Questions Answered
- Dorothy asks...
- In the trade information what does C5 mean?
-
- Freelance Traveller's Editor replies...
- Certain worlds are home to comparatively large populations of
non-Humans. In the editions where this information is considered
important, the fraction of the population, rounded to the nearest 10%, is
indicated in the Trade Code section of the UWP. The most commonly
encountered codes for this situation are D for Droyne and C for Chirper
(Chirpers are biologically Droyne, but have lost the ability to
differentiate into the Droyne castes), although some sources also use V
for Vargr. So, a world that has a trade code of C5 is roughly 50%
populated by Chirpers.
- Tim Heard asks...
- I'm curious whether there are any known sites where Traveller is played
online. Perhaps in a Mux or MUSH setting... Or even PBEM...
-
- Freelance Traveller's Editor replies...
- There are several PBEMs that are played on-and-off; good places
to ask about them are on JTAS, Citizens of the Imperium, and the various
Traveller-related mailing lists.
- There is also an on-and-off game played on the psionics.net IRC
network; you can make contact with the players and inquire about getting
involved by joining #LoneStar; they usually stop in there late evenings
Eastern Daylight Time near the end of the week. Rarely, #Traveller on the
Undernet IRC network has a game running; #Traveller and #LoneStar are
bridged, so that chat in either channel is visible on the other (and you
can talk to people in the other channel).
- The SJGames MOO for Pyramid and JTAS ("Brubek's" to JTAS
subscribers) may also be a reasonable place to find players. Certainly,
when there's an announced talk in the Auditorium, you can meet other
Traveller players and perhaps make arrangements for future meetings.
- From John Murphy
- [Subject: 400-ton CP Patrol Cruiser T-class]
- This snazzy-looking ship is on the cover of the "adventure-class ships"
put out for Traveller by FASA. It is also one of the RAFM Traveller miniatures.
Paul Schirf has a TL-12 version of it (Trenchant-class) on his deck plans
page. Starship Modeler features it as a design from the first two TNE novels.
- But I seem to be unable to find a deck plan or photo of it published in
the Classic Traveller stuff. Especially a TL-15 deck plan that matches the
ships as presented in Brilliant Lances / Battle Rider (no marines or low berths
for instance).
- It got a brief write-up in Book 2 of the original LBBs, then didn't even
get so much as a mention in the classic supplements that covered virtually
every other class of ship. I haven't yet scanned the classic adventures.
- So I am wondering, and asking you folks, where did this ship photo/deck
plan first appear in Classic Traveller, what subsequent versions are out there,
and do any of these tie in with the version in Brilliant Lances?
-
- Jeff Zeitlin provides the answer:
- John, it looks like what you've found may be all there is. Nobody
else can seem to find anything, either. And that's not necessarily a bad thing.
- Consider the background as published - thousands of worlds, trillions
of people, probably millions of cultural assumptions that just don't carry
more than a few thousand miles from wherever you find them. Doesn't it stand
to reason that you'll find lots of different arrangements for the
inside of any ship that meets a basic set of specifications? And different
options for space utilization? Even published deck plans can be treated as
only one of a large number of possible configurations for a specific class
of ship.
- Even the configurations in Brilliant Lances and Book 2 disagree on
crewing; this is most likely because of the different rule sets that the two
designs were generated under (Brilliant Lances appears to be based on the
rules and design sequence for Traveller: The New Era).
- I'd say that, unless they're credited otherwise, you should take any
deck plans or 'photos' to be artist's/designer's conceptions, and one of many
possible configurations.
- From "Dancefire" [Name not given]
- I used a Traveller-based system to create a planet for a sci-fi story.
All the time units are "standard;" hours, days, months, etc. How do they relate
to each other, and to normal Terran units in real life?
-
- Jeff Zeitlin provides the answer:
- I don't believe there's any 'official' statement on the matter, but
almost every player and referee I've ever encountered treats the Standard
Imperial day and its subdivisions as being identical to their Terran (real-life)
counterparts. The week is seven days (also identical), but the month is 28
days (four weeks exactly). There are no 'official' units that are larger than
a day and smaller than a year; the Imperial year also has a fixed 365 days
- no leap years.
- There's an
article on Freelance Traveller about the various clocks and calendars
in use in Charted Space; you may find it interesting reading, and useful for
adding flavor to a campaign. From the Freelance Traveller home page, select
the links for "Kurishdam",
"Lecture Hall and Library",
and "Calendars in Known
Space".
- From James P. Ward
- We would like to know how to figure the base characteristics for animals/creatures
for their combat values, i.e., what is the number they need to roll to hit?
-
- Jeff Zeitlin provides the answer:
- Perhaps I'm misunderstanding your question, but there are guidelines
for creating animal encounter tables in the main rule book, on pages 138 through
144. Once you have your animals, use the standard combat rules on pages 51
through 62 for resolving combat - unlike previous releases of the Traveller
game system, there aren't separate rules for handling animal combat.
- If you really feel that it's necessary to handle combat differently
for animals, there is, of course, no reason why you couldn't make up your
own rules, or use the Classic Traveller or MegaTraveller rules instead.
-
- From James P. Ward
:
- Also in the system survey what does PBG stand for?
-
- Jeff Zeitlin provides the answer:
- In addition to the characteristics of the main world of a system,
the Traveller world generation procedure allows for the generation of certain
characteristics of the system as a whole that may be important to your campaign.
The specific codes which you are inquiring about have the following meanings:
- P - Population Multiplier. The Population Digit in
the main portion of the world profile gives the basic order of magnitude of
the population of the planet - it represents the number of zeros you would
write to express the population. The population multiplier represents the
actual first digit of the population. So, if the population digit of the main
portion of the profile is a 6, and the population multiplier is a 7, the you
know that the world has (roughly) 7,000,000 inhabitants.
- B - Belts (planetoid belts). This figure represents
the number of planetoid belts in the system, excluding the mainworld if the
mainworld size is 0. Planetoid belts are potential sources of salable raw
materials such as metals or industrial quality gemstone. The occasional lucky
prospector may even find gem-quality stone in a belt. They also make great
hiding places for corsairs and for system defense boats.
- G - Gas Giants. This figure represents the number
of gas giant planets in the star system (like Jupiter, Saturn, Uranus, and
Neptune in our solar system). Gas giants are potential locations for obtaining
unrefined starship fuel, and also for ambushes by corsairs or system defense
boats.
- From Randall Parker
:
- Does Imperium Games plan on producing anything related to 'THE NEW ERA'?
-
- Joseph Walsh
provides the official answer from Imperium Games:
- As it says in the T4 rulebook, there are many milieus that will be
supported. "The Virus Era," as it is called in that book, is mentioned.
- The original idea was to get milieu books out at a rate of 1 or 2
per year. However, that was changed - at least in the case of M:0 - because
it didn't allow enough time for supporting materials for each Milieu to be
produced before the next one came out. So, rather than produce a bunch of
under-supported milieu books, they chose to push M:200 back from a release
date in this year to sometime next year (1998).
- As for when "The Virus Era" milieu book will be produced, I can't
say for certain. It's too far off to even think about . . .
- From Richard Springstead
:
- Will any of the alien races from the earlier Traveller sets be presented
in Marc Miller's Traveller, such as the Aslan, Vargr, Zhodani, Vegan, etc.?
What is to become of the Solomani Rim Campaign?
-
- Joe Walsh
provides the official answer from Imperium Games:
- In a word: yes.
- The latest edition of Traveller does not change the familiar Traveller
universe, although it will eventually look at it in many different eras (in
the series of Milieu books that are planned). The alien races still exist,
although we will learn of new ones (we've already learned of some through
Aliens Archive).
- Imperium Games currently plans to release a series of Alien Hardbound
Volumes. At this point, each is planned to include two or three major races,
and between two and four minor races. The first one is planned for release
in August, and will provide a great deal of detail about Aslan and Vargr.
Not only will the familiar material be included, it will also provide typical
Aslan and Vargr cities, special equipment used by those races, and so on.
The minor races to be included haven't been revealed at this time.
- Once we return to the period in which [the Solomani Rim campaign]
occurred, there may be a supplement on it. But that'll be quite a while from
now. :) 1997 is dedicated to Milieu 0 support material (as well as efforts
to undo the errors of the first releases in the T4 line). 1998 will probably
concentrate on Milieu 200. Beyond that, we're getting too far in the future
for anything more than theoretical discussion. =)
- From Dominic Reynolds:
- Have you considered the possibility of having some of the documents in
PDF format? I realise that this may involve some costly software and formatting
effort so may not be viable.
-
- Freelance Traveller's Editor replies...
- Although we're equipped to do this, we've pretty much ruled it out
for the foreseeable future - the more different forms we provide content in,
the less space we have for new content. Instead, we're concentrating on eventually
redesigning the site to take advantage of Cascading Style Sheet technology,
and eventually providing style sheets that will allow for printing as well
as screen display.
- (Supplemental Note from Freelance Traveller's Editor: Done! If you look at any
article in Print Preview on any recent browser, you should be seeing a
printer-friendly rendering of the article. CSS is so nice!)
- (Additional Note from the Editor: Since 2010, new articles have
been published first in PDF format, in Freelance Traveller Magazine.
When a new issue is posted, the articles from the previous issue are
inserted into the website.)
- From Don Nuelle:
- Is dead weight tonnage of a ship equal to the displacement tonnage?
-
- Freelance Traveller's Editor replies...
- I suggest you read Ken Pick's article,
What Is Tonnage? - it explains
the various usages of the word 'tonnage', and explains how and when one can
convert between them.
- The short answer to your question is "No, Dead Weight Tonnage is not
equal to Displacement Tonnage.".
- Displacement tonnage can refer to two different measurements - either
what Ken's article calls the 'Traveller Ton', or the conventional naval measurement
for the size of a warship. In the form of the 'Traveller Ton', it is purely
a measure of volume, equal to either 13.5 or 14 cubic meters (depending on
which version of Traveller you use). As a measure of the size of an ocean-going
warship, it is a measure of the mass of the vessel, which is directly and
linearly related to the volume of the ship below the waterline.
- Deadweight Tonnage (DWT) is a measure of the cargo capacity of an
ocean-going vessel (not a warship). This is purely a measure of mass, not
volume, and cannot be converted to a volume measurement.
- From Ken Hooper:
- Does a traveller typically need to pass through both Imperial and local
customs both on arrival and departure (when he visits more of a planet than
just the downport)?
- More specifically, is it typically illegal to land on a planet directly
to a site outside the downport, or depart directly, without visiting either
the downport or a highport to pass through customs?
- Is there typically a permit or additional customs/inspections required
for a ship to land or operate anywhere else on or near a planet than its down-starport?
- And to what extent can customs be handled via comms? (i.e. transmit ship's
registry, crew and cargo manifests, inspection documents, etc. - so routine
processing can be done automatically and without in situ visit - making personal
contact unnecessary in most cases).
- (I have found customs mentioned several times in various publications
and web-postings, but I'm not aware of any clear procedure being defined.
Or even an identification of which "hoops" a ship needs to jump through. It
of course would vary with local law level and starport type, but I would expect
a standard or at least typical procedure. In particular, GURPS: Traveller
- Starports implies that Imperial customs is interested in little more than
ensuring you aren't a pirate, a skip, or a smuggler, and that you are properly
registered and safely equipped - almost all of which can be done on initial
arrival - negating the need for any further customs procedures.)
- I'm also confused by the entire concept of the adventure "Exit Visa" -
I thought visas were typically acquired before entry and provided for departure
on or before a specific date - an additional visa is not usually required
for exit. An irregularity in a ship's papers I would expect to be more typically
handled by sealing the vessel - so no one could board or debark - if not outright
boarding and confiscation.
- Finally, am I correct in assuming that intercepting and boarding a vessel
away from port is unusual? Where there is a port, most ships will be calling
at the port - and will be much easier and safer to board and inspect there.
My guess is: only ships acting suspicious or which pose a serious potential
threat (and occasional random ships) would be boarded away from port. Even
if a ship is not planning to call at the port (e.g. refueling and jumping
through), the port authority should be able to request/demand they call at
the port for inspection if necessary.
-
- Freelance Traveller's Editor replies...
- Basically, the answer to your entire discussion above can be summed
up in one sentence: "It's your Traveller universe; make it work the way you
want.". Many of our readers, and many of the members of the Traveller Mailing
List - which I urge you to join (information in
Traveller on the Internet) - will
be more than willing to tell you how they do it, and how they think it should
be done.
- One thing to be aware of is that, canonically, the Imperium does not
rule any actual territory (other than the starports ceded to them), but the
space between the star systems. By implication, there's no need for an Imperial
customs service.
- Customs in general is for the destination polity to ensure that you
are entering legally; most places don't require you to deal with their customs
service on the way out - but there have been exceptions, most notably for
totalitarian governments. Again, though, you can make it work any way you
like in your Traveller universe.
- The Exit Visa mini-adventure, rather than representing situations
that you might expect in a "real" Traveller campaign, is meant as a "teaching
tool" - it has the basic elements of an adventure, in an easy-to-handle format.
The reason for needing the exit visa is unspecified; chalk it up to that being
the way that that particular Traveller universe works, or change it from an
exit visa to something "more reasonable" - a departure clearance (in a heavy-traffic
system), a spaceworthiness certificate, a replacement for a ship's document
that was lost, destroyed, or damaged, or whatever.
- As far as boarding actions go, I'd tend to agree with you that they'll
be rare, just like the causes for preventing an ocean-going vessel from making
port and boarding it today are rare. In most cases, it will be due to intelligence
received in advance, where allowing the ship to port might cause some danger
to the port (or the destination country); in some cases, it could be an illegal
act. Again, play it the way you like.
- From Chad Regimbal:
- Can you tell me the difference between the fib and bis computer models
on p. 81 of the MegaTraveller Referee's Handbook? What do those codes/abbrev's
mean? Also how do they differ from computer models with no such code?
-
- Freelance Traveller's Editor replies...
- The 'fib' suffix on a computer model indicates that it's 'fiber-optic
backup', meaning that it's a little more resistant to damage from things like
EMP or magnetic influences. Other than that, it's identical in capacity and
performance to a standard model.
- The 'bis' suffix means the same thing that it does in present-day
modem standards - it conforms to the specifications for the indicated model,
but is enhanced in certain capabilities. In the case of Traveller computer
models, it refers to an enhanced storage capacity, so that a Model 1/bis can
store as much data/programs as a Model 2, but can only execute
programs that a Model 1 can handle.
- From Ken Pick:
- T20's vehicle design system uses a unique unit of measure to describe
vehicle (chassis) size. Is there any fixed conversion ratio between this new
unit and the previous units of cubic meters or Trav Displacement Tons?
-
- Freelance Traveller's Editor replies...
- Yep! The unit "vl" is defined on p223 of t20, and is equal to 10l
or 0.01 cubic meters - so that'd make it 1350 or 1400vl to the TDT (which
I've always called Td [Ton(displacement)]), depending on which version of
the Traveller Displacement Ton you use.
- “Darrin and Christine” asks:
- Good day. I was reading the
Beyond Book 2
article for Traveller and I have a question: Do missile and laser bays
take up one hardpoint each or are they supposed to be similar to High
Guard which allows only one bay weapon per 1000 tons?
-
- Ken Pick replies:
- Yes on both counts. The missile bays are a direct High Guard
retrofit and the laser bays (based on the 10-ton bay in HG’s abortive
“first printing”) follow suit. One bay for 10 hardpoints/1000 dtons.