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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


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.


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

                        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


                        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

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

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

                      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

                          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

                           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

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

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

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

                           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

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

                             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

                              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

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

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,

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

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

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

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.


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  (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  (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  (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 (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

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

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

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

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+.

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

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+.

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.

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+.

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+.

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+

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+.

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+.

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+.

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.+.

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+.

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

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+.

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+.

Same as Human barbarian.

Same as Human belter.

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.

Same as Human doctor.

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.

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+.

Same as Human hunter.

Law Enforcer
Same as Human law enforcer.

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+.

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.

Same as Human merchant.

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.

Same as Human navy.

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

Same as Human rogue.

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:)
                            Sensor Ops
                            Vacc Suit

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

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
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

                         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

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

                             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

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

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.

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

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

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

                               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

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

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

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:

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  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

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.

Where  you  can  gamble  in  games  of  chance  including  slots, craps and

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

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.

Where you can heal injured characters.

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.

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.

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.

A place where important people might be staying.

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:

Responsible for taking off, landing and flying the ship.

Responsible for plotting courses and destinations and handling jumps.

Responsible For monitoring and repairing damage to the vehicle.

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

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

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.


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

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

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:

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.

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.


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

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

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

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

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

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

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:

        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.


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

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

X     No starport.  No provision  is  made  for  any
          ship landings.


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


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


                        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


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


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
A   Charismatic Dictator: Government by a single
         leader enjoying the confidence of the
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

                                 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


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

Regina          A788899-A       Regina Startown

Alell           B46789C-A       Alell Startown
                                Ekun Town

Yres            BAC6773-7       Yres Startown

Menorb          C652998-7       Menorb Startown
                                Karmad Town

Uakye           B439598-D       None

Whanga          E676126-7       Whanga Startown

Knorbes         E888787-2       Knorbes Startown

Forboldn        E893614-4       Forboldn Startown

Ruie            C776977-7       Ruie Startown
                                Siirgi City

jenghe          C799663-9       Jenghe Startown

Pixie           A100103-D       Pixie Star-town

Boughene        A8B3531-D       None

Hefry           C200423-7       None

Feri            B384879-B       Feri Startown
                                Khur City

Roup            C77A9A9-6       Roup Startown
                                Shikii City

Pscias          X355423-1       No City or Starport

Yori            C360757-D       Yori Startown

Dentus          C979500-A       Dcntus Stailown

Kinorb          A663659-5       Kinorb Startown

Beck's World    D88349D-4       None

Enope           C411988-6       Enope Startown
                                Rembrandt City
                                Magik Town

Wochiers        EAC28CC         Wochiers Startown

Yorbund         C7C6503-7       None

Shionthy        X000742-8       Shionthy Startown
                                Erum Gah

Algine          X766977-4       Algine Startown
                                Vandyk City

Yurst           E7B4643-5       Yurst Startown

Heya            B687745-5       Heya Startown
                                Lira  Town

Keng            E2718CA-3       Keng Startown
                                Pas Town

Moughas         CA5A588-B       Moughas Startown

Rethe           E230AAS-8       Rethe Startown
                                Klu City

Inthe           B575776-9       Inthe Startown

                         Cities in Lanth Subsector

Planet Name     UWP             Cities
Lanth           A879  533-B     None

Extolay         B45589A-A       Extolay    Startown
                                Sha City

Dincm           D100535-A       None

Ghandi          B211455-A       Ghandi     Startown

Victoria        X697770-4       Victoria   Startown
                                Sarik Gi

Dinomn          3674632-3       Dinomn     Startown

Ylaven          X587552-4       None

Sonthert        X6266AB-3       Sonthert   Startown

D'Ganzio        B121410-D       None

Wvpoc           E9C4547-C       Wypoc Startown

Djinni          E459000-0       None

Rech            D9957AA-6       Rech Startown
                                Blakes Town

Kkirka          CAA5345-8       None

Quopist         B151679-A       Quopist Startown
                                Kuru Iga
                                Aru Dehu

Treece          D232866-8       Treece  Startown

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
                                Ulir City

Icetina         B5245A9-7       Icetina Startown

Cogri           CA6A643-9       Cogri Startown

Skull           C2237C7-9       Skull Startown
                                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

Jesedipere      C775300-7       jesedipere Startown

Yebab           C9A489A-7       Yebab Startown
                                Shalam Kular
                                Aga Ra

Nasemin         B98A422-B       None

Zykoca          X994542-6       None

Aramanx         B657974-6       Aramanx Startown
                                Uurii Town

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
                                Aspina Imas
                                Unsar City
                                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
                                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

Loneseda        C86A215-7       Loneseda Startown

Valhalla        E365432-5       Valhalla Startown

Zivije          C6BI99C-B       Zivije   Startown
                                Pusuurk City
                                Kafka Town

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
                                Ligalik Town

Margesi         A576257-C       Margesi Startown

Bevey           D4209CC-A       Bevey Startown

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

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.

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

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.

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.

The weight of the weapon in kilograms (kg).

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.


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


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

Penetration Factor:            4
Damage:                        2
Weight (Kg):                   I
Cost (credits):                150
Tech Level:                    1
Law Level:                     9


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.

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

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

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.


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

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.

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