Monday, May 6, 2019

A Grotesque Travesty of Creation: Man-Apes

The ape maintained his grasp in Conan’s hair, dragging him toward the tusks that glistened in the moonlight. The Cimmerian resisted this effort, with his left arm rigid as iron, while the sword in his right hand, wielded like a butcher-knife, sank again and again into the groin, breast and belly of his captor. The beast took its punishment in awful silence, apparently unweakened by the blood that gushed from its ghastly wounds. Swiftly the terrible strength of the anthropoid overcame the leverage of braced arm and knee. Inexorably Conan’s arm bent under the strain; nearer and nearer he was drawn to the slavering jaws that gaped for his life. Now the blazing eyes of the barbarian glared into the bloodshot eyes of the ape.
—Robert E. Howard, “Shadows in the Moonlight”
Carnivorous ape illustration by Darlene. From the Advanced Dungeons and Dragons Monster Cards Set 3, copyright © 1982 by TSR.

The carnivorous ape was a classic monster from the 1st edition AD&D Monster Manual. They were originally conceived as a race of fairly intelligent, man-eating apes with their own language. The pulp fantasy authors who were so inspirational to Dungeons and Dragons were fascinated by similar apes and ape-like creatures: Edgar Rice Burroughs alone created the Mangani, a sort of missing link between chimpanzees and gorillas, the Sagoths, a race of ape-like men native to Pellucidar, the four-armed white apes of Barsoom, and a race of man-apes inhabiting the lost city of Opar. H.P. Lovecraft would riff on this last one with his white apes in the short story “Facts Concerning the Late Arthur Jermyn and His Family.” Robert E. Howard also had his own snow apes and gray man-apes, as seen in “Shadows in the Moonlight.” This trope is so common in Frank Frazetta’s fantasy paintings that such a creature is sometimes called a “Frazetta Man.”

Over time, much of this pulp heritage was lost and the carnivorous ape became less and less intelligent, eventually becoming just a larger, tougher gorilla. The second edition’s Monstrous Compendium (1989) entry, for example, drops the Ape language and plays up many mundane gorilla behaviors, though the carnivorous ape still has an Intelligence score of 7. The Monstrous Manual (1995) doesn’t even give the carnivorous ape a full monster entry, just a line item under “Mammal” that doesn’t mention intelligence and omits the rending attack. By the time we get to 3e’s dire ape (2000) and Chainmail’s war ape (2002), the creature has reverted to animal intelligence.

The following man-ape for 0e, 3e, and 5e hearkens back to the original, pulp fantasy-inspired carnivorous ape. In the Great Dungeon, tribes of savage man-apes can be found in the Terrarium demiplane. A few have escaped those confines and dwell among the Long Death hobgoblins, their natural allies, on the Third and Fourth Levels of the Dungeon.

The following text is Open Game Content.

Man-Ape

This massive, ape-like creature, far larger than a man, has a bestial face with close-set ears and a great mouth with tusk-like fangs. It is covered with shaggy grayish hair.

Thews and Ferocity. A man-ape is an aggressive monstrous humanoid resembling a larger and stronger gorilla. They possess extremely keen senses.

Dwellers in Wild Places. Man-apes are normally encountered in warm forests, hills, and plains, often making their lairs in large trees. They are omnivorous, but are said to prefer human flesh.

Intelligence and Great Cunning. Man-apes speak their own, simple language. They occasionally ally with hobgoblins, and are sometimes found as guards to hobgoblin tribes.

An adult male man-ape stands over 7 feet tall and weighs over 600 pounds.

0e

Man-Ape CL 5 (240 XP)

If a man-ape hits with both claws, it will crush and rend the victim for an additional 2d4 points of damage. A man-ape can also throw rocks up to 60 feet, doing 1d6 points of damage.

HD 5; AC 5 [14]; Atk 2 claws (1d4), 1 bite (1d6) or rock (1d6); Move 12/9 (Climbing); Save 12; Al C; Special rend.

3.5e

Man-Ape CR 3

Often N Large monstrous humanoid

Init +1; Senses low-light vision, scent; Listen +7, Spot +7

Languages Ape

Defense

AC 14, touch 10, flat-footed 13
(+1 Dex, +4 natural, -1 size)

hp 36 (5d8+16 HD)

Fort +3, Ref +5, Will +5

Offense

Spd 30 ft., climb 30 ft.

Melee 2 claws +10 (1d4+6), bite +5 (1d8+3)

Ranged rock +5 (1d8+6)

Space 10 ft.; Reach 10 ft.

Special Attacks rend 2d4+12, rock throwing

Tactics

Before Combat When attacking, man-apes stand upright to lash out with their claws and bite with their tusk-like fangs.

During Combat After dropping a foe a man-ape will issue a terrifying, victorious roar.

Morale Man-apes fight until reduced to 18 hp or half their numbers are killed.

Statistics

Str 23, Dex 13, Con 14, Int 6, Wis 12, Cha 7

Base Atk +5; Grp +15

Feats Alertness B, Toughness (2)

Skills Climb +14, Listen +7, Spot +7

Ecology

Environment warm hills, forests, and plains

Organization solitary, pair, or company (3–8)

Treasure standard

Advancement by character class; Favored Class barbarian

Level Adjustment +3

Special Abilities

Rend (Ex) A man-ape that hits with two claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+12 points of damage.

Rock Throwing (Ex) A man-ape can hurl rocks weighing 20 to 30 pounds (Tiny objects) up to five range increments. The range increment is 60 feet for a man-ape’s thrown rocks.

Skills Man-apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Man-Apes as Characters

Man-ape characters possess the following racial traits.

  • +12 Strength, +2 Dexterity, +4 Constitution, -4 Intelligence (minimum 3), +2 Wisdom, -4 Charisma.
  • Large size: -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • A man-ape’s base land speed is 30 feet. Man-apes also have a climb speed of 30 ft.
  • Low-light vision.
  • Racial Hit Dice: A man-ape begins with five levels of monstrous humanoid, which provide 5d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
  • Racial Skills: A man-ape’s monstrous humanoid levels give it skill points equal to 8 x (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, and Spot. Man-apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
  • Racial Feats: A man-ape’s monstrous humanoid levels give it two feats. It also gains Alertness as a bonus feat.
  • Weapon Proficiency: A man-ape is proficient with all simple weapons.
  • +4 natural armor bonus.
  • Natural Weapons: 2 claws (1d4) and 1 bite (1d8).
  • Special Attacks (see above): Rend, Rocking Throwing.
  • Special Qualities (see above): Scent.
  • Automatic Languages: Ape. Bonus Languages: Goblin.
  • Favored Class: Barbarian.
  • Level adjustment: +3.

Advanced Man-Ape

The following is an example of a man-ape advanced by barbarian levels. The man-ape had the following ability scores before racial adjustments, equipment bonuses, and Hit Dice ability score increases: Str 14, Dex 8, Con 15, Int 10, Wis 12, Cha 13.

Man-Ape King CR 13

Man-ape barbarian 10

N Large monstrous humanoid

Init +4; Senses low-light vision, scent; Listen +10, Spot +8

Language Ape

Defense

AC 18, touch 11, flat-footed 18
(+3 armor, +2 deflection, +4 natural, -1 size)

hp 181 (5d8+30 plus 10d12+60 HD); DR 2/–

Fort +17, Ref +10, Will +12

Special Defences improved uncanny dodge

Offense

Spd 40 ft., climb 30 ft.

Melee 2 claws +19 (1d6+13/19–20), bite +14 (2d6+8)

Ranged rock +14 (1d8+9)

Space 10 ft.; Reach 10 ft.

Special Attacks rage 3/day, rend 2d6+18, rock throwing

Statistics

Str 28, Dex 10, Con 22, Int 6, Wis 14, Cha 10

Base Atk +15; Grp +28

Feats Alertness B, Cleave, Improved Critical (claws), Improved Initiative, Improved Natural Attack (bite), Improved Natural Attack (claws), Power Attack

Skills Climb +19, Intimidate +12, Listen +10, Spot +8, Survival +10

SQ fast movement, trap sense +3

Combat Gear potion of cure serious wounds; Other Gear bracers of armor +3, ring of protection +2, cloak of resistance +3, gauntlets of ogre power +2, amulet of health +2

Special Abilities

Rage (Ex) A man-ape king can fly into a rage 3 times per day for 11 rounds. The following changes are in effect as long as the man-ape king rages: AC 16, touch 9, flat-footed 16; hp 211; Fort +18, Will +14; Melee 2 claws +21 (1d6+15/19–20), bite +16 (2d6+9); rend 2d6+22; Str 32, Con 26; Climb +21. After raging, it is fatigued (Str 26, Dex 8, can't charge or run) for the duration of that encounter. The man-ape king can fly into a rage only once per encounter. Entering a rage takes no time by itself, but the king can do it only during its action, not in response to someone else's action.

5e

Man-Ape
Large monstrosity, unaligned
Armor Class 14 (natural armor)
Hit Points 76 (8d10+32 HD)
Speed 30 ft., climb 30 ft.
StrDexConIntWisCha
18 (+4)15 (+2)18 (+4)6 (-2)12 (+1)7 (-2)
Skills Perception +3
Senses darkvision 60 ft.; passive Perception 14
Languages Ape
Challenge 4 (1,100 XP)
Actions
Multiattack. The man-ape makes 3 attacks: 2 claw attacks and 1 bite attack.
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.
Rock. Ranged Weapon Attack: +6 to hit, r50/100 ft., one target. Hit: 25 (6d6 + 4) bludgeoning 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.

Thursday, May 2, 2019

Crocodile Rock and Smasher's Bane

I painted up the first figures from the Reaper Miniatures Bones 4 set: two giant crocodiles from the “Dire Beasts” pack. I was surprised to find that I only had a couple of crocodile figures from previous D&D sets in my collection, so these fill at least a minor need. These Reaper crocodiles are great sculpts, with nasty, gaping maws. They fit perfectly on Huge bases, so would work well for 3.5e or 5e giant crocodiles.

Although the North is much too cold to support native populations of giant crocodiles, these figures are still very handy for the Great Dungeon. In 3e, fiendish giant crocodiles can be summoned using summon monster V. And the swamps and warm seas of the Terrarium demiplane harbor plenty of giant crocodiles.

These crocs were my first chance to work with the new Bones Black material. It was much easier to see mold lines on these figures, and they aren’t any harder to clean up with a metal file and x-acto knife. I felt like the material took paint a little better than the PVC material used previously. The new material really does hold details much better: the little crocodile teeth and ridges along the back came out sharp and clear; I suspect they would have been mostly lost on the old Bones.

In general, the Bones Black material seems superior in almost every way. It seems like it is harder to cast these figures as single pieces, and so they seem to require a little more assembly work. And although the stiffer material seems to result in fewer droopy weapons or limbs, when you do get one it seems a little harder to fix than with the older material.

The T-Rex is from the WizKids’ Nolzdur’s Marvelous Miniatures line and was a Christmas gift that’s been patiently sitting on my workbench these last few months. This was blast to paint: it’s a nice sculpt with lots of great looking scales. Like the other figures from this line that I’ve worked on, the component pieces didn’t match up very well and required quite a bit of Green Stuff to fill the gaps. But once that was done, this painted up really well. Unlike the beholder, I didn’t use primer on this one.

I posed this tyrannosaur with a lizard man in honor of a deceased character from an earlier campaign. While trapped in the Terrarium demiplane Smasher the Lizard Man charged a full grown T-rex. Though the character didn’t survive the encounter, the memory will live forever.

Monday, April 29, 2019

Kline Subsector Overview

The starting base of operations for the Into the Interface campaign is Kline subsector, an Imperial territory near the Magyar border of the Solomani Confederation. This is a great place to begin, since many of the interesting conflicts in Magyar are in play within Kline: Vilani/Solomani, Imperium/Confederation, “natural”/“artificial.”

Below are some initial notes on the region. A few things to point out:

  1. The world data below is presented for a Mongoose Traveller game, but was based on the T5 Second Survey data available at Traveller Map. The trade codes use the MgT definitions, which are usually close but not always exactly the same as Traveller5 trade classifications.
  2. I’ve generated a lot of Traveller5 data for Magyar such as world orbit position (which drives climate and whether the world is tide-locked or not) as well as whether the world is a planet or satellite. Although not used in MongTrav, I think it’s useful. Relevant Traveller5 codes include Co (cold), Ho (hot), Fr (frozen), Tu (tundra), Tr (tropic), Tz (tide-locked), Sa (satellite), and Lk (a satellite tide-locked its world).
  3. I’ve also pulled together a few suggestions for the T5SS team to consider for Magyar, which has a lot of worlds with the exact same size, atmo, and hydro codes. Some of this repetition goes back to the old Sunbane data and some of this was inadvertently created during a prior T5SS pass. The data below reflects some of my recommendations.
  4. I’ve also generated a lot of secondary worlds for Magyar based on the article “Statistics from the Second Imperial Grand Survey” from the Travellers’ Digest 10 (1987). In general, Traveller games only deal with the MainWorld, the most important world in a star system. While many other secondary worlds are assumed to exist, they are normally just not interesting enough to detail. The TD article holds that Magyar has an unusual number of significant secondary worlds, so I have fleshed many of those out, as shown in the data below. Traveller5 secondary world codes include Cy (colony), Fa (farming world), Mi (mining world), and Mr (military rule).

Kline Subsector

Kline, subsector H of Magyar sector, contains 31 systems, all claimed by the Third Imperium. 25 of the 31 systems are located on the Walpurgian Main. Kline is notable for the large number of significant secondary worlds. While the highest population mainworld is 20 billion, at Fornorb, the secondary world of Shugammiir has over 40 billion. The highest tech level is E at Sinott, Randzo, Kline and Vallance. The subsector capital is at Kline. Kline is administered by the Duchess of Walpurgis, whose title recalls the former name of the subsector. The Duchess is also responsible for the 10 Imperial worlds in Voyager subsector.

The Worlds of Kline
LocationStellarNameProfileRemarksBasesTravel
Code
Gas
Giants
2512M1 VSinottA431742-ENa Po Ht Tz  G
  DagmarGC85551-7Co Fa Tz   
2518G1 V G9 VPankowA561412-CNi Ht An  G
2519G9 VVeneetC742865-8Po Co  G
  ZessenFD84734-7    
2616M0 VFORNORBC997A85-AHi In  G
  KHIRUNAFC7A9A9-ACo Tz   
2617M2 VDixE8C9343-9Fl Lo Ni Tz A 
2715K9 V M1 VByrleyC687538-9Ag Ni Ga  G
  RiikhadamYDA5525-8    
2716G5 VMilbrathE430896-7De Na Po Lk  G
2717M1 VHerculisA421402-ENi Po Ht Tz  G
2718M1 VUdkukhiiC8C6789-9Fl Tz   
  SamotkY100520-7    
2811M2 VNakiimC777862-8Tz  G
  LirshurriF6237A6-7Fr   
2813G3 VLonelundC516320-AIc Lo Ni Co  G
2815M2 VUdikaaC6A5754-AFl Fr  G
  KolarF556661-8Cy Fa Tz   
2816M1 VTyrrellC421663-ANa Ni Po Fr Sa  G
  VerrouilleG88A544-8Tz   
2817K0 VHrongdingB621511-CNi Po Ht Tz HoNS G
  IduukadanY854402-7Fa   
2912M2 V M3 VGyurenekB778458-CNi Ht An CoN G
2913M2 V M6 VRamliC7B5114-AFl Lo Ni Tz  G
2914K4 VBrandC541364-9Lo Ni Po  G
2915K8 VNorkioC67578A-8Ag Tu  G
  ShursiirFBAA546-8    
2917F7 V G5 VParperidesC765335-9Ga Lo Ni Tr  G
3012M0 V M1 VKLINEA642987-EHi In Po Ht Cp Tz Co  G
  SHUGAMMIIRF622ACE-CTz   
3014F5 VGuptaE422214-7Lo Ni Po  G
3019M1 VAmelbarC6A4775-9Fl FrS G
  KanumshikaaG755456-7Fa Tz   
3020F4 VEinkampE8648BD-6  AG
3113G2 VCursonC580310-9De Lo Ni  G
3114G2 VMelodyD5578C8-6Co A 
  TriticumG778640-5Fa   
3118G1 VSkyhavenB588501-CAg Ni Ht  G
  MimgishkarH554469-5Fa Ho   
3212G4 VSterchiB697663-AAg Ni MrNAG
  JiinashaY20057A-7Sa   
3213M1 VRouernD5568DC-4Lt Tz AG
  Rouern BeltH00078B-9    
3214G1 V G4 VKanamsaB577355-CLo Ni Ht  G
3219M0 V M4 VVallanceA6B4598-EFl Ni Ht Tz AG
  UnsharlurF8A5835-8Tz   
3220M2 VGikirB6A78DD-9Fl Tz AG
  Mumuuar BeltF000778-7    

World Notes

Pankow (Magyar 2518 A561412-C) contains an Ancients site. The world is under the direct control of the megacorporation Ling-Standard Products, which also runs the small shipyard attached to the starport. Pankow is infamous for its Fancifulment entertainment parks, which are staffed almost exclusively by androids. Offworld clients are said to spend small fortunes to indulge any number of decadent fantasies at these resorts.

The Fornorb system (Magyar 2616) has two major high-population worlds, both orbiting within the 100 diameter limit of the M0 V primary. The eponymous mainworld (C997A85-A) occupies the innermost position in a resonant orbit, while the second world, Khiruna (FC7A9A9-A), occupies the next orbit. Fornorb is ruled by the Federated States of Fornorb and its Imperial representative is Count Ganidiirse Nukhula. Fornorb maintains a close relationship with Khiruna and controls the nearby worlds of Veneet (2519) and Tyrrell (2816). Khiruna is an ostensible democracy, but ruled by a charismatic dictator, the Ishakku Melagargam Darur. She came to power in 1083 and has remained in office ever since.

Fornorb provides a large proportion of troops to the Unified Army of Walpurgis, with some 120 regimental units. Fornorb also supports its own TL10 colonial armies as well as a colonial fleet. Although Fornorb’s starport is only rated Class C, it offers refined fuel and excellent repair facilities for even very large ships. Although not currently authorized to construct new starships or spacecraft, the distinction appears somewhat arbitrary when considering the extensive refits undertaken at the old Magyar Starcraft yards.

Dix (2617 E8C9343-9) is a greenhouse world with an insidious atmosphere of carbon dioxide and sulfur compounds. Dix supports a small community of researchers living in an underground habitat. Along with the neighboring Beanland (Magyar 2718 C8C6789-9), Dix historically formed a substantial impediment to travel along the Walpurgian Main, as neither system offers readily available water for refueling. During the Solomani Rim War the Confederation Admiral Coglan stranded several Imperial squadrons when he intentionally destroyed the Class C starport in orbit around Dix.

The Danko (Magyar 2811) system, formerly known as both Nakiim and Niobe, features two notable worlds. The mainworld (C777862-8) orbits the M2 V primary within the 100 diameter limit; a secondary world, Lirshurri (F6237A6-7), is a frozen planet outside the habitable zone and supports a majority Vilani population. At the time of the Solomani Rim War the mainworld, then called Niobe, was a prosperous industrial world with a class A starport and a majority Solomani population. Danko is currently controlled by the world of Kline, and has become infamous for its android pleasure markets.

Hrongding (Magyar 2817 B621511-C) is a poor, hot, hellworld tide-locked to its K2 V primary on the Walpurgian Main. The system also contains a secondary farming world, Iduukadan (Y854402-7). Formerly known as Ausmuliam, Hrongding is the headquarters for the 109th Fleet and hosts associated Gunnery, Engineering, and Intelligence schools. During the Solomani period Hrongding remained a non-aligned world inside the Confederation, becoming an Imperial client state in 1030 before joining the imperium in 1071. The world is currently controlled by the megacorporation Geschichtkreis Sternshiffbau AG (GSbAG), which had been awarded a controversial contract to redevelop the naval base. Hrongding also hosts an Imperial Interstellar Scout Service base that is the subsector headquarters for the offices of Administration, Operations, Technical Services, and Survey.

Skyhaven (Magyar 3118 B588501-C), formerly known as both Shuurashana and Herrero, is a temperate, agricultural world that has become a popular tourist destination due to its vibrant native ecosystem. Skyhaven is an astrographically isolated system on the edge of the Cygnus Rift. The system also contains the significant secondary world, Mimgishkar (H554469-5), a hot farming world.

Sterchi (3212 B697663-A) is an amber-zoned agricultural world under military rule. The system contains a naval base supporting 109th Fleet. The Imperial representative is Baron Erasmo Iiken haut-Hinton, the husband of Duchess Shanika. Sterchi is notable for its native Droyne population, which has existed onworld for at least 6,000 years and potentially far longer. As was common throughout the First Imperium, initial Vilani explorers mistook these Droyne for a new minor species that they named the Garaki; they would not be recognized as Droyne until the 800s. The system also contains the secondary world of Jiinasha (Y20057A-7).

Doucette (Magyar 3220 B6A78DD-9), also known as Gikir, is a pre-high population world tide-locked to its M2 V primary, with an exotic atmosphere rich with carbon dioxide and nitrogen. The mainworld is populated by adherents of the Solomani Catholic Church and ruled by the Diocese of Doucette. The system also contains the metal-laden Mumuuar Belt (F000778-7).

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Thursday, April 25, 2019

Kickstarter Haul

I recently received the results of not one, but two different Kickstarters.

The Fantasy Trip is a very interesting product. Steve Jackson (US) created a fantasy role-playing game back in 1977, partially in response to D&D. The system was simple and elegant, using a 2D6 mechanic. It’s pretty impressive to see just how good a game design could be so early in the hobby’s history. The game was published by Metagaming as The Fantasy Trip.

Jackson eventually parted ways with Metagaming and went on to form his own company. Unfortunately, the rights to the Fantasy Trip did not go with him, and so he went on to design GURPS, which shares a lot of genetic material with TFT. Although I own and use many GURPS books—they are consistently some of the best researched and edited game books around—I was never been as big a fan of the GURPS system as TFT. GURPS was just much too fiddly for my tastes.

Fortunately, after being off the market for decades the rights to TFT finally reverted to Jackson, who promptly launched a Kickstarter to get a lightly updated version of the game back into print. Although I haven’t had a chance to dig too deeply into the contents, this set is huge and like any SJG product, seems to be well-made and an excellent value.

The Reaper Miniatures Bones 4 is the latest Kickstarter to bring a horde of new plastic miniature to market. I have been in on all three previous Kickstarters, which have been a great deal and were instrumental in getting me back into painting miniatures. I did not go quite so crazy for this Kickstarter, only getting the core set and a handful of expansions. I am really looking forward to painting the new frost and hill giant figures and—finally—some war apes!

One interesting surprise with this set: it seems that all of the figures were cast in the new “Bones Black” material, which isn’t actually black but more of a dark gray. This is a stiffer plastic that appears to hold details better. It is certainly easier to pick out mold lines on these figures. I look forward to seeing how they take paint!

Monday, April 22, 2019

Traveller New Service

Traveller News Service bulletins can be a convenient and effective in-game method to provide players with some interesting color or background information, to drop in some adventure hooks, and to establish a sense of time passing.

Bulletins can also be used to transmit metaplot events, for both good and bad. If used well, metaplots provide an exciting stage for players to do something. The Fifth Frontier War, for example, generally succeeds at this. But if used poorly, metaplots become backdrop, and the players are stuck as a passive audience while massive events unspool before their eyes and distant NPCs drive the action. Much of the Rebellion suffered from this sort of railroading.

For my money, the GURPS Traveller TNS bulletins are a great example of walking the line. They evoke a living, active world—but a world in which the players have agency to act.

Kline (Magyar 3012) Date: 046-1102

Images of atrocities from the Imperial world of Einkamp (Magyar 3020 E8648BD-6) continue to spark public concern and condemnation across the subsector. A recent exposé by “lifestyle holographer” HotLolz69420xxx documented civilian suffering from a conflict that pits the paramilitary regime of General Carlos Zakiah against a growing insurgency. Sophont rights groups have called upon the Duchess of Walpurgis to launch a formal investigation into onworld conditions.

Kugle (Magyar 2423) Date: 081-1102

The interface line Celestine Transfers announced that one of its merchant vessels has been seized at the foreign port of Ensley (Magyar 2019 B420578-D) in the Reformed Dootchen Estates. Celestine Transfers is seeking help from the Imperial Ministry of State to secure freedom for the detained crew of the far trader Béziers, which has been held now for over 90 days.

Kline (Magyar 3012) Date: 095-1102

Hong Borges, the Minister of Information for the embattled world of Einkamp (Magyar 3020), issued a fiery rebuke to reports linking his planetary government to recent atrocities. Minister Borges insisted that such reports were the fabrications of off-world agitators with ties to the Solomani Confederation. The minister further asserted that the Einkamp government remains firmly in control of its world.

Kline (Magyar 3012) Date: 097-1102

In her daily press briefing, Lieutenant Colonel Hermila Fierro, spokesperson for the Unified Armies of Walpurgis, noted that the Imperial Army, at the direction of the Duchess of Walpurgis, had recently offered military assistance to General Zakiah of Einkamp (Magyar 3020), whose military forces are battling an insurgency outside the capital city of Zaidium. Although jump troop regiments from the 30th Lift Infantry Army stand ready for deployment, General Zakiah’s government has not yet responded to the offers of aid.

Kline (Magyar 3012) Date: 099-1102

In a widely disseminated article titled “Our Einkamp Problem,” Solomani playwright and activist Henrik Liu claims that the Third Imperium’s myopic focus on interstellar trade cause it to prioritize stability and control over individual freedoms and personal expression, resulting in support for repressive dictators such as General Zakiah.

Kline (Magyar 3012) Date: 110-1102

The Imperial financial megacorporation Hortalez et Cie announced today that it had canceled a significant development loan package to Einkamp (Magyar 3020), citing concerns about the stability of the world’s government. Subsector stocks fell sharply for two corporations with significant holdings on Einkamp, Ling-Standard Products and Instellarms, while stock for Hortelez moved up in heavy trading.

Skyhaven (Magyar 3118) Date: 112-1102

Delgado corporate executive Sir Mason Nealy and his family have been reported missing while vacationing on Skyhaven (Magyar 3118 B588501-C). Nealy has been an assistant regional director for the Delgado megacorporation since 1099. Skyhaven, known for its lush and exotic native ecosphere, has become a popular tourist destination over the last 40 years. The Imperial Ministry of Justice has reportedly focused its investigation on the Jarslavi Cartel, a powerful criminal network known to kidnap wealthy individuals for ransom. So far no party has claimed responsibility for the Nealy family’s disappearance.

Kline (Magyar 3012) Date: 118-1102

No evidence of any Solomani interference on Einkamp, say sources within the Kline Security Directorate. The KSD, the planetary intelligence service for Kline, monitors and evaluates subsector-wide threats and is known to work closely with Imperial intelligence agencies. The unnamed KSD sources directly contradict the recent accounts of General Zakiah, the dictatorial ruler of Einkamp (Magyar 3020 E8648BD-6). The KSD believes that the Einkamp insurgency is a largely domestic movement with few interstellar ties.

Wicker (Magyar 2728) Date: 119-1102

The non-governmental organization Emancipation Interstellar (EI), based on Tolson (Magyar 2106 A432ADH-E), has launched a new advocacy campaign targeting the android bloodsports that are a multi-million-credit industry on Wicker (Magyar 2728 A742843-C). While these events draw enthusiastic spectators from across the sector, EI holds that these sports are inhumane and should be banned under Imperial law, which extends broad protections to intelligent, living beings while withholding such rights from intelligent, non-living beings such as robots. An EI press release notes that, while androids may have some mechanical components they are largely biological creatures and as such should be afforded the same rights as any other living beings under Imperial law.

Kline (Magyar 3012) Date: 134-1102

A recent report from the Solomani Confederation-backed news outlet Veriti questions the financial relationship between the Adelbert family of Duchess Shanika and General Star Construction. The corporation had been awarded a no-bid contract for the construction of a new starport terminal at Mirjam Downport on Kline. The project, which has been undertaken amidst unusual levels of secrecy, has been subject to much speculation over the last 15 months. Veriti bureau chief Katrina Peron also intimated that further revelations about the starport terminal would be forthcoming. A spokesman for the Duchy of Walpurgis declined to comment on the Veriti allegations.

Kline (Magyar 3012) Date: 141-1102

Dame Ofelia Abrams of the Imperial Starport Authority denies any impropriety associated with the no-bid contract that was awarded to General Star Construction for the new terminal at the Kline starport. She noted that all such contracts are subject to strict anti-corruption review, and that Duchess Shanika’s family had no influence on the award. Dame Ofelia further noted that, under Imperial regulations the Authority is only permitted to utilize no-bid contracts under very specific circumstances, such as to provide disaster relief or address economically critical infrastructure.

Einkamp (Magyar 3020) Date: 142-1102

In a nearly four-hour speech transmitted across the worldnet of Einkamp, a defiant General Zakiah blamed an “offworld conspiracy” for planting false stories about his embattled government in the interstellar press. The General called on his citizens to hold fast in the face of recent economic hardships, and vowed revenge against “all foreign enemies of Einkamp.”

Hrongding (Magyar 2817) Date: 144-1102

The 109th Fleet is reportedly investigating accounts of a recent Solomani intrusion into the Veneet (Magyar 2519 C742865-8) system. Witnesses claim that a squadron of Confederation Navy cruisers emerged briefly into the outer system, then jumped away before local defense forces could intercept. Such provocations are not unusual on both sides of the border, as the Imperial and Confederation navies regularly probe the defences of their rivals.

Gyurenek (Magyar 2912) Date: 154-1102

Force Commander Venita Sauls of the 1,670th Imperial Marines Line Regiment announced today that Operation Proud Copper was finally drawing to a close and all marine forces would soon leave the surface of Rouern (Magyar 3213 D5568DC-4). The low-tech world is dominated by a religious sect that has rejected most technology to embrace a radically simplified lifestyle. An offshoot of the Solomani Catholic Church, adherents of the sect have been blamed for acts of violence against Imperial institutions. Operation Proud Copper was a police action launched in 1097 in an attempt to prevent further violence. The Diocese of Rouern issued a terse statement thanking the Marines for their assistance.

Kline (Magyar 3012) Date: 155-1102

Sir Virgilio Khan, seneschal to Duchess Shanika, announced the imminent opening of a new starport terminal at Mirjam Downport. The terminal is notable for accommodating the low-gravity, thin-atmosphere environmental preferences of the Vegans, an alien race native to Muan Gwi (Solomani Rim 1717). Sir Virgilio explained that the terminal is intended to encourage trade with the high-tech Vegan Autonomous District. The seneschal noted that the Duchess believes that with Vegan assistance Kline could become the first world in Magyar to reach Technology Level 15.

Kline (Magyar 3012) Date: 165-1102

The famed solicitor Deon Lund, attorney for Veriti editor Katrina Perot, held a press conference today to announce that his client was being detained by Imperial authorities and had not been seen for over two weeks. “Ms Perot is the bureau chief for an accredited news organization, one responsible for important investigative reporting across Kline subsector. For her to be held incommunicado is yet one more example of the rampant abuses allowed to the Third Imperium under the over-broad Official Secrets Act. The Act circumvents due process, and allows for indiscriminate harassment and suppression of freedom of the press.”

Traveller News Service is another Imperium wide benefit of membership in the Travellers’ Aid Society.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2019 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, April 16, 2019

The Revised Armed Packet

I received some excellent feedback on the initial design of the Armed Packet, enough to easily fuel a revision. In addition to catching some of my math errors, many suggested that the layout should separate the crew from the passengers, which makes good logistical sense. Several others suggested that somewhat more cargo space would probably be in order.

AnotherDilbert in particular gave some very helpful suggestions specific to the Mongoose Traveller 2e rules. One of the most important was to downsize the power plant, which brought down the costs and freed up some space. He also had the following ideas that all make great "add-ons," far better than the dealer’s rust-proofing package:

  • Improve sensors to either Military (+1.1 MCr and 1 ton) or Improved (+2.3 MCr and 2 tons)
  • Add a backup m/10bis computer (+.16 MCr)
  • Add repair Drones (+.6 MCr and 3 tons)
  • Add a small Collapsible Tank to enhance power plant endurance when needed
  • Swap the beam laser in one triple turret for a pulse laser (+1.5 MCr, does double damage)

Edit: I finally threw in the towel on the aerofins, swapping them out for crystaliron armor. I was persuaded by the fact that this ship will likely come under fire, as well as a review of the free and far traders, which both have armor. (And the simple fact that the aerofins could be dropped with no further changes to the deck plan.)

So without further adieu, here’s the revised Armed Packet:

Ship Details

Hull Points

120

Crew

Pilot, Astrogator, 2 Engineers

Running Costs

Maintenance Cost: Cr9321.25/month

Purchase Cost: MCr111.885

Armed Packet [Type UF]
TL12  TonsCost (MCr)
Hull300 tons, streamlined-18.00
ArmorCrystaliron, Armor 4153.60
M-DriveThrust 3918.00
J-DriveJump 327.541.25
Power PlantFusion, Power 1801212.00
Fuel Tanks4 weeks operation, J-391-
BridgeSmall (DM-1)101.50
ComputerComputer 15-2.00
SensorsCivilian grade (DM-2)13.00
WeaponsTriple turret missile rack x226.50
 Triple turret beam laser12.50
SystemsFuel scoops-1.00
 Fuel processors (30 tons/day)30.15
 Docking space (4 tons)51.25
 Air/Raft-0.25
 Mail vault1-
 Medical bay42.00
StateroomsStandard x17688.50
 Barracks80.40
 Low berths x52.50.25
SoftwareJump Control/3-0.30
 Library--
 Maneuver--
Common Areas 181.80
Cargo 15-

Power Requirements

Basic Ship Systems: 60

Maneuver Drive: 90

Jump Drive: 90

Sensors: 1

Fuel Consumption

Jump-1: 30 tons

Jump-2: 60 tons

Jump-3: 90 tons

Deckplans

Levels 1 and 2

  1. Cargo bay
  2. Air/raft dock
  3. Missile triple turret
  4. Airlock
  5. Fuel scoop and processor
  6. Low berths (5)
  7. Lift
  8. Fresher
  9. Mail vault
  10. Engineering
  11. Jump drive
  12. Power plant
  13. Maneuver drive

Level 3 and Turret

  1. Avionics/sensors
  2. Bridge
  3. Storage
  4. Crew stateroom (5)
  5. Barracks
  6. Entryway
  7. Lift
  8. Fresher
  9. Crew common space
  10. Ship’s locker
  11. Clinic
  12. Passenger stateroom (12)
  13. Passenger common space
  14. Emergency airlock

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2019 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.

Saturday, April 13, 2019

The Armed Packet

In Traveller, players inevitably gravitate toward a ship of their own. However, I have always been dissatisfied with the ship classes traditionally available to players. The scout ship? Too small for most of my groups. The beloved Type A trader, or fat trader, or far trader? Again, too small, and Jump-1 seems much too limiting. And since I’ve never really gravitated toward mercantile games, all that cargo space feels wasted. And even the far trader’s Jump-2 seems a bit wimpy. From there the choices quickly become too weird, too specialized, or too large. Safari ship? Nope. Broadsword or AHL? Too military and too large.

A Type UF armed packet, from the Green List, “the casual user’s recognition guide, distributed by the Travellers’ Aid Society.”

Traveller5, though, introduced the Armed Packet, a 300 ton, Jump-3 ship providing “unscheduled passenger service for those in a hurry. The crew can be trusted, but these little ships still find themselves jumping in harm’s way.” This really is the Goldilocks ship I have waiting for all this time. It’s the right size, has got a nice Jump number, and a great mission type that matches up well with the type of Traveller games I like to run. Someone needs to get off planet, and quickly? Or deliver a high priority message? Or evade a blockade or two? An armed packet is the ship to look for.

The only problem? Traveller5 provides no ship stats for the packet. Luckily, Rob Eaglestone, who has done a great job fleshing out the Traveller5 rules, posted a nice version of the Armed Packet to RPGnet back in 2013.

Using Rob’s design for guidance, I created my own packet for Mongoose Traveller 2e using the High Guard rules. It was a good opportunity both to try out the revised HG ship design and to compare this to Traveller5 ship design. In general, there is a nice continuity between the systems. Traveller5 has a “airframe” hull configuration, which is basically streamlined but optimized for atmospheric operations. While there’s no match in HG2, MgT does have an “aerofin” option which more-or-less accomplishes the same thing.

Edit: The eagle-eyed poster AnotherDilbert over on the Mongoose Traveller forums spotted a couple of errors in my calcs, the most significant was in the costing of staterooms. I’ve fixed the math below, which brings the cost for the ship down considerably. He also offered some excellent suggestions, which I’ll eventually incorporate into a revised design.

Pemami-class Armed Packet

The TL12 Pemami-class armed packet is an Allied Prefabricated Ships and Vessels product, derived from the standard Type UF design used throughout the Imperium. The Pemami has proven a popular class in Magyar sector. Using a 300 ton hull, the packet is a secure transport ship for unscheduled passenger service for those in a hurry. Its drives and fuel tankage support one jump 3 and up to 3g acceleration for a month. It has scoops and processors allowing it to gather and purify fuel from gas giants and oceans.

The ship requires a crew of four: Pilot, Astrogator, and two Engineers. There are 5 crew staterooms and a barracks for the gunners, 12 passenger staterooms, and 5 low berths. On the bridge is a Computer 15. For armament, the ship sports two triple missile launcher turrets, and one triple beam laser turret. It has an air/raft, carries four tons cargo, and has a mail vault for express boat contracts.

Ship Details

Armed Packet [Type UF]
TL12  Tons
Hull 300 tons, streamlined -
Armor Armor 0 -
M-Drive Thrust 3 9
J-Drive Jump 3 27.5
Power Plant Fusion, Power 240 16
Fuel Tanks 4 weeks operation, J-3 92
Bridge Small (DM-1) 10
Computer Computer 15 -
Sensors Civilian grade (DM-2) 1
Weapons Triple turret missile rack x2 2
  Triple turret beam laser 1
Systems Aerofins 15
  Fuel scoops 0
  Fuel processors (30 tons/day) 3
  Air/Raft -
  Docking space (4 tons) 5
  Mail vault 1
  Medical bay 4
Staterooms Crew x5 20
  Passenger x12 48
  Barracks 8
  Low berths x5 2.5
Common Areas   18
Cargo   4

Hull Points

120

Crew

Pilot, Astrogator, 2 Engineers

Running Costs

Maintenance Cost: Cr9918.75/month

Purchase Cost: MCr119.025

Power Requirements

Basic Ship Systems: 60

Maneuver Drive: 90

Jump Drive: 90

Sensors: 1

Fuel Consumption

Jump-1: 30 tons

Jump-2: 60 tons

Jump-3: 90 tons

Deckplans

Levels 1 and 2

  1. Airlock
  2. Cargo bay and air/raft dock
  3. Missile triple turret
  4. Missile storage
  5. Airlock
  6. Mail vault
  7. Low berths (5)
  8. Aerofins
  9. Lift
  10. Fresher
  11. Jump drive
  12. Power plant
  13. Maneuver drive

Level 3 and Turret

  1. Avionics/sensors
  2. Bridge
  3. Storage
  4. Fresher
  5. Passenger stateroom (12)
  6. Passenger lounge
  7. Crew lounge
  8. Crew stateroom (5)
  9. Clinic
  10. Ship’s locker
  11. Barracks
  12. Triple turret beam laser

Final Note: I received enough helpful feedback on this post that I was able to do a revised armed packet design.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2019 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.