2023-02-11

GURPS Traveller: March Harrier House Rules

We're mostly using the rules from GURPS Traveller: Interstellar Wars for the March Harrier campaign, but some house rules and rulings are inevitable.  I'll try to detail them here and update this post as more emerge.


Homeworlds:


Each character has a homeworld.  This determines citizenship, default Area
Knowledge, and default tech level.  If in doubt, pick a high-population
Imperial world within the Spinward Marches sector.


Tech Levels:


Peak Imperial TL (in GURPS 4E terms) is currently 11, but with some variation in the "safe tech" direction.  (Traveller doesn't do a lot of cyber, nano, strong AI, etc.)  The March Harrier is a TL 10 ship, and much of the Aramis subsector is also a bit behind the curve.  The GM will mostly ignore TL penalties for skills within the  "normal Imperial range".  Default TL for the campaign is 10, but players can take skills at TL 11 if they're from a high-tech world or previously worked for a high-tech employer like the Imperial Navy.


Ship's Locker:


The March Harrier has a locker full of routine equipment that are needed for merchant starship operations.  If you're a crew member with access to the locker, and you need a particular piece of equipment, you can ask the GM if it's there.  (If you start looting equipment to sell, then there won't be much there for long.)  The GM might just say yes. (Yes, there are emergency vacc suits).  The GM might require a Scrounging roll.  (There *might* be some shotgun shells around here somewhere.)  The GM might just say no.  (No, there is no Imperial Marine Battle Dress just sitting around in the ship's locker.)

The intent of this rule is to reduce the amount of micromanagement of PC inventory required.  You can still micromanage your special equipment, but you can probably find basic stuff in the locker.


Low Berths:


Low berth travel being dangerous is an important feature of the Traveller setting, and something GURPS Traveller messed up.  (Why would anyone pay way more for uncomfortable middle passage if low passage was completely safe?)  A low berth passenger needs to make a HT+6 check when thawed.  If they fail, they die.  If they barely make it, they may be injured.  An attendant with any appropriate medical skill (such as First Aid, Medicine, or Electronics Operation (Medical)) can attempt a skill roll to save the patient or reduce injuries; it's not automatic.


Computers:


The various rules in GTIW about Imperial computers being single-purpose and non-programmable were only for the First Imperium.  Third Imperium computers are fully programmable.  Ignore those rules.


Jumps:


The "Deep Space Jumps" rule on GTIW page 171 was for the First Imperium and does not apply.  Jumps from empty hexes are fine.

Jump tapes are not required.  They are available, and give a bonus to Navigation (Hyperspace) rolls.


Passengers:


Use the rules from GTIW 179 except

BTN 6.5 gets 1d-5 passengers per day.

BTN 6   gets 1d-5 passengers per 2 days.

BTN 5.5 or less gets 1d-5 passengers per week.


(Basically, there's a small chance of getting a few passengers even on thinly traveled routes.)

Mail:


Carrying Imperial mail requires Imperial registry, 5 tons of secure cargo space, that the ship be armed, and that the crew includes qualified Gunners.  

If the ship qualifies, it can see if there is mail available for any world reachable within 16 days (2 fast jumps).  Mail is available on 8 or less on 3d6.

Modifiers:

Subsidized merchant on its regular route: +1
Minor trade route: -1
Feeder trade route: -2
Intermediate trade route: -3
Main trade route: -4
Major trade route or Xboat route: -5

Mail pays a flat KCr 25 for transport to the next destination world (regardless of distance) for up to 5 tons.  Mail is due within 16 days.  It's allowed to try for multiple worlds, but only up to 2 worlds' mail can actually be taken because of the time limit.

As with other freight, failure to deliver the mail within 16 days forfeits 10% of the pay per day late.


Provisions:


GTIW says Cr 6 per person-day.  That's correct for middle passengers and crew, but high passengers must be provided high-quality fresh food costing Cr 20 per person-day.  Carrying high passengers also requires that at least one crew member have  Cooking skill.  (Crew may choose to pay the high passenger rate to get better food.)

No comments:

Post a Comment