The Imperium survived for more than a thousand years. In less than a minute, it has shattered. An assassin has cut down the emperor and his heirs in one bold strike, throwing the largest interstellar empire in history into chaos. There are many candidates for the empty throne, and the wolrds of the Imperium are divided in their allegiances. By a curious twist of fate, the assassin himself now controls three rebellious sectors. The emperor's nephew (considered by many to be a murderer himself) has assumed the throne over the objections of the Moot. Star fleet battles rage throughout the disputed territories. As sectors are stripped of their fleets to fight in the rebellion, imperial territory is invaded by alien forces sensing weakness and plunder. Secter after sector secedes from the Imperium to manage its own defense. Sector after sector falls to external forces.
And on this stage of rebellion and interstellar chaos, Traveller sets an ongoing drama of role-playing adventure... Players travel from star system to star system, taking sides in the rebellion, fighting for their cause while fighting to stay alive. The dangers of the interstellar environment combine with the dangers of a shattered Imperium to challenge players and referees and provide never-ending excitement in the far future.
MegaTraveller is the name of this Traveller rules system set against the background of star-spanning rebellion in the Imperium. The basic three-book set provides basic rules and background for playing the game.
includes three books:
The Referee's Manual. This book is intended as a rules reference for the Traveller referee. It includes coverage of vehicle and starship design, starship combat, world and star system generation and description, animal encounters, trade and commerce, detailed task resolution, and administration of adventures.
The companion Players' Manual is a basic compilation of Traveller rules and concepts for the individual player. It includes coverage of character generation, combat resolution, psionics, and tasks.
The supplemental Imperial Encyclopedia is a basic reference for both players and referees. It includes historical essays on the Imperium and other interstellar empires, descriptions of starships and vehicles, lists of equipment and prices, maps of territories, and other information valuable to players and referees.
Expand the rebellious universe of MegaTraveller with more rules, background, information, and materials for the dedicated referee. Materials that simply would not fit into the grand, three-volume MegaTraveller rules set have been brought together into one volume as the MegaTraveller Referee's Companion. this compendium helps provide detail to science-fiction campaigns, adds scope to MegaTraveller projects, and sparks interest in any adventure. Includes: Alien Races, Large Scale Combat, Timekeeping, Communications, In-System Operations, Research, Mapping, Megacorporations, Technology, and Robots.
Rebellion Sourcebook. The Imperium is being torn apart by the star-spanning Rebellion; rival leaders are fighting for the right to sit on the Iridium Throne of the Third Imperium and to rule the greatest interstellar empire that the galaxy has ever seen.
The Rebellion Sourcebook provides the details of the rebellion that allow MegaTraveller referees and players to incorporate the sweep and the chaos of the Rebellion into their own role-playing adventures. Maps show the Imperium and its battlegrounds. Diagrams show the organization of the Imperial military, naturally the source of the armed forces for every faction of the Rebellion. Drawings show typical Imperial military hardware-the Imperial standard design grav tanks, grav APCs, and the typical ships of the Imperial fleets.
The rival factions of the Rebellion have their own distinct leadership, aims, and backgrounds; the Rebellion Sourcebook provides this material.
Also included in this sourcebook is an adventure set against the chaotic sweep of the Rebellion: A starship crew must travel across parsecs of disputed and dangerous territory in a quest for vital starship repair parts. And completion of the trek to an Imperial naval depot is vital to the survival of the Spinward Marches.
COACC. A detailed treatment of aircraft and the characters that fly them in MegaTraveller. This 96-page sourcebook includes:
Character generation for flyers in MegaTraveller.
Detailed analysis and description of the organization and the operation of COACC, the definition of COACC responsibilities (anything that uses wings is ours), the missions that COACC undertakes, who controls COACC, and mercenary COACC units.
Aircraft design rules for producing and rating fixed-wing propeller and jet propelled aircraft, rotary-wing aircraft (helicopters) and airships.
Air combat rules for resolution of military encounters between airplanes. Both a hasty and a detailed system are included. Chapters address the types of ordnance and bombs aircraft carry for attacks against othe aircraft and for ground strikes.
Tech level tables showing the evolution of, and types of, aircraft throughout the Imperium.
Examples of aircraft (including their design ratings and illustrations) are scattered throughout the text.
A complete COACC campaign incorporating aircraft design and combat in a unique battle to win the hearts and minds of the people of Eddum to specific factions within the Rebellion.
Fighting Ships of the Shattered Imperium--- a compendium of 58 starships for MegaTraveller.The Imperial Navy never planned for the worst of all possible contigencies: a far-flung Rebellion that would shatter the empire into squabling factions. And with each faction went a portion of the navy's fighting strength.
Now, Imperial ship fights Imperial ship as the Rebellion drives the entire Imperium into chaos.
Fighting Ships of the Shattered Imperium is a compendium of immense battleships and cruisers that served with the Imperial fleet and now serve with the fleets of the many factions of the Rebellion. Included in this book are standard statistical descriptions of 58 ships, with illustrations for 16 of the most interesting.
Battleships and dreadnoughts from tech level 11 to 15. Cruisers. Carriers. Escorts. Auxiliaries.
Knightfall. Caught up in the battles of the Rebellion itself, innocent traders are captured as prisoners of war, then escape to become fugitives fleeing the forces of the Rebellion. Clues they gather during their flight hint at a fabulous pre-Imperium lost city of high tech wonders. Can this city's treasures give one side the advantage that will win the Rebellion?
Assignment: Vigilante. In the Wake of the rebellion, chaos rules over the once proud Imperium. Bands of corsairs stalk the spaceways, crippling the trade that had linked over 11,000 worlds. Without some force to permit the safe passage of trade, interstellar society cannot help but collpase.
Even in these dark times, people can still be found to shoulder the burdens of civilization. Among these are the crew of the starship Vigilante. A fighter-carrying mercenary ship, it's dedicated crew of starmercs specializes in the eradication of pirate forces wherever they may be found. Live the excitement of life aboard the Vigilante, battling pirates around the threatened worlds of the Diaspora Sector, infiltrating the ranks of deadly raiders, or fighting to the death inside a massive gas giant. Two tense scenarios pull the players into the struggle for the spacelanes of Promise Subsector. First, a search-and-retrieval job turns deadly, then the future of a small world requires an inside job to thwart an elaborate pirate plot.
Hard Times provides both referees and players with a detailed look at the post-Rebellion Imperium and the new challengers that they can expect to face in it. However, Hard Times is more than a sourcebook. It integrates adventures with resource materials in order to provide complete support for roleplaying in the postwar Imperium.
Practical guidelines for creating new adventures within the post-Rebellion Imperium. 10 well-detailed, sample adventures, plus several brief adventure outlines. A flexible adventure interface design which allows you to use each of the adventures as part of a complete campaign or by itself. Additions to the UCP design sequence, special post-war industries, a unique collection of implements and opponents and more.
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