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Rules & House Rule Notes

Core Rules

ATTS uses the following Mongoose Traveller 1st Edition rule books as a base:

  • Core Rule Book (available here)
  • Book 1: Mercenary (available here)
  • Book 2: High Guard (available here)
  • Book 3: Scout (available here)
  • Book 5: Agent (available here)
  • Book 6 - Scoundrel (available here)
  • Book 7 - Merchant Prince (available here)
  • Book 8 - Dilettante (available here)
  • Book 9 - Robot (available here)
  • Book 10 - Cosmopolite (available here)
  • Supplement 8: Cybernetics (available here)

Not every section of every book is in use. Additional books may be added as I acquire them.

House Rules Overview

The biggest changes to the standard Traveller Rules are the result of setting changes:

FTL

In the standard Traveller rules, FTL travel is via a jump drive, which allows travel of 1-6 parsecs in the course of a week. In ATTS, FTL travel is achieved via hyperspace threads constructed by a precursor alien race, and a drive called the Needle drive.

Gravity Manipulation

The ATTS universe has no means of creating artificial gravity fields, other than via thrust or rotation. This means that all space ships are “tail sitters”, where there is only “gravity” while the craft is under acceleration/deceleration. Therefore, most standard Traveller spaceship plans are not applicable to the ATTS setting.

Repulsor Tech

Limited means of repelling gravity have been developed, so that craft like speeders do exist. Grav vehicles as portrayed by the Traveller rules are not applicable.

Character Skills

Any Traveller skills related to the above, such as Engineering (Jump) are not available, and instead are substituted by setting specific skills, such as Engineering (Needle Drive).

House Rules

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