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TL16 and TL17 worlds

Dragoner

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IMTU the Imperium is TL16 and facing off a threat to spinward of the Guild Droyne Worlds who are TL17 (both high stellar) this is in the year 1323, so whatever happened has happened as to not get bogged down in discussions of the past. I will be using CT though as of the rulesets I have, it's the quickest/easiest to use.

Any worlds, sources or examples for discussion would be helpful.
 
There are a couple of TL16 worlds over in Deneb and some in the imperial core. The only one with any sort of write up is Vicennes in the Deneb sector. It was detailed in one of the Mega Traveller Journals.
 
From CT:

TL16 worlds will commonly have matter transport. Think Star-Trek. So no more waiting for a bus or flight, just step into the booth, select your destination and zap your information to another booth for reassembly and step out almost instantly. I like the (what was the TV show, spin-off of Blade Runner and something else... )* where they had (iirc) a sort of tunnel setup, just walk (or moving sidewalk?) through an arch and zap you walk (slide) out the other arch at your destination.

TL17 worlds will commonly have self-aware robots and true artificial intelligence. Think Star-Wars. C3-PO protocol droids in common use and every bit as sentient and self aware as flesh humans.

MegaTrav expanded on the tech tree considerably but I don't have it handy.

* "Total Recall 2070" ? ...maybe? That's the one I was thinking of but I'm not sure that was the one with the tech, a gift from aliens, friendly but not, but maybe... AHA! "Earth: Final Conflict" :)
 
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Shield, which is something I do not have, even the megatraveller disk has only some of the megatraveller stuff on it, looks like about 1/3 of the titles of the just the books. I have been looking through various sources, T5 actually has a good list of stuff. What I have now is for TL16 there is AI commonly on ships and such, plus tractor beam tech; TL17 is jump 7 territory is the big change I see. So Imperial stuff is more efficient, but similar to what it was in 1115, while the Guild Droyne (IMTU stuff) will have some different stuff, I think maybe like Force Lances/Guns like the Necromongers from Chronicles of Riddick just to be different. I don't exactly see the hop drive coming in as early as I have seen said, it is TL23 according to the charts. Antimatter comes in as powerplant tech at TL16, that and Plasma Rifles, I plan on having Anti-Matter Particle Accelerator (A-PAWS) at TL16 as well as a big spinal weapon for starships, it's main selling point it can overload a BG generator's capacitors in a turn or so.

The CT stuff seems countermanded by other sources, though I wouldn't mind star trek type transporters for the Droyne, that would be cool in a way.
 
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In canon the Jump-7 barrier is never breached, ever, by anyone.

Also, matter transmitters at TL16 and TL17 are for raw materials.
Its only safe for living people at TL18.

YMMV.

The technology chart in CT Traveller Book is a little sparse. The same tables in MT Refeferee's Companion fills in a lot more info.
 
T5 is where I found the the J7 reference, though they have an entire pdf on tech which is helpful. I plan on running a more technophilic campaign rather than how some of the TNE stuff comes off as technophobic and filled with millenial angst. I'll use parts of any rule set, but CT is the cleanest set as I see, simple combat, both personal and starship. Plus one gets the huge amount of careers and races for CT, which I don't see as much as in the other versions.
 
If you are interested, on the CT-Starships yahoo group, there's a series of conversions of the MT high-tech items for use with High Guard.
 
First High TL tech development

Interrupt/Synchronize Weapons Program TL16

With the greater use of Black Globe Force Field generators, weapons systems naturally developed to make the Force Fields more effective. The Weapon Interrupt/Synchronization program is such a development, allowing weapons to fire synchronized with the random flicker rate of the force field negating some of the pejorative effects. Workable AI and the use of complex predict algorithms derived from earlier predict programs, have revolutionized warfare with this important breakthrough. The number following the I/S is the number subtracted from the positive DM due to the force field acting as two levels of armor. For example, a ship with a factor 4 Black Globe, would have +8 added to the damage rolls against it, while having to add +8 to the damage rolls against an enemy ship it is firing upon, however with an Interrupt/Synchronize 4 program, it would only suffer a +4 penalty on damage rolls it inflicts.

Code:
Space MCr   Program Title and Effects                                Skills      Throw

3*    2.5  I/S Weapons-4, Subtract 4 from BG effect of firing ship   2,Gunnery-2    10+

4     5    I/S Weapons-5, Subtract 5 from BG effect of firing ship   2,Gunnery-3    10+

5     7.5  I/S Weapons-6, Subtract 6 from BG effect of firing ship   3,Gunnery-4    11+

6**   2.5  I/S Weapons-7, Subtract 7 from BG effect of firing ship   2,Gunnery-2    10+

*TL16 Program, can be cracked and made compatible with TL15 computer systems for double the CPU space and
quadruple the cost.

**TL17 Program, can be cracked and made compatible with TL16 computer systems for double the CPU space and quadruple the cost (cannot be used with lower TL systems unless Cymbeline Entity present).
 
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