Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Tuesday, October 5, 2021

Developing Dark Nebula

A barbarian nomad overlooks the ruined Aslan city of Hkarlye on Gilead (DARK 2921 X586879-1).

Many years ago I sketched out a proposed Traveller game to be set in a small, backwater cluster of low tech worlds. A bronze-age swords and sandals setting, like Conan the Barbarian but instead of towers of sorcery and vaults of gleaming treasure, the great cities would hold bazaars filled with technological wonders, and a starport with the promise of passage offworld.

For whatever reason, I specifically wanted to place this game in the Third Imperium setting. So I spent quite a bit of time poring over sector data looking for a suitable location. This was all long before the T5 Second Survey Project cleaned up and regularized sector data, and before the dream that is now Traveller Map made such data readily available and searchable. Back then plenty of semi-canonical data could be found out on the internet, but it was messy and strange and hard to use.

One problem I discovered early on: truly primitive worlds (TL 0 or 1) are really quite rare, particularly inside the Imperium, and they are almost always interdicted. Checking Traveller Map, I count only nine TL 1 worlds and no populated TL 0 worlds in the entire Imperium.

I initially scoured the frontier sectors around the Spinward Marches, then looked at the neutral areas around Hinterworlds before I started zeroing in on Dark Nebula. I eventually found a promising group of fairly primitive Human worlds in the neutral space between the Solomani Confederation and the Aslan Hierate, and after reading up on the history of this region, these worlds seemed to fit the bill.

It’s an area of Charted Space with an interesting backstory but not a ton of published canon, leaving it open for further development. And by happy coincidence, some of the best supplements written for Traveller have dealt with the Aslan: the CT Alien module, MT Solomani and Aslan, and GURPS Traveller: Alien Races 2 are loaded with gameable ideas, hooks, and background.

My original campaign idea never actually went anywhere, as sometimes happens. But much of this canoodling eventually fed into other games, including my current Into the Interface campaign. As a result, I’ve ended up doing quite a bit of development work on Dark Nebula, which I’m going to start sharing on this blog.

I had seriously considered publishing this material under Mongoose Publishing’s Travellers’ Aid Society license, but one of the more important sources I’ve relied upon has been the DGP Solomani and Aslan supplement. While this is a fantastic game book, most of the DGP material is currently trapped in a copyright limbo, usable for non-commercial fan material like a blog but generally off-limits for Mongoose to use. And as such, not usable for TAS licensed material.

So why use Dark Nebula as a setting? I find the Aslan to be one of the more interesting alien races of Traveller: a bit more exotic than simply humans in fur suits, but not so alien as to be completely unidentifiable. Intra-Hierate politics alone are complex enough to fuel many adventures, but throw in a conflict with the encroaching Solomani Confederation and the possibilities multiply quickly. Both Aslan and Solomani can work well as protagonists or antagonists, giving PCs many opportunities to work for and against either side. The Buffer Zone lends itself well for remixed Western adventures: a dangerous frontier region with a wide mix of tech levels and law levels.

Over the next few weeks I’ll walk through some of the tweaks I’ve made to the sector as well as some thoughts I have about the nature of the Aslan Hierate, which is really very different from any other major interstellar polity.

Copyright Information

The image at the start of the blog is from the science fiction illustrator Peter Elson, and was used as the cover of Samuel R. Delany’s novel The Einstein Intersection (1967).

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, September 7, 2021

The Ship's Articles

A ship’s articles of agreement are real world legal documents, part of a ship’s papers. Although not mentioned in other editions, GURPS Traveller: Far Trader (1999) introduced this concept to the Third Imperium setting:

A ship’s articles are its “constitution” – a contract that spells out, in broad terms, the responsibilities of the ship’s captain and crew.… By signing the articles, crew members “sign on” with the ship and agree to the conditions of the ship or voyage (GT:FT 71).

I would imagine that in the Third Imperium a universal, standardized set of articles are used for commercial ships from the Solomani Rim to the Spinward Marches. These articles perfectly reflect the game rules for crew requirements, salary schedules, maintenance routines, and so on. And thus the articles normally just exist somewhere in the background and don't require much thought on the part of referees or players.

But a private ship owned and operated by PCs is free to be run by its own set of rules. And here the ship's articles provide a colorful in-game way for players to do things differently. Probably the item of most interest would be establishing a system of shares for distribution of profits. In general, most profits go to the ship's owner, with the balance divided between the senior officers with much less to the junior officers and nothing to the loyal deckhands. But I find that players, like pirates, generally prefer more egalitarian distributions.

While Far Trader provides a generic TAS Form 1 - Ship’s Articles, it's pretty skeletal. And what's more, it doesn't incorporate many of the suggestions sprinkled throughout the supplement, like establishing hazard pay rates for Amber or Red Zones, or setting watch schedules.

The Starjammer, with its android owner and unusual crew, is a particularly good candidate for a bespoke set of ship's articles. I adapted the following draft from Form 1, but also found a great example on the wiki for the Ethically-Challenged Merchants (what a name!) campaign.

The generic TAS Form 1 does not cover shore leave, even though Far Trader notes that “Ship’s articles will usually specify how much and how often port liberty is granted, and require the captain to provide transportation to and from shore facilities” (82). Although not explicitly stated, Classic Traveller implies that crew members are granted shore leave between voyages as a matter of course. The Traveller Book, for example, under Interstellar Travel, explains that commercial starships usually spend “one week in the star system, travelling from the jump point to the local world, refueling, marketing cargo, finding passengers, leaving the starport, and proceeding to a jump point again. The week in the system usually provides some time for crew recreation and for wandering around the planet [emphasis added]” (49). This language is echoed almost verbatim in the MgT core rules at 153.

Given this, a standard 24- or 48- hour leave per crew member per jump would not seem unreasonable. Presumably, most ships stagger leave to keep a skeleton crew on board in port to guard the stores, perform maintenance, arrange for new cargo, freight, mail, or passengers, and so on. But I did not spell out shore leave requirements in the Starjammer’s articles only because I assumed that charters, the ship’s bread and butter, are often time-sensitive and require the master to grant leave between charters rather than between individual jumps.

Starjammer’s Articles of Agreement

Seal of the Starjammer

The following Standing Ship's Articles of Agreement (hereinafter referred to as Articles) are made effective as of 180-1102 to govern the Imperial Merchant Vessel STARJAMMER, Registration Number 338-C-2725 to the Port of KLINE (MAGYAR 3012), and whose owner is BODYGUARD 3185D31A, a/k/a “Sonny” (hereafter referred to as Owner Aboard).

Article 1. Term Of Articles

  1. IT IS AGREED between the Master and the Crew named below on the Manifest that the Crew shall serve aboard the STARJAMMER, of which CRYO (or whoever lawfully replaces him) is Master, from the Port of KLINE (MAGYAR 3012) to other ports and planets as the Owner Aboard may direct, and back to a final port of discharge in the Imperium.
  2. At the will of either party, the term of service will end.

Article 2. Conduct of Crew

  1. The Crew agree to conduct themselves in an orderly, faithful, honest, and sober manner, to be diligent at all times in their respectful duties, and to obey the lawful orders of the Master (or of any person who lawfully succeeds him) and of their superior officers, in everything related to the vessel, and her passengers, stores, and cargo, whether on board, in boats, or in port.

Article 3. Compensation

  1. The Owner Aboard agrees to pay the Crew, as wages, the sums and shares entered next to their names on the Manifest.
  2. It is also agreed, that the wages for duties performed in systems designated Amber Zones shall be accrued at twice (x2) the rates established in the Manifest. Further, the wages for duties performed in systems designated Red Zones shall be accrued at quintuple (x5) the rates established in the Manifest.
  3. Crew members shall be paid their salaries in local currency or Imperial credits every thirty (30) days at the first available port of call.
  4. Crew members are entitled to receive from the Owner upon request, in local currency or Imperial credits, up to one half of their monthly salary at every port of call in advance of their scheduled salary payment, but not more than once in any thirty (30) day period.
  5. Crew members shall be entitled to participate in discretionary bonuses that may be authorized and declared by the Owner Aboard from time to time.
  6. The Master agrees to supply the Crew with room and board according to custom and Imperial regulations, to accommodate incidental storage of personal items in unused cargo space, to provide livery of such ports as time and circumstances permit, and to provide for their repatriation to the port named above if they separate from the vessel through no fault or negligence of their own.
  7. The Master agrees to provide the Crew with free medical care; if their requirements exceed the ship’s capabilities, the Master will procure appropriate care on the nearest convenient port of call.
  8. The Master agrees to afford the Crew two (2) weeks paid liberty each year, to be taken during the annual maintenance overhaul.

Article 4. Watchkeeping

  1. The Master shall ensure that watchkeeping arrangements are adequate for maintaining a safe continuous watch during vessel operations, taking into account the prevailing circumstances and conditions. Watchbills shall be posted where they are easily accessible on board the vessel.

Article 5. Obligations of Crew

  1. It is also agreed, that no member of the Crew may depart the vessel in port without permission of the Master; that any embezzlement or willful or negligent destruction of and part of the vessel’s cargo or stores shall be made good to the Owner Aboard out of the wages of the guilty person and that if any member of the Crew has a grievance under these Articles or otherwise, he will report it in a quiet and orderly manner to the Master or officer in charge of the vessel, who shall then take such steps as the case requires.

Article 6. Record Keeping

  1. The Master shall record in the vessel’s log all matters of discipline, and any complaints brought to him by the Crew, for review by the Imperial representative at the next Imperial port of call.
  2. The Master shall provide each departing member of the Crew with a Crew Member’s Identification and Record, specifying the period of service and the time, place and reason for discharge from service.

IN WITNESS, CRYO, Master of STARJAMMER on 180-1102.

The Crew have signed above their names on the attached Manifest, dated as indicated on each, which are specifically included by reference in the terms of these Articles.

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 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 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.

Tuesday, April 6, 2021

Certifications for Starship Crew

HOTLOLZ EPIK PRODUCTIONS, LIC is seeking an experienced and qualified individual to serve as an onboard Engineer for the armed packet IMV Starjammer, registered out of Kline (MAGY 3012). The proposed Engineer must have, at a minimum, an Assistant Engineer’s License and be capable of performing as engineer, watch stander, and ship’s crew as required. This is a Full-Time position that may require travel to both Imperial and Solomani Confederation systems, working in space and/or portside environments with occasional multi-week assignments. —1102 posting, Stanko Downport Hiring Hall (Concourse B).

After my recent look at doctors in Traveller, I’ve been thinking about the qualifications for other characters. In Classic Traveller, the six iconic starship crew positions of pilot, navigator, engineer, medic, steward, and gunner all have minimum skill requirements. A minimum level of 1 in the associated skill is required to qualify for all positions except steward, for which Steward-0 suffices (The Traveller Book 55, 59, 60, 61).

These requirements were not carried over to MegaTraveller with the exception of the medic: “Any character with at least Medical-1 is a medic and is eligible to be hired as a medic on a starship crew” (Player’s Manual 23). I’m not sure why only the medic retained a minimum skill level, though MegaTraveller generally shifts away from the CT model of specific crew positions in favor of broader categories. Instead of specifying “one pilot and one navigator,” a MegaTraveller ship might simply call for “two bridge crew.”

Mongoose Traveller largely reverts back to the familiar CT crew designations, but does not stipulate minimum skill levels to qualify for the various crew positions. I can understand why the MgT designers might have shied away from setting minimum levels: skill acquisition using traditional Traveller career paths is fairly random, and one could easily wind up with a group of travellers that lack the requisite skills to operate their own starship.

That said, this is much less of an issue in MgT than in prior editions, given background skills, a more flexible lifepath system, connections, and skill packages. If a group has a missing skill or two, that is more likely to pose an interesting complication for the game, rather than a roadblock. The PCs might need to bring on an NPC engineer, or one PC may need to work on her Pilot skills.

Further, MgT2 High Guard notes that the salary “values on the Crew Requirements table shows a monthly average for skill level 1 crew” (20). This strongly implies that the minimum qualifying skill level for crew positions is 1, the same as CT.

Crew Certifications for Mongoose Traveller

Qualified Operator Certificate. Issued to individuals who pass a series of standardized tests concerning the operation of certain vehicles or equipment. Most worlds accept this certification in lieu of a locally obtained license, if one is required.

Although using skill levels to establish starship crew qualifications is nice and simple, GURPS Traveller: Far Trader introduces an interesting system of licenses and certificates, documents which provide assurance that a crewmember “has the right skills for the assigned job” (82). This idea may have been inspired by the blank “Qualified Operator’s Certificate” included in CT Supplement 12, Forms and Charts.

Below are some common certifications that might be held by Travellers. Most have an Automatic Certification line: any Traveller meeting this minimum skill level can be assumed to automatically hold that certification, if desired. If the Traveller did not have the appropriate skill at the qualifying level, there are also Qualifying Exams that allow that Traveller the opportunity to undergo skill checks to “test into” certification.

The Travellers’ Aid Society issues most of these certifications in the Third Imperium, and Lloyd’s Register presumably issues comparable documents within the Solomani Confederation.

Certifications add a modest amount of complexity to the game but also provide interesting details that help bind the characters to the setting and maybe even produce potential adventure hooks. Perhaps more importantly, certifications offer far greater flexibility in filling out a starship crew.

Edit: Reddit poster arctellionweston pointed out that Traveller5 has a similar certificate system that assesses skill competency as Qualified, Competent, Experienced, and Master based on the results of a skill check (Characters and Combat 100–101). This could be pretty easily combined with the following system.

Qualified Operator’s Certificates

Computer Operator’s Certificate

Automatic Certification: Electronics (computers) 1.

Qualifying Exam: Average (8+) Electronics (computers) check (1D hours, EDU or INT).

Drive Tech’s Certificate

Automatic Certification: Engineer 0.

Qualifying Exam: Routine (6+) Engineer (M-drive or J-drive) check (1D hours, INT or EDU).

The holder is certified to perform maintenance and repair activities on J-drives and M-drives, but is not qualified to serve as a ship’s engineer. A potential prerequisite for obtaining an Assistant Engineer’s License.

Life Support Tech’s Certificate

Automatic Certification: Engineer 0.

Qualifying Exam: Routine (6+) Engineer (life support) check (1D hours, INT or EDU).

The holder is certified to perform maintenance and repair activities on life support systems, but is not qualified to serve as a ship’s engineer. A potential prerequisite for obtaining an Assistant Engineer’s License.

Low Berth Technician’s Certificate

Automatic Certification: Medic 0.

Qualifying Exam: Routine (6+) Medic check (1D hours, INT or EDU).

Mechanic’s Certificate

Automatic Certification: Mechanic 0.

Qualifying Exam: Routine (6+) Mechanic check (1D hours, INT or EDU).

Separate certificates are available for every vehicle specialty associated with the Drive, Flyer, and Pilot skills, as well as robots. The holder is certified to perform maintenance and repair activities on the relevant equipment. An individual can hold a total number of Mechanic certificates equal to three plus their INT modifier, with a minimum of one certificate.

Rad Tech’s Certificate

Automatic Certification: Engineer 0.

Qualifying Exam: Routine (6+) Engineer (power plant) check (1D hours, INT or EDU).

The holder is certified to perform maintenance and repair activities on a ship’s power plant, but is not qualified to serve as a ship’s engineer. A potential prerequisite for obtaining an Assistant Engineer’s License.

Sensor Operator’s Certificate

Automatic Certification: Electronics (sensors) 1.

Qualifying Exam: Routine (6+) Electronics (comms) check (1D hours, EDU) and Average (8+) Electronics (sensors) check (1D hours, EDU or INT).

Entitles the holder to serve as a ship’s sensop. A prerequisite for obtaining a Limited or Unlimited Mate’s License.

Turret Gunnery Certificate

Automatic Certification: Gunner (turret) 1.

Qualifying Exam: Average (8+) Gunner (turret) check (1D hours, DEX).

Entitles the holder to serve as a ship’s gunnery officer.

Wheeled Vehicle Driver’s Certificate

Automatic Certification: Drive (wheel) 1.

Qualifying Exam: Average (8+) Drive (wheel) check (1D hours, DEX).

Pilot’s Licenses

Grav Vehicle Pilot’s License

Automatic Certification: Flyer (grav) 1.

Qualifying Exam: Average (8+) Flyer (grav) check (1D hours, DEX).

Winged Craft Pilot’s License

Automatic Certification: Flyer (wing) 1.

Qualifying Exam: Average (8+) Flyer (wing) check (1D hours, DEX).

Small Craft Pilot’s License

Automatic Certification: Pilot (small craft) 1.

Qualifying Exam: Routine (6+) Pilot (small craft) check (1D hours, DEX).

Spacecraft Pilot’s License

Automatic Certification: Pilot (spacecraft) 1.

Qualifying Exam: Average (8+) Pilot (spacecraft) check (1D hours, DEX).

Entitles the holder to serve as a ship’s pilot.

Bridge Officer Licenses

Limited Mate’s License

Prerequisites: Sensor Operator’s Certificate.

Automatic Certification: Astrogation 0, Pilot (any) 1.

Qualifying Exam: Average (8+) Astrogation check (1D hours, EDU), Average (8+) Pilot (any) check (1D hours, DEX).

Entitles the holder to serve as the executive officer for a ship of less than 1,000 tons. A licensed mate can fulfill the crew requirements of an astrogator, pilot, or sensop. A prerequisite for obtaining a Limited Master’s License.

Unlimited Mate’s License

Prerequisites: Sensor Operator’s Certificate.

Automatic Certification: Astrogation 1, Pilot (spacecraft or capital ships) 1.

Qualifying Exam: Difficult (10+) Astrogation check (1D hours, EDU), Difficult (10+) Pilot (spacecraft or capital ships) check (1D hours, DEX).

Entitles the holder to serve as the executive officer for a ship of any size. A licensed mate can fulfill the crew requirements of an astrogator, pilot, or sensop. A prerequisite for obtaining an Unlimited Master’s License.

Limited Master’s License

Prerequisites: Limited Mate’s License.

Automatic Certification: Admin 0, Leadership 0 or Tactics 0.

Qualifying Exam: Routine (6+) Admin check (1D days, EDU) and Routine (6+) Leadership check (1D days, SOC) or Routine (6+) Tactics (naval) check (1D days, INT).

Entitles the holder to serve as the master of a ship of less than 1,000 tons. A licensed master can fulfill the crew requirements of an astrogator, pilot, sensop, or executive officer.

Unlimited Master’s License

Prerequisites: Unlimited Mate’s License.

Automatic Certification: Admin 1, Leadership 1 or Tactics (naval) 1.

Qualifying Exam: Average (8+) Admin check (1D days, EDU) and Average (8+) Leadership check (1D days, SOC) or Average (8+) Tactics (naval) check (1D days, INT).

Entitles the holder to serve as the master of a ship of any size. A licensed master can fulfill the crew requirements of an astrogator, pilot, sensop, or executive officer.

Engineering Licenses

Assistant Engineer’s License

Prerequisites: Drive Tech’s Certificate or Life Support Tech’s Certificate or Rad Tech’s Certificate.

Automatic Certification: Engineer (any) 1.

Qualifying Exam: Average (8+) Engineer (any) check (1D hours, EDU).

Entitles the holder to serve as a ship’s engineer.

Chief Engineer’s License

Prerequisites: Assistant Engineer’s License.

Automatic Certification: Engineer (any) 2 or 1 skill level in any 2 Engineer specialties.

Qualifying Exam: Difficult (10+) Engineer (any) check (1D days, EDU).

Entitles the holder to serve as a ship’s chief engineer.

Medical Officer Licenses

Certified Medical Technician (CMT)

Automatic Certification: Medic 1.

Qualifying Exam: Average (8+) Medic check (1D hours, INT or EDU).

Entitles the holder to serve as ship’s medical officer.

Medical Doctor (M.D.)

Automatic Certification: Medic 3.

Qualifying Exam: Difficult (10+) Medic check (1D days, EDU).

An M.D. can practice medicine, including writing prescriptions, handling most ailments, and dealing with other doctors on a professional level. These licenses are issued by accredited medical schools.

Surgeon’s License

Prerequisites: Medical Doctor.

Automatic Certification: DEX 8.

Qualifying Exam: Difficult (10+) Medic check (1D days, DEX).

A surgeon draws +10% salary. A Surgeon’s License is issued by an accredited medical school.

Cargo Handler Licenses

Cargomaster’s Certificate

Automatic Certification: Profession (spacer) 1 or Admin 1.

Qualifying Exam: Routine (6+) Profession (spacer) check (1D hours, INT) or Routine (6+) Admin check (1D hours, INT).

Entitles the holder to serve as a ship’s freightmaster.

Basic Hazardous Material Handler’s Endorsement

Prerequisites: Cargomaster’s Certificate.

Qualifying Exam: Average (8+) Profession (spacer) check (1D hours, INT or EDU) or Average (8+) Admin check (1D hours, INT or EDU).

Advanced Hazardous Material Handler’s Certificate

Prerequisites: Basic Hazardous Material Handler’s Endorsement.

Qualifying Exam: Difficult (10+) Profession (spacer) check (1D hours, EDU) or Difficult (10+) Admin check (1D hours, EDU).

Other Licenses

Local Broker’s License

Automatic Certification: Broker 0.

Qualifying Exam: Routine (6+) Broker check (1D hours, INT or EDU).

A local broker’s license is specific to a single world. An individual may hold a maximum number of Local Broker’s Licenses equal to one plus their INT modifier, with a minimum of one license.

Broker’s License

Automatic Certification: Broker 1.

Qualifying Exam: Average (8+) Broker check (1D hours, EDU).

A broker’s license is specific to a single subsector.

Subsector Doctor of Law

Automatic Certification: Advocate 1.

Qualifying Exam: Routine (6+) Advocate check (1D hours, EDU).

A member of a Subsector Bar Association and licensed to practice law within a single subsector.

Sector Doctor of Law

Automatic Certification: Advocate 2.

Qualifying Exam: Average (8+) Advocate check (1D hours, EDU).

A member of a Sector Bar Association and licensed to practice law within a single sector.

Imperial Doctor of Law

Automatic Certification: Advocate 3.

Qualifying Exam: Difficult (10+) Advocate check (1D hours, EDU).

A member of the Imperial Bar Association and licensed to practice law throughout the Imperium.

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, March 23, 2021

Doctor, Doctor

Illustration from “Introducing: The Diagnosticator Medikit!” Ling-Standard Products promotional holobrochure (1043). Courtsey of LSP Sector Archives, Dexter (MAGY 2416).

“In the course of my medical career I have, on occasion, been asked to name the single most important tool for a good Navy doctor. Is it a high tech mediscanner or laser scalpel? Maybe the diagnostic databases or gene editing techniques? Perhaps years of intensive training and experience? The answer, of course, is far more elementary, and has been the same very answer for the last thirty-six-hundred years or so: antibiotics. The best tools for your harried ship’s doctor are high dosage, wide-spectrum antibiotics. And lots and lots of them.” —Dr. Urban Zabulon Konstantinov.

In Traveller, skill levels reflect both experience and expertise. And a few skills, such as Medic, map directly to professions with specific hierarchies of licensure or titles. So how do skill levels relate to these associated professions? Both Classic Traveller and MegaTraveller have an interesting note on the Medical skill:

Medical-1 qualifies an individual as a medic on a starship crew. Medical-3 qualifies an individual as a doctor and assumes a license to practice medicine, including writing prescriptions, handling most ailments, and dealing with other doctors on a professional level. Dexterity 8+ qualifies a doctor to be a surgeon. (MT Player’s Manual 36).

While this approach wouldn’t work with all skills, Advocate 3, for example, might qualify an individual to practice law and represent clients before planetary and Imperial courts.

CT has a companion rule for starship crew: the “Highest skilled [Medic] is ship’s doctor and draws 10% more pay” (Traveller Book 59, 60). But note that this is purely a shipboard honorific and not a license to practice medicine off the ship.

Although Mongoose Traveller did not carry the CT and MT language over verbatim, the Core Rulebook specifically uses Medic as an example of what skill levels might mean within the setting:

A Traveller with Medic 1 may be a paramedic or nurse, while another Traveller with Medic 2 might be a doctor. If a Traveller had Medic 3, they would likely be a very well-regarded doctor with many years of practice under their belt. A Traveller with Medic 4 or 5 would be at least world-renowned, and may well be known across several star systems for his expertise (Core Rules 56).

Further, the MgT2 Central Supply Catalog notes that an autodoc “is capable of diagnosing and treating … medical conditions as efficiently as a qualified doctor (treat as Medic 3)” (81).

Automatically giving MgT characters with Medic 3 a Doctor’s license feels a little gamist, but I really like the simplicity of this approach: a specific level in certain skills generally corresponds to an in-setting accreditation.

Adopting such a rule would create an interesting situation for my own campaign. Consider the Starjammer’s resident medical officer, Howard. With Medic 3, Howard not only qualifies as a Doctor but with DEX 10, a surgeon to boot. This notion has never come up in play and the player has never introduced Howard as anything but a humble ship’s medic. But his career history might explain why he isn’t called Dr. Howard . . . and sets up some interesting game hooks.

The Making of a Doctor

In CT and MT, there are three potential paths to getting Medical-3 and the coveted title of doctor.

1. Happenstance

This is pretty much the only viable path using just the LBBs or The Traveller Book, and it’s not all that easy. Medical is not available on the Personal Development or Service Skills tables for any career: it only appears on the general Advanced Education tables for the Merchant and Scouts careers. While Medical does appear on every career’s second set of Advanced Education tables, those can only be used by characters with EDU 8+.

In Mongoose Traveller, Medic 3 might be a little easier to pick up by happenstance. Medic is a background skill and can be gained through a University education. It’s on the Advanced Education tables for the Agent, Citizen, Rogue (?), and Scout careers and on the Personal Development table for the Army.

2. Career

The CT Citizens of the Imperium supplement and the MT Player’s Handbook both feature Doctor careers. Either version is hard to qualify for, requiring a 9+ entrance roll with bonuses for high INT and EDU. In MegaTraveller, the character must also come from a homeworld with a tech level of 1+, which is a modest bar.

In Mongoose Traveller, the equivalent career is Scholar with the Physician assignment. Further, both the Army and Marines careers have Support assignments for combat medics, which also gives access to the Medic skill.

3. Medical School

In CT, medical school is an option only available in High Guard as part of the pre-enlistment system. This basic mechanic is also used in MegaTraveller. In either edition, getting in is tough but the basic procedure and benefits are similar: any honors graduate of college or a service academy may apply for medical school, which requires a 9+ admission roll. A graduate of medical school can gain an automatic commission at rank O3 in the Army, Navy, Merchant, or Scout services.

Mongoose Traveller has no medical school option, though maybe it should, since without it there’s no easy way to create the archetypal “Navy Doctor.” And what’s a navy starship without its own Dr. Leonard McCoy? Putting together some simple MgT rules for medical school based on MegaTraveller is pretty straightforward.

Medical School for Mongoose Traveller

In Magyar, accredited medical schools are located on any world with a Class A or B starport and Population 7+. Elite medical schools are associated with the Imperial University of Seloo, the Solomani University of Pacific, and Walpurgis University on Kline.

Any Traveller who graduates with honors from University or a Service Academy may apply for admission to Medical School.

Admission: EDU 7+.

Skills: Gain Admin and Medic.

Graduation: EDU 8+. If 11+ is rolled, graduate with honors.

Graduation Benefits

  • Gain Medic and Science. Honors graduates receive Electronics and Medic.
  • Increase EDU by an additional +1.
  • Graduation allows the Traveller to apply for a direct commission (which is granted automatically) before the first term of an Army or Navy career. Marines have no medical officers; they are treated by Navy doctors. The Traveller enters the career at officer rank (O2).

Graduates of medical school are doctors, licensed to practice medicine, regardless of their total levels in Medic.

A Doctor’s License without Medical School

Both CT and MT assume that Travellers can become licensed doctors without graduating from medical school. In contrast, both T20 and GURPS Traveller require a medical degree. The T20 Traveller’s Guidebook states that “To be legally considered a doctor (MD), one must have a Doctorate in Medicine from the University and a Medical skill rank of 5 or greater” (124). And GT: Far Trader has “An M.D. degree requires attending an accredited medical school, regardless of skill” (85).

Even the MT Player’s Manual notes that “Formal training produces documentation that a skill has been learned. This fact is usually unimportant but can make a difference. A character with medical skill learned during combat might not qualify as a ‘genuine’ doctor” (42).

With this in mind I considered using the EDU score as a mechanical proxy for formal medical training. In Traveller5, the “Education” table on page 60 of Characters and Combat suggests that a graduate of medical school has an EDU score of 10 (or higher, presumably).

I toyed with amending the CT/MT rule for MgT to read something like “A Traveller with EDU 10+ and Medic 3+ is qualified to practice medicine as a medical doctor.” But in looking at the 40 sample doctors in CT Citizens of the Imperium (1979), I count 29 doctors with a EDU of 9 or less—not quite 75%, but a clear majority.

In the 21st century, the only reliable way to become a medical doctor is to graduate from medical school and complete a residency program, which represents years of intensive, hands-on learning. The thinking is that a resident needs to be exposed to the widest variety of clinical experiences under high stress conditions in order to prepare for becoming a doctor.

This regimen might not be so important in the far, far future. Computer databases, AIs, genetic testing, and advanced scanners should all greatly aid doctors in diagnosing and treating ailments. Reality simulations and maybe (gulp) clones will afford future residents vastly more opportunities to test their skills on a much wider range of patients. Today, a doctor in training might spend years in residency and never see a single patient with tonsillitis. But one week in a reality simulation program could allow a resident to examine hundreds of virtual tonsillitis cases.

So with all of this in mind, I think I will stick with simplicity: in my MgT games, any Traveller with Medic 3 can be qualified to practice as a medical doctor. They just need to secure appropriate certification, which is generally issued by accredited medical schools. A school issues medical degrees to graduates of its four-year programs, but could also issue certifications based on proof of equivalent coursework and appropriate test results.

Paging Dr. Howard?

So let’s bring this back around to the Starjammer’s medical technician, Howard, and his Medic 3 rating. Howard joined the Unified Army of Fugue and after basic combat training was assigned to combat medic training, where he showed great aptitude for the speciality. From there he went on to serve four terms with the Army, steadily increasing his medical skills through a series of deployments. Imperial worlds wracked by fierce urban fighting gave Howard all-too-many opportunities to practice his speciality. During his service Howard continued to study medicine on his own with the dream of becoming an Army doctor.

By the time he reached his fourth term, Howard was a skilled and experienced trauma nurse in line for both a commission and a doctor’s license. But while deployed on Iatur (Magyar 2628 C510A9E-B), a high-population border world, Howard discovered that Major Erk Raines, the chief emergency doctor for his Army hospital, was diverting HerkVees (SuSAG Herakles-V combat drugs) from the regimental supply to the local black market.

Howard cooperated with the military police, who rolled up the scheme and arrested all involved. But Major Raines did not go down without exacting revenge on Howard, trashing the medic’s exemplary service record and effectively blocking any future advancement in the Army.

Howard received an honorable discharge, but his dreams of becoming an Army doctor had been destroyed. Bitter, he joined the merchant interface line Celestine Transfers and served as a ship’s medic for four years before his shipmate Wayne hooked him up with the crew of the Starjammer.

Given his experience as an Army medic, Howard could easily get his ship’s surgeon certification. He would just have choke back any lingering resentment, complete his paperwork, pay a (probably hefty) fee to a medical school, and pass the appropriate certification exam.

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.

Monday, February 8, 2021

Monitors

An artistic rendition of the Empress Troyhune, an experimental planetoid monitor constructed in the Spinward Marches.

“A Monitor is the principal type of defensive fighting ship (favoring armor over firepower).” —Traveller5 Starships 69.

Monitors are mentioned sporadically in Traveller canon, beginning with the 50,000-ton Empress Troyhune planetoid monitor in CT Fighting Ships (1981). But hard information is fairly scant and few designs have been published. Most of the following information has been culled from T20 Fighting Ships (2003) and MgT Sector Fleet (2009), the two best sources so far.

Monitors are multikiloton system defense craft without jump capability, intended to take on and destroy incoming heavy units. Monitors are simply too large to be effective piracy deterrents: they defend against invasions by another world or polity. System defense forces use monitors to defend high population worlds, while the Navy primarily uses monitors to defend its bases and depots.

Monitors have many of the same fundamental advantages of battle riders: without jump drives or the accompanying fuel storage, they are able to devote more space to weapons and defenses. While a battle rider is primarily offensive in focus, a monitor is primarily defensive, usually constructed with a reinforced hull and heavy armor, making it extremely difficult to destroy. And while battle riders generally have high acceleration, enabling them to clear their riders quickly and engage the enemy, monitors tend to have relatively low acceleration, as they rarely move far from the world or installation they are defending.

Monitors tend to be built for extended, independent operation, whereas battle riders are more dependent on support from battle tenders. Most importantly, battle riders are limited in size to allow tenders to carry them from system to system, while monitors have no such size constraints

In general, planetary governments custom-build monitors in system at whatever size desired using whatever materials and technologies are available, with no real pattern or average model for these craft. Monitors tend to be constructed more cheaply and to lower specifications than battle riders. Planetoid hulls are sometimes used, as they are relatively inexpensive and surprisingly effective. 

The Imperial Navy does not build planetoid monitors and instead uses more standardized designs. The largest are designated Battle Monitors and although smaller than a typical battleship have similar combat capability.

The following standard monitor designs represent models probably too old for regular use by the Imperial Navy, but appropriate for many system defense forces in Magyar sector.

Light Monitor. 7,500 tons (standard hull), 3g, no jump capability, TL-13, Computer-Core 80/fib. 148 tons fuel. 84 crew. 75 hardpoints. One 95-ton shuttle. 1 tons cargo. MCr4,317.

Monitor. 15,000 tons (standard hull), 3g, no jump capability, TL-13, Computer-Core 80/fib. 256 tons fuel. 121 crew. 150 hardpoints. One 95-ton shuttle. 289 tons cargo. MCr6,970.

Heavy Monitor. 30,000 tons (standard hull), 3g, no jump capability, TL-13, Computer-Core 80/fib. 508 tons fuel. 238 crew. 300 hardpoints. Two 95-ton shuttles. 508 tons cargo. MCr13,760.

Light Monitor

The term Light Monitor is assigned to any sublight combat vessel larger than a gunboat but not capable of taking on a light cruiser.

Hull Points 3,300

Crew Captain, Officer x7, Pilot x3, Engineer x6, Maintenance x5, Medic, Gunner x57, Administrator x3, Shuttle Pilot

Maintenance Cost MCr0.36 per month

Purchase Cost MCr4,317

Light Monitor
TL13 TonsCosts (MCr)
Hull7,500 tons, Standard-375
 Reinforced-188
ArmorCrystaliron, Armor:131,219366
 Radiation Shielding-188
M-DriveThrust 3225450
Power PlantFusion (TL12), Power 5,430362362
Fuel Tanks16 weeks operation148-
Bridge 6038
ComputerCore 80/fib-143
SensorsImproved (Distributed Arrays)913
 Countermeasures Suite24
 Enhanced Signal Processing28
WeaponsSpinal - particle (TL13)2,9751,440
 Medium Bay (missile) x151,500375
 Triple Turret (beam laser) x151538
 Triple Turret (sandcaster) x151526
 Point Defense Battery (Type II)2010
AmmunitionMissile Storage (2,560 missiles)213-
Sandcaster Barrels (240 barrels)12-
ScreensMeson Screen x550100
 Nuclear Damper x55050
Armored BulkheadsPower Plant367
 Maneuver Drive235
 Fuel153
 Bridge61
 Meson Screen51
 Nuclear Damper51
 Sensors1-
CraftFull Hangar19038
 Shuttle (95 tons)-15
SystemsFuel Scoop-1
 Fuel Processor (140 tons)70.5
 Medical Bay x284
 Briefing Room x281
 Repair Drones7515
StateroomsStandard x4718824
 High x161
SoftwareManeuver/0--
 Intellect-1
 Evade/3-3
 Fire Control/5-10
 Auto Repair/2-10
 Library--
Common Areas 495
Cargo1-

Monitor

Monitors large enough to mount meson spinals can generally take on light cruisers or smaller vessels.

Hull Points 6,600

Crew Captain, Officer x10, Pilot x3, Engineer x10, Maintenance x10, Medic, Gunner x79, Administrator x5, Shuttle Pilot

Maintenance Cost MCr0.581 per month

Purchase Cost MCr6,970

Monitor
TL13 TonsCosts (MCr)
Hull15,000 tons, Standard-750
 Reinforced-375
ArmorCrystaliron, Armor:132,438731
 Radiation Shielding-375
M-DriveThrust 3450900
Power PlantFusion (TL12), Power 9,500633633
Fuel Tanks16 weeks operation256-
Bridge 6075
ComputerCore 80/fib-143
SensorsImproved (Distributed Arrays)913
 Countermeasures Suite24
 Enhanced Signal Processing28
WeaponsSpinal - meson7,5002,000
 Large Bay (missile) x42,000500
 Triple Turret (beam laser) x303075
 Triple Turret (sandcaster) x252544
 Point Defense Battery (Type II) x24020
AmmunitionMissile Storage (4,320 missiles)360-
Sandcaster Barrels (480 barrels)24-
ScreensMeson Screen x550100
 Nuclear Damper x55050
Armored BulkheadsPower Plant6313
 Maneuver Drive459
 Fuel265
 Bridge61
 Meson Screen51
 Nuclear Damper51
 Sensors1-
CraftDocking Bay10526
 Shuttle (95 tons)-15
SystemsFuel Scoop-1
 Fuel Processor (260 tons)131
 Medical Bay x284
 Briefing Room x3122
 Repair Drones15030
StateroomsStandard x6726834
 High x161
SoftwareManeuver/0--
 Intellect-1
 Evade/3-3
 Fire Control/5-10
 Auto Repair/2-10
 Library--
Common Areas697
Cargo289-

Heavy Monitor

Heavy monitors are generally equivalent in combat to a heavy cruiser, though they are much smaller.

Hull Points 16,500

Crew Captain, Officer x21, Pilot x3, Engineer x21, Maintenance x20, Medic x2, Gunner x158, Administrator x10, Shuttle Pilot x2

Maintenance Cost MCr1.147 per month

Purchase Cost MCr13,760

Heavy Monitor
TL13 TonsCosts (MCr)
Hull30,000 tons, Standard-1,500
 Reinforced-750
ArmorCrystaliron, Armor:134,8751,463
 Radiation Shielding-750
M-DriveThrust 39001,800
Power PlantFusion (TL12), Power 18,9501,2631,263
Fuel Tanks16 weeks operation508-
Bridge 60150
ComputerCore 80/fib-143
SensorsImproved (Distributed Arrays)913
 Countermeasures Suite24
 Enhanced Signal Processing28
WeaponsSpinal - meson15,0004,000
 Large Bay (missile) x84,0001,000
 Triple Turret (beam laser) x6060150
 Triple Turret (sandcaster) x505088
 Point Defense Battery (Type II) x48040
AmmunitionMissile Storage (8,640 missiles)720-
Sandcaster Barrels (1,440 barrels)72-
ScreensMeson Screen x10100200
 Nuclear Damper x10100100
Armored BulkheadsPower Plant12625
 Maneuver Drive9018
 Fuel5110
 Bridge61
 Meson Screen102
 Nuclear Damper102
 Sensors1-
CraftFull Hangar38076
 Shuttle (95 tons) x2-30
SystemsFuel Scoop-1
 Fuel Processor (500 tons)251.25
 Medical Bay x3126
 Briefing Room x4162
 Repair Drones30060
StateroomsStandard x13152466
 High x161
SoftwareManeuver/0--
 Intellect-1
 Evade/3-3
 Fire Control/5-10
 Auto Repair/2-10
 Library--
Common Areas13313
Cargo508-

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