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- MEGATRAVELLER 2
-
- DOCS BY THE HUMBLE GUYS/RYGAR
-
-
- Technical Supplement
-
- Selecting Options From Lists
- ============================
- When selecting options from the character generation tables and from the
- game play icon options, choices can be selected by highlighting the option
- using the keyboard, mouse or joystick and then pressing the appropriate
- button or the <ENTER> key. As well, choices can be selected by pressing the
- first letter of the desired choice. If more than one selection starts with
- the same letter, press that letter repeatedly until the one you want is
- highlighted, then select it by pressing the proper button or the <ENTER>
- key as described above.
-
-
- Character Generation
-
- Selecting Menu Items
- ====================
- Mouse: Move the mouse pointer to the desired choice, then press the left
- mouse button.
-
- Joystick: Use the joystick to move the highlight bar to the desired choice,
- then press button 1.
-
- Keyboard: Use the arrow keys to position the highlight bar on the desired
- choice, then press the enter key. The home and End keys will move the bar to
- the first and last choice, respectively.
-
- Random Selections: Pressing F4 will make a random selection from most tables
- while you are creating a character.
-
- Pressing the ESCape key will either back up to the previous menu, or ask
- you if you want to terminate creation of the character.
-
- Naming Characters
- =================
- Pressing the F2 key will randomly generate a name for the character. The
- MegaTraveller word generation procedure is used to generate the names. The
- Vargr word generation table is used for Vargr characters, and the Vilani
- table is used for Humans. In addition, the Vilani table was used to help
- us generate the city names.
-
- You can have up to 34 characters in your character pool.
-
-
- On the Ground
-
- Selecting Icons
- ===============
- Either click on the icon with the left mouse button, or press ESC key,
- right mouse button, or joystick button 2 to stop all action and select an
- icon (using the arrow and enter keys, joystick or mouse).
-
- Selecting a character
- =====================
- Click on the character's information box with the mouse or press F1, F2,
- F3, F4 or F5 key to bring up that character's sheet. (F1 is the leftmost
- character, f% is the rightmost).
-
- Zooming In And Out
- ==================
- You can use the + and - keys to Zoom In and Zoom Out, respectively. (With
- MCGA graphics, you can only zoom into the closest level if you have expanded
- memory.)
-
-
- Ground Combat
-
- After selecting TARGET from the combat icon, you can use the TAB key to
- select the people you want to attack (or you can click on them with the mouse)
- Use the same keys to have the character you are controlling target and attack
- someone. If you're using a mouse, just click on the enemy NPC that you want
- to fire at.
-
-
- The Character Sheet
-
- Keyboard/Joystick
- =================
- You can use the U key to USE an item, E to EXAMINE it, X to EXCHANGE, D
- to DROP, O to select the OBJECT LIST, and S to select the SKILLS LIST. The
- left and right arrows (or left and right movements of the joystick) move the
- highlight between the various options, as does the TAB key. If you are on
- the object or skills list, the Up and Down arrows will move the highlight
- (on the Object list) and scroll the lists. In the Object list, use the ENTER
- key (or joystick button 1) to select an object. The ESC key will return you
- to the game. you can use the F1 - F5 keys to select another character.
-
- Mouse
- =====
- You can use the keyboard commands given above, or just click with the left
- button on the option you want. Use the arrows arounf the Object and Skills
- list to scroll those. The right mouse button will return you to the game.
- You can select another character by clicking on that character's information
- box. You can select objects by clicking on them in the object window.
-
-
- Space Exploration and Combat
-
- The space navigation and combat sequences are controlled completely from
- the icon options. The options can be selected by using the Up/Down arrow
- keys on the keyboard, by highlighting the option with the mouse, and pressing
- the left mouse button to select it, or by scrolling through the options with
- a joystick and pressing button 1 on the joystick to select it.
-
- To escape from an options list, press the ESCape key, button 2 on the
- joystick, or the right mouse button.
-
- As with ground exploration sequences, the individual character sheets can
- be accessed by clicking on the character's information area with the mouse
- or by pressing the F1 - F5 keys for respective characters.
-
- NOTE: Please refer to the manual for Game Play Icons and the options
- available under each icon selection.
-
-
- Saving Games
-
- A game can be saved on the ground or in space by selecting the save option
- from the game controls icon. If you are playing from a floppy disks, you will
- be asked to insert your save game disk into a drive and type a name for the
- save game file. If you are playing from a hard drive, you can simply type
- the name of the save game.
-
-
- Restoring Games
-
- A saved game can be restored by selecting the restore game option from the
- game controls icon.
-
-
- Paragon Tech Support Line - 412/838.1173 - Mon-Fri 8am-5pm Eastern
-
-
- BACKGROUND/INTRODUCTION
-
- The Legend of the Ancients
-
- About 500,000 years ago, the Droyne, an exotic
- alien race of omnivore/gatherers, emerged as the most
- dominant and intelligent species on the planet
- Eskayloyt (meaning "Lost World"). The Droyne evolved
- into an intelligent, gentle and peaceful race. The social
- structure placed individuals in professions best suited to
- their talents and needs; cooperation and trust were the
- cornerstones of Droyne society. Each Droyne filled an
- integral position in the social hierarchy, and the race, as
- a whole, prospered.
-
- For ages, historians and storytellers have written
- about a legendary Droyne who - due to a mutation -
- was born with an astounding level of intelligence.
- While still in his youth, the brilliant Droyne mastered all
- the scientific and philosophic wonders of his race. He
- began searching for his purpose in life; he undertook
- scientific experiments, designed arduous projects and
- searched for a meaningful occupation that would
- provide a sense of fulfillment. Although the brilliant
- Droyne didn't pinpoint one specific area on which he
- wanted to focus exclusively, he realized that the con-
- tinuous search itself was his actual reward. He would
- devote his life to the pursuit of knowledge; he would
- experiment, philosophize, study and explore the limits
- of consciousness.
-
- When he decided that he needed manpower to
- advance his experiments he took over his world and
- put his race to work on avant-garde projects. Legend
- states that when the inevitable tug of mortality began to
- wear him down, he discovered a method of attaining
- eternal life. When the mysteries of the starlit heavens
- perplexed him, he constructed a powerful starship -
- equipped with an advanced jump drive - and set out
- to explore the mysteries of the universe.
-
- When his vast knowledge transcended the abilities
- of the Droyne race, he decided to father offspring who
- could assist him with his mind-boggling projects. He
- fathered twenty children, and each of those children
- fathered twenty children of their own. He took the
- name Grandfather, and became the leader of the race
- that would become known as the Ancients.
-
- For hundreds of years, Grandfather worked on a
- variety of projects, assigning portions of each to his
- children and grandchildren. The Ancients dispersed
- throughout the universe in search of innovations and
- secrets, and astounding new technology was often
- created. Grandfather and his offspring kindled supeno-
- vae, explored and mapped new worlds, experimented
- with the genes of animals to create new species of
- beings, constructed magnificent sites and developed
- intriguing, and sometimes incomprehensible, tools,
- objects and artifacts.
-
- Each of Grandfather's children and grandchildren
- was named a project leader and assigned specific tasks
- by Grandfather; forces of Droynes were used for the
- necessary physical labor. Ancient sites, constructed as
- bases to support specific projects, were scattered
- throughout the universe.
-
- Grandfather discovered the Earth and, for a time,
- toyed with the notion of replacing Droyne laborers
- with humans. His human project was not entirely
- successful; however, human laborers were unitized in a
- few Ancient locations. Grandfather also experimented
- with canines, genetically altering them with increased
- intelligence levels, opposable thumbs and upright
- postures. Later, he constructed highly advanced robots
- that proved to be extremely helpful, despite the fact
- that they were not as intelligent or resourceful as his
- offspring.
-
- Grandfather finally reached a point where he grew
- tired, so he decided to enjoy a well-deserved rest. He
- spent an extended period travelling through Droyne
- territories, contemplating his accomplishments, plan-
- ning for the future and relaxing.
-
- After his recess, a rejuvenated Grandfather decided
- to tackle his most ambitious project ever: the explora-
- tion of unknown frontiers of existence. He summoned
- His offspring and commanded them to help him with
- his plans, but many of them were too preoccupied with
- personal projects to obey Grandfather's orders. During
- Grandfather's time away, many of his offspring devel-
- oped a strong sense of independence.
-
- Grandfather began his work independently, and
- soon discovered that many of his children's experi-
- ments interfered with his immediate plans. He ques-
- tioned his decision to father offspring and, after deter-
- mining that his decision was a mistake, grew,, deter-
- mined to rectify the error; he devised an elaborate
- campaign to eliminate his children and grandchildren.
-
- Naturally, when Grandfather's offspring discovered
- his plot, they resisted forcefully. The Ancients aban-
- doned their intellectual quests and focused their bril-
- liance on weapons of mass destruction. The war
- between Grandfather and his offspring escalated into
- the most cataclysmic struggle in history. In the wake of
- the ruinous, High-tech war of the Ancients, entire
- worlds were obliterated, and vast races - innocent
- bystanders to the conflict - were, wiped out with
- advanced weapons that were so powerful that they still
- can't be fully comprehended.
-
- After two thousand years of mass destruction,
- Grandfather defeated his opposing factions and de-
- stroyed all of his descendants (he kept extremely
- careful count). The galaxy was somewhat worse for
- wear, with many new asteroid belts and numerous
- ravaged worlds.
-
- Legend states that Grandfather disappeared shortly
- after the war drew to its bloody conclusion. The
- mystery of his disappearance has never been solved.
- Some say that Grandfather was killed by a secret
- survivor of his lineage; others believe that he commit-
- ted suicide after his destructive actions became starkly
- apparent to him. There are even those who say that
- Grandfather never actually existed; that he was only a
- mythical figure of fable.
-
- After 300,000 years, the legend of the Ancients
- persists. Even today, the ruins of the Ancients continue
- to baffle experts. Mysterious and dazzling artifacts are
- still unearthed at various Ancient sites that are spread
- throughout regions of the Spinward Marches. Though
- the origin of the Ancients remains a mystery, it is a fact
- that the brilliant race that once ruled the galaxy destroyed
- itself in an apocalyptic war. The proof is found
- in the ruins of the Ancient sites, such as the one on the
- planet Rhylanor.
-
- It is here that your adventure begins. The Ancients
- have remained silent for 300,000 years... until now.
- Now, it's up to you to discover the secrets of the
- Ancients.
-
- The MegaTraveller Universe
-
- The MegaTraveller universe is dominated by the
- Imperium, a vast star-spanning empire which has ruled
- the galaxy for more than a thousand years. This Third
- Imperium is a human empire, encompassing more than
- ten thousand star systems. There are star empires on
- the fringes of the Imperial borders, but they are smaller
- and less powerful than the Imperium. Some are human
- empires; others are communities of aliens like the
- canine Vargr, the warrior Aslan, or the multi-tentacled
- Hivers.
-
- But the imperium is the largest known interstellar
- empire. It dominates all of explored space. its neigh-
- bors are jealous - but respectful - of its power.
-
- A Brief History of the Empires
-
- There have been three Imperiums governing
- inter-stellar territory.
-
- The First Imperium
-
- The Ziru Sirka (the Grand Empire of Stars) started
- more than 9,000 years ago. It grew to absorb thousands
- of star systems, and continued to grow until its govern-
- ment could no longer handle the burden. In an effort to
- make the government more easily manageable, The
- First Imperium froze technology, making technological
- innovation difficult, and even criminal. In the last
- thousand years of its rule, the Ziru Sirka was in a
- natural decline, eager to maintain the status quo rather
- than seeking growth. It was thus encountered by
- explorers from Terra (Earth) in 2096 AD.
-
- In a series of wars between 2096 and 2299, the
- Terran Space Navy fought the Ziru Sirka to a stand-still.
- In the final battle, the Imperials collapsed and were
- taken over by Terra, leading to The Second Imperium.
-
- The Second Imperium
-
- At first, the conquering Terrans wanted to loot the
- conquered territories for their own personal wealth, but
- this immediately proved to be impractical; the thou-
- sands of Terran governors, installed on the conquered
- planets to establish order, began to lose control as they
- tried to maintain the existing structure amid great
- confusion and strife. In a losing battle, the Rule of Man
- (as Terra named its empire) tried, unsuccessfully, to
- reverse the inevitable decline within its territory.
-
- The Rule of Man failed, leading to the Long Night, a
- dark age in which no central authority existed. Worlds
- reverted to pre-starflight technology. Entire populations
- of planets perished without the support of high tech-
- nology from neighboring worlds. The Long Night lasted
- more than a thousand years, leading to The Third
- Imperium.
-
- The Third Imperium
-
- Ultimately, a small core of industrial worlds began
- to evolve, re-discovering starflight technology and
- opening communication tines with neighboring worlds.
- A powerful industrialist named Cleon (later the fest
- Emperor of the Third Imperium) directed the techno-
- logical renaissance, creating a Scout Service to discover
- new, unexplored worlds that could be added to his
- growing community of planets.
-
- The time was ripe for a new galaxy order. Star
- systems clamored for inclusion in Cleon's growing
- empire. Trade increased dramatically and The Third
- Imperium grew with amazing speed. Within 500 years,
- the Imperium had reached its current borders.
-
- Progress did not come without conflict. During the
- Third Imperium's first 1100 years, it suffered through a
- terrible civil war, continuing frontier wars with the
- neighboring Zhodani and Aslan, and an extended war
- with the Solomani. Despite the difficulties, The Third
- Imperium remains in power today.
-
- The Imperial Government
-
- The Imperium is a collection of worlds, each self-
- governing and nominally independent. The Imperium
- does not rule its thousands of worlds; it rules the space
- between them, and so controls them and the dealings
- between them. in essence, the Imperium controls trade
- and commerce while providing protection against
- pirates and invaders.
-
- Two very different forces are the keys to the
- imperium's control: the speed of communication, and
- honor.
-
- Communication is limited to the speed of the fastest
- ships. Since the fastest ships in the empire can travel 6
- parsecs per week (or about 300 parsecs per year), a
- world 300 parsecs from Capital (the Imperium's Capital
- world) is a year away, even on the fastest ship. Not
- coincidentally, 300 parsecs is about the radius of the
- Imperial border. Beyond that, the Imperium's
- ability to exercise control breaks down.
-
- Honor is the second element of the Imperium's
- control. When instant communication is not available,
- the Emperor must rely on the loyalty and trustworthy-
- ness of his subjects. Consequently, centuries of tradition
- have made honor a basic trait of the Imperial nobility.
- Each noble, knight, baron, marquis, count, or duke
- knows and believes that it is his own responsibility to
- serve the Imperium honestly. That doesn't mean that
- neighbors don't have petty squabbles, or selfish profit
- motives. But each leader is loyal to the Imperium,
- above all else. And that dedication to honor is what
- holds the Imperium together.
-
- Most citizens of the Imperium aspire to the nobility.
- Though heroism or exemplary service, it is possible for
- an ordinary citizen to be knighted, or ultimately reach
- an even higher position in the chain of nobility.
-
- The Future
-
- The Imperium is a vast territory, rich in resources,
- but difficult to rule completely. The imperium thrives
- because of the great benefits that it provides its citizens
- and member worlds. However, the benefits are not
- free; hard work, imagination and loyalty are required to
- be an Imperial citizen.
-
- The Spinward Marches
-
- In the early centuries of its existence, the Imperium
- used a "link and brunch" system for exploring the stars,
- contacting worlds and societies, and establishing
- important bases along the ever-expanding frontier.
- Links connected the older bases with the newer ones,
- and became highways for trade and transport. Branches.
- emanated from the various bases to touch the scattered
- worlds that promised resources and markets. It was
- only natural that the merchant and transport corpora-
- tions should adopt these same links and branches in
- their activities. From the main links, these corporations
- (as well as the independent merchants and the settlers
- looking for challenge or for a hand in their own des-
- tiny) set out to the worlds farther off the mainstream-n.
- Fertile worlds were settled, enterprising merchants
- shipped goods to them and established markets.
- Everyone prospered in the ever-expanding Imperium.
-
- As the Scout Service explored regions beyond
- current Imperial borders, it encountered obstacles. In
- some cases, the Scouts met already established interstellar-
- lar societies (the Vargr and the Aslan), or expanses of
- low density space (the Greater and Lesser Rifts).
-
- One basic link (and a highly successful one)
- extended from Vland (seat of the First Imperium and
- still an important trade center) spinward. Beyond Vland
- was Corridor Sector, stretching between a spur of the
- Great Rift and the Vargr Extents. Beyond Corridor was
- Deneb, where the megacorporations established a
- sprawling industrial complex. While the branches
- opened up Corridor and Deneb, the Scout Service
- forged links to the Spinward Marches.
-
- Scout Service exploration from Deneb carried
- survey cruisers through a relatively unpopulated region,
- finally contacting an isolated confederation - the
- Sword Worlds - and their neighbors beyond - The
- Darrians. Naturally enough, with established societies at
- the end of the links, they became major trade routes.
- The territory on the very edge of the Imperium became
- known as the Spinward Marches. Originally, the base
- for commerce was Deneb, but as more and more
- settlement took place, the focus moved spinward,
- ultimately establishing itself at Mora.
-
- Thus Mora, settled in the year 60, was the first
- major Imperial establishment in the Spinward Marches.
- Financed by Ling-Standard Products, Mora soon be-
- came a thriving trade center, where new ships were
- built, old ships were overhauled and manufacturers
- produced a variety of goods. Mora was the gateway to
- the Spinward Marches.
-
- Mora proved an ideal and fortunate choice. The
- system links hundreds of worlds with simple jump-1
- connections. This Spinward Main allowed free traders
- to ply the space lanes in search of new markets, new
- worlds, and new customers. Often they carried settlers
- to the more promising worlds, and then supplied them
- with vital off-world goods in return for metals, minerals,
- ores, precious woods, and rare foods and spices, as
- well as artifacts of various cultures.
-
- Even as the Imperial links were prospering, the
- branches grew on their own. Two major branches grew
- in the spinward marches, each following the Spinward
- Main. One branch worked its way rimward through the
- Sword Worlds, while the other crept coreward into
- unexplored space.
-
- The rimward branch extended through a portion of
- the Sword Worlds at their sufferance, and settlement
- was greatly inhibited until alternative routes into the
- area were opened from the Deneb sector.
-
- Early on, the coreward branch reached Regina, and
- that system was settled by the year 75 (only fifteen
- years after the first Imperial settlements in the Marches).
- Regina's dominion grew over several worlds, and it
- soon became a common destination for traders. By the
- year 250, Regina had been incorporated into the
- Imperium along with six neighboring worlds. By the
- year 300, the number of Imperial worlds in the cluster
- had grown to 17. Naturally, the branch heading to
- Regina became well-travelled; settlement soon 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
-
-
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