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MT Books question

Rebellion Sourcebook: details the views of the various factions. Also lists information on the various major races. Includes tables from other traveller sources for force stregths of various worlds.

Fighting Ships of the Shattered Imperium: Worthless for ship designs. Incluudes details on force oganization for the Imperial Navy. Hotly debated organization, BTW.

Knighfall: Ruleswise, little. Excellent long-adventure, sort campaign.

Hard Times: Rules for regressing worlds due to hard times. Includes the pregravitic spacecraft rules that appeared previously in challenge. Includes Starmerc generation rules, in a 3rd style of CG rules, neither basic nor advanced, but somewhere between. Also includes adventures.

The Flaming Eye: DGP. Adventure in the Ziru Sirkaa, aboutt priacy. Excellent read.

Challenge: Several good issues, but the most important is the one which is titled "Wood, Wind, Fire and Steel" (or is it steam) which gives rules for lower technology vehicles.
Another good one is the trio of Wet navy articles, which again expand the design envelope. Both of these, however, add volume back into the equation for armor, and thus designs with these do not match up with "Stock designs".
 
Originally posted by Aramis:
Rebellion Sourcebook: details the views of the various factions. Also lists information on the various major races. Includes tables from other traveller sources for force stregths of various worlds.
Doesn't this also have the mass combat rules? (simplified mass combat) or is that the Referee's Companion? (RC contains research rules, which are among the best parts of its content).

Fighting Ships of the Shattered Imperium: Worthless for ship designs. Incluudes details on force oganization for the Imperial Navy. Hotly debated organization, BTW.
Not quite worthless. Inspirational. That is to say if you happen to have Ships for Windows III or the like, you can recreate designs that are closer to being right. The ones in there must have been done with some seriously broken software - it takes some bad code to break designs as badly as those are broken.... (but the concepts and pictures aren't too bad....).

Knighfall: Ruleswise, little. Excellent long-adventure, sort campaign.
Got it recently, liked bits of it. Some non-Ancient aliens. Some oddball conspiracy bits. An interesting short campaign series adventure. Hard to integrate into a running game, but a good starting place for a game with lots of adventure potential.

Hard Times: Rules for regressing worlds due to hard times. Includes the pregravitic spacecraft rules that appeared previously in challenge. Includes Starmerc generation rules, in a 3rd style of CG rules, neither basic nor advanced, but somewhere between. Also includes adventures.
Do you happen to know what issue(s) of challenge?

When you say starmerc generation, do you mean an expanded MT career for starmercs? That might actually make this worth pursuing! Even given its stupid e-bay values.

The Flaming Eye: DGP. Adventure in the Ziru Sirkaa, aboutt priacy. Excellent read.
Having Dogs and Cogs probably helps out too though I guess (Alien Suppliment: Vilani and Vargr from DGP).

Challenge: Several good issues, but the most important is the one which is titled "Wood, Wind, Fire and Steel" (or is it steam) which gives rules for lower technology vehicles.
Another good one is the trio of Wet navy articles, which again expand the design envelope. Both of these, however, add volume back into the equation for armor, and thus designs with these do not match up with "Stock designs".
But they do let you design catamarans and other sailing ships (though a few tweaks could be applied).
 
Originally posted by Aramis:
Rebellion Sourcebook: details the views of the various factions. Also lists information on the various major races. Includes tables from other traveller sources for force stregths of various worlds.
Doesn't this also have the mass combat rules? (simplified mass combat) or is that the Referee's Companion? (RC contains research rules, which are among the best parts of its content).

Fighting Ships of the Shattered Imperium: Worthless for ship designs. Incluudes details on force oganization for the Imperial Navy. Hotly debated organization, BTW.
Not quite worthless. Inspirational. That is to say if you happen to have Ships for Windows III or the like, you can recreate designs that are closer to being right. The ones in there must have been done with some seriously broken software - it takes some bad code to break designs as badly as those are broken.... (but the concepts and pictures aren't too bad....).

Knighfall: Ruleswise, little. Excellent long-adventure, sort campaign.
Got it recently, liked bits of it. Some non-Ancient aliens. Some oddball conspiracy bits. An interesting short campaign series adventure. Hard to integrate into a running game, but a good starting place for a game with lots of adventure potential.

Hard Times: Rules for regressing worlds due to hard times. Includes the pregravitic spacecraft rules that appeared previously in challenge. Includes Starmerc generation rules, in a 3rd style of CG rules, neither basic nor advanced, but somewhere between. Also includes adventures.
Do you happen to know what issue(s) of challenge?

When you say starmerc generation, do you mean an expanded MT career for starmercs? That might actually make this worth pursuing! Even given its stupid e-bay values.

The Flaming Eye: DGP. Adventure in the Ziru Sirkaa, aboutt priacy. Excellent read.
Having Dogs and Cogs probably helps out too though I guess (Alien Suppliment: Vilani and Vargr from DGP).

Challenge: Several good issues, but the most important is the one which is titled "Wood, Wind, Fire and Steel" (or is it steam) which gives rules for lower technology vehicles.
Another good one is the trio of Wet navy articles, which again expand the design envelope. Both of these, however, add volume back into the equation for armor, and thus designs with these do not match up with "Stock designs".
But they do let you design catamarans and other sailing ships (though a few tweaks could be applied).
 
Originally posted by Aramis:
Rebellion Sourcebook: details the views of the various factions. Also lists information on the various major races. Includes tables from other traveller sources for force stregths of various worlds.
Doesn't this also have the mass combat rules? (simplified mass combat) or is that the Referee's Companion? (RC contains research rules, which are among the best parts of its content).

Fighting Ships of the Shattered Imperium: Worthless for ship designs. Incluudes details on force oganization for the Imperial Navy. Hotly debated organization, BTW.
Not quite worthless. Inspirational. That is to say if you happen to have Ships for Windows III or the like, you can recreate designs that are closer to being right. The ones in there must have been done with some seriously broken software - it takes some bad code to break designs as badly as those are broken.... (but the concepts and pictures aren't too bad....).

Knighfall: Ruleswise, little. Excellent long-adventure, sort campaign.
Got it recently, liked bits of it. Some non-Ancient aliens. Some oddball conspiracy bits. An interesting short campaign series adventure. Hard to integrate into a running game, but a good starting place for a game with lots of adventure potential.

Hard Times: Rules for regressing worlds due to hard times. Includes the pregravitic spacecraft rules that appeared previously in challenge. Includes Starmerc generation rules, in a 3rd style of CG rules, neither basic nor advanced, but somewhere between. Also includes adventures.
Do you happen to know what issue(s) of challenge?

When you say starmerc generation, do you mean an expanded MT career for starmercs? That might actually make this worth pursuing! Even given its stupid e-bay values.

The Flaming Eye: DGP. Adventure in the Ziru Sirkaa, aboutt priacy. Excellent read.
Having Dogs and Cogs probably helps out too though I guess (Alien Suppliment: Vilani and Vargr from DGP).

Challenge: Several good issues, but the most important is the one which is titled "Wood, Wind, Fire and Steel" (or is it steam) which gives rules for lower technology vehicles.
Another good one is the trio of Wet navy articles, which again expand the design envelope. Both of these, however, add volume back into the equation for armor, and thus designs with these do not match up with "Stock designs".
But they do let you design catamarans and other sailing ships (though a few tweaks could be applied).
 
Add to that the Traveller's Digest magazine and the Megatraveller journal for added $$$$ expense and much better at defining the MT feel than Challenge (of course now subject to a very silly dispute)
 
Add to that the Traveller's Digest magazine and the Megatraveller journal for added $$$$ expense and much better at defining the MT feel than Challenge (of course now subject to a very silly dispute)
 
Add to that the Traveller's Digest magazine and the Megatraveller journal for added $$$$ expense and much better at defining the MT feel than Challenge (of course now subject to a very silly dispute)
 
Re: Hard Times: The process in starmercs is tied to basic CG rates, but looks to be halfway to the expanded CG mode. It really is neither, and is not intended for 18YO newbies entering, but it can and will generate decent charcters even that way. It does not match either for look nor feel, but it is clearly a hybrid of both approaches.

Re Challenge: No I don't have the issue numbers handy. I long ago put photocopies into the binder I use. Somewhere I have the originals.

I'd rather see a design sequence whith armor volume the whole way through, and 14KL DT's... but in any case, I like most of the MT design approach.

BTW: MTJ 3 or 4 has some expansions to craft design, too.
 
Re: Hard Times: The process in starmercs is tied to basic CG rates, but looks to be halfway to the expanded CG mode. It really is neither, and is not intended for 18YO newbies entering, but it can and will generate decent charcters even that way. It does not match either for look nor feel, but it is clearly a hybrid of both approaches.

Re Challenge: No I don't have the issue numbers handy. I long ago put photocopies into the binder I use. Somewhere I have the originals.

I'd rather see a design sequence whith armor volume the whole way through, and 14KL DT's... but in any case, I like most of the MT design approach.

BTW: MTJ 3 or 4 has some expansions to craft design, too.
 
Re: Hard Times: The process in starmercs is tied to basic CG rates, but looks to be halfway to the expanded CG mode. It really is neither, and is not intended for 18YO newbies entering, but it can and will generate decent charcters even that way. It does not match either for look nor feel, but it is clearly a hybrid of both approaches.

Re Challenge: No I don't have the issue numbers handy. I long ago put photocopies into the binder I use. Somewhere I have the originals.

I'd rather see a design sequence whith armor volume the whole way through, and 14KL DT's... but in any case, I like most of the MT design approach.

BTW: MTJ 3 or 4 has some expansions to craft design, too.
 
Originally posted by Aramis:
Re: Hard Times: The process in starmercs is tied to basic CG rates, but looks to be halfway to the expanded CG mode. It really is neither, and is not intended for 18YO newbies entering, but it can and will generate decent charcters even that way. It does not match either for look nor feel, but it is clearly a hybrid of both approaches.
Assignment Vigilante also seems to have the blueprints for a starmerc ship (a converted 600 ton liner). It is one I don't own, but plan to try hard to latch hold of when I get the chance.

Hard Times I'd like to own, but every time I see it on ebay, some TNE nutbar jumps out and snags it for a stupendous price...
(No, Mr. TNE Nutbar, please put down the FGMP, I meant no harm.... LOL!)
 
Originally posted by Aramis:
Re: Hard Times: The process in starmercs is tied to basic CG rates, but looks to be halfway to the expanded CG mode. It really is neither, and is not intended for 18YO newbies entering, but it can and will generate decent charcters even that way. It does not match either for look nor feel, but it is clearly a hybrid of both approaches.
Assignment Vigilante also seems to have the blueprints for a starmerc ship (a converted 600 ton liner). It is one I don't own, but plan to try hard to latch hold of when I get the chance.

Hard Times I'd like to own, but every time I see it on ebay, some TNE nutbar jumps out and snags it for a stupendous price...
(No, Mr. TNE Nutbar, please put down the FGMP, I meant no harm.... LOL!)
 
Originally posted by Aramis:
Re: Hard Times: The process in starmercs is tied to basic CG rates, but looks to be halfway to the expanded CG mode. It really is neither, and is not intended for 18YO newbies entering, but it can and will generate decent charcters even that way. It does not match either for look nor feel, but it is clearly a hybrid of both approaches.
Assignment Vigilante also seems to have the blueprints for a starmerc ship (a converted 600 ton liner). It is one I don't own, but plan to try hard to latch hold of when I get the chance.

Hard Times I'd like to own, but every time I see it on ebay, some TNE nutbar jumps out and snags it for a stupendous price...
(No, Mr. TNE Nutbar, please put down the FGMP, I meant no harm.... LOL!)
 
Assignment Vigilante also seems to have the blueprints for a starmerc ship (a converted 600 ton liner). It is one I don't own, but plan to try hard to latch hold of when I get the chance.
Yes- the same 600 ton liner design from Signal GK.
 
Assignment Vigilante also seems to have the blueprints for a starmerc ship (a converted 600 ton liner). It is one I don't own, but plan to try hard to latch hold of when I get the chance.
Yes- the same 600 ton liner design from Signal GK.
 
Assignment Vigilante also seems to have the blueprints for a starmerc ship (a converted 600 ton liner). It is one I don't own, but plan to try hard to latch hold of when I get the chance.
Yes- the same 600 ton liner design from Signal GK.
 
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