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Traveller RPG: High Guard Update 2022
Traveller RPG: High Guard Update 2022

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High Guard Update 2022 is a major expansion to the Traveller roleplaying game with rules for designing, building and operating spacecraft found throughout the galaxy. From small and nimble fighter craft to the adventure-class ships that Travellers fly, from gargantuan megafreighters to military capital ships, this book provides everything the aspiring naval architect needs to populate their universe with ships that ply the spacelanes.

This book also provides rules for designing space stations and starports, customising ships, and exotic technologies found in popular science fiction novels and movies that can be incorporated into your universe. There are also advanced rules for sensors, detailed descriptions of starship crew roles, how to conduct violent boarding actions, and detailed guidelines for battles between fighter squadrons and enormous fleet battles.

Finally, High Guard Update 2022 presents dozens of ship designs for the Charted Space universe, including small craft and fighters, traders, gunboats, scout ships and battleships ranging from lethal destroyers to colossal battleships, carriers and dreadnoughts. The revised design system provides a new approach to armour and armaments, making space combat scalable for anything from small skirmishes to devastating clashes between dozens or even hundreds of warships.

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72.00 €
Traveller RPG: Marches Adventures 1-5
Traveller RPG: Marches Adventures 1-5

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The Spinward Marches, out on the Imperial frontier, is a borderland sector where even the humble can find great fortune and exciting voyages. Marches Adventures 1-5 provides a set of adventures that can be inserted into any ongoing campaign set in this region of the Charted Space universe, while showcasing the Spinward Marches and some of the worlds within.

Inside you will find:

High and Dry:
A classic adventure designed to kickstart an entire campaign. The Travellers have been gifted a detached duty ship by the Scout Service, which will be theirs to use as they see fit. The only catch is... they will have to find it first.

Mission to Mithril:
The Travellers land at a rudimentary starport, only to find their vessel disabled and the base strangely empty. As they explore, a distant distress beacon is detected, but reaching it requires an overland trek. Having located the survivors, the Travellers discover their problems are only just beginning...

Search and Rescue:
Working search and rescue in the Gorram system is a complex business. Gorram is Red Zoned to protect its emerging culture, with passing ships directed to refuel at Gorram Station. For the Travellers, a contract to run the search and rescue operation is a legal way to bypass the interdiction. After weeks of patrols, the Travellers receive a GK signal. A ship is in distress, somewhere in the Red Zone. The ship is crippled, its occupants in mortal danger, and the Travellers must act fast to save them.

Artemis Wept:
The Travellers are delivering a breeding herd of critically endangered animals for Project Artemis, located on the backwater world of Pyramus. There they can relax and enjoy the pleasures offered – dinner with the local noble, pony-riding in the countryside… and saving an entire species from extinction.

Safari World:
A wealthy industrialist needs a qualified crew to accompany him on a hunting expedition to an uncharted world. His prey? A magnificent and mysterious trapper species said to roam the planet. The safari takes on a new dimension when the Travellers discover they are not alone. The residents of 567-908 have eluded discovery for their entire existence, and now that they have been found, they might just be the key that helps the Travellers find their quarry.

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60.00 €

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