Best Of The Journal Of The Travellers' Aid Society, Volume 4 (traveller Rpg)


E-Book Content

TRAVELLER In addition to the basic three-booklet Traveller set, the following Books, Adventures, Supplements, and Games are available for more Traveller action! (Book 4) aims at the military adventurer with extensive rules for detailed army and marine characters, new skills, and coverage of battle resolution. A full chapter covers the new weapons of the future $5.98 High Guard (Book 5) deals with detailed characters who have served in the planetary or imperial space forces (including rules for college, medical, and flight schools). Design, construction, and combat for starships ranging in size from one hundred to one million tons is presented $5.98 (Adventure 1) concerns a class of imperial battle cruisers, and leads a band of adventurers into industrial espionage, afoul of the law, and ultimately to the answer to a mysterious disappearance years ago. Included are rumors, situations, library data, and deck plans and statistics for a 1200 ton military starship $4.98 (Double Adventure 1) is a set of two adventures, printed back-to-back. Each is playable separately, and both are complete with pre-generated characters (if they prove necessary), a situation, ref's notes, and detailed plans or drawings. Shadows is an alien complex on a frontier world, and Annie Nova is a mysterious starship abandoned in orbit. . . .$4.98 (Supplement 1) is a set of pre-generated characters ideal for non-player character or patron encounters. A final chapter rates nine characters from fiction—test your familiarity with science-fiction . . . .$3.98 (Supplement 2) contains 111 different animal encounter tables, already produced, and tagged for specific terrain and world types. Ideal for impromptu adventures and situations $3.98 (Supplement 3) is a set of 16 pregenerated subsectors situated on the edge of the Imperium. Each subsector contains a map, a list of world data and statistics, and some background data. A final chapter recapitulates the meanings of the various world factors for easy reference, and and index leads the referee to worlds by name $3.98 (Supplement 4) presents character generation rules for 12 new character types, including barbarians, doctors, scientists, nobles, and rogues. Each type includes forty examples pregenerated, and ready for use as patrons or non-player characters. Check out rogue number 19 $3.98 (Game 1) modifies the starship combat rules in Book 2 to conform to a hex grid, and supplies die-cut counters. The game is playable with encounters, or as a two-player situation. Boxed $5.98 (Game 2) is close-combat set aboard starships. Hijacking, piracy, mutiny, and personal conflict are all possible using these combat rules and the starship deck plans. Usable with Traveller, or by itself $7.98 203 North Street, Normal, Illinois 61761 the of the Travellers' Aid Society Cover Article Gazelle Class Close Escort Vessels, by Marc W. Miller 14 Amber Zone Salvage On Sharmun, by Jeff May 12 Feature Article Emperors of the Third Imperium, by Marc Miller & Frank Chadwick 8 Traveller Module Trade and Commerce, by Frank A. Chadwick 5 Features From the Management Traveller News Service Ref's Notes on Robots, Part 3 The Bestiary Dates in this issue of the Journal are given in accordance with an arbitrary Imperial calendar of 365 days. The expression of date consists of a threedigit day number (showing the current day of the year), followed by a dash and a four-digit year number (showing the current year since the founding of the Imperium). The date of this issue is 060-1106; the 60th day of the 1106th year of the Imperium. All dates given in this issue correspond to this dating. 2 4 22 28 The Journal of the Travellers' Aid Society is a science-fiction gaming magazine dedicated to Traveller, GDW's role-playing game set in the far future. Editor— Loren K. Wiseman Spiritual
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