Download PDF Traveller: Mercenary (Traveller Sci-Fi Roleplaying), by Gareth Hanrahan

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Traveller: Mercenary (Traveller Sci-Fi Roleplaying), by Gareth Hanrahan

Traveller: Mercenary (Traveller Sci-Fi Roleplaying), by Gareth Hanrahan


Traveller: Mercenary (Traveller Sci-Fi Roleplaying), by Gareth Hanrahan


Download PDF Traveller: Mercenary (Traveller Sci-Fi Roleplaying), by Gareth Hanrahan

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Traveller: Mercenary (Traveller Sci-Fi Roleplaying), by Gareth Hanrahan

Product details

Paperback: 128 pages

Publisher: Mongoose Publishing (September 2, 2008)

Language: English

ISBN-10: 1906103348

ISBN-13: 978-1906103347

Product Dimensions:

8.5 x 0.2 x 11 inches

Shipping Weight: 12.8 ounces

Average Customer Review:

3.8 out of 5 stars

7 customer reviews

Amazon Best Sellers Rank:

#1,709,408 in Books (See Top 100 in Books)

I've played Traveller for literally decades, off and on, and was eager to see the updates Mongoose had come up with. I'm very impressed, and am planning to incorporate it into a Traveller campaign of my own.This version expands upon the strictly military career paths in Classic Traveller [CT], giving options such as Entertainer, Nobility (available in a CT supplement), Scientist and others, giving characters the opportunity to play anything they might want to. One of my pet peeves when making up a character in CT was the chance your character might die in the middle of the creation process. This is kept in this version, but as the "Ironman" option. Usually, if your character fails the survival roll, they leave their service, and suffer some form of injury, possibly having medical bills to resolve when they muster out. This is very similar to a number of house rules I've seen in play.Skills acquisition and usage are better, also. All characters in a given service have the basic skills needed to do their job at Level 0, which is basic familiarity. Any levels above basic give you an additional +1 to succeed. When using a skill, all you need to do is roll 8+ on two six-sided dice. Your *roll* (not the target) is modified by your skill level, target difficulty, circumstances, and so forth. As a result, your rolls, both as player and referee, are much simpler to calculate.Psionics is handled much better than in CT. Basically, if you have a psionic ability at Level 0, you can use any of the powers within that ability, subject to psionic strength. If you later gain additional levels in that discipline, it becomes a positive modifier to your roll to use psionics. The troublesome "Special" category is referred to mainly as a plot device, relieving referees of the difficulty of either making something up or hunting down obscure or non-canon references.The only problem I had with this version is the type. This is the pocket edition, but they left everything laid out the same, only smaller. Some of the ship floor plans are very hard to read without a magnifying glass, though in decent light the rest is easy to read.Overall, this is an excellent product, and I look forward to my next acquisition in the Mongoose Traveller universe.

This is an excellent update of Classic Traveller. Both the mechanics and the future technologies have been improved to reflect current Sci-Fi RPG concepts. Also, this version is half the price of the hardback.Character generation is basically the same, but has been simplified and more careers added. There is a standard task check system (characteristic modifier + skill level + situational modifiers + 2d6 >= 8 for success) that applies to everything.More future technologies, such as implants, smaller/better computers, and customizable weapons have been added as well. (In the original game, all computers were mainframes-PC's had barely appeared in real life at the time.)This edition assumes a Third Imperium setting, and includes some Third Imperium aliens. However, this can be disregarded with no great loss. Also, Mongoose has published a Traveller setting that uses the Hammer's Slammers background Hammer's Slammers (Traveller Sci-Fi Roleplaying).The type is a bit small, but readable (I'm old enough that I need reading glasses anyway, so it does not matter to me). Some of the deck plans end up rather small and a bit fuzzy as well--this is the only issue I've found.Overall, excellent work and it will probably get me back into Traveller after a 25 year hiatus.

This book leaves a lot to be desired. For example, ammo prices were left off for most of the heavy weapons. Ranks are missing for some of the careers, and the large scale combat rules need more work.Wait for a second printing/edition so these can be updated and this will be a 3 or 4 star product, but not until then.

This is a Great Book cool art good game and it is pocket edition Traveller is Great and it is a D6 system so have fun with it.

I was very pleasantly surprised by exactly how well done the Mongoose edition of Traveller is. Using the original (Classic) Traveller rules as a starting point, Gareth Hanrahan and crew have expounded upon and actually improved the game.The largest improvement is the addition of a universal system for task resolution. Although it is a simple mechanic, it is also very effective and leads to quicker resolution of rolls.Character generation has also been greatly improved. The most obvious change to this is the addition of new non-military careers and specialties within careers. The process has also been streamlined by adding the aforementioned task resolution for many of the rolls. The end result of char gen seems to be a character who is more detailed and a bit more "alive" than in Classic Traveller.Despite the changes and additions, this rules set maintains the straight-forwardness and over-all "feel" of Classic. Experienced gamers who have never played Traveller before could pick it up within a few minutes. Newcomers to role-playing will find it a bit more difficult, but could be playing within a day.The Pocket Guide edition has greatly improved layout and graphics over the hardback Core Rules, and includes everything from the larger edition. It also fixes the errors which are present in early printings of the hardcover. The small form factor will feel familiar and comforting to old-school Classic Traveller players.The best news for die-hard Classic Traveller players is that any old adventures or campaigns you might want to play with the new, improved rules would be nearly 100% compatible (and possibly even more enjoyable).Highly recommended for players both old and new.

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