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Information about Traveller books.
This is mostly paragraphs from catalogs (and some of my own comments).
My list of catalogs includes:
- GDW Winter/Spring 1986 Game Catalog
- GDW Summer/Fall 1986 Game Catalog
- GDW March 1987 Game Catalog
- GDW September 1987 Catalog Update
- GDW May 1988 The Workshop Newsletter
- GDW 1988 Game Catalog
- GDW Summer 1989 Game Catalog
- GDW Winter 1990-91 Games
- GDW 1992 Catalog
- GDW Jan 1996 "Going Out of Business" Catalog
- DGP Spring 1989 Catalog
- IGI MMT 1997 Product Catalog
Publisher List
Game Designers Workshop (GDW)
Paranoia Press
Gamelords
FASA
Games Workshop
Digest Group Publications (DGP)
Judges Guild
The Adjutant
Group One
Marischal Adventures
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GDW Classic Traveller items
- The Traveller Book (Includes Books 1, 2, and 3 [201]) - This is the full
text of Starter Traveller, plus introductory material, background, and two
adventures, all in one volume. $12.00 [GDW Winter/Spring 1986 Game Catalog].
- The Traveller Adventure ([202]) - Actually, it's much more than an
adventure: it's a whole series of adventures making up an integrated campaign.
It's a 160-page, 8 1/2 x 11" book filled with enough adventure to last for
months of play. The Traveller Adventure is the largest Traveller project ever
undertaken, the equivalent of 6 to 8 of our other books, and an amazing bargain.
$10.00 [GDW Winter/Spring 1986 Game Catalog, GDW Summer/Fall 1986 Game Catalog,
GDW March 1987 Game Catalog].
- Starter Traveller ([251]) - This edition is for the beginner. The rules
are very slightly abridged and all collected into one book. All the tables and
charts are in a separate booklet for ease of reference. Also included are hints
for beginning referees and two introductory adventures. $12.00 [GDW
Winter/Spring 1986 Game Catalog, GDW Summer/Fall 1986 Game Catalog, GDW March
1987 Game Catalog].
- Tarsus (Boxed Module [252]) - Tarsus, World Beyond the Frontier is
the first of the Traveller boxed modules, designed to demonstrate the immense
scope for adventure on a single world, described in detail. The module itself
contains maps, adventure folios, character cards, and a planetary reference -
far more than can be included in the normal adventure. Tarsus is a planet with
a gigantic axial tilt which creates tremendous planetary temperature extremes,
from -50° to +75° C in the course of the local ninety day year. Many
locations are wastes, while others are flourishing agricultural regions. Tarsus
is a planet which is greatly detailed, and will provide a locale for future
adventures without liimit. $8.00 [GDW Winter/Spring 1986 Game Catalog].
- Beltstrike (Boxed Module [253]) - Is the newest module; its subject is the
sparsely settled Bowman asteroid belt, a lawless collection of (potentially
valuable) rocks. It includes detailed information on Bowman's history,
inhabitants, and mysteries, plus extensive rules for prospecting and mining the
asteroids (which can be easily used in any Traveller setting). Also included is
a map of the asteroid settlement Koenig and four folders with scenarios ranging
from a claim-jumping attempt to an archeological dig. $8.00 [GDW Winter/Spring
1986 Game Catalog].
- Aslan (Alien Module 1 [254]) - The Aslan are an alien race occupying the
area known as the Aslan Hierate, to spinward and rimward of the Imperium. They
are descended from carnivore/pouncer stock on their native planet of Kusyu,
giving them greater speed and strength than their humanoid neighbors.
Individual combat among them is highly ritualized, often using their inherent
Dewclaw - a quite formidable natural weapon. Aslan society splits their sexes
apart, males being more aggressive, females being more practical. Warlike and
honor-bound, the Aslan fit right into Traveller. $7.00 [GDW Winter/Spring 1986
Game Catalog, GDW Summer/Fall 1986 Game Catalog].
- K'kree (Alien Module 2 [255])
- Atlas of the Imperium ([256])
- Vargr (Alien Module 3 [257]) - Unlike the other major races, the Vargr are
not naturally evolved, but rather were given their intelligence by the Ancients
through genetic manipulation of Terran wolves. These creatures have never
become completely unified behind their racial cause, and are thus scattered
among a huge number of small states and worlds. They are swayed quite easily
into the service of those among them with enough charisma, and such temporary
alliances characterize the Vargr situation. Their behavior towards their
leaders has caused human society to view them as inconsistent and disloyal,
though this is simply one of their cultural traits. Loyal or not, however,
Vargr corsairs are a force to be dealt with along their frontier, and have
gained a reputation for ruthless efficiency known throughout explored space.
$7.00 [GDW Winter/Spring 1986 Game Catalog, GDW Summer/Fall 1986 Game Catalog,
GDW March 1987 Game Catalog].
- Zhodani (Alien Module 4 [258]) - This module proves that you don't have to
be non-human to be alien. The Zhodani are a strange branch of humanity with a
culture based on extensive use of psionic powers. Things which most humans
would find as absolutely deplorable the Zhodani accept as a general practice,
such as the use of Thought Police and the control of citizenry through psionics
for the good of the state. The Zhodani, as well, ahve their reasons to suspect
the rest of humanity, which they view as being full of liars and traitors,
unwilling to conform to the intellectual norm enjoyed by the Zhodani people.
The implications, as in all alien modules, are not at all obvious and are worked
out in detail. $7.00 [GDW Winter/Spring 1986 Game Catalog, GDW Summer/Fall 1986
Game Catalog, GDW March 1987 Game Catalog].
- Droyn (Alien Module 5 [259]) - The smallest of the major races, these
descendents of the mysterious Ancients are generally content to live a pastoral
existence, and the rest of the galaxy ignores them. But they have a few secrets
of their own, and this module explains them all: the race's post-Ancient
history, psionic talents (eight talents given in this module are unique to the
Droyne), varied castes, and odd customs. The module also discusses the
Chirpers, that small regressed sub-Droyne race which is found on many of the
worlds in the Spinward Marches. An adventure is provided to allow players to
role-play as Droyne characters in order to explore their very strange alien
culture. however, the question remains - how did this race, which at one time
held power over an enormouse part of the galaxy, topple and become the meek
little creatures found around the Imperium? $7.00 [GDW Winter/Spring 1986 Game
Catalog, GDW Summer/Fall 1986 Game Catalog, GDW March 1987 Game Catalog].
- Solomani (Alien Module 6 [260]) - The original human race was the Solomani
- born and evolved on Terra, the source of the many diverse human races that
inhabit the Traveller universe. But the Solomani burst into space late, and the
other human races had already claimed the planets orbiting other stars, and
forced the Solomani to fight for their own place in the interstellar scheme of
things. They did, and their struggle brought down old interstellar empires and
established new ones. Solomani is a Traveller alien module devoted to the
humans of Terra, the Solomani. The module provides detailed rules and
background to allow any Traveller referee to run Solomani characters in
adventures and campaigns. Rules cover Solomani character generation (including
Solomani Party membership and Solomani Security agents), encounters with
Solomani, and Solomani starships. The Solomani Rim is mapped and its worlds
described with UPPs. Sectors of the Solomani Sphere are named and described.
History of the Solomani, from the earliest days of space travel to the present
condition of the Solomani Confederation, is covered in detail. And against this
background and wealth of rules, this module provides an extended adventure - the
search for a lost colony within the Solomani Rim $7.00 [GDW Winter/Spring 1986
Game Catalog, GDW Summer/Fall 1986 Game Catalog, GDW March 1987 Game Catalog].
- The Spinward Marches Campaign ([261]) - A bit error in a high priority
transmission brands one of the player-characters a traitor - to be shot on
sight. It's all a foul mix-up, but explain that to sixteen plasma-gun-armed
Marines in battle dress! This module provides all five elements of a Traveller
campaign set in the Spinward Marches: basics, gimmicks, pushes, pulls, and
enigmas. Separate segments deal with handling High Guard, Mercenary, Scout, and
Merchant Prince characters. Also includes - racial profiles for various races,
animal encounter tables, a history of the Marches, and much more. $7.00 [GDW
Winter/Spring 1986 Game Catalog, GDW Summer/Fall 1986 Game Catalog, GDW March
1987 Game Catalog].
- Alien Realms ([262]) - The Third Imperium, teeming with life and activity,
is the source of countless adventures. however, outside the Imperium there
exist worlds untouched by human hands. Aliens have shaped these worlds, worlds
where exotic adventures can be had - where a completely new type of science
fiction adventure prevails. Alien Realms is an adventure module created
especially for the player who has enjoyed the Traveller aliens modules. Eight
complete adventures are presented, with exciting new adventuring material for
Zhodani, Aslan, Vargr, and Droyne player characters. Each separate scenario
deals with one alien race, and the appropriate aliens module must be on hand
prior to play. $7.00 [GDW Summer/Fall 1986 Game Catalog, GDW March 1987 Game
Catalog].
- Hivers (Alien Module 7 [263]) - Hivers are aliens. They are a cooperative
race, but they respect individualism. They live in nests, but can change to
another nest any time they want. They abhor violence and war, but they won the
only major war they have ever fought. To understand them, and their place in
the Traveller universe, this alien module is essential. This module allows
players to be Hiver characters, to play adventures in the Hive Federation, and
to learn more about their culture. Hivers have their tentacles far into the
Imperium and beyond - just what are they up to? $7.00 [GDW Summer/Fall 1986
Game Catalog].
- Darrians (Alien Module 8 [264]) - Of the many recorded human races in known
space, among the most unique are the Darrians. Although a minor race, Darrian
achievements at one time or another, and Darrian influence in interstellar
matters throughout the Spinward Marches, belie their supposed minor status -
indeed the Darrians at one time achieved a society and technology even beyond
that of the mighty Imperium. Had they not been cut down by a terrible stellar
catastrophe, their civilization might have become much more widespread, rivaling
the realms of the so-called major races. Darrians takes a close look at this
human community, detailing their history and progress, their technology, and
their psychology. $7.00 [GDW March 1987 Game Catalog, GDW September 1987
Catalog Update].
- Deluxe Traveller ([300]) - Is designed as a newcomer's introduction to
role-playing and to Traveller. It includes the Basic Traveller set of three
48-page books (Books 1, 2, and 3), just like the separate boxed Basic Traveller
set. In addition, it contains the following materials: Book 0, An Intruduction
to Traveller, covers basic details about role-playing in general, and Traveller
in particular. Book 0 discusses many role-playing concepts for the beginning
player and referee; it helps guide you into the realm of science fiction
role-playing. Introductory Adventure, The Imperial Fringe is a complete
adventure for Traveller. All of the basic preparation is pregenerated, and the
adventure can be begun once the referee reads through the books. The Spinward
Marches Map is a full four-color, 17" x 22" map of a stellar sector
which is already the subject of several Traveller adventures. The Introductory
Adventure is set in the Spinward Marches. $19.98 [original price].
- Basic Traveller ([301]) - In the distant days of coming centuries, the way
to the stars will be opened by bold explorers and brave adventurers. But the
way is open today...with Traveller, the role-playing game of science fiction
adventure in the far future. Travellers can roam through space to distant
worlds, creating fantastic adventures as they explore unknown planets, meet
alien races, and search out the secrets of the universe. Traveller is a set of
rules describing a complete, consistent, yet open-ended universe; within the
framework of the rules, players lend their own imaginations to the game as they
react, evaluate situations, and decide on courses of action. The Traveller
referee establishes a situation. It may be a job that needs doing, or a rumor
of strange races or lost ships, or a thousand other possibilities. The players
search for their elusive goal, bargaining for information or profit, fighting
for their lives when necessary. They piece together the clues they find,
ultimately reaching exotic planets, puzzling out enigmas, and furthering their
own ends. Traveller is adventure in the far future, with situations limited
only by the imaginations of the players. $11.98 [original price].
- En Garde ([302]) - Is role-playing in the world of the Three
Musketeers. This is not related to Traveller, but I put this in so you know I
didn't forget something.
- 1001 Characters (Supplement 1 [303]) - Puts characters at his fingertips
when a referee running a Traveller adventure suddenly needs a gang of ruffians.
And when the band of adventurers decides to hire a computer expert, this
supplement again fills the need. Characters for each of six services are
provided with UPP, cash balance, age, rank, and skills. $3.98 [original price].
- Mercenary (Book 4 [304]) - Codifies the soldiers of fortune of the
Traveller universe. Rules are presented for army and marine character
generation, military training and organization, combat, and equipment.
Equipment covered runs from simple assault rifles to man-portable fusion guns
and anti-laser aerosols. Plus sample mercenary tickets. $6.00 [GDW
Winter/Spring 1986 Game Catalog, GDW Summer/Fall 1986 Game Catalog, GDW March
1987 Game Catalog].
- Animal Encounters (Supplement 2 [305]) - Is more than just a booklet of
beasts. It provides a coherent system for classifying alien animals and tables
for encountering various types of animals in various ecological systems. The
tables are broken down by world size, atmosphere type, and by various terrain.
Also includes events such as earthquakes, storms, and meteor showers. $6.00
[GDW Winter/Spring 1986 Game Catalog, GDW Summer/Fall 1986 Game Catalog, GDW
March 1987 Game Catalog].
- The Kinunir (Adventure 1 [306]) - Is a class of Imperial cruiser with an
intriging history. Several of its sister ships appeared jinxed, and the Kinunir
itself disappeared without a trace while on patrol in 1088. This adventure
contains several scenarios that involve this class of ship and provide players
with the chance at salvage and profits. $4.00 [GDW Winter/Spring 1986 Game
Catalog, GDW Summer/Fall 1986 Game Catalog].
- Snapshot (Game 2 [307]) - Is game 2 for Traveller. With this game, players
can fight with cardboard counters (or minature figures) on deck plans. useful
separately or as a part of a Traveller campaign where hijacking, piracy, and
mutiny are situations that may arise. $7.98 [original price].
([602]) - Based on the Traveller personal
combat system, Snapshot is a game of man-to-man combat on board starships.
Square-grid deck plans are provided for two ships: a scout and a free trader.
All the basic Traveller weapons are available, from daggers and body pistols to
laser rifles. Snapshot is perfect for resolution of hijacking or piracy
attempts in Traveller adventures. Complexity - Intermediate. $12.00 [GDW
Winter/Spring 1986 Game Catalog].
- High Guard (Book 5 [308]) - Is the most popular Traveller book, a complete
rule system for design, construction, and combat for starships ranging from 100
to 1,000,000 tons. Sections detail weapons systems, computers, crew
requirements, etc. The book also provides rules for naval characters and their
advanced training. Revised edition. $6.00 [GDW Winter/Spring 1986 Game
Catalog, GDW Summer/Fall 1986 Game Catalog, GDW March 1987 Game Catalog].
- Spinward Marches (Supplement 3 [309]) - Maps out a complete sector at the
edge of the Imperium. Each of 16 pregenerated subsectors contains a map, world
data and statistics, and some background data. This information is used
throughout the Traveller adventures set in the Marches and is vital to a
thorough understanding of most scenarios. $3.98 [original price].
- Citizens of the Imperium (Supplement 4 [310]) - Presents character
generation rules for twelve new character types, including barbarians, doctors,
scientists, nobles, and rogues. Each type includes forty examples, ready for
use as patrons or non-player characters in any ongoing Traveller situation.
Check out rogue number 19. $3.98 [original price].
- Research Station Gamma (Adventure 2 [311]) - Involves a group of players in
an attempt to help a small, bird-like alien. Its story - a secret Imperial
Research Station where biological manipulations are performed on a menagerie of
beings. Travellers are guided with rumors, maps, building plans, background
data, and ref's notes. $4.00 [GDW Winter/Spring 1986 Game Catalog, GDW
Summer/Fall 1986 Game Catalog, GDW March 1987 Game Catalog].
- Shadows/Annic Nova (Double Adventure 1 [312]) - Was the first double
adventure. Annic Nova, originally published in Journal #1, is a mysterious
alien starship discovered in orbit by a band of adventurers. Shadows is the
story of adventurers who are forced to investigate a potentially deadly alien
pyramid after it fires on their ship. Both are excellent introductory
scenarios. $4.00 [GDW Winter/Spring 1986 Game Catalog, GDW Summer/Fall 1986
Game Catalog, GDW March 1987 Game Catalog].
- Across the Bright Face/Mission on Mithril (Double Adventure 2 [313]) - Is
the second double adventure booklet for Traveller. Both are built around
crossing inhospitable and poorly mapped terrain in massive tracked vehicles.
Bright Face was the official traveller tournament at origins '80. Both
adventures are fast-paced tests of players' wits. $4.00 [GDW Winter/Spring 1986
Game Catalog, GDW Summer/Fall 1986 Game Catalog].
- Twilight's Peak (Adventure 3 [314]) - Is an H.G. Wells Award-winning
Traveller adventure, an oversize booklet with a startling plot that leads
players across the Spinward Marches to forgotten ruins and the remnants of an
ancient civilization...while the fate of the Marches hangs in the balance. Also
includes a complete section on the Droynes. $4.98 [original price].
- 76 Patrons (Supplement 6 [315]) - Adds new dimension to creating Traveller
scenarios. The book is loaded with sixty patron encounters indexed according to
type of patron (scout, merchant, assassin, etc.), and each encounter requires a
die-roll to specify the exact nature of the situation. There are also sixteen
mercenary tickets...enough jobs and missions for months of play. $6.00 [GDW
Winter/Spring 1986 Game Catalog, GDW Summer/Fall 1986 Game Catalog].
- Leviathan (Adventure 4 [316]) - Is a merchant vessel of the far future. At
the rimward edge of the Spinward Marches, the Leviathan hires on a crew, loads
cargo, and sets off for the Out Rim Void, a little-known area just outside the
Marches. The scene is set, an itinerary decided, and the adventurers face
mysteries and dangers for the sake of profits. $4.00 [GDW Winter/Spring 1986
Game Catalog, GDW Summer/Fall 1986 Game Catalog, GDW March 1987 Game Catalog].
- Best of the Journal, Vol. 1 ([317]) - The Journal of the Travellers' Aid
Society is dedicated to players who risk the perils of interstellar travel.
Unfortunately, the printing presses have been unable to keep up with demand, and
all early issues are out of print. This anthology reprints under one cover all
the best articles, news, and information from the first four issues of the
Journal. $6.00 [GDW Winter/Spring 1986 Game Catalog, GDW Summer/Fall 1986 Game
Catalog, GDW March 1987 Game Catalog].
- Traders and Gunboats (Supplement 7 [318]) - Is a detailed treatment of
several common vessels. The book contains complete information on encounters,
deck plans, interior details, and background data on far traders, subsidized
merchants, seekers, x-boats, tenders, scouts, system defense boats, close
escorts and small craft. $3.98 [original price].
- Trillion Credit Squadron (Adventure 5 [319]) - Is an unusual adventure.
Instead of concentrating on individual actions, it presents players with all the
necessary data to embark on construction of consistent star fleets which can
then be used for campaigns of conquest. There are fleet construction
parameters, campaign rules, and a complete background for a sample campaign:
the Islands Cluster campaign; also tournament rules for use at upcoming
conventions. $4.00 [GDW Winter/Spring 1986 Game Catalog, GDW Summer/Fall 1986
Game Catalog, GDW March 1987 Game Catalog].
- Library Data (A-M) (Supplement 8 [320]) - Is the first of two reference
volumes containing all the important information about the Traveller universe.
In addition to the usual alphabetical entries, this supplement contains
historical essays on the Imperium, its emperors, its chronology, and other
subjects of interest. All in all, a must for Traveller adventurers. $6.00 [GDW
Winter/Spring 1986 Game Catalog, GDW Summer/Fall 1986 Game Catalog].
- Argon Gambit/Death Station (Double Adventure 3 [321]) - Contains two
separate scenarios in the back-to-back double adventure format. The Argon
Gambit is a complex case of political intrigue where the players are pawns in
the hands of the powerful. Death Station is a mission to an orbital biological
research laboratory which has broken communication to its planetary station.
$4.00 [GDW Winter/Spring 1986 Game Catalog, GDW Summer/Fall 1986 Game Catalog,
GDW March 1987 Game Catalog].
- An Introduction to Traveller (Book 0 [322]) - Is a 48-page guide to the
universe of Traveller and to role-playing games in general. The book explains
the basis of Traveller, details the ins and outs of learning the rules, creating
scenarios and campaigns, running adventure sessions, and avoiding common
pitfalls. included in the Deluxe Traveller package. $5.98 [original price].
- Marooned/Marooned Alone (Double Adventure 4 [323]) - Involves a group of
downed adventurers and their lost companion. The group and the individual, in
the interconnected parts of the adventure, must rendezvous and find their way
across the outback to civilization, fighting the terrain, hostile natives,
dangerous animal life, and mysterious pursuers. $4.98 [original price].
- Fighting Ships (Supplement 9 [324]) - Details twenty ships in Imperial
service in the Spinward Marches, with High Guard statistics, function, and
illustration. The major emphasis is on the big battleships and cruisers of the
fleets. Suggested uses include naval encounters, personal fleets, and designs
for Trillion Credit Squadron. $6.00 [GDW Winter/Spring 1986 Game Catalog, GDW
Summer/Fall 1986 Game Catalog].
- Expedition to Zhodane (Adventure 6 [325]) - Utilizing the standard
adventure format, confronts players with a series of job opportunities...some
proving to be very lucrative, and at least as risky. The adventure climaxes
with the use of a "personality overlay" device and the risk of a
mission to Zhodani space. $4.98 [original price].
- Broadsword (Adventure 7 [326]) - Contains deck plans for the Broadsword
class of mercenary cruisers, a detailed table of organization and equipment for
the company-sized strike team on board, and four exciting scenarios (one for use
with High Guard and three for use with Mercenary and Striker), all set in the
Vilis subsector, against the backdrop of the Fifth Frontier war. $4.00 [GDW
Winter/Spring 1986 Game Catalog, GDW Summer/Fall 1986 Game Catalog, GDW March
1987 Game Catalog].
- The Chamax Plague/Horde (Double Adventure 5 [327]) - Is double adventure 5.
In Chamax, adventureres must descend to the surface of the dead planet in
search of a lost expedition, perhaps victims of the mysterious plague. In
Horde, a swarm of alien predators from a crashed spaceship - spitting acid,
reproducing wildly, and devouring everything in their path - is unleashed on the
planet Raschev. $4.98 [original price].
- Best of the Journal, Vol. 2 ([328]) - Is a compendium of the best amber
zones, rules articles, ref's notes, bestiaries, contacts and features from
issues 5-8 of The Journal of the Travellers' Aid Society. This is a great
source of information and inspiration for those players who have missed out on
some or all of these issues. $6.00 [GDW Winter/Spring 1986 Game Catalog, GDW
Summer/Fall 1986 Game Catalog, GDW March 1987 Game Catalog].
- The Solomani Rim (Supplement 10 [329])
- Prison Planet (Adventure 8 [330])
- Divine Intervention/Night of Conquest (Double Adventure 6 [331]) - In
Divine Intervention, a religious dictator refuses to allow exploitation of his
world's resources by offworlders. The adventurers are hired to fake a message
from his Deity. In Night of Conquest, the adventurers have just concluded a
lucrative trade agreement with friendly aliens. Everything is fine until the
K'tring invaders land. $4.00 [GDW Winter/Spring 1986 Game Catalog, GDW
Summer/Fall 1986 Game Catalog, GDW March 1987 Game Catalog].
- Library Data (N-Z) (Supplement 11 [332]) - Is volume two of the complete
encyclopedia of the Traveller universe. Alphabetical entries and essays include
the Phoenix Project, Psionics, the Solomani Rim War, Vargr, Rule of Man, Vegans,
history of the Spinward Marches, and Zhodani as well as 2-page maps of the
Imperium and the Solomani Rim. $6.00 [GDW Winter/Spring 1986 Game Catalog].
- Nomads of the World Ocean (Adventure 9 [333]) - Describes the waterworld
Bellerophon and the giant sea-creatures called daghadasi. The adventurers are
hired to investigate claims that Seaharvester corporation is hunting the
daghadasi to extinction, threatening world wide eco-catastrophe. They must
contend with the hostile corporation as well as the Aramakilar nomads. $4.00
[GDW Winter/Spring 1986 Game Catalog, GDW Summer/Fall 1986 Game Catalog].
- Forms and Charts (Supplement 12 [334]) - Contains a wide selection of play
aids designed to ease bookkeeping in a Traveller campaign, as well as ID cards,
ships papers, and more. These supplementary items add a certain amount of
flavor and realism to a Traveller campaign as well as helping to keep the
referee organized. $6.00 [GDW Winter/Spring 1986 Game Catalog, GDW Summer/Fall
1986 Game Catalog, GDW March 1987 Game Catalog].
- Best of the Journal, Vol. 3 ([335]) - Is a collection of all the best
articles and information from issues 9-12 of The Journal. $6.00 [GDW
Winter/Spring 1986 Game Catalog, GDW Summer/Fall 1986 Game Catalog, GDW March
1987 Game Catalog].
- Veterans (Supplement 13 [336])
- Scouts (Book 6 [337]) - Provides expanded character generation for Scout
characters and a system for designing entire planetary systems in detail, from
the primary star to planets to moons. The perfect companion piece to the
popular Mercenary and High Guard systems, Scouts will add a great deal to any
campaign. $6.00 [GDW Winter/Spring 1986 Game Catalog, GDW Summer/Fall 1986 Game
Catalog, GDW March 1987 Game Catalog].
- Safari Ship (Adventure 10 [338]) - Provides deck plans for the Animal class
safari ship and sends the players on a search for exotic wildlife. The friendly
patron needs transportation to a world just beyond the frontier, in search of a
single, beautiful, almost mythical animal. $4.00 [GDW Winter/Spring 1986 Game
Catalog, GDW Summer/Fall 1986 Game Catalog, GDW March 1987 Game Catalog].
- Murder on Arcturus Station (Adventure 11 [339]) - Is a classical murder
mystery set on a space station. The players must pick the real killer from up
to nine suspects, including an Aslan Noble and a Solomani rebel. An alternate
scenario allows for the possibility that one of the player characters is
actually the murderer, with or without the aid of his fellow adventurers. $4.00
[GDW Winter/Spring 1986 Game Catalog, GDW Summer/Fall 1986 Game Catalog, GDW
March 1987 Game Catalog].
- Secret of the Ancients (Adventure 12 [340]) - Places the adventurers in a
unique position - that of being able to explore an ancient site of civilization
deep in a gas giant and to uncover the mystery of the legendary Ancients. Who
were they, and why did they do all of the strange and wonderful things which
make the area around the Imperium what it is today? $4.00 [GDW Winter/Spring
1986 Game Catalog, GDW Summer/Fall 1986 Game Catalog, GDW March 1987 Game
Catalog].
- Signal GK (Adventure 13 [341]) - Finds the adventurers in a deadly
situation. Their passenger ship crippled by saboteurs, the characters must work
with other passengers and the crew to regain power and control over the vessel -
or else plunge headlong into a gas giant. $4.00 [GDW Winter/Spring 1986 Game
Catalog, GDW Summer/Fall 1986 Game Catalog, GDW March 1987 Game Catalog].
- Best of the Journal, Vol. 4 ([342]) - The best articles from issues 13-16
of The Journal. $6.00 [GDW Winter/Spring 1986 Game Catalog, GDW Summer/Fall
1986 Game Catalog, GDW March 1987 Game Catalog].
- Merchant Prince (Book 7 [343]) - Contains advanced character generation for
the Merchants of Traveller, in addition to new trade and commerce rules and
essays on various merchant corporations of the Imperium and surrounding
interstellar communities. $6.00 [GDW Winter/Spring 1986 Game Catalog, GDW
Summer/Fall 1986 Game Catalog, GDW March 1987 Game Catalog].
- Robots (Book 8 [344]) - The long-awaited rules for construction, random
generation, and role-playing of androids. The construction process guides the
builder along through all the details of robot design, from locomotion and power
plant to the robot's brain. Robots continues in the tradition of other
Traveller books in that it covers a single topic, in this case, robots, in
elegant detail, while opening up whole new vistas of adventuring potential!
$6.00 [GDW Summer/Fall 1986 Game Catalog, GDW March 1987 Game Catalog].
- Imperium ([802]) - Is GDW's classic science fiction game, picked by Games
magazine as one of the best games on the market. One player is Terran, leading
his race to the stars which are already occupied by the Imperial player's
forces. in a series of wars, the players attempt to gain control of the whole
board, building and maintaining fleets and bases for future battles. 1 map, 350
counters. My understanding is that Imperium covers the battles between the
First Imperium and the Terran empire, and thus is an important part of the
future history of Traveller. The map is not in standard Traveller subsector
format however. $9.98 [original price].
([0205]) - Terra has reached the stars,
only to find someone already there! The Grand Empire of Stars - the Imperium -
already claims the stars vital to Terran expansion. Interstellar war is
inevitable. In this conflict, the Imperium is a ponderous giant; Terra is a
small, quick opponent, anxious for a lightning victory before the enemy can
bring all its tremendous resources to bear. Each gam is a war, and each begins
with the positions from the end of the previous one. An entire game can be
played in under two hours. Imperium is the game in which Marc W. Miller first
premiered the idea of the star-spannin Imperium which later blossomed into the
rich diversity of the Traveller and MegaTraveller systems. A background booklet
covering the history of the Grand Empire of Stars and Terran Confederation is
included so players can see how this game fits into the rich tapestry of
galactic history whih underlies MegaTraveller. $24.00 Interlocking hard game
map, die-cut counters, rules, and charts. [GDW Winter 1990-91 Games].
- Dark Nebula ([409]) - Is an interstellar war in unknown space, fought on
eight astromorphic star maps. Exploration teams probe the mysterious Nebula
while players build fleets of starships and armies of planetary defense units
and jump troops. My understanding is that Dark Nebula is a sequel to
Imperium, and as such has a place in this list. $5.98 [original price].
([651]) - Beginning with the acclaimed
Imperium game system, Dark Nebula adds some odd wrinkles. There are eight small
maps which can fit together to make many different playing surfaces. Neutral
powers may become obstacles to a war or allies to be gained. And there is the
mysterious Dark Nebula itself, with secrets waiting in its unexplored depths.
Complexity - Basic. $12.00 [GDW Winter/Spring 1986 Game Catalog].
- Mayday (Game 1 [404]) - Is game 1 for Traveller, a ship-to-ship space
combat game playable entirely on its own or as part of ongoing science fiction
campaigns. Realistic vector movement is easily plotted. A Charles Roberts
Award winner. $5.98 [original price].
- Azhanti High Lightning (Game 3 [818]) - Is Traveller game 3. The game
presents 14 decks of an Azhanti-class Imperial cruiser, along with counters
representing crew, adventurers, Vargr, Zhodani, Imperial Marines, and others.
Combat is man-to-man and entirely compatible with Traveller. Azhanti High
Lightning can be played as a separate game or as part of a Traveller campaign.
14 maps, 240 counters. $21.98 [original price].
- Invasion: Earth (Game 5 [104]) - Is the final battle of the Solomani Rim
War, game 5 from the Traveller future history. Imperial troops and spaceships
descend to Earth and battle the proud defenders on a geodesic map. 1 map, 480
counters. $11.98 [original price].
Set
in the Traveller far-future universe, Invasion: Earth is a game on the final
battle of the Solomani Rim War: the attempted invasion and conquest of the
capital of the Solomani Confederation - Earth itself. Each side has differeing
strengths and weaknesses. The Imperial player has superior forces and greater
resources, but reinforcements come at a price as an increasingly war-weary
Imperium looks for peace. The Solomani player can put up a fierce resistence,
but he must avoid destruction of his forces while preserving enough urban areas
and star ports to continue the fight. The rules also tie in the game to other
Traveller gaming and role-playing. Complexity - Intermediate. $12.00 [GDW
Winter/Spring 1986 Game Catalog].
- Fifth Frontier War (Game [822]) - Is another game of Traveller future
history, a tense simulation of interstellar war. Rules cover starship squadrons
and space battles, units and worlds at war, and the details of long-range
interstellar planning. Special rules cover naval bases, troop carriers, and
advanced technological levels. 1 map, 720 counters. $14.98 [original price].
- Double Star ([803]) - Is interplanetary combat between rival cultures in a
binary star system. On a map of deep space hexes showing both stars, and
planets moving in their orbits, the competing players build space fleets and
planetary defenses. Space combat, maneuver, and planetary bombardment
(including small moons as projectiles) decide the fate of worlds. 1 map, 480
counters. I don't know if this game takes place in the Traveller universe,
but I intend this listing to be inclusive rather than exclusive. $11.98
[original price].
- Belter ([807]) - Is a political/economic game mining asteroids. More than
a simple board game, Belter introduces elements of role-playing and imagination.
Represented are individual players as well as groups of crewmen, prospectors,
thugs, and troops. Rules for supply and demand, political elections, and
physical violence shape the course of the game. 1 map, 480 counters. I
don't know if this game takes place in the Traveller universe, but I intend this
listing to be inclusive rather than exclusive. $11.98 [original price].
- Bloodtree Rebellion ([815]) - Is the game of guerilla warfare on the planet
Somber. Far in the future, human-colonized Somber is occupied by the 4041st
Mykin Clone Regiment and exploited by the Petrochem Orionid interstellar cartel.
in the dark bloodtree forests are human guerillas, in the coastal dunes are the
sympathetic native Glyphs. 1 map, 480 counters. I don't know if this game
takes place in the Traveller universe, but I intend this listing to be inclusive
rather than exclusive. $12.98 [original price].
- Triplanetary ([821]) - Is a science fiction game of interplanetary space
battles in the 21st century, a shoot-em-up in the grand tradition of the classic
space opera novels of the 50's. Vector movement is handled by markers on a
coated map, and vessels must burn fuel or take advantage of gravitational fields
to maneuver. 1 map, 120 counters. I don't know if this game takes place in
the Traveller universe, but I intend this listing to be inclusive rather than
exclusive. $11.98 [original price].
- Asteroid ([412]) - Is a tongue-in-cheek game where one player selects a
team of unlikely heroes led by the Professor. Their mission is to enter the
asteroid base (laid out on 8 geomorphic maps) and unplug the diabolical computer
brain. My understanding is that this is not strictly Traveller, but is is
in the same genre and seems to take place in the Traveller universe or one very
similar. $5.98 [original price].
([652])
- An asteroid mining station, controlled byy an insane computer, is about to
collide with the Earth. Only you can save the world with the help of a crack
team: Professor Delacroix and his beautiful daughter, ace reporter Scoop
Phillips, Muscles McGee (the world's strongest man), Ms. Jones the psychic, and,
of course, Sasha the wonder dog. The invisibility belt will help if you can
find it, but watch out for the deadly security robots. Complexity - Basic.
$12.00 [GDW Winter/Spring 1986 Game Catalog].
- Striker (Miniatures Rules [704]) - Is the ultimate set of combat rules for
15mm science fiction miniatures. Designed specifically with Traveller in mind,
the boxed set includes Basic Rules, Advanced Rules, and Equipment in three
booklets. Whether resolving battles in Traveller campaigns or just playing
futuristic combat scenarios, Striker has everything the science fiction wargamer
needs to know. $11.98 [original price].
- Striker Basic Rules (Book 1)
- Striker Advanced Rules (Book 2)
- Striker Equipment (Book 3)
- Striker Design Sequence Tables (pull-out supplement in Striker Equipment)
- Lightning Class Cruisers (Supplement 5)
- The Imperial Fringe (Introductory Adventure) - Is a complete adventure for
Traveller. All of the basic preparation is pregenerated, and the adventure can
be begun once the referee reads through the books. (Included in Deluxe
Traveller).
- High Guard 79 ed Modifications, parts I, II, and III (Upgrades High Guard
79 ed to 80 ed [pull-out supplement in JTAS 6, 7, and 8])
- Special Supplement 1 (Merchant Prince [pull-out supplement in JTAS 12]) -
This special supplement provides an expanded character generation system for the
Merchant service, including new procedures and four new skills. it originally
appeared as a pull-out section in the Journal of the Travellers' Aid Society,
issue number 12. [This was never available separately as far as I know.]
- Special Supplement 2 (Exotic Atmospheres [pull-out supplement in JTAS 17])
- Special Supplement 3 (Missiles in Traveller [pull-out supplement in JTAS
21])
- Trader (Computer Program) - Navigate your ship through the Spinward marches
as you try to make enough money to cover your ship payments. Buy cargos with
your excess money and sell them at a profit (or loss) in the next system. Let
the computer handle the basic details of navigation for any merchant activities.
The disk-based Trader program handles starships travelling from system to
system within a sector. Displays show worlds which can be reached from the
current sector and data on the trade potential of those worlds. Passenger and
freight availability is automatically computed; excess hold space is available
for speculative cargos. Routines handle time passage, ship payments, crew
costs, refuelling, annual maintenance, and buying and selling cargo. But
there's more! Ships have mission types (trader, transport, courier, xboat, and
survey). Traders and transports both carry on merchant activity, but transports
are restricted to the main trade routes. Couriers receive messages at naval
bases and must deliver them somewhere in the sector. Xboats wander through the
sector, but must stay on the main xboat routes. Survey ships roam through the
sector marking each world they encounter as explored. Trader is available on
disk for the Apple II+, IIe, and IIc (48K, DOS 3.3, printer optional); the BASIC
program is listable, copyable, and modifiable. The disk includes a random
sector generator for use with the program, sector files for the Spinward Marches
and the Solomani Rim, and other supporting utilities. $17.50 [GDW Winter/Spring
1986 Game Catalog, GDW Summer/Fall 1986 Game Catalog, GDW March 1987 Game
Catalog].
- Traveller Word Generator (Computer Program) - Generate any number of words
in the major languages in Traveller - with Word Gen. Languages supported
include Aslan, Vargr, Droyne, Vilani, K'kree, and Zhodani. Word Gen is
available on disk for the Apple II+, IIe, and IIc (48K, DOS 3.3, printer
optional); the BASIC program is listable, copyable, and modifiable. The disk
includes a file editor for altering available language files and creating new
ones. $17.50 [GDW Winter/Spring 1986 Game Catalog, GDW Summer/Fall 1986 Game
Catalog, GDW March 1987 Game Catalog].
- Beastiary (Computer Program) - Beastiary produces detailed animal encounter
tables for Traveller. Set parameters for the tables (planetary size and
atmosphere) and the computer generates them for specific terrain types, shows
them on the screen, prints hardcopy on the printer, or stores them to disk.
Tables are presented in the standard format - 2D entries from 2 to 12 with
alliunformation necessary for resolving animal encounters. Beastiary is
available on disk for the Apple II+, IIe, and IIc (48K, DOS 3.3, printer
optional). The BASIC program is listable, copyable, and modifiable. A file
editor is privide to allow changes to tables you produce and stor to disk.
$17.50 [GDW Winter/Spring 1986 Game Catalog, GDW Summer/Fall 1986 Game Catalog,
GDW March 1987 Game Catalog].
- Journal of the Traveller's Aid Society (Issues: 1-24)
- No. 1: Annic Nova: pub. 1979
- No. 2: Victoria: pub. 1979
- No. 3: Asteroid Mining: pub. 1979
- No. 4: Gazelle Class Close Escort Vessels: pub. 1980
- No. 5: Imperium: pub. 1980
- No. 6: The Imperial Interstellar Scout Service: pub. 1980
- No. 7: Champa Interstellar Starport: pub. 1981
- No. 8: Broadsword Class Mercenary Cruisers: pub. 1981
- No. 9: War: pub. 1981
- No. 10: Planet-building, a Referee's Guide: pub. 1981
- No. 11: Striker Miniatures Issue: pub. 1981
- No. 12: Merchant Prince: pub. 1981
- No. 13: Hivers: pub. 1982
- No. 14: Laws & Lawbreakers: pub. 1982
- No. 15: Azun: A High-Population World in the Solomani Rim: pub. 1983
- No. 16: SuSAG: pub. 1983
- No. 17: Atmospheres: pub. 1983
- No. 18: Traveling Without Jumping: pub. 1983
- No. 19: Skyport Authority: pub. 1983
- No. 20: The Ways of Kuzu: pub. 1984
- No. 21: Vargr: pub. 1984
- No. 22: Port to Jump Point: pub. 1985
- No. 23: Zhodani Philosophies: pub. 1985
- No. 24: Religion in the Two Thousand Worlds: pub. 1985
- Challenge (Issues: 25-76)
- No. 25: Lisiani [For Traveller: Siege, an Amber Zone by John M. Ford.
Deck Plans for the Fleet Escort Lisiani. Q-Ships. The Darrian Way of Live.
Planetary Invasions. Traveller Sector Generator. For Twilight: 2000:
Twilight Miniatures Rules by Frank Chadwick, The Baltic Coast (A Looter's
Guide).] $3.25 [GDW Summer 1989 Game Catalog].
- No. 26: Cargo [For Traveller: Tournament, an Amber Zone by John Marshall.
The Tuktaar Connection. Cargo: A Merchant Prince Variant. Striker Weapon
Systems Revisited. Enhanced Traveller Sector Generator. For Twilight: 2000:
Twilight: 2000 Air Module.] $3.25 [GDW Summer 1989 Game Catalog].
- No. 27: Grandfather's Worlds [For Traveller: Grandfather's Worlds.
Journalism and the Stars. Church of the Chosen Ones. For Twilight: 2000:
Target 2000: The Hit List for WWIII. Twilight: 2000 Consolidated Price List.
Thr Mexican Army. The Inland Waterway. For 2300 AD: The North American
Research League.] $3.25 [GDW Summer 1989 Game Catalog].
- No. 28: Sector to Sector [For Traveller: K'kree Starships - A Human
Perspective. Across the Imperium. Double Feature. Behind the Scenes. For
Twilight: 2000: Ultralights: A Closer Look. Wilderness Travel and Pursuit.
Air Module II. For 2300 AD: The Astronomischen Rechen-Institut.] $3.25 [GDW
Summer 1989 Game Catalog].
- No. 29: A Decade of Traveller [For Traveller: A Decade of Traveller. The
Universal Task Profile. Scientists. Picking a Homeworld. Traveller News
Service. For Twilight: 2000: Equipment List. Weather. Inside the M1 Tank.
Buildings: Optional Rules for Urban Locales. For 2300 AD: Trave in 2300. In
the Cards.] $3.25 [GDW Summer 1989 Game Catalog].
- No. 30: The Warehouse [For Traveller: The Warehouse. Stormriders. The
Fall of the Imperium. There When You Need Them. For Twilight: 2000: Canadian
Equipment List. Shell Game. For 2300 AD: Stutterwarp. Bayern. IEX. For
BattleTech: Building the Perfect 'Mech.] $3.25 [GDW Summer 1989 Game
Catalog].
- No. 31: Hazardous Cargos [For Traveller: Hazardous Cargoes. Twisting
Tech Levels. Wrong Way Valve an Amber Zone. MegaTraveller Designer's Notes.
For Twilight: 2000: USSR: 2000. Combat Examples. For 2300 AD: The Sung.
Chapter 19. Spacesuits. Earth: 2300.] $3.25 [GDW Summer 1989 Game Catalog].
- No. 32: Swift Water [For Traveller: A World on its Own. Swift Water, an
Amber Zone by John M. Ford. For Twilight: 2000: Equipment for Armor Crews.
National Canadian Ranger Regiment. Small Patrol Craft. For 2300 AD:
Cayuga-class Close Escort. The Xiang. Chapter 19. Papers and Passports. For
Star Wars: Alone Against the Empire (A Solitair Adventure).] $3.25 [GDW
Summer 1989 Game Catalog].
- No. 33: Project Farstar [For Traveller: Project Farstar. IRIS. For
Twilight: 2000: Haute Cuisine a la 2000. Equipment List. USSR: 2000, Part
II. For 2300 AD: Lone Wolf. North America, 2300. Davout. Stutterwarp
Revisited.] $3.25 [GDW Summer 1989 Game Catalog].
- No. 34: IRIS Characters in MegaTraveller [For Traveller: Generating IRIS
Characters. For Twilight: 2000: Mobile Artillery: Mortars. The Compleat
NPC. For 2300 AD: Revision. For Space: 1889: Cloudship Design. Ironclads
and Ether Flyers - Design Notes Before the Fact. The Canals of Mars. The
Ether. A Smoking Flax.] $3.25 [GDW Summer 1989 Game Catalog].
- No. 35: The Spice of Life [For Traveller: The Spice of Life. Fire Aboard
Ship. For Twilight: 2000: Citymaker. For 2300 AD: A World Invaded. For
Space: 1889: Victorian Times & Society. For BattleTech: AFT 1B
Afterburner. For Star Wars: Team Recovery. The H-Wing Fighter. For Renegade
Legion: The 9867th Renegade Armored Support List. For Star Trek: Spaceports
in Star Trek.] $3.25 [GDW Summer 1989 Game Catalog].
- No. 36: The Green Hills of Earth [For Traveller: The Green Hills of
Earth. Starship Design Notes. For Twilight: 2000: Red Maple. Equipment for
Armor Crews. For 2300 AD: Devil in the Dark. The Anatomy of a Missile. For
Space: 1889: Darkness Falls From the Air. For Star Trek: Doppelganger. For
BattleTech: 'Mech Alternatives. For Warhammer: 40,000: Sunstroke. For
Paranoia: Plan 9 from Out-R-SPC.] $3.25 [GDW Summer 1989 Game Catalog].
- No. 37: A Body Swayed to Music [For Traveller: A Body Swayed to Music.
Portable Air Lock. For Twilight: 2000: Tyger, Tyger, Burning Bright. For
2300 AD: Three Blind Mice. For Space: 1889: From Above and Below. For
Warhammer: 40,000: The Undead of Space. For Star Wars: Wookiees Amok. For
Renegade Legion: The 982nd Commonwealth Pursuit Wing. For Star Trek: Warp
Factor Equivalency Tables. For Star Fleet Battles: Border Dispute.] $3.25
[GDW Summer 1989 Game Catalog].
- No. 38: Boarding Party [For Traveller: Prize Court. Monitor-class Scout.
For Space: 1889: Journey to Oblivion. For 2300 AD: Star Cruiser Power. For
BattleTech: Direct Fire Artillery. For Star Wars: Starfighters Down. For
Star Trek: Beta Antarae Sector. For Renegade Legion: Commonwealth Ships.]
$3.25 [GDW Summer 1989 Game Catalog].
- No. 39: The HinterWorlds
- No. 40: Special Hardware Issue
- No. 41: Battle in the Skies
- No. 43: Trouble in Paradise
- No. 44: Operation Flashfire
- No. 45: Snowblind
- No. 46: Just Like Magic
- No. 47: Two Small Steps
- No. 48:
- No. 49 ([0049]):
- No. 50: No Time to Rest
- No. 51: Kiraag Station
- No. 52: Contact: Hhkar!
- No. 53: Wet Navy
- No. 54: To Sleep. Perchance to Scream
- No. 55: Going Places
- No. 56: Coventry
- No. 57: Shellgame
- No. 58: Demon Dark
- No. 59: Coreward Conspiracy
- No. 60: Wet Navy, Part 3
- No. 61: Equalizer Project
- No. 62: Into the Gap
- No. 63: Silent Wings
- No. 65: Deadly Artifact
- No. 66: Advanced Lasers
- No. 67: Wolf in Sheep's Clothing
- No. 69: Good, Bad, and Vilani
- No. 70: Toraago
- MegaTraveller ([0210]) - The vast interstellar Imperium has ruled its
11,000 worlds for more than a thousand years, straining its limits to guard its
borders and keep the peace within them. But now the emperor has been
assassinated, and rival forces are competing for the throne. Powerful forces
are at work tearing the empire apart. MegaTraveller is the furst true updated
edition of Traveller, incorporating only the most advanced rules and systems
developed over the last decade and tailored to fit the chaotic environment of
the shattered Imperium. MegaTraveller consists of three basic rules books. The
Players' Manual (0211) is intended as a reference book for every partiipant. It
includes tasks, character generation, skills, experience, personal combat, and
psionics rules. The Referee's Manual (0212) covers the essential elements of
universe creation and manipulation, including task resolution, starship and
vehicle design, starship combat, world and system generation, and trade and
commerce rules. The Imperial Encyclopedia (0213) gives supporting background
material for the Imperium and the ongining war, including library data, maps,
world data, equipment lists, word generation for major languages, and the forms
and charts necessary to play MegaTraveller. $30.00 [GDW September 1987
Catalog Update]. The boxed MegaTraveller set includes all three of these books,
plus a poster-size map of the Spinward Marches. $30.00 ISBN 0-943580-49-8
[GDW Summer 1989 Game Catalog].
For 1000
years, the Imperium has ruled the stars. Now, its peace and tranquility arre
shattered by assasination and civil war. The once-solid Imperium is divided
between many petty empires, each fighting for its piece of the galaxy. The
player characters' goal is to survive, and just maybe turn the tide of the
Rebellion. Background: This wide-ranging role-playing game is set in the far
future when the vast Imperium is wracked by rebellion and intrigue. Includes
history, personalities, equipment, mapping, corporations, and much more. Rules:
Trade and commerce, ship design, ship combat, personal interaction, tasks,
animal encounters, character generation. Continuing Support: Challenge (GDW)
magazine and MegaTraveller Journal (Digest Group Publications). This is the
current edition of Traveller. The basic game is the MegaTraveller boxed rules
set. It includes the Players' Manual, Referee's Manaul, and Imperial
Encyclopedia, plus a detailed star map of a complete Imperial Sector -
everything needed for beginning MegaTraveller adventures. $30.00 Three 96 pg.
books and map. [GDW Winter 1990-91 Games].
$30.00 [GDW 1992 Catalog].
- MegaTraveller Players' Manual (Sourcebook [0211]) - Contains the basic
information any player needs to prepare for (and participate in) Traveller
adventures. A reference for every participant, it includes character
generation, skills, task resolution, experience, personal combat, and psionics.
$10.00 104 pg. ISBN 0-943580-38-2 [GDW Summer 1989 Game Catalog].
Basic rules reference for MegaTraveller
players. Covers combat, travel, tasks, and much more! $10.00 96 pg. [GDW
Winter 1990-91 Games].
$12.00 [GDW 1992
Catalog].
- MegaTraveller Referee's Manual (Sourcebook [0212]) - Is a basic reference
for the referee which expands on the topic of tasks, and deals in depth with
vehicle design and combat (including both surface vehicles and starships),
worlds, and commerce. $10.00 104 pg. ISBN 0-943580-47-1 [GDW Summer 1989
Game Catalog].
Handles concepts the
referee needs to successfully prepare and run exciting MegaTraveller adventures
that will keep all your players on the edges of their seats. $10.00 96 pg.
[GDW Winter 1990-91 Games].
$12.00 [GDW
1992 Catalog].
- MegaTraveller Imperial Encyclopedia (Sourcebook [0213]) - Is the basic
reference for every Traveller participant. It deals with library data, maps,
world data, and equipment. The Encyclopedia includes all the raw information
necessary to learn about the Shattered Imperium and role play within it. $10.00
96 pg. ISBN 0-943580-48-X [GDW Summer 1989 Game Catalog].
Resource information for the MegaTraveller
universe. Organized as a handy reference book, the MegaTraveller Imperial
Encyclopedia includes details on equipment, places, worlds, and background, plus
raw information. $10.00 96 pg. [GDW Winter 1990-91 Games].
$12.00 [GDW 1992 Catalog].
- Rebellion Sourcebook (Sourcebook [0214]) - The emperor is dead! Who will
win the Iridium Throne? Many different factions have squared off in the
impending struggle for ultimate power. Rebellion Sourcebook covers the diverse
factions of the Rebellion, their equipment, their goals and strategies, and
(most of all) how players can get involved in the grandest adventures the stars
have ever seen. Includes the short adventure: "Nail Mission."
$10.00 96 pg. ISBN 0-943580-63-3 [GDW Summer 1989 Game Catalog].
The Rebellion is being fiercely fought
throughout the Imperium, as every small faction struggles for its rightful piece
of the rich star-spanning empire. Rebellion Sourcebook covers every detail of
the Rebellion: the sides, leaders, territories, fighting, equipment -
everything you need to know to run a successful operation in the shattered
Imperium. $10.00 96 pg. [GDW Winter 1990-91 Games].
$12.00 [GDW 1992 Catalog].
- Referee's Companion (Sourcebook [0215]) - Expand the universe of
MegaTraveller with more rules, background, information, and materials for the
dedicated referee. Materials that simply wouldn't fit into the grand,
three-volume MegaTraveller rules set have now been brought together into this
useful and detailed compilation. MegaTraveller Referee's Companion covers all
the major alien races in the Traveller universe individually, dealing with each
one's homeworld, physical appearance and abilities, mental makeup, and
interstellar territories. The Companion also covers large-scale combat,
timekeeping, communications, research, mapping, in-system operations,
mega-corporations, technology, and robots for MegaTraveller. $10.00 96 pg.
ISBN 0-943580-71-4 [GDW Summer 1989 Game Catalog].
Rules expansions for the MegaTraveller
referee: large-scale combat, timekeeping and calendars, communications systems
as used by the Imperial Navy and merchants, research systems, research
techniques and tasks, maps and mapping techniques, blank world and star maps,
technology, aliens. $10.00 96 pg. [GDW Winter 1990-91 Games].
$12.00 [GDW 1992 Catalog].
- COACC (Sourcebook [0216]) - The army controls the ground! The navy
controls space! But the interface between the two belongs to COACC - the
flyers. Aircraft of all types - jets, props, helicopters, dirigibles - come
under the Close Orbit and Airspace Control Command. MegaTraveller COACC
provides rules for flyers in the Traveller universe. Coverage includes
character generation, COACC organization, aircraft design sequences, example
aircraft, and both simplified and detailed versions of air-to-air and
air-to-ground combat rules. $10.00 96 pg. ISBN 0-943580-72-2 [GDW Summer
1989 Game Catalog].
The Close Orbit and
Airspace Control Command controls aircraft on the worlds of the Imperium. This
reference covers aircraft pilot character generation, aircraft design and
combat, plus an exciting campaign to win the Rebellion on a single world of the
Imperium. $10.00 96 pg. [GDW Winter 1990-91 Games].
$12.00 [GDW 1992 Catalog].
- Fighting Ships of the Shattered Imperium (Sourcebook [0218]) - The Imperial
Navy never planned for the worst of all possible contingencies: a farflung
Rebellion that would shatter the emipre into squabbling factions. And with each
faction went a portion of the navy's fighting strength. Now, Imperial ship
fights Imperial ship as the Rebellion drives the entire Imperium into chaos.
Fighting Ships of the Shattered Imperium is a compendium of immense battleships
and cruisers that served with the Imperial fleet and now serve with the fleets
of the many factions of the Rebellion. Included are descriptions of 58 ships,
with illustrations of 16 of the most interesting. Battleships and Dreadnoughts,
Cruisers, Carriers, Escorts, Auxiliaries. $10.00 96 pg. [GDW Winter 1990-91
Games].
$12.00 [GDW 1992 Catalog].
- Knightfall (Adventure [0219]) - It was just a routine trade expedition in
Massilia sector. But suddenly (and unexpectedly) the tides of war shifted, and
Emperor Lucan's forces overran the world in a surprise assault from orbit. Now,
the characters are prisoners of war, and their ship has been confiscated. They
must escape and track down their stolen starship. During the search, they
stunble on an amazing discovery that could put an end to this cursed Rebellion
once and for all. The search for their starship takes them to an Imperial
knight recently fallen from power in the chaos of the Rebellion. This knight
has important information about a fabled lost city of technological wonders from
the Long Night - its marvelously high technology could help Margaret's faction
prevail in the Rebellion. $10.00 96 pg. [GDW Winter 1990-91 Games].
$12.00 [GDW 1992 Catalog].
- On the Edge (Adventure [0220]) - Seek fortune in the Spinward Marches, join
a border guard patrol, or sneak into an interdicted world. Written for the
Spinward marches, but playable in any location in the Imperium. Written by Mike
Stackpole. $10.00 96 pg. [GDW Winter 1990-91 Games] Supposed to be
available April '91. I don't think this one ever made it into print. If it
did, I don't have a copy and would like one. If you have more information about
this one, let me know please.
- Hard Times ([0221]) - Hard Times moves the players forward to the
post-Rebellion period. Fighting has mostly stopped; there's not much left of
the fleets and armies; and there's more opportunity for rip-roaring adventure
than at any time in the past. Ten well-detailed sample adventures plus several
brief adventure outlines. Practical, easy-to-use guidelines for creating new
adventures within the post-Rebellion Imperium. Hard Times includes additions to
UCP design sequence, special postwar industries, a unique collection of
implements and opponents, and more. $12.00 [GDW 1992 Catalog].
- ([0222]) - Anyone know what this one was?
- Assignment: Vigilante ([0223]) - In this MegaTraveller adventure folio,
you are thrust into a conflict between a struggling civilization and marauding
pirates. Allied with the tenacious starmercs of the Vigilante, you can help
stem the rising tide of piracy in Diaspora Sector. Assignment: Vigilante puts
you on the cutting edge of the Hard Times era and provides material to start a
long-term starmerc campaign. included in this folio are seven new MegaTraveller
ship designs and two-page, full-color deck plans of the Vigilante. $4.50 [GDW
1992 Catalog].
- Astrogators' Guide to the Diaspora Sector ([0224]) - Expand your
MegaTraveller campaign into the treacherous no-man's land between the domains
claimed by Margaret, Lucan, Craig and the Solomani. This folio is complete with
full statistics and plenty of adventure ideas for all 12 subsectors.; $4.50
[GDW 1992 Catalog].
- Arrival Vengeance ([0225])
- Traveller The New Era ([0300]) - $30.00 [GDW 1992 Catalog].
- Survival Margin ([0301]) - $4.50 [GDW 1992 Catalog].
- ([302]) - Anyone know what this one was?
- Brilliant Lances ([303])
- ([304]) - Anyone know what this one was?
- Smash & Grab ([0305])
- Players' Forms ([0306])
- Referee's Screen ([0307])
- Battle Rider ([0308])
- Path of Tears ([0309])
- Reformation Coalition Equipment Guide ([0310])
- World Tamers Handbook ([0311])
- Vampire Fleets ([0312])
- Striker II ([0313])
- Regency Sourcebook: Keepers of the Flame ([0314])
- Star Viking: Personalities of the Reformation Coalition ([0315])
- Traveller: The New Era T-Shirts (large) ([0316])
- Traveller: The New Era T-Shirts (extra-large) ([0317])
- Aliens of the Rim I: Hivers and Ithklur ([0318])
- ([0319])
- Regency Combat Vehicle Guide ([0320])
- The Guilded Lily ([0330])
- Death of Wisdom (novel, part one of three [0380])
- To Dream of Chaos (novel, part two of three [0381])
- Star Viking The New Reformation ([3100]) - $30.00 [GDW 1992 Catalog].
This may never have made it into print in the format indicated here.
- Imperial Lines Newsletter - [GDW 1992 Catalog].
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Paranoia Press Classic Traveller items
- Scouts and Assasins
- Delta Research [pull-out supplement to Scouts and Assasins]
- Sorag
- Vanguard Reaches
- Beyond
- Merchants & Merchandise
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Gamelords Classic Traveller items
- Undersea Environment
- Mountain Environment
- Desert Environment
- Ascent to Anekthor
- Drenslaar Quest
- Duneraiders
- Wanted: Adventurers
- Startown Liberty
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FASA Classic Traveller items
- ISPMV: Tethys
- ZISMV: Vlezhdatl
- Adventure Class Ships Vol. 1
- Adventure Class Ships Vol. 2
- Merchant Class Ships
- Aslan Mercenary Ships
- Legend of the Skyraiders ([A4])
- Trail of the Skyraiders ([A7])
- Fate of the Skyraiders ([A9])
- Uragyad'n of the Seven Pillars
- Action Aboard - Adventures on King Richard
- High Passage/Far Traveller
- High Passage No. 1: Solar Flare
- High Passage No. 2: The Cobra Conspiracy
- High Passage No. 3: The Edge
- High Passage No. 4: 134-635
- High Passage No. 5: Day of the Gathering
- Far Traveller No. 1: Roakhoi
- Far Traveller No. 2: Rejhappur
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Games Workshop Classic Traveller Items
- IISS Ship Files
- White Dwarf
- No. 14: Expanding Universe Part 2
- No. 20: Star Patrol
- The Best of White Dwarf
- Scenarios, Volume 3: The Snowbird Mystery
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Digest Group Publications Classic Traveller Items
- Grand Survey
- Grand Census ([863])
- Early Adventures ([864])
- 101 Robots
- Travellers' Digest (Issues: 3-10, 17-19)
- No. 1:
- No. 2:
- No. 3: Visit to Antiquity
- No. 4: The Gold of Zurrian
- No. 5: The Humaniti Experiment
- No. 6: The Most Valuable Prey
- No. 7: The Fourth Imperium
- No. 8: Shoot-Out at Shudusham
- No. 9: Before the Iridium Throne
- No. 10: Reference Point
- No. 17: The Blade of Koiyekh
- No. 18: Clan and Pride
- No. 19: Out of the Night
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Judges Guild Classic Traveller Items
- The Traveller Log Book ([78])
- Starships & Spacecraft ([89])
- Dra'k'ne Station ([105])
- Tancred ([330])
- Ley Sector ([340] photocopy)
- Fifty Starbases ([480])
- Crucis Margin ([590])
- Maranantha-Alkahest Sector ([760])
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The Adjutant Classic Traveller Items
- Imperial Armed Forces Vehicles Guide, Altair Sub-Sector: Set Number
One, Air Cushion ([RM-90-01])
- Imperial Armed Forces Vehicles Guide, Altair Sub-Sector: Set Number Two,
Aircraft, Rotary & Fixed Wing ([RM-90-02])
- Imperial Armed Forces Vehicles Guide, Altair Sub-Sector: Set Number Three,
Track Laying (RM-90-03])
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Group One Classic Traveller Items
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Marischal Adventures Classic Traveller Items
- Flight of the Stag
- Fleetwatch
- Salvage Mission
The following is a series of four connected folio adventures that ran in
The Space Gamer
- Flare Star (TSG #46:Dec81 pp19-21)
- Storm (TSG #48:Feb82 pp19-21)
- Periastron (TSG #50:Apr82 pp19-22)
- The Newcomers (TSG #53:Jul82 pp19-22)
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Other Magazines With Traveller Content
- The Dragon (Issue 27 [Vol.IV,No.1]: Jul 1979)
- White Dwarf (Issue 14: Aug/Sep 1979)
- Different Worlds (Issue 9: Aug/Sep 1980)
- Different Worlds (Issue 11: Feb/Mar 1981)
- The Space Gamer (Issue 44: Oct 1981)
- VIP of Gaming (Issue 4: Jul/Aug 1986)
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