Traveller Store CotI Features New Posts Mark Forums Read Register


Go Back TravellerRPG.com > Citizens of the Imperium > Referee's Lounge

Referee's Lounge Discussion of how to (and not to) Referee Traveller and Cepheus Engine games. No edition warring allowed.

Reply
 
Thread Tools Display Modes
  #21  
Old January 20th, 2018, 07:49 PM
Tiikeri Tiikeri is offline
Citizen: SOC-12
 
Join Date: Jul 2013
Posts: 174
Gallery : 0
Tiikeri Citizen
Default

Part 2 - The Solution

* First, address the players intellectually. Explain to them, as I’m sure you already have, that Traveller works very differently than D&D, and combat will hurt their characters like they would expect a normal person to get hurt. Tell them that you don’t want to see the crew take casualties because of a misunderstanding, so you’re making it clear before the session begins. They should treat their characters like people who feel pain. The players put time and effort into creating their characters, so they should treat them that way. The players will still be dealing with their emotional need for hack and slash excitement, but read on.

* As other posters have suggested, run a few practice combats so they can see the effects of combat on some throwaway characters. Then the players should know what weapons will do to their characters. They’ll also have a better idea of how their characters will stack up when it comes to fighting. Do the same thing for ship combat, so the players will know how things will shake out.

* Run an adventure as normal, but be prepared for a malenky bit of the usual player character ultraviolence. If the player characters hurt people or do something destructive or outrageous (like literally stomping down an old lady in the spaceport hotel lounge over a trivial slight; I wish I were joking), have the authorities respond with the level of force they need to take down the player character threat. The crew can’t be the first bunch of heavily armed ne’er-do-wells to trash the local Startown. Feel free to have the locals take potshots at the offworld trash shooting up their neighborhood. Try to take the player characters alive. Stunners, tranq rounds, riot control gas, net guns, grav carrier mounted microwave anti-personnel burners (Active Denial System), laser dazzlers, do what you have to. Make up some stats for this gear beforehand. If the crew wants the screw with the authorities, have the authorities screw back hard and screw to win.

* Once the authorities have the crew in custody, have the player characters explain themselves at a tribunal. They probably won’t have much in the way of rights and the tribunal will be focused on determining what the crew did to whom, why they did it, and how they’ll be punished. Use the tribunal scene to let the players explain their actions in character. Hopefully they’ll see that their actions were pointless and destructive.

* Now here’s the fun part:
1. The authorities sentence the crew to 15 years at hard labor in the guano mines… or, they can volunteer to sign a 10 year mercenary contract with a penal battalion conducting counterinsurgency operations on behalf of the subsector government. Yes, it’s the French Foreign Legion in Space, and if the player characters go AWOL, the Imperial authorities will now have a piece of them.

2. Drop the crew into a unit filled to the ever-lovin’ brim with the most low down scum in the subsector. Training? Yeah, right. They’re tough guys, aren’t they? They can learn on the job. Make a table with 20 or so crimes on it (murder, assault, robbery, thuggery, theft, possession of contraband, smuggling, illegal salvaging, illegal mining, illegal gambling, piracy, treason, sedition, insurrection, human trafficking, consorting with corsairs, gang crime, fraud, bribery, unfair labor practices, vagrancy, Vargr shaving, Hiver slapping, tipping lawful K’Kree citizens of the Imperium, possession of unseemly Solomani sympathies, failing to meet production quotas, failing to show appropriate adulation for a member of the Imperial aristocracy, creative accounting, poaching, indebtedness, terrorism, illegal weapons, whatever you can think of) and roll 1 to 3 times for each of the hardened criminals and sociopathic freaks in the crew’s new platoon. Make a short backstory about the crimes. Example: Private Eneri was convicted of gang crime, mass murder and illegal weapons possession when his gang accidentally breached a mining habitat while fighting with another gang over a mining claim, causing the deaths of 100 people. Now he’s doing 20 years in the penal battaltion, fighting the Duke’s dirty wars. Make the NCOs and officers hard bastards with criminal convictions themselves who keep the scoundrels in line with brutal discipline and field executions if it comes to it. The stocks, the lash, the electronic agonizer, hard labor, protein crackers and water, spending 24 hours staked out on the parade field in the scorching sun, 2 days in the cockroach pit, it doesn’t matter. Show all these things happening to NPCs in the unit so the players know what awaits their characters if they screw around. As the NCOs will tell the crew, “You are mercenary soldiers in order to die, and the Duke is sending you where you can die.” Treat the player characters has having light wounds for a week whenever they suffer these punishments. Feel free to have the other mercs steal their gear, beat them up for the offense of being new guys, stick them with all the crap duties like shoveling out the latrines, searching for mines and boobytraps. If the player characters get violent, 30 hardcore mercs beat them to a pulp just for laughs. Show them that there are people tougher than they are, who are just waiting to beat them down just for something to do. If they desert, any local will turn them in for the prize money, any rebel will kill them, and any starport worker will have them arrested by starport security and returned to their unit for 100 lashes and a week in the cockroach pit.
The point of this is to let the player characters see how much fun it is to get stuck with people as callous and violent as they are.

3. Send the player characters’ merc unit into a dirty counterinsurgency where they have to root out a determined well-equipped enemy dug deep into brutal thin-atmosphere terrain with the full support of the local population. The despised, corrupt and incompetent planetary authorities would fall in two months if they weren’t propped up by the subsector Duke for his own murky reasons. The insurgents have always stated their grievances are only against the planetary authorities and proclaimed their undying loyalty to the Imperium, so the subsector Duke will not commit Imperial forces. The fighting is left to the incompetent planetary army and a collection of low rent amoral merc units, like the player characters’ penal battalion. Offworld factions support the insurgents with money, equipment, and advisors for their own murky reasons. The insurgency is the tail end of a 20 year civil war that started when some regions tried to break off from the worthless planetary authorities. No mercy is given or expected, and when somebody finally wins, everyone knows there will be bloodbath.

4. Now give the players the action they so desperately crave. Ambushes, air assaults, human wave attacks, defending remote outposts against overwhelming odds, search and destroy missions tearing up villages for weapons and enemy fighters, raiding terrorist cells hiding in the cities, clearing rebel bunker complexes with napalm, poison gas and close quarters combat, tense urban combat in rebel held cities, taking the lead as the first assault element in a division offensive into enemy territory, give them action, action, action! If a player’s character dies, he makes another character who is already a merc in the unit or who’s a fresh convict who took the contract.
Reply With Quote
  #22  
Old January 20th, 2018, 07:49 PM
Tiikeri Tiikeri is offline
Citizen: SOC-12
 
Join Date: Jul 2013
Posts: 174
Gallery : 0
Tiikeri Citizen
Default

Part 3 - The Rest of the Solution

5. When you’ve got the player characters amped up on action, twist the knife. Boobytraps claim trooper after trooper. The player characters can’t sleep because of the screams and cries from the field hospital (there’s no funding for anesthetic; they’re tough guys, right?). They’re finally getting good intel from a planetary army scout, when an unseen sniper blows the scout’s brains all over their faces. Weapons fire rips through their rusty prefab barracks, and when the player characters crash out and stand to, it was just two squads of 2nd platoon blowing each other away because two guys were fooling around with the same ‘bar hostess’. Every time the crew eats at a local food vendor, roll to see if they get ground glass in their food. Let them build some cliché safe place over time, like a bar where the waitresses are vetted by the planetary authorities. Make it fun, make it cool, and when they’re finally bonding after a mission well done, the cute waitress walks up with their beers and shanks one of them in the neck with a razor she hid under the tray. Why? Her cousin joined the rebels and some merc napalmed him. It wasn’t even the crew’s unit, but she’s too filled with rage and grief to care. Let the crew form relationships with some locals who finally understand that they’re not like other mercs, and then put these people in danger, or have them get arrested by the planetary authorities as spies. Depict the gradual breakdown of first morale, then discipline, then finally people’s sanity. The officers and sergeants only keep control by brutal punishments, field executions, and reminding the troops that if they don’t keep it together, the rebels will kill them. The only way out is to win.


When the player characters are about to assault the big rebel stronghold and finally get some closure, the air support gets redirected to a higher priority mission and their whole battalion is left hanging. The assault turns into stalemate, and then the battalion gets encircled by rebel reinforcements. Air support comes too little, too late, the lift infantry mercs won’t bring their precious grav carriers into a hot LZ to evacuate them, and the battalion is trapped for a week before the assault turns into a rout and then a slaughter. Instead of winning the final climactic battle, the player characters have to kill their way out then drag themselves back through the hostile territory they’ve been devastating for months. When they make it back, the government controlled areas are in chaos, rebel terrorist cells are bombing and shooting at will, planetary units are changing sides and looking to use captured mercs as bargaining chips, and the Imperial Marines have sealed the starport until this ‘local disorder’ has resolved itself.


You can have the player characters regroup with other mercs and loyal planetary units for a desperate defense of the capital city, or they can make a desperate bid to rush the starport. If they break through, the public makes a mass dash after them to get on any ship they can before the rebels take over the city and slaughter everyone. As the Imperial Marines start firing into the stampeding crowds, the player characters discover that their battalion’s headquarters element survived, and the senior officers are blaming the player characters’ company for failing to advance when ordered and causing the assault to stall. It’s all true of course, and the player characters, some dejected troopers, and a wounded platoon leader are all the battalion commander has to point to when explaining the unit’s destruction to the subsector Duke. If the players get upset, just say that you thought they liked action. If they say the don’t like being stuck in these adventures and they want their characters to be doing something else, say that this is what happens to characters who treat every world like a shooting gallery. If the players make a serious commitment to knock it off, have a mysterious patron buy out their merc contracts and send them on more normal action type missions on different planets, like pirate hunting, trade war, or what have you. If they fall back into their old ways, well, there are plenty of dirty wars to be fought.


After all this, the players should have gotten a big enough action fix to satisfy them for a while, they’ll be experts at the combat system, they’ll be experts at the character generation system, and they will hopefully have learned that if their characters act like violent criminals, you will treat them like violent criminals.

Last edited by Tiikeri; January 20th, 2018 at 07:50 PM.. Reason: Better readability
Reply With Quote
  #23  
Old January 20th, 2018, 08:28 PM
flykiller's Avatar
flykiller flykiller is offline
Citizen: SOC-14
 
Join Date: Aug 2002
Location: desert
Posts: 6,555
Gallery : 111
flykiller Citizen++flykiller Citizen++flykiller Citizen++flykiller Citizen++
Default

Quote:
Vargr shaving, Hiver slapping, ... K’Kree ... tipping ...
(laugh)

Quote:
the French Foreign Legion in Space
that actually would be an awesome addition to any game.
Reply With Quote
  #24  
Old January 21st, 2018, 02:34 PM
Tiikeri Tiikeri is offline
Citizen: SOC-12
 
Join Date: Jul 2013
Posts: 174
Gallery : 0
Tiikeri Citizen
Default

Quote:
Originally Posted by flykiller View Post
(laugh)

Quote:
the French Foreign Legion in Space
that actually would be an awesome addition to any game.

It's a good way for the authorities to punish player characters who are causing trouble, instead of sending them to prison, a forced labor camp, or something else boring which the players would hate. In a mercenary unit, the referee can send characters on interesting missions while having a lot of control over them. You can use these missions to set up adventure hooks for later on. The players won't like losing some control over their characters, but that's why its a punishment.

Like Forrest Gump said, "There was always somewhere to go, and something to do."

Something else Forrest Gump didn't actually say:

"Serving in the Space Foreign Legion is like a bag of Halloween candy. You never know when you're going to bite into a razor blade."


Unfortunately, I've dealt with a lot of players who just thought everything was a big joke, and tried to 'win' the game by being as destructive as possible, then attacking the authorities in open battle. For example, one group's line of thinking went something like, we did something outrageous and got away with it, so we win, and we shot all your cops, Ref, so we win. Ha ha ha, what are you going to do? They were like a bunch of llamas bleating with pleasure as they kicked their feces all over the game session. After the all points bulletin went out over the x-boat network a lot faster than their clunky Aluminum Falcon free trader could go, and the Imperial Marines detained them for extradition a couple ports of call down the line (with overwhelming force), then their tune became this is boring, they wouldn't do that, they can't prove it, we have rights, we bribe someone, this sucks let's go back to D&D.


Something else is the leveling addiction people pick up from D&D.

Like the hack and slash excitement addiction and the everything-is-a-joke condition, the leveling addiction is emotionally-based and hard for people to recover from.

One solution I have for this I ask a group what they want to play. They invariably say they want the best marine in the galaxy, or a smuggler/martial artist/pilot/mechanic/gambler called Leg Duet, or the best fighter pilot since the dawn of flight on Terra who can instantly bribe officials with his mesmerizing charisma.

Then I say, okay but there won't be any advancements after this. You'll all be (drum roll please) ...Epic Level! Then I give them a generous point buy to make characters, and away we go.

Hopefully, this will alleviate the withdrawal pangs the OP's players seem to be suffering from. They're already 20th level. There's nowhere to advance to, so they can just enjoy the game.
Reply With Quote
  #25  
Old January 21st, 2018, 03:23 PM
aramis's Avatar
aramis aramis is offline
Administrator
 
Join Date: May 2001
Location: Anchorage, AK, USofA
Posts: 29,057
Gallery : 53
Visit aramis's Blog
aramis has disabled reputation
Send a message via ICQ to aramis Send a message via AIM to aramis Send a message via Yahoo to aramis
Default

@Flykiller - FFL, more correctly, the Legion Etrangier, isn't all that cool. It's now just a fast path to French Citizenship via harsh military service (IIRC, 6 year minimum). Also, it's part of the 2300 setting already... and was Meh there.

@Tiikeri - not a bad analysis of one particular mode of D&D play, but that's not how a significant portion of the D&D players play.

False premise: That D&D doesn't reward non-tactical play. (See the DMG for 3.X, 4.X, 5.X) In 5E, each session has an RP award equal to a minor encounter, and encounters XP is not based upon killing, but dealing with the encounters. ISTR 3.X and 4.X being the same. Goal accomplishment is moderate encounter.

False premise: D&D encourages Rules Lawyering more than other games.
Rules Complexity tends to, but rules complexity peaked at 3.5
Rules being self-contradictory does as well, but that peaked in AD&D 1E.

False Premise: That D&D requires killing for maximum XP value.
Explicitly false in EVERY edition after LBB/LWB D&D.
__________________
~ Aramis
aramis.hostman.us /trav
Smith & Wesson: The Original Point and Click interface!

Archduke of Sylea (CORE 2118)
Duke of the Third Imperium (SPIN 0534)
Count Terra (SOLO 1827)
Count Gorod (REFT 1302)
Count of the Third Imperium (SPIN 2232)
Viscount of Adabicci (SPIN 1824)
Marquis of the Solomani Rim (SOLO 0606)
Marquis of the Third Imperium (SPIN 2410)
Baron of the Third Imperium (SPIN 2231)
Knight of the Iridium Throne (CORE 1434)
Sir William Hostman (OLDE 0512)
Sir William Hostman (DAGU 0622)
Knight of Deneb (REFT 2239)
Knight of Deneb (Spin 2532)
SEH w/Diamonds for Extreme Heroism - Battle of Boughene
MCG - Battle of Boughene
TAS: William Hostman (CORR 2506)
TAS: Bearer (DAIB 1326)
IMTU ct+ tm++ tne tg-- tt+ tmo+ t4- t20+ to ru+ ge+ 3i+ c+ jt au ls pi+ ta he+ st+
Wil Hostman 0602 C539857-9 S A724
OTU: 95% 3i an+ au+ br- cpu± dt± f+ fs++ ge± ih- inf± j± jf+ jm+ jt+ ls- n= nc+ pi+ pp-- tp+ tr+ tv- vi-- xb+-
Unless there is bold red text, presume my posts to be my personal material only.
Reply With Quote
  #26  
Old January 21st, 2018, 07:02 PM
Tiikeri Tiikeri is offline
Citizen: SOC-12
 
Join Date: Jul 2013
Posts: 174
Gallery : 0
Tiikeri Citizen
Default

Quote:
...but that's not how a significant portion of the D&D players play.
Thank goodness!


The other points are not my premises. I never stated that D&D doesn't reward non-tactical play or that killing is required for max xp. I said that the rules encourage killing as the fastest way to get rewards. I never said D&D encourages rules-lawyering more than other games, I said it encourages rules-lawyering to create the most efficient killing machine as a character. I should have been more clear that I was addressing that particular character-engineering issue or used a different verb, since people can argue rules in any game.

Unfortunately, silly or destructive behavior is usually the only way a lot of players can think of to interact with a setting. They're essentially poking the setting to see what it does. It's pretty sad, and once they see they can gain from it, they're hooked. I think a big issue is that everyone gets the action part and the silly part, but not everybody understands or cares about the roleplaying part. A lot of players just want to get some cheap laughs while they Get to the Next Level and they couldn't give a rat's about the journey because they're on their way to their next fix. Woe betide any NPCs in their way.

A lot of people just want to poke the setting and laugh at the zany antics that follow, instead of thinking through who their characters are and how they would reasonably act.

There's a big difference between games in which characters become intrinsically harder to injure as they advance, and games where the characters remain just as vulnerable to injury, like Traveller and the Chaosium games like Call of Cthulhu and Stormbringer. Remaining vulnerable and not mysteriously getting new abilities at predetermined levels lets people enjoy the journey instead of rushing to the next goal.

In Traveller, characters will have better skills and better equipment as they advance, but without their battledress and FGMPs, they are but men.
Reply With Quote
  #27  
Old January 21st, 2018, 10:08 PM
flykiller's Avatar
flykiller flykiller is offline
Citizen: SOC-14
 
Join Date: Aug 2002
Location: desert
Posts: 6,555
Gallery : 111
flykiller Citizen++flykiller Citizen++flykiller Citizen++flykiller Citizen++
Default

Quote:
It's a good way for the authorities to punish player characters who are causing trouble, instead of sending them to prison, a forced labor camp, or something else boring which the players would hate. In a mercenary unit
it's a great idea, especially in a region like that between junidy and efate. lots of moderate-tech moderate-pop worlds, with no dominating polity anywhere. lots of yellow and red zone worlds with minor ports that would otherwise be significant - wonder what's going on up there and how the imperium keeps possible trouble suppressed ....
Reply With Quote
  #28  
Old January 22nd, 2018, 04:20 AM
Tiikeri Tiikeri is offline
Citizen: SOC-12
 
Join Date: Jul 2013
Posts: 174
Gallery : 0
Tiikeri Citizen
Default

True, and it's also a great way to get the players into higher level political intrigues.

Think of it like a funnel.

Into the big end go the lost and the doomed who end up in the mercenary battallions.

They end up in miserable little skirmishes all over the subsector.

Disorder suppression, strike-busting, peacekeeping, bug hunting, Aslan removal, crushing insurrections, you get the idea.

Then, the funnel narrows a little bit. The characters start to see inconsistencies, like the battalion crushes a planetwide miners' strike as if it were an insurrection, then they're ordered to destroy the independent outlying settlements but leave the megacorp facilities alone. When they're assembling at the starport after a job well done, they see massive bulk freighters unloading thousands fresh-faced new colonists wearing company uniforms. Then they get called out of formation to help suppress disorder at the starport, and what do you know, it seems the wives and kids of the independent miners they blew away are having second thoughts about the 20 year out-system labor contracts they all happened to sign after they showed up in Startown as refugees. All perfectly legal, you see. Of course it's not slavery! The Emperor forbids it! Soldier ask not. Now get on the ship unless you want to stay here.

There are a few more missions that are some hard campaigning, like cleaning out a corrupt planetary government that was giving aid and succor to suspected pirates, and then restoring order in the face of an angry population deprived of its livelihood. During restoration, the characters' company is pulled off their critical riot control mission and tasked with assaulting a rural agricultural manor. Then the order comes down: no quarter, no survivors. One of the characters hears it from the radioman that the commander's request for a written order was denied. After desperate close quarters combat throughout the complex, the mercs are dragging out about a couple hundred bodies for an 'intelligence officer' they've never seen before. He gives the bodies barely a glance until he stops at one corpse in combat fatigues that bears a striking resemblance to the Imperial aristocrat assigned to the planet. The unknown officer bows his head for a moment, then orders that body shipped out. The battalion commander orders the rest of the bodies burned. A week later, the Imperial flag flying over the starport is lowered to half-mast. The planetary media reports that the world's Imperial aristocrat was slain by a rampaging mob sympathetic to the villainous planetary government, and that the starport administrator will serve as the Imperial representative until the subsector Duke's nephew arrives and restores peace and prosperity.

Then, the funnel narrows even more.

A breadbasket world is discovered to be rich in minerals. Guess who shows up with its miners and security troops, but the megacorp the characters' battalion helped out before. The megacorp rips up the land, causing the farmers and ranchers to take up arms. Before long, the characters' battalion is sent in again. After a year of counterinsurgency work, the characters notice a pattern. They spend a lot of time patrolling the bush, they fight a few battles, but they always stop and do civil affairs work, or redeploy to a quieter province, or get sent to babysit a newly formed planetary army unit. The megacorp security troops are coming back battlescarred after bearing the brunt of hard fighting, and they glower at the mercs over their beers. The mercs are withdrawn from province after province to let the planetary army take over, just to see these provinces fall to the rebels. Finally when most of the megacorp's mining installations are in flames, the balance sheets are in the red, and bitter recriminations are flying between the corp execs, the planetary politicians, and the commanders of the several military forces on planet, the Imperial aristocrat assigned to the world suggests a dialogue be opened with the rebel leadership.

It all ends with the megacorp's stock in the tank, dead colonists, embittered security units on the verge of a troop riot, a new coalition government in power, and the suddenly competent planetary army looking into alleged war crimes committed by corporate security troops and mercs. The battalion commander assures the player characters' unit that they fulfilled the terms of their contract, which was held by the planetary authorities, not the megacorp. Then it's on full kits, sound board ships, and up the soldiers go. The battalion's officers all seem quite pleased with compensation packages, which consist of generous shares in the new mining cooperatives set up under the ceasefire agreement, courtesy of the planetary government. It seems the mining cooperatives have 100 year contract to supply the subsector Navy, and at a price cheaper than the megacorp's, too! Funny how things work out. Soldier ask not.

Now that the unit has a solid reputation as a dependable tool, let's narrow the funnel even more.

By now it should be clear that the battalion has a close relationship several highly placed officials of the court of the subsector Duke. Whenever there's work too tough for a planetary army or too dirty for the Duke's Own Huscarls, in go the mercs. Now they're tasked out as expendable deniable company sized black ops elements.

Start a war between the Imperials and the Aslan settlers as a pretext for an Imperial occupation? The mercs will take care of it.

Start a rebellion and then lose, so potentially disloyal populations can be smoked out, arrested and shipped off planet en masse? The mercs got it.

When two subsector Dukes contest the ownership of a trading hub, the mercs are their Duke's men in a knock down drag out covert ops brawl that has nothing to do with honor or the Imperium, just the ambitions of two powerful men.

At the end of the funnel, the characters are known to the Duke as a team of reliable operators who will take on any mission. Then the characters have a patron in the subsector Duke, and he can send them on team sized missions that affect the state of affairs of the subsector and possibly the sector. The characters will be introduced to the power politics that go on at these levels of governance, and to powerful people who may require their expertise. If the campaign goes on long enough, the characters might even get knighthoods out of it.
Reply With Quote
  #29  
Old January 22nd, 2018, 05:12 AM
Condottiere Condottiere is offline
Citizen: SOC-14
 
Join Date: Nov 2013
Posts: 2,946
Gallery : 0
Condottiere Citizen++Condottiere Citizen++Condottiere Citizen++Condottiere Citizen++
Default

Ala Falkenberg, mercenary companies have clauses and ambiguous conditions written into their contracts by expert legal minds.

Or very explicit ones, depending on the desired outcome.
Reply With Quote
  #30  
Old January 22nd, 2018, 03:08 PM
kilemall kilemall is offline
Citizen: SOC-14
 
Join Date: Apr 2015
Posts: 4,540
Gallery : 0
kilemall Respected Citizenkilemall Respected Citizenkilemall Respected Citizenkilemall Respected Citizenkilemall Respected Citizenkilemall Respected Citizen
Default

Quote:
Originally Posted by flykiller View Post
that actually would be an awesome addition to any game.
There is a really gritty comic series that did exactly that-

https://en.wikipedia.org/wiki/Alien_Legion
__________________
YUMV- Your Universe May Vary.
YOMD- Your Opinion May Differ.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Star Trigger, Mk 0.1? Ref00000 The Lone Star 10 December 31st, 2013 10:42 PM
Happy mike wightman The Lone Star 18 May 23rd, 2009 02:54 AM
Happy happy happy veltyen Random Static 2 March 20th, 2009 02:27 AM
Question: What is the 'pull' on a weapon's trigger? Anton Ship's Locker 18 January 30th, 2004 11:57 AM
Star Trigger Spinward Scout The Lone Star 2 October 14th, 2001 11:28 PM

This website and its contents are copyright ©2010- Far Future Enterprises. All rights reserved. Traveller is a registered trademark of Far Future Enterprises .
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.
Copyright (c) 2010-2013, Far Future Enterprises. All Rights Reserved.