RULES.   Posted by Spinward.Group: 0
Spinward
 GM, 1 post
Sun 25 May 2014
at 19:28
RULES
Mongoose TRAVELLER, any books and supplements.
13Mann Liftoff rules may be used for chargen: http://www.13mann.com/index.ph...tarter-set/downloads

Game emphasizes Linguistics/science/exploration skills. Combat helps too.

NO GODMODDING

PM: PM early and often. Open communication and planning make the game fun for all. Don't stand around like a potted plant, unless you like being a potted plant. PM the GM, questions, suggestions and criticism welcomed (*and all equally ignored *_*)


*Note GM thinks he's funny

Avatars: No anime style aka BESM. Though human-true (or Alien-true if applicable) painting is quite acceptable.

Combat: Combat is rather tame, few weapons can kill with a single shot.

Any natural double 'to-hit' dice are considered hits on vitals. All slug throwers double their damage on the double i.e. 12(Boxcars), 2x 5's or 2x 4's etc. If the doubles do not qualify as a hit no damage is inflicted. If they do qualify as a hit then double damage is inflicted. Fullbore rifles inflict triple damage, carbines and assault rifles do not.

If target has no head protection then roll 1d6 and on a 1 the hit is on the head bypassing armor.

Gun Ownership
There are no restrictions on gun carrying in IMPERIAL starports. Others are per the rules. The heavy prices deter ownership of certain arms and weapons.

This message was last edited by the GM at 19:31, Sun 25 May 2014.

Spinward
 GM, 2 posts
Sun 25 May 2014
at 19:30
Re: RULES
Mongoose New Skill Updates

Navy Career
When performing a term in the Navy career path, the following skill
substitutions can be noted.
• Mechanic can be substituted with Weapon Engineering
• Admin can be substituted with Interrogation
• Leadership can be substituted with Instruction or Recruiting

Marines Career

When performing a term in the Marines career path, the following
skill substitutions can be noted.
• Tactics can be substituted with Combat Engineering
• Engineering can be substituted with Combat Engineering or
Weapon Engineering
• Leadership or Admin can be substituted with Instruction or
Interrogation

Army Career
When performing a term in the Army career path, the following skill
substitutions can be noted.
• Recon can be substituted with Combat Engineering
• Engineering can be substituted with Weapon Engineering
• Diplomat can be substituted with Interrogation or Recruiting
• Tactics can be substituted with Instruction

Scouts Career
When performing a term in the Scouts career path, the following
skill substitutions can be noted.
• Engineering can be substituted with Combat Engineering or
Weapon Engineering
• Persuade can be substituted with Recruiting

Merchants Career
When performing a term in the Merchants career path, the following
skill substitutions can be noted.
• Admin can be substituted with Instruction
• Persuade can be substituted with Recruiting

Agents Career
When performing a term in the Agents career path, the following
skill substitutions can be noted.
• Investigate can be substituted with Interrogation
• Advocate can be substituted with Instruction
• Persuade can be substituted with Recruiting

Nobility Career
When performing a term in the Nobility career path, the following
skill substitutions can be noted.
• Admin can be substituted with Instruction
• Diplomat can be substituted with Interrogation or Recruiting
• Persuade can be substituted with Recruiting

Scholar Career
When performing a term in the Scholar career path, the following
skill substitutions can be noted.
• Admin, Diplomat, Any Science or Advocate can be substituted
with Instruction
• Persuade can be substituted with Recruiting

Entertainer Career
When performing a term in the Entertainer career path, the following
skill substitutions can be noted.
• Persuade can be substituted with Recruiting

Rogue Career
When performing a term in the Rogue career path, the following
skill substitutions can be noted.
• Investigate can be substituted with Interrogation
• Persuade can be substituted with Recruiting

Drifter Career
When performing a term in the Drifter career path, the following
skill substitutions can be noted.
• Survival can be substituted with Interrogation

SKILL PACKAGES
The following skill substitutions can be made when choosing the
skill packages for groups of starting Player Characters.

• Engineering 1, Streetwise 1 or Survival 1 can be substituted with
Combat Engineering 1
• Admin 1, Advocate 1, Leadership1 or Persuade 1 can be
substituted with Instruction 1
• Deception 1, Diplomat 1 or Persuade 1 can be substituted with
Interrogation 1
• Admin 1, Advocate 1, Leadership 1 or Persuade 1 can be
substituted with Recruiting 1
• Engineering 1, Gun Combat 1, Gunnery 1 or Heavy Weapons 1
can be substituted with Weapon Engineering 1
Spinward
 GM, 57 posts
Thu 5 Jun 2014
at 16:04
Re: RULES
Gun Combat

Firing gun is a minor action. Can be combined with 1-3 Aim actions.

Firing gun without aiming is a Snapshot.

Firing multiple shots in a Snapshot (Full clip to a max of 6) is -2 to hit but 1 extra hit for each pip over the to-hit number.

Magazine dump: Empties weapon. All shots miss.  All targets must go prone or hide behind cover. All that don't are hit on 8+ (Auto roll on each). Most useful with MG's and in tight corridors.

All Doubles do 2x damage  i.e 2x4's, 2x5', 2x6's.

This message was last edited by the GM at 16:06, Thu 05 June 2014.

Spinward
 GM, 138 posts
Sat 18 Jul 2015
at 01:52
Re: RULES
PANIC FIRE

Emptying a magazine of ammunition wildly toward the enemy is called panic fire. While it consumes a large amount of ammunition and is wholly inefficient, sometimes the sheer
weight of fire can get results. This is the only rule in this section that can be used by characters unskilled in Gun Combat. Referees may decide that a Non-Player Character may literally panic and discharge their weapon with these rules.

When a weapon is panic fired, the weapon’s Auto score is treated as being 2 higher than
normal and all remaining rounds are used (to a maximum of five times the new Auto score).
If a weapon does not usually have an Auto score, it gains Auto 2.
However, all attacks made during panic fire suffer DM-3.
Panic fire can be combined with blind fire for those truly scared by attacking forces!

BLIND FIRE

This technique allows a character to fire a weapon from behind cover without exposing himself to the enemy. To do this, a character merely holds his weapon to fire over or around cover without aiming or even looking. When blind firing in this way the skill used for the weapon is treated as being maximum level 0 for this attack. In addition, three dice are rolled when making the attack, with the highest rolling die being discarded (thus making
the attack less likely to succeed). In the event of a successful attack where several
targets are present in the line of fire, a random target will be hit.

AUTOMATIC FIRE

When blind firing with an automatic weapon, an extra dice is
rolled for every pair of dice in the attack and, again, the highest
of each trio is discarded.

FLECHETTE ROUNDS

Some weapons, notably shotguns, are capable of firing flechette shells. These rounds fragment quickly after leaving the barrel, creating a hail of metallic slivers that
expand outwards and shred multiple targets.

Any weapon using flechette rounds fire as though they were normal rounds up to Short range. At Medium and Long ranges, these rounds gain DM+1 on their attack rolls and have the
number of damage dice they roll halved (rounding down, minimum of 1D).

Flechette rounds may not be used beyond Long range as the slivers disperse too much to
cause any significant damage,