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K'Kree space for Travellermap.com

Yeah, I don't want to pursue this digression too much, but I think the GT writeup says that fighter pilot K'Kree, or K'Kree who are deemed insane or otherwise able to kick the innate fear and sit in a cockpit or pilot small starships, are looked upon with fear and a little envy.

So, those K'Kree do exist, but they're essentially mental patients of sorts, or rare breeds.

I do wonder about the possibility of K'Kree settling hostile worlds, or worlds needs enclosed environments. It seems doable, but it seems that such a colony would require the same kind of expanded parameters as their starship design criteria.

Instead of enclosed domed shelters that other species can live in by themselves with maybe two or three other people, I can see K'Kree setting up stadium sized pre-fabs. Maybe it's because I still have "Logan's Run" on my mind (see my blog), but I wonder if maybe some "radical" K'Kree architect or designer maybe came with a concept like that, and how that might alter K'Kree space.

The problem being that (1) there aren't many of those loners, (2) you would have to concentrate them in one area to be able to build the domes in the first place.

How do you build a dome colony as a normal (omnivore or carnivore descended) species? In suits and vehicles. Not a practical option for the K'Kree.

They don't TRUST the loners. They use them in the single most dangerous job... fighter pilot or Tank crewman. (Even then, they still suffer for their size, and become even and ever more erratic.)

Note that a K'Kree tank is likely to be robotic. They make extensive use of robotics.

So a dome colony would must needs be dropped almost completed. And what would it do? Most of the reasons for dome colonies post-FTL have to do with refuelling and mining. The K'Kree are just as likely to part tank farms in orbit and leave the domes in space, in a big flat array with interconnects.
Mining? They're likely to stay in orbit, and control robot miners remotely. The extra tenth-second to orbit isn't enough to matter. That way, they can have near perpetual sun, and keep expanding more easily.

One must keep in mind: The K'Kree are not "Funny shaped men" - they're not even mammals. They aren't even gender equal; K'kree females are VERY different. They have stronger and clearer sexual roles than even the Aslan; and have 4 phenotypes in CGen. They don't inbreed between the 3 male phenotypes (it can be assumed the females also have 3 genotypes but all express as the 4th phenotype).

The are inhuman. They wouldn't ask if that tofurky was really meat - they'd assume it was, and treat you as out to eat them, too. And they're nutso-protective. They don't learn to tolerate outsiders (unlike the Aslan); they don't want to emulate them, and they consider even other herbivores a bit of a problem - competition for food. They really don't want to control outsiders, either - they (especially the Lords of Thunder) have a belief in their manifest destiny to eradicate all predators everywhere in the universe and to rule the universe.
 
So, those K'Kree do exist, but they're essentially mental patients of sorts, or rare breeds.

Both, really, though the size of the K'kree population means "rare" is relative.

I do wonder about the possibility of K'Kree settling hostile worlds, or worlds needs enclosed environments. It seems doable, but it seems that such a colony would require the same kind of expanded parameters as their starship design criteria.

Instead of enclosed domed shelters that other species can live in by themselves with maybe two or three other people, I can see K'Kree setting up stadium sized pre-fabs. Maybe it's because I still have "Logan's Run" on my mind (see my blog), but I wonder if maybe some "radical" K'Kree architect or designer maybe came with a concept like that, and how that might alter K'Kree space.

Stadium-sized or not, such postings are still punishment details. Inhospitable worlds with vital resources might be worked by a hapless client race or two, but the K'kree Patriarch who must oversee the clients and be responsible for their output is not going to be a happy guy.
 
It seems to me that even the K'Kree, with all their foibles, would have a practical side to them when it came to colonizing other worlds. And yeah, I actually did have the idea that a prefab done would be plunked down into a surveyed area. It strikes me that the use of robotics would be a big thing for them to get jobs done that other races did using their own labor pool.

I'll have to find a place so I can unpack and bone up. I do seem to recall someone saying that the GT write-ups were more textured than the CT ones, so there may be some difference in what I remember reading in the GT module verse what was written down in the CT version (which I also have, but didn't buy until years later, and ergo haven't read extensively yet).
 
Did Don ever put together errata for AM2? I am generating a worksheet's (65535) worth of worlds using pg 26, to derive some demographic analyses but I see there are discrepencies between pg. 26 and pg. 27
First, concerning bases:
pg 26 simply says
Naval Base: 7+ indicates a naval base. Naval base code is K.
Naval Outpost: If no naval base is present, 7 + (DM - 1 if starport C, - 2 if starport B, - 3 if starport A; do not roll for starport E or X) indicates a naval outpost. Naval outpost code is 0.
pg 27 says:
When determining the bases which may be present, use the normal procedures. However, a Scout Base result becomes a Naval Outpost-a small military station maintained by the K'kree military.

Which in standard CT rules naval bases is dont roll for starports CDEX for Naval bases and it looks like the standard rules are used to generate outposts. I am not asking for "common sense should tell you". I am asking if there was errata.

Makes a big difference in seeing how much of a military camp the 2KW is.
 
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Latest Errata for AM2 dated 03/31/2015 said:
K’KREE (255, Alien Module 2, 1984)

Page 13, Standard Starship Designs (review): All the designs and conversions need to be verified against High Guard ‘80, and the K’kree modifications for High Guard on pages 12-13, 25, and 38.

Page 26, K’kree World Generation Checklist, Step 4D (correction): The formula for determining Planetary Hydrographics should be 2D–7+ atmosphere.

Page 26, System Contents, Naval Base (correction): The 7+ roll for a K’kree Naval Base should have an additional note, “(do not roll for starport E or X)”.

Page 26, Technological Levels (correction): TL 7 should be “circa 1970 to 1980.”

Page 27, World Generation, Bases (correction): Instead of the normal procedures, the errata above for K’kree Naval bases and the rules on page 26 for Naval Outposts should be used.

Page 31, The Vargr Corsair (correction and omission): The Vargr Corsair uses a custom hull. The hull is streamlined. The Vargr Corsair requires a crew of nine, including 2 engineers. The ship costs MCr 184.86 (including
discounts for this standard ship type).

Cheers,

Baron Ovka
 
I do seem to recall someone saying that the GT write-ups were more textured than the CT ones, so there may be some difference in what I remember reading in the GT module verse what was written down in the CT version.

"Textured" is one way to put it, yes.

There are elements of the GT writeup that are unfortunate in their choice of inspirations while simultaneously suggesting a more interesting K'kree society than in CT. Ultimately I found the GT version rifs on the K'kree without really exploring them.
 
Yeah, and I guess that's part of the reason I bought the GT supps for my last Trav game sessions a few years back. The vanilla flavor of the original write-ups had me really fishing for personalities with my high-schoo and college era groups, but the GT supps seem to pave over untread territory with some suggestions on how to play various races.

I do think I either skipped over or am just not remembering the points Aramis brought up regarding the alieness of not only the K'Kree, but all Traveller aliens as a whole.
 
Thank you ovka for finding the errata. Did not know it was in the CT forum.
Yes, alien-ness. If the RAW reflect the true situation, CT world generation reflect alone shows different they are. So I decided to randomly generated a spreadsheet worth of worlds (65535, I have Office 2000).

Yes, they are much, much, more militant.
A.K'kree Naval Bases (with the capital K) appear twice as often as "Human Naval Bases" because they place them on Starports C and D, not simply A or B Starports humans do with the "Standard Rules". 48.611% vs 24.305% based simply on what the die rolls would indicate. Even if they don't have the big N (or K for them), they get to roll again for Naval Outposts. Compare T5SS Bases (from travellermap.com) just within the Imperium:
BasesCountPercent
None625869.86
D190.21
N111912.49
NS2322.59
NW230.26
S123013.73
W770.86
Total Worlds8958100.00
Now I created a sample of worlds came up with these sorts of breakdown:
BasesSamplingPercent4 Sectors WorthImperium Like Two Thousand Worlds
None2596539.621,0153,549
K - Naval Base3177648.491,2414,343
O - Naval Outpost779411.893041,065
Total Worlds65535100.002,5608958
The number of worlds for "4 Sectors Worth" is simply the idea of 4 Sectors x 1280 hexes x 50% chance of a system in the hex. OR put another way, an approximate for number of systems for Ruupiin, Raakaan, X'kug and Kilong Sectors
 
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Thank you for all the hard work. You are very appreciated.

Now a question: Is there a plan to finalize the last of the Zhodani Consulate sectors?
 
Is there a plan to finalize the last of the Zhodani Consulate sectors?

As far as I can tell, only one Zhodani sector is in anything close to final form, since the rules for Consulate space changed with the Mongoose book. I am revisiting the areas I did so many years ago, but along with all the other projects it is taking time.
 
I recommend browsing the map with the "Dim Unofficial Data" option under the settings (gear) menu checked.

(And if you check "Save Preferences" the site will remember it for you.)
 
I recommend browsing the map with the "Dim Unofficial Data" option under the settings (gear) menu checked.

Right. Even Far Frontiers hasn't been corrected for new Zho rules. Don finished the development of Ziafrplians under those rules, and it remains the only modern compliant chunk of Zho space. I'm plowing through Tienspevnekr at the moment, and will correct the Zho worlds in Far Frontiers after that. Since I suspect Will Dover is MIA again, I may have to reduce Zhdant as well.
 
Jeff agrees there should be a pop boost in Amdukan and drop in the periphery.

My take on it is that overall, the population density should look a lot like the adjacent regions of the Third Imperium - Meshan, Mendan, and Amdukan were historically part of the Ziru Sirka (first Vilani empire, not the resurrected one from the Rebellion period), and it's pretty clear that the same settlement "wave" extended up into Gashikan and Trenchans (and it's reasonable to assume that it also went into Arzul (Ingukrax(sp?) in this thread?) and Star's End). The history of invasion by and war against the Vargr in that region might affect things, but it can go either way, and the easiest answer is to keep the same approximate density pattern, but note that the ratio of human to Vargr does not follow the Imperial pattern.

(FWIW, the difficulty wrt me visiting often enough to be a useful participant in this thread is essentially a combination of "too much hands on my time" and "where's the wifi?" when I do have the time.)

(also, for those who have the GAL version of the sectors, credits to me should change the listed email address from the long-defunct jeff.zeitlin@execnet.com to freetrav@gmail.com)

I'll try to stick my head in here every so often, but faster responses will continue to be if someone emails me with them.
 
From another thread ( http://www.travellerrpg.com/CotI/Discuss/showthread.php?p=528799&posted=1#post528799 ), though it belongs here:

From that post, I take it Kring Noor isn't one of the sectors you're covering? Are you covering just the ones with the Two Thousand Worlds in them, or other ones as well?

My goal is to develop and/or correct the Two Thousand Worlds, not all the sectors named by the K'kree. If you turn on the "Filled borders" option on Traveller Map, my project includes all of the sectors that are K'kree green, plus Xaagr and Uuk.

Everything has a dot map and physical data in an old format. Some subject races and graveyard worlds have been placed, and world naming, eye watering as that can be with the K'kree, is under way.
 
Self serving request

I know you guys at Travellermap.com already have your hands full, but, and I think this is my last request, could you do an Imperial Noble overlay of which Arch Dukes rule which Domains? Kind of something like what was in the Rebellion Sourcebook way back when.
 
I know you guys at Travellermap.com already have your hands full, but, and I think this is my last request, could you do an Imperial Noble overlay of which Arch Dukes rule which Domains? Kind of something like what was in the Rebellion Sourcebook way back when.

The Wiki has most, or at least some, of that data: (Listing of arch dukes).

External Link: [http://wiki.travellerrpg.com/Domain ]
External Link: [http://wiki.travellerrpg.com/Third_Imperium ]
* Please also see pages for the individual domains. Each has an archduke listing. Many are empty.

Some of it was never created.

Shalom,
Maksim-Smelchak.
 
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Please also see pages for the individual domains. Each has an archduke listing. Many are empty.

Some of it was never created.

Some of the positions are actually empty when Strephon takes the throne, as the Alkhalikoi line did not see fit to automatically replace lapsed Archdukes.
 
The Wiki has most, or at least some, of that data: (Listing of arch dukes).

External Link: [http://wiki.travellerrpg.com/Domain ]
External Link: [http://wiki.travellerrpg.com/Third_Imperium ]
* Please also see pages for the individual domains. Each has an archduke listing. Many are empty.

Some of it was never created.

Shalom,
Maksim-Smelchak.
Yeah, I saw some of that, but I guess I'm hazy on who rules what Domains, and what regions of space those domains include. Because the Gateway Domain has mostly independent states and some K'Kree stuff. I'd hate to be the Arch Duke of that area.

I thought there was another map that had a slightly different layout than the one in the link.
 
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