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T
RAVELLER
Scouts
C
REDITS
C
ONTENTS
Classic Traveller
Marc Miller
I
NTRODUCTION
2
C
REATING
A
S
COUT
C
HARACTER
3
Loren Wiseman, John Harshman, Frank Chadwick, Darryl Hany,
Winston Hamilton, Tony Svajlenka, Scott Renner, Doug Poe,
David MacDonald, Wayne Roth, Paul R. Banner.
S
COUT
M
ISSIONS
29
E
QUIPMENT
AND
S
HIPS
45
Mongoose Traveller
A
UTHOR
Lawrence Whittaker
F
IRST
C
ONTACT
AND
S
URVEY
94
S
URVIVAL
99
A
DDITIONAL
T
EXT
Martin Costa
I
NDEX
112
E
DITOR
Nick Robinson
L
AYOUT
Will Chapman
I
NTERIOR
I
LLUSTRATIONS
Andrew Dobell, Marco Morte, Tim Hartin, Chad Sergesketter,
Travis Leichssenring, Jason Banditt Adams
S
PECIAL
T
HANKS
Dominic Mooney, Stuart Machin, David Ives
Scouts ©2009 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All
significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Game
License, please go to www.mongoosepublishing.com.
This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fiction. Any similarity to actual people, organisations,
places or events is purely coincidental.
Traveller is a trademark of Far Future Enterprises and is used under licence.
Printed in the USA.
1
IISS S
COUT
S
ERVICE
83
I
NTRODUCTION
In the same way that Mercenary and High Guard have examined the
roles of the fighting and naval services respectively, Scouts takes a
detailed look at the Scout service. In the pages of this book you will
find rules for expanded Scout character generation, new career options,
vastly enhanced Event and Mishap tables, additional, new, mustering
benefits and a full overview of the work the Scout service undertakes.
along with commentaries on their areas of use and advantages/
disadvantages.
The work of the Contact and Survey branches of the Scout service
receives in-depth treatment in its own chapter. The extensive
First Contact Protocol outlines how new civilisations should be
approached and treated, whilst the Survey section details the
essential stages of a survey mission, and offers an enhanced
cartography system for detailing a stellar system
Further chapters expand on the missions available to both Scouts
and retired Scouts – a boon to referees who may need to quickly
generate a scenario seed for rapid play. In addition, Scout Base
Cygnus X-3, along with its eclectic crew, is detailed as a starting
point for Scout-centric adventures to take place.
The book rounds out with a chapter for referees playing in the Third
Imperium. The organisation of the IISS is detailed, with a particular
focus on the work of the Imperial Grand Survey – those responsible
for mapping and plotting the Imperium’s expansion.
The Equipment and Ships chapter offers a plethora of new
devices available to Scouts, and a selection of additional ships,
2
C
REATING
A
S
COUT
T
RAVELLER
This chapter provides the rules for creating scout characters.
It takes a special strength of will to undertake the hazardous
exploration of the unknown, and whilst this is, to a large extent, the
purpose of many
Traveller
games, characters may find themselves
in this position by accident or coincidence; scouts, however, do
this for a living. It is a vocation; a calling; a way of life. Scouts
deliberately, and constantly, push themselves beyond the reaches
of the known in order to satisfy the curiosity of society and their
own, restless souls.
open mind can make those career-enhancing discoveries; and,
understanding the nature of both space and stellar systems greatly
assists the prospects of success.
Homeworld
Whilst scouts can ostensibly come from any Homeworld, those
worlds that engender curiosity, resistance to hardships and a frontier
spirit tend to produce those with the natural tenacity to excel as
scouts. If your character comes from any of the below worlds, he
gains a +1DM to enlistment in the Scout service:
And it is risky work. A newly discovered system holds many
dangers: asteroid and radiation belts; uncharted stellar anomalies;
undiscovered, perhaps hostile, inhabitants – either aliens, native to
the system and others, or isolated colonists, lost to the empire, that
have little wish to be reconnected with the old regime. Scouts are the
ones who get there first. Their initial observations and attitudes may
make or break future relations. Scouts are pioneers, researchers,
surveyors, ambassadors and diplomats, troubleshooters and
peacemakers. In many ways, they
are
the essential
Travellers
.
Asteroid
Vacc
Low Pop
High Technology Ice Capped
Gov Type 0 or 5
Industrial
Desert
Infrastructure
Although they often operate alone or in small teams, scouts are
backed by a solid infrastructure: a governing directorate that
establishes scouting needs and missions; a communications wing
that co-ordinates the often far-flung scout outposts; a technology
wing that procures and assigns the essential equipment every scout
needs; an operations wing that co-ordinates scouts and missions in a
localised area (which may span several neighbouring systems, or be
limited to just a single system); and an administrative bureaucracy
that handles the necessary permissions and paperwork all scouts
need to navigate at some point, especially if travelling through areas
that have special interest to other parties (such as the military or
scientific establishments engaged in specialist areas of study).
Scouts may therefore arise naturally during the course of play,
and the rules found in this book can be used to adjudicate the
outcome of their activities, but equally there needs to be a way
for scout characters to be developed as a career path before play
begins.
Traveller
characters may have been scouts before moving
onto a different walk of life, but the skills developed as part of their
previous career have equipped them for the unknown. This chapter
is therefore dedicated to creating the scout character – whether a
character who later goes on to another career or who remains in
pursuit of the wider excitement of the unknown.
This infrastructure is common to all scout operations irrespective
of the background used in your Traveller campaign. Any formal
scouting service requires sanction, and this is what differentiates
it from freebooters and chancers who prefer to operate beyond the
rules and laws of civilised administrations. However, any scout
service has to operate with a certain autonomy, and scout services
tend to have more flexibility than other arms of the government, such
as the army or navy, whilst still occupying the same importance of
position. This does lead to certain complications though. The scout
service is often viewed as a maverick branch, employing loners and
rule-bucking renegades who can cause more harm than good in
certain situations. Certainly the scout career tends to attract those
with a taste for high adventure but prefer to disregard the kind of
discipline essential to the military services. But, at the same time,
the scout service fulfils an important need in that it takes the hard
risks first – and so most other services grudgingly accept that scouts
are allowed to bend, or sometimes ignore, certain rules, even if this
is not a universally popular view.
B
ASIC
S
COUT
C
HARACTER
C
REATION
This chapter follows the normal stages of character creation as
detailed in the
Traveller
core rulebook, pointing out where and how
players and Referees can branch away from the standard career
paths in order to use what is available in
Traveller: Scouts
.
Characteristics
The basic six characteristics of a scout character are the same as
for any other character. Scouts tend to have higher than average
Endurance characteristic owing to the rigours of long hours, often
alone, in space flight or surveying hostile and potentially hostile
environments. Scouts are tenacious and are physically and mentally
prepared for both the isolation of space, including the boredom of
long periods of travel, and the hazards of new environments. High
Intelligence and Education characteristics are also beneficial for
achieving promotion within the scout career – those with a curious,
3
C
REATING
A
S
COUT
T
RAVELLER
T
HE
S
COUT
C
AREER
P
ATHS
The following career paths are designed for those with a career in
the scout service. This is a dangerous career, especially when it
comes to exploration and survey, and it requires a certain hardiness
of mind, body and soul to cope with the rigours of the job.
Exploration
The Exploration branch is responsible for the high level exploration
of new systems prior to a survey team being despatched for a more
detailed survey of the area. Exploration deliberately heads into
uncharted or barely charted regions of space, searching for a variety of
things: stellar anomalies, habitable worlds, worlds and systems with
particular characteristics, and so forth. Its remit is as broad as space
itself, and Exploration crews often spend long periods amongst the
stars, working on faint traces, hopeful glimmers and potential sites
of interest as it does working with hard facts and evidence. Much
of its work is involved with accurate charting and route definition:
humdrum work that is, nevertheless, essential to many agencies.
Where charting is concerned, the Exploration team must correctly
note and quantify all factors that have a bearing: asteroid fields,
dangerous anomalies – anything that might pose a hazard or risk to
any space traffic that will make use of a route in the future.
There are five distinct scout career paths: Contact, Courier,
Exploration, Special Operations and Survey. Each career branch has
several specialist areas within its function that determine the skills
derived in a particular term of service.
Contact
The Contact branch specialises in making contact with new races
and civilisations, or re-establishing contact with old ones. It involves
a variety of skills and techniques, including the general assessment
of conditions, detailed study and survey of the subject, ‘First Contact
Protocols’ where a new race is encountered, and first-line diplomatic/
ambassadorial functions before the diplomatic corps takes over. The
Contact branch therefore requires people who have an eye for detail,
the ability to accurately extrapolate factors such as technology level,
military strength, propensity for hostility, political climate, specific
biological considerations, and so forth. Contact scouts might spend
years studying a system before any actual contact is made; and, if
a new race or life-form is discovered, Contact frequently works with
other agencies to ensure that the ‘First Contact’ is as successful
as possible. Where it is necessary to re-establish contact with an
isolated colony or civilisation, the branch studies the history of the
subject extensively so it can be fully prepared for the likely reaction
and reception to renewed communications.
Special Operations
Special Operations covers a wide range of activities, many of them
highly secret or covert in nature. Special Operations might be required to
undertake undercover work on behalf of an agency such as the army or
navy, or supply advanced information relating to an enemy – existing or
potential. Similarly, it might be required to make discreet contact with a
new discovery, find out as much as possible, and then relay its findings
in advance of a formal exploration, survey or contact team going in. The
branch is also responsible for subtly manipulating civilisations according
to a specific agenda. This might mean averting a war or starting one;
imposing a new ruler or deposing the old. The agenda is dictated by a
higher power, but Special Operations is chosen to conduct it because
it has the skills and capabilities to effect transformation under the
radar, and can be officially denied by a government or imperial power if
needs require it. A scout service might even deny it has anything like a
Special Operations branch, whilst, in reality, it readily engages in ‘black’
missions under the guise of its standard branches, but using specially
trained and briefed operatives.
Courier
Unfairly viewed as the ‘messenger boys’, the Courier branch is
responsible for transporting messages across vast distances quickly,
efficiently, safely and securely. In settings where faster-than-light
communications are not possible, the Courier branch comes into its
own, as it forms the vital link between the central hub of civilisations
and far-flung systems, colonies and outposts. In settings where FTL
communications are both possible and the norm, the Courier branch
establishes relay points, provides encryption/decryption services,
and takes responsibility for certain high priority communications
that cannot be entrusted to another agency for specific reasons. The
Courier branch also provides ‘bodyguard’ services for transporting
dignitaries or VIPs, especially into newly discovered or established
territories. Whatever the function, the Courier branch is anything
but a glorified message service: it is frequently in charge of highly
sensitive communications that require the full gamut of skills
available in other branches, particularly Contact. Courier scouts are
those who can prove their dependability, reliability and the ability to
be both tactful and discreet.
Survey
The Survey branch is responsible for the detailed assessment and
survey of systems, stars and worlds once the high level assessment
has been completed by the Exploration branch. Scout surveyors are
specialists across a wide range of sciences and research techniques:
these are professionals and experts in their field. Survey teams tend
to incorporate a wide body of skills but may, just as equally, consist
of a small group of specialists in a narrow range of disciplines,
depending on the task in hand. Members of the Survey branch are
used to spending long periods in situ: patience and diligence are
watch words. Working with all the other Scout service branches, they
compile detailed and accurate reports on their subject matter that
form the core of the intelligence for a number of external agencies.
4
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