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2300 AD is a hard science fiction/cyberpunk role playing game created by Game Designers' Workshop and first published in 1986.

  • The first edition was called Traveller:2300 . Other than being a science-fiction RPG produced by GDW there was no real connection to Traveller , and when the game was revised in 1988 it was re-branded as 2300 AD .
  • The primary game mechanic was a variation of the MegaTraveller task system, using a d10 instead of 2d6 roll. The other game mechanics, such as the combat rules, where unique to this game.
  • The game's setting is a direct follow-on from GDW's earlier Twilight:2000 game, set 300 years later. It is not in the same universe as Traveller's Third Imperium setting.
  • 1.1 Storyline & Setting
  • 1.2 ‎Popular Artists & Authors
  • 1.3 External Link/s
  • 1.4 Library Data Entries (Public)
  • 2.1 Bibliography-Ludography (Published Products)
  • 2.2.1 New Version
  • 2.2.2 Boxed Sets
  • 2.2.3 Sourcebooks
  • 2.2.4 Adventures
  • 2.2.5 Third Party products
  • 2.2.6 Magazine articles
  • 3 References & Contributors (Sources)

Description ( Specifications ) [ edit ]

Overview Synopsis: 2300 AD is set at the dawn of the 24th century (between 2298 and 2301 depending on the book or supplement). At the end of the 20th century, a global thermonuclear war took place between the United States, China, the U.S.S.R. and other nuclear powers. (This is the same "Twilight War" that is depicted in the role-playing game Twilight: 2000 , also produced by Game Designer's Workshop .) In the intervening three centuries, mankind has rebuilt and returned to space. A practical means of faster-than-light ( FTL ) travel has been discovered, leading to the exploration and eventual colonization of many star systems. The post- Westphalian nation-state remains dominant, and most space colonies are considered the territories of various nations back on Earth. This fin de siècle society is analogous to the European colonial era of the 18th and 19th century (indeed, this seems to have been a great source of inspiration for some of GDW's other games). The dominant power, both on Earth and in space, is the Third French Empire. France escaped the nuclear war relatively unscathed by abandoning its NATO allies at the start of the war, and thus had a head start in the technology race in the aftermath. Competing powers include Great Britain , Manchuria , Japan, a recently re-united Germany , Argentina, Mexico, Brazil, and an alliance of America and Australia , all of which control many extrasolar planets themselves.

Mankind has met with several alien species, all of which are decidedly strange and truly alien, from the genetically-engineered Pentapod to the vicious Kafers (The game writers coined this name based on the German word Käfer for bug, not on the African insult " kaffir " or its Afrikaans equivalent kaffer .) The Kafers are the most humanoid of the alien species; unfortunately their history and biology means that war between the Kafer and mankind is inevitable; in 2301 the Kafer start an invasion of human space that will be costly to both attackers and defenders and serves as one of the major dramatic events of the game line.

Storyline & Setting [ edit ]

Technology: A faster than light device called the Stutterwarp Drive allows mankind to colonize other solar systems. The primary limitation of the Stutterwarp drive is that it can only propel a ship up to a maximum of 7.7 light years before it needs to enter a gravity well and discharge lethal radiation that would otherwise kill the crew. Because ships need to reach a world within this distance, the effect of this limitation is the creation of lanes along which travel and commerce are conducted and along which wars are fought. There are three major lanes through human-colonized space, called Arms, named after the nations which dominate them (thus the French Arm, The American Arm and the Chinese Arm). It is still early in mankind's expansion into space, and exploration has reached little beyond 20-40 light years from Earth.

Overall, the technological level of 2300 AD is not terribly more advanced than the modern day. What is depicted refines or updates currently used technology, with occasional instances of breakthroughs predicted by modern science. The wonder-tech cliches of Space Opera are deliberately absent (with the notable exception of FTL ). For example, there is no artificial gravity or FTL radio, and most personal combat is still conducted with guns firing chemically projected slugs even though energy weapons do exist.

‎Popular Artists & Authors [ edit ]

External link/s [ edit ].

This game has the following external links available:

  • EXTERNAL LINK: Etranger: The Military of 2300AD
  • EXTERNAL LINK: QuikLink Interactive's page on the upcoming 2320AD game setting
  • EXTERNAL LINK: 2300 AD Collective

DEFUNCT LINKS:

  • EXTERNAL LINK: The United Kingdom in 2300AD dead link
  • EXTERNAL LINK: Pentapod's World dead link

Library Data Entries (Public) [ edit ]

History & background ( dossier ) [ edit ].

Influences: The background history of 2300 AD is a continuation of the nuclear war depicted in the Twilight 2000 role-playing game by the same company. A custom strategy game called "The Great Game" was used by the authors to develop the background history for 2300 AD .

Military science fiction and then-popular science fiction films were obvious influences. Guns and the power loader from the movie Aliens and a buggy from Silent Running , for example.

The alien Kafer (bugs) could be seen as loosely modelled after the Bugs of Heinlein 's Starship Troopers . The game also includes several types of powered armor combat suits quite similar to those of the Mobile Infantry of the same novel.

Finally, late in the line GDW added a Cyberpunk campaign to the game with the publication of the "Earth/Cybertech Sourcebook" and two adventures for the same, capitalizing on the Cyberpunk fad of the 1990s. References to such works as Neuromancer or Blade Runner inevitablely appear.

Bibliography-Ludography (Published Products) [ edit ]

This edition is best known for the following products:

Publications [ edit ]

New version [ edit ].

  • 2320AD is a sourcebook for the Traveller D20 rules.
  • Mongoose has released their own version of 2300AD. It is based on the Mongoose Traveller core rule book (you actually need a copy to play as the 2300 AD books are just setting information). Currently there are two additional books available for Pre-Order: French Arm Adventures and Tools for Frontier Living.

Boxed Sets [ edit ]

  • Traveller: 2300 boxed set - original basic rules set (1000)
  • 2300 AD boxed set - revised basic rules (1000)
  • Star Cruiser - tactical space combat boardgame and ship construction (1050)

Sourcebooks [ edit ]

  • Colonial Atlas (1013)
  • Aurore Sourcebook (1010)
  • Nyotekundu Sourcebook (1012)
  • Ships of the French Arm (1011)
  • Ground Vehicle Guide (1036)
  • Equipment Guide (1037)
  • Invasion - Kafer War sourcebook (1034)
  • Kafer Sourcebook (1014)
  • Earth/Cybertech Sourcebook (1015)

Adventures [ edit ]

  • Kafer Dawn (1032)
  • Energy Curve (1031)
  • Beanstalk (1030)
  • Mission Arcturus (1033)
  • Ranger (1038)
  • Bayern (1035)
  • Deathwatch Program (Cyberpunk subcampaign) (1016)
  • Rotten to the Core (Cyberpunk subcampaign) (1017)
  • Operation: Overlord (Kafer War adventure, published by 3W Games) (402)

Third Party products [ edit ]

Few third party products were published for the game, but there were some spaceship deck plans.

  • U.S.S. Hampton American Warship (Published by Seeker Game Systems) (3002)

Magazine articles [ edit ]

Several RPG magazines carried articles for 2300 AD, but GDW's own Challenge magazine stands out for its quality 2300 AD contributions.

References & Contributors ( Sources ) [ edit ]

  • Traveller Wiki Editorial Team
  • Author & Contributor: Lord (Marquis) and Master of Sophontology Maksim-Smelchak of the Ministry of Science
  • Articles at intermediate completion state
  • Pages using DynamicPageList3 parser function

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Digital character sheet and interactive star map for 2300AD

  • Thread starter vili
  • Start date Mar 26, 2022
  • Mar 26, 2022

In case these might be of use to any of you, I thought I'd point to: 1. A digital character sheet that we created for our group. It's been working pretty well for us in our new 2300AD campaign with the new rules. 2. An update to our 2300AD travel plotter . It now comes with a map (except on mobile), and some other stuff. Doesn't include the new Mongoose edition's ship data yet though. Any comments are welcome.  

NOLATrav

Cosmic Mongoose

  • Mar 27, 2022

Wow. That travel planner is amazing! Thank you for sharing!!  

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Monday, May 16, 2022

Review: 2300 ad traveller: 2300 (1986).

2300 AD Traveller: 2300

I am going to start off with one today I only know very little about.  Traveller: 2300 also known as 2300 AD .  

Before getting into any books or research here is what I do know.  This was supposed to be the start of a new line for GDW.  It dealt with the earliest time in the Traveller Universe, specifically 2300 AD on Earth. There was a tie-in with their Twilight 2000 game line.   In 1986 I was very deep into AD&D to exclusion of all else save for college prep. 

So this one is 100% new for me.

2300 AD or Traveller: 2300

Ok. Let's do this one right from the start.  This is not really a Traveller game.  While I am sure many people worked it out so it could be the past of Traveller, my very, very limited understanding of the history of Traveller's Imperium suggests that likely isn't.  But I am sure people with better knowledge than me can say for sure.   Since I have a sci-fi game set more or less in the 2300s I figure why not pick this up to see what it is like. 

For this review, I am only considering the PDF available from DriveThruRPG.  I *thought* I had bought it from FFE years ago, but I can't find my copy.

PDF. 131 pages. Color cover, black & white interior art.  The scan is OCRed and bookmarked.  The scan of the cover is rough, but the interior looks better. 

The Introduction reads like many RPG books. "This is an RPG", "here are some expectations." And so on. 

Player's Manual

History covers the history of this setting with the horrible nuclear war in 2000.  I must have been sleeping. I am kidding of course, RPGs are great fun but they have not been great at predicting the future really. Now I have no way of telling, but I think this is basically the same history as GDW's other game Twilight 2000 . It certainly feels the same. I never played the game myself.   This history section covers the fall and rise of humankind as they venture out into space by the year 2300.  Wars and geo-political rivalries are also covered and how they still affect the day-to-day lives of humans on Earth and in Space.  This flows into the next section.

Political Geography talks about Earth and beyond of 2300.  America is split up (ok that one is not so far-fetched) with Texas as its own republic (which seems to be a reoccurring theme in a lot of things I am reading right now) and other "American" nations. Mexico is split up. Europe ie, well Europe.  I think the authors overestimate the older rivalries a little.  Germany reunited long before 2000 in a largely peaceful integration and the European Union has been going pretty strong if you ignore Brexit.  

In space we colonies at L-4 and L-5 ( LaGrange Points ), Mercury (not likely, but I'll go with it), Mars, the Asteroids (much more likely), the moons of Jupiter, and just beyond Saturn.  No mention of Lunar colonies at all here. 

The chapter on Technology is interesting. By 1986 we had seen nearly 10 years of Moore's Law in effect for computers, so the authors of this game give computers a bit more power.  I would argue it is not really enough still, but getting there. There is a bit about AIs and psychosis that feels like something I just read in Robert A. Heinlein's Friday .  There is some detail on transportation and medical sciences as well.

Colonies cover the fifty-five colonies on twenty-nine inhabitable worlds.  Since these colonies are largely extensions of Earth-based interests they are classified by which "Arm" they are in (American, Chinese, French) or which "Finger" of the Arm (Canadian and Latin for America or the French Frontiers).   This is followed by Foundations that provide services for citizens after the collapse of the governments in 2000.

Twenty pages in we finally get to Character Generation .  If you didn't know this was "not Traveller" before then you learn it here.  There are four physical attributes: Size, Strength, Dexterity, Endurance, and four psychological ones: Determination, Intelligence, Eloquence, and Education.  You roll a 4d6-4 (generating a score between 0 and 20) and you can re-roll one physical and one psychological attribute.  Strength and Dexterity are altered by homeworld and gravity type.

Like Classic Traveller you have skills that can be determined by Background and Career.  But no hint of dying in Character Gen (is this even Traveller then???).  

This all takes us right to Skills  and Careers .

The "Shopping sections" Equipment , Weapons , Vehicles , and Armor follow.  Weapons cover all sorts of guns (as expected) and a few laser-based ones. Vehicles does not cover starships.  The currency of choice is the French Livres (Lv). 

We get some star charts and tables of the nations of the systems.

Referee's Manual

While this is all one file, it was obviously once a boxed set with separate books.  Pages 54 to 105 cover what was the separate Referee's Manual.  I will also point out that the Bookmarks in my PDF stop working well at this point.  There are bookmarks, but they don't always go where they should and are indented oddly.

What would have been the back cover of the Referee's Manual has some really great insight.  It credits Marc W. Miller (Traveller) and Frank Chadwick (Twilight: 2000) as two of the "big name" designers of 2300.  The implication here is that 2300 was something of an in-house game combining elements of Traveller and Twilight:2k.  As a designer myself, I find that fascinating.  Maybe, just maybe , more fascinating than the actual game!  Internally they called it The Game . And it sounds like that played it out from 2000 to 2300 in turns of 5 or 10 years to get us where we were then.

Life on the Frontier covers the implied setting of the Traveller 2300 game. 

Tasks and Combat are largely the same sorts of sections, with combat a special case of task resolution.  Clue #2 that this is not your father's Traveller: 1d10 for task resolution and not a 2d6.  Here you need to roll higher than a 7 with every 4 points above or below that as a target number difficulty. You add your plusses from skills to your roll and if needed an attribute divided by 4 (+0 to +5) range. 

Both Tasks and Combat have charts of successes and failures and what you do with each.

Star Travel finally gets off of the Earth and out into the colonies.  The  stutterwarp is travel mode of choice to get to distant stars. There are limitations.  The drives of these ships can travel great distances but have to jettison their spent radioactive fuel in the gravity well of a system.  This process takes some time.  So there is a limiting factor on how far a ship can practically travel.  There is some detail on tinkering with your starship, but not at the level I have come to associate with Traveller.  Space Combat follows right after this.  What is nice about this one is there are some photos of ships on a space hex-grid.  

Ship Listing is the "shopping list" of Starships.  It lacks the "used cars" feel of Classic Traveller. 

World Generation is next.  It covers quite a lot of detail to be honest. More than I expected.

NPCs are next, followed by World Mapping and Animal Encounters . 

There are some star maps, star charts, and some blank forms for Star Data, World Data, and Colony/Outpost Data.

Also included is a sample adventure, The Tricolor's Shadow .  It has maps, adventure ideas and two scenarios to run. 

Two alien species are introduced in the end, The Kafers and The Pentapods.  They are presented as NPCs only, not as playable species.

Traveller 2300 is not a bad game to be honest, it just isn't really Traveller is it?  I would be better with it IF I could try to figure out a way to make it work with more up-to-date history. But by that point, I could instead use it as a guide and run a Classic Traveller game and limit it to this time period and location.  

There is another issue with playing this sort of game.  Traveller 2300 suffers from our collective inability to really predict the future.  That is no slight on the designers, that is just human nature.  Compare the tech in this game to that of The Expanse RPG .  Both cover humanity's first step to the solar system and beyond.  Both cover roughly similar time periods (2300 vs. 2359) and both can play the same sorts of games.  In Traveller 2300 you have the stutterwarp to get to extra-solar planets and int he expanse has the ring gates.  The differences lie in the subtle predictions.  Computers are much more powerful in the Expanse, but FTL tech is non-existent (save for the ring gate).  Traveller 2300 has FTL (in a limited fashion by design).  Compare both to say Star Trek of the same period, neither has anything at all like the Ambassador Class Enterprise-C. 

Still this is a good game for a grittier version of Traveller, if you don't mind the system change, or for an advanced version of Twilight 2000.

10 comments:

traveller 2300 ad pdf

I was running a couple of 2300 AD Games in the last two years, based on the Mongoose version that uses the Traveller mechanics and it was a very nice and neat game. The setting is much more relatable than Travellers Imeprium and the grittier tech was much fun. Among other things we played a modified version of the Beanstalk module and it never felt much like retro scifi. I

traveller 2300 ad pdf

You refer to "The Game" as a combination of Traveller and Twilight 2000. This is not exactly true, though (because these are both RPG and "The Game" was not). "The Game" was a large military/political simulation (i.e a Wargame) that was never released but was designed and played by GDW staff, and was used to define the backstory of Traveller:2300. More details here: http://www.waynesbooks.com/TheGame.html

traveller 2300 ad pdf

Very, very interesting. I own T2000, but haven’t had the opportunity to run it, and I can’t recall much of the system off the top of my head…though this sounds fairly similar. Gritty sci-fi within the Sol system *does* sound pretty awesome. Could you use this for an “Enterprise” style game…man’s first steps into intergalactic federations and whatnot? Would you compare the new system favorably to CT?

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"Now I have no way of telling, but I think this is basically the same history as GDW's other game Twilight 2000. It certainly feels the same. I never played the game myself." Traveller:2300/2300AD is explicitly a continuation of Twilight:2000 (the GDW version, not the modern remake) and the Twilight War (a limited nuclear exchange in the year 2000) is the same event in both games. The 2300 setting is what the world of Twilight rebuilds itself into after the war. Neither have anything to do with the timeline that leads to the Third Imperium setting that the other Traveller treats as a default. "Tasks and Combat are largely the same sorts of sections, with combat a special case of task resolution. Clue #2 that this is not your father's Traveller: 1d10 for task resolution and not a 2d6." The game engine here is most similar to the one used in MegaTraveller, although there are enough differences between the two that knowing one is arguably detrimental to learning the other. You wind up tripping over the little variations hidden in the overall similarities more than if the two systems were radically divergent.

"The stutterwarp is travel mode of choice to get to distant stars. There are limitations. The drives of these ships can travel great distances but have to jettison their spent radioactive fuel in the gravity well of a system. This process takes some time. So there is a limiting factor on how far a ship can practically travel." There's no "radioactive fuel" involved here, nor is there a "radiation buildup" the way many synopses state. The FTL drive core is partly made of tantalum, which (while the drive is active) slowly builds up molecular distortions that will eventually lead to a sudden, catastrophic decay into hafnium, which releases a blast of radiation that will cook the crew and onboard electronics. That happens after traveling about 7.7 light years, regardless of the drive's cyclic speed. The only known way to reverse the distortion is to get the drive core into a gravity well of at least .1g and leave it "idling" while the tantalum re-stabilizes. That's the "drive discharge" some sources talk about - it's not bleeding built-up radiation, it's preventing a disastrous decay cascade. And yeah, that's all pretty much technobabble, but at least it's canonical. Reset times for your drive are about 6 hours for every light year traveled, so you're back to your max 7.7LY cruising range in a bit under two days, max. Travel times between stars are based on distance and the cylic speed of your drive, with more advanced/powerful ones cycling faster and therefore making more microjumps per second and covering more distance in a given period of time. It's way the hell more trouble to calculate travel times than with Traveller jump drives (where it's always ~121 hours no matter what, barring misjumps) but you also never leave real space, so you can change course, fight other ships, look around with your sensors, etc.

Depending on how you feel about being stuck in hyperspace for a week every time you jump you might like the stutterwarp more or less than jump drives, but in 2300AD it's your only interstellar option and your main way to move around inside a system. There's no magic-tech "thruster plate" maneuver drives in 2300AD. Realistic conventional drive systems are slow and need reaction mass so they're largely for orbital maneuvering, docking with things, and landing or taking off from planets. Stutterwarps are both fast and controllable enough to let you move around between planets at STL speeds. Their cyclic speed drops off sharply as they near a gravity well though, and they won't work at all at some point (IIRC something like .5g?) so you can't (say) land on a planet with them. That's why most starship carry landing shuttles, while a few bother with having conventional drives that will let them land under their own power.

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I got the game when it came out but never got chance to run it. I'm a little disappointed the Mongoose version made it alternate history rather than reworking the back story. I always enjoyed France as the leading future power - it was a change from the usual suspects.

traveller 2300 ad pdf

@Dick McGee, THANKS for all the clarifications. As these reviews move on I have less and less practical experience to draw on. And with Traveller 2300 none at all. @ParMar, thank you for that link! @Crouchback, yes it is a nice change. @Ingolf Schäfer, I have been meaning to check out Mongoose's version. @JB, the system in T2300 is interesting, but I think for my money I would stick with Classic.

traveller 2300 ad pdf

Dick McGee is correct. I’ve discussed this with Tim Brown, one of the designers, and it is intended as a sequel to the original Twilight 2000, hence the name change for the update to 2300 AD. Tim would actually like to get back to a hardcore sci-fi setting again.

@Steven "Tim would actually like to get back to a hardcore sci-fi setting again." Man, that would be great if it happened. 2300 (by any name) is still my preferred "reasonably hard" scifi setting, even with all the shiny "semi-hard" transhumanist games that have come out since.

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(Traveller 2300AD) Vehicles of the Frontier - PDF & Pre-Order

  • Thread starter Mongoose_Matt
  • Start date Mar 10, 2023

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The New Edition of Traveller: 2300AD has Arrived

2300AD (Mongoose Publishing)

About the set:

Three hundred years from now, humanity is claiming worlds far from Earth. Despite nearly destroying itself in the Twilight War, despite all the wars since, humanity has held on and kept its dream alive. 2300AD is the story of that dream, as humanity reaches for the stars.

This is a richly-developed hard science fiction universe, with ships spinning against the night as they are propelled by the stutterwarp drive, a true violation of physics as we know now it. Airships, helicopters and hovercraft are common sights on worlds of the frontier, while spaceplanes and rockets carry explorers and traders to orbit, and from there starships take them across the gulf of space to the colonies.

Campaigns in 2300AD range from interstellar exploration and war on the far frontier, building new colonies on hostile worlds, discovering and understanding alien species, and engaging in espionage and crime in the gritty mega-cities of the Core worlds.

The 2300AD box set contains:

Book 1 Characters & Equipment: Everything you need to create explorers, company agents, military personnel, merchants and other inhabitants of 2300AD. This book also contains a comprehensive equipment guide, personal augmentations, and a selection of robots and drones commonly used in space and on colony worlds.

Book 2 The Worlds of 2300AD: An exploration of the universe of 2300AD, from the Core worlds to the furthest colonies. You will learn about the aliens and animals that inhabit them, how humanity has adapted to living on their surfaces, and the most hostile of environmental threats to be found beyond the Earth.

Book 3 Vehicles & Spacecraft: A full guide to operating and fighting in spacecraft and vehicles, from humble dirt bikes to powerful spacegoing frigates. There is also a glimpse at the alien spacecraft that have been encountered thus far by humanity.

Starchart of Known Space: A massive poster map depicting every star system known to humanity and the routes starships take to each.

Requires the Traveller Core Rulebook

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IMAGES

  1. (Traveller 2300AD) Ships of the Frontier

    traveller 2300 ad pdf

  2. 2300AD RPG: The Canon on CD-ROM (Traveller 2300)

    traveller 2300 ad pdf

  3. 2300AD Thorez Class Courier by biomass on deviantART

    traveller 2300 ad pdf

  4. 2300AD RPG Box Set (Mongoose Traveller 2300, 2nd Edition) by Colin Dunn

    traveller 2300 ad pdf

  5. Traveller 2300ad (GDW 1988)

    traveller 2300 ad pdf

  6. CDROM- 2300 AD

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VIDEO

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  2. Planting Trees in Africa || Visiting @Burundian_Traveller

  3. Brave Story: New Traveler

  4. Classic Traveller

  5. Traveller 2300AD: Second Star Series Premiere Part 2 of 2

  6. देखिए राजस्थान की सबसे लंबी रेल सुरंग अरावली पर्वतमाला को चिरते हुए निकली Dausa to gangapur city

COMMENTS

  1. PDF GURPS 2300 AD

    2300 AD scores slightly to make them better usable with the GURPS system. Multiply the 2300 AD characteristic by 5 and find the GURPS score that is closest (on the 'probability of success'-table, p. B45). Example: a 2300 AD Strength of 14 (70%) is closest to 12 (74%) in GURPS. The table below summarizes this: 2300 AD GURPS 2300 AD GURPS 1 5 16 ...

  2. 2300 AD

    2300 AD is a hard science fiction/cyberpunk role playing game created by Game Designers' Workshop and first published in 1986.. The first edition was called Traveller:2300.Other than being a science-fiction RPG produced by GDW there was no real connection to Traveller, and when the game was revised in 1988 it was re-branded as 2300 AD.; The primary game mechanic was a variation of the ...

  3. Traveller 2300 Ad

    Traveller 2300 Ad - Free download as PDF File (.pdf), Text File (.txt) or read online for free. Traveller2300AD

  4. 2300AD

    Mongoose. ADD TO WISHLIST >. Watermarked PDF. $49.99. $49.99. Average Rating (8 ratings) Three hundred years from now, humanity is claiming worlds far from Earth. Despite nearly destroying itself in the Twilight War, despite all the wars since, humanity has held on and kept its dream alive. 2300AD is the story of that dream, as humanity reaches ...

  5. 2300 AD

    2012 Traveller 2300AD. Genres. Hard science fiction. Systems. Custom. ISBN. 978-0943580166. Originally titled Traveller: 2300. 2300 AD, originally titled Traveller: 2300, is a tabletop science fiction role-playing game created by Game Designers' Workshop (GDW) and first published in 1986.

  6. 2300AD

    2300AD. £75.00. SKU: MGP40500-b. Three hundred years from now, humanity is claiming worlds far from Earth. Despite nearly destroying itself in the Twilight War, despite all the wars since, humanity has held on and kept its dream alive. 2300AD is the story of that dream, as humanity reaches for the stars. Choose option: Box set.

  7. PDF 2300

    Introduction This document is a guide for players and Referees who wish to enjoy the hard SciFi setting „2300AD Man's Battle for the Stars" published by Far Future Enterprises (former GDW) with the Chaosium Basic Role Playing system. You will need to own the Chaosium BRP rule book as well as the 2300AD Adventurer's Guide, Referee's Guide

  8. 2300AD

    1E Mongoose 2300AD. Nearly 300 years from now, the calendar is turning over to a new year, and a new age. In 2300AD, humanity is attempting to claim the stars as their own. Despite nearly destroying themselves in the Twilight War, despite all the wars since, humanity has held on, and kept the dream alive. 2300AD is the story of that dream, as ...

  9. 2300 AD Traveller: 2300

    History. Traveller: 2300 plays against a background of Earth 300 years after the cataclysm of the Third World War. Set in a world where nations still clash, civilization has crawled back to its pre-war levels, and then beyond. The world is dominated by the Third French Empire. Earth's hundred nations have colonies among the stars.

  10. DriveThruRPG

    Let's talk about 2300 AD and why the Traveller system is a perfect match for it. Mongoose has done a great job of bringing this gem forward and it's a terrific purchase. ... Specifically, 2300 AD could improve its usefulness in PDF form by providing pages specifically for player consumption - the hex maps are a great start here, but why not do ...

  11. The New 2300AD is Here! : r/traveller

    The Traveller universe is worth the cost, IMHO. I did buy a few books from previous editions, including the Mongoose 1st ed 2300 AD. They tend to be much cheaper and okay if you're only using them for flavor. I also try to buy from Mongoose rather than AMZ to get the pdfs.

  12. 2300AD: Project Bayern now on Pre-Order & PDF : r/traveller

    The long-awaited box set for 2300AD is now available on pre-order and PDF - the epic campaign Project Bayern is here! You can grab your own copy right here: ... It is a 4 book campaign for Mongoose Traveller's 2300AD setting that is a huge expansion and refresh of the previous GDW edition, building on and extrapolating from the themes found in ...

  13. Game Designers' Workshop (GDW)

    DriveThruRPG.com - Game Designers' Workshop (GDW) - 2300 AD - PDF - The Largest RPG Download Store! Follow Your Favorites! to get custom notifications of new products! No matches found. Your one-stop online shop for new and vintage RPG products from the top publishers, delivered fresh to your desktop in electronic format.

  14. Digital character sheet and interactive star map for 2300AD

    Mongoose. 1. A digital character sheet that we created for our group. It's been working pretty well for us in our new 2300AD campaign with the new rules. 2. An update to our 2300AD travel plotter. It now comes with a map (except on mobile), and some other stuff. Doesn't include the new Mongoose edition's ship data yet though.

  15. The Other Side blog: Review: 2300 AD Traveller: 2300 (1986)

    Both cover humanity's first step to the solar system and beyond. Both cover roughly similar time periods (2300 vs. 2359) and both can play the same sorts of games. In Traveller 2300 you have the stutterwarp to get to extra-solar planets and int he expanse has the ring gates. The differences lie in the subtle predictions.

  16. Wargame Vault

    Free. $ to $. Follow Your Favorites! Sign in to get custom notifications of new products! Format. Far Future Enterprises - Traveller. PDF. 2300 AD.

  17. Free Downloads

    Traveller Core Rulebook Update 2022 Title Notes Download link FAQ & Errata Tweaks and changes to Core Rulebook Update 2022 Download (2 MB) Ship Record Sheet The ship record sheet from Core Rulebook Update 2022 Download (288 KB) 2022 Character Sheet A character sheet for Core Rulebook Update 2022 Download (654 ... FREE PDF. With every book ...

  18. 2300 AD Core Rulebook

    2300 AD Core Rulebook - Free ebook download as PDF File (.pdf) or read book online for free. Role playing

  19. Traveller 2300AD: Tools of Frontier Living is now available on PDF and

    Too safe for some, for whom the wilds of the Frontier promise adventure, riches, and freedom. Humans are tool-using animals, and in the pages of Tools for Frontier Living are a selection of equipment needed for survival on alien worlds. To survive, to live and prosper, humanity must use all the tools at its disposal to tame these hostile worlds.

  20. (Traveller 2300AD) Vehicles of the Frontier

    Mar 10, 2023. #1. The all new Vehicles of the Frontier has arrived for 2300AD, and is now available on PDF and pre-order! You can grab your own copy right here: Vehicles of the Frontier. Vehicles are more than just transportation for people living on the far flung worlds of the Frontier, and in these pages there are over 100 unique new designs.

  21. The New Edition of Traveller: 2300AD has Arrived

    Mongoose Publishing has released the latest edition of Traveller: 2300AD. The classic science fiction setting returns as a supplement rather than a stand alone system. 2300AD is available as a boxed set for $99.99 or a 332 page PDF from DriveThruRPG for $49.99. About the set: Three hundred years from now, humanity is claiming worlds far from Earth.

  22. Game Designers' Workshop (GDW)

    Price. Pay What You Want. Free. $ Minimum price to $ Maximum price. Follow Your Favorites! Sign in to get custom notifications of new products! Far Future Enterprises - Traveller. 2300 AD. Start Over.

  23. Difference between Mongoose 2300AD Core Rules Revised ($30 US PDF) and

    The 2300 AD Boxed Set is for Mongoose Traveller 2e (the current version), while the cheaper 2300 AD Core Rules Revised is for Mongoose 1e (the version you have). Broadly, they have similar-ish contents for their respective versions of Traveller (character creation changes, setting overview, new equipment and ships).