Alright, we’re on page 33 of our read-through of Classic
Traveller, Book 1. We’re in the middle of a discussion on weight, and we have
just learned that someone who is part of a military force gets to carry three
times their Strength score in kg, at a cost of -2 to their Strength, Endurance,
and Dexterity. Well, that sucks. I was hoping to lug around a Punisher-style
set of equipment, but that ain’t happening now. I just realized that my
character might not be able to carry his own weapon without penalty. I hope
rifles don’t weigh much.
Oh, and
there are rules for the effects of gravity on weight capacity; every difference
in gravity is worth 1/8 of difference in your carrying capacity. Worlds with a
gravity score of 7 are like Earth (we will learn more about this in Book 3,
apparently). So, a world like Mars would probably have a gravity of, say, 5, so
weight capacity would be 25% higher than it is on Earth. Okay, I can work with
that; it makes sense, since gravity is stronger on large worlds. The example
they give manages to be mathematically wrong; their example is a world with a
gravity of 3, which is 4 less than 7, so it should be a 50% improvement in
carrying capacity, not the 40% they put in here. Oops. Is it too late for a
Classic Traveller errata?
Alright, so
much for weight. Now, on to a brief section on Morale. The rules actually state
that all adventurers (including PCs!) are subject to morale failure when
sustaining casualties. Um…I’m not sure I like the idea that the dice will
decide what my character does instead of me. And it’s a 7+ to not break and
run, which is the same as survival in the Scout career. There are mods to the
roll, but still. If things get hairy, there is still a 1-in-12 chance of
breaking, and that’s for a military unit with a leader with tactical expertise.
That seems pretty high, frankly. And if things get really bad, where the leader
is killed and more than half the party is out of combat, then there’s only a
1-in-12 chance of NOT breaking. Man, this game is rough.
Combat
equipment! Yay! We now get descriptions of the various tools used in the game
to bludgeon, slash, skewer, or shoot opponents with. Nice! We are also promised
descriptions of armor, as well; other equipment shows up in the later books.
Well, this is the important part, anyway.
Pretty much
anything that isn’t sharp can be used to bash someone over the head, and
they’re all classified as clubs (except bottles, which are clubs first, then
daggers). Animals have their own weapons, which will be described in Book 3.
Next, we
start on bladed weapons. We only get the dagger, blade, and foil for this page.
Oh, we get weight states and prices here; hopefully, they’re on the tables at
the back, as well. And yes, these weapons are pretty lightweight; daggers are ¼
kg, or roughly ½ a pound. They’re cheap, at 10 Credits, and most people carry
them openly. Blades aren’t much bigger; they’re basically daggers on steroids.
Something Crocodile Dundee might brandish in a back alley, for example. They’re
bigger, and cost 50 Credits. Foils are half a kilo, and pricey at 100 Credits.
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