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Rule variations within CT

Not second printing, second edition. There were trivial changes in the first several printings, like J Torps going away... but the 1981 and later printings were strongly revised.

So can I get a concise summary of which rules sections were updated, and the kinds of changes that were made? I never realized my copy of the LBBs was the first edition.

Thanks!

Bob W.
 
So can I get a concise summary of which rules sections were updated, and the kinds of changes that were made? I never realized my copy of the LBBs was the first edition.

Thanks!

Bob W.

Changes in Book 1, so far (change is in second edition Book 1):

Introductory text revised. Page numbering changed so that text starts on page 4. Section headings altered. Introductory text in each section often re-written, though main text often minimally changed. Text was re-typeset ("Traveller" is in boldface in second printing; italics in first; also, numerals were often replaced by number being spelled out--"three" instead of "3", etc.). Leading reduced, so more text appears in second edition. More use of formatted charts (though typically without the solid line border). Second edition is more crowded in layout, but not obnoxiously so.

Character Generation changes. Scouts get 2 skills per term instead of 1. ATV skill changed to Vehicle Skill. Merchant Service Skils -- Vehicle replaces +1 Stren. Other Service Skills -- Vehicle replaces Forgery. "Engineering" spelled out instead of being abbreviated. Scout Advanced Education Table 1 -- Air/Raft replaced with Vehicle. Some skills in some careers changed around in order, for no apparent reason as skill selection remains the same. Charts grouped together better in second edition.

Skill Description changes:

Skills are alphabetized in second ed. Where text is noted as changed or rewritten, no substantive changes to the mechanics exist unless otherwise noted.

Admin--+1 for promotions/raises deleted. Bribery mechanics changed (throw law level or less instead of 8+). "Electronics" instead of "Electronic". "Engineering" instead of "Engineer". Engineering skill fleshed out a bit. Forgery description changed (mechanics the same). Gunnery description expanded. Jack of all Trades description expanded; generally confers level 0 in all other skills. Mechanical description shortened. Medical description shortened. Xeno-Medicine skill added (though not available in character generation). Navigation referee notes expanded. Pilot skill significantly changed (clarifies that Pilot skill applies to 100+ ton ships; handles Pilot skill on small craft). Ship's Boat skill changed; rule that Ships Boats can only land/reach orbit on size 7- worlds eliminated. Mini-dogfight rules simplified; emergency landing rules eliminated. Steward text rewritten. Streetwise text rewritten. Tactics slightly rewritten. Vehicle skill added. Vacc Suit rewritten slightly (including a reference to "Combat Armor").

Default skills rules added.

Picture of Jamison deleted. Jamison text formatted differently; italics eliminated, making text harder to read. Jamison's first and middle names ("Alexander Lascelles") added. Jamison has more cash (Cr33,200 vs Cr 24,000) partly due to cashing his Middle Passage in for Cr7,200.

Character sheet (TAS Form 2) added. Character generation checklist added.

Combat Changes

Again, lots of minor changes in wording. Extra Surprise DMs added. Extra terrain added to Terrain DMs Table. Very Long range redefined as 11-20 range bands. Damage allocation assumes no modifiers to damage rolls, so text stating how modifiers are applied to damage is eliminated. 1/2 level skills are changed to zero level skills. Parties make a morale check after losing 20% rather than 25%. Size 8 worlds have standard gravity rather than size 7 worlds.

Tech levels added to weapon descriptions. Electronic sights broken out from telescopic sights. Combat Armor added. "Combat Armor" replaces "Battle Dress" as armor type. Coup de Grace added. Archaic Firearms added. Antique Equivalents (i.e., 20th century equivalents) for guns added. Special rule for Pikes (p. 43 of first ed.) eliminated. Weapon damages revised.
 
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Just a little curious what the special rule for Pike was.

The thing is it (and polearms in general) suffer (or should) in most cases of PC use since they were generally designed for a special purpose: massed defensive formations vs mounted charging cavalry. This is where they shine.

Everywhere else they are (or should be) little more than very cumbersome single attack at great minus against unmounted foes weapons. How many times have your players wanted a polearm because it granted reach and kicking damage without giving any consideration to how it was actually meant to be used. Like planted and pointed at a charging rider, instead of in a corridor where the weapon is longer than the width and against small attackers on foot.
 
Everywhere else they are (or should be) little more than very cumbersome ...

In fact, pikes (3 - 4 m long, according to the Traveller Book) are pretty use-
less unless deployed by a close formation of pikemen. As soon as one gets
beyond the pike blade, which is not really difficult since the pikeman can mo-
ve the pike only comparatively slowly, all the pikeman can do is to drop the
pike and draw a better suited weapon - historically usually a kind of short
sword.

However, pikes have been used against infantry, too, not only against caval-
ry. But this did only make sense when the infantry attacked in close forma-
tions, as it often did for example in Ancient Greece.

By the way (from Wikipedia):

The pike was issued as a Home Guard weapon in 1942 after the War Office misinterpreted a
letter from Winston Churchill saying "every man must have a weapon of some kind, be it only
a mace or pike". However, the pikes never left the stores after it was realized they were
demoralising.
 
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Just a little curious what the special rule for Pike was.

The thing is it (and polearms in general) suffer (or should) in most cases of PC use since they were generally designed for a special purpose: massed defensive formations vs mounted charging cavalry. This is where they shine.

Everywhere else they are (or should be) little more than very cumbersome single attack at great minus against unmounted foes weapons. How many times have your players wanted a polearm because it granted reach and kicking damage without giving any consideration to how it was actually meant to be used. Like planted and pointed at a charging rider, instead of in a corridor where the weapon is longer than the width and against small attackers on foot.

It makes me wonder why the pike was included at all. There are other pole weapons that could be used in masses or individually, such as bills or pole-axes.

S4, you've actually used Pikes in Traveller combat? I'd never even considered giving players or NPCs a pike for the very reasons folks have given here. How did pike warfare come about in your game?

Cheers,

Bob W.
 
Just a little curious what the special rule for Pike was.

Round 1, with a pike, spear, what-have-you, is done using the Close Range DM. Round 2+ uses the Short Range DM.



S4, you've actually used Pikes in Traveller combat? I'd never even considered giving players or NPCs a pike for the very reasons folks have given here. How did pike warfare come about in your game?

I absolutely have. NPCs used them. They were guards, almost space-opera like, outside a fuedal palace. The PCs did not have ranged weapons, and they faced about five guards, who made a pike wall. The PCs had to get through them to get to their ship and off the planet.
 
Having watched people use short-pikes (2.5-3m) in melee, it's quite effective in the open field, even for dueling. Even when using floppy hafts for safety purposes.

A good pikeman can and will choke up considerably to fight closer in; the weapon is also almost exclusively a thrusting weapon, and thus ideal for second rank fighting. Now, a 4m pike in a ship's hall is not a happy thing, but a 3m short-pike is quite usable.

The halberd (at 1.7-2.5m) is far harder a beast to use in an enclosed space, but likewise, the halberd is usable in the corridor.... mostly the same way as a pike: stabbing. The axe head and pick/hammer/etc is not nearly so useful without a wind-up, but, again, in the right hands, can be a sword-reach weapon. There is a reason the Suisse Guards of the Vatican carry them (they are nasty close quarters weapons), and they do not replace the hidden uzis... but do augment them.
 
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