Monday, June 5, 2017

Missing Lynx

Giant animals in D&D go all the way back to Book II of OD&D as "Large Insects or Animals," a catch-all category that covered everything from giant ants to prehistoric animals and even Martian creatures like Apts or Banths.

The AD&D Monster Manual gives individual stats for a wide variety of giant animals. For the most part these are simply super-sized variants with no special abilities, though a handful of giant animals also have some measure of intelligence. Giant eagles and giant owls, for example, both made it into 3e as magical beasts. One such monster, though, never seemed to make it into 3e: the giant lynx. (The 3e MMII had a “swamplight lynx” which doesn’t much resemble the AD&D version.)

Making the giant lynx intelligent is curious; while intelligent giant eagles go straight to Tolkien and giant owls to folklore, it’s not clear what inspired the lynx. They do have a striking appearance, though—think for example of Bubastis, the genetically engineered giant lynx from Alan Moore’s Watchmen.

In any case, the retro-clones have been good enough to provide an open version of the giant lynx for 0e, which I have ported to both 3e and 5e.

The following text is Open Game Content:

Lynx, Giant

This large cat has a ruffed face, tufted ears, and strangely intelligent eyes.

Denizens of the Cold Wilderness. These large cats hide in trees waiting for prey, then leap to the attack.

Talking Beasts. Giant lynx are highly intelligent and can communicate with each other when coordinated action is needed.

Stealthy Hunters. As with the common lynx, giant lynx are well camouflaged, and if waiting in ambush they will surprise opponents

3e

Giant Lynx CR 1

Usually N Medium magical beast

Init +4; Senses darkvision 60 ft., low-light vision; Listen +1, Spot +1

Languages Sylvan

Defense

AC 15, touch 14, flat-footed 11
(+4 Dex, +1 natural)

hp 13 (2d10+2 HD)

Fort +4, Ref +7, Will +1

Offense

Spd 40 ft.

Melee 2 claws +6 (1d2+2), bite +1 (1d4+1)

Space 5 ft.; Reach 5 ft.

Special Attacks improved grab, pounce, rake

Tactics

During Combat Giant lynx are intelligent and aggressive foes, fighting in coordination.

Morale Giant lynx break off from combat if faced with obviously superior opponents.

Statistics

Str 14, Dex 18, Con 13, Int 12, Wis 13, Cha 11

Base Atk +2; Grp +4

Feats Weapon Finesse

Skills Balance +14, Climb +8, Hide +15, Jump +16, Move Silently +10, Search +7, Swim +8

Ecology

Environment cold forests

Organization solitary, pair, or pack (3–4)

Treasure none

Advancement 3–4 HD (Medium), 5–6 HD (Large)

Special Abilities

Improved Grab (Ex) To use this ability, a giant lynx must hit with with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a giant lynx charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +6 melee, damage 1d2+1.

Skills Giant lynx have a +8 racial bonus on Balance, Hide, and Jump checks and a +4 racial bonus on Climb, Move Silently, Search, and Swim checks.

5e

Giant Lynx
Medium beast, neutral
Armor Class 15 (natural)
Hit Points 13 (3d8 HD)
Speed 40 ft.
StrDexConIntWisCha
13 (+1)16 (+3)11 (+0)12 (+1)12 (+1)11 (+0)
Skills Stealth +5
Senses darkvision 60 ft.; passive Perception 12
Languages Sylvan
Challenge 1/4 (50 XP)
Pounce. If the giant lynx moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the lynx can make one bite attack against it as a bonus action.
Actions
Multiattack. The giant lynx makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Friday, June 2, 2017

Cthulhu Kickstarter Landed

Holy cow this thing is bigger than Bones III. It's tentacles all the way down!

Wednesday, May 31, 2017

Magyar Sector in the Rim War: Statting out Squadrons

So now that we have deduced the general composition of the Imperial and Solomani fleets in Magyar during the Rim War, and fleshed out the ship classes, there’s the task of statting out the squadrons available to Kemper and Coglan for our wargame.

There is an excellent thread on Citizens of the Imperium that discusses how to translate High Guard ship statistics into game mechanics compatible with the Fifth Frontier War and Invasion Earth. Both boardgames use similar ratings for squadrons, which have three values for Attack, Bombardment, and Defense. These ratings generally range from 0 to 8; FFW also tracks TL, Jump rating, and hull type (important for refueling).

The Attack rating is determined by the number and power of spinal weapons in the squadron; Bombardment is based on the number of missile bays and fighters; Defense is based on the number and size of hulls, as well as other factors such as agility or armor. A powerful TL 14 Battle Squadron might have a rating like 6-4-6, while a cruiser squadron might have a rating like 2-0-4. Damaged squadrons have reduced ratings, so that 6-4-6 BatRon might be only 3-2-3 following a major engagement.

I used a modified method proposed by the Oz to calculate FFW squadron ratings. Since many of the basic ship statistics used in the calculations are common across various editions, it was fairly easy to pull designs from disparate sources such as T20 Fighting Ships and Fighting Ships of the Solomani Confederation as well as Fighting Ships of the Shattered Imperium, which has several older TL 13 and 14 designs. Although the Oz’s method assumed squadrons of 8 ships of the same class, I built squadrons of mixed composition similar to the detailed orders of battle provided in Fighting Ships of the Solomani.

The following unit list provides FFW ratings for all units of the Magyar campaign, as well as their initial position following the Battle of Idu.

Solomani Units
SquadronTLJumpPrimary Ship ClassRatingInitial Position
12th AssaultRon133Zhukov-class troop carrier2-8-6Tralp (1913)
2nd CarrierRon144Hermes-class fighter carrier1-2-4Clown (1807)
11th CarrierRon133Midway-class fighter carrier1-2-4Fornorb (2616)
19th CarrierRon133Midway-class fighter carrier1-2-4Anise (2904)
21st CarrierRon133Midway-class fighter carrier1-2-4Chorus (1403)
12th DSRon133Yamamato-class strike cruiser1-0-3Clan (0205)
18th DSRon133Yamamato-class strike cruiser1-0-3Havaiikii (0523)
38th FleetRon144Zeus II-class battlecruiser5-0-4Jumpspace
39th FleetRon143Zeus II-class battlecruiser4-0-5Seloo (2102)
41st FleetRon144Prometheus-class fast dreadnought5-0-4Fornorb (2616)
46th FleetRon133Virago-class battle rider5-0-3Iatur (2628)
47th FleetRon133Zeus-class battlecruiser4-0-5Anise (2904)
49th FleetRon133Zeus-class battlecruiser5-0-6Packard (0918)
53rd FleetRon133Zeus-class battlecruiser3-0-5Wu (0203)
54th FleetRon133Zeus-class battlecruiser3-0-6Kaig (0413)
56th FleetRon133Victory-class battlecruiser4-0-5Tralp (1913)
59th FleetRon133Victory-class battlecruiser3-0-6Eery (1208)
69th FleetRon133Victory-class battlecruiser3-0-5Akludu (0902)
71st FleetRon133Victory-class battlecruiser4-0-5Ock (0227)
67th FleetRon122Cygnus-class colonial cruiser1-0-4Drang (0223)
6th HSRon143Normandy-class heavy cruiser1-1-5Namedih (1713)
19th HSRon133Minsk-class heavy cruiser2-0-5Asorret (2623)
20th HSRon133Yamamato-class strike cruiser2-0-5Seloo (2102)
104th FleetRon144Planet-class dreadnought5-1-4Orvon (Db 2935)
145th FleetRon144Planet-class dreadnought5-1-4Hermes (Db 1431)
205th FleetRon144Zeus II-class battlecruiser5-0-4Kimel (2239)
327th FleetRon133Virago-class battle rider5-0-3Norway (Db 2536)
155th DSRon144Beijing-class deep strike cruiser1-0-3Dudin (Db 2028)
207th DSRon144Beijing-class deep strike cruiser1-0-3Harmony (Db 1230)
2112th DSRon133Yamamato-class strike cruiser1-0-3Cruxway (Db 2926)

Imperial Units
SquadronTLJumpPrimary Ship ClassRatingInitial Position
226th CruRon144Atlantic-class heavy cruiser3-2-3Anise (2904)
236th CruRon144Effendi-class heavy cruiser1-2-3Anise (2904)
239th CruRon144Effendi-class heavy cruiser1-2-3Anise (2904)
Sternbach Colonial CruRon134Arlumer-class heavy cruiser2-0-2Darrukesh (SR 0106)
285th BatRon144Dlan-class dreadnought6-5-6Anise (2904)
337th BatRon144Triton-class heavy battleship6-3-6Anise (2904)
484th BatRon144Quiquilat-class battle rider6-1-3Anise (2904)
513th BatRon144Inkaalur-class light battleship6-0-6Anise (2904)
568th BatRon144Inkaalur-class light battleship6-0-4Anise (2904)
2542nd Colonial BatRon133Tiananmen-class battleship4-1-4Darrukesh (SR 0106)
894th BatRon133Timarin-class battle rider4-1-4Darrukesh (SR 0106)
926th BatRon133Timarin-class battle rider4-1-4Darrukesh (SR 0106)
91st CarRon144Liasdi-class fleet carrier1-1-4Anise (2904)
214th CarRon144Liasdi-class fleet carrier1-1-5Anise (2904)
115th TankRon143Kadela-class fleet tanker0-0-4Darrukesh (SR 0106)
155th TankRon143Kadela-class fleet tanker0-0-4Darrukesh (SR 0106)
265th CruRon144Atlantic-class heavy cruiser2-1-3Amkhalarug (SR 0301)
355th CruRon144Zahvat-class strike cruiser3-0-3Amkhalarug (SR 0301)
810th CruRon133Huron-class bombardment cruiser0-3-5Amkhalarug (SR 0301)
916th CruRon133Huron-class bombardment cruiser0-1-3Amkhalarug (SR 0301)
355th BatRon144Triton-class heavy battleship5-3-7Darrukesh (SR 0106)
397th BatRon144Triton-class heavy battleship7-3-6Darrukesh (SR 0106)
484th BatRon144Inkaalur-class light battleship6-1-3Amkhalarug (SR 0301)
4932nd Colonial BatRon133Timarin-class battle rider4-1-4Amkhalarug (SR 0301)
106th CarRon144Liasdi-class fleet carrier1-1-4Darrukesh (SR 0106)
293rd CarRon133Giishuda-class fleet carrier1-1-4Amkhalarug (SR 0301)
244th TankRon133Kadela-class fleet tanker0-0-4Amkhalarug (SR 0301)
27th AssaultRon143Vrenair-class assault carrier0-0-5Darrukesh (SR 0106)
93rd AssaultRon143Vrenair-class assault carrier0-0-4Amkhalarug (SR 0301)
380th CruRon144Atlantic-class heavy cruiser3-2-3Darrukesh (SR 0106)
381st CruRon144Atlantic-class heavy cruiser2-1-4Darrukesh (SR 0106)
587th CruRon145AHL-class fleet intruder2-2-2Anise (2904)
602nd CruRon145AHL-class fleet intruder2-2-2Anise (2904)
706th CruRon144Zahvat-class strike cruiser3-0-3Darrukesh (SR 0106)
811th CruRon144Effendi-class heavy cruiser1-2-3Darrukesh (SR 0106)
1102nd Colonial CruRon134Arlumer-class heavy cruiser2-0-3Darrukesh (SR 0106)
1214th Colonial CruRon134Arlumer-class heavy cruiser2-0-3Darrukesh (SR 0106)
428th BatRon144Perisher-class fast dreadnought5-1-4Darrukesh (SR 0106)
492nd BatRon144Inkaalur-class light battleship6-0-6Anise (2904)
495th BatRon144Inkaalur-class light battleship7-0-6Anise (2904)
2677th Colonial BatRon133Tiananmen-class battleship5-1-5Darrukesh (SR 0106)
246th TankRon143Kadela-class fleet tanker0-0-4Darrukesh (SR 0106)
51st ScoutRon145Talaria-class fleet courier0-3-4Anise (2904)

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2017 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 30, 2017

Bones III have Landed

Wow,  this seems like the best set yet in terms of quality. The Tiamat figure is particularly impressive.

Monday, May 29, 2017

Suffer Us to Famish

Famine Spirit

The 3e Monster Manual II (2002) was an interesting failure: a hardback released in the middle of short-lived 3e cycle, the MMII included updates of several iconic and not-so-iconic monsters and debuted a slew of high level monsters. The book was never updated for 3.5e and, although Wizards reportedly planned to release the material as Open Game Content, the monsters remain closed content.

The MMII has perhaps too many oddball monsters; many of the new creatures are not particularly memorable and the high Challenge Rating monsters in particular are largely broken, a reflection of the generally poor understanding of high level design at the time.

For me, one of the more interesting of these failures is the Famine Spirit, a corpulent, CR 19 ghoul variant with relatively limited punch for its Challenge Rating. And yet . . . there are some really compelling concepts here, and the Wayne Reynolds art is certainly inspirational. I have therefore taken some of the more interesting ideas and built an open version that I think works better as a 3.5e monster.

The following text is Open Game Content:

Ghoul, Famish

This rotund humanoid, large as an ogre, is swathed in sagging folds of putrid, grey-green flesh. Its slack-jawed mouth is filled with long, razor-like teeth and its tiny black eyes glimmer with an insatiable hunger.

Deathless Gluttons. A maddening hunger drives these corporeal undead to devour anything and everything they can cram into their enormous jaws, which they are able to unhinge like a serpent’s.

A Ceaseless Hunger. All living creatures that approach a famish ghoul are wracked by debilitating pangs of hunger.

Solitary in Misery. Famish ghouls will eat anything save for ghouls or ghasts, which occasionally serve this undead horror.

0e

Famish Ghoul CL 19 (4,100 XP)

Famish ghouls radiate a continuous aura of pain in a 60 feet radius. A creature in the area must succeed at a saving throw or be wracked with agony, imposing a -4 penalty to hit and damage in melee combat. If a famish ghoul scores a natural 20 on its attack roll, it severs one of the opponent’s extremities (roll 1d6: 1–2 arm, 3–4 leg, 5–6 head; severed limbs have a 50% chance of being either right or left). They are immune, like most undead, to charms and sleep spells.

HD 14; AC -1 [20]; Atk 2 claws (1d8), 1 bite (2d6); Save 3; Move 15; Al C; Special aura of pain, vorpal bite, immune to charm and sleep.

3.5e

Famish Ghoul CR 19

Always CE Large undead

Init +8; Senses darkvision 60 ft.; Listen +28, Spot +28

Languages Abyssal, Common

Aura pain (60 ft., DC 27)

Defense

AC 30, touch 13, flat-footed 26
(Dex +4, natural +17, size -1)

hp 234 (36d12 HD)

Fort +12, Ref +16, Will +23

Immune undead traits

Offense

Spd 40 ft.

Melee bite +28 (2d6+11/19–20), +28 claws (1d8+5)

Space 10 ft.; Reach 10 ft.

Special Attacks vorpal bite

Tactics

In Combat A famish ghoul is so preoccupied with its insatiable hunger that it fights almost mindlessly. A famish ghoul will ignore opponents to devour food within reach.

Morale A famish ghoul will fight until destroyed as long as it can see something to eat.

Statistics

Str 32, Dex 18, Con –, Int 15, Wis 17, Cha 11

Feats Awesome Blow, Cleave, Great Cleave, Dodge, Improved Bull Rush, Improved Critical, Improved Initiative, Improved Multiattack, Improved Sunder, Mobility, Multiattack, Power Attack, Spring Attack

Skills Climb +34, Diplomacy +1, Hide +22, Jump +38, Listen +28, Move Silently +27, Search +25, Sense Motive +26, Spot +28, Survival +26 (+28 to follow tracks), Swim +34

Base Atk +18; Grp +33

SQ create spawn, shadow jump

Ecology

Environment any

Organization solitary or troupe (1 plus 2d6 ghouls and 1d6 ghasts)

Treasure none

Advancement 37–72 HD (Huge)

Special Abilities

Aura of Pain (Su) At the end of each of a famish ghoul’s turns, living creatures within 60 feet of the ghoul must make a DC 28 Fortitude save or suffer wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks. The save DC is Charisma-based. A creature need save against the aura only once as long as it remains within the area, though if it leaves the area and returns while the famish ghoul is still active, it must save again. These effects last for 1 hour after the creature moves farther than 60 feet from the famish ghoul.

Create Spawn (Su) Any humanoid slain by a famish ghoul and not devoured rises as a ghast in 1d4 rounds. Ghasts are under the command of the famish ghoul that created them and remain enslaved until its death. They do not possess any of the abilities they had in life, though they do possess general knowledge of the slain creature. This knowledge is used for evil purposes, if possible.

Shadow Jump (Su) As an immediate action, the famish ghoul can travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A famish ghoul can jump up to a total of 200 feet each day in this way; this may be a single jump of 200 feet or two jumps of 100 feet each. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Vorpal Bite (Ex) On a successful critical hit against a creature of up to one size category larger than itself, the famish ghoul’s bite attack severs the opponent’s head (if it has one) from its body. Though some creatures, such as golems and undead other than vampires, are not affected by the loss of their heads, most creatures die when their heads are cut off.

5e

Famish Ghoul
Large undead, chaotic evil
Armor Class 19 (natural)
Hit Points 174 (18d10 + 72)
Speed 40 ft.
StrDexConIntWisCha
18 (+4)16 (+3)18 (+4)15 (+2)17 (+3)11 (+0)
Saving Throws Str +10, Con +10, Wis +9
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft.; passive Perception 20
Languages Abyssal, Common
Challenge 19 (22,000 XP)
Pain Aura. At the start of each of the famish ghoul’s turns, each creature within 20 feet of it must make a DC 19 Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
Actions
Multiattack. The famish ghoul makes three attacks: 1 with its bite and 2 with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage. If the target is a creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the famish ghoul can’t bite another target.
Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Swallow. The famish ghoul makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the famish ghoul, and it takes 21 (6d6) necrotic damage at the start of each of the famish ghoul’s turns. If the famish ghoul takes 40 damage or more on a single turn from a creature inside it, the famish ghoul must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the famish ghoul. If the famish ghoul dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Legendary Actions
The famish ghoul can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The famish ghoul regains spent legendary actions at the start of its turn.
Attack. The famish ghoul makes one claw attack.
Move. The famish ghoul moves up to its speed without provoking opportunity attacks.
Chomp (Costs 2 Actions). The famish ghoul makes one bite attack or uses its Swallow.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Friday, May 26, 2017

The Stars are Right!

Within 24 hours I received notice that two long-delayed Kickstarter campaigns for plastic miniatures were finally shipping. My Bones III order should be here next Tuesday, and my Sandy Peterson’s Cthulhu Mythos for Pathfinder order should be here on Wednesday. That will be a LOT of plastic. Pics to come.

Wednesday, May 24, 2017

Magyar Sector in the Rim War: Ship Classes

The d20 version of Traveller, T20, was set during the Solomani Rim War, about 100 years before the “Golden Age” of Classic Traveller. Two T20 supplements, Fighting Ships, and Fighting Ships of the Solomani Confederation provide helpful details on the navies of the Third Imperium and the Confederation, respectively.

In addition, the MegaTraveller supplement Fighting Ships of the Shattered Imperium details several TL 13 and 14 warships, filling in niches not covered by the T20 books. Although FSotSI was decanonized, in part due to the broken ship designs, the basic information of some of these ships can be salvaged for our purposes.

Taken together, these sources allow us to flesh out the most common ships to see combat during the Magyar campaign of the Solomani Rim War.

Third Imperium Ships
Ship ClassShip TypeTLJumpDisplacement (kdt)HullSpinal Weapon
Dlandreadnought144700StreamlinedClass S Meson
Tritonheavy battleship144500StreamlinedClass S Meson
Perisherfast dreadnought144400PartialClass S Meson
Inkaalurlight battleship144200StreamlinedClass Q Meson
Quiquilatbattle rider14430StreamlinedClass S Meson
Tiananmenbattleship133350StreamlinedClass P Meson
Timarinbattle rider13330StreamlinedClass L Meson
Epshuarmored cruiser144100StreamlinedClass S Particle Accelerator
Effendiheavy cruiser14490StreamlinedClass E Particle Accelerator
Atlanticheavy cruiser14475PartialClass H Meson
Zahvatstrike cruiser14470StreamlinedClass H Meson
AHLfleet intruder14560PartialClass N Particle Accelerator
Barcolpatrol cruiser14435StreamlinedClass H Meson
Arandollight cruiser14417.5StreamlinedClass G Meson
Arlumerarmored cruiser134100StreamlinedClass R Particle Accelerator
Huronbombardment cruiser13350Streamlined-
Nuzuuarmored cruiser123100StreamlinedClass Q Particle Accelerator
Vrysonumissile cruiser123100Streamlined-
Zastretiinterdiction cruiser12280StreamlinedClass L Particle Accelerator
Resolute Bastionarmored cruiser12340PartialClass E Particle Accelerator
Liasdifleet carrier144300Unstreamlined-
Giishudafleet carrier133150Unstreamlined-
Vrenairassault carrier144300Partial-
Roivalkdestroyer1443Streamlined-
Saberwolf Block IIdestroyer1443Streamlined-
Chrysanthemumescort destroyer1421Partial-
Fer-de-Lancedestroyer1441Partial-
Saberwolf Block Ifleet destroyer1345Streamlined-
Kadelafleet tanker143500Streamlined-

Solomani Confederation Ships
Ship ClassShip TypeTLJumpDisplacement (kdt)HullSpinal Weapon
Planetdreadnought144300StreamlinedClass S Meson
Prometheusfast dreadnought144250StreamlinedClass S Meson
Zeus IIbattlecruiser144150StreamlinedClass S Meson
Zeusbattlecruiser133150StreamlinedClass P Meson
Victorybattlecruiser133130StreamlinedClass L Meson
Hastabattle rider13330UnstreamlinedClass P Meson
Valiantmonitor13030Streamlined-
Normandyheavy cruiser14470StreamlinedClass H Meson
Beijingdeep strike cruiser14440StreamlinedClass G Meson
Madridlight cruiser14410Streamlined-
Minskheavy cruiser13360StreamlinedClass E Meson
Yamamatostrike cruiser13350StreamlinedClass R Particle Accelerator
Yarmouthlight cruiser13315StreamlinedClass G Meson
Cygnuscolonial cruiser122100StreamlinedClass D Meson
Texaslight cruiser1238Streamlined-
Hermesfighter carrier144200Unstreamlined-
Midwayfighter carrier133200Unstreamlined-
Zhukovtroop carrier133100Unstreamlined-
de Gaullepocket carrier13310Partial-
Washingtonpocket carrier12350Streamlined-
Bremenpocket carrier1238Unstreamlined-
Dingirdeep strike destroyer1455Streamlined-
Tau Cetidestroyer1343Streamlined-
Strikerdestroyer1233Streamlined-

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2017 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.