Deepnight Revelation

On November 1st, 10am GMT, a new Kickstarter is launching for Traveller – and Deepnight Revelation is the largest, most expansive, and ambitious campaign we have ever done for Traveller – your players will literally be going further than any Traveller has gone before!

Check out the launch video right HERE!

The Story

The Travellers will board the Research Starship RSS Deepnight Revelation, a converted heavy cruiser outfitted for a ten-year voyage beyond everything humans have ever experienced. They must chart a course through unexplored space and meet whatever challenges await them, until finally they reach their goal.

The mission is simple enough in concept yet grand in scope. Deepnight Revelation will voyage along the periphery of the Great Rift, undertaking exploration and research as she goes, until the expedition reaches the mouth of the rift. There, a full exploration and investigation is to be carried out into a mysterious radio source whose location coincides with the point described in mysterious carvings.

The mission’s overriding goal, known to everyone aboard the ship but not widely disseminated beyond the project, is to learn about the threat or wonder described in the carvings and how it relates to the entity encountered by Deepnight Endeavour.

In addition, the expedition is tasked with undertaking a general-to-specific exploration of star systems along and to the side of its route. General exploration will indicate points of interest which will be investigated if the mission’s commanders choose to do so. However, the primary mission is of paramount importance. Side expeditions can be only of short duration and must not hold up the advance of the mission.

By the end of the mission, there will be an explored corridor running along the side of the Great Rift, with some areas quite well researched and others subject only to cursory inspection. Follow-on missions will use data gathered by this first expedition to conduct voyages more limited in scope but of similar duration, allowing study in depth of any interesting finds.

The final goal of the mission is a radio source designated Terminus Point, which coincides with a location indicated by a researcher infected by the Deepnight Entity. The Travellers must investigate to determine if there is a connection between the entity discovered in Charted Space and any present at Terminus Point. The Travellers will assess the threat and act accordingly.

The Scope

This campaign is massive.

The Deepnight Revelation mission is projected to take 10 years or more (in game time!) to reach its goal, and nobody expects to see the ship again in Charted Space for 20-30 years.

The way we have structured the campaign is that we have an initial adventure, the end adventure – and plenty of adventures in the middle, which referees can also add to with their own creations, thus creating a ‘moving sandbox’ that gives the option to just use published material or really go to town and add your own strange new worlds and civilisation.

The players will have a converted 75,000 ton cruiser for the journey, and the campaign allows them to be the top commanders of the mission or, if they prefer, specialists further down the chain with fewer responsibilities – or you can have a mix of Travellers, high and low aboard the ship, and the campaign will allow them all to play together.

The Voyage

We have divided the voyage up into several stages, each with its own flavour.

Stage 1 The Demnan Rendezvous: The first leg of the mission involves only a little exploration. Advance scouts have already been sent to map the projected route and supply caches are being set up. Deepnight Revelation is expected to make an average of 10-12 parsecs per month, possibly more, parallel to the Great Rift from Giikur Naval Base in the spinward end of the Vland sector to Marshalling Point Demnan.

Stage 2 The Riftsedge Transit: After leaving Marshalling Point Demnan, Deepnight Revelation is entirely on her own. Very little is known about the region of space she will pass through, so exploration will be required simply to find a way forward even if few points of interest are discovered. 

Stage 3 NSY-X: The first critical point in the expedition is the ability to get across the Great Rift. If this is not possible the mission will have to go the long way around, which will add years to the transit each way. Deepnight Revelation is expected to spend some time in the Near Side of Yonder, searching for a crossing point or assembling fuel caches in deep space. Once a crossing has been located, the expedition should push ahead unless something of great interest has been identified.

Stage 4 The Great Transit: The fourth stage of the mission is a long transit towards the mouth of the Great Rift, in an almost directly spinward-rimward direction. The marshalling point for this stage of the mission is designated FSN-X, for ‘Far Side of Nowhere’. The marshalling point for this stage of the mission is defined by Object FSN-X, a pulsar indicated on the carvings. 

Stage 5 The Final Transit: The final transit continues in a spinward-rimward direction for around 150 parsecs. This is expected to take around 18 months, placing Deepnight Revelation on the trailing side of the Riftmouth around nine and half years after leaving its base. The marshalling point for this part of the mission is VS-X, for ‘Voidshore’.

Stage 6 Exploration of the Voidshore: Deepnight Revelation will conduct a detailed exploration of the Voidshore region whist seeking a route to the final destination of the mission. This is a point in the mouth of the Rift, designated Terminus by the mission planners, which is the source of strong and confusing radio signals.

Stage 7 Return: Exploration of the Voidshore region and Terminus Point is expected to continue for 18-24 months after the arrival of Deepnight Revelation, during which time Terminus will be thoroughly investigated. The mission commanders will then designate targets for investigation during the return leg of the mission. The earliest expected return is twenty years after departure, with a projected arrival back at base some 24-28 years after departure.

The Box Set

For such a magnificent exploration mission, we needed an equally magnificent box set. Into this one, we have crammed:

Deepnight Legacy: The 32 page introductory adventure that will set the Travellers on their way. We will be giving this one to you for free as a PDF download!

Campaign Guide: A complete detailing of the ship, its crew, and the campaign itself, along with adventures to use along the way.

Referee’s Handbook: We have not left the referee stranded in running such a huge campaign. We show you exactly how to do it, plus give you some weird and wonderful places and peoples to visit on the way, to be inserted into published adventures or your own tales.

Terminus Point: The final adventure that will send the players… well, we do not want to spoil things too much at this stage. Suffice to say, what they find at Terminus Point will be beyond the experience of any Traveller ever, and they are going to end up… far away. Far, far away…

Card Deck: Providing handy game tools for Mission Briefings, Standing Orders, and Mission Roles.

Poster: Traveller veterans will know how big we make these! The front features deck plans of the Deepnight Endeavour, along with crew departments, while the reverse has a huge scale map depicting the expected route of the journey along the Great Rift and known points of interest.

Stretch Goals

This is where Kickstarter scores for a project like this. We obviously have an immensity of space between the Travellers and their final destination when they start, and this gives us the opportunity to provide referees with a great deal of support.

We have made a deal with our friendly printers (the same chaps doing JTAS right now), enabling us to provide a string of hardback books that serve as adventures and region packs, at very attractive stretch goal levels. We are hoping you can help us to unlock a fair few of these!

We will be starting off doing one for every major stage of the voyage, and then filling in the gaps with the most fevered scribblings from Martin’s imagination. As the Kickstarter progresses, you can expect a very weighty package to be delivered to you (we are hoping there will be more content than the entire Pirates of Drinax campaign…).

The Commemorative Pack

We are quite proud of this one!

It became apparent in the JTAS Kickstarter that the TAS Welcome Pack was a popular idea. Again, we wanted to see if we could beat it.

In the run up to the in-universe launch of the Deepnight Revelation, a commemorative pack was released to citizens of Charted Space. We are offering a pledge level that allows you to pick up that very same commemorative pack – including a Deep Space Phenomenon Recognition Guide, the Deepnight Revelation Dice Set, a pad full of blank Subsector Maps (they will be useful!), a cloth mission patch (you can see the initial design at the start of this update – sharp eyes will note that the ship has received an upgrade since this version was done!), and a few other bits and pieces, all contained in an attractive presentation pack.

November 1st

This all starts on November the 1st, at 10am GMT. We very much hope to see you there and come with us on what will be the greatest exploration mission launched from Charted Space, and one you can put your players in the front seat (or on the bridge) of as we find out just what lies at the end of the Great Rift…

The JTAS Kickstarter

Hello, fellow Travellers!

This Friday, at 10am (GMT), we will be launching a brand new Kickstarter for Traveller – and we are rather excited about this one!

The Journal of the Travellers’ Aid Society was a magazine-format way, way back in the ‘Classic’ Traveller era of the early 80’s. Back then, you had the Journal, Adam and the Ants, and Big Hair (a childhood in a nutshell, there…). The Journal was a treasure trove of articles, introducing many of the concepts we take for granted in Traveller today.

Well, we want to bring the Journal back, albeit as a set of supplements rather than a time-limited magazine. To this end, we have been trawling through the Journals of yesteryear, selecting the best articles, and revising/re-writing them for the latest edition of the game. These will (initially) be compiled into three volumes which, for Kickstarter backers only, will arrive within their own deluxe slipcase.

We will also be drawing from the better fanzines of the time (having tracked down the original authors), as well as adding brand new, never before seen material to create the essential resource when exploring Charted Space!
The Journal of the Travellers Aid Society (JTAS) will be starting at three 128 page volumes, but stretch goals will unlock additional volumes at no extra cost to backers – we will simply extend the slipcase in size and add the additional books!

So, what will these new Journals contain?

Much of the work on the first three volumes has already been completed, and you will be able to download part of volume one from the Kickstarter page, so you can see the style we are going for with these books. Each is a treasure trove of information and game additions, including adventures, new ships, animals from across Charted Space, philosophical musings on the big empires, histories, different takes on familiar equipment and vehicles, brand new vehicles, characters to be met in starports, playable alien races, and much, much more…

Why are we doing this as a Kickstarter? Well, we enjoy talking about Traveller to Traveller fans which, for us, is enough to get everyone involved ion the first place! However, the greater truth is that we are sitting on tons and tons of Traveller source material… and these Journals are the perfect vehicle to get it to you.

Doing this project via Kickstarter will not only allow us to gauge your opinions and reactions as to the actual contents of the Journals and which articles should be selected for inclusion, but we can link your backing directly to the amount of content – in effect, the more popular this project becomes, the more volumes we will be able to put into the slipcase. We will be starting with three volumes and have already started compiling articles for a fourth. How many more will follow will be up to all of you!

There will truly be something for everyone in these books, from adventures that a referee can pull out at short notice when the Travellers jet off in an unexpected direction, to a wide range of new alien races that will be fully playable for those who want to try something a bit different.

Whether you are exploring your own universe or are deep within Charted Space, we are hoping that every page of these new Journals will trigger new ideas, adventures and deep space explorations at every turn!

Vanguard: Boarding Actions in the Fifth Frontier War

After many, many years of waiting… a miniatures game is finally coming to the Traveller universe!

At 4pm (GMT) on Wednesday November 14th, we will be launching a Kickstarter to produce a massive box set miniatures game for Traveller, entitled Vanguard: Boarding Actions in the Fifth Frontier War. This set will provide everything you need to build Imperial and Zhodani forces, and then play through a campaign to board or defend a warship – all against the backdrop of one of the largest wars to strike Charted Space.

If you have dropped by Planet Mongoose to learn more about Vanguard, then you have likely already seen some of the sneak peeks we have revealed of this game – this post is an in-depth exploration of the game and what we are planning for it…

 

The Box Set

Vanguard will be arriving in a massive box set, jam-packed with everything you need. We are still finalising the contents (we keep adding new bits and pieces, like we always do with a Kickstarter project!), but you can expect to see the following:

  • 16 Imperial Marines in Combat Armour
  • 14 Zhodani Troopers in Combat Armour with 2 Warbots
  • 6 Large (A3 size) gameboards depicting the interior of a ship
  • 64 page Rulebook, complete with never-before-seen background on the Imperial Marines and their Zhodani equivalents
  • A Card Deck with miniature representations of the gameboards (to randomly generate areas of a ship) and Strategy Cards
  • Many, many Counters to represent wounds, debris, barricades and a lot more
  • Stand-up Iris Valves in both open and closed versions to help or hinder forces fighting in narrow corridors

The miniatures of Vanguard are produced in ‘heroic’ 28mm scale, and will fit in well with any similar modern game.

 

Playing Vanguard

As with our previous miniatures games, we have kept the core rules simple, allowing us to layer tactical options on top to create a game with some considerable depth.

To play Vanguard, two players choose which force they will fight for (Imperium or Zhodani Consulate in the core set) and whether they will be the attacker or defender, and then select the type of ship that will be boarded – Frigate, Destroyer, Cruiser, or Battleship. The size of the ship determines the number of units each player has at their disposal.

Once the players are ready, they play the Breach! mission. The attacking force has closed in on the target ship, given it a good pounding, and then launched boarding units – burning their way through the hull, the boarders have a few vital seconds to gain entry before the defenders can properly react. They must secure the immediate area before the defending forces can mass an effective resistance and throw them off the ship.

The attacker has several advantages in the Breach! mission, and so will likely win – it is the defender’s task to make the boarders pay for every inch they advance.

After the Breach! mission has been completed, the players run through a number of missions that chart the progress of the boarding action. The attacker must consolidate their position and then send out reconnaissance teams to quickly find out the quickest routes to the most vulnerable areas of the ship. In return, the defender can draw enemy units out of position and ambush them.

The end game of the boarding action will see the boarders launch a Strike mission against a critical objective (such as the bridge or engineering section), or the defender launching a successful Counterattack that pushes the boarders off the ship – at that point, the attacker has the option to launch a new boarding action if they feel they have enough forces remaining, or gracefully concede the campaign to the defender.

All of these games can be played in a single day of solid gaming, or be conducted over several evenings down the local games club.

Throughout the game, both players must manage their resources, choosing when to commit their most powerful units to the fray and avoid frittering them away in less important clashes. The player who can gain the most momentum will have a solid advantage, but things can reverse quickly with one bad choice!

 

The Core Rules

This is a Traveller-based game, and the core rules will be instantly familiar to anyone who has played the RPG.

If you want a model to perform an action beyond simply moving, a Check will be needed. This is simply a roll of two dice whose values are totalled, and then an appropriate modifier (usually a skill) is added. If you gain a total of 8 or more, you have succeeded. It is that simple!

For example, an Imperial Marine has just entered a corridor and sees a vile Zhodani trooper at the end of it. He raises his Laser Carbine and fires!

He rolls two dice and gets a total of 7, but then adds his Gun Combat skill of 1, for a total of 8 – he has just made it it!

This system is used for shooting targets, hitting people in close combat, hacking doors, setting explosives… just about everything!

Each model itself has a number of Action Points (AP), which are used to select specific actions. For example, moving one square ahead consume 1 AP, while shooting a heavy weapon requires 2 AP.

The core rules really are that simple, and they are flexible enough for you to do what you want in the game, while staying simple enough that they effectively become ‘invisible’ while you play (something we strive to achieve in all of our miniatures game – it is far more fun to actually play rather than constantly look up things in a rulebook!). However, we have added one complication – Snapshots.

A Snapshot (aside from being a reference to a very old Traveller-based game) is an opportunity that a model can take during their opponent’s turn. If it sees an enemy model complete an action (such as marching around a corner), it can attempt a DEX check (Dexterity check). If successful, it can loose off a ‘snapshot’, hopefully wounding or disabling the enemy before it can act.

This means you cannot simply move models around with impunity – you will need to flank enemies and support your own troops as you advance towards your objectives, and one model going down can create a gap in your line that will be quickly exploited by a cunning opponent.

 

The Forces: Imperial Marines

Both Imperial Marines and Zhodani troopers are equipped with Combat Armour and carry Laser Carbines as their standard armament. However, there the similarities end.

An Imperial Marine wears heavier Combat Armour than their Zhodani counterpart, is equipped with a Cutlass for ‘close encounters’, and has access to a wider variety of weaponry. Beyond the Laser Carbine, they can instead carry a Laser Sniper Rifle (useful for covering long corridors), a rapid-firing Gauss Rifle, and the feared Accelerator Shotgun (for when you absolutely, positively have to kill that last Zhodani).

In addition to weaponry, the Imperial Marine can also carry Shaped Charges to get through sealed Iris Valves (airtight doors), Medikits to keep other Marines on their feet, and Terminal Intrusion Comps to hack into vital systems on the ship. Officers even have access to expensive Psishield Helmets…

The Imperial Marines are led by Captains and Lieutenants, and are organised into Boarding Squads, Special Weapons Squads, and Pathfinder Squads.

Their basic tactics are to weather the assault of an enemy and defeat them with well-equipped Marines who have the tools to get any job done.

 

The Forces: Zhodani

Zhodani troopers have a very different approach to battle. While they wear (very distinctive) Combat Armour, theirs is of a lighter build. While an Imperial Marine might be able to shrug off more attacks, a Zhodani trooper is a lot faster and more agile than his enemy (in general, they get more AP than Imperials and can turn in tight corridors easier). Whole units can wrong-foot and flank an Imperial Marine force, striking from positions rapidly gained before their enemies even know they are there.

In addition to this, the Zhodani have a very powerful weapon at their disposal – Psionics. With a mere thought, a Zhodani trooper can telepathically distract an opponent, force them to commit to an action they might not otherwise choose, telekinetically hurl an Imperial Marine across a room, or build a psychic shield around themselves. One particularly favoured trick of powerful Zhodani psions is to use Clairvoyance to scout out a location behind an Imperial unit, and then Teleport behind them to launch a devastating (and unexpected) attack.

And those Psishield helmets the Imperial Officers love so much? They only work against telepathic powers…

Every Zhodani squad leader and noble is a psion with access to these powers, and the Zhodani player can upgrade every other Zhodani trooper to be a psion, if that is so wished…

So, the Zhodani are fearsome opponents – but they have one more thing in their armoury…

The Zhodani military uses Warbots in many roles, and boarding actions are not least among them. The type of Warbot used on board a ship is very heavily armoured, capable of snipping the head off an Imperial Marine with its claws, or using its Laser Rifle to mow enemies down. However, many Zhodani nobles prefer to mount Flamethrowers on their Warbots – shorter ranged and it is tougher to get through Combat Armour… but entire rooms can be immolated instantly.

 

Just Zhodani and Imperials?

The Traveller universe is huge and we could put all sorts of things into Vanguard. However, we want to keep the focus of this game ‘tight’ without the requirement to make multiple purchases to build ever larger forces – we want everything you need to play the game in the box set.

However, this being a Kickstarter project, we could not resist putting in a couple of stretch goals that will give you a bit of variation.

If all goes well in the Kickstarter project, we will add first the Aslan, and then the Vargr!

The Aslan are honour-bound warriors whose thirst for territory drives them ever onwards to expand. They will think nothing of boarding a heavily armed ship to prove their right to lead. As a force, the Aslan have lighter armour than the Imperials and Zhodani (though their leaders have access to something very heavy) but they are very, very strong, and love nothing more than to slay an enemy ‘honourably’ with the Dewclaws.

For their part, the wolf-like Vargr have to be a lot sneakier than most – this force will represent pirates or corsairs trying their luck against a disabled warship. They are the fastest of all the forces but must concentrate on defeating enemies one at a time with pack tactics…

 

Strategy Cards

Both players will gain Strategy Cards throughout the boarding action, though the player who develops the greater momentum on the ship will have greater access to them.

Strategy Cards represent ploys and events that take place beyond the scope of the squads in the set of corridors represented by the gameboards, but which can nonetheless greatly affect a mission.

For example, the defending player might choose to switch off the artifical gravity in a section of the ship in order to disorientate the boarders or rapidly Vent Atmosphere to expose everyone to the void (and yes, models can be lost as they are sucked out into space!).  The attacker might target an area of the hull with his own ship, equip his forces with Stun Grenades, or engage in Electronic Warfare to disrupt the defender’s own strategy.

 

Exploring the Universe

One thing we want to achieve with miniatures games like this is explore an area of the Traveller universe that, up to now, has not had much attention. Within Vanguard, you will find a great deal of information on the regiments of the Imperial Marines and Zhodani, including equipment, organisation and unit markings (the latter of which will, of course, be of great benefit when you paint your models!). Marc Miller, the creator of Traveller, has weighed in here and given us some great material for his favourite regiments, which have been included in the rulebook.

We have even persuaded fan-favourite Martin Dougherty to not only flesh out the regiments presented in Vanguard, but to write a brand new short story that presents the chaotic environment of a boarding action from the Imperial perspective.

 

Join us in the Vanguard

We sincerely hope you will join us in this Kickstarter project to bring to life the first new Traveller miniatures game for a long time. In return, we will provide you with a game that you can play over and again without repetition, charting the fate of a warship in the Fifth Frontier War. You will be able to explore the forces used in this conflict, and have a range of superb 28mm miniatures to represent them on the table top.

Join us in the Vanguard – we think you will enjoy it here!

Traveller in 2017

We covered some broad strokes for what would be coming up for Traveller this year in the State of the Mongoose, but now we can delve a little deeper and let you know what to expect for your favourite sci-fi RPG.

We will be continuing the regular(ish) release of ebook support for Traveller throughout the year, including more Referee’s Briefings (the next two will be Incidents and Encounters, due in a few days, and Garden Worlds, later this month) and various regions of the Traveller universe (the Lunion Shield Worlds will be appearing in a couple of months or so).

 

Vehicle Handbook

However, the next big hardback will be the Vehicle Handbook, which pretty much does for vehicles what High Guard does for ships. We have based this book on the previous edition, spearheaded by the mechanics of Colin Dunn, but we have focussed heavily on usability, meaning it is even quicker to put vehicles together now. The second edition Traveller rules have helped a great deal here, streamlining the mechanics for vehicles and how they integrate into the wider game.

As well as giving plenty of options for the types of vehicles you can create (from hovering submarines to bouncing walkers to massive airship aircraft carriers), we have also included a veritable fleet of vehicles, some familiar, some brand new, for you to insert straight into your campaigns. We have been at pains not to simply give you a car, a lorry, a motorcycle – that is a bit boring. Instead, we have been working on creating vehicles, across all Tech Levels (yes, we have TL1 vehicles in the book!), that may be found throughout the universe. So, if you are looking for low tech nomad raiders, the wind-powered land ship with a full complement of bolt throwers will be just the ticket (and can provide a nasty surprise even for well equipped Travellers!). At the other end of the scale, Travellers might be interested in dropping MCr5 on the Abel thermospheric reconnaissance drone, capable of staying on station above enemy territory, undetected, as it relays intelligence back to them.

Or you can go full Mech with the range of fighting walkers we have included.

Vehicle Handbook is in layout right now, and you can expect to see the electronic version around the beginning of February, with the hardback surfacing late spring.

 

Traveller Starter Set

One reason for the new edition of Traveller appearing when it did was because of a request from Mr Miller for us to do a starter box set (it did not make sense to do one towards the end of the product cycle of the last edition, so the new rulebook was written).

This box set will contain everything players need to dive into Traveller, from the rules (which, while the Core Rulebook will have more breadth, will not be a cut-down version of its rules) to a complete mini-campaign. The campaign is set in the Traveller Universe, but many, many light years away from the Third Imperium or, indeed, any part of Charted Space. It is our intention that it will serve as both an introduction into the mechanics and concepts of Traveller, as well as a long-running campaign that we may return to at a later date (possibly as part of an ‘advanced’ rules box set, but we will have to see…).

The keen-eyed among you will recognise that the front cover of the starter set is the reverse of the Core Rulebook, taken from the point of view of the Corsairs…

Expect to see the electronic version of the starter set in February…

 

Reach Adventure 4: The Last Flight of the Amuar

The next full adventure set in the Trojan Reach will be the Last Flight of the Amuar, a re-imagining of the classic adventure, Leviathan.

The original adventure presented details of the Leviathan-class merchant cruiser and an outline of an adventure aboard one. In this adventure, Leviathan was engaged in an exploratory trade cruise into the so-called Outrim Void, a region just over the border from Imperial space.

In this adventure, written by fan-favourite M J Dougherty, the Travellers will iscover that Amuar continued heading into deep space rather than turning for home as her mission plan had indicated. The clues point to the backwater world of Pa’an, where the wreck of Amuar is found. Entering it, the Travellers will seek clues as to why the mission profile was changed, and how the ship came to be crashed on a nowhere world…

 

The Pirates of Drinax

This is the biggie. The previously free-to-download Pirates of Drinax is getting a major uplift, with all material re-edited, re-written, and expanded, combined with source material on both the Aslan and Trojan Reach, and bundled together with a giant poster map into two full colour hardbacks within a slipcase.

This is going to be a magnificent Traveller set to own and, we believe, the best campaign written for Traveller thus far (and one of the best written for any RPG – the principal writer, Gareth Hanrahan, has a real gift for this kind of work).

Along the way, we have accumulated way more material than we can possibly fit into the slipcase books (well over 700 pages worth!), so we have decided to package a lot of these extra bits and pieces as ebooks that can be downloaded to expand and enhance your campaign. We should be at pains to point out that nothing outside of the slipcase books is necessary for the campaign – it really is extra supplements that can be added for an extended Drinaxian experience.

For example, we have included a large number of Patron encounters in the campaign – however, we have also expanded half a dozen of those encounters into full blown adventures (perfect for the lazy referee!). The campaign includes a full chapter on the ship the players start with, the Drinaxian Harrier, covering its capabilities and ways it can be improved – there will also be a Harrier supplement adding yet more options to this magnificent ship.

Beyond that, we have a Ship Encounters supplement with ready-to-go vessels for the players to plunder (all with extensive backgrounds that can lead onto brand new adventures or, at least, greatly complicate the pirating operation), and we already have released supplements for Drinax covering specific regions, such as Theev (expect to see similar releases on the Florian League and Glorious Empire!).

Finally, we will be introducing a brand new chapter to the campaign, in the form of the Shadows of Sindal, a trilogy or linked adventures that will take the players ever deeper into the story.

We are aiming for all of this to be released over the summer months but, with Traveller in general and Drinax specifically, it will appear when it is ready – there is no way we are going to rush projects of this magnitude.

Either way, the Pirates of Drinax is set to be a truly epic campaign or the most monstrous proportions!

 

The Traveller Companion

Despite being mentioned in the Core Rulebook, the Companion did not appear in 2017 – we are taking steps to rectify that right now!

So, what is the Traveller Companion?

Well, a good description would be all the material that did not make it into the core books released thus far. Its chapter structure mimics that of the Core Rulebook, with different or additional takes on each – for example, in the character creation chapter, there are new pre-career options alongside new ways to create characters that do not use the career system. In the Encounters chapter, you will find new hazards and additional traits for animals, while the Spacecraft Operations chapter includes, among other things, what happens when a ship strays a bit too close to a black hole…

It is basically a repository for every whacky idea the designers ever had, along with a good dollop of material that has been put together from comments made by players on various Traveller forums. We are still adding ideas into the mix (‘say, wouldn’t it be whiz-o-whiz if we added rules for T Tauri stars?’), and the end result will be a massive toolkit for referees to plough through, picking and choosing what they want to use for their own, unique campaigns.

Expect the Traveller Companion during the summer, and as a full colour hardback in autumn.

 

Expedition to Zhodane

For the next stage of our Traveller storytelling, we will revisit another classic adventure in the run up to one of the mightiest events to engulf the Third Imperium.

Once again, M J Dougherty will be taking a classic adventure and reworking it – this time, turning it into an eight episode mini-campaign that will send the players deep into Zhodani space and serve as a suitably climactic build up to the next mega-campaign we will be working on, the Fifth Frontier War (likely to be a 2018 release itself – but well worth waiting for!).

Expedition to Zhodane will start appearing towards the end of summer, and will be completed by the end of the year, followed by a hardback compiling the campaign in early 2018.

 

2300AD

All going well, the new edition of 2300AD will be arriving this winter – brought up to the spec of the new Traveller rules, streamlined to make it easier to get into, and in glorious full colour throughout.

The design is being headed by Colin Dunn,who will be well known to fans of this setting, and work on supplementary support has already been started, including Bayern, the Aerospace Engineer’s Handbook, and a brand new epic campaign that will get players with little or no experience into the 2300AD universe.

Expect a much bigger commitment than before to 2300AD over the next few years.

 

Anything Else?

These titles form the cornerstones of our plans for Traveller throughout 2017 but, as ever, we will be trying to squeeze more in where we can – there is a long, long list covering what we want to do with Traveller, in terms of both game and setting, and we would very much like it if you all came along with us. We believe there is tremendous scope for Traveller, in terms of mechanics, source material and stories, and we will be aiming to touch on all three throughout the year.

If you have any suggestions for must-have titles, feel free to swing by our forums and let us know!

 

A Worrying Little Drone

Work continues on the Vehicle Handbook (actually, we are in the very final stages!), which means I get to tinker around with all sorts of vehicles – seeing just what is possible.

With certain (not to be named) players in mind, I set about trying to create something very cheap, and yet very destructive. This is what I came up with…

 

Zircon Nuclear Gun Drone

Found only within military forces keen on testing the limits of interstellar law, the Zircon nuclear gun drone looks innocuous enough, being a relatively small and light grav vehicle, sporting only a single autocannon. However, the autocannon is loaded with californium rounds that have an effective yield of just under a kiloton. While high Tech Level enemies can render the Zircon all but useless through the use of nuclear dampers, more primitive armies will have few defences against a squadron of Zircons.

TL 13 Armour  
Skill Flyer (grav) Front 55
Agility +1 Sides 40
Speed (cruise) Very Fast (Fast) Rear 25
Range (cruise) 2000 (3000)  
Crew Traits
Passengers
Cargo Equipment Camouflage (advanced), Communication System (advanced, encrypted), Fire Extinguishers, Manipulator Arm (improved), Prismatic Aerosol Discharger, Robot Brain (advanced), Sensor System (improved, increased fidelity)
Hull 20
Shipping 5 tons
Cost Cr444000
  Weapons Small Turret (medium autocannon, improved fire control)

Weapon Range Damage Magazine Magazine Cost Traits Fire Control
Medium Autocannon 6 6DD 100 Cr30000 Auto 3, Blast 500, Radiation +2

 

 

Vehicle Handbook Development Diary – Taking to the High Seas

In a universe full of grav vehicles and spacecraft, it is easy to brush over more down-to-earth methods of travel. However, we wanted one of the core areas of the Vehicle Handbook to be more mundane vehicles that demanded attention from referees, that provided encouragement to be inserted into adventures – and keeping them relevant even at higher Tech Levels, where lower tech solution to a problem still made sense (especially in terms of cost).

The Research Ship is a good example of the latter. It appears in an era where grav transport is beginning to be ubiquitous but, for a mere MCr3.31 provides long term scientific support not possible with the equivalent grav vehicle. Perfectly fine so long as you don’t need to get anywhere fast.

 

Research Ship

Capable of conducting a wide variety of scientific investigations, the research ship provides a full suite of research facilities and can stay at sea for extended periods of time without resupply. Even in a technologically advanced society, the use of such watercraft does not strain research grants and so the pioneers of science can conduct their research without real world hindrances.

TL 9 Armour  
Skill Seafarer (ocean ships) Front 9
Agility -6 Sides 9
Speed (cruise) Slow (Very Slow) Rear 9
Range (cruise) 8000 (12000)  
Crew 4 Traits
Passengers 12
Cargo 22.5 tons Equipment Atmospheric Sampler, Autopilot (enhanced), Communication System (improved, increased range, satellite uplink), Computer/1 x 2, Crane (heavy), Fire Extinguishers, Galley (seats 10), General Purpose Laboratory (4 scientists), Holding Tank (6 spaces), Hydrographic Sampler, Internal Bay (5 tons), Navigation System (improved), Sensor System (improved, increased range x 2), Sensor System (improved, underwater), Staterooms x 16
Hull 1200
Shipping 150 tons
Cost MCr3.31

 

We have had modern Sloops pop up in previous vehicle books for Traveller – but some rich guy’s plaything is not a lot of fun, so we have gone back in time for the new Vehicle Handbook and provided something more appropriate to pirates!

 

Sloop

Typically sporting a single mast (some rare boats may feature two), the sloop was designed as a utilitarian vessel – cheap, easy to build, and capable of a wide range of seagoing functions from fishing to mercantile activities. However, those seeking to prey upon merchants quickly saw a sloop made for a fine pirating vessel when armed. Fast, manoeuvrable and with a shallow hull that let it sail up rivers or ride right over shoals, a good pirate can make a powerful name for themselves in this boat.

TL 3 Armour  
Skill Seafarer (sail) Front 1
Agility -1 Sides 1
Speed (cruise) Very Slow (Idle) Rear 1
Range (cruise)  
Crew 70 Traits
Passengers 5
Cargo Equipment Crane (light)
Hull 130
Shipping 32.5 tons
Cost Cr62500
  Weapons Fixed Mount (Black Powder Cannon, left) x 7

Fixed Mount (Black Powder Cannon, right) x 7

 

Weapon Range Damage Magazine Magazine Cost Traits Fire Control
Black Powder Cannon 0.5 7D 1 Cr50

 

And because Black Powder Cannons are inherently cool, we made provision for piracy on rivers during the age of steam (or the odd civil war, if you prefer).

 

Liberty-class Ironclad

Sitting low in the water, due to its immense weight of armour, the Liberty-class can, in theory, sail the oceans but is much more comfortable (and safe) on rivers as it has a tendency to be swamped by any wave. The Liberty is intended to bombard shore-based targets as much as engage other ironclads and serves as a superb blockading vessel, its sheer size making it a stable platform for its weapons.

TL 4 Armour  
Skill Seafarer (ocean ship) Front 10
Agility -6 Sides 10
Speed (cruise) Very Slow (Idle) Rear 10
Range (cruise) 500 (750)  
Crew 60 Traits
Passengers
Cargo 3 tons Equipment Bunks x 10, Smoke Discharger
Hull 400
Shipping 50 tons
Cost Cr
  Weapons Fixed Mount (black powder cannon, left side) x 4

Fixed Mount (black powder cannon, right side) x 4

Weapon Range Damage Magazine Magazine Cost Traits Fire Control
Black Powder Cannon 0.5 7D 10 Cr500

 

But what about the warships of tomorrow? Before grav tanks make them all obsolete, perhaps they will look a little like the Achilles-class…

 

Achilles-class Frigate

For many Tech Levels the main workhorse of any fluid ocean navy, the Achilles-class is perhaps the ultimate expression of a frigate before grav technology truly outmodes them. Despite their relatively small size frigates are both fast and extremely well-armed, able to threaten vessels much larger than themselves, while still capable of engaging in a wide variety of roles such as search and rescue, anti-submarine patrols and fleet air defence.

 

TL 9 Armour  
Skill Seafarer (ocean ship) Front 10
Agility -5 Sides 10
Speed (cruise) Slow (Very Slow) Rear 10
Range (cruise) 8000 (12000)  
Crew 120 Traits
Passengers
Cargo 10 tons Equipment Anti-Missile System (minigun), Autopilot (improved), Bunks x 30, Camouflage (improved), Command Centre (seats 10), Communications System (improved, encrypted, increased range x 2, satellite uplink, tightbeam), Computer/1, Control System (improved), Crane (heavy), Decoy Dispenser, ECM (improved), Fire Extinguishers, Freshers x 10, Galley (seats 30), Internal Bay (10 tons), Navigation System (improved), Operating Theatre, Prismatic Aerosol Discharger, Sensor System (improved, hardened, increased fidelity x 2, increased range x 2), Sensor System (improved, hardened, increased fidelity x 2, increased range x 2, underwater), Smoke Discharger, Stateroom x 2
Hull 2000
Shipping 250 tons
Cost MCr9.58
  Weapons Large Turret (heavy laser cannon x 2, improved fire control) x 3

Fixed Mount (long range anti-air missile, top, improved fire control)

Fixed Mount (torpedo, left side, improved fire control)

Fixed Mount (torpedo, right side, improved fire control)

Weapon Range Damage Magazine Magazine Cost Traits Fire Control
Heavy Laser Cannon 25 2DD+2 AP 20 +2
Long Range Anti-air Missile 40 8D 15 Cr330000 One Use, Smart +2
Torpedo 50 5DD 5 Cr60000 One Use, Smart +2
Minigun 0.5 2D 600 Cr1000 Auto 6

 

Stay tuned for more previews of forthcoming Traveller books, there are plenty on their way!

 

 

 

 

Vehicle Handbook Development Diary – August 26th

The development of the new Traveller has been a fairly long road, but a most enjoyable one – tinkering with interstellar mechanics for your day job never has a dull moment!

The Core Rulebook came out earlier this year, and High Guard has just been released in ebook format, while we are just awaiting on the Central Supply Catalogue to come back from print.

Right now, we are putting the final touches to the Vehicle Handbook, the tome that will not only allow you to build just about any vehicle you can think of but also comes packed with loads of already-created vehicles that can be inserted straight into your campaign.

Many of these will be obvious – we need a high TL tank for the armies of the universe, for example, just as we need a TL5 tank for players to use when they are on more backward worlds. However, there is always the desire to push things alittle bit further and see just what the design system is capable of.

So, I have been doing just that!

Here is one example. I decided it would be whizz-o-whizz if we had a hypersonic transport in the book – basically, a Concorde II. This is what I came up with as a first pass:

 

Concordia II Hypersonic Airliner

Before the advent of grav technology, supersonic airliners like the Concordia II provide the fastest form of air travel though high ticket prices tend to place them beyond the reach of the common man. However, those who can afford it are in for royal treatment and a transportation system that can get them to anywhere on the planet in a matter of a few short hours. The Concordia II is capable of speeds in excess of Mach 5, though it normally supercruises at around Mach 4.

 

TL 8 Armour  
Skill Flyer (wing) Front 2
Agility -1 Sides 2
Speed (cruise) Hypersonic (Supersonic) Rear 2
Range (cruise) 8000 (12000)  
Crew 5 Traits
Passengers 80
Cargo 2 tons Equipment Autopilot (improved), Bunks x 2, Communication System (basic, increased range x 2, satellite uplink), Computer/1, Control System (improved), Entertainment Systems x 80, Fire Extinguishers, Fresher x 8, Galley (seats 10), Navigation System (basic), Sensor System (basic, increased range x 2)
Hull 150
Shipping 300 tons
Cost MCr165

 

The trouble with doing this kind of aircraft at TL8 is, of course, ubiquitous grav technology is just around the corner (not to mention spacecraft), so the Concordia II very much represents the last gasp of traditional passenger aircraft. It carries a mere 80 passengers and will struggle to get across the Atlantic (massive range was never really a thing for the real Concorde). However, it is fast. Very fast. Mach 5 in perfect first class comfort. We even have a decent bar in there where passengers can stretch their legs and get a drink (and maybe some peanuts).

The downside?

Well, take a look at the cost. How many passengers are you going to have to fly to pay that back, eh? (Again, the real Concorde had a similar issue).

This aircraft could be made a lot cheaper under the Vehicle Handbook system, but I managed to create a ‘perfect storm’ of requirements – the increased speed was a big spend (there was no way I was going to settle for a mere supersonic transport!), as was range. You want a small super-fast fighter, it is not a problem, but if you want to get a bunch of passengers across an ocean in an aircraft like this, you need to spend the Credits. And as far as those passengers go? Just squeezing in 80 of them was tough enough. The seats might be comfy, but you will be wanting to use that bar to get some space.

Then again, at the speed this thing goes, you won’t be sitting down for long.

It does beg the question though: Aside from being an exercise in what the Vehicle Handbook is capable of creating, who in their right mind would actually purchase and try to run one of these?

Well, we have had some ideas…

  • A world that has yet to discover grav technology (or decent space travel, for that matter) simply has no choice if they want to go far and fast. That grav tech breakthrough might be just around the corner, TL-wise, but they may not know that.
  • A world of the super-rich might find it simply more convenient to fly like this rather than use some sort of sub-orbital shuttle. It may be that check-in for the Concordia II takes minutes whereas any type of spacecraft requires you sit in the spaceport lounge for two hours while they repeatedly scan your luggage (they won’t scan you, you are going first class – and terrorists never go first class).
  • Money might not be an object. Dictators spring to mind here.
  • It might appear on a world that has a no-space-travel-zone imposed upon it. Atmospheric flight is just fine, but your oppressors might well shoot down anything that comes anywhere close to orbiting.

So, given that, the Concordia II will be making an appearance in the Vehicle Handbook, however impractical it might actually be in the ‘real’ world.

What do you think? Take a trip to our Traveller forums, and let us know! And swing back here from time to time – we want to make these Development Diaries a permanent (and regular) feature of Planet Mongoose, and you never know when we might accidentally drop a hint of projects that are in the works but have not been announced!

 

 

 

 

 

Traveller – A New Edition in Development

The new Traveller has appeared, the product of many years tweaking, adjusting and listening to the thousands of players who have travelled the universe of the far future. Here, we will take you through the entire design process; what we have done with the game, what we have been aiming for, and our plans for the next ten years of Traveller.

So, grab yourself a coffee, and settle in for a good read! Alternatively, dive right in by picking up your own copy here!

First off, you can dive into the new Traveller right now with the Beta Rulebook PDF. It is a mere $20 on DrivethruRPG and we’ll return that $20 to you in the form of a voucher when the final Core Rulebook is released in early 2016.

So, what do you get in return?

Well, aside from the chance to directly influence the longest running sci-fi RPG of all time, you will be getting the following;

  • The Beta Playtest Core Rulebook, laid out and ready to go! After many, many moons of writing and internal playtesting, this book is now ready to be seen (and commented upon!) by dedicated Traveller players. All that is missing from this PDF is a few pieces of artwork!
  • A free copy of the adventure High and Dry, a revised edition of the original Type-S scenario, fully updated to the new Traveller in both rules and format. This will allow you to jump right in and start playing Traveller immediately with a cracking adventure written by fan favourite Martin Dougherty.
  • Access to draft (Word format) documents of the ‘core set’ of Traveller rule books – High Guard, Central Supply Catalogue, Vehicle Handbook, and the Traveller Companion, plus the chance to comment upon them and thus influence Traveller at a fundamental level.
  • A $20 voucher to be redeemed against the final Core Rulebook, meaning the Beta Core Rulebook will end up not costing you a penny!
  • If all goes well, some other goodies will be turning up in your Drivethru folders during the playtest period. We have some projects currently on the go that are set for release with the new addition, but if we can complete them according to schedule, they will be offered for free to all registered playtesters.

 

A New Traveller

When we released the last version of Traveller, it proved immensely popular – the Core Rulebook retained the feel and atmosphere of Classic Traveller but brought instantly accessible rules to the fore that could easily translate across multiple universes.

With such a solid base, there was no need to throw the baby out with the bathwater but there were always changes we wanted to make.

Graphics and Art

The first was the approach to graphical design. The last edition rested heavily on the minimalist approach of Classic Traveller – the new edition has all the bells and whistles you expect from a modern RPG. From isometric deck plans to flow charts that walk you throw character creation and ship design, from subsector maps to equipment pages that look as though they come straight from a space-based mail order catalogue, we have spent months striving to make the new Traveller not only look the best it can, but also to use these graphics to help it play better on the table top.

The goal has been not only to bring the Far Future to life through art and design, but to do so in a way that makes logical sense and aids gameplay.

It is our intention to make every Traveller book a full colour hardback – but more on those plans a bit later.

 

The Rules

Before we dived headlong into the design of the new Traveller, we created a long (very long!) Master Wish List of everything we thought might be good, interesting, or just plain cool to include. It was at this point that we decided (with some degree of insanity involved…) to work on not just the Core Rulebook in isolation, but to develop the Core Rulebook alongside what we started calling the ‘core set’ of supplements, those books that would become integral to the campaigns of many players, such as High Guard and the Central Supply Catalogue.

The idea here was that all these titles would be integrated at a very fundamental level so consistency was maintained across all of them. To give an example, in the past edition of Traveller, the ship design rules were written for the Core Rulebook and then High Guard was written on top of those to expand options. With this edition, High Guard was written first and then all ship-based material in the Core Rulebook was drawn from that.

This ensures there are no clashes or incompatibilities between the core set books. One follows on naturally from the others.

 

Traveller Creation

One of the absolute hits of the last edition was the career system and the events that tied into it, allowing players to create fully-fledged individuals who were ready to explore the universe. With a foundation that solid, we were understandably not going to change a huge amount!

Instead, guided by our internal playtesters, we have made clarifications to eliminate areas of confusion, tweaks to balance out any discrepancies and a few humble additions we hope will greatly enhance the creation process. These include;

  • Ship shares – these no longer provide a few measly percentage points on a ship. They will either get you a ship (with varying stages of mortgage paid off – and there are now rules that only one ship will be present in the party during creation) or are considered an investment, adding to your pension.
  • The pre-career education that appeared in past supplements such as Mercenary II has been refined and is now part of the core rules.
  • The Prisoner career has been added to the core book and yes, there are several Events and Mishaps that will send you straight there.
  • Proper rules have (finally!) been added to handle the changing of assignments within a career. So, if you are an Agent you might start off in Law Enforcement, but you now have a path to the world of corporate espionage!

 

Skills and Tasks

This is a very important area of the core rules and while we have not made substantial changes in the way the rules work, we have tweaked how they flow.

The skill list itself has been revised to make more sense and create characters who will be a little more capable. For example, Computers, Comms, Sensors and Remote Ops are no longer separate skills but have become specialities of Electronics. This means that anyone with the Electronics skill has at least some chance of being able to use an electronic device – not an unreasonable assumption in a technological society that has interstellar travel.

We also took a good, long look at that old standby, the 2D task resolution system.

Now, with just 2D controlling the fates of characters, you have to be very, very careful about what modifiers can be included or you can easily end up with automatic successes and failure – not very exciting during a tense situation in a game. We recognised this and wanted to lay down a foundation that not only flowed well for the Core Rules, but on which future supplements could be based.

To this end, there are three factors involved in every task check in Traveller.

First, the referee or adventure sets the Difficulty of the check. This is done in exactly the same way as the last Traveller, except that instead of imposing a modifier, it directly affects the target number – so, an Average check needs 8+, Difficult needs 10+, and so on. The maths are exactly the same as before but doing it this way round allows the referee to keep the target number (and thus difficulty) hidden from the players.

Next, Dice Modifiers are imposed. The change in this addition is that (referee fiat aside), DMs are always hard-wired into the rules, never imposed by circumstance. So, being strong might grant you DM+1 to lift something heavy, but being able to do so accurately in a howling gale does not affect this. That would be covered by…

…Boon and Bane dice. These are extra dice the players roll alongside their normal 2D under the direction of the referee. In a nutshell, the referee no longer has to determine Dice Modifiers on the fly, simply whether the circumstances are beneficial (have a Boon dice) or adverse (use a Bane dice). This has the dual effect of making the game flow faster and removing the reliance on DMs placed upon a 2D roll.

Simples!

Combat

The use of skills and checks has a knock-on effect with attack rolls, and you will find everything maintains compatibility throughout; if you know how to perform a skill check, you know how to fight in combat.

The big change here is the integration of Travellers, vehicles and starships into one combat system that flows effortlessly between all three, always a muddy area in the last edition. You can now fly your Corsair through a system, destroy the orbiting defence stations, then descend into the atmosphere to dogfight the aerospace fighters. A critical hit system for ships and vehicles allows you knock out vital systems in your opponent’s craft, while an expanded action system will give everyone on board something to do in battle.

And yes, starship captains will now be worrying about the amount of Power available to them. In most situations, it will not be a factor (and this will not intrude on gameplay) but if you overload a trader with high-powered weaponry or take damage to your power plant, you’ll be screaming down the comms to your engineer to give you more power!

 

Encounter and Dangers

A lot of the rules in this chapter will seem very familiar to players of the past edition but, again, we have made additions and tweaks that integrates everything into a much more cohesive framework that will translate into smoother play. For example, proper rules have been added for adverse gravitational effects and the quick character creation system pioneered by 2300AD has been brought into the Core Rulebook.

We have also made changes to the way animals are handled, making their creation a thing of simplicity for referees; come up with a concept for your creature, assign Hits and Attacks, then add Traits and you are done. The Traits for animals handle special abilities such as heightened senses or psionic capability and we will be adding to them in future supplements – especially useful as they are also used for alien species, forming another common bond within the mechanics of the game.

 

Internal Playtesting

A great deal of playtesting has gone into Traveller, long before we could look at releasing a beta version. Our playtesters were recruited from across the Traveller community and were divided into four separate and distinct categories, with communication between the categories limited throughout the initial playtest stages to allow us to make ‘blind’ tests. These categories were;

  1. The PTB, Marc Miller’s own Inner Circle with notables such as Colin ‘2300AD’ Dunn. These were the gatekeepers, so to speak, the Powers that control the canon of the Traveller Universe.
  2. The crew from Digital Arc Systems. These are the chaps working on the Traveller Suite Software package (check out rpgsuite.com) which integrates the use of tablets and laptops with the table top game. This ensured there would be no hiccups in translating the rules to the screen.
  3. Third party publishers. Early on, we brought on board the leading publishers who had produced third party products for Traveller. We felt that the input of people who had a financial stake in Traveller would be invaluable (far less likely to hand wave anything) and, in return, they would have a front row seat in developing products for the new edition.
  4. For the final group, we trawled the Traveller forums (both our own and other sites) for the most passionate, dedicated, opinionated and yes, pugnacious Traveller players – those we believed could be relied upon to tell us exactly what was wrong with any proposed rule and not to be soft about it! As I told them from the start, we were not looking for Yes-Men, we wanted players who genuinely wanted Traveller to be the best game it could possibly be.

We are now ready to receive comments and suggestions from the wider Traveller player base through the Beta Playtest Core Rulebook, and we have already set up forums to handle your comments (you will find them here). We will read every comment made and, where possible, either integrate your suggestions or at least try to explain why certain things will not work. All we ask is that you keep things civil!

 

A New Sector

Creating new worlds and universes has always been a staple of Traveller, and you will find planet creation in this Core Rulebook with a few minor tweaks. However, we also wanted to provide a complete subsector (with patrons!) to give starting players an area to immediately explore and start adventuring in with their newly created Travellers.

Enter the Sindal subsector.

Traditionally, Traveller books have always gravitated towards one of two areas within the Third Imperium – either the Solomani Rim or, far more commonly, the Spinward Marches.

Now, both will be represented in the new Traveller but, to kick things off, we fancied it was time for a change so we are heading Rimward – to the Trojan Reach.

This will be an area of space instantly familiar to anyone who has been playing the epic (and free!) Pirates of Drinax campaign, and it lies directly next to the Spinward Marches, making it easy to bring existing Travellers down into it or send new Travellers up to use your existing Marches sourcebooks.

As one-time Traveller writer Gareth Hanrahan once said, if the Spinward Marches are the frontier, then the Trojan Reach is the Badlands.

That just seems a more exciting place to be, and we hope veteran Traveller players will take the journey with us to this sector where men are real men, women are real women and furry Aslan are… well, you get the idea. This is a sector where danger rules, the machinations of huge empires are present but not cloying, and adept or lucky Travellers can carve out their own future without having massive implications for the setting as a whole (well, unless you want them to have that effect…).

We will getting behind the Trojan Reach in a big way over the next few years, so strap yourselves in, check your lasers, and hit the jump controls.

What is Next?

As well as the Core Rulebook we have, as mentioned earlier, also been developing High Guard, Central Supply Catalogue, the Vehicle Handbook and the Traveller Companion. All of these will be available as drafts for playtesting to those of you who dive into the Beta Core Rulebook.

Of these, most will be familiar to veteran Travellers, but one bears a closer look.

The Traveller Companion is our ‘odd bits’ book, the ‘toolkit’ book. Basically, it contains all the rules and additions that did not quite fit in the Core Rulebook and is intended for referees wanting to create their own universes or put a spin on an existing one. These would include, to give just the briefest of examples, varying character creation systems, new approaches to various skills and their specialities, introducing new characteristics, using an abstract wealth system rather than counting credits, variant technologies, alternate planet creation rules, and a host of new ways of creating aliens and animals.

It is a dip in/dip out book, a toolkit that will allow referees to fine tune their own Traveller games to avoid being locked in by one play style or another.

It is our intention to complete the playtest period around Christmas, with the Core Rulebook released in printed form around March 2016.

For the next six months, we will be releasing one Traveller hardback every month, culminating with a brand new Traveller starter set aimed for Gen Con next year. This ensures dedicated Traveller players will be able to get their hands on the ‘core set’ of books as quickly as possible without sacrificing quality.

Beyond that, we are adopting a very different path for Traveller, with one hardback book appearing every 3-4 months. It is our intention to ramp up the quality of this line, in terms of both presentation and mechanics, and that takes time. This will likely be supplemented by smaller ebook-only releases, but the core range will remain full colour hardback.

The other change we are making as part of the Traveller line up; we are removing hard deadlines and replacing them with strong guidelines. Basically, books will be coming out when we deem them ready and not before.

We believe that with the combination of these approaches, the bar for quality will be raised to the highest point on Traveller, with each book becoming a solid ‘must-have’ for the dedicated Traveller player.

The Far Future is looking bright!

 

Future of Traveller

Beyond the new edition, we have lots of exciting projects in the works for Traveller. I have already mentioned the RPG suite from Digital Arc Systems which will integrate all supplements into a seamless digital aid – but I will let those chaps cover what they are doing in far finer detail.

The Trojan Reach will be a focus for us as a setting within the Third Imperium, and the Pirates of Drinax campaign will be getting the luxury hardback/full colour treatment next year as befits this truly marvellous epic. The sector will also be the base for any PC or console games that may or may not be in the works.

Beyond that, we have a brand new setting waiting in the wings that has been dubbed Walking-Dead-meets-Firefly, and our journey through the Third Imperium will continue, starting with a Tour of major worlds in several sectors, penned by Traveller-fan-favourite, Martin Dougherty.

The Far Future begins to look even brighter!

You can pick up your copy of the beta playtest pack here.

The Battle Scooter

With the imminent release of German Vehicles of World War II and the forthcoming Mercenary Second Edition, it seems like the perfect time to do this, the Battle Scooter. This is a real world vehicle used by the French in the 50’s (though I oh so wanted it to be true that the French Resistance used them during the Second World War!), and it is just brilliant. A scooter with a bazooka. Just doesn’t get better than that. This scooter looks really great that some manufacturers even produced electric versions of this look. Check out ScooterAdviser‘s review  on it.

In terms of Traveller, this is a very cheap vehicle with which to equip mercenary forces – and given how expensive mercenary forces can be to run (as you will soon see in the new book), a low-priced attack vehicle is just the ticket. Its handy size also means it will not take up much room in the cargo bay of a scout or trader who needs an escort for the ATV…

And yes, we are choosing to ignore the fact that, in real life, the recoilless rifle was removed from the scooter before shooting. We want your characters to be bombing round the combat zone, letting rip with these rounds!

Battle Scooter

Designed by the French after the Second World War, a scooter (a Vespa 150 TAP) was married to a three inch recoilless rifle capable of destroying light armoured vehicles. It was used by airborne troops who could be dropped into a combat zone and have not only immediate mobility but could also engage enemy vehicles. The battle scooter also had the advantage of being very cheap.

Vehicle TL Skill Agility Speed Range Crew/ Passengers Cargo Open Hull Structure Cost (Cr) Shipping size
Battle Scooter 5 Drive (wheeled) +1 70 100 1/1 Yes 1 1 4,860 1

Armour

Front 0
Right 0
Left 0
Rear 0
Top 0
Bottom 0

Weapons

Weapon Location Damage Range Auto Ammo
Recoilless Rifle Fixed Forward 7D AP7

7D HE

Long No 6

Other Equipment/Modifications: Decreased Range, Decreased Speed

Weapon TL Cost (Cr) Damage Auto Spaces Range Ammo/Space
Recoilless Rifle 5 500 7D AP7

7D HE

No 1 Long 3

Recoilless Rifle: The forerunner of the RPG, the recoilless rifle is typically mounted on vehicles or used upon a tripod to defeat enemy armour. It comes with a choice of AP or HE rounds.

Mercenary II: Mass Combat

In the last playtest preview, we showed you how to put your recruits together into a cohesive force – now we show you how to get them fighting!

 

Battles using the mass combat system use exactly the same rules presented for combat in the Traveller Core Rulebook, with just a few changes. These changes are listed below but, whenever in doubt, the Golden Rule is always assume that the standard combat rules from the Traveller Core Rulebook are used as normal. This will allow you to use rules from any Traveller book with no conversion or adaptation necessary at all.

 

Initiative

In mass combat, Dexterity is not a factor for determining Initiative. Each unit must instead make a Tactics (military) check, with Intelligence used as a modifier. This is made by the leader of the unit.

 

The Combat Round

A combat round in mass combat usually lasts for six seconds of game time, just as it does when it involves characters. This is increased to a minute if units of greater than Size 1,000 are present, and an hour if units of greater than Size 10,000 are present.

 

Minor Actions

As with characters, units can perform one minor action in every round (or two if they forgo their significant action), allowing them to move, change stance, draw/reload and aim as normal.

However, movement is increased to 50 metres if the rounds are a minute in length and 2,500 metres if the rounds are an hour in length.

 

Significant Actions

Again, the significant actions available to units are the same as those for characters.

 

Miscellaneous Actions

For both minor and significant actions, miscellaneous tasks are effectively unlimited for units, as a unit has many members that can be delegated to perform them. However, while a unit may perform many miscellaneous actions in a single turn, only one miscellaneous action of any one type may be performed in that turn.

For example, a unit may have someone make a Leadership check to issue specific orders to another member, one member use a psychic power, while yet another tried to break through the security systems to open a bunker door they are all attacking. However, the unit could not have two members make Leadership checks to issue orders to the same individual (they would likely contradict each other and the individual may not know who to listen to – or worse, would choose who they want to listen to…).

Any individual of a unit not actively engaging in the unit’s own action will instead act as though they were an individual character for that round, using the normal rules in the Traveller Core Rulebook.

 

Reactions

Units may make reactions just like characters. Dodging, for example, represents a unit taking best advantage of the terrain around it in order to avoid taking incoming fire. It also represents the effects of suppressing fire upon a unit forced to take multiple dodging reactions in a turn.

 

Attacks

Attacks are performed by units in the same way as for characters, using all the common modifiers to attack listed on page XX of the Traveller Core Rulebook, including the use of environmental conditions, cover, and automatic weapons. Range bands are also used as normal.

 

A unit takes damage to its Endurance score. When this reaches 0, the unit has ceased to function as a fighting unit. Its individual members are assumed to have been killed, seriously injured or disbanded, scattering themselves in an effort to leave the battlefield. The unit will take no further part in the battle and is effectively destroyed, though it may be possible to recover some of the individuals and rebuild the unit (see page XX).

 

Outmatching

When one unit is much larger than the enemy unit it is fighting, it will outmatch its enemy. The unit it is fighting will be outmatched.

This has an effect on both attack rolls and damage dealt, and is based on the unit’s Size. If a unit is at half the Size or less of its enemy, it will be outmatched. If it is at least twice the Size of its enemy, it will outmatch the target. In either case, the table below is consulted for modifiers to both attack rolls and damage.

Unit Size is… Attack DM Damage
At least ten times the size of the enemy or more +5 x10
At least five times the size of the enemy +3 x5
At least three times the size of the enemy +2 x3
At least twice the size of the enemy +1 x2
No more than 50% the size of the enemy -1 x1
No more than 33% the size of the enemy -2 x1
No more than 20% the size of the enemy -3 x1
No more than 10% the size of the enemy -5

Damage is further multiplied by the overall Size of the attacking unit. Larger units are able to carry a lot more guns and unleash a truly awesome amount of firepower. Damage is therefore modified by unit Size as shown on the table below.

Unit Size of Attacker Damage
10 or less -5
11-20 -3
21-50 +0
51-100 x2
101-250 x3
251 or more x4

 

Morale

Even the most disciplined and battle-hardened troops have their limits. When great adversity rears its head, be it through starvation, lack of ammunition or watching half one’s own unit get massacred, troops can lose the will to fight, becoming less effective in battle or even breaking into a full blown rout.

This is handled by the Morale score of a unit.

A Morale check is made the same way as a characteristic check, rolling two dice and applying the unit’s Morale modifier. Morale checks are necessary whenever one of the situations below arises. Referees can, of course, call for a Morale check in other circumstances as they see fit.

Situation Morale check Difficulty
Unit Endurance reduced to half of original score Average (+0)
Unit Endurance reduced to quarter of original score Difficult (-2)
Unit Endurance reduced to one third of current score in a single round Very Difficult (-4)
Unit suffers more damage in a round than enemy during close combat Average (+0)
Unit suffers damage from an enemy unit of three times or greater Size Difficult (-2)

Morale checks can also be subject to further modifiers, depending on the specific circumstances in which they are taken.  Some suggestions are shown on the table below but, once again, referees can change these modifiers or impose new ones dependant on the mission being undertaken and the actions of the players.

Situation Morale Modifier
Unit in a strong defensive position +4
Unit not paid last month -1
Unit not paid for last three months -4
Unit won last battle +1
Unit on the winning side in the campaign +1
Unit lost last battle -2
Unit on the losing side in the campaign -4
Unit not eaten in the past day -2

 

Recovering Casualties

The Endurance of a unit does not specifically track deaths of individual members though, after a heavy battle, there are likely to be plenty of those. As mentioned earlier, a unit’s Endurance is a representation of its ability to continue fighting through individual death, injury, surrender and cowardice.

At the end of every battle, a percentage of lost Endurance points can be recovered as those who were injured receive medical care and those who ran come out of hiding.

Roll 2D for each unit, modified as shown on the table below. Then compare the total on the next table which will show you the percentage of Endurance points that can be recovered.

Unit… Recovery modifier
Was reduced to 0 Endurance -4
Was reduced to at least 25% of its starting Endurance -2
Was reduced to at least 50% of its starting Endurance -1
Was reduced to at least 75% of its starting Endurance +2
Was reduced to 0 Endurance in close combat -6
Has at least one Medic for every 10 individuals + double Medic skill
Has at least one Medic for every 30 individuals +Medic skill
Has at least one Medic for every 100 individuals + ½ Medic skill

 

2D Endurance Recovered
1 or less None
2 10%
3 25%
4-5 33%
6-8 50%
9 66%
10 75%
11 90%
12 or more All

 

Characters Within Mass Combat

Generally speaking, the players’ own characters should be kept apart from mass combat – have the players make the rolls for the units under their command, by all means, but their actual characters should have a chance to perform heroics and necessary tasks beyond the skills and daring of the men and women they are leading.

The length of the round in most mass combats is the same as a combat round for characters (six seconds), so anything a character could attempt to do in a round of combat is equally applicable during a round of mass combat.

If a player’s character is within a unit engaged in mass combat, he should always have the chance to act independently, on his own initiative order (giving him every chance to act before his own unit, and thus perform some truly heroic/stupid actions).

 

Engaging Units

Individual characters may not engage units as such, but will instead attack individual members of the unit. This is done using the normal combat rules presented in the Traveller Core Rulebook. Every casualty they cause in an attack will reduce the unit’s Endurance by 1.

 

Morale

The characters of players are effectively immune to morale, with the players themselves making the choice of whether to fight on or surrender (though units trying to surrender may take a dim view of characters continuing to fight and thus provoking the enemy). Indeed, many actions by characters can have a direct influence on how the unit they are within or near will fight.

The table below lists a few options players may try to boost (or not) the morale of nearby units, though the referee is always welcome to add more as the need arises – all else being equal, a player should always be rewarded for bravery and earn the respect of the unit. The DM earned by the player is applied to the next Morale check the unit is called upon to make, though the referee may extend this to several checks if the action was particularly noteworthy.

Player’s Action Morale DM to Unit
Single-handedly killing an enemy leader +2
Single-handedly killing a minor officer or sergeant +1
Destroying an enemy vehicle +1
Destroying an enemy armoured vehicle +2
Fleeing the battle or hiding in fear -4
Reducing an enemy unit’s Endurance by at least 10% with one attack +1


Battlefields

The mass combat rules presented in this chapter handle battles between two forces simply and easily. Even when two entire armies are fighting one another, each is assumed to be acting as a single unit, even though both might have separate companies, air units, artillery and specialised troops. It is assumed all such components are acting together in the best fashion they can to achieve the combat results that are rolled for each round.

However, at some point, both players and referee are going to want to add a bit more detail to their battles. The players might want to detach a company from their main force, for example, and send it on a wide-flanking manoeuvre to make a direct strike on an enemy artillery position, thus making things easier for the rest of their army. They may want an armoured unit to take position in a thick forest and lay low, hidden as they wait to launch an ambush. Perhaps they issue orders for a company to split with its three platoons each assaulting a different section of trench lines.

This is when a mass combat using multiple units is desirable, with the players giving orders to each unit as they respond to the actions of units under the control of the referee. There are two ways to handle this.

 

Map-Based Battles

The immediate response of some referees will be to grab a few sheets of graph paper and start plotting out terrain and unit positions – and this is perfectly valid. Every unit uses the same rate of movement as it does in regular Traveller combat, so the referee need only pick a scale suitable to the units fighting and the battlefield he has planned.

For example, if two company-sized infantry forces are fighting, split into separate platoons and, possibly, squads, then the referee might use a scale of 50 metres to a square on graph paper. This will give enough room for each unit to occupy a square and a unit on foot will be able to move one square every ten rounds.

The benefit of using maps in this fashion is that everyone will know where every unit is, there will be no confusion during the battle and players will be able to make direct, tactical decisions.

The downside is that map-based battles take more time for the referee to prepare and can seem a little ‘flat.’ Traveller is, ultimately, a game of the imagination, and staring at graph paper with little symbols denoting units marked upon may not be the most exciting approach for some groups.

For when the referee wants to inject a little colour into his battles without spending a great deal of time preparing before the game begins, albeit at the cost of hyper-accuracy, we recommend using the freeform system described next.

 

Freeform Battles

Fundamentally, there is no reason why a mass combat cannot run in the same freeform way most firefights involving the players and a handful of enemies are played; the referee describes relative positions of the combatants, their actions, and how they respond to the actions of the players.

In this way, each unit is a single combatant and operates in much the same way as a single combatant in a firefight.

For example, the players might be leading their company against enemy-held fortifications, having first split it into three platoons (3 units) and then splitting a single specialised squad of explosives experts from one of those platoons (a fourth unit). The players themselves are each leading one of those platoons personally, or perhaps they have formed a temporary field base just out of range of the fortifications and are controlling their units via remote communications.

They have identified three weak points in the fortifications that will be the target of each platoon (perhaps a small bunker and two separate trench lines), while the demolitions squad has been ordered to approach one of the main walls of the fortified position while remaining unseen, using the platoons’ assault as cover.

This is where the combat begins. The referee will describe how long it takes for the platoons to reach their firing positions and begin attacking their targets, while the demolitions squad is making Stealth checks as it moves into position. The players make the appropriate roll and then perhaps start to react in alarm as the referee describes the gunships moving in to attack one of the platoons on their flank…

At the end of the day, it all comes down to the referee, his players, and their preferred style of play. If you and your players enjoy pouring over maps and figuring out the most efficient way to destroy the enemy, then map-based battles are likely what you are looking for.

If, instead, your players prefer to hear about the explosions ahead and bullets whizzing past their ears, while shouting orders at their men to advance, the freeform method may be more to your liking.

You will find Traveller can handle both styles, or even a mixture of the two, quite readily.

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