View Full Version : Traveller-Extended Extension
Stargrove
November 6th, 2025, 19:11
There is an item on the Forge that adds a lot of good functionality to the core Traveller Ruleset: https://forge.fantasygrounds.com/shop/items/2394/view
# Traveller Extended - Quick Reference
## Overview
Enhances the Mongoose Traveller 2nd Edition (MGT2) ruleset for Fantasy Grounds with vehicle combat, spacecraft weapons, and automatic range modifiers.
---
## Key Features
### 1. Automatic Range Modifiers
Automatically calculates distance between tokens and applies correct range modifiers to attacks.
- **Range Bands:** Short (+1 DM), Normal (0 DM), Long (-2 DM), Extreme (-4 DM), Beyond (Auto-miss)
- **Weapon Sights:** Laser Sight (+1 50m), Holographic Sight (scope + +1 50m), Shoulder Stock (25% range increase)
- **Scope Detection:** Weapon trait, combat armour, or battle dress
- **100m Rule:** Weapons without scope auto-miss beyond 100m
**Note:** PC attacks only. Tokens must be on same map.
### 2. Vehicle Combat System
Adds Actions tab to vehicle records for weapon management and combat.
- Attack and damage rolls for vehicle weapons
- Fire control bonus auto-detection (+1 to +4)
- Armor system with AP support (Front/Side/Rear/Top/Bottom)
- Critical hit system with armor degradation
### 3. Spacecraft Combat Enhancements
Advanced weapon systems and damage processing for spacecraft.
- **Special Weapons:** Spinal (×1000), Meson (ignore armor), Radiation (separate tracking)
- **Missile/Torpedo Salvos:** Auto-calculation by bay size (12/24/120 missiles, 3/6/30 torpedoes)
- **Pending Attacks:** Time-delayed missiles/torpedoes with countdown timers
- **Armor Detection:** Intelligent parsing of armor values and meson screens
### 4. Enhanced Damage System
- **Destructive Damage:** Proper DD implementation (×10 for standard, ×1000 for spinal)
- **Damage Breakdown:** Chat displays full calculation (damage → armor → AP → final)
- **Radiation Tracking:** Separate radiation damage field (2d6×60 rads)
### 5. Spacecraft Cargo Management
Drag-and-drop trading items directly into spacecraft cargo holds.
- **Trade Good Links:** Drag trade goods from world records to spacecraft holds
- **Automatic Tracking:** Items added to cargo list with name, tons, and cost
- **Cargo Capacity:** Track available cargo space and tonnage
- **Easy Management:** Remove or modify cargo items as needed
### 6. World Starport Auto-Sync
Automatically populates starport information based on starport quality code.
- **Starport Type:** Auto-fills description (Excellent, Good, Routine, Poor, Frontier, None)
- **Berthing Costs:** Calculates costs based on quality (1d6 × multiplier)
- **Fuel Availability:** Sets fuel type (Refined, Unrefined, None)
- **Facilities:** Lists available services (Shipyard, Repair capabilities)
---
## Quick Start
### Weapon Range Modifiers
1. Add traits: Scope, Laser Sight, Holographic Sight, Shoulder Stock to the weapon. Or equip relevan armour.
2. Target or drag an attack from the PC to the target.
3. Make attack - range modifier applies automatically.
## Weapon Traits Recognized
- **Scope** - Full-range shooting, no 100m auto-miss
- **Laser Sight** - +1 DM when target 50m
- **Holographic Sight** - Scope + +1 DM when target 50m
- **Shoulder Stock** - Extends short/normal/long ranges by 25%
*All traits are case-insensitive and work with/without spaces.*
### Vehicle Combat
1. Open vehicle record → Actions tab
2. Add weapons with stats and traits
3. Add gunner skill modifier
4. Click attack/damage buttons
### Spacecraft Combat
1. Add spacecraft to combat tracker
2. Configure weapons with proper traits (Spinal, Meson, etc.)
3. Set weapon firing arcs
4. Use for time-delayed missiles/torpedoes
### Spacecraft Cargo
1. Open spacecraft record → Cargo tab
2. Open world record with trade goods
3. Drag trade good from world to spacecraft cargo hold
4. Item appears in cargo list with tons and cost
### World Starports
1. Open world record → Main tab
2. Enter starport quality code (A, B, C, D, E, or X)
3. Switch to Spaceports tab
4. Starport details auto-populate (type, berthing cost, fuel, facilities)
---
## Requirements
- Fantasy Grounds Unity
- Mongoose Traveller 2nd Edition Ruleset
Toko Loshe
November 10th, 2025, 12:53
Thank you Stargrove, I'm not a very proficient forum user, so I appreciate your shout out.
Elvedui
November 10th, 2025, 17:31
I only wish this included all the attachments for armor and weapons for regular non starship combat that doesn't currently function in the ruleset unless you do everything manually. haha
Stargrove
November 11th, 2025, 01:06
Thank you Stargrove, I'm not a very proficient forum user, so I appreciate your shout out.
No problem. You can link a a forum post to your Forge products if you want to start one related to it so you can keep the community updated or so folks can report issues.
Toko Loshe
November 11th, 2025, 14:45
I'll have a look at doing a weapons attachment system and get back to you.
Toko Loshe
November 11th, 2025, 16:11
It looks like I'll have to take the time to implement a more robust effects system before I'll be able to do the attachments, unless I just show them as a list attached to the item in question - which would remove a lot of the automation and can be done using the inventry container system. 65781
Elvedui
November 12th, 2025, 16:42
It looks like I'll have to take the time to implement a more robust effects system before I'll be able to do the attachments, unless I just show them as a list attached to the item in question - which would remove a lot of the automation and can be done using the inventry container system. 65781
I guess the main thing i would like to see is attachments that add effects and i would like those to be automated. A simple example is a scope that provides +1 to aim. There are also armor attachments that change or add to an armors capabilities. I haven't looked in a while, but you couldn't even add those in the ruleset. Ideally you would drag and drop onto the armor or weapon and it would reside there rather than manually creating things.
Stargrove
November 13th, 2025, 00:14
I guess the main thing i would like to see is attachments that add effects and i would like those to be automated. A simple example is a scope that provides +1 to aim. There are also armor attachments that change or add to an armors capabilities. I haven't looked in a while, but you couldn't even add those in the ruleset. Ideally you would drag and drop onto the armor or weapon and it would reside there rather than manually creating things.
But, Scopes do not give a +1 to Aim. Effects are not really a thing per se in the Traveller rules like, say, in a system like Pathfinder 2e, but there are some in the rules and they can be brought up in the Effects windows and applied to characters. There is the Modifiers window in the ruleset that can be brought up and used during combat. In my campaign, we have made extensive use of that. They are manually applied because there is no way for the system to know the lay of the land for maps. I did create a few custom ones as we have come across them like, Elevated Position (+1), Holographic Sight (+1), Intelligent Weapon (+1), Laser Sight (+1), Personal HUD (+1), Smart Tracker (+1). These are all activated using the Modifiers Window behind the +/- button in the upper right. It is all still a manual process.
All this being said, it would be nice to be able to do things, but there is nothing currently built into the ruleset to parse things like that. If you go into the 'Traveller Features Wanted thread and search for Effects you can see that the last dev was finding it hard to come up with very many from the rule book that he could implement since, as I mentioned, there aren't that many.
Maybe what we need is an expansion of bonuses for rolls for things like a Laser Sight which gives a person a +1 DM, but there is not way currently for the ruleset to handle that and it has to get done manually through the Modifiers window.
There are also some Traits that are missing from the ruleset that were detailed in books like the Field Catalog. I think there are probably some Traits that will show you a definition when you mouse over the Traits field, but don't have any functionality behind them.
Toko Loshe
November 14th, 2025, 07:07
I agree, I'm investigating how the ruleset currently implements the ammunition variants and can see some room for small improvements. The sighting bonuses, as implemented now can be adjusted with the current ruleset implementation, similarly to how short range is handled, or just a free-hand +/- to be added from the modifiers selection. I need to see how range is handled to determine if I can automate some of the difficulties and/or things such as pistol stocks. That's one of the things that as a Referee I find difficult as I constantly need to refer to the weapon ranges then do math (spreadsheet) to see the distance short range reaches to for the specific weapon.
Toko Loshe
November 14th, 2025, 13:48
# Weapon Enhancements
This document describes the weapon enhancement features added to the Traveller Extended extension, including automatic range calculation, weapon sights, and accessories.
---
## Automatic Range Band System
### Overview
Weapons automatically calculate and display range bands based on their base range value. These range bands are used for applying attack modifiers during combat.
NB! The automatic range modifier system currently only works for player character attacks. NPC attacks require manual range modifier application by the Referee.
Attacks made at ranges beyond the weapon's extreme range band automatically miss by subtracting the dice roll from itself. A modifier can be added to the UI to override this behavior for specific scenarios.
### Range Band Calculations
Range bands are calculated from the weapon's base range value:
- **Short Range:** 0 to (Range ÷ 4) - Provides +1 DM to attacks
- **Normal Range:** (Range ÷ 4) to (Range × 1) - No modifier
- **Long Range:** (Range × 1) to (Range × 2) - Applies -2 DM to attacks
- **Extreme Range:** (Range × 2) to (Range × 4) - Applies -4 DM to attacks
- **Beyond Extreme:** Greater than (Range × 4) - Automatic miss
### Display
Range bands are automatically displayed on the weapon item record in three fields:
- **Short Range:** Shows the short range band (e.g., "0-25m")
- **Long Range:** Shows normal and long range bands (e.g., "100-200m")
- **Extreme Range:** Shows extreme range band (e.g., "200-400m")
### Automatic Updates
Range bands recalculate automatically when:
- The weapon's range value is changed
- The weapon's traits are modified (for shoulder stock detection)
---
## Weapon Sights and Scopes
### Scope
**Trait:** `Scope`
**Effect:** Allows the weapon to engage targets beyond 100 metres without the automatic extreme range penalty.
**Game Rule:** According to Traveller rules, weapons without a scope automatically treat all attacks beyond 100m as extreme range. The scope trait removes this restriction, allowing the weapon to use its actual calculated range bands.
**Important:** The scope trait assumes the character is taking the Aiming action. The Referee is responsible for enforcing this requirement and enforcing an additional -4 DM if the character is not aiming.
**Tooltip:** *"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."*
### Laser Sight
**Trait:** `Laser Sight` or `LaserSight`
**Effect:** Provides +1 DM to attack rolls when the target is within 50 metres.
**How it Works:**
- Automatically detected from weapon traits (case-insensitive)
- Bonus applies only when calculated distance to target is less than 50m
- Stacks with other attack modifiers
- Does not provide scope functionality
**Tooltip:** *"This weapon is fitted with a laser sight that projects a visible aiming point on the target. The sight provides a +1 DM to attack rolls when the target is within 50 metres of the shooter."*
### Holographic Sight
**Trait:** `Holographic Sight` or `HolographicSight`
**Effect:**
- Functions as a Scope (allows shooting beyond 100m)
- Provides +1 DM to attack rolls when the target is more than 50 metres away
**How it Works:**
- Automatically detected from weapon traits (case-insensitive)
- Enables scope functionality (removes 100m auto-extreme penalty)
- Bonus applies only when calculated distance to target is greater than 50m
- Stacks with other attack modifiers
**Tooltip:** *"This weapon is fitted with an advanced holographic sight that provides enhanced target acquisition. The sight functions as a Scope (allowing attacks beyond 100m without automatic extreme range penalty) and provides an additional +1 DM to attack rolls when the target is more than 50 metres from the shooter."*
---
## Weapon Accessories
### Shoulder Stock
**Trait:** `Shoulder Stock` or `ShoulderStock`
**Effect:** Extends the weapon's effective range bands by 25% for short, normal, and long ranges. Extreme range is not affected.
**How it Works:**
- Automatically detected from weapon traits (case-insensitive)
- Multiplies short, normal, and long range upper bounds by 1.25
- Extreme range calculations remain unchanged (2× to 4× base range)
- Range bands update automatically when trait is added or removed
- Extended ranges are displayed on the weapon item record
Toko Loshe
November 14th, 2025, 14:04
I've pushed the build today, please note it automates pc attacks only and that the item must have the weapon traits to function. The tokens must be placed on a map with a grid and I'm assuming the metric is in meters as that is the traveller ruleset default. The grid size does not matter, the code will calculate the ranges based on grid size.
Vackipleur
November 14th, 2025, 22:55
Automatic purchase.
Thank you :)
Toko Loshe
November 21st, 2025, 18:10
I had a DM asking about radiation weapons, are there others who would want the current radiation weapon implementation and healing fixed?
Stargrove
November 23rd, 2025, 22:25
Since I have been working on the High Guard 2022 update conversion, I thought I would try out the extension with some of the ships from the book. It does not seem to take into account any of the types of weapons on any of the ships (Spinal, Barbette, Bays, etc) or traits like Radiation.
I had two ships in the Spacecraft Combat tracker with one targeting the other. So, not sure what, if anything is wrong.
Is the extension looking for something specific in the text for a type of weapon? Can you provide some examples that do work?
Toko Loshe
November 24th, 2025, 05:44
It should work as long as the weapon traits contain 'Spinal Mount' and 'Radiation' for the spinal weapon, and 'Bay', 'Torpedo' and/or 'Missile'. Everything should be driven by traits, so if the damage type is 'radiation' it should be removed. Radiation is a trait and in the current ruleset implementation is treated differently, in essence not doing normal damage, only radiation damage if the damage type is set to radiation. One thing to bear in mind is that spinal damage will appear small but be calculated correctly when applied.
For missile weapons, you need to attack and roll damage as normal, the damage roll will trigger the salvo size and time to impact (TTI) to appear in the pending attack window. The TTI will reduce every combat step until impact. The same goes for the missile turrets, with a triple turret having a salvo size of 3.
The implementation was tricky to get working for missile weapons, I may give it another pass once I've gained in skill.
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Stargrove
November 24th, 2025, 15:46
It should work as long as the weapon traits contain 'Spinal Mount' and 'Radiation' for the spinal weapon, and 'Bay', 'Torpedo' and/or 'Missile'. Everything should be driven by traits, so if the damage type is 'radiation' it should be removed. Radiation is a trait and in the current ruleset implementation is treated differently, in essence not doing normal damage, only radiation damage if the damage type is set to radiation. One thing to bear in mind is that spinal damage will appear small but be calculated correctly when applied.
For missile weapons, you need to attack and roll damage as normal, the damage roll will trigger the salvo size and time to impact (TTI) to appear in the pending attack window. The TTI will reduce every combat step until impact. The same goes for the missile turrets, with a triple turret having a salvo size of 3.
The implementation was tricky to get working for missile weapons, I may give it another pass once I've gained in skill.
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Based on this, that means that every weapon for every ship in all the supplements will need to be changed to work properly when using the extension.
Can you first check the Description field and then the Traits field? Between those two, all the information is already there without having to make changes on the fly to all the Traits fields.
Toko Loshe
November 24th, 2025, 16:16
Based on this, that means that every weapon for every ship in all the supplements will need to be changed to work properly when using the extension.
Can you first check the Description field and then the Traits field? Between those two, all the information is already there without having to make changes on the fly to all the Traits fields.
The only change that is required is to the radiation damage type - the rest work off the traits as per the original ruleset. The problem is that there is little consistency between supplements in terms of how the weapons are set up. Which spacecraft and weapons are you testing so I can have a look at enhancing the logic? Please indicate the origin of the ship as I've seen differences between core, drinax, high guard ships.
Stargrove
November 24th, 2025, 16:41
The only change that is required is to the radiation damage type - the rest work off the traits as per the original ruleset. The problem is that there is little consistency between supplements in terms of how the weapons are set up. Which spacecraft and weapons are you testing so I can have a look at enhancing the logic? Please indicate the origin of the ship as I've seen differences between core, drinax, high guard ships.
Ha! You replied while I was editing my original reply:
Based on this, that means that every weapon for every ship in all the supplements (at least in the 22 I have done this year) will need to be changed to work properly when using the extension. Using RAW, the things that you are saying should be in the traits field are not actually Traits. I see the the ships from the older High Guard book that those things are in there though and maybe this is what you based your Extension on. But, with all the books I have converted this year, I did not add any of those things to the Traits field. Not sure why the last dev was putting that stuff in the Traits field, as a quick glance through the ruleset code shows none of it (Spinal, Meson, Barbette, Torpedo, etc) was getting used...not that the code base is feature complete or anything. There is even a Trait being used in a lot of old High Guard ships weapons called "AFC/2", which I assume is some sort of reference to the 'Advanced Fire Control/2' software listed on capital ships. However, there is no reference to 'AFC/2' anywhere in the code. I even just found that there are checks for "High Yield" and "Very High Yield" in the code. I guess I will need to include those. Man, that Traits field really needs to be wider and wrap the text.
Having a full list of the "Traits" you are checking for would be very helpful for me to have so I can start updating books I have already done and get the updated High Guard book ready before I send it in for review.
I tried out some from of the Capital ships and a few smaller ones in the updated High Guard book I am converting right now, but as I said, none of those have these traits in there and so I had to add them. As I said above, the older High Guard book has them. A book that I did with a lot of ships that is already released where the ships are built the way I was building the High Guard ships is "The Fifth Frontier War: War Ships of the Fifth Frontier War". Consistency is harder as there was never any documentation built for the ruleset on how to structure anything based on what the past dev had planned.
Toko Loshe
November 24th, 2025, 16:53
High Yield and Very High Yield works as intended, I'll add some more checks in the code to use the description in addition to the traits. I've sent a summary of the checks to you on Discord, here they are again:
# Spacecraft Weapon Field Detection
## Overview
The `extended_manager_action_shipattack.lua` script detects and handles different types of spacecraft weapons based on fields in the weapon attack roll.
## Detection Fields
### Primary Detection: `rRoll.sTraits` and `rRoll.sDesc`
Both fields are checked (case-insensitive) using word boundary matching to identify weapon types.
## Weapon Types
### 1. Missile Weapons
**Detection Pattern:** `missile` (word boundary match)
- **Checked in:** `rRoll.sTraits` OR `rRoll.sDesc`
- **Pattern:** `%f[%a]missile%a*%f[%A]`
- **Handler:** `missileModAttack()`
**Salvo Size Detection (from `rRoll.sDesc`):**
- `small` → 12 missiles
- `medium` → 24 missiles
- `large` → 120 missiles
- `barbette` → 5 missiles
- `double` → 2 missiles
- `triple` → 3 missiles
**Modifiers Applied:**
- Tech Level difference: `nSourceTL - nTargetTL` (min +1, max +6)
- Salvo size bonus
- Combined: `rRoll.nMod = nTechDiff + nSalvoSize`
**Data Stored:**
- `rRoll.nSalvoSize` - for damage calculation
- `nStoredSalvoSize` (global) - cross-script access
- `DB: temp_salvo_size` - FG database storage
---
### 2. Torpedo Weapons
**Detection Pattern:** `torpedo` (word boundary match)
- **Checked in:** `rRoll.sTraits` OR `rRoll.sDesc`
- **Pattern:** `%f[%a]torpedo%a*%f[%A]`
- **Handler:** `missileModAttack()` (same as missiles)
**Salvo Size Detection (from `rRoll.sDesc`):**
- `small` → 3 torpedoes
- `medium` → 6 torpedoes
- `large` → 30 torpedoes
- `barbette` → 3 torpedoes
**Modifiers Applied:** Same as missiles (tech diff + salvo size)
---
### 3. Bay Weapons
**Detection Pattern:** `bay` (word boundary match)
- **Checked in:** `rRoll.sTraits` OR `rRoll.sDesc`
- **Pattern:** `%f[%a]bay%a*%f[%A]`
- **Handler:** `bayModAttack()`
**Target Size Detection:**
Reads from target combat tracker node:
- `nodeTarget: tons` (preferred)
- `nodeTarget: hull` (fallback)
**Modifiers Applied (based on target tonnage):**
- ≤ 100 tons: -4 penalty `[Bay weapons vs small Target -4]`
- 101-2000 tons: -2 penalty `[Bay weapons vs medium Target -2]`
- ≥ 3000 tons: +4 bonus `[Bay weapons vs large Target +4]`
---
### 4. Spinal Mount Weapons
**Detection Pattern:** `spinal` (word boundary match)
- **Checked in:** `rRoll.sTraits` OR `rRoll.sDesc`
- **Pattern:** `%f[%a]spinal%f[%A]`
- **Handler:** `spinalMountModAttack()`
**Target Size Detection:** Same as bay weapons (tons/hull)
**Modifiers Applied:**
- Similar tonnage-based penalties/bonuses as bay weapons
- Designed for very large weapons vs small targets
---
## Detection Flow
1. **Extract fields** from roll:
```lua
sTraitsLower = rRoll.sTraits:lower()
sDescLower = rRoll.sDesc:lower()
```
2. **Check weapon type** (priority order):
- Missile/Torpedo (checked first)
- Spinal mount
- Bay weapon
3. **Call appropriate handler** with full roll data
4. **Handler modifies** `rRoll.nMod` and `rRoll.sDesc`
## Important Notes
- **Word boundary matching** prevents false positives (e.g., "missile" won't match "antimissile")
- **Case-insensitive** matching for user convenience
- **Traits field is primary**, description is secondary/fallback
- **Salvo size** only detected for missiles/torpedoes from description field
- **Target data** read from combat tracker node for bay/spinal weapons
- **Tech Level** (`tl` field) used for smart missile modifiers
## Example Weapon Configurations
### Missile Bay
```
name: "Small Missile Bay"
traits: "Missiles, Bay Weapons, Smart"
description: "[Small Bay Attack]"
```
Result: Detected as missile (12 salvo) + bay weapon penalties
### Torpedo Barbette
```
name: "Torpedo Barbette"
traits: "Torpedoes"
description: "[Barbette Torpedo Attack]"
```
Result: Detected as torpedo (3 salvo)
### Spinal Meson Gun
```
name: "Meson Gun"
traits: "Spinal Mount, Radiation"
description: "[Spinal Meson Attack]"
```
Result: Detected as spinal mount weapon
Toko Loshe
November 25th, 2025, 15:11
I've enchanced the extension to be more robust by reading the weapon description not only the traits. I've pushed the build to the test branch, please have a look and let me know if its working.
Toko Loshe
December 30th, 2025, 14:11
The change of system to location broke the spaceport data auto populate as well as the trade goods generation. I've updated the extension and pushed the build after applying the fix.
Toko Loshe
February 11th, 2026, 07:55
I've moved the trade goods to cargo hold as link functionality, the automatic trade good generation and star port information for a world to the main ruleset.
anstett
February 12th, 2026, 16:56
Question about the Trade Tab and Locations.
I have been building out the locations in systems.
I have used these naming conventions for the Type field:
World - overall system name (trade tab)
Planet - the individual named ball of rock (trade tab)
Planet - Gas Giant - planet (no trade tab)
Moon - {Which planet it orbits} (no trade tab) - might want to change this
Planet - Asteroid Belt - (no trade tab)
Starport - (no trade tab) - might want to change this
I also have some with no Type yet
So if the Type is World or Planet only it gets a Trade Tab. If anything else is added it is removed.
I went and deleted the Trade Goods on some of the Planets that would not have anything available. When I restart FG those goods reappear on the Trade tab.
I know that the amount of Trade Goods reinitializes every time that FG is restarted. Is there a way to have it not populate if there not supposed to be any?
Toko Loshe
February 13th, 2026, 14:11
Question about the Trade Tab and Locations.
I have been building out the locations in systems.
I have used these naming conventions for the Type field:
World - overall system name (trade tab)
Planet - the individual named ball of rock (trade tab)
Planet - Gas Giant - planet (no trade tab)
Moon - {Which planet it orbits} (no trade tab) - might want to change this
Planet - Asteroid Belt - (no trade tab)
Starport - (no trade tab) - might want to change this
I also have some with no Type yet
So if the Type is World or Planet only it gets a Trade Tab. If anything else is added it is removed.
I went and deleted the Trade Goods on some of the Planets that would not have anything available. When I restart FG those goods reappear on the Trade tab.
I know that the amount of Trade Goods reinitializes every time that FG is restarted. Is there a way to have it not populate if there not supposed to be any?
Hi, I have extracted the trade good implementation to to main ruleset so it is not included in the extension any more. However, I'll be able to add a configuration option to the options to enable/disable the automatic population of trade goods.
Toko Loshe
February 13th, 2026, 14:27
I can implement an option selector that will be either 'All', 'World' or 'Off'. When set to all, all locations with a trade tab will have the common trade goods populated, if set to 'World' only locations of type 'World' will have the trade goods auto populated and 'Off' means no trade goods will auto populate.
Please note that the Trade tab only appears for "world", "system", and "planet" location types by default
anstett
February 13th, 2026, 20:13
Nods I had seen that the Trade bits were moved to the ruleset. Thought to ask here because of where it originated.
Thank you for this change, when the update happens I will test and let you know.
Thanks,
BOB
Elvedui
February 16th, 2026, 22:03
Is there a consolidated pdf with how all of this works. I just purchased this to help with my game. Great adds so far. I know there are bits in different posts, but was wondering if there was a consolidated list of all the functionality so i don't miss out on something.
Toko Loshe
February 17th, 2026, 11:15
Is there a consolidated pdf with how all of this works. I just purchased this to help with my game. Great adds so far. I know there are bits in different posts, but was wondering if there was a consolidated list of all the functionality so i don't miss out on something.
No PDF available, but this is what the extension adds as per the post I made in the features wanted thread:
1 .Spacecraft Combat Enhancements:
Missile & Torpedo System: Automatic salvo size calculation, tech level bonuses, time-to-impact tracking, and pending attack resolution
Spinal Mount Weapons: Minimum tonnage penalties and chat notifications for undersized targets
Bay Weapons: Enhanced attack resolution
M-Drive Initiative: Fixed thrust modifier calculations
Armour Detection: Intelligent parsing
2. Vehicle Combat Enhancements:
Armor Facing: Front/Sides/Rear armor tracking with directional damage application
Target Side Selection: Choose which facing to hit for realistic tactical combat
Vehicle Criticals: 11-location system (Fuel, Power Plant, Weapon, Armour, Hull, Cargo, Occupants, Drive System, Systems) with 6 severity levels each
Persistent Tracking: Critical results saved to vehicle records and survive across sessions
3. Weapon Traits & Damage:
Radiation Weapons: Dual damage system - normal weapon damage PLUS automatic radiation exposure (2D × 20 rads) with immediate characteristic damage (1D-8D based on exposure level), all bypassing armor. Note - radiation is applied to the target only, there is no area / line effect.
Destructive Damage: Automatic 10× multiplier for DD dice notation (e.g., 3DD+3 correctly rolls and scales)
Burst Fire: Auto trait detection with automatic damage bonuses
Trait Recognition: Tachyon, Missile, Torpedo, Spinal Mount, Destructive, Meson, Radiation, Bay weapons
4. Character Weapon Enhancements:
Automatic Range Band Display: Weapons show calculated Short/Long/Extreme ranges on item sheets
Shoulder Stock Support: 1.25× multiplier to Short and Long range bands
Automatic Range Modifiers: Token distance automatically measured and appropriate DM applied (+1 short, -2 long, -4 extreme) if the map has a grid enabled.
Scope Trait: Removes 100m range limit (Combat Armour/Battle Dress count as scopes)
Laser Sight: +1 DM at ranges under 50m
Holographic Sight: Functions as scope + provides +1 DM at ranges over 50m
Auto-Miss Rules: Beyond extreme range or >100m without scope automatically fail
Clear Display: All range modifiers and attachment bonuses shown in attack chat output
5. Radiation Damage & Treatment:
Dual Damage System: Radiation weapons deal normal HP damage PLUS automatic radiation exposure (2D × 20 rads)
Treatment Options: Anti-Rad medication (up to -100 rads) and Emergency Applicators (1D6 × 10 rads reduction)
Automatic UI: Treatment buttons appear when items are equipped, consume on use
Core Distinction: Extension treats radiation as weapon trait (adds to damage) vs. MGT2 core damage type (replaces damage)
Elvedui
February 17th, 2026, 21:57
How does the scope trait for armor work. I know you can add scope as a trait to the weapon, but if you unequip armor which you often have to do based on law level...you dont automatically remove the trait. You would have to manually adjust every time you change equipment? Looking for a consolidated list of how to implement the features you added.
Toko Loshe
February 18th, 2026, 04:26
How does the scope trait for armor work. I know you can add scope as a trait to the weapon, but if you unequip armor which you often have to do based on law level...you dont automatically remove the trait. You would have to manually adjust every time you change equipment? Looking for a consolidated list of how to implement the features you added.
Good question, the extension detects if you have combat armor or battle dress equipped and applies the scope trait.
Weapon Enhancements — Summary
Range Bands
Calculated automatically from a weapon's base range value:
Band
Distance
Modifier
Short
0 – Range ÷ 4
+1 DM
Normal
Range ÷ 4 – Range × 1
0
Long Range
× 1 – Range × 2
−2 DM
Extreme Range
× 2 – Range × 4
−4 DM
Beyond Extreme
> Range × 4
Auto-miss
*Note: Only applies to PC attacks. NPCs require manual modifiers.
** It is up to the Referee to enforce the use of an aim action when using a scope
Sights & Scopes
Trait Effect
Scope Removes 100m auto-extreme-range rule
Laser Sight +1 DM when target is within 50m
Holographic Sight Acts as scope + +1 DM when target is beyond 50m
Accessories
Shoulder Stock — Extends short, normal, and long range bands by 25%. Extreme range unchanged.
Armor-Integrated Scopes
Characters wearing Combat Armour or Battle Dress (carried status = 2) automatically gain scope functionality — no scope trait needed on the weapon.
I set the item name to lower case and check if any of the below are equipped:
"combat armour"
"combat armor"
"battle dress"
"battledress"
100m Rule
Without a scope (weapon trait, armor, or holographic sight), all attacks beyond 100m are automatically treated as extreme range.
Elvedui
February 18th, 2026, 14:56
Are you going to add HUD or P-HUD as a possible weapon trait? Or is that already in? Also, was wondering if there were any thoughts to maybe adding a tab to the weapon or armor where we could drag and drop accessories. In the event you added a scope or laser sight on a weapon, for example, the relevant trait would be added. Or maybe with armor a HUD or additional padding was automated. Nice to have although i realize there are reasonable work arounds.
Toko Loshe
February 18th, 2026, 20:31
Are you going to add HUD or P-HUD as a possible weapon trait? Or is that already in? Also, was wondering if there were any thoughts to maybe adding a tab to the weapon or armor where we could drag and drop accessories. In the event you added a scope or laser sight on a weapon, for example, the relevant trait would be added. Or maybe with armor a HUD or additional padding was automated. Nice to have although i realize there are reasonable work arounds.
That's not a bad idea, but I'll implement it as I did the combat armor - if you have the item equipped it will grant the bonus. Please give me some time to implement and I'll get back to you once its done. As far as adding another tab to the weapon or amor, I'd have to deviate a lot from the standard ruleset which could cause issues when running multiple extensions. I'll need to have a much better understanding of the core ruleset before I make any changes.
Elvedui
February 19th, 2026, 19:56
That's not a bad idea, but I'll implement it as I did the combat armor - if you have the item equipped it will grant the bonus. Please give me some time to implement and I'll get back to you once its done. As far as adding another tab to the weapon or amor, I'd have to deviate a lot from the standard ruleset which could cause issues when running multiple extensions. I'll need to have a much better understanding of the core ruleset before I make any changes.
The difference with a HUD is that it needs to be keyed to a specific weapon and doesnt apply to all of your weapons. If i am reading the description properly which is why i was thinking of it as a weapon trait you needed to add to the specific weapon.
Toko Loshe
February 27th, 2026, 17:41
Just a notification - I've not forgotten the request for the phud link to a weapon, I'm busy with a large update that is taking longer than expected to complete. I'll let you know once the feature has been implemented.
Toko Loshe
March 3rd, 2026, 19:29
I've pushed the initial implementation and upgrade of crew actions. Please let me know if you find the functionality useful.
moonracer20000
March 5th, 2026, 17:02
I started playtesting the new ship rolls functionality (works great BTW) and found an edge case. If spacecraft have Crew rolls listed like "Gunners x2" and you drag and drop it into a new PC Spacecraft those titles are selectable in the character's drop down menu but obviously won't work. Took me a minute to figure out what was going on. If the new rolls worked for anything that includes a keyword instead of an exact match that might fix most cases. There are some crew positions labeled like "Pilot/Astrogator" that would still confuse the system. For now it's easy enough to manually fix if you know what to look for.
Toko Loshe
March 5th, 2026, 17:33
Thank you for the observations! I'll work on extracting exact matches to avoid these cases. I appreciate your feedback.
Toko Loshe
April 19th, 2026, 12:35
I started playtesting the new ship rolls functionality (works great BTW) and found an edge case. If spacecraft have Crew rolls listed like "Gunners x2" and you drag and drop it into a new PC Spacecraft those titles are selectable in the character's drop down menu but obviously won't work. Took me a minute to figure out what was going on. If the new rolls worked for anything that includes a keyword instead of an exact match that might fix most cases. There are some crew positions labeled like "Pilot/Astrogator" that would still confuse the system. For now it's easy enough to manually fix if you know what to look for.
I had the time now to look at the extraction code, the issue is not with the extension, it lies with the base ruleset. I'll have to make the changes to extract valid roles there but it would require a set list of roles to be defined which is not something I want to get into at the moment. For player ships, please update the crew section to have a single entry per crew station seperated by a comma, such as 'Captain, Gunner, Pilot, Astrogator, Engineer, Sensor Operator'
Toko Loshe
April 19th, 2026, 12:50
I have added sensor operator to the list of roles and wired up the sensor scanning of ships (visible or not) on the combat tracker. I've made a field visible on the ship record to allow the referee to set a sensor ID so that the crew can have an empty combat tracker, then the sensor operator selects active or passive sensors and scans for contacts. The list of detected contacts will appear if the difficulty set by the DM is met.
To assist with the sensors, a new selection of Spacecraft effect have been added to the effects control. Please refer to the core rulebook and high guard sections on sensor use, there is a lot to take into account. At the moment the difference between the TL of the scanning ship and target ship is a DM, the class of sensor (basic, civilian etc) also has a DM. If the target ship has an active manouevre drive, transponder or has used active sensors the appropriate Effect should be added to the ship on the combat tracker prior to the sensor operator pressing 'Scan'. The list of contacts with detection detail at range will be displayed. I'm repeating the data at the moment, but hope to have something in the future that if a map is set with appropriate ranges, I'll be able to highlight the range the contact is in.
The sensor operator will be able to 'lock on' to a contact which will add an effect to the combat tracker that grants the ship that locked on a +2DM. This effect will not expire until removed by the Referee if he deems the NPC ship has succeeded its electronic warefare roll.
The engineering integration to the power system has also been partially updated so that if sensors are not powered, the sensor operator won't be able to scan or lock on to contacts.
The update is in the TEST channel to allow for user testing and feedback.
IMPORTANT: Please make a backup of your campaign before testing the extension!
Egheal
April 19th, 2026, 17:31
That's awesome! Thanks.
moonracer20000
April 22nd, 2026, 18:01
I just joined the test channel to test. Adding "Sensor" or "Sensors" to the crew requirements adds that role, but I don't see any options for the PC to use if they select that role
Toko Loshe
April 22nd, 2026, 18:29
I just joined the test channel to test. Adding "Sensor" or "Sensors" to the crew requirements adds that role, but I don't see any options for the PC to use if they select that role
I have not overidden the core ruleset, please add 'Sensor Operator'. There is a lot of work that needs to be done in the core ruleset to extract the crew positions, its out of scope for this update but I'll keep in in mind for future upgrades.
moonracer20000
April 22nd, 2026, 21:20
Thanks, that works. Did some combat rolls and everything looks good. changed the sensor suite on the PC ship and the sensor DM updated. Looks good!
Toko Loshe
April 23rd, 2026, 06:49
Thanks, that works. Did some combat rolls and everything looks good. changed the sensor suite on the PC ship and the sensor DM updated. Looks good!
Thank you for the feedback, please be sure to check the spacecraft effects out too, they are below the light and condition effects and track things such as thrust, active sensor use and if the ship is transmitting a transponder code.
Durhazz
April 24th, 2026, 16:45
I can't seem to locate the spacecraft effects. Only lighting and conditions are the only applicable effects, Please advise. Thank you.
Toko Loshe
April 24th, 2026, 18:21
[QUOTE=Durhazz;762411]I can't seem to locate the spacecraft effects. Only lighting and conditions are the only applicable effects, Please advise. Thank you.[/QUOT
Please ensure you are on the TEST branch, Its a big update and I don't want to risk breaking campaigns. 67200
You get to this screen by starting the launcher, then click 'SETTINGS', then navigate to 'ADVANCED'
I'm having a look at the code to be sure everything is still working as it should, perhaps something is not right on the menu items.
Toko Loshe
April 24th, 2026, 19:58
[QUOTE=Durhazz;762411]I can't seem to locate the spacecraft effects. Only lighting and conditions are the only applicable effects, Please advise. Thank you.[/QUOT
Please ensure you are on the TEST branch, Its a big update and I don't want to risk breaking campaigns. 67200
You get to this screen by starting the launcher, then click 'SETTINGS', then navigate to 'ADVANCED'
I'm having a look at the code to be sure everything is still working as it should, perhaps something is not right on the menu items.
Everything seems to be in place on Test. Please let me know if you still have issues seeing the effects.
Durhazz
April 24th, 2026, 20:25
Awesome dude! That was it it works on TEST as you said. I did notice I was only able to delete the ship effects once they were applied to a ship in the tracker by right clicking the effect. In the combat tracker there is a delete icon that makes deleting effects easier and obvious.
Toko Loshe
April 24th, 2026, 21:39
Awesome dude! That was it it works on TEST as you said. I did notice I was only able to delete the ship effects once they were applied to a ship in the tracker by right clicking the effect. In the combat tracker there is a delete icon that makes deleting effects easier and obvious.
Thank you for the feedback, I'll see if I can implement the same as in the combat tracker.
Toko Loshe
April 27th, 2026, 21:09
I have pushed the build to the live branch and will continue work on the ship systems.
moonracer20000
April 28th, 2026, 14:21
hmm, I'm back on the live branch and have a PC with 4 points in pilot spacecraft but under the ships, pilot role it is set to zero and thinks they have no skill. I checked and setting the core Pilot skill from zero to four works as a temporary fix (so it is checking that instead of the sub-skill).
Toko Loshe
April 29th, 2026, 03:25
hmm, I'm back on the live branch and have a PC with 4 points in pilot spacecraft but under the ships, pilot role it is set to zero and thinks they have no skill. I checked and setting the core Pilot skill from zero to four works as a temporary fix (so it is checking that instead of the sub-skill).
I tested the extension using the core rulebook update and player reference skills, in both cases Pilot and Pilot (spacecraft) register correctly as long as a stat is selected on the Skills tab (such as Dex). To refresh the skill, please select another role then pilot again, I've not hooked up code to monitor changes to skills, its costly in terms of performance. If the issue persists, please confirm the source of the skill, the exact spelling and if a statistic is selected on the skills tab so I can try to replicate the problem?
I have now also seen a bug on the Actions tab where the current stats are much higher (double or triple) than the maximum on the main tab, I'll have to fix that in the core ruleset.
moonracer20000
April 29th, 2026, 13:15
Ah, I figured it out. It was character specific.
When creating that character the "Pilot" skill was dragged into the sheet before "Pilot (spacecraft)". I removed both and just dragged "Pilot (spacecraft)" into their sheet and let "Pilot" auto generate. The skills then work as intended and skill levels are tracked.
Toko Loshe
May 2nd, 2026, 15:03
I'm updating the extension to model gas giant refuelling as per Traveller Companion. Best rates of refuelling will be in the 'Deep' region but will require some pilot rolls to get there. If a fuel purification plant is installed and powered, your engineer will be able to refine fuel. Please check your pc ship if it is streamlined, or has fuel scoops installed before diving into a gas giant.
moonracer20000
May 2nd, 2026, 16:17
On live branch, Dive Deeper button works but the depth doesn't track on the character's sheet. Rise Up button does update the character sheet. So to enable Skim Fuel, you have to dive one level lower than you want, then rise up. Easy enough work around for now and you can just ignore the hull damage from extreme depth dives. It's a neat feature. Nice that it displays how much time each skim fuel maneuver takes.
edit: new changes seem to have fixed above issue. That was quick!
Toko Loshe
May 3rd, 2026, 11:16
On live branch, Dive Deeper button works but the depth doesn't track on the character's sheet. Rise Up button does update the character sheet. So to enable Skim Fuel, you have to dive one level lower than you want, then rise up. Easy enough work around for now and you can just ignore the hull damage from extreme depth dives. It's a neat feature. Nice that it displays how much time each skim fuel maneuver takes.
edit: new changes seem to have fixed above issue. That was quick!
Thanks for the feedback, glad its working!
Toko Loshe
June 2nd, 2026, 18:16
I have added the astrogator role to the extension and it is wired up to the engineer so that jumps can be plotted and fuel tracked.
anstett
June 2nd, 2026, 23:42
Huzzah!
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