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Traveller 2300 questions

Hi all,

I picked up a copy of Traveller 2300 from a used gaming store recently. I had it years ago when I was in high school, but have no recollection other than it was a fairly unique setting and we had a lot of fun with it. I've been reading up on the character generation and combat rules and I have a few questions...

1. The rules mention you can move; crawl, walk, trot or run, and that your choice affects speed, but I can't seem to find where "speed" is mentioned. How far can a player actually move in a given turn (or pass)?

2. Area fire :) This mentions "Area fire value is double at close range... chance of hitting is determined from area fire value and the rate of fire. Multiply the AFV times the number of bursts fired to produced the number to be thrown on 1D10. If the die roll is [< or = to] achieves hits. Round all fractions down..." If I then read the weapon charts, it appears that at close range, the FAM-90 never misses, since AFV = 1.5 x 2 and ROF for area fire is 5, ie 3x5 or 15 and the Stracher P-11m never hits, since AFV = .25 x 2 and ROF = 1, .5x1 or 0. Am I reading this correctly?

3. Initiative - It appears this is rolled once during character generation (Coolness Under Fire) and remains the same throughout the game?

4. Character improvement seems to be nonexistant outside of character generation. Is this true?

5. Concioussness Levels and Life Levels. The text says for CL to divide Size by 20 and round DOWN. This seems like most players would have 0? Life levels are Size divided by 10 and round down, so characters with size 9 or less would have 0 Life levels? Am I reading this right? (Don't you need at least 1 CL to be conscious and 1 LL to be alive?)

This looks like a really cool game, and I'd like to try and run a game or two with "canon" rules before I start mucking with it :)
 
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Actually, you should get the second edition rules for the game from RPGNow or the cd from Far Future Enterprises (it has everything created for the game) and would answer you questions. I don't have the rules on me at the moment. My apologies.
 
Actually, you should get the second edition rules for the game from RPGNow or the cd from Far Future Enterprises (it has everything created for the game) and would answer you questions. I don't have the rules on me at the moment. My apologies.
yeah, I ordered the CD-ROM from FFE, so that will probably help. I was just hoping to run a short game this weekend :) Perhaps I'll just give a wink and a nod when folks use area fire and simply allow them to attack each target (as normal with aimed fire) in the area, but only if the weapon doesn't say SS only. It is a bit confusing the way there are area fire stats for weapons you might not think capable (like the pistol mentioned earlier). Having said that, I'm dying to try this as it actually looks really slick and efficient, once you get your head around it. Especially if you roll 3d10, 1 for the "to hit" task, 1 for the hit location and one for the fractional damage (if needed). Consult the chart by severity and "done go" :) Seems like it'll run a bit faster than a typical d20 combat...
 
Deadlock is right, the simple answer is ...go get the second edition, called '2300AD'. The 'Traveller 2300 rules' are next to useless. But until then:

1. The rules mention you can move; crawl, walk, trot or run, and that your choice affects speed, but I can't seem to find where "speed" is mentioned. How far can a player actually move in a given turn (or pass)?
Crawl 5m/turn, Walk 20m/turn, Trotting 40m/turn, Running 80m/turn

2. Area fire :) This mentions "Area fire value is double at close range... chance of hitting is determined from area fire value and the rate of fire. Multiply the AFV times the number of bursts fired to produced the number to be thrown on 1D10. If the die roll is [< or = to] achieves hits. Round all fractions down..." If I then read the weapon charts, it appears that at close range, the FAM-90 never misses, since AFV = 1.5 x 2 and ROF for area fire is 5, ie 3x5 or 15 and the Stracher P-11m never hits, since AFV = .25 x 2 and ROF = 1, .5x1 or 0. Am I reading this correctly?
Actually yeah that is my understanding too. Think about it, you are pumping out 3 rounds from a bucking pistol in a wide arc aiming at nothing in particular ...what are the odds of hitting someone?

3. Initiative - It appears this is rolled once during character generation (Coolness Under Fire) and remains the same throughout the game?

4. Character improvement seems to be nonexistant outside of character generation. Is this true?
When you get a real set of rules ;) check out pg 18 of the Director's Guide and pg 10 of the Adventurer's Guide. The short answer is 5 exp per adventure, it costs in exp twice as much to raise a skill as it did in career skill points during character creation.

5. Concioussness Levels and Life Levels. The text says for CL to divide Size by 20 and round DOWN. This seems like most players would have 0? Life levels are Size divided by 10 and round down, so characters with size 9 or less would have 0 Life levels? Am I reading this right? (Don't you need at least 1 CL to be conscious and 1 LL to be alive?)
It is character MASS IN KG ((SIZE * 3) + 50 + [+35 Mesomorph, -20 Ectomorph, +20 Endomorph]) divided by 20 and 10

This looks like a really cool game,
Damn right it is.
 
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Hi all,

I picked up a copy of Traveller 2300 from a used gaming store recently. I had it years ago when I was in high school, but have no recollection other than it was a fairly unique setting and we had a lot of fun with it. I've been reading up on the character generation and combat rules and I have a few questions...

1. The rules mention you can move; crawl, walk, trot or run, and that your choice affects speed, but I can't seem to find where "speed" is mentioned. How far can a player actually move in a given turn (or pass)?

2. Area fire :) This mentions "Area fire value is double at close range... chance of hitting is determined from area fire value and the rate of fire. Multiply the AFV times the number of bursts fired to produced the number to be thrown on 1D10. If the die roll is [< or = to] achieves hits. Round all fractions down..." If I then read the weapon charts, it appears that at close range, the FAM-90 never misses, since AFV = 1.5 x 2 and ROF for area fire is 5, ie 3x5 or 15 and the Stracher P-11m never hits, since AFV = .25 x 2 and ROF = 1, .5x1 or 0. Am I reading this correctly?

3. Initiative - It appears this is rolled once during character generation (Coolness Under Fire) and remains the same throughout the game?

4. Character improvement seems to be nonexistant outside of character generation. Is this true?

5. Concioussness Levels and Life Levels. The text says for CL to divide Size by 20 and round DOWN. This seems like most players would have 0? Life levels are Size divided by 10 and round down, so characters with size 9 or less would have 0 Life levels? Am I reading this right? (Don't you need at least 1 CL to be conscious and 1 LL to be alive?)

This looks like a really cool game, and I'd like to try and run a game or two with "canon" rules before I start mucking with it :)

3: Yes, initiative is a one-time good deal roll. You may wish to use Level squared is number of successful encounters to test for advancement.

4: Yes, but... you can, as a GM, award points annually with little negative effect. (Not much positive effect, either, unless your campaign runs REALLY long...)

5: Con and Life: are rounded to the next lower 10th... 0.1...
 
It is character MASS IN KG ((SIZE * 3) + 50 + [+35 Mesomorph, -20 Ectomorph, +20 Endomorph]) divided by 20 and 10
Ok, I had to look this one up - thought I just missed something... mine does say CL = Size /20 round down and LL = Size / 10 round down.

too bad my version didn't come with the Errata... by the way, anyone know if the Errata for Traveller 2300 is posted somewhere? (I know, I'll get it soon...)
 
too bad my version didn't come with the Errata... by the way, anyone know if the Errata for Traveller 2300 is posted somewhere? (I know, I'll get it soon...)

AFAIK, there was no errata published for Traveller: 2300, besides a small supplement called Understanding 2300 that expanded on some vital aspects in the game (like the Kafers).

The second edition of the game, 2300 AD, made a cleanup of many errata in the first edition, but even 2300 AD had a small errata sheet (it was included in the boxed game).
 
You'd be wrong, Waldemar. Mine shipped with a half-page errata sheet.
 
A few odd things you'll probably want to change in your 2300 once you run a few games and get them under your belt (from one 2300 GM to another):

* Reduce the Throw Range. I'm not sure what GDW was thinking when they made that throw range formula. I find that Strength * 2 makes for much more useful throw range for the purposes that players put thrown objects to (usually something that explodes after a point).

* You'll probably want to reduce ranged weapon fire range bands. Most shooting in RPGs occurs around point-blank to about 200ft at most which is in the double DPV ranges for any kind of longarm (which players will frequently get).

There's other things but those two are the consistent things I remember most 2300 refs (including myself) changed.
 
No, it was the same eratta, IIRC. I can't dig out the sheet at the moment. Box is in a crate of books under several others, and I'm on a 5 pound load limit...
 
The file was named 2300 AD errata but checking against Kmsoice's list, I'm pretty sure this is the Traveller 2300 version.

There was also a Challenge article where they described the differences between the two versions. IIRC, it was the personal armor rules and a couple of other small changes.


Traveller: 2300 Errata 12/4/86
Player's Manual


page 22
Under Finalizing the Character, Life levels, substitute "mass in kilograms" for "size". Consciousness level equals mass in kilograms divided by 20; life level equals mass in kilograms divided by 10.

page 47
The Colonies of Earth. For the Texas enclave on 82 Eridani, the star type is incorrect. 82 Eridani is a G5 V star.

Referee's Manual
page 12
Under Wound Effects, Shock Points, the following line was omitted. "The character is dead when his total of shock points equals his life level."

page 21
Under Arming Your Ship, the list of additional weapons is missing.

Hyde Industries Laser, Model EA122. Hyde industries has always been at the forefront of space weapons technology, and the model EA122 is their most popular design. Damage: x1, Targeting: +1, Price: Lv105,000

Hyde Industries High Output Laser, Model EAA1000. The EAA1000 is the high output favorite of most national space fleets. This model is often adaptable to use in detonation laser devices. Damage: x2, Targeting: +1, Price: Lv174,000.

Allen model BMZ 150MW Particle Beam Weapon System. An American produced weapon, the Allen was one of the first particle weapon with sufficient targeting to be a viable space combat asset. Damage: x3, Targeting: -2, Price: Lv212,000.

Guiscard LL-98. The LL-98 is the standard armament of the French naval and merchant vessels. Damage: x1, Targeting: +0, Price: Lv97,000.

DunArmCo Amplified Particle System, ALS-22. Australian DunArmCo is attempting to break into the space weapons field, introducing the ALS-22 in 2296. Damage: x2, Targeting: -3, Price: Lv146,000.

page 43

The average temperatures table indicates that the ranges are measured in Kelvin. They are actually measured in Centigrade.

The Map
On the map itself, there are two stars on the far right for which the dots were left off. DM-22 6219 should have a red dot of the -10
to -30 ly size. lota Piscium should have a white dot of the -10 to 10 ly size.
On the Z Axis Distance, the line which reads -30 to -20 ly should instead read -30 to - 10 ly.
 
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