TEXT:  
   
  Preface
   
   This volume may seem daunting: hundreds of pages about the universe of the 
  future. Where should you start? What material is new? What has changed? 
   
   This is a daunting volume, more than ten years ( in some respects more than that ) in the making. There was a point when 
  the text flowed non-stop evening after evening almost directly into the original Little Black Books. The concepts that went into 
  those three books have come back time and again, to be revised, expanded, and elaborated upon. A few words about 
  mercenaries and the military became a major emphasis in Traveller; a few more worlds about space navies became another 
  emphasis. 
   This text takes so many of the ideas from the original Classic Traveller and all that followed it, and brings them to maturity. 
  It helps to point out some of the advances and details in this volume, rather than make you dig for them.  
   
  The Foundations 
   We lay out early many basic concepts that come back time and again. 
   The chapter on Dice provides the statistical expectations for die rolls: to help player 
  make better choices. Then it defines the types of die rolls that will be used throughout 
  these pages: rather than define them again and again as they come up. We introduce 
  terms like Assets and Target Number and Mod and DM. We introduce standard rolls, 
  and special purpose rolls, and a new one: Flux. 
   We cover Traveller’s traditional hexadecimal “use letters as numbers” concept now 
  labeled Ehex. 
   We define what a ton is (it’s the volume of 1000 kilograms of liquid hydrogen) and 
  how its used to measure cargo, and ship size, and more. 
   We define the values for Range Bands: in fact, we define several different types of 
  Range Bands for use on worlds, for use in space, for calculating altitudes, and even 
  social distance (see the chart for Fame). Flyers can fly at specific altitudes; starships 
  can skim gas giants at specific altitudes; submarines can dive to specific depths. 
   We define what money is: the Credits that characters carry in their pockets; the 
  MegaCredits that business and companies spends, and the Aryu that worlds use in 
  their budgets. 
   We also define Benchmarks for money: how much a person needs to live on; how 
  much a person can earn at various jobs; how much common items cost. We also 
  address Benchmarks for Sizes: we discuss how big some things are, and then assign 
  number values to them.  
   The preliminaries define early in the text some very basic concepts that are helpful 
  for players. 
   
  Characters 
   We took a careful look at the six personal characteristics and defined them in detail. 
  Earlier Traveller aliens had alternative characteristics, and we have expanded that 
  concept to include alternative or analog characteristics for some non-humans. We also 
  defined two secret (or at least obscure) characteristics: Psi and Sanity. 
   We considered a wide variety of career types and narrowed them down to 13: any 
  other career is really just a subset or a specialization of these 13. We defined how to 
  create homeworlds; what sorts of education are available; what benefits accrue when a 
  character retires. 
   Yet the basic concept of career resolution for characters remains: updated, refined, 
  but still recognizable to veteran Traveller players. 
   We have added Genetics. A character can record genetic information during 
  character generation, or discover it later through genetic testing. Genetics allows 
  characters to establish a link with characters (ancestors, descendants) in other milieux. 
  Genetics is also a basis for Geneering. 
   We provide detailed rules for Clones, including Life Insurance. We go beyond 
  clones to address Chimeras and Androids. 
   We address (at length) Sophonts: aliens of all sorts and types, including the ability 
  to create new sophonts (or import your favorites) with relative ease.  
   
   
   
  Standard Die Rolls 
  Standard Die Roll Terms 
  Probabilities of Die Rolls 
  Flux 
   
  Ehex 
   
  The Ton 
   
  World Range Bands 
  Space Range Bands 
  Attitudes on Worlds 
  Depths of Oceans 
  The Depths of Gas Giants 
   
  Money 
  Credits, MegaCredits, and Aryu 
   
  Benchmarks 
  Costs 
  Values 
  Sizes 
   
   
  Characteristics 
  Alternative Characteristics 
  Sanity 
  Psi 
   
  13 Basic Careers 
   
   
   
  Genetics 
  Geneering 
   
   
   
  Clones 
  Chimeras 
  Androids 
  Sophonts 
  
   
   
  -  - 
   
  Basic System Mechanics 
   The central mechanics of Traveller remain the detailed task resolution system and 
  its companion skill set. A defined set of skills is paired with an unlimited set of 
  knowledges: characters can turn their attention to anything they want and find the task 
  system supports them. We have implemented Talents: special abilities for non-
  humans. 
   Some details may seem superficial: Birthdays, for example. But the character’s 
  birthday provides a recurring time for that character to evaluate experience and 
  increase abilities. 
   We have defined how the senses work: a character can ask “Can I overhear that 
  conversation?” or, “Can I see anyone through this haze?” and get a reasonable 
  answer. We have defined two alien senses which non-humans may make use of. And 
  having defined how the senses work, we have provided the ability to reasonably 
  determine how binox and sound amplifiers work. 
   We have defined a system for evaluating the Quality and performance of objects. 
  Calling a rifle High Quality means something; saying a communicator is Easy-To-Use 
  also means something. It’s possible to find a device and find its dangerous to use, or 
  buy a computer that is extremely reliable. The QREBS System (for Quality, Reliability 
  Ease-of-Use, Bulk, and Safety) defines a range of characteristics for equipment. 
   We have refined the Interpersonals from MegaTraveller into Personals: a system, 
  for interaction with Non-Player Characters. Personals guide a Referee as he role-plays 
  a Patron or a casual encounter. 
   
  Combat 
   The Traveller Combat System implements a two stage process of weapons 
  attacking, penetrating armor, and finally inflicting wounds. The system is easy to use 
  and provides detailed information about injuries to characters. 
   We have implemented a wide range of weapon Effects: Acid, Burn, Hot, Cold, 
  Electric Shock, Infection, as well as traditional Bullets.  
   In response to the weapon Effects, we have implemented protections which resist 
  them: Insulation (protecting against Hot and Cold and Electric), Sealed Environments, 
  SoundProof, RadProof, and more. 
   Effects which penetrate Protections inflict injuries on characters and damage to 
  vehicles. Injuries produce reductions in Characteristics. Damage affects locations 
  based on a Hit Location Chart. If the damage is not too severe, it can be repaired after 
  the battle. 
   
   Supporting the Combat system is a series of Makers:  
   GunMaker creates guns from small pistols to gatlings, each with its own special 
  features. Many weapons are non-lethal; others are weapons of mass destruction. 
  GunMaker includes a variety of options for weapons (folding stocks, special sights). 
  Silencers are available (and the Sense rules make it harder to hear Silenced 
  weapons). 
   ArmorMaker defines a variety of protections: filter masks and respirators, ballistic 
  vests, and more. It also creates vacc suits and battle armor in a broad range of tech 
  levels and armor levels. Some armor is traditional; others are small vehicles. Armor 
  Maker also allows creation of Oversized and even Titan suits: for larger, non-human 
  soldiers. 
   VehicleMaker creates a broad range of vehicles, customized for special purposes. 
   In many ways, Traveller5 has abandoned the detailed piecemeal construction 
  systems of Fire Fusion and Steel, and replaced it with the faster, easier, and often 
  more satisfying, Maker systems. 
   
  Starships and Space Travel 
   We define Starports in detail. 
   We also define star travel in detail, including how Jump works. 
   This volume includes ACS Adventure Class Starship Design and Construction. It 
  covers ships from 100 to 2400 tons with an easy-to-use FillForm for recording the 
  design process. 
   The design system integrates extensive coverage of Sensors, Weapons, and 
  Defenses. The system allows one weapon as a MainWeapon; it includes turrets, 
  barbettes, and bays. Some defenses operate in Absolute Mode against a specific 
  weapon; some weapons can be deployed in a defensive Anti-Missile Mode. 
   Armor can be installed in Layers. 
   
   
  Task Resolution 
  Skills 
  Knowledges 
  Talents 
   
  Birthdays 
  Experience 
   
  The Senses 
   
   
   
   
  Quality 
   
   
  The QREBS System 
   
  Personals 
   
   
   
   
  Personal Combat 
   
  Non-Bullet Weapon effects 
   
  Non-Lethal Weapons 
   
  Armor and Protections 
   
  Injuries to Characters 
   
  Damage to Vehicles 
   
   
   
   
  GunMaker 
   
   
   
   
  ArmorMaker 
   
   
   
   
  VehicleMaker 
   
   
   
   
  Starports 
  How Jump Works 
   
  Ship Design 100 to 2400 tons 
   
  Sensors 
  Weapons 
  Defenses 
  Armor 
   
  
   
   
  -  - 
   
   A powerful Computer system produces networked computers on-board ships. 
  integrated with Software and Computer Architecture that allows sophisticated computer 
  operations and artificial intelligence. 
   The system creates a powerful interaction between the design choices of the Naval 
  Architect and the final values on the ShipSheet (the Ship Damage Sheet) used in 
  Space Combat. 
   The Ship Design System also introduces the logical technological extensions of 
  drives and power plants: Anti-Matter Plants and Energy Collectors, the Hop and Skip 
  Drives, and NAFAL. 
   
  Space Combat 
   The Space Combat system produces a clearly defined procedure for resolving 
  attacks. 
   Combat uses Range Bands with clear definition of what weapons can attack when. 
  Missiles launched from far away attack in the next (or later) turn. Ships can ram 
  targets. We have introduced Kinetic Kill Missiles, Nukes, Battery Fire, and allocation of 
  some weapons to Anti-Missile Mode.  
   DataCasters can try to insert viruses in enemy ships. CommCasters can co-ordinate 
  attacks by multiple ships. Ortillery can bombard worlds.  
   Space Combat normally hits specific parts of ships: a turret, the drives, the bridge. 
  But some hits (if big enough) can blow a ship up.  
   
  Charted Space: Within and Beyond 
   We define Charted Space: the miniscule portion of the Galaxy inhabited by humans 
  and other races. We also give a glimpse of what lies beyond the boundaries of Charted 
  Space. 
   We detail interstellar mapping on a Sector and Subsector basis.  
   Then we move into a rational star system and world creation system based on 
  Classic Traveller. It covers creating one or more stars and then a mainworld. Other 
  worlds are created as necessary. 
   We introduce the concept of MOARN Map Only As Really Necessary; detailed 
  systems are necessary only as they are visited or explored. But let’s look at what is 
  possible. Worlds have the traditional UWP. New provisions allow for occasional world 
  sizes and occasional world populations above 10 (to as high as 15). There are a 
  variety of new trade classifications (which have extensive effects throughout the entire 
  game system). 
   We introduce three “Extensions” of additional information about Worlds: Importance 
  (ranking worlds in a region and governing the designation of the Capital and placement 
  of Trade Routes), Economic (providing insights in the world’s budget), and Cultural 
  (providing insights into social behaviors). 
   The old tradition of Starport X for Red Zones has been displaced by Trade 
  Classifications; Starport X simply means  “No Known Starport.” 
   A system can have as many as eight stars, although that many is very rare. Many 
  systems do have multiple stars: some are near companions; some systems essentially 
  have two or three systems crammed into a stellar hex. 
   The other worlds in a system have more flavor: IceWorlds, RadWorlds, Infernos, 
  Stormworlds, and more. 
   Gas Giants are differentiated into Small and Large, with the addition of Ice Giants. 
  There is also the occasional Brown Dwarf. 
   The Star System is broken into the Inner System (Orbits 0 to 5), the Outer System 
  (Orbits 6 to 12), and the Remote System (Orbits 13 to 19). Graphic charts show the 
  location of the Habitable Zones for the placement of Mainworlds. An M9 II has a 
  Habitable Zone at Orbit-11 (21 light-hours out). 
   Easy to use graphic FillForms record the worlds in a system. 
   
  Terrain and Mapping 
   We define world terrain (for habitable and inhospitable worlds) and its effect on 
  vehicle movement. Charts define altitudes for use by Flyers, and depths for use by 
  submersibles. 
   World maps have been standardized on 1000 km hexes; the standard geodesic 
  world map changes in number of hexes based on world size. 
   Sample blank world maps are provided for all sizes from 1 to 15. 
   World Hexes have a hierarchy: World Hexes contain many Terrain Hexes, which 
  contain many Local Hexes, which contain many Single hexes. It is possible to map a 
  world down to 1 km hexes. 
   
   
  Computers 
  Software 
  Computer Architecture 
   
   
  Advanced Drives 
  Advanced Power Plants 
   
   
   
   
   
  Ramming 
  Kinetic Kill Missiles 
  Nukes 
  Ortillery Bombardment 
   
   
  Hit Locations 
  Critical Hits 
   
   
  Sector Mapping 
  Subsector Mapping 
   
  World and System Creation 
   
  The MOARN Concept 
   
   
  World Size to 15 
   
  Population to 15 
   
   
  The Importance Extension 
  The Economic Extension 
  The Cultural Extension 
   
   
  Multiple Stars in a System 
  Multiple Systems within a System 
   
  IceWorlds 
  RadWorlds 
  Infernos 
   
   
   
  Inner, Outer, and Remote Systems. 
   
   
   
   
   
  Defined Terrain 
   
   
  Standard World Maps 
   
  Blank Maps 
   
   
  
   
   
  -  - 
  Technology 
   While based on traditional technology levels in Traveller, the Technology chapter 
  defines all possible tech levels, including the theoretical maximum Tech Level (Z) and 
  its repercussions on the universe in general. 
   The Technology chapter also details creating objects at higher than their normal TL 
  (as Improved or Advanced devices) or lower (as Prototypes or Experimental). Tech 
  Level for objects becomes a range rather than a point on a scale. 
   Advanced Technology is defined and used consistently in this edition to a far greater 
  degree than ever before. 
   
  Trade And Commerce 
   We define a trade system with hundreds of differentiated goods and how they are 
  priced for buyers and sellers.  
   
  Psionics 
   The entire Psionics system has been rationalized and defined to make it useful and 
  usable (for those who dare pursue its secrets). Psionic Senses mimic the real senses; 
  Psionic Actions are clearly defined. 
   
  Sophonts 
   Our extensive sophont creation system produces detailed non-humans: some are 
  very near human; others are strange and fantastic. The range from small intelligent 
  creatures to huge lumbering but intelligent beasts. Their many differences present 
  intriguing challenges to players who take them on as characters. 
   
   
   
  All Tech Levels Defined 
   
   
  Experimental Devices 
   
  Advanced Devices 
   
   
   
   
  Hundreds of Trade Goods 
   
   
   
  Psionic Senses 
  Psionic Actions 
   
   
   
  Complete Alien Creation 
   
   
   There is, of course, much more than this short overview…  
  
SOURCE: textdata/thevault/Traveller/09 - Traveller5/Traveller5/T5 Underlying PDFs/T5=0103 Preface.pdf