Tuesday, May 25, 2021

Starship Chrome for Traveller

I’ve written previously about how setting greebles—small bits of detailing—can help lend fictional settings the appearance of complexity and depth. The Terran Trade Authority books were particularly good at working in these greebles: each entry in Spacecraft: 2000 to 2100 (1978) has a brief technical synopsis in the style of Jane’s Fighting Ships that are loaded with such details. For example, here are the Specifications for the CAM 130 Cyclops:

ManufacturerConsolidated Aerospace
ClassificationLong-range Missile Carrier
Main DriveNuclear/chemical CACE 43 Skymaster 850,000 lb thrust
Personnel4 human crew
ArmamentVulcan’s Hammer space to surface missile
Defence14 mm Plastisteel WCRC Type 18A Defence Shield

This little table is doing a lot of worldbuilding in just a few lines! There’s an advanced material (“plastisteel”), a future corporation (“Consolidated Aerospace”), and just enough details to foster an illusion of realism. We can readily puzzle out what these unfamiliar terms mean, but their strangeness and specificity are intriguing. Is 14 mm of plastisteel a lot of armor, or too little? Is 850,000 lb a lot of thrust? Is CACE a manufacturer, a model line, or a type of propulsion drive? In the end, it doesn’t really matter but with relatively few words these little greebles help Cowley convey a setting with history and scope.

As Traveller has evolved the general tendency has been to describe things in gamist, rather than setting terms. Part of this is due to the increasing complexity of the game. CT, with relatively simple mechanics, could use formats that cleverly worked simultaneously as setting artifacts as well as game mechanics. The Universal Personality Profile, for example, is both a statblock and setting detail: an NPC can be neatly represented as “3BA865, SMG.” But by the time we get to MgT, high or low characteristic scores have modifiers and the old UPP is not as useful a statblock as STR 3 (-1), DEX 11 (+1), END 10 (+1), INT 8 (+0), EDU 6 (+0), SOC 5 (-1); SMG (25m, 3D, Auto 3). Less elegant, certainly, but more convenient to work with at the game table.

Also, Mongoose has established its edition of Traveller as a generic science fiction game, keeping the setting lines separate from the pure game supplement lines. There is a tradeoff to this approach: on one hand, it’s much easier for a referee to create their own Traveller universe, but on the other hand it limits the ability of designers to seed supplements with little Third Imperium setting greebles.

I think a little something gets lost here—as a referee who runs games in the Third Imperium, I enjoy discovering the strange little setting nuggets scattered across the Traveller canon. And I particularly miss these details the most when I’m reading about starships. A generic class or type of starship probably doesn’t need a lot of extra fluff, but to my mind such treatment is certainly welcome when it comes to individual ships. Any ship that the PCs will be associated with for a long time should be treated like a very important NPC with an individual history, quirks, and perhaps, mysteries. Here are some thoughts on how to add these little non-mechanical details to the starships in your own game.

Ship History

Several CT supplements, including Leviathan and Kinunir as well as Supplement 5, Lightning-class Cruisers, provide brief histories for a whole suite of individual starships. This information, while having no game mechanic value, is extremely helpful in establishing the ship as part of the larger setting.

Details to consider include builder and shipyard: a Type A built in Core sector is likely going to have a very different story than one built in the Marches, just as one built by Ling Standard Products will be different from one built by a small start-up subsidized by a planetary government on the Imperial fringe.

When was the hull was first laid down and, and when did the ship make its first flight? Anything important happening at that time? Was the ship built as part of an economic boom in the subsector, or during a time of war between neighboring systems?

Is the ship a unique design or but one iteration of a larger class? If the latter, is this an early build or a later build? What is the ship’s tail number? Where is the ship registered?

Is this a brand new ship? (Sometimes new ships present all sorts of complications of their own.) If the ship had a prior owner, who was it and how did they use the ship? If it was a trader, what routes did it work? What was the maintenance history? Have any major components been damaged or replaced?

Any accidents, legal disputes, battles, or mysterious gaps in the service record? Ships, like people, can acquire reputations—for reliability, profitability, speed, luck. Or the reverse. The TAS Green List database probably works like a 57th Century form of Yelp, incorporating passenger and broker reviews.

Ship Chrome

I was reminded of the Terran Trade Authority books when I recently re-read Classic Traveller Adventure 1, The Kinunir (1979). Under “General Specifications” we have the following data for the titular Kinunir-class of battle cruiser:

Tonnage1,200 (standard). 16,800 cubic meters.
Acceleration4G constant.
Dimensions 73.5L × 52.5W × 15.5H (fin adds 11 H).
Crew10 officers, 35 men. 35 troops.
Jump4
Powerplant4
Engineering2 Deltic Mk1827 JK Fusion power plants, driving one Shva type r3-55 jump drive (with integral r2-55 backup), and 2 Dupree 734 impulse maneuver drives.
GraviticsStandard inertial compensators, plus 1G floor field.
RangeUnlimited maneuver. One jump. 200 days.
ArmamentDual ventral missile turrets, each with semi-automated missile launch racks. Charged/neutral particle accelerator tip turrets (port and starboard). Anti-boat laser batteries along dorsal surface.
ElectronicsISMM Model/7.3 on-board computer with multiple input stations and limited AI. Integral fire control and on-line storage. Fibre optic back-up network.
Ship’s BoatsOne 22.5m pinnace. One 7.5m grav APC with limited sub-orbital capability.

Some of this information, such as Tonnage, Acceleration, and Jump, should look familiar to any Traveller player. But some of these line items, such as Gravitics, might not. And take a look at that Engineering line: it reads like something pulled straight from a TTA book! None of these details have any real game meaning, but they do work extremely well as setting greebles. We learn of at least three different manufacturers/brands/models (Deltic, Shva, Dupree) as well as component specifics like “Mk1827 JK.” Same with the electronics entry.

For discussion purposes, let’s call these little non-mechanical bits of color starship chrome.

In looking through my Classic Traveller books, this same specification format appears to be used again in Adventure 5, Leviathan (1980) and again, but inconsistently, in Supplement 7, Traders and Gunboats (1980) before being dropped forever from GDW products. 

But the format did not immediately die away! Across the pond the designers at Games Workshop used this in their IISS Ship Files (1981) supplement.

But the writing was certainly on the wall. The last published use I could find of this format was by the indefatigable Andy Slack in “Assignment: Survey!” from White Dwarf 40 (April 1983). His Explorer-class scoutship features such lovely details as “One Malvatnikov 27F fusion power plant driving one NovZem Motors Q4 impulse manoeuvre drive and one TCS Drives type 15 Mk II series Jump drive.”

Rob Eaglestone has been one of the few Traveller writers who remembers and still uses these old pieces of starship chrome. For example, the Edwards Far Trader from Xboat 2 (2020) features a “Shaava type A1-gx jump drive.” (Is Shaava related to the Kinunir’s Shva?)

I’ve compiled a spreadsheet of all the interesting starship chrome I found in published Traveller sources. Almost all of the examples are ships from the Spinward Marches and it’s unclear if the manufacturers would be exclusive to the Marches, or are perhaps subsidiaries or subunits of megacorporations.

In any case, I find this spreadsheet a useful model for generating additional bits of chrome for my own games. I also find that looking at deckplans can be helpful: if the plans show the maneuver drives in two separate masses, then it’s natural to describe those as “two coupled M-drive units.” And so on and so forth.

Because this data is untethered to game mechanics, a referee can really go wild here. But some restraint is desirable: you want to provide just enough starship chrome to create the illusion of depth and complexity, and not actual complexity itself. Ideally, you are mixing unfamiliar and familiar elements together to keep the reader engaged and not overwhelmed by technobabble.

Physical Details

Among the General Specifications from the Kinunir are the basic physical dimensions of the ship: length, width, and height. This data is not generally provided in MgT, even though it is exceptionally useful to visually imagine the ship.

In all editions of Traveller, ships are categorized by volume in displacement tons, also known as dtons. This is a game specific unit of measure, supposedly equal to 1 ton of liquid hydrogen, roughly 13.5 to 14 cubic meters or kiloliters. Dtons are a convenient game mechanism, as one square of deckplan, 1.5 × 1.5 × 3 meters, converts to ½ dton.

A few editions of Traveller have fairly detailed ship design systems that try to inject more realism into ship builds, using actual material densities, strengths, and masses. These systems usually output specific ship dimensions based upon the overall configuration and construction materials. For many referees, the additional realism and detailing is simply not worth the headaches, and I think Mongoose was wise to drop back to much more streamlined ship design for High Guard.

That said, several helpful design spreadsheets have been developed for the more intensive design systems. I particularly like the ones built by the poster AnotherDilbert and hosted over on the Citizens of the Imperium forum. He has tackled some of the most complex, errata-riddled systems and produced spreadsheets that even a hack like myself can pick up and use. If I need to develop ship dimensions for a new design, I generally turn to either his MegaTraveller or Fire, Fusion, and Steel spreadsheets to generate this data. The two systems often diverge, but I treat them as a helpful range for spitballing numbers for my MgT game. For our purposes, close enough is plenty good enough.

Given the explosion in high quality digital models of Traveller ships, I find that referring to these can be another way to estimate starship dimensions. For the Starjammer, both MT and FFS agree that an airframe starship of 300 dtons should have an approximate length of 50 meters. By referring to Ian Stead’s excellent renderings of the armed packet, I was able to calculate the height and wingspan for the PC’s ship.

These detailed design systems can also output loaded and unloaded masses, as well as maximum and cruising speeds for ships in atmospheres. While these details have no direct game relevance, they do help ground the starship in the real world.

Similarly, these detailed systems generate power plant and energy weapon outputs in real world values. These tend to vary a great deal between systems. My understanding is that CT High Guard developed an abstract Energy Point economy for balanced game use. The CT Striker supplement then equated 1 EP to 250 megawatts (MW) for a separate vehicle design system. Then MegaTraveller extrapolated that Striker conversion to starship design, resulting in extraordinarily high energy needs. TNE, in contrast, has greatly reduced energy needs but also assumes a different sublight propulsion system.

Based on reading through the older gearhead discussion boards I get the sense that there’s a Goldilocks number somewhere between these two systems for CT or MgT ships. Assuming an MgT starship power plant outputs 3–5 MW per Power Point does just that—you get power plant numbers that are generally higher than TNE and lower than MT.

Similarly, laser weapons tend to be rated from 100 to 500 megajoules (MJ), with the standard laser weapon having a 250 MJ output. Much more powerful plasma and fusion weapons might range from 400 to 900 MJ for an Adventure Class Ship.

By carefully mixing and matching these physical details with starship chrome we can produce specifications that look “realish,” as long as you don’t have a physicist or electrical engineer in your gaming group. A “Fusion-14 power plant” is fine, a “750 MW fusion power plant” is better, but a “Tsyasha Kwa Impetus-E 750 MW fusion plant” is even better still.

Starship Quirks

Finally, each starship should have at least a few distinctive traits or quirks. These might have been present from creation or picked up over the years. MgT has a decent system for detailing older starships complete with a table of quirks, and I’ve used this system for my own games.

That said, the list of MgT quirks is a bit short and the results tend to have game-mechanical effects. I think it’s also worth establishing smaller, non-mechanical quirks. If you own a car or a house, think about all those small peculiarities that make your purchase unique, both the good and the bad, and apply these ideas to a starship. Things like “She may be ugly, but a Magyar ship is built like a grav tank,” or “General Products can’t make a jump drive worth installing, we’re always fighting to get that Gee series tuned,” or “Ag jobs might easy to find, but we‘ve never gotten the smell out of the scrubbers from that one shipment of livestock.”

Quirks provide a concrete way to show, rather than tell, the ship’s history, chrome, or physical details. In a future post I’ll apply many of these ideas to my PC’s Starjammer.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2021 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications' copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Tuesday, May 18, 2021

Revenge of the Revised Armed Packet

I am an inveterate tinkerer. About two years ago I became fascinated by the armed packet, a new type of starship introduced in Traveller5. The more I looked at it, the more I liked it: its basic mission of unscheduled passenger service really fits the kind of Traveller game I like to run: a little political intrigue, a little combat, and a little skullduggery.

So I started playing around with Mongoose Traveller ship design, doing first one iteration and then, with helpful feedback, a second. I even used a simplified ship design sequence from Traveller5 to check the basic parameters. The PCs for my Into the Interface game have even fallen into their own modified armed packet, the Starjammer.

In the last two years I’ve continued to tinker with ship design for various editions of Traveller and even had a few chances to use the armed packet in play. All of these experiences have greatly enhanced my understanding of Traveller starships in general as well as the armed packet specifically.

I’ve been particularly influenced by the work of the digital artist and modeler Ian Stead. Ian does spectacular work for Traveller and I’m a proud supporter of his Patreon. Ian has done several different renderings of the armed packet that have greatly helped me think through the layout of the ship.

All of these influences have been kicking around in my head for a few months now, and I’m finally ready to unveil the third iteration of my armed packet design. I think this latest version is much improved: simplified, with a cleaner and more logical layout. Give it a spin!

The Armed Packet is found throughout the Imperium but is particularly popular along the Imperial fringe.

Armed Packet (U-CA33): Using a 300-ton streamlined hull, the Type U Armed Packet provides unscheduled passenger service. The standard design specifies a performance of jump-3 and 3g acceleration. Fuel tankage for 91 tons supports the power plant and one jump-3. Adjacent to the bridge is a computer Model/3. There are 16 staterooms and 4 low berths. The ship has three hardpoints. Installed on the hardpoints are two triple turrets armed with missile racks and one triple turret armed with beam lasers. There is one ship's vehicle, an air/raft. Cargo capacity is 25 tons.

The ship requires a crew of five: pilot, astrogator, engineer, medic, and steward. Up to three gunners and additional personnel may be added. One of the crew will serve double duty as a pilot for the air/raft if carried aboard. The ship can carry ten passengers and four low passengers. The ship costs MCr116.595 (including 10% discount for standard design) and takes fourteen months to build.

The armed packet comes in many shapes and sizes, and under many names: the one described here is typical.

Performance: A packet lacks the armor and firepower to last long in a stand-up fight: its greatest assets are speed, agility, and range. The armed packet has a moderate jump rating of 3 with 3g acceleration capability. Its fuel tankage allows it to handle three successive one parsec jumps, and to cruise at 3g, maintain life support and environment, and generally operate with efficiency for about four weeks.

Special Features: A Type U is easily recognized due to its sesquiplane airframe configuration, designed to improve handling in atmosphere without adding substantial weight to the craft. The packet utilizes two distinctive sets of wings: a smaller pair above a larger pair.

Operations: The armed packet is an itinerant passenger ship specializing in safe passage off the main routes. Much of its business is corporate charters transporting executives to dangerous worlds and bringing them back safely.

Refueling: The armed packet has interior fuel tanks totaling 91 tons capacity. It requires 90 tons of fuel to support one jump-3, 60 tons to support one jump-2, and 30 tons to support one jump-1. One ton of fuel is sufficient to operate the power plant and maneuver drives for up to four weeks. The ship is equipped with fuel scoops and routinely refuels by skimming gas giants. The ship is also capable of refueling by processing water from local seas on the worlds it visits.

Finances: The monthly payments for a ship of this type amount to Cr485,813. Further expenses for crew salaries, life support, maintenance, and berthing fees amount to Cr93,969 per month, assuming a jump every two weeks. Fuel is free for the skimming, but could add another Cr45,000 per jump when its purchase is required. An armed packet can gross approximately Cr218,000 per month, assuming a full manifest of middle and low passengers and a full cargo bay at Cr1000 per ton of cargo.

Obviously, even with a full load, this ship would be unable to make its payments; therefore many member worlds subsidize these ships to encourage communication and commerce. The government makes the monthly payments, and also takes 50% of gross receipts. The owner pays all expenses, and thus is responsible for paying the overhead of Cr93,969 per month. The owner also receives half of the gross of up to Cr218,000 per month.

Charters of armed packets are common. The cost of such a charter is computed based on passenger staterooms (10) and on cargo tonnage (25). Total charter cost for the ship for two weeks is Cr116,100. Depending on the passengers and their destination, the price may be subject to a multiplier of anywhere from x2 to x6 to reflect associated risks.

Ship Model Variants: A common variant incorporates a 1 ton mail vault for mail delivery contracts. A much less popular variant packet (U-EA42), larger and with less range, is occasionally seen.

Manufacturers: Most shipyards can produce armed packets, and the quality of the ship varies with the manufacturer. Probably the best armed packets belong to the Iishillek-class, produced by Geschichtkreis Sternschiffbau AG for nobles and corporate executives. The worst are produced by General Products, LIC, which while serviceable exhibit only adequate workmanship and detail.

The Allied Prefabricated Ships & Vessels version of the Type U is a TL12 ship designated the Pemami-class. APS&V specializes in the construction of small to medium-size merchant vessels using standard designs, and its armed packets are fairly common along the Confederation border in Daibei, Magyar, and spinward portions of the Solomani Rim. The Pemami exemplifies APS&V builds: a blocky, utilitarian design matched with sturdy, durable construction.

Variants of the Type U are used throughout the Solomani Confederation. Transstar builds and operates an armed packet service exclusively for high level members of the Solomani Party. Iouo Interstellar Yards builds a particularly attractive armed packet, with sleek, graceful lines clearly inspired by Aslan design. This Yeao-class is very popular in Solomani-held territories in Dark Nebula sector.

Hull Points 120

Crew Pilot, Astrogator, Engineer, Steward, Medic, Gunner x3

Maintenance Cost Cr9,700 per month

Purchase Cost MCr116.595

Armed Packet (Type U)
TL12 TonsCost (MCr)
Hull300 tons, Streamlined18
ArmorCrystaliron, Armor: 4153.6
M-DriveThrust 3918
J-DriveJump 32741
Power PlantFusion (TL12), Power 1501010
Fuel Tanks4 weeks operation, J391
BridgeStandard201.5
ComputerComputer 152
SensorsCivilian Grade13
WeaponsTriple Turret (missile) x226.5
 Triple Turret (beam laser)12.5
SystemsFuel Scoop
 Fuel Processor (60 tons per day)30.15
 Medical Bay42
CraftDocking Space51.25
 Air/Raft
StateroomsStandard x16648
 Low Berths x420.2
SoftwareLibrary
 Maneuver/0
 Jump Control/310
Common Areas212.1
Cargo25

This is the fourth iteration of the armed packet. Previous versions: First, Second, and Third.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2021 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Tuesday, May 11, 2021

The Starjammer Crew, Revisited

Crew patch for the armed packet Starjammer, registered out of Kline (MAGY 3012 A642987-E). Note the unusual ship prefix IMV (Imperial Merchant Vessel). Although commercial ships in the Third Imperium are not generally assigned a prefix, in Magyar most starships engaged in cross-border trade adopt either the IMV or CMS (Confederation Merchant Ship) prefix to aid in identification.

Now that we’ve considered crew certifications, combat qualifications, and adjusted salaries for the Starjammer, let’s put these ideas together and look again at the player characters with these house rules in place.

If we used the starship crew salary schedule in the Core MgT2 rules, the Starjammer’s monthly salary costs are Cr23,000. That assumes monthly salaries of Cr1,000 for undefined positions such as Freightmaster or Entertainer.

The MgT2 High Guard supplement tweaks a couple of position salaries: Medic increases from Cr3,000 to Cr4,000, while Gunner increases from Cr1,000 to Cr2,000. HG also adds a few new positions, such as Captain or Admin.

But one of the most impactful changes is the presumption that salaries increase +50% for every skill level above 1 in the skill associated with the position. An Astrogator with Astrogation 3 would thus be entitled to Cr10,000 rather than the base salary of Cr5,000. Using this revised schedule, the Starjammer’s monthly salary costs are a whopping Cr47,500.

Using my house rules, the Starjammer’s monthly salary costs are Cr35,225. The ship has not yet established a shares program, so right now all profits go directly to the android owner, Sonny. Any profit sharing program would likely be incorporated into the Ship’s Articles.

As the Starjammer is owned outright and does not carry a mortgage, Sonny has a reasonable chance at returning a profit.

Master/Pilot Cryo 367A87

Navy, 5 terms.

STR 3 (-1), DEX 6 (+0), END 7 (+0), INT 10 (+1), EDU 8 (+0), SOC 7 (+0).

Skills Admin 0, Athletics 0, Astrogation 0, Electronics (sensors) 1, Engineer (life support) 1, Flyer 0, Gunner (turret) 1, Gun Combat 0, Language 0, Medic 0, Navigation 2, Pilot (spacecraft) 2, Pilot (small craft) 1, Survival 0, Tactics (naval) 1, Vacc Suit 1.

Certifications Life Support Tech’s Certificate, Sensor Operator’s Certificate, Small Craft Pilot’s License, Spacecraft Pilot’s License, Assistant Engineer’s License, Limited Mate’s License, Limited Master’s License, Qualified Operator (Gauss Pistol, Snub Pistol, SMG, Vacc Suit), Turret Gunnery Certificate.

Monthly Salary Cr10,000.

Notes Cryo qualified outright for both his Mate’s and Master’s licenses, so no testing was required.

Executive Officer/Astrogator Wayne 576953

Scouts, 1 term; Merchant, 3 terms.

STR 5 (-1), DEX 7 (+0), END 6 (+0), INT 9 (+1), EDU 5 (-1), SOC 3 (-1).

Skills Astrogation 2, Broker 1, Deception 0, Diplomat 1, Electronics (remote ops) 1, Gun Combat 0, Investigate 2, Mechanic 0, Navigation 1, Pilot 0, Persuade 1, Steward 0, Streetwise 0, Survival 0, Vacc Suit 1.

Certifications Authorized Spacecraft Mechanic Certificate, Broker’s License (Fugue), Sensor Operator’s Certificate, Limited Mate’s License, Qualified Operator (Laser Pistol, Vacc Suit).

Monthly Salary Cr8,000.

Notes Wayne would have needed to test into both his Sensor Operator’s License as well as his Limited Mate License, and probably required more than one attempt.

2nd Officer/Chief Engineer Richy 2C4CA3

Navy, 3 terms.

STR 2 (-2), DEX 12 (+2), END 4 (-1), INT 12 (+2), EDU 10 (+1), SOC 3 (-1).

Skills Admin 1, Athletics 0, Electronics (comms) 1, Electronics (sensors) 1, Engineer (J-drive) 1, Engineer (M-drive) 1, Engineer (power) 2, Flyer 0, Gun Combat 0, Gunner 0, Mechanic 2, Melee (blade) 1, Vacc Suit 1.

Certifications Authorized Spacecraft Mechanic Certificate, Drive Tech’s Certificate, Rad Tech’s Certificate, Sensor Operator’s Certificate, Cargomaster’s Certificate, Chief Engineer’s License, Qualified Operator (Cutlass, Gauss Pistol, Snub Pistol, Vacc Suit).

Monthly Salary Cr5,600.

Notes Richy qualified outright for all of his certifications, no testing required.

3rd Officer/Medical Officer/Purser Howard 797A77

Army, 4 terms; Other, 1 term.

STR 7 (+0), DEX 9 (+1), END 7 (+0), INT 10 (+1), EDU 7 (+0), SOC 7 (+0).

Skills Admin 0, Athletics (Dex) 1, Gun Combat (slug) 1, Heavy Weapons 0, Language (Vilani) 1, Medic 3, Melee 0, Persuade 0, Recon 2, Steward 1, Vacc Suit 0.

Certifications Certified Medical Technician (CMT), Qualified Operator (Advanced Combat Rifle, Gauss Rifle, Grenades, Hand-to-Hand Combat, Vacc Suit).

Monthly Salary Cr4,425.

Notes As noted before, Howard qualifies for both a medical doctor’s and surgeon’s license, which would increase his salary to Cr4,575. The purser position is normally the 4th officer on a ship, but given Howard’s short tenure in the merchant service, he is probably slightly more qualified than Ronald, so I have flipped their ranks.

4th Officer/Sensop Ronald AE9636

Other, 5 terms.

STR 10 (+1), DEX 14 (+2), END 9 (+1), INT 6 (+0), EDU 3 (-1), SOC 6 (+0).

Skills Athletics (Dex) 1, Deception 0, Electronics (computers) 1, Electronics (sensors) 1, Gunner 0, Gun Combat (slug) 3, Melee 0, Persuade 0, Recon 0, Stealth 2, Streetwise 3, Vacc Suit 0.

Certifications Sensor Operator’s Certificate.

Monthly Salary Cr3,000.

Notes With his freakishly high DEX, Ronald could easily test into a Turret Gunnery Certificate, and draw additional pay as a gunner. And although he has 3 levels in Gun Combat (slug), as he picked these levels up through the Rogue career he does not have a formal certification.

Chief Gunner Boone CB9557

Marines, 3 terms; Other, 2 terms.

STR 12 (+2), DEX 11 (+1), END 9 (+1), INT 5 (-1), EDU 5 (-1), SOC 7 (+0).

Skills Astrogation 0, Athletics (Dex) 1, Athletics (Str) 1, Gun Combat (energy) 2, Gunner (turret) 2, Heavy Weapons 0, Mechanic 1, Melee (blade) 1, Pilot 0, Stealth 0, Tactics 0, Vacc Suit 2.

Certifications Authorized Spacecraft Mechanic, Qualified Operator (Battle Dress, FGMP, Gauss Rifle, Grenades, Laser Rifle, Saber), Turret Gunnery Certificate.

Monthly Salary Cr1,200.

Notes With both Astrogation 0 and Pilot 0, Boone would have a good chance testing into a Limited Mate’s License. His biggest hurdle would be obtaining his Sensor Operator’s Certificate, as he is untrained in Electronics. Note that the monthly Standard of Living for his SOC score of 7 is Cr1,500 (Core Rules 92), a little more than his salary. So Boone is perpetually looking to bury his dead horse.

Freightmaster Brogue 7B5B65

Other, 6 terms.

STR 7 (+0), DEX 11 (+1), END 5 (-1), INT 11 (+1), EDU 6 (+0), SOC 5 (-1).

Skills Admin 0, Athletics 0, Deception 2, Electronics (computer) 1, Gambler 4, Gun Combat 0, Gunner 0, Language 0, Recon 2, Stealth 2, Streetwise 1.

Certifications Cargomaster’s Certificate.

Monthly Salary Cr2,000.

Notes As a former smuggler, it makes sense for Brogue to test into a Cargomaster’s Certificate. He should also be able to test into a Turret Gunnery Certificate.

Entertainer Daren 22146C

Other, 5 terms.

STR 2 (-2), DEX 2 (-2), END 1 (-2), INT 4 (-1), EDU 6 (+0), SOC 12 (+2).

Skills Admin 0, Advocate 0, Art (holography) 2, Carouse 2, Deception 1, Diplomat 0, Electronics (comms) 2, Electronics (computers) 2, Investigate 0, Language 0, Mechanic 0, Persuade 2, Recon 0, Streetwise 0.

Certifications None.

Monthly Salary Cr1,000.

Notes Daren could probably obtain an Authorized Mechanic’s or Sensor Operator’s certificate if he were so inclined. With a SOC score of 12, Daren’s monthly standard of living costs are Cr5,000. He really has no hope of maintaining that on an entertainer’s salary, so presumably Sonny subsidizes his former master’s lifestyle.

Owner Aboard Sonny 7BA800

STR 7 (+0), DEX 11 (+1), END 10 (+1), INT 8 (+0), EDU 0 (-3), SOC 0 (-3).

Skills Drive 0, Electronics (computer) 2, Flyer (grav) 2, Gun Combat (slug) 1, Medic 1, Melee (unarmed) 1, Pilot (small craft) 1, Pilot (spacecraft) 1, Recon 1.

Certifications Grav Vehicle Pilot’s License, Small Craft Pilot’s License, Spacecraft Pilot’s License.

Monthly Salary None.

Notes Sonny’s EDU 0 would make testing into many certifications difficult.

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Tuesday, May 4, 2021

Combat Qualifications for Traveller

CT Supplement 13, Veterans (1983) presents a series of pre-generated mercenary NPCs arranged by Tech Level. One interesting touch is that information is separated into a section for players, which gives in-setting material that might appear on a resume, and a separate section for the referee, which gives confidential and game mechanical material, such as Morale and Skill levels.

In lieu of providing players with Skill Levels, Veterans instead lists “Equipment Qualified On,” consistent with CT Book 4 Mercenary (1978). Some of these qualifications correspond to the Operator’s Certifications which we discussed in an earlier post, but most are specific to weapons skills, which we did not cover. For example, here’s one particularly colorful TL10 veteran:

94. First Lieutenant: 75A7CB. Marines, four terms. Enlisted in Marine Infantry, transferred to Commandos after second term. (10-13)

Special Assignments: Protected Forces Training, Specialist School, OCS, Commando School, instructor at Commando School.

Awards and Decorations: Two combat commands, four combat service ribbons, two MCUF's, one MCG, one purple heart.

Equipment Qualified On: Accelerator Rifle, ACR, Auto Pistol, Dagger, Laser Rifle, RAM Grenade Launcher, Ship's Boat, Ship's Weapons, Vacc Suit.

The referee’s section details Veteran 94’s corresponding skills:

Skills: Combat Rifleman-2, Dagger-1, Grenade Launcher-1, Gunnery-2, Instruction-1 , Laser Weapons-1, Leader-1, Mechanical-1, Medical-1, Pistol-2, Recon-1, Ship's Boat-1, Survival-2, Vacc Suit-1, Zero-G Combat-1, Zero-G Weapons-1.

Using “qualified operator” certificates to signal in-setting skill competence seems like a nice, flavorful method. But what certificates should be available?

All games with skill systems grapple with where to lump and where to split skills. If you lean toward “lumping” you have fewer categories, simpler mechanics, and more generally competent characters. But you do lose a lot of granularity. If you lean toward “splitting” you get more categories, more detail, and more complexity. You also get characters who might be highly competent in very specific niches, but unskilled in many other areas. A good skill system finds an effective balance between lumping and splitting.

For my money, Mongoose Traveller 2e does a pretty good job of striking that balance. The game has a series of broad combat skills, some of which have specialties that are also fairly broad:

  • Explosives
  • Gun Combat
    • Archaic
    • Energy
    • Slug
  • Heavy Weapons
    • Artillery
    • Man Portable
    • Vehicle
  • Melee
    • Unarmed
    • Blade
    • Bludgeon
    • Natural
  • Vacc Suit

While I like this schema as a game mechanic, it’s much too gamist and a little too broad for in-setting categories. Some of these categories also seem a little weird for producing certifications, like Gun Combat (archaic) or Melee (bludgeon).

But if these categories are a little too broad, where do we draw the line? We definitely don’t want every individual weapon in the Central Supply Catalog to have its own associated certification. But some weapons are much more likely to have certifications than others.

Here, it’s worth considering what entities would issue combat certifications. The three military services (Army, Marines, Navy) and the Scouts are natural fits. And keep in mind, “military services” could represent local defense forces just as well as the large, high TL forces maintained by the Imperium or Solomani Confederation. In addition to these services, the Agent career (Law Enforcement assignment) and the Merchant career (Merchant Marines assignment), would potentially issue certifications.

These careers are all associated with large, bureaucratic organizations that possess the resources to issue and track combat certifications. While a character could certainly pick up Gun Combat levels in either the Drifter or Rogue careers, the Jarslavi Cartel probably isn’t handing out certifications… at least not ones that anyone would want on a resume.

CT Mercenary has a very interesting section that describes how military equipment and tactics change along with tech levels. The core assumption is that mercenary characters might be trained at different tech levels, and could be fighting in theaters with different tech levels. The paratrooper from the TL7 world isn’t going to have been issued a gauss rifle, and the Imperial Marine might have no idea how to operate a TL6 carbine. This is why CT Veterans separates out its resumes by tech level.

Each tech level, then, has associated standard equipment. If we focus only on the equipment most likely to be used at each TL, we dramatically limit the number of potential certifications:

Standard Equipment by Tech Level
7 8 9 10 11 12 13 14 15
Autopistol Gauss Pistol
Assault Rifle Advanced Combat Rifle Gauss Rifle
Laser Pistol
Laser Carbine/Rifle
PGMP PGMP/ FGMP FGMP
Machine Gun
Autocannon Laser Cannon Plasma Gun Fusion Gun
Combat Armor
Battle Dress

Interestingly, although the Imperial Marines are sometimes described as a predominately or even exclusively TL15 force, CT Veterans includes plenty of Marine characters at TL7, and the old Martian Miniatures blister of Imperial Marines described them as TL13–15.

For my own Magyar game, I assume Imperial Navy forces will be trained at TL14–15, Imperial Marines at TL13–15, and Imperial Army troops anywhere from TL10–15. Imperial Scouts might be trained at any TL up to 15 based on their assignments. The Solomani Confederation Navy will be trained at TL14, and the Confederation Army at TL12–13. Member worlds generally train their forces to the world TL, though individual units might be slightly lower or higher depending upon local circumstances.

So putting all of this together, we get the following list of common combat qualifications based on relevant skills:

Athletics: Grenades (TL7+).

Explosives: Demolitions (TL7+).

Gun Combat: Accelerator Rifle (TL9+), Advanced Combat Rifle (TL10–12), Assault Rifle (TL7–9), Autopistol (TL7–12), Gauss Pistol (TL13+), Gauss Rifle (TL13+), Laser Carbine (TL9+), Laser Pistol (TL9+), Laser Rifle (TL9+), Snub Pistol (TL7–12+), Submachine Gun (TL7+).

Heavy Weapons: Artillery (TL7+), Autocannon (TL7–8), FGMP (TL14–15), Fusion Gun (TL13–15), Grenade Launcher (TL7+), Laser Cannon (TL9+), Machine Gun (TL7+), PGMP (TL12–14), Plasma Gun (TL10–12), Rocket Launcher (TL7+).

Melee: Cutlass (TL7+), Dagger (TL7+), Hand-to-Hand Combat (TL7+).

Vacc Suit: Battle Dress (TL13–15), Combat Armor (TL10+), Vacc Suit (TL8+).

Each certification has an associated skill as well as the minimum TL at which the certification becomes available. (Following Veterans, I started at TL7.) To use, just pick one to two certificates for every term served in a career that issues such documents. I would prioritize certifications associated with skills with the highest levels, and wouldn’t sweat a few more or less certificates, given these have no real game mechanic value.

For example, consider an Ex-Army character who served 3 terms in her TL10 planetary infantry and gained Gun Combat (slug) 1 and Vacc Suit 1. She gets three certifications for three terms, and can be listed as Qualified Operator (Advanced Combat Rifle, Assault Rifle, Combat Armor). Although she knows enough about gun combat to effectively use a laser pistol or gauss rifle, she just doesn’t have the certifications for those weapons.