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Andy's TU

JAFARR

SOC-14 1K
After several online discussions lately, I decided to formalize how I will use the varying rule sets.

My Traveller Universe (MTU) uses the Official Traveller Universe (OTU) with some minor modifications. They are: (1) psionics exist only in the Zhodani Consulate due to the fact that the Zhodani are a distinct race which have psionic abilities. No other human derived race has the capability. (2) The J-5 route runs through the “Claw” just above there the talons join together (from the Trojan Reach to Verge) including a cluster of J-1 and J-2 systems in the middle isolated by multiple J-5 steps from either side. (3) Ships will be discussed separately. (4) Chargen will be discussed separately. (5) Combat damage will be discussed separately. (6) The area to spinward of the Spinward Marches is uncharted and open to referee development.

Pricing for passages are as follows: Jump 1 passages – standard price, Jump 2 pricing is 190% of Jump 1 prices. Jump 3 prices are 310% of Jump 1 and Jump 4 prices are 410% of Jump 1. Justification is as follows: Fares are based on distance covered, not time in jump. Jump 2 prices are slightly discounted due to the fact that life support is time based, not distance based. Jump 3 & 4 prices are at a premium based on the fact that higher jump number ships must compensate for reduced useable ship volume to enable the higher jump numbers. It’s like choosing to travel by bus or train and take longer for a lower price compared to flying and paying more to get there faster. Freight prices are jump distance times standard price. There are also 2 more fare rates, steerage and luxury. Steerage is only used in the backwaters and frontiers of the Imperium and has a base price of 2500 Cr for Jump 1. Steerage passengers get basic life support and use of facilities, but must furnish or buy their own food. Luxury is only available on Luxury liners or some charters and costs whatever the owner sets it to be. Note – PCs will never travel at Luxury rate, but might well work on a luxury liner (usually this is for high nobility, royalty, and the ultra rich). Jump 5 and 6 are not used for commercial travel, so no pricing is given.

I will post the other sections as I finish them.

Added:Psionics in the Consulate are the result of an Ancients experiment.
 
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how combat damage is applied

1 = head
2 = chest
4 =abdomen
3 = reroll, if even, abdomen, if odd, chest 5 = right thigh
6 = left thigh
7 = right leg
8 = left leg
9 = right arm
10= left arm
Note this is the hit location chart from AD 2300 (originally Traveller 2300) with location 3 split between abdomen & chest.
Damage points for each location:
E = endurance, D =dexterity, 8 = strength
Head = (E + D)/2
Chest = (8 + E +D)
Abdomen = (E + D)
Limbs + (E + D + 8)/3
Round fractions up to the next whole number. These values are the full hits for each location and are refereed to as Max in the table below.

Head
Max to 1/2 Max = Minor wound
1/2 Max to 0 = Serious wound
0 to -1(Max) = Critical wound
-1(max) + 1 = Death
Other locations
Max to 0 = Minor wound
-1(Max) = Serious wound
-1(Max) to -2(Max) = Critical wound
-2(Max) to -3(Max) + 1 = Death/lose of limb


In other words; for a head hit, if the damage is ½ of your max damage or less, it is a minor wound. If damage is more than 1/2 your max damage to 0 points left it is a serious wound. If damage is at least 1 point more than your head's max, it changes to critical, and if you take more than 2 times as much damage as your head has damage points, you are dead. To the rest of your body, damage changes from minor to serious if you take 1 more hit than that area has damage points, then to critical if you take more than twice the damage points that area has. If damage reaches more than 3 times the damage points that area has, you die or loose that limb if it is a limb. (Round fractions in favor of the character.) For the loss of a limb, roll endurance or less on 2D6 to avoid bleeding to death. DM - medical skill applied by 1 other person. For minor head hits, roll endurance or less to avoid losing consciousness. For either case above, rolls of 12 are always a failure.

PS how do I insert a table to make this come out right?
 
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Not quite, it still rearranged it.
I scanned it as an image and couldn't get that to work either.
Maybe someone knows where the operating manual for the codes is and will post a link.
 
Very cool Andy! I like the fare rules; I think I'll use them if you don't mind. I'd love to see the map you're using for the Claw. The hit chart is familiar; my homerules have a similar hit chart based on 2d6. Keen minds think alike I guess ;) I even carried it over to WEG d6 Star Wars when I played that for a bit.
 
Well isn't that the reason we post this stuff - so others can use it? Help your self. And I may incorporate things from any comments others may make too.

As to the map, it isn't done yet. I am working on getting ship building written up with my mods right now.
 
Ship building

All OTU ships from CT and MT are usable, but any construction is done with High Guard rules. Of course as it is MTU, I have some modifications.
(1) Lack of magazine rules in LBB 2 are not addressed in HG. The wording in LBB@ is as follows: “Reloading: Each launcher (sand or missile) has an inherent capacity for three missiles or canisters. This means that a triple turret with three missile launchers has a total of 9 missiles in ready position. When a launcher's missiles or canisters are exhausted, it may be reloaded by the turret's gunner in one turn. Reloading three launchers would take three turns. A gunner engaged in reloading is unable to fire other weaponry in the turret.”

To me, this implies that some mechanism in the launcher positions the next missile in the correct location to be launched as long as there are missiles in the launcher. By extension of this mechanism, we can produce an auto loader which takes missiles or sand canisters from a magazine and automatically places them in the launcher.

This does two things.
(a) Frees the gunner from having to reload the launcher and
(b) Allows the gunner to be remotely located away from the actual launcher, creating the possibility of having the gunner(s) in a central location because all the other functions of a gunner can be handled remotely.
From MT we get the statement that a 100 ton bay can store 13500 missiles or 135 missiles per ton. From that I concluded that with an autoloader installed in the magazine would farther reduce it to an even 100 missiles per ton of magazine. I farther envisioned that sand canisters and missiles while similar in size, would have enough differences that an autoloader could be set up to store both in the same magazine area, but in specific areas of the magazine. The magazine has a loading port where missiles or canisters can be loaded into the autoloader system for storage in the magazine (Each port is specific to missiles or canisters. You cannot load both into the system via the same port.) Farther more, there is a minimum size of one half ton of magazine for the autoloader mechanism to fit into the magazine. Each magazine can feed up to four turrets via a conveyer tube(s) (counts as part of the magazine for computing volume used). Each turret must have it’s own loading mechanism at a cost of 10,000 CR (.01MCr) per mechanism, but the magazine itself costs nothing.
While most merchant ships would hope not to need to fire more than 3 rounds in the launcher itself, the magazine can be stocked up while finances are good or even act as a way of transporting missiles and canisters for sale or even as freight. Of course if you are designing military ships the need for magazines is self explanatory. Note that magazines having both missiles and sand canisters must specify storage capacities of each.
(MT stats per mechanism: weight 0.1, power 0.1, cost 10,000 Cr)
(2) Pop up Turrets: basically the only use for these is as a “Q” ship primarily against pirates. The pop up mechanism adds 1 ton, uses 1 EP (only when operating the mechanism), multiplies the weight by 1.5, and cost an additional 0.1MCr in addition to costs of weapons installed.
(3) Dual purpose cargo/fuel bay: This allows a section of the cargo bay to be set up as additional fuel tankage and still use it as cargo space. Treat as dismountable tanks. Costs 0.01 MCr for each bay so equipped. The price pays for extra connections to the fuel system and the special hatch that allows opening up the tank to be used for cargo. Requires 6 hours (per 20 tons) to change from cargo to fuel use – mainly cleaning up any contaminants that may be in the area. Changing from fuel to cargo only requires insuring that all fuel is removed (connections include a way to vent to space if in space) and takes 1 hour. Most of that hour is spent in insuring that the double isolation valves in the fuel lines are properly secured. (Credit to Dan “Far Trader” Burns)
(4) Maintenance costs: Based on the volume discounted price. Excludes costs of weapons installed. Weapon maintenance cost is 100 Cr per turret or barbette and 1000 Cr per bay. Excludes any small craft or vehicle(s) assigned. However, any assigned small craft has to have maintenance as well. Justification is that if standard designs can pay these maintenance costs, why not everyone?
(5) Maintenance TL: While not specifically addressed in canon, LBB2 States that a Class A or class B space port can perform routine maintenance. High Guard and even MT’s Starship Operator’s manual don’t cover it. My rule is Class A can handle up to 2 TLs high than the main worlds TL with an upper limit of TL G. Class B can handle 1 TL higher than the main world’s TL to a max of TL F.
(6) Maintenance for standard small craft from LBB2: All except the cutter and the shuttle cost a flat 0.1 MCr. The cutter costs 0.225 MCr and the Shuttle costs 0.275 MCr. This being because there are literally millions of these craft in service and all facilities stock third party parts for them. If serviced at a different time than when the ship is serviced, roll 1D6/2 (minimum of 1) for the number of days to complete maintenance.
 
Pricing for passages are as follows: Jump 1 passages – standard price, Jump 2 pricing is 190% of Jump 1 prices. Jump 3 prices are 310% of Jump 1 and Jump 4 prices are 410% of Jump 1. Justification is as follows: Fares are based on distance covered, not time in jump.

I've been looking at this:
Code:
                            Jump Distance
        |   1   |   2    |   3    |   4    |   5    |   6    |
        ======================================================
Cargo   | 1000  |  1000  |  1250  |  1500  |  2000  |  2500  |
        |       |        |        |        |        |        |
Low     | 1000  |  1000  |  1250  |  1500  |  1750  |  2000  |
        |       |        |        |        |        |        |
Middle  | 8000  |  8000  | 10000  | 12000  | 16000  | 20000  |
        |       |        |        |        |        |        |
High    | 10000 | 10000  | 12500  | 15000  | 20000  | 25000  |
        |       |        |        |        |        |        |

Justification: It's economics. There are a lot of J-1 and J-2 ships out there willing to compete for passengers and cargo so it keeps the J-2 prices down to on par with the J-1 prices. As jump distance increase, so do the prices. Fewer and fewer ships are able to make those distances. The ships that can, have fewer space for cargo and passengers therefore the price for that space is higher. Simple economics -- supply vs. demand. As for Low Passage ... they're frozen, they really don't care if it take them two weeks or two months to get to there destination in most cases.

I didn't use a "formula", it just kind of fits.
 
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