Folks,
So what's in Mongoose Traveller 2E?
The first thing to note is it's known now as MGT2 (Mongoose Traveller 2nd Edition), you can see more here on Traveller editiions.
To build 2E I took the 1E ruleset (at version 1.0.9) and then tidied up code not required and added in new code. Some updates have gone back and forth between both versions, which will continue.
The Reference Manual has been completely re-parsed using the Core rulebook released Feb 2018. It means all data as 1E had (except Homeworlds - as 2E doesn't have that - until the Traveller Companion book (book 5)), is there. All updated. All new images are included, means you have an image for almost every weapon, piece of equipment and suit of armour!
New Theme which I think is 1000 levels of awesome
Codeset is cleaner, I've been ruthless and tided up some code that needed a refactor. Un-needed code has also been removed. The code base is 15% smaller than 1E.
Tables! Tables are now categorised. Meaning that Character Generation Tables can be filtered, so you can pick 'Core rulebook' tables and see Injury Table etc only!
New features:
- Difficulty Numbers have replaced a target number of 8 with modifiers. The GM can set this and the players skill rolls and characteristic are rolled against it, attacks still use 8+
- Boon/Bane Dice options. You can with a characteristic/skill roll add an extra dice (and drop the lowest) (Boon) or add an extra dice and remove the highest (Bane) to those rolls, simply click the Button on the desktop
- Destructive Damage added. If a weapon has DD after the dice, ie 2DD then the normal number of dice are rolled but the damage is multiplied by 10 (Attack rolls bonus damage (Effects) are ignored)
- NPC's now have a 'Type'. Humanoid is for all normal races, Animal for Animals/Creatures and Other (for future use - maybe Androids). If 'Animal' is choen, the stats are then changed to allow the entry of Animal specific data
- Combat Tracker updated. The Status is back and the colours have been tweaked to be better spreadout
- Combat Tracker works with Animals. If the NPC is an Animal then hits are shown rather than the normal wound tracker
- Radiation. Armours such as Battle Dress, Vacc Suit now have a Radiation rating, this is a defense value as well against Radiation damage
- Radiation on Character sheet. On the Actions tab next to Initiative there's a Rad score, this is just a manual entry for the moment. A future update will automate this
- Medic skill now automatically adds 3 new actions (under the Misc Actions title) allowing First Aid to be dragged over an injured party to roll a Healing check against them
- Weapon Traits. Weapons now have a Traits field. This is excellent, as it means we can add automation for certain traits!
- Weapon Traits. Auto X is supported, Single, Burst and Auto, the Auto Number is the one that affects bonus damage (burst) and ammo count.
- Weapon Traits. AP X is supported, for example Gauss Pistol has an AP value of 2, that's -2 to any armour.
- PSI Abilities now have a default PSI Cost. When adding a Talent, all Abilities for that Talent will be added with their PSI Costs set.
- Damage Types have been expanded: "kinetic", "laser", "psionic", "radiation", "stun", "fire", "corrosive" - the latter two will be part of the Effects system due in a future update
- Races, Careers and Homeworlds can be created and edited.
It's been released, you can find it here: https://www.fantasygrounds.com/store...GP40000TRVMG2E
The first two Reach Adventures will be released soon:
- Marooned On Marduk
- Theories of Everything
The next Core book to be released with be 'Central Supply Catalogue'. There is no release date for this (at this time), the 1st section has already been completed and Ruleset modifications have begun (Slots, Str and Dex mods).
Stay tuned, and if you want more updates just look me up on Twitter.
Cheers,
MBM