I have implemented several improvements to the core ruleset and will continue to support the traveller-extended extension for extra functionality not part of the core Traveller rules system such as addtional automation etc.
The next release will contain the options for automatic trade good generation per location with options for 'All' Locations, 'World' Locations only or 'Off' for no trade good generation. I will be adding the ability to drag/drop spacecraft criticals to an entry on the spacecraft combat tracker next.
If there are any requests for features please note the following:
If it is part of the Mongoose Traveller Rules and possible to automate, I'll have a look at adding it to the core ruleset. If it is a request for more automation, extra functionality or not part of the core ruleset I will have to see if the request can be added into the extension as long as it is of a general nature. I need to ensure the functionality is usable by everyone subscribing.
Keeping that in mind, please have a look at the below and let me know what further enhancements you would like to see in future.
Here is a list of the changes to the core ruleset:
1. Spaceport Auto-Population
Automatically populates spaceport data based on UWP starport quality code (A-X)
Includes type, facilities, fuel, and berthing costs
Preserves manual edits (only fills empty fields)
Random berthing cost generation based on starport quality
2. Trade Goods Cargo Management
Auto-populates world trade tabs with all "Common" trade goods from loaded modules
Dice notation parsing for cargo tonnage (e.g., "2D x 10")
Drag-and-drop from reference trade goods to world cargo lists
Link buttons to open original trade good records
Maintains links when dragging from world cargo to spacecraft cargo
3. Trade Goods Auto-Generation Option
New campaign option to control when trade goods auto-populate
Three settings: Off, World (default), or All location types
Respects manual entries (only populates empty cargo lists)
4. Enhanced Spacecraft Cargo Links
Cargo items dropped from trade goods maintain reference links
Link buttons appear next to cargo items with references
Click to open original trade good record
Auto-sets default location to "Cargo Hold"
Link data persists across sessions
5. Spacecraft Critical Damage System ( In Progress )
New "SC Criticals" reference library with 11 systems × 6 severity levels
Drag-and-drop criticals from library to spacecraft combat tracker entries
Auto-increments severity or creates new critical at severity 1
Manual severity editing (1-6 range) with automatic effect text updates
Severity cap at 6 with warning messages
Chat integration confirming critical application
Works alongside existing automated critical rolling system
This is what the extension adds:
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)