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Rules - INDEX Thread

Snapshot

Snapshot is meant for normal rpg play. It's simply a tactical-point version of the personal combat rules presented in Book 1. Rules and ideas in Snapshot can be directly imported into a normal Traveller rpg game.

On pg. 15, there's a quick-character generation system that is extremely useful when GMs wish to generate an NPC in a snap. There's a quick-generation system on that same page for animals too.

Check out pg. 13 where it describes brawling and blade weapons of 3000mm length or greater. Those weapons are clumsy and cannot be used against an opponent at Close Range after the first such use at that range.

And, weapons with a length of 1500mm or greater requires care in use because of doorways and hatches.

A scatter rule for hand grenades is presented. Rules for breaching walls are described. The effects of gas and tranq is discussed. What happens is a Vacc Suit is ruptured is detailed.

Stuff like that can be directly used in any Classic Traveller game regardless if the tactical point combat system of Snapshot is used or not.

GMs would be well advised to not forget supplements like Striker and Snapshot when considering the entire Traveller lexicon for their games.









This is an INDES thread. Please post comments in another thread in order to keep this one pretty to look at!
 
Sensors for Classic Traveller

Sensors are largely ignored in Classic Traveller (see the post on this earlier in the thread) save for the sensor range rules that appear in The Traveller Book. Other than these, the only other "official" rules I know of for using sensors in Classic Traveller appear in DGP's excellent book, Grand Survey.

Here and there, rules for sensors pop up in Classic Traveller articles in gaming magazines. One that comes to mind is the article in Pegasus #3, published by Judges Guild. There, a program called Detect is added to the Book 2 software list, used by the ship's computer to help filter background noise, and thus help the ship detect signals in space.

I use this idea as an optional rule (slightly modified) in some Classic Traveller sensor rules I wrote recently that you can view HERE.

These are very simple rules that remain within the guidelines laid down for sensors in the Traveller Book. Basically, one or more dice are thrown, looking for a result that is equal to or less than the ship's computer model number. Successful throws mean that targets within range were detected. Unsuccessful rolls mean simply that bogeys where not detected. These rules can be used with any type of CT vessel, be it a High Guard or Book 2 design. I even threw in some optional rules for using the system while playing High Guard spacecraft combat. Use the link above to see the details of this system.

Last year, I wrote another set of rules for using sensors in Classic Traveller, but those rules were directed for Book 2 use only. You can view that set of rules HERE.







This is an INDEX thread. Please post your comments to the appropriate threads in order to keep this one clean of clutter.
 
Sensors for Classic Traveller

Sensors are largely ignored in Classic Traveller (see the post on this earlier in the thread) save for the sensor range rules that appear in The Traveller Book. Other than these, the only other "official" rules I know of for using sensors in Classic Traveller appear in DGP's excellent book, Grand Survey.

Here and there, rules for sensors pop up in Classic Traveller articles in gaming magazines. One that comes to mind is the article in Pegasus #3, published by Judges Guild. There, a program called Detect is added to the Book 2 software list, used by the ship's computer to help filter background noise, and thus help the ship detect signals in space.

I use this idea as an optional rule (slightly modified) in some Classic Traveller sensor rules I wrote recently that you can view HERE.

These are very simple rules that remain within the guidelines laid down for sensors in the Traveller Book. Basically, one or more dice are thrown, looking for a result that is equal to or less than the ship's computer model number. Successful throws mean that targets within range were detected. Unsuccessful rolls mean simply that bogeys where not detected. These rules can be used with any type of CT vessel, be it a High Guard or Book 2 design. I even threw in some optional rules for using the system while playing High Guard spacecraft combat. Use the link above to see the details of this system.

Last year, I wrote another set of rules for using sensors in Classic Traveller, but those rules were directed for Book 2 use only. You can view that set of rules HERE.







This is an INDEX thread. Please post your comments to the appropriate threads in order to keep this one clean of clutter.
 
Designing Aliens

There's an interesting article on designing alien races for Traveller in Space Gamer #32




This is an INDEX thread. Please post comments to a new thread so that this one remains clean.
 
Designing Aliens

There's an interesting article on designing alien races for Traveller in Space Gamer #32




This is an INDEX thread. Please post comments to a new thread so that this one remains clean.
 
The complete Classic Traveller Canon on one CD from Far Future Enterprises

Contents:

B00 Understanding Traveller. Freely distributed brochure about Traveller.
B00 The Traveller Book. The complete Classic Traveller basic rules in one volume.
B00 The Traveller Adventure. Epic adventure companion to The Traveller Book.
B00 Starter Traveller. Boxed introductory rules set for Classic Traveller.
B00 Introduction To Traveller
B01 Characters and Combat
B02 Starships.
B03 Worlds and Adventures
B04 Mercenary.
B05 High Guard.
B06 Scouts.
B07 Merchant Prince.
B08 Robots.

SUPPLEMENTS
S01 1001 Characters.
S02 Animal Encounters.
S03 The Spinward Marches. Ultimately, the worlds of the Spinward Marches were mapped on the Spinward Marches Map.
S04 Citizens of the Imperium.
S05 Lightning Class Cruisers. This Supplement was never sold individually; it was available only within Azhanti High Lightning.
S06 76 Patrons.
S07 Traders & Gunboats.
S08 Library Data (A-M). Library Data proved too big to fit in only one Supplement.
S09 Fighting Ships.
S10 The Solomani Rim.
S11 Library Data (N-Z).
S12 Forms & Charts.
S13 Veterans.

SS1 Merchant Prince.
SS2 Exotic Atmospheres.
SS3 Missiles in Traveller.

ADVENTURES
A00 The Imperial Fringe. This introductory adventure was included in Deluxe Traveller.
A00 Imperial Fringe Map.
A01 The Kinunir.
A02 Research Station Gamma.
A03 Twilight's Peak.
A04 Leviathan.
A05 Trillion Credit Squadron.
A06 Expedition to Zhodane.
A07 Broadsword.
A08 Prison Planet.
A09 Nomads of the World Ocean.
A10 Safari Ship.
A11 Murder on Arcturus Station.
A12 Secret of the Ancients.
A13 Signal GK.

DOUBLE ADVENTURES
D01 Shadows.
D01 Annic Nova.
D02 Mission On Mithril.
D02 Across The Bright Face.
D03 Death Station.
D03 Argon Gambit.
D04 Marooned.
D04 Marooned Alone.
D05 Chamax Plague.
D05 Horde.
D06 Night of Conquest.
D06 Divine Intervention.

ALIEN MODULES
AM1 Aslan.
AM2 K'kree.
AM3 Vargr.
AM4 Zhodani.
AM5 Droyne.
AM6 Solomani.
AM7 Hivers.
AM8 Darrians.

MODULES
M01 Tarsus (boxed).
M02 Beltstrike (boxed).
M03 The Spinward Marches Campaign.
M04 Alien Realms.
M05 Atlas of the Imperium.

BOARDGAMES
G00 Imperium.
G01 Mayday. -Rules. -Maps and Counters.
G02 Snapshot. -Rules. -Counters and Maps. -Maps.
G03 Azhanti High Lightning. -Rules. -Deck Plans. -Counters and Charts.
G04 Fifth Frontier War.
G05 Invasion: Earth. -Rules. -Charts and Counters. -Map.
G06 Dark Nebula. -Rules and Charts. -Maps and Counters.
G07 Striker Miniatures Rules. -Book 1. -Book 2. -Book 3. -Book 4.

All in a handsome DVD case styled in the Classic CT LBB format!

For more info, reviews, errata, and miscellaneous banter check these threads...

Thread 1 (the long)

Thread 2 (the short)


This is an INDEX thread. Please post comments to a new thread so that this one remains clean.
 
The complete Classic Traveller Canon on one CD from Far Future Enterprises

Contents:

B00 Understanding Traveller. Freely distributed brochure about Traveller.
B00 The Traveller Book. The complete Classic Traveller basic rules in one volume.
B00 The Traveller Adventure. Epic adventure companion to The Traveller Book.
B00 Starter Traveller. Boxed introductory rules set for Classic Traveller.
B00 Introduction To Traveller
B01 Characters and Combat
B02 Starships.
B03 Worlds and Adventures
B04 Mercenary.
B05 High Guard.
B06 Scouts.
B07 Merchant Prince.
B08 Robots.

SUPPLEMENTS
S01 1001 Characters.
S02 Animal Encounters.
S03 The Spinward Marches. Ultimately, the worlds of the Spinward Marches were mapped on the Spinward Marches Map.
S04 Citizens of the Imperium.
S05 Lightning Class Cruisers. This Supplement was never sold individually; it was available only within Azhanti High Lightning.
S06 76 Patrons.
S07 Traders & Gunboats.
S08 Library Data (A-M). Library Data proved too big to fit in only one Supplement.
S09 Fighting Ships.
S10 The Solomani Rim.
S11 Library Data (N-Z).
S12 Forms & Charts.
S13 Veterans.

SS1 Merchant Prince.
SS2 Exotic Atmospheres.
SS3 Missiles in Traveller.

ADVENTURES
A00 The Imperial Fringe. This introductory adventure was included in Deluxe Traveller.
A00 Imperial Fringe Map.
A01 The Kinunir.
A02 Research Station Gamma.
A03 Twilight's Peak.
A04 Leviathan.
A05 Trillion Credit Squadron.
A06 Expedition to Zhodane.
A07 Broadsword.
A08 Prison Planet.
A09 Nomads of the World Ocean.
A10 Safari Ship.
A11 Murder on Arcturus Station.
A12 Secret of the Ancients.
A13 Signal GK.

DOUBLE ADVENTURES
D01 Shadows.
D01 Annic Nova.
D02 Mission On Mithril.
D02 Across The Bright Face.
D03 Death Station.
D03 Argon Gambit.
D04 Marooned.
D04 Marooned Alone.
D05 Chamax Plague.
D05 Horde.
D06 Night of Conquest.
D06 Divine Intervention.

ALIEN MODULES
AM1 Aslan.
AM2 K'kree.
AM3 Vargr.
AM4 Zhodani.
AM5 Droyne.
AM6 Solomani.
AM7 Hivers.
AM8 Darrians.

MODULES
M01 Tarsus (boxed).
M02 Beltstrike (boxed).
M03 The Spinward Marches Campaign.
M04 Alien Realms.
M05 Atlas of the Imperium.

BOARDGAMES
G00 Imperium.
G01 Mayday. -Rules. -Maps and Counters.
G02 Snapshot. -Rules. -Counters and Maps. -Maps.
G03 Azhanti High Lightning. -Rules. -Deck Plans. -Counters and Charts.
G04 Fifth Frontier War.
G05 Invasion: Earth. -Rules. -Charts and Counters. -Map.
G06 Dark Nebula. -Rules and Charts. -Maps and Counters.
G07 Striker Miniatures Rules. -Book 1. -Book 2. -Book 3. -Book 4.

All in a handsome DVD case styled in the Classic CT LBB format!

For more info, reviews, errata, and miscellaneous banter check these threads...

Thread 1 (the long)

Thread 2 (the short)


This is an INDEX thread. Please post comments to a new thread so that this one remains clean.
 
Alternate Experience Rules in Dragon Magazine #55

I like the rules presented in the first three LBBs (learning by doing) and the rules in Book 4 (learning by being taught). Those are what I use in my game.

But, for those who want to see a different take on Traveller experience, check out Dragon #55.




This is an INDEX thread. Please post comments to a new thread in order to keep this one clean.
 
Alternate Experience Rules in Dragon Magazine #55

I like the rules presented in the first three LBBs (learning by doing) and the rules in Book 4 (learning by being taught). Those are what I use in my game.

But, for those who want to see a different take on Traveller experience, check out Dragon #55.




This is an INDEX thread. Please post comments to a new thread in order to keep this one clean.
 
New Starship Weapons

An article in Dragon Magazine #95 is interesting because it presents new weapon systems for use with Book 2/Book 5 Traveller starships.

The article covers five new weapon systems: Minefields, Tractor/Pressor Beams, Solid-Shot Ballistic Weapons, Anti-Missile Clusters, and Beam Weapon SuperChargers.

Interesting stuff to add to a game.







This is an INDEX thread. Please post your comments to a new thread in order to keep this one clean.
 
New Starship Weapons

An article in Dragon Magazine #95 is interesting because it presents new weapon systems for use with Book 2/Book 5 Traveller starships.

The article covers five new weapon systems: Minefields, Tractor/Pressor Beams, Solid-Shot Ballistic Weapons, Anti-Missile Clusters, and Beam Weapon SuperChargers.

Interesting stuff to add to a game.







This is an INDEX thread. Please post your comments to a new thread in order to keep this one clean.
 
A Hard Science Look at Deep-Space Warfare

THIS is a link to a web based magazine called Strange Horizons. The link takes you to a specific story that speculates on space combat in the far future. References and comparisons are made between hard-science speculation and the way space combat is portrayed in novels, television shows, and movies.

It was interesting to see that, when the article gives examples of space combat "done right", Traveller, and especially High Guard are at the very top of the list.

The article is an interesting read, even more so in that it references Classic Traveller.






This is an INDEX thread. Please post your comments about the article in a new thread--so we can keep this one clean of clutter!
 
A Hard Science Look at Deep-Space Warfare

THIS is a link to a web based magazine called Strange Horizons. The link takes you to a specific story that speculates on space combat in the far future. References and comparisons are made between hard-science speculation and the way space combat is portrayed in novels, television shows, and movies.

It was interesting to see that, when the article gives examples of space combat "done right", Traveller, and especially High Guard are at the very top of the list.

The article is an interesting read, even more so in that it references Classic Traveller.






This is an INDEX thread. Please post your comments about the article in a new thread--so we can keep this one clean of clutter!
 
Terraforming

Interesting articles on this in Different Worlds Magazine. Part one is located in issue #22.






This is an INDEX thread. Please post your comments in a new thread in order to keep this one clean.
 
Terraforming

Interesting articles on this in Different Worlds Magazine. Part one is located in issue #22.






This is an INDEX thread. Please post your comments in a new thread in order to keep this one clean.
 
Battleriders vs. Battleships in Different Worlds #26

Article discusses the pros/cons of either type of vessel.






This is an INDEX thread. Please post your comments in a new thread in order to keep this one clean.
 
Battleriders vs. Battleships in Different Worlds #26

Article discusses the pros/cons of either type of vessel.






This is an INDEX thread. Please post your comments in a new thread in order to keep this one clean.
 
Revised Psionics Rules

These appear in Ares #2. The rules make psionics much more rare in Traveller, and there's some interesting touches, like Wild Talents that are innate to characters, not needing training.

Every psionic talent in the LBBs is discussed.




This is an INDEX thread. Please post comments in a new thread in order to keep this one clean.
 
Revised Psionics Rules

These appear in Ares #2. The rules make psionics much more rare in Traveller, and there's some interesting touches, like Wild Talents that are innate to characters, not needing training.

Every psionic talent in the LBBs is discussed.




This is an INDEX thread. Please post comments in a new thread in order to keep this one clean.
 
The Armory and Ordinance Handbook

I haven't used this, but it looks extremely interesting. It's a design system for Classic Traveller weapons and armor. (Yep, CT's own version of Fire Fusion & Steel).

You can get it HERE.

Design some weapons. The opening paragraphs of the book promise to turn out Book 1 stats for weapons. Let us know how they turn out.







This is an INDEX thread. Please post comments to a new thread in order to keep this one clean.
 
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