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Advanced Technology - Maneuvre drives

Dagrill

SOC-13
Hi,

T20 is the only version of Traveller I own and my main gripe is the lack of improvement in equipment at each Tech level. There are rules for improving Computers on p228/9 and I can work out a sequence for power plants by filling in the gaps, but what happens to maneuvre drives after TL9?

Has anyone worked out a development sequence they would share?

If this sort of question has been asked before please can you direct me to the item.

Many thanks

David
 
Not for t20, but for MT, I worked out pen/atten for all ship's weapons by TL...

However, I can tell you that the breakpoints are designed in to HG, and preserved in T20.

If you plot the TL's across the board, you'll find that the ships have improvements at every TL, tho' not every design will benefit.

As for personal equipment: my house rule (derived from CT) is count the TL differences. You can spend these differences for the following:
2TLD: -10% size (vol/mass, but not for armor or weapons)
1TLD: -10% cost
3TLD: x2 duration
2TLD: x1.5 duration
1TLD: x1.2 duration
1TLD: +10% pen
This allows a wide range of different effects.

My armor and weapon mods are specific to MegaTraveller.
You might consider :
2TLD: -10% mass (but not volume) and +20% price
2TLD: +1 AV but +20% price​

Weapons:
3TLD: +1 Die Type but +20% cost
1TLD: -5% mass but not volume, at +10% cost, to max -30% mass
2TLD: +1 to hit at +20% cost, max +2
1TLD: -10% cost (min cost 50%)​

As a generality:
  • unimproved weapons go down in price due to easier manufacturing, but better tech weapons tend to go up in price.
  • Armor tends not to shrink in volume as it gets better, but does get better to a point as the techniques improve.
  • Most other goods tend to either
    • increase in performance at roughly the same cost
    • decrease in cost with no change in performance
    • reduce in size with no change in cost
 
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Iirc

Wasn't there an article in Challenge (or maybe Dragon) Magazine that covered this.
I have those resources anymore (Danged Army Movers).
 
Hi,

Thank you Aramis for your prompt response.

During one of my moves over the past 25 years I have lost my CT stuff, but I remember there was a sort of conversion table in stiker for the value of local credits to the imperial credit, does anyone have a copy of this table they could post?

Regards

David
 
...I remember there was a sort of conversion table in striker for the value of local credits to the imperial credit, does anyone have a copy of this table they could post?

Regards

David

Hmm, that sounds like the table in Trillion Credit Squadron actually, a quick look through Striker didn't turn it up but I might have missed it. TCS basically started with a TL15 Class A Starport Imperial Credit value of 1.00 then dropped 0.05 for each step down in TL and to the right for Starport (B, C, D, E, and X). Though the table doesn't go all the way across (some TL/Starport combos are impossible) or down, for all rows and columns.

For simplicity you could just go with 0.05 price reduction per TL difference of introduction and actual construction. I'd throw in a bottom limit of 40% at the most. That should get you close to the TCS table.

And, some things just aren't hugely improvable at each TL, or any TL. Maneuver drives may be one of those things.
 
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