Friday 30 May 2014

Traveller - The Mesh & Equipment

I've said before that this is a mesh-up of Mega Traveller and Classic Traveller rules.  Mostly using Mega Traveller for character generation (since there are more options) and then using the CT rules.

Task Resolution
We will be using the Mega Traveller concept of Task Difficulty, slightly modified.

Simple = 4+
Routine = 8+
Difficult = 12+
Formidable = 16+
Impossible = 20+

Characters can perform the Task as either a Hasty Task (halving the time to perform), or as a Cautious Task (doubling or quadrupling the time).  Hasty Tasks increase the Difficulty 1 step, whilst Cautions Tasks reduce it by 1 or 2 steps (depending upon how much extra time the character spends).

Characteristics are often used as a DM when attempting a Task Resolution, and the requisite characteristic is divided by 5 (drop fractions) when used this way.

Combat
We will be predominantly using the CT rules for this.
An attack has a Required Attribute and an Advantageous Attribute, both of which will give a DM.  If the RA is not met, then the DM is a negative, if the AA is met, then the DM is a positive.

Armour provides a negative DM to hit, as does range.  For each range band that an attack is made at greater than it's base range, a DM of -3 applies.  For each range band closer than the base range, a DM of +1 applies.  Guns cannot be used at Close Range.  A rifle used at Short range has a DM of -3 regardless of range due to the cumbersome size of the weapon.

Range
Distance
Close
1m
Short
5m
Medium
50m
Long
250m
Very Long
500m
Distant
5km

Weapons
Most guns in the game are ballistic weapons.  Energy Weapons are restricted to those systems with High Stellar Tech Levels.  Energy Weapons require a backpack, which is heavy and cumbersome but provides a large shot capacity.  It takes 5 minutes per shot to recharge a backpack.

Ballistic Weapons

Weapon
Base Range
Max Range
Damage
-DM
+DM
Clip
1. Snub Pistol
Short
Medium
2D
8 (-3)
B (+1)
5
2. Auto Pistol
Short
Medium
3D
7 (-2)
A (+1)
20
3. Machine Pistol
Short
Medium
3D
6 (-2)
9 (+2)
30
4. Carbine
Medium
Long
3D
5 (-1)
9 (+1)
20
5. Gauss Rifle
Medium
Very Long
4D
8 (-2)
B (+2)
40
6. Assault Rifle
Medium
Long
4D
7 (-2)
A (+2)
30
7. Sub Machine Gun
Short
Long
3D
6 (-2)
9 (+2)
40
8. Shotgun
Short
Long
4D
4 (-1)
9 (+1)
10
9. Bolter
Medium
Long
3D
6 (-2)
A (+2)
50
10. Anti-Material Rifle
Long
Distant
7D
6 (-2)
A (+1)
5
11. Laser Carbine
Medium
Distant
4D
6 (-3)
A (+2)
200
12. Laser Rifle
Medium
Distant
5D
7 (-3)
B (+2)
150
13. Plasma Rifle
Medium
Long
8D
8 (-3)
C (+2)
50

Weapon
Damage
-DM
+DM
Weakened Blow
1. Dagger
2D
4 (-2)
8 (+1)
-2
2. Blade
2D
5 (-2)
9 (+2)
-2
3. Cutlass
3D
7 (-2)
B (+2)
-4
4. Foil
1D
5 (-1)
A (+1)
-2
5. Sword
3D
6 (-2)
A (+1)
-3
6. Broadsword
4D
8 (-4)
C (+2)
-4
7. Axe
4D
9 (-4)
C (+3)
-4
8. Hand-Axe
3D
7 (-3)
B (+3)
-3
9. Cudgel
2D
5 (-1)
8 (+1)
-1
10. Spear
3D
5 (-1)
9 (+1)
-3
11. Halberd
3D
6 (-2)
A (+2)
-3
12. Macro Blade
2D
5 (-2)
9 (+2)
-1

Armour
Balistic
Energy
Melee
Jack
-1
0
-2
Mesh
-1
0
-4
Cloth
-4
-1
-1
Reflec
0
-8
0
Ablative
0
-7
0
Combat Armour
-5
-5
-8
Battle Dress
-7
-6
-10

Armour Piercing Weapons
Anti-Material Rifles, Bolters, Macro Blades and Plasma Rifles are extremely effective at punching through armour, halving the protection available from armour (round down).

Sights and Stocks
Telescopic Sights reduce the penalty to hit at ranges by 2, making the DM -1 for each range band greater than the gun's base range.  Only Rifles may have sights.  Sights can be fitted with different visibility spectrums such as Infra-Red.

Laser Sights, also known as Laser Pointers, provide a +1 DM at all ranges out to Long Range.

Stocks are used for small arms such as pistols to turn provide greater stability.  Stocks reduce the penalty to hit at ranges by 1, making the DM -2 for each range band greater than the gun's base range.

Use of a Sight or Stock prevents the combatant from making rapid fire attacks.

Automatic Fire
Weapons capable of automatic fire include the SMG, Machine Pistol, Carbine, Assault Rilfe and Bolter.  These weapons can be set to automatic fire, resulting in 4 bullets fired per pull of the trigger.  This can be used to spray an area, providing cover fire or to hose a single target.

When spraying an area, adjacent targets to the primary target may also be struck.  If the first bullet hits the primary target, the combatant may choose to target another enemy within 1/10th the range (round down).  Each shot, excluding the first has a -2 DM.  The combatant may continue until all shots have been fired. If any shots miss, then no more may be made.  A character may Rapid Fire and Spray at the same time.

When attempting Covering Fire, a combatant hoses an area in an attempt to force the enemy to take cover.  Any enemy not taking cover when covering fire is in place is struck on a 8+ (modified by range and armour, but not skill).

Hosing fire is targeting a burst fire against a single opponent.  This fire results in a -1 DM to the attack, but increases damage by half (round up).  So a Bolter for eg, hosing a single target will be at -1 DM to hit, use 4 bullets in the attack, but cause 5D damage.  A character may Rapid Fire and Hose at the same time.

Rapid Fire
Rapid fire weapons are capable of firing off a number of single rounds in quick succession.  Snub Pistols, Auto Pistols, Machine Pistols, Carbines, Gauss Rifles, Assault Rifles, SMGs, Shotguns and Bolters may all Rapid Fire.  A combatant may fire an additional time for their DEX bonus, however each shot suffers a cumulative -1 DM.

Monday 26 May 2014

Traveller - NPCs

Tobias Hon
UPP: 87C775
Homeworld: StarPort - A, Size - Small, Atmos - Vacuum, Hydro - Wet, Population - High, Law - Low, Tech - Average Stellar
Age: 30
Career: Scout
Skills: Pilot - 3, Grav Vehicle - 2, Mechanical - 2, Gambling - 1, Handguns - 1, Vacc Suit -1


Tobias was a Scout until he witnessed an event of such magnitude that he left the service.  What the event was, he doesn't say.  He makes it well known however that he does not wish to be at the edge of known space ever again.  He is an excellent pilot and competent mechanic, but given to bouts of alcoholism and excessive gambling when on down time.  Tobias has no living relatives, at least none that he talks about.  Tobias is the pilot of "The Trinitor".

Ev-Ess Lia
UPP: 6657AA
Homeworld: StarPort - A, Size - Medium, Atmos - Exotic, Hydro - Wet, Population - High, Law - Moderate, Tech - High Stellar
Age: 34
Career / Rank: Navy / Lieutenant Commander
Skills: Navigation - 3, Pilot - 2, Steward - 2, Admin - 1, Bribery - 1, Computer - 1, Engineering - 1, Medical - 1, Vacc Suit - 1


Ev-Ess Lia was dishonorably discharged from the Navy for attempting to bribe a superior officer for favourable duty rosters.  During her career, which until that point had been quite distinguished, she had served as a chief navigational officer.  Her skills with piloting and stewardship has seen her since hire on as both roles to The Gallant.  She is regretful of her past mistakes that curtailed her burgeoning career and holds no ill against those responsible for her fall from grace, as she is sanguine in that it was here responsibility and her fault.

Traveller - Background

Here are some quick fire notes for the Traveller game.

Setting Background:
This will be expanded on both in and out of game.

It is the year 2965
In the year 2211, Humanity discovered Jump Technology.  Rumours and legends to this day suggest that it was based of alien technology, but this has long been refuted by the scientific communities.

The Civilised Galaxy includes
* 541 Planetary Systems
* 1232 Sattelite Systems

Politically, there are 4 Major factions.

The Earthen Imperium
The Bahaus-Drezai Federation
The Interstellar Confederation
The Free Planets Collective

No non-human intelligent life forms have been discovered so far.  The Galaxy has been war and conflict free (major conflicts) for over 100 years.  It is considered to be the dawn of the Golden Age of Interstellar Non-Agression.

The Earthen Imperium are more of a noble class monarchist style political conglomeration.  They are ruled by a Royal Family, currently with Queen Sardel III as the head.  The Imperium have had most run-ins with the The Bahaus-Drezai Federation.  #109 PSys #189 SSys.

The Bahaus-Drezai Federation are a political organization of a number of companies, most notabely the two titular ones, Bahaus and Drezai.  They are very interested in merchantile conquest of the galaxy.  The Merchants Guild had their routes within that conglomeration centuries ago, same with the TAS.  #89 PSys #201 SSys

The Interstellar Confederation is the newest of the big 4, and has been the most war-like in its past.  The Confederation is ruled over by a government, which is now democratically elected amongst all systems, with some minor friction often occuring during this process as old agendas are hard to put aside sometimes.  #92 PSsys #189 SSys

The Free Planets Collective is the smallest of the big 4, but they have very rich systems and a strong and binding alliance.  Not goverened so much by a single entity as they are just an alliance of planets and systems with each system having a single vote in any political matters.  #46 PSys #94 SSys.

Character Background:
Jeremy - Wolfgang Strucker - Noble - (Marquis) - 42 years old
Danie - Arianna Amrakahn - Scientist - 50 years old
Craig - Wade Wilson - Marine - 30 years old
Damien - Cornellius Gruhl - Pirate (leader) - 50 years old
Luke - Ivan Markhov - Army (general) - 38 years old
Henry - Justy Tyler - Navy (lieutanant - Baron) - 42 years old

Cornellius and Arianna are married.

Cornellius tried to steal Arianna's ship and failed, his own ship was destroyed, requiring co-operation to get to the closest spaceport.  Arianna's ship is called The Trinitor.

Wade saved Pieter van Caspien, the son of Dietrich van Caspien (a board member of the TAS).  Pieter was a Naval officer, who was almost killed during action that had Wade was injured in.  Justy was a Naval petty officer on board the same vessel and was promoted for his part in the action, being the last standing Navy member on the bridge, he managed to jump the ship to safety.  Both were lauded as heroes but both ended up in the infirmary where they became fast friends.  They were both mustered out shortly afterwards with honourable discharge.

Wolfgang and Justy went to school together as minor nobility in the Earthern Imperium.  Wolfgang's yacht had been attacked by pirates in the above action.  He had called an SOS which had the above vessel (the Broadsword) respond.  When it jumped out, Wolfgang's yacht (The Gallant) was able to retreat as well and took on the survivors after The Broadsword became stranded in space and the life-support was damaged.

The Trinitor responded to news of a derelict ship only to find that it is Imperial Navy (The Broadsword) and that there were survivors which were being transferred to The Gallant subsequently they rendered assistance.

Ivan became a mercenary after his decorated career.  He had left his military career behind and was no longer interested in that part of his life.  He was part of the "pirate force" that had attacked The Gallant and The Broadsword.  Ivan was rendered unconscious and badly injured during the fight, and had been evaced as a survior to be tried for piracy.  During the aid rendered by The Trinitor, Cornellius recongnised the unconscious soldier and transferred him from The Gallant to The Trinitor and hid him from the authorities.

The two vessels are now providing mutual support for each other.  The Trinitor is using The Gallant to help smuggle.  The Gallant is staying with the Trinitor because Wolfgang sees those on The Trinitor as good people and is nervous after the attack on his ship and is concerned about becoming stranded.

The group has the following goals:

Arianna wants to own her ship.
Cornellius wants to own ("control") a space station