Edge of Imperial Space. Ranges

Between the main Traveller SRD and the vehicle hand book SRD we can find the following for range data

Personal Less than 1.5 meters
Close 1.5 to 3 meters
Short 3 to 12 meters
Medium 12 to 50 meters
Long 51 metres to 250 meters
Very Long 251 meters to 500 meters
Distant 501–5,000 meters
Very Distant 5,001–25,000 meters
Extreme 25,001–50,000 meters
Continental 50–500 kilometers
Orbital 501+ kilometers

Great. For a normal RPG things would have ranges given in terms of those range band. But

This Is Traveller!!!

[kick into the pit…]

So, no, ranges aren’t given that way. Ranges are given, for things other than vehicles weapons any way as Natural Attack,Melee (small blade),Melee(large blade),Thrown,Pistol,Shotgun,Assault Weapon,Rifle,Rocket. These range names are taken from various weapons in the Mercenary SRD. Of these, the only one we really have any number on is thrown, from the Mercenary SRD we can find this:

Parabolic Weapon Ranges

Weapon Type Personal Close Short Medium Long Very Long Distant
Thrown Out of
–1 –2 –3 Out of
Out of
Out of
Launcher Out of
Out of
Out of
–2 –3 Out of
Out of
Artillery Out of
Out of
Out of
Out of
+0 +0 –1

So what does this tell us? Other than the ranges for artillery are not based on any thing like reality in the Mercenary SRD? (A topic of another rant). Not much, other than giving use the DM’s for thrown weapons.

Now, of course, I have both dead tree and PDF version of the Traveller Main Book, so I could look them up. But…. That’s cheating. So, let’s look at some OGL options. First thing what other things are out there? Well, there is “Hyperlite: The Sirius Treaty” and there is “Worlds Apart”. Hyperlite would be the ideal source, but, despite having a copy of the OGL in their document, they don’t declare what is or isn’t Open Game Content. Bad! No cookie for you Tim Bancroft! Worlds Apart, on the other hand has this wonderful statement

All text in this work is Open Game Content, excepting the name Worlds Apart, company names, logos, artwork, and the author and artist names.

OK. From the Mercenary SRD we know that bows are either Assault Weapons or Rifles for range reasons, with the TL 1 versions being Assault weapons, the others being Rifles.

So, let’s see what bow range DM we can get.

Name Close Short Medium Long Far
Longbow -1 +0 +0 -1 -2
Shortbow -1 +0. +0 -1 N/A

Mike Cheats, looks at TMB… Fairly close, but not really.  Plus the range bands don’t really mean the same thing.   cheats some more, looks at Hyperlite Damn, even if I get a OGC statement worth having, it’s not the same either.  So, it looks like Edge is going to have it’s own range table, based on what I think are rational ranges for weapons.

So, according to the Worldwide Equipment Guide, Vol 1, Ground systems, a British .303 Cal Rifle Lee-Enfield has an effective range of 500 meters.  We will call that Rifle range.

A Russian 7.62-mm Assault Rifle AK-47/AKM has an effective range of 300 meters.  That’s sort of the default assault weapon.

The definition of effective range is “effective range – maximum range at which a weapon may be expected to achieve a high single-shot probability of hit (50%)”

So, in game terms, that means either a 7+ or 8+ to hit at those ranges.   I’m going to assume level 0 skill with the weapon, and tend toward the miss more than hit more side of the options.

So based on that data and needing to get a 8+ to hit, assuming level 0 and standard level of dexterity, we get something like this:

Weapon Type Personal Close Short Medium Long Very Long Distant
Pistol -2 0 0 -2 -4 NO NO
Shotgun -2 0 0 0 -4 NO NO
Assault Weapon -3 -1 0 0 -1 -2 -6
Rifle  NO  -1 0 0 0 -1 -2
Rocket NO NO 0 0 o 0 -2

Current version here:Edge Of Imperial Space

I have too many on going projects

That are all at about 33% to 50% complete. I need to choose one and finish it.

I think that I’m going to make finishing the basic rules for “Edge of Imperial Space” my primary project, then tie the rest of them to it and Traveller. This also means, alas, that I’m going to have to give up the Foreven License for a lot of stuff. Which means I’m going to need to come up with a back story that is the 3I back story with enough of the serial numbers filed off that it’s not really the 3rd Imperium any more.

Edge of Imperial Space – Scouts

Scouts are the sample career given in the Mongoose Traveller SRD.

It’s -almost- a full career.  It’s missing the mustering out tables, plus, in general, the life event tables are missing.

Because I’m major lazy, for right now I’m using the event table from Career Book 1 from Spica Publishing and modified version of the mustering out table for explorers taken from Career Companion: A Clement Sector Sourcebook from Gypsy Knights Games.  I plan on tweaking these or doing my own full table, but for now these will work.

There are also some major bits of cut and pasting for Skills and Combat into those parts of  the PDF, but no tweaking or filling of missing bits yet.

Edge Of Imperial Space

Edge of Imperial Space – Pt III

I just noticed another major missing table in the Mongoose Traveller SRD.  The DM due to range based on weapon type.  Actually weapons in general are sort of missing in the MgT SRD, but a lot of them are back filled in the Mercenary and Vehicle SRD  files, so coming up with stats is going to be not as hard as it could be.

This, actually, is good.  One of the things I have issues with Mongoose Traveller is weapon range and it’s anti-armor system, so doing a re-write isn’t an issue.  Among other things, there needs to be a “Sub-machine gun” range between “Pistol” and “Assault Weapon”

I’m looking at the following weapon types

  • Melee weapon, short.  This would include natural weapons and any hand held weapon under 30cm in length. Uses the Melee (short) skill
  • Melee weapon, long.  This would be hand held melee weapons between 31cm and 1.5 meters or so.  Uses the Melee (long) skill
  • Pole arm.  Melee weapons over 1.5 meters.  Uses the Melee (pole arm) skill
  • Pistol.  Projectile weapon made to be used at short range and held in one hand.  Uses Gun Combat(short arm) skill
  • Shotgun. Projectile weapon made to fire multiple projectiles at one time.  Normally held by both hands.  Uses Gun Combat(long arm) skill
  • Sub-machine Gun.  Projectile weapon that fires the same ammunition as a pistol but has a longer barrel and is designed to be held by both hands.  Normally full auto. Uses Gun Combat(short arm) OR Gun Combat(long arm) skill
  • Assault Weapon.  A projectile weapon firing a round heavier than a pistol round, but not as powerful as a full rifle round.  Modern example would be a AR-15 or AK class weapon.  Can have the option of automatic fire.  Uses the Gun Combat(long arm) skill
  • Rifle.  A ‘Full caliber’ weapon firing a heavy high speed round.  Normally does not have an option of automatic fire.  Uses the Gun Combat(long arm) skill
  • Heavy Weapon.  A weapon designed to be fired from a bipod or tripod.  Full machine guns as an example.  Uses the Heavy Weapon (portable) skill

Weapons will have, in addition to what class they belong to DM’s based on their design and maximum ranges based on their ammo.


Edge of Imperial Space Pt. II

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

Score Mod
0 -3
1  -2 assumed
2 -2
3  -1
4  -1 not given but has to be.
5  -1
6  +0
7  +0
8  +0
9  +1
10 +1
11  +1 assumed
12  +2
13  +2 assumed
14  +2 assumed
15  +3

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

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.


A silly side project – Exotic Shot gun rounds.

I’m going to toss together a set of rules for “exotic” shot gun rounds, based on the “Taofedermaus” YouTube channel.

So far, well frozen hotdog rounds are fairly dangerous. As slug.

Silly putty, massive impact, not much penetration (ST)

Dimes and flat Washers Very wide spread. Med damage.

“3D” Printed slugs. Very effective, takes an hour to print. Not stable, shot range, not slug range.
3D Flechette rounds Fail.

Neodymium Magnets 16 in a 12 gauge shell Stays together so counts as a slug for range, but terminal effects are as shot.

Plastic fined steel rounds. Fins come off. Not freaking accurate and low AP if it hits

Big bolt in plastic sabot As slug

Discarding sabot rounds not very accurate with out full length sabots Good AP with full sabots, but fly high.

Plastic tube with Allen head bolt. Not accurate, spirals in flight

Ice Falls apart, not damaging

Pykrete as slug

Bubble gum as silly putty (ST stun)

Lego bricks Not accurate, limited damage

.22 pellets.  12 per shell.  As bird shot

Gummy bears 3 per shell. Not very accurate. As bird shot

Battery. Not accurate Low damage.

Ball chain. 18″ of chain Stays together, as bird shot.

.22 lr bullets. As buck shot, however is cheaper than a buck shot round.

Tic Tacs Like blanks

Nerf dart. As accurate, at short range, no damage

Sand and wax. Accurate, med. damage.

Wax slug. Accurate, med damage.

Chocolate Slug Low Damage

Airsoft BB Wide spread, low damage, low recoil

Pocket screwdriver. Not accurate, med damage (screw driver still usable)

Home made lead slugs, made from melted bird shot. As slug

“Bolo” rounds. 4 Lead slug with thread. No spread, as slug

Rock salt. Low to no damage.

Washers, on a string. Holds them together, as good as buck shot.

Glass marble. Accurate, med damage.

Oobleck Cloud of white… No damage.

Hot Glue + bird shot slug As slug. (3/4 of the energy)

Flattened shot, as bird shot, slightly more damaging.

6mm ball chain, 4 groups of 3. Auto fire .22 LR

Paint ball. Cloud of paint in the air.

Solder in wax As slug.

Tungsten Carbide in wax. High damage.

Air soft bb in wax. As slug, Med damage.

Bird shot in balloon. Very low damage.

Play doh Not quite as good as Silly Putty.

Vitamins. Very low damage.

Cut Shell. As slug, but has chance of failure.

Chocolate/birdshot slug. As slug

Coat hanger wire, cut into 17mm long chunks, ~ 40 per shell. Med damage, as shot spread.

Magnetic Silly Putty As silly putty

Glow stick. Not accurate, low damage.

Raw Spaghetti. Blank.

Sharpie Pen. Low-med damage. Ink dye spot about .5 meters around.

Gravel, short range, wide spread, low damage.

Coffee beans. No damage

Flint from fire starter in wax slug. As slug, and sparks.

4 10mm ball bearings. Auto fire light pistol.

.68 cal Steel Ball Bearing. As slug, plus AP (vs non rigid armor)

Dry ice. Med damage slug.

Pocket knife. “Worlds stupidest ammo.”

Ivory Soap. low stun ST damage.

Test tube, with lead shot in nose, filled with wax. Not accurate, low damage.

Jujube candy. low stun ST shot

Water in plastic tube. Blank or chemical dispersal.

Flint tip deer slug. As slug, with sparks if it hits steel.

Pipe. As inaccurate slug, and might jam. Massive muzzle flash.

Bowmag arrow heads, with out the bullet, full of lead shot. As slug

Flat glass beads, 3 per shell. Med damage.

Wire splicing nuts, filled with bird shot and sealed. As short range slug

12 X-Acto blades. Inaccurate very low damage.

Bolt with 2 nuts. Short ranged slug.

Muzzle break. Reduces recoil by 1. $75, heat shrink on.

Darts (as in pub darts) Inaccurate, low damage.

Rust mixed with wax. As slug, leaves dirty wound.

Jolly rancher. Fail

THRUNITE Ti3 micro flashlights 100 yards down range. Still works.

Encapsulated steel shot. Slug but ST

5.56 tracer rounds, 7 per shell very wide spread. Low damage.

Encapsulated Oobleck. Stun slug

Chewed bubble gum. ST slug.

Custom blown glass slug. as slug, toxic cloud fairly inaccurate.
Custom blown glass bullet. As slug, toxic cloud, more accurate.

Crayons Plastic pens Not usable.
Pencils Medium damage. Needs break open gun to load.

.38 or .357 pistol adapter. Inaccurate pistol

Wooden match heads in wax. No damage, chance of flame.

Cast iron fishing weights. Very inaccurate. Medium damage with fragmentation.

Gasoline. See water. Doesn’t flame.

Shot gun cup launcher of golfballs. 30 yard range, using wax shells. Needs muzzle break low stun damage.