Traveller: 2300AD Core Rulebook
Sekai’s augmented reflexes saved his life yet again, as the silent White Wing swooped down at him, talons extended, mouth opening to deliver its disorienting scream. He dropped to the ice-encrusted snow, while his pistol, the big Rawlings Blackbird, seemed to leap into hands. His aim dropped to the White Wing’s bird-like head as it oriented on him, his finger tightening on the trigger as the beast tore loose its scream.
2300AD is set in a hard science world, as mankind struggles to gain and maintain footholds on over two dozen alien worlds. Nearly 300 years after a near-apocalypse, mankind has taken to the stars, only to find others already there, waiting. While these aliens are a constant worry, or even threat, the struggle for life on the frontier grips most colonists, while the worlds and nations of the Core turn ever inward, lost in digital dreams and augmented realities.
2300AD features a richly-developed hard SF universe, with ships spinning against the night, and only the faster-than-light drive, the stutterwarp, a true violation of physics as we know it. Airships, helicopters and hovercraft are common sights on the worlds of the frontier, while spaceplanes and rockets carry explorers and traders to orbit, and from there the great starships carry them across the stars.
2300AD features expanded character generation rules, nearly three dozen world maps, rules for cybernetics, genetic-engineering, new aliens, new equipment, weapons, armour, vehicles and spacecraft.
The Traveller Core Rulebook is required to play 2300AD.