MgT 2E - Vehicle Handbook.pdf
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Marc Miller
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CONTEN S
INTRODUCTION
NEW RULES
VEHICLE DESIGN
CORE CHASSIS TYPES
ARMOUR
WEAPONS
CUSTOMISATION
BIOTECH
DRONES
VEHICLES OF CHARTED SPACE
INDEX
2
3
5
13
34
37
46
61
66
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149
CLASSIC TRAVELLER
Original Vehicle Design Mechanics
Colin Dunn
MONGOOSE TRAVELLER
Author
Matthew Sprange
Layout and Graphic Design
Interior Illustrations
Will Chapman, Sandrine Thirache
Amy Perret, Sandrine Thirache, Kim Van Deun,
Jon Torres, Shen Fei, Vincent Hie
Scale Solvers
Playtesters
Noel O’Connor, Daniel Wall, Sam Wissa
Simon Bell, Scotty Diamond, Shawn Driscoll, Alex Greene, John Griffiths, William F. Hostman, Jason 'Flynn' Kemp, Donavan
Lambertus, Dale C. McCoy Jr., Richard Ricker, Ian Stead, John Watts, and the Digital Arc Systems Crew (Dina Novitskaya, Lori
Golder, Noah Ternullo, Fred Golder)
Special Thanks
Marc Miller, Rob Eaglestone, Colin Dunn, Andrew James Alan Welty
Traveller
©2017 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the
written permission of the publisher is expressly forbidden. All significant characters, names, places, items, art and
text herein are copyrighted by Mongoose Publishing.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without
written permission. To learn more about the Open Game License, please go to www.mongoosepublishing.com.
This material is protected under the copyright laws of the United Kingdom and of the United States. This product is
a work of fiction. Any similarity to actual people, organisations, places or events is purely coincidental.
Traveller is a trademark of Far Future Enterprises and is used under licence.
Printed in China
INTRODUCTION
Universes of science fiction are filled with vehicles
ranging from the mundane to the exotic. A starport on
a world far beyond the frontier may see a mix of pedal-
powered rickshaws, horse-drawn wagons and anti-grav
skimmers. A high-tech centralised and industrial world
will have skies filled with the anti-grav equivalent of
cars, trucks and buses, while its military will be able to
deploy armoured tanks who can withstand bombardment
from spacecraft in orbit above them. All of these, and
many more, can be created with the Vehicle Handbook.
The Vehicle Handbook has been designed to be quick
and easy to use, whether your Travellers are looking
to quickly upgrade or modify their humble air/raft, or
construct a massive battle-ready walker armed with city-
crushing weaponry from scratch.
Vehicles created with this book are completely
compatible with those found in the Traveller Core
Rulebook and they utilise the same rules for travel
and combat. The only difference is that vehicles
created with this book are your vehicles, unique to your
universe. With just a little practice, you will be able
to create small and basic vehicles (such as a ground
car or grav-bike) in just a minute or so, allowing you to
quickly create vehicles almost on the fly during a game.
However, even a large, multi-turreted super-heavy battle
tank will not take much longer than five minutes’ work.
The key to this is that the design system focuses on
the final performance of a vehicle, rather than all of its
individual components. You will not find complicated
charts of different engines, reactors and other power
systems, cross-referenced with a vehicle’s mass and
aerodynamic performance. At the end of the day,
whether a vehicle is propelled by steam or a fusion
reactor driving gravitic thrusters is completely up to you.
What is important, as far as its design is concerned, is
how fast it can go and what it can carry as it travels.
The entire vehicle design sequence is a simple step-by-
step process that we will walk you through, allowing you
to choose basic designs and then modify them to fit into
your universe.
The
Vehicle Handbook
is rounded off with a complete
catalogue filled with vehicles built using this system,
allowing you to dive straight in and begin populating
your worlds with vehicles the Travellers can ride,
purchase and fight against.
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NEW RULES
Size
Hiding
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The Vehicle Handbook requires the use of several new
rules in addition to those within the
Traveller Core
Rulebook,
all of which are presented here.
MAINTENANCE AND
RESUPPLY
Larger vehicles are always easier to detect, whether
advanced sensors or a Traveller’s own eyesight are used.
For every full 25 Spaces a vehicle has, DM+1 is applied
to checks made to detect it.
All vehicles require routine maintenance and the
occasional topping up of fuel and other essentials. This
is part of general vehicle care though all vehicles should
spend at least one day in a well-equipped workshop
each year for a full service, and advanced military
vehicles may require a great deal more attention.
For the purposes of Traveller, this is assumed to be
covered by a simple monthly maintenance cost equal to
0.5% of the total cost of the vehicle. This will cover all
essentials and refills other than ammunition and other
stated extra costs.
Referees are free to ignore this rule if they wish to avoid
the book keeping, but remember: even a bicycle should
be kept in good working order!
If the object is hidden from view, DM-2 is applied and
the referee may rule that the sensors are unable to
detect it at all (in general, if there is no line of sight,
sensors of TL10 or less will be unable to detect it).
Camouflage and stealth customisations can make
detection increasingly difficult. See page 54 for
more details.
Shipping Large Vehicles
It is more efficient to ship a single large vehicle than
several smaller ones. Vehicles over 30 Shipping Tons
can halve this value, to a minimum of 30 tons.
Towing
SENSORS AND
DETECTION
Vehicles have access to a variety of systems to detect
objects in their vicinity, from eyes and headlights
to radar, lidar and densitometers (see page 54 for
vehicle sensors).
The type of sensors a vehicle is equipped with will define
their Range and any bonus to checks made to detect
objects. These checks will use the Electronics (sensors)
skill, though vehicles lacking even basic sensors will
instead be reliant on a Traveller’s Recon checks.
To detect any given object that is within Range of a
vehicle’s sensors requires an Average (8+) Electronics
(sensors) check (1D seconds, INT).
Most vehicles are capable of towing heavy loads, usually
a form of trailer or, in an emergency, other vehicles. All
checks using a vehicle’s Agility suffer DM-2 while it is
towing. Its Speed is reduced by one band for every 25%
of its Spaces (or 25% of its Spaces multiplied 250 kg)
it is towing, or part of.
Used Vehicles
Buying second-hand vehicles is a time-honoured
process, and Travellers short of a few credits might try
their luck on the used market.
If a Traveller is looking for a specific type of vehicle, the
referee might require a Broker or Streetwise check to
locate it, imposing negative DMs if the vehicle is beyond
the ordinary.
A used vehicle will cost 1D x 10% less than a new one.
However, cynical Travellers will well know that one can
never be absolutely sure of a used vehicle, and the
referee should roll 2D whenever one is purchased. On
the roll of 8+, generate at least one quirk using the
Used Vehicle Quirks table.
Range
If the object is within half this Range, DM+2 is
applied, and if it is within a quarter of this Range,
DM+4 is applied.
3
Used Vehicle Quirks
2D
2
3
4
5
6
7
8
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10
11
12
Quirk
Bad Luck:
The vehicle seems cursed – the referee is free to impose a Bane on any important skill checks
when using the vehicle.
What a Piece of Junk:
There is something about this vehicle’s proportions or assembly that just does not seem
right. When placed next to another, similar vehicle, it will look cheap, ugly, ridiculous, or all three.
Concealed Compartment:
The vehicle has a concealed compartment somewhere within its hull, allowing items
to be hidden.
Gutless:
The vehicle’s motive systems have seen better days. Reduce Speed by one Band.
Sloppy Controls:
The control systems have far too much play in them/. Apply DM-1 to any Drive, Flyer, or
Seafarer checks.
Poor Fuel Economy:
The vehicle is nowhere near as efficient as when it was new. Range is reduced by 10%.
Faulty Sensors:
Every time the vehicle’s sensors are used, roll 1D. On 6+, they impose DM-4 to the check.
Boy Racer:
The previous owner liked to… ‘improve’ his vehicles. Increase Speed by one Band but generate
D3 more quirks.
Difficult to Modify:
Any new customisation performed on the vehicle costs twice as much.
What is That Smell?:
The vehicle’s interior smells disgusting, and no amount of searching seems to pinpoint
its source.
Jalopy:
The vehicle seems decidedly unsafe. Reduce its Hull by 1D x 10%,
VEHICLE TRAITS
Many vehicles have specific traits which grant them
special abilities or penalise them in some way.
AFV:
This vehicle has been designed with combat in
mind and features sloping armour, composite materials,
and structural reinforcement appropriate to its Tech
Level. A vehicle with the AFV trait may have up to three
times the armour it is normally allowed for its Tech Level
(see page 34).
ATV:
The vehicle is equipped to handle difficult terrain.
This trait provides DM+2 to any Drive checks made to
negotiate difficult terrain.
Off-Roader:
The vehicle has had its drive and suspension
systems modified to handle rough terrain. This trait
provides DM+1 to any Drive checks made to negotiate
difficult terrain.
Open Vehicle:
The vehicle has an open construction
which makes it light, but exposes crew and passengers
to the elements. Open Vehicles grant no cover to their
crew or passengers, but any Traveller on board can shoot
(or otherwise attack) in any direction.
Tracked:
The vehicle is equipped to handle extremely
difficult terrain. This trait provides DM+4 to any Drive
checks made to negotiate difficult terrain.
WEAPON TRAITS
The following weapon trait from the Central Supply
Catalogue is also used in this book.
One Use:
This weapon is designed to be used just once,
completely expending its energy or ammunition in one
go and then being rendered useless.
4
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MgT 2E - Core Rulebook.pdf
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MgT 2E - High Guard.pdf
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