Showing posts with label Traveller. Show all posts
Showing posts with label Traveller. Show all posts

Friday, May 22, 2020

Han Solo's DL-44 Heavy Blaster Replica





As an old (gear-head) Traveller player I have an actual naval cutlass , thinking this may make a suitable sci-fi sidearm .....


Friday, May 1, 2020

Happy Traveller Day!







I kind of got into Traveller backwards, I got talked into playing the original Striker and discovered because of it this very rich background universe. I played that for years untill I moved back to Texas where no one was playing it, they were playing GURPS however....from there it was easy   I've found that I like the background history in Gurps Traveller even more than the classic (each to his taste I know   )

Saturday, October 27, 2018

Saturday, December 3, 2016

EXTERMINATOR : aka Berserker Warmachine?

Navy Technology Analysis Section - Technical Report

Hostile Super Battleship

Codename EXTERMINATOR

Background

Following the recent operations in Quadrant 7, combined with survivors' reports from Quadrants 5 and 6, it is clear that humanity is facing an entirely new military threat from a fleet of hostile super battleships. The Second Battle of 116AL provided the Earther Fleet with its first intact example of a component of one of these new threat vessels, codenamed exterminator.

General Structure

The unit captured at 116AL is a hyperspace-capable unmanned warship, controlled by a sophisticated alien AI unit at its core.  These individual units are code-named VIKING.
The diagram below was an initial scan, based on a first contact with Exterminators (much more is now know about them):
       
 The unit has 5 operational decks, plus two pacifier bays, each of which houses one of the hi-performance SHADOW class hostile pacifiers. Further analysis indicates that the unit has at least 4 access tubes that connect when the VIKING is connected with its companion units for form the full-sized Exterminator. The Viking unit has 4 PAD-equivalents, and 8 HELL- equivalents, and 16 lighter energy weapons for close-in defense. The internal deck structure is as follows:
       
 From the long range scans obtained in battle, together with an analysis obtained from the captured unit, it appears that these units are able to lock together to form a larger unit - the full-sized Exterminator. From our initial projections, 6 VIKING units fit together for form a full exterminator.  This makes the exterminator approximately 4 or 5 times the size of our largest interstellar-capable navy battleship.   We have come up with the following projected schematic for a full-sized exterminator:
       
 Each Viking supports 1 or 2 high performance pacifier class ships, codenamed SHADOW.  These consistently outperform our paicifers, being capable of over 10g manoevering.  They have limited types of armament, however, being equipped only with HELL.  The Exterminators don' seem to use missiles (or indeed vary their weapon options at all).  This means that the complete ESB will have 10 or 12 SHADOWS - quite a potent force, probably equivalent to the striking power of a Carrier.
SHADOW CLASS EXTERMINATOR PACIFIER

ORIGINS

We have no clues as to the origin or mission profile for these hostiles.  So far, the Exterminators have sought out colonised planets, and destroyed all ships and installations, and as far as possible killed all inhabitants.  Death toll throughout human space is hundreds of  millions of men, women and children to date.   Initial evidence is that the VIKING unit is not designed for organic life to operate, although there was some evidence of some sort of disused briefing room on the captured VIKING unit (codenamed PATEL after the marine commander who captured it .  This may be part of an initial programming or setting up system.  There was a playback system built in, but we have not yet deciphered how to make it function.  There are indications from other captured units that the PATEL unit is not necessarily a typical unit. It may be that there are organic life forms on the main unit, and that it is their practice to use robots and automation extensively (like a number of human cultures).  Until a full-sized exterminator is captured, this cannot be confirmed.              Currently, we estimate that there are at least 10 of the full sized exterminator ships attacking human space at widely spaced points.

STATISTICS

VIKING :
HSD.
Fusion power plant.  
4 PAD
8 HELL of which up to 8 can bear at once.
16 light energy weapons
2 x SHADOW class pacifiers
No crew.
approx 200 combat capable maintenance robots ('CLANKERS')
approx 20 weapon armed combat-capable robots (about the equivalent of our Combat Robots) EXTERMINATOR SUPER BATTLESHIP
6 x VIKING units interconnected.
estimated up to 72 heavy energy weapons, of which 40 can bear at once.
estimated up to 10 or 12 SHADOW class high performance pacifiers
estimated 1200 combat capable maintenance robots (CLANKERS)
estimated 120 weapon armed combat-capable robots.

UPDATE 3200: Exterminator Modus Operandi - Frequently Asked Questions How fast do the Exterminators travel from the system M25 to the colony? Hence, how much warning do we get? As far as you are aware, the main units have never exceeded 1g, although you know their Shadows can do 10g.  It may be that this limit is somehow hard-wired into their systems because as far a analysis of captured equipment indicates, they are physically capable of higher accelerations. This means between 2-10 days warning depending on the size of the M25 and the quality of in-system detection systems. At the end of 3200, a number of Exterminators exhibited the capability to accelerate at up to 2g - but it is believed that these ships were destroyed at the Battle of Tuskan. Do they engage defending ships and the system HSTS immediately; or try to go directly to the colony avoiding combat? There is evidence of both tactics.  The most common tactic is to find and destroy the HSTS first, then close in destroying ships and orbital installations before starting on the colony itself. What do they do at the colony: invade it, bombard it, or what? Bombard with high energy weapons from orbit - sometimes landing 'clanker' forces and giant 'super tanks' to winkle out deeply dug in defenders. Having destroyed a colony, what does the Exterminator do next? Do they loot it, or just leave? As far as we can see there is nothing left to loot after the bombardment.  It seems they just leave once satisfied that the colony has been destroyed. ADDITIONAL:  Further evidence shows that they tend to destroy all intelligent life - that is humans - or any other creatures they think might be capable of evolving intelligence.  This has, in the case of the destruction of Dyme, involved the extermination of a species of small aquatic mammals. I get the impression that the Exterminators usually operate in pairs of 'super battleships'. Is that correct? The indications are that currently the majority of ESB encounters have been pairs - but they have also been encountered singly and even in threes. ADDITIONAL:  Further analysis indicates that they seem to have operated in pairs until one of the pair is destroyed or disabled, when they sometimes link up with an existing pair. ADDIITONAL 2:  Later research indicates that ESBs have been operating singly as well - though most initial contacts were of pairs. ADDITIONAL 3:  Latest reports indicate a Second Wave composed of small groups of VIKING units. ADDITIONAL 4: Recent combat reports from RED SPOT indicate a single fleet of 10 (ten) or more ESBs. (subsequently mostly destroyed at Tuskan).  Is it possible to tell when a planet was destroyed by an ESB? It might be.  The database has yet to be established, but scientists in a Survey Ship or specially commissioned research vessel might be able to work it out, given some time to study the problem. Ordinary warships or merchant ships would not be able to do this.  (Note:  The Earthers are currently conducting just such an investigation under Operation POST MORTEM - see below) ADDITIONAL:  The Earther Government in Q7 developed the Gratermass protocol, which can calculate the date of destruction of a system.
Welcome to The Universe
EXTERMINATOR

Thursday, November 3, 2016

Terran Trade Authority Website




The Terran Trade Authority is a science-fiction setting originally presented in a collection of four large illustrated science fiction books published between 1978 and 1980. This series was written by Stewart Cowley.


Terran Trade Authority

Terran Trade Authority - Spacecraft 2000-2100AD Video

The Terran Trade Authority is a science-fiction setting originally presented in a collection of four large illustrated science fiction books published between 1978 and 1980. This series was written by Stewart Cowley, the video is well worth a look.

Terran Trade Authority Video

Friday, April 8, 2016

GURPS Traveller: Interstellar Wars



Written ReviewApril 7, 2006
by: Britt Reid

GURPS Traveller, Interstellar wars has arrived and is mostly a good product with, unfortunately, a few interstellar sized warts marring an otherwise well written product.

IW opens yet another chapter in the Traveller universe: The 200 years of warfare that came between Earth's contact with the First Imperium and the fall of the first imperium to the Terran Confederation.

While this is the first traveller product to cover the IW period, an awful lot of the background material will seem awfully familiar to anyone who's into GURPS traveller, as much of it was covered in the excellent GT supplement "Rim of Fire".

IW does expand on the background given in RoF and in that it does very well. It sets up a basically acceptable story of how earth goes from more or less today to a united world government under the (Snicker) UN (HAW! HAW!), which in all fairness HAD to be done because it was official Traveller canon and they weren't going to monkey with that.

Once past the "The human race finally accepted UN domination" bit things get better, with detailed history on the first contact with the Vilani Imperium, the periods of wars that followed and so on, leading, plausibly enough, to the fall of the first imperium and the ascendency of terran descended humans.

The book also does an excellent job of setting up the background for the two main factions in the game setting: The Terran Confederation and the Vilani Imperium.
I don't think any other traveller product has covered these two polities in this level of depth, and it does a very good job of making both sides 'fleshed out'.

The culture and society of the Vilani imperium gets an extensive description and, I noticed, the book seems to brush off the explanation for Vilani conservativism and lack of innovation that was offered up in GURPS traveller. (In that book, the Vilani's attitudes towards innovation were explained as being the result of the fact than on Vland, their homeworld, the surface was littered with Ancient artifacts that could and often did kill anyone who tried to tinker with them, and that most foods on Vland were toxic unless processed carefully, resulting in curiousity and innovation being bred out of the VIlani!)

Fortunately IW does a much better job of explaining why the Vilani were so tradition bound, and this also explains exactly why the huge, millennial Vilani Imperium basically imploded under the attack of what began as a single world that had just discovered interstellar travel popping up on it's doorstep.

So, as a background book for the IW period and as a setting book for the Vilani Imperium, IW does the usually great job we expect from SJG products.
As to the rest, I'm sorry to say it's a mixed bag.

There's a 'star system generator' table that's pretty good and tries to balance the original traveller star system creation rules with reality and modern knowledge of cosmology. This bit would be good for any SFRPG.

We have a ship construction system that's very similar to the one used in GT, with is good as the one in GT was good. It's basically a modular system where you buy everything as pre-made modules and fit them into the hull size you've selected. Nothing awesome here, but a good, fast, workable system that holds true to traveller canon on technology.

The ship combat system is similar to the one in GT, again not a bad thing and it is a system that creates a working mix of realism (Ships move along a vector until and unless they apply thrust to change vector) and playability. Nothing really wrong with it, although there are some things that will no doubt be dealt with in eratta soon. (My review deals with seriour structual issues, not things that can be corrected with a line of eratta.)

Now we come to some of the glaring problems that keep IW from being a great product.

Most of these are 'sins of omission', and most glaring among them in the weapons list for IW. Simply put, THERE IS NONE!!!!!!!

Believe it or not, there are no weapons statted out for IW. Not a single one! No plasma gun man portables, no Gauss machine guns, no fusion guns, NOTHING!!!! (Ship weapons are statted, I must add, but not personal ones.)

Instead of even a basic weapons list, putting traveller staples like the FGMP into GURPS 4e terms, we are blandly referred to the generic weapons listed in GURPS 4e basic books.

It's no exaggeration to say my blood boiled as I read that incredible and inexcusable lapse. One of the main reasons I got the flipping book was to get G4e stats for some traveller weapons and gear. Instead, I get ZIP.

Whatever reason SJG had for this, it's wrong and I don't care who says otherwise.
Speaking of traveller canon items, that long term staple of traveller combat, the battledress, is likewise omitted and instead we're told to use the generic version from G4e.

That right there knocked several points off the rating. Just a page or two of stats for common traveller weapons and battledress would have given them a higher rating, but they came off like lazy bums instead. Maybe they want to get people to buy a gear supplement for IW later. Whatever the excuse is, that dog don't hunt as far as I'm concerned.

Another annoying thing was the lack of ANY illo for an odd alien species that could have used an illo. Meanwhile some 'humans in makeup' type aliens got an illo even though it wasn't needed, as they were just humans in makeup or not even that in one case.

That old alien race, the droyne, are in IW under a different name, but only one set of stats are given despite the fact the droyne come in 6 castes with different stats. Sigh. And since when were the droyne 'toothless'?

Other traveller favorites, the Vargr, K'kree, Aslan and Hivers, are not statted or even mentioned, except that the Vargr are referred to in passing but not by name. Would have been nice to have G4e stats for them...mutter mutter mumble grumble.
All in all, GTIW come soff as an overpriced hardback sourcebook that should have been done as a sourcebook for GT, or GT4e, instead of being done as an incomplete game book. Several things could have been done to make IW worth it's 40$ price tag, like adding in a weapons and armor section, or adding a section on updating the already excellent and well supported GT line to the fourth edition GURPS rules.
In fact I'd have liked to see a book updating GT to G4e, with the IW as a setting for it instead of an overpriced and underequipped game book. They could have probably done that in the space used to reprint the GT ship construction and combat rules and just updated the already existing, and excellent ones.

GTIW will be several things to several types of people, so I'll give it several scores for different groups.

Die hard Traveller grognards will love it, for them it'll be a 5/5.
GT grognards will like it but be disappointed by the lack of updated stats for traveller weapons. 4/5.

GURPS players in general, as well as SFRPG fans, would find some goodies in the book, but not enough to justify it's hardback price. for them it'll be a 3/5.
With just a little more work, it would have been a lot better.

Thursday, January 29, 2015

GURPS Traveller STAR MERCS

A sourcebook for playing mercenaries in the Traveller
universe. An overview of the nature of war and those
who fight wars is provided, with notes on the Imperial
laws of war. There is a guide to running mercenary
campaigns, with a breakdown of weapons systems by
tech-level, from low TL black powder up to high TL
battledress and fusion guns. Weapons and vehicles are
statted out, and character templates are provided for
various military types. Sample missions are provided,
and some example units and characters.


GURPS Traveller GROUND FORCES

This is a sourcebook for regular army and marines in the
Traveller universe. A short history of warfare in the
Imperium is provided, and overviews of the organization
of the Unified Armies of the Imperium and the Imperial
Marines. Military equipment, character templates for
various army types, armoured grav vehicles, space
vehicles and some example characters are listed, and
a modular design system for grav vehicles is featured.



Monday, July 29, 2013

Brazos Evil Empire Campaign Ideas

I've been a war gamer (organized i.e. with rules) since the
late 1970s and have tried just about everything along the
way, and being a bit of an iconoclast I happily mix in role
play influences into my standard miniature games. Also
because of circumstances I do allot of solo play, so I needed
a matrix of sorts to facilitate this.These are some of the
resources I plan to use and why and how etc. My six chief
sources of inspiration for the organization of my war game
forces are, Series 78 standard MTO units, Peter Shulman's
War,Chris Kemp's NQM and  Summer Holiday Toy
Soldier Campaign,Tim Gow's Megablitz, Jon Tuffley's
GZG Stargrunt/Dirtside II,and Marc Miller's Traveller.
There are of course many more sources of inspiration that
I've picked up over the years but, the six above are the
driving factors for this outline.

From my beginnings, The Series78 units where made for
WW II gamers and were composed of either of I/72nd scale
or Roco Mini Tank vehicles. These units were for sale as
complete formations, the one thing that they all had in
common was the reduction in the size of the units and in
battalion or larger there are always the appropriate support
units.The lack of support units (THE ASH AND TRASH)
has always been a pet peeve of mine,left to his own devices a
gamer will bring as many guns with him as his  point system
will allow. The beauty of a standardized MTO is the gamer
can be required to think in broader terms i.e. resupply and
recovery. In a campaign game in particular these factors can
be of great importance and where possession of the battlefield
(with your recovery assets) can be down right lucrative...) The
main thing with these MTOEs is that all units fight as they
would under the rules used i.e. a tank although representing a
platoon under these T.O.s is in fact just a tank that moves
shoots and fights as it would normally.

Inspired by Peter Shulman's War, I've decided to organize my
forces along lines similar to his with a few notable exceptions.
The BEE will use American equipment,British vehicles and
equipment will be used by the New Anglian Confederation,
from GZG games (NAC) an allied power of the BEE.The
Gray Army will use modern West German, Russian, and
French Equipment for the most part.There are also several
nonaligned minor powers that use what ever they can produce,
buy, or steal...Mainly these minor states are just a good pretext
for a game, and all the lead up diplomatic skullduggery before
hand...

Equipment will run from pre-WWII to near future (figure a
hundred and fifty year time span) 

Commander naming convention:I'll use a system quite similar
to Peter's with the addition of using the same people twice,
once for the Green Army or NAC, and were possible using one
of their gaming names for the Neo Basileis ton Rhomai  (NRE)
Gray Army.An example :Brigadier T Gow Royal NAC 
Armored Corps 6th Division, and his evil twin:K Boris 
Domestikos ( Major General) commanding  Dyrrachium: 
2xMechanized Turma,2xRegular Light Infantry Turma, 
4xReserve Light Infantry Turma, 2xAkritai Moira)


I'm inspired by Chris Kemp's, NQM  Summer Holiday Toy
Soldier Campaign, ideas.I particularly like you having to think
out of the box in ways most table gamers do not in most cases.
His ideas that you need (from his page):

Each Faction owns a Country. Draw or trace a Map, or cover 
an existing map with sticky clear plastic. You can then draw 
on the map with re-usable markers. At the start of the war, 
each Formation must be in a home town or city. I define
formation as the number of troops,  vehicles, aircraft or ships 
that will fit into one of my standard boxes. There is no reason 
for the boxes to be a standard size, but you must write the 
name of the town on the box, and you must mark on your map 
where the town is. Real belligerent nations can join in as allies, 
but they  support one of the two warring factions.





2. Each country must have the following facilities in towns :

a. Oil and petrol production resources. There may be more 
than one location.The total number of production resources 
must equal the number of boxes that a country owns.

b.Repair facilities for Tracks, wheels, Aircraft, artillery and ships.
c. Ports, Railway yards Hospitals and Airfields.

d. A Capital City with Radio Station, Palace, Ministry of War 
(or Defense!), Cultural buildings.



I really like these ideas and will build on them here shortly.
From Tim Gow's Megablitz I've gotten some game flow and
unit MTO refinements to the  Series 77 standard MTO units
I've been using for many years.

The chief inspiration from Jon Tuffley's of GZG Stargrunt/
Dirtside II,was a very fast and simple set of rules although
placed in a very interesting near future setting, could be easily
used in other time periods.

And lastly we have Marc Miller's Traveller, what can I say for
a set of rules that have provided myself and others many hours
of fun , the inspiration that this system gave me is the lost art of
story telling, anyone can roll dice and push lead across a table
but a good convincing story line gives your games life.

These are the rather raw ideas so far, feed back is welcome
and very much appreciated! Much more to follow...... 

Saturday, June 2, 2012

Traveller 5

“This is Traveller’s 35th year, and Marc has worked for several years on what he calls the Ultimate Edition: Traveller5. It includes so many things that players have asked for, or that have been imperfectly handled previously. In fact, Marc recently said there are now systems and chapters that he didn’t know how to design way back then. But he does now, and they are included. T5 has technology beyond TL 15, clones, robots, computers, artificial intelligence, QREBS (!), alien senses, Flux. It has a whole series of easy-to-use Makers: GunMaker, VehicleMaker, ArmorMaker, RobotMaker, SophontMaker, ThingMaker. It includes mapping of star systems and worlds; there's ever the MOARN caveat: Map Only As Really Necessary, or referees would spend all their time just making maps of worlds and systems. There's a rationalized section on Psionics, and more, much more.”
http://www.kickstarter.com/projects/traveller5/traveller-5th-edition

Wednesday, May 9, 2012

What's Next







As I said in my Low Tech Sword World Tanks post: http://brazosevilempire.blogspot.com/2012/04/low-tech-sword-world-tanks.html
these are what I'm working on, I have 4 tank BNs and one Mech Inf BN, also
one Brigade Command tank and APC, will add some other vehicles to it shortly.

Thursday, April 5, 2012

Low Tech Sword World Tanks






A rough draft of the camouflage scheme I'll be using for my
low tech Sword World vehicles, inspired by the British Berlin
Brigade from the cold war time period.

Monday, April 2, 2012

Khurasan Miniatures Low-tech Humans In Uniform


I just got my order of Low-Tech Humans in Uniform from
Khurasan Miniatures, took about 4 days! I got 6 packs
of  Low-tech Humans in Uniform, Command and
Weapons.and 4 packs of Low-tech Human in Uniform,
Riflemen (X10)These are very nice and clean castings,
and mix in well with my RAFM Low-tech and Mid-tech
Infantry, and a few other odds and ends. These will be
the core of my (Sword Worlds) planetary defense forces.
For vehicles I have a mix of post war French and USSR
tanks (AMX30s) and APCs (BTR50s) and trucks, jeeps,
artillery, etc. I'm going for a roughly 1950 to 70s feel.


Friday, October 14, 2011

GURPS Traveller

Hang in there, Beowulf. Help is on the way . . .

Marc Miller's Traveller is one of the most fully realized game backgrounds ever created . . . a vast empire of over 11,000 systems, with a turbulent history dating back thousands of years. Locales can range from a crowded spaceport to a lonely frontier outpost, from the teeming cities of the Core to the unexplored worlds on the edge of the Great Rift. Characters can be merchant princes, diplomats, soldiers, politicians, nobles, criminals . . . or all of them at once. Political intrigues, trading schemes, mind-wrenching alien enigmas, mercenary raids, wars . . . almost anything is possible.
The newly revised GURPS Traveller, Second Edition melds this exciting universe with the rules system of GURPS, and includes rules for creating new characters and for converting old ones from other Traveller rules systems. It includes a modular starship construction system (fully compatible with GURPS Vehicles) and a space combat system for ship-to-ship encounters.
GURPS Traveller also brings you the official alternate universe for Traveller, in which Emperor Strephon, and the Third Imperium, have survived to face new challenges.

http://www.sjgames.com/traveller/Core/