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Travelling in The Fringe - A Near Space interpretation

Are you going with CT character generation, CE or some houseruled system?

Your setting is ripe for explaining the prior experience of the various CT careers, especially Other :)

Do to work/life committments, I currently am not able to game IRL :( - so this is more a thought exercise than anything else. HOWEVER, if I was to run this right now I would lean first towards CE, or a house-ruled CT similarity.

I deliberately left out a lot of "stat/background" information so taht if anyone is insipired they can freely pull aspects for their own campaigns. I always preferred that approach to the "everything is detailed and balanced" settings which were in vogue for a while.
 
Regarding unemployment and such on Earth among the poor, you might find this article interesting: https://www.theatlantic.com/magazine/archive/2015/07/world-without-work/395294/

Are drones used extensively to patrol for crime on Earth and offworld colonies?

Hmm for your items, in your setting here, like weapons or armor or tools and such, do you just go with the generic Traveller terms like "crystaliron" or just drop weapons like CR898 ACR into it?

Or do you try to name things slightly differently or tweak weapons, like saying an ACR here fires a different caliber, for your setting to sort of differentiate it a bit?

1 - Interesting article - was only able to skim it tonight, but it looks to line up with how I sort of project things in this setting. I'm looking forward to an in-depth read tomorrow.

2 - Drones are near-ubiquitous on Earth - to the point of being almost invisible as far as most people are concerned, unless they have a reason to interact. Police "Public Safety Patrols," online media "Real Time Cameras," commercial delivery services, traffic and weather trackers, messenger bugs, and everything in between. The colonies, not so much, but they still exist and are in place. As discussed in the first write-ups drones see EXTENSIVE use in space patrol/combat - much cheaper and no human risk when compared to manned fighter craft. Of course, turning back to item 1, this opens up potential jobs for those unemployed masses. Monitoring drone feeds, repairing broken modules, hacking hijacked systems and the like all provide opportunities for the small-workshop specialist.

3 - I leave weapon/armor tweaks to the individual referee preferences. At one time I could Munchkin this with the best of them, and in the 80's we spent many an hour arguing why *this* particular weapon system was worth a bonus in game, and all that stuff. Years on, and having seen enough real-world stuff... not so much. Plus, we're trying to model and replicate vast numbers of variable factors into a 2D system, and expect appropriate results? I've also hit the point I'd much rather role-play effects than rely on fixed, set modifiers. So - if you want to say "My UEA Marine character carries the short-barrel Sturmdrang MP-20 ACR, because that's what they used on ship boardings," I'm all cool with it and we rock on. Maybe it helps him with resupply.... or it works a little better in a vacc suit. Maybe it gets extra attention from the Army troops on the colony world with a lot of ex-rebels. But that's all in-game rather than +/- mods.
 
Regarding unemployment and such on Earth among the poor, you might find this article interesting: https://www.theatlantic.com/magazine/archive/2015/07/world-without-work/395294/

Are drones used extensively to patrol for crime on Earth and offworld colonies?

Hmm for your items, in your setting here, like weapons or armor or tools and such, do you just go with the generic Traveller terms like "crystaliron" or just drop weapons like CR898 ACR into it?

Or do you try to name things slightly differently or tweak weapons, like saying an ACR here fires a different caliber, for your setting to sort of differentiate it a bit?

Sorry, hit "post" before one last comment - in that, if there's interest, I could do a short write up on weapons tech *in general* in the setting, without going into the weeds.
 
Sorry, hit "post" before one last comment - in that, if there's interest, I could do a short write up on weapons tech *in general* in the setting, without going into the weeds.
I wouldn't mind seeing some writeups. I always enjoy flavor text as a great way to flesh out a setting.
 
Small Arms in The Fringe

Although there have been technological advancements and moderate changes in appearance and design, the small arms of The Fringe would be fundmentally recognizable to most modern people - much the same as the early revolvers of the 19th century are understandable today. As always, the primary factor playing into this is cost and efficiency. Using a propellant to send a high-velocity mass into another being remains one of the cheapest and most reliable means of doing damage during conflict and hunting situations. While there have been some advancements with Gauss and Laser weapons, they remain bound by power constraints and high-tech support needs; this tends to limit their appearance to worlds nearer the Core, or well-supported military units. On the other hand, any colony with a decent fabrication and printing system can quickly manufacture reliable slugthrowers to support their needs.

Certain advances have become near universal. Most TL8+ worlds have transitioned to some form of caseless ammunition, as a means of saving weight and reducing the use of valuable metals. Similarly, frangible ammunition is in common use, to avoid the ever-present fear of puncturuing a ship's hull or a habitat structure. However, this has not completely removed the market for TL7/8 cased rounds, due to lower tech and manufacturing requirements on those colony worlds. As for other technical enhancements, things such as integrated holo-sights, laser aiming aids, and some form of thumprint/DNA ID security (if desired or mandated by law levels) can be found on almost all modern weapons.

In terms of game play, the vast majority of these facts have absolutely no influence on the dice, and are there for background and role-playing elements.

One house rule that I DO make in all my games is getting rid of the "each weapon is it's own skill" standard. It's not logical, realistic, or particularly effective IMHO. Instead, I divide "Gun Combat" then into "Handguns/Long Arms/Heavy Weapons (covering machine-guns and auto cannon)/Grenade Launchers/Laser Weapons". Just a house conceit - and the only reason I subdivide LAZGUNS is because they're generally new and have some different employment considerations for most users. Also note, this is based on an LBB1/CE type character with associated skill numbers, NOT on a Mercenary/High Guard expanded system.

With that said, here are some of the general weapons categories, and some notes, which a Traveller might encounter in The Fringe:

Snub Pistols - These are specifically designed for shipboard use, with minimal recoil and intended for long-term storage in a ship's locker. The typical snub pistol is an 8-shot 10mm revolver; cylinders come pre-loaded with alternating flechette and frangible slug rounds. They operate off of a high-pressure compressed gas plenum, and a reciprocating piston counterweight. Due to their intent as shipboard defense, and operation by vacc-suited personnel, Snub Pistols tend to have oversized controls and large surfaces, and are not easily concealed.

Body Pistols "Chillers," "Hush-guns," "Hide-outs" - All variations of extremely concealable, low-profile, short range handguns; intended as either a last-ditch personal weapon, or one used in covert government (or illegal) activities. Body pistols are typically manufactured from synthetics and ceramics, and their ability to evade detection is viewed questionably in some regions. Most body pistols will include some form of integrated sound suppression, either through mechanical means, or a compressed gas propellant system. Body pistols will typically hold 8-15 rounds of their particular ammunition. Rumors of UEA Agents using special disolving organic compound rounds to avoid leaving evidence behind are the staple of many tabloid conspiracy sites.

Revolvers - Although the technology is hundreds of years old, revolvers do maintain a presence in The Fringe. This stems from their ease of manufacture, general reliability, and capability of handling larger calibers on worlds with more native threat species. Revolvers do tend to carry less ammunition than other weapons, with most holding 6-10 rounds in a manner which would be recognizable to any 21st Century observer. The archetype of the modern revolver is the Krom-12 "NordHammer", a high-powered, traditional metal cased round firing handgun prefered by big game hunters and showmen throughout the colonies.

Auto Pistols - The default standard sidearm for most military forces, law enforcement or armed civilians; the polymer-framed auto-pistol is little different than advanced handguns of our era. The auto-pistol typically will have adjustable grip components to fit the user, a thumbprint-activated safety mechanism, and a wide-view green dot projected holographic sighting system. Auto pistols will typically hold 12-20 rounds of ammunition, with most being caseless closed sytems to ensure maximum reliability.

SMG - The role of the SMG in The Fringe is generally that of a Personal Defense Weapon for non-front-line troops, or in providing a concealable platfrom that allows for more capability than the auto-pistol without the bulk of a carbine. Of course, certain criminal elements make use of the potential as well - although never as many as the holodramas would portray. Two divergent approaches typify the SMG of the period. UEA and Trading Syndicate weapons are generally in a carbine caliber caseless round, with a short (possibly suppressed) barrel and reduced magazine capacity. The Mandarin Hegemony has followed a different route, using very-rapid fire, small-diameter saboted rounds at a high velocity. These "zip-guns," named for their distinctive sound, are another example of new tech coming from the Chinese sector.

Carbine/ACR - The epitome of the modern trooper's small arm, the developed balance between lethality, reliability, and portability. The UEA Mark 8 Carbine fires from a 100-round bullpup magazine of caseless frangible ammunition, with integrated holo sighting, laser target identification, and available under-mount grenade launcher. Maintenance is simplified by the fact most components can be easily printed by shipboard systems, or on-planet at licensed facilities. Similarly to their SMG advances, the Mandarin Hegemony has recently transitioned front line troops to a new ACR system, using saboted 2mm needle projectiles from drum-fed magazine, using an initial chemical propellant followed by an electromagnetic boost.

Rifles - Rifles are typically used in regions where the local law level prohibits more "military" style weapons, or where larger calibers might be used for hunting or anti-material purposes. The most common rifle throughout the Fringe is the Kalamash "Burya" series, with plans found legally and otherwise throughout many worlds, and capable of being manufactured by any decent machine shop.

Laser Weapons - Personal use laser-weapons are still relatively limited by the power needs and recharging times. Most laser-rifles and carbines are issued to forward observer or air-control troops, allowing for dual use as target markers as well as personal defense weapons.
 
SMG - The role of the SMG in The Fringe is generally that of a Personal Defense Weapon for non-front-line troops, or in providing a concealable platfrom that allows for more capability than the auto-pistol without the bulk of a carbine. Of course, certain criminal elements make use of the potential as well - although never as many as the holodramas would portray. Two divergent approaches typify the SMG of the period. UEA and Trading Syndicate weapons are generally in a carbine caliber caseless round, with a short (possibly suppressed) barrel and reduced magazine capacity. The Mandarin Hegemony has followed a different route, using very-rapid fire, small-diameter saboted rounds at a high velocity. These "zip-guns," named for their distinctive sound, are another example of new tech coming from the Chinese sector.

Carbine/ACR - The epitome of the modern trooper's small arm, the developed balance between lethality, reliability, and portability. The UEA Mark 8 Carbine fires from a 100-round bullpup magazine of caseless frangible ammunition, with integrated holo sighting, laser target identification, and available under-mount grenade launcher. Maintenance is simplified by the fact most components can be easily printed by shipboard systems, or on-planet at licensed facilities. Similarly to their SMG advances, the Mandarin Hegemony has recently transitioned front line troops to a new ACR system, using saboted 2mm needle projectiles from drum-fed magazine, using an initial chemical propellant followed by an electromagnetic boost.
Considering what you've said about the Mandarin Hegemony here, are ACRs & saboted rounds sort of the new big thing among militaries?

Is there a reason why the Mandarin Hegemony is switching over to ACRs & sabot projectiles while everyone else is sticking to more standard carbines & assault rifles?

As for printing out replacement parts, do most ships in your setting have onboard additive manufacturing aka 3D printing facilities?

What is the status of gauss technology? Used at most in a sniper/anti-materiel role & as a HMG?

EDIT: Oh wait, I guess the Mandarin Hegemony is using semi-gauss tech while the UEA & Trading Syndicate are the ones using ACRs and such? Interesting.

IIIRC the Hegemony is known for cutting edge tech?
 
Considering what you've said about the Mandarin Hegemony here, are ACRs & saboted rounds sort of the new big thing among militaries?

Is there a reason why the Mandarin Hegemony is switching over to ACRs & sabot projectiles while everyone else is sticking to more standard carbines & assault rifles?

As for printing out replacement parts, do most ships in your setting have onboard additive manufacturing aka 3D printing facilities?

What is the status of gauss technology? Used at most in a sniper/anti-materiel role & as a HMG?

EDIT: Oh wait, I guess the Mandarin Hegemony is using semi-gauss tech while the UEA & Trading Syndicate are the ones using ACRs and such? Interesting.

IIIRC the Hegemony is known for cutting edge tech?

Yes, one of the setting elements is that the Hegemony has been producing a variety of unusual tech over the past few years, with some speculating that it is based upon alien tech they have found. So, I wanted to combine that element, as well as give their weapons a bit of a distinctive trait, and thus went with the "almost-Gauss" approach.

In terms of printing/fabbing - I am simply extrapolating from today's tech and making a reasonable (to me) presumption. While 3D printing won't replace all other manufacturing techniques, it would certainly broaden the options and abilities of even the simplest ship's machine shop. Rather than having to carry bulky replacement parts for "what if" incidents, as many things as possible could be manufactured on-site from raw materials such as powdered metals, ceramics and polymers. This would be possible at an even greater scale on a colony/starport setup. Again - it wouldn't be the cure for everything, but it would solve a great many problems.

As for "Gauss Weapons" as in the OTU - the tech isn't fully there yet for portable versions, but shipboard railguns and armored vehicles would certainly be exploiting this technology.
 
What about 'blade weapons'?

Blade weapons are generally as described in the original LBB. Bladed implements remain in common use for a number of reasons. First off, like on Earth today, they are ubiquitous to daily life, and thus having a knife at hand isn't going to raise many eyebrows. Second, blade weapons don't run out of ammo at inconvenient times, make lots of noise, or risk puncturing vital ship systems. Third, even the lowest tech colonies have no problem with producing sharp and pointy things.

Finally - many cultures have a tradition of blade combat which is still followed, even if superficially, in the stellar era.
 
For jump drives IYTU here, are there differences that set it apart from normal CE/Traveller jump drives?

Like they take longer to traverse a number of parsecs?

For example, I read a Cepheus Engine product, Near Heaven, that had jump drives in the mileau take 29 days to jump x number of parsecs, if they were carrying people (who had to be stuck in low-berths during jumps), but only need a week to jump x number of parsecs if they were automated message boats (due to not having any people or robots aboard.)
 
For jump drives IYTU here, are there differences that set it apart from normal CE/Traveller jump drives?

Like they take longer to traverse a number of parsecs?

For example, I read a Cepheus Engine product, Near Heaven, that had jump drives in the mileau take 29 days to jump x number of parsecs, if they were carrying people (who had to be stuck in low-berths during jumps), but only need a week to jump x number of parsecs if they were automated message boats (due to not having any people or robots aboard.)

As discussed in the opening post, the vast majority of vessels are limited to Jump-1; Jump-2 tech is newer and tightly controlled by the government. Other than that, there are no significant changes.
 
Tee-Gee Station Patrons and Rumor Seeds

* - A derelict cargo vessel is located in the Eta Cassiopeiae system (1512). The patron's brother was stationed on it when they were overrun by pirates. The crew escaped, but rumor has it the cargo included a precious metals payroll intended for a branch office. The patron has no ship, but will share the profits in exchange for transportation.

* - Cargo transport - rare grazers from this station to Circe (Epsilon Eridani 1313). The original ship suffered a breakdown, and the company is willing to pay extra to meet the client deadline. The cargo is harmless, but wild and acrobatic - particularly if agitated. They also have minor psionic affinity.

* - Lost sociologist. He was last seen on Cotter's World (WZ Canis Minoris 0716), the family on Chara has had no word in a year. They will pay 10kcr for news and comms with him, or 50kcr for his safe return. The sociologist has gone native and married a local woman, he does not want to leave or have contact with his old life. He will be willing to send 1 ton of notes, relics, and the like back to his university to close ties.

* - The characters are stopped by customs with contraband found in one of their bags. This is a setup by the local police chief looking for outsiders to do a job. A local media outlet has blackmail information on him, he will let the characters go and pay them 10kcr for the return of the data unaccessed. The data concerns local police ties to organized crime.

* - A 25kcr bounty is being offered for the capture of local criminal Baaz Hoomil, wanted for murder and other crimes - bounty to be paid on his safe return to Procyon Station and UEA custody. He is being sheltered by his extensive local family connections and money.

* - A local corporation is transporting a valuable cargo through the station/port, and needs security to protect against hijackers.

* - Ships are being sought to transport medical supplies to fight a virulent disease outbreak on Mirai (Epsilon Indi 1309).

* - Speculators are sought to obtain mining samples from an asteroid belt in Groombridge 34 (1311); the company intends to salt the samples to gain an exclusive contract and bilk investors.
 
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