Stargrove
March 14th, 2025, 02:57
I am currently doing a conversion of a book called Field Catalog for the Mongoose Traveller Ruleset. In that ruleset weapons have something called Traits. I believe that the only Trait that has any special calculation behind it is "Auto". All the other ones just have a popup with a description of said trait from the rulebook. The book I am working on has 14 new traits defined that I feel users should show up like the ones do from the Core rulebook.
Looking into the rulset files themselves I found a file called "campaign\ps\ref\data_common.lua" that has all these Traits defined:
weapontraits = {
["ap"] = "This weapon has the ability to punch through armour through the use of specially shaped ammunition or high technology. It will ignore an amount of Armour equal to the AP score listed. Spacecraft Scale targets (see page 157) ignore the AP trait unless the weapon making the attack is also Spacecraft Scale.",
["artillery"] = "Artillery weapons shoot projectiles along a ballistic trajectory, allowing them to ‘lob’ shots at targets that are out of sight. When firing at a target that can be seen, these Artillery weapons follow the usual rules for ranged attacks.",
["auto"] = "These weapons fire multiple rounds with every pull of the trigger, filling the air with a hail of fire. A weapon with the Auto trait can make attacks in three fire modes: single, burst, and full auto.",
["blast"] = "This weapon has an explosive component or is otherwise able to affect targets spread across a wide area. Upon a successful attack, damage is rolled against every target within the weapon’s Blast score in metres. Dodge Reactions may not be made against a Blast weapon, but targets may dive for cover. Cover may be taken advantage of if it lies between a target and the centre of the weapon’s Blast.",
["bulky"] = "A Bulky weapon has a powerful recoil or is simply extremely heavy - this makes it difficult to use effectively in combat by someone of a weak physical stature. A Traveller using a Bulky weapon must have STR 9 or higher to use it without penalty. Otherwise, all attack rolls will have a negative DM equal to the difference between their STR DM and +1.",
["dangerous"] = "This weapon can be as lethal to the Traveller using it as his intended target. If an attack roll is made by this weapon with an Effect of -5 or worse, it explodes. Its damage is inflicted upon the Traveller firing it, and the weapon is rendered inoperable.",
["fire"] = "This weapon sets a target on fire, causing damage every round after the initial attack. A target can only be set on fire by one Fire weapon at a time - use the highest damage Fire weapon. Left to its own devices, a fire will extinguish itself on a 2D roll of 8+, rolled for at the start of every round. However, the referee may rule it continues to burn so long as flammable material is present. A Traveller may use a Significant Action to extinguish requiring an Average (8+) DEX check. The Traveller gains DM+2 if they are using firefighting equipment.",
["one use"] = "This weapon is designed to be used just once, completely expending its energy or ammunition in one go and then being rendered useless.",
["radiation"] = "When a Radiation weapon is fired, anyone close to the firer, target and the line of fire in-between the two will receive 2D x 20 rads, multiplied by 5 for Spacecraft scale weapons. This effect extends from the firer, target and line of fire a distance in metres equal to the number of dice the weapon rolls for damage. If the fusion weapon is Destructive, this distance becomes ten times the number of dice rolled for damage.",
["scope"] = "The weapon has been fitted with vision-enhancing sights, allowing it to put shots on target from far greater ranges. A weapon with the Scope trait ignores the rule that limits all attacks made at a range greater than 100 metres are automatically Extreme Range, so long as the Traveller aims before shooting.",
["silent"] = "Most projectile weapons require a noisy discharge of chemical, heat or kinetic energy in order to attack, but this weapon channels or removes the excess sound energy also created. Any attempts to detect the sound of this weapon firing suffer DM-6.",
["smart"] = "This weapon has intelligent or semi-intelligent rounds that are able to guide themselves onto a target. They gain a DM to their attack rolls equal to the difference between their TL and that of the target, to a minimum of DM+1 and a maximum of DM+6.",
["smasher"] = "This weapon is particularly heavy and carries a great deal of momentum when it is swung. A Traveller attacked by a Smasher weapon may not attempt to parry it.",
["stun"] = "These weapons are designed to deal non-lethal damage, incapacitating a living target rather than killing it. Damage is only deducted from END, taking into account any armour. If the target’s END is reduced to 0, the target will be incapacitated and unable to perform any actions for a number of rounds by which the damage exceeded his END. Damage received from Stun weapons is completely healed by one hour of rest.",
["very bulky"] = "Some weapons are designed only for the strongest combatants. A Traveller using a Very Bulky weapon must have STR 12 or higher to use it without penalty. Otherwise, all attack rolls will have a negative DM equal to the difference between their STR DM and +2. Zero-G: This weapon has little or no recoil, allowing it to be used in low or zero gravity situations without requiring an Athletics (dexterity) check.",
["very dangerous"] = "Only a madman uses a weapon with the reputation of this one. If an attack roll is made by this weapon with an Effect of -3 or worse, it explodes. Its damage is inflicted upon the Traveller firing it, and the weapon is rendered inoperable.",
["zero-g"] = "This weapon has little or no recoil, allowing it to be used in low or zero gravity situations without requiring an Athletics (dexterity) check."
}
I have written a few extensions for my own use for importing data as I do module conversion but never delved into changing/over-riding (is that what its called?) the ruleset itself and am not sure where to start so I can add these new traits to go along with the book. Not sure this is even the right way to go about doing this but the ruleset itself is just in maintenance until someone steps up to take it over and I do not think it would get done otherwise (I could be wrong).
Looking into the rulset files themselves I found a file called "campaign\ps\ref\data_common.lua" that has all these Traits defined:
weapontraits = {
["ap"] = "This weapon has the ability to punch through armour through the use of specially shaped ammunition or high technology. It will ignore an amount of Armour equal to the AP score listed. Spacecraft Scale targets (see page 157) ignore the AP trait unless the weapon making the attack is also Spacecraft Scale.",
["artillery"] = "Artillery weapons shoot projectiles along a ballistic trajectory, allowing them to ‘lob’ shots at targets that are out of sight. When firing at a target that can be seen, these Artillery weapons follow the usual rules for ranged attacks.",
["auto"] = "These weapons fire multiple rounds with every pull of the trigger, filling the air with a hail of fire. A weapon with the Auto trait can make attacks in three fire modes: single, burst, and full auto.",
["blast"] = "This weapon has an explosive component or is otherwise able to affect targets spread across a wide area. Upon a successful attack, damage is rolled against every target within the weapon’s Blast score in metres. Dodge Reactions may not be made against a Blast weapon, but targets may dive for cover. Cover may be taken advantage of if it lies between a target and the centre of the weapon’s Blast.",
["bulky"] = "A Bulky weapon has a powerful recoil or is simply extremely heavy - this makes it difficult to use effectively in combat by someone of a weak physical stature. A Traveller using a Bulky weapon must have STR 9 or higher to use it without penalty. Otherwise, all attack rolls will have a negative DM equal to the difference between their STR DM and +1.",
["dangerous"] = "This weapon can be as lethal to the Traveller using it as his intended target. If an attack roll is made by this weapon with an Effect of -5 or worse, it explodes. Its damage is inflicted upon the Traveller firing it, and the weapon is rendered inoperable.",
["fire"] = "This weapon sets a target on fire, causing damage every round after the initial attack. A target can only be set on fire by one Fire weapon at a time - use the highest damage Fire weapon. Left to its own devices, a fire will extinguish itself on a 2D roll of 8+, rolled for at the start of every round. However, the referee may rule it continues to burn so long as flammable material is present. A Traveller may use a Significant Action to extinguish requiring an Average (8+) DEX check. The Traveller gains DM+2 if they are using firefighting equipment.",
["one use"] = "This weapon is designed to be used just once, completely expending its energy or ammunition in one go and then being rendered useless.",
["radiation"] = "When a Radiation weapon is fired, anyone close to the firer, target and the line of fire in-between the two will receive 2D x 20 rads, multiplied by 5 for Spacecraft scale weapons. This effect extends from the firer, target and line of fire a distance in metres equal to the number of dice the weapon rolls for damage. If the fusion weapon is Destructive, this distance becomes ten times the number of dice rolled for damage.",
["scope"] = "The weapon has been fitted with vision-enhancing sights, allowing it to put shots on target from far greater ranges. A weapon with the Scope trait ignores the rule that limits all attacks made at a range greater than 100 metres are automatically Extreme Range, so long as the Traveller aims before shooting.",
["silent"] = "Most projectile weapons require a noisy discharge of chemical, heat or kinetic energy in order to attack, but this weapon channels or removes the excess sound energy also created. Any attempts to detect the sound of this weapon firing suffer DM-6.",
["smart"] = "This weapon has intelligent or semi-intelligent rounds that are able to guide themselves onto a target. They gain a DM to their attack rolls equal to the difference between their TL and that of the target, to a minimum of DM+1 and a maximum of DM+6.",
["smasher"] = "This weapon is particularly heavy and carries a great deal of momentum when it is swung. A Traveller attacked by a Smasher weapon may not attempt to parry it.",
["stun"] = "These weapons are designed to deal non-lethal damage, incapacitating a living target rather than killing it. Damage is only deducted from END, taking into account any armour. If the target’s END is reduced to 0, the target will be incapacitated and unable to perform any actions for a number of rounds by which the damage exceeded his END. Damage received from Stun weapons is completely healed by one hour of rest.",
["very bulky"] = "Some weapons are designed only for the strongest combatants. A Traveller using a Very Bulky weapon must have STR 12 or higher to use it without penalty. Otherwise, all attack rolls will have a negative DM equal to the difference between their STR DM and +2. Zero-G: This weapon has little or no recoil, allowing it to be used in low or zero gravity situations without requiring an Athletics (dexterity) check.",
["very dangerous"] = "Only a madman uses a weapon with the reputation of this one. If an attack roll is made by this weapon with an Effect of -3 or worse, it explodes. Its damage is inflicted upon the Traveller firing it, and the weapon is rendered inoperable.",
["zero-g"] = "This weapon has little or no recoil, allowing it to be used in low or zero gravity situations without requiring an Athletics (dexterity) check."
}
I have written a few extensions for my own use for importing data as I do module conversion but never delved into changing/over-riding (is that what its called?) the ruleset itself and am not sure where to start so I can add these new traits to go along with the book. Not sure this is even the right way to go about doing this but the ruleset itself is just in maintenance until someone steps up to take it over and I do not think it would get done otherwise (I could be wrong).