Thursday, June 25, 2020

Raise Shields!

Traveller has, from time to time, taken a little gentle ribbing over the fact that it has rules for spears and swords. This is a game of science fiction adventure in the far future. Well, so what if it does? Sci-fi classics from The Time Machine to The Dumarest Saga and King David's Spaceship had characters use swords and other melee weapons.

So there should also be rules for the use of that natural companion of the sword, the shield.

Shields are the oldest defensive technology of mankind. A shield is a portable barrier, often strapped to the arm or carried by one hand. It protects the bearer against attacks from the front.

Normally you use a shield with a one-handed weapon (blade, club, handgun). If the bearer wishes, he can fit his shield with a weapon rest so that the shield supports long arms (spears, long guns). All attacks with these weapons are at DM -2.  Very high-tech shields may incorporate stabilization and anti-grav to negate this penalty. Imagine heavy weapons carried behind a gun shield!

Friday, June 5, 2020

Unskilled Weapon Users

Can you find the Unskilled fighter in this group?

I read recently a post on anther blog about the differences in fighting capability in classic D&D. A 'normal man' has less damage resistance. His to-hit numbers are higher than the PC's, and his saving throw numbers are higher as well. The post made the case for the clear superiority of the dungeon-delving adventurer. Can the same be said for Travellers?


Well, yes!

I refer to TTB, page 37.

“Any character using a weapon in which he or she has no training is subject to a penalty of -5 when attacking and +3 when defending. All player characters automatically have an expertise of zero . . . in all weapons shown in this book. [I call this the Weapon Mastery advantage] This zero value is sufficient to avoid the no-expertise penalty, but it is not enough to provide a positive DM. Payer characters selecting their weapons should consider the potential benefits of their strength and dexterity levels and any DMs that might be available for those characteristics.”

The PC's Weapon Mastery advantage means a PC will never get caught at a loss owing to unfamiliar weapons. Any PC can take on ANY opponent on reasonably equal ground. A knife fight in an alley to a formal duel in the Duke's courtyard with laser pistols to open field battle. How many of us could say that?

Speaking of Weapon Master, here's one example of what it looks like. Note the way Shiu Lien's attacks change as she goes through a variety of weapons.

She uses:

  • a sword, including dual-wielding
  • a spear
  • sword-breaker hooked swords
  • a huge pole-arm (and an example of not meeting the Required Strength)
  • a massive bronze cudgel
  • a broadsword
all without breaking stride. That's Weapon Mastery.

It makes your two-term Other character seem a little more awesome, doesn't it? Fighting in a training hall, your PC could do the same.

Friday, May 29, 2020

New Subsector, New Rules, New Characters

For my new experiment in using Cepheus Light, I've rolled up a few new characters. I found some character images in Planet Stories v2 # 12 (1945) and thought they looked just about perfect for my new adventurers.

I present: 
Robert Rance, Ace Adventurer

Monday, May 25, 2020

Random Encounters - Two Patrons

Alistair Deacon

Business Mogul, someone who always “knows a guy” who can help the PCs – in exchange for a favor.
A Deal is about to be born. And it will be profitable.
Deacon is not that tall, not that big and not that impressive looking. A good-looking guy, sure, but a city-dweller and ground-pounder.

He tends to be 'flash' – you'll find him at the popular clubs, often tossing credits around. His clothes are always the current fashion, and tailor-made. Any tech he carries with him will be top of the line, the best the local TL can offer.

When he introduces himself, it's always “I'm Alistair Deacon”. The implication being that of course the PCs have heard of him. This may be vanity, but it's also a show of dominance. He will on occasion talk about himself in the 3rd person; such as “Of course it'll be a winner. Financial losses don't happen to Alistair Deacon.”

And in general, he's right. He may not look tough, but he's no fool. His business ventures are always legit, and profitable. He can smell a dodgy deal a klick away.

He's loaded with cash, and connected to scores of people – both legit and criminal. He's not a criminal, but he knows people who are.

He has two associates nearby at all times - “Kong” and “Nails”. Kong is the obvious muscle, even in his nice suit. Nails is less obtrusive, and often fades into the background. Just because you don't see him, that doesn't mean he's not there. Deacon isn't a fighter, so he always has someone around who is.

Alistair Deacon
77799A Age 42 Cr – Millions
Bureaucrat, 6 terms Executive
Liaison-3, Administration-2, Computer-1, Vehicle-1, Carousing-3

Alistair owns several businesses, on more than one planet. As a patron he may want:

Friday, May 8, 2020

The Remnants of the Glorious Empire - Cepheus Light

Over the last few years I have worked a good bit with the Cepheus Engine rules set. Mostly because of my work with Stellagama Publishing (Thanks, guys!) on things like These Stars Are Ours! and The Space Patrol, and now recently Sword of Cepheus. It's been fun.

Now, I'm still a Classic Traveller guy. There's nothing wrong with branching out, however. One of my new projects, therefore, is restructuring one of the subsectors of my TU, and converting all that can be converted therein to CE game terms. With my Pocket Edition of Cepheus Light, I will create new characters, build new vehicles and starships, and find out how well CL works.

The area formerly known as Weitzlar Subsector is now known as the Remnants of the Glorious Empire.


Behold my new custom-made map of the Glorious Empire Subsector

Wednesday, April 29, 2020

More Vehicles - Leopard 2 MBT

Behold the Mighty Leopard II! Another MgT 2e design.

Leopard in action


German Leopard 2A5 Main Battle Tank (TL 8-9)



Chassis: Heavy Ground Vehicle
Spaces: 27 (81,000Cr)
Crew: 3 (3 spaces, Driver, Commander, Gunner)
Agility: -1
Speed: Medium/72kph (Slow/45kph)
Range: 500km (750km)
Hull: 150
Armor: 60/60/60 (15 spaces)
Traits: AFV, Tracks (DM+4 to Drive [tracked] checks)

Armament: One Large Turret (4 spaces, 275,000Cr) w/ One Cannon (Rng-2km, Dmg-1DD, Spaces-10, Cost-400,000Cr, Mag-30, Mag Cost-5000Cr, Blast-10, AP-4) and One Medium Machinegun (Rng-0.4km, Dmg-3D+3, Spaces-1, Cost-5000Cr, Mag Cost-250Cr, Auto-3), One Ring Mount (750Cr) w/ One Medium Machinegun (Rng-0.4km, Dmg-3D+3, Spaces-1, Cost-5000Cr, Mag Cost-250Cr, Auto-3), Improved Fire Control for Cannon (25,000Cr, DM+2 to attack rolls, Scope trait)

Equipment/Modifications: 


  • Improved Control System (5000Cr), Smoke Dischargers (1 space, 1000Cr)
  • Improved Communications System (75Cr, Rng-500km) w/ Encryption (4000Cr) and Satellite Uplink (1 space, 1000Cr)
  • Computer/1 (500Cr), Improved ECM (1 space, 20,000Cr, DM-1 and DM+/- to opposing Sensors checks, Rng-5km)
  • Improved Navigation System (10,000Cr, DM+2 to Navigation checks)
  • Improved Sensors (Rng-5km, 15,000Cr, DM+1 to Sensors checks) w/ Hardened (15,000Cr)
  • Sensor Mast (15,000Cr) and Increased Fidelity (1 space, DM+1 to Sensors checks, 15,000Cr)
  • Improved (TL-9) Camouflage (5000Cr, Min Rng-0.5km, DM-2 against all visual/IR search checks)
  • Hostile Environment Protection (Cr), Short Term Life-Support (1 space, 10,000Cr)
  • Fire Extinguishers (1000Cr)


Cost: 1,044,325Cr

Designed by A1C Z. Weaver, USAF

Image Credit: böhringer friedrich [CC BY-SA (https://creativecommons.org/licenses/by-sa/2.5)]