General is Brigadier


Support has Mechanic and  (Drive or Flyer) [one option, players choice] as unique skills

Star Marine has Gunner as a unique skill

Ground Assault has Recon as a unique skill.


There is no Commission roll number listed.

Mongoose Traveller 2nd Ed – “Traveller Creation” Part 1

Unlike Mongoose Traveller 1st ed (hereafter MgT1) they only give the rules for group creation and are some what emphatic that doing it any other way than term at at time round robin is “the Wrong Thing” (capitalization theirs).  I’m OK with that, group character creation as the first part of a campaign is my preferred way.

Characteristics are bog standard Classic Traveller/MegaTraveller/Mongoose Traveller/Traveller5
2d6, Strength, Dexterity , Endurance,Intellect,Education, Social Standing;  rolled in order.  They touch on high Social Standing listing the 11 to 15 values of possible titles, but do mention that just because you have a high social standing doesn’t mean you are a noble, name checking Paris Hilton and Miley Cyrus as examples.  The modifiers are the same as MgT1 (and the same as Edge of Imperial Space)

Background skill are flat based on Education DM+3, which means 1 to 5 0 level skills (not 0 to 6 as they say because you can’t start out with less than a 2 or more than a 12 EDU score).  They have removed the skills based on your home world as a mechanic, but do mention that you should think about it in the selection of your background skills.

Then, suddenly bad art flow charts. 

There is a 2 page black, yellow and purple flow chart of creating a character, which isn’t as good as it could be.  Not using “classic” flow chart symbols is a OCD issue with me and some of it isn’t as clear as it could be because of it.

That being said, career flow is the same as in MgT1, with the possibility of going to University or a Military Academy first (or, with lesser chances of being allowed in, for your first 3 terms)  Going to Uni will, assuming you pass, give you 1 level 1 skill and one level 2 skill. (these are one level less if you don’t pass).  Graduation also allows you to take a commission roll before joining one of the military services, with a +2 DM if you are an honor grad.  Going to an Academy will give you the equal of “basic training” in the service you are using (i.e. 6 level 0 skills) and, if you graduate, you get level 1 in 3 of those.  Graduation from an academy means any auto qualify for it’s service and it also means you get a commission roll, with a +2 DM and an auto pass if you are an honor grad.  There is one event table for Uni and the Academies, and while they don’t say so, based on some options in it, you need to roll on it after you are accepted, but before you roll for graduation, which would treat the schools more or less like a normal career, with graduation acting as advancement.   The reason why you need to do it in the order I’m giving here is that 3 of the events will prevent you from graduating.

Going on to careers, we have a page explaining how to do a career, which, if mixed with the bad-art-flow-chart a few pages back, should get some one that isn’t a long term Traveller player through the process with minimal issues.

Unlike MgT1, however, a “Skill Limit” rule has been added.  You can’t have a skill over 4 during creation and you have a total skill limit of 3 times your INT plus EDU.   For the record, that’s 3 time what Classic Traveller had.  That rule was also one of the most ignored on in CT, for what it’s worth.  Level 0 skills count as 0, so you can load up on those later via training.  (rant to come on that).

One thing that is new is that the Commission roll, to become an officer can only happen in your first term in a service, unless you have a SOC of 9 or better.  I approve of this change.  Makes NCO career paths much more likely.

A change from the MgT1 version of the connection rule is that when you have an event that you use to make a connection with another “Traveller” (aka PC) you and the other Traveller just get another roll, not you get to choose any skill you feel like.  I also approve of this rule.   That being said, there is some confusion in how that rule is worded, that I will be taking to the Mongoose Forum on 2nd to find out what they mean.

Another change is they have made it explicit that changing your specialty withing a career requires a re-roll for qualifications for the career.  In the case of Army, Marine, Navy, Nobility, Rogue, Scholar or Scout, missing the roll just means you keep your current assignment.  In the Agent, Citizen, Drifter Entertainer and Merchant careers, you have to muster out of your current career, then re-qualify for the careers, starting over at rank 0.  If you fail on this qualification roll, you have to either be drafted or take the Drifter career.   That’s sort of harsh, but again, I approve.

Next up:  Point by point on the 12 careers.

Mongoose Traveller 2nd Ed – Intro

The PDF version of Mongoose Traveller 2nd edition can be had on RPGNow.   It’s a “Beta” product now, with a play test lasting until Christmas or so.    The release of this makes my “Nit Picker’s Guide to Mongoose Traveller” a project that needs a change, so I’m going to make it about this version.

There are 14 chapters, and I’m going to try to put them out as quickly as possible, with each chapter getting one (at least) post.  With any luck I’ll be able to keep up with the revisions and other releases in this product.

Yes, other releases.  In the “Playtest Procedure” document, we find this helpful bit of text

Throughout the playtest period, we will be adding new files to the playtest pack. Expect at least two revisions of the Core Rulebook PDF, but also Word documents of the draft rules for several other books, including High Guard, Central Supply Catalogue and Vehicle Handbook. These won’t be as pretty as the Core Rulebook PDF (!) but your input on these will be as equally valued.

So, what do you get now? You get 2 PDF versions of the Core Rulebook, one that is “printer Friendly” (read black and white and limiting graphics.) and one that looks pretty good on-screen, the “Playtest Procedure” word doc file and a PDF of deck plans in “2d” style vs the Isometric forms that they are in the full color book.

So, “Introduction”. This is your basic “what is a role-playing game and what is Traveller” chapter. Importantly it name checks “Rule Zero” (i.e. “The referee is always right”) and expands it to include that in Traveller the referee can override the tables used in generating things. It also explains the difference between a Scenario and a Campaign. Going on about campaign types, it lists several,

  • Trader Campaign, which name checks Firefly.
  • Military Campaign, which name checks Honor Harrington, Aliens and all three versions of Starship Troopers.
  • Explorer Campaign, which name checks Star Trek:TOS.
  • Traveller Campaign, which is all of the above.

Next is a listing of “Further Reading” which has “The Traveller Companion“, “High Guard“, “Tour of the Imperium“, “Central Supply Catalog” and “The Vehicle Handbook“.  Several of these are to be included in updates to this product, or at least draft copies.

Game Conventions are listed, which is slightly important, given that Traveller only uses 6 sided dice, so you have 2D not 2D6, plus the D66, which is like percentile dice, but only using 6 sided dice, giving you a flat 36 possible options. D66 is, while not totally restricted to Traveller, most common in it.

The chapter ends with a brief listing of tech levels, list levels 0 to 15, with the note that there isn’t an upper end for tech levels, but the default campaign, “The Third Imperium” stops at 15.

Jumping ahead, I’ve worked out that with these rules, the max with out referee fiat is 22

Mongoose Traveller Core Rulebook MGP 3800 Part 9 Psionics.


Use the Force….

Psionics is the optional 7th characteristic, rolled the same way, but with a -1DM per terms served up to that point. Values under 0 are 0 and mean you have no psionics at all. Your current PSI characteristic is also the number of psi strength points you have to spend on powers.

Once you have found out you raw amount of skill, assuming out side of character generation1 you need to be trained. This takes 4 months and 100,000 Cr. This boils down to making a series of psi skill checks to find which talents you know. If you are still in CharGen when you get psions, training happens as part of your skill rolls.

There are 5 talents, which are (in reverse order of ease of learning)

  1. Teleportation
  2. Awareness
  3. Telekinesis
  4. Clairvoyance
  5. Telepathy

If you make you skill checks in that order it’s a flat roll plus your modifier to beat 8 to get the talent. Doing them out of that order has some DM’s based on the talent and the number of rolls you have made. The DM starts at +0 for Teleportation and ends at +4 for Telepathy, with a -1 DM per roll made to learn a talent.

Each talent is also treated as a skill, in that you gain levels in it, assuming you take a term or so in the Psionic career. Each talent is also broken up into smaller powers


  • Life Detection
  • Telempathy
  • Read Surface Thought
  • Send Thoughts
  • Probe
  • Assault


  • Sense
  • Tactical Awareness
  • Clairvoyance
  • Clairaudience
  • Clairsentience


  • Telekinesis
  • Flight
  • Telekinetic Punch
  • Microkinesis
  • Pyrokinesis


  • Suspended Animation
  • Enhanced Awareness
  • Psionically Enhanced Strength
  • Psionically Enhanced Endurance
  • Regeneration
  • Body Armor


Unlike the other talents it doesn’t have any powers under it, just it gets more and more difficult the farther you attempt to ‘port and how much you are taking with you. They still have Classic Traveller’s change in gravitational potential being a bad idea when teleporting, just for what it’s worth. The psi drugs are listed, and few pieces of psionic technology.

The Psions Career

Like the other careers it’s broke down into 3 assignments, Wild Talent, Adept and Psi-Warrior.

Luke, as a random possible psionic character, was a Citizen colonist who rolled a 12 on a his first life event then spent a bunch of terms as a psi-warrior, if you get what I mean, and I think you do.

I am iffy about psionics. If you are running in Foreven (or the Spinward Marches) you have to pay some attention to it, because of the Zhodani and, to a lesser amount the Droyne. In MTU it’s going to stay rare for PC and be mainly used by NPC/monsters, unless, like Luke, it comes up during character generation via events. I’m not going to allow PCs to pick it up post CharGen

1Several events can lead to getting to roll psionics strength, most notable a 12 on the life event table, which all careers have a chance at rolling on.

Mongoose Traveller, Space Combat, Part II

On The Traveller Mailing List (, subscribe by going Here if you are not a member. Go on, do it. If you are reading this you need to be on the list. I’ll wait) the viability of small combat craft got brought up as a reply to my statement about not liking masses of massive ships, with the Classic Traveller High Guard rules about size of ship vs power of weapons as an example of why you want big ships.

This is not about Classic Traveller, so it’s rules are only slightly important here, and only where they differ from Mongoose Traveller do they get brought up.  I haven’t gotten to High Guard yet, so the difference between it and CT High Guard combat hasn’t been a subject, yet.

Yes, I know Fighters in Traveller is flame bait subject, but I’m going to look at it any way.

I agree, 10 dTon fighters are damn close to useless, other than against smaller (say sub 400 dTon or so) and lightly armored space ships.  No arguments there. On the other hand, I think a 50 dTon Honor Harrington style LAC can be made that will as difficult to damage with non “capital” weapons (read a bay weapons or bigger) and that will be a threat, if only for a single volley or so, against major ships (i.e. not another small craft),  A 50 dTon LAC style craft could carry, for example 1 Torpedo and one laser (for use as point defense or vs smaller targets), which would make it a threat, if only for a single volley, against most ships.  A basic non-nuke torpedo does 4d6 damage, which, is going to penetrate most armor on an average roll, and all armor on a just slightly over average roll, just using rules as written.

Page 99 of High Guard has a 40 dTon, armor 10, 10G torpedo boat that carries 2 torpedoes. It’s fairly close to the HH style LAC as it stands, but isn’t self escorting and can be hurt by a laser or a missile. Maybe.  If they roll real high on damage.

Armor is very important in space combat in Mongoose Traveller and is fairly cheap, both in tonnage and credits.   With Rules As Written, 6 points of armor makes you invulnerable to a pulse lasers (or beam lasers if you apply the High Guard changes) and 12 points makes you beam laser (or a pulse laser with HG changes)1 lasers proof. Not going to stop a Particle Beam or a Meson weapon, but you are using turret sized lasers and non-nuke missile? I laugh at you and call you a silly person.

In MTU, I use the personal level combat rule that the effect of the to hit roll (the amount over 8 rolled, after modifiers) is applied as damage on that attack. Any effect over 6 means that 1 point of damage gets through, regardless of armor. This makes good and lucky (defined as skill level 4 and rolling a to hit of 12) gunner gets +8 damage, which against an armor 6 craft is going to do at least 3 points of damage and could do 8, assuming it’s only a 1d6 weapon, which translate to either 1 single hit, or 2 single hits, which, could, in theory, blow a fighter out of space. On the other hand, if you roll a 7 on location both times, all you did was reduce the armor by a total of 2 points.  Of course that will make the next hit do more damage. You want 6’s or 8’s if you want to kill it. Other non 7 results will result in possible “mission kills” I’ll grant, but not that expanding ball of plasma.

As my project for the day, during breaks from “Project Clean the House” I am going to design a 50 dTon LAC that is “self escorting”, an 30 dTon torpedo boat (which might no be as easy, despite 30 dTon being a sweet spot in small craft design and a 2,000 dTon 4G Jump 3 ship. The 2K ton ship would be a “Light Cruiser” in a Large Ship Traveller game, but would be a “Battle Ship” in a Small Ship Traveller game.

My Traveller Universe is a “Small Ship” game. Capital (i.e. ships over 2Ktons) are very, very rare, even in the Imperial Navy. Mongoose Traveller’s “Barrage” based combat doesn’t make this a bad as it could be. Granted it does eliminate spinal weapons, but a “large bay” comes damn close for a smaller ship. Not having capital ships also cuts down on the 9 to 37 (!) pages of tiny type ship’s maps.

Rant. Mongoose needs to stop doing that. The maps, for large ships, are too small to read and damn near useless for a ‘dungeon’ map, and in some books, just plain ugly due to the software used to draw them. Waste of book pages, In My Arrogant Opinion

1They reversed which one does 1d6 vs 2d6 in High Guard, but made pulse lasers have a -2 DM to hit. Why? I don’t freaking know.

Mongoose Traveller Core Rulebook MGP 3800 Part 8 Spaceship Combat

Spaceship Combat

Let’s get the elephant in the room out of the way. No Vector Movement.

Wither this is a good thing a or a bad thing depends. I think it’s a bad thing. Vector movement was an important part of Classic Traveller Space combat. Have no fear, it comes back as an alternate in High Guard

Really, the space ship rules and the non character generation rules in High Guard should be taken as a whole, which I will do, post my High Guard post(s)

So, if no vector movement, what do we have instead? Well, a band based system that used the thrust of the ship to determine how long it takes to go up or down one band. This works fine, assuming 2 ships, because, after 2 points makes a line. With 3 or more, life gets ugly. Ugly enough as to almost be unplayable, giving the fact that the bands aren’t the same size. Making tactical movements is really, really tricky. As I said, Vector movement, The One True Movement System For Traveller Space, comes back in High Guard, but as it stands, ick.

All that being said, the TMB space combat system really does work well for 2 ships. The postion of all the members of the crew needs to be determined, but that’s sort of a given assuming you have a full crew.

Steps in combat are

  1. Set up.
  2. Manoeuvre
  3. Combat
  4. Ship’s Action

Set up

This is just the find range, find where every one is located at, determine initiative, like the set up in damn near all modern role playing games.


This is some what simplified, given the lack of vector movement, it’s just a matter of deciding how many of your thrust points you want to apply towards changing range bands (and if going up or down the scale) and how many you are keeping to dodge and like that with.


Combat is very much like personal combat, as far a rules mechanics go, in that you roll 2 dice, plus modifiers based on weapon type vs range and the skill of the gunner to get 8+ to hit, armor reduces damage and the target can take reactions to coming under fire to modify your chance of a hit. The number of reactions depends on the number of thrust points the target ship has left after the manoeuvre phase. On of the possible actions that uses a thrust point is “line up a shot”, which makes a pilot check part of a task train for taking the shot. It’s not quite clear if this applies to all shots that turn or just to one, but I rule it’s for all shots, based on the wording “his gunners”, not “a gunner”, but I can see why some one might think it only applies a single shot. Not a game killer either way.
Beam weapons are done per each, not per turret. Missiles, at least in the no vector version, have a turn until impact based on their range, or, if you want to be crazy, they are a thrust 5 ship. Gah. Tracking that many on the band based system? Ouch.

There is a “quick boarding actions” chart, in case you don’t want to do a normal Traveller combat to solve the assault.

Ship Action Phase

In this phase you may attempt to repair damage systems, get (or break) a sensor lock, attempts to increase your initiative or change positions with in the ship.


Damage is tracked via the same system as vehicles, in that there is two types of damage points, hull and structure, and you don’t take structure damage, in general, until you are out of hull points. The total amount of damage a hit does is cross referenced against a chart which reduces it to “single, double or triple” hits against a given system on the ship. The effects of single etc hits is listed per system. Stronger hits might do multiple single etc hits, as an example, 37-40 points of damage is going to do a triple, a double and a single hit. Each of these hits would be rolled on the target chart to determine what got kissed.

The chapter ends with a shadow text block explaining that a starship class weapon does 50x damage, so if you roll 6, you are doing 300 damage on the personal/vehicle damage levels.

Next up, Psionics!