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Improved Low Berths?

Looking at MGT 2e,

MGT 2e reverts to a more CT style check,
6+ for survival 72% Chance !!!!

But you still need to factor in Medic skill, EDU mod,
and you can get a +1 if the ship is TL12+
And another +1 if you are in a Medbay
Which bring the base check to a +4, 91.6%.
And you can get another +2 for "Going slow"
Which drops you to a 2+

So an unskilled medic — Medic 0 could be guaranteed to succeed if he is taking his time, working in a TL12+ ship and in a Medbay.


So in MGT 2e Low Berth isn't really that dangerous, it's all the circumstances that make it dangerous.
No Medbay? Higher risk.
Doctor's Rushing? Higher risk.
Low END? Higher risk.

IMHO things like this are why Low Berth should be dangerous.
 
Except that the doctor will cost. Cheaper for the ship to thaw you themselves and pocket the doctor's fee.
If not because Imperial Regulations force you to have a medic in your ship if over 200 dtons (in CT).

In MT, etchnically you can have not in your crew is small and you carry not over 20 frozen people, as the fractions are rounded down for medical crew, but I guess this one medic for ships over 200 tons also apply...

I've never been into TNE, but in any case I guess Imperial Regulations don't apply there...

Low berths are a kinda big deal in Traveller; strange that DGP and GDW were on different pages on that.

True, and this has several setting implications:

  • The low lottery is absurd in MT, as deaths are a very rare occurrence (and yet, ITTR it is told about in MT too)
  • Troops and colonists now can use low travel, while in CT it meant having unacceptable losses. This fully changes the troop movements, as you need quite less space and life support costs
 
If not because Imperial Regulations force you to have a medic in your ship if over 200 dtons (in CT).

In MT, etchnically you can have not in your crew is small and you carry not over 20 frozen people, as the fractions are rounded down for medical crew, but I guess this one medic for ships over 200 tons also apply...

I've never been into TNE, but in any case I guess Imperial Regulations don't apply there...



True, and this has several setting implications:

  • The low lottery is absurd in MT, as deaths are a very rare occurrence (and yet, ITTR it is told about in MT too)
  • Troops and colonists now can use low travel, while in CT it meant having unacceptable losses. This fully changes the troop movements, as you need quite less space and life support costs
Maybe the pot rolls over on the low lottery.
 
True, and this has several setting implications:

  • The low lottery is absurd in MT, as deaths are a very rare occurrence (and yet, ITTR it is told about in MT too)
  • Troops and colonists now can use low travel, while in CT it meant having unacceptable losses. This fully changes the troop movements, as you need quite less space and life support costs
I don't recall the low-berth lottery in MT, and can't find reference to it - which doesn't mean it's not there.

It changes peace-time and behind the lines troop movements. Having troops that might have to enter combat shortly after thawing is still a bad idea, because a fair number will be somewhat debilitated and will need days or weeks to recover. One thing to consider about MT tasks - a natural 2 always fails, and always checks for a mishap (unless the task itself is 'safe'), so ~2.8% of low berth occupants will be revived in a less than ideal state - always.
 
I don't recall the low-berth lottery in MT, and can't find reference to it - which doesn't mean it's not there.

It changes peace-time and behind the lines troop movements. Having troops that might have to enter combat shortly after thawing is still a bad idea, because a fair number will be somewhat debilitated and will need days or weeks to recover. One thing to consider about MT tasks - a natural 2 always fails, and always checks for a mishap (unless the task itself is 'safe'), so ~2.8% of low berth occupants will be revived in a less than ideal state - always.
I think it is in the checklist with the steps a ship goes thru will travelling from one port to another, but I can't for the life of me remember where that is.

Edit: it's in the Referees Companion.
 
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I think it is in the checklist with the steps a ship goes thru will travelling from one port to another, but I can't for the life of me remember where that is.

Edit: it's in the Referees Companion.
As a passing mention in the checklist. That would be why I don't remember it - in the day I had MegaTraveller, but had never owned or extensively read or played CT, so I would've just skipped that line as meaningless even were I stepping through the list line by line.
 
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