4778 lines
207 KiB
Plaintext
4778 lines
207 KiB
Plaintext
MEGATRAVELLER 2
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DOCS BY THE HUMBLE GUYS/RYGAR
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Technical Supplement
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Selecting Options From Lists
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============================
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When selecting options from the character generation tables and from the
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game play icon options, choices can be selected by highlighting the option
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using the keyboard, mouse or joystick and then pressing the appropriate
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button or the <ENTER> key. As well, choices can be selected by pressing the
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first letter of the desired choice. If more than one selection starts with
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the same letter, press that letter repeatedly until the one you want is
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highlighted, then select it by pressing the proper button or the <ENTER>
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key as described above.
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Character Generation
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Selecting Menu Items
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====================
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Mouse: Move the mouse pointer to the desired choice, then press the left
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mouse button.
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Joystick: Use the joystick to move the highlight bar to the desired choice,
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then press button 1.
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Keyboard: Use the arrow keys to position the highlight bar on the desired
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choice, then press the enter key. The home and End keys will move the bar to
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the first and last choice, respectively.
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Random Selections: Pressing F4 will make a random selection from most tables
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while you are creating a character.
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Pressing the ESCape key will either back up to the previous menu, or ask
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you if you want to terminate creation of the character.
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Naming Characters
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=================
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Pressing the F2 key will randomly generate a name for the character. The
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MegaTraveller word generation procedure is used to generate the names. The
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Vargr word generation table is used for Vargr characters, and the Vilani
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table is used for Humans. In addition, the Vilani table was used to help
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us generate the city names.
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You can have up to 34 characters in your character pool.
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On the Ground
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Selecting Icons
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===============
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Either click on the icon with the left mouse button, or press ESC key,
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right mouse button, or joystick button 2 to stop all action and select an
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icon (using the arrow and enter keys, joystick or mouse).
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Selecting a character
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=====================
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Click on the character's information box with the mouse or press F1, F2,
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F3, F4 or F5 key to bring up that character's sheet. (F1 is the leftmost
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character, f% is the rightmost).
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Zooming In And Out
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==================
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You can use the + and - keys to Zoom In and Zoom Out, respectively. (With
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MCGA graphics, you can only zoom into the closest level if you have expanded
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memory.)
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Ground Combat
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After selecting TARGET from the combat icon, you can use the TAB key to
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select the people you want to attack (or you can click on them with the mouse)
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Use the same keys to have the character you are controlling target and attack
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someone. If you're using a mouse, just click on the enemy NPC that you want
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to fire at.
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The Character Sheet
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Keyboard/Joystick
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=================
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You can use the U key to USE an item, E to EXAMINE it, X to EXCHANGE, D
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to DROP, O to select the OBJECT LIST, and S to select the SKILLS LIST. The
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left and right arrows (or left and right movements of the joystick) move the
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highlight between the various options, as does the TAB key. If you are on
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the object or skills list, the Up and Down arrows will move the highlight
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(on the Object list) and scroll the lists. In the Object list, use the ENTER
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key (or joystick button 1) to select an object. The ESC key will return you
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to the game. you can use the F1 - F5 keys to select another character.
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Mouse
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=====
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You can use the keyboard commands given above, or just click with the left
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button on the option you want. Use the arrows arounf the Object and Skills
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list to scroll those. The right mouse button will return you to the game.
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You can select another character by clicking on that character's information
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box. You can select objects by clicking on them in the object window.
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Space Exploration and Combat
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The space navigation and combat sequences are controlled completely from
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the icon options. The options can be selected by using the Up/Down arrow
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keys on the keyboard, by highlighting the option with the mouse, and pressing
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the left mouse button to select it, or by scrolling through the options with
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a joystick and pressing button 1 on the joystick to select it.
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To escape from an options list, press the ESCape key, button 2 on the
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joystick, or the right mouse button.
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As with ground exploration sequences, the individual character sheets can
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be accessed by clicking on the character's information area with the mouse
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or by pressing the F1 - F5 keys for respective characters.
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NOTE: Please refer to the manual for Game Play Icons and the options
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available under each icon selection.
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Saving Games
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A game can be saved on the ground or in space by selecting the save option
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from the game controls icon. If you are playing from a floppy disks, you will
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be asked to insert your save game disk into a drive and type a name for the
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save game file. If you are playing from a hard drive, you can simply type
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the name of the save game.
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Restoring Games
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A saved game can be restored by selecting the restore game option from the
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game controls icon.
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Paragon Tech Support Line - 412/838.1173 - Mon-Fri 8am-5pm Eastern
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BACKGROUND/INTRODUCTION
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The Legend of the Ancients
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About 500,000 years ago, the Droyne, an exotic
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alien race of omnivore/gatherers, emerged as the most
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dominant and intelligent species on the planet
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Eskayloyt (meaning "Lost World"). The Droyne evolved
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into an intelligent, gentle and peaceful race. The social
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structure placed individuals in professions best suited to
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their talents and needs; cooperation and trust were the
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cornerstones of Droyne society. Each Droyne filled an
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integral position in the social hierarchy, and the race, as
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a whole, prospered.
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For ages, historians and storytellers have written
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about a legendary Droyne who - due to a mutation -
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was born with an astounding level of intelligence.
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While still in his youth, the brilliant Droyne mastered all
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the scientific and philosophic wonders of his race. He
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began searching for his purpose in life; he undertook
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scientific experiments, designed arduous projects and
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searched for a meaningful occupation that would
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provide a sense of fulfillment. Although the brilliant
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Droyne didn't pinpoint one specific area on which he
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wanted to focus exclusively, he realized that the con-
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tinuous search itself was his actual reward. He would
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devote his life to the pursuit of knowledge; he would
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experiment, philosophize, study and explore the limits
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of consciousness.
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When he decided that he needed manpower to
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advance his experiments he took over his world and
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put his race to work on avant-garde projects. Legend
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states that when the inevitable tug of mortality began to
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wear him down, he discovered a method of attaining
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eternal life. When the mysteries of the starlit heavens
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perplexed him, he constructed a powerful starship -
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equipped with an advanced jump drive - and set out
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to explore the mysteries of the universe.
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When his vast knowledge transcended the abilities
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of the Droyne race, he decided to father offspring who
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could assist him with his mind-boggling projects. He
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fathered twenty children, and each of those children
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fathered twenty children of their own. He took the
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name Grandfather, and became the leader of the race
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that would become known as the Ancients.
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For hundreds of years, Grandfather worked on a
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variety of projects, assigning portions of each to his
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children and grandchildren. The Ancients dispersed
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throughout the universe in search of innovations and
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secrets, and astounding new technology was often
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created. Grandfather and his offspring kindled supeno-
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vae, explored and mapped new worlds, experimented
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with the genes of animals to create new species of
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beings, constructed magnificent sites and developed
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intriguing, and sometimes incomprehensible, tools,
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objects and artifacts.
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Each of Grandfather's children and grandchildren
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was named a project leader and assigned specific tasks
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by Grandfather; forces of Droynes were used for the
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necessary physical labor. Ancient sites, constructed as
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bases to support specific projects, were scattered
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throughout the universe.
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Grandfather discovered the Earth and, for a time,
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toyed with the notion of replacing Droyne laborers
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with humans. His human project was not entirely
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successful; however, human laborers were unitized in a
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few Ancient locations. Grandfather also experimented
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with canines, genetically altering them with increased
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intelligence levels, opposable thumbs and upright
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postures. Later, he constructed highly advanced robots
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that proved to be extremely helpful, despite the fact
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that they were not as intelligent or resourceful as his
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offspring.
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Grandfather finally reached a point where he grew
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tired, so he decided to enjoy a well-deserved rest. He
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spent an extended period travelling through Droyne
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territories, contemplating his accomplishments, plan-
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ning for the future and relaxing.
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After his recess, a rejuvenated Grandfather decided
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to tackle his most ambitious project ever: the explora-
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tion of unknown frontiers of existence. He summoned
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His offspring and commanded them to help him with
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his plans, but many of them were too preoccupied with
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personal projects to obey Grandfather's orders. During
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Grandfather's time away, many of his offspring devel-
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oped a strong sense of independence.
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Grandfather began his work independently, and
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soon discovered that many of his children's experi-
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ments interfered with his immediate plans. He ques-
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tioned his decision to father offspring and, after deter-
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mining that his decision was a mistake, grew,, deter-
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mined to rectify the error; he devised an elaborate
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campaign to eliminate his children and grandchildren.
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Naturally, when Grandfather's offspring discovered
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his plot, they resisted forcefully. The Ancients aban-
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doned their intellectual quests and focused their bril-
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liance on weapons of mass destruction. The war
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between Grandfather and his offspring escalated into
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the most cataclysmic struggle in history. In the wake of
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the ruinous, High-tech war of the Ancients, entire
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worlds were obliterated, and vast races - innocent
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bystanders to the conflict - were, wiped out with
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advanced weapons that were so powerful that they still
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can't be fully comprehended.
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After two thousand years of mass destruction,
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Grandfather defeated his opposing factions and de-
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stroyed all of his descendants (he kept extremely
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careful count). The galaxy was somewhat worse for
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wear, with many new asteroid belts and numerous
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ravaged worlds.
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Legend states that Grandfather disappeared shortly
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after the war drew to its bloody conclusion. The
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mystery of his disappearance has never been solved.
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Some say that Grandfather was killed by a secret
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survivor of his lineage; others believe that he commit-
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ted suicide after his destructive actions became starkly
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apparent to him. There are even those who say that
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Grandfather never actually existed; that he was only a
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mythical figure of fable.
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After 300,000 years, the legend of the Ancients
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persists. Even today, the ruins of the Ancients continue
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to baffle experts. Mysterious and dazzling artifacts are
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still unearthed at various Ancient sites that are spread
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throughout regions of the Spinward Marches. Though
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the origin of the Ancients remains a mystery, it is a fact
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that the brilliant race that once ruled the galaxy destroyed
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itself in an apocalyptic war. The proof is found
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in the ruins of the Ancient sites, such as the one on the
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planet Rhylanor.
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It is here that your adventure begins. The Ancients
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have remained silent for 300,000 years... until now.
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Now, it's up to you to discover the secrets of the
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Ancients.
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The MegaTraveller Universe
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The MegaTraveller universe is dominated by the
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Imperium, a vast star-spanning empire which has ruled
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the galaxy for more than a thousand years. This Third
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Imperium is a human empire, encompassing more than
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ten thousand star systems. There are star empires on
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the fringes of the Imperial borders, but they are smaller
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and less powerful than the Imperium. Some are human
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empires; others are communities of aliens like the
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canine Vargr, the warrior Aslan, or the multi-tentacled
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Hivers.
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But the imperium is the largest known interstellar
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empire. It dominates all of explored space. its neigh-
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bors are jealous - but respectful - of its power.
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A Brief History of the Empires
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There have been three Imperiums governing
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inter-stellar territory.
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The First Imperium
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The Ziru Sirka (the Grand Empire of Stars) started
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more than 9,000 years ago. It grew to absorb thousands
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of star systems, and continued to grow until its govern-
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ment could no longer handle the burden. In an effort to
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make the government more easily manageable, The
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First Imperium froze technology, making technological
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innovation difficult, and even criminal. In the last
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thousand years of its rule, the Ziru Sirka was in a
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natural decline, eager to maintain the status quo rather
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than seeking growth. It was thus encountered by
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explorers from Terra (Earth) in 2096 AD.
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In a series of wars between 2096 and 2299, the
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Terran Space Navy fought the Ziru Sirka to a stand-still.
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In the final battle, the Imperials collapsed and were
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taken over by Terra, leading to The Second Imperium.
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The Second Imperium
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At first, the conquering Terrans wanted to loot the
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conquered territories for their own personal wealth, but
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this immediately proved to be impractical; the thou-
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sands of Terran governors, installed on the conquered
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planets to establish order, began to lose control as they
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tried to maintain the existing structure amid great
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confusion and strife. In a losing battle, the Rule of Man
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(as Terra named its empire) tried, unsuccessfully, to
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reverse the inevitable decline within its territory.
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The Rule of Man failed, leading to the Long Night, a
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dark age in which no central authority existed. Worlds
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reverted to pre-starflight technology. Entire populations
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of planets perished without the support of high tech-
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nology from neighboring worlds. The Long Night lasted
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more than a thousand years, leading to The Third
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Imperium.
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The Third Imperium
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Ultimately, a small core of industrial worlds began
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to evolve, re-discovering starflight technology and
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opening communication tines with neighboring worlds.
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A powerful industrialist named Cleon (later the fest
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Emperor of the Third Imperium) directed the techno-
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logical renaissance, creating a Scout Service to discover
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new, unexplored worlds that could be added to his
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growing community of planets.
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The time was ripe for a new galaxy order. Star
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systems clamored for inclusion in Cleon's growing
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empire. Trade increased dramatically and The Third
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Imperium grew with amazing speed. Within 500 years,
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the Imperium had reached its current borders.
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Progress did not come without conflict. During the
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Third Imperium's first 1100 years, it suffered through a
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terrible civil war, continuing frontier wars with the
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neighboring Zhodani and Aslan, and an extended war
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with the Solomani. Despite the difficulties, The Third
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Imperium remains in power today.
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The Imperial Government
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The Imperium is a collection of worlds, each self-
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governing and nominally independent. The Imperium
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does not rule its thousands of worlds; it rules the space
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between them, and so controls them and the dealings
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between them. in essence, the Imperium controls trade
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and commerce while providing protection against
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pirates and invaders.
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Two very different forces are the keys to the
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imperium's control: the speed of communication, and
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honor.
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Communication is limited to the speed of the fastest
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ships. Since the fastest ships in the empire can travel 6
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parsecs per week (or about 300 parsecs per year), a
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world 300 parsecs from Capital (the Imperium's Capital
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world) is a year away, even on the fastest ship. Not
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coincidentally, 300 parsecs is about the radius of the
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Imperial border. Beyond that, the Imperium's
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ability to exercise control breaks down.
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Honor is the second element of the Imperium's
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control. When instant communication is not available,
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the Emperor must rely on the loyalty and trustworthy-
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ness of his subjects. Consequently, centuries of tradition
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have made honor a basic trait of the Imperial nobility.
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Each noble, knight, baron, marquis, count, or duke
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knows and believes that it is his own responsibility to
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serve the Imperium honestly. That doesn't mean that
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neighbors don't have petty squabbles, or selfish profit
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motives. But each leader is loyal to the Imperium,
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above all else. And that dedication to honor is what
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holds the Imperium together.
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Most citizens of the Imperium aspire to the nobility.
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Though heroism or exemplary service, it is possible for
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an ordinary citizen to be knighted, or ultimately reach
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an even higher position in the chain of nobility.
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The Future
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The Imperium is a vast territory, rich in resources,
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but difficult to rule completely. The imperium thrives
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because of the great benefits that it provides its citizens
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and member worlds. However, the benefits are not
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free; hard work, imagination and loyalty are required to
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be an Imperial citizen.
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The Spinward Marches
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In the early centuries of its existence, the Imperium
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used a "link and brunch" system for exploring the stars,
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contacting worlds and societies, and establishing
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important bases along the ever-expanding frontier.
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Links connected the older bases with the newer ones,
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and became highways for trade and transport. Branches.
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emanated from the various bases to touch the scattered
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worlds that promised resources and markets. It was
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only natural that the merchant and transport corpora-
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tions should adopt these same links and branches in
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their activities. From the main links, these corporations
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(as well as the independent merchants and the settlers
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looking for challenge or for a hand in their own des-
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tiny) set out to the worlds farther off the mainstream-n.
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Fertile worlds were settled, enterprising merchants
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shipped goods to them and established markets.
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Everyone prospered in the ever-expanding Imperium.
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As the Scout Service explored regions beyond
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current Imperial borders, it encountered obstacles. In
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some cases, the Scouts met already established interstellar-
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lar societies (the Vargr and the Aslan), or expanses of
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low density space (the Greater and Lesser Rifts).
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One basic link (and a highly successful one)
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extended from Vland (seat of the First Imperium and
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still an important trade center) spinward. Beyond Vland
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was Corridor Sector, stretching between a spur of the
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Great Rift and the Vargr Extents. Beyond Corridor was
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Deneb, where the megacorporations established a
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sprawling industrial complex. While the branches
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opened up Corridor and Deneb, the Scout Service
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forged links to the Spinward Marches.
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Scout Service exploration from Deneb carried
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survey cruisers through a relatively unpopulated region,
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finally contacting an isolated confederation - the
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Sword Worlds - and their neighbors beyond - The
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Darrians. Naturally enough, with established societies at
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the end of the links, they became major trade routes.
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The territory on the very edge of the Imperium became
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known as the Spinward Marches. Originally, the base
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for commerce was Deneb, but as more and more
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settlement took place, the focus moved spinward,
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ultimately establishing itself at Mora.
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Thus Mora, settled in the year 60, was the first
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major Imperial establishment in the Spinward Marches.
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Financed by Ling-Standard Products, Mora soon be-
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came a thriving trade center, where new ships were
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built, old ships were overhauled and manufacturers
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produced a variety of goods. Mora was the gateway to
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the Spinward Marches.
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Mora proved an ideal and fortunate choice. The
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system links hundreds of worlds with simple jump-1
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connections. This Spinward Main allowed free traders
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to ply the space lanes in search of new markets, new
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worlds, and new customers. Often they carried settlers
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to the more promising worlds, and then supplied them
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with vital off-world goods in return for metals, minerals,
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ores, precious woods, and rare foods and spices, as
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well as artifacts of various cultures.
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Even as the Imperial links were prospering, the
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branches grew on their own. Two major branches grew
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in the spinward marches, each following the Spinward
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Main. One branch worked its way rimward through the
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Sword Worlds, while the other crept coreward into
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unexplored space.
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The rimward branch extended through a portion of
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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 fol-
|
|
lowed.
|
|
|
|
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 plan-
|
|
ets.
|
|
|
|
Today, the Spinward Marches contains 440 worlds.
|
|
The total population of the sector is approximately 388
|
|
billion.
|
|
|
|
Introduction to the Main Scenario
|
|
|
|
In MegaTraveller 2: Quest for the Ancients, you
|
|
create five characters, male or female, with a variety of
|
|
attributes and skills. After your characters are generated,
|
|
you are asked to choose a leader of your group. The
|
|
introductory sequence of the game is centered around
|
|
your lead character.
|
|
|
|
The introductory sequence is actually viewed from
|
|
a video tape monitor. You were recording highlights of
|
|
your vacation on the planet Rhylanor, filming the nuns
|
|
of the famous Ancient site that has been a local tourist
|
|
attraction for centuries. As you recorded the tour,
|
|
Mervin, the tour guide, explained that the purpose of
|
|
the Ancient site has always perplexed experts; no one
|
|
is sure what the Ancients had in n-mind when they
|
|
constructed the mountainous structure. As the tour
|
|
continued, the Ancient site mysteriously sprang to life,
|
|
the ground shook furiously, machines began activating
|
|
and a bizarre slime began pouring from a complex
|
|
series of pipes that snaked out across the entire inner
|
|
structure. Pandemonium broke loose, and your tour
|
|
group fled to safer ground. Your camera caught the
|
|
shadowy figures of two mysterious figures fleeing
|
|
hurriedly from the structure. You didn't recognize them
|
|
from your tour group. Could they have something to
|
|
do with this strange and inexplicable occurrence?
|
|
|
|
After the video concludes, a news flash, detailing
|
|
the crisis, appears on the screen. Reports indicate that
|
|
the slime. The pouring from the Ancient site is highly toxic
|
|
and is killing everything in its path. The Duke of
|
|
Rhylanor and the Imperial Government have offered a
|
|
half-billion credit reward for anyone who can stop the
|
|
flow of the poisonous slime and save the planet
|
|
Rhylanor from ultimate destruction.
|
|
|
|
You call your friends to your hotel suite to show
|
|
them your film. The female of the introduction shows
|
|
your characters gathered around the monitor. You issue
|
|
the challenge to your party: to save the planet Rhylanor
|
|
and share the most substantial reward ever offered by
|
|
the Imperium.
|
|
|
|
Your adventure begins outside the hotel in the
|
|
Rhylanor Startown. So begins an amazing journey that
|
|
will carry you through the universe to the secrets of the
|
|
Ancients. It's up to you and your friends to stop the
|
|
Ancient site and save the planet Rhylanor before it is
|
|
submerged in deadly slime.
|
|
|
|
|
|
Character Generation
|
|
|
|
|
|
1. Introduction
|
|
|
|
MegaTraveller 2.. Quest for the Ancients features the
|
|
most sophisticated and advanced character generation
|
|
system ever developed for a computer role-playing
|
|
adventure. You can decide a character's strengths and
|
|
weaknesses by choosing a set of basic attributes that
|
|
you wish to develop. As well, you're personally respon-
|
|
sible for enlisting your characters in a variety of services
|
|
and careers that help develop their skills and personall-
|
|
ties.
|
|
|
|
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 charac-
|
|
ters for MegaTraveller role-playing.
|
|
|
|
2. Selecting from
|
|
|
|
Throughout the character generation process, you
|
|
are asked to select options from lists shown on the
|
|
screen. Notice that the first option in a list is high-
|
|
lighted, 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 <Enter> key, left mouse button or joystick fire
|
|
button to make a selection from a list. To abort select-
|
|
ing, press the <Escape> 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
|
|
<Enter> key to make the selection. The <Home> and
|
|
<End> 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 ex-
|
|
ample, the Add To Party selection will not appear if
|
|
there is no one in the character pool or if the party
|
|
already contains five characters.
|
|
|
|
3. Opening Menu
|
|
|
|
The Opening Menu in the character generation
|
|
program allows you to:
|
|
|
|
1. Start New Game
|
|
Lets you create characters, define a party and begin
|
|
a new game from the beginning.
|
|
|
|
2. Continue Old Game
|
|
Lets you restore a previously saved game.
|
|
|
|
3. Get Started Quick
|
|
Immediately thrusts you into the game with a party
|
|
of pregenerated characters.
|
|
|
|
4. Return to DOS
|
|
Lets you exit the program and return to DOS.
|
|
|
|
4. New Game Menu
|
|
|
|
After you've selected option 1, Start New Game,
|
|
from the opening menu, the New Game menu offers
|
|
the following choices:
|
|
|
|
1. Use My Party Disk
|
|
Lets you develop characters for your party disk after
|
|
you've created one (see option 2, next).
|
|
|
|
2. Create Party Disk
|
|
Lets you create a party disk - for characters to be
|
|
saved to - when you initially play the game for the
|
|
first time. Note: it's not necessary to create a party
|
|
disk if you plan to use default char-acters (see option
|
|
3, next).
|
|
|
|
3. Use Default Characters
|
|
Provides a pool of pregenerated characters that you
|
|
can create a party with. Note: you cannot save
|
|
characters that you create in the default pool.
|
|
|
|
4. Use Current Pool
|
|
This option is simply a stop-gap measure in case
|
|
you've created characters and forgot to save them.
|
|
|
|
5. Main Party Disk Menu
|
|
|
|
After you've selected Option I - Use My Party
|
|
Disk - from the Start New Game Menu, the Main Party
|
|
Disk Menu appears. The options are:
|
|
|
|
1. Create New Character
|
|
Lets you begin the character generation process.
|
|
|
|
2. Save Character Pool
|
|
Allows you to save the current character pool with
|
|
any additions that you may have just then added.
|
|
|
|
3. Options
|
|
Permits you to set levels of complexity and detail.
|
|
After this option is selected you can scroll through
|
|
the options and make changes. When Options is
|
|
selected, a list appears saying:
|
|
|
|
o Basic Characters
|
|
o Less control
|
|
o Manual Character Generation
|
|
o Casual.
|
|
|
|
To change these settings, scroll through the list
|
|
until the option you wish to change is highlighted
|
|
and press the <Enter> 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 charac-
|
|
ter possesses. The computer makes no random
|
|
selections. Players who wish to adhere to the
|
|
actual MegaTraveller rules should set this option
|
|
for Less Control.
|
|
|
|
C) Manual Character Generation or Computer
|
|
Generates Character
|
|
Lets you generate characters manually, or lets the
|
|
computer develop the characters randomly.
|
|
|
|
D) Casual or Hasty
|
|
Casual features all of the fading and blinking
|
|
effects, and hasty. bypasses fades and blinks for
|
|
faster character generation.
|
|
|
|
4. Delete Character From Pool
|
|
Lets you to scroll through your character pool and
|
|
remove a specific character.
|
|
|
|
5. View Character
|
|
Permits you to view a previously created character.
|
|
Select a character from the pool list to view his
|
|
inf-ormation sheet, picture, attributes, UPP, skills,
|
|
credits and homeworld.
|
|
|
|
6. Print Character
|
|
Lets you print out a character's skills and attributes
|
|
for use in the pen-and-pencil, version of
|
|
Mega Traveller or for your reference during game
|
|
play.
|
|
|
|
Add to Party
|
|
Allows you to select characters from the character
|
|
pool for your party of five. You must initially begin
|
|
the adventure with five characters. After you've
|
|
selected a character for the party, he is removed
|
|
from the pool list and placed in the party. When
|
|
you've selected a party, you are asked if you wish to
|
|
save the party before beginning the game.
|
|
|
|
8. Play Game
|
|
Allows you to begin the game after you've created a
|
|
party of characters.
|
|
|
|
9. Remove from Party
|
|
Lets you remove an individual from a party of
|
|
characters.
|
|
|
|
6. Creating New Characters
|
|
|
|
When you select option 1 - Create New Character
|
|
- from the Main Party Disk Menu, you are asked what
|
|
type of character you want to develop: Human or
|
|
Vargr. There are differences between the two species,
|
|
but some Vargr skills may prove very useful to your
|
|
party.
|
|
|
|
|
|
|
|
Vargrs
|
|
|
|
The Vargrs are an intelligent race resulting
|
|
from genetic manipulation of Terran canines.
|
|
Vargrs are bipedal carnivores with hands like
|
|
those of humans. Many other characteristics vary
|
|
between Vargrs of different ethnic groups.
|
|
Tail, fur color and muzzle length, for in-
|
|
stance, 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
|
|
and reduced strength and endurance - are immedi-
|
|
ately apparent, the greatest change to character
|
|
generation for Vargrs entails their emphasis on Cha-
|
|
risma. Charisma is the Vargrs' sixth basic attribute,
|
|
whereas 'Social Standing is Humans' sixth attribute.
|
|
Charisma reflects how well respected a Vargr is, com-
|
|
pared to other VARGRS.
|
|
|
|
Also, because of the vacillating nature of this race, a
|
|
Vargr character is free to re-enlist in a new service after
|
|
he has mustered out of the service he most recently
|
|
served 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
|
|
median level and the particular average for that set of
|
|
attributes. Attributes range from 1 to 15 for both Hu-
|
|
mans and VARGRS, with two exceptions for VARGRS: a
|
|
Vargr's charisma has no limit, and a Vargr's dexterity
|
|
level can reach 16. The initial values generally range
|
|
from 2-12, with some exceptions for VARGRS. The basic
|
|
attributes are:
|
|
|
|
Strength
|
|
Strength (STR) refers to the character's muscular
|
|
power. The higher a character's strength, the more
|
|
effective physical tasks can be accomplished-
|
|
Strength also deten-nines the amount of weight a
|
|
character can carry without being encumbered and
|
|
slowed. Most of the tasks requiring physical
|
|
strength are combat related.
|
|
|
|
Dexterity
|
|
Dexterity (DEX) involves a character's physical
|
|
coordination or ability to perform detailed tasks. A
|
|
character with a high dexterity rating is more likely
|
|
to complete actions in a timely manner than a
|
|
character with a low dexterity rating.
|
|
|
|
Endurance
|
|
Endurance (END) refers to a character's physical
|
|
stamina and ability to continue performing demand-
|
|
ing activities over an extended period. A character's
|
|
endurance is critical in combat. The higher the
|
|
endurance level, the more damage a character can
|
|
withstand. Endurance also affects a character's rate
|
|
of oxygen consumption when he is travelling on
|
|
the surface of a non-atmospheric world (vacuum
|
|
world) or any environment requiring the use of
|
|
oxygen apparatus.
|
|
|
|
Intelligence
|
|
Intelligence (INT) is a char-acter's knowledge and
|
|
ability to apply logic or arrive at competent conclu-
|
|
sions. Intelligence also helps determ-ine how a
|
|
character responds when caged upon to solve
|
|
problems. Intelligence helps determine the number
|
|
of skills a character can obtain during character
|
|
generation.
|
|
|
|
Education
|
|
Education (EDU) represents the amount of formal
|
|
and informal training a character has received.
|
|
Along with intelligence, a character's education
|
|
plays an integral part in determining the number of
|
|
skills a character can learn and use at any one time.
|
|
The higher an individual's education rating, the
|
|
more skills he can acquire and apply in various
|
|
situations.
|
|
|
|
Social Standing (for Humans)
|
|
Social Standing (SCC) signifies a character's status
|
|
in society. This social hierarchy is often based on
|
|
career rank, wealth, achievement and the standing
|
|
of the character's family. individuals with a high
|
|
social standing are accustomed to a much higher
|
|
standard of living, and in most cases aren't skilled at
|
|
negotiating and bargaining. Also, social standing
|
|
affects the way an individual is treated by others.
|
|
|
|
Charisma (for VARGRS)
|
|
The VARGRS are naturally gregarious; they desire
|
|
prominence among their peers. The Charisma skill
|
|
(CHA) helps VARGRS reach their main goal: prestige
|
|
and acceptance within their communities. Charisma
|
|
skills affect a character's eloquence. High charisma
|
|
also allows a character to be a better bargainer,
|
|
trader, interviewer and linguist. Because the Vargr
|
|
work so diligently at being accepted, they are
|
|
usually very likeable individuals who command
|
|
respect and friendship. Initial charisma ranges from
|
|
1 to 6.
|
|
|
|
To the left of the attributes bar graph is a list of
|
|
careers that the character would be best suited for,
|
|
based on the particular attributes shown. The most
|
|
highly recommended career is highlighted in the list.
|
|
|
|
If you want to develop a character based on the
|
|
attributes shown, move the highlight to Yes. After Yes
|
|
is selected, you will notice the character information
|
|
area in the top right hand comer of the screen. If you
|
|
select No, a new set of attributes appears.
|
|
|
|
|
|
Universal Personality Profile
|
|
|
|
At the top is the character's Universal Personality
|
|
Profile (UPP). The UPP represents the character's basic
|
|
attributes in this order: STR, DEX, END, INT, EDU, SOC
|
|
for Humans / CHA for Vargr. The UPP uses hexadeci-
|
|
mal numbers from 1 to 15 (16 for Vargr DEX), with 1 as
|
|
the lowest rating. Numbers from 10 to 15 are repre-
|
|
sented by letters (A represents 10, F represents 15).
|
|
|
|
Next is a list of the player's basic attribute numbers
|
|
in common Arabic numerals.
|
|
|
|
Also, the current Term that the character is serving
|
|
is displayed with the character's Age, Sex, species type
|
|
(Human or Vargr) and Credits (money). The character's
|
|
Hits Value is also listed. The Hits Value - the amount
|
|
of damage a character can endure before becoming
|
|
unconscious or being killed - is based on the sum of
|
|
the character's STR, END and DEX scores. The number
|
|
before the slash is the number of hits required to
|
|
render the character unconscious; the number after the
|
|
slash is the number of additional hits required to kin
|
|
the character.
|
|
|
|
Next is the character's Service, Rank, Homeworld
|
|
and any Items that the character acquired during the
|
|
mustering out process of character generation.
|
|
|
|
After you select a set of attributes, you are asked to
|
|
select a homeworld. The homeworld effects the careers
|
|
a character can enlist in, as well as the initial skills the
|
|
character starts out with. You can select:
|
|
|
|
* Named World
|
|
* Detailed World
|
|
* Random World
|
|
* Same as Last Time.
|
|
|
|
A) Named World
|
|
Lets you select a world from one of the four
|
|
subsectors in the game (Rhylanor, Regina, Lanth
|
|
or Aramis). After you select a subsector, a list of
|
|
worlds in that area is displayed with the Universal
|
|
World Profile (UWT) for each planet.
|
|
|
|
The UWP refers to the physical characteristics of a
|
|
world. Like the UPP, ah numbers are hexadeci-
|
|
mal. In a hexadecimal system, the numbers 10
|
|
through 15 are represented by the letters A
|
|
through F, respectively. The numbers in the UWP
|
|
refer to, in order, Starport, Size, Atmosphere,
|
|
Hydrosphere, Population, Government, Law Level
|
|
and Tech Level, Please refer to the charts in the
|
|
Handy Reference for Game Play section to find
|
|
a detailed explanation of what each number in
|
|
the UWP represents.
|
|
|
|
Scroll through the list of worlds to select the
|
|
homeworld of your choice.
|
|
|
|
B) Detailed World
|
|
Allows you to create your homeworld by typing
|
|
in a UWP. You are also asked to name the
|
|
homeworld you have created.
|
|
|
|
C) Random World
|
|
Selects a random homeworld from one of the
|
|
four subsectors for your character.
|
|
|
|
D) Same as Last Time
|
|
Lets you pick the same homeworld as you
|
|
selected for your last character.
|
|
|
|
|
|
|
|
7. Selecting a Service or Career
|
|
|
|
After a homeworld for your character is selected,
|
|
you are asked to select a service or career for him/her
|
|
from a list on the screen. The service lists are based on
|
|
the character's attributes and his/her homeworld. You
|
|
may have noticed that the recommended careers that
|
|
appeared earlier are not on this list. If this happens it is
|
|
because the homeworld of your character does not
|
|
offer that service or career type. For example, a sailor
|
|
can't come from a world with little or no water. After
|
|
you select a service or career, you will learn if your
|
|
character is accepted or rejected. if your character is
|
|
rejected, you will be submitted to a military draft.
|
|
|
|
The various services - for Humans and VARGRS -
|
|
are:
|
|
|
|
Human Careers
|
|
|
|
* Army
|
|
An Army officer is a member of the planetary
|
|
armed fighting forces. Soldiers deal with world
|
|
surface actions, baffles, and campaigns. They may
|
|
also serve as mercenaries for hire. An-ny charac-
|
|
tears must come from a world with a tech code of
|
|
Pre-Stellar+.
|
|
|
|
Barbarian
|
|
A rugged individual from a primitive world.
|
|
Barbarians are accustomed to hardship and are
|
|
well versed in wilderness and survival situations.
|
|
Barbarians must come from a world with a tech
|
|
code of Pre-ind
|
|
|
|
Belter
|
|
An individual who prospects and mines asteroid
|
|
belts in search of mineral deposits, artifacts, or
|
|
salvageable materials. Being a belter is a difficult
|
|
and dangerous career, calling for individuals who
|
|
are highly self-reliant, competent and determined.
|
|
Belters must come from a world with a tech-code
|
|
of Early Stellar+.
|
|
|
|
Bureaucrat
|
|
An individual in a government organization, or in
|
|
a management or executive capacity. Bureaucrats
|
|
are often well versed in the administrative and
|
|
economic aspects of commerce. Bureaucrats must
|
|
come from a world with a population of Mod
|
|
Pop+ and a law code of Low Law+. Bureaucrats
|
|
may not voluntarily muster out or retire.
|
|
|
|
Diplomat
|
|
A member of the foreign service of a government.
|
|
Diplomats may gain valuable interpersonal
|
|
abilities and academic knowledge during their
|
|
careers. Diplomats must come from a world with
|
|
a tech code of Indust+ and a law code of Low
|
|
Law+.
|
|
|
|
Doctor
|
|
A trained individual with a medical practice.
|
|
Doctors know and understand the art and science
|
|
of medical diagnosis and treatment. Doctors must
|
|
come from a world with a tech code of Indust+.
|
|
|
|
Flyer
|
|
A member of the Close Orbit and Airspace
|
|
Control Command (the Air Force) of a world.
|
|
Flyers patrol the world from the atmosphere and
|
|
from orbit, monitor traffic to and from the world,
|
|
and protect the world from hostile spacecraft.
|
|
|
|
Flyers must come from a world with a tech code
|
|
of Indust+, a population of Mod Pop+, and an
|
|
atmosphere of Thin+
|
|
|
|
Hunter
|
|
An individual who tracks and hunts animals for
|
|
sport or profit. Hunters often become knowledge-
|
|
able 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 supple-
|
|
ment 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 indepen-
|
|
dent free traders that carry chance cargos and
|
|
passengers between worlds. Merchants can
|
|
engage in every activity from plodding and
|
|
conventional commerce to quasi-legal actions and
|
|
outright violations of the law (such as smuggling).
|
|
Merchants must come from a world with a tech
|
|
code of Early Stellar+.
|
|
|
|
* Navy
|
|
This term refers to members of the interstellar
|
|
space Navy, which has taken on the duty of
|
|
patrolling space between the stars. The Navy has
|
|
the responsibility of protecting society from
|
|
lawless elements in the interstellar trade channels.
|
|
The Navy also serves to protect society from
|
|
foreign powers. Navy characters must come from
|
|
a world that has a tech code of Pre-Stellar+.
|
|
|
|
Noble
|
|
A noble is a member of society's upper class.
|
|
Nobles typically perform few consistent functions
|
|
throughout their lives. Nobles most often have
|
|
large amounts of ready money available to spend,
|
|
or they may possess useful influence in high
|
|
places. Nobles have no homeworld skill limita-
|
|
tions, but must have a SOC level of 10+.
|
|
|
|
Pirate
|
|
An individual crew member of an interplanetary
|
|
or interstellar vessel who makes a living attacking,
|
|
hijacking or plundering commerce. Pirates tend to
|
|
be rugged individuals who depend heavily on
|
|
their cunning and skill, and a degree of luck, to
|
|
net their livelihood. Pirates must come from a
|
|
world with a tech code of Early Stellar+.
|
|
|
|
Rogue
|
|
A member of the criminal element. Rogues, as a
|
|
matter of course, are familiar with the rougher
|
|
and more illegal methods of accomplishing tasks.
|
|
Rogues tend to be good at circumventing the law,
|
|
which, unfortunately, also makes them somewhat
|
|
likely to be wanted criminals on one or more
|
|
worlds, Rogues must come from a world with a
|
|
tech code of Indust.+.
|
|
|
|
Sailor
|
|
A member of the Nautical Force Command (the
|
|
wet navy) of a world. Sailors patrol a worlds
|
|
hydrosphere, monitor traffic upon it, and protect
|
|
those travelling the seaways from being preyed
|
|
upon by lawless elements. Sailors must come
|
|
from a world with a hydrographics of Wet+.
|
|
|
|
Scientist
|
|
An individual who has been trained in the tech-
|
|
nological 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 communi-
|
|
cations ships that carry important information and
|
|
messages between the many worlds of the
|
|
galaxy. Scouts must come from a world with a
|
|
tech code of Early Stellar+.
|
|
|
|
* The asterisk denotes careers for which advanced
|
|
careers can be developed for use in the pen-and-pencil
|
|
role-playing version of Megatraveller. Advanced careers
|
|
have no use in the computer game.
|
|
|
|
Vargr Careers
|
|
|
|
Administrator
|
|
A business individual who is well versed in the
|
|
organizational and economic aspects of com-
|
|
merce. An administrator must come from a world
|
|
with a population of Mod Pop+ and a law code
|
|
Of LOW law+.
|
|
|
|
Aristocrat
|
|
An influential individual with a relatively high
|
|
charisma. An aristocrat often has large amounts of
|
|
ready cash, or may have useful influence with
|
|
those in power. An aristocrat character has no
|
|
homeworld skill limitations, but must have a
|
|
Charisma level of 10+.
|
|
|
|
Barbarian
|
|
Same as Human barbarian.
|
|
|
|
Belter
|
|
Same as Human belter.
|
|
|
|
Corsair
|
|
A member of an independent armed fighting
|
|
band including both space transport and ground
|
|
troops. A corsair band operates as bands of
|
|
pirates and mercenaries. They sometimes find
|
|
temporary employment with governments, but
|
|
they seldom possess a permanent home. A corsair
|
|
must come from a world with an Early Stellar+
|
|
tech code.
|
|
|
|
Doctor
|
|
Same as Human doctor.
|
|
|
|
Emissary
|
|
An individual bargainer or arbitrator employed by
|
|
a Vargr government or other concern. The
|
|
fragmentary nature of Vargr society insures a
|
|
need for intermediaries who can help resolve
|
|
disputes. Such individuals must come from a
|
|
world with an industrial+ tech code and a Low+
|
|
law level.
|
|
|
|
Explorer
|
|
An individual who spends a large part of his time
|
|
exploring other star systems and worlds, often as
|
|
a part of an organized team. An explorer must
|
|
come from a world with a tech code of Early
|
|
Stellar+.
|
|
|
|
Hunter
|
|
Same as Human hunter.
|
|
|
|
Law Enforcer
|
|
Same as Human law enforcer.
|
|
|
|
Leader
|
|
A charismatic individual in a management or
|
|
executive capacity within a Vargr government,
|
|
organization or group. A leader has useful influ-
|
|
ence, interpersonal abilities and stature among
|
|
other Vargr. A leader must come from a world
|
|
with a tech code of Indust+.
|
|
|
|
Loner
|
|
A self-reliant Vargr who works alone. A loner
|
|
may be an independent adventurer or may
|
|
perform some other function. A loner must come
|
|
from an Early Stellar+ world.
|
|
|
|
Merchant
|
|
Same as Human merchant.
|
|
|
|
Mitia
|
|
A member of a local armed fighting force. A
|
|
member of the militia deals with minor actions
|
|
planetary surfaces, large baffles and extended
|
|
campaigns. Some ex-militia soldiers go on t
|
|
mercenary work. A militia character must come
|
|
from a world with a Pre-Stellar+ tech code.
|
|
|
|
Navy
|
|
Same as Human navy.
|
|
|
|
Raider
|
|
A member of a local armed fighting force carried
|
|
aboard starships. A raider fights corsair pirates by
|
|
performing boarding actions in space, defends
|
|
starports and local navy bases, and supplements
|
|
soldier ground forces. A raider character must
|
|
come from a world with a Pre-Stellar+ tech code.
|
|
|
|
Rogue
|
|
Same as Human rogue.
|
|
|
|
Scientist
|
|
Same as Human scientist.
|
|
|
|
Please refer to the LTWP explanations in the
|
|
Handy Reference for Game Play section to deter-
|
|
mine 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 impor-
|
|
tant 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, represent-
|
|
ing an untrained basic working knowledge. As skills
|
|
increase, the corresponding number also increases. The
|
|
greater the skill level, the more successful a character
|
|
will be when attempting a related task. The skill level is
|
|
always displayed after the name of the specific skill.
|
|
|
|
Example: Navigation 2 indicates that the character
|
|
has a skill level of 2 in Navigation.
|
|
|
|
|
|
Skills: Basic and Cascade
|
|
|
|
There are two categories of skills in Megatraveller.
|
|
basic skills and cascade skills. Basic skills pertain to the
|
|
general ability of a character to perform a certain task.
|
|
Cascade skills are a general category and offer the
|
|
character an opportunity to gain a specialized skill The
|
|
following are examples of both types of skills.
|
|
|
|
Basic Skill: Bribery
|
|
|
|
Cascade Skill: Exploratory (you can pick from:)
|
|
Pilot
|
|
Sensor Ops
|
|
Survey
|
|
Survival
|
|
Vacc Suit
|
|
Vehicle.
|
|
|
|
After your character is enlisted in a service, skill
|
|
development begins. After a term is successfully com-
|
|
pleted (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 re-
|
|
warded 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 (non-
|
|
player character).
|
|
|
|
You are likely to enjoy MegaTraveller 2 more if you
|
|
create characters with differing characteristics and
|
|
career backgrounds. This allows you a greater likeli-
|
|
hood of overcoming the many varied obstacles the
|
|
game presents.
|
|
|
|
Although there are 135 total skills in the character
|
|
generator, not all of them are necessary for this com-
|
|
puter game. The non-essential skills have been left in
|
|
the character generator for three reasons. First, the skill
|
|
system in the character generator is the basis for the
|
|
pen-and-pencil role-playing version of MegaTraveller.
|
|
Some skills are not necessary to solve the computer
|
|
adventure, but they were left in for completeness.
|
|
Second, the non-essential skills were also kept for those
|
|
who wish to develop characters for Traveller role-
|
|
playing adventures. This compatibility would not exist
|
|
if skills were eliminated for the sake of the computer
|
|
game. Third, some skills that are not necessary in the
|
|
MegaTraveller 2 computer game may come in handy
|
|
for future Mega Traveller computer adventures. This is
|
|
useful if you are planning to use the same characters in
|
|
future MegaTraveller computer games.
|
|
|
|
Following is a list of the skits that are used in this
|
|
computer game, A detailed description of each of these
|
|
skills and where they best apply can be found in the
|
|
Handy Reference for Game Play section.
|
|
|
|
|
|
|
|
Skills that can he used to Complete MegaTraveller 2
|
|
|
|
Academic (Cascade) Exploratory (Cascade)
|
|
Admin Pilot
|
|
History Sensor Ops
|
|
linguistics Survey
|
|
Persuasion Vacc Suit
|
|
Science Vehicle
|
|
+1 Education Forensic
|
|
Admin Forgery
|
|
Advanced combat rifle Fusion gun
|
|
Artisan Gambling
|
|
Assault rifle Gauss rifle
|
|
ATV Grav vehicle
|
|
Auto rifle Grenadelauncher
|
|
Battle dress Gun combat (Cascade)
|
|
Blade combat (Cascade) Energy Weapons
|
|
Large Blade Handgun
|
|
Small Blade laser weapons
|
|
Body pistol Rifleman
|
|
Brawling Sub-machine gun
|
|
Bribery Gunnery (Cascade)
|
|
Broadsword Turret Weapons
|
|
Broker Hand combat (Cascade)
|
|
Carbine Blade Combat
|
|
Carousing Brawling
|
|
Combat rifleman +1 Endurance
|
|
Communications + 1 Strength
|
|
Computer Handgun
|
|
Dagger Heavy Weapons
|
|
Demolitions History
|
|
Disguise Inborn (Cascade)
|
|
Economic (Cascade) Artisan
|
|
Admin Carousing
|
|
Broker Instruction
|
|
Legal jack-Of-All-Trades
|
|
Trader Leader
|
|
Electronics Interpersonal (Cascade)
|
|
Energy Weapons Admin
|
|
Engineering Interview
|
|
Environ (Cascade) Liason
|
|
Stealth Interrogation
|
|
Interview
|
|
Intrusion
|
|
jack-of-all-trades Space combat(Cascade)
|
|
Large blade Gunnery
|
|
Laser pistol Sensor Ops
|
|
Laser rifle Tactics
|
|
Laser weapons Space tech (Cascade)
|
|
Leader Communications
|
|
Legal Computer
|
|
Liaison Engineering
|
|
light assault gun Vacc Suit
|
|
linguistics Special combat(Cascade)
|
|
Mechanical Battle Dress
|
|
Medical Combat Rifleman
|
|
Mental (Cascade) Demolition
|
|
+1 Intelligence Heavy Weapons
|
|
+1 Education Stealth
|
|
Naval architect Zero-G Environ
|
|
Navigation Stealth
|
|
Persuasion Streetwise
|
|
Physical (Cascade) Sub-machine gun
|
|
+1 Dexterity Survey
|
|
+1 Endurance Sword
|
|
+ 1 Strength Tactics
|
|
Pilot Technical (Cascade)
|
|
Pistol Communications (Commo)
|
|
Plasma gun Computer
|
|
Recruiting Electronics
|
|
Revolver Sensor Ops
|
|
Rifle Trader
|
|
Rifleman Turret Weapons
|
|
Science (Cascade) Vacc suit
|
|
Medical Vehicle (Cascade)
|
|
Senor ops Grav Vehicle
|
|
Ship's boat Ship's Boat
|
|
Small blade Vice (Cascade)
|
|
Snub pistol Bribery
|
|
Space (Cascade) Disguise
|
|
Engineering Forgery
|
|
Navigation Gambling
|
|
Pilot Intrusion
|
|
Sensor Ops Streetwise
|
|
Ship's Boat Zero-G environ
|
|
Vacc Suit
|
|
|
|
Skills NOT needed to complete MegaTraveller 2
|
|
|
|
|
|
Aircraft Cutlass
|
|
Animal handling Early firearms
|
|
Archaic weapons Equestrian
|
|
Autocannon Field artillery
|
|
Axe Fleet tactics
|
|
Battle axe Foil
|
|
Bayonet Forward observer
|
|
Biology Genetics
|
|
Blowgun Grav belt
|
|
Bola Gravities
|
|
Boomerang Guard/hunting beasts
|
|
Bow Halberd
|
|
Chemistrystry Hand axe
|
|
Combat engineering Helicopter
|
|
Crossbow Herding
|
|
Cudgel High-energy weapons
|
|
Hovercraft Prop-driven aircraft
|
|
Hunting Prospecting
|
|
Instruction Recon
|
|
jet-propelled aircraft Robotops
|
|
Large watercraft Robotics
|
|
Lighter-than-air craft Screens
|
|
Machine gun Ship tactics
|
|
Mass drivers Sling
|
|
Meson guns Small watercraft
|
|
Mortars and howitzers Spear
|
|
Neural pistol Spinal weapons
|
|
Neural &le Steward
|
|
Neural weapons Survival
|
|
Physics Tracked vehicle
|
|
Pike VRF gauss gun
|
|
Polearm Wheeled Vehicle
|
|
|
|
|
|
Characters are given a set of default skills based on
|
|
the career in which they are enlisted. For example,
|
|
most military services have default skills for certain
|
|
weapons, since weapons training is initially taught to all
|
|
soldiers.
|
|
|
|
9. Advanced Skill Tables
|
|
|
|
When a human character's edution (EDU) at-
|
|
tribute is 8 or greater, the character can choose skills
|
|
from an Advanced Education Table (AET). The AET
|
|
offers specialized skills that aren't available to less
|
|
educated individuals.
|
|
|
|
Similarly, Vargr characters with a charisma (CHA)
|
|
attribute of 8 or greater can benefit by selecting skins
|
|
from a High Charisma Table (HCT-0. The HCT offers
|
|
unique charisma skills that will improve a Vargr's
|
|
interpersonal communications.
|
|
|
|
10. Mustering Out
|
|
|
|
There comes a time when a character's career ends,
|
|
whether by force or by personal choice. At that point, a
|
|
character can take his valuable skills and training and
|
|
set out to brave the Traveller universe.
|
|
|
|
After a term of service is successfully completed, a
|
|
character can either re-enlist or muster out. Sometimes,
|
|
a character may be forced to muster out due to poor
|
|
performance or an injury; at other times a character
|
|
may be forced to stay in a service for an additional
|
|
term.
|
|
|
|
Only Vargr characters can re-enlist in a new service
|
|
after they've mustered out of a previous one.
|
|
|
|
When a character musters out, he receives benefits
|
|
for his services. The benefits come from one of two
|
|
categories: the cash table or the benefits table. A
|
|
character gets one choice from these tables for every
|
|
term of service, and an additional choice is given for
|
|
every two promotions or acclamations. For example, if
|
|
a character served five terms in the army, and was
|
|
promoted to the rank of General (rank 6), e would
|
|
receive five benefits for the number of terms served,
|
|
and an additional three benefits for moving through the
|
|
ranks, for a total of eight benefits.
|
|
|
|
A character cannot draw from the cash table more
|
|
than three times. Benefits vary, depending on the
|
|
career that your character has been in. Here is a list of
|
|
every benefit that is offered in the mustering out
|
|
process, but remember that not all these benefits are
|
|
offered for every career.
|
|
|
|
Weapons
|
|
The character can select weapons. The weapons
|
|
that the character can use most effectively are
|
|
highlighted,
|
|
|
|
Passages (Low, Middle and High)
|
|
Passages are tickets for interplanetary travel if you
|
|
dont own a ship. High Passage is a first class ticket
|
|
to travel aboard a starship. You have extensive
|
|
cargo space and service from a ship's steward.
|
|
Middle Passage is a coach class ticket, where you
|
|
have less cargo space and no steward service. With
|
|
a Low Passage ticket, you are frozen for the journey
|
|
and stored in the cargo bay until you arrive at your
|
|
destination.
|
|
|
|
TAS Membership
|
|
The Traveller's Aid Society offers free access to
|
|
information about worlds or systems to its mem-
|
|
bers. At times, the information is crucial and can
|
|
benefit travellers greatly.
|
|
|
|
Forensic Kit
|
|
A kit that helps a character uncover evidence at a
|
|
site or a scene of a crime.
|
|
|
|
Medical Instruments
|
|
A medical kit that can be used for first-aid pur-
|
|
poses.
|
|
|
|
Hand Computer
|
|
A small, portable computer for calculations.
|
|
|
|
Miscellaneous Trinkets
|
|
A gold watch, letter of marque and service
|
|
medallion are symbols of long and devoted service.
|
|
|
|
Ships
|
|
Some services reward characters with a scout ship
|
|
or a trader when they muster out. If you receive the
|
|
Starship benefit, you have the choice of selecting a
|
|
scout ship or a trader.
|
|
|
|
11. Retirement Pay
|
|
|
|
The total number of terms that a character serves in
|
|
the military determines the amount of credits he re-
|
|
ceives 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 automati-
|
|
cally deposited into your character's account.
|
|
|
|
12. Aging
|
|
|
|
For each term spent in the service, a character ages
|
|
four years. As a character grows older, the physical
|
|
burdens of strenuous careers begin to take their toll. A
|
|
character's STR, END and DEX abilities decrease with
|
|
age. At a much later age, a character's INT ability also
|
|
slowly decreases. A character may even die of old age
|
|
if you continue to re-enlist him in a service. Your
|
|
doctor will recommend that your character leave the
|
|
service when old age can end his life.
|
|
|
|
13. Naming a Character and Selecting a Face
|
|
|
|
After your character is fully developed, you are
|
|
asked to give him/her a name. There is a special
|
|
keypress that will name the character for you. Please
|
|
see the Technical Supplement that came packaged with
|
|
your game for the Create Name for Character Key. As
|
|
well, you can select a face for him/her from the pool of
|
|
character faces. There is an ample number of faces -
|
|
male and female, Human and Vargr - to select from.
|
|
|
|
14. Choosing from a Character Pool
|
|
|
|
MegaTraveller 2 gives you the option of choosing
|
|
pregenerated characters if you don't want to go
|
|
through the character generation procedure, or if you
|
|
want to become familiar with the rest of the game
|
|
before generating your characters.
|
|
|
|
In addition, you can save characters in the character
|
|
pool, If one of your original characters is killed, you
|
|
can recruit new members for your party in various
|
|
cities. New characters that are recruited will come
|
|
directly from your character pool, so you may want to
|
|
develop a wide range of characters with diverse skills
|
|
and backgrounds.
|
|
|
|
After you have selected a party from the character
|
|
pool, you are asked what character you want to control
|
|
as the leader. The character that you select will be the
|
|
leader of your adventure. Other characters will report
|
|
directly to your leader.
|
|
|
|
Generation Summary
|
|
|
|
1. Select whether the character is Human or Vargr, male or female.
|
|
2. A set of basic attributes is chosen for the character. The attributes
|
|
can be recalculated until a desired set is displayed.
|
|
3. Select a homeworld for the character.
|
|
4. Select a career or service for your character. Default skills for that
|
|
career are added to the character's list of basic skills.
|
|
5. You are told whether the character received any commissions, promotions
|
|
or acclamations for the term being served. Based upon this information,
|
|
the character is given an appropriate number of selections from the
|
|
skill tables.
|
|
6. If a character has more skills than the sum of his intelligence (INT) and
|
|
education (EDU) attribute scores, he must edit his skill fists. This
|
|
occurs as skills are added.
|
|
7. After a term is served, the character can re-enlist or muster out; the
|
|
character may also be forced to muster out or continue for another term.
|
|
8. When a character leaves a career he is permitted to make selections from
|
|
the cash or benefits table. No more than three choices can be made from
|
|
the cash table.
|
|
9. Once a character is fully developed, you must name him/her and select a
|
|
face for the character. You can press a key to generate a name immediately
|
|
- see Technical Supplement.
|
|
10. After a party of characters is comprised,you must pick the lead character.
|
|
|
|
|
|
On the Ground
|
|
|
|
1. Introduction
|
|
|
|
Throughout your adventures in the Spinward
|
|
Marches, you have the opportunity to visit other
|
|
worlds. Some of these planets contain abundant green
|
|
vegetation and high populations, while others have
|
|
harsh environments such as scorching deserts, glacial
|
|
terrain or no atmosphere. Refer to the Handy Refer-
|
|
ence 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 impor-
|
|
tant information to further the plot. At times, an indi-
|
|
vidual 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, merce-
|
|
naries and hit men. Although combat is by no means
|
|
the main emphasis of the game, there are times when,
|
|
as a last resort, you are forced to stand up and fight.
|
|
|
|
While exploring planetary surfaces, all action takes
|
|
place on three game screens: the Overhead Interface
|
|
Screen, the Inside Locations Screens (stores, casinos,
|
|
etc.) and the Character Sheets.
|
|
|
|
|
|
|
|
2. The Overhead Interface Screen
|
|
|
|
All of the ground exploration and combat action takes place on the
|
|
Overhead Interface Screen.
|
|
|
|
A) Character Information
|
|
The top portion of the screen consists of five
|
|
blocks which represent the character's in your party.
|
|
If your party consists of less than five characters,
|
|
some character blocks remain empty. The names of
|
|
the five characters appear in different colors over
|
|
their pictures. The characters are represented on the overhead
|
|
map by icons in the same colors as their names.
|
|
When you equip your characters with protective armor and headgear,
|
|
the pictures of the characters change; the armor or
|
|
headgear is actually placed on the characters.
|
|
There are two bars next to each character picture.
|
|
The first bar (the blue bar) represents the
|
|
character's oxygen supply. As oxygen is consumed,
|
|
the blue bar decreases. The second bar (the red
|
|
bar) corresponds to the character's life force (hits
|
|
value). when physical damage is suffered, the bar
|
|
decreases accordingly. The life force bar is inter-
|
|
sected 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 Zoom-
|
|
ing 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 charac-
|
|
ter 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 <Enter> 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). Remem-
|
|
ber, 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 inven-
|
|
tory. 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 sur-
|
|
rounding area without actually having
|
|
to move your party. This is useful when
|
|
you want to examine an area for
|
|
enemies. It's much more difficult to be
|
|
taken by surprise when you can see a
|
|
vast area around your characters.
|
|
|
|
Identify - One of your characters provides
|
|
a brief description of what is in front of
|
|
your party. Obviously, the character's
|
|
intelligence reflects the detail of the
|
|
description. Identify is also useful when
|
|
you encounter a green NPC on the
|
|
map. By selecting identify, one of your
|
|
characters will tell you who the NPC is,
|
|
so that you don't have to stop every
|
|
NPC around you.
|
|
|
|
Enter Vehicle or Leave Vehicle - Let's your
|
|
party enter a vehicle if they have rented
|
|
one or leave a vehicle if they are
|
|
returning one, or getting out to explore
|
|
an area or region. You must be stand-
|
|
ing 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. Depend-
|
|
ing 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 se-
|
|
lected, 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 se-
|
|
lected, 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 informa-
|
|
tion. After you select bribe, you are
|
|
asked how much you want to offer for
|
|
the bribe. Select the amount. Depend-
|
|
ing 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 impor-
|
|
tant information, you can threaten them
|
|
with this option. Of course, it helps if
|
|
you have a physically intimidating
|
|
character with a high strength level.
|
|
|
|
Interrogate - If you've cornered an enemy
|
|
NPC and you want to discover his
|
|
motives, the interrogate option is very
|
|
useful, one of your characters must be
|
|
physically intimidating with high
|
|
interrogation and persuasion skills if the
|
|
interrogation is to be successful.
|
|
|
|
Change Leader - Let's you change the
|
|
leader of your party to another character.
|
|
|
|
Game Controls Icon- The Game Controls icon lets
|
|
you handle all game play options. The
|
|
options are:
|
|
|
|
Save - Lets you save a game that you've been playing.
|
|
|
|
Restore - Lets you restore a previously saved game.
|
|
|
|
Quit - Permits you to exit the game and return to DOS.
|
|
|
|
Sound - Lets you toggle sound effects and music on and off.
|
|
|
|
PAL System - Lets you turn on the PAL override messages on and off.
|
|
|
|
Help - Sometimes you may find yourself a
|
|
little confused during the course of your
|
|
adventure. If you select the Help option,
|
|
one or more of your characters will
|
|
offer some advice about what to do
|
|
next in your adventure. But remember, ,
|
|
if you don't have an intelligent member
|
|
of your party, the advice will probably
|
|
not amount to much.
|
|
|
|
|
|
3. The Character Sheet
|
|
|
|
At any time during the game you can access detailed
|
|
character sheets for each of your characters
|
|
either by clicking on the character's block with the
|
|
mouse or by pressing the F1 through F5 key (each key
|
|
represents one of the characters; F1 represents the
|
|
character in the lead position, etc.).
|
|
|
|
The character sheet contains the following information:
|
|
|
|
A) Character's Picture
|
|
B) Character's Name
|
|
C) Character's Service Symbol (if military)
|
|
D) TAS Symbol (if the character is a member of
|
|
the Traveller's Aid Society)
|
|
E) The Weapon the Character is Currently Using
|
|
F) The Character's Sex
|
|
G) The Character's Species (Human or Vargr,)
|
|
H) The Character's Life Force Value (Hit Points)
|
|
1) The Character's Credits
|
|
J) The Character's Age
|
|
K) The Character's UPP
|
|
L) The Character's Six Attributes
|
|
M) The Character's Skills List
|
|
N) The Character's Inventory
|
|
|
|
There are also four options on the character sheet.
|
|
They are:
|
|
|
|
Examine
|
|
Lets you scroll through the inventory list and
|
|
select an object to examine. The character will
|
|
provide a description of the item you select. Levels
|
|
of detail for the objects description may vary
|
|
depending on the character's intelligence and skills.
|
|
|
|
Exchange
|
|
Exchange allows you to take an object from the
|
|
inventory of one character and add it to the inven-
|
|
tory of another. Select the object(s) you want to
|
|
exchange. Next, select Exchange and then desig-
|
|
nate the character to whom you want to give the
|
|
object(s). Select the character you want to exchange
|
|
with and the object(s) is immediately added to the
|
|
receiving character's inventory.
|
|
|
|
Use *
|
|
Lets you scroll through the character's inventory
|
|
list and select an item for him to use. If you are
|
|
using a weapon, it is displayed next to the
|
|
character's picture. Other items in use will be
|
|
highlighted in the inventory list. Remember, how
|
|
well a character uses an item depends on his
|
|
specific skills.
|
|
|
|
Drop *
|
|
Lets you drop an item. Scroll through the
|
|
character's inventory list and select the item that
|
|
you want to drop.
|
|
|
|
* These options can also be selected from the Hand
|
|
icon on the main interface screen.
|
|
|
|
4. Vehicles
|
|
|
|
There are times when travelling on foot is impos-
|
|
sible, 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 charac-
|
|
ters 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 protec-
|
|
tive 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 con-
|
|
sumption, 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 charac-
|
|
ter, 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 explora-
|
|
tion to discover.
|
|
|
|
Some buildings or caves don't have interior light
|
|
sources. In these cases, an electric torch or lantern is
|
|
necessary. Also, some doors may be reinforced so that
|
|
unwanted intruders cannot gain entrance. A demolition
|
|
charge can sometimes destroy a door. You may also be
|
|
forced to excavate an area; digging tools are required to
|
|
excavate.
|
|
|
|
Many building locations are handled specially, with
|
|
a specific set of options. These buildings are:
|
|
|
|
Vehicle Rental
|
|
Where you can rent a Grav
|
|
Vehicle or an ATV.
|
|
|
|
Bank Machine
|
|
Where you can withdraw,
|
|
deposit, pool money and make
|
|
an inquiry.
|
|
|
|
Casino
|
|
Where you can gamble in
|
|
games of chance including slots,
|
|
craps and blackjack.
|
|
|
|
Monorail Station (white)
|
|
Where you can get a monorail
|
|
ticket to another city on the
|
|
planet that you are on.
|
|
|
|
Airport (red)
|
|
Where you can buy airplane
|
|
tickets to another city on the
|
|
planet that you are on.
|
|
|
|
Scout Base (green)
|
|
Ex-members of the Scouts can
|
|
access computer services, buy
|
|
ship supplies and fuel, and accept
|
|
surveying jobs.
|
|
|
|
Naval Base (blue)
|
|
Ex-members of the Navy can
|
|
access computer data and buy
|
|
ship supplies and fuel.
|
|
|
|
|
|
|
|
Hypermarket
|
|
A general store where you can
|
|
purchase a variety of supplies,
|
|
weapons, armor and ammunition.
|
|
|
|
Shipyard (blue)
|
|
Where you can refuel and
|
|
repair your starship, as well as
|
|
buy weapons and supplies for it.
|
|
The shipyard is also the place
|
|
where you can purchase your
|
|
own starship.
|
|
|
|
Hospital
|
|
Where you can heal injured
|
|
characters.
|
|
|
|
Customs
|
|
On some planets with restrictive
|
|
law levels, customs checkpoints
|
|
are set up to search visitor's for
|
|
illegal objects and weapons. If
|
|
you are carrying illegal items, they
|
|
are confiscated until you return to
|
|
the starport.
|
|
|
|
Recruiting Center
|
|
Where you can recruit new, characters and train your charac-
|
|
ters 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 war-
|
|
rants to see if any rewards are being offered.
|
|
|
|
Trade and Commerce Warehouse
|
|
Where you can buy and sell cargo. It's a good idea to pay
|
|
attention to library information, TAS information and rumors; they
|
|
will sometimes give trade and commerce hints. Strategy is
|
|
important to being a profitable trader. Pay attention to where
|
|
cargo can be bought inexpensively and sold for a profit.
|
|
|
|
TAS
|
|
The Traveller's Aid Society let's you access computer data and
|
|
buy passage to other worlds. TAS members receive one free High
|
|
Passage ticket every two months.
|
|
|
|
Library
|
|
Where you can research topics of interest for a small fee.
|
|
|
|
Travel Agent
|
|
Where you can buy a monorail or aircraft ticket to another city on
|
|
the world that you are visiting.
|
|
|
|
Government Office (yellow)
|
|
There is a special government office in the Rhylanor Startown
|
|
where you can apply for rewards.
|
|
|
|
Hotel
|
|
A place where important people might be staying.
|
|
|
|
Tavern
|
|
A gathering place where you can sometimes pick up useful
|
|
information or stumble onto sub-plots,
|
|
|
|
Apartment Building
|
|
A place of residence for various characters.
|
|
|
|
University (blue/white)
|
|
An academic institution staffed by various experts.
|
|
|
|
Follow the on-screen instructions for each of these
|
|
locations.
|
|
|
|
The tech levels of worlds vary. On more primitive
|
|
worlds, you will not have the same options as you
|
|
would on a high tech level world. Refer to the Planets
|
|
and their UWPs in The Handy Reference for Game
|
|
Play section. The buildings, objects to purchase and
|
|
NPCs are reflective of the time period and tech level of
|
|
|
|
|
|
In Space
|
|
|
|
1. introduction
|
|
|
|
Between your visits to various worlds within the
|
|
Traveller universe, you will spend time travelling the
|
|
interstellar spaceways. These vast regions of space are
|
|
traversed by far traders shipping cargo between worlds,
|
|
Imperial fleet vessels protecting the interests of the
|
|
Imperium, megacorporation vessels, and dreaded
|
|
pirates who prey on defenseless cargo ships. In the
|
|
Traveller universe, the spaceways are futuristic high-
|
|
ways to other worlds.
|
|
|
|
In Mega Traveller 2, space travel can be accom-
|
|
plished 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 depar-
|
|
ture.
|
|
|
|
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 quali-
|
|
fied. The six stations aboard a starship are:
|
|
|
|
Pilot
|
|
Responsible for taking off, landing and flying the
|
|
ship.
|
|
|
|
Navigator
|
|
Responsible for plotting courses and destinations
|
|
and handling jumps.
|
|
|
|
Engineer
|
|
Responsible For monitoring and repairing damage
|
|
to the vehicle.
|
|
|
|
Medic
|
|
Responsible for manning the sick bay and healing
|
|
injured characters.
|
|
|
|
Gunner I
|
|
Responsible for manning the main weapons
|
|
turret.
|
|
|
|
Gunner 2
|
|
Responsible for manning the secondary weapons
|
|
turret.
|
|
|
|
Of course, you are able to override your characters
|
|
and place them in other stations, but most of the time
|
|
your characters know where they belong.
|
|
|
|
Considering that you have only five characters (or
|
|
less) in your party and six stations to man, you may
|
|
have to reassign characters to other stations often. For
|
|
example, if none of your characters is sick, you could
|
|
move your medic to another station if he is qualified to
|
|
be there.
|
|
|
|
Ships that you can purchase vary in price as well as
|
|
in technical sophistication. Analyze the ship that you
|
|
are planning to purchase so that you can make sure it
|
|
has everything you need (appropriate jump drive, fuel
|
|
scoops and purification plant, etc.).
|
|
|
|
A) Character Information
|
|
The character information remains the same as it
|
|
did for ground exploration and combat. Please refer
|
|
to the On the Ground section above for character
|
|
block information.
|
|
|
|
B) View Screen
|
|
The view screen varies during space travel and
|
|
combat. When your characters board the ship you
|
|
will view them moving to the stations for which
|
|
they have volunteered. After you've plotted a
|
|
course, the view changes and you see the ship
|
|
taking off from a bridge-level window view. In
|
|
flight, the view changes back to overhead. During
|
|
combat sequences the screen changes to an over-
|
|
head view of your ship and any enemy ship(s),
|
|
During landing, the view changes to a bridge-level
|
|
window view until you are safely on the ground.
|
|
|
|
There is no Zoom in/Zoom Out option because it
|
|
does not pertain to space travel and combat.
|
|
|
|
C) System Name
|
|
The name of the system that you are currently in
|
|
appears in this small window.
|
|
|
|
D) Travel Information
|
|
This window will keep you informed if you are
|
|
proceeding to a gas giant or are at a gas giant and
|
|
ready to refuel, if you are proceeding to the jump
|
|
point or are ready to jump, or if you are en route to
|
|
the main planet in the system or are in orbit and
|
|
ready to land. There is also a fuel gauge that lets
|
|
you know if you have enough fuel for a jump or
|
|
not.
|
|
|
|
E) Day Number
|
|
This window displays the day number from the
|
|
time your adventure began.
|
|
|
|
F) Space Icons
|
|
All space travel and combat is handled through
|
|
on-screen icons. They are:
|
|
|
|
Ship Icon - The Ship icon lets you control your six
|
|
stations, store objects and exit the ship. After the
|
|
Ship icon is selected, the following options appear:
|
|
|
|
Stations - Enables you to reassign charac-
|
|
ters to different stations. Select the
|
|
character you want to move and place
|
|
him in the station you want him to
|
|
occupy. You can also view the station
|
|
and receive a report on its status.
|
|
|
|
Bridge - Lets you choose a destination.
|
|
From the Bridge option you can plot a
|
|
course to:
|
|
|
|
A) Gas Giant - By selecting gas giant,
|
|
your pilot will guide the ship to the
|
|
have fuel scoops and a purification
|
|
plant).
|
|
|
|
B) Jump Point - Your pilot will take
|
|
you to the nearest jump point so
|
|
that you can jump to a new system.
|
|
|
|
Jump Travel
|
|
|
|
Distances between worlds in the MegaTraveller uni-
|
|
verse are inherently great. Two adjacent systems are
|
|
actually over three light years apart, meaning that light
|
|
takes over 3 years to travel between them.
|
|
|
|
To enable travel from one star system to another,
|
|
MegaTraveller permits "jump space" travel, wherein a
|
|
starship passes from point A in ordinary space, through
|
|
a section of alternate space, to arrive at point B in
|
|
ordinary space jump space makes it possible to complete
|
|
what would normally be a thousand-year journey in
|
|
only one week.
|
|
|
|
Misjumps
|
|
|
|
Sometimes a jump goes wrong. Catastrophic failures
|
|
destroy the ship and its crew. Other failures can destroy
|
|
a drive or send a ship in the wrong direction. Some
|
|
misjumps reduce a jump-6 to a mere jump-1, or convert
|
|
a jump-1 into jump-10, 20 or higher.
|
|
|
|
C) Main Planet - When you've jumped
|
|
to a new system, you should select
|
|
Main Planet so that your pilot can
|
|
guide you to the world.
|
|
|
|
The Bridge options may change,
|
|
depending on your location. If
|
|
you've plotted a course for a gas
|
|
giant and arrived there, the option
|
|
changes from Gas Giant to Refuel.
|
|
When you select Refuel, the ship
|
|
will skim the surface of the gas
|
|
giant and refuel, provided you have
|
|
fuel scoops and a purification plant.
|
|
|
|
If you are at the jump Point the option
|
|
changes to Jump. A list of systems
|
|
to which you can jump, based on
|
|
your jump drive capacity, will
|
|
appear. Select the system to which
|
|
you want to travel; the navigator
|
|
will handle the actual jump.
|
|
If you are in orbit of the Main Planet,
|
|
the option changes to Land. Select it
|
|
and you will be asked where you
|
|
want to land. You can select the
|
|
starport (if the planet has one) or
|
|
you can pinpoint a location where
|
|
you want to land on an overhead
|
|
map of the world. After you've
|
|
determined where you want to
|
|
land, your ship will descend to the
|
|
planet's surface.
|
|
Medical - If you have a character who is
|
|
medically skilled manning the sick bay,
|
|
you can send an injured character to
|
|
him for an examination. The medic will
|
|
report on the characters condition. If
|
|
the character is seriously injured, the
|
|
medic will recommend that the charac-
|
|
ter be checked into the sick bay. The
|
|
skill level of the medic in sick bay will
|
|
determine how much of the character's
|
|
injuries can be healed without going to
|
|
a hospital.
|
|
|
|
Engineering - The character who is
|
|
manning the engineering station will
|
|
report on any damages that the ship has
|
|
suffered. The engineer will fix as much
|
|
damage as he can with his engineering
|
|
skill. Some of the more extensive
|
|
damage that is suffered can not be fixed
|
|
unless you are at a well-equipped
|
|
shipyard.
|
|
|
|
Ship's Locker - The ship's locker is the
|
|
place where your characters can store
|
|
items in their inventories before exiting
|
|
the ship and journeying to the planet
|
|
outside. You are able to place items in
|
|
the ship's locker and retrieve them
|
|
whenever you want. You can also
|
|
examine the locker at any time to see
|
|
what items are currently inside.
|
|
|
|
Exit Ship - Lets you leave the ship and
|
|
venture onto the planet. Before leaving,
|
|
you can designate one or more charac-
|
|
ters to stay behind. This is useful if you
|
|
have a character who is recuperating
|
|
from injuries. The character you desig-
|
|
nated 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 <Enter> 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 dis-
|
|
abled 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 automati-
|
|
cally 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 communica-
|
|
tions skill provides data on the main
|
|
world in that system. The world's UWP
|
|
is displayed along with any special
|
|
information regarding that planet. Refer
|
|
to the Handy Reference for Game
|
|
Play section for UWP descriptions.
|
|
|
|
Change Leader - Lets you change leaders
|
|
in your party.
|
|
|
|
Game Controls Icon - The Game Controls icon controls the
|
|
following game play options:
|
|
|
|
Save - Lets you save a game that you've
|
|
been playing.
|
|
|
|
Restore - Lets you restore a previously
|
|
saved game.
|
|
|
|
Quit - Permits you to exit the game and
|
|
return to DOS.
|
|
|
|
Sound - Lets you toggle sound effects and
|
|
music on and off.
|
|
|
|
PAL System - Lets you turn the PAL
|
|
override messages on and off.
|
|
|
|
Help - Sometimes you may find yourself a
|
|
little confused during the course of your
|
|
adventure. If you select the help option,
|
|
one or more of your characters will
|
|
offer some advice about what to do
|
|
next in your adventure. But remember,
|
|
if you don't have an intelligent member
|
|
of your party, the advice will probably
|
|
not amount to much.
|
|
|
|
5. Ships
|
|
|
|
While travelling through each system, your ship will
|
|
encounter a number of other ships. There are eight
|
|
classes of ships in Mega Traveller 2. All of the ships,
|
|
including your own, will be one of the following types:
|
|
|
|
Scout/Courier
|
|
One of the most common starships within the
|
|
Imperium is the tested and proven Scout/Courier.
|
|
This sleek, simple, lightly manned and highly maneu-
|
|
verable 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 sus-
|
|
pected 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 transporta-
|
|
tion activities throughout the Imperium. The Cargo
|
|
Liner has a cargo capacity of 1259 tons; it requires a
|
|
crew of 15 and can carry up to 10 passengers.
|
|
|
|
Passenger Liner
|
|
Using a 1000-ton hull, the Passenger Liner is a
|
|
main-route passenger transport serving much of the
|
|
Imperium. Built sturdily and intended to last in
|
|
service for decades, the Passenger Liner has 50
|
|
staterooms and six emergency low passage berths.
|
|
The ship normally carries 24 high passage and 12
|
|
middle passage passengers.
|
|
|
|
Close Escort
|
|
Close Escorts patrol the spaceways, protecting
|
|
ships from pirates. Whether they are flying in
|
|
routine patrols in the hope of catching pirates, or in
|
|
convoys with other ships, the Close Escort is an
|
|
ideal small craft for the protection of merchant
|
|
traffic.
|
|
|
|
Pinnace
|
|
Plying the lanes between planets are the small
|
|
craft which run errands, make small deliveries, and
|
|
generally do much of the dirty work that the larger
|
|
craft can't or won't do. The Pinnace can carry eight
|
|
passengers and has a cargo hold for 10 tons.
|
|
|
|
Ship's Boat
|
|
The Ship's Boat is a small vessel ordinarily carried
|
|
aboard a larger ship to perform odd jobs and minor
|
|
operations. A Ship's Boat is incapable of interstellar
|
|
flight; it masses 30 tons.
|
|
|
|
Please refer to the Handy Reference for Game
|
|
Play section for a detailed look at each of these ships;
|
|
statistical data, pictures and a more detailed description
|
|
of the functions of the ships appear in that section.
|
|
|
|
6. Piracy
|
|
|
|
Pirating is a bold option for illegally obtaining cargo
|
|
from free traders and megacorporation ships. The
|
|
stolen cargo can then be sold at a trade and commerce
|
|
center for a profit.
|
|
|
|
Piracy, however, can be a very risky and dangerous
|
|
profession. The more you pirate a megacorporation's
|
|
ships, the more protective vessels it will assign to
|
|
subsequent trading expeditions. And remember, your
|
|
ship may also be the target of other pirate ships. Be on
|
|
the lookout; it would be a devastating loss if you just
|
|
left a planet with a load of valuable cargo, only to have
|
|
it stolen by pirates.
|
|
|
|
In order to pirate a ship, you must be able to dock
|
|
with it, and that can only occur when you've rendered
|
|
a ship defenseless during combat. If you successfully
|
|
dock with a ship, the overhead view changes to a
|
|
graphic display of the disabled ship's cargo hold. You
|
|
can take the cargo from the ship - as long as you
|
|
have available space in the cargo hold of your ship.
|
|
|
|
7. Subsectors and Systems
|
|
|
|
Mega Traveller 2 takes place in four subsectors of
|
|
the Spinward Marches: Rhylanor, Regina, Lanth and
|
|
Ararnis. Each of these subsectors contains a number of
|
|
worlds that you can visit. The adventure spans 117
|
|
worlds, each with its own unique aspects. There are
|
|
varying numbers of cities on each planet. Some worlds
|
|
are completely desolate, with no cities, while other
|
|
worlds may have as many as nine large population
|
|
centers.
|
|
|
|
Throughout your adventure, you will receive hints
|
|
about where to go next. These hints may be obtained
|
|
during library research, from contact with other charac-
|
|
ters or from TAS rumors. Refer to the Handy Refer-
|
|
ence 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 ex-
|
|
ample, 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 per-
|
|
form 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 responsi-
|
|
bility include bribing, threatening, interrogating, bar-
|
|
gaining, 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 hexadeci-
|
|
mal numbers (O to F). Mega Traveller uses a hexadeci-
|
|
mal numbering system for virtually all calculations and
|
|
determinations. Numbers zero through 9 are repre-
|
|
sented 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 ex-
|
|
tremely well educated (D). If the character is a human,
|
|
he has a slightly above average social standing; if the
|
|
character is a Vargr he has an above average charisma
|
|
level.
|
|
|
|
Skills
|
|
|
|
Here is a list of skills that are useful in
|
|
MegaTraveller 2. A short description of the skill follows
|
|
each heading.
|
|
|
|
Admin: The individual has experience with bureau-
|
|
cratic agencies and understands the requirements
|
|
of dealing with and managing them. Also, Admin
|
|
skill helps your character in the trading process.
|
|
|
|
Advanced Combat Rifle: The individual can use the
|
|
advanced combat rifle.
|
|
|
|
Artisan: The individual has skill and experience
|
|
creating objects and artifacts. The skill may be
|
|
used to duplicate objects and works of art, either
|
|
legally or illegally. When used illegally, artisan
|
|
skill is similar to Forgery, but applies to objects or
|
|
works of art instead of documents. The Artisan
|
|
skill also helps an individual find hidden objects;
|
|
a skilled Artisan can also determine an object's
|
|
authenticity.
|
|
|
|
Assault Rifle: The individual can use the assault rifle,
|
|
a basic soldier's weapon.
|
|
|
|
ATV: The individual can operate, use and maintain
|
|
an all-terrain vehicle.
|
|
|
|
Auto rifle: The character can use the auto rifle, a
|
|
basic soldier's weapon.
|
|
|
|
Battle Dress: The individual can operate battle dress
|
|
the most highly advanced military armor available.
|
|
|
|
Body Pistol: The individual can use the body pistol.
|
|
|
|
Brawling: The individual is skilled in hand-to-hand
|
|
combat, and can fight without weapons or with
|
|
typical improvised weapons such as clubs.
|
|
|
|
Bribery: The individual has had experience in bribing
|
|
officials in order to circumvent regulations or
|
|
ignore cumbersome laws.
|
|
|
|
Broadsword: The individual can use the broadsword,
|
|
a long, heavy sword.
|
|
|
|
Broker: The character is skilled in the marketing of
|
|
goods, and he understands the business of
|
|
buying and selling.
|
|
|
|
Carbine: The individual knows how to use the
|
|
carbine, a short, easy-to-carry rifle.
|
|
|
|
Carousing: The individual is a gregarious and sociable
|
|
individual who is well adapted to meeting
|
|
and mingling with strangers in unfamiliar sur-
|
|
roundings, 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 worth-
|
|
while 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 concern-
|
|
ing games of chance, and is wise in how to play
|
|
them.
|
|
|
|
Gauss Rifle (Weapon): The individual can use a gauss
|
|
rifle as a weapon.
|
|
|
|
Grav Vehicle: The individual can drive all types of
|
|
Grav Vehicles effectively. Grav Vehicles will
|
|
travel faster if the pilot is skilled in flying them.
|
|
|
|
Grenade Launcher (Weapon): The individual can fire
|
|
a grenade launcher with proficiency.
|
|
|
|
Handgun: The individual can fire handguns accu-
|
|
rately.
|
|
|
|
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 tech-
|
|
niques 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 clandes-
|
|
tine 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 commu-
|
|
nity and with alien or foreign cultures.
|
|
|
|
Light Assault Gun (Weapon): The individual can use
|
|
a light assault gun.
|
|
|
|
Linguistics: The individual has training and experi-
|
|
ence communicating verbally in foreign lan-
|
|
guages 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 re-
|
|
volver effectively.
|
|
|
|
Rifle (Weapon): The individual can use a rifle effec-
|
|
tively.
|
|
|
|
Rifleman: The character is drilled in the use of stan-
|
|
dard 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 space-
|
|
craft 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 avail-
|
|
able cover. This is a useful skill when trying to
|
|
smuggle weapons and illegal items through
|
|
customs.
|
|
|
|
Streetwise: The individual is acquainted with the
|
|
ways of local subcultures and thus is capable of
|
|
dealing with strangers without alienating them.
|
|
|
|
Sub-Machine Gun (Weapon): The individual can use
|
|
a sub-machine gun effectively.
|
|
|
|
Survey: The character is skilled in mapping and
|
|
charting star systems. The skill is also useful if
|
|
you are conducting a survey of a planet for the
|
|
Scouts.
|
|
|
|
Sword (Weapon): The individual is effective in
|
|
fighting with swords.
|
|
|
|
Tactics: The character can develop winning combat
|
|
strategies and tactics on ground and in space.
|
|
|
|
Trader: The individual has an awareness of the
|
|
techniques and practice of commerce in all of its
|
|
expressions. This skill allows a character to
|
|
determine the real value of many items, increas-
|
|
ing 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 stan-
|
|
dard vacuum suit. This also includes the use of
|
|
other suits required on planetary surfaces with
|
|
exotic or insidious atmospheres,
|
|
|
|
Zero-G Environ: The individual has been trained to
|
|
work in environments without gravity.
|
|
|
|
Cascade Skills
|
|
|
|
Academic: Admin, History, Linguistics, Persuasion,
|
|
Science, +1 Education
|
|
|
|
Blade Combat: Large Blade, Small Blade
|
|
|
|
Environ: Stealth
|
|
|
|
Exploratory: Pilor, Sensor Ops, Survey, Vacc Suit,
|
|
Space Vehicle
|
|
|
|
Gun Combat: Energy Weapons, Handgun, Laser
|
|
Weapons, Rifleman, Sub-machine gun
|
|
|
|
Gunnery: Turret Weapons
|
|
|
|
Hand Combat: Blade Combat, Brawling, +1 Endur-
|
|
ance, +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, Engineer-
|
|
ing, 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 characteris-
|
|
tics of a planet. The characteristics, in order, are:
|
|
|
|
Starport
|
|
Size
|
|
Atmosphere
|
|
Hvdrographics
|
|
Population
|
|
Government
|
|
Law Level
|
|
Tech Level.
|
|
|
|
As in the Universal Personality Profile (UPP), all
|
|
numbers are hexadecimal. In a hexadecimal system, the
|
|
numbers 10 through 15 are represented by the letters A
|
|
through F, respectively, Numbers zero through 9 are
|
|
the same as in the decimal system. Refer to the charts
|
|
below to find out what each of the numbers in the
|
|
UWP represents.
|
|
|
|
Starport
|
|
|
|
Code Description
|
|
A Excellent quality installation. Refined fuel
|
|
available. Annual maintenance overhaul
|
|
available. Shipyard capable of construct-
|
|
ing starships and non-starships present.
|
|
Naval base and/or Scout base may he
|
|
present.
|
|
|
|
B Good quality installation. Refined fuel avail-
|
|
able. Annual maintenance overhaul
|
|
available. Shipyard capable of construct-
|
|
ing non-starships present. Naval base
|
|
and/or Scout base may be present.
|
|
|
|
C Routine quality installation. Only unrefined
|
|
fuel available. Reasonable repair facilities
|
|
present. Scout base may be present.
|
|
|
|
D Poor quality installation. Only unrefined fuel
|
|
available. No repair or shipyard facilities
|
|
present. Scout base may be present.
|
|
|
|
E Frontier installation. Essentially a marked spot
|
|
of bedrock with no fuel, facilities or bases
|
|
present.
|
|
|
|
X No starport. No provision is made for any
|
|
ship landings.
|
|
|
|
Size
|
|
|
|
Code General Description Min. Diameter Max. Diameter
|
|
0 Asteroid/Planetoid Belt Multiple bodies Under 200 km
|
|
1 Small 800 km 2,399 km
|
|
2 Small (Luna: 3,200 km) 2,400 km 3,999 km
|
|
3 Small (Mercury: 4,800 km) 4,000 km 5,599 km
|
|
4 Small (Mars: 6,400 km) 5,600 km 7,199 km
|
|
5 Medium 7,200 km 8,799 km
|
|
6 Medium 8,800 km 10,399 km
|
|
7 Medium 10,400 km 11,999 km
|
|
8 Large (Terra: 12,800 km) 12,000 km 13,599 km
|
|
9 Large 13,600 km 15,199 km
|
|
A Large 15,600 km 16,799 km
|
|
|
|
|
|
|
|
Atmosphere
|
|
|
|
Code General Description
|
|
0 vacuum
|
|
1 vacuum (trace atmosphere)
|
|
2 vacuum (very thin tainted atmosphere)
|
|
3 vacuum (very thin atmosphere)
|
|
4 thin (tainted atmosphere)
|
|
5 thin
|
|
6 standard
|
|
7 standard (tainted atmosphere)
|
|
8 dense
|
|
9 dense (tainted atmosphere)
|
|
A exotic
|
|
B exotic (corrosive atmosphere)
|
|
C exotic (insidious atmosphere)
|
|
D exotic
|
|
E exotic
|
|
F exotic
|
|
|
|
|
|
|
|
Hydrographics
|
|
|
|
Min % Max %
|
|
Code General Description Water Water
|
|
0 desert world 0 4
|
|
1 dry world 5 14
|
|
2 dry world 15 24
|
|
3 wet world 25 34
|
|
4 wet world 35 44
|
|
5 wet world 45 54
|
|
6 wet world 55 64
|
|
7 wet world 65 74
|
|
8 wet world 75 84
|
|
9 wet world 85 94
|
|
A water world 95 100
|
|
|
|
|
|
Population
|
|
|
|
Code General Description Population
|
|
0 low less than ten
|
|
1 low tens
|
|
2 low hundreds
|
|
3 low thousands
|
|
4 mod ten thousands
|
|
5 mod hundred thousands
|
|
6 mod millions
|
|
7 mod ten millions
|
|
8 mod hundred millions
|
|
9 high billions
|
|
A high ten billions
|
|
|
|
|
|
Government
|
|
|
|
Code General Description
|
|
0 No Government Structure: In many cases, but
|
|
not all, family bonds predominate
|
|
1 Company/Corporation: Government by a
|
|
company or corporation managerial elite;
|
|
citizens are company employees.
|
|
2 Participating Democracy: Government by advice
|
|
and consent of the citizens.
|
|
3 Self-Perpetuating Oligarchy: Government by a
|
|
restricted minority, with little or no input
|
|
from masses.
|
|
4 Representative Democracy: Government by
|
|
elected representatives.
|
|
5 Feudal Technocracy: Government by specific
|
|
individuals for those who agreed to be
|
|
ruled. Relationships are based on the perfor-
|
|
mance of technical activities which are
|
|
mutually beneficial.
|
|
6 Captive Government/Colony: Goven-iment by a
|
|
leadership answerable to an outside group;
|
|
a colony or conquered area.
|
|
7 Balkanization: No central ruling authority exists;
|
|
rival governments compete for control.
|
|
8 Civil Service Bureaucracy: Government by
|
|
agencies employing individuals selected for
|
|
their expertise.
|
|
9 Impersonal Bureaucracy: Government by
|
|
agencies which are insulated from the
|
|
governed.
|
|
A Charismatic Dictator: Government by a single
|
|
leader enjoying the confidence of the
|
|
citizens.
|
|
B Non-Charismatic Leader: A previous charismatic
|
|
dictator has been replaced by a leader
|
|
through normal channels.
|
|
C Charismatic Oligarchy: Government by a select
|
|
group, organization, or class enjoying
|
|
overwhelming confidence of the citizenry.
|
|
D Religious Dictatorship: Government by a reli-
|
|
gious minority which has little regard for the
|
|
needs of the citizenry.
|
|
E Religious Autocracy: Government by a single
|
|
religious leader having absolute power over
|
|
the citizenry.
|
|
F Totalitarian Oligarchy: Government by an all-
|
|
powerful minority which maintains absolute
|
|
control through widespread coercion and
|
|
oppression.
|
|
|
|
|
|
Law Level
|
|
|
|
Code General Description
|
|
0 No Law (No prohibitions)
|
|
1 Low Law (body pistols and explosives restricted)
|
|
2 Low Law (man portable energy and laser weapons restricted)
|
|
3 Low Law (machine guns and automatic weapons restricted)
|
|
4 Moderate Law (light assault weapons restricted)
|
|
5 Moderate Law (personal concealable weapons restricted)
|
|
6 Moderate Law (all firearms except shotguns restricted)
|
|
7 Moderate Law (shotguns restricted)
|
|
8 High Law (blade weapons controlled, no open display)
|
|
9 High Law (weapon possession outside home restricted)
|
|
A Extreme Law (weapon possession restricted)
|
|
B Extreme Law (rigid control of civilian movement)
|
|
C Extreme Law (unrestricted invasion of privacy)
|
|
D Extreme Law (paramilitary law enforcement)
|
|
|
|
|
|
Tech Level
|
|
|
|
Code General Description
|
|
0 pre-industrial (primitive)
|
|
1 pre-industrial (bronze or iron age)
|
|
2 pre-industrial (printing press)
|
|
3 pre-industrial (basic science)
|
|
4 industrial (internal combustion)
|
|
5 industrial (mass production)
|
|
6 pre-stellar (nuclear power)
|
|
7 pre-stellar (miniature electronics)
|
|
8 pre-stellar (super conductors)
|
|
9 early stellar (fusion power)
|
|
A early stellar (jump drive)
|
|
B average stellar (large starships)
|
|
C average stellar (sophisticated robots)
|
|
D average stellar (holographic data storage)
|
|
E high stellar (anti-grav cities)
|
|
F high stellar (anagathics)
|
|
G high stellar (global teleforming)
|
|
H extreme stellar
|
|
|
|
Example
|
|
|
|
The planet Efate, with a UWP of A646930-D, has an excellent starport (A).
|
|
It is a medium size (6) planet with a thin-tainted atmosphere (4) and it
|
|
is a wet world -- with 60% water (6). The population of Efate is in the
|
|
billions (9), governed by an Oliarchy (3). There is no law (0) and the
|
|
tech level is average stellar (D).
|
|
|
|
There are 117 planets that you can visit in MegaTraveller 2. Obviously,
|
|
not all of these worlds are critical to the main scenario or sub-plots,
|
|
but they are all fully explorable. Following is a list of the planets,
|
|
their corresponding UWP's and the cities (if any) on each world.
|
|
|
|
|
|
Cities in Regina Subsector
|
|
|
|
Planet Name UWP Cities
|
|
Efate A646930-D Efate Startown
|
|
Anlisha
|
|
Makish
|
|
Kheker
|
|
Arden
|
|
Irir
|
|
Gasharr
|
|
|
|
Regina A788899-A Regina Startown
|
|
Khale
|
|
Gigish
|
|
Imarsh
|
|
Marburg
|
|
|
|
Alell B46789C-A Alell Startown
|
|
Dali
|
|
Ekun Town
|
|
Imuku
|
|
Agadip
|
|
|
|
Yres BAC6773-7 Yres Startown
|
|
Magisburg
|
|
Ninlish
|
|
|
|
Menorb C652998-7 Menorb Startown
|
|
Khalir
|
|
Monet
|
|
Indias
|
|
Karmad Town
|
|
|
|
Uakye B439598-D None
|
|
|
|
|
|
Whanga E676126-7 Whanga Startown
|
|
Townshend
|
|
|
|
Knorbes E888787-2 Knorbes Startown
|
|
Dirka
|
|
Sanura
|
|
Cronin
|
|
Vangogh
|
|
|
|
Forboldn E893614-4 Forboldn Startown
|
|
|
|
Ruie C776977-7 Ruie Startown
|
|
Siirgi City
|
|
Sula
|
|
Khagin
|
|
Irshi
|
|
Kisi
|
|
|
|
jenghe C799663-9 Jenghe Startown
|
|
|
|
Pixie A100103-D Pixie Star-town
|
|
|
|
Boughene A8B3531-D None
|
|
|
|
Hefry C200423-7 None
|
|
|
|
Feri B384879-B Feri Startown
|
|
Falstaff
|
|
Muzila
|
|
Khur City
|
|
Imim
|
|
|
|
|
|
|
|
Roup C77A9A9-6 Roup Startown
|
|
Renoir
|
|
Lurka
|
|
Rudun
|
|
Ishakema
|
|
Lameburg
|
|
Shikii City
|
|
|
|
Pscias X355423-1 No City or Starport
|
|
|
|
Yori C360757-D Yori Startown
|
|
Davinci
|
|
|
|
Dentus C979500-A Dcntus Stailown
|
|
|
|
Kinorb A663659-5 Kinorb Startown
|
|
Gangburg
|
|
|
|
Beck's World D88349D-4 None
|
|
|
|
Enope C411988-6 Enope Startown
|
|
Hazi
|
|
Pike
|
|
Shaniira
|
|
Rembrandt City
|
|
Shudad
|
|
Sabarbin
|
|
Magik Town
|
|
|
|
Wochiers EAC28CC Wochiers Startown
|
|
Rouseau
|
|
Ginush
|
|
Gagamburg
|
|
Kumaland
|
|
|
|
Yorbund C7C6503-7 None
|
|
|
|
Shionthy X000742-8 Shionthy Startown
|
|
Erum Gah
|
|
Surlnk
|
|
|
|
Algine X766977-4 Algine Startown
|
|
Gugashe
|
|
Jagger
|
|
Vandyk City
|
|
Nukuri
|
|
|
|
Yurst E7B4643-5 Yurst Startown
|
|
|
|
Heya B687745-5 Heya Startown
|
|
Nagi
|
|
Lira Town
|
|
Mukuran
|
|
Missuey
|
|
|
|
Keng E2718CA-3 Keng Startown
|
|
Kapash
|
|
Sumiburg
|
|
Kesher
|
|
Adur
|
|
Pas Town
|
|
Egugur
|
|
|
|
|
|
|
|
Moughas CA5A588-B Moughas Startown
|
|
|
|
Rethe E230AAS-8 Rethe Startown
|
|
Khidabra
|
|
Klu City
|
|
Ursaka
|
|
Gashi
|
|
Kanala
|
|
Eudukate
|
|
Mead
|
|
Usheme
|
|
|
|
Inthe B575776-9 Inthe Startown
|
|
Udur
|
|
iracke
|
|
Kuurim
|
|
|
|
Cities in Lanth Subsector
|
|
|
|
Planet Name UWP Cities
|
|
Lanth A879533-B None
|
|
|
|
Extolay B45589A-A Extolay Startown
|
|
Sha City
|
|
Yeatsburg
|
|
Didisha
|
|
Khugu
|
|
|
|
Dincm D100535-A None
|
|
|
|
Ghandi B211455-A Ghandi Startown
|
|
Ambigaze
|
|
|
|
Victoria X697770-4 Victoria Startown
|
|
Sarik Gi
|
|
|
|
Dinomn 3674632-3 Dinomn Startown
|
|
|
|
Ylaven X587552-4 None
|
|
|
|
Sonthert X6266AB-3 Sonthert Startown
|
|
Ar
|
|
|
|
D'Ganzio B121410-D None
|
|
|
|
Wvpoc E9C4547-C Wypoc Startown
|
|
|
|
Djinni E459000-0 None
|
|
|
|
Rech D9957AA-6 Rech Startown
|
|
Aaski
|
|
Blakes Town
|
|
|
|
Kkirka CAA5345-8 None
|
|
|
|
Quopist B151679-A Quopist Startown
|
|
Kuru Iga
|
|
Aru Dehu
|
|
|
|
Treece D232866-8 Treece Startown
|
|
Witmansburg
|
|
Dishak
|
|
Kihulam
|
|
|
|
Echiste C53A313-A None
|
|
|
|
Pirema D691142-5 Pirema Startown
|
|
|
|
Rhise C100576-A None
|
|
|
|
Ivendo B324659-A Ivendo Startown
|
|
Kadala Id
|
|
|
|
Keanou C790348-7 None
|
|
Vreibefger E481542-2 None
|
|
|
|
La'Belle C564112-3 La'Belle Startown
|
|
|
|
Equus B55A858-B Equus Startown
|
|
Gummifish
|
|
Ulir City
|
|
Kerouac
|
|
Kagasisli
|
|
|
|
Icetina B5245A9-7 Icetina Startown
|
|
|
|
Cogri CA6A643-9 Cogri Startown
|
|
|
|
Skull C2237C7-9 Skull Startown
|
|
Ukar
|
|
Rashge
|
|
Shaar Town
|
|
|
|
|
|
Cities in Aramis Subsector
|
|
|
|
Planet Name UWP Cities
|
|
Aramis A6BO556-B None
|
|
|
|
Paya A655241-9 None
|
|
|
|
Dhian C9A769D-4 Dhian Startown
|
|
Hushkim Town
|
|
|
|
Corfu X895674-8 Corfu Startown
|
|
|
|
Focaline EA88544-A None
|
|
|
|
Lablon B646589-A None
|
|
|
|
Heguz E66A224-C None
|
|
|
|
Violante C669452-A None
|
|
|
|
Pavanne E210000-0 None
|
|
|
|
Carsten C427402-B None
|
|
|
|
Zila E25672C-7 Zila Startown
|
|
Suugadus
|
|
Dirniga
|
|
Irkigaki
|
|
|
|
Jesedipere C775300-7 jesedipere Startown
|
|
|
|
Yebab C9A489A-7 Yebab Startown
|
|
Shalam Kular
|
|
Aga Ra
|
|
Kekushima
|
|
Gidii
|
|
Kirpa
|
|
|
|
Nasemin B98A422-B None
|
|
|
|
Zykoca X994542-6 None
|
|
|
|
Aramanx B657974-6 Aramanx Startown
|
|
Ginsberg
|
|
Kirshush
|
|
Uurii Town
|
|
Bachburg
|
|
Udula
|
|
Rilagum
|
|
|
|
Pysadi C4766D7-4 Pysadi Startown
|
|
|
|
L'oeul d'Dieu B98A510-B None
|
|
|
|
Rugbird BAC5634-A Rugbird Startown
|
|
|
|
Towers B444448-A Towers Startown
|
|
|
|
Feneteman C222200-C None
|
|
|
|
Lewis X427402-D Lewis Startown
|
|
|
|
junidy B434ABD-9 Junidy Startown
|
|
Miidrigi City
|
|
Hikuup
|
|
Aspina Imas
|
|
Gamshalu
|
|
Unsar City
|
|
Gagisha
|
|
Ragid Town
|
|
|
|
Patinir COC0632-9 Patinir Startown
|
|
|
|
Natoko B582211-8 Natoko Startown
|
|
|
|
Reacher C9A8542-8 None
|
|
|
|
|
|
Cities in Rhylanor Subsector
|
|
|
|
Planet Name UWP Cities
|
|
Rhylanor A434934-F Rhylanor Startown
|
|
Leba
|
|
Liduka
|
|
Hegra
|
|
Panish
|
|
Kikhimaa City
|
|
|
|
Kinorb C449433-9 Kinorb Startown
|
|
|
|
Gileden C483103-5 Gileden Startown
|
|
|
|
Pannet E9C5677-7 Pannet Startown
|
|
|
|
Garrincski B632520-7 Garrincski Startown
|
|
|
|
Macene B000453-E Macene Startown
|
|
|
|
Fulacin A674210-D None
|
|
|
|
Natoko C8879AB-9 Natoko Startown
|
|
Lakan City
|
|
|
|
Risek A325579-A Risek Startown
|
|
|
|
Porozlo A867A74-A Porozlo Startown
|
|
Geeka
|
|
Seka
|
|
Manier
|
|
Bargugu
|
|
Shununu
|
|
Irmudad
|
|
|
|
Loneseda C86A215-7 Loneseda Startown
|
|
|
|
Valhalla E365432-5 Valhalla Startown
|
|
|
|
Zivije C6BI99C-B Zivije Startown
|
|
Pusuurk City
|
|
Karirbush
|
|
Kashar
|
|
Mikuunki
|
|
Kafka Town
|
|
Kiiki
|
|
|
|
jae Tellona A560565-8 None
|
|
|
|
Gerome X573000-0 None (no Starport)
|
|
|
|
Henoz A245543-B N<)ne
|
|
|
|
Celepina B434456-8 None
|
|
|
|
Gitosy B000676-9 Gitosy Startown
|
|
|
|
Belizo B895646-5 Belizo Startown
|
|
|
|
Kegena E869569-3 Kegena Startown
|
|
|
|
Heroni E7AO614-3 Heroni Startown
|
|
Lunapi Ina
|
|
|
|
457-973 X372215-4 457-973 Startown
|
|
|
|
Somem C301340-B None
|
|
|
|
|
|
|
|
Vinorian B879610-9 Vinorian Startown
|
|
Ruliranki City
|
|
|
|
Nuitema B846310-8 Nutema Startown
|
|
|
|
Huderu X575000-0 None (no starport)
|
|
|
|
Cipatwe B35879A-6 Cipatwe Startown
|
|
Kamarne Town
|
|
|
|
Vanejen C686854-5 Vanejen Stai-tcwn
|
|
Ganemir City
|
|
Gumlin
|
|
Ligalik Town
|
|
|
|
Margesi A576257-C Margesi Startown
|
|
|
|
Bevey D4209CC-A Bevey Startown
|
|
Usharn
|
|
Marii
|
|
Khagii
|
|
Ledashi
|
|
|
|
Tacaxeb C230411-B None
|
|
|
|
Powaza C787566-5 Powaza 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 protec-
|
|
tive 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 ineffec-
|
|
tive 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 protec-
|
|
tion 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 (vapor-
|
|
ize) 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 vacu-
|
|
ums. The TI 8 vacc suit is more unwieldy and
|
|
uncomfortable than more advanced suits. However,
|
|
this suit serves the same purpose at a lower price.
|
|
|
|
Armor Value: 5
|
|
Weight (Kg): 10
|
|
Cost (Imperial Credits): 6,000
|
|
Tech Level: 8
|
|
|
|
TL 9 Hostile Environment Vacc Suit (HEVC)
|
|
The TL 9 HEVC is a more advanced version of
|
|
the TL 8 vacc suit. It is less cumbersome and
|
|
provides suitable armor protection in combat
|
|
situations. However, the main purpose of the suit is
|
|
to offer protection against the harsh and dangerous
|
|
environment of a vacuum.
|
|
|
|
Armor Value: 7
|
|
Weight (Kg): 8
|
|
Cost (Imperial Credits): 8,000
|
|
Tech Level: 9
|
|
|
|
TL 12 Hostile Environment Vacc Suit
|
|
Similar to the TL 8 and the TL 9 HE vacc suits, the
|
|
TL 12 offers protection in vacuum environments, as
|
|
well as armored protection against enemies, The
|
|
main advantage of the TL 12 over other vacc stiils is
|
|
iis flexibility and mobility. Overall, it is the best suit
|
|
and armor combination next to military combat armor and battle dress.
|
|
|
|
Armor Value: 8
|
|
Weight (Kg): 2
|
|
Cost (Imperial Credits): 10,000
|
|
Tech Level: 12
|
|
|
|
TL 12 Combat Armor
|
|
Combat armor is restricted to Imperial combat
|
|
troops and is not sold on the open market. But,
|
|
due to a thriving black market for military supplies,
|
|
the armor can be purchased on high tech level
|
|
worlds. The armor, which also serves as a vacc suit,
|
|
utilizes advanced metallurgy and synthetic research.
|
|
|
|
Armor Value: 10
|
|
Weight (Kg): 10
|
|
Cost (Imperial Credits): 30,000
|
|
Tech Level: 12
|
|
|
|
TL 13 Battle Dress
|
|
An advanced and powerful version of combat
|
|
armor, battle dress is the ultimate form of personal
|
|
protection. Though battle dress is restricted to
|
|
military use, it can be purchased on the black
|
|
market of high tech level worlds. Detailed informa-
|
|
tion on battle dress is not available because it is
|
|
considered highly classified in imperial military
|
|
circles.
|
|
|
|
Armor Value: 10 est.
|
|
Weight (Kg): 26 est.
|
|
Cost (Imperial Credits): 200,000 est.
|
|
Tech Level: 13
|
|
|
|
Combat Weapons
|
|
|
|
This weapons guide feacures a description of the
|
|
weapon along with some important statistical information.
|
|
|
|
Rounds/Clip
|
|
This represents the number of rounds (bullets)
|
|
that can be loaded into the weapon. In some
|
|
instances, ammunition is contained in a clip, which
|
|
is loaded into the weapon. For energy weapons,
|
|
this is the approximate number of shots an experi-
|
|
enced person can Fire before the power pack needs
|
|
to be recharged.
|
|
|
|
Penetration Factor
|
|
The higher the penetration factor, the more
|
|
effective the weapon will be when fired against
|
|
armored protection. You should compare the
|
|
penetration factor of the weapon against the armor
|
|
factor of an opponent to determine how effective
|
|
your attack will be. if the penetration factor is
|
|
greater, your assault will cause damage. The greater
|
|
the difference of the two factors, the more effective
|
|
the weapon will be.
|
|
|
|
Damage
|
|
The base amount of damage caused by the
|
|
weapon. Damage is also effected by the protective
|
|
armor an opponent is wearing and the various skills
|
|
of the weapon's user.
|
|
|
|
Weight
|
|
The weight of the weapon in kilograms (kg).
|
|
|
|
Cost
|
|
All monetary transactions are carried out in
|
|
Imperial credits. The credit amount represents the
|
|
base cost of the weapon. This cost can increase or
|
|
decrease based on the personal bartering skills of
|
|
the buyer or seller, and the tech level of a particular
|
|
planet.
|
|
|
|
Tech Level
|
|
The technology level needed to create the
|
|
weapon.
|
|
|
|
Law Level
|
|
The law level of a world indicates the level at
|
|
which the weapon is prohibited, Some worlds with
|
|
stringent law levels will confiscate certain weapons
|
|
outside of starports. It is not uncommon for weap-
|
|
ons 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 con-
|
|
ceal. 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 ammu-
|
|
nition. 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 ar-
|
|
mored 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 weap-
|
|
ons, the power pack is connected to the weapon
|
|
by a strong cable, The laser carbine fires a 9 mm
|
|
concentrated energy beam that is aimed with an
|
|
optic sight.
|
|
|
|
Rounds: 100
|
|
Penetration Factor: 12
|
|
Damage: 3
|
|
Weight (Kg): 5.9
|
|
Cost (credits): 4,000
|
|
Tech Level: 13
|
|
Law Level: 2
|
|
|
|
Laser Pistol (TL 13)
|
|
The laser pistol functions in the same way as the
|
|
laser carbine, but it is lighter and does not penetrate
|
|
as well as other laser weapons.
|
|
|
|
Rounds: 100
|
|
Penetration Factor: 6
|
|
Damage: 3
|
|
Weight (Kg): 3.2
|
|
Cost (credits): 3,000
|
|
Tech Level: 13
|
|
Law Level: 2
|
|
|
|
Laser Rifle (TL 13)
|
|
The laser rifle is the standard high-energy
|
|
weapon. It is heavier and more powerful than the
|
|
laser carbine. The fire fires a concentrated beam of
|
|
energy that strikes a target with an intense burst of
|
|
light and heat.
|
|
|
|
Rounds: 100
|
|
Penetration Factor: 20
|
|
Damage: 3
|
|
Weight (Kg): 10.8
|
|
Cost (credits): 8,000
|
|
Tech Level: 13
|
|
Law Level: 2
|
|
|
|
High-Energy Weapons
|
|
|
|
High-energy weapons fire beams of superheated
|
|
plasma. They cause extensive damage because of their
|
|
intense heat and kinetic energy. All high-energy weapons
|
|
require a power source,
|
|
|
|
PGMP (Plasma Gun Man Portable TL 13)
|
|
|
|
The PGMP is eneraized by a portable power pack
|
|
that connects to the weapon via a flexible power
|
|
link. The power pack utilizes a laser ignition system
|
|
to heat hydrogen fuel into a plasma state. The
|
|
plasma is then fired through a magnetic field. One
|
|
powerful plasma bolt is fired for each pull of the
|
|
trigger. It is one of the most powerful weapons a
|
|
person can use; very few forms of armored protection
|
|
can withstand a blast from it. It can be found
|
|
only on high tech level worlds with exceptionally
|
|
low law levels. Battle Dress must be worn to use
|
|
this weapon. Periodic maintenance and refueling is
|
|
required.
|
|
|
|
Rounds: Unlimited
|
|
Penetration Factor: 25
|
|
Damage: 13
|
|
Weight (Kg): 16
|
|
Cost (credits): 65,000
|
|
Tech Level: 13
|
|
Law Level: 2
|
|
|
|
FGMP (Fusion Gun Man Portable TL 14)
|
|
The FGMP is the most powerful weapon that a
|
|
traveller can carry. it is more powerful than a
|
|
plasma gun, and it may be used only by individuals
|
|
wearing battle dress. The FGMP is a devastating
|
|
weapon that causes extensive damage. Like the
|
|
PGMP, the FGMP requires periodic maintenance
|
|
and refueling.
|
|
|
|
Rounds: Unlimited
|
|
Penetration Factor: 34
|
|
Damage: 16
|
|
Weight (Kg): 19
|
|
Cost (credits): 100,000
|
|
Tech Level: 14
|
|
Law Level: 2
|
|
|
|
Grenade Launchers
|
|
|
|
This classification includes any weapon which fires
|
|
a grenade that explodes upon impact.
|
|
|
|
4 cm RAM Auto GL-11
|
|
The 4 cm RAM Auto GL-11 is a dangerous and
|
|
highly restricted weapon. They are only found on
|
|
worlds that have no laws. This is a very effective
|
|
weapon because it can damage a group of enemies
|
|
as opposed to a single target. Also, this grenade
|
|
launcher can fire grenades over obstacles such as
|
|
walls, trees, or rocks.
|
|
|
|
Rounds: 3
|
|
Penetration Factor: 36
|
|
Damage: 8
|
|
Weight (Kg): 3
|
|
Cost (credits): 800
|
|
Tech Level: 11
|
|
Law Level: 1
|
|
|
|
|
|
Melee Weapons (Hand to Hand)
|
|
|
|
Even though we are in the advanced age of high-
|
|
energy laser and plasma weapons, the very basic
|
|
weapons, used for thousands of years, still play a part
|
|
in today's combat. Some worlds have restrictions
|
|
imposed by their governments that forbid any weapons
|
|
except for knives and swords. Hand-to-hand weapons
|
|
can not be thrown at an opponent. They can be used
|
|
only for close range fighting. All melee weapons are
|
|
constructed of sturdy, high-grade steel.
|
|
|
|
Dagger
|
|
|
|
A small, double edged weapon that can vary in
|
|
style, workmanship and length. Most daggers are
|
|
approximately 200 mm in length.
|
|
|
|
Penetration Factor: 2
|
|
Damage: 2
|
|
Weight (Kg): 0.2
|
|
Cost (credits): 10
|
|
Tech Level: 1
|
|
Law Level: 9
|
|
|
|
Sword
|
|
|
|
The sword is the most common hand held
|
|
combat weapon. On several low tech worlds, the
|
|
sword is commonly used as the main armament of
|
|
militant forces. Through the centuries, the sword
|
|
has been a symbolic, decorative weapon worn by
|
|
many nobles and upper class citizens. Swords are
|
|
forged in a variety of styles and sizes, with single or
|
|
double edged blade conscruction.
|
|
|
|
Penetration Factor: 4
|
|
Damage: 2
|
|
Weight (Kg): I
|
|
Cost (credits): 150
|
|
Tech Level: 1
|
|
Law Level: 9
|
|
|
|
Starships
|
|
|
|
There are eight classes of starships in the game. For the
|
|
most part, your party will only be able to acquire, or
|
|
purchase, a Scout/Courier or a Trader. The rest of these
|
|
ships will be encountered as you joumey through the
|
|
spaceways.
|
|
|
|
Scout/Courier
|
|
One of the most common starships in the Imperium is
|
|
the Scout/Courier. This sleek, simple, lightly armed and
|
|
highly maneuverable ship is used for exploration and
|
|
survey duties. It has fuel scoops and a purification plant.
|
|
|
|
Tech Level: 15
|
|
Cost (credits): 28,938,000-(new)
|
|
Hull Size: 100
|
|
Jump: 2
|
|
Acceleration: 2 G
|
|
Number of Hardpoints: 1
|
|
Fuel Tankage: 40 tons
|
|
Cargo Capacity: 3 tons
|
|
|
|
Far Trader
|
|
|
|
The Far Trader is the basic ship involved in trade.
|
|
A Far Trader's primary purpose is to deliver cargo in
|
|
and between systems. To defend against suspected
|
|
pirate raids, all trading ships are built with one
|
|
or several hardpoints for the installation of weapon
|
|
systems.
|
|
|
|
Tech Level: 15
|
|
Cost (credits): 41,070,000 (new)
|
|
Hull Size: 200
|
|
Jump: 2
|
|
Acceleration: 1 G
|
|
Number of Hardpoints: 2
|
|
Fuel Tankage: 50 tons
|
|
Cargo Capacity: 61 tons
|
|
|
|
System Defense Boat
|
|
|
|
The System Defense Boat is a non-jump military
|
|
vessel stationed in important systems and charged
|
|
with their defense; it is used for customs
|
|
inspections, piracy suppression and nominal safety patrols.
|
|
|
|
Tech Level: 15
|
|
Cost (credits): 311,110,000 (new)
|
|
Hull Size: 400
|
|
Jump: 0
|
|
Acceleration: 6 G
|
|
Number of Hardpoints: 4
|
|
Fuel Tankage: 160 tons
|
|
Cargo Capacity: 2 tons
|
|
|
|
Cargo Liner
|
|
|
|
Using a 3000 ton hull, the Cargo Liner is a
|
|
main-route cargo vessel employed in freight trans-
|
|
portation activities throughout the Imperium.
|
|
The Cargo Liner can carry 1259 tons of cargo; it
|
|
requires a crew of 15 and can carry up to 10
|
|
passengers.
|
|
|
|
Tech Level: 15
|
|
Cost (credits): 809,010,000 (new)
|
|
Hull Size: 3000
|
|
Jump: 4
|
|
Acceleration: 1 G
|
|
Number of Hardpoints: 10
|
|
Fuel Tankage: 1240tons
|
|
Cargo Capacity: 1259 tons
|
|
|
|
|
|
Passenger Liner
|
|
Using a 1000 ton hull, the Passenger Liner is a main-route
|
|
passenger transport serving much of the Imperium. Built
|
|
sturdily and intended to last in service for decades, the
|
|
Passenger Liner has 50 staterooms and six emergency low
|
|
passage berths. The ship normally carries 24 high passage
|
|
and 12 middle passage passengers.
|
|
|
|
Tech Level: 15
|
|
Cost (credits): 526,400,000 (new)
|
|
Hull Size: 1000
|
|
Jump: 4
|
|
Acceleration: 1 G
|
|
Number of Hardpoints: 5
|
|
Fuel Tankage: 440 tons
|
|
Cargo Capacity: 130tons
|
|
|
|
Close Escort
|
|
Close Escorts patrol the spaceways, protecting ships
|
|
from pirates. Whether they are patrols in the hope
|
|
flying in routine of catching pirates or in convoys with
|
|
other ships, the Close Escort is an ideal small craft
|
|
for the protection of merchant traffic.
|
|
|
|
Tech Level: 14
|
|
Cost (credits): 301,370,000 (new)
|
|
Hull Size: 400
|
|
Jump: 4
|
|
Acceleration: 4 G
|
|
Number of Hardpoints: 4
|
|
Fuel Tankage: 81 tons
|
|
Cargo Capacity: 6 tons
|
|
|
|
Pinnace
|
|
Plying the lanes between planets are the small craft
|
|
which run errands, make small deliveries, and generally do
|
|
much of the dirty work that the larger craft can't or won't
|
|
do. The Pinnace can carry eight passengers and has a cargo
|
|
hold for 10 tons.
|
|
|
|
Tech Level: 15
|
|
Cost (credits): 21,150,000 (new)
|
|
Hull Size: 40
|
|
Jump: 0
|
|
Acceleration: 5 G
|
|
Number of Hardpoints: 1
|
|
Fuel Tankage: 9 tons
|
|
Cargo Capacity: 10 tons
|
|
|
|
Ship's Boat
|
|
The Ship's Boat is a small vessel ordinarily carried
|
|
aboard a larger ship to perform odd jobs and minor operations.
|
|
A Ship's Boat is incapable of interstellar flight;
|
|
it masses 30 tons and is constructed at tech level 9.
|
|
|
|
Tech Level: 15
|
|
Cost (credits): 20,120,000 (new)
|
|
Hull Size: 30
|
|
Jump: 0
|
|
Acceleration: 6 G
|
|
Number of Hardpoints: 1
|
|
FuelTankage: 9 tons
|
|
Cargo Capacity: 6 tons
|
|
|
|
|
|
|
|
Starship Weapons
|
|
|
|
If one of your characters acquired a ship during the
|
|
character generation process, or if you have purchased
|
|
a ship in the game, you have the ability to arm the ship
|
|
with high-tech weapons. Weaponry is allocated to
|
|
turrets. Each turret uses one hardpoint. When equip-
|
|
ping 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 pur-
|
|
chased for your ship. Each turret can have 1, 2 or 3
|
|
weapons (beam laser or pulse laser, but not both). The
|
|
turrets that can be purchased are:
|
|
|
|
Beam Laser Turret TL Power Cost
|
|
-----------------------------------------------------
|
|
BLaser (one weapon) 13 250 1,000,000
|
|
BLaser (two weapons) 13 500 2,000,000
|
|
BLaser (three weapons) 13 750 3,000,000
|
|
|
|
Pulse Laser Turret TL Power Cost
|
|
------------------------------------------------------
|
|
PLaser (one weapon) 13 250 500,000
|
|
PLaser (two weapons) 13 500 1,000,000
|
|
PLaser (three weapons) 13 750 1,500,000
|
|
|
|
Beam lasers, which fire one concentrated beam of
|
|
energy, are more effective and more expensive. Pulse
|
|
lasers, which fire at targets in bursts, are still very
|
|
powerful but less costly than beam lasers.
|
|
|
|
Vehicles
|
|
|
|
You can rent two types of vehicles - the Tracked
|
|
ATV and the Grav Vehicle. Either can be obtained at
|
|
vehicle rental locations. Entering and exiting vehicles
|
|
can be accomplished from the Globe icon on the
|
|
interface screen.
|
|
|
|
Tracked ATV
|
|
An ATV is a standard vehicle designed to traverse
|
|
most terrain that would normally prohibit movement
|
|
on foot. Although quite reliable in most situations,
|
|
the ATV does have its limitations. It is not capable
|
|
of travelling over mountains, crevices and craters,
|
|
and it cannot float on water. The heavy ATV, powered
|
|
by a standard internal combustion engine, is capable
|
|
of high speeds. Although some military versions exist,
|
|
the ATV is mainly used for exploration and travel purposes.
|
|
Although it is not as capable as a Grav Vehicle, it is
|
|
easier to operate and less expensive to rent.
|
|
|
|
Grav Vehicle
|
|
The Grav Vehicle is the most capable planetary vehicle. It is
|
|
used only by the most formidable terrain, such as elevated
|
|
mountaintops. The Grav Vehicle is extremely heavy because of
|
|
its protective armor plating. It is capable of high speeds and
|
|
can carry up to 10 persons. The demand for these vehicles is
|
|
high, and rental prices are steep.
|
|
|
|
Rygar'92
|
|
|
|
|
|
|
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|
|
Another file downloaded from: The NIRVANAnet(tm) Seven
|
|
|
|
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
|
Burn This Flag Zardoz 408/363-9766
|
|
realitycheck Poindexter Fortran 510/527-1662
|
|
Lies Unlimited Mick Freen 801/278-2699
|
|
The New Dork Sublime Biffnix 415/864-DORK
|
|
The Shrine Rif Raf 206/794-6674
|
|
Planet Mirth Simon Jester 510/786-6560
|
|
|
|
"Raw Data for Raw Nerves"
|
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|