Thread: Ruleset changes incoming
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March 1st, 2026, 18:54 #1Zealot
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Ruleset changes incoming
I've made changes to the ruleset to allow vehicle weapons to be added to vehicle records as well as to add vehicle criticals (manual entries and automatically rolled). Note that critical effects are not automated yet, referees are advised to have a method of adding extra damage handy where required. These updates are in preparation for further work on the ruleset down the line and to have the core rulebook functions automated and in place. Most of the vehicle code is for the referee, but let me know if there are groups where the ref would like their players to see the criticals they caused on enemy vehicles.
I'm working on making player vehicles a reality, but need more time to come up with a viable solution - then I'll show the criticals for the pc vehicle to the pcs but not for npc and have a system where players will be able to fire their vehicle weapons directly.
The second change is seemingly small but took quite a while to get right. I've extracted the Psionic Talents from the Psionic Abilities and constructed a list so that when a player wants to create a psionic character they don't have to drag an ability to the Psi talents entry on the character sheet, they can drag the talent. This should clear up a lot of confusion I hope
I was not able to add the group entries for the Psi Talents, but the Module filters do work. This is due to the workaround I had to implement as the core ruleset only defines abilities, I had to infer talents from that list.
The third change is to make the targeting icon available to the client so players can drag the crosshairs over whatever they want to target, control click still works as intended.
These are large changes and I'll appreciate feedback and/or comments so I can improve or correct issues where possible.
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March 16th, 2026, 07:55 #2Zealot
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New vehicle handbook support
New Vehicle Rules Guide
Overview
This optional ruleset enhances vehicle combat for Traveller MGT2, adding tactical depth and realism. Enable it in Settings → Vehicles → Use New Vehicle Rules.
Key Features:
Six-direction armour (Forward, Port, Starboard, Aft, Dorsal, Ventral)
Size modifiers: Larger vehicles are easier to hit
TL-based protection: High-TL vehicles resist small arms
Structure damage system: Tracks critical failures, not hull loss
Improved combat tracker: Real-time status, weapon display
Enabling & Switching
Toggle "Use New Vehicle Rules" in Settings. Switching is safedata is preserved. When enabled:
Vehicle sheets show 6 armour facings
Combat tracker displays Structure/Structure Damage
Combat uses size DMs and TL protection
Critical hits use new tables
Feature Summary
1. Six-Direction Armour
Replaces 3 facings with 6: Forward, Port, Starboard, Aft, Dorsal, Ventral
Combat tracker shows all facings; GM can edit
2. Target Size Modifiers
Vehicles have size DMs (e.g., DM+2 for heavy vehicles)
DM is auto-applied to attacks if Type field is formatted
3. TL Protection
Vehicles gain extra Protection vs. non-critical, non-destructive attacks
Bonus does NOT apply if: Critical hit, Destructive trait, or Blast (except stun-only)
4. Structure Damage System
Structure = New field from updated vehicle handbook.
Structure Damage increases when damage exceeds Structure, the number of times tracked by new 'Hits' field
Status color-coded: Green (minor), Yellow (disabled), Orange (wrecked), Gray (obliterated)
GM can edit Structure/Structure Damage (Hits) in tracker
5. Critical Hit System
New hit location table (6 locations)
Effects scale by severity (e.g., Fuel: minor leak → explosion)
Client Tracker Features
"Display Vehicle Weapons to Client" (Settings) lets players see Attacks button for friendly vehicles
Players can view weapon stats if enabled
Tips & Best Practices
GMs:
Enable new rules at campaign start for clarity
Explain Structure Damage to players
Use color coding for quick status feedback
Remind players: small arms rarely affect high-TL vehicles
Players:
Target large vehicles for easier hits
Boost Attack Effect for criticals
Use Destructive/Blast weapons or heavy arms vs. vehicles
Monitor structure damage/status color
Troubleshooting
If armour facings don't update: Reopen vehicle record or re-add to tracker
Structure damage not showing: Ensure option is On, entry is a vehicle, and added after enabling
Players can't see weapons: Option must be On, vehicle set to Friend, client view
Hull is used for Structure calculation; Hull never decreases
"Use New Vehicle Rules" is all-or-nothing; can't mix features
Credits
Based on expanded vehicle combat rules for Mongoose Traveller 2nd Edition.
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March 24th, 2026, 16:17 #3Zealot
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I've pushed an update to fix the armour critical coding as it was not deducting the correct values. I've added support for smart weapons for vehicles and characters. It compares the TL of the weapon to that of the vehicle (or worn armour) for a character and adds a plus to hit based on the difference between the weapon TL and Target TL to a min of +1 and max of +6. Destructive weapons for characters and vehicles can now have a + added. So 3DD+3 will behave the same as 3DD+30 resulting in a range of 60-210 damage. This will support twin linked vehicle weapons - referees take care when using main vehicle armament against soft targets such as travellers!
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March 24th, 2026, 21:42 #4
Is 3DD+3 supposed to be the same as 3DD+30 though? I did see some cases of the "+#" being also multiplied by 10 during ruleset roles, but was not sure it was supposed to be. I think it should just add the "+#" and not also multiply it by 10. I would be interested in the specific rule regarding this.
My understanding is...
- 3DD+30 = (3D Χ 10) + 30
- Minimum: 60
- Maximum: 210
...should be different than...
- 3DD+3 = (3D Χ 10) + 3
-Minimum: 33
-Maximum: 183
BTW...I was trying things out after the update and the +# is not getting added at all.Last edited by Stargrove; March 24th, 2026 at 22:01.
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March 25th, 2026, 05:47 #5Zealot
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Rules as written (RAW) states that for linked weapons, they add +1 per damage dice for every extra weapon. In the case of destructive weapons this bonus is added before the damage is multiplied. (vehicle handbook p104).The core rulebook update 2022 is more vague stating that a Destuctive weapon multiplies the total rolled for Damage by 10. The new vehicle rules are in addition to the main rules and more recent and supercedes those rules. The original vehicle handbook stated that in the case of Destructive weapons the bonus is added before the damage is multiplied.
Some weapons are written as 3DD+30 - that would make the weapon more destructive than some spacecraft scale weapons! (+300) damage - so I interpreted it as +3 is equivalent to +30.
I have tested the destructive damage calculations - they seem to be working, please update again and if the issue persists, check if there are any spaces between the DD and the plus, it should be 3DD+3 not 3DD +3 or 3DD+ 3
Destructive1.png
Destructive2.png
Destructive1.png
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March 25th, 2026, 21:44 #6
Ok, I see now what you mean now. Looking at the Archangel Heavy Skyfighter (VHB2026) and the weapons is listed as 3DD+30, which, unlike the old VHB it does not state the bonus was already factored in (it probably was). So, it probably should be 3DD+3. My questions though is why? Each of the turrets it has are just one weapon and it says nothing about them being linked.
The Gecko All-Terrain Assault Vehicle (VHB2026) specifically lists "twin-linked" in its description...but it is the only vehicle stating that and yet many of them have a damage number with a +# after them. Some are also very confusing, like the ring mounts on the Destroyer (VHB2026) and the damage not making any sense.
The damage of 3DD+30 for the Titan turtle is another oddity as well. Nothing about linked and being massive should not add a +30 as the weapon is listed as only doing 3DD.
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March 26th, 2026, 17:32 #7Zealot
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The archangel has a double turret so the twin linked rules apply. The Titan Turtle has the monofilament edge upgrade that adds +1 damage per damage die, so +3 to be added before destructive is factored in.
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April 30th, 2026, 14:48 #8Zealot
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The current implementation of Battle Dress is not correct. The ruleset is adding the STR, DEX and END bonuses to the wound tracker which it should not do as per the core rules. In addition, its not extracting the bonuses for all equipment as some items don't have the 'Modifiers' text box populated, they use STR, DEX, END etc. fields.
I've made the required changes to fix these issues but take note that the Characteristic bonus on the Actions tab for weapons will NOT match the Max value above the wound tracker if the character is wearing battle dress, it will show the bonus from the Main tab where the equipment bonus is included for battle dress.
Equipped augments will increase the wound tracker characteristics and maximum values.
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May 31st, 2026, 09:28 #9Zealot
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The next improvement is for referees during combat. I'll be implementing the selection of Rate of Fire for npc and vehicle actions if the weapon has the 'auto' trait. This will include tracking extra magazines so the referee can track if vehicles or npcs run out of ammunition.
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June 1st, 2026, 16:39 #10Zealot
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I've pushed the code for this. There will be a new Mags field tracking the number of magazines for npcs, vehicles and pc characters. In addition, if a player adds [weapon name] Magazine to their inventory, sets a number of items and then unequips the weapon and reequip it should extract the magazines from the inventory and decrement as the player reloads. Npc magazine count need to be set by the referee.
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