MegaTraveller 2: Quest for the Ancients manual
- MegaTraveller 2: Quest for the Ancients
- manual
MegaTraveller ][
Complete Game Documentation
Technical Supplement
Selecting Options From Lists
============================
When selecting options from the character generation tables and from the
game play icon options, choices can be selected by highlighting the option
using the keyboard, mouse or joystick and then pressing the appropriate
button or the key. As well, choices can be selected by pressing
the first letter of the desired choice. If more than one selection starts
with the same letter, press that letter repeatedly until the one you want
is highlighted, then select it by pressing the proper button or the
key as described above.
Character Generation
Selecting Menu Items
====================
Mouse: Move the mouse pointer to the desired choice, then press the left
mouse button.
Joystick: Use the joystick to move the highlight bar to the desired
choice, then press button 1.
Keyboard: Use the arrow keys to position the highlight bar on the desired
choice, then press the enter key. The home and End keys will move the bar
to the first and last choice, respectively.
Random Selections: Pressing F4 will make a random selection from most
tables while you are creating a character.
Pressing the ESCape key will either back up to the previous menu, or ask
you if you want to terminate creation of the character.
Naming Characters
=================
Pressing the F2 key will randomly generate a name for the character. The
MegaTraveller word generation procedure is used to generate the names. The
Vargr word generation table is used for Vargr characters, and the Vilani
table is used for Humans. In addition, the Vilani table was used to help
us generate the city names.
You can have up to 34 characters in your character pool.
On the Ground
Selecting Icons
===============
Either click on the icon with the left mouse button, or press ESC key,
right mouse button, or joystick button 2 to stop all action and select an
icon (using the arrow and enter keys, joystick or mouse).
Selecting a character
=====================
Click on the character's information box with the mouse or press F1, F2,
F3, F4 or F5 key to bring up that character's sheet. (F1 is the leftmost
character, f% is the rightmost).
Zooming In And Out
==================
You can use the + and - keys to Zoom In and Zoom Out, respectively. (With
MCGA graphics, you can only zoom into the closest level if you have
expanded memory.)
Ground Combat
After selecting TARGET from the combat icon, you can use the TAB key to
select the people you want to attack (or you can click on them with the
mouse). Use the same keys to have the character you are controlling target
and attack someone. If you're using a mouse, just click on the enemy NPC
that you want to fire at.
The Character Sheet
Keyboard/Joystick
=================
You can use the U key to USE an item, E to EXAMINE it, X to EXCHANGE, D to
DROP, O to select the OBJECT LIST, and S to select the SKILLS LIST. The
left and right arrows (or left and right movements of the joystick) move
the highlight between the various options, as does the TAB key. If you are
on the object or skills list, the Up and Down arrows will move the
highlight (on the Object list) and scroll the lists. In the Object list,
use the ENTER key (or joystick button 1) to select an object. The ESC key
will return you to the game. you can use the F1 - F5 keys to select
another character.
Mouse
=====
You can use the keyboard commands given above, or just click with the left
button on the option you want. Use the arrows arounf the Object and Skills
list to scroll those. The right mouse button will return you to the game.
You can select another character by clicking on that character's
information box. You can select objects by clicking on them in the object
window.
Space Exploration and Combat
The space navigation and combat sequences are controlled completely from
the icon options. The options can be selected by using the Up/Down arrow
keys on the keyboard, by highlighting the option with the mouse, and
pressing the left mouse button to select it, or by scrolling through the
options with a joystick and pressing button 1 on the joystick to select it.
To escape from an options list, press the ESCape key, button 2 on the
joystick, or the right mouse button.
As with ground exploration sequences, the individual character sheets can
be accessed by clicking on the character's information area with the mouse
or by pressing the F1 - F5 keys for respective characters.
NOTE: Please refer to the manual for Game Play Icons and the options
available under each icon selection.
Saving Games
A game can be saved on the ground or in space by selecting the save option
from the game controls icon. If you are playing from a floppy disks, you
will be asked to insert your save game disk into a drive and type a name
for the save game file. If you are playing from a hard drive, you can
simply type the name of the save game.
Restoring Games
A saved game can be restored by selecting the restore game option from the
game controls icon.
Paragon Tech Support Line - 412/838.1173 - Mon-Fri 8am-5pm Eastern
BACKGROUND/INTRODUCTION
The Legend of the Ancients
About 500,000 years ago, the Droyne, an exotic alien race of
omnivore/gatherers, emerged as the most dominant and intelligent species on
the planet Eskayloyt (meaning "Lost World"). The Droyne evolved into an
intelligent, gentle and peaceful race. The social structure placed
individuals in professions best suited to their talents and needs;
cooperation and trust were the cornerstones of Droyne society. Each Droyne
filled an integral position in the social hierarchy, and the race, as a
whole, prospered.
For ages, historians and storytellers have written about a legendary Droyne
who - due to a mutation - was born with an astounding level of
intelligence. While still in his youth, the brilliant Droyne mastered all
the scientific and philosophic wonders of his race. He began searching for
his purpose in life; he undertook scientific experiments, designed arduous
projects and searched for a meaningful occupation that would provide a
sense of fulfillment. Although the brilliant Droyne didn't pinpoint one
specific area on which he wanted to focus exclusively, he realized that the
continuous search itself was his actual reward. He would devote his life
to the pursuit of knowledge; he would experiment, philosophize, study and
explore the limits of consciousness.
When he decided that he needed manpower to advance his experiments he took
over his world and put his race to work on avant-garde projects. Legend
states that when the inevitable tug of mortality began to wear him down, he
discovered a method of attaining eternal life. When the mysteries of the
starlit heavens perplexed him, he constructed a powerful starship -
equipped with an advanced jump drive - and set out to explore the mysteries
of the universe.
When his vast knowledge transcended the abilities of the Droyne race, he
decided to father offspring who could assist him with his mind-boggling
projects. He fathered twenty children, and each of those children fathered
twenty children of their own. He took the name Grandfather, and became the
leader of the race that would become known as the Ancients.
For hundreds of years, Grandfather worked on a variety of projects,
assigning portions of each to his children and grandchildren. The Ancients
dispersed throughout the universe in search of innovations and secrets, and
astounding new technology was often created. Grandfather and his offspring
kindled supenovae, explored and mapped new worlds, experimented with the
genes of animals to create new species of beings, constructed magnificent
sites and developed intriguing, and sometimes incomprehensible, tools,
objects and artifacts.
Each of Grandfather's children and grandchildren was named a project leader
and assigned specific tasks by Grandfather; forces of Droynes were used for
the necessary physical labor. Ancient sites, constructed as bases to
support specific projects, were scattered throughout the universe.
Grandfather discovered the Earth and, for a time, toyed with the notion of
replacing Droyne laborers with humans. His human project was not entirely
successful; however, human laborers were unitized in a few Ancient
locations. Grandfather also experimented with canines, genetically
altering them with increased intelligence levels, opposable thumbs and
upright postures. Later, he constructed highly advanced robots that proved
to be extremely helpful, despite the fact that they were not as intelligent
or resourceful as his offspring.
Grandfather finally reached a point where he grew tired, so he decided to
enjoy a well-deserved rest. He spent an extended period travelling through
Droyne territories, contemplating his accomplishments, planning for the
future and relaxing.
After his recess, a rejuvenated Grandfather decided to tackle his most
ambitious project ever: the exploration of unknown frontiers of existence.
He summoned His offspring and commanded them to help him with his plans,
but many of them were too preoccupied with personal projects to obey
Grandfather's orders. During Grandfather's time away, many of his
offspring developed a strong sense of independence.
Grandfather began his work independently, and soon discovered that many of
his children's experiments interfered with his immediate plans. He
questioned his decision to father offspring and, after determining that his
decision was a mistake, grew,, determined to rectify the error; he devised
an elaborate campaign to eliminate his children and grandchildren.
Naturally, when Grandfather's offspring discovered his plot, they resisted
forcefully. The Ancients abandoned their intellectual quests and focused
their brilliance on weapons of mass destruction. The war between
Grandfather and his offspring escalated into the most cataclysmic struggle
in history. In the wake of the ruinous, High-tech war of the Ancients,
entire worlds were obliterated, and vast races - innocent bystanders to the
conflict - were, wiped out with advanced weapons that were so powerful that
they still can't be fully comprehended.
After two thousand years of mass destruction, Grandfather defeated his
opposing factions and destroyed all of his descendants (he kept extremely
careful count). The galaxy was somewhat worse for wear, with many new
asteroid belts and numerous ravaged worlds.
Legend states that Grandfather disappeared shortly after the war drew to
its bloody conclusion. The mystery of his disappearance has never been
solved. Some say that Grandfather was killed by a secret survivor of his
lineage; others believe that he committed suicide after his destructive
actions became starkly apparent to him. There are even those who say that
Grandfather never actually existed; that he was only a mythical figure of
fable.
After 300,000 years, the legend of the Ancients persists. Even today, the
ruins of the Ancients continue to baffle experts. Mysterious and dazzling
artifacts are still unearthed at various Ancient sites that are spread
throughout regions of the Spinward Marches. Though the origin of the
Ancients remains a mystery, it is a fact that the brilliant race that once
ruled the galaxy destroyed itself in an apocalyptic war. The proof is
found in the ruins of the Ancient sites, such as the one on the planet
Rhylanor.
It is here that your adventure begins. The Ancients have remained silent
for 300,000 years... until now. Now, it's up to you to discover the
secrets of the Ancients.
The MegaTraveller Universe
The MegaTraveller universe is dominated by the Imperium, a vast
star-spanning empire which has ruled the galaxy for more than a thousand
years. This Third Imperium is a human empire, encompassing more than ten
thousand star systems. There are star empires on the fringes of the
Imperial borders, but they are smaller and less powerful than the Imperium.
Some are human empires; others are communities of aliens like the canine
Vargr, the warrior Aslan, or the multi-tentacled Hivers.
But the imperium is the largest known interstellar empire. It dominates
all of explored space. its neighbors are jealous - but respectful - of its
power.
A Brief History of the Empires
There have been three Imperiums governing inter-stellar territory.
The First Imperium
The Ziru Sirka (the Grand Empire of Stars) started more than 9,000 years
ago. It grew to absorb thousands of star systems, and continued to grow
until its government could no longer handle the burden. In an effort to
make the government more easily manageable, The First Imperium froze
technology, making technological innovation difficult, and even criminal.
In the last thousand years of its rule, the Ziru Sirka was in a natural
decline, eager to maintain the status quo rather than seeking growth. It
was thus encountered by explorers from Terra (Earth) in 2096 AD.
In a series of wars between 2096 and 2299, the Terran Space Navy fought the
Ziru Sirka to a stand-still. In the final battle, the Imperials collapsed
and were taken over by Terra, leading to The Second Imperium.
The Second Imperium
At first, the conquering Terrans wanted to loot the conquered territories
for their own personal wealth, but this immediately proved to be
impractical; the thousands of Terran governors, installed on the conquered
planets to establish order, began to lose control as they tried to maintain
the existing structure amid great confusion and strife. In a losing
battle, the Rule of Man (as Terra named its empire) tried, unsuccessfully,
to reverse the inevitable decline within its territory.
The Rule of Man failed, leading to the Long Night, a dark age in which no
central authority existed. Worlds reverted to pre-starflight technology.
Entire populations of planets perished without the support of high
technology from neighboring worlds. The Long Night lasted more than a
thousand years, leading to The Third Imperium.
The Third Imperium
Ultimately, a small core of industrial worlds began to evolve,
re-discovering starflight technology and opening communication tines with
neighboring worlds. A powerful industrialist named Cleon (later the fest
Emperor of the Third Imperium) directed the technological renaissance,
creating a Scout Service to discover new, unexplored worlds that could be
added to his growing community of planets.
The time was ripe for a new galaxy order. Star systems clamored for
inclusion in Cleon's growing empire. Trade increased dramatically and The
Third Imperium grew with amazing speed. Within 500 years, the Imperium had
reached its current borders.
Progress did not come without conflict. During the Third Imperium's first
1100 years, it suffered through a terrible civil war, continuing frontier
wars with the neighboring Zhodani and Aslan, and an extended war with the
Solomani. Despite the difficulties, The Third Imperium remains in power
today.
The Imperial Government
The Imperium is a collection of worlds, each self-governing and nominally
independent. The Imperium does not rule its thousands of worlds; it rules
the space between them, and so controls them and the dealings between them.
in essence, the Imperium controls trade and commerce while providing
protection against pirates and invaders.
Two very different forces are the keys to the imperium's control: the
speed of communication, and honor.
Communication is limited to the speed of the fastest ships. Since the
fastest ships in the empire can travel 6 parsecs per week (or about 300
parsecs per year), a world 300 parsecs from Capital (the Imperium's Capital
world) is a year away, even on the fastest ship. Not coincidentally, 300
parsecs is about the radius of the Imperial border. Beyond that, the
Imperium's ability to exercise control breaks down.
Honor is the second element of the Imperium's control. When instant
communication is not available, the Emperor must rely on the loyalty and
trustworthyness of his subjects. Consequently, centuries of tradition have
made honor a basic trait of the Imperial nobility. Each noble, knight,
baron, marquis, count, or duke knows and believes that it is his own
responsibility to serve the Imperium honestly. That doesn't mean that
neighbors don't have petty squabbles, or selfish profit motives. But each
leader is loyal to the Imperium, above all else. And that dedication to
honor is what holds the Imperium together.
Most citizens of the Imperium aspire to the nobility. Though heroism or
exemplary service, it is possible for an ordinary citizen to be knighted,
or ultimately reach an even higher position in the chain of nobility.
The Future
The Imperium is a vast territory, rich in resources, but difficult to rule
completely. The imperium thrives because of the great benefits that it
provides its citizens and member worlds. However, the benefits are not
free; hard work, imagination and loyalty are required to be an Imperial
citizen.
The Spinward Marches
In the early centuries of its existence, the Imperium used a "link and
brunch" system for exploring the stars, contacting worlds and societies,
and establishing important bases along the ever-expanding frontier. Links
connected the older bases with the newer ones, and became highways for
trade and transport. Branches. emanated from the various bases to touch
the scattered worlds that promised resources and markets. It was only
natural that the merchant and transport corporations should adopt these
same links and branches in their activities. From the main links, these
corporations (as well as the independent merchants and the settlers looking
for challenge or for a hand in their own destiny) set out to the worlds
farther off the mainstream-n. Fertile worlds were settled, enterprising
merchants shipped goods to them and established markets. Everyone
prospered in the ever-expanding Imperium.
As the Scout Service explored regions beyond current Imperial borders, it
encountered obstacles. In some cases, the Scouts met already established
interstellar societies (the Vargr and the Aslan), or expanses of low
density space (the Greater and Lesser Rifts).
One basic link (and a highly successful one) extended from Vland (seat of
the First Imperium and still an important trade center) spinward. Beyond
Vland was Corridor Sector, stretching between a spur of the Great Rift and
the Vargr Extents. Beyond Corridor was Deneb, where the megacorporations
established a sprawling industrial complex. While the branches opened up
Corridor and Deneb, the Scout Service forged links to the Spinward Marches.
Scout Service exploration from Deneb carried survey cruisers through a
relatively unpopulated region, finally contacting an isolated confederation
- the Sword Worlds - and their neighbors beyond - The Darrians. Naturally
enough, with established societies at the end of the links, they became
major trade routes. The territory on the very edge of the Imperium became
known as the Spinward Marches. Originally, the base for commerce was
Deneb, but as more and more settlement took place, the focus moved
spinward, ultimately establishing itself at Mora.
Thus Mora, settled in the year 60, was the first major Imperial
establishment in the Spinward Marches. Financed by Ling-Standard Products,
Mora soon became a thriving trade center, where new ships were built, old
ships were overhauled and manufacturers produced a variety of goods. Mora
was the gateway to the Spinward Marches.
Mora proved an ideal and fortunate choice. The system links hundreds of
worlds with simple jump-1 connections. This Spinward Main allowed free
traders to ply the space lanes in search of new markets, new worlds, and
new customers. Often they carried settlers to the more promising worlds,
and then supplied them with vital off-world goods in return for metals,
minerals, ores, precious woods, and rare foods and spices, as well as
artifacts of various cultures.
Even as the Imperial links were prospering, the branches grew on their own.
Two major branches grew in the spinward marches, each following the
Spinward Main. One branch worked its way rimward through the Sword Worlds,
while the other crept coreward into unexplored space.
The rimward branch extended through a portion of the Sword Worlds at their
sufferance, and settlement was greatly inhibited until alternative routes
into the area were opened from the Deneb sector.
Early on, the coreward branch reached Regina, and that system was settled
by the year 75 (only fifteen years after the first Imperial settlements in
the Marches). Regina's dominion grew over several worlds, and it soon
became a common destination for traders. By the year 250, Regina had been
incorporated into the Imperium along with six neighboring worlds. By the
year 300, the number of Imperial worlds in the cluster had grown to 17.
Naturally, the branch heading to Regina became well-travelled; settlement
soon followed.
Elsewhere, parts of the Spinward Marches, off the Spinward Main, remained
backwaters. Their relative lack of accessibility restricted the number of
ships that could call on them, which in turn kept them from developing at
the same pace as the other worlds of the Marches. Even today, these
worlds, settled by people intent on separation or privacy, are second-class
planets.
Today, the Spinward Marches contains 440 worlds. The total population of
the sector is approximately 388 billion.
Introduction to the Main Scenario
In MegaTraveller 2: Quest for the Ancients, you create five characters,
male or female, with a variety of attributes and skills. After your
characters are generated, you are asked to choose a leader of your group.
The introductory sequence of the game is centered around your lead
character.
The introductory sequence is actually viewed from a video tape monitor.
You were recording highlights of your vacation on the planet Rhylanor,
filming the nuns of the famous Ancient site that has been a local tourist
attraction for centuries. As you recorded the tour, Mervin, the tour
guide, explained that the purpose of the Ancient site has always perplexed
experts; no one is sure what the Ancients had in n-mind when they
constructed the mountainous structure. As the tour continued, the Ancient
site mysteriously sprang to life, the ground shook furiously, machines
began activating and a bizarre slime began pouring from a complex series of
pipes that snaked out across the entire inner structure. Pandemonium broke
loose, and your tour group fled to safer ground. Your camera caught the
shadowy figures of two mysterious figures fleeing hurriedly from the
structure. You didn't recognize them from your tour group. Could they
have something to do with this strange and inexplicable occurrence?
After the video concludes, a news flash, detailing the crisis, appears on
the screen. Reports indicate that the slime. The pouring from the Ancient
site is highly toxic and is killing everything in its path. The Duke of
Rhylanor and the Imperial Government have offered a half-billion credit
reward for anyone who can stop the flow of the poisonous slime and save the
planet Rhylanor from ultimate destruction.
You call your friends to your hotel suite to show them your film. The
female of the introduction shows your characters gathered around the
monitor. You issue the challenge to your party: to save the planet
Rhylanor and share the most substantial reward ever offered by the
Imperium.
Your adventure begins outside the hotel in the Rhylanor Startown. So
begins an amazing journey that will carry you through the universe to the
secrets of the Ancients. It's up to you and your friends to stop the
Ancient site and save the planet Rhylanor before it is submerged in deadly
slime.
Character Generation
1. Introduction
MegaTraveller 2.. Quest for the Ancients features the most sophisticated
and advanced character generation system ever developed for a computer
role-playing adventure. You can decide a character's strengths and
weaknesses by choosing a set of basic attributes that you wish to develop.
As well, you're personally responsible for enlisting your characters in a
variety of services and careers that help develop their skills and
personallties.
The MegaTraveller 2 character generator is simple to use, but extremely
detailed so that you have the power to mold your characters into likenesses
of your choosing. This is extremely important in a role-playing
environment because your characters will undoubtedly grow to mean more to
you than just a picture with a name. This character generation system lets
you tailor characters who are truly your alter-egos.
In your spare time, you may want to generate characters and add them to
your character pool. if one of your characters perishes during your
adventure, you can replace him with a fresh recruit from your character
pool (at recruiting centers). The stronger your character pool, the better
the chances of finding the type of recruit who will best serve your party.
It isn't mandatory to generate extra characters; the character pool already
has several pre-generated characters to choose from.
The character generator also lets you select levels of complexity and
detail. You can generate characters with advanced careers or basic
careers; you can have total control over the development process or let the
computer handle some steps for you. You can even bypass the entire
character generation system itself and let the computer generate characters
for you. And, for those few who want nothing to do with character
generation, you can immediately get into the game with a pregenerated party
of characters. How involved you want to get in the character generation
process is entirely up to you.
Lastly, the MegaTraveller 2 character generator allows you to develop
characters for the actual pen-and-pencil role-playing game. Though some
skills may not be necessary to the computer game, they've been left in for
those individuals who want to create characters for MegaTraveller
role-playing.
2. Selecting from
Throughout the character generation process, you are asked to select
options from lists shown on the screen. Notice that the first option in a
list is highlighted, and that by scrolling through lists, the highlight
moves from option to option. You can scroll through the lists with the Up
and Down Arrow keys on the keyboard, or you can use a joystick or a mouse
(your Technical Supplement provides detailed instructions). Press the
key, left mouse button or joystick fire button to make a selection
from a list. To abort selecting, press the key, the right mouse
button or button 2 on the joystick.
Additionally, you can choose a list option by pressing the first letter of
its name on the keyboard. If there is more than one choice starting with
the same letter, repeatedly strike that letter on the keyboard until the
choice you want is highlighted, then press the key to make the
selection. The and keys take you to the beginning and end of
the list respectively.
In the description of the lists, all possible selections are described.
The only selections that will appear on the screen, however, are the
relevant ones. For example, the Add To Party selection will not appear if
there is no one in the character pool or if the party already contains five
characters.
3. Opening Menu
The Opening Menu in the character generation program allows you to:
1. Start New Game
Lets you create characters, define a party and begin a new game from the
beginning.
2. Continue Old Game
Lets you restore a previously saved game.
3. Get Started Quick
Immediately thrusts you into the game with a party of pregenerated
characters.
4. Return to DOS
Lets you exit the program and return to DOS.
4. New Game Menu
After you've selected option 1, Start New Game, from the opening menu, the
New Game menu offers the following choices:
1. Use My Party Disk
Lets you develop characters for your party disk after you've created one
(see option 2, next).
2. Create Party Disk
Lets you create a party disk - for characters to be saved to - when you
initially play the game for the first time. Note: it's not necessary to
create a party disk if you plan to use default char-acters (see option 3,
next).
3. Use Default Characters
Provides a pool of pregenerated characters that you can create a party
with. Note: you cannot save characters that you create in the default
pool.
4. Use Current Pool
This option is simply a stop-gap measure in case you've created characters
and forgot to save them.
5. Main Party Disk Menu
After you've selected Option I - Use My Party Disk - from the Start New
Game Menu, the Main Party Disk Menu appears. The options are:
1. Create New Character
Lets you begin the character generation process.
2. Save Character Pool
Allows you to save the current character pool with any additions that you
may have just then added.
3. Options
Permits you to set levels of complexity and detail. After this option is
selected you can scroll through the options and make changes. When Options
is selected, a list appears saying:
o Basic Characters
o Less control
o Manual Character Generation
o Casual.
To change these settings, scroll through the list until the option you wish
to change is highlighted and press the key (or mouse or joystick
button). The option will automatically change to the opposite effect.
The various options are:
A) Basic Characters or Advanced Characters
Lets you develop basic characters or characters with advanced careers.
Note: there is no reason to develop characters with advanced careers for
the computer game. Advanced careers are strictly for those who wish to
develop characters for use in the pen-and-pencil role-playing game.
B) Less Control or More Control
Less Control lets the computer make random selections of skills for your
characters when certain skill tables appear. More Control permits you to
select each specific skill that your character possesses. The computer
makes no random selections. Players who wish to adhere to the actual
MegaTraveller rules should set this option for Less Control.
C) Manual Character Generation or Computer
Generates Character Lets you generate characters manually, or lets the
computer develop the characters randomly.
D) Casual or Hasty
Casual features all of the fading and blinking effects, and hasty.
bypasses fades and blinks for faster character generation.
4. Delete Character From Pool
Lets you to scroll through your character pool and remove a specific
character.
5. View Character
Permits you to view a previously created character. Select a character
from the pool list to view his inf-ormation sheet, picture, attributes,
UPP, skills, credits and homeworld.
6. Print Character
Lets you print out a character's skills and attributes for use in the
pen-and-pencil, version of Mega Traveller or for your reference during game
play.
7. Add to Party
Allows you to select characters from the character pool for your party of
five. You must initially begin the adventure with five characters. After
you've selected a character for the party, he is removed from the pool list
and placed in the party. When you've selected a party, you are asked if
you wish to save the party before beginning the game.
8. Play Game
Allows you to begin the game after you've created a party of characters.
9. Remove from Party
Lets you remove an individual from a party of characters.
6. Creating New Characters
When you select option 1 - Create New Character - from the Main Party Disk
Menu, you are asked what type of character you want to develop: Human or
Vargr. There are differences between the two species, but some Vargr
skills may prove very useful to your party.
Vargrs
The Vargrs are an intelligent race resulting from genetic manipulation of
Terran canines. Vargrs are bipedal carnivores with hands like those of
humans. Many other characteristics vary between Vargrs of different ethnic
groups. Tail, fur color and muzzle length, for instance, all vary widely
among individuals. Eye color and posture also differ significantly.
Vargrs have the same senses as humans, but their sensory faculties are
typically more acute. The senses of smell, hearing and sight are sharper.
Differences between Vargr and Human Character Generation
Although physical differences - increased dexterity nd reduced strength and
endurance - are immediately apparent, the greatest change to character
eneration for Vargrs entails their emphasis on Charisma. Charisma is the
Vargrs' sixth basic attribute, hereas 'Social Standing is Humans' sixth
attribute. harisma reflects how well respected a Vargr is, compared to
other VARGRS.
Also, because of the vacillating nature of this race, a argr character is
free to re-enlist in a new service after e has mustered out of the service
he most recently erved in. Human characters do not enjoy this benefit.
After you select either Human or Vargr, you are asked if you want the
character to be male or female. after this selection is made, a set of
basic attributes appear on a bar graph. The bar graph shows the edian
level and the particular average for that set of attributes. Attributes
range from 1 to 15 for both Humans and VARGRS, with two exceptions for
VARGRS: a Vargr's charisma has no limit, and a Vargr's dexterity level can
reach 16. The initial values generally range from 2-12, with some
exceptions for VARGRS. The basic attributes are:
Strength
Strength (STR) refers to the character's muscular power. The higher a
character's strength, the more effective physical tasks can be
accomplished- Strength also deten-nines the amount of weight a character
can carry without being encumbered and slowed. Most of the tasks requiring
physical strength are combat related.
Dexterity
Dexterity (DEX) involves a character's physical coordination or ability to
perform detailed tasks. A character with a high dexterity rating is more
likely to complete actions in a timely manner than a character with a low
dexterity rating.
Endurance
Endurance (END) refers to a character's physical stamina and ability to
continue performing demanding activities over an extended period. A
character's endurance is critical in combat. The higher the endurance
level, the more damage a character can withstand. Endurance also affects a
character's rate of oxygen consumption when he is travelling on the surface
of a non-atmospheric world (vacuum world) or any environment requiring the
use of oxygen apparatus.
Intelligence
Intelligence (INT) is a character's knowledge and ability to apply logic or
arrive at competent conclusions. Intelligence also helps determine how a
character responds when caged upon to solve problems. Intelligence helps
determine the number of skills a character can obtain during character
generation.
Education
Education (EDU) represents the amount of formal and informal training a
character has received. Along with intelligence, a character's education
plays an integral part in determining the number of skills a character can
learn and use at any one time. The higher an individual's education
rating, the more skills he can acquire and apply in various situations.
Social Standing (for Humans)
Social Standing (SCC) signifies a character's status in society. This
social hierarchy is often based on career rank, wealth, achievement and the
standing of the character's family. individuals with a high social
standing are accustomed to a much higher standard of living, and in most
cases aren't skilled at negotiating and bargaining. Also, social standing
affects the way an individual is treated by others.
Charisma (for VARGRS)
The VARGRS are naturally gregarious; they desire prominence among their
peers. The Charisma skill (CHA) helps VARGRS reach their main goal:
prestige and acceptance within their communities. Charisma skills affect a
character's eloquence. High charisma also allows a character to be a
better bargainer, trader, interviewer and linguist. Because the Vargr work
so diligently at being accepted, they are usually very likeable individuals
who command respect and friendship. Initial charisma ranges from 1 to 6.
To the left of the attributes bar graph is a list of careers that the
character would be best suited for, based on the particular attributes
shown. The most highly recommended career is highlighted in the list.
If you want to develop a character based on the attributes shown, move the
highlight to Yes. After Yes is selected, you will notice the character
information area in the top right hand comer of the screen. If you select
No, a new set of attributes appears.
Universal Personality Profile
At the top is the character's Universal Personality Profile (UPP). The UPP
represents the character's basic attributes in this order: STR, DEX, END,
INT, EDU, SOC for Humans / CHA for Vargr. The UPP uses hexadeci- mal
numbers from 1 to 15 (16 for Vargr DEX), with 1 as the lowest rating.
Numbers from 10 to 15 are repre- sented by letters (A represents 10, F
represents 15).
Next is a list of the player's basic attribute numbers in common Arabic
numerals.
Also, the current Term that the character is serving is displayed with the
character's Age, Sex, species type (Human or Vargr) and Credits (money).
The character's Hits Value is also listed. The Hits Value - the amount of
damage a character can endure before becoming unconscious or being killed -
is based on the sum of the character's STR, END and DEX scores. The number
before the slash is the number of hits required to render the character
unconscious; the number after the slash is the number of additional hits
required to kin the character.
Next is the character's Service, Rank, Homeworld and any Items that the
character acquired during the mustering out process of character
generation.
After you select a set of attributes, you are asked to select a homeworld.
The homeworld effects the careers a character can enlist in, as well as the
initial skills the character starts out with. You can select:
* Named World
* Detailed World
* Random World
* Same as Last Time.
A) Named World
Lets you select a world from one of the four subsectors in the game
(Rhylanor, Regina, Lanth or Aramis). After you select a subsector, a list
of worlds in that area is displayed with the Universal World Profile (UWT)
for each planet.
The UWP refers to the physical characteristics of a world. Like the UPP,
ah numbers are hexadecimal. In a hexadecimal system, the numbers 10
through 15 are represented by the letters A through F, respectively. The
numbers in the UWP refer to, in order, Starport, Size, Atmosphere,
Hydrosphere, Population, Government, Law Level and Tech Level, Please refer
to the charts in the Handy Reference for Game Play section to find a
detailed explanation of what each number in the UWP represents.
Scroll through the list of worlds to select the homeworld of your choice.
B) Detailed World
Allows you to create your homeworld by typing in a UWP. You are also asked
to name the homeworld you have created.
C) Random World
Selects a random homeworld from one of the four subsectors for your
character.
D) Same as Last Time
Lets you pick the same homeworld as you selected for your last character.
7. Selecting a Service or Career
After a homeworld for your character is selected, you are asked to select a
service or career for him/her from a list on the screen. The service lists
are based on the character's attributes and his/her homeworld. You may
have noticed that the recommended careers that appeared earlier are not on
this list. If this happens it is because the homeworld of your character
does not offer that service or career type. For example, a sailor can't
come from a world with little or no water. After you select a service or
career, you will learn if your character is accepted or rejected. if your
character is rejected, you will be submitted to a military draft.
The various services - for Humans and VARGRS - are:
Human Careers
* Army
An Army officer is a member of the planetary armed fighting forces.
Soldiers deal with world surface actions, baffles, and campaigns. They may
also serve as mercenaries for hire. Any characters must come from a world
with a tech code of Pre-Stellar+.
Barbarian
A rugged individual from a primitive world. Barbarians are accustomed to
hardship and are well versed in wilderness and survival situations.
Barbarians must come from a world with a tech code of Pre-ind
Belter
An individual who prospects and mines asteroid belts in search of mineral
deposits, artifacts, or salvageable materials. Being a belter is a
difficult and dangerous career, calling for individuals who are highly
self-reliant, competent and determined. Belters must come from a world
with a tech-code of Early Stellar+.
Bureaucrat
An individual in a government organization, or in a management or executive
capacity. Bureaucrats are often well versed in the administrative and
economic aspects of commerce. Bureaucrats must come from a world with a
population of Mod Pop+ and a law code of Low Law+. Bureaucrats may not
voluntarily muster out or retire.
Diplomat
A member of the foreign service of a government. Diplomats may gain
valuable interpersonal abilities and academic knowledge during their
careers. Diplomats must come from a world with a tech code of Indust+ and
a law code of Low Law+.
Doctor
A trained individual with a medical practice. Doctors know and understand
the art and science of medical diagnosis and treatment. Doctors must come
from a world with a tech code of Indust+.
Flyer
A member of the Close Orbit and Airspace Control Command (the Air Force) of
a world. Flyers patrol the world from the atmosphere and from orbit,
monitor traffic to and from the world, and protect the world from hostile
spacecraft. Flyers must come from a world with a tech code of Indust+, a
population of Mod Pop+, and an atmosphere of Thin+
Hunter
An individual who tracks and hunts animals for sport or profit. Hunters
often become knowledgeable about the less urban aspects of alien worlds.
Hunters can come from any world with an atmosphere of Thin+.
Law Enforcer
A member of the law enforcement branch of a world's government. Law
enforcers typically have good investigative skills, and they tend to be
familiar with the unsavory aspects of society. Law enforcers must come
from a world with a tech code of indust.+.
* Marines
Members of the armed fighting forces carried aboard starships. Marines
deal with piracy and boarding actions in space, defend the starports and
bases belonging to the Navy, and supplement other ground forces. Marines
must come from a world with a tech code of Pre-Stellar+.
* Merchant
An individual engaged in commercial enterprises. Merchants may crew the
ships of the large trading corporations, or they may work for the
independent free traders that carry chance cargos and passengers between
worlds. Merchants can engage in every activity from plodding and
conventional commerce to quasi-legal actions and outright violations of the
law (such as smuggling). Merchants must come from a world with a tech code
of Early Stellar+.
* Navy
This term refers to members of the interstellar space Navy, which has taken
on the duty of patrolling space between the stars. The Navy has the
responsibility of protecting society from lawless elements in the
interstellar trade channels. The Navy also serves to protect society from
foreign powers. Navy characters must come from a world that has a tech
code of Pre-Stellar+.
Noble
A noble is a member of society's upper class. Nobles typically perform few
consistent functions throughout their lives. Nobles most often have large
amounts of ready money available to spend, or they may possess useful
influence in high places. Nobles have no homeworld skill limitations, but
must have a SOC level of 10+.
Pirate
An individual crew member of an interplanetary or interstellar vessel who
makes a living attacking, hijacking or plundering commerce. Pirates tend
to be rugged individuals who depend heavily on their cunning and skill, and
a degree of luck, to net their livelihood. Pirates must come from a world
with a tech code of Early Stellar+.
Rogue
A member of the criminal element. Rogues, as a matter of course, are
familiar with the rougher and more illegal methods of accomplishing tasks.
Rogues tend to be good at circumventing the law, which, unfortunately, also
makes them somewhat likely to be wanted criminals on one or more worlds,
Rogues must come from a world with a tech code of Indust.+.
Sailor
A member of the Nautical Force Command (the wet navy) of a world. Sailors
patrol a worlds hydrosphere, monitor traffic upon it, and protect those
travelling the seaways from being preyed upon by lawless elements. Sailors
must come from a world with a hydrographics of Wet+.
Scientist
An individual who has been trained in the technological or research
sciences. Scientists conduct scientific investigations into materials,
situations and phenomena. Scientists must come from a world with a tech
code of Pre-Stellar+.
* Scout
A member of the exploratory service. Scouts spend a large portion of their
time exploring new areas, mapping and surveying known or newly discovered
areas, and maintaining the communications ships that carry important
information and messages between the many worlds of the galaxy. Scouts
must come from a world with a tech code of Early Stellar+.
* The asterisk denotes careers for which advanced careers can be developed
for use in the pen-and-pencil role-playing version of Megatraveller.
Advanced careers have no use in the computer game.
Vargr Careers
Administrator
A business individual who is well versed in the organizational and economic
aspects of commerce. An administrator must come from a world with a
population of Mod Pop+ and a law code Of LOW law+.
Aristocrat
An influential individual with a relatively high charisma. An aristocrat
often has large amounts of ready cash, or may have useful influence with
those in power. An aristocrat character has no homeworld skill
limitations, but must have a Charisma level of 10+.
Barbarian
Same as Human barbarian.
Belter
Same as Human belter.
Corsair
A member of an independent armed fighting band including both space
transport and ground troops. A corsair band operates as bands of pirates
and mercenaries. They sometimes find temporary employment with
governments, but they seldom possess a permanent home. A corsair must come
from a world with an Early Stellar+ tech code.
Doctor
Same as Human doctor.
Emissary
An individual bargainer or arbitrator employed by a Vargr government or
other concern. The fragmentary nature of Vargr society insures a need for
intermediaries who can help resolve disputes. Such individuals must come
from a world with an industrial+ tech code and a Low+ law level.
Explorer
An individual who spends a large part of his time exploring other star
systems and worlds, often as a part of an organized team. An explorer must
come from a world with a tech code of Early Stellar+.
Hunter
Same as Human hunter.
Law Enforcer
Same as Human law enforcer.
Leader
A charismatic individual in a management or executive capacity within a
Vargr government, organization or group. A leader has useful influence,
interpersonal abilities and stature among other Vargr. A leader must come
from a world with a tech code of Indust+.
Loner
A self-reliant Vargr who works alone. A loner may be an independent
adventurer or may perform some other function. A loner must come from an
Early Stellar+ world.
Merchant
Same as Human merchant.
Mitia
A member of a local armed fighting force. A member of the militia deals
with minor actions planetary surfaces, large baffles and extended
campaigns. Some ex-militia soldiers go on to mercenary work. A militia
character must come from a world with a Pre-Stellar+ tech code.
Navy
Same as Human navy.
Raider
A member of a local armed fighting force carried aboard starships. A
raider fights corsair pirates by performing boarding actions in space,
defends starports and local navy bases, and supplements soldier ground
forces. A raider character must come from a world with a Pre-Stellar+ tech
code.
Rogue
Same as Human rogue.
Scientist
Same as Human scientist.
Please refer to the LTWP explanations in the Handy Reference for Game Play
section to determine if your character's homeworld fits the criteria for a
certain career.
8. Assigning Skills
The MegaTraveller 2 character generator allows a character to gain many
skills. Skills are the most important part of a character because they
determine the probability of performing a task or action. Some skills are
task-specific, but many skills can be applied to a variety of situations.
Each skill begins at zero, representing an untrained basic working
knowledge. As skills increase, the corresponding number also increases.
The greater the skill level, the more successful a character will be when
attempting a related task. The skill level is always displayed after the
name of the specific skill.
Example: Navigation 2 indicates that the character has a skill level of 2
in Navigation.
Skills: Basic and Cascade
There are two categories of skills in Megatraveller. basic skills and
cascade skills. Basic skills pertain to the general ability of a character
to perform a certain task. Cascade skills are a general category and offer
the character an opportunity to gain a specialized skill The following are
examples of both types of skills.
Basic Skill: Bribery
Cascade Skill: Exploratory (you can pick from:)
Pilot
Sensor Ops
Survey
Survival
Vacc Suit
Vehicle.
After your character is enlisted in a service, skill development begins.
After a term is successfully completed (a term lasts four years), a
character can select a specific number of skills. The number of skills
that you can select after a term is related to the quality of the service
performed during that term; commissions, promotions and special duty
assignments are all rewarded with extra skills. If the character receives
acclamations that will be rewarded with extra skills, you are notified on
the screen.
The maximum number of skills that a character can possess at one time is
determined by the sum of the character's INT and EDU attributes: INT + EDU
maximum # of skills.
You will have several opportunities during the remainder of the character
generation process to increase many basic attribute scores. However, once
the character generation process is completed, a character's abilities are,
for the most part, set. Some skills can be increased by repeated use of
the skill, by training at a starport facility (which is expensive and time
consuming), or through contact with an NPC (nonplayer character).
You are likely to enjoy MegaTraveller 2 more if you create characters with
differing characteristics and career backgrounds. This allows you a
greater likelihood of overcoming the many varied obstacles the game
presents.
Although there are 135 total skills in the character generator, not all of
them are necessary for this computer game. The non-essential skills have
been left in the character generator for three reasons. First, the skill
system in the character generator is the basis for the pen-and-pencil
role-playing version of MegaTraveller. Some skills are not necessary to
solve the computer adventure, but they were left in for completeness.
Second, the non-essential skills were also kept for those who wish to
develop characters for Traveller role-playing adventures. This
compatibility would not exist if skills were eliminated for the sake of the
computer game. Third, some skills that are not necessary in the
MegaTraveller 2 computer game may come in handy for future Mega Traveller
computer adventures. This is useful if you are planning to use the same
characters in future MegaTraveller computer games.
Following is a list of the skits that are used in this computer game, A
detailed description of each of these skills and where they best apply can
be found in the Handy Reference for Game Play section.
Skills that can he used to Complete MegaTraveller 2
Academic (Cascade) Exploratory (Cascade)
Admin Pilot
History Sensor Ops
linguistics Survey
Persuasion Vacc Suit
Science Vehicle
+1 Education Forensic
Admin Forgery
Advanced combat rifle Fusion gun
Artisan Gambling
Assault rifle Gauss rifle
ATV Grav vehicle
Auto rifle Grenadelauncher
Battle dress Gun combat (Cascade)
Blade combat (Cascade) Energy Weapons
Large Blade Handgun
Small Blade laser weapons
Body pistol Rifleman
Brawling Sub-machine gun
Bribery Gunnery (Cascade)
Broadsword Turret Weapons
Broker Hand combat (Cascade)
Carbine Blade Combat
Carousing Brawling
Combat rifleman +1 Endurance
Communications + 1 Strength
Computer Handgun
Dagger Heavy Weapons
Demolitions History
Disguise Inborn (Cascade)
Economic (Cascade) Artisan
Admin Carousing
Broker Instruction
Legal jack-Of-All-Trades
Trader Leader
Electronics Interpersonal (Cascade)
Energy Weapons Admin
Engineering Interview
Environ (Cascade) Liason
Stealth Interrogation
Interview
Intrusion
Jack-of-all-trades Space combat(Cascade)
Large blade Gunnery
Laser pistol Sensor Ops
Laser rifle Tactics
Laser weapons Space tech (Cascade)
Leader Communications
Legal Computer
Liaison Engineering
light assault gun Vacc Suit
linguistics Special combat(Cascade)
Mechanical Battle Dress
Medical Combat Rifleman
Mental (Cascade) Demolition
+1 Intelligence Heavy Weapons
+1 Education Stealth
Naval architect Zero-G Environ
Navigation Stealth
Persuasion Streetwise
Physical (Cascade) Sub-machine gun
+1 Dexterity Survey
+1 Endurance Sword
+ 1 Strength Tactics
Pilot Technical (Cascade)
Pistol Communications (Commo)
Plasma gun Computer
Recruiting Electronics
Revolver Sensor Ops
Rifle Trader
Rifleman Turret Weapons
Science (Cascade) Vacc suit
Medical Vehicle (Cascade)
Senor ops Grav Vehicle
Ship's boat Ship's Boat
Small blade Vice (Cascade)
Sub pistol Bribery
Space (Cascade) Disguise
Engineering Forgery
Navigation Gambling
Pilot Intrusion
Sensor Ops Streetwise
Ship's Boat Zero-G environ
Vacc Suit
Skills NOT needed to complete MegaTraveller 2
Aircraft Cutlass
Animal handling Early firearms
Archaic weapons Equestrian
Autocannon Field artillery
Axe Fleet tactics
Battle axe Foil
Bayonet Forward observer
Biology Genetics
Blowgun Grav belt
Bola Gravities
Boomerang Guard/hunting beasts
Bow Halberd
Chemistrystry Hand axe
Combat engineering Helicopter
Crossbow Herding
Cudgel High-energy weapons
Hovercraft Prop-driven aircraft
Hunting Prospecting
Instruction Recon
jet-propelled aircraft Robotops
Large watercraft Robotics
Lighter-than-air craft Screens
Machine gun Ship tactics
Mass drivers Sling
Meson guns Small watercraft
Mortars and howitzers Spear
Neural pistol Spinal weapons
Neural &le Steward
Neural weapons Survival
Physics Tracked vehicle
Pike VRF gauss gun
Polearm Wheeled Vehicle
Characters are given a set of default skills based on the career in which
they are enlisted. For example, most military services have default skills
for certain weapons, since weapons training is initially taught to all
soldiers.
9. Advanced Skill Tables
When a human character's edution (EDU) attribute is 8 or greater, the
character can choose skills from an Advanced Education Table (AET). The
AET offers specialized skills that aren't available to less educated
individuals.
Similarly, Vargr characters with a charisma (CHA) attribute of 8 or greater
can benefit by selecting skins from a High Charisma Table (HCT-0. The HCT
offers unique charisma skills that will improve a Vargr's interpersonal
communications.
10. Mustering Out
There comes a time when a character's career ends, whether by force or by
personal choice. At that point, a character can take his valuable skills
and training and set out to brave the Traveller universe.
After a term of service is successfully completed, a character can either
re-enlist or muster out. Sometimes, a character may be forced to muster
out due to poor performance or an injury; at other times a character may be
forced to stay in a service for an additional term.
Only Vargr characters can re-enlist in a new service after they've mustered
out of a previous one.
When a character musters out, he receives benefits for his services. The
benefits come from one of two categories: the cash table or the benefits
table. A character gets one choice from these tables for every term of
service, and an additional choice is given for every two promotions or
acclamations. For example, if a character served five terms in the army,
and was promoted to the rank of General (rank 6), e would receive five
benefits for the number of terms served, and an additional three benefits
for moving through the ranks, for a total of eight benefits.
A character cannot draw from the cash table more than three times.
Benefits vary, depending on the career that your character has been in.
Here is a list of every benefit that is offered in the mustering out
process, but remember that not all these benefits are offered for every
career.
Weapons
The character can select weapons. The weapons that the character can use
most effectively are highlighted,
Passages (Low, Middle and High)
Passages are tickets for interplanetary travel if you dont own a ship.
High Passage is a first class ticket to travel aboard a starship. You have
extensive cargo space and service from a ship's steward. Middle Passage is
a coach class ticket, where you have less cargo space and no steward
service. With a Low Passage ticket, you are frozen for the journey and
stored in the cargo bay until you arrive at your destination.
TAS Membership
The Traveller's Aid Society offers free access to information about worlds
or systems to its members. At times, the information is crucial and can
benefit travellers greatly.
Forensic Kit
A kit that helps a character uncover evidence at a site or a scene of a
crime.
Medical Instruments
A medical kit that can be used for first-aid purposes.
Hand Computer
A small, portable computer for calculations.
Miscellaneous Trinkets
A gold watch, letter of marque and service medallion are symbols of long
and devoted service.
Ships
Some services reward characters with a scout ship or a trader when they
muster out. If you receive the Starship benefit, you have the choice of
selecting a scout ship or a trader.
11. Retirement Pay
The total number of terms that a character serves in the military
determines the amount of credits he receives as yearly retirement pay. A
character becomes eligible for retirement pay after five terms of military
service. After leaving the military, eligible characters receive 2000
Imperial credits for each term of service.
Retirement pay is issued monthly, and is automatically deposited into your
character's account.
12. Aging
For each term spent in the service, a character ages four years. As a
character grows older, the physical burdens of strenuous careers begin to
take their toll. A character's STR, END and DEX abilities decrease with
age. At a much later age, a character's INT ability also slowly decreases.
A character may even die of old age if you continue to re-enlist him in a
service. Your doctor will recommend that your character leave the service
when old age can end his life.
13. Naming a Character and Selecting a Face
After your character is fully developed, you are asked to give him/her a
name. There is a special keypress that will name the character for you.
Please see the Technical Supplement that came packaged with your game for
the Create Name for Character Key. As well, you can select a face for
him/her from the pool of character faces. There is an ample number of
faces - male and female, Human and Vargr - to select from.
14. Choosing from a Character Pool
MegaTraveller 2 gives you the option of choosing pregenerated characters if
you don't want to go through the character generation procedure, or if you
want to become familiar with the rest of the game before generating your
characters.
In addition, you can save characters in the character pool, If one of your
original characters is killed, you can recruit new members for your party
in various cities. New characters that are recruited will come directly
from your character pool, so you may want to develop a wide range of
characters with diverse skills and backgrounds.
After you have selected a party from the character pool, you are asked what
character you want to control as the leader. The character that you select
will be the leader of your adventure. Other characters will report
directly to your leader.
Generation Summary
1. Select whether the character is Human or Vargr, male or female.
2. A set of basic attributes is chosen for the character. The attributes
can be recalculated until a desired set is displayed.
3. Select a homeworld for the character.
4. Select a career or service for your character. Default skills for that
career are added to the character's list of basic skills.
5. You are told whether the character received any commissions, promotions
or acclamations for the term being served. Based upon this information,
the character is given an appropriate number of selections from the skill
tables.
6. If a character has more skills than the sum of his intelligence (INT)
and education (EDU) attribute scores, he must edit his skill fists. This
occurs as skills are added.
7. After a term is served, the character can re-enlist or muster out; the
character may also be forced to muster out or continue for another term.
8. When a character leaves a career he is permitted to make selections
from the cash or benefits table. No more than three choices can be made
from the cash table.
9. Once a character is fully developed, you must name him/her and select a
face for the character. You can press a key to generate a name immediately
- see Technical Supplement.
10.After a party of characters is comprised, you must pick the lead
character.
On the Ground
1. Introduction
Throughout your adventures in the Spinward Marches, you have the
opportunity to visit other worlds. Some of these planets contain abundant
green vegetation and high populations, while others have harsh environments
such as scorching deserts, glacial terrain or no atmosphere. Refer to the
Handy Reference for Game Play section for a look at each world.
You will also encounter many unique individuals on your journey. Some of
the people you encounter are barbaric and uncivilized, while others are
members of sophisticated, high-tech societies. As you guide your group of
travellers you will meet new friends willing to help you along the way;
some will offer ways to acquire more Imperial credits; others will share
important information to further the plot. At times, an individual may ask
you to perform a task, for which he promises a reward.
However, not everyone in the Mega Traveller universe is friendly. There
are villainous characters in the game, so be on constant guard. Some of
these individuals include felonious interstellar pirates, mercenaries and
hit men. Although combat is by no means the main emphasis of the game,
there are times when, as a last resort, you are forced to stand up and
fight.
While exploring planetary surfaces, all action takes place on three game
screens: the Overhead Interface Screen, the Inside Locations Screens
(stores, casinos, etc.) and the Character Sheets.
2. The Overhead Interface Screen
All of the ground exploration and combat action takes place on the Overhead
Interface Screen.
A) Character Information
The top portion of the screen consists of five blocks which represent the
character's in your party. If your party consists of less than five
characters, some character blocks remain empty. The names of the five
characters appear in different colors over their pictures. The characters
are represented on the overhead map by icons in the same colors as their
names. When you equip your characters with protective armor and headgear,
the pictures of the characters change; the armor or headgear is actually
placed on the characters. There are two bars next to each character
picture. The first bar (the blue bar) represents the character's oxygen
supply. As oxygen is consumed, the blue bar decreases. The second bar
(the red bar) corresponds to the character's life force (hits value). when
physical damage is suffered, the bar decreases accordingly. The life force
bar is intersected by a white line. When the bar is reduced below the
white line, the character becomes unconscious. If the bar disappears
completely, the character dies.
B) Overhead View Screen
The overhead view screen consists of a top-down representation of the
planet that your party is exploring. You can change the perspective of the
view depending on the level of detail at which you want to play the game
(see Zooming In and Zooming Out).
During planetary exploration, your party is represented by individual icons
for each member of the party. The level of detail varies depending on if
you are zoomed in or zoomed out. For example, when you zoom out to the
farthest level, your characters are represented by tiny pixels; if you're
zoomed in closer, your characters are shown in more detail. Each
character's icon is represented in a color that corresponds to the color of
the character's name, which appears above the character block at the top of
the screen. Your party can be moved in any direction with a keyboard,
mouse or joystick.
As you explore cities, you will notice a variety of non-player characters
(NPCS) moving throughout the area. The NPCs vary in color. White NPC
icons are simply citizens who have nothing really to offer your party in
way of assistance or advice. Green NPCs have something to do with the
game, whether they pertain to the main scenario or one of the many
sub-plots. Red NPCs are characters that your party has recognized as
hostile and dangerous. All important NPCs remain green until your party is
within visual range of them. it's best to be careful. If your party
recognizes an NPC as an enemy, the NPC changes in color from green to red.
You must respect the law level and the safety of innocent citizens. If you
carelessly shoot everyone and everything around you, your party will find
itself drowning in a sea of angry red NPCS, hungry for revenge.
When an important NPC (whether red or green) is encountered by your party,
and you select the Converse option from the Communication Icon (see Icons,
below), an overlay window appears with the name of the character, a picture
of him/her, and a text message.
C) Planet, City, Building or Object Name
This small window contains the name of the planet you are currently
exploring. When you are inside a city, the city name appears. When you
enter a building, the building name appears, and when you are using a
special object, its name appears.
D) Terrain, City, Building or Special Object
Picture This window contains a terrain picture of the planet you are
exploring. When you are inside a city the view changes and a city picture
appears. When you enter a building, the building picture appears, and when
you are using a special object, such as a scout survey box or an ancient
artifact, a picture is shown.
E) Day Number
This window displays the day number from the time your adventure began.
F) Ground Icons
The entire game is controlled with icons. After an icon is selected the
icon portion of the screen is replaced by options for the icon that you
selected. The icons are:
Hand Icon - The Hand icon is used when you come across objects or
wish to search an area for objects. When the
Hand icon is selected, the following options appear:
Drop - Lets you discard items you no longer wish to use. You are asked
which character wants to drop an item. After you select a character you
will see a list of items on an overlay window. Scroll through the list and
select the item you wish to drop. You may also drop items directly from a
character's sheet (see Character Sheet).
Take - Lets you take an item that you have discovered on the ground. You
are asked which character wants to take the item. Select the character
from an overlay window and the object will be added to his inventory.
Use - You are asked which character wants to use an item. After you select
the character from an overlay window, you must scroll through his list of
objects and select the item that you want him to use. You may also use
items directly from a character's sheet (see Character Sheet).
Search - After this option is selected, one of your characters will speak
up and report if there are any objects nearby. This is especially useful
if you are staying the game from the zoom out position.
Combat Icon - The Combat icon is used for all battles that your
party faces on the ground. All combat is operated from the
Combat icon. The combat options that appear are:
Target - Lets you target an enemy (or enemies) with crosshairs. Yon are
asked to move the crosshairs to the enemy (or enemies) and press the
Key (or joystick or mouse button).
Reserve - Lets you select characters that you don't want to engage in
combat. Characters that you reserve will head for the nearest cover when
the battle begins.
Attack - After an enemy has been targeted and you have reserved any
characters you want to keep out of the action, select attack to begin a
battle. Combat will be based on the characters physical and weapons skills
and the skills and weapons of their opponent(s). Remember, your characters
must be using the weapons that they want to utilize in combat. When a
weapon runs out of ammunition, it will automatically reload if you have
ammunition in your inventory. If you're out of ammunition, you could be a
sitting duck. Refer to the Weapons Guide in the Handy Reference for Game
Play Section to read detailed descriptions of weapons and their penetration
and damage factors.
React -- When react is on, your characters automatically react when they
are taken by surprise by firing back at the opponent(s) shooting at them.
When React is Off, you have to manually target your opponents.
Flee -- Flee lets your party escape from the attack of enemies. Your
characters automatically flee to a safe area, away from enemy fire.
Globe Icon - The Globe icon lets you change the game play perspective,
identify NPCs and locations that you come across and enter
and exit vehicles that you rent. The Globe options are:
Zoom In- Lets you change the perspective from a wider overhead view to a
more narrow one, thus allowing you to view an area in greater detail. The
entire game could be played from a zoomed in perspective.
Zoom Out - Changes the perspective from a Small view to a wider view, thus
allowing you to see more of the surrounding area without actually having to
move your party. This is useful when you want to examine an area for
enemies. It's much more difficult to be taken by surprise when you can see
a vast area around your characters.
Identify - One of your characters provides a brief description of what is
in front of your party. Obviously, the character's intelligence reflects
the detail of the description. Identify is also useful when you encounter
a green NPC on the map. By selecting identify, one of your characters will
tell you who the NPC is, so that you don't have to stop every NPC around
you.
Enter Vehicle or Leave Vehicle - Let's your party enter a vehicle if they
have rented one or leave a vehicle if they are returning one, or getting
out to explore an area or region. You must be standing on, or next to, the
vehicle to enter it.
Interact Icon - Lets you talk to NPCs in the game and lets you
change your party leader. The Interact options are:
Hail - When Hail is selected, one of your characters shouts to an NPC.
Depending on whether the character is a friend or a foe, the character will
either stop or run away. By using the Hail option, you will not be forced
to try to run down NPCs, who are constantly moving about.
Converse - When your party is standing next to an NPC, and converse is
selected, the NPC speaks to you from an overlay window. A picture of the
character appears along with his name and his text message to your party.
Give to NPC - When this option is selected, you are asked what character
wants to give the NPC an item. After your selection, an overlay window
with your character's inventory appears. Scroll through the list and
select the item you want to give the NPC.
Buy from NPC - Lets you buy something, an object or information, from an
NPC. You are asked who will pay. Select one of your characters or your
party account. However, some NPCs will not accept credit, so you won't be
able to pay them from your party account.
Bribe - Lets you bribe an NPC for information. After you select bribe, you
are asked how much you want to offer for the bribe. Select the amount.
Depending on your character's bribery skill the attempt may or may not
work. All bribes must be made with cash.
Threaten - Some characters may be unwilling to talk to your party. If you
think that they are holding back important information, you can threaten
them with this option. Of course, it helps if you have a physically
intimidating character with a high strength level.
Interrogate - If you've cornered an enemy NPC and you want to discover his
motives, the interrogate option is very useful, one of your characters must
be physically intimidating with high interrogation and persuasion skills if
the interrogation is to be successful.
Change Leader - Let's you change the leader of your party to another
character.
Game Controls Icon - The Game Controls icon lets you handle all
game play options. The options are:
Save - Lets you save a game that you've been playing.
Restore - Lets you restore a previously saved game.
Quit - Permits you to exit the game and return to DOS.
Sound - Lets you toggle sound effects and music on and off.
PAL System - Lets you turn on the PAL override messages on and off.
Help - Sometimes you may find yourself a little confused during the course
of your adventure. If you select the Help option, one or more of your
characters will offer some advice about what to do next in your adventure.
But remember, if you don't have an intelligent member of your party, the
advice will probably not amount to much.
3. The Character Sheet
At any time during the game you can access detailed character sheets for
each of your characters either by clicking on the character's block with
the mouse or by pressing the F1 through F5 key (each key represents one of
the characters; F1 represents the character in the lead position, etc.).
The character sheet contains the following information:
A) Character's Picture
B) Character's Name
C) Character's Service Symbol (if military)
D) TAS Symbol (if the character is a member of the Traveller's Aid Society)
E) The Weapon the Character is Currently Using
F) The Character's Sex
G) The Character's Species (Human or Vargr,)
H) The Character's Life Force Value (Hit Points)
1) The Character's Credits
J) The Character's Age
K) The Character's UPP
L) The Character's Six Attributes
M) The Character's Skills List
N) The Character's Inventory
There are also four options on the character sheet. They are:
Examine
Lets you scroll through the inventory list and select an object to examine.
The character will provide a description of the item you select. Levels of
detail for the objects description may vary depending on the character's
intelligence and skills.
Exchange
Exchange allows you to take an object from the inventory of one character
and add it to the inventory of another. Select the object(s) you want to
exchange. Next, select Exchange and then designate the character to whom
you want to give the object(s). Select the character you want to exchange
with and the object(s) is immediately added to the receiving character's
inventory.
Use *
Lets you scroll through the character's inventory list and select an item
for him to use. If you are using a weapon, it is displayed next to the
character's picture. Other items in use will be highlighted in the
inventory list. Remember, how well a character uses an item depends on his
specific skills.
Drop *
Lets you drop an item. Scroll through the character's inventory list and
select the item that you want to drop.
* These options can also be selected from the Hand icon on the main
interface screen.
4. Vehicles
There are times when travelling on foot is impossible, highly dangerous or
just too time consuming. In most cases, you can rent a vehicle. There are
two types of vehicles to be rented: a tracked ATV (All Terrain Vehicle) or
a Grav Vehicle (flying hovercraft).
When you rent a vehicle and select the Enter Vehicle option from the Globe
icon, your five characters will be represented by a single vehicle icon.
Move the vehicle in the same manner that you would move the party. The
vehicle must be returned to the small square pavement outside a vehicle
rental location. When the vehicle is returned and you select the leave
Vehicle option from the Globe icon, your party will be back on foot.
Please refer to the Handy Reference for Game Play section for detailed
descriptions of an ATV and a Grav Vehicle.
5. Life Support Systems
Some of the worlds that can be explored have a breathable atmosphere, very
similar to Earth's. A breathable atmosphere eliminates the need for
protective suits and breathing apparatus.
Other worlds have a variety of atmospheres which will not support human
life. With the invention of engineered survival equipment, man can live in
these harsh environments.
Vacuums are the most difficult environments to survive in. To enter a
vacuum environment, a character must have some form of protective suit with
proper breathing equipment. Failure to wear the proper equipment results
in a very unpleasant death. See Armor and Protective Suits in the Handy
Reference for Game Play section.
Exotic, corrosive or insidious atmospheres also require protective suits.
In these atmospheres, it is vital to keep track of your characters' oxygen
supplies. A lack of attention to oxygen supply will surely lead to death.
Don't let your party wander farther than their oxygen supplies can carry
them. Oxygen tanks are essential objects to purchase in the game.
The rate at which a character uses his oxygen supply is dependent on three
factors: 1) the higher a character's END the slower the rate of oxygen
consumption, 2) oxygen use increases for all characters during combat
because of high stress and physical exertion, 3) Skill in Vacc Suit (or
Battle Dress) reduces oxygen consumption.
Thin or tainted atmospheres require a helmet or respirator with a filter.
If the proper equipment is not worn, physical damage is gradually suffered,
eventually resulting in death.
Please refer to the Planet lists and the description of the UWP in the
Handy Reference for Game Play section to determine the atmosphere of a
world that you are going to visit.
6. Healing injuries
A character can sustain bodily damage in a number of ways. When a
character is injured, it is vital that he receive medical attention to heal
the physical damage sustained. There are three methods for healing a
character. They are:
A) Medical Kits
A medical kit in the hands of a medically skilled character can stop an
injury from getting worse. Medical kits are mainly used to keep a
character alive until you can get him to a hospital. When a medical kit is
used up, you must replace it with a new one. In untrained hands, using a
med kit can actually make things worse, so be sure that the person using
the kit is medically skilled.
B) Hospitals
Hospitals are the best way to fully heal a character, but it is also cosily
and time consuming. Some of the uncivilized worlds in the game do not have
hospitals, so it's best to be careful.
C) Starship Sick Bay
Each starship is equipped with a medical station. If a medically skilled
character is in the sick bay, he can heal injured characters. Although a
character may not be able to be completely healed until he gets to a
hospital, the sick bay can heal a portion of the damage and keep the
injured character alive.
7. Buildings
During your party's travels, you'll be searching for certain locations in
cities. Most of the essential buddings are strategically located so that
you do not have to wander aimlessly. However, some buildings may be in
less populated outskirts of cities and require exploration to discover.
Some buildings or caves don't have interior light sources. In these cases,
an electric torch or lantern is necessary. Also, some doors may be
reinforced so that unwanted intruders cannot gain entrance. A demolition
charge can sometimes destroy a door. You may also be forced to excavate an
area; digging tools are required to excavate.
Many building locations are handled specially, with a specific set of
options. These buildings are:
Vehicle Rental
Where you can rent a Grav Vehicle or an ATV.
Bank Machine
Where you can withdraw, deposit, pool money and make an inquiry.
Casino
Where you can gamble in games of chance including slots, craps and
blackjack.
Monorail Station (white)
Where you can get a monorail ticket to another city on the planet that you
are on.
Airport (red)
Where you can buy airplane tickets to another city on the planet that you
are on.
Scout Base (green)
Ex-members of the Scouts can access computer services, buy ship supplies
and fuel, and accept surveying jobs.
Naval Base (blue)
Ex-members of the Navy can access computer data and buy ship supplies and
fuel.
Hypermarket
A general store where you can purchase a variety of supplies, weapons,
armor and ammunition.
Shipyard (blue)
Where you can refuel and repair your starship, as well as buy weapons and
supplies for it. The shipyard is also the place where you can purchase
your own starship.
Hospital
Where you can heal injured characters.
Customs
On some planets with restrictive law levels, customs checkpoints are set up
to search visitor's for illegal objects and weapons. If you are carrying
illegal items, they are confiscated until you return to the starport.
Recruiting Center
Where you can recruit new, characters and train your characters in specific
areas to increase their skills.
Starport Ticket Office
Where you can book passage to another world and buy tickets for your
characters if you don't have your own ship.
Police Station
If one or more of your characters has been arrested, you can go to a police
station and post bail. You can also check arrest warrants to see if any
rewards are being offered.
Trade and Commerce Warehouse
Where you can buy and sell cargo. It's a good idea to pay attention to
library information, TAS information and rumors; they will sometimes give
trade and commerce hints. Strategy is important to being a profitable
trader. Pay attention to where cargo can be bought inexpensively and sold
for a profit.
TAS
The Traveller's Aid Society let's you access computer data and buy passage
to other worlds. TAS members receive one free High Passage ticket every
two months.
Library
Where you can research topics of interest for a small fee.
Travel Agent
Where you can buy a monorail or aircraft ticket to another city on the
world that you are visiting.
Government Office (yellow)
There is a special government office in the Rhylanor Startown where you can
apply for rewards.
Hotel
A place where important people might be staying.
Tavern
A gathering place where you can sometimes pick up useful information or
stumble onto sub-plots,
Apartment Building
A place of residence for various characters.
University (blue/white)
An academic institution staffed by various experts.
Follow the on-screen instructions for each of these locations.
The tech levels of worlds vary. On more primitive worlds, you will not
have the same options as you would on a high tech level world. Refer to
the Planets and their UWPs in The Handy Reference for Game Play section.
The buildings, objects to purchase and NPCs are reflective of the time
period and tech level of
In Space
1. introduction
Between your visits to various worlds within the Traveller universe, you
will spend time travelling the interstellar spaceways. These vast regions
of space are traversed by far traders shipping cargo between worlds,
Imperial fleet vessels protecting the interests of the Imperium,
megacorporation vessels, and dreaded pirates who prey on defenseless cargo
ships. In the Traveller universe, the spaceways are futuristic highways to
other worlds.
In Mega Traveller 2, space travel can be accomplished in two ways: either
by your own personal starship or by commercial passage aboard an
interstellar liner.
2. Travelling by interstellar Liner
If you're not fortunate enough to have obtained your own starship, you can
travel the spaceways on a commercial passenger liner. You can purchase
tickets at a starport ticket office or a TAS location on the planet.
Destinations, arrival and departure times can all be viewed when purchasing
tickets. Guide your party, with their tickets, to the starport on the day
of departure.
At ticket locations, you will be able to purchase High, Middle and Low
Passage. High Passage is a first class ticket, complete with steward
service. Middle Passage is a coach class ticket. With a Low Passage
ticket, you are frozen for your journey and placed in the cargo bay. There
may be side effects from travelling with a Low Passage ticket, and it is
not recommended.
After you board the ship, you will view a travel screen and immediately
arrive at your destination. Time will have passed accordingly.
3. Travelling by Starship
If one of your characters has his own starship or you buy a starship after
your adventure has begun, you can travel the spaceways in a much more
convenient and exciting way. When you board your starship at a starport,
your characters will automatically volunteer to take the crew stations for
which they are most qualified. The six stations aboard a starship are:
Pilot
Responsible for taking off, landing and flying the ship.
Navigator
Responsible for plotting courses and destinations and handling jumps.
Engineer
Responsible For monitoring and repairing damage to the vehicle.
Medic
Responsible for manning the sick bay and healing injured characters.
Gunner I
Responsible for manning the main weapons turret.
Gunner 2
Responsible for manning the secondary weapons turret.
Of course, you are able to override your characters
and place them in other stations, but most of the time
your characters know where they belong.
Considering that you have only five characters (or less) in your party and
six stations to man, you may have to reassign characters to other stations
often. For example, if none of your characters is sick, you could move
your medic to another station if he is qualified to be there.
Ships that you can purchase vary in price as well as in technical
sophistication. Analyze the ship that you are planning to purchase so that
you can make sure it has everything you need (appropriate jump drive, fuel
scoops and purification plant, etc.).
A) Character Information
The character information remains the same as it did for ground exploration
and combat. Please refer to the On the Ground section above for character
block information.
B) View Screen
The view screen varies during space travel and combat. When your
characters board the ship you will view them moving to the stations for
which they have volunteered. After you've plotted a course, the view
changes and you see the ship taking off from a bridge-level window view.
In flight, the view changes back to overhead. During combat sequences the
screen changes to an overhead view of your ship and any enemy ship(s),
During landing, the view changes to a bridge-level window view until you
are safely on the ground.
There is no Zoom in/Zoom Out option because it does not pertain to space
travel and combat.
C) System Name
The name of the system that you are currently in appears in this small
window.
D) Travel Information
This window will keep you informed if you are proceeding to a gas giant or
are at a gas giant and ready to refuel, if you are proceeding to the jump
point or are ready to jump, or if you are en route to the main planet in
the system or are in orbit and ready to land. There is also a fuel gauge
that lets you know if you have enough fuel for a jump or not.
E) Day Number
This window displays the day number from the time your adventure began.
F) Space Icons
All space travel and combat is handled through on-screen icons. They are:
Ship Icon - The Ship icon lets you control your six
stations, store objects and exit the ship. After the
Ship icon is selected, the following options appear:
Stations - Enables you to reassign characters to different stations.
Select the character you want to move and place him in the station you want
him to occupy. You can also view the station and receive a report on its
status.
Bridge - Lets you choose a destination. From the Bridge option you can
plot a course to:
A) Gas Giant - By selecting gas giant, your pilot will guide the ship to
the have fuel scoops and a purification plant).
B) Jump Point - Your pilot will take you to the nearest jump point so that
you can jump to a new system.
Jump Travel
Distances between worlds in the MegaTraveller uni- verse are inherently
great. Two adjacent systems are actually over three light years apart,
meaning that light takes over 3 years to travel between them.
To enable travel from one star system to another, MegaTraveller permits
"jump space" travel, wherein a starship passes from point A in ordinary
space, through a section of alternate space, to arrive at point B in
ordinary space jump space makes it possible to complete what would normally
be a thousand-year journey in only one week.
Misjumps
Sometimes a jump goes wrong. Catastrophic failures destroy the ship and
its crew. Other failures can destroy a drive or send a ship in the wrong
direction. Some misjumps reduce a jump-6 to a mere jump-1, or convert a
jump-1 into jump-10, 20 or higher.
C) Main Planet - When you've jumped to a new system, you should select Main
Planet so that your pilot can guide you to the world.
The Bridge options may change, depending on your location. If you've
plotted a course for a gas giant and arrived there, the option changes from
Gas Giant to Refuel. When you select Refuel, the ship will skim the
surface of the gas giant and refuel, provided you have fuel scoops and a
purification plant.
If you are at the jump Point the option changes to Jump. A list of systems
to which you can jump, based on your jump drive capacity, will appear.
Select the system to which you want to travel; the navigator will handle
the actual jump.
If you are in orbit of the Main Planet, the option changes to Land. Select
it and you will be asked where you want to land. You can select the
starport (if the planet has one) or you can pinpoint a location where you
want to land on an overhead map of the world. After you've determined
where you want to land, your ship will descend to the planet's surface.
Medical - If you have a character who is medically skilled manning the sick
bay, you can send an injured character to him for an examination. The
medic will report on the characters condition. If the character is
seriously injured, the medic will recommend that the character be checked
into the sick bay. The skill level of the medic in sick bay will determine
how much of the character's injuries can be healed without going to a
hospital.
Engineering - The character who is manning the engineering station will
report on any damages that the ship has suffered. The engineer will fix as
much damage as he can with his engineering skill. Some of the more
extensive damage that is suffered can not be fixed unless you are at a
well-equipped shipyard.
Ship's Locker - The ship's locker is the place where your characters can
store items in their inventories before exiting the ship and journeying to
the planet outside. You are able to place items in the ship's locker and
retrieve them whenever you want. You can also examine the locker at any
time to see what items are currently inside.
Exit Ship - Lets you leave the ship and venture onto the planet. Before
leaving, you can designate one or more characters to stay behind. This is
useful if you have a character who is recuperating from injuries. The
character you designated to be the leader must leave the ship since he is
the leader of the other characters.
Combat Icon- The Combat icon controls all of the space battles your
ship faces. The space combat options that appear are:
Target - When your pilot informs you that there is an enemy vessel in the
vicinity, and you select the Target option, the overhead view of the ship
is replaced by an overhead space picture where you see a small
representation of your ship and the enemy vessel(s). You are asked to move
the crosshairs to the enemy (or enemies) and press the key (or the
joystick or mouse button).
Attack - if you have a character in the Gun I Station, you can attack after
you've targeted your opponent. If you have two skilled gunners in the
turret positions, your chances of success are far greater. The actual
weapons with which you can equip your ship are also very important. Refer
to the Handy Reference for Game Play section for details on ship weapons.
You will see the result of the space battle on the outside overhead map, If
you've disabled a ship you have the option of boarding and taking the
ship's cargo or destroying the ship completely
React - As with ground combat, when React is on, your characters
automatically react when they are taken by surprise by firing back at the
enemy ship that is shooting at them. When React is off, you will have to
target your attackers manually.
Flee - Flee lets your plot attempt to escape from the attack. If the pilot
is successful, your ship will flee to a safe area, away from enemy fire.
Mayday - Lets you send out a distress call. A ship may or may not come to
your aid.
Converse Icon - The Converse icon lets you communicate with the captains of
other ships in your immediate vicinity and gather important data on the
main world in the star system that you are travelling in. You can also
select a new leader for your party from the Converse icon. The Converse
icon options are:
Hail - When Hail is selected, the pilot will make contact with the other
ship. An overlay window appears and the Captain of the ship will give you
a message. Important information can be obtained from NPCs in space.
World Info - When World Info is selected, the character with the best
communications skill provides data on the main world in that system. The
world's UWP is displayed along with any special information regarding that
planet. Refer to the Handy Reference for Game Play section for UWP
descriptions.
Change Leader - Lets you change leaders in your party.
Game Controls Icon - The Game Controls icon controls the following game
play options:
Save - Lets you save a game that you've been playing.
Restore - Lets you restore a previously saved game.
Quit - Permits you to exit the game and return to DOS.
Sound - Lets you toggle sound effects and music on and off.
PAL System - Lets you turn the PAL override messages on and off.
Help - Sometimes you may find yourself a little confused during the course
of your adventure. If you select the help option, one or more of your
characters will offer some advice about what to do next in your adventure.
But remember, if you don't have an intelligent member of your party, the
advice will probably not amount to much.
5. Ships
While travelling through each system, your ship will encounter a number of
other ships. There are eight classes of ships in Mega Traveller 2. All of
the ships, including your own, will be one of the following types:
Scout/Courier
One of the most common starships within the Imperium is the tested and
proven Scout/Courier. This sleek, simple, lightly manned and highly
maneuverable ship is commonly used for exploration and survey duties.
System Defense Boat
The term boat means a non-starship, whether a ship's boat or a defense
boat. Because non-starships can allocate more tonnage to power plants and
weaponry, they can usually defeat a starship of equal size. System Defense
Boats usually protect primary worlds from stations in orbit. They are very
maneuverable and can strike when least expected.
Far Trader
The Far Trader is the basic ship involved in trade. A Far Trader's primary
purpose is to deliver cargo in and between systems. To defend against
suspected pirate raids, all trading ships are built with at least one
hardpoint for the installation of weapon systems.
Cargo Liner
With a 3000-ton hull, the Cargo Liner is a main-route cargo vessel employed
in freight transportation activities throughout the Imperium. The Cargo
Liner has a cargo capacity of 1259 tons; it requires a crew of 15 and can
carry up to 10 passengers.
Passenger Liner
Using a 1000-ton hull, the Passenger Liner is a main-route passenger
transport serving much of the Imperium. Built sturdily and intended to
last in service for decades, the Passenger Liner has 50 staterooms and six
emergency low passage berths. The ship normally carries 24 high passage
and 12 middle passage passengers.
Close Escort
Close Escorts patrol the spaceways, protecting ships from pirates. Whether
they are flying in routine patrols in the hope of catching pirates, or in
convoys with other ships, the Close Escort is an ideal small craft for the
protection of merchant traffic.
Pinnace
Plying the lanes between planets are the small craft which run errands,
make small deliveries, and generally do much of the dirty work that the
larger craft can't or won't do. The Pinnace can carry eight passengers and
has a cargo hold for 10 tons.
Ship's Boat
The Ship's Boat is a small vessel ordinarily carried aboard a larger ship
to perform odd jobs and minor operations. A Ship's Boat is incapable of
interstellar flight; it masses 30 tons.
Please refer to the Handy Reference for Game
Play section for a detailed look at each of these ships; statistical data,
pictures and a more detailed description of the functions of the ships
appear in that section.
6. Piracy
Pirating is a bold option for illegally obtaining cargo from free traders
and megacorporation ships. The stolen cargo can then be sold at a trade
and commerce center for a profit.
Piracy, however, can be a very risky and dangerous profession. The more
you pirate a megacorporation's ships, the more protective vessels it will
assign to subsequent trading expeditions. And remember, your ship may also
be the target of other pirate ships. Be on the lookout; it would be a
devastating loss if you just left a planet with a load of valuable cargo,
only to have it stolen by pirates.
In order to pirate a ship, you must be able to dock with it, and that can
only occur when you've rendered a ship defenseless during combat. If you
successfully dock with a ship, the overhead view changes to a graphic
display of the disabled ship's cargo hold. You can take the cargo from the
ship - as long as you have available space in the cargo hold of your ship.
7. Subsectors and Systems
Mega Traveller 2 takes place in four subsectors of the Spinward Marches:
Rhylanor, Regina, Lanth and Ararnis. Each of these subsectors contains a
number of worlds that you can visit. The adventure spans 117 worlds, each
with its own unique aspects. There are varying numbers of cities on each
planet. Some worlds are completely desolate, with no cities, while other
worlds may have as many as nine large population centers.
Throughout your adventure, you will receive hints about where to go next.
These hints may be obtained during library research, from contact with
other characters or from TAS rumors. Refer to the Handy Reference for Game
Play section of this manual. Each subsector is broken down, and each world
and its cities are listed. There are also maps of the subsectors.
All pertinent information concerning the subsectors, worlds and cities is
contained in the reference section.
The PAL System
The PAL system refers to the method in which your characters volunteer for
the services and tasks that they are best suited for, based on their
attributes and skills. The PAL system is named for the friendship and
cama- raderie that exists between you and your characters. Your characters
are your pals, and many of their responses to you throughout the game
reflect unity and the bond of friendship. At the beginning of the
adventure you select one of your party members as your leader. You may
decide to change leaders during the course of the game; this option is
required if your leader is injured, becomes unconscious or dies.
The other characters take orders only from you through your lead character.
PAL messages appear whenever your team is faced with a task to perform.
The character who has the best chance of successfully completing that task,
based on his skills, will volunteer to perform the task. For example, if
you are ready to enter a casino, the character with the best gambling skill
might say something like, "I didn't win the intergalactic blackjack
championship for nothing. I can win us some money."
The PAL system was implemented so that you wouldn't have to shuffle
characters each time a task needed to be performed. But the PAL system
does not rely on a character's skills alone, intelligence is another
critical factor in PAL responses. A character who is unskilled at a task,
but is highly intelligent may be able to successfully complete the task,
whereas a character with a low intelligence and a low skill level stands
little or no chance at performing a given task.
A character with a high intelligence and no skill level might say something
like, "I'm no expert in interrogation, but I'll try to fake it. I think I
can pull it off." Based on the character's intelligence, he may succeed at
interrogating a prisoner. On the other hand a character with a low
intelligence and no skill level might say, "I don't know what questions to
ask. It's hopeless." Intelligence is a very important factor in
determining whether a character successfully performs a task.
You have the ability to override your characters when they volunteer for
tasks (except when PAL messages are toggled off). You have the power to
assign any character to a task. But remember, your characters know what
their strengths and weaknesses are; it's usually best to listen to them.
Under the Game Controls icon, you can turn the PAL messages on and off. If
you turn off the PAL messages, the character who is best qualified to
perform a task will automatically do it.
PAL messages appear throughout the game, in both ground and space
sequences. Some of the tasks for which your characters will volunteer to
take responsibility include bribing, threatening, interrogating,
bargaining, recruiting, trading, gambling, fighting, piloting, engineering,
administering medical care, conversing, and driving vehicles.
-------- HANDY REFERENCE FOR GAME PLAY --------
Reading the Universal Personality Profile
The Universal Personality Profile (UPP) summarizes a character's attributes
as a sequence of six hexadecimal numbers (O to F). Mega Traveller uses a
hexadecimal numbering system for virtually all calculations and
determinations. Numbers zero through 9 are represented by numerals, but
numbers 10 through 15 are represented by the letters A through F
respectively. Thus a character with a STR of B actually has a strength
rating of 11. The highest number in the Mega Traveller 2 hexadecimal
system is F, which represents 15.
The Attributes, in order, are
Strength (STR)
Dexterity (DEX)
Endurance (END)
Intelligence (INT)
Education (EDU)
Social Standing (SOC) for Humans / Charisma
(CHA) for Vargrs.
A character with a UPP of 777777 is average in every respect. A character
with a UPP of A47CD8 is stronger than average (A); is not very dexterous
(4); has average endurance (-17); is very intelligent (C); is extremely
well educated (D). If the character is a human, he has a slightly above
average social standing; if the character is a Vargr he has an above
average charisma level.
Skills
Here is a list of skills that are useful in MegaTraveller 2. A short
description of the skill follows each heading.
Admin: The individual has experience with bureaucratic agencies and
understands the requirements of dealing with and managing them. Also,
Admin skill helps your character in the trading process.
Advanced Combat Rifle: The individual can use the advanced combat rifle.
Artisan: The individual has skill and experience creating objects and
artifacts. The skill may be used to duplicate objects and works of art,
either legally or illegally. When used illegally, artisan skill is similar
to Forgery, but applies to objects or works of art instead of documents.
The Artisan skill also helps an individual find hidden objects; a skilled
Artisan can also determine an object's authenticity.
Assault Rifle: The individual can use the assault rifle, a basic soldier's
weapon.
ATV: The individual can operate, use and maintain an all-terrain vehicle.
Auto rifle: The character can use the auto rifle, a basic soldier's
weapon.
Battle Dress: The individual can operate battle dress the most highly
advanced military armor available.
Body Pistol: The individual can use the body pistol.
Brawling: The individual is skilled in hand-to-hand combat, and can fight
without weapons or with typical improvised weapons such as clubs.
Bribery: The individual has had experience in bribing officials in order
to circumvent regulations or ignore cumbersome laws.
Broadsword: The individual can use the broadsword, a long, heavy sword.
Broker: The character is skilled in the marketing of goods, and he
understands the business of buying and selling.
Carbine: The individual knows how to use the carbine, a short,
easy-to-carry rifle.
Carousing: The individual is a gregarious and sociable individual who is
well adapted to meeting and mingling with strangers in unfamiliar
surroundings, A good carouser is at home in taverns, and can usually
acquire valuable information from patrons in the establishment.
Combat Rifleman: The individual has been trained in the use of modern
combat rifles, and includes skill in standard rifle, advanced combat rifle,
assault rifle, carbine and gauss rifle.
Communications: The character is trained in the use, repair and
maintenance of communications devices. Communications skill is also very
worthwhile on starships when trying to gather world information and
attempting to contact other vessels.
Computer: The person is skilled in the operation of electronic and fiber
optic computers (both ground and ship models). The person can also use a
computer to retrieve data that is freely available.
Dagger (Weapon): The individual can use a dagger as a weapon.
Demolitions: The person is experienced in the proper handling, placement
and efficient use of explosives.
Disguise: The individual is experienced in modifying his mannerisms and
appearance to avoid being recognized.
Electronics: The person has skill in the use, operation and repair of
electronic devices. The person is considered handy in his field, with the
equivalent of a green thumb.
Energy Weapons (Includes Fusion and Plasma Gun): The individual is
familiar with a variety of military energy weapons.
Engineering: The character can operate and maintain a starship and fix
damage suffered during space travel and combat.
Forensic: The individual is skilled at gathering and interpreting evidence
at the scene cf a crime or accident. A forensic kit is most often
required. A character who has forensic skill can pick up hints and clues
more easily than others.
Forgery: The individual has developed some skill at faking documents and
papers for the purpose of deceiving officials, banks or patrons.
Fusion Gun (Weapon): The individual can use a fusion gun as a weapon.
Gambling: The individual is well-informed concerning games of chance, and
is wise in how to play them.
Gauss Rifle (Weapon): The individual can use a gauss rifle as a weapon.
Grav Vehicle: The individual can drive all types of Grav Vehicles
effectively. Grav Vehicles will travel faster if the pilot is skilled in
flying them.
Grenade Launcher (Weapon): The individual can fire a grenade launcher with
proficiency.
Handgun: The individual can fire handguns accurately.
Heavy Weapons (Includes Grenade Launcher and Light Assault Gun): The
character can effectively use heavy weapons.
History: The individual has a broad knowledge of history and he also
understands research techniques that are useful in gathering details on
people, places and events.
Interrogation: The individual knows the psychological art of
interrogation. The individual will be able to extract more information
from a subject than is normally possible.
Interview: The character is skilled in conversing with others on an
individual basis. The character's knowledge of psychology, body language
and oral communications allows him to draw others out, making the person
being interviewed more apt to be open.
Intrusion: The individual has experience in clandestine methods of
acquiring goods that belong to others. An individual with intrusion skill
can pick locks, open locked doors and pick pockets.
Jack-Of-All-Trades: The individual is proven capable of handling a wide
variety of situations and is resourceful at finding solutions and remedies.
Large Blade (Weapon): The individual is skilled in the use of large end
weapons including, the broadsword.
Laser Pistol (Weapon): The individual can fire a laser pistol.
Laser Rifle (Weapon): The character can fire a laser rifle.
Laser Weapons (Includes Laser Pistol and laser Rifle): The individual can
use laser weapons.
Leader: The individual has led others through difficult situations, and he
also possesses a knowledge and self-assurance which work together to form a
capable emergent or appointed leader.
Legal: The individual is familiar with the wide variety of laws and
regulations of interstellar travel, trading and relations.
Liaison: The individual is trained in the art of dealing with others; this
skill is usable in relations with members of military units, citizens in a
community and with alien or foreign cultures.
Light Assault Gun (Weapon): The individual can use a light assault gun.
Linguistics: The individual has training and experience communicating
verbally in foreign languages and deciphering foreign writings.
Mechanical: The character can use, operate and repair mechanical devices.
Medical: The individual has skill in the medical arts.
Naval Architect: The individual is trained in the design of starships and
small craft. The character is familiar with a variety of starships.
Navigation: The character is trained in interplanetary and interstellar
navigation. A starship navigator is responsible for plotting courses and
ensuring information is available to the crew and pilot when it is
required. Also, this skill allows the character to interpret the data
provided by the starship's scanners and detectors.
Persuasion: The individual can persuade individuals or groups to take a
particular course of action.
Pilot: The character is capable of operating starships and large
interplanetary spacecraft. This skill allows the individual to control
lift-offs, landings, refueling, retreating and routine flights,
Pistol (Weapon): The individual can fire a pistol with accuracy.
Plasma Gun (Weapon), The individual can use a plasma gun effectively.
Recruiting: The individual is familiar with the most effective methods of
approaching others and presenting proposals for employment.
Revolver (Weapon): The individual can use a revolver effectively.
Rifle (Weapon): The individual can use a rifle effectively.
Rifleman: The character is drilled in the use of standard military weapons
such as the auto rifle, carbine and rifle.
Sensor Ops: The character is accomplished in the operation and
interpretation of a variety of sensor readings aboard a starship including
radar and targeting.
Ship's Boat: The character can operate a small spacecraft known as a
ship's boat. These craft include shuttles, lifeboats and fighters.
Small Blade (Includes Blade and Dagger): The individual is skilled in the
use of small-edged weapons.
Snub Pistol (Weapon): The character can fire a snub pistol accurately.
Stealth: The individual is trained in covert activity and is capable of
remaining unobserved by moving quietly and taking maximum advantage of
available cover. This is a useful skill when trying to smuggle weapons and
illegal items through customs.
Streetwise: The individual is acquainted with the ways of local
subcultures and thus is capable of dealing with strangers without
alienating them.
Sub-Machine Gun (Weapon): The individual can use a sub-machine gun
effectively.
Survey: The character is skilled in mapping and charting star systems.
The skill is also useful if you are conducting a survey of a planet for the
Scouts.
Sword (Weapon): The individual is effective in fighting with swords.
Tactics: The character can develop winning combat strategies and tactics
on ground and in space.
Trader: The individual has an awareness of the techniques and practice of
commerce in all of its expressions. This skill allows a character to
determine the real value of many items, increasing his negotiating power.
Turret Weapons: The character can operate turret-mounted and fixed small
craft weaponry.
Vacc Suit: The individual is able to operate a standard vacuum suit. This
also includes the use of other suits required on planetary surfaces with
exotic or insidious atmospheres,
Zero-G Environ: The individual has been trained to work in environments
without gravity.
Cascade Skills
Academic: Admin, History, Linguistics, Persuasion, Science, +1 Education
Blade Combat: Large Blade, Small Blade
Environ: Stealth
Exploratory: Pilor, Sensor Ops, Survey, Vacc Suit, Space Vehicle
Gun Combat: Energy Weapons, Handgun, Laser Weapons, Rifleman, Sub-machine
gun
Gunnery: Turret Weapons
Hand Combat: Blade Combat, Brawling, +1 Endurance, +1 Strength
Inborn: Artisan, Carousing, Intrusion, jack-of-All-Trades
lnterpersonal: Admin, Interview, Liaison
Mental: +1 Intelligence, +1 Education
Physical: +1 Dexterity, +1 Endurance, +1 Strength
Science: Medical
Space: Engineering, Navigation. Pilot, Sensor Ops, Ship's Boat, Vacc Suit
Space Combat: Gunnery, Sensor Ops, Tactics
Space Tech: Communications, Computer, Engineering, Vacc Suit
Special Combat: Battle Dress, Combat Rifleman, Demolition, Heavy Weapons,
Stealth, Zero-G Environ
Technical: Communications, Computer, Bribery, Disguise, Forgery, Gambling,
Intrusion, Streetwise
Vehicle: Grav Vehicle, Ship's Boat
Vice: Bribery, Disguise, Forgery, Gambling, intrusion, Streetwise
Reading the Universal World Profile
The Universal World Profile (UWP) is a series of letters and numbers used
to summarize the characteristics of a planet. The characteristics, in
order, are:
Starport
Size
Atmosphere
Hvdrographics
Population
Government
Law Level
Tech Level.
As in the Universal Personality Profile (UPP), all numbers are hexadecimal.
In a hexadecimal system, the numbers 10 through 15 are represented by the
letters A through F, respectively, Numbers zero through 9 are the same as
in the decimal system. Refer to the charts below to find out what each of
the numbers in the UWP represents.
Starport
Code Description
A Excellent quality installation. Refined fuel
available. Annual maintenance overhaul
available. Shipyard capable of construct-
ing starships and non-starships present.
Naval base and/or Scout base may he
present.
B Good quality installation. Refined fuel avail-
able. Annual maintenance overhaul
available. Shipyard capable of construct-
ing non-starships present. Naval base
and/or Scout base may be present.
C Routine quality installation. Only unrefined
fuel available. Reasonable repair facilities
present. Scout base may be present.
D Poor quality installation. Only unrefined fuel
available. No repair or shipyard facilities
present. Scout base may be present.
E Frontier installation. Essentially a marked spot
of bedrock with no fuel, facilities or bases
present.
X No starport. No provision is made for any
ship landings.
Size
Code General Description Min. Diameter Max. Diameter
0 Asteroid/Planetoid Belt Multiple bodies Under 200 km
1 Small 800 km 2,399 km
2 Small (Luna: 3,200 km) 2,400 km 3,999 km
3 Small (Mercury: 4,800 km) 4,000 km 5,599 km
4 Small (Mars: 6,400 km) 5,600 km 7,199 km
5 Medium 7,200 km 8,799 km
6 Medium 8,800 km 10,399 km
7 Medium 10,400 km 11,999 km
8 Large (Terra: 12,800 km) 12,000 km 13,599 km
9 Large 13,600 km 15,199 km
A Large 15,600 km 16,799 km
Atmosphere
Code General Description
0 vacuum
1 vacuum (trace atmosphere)
2 vacuum (very thin tainted atmosphere)
3 vacuum (very thin atmosphere)
4 thin (tainted atmosphere)
5 thin
6 standard
7 standard (tainted atmosphere)
8 dense
9 dense (tainted atmosphere)
A exotic
B exotic (corrosive atmosphere)
C exotic (insidious atmosphere)
D exotic
E exotic
F exotic
Hydrographics
Min % Max %
Code General Desc Water Water
0 desert world 00 4
1 dry world 05 14
2 dry world 15 24
3 wet world 25 34
4 wet world 35 44
5 wet world 45 54
6 wet world 55 64
7 wet world 65 74
8 wet world 75 84
9 wet world 85 94
A water world 95 100
Population
Code General Desc Population
0 low less than ten
1 low tens
2 low hundreds
3 low thousands
4 mod ten thousands
5 mod hundred thousands
6 mod millions
7 mod ten millions
8 mod hundred millions
9 high billions
A high ten billions
Government
Code General Description
0 No Government Structure: In many cases, but
not all, family bonds predominate
1 Company/Corporation: Government by a
company or corporation managerial elite;
citizens are company employees.
2 Participating Democracy: Government by advice
and consent of the citizens.
3 Self-Perpetuating Oligarchy: Government by a
restricted minority, with little or no input
from masses.
4 Representative Democracy: Government by
elected representatives.
5 Feudal Technocracy: Government by specific
individuals for those who agreed to be
ruled. Relationships are based on the perfor-
mance of technical activities which are
mutually beneficial.
6 Captive Government/Colony: Goven-iment by a
leadership answerable to an outside group;
a colony or conquered area.
7 Balkanization: No central ruling authority exists;
rival governments compete for control.
8 Civil Service Bureaucracy: Government by
agencies employing individuals selected for
their expertise.
9 Impersonal Bureaucracy: Government by
agencies which are insulated from the
governed.
A Charismatic Dictator: Government by a single
leader enjoying the confidence of the
citizens.
B Non-Charismatic Leader: A previous charismatic
dictator has been replaced by a leader
through normal channels.
C Charismatic Oligarchy: Government by a select
group, organization, or class enjoying
overwhelming confidence of the citizenry.
D Religious Dictatorship: Government by a reli-
gious minority which has little regard for the
needs of the citizenry.
E Religious Autocracy: Government by a single
religious leader having absolute power over
the citizenry.
F Totalitarian Oligarchy: Government by an all-
powerful minority which maintains absolute
control through widespread coercion and
oppression.
Law Level
Code General Description
0 No Law (No prohibitions)
1 Low Law (body pistols and explosives restricted)
2 Low Law (man portable energy and laser weapons restricted)
3 Low Law (machine guns and automatic weapons restricted)
4 Moderate Law (light assault weapons restricted)
5 Moderate Law (personal concealable weapons restricted)
6 Moderate Law (all firearms except shotguns restricted)
7 Moderate Law (shotguns restricted)
8 High Law (blade weapons controlled, no open display)
9 High Law (weapon possession outside home restricted)
A Extreme Law (weapon possession restricted)
B Extreme Law (rigid control of civilian movement)
C Extreme Law (unrestricted invasion of privacy)
D Extreme Law (paramilitary law enforcement)
Tech Level
Code General Description
0 pre-industrial (primitive)
1 pre-industrial (bronze or iron age)
2 pre-industrial (printing press)
3 pre-industrial (basic science)
4 industrial (internal combustion)
5 industrial (mass production)
6 pre-stellar (nuclear power)
7 pre-stellar (miniature electronics)
8 pre-stellar (super conductors)
9 early stellar (fusion power)
A early stellar (jump drive)
B average stellar (large starships)
C average stellar (sophisticated robots)
D average stellar (holographic data storage)
E high stellar (anti-grav cities)
F high stellar (anagathics)
G high stellar (global teleforming)
H extreme stellar
Example
The planet Efate, with a UWP of A646930-D, has an excellent starport (A).
It is a medium size (6) planet with a thin-tainted atmosphere (4) and it is
a wet world -- with 60% water (6). The population of Efate is in the
billions (9), governed by an Oliarchy (3). There is no law (0) and the
tech level is average stellar (D).
There are 117 planets that you can visit in MegaTraveller 2. Obviously,
not all of these worlds are critical to the main scenario or sub-plots, but
they are all fully explorable. Following is a list of the planets, their
corresponding UWP's and the cities (if any) on each world.
Cities in Regina Subsector
Planet Name UWP Cities
Efate A646930-D Efate Startown
Anlisha
Makish
Kheker
Arden
Irir
Gasharr
Regina A788899-A Regina Startown
Khale
Gigish
Imarsh
Marburg
Alell B46789C-A Alell Startown
Dali
Ekun Town
Imuku
Agadip
Yres BAC6773-7 Yres Startown
Magisburg
Ninlish
Menorb C652998-7 Menorb Startown
Khalir
Monet
Indias
Karmad Town
Uakye B439598-D None
Whanga E676126-7 Whanga Startown
Townshend
Knorbes E888787-2 Knorbes Startown
Dirka
Sanura
Cronin
Vangogh
Forboldn E893614-4 Forboldn Startown
Ruie C776977-7 Ruie Startown
Siirgi City
Sula
Khagin
Irshi
Kisi
jenghe C799663-9 Jenghe Startown
Pixie A100103-D Pixie Star-town
Boughene A8B3531-D None
Hefry C200423-7 None
Feri B384879-B Feri Startown
Falstaff
Muzila
Khur City
Imim
Roup C77A9A9-6 Roup Startown
Renoir
Lurka
Rudun
Ishakema
Lameburg
Shikii City
Pscias X355423-1 No City or Starport
Yori C360757-D Yori Startown
Davinci
Dentus C979500-A Dcntus Stailown
Kinorb A663659-5 Kinorb Startown
Gangburg
Beck's World D88349D-4 None
Enope C411988-6 Enope Startown
Hazi
Pike
Shaniira
Rembrandt City
Shudad
Sabarbin
Magik Town
Wochiers EAC28CC Wochiers Startown
Rouseau
Ginush
Gagamburg
Kumaland
Yorbund C7C6503-7 None
Shionthy X000742-8 Shionthy Startown
Erum Gah
Surlnk
Algine X766977-4 Algine Startown
Gugashe
Jagger
Vandyk City
Nukuri
Yurst E7B4643-5 Yurst Startown
Heya B687745-5 Heya Startown
Nagi
Lira Town
Mukuran
Missuey
Keng E2718CA-3 Keng Startown
Kapash
Sumiburg
Kesher
Adur
Pas Town
Egugur
Moughas CA5A588-B Moughas Startown
Rethe E230AAS-8 Rethe Startown
Khidabra
Klu City
Ursaka
Gashi
Kanala
Eudukate
Mead
Usheme
Inthe B575776-9 Inthe Startown
Udur
iracke
Kuurim
Cities in Lanth Subsector
Planet Name UWP Cities
Lanth A879 533-B None
Extolay B45589A-A Extolay Startown
Sha City
Yeatsburg
Didisha
Khugu
Dincm D100535-A None
Ghandi B211455-A Ghandi Startown
Ambigaze
Victoria X697770-4 Victoria Startown
Sarik Gi
Dinomn 3674632-3 Dinomn Startown
Ylaven X587552-4 None
Sonthert X6266AB-3 Sonthert Startown
Ar
D'Ganzio B121410-D None
Wvpoc E9C4547-C Wypoc Startown
Djinni E459000-0 None
Rech D9957AA-6 Rech Startown
Aaski
Blakes Town
Kkirka CAA5345-8 None
Quopist B151679-A Quopist Startown
Kuru Iga
Aru Dehu
Treece D232866-8 Treece Startown
Witmansburg
Dishak
Kihulam
Echiste C53A313-A None
Pirema D691142-5 Pirema Startown
Rhise C100576-A None
Ivendo B324659-A Ivendo Startown
Kadala Id
Keanou C790348-7 None
Vreibefger E481542-2 None
La'Belle C564112-3 La'Belle Startown
Equus B55A858-B Equus Startown
Gummifish
Ulir City
Kerouac
Kagasisli
Icetina B5245A9-7 Icetina Startown
Cogri CA6A643-9 Cogri Startown
Skull C2237C7-9 Skull Startown
Ukar
Rashge
Shaar Town
Cities in Aramis Subsector
Planet Name UWP Cities
Aramis A6BO556-B None
Paya A655241-9 None
Dhian C9A769D-4 Dhian Startown
Hushkim Town
Corfu X895674-8 Corfu Startown
Focaline EA88544-A None
Lablon B646589-A None
Heguz E66A224-C None
Violante C669452-A None
Pavanne E210000-0 None
Carsten C427402-B None
Zila E25672C-7 Zila Startown
Suugadus
Dirniga
Irkigaki
Jesedipere C775300-7 jesedipere Startown
Yebab C9A489A-7 Yebab Startown
Shalam Kular
Aga Ra
Kekushima
Gidii
Kirpa
Nasemin B98A422-B None
Zykoca X994542-6 None
Aramanx B657974-6 Aramanx Startown
Ginsberg
Kirshush
Uurii Town
Bachburg
Udula
Rilagum
Pysadi C4766D7-4 Pysadi Startown
L'oeul d'Dieu B98A510-B None
Rugbird BAC5634-A Rugbird Startown
Towers B444448-A Towers Startown
Feneteman C222200-C None
Lewis X427402-D Lewis Startown
junidy B434ABD-9 Junidy Startown
Miidrigi City
Hikuup
Aspina Imas
Gamshalu
Unsar City
Gagisha
Ragid Town
Patinir COC0632-9 Patinir Startown
Natoko B582211-8 Natoko Startown
Reacher C9A8542-8 None
Cities in Rhylanor Subsector
Planet Name UWP Cities
Rhylanor A434934-F Rhylanor Startown
Leba
Liduka
Hegra
Panish
Kikhimaa City
Kinorb C449433-9 Kinorb Startown
Gileden C483103-5 Gileden Startown
Pannet E9C5677-7 Pannet Startown
Garrincski B632520-7 Garrincski Startown
Macene B000453-E Macene Startown
Fulacin A674210-D None
Natoko C8879AB-9 Natoko Startown
Lakan City
Risek A325579-A Risek Startown
Porozlo A867A74-A Porozlo Startown
Geeka
Seka
Manier
Bargugu
Shununu
Irmudad
Loneseda C86A215-7 Loneseda Startown
Valhalla E365432-5 Valhalla Startown
Zivije C6BI99C-B Zivije Startown
Pusuurk City
Karirbush
Kashar
Mikuunki
Kafka Town
Kiiki
jae Tellona A560565-8 None
Gerome X573000-0 None (no Starport)
Henoz A245543-B None
Celepina B434456-8 None
Gitosy B000676-9 Gitosy Startown
Belizo B895646-5 Belizo Startown
Kegena E869569-3 Kegena Startown
Heroni E7AO614-3 Heroni Startown
Lunapi Ina
457-973 X372215-4 457-973 Startown
Somem C301340-B None
Vinorian B879610-9 Vinorian Startown
Ruliranki City
Nuitema B846310-8 Nutema Startown
Huderu X575000-0 None (no starport)
Cipatwe B35879A-6 Cipatwe Startown
Kamarne Town
Vanejen C686854-5 Vanejen Stai-tcwn
Ganemir City
Gumlin
Ligalik Town
Margesi A576257-C Margesi Startown
Bevey D4209CC-A Bevey Startown
Usharn
Marii
Khagii
Ledashi
Tacaxeb C230411-B None
Powaza C787566-5 Lowaza Stanown
Armor and Protective Suits
There are many individual worlds within the universe. Each of these
planets, has unique societies and environments. Often it will be necessary
to protect your body with armor or protective environment suits designed to
allow survival in severe atmospheric conditions. There is a large variety
of armor and protective suits available. The availability of this
equipment is largely determined by the tech level of the world. On high
tech level worlds, all types of equipment can be found. However, on low
tech level worlds, the only armor and protective suits are very basic.
Obsolete armor can usually be purchased for a bargain price on high tech
level worlds. Likewise, advanced equipment can be sold for a profit on
worlds with a low tech level. However, buying and selling is largely a
part of your own communication and negotiating skills.
Jack Armor
Effective against blade weapons (i.e. both:sword and dagger), jack is a
leather covering worn over the torso, arms, and legs. Although jack is
ineffective against firearms and energy weapons, it is useful on high law
level worlds that only permit blade weapons. It is light, inexpensive, and
easy to purchase on nearly any world.
Armor Value: 1
Weight (Kg): I
Cost (Imperial Credits): 50
Tech Level: I
Mesh Armor
A slightly upgraded version of jack armor, mesh can be a natural or
synthetic suit that is reinforced with a metal mesh. It is more costly but
heavier and more durable than jack armor. Mesh is most effective against
blade weapons. But, like jack armor, mesh offers little protection against
firearms and energy weapons.
Armor Value: 2
Weight (Kg): 2
Cost (Imperial Credits): 150
Tech Level: 7
Flak jacket
A flak jacket is an inexpensive form of ballistic cloth, fashioned into a
protective covering to protect the torso. A flak jacket offers limited
protection against firearms. However, it will not protect you against
personal energy weapons.
Armor Value: 3
Weight (Kg): 1
Cost (Imperial Credits): 100
Tech Level: 7
Cloth Armor
An upgraded version of the flak jacket, cloth is a protective suit made
from a heavier stock of ballistic cloth. This armor absorbs the impact of
a projectile and distributes the blow over the entire area of the suit. It
is highly favored because of its low cost, light weight, and protection
against firearms.
Armor Value: 5
Weight (Kg): 2
Cost (Imperial Credits): 250
Tech Level: 6
Ablat Armor
An inexpensive material designed to ablat (vaporize) when struck by laser
fire. When the material vaporizes, the energy of the laser fire is carried
away, offering protection to the wearer. Ablat will eventually lose its
effectiveness against laser attacks because the armor wears away each time
it is hit.
Armor Value: 1 (6 vs. lasers)
Weight (Kg): 2
Cost (Imperial Credits): 75
Tech Level: 9
Reflec Armor
Reflec armor is extremely effective against laser weapons, but virtually
useless against most other types of attacks. This armor is constructed of
a reflective material on a plastic base. It is worn underneath your
clothing. This armor is rare, difficult to purchase and very expensive.
Armor Value: 1 (10 vs. lasers)
Weight (Kg): 1
Cost (Imperial Credits): 1,500
Tech Level: 10
TL 8 Vacc Suit
This suit is not manufactured explicitly for combat situations. Instead,
it is meant to protect you from extreme temperatures, pressure variations,
and atmospheric conditions. The vacc suit is a basic survival tool on
worlds classified as desolate vacuums. The TI 8 vacc suit is more unwieldy
and uncomfortable than more advanced suits. However, this suit serves the
same purpose at a lower price.
Armor Value: 5
Weight (Kg): 10
Cost (Imperial Credits): 6,000
Tech Level: 8
TL 9 Hostile Environment Vacc Suit (HEVC)
The TL 9 HEVC is a more advanced version of the TL 8 vacc suit. It is less
cumbersome and provides suitable armor protection in combat situations.
However, the main purpose of the suit is to offer protection against the
harsh and dangerous environment of a vacuum.
Armor Value: 7
Weight (Kg): 8
Cost (Imperial Credits): 8,000
Tech Level: 9
TL 12 Hostile Environment Vacc Suit
Similar to the TL 8 and the TL 9 HE vacc suits, the TL 12 offers protection
in vacuum environments, as well as armored protection against enemies, The
main advantage of the TL 12 over other vacc stiils is iis flexibility and
mobility. Overall, it is the best suit and armor combination next to
military combat armor and battle dress.
Armor Value: 8
Weight (Kg): 2
Cost (Imperial Credits): 10,000
Tech Level: 12
TL 12 Combat Armor
Combat armor is restricted to Imperial combat troops and is not sold on the
open market. But, due to a thriving black market for military supplies,
the armor can be purchased on high tech level worlds. The armor, which
also serves as a vacc suit, utilizes advanced metallurgy and synthetic
research.
Armor Value: 10
Weight (Kg): 10
Cost (Imperial Credits): 30,000
Tech Level: 12
TL 13 Battle Dress
An advanced and powerful version of combat armor, battle dress is the
ultimate form of personal protection. Though battle dress is restricted to
military use, it can be purchased on the black market of high tech level
worlds. Detailed information on battle dress is not available because it
is considered highly classified in imperial military circles.
Armor Value: 10 est.
Weight (Kg): 26 est.
Cost (Imperial Credits): 200,000 est.
Tech Level: 13
Combat Weapons
This weapons guide feacures a description of the weapon along with some
important statistical information.
Rounds/Clip
This represents the number of rounds (bullets) that can be loaded into the
weapon. In some instances, ammunition is contained in a clip, which is
loaded into the weapon. For energy weapons, this is the approximate number
of shots an experienced person can Fire before the power pack needs to be
recharged.
Penetration Factor
The higher the penetration factor, the more effective the weapon will be
when fired against armored protection. You should compare the penetration
factor of the weapon against the armor factor of an opponent to determine
how effective your attack will be. if the penetration factor is greater,
your assault will cause damage. The greater the difference of the two
factors, the more effective the weapon will be.
Damage
The base amount of damage caused by the weapon. Damage is also effected by
the protective armor an opponent is wearing and the various skills of the
weapon's user.
Weight
The weight of the weapon in kilograms (kg).
Cost
All monetary transactions are carried out in Imperial credits. The credit
amount represents the base cost of the weapon. This cost can increase or
decrease based on the personal bartering skills of the buyer or seller, and
the tech level of a particular planet.
Tech Level
The technology level needed to create the weapon.
Law Level
The law level of a world indicates the level at which the weapon is
prohibited, Some worlds with stringent law levels will confiscate certain
weapons outside of starports. It is not uncommon for weapons to be
smuggled past starport checkpoints. Punishment for weapons smuggling is
severe, and can result in death.
Personal Slug Throwers
Slug thrower is a term used to describe a firearm, or weapon, that fires a
projectile within your line of sight (LOS). These weapons range from a
simple revolver of shotgun to the Gauss Pistol, the most advanced slug
thrower in the imperium. All of the slug throwers are either single shot
weapons that fire one round for each pull of the trigger, or fully
automatic firearms that fire bursts of several rounds when the trigger is
pulled. Ammunition for slug throwers is always purchased by the clip
(magazine) or an amount necessary to fully load the weapon. Ammunition is
never sold by the individual shell.
Magnum Revolver (9 mm)
The 9 mm magnum revolver fires a large shell and has a high penetration
factor. One round is fired with each pull of the trigger. The pistol
holds six rounds wnch are always purchased in a group and not separately.
The magnum revolver can be found on many lower tech level worlds.
Rounds: 6
Penetration Factor: 3
Damage: 3
Weight (Kg): 1
Cost (credits): 300
Tech Level: 5
Law Level: 5
Body Pistol
The body pistol is often smuggled into high tech level worlds. The pistol
is small and easy to conceal. Designed to evade detection devices at
starports, it is constructed of non-metallic material. The magazine holds
six rounds and is loaded into the pistol's handle.
Rounds: 6
Penetration Factor: 1
Damage: 3
Weight (Kg): 0.25
Cost (credits): 500
Tech Level: 8
Law Level: 1
Auto Pistol (9mm)
The auto pistol is the most conunonly used automatic weapon. It fires
bullets at 400 to 500 meters per second. The weapon is fitted with a
magazine that can hold up to 15 rounds of ammunition. A favorite among
ex-military travellers, the auto pistol is small, inexpensive and quite
effective against opponents not protected by armor.
Rounds: 15
Penetration Factor: 2
Damage: 3
Weight (Kg): I
Cost (credits): 200
Tech Level: 5
Law Level: 5
Gauss Pistol (4 mm)
The Gauss pistol fires a needle shaped projectile that spins through an
electromagnetic field. The Gauss pistol is silent and deadly. There is
little kickback when firing the weapon. Gauss weapons are rare, and can
only be purchased on high tech level worlds.
Rounds: 15
Penetration Factor: 4
Damage: 4
Weight (Kg): 0.8
Cost (credits): 600
Tech Level: 13
Law Level: 5
Auto Rifle (7 mm)
Because of its automatic firing capability, the 7 mm auto rifle is
restricted by most worlds in the Spinward Marches. During combat, the
weapon must be reloaded frequently because the ammunition clip holds only
20 rounds.
Rounds: 20
Penetration Factor: 3
Damage: 3
Weight (Kg): 4.6
Cost (credits): 400
Tech Level: 6
Use Level: 3
Gauss Rifle (4 mm)
The 4 nun Gauss rifle is considered the state-of-the-art direct fire slug
thrower. Using the same technology as the Gauss pistol, it fires a needle
shaped projectile through an electromagnetic field at a velocity of up to
1500 meters per second. The weapon is a good value, considering its fully
automatic firing capabilities and high penetration factor. It is a very
effective rifle against armored opponents. The Gauss rifle is a very rare
weapon, and can only be purchased on high tech worlds.
Rounds: 40
Penetration Factor: 7
Damage: 3
Weight (Kg): 3.9
Cost (credits): 1500
Tech Level: 12
Law Level: 3
Shotgun (18 mm)
The shotgun is a powerful weapon, not built for accuracy, but for shock
effect at short range. The shotgun fires shells containing a large number
of tiny pellets which travel at 350 meters per second. A 10-round clip is
loaded under, and parallel to, the gun's barrel. While the shotgun is very
powerful, it has a low penetration factor. it is nearly useless against
most forms of armor.
Rounds: 10
Penetration Factor: 1
Damage: 4
Weight (Kg): 5.5
Cost (credits): 500
Tech Level: 4
Law Level: 7
Sub-machine Gun (9 mm)
The sub-machine gun is a small, lightweight automatic weapon. A 30-round
magazine is loaded in the underside of the weapon. It is much easier to
smuggle this weapon through starport checkpoints as opposed to some of the
larger automatic rifles. The sub-machine gun is a favorite among
ex-military adventurers and rebels on lower tech worlds that can not afford
advanced or expensive armament.
Rounds: 30
Penetration Factor: 3
Damage: 3
Weight (Kg): 3
Cost (credits): 500
Tech Level: 5
Law Level: 3
Assault Rifle (5 mm)
This weapon is similar to but lighter and less expensive than the auto
rifle. It fires a projectile at velocities of up to 900 meters per second.
A 30-round clip is loaded into the underside of this fully automatic rifle.
Ammunition is inexpensive and is purchased by the clip. The assault weapon
is not permitted on most worlds with a law level of three. It is difficult
to smuggle the weapon past starport checkpoints.
Rounds: 30
Penetration Factor: 3
Damage: 3
Weight (Kg): 4.6
Cost (credits): 400
Tech Level: 7
Law Level: 4
Accelerator Rifle (6 mm)
Designed specifically for Zero-G combat, the accelerator rifle fires a
small bullet at an initial muzzle velocity of 100 to 150 meters per second,
and upon leaving the barrel is accelerated by a secondary propelling charge
to velocities of 700 to 800 meters per second. A 15-round magazine is
inserted in the bottom of the weapon in front of the trigger guard.
Rounds: 15
Penetration Factor: 3
Damage: 3
Weight (Kg): 3
Cost (credits): 900
Tech Level: 9
Law Level: 4
Advanced Combat Rifle (7 mm)
More sophisticated than the assault rifle, the advanced combat rifle fires
an explosive bullet at a velocity of 900 meters per second. The weapon is
fully automatic, and ammunition is purchased in 20-round clips. It can be
bought only on high tech worlds with a low law level.
Rounds: 20
Penetration Factor: 3
Damage: 3
Weight (Kg): 3.4
Cost (credits): 800
Tech.Level: 10
Law Level: 3
Light Assault Gun (LAG)
This heavy rifle requires a sling to assist in its firing. It blasts a 20
mm shell at velocities of 400 to 500 meters per second. Although the
weapon is cumbersome, it has a high penetration factor and is effective
against armored opponents.
Rounds: 5
Penetration Factor: 8
Damage: 4
Weight (Kg): 4.5
Cost (credits): 6oo
Tech. Level: 8
Law Level: 4
Personal Energy Weapons
Personal energy weapons are activated by power packs that are worn on the
body. These power packs energize a weapon and allow it to fire a set
number of rounds. Personal energy weapons are found only on high tech
worlds, and are restricted by most law levels. Some of the more powerful
energy weapons are used for military purposes. Energy weapons have
excellent penetrating power and are very effective against armored foes.
Recharging can be done in your ship or for a small fee at a hypermarket.
Laser Carbine (TL 13)
The laser carbine, powered by a backpack, fires high-powered energy bolts.
As in all energy weapons, the power pack is connected to the weapon by a
strong cable, The laser carbine fires a 9 mm concentrated energy beam that
is aimed with an optic sight.
Rounds: 100
Penetration Factor: 12
Damage: 3
Weight (Kg): 5.9
Cost (credits): 4,000
Tech Level: 13
Law Level: 2
Laser Pistol (TL 13)
The laser pistol functions in the same way as the laser carbine, but it is
lighter and does not penetrate as well as other laser weapons.
Rounds: 100
Penetration Factor: 6
Damage: 3
Weight (Kg): 3.2
Cost (credits): 3,000
Tech Level: 13
Law Level: 2
Laser Rifle (TL 13)
The laser rifle is the standard high-energy weapon. It is heavier and more
powerful than the laser carbine. The fire fires a concentrated beam of
energy that strikes a target with an intense burst of light and heat.
Rounds: 100
Penetration Factor: 20
Damage: 3
Weight (Kg): 10.8
Cost (credits): 8,000
Tech Level: 13
Law Level: 2
High-Energy Weapons
High-energy weapons fire beams of superheated plasma. They cause extensive
damage because of their intense heat and kinetic energy. All high-energy
weapons require a power source,
PGMP (Plasma Gun Man Portable TL 13)
The PGMP is eneraized by a portable power pack that connects to the weapon
via a flexible power link. The power pack utilizes a laser ignition system
to heat hydrogen fuel into a plasma state. The plasma is then fired
through a magnetic field. One powerful plasma bolt is fired for each pull
of the trigger. It is one of the most powerful weapons a person can use;
very few forms of armored protection can withstand a blast from it. It can
be found only on high tech level worlds with exceptionally low law levels.
Battle Dress must be worn to use this weapon. Periodic maintenance and
refueling is required.
Rounds: Unlimited
Penetration Factor: 25
Damage: 13
Weight (Kg): 16
Cost (credits): 65,000
Tech Level: 13
Law Level: 2
FGMP (Fusion Gun Man Portable TL 14)
The FGMP is the most powerful weapon that a traveller can carry. it is
more powerful than a plasma gun, and it may be used only by individuals
wearing battle dress. The FGMP is a devastating weapon that causes
extensive damage. Like the PGMP, the FGMP requires periodic maintenance
and refueling.
Rounds: Unlimited
Penetration Factor: 34
Damage: 16
Weight (Kg): 19
Cost (credits): 100,000
Tech Level: 14
Law Level: 2
Grenade Launchers
This classification includes any weapon which fires a grenade that explodes
upon impact.
4 cm RAM Auto GL-11
The 4 cm RAM Auto GL-11 is a dangerous and highly restricted weapon. They
are only found on worlds that have no laws. This is a very effective
weapon because it can damage a group of enemies as opposed to a single
target. Also, this grenade launcher can fire grenades over obstacles such
as walls, trees, or rocks.
Rounds: 3
Penetration Factor: 36
Damage: 8
Weight (Kg): 3
Cost (credits): 800
Tech Level: 11
Law Level: 1
Melee Weapons (Hand to Hand)
Even though we are in the advanced age of high-energy laser and plasma
weapons, the very basic weapons, used for thousands of years, still play a
part in today's combat. Some worlds have restrictions imposed by their
governments that forbid any weapons except for knives and swords.
Hand-to-hand weapons can not be thrown at an opponent. They can be used
only for close range fighting. All melee weapons are constructed of
sturdy, high-grade steel.
Dagger
A small, double edged weapon that can vary in style, workmanship and
length. Most daggers are approximately 200 mm in length.
Penetration Factor: 2
Damage: 2
Weight (Kg): 0.2
Cost (credits): 10
Tech Level: 1
Law Level: 9
Sword
The sword is the most common hand held combat weapon. On several low tech
worlds, the sword is commonly used as the main armament of militant forces.
Through the centuries, the sword has been a symbolic, decorative weapon
worn by many nobles and upper class citizens. Swords are forged in a
variety of styles and sizes, with single or double edged blade
conscruction.
Penetration Factor: 4
Damage: 2
Weight (Kg): I
Cost (credits): 150
Tech Level: 1
Law Level: 9
Starships
There are eight classes of starships in the game. For the most part, your
party will only be able to acquire, or purchase, a Scout/Courier or a
Trader. The rest of these ships will be encountered as you joumey through
the spaceways.
Scout/Courier
One of the most common starships in the Imperium is the Scout/Courier.
This sleek, simple, lightly armed and highly maneuverable ship is used for
exploration and survey duties. It has fuel scoops and a purification
plant.
Tech Level: 15
Cost (credits): 28,938,000-(new)
Hull Size: 100
Jump: 2
Acceleration: 2 G
Number of Hardpoints: 1
Fuel Tankage: 40 tons
Cargo Capacity: 3 tons
Far Trader
The Far Trader is the basic ship involved in trade. A Far Trader's primary
purpose is to deliver cargo in and between systems. To defend against
suspected pirate raids, all trading ships are built with one or several
hardpoints for the installation of weapon systems.
Tech Level: 15
Cost (credits): 41,070,000 (new)
Hull Size: 200
Jump: 2
Acceleration: 1 G
Number of Hardpoints: 2
Fuel Tankage: 50 tons
Cargo Capacity: 61 tons
System Defense Boat
The System Defense Boat is a non-jump military vessel stationed in
important systems and charged with their defense; it is used for customs
inspections, piracy suppression and nominal safety patrols.
Tech Level: 15
Cost (credits): 311,110,000 (new)
Hull Size: 400
Jump: 0
Acceleration: 6 G
Number of Hardpoints: 4
Fuel Tankage: 160 tons
Cargo Capacity: 2 tons
Cargo Liner
Using a 3000 ton hull, the Cargo Liner is a main-route cargo vessel
employed in freight transportation activities throughout the Imperium. The
Cargo Liner can carry 1259 tons of cargo; it requires a crew of 15 and can
carry up to 10 passengers.
Tech Level: 15
Cost (credits): 809,010,000 (new)
Hull Size: 3000
Jump: 4
Acceleration: 1 G
Number of Hardpoints: 10
Fuel Tankage: 1240tons
Cargo Capacity: 1259 tons
Passenger Liner
Using a 1000 ton hull, the Passenger Liner is a main-route passenger
transport serving much of the Imperium. Built sturdily and intended to
last in service for decades, the Passenger Liner has 50 staterooms and six
emergency low passage berths. The ship normally carries 24 high passage
and 12 middle passage passengers.
Tech Level: 15
Cost (credits): 526,400,000 (new)
Hull Size: 1000
Jump: 4
Acceleration: 1 G
Number of Hardpoints: 5
Fuel Tankage: 440 tons
Cargo Capacity: 130tons
Close Escort
Close Escorts patrol the spaceways, protecting ships from pirates. Whether
they are patrols in the hope flying in routine of catching pirates or in
convoys with other ships, the Close Escort is an ideal small craft for the
protection of merchant traffic.
Tech Level: 14
Cost (credits): 301,370,000 (new)
Hull Size: 400
Jump: 4
Acceleration: 4 G
Number of Hardpoints: 4
Fuel Tankage: 81 tons
Cargo Capacity: 6 tons
Pinnace
Plying the lanes between planets are the small craft which run errands,
make small deliveries, and generally do much of the dirty work that the
larger craft can't or won't do. The Pinnace can carry eight passengers and
has a cargo hold for 10 tons.
Tech Level: 15
Cost (credits): 21,150,000 (new)
Hull Size: 40
Jump: 0
Acceleration: 5 G
Number of Hardpoints: 1
Fuel Tankage: 9 tons
Cargo Capacity: 10 tons
Ship's Boat
The Ship's Boat is a small vessel ordinarily carried aboard a larger ship
to perform odd jobs and minor operations. A Ship's Boat is incapable of
interstellar flight; it masses 30 tons and is constructed at tech level 9.
Tech Level: 15
Cost (credits): 20,120,000 (new)
Hull Size: 30
Jump: 0
Acceleration: 6 G
Number of Hardpoints: 1
FuelTankage: 9 tons
Cargo Capacity: 6 tons
Starship Weapons
If one of your characters acquired a ship during the character generation
process, or if you have purchased a ship in the game, you have the ability
to arm the ship with high-tech weapons. Weaponry is allocated to turrets.
Each turret uses one hardpoint. When equipping turrets, the price is paid
for the weapon (three weapons can be placed in one turret). Turrets come
with the weapons and are not purchased separately.
In Mega Traveller 2, you can upgrade your turrets and buy sophisticated
lasers that fire concentrated beams of energy at enemy targets, causing
damage by intense light and heat.
There are two types of turrets that can be purchased for your ship. Each
turret can have 1, 2 or 3 weapons (beam laser or pulse laser, but not
both). The turrets that can be purchased are:
Beam Laser Turret TL Power Cost
-----------------------------------------------------
BLaser (one weapon) 13 250 1,000,000
BLaser (two weapons) 13 500 2,000,000
BLaser (three weapons) 13 750 3,000,000
Pulse Laser Turret TL Power Cost
------------------------------------------------------
PLaser (one weapon) 13 250 500,000
PLaser (two weapons) 13 500 1,000,000
PLaser (three weapons) 13 750 1,500,000
Beam lasers, which fire one concentrated beam of energy, are more effective
and more expensive. Pulse lasers, which fire at targets in bursts, are
still very powerful but less costly than beam lasers.
Vehicles
You can rent two types of vehicles - the Tracked ATV and the Grav Vehicle.
Either can be obtained at vehicle rental locations. Entering and exiting
vehicles can be accomplished from the Globe icon on the interface screen.
Tracked ATV
An ATV is a standard vehicle designed to traverse most terrain that would
normally prohibit movement on foot. Although quite reliable in most
situations, the ATV does have its limitations. It is not capable of
travelling over mountains, crevices and craters, and it cannot float on
water. The heavy ATV, powered by a standard internal combustion engine, is
capable of high speeds. Although some military versions exist, the ATV is
mainly used for exploration and travel purposes. Although it is not as
capable as a Grav Vehicle, it is easier to operate and less expensive to
rent.
Grav Vehicle
The Grav Vehicle is the most capable planetary vehicle. It is used only by
the most formidable terrain, such as elevated mountaintops. The Grav
Vehicle is extremely heavy because of its protective armor plating. It is
capable of high speeds and can carry up to 10 persons. The demand for
these vehicles is high, and rental prices are steep.