On 7 Mar 2020, at 11:42, Timothy Collinson - timothy.collinson at port.ac.uk (via tml list) <xxxxxx@simplelists.com> wrote:
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> Not sure, if under the Chekov's Gun prinicple I should somehow mention to the PCs that nuclear missiles are illegal, or can I reasonably expect players to know that? It would be quite hard to say it anywhere without it putting them off using them I reckon. (At least, it would be with my players).
This seems to be the ideal use of the TNS reports.
Oooh, good thought. I've spent far too long faffing around in the last couple of hours trying to produce a 'definitive' handout for the Wolblutn ship.
They have, according to TTA, a standard Far Trader. I've given them two turrets (one pulse laser + one missile rack) and remembered to add the tonnage (subtracted from cargo) and power requirements. But I noticed along the way that MgT2 Core Rulebook gives M-Drive power requirement as 20 and Basic Ship Systems as 40, however MgT2 High Guard - which I would have taken to be more correct) reverses this (even though the rules seem to suggest the original figures were correct). So I've no idea on that. I don't suppose it matters; it's just irritating.
Perhaps more critically, I've noticed that none of the crew I came up with actually have any Gunnery skill. I could just bung it in for a couple of the six. Or I could let the Medic and Engineer (as it happens) who both have Heavy Weapons 0 do Gunnery at DM-1 say (which would suit Bannerji's poor decision making). Or I could have NPCs to hand in case more than six want to play on that first evening. (There are no scheduled games but not everyone wants to drink in the bar!)
Alongside the usual recent local stuff, something quite old from a distant planet about an Imperial intervention triggered by nuclear weapon use.
That's a great idea. I'll use that. Bother, though, better start generating some more TNS news items. No, hold on. I could just nick the ones I've used in my TTA campaign so far, that would save time. (Although if, as I sort of expect, my home campaign players who are attending TravCon, join in this game, they might get a bit confused!)
If this highlights that the Imperium considers nuclear weapons important and the locals left it to them and the Imperial squadron of Gazelles jumps out system on an important mission as the players arrive, that might be what you need?
I think that will do it.
> Also, does anyone know where their illegality is mentioned in classic Traveller? I can find it in MgT1 (p.111) and MgT2 (High Guard, p.31) but not in The Traveller Book. I'm just curious. TravCon in theory requires MgT2 rules although other things occasionally crop up. (And there are those of us - Steve E is a good example and I'm close behind - who are hard pressed to actually need to open a rule book in a four hour session. (And that's not because we know them so well!)
adv 7 Broadsword, p46: Imperial Rules of War
The footnote to these:
“Unlike the above rules, one prohibition is clear and firm throughout the Imperium: use or possession of nuclear weapons, if discovered, and regardless of size or type, will almost certainly trigger Imperial intervention. The Imperium alone retains rights to such weapon.”