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MegaTraveller 2: Quest for the Ancients (Complete Game Documentation)

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 · 21 Jul 2019
MegaTraveller 2: Quest for the Ancients (Complete Game Documentation)
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The Humble Guy's Humble Dox

presents

MegaTraveller ][

Complete Game Documentation

Humble Dox 7/27/91





Technical Supplement

Selecting Options From Lists
============================
When selecting options from the character generation tables and from the
game play icon options, choices can be selected by highlighting the option
using the keyboard, mouse or joystick and then pressing the appropriate
button or the <ENTER> key. As well, choices can be selected by pressing the
first letter of the desired choice. If more than one selection starts with
the same letter, press that letter repeatedly until the one you want is
highlighted, then select it by pressing the proper button or the <ENTER>
key as described above.


Character Generation

Selecting Menu Items
====================
Mouse: Move the mouse pointer to the desired choice, then press the left
mouse button.

Joystick: Use the joystick to move the highlight bar to the desired choice,
then press button 1.

Keyboard: Use the arrow keys to position the highlight bar on the desired
choice, then press the enter key. The home and End keys will move the bar to
the first and last choice, respectively.

Random Selections: Pressing F4 will make a random selection from most tables
while you are creating a character.

Pressing the ESCape key will either back up to the previous menu, or ask
you if you want to terminate creation of the character.

Naming Characters
=================
Pressing the F2 key will randomly generate a name for the character. The
MegaTraveller word generation procedure is used to generate the names. The
Vargr word generation table is used for Vargr characters, and the Vilani
table is used for Humans. In addition, the Vilani table was used to help
us generate the city names.

You can have up to 34 characters in your character pool.


On the Ground

Selecting Icons
===============
Either click on the icon with the left mouse button, or press ESC key,
right mouse button, or joystick button 2 to stop all action and select an
icon (using the arrow and enter keys, joystick or mouse).

Selecting a character
=====================
Click on the character's information box with the mouse or press F1, F2,
F3, F4 or F5 key to bring up that character's sheet. (F1 is the leftmost
character, f% is the rightmost).

Zooming In And Out
==================
You can use the + and - keys to Zoom In and Zoom Out, respectively. (With
MCGA graphics, you can only zoom into the closest level if you have expanded
memory.)


Ground Combat

After selecting TARGET from the combat icon, you can use the TAB key to
select the people you want to attack (or you can click on them with the mouse).
Use the same keys to have the character you are controlling target and attack
someone. If you're using a mouse, just click on the enemy NPC that you want
to fire at.


The Character Sheet

Keyboard/Joystick
=================
You can use the U key to USE an item, E to EXAMINE it, X to EXCHANGE, D
to DROP, O to select the OBJECT LIST, and S to select the SKILLS LIST. The
left and right arrows (or left and right movements of the joystick) move the
highlight between the various options, as does the TAB key. If you are on
the object or skills list, the Up and Down arrows will move the highlight
(on the Object list) and scroll the lists. In the Object list, use the ENTER
key (or joystick button 1) to select an object. The ESC key will return you
to the game. you can use the F1 - F5 keys to select another character.

Mouse
=====
You can use the keyboard commands given above, or just click with the left
button on the option you want. Use the arrows arounf the Object and Skills
list to scroll those. The right mouse button will return you to the game.
You can select another character by clicking on that character's information
box. You can select objects by clicking on them in the object window.


Space Exploration and Combat

The space navigation and combat sequences are controlled completely from
the icon options. The options can be selected by using the Up/Down arrow
keys on the keyboard, by highlighting the option with the mouse, and pressing
the left mouse button to select it, or by scrolling through the options with
a joystick and pressing button 1 on the joystick to select it.

To escape from an options list, press the ESCape key, button 2 on the
joystick, or the right mouse button.

As with ground exploration sequences, the individual character sheets can
be accessed by clicking on the character's information area with the mouse
or by pressing the F1 - F5 keys for respective characters.

NOTE: Please refer to the manual for Game Play Icons and the options
available under each icon selection.


Saving Games

A game can be saved on the ground or in space by selecting the save option
from the game controls icon. If you are playing from a floppy disks, you will
be asked to insert your save game disk into a drive and type a name for the
save game file. If you are playing from a hard drive, you can simply type
the name of the save game.


Restoring Games

A saved game can be restored by selecting the restore game option from the
game controls icon.


Paragon Tech Support Line - 412/838.1173 - Mon-Fri 8am-5pm Eastern


BACKGROUND/INTRODUCTION

The Legend of the Ancients

About 500,000 years ago, the Droyne, an exotic
alien race of omnivore/gatherers, emerged as the most
dominant and intelligent species on the planet
Eskayloyt (meaning "Lost World"). The Droyne evolved
into an intelligent, gentle and peaceful race. The social
structure placed individuals in professions best suited to
their talents and needs; cooperation and trust were the
cornerstones of Droyne society. Each Droyne filled an
integral position in the social hierarchy, and the race, as
a whole, prospered.

For ages, historians and storytellers have written
about a legendary Droyne who - due to a mutation -
was born with an astounding level of intelligence.
While still in his youth, the brilliant Droyne mastered all
the scientific and philosophic wonders of his race. He
began searching for his purpose in life; he undertook
scientific experiments, designed arduous projects and
searched for a meaningful occupation that would
provide a sense of fulfillment. Although the brilliant
Droyne didn't pinpoint one specific area on which he
wanted to focus exclusively, he realized that the con-
tinuous search itself was his actual reward. He would
devote his life to the pursuit of knowledge; he would
experiment, philosophize, study and explore the limits
of consciousness.

When he decided that he needed manpower to
advance his experiments he took over his world and
put his race to work on avant-garde projects. Legend
states that when the inevitable tug of mortality began to
wear him down, he discovered a method of attaining
eternal life. When the mysteries of the starlit heavens
perplexed him, he constructed a powerful starship -
equipped with an advanced jump drive - and set out
to explore the mysteries of the universe.

When his vast knowledge transcended the abilities
of the Droyne race, he decided to father offspring who
could assist him with his mind-boggling projects. He
fathered twenty children, and each of those children
fathered twenty children of their own. He took the
name Grandfather, and became the leader of the race
that would become known as the Ancients.

For hundreds of years, Grandfather worked on a
variety of projects, assigning portions of each to his
children and grandchildren. The Ancients dispersed
throughout the universe in search of innovations and
secrets, and astounding new technology was often
created. Grandfather and his offspring kindled supeno-
vae, explored and mapped new worlds, experimented
with the genes of animals to create new species of
beings, constructed magnificent sites and developed
intriguing, and sometimes incomprehensible, tools,
objects and artifacts.

Each of Grandfather's children and grandchildren
was named a project leader and assigned specific tasks
by Grandfather; forces of Droynes were used for the
necessary physical labor. Ancient sites, constructed as
bases to support specific projects, were scattered
throughout the universe.

Grandfather discovered the Earth and, for a time,
toyed with the notion of replacing Droyne laborers
with humans. His human project was not entirely
successful; however, human laborers were unitized in a
few Ancient locations. Grandfather also experimented
with canines, genetically altering them with increased
intelligence levels, opposable thumbs and upright
postures. Later, he constructed highly advanced robots
that proved to be extremely helpful, despite the fact
that they were not as intelligent or resourceful as his
offspring.

Grandfather finally reached a point where he grew
tired, so he decided to enjoy a well-deserved rest. He
spent an extended period travelling through Droyne
territories, contemplating his accomplishments, plan-
ning for the future and relaxing.

After his recess, a rejuvenated Grandfather decided
to tackle his most ambitious project ever: the explora-
tion of unknown frontiers of existence. He summoned
His offspring and commanded them to help him with
his plans, but many of them were too preoccupied with
personal projects to obey Grandfather's orders. During
Grandfather's time away, many of his offspring devel-
oped a strong sense of independence.

Grandfather began his work independently, and
soon discovered that many of his children's experi-
ments interfered with his immediate plans. He ques-
tioned his decision to father offspring and, after deter-
mining that his decision was a mistake, grew,, deter-
mined to rectify the error; he devised an elaborate
campaign to eliminate his children and grandchildren.

Naturally, when Grandfather's offspring discovered
his plot, they resisted forcefully. The Ancients aban-
doned their intellectual quests and focused their bril-
liance on weapons of mass destruction. The war
between Grandfather and his offspring escalated into
the most cataclysmic struggle in history. In the wake of
the ruinous, High-tech war of the Ancients, entire
worlds were obliterated, and vast races - innocent
bystanders to the conflict - were, wiped out with
advanced weapons that were so powerful that they still
can't be fully comprehended.

After two thousand years of mass destruction,
Grandfather defeated his opposing factions and de-
stroyed all of his descendants (he kept extremely
careful count). The galaxy was somewhat worse for
wear, with many new asteroid belts and numerous
ravaged worlds.

Legend states that Grandfather disappeared shortly
after the war drew to its bloody conclusion. The
mystery of his disappearance has never been solved.
Some say that Grandfather was killed by a secret
survivor of his lineage; others believe that he commit-
ted suicide after his destructive actions became starkly
apparent to him. There are even those who say that
Grandfather never actually existed; that he was only a
mythical figure of fable.

After 300,000 years, the legend of the Ancients
persists. Even today, the ruins of the Ancients continue
to baffle experts. Mysterious and dazzling artifacts are
still unearthed at various Ancient sites that are spread
throughout regions of the Spinward Marches. Though
the origin of the Ancients remains a mystery, it is a fact
that the brilliant race that once ruled the galaxy destroyed
itself in an apocalyptic war. The proof is found
in the ruins of the Ancient sites, such as the one on the
planet Rhylanor.

It is here that your adventure begins. The Ancients
have remained silent for 300,000 years... until now.
Now, it's up to you to discover the secrets of the
Ancients.

The MegaTraveller Universe

The MegaTraveller universe is dominated by the
Imperium, a vast star-spanning empire which has ruled
the galaxy for more than a thousand years. This Third
Imperium is a human empire, encompassing more than
ten thousand star systems. There are star empires on
the fringes of the Imperial borders, but they are smaller
and less powerful than the Imperium. Some are human
empires; others are communities of aliens like the
canine Vargr, the warrior Aslan, or the multi-tentacled
Hivers.

But the imperium is the largest known interstellar
empire. It dominates all of explored space. its neigh-
bors are jealous - but respectful - of its power.

A Brief History of the Empires

There have been three Imperiums governing
inter-stellar territory.

The First Imperium

The Ziru Sirka (the Grand Empire of Stars) started
more than 9,000 years ago. It grew to absorb thousands
of star systems, and continued to grow until its govern-
ment could no longer handle the burden. In an effort to
make the government more easily manageable, The
First Imperium froze technology, making technological
innovation difficult, and even criminal. In the last
thousand years of its rule, the Ziru Sirka was in a
natural decline, eager to maintain the status quo rather
than seeking growth. It was thus encountered by
explorers from Terra (Earth) in 2096 AD.

In a series of wars between 2096 and 2299, the
Terran Space Navy fought the Ziru Sirka to a stand-still.
In the final battle, the Imperials collapsed and were
taken over by Terra, leading to The Second Imperium.

The Second Imperium

At first, the conquering Terrans wanted to loot the
conquered territories for their own personal wealth, but
this immediately proved to be impractical; the thou-
sands of Terran governors, installed on the conquered
planets to establish order, began to lose control as they
tried to maintain the existing structure amid great
confusion and strife. In a losing battle, the Rule of Man
(as Terra named its empire) tried, unsuccessfully, to
reverse the inevitable decline within its territory.

The Rule of Man failed, leading to the Long Night, a
dark age in which no central authority existed. Worlds
reverted to pre-starflight technology. Entire populations
of planets perished without the support of high tech-
nology from neighboring worlds. The Long Night lasted
more than a thousand years, leading to The Third
Imperium.

The Third Imperium

Ultimately, a small core of industrial worlds began
to evolve, re-discovering starflight technology and
opening communication tines with neighboring worlds.
A powerful industrialist named Cleon (later the fest
Emperor of the Third Imperium) directed the techno-
logical renaissance, creating a Scout Service to discover
new, unexplored worlds that could be added to his
growing community of planets.

The time was ripe for a new galaxy order. Star
systems clamored for inclusion in Cleon's growing
empire. Trade increased dramatically and The Third
Imperium grew with amazing speed. Within 500 years,
the Imperium had reached its current borders.

Progress did not come without conflict. During the
Third Imperium's first 1100 years, it suffered through a
terrible civil war, continuing frontier wars with the
neighboring Zhodani and Aslan, and an extended war
with the Solomani. Despite the difficulties, The Third
Imperium remains in power today.

The Imperial Government

The Imperium is a collection of worlds, each self-
governing and nominally independent. The Imperium
does not rule its thousands of worlds; it rules the space
between them, and so controls them and the dealings
between them. in essence, the Imperium controls trade
and commerce while providing protection against
pirates and invaders.

Two very different forces are the keys to the
imperium's control: the speed of communication, and
honor.

Communication is limited to the speed of the fastest
ships. Since the fastest ships in the empire can travel 6
parsecs per week (or about 300 parsecs per year), a
world 300 parsecs from Capital (the Imperium's Capital
world) is a year away, even on the fastest ship. Not
coincidentally, 300 parsecs is about the radius of the
Imperial border. Beyond that, the Imperium's
ability to exercise control breaks down.

Honor is the second element of the Imperium's
control. When instant communication is not available,
the Emperor must rely on the loyalty and trustworthy-
ness of his subjects. Consequently, centuries of tradition
have made honor a basic trait of the Imperial nobility.
Each noble, knight, baron, marquis, count, or duke
knows and believes that it is his own responsibility to
serve the Imperium honestly. That doesn't mean that
neighbors don't have petty squabbles, or selfish profit
motives. But each leader is loyal to the Imperium,
above all else. And that dedication to honor is what
holds the Imperium together.

Most citizens of the Imperium aspire to the nobility.
Though heroism or exemplary service, it is possible for
an ordinary citizen to be knighted, or ultimately reach
an even higher position in the chain of nobility.

The Future

The Imperium is a vast territory, rich in resources,
but difficult to rule completely. The imperium thrives
because of the great benefits that it provides its citizens
and member worlds. However, the benefits are not
free; hard work, imagination and loyalty are required to
be an Imperial citizen.

The Spinward Marches

In the early centuries of its existence, the Imperium
used a "link and brunch" system for exploring the stars,
contacting worlds and societies, and establishing
important bases along the ever-expanding frontier.
Links connected the older bases with the newer ones,
and became highways for trade and transport. Branches.
emanated from the various bases to touch the scattered
worlds that promised resources and markets. It was
only natural that the merchant and transport corpora-
tions should adopt these same links and branches in
their activities. From the main links, these corporations
(as well as the independent merchants and the settlers
looking for challenge or for a hand in their own des-
tiny) set out to the worlds farther off the mainstream-n.
Fertile worlds were settled, enterprising merchants
shipped goods to them and established markets.
Everyone prospered in the ever-expanding Imperium.

As the Scout Service explored regions beyond
current Imperial borders, it encountered obstacles. In
some cases, the Scouts met already established interstellar-
lar societies (the Vargr and the Aslan), or expanses of
low density space (the Greater and Lesser Rifts).

One basic link (and a highly successful one)
extended from Vland (seat of the First Imperium and
still an important trade center) spinward. Beyond Vland
was Corridor Sector, stretching between a spur of the
Great Rift and the Vargr Extents. Beyond Corridor was
Deneb, where the megacorporations established a
sprawling industrial complex. While the branches
opened up Corridor and Deneb, the Scout Service
forged links to the Spinward Marches.

Scout Service exploration from Deneb carried
survey cruisers through a relatively unpopulated region,
finally contacting an isolated confederation - the
Sword Worlds - and their neighbors beyond - The
Darrians. Naturally enough, with established societies at
the end of the links, they became major trade routes.
The territory on the very edge of the Imperium became
known as the Spinward Marches. Originally, the base
for commerce was Deneb, but as more and more
settlement took place, the focus moved spinward,
ultimately establishing itself at Mora.

Thus Mora, settled in the year 60, was the first
major Imperial establishment in the Spinward Marches.
Financed by Ling-Standard Products, Mora soon be-
came a thriving trade center, where new ships were
built, old ships were overhauled and manufacturers
produced a variety of goods. Mora was the gateway to
the Spinward Marches.

Mora proved an ideal and fortunate choice. The
system links hundreds of worlds with simple jump-1
connections. This Spinward Main allowed free traders
to ply the space lanes in search of new markets, new
worlds, and new customers. Often they carried settlers
to the more promising worlds, and then supplied them
with vital off-world goods in return for metals, minerals,
ores, precious woods, and rare foods and spices, as
well as artifacts of various cultures.

Even as the Imperial links were prospering, the
branches grew on their own. Two major branches grew
in the spinward marches, each following the Spinward
Main. One branch worked its way rimward through the
Sword Worlds, while the other crept coreward into
unexplored space.

The rimward branch extended through a portion of
the Sword Worlds at their sufferance, and settlement
was greatly inhibited until alternative routes into the
area were opened from the Deneb sector.

Early on, the coreward branch reached Regina, and
that system was settled by the year 75 (only fifteen
years after the first Imperial settlements in the Marches).
Regina's dominion grew over several worlds, and it
soon became a common destination for traders. By the
year 250, Regina had been incorporated into the
Imperium along with six neighboring worlds. By the
year 300, the number of Imperial worlds in the cluster
had grown to 17. Naturally, the branch heading to
Regina became well-travelled; settlement soon fol-
lowed.

Elsewhere, parts of the Spinward Marches, off the
Spinward Main, remained backwaters. Their relative
lack of accessibility restricted the number of ships that
could call on them, which in turn kept them from
developing at the same pace as the other worlds of the
Marches. Even today, these worlds, settled by people
intent on separation or privacy, are second-class plan-
ets.

Today, the Spinward Marches contains 440 worlds.
The total population of the sector is approximately 388
billion.

Introduction to the Main Scenario

In MegaTraveller 2: Quest for the Ancients, you
create five characters, male or female, with a variety of
attributes and skills. After your characters are generated,
you are asked to choose a leader of your group. The
introductory sequence of the game is centered around
your lead character.

The introductory sequence is actually viewed from
a video tape monitor. You were recording highlights of
your vacation on the planet Rhylanor, filming the nuns
of the famous Ancient site that has been a local tourist
attraction for centuries. As you recorded the tour,
Mervin, the tour guide, explained that the purpose of
the Ancient site has always perplexed experts; no one
is sure what the Ancients had in n-mind when they
constructed the mountainous structure. As the tour
continued, the Ancient site mysteriously sprang to life,
the ground shook furiously, machines began activating
and a bizarre slime began pouring from a complex
series of pipes that snaked out across the entire inner
structure. Pandemonium broke loose, and your tour
group fled to safer ground. Your camera caught the
shadowy figures of two mysterious figures fleeing
hurriedly from the structure. You didn't recognize them
from your tour group. Could they have something to
do with this strange and inexplicable occurrence?

After the video concludes, a news flash, detailing
the crisis, appears on the screen. Reports indicate that
the slime. The pouring from the Ancient site is highly toxic
and is killing everything in its path. The Duke of
Rhylanor and the Imperial Government have offered a
half-billion credit reward for anyone who can stop the
flow of the poisonous slime and save the planet
Rhylanor from ultimate destruction.

You call your friends to your hotel suite to show
them your film. The female of the introduction shows
your characters gathered around the monitor. You issue
the challenge to your party: to save the planet Rhylanor
and share the most substantial reward ever offered by
the Imperium.

Your adventure begins outside the hotel in the
Rhylanor Startown. So begins an amazing journey that
will carry you through the universe to the secrets of the
Ancients. It's up to you and your friends to stop the
Ancient site and save the planet Rhylanor before it is
submerged in deadly slime.


Character Generation


1. Introduction

MegaTraveller 2.. Quest for the Ancients features the
most sophisticated and advanced character generation
system ever developed for a computer role-playing
adventure. You can decide a character's strengths and
weaknesses by choosing a set of basic attributes that
you wish to develop. As well, you're personally respon-
sible for enlisting your characters in a variety of services
and careers that help develop their skills and personall-
ties.

The MegaTraveller 2 character generator is simple
to use, but extremely detailed so that you have the
power to mold your characters into likenesses of your
choosing. This is extremely important in a role-playing
environment because your characters will undoubtedly
grow to mean more to you than just a picture with a name.
This character generation system lets you tailor
characters who are truly your alter-egos.

In your spare time, you may want to generate
characters and add them to your character pool. if one
of your characters perishes during your adventure, you
can replace him with a fresh recruit from your character
pool (at recruiting centers). The stronger your character
pool, the better the chances of finding the type of
recruit who will best serve your party. It isn't mandatory
to generate extra characters; the character pool
already has several pre-generated characters to choose
from.

The character generator also lets you select levels of
complexity and detail. You can generate characters
with advanced careers or basic careers; you can have
total control over the development process or let the
computer handle some steps for you. You can even
bypass the entire character generation system itself and
let the computer generate characters for you. And, for
those few who want nothing to do with character
generation, you can immediately get into the game with
a pregenerated party of characters. How involved you
want to get in the character generation process is
entirely up to you.

Lastly, the MegaTraveller 2 character generator
allows you to develop characters for the actual pen-
and-pencil role-playing game. Though some skills may
not be necessary to the computer game, they've been
left in for those individuals who want to create charac-
ters for MegaTraveller role-playing.

2. Selecting from

Throughout the character generation process, you
are asked to select options from lists shown on the
screen. Notice that the first option in a list is high-
lighted, and that by scrolling through lists, the highlight
moves from option to option. You can scroll through
the lists with the Up and Down Arrow keys on the
keyboard, or you can use a joystick or a mouse (your
Technical Supplement provides detailed instructions).
Press the <Enter> key, left mouse button or joystick fire
button to make a selection from a list. To abort select-
ing, press the <Escape> key, the right mouse button or
button 2 on the joystick.

Additionally, you can choose a list option by
pressing the first letter of its name on the keyboard. If
there is more than one choice starting with the same
letter, repeatedly strike that letter on the keyboard until
the choice you want is highlighted, then press the
<Enter> key to make the selection. The <Home> and
<End> keys take you to the beginning and end of the
list respectively.

In the description of the lists, all possible selections
are described. The only selections that will appear on
the screen, however, are the relevant ones. For ex-
ample, the Add To Party selection will not appear if
there is no one in the character pool or if the party
already contains five characters.

3. Opening Menu

The Opening Menu in the character generation
program allows you to:

1. Start New Game
Lets you create characters, define a party and begin
a new game from the beginning.

2. Continue Old Game
Lets you restore a previously saved game.

3. Get Started Quick
Immediately thrusts you into the game with a party
of pregenerated characters.

4. Return to DOS
Lets you exit the program and return to DOS.

4. New Game Menu

After you've selected option 1, Start New Game,
from the opening menu, the New Game menu offers
the following choices:

1. Use My Party Disk
Lets you develop characters for your party disk after
you've created one (see option 2, next).

2. Create Party Disk
Lets you create a party disk - for characters to be
saved to - when you initially play the game for the
first time. Note: it's not necessary to create a party
disk if you plan to use default char-acters (see option
3, next).

3. Use Default Characters
Provides a pool of pregenerated characters that you
can create a party with. Note: you cannot save
characters that you create in the default pool.

4. Use Current Pool
This option is simply a stop-gap measure in case
you've created characters and forgot to save them.

5. Main Party Disk Menu

After you've selected Option I - Use My Party
Disk - from the Start New Game Menu, the Main Party
Disk Menu appears. The options are:

1. Create New Character
Lets you begin the character generation process.

2. Save Character Pool
Allows you to save the current character pool with
any additions that you may have just then added.

3. Options
Permits you to set levels of complexity and detail.
After this option is selected you can scroll through
the options and make changes. When Options is
selected, a list appears saying:

o Basic Characters
o Less control
o Manual Character Generation
o Casual.

To change these settings, scroll through the list
until the option you wish to change is highlighted
and press the <Enter> key (or mouse or joystick
button). The option will automatically change to
the opposite effect.

The various options are:

A) Basic Characters or Advanced Characters
Lets you develop basic characters or characters
with advanced careers. Note: there is no reason
to develop characters with advanced careers for
the computer game. Advanced careers are strictly
for those who wish to develop characters for use
in the pen-and-pencil role-playing game.

B) Less Control or More Control
Less Control lets the computer make random
selections of skills for your characters when
certain skill tables appear. More Control permits
you to select each specific skill that your charac-
ter possesses. The computer makes no random
selections. Players who wish to adhere to the
actual MegaTraveller rules should set this option
for Less Control.

C) Manual Character Generation or Computer
Generates Character
Lets you generate characters manually, or lets the
computer develop the characters randomly.

D) Casual or Hasty
Casual features all of the fading and blinking
effects, and hasty. bypasses fades and blinks for
faster character generation.

4. Delete Character From Pool
Lets you to scroll through your character pool and
remove a specific character.

5. View Character
Permits you to view a previously created character.
Select a character from the pool list to view his
inf-ormation sheet, picture, attributes, UPP, skills,
credits and homeworld.

6. Print Character
Lets you print out a character's skills and attributes
for use in the pen-and-pencil, version of
Mega Traveller or for your reference during game
play.

Add to Party
Allows you to select characters from the character
pool for your party of five. You must initially begin
the adventure with five characters. After you've
selected a character for the party, he is removed
from the pool list and placed in the party. When
you've selected a party, you are asked if you wish to
save the party before beginning the game.

8. Play Game
Allows you to begin the game after you've created a
party of characters.

9. Remove from Party
Lets you remove an individual from a party of
characters.

6. Creating New Characters

When you select option 1 - Create New Character
- from the Main Party Disk Menu, you are asked what
type of character you want to develop: Human or
Vargr. There are differences between the two species,
but some Vargr skills may prove very useful to your
party.



Vargrs

The Vargrs are an intelligent race resulting
from genetic manipulation of Terran canines.
Vargrs are bipedal carnivores with hands like
those of humans. Many other characteristics vary
between Vargrs of different ethnic groups.
Tail, fur color and muzzle length, for in-
stance, all vary widely among individuals. Eye
color and posture also differ significantly.

Vargrs have the same senses as humans, but their
sensory faculties are typically more acute. The senses of
smell, hearing and sight are sharper.

Differences between Vargr
and Human Character Generation

Although physical differences - increased dexterity
and reduced strength and endurance - are immedi-
ately apparent, the greatest change to character
generation for Vargrs entails their emphasis on Cha-
risma. Charisma is the Vargrs' sixth basic attribute,
whereas 'Social Standing is Humans' sixth attribute.
Charisma reflects how well respected a Vargr is, com-
pared to other VARGRS.

Also, because of the vacillating nature of this race, a
Vargr character is free to re-enlist in a new service after
he has mustered out of the service he most recently
served in. Human characters do not enjoy this benefit.

After you select either Human or Vargr, you are
asked if you want the character to be male or female.
After this selection is made, a set of basic attributes
appear on a bar graph. The bar graph shows the
median level and the particular average for that set of
attributes. Attributes range from 1 to 15 for both Hu-
mans and VARGRS, with two exceptions for VARGRS: a
Vargr's charisma has no limit, and a Vargr's dexterity
level can reach 16. The initial values generally range
from 2-12, with some exceptions for VARGRS. The basic
attributes are:

Strength
Strength (STR) refers to the character's muscular
power. The higher a character's strength, the more
effective physical tasks can be accomplished-
Strength also deten-nines the amount of weight a
character can carry without being encumbered and
slowed. Most of the tasks requiring physical
strength are combat related.

Dexterity
Dexterity (DEX) involves a character's physical
coordination or ability to perform detailed tasks. A
character with a high dexterity rating is more likely
to complete actions in a timely manner than a
character with a low dexterity rating.

Endurance
Endurance (END) refers to a character's physical
stamina and ability to continue performing demand-
ing activities over an extended period. A character's
endurance is critical in combat. The higher the
endurance level, the more damage a character can
withstand. Endurance also affects a character's rate
of oxygen consumption when he is travelling on
the surface of a non-atmospheric world (vacuum
world) or any environment requiring the use of
oxygen apparatus.

Intelligence
Intelligence (INT) is a char-acter's knowledge and
ability to apply logic or arrive at competent conclu-
sions. Intelligence also helps determ-ine how a
character responds when caged upon to solve
problems. Intelligence helps determine the number
of skills a character can obtain during character
generation.

Education
Education (EDU) represents the amount of formal
and informal training a character has received.
Along with intelligence, a character's education
plays an integral part in determining the number of
skills a character can learn and use at any one time.
The higher an individual's education rating, the
more skills he can acquire and apply in various
situations.

Social Standing (for Humans)
Social Standing (SCC) signifies a character's status
in society. This social hierarchy is often based on
career rank, wealth, achievement and the standing
of the character's family. individuals with a high
social standing are accustomed to a much higher
standard of living, and in most cases aren't skilled at
negotiating and bargaining. Also, social standing
affects the way an individual is treated by others.

Charisma (for VARGRS)
The VARGRS are naturally gregarious; they desire
prominence among their peers. The Charisma skill
(CHA) helps VARGRS reach their main goal: prestige
and acceptance within their communities. Charisma
skills affect a character's eloquence. High charisma
also allows a character to be a better bargainer,
trader, interviewer and linguist. Because the Vargr
work so diligently at being accepted, they are
usually very likeable individuals who command
respect and friendship. Initial charisma ranges from
1 to 6.

To the left of the attributes bar graph is a list of
careers that the character would be best suited for,
based on the particular attributes shown. The most
highly recommended career is highlighted in the list.

If you want to develop a character based on the
attributes shown, move the highlight to Yes. After Yes
is selected, you will notice the character information
area in the top right hand comer of the screen. If you
select No, a new set of attributes appears.


Universal Personality Profile

At the top is the character's Universal Personality
Profile (UPP). The UPP represents the character's basic
attributes in this order: STR, DEX, END, INT, EDU, SOC
for Humans / CHA for Vargr. The UPP uses hexadeci-
mal numbers from 1 to 15 (16 for Vargr DEX), with 1 as
the lowest rating. Numbers from 10 to 15 are repre-
sented by letters (A represents 10, F represents 15).

Next is a list of the player's basic attribute numbers
in common Arabic numerals.

Also, the current Term that the character is serving
is displayed with the character's Age, Sex, species type
(Human or Vargr) and Credits (money). The character's
Hits Value is also listed. The Hits Value - the amount
of damage a character can endure before becoming
unconscious or being killed - is based on the sum of
the character's STR, END and DEX scores. The number
before the slash is the number of hits required to
render the character unconscious; the number after the
slash is the number of additional hits required to kin
the character.

Next is the character's Service, Rank, Homeworld
and any Items that the character acquired during the
mustering out process of character generation.

After you select a set of attributes, you are asked to
select a homeworld. The homeworld effects the careers
a character can enlist in, as well as the initial skills the
character starts out with. You can select:

* Named World
* Detailed World
* Random World
* Same as Last Time.

A) Named World
Lets you select a world from one of the four
subsectors in the game (Rhylanor, Regina, Lanth
or Aramis). After you select a subsector, a list of
worlds in that area is displayed with the Universal
World Profile (UWT) for each planet.

The UWP refers to the physical characteristics of a
world. Like the UPP, ah numbers are hexadeci-
mal. In a hexadecimal system, the numbers 10
through 15 are represented by the letters A
through F, respectively. The numbers in the UWP
refer to, in order, Starport, Size, Atmosphere,
Hydrosphere, Population, Government, Law Level
and Tech Level, Please refer to the charts in the
Handy Reference for Game Play section to find
a detailed explanation of what each number in
the UWP represents.

Scroll through the list of worlds to select the
homeworld of your choice.

B) Detailed World
Allows you to create your homeworld by typing
in a UWP. You are also asked to name the
homeworld you have created.

C) Random World
Selects a random homeworld from one of the
four subsectors for your character.

D) Same as Last Time
Lets you pick the same homeworld as you
selected for your last character.



7. Selecting a Service or Career

After a homeworld for your character is selected,
you are asked to select a service or career for him/her
from a list on the screen. The service lists are based on
the character's attributes and his/her homeworld. You
may have noticed that the recommended careers that
appeared earlier are not on this list. If this happens it is
because the homeworld of your character does not
offer that service or career type. For example, a sailor
can't come from a world with little or no water. After
you select a service or career, you will learn if your
character is accepted or rejected. if your character is
rejected, you will be submitted to a military draft.

The various services - for Humans and VARGRS -
are:

Human Careers

* Army
An Army officer is a member of the planetary
armed fighting forces. Soldiers deal with world
surface actions, baffles, and campaigns. They may
also serve as mercenaries for hire. An-ny charac-
tears must come from a world with a tech code of
Pre-Stellar+.

Barbarian
A rugged individual from a primitive world.
Barbarians are accustomed to hardship and are
well versed in wilderness and survival situations.
Barbarians must come from a world with a tech
code of Pre-ind

Belter
An individual who prospects and mines asteroid
belts in search of mineral deposits, artifacts, or
salvageable materials. Being a belter is a difficult
and dangerous career, calling for individuals who
are highly self-reliant, competent and determined.
Belters must come from a world with a tech-code
of Early Stellar+.

Bureaucrat
An individual in a government organization, or in
a management or executive capacity. Bureaucrats
are often well versed in the administrative and
economic aspects of commerce. Bureaucrats must
come from a world with a population of Mod
Pop+ and a law code of Low Law+. Bureaucrats
may not voluntarily muster out or retire.

Diplomat
A member of the foreign service of a government.
Diplomats may gain valuable interpersonal
abilities and academic knowledge during their
careers. Diplomats must come from a world with
a tech code of Indust+ and a law code of Low
Law+.

Doctor
A trained individual with a medical practice.
Doctors know and understand the art and science
of medical diagnosis and treatment. Doctors must
come from a world with a tech code of Indust+.

Flyer
A member of the Close Orbit and Airspace
Control Command (the Air Force) of a world.
Flyers patrol the world from the atmosphere and
from orbit, monitor traffic to and from the world,
and protect the world from hostile spacecraft.

Flyers must come from a world with a tech code
of Indust+, a population of Mod Pop+, and an
atmosphere of Thin+

Hunter
An individual who tracks and hunts animals for
sport or profit. Hunters often become knowledge-
able about the less urban aspects of alien worlds.
Hunters can come from any world with an
atmosphere of Thin+.

Law Enforcer
A member of the law enforcement branch of a
world's government. Law enforcers typically have
good investigative skills, and they tend to be
familiar with the unsavory aspects of society. Law
enforcers must come from a world with a tech
code of indust.+.

* Marines
Members of the armed fighting forces carried
aboard starships. Marines deal with piracy and
boarding actions in space, defend the starports
and bases belonging to the Navy, and supple-
ment other ground forces. Marines must come
from a world with a tech code of Pre-Stellar+.

* Merchant
An individual engaged in commercial enterprises.
Merchants may crew the ships of the large trading
corporations, or they may work for the indepen-
dent free traders that carry chance cargos and
passengers between worlds. Merchants can
engage in every activity from plodding and
conventional commerce to quasi-legal actions and
outright violations of the law (such as smuggling).
Merchants must come from a world with a tech
code of Early Stellar+.

* Navy
This term refers to members of the interstellar
space Navy, which has taken on the duty of
patrolling space between the stars. The Navy has
the responsibility of protecting society from
lawless elements in the interstellar trade channels.
The Navy also serves to protect society from
foreign powers. Navy characters must come from
a world that has a tech code of Pre-Stellar+.

Noble
A noble is a member of society's upper class.
Nobles typically perform few consistent functions
throughout their lives. Nobles most often have
large amounts of ready money available to spend,
or they may possess useful influence in high
places. Nobles have no homeworld skill limita-
tions, but must have a SOC level of 10+.

Pirate
An individual crew member of an interplanetary
or interstellar vessel who makes a living attacking,
hijacking or plundering commerce. Pirates tend to
be rugged individuals who depend heavily on
their cunning and skill, and a degree of luck, to
net their livelihood. Pirates must come from a
world with a tech code of Early Stellar+.

Rogue
A member of the criminal element. Rogues, as a
matter of course, are familiar with the rougher
and more illegal methods of accomplishing tasks.
Rogues tend to be good at circumventing the law,
which, unfortunately, also makes them somewhat
likely to be wanted criminals on one or more
worlds, Rogues must come from a world with a
tech code of Indust.+.

Sailor
A member of the Nautical Force Command (the
wet navy) of a world. Sailors patrol a worlds
hydrosphere, monitor traffic upon it, and protect
those travelling the seaways from being preyed
upon by lawless elements. Sailors must come
from a world with a hydrographics of Wet+.

Scientist
An individual who has been trained in the tech-
nological or research sciences. Scientists conduct
scientific investigations into materials, situations
and phenomena. Scientists must come from a
world with a tech code of Pre-Stellar+.

* Scout
A member of the exploratory service. Scouts
spend a large portion of their time exploring new
areas, mapping and surveying known or newly
discovered areas, and maintaining the communi-
cations ships that carry important information and
messages between the many worlds of the
galaxy. Scouts must come from a world with a
tech code of Early Stellar+.

* The asterisk denotes careers for which advanced
careers can be developed for use in the pen-and-pencil
role-playing version of Megatraveller. Advanced careers
have no use in the computer game.

Vargr Careers

Administrator
A business individual who is well versed in the
organizational and economic aspects of com-
merce. An administrator must come from a world
with a population of Mod Pop+ and a law code
Of LOW law+.

Aristocrat
An influential individual with a relatively high
charisma. An aristocrat often has large amounts of
ready cash, or may have useful influence with
those in power. An aristocrat character has no
homeworld skill limitations, but must have a
Charisma level of 10+.

Barbarian
Same as Human barbarian.

Belter
Same as Human belter.

Corsair
A member of an independent armed fighting
band including both space transport and ground
troops. A corsair band operates as bands of
pirates and mercenaries. They sometimes find
temporary employment with governments, but
they seldom possess a permanent home. A corsair
must come from a world with an Early Stellar+
tech code.

Doctor
Same as Human doctor.

Emissary
An individual bargainer or arbitrator employed by
a Vargr government or other concern. The
fragmentary nature of Vargr society insures a
need for intermediaries who can help resolve
disputes. Such individuals must come from a
world with an industrial+ tech code and a Low+
law level.

Explorer
An individual who spends a large part of his time
exploring other star systems and worlds, often as
a part of an organized team. An explorer must
come from a world with a tech code of Early
Stellar+.

Hunter
Same as Human hunter.

Law Enforcer
Same as Human law enforcer.

Leader
A charismatic individual in a management or
executive capacity within a Vargr government,
organization or group. A leader has useful influ-
ence, interpersonal abilities and stature among
other Vargr. A leader must come from a world
with a tech code of Indust+.

Loner
A self-reliant Vargr who works alone. A loner
may be an independent adventurer or may
perform some other function. A loner must come
from an Early Stellar+ world.

Merchant
Same as Human merchant.

Mitia
A member of a local armed fighting force. A
member of the militia deals with minor actions
planetary surfaces, large baffles and extended
campaigns. Some ex-militia soldiers go on t
mercenary work. A militia character must come
from a world with a Pre-Stellar+ tech code.

Navy
Same as Human navy.

Raider
A member of a local armed fighting force carried
aboard starships. A raider fights corsair pirates by
performing boarding actions in space, defends
starports and local navy bases, and supplements
soldier ground forces. A raider character must
come from a world with a Pre-Stellar+ tech code.

Rogue
Same as Human rogue.

Scientist
Same as Human scientist.

Please refer to the LTWP explanations in the
Handy Reference for Game Play section to deter-
mine if your character's homeworld fits the criteria for a
certain career.



8. Assigning Skills

The MegaTraveller 2 character generator allows a
character to gain many skills. Skills are the most impor-
tant part of a character because they determine the
probability of performing a task or action. Some skills
are task-specific, but many skills can be applied to a
variety of situations. Each skill begins at zero, represent-
ing an untrained basic working knowledge. As skills
increase, the corresponding number also increases. The
greater the skill level, the more successful a character
will be when attempting a related task. The skill level is
always displayed after the name of the specific skill.

Example: Navigation 2 indicates that the character
has a skill level of 2 in Navigation.


 

Skills: Basic and Cascade

There are two categories of skills in Megatraveller.
basic skills and cascade skills. Basic skills pertain to the
general ability of a character to perform a certain task.
Cascade skills are a general category and offer the
character an opportunity to gain a specialized skill The
following are examples of both types of skills.

Basic Skill: Bribery

Cascade Skill: Exploratory (you can pick from:)
Pilot
Sensor Ops
Survey
Survival
Vacc Suit
Vehicle.

After your character is enlisted in a service, skill
development begins. After a term is successfully com-
pleted (a term lasts four years), a character can select a
specific number of skills. The number of skills that you
can select after a term is related to the quality of the
service performed during that term; commissions,
promotions and special duty assignments are all re-
warded with extra skills. If the character receives
acclamations that will be rewarded with extra skills,
you are notified on the screen.

The maximum number of skills that a character can
possess at one time is determined by the sum of the
character's INT and EDU attributes: INT + EDU
maximum # of skills.

You will have several opportunities during the
remainder of the character generation process to
increase many basic attribute scores. However, once
the character generation process is completed, a
character's abilities are, for the most part, set. Some
skills can be increased by repeated use of the skill, by
training at a starport facility (which is expensive and
time consuming), or through contact with an NPC (non-
player character).

You are likely to enjoy MegaTraveller 2 more if you
create characters with differing characteristics and
career backgrounds. This allows you a greater likeli-
hood of overcoming the many varied obstacles the
game presents.

Although there are 135 total skills in the character
generator, not all of them are necessary for this com-
puter game. The non-essential skills have been left in
the character generator for three reasons. First, the skill
system in the character generator is the basis for the
pen-and-pencil role-playing version of MegaTraveller.
Some skills are not necessary to solve the computer
adventure, but they were left in for completeness.
Second, the non-essential skills were also kept for those
who wish to develop characters for Traveller role-
playing adventures. This compatibility would not exist
if skills were eliminated for the sake of the computer
game. Third, some skills that are not necessary in the
MegaTraveller 2 computer game may come in handy
for future Mega Traveller computer adventures. This is
useful if you are planning to use the same characters in
future MegaTraveller computer games.

Following is a list of the skits that are used in this
computer game, A detailed description of each of these
skills and where they best apply can be found in the
Handy Reference for Game Play section.



Skills that can he used to Complete MegaTraveller 2

Academic (Cascade) Exploratory (Cascade)
Admin Pilot
History Sensor Ops
linguistics Survey
Persuasion Vacc Suit
Science Vehicle
+1 Education Forensic
Admin Forgery
Advanced combat rifle Fusion gun
Artisan Gambling
Assault rifle Gauss rifle
ATV Grav vehicle
Auto rifle Grenadelauncher
Battle dress Gun combat (Cascade)
Blade combat (Cascade) Energy Weapons
Large Blade Handgun
Small Blade laser weapons
Body pistol Rifleman
Brawling Sub-machine gun
Bribery Gunnery (Cascade)
Broadsword Turret Weapons
Broker Hand combat (Cascade)
Carbine Blade Combat
Carousing Brawling
Combat rifleman +1 Endurance
Communications + 1 Strength
Computer Handgun
Dagger Heavy Weapons
Demolitions History
Disguise Inborn (Cascade)
Economic (Cascade) Artisan
Admin Carousing
Broker Instruction
Legal jack-Of-All-Trades
Trader Leader
Electronics Interpersonal (Cascade)
Energy Weapons Admin
Engineering Interview
Environ (Cascade) Liason
Stealth Interrogation
Interview
Intrusion
jack-of-all-trades Space combat(Cascade)
Large blade Gunnery
Laser pistol Sensor Ops
Laser rifle Tactics
Laser weapons Space tech (Cascade)
Leader Communications
Legal Computer
Liaison Engineering
light assault gun Vacc Suit
linguistics Special combat(Cascade)
Mechanical Battle Dress
Medical Combat Rifleman
Mental (Cascade) Demolition
+1 Intelligence Heavy Weapons
+1 Education Stealth
Naval architect Zero-G Environ
Navigation Stealth
Persuasion Streetwise
Physical (Cascade) Sub-machine gun
+1 Dexterity Survey
+1 Endurance Sword
+ 1 Strength Tactics
Pilot Technical (Cascade)
Pistol Communications (Commo)
Plasma gun Computer
Recruiting Electronics
Revolver Sensor Ops
Rifle Trader
Rifleman Turret Weapons
Science (Cascade) Vacc suit
Medical Vehicle (Cascade)
Senor ops Grav Vehicle
Ship's boat Ship's Boat
Small blade Vice (Cascade)
Snub pistol Bribery
Space (Cascade) Disguise
Engineering Forgery
Navigation Gambling
Pilot Intrusion
Sensor Ops Streetwise
Ship's Boat Zero-G environ
Vacc Suit

Skills NOT needed to complete MegaTraveller 2


Aircraft Cutlass
Animal handling Early firearms
Archaic weapons Equestrian
Autocannon Field artillery
Axe Fleet tactics
Battle axe Foil
Bayonet Forward observer
Biology Genetics
Blowgun Grav belt
Bola Gravities
Boomerang Guard/hunting beasts
Bow Halberd
Chemistrystry Hand axe
Combat engineering Helicopter
Crossbow Herding
Cudgel High-energy weapons
Hovercraft Prop-driven aircraft
Hunting Prospecting
Instruction Recon
jet-propelled aircraft Robotops
Large watercraft Robotics
Lighter-than-air craft Screens
Machine gun Ship tactics
Mass drivers Sling
Meson guns Small watercraft
Mortars and howitzers Spear
Neural pistol Spinal weapons
Neural &le Steward
Neural weapons Survival
Physics Tracked vehicle
Pike VRF gauss gun
Polearm Wheeled Vehicle


Characters are given a set of default skills based on
the career in which they are enlisted. For example,
most military services have default skills for certain
weapons, since weapons training is initially taught to all
soldiers.

9. Advanced Skill Tables

When a human character's edution (EDU) at-
tribute is 8 or greater, the character can choose skills
from an Advanced Education Table (AET). The AET
offers specialized skills that aren't available to less
educated individuals.

Similarly, Vargr characters with a charisma (CHA)
attribute of 8 or greater can benefit by selecting skins
from a High Charisma Table (HCT-0. The HCT offers
unique charisma skills that will improve a Vargr's
interpersonal communications.

10. Mustering Out

There comes a time when a character's career ends,
whether by force or by personal choice. At that point, a
character can take his valuable skills and training and
set out to brave the Traveller universe.

After a term of service is successfully completed, a
character can either re-enlist or muster out. Sometimes,
a character may be forced to muster out due to poor
performance or an injury; at other times a character
may be forced to stay in a service for an additional
term.

Only Vargr characters can re-enlist in a new service
after they've mustered out of a previous one.

When a character musters out, he receives benefits
for his services. The benefits come from one of two
categories: the cash table or the benefits table. A
character gets one choice from these tables for every
term of service, and an additional choice is given for
every two promotions or acclamations. For example, if
a character served five terms in the army, and was
promoted to the rank of General (rank 6), e would
receive five benefits for the number of terms served,
and an additional three benefits for moving through the
ranks, for a total of eight benefits.

A character cannot draw from the cash table more
than three times. Benefits vary, depending on the
career that your character has been in. Here is a list of
every benefit that is offered in the mustering out
process, but remember that not all these benefits are
offered for every career.

Weapons
The character can select weapons. The weapons
that the character can use most effectively are
highlighted,

Passages (Low, Middle and High)
Passages are tickets for interplanetary travel if you
dont own a ship. High Passage is a first class ticket
to travel aboard a starship. You have extensive
cargo space and service from a ship's steward.
Middle Passage is a coach class ticket, where you
have less cargo space and no steward service. With
a Low Passage ticket, you are frozen for the journey
and stored in the cargo bay until you arrive at your
destination.

TAS Membership
The Traveller's Aid Society offers free access to
information about worlds or systems to its mem-
bers. At times, the information is crucial and can
benefit travellers greatly.

Forensic Kit
A kit that helps a character uncover evidence at a
site or a scene of a crime.

Medical Instruments
A medical kit that can be used for first-aid pur-
poses.

Hand Computer
A small, portable computer for calculations.

Miscellaneous Trinkets
A gold watch, letter of marque and service
medallion are symbols of long and devoted service.

Ships
Some services reward characters with a scout ship
or a trader when they muster out. If you receive the
Starship benefit, you have the choice of selecting a
scout ship or a trader.

11. Retirement Pay

The total number of terms that a character serves in
the military determines the amount of credits he re-
ceives as yearly retirement pay. A character becomes
eligible for retirement pay after five terms of military
service. After leaving the military, eligible characters
receive 2000 Imperial credits for each term of service.

Retirement pay is issued monthly, and is automati-
cally deposited into your character's account.

12. Aging

For each term spent in the service, a character ages
four years. As a character grows older, the physical
burdens of strenuous careers begin to take their toll. A
character's STR, END and DEX abilities decrease with
age. At a much later age, a character's INT ability also
slowly decreases. A character may even die of old age
if you continue to re-enlist him in a service. Your
doctor will recommend that your character leave the
service when old age can end his life.

13. Naming a Character and Selecting a Face

After your character is fully developed, you are
asked to give him/her a name. There is a special
keypress that will name the character for you. Please
see the Technical Supplement that came packaged with
your game for the Create Name for Character Key. As
well, you can select a face for him/her from the pool of
character faces. There is an ample number of faces -
male and female, Human and Vargr - to select from.

14. Choosing from a Character Pool

MegaTraveller 2 gives you the option of choosing
pregenerated characters if you don't want to go
through the character generation procedure, or if you
want to become familiar with the rest of the game
before generating your characters.

In addition, you can save characters in the character
pool, If one of your original characters is killed, you
can recruit new members for your party in various
cities. New characters that are recruited will come
directly from your character pool, so you may want to
develop a wide range of characters with diverse skills
and backgrounds.

After you have selected a party from the character
pool, you are asked what character you want to control
as the leader. The character that you select will be the
leader of your adventure. Other characters will report
directly to your leader.

Generation Summary

1. Select whether the character is Human or Vargr, male or female.
2. A set of basic attributes is chosen for the character. The attributes
can be recalculated until a desired set is displayed.
3. Select a homeworld for the character.
4. Select a career or service for your character. Default skills for that
career are added to the character's list of basic skills.
5. You are told whether the character received any commissions, promotions
or acclamations for the term being served. Based upon this information,
the character is given an appropriate number of selections from the
skill tables.
6. If a character has more skills than the sum of his intelligence (INT) and
education (EDU) attribute scores, he must edit his skill fists. This
occurs as skills are added.
7. After a term is served, the character can re-enlist or muster out; the
character may also be forced to muster out or continue for another term.
8. When a character leaves a career he is permitted to make selections from
the cash or benefits table. No more than three choices can be made from
the cash table.
9. Once a character is fully developed, you must name him/her and select a
face for the character. You can press a key to generate a name immediately
- see Technical Supplement.
10. After a party of characters is comprised, you must pick the lead character.


On the Ground

1. Introduction

Throughout your adventures in the Spinward
Marches, you have the opportunity to visit other
worlds. Some of these planets contain abundant green
vegetation and high populations, while others have
harsh environments such as scorching deserts, glacial
terrain or no atmosphere. Refer to the Handy Refer-
ence for Game Play section for a look at each world.

You will also encounter many unique individuals
on your journey. Some of the people you encounter are
barbaric and uncivilized, while others are members of
sophisticated, high-tech societies. As you guide your
group of travellers you will meet new friends willing to
help you along the way; some will offer ways to
acquire more Imperial credits; others will share impor-
tant information to further the plot. At times, an indi-
vidual may ask you to perform a task, for which he
promises a reward.

However, not everyone in the Mega Traveller
universe is friendly. There are villainous characters in
the game, so be on constant guard. Some of these
individuals include felonious interstellar pirates, merce-
naries and hit men. Although combat is by no means
the main emphasis of the game, there are times when,
as a last resort, you are forced to stand up and fight.

While exploring planetary surfaces, all action takes
place on three game screens: the Overhead Interface
Screen, the Inside Locations Screens (stores, casinos,
etc.) and the Character Sheets.



2. The Overhead Interface Screen

All of the ground exploration and combat action takes place on the
Overhead Interface Screen.

A) Character Information
The top portion of the screen consists of five
blocks which represent the character's in your party.
If your party consists of less than five characters,
some character blocks remain empty. The names of
the five characters appear in different colors over
their pictures. The characters are represented on the overhead
map by icons in the same colors as their names.
When you equip your characters with protective armor and headgear,
the pictures of the characters change; the armor or
headgear is actually placed on the characters.
There are two bars next to each character picture.
The first bar (the blue bar) represents the
character's oxygen supply. As oxygen is consumed,
the blue bar decreases. The second bar (the red
bar) corresponds to the character's life force (hits
value). when physical damage is suffered, the bar
decreases accordingly. The life force bar is inter-
sected by a white line. When the bar is reduced
below the white line, the character becomes
unconscious. If the bar disappears completely, the
character dies.

B) Overhead View Screen
The overhead view screen consists of a top-down
representation of the planet that your party is
exploring. You can change the perspective of the
view depending on the level of detail at which you
want to play the game (see Zooming In and Zoom-
ing Out).

During planetary exploration, your party is
represented by individual icons for each member of
the party. The level of detail varies depending on if
you are zoomed in or zoomed out. For example,
when you zoom out to the farthest level, your
characters are represented by tiny pixels; if you're
zoomed in closer, your characters are shown in
more detail. Each character's icon is represented in
a color that corresponds to the color of the
character's name, which appears above the charac-
ter block at the top of the screen. Your party can be
moved in any direction with a keyboard, mouse or
joystick.

As you explore cities, you will notice a variety of
non-player characters (NPCS) moving throughout
the area. The NPCs vary in color. White NPC icons
are simply citizens who have nothing really to offer
your party in way of assistance or advice. Green
NPCs have something to do with the game,
whether they pertain to the main scenario or one of
the many sub-plots. Red NPCs are characters that
your party has recognized as hostile and dangerous.
All important NPCs remain green until your party is
within visual range of them. it's best to be careful. If
your party recognizes an NPC as an enemy, the
NPC changes in color from green to red. You must
respect the law level and the safety of innocent
citizens. If you carelessly shoot everyone and
everything around you, your party will find itself
drowning in a sea of angry red NPCS, hungry for
revenge.

When an important NPC (whether red or green) is encountered
by your party, and you select the Converse option from
the Communication Icon (see Icons, below), an overlay window
appears with the name of the character, a picture of him/her, and a text
message.


C) Planet, City, Building or Object Name
This small window contains the name of the
planet you are currently exploring. When you are
inside a city, the city name appears. When you
enter a building, the building name appears, and
when you are using a special object, its name
appears.

D) Terrain, City, Building or Special Object Picture
This window contains a terrain picture of the
planet you are exploring. When you are inside a
city the view changes and a city picture appears.
When you enter a building, the building picture
appears, and when you are using a special object,
such as a scout survey box or an ancient artifact, a
picture is shown.

E) Day Number
This window displays the day number from the
time your adventure began.

F) Ground Icons
The entire game is controlled with icons. After an
icon is selected the icon portion of the screen is
replaced by options for the icon that you selected.
The icons are:

Hand Icon - The Hand icon is used when you come across objects or
wish to search an area for objects. When the
Hand icon is selected, the following options appear:

Drop - Lets you discard items you no
longer wish to use. You are asked
which character wants to drop an item.
After you select a character you will see
a list of items on an overlay window.
Scroll through the list and select the
item you wish to drop. You may also
drop items directly from a character's
sheet (see Character Sheet).

Take - Lets you take an item that you
have discovered on the ground. You
are asked which character wants to take
the item. Select the character from an
overlay window and the object will be
added to his inventory.

Use - You are asked which character
wants to use an item. After you select
the character from an overlay window,
you must scroll through his list of
objects and select the item that you
want him to use. You may also use
items directly from a character's sheet
(see Character Sheet).

Search - After this option is selected, one
of your characters will speak up and
report if there are any objects nearby.
This is especially useful if you are
staying the game from the zoom out
position.

Combat Icon - The Combat icon is used for all battles that your
party faces on the ground. All combat is operated from the
Combat icon. The combat options that appear are:

Target - Lets you target an enemy (or
enemies) with crosshairs. Yon are asked
to move the crosshairs to the enemy (or
enemies) and press the <Enter> Key (or
joystick or mouse button).

Reserve - Lets you select characters that
you don't want to engage in combat.
Characters that you reserve will head
for the nearest cover when the battle
begins.

Attack - After an enemy has been targeted
and you have reserved any characters
you want to keep out of the action,
select attack to begin a battle. Combat
will be based on the characters physical
and weapons skills and the skills and
weapons of their opponent(s). Remem-
ber, your characters must be using the
weapons that they want to utilize in
combat. When a weapon runs out of
ammunition, it will automatically reload
if you have ammunition in your inven-
tory. If you're out of ammunition, you
could be a sitting duck. Refer to the
Weapons Guide in the Handy Reference
for Game Play Section to read
detailed descriptions of weapons and
their penetration and damage factors.

React -- When react is on, your characters
automatically react when they are taken
by surprise by firing back at the
opponent(s) shooting at them. When
React is Off, you have to manually
target your opponents.

Flee -- Flee lets your party escape from the
attack of enemies. Your characters
automatically flee to a safe area, away
from enemy fire.

Globe Icon - The Globe icon lets you change the game play perspective,
identify NPCs and locations that you come across and enter
and exit vehicles that you rent. The Globe options are:

Zoom In- Lets you change the perspective
from a wider overhead view to a more
narrow one, thus allowing you to view
an area in greater detail. The entire
game could be played from a zoomed
in perspective.

Zoom Out - Changes the perspective from
a Small view to a wider view, thus
allowing you to see more of the sur-
rounding area without actually having
to move your party. This is useful when
you want to examine an area for
enemies. It's much more difficult to be
taken by surprise when you can see a
vast area around your characters.

Identify - One of your characters provides
a brief description of what is in front of
your party. Obviously, the character's
intelligence reflects the detail of the
description. Identify is also useful when
you encounter a green NPC on the
map. By selecting identify, one of your
characters will tell you who the NPC is,
so that you don't have to stop every
NPC around you.

Enter Vehicle or Leave Vehicle - Let's your
party enter a vehicle if they have rented
one or leave a vehicle if they are
returning one, or getting out to explore
an area or region. You must be stand-
ing on, or next to, the vehicle to enter
it.

Interact Icon - Lets you talk to NPCs in the
game and lets you change your party leader. The Interact
options are:

Hail - When Hail is selected, one of your
characters shouts to an NPC. Depend-
ing on whether the character is a friend
or a foe, the character will either stop or
run away. By using the Hail option, you
will not be forced to try to run down
NPCs, who are constantly moving
about.

Converse - When your party is standing
next to an NPC, and converse is se-
lected, the NPC speaks to you from an
overlay window. A picture of the
character appears along with his name
and his text message to your party.

Give to NPC - When this option is se-
lected, you are asked what character
wants to give the NPC an item. After
your selection, an overlay window with
your character's inventory appears.
Scroll through the list and select the
item you want to give the NPC.

Buy from NPC - Lets you buy something,
an object or information, from an NPC.
You are asked who will pay. Select one
of your characters or your party account.
However, some NPCs will not accept
credit, so you won't be able to
pay them from your party account.

Bribe - Lets you bribe an NPC for informa-
tion. After you select bribe, you are
asked how much you want to offer for
the bribe. Select the amount. Depend-
ing on your character's bribery skill the
attempt may or may not work. All
bribes must be made with cash.

Threaten - Some characters may be
unwilling to talk to your party. If you
think that they are holding back impor-
tant information, you can threaten them
with this option. Of course, it helps if
you have a physically intimidating
character with a high strength level.

Interrogate - If you've cornered an enemy
NPC and you want to discover his
motives, the interrogate option is very
useful, one of your characters must be
physically intimidating with high
interrogation and persuasion skills if the
interrogation is to be successful.

Change Leader - Let's you change the
leader of your party to another character.

Game Controls Icon- The Game Controls icon lets
you handle all game play options. The
options are:

Save - Lets you save a game that you've been playing.

Restore - Lets you restore a previously saved game.

Quit - Permits you to exit the game and return to DOS.

Sound - Lets you toggle sound effects and music on and off.

PAL System - Lets you turn on the PAL override messages on and off.

Help - Sometimes you may find yourself a
little confused during the course of your
adventure. If you select the Help option,
one or more of your characters will
offer some advice about what to do
next in your adventure. But remember, ,
if you don't have an intelligent member
of your party, the advice will probably
not amount to much.


3. The Character Sheet

At any time during the game you can access detailed
character sheets for each of your characters
either by clicking on the character's block with the
mouse or by pressing the F1 through F5 key (each key
represents one of the characters; F1 represents the
character in the lead position, etc.).

The character sheet contains the following information:

A) Character's Picture
B) Character's Name
C) Character's Service Symbol (if military)
D) TAS Symbol (if the character is a member of
the Traveller's Aid Society)
E) The Weapon the Character is Currently Using
F) The Character's Sex
G) The Character's Species (Human or Vargr,)
H) The Character's Life Force Value (Hit Points)
1) The Character's Credits
J) The Character's Age
K) The Character's UPP
L) The Character's Six Attributes
M) The Character's Skills List
N) The Character's Inventory

There are also four options on the character sheet.
They are:

Examine
Lets you scroll through the inventory list and
select an object to examine. The character will
provide a description of the item you select. Levels
of detail for the objects description may vary
depending on the character's intelligence and skills.

Exchange
Exchange allows you to take an object from the
inventory of one character and add it to the inven-
tory of another. Select the object(s) you want to
exchange. Next, select Exchange and then desig-
nate the character to whom you want to give the
object(s). Select the character you want to exchange
with and the object(s) is immediately added to the
receiving character's inventory.

Use *
Lets you scroll through the character's inventory
list and select an item for him to use. If you are
using a weapon, it is displayed next to the
character's picture. Other items in use will be
highlighted in the inventory list. Remember, how
well a character uses an item depends on his
specific skills.

Drop *
Lets you drop an item. Scroll through the
character's inventory list and select the item that
you want to drop.

* These options can also be selected from the Hand
icon on the main interface screen.

4. Vehicles

There are times when travelling on foot is impos-
sible, highly dangerous or just too time consuming. In
most cases, you can rent a vehicle. There are two types
of vehicles to be rented: a tracked ATV (All Terrain
Vehicle) or a Grav Vehicle (flying hovercraft).

When you rent a vehicle and select the Enter
Vehicle option from the Globe icon, your five charac-
ters will be represented by a single vehicle icon. Move
the vehicle in the same manner that you would move
the party. The vehicle must be returned to the small
square pavement outside a vehicle rental location.
When the vehicle is returned and you select the leave
Vehicle option from the Globe icon, your party will be
back on foot.

Please refer to the Handy Reference for Game
Play section for detailed descriptions of an ATV and a
Grav Vehicle.

5. Life Support Systems

Some of the worlds that can be explored have a
breathable atmosphere, very similar to Earth's. A
breathable atmosphere eliminates the need for protec-
tive suits and breathing apparatus.

Other worlds have a variety of atmospheres which
will not support human life. With the invention of
engineered survival equipment, man can live in these
harsh environments.

Vacuums are the most difficult environments to
survive in. To enter a vacuum environment, a character
must have some form of protective suit with proper
breathing equipment. Failure to wear the proper
equipment results in a very unpleasant death. See
Armor and Protective Suits in the Handy Reference
for Game Play section.

Exotic, corrosive or insidious atmospheres also
require protective suits. In these atmospheres, it is vital
to keep track of your characters' oxygen supplies. A
lack of attention to oxygen supply will surely lead to
death. Don't let your party wander farther than their
oxygen supplies can carry them. Oxygen tanks are
essential objects to purchase in the game.

The rate at which a character uses his oxygen
supply is dependent on three factors: 1) the higher a
character's END the slower the rate of oxygen con-
sumption, 2) oxygen use increases for all characters
during combat because of high stress and physical
exertion, 3) Skill in Vacc Suit (or Battle Dress) reduces
oxygen consumption.

Thin or tainted atmospheres require a helmet or
respirator with a filter. If the proper equipment is not
worn, physical damage is gradually suffered, eventually
resulting in death.

Please refer to the Planet lists and the description of
the UWP in the Handy Reference for Game Play
section to determine the atmosphere of a world that
you are going to visit.

6. Healing injuries

A character can sustain bodily damage in a number
of ways. When a character is injured, it is vital that he
receive medical attention to heal the physical damage
sustained. There are three methods for healing a
character. They are:

A) Medical Kits
A medical kit in the hands of a medically skilled
character can stop an injury from getting worse.
Medical kits are mainly used to keep a character
alive until you can get him to a hospital. When a
medical kit is used up, you must replace it with a
new one. In untrained hands, using a med kit can
actually make things worse, so be sure that the
person using the kit is medically skilled.

B) Hospitals
Hospitals are the best way to fully heal a charac-
ter, but it is also cosily and time consuming. Some
of the uncivilized worlds in the game do not have
hospitals, so it's best to be careful.

C) Starship Sick Bay
Each starship is equipped with a medical station.
If a medically skilled character is in the sick bay, he
can heal injured characters. Although a character
may not be able to be completely healed until he
gets to a hospital, the sick bay can heal a portion of
the damage and keep the injured character alive.

7. Buildings

During your party's travels, you'll be searching for
certain locations in cities. Most of the essential buddings
are strategically located so that you do not have to
wander aimlessly. However, some buildings may be in
less populated outskirts of cities and require explora-
tion to discover.

Some buildings or caves don't have interior light
sources. In these cases, an electric torch or lantern is
necessary. Also, some doors may be reinforced so that
unwanted intruders cannot gain entrance. A demolition
charge can sometimes destroy a door. You may also be
forced to excavate an area; digging tools are required to
excavate.

Many building locations are handled specially, with
a specific set of options. These buildings are:

Vehicle Rental
Where you can rent a Grav
Vehicle or an ATV.

Bank Machine
Where you can withdraw,
deposit, pool money and make
an inquiry.

Casino
Where you can gamble in
games of chance including slots,
craps and blackjack.

Monorail Station (white)
Where you can get a monorail
ticket to another city on the
planet that you are on.

Airport (red)
Where you can buy airplane
tickets to another city on the
planet that you are on.

Scout Base (green)
Ex-members of the Scouts can
access computer services, buy
ship supplies and fuel, and accept
surveying jobs.

Naval Base (blue)
Ex-members of the Navy can
access computer data and buy
ship supplies and fuel.



Hypermarket
A general store where you can
purchase a variety of supplies,
weapons, armor and ammunition.

Shipyard (blue)
Where you can refuel and
repair your starship, as well as
buy weapons and supplies for it.
The shipyard is also the place
where you can purchase your
own starship.

Hospital
Where you can heal injured
characters.

Customs
On some planets with restrictive
law levels, customs checkpoints
are set up to search visitor's for
illegal objects and weapons. If
you are carrying illegal items, they
are confiscated until you return to
the starport.

Recruiting Center
Where you can recruit new, characters and train your charac-
ters in specific areas to increase their skills.

Starport Ticket Office
Where you can book passage to another world and buy tickets for
your characters if you don't have your own ship.

Police Station
If one or more of your characters has been arrested, you can go
to a police station and post bail. You can also check arrest war-
rants to see if any rewards are being offered.

Trade and Commerce Warehouse
Where you can buy and sell cargo. It's a good idea to pay
attention to library information, TAS information and rumors; they
will sometimes give trade and commerce hints. Strategy is
important to being a profitable trader. Pay attention to where
cargo can be bought inexpensively and sold for a profit.

TAS
The Traveller's Aid Society let's you access computer data and
buy passage to other worlds. TAS members receive one free High
Passage ticket every two months.

Library
Where you can research topics of interest for a small fee.

Travel Agent
Where you can buy a monorail or aircraft ticket to another city on
the world that you are visiting.

Government Office (yellow)
There is a special government office in the Rhylanor Startown
where you can apply for rewards.

Hotel
A place where important people might be staying.

Tavern
A gathering place where you can sometimes pick up useful
information or stumble onto sub-plots,

Apartment Building
A place of residence for various characters.

University (blue/white)
An academic institution staffed by various experts.

Follow the on-screen instructions for each of these
locations.

The tech levels of worlds vary. On more primitive
worlds, you will not have the same options as you
would on a high tech level world. Refer to the Planets
and their UWPs in The Handy Reference for Game
Play section. The buildings, objects to purchase and
NPCs are reflective of the time period and tech level of


In Space

1. introduction

Between your visits to various worlds within the
Traveller universe, you will spend time travelling the
interstellar spaceways. These vast regions of space are
traversed by far traders shipping cargo between worlds,
Imperial fleet vessels protecting the interests of the
Imperium, megacorporation vessels, and dreaded
pirates who prey on defenseless cargo ships. In the
Traveller universe, the spaceways are futuristic high-
ways to other worlds.

In Mega Traveller 2, space travel can be accom-
plished in two ways: either by your own personal
starship or by commercial passage aboard an interstellar
liner.

2. Travelling by interstellar Liner

If you're not fortunate enough to have obtained
your own starship, you can travel the spaceways on a
commercial passenger liner. You can purchase tickets
at a starport ticket office or a TAS location on the
planet. Destinations, arrival and departure times can all
be viewed when purchasing tickets. Guide your party,
with their tickets, to the starport on the day of depar-
ture.

At ticket locations, you will be able to purchase
High, Middle and Low Passage. High Passage is a first
class ticket, complete with steward service. Middle
Passage is a coach class ticket. With a Low Passage
ticket, you are frozen for your journey and placed in
the cargo bay. There may be side effects from travelling
with a Low Passage ticket, and it is not recommended.

After you board the ship, you will view a travel
screen and immediately arrive at your destination. Time
will have passed accordingly.

3. Travelling by Starship

If one of your characters has his own starship or
you buy a starship after your adventure has begun, you
can travel the spaceways in a much more convenient
and exciting way. When you board your starship at a
starport, your characters will automatically volunteer to
take the crew stations for which they are most quali-
fied. The six stations aboard a starship are:

Pilot
Responsible for taking off, landing and flying the
ship.

Navigator
Responsible for plotting courses and destinations
and handling jumps.

Engineer
Responsible For monitoring and repairing damage
to the vehicle.

Medic
Responsible for manning the sick bay and healing
injured characters.

Gunner I
Responsible for manning the main weapons
turret.

Gunner 2
Responsible for manning the secondary weapons
turret.

Of course, you are able to override your characters
and place them in other stations, but most of the time
your characters know where they belong.

Considering that you have only five characters (or
less) in your party and six stations to man, you may
have to reassign characters to other stations often. For
example, if none of your characters is sick, you could
move your medic to another station if he is qualified to
be there.

Ships that you can purchase vary in price as well as
in technical sophistication. Analyze the ship that you
are planning to purchase so that you can make sure it
has everything you need (appropriate jump drive, fuel
scoops and purification plant, etc.).

A) Character Information
The character information remains the same as it
did for ground exploration and combat. Please refer
to the On the Ground section above for character
block information.

B) View Screen
The view screen varies during space travel and
combat. When your characters board the ship you
will view them moving to the stations for which
they have volunteered. After you've plotted a
course, the view changes and you see the ship
taking off from a bridge-level window view. In
flight, the view changes back to overhead. During
combat sequences the screen changes to an over-
head view of your ship and any enemy ship(s),
During landing, the view changes to a bridge-level
window view until you are safely on the ground.

There is no Zoom in/Zoom Out option because it
does not pertain to space travel and combat.

C) System Name
The name of the system that you are currently in
appears in this small window.

D) Travel Information
This window will keep you informed if you are
proceeding to a gas giant or are at a gas giant and
ready to refuel, if you are proceeding to the jump
point or are ready to jump, or if you are en route to
the main planet in the system or are in orbit and
ready to land. There is also a fuel gauge that lets
you know if you have enough fuel for a jump or
not.

E) Day Number
This window displays the day number from the
time your adventure began.

F) Space Icons
All space travel and combat is handled through
on-screen icons. They are:

Ship Icon - The Ship icon lets you control your six
stations, store objects and exit the ship. After the
Ship icon is selected, the following options appear:

Stations - Enables you to reassign charac-
ters to different stations. Select the
character you want to move and place
him in the station you want him to
occupy. You can also view the station
and receive a report on its status.

Bridge - Lets you choose a destination.
From the Bridge option you can plot a
course to:

A) Gas Giant - By selecting gas giant,
your pilot will guide the ship to the
have fuel scoops and a purification
plant).

B) Jump Point - Your pilot will take
you to the nearest jump point so
that you can jump to a new system.

Jump Travel

Distances between worlds in the MegaTraveller uni-
verse are inherently great. Two adjacent systems are
actually over three light years apart, meaning that light
takes over 3 years to travel between them.

To enable travel from one star system to another,
MegaTraveller permits "jump space" travel, wherein a
starship passes from point A in ordinary space, through
a section of alternate space, to arrive at point B in
ordinary space jump space makes it possible to complete
what would normally be a thousand-year journey in
only one week.

Misjumps

Sometimes a jump goes wrong. Catastrophic failures
destroy the ship and its crew. Other failures can destroy
a drive or send a ship in the wrong direction. Some
misjumps reduce a jump-6 to a mere jump-1, or convert
a jump-1 into jump-10, 20 or higher.

C) Main Planet - When you've jumped
to a new system, you should select
Main Planet so that your pilot can
guide you to the world.

The Bridge options may change,
depending on your location. If
you've plotted a course for a gas
giant and arrived there, the option
changes from Gas Giant to Refuel.
When you select Refuel, the ship
will skim the surface of the gas
giant and refuel, provided you have
fuel scoops and a purification plant.

If you are at the jump Point the option
changes to Jump. A list of systems
to which you can jump, based on
your jump drive capacity, will
appear. Select the system to which
you want to travel; the navigator
will handle the actual jump.
If you are in orbit of the Main Planet,
the option changes to Land. Select it
and you will be asked where you
want to land. You can select the
starport (if the planet has one) or
you can pinpoint a location where
you want to land on an overhead
map of the world. After you've
determined where you want to
land, your ship will descend to the
planet's surface.
Medical - If you have a character who is
medically skilled manning the sick bay,
you can send an injured character to
him for an examination. The medic will
report on the characters condition. If
the character is seriously injured, the
medic will recommend that the charac-
ter be checked into the sick bay. The
skill level of the medic in sick bay will
determine how much of the character's
injuries can be healed without going to
a hospital.

Engineering - The character who is
manning the engineering station will
report on any damages that the ship has
suffered. The engineer will fix as much
damage as he can with his engineering
skill. Some of the more extensive
damage that is suffered can not be fixed
unless you are at a well-equipped
shipyard.

Ship's Locker - The ship's locker is the
place where your characters can store
items in their inventories before exiting
the ship and journeying to the planet
outside. You are able to place items in
the ship's locker and retrieve them
whenever you want. You can also
examine the locker at any time to see
what items are currently inside.

Exit Ship - Lets you leave the ship and
venture onto the planet. Before leaving,
you can designate one or more charac-
ters to stay behind. This is useful if you
have a character who is recuperating
from injuries. The character you desig-
nated to be the leader must leave the
ship since he is the leader of the other
characters.

Combat Icon- The Combat icon
controls all of the space battles your
ship faces. The space combat
options that appear are:

Target - When your pilot informs you that there is an
enemy vessel in the vicinity, and you
select the Target option, the overhead
view of the ship is replaced by an
overhead space picture where you see
a small representation of your ship and
the enemy vessel(s). You are asked to
move the crosshairs to the enemy (or
enemies) and press the <Enter> key (or
the joystick or mouse button).

Attack - if you have a character in the
Gun I Station, you can attack after
you've targeted your opponent. If you
have two skilled gunners in the turret
positions, your chances of success are
far greater. The actual weapons with
which you can equip your ship are also
very important. Refer to the Handy
Reference for Game Play section for
details on ship weapons. You will see
the result of the space battle on the
outside overhead map, If you've dis-
abled a ship you have the option of
boarding and taking the ship's cargo or
destroying the ship completely

React - As with ground combat, when
React is on, your characters automati-
cally react when they are taken by
surprise by firing back at the enemy
ship that is shooting at them. When
React is off, you will have to target your
attackers manually.

Flee - Flee lets your plot attempt to
escape from the attack. If the pilot is
successful, your ship will flee to a safe
area, away from enemy fire.

Mayday - Lets you send out a distress call.
A ship may or may not come to your
aid.

Converse Icon - The Converse icon lets
you communicate with the captains of other ships in
your immediate vicinity and gather important data on
the main world in the star system that you are travelling in.
You can also select a new leader for your
party from the Converse icon. The Converse icon options are:

Hail - When Hail is selected, the pilot will
make contact with the other ship. An
overlay window appears and the
Captain of the ship will give you a
message. Important information can be
obtained from NPCs in space.

World Info - When World Info is selected,
the character with the best communica-
tions skill provides data on the main
world in that system. The world's UWP
is displayed along with any special
information regarding that planet. Refer
to the Handy Reference for Game
Play section for UWP descriptions.

Change Leader - Lets you change leaders
in your party.

Game Controls Icon - The Game Controls icon controls the
following game play options:

Save - Lets you save a game that you've
been playing.

Restore - Lets you restore a previously
saved game.

Quit - Permits you to exit the game and
return to DOS.

Sound - Lets you toggle sound effects and
music on and off.

PAL System - Lets you turn the PAL
override messages on and off.

Help - Sometimes you may find yourself a
little confused during the course of your
adventure. If you select the help option,
one or more of your characters will
offer some advice about what to do
next in your adventure. But remember,
if you don't have an intelligent member
of your party, the advice will probably
not amount to much.


5. Ships

While travelling through each system, your ship will
encounter a number of other ships. There are eight
classes of ships in Mega Traveller 2. All of the ships,
including your own, will be one of the following types:

Scout/Courier
One of the most common starships within the
Imperium is the tested and proven Scout/Courier.
This sleek, simple, lightly manned and highly maneu-
verable ship is commonly used for exploration and
survey duties.

 

System Defense Boat
The term boat means a non-starship, whether a
ship's boat or a defense boat. Because non-
starships can allocate more tonnage to power plants
and weaponry, they can usually defeat a starship of
equal size. System Defense Boats usually protect
primary worlds from stations in orbit. They are very
maneuverable and can strike when least expected.

Far Trader
The Far Trader is the basic ship involved in trade.
A Far Trader's primary purpose is to deliver cargo
in and between systems. To defend against sus-
pected pirate raids, all trading ships are built with at
least one hardpoint for the installation of weapon
systems.

Cargo Liner
With a 3000-ton hull, the Cargo Liner is a main-
route cargo vessel employed in freight transporta-
tion activities throughout the Imperium. The Cargo
Liner has a cargo capacity of 1259 tons; it requires a
crew of 15 and can carry up to 10 passengers.

Passenger Liner
Using a 1000-ton hull, the Passenger Liner is a
main-route passenger transport serving much of the
Imperium. Built sturdily and intended to last in
service for decades, the Passenger Liner has 50
staterooms and six emergency low passage berths.
The ship normally carries 24 high passage and 12
middle passage passengers.

Close Escort
Close Escorts patrol the spaceways, protecting
ships from pirates. Whether they are flying in
routine patrols in the hope of catching pirates, or in
convoys with other ships, the Close Escort is an
ideal small craft for the protection of merchant
traffic.

Pinnace
Plying the lanes between planets are the small
craft which run errands, make small deliveries, and
generally do much of the dirty work that the larger
craft can't or won't do. The Pinnace can carry eight
passengers and has a cargo hold for 10 tons.

Ship's Boat
The Ship's Boat is a small vessel ordinarily carried
aboard a larger ship to perform odd jobs and minor
operations. A Ship's Boat is incapable of interstellar
flight; it masses 30 tons.

Please refer to the Handy Reference for Game
Play section for a detailed look at each of these ships;
statistical data, pictures and a more detailed description
of the functions of the ships appear in that section.

6. Piracy

Pirating is a bold option for illegally obtaining cargo
from free traders and megacorporation ships. The
stolen cargo can then be sold at a trade and commerce
center for a profit.

Piracy, however, can be a very risky and dangerous
profession. The more you pirate a megacorporation's
ships, the more protective vessels it will assign to
subsequent trading expeditions. And remember, your
ship may also be the target of other pirate ships. Be on
the lookout; it would be a devastating loss if you just
left a planet with a load of valuable cargo, only to have
it stolen by pirates.

In order to pirate a ship, you must be able to dock
with it, and that can only occur when you've rendered
a ship defenseless during combat. If you successfully
dock with a ship, the overhead view changes to a
graphic display of the disabled ship's cargo hold. You
can take the cargo from the ship - as long as you
have available space in the cargo hold of your ship.

7. Subsectors and Systems

Mega Traveller 2 takes place in four subsectors of
the Spinward Marches: Rhylanor, Regina, Lanth and
Ararnis. Each of these subsectors contains a number of
worlds that you can visit. The adventure spans 117
worlds, each with its own unique aspects. There are
varying numbers of cities on each planet. Some worlds
are completely desolate, with no cities, while other
worlds may have as many as nine large population
centers.

Throughout your adventure, you will receive hints
about where to go next. These hints may be obtained
during library research, from contact with other charac-
ters or from TAS rumors. Refer to the Handy Refer-
ence for Game Play section of this manual. Each
subsector is broken down, and each world and its cities
are listed. There are also maps of the subsectors.

All pertinent information concerning the subsectors,
worlds and cities is contained in the reference section.

The PAL System

The PAL system refers to the method in which your
characters volunteer for the services and tasks that they
are best suited for, based on their attributes and skills.
The PAL system is named for the friendship and cama-
raderie that exists between you and your characters.
Your characters are your pals, and many of their
responses to you throughout the game reflect unity and
the bond of friendship. At the beginning of the adventure
you select one of your party members as your
leader. You may decide to change leaders during the
course of the game; this option is required if your
leader is injured, becomes unconscious or dies.

The other characters take orders only from you
through your lead character.

PAL messages appear whenever your team is faced
with a task to perform. The character who has the best
chance of successfully completing that task, based on
his skills, will volunteer to perform the task. For ex-
ample, if you are ready to enter a casino, the character
with the best gambling skill might say something like,
"I didn't win the intergalactic blackjack championship
for nothing. I can win us some money."

The PAL system was implemented so that you
wouldn't have to shuffle characters each time a task
needed to be performed. But the PAL system does not
rely on a character's skills alone, intelligence is another
critical factor in PAL responses. A character who is
unskilled at a task, but is highly intelligent may be able
to successfully complete the task, whereas a character
with a low intelligence and a low skill level stands little
or no chance at performing a given task.

A character with a high intelligence and no skill
level might say something like, "I'm no expert in
interrogation, but I'll try to fake it. I think I can pull it
off." Based on the character's intelligence, he may
succeed at interrogating a prisoner. On the other hand
a character with a low intelligence and no skill level
might say, "I don't know what questions to ask. It's
hopeless." Intelligence is a very important factor in
determining whether a character successfully performs
a task.

You have the ability to override your characters
when they volunteer for tasks (except when PAL
messages are toggled off). You have the power to
assign any character to a task. But remember, your
characters know what their strengths and weaknesses
are; it's usually best to listen to them.

Under the Game Controls icon, you can turn the
PAL messages on and off. If you turn off the PAL
messages, the character who is best qualified to per-
form a task will automatically do it.

PAL messages appear throughout the game, in both
ground and space sequences. Some of the tasks for
which your characters will volunteer to take responsi-
bility include bribing, threatening, interrogating, bar-
gaining, recruiting, trading, gambling, fighting, piloting,
engineering, administering medical care, conversing,
and driving vehicles.


-------- HANDY REFERENCE FOR GAME PLAY --------


Reading the Universal Personality Profile

The Universal Personality Profile (UPP) summarizes
a character's attributes as a sequence of six hexadeci-
mal numbers (O to F). Mega Traveller uses a hexadeci-
mal numbering system for virtually all calculations and
determinations. Numbers zero through 9 are repre-
sented by numerals, but numbers 10 through 15 are
represented by the letters A through F respectively.
Thus a character with a STR of B actually has a strength
rating of 11. The highest number in the Mega Traveller 2
hexadecimal system is F, which represents 15.
The Attributes, in order, are
Strength (STR)
Dexterity (DEX)
Endurance (END)
Intelligence (INT)
Education (EDU)
Social Standing (SOC) for Humans / Charisma
(CHA) for Vargrs.

A character with a UPP of 777777 is average in
every respect. A character with a UPP of A47CD8 is
stronger than average (A); is not very dexterous (4); has
average endurance (-17); is very intelligent (C); is ex-
tremely well educated (D). If the character is a human,
he has a slightly above average social standing; if the
character is a Vargr he has an above average charisma
level.

Skills

Here is a list of skills that are useful in
MegaTraveller 2. A short description of the skill follows
each heading.

Admin: The individual has experience with bureau-
cratic agencies and understands the requirements
of dealing with and managing them. Also, Admin
skill helps your character in the trading process.

Advanced Combat Rifle: The individual can use the
advanced combat rifle.

Artisan: The individual has skill and experience
creating objects and artifacts. The skill may be
used to duplicate objects and works of art, either
legally or illegally. When used illegally, artisan
skill is similar to Forgery, but applies to objects or
works of art instead of documents. The Artisan
skill also helps an individual find hidden objects;
a skilled Artisan can also determine an object's
authenticity.

Assault Rifle: The individual can use the assault rifle,
a basic soldier's weapon.

ATV: The individual can operate, use and maintain
an all-terrain vehicle.

Auto rifle: The character can use the auto rifle, a
basic soldier's weapon.

Battle Dress: The individual can operate battle dress
the most highly advanced military armor available.

Body Pistol: The individual can use the body pistol.

Brawling: The individual is skilled in hand-to-hand
combat, and can fight without weapons or with
typical improvised weapons such as clubs.

Bribery: The individual has had experience in bribing
officials in order to circumvent regulations or
ignore cumbersome laws.

Broadsword: The individual can use the broadsword,
a long, heavy sword.

Broker: The character is skilled in the marketing of
goods, and he understands the business of
buying and selling.

Carbine: The individual knows how to use the
carbine, a short, easy-to-carry rifle.

Carousing: The individual is a gregarious and sociable
individual who is well adapted to meeting
and mingling with strangers in unfamiliar sur-
roundings, A good carouser is at home in taverns,
and can usually acquire valuable information
from patrons in the establishment.

Combat Rifleman: The individual has been trained in
the use of modern combat rifles, and includes
skill in standard rifle, advanced combat rifle,
assault rifle, carbine and gauss rifle.

Communications: The character is trained in the use,
repair and maintenance of communications
devices. Communications skill is also very worth-
while on starships when trying to gather world
information and attempting to contact other
vessels.

Computer: The person is skilled in the operation of
electronic and fiber optic computers (both
ground and ship models). The person can also
use a computer to retrieve data that is freely
available.

Dagger (Weapon): The individual can use a dagger
as a weapon.

Demolitions: The person is experienced in the proper
handling, placement and efficient use of explosives.

Disguise: The individual is experienced in modifying
his mannerisms and appearance to avoid being
recognized.

Electronics: The person has skill in the use, operation
and repair of electronic devices. The person is
considered handy in his field, with the equivalent
of a green thumb.

Energy Weapons (Includes Fusion and Plasma Gun):
The individual is familiar with a variety of military
energy weapons.

Engineering: The character can operate and maintain
a starship and fix damage suffered during space
travel and combat.

Forensic: The individual is skilled at gathering and
interpreting evidence at the scene cf a crime or
accident. A forensic kit is most often required. A
character who has forensic skill can pick up hints
and clues more easily than others.

Forgery: The individual has developed some skill at
faking documents and papers for the purpose of
deceiving officials, banks or patrons.

Fusion Gun (Weapon): The individual can use a
fusion gun as a weapon.

Gambling: The individual is well-informed concern-
ing games of chance, and is wise in how to play
them.

Gauss Rifle (Weapon): The individual can use a gauss
rifle as a weapon.

Grav Vehicle: The individual can drive all types of
Grav Vehicles effectively. Grav Vehicles will
travel faster if the pilot is skilled in flying them.

Grenade Launcher (Weapon): The individual can fire
a grenade launcher with proficiency.

Handgun: The individual can fire handguns accu-
rately.

Heavy Weapons (Includes Grenade Launcher and
Light Assault Gun): The character can effectively
use heavy weapons.

History: The individual has a broad knowledge of
history and he also understands research tech-
niques that are useful in gathering details on
people, places and events.

Interrogation: The individual knows the psychological
art of interrogation. The individual will be
able to extract more information from a subject
than is normally possible.

Interview: The character is skilled in conversing with
others on an individual basis. The character's
knowledge of psychology, body language and
oral communications allows him to draw others
out, making the person being interviewed more
apt to be open.

Intrusion: The individual has experience in clandes-
tine methods of acquiring goods that belong to
others. An individual with intrusion skill can pick
locks, open locked doors and pick pockets.

Jack-Of-All-Trades: The individual is proven capable
of handling a wide variety of situations and is
resourceful at finding solutions and remedies.

Large Blade (Weapon): The individual is skilled in
the use of large end weapons including, the
broadsword.

Laser Pistol (Weapon): The individual can fire a laser
pistol.

Laser Rifle (Weapon): The character can fire a laser
rifle.

Laser Weapons (Includes Laser Pistol and laser Rifle):
The individual can use laser weapons.

Leader: The individual has led others through difficult
situations, and he also possesses a knowledge
and self-assurance which work together to form a
capable emergent or appointed leader.

Legal: The individual is familiar with the wide variety
of laws and regulations of interstellar travel,
trading and relations.

Liaison: The individual is trained in the art of dealing
with others; this skill is usable in relations with
members of military units, citizens in a commu-
nity and with alien or foreign cultures.

Light Assault Gun (Weapon): The individual can use
a light assault gun.

Linguistics: The individual has training and experi-
ence communicating verbally in foreign lan-
guages and deciphering foreign writings.

Mechanical: The character can use, operate and
repair mechanical devices.

Medical: The individual has skill in the medical arts.

Naval Architect: The individual is trained in the
design of starships and small craft. The character
is familiar with a variety of starships.

Navigation: The character is trained in interplanetary
and interstellar navigation. A starship navigator is
responsible for plotting courses and ensuring
information is available to the crew and pilot
when it is required. Also, this skill allows the
character to interpret the data provided by the
starship's scanners and detectors.

Persuasion: The individual can persuade individuals
or groups to take a particular course of action.

Pilot: The character is capable of operating starships
and large interplanetary spacecraft. This skill
allows the individual to control lift-offs, landings,
refueling, retreating and routine flights,

Pistol (Weapon): The individual can fire a pistol with
accuracy.

Plasma Gun (Weapon), The individual can use a
plasma gun effectively.

Recruiting: The individual is familiar with the most
effective methods of approaching others and
presenting proposals for employment.

Revolver (Weapon): The individual can use a re-
volver effectively.

Rifle (Weapon): The individual can use a rifle effec-
tively.

Rifleman: The character is drilled in the use of stan-
dard military weapons such as the auto rifle,
carbine and rifle.

Sensor Ops: The character is accomplished in the
operation and interpretation of a variety of sensor
readings aboard a starship including radar and
targeting.

Ship's Boat: The character can operate a small space-
craft known as a ship's boat. These craft include
shuttles, lifeboats and fighters.

Small Blade (Includes Blade and Dagger): The
individual is skilled in the use of small-edged
weapons.

Snub Pistol (Weapon): The character can fire a snub
pistol accurately.

Stealth: The individual is trained in covert activity and
is capable of remaining unobserved by moving
quietly and taking maximum advantage of avail-
able cover. This is a useful skill when trying to
smuggle weapons and illegal items through
customs.

Streetwise: The individual is acquainted with the
ways of local subcultures and thus is capable of
dealing with strangers without alienating them.

Sub-Machine Gun (Weapon): The individual can use
a sub-machine gun effectively.

Survey: The character is skilled in mapping and
charting star systems. The skill is also useful if
you are conducting a survey of a planet for the
Scouts.

Sword (Weapon): The individual is effective in
fighting with swords.

Tactics: The character can develop winning combat
strategies and tactics on ground and in space.

Trader: The individual has an awareness of the
techniques and practice of commerce in all of its
expressions. This skill allows a character to
determine the real value of many items, increas-
ing his negotiating power.

Turret Weapons: The character can operate turret-
mounted and fixed small craft weaponry.

Vacc Suit: The individual is able to operate a stan-
dard vacuum suit. This also includes the use of
other suits required on planetary surfaces with
exotic or insidious atmospheres,

Zero-G Environ: The individual has been trained to
work in environments without gravity.

Cascade Skills

Academic: Admin, History, Linguistics, Persuasion,
Science, +1 Education

Blade Combat: Large Blade, Small Blade

Environ: Stealth

Exploratory: Pilor, Sensor Ops, Survey, Vacc Suit,
Space Vehicle

Gun Combat: Energy Weapons, Handgun, Laser
Weapons, Rifleman, Sub-machine gun

Gunnery: Turret Weapons

Hand Combat: Blade Combat, Brawling, +1 Endur-
ance, +1 Strength

Inborn: Artisan, Carousing, Intrusion, jack-of-All-
Trades

lnterpersonal: Admin, Interview, Liaison

Mental: +1 Intelligence, +1 Education

Physical: +1 Dexterity, +1 Endurance, +1 Strength

Science: Medical

Space: Engineering, Navigation. Pilot, Sensor Ops,
Ship's Boat, Vacc Suit

Space Combat: Gunnery, Sensor Ops, Tactics

Space Tech: Communications, Computer, Engineer-
ing, Vacc Suit

Special Combat: Battle Dress, Combat Rifleman,
Demolition, Heavy Weapons, Stealth, Zero-G
Environ

Technical: Communications, Computer, Bribery,
Disguise, Forgery, Gambling, Intrusion, Streetwise

Vehicle: Grav Vehicle, Ship's Boat

Vice: Bribery, Disguise, Forgery, Gambling, intrusion,
Streetwise

Reading the Universal World Profile

The Universal World Profile (UWP) is a series of
letters and numbers used to summarize the characteris-
tics of a planet. The characteristics, in order, are:

Starport
Size
Atmosphere
Hvdrographics
Population
Government
Law Level
Tech Level.

As in the Universal Personality Profile (UPP), all
numbers are hexadecimal. In a hexadecimal system, the
numbers 10 through 15 are represented by the letters A
through F, respectively, Numbers zero through 9 are
the same as in the decimal system. Refer to the charts
below to find out what each of the numbers in the
UWP represents.

Starport

Code Description
A Excellent quality installation. Refined fuel
available. Annual maintenance overhaul
available. Shipyard capable of construct-
ing starships and non-starships present.
Naval base and/or Scout base may he
present.

B Good quality installation. Refined fuel avail-
able. Annual maintenance overhaul
available. Shipyard capable of construct-
ing non-starships present. Naval base
and/or Scout base may be present.

C Routine quality installation. Only unrefined
fuel available. Reasonable repair facilities
present. Scout base may be present.

D Poor quality installation. Only unrefined fuel
available. No repair or shipyard facilities
present. Scout base may be present.

E Frontier installation. Essentially a marked spot
of bedrock with no fuel, facilities or bases
present.

X No starport. No provision is made for any
ship landings.

Size

Code General Description Min. Diameter Max. Diameter
0 Asteroid/Planetoid Belt Multiple bodies Under 200 km
1 Small 800 km 2,399 km
2 Small (Luna: 3,200 km) 2,400 km 3,999 km
3 Small (Mercury: 4,800 km) 4,000 km 5,599 km
4 Small (Mars: 6,400 km) 5,600 km 7,199 km
5 Medium 7,200 km 8,799 km
6 Medium 8,800 km 10,399 km
7 Medium 10,400 km 11,999 km
8 Large (Terra: 12,800 km) 12,000 km 13,599 km
9 Large 13,600 km 15,199 km
A Large 15,600 km 16,799 km



Atmosphere

Code General Description
0 vacuum
1 vacuum (trace atmosphere)
2 vacuum (very thin tainted atmosphere)
3 vacuum (very thin atmosphere)
4 thin (tainted atmosphere)
5 thin
6 standard
7 standard (tainted atmosphere)
8 dense
9 dense (tainted atmosphere)
A exotic
B exotic (corrosive atmosphere)
C exotic (insidious atmosphere)
D exotic
E exotic
F exotic



Hydrographics

Min % Max %
Code General Description Water Water
0 desert world 0 4
1 dry world 5 14
2 dry world 15 24
3 wet world 25 34
4 wet world 35 44
5 wet world 45 54
6 wet world 55 64
7 wet world 65 74
8 wet world 75 84
9 wet world 85 94
A water world 95 100


Population

Code General Description Population
0 low less than ten
1 low tens
2 low hundreds
3 low thousands
4 mod ten thousands
5 mod hundred thousands
6 mod millions
7 mod ten millions
8 mod hundred millions
9 high billions
A high ten billions


Government

Code General Description
0 No Government Structure: In many cases, but
not all, family bonds predominate
1 Company/Corporation: Government by a
company or corporation managerial elite;
citizens are company employees.
2 Participating Democracy: Government by advice
and consent of the citizens.
3 Self-Perpetuating Oligarchy: Government by a
restricted minority, with little or no input
from masses.
4 Representative Democracy: Government by
elected representatives.
5 Feudal Technocracy: Government by specific
individuals for those who agreed to be
ruled. Relationships are based on the perfor-
mance of technical activities which are
mutually beneficial.
6 Captive Government/Colony: Goven-iment by a
leadership answerable to an outside group;
a colony or conquered area.
7 Balkanization: No central ruling authority exists;
rival governments compete for control.
8 Civil Service Bureaucracy: Government by
agencies employing individuals selected for
their expertise.
9 Impersonal Bureaucracy: Government by
agencies which are insulated from the
governed.
A Charismatic Dictator: Government by a single
leader enjoying the confidence of the
citizens.
B Non-Charismatic Leader: A previous charismatic
dictator has been replaced by a leader
through normal channels.
C Charismatic Oligarchy: Government by a select
group, organization, or class enjoying
overwhelming confidence of the citizenry.
D Religious Dictatorship: Government by a reli-
gious minority which has little regard for the
needs of the citizenry.
E Religious Autocracy: Government by a single
religious leader having absolute power over
the citizenry.
F Totalitarian Oligarchy: Government by an all-
powerful minority which maintains absolute
control through widespread coercion and
oppression.


Law Level

Code General Description
0 No Law (No prohibitions)
1 Low Law (body pistols and explosives restricted)
2 Low Law (man portable energy and laser weapons restricted)
3 Low Law (machine guns and automatic weapons restricted)
4 Moderate Law (light assault weapons restricted)
5 Moderate Law (personal concealable weapons restricted)
6 Moderate Law (all firearms except shotguns restricted)
7 Moderate Law (shotguns restricted)
8 High Law (blade weapons controlled, no open display)
9 High Law (weapon possession outside home restricted)
A Extreme Law (weapon possession restricted)
B Extreme Law (rigid control of civilian movement)
C Extreme Law (unrestricted invasion of privacy)
D Extreme Law (paramilitary law enforcement)


Tech Level

Code General Description
0 pre-industrial (primitive)
1 pre-industrial (bronze or iron age)
2 pre-industrial (printing press)
3 pre-industrial (basic science)
4 industrial (internal combustion)
5 industrial (mass production)
6 pre-stellar (nuclear power)
7 pre-stellar (miniature electronics)
8 pre-stellar (super conductors)
9 early stellar (fusion power)
A early stellar (jump drive)
B average stellar (large starships)
C average stellar (sophisticated robots)
D average stellar (holographic data storage)
E high stellar (anti-grav cities)
F high stellar (anagathics)
G high stellar (global teleforming)
H extreme stellar

Example

The planet Efate, with a UWP of A646930-D, has an excellent starport (A).
It is a medium size (6) planet with a thin-tainted atmosphere (4) and it
is a wet world -- with 60% water (6). The population of Efate is in the
billions (9), governed by an Oliarchy (3). There is no law (0) and the
tech level is average stellar (D).

There are 117 planets that you can visit in MegaTraveller 2. Obviously,
not all of these worlds are critical to the main scenario or sub-plots,
but they are all fully explorable. Following is a list of the planets,
their corresponding UWP's and the cities (if any) on each world.


Cities in Regina Subsector

Planet Name UWP Cities
Efate A646930-D Efate Startown
Anlisha
Makish
Kheker
Arden
Irir
Gasharr

Regina A788899-A Regina Startown
Khale
Gigish
Imarsh
Marburg

Alell B46789C-A Alell Startown
Dali
Ekun Town
Imuku
Agadip

Yres BAC6773-7 Yres Startown
Magisburg
Ninlish

Menorb C652998-7 Menorb Startown
Khalir
Monet
Indias
Karmad Town

Uakye B439598-D None


Whanga E676126-7 Whanga Startown
Townshend

Knorbes E888787-2 Knorbes Startown
Dirka
Sanura
Cronin
Vangogh

Forboldn E893614-4 Forboldn Startown

Ruie C776977-7 Ruie Startown
Siirgi City
Sula
Khagin
Irshi
Kisi

jenghe C799663-9 Jenghe Startown

Pixie A100103-D Pixie Star-town

Boughene A8B3531-D None

Hefry C200423-7 None

Feri B384879-B Feri Startown
Falstaff
Muzila
Khur City
Imim



Roup C77A9A9-6 Roup Startown
Renoir
Lurka
Rudun
Ishakema
Lameburg
Shikii City

Pscias X355423-1 No City or Starport

Yori C360757-D Yori Startown
Davinci

Dentus C979500-A Dcntus Stailown

Kinorb A663659-5 Kinorb Startown
Gangburg

Beck's World D88349D-4 None

Enope C411988-6 Enope Startown
Hazi
Pike
Shaniira
Rembrandt City
Shudad
Sabarbin
Magik Town

Wochiers EAC28CC Wochiers Startown
Rouseau
Ginush
Gagamburg
Kumaland

Yorbund C7C6503-7 None

Shionthy X000742-8 Shionthy Startown
Erum Gah
Surlnk

Algine X766977-4 Algine Startown
Gugashe
Jagger
Vandyk City
Nukuri

Yurst E7B4643-5 Yurst Startown

Heya B687745-5 Heya Startown
Nagi
Lira Town
Mukuran
Missuey

Keng E2718CA-3 Keng Startown
Kapash
Sumiburg
Kesher
Adur
Pas Town
Egugur



Moughas CA5A588-B Moughas Startown

Rethe E230AAS-8 Rethe Startown
Khidabra
Klu City
Ursaka
Gashi
Kanala
Eudukate
Mead
Usheme

Inthe B575776-9 Inthe Startown
Udur
iracke
Kuurim

Cities in Lanth Subsector

Planet Name UWP Cities
Lanth A879533-B None

Extolay B45589A-A Extolay Startown
Sha City
Yeatsburg
Didisha
Khugu

Dincm D100535-A None

Ghandi B211455-A Ghandi Startown
Ambigaze

Victoria X697770-4 Victoria Startown
Sarik Gi

Dinomn 3674632-3 Dinomn Startown

Ylaven X587552-4 None

Sonthert X6266AB-3 Sonthert Startown
Ar

D'Ganzio B121410-D None

Wvpoc E9C4547-C Wypoc Startown

Djinni E459000-0 None

Rech D9957AA-6 Rech Startown
Aaski
Blakes Town

Kkirka CAA5345-8 None

Quopist B151679-A Quopist Startown
Kuru Iga
Aru Dehu

Treece D232866-8 Treece Startown
Witmansburg
Dishak
Kihulam

Echiste C53A313-A None

Pirema D691142-5 Pirema Startown

Rhise C100576-A None

Ivendo B324659-A Ivendo Startown
Kadala Id

Keanou C790348-7 None
Vreibefger E481542-2 None

La'Belle C564112-3 La'Belle Startown

Equus B55A858-B Equus Startown
Gummifish
Ulir City
Kerouac
Kagasisli

Icetina B5245A9-7 Icetina Startown

Cogri CA6A643-9 Cogri Startown

Skull C2237C7-9 Skull Startown
Ukar
Rashge
Shaar Town


Cities in Aramis Subsector

Planet Name UWP Cities
Aramis A6BO556-B None

Paya A655241-9 None

Dhian C9A769D-4 Dhian Startown
Hushkim Town

Corfu X895674-8 Corfu Startown

Focaline EA88544-A None

Lablon B646589-A None

Heguz E66A224-C None

Violante C669452-A None

Pavanne E210000-0 None

Carsten C427402-B None

Zila E25672C-7 Zila Startown
Suugadus
Dirniga
Irkigaki

Jesedipere C775300-7 jesedipere Startown

Yebab C9A489A-7 Yebab Startown
Shalam Kular
Aga Ra
Kekushima
Gidii
Kirpa

Nasemin B98A422-B None

Zykoca X994542-6 None

Aramanx B657974-6 Aramanx Startown
Ginsberg
Kirshush
Uurii Town
Bachburg
Udula
Rilagum

Pysadi C4766D7-4 Pysadi Startown

L'oeul d'Dieu B98A510-B None

Rugbird BAC5634-A Rugbird Startown

Towers B444448-A Towers Startown

Feneteman C222200-C None

Lewis X427402-D Lewis Startown

junidy B434ABD-9 Junidy Startown
Miidrigi City
Hikuup
Aspina Imas
Gamshalu
Unsar City
Gagisha
Ragid Town

Patinir COC0632-9 Patinir Startown

Natoko B582211-8 Natoko Startown

Reacher C9A8542-8 None


Cities in Rhylanor Subsector

Planet Name UWP Cities
Rhylanor A434934-F Rhylanor Startown
Leba
Liduka
Hegra
Panish
Kikhimaa City

Kinorb C449433-9 Kinorb Startown

Gileden C483103-5 Gileden Startown

Pannet E9C5677-7 Pannet Startown

Garrincski B632520-7 Garrincski Startown

Macene B000453-E Macene Startown

Fulacin A674210-D None

Natoko C8879AB-9 Natoko Startown
Lakan City

Risek A325579-A Risek Startown

Porozlo A867A74-A Porozlo Startown
Geeka
Seka
Manier
Bargugu
Shununu
Irmudad

Loneseda C86A215-7 Loneseda Startown

Valhalla E365432-5 Valhalla Startown

Zivije C6BI99C-B Zivije Startown
Pusuurk City
Karirbush
Kashar
Mikuunki
Kafka Town
Kiiki

jae Tellona A560565-8 None

Gerome X573000-0 None (no Starport)

Henoz A245543-B N<)ne

Celepina B434456-8 None

Gitosy B000676-9 Gitosy Startown

Belizo B895646-5 Belizo Startown

Kegena E869569-3 Kegena Startown

Heroni E7AO614-3 Heroni Startown
Lunapi Ina

457-973 X372215-4 457-973 Startown

Somem C301340-B None



Vinorian B879610-9 Vinorian Startown
Ruliranki City

Nuitema B846310-8 Nutema Startown

Huderu X575000-0 None (no starport)

Cipatwe B35879A-6 Cipatwe Startown
Kamarne Town

Vanejen C686854-5 Vanejen Stai-tcwn
Ganemir City
Gumlin
Ligalik Town

Margesi A576257-C Margesi Startown

Bevey D4209CC-A Bevey Startown
Usharn
Marii
Khagii
Ledashi

Tacaxeb C230411-B None

Powaza C787566-5 Powaza Stanown


Armor and Protective Suits

There are many individual worlds within the
universe. Each of these planets, has unique societies
and environments. Often it will be necessary to protect
your body with armor or protective environment suits
designed to allow survival in severe atmospheric
conditions. There is a large variety of armor and protec-
tive suits available. The availability of this equipment is
largely determined by the tech level of the world. On
high tech level worlds, all types of equipment can be
found. However, on low tech level worlds, the only
armor and protective suits are very basic. Obsolete
armor can usually be purchased for a bargain price on
high tech level worlds. Likewise, advanced equipment
can be sold for a profit on worlds with a low tech level.
However, buying and selling is largely a part of your
own communication and negotiating skills.

Jack Armor
Effective against blade weapons (i.e. both:sword
and dagger), jack is a leather covering worn over
the torso, arms, and legs. Although jack is ineffec-
tive against firearms and energy weapons, it is
useful on high law level worlds that only permit
blade weapons. It is light, inexpensive, and easy to
purchase on nearly any world.

Armor Value: 1
Weight (Kg): I
Cost (Imperial Credits): 50
Tech Level: I

Mesh Armor
A slightly upgraded version of jack armor, mesh
can be a natural or synthetic suit that is reinforced
with a metal mesh. It is more costly but heavier
and more durable than jack armor. Mesh is most
effective against blade weapons. But, like jack
armor, mesh offers little protection against firearms
and energy weapons.

Armor Value: 2
Weight (Kg): 2
Cost (Imperial Credits): 150
Tech Level: 7

Flak jacket
A flak jacket is an inexpensive form of ballistic
cloth, fashioned into a protective covering to
protect the torso. A flak jacket offers limited protec-
tion against firearms. However, it will not protect
you against personal energy weapons.

Armor Value: 3
Weight (Kg): 1
Cost (Imperial Credits): 100
Tech Level: 7

Cloth Armor
An upgraded version of the flak jacket, cloth is a
protective suit made from a heavier stock of ballistic
cloth. This armor absorbs the impact of a projectile
and distributes the blow over the entire area of the
suit. It is highly favored because of its low cost,
light weight, and protection against firearms.

Armor Value: 5
Weight (Kg): 2
Cost (Imperial Credits): 250
Tech Level: 6

Ablat Armor
An inexpensive material designed to ablat (vapor-
ize) when struck by laser fire. When the material
vaporizes, the energy of the laser fire is carried
away, offering protection to the wearer. Ablat will
eventually lose its effectiveness against laser attacks
because the armor wears away each time it is hit.

Armor Value: 1 (6 vs. lasers)
Weight (Kg): 2
Cost (Imperial Credits): 75
Tech Level: 9

Reflec Armor
Reflec armor is extremely effective against laser
weapons, but virtually useless against most other
types of attacks. This armor is constructed of a
reflective material on a plastic base. It is worn
underneath your clothing. This armor is rare,
difficult to purchase and very expensive.

Armor Value: 1 (10 vs. lasers)
Weight (Kg): 1
Cost (Imperial Credits): 1,500
Tech Level: 10

TL 8 Vacc Suit
This suit is not manufactured explicitly for combat
situations. Instead, it is meant to protect you from
extreme temperatures, pressure variations, and
atmospheric conditions. The vacc suit is a basic
survival tool on worlds classified as desolate vacu-
ums. The TI 8 vacc suit is more unwieldy and
uncomfortable than more advanced suits. However,
this suit serves the same purpose at a lower price.

Armor Value: 5
Weight (Kg): 10
Cost (Imperial Credits): 6,000
Tech Level: 8

TL 9 Hostile Environment Vacc Suit (HEVC)
The TL 9 HEVC is a more advanced version of
the TL 8 vacc suit. It is less cumbersome and
provides suitable armor protection in combat
situations. However, the main purpose of the suit is
to offer protection against the harsh and dangerous
environment of a vacuum.

Armor Value: 7
Weight (Kg): 8
Cost (Imperial Credits): 8,000
Tech Level: 9

TL 12 Hostile Environment Vacc Suit
Similar to the TL 8 and the TL 9 HE vacc suits, the
TL 12 offers protection in vacuum environments, as
well as armored protection against enemies, The
main advantage of the TL 12 over other vacc stiils is
iis flexibility and mobility. Overall, it is the best suit
and armor combination next to military combat armor and battle dress.

Armor Value: 8
Weight (Kg): 2
Cost (Imperial Credits): 10,000
Tech Level: 12

TL 12 Combat Armor
Combat armor is restricted to Imperial combat
troops and is not sold on the open market. But,
due to a thriving black market for military supplies,
the armor can be purchased on high tech level
worlds. The armor, which also serves as a vacc suit,
utilizes advanced metallurgy and synthetic research.

Armor Value: 10
Weight (Kg): 10
Cost (Imperial Credits): 30,000
Tech Level: 12

TL 13 Battle Dress
An advanced and powerful version of combat
armor, battle dress is the ultimate form of personal
protection. Though battle dress is restricted to
military use, it can be purchased on the black
market of high tech level worlds. Detailed informa-
tion on battle dress is not available because it is
considered highly classified in imperial military
circles.

Armor Value: 10 est.
Weight (Kg): 26 est.
Cost (Imperial Credits): 200,000 est.
Tech Level: 13

Combat Weapons

This weapons guide feacures a description of the
weapon along with some important statistical information.

Rounds/Clip
This represents the number of rounds (bullets)
that can be loaded into the weapon. In some
instances, ammunition is contained in a clip, which
is loaded into the weapon. For energy weapons,
this is the approximate number of shots an experi-
enced person can Fire before the power pack needs
to be recharged.

Penetration Factor
The higher the penetration factor, the more
effective the weapon will be when fired against
armored protection. You should compare the
penetration factor of the weapon against the armor
factor of an opponent to determine how effective
your attack will be. if the penetration factor is
greater, your assault will cause damage. The greater
the difference of the two factors, the more effective
the weapon will be.

Damage
The base amount of damage caused by the
weapon. Damage is also effected by the protective
armor an opponent is wearing and the various skills
of the weapon's user.

Weight
The weight of the weapon in kilograms (kg).

Cost
All monetary transactions are carried out in
Imperial credits. The credit amount represents the
base cost of the weapon. This cost can increase or
decrease based on the personal bartering skills of
the buyer or seller, and the tech level of a particular
planet.

Tech Level
The technology level needed to create the
weapon.

Law Level
The law level of a world indicates the level at
which the weapon is prohibited, Some worlds with
stringent law levels will confiscate certain weapons
outside of starports. It is not uncommon for weap-
ons to be smuggled past starport checkpoints.
Punishment for weapons smuggling is severe, and
can result in death.

Personal Slug Throwers

Slug thrower is a term used to describe a firearm, or
weapon, that fires a projectile within your line of sight
(LOS). These weapons range from a simple revolver of
shotgun to the Gauss Pistol, the most advanced slug
thrower in the imperium. All of the slug throwers are
either single shot weapons that fire one round for each
pull of the trigger, or fully automatic firearms that fire
bursts of several rounds when the trigger is pulled.
Ammunition for slug throwers is always purchased by
the clip (magazine) or an amount necessary to fully
load the weapon. Ammunition is never sold by the
individual shell.

Magnum Revolver (9 mm)
The 9 mm magnum revolver fires a large shell
and has a high penetration factor. One round is
fired with each pull of the trigger. The pistol holds
six rounds wnch are always purchased in a group
and not separately. The magnum revolver can be
found on many lower tech level worlds.

Rounds: 6
Penetration Factor: 3
Damage: 3
Weight (Kg): 1
Cost (credits): 300
Tech Level: 5
Law Level: 5

Body Pistol
The body pistol is often smuggled into high tech
level worlds. The pistol is small and easy to con-
ceal. Designed to evade detection devices at
starports, it is constructed of non-metallic material.
The magazine holds six rounds and is loaded into
the pistol's handle.

Rounds: 6
Penetration Factor: 1
Damage: 3
Weight (Kg): 0.25
Cost (credits): 500
Tech Level: 8
Law Level: 1

Auto Pistol (9mm)
The auto pistol is the most conunonly used
automatic weapon. It fires bullets at 400 to 500
meters per second. The weapon is fitted with a
magazine that can hold up to 15 rounds of ammu-
nition. A favorite among ex-military travellers, the
auto pistol is small, inexpensive and quite effective
against opponents not protected by armor.

Rounds: 15
Penetration Factor: 2
Damage: 3
Weight (Kg): I
Cost (credits): 200
Tech Level: 5
Law Level: 5

Gauss Pistol (4 mm)
The Gauss pistol fires a needle shaped projectile
that spins through an electromagnetic field. The
Gauss pistol is silent and deadly. There is little
kickback when firing the weapon. Gauss weapons
are rare, and can only be purchased on high tech
level worlds.

Rounds: 15
Penetration Factor: 4
Damage: 4
Weight (Kg): 0.8
Cost (credits): 600
Tech Level: 13
Law Level: 5

Auto Rifle (7 mm)
Because of its automatic firing capability, the 7
mm auto rifle is restricted by most worlds in the
Spinward Marches. During combat, the weapon
must be reloaded frequently because the ammunition
clip holds only 20 rounds.

Rounds: 20
Penetration Factor: 3
Damage: 3
Weight (Kg): 4.6
Cost (credits): 400
Tech Level: 6
Use Level: 3

Gauss Rifle (4 mm)
The 4 nun Gauss rifle is considered the state-of-
the-art direct fire slug thrower. Using the same
technology as the Gauss pistol, it fires a needle
shaped projectile through an electromagnetic field
at a velocity of up to 1500 meters per second. The
weapon is a good value, considering its fully
automatic firing capabilities and high penetration
factor. It is a very effective rifle against armored
opponents. The Gauss rifle is a very rare weapon,
and can only be purchased on high tech worlds.

Rounds: 40
Penetration Factor: 7
Damage: 3
Weight (Kg): 3.9
Cost (credits): 1500
Tech Level: 12
Law Level: 3

Shotgun (18 mm)
The shotgun is a powerful weapon, not built for
accuracy, but for shock effect at short range. The
shotgun fires shells containing a large number of
tiny pellets which travel at 350 meters per second.
A 10-round clip is loaded under, and parallel to, the
gun's barrel. While the shotgun is very powerful, it
has a low penetration factor. it is nearly useless
against most forms of armor.

Rounds: 10
Penetration Factor: 1
Damage: 4
Weight (Kg): 5.5
Cost (credits): 500
Tech Level: 4
Law Level: 7

Sub-machine Gun (9 mm)
The sub-machine gun is a small, lightweight
automatic weapon. A 30-round magazine is loaded
in the underside of the weapon. It is much easier to
smuggle this weapon through starport checkpoints
as opposed to some of the larger automatic rifles.
The sub-machine gun is a favorite among ex-
military adventurers and rebels on lower tech
worlds that can not afford advanced or expensive
armament.

Rounds: 30
Penetration Factor: 3
Damage: 3
Weight (Kg): 3
Cost (credits): 500
Tech Level: 5
Law Level: 3

Assault Rifle (5 mm)
This weapon is similar to but lighter and less
expensive than the auto rifle. It fires a projectile at
velocities of up to 900 meters per second. A 30-
round clip is loaded into the underside of this fully
automatic rifle. Ammunition is inexpensive and is
purchased by the clip. The assault weapon is not
permitted on most worlds with a law level of three.
It is difficult to smuggle the weapon past starport
checkpoints.

Rounds: 30
Penetration Factor: 3
Damage: 3
Weight (Kg): 4.6
Cost (credits): 400
Tech Level: 7
Law Level: 4

Accelerator Rifle (6 mm)
Designed specifically for Zero-G combat, the
accelerator rifle fires a small bullet at an initial
muzzle velocity of 100 to 150 meters per second,
and upon leaving the barrel is accelerated by a
secondary propelling charge to velocities of 700 to
800 meters per second. A 15-round magazine is
inserted in the bottom of the weapon in front of the
trigger guard.

Rounds: 15
Penetration Factor: 3
Damage: 3
Weight (Kg): 3
Cost (credits): 900
Tech Level: 9
Law Level: 4

Advanced Combat Rifle (7 mm)
More sophisticated than the assault rifle, the
advanced combat rifle fires an explosive bullet at a
velocity of 900 meters per second. The weapon is
fully automatic, and ammunition is purchased in 20-
round clips. It can be bought only on high tech
worlds with a low law level.

Rounds: 20
Penetration Factor: 3
Damage: 3
Weight (Kg): 3.4
Cost (credits): 800
Tech.Level: 10
Law Level: 3

 

Light Assault Gun (LAG)
This heavy rifle requires a sling to assist in its
firing. It blasts a 20 mm shell at velocities of 400 to
500 meters per second. Although the weapon is
cumbersome, it has a high penetration factor and is
effective against armored opponents.

Rounds: 5
Penetration Factor: 8
Damage: 4
Weight (Kg): 4.5
Cost (credits): 6oo
Tech. Level: 8
Law Level: 4

Personal Energy Weapons

Personal energy weapons are activated by power
packs that are worn on the body. These power packs
energize a weapon and allow it to fire a set number of
rounds. Personal energy weapons are found only on
high tech worlds, and are restricted by most law levels.
Some of the more powerful energy weapons are used
for military purposes. Energy weapons have excellent
penetrating power and are very effective against ar-
mored foes. Recharging can be done in your ship or for
a small fee at a hypermarket.

Laser Carbine (TL 13)
The laser carbine, powered by a backpack, fires
high-powered energy bolts. As in all energy weap-
ons, the power pack is connected to the weapon
by a strong cable, The laser carbine fires a 9 mm
concentrated energy beam that is aimed with an
optic sight.

Rounds: 100
Penetration Factor: 12
Damage: 3
Weight (Kg): 5.9
Cost (credits): 4,000
Tech Level: 13
Law Level: 2

Laser Pistol (TL 13)
The laser pistol functions in the same way as the
laser carbine, but it is lighter and does not penetrate
as well as other laser weapons.

Rounds: 100
Penetration Factor: 6
Damage: 3
Weight (Kg): 3.2
Cost (credits): 3,000
Tech Level: 13
Law Level: 2

Laser Rifle (TL 13)
The laser rifle is the standard high-energy
weapon. It is heavier and more powerful than the
laser carbine. The fire fires a concentrated beam of
energy that strikes a target with an intense burst of
light and heat.

Rounds: 100
Penetration Factor: 20
Damage: 3
Weight (Kg): 10.8
Cost (credits): 8,000
Tech Level: 13
Law Level: 2

High-Energy Weapons

High-energy weapons fire beams of superheated
plasma. They cause extensive damage because of their
intense heat and kinetic energy. All high-energy weapons
require a power source,

PGMP (Plasma Gun Man Portable TL 13)

The PGMP is eneraized by a portable power pack
that connects to the weapon via a flexible power
link. The power pack utilizes a laser ignition system
to heat hydrogen fuel into a plasma state. The
plasma is then fired through a magnetic field. One
powerful plasma bolt is fired for each pull of the
trigger. It is one of the most powerful weapons a
person can use; very few forms of armored protection
can withstand a blast from it. It can be found
only on high tech level worlds with exceptionally
low law levels. Battle Dress must be worn to use
this weapon. Periodic maintenance and refueling is
required.

Rounds: Unlimited
Penetration Factor: 25
Damage: 13
Weight (Kg): 16
Cost (credits): 65,000
Tech Level: 13
Law Level: 2

FGMP (Fusion Gun Man Portable TL 14)
The FGMP is the most powerful weapon that a
traveller can carry. it is more powerful than a
plasma gun, and it may be used only by individuals
wearing battle dress. The FGMP is a devastating
weapon that causes extensive damage. Like the
PGMP, the FGMP requires periodic maintenance
and refueling.

Rounds: Unlimited
Penetration Factor: 34
Damage: 16
Weight (Kg): 19
Cost (credits): 100,000
Tech Level: 14
Law Level: 2

Grenade Launchers

This classification includes any weapon which fires
a grenade that explodes upon impact.

4 cm RAM Auto GL-11
The 4 cm RAM Auto GL-11 is a dangerous and
highly restricted weapon. They are only found on
worlds that have no laws. This is a very effective
weapon because it can damage a group of enemies
as opposed to a single target. Also, this grenade
launcher can fire grenades over obstacles such as
walls, trees, or rocks.

Rounds: 3
Penetration Factor: 36
Damage: 8
Weight (Kg): 3
Cost (credits): 800
Tech Level: 11
Law Level: 1


Melee Weapons (Hand to Hand)

Even though we are in the advanced age of high-
energy laser and plasma weapons, the very basic
weapons, used for thousands of years, still play a part
in today's combat. Some worlds have restrictions
imposed by their governments that forbid any weapons
except for knives and swords. Hand-to-hand weapons
can not be thrown at an opponent. They can be used
only for close range fighting. All melee weapons are
constructed of sturdy, high-grade steel.

Dagger

A small, double edged weapon that can vary in
style, workmanship and length. Most daggers are
approximately 200 mm in length.

Penetration Factor: 2
Damage: 2
Weight (Kg): 0.2
Cost (credits): 10
Tech Level: 1
Law Level: 9

Sword

The sword is the most common hand held
combat weapon. On several low tech worlds, the
sword is commonly used as the main armament of
militant forces. Through the centuries, the sword
has been a symbolic, decorative weapon worn by
many nobles and upper class citizens. Swords are
forged in a variety of styles and sizes, with single or
double edged blade conscruction.

Penetration Factor: 4
Damage: 2
Weight (Kg): I
Cost (credits): 150
Tech Level: 1
Law Level: 9

Starships

There are eight classes of starships in the game. For the
most part, your party will only be able to acquire, or
purchase, a Scout/Courier or a Trader. The rest of these
ships will be encountered as you joumey through the
spaceways.

Scout/Courier
One of the most common starships in the Imperium is
the Scout/Courier. This sleek, simple, lightly armed and
highly maneuverable ship is used for exploration and
survey duties. It has fuel scoops and a purification plant.

Tech Level: 15
Cost (credits): 28,938,000-(new)
Hull Size: 100
Jump: 2
Acceleration: 2 G
Number of Hardpoints: 1
Fuel Tankage: 40 tons
Cargo Capacity: 3 tons

Far Trader

The Far Trader is the basic ship involved in trade.
A Far Trader's primary purpose is to deliver cargo in
and between systems. To defend against suspected
pirate raids, all trading ships are built with one
or several hardpoints for the installation of weapon
systems.

Tech Level: 15
Cost (credits): 41,070,000 (new)
Hull Size: 200
Jump: 2
Acceleration: 1 G
Number of Hardpoints: 2
Fuel Tankage: 50 tons
Cargo Capacity: 61 tons

System Defense Boat

The System Defense Boat is a non-jump military
vessel stationed in important systems and charged
with their defense; it is used for customs
inspections, piracy suppression and nominal safety patrols.

Tech Level: 15
Cost (credits): 311,110,000 (new)
Hull Size: 400
Jump: 0
Acceleration: 6 G
Number of Hardpoints: 4
Fuel Tankage: 160 tons
Cargo Capacity: 2 tons

Cargo Liner

Using a 3000 ton hull, the Cargo Liner is a
main-route cargo vessel employed in freight trans-
portation activities throughout the Imperium.
The Cargo Liner can carry 1259 tons of cargo; it
requires a crew of 15 and can carry up to 10
passengers.

Tech Level: 15
Cost (credits): 809,010,000 (new)
Hull Size: 3000
Jump: 4
Acceleration: 1 G
Number of Hardpoints: 10
Fuel Tankage: 1240tons
Cargo Capacity: 1259 tons


Passenger Liner
Using a 1000 ton hull, the Passenger Liner is a main-route
passenger transport serving much of the Imperium. Built
sturdily and intended to last in service for decades, the
Passenger Liner has 50 staterooms and six emergency low
passage berths. The ship normally carries 24 high passage
and 12 middle passage passengers.

Tech Level: 15
Cost (credits): 526,400,000 (new)
Hull Size: 1000
Jump: 4
Acceleration: 1 G
Number of Hardpoints: 5
Fuel Tankage: 440 tons
Cargo Capacity: 130tons

Close Escort
Close Escorts patrol the spaceways, protecting ships
from pirates. Whether they are patrols in the hope
flying in routine of catching pirates or in convoys with
other ships, the Close Escort is an ideal small craft
for the protection of merchant traffic.

Tech Level: 14
Cost (credits): 301,370,000 (new)
Hull Size: 400
Jump: 4
Acceleration: 4 G
Number of Hardpoints: 4
Fuel Tankage: 81 tons
Cargo Capacity: 6 tons

Pinnace
Plying the lanes between planets are the small craft
which run errands, make small deliveries, and generally do
much of the dirty work that the larger craft can't or won't
do. The Pinnace can carry eight passengers and has a cargo
hold for 10 tons.

Tech Level: 15
Cost (credits): 21,150,000 (new)
Hull Size: 40
Jump: 0
Acceleration: 5 G
Number of Hardpoints: 1
Fuel Tankage: 9 tons
Cargo Capacity: 10 tons

Ship's Boat
The Ship's Boat is a small vessel ordinarily carried
aboard a larger ship to perform odd jobs and minor operations.
A Ship's Boat is incapable of interstellar flight;
it masses 30 tons and is constructed at tech level 9.

Tech Level: 15
Cost (credits): 20,120,000 (new)
Hull Size: 30
Jump: 0
Acceleration: 6 G
Number of Hardpoints: 1
FuelTankage: 9 tons
Cargo Capacity: 6 tons



Starship Weapons

If one of your characters acquired a ship during the
character generation process, or if you have purchased
a ship in the game, you have the ability to arm the ship
with high-tech weapons. Weaponry is allocated to
turrets. Each turret uses one hardpoint. When equip-
ping turrets, the price is paid for the weapon (three
weapons can be placed in one turret). Turrets come
with the weapons and are not purchased separately.

In Mega Traveller 2, you can upgrade your turrets
and buy sophisticated lasers that fire concentrated
beams of energy at enemy targets, causing damage by
intense light and heat.

There are two types of turrets that can be pur-
chased for your ship. Each turret can have 1, 2 or 3
weapons (beam laser or pulse laser, but not both). The
turrets that can be purchased are:

Beam Laser Turret TL Power Cost
-----------------------------------------------------
BLaser (one weapon) 13 250 1,000,000
BLaser (two weapons) 13 500 2,000,000
BLaser (three weapons) 13 750 3,000,000

Pulse Laser Turret TL Power Cost
------------------------------------------------------
PLaser (one weapon) 13 250 500,000
PLaser (two weapons) 13 500 1,000,000
PLaser (three weapons) 13 750 1,500,000

Beam lasers, which fire one concentrated beam of
energy, are more effective and more expensive. Pulse
lasers, which fire at targets in bursts, are still very
powerful but less costly than beam lasers.

Vehicles

You can rent two types of vehicles - the Tracked
ATV and the Grav Vehicle. Either can be obtained at
vehicle rental locations. Entering and exiting vehicles
can be accomplished from the Globe icon on the
interface screen.

Tracked ATV
An ATV is a standard vehicle designed to traverse
most terrain that would normally prohibit movement
on foot. Although quite reliable in most situations,
the ATV does have its limitations. It is not capable
of travelling over mountains, crevices and craters,
and it cannot float on water. The heavy ATV, powered
by a standard internal combustion engine, is capable
of high speeds. Although some military versions exist,
the ATV is mainly used for exploration and travel purposes.
Although it is not as capable as a Grav Vehicle, it is
easier to operate and less expensive to rent.

Grav Vehicle
The Grav Vehicle is the most capable planetary vehicle. It is
used only by the most formidable terrain, such as elevated
mountaintops. The Grav Vehicle is extremely heavy because of
its protective armor plating. It is capable of high speeds and
can carry up to 10 persons. The demand for these vehicles is
high, and rental prices are steep.

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