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Traveller Hub BROWSE MY TRAVELLER ITEMS CURRENTLY IN STOCK DGP MegaTraveller Releases 101 Robots Visit my photoblog for a deep-dive into 101 Robots and the Early Adventures book: 101 Robots (1986) & Early Adventures (1988): Two Lost Supplements for Classic Traveller RPG "Now... from the authors of Book 8: Robots: Here under one cover are 101 different robots for use in Traveller games. Every single robot comes with a complete description, an official Universal Robot Profile, and an illustration. You will know what each robot can (and can't) do, what the robot looks like, and what the robot costs. If you're just starting to design your own robots, this book has more than a hundred examples. If you already have several designs of your own, here are 101 more to add to your campaign. Whether you're a Traveller player or a referee, 101 Robots gives you all the robots you need to know what life is like at higher tech levels. Robots include Imperial Robots: Designs both common and uncommon that characters can encounter within the Imperium. Alien Robots: Robots from all the major races that construct them: Aslan, Zhodani, Vargr, K'Kree, Solomani, and Hiver. Warbots: Battlefield robots of all races, designed to search out and destroy the opposition. Dumbots: The most common robot encountered, good at only one thing, but good enough at that. Pseudobiological Robots: At higher tech levels, robots that are 'just like the real things'. Expert Robots: Machines that know as much as sentients, able to perform tasks that take 'real intelligence' Design System Examples: Robots that show just how to use the robot design system in Book 8: Robots. Encounter Robots: Robots corresponding to all of the robots from the encounter tables in Book 8, for easy-to-play robot encounters. Robot Devices, Sensors, and Weapons: Brand new custom devices for use with robots, including complete information on their installation. Robot Skills: Additional skills for robot programming, complete with CPU space and cost per level. Index: A complete index to all 101 robots." 1986 ... Gary L. Thomas & Robert Parker & Nancy Parker & Joe D. Fugate Sr. & Rob Caswell ... 48 pages ... [No product number] Check Wayne's Books Inventory Grand Survey: Exploring and Detailing Worlds "A State-of-the-Art Supplement Approved for Use With TRAVELLER In the years 420 and 1065, the Imperial Interstellar Scout Service published the First and Second Grand Surveys. Some of their methods, and some of the results of their surveys, have been published before. But now, with the brand-new state-of-the-art material in this book, you can have all the detail you ever wanted. If you already use Scouts, Grand Survey continues where Scouts left off. And if you don't use Scouts, you can still use Grand Survey to learn more about a world. Starting with the basic Traveller UPP for the world, Grand Survey leads you step-by-step to detailed physical characteristics and an accurate map of the world. Whether you're a Traveller player or a referee, Grand Survey tells what you want to know when you arrive at a new world. Chapters include World Design: Extensive rules, charts, and tables to tell you everything about the physical characteristics of a world: details of atmosphere, volcanic activity, tectonic plates, mapping, minerals and other resources, climate and temperature, population demographics, starport locations, ice caps, deserts, and more. Complete with examples. World Profile Form: The new imperial Scout Form 20, to record all the physical details of a world. Also includes a full size world hex grid for precise mapping. Imperial Scout Survey Procedures: How a survey of a world takes place, including new skills for Scout characters. High-tech Survey Equipment: New equipment for Traveller, including remote sensor probes, self-precessing gyrocompass, and the multi-chronometer. Starship Sensors: Detailed information on all the data gathering devices used during a survey, including handheld versions, and information for using sensors in starship combat. Donosev Class Survey Scout Vessel: Complete plans of the ship that was the backbone of the Second Survey. Vacc Suits: Detailed data, with illustrations, of vacc suits from tech level 9 to tech level 15. Using World Data: Now that you have the world, all you need is the adventure. Guidelines and examples for turning world details into exciting situations for characters. Index: Not only is everything you want in Grand Survey, but you can find it fast." 1986 ... Joe D. Fugate Sr, Robert Parker, Gary L. Thomas ... 48 pages ... DGP Check Wayne's Books Inventory Grand Census: Contacting and Detailing Cultures "Looking for adventure? New cultures? Strange new societies with unusual customs? Travel can be a broadening experience, as long as you go where things are different. Here, in one book, is all the information that players and referees need to discover the diversity in the 11,000 worlds of the Imperium. Starting with the basic Traveller UPP for a world, Grand Census leads you step-by-step to detailed cultural characteristics, including details of the social structure, governmental institutions, languages, and technology. Whether you're a Traveller player or a referee, Grand Census tells what you want to know when you arrive at a new world. Chapters include Cultural Design: Extensive rules, charts, and tables to tell you everything about the cultural characteristics of a world: details of social outlook, types of governments, organizational structures, detailed law levels, unusual customs, and intelligent native life. Detailed Tech Levels: A complete, official breakdown of tech levels, with different classifications for energy, computers/robotics, communications, medicine, environmental control, transport-systems, weapons, and more. Cultural Profile Form: The new Imperial Scout Form 22, to record all the cultural details of a world. Landing Party Contact Procedures: How contacts with alien civilizations are made, including new skills for Scout characters. High-tech Exploration Equipment: New equipment for Traveller, including the pocket medical scanner and med scanner-computer, a portable neural activity sensor and handset, pocket communicators and commdots, a data-display/recorder head piece, and high-tech field glasses, with an illustration for every item. New Vessels: Illustrated descriptions of the four-man air/raft, the survey G-carrier, the enclosed two-man G-tube, the grav bike, and the tech level 15 grav belt. Index: Not only is everything you want in Grand Census, but you can find it fast." 1987 ... Gary L. Thomas & Nancy Parker & J. Andrew Keith & Ed Edwards ... 48 pages ... DGP 863 Check Wayne's Books Inventory The Early Adventures: Background and Adventures from Travellers' Digest Issues 1-4 "THE QUEST FOR ADVENTURE The Early Adventures introduce you to four fascinating characters: a Scout, a journalist, a scientist, and an almost-perfected pseudo-biological robot. Learn about them as you piay out these four exciting adventures: Of Xboats and Friends: Dur Telemon, the ex-Scout, wants to stop off and visit a friend at an express boat station. Suddenly, events take a sinister turn when the party stumbles upon an amazing secret that may cost them their lives. Included are cut-away deck plans of the 1,000-ton xboat tender, complete with its MEGATRAVELLER Universal Craft Profile. The Journey of the Sojourn Moon: A strange backward culture inhabits the bright side of the tidally locked world Wal-ta-ka. Who are the "Children of Wal-ta-ka?" Akidda Laagiir and his companions travel there to find the real story of these mysterious nomads descended from starfaring colonists. An extremely detailed treatment of the world and its lifeforms is included, as well as additional details on Dr. Krenstein's robot companion, AB-101. Visit to Antiquity: Emotions run high when the four travellers encounter a group of Vargr researchers at a historically important Ancient site. The Vargr and our four characters make some startling new discoveries. Also featured is an article on Gvegh, the most common Vargr language, and how it reflects one widespread Vargr culture of the region. The Gold of Zurrian: A mysterious murder on board an interstellar liner catches the passengers by surprise, and to make matters worse all evidence points to one of our four characters. Can the others clear their companion's good name in time before the real murderer decides to take matters into his own hands? Included are detailed deck plans and the Universal Craft Profile of the 1,000-ton liner where the adventure takes place. AND LOTS OF BACKGROUND MATERIAL These adventures introduce many new worlds and alien cultures for you to explore, with plenty of maps and detailed library data. Included are exciting new details about the Zhodani and Vargr, two of Traveller's alien races. Are you looking for new technology? Within are excerpts from the first year's 'Tech Briefs', an ongoing feature highlighting new devices for Traveller. (There are even some fantastically high-tech Ancient artifacts.) Plenty of diagrams and charts are included. Referees, would you like to add pizzazz to your adventures? And without extra work? The adventures in this special book are packed with ideas and tips for leading your players through each adventure. Watching the same group of characters develop adds excitement to your role-playing, while your players' ability to role-play expands with every game-And each adventure gives the referee plenty of detailed NPC's to play with." 1988 ... 48 pages ... DGP 864 Check Wayne's Books Inventory DGP Releases for MegaTraveller101 Vehicles One of the fine offerings from Digest Group Publications (DGP). This book details, well... 101 vehicles for MegaTraveller. Each vehicle comes with a drawing and description. Military vehicles...Paramilitary vehicles...Civilian Vehicles...Vehicles from Classic Traveller...Vehicles from the MegaTraveller rule books...Alien vehicles...Design system examples...Vehicle weaponry...and finally, an index. There is a Second Edition (noted at the top of the first page). Page count is the same. I saw some slight edits in the introduction (in the discussion about acceleration in a vacuum, for example). I did not go through the individual vehicle listings, but they seemed the same on a flip-through. -Wayne "Here under one cover are 101 different vehicles for use in MegaTraveller games. Every single vehicle comes with a detailed illustration, a description, and an official Universal Craft Profile. You will know what each vehicle can (and can't) do, what the vehicle looks like, and whaν the vehicle costs. 1988 ... Rob Caswell & William W. Connors & Joe D. Fugate Sr. & Howard Leidner & Aleatha Parker & Nancy Parker & Robert Parker & Tom Peters ... 48 pages ... DGP 871 Check Wayne's Books Inventory Take a deep-dive into these hard-to-find MT sourcebooks over at my photoblog: 101 Vehicles, Starship Operators Manual, World Builders Handbook (1988-9): 3 Lost Supplements for MegaTraveller RPG Starship Operator's Manual, Vol. 1 Like 101 Vehicles, This book also has a 2nd Edition, noted at the top of the first introduction page. -W "Everything you've ever wanted to know about starship operations. Contents include: Systems: How things work, including details of jump drive, maneuver drive, power plant, sensors, transponder, flight controls, computer, weapons, hull, and cargo hold. Procedures: Step-by-step instructions on navigating a course, going into jumpspace, starting up a power plant, getting more 'oomph' from a maneuver drive, and lots more. Crew Duties: Over 20 positions described, telling who does what and why. 'The Old Timer': Expert advice on Starship operation from an 'old time' merchant captain. [This part is my favorite! ...Wayne] Deck Plans: All-new deck plans for the Free Trader class starship, along with interior views of the ship. Index: A complete catalog of the contents." 1988 ... Joe D. Fugate Sr. & Gary L. Thomas & William W. Connors & Rob Caswell ... 66 pages ... DGP 872 Check Wayne's Books Inventory This accessory was announced in Traveller's Digest, Issue 13. Grand Explorations never saw print. Too bad, sounds interesting. -Wayne "Grand Explorations, an all-new concept in Traveller publications, takes you beyond explored space: the Zhodani core expeditions, the realms beyond the Solomani Rim, the Hiver Federation Development Agency explorations, and more. Look for this, the biggest book we have ever published, early next year [1989]." World Builder's Handbook "Learn How the Imperial Scouts Survey and Explore New Worlds... And Learn How to Build Exciting and Interesting New Worlds of Your Own With These Extensive Rules! Contents include Survey Procedures: Procedures used by the Scouts to survey and explore worlds. Survey equipment: Thirty pages of detailed equipment sheets for players to use on survey and exploration missions. Includes sensors, personal-assist hardware, clothing and protective gear, vehicles, and complete plans of the Donosev Survey Starship used by the Scouts. Sensor Readout Panel- Comprehensive sensor readout panel for use with all manner of sensory equipment, from lowly handheld sensors all the way to powerful starship sensor arrays. Extensive World Building Section: Detail your worlds to a level of detail you never thought possible. Create new environments with exotic alien cultures. Includes rules for detailing not only Terran-like worlds, but also more unusual locations such as: - Asteroid Worlds - Gas Giants - Tidally-Locked Worlds Mapping a World: Guidelines on how to properly map the world you have built." 1989 ... Joe D. Fugate, Sr. & J. Andrew Keith & Gary L. Thomas & Rob Caswell (Art) ... 96 pages ... DGP 875 Check Wayne's Books Inventory Referee's Gaming Kit Contents include -- 2-piece Referee Screen [Subjects: Combat (4 panels of tables and procedures); Interpersonal; Third Imperium and Surrounds; Tasks; Demolition; Encounters (2 panels); Travellers' Guide.] Practical Hints & Tips folio 2 Folio Adventures (Outpost Alpha, pts. 1 & 2) 8 Equipment Data Sheets 1989 ... DGP 876 Check Wayne's Books Inventory Vilani & Vargr: The Coreward Races (Megatraveller Alien Series, Vol. 1) - The Vilani: founders of the oldest human empire in charted space... - The Vargr: plucked from Earth millennia ago and manipulated into intelligence by the mysterious Ancients - Immerse yourself in the rich details presented within these pages... - Experience these aliens as you never have before! Contents include for each alien race Physiology: See technically accurate details of the race's body structure. Psychology: Get inside the race's mind and find out how they think. Detailed Starmaps; Study starmaps of the race's home region, with all star system positions accurately shown. Society and Culture: Find out how the alien race lives, and what makes their culture unique. History: Learn never-before-revealed details about the race's history, and how they got where they are today. New Game Rules: Discover how you can confidently integrate the race into your MegaTraveller campaigns. Sample Technology; See actual examples of the alien race's robots, vehicles, and starships. Roleplaying Examples: Gain new insights into roleplaying the race by studying the detailed play examples, hints, and tips presented inside. 1990 ... James Holden & Joe D. Fugate & Terry McInnes ... 104 pages ... DGP 878 Check Wayne's Books Inventory The Flaming Eye In an unprecedented move, the worlds of Vland Domain, refusing the "radical policies of emperor-ad interim Lucan," have declared their independence from the thousand year-old Imperium. The Ideal Companion to Alien Volume 1, Vilani and Vargr! Contents Include Two Complete Campaigns: Packed into this volume is enough source material for two full MegaTraveller campaigns. Seven scenarios are presented in the first campaign, and six scenarios are given ‘n the second campaign. Innovative New Cinematic Nuggets: In the new "cinematic nugget" format, background setting dictates the way material is organized. Special "plot synopsis diagrams" illustrate ways that background nuggets can be linked together to form pre-planned adventure scenarios. Over 25 World Data Sheets; First introduced in GDWs product Knightfall, this campaign source-book contains detailed stats, maps, and star system diagrams for over 25 worlds in Vland and Windhorn Sectors! Numerous Maps and Diagrams: True to the campaign sourcebook name, this volume includes loads of maps and diagrams. Full Color Deck Plans: As a bonus, this campaign sourcebook includes deck plans to the Garu-class Far Trader. 1990 ... Thom Gressman & J. Andrew Keith & Joe D. Fugate Sr & Nancy Parker & Bill Hezeltine ... 104 pages ... DGP 880 ... ISBN 1879187019 Check Wayne's Books Inventory Solomani & Aslan: The Rimward Races (Megatraveller Alien Series, Vol. 2) - The Solomani: left behind by the Ancients now the rulers of humaniti's largest intact star empire... - The Aslan: proud warrior race, rumored to have stolen jump drive from humans yet no one can deny their prowess in controlling thousands of star systems... - Immerse yourself in the rich details presented within these pages... - Experience these aliens as you never have before! Contents include for each alien race Physiology: See technically accurate details of the race's body structure. Psycology: Get inside the race's mind and find out how they think. Detailed Starmaps: Study starmaps of the race's home region, with all star system positions accurately shown. Society and Culture: Find out how the alien race lives, and what makes their culture unique. History: Learn never-before-revealed details about the race's history, and how they got where they are today. New Game Rules: Discover how you can confidently integrate the race into your MegaTraveller campaigns. Sample Technology: See actual examples of the alien race's robots, vehicles, and starships. Roleplaying Examples: Gain new insights into roleplaying the race by studying the detailed play examples, hints, and tips presented inside. 1991 ... Peter G. Celella & James Holden & Dell Harris (cover) ... 104 pages ... DGP 881 ... ISBN 1879187027 Check Wayne's Books Inventory From the back cover of the World Builder's Handbook: "A Scout survey team takes advantage of the first light on Deyis II, seeking to verify recent rumors of unusual lifeforms on the world. The Scout in the left foreground is pleased because his neural activity sensor has just registered a "semi-intelligent, unknown" lifeform 500 meters ahead. Meanwhile, his partner waives to her fellow Scouts hovering overhead in their Kankurur G-Carrier. The Scouts from the G-Carrier, in grav belts, are coming to help home in on the newly discovered lifeform." A.I. - Roleplaying Adventure in a TechnoFantastic Age "Earth: 1500 years in the future or is it Earth 1500 years in the past? A massive citadel towers over your village and you tremble at the stories of the strange lifeforms which lurk in the shadowy wilderness that encircles you. For a generous offering, the priest-adept will "resurrect" your tools when they die. The great citadel provides for your basic needs, while you trade for "seeds," seeking to fulfil not only your material needs, but your wants, too. If you can just buy, beg, or borrow the right "nanneez" and the right raw materials, then you can finally grow the devices you'll need to help you on your quest for the ultimate tool: a GENII (Genetically Enhanced Nanotech Intelligent Interface)! Shaping the decayed future with nanotechnology (molecular-level machinery), machine intelligence, and genetic engineering, A.I. puts you on an alien, future Earth with unlimited adventure possibilities. Remnants of ultra-high technology make the miraculous become reality. --- A.I.'s new "fuzzy logic" and object-oriented approach eliminates the mounds of rules and lets you start playing right away. The basic game includes: 200 pages of background and rules and a fold-out world map of the Alien Earth with area maps of the major citadels. $25. A.I. Not technology and magic - but technology AS magic!" Never released. 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