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The fighting arms of the navy are the core of those organisations and Adventure 3: Trillion Credit Squadron allows players to construct, deploy and engage these fleets. This book takes what was presented in Book 2: High Guard and pushes further into the organisation and building of capital ships, the equipment they use, and the locales they fight within. The assets available to architects and limitations on design and construction, such as funds, required capabilities and pilots, are all present here.
Further chapters detail rules for running and fighting tournaments in Traveller, along with a random generator for tournament missions with objectives and victory conditions. It also includes several clarifications and modifications of rules in order to allow for more streamlined tournament play.
The Campaign Play chapter gives everything needed to set up a campaign with planetary budgets, construction allocations and diplomacy. The campaign turn is detailed, as are the effects of a player’s actions. Several additional options are also presented to expand a campaign further.
The New Equipment chapter offers several new systems and weapons available to fleets, and some more suited to smaller ships which play a role in the events that shape the conflicts fleets take part in. Additional fuel tanks, plasma guns and medical bays all play a part in space warfare.
There is also the 5th fleet, a detailed look at a combat fleet and all its assets, as well as how it operates on the move. Finally there is the Islands Clusters Campaign, a full pre-generated campaign for the ambitious referee without enough time to create their own subsectors.
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