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T20 Traveller - The Kursis Charter (complete Aug 8th 2005)
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<blockquote data-quote="Morte" data-source="post: 2133172" data-attributes="member: 9413"><p>That should be along in due course.</p><p></p><p>One of my very favourite things about Traveller is the way you can go straight from TL0 planets where they think you're a god because you've got an electric torch to TL15 contragrav-cities floating in the sky, and all things in between. And there are always new challenges and new stories. It's a wonderful setting for campaign gaming.</p><p></p><p></p><p></p><p>"This technology can be applied to any vac suit, combat environment suit, Combat Armor, or Battle Dress. It is designed to mimic the color, temperature, and shading of the wearer’s current physical environment, helping to render them difficult to track by both the naked eye and IR systems. First available at TL12, a more advanced version becomes available at TL14."</p><p></p><p>I saw no particular reason not to allow a chameleon smock -- Maelcum could have had it on his armour anyway. The book only gives it an AC bonus of +2 at Tl12 (cost Cr1000) and +4 at TL14 (Cr5000), but I figured it surely had to have a Hide bonus so I set it to +5 and +10 respectively.</p><p></p><p>[In my current T20 house rules armour gives damage reduction but no AC vs firearms, except Chameleon which gives AC but no damage reduction. I also raised base AC from 10 to 14, because otherwise there's not enough advantage in being a good shot.]</p><p></p><p>Maelcum was reasonably stealthy with Hide and Move Silently at 9, and he had the smock for Hide +5, and it was getting dark, and he'd arranged a noisy decoy. The Carval were all human, so Vargr ears and noses were all inside the farmstead siding with the PCs. So long as he kept his distance and moved cautiously (take 10) he wa almost invisible, and only had to get behind cover to lose anyone who spotted him. It was only when he fired, or steeled himself to move in and blow the powder store, that it got risky.</p><p></p><p>I cut the PCs a few favours on that battle, and had the Carval miss a couple of tricks, basically because I changed the script on the fly. In the published adventure the star mercs turn up earlier and rescue everybody (combat armour and Gauss rifles are all-powerful). But the party did so well preparing with their trenches and interlocking fields of fire and nail bombs etc that I thought they deserved to win on their own without being upstaged. I'd have liked to just drop the numbers on each side, but unfortunately I didn't decide this until after I'd said "several hundred nomads" out loud.</p></blockquote><p></p>
[QUOTE="Morte, post: 2133172, member: 9413"] That should be along in due course. One of my very favourite things about Traveller is the way you can go straight from TL0 planets where they think you're a god because you've got an electric torch to TL15 contragrav-cities floating in the sky, and all things in between. And there are always new challenges and new stories. It's a wonderful setting for campaign gaming. "This technology can be applied to any vac suit, combat environment suit, Combat Armor, or Battle Dress. It is designed to mimic the color, temperature, and shading of the wearer’s current physical environment, helping to render them difficult to track by both the naked eye and IR systems. First available at TL12, a more advanced version becomes available at TL14." I saw no particular reason not to allow a chameleon smock -- Maelcum could have had it on his armour anyway. The book only gives it an AC bonus of +2 at Tl12 (cost Cr1000) and +4 at TL14 (Cr5000), but I figured it surely had to have a Hide bonus so I set it to +5 and +10 respectively. [In my current T20 house rules armour gives damage reduction but no AC vs firearms, except Chameleon which gives AC but no damage reduction. I also raised base AC from 10 to 14, because otherwise there's not enough advantage in being a good shot.] Maelcum was reasonably stealthy with Hide and Move Silently at 9, and he had the smock for Hide +5, and it was getting dark, and he'd arranged a noisy decoy. The Carval were all human, so Vargr ears and noses were all inside the farmstead siding with the PCs. So long as he kept his distance and moved cautiously (take 10) he wa almost invisible, and only had to get behind cover to lose anyone who spotted him. It was only when he fired, or steeled himself to move in and blow the powder store, that it got risky. I cut the PCs a few favours on that battle, and had the Carval miss a couple of tricks, basically because I changed the script on the fly. In the published adventure the star mercs turn up earlier and rescue everybody (combat armour and Gauss rifles are all-powerful). But the party did so well preparing with their trenches and interlocking fields of fire and nail bombs etc that I thought they deserved to win on their own without being upstaged. I'd have liked to just drop the numbers on each side, but unfortunately I didn't decide this until after I'd said "several hundred nomads" out loud. [/QUOTE]
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T20 Traveller - The Kursis Charter (complete Aug 8th 2005)
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