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CREDITS
CONTENTS
CLASSIC TRAVELLER
INTRODUCTION 2
Marc Miller
MONGOOSE TRAVELLER
SHIP DESIGN
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WEAPONS & SCREENS
23
SPACECRAFT OPTIONS
35
PRIMITIVE AND ADVANCED SPACECRAFT
48
Sam Wissa
SPACE STATIONS
50
Layout and Graphic Design
THE SHIP'S COMPUTER
63
HIGH TECHNOLOGY
66
BELT MINING
73
CREATING DECK PLANS
81
Amy Perrett, Sandrine Thirache
FIGHTERS
84
Special Thanks
CAPITAL SHIP BATTLES
86
SPACECRAFT OF THE THIRD IMPERIUM
93
Authors
Andrew James Alan Welty and Matthew Sprange
Assistant Naval Architect
Amy Perrett, Will Chapman Cover Illustration Amy Perrett
Interior Illustrations
Marc Miller, Rob Eaglestone, Don McKinney, Colin Dunn, Andrew James Alan Welty
Playtesters
Simon Bell, Scotty Diamond, Shawn Driscoll, Alex Greene, William F. Hostman, Donavan Lambertus, Dale C. McCoy Jr., Richard Ricker, John Watts, and the Digital Arc Systems Crew (Dina Novitskaya, Lori Golder, Noah Ternullo, Fred Golder)
Traveller ©2016 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Game License, please go to www.mongoosepublishing. com. This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fiction. Any similarity to actual people, organisations, places or events is purely coincidental. Traveller is a trademark of Far Future Enterprises and is used under licence.
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INTRODUCTION High Guard: Refuelling operations for a task force are another danger point, as forces which are low on fuel and manoeuvring in a gravity well are especially vulnerable. The high guard position, so named because the ship or ships involved are higher in the gravity well than their companions, is used to mount protective operations during such manoeuvres. Welcome to High Guard. This book is a major expansion to the Traveller roleplaying game, enabling you to design, build and fly spacecraft of all types found throughout the galaxy. You will find rules to modify existing ships, design high performance space superiority flyers, and construct the largest capital ships to travel the space lanes. High Guard also presents new approaches to handle spacecraft operations, from engaging in vicious boarding actions to spacecraft security, from employing a range of warheads in missiles to accessing technologies seen in science fiction settings beyond the Third Imperium. Your warp drives await. With more options and more powerful weapons, High Guard returns to space combat and provides a rules framework to use in epic space battles, from spiralling dogfights involving just a handful of lightweight fighters to the clash of heavily armed battleships across a front stretching through an entire star system.
THIRD IMPERIUM IMPERIAL NAVY
The force that rules the space between the stars controls both transportation and communication, and as a result, controls all intercourse between worlds. The instrument of such control is the Navy. An interstellar community operates under many unique restrictions, most notably the fact that it consists of many island-planets set in an ocean of vacuum. Such a society must have control of that ocean. Its instrument is the Navy. The Third Imperium is a remote centralised government possessed of great industrial and technological might; but due to the sheer distances and travel times involved within
its star-spanning realm, the Imperial Navy is unable to be everywhere at once. As a result, the Imperium allows a large degree of autonomy to its subject worlds, calling only for some respect for its overall policies, and for a united front against outside pressures. To monitor the space lanes, the Imperium maintains a Navy. Because these forces can never be everywhere at once, local provinces (subsectors) also maintain navies, as do individual worlds. This three tiered structure of Imperial, subsector, and planetary navies produces a flexible system for patrolling space, while putting the limited resources of the Imperium to best use. High Guard deals with the navies of the Imperium, of subsectors, and of worlds. The sheer size of the Imperium precludes the navy from concentrating its forces in one place – if war broke out on one border of the Imperium, it would be months
The Ship’s Locker
Every ship has a ship’s locker, usually located near an airlock, cargo bay, or the bridge, for the convenience of the crew. Typical equipment within includes protective clothing, vacc suits, defensive weapons such as shotguns or pistols, ammunition, compasses and survival aids, and portable shelters. The contents of the locker are defined by the referee only when needed but always contains vacc suits and other useful items. The ship’s locker is usually protected by a biometric lock keyed to the ship’s officers.
ABUSING THE SHIP’S LOCKER
The purpose of the ship’s locker is to provide useful mundane equipment on demand so Travellers do not have to keep track of every single flak jacket and toolkit. It is not an inexhaustible supply of free stuff, nor is it a magic box that produces whatever the Travellers happen to need at any given moment. Referees should sternly refuse any unreasonable requests regarding the contents of the ship’s locker – it is a tool to simplify bookkeeping, nothing more.
before news reached the capital, and long months more before the navy could respond. Instead, there are one or more Imperial fleets for each sector, named for that sector. The Imperial navy is the tool of diplomacy and conquest as needs dictate, the Emperor’s own sabre. The Imperial Navy has some of the largest and most powerful vessels in space – dreadnoughts, battle tenders and other mighty warships.
SUBSECTOR NAVIES
Each subsector maintains its own fleet of ships, composed normally of cruisers, escorts, frigates and medium-sized ships. Subsector navies are primarily responsible for defence, patrol of the spaceways and safeguarding trade and commerce across the sector. In wartime, each subsector is required to put a fraction of its ships at the disposal of the Imperial Navy to act as reserves and reinforcements.
PLANETARY NAVIES
Planetary navies are responsible solely for the defence of their home system, or a handful of related systems held by the same duke. At minimum, the planetary navy protects the space up to the main world’s jump limit, but in most systems, it will have bases in orbit of the main world and the gas giant, as well as a presence at any inhabited worlds or asteroid belts. Planetary navies tend to be eccentric at best – officers are often retired or cashiered command staff from the subsector navy, poorly educated locals using out-of-date tactics, and third or fourth sons of noblemen. The equipment is equally eclectic – a combination of local designs, antiques and monitors.
THIRD IMPERIUM NAVAL OPERATIONS
Naval vessels generally operate in task forces or squadrons, rather than alone; the merits of each individual ship supplement and complement the others in company with it. Squadrons are given a numerical designation when they are created, which are tacked onto the squadron type to give their full squadron name. A BatRon given the designation 175 would be known as BatRon 175, or the 175th BatRon. The squadrons are also prefixed with a classification dependant on what part of the fleet they serve with. A front line regular fleet unit would have the classification ‘Imperial’ prefixed; a planetary squadron is usually referred to as a colonial squadron and prefixed ‘Colonial’. Reserve squadrons are considered to be part of the regular fleets and keep the Imperial classification.
System Defence Boats & Monitors
A considerable percentage of any starship is taken up with jump engines and fuel tanks. This means that a non-jump-capable ship can defeat a starship of equal or even considerably greater tonnage. System Defence Boats are 300 to 500 ton patrol boats used for planetary defence. Monitors are the same concept on a capital scale – a monitor is a multi-thousand ton warship with the bulk of its tonnage allocated to weapons and manoeuvre drives. Many monitors are constructed from planetoids, or by stripping the jump engines and fuel tanks from an outdated warship hull. It is very rare for a brand-new monitor to be built using modern technologies, although especially important worlds can justify such protection. Sector capitals are sometimes protected by such ‘supermonitors’.
Battle Squadrons (BatRons) are built around dreadnoughts and battleships, and are designed to smash through enemy lines and engage other Battle Squadrons. Auxiliary craft attached to a BatRon are limited to a few fuel tankers and fast-moving tenders and couriers, and must stay out of the line of fire when dreadnoughts clash. Cruiser Squadrons (CruRons) have a core of cruisers accompanied by escorts and frigates. These are the work-horses of the Navy, given assignments such as holding captured systems, interdicting or bombarding enemy worlds, supporting the Battle Squadron advance, or harassing enemy supply lines. Assault Squadrons (AssaultRons) have the duty of capturing enemy worlds, and are made up of ortillery ships and troop transports. Often, a naval force can take control of space, but face significant resistance on the ground, and the only way to hold a world is to put boots on the ground. Carrier Squadrons (CarRons) are made up of tenders or carriers— single large ships which carry well-armed smaller ships which actually do the fighting when battles are joined. When the craft being carried are in the ten to thirty ton range, the ship is a fighter carrier. When the ships being carried are in the 10,000 ton range, and the large ship is 200,000 tons or more, the ship is called a battle tender or transport. The points of greatest danger to carried squadrons are immediately prior to jump (when the craft or ships have been recalled) and just after returning to normal space (when the craft have not yet been launched).
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Tanker Squadrons (TankRons) are mostly composed of huge fuel tankers, which carry the millions of tons of hydrogen fuel needed by a jump-capable fleet. As such vessels are very vulnerable, a tankron is normally led by a cruiser and accompanied by numerous armed escorts. Scout Squadrons (ScoutRons) are rarely maintained fulltime by the navy, but are instead assembled as needed. ScoutRons are made up mainly of ships borrowed from the Imperial Scout Service, together with a handful of larger fast frigates and stealth ships.
DEFINITIONS
A number of definitions and conventions are used throughout High Guard, drawn from the Third Imperium, other science fiction settings, and navies of our own modern world. The terminology used throughout this book is consistent and noted here for easy reference, though note that specific universes may have their own interpretation of some of these definitions. Any changes will be covered in the core book of each universe.
General
Ships are measured in ‘displacement tons’ or d-tons: a hundred-ton ship displaces a volume equal to one hundred tons of liquid hydrogen (one d-ton equals roughly 14 cubic metres). Ship: A spacecraft of 100 tons or more. Small Craft: A spacecraft of less than 100 tons. Small craft are incapable of jumping to other star systems. Capital Ship: A military ship of more than 5,000 tons. System Ship: A ship without jump drives. Star Ship: A ship of 100 tons or more that is capable of jump travel. Streamlined Hull: A ship designed to fly through atmosphere – will feature a wing or lifting body. Standard Hull: These ships may enter atmospheres but are not specifically designed to do so and are extremely ungainly. Dispersed Structure Hull: These ships are completely non-aerodynamic. While they can potentially enter atmospheres, this tends to be very dangerous.
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Small Craft
Boat: A small long-range interplanetary craft, designed for independent operations. Shuttle: A large cargo carrier, used to transfer cargo or passengers from orbit to surface. Fighter: A small, short-ranged fast combat vessel, normally displacing less than fifty tons. Bomber: A heavier combat vessel, usually equipped with weapons capable of damaging a capital ship or groundbased structures. Torpedo Boat: A special variety of bomber equipped with torpedoes.
Star Ships
Blockade Runner: A fast ship designed to be fast enough and tough enough to force its way through a formation of enemy ships. Courier: A small ship dedicated to speed (either in real space or through large jump distances), allowing it to carry valuable cargo or personnel quickly. Q-Ship: A trader, merchant, freighter or other civilian vessel that has hidden weapons, used to trap pirates and other raiders. Trader/Merchant: A small (sub-1,000 ton) ship dedicated to carrying cargo and/or passengers. Freighter: A large (1,000 tons or more) ship dedicated to carrying cargo. Liner: A ship dedicated to carrying passengers long distances in at least a degree of comfort. Yacht: A pleasure ship, capable of taking a small number of passengers across space in great comfort.
Military Ships
Cutter: An armed ship that is both small and cheap, cutters are often found in the system defence, antipiracy, or customs roles in the hands of law enforcement or planetary navies. Corvette: A larger version of the cutter, sometimes also capable of making light and fast raids. Frigate: A small but powerful warship, the role of a frigate is to roam space away from a fleet, patrolling borders and attacking commerce. Destroyer: Similar to frigates, a destroyer’s main role is
in acting as picket defence for a fleet, eliminating small ships and fighters before they can threaten larger ships. System Defence Boat: Foregoing a jump drive, a system defence boat is capable of mounting more armour and weapons that the equivalent star ship, making it perfect for the defence of a single star system. The largest are called monitors. Troop Ship: A flying barracks, these ships are designed to ferry platoons, companies or entire regiments between planets, usually with only a degree of comfort.
Capital Ships
Cruiser: The mainstay of a fleet, the cruiser is a large capital ship capable of outgunning anything it cannot outrun, and outrunning anything it cannot outgun. Light Cruiser: Either a small and fast cruiser, or one with smaller and cheaper weaponry. They are intended to fulfil the cruiser role while keeping to a budget. Heavy Cruiser: A cruiser with notably increased weaponry, either in number of guns or their size. Armoured Cruiser: Where a heavy cruiser has increased firepower, the armoured cruiser has increased armour and is capable of standing in the frontline of battle. Strike Cruiser: A cruiser designed to operate on its own or in small squadrons, strike cruisers have a combination of range, firepower and durability. They act on their own or at the vanguard of an attack. Carrier: A general term used for any star ship that carries and deploys numerous small craft, usually fighters and their equivalents. A light carrier is the equivalent to a cruiser, while a heavy carrier is equivalent to a battleship.
Escort Carrier: The escort carrier is designed to protect small fleets, be they military or civilian, and is equivalent to a destroyer. Its main weaponry is carried by the small craft it transports, rather than the carrier itself. Assault Carrier: A well-armed and armoured carrier that has only a small number of small craft on board, using them as just one component in its arsenal. It is generally very large and capable of going toe-to-toe with other capital ships. Fleet Carrier: A very large carrier, a fleet carrier is often the flagship of the fleet it travels with. Battle Tender: A vast carrier that takes battle riders into battle, rather than small craft, allowing them to engage targets that require jump travel to reach. Battle Rider: A large ship, typically destroyer or even cruiser size, that has no jump engines. They are intended to be taken into battle in other systems by a battle tender. Battleship: A very large capital ship with thick armour and powerful weapons. Sometimes called ships-ofthe-line, battleships are the strength of a fleet and are designed to destroy any enemy they meet. Battlecruiser: A battlecruiser is similar in size and role to a battleship but either foregoes armour for increased speed or speed for increased firepower. Dreadnought: The largest fighting ships of a fleet, dreadnoughts are over-sized battleships, fulfilling the same role but with notably more firepower and greater durability.
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TIGRESS CLASS DREADNOUGHT
TROOP TRANSPORT
DESTROYER ESCORT
HEAVY FIGHTER
SERPENT CLASS SCOUT
CLOSE ESCORT GIG
COLONIAL CRUISER
FLEET CARRIER
LIGHT CARRIER
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SHIP DESIGN The ship construction system detailed in this chapter is your gateway to modifying existing ship designs or creating your own, limited by only your imagination and the laws of physics in the far future.
purchased in bulk by shipyards, reducing the cost of the ship’s construction by 10%. This reduced cost does not include ammunition for weapons or fuel, which must be bought – at full price – separately for the ship.
Spacecraft are large and extremely complicated vehicles, capable of crossing the light years and unleashing weapons of terrifying power. The ship design rules presented here allow you to specify each component within a spacecraft, but you will go through the design process on a step-by-step basis. If you get lost or confused, simply return to the checklist on page 9 to see where to go next.
If a buyer needs a new type of ship, he must employ a ship architect to design it. The architect’s fees are an additional 1% of the final cost of the ship.
Throughout the design process, you will keep track of two key numbers – the total tonnage of the ship (and how much space each added component consumes) and the total cost. The mathematics required to create a ship are not complex, but you may find it handy to have a calculator close by! Unless the referee states otherwise, it can be assumed that the Tech Level of the ship and its components will be the same as the shipyard in which it is being constructed. However, you may always install components of a lower Tech Level if you wish, perhaps in an effort to cut costs.
STANDARD DESIGNS VS NEW DESIGNS Some ship designs have been used for centuries, and have become standard across the stars. Plans for such spacecraft are freely available and components can be
CONSTRUCTION TIMES
Construction times vary wildly, depending on the size and complexity of the spacecraft and the capabilities of the shipyard. On average, assume that it takes one day per million credits to build a spacecraft at an average commercial shipyard.
COSTS
Spacecraft are extremely expensive and once options start being added, their cost can easily eclipse the simple designs found in the Traveller Core Rulebook. The construction of new spacecraft can be funded using finance options, as detailed on page 144 onwards of the Traveller Core Rulebook.
TECH LEVEL
Before you start building your ship, decide on the Tech Level of the ship yard that will construct it. This is the maximum Tech Level available for any given component you add, and will also serve as the overall Tech Level of the ship itselt.
DESIGN CHECKLIST CREATE A HULL
1.
a. Choose Hull Configuration (page 11). b. Install Armour (page 12). c. Install Hull Options (page 12).
INSTALL MANOEUVRE AND JUMP DRIVES INSTALL POWER PLANT
INSTALL FUEL TANKS
INSTALL BRIDGE
INSTALL WEAPONS If desired
Ensuring it can provide enough power for the Jump and Manoeuvre Drives, and any Screens, Sensors, Weapons.
INSTALL COMPUTER AND ANY SOFTWARE
INSTALL SENSORS
INSTALL OPTIONAL SYSTEMS Such as smaller craft and fuel purification plants.
ALLOCATE CARGO SPACE
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DETERMINE CREW INSTALL STATEROOMS Including low berths, briefing rooms and armouries.
FINALISE DESIGN
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step 1:
CREATE A HULL
The first step in designing a ship is to build its hull – this is the body of the ship, its fuselage. Decide on the total tonnage of the ship (a small scout might be 100-200 tons, for example, while a fully armed cruiser might be in the region of 20,000 to 80,000 tons). This will affect the performance of the ship and, ultimately, limit what it can carry and achieve. However a hull must be at least 10 tons. A basic hull costs Cr50000 per ton. The ship will have 1 Hull point for every full 2.5 tons of hull.
Massive Ships
Very large ships require a lot more internal bracing to support their mass under acceleration, but this has the effect of increasing their durability under fire. Ships over 25,000 tons have 1 Hull point for every 2 tons of hull. Ships over 100,000 tons have 1 Hull point for every 1.5 tons of hull.
Reinforced and Light Hulls
Not all spacecraft hulls are built the same way and it is possible for naval architects to use advanced construction techniques to make a hull far more resilient or, alternatively, cut costs by using lower-grade materials and shortcuts during manufacture. Reinforced Hull: By increasing the cost of a hull by +50%, a ship will have its Hull points increased by +10%. Light Hull: By decreasing the cost of a hull by -25%, a ship will have its Hull points decreased by -10%.
resolved before it can be built, as shown on the Hull Configuration table. Once chosen for a ship, the hull configuration can never be changed – it is not possible to retrofit a new hull configuration. Streamlined hulls include hulls that are needles, wedges, cones and cylinders in shape. They are designed to enter planetary atmospheres and function in a similar fashion to conventional aircraft. Planetoid and Buffered Planetoid Hulls: These require an asteroid to be dragged from its orbit and hollowed out to be used as the exterior hull of a spacecraft. This costs Cr4000 per ton but only 80% of the volume of a planetoid is useable as a spacecraft. For a buffered planetoid, 65% of the volume is useable. However, a planetoid's Hull points is calculated on the total volume of the planetoid, not the useable space.
Non-Gravity Hulls: Basic hulls include artificial gravity, using grav plates to ensure a normal gravitational environment for the comfort and convenience of the crew. Hulls can be built cheaper without artificial grav plating, using specific configurations that allow the hull to constantly spin in order to generate gravity if it is desired. Non-gravity hulls cost Cr25000 per ton, but are limited to a maximum size of 500,000 tons due to structural limitations.
Hull Configuration
The configuration of a hull dictates its shape which, in turn, affects the capability of the ship. Some ships may be capable of entering atmospheres, for example, while others will be destroyed if they try. The hull configuration chosen for a ship will often affect its cost as more complex engineering factors must be
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Starting at TL9, all hulls are self-sealing. A self-sealing hull automatically repairs minor breaches such as micrometeoroid impacts, and prevents hull hits causing explosive decompression.
Special Hulls
Within the standard configurations, there are a variety of further options that will allow the design of more complex ships. Double Hull: This is a two-hulled cylinder where the outer hull (the whole, or at least a part) spins to create gravity and the inner hull does not. The outer hull is kept at around 1G by the speed of its spinning and is used for any areas that will be inhabited for extended periods of time, such as crew quarters. The outer, spun hull must be at least 60 tons. Machinery to spin a double hull
Hull Configurations Hull Configuration Close Structure
Streamlined? Hull Points Cost Partial +10% -10%
Hull Configuration Standard
Streamlined? Hull Points Cost Partial -
Hull Configuration Streamlined? Hull Points Cost Dispersed Structure No -10% -50%
Hull Configuration Streamlined
Streamlined? Hull Points Cost Yes +20%
Hull Configuration Planetoid
Streamlined? Hull Points Cost No +25% Special
Hull Configuration Sphere
Streamlined? Hull Points Cost Partial -20%
Hull Configuration Buffered Planetoid
Streamlined? Hull Points Cost No +50% Special
uses 0.1 ton for every ton of outer hull. For each full percent of the total hull which is made part of the spun hull, the cost of the hull must be increased by +1%. Hamster Cage: This is a series of spun rings set at right angles to the rest of the hull. The rings must have a radius of at least 15 metres in order to produce a gravitational field. Machinery to spin a hamster cage uses 0.1 tons for every ton of spun ring. Unlike other designs, the hamster cage is usually set at right angles to the hull and installed in counter-rotating pairs, eliminating torque effects on the ship’s attitude. For each full percent of the hull which is made part of the hamster cage, the cost of the hull must be increased by +2%. Breakaway Hulls: A ship can be designed so it can operate as two or more independent vessels, breaking or splitting away from one another. Each section must have an appropriate bridge and power plant to operate it. Manoeuvre drive, jump drive, sensors, weapons, screens and so forth are all options that can (and, under normal circumstances, should) be included in each section. While the sections are together, drives, power plants and weapons can all be combined when calculating performance. This whole process consumes 2% of the combined hull tonnage for the extra bulkheads and connections needed, and costs an additional MCr2 per ton consumed. For example, you have a 1,000 ton ship and decide to split it so 400 tons can break away as a separate vessel. You install 20 tons of manoeuvre drive in the 400 ton section which gives it a Thrust of 5, while the 600 ton section has 66 tons of manoeuvre drive giving it Thrust 9. When combined, this is 86 tons of manoeuvre drive giving the 1,000 ton vessel Thrust 8. It typically takes 1D rounds to seperate a breakaway hull.
Install Armour
All hulls provide some protection from anti–ship weapons fire, but it is possible to add heavier armour for better defence. All hulls start with armour Protection 0, though this can be improved upon. Dispersed structure ships can be given increased armour but it consumes twice the normal tonnage. Planetoid hulls provide a ship with armour Protection 2 (Protection 4 if they are Buffered Planetoids).
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The Hull Armour table shows how much of the hull’s tonnage is consumed per point of armour Protection added, along with its costs. A minimum TL is required for each type of armour, and there is a maximum amount that can be attached to a hull – this includes any armour the ship had prior to modification. Molecular Bonded: This armour is so dense that not even tachyons can pass through unimpeded. Tachyon weapons attacking a ship with molecular bonded armour lose their AP trait. Breakaway Hulls: Armour can be allocated on a per section basis if a breakaway hull is used, in which case the tonnage and cost are determined as if the two differently armoured sections of the ship were different vessels.
Install Hull Options
Hulls can be further modified with a range of options to create specialised ships. Emissions Absorption Grid (TL8): This comprises wires placed in a pattern throughout the hull that capture electronic emissions and store them in capacitors. This grants DM-2 on any Electronics (sensors) checks to detect or lock onto the ship, and will stack with Stealth. Adding an Emissions Absorption Grid costs Cr40000 per ton of hull and consumes 2% of the total hull tonnage for the capacitors. Heat Shielding (TL6): Heat shielding protects the ship against the heat of re–entry or other heat sources such as proximity to a star. A ship without a functioning gravitic drive attempting re–entry without heat shielding will burn up. If equipped with undamaged heat shielding, re–entry is successful on Easy (4+) Pilot (1D x 10 minutes, DEX) check, with failure resulting in burn up (this task is often undertaken at a slower rate, making it easier). Damage to the ship from proximity to a star in the absence of heat shielding is at the referee’s discretion, but should start at 1D per round, increasing by a cumulative 1D as the ship gets closer. Heat shielding does not provide protection against starship combat weapons. Heat shielding costs MCr0.1 per ton of hull. Radiation Shielding (TL7): Radiation shielding improves the crew’s protection against radiation from both natural sources (such as solar flares and pulsars) and artificial
Hull Armour Armour Titanium Steel Crystaliron Bonded Superdense Molecular Bonded
TL 7 10 14 16
Tonnage Consumed 2.5% 1.25% 0.80% 0.50%
Cost (as percentage of hull cost) 2.5% 5% 8% 15%
(including nuclear bombs and meson weapons). A ship with radiation shielding decreases the amount of rads absorbed by all crew by 1,000 (rather than the normal 500), and treats the bridge as if it is Hardened. Radiation shielding costs Cr25000 per ton of hull. Reflec (TL10): Reflec coating on a hull increases the ship’s Protection against lasers by +3, but it cannot be combined with Stealth. Adding Reflec costs MCr0.1 per ton of hull, and can only be added once. Stealth (TL10): A stealth coating absorbs radar and lidar beams, and disguises heat emissions, but it is highly dependent on the Tech Level of the ship and that of enemies trying to find it. This gives DM-4 on any Electronics (sensors) checks made to detect or lock onto the ship, with an additional DM-1 for every Tech Level the ship is higher than the sensors trying to locate it. Stealth cannot be combined with Reflec. Adding Stealth costs MCr0.1 per ton of hull, and can only be added once. Superior Stealth (TL12): A highly advanced stealth coating makes a ship all but invisible to sensors. This gives DM-6 on any Electronics (sensors) checks made to detect or lock onto the ship, with an additional DM-1 for every Tech Level the ship is higher than the sensors trying to locate it. It cannot be combined with Stealth or Reflec. Adding Superior Stealth costs MCr1 per ton of hull, and can only be added once.
Max. Armour TL or 9, (whichever is less) TL or 13, (whichever is less) TL TL +4
Radiation Damage
Several weapons carried by ships are capable of dealing radiation damage to the crew of a target, through the use of the Radiation trait (see page 75 of the Traveller Core Rulebook). This is simple to apply to the types of low-tonnage ship most Travellers will be using, but what is the best way to represent radiation damage on board cruisers and battleships massing thousands of tons with hundreds or even thousands of crew members? To keep things quick and easy, and still reflect the effects of accumulating radiation damage on the crew of large vessels, we would suggest simply apply a cumulative DM-1 to all actions a ship performs for every 10% of Hull it loses to Radiation weapons. If the ship has radiation shielding, increase this to DM-1 every time it loses 40% of its Hull to Radiation weapons (radiation shielding is well worth it if you are facing enemies who like to poison your crew!). However, if meson weapons are being used, ignore any radiation shielding – regardless of the protection the ship has, the crew will still be getting the full dose of radiation from these weapons.
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step 2:
INSTALL DRIVES
Once you have your basic hull complete, it is time to start filling it! The first items to add are the engines so the ship is able to move through space. These are divided into manoeuvre and jump drives. Manoeuvre drives use gravitic technology that pushes the ship through space – it is these that give a ship its Thrust score. Jump drives are special systems that allow a ship to travel faster-than-light across interstellar distances. Reaction drives are very similar to manoeuvre drives but instead act as giant thrusters, exhausting gases that push the ship forward like today’s rockets. To fit a manoeuvre (or reaction) drive, consult the Thrust Potential table and decide what Thrust score you want your ship to have. The figure below that Thrust score shows what percentage of the ship’s hull the manoeuvre drive requires.
Synchronised Jumps
When on the offensive, it is advantageous for every ship in a fleet to arrive at their destination within a few minutes of one another, rather than appearing in drips and drabs over the course of several hours and allowing an alert enemy to engage piecemeal. Ships within a fleet can synchronise their jumps so they arrive at their destination within the same combat round, but this takes some engineering skill and a lot of processing power. To synchronise a jump, every ship taking part must have a crew member succeed at a Difficult (10+) Engineer (jump drive) check (1D rounds, INT or EDU). If one ship fails in this check, then it may not join in the synchronised jump. If this happens, the admiral may choose to jump without it or give the order for every ship to make the check again, restarting the whole process. Synchronised jumps use the same Jump Control software as normal jumps, but the software package will require an extra +5 Bandwidth on top of its usual demands.
Thrust Potential Manoeuvre Drive Rating % of Hull Manoeuvre TL Reaction Drive Rating % of Hull Reaction TL
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6
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0.5% 1% 2% 3% 4% 5% 7 9 10 10 11 11
6% 12
7% 12
8% 13
9% 13
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2% 4% 6% 8% 10% 12% 14% 16% 18% 20% 22% 24% 26% 28% 30% 32% 7 7 7 8 8 8 9 9 9 10 10 10 11 11 11 12
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10% 11% 16 17 -
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Jump Potential Rating % of Hull Jump TL
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1 2.5% 9
2 5% 11
3 7.5% 12
4 10% 13
5 12.5% 14
6 15% 15
7 17.5% 16
8 20% 17
9 22.5% 18
Manoeuvre and reaction drives are limited by TL, as shown on the table. You cannot select a manoeuvre or reaction drive with a higher TL than the shipyard that is building it. So, for example, a TL9 shipyard can only install manoeuvre drives that are a maximum of Thrust 1. A manoeuvre drive with Thrust 0 allows for station keeping to maintain position (such as with an orbiting station) but is not sufficient to move the hull any great distance. Manoeuvre drives cost MCr2 per ton. Reaction drives cost MCr0.2 per ton. Jump drives follow a very similar pattern. Select the jump score you wish your ship to have and use the figure below as the percentage of the ship’s hull that the jump drive will consume, then add 5 tons. A jump drive must be a minimum of 10 tons. As with manoeuvre drives, jump drives are also limited by TL, as shown on the table. You cannot select a jump drive with a higher TL than the shipyard that is building it. So, for example, a TL12 shipyard can only install jump drives that are a maximum of jump-3. Jump drives cost MCr1.5 per ton.
step 3:
INSTALL POWER PLANT
large enough to supply energy to all systems on a ship without interruption, though some cheaper vessels may require weapons and other systems to be off-lined while making a jump, for example. The Power Plant table illustrates the types of power plant available, how much Power they generate and their cost.
Power Requirements
There are three main requirements a power plant must meet in terms of Power points needed by a ship. Basic Ship Systems: This includes everything a ship needs for day-to-day operations, including artificial gravity, heating, lighting and life support. The number of Power points needed for basic ship systems is equal to 20% of the total tonnage of the hull. Manoeuvre Drive: In order to use the manoeuvre drive, the ship requires a number of Power points equal to 10% of the hull’s total tonnage multiplied by the maximum Thrust the drive is capable of (multiply by 0.25 if the ship is capable only of Thrust 0). Note that reaction drives do not require Power points. Jump Drive: In order to use the jump drive, the ship requires a number of Power points equal to 10% of the hull’s total tonnage multiplied by the maximum jump number the drive is capable of. It is considered good practice to ensure there is enough Power available to use the basic ships systems and the manoeuvre drive simultaneously – being able to use the jump drive at the same time without taking power from other systems is considered a good advantage. You should also note that certain weapons and types of equipment require additional Power, as noted in their descriptions.
Power Plant The heart of a spacecraft is the power plant. Typically fusion-based, the power plant meets all the energy requirements for every system on the ship, from the massive amounts required for jump and manoeuvre drives to the expresso machine in the captain’s stateroom. Ships are typically built with power plants
Type Fission (TL6) Chemical (TL7) Fusion (TL8) Fusion (TL12) Fusion (TL15) Antimatter (TL20)
Power per Ton 8 5 10 15 20 100
Cost per Ton MCr0.4 MCr0.25 MCr0.5 MCr1 MCr2 MCr10
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Not Enough Power, Cap’n!
There are several ways a ship can run out of power, from suffering damage in combat to simple bad design that requires certain systems to be switched off in order for others to function. Fortunately, ships have many systems that are less than vital and these can be temporarily powered down without much loss of function, as covered on page 144 of the Traveller Core Rulebook, under Basic Ship Systems. While the Power required for basic ship systems can be halved in emergencies, a ship may lack enough Power to keep just these systems running. What will happen in these circumstances? If a ship cannot run basic ship systems at even half power, the following will happen (and the referee is free to impose other, perhaps harsher, penalties). • Life support will stop functioning at anything approaching an efficient rate. While the crew will not freeze or suffocate immediately, the ship will become distinctly uncomfortable to work in. Eventually, the breathable atmosphere will be expended and the temperature will drop to unsurvivable levels, typically in D3+3 hours. • Iris valves, cargo hatches and automatic doors will cease to function, locking in open or closed positions as they were when the power failed. • Even if Power can be supplied to the ship’s computer, individual terminals throughout the ship will cease to function, with the exception of those on the bridge. • The grav plating throughout the ship will cease to function, creating zero-G conditions across all decks. • Shipboard communications systems (such as the PA system) will cease to function, reducing the crew to the use of personal communicators or shouting.
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step 4:
INSTALL FUEL TANKS
All ships require fuel to function and the total fuel tankage for a ship must be indicated in the design plans. There is no cost associated with space allocated to fuel tanks, but their capacity will influence how often the ship must refuel.
Manoeuvring
Manoeuvre drives do not require fuel, though reaction drives do. The amount of fuel a reaction drive requires is determined as the percentage of ship’s total tonnage, and is equal to; 2.5% per Thrust per hour So, a ship capable of Thrust 4 will require 10% of the ship’s tonnage as fuel for every hour of use. If you wanted this ship’s reaction drive to be able to function for four hours, it would require 40% of its tonnage to be allocated as fuel tanks. In combat, it is convenient to multiply the Thrust the ship is capable of by the number of hours it can operate, and then multiply that again by 10 to obtain a Thrust Point Total. Because there are ten combat rounds every
hour, you can then simply deduct every Thrust point the ship uses in combat from the Thrust Point Total. When it reaches zero, the ship has run out of fuel for its reaction drive!
Bridges
The fuel tankage needed for a jump drive is related to the size of the ship and the length of the jump, as follows;
Size of Ship 50 tons or less 51-99 tons 100-200 tons 201-1,000 tons 1,001-2,000 tons 2,000 tons or more
10% of the total tonnage of the ship, multiplied by the maximum jump score of the drive
The cost of any bridge is MCr0.5 per 100 tons (or part of) of the ship it is installed within.
The result of this is the number of tons that needs to be dedicated to jump fuel.
Smaller Bridges
Jump Drives
Power Plants
Size of Bridge 3 tons 6 tons 10 tons 20 tons 40 tons 60 tons
It is possible to install a smaller bridge than a ship should normally have. This is usually done to save space or money.
Chemical power plants require 10 tons of fuel per ton of power plant for every two weeks of operation.
A ship can have a bridge one size smaller than the Bridges table indicates, halving the cost of the bridge. For example, a 100 ton scout could be built with a 6 ton bridge.
Other power plants require fuel tankage equal to 10% of their size (rounding up, minimum 1 ton). This provides enough fuel for the power plant for a month (four weeks). This can be extended further by increasing the fuel tankage for the power plant (so, doubling it will provide enough fuel for eight weeks, and so on).
A ship with a smaller bridge suffers DM-1 for all checks related to spacecraft operations made from within the bridge (these would include Astrogation and Pilot checks, for example).
step 5:
INSTALL BRIDGE
All ships must have a bridge containing basic controls, communications equipment, avionics, scanners, detectors, sensors, and other equipment for proper operation of the ship. The size of the bridge varies depending on the size of the ship and can range from a massive deck with multiple crew positions on a capital ship to a snug single-seat cockpit in a fighter. The size of bridge required and its cost are shown on the Bridges table.
Command Bridges
A command bridge is used by ships intended to lead squadrons or entire fleets, where the control of large regions of space is critical. A command bridge consumes 80 tons, can be used by any ship of 5,000 tons or more and costs MCr0.75 per 100 tons (or part of) of the ship it is installed within. It functions as a normal bridge but also grants DM+1 to all Tactics (naval) checks made by Travellers within it. A command bridge may replace the regular ships bridge or be added as a seperate component.
Cockpits
Instead of a bridge, ships of 50 tons or less may install a cockpit. This is a self-contained, sealed area that contains a single seat and all controls necessary for the operation of the ship. Cockpits are typically entered via an external hatch or canopy. A cockpit consumes 1.5 ton of space and costs Cr10000. A dual cockpit provides space for an additional crew member, such as a sensor operator or dedicated gunner. This consumes 2.5 tons of space and costs Cr15000. A cockpit is not designed for long term use and only has life support for 24 hours. However, pilots will want to leave the cockpit long before then…
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A ship may have a maximum of two computers (a primary and a backup), but the second must have a lower Processing score than the primary.
step 6:
INSTALL COMPUTER
Computer Cores
Most capital ships and certain other vessels have multiple distributed computer networks spread throughout their decks, but always include a central computer core that controls the ship’s jump drive. These are extremely powerful computing systems with massive amounts of processing power available.
Every ship needs a central computer, usually installed near the bridge. The computer is the heart of the ship, controlling all functions from life support to the complex calculations needed to perform a jump. Computers are identified by their model number, and the Computers table indicates their price, capacity, and Tech Level. In general, larger and more powerful computers are advantageous in combat. The computers installed in a ship work just like personal computers (see the Traveller Core Rulebook page 104) but are considerably more powerful because the software needed for ship operations requires a great deal of processing power (see The Ship’s Computer on page 63).
Tech Level 7 9 11 12 13 14 15
Cost Cr30000 Cr160000 MCr2 MCr5 MCr10 MCr20 MCr30
Computers do not consume any tonnage on a ship – while they do have a physical presence, they are distributed throughout the ship and considered part of other components such as the bridge, staterooms and drives.
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TL 9 10 11 12 13 14 15
Cost MCr45 MCr60 MCr75 MCr80 MCr95 MCr120 MCr130
The Processing score for a computer core is in addition to the processing power needed for Jump Control programs, and all Jump Control software is included in the price of the core. Other ship software must be added at extra cost as normal.
Computer Options
There are two additional options to consider when fitting a ship’s computer.
Computers Processing Computer/5 Computer/10 Computer/15 Computer/20 Computer/25 Computer/30 Computer/35
Processing Core/40 Core/50 Core/60 Core/70 Core/80 Core/90 Core/100
Jump Control Specialisation (/bis): A computer’s Processing score is increased by +5 for the purposes of running Jump Control programs only. This increases the computer’s cost by +50%. Hardened Systems (/fib): A computer and its connections can be Hardened against attack by electromagnetic pulse weapons. A hardened computer is immune to Ion weapons, but costs +50% more. Both options can be applied to the same computer by doubling its cost (+100%).
step 7:
INSTALL SENSORS
step 8:
INSTALL WEAPONS
All ships come equipped with basic communications, sensor, and emission-control suites, usually as part of their bridge. However, specialised or military ships often benefit from more advanced systems that are far more sensitive and resistant to jamming.
Military ships rely on a broad range of weaponry to project power across space but even a humble merchant or scout will find a weaponised turret a useful addition when straying into rougher star systems.
The DM column in the Sensors table is applied to all Electronics (comms) and Electronics (sensors) checks made by crew in the ship. All ships have Basic sensors unless upgraded.
Weapons are installed in the same way as components, taking note of the tonnage they consume within the hull and their cost. Most weapons also have a Power cost associated with them and so you should ensure your power plant is still large enough to handle all the needs of the spacecraft after weapons have been installed.
Sensors Basic Civilian Grade Military Grade Improved
TL Suite 8 Lidar, Radar 9 Lidar, Radar
DM -4 -2
10 Jammers, +0 Lidar, Radar 12 Densitometer, +1 Jammers, Lidar, Radar Advanced 15 Densitometer, +2 Jammers, Lidar, Neural Activity Sensor, Radar
Power Tons Cost 0 1 1 MCr3 2
2
MCr4.1
4
3
MCr4.3
6
5
MCr5.3
Specific details of weapons (and defensive screens) and how they are installed in a ship can be found in the spacecraft options chapter.
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step 9:
INSTALL OPTIONAL SYSTEMS
There are a multitude of optional systems, components and other accessories that can be added to a ship. These are covered in the spacecraft options chapter. Note that most of these optional systems consume tonnage and some also require Power, both of which you should make careful note of.
step 10:
DETERMINE CREW
All ships, regardless of their level of technology and automation, require a certain number of crew on board to run each system and perform necessary duties. The smallest of ships can get away with just one or two multi-skilled individuals but the largest capital ships may need many thousands. The Crew Requirements table shows how many crew are needed for a commercial or adventuring ship, and how many will usually be found on a military vessel. Salary
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can vary but the values on the Crew Requirements table shows a monthly average for skill level 1 crew, with the presumption that +50% will be added for every skill level above this. Note that these are the crew levels a ship should have. When Travellers get their hands on a ship, they may want to do things a little differently, and this is handled by the guidelines detailed under Small Star Ships below.
Small Craft
Ships of 100 tons or less that do not possess a jump drive typically have only a single pilot. The journeys undertaken by such ships are generally short and it is assumed regular maintenance will remove any need for mid-voyage engineering. Specialised small craft, such as those engaged in scientific work or with separate weapon stations may function more efficiently with more crew positions but they are not strictly necessary to the operation of the ship.
Small Star Ships
Spacecraft in the hands of small-time traders or adventurers usually run with the barest minimum of crew, with personnel often fulfilling more than one role as situations demand. For example, it is very common on a smaller ship for the pilot to also act as the astrogator, or a steward to have basic medical skills. This keep the monthly salary bill low and increases what may otherwise be very slim profits. Ships of less than 1,000 tons can, in theory, be run by just one or two multi-skilled people, but the ship will be at a serious disadvantage in high-stress situations such as combat. The crewman acting as pilot will likely be kept busy in the cockpit, actually flying the ship, while the other will find his attention split between engineering, damage control and the weapon systems – a quick look at the Crew Duties section in the Traveller Core Rulebook (page 154) will quickly demonstrate how inefficient this will prove to be.
Large Ships
The number of crew required to effectively operate a ship increases hugely with the size of the vessel, but large ships do have efficient centralisation of systems. For ships of more than 5,000 tons, the referee can opt to reduce the required crew by two thirds.
Crew Requirements Position Captain Pilot Astrogator Engineer
Skills Pilot Astrogation Engineer
Salary Cr10000 Cr6000 Cr5000 Cr4000
Maintenance Medic
Mechanic Medic
Cr1000 Cr4000
Gunner
Gunner
Cr2000
Steward
Steward
Cr2000
Administrator Officer
Admin Leadership or Tactics
Cr1500 Cr5000 *
Commercial Usually the leading officer 1 1 if jump drive installed 1 per 35 tons of drives and power plant 1 per 1000 tons of ship 1 per 120 crew and passengers 1 per turret, bay or screen
Military 1 3 1 if jump drive installed 1 per 35 tons of drives and power plant 1 per 500 tons of ship 1 per 120 crew
2 per turret, bay or screen, 1 per 100 tons of spinal mount weaponry 1 per 10 High or 100 Middle 1 per 10 High or 100 passengers Middle passengers 1 per 2000 tons of ship 1 per 1000 tons of ship 1 per full 20 crew 1 per full 10 crew
* This can be presumed to be an average taken across all officer positions on a ship. In practice, it will vary a great deal between junior and senior officers. Note that any smaller craft carried by a ship may have their own crew in addition to those necessary for the mother vessel.
step 11:
INSTALL STATEROOMS
Staterooms represent the living space for both crew and passengers on ships. A single stateroom contains living and sleeping facilities, including a bed, fresher and a very basic kitchen. Each stateroom consumes 4 tons and costs MCr0.5. Most ships will allocate one person to each stateroom.
Double Occupancy
Some ships have bunks in their staterooms rather than single beds, allowing two people to share the same stateroom. This is called double occupancy and is often done on exploratory ships, privately-owned vessels and, especially, military ships.
Employing double occupancy on a ship does not cost anything (which is why many commercial captains insist on it) but lack of privacy for extended periods of time can quickly wear on crew not used to it.
Low Berths
A low berth provides suspended animation facilities for emergencies and low-paying passengers. They are not always safe to use but take up relatively little space or power. A low berth can hold one low passenger. It consumes half a ton and costs Cr50000. Low berths require 1 Power for every 10 berths or part of.
Emergency Low Berths
These are compact low berth suites, designed to be used in extreme emergencies, such as if a crewman develops a medical condition that cannot be cured on ship or if the ship is stranded for an extended period of time. An emergency low berth can hold four people in dire circumstances. It consumes one ton, costs MCr1 and requires 1 Power.
Common Areas and Living Space
It is common practice to assign an additional amount of tonnage, perhaps equal to a quarter of that used for
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staterooms, as common areas or general living space. These will typically be recreation area such as a mess, canteen, or lounge and can provide facilities such as parks, pools, theatres and so on, for the amusement and entertainment of visiting crew and passengers. This is not strictly necessary and ships can and will vary in this allocation, either increasing it to give crews and passengers a more luxurious (or at least more comfortable) journey, or cutting back to give more space to useful components though at a cost of crew comfort. Common areas cost MCr0.1 per ton.
step 12:
ALLOCATE CARGO SPACE
Any space left on the ship that has not been allocated to other components is considered to be free for cargo. There is no cost associated with areas designated for cargo, but any cargo or other materials taken on board the ship can obviously not exceed the tonnage set aside for cargo.
step 13:
FINALISE DESIGN
Once cargo space has been allocated, the design process has been completed – your ship is now ready to fly.
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Airlocks
Airlocks are sealed systems consisting of two heavy-duty doors or iris valves, with atmospheric pumping equipment, allowing transit to and from a spacecraft in a vacuum or hostile atmosphere. A ship may have one airlock for every 100 tons or part of. A standard airlock is capable of cycling two humans per minute between the ship’s interior and exterior, or vice versa. Additional airlocks may be added using the system in the spacecraft options chapter.
Cargo Hatches
Any area designated for cargo can be given a cargo hatch of any size but this is not an airlock. Generally speaking, cargo areas are capable of being sealed and so are effectively one large airlock unto themselves, but this can cause problems when needing to unload cargo in a hostile environment. See the description of cargo airlocks on page 39 for a solution.
All that remains is to total up the tonnage consumed by components to ensure you have not tried to squeeze too much within the hull, and to add up all components to find the final cost of the ship. If you need to go back and revise any part of the ship, now is the time. Once everything has been double-checked, you can now record all the details of the ship in a handy file, perhaps using the Ship Roster template found on page 87 and the Mongoose Publishing web site. You might also find it handy to sketch out a deck plan using the guidelines found on page 81. At this point, you should work out the monthly maintenance cost of the ship. For this, simply take the total cost of the ship, minus any other ships it is carrying, and deduct 99.9%. Divide this final figure by 12, and you will have the monthly maintenance cost of the ship! You may also find it useful, especially on military ships, to calculate the monthly life support cost. This may be more difficult on ships belonging to Travellers as the number of people on board can vary greatly, but such ships are generally small enough that this will not be a burden to calculate on a month-tomonth basis. That done, your ship is now ready for you to walk onto the bridge, take command, and set sail for the stars!
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WEAPONS & SCREENS From a small laser mounted on a trader for point defence and the discouragement of piracy, to the massive spinal weapons that battleships are built around, weapons (both offensive and defensive in nature) are an important component for many ships. This chapter explores the vast range of options available to spacecraft architects who are looking to weaponise their creations.
A ship of less than 35 tons has one Firmpoint. A ship of 35-70 tons has two Firmpoints, and a ship of 70-99 tons has three Firmpoints. Beyond this size, ships use Hardpoints.
Unless otherwise stated, all weapons in this chapter are Spacecraft scale (see Traveller Core Rulebook, page 158).
• Weapons of Medium range or less are reduced to Adjacent range. • Weapons of greater range are reduced to Close range. • A weapon on a Firmpoint may not have its range increased beyond Close by any means. • Power requirements of the weapon are reduced by 25% (rounding up). • Barbettes consume two Firmpoints.
NUMBER OF WEAPONS
There are only so many weapons that can be attached to a ship, the limiting factors being the supply of energy, the stresses imposed upon the hull through the use of high-powered weaponry, and the surface area of a hull it is possible to cover with weapons. Spacecraft therefore have a maximum number of Hardpoints to which weapons can be attached. A ship has one Hardpoint for every full 100 tons of its hull. Each weapon system uses a number of Hardpoints, depending on its size as shown on the Hardpoints table.
Hardpoints Weapon System Fixed Mount Turret Barbette Small Bay Medium Bay Large Bay Spinal Mount
Small Craft
Hardpoints Used 1 1 1 1 1 5 Weapon Tonnage / 100
Ships of less than 100 tons have Firmpoints instead of Hardpoints. A Firmpoint on a small craft is a fixed mount (typically forward-facing, but there is no requirement for this), but can be upgraded to a single (not double or triple) turret.
A weapon mounted upon a Firmpoint has the following changes applied to it.
Critical Hits on Large Ships
Large ships have a huge array of redundancy built into their critical systems, allowing them to weather a tremendous amount of damage. A hit that would disable the entire power plant of a Type-S scout might do nothing more than cause a technician to flip a switch to engage an auxiliary relay on board a heavy cruiser. Because of this, large ships can simply ignore a large number of critical hits. • Ships larger than 2,000 tons ignore critical hits from turrets and barbettes. • Ships larger than 10,000 tons ignore critical hits from all weapons except medium and large bay weapons. • Ships larger than 100,000 tons ignore critical hits from all weapons except large bays. Large ships can also endure a great deal more damage before the effects of any critical hits become noticeable. The Severity of a critical hit is based on 1% increments of the ship’s hull value (minimum 10 points of damage). For example, a ship with 10,000 Hull points that receives a critical hit that causes 224 points of damage, will sustain a Severity 2 critical hit.
System Defence and Sensors
The Traveller Core Rulebook covers ranges in space up to Distant, but this is still a relatively short distance in astronomical terms. When constructing fleets and space stations, referees may find it useful to consider ranges above Distant. When using these rules, Distant covers ranges up to 300,000 km, and is the maximum practical range that any attacks or other offensive can be made. However, it is possible for sensors to reach further in order to detect incoming threats. The following new range bands reflect this. Very Distant (up to 5,000,000 km): All Electronics (sensors) checks become Formidable (14+). Far: (over 5,000,000 km): At these ranges, sensors can spot the signature of ships making jumps (inbound or out), and can determine only whether a contact is a ship or other similar-sized astronomical body. In either case, sensors will only be able to determine the size of the contact to the nearest 10,000 tons. Immense size is also a factor in detection, and it can be a real trial trying to creep up on a starport with a dreadnought. Attempts to detect shipsof 100,000 tons of greater gain DM+2, while attempts to detect ships of 500,000 tons or greater gain DM+4.
Spinal mount weapons can always (and will!) cause critical hits. All ships, even the largest, suffer critical hits from Sustained Damage (see page 158 of the Traveller Core Rulebook) as normal.
TURRETS AND FIXED MOUNTS
Turrets and fixed mounts use the same type of weapons but whereas a fixed mount may only fire at targets directly ahead of it, a turret rotates and may engage any target in sight. One turret or fixed mount may be attached to each Hardpoint on a ship.
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Mount Fixed Mount Single Turret Double Turret Triple Turret Pop-Up Mounting
TL 7 8 9 10
Power 0 1 1 1 +0
Tons 0 1 1 1 +1
Cost MCr0.1 MCr0.2 MCr0.5 MCr1 MCr1
Up to three weapons may be mounted on a fixed mount (small craft have additional limitations), while turrets can mount one, two or three weapons, depending on their type. These weapons need not be of the same type but only one type may be used in the same attack. If two or more weapons are of the same type, they may be fired together. One attack roll is made for all weapons being fired, but each additional weapon adds +1 per damage dice to the final damage total. For example, if a triple turret with three pulse lasers is fired, it will only make one attack roll but will deal 2D+4 damage (two additional pulse lasers each adding +1 per damage dice). Turrets and fixed mounts require just one gunner to operate, even if multiple weapons are mounted upon them. Pop-Up Mounting: This can be applied to any turret or fixed mount. The weapon system is concealed in a pod or recess on the hull, and detectable only when deployed. A ship with all its weapons hidden in popup mounts will appear unarmed to a sensor scan that focusses only on its exterior.
Turret Weapons Weapon Beam Laser Laser Drill Missile Rack Pulse Laser Sandcaster
Range Medium Adjacent Special Long Special
TL 10 8 7 9 9
Power 4 4 0 4 0
Beam Laser: A laser-based weapon that fires a continuous beam, allowing targets to be tracked and hit more easily. However, this does require more power to function and so is shorter ranged and does less damage than a pulse laser. Laser Drill: This is more of a tool than a weapon, used by belters to penetrate asteroids and reach valuable ores. Salvagers also use laser drills to gain entry into derelict ships. However, in an emergency, the laser drill makes for a potent, if very short-ranged, weapon. The laser drill suffers DM-3 to attack rolls if used as a weapon. Missile Rack: Though missile racks require ammunition and the warheads take time to reach distant targets, they can be very powerful weapons and, when a range of warheads is available, extremely versatile too. Each missile rack holds 12 missiles (missile racks on Firmpoints hold four missiles). The missile rack here is equipped with standard missiles. Pulse Laser: Utilising capacitors to discharge its energy in a single powerful blast, the pulse laser is less accurate than its beam-based counterpart but is longer ranged and does more damage. Sandcaster: Though mounted in turrets and of use against boarders, the sandcaster is primarily a defensive weapon used to protect ships from laser weapons. Each sandcaster holds 12 sand canisters and costs Cr25000 to refill.
Weapon Fusion Barbette Gravimetric Distorter Ion Cannon Missile Barbette Particle Barbette Plasma Barbette Tachyon Cannon Torpedo
TL 12 13 12 7 11 11 14 7
Range Medium Short Medium Special Very Long Medium Long Special
Power 20 10 10 0 15 12 6 2
Damage 1D 4D 4D 2D Special
Cost MCr0.5 Cr150000 MCr0.75 MCr1 MCr0.25
Traits Smart -
BARBETTES
Barbettes are effectively heavy turrets. A barbette uses a single Hardpoint, and requires the Gunner (turret) skill, but also consumes additional tonnage inside the ship, as its larger weapons need more space for capacitors, targeting mechanisms, ammunition feeds and other components. Like turrets, barbettes require just one gunner to operate. Each barbette consumes a total of 5 tons. Fusion Barbette: An extremely powerful weapon in planetbased warfare, in space the fusion barbette provides hard-hitting strikes at a reasonable cost. It remains power-hungry, however. Gravimetric Distorter: This weapon creates a distortion field that negates the effect of grav plating. Each gravimetric distorter can effect an area equivalent to one hundred tons of displacement (that is, an entire 100 ton ship or smaller, or part of a larger ship). This means all crew and items in the area will be subject to zero gravity conditions, unless the ship expends Thrust in which case they will be subject to high gravity conditions (see Traveller Core Rulebook, page 76). The effect lasts for one round. These weapons are more commonly used by pirates than naval forces although dedicated boarding parties do sometimes make use of them. Ion Cannon: This weapon disrupts the systems of the target ship. Ion weapons are typically used to
Damage 5D Special 2D x 10 4D 4D 4D 2D 6D
Cost MCr4 MCr4 MCr6 MCr4 MCr8 MCr5 MCr5 MCr3
Traits Radiation Ion Smart Radiation AP 10 Smart
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New Weapon Trait: Ion
By means of massive electromagnetic pulses, overloading or power systems or other exotic effects, ion weapons have the potential to temporarily disrupt critical systems on board a ship without causing permanent damage. This can give a vital edge in combat while an enemy ship recovers or force an enemy to surrender before the disabling attack is followed up by something far more potent. Instead of dealing damage as usual, Ion weapons use the following rules. When an Ion weapon successfully hits a target, roll for its damage but ignore any armour the target possesses. Instead of applying damage to the target’s hull, it is instead temporarily deducted from the target’s Power, representing the disabling effects as they spread throughout the ship and the crew working hard to keep the most vital systems online. This reduction in Power will last until the target completes its next set of actions, in either the current round or the next. If the Effect of the attack roll is 6 or more, the reduction in Power will last for D3 rounds.
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Missile Barbette: Equipped with multilaunchers, a missile barbette can unleash a flurry of warheads at a target. A missile barbette fires 5 missiles at a time, and holds enough missiles for 5 full salvos (a total of 25 missiles). Missile barbettes on Firmpoints hold eight missiles. Particle Barbette: Taking advantage of the increased power efficiencies and space available to a barbette, this is a much larger particle weapon than those mounted in turrets. Plasma Barbette: A large plasma weapon, the plasma barbette is capable of smashing through even wellarmoured targets. Tachyon Cannon: This weapon fires a stream of high speed tachyons that are able to pass through thick armour without being slowed by it. Molecular bonded armour is immune to this effect and tachyon cannons lose their AP trait when attacking a ship so armoured. Torpedo: A torpedo is a heavy anti–ship missiles capable of carrying tremendous destructive force. Torpedoes are treated in every way like missiles, though they tend to be a lot more powerful. Each torpedo barbette holds 3 torpedoes (those on Firmpoints hold two torpedoes). The torpedo here is equipped with a standard warhead.
Hardened Systems: If a system is listed as being hardened (as with /fib computers, for example), the crew may choose to allocate any Power to it before any deductions for Ion weapons are applied. This ensures a hardened system will always have enough Power to function (so long as the Power was available before the Ion attack!).
BAYS
temporarily disable enemy ships, stopping them from fleeing or attacking while a position of advantage can be attained. For this reason, they may be found on wellequipped pirate vessels or customs ships.
Bays come in three sizes; small, medium and large. They require tonnage, Hardpoints and crew as shown on the Bay Weapons table.
For ships requiring more destructive power than can be provided by turrets and barbettes, weapons bays allow ships to concentrate a lot of fire from a single weapon system. However, they do not have the fast-tracking systems found in turrets and consequently find smaller targets harder to score hits upon.
Bay Hardpoints Mount Small Medium Large
Tons 50 100 500
Hardpoints 1 1 5
Crew 1 2 4
All bay weapons suffer DM-2 when attacking targets of 2,000 tons or less, and DM-4 when attacking targets of 100 tons or less. Large bays add +1 per damage dice (this is done before multiplying by 10 for Destructive weapons) to the final damage total, and gain DM+4 when attacking targets of 3,000 tons or more, due to the massive amount of weaponry they hold. (missile and torpedo salvoes do not use these modifiers). Fusion Gun Bay: Each fusion gun bay mounts one or more massive fusion cannons, capable of blasting apart small vessels with a single blast.
Ion Cannon Bay: This weapon disrupts the systems of the target ship. Ion cannon bays allow the focussing of a great deal of energy, potentially causing even small capital ships problems when used in sufficient number. This can give a small but important advantage in fleet battles that will bring final victory. Mass Driver Bay: Also known as an ortillery railgun, this weapon fires large, solid projectiles at speeds optimised for smashing planetary targets. Each bay contains enough ammunition for 6 attacks. Extra or replacement ammunition can be purchased as shown on the Mass Driver Ammunition table.
Mass Driver Ammunition Mass Driver Bay Small Medium Large
Tons/Attack 2 4 20
Cost/Attack Cr20000 Cr40000 Cr200000
Cost MCr8 MCr15 MCr40 MCr12 MCr20 MCr30 MCr15 MCr3
Traits Ion Smart Radiation Auto 4 AP 10 Smart
Small Bay Weapons Weapon Fusion Gun Bay Ion Cannon Bay Mass Driver Bay Missile Bay Particle Beam Bay Railgun Bay Tachyon Cannon Bay Torpedo Bay
TL 12 12 8 7 11 12 14 9
Range Medium Medium Short Special Very Long Short Long Special
Power 50 20 15 5 30 10 10 2
TL 12 12 8 7 11 12 14 9
Range Medium Medium Short Special Very Long Short Long Special
Power 80 30 25 10 45 15 15 5
TL 12 8 7 11 12 14 9
Range Medium Short Special Very Long Short Long Special
Power 220 40 50 200 75 50 25
Damage 1DD 6D x 10 1DD 4D 6D 3D 4D 6D
Medium Bay Weapons Weapon Fusion Gun Bay Ion Cannon Bay Mass Driver Bay Missile Bay Particle Beam Bay Railgun Bay Tachyon Cannon Bay Torpedo Bay
Damage 2DD 8D x 10 2DD 4D 8D 4D 6D 6D
Cost MCr16 MCr25 MCr70 MCr25 MCr40 MCr60 MCr30 MCr6
Traits Ion Smart Radiation Auto 6 AP 15 Smart
Cost MCr50 MCr120 MCr125 MCr120 MCr90 MCr90 MCr30
Traits Smart Radiation Auto 6 AP 15 Smart
Large Bay Weapons Weapon Fusion Gun Bay Mass Driver Bay Missile Bay Particle Beam Bay Railgun Bay Tachyon Cannon Bay Torpedo Bay
Damage 2DD 2DD 4D 8D 4D 6D 6D
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Missile Bay: Packed full of launchers, a missile bay can unleash salvos of warheads at a target, overwhelming its active defences. A small bay fires 12 missiles at a time, a medium bay fires 24, and a large bay can fire 120 missiles in a single round. Each bay holds enough missiles for 12 full salvos (so, 144 missiles in a small bay, 288 in a medium bay and 1,440 in a large bay).
Multiple Warheads Incoming!
Once ships start mounting bay weapons, the number of missiles they can throw at their enemies increases significantly. When multiple salvoes of missiles (or torpedoes) are incoming, even the finest sensor operator can become quickly overwhelmed. To counter this, large warships tend to have multiple sensor stations operated by several dedicated crew members. Because of this, assume that a ship will have one sensor operator for every full 1,000 tons. A 7,500 ton ship, for example, would normally have seven sensor operators who could between them perform the Electronic Warfare action on seven different incoming salvoes. At his discretion, a referee may specify a particular ship has more or less sensor operators, perhaps to reflect a ship in a universe where missile combat is not common or one that is expected to face nothing but missiles, but one sensor operator per 1,000 tons is a good place to start.
Particle Beam Bay: The use of a bay allows much larger particle beam weapons to be installed, the largest capable of terrifying firepower that erodes a ship’s hull and irradiates enemy crew. Railgun Bay: Though the rounds a railgun uses are low technology armour penetrators, the weapon itself uses electromagnetic forces to accelerate them to sizeable fractions of the speed of light, delivering a high dose of kinetic energy to the target. Railgun bays contain enough ammunition for 12 attacks each. Extra or replacement ammunition can be purchased as shown on the Railgun Ammunition table.
Railgun Ammunition Railgun Bay Small Medium Large
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Tons/Attack 1 2 10
Cost/Attack Cr15000 Cr30000 Cr150000
Tachyon Cannon Bay: A larger tachyon cannon than those found on barbettes, this powerful weapon retains the ability to penetrate armour while delivering a much greater punch. Molecular bonded armour is immune to this effect and tachyon cannons lose their AP trait when attacking a ship so armoured. Torpedo Bay: A flurry of missiles will panic any ship’s captain but a salvo of torpedoes is real cause for concern. The torpedo bay launches a number of torpedoes with every attack; 3 torpedoes for a small bay, 6 torpedoes for a medium bay and 30 torpedoes for a large bay. Each bay holds enough torpedoes for 12 full salvos (so, 36 torpedoes in a small bay, 72 in a medium bay and 360 in a large bay).
SPINAL WEAPONS
Spinal weapons are the ultimate in ship-borne firepower, huge weapons that run the entire length of a ship. In many cases, a ship will be built around the weapon itself (hence the term ‘spinal’) and a single shot from a spinal weapon can cut a lesser vessel in two. Spinal weapons are specifically designed to deliver knockout blows against the largest vessels and surface installations. Consequently, they are extremely inaccurate when attacking small targets. All spinal weapons suffer DM-4 when attacking targets of 10,000 tons or less, and DM-8 when attacking targets of 5,000 tons or less. Spinal weapons cannot attack targets of less than 2,000 tons unless they are stationary or are caught in the blast by accident! Spinal weapons use a number of Hardpoints equal to their tonnage divided by 100, rounding up. A spinal mount cannot exceed a tonnage equal to half that of the ship carrying it. While spinal weapons are classed as Destructive, they are by far the most potent weapons that can be installed on a ship. Instead of multiplying the damage by 10, as is normal for a Destructive weapon, spinal mounts multiply it by 1,000! However, spinal weapons also require vast reserves of power and naval architects may consider using high efficiency batteries to allow a spinal weapon to be charged over time, rather than requiring a massive power plant that can deliver the required energy all at once. Meson and particle spinal mounts are also far less effective when engaging targets within an atmosphere (such as planet-based installations) though they are still terrifying to behold. All damage against targets within an atmosphere is halved for these weapons and they lose their Radiation trait.
Spinal Mount Weapons Weapon Meson
TL 12
Range Long
Base Size 7500 tons
Power +1000
Damage +2DD
Cost +MCr2000
Max. Size 75000 tons
Particle Railgun
11 10
Long Medium
3500 tons 3500 tons
+1000 +500
+1DD +1DD
+MCr1000 +MCr500
28000 tons 21000 tons
Spinal mount weapons are very large and, unlike other offensive systems, can be of variable size. The Spinal Mount Weapons table shows the effectiveness of a spinal mount weapon at its Base Size (this is also its minimum size). For every multiple of the Base Size, the spinal mount increases its Damage, Power consumption and cost by the amount shown. So, for example, a 15,000 ton meson spinal mount will consume 2,000 Power, deal 4DD damage and cost MCr4000. Spinal mounts improve rapidly with technology, with their power and projection systems becoming smaller and more efficient, allowing them to be placed within smaller vessels, as shown on the Spinal Mount Improvements table.
Spinal Mounts Improvement TL +1 +2 +3
Tons -10% -15% -20%
Cost +10% +20% +30%
Traits AP ∞, Radiation Radiation —
The Third Imperium
There is nothing within High Guard that stops you from mounting multiple spinal weapons onto one ship, creating a very powerful vessel! However, due to the structural reinforcements required and the technology available, ships in the Third Imperium universe may only have one spinal mount (or they would risk shaking themselves apart whenever they fired!)
MISSILES
There are several different types of missile beyond the standard warheads supplied with most weapon systems. Additional missiles may be purchased for a ship, increasing its stock of ammunition, and missiles can be replenished after use. Twelve missiles consume 1 ton. Advanced Missile: A development of the standard missile, this model features improved motors and a far more devastating warhead.
Meson Spinal Mount: A truly awe-inspiring weapon, the dual-particle beams used by meson spinal mounts can end battles before they really begin. Meson spinal mounts ignore all armour. Particle Spinal Mount: The largest version of a weapon whose development started with humble barbette-based systems, particle spinal mounts are a mainstay of the most powerful navies. The damage dealt by a particle spinal mount is reduced by 3% per point of armour possessed by the target. Railgun Spinal Mount: Rather an array of smaller rapidfiring guns, the railgun spinal mount fires much larger rounds at near relativistic speeds that make a mockery of thick armour. The damage dealt by a railgun spinal mount is reduced by 2% per point of armour possessed by the target. Railgun spinal mounts come equipped with five rounds. Extra or replacement rounds consume 20 tons each and cost MCr0.2.
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Missiles Weapon Advanced Antimatter Decoy Fragmentation Jumpbreaker Long Range Multi-Warhead Nuclear Ortillery Shockwave Standard
TL 14 20 9 8 13 8 8 6 7 7 7
Thrust 15 15 15 15 10 15 10 10 6 10 10
Damage 5D 8D 2D 3D 3D 3D 6D 1DD 4D
Antimatter Missile: Tipped with an antimatter warhead, these missiles are devastating enough in the attack but also release waves of destructive radiation on enemy crews. Decoy Missile: These missiles have a small warhead but sport a pair of small pods mounted with powerful transmitters and jammers. These are detached shortly before impact, confusing point defence systems. All anti-missile fire directed at this missile suffers DM-2. Fragmentation Missile: This missile is designed to target small craft. It explodes shortly before interception, throwing out a wall of high veolcity shrapnel. When fired in mass barrages this dense volley is enough to cripple entire bomber waves and disperse fighter screens. Upon reaching a target, the missile will make attack rolls against that target and up to three others within Adjacent range.
Cost Cr350000 MCr1 Cr350000 Cr200000 MCr1 Cr500000 Cr750000 Cr450000 Cr300000 Cr200000 Cr250000
Traits Smart Radiation, Smart Smart Smart Smart Smart Smart Radiation, Smart Smart Smart Smart
Fragmentation missiles are also an effective counter to other missiles when targeted at another missile salvo, Fragmentation missiles will reduce the number of missiles within the salvo on a one-for-one basis. They have no effect on torpedoes. Jumpbreaker Missile: These missiles create localised gravitational distortions when they detonate, making the delicate calculations required for an accurate jump much more difficult. A ship hit by a jumpbreaker missile suffers DM-8 to any Jump check (see the Traveller Core Rulebook, page 148) attempted in this combat round or the next. Long Range Missile: This missile forgoes a large warhead, instead using the space for greater fuel capacity and a more powerful motor. Long range missiles do not reduce their salvo strength every 5 rounds.
Missile Flight Times
High Guard introduces several new types of missiles and torpedoes that have different Thrust ratings compared to the standard warheads of the Traveller Core Rulebook. This Missile Flight Times table will aid referees in gauging how long it takes for salvoes to reach their target. Missile Flight Times Range Short and Below Medium Long Very Long Distant
Thrust 6 Immediate 1 4 6 21
Thrust 10 Immediate Immediate 1 4 10
Thrust 12 Immediate Immediate Immediate 3 9
Thrust 15 Immediate Immediate Immediate 2 7
In addition, when huge salvoes of missiles are in flight, problems with guidance and motor systems can be come more apparent. Halve the number of missiles within a salvo for every full 5 rounds of travel. Torpedoes have much greater endurance and so ignore this rule.
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Multi–Warhead Missile: This heavy missile carries multiple warheads which detach before impact. This both overwhelms anti-missile defences (DM-2 to all point defence fire) and causes more damage. Just before you make an attack roll, multiply the number or missiles in the salvo by 3.
canisters cause 1DD damage. They do not provide protection against laser fire.
Nuclear Missile: A powerful missile available at lower Tech Levels, using nuclear missiles near an inhabited planet or orbit is forbidden by interstellar law.
Sandcutter Canister: A very short-ranged weapon, the sandcutter fires a hail of electromagnets into the midst of an enemy sand cloud. These magnets cause the sand to coagulate, reducing its effective protection. A sandcutter canister may be targeted against an enemy ship within Adjacent or Close range and a successful attack will halve the protection given by any sand canisters the enemy uses that round. It provides no protection against laser fire itself.
Ortillery Missile: Specifically designed for planetary bombardment, ortillery missiles are powerful but too slow to be used effectively as anti–ship weapons unless the target is not expecting an attack. Ortillery missiles suffer DM-6 to hit any moving target.
Sand Canister: The standard canister fitted to most casters. Its use is covered in the Traveller Core Rulebook, page 157.
Shockwave Missile: This is a highly specialised missile that carries a magnetic–pulse warhead. The blast it creates is harmless to spacecraft, but scatters and polarises sand clouds, rendering them useless in defence. A ship struck by a shockwave missile cannot benefit from sand defences for this round and the next.
TORPEDOES
Standard Missile: The most common form of missile, this carries a powerful explosive warhead.
Torpedoes are much larger and more resilient than missiles, allowing them to punch through point defences to reach their targets.
SANDCASTERS
Most sandcasters fire canisters of small particles that counteract laser fire, but other types of canister are available. Additional canisters may be purchased for a ship, increasing its stock of ammunition, and missiles can be replenished after use. Twenty sand canisters consume 1 ton.
Canisters Weapon Chaff Canister Pebble Canister Sand Canister Sandcutter Canister
TL 8
Number 20
Cost Cr30000
Traits -
7
20
Cr25000
-
7
20
Cr25000
-
8
20
Cr35000
-
There are several different types of torpedo beyond the standard warheads supplied with most weapon systems. Additional torpedoes may be purchased for a ship, increasing its stock of ammunition, and torpedoes can be replenished after use. Three torpedoes consume 1 ton.
A torpedo salvo halves the Effect of any successful point defence taken against it, rounding down. However, torpedoes are designed to target larger vessels and can have trouble making successful attacks against smaller ships. Torpedo salvoes suffer an additional DM-2 on their attack rolls against ships smaller than 2,000 tons. Advanced Torpedo: Manufactured with a more efficient warhead and far more powerful motors, the advanced torpedo is the weapon of choice for high technology fleets. Antimatter Torpedo: Tipped with an antimatter warhead, this torpedo is immensely powerful, devastating to both ship and crew.
Chaff Canister: Sandcaster chaff disrupts sensors and communications targeted at the ship that creates the cloud. All Electronics (comms), Electronics (sensors), Electronics (remote ops) checks and attack rolls for missiles made within a chaff cloud suffer DM-1. Chaff does not provide protection against laser fire.
Antimatter Bomb-Pumped Torpedo: This torpedo contains a small antimatter device that is detonated prior to impact, charging a directed particle beam. Due to the ‘stand-off’ nature of its attack, point defence against this torpedo suffers DM-2. Defences that work against particle beams can be used against this torpedo.
Pebble Canister: This is designed as a basic offensive round for a sandcaster. When targeting boarders, pebble
Antiradiation Torpedo: A cunning weapon, the antiradiation torpedo is designed to home in on the
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Torpedoes Weapon Advanced Antimatter Antimatter Bomb-Pumped Antiradiation Bomb-Pumped EMP Multi-Warhead Antimatter Multi-Warhead Standard Multi-Warhead Nuclear Nuclear Ortillery Plasma Standard
TL 14 20 21 12 9 9 21 8 8 7 8 12 7
Thrust 15 10 10 10 10 10 10 10 10 10 6 10 10
Damage 7D 1DD 8D 6D 4D 4D x 10 1DD 4D 6D 8D 3DD 1DD 6D
same emissions used in electronic warfare. This gives the target a stark choice; continue performing electronic warfare and be hit by the torpedo or shut down all such activities and be hit by a potentially nastier missile attack. Antiradiation torpedoes may only make an attack roll against a ship if it performed electronic warfare in this combat round or the previous one. However, it will make the attack roll with DM+6. If the ship did not perform electronic warfare, the torpedo will automatically miss. Bomb–Pumped Torpedo: This torpedo contains a small nuclear device that is detonated prior to impact in order to charge a laser. Due to the ‘stand-off’ nature of its attack, point defence against this torpedo suffers DM-2. Defences that work against lasers can be used against this torpedo. EMP Torpedo: This is similar to the standard torpedo but it replaces around half of its warhead with a flux compression generator, using the remainder to provide the high explosive compression. When it detonates, the torpedo produces a high power electro-magnetic burst which shorts out unshielded systems and can shut down unprotected vessels. Multi-Warhead Torpedo: These heavy torpedoes carries multiple warheads which detach before impact. This both overwhelms anti-missile defences (DM-2 to all point defence fire) and causes more damage. Just before you make an attack roll, multiply the number or torpedoes in the salvo by 3. Nuclear Torpedo: A basic but powerful weapon, the nuclear torpedo is used by lower tech navies. Ortillery Torpedo: Like its smaller missile counterpart, this torpedo is designed to be launched from orbit
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Cost Cr275000 Cr900000 Cr800000 Cr300000 Cr250000 Cr230000 MCr2 Cr400000 Cr600000 Cr225000 MCr1 Cr650000 Cr150000
Traits Smart Smart AP 10, Radiation, Smart Smart Smart Ion, Smart Radiation, Smart Smart Radiation, Smart Radiation, Smart Smart AP 10, Smart Smart
Smaller Weapons
It is possible to equip a spacecraft with Ground scale weaponry. This is usually done on small craft designed to operate regularly within an atmosphere while engaging ground targets but any spacecraft can use them. Any weapon with a mass less than 250 kg can be mounted on a spacecraft at a cost of Cr1000 (the cost of the actual weapon is in addition to this). They will draw no Power from the spacecraft, as it is assumed their energy requirements are tiny in comparison to other systems, and nor do they require a hardpoint, but will consume 1 ton. However, up to four such weapons may be mounted for each ton dedicated to them. They will be attached to fixed mounts on any spacecraft of less than 50 tons, and small pop-up turrets operated from a remote station on larger ships. Weapons of a mass of 250 kg or more will consume an amount of space equal to their mass, to a minimum of 1 ton. They are required to be mounted in turrets (if they mass one ton or less) or fixed mounts and again, will consume no power.
against planetside targets. Ortillery torpedos suffer DM-6 to hit any moving target. Plasma Torpedo: This weapon is fitted with a powerful plasma burner in the nose, and is particularly effective at cutting through ship armour. Standard Torpedo: This torpedo consists of a small but powerful engine, guidance computers, and a fragmentation device dedicated to kinetic–kill attacks.
POINT DEFENCE BATTERIES
A point defence battery consists of linked short-ranged laser turrets controlled by their own automated computer network. This removes the need for separate gunners dedicated to point defence, needing only a command from the bridge to activate when an incoming attack is detected. A point defence battery automatically intercepts missile and torpedo salvoes just before they make their own attack rolls. A point defence battery will reduce the number of missiles attacking a ship each turn by its Intercept score. This can be applied to any salvo or spread between several salvoes. A point defence battery uses 1 Hardpoint.
SCREENS
Screens are a variety of directed defensive systems that use a number of technologies to defeat specific attacks. For example, meson screens prevent meson decay and so are targeted against incoming meson weapon attacks, while nuclear dampers are effective against nuclear warheads.
Angle Screens (Gunner)
Using a screen, a gunner can attempt to deflect or reduce incoming attacks. The type of attack that can be nullified in this way depends on the type of screen being used. The gunner must succeed at a Gunner (screen) check against an attack and, if successful, he will reduce the damage of the attack, after the armour has been accounted for, by the number of dice rolled by the screen (as noted in its description), multiplied by the Effect of his check. A gunner may use any number of screens against a single attack, combining their dice (but only multiplying the result by his Effect once). A gunner may only attempt to Angle Screens once every round, and each screen can only be used once.
Screens use the Gunner (screen) skill and the Angle Screens reaction against specific attacks, in a similar way to the Point Defence and Disperse Sand reactions in the Traveller Core Rulebook.
Shields
Many universes feature ships capable of generating shields that deflect or absorb damage. These are covered in the High Technology chapter.
Meson Screen
Meson screens block attacks from meson weapons by preventing meson decay. A successful use of a meson screen against a meson weapon reduces its damage by 2D and remove its Radiation trait. Against Destructive weapons, every five meson screens will reduce damage by 1DD and remove the Radiation trait.
Nuclear Damper
Nuclear dampers project a series of nodes and antinodes where the strong nuclear force is enhanced or degraded, rendering nuclear warheads ineffective. A successful use of a nuclear damper against a fusion weapon or salvo of nuclear warheads (whether they are on missiles or torpedoes) reduces its damage by 2D and removes the Radiation trait. Against Destructive weapons, every five nuclear dampers will reduce damage by 1DD and remove the Radiation trait. Screen Meson Screen Nuclear Damper
TL 13 12
Power 30 20
Tons 10 10
Cost MCr20 MCr10
Black Globe Generator
Black globe generators are a special type of screen that project an energy–absorbing barrier which shunts the energy of an incoming attack into capacitors. Any ship using a black globe generator cannot manoeuvre, dodge, jump or use weapons or sensors while the globe is active. All energy aimed at a ship with an active black globe generator is automatically absorbed, irrespective of its type. Black Globe generators are only available at TL15 or above and are not commercially available, tending to be
Point Defence Weapon Type I Type II Type III
TL 10 12 14
Intercept +1D +2D +3D
Power 10 20 30
Tons 20 20 20
Cost MCr5 MCr10 MCr20
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either recovered artefacts of the Ancients or exotic (and not necessarily reliable) prototypes. They are installed either as makeshift defences or experimental screens on capital warships. These generators are therefore the jealously guarded property of governments and empires, and cannot be bought on the open market. The referee always has final discretion on the availability of black globe generators. Black globe generators consume 50 tons and, when available, cost at least MCr100. They require 30 points of Power.
ABSORBING ATTACKS
As the energy of attacks absorbed by the generator is channelled to capacitors, a ship must have sufficient capacitor capacity if it is to avoid overloading its systems and explode catastrophically. Fortunately, if a ship possesses a jump drive, it will have considerable capacitor capacity. A jump drive will have capacitors equal to 20% of its size in tons. Additional capacitors may be purchased at a cost of MCr3 per ton. Each ton of capacitor will absorb 50 points of damage.
DISCHARGING CAPACITORS
These considerable limitations can be offset by causing the generator to flicker (switching the field off and on hundreds of times per second) to give the ship intermittent protection while allowing manoeuvring, sensor use, and so forth to take place in the short periods when the globe is switched off. The flicker rate is variable and shown on the Black Globe Flicker table.
Black Globe Flicker Flicker Rate 1 2 3 4 5 6 (always on)
Attacks 6+ 5+ 4+ 3+ 2+ -
Thrust -1 -2 -3 -4 -5 -
Sensor DM -1 -2 -3 -4 -5 -
If a ship with a black globe generator absorbs more damage than its capacitors can handle, the ship automatically explodes, destroyed instantly.
The flicker rate is determined at the start of a ship’s Manoeuvre Step in a combat round, before any Thrust is allocated.
To avoid this, the capacitors can be discharged. For every combat round the black globe generator is switched off, the capacitors will discharge an amount of damage equal to 1% of the ship’s total tonnage multiplied by 10% of the tonnage of the ship’s power plant.
Every time the ship is attacked, roll 1D. If the dice roll is equal to or more than the score listed in the Attacks column for the flicker rate, then the attack is absorbed by the generator. If it is less, the attack hits the ship as normal.
FLICKERING GENERATORS
A black globe generator that is switched on all the time will automatically absorb all incoming attacks. It will also make the ship it is protecting effectively invisible to sensors (since it absorbs all energy, not just that from weapons). However, the ship will be unable to manoeuvre in any fashion, cannot make any attacks of its own, nor use its own sensors, rendering it blind.
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Note that switching on a black globe generator in battle will not guarantee the ship can automatically escape its enemies. As it cannot manoeuvre at all, it is a very simple task to project its vector and predict its position when the generator is switched off again, making it extremely vulnerable (DM+2 to any attacks made against it if its vector was tracked).
The ship’s available Thrust for that combat round is reduced by the Thrust modifier for the flicker rate and all sensor-related checks made by or against the ship suffer a negative DM indicated on the Black Globe Flicker table. Then Sensor DM is also applied to all attack rolls made by the ship using the generator, as it has far less time to plot accurate attacks.
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SPACECRAFT OPTIONS Beyond the basic drives, sensors and weapon systems, spacecraft can be customised to perform specialised functions in many different ways, giving rise to an unlimited amount of variation. These optional systems are covered in this chapter. While they will be considered during the design of a spacecraft, most can be retrofitted to existing designs by any capable shipyard of sufficient Tech Level. While many options can be accommodated by any shipyard capable of building or repairing spacecraft, some require far more advanced technology. Where a minimum Tech Level is required for an option, this is listed in the option’s title.
STRUCTURE
These options alter the basic framework of the ship, and though they can be retrofitted, expect a ship to spend a considerable time in a shipyard for installation.
Armoured Bulkheads
research vessel) or hangar space (allowing it to transport smaller ships). This practice of using modules is more common among small craft, but there is no theoretical maximum size to the ship that can use them. Up to 75% of a ship’s internal tonnage may be designated as modular. This tonnage may not include the bridge, power plant, drives or any structure or armour options. Making a modular hull increases the cost of the overall hull by the percentage designated as being modular. For example, a 100 ton hull normally costs MCr2. If 30% of the ship’s hull is to be made modular, then the cost of the hull is increased to MCr2.6, which is 130% of the original cost. This results in 30 tons of the ship’s components being easily swapped out from mission to mission.
POWER
Armoured bulkheads protect specific areas and systems, such as the ship’s computer, jump drive or fuel tanks, making them much more resilient to damage.
A variety of options can be applied to a ship’s power systems, normally for emergency use.
Adding armoured bulkheads consumes an amount of space equal to 10% of the tonnage of the protected item. The Severity of any critical hit to the item will be reduced by -1 (to a minimum of Severity 1).
An emergency power system allows a ship to keep functioning even when its main power plant has been taken completely offline, and is a cheaper alternative than a second backup power plant.
Armoured bulkheads cost MCr0.2 per ton.
Modular Hull
A portion of a ship’s hull may be designated as modular, allowing it to be swapped out easily for another module. This allows a ship to be configured for specific missions and roles. For example, a modular ship may have a choice of a module containing a lot of missile bays (making it a missile carrier), laboratories (to act as a
Emergency Power
If the main power plant sustains a critical hit of Severity 3 or greater, the emergency power system automatically activates, and allows the ship to function normally for 5 rounds with 90% of its normal Power. If the power plant sustains a critical hit of Severity 6, the emergency power is taken offline as well. An emergency power system has a tonnage and cost equal to 10% of the tonnage and cost of the power plant it supplements.
Solar Panels
Extendible solar panels provide backup power for a ship’s power plant. They are typically installed in scout or mining ships, extending their range and endurance. The tonnage consumed by enough solar panels required to power a ship is equal to 10% that of the main power plant, to a minimum of 0.5 tons. Solar panels cost MCr0.1 per ton If the panels are fitted to a ship without a power plant, then assume the (non–existent) power plant is sized to the ship’s basic systems and a Thrust 1 manoeuvre drive. A ship equipped with solar panels consumes power plant fuel at one–quarter the normal rate so long as it is only engaged in minimal manoeuvring and does not fire any weapons. Minimal manoeuvring does not include long periods at full thrust, so solar power alone is useless for most commercial and military vessels. No power plant fuel is consumed, and endurance is considered infinite, if the ship is not manoeuvring or refining fuel. Jump drives cannot be engaged with solar panels deployed.
DRIVES
Drives can be modified or given accessories to extend their utility or capability.
High Burn Thruster
A high burn thruster is an auxiliary chemical rocket designed to give a temporary speed boost to a ship. This is easily mounted on a ship by adding an additional reaction drive. Ship architects should note that a reaction drive used as a high burn thruster is likely to require far less fuel than a ship that relies on a reaction drive alone for thrust. The effect of a high-burn thruster is cumulative with that of the ship’s regular drive system.
Solar Sail
Solar sails are made of a flexible synthetic fabric that has limited self-repair capabilities. Particles emitted by the sun (the solar wind) are caught by the sail and provide a minuscule amount of thrust. Solar sails have the advantage that they require no power or reaction mass, but result in very slow ships, and high technology civilisations tend to regard them as useless for anything other than automated cargo ships and pleasure yachts. A deployed solar sail covers an area dozens of kilometres across. A ship using a solar sail as its primary method of propulsion has an effective Thrust of 0 and requires several days to change course or speed.
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A solar sail takes up 5% of the ship’s total tonnage when stowed, and costs MCr0.2 per ton. Jump drives cannot be engaged when a sail is deployed.
FUEL
Even humble fuel tanks are ripe for modification or addition, and a variety of systems have been developed to enhance the endurance and range of ships without the need to invest in much larger and more expensive drives.
Collapsible Fuel Tank
Collapsible fuel tanks (also called fuel bladders) are large flexible bladders which expand when filled with hydrogen fuel. They take up cargo space in a ship and are used to extend range without the need to fit demountable tanks. Fuel cannot be pumped directly from these tanks to the jump drive, and so a ship must complete a jump before it can use fuel stored in collapsible tanks. When empty, collapsible tanks take up 1% of the tonnage they use when full. They cost Cr500 per ton.
Demountable Tank
These tanks are used to convert cargo space into working fuel tanks with all the pumps and feed lines required. Fuel can be used directly from these tanks meaning ships can make longer jumps that they would be able to on their own tanks (they are still limited by the capability of their jump drive, however). When empty, these tanks take up the same space as when they are full and cannot be used for anything but fuel. It takes four weeks to add or remove demountable fuel tanks to a ship’s cargo spaces, and they cost Cr1000 per ton.
Drop Tank
Sometimes seen on military assault ships, these are external fuel tanks that are jettisoned just as the ship enters jump space. The virtue of a drop tank is that it allows a ship to carry a large amount of extra fuel, but jettisoning a tank so close to a jump carries a risk. Jumping is a delicate procedure, greatly complicated by having big empty fuel tanks drifting in close proximity to the jump bubble. Jump tanks come in two parts. Firstly, there are the docking ports, fuel injectors and explosive collars that allow the spacecraft to mount drop tanks and jettison them quickly. Secondly, there are the drop tanks themselves. A drop tank mount consumes a number of tons on board the ship equal to 0.4% of the tonnage of the drop tank itself (for the fittings needed to transfer fuel). The mount will cost MCr0.5 per ton.
The drop tank itself costs Cr25000 per ton of fuel space. Jumping using a drop tank applies a penalty of DM-15 minus the Tech Level of the drop tanks to the Engineer (J-drive) check required to make a jump (see page 148 of the Traveller Core Rulebook). When a drop tank is used and jettisoned, roll 2D. On 8+, the tank survives the ejection process and can, in theory, be retrieved and reused. Otherwise, it is destroyed by the expanding jump bubble or warped by the jettison explosion. In addition, drop tanks are automatically destroyed once their ship has lost 10% of its Hull points. A ship’s Thrust must be recalculated when carrying a drop tank, using the combined tonnage of the ship and the drop tanks it carries. This will likely mean the manoeuvre drive will be operating at a lower Thrust. The jump capability of the ship does not need to be recalculated, unless it jumps with the drop tanks attached. A ship using drop tanks cannot be streamlined – at best, it will be partially streamlined.
Fuel Processor
Fuel processors convert unrefined fuel (typically acquired through the use of a fuel scoop) into refined fuel, making the ship both self-reliant and safe. Each ton of fuel processor can convert 20 tons of unrefined fuel into refined fuel per day. Each ton consumed by fuel processors costs Cr50000. Fuel processors require 1 Power per ton.
Fuel Scoop
Fuel scoops allow an unstreamlined and partially streamlined ships to gather unrefined fuel from a gas giant (streamlined ships have fuel scoops built-in automatically).
High efficiency batteries cost MCr0.1 and hold 40 points of Power per ton. At TL12, they cost MCr0.2 and hold 60 points of Power per ton.
Metal Hydride Storage (TL9)
Instead of storing the ship’s hydrogen fuel in liquid form at extremely low temperatures with a high risk of explosion if a leak occurs into the inhabited spaces of the ship, it is possible to store hydrogen at room temperature using a non–flammable metal hydride matrix. This takes up more space but is safer. Metal hydride storage replaces a ship’s normal fuel tankage but consumes twice as much space, and costs MCr0.2 per ton. If the ship sustains a fuel leak (fuel critical hit Severity 1-3, as shown on page 159 of the Traveller Core Rulebook), fuel loss will be reduced to 25% of the amount indicated, to a minimum of 1 ton.
ACCOMMODATIONS
Most ships utilise the humble stateroom, but other types of accommodation are possible. All accommodations listed in this book other than low berths and acceleration benches include a fresher, while all staterooms and barracks include a small food preparation unit. Laundry facilities are usually located in a common area.
Acceleration Benches
These comprise basic seating used for the temporary transportation of passengers. Comfort is limited but safety remains paramount. The benches are heavily padded with integral safety harnesses in case of gravity failure. They are normally designed to fold down from walls or pull up from floors, to grant more useable space when not in use.
Adding scoops costs MCr1 and consumes no tonnage.
Each ton dedicated to acceleration benches seats four passengers and costs Cr10000.
High Efficiency Batteries (TL10)
Acceleration Seat
Ship-board batteries are designed to store power until needed. They can be recharged in any round by excess Power not being used by other systems. These Power points may then be used in any subsequent round as if they were being produced by the power plant; simply add any amount of Power stored within the batteries (they need not be completely drained) to the Power the ship has available that round.
Similar to an acceleration bench, this seating is somewhat comfier though less space efficient. While not luxurious, it is commonly used on commercial small craft designed for short haul flights to and from orbit and flights to close satellites. Each acceleration seat consumes 0.5 tons and costs Cr30000
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Barracks
Ships designed to carry large numbers of troops tend to use barracks instead of staterooms. A barracks may only be used to carry marines or basic passengers (few willingly pay for passage in such cramped conditions). Barracks consume 2 tons per passenger, and cost Cr50000 per ton. Life support costs are Cr250 per ton.
Brig
This is a secure chamber with reinforced walls and a door that can be manually locked from the outside. Designed to hold up to six prisoners, it can uncomfortably hold double that number in a pinch. There are no internal facilities or controls, save for a curtained fresher and six pull down slabs that can be used as beds. Although intended for restraining captives or crew held on a charge, quite often the majority of time a brig is actually used as a temporary office or storage area. A brig consumes 4 tons and costs MCr0.25. Life support costs are Cr250 per ton.
Cabin Space
Adding cabin space gives the crew more room to move around and to access other components of the ship, such as the engines or cargo bay. However, it does not provide comfortable living space and is generally only used in interplanetary craft where passengers are only expected to be on board for a few hours. Every 1.5 tons dedicated to cabin space allows the ship to carry another passenger in moderate comfort. Cabin space costs Cr50000 per ton. Life support costs are Cr250 per ton.
High Staterooms
These are very similar to the staterooms detailed on page 21, but they are more trimmed in finer materials and offer more space for the occupant. They are not required for a ship to take on high passengers, but a high passenger will almost always choose a ship that has a stateroom they deem appropriate. A high stateroom will typically grant DM+1 when seeking high passengers (see page 149 of the Traveller Core Rulebook).
A luxury stateroom consumes 10 tons of space and costs MCr1.5. Life support costs are Cr500 per ton.
Multi-Environment Space
The environment of this designated area can be modified to a wide range of conditions including salt water, extreme temperatures, or unusual atmospheres, all to suit the needs of the occupant, usually an alien, animal, or exotic plant. One ton of environmental equipment is needed for every 20 tons of space designated as multi-environment, at a cost of MCr0.5 per ton of equipment. Each ton of environmental equipment requires 1 Power.
BRIDGE
The bridge is the nerve centre of the ship, and vital to on board operations. Some bridge designs put the captain and other command staff on a raised balcony or walkway over the workstations, while others put the captain in a command seat in the centre of the bridge. Bridges on scout ships are notoriously cramped and smelly – even more so in belter mining ships where the bridge and living space is sometimes combined to maximise cargo capacity – while some groups of free traders pride themselves on the elegance and style of their command stations.
Detachable Bridge
This bridge design can be ejected from the ship in an emergency to become a lifeboat for the command crew. The bridge has two weeks of life support and battery power, while emergency thrusters give it basic manoeuvring capabilities, equivalent to Thrust 0. A detachable bridge is even capable of soft–landing on a planetary surface. See the Detachable Bridges table for costs and tonnage.
A high stateroom consumes 6 tons of space and costs MCr0.8.
Size of Ship 200 tons or less 201-1,000 tons 1,001-2,000 tons 2,000 tons or more
Luxury Staterooms
The cost of a detachable bridge is MCr0.8 per 100 tons (or part of) of the ship it is installed within.
This is state of the art accommodation for the most discerning passenger. It is noticeably a step above even
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the high stateroom and more richly appointed, found on private yachts and the most luxurious of liners. A luxury stateroom will typically grant DM+2 when seeking high passengers (see page 149 of the Traveller Core Rulebook).
Size of Bridge 15 tons 30 tons 50 tons 80 tons
A detachable bridge can be made larger or smaller as normal.
Holographic Controls (TL9)
This bridge design incorporates advanced interactive holographic displays, and can automatically reconfigure itself to adapt to changing situations. A bridge with holographic controls is always optimised for the task at hand, and grants DM+2 when rolling for initiative. Holographic controls add +25% to the cost of the bridge.
Sensor Station
While every bridge has equipment dedicated to monitoring and controlling the ship’s sensors (even if this is tied into the pilot’s own screens), some ships benefit from having additional stations to handle an increased number of sensor operators. Some scout and survey ships feature additional sensor stations, while military vessels may feature similar stations dedicated to locating the enemy and electronic warfare. Each sensor station allows an additional sensor operator to perform actions (find typical numbers of sensor operators on page 41), costs MCr0.5 and consumes 1 ton.
CARGO
The majority of ships in the universe are designed to haul cargo from one star system to another. Predictably, a whole host of optional systems and equipment have been designed to make this easier.
Cargo Crane
Built into the ceiling of a cargo hold, this overhead gantry crane is designed to shift cargo containers in and out of the ship. The crane’s mechanism moves about the bay on a sliding jig and can extend beyond the cargo door on a gibbet to deposit freight directly onto a dockside or vehicle. The crane is strong enough to lift fully loaded 32 and 65 ton containers and can couple to most types of pallets or creates. The traversing lift mechanism of a cargo crane consumes 2.5 tons but the gantry jigs require a further 0.5 tons per 150 tons of cargo space. Cargo cranes cost MCr1 per ton.
Cargo Net
A slower but safer method than a scoop for retrieving cargo from space, the net consists of a mesh of tough plastic and several remotely-controlled tow drones. The drones are launched from the ship, dragging the net out behind them. The net is drawn around a volume of space and then retracted.
The plastic is extremely elastic, allowing the volume of the net to be potentially increased to a dozen cubic kilometres. A cargo net consumes 5 tons of space, including the drones, and costs MCr1.
Cargo Scoop
A cargo scoop allows a ship to pick up cargo or other objects floating in space. The scoop includes anti-gravity baffles to minimise the impact but using a scoop with a high relative velocity is not recommended. A Pilot check is required to scoop up an object; if failed, the ship collides with the object, taking an amount of damage equal to the negative Effect. Armour will negate this damage as normal, so most accidents will be embarrassing rather than catastrophic and merely require a little repainting. A scoop can sweep up one ton of material per round. A cargo scoop consumes 2 tons of space and costs MCr0.5.
External Cargo Mount
Instead of carrying cargo inside the hull, a ship may be designed to mount cargo in an external rack or framework. This allows a smaller hull to be used, making the cost of transportation considerably cheaper. Streamlined or distributed ships may not use external cargo mounts. A ship’s Thrust and jump capability must be recalculated when using external cargo mounts, using the combined tonnage of the ship and the external cargo it carries. This will likely mean the manoeuvre drive will be operating at a lower Thrust and the jump capability may be reduced. The cost of an external cargo mount is Cr1000 for every ton of cargo to be carried externally. Cargo carried externally can only be accessed outside the ship by vacc suit or transport vehicle. Landing a ship with external cargo mounts is a dangerous procedure (a Bane is imposed on all Pilot checks made for landing such a ship), so these ships can have difficulties trading at worlds without a shuttle fleet or highport. External cargo can be jettisoned remotely. The mount is equipped with explosive bolts, allowing specific cargo to be released if necessary. A ship using external cargo mounts will become unstreamlined.
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Loading Belt (TL7)
Used to offload cargo from a hold, the loading belt does the work of 10 crewmen when used properly. From TL12, high-powered magnets are used to propel cargo containers, increasing the work output to that of 25 crewmen. The TL7 version costs Cr3000; the TL12 version costs Cr10000. Both consume 1 ton and require 1 Power.
Advanced Probe Drones (TL12)
The logical development of the probe drone, the advanced probe drone is of a similar size, and carries far more advanced sensors (TL12 equivalent). Each ton dedicated to advanced probe drones contains five drones and costs MCr0.8.
Mining Drones
A jump net consists of special field cables attached to the rear of a ship that extend the vessel’s jump field to include additional cargo contained within the net. While this can look exceedingly crude, a great deal of engineering goes into making it work and it remains both cheap and effective.
Mining drones allow a ship to mine asteroids without manoeuvring perilously close to spinning hunks of rock. Each set of five mining drones allows the ship to process 5D tons of asteroid per day (typically producing common ore, as detailed on page 212 of the Traveller Core Rulebook). The tonnage consumed includes ore handling machinery, allowing the ship to take on ore and transfer it to the cargo bay.
A jump net consumes 1 ton per 100 tons of cargo carrying capacity, at a cost of Cr300000 per ton.
Every ten tons dedicated to mining drones contains five drones and costs MCr1.
Jump Net (TL10)
A cheaper version designed purely for interplanetary use is available at TL8 and costs Cr100000 per ton. However, the ship cannot perform a jump while this net is deployed. A ship using a jump net must have its drive potentials adjusted by adding the cargo carried to the ship’s total hull mass. This will likely degrade the ship’s Thrust and jump scores.
DRONES
Drones are small robotic craft typically controlled from the bridge or dedicated station. They are used as labour-saving devices and for tasks that might otherwise endanger the crew. Drones are typically man-sized and have gravitic drives that allow them to operate in both space and atmospheres. However, while they can land on a planet, they do not have the power to travel from the surface to orbit and must be recovered manually. The Electronics (remote ops) skill is required for their use. Drones have the following profile at Ground scale, in addition to any special rules listed under their descriptions. Hits Speed Band Drone 25 Subsonic Attacks None Armour +6
Mining Drone Attacks Armour
Hits 50 None +9
Speed Band Subsonic
Probe Drones (TL9)
Probe drones are for surveying planetary surfaces, and are commonly found on board scout ships. They can be dropped from orbit in disposable entry shells but must be recovered manually. Probe drones are also capable of surveying orbiting satellites, derelicts and other space debris, and can also be used as communications relays. Each ton dedicated to probe drones contains five drones and costs MCr0.5.
Repair Drones
Carrying repair drones allows a ship to make repairs during combat, allowing access to exterior components without risking crew. They also have sufficient intelligence to allow repairs to be initiated by a drone controller rather than a dedicated engineer. Repair drones allows a Traveller with the Electronics (remote ops) skill to use the Repair System action (see page 160 of the Traveller Core Rulebook). The repair drones are considered to have an Engineer skill level of 1 or the level the Traveller has in Electronics (remote ops), whichever is lower, in all specialities for the Repair System action alone. A ship needs to dedicate 1% of its tonnage for effective repair drone coverage (minimum 1 ton), at a cost of MCr0.2 per ton.
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SENSORS
Many ships, especially larger and more expensive vessels, feature upgraded or specialised sensor suites. However, any sensor suite may be upgraded with a range of options to improve likelihood and quality of information, and the range at which objects may be detected.
Countermeasures Suite (TL13)
A countermeasures suite is specifically designed for jamming enemy transmissions. Note, however, that meson transmissions cannot be jammed. The countermeasures suite grants DM+4 to all attempts at jamming and electronic warfare, regardless of the usual DM the sensor suite it is attached to. A countermeasures suite consumes 2 tons and costs MCr4. It requires 1 Power.
Deep Penetration Scanners (TL13)
Using NAS and densitometers configured to check every centimetre of a ships internal and external hull, deep penetration scanners require a target to be within Adjacent range. They allow the operator to see everything within a ship that may be perceived visually such as layout, any hidden spaces and the make-up of anything carried be it crew, cargo or personal effects. However they are also very slow when scanning large ships unless the scanner suite is very large. Each ton of deep penetration scanner allows for 20 tons of a target vessel to be scanned every hour (so, for example, a 25 ton suite would scan a 500 ton ship in an hour). Deep penetration scanners cost MCr1 per ton. They require 1 Power.
Distributed Arrays (TL11)
By using multiple hull-mounted arrays in an integrated computer-controlled arrangement, it is possible to increase the effective antenna size of a sensor suite and increase its range. EM and active radar/lidar will now detect objects at Distant range and passive radar/lidar at Long range. All information gained at these ranges is minimal (see page 150 of the Traveller Core Rulebook) This modification can only be added to improved and advanced sensor suites and only to ships of 5,000 tons or more. Distributed arrays triple the tonnage and cost of the sensor suite they are attached to, and double the Power requirement.
Enhanced Signal Processing (TL 13)
Signal processing systems consist of extremely specialised computers and software to improve the quality and likelihood of detection of sensor suites. Enhanced signal processing grants DM+4 to all sensorrelated checks. It does not have the vulnerability to jamming of lesser signal processing systems. Enhanced signal processing consumes 2 tons and costs MCr8. It requires 2 Power.
Extended Arrays (TL11)
This is a distributed array that is extended well beyond the hull of the ship on retractable arms; therefore there is no limit on the size of ship it can be mounted upon. However, use of an extended array greatly limits the manoeuvrability of the ship and increases its own sensor signature. An extended array acts in the same way as a distributed array. While in use, the ship cannot expend any Thrust or jump, and any attempts to detect it gain DM+2. Extended arrays triple the tonnage and cost of the sensor suite they are attached to, and triple the Power requirement.
Extension Net (TL10)
Interdiction of space is entirely reliant upon properly identifying ships and objects within range. A sensor extension net enhances the clarity of a sensor suite beyond the ranges which it would normally be able to function through the use of small drones to relay for data. The drones are also sensor platforms in their own right, the results of their scans being channelled back through the same links. An extension net increases the range at which a sensor suite would normally be able to obtain Limited or Full detail by a single step. For example a visual sensor can normally see Full detail up to Short range and Limited detail up to Long range. With an extension net, this would be increased to full detail up to Medium range and Limited detail up to Very Long range. The extension net cannot be used with NAS or densitometers, nor can it be used to receive data if the ship that deployed it is manoeuvring. An extension net consumes 1% of a ship’s tonnage (minimum 1 ton) and costs Mcr1 per ton.
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Improved Signal Processing (TL 11)
Signal processing systems consist of extremely specialised computers and software to improve the quality and likelihood of detection of sensor suites. Improved signal processing grants DM+2 to all sensorrelated checks. However, this comes at a cost of increased vulnerability to jamming, with other ships doubling all DMs they have for jamming a ship equipped with signal processing. Improved signal processing consumes 1 ton and costs MCr4. It requires 1 Power.
Life Scanner (TL12)
Military Countermeasures Suite (TL15)
The military countermeasures suite is the cutting edge of countermeasure technology in the galaxy, incorporating both powerful transmitters and advanced electronic–warfare programs to shut down enemy communications. The military countermeasures suite grants DM+6 to all attempts at jamming and electronic warfare, regardless of the usual DM the sensor suite it is attached to.
The life scanner is a ship-mounted sensor array specifically calibrated for detecting signs of life and differentiating between life forms. It can differentiate, for example, between colonies of insects, herds of migrating animals, and social groups of sentient creatures. Typically used in high orbit above a newly discovered planet, within 24 hours (for an average, earth-sized world) it can identify and quantify population densities, likely life types (sapient, sentient, non-sapient and so forth), and ecological niches.
A military countermeasures suite consumes 15 tons and costs MCr28. It requires 2 Power.
When using the life scanner, an Electronics (sensors) check is required to successfully interpret the results. The life scanner is not 100% accurate; it typically has an accuracy of between 70% and 85%, but this is sufficient for first-pass exploration needs.
Rapid Deployment Extended Arrays
A life scanner consumes 1 ton and costs MCr2. It requires 1 Power.
Life Scanner Analysis Suite (TL14)
A development of the life scanner, the Analysis model also takes atmospheric and environmental factors into account to develop an accurate portrait of the biology of life detected. The system can, for example, indicate the physical configuration of detected life, approximate its food requirements, and analyse additional critical data that will inform the Traveller on how to prepare for any direct encounter with the life form. A life scanner analysis suite consumes 1 ton and costs MCr4. It requires 1 Power.
Mail Distribution Array (TL10)
Normal ship communications systems cannot handle the data loads necessary for dealing with mail on the scale that the X-boat network requires. Instead, most X-boats and similar ships will mount a specialised communications array specifically for handling those data streams.
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A mail distribution array consumes 10 tons and costs MCr20. An advanced version is available at TL13, consuming 20 tons but costing only MCr10.
Mineral Detection Suite
This suite upgrades any ship’s sensors systems that already have a densitometer to determine types of minerals present and their quantities. The mineral detection suite consumes no tonnage and costs MCr5.
This system works in the same way as an extended arrays but it can be deployed and retracted within a few seconds, allowing a ship to use its manoeuvre and jump drives within the same combat round. Rapid deployment extended arrays triple the tonnage and multiply the cost of the sensor suite they are attached to by five, and triple the Power requirement.
Shallow Penetration Suite (TL10)
This is a combined thermal/EM sensor suite designed specifically for hull penetration and internal scanning at range. At up to Very Long range it allows a Traveller to ensure there is nothing unusual aboard a vessel that leaves a thermal or electromagnetic trace. For example, it will detect increased heat production where there should be none or the operation of fire control computers on an unarmed merchant. A shallow penetration suite consumes 10 tons and costs MCr5. It requires 1 Power.
EXTERNAL SYSTEMS External systems are components and optional items mounted on the exterior of a spacecraft, directly on or within the skin of its hull.
Aerofins
Extendible aerofins improve a spacecraft’s manoeuvrability in atmosphere, giving a far greater degree of control over its movements. A ship with aerofins deployed gains DM+2 to all Pilot checks when within an Atmosphere. Aerofins consume 5% of the ship’s tonnage, and cost MCr0.1 per ton.
Breaching Tube
All airlocks include flexible plastic docking tubes that allow passengers to cross from one ship to another by floating through the air-filled tube. A breaching tube is a military version of this. Instead of a thin myomer, the breaching tube is made of a combination of ballistic cloth and reflec. The breaching tube does not end in a docking collar, but in a magnetic clamp with a ring of plasma torches that burn through the hull of an enemy vessel when attached. An attacking ship fitted with a breaching tube gains DM+1 to rolls made on the Boarding Actions table on page 163 of the Traveller Core Rulebook. A breaching tube consumes 3 tons and costs MCr3.
Docking Clamp
A docking clamp allows a spacecraft to carry another vessel on the exterior of its hull, typically a small craft such as a ship’s boat or fighter. This permits a ship to carry auxiliary craft without consuming valuable interior space. A ship’s Thrust and jump capability must be recalculated when another ship occupies its docking clamp, using the combined tonnage of both ships. This will likely mean the manoeuvre drive will be operating at a lower Thrust and the jump capability may be reduced. The size of a docking clamp dictates the tonnage of the ship it may attach as shown in the Docking Clamp table. A ship holding another ship in a docking clamp will become unstreamlined. It takes three full rounds to release or clamp a ship of less than 2,000 tons, during which time neither ship can expand any Thrust or make any attack rolls. Larger ships take D3+3 rounds.
Note that ships held in a docking clamp can be targeted separately by an attacker. Any evasive action employed by the mothership can be applied as normal. Docking Clamp Type I Type II Type III Type IV Type V
Attached Ship Tonnage 1-30 31-99 100-300 301-2,000 2,000 or more
Tons 1 5 10 20 50
Cost MCr0.5 MCr1 MCr2 MCr4 MCr8
Forced Linkage Apparatus (TL7)
Used by scavengers and pirates to board spacecraft, derelict or otherwise, forced linkage apparatuses are close range devices that allow attempts at forced docking. Attaching the linkage requires a Pilot check; this is opposed by the target’s Pilot skill check if it is manned and under power. If this is successful, the attacking ship gains DM+2 to rolls made on the Boarding Actions table on page 163 of the Traveller Core Rulebook, as indicated on the Force Linkage table. TL 7 9 12 15
Pilot check DM -2 -1 +0 +2
Tons 2 2 2 2
Cost Cr50000 Cr75000 MCr0.1 MCr0.5
At TL7 the apparatus is little more than a magnetic clamp on a retractable arm. At TL9 the linkages are gas-powered grapnels with a reeling cuff, while at TL12 the linkage is magnetically propelled and guided by targeting lasers. At TL15 the linkage is made of gravitic field control rods and antennae. Forced linkage apparatus may be combined with a breaching tube.
Grappling Arm
A grappling arm is a remotely-controlled device used to pick up or manipulate objects in space. The arm is a flexible tentacle of thousands of telescoping segments, capable of reaching out to 250 metres. The arm ends in a set of cameras and grippers of varying sizes, from large claws to tiny micro-manipulators. It also carries a toolkit which can be customised for a particular task. Objects of up to two tons can be manipulated, while multiple grappling arms can be utilised to move heavier objects. A grappling arm consumes 2 tons and costs MCr1.
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Heavy Grappling Arm
A heavy grappling arm is a remotely-controlled device used to pick up or manipulate objects in space, but designed for heavy duty work. Objects of up to 10 tons can be manipulated, and multiple grappling arms can be combined to manipulate larger objects. A heavy grappling arm consumes 6 tons and costs MCr3.
Holographic Hull (TL10)
Multiple holographic projectors are embedded within the hull allowing the ship to change hull colours, add graphics and adopt a different appearance (though its shape remains the same). Changing the hull colour or adding a stored graphic can be done by anyone with access to the ship’s computer. Creating a complex colour scheme from scratch requires the talents of a skilled artist. Some young nobles try to outdo one another by changing the schemes daily or hiring artists to create the most complex scenes imaginable. Some pirates have made use of this system to simulate visual hull damage and lure other ships in with a GK distress call. However, most ship owner’s use it for the purposes of advertising. A holographic hull system costs Cr100000 per ton of hull and uses 1 Power for every two tons of hull. The projectors are small enough that they do not consume tonnage themselves.
Tow Cable
A simple device used to haul an attached derelict or unpowered ship behind the modified vessel. The ship can potentially tow any size vessel. A ship’s Thrust must be recalculated when it tows another ship or object, using the combined tonnage of both ships. This will likely mean the manoeuvre drive will be operating at a lower Thrust. A ship towing an object in this fashion cannot jump. Tow cable systems consume 1% of the ship’s tonnage, and cost Cr5000 per ton.
INTERNAL SYSTEMS
A wide variety of options and internal systems are available to customise a ship. This includes new rooms and facilities for the crew, as well as safety and security features.
Additional Airlock
Additional airlocks of any size may be added to a ship. It typically takes a minute for an airlock to fully cycle. Airlocks consume a minimum of 2 tons and cost MCr0.1 per ton.
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Armoury
Ships carrying a large number of marines or soldiers can benefit from an armoury, a specialised weapons storage facility. An armoury can only be accessed by those with the correct codes (usually the ship’s senior officers and security teams) and contains a wide variety of weapons. An armoury can be equipped with specialised weaponry but, as standard, will have enough snub pistols for the entire crew, enough accelerator or gauss rifles for any marines, and a selection of other military equipment such as grenades, combat drugs, armour and communications equipment. One armoury is required for every 25 crew members and every 5 marines in order to provide adequate storage for equipment, weapons and ammunition. An armoury consumes 1 ton and costs MCr0.25.
Biosphere
This is an area depicted to flora and fauna, either for the production of food or as a leisure area. Every ton dedicated to a biosphere will eliminate the life support costs for two passengers. Biosphere consume 1 power and cost Mcr0.2 per ton.
Booby-trapped Airlock
An existing airlock can be fitted with lethal defensive equipment designed to eliminate any undesirable occupant who attempts to gain entry to the ship. The actual methods of dealing with enemies vary, and can range from nerve gas and multiple flamethrowers, to sweeping lasers and extreme atmospheric pressures. Any existing airlock can be booby-trapped in this fashion, and this modification consumes no tonnage. Basic booby-trapped systems cost MCr0.1 and deal 3D damage per round. At TL8, more advanced versions become available, costing MCr0.3 and dealing 5D damage per round. At TL10, a booby-trapped airlock costs MCr0.5 and deals 6D damage per round. At TL12, a booby-trapped airlock costs MCr1 and deals 8D damage per round.
Briefing Room
A specialised briefing room is useful on mercenary cruisers and other adventuring ships, where teams can discuss plans or meet with clients privately, and they are commonly found on ships with fighter squadrons or marines.
A briefing room grants DM+1 to any Tactics (military) checks made when planning missions on board the ship.
compartment unless the fuel tanks are opened and searched. Such compartments can only be accessed when the fuel tank is at least three-quarters empty.
A briefing room consumes 4 tons and costs MCr0.5.
Concealed Compartment
A smuggler’s favourite, concealed compartments are cunningly hidden from visual searches and shielded against sensors, allowing them to be used to transport contraband or other questionable items. Up to 5% of a ship’s tonnage may be designated as a concealed compartment and inflicts DM-2 to Electronics (sensors) checks and DM-4 to Investigate checks made to search for it. Concealed compartments cost Cr20000 per ton.
Construction Deck
Primarily used on very large civilian vessels, this facility is effectively a mobile shipyard that can repair and even construct smaller ships. A construction yard can build a ship of tonnage equal to half the tonnage of the construction deck at a TL equal to the ship the construction deck is on. Construction decks cost MCr0.5 and require 1 Power per ton.
Docking Space
This is an internal bay in which a smaller auxiliary ship or vehicle can dock. When sealed, the docking space completely covers the auxiliary ship. It normally takes 1D minutes for the auxiliary ship to enter or leave the larger ship. Docking space consumes an amount of tonnage equal to that of the largest ship to be docked, plus 10% (round up to the nearest ton). Use shipping size for vehicles, as detailed in the Traveller Core Rulebook. It takes D3 rounds to release or recover a ship of less than 2,000 tons, during which time neither ship can expand any Thrust or make any attack rolls. Larger ships take 1D rounds. Docking space costs MCr0.25 per ton.
Fuel Tank Compartments
Fuel tank compartments are containers designed float within the hydrogen fuel tanks of a ship, and are harder that a concealed compartment to detect, as even a thorough examination of the ship will not detect the
A fuel tank compartment inflicts DM-4 to Electronics (sensors) checks and DM-6 to Investigate checks made to search for it. Fuel tank compartments cost Cr4000 per ton. Note that the tonnage for these compartments is deducted from the ship’s fuel tankage, not its total hull.
Full Hangar
Normally, when a smaller ship or vehicle is included in the design of a larger one, it is installed into a form– fitting enclosure within the hull of the mother vessel, with barely enough room for crew and passengers to scramble on board. Most repairs and maintenance require the craft to be launched first. Alternatively, a full hangar allows for repairs and maintenance of the craft when it is on board its ship. The hangar includes spare parts and specialised testing and repair equipment. It normally takes 2D minutes for the auxiliary ship to enter or leave the larger ship. A full hangar consumes an amount of tonnage equal to twice that of the craft it contains (round up to the nearest ton). Use shipping size for vehicles, as detailed in the Traveller Core Rulebook. A full hangar costs MCr0.2 per ton.
Gaming Space
Adding gaming space gives crew and passengers a place to enjoy themselves and partake in sports or games of chance, depending on the nature of games the area is designed for. Every 1.5 tons dedicated to gaming space allows one person to utilise the area. Gaming space costs Cr6000 per ton.
Grav Screen (TL12)
A gravity screen blocks densitometers from scanning the inside of a ship, rendering them useless and returning error codes. They are impenetrable to this mode of scanning but the presence of gravity screens will be obvious to the sensor operator. A grav screen consumes 1 ton for every 200 tons of ship shielded and costs MCr1 per ton. It requires 2 Power per ton.
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Hardened Systems
Medical Bay
Laboratory
A medical bay grants DM+1 to all Medic checks made within it.
Any system that draws power from the power plant can be Hardened to render it immune to Ion weapons. A Hardened system has its cost increased by +50%.
Space allocated to laboratories can be used for research and experimentation, effectively turning the ship into a space-going laboratory. Every four tons dedicated to laboratories space allows one scientist to perform research on board the ship.
Medical bays consume 4 tons and cost MCr2, which will support the treatment of 5 patients so long as one medic or autodoc (see Central Supply Catalogue, page 81) is present. It requires 1 Power.
The cost for research equipment can vary depending on the nature of research undertaken, but is generally around MCr1 for every 4 tons.
Multiple medical bays can be combined into one larger facility.
Launch Tubes (TL9)
These capsules allow the quick exit of a spacecraft to the surface of any planet it is orbiting. They feature heavy heat-shielding and can provide a rocky, though relatively safe, passage through the atmosphere. Each capsule holds one person and is generally used as an emergency escape facility to save lives when a ship is in danger of being destroyed.
Launching and recovering smaller craft from a larger ship is usually a time-consuming activity when using docking spaces or full hangars. Launch tubes allow craft to be launched rapidly, using electromagnetic technology similar to that used by railguns. Multiple launch tubes are often installed on capital ships that carry small craft, allowing them to launch potentially entire squadrons very quickly. It takes one round to manoeuvre a craft into ‘firing’ position within a launch tube but, once there, it takes a single combat round to release up to ten craft it into space or an atmosphere and both the mothership and smaller craft may expend Thrust and make attack rolls during this round. A launch tube consumes an amount of tonnage equal to ten times the size of the largest craft it must launch. In addition, each craft carried on the ship that will use the launch tube must have a docking space or full hangar (using the costs and tonnage on page 45). A launch tube costs MCr0.5 and requires 1 Power per ton.
Library (TL8)
A library room contains computer files as well as lecterns, display screens, holotanks and perhaps even hard copies of books. A good library is useful for both research and passing time in jump space. Having a library on board a ship grants DM+1 on any EDU check made when training for new skills in jump space or other periods of extended inactivity. A library consumes 4 tons and costs MCr4.
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The presence of a medical bay on board a ship can mean the difference between life and death for the crew, so long as there are sufficiently trained personnel on board.
Re-entry Capsule (TL8)
A re-entry capsule consumes 0.5 tons and costs Cr20000. At TL10, assault capsules become available, used to deploy infantry directly onto a planetary surface, throwing out countermeasures as they go. Assault capsules consume 0.5 tons each and cost Cr50000. They grant the occupant Armour 20 and inflict DM-2 on any Electronics (sensors) checks made to detect them. At TL14, high survivability capsules are available, an improvement on the assault capsule. They are heavily armoured and deploy six decoys as they plunge through the atmosphere. High survivability capsules consume 0.5 tons each and cost MCr0.1. They grant the occupant Armour 30 and inflict DM-4 on any Electronics (sensors) checks made to detect them, and DM-2 against any attack rolls.
Re-entry Pod (TL9)
A re-entry pod is similar to a capsule but is built with a gliding surface and computer guidance, allowing it to avoid potentially dangerous terrain and deliver its two occupants safely to the planet’s surface. A skilled Traveller can take control of the pod’s descent using the Flyer (wing) skill. A re-entry pod consumes 1 ton and costs Cr150000.
Recovery Deck
The counterpart of launch tubes, a recovery deck allows the rapid recovery of ships. This is used on a tactical level, bringing small craft (normally fighters) on board rapidly before a ship jumps, and usually includes safety equipment that arrests the motion of any craft that enters it too quickly. A recovery deck may be used to store small craft on board a ship but it cannot function as a full hangar (it is often open to vacuum). A recovery deck consumes an amount of tonnage equal to ten times the tonnage of the craft it is designed to recover. This will allow it to recover one craft every round. Multiple recovery decks can be combined into larger recovery decks, each capable of recovering more than one craft at a time. Recovery decks cost MCr0.5 and require 1 Power per ton.
Stables
Used by traders, stables are low-grade housing for animals and, in some systems, slaves. Stables come with their own air scrubbers and waste-collectors, avoiding the need to tax the existing life support systems of the ship. Stables cost Cr25000 per ten tons. A ten ton stable is capable of housing 20 human-sized or 10 cattle-sized creatures. Life support costs are Cr250 per ton.
into their design with thick bulkhead walls to stop stray rounds and multiple gyms, prep rooms and firing ranges. This not only allows for new recruits to be brought up to scratch, but also allows old hands to keep their eye in. Training facilities cost MCr0.2 and 1 Power per ton and 2 tons should be installed for each member of the unit to train simultaneously
UNREP System
This is a system designed to allow for replenishment and resupply of warships while in motion, and is vital to the function of squadrons in unexplored or hostile systems. The system includes fuel hoses, cargo transfer tubes and other gear designed to move ordnance and freight between two ships (though only one of the ships is required to carry the UNREP system. Each ton dedicated to the UNREP system allows the transfer of 20 tons of fuel, cargo or ordnance every hour. An UNREP system costs MCr0.5 and requires 1 Power per ton.
Vault (TL14)
A vault is a special armoured chamber placed within the heart of a ship, and designed to survive attacks that annihilate the rest of the vessel.
Studio
A vault will survive the destruction of its ship and is sealed so any occupants can survive in a vacuum (though the vault has no ability to manoeuvre itself. It has Armour 10 and Hits 2 at Spacecraft scale. The vault can contain cargo, staterooms or any other internal components equivalent up to 6 tons.
Every 4 tons of space dedicated to studios allows for one Traveller to conduct his profession on board the ship.
A vault consumes 12 tons and costs MCr6.
Studios cost MCr0.1 per ton.
Workshop
Space allocated to studios can be dedicated for specific specialities of the Profession skill.
Training Facilities (TL10)
Mercenary companies based in ships have a particular problem not suffered by ground-based organisations. While training office workers and support units is easily done around the ship, given enough free space, combat training is much harder. For this reason many mercenary space vessels incorporate training facilities
A workshop can be used to repair parts and fabricate new ones, and is a common feature on scouts and other ships that operate in the wilderness areas of space. Every 6 tons of space dedicated to workshops allows for two Travellers to use the Mechanic skill on board the ship with DM+2. Workshops cost MCr0.15 per ton.
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C H A P T E R F O U R
PRIMITIVE AND ADVANCED SPACECRAFT When building new spacecraft, few shipyards will actively look to make the process more difficult. They will typically use common off-the-shelf components, hulls contracted from the lowest bidder, and robust electronics imported from high-tech industrial worlds from across the subsector. The techniques (and even blueprints) they use have become standardised across Charted Space. Many shipyards thus build ships that are effectively TL12, regardless of where the shipyard is actually located. It does not always have to be this way, however. Individuals, corporations or (more rarely) governments may wish to commission the construction of a spacecraft that features the latest in advanced materials and technologies. At the other end of the scale, isolated or interdicted worlds may construct vessels without being able to import specialised components from other systems, while Travellers may run into derelicts or ships built by more primitive species.
Altering Tech Levels
This is all handled by adjusting the Tech Level, price and tonnage of components while a ship is being designed using the previous chapters. They will also have one or more Advantages or Disadvantages applied to reflect the effect of higher or lower technology. Every component that can be mounted upon a ship has a minimum Tech Level listed which dictates when it normally comes available. The pulse laser on page 25, for example, is listed as being TL7. In theory prototype lasers can appear at lower Tech Levels, though they will be less capable, and more advanced versions will be available at higher Tech Levels.
When selecting prototype (lower TL) or advanced (higher TL) components, use the Prototype/Advanced table to alter its TL, tonnage, and cost, and to determine how many Advantages or Disadvantages it will acquire. Advantages and Disadvantages are then selected from a suitable category in this chapter, or the referee and Travellers can create their own. Where the referee deems it appropriate, the same Advantage or Disadvantage can be applied more than once to a component.
Jump Drive Advantages
Decreased Fuel: The drive uses 5% less fuel then normal. Early Jump: This drive can jump 10% closer to a gravity well than normal (90 diameters, as detailed on page 148 of the Traveller Core Rulebook). Energy Efficient: This jump drive consumes 25% less Power than normal. Size Reduction: This reduces the tonnage consumed by the jump drive by 10%. This can take the drive below the minimum size of 10 tons. Stealth Jump: A stealth jump drive minimises the burst of radiation caused by the transition from jump space into real space. Normally, a ship that emerges into real space will be automatically detected if it emerges within the ‘minimal’ detail range of the sensor. However, detecting a ship equipped with a stealth drive emerging into real space requires a Formidable (14+) Computers (sensors) check (1D rounds, INT or EDU) if it is within the ‘limited’ detail range of the sensors or will automatically fail if within ‘minimal’ detail range. Stealth jump requires two Advantages.
Prototype/Advanced Early Prototype Prototype Budget Advanced Very Advanced High Technology
TL -2 -1 +0 +1 +2 +3
Tonnage +100% -
Cost +1000% +500% -25% +10% +25% +50%
Modifications 2 Disadvantages 1 Disadvantage 1 Disadvantage 1 Advantage 2 Advantages 3 Advantages
Jump Drive Disadvantages
Energy Inefficient: This jump drives consumes 30% more Power than normal. Late Jump: This jump drive needs to be 50% further from a gravity well than normal (150 diameters, as detailed on page 148 of the Traveller Core Rulebook). Increased Size: This increases the tonnage consumed by the jump drive by 25%.
Manoeuvre Drive Advantages
Energy Efficient: This manoeuvre drive consumes 25% less Power than normal. Size Reduction: This reduces the tonnage consumed by the manoeuvre drive by 10%.
Manoeuvre Drive Disadvantages
Energy Inefficient: This manoeuvre drive consumes 30% more Power than normal. Limited Range: This manoeuvre drive only functions within the 100 diameter limit (see page 148 of the Traveller Core Rulebook). Increased Size: This increases the tonnage consumed by the manoeuvre drive by 25%. Orbital Range: This manoeuvre drive only functions when the ship is within Short range (up to 1,250 km) of a planetary body. Orbital range requires two Disadvantages.
Reaction Drive Advantages
Fuel Efficient: This reaction drive requires 20% less fuel than normal.
Reaction Drive Disadvantages
Fuel Inefficient: This reaction drive requires 25% more fuel than normal.
Power Plant Advantages
Energy Efficient: This power plant produces +10% more Power than normal. Size Reduction: This reduces the tonnage consumed by the power plant by 10%.
Increased Size: This increases the tonnage consumed by the power plant by 25%.
Weapon and Screen Advantages
Referees might want to restrict the use of these rules with spinal mount weapons, as they already have their own table for varying Tech Levels. Accurate: Accurate weapons gain DM+1 to all attack rolls. Accurate requires two Advantages. Easy to Repair: Easy to Repair weapons grant DM+1 to all attempts made to repair them. Energy Efficient: This weapon consumes 25% less Power than normal. High Yield: When rolling damage for a High Yield weapon or the performance of a High Yield screen, any ‘1’s rolled are counted as ‘2’s. Very High Yield: When rolling damage for a Very High Yield weapon or the performance of a Very High Yield screen, any ‘1’s and ‘2’s rolled are counted as ‘3’s. Very High Yield requires two Advantages. Intense Focus: These weapons are more tightly focused allowing them to better cut through armour. Intense Focus weapons gain AP+2. Intense Focus can only be applied to lasers and particle weapons. Intense Focus requires two Advantages. Long Range: The range for the weapon is increased by one band, to a maximum of Very Long. For example, a Long Range beam laser will change from Medium to Long range. Long Range requires two Advantages and may only be applied once. Resilient: The Severity of all critical hits upon a Resilient weapon are reduced by -1. Size Reduction: This reduces the tonnage consumed by the weapon by 10%.
Weapon and Screen Disadvantages
Energy Inefficient: This weapon consumes 30% more Power than normal. Inaccurate: This weapon suffers from continual alignment problems, inflicting DM-1 to all attack rolls. Increased Size: This increases the tonnage consumed by the weapon by 20%.
Power Plant Disadvantages
Energy Inefficient: This power plant produces -25% less Power than normal.
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SPACE STATIONS Often larger than the greatest capital ships, space stations are a vital component of any interplanetary society’s military, economic and social structure, providing living space, manufacturing facilities and a stepping stone into deep space. Some space stations are dedicated to military operations and may be better described as battle stations, while others are specialised for industrial production, ship-building or habitation. Given the resources needed to build the largest space stations, however, most are capable of handling a multitude of functions, acting as a trading post or space port with industrial facilities, but serving the needs of warships when they dock alongside.
This chapter describes everything you will need to construct space stations and then operate them within a living universe.
CONSTRUCTION
Space stations are designed and built in the same fashion as ships, with just a few differences. Unless stated otherwise in this chapter, all rules that apply to ships also apply to space stations – in effect they are treated as large and (mostly) immobile spacecraft.
DESIGN CHECKLIST CREATE A HULL
1.
a. Choose Hull Configuration (page 11). b. Install Armour (page 53). c. Install Hull Options (page 53).
OPTIONALLY: INSTALL MANOEUVRE DRIVE INSTALL POWER PLANT
INSTALL FUEL TANKS
INSTALL BRIDGE
INSTALL WEAPONS If desired
Ensuring it can provide enough power for any Screens, Sensors, Weapons.
INSTALL COMPUTER AND ANY SOFTWARE
INSTALL SENSORS
INSTALL OPTIONAL SYSTEMS Such as smaller craft and fuel purification plants.
ALLOCATE CARGO SPACE
13.
DETERMINE CREW INSTALL STATEROOMS Including low berths, briefing rooms and armouries.
FINALISE DESIGN
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planetoid is useable as a space station. For a buffered planetoid, 65% of the volume is useable.
step 1:
CREATE A HULL
Starting at TL9, all hulls are self-sealing. A self-sealing hull automatically repairs minor breaches such as micrometeoroid impacts, and prevents hull hits causing explosive decompression.
Special Hulls The hull of a space station is created in the same way as that of a ship, though space stations tend to be much, much larger. A 100,000 ton hull might be considered to be a very modest space station, while the largest can be as much as several billion tons. However, much smaller space stations are possible, and are used as research stations or manned orbital defences. A basic hull costs Cr50000 per ton. The space station will have at least 1 Hull point for every full 2.5 tons of hull. (See Spacecraft of the Third Imperium for very large stations). Non-Gravity Hulls: Basic hulls include artificial gravity, using grav plates to ensure a normal gravitational environment for the comfort and convenience of the crew. Space stations are often built without artificial grav plating, using specific configurations that allow the hull to constantly spin in order to generate gravity. Non-gravity hulls cost Cr25000 per ton, but are limited to a maximum size of 500,000 tons due to structural limitations. Hull Configuration Space stations are not designed to enter atmospheres (in fact, they are rarely designed to move at all within their orbits), so the range of hull configurations open to them is limited. Space stations are therefore never streamlined. Planetoid and Buffered Planetoid Hulls: These require an asteroid to be dragged from its orbit and hollowed out to be used as the exterior hull of the space station. This costs Cr4000 per ton but only 80% of the volume of a
Within the standard configurations, there are a variety of further options that will allow the design of more complex space stations. Double Hull: This is a two-hulled cylinder where the outer hull (the whole, or at least a part) spins to create gravity and the inner hull does not. The outer hull is kept at around 1G by the speed of its spinning and is used for any areas that will be inhabited for extended periods of time, such as residential areas. The outer, spun hull must be at least 60 tons. Machinery to spin a double hull uses 0.1 ton for every ton of outer hull. For each full percent of the total hull which is made part of the spun hull, the cost of the hull must be increased by +1%. Hamster Cage: This is a series of spun rings set at right angles to the rest of the hull. The rings must have a radius of at least 15 metres in order to produce a gravitational field. Machinery to spin a hamster cage uses 0.1 tons for every ton of spun ring. Unlike other designs, the hamster cage is usually set at right angles to the hull and installed in counter-rotating pairs, eliminating torque effects on the space station’s attitude. For each full percent of the hull which is made part of the hamster cage, the cost of the hull must be increased by +2%. Breakaway Hulls: A space station can be designed so it can operate as two or more independent vessels, breaking or splitting away from one another. Each section must have an appropriate bridge and power plant to operate it. Manoeuvre drive, sensors, weapons, screens and so forth are all options that can be included in each section. While the sections are together, drives, power plants and weapons can all be combined
Hull Armour Armour Titanium Steel Crystaliron Bonded Superdense Molecular Bonded
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TL 7 10 14 16
Tonnage Consumed 2.5% 1.25% 0.80% 0.50%
Cost (as percentage of hull cost) 2.5% 5% 8% 15%
Max. Protection TL or 9, (whichever is less) TL or 13, (whichever is less) TL TL
when calculating performance. This whole process consumes 2% of the combined hull tonnage for the extra bulkheads and connections needed, and costs an additional MCr2 per ton consumed.
Install Armour
All hulls provide some protection from weapons fire, but it is possible to add heavier armour for improved defence. All hulls start with armour Protection 0, though this can be improved upon. Dispersed structure space stations cannot be given increased armour. Planetoid hulls provide a space station with armour Protection 2 (Protection 4 if they are Buffered Planetoids). The Hull Armour table shows how much of the hull’s tonnage is consumed per point of armour Protection added, along with its costs. A minimum TL is required for each type of armour, and there is a maximum amount that can be attached to a hull – this includes any armour the space station had prior to modification. Molecular Bonded: This armour is so dense that not even tachyons can pass through unimpeded. Tachyon weapons attacking a space station with molecular bonded armour lose their AP trait. Breakaway Hulls: Armour can be allocated on a per section basis if a breakaway hull is used, in which case the tonnage and cost are determined as if the two differently armoured sections were different space stations.
Install Hull Options
Hulls can be further modified with a range of options to create specialised space stations. Emissions Absorption Grid (TL8): This comprises wires placed in a pattern throughout the hull that capture electronic emissions and store them in capacitors. This grants DM-2 on any Electronics (sensors) checks to detect or lock onto the space station, and will stack with Stealth. Adding an Emissions Absorption Grid costs
Cr40000 per ton of hull and consumes 2% of the total hull tonnage for the capacitors. Heat Shielding (TL6): Heat shielding protects the space station against heat sources such as proximity to a star. Damage to the space station from proximity to a star in the absence of heat shielding is at the referee’s discretion, but should start at 1D per round. Heat shielding does not provide protection against starship combat weapons. Heat shielding costs MCr0.1 per ton of hull. Radiation Shielding (TL7): Radiation shielding improves the crew’s protection against radiation from both natural sources (such as solar flares and pulsars) and artificial (including nuclear bombs and meson weapons). A space station with radiation shielding decreases the amount of rads absorbed by all crew by 1,000, and treats the bridge as if it is hardened. Radiation shielding costs Cr25000 per ton of hull. Reflec (TL10): Reflec coating on a hull increases the space station’s Protection against lasers by +3, but it cannot be combined with Stealth. Adding Reflec costs MCr0.1 per ton of hull, and can only be added once. Stealth: A stealth coating absorbs radar and lidar beams, and disguises heat emissions, but it is highly dependent on the Tech Level of the space station and that of enemies trying to find it. This gives DM-1 on any Electronics (sensors) checks made to detect or lock onto the space station, with an additional DM-1 for every Tech Level the station is higher than the sensors trying to locate it. Stealth cannot be combined with Reflec. Adding Stealth costs MCr0.1 per ton of hull, and can only be added once. Superior Stealth (TL12): A highly advanced stealth coating makes a space station all but invisible to sensors. This gives DM-4 on any Electronics (sensors) checks made to detect or lock onto the space station, with an additional DM-1 for every Tech Level the station is higher than the sensors trying to locate it. It cannot be combined with Stealth or Reflec. Adding Superior Stealth costs MCr1 per ton of hull, and can only be added once.
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step 2:
INSTALL DRIVES
Space stations are not designed to move any appreciable distance (otherwise they would be classified as ships!) and are never equipped with jump drives. A manoeuvre drive is necessary to make corrections in a space station’s orbit, but those installed are proportionally much less powerful than the drives of even humble merchants. The manoeuvre drive of a space station has Thrust 0, consumes tonnage equal to 0.25% of the space station’s total hull, and costs MCr1 per ton. In theory, it is possible to build a space station without a manoeuvre drive but it will require constant (perhaps monthly) corrections to its orbit by a tug or other suitable spacecraft.
Type Fission (TL6) Chemical (TL7) Fusion (TL8) Fusion (TL12) Fusion (TL15) Antimatter (TL20)
Power per Ton 8 5 10 15 20 100
Cost per Ton MCr0.4 MCr0.25 MCr0.5 MCr1 MCr2 MCr10
Basic Systems: This includes everything the station needs for day-to-day operations, including artificial gravity, heating, lighting and life support. The number of Power points needed for basic systems is equal to 20% of the total tonnage of the hull. Manoeuvre Drive: In order to use the manoeuvre drive, the station requires a number of Power points equal to 10% of the hull’s total tonnage. However, as a space station typically needs to make station-keeping corrections sporadically, designers sometimes install a smaller (and cheaper) power plant that requires other systems to be off-lined in order to supply power to the manoeuvre drive.
step 4:
INSTALL INSTALL FUEL TANKS POWER PLANT step 3:
As with ships, the heart of a space station is its power plant. Typically fusion-based, the power plant meets all the energy requirements for every system on the space station. The Power Plant table illustrates the types of power plant available, how much Power they generate and their cost.
Power Requirements
There are just two main requirements a power plant must meet in terms of Power points needed by a space station.
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Power Plant
All space stations require fuel to function but, without a thirsty jump drive installed, their tanks tend to be much smaller than those found on board capital ships. Chemical power plants require 10 tons of fuel per ton of power plant for every two weeks of operation. Other power plants require fuel tankage equal to 10% of their size (rounding up, minimum 1 ton). This provides enough fuel for the power plant for a month (four weeks). This can be extended further by increasing the fuel tankage for the power plant (so, doubling it will provide enough fuel for eight weeks, and so on).
step 5:
INSTALL BRIDGE
Like ships, space stations need a central point from which basic controls, communications equipment, , scanners, detectors, sensors, and other equipment for proper operation are used. While this fulfils the same function as a bridge on board a ship, it is sometimes called something else on a station, such as Command and Control. The size of bridge required for space stations and its cost are shown on the Bridges table. Size of Space Station 500 tons or less 501-5,000 tons 5,001-20,000 tons 20,001-100,000 tons 100,001-2,500,000 tons 2,500,001 tons or more
Size of Bridge 10 tons 20 tons 40 tons 60 tons 80 tons 100 tons
The cost of any bridge is MCr0.1 per 100 tons (or part of) of the station it is installed within.
Command Bridges
A command bridge can be installed in military space stations, and are capable of commanding fleets across an entire system. A bridge on board a space station can be given command bridge capabilities by doubling its cost. It functions as a normal bridge but also grants DM+1 to all Tactics (naval) checks made by Travellers within it.
step 6:
INSTALL COMPUTER
Every space station needs a central computer, usually installed near the bridge. The computer is the heart of the station, controlling all functions from life support to aiding in the traffic control of the busy regions of space in its orbit. The computers installed in a space station work just like personal computers (see the Traveller Core Rulebook page 105) but are considerably more powerful. Processing Computer/5 Computer/10 Computer/15 Computer/20 Computer/25 Computer/30 Computer/35
Tech Level 7 9 11 12 13 14 15
Cost Cr30000 Cr160000 MCr2 MCr5 MCr10 MCr20 MCr30
Computers do not consume any tonnage on a space station – while they do have a physical presence, they are distributed throughout the station and considered part of other components such as the bridge, staterooms and facilities. A station may have a maximum of two computers (a primary and a backup), but the second must have a lower Processing score than the primary.
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Computer Cores
Like capital ships, space stations are suitable places for multiple distributed computer networks. These are extremely powerful computing systems with massive amounts of processing power available. Processing Core/40 Core/50 Core/60 Core/70 Core/80 Core/90 Core/100
TL 9 10 11 12 13 14 15
Cost MCr12 MCr20 MCr30 MCr50 MCr70 MCr100 MCr130
Hardened Systems (/fib): A computer and its connections can be hardened against attack by electromagnetic pulse weapons. A hardened computer is immune to Ion weapons, but costs +50% more.
step 7:
INSTALL SENSORS
The DM column in the Sensors table is applied to all Electronics (comms) and Electronics (sensors) checks made by crew in the station. All stations have Basic sensors unless upgraded.
step 8:
INSTALL WEAPONS
Military space stations rely on a broad range of weaponry to project power across their own region of space but even a humble starport will find a weaponised turret a useful addition when hostile raiders enter their system. Weapons are installed in the same way as components, taking note of the tonnage they consume within the hull and their cost. Most weapons also have a Power cost associated with them and so you should ensure your power plant is still large enough to handle all the needs of the station after weapons have been installed. Specific details of weapons (and defensive screens) and how they are installed in a space station can be found in the spacecraft options chapter.
All space stations come equipped with basic communications, sensor, and emission-control suites, usually as part of their bridge. However, specialised or military stations often benefit from more advanced systems that are far more sensitive and resistant to jamming. Sensors Basic Civilian Grade Military Grade Improved Advanced
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TL 8 9 10 12 15
Suite Lidar, Radar Lidar, Radar Jammers, Lidar, Radar Densitometer, Jammers, Lidar, Radar Densitometer, Jammers, Lidar, Neural Activity Sensor, Radar
DM -4 -2 +0 +1 +2
Power 0 1 2 4 6
Tons 1 2 3 5
Cost MCr3 MCr4.1 MCr4.3 MCr5.3
step 9:
INSTALL OPTIONAL SYSTEMS
There are a multitude of optional systems, components and other accessories that can be added to a station. Many of these are identical to those installed within ships and are covered in the spacecraft options chapter, but a few specific to space stations are detailed in this chapter. Note that most of these optional systems consume tonnage and some also require Power, both of which you should make careful note of.
step 10:
DETERMINE CREW
All space stations, regardless of their level of technology and automation, require a certain number of crew on board to run each system and perform necessary duties. The smallest of stations can get away with just one or two multi-skilled individuals but the largest may need many thousands. The Crew Requirements table shows how many crew are needed for a commercial station, and how many will usually be found on a military station. Salary can vary but the values on the Crew Requirements table shows a monthly average for skill level 1 crew, with the presumption that +50% will be added for every skill level above this.
Crew Requirements Position Captain Engineer
Skills Engineer
Salary Cr10000 Cr4000
Maintenance General Crew
Mechanic Profession
Cr1000 Cr1000
Medic Gunner
Medic Gunner
Cr4000 Cr2000
Commercial Usually the leading officer 1 per 35 tons of drives and power plant 1 per 2000 tons of hull As detailed in Space Station Options 1 per 120 crew and visitors 1 per turret, bay or screen
Administrator Officer
Admin Leadership or Tactics
Cr1500 Cr5000 *
1 per 1000 tons of hull 1 per full 20 crew
Military 1 1 per 35 tons of drives and power plant 1 per 1000 tons of hull As detailed in Space Station Options 1 per 120 crew 2 per turret, bay or screen, 1 per 100 tons of spinal mount weaponry 1 per 1000 tons of hull 1 per full 10 crew
* This can be presumed to be an average taken across all officer positions on a ship. In practice, it will vary a great deal between junior and senior officers.
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step 11:
INSTALL STATEROOMS
This is not strictly necessary and space stations can and will vary in this allocation, either increasing it to give crews and passengers a more luxurious (or at least more comfortable) stay, or cutting back to give more space to useful components though at a cost of crew comfort. However, in general, space stations tend to have twice as much space given to common areas as ships do. Common areas cost MCr0.1 per ton.
Airlocks Staterooms represent the living space for both crew and visitors to the space station. A single stateroom contains living and sleeping facilities, including a bed, fresher and a very basic kitchen. Each stateroom consumes 4 tons and costs MCr0.5. Most space stations will allocate one person to each stateroom. Double Occupancy Some space stations have bunks in their staterooms rather than single beds, allowing two people to share the same stateroom. This is called double occupancy and is often done on non-commercial stations that closely orbit an inhabited world (where crew are likely to spend less time continuously on the station). Employing double occupancy on a station does not cost anything but lack of privacy for extended periods of time can quickly wear on crew not used to it. Low Berths A low berth provides suspended animation facilities for emergencies. They are not always safe to use but take up relatively little space or power. A low berth can hold one low passenger. It consumes half a ton and costs Cr50000. Common Areas and Living Space It is common practice to assign an additional amount of tonnage, perhaps equal to half of that used for staterooms, as common areas or general living space. These will typically be recreation area such as a mess, canteen, or lounge and can provide facilities such as parks, pools, theatres and so on, for the amusement and entertainment of crew and visitors.
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Airlocks are sealed systems consisting of two heavy-duty doors or iris valves, with atmospheric pumping equipment, allowing transit to and from a space station while in orbit. A space station may have one airlock for every 100 tons or part of. A standard airlock is capable of cycling two humans per minute between the station’s interior and exterior, or vice versa. Additional airlocks may be added using the system in the spacecraft options chapter.
Cargo Hatches
Any area designated for cargo can be given a cargo hatch of any size but this is not an airlock. Generally speaking, cargo areas are capable of being sealed and so are effectively one large airlock unto themselves. See the description of cargo airlocks on page 39 for a solution.
step 12:
ALLOCATE CARGO SPACE
Any space left on the space station that has not been allocated to other components is considered to be free for cargo. There is no cost associated with areas designated for cargo, but any cargo or other materials taken on board the station can obviously not exceed the tonnage set aside for cargo.
step 13:
FINALISE DESIGN
Once cargo space has been allocated, the design process has been completed – your space station is now ready to take its place in its orbit, whether this is around a planet, a star, or other more exotic stellar object. All that remains is to total up the tonnage consumed by components to ensure you have not tried to squeeze too much within the hull, and to add up all components to find the final cost of the space station. If you need to go back and revise any part of the station, now is the time. Once everything has been double-checked, you can now record all the details of the space station in a handy file, perhaps using the Ship Roster template found on page 79 and the Mongoose Publishing web site. You might also find it handy to sketch out a deck plan using the guidelines found on page 73. At this point, you should work out the monthly maintenance cost of the space station. For this, simply take the total cost of the station, minus any ships it is carrying, and deduct 99.9%. Divide this final figure by 12, and you will have the monthly maintenance cost of the station! You may also find it useful to calculate the monthly life support cost. This may be difficult to do precisely on space stations that have a constant flux of visitors, but determining a monthly average, perhaps with the help of the referee, will not be too difficult. That done, your space station is now ready for you to walk onto the bridge, take command, and announce that you are open for business!
SPACE STATIONS IN BATTLE
In combat, space stations are treated as if they were ships, with the following exceptions. • Space stations cannot manoeuvre to any appreciable degree in combat and thus follow very predictable orbital paths. All attack rolls made against space stations gain DM+4. • So long as the position of the space station is known, missiles and torpedoes can be used against space stations at any range, effectively coasting to their target in the final stages of attack. However, if the missile or torpedo is making an attack after it has expended its fuel, any point defence gains DM+2 against it. • Space stations may never engage in any kind of combat manoeuvring (see the Traveller Core Rulebook, page 156).
SPACE STATION OPTIONS
The following options allow for the customisation of space stations and the fitting of modules that will greatly expand their utility.
Commercial Zone
Shops, offices, trading halls, restaurants and trinket stalls, are all required to attract regular custom to a space station. At the low end, commercial zones can simply be partitioned areas that are adapted by tenants, but advanced space stations are likely to offer extensive business and commercial facilities, such as trading networks, conference centres and attractive plazas. Commercial zones cost MCr0.2 per ton and require 1 Power for every 200 tons.
Deep Space Communications Relay (TL10) The longest delay in the X-boat network, other than the necessary week long jump, is the time it takes for the real space transfer from the 100 diameter limit to a central hub station. In some cases, a space station can work around this by using a high capacity network capable of transmitting huge reams of data directly to
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Ships and Stations
At some point, it is very likely that a Traveller will start wondering whether they can put a space station module within a ship or give a space station an option that is normally found on board ships. The answer is, subject to the referee’s approval, yes, ships and space station can be viewed as interchangeable. There is no reason why a large enough ship could not, for example, have a deck dedicated to mining and refining ore from asteroids. Fundamentally, a space station is a ship that lacks any real motive system. Aside from its purpose within the universe in which it is created, that is the only real difference between a space station and a ship.
X-boats and the mail pods they carry. So long as the X-boat is not carrying physical cargo and mail in need of actual delivery, it need not visit a space station equipped with a deep space communications relay, and can exchange information from anywhere in the system in relatively short order (only accounting for time lag on the data transfer, occurring at the speed of light). Instead, the X-boat can refuel and move on immediately. A deep space communications relay consumes 500 tons and costs MCr50. At TL12, the relay has undergone enough refinement to only consume 250 tons but it costs MCr100. An advanced version is available from TL13 which only consumes 150 tons but costs MCr150.
Docking Facility
Unless they are extremely specialised, space station must have a way of connecting with ships in order to survive and prosper, be they traders looking to exchange goods, warships coming to rear or supply ships bringing vital materials and replacement crew.
All space stations are capable of externally docking with a number of ships whose total tonnage does not exceed twice their own tonnage. Alternatively, a single ship of any size can dock with a space station. This is achieved through the use of docking arms and clamps, which are assumed to be purchased and installed during the construction of the space station’s hull. The largest space stations are capable of receiving ships within internal bays. This provides ships with protection and makes their repair or the transfer of goods and passengers much easier. This kind of docking facility consumes three tons for every ton of the largest ship it is capable of handling or the total tonnage of ships it can handle at any one time (so, a 6,000 ton docking facility can hold ships totalling up to 2,000 tons). For every ton they consume, docking facilities cost MCr0.25. They also need 1 crewman for every 100 tons.
Fuel Refinery
The production of refined fuel in space has three distinct steps from start to finish; gathering unrefined fuel, refining, then storing and distributing it. A space station with a fuel refinery must be in orbit around either a gas giant or water world in order to function. The gathering of unrefined materials is performed by streamlined scoop drones; flying wings with bulbous fuel bays. They fly through the atmospheres of gas giants or scoop up water from oceans, before returning to the space station with the raw gasses or water. A fuel refinery is a collection of high-end processing machinery which turns water and gases into starship fuel. The Fuel Refinery table shows how much fuel each refinery is capable of outputting per day, per ton dedicated to it, along with its Power requirement. The table also shows how many crew are needed to service the refinery. Space dedicated to refineries includes hangars and other facilities required for scoop drones to bring the raw materials back to the space station.
Manufacturing Plant Plant Basic Advanced Specialist Agricultural
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TL 7 10 9 8
Plant per ton of Goods 10 tons 25 tons 50 tons 20 tons
Power 1 2 2 1
Crew 1 per 5 tons 1 per 2 tons 1 per 3 tons 1 per 10 tons
Cost MCr0.2 MCr0.4 MCr1 MCr0.5
Fuel Refinery
Goods
TL 7
Produce 10 tons
Power 2
10
12 tons
1
13
15 tons
1
Crew 1 per 50 tons 1 per 100 tons 1 per 500 tons
Cost MCr0.1 per ton MCr1 per ton MCr0.5 per ton
Fuel Tanks: Normal cargo space cannot be used to store processed fuel. Instead, large fuel tanks must be constructed, at a cost of Cr50000 per ton.
Manufacturing Plant
Orbital manufacturing facilities allows for potentially vast amounts of goods to be manufactured without taking up space which may be at a premium on developed worlds, or for specialist goods to be made that are impossible planetside. The type of goods created is dependent on the type of manufacturing plant, which will be one of the following types; Basic, Advanced, Specialist and Agricultural, as shown on the Manufacturing Plant table. This table also shows the cost and power requirement per ton, and how many tons of manufacturing plant is needed to produce 1 ton of goods per day. At TL10, advanced technology doubles the amount of goods produced by a plant while halving the crew needed, while TL13 plants produce triple the amount of goods while quartering the crew needed. In addition, the rate of production can be improved if goods are manufactured in a system which can provide the right raw materials quickly and easily. If the system the space station is within meets the Trade Code requirement in the Goods table, then production is increased by 25%.
Mineral Refinery
Mineral refineries convert asteroids into useful metals and materials. Some are made up of individual platforms, each of which contribute their own work to the completion of the operation, others mix several aspects, while a few are unified stations thought of when most talk about mineral refineries. Mineral refineries rely on manned tugs to bring suitable asteroids to the space station, though at TL12 these are replaced by tug drones. Once asteroids are delivered to the station, they must be crushed, the ores and other by-products sorted, and waste released back into space. The produce is split between 50% Common Ore, 30% Uncommon Ore,
Goods Common Electronics, Machine Parts, Manufactured Goods Common Consumables Advanced Electronics, Machine Parts, Manufactured Goods Advanced Weapons Advanced Vehicles Biochemicals Cybernetics Live Animals Luxury Consumables Luxury Goods
Plant Type Basic
Trade Code None
Agricultural Advanced
None Industrial
Advanced Advanced Agricultural Specialist Agricultural Agricultural Specialist
Medical Supplies Pharmaceuticals Robots Spices Textiles Wood Vehicles
Specialist Specialist Specialist Agricultural Basic Agricultural Basic
High Tech High Tech Water World High Tech Agricultural Agricultural High Population High Tech Asteroid Industrial Desert Agricultural Agricultural Industrial
15% Crystals & Gems and 5% Precious Metals (as defined on page 220 of the Traveller Core Rulebook). So, for example, for every 100 tons of produce from the refinery, 50 tons will be Basic Ore, 30 tons will be Uncommon Ore, 15 tons Crystals & Gems, and 5 tons Precious Metals. Technology rapidly enhances the capabilities of a mineral refinery. The Mineral Refinery table shows how much produce each refinery is capable of outputting per day, per ton dedicated to it, along with its Power requirement. The table also shows how many crew are needed to service the refinery. Space dedicated to refineries includes hangars and other facilities required for tugs to bring asteroids back to the space station.
Mineral Refinery TL 7
Produce 0.5 tons
Power 5
10
1 tons
2
13
2 tons
1
Crew 1 per 10 tons 1 per 20 tons 1 per 50 tons
Cost MCr0.5 per ton MCr1 per ton MCr2 per ton
Cargo space is normally dedicated to storing the produce from a refinery.
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Smelter: Ores are the normal end-product of a mineral refinery, but many stations also conduct on-board processing to create more valuable materials. A smelter allows Common Ores to be processed into Common Raw Materials, and Uncommon Ores into Uncommon Raw Materials. Each ton of smelter allows the processing of 0.2 tons of Ores into 0.1 tons of Raw Materials per day. A smelter costs MCr0.5 and requires 1 Power per ton.
Residential Zone
On advanced worlds, population will often outstrip demand for space, and huge orbital colonies will be created. In other systems, people live on space stations because of dangerous environments planetside or simply because of personal preference. The number of people who can be housed within residential space will depend on the resources and space allocated to it, as shown on the Residential Zones table. This table lists approximate SOC suited to the housing and facilities, as well as the tonnage consumed per person housed, the cost per ton and Power required for every 100 tons or part of consumed by the residential zone.
Quality Low Medium High Luxury
SOC 1+ 4+ 8+ 10+
Tons per Person 2 4 6 10
Power per 100 tons 1 2 3 5
Cost per Ton MCr0.05 MCr0.1 MCr0.25 MCr0.75
Shipyard
The smallest shipyards are found on civilian stations for the construction of small craft, but far larger construction sites can be found on the stations of megacorporations and militaries. Shipyards provide the
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Class A
Total Docking Space Refined Fuel per Day 100,000 tons 2,500 tons
B C D E
50,000 tons 20,000 tons -
1,000 tons 100 tons -
facilities needed to build ships to the Tech Level of the space station. A shipyard consumes five tons for every ton of the largest ship it is capable of building or the total tonnage of ships it can build at any one time (so, a 10,000 ton shipyard can build ships totalling up to 2,000 tons). For every ton they consume, shipyards cost MCr0.5 and require 1 Power. They also need 1 crewman for every 10 tons. In order to construct ships with jump drives, a shipyard must be of a suitable Tech Level, as defined on the Jump Potential table on page 14. So, for example, to build jump-3 ships, a shipyard must be at least Tech Level 12. Shipyards capable of building ships with jump drives have their cost increased to MCr0.75 per ton.
STARPORTS
It is possible for a space station to be classed as a starport for a system. This can be either as a highport servicing ships that cannot reasonably reach planetside facilities or as the sole starport within a system. The class of starport a space station can be rated as depends on the facilities it can offer, as shown on the starport table. All the facilities listed are minimums the starport must have installed. Note that while a space station may qualify as a starport by having the right facilities, that does not necessarily mean it will automatically be classified as one. Commercial pressures may force the designated starport to be elsewhere in the system or government control may effectively outlaw a space station from being use as a starport.
Sensors Commercial Zones Residential Zones Shipyard Improved 25,000 tons 10,000 tons 25,000 tons, jump-capable Civilian 5,000 tons 2,500 tons 10,000 tons Civilian 100 tons 100 tons Basic 100 tons Basic -
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THE SHIP'S COMPUTER A ship’s computer shares much in common with more portable systems but is immensely more powerful. The complex calculations required for quick and easy travel between planets and using jump space need suitable hardware with a lot more processing power. However, while the computing power available to the average merchant ship is staggering enough, capital ships tend to carry multiple distributed networks which can effectively provide unlimited processing potential. This has led to the creation of software packages that are far more advanced than those run on portable computer systems, each granting a ship a wide range of comprehensive capabilities that not only allow it to travel safely and without error across the immense distances between the stars, but also function far more effectively when it reaches its destination. This chapter looks at the advanced software available for ship’s computers, though note that any sufficiently powerful computer can run this software. Advanced Fire Control: The basic Fire Control packages available to most ships (see the Traveller Core Rulebook, page 151) are suitable for small ships with a handful of turrets, but they quickly surpass their capabilities on larger vessels with multiple weapon systems. Advanced Fire Control software utilises the greater processing potential of capital ships to create an entire offensive network that increases the efficiency of gunnery crew. Note that Advanced Fire Control does not allow a ship’s computer to fire any weapons itself, merely increasing the accuracy of those who do. All weapons mounted upon the ship gain a DM to their attack rolls equal to the Advanced Fire Control package’s score (so, Advanced Fire Control/2 grants DM+2 to all attack rolls). Software Advanced Fire Control/1 Advanced Fire Control/2 Advanced Fire Control/3
Bandwidth 15
TL TL10
Cost MCr12
25
TL12
MCr15
30
TL14
MCr18
Anti-Hijack: This software package constantly monitors airlocks, access to critical areas and attempts to break into computer systems. In the event it discovers an anomaly, the software automatically shuts down access to the affected area, making unauthorised attempts to enter key areas and functions difficult. This is intended to act as a ward against hijacking but also serves as a strong security system. Any skill check made to gain unauthorised entry to the ship’s computer or any restricted area suffers a negative DM equal to double the Anti-Hijack’s software score. Software Anti-Hijack/1 Anti-Hijack/2 Anti-Hijack/3
Bandwidth 2 5 10
TL TL11 TL12 TL13
Cost MCr6 MCr8 MCr10
Battle System: The Battle System software package is a complex suite of programmes that interact with each other and other ship-board systems to create a tactical view of fleet actions. It then runs high-level simulations and makes predictions to advise officers as to the correct course of action. Any Traveller using Battle System gains a DM to Tactics (naval) checks equal to the Battle System package’s score (so, Battle System/2 grants DM+2 to the check). Software Battle System/1 Battle System /2 Battle System /3
Bandwidth 5 10 15
TL TL9 TL12 TL15
Cost MCr18 MCr24 MCr36
Broad Spectrum EW: While a software package cannot match a skilled sentient electronics warfare officer, computers can act much faster, disrupting entire salvoes in the time it takes an operator to simply notice a launch. The Broad Spectrum EW package continuously scans for hostile missile launches and automatically sends disruptive signals known to interfere with the guidance systems of all common missiles. A single electronic warfare action (with no crew skill DM applied) is automatically performed against any and all enemy salvoes launched within Long range. Each salvo can still only be subjected to one electronic warfare action, so manual attempts to disrupt salvoes should be performed beforehand. Software Broad Spectrum
Bandwidth 12
TL TL13
Cost MCr14
Conscious Intelligence: A Conscious Intelligence is far more than a basic Intellect package or a mere artificial intelligence. A Conscious Intelligence is a fully aware, completely sentient digital being, capable of thought, deduction, analysis and, it appears in every measureable way, emotion. A Conscious Intelligence is treated as a computer-bound Traveller with INT 15 and EDU 15, with a range of skills that can be uploaded, changed and improved (typically in the skill level 3-5 range). The Conscious Intelligence will have a name, an easily recognisable personality and is considered, by all ways except the biological, alive. Software Bandwidth Conscious Intelligence 40 Conscious Intelligence 25 Conscious Intelligence 10
TL TL16 TL17 TL18
Cost MCr25 MCr20 MCr15
Electronic Warfare: With access to the ship’s sensor suites, this software package provides aid to the vessel’s electronic warfare experts by quickly finding the correct frequencies to disrupt a target and then applying massive processing power to break through any firewall security. All electronic warfare actions (see page 161 of the Traveller Core Rulebook) performed from the ship gain a DM to their Electronics (sensors) checks equal to the Electronic Warfare package’s score (so, Electronic Warfare/2 grants DM+2 to the checks). Software Electronic Warfare/1 Electronic Warfare/2 Electronic Warfare/3
Bandwidth 10 15 20
TL TL10 TL13 TL15
Cost MCr15 MCr18 MCr24
Launch Solution: Using complex calculations to mark the trajectories of entire salvos of missiles, the Launch Solution software package optimises missile and torpedo attacks to devastating effect. All missile and torpedo salvoes fired by the ship gain a DM to their attack rolls equal to the Launch Solution package’s score (so, Launch Solution/2 grants DM+2 to all missile and torpedo salvo attack rolls). Software Launch Solution/1 Launch Solution/2 Launch Solution/3
Bandwidth 5 10 15
TL TL8 TL10 TL12
Cost MCr10 MCr12 MCr16
Point Defence: While any ship with a laser turret can engage in point defence against incoming attacks, the computing power required to effectively shield another
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ship is staggering, relying on complex calculations of the trajectories of enemy ships, friendly targets and the actual weapons used. A ship running the Point Defence package may use point defence batteries and the Point Defence (Gunner) reaction to defend any ship within Close range. The Point Defence/2 package increases this range to Short. Software Point Defence/1 Point Defence/2
Bandwidth 12 15
TL TL9 TL12
Cost MCr8 MCr12
Screen Optimiser: The Screen Optimiser package takes control of any screens mounted on a ship, and automatically configures them on the fly to best degrade enemy attacks. It automatically performs the Angle Screens (Gunner) action with a total DM+0, against any attack and can use any number of screens simultaneously. Software Screen Optimiser
Bandwidth 10
TL TL10
Cost MCr5
Virtual Crew: While ships are vastly complicated to run, requiring highly trained crews, relatively simple operations can be performed by this software package. Virtual Crew can replace up to five pilots, gunners or sensor operators on board a ship, potentially allowing the ship to act completely autonomously if all crew can be replaced in this way. Indeed, ships can be designed without a bridge, relying purely on this software package in order to function as a drone. Ships that have no living crew make appropriate checks with a skill level equal to their Virtual Crew score, and can also be controlled through the use of the Electronics (remote ops) skill. When using Electronics (remote ops), DM-2 is applied to all checks made if the drone ship is at Long range to the controller and DM-4 if it is at Very Long range. A drone ship cannot be remotely controlled at Distant ranges and must rely on its own programming. The package can replace any number of crew, though will require +1 Bandwidth for every 5 crew or part of beyond the first five. Software Virtual Crew/0 Virtual Crew/1 Virtual Crew/2
Bandwidth 5 10 15
TL TL10 TL13 TL15
Cost MCr1 MCr5 MCr10
Virtual Gunner: A Virtual Gunner package allows a ship’s computer to replace living gunnery crew in an efficient manner. The package can replace any number of gunners, though will require +1 Bandwidth for every ten gunners or part of beyond the first ten. Weapons
controlled by a Virtual Gunner have a skill level equal to the package’s own score, but they can take advantage of other modifiers such as Advanced Fire Control.
be worthwhile. However, with the massive resources available to a ship’s computer, substantial profits can be made over time.
Software Virtual Gunner/0 Virtual Gunner/1 Virtual Gunner/2
The cost listed for a Virtual Mining software package is per point of Bandwidth. A computer running this package will generate a number of Credits per day equal to the Bandwidth of the software, multiplied by the Tech Level of the computer it is running on.
Bandwidth 5 10 15
TL TL9 TL12 TL15
Cost MCr1 MCr5 MCr10
Virtual Mining: The process of virtual mining allows computers across the galaxy to effectively compete with one another in solving various maths-related problems, for which their owners are then rewarded with money. While virtual mining software can be run on almost any computer, most portable systems simply do not have the processing power to crunch through the maths quickly enough to generate enough Credits for the process to
Rumours that this software is actually part of a government-based surveillance network are likely to be completely unfounded. Software Virtual Mining
Bandwidth 1+
TL TL7
Cost Cr100
GOT YOUR BACK HIGHGUARD VIRTUAL GUNNER
GET YOURS TODAY
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HIGH TECHNOLOGY The ship design rules covered in previous chapters cover a broad range of technologies, up to around TL15. While technology beyond this is rare in the Third Imperium, it certainly exists and in other universes it may be common to the extent of ubiquity. This chapter introduces a range of new technologies that can be used as part of the design process to create some truly awesome ships.
NEW DRIVES
Fundamental to the technology a ship uses is based on its drives – the jump drive, manoeuvre drive and, to a large extent, its power plant. The drives detailed here can be used as additions or complete replacements to those presented in Chapter Two. If they are intended as replacements (that is, standard drives do not exist in the universe), then a referee is free to reduce the TL required for a drive by as much as 8 or 10 levels.
Hyperdrive
An alternate method of crossing the vast distances between the stars, the hyperdrive opens a temporary portal into hyperspace which the ship physically flies into. While within hyperspace, the ship uses its conventional manoeuvre drive to travel, though the effect of hyperspace is to greatly magnify its effect in relation to realspace. Once at its destination, the hyperdrive opens a new portal which leads the ship back into realspace. Hyperdrives cost MCr2 per ton.
A hyperdrive consumes no fuel and, while in hyperspace, the spacecraft moves a number of parsecs equal to its Thrust per hour, up to a maximum of the hyperdrive’s rating. This is the equivalent distance moved in realspace, and determines where the spacecraft will appear once it leaves hyperspace. Power Requirements: In order to use the hyperdrive, the ship requires a number of Power points equal to the hyperdrive’s total tonnage.
Warp Drive
The warp drive is similar in effect to a hyperdrive, but instead of entering hyperspace it creates a warp ‘bubble’ around the ship, effectively stretching spacetime. The ship can now travel many times the speed of light but does so in realspace. In every other way, it functions in the same fashion as a hyperdrive.
Space Folding Drive
Using a space folding drive, a ship instantaneously jumps from one point to another. This works just like the standard jump drive on page 14, but there is no weeklong wait in hyperspace. No time whatsoever elapses during the transition from one place to another, but the drive must recharge for 24 hours before it can make another jump. A space folding drive must be a minimum of 20 tons. Space folding drives cost MCr3 per ton.
Hyperdrive Potential Rating % of Hull Hyperdrive TL
1 10% 17
2 12% 19
3 14% 20
4 16% 21
5 18% 22
2 5% 18
3 7.5% 18
4 10% 19
5 12.5% 19
6 20% 23
7 22% 24
8 24% 25
7 17.5% 21
8 20% 22
9 26% 26
Space Folding Potential Rating % of Hull Space Folding TL
1 2.5% 17
6 15% 20
9 22.5% 23
Time Drive Potential Rating TL % of Hull Time Increment
1 20 5% Rounds
2 20 8% Minutes
3 21 11% Hours
4 21 14% Days
5 22 17% Weeks
6 22 20% Months
7 23 23% Years
8 23 26% Decades
9 24 29% Centuries
10 25 32% Millennia
Power Requirements: In order to use the space folding drive, the ship requires a number of Power points equal to 50% of the hull’s total tonnage multiplied by the space folding drive rating. No fuel is consumed.
Time Drive
This drive manipulates the fabric of time and space around the ship, allowing it to actually travel through time rather than space. It is capable of moving the ship forward or backward in time, allowing Travellers inside the ability to create all kinds of paradoxes. Like other drives, it uses a power plant for its function and consumes a certain amount of tonnage.The maximum period of movement possible (hours, days, months, years and so forth) is dependent on the percentage of hull volume the drive uses – the larger the time drive proportional to the hull it is installed within, the greater amount of time can be travelled in a single jump, as detailed on the Time Drive Potential table. The time drive can move a ship up to six of the increments listed. So, for example, a time drive-3 could move a ship forward or backward in time up to six hours. The fuel required to do so is equal to: 0.05 x (ship’s hull in tons/2) x time drive rating Time drives cost MCr5 per ton. Power Requirements: In order to use the time drive, the ship requires a number of Power points equal to 25% of the hull’s total tonnage multiplied by the time drive.
NEW WEAPONS
As new technology becomes available or technological research goes down different paths, a variety of new weapons or new implementations of weapons begin appearing on ships.
Quad Turrets
There is a practical limit to how many weapons may be placed within a turret but, at the same time, there are always engineers who like to push the limits on what is considered possible. Quad turrets are rare and not especially efficient, but they pack a serious punch and have potential for intimidation alone. Quad turrets provide DM+3 on Point Defence actions. Mount Quad Turret
TL 12
Power 2
Tons 1
Cost MCr2
Antimatter Spinal Mount: A massive weapon of truly awesome potential, the antimatter spinal mount uses
electromagnetic forces to funnel a stream of antimatter particles to a target, where they react violently to cause devastating damage. While only the most advanced vessels can utilise this weapon, they are true fleet killers when they appear in a system. Fusion Gun: An extremely powerful weapon in planetbased warfare, in space the fusion gun provides hardhitting strikes at a reasonable cost. However, it is extremely power-hungry. Particle Beam: This weapon fires a stream of accelerated subatomic particles at a target. It is not only more powerful than the average ship-mounted laser but some of the particles it fires easily penetrate ship armour as if it were not there, irradiating the crew on board. Plasma Gun: Firing a high-energy plasma stream, this weapon is far more powerful than equivalent lasers and provides a good balance between cost and hitting power. Plasma-pulse Cannon: Plasma-pulse cannons use bolts or pulses of hydrogen plasma funnelled within an electromagnetic field. Upon striking a target, it vaporises any surface it contacts. While relatively power-hungry, plasmapulse technology is readily adaptable at any size of weapon, and is capable of delivering a series of strikes rapidly. Meson Gun: Using dual particle accelerator technology, meson guns fire destructive beams that make a mockery of armour and produce intense radiation effects inside a target. Meson gun bays ignore all Armour and radiation shielding. Neutron Laser: An advanced development of the humble beam laser, neutron lasers are large weapons that require bay installations to handle their size, but they are true capital ship armaments. Neutron lasers are cannon-sized beam lasers that are stabilised by a neutron flow for greater stability – this greatly enhances their damage potential. Solar Pulse Generator: The solar pulse generator is a highly unusual weapon that is distributed across the hull of an entire ship, using massive amounts of power to generate a pulse that affects all nearby ships, shorting out their systems and disabling them. A ship armed with a solar pulse generator is immune to its own weapon, but not those of other ships. A solar pulse generator has capacitors installed, allowing the 2000 Power points required to fire it to be added incrementally over time. However, once it has started charging, it must be fired within 10 rounds or be discharged safely, a process that takes 1D rounds. If this is not done, the ship risks sustaining fatal damage as the generator overloads.
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Turret Weapons Weapon Fusion Gun Particle Beam Plasma Gun Plasma-pulse Cannon
TL 14 12 11 13
Range Medium Very Long Medium Medium
Power 12 8 6 10
Damage 4D 3D 3D 2D
Cost MCr2 MCr4 MCr2.5 MCr3
Traits Radiation Radiation Auto 4
Barbette Weapons Weapon TL Plasma-pulse Cannon 13
Range Medium
Power 20
Damage 3D
Cost MCr6
Traits Auto 4
Small Bay Weapons Weapon Meson Gun Bay Neutron Laser Bay Plasma-pulse Cannon Bay Tractor Beam Bay
TL 11 16 13 16
Range Long Long Medium Short
Power 20 40 60 60
Damage 8D 7D 6D Special
Cost MCr50 MCr18 MCr15 MCr14
Traits AP Special, Radiation Auto 6 -
TL 11 16 13 16
Range Long Long Medium Short
Power 30 60 90 90
Damage 1DD 9D 8D Special
Cost MCr100 MCr35 MCr30 MCr30
Traits AP Special, Radiation Auto 8 -
TL 11 16 13 16
Range Long Long Medium Short
Power 150 180 400 270
Damage 2DD 9D 8D Special
Cost MCr250 MCr100 MCr80 MCr90
Traits AP Special, Radiation Auto 8 -
Medium Bay Weapons Weapon Meson Gun Bay Neutron Laser Bay Plasma-pulse Cannon Bay Tractor Beam Bay
Large Bay Weapons Weapon Meson Gun Bay Neutron Laser Bay Plasma-pulse Cannon Bay Tractor Beam Bay
Spinal Mount Weapons Weapon TL Antimatter 21 Super 16 Laser
Range Long Very Long
Base Size 12000 tons 20000 tons
Power 2500 6000
Damage +3DD +4DD
Cost Max. Size +MCr5000 200000 tons +MCr25000 No maximum
Special Weapons Weapon TL Solar Pulse Generator 18
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Range Short
Power 2000
Damage Cost 5DD x 10 MCr25000
Traits Ion
Traits Radiation -
When fired, the solar pulse generator automatically damages every ship within range. Super Laser: A term used to describe a wide range of different technological implementations, the result is always the same; a vast and awesomely powerful directed laser beam capable of tearing ships and, when built large enough, even planets apart. While hugely inefficient, both in terms of power and cost, super lasers have no practical limit when it comes to scalability. Tractor Beam: In some universes, these bays are called repulsors, dependant on the primary tactical doctrine in which they are used – a tractor beam locks onto an object (such as a ship) and holds it fast or pulls it inward, but a simple change of polarity will push the object away instead. Tractor beams are mounted within bays but upon a successful attack roll will cause no damage to their target. Small bay tractor beams can hold objects of up to 100 tons, medium bays up to 200 tons, and large bays up to 800 tons. Objects held by a tractor beam cannot expend Thrust but may be moved by the tractor beam operator as if they had Thrust 1. A ship caught in a tractor beam can attempt to break the lock by making a Pilot check opposed by the Gunner (capital) check of the tractor beam operator. Each additional tractor beam holding the ship imposes DM-2 to this Pilot check, and large bay tractor beams impose a further DM-2. By reversing their polarity, tractor beams can be used to violently repel small objects, and this is often done against missile salvoes. A successful Gunner (capital) check will remove a number of missiles from any salvo within range equal to 1D x Effect. Medium bay tractor beams multiply this by a further 2, while large bay tractor beams multiply it by 10. A tractor beam may only be used once in every round, whether it is locking onto an object or repelling it. Increasing the TL of a tractor beam bay will increase its cost by 10% and double the tonnage of the object it can hold. However, a ship may not lock onto an object of greater tonnage than itself.
NEW SCREENS
As weapons technology progresses, so too does that of defensive measures. Energy screens, in particular, become more ubiquitous as technology improves.
Deflector Screens
These are energy-based screens projected away from a ship to deflect incoming attacks and reduce the damage they cause. Deflector screens will mitigate damage from any weapon, reducing its damage by 1D (multiplied by the Effect of the Angle Screens action).
Energy Shields
Seen as the ultimate in defence, energy shields do not require dedicated gunners to ensure their effectiveness, only engineers to feed them power. Energy shields, when activated, form a permanent and invisible bubble around a ship that absorbs incoming energy. So long as the energy they can absorb is not overwhelmed rapidly, the ship will be kept safe from harm. Each energy shield installed upon a ship will form a ‘buffer’ of 10 points of damage. All functioning energy shields on board a ship will combine to increase the damage they can collectively absorb. All damage a ship suffers will initially be deducted from the energy shields. When the energy shields have had their buffer reduced to zero, all remaining damage is applied to the ship as normal. Each energy shield will regenerate 1 point in its buffer at the end of every round. A successful Difficult (10+) Engineer (power) check (1 round, INT) will double this rate of regeneration. Improved energy shields contribute 20 points to the energy buffer and regenerate 2 points at the end if every round. Advance d energy shields contribute 50 points and regenerate 5 points at the end of every round. Screen Deflector Screens Energy Shields Improved Energy Shields Advanced Energy Shields
TL 10 16 18
Power 10 50 75
Tons 5 20 15
Cost MCr5 MCr25 MCr35
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White Globe Generator
Similar in concept to the black globe generator, this defensive system is far more advanced, projecting a glowing white barrier of energy around a ship that absorbs incoming fire. However, unlike the black globe generator, the white globe generator allows a ship to function normally while it is in use, with no restrictions on sensors, manoeuvres or attacks.
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White globe generators are available only at TL20 or above, and are extremely rare. They consume 50 tons and, when available, cost at least MCr1000. They require 100 points of Power.
It takes a week of normal space travel to fully charge an accumulator, and accumulators will not work at all in jump space, in an atmosphere or on a ship expending thrust.
As the energy of attacks absorbed by the generator is channelled to capacitors, a ship must have sufficient capacitor capacity if it is to avoid overloading its systems and explode catastrophically. Fortunately, if a ship possesses a jump drive, it will have considerable capacitor capacity.
Gravity Well Generator (TL16)
A jump drive will have capacitors equal to 20% of its size in tons. Additional capacitors may be purchased at a cost of MCr3 per ton. Each ton of capacitor will absorb 50 points of damage. If a ship with a white globe generator absorbs more damage than its capacitors can handle, the ship automatically explodes, destroyed instantly. To avoid this, the capacitors can be discharged. For every combat round the white globe generator is switched off, the capacitors will discharge an amount of damage equal to 1% of the ship’s total tonnage multiplied by 10% of the tonnage of the ship’s power plant.
NEW OPTIONS
Advanced systems installed on board a ship can radically alter its capabilities, allowing it to perform beyond the specifications of what is considered ‘normal’ in the galaxy.
Collectors (TL14)
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This complex device creates an artificial though temporary gravity well across a large area of space, making the process jumping extremely dangerous. It is typically used by navies and system patrol craft to trap pirates and other lawbreakers, stopping them escaping to jumpspace before they can be boarded or destroyed. Enterprising pirates, however, may make use of them to stop defenceless merchants from fleeing. A gravity well generator consumes 100 tons and requires 500 Power points to function. It will project a gravity well across 300,000 kilometres with the same effect on jumping ships as being within the hundred diameter limit of a planet or star (see page 148 of the Traveller Core Rulebook). It costs MCr120. At TL17, a more powerful gravity well generator with greater range becomes available. This version consumes 300 tons and 1,200 Power points. Its gravity well extends 1,200,000 kilometres and costs MCr360.
Jump Filters (TL14)
An advanced modification inserted between a ship’s computer and its sensor suite, jump filters search for very specific traces created by expended fuel and broken jump envelopes in order to track the direction and location of a ship’s jump. With detailed analysis, this allows a prediction of which star system a ship has jumped to.
These are accumulators, sweeping up exotic particles captured by a canopy and removing the need to carry separate fuel for the jump drive. This charge is released in a single spike to power a jump drive; collectors cannot be used for normal ship operations.
In order to use a jump filter, a ship must be previously detected and its jump witnessed. A Very Difficult (10+) Electronics (sensors) check (1D rounds, INT) will allow the operator to determine where the ship has junmped to.
Collectors consume 1% of the ship’s tonnage multiplied by the maximum jump number its drive is capable of, plus 5 tons. They cost MCr0.5 per ton.
Jump filters consume no tonnage but require +5 Bandwidth from the ship’s computer, 1 point of Power, and cost MCr5.
PSIONIC TECHNOLOGY
The use of psionics can be hated, feared or be just plain illegal across many universes. However, the sheer impact psionics can have on any dynamic in space, be it battle or trade, is too great to ignore. High technology is therefore used to degrade or enhance psionicists in space.
Psionic Capacitor (TL18)
Through a combination of exotic matrices and carefully engineered crystalline technologies, the psionic capacitor is an effective though artificial storage system for psionic energies, which can be drawn upon by any psion on board the ship. A psion must succeed at an Average (8+) PSI check (free action) to gain access to the capacitor every time he wishes to draw PSI points from it. The psion can then use any amount of PSI points present in the capacitor for any psionic power used in the same round. A psionic capacitor costs MCr10 per ton and consumes 10 Power per ton. It can hold a maximum number of PSI points equal to ten times its tonnage, and automatically regenerates 1 PSI point per ton every hour, so long as it has sufficient Power available.
Psion Stateroom (TL12)
This stateroom is equipped with psionically-calibrated mood-calming environment sensors, that promote peace
and relaxation. This allows the psion greatly increase the regeneration of his powers after great mental exertion. A psion stateroom is identical to a normal stateroom in every way, but a psion will increase their PSI regeneration rate by +50%. A psion stateroom consumes 4 tons and costs MCr2.
Psionic Shielding (TL12)
Incorporating exotic metals as a matrix embedded within the hull of a ship can make it extremely difficult for clairvoyants and telepaths to use their powers. While this technology is difficult to employ and of limited effect, any edge can be worthwhile if a captain wishes to protect himself against psionicists. Psionicists using Clairvoyance or Telepathy powers suffer a penalty within this ship or upon its occupants. However, the shielding is most effective on small vessels, and larger vessels tend to develop ‘holes’ that a cunning psionicist can exploit. The penalty for Clairvoyance and Telepathy powers is DM-4 for ships of 300 tons or less, and DM-2 for ships of 500 tons or less. Ships of less than 100 tons are completely impenetrable. Psionic shielding consumes 1% of the total tonnage of the ship and costs Cr500000 per ton. At TL16, advanced psionic shielding becomes available. This consumes no tonnage and costs MCr1 per 100 tons, or part of, of the ship being shielded.
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BELT MINING Asteroids are primordial objects left over from the formation of star systems. In some systems they are the remains of devastating planetary collisions during the earliest years of the system’s birth, but generally asteroids are the leftover rocky matter that never successfully coalesced into a planet. Most asteroid belts are found in an orbit between a system’s star and its closest gas giant. The typical orbital circumference of an asteroid belt can be billions of kilometres – a vast orbital area that requires considerable resources and logistics to accurately survey and exploit. The density of the belt varies throughout its circumference. Certain areas – called clusters – are densely packed, numbering tens of thousands of objects varying in size. Elsewhere, the density is considerably less, with great distances separating substantial objects, but still filled with small particles and dust. However, given the immense circumference of asteroid belts, even in the densest clusters, individual asteroids can be tens of thousands of kilometres from their nearest neighbour. Collisions between major asteroid bodies occur, on average, every 10 million years, which, by astronomical standards at least, is quite frequent. Where general human visitation is concerned, even in the most concentrated clusters, hitting an asteroid ‘accidentally’ is nigh-on impossible, and it requires careful navigation to isolate and approach any given major body. The image of a whirling cloud of deadly debris is largely mythical, although when collisions between major bodies take place, clouds of dangerous, high velocity debris and dust can pose a threat to any ship unlucky enough to be caught in its wake.
ASTEROID COMPOSITION
Planet dwellers consider asteroid belts to be the junkyards of the star system; the dumping ground for material that never made it into a worthwhile planet. Belters see asteroid belts as a frontier packed with riches and opportunity. The types of asteroids commonly found in a typical belt vary considerably, but tend to fall into three classes:
Silicates (S class), Metals (M class) and Carbonaceous (C class). The distribution of these three classes is smooth across the entire composition of most asteroid belts, but for those interested in exploiting these riches, three distinct zones can usually be differentiated. N Zone The inner belt. This band contains predominately M class planetoids and debris, usually with a high concentration of nickel-iron, hence the N designation. M Zone The mid belt. A zone of transition between the N and C zones, here the asteroids and planetoids are a mixture of M class and C class. C Zone The outer belt. C class asteroids and planetoids predominate; figure on 90% of the material being carbonaceous. Trojan Clusters These are asteroid clusters found in the Trojan points of gas giants, if present. Trojan points are empty areas of space that exert their own gravitational influence due to the gravitational forces of two larger celestial bodies – such as a gas giant and its parent star. An object in a Trojan point remains in place as long as no other force is brought to bear. Trojan points are remarkably stable points in a solar system and tend to collect C class asteroids and planetoids. These are found in the same orbit as the gas giant, but 60-degrees ahead of and behind the planet.
ASTEROID TYPES
The material found in an asteroid belt falls into one of four categories or classes. S Class: silicate based. Anything from a floating pebble through to a mountain-like chunk of rock, but lacking in any mineable metals or precious ores. S class material is found widely throughout all the zones of an asteroid belt. M Class: Metallic-based. Usually nickel-iron, but with the potential to yield precious and heavy metals depending on the location within the belt. M class asteroids are reasonably dense in composition, containing high-grade
16 Psyche
As an example of the value of M class asteroids, an average earth-sized world of TL6 or 7 has an average iron ore production value in excess of 1,000 million metric tons. Compare this with an M class asteroid with a mean diameter of just 1 kilometre: at this size and density, a 1-kilometre M class asteroid could yield in excess of 2,000 million metric tons of iron-nickel ore, which is two to three times the annual production requirements for the planet. In our own asteroid belt, the asteroid 16 Psyche is believed to contain 1.7 × 1019 kilograms of iron-nickel, enough to satisfy present iron ore production requirements on Earth for several million years.
additional materials are present, in what quantities, and how easy they are to exploit. Some asteroids have configurations and compositions valuable for research purposes, rather than industrial utility, and so belters are always on the look-out for unusual shapes and sizes, and may even be commissioned to hunt for specific configurations of interest to a particular scientific research project. Of course, there is always the chance of encountering something truly unique; ancient, alien artefacts, for example, left over from long-gone civilisations such as the Ancients; the lost remains of an early system probe; the wreckage of an unfortunate belt-born collision. Veteran belters are masters of spotting the potential value of anything found in the enormity of an asteroid belt and figuring out how to get their find to yield its secrets.
PROSPECTING sources of metal, along with exotic elements such as radioactives and super-dense metals. This makes them valuable for manufacturing industries and larger examples can be turned into starship hulls at any orbital A class starport or similar grade of dockyard. M class asteroids are most common in the N zone of the belt and are targets for most prospectors. C Class: Carbonaceous asteroids are the most common across the belt but with the highest concentrations in the M and C zones (though with little tangible presence in the N zone). Consequently, they have the lowest monetary value but often high utility depending on the materials present: hydrogen, oxygen, and other elements, including organic compounds, can be exploited for fuel refining and tend to be of particular value to belt habitats where water is a precious, imported commodity. Ice: ‘Dirty snowballs’ containing water, ammonia, methane and other, frozen volatiles, ice chunks are a source of hydrogen for fuel and compounds necessary for water extraction. Ice chunks tend to be of greatest value in systems that have no gas giant exploitation programme, and to asteroid habitats where water is a valued commodity. None of the four classes of asteroid are, in themselves, highly valuable, although belters can make a decent living from exploiting the basic commodities each type possesses. The real value is generally hidden, especially in M class material. Precious metals such as gold, platinum, iridium and various exotics and radioactives are where the largest pay cheques are to be found, and once a belter has conducted a standard composite scan of an asteroid, the real work lies in determining what
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Prospectors intent on mining an asteroid body first need to determine its composition. This requires careful scanning and study of the results to identify components, quantities, accessibility and likely yield values. Scanning takes time and patience. Sensors need to be focused in the right areas and multiple readings taken, over an appreciable length of time, for an accurate assessment of an asteroid’s properties to be formed. Every belter has hours-worth of anecdotes about those who, in a rush to stake a claim, miscalculated a sensor reading and ended-up towing home a lump of useless iron slag instead of the diamond-encrusted windfall they thought they had. Good belters are patient. Prospecting Process The standard process for any prospecting mission is as follows: The Belter sets his ship into an orbit that will carry the vessel through the desired part of the belt, with an Average (8+) Pilot check (1D hours, DEX). Once the orbit is established, drives are cut because constant acceleration would take the ship through the belt too quickly for sensor data to be accurately processed. The aim is to pitch the ship’s speed to just above that of the material in the section of the belt being traversed. Then scanning begins. This is the most laborious of processes and is usually split into watches of 6 hours. If the belter is a solo independent, then good discipline calls for two 6 hour watches, separated by a two-hour break, and eight hours of sleep. An Average (8+) Electronics (sensors) check (6 hours, INT) is made for every six-hour watch, up to a maximum
of four rolls in any 24-hour period. DMs to this check are listed on the Prospecting table. A successful check indicates that something of potential value has been identified, but there is no guarantee that the initial readings are accurate. Once the potential has been identified, detailed surveying and logistics is needed to determine the true possibilities. The time, in 6 hour watches, required to fully survey an object depends on its size. See the Asteroid Size and Yield table. Prospecting Situation Mineral Detection Suite being used Scanner operator has worked the scan for 6 hours or more Ship is undergoing acceleration Within a cluster identified as having existing yields Within a heavily mined cluster or region Within Trojan cluster Within planetary rings
DM +4 –2 –2 +1 –2 +1 –1
If the check is successful, indicating a potential find, roll on the Scan Potential table to determine the likely nature of the composition. Scan Potential Belt Location 2D N Zone M Zone 2 D D 3 D D 4 D D 5 C C 6 C C 7 D C 8 C C 9 C C 10 D D 11 D D 12 E E
C Zone or Trojan D D C C C C C C C C E
Planetary Rings D C C C C C C C C C E
C = Crystalline materials (including ice) D = Dense materials (including metals). Apply DM+1 to the Resource Yield check. E = Exotics A roll of 12 yields an Exotic result. Roll on the Exotics table to determine the nature of the yield.
Exotics 2D Exotic 2 Singular, valuable, stone (diamond, amethyst, ruby, and so forth): DM+2 when rolling for Resource Yield. 3 Singular precious metal (gold, platinum, aluminium, silver): DM+2 when rolling for Resource Yield. 4 Strange configuration/shape/size with a pleasing aesthetic value. 5 C class material with very high concentration of organic compounds – DNA and RNA buildingblocks: DM+1 when rolling for Resource Yield. 6 C class material with very high concentration of organic compounds – DNA and RNA buildingblocks: DM+2 when rolling for Resource Yield. 7-8 Radioactives (plutonium, uranium, iridium, and so on). Apply DM-1 to the Resource Yield check. 9 C class material with very high concentration of organic compounds – DNA and RNA buildingblocks: DM+1 when rolling for Resource Yield. 10 Strange configuration/shape/size with a pleasing aesthetic value. 11 C class material with very high concentration of organic compounds – DNA and RNA buildingblocks: DM+2 when rolling for Resource Yield. 12 Artefact – Roll 1D. 1-2: Old starship, probe or satellite debris with a traceable origin 3-4: Old starship, probe or satellite debris with no traceable origin 5: Old, out-of-system technological debris. Tech Level equals 1D+6 6: Old, out-of-system technological debris. Tech Level equals 1D+8
DETAILED SURVEY AND LOGISTICS
Once an interesting rock has been identified, the referee needs to determine, secretly, if the potential translates into a realistic find. • •
Determine the asteroid’s composition (the asteroid’s class – M, C or Ice) using the Composition Table Determine if the resource is present using the Resource Presence table. Cross reference the Composition of the material from the Composition table with the Resource indicated on the Scan Potential table. The result is the target number for a roll of 2D indicating the resource type is actually present.
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Determine the size of the asteroid and its yield using the Size and Yield table. This table also indicates the number of watches it takes to fully survey the asteroid.
Composition Belt Location 2D N Zone M Zone 2 C C 3 C M 4 M I 5 M C 6 M C 7 M C 8 M C 9 M C 10 M M 11 M M 12 I M
C Zone or Trojan M I C C C C C C C I M
Resource Presence Asteroid Composition Resource C C 8+ D 12+ R 12+ E 10+
M 10+ 9+ 11+ 10+
Planetary Rings C C C I I I I I I M M
I 9+ 11+
ASTEROID SIZE AND YIELD
Roll 2D twice: once for the object’s size, and again for the object’s Resource Yield. The Resource Yield indicates the percentage of the object’s mass that has been determined in the Resource Presence table. Remember to apply any DMs for Dense materials or Exotics.
STAKING THE CLAIM
Once a body with an appreciable yield has been identified, belters need to stake a claim. Only registered belters are allowed to do this; claims from unregistered prospectors are generally unrecognised by the belt’s governing secretariat. The most common way to stake a claim is to plant a Claim Beacon either on the body’s surface or place it in orbit around the body. Claim Beacons are typically half a metre in diameter and emit a constant sensor signal that transmits the identity of the claimant, his registration number, the date of the claim and any other pertinent information the claimant needs or wishes to
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Planetoids
These are large asteroids that exhibit planetary characteristics but which are too small to be considered planetary bodies in their own right (Ceres, in our own solar system, is the ideal example). Planetoids may, but are not guaranteed to, exhibit some or all of the following characteristics: • • • •
Be spherical Possess magnetic monopoles Have weak gravity Have a trace atmosphere
The key importance for planetoids, as far as Travellers are concerned, is their suitability as a stellar habitat. Given the right Tech Level (TL8+), money and resources, planetoids can be rendered habitable simply by hollowing-out the inside, installing atmosphere generators or sealed life support systems akin to those found on ships, and then either installing gravitic generators or increasing the planetoid’s spin artificially (with surfacemounted thrusters, perhaps) to impart gravity. A body the size of Ceres, with a diameter of 950 kilometres, could, if rendered habitable in this way, support a population of several millions in relative comfort.
communicate. The deliberate destruction or removal of an existing Claim Beacon will result in a MCr1 fine and the revocation of any prospecting licence. It is up to every prospector to ensure a Claim Beacon is in position; without one, the body can be legally claimed by any other prospector who happens upon it. To counter claim jumping by individuals removing beacons, placing their own and then using faster craft to register their claim, most Claim Beacons will send a signal direct to the relevant authorities, although this is not always the case in some systems. The use of broadcasting Claim Beacons and other methods to prevent tampering has led to claim jumping becoming very rare in most systems. Once a claim has been staked, it takes time for the claim to be verified and released to the claimant. Until the verification goes through, the asteroid cannot be exploited in any way. Usually the verification formality does not prevent belters from preparing whatever operations they need to begin exploiting the yield and some, confident the claim will not be rejected, might even start operations whilst waiting for the verification to come through. However, there is always the chance that
2D 2 3 4 5 6 7 8 9 10 11 12
Size/Extent (Tons) 1 10 100 1000 10,000 1,000,000 Small Planetoid Small Planetoid Small Planetoid Large Planetoid Large Planetoid
Survey Time (Watches) 0 1 1 2 3 3 4 5 5 10 10
a claim might not be recognised – because a particular corporation uses its influence to secure the claim ahead of an independent, perhaps, or because the claim has already been registered and the Claim Beacon has been destroyed or removed. This verification requires a Very Easy (4+) Admin check (1D+1 weeks). If a claim is not worked upon for five years it becomes dormant, and a new claim has to be filed with the authorities. If a claim is constantly resubmitted, but no work is carried out, then after twenty years the original claim holder will relinquish all rights to it.
REALISING A CLAIM
With a successful claim, belters must decide whether or not to mine the claim personally or sell it to someone else (usually a corporation or a Free Company). The decision is going to be based on the costs and logistics involved in exploiting the yield – and many asteroids are simply not worth the trouble of an independent or Free Company attempting to mine it. Mining Mining requires some or all of the following equipment: • • • •
Ship-mounted laser drill (see page XX) Dedicated asteroid drilling equipment Mining drone (see page XX) Vacc Suits, with harnesses and tether lines
Object Radius 2D x 100 metres 2D+1 x 100 metres 2D+2 x 100 metres 2D-1 kilometres Roll 1D. 1: 2D kilometres 2: 3D kilometres 3: 5D kilometres 4: 10D kilometres 5: 10D x 5 kilometres 6: 10D x 10 kilometres
Resource Yield 1D % 2D % 3D % 4D % 4D % 4D % 4D % 6D+10 % 6D+20 % 6D+30 % 6D+60 %
This equipment is an obvious cost to any belter, and often beyond the scope of lone operators. Mining is therefore the province of Free Companies and corporations although some solo belters have managed to develop effective, solo mining operations that are both profitable and efficiently executed, extracting the maximum yield from a seemingly inauspicious lump of rock. Solo miners tend to have patience, whilst Free Companies and corporations work to deadlines and within a variety of operating constraints to minimise risk. The yield from an asteroid that can be gained is dependent on the equipment used, as shown on the Yields table. Yields Method Manual Mining Mining Drone Laser Drill
Yield 2 + STR DM tons 1D tons 2D tons
Per… 6 hours Day, per drone 6 hours
During every 6 hours of mining, an Average (8+) check is needed to avoid an incident. The type of check depends on the type of mining being conducted. Manual Mining: Athletics (dexterity) check (6 hours, END) or Profession (belter) check (6 hours, END or INT) Laser Drilling: Gunner (turret) check (6 hours, DEX) Mining Drones: Electronics (remote ops) check (6 hours, INT) If an incident occurs, roll on the appropriate column of the Mining Incident table to determine the outcome.
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Mining Incident 2D Manual Mining 2 Fall, collision or other catastrophe ruptures Vacc Suit or life support. Traveller sustains 4D damage.
Laser Drilling/Mining Drones Machinery mysteriously fails or malfunctions. Requires 2D hours to the diagnose problem and a further 2D hours to get working again. 3 Tether-line damaged or severed. Traveller must make Tethering, guidance or grav generators on the an Average (8+) Athletics (dexterity) check (DEX) to equipment fail causing it to tumble into space. To gain the safety of his vessel. If failed, and if no back- retrieve equipment, the Traveller must either make an up harness or tether is available, the Traveller tumbles Average (8+) Athletics (dexterity) check (DEX) to follow into space. the tumbling equipment into the vacuum, or use some other means (such as a drone or small craft) to retrieve it. If the attempt fails, the equipment is lost. 4 Sprain or pulled muscle halves the yield mined by the Equipment overheats. Yield halved for this watch. Traveller for the next 1D watches Requires a rest of one full watch to cool down to operating temperature. 5 Rip or tear to Vacc Suit forces the Traveller to return Equipment becomes trapped in a fissure. Requires an to ship for repairs. Roll 1D to determine how many Average (8+) Mechanics check (1D hours, STR or INT) hours into the watch the accident occurred. 6 Manual mining equipment malfunctions. Repair can As above, but the machine is severely trapped. be done in situ if the Traveller succeeds at an Average Requires a Difficult (10+) Mechanics check (1D (8+) Mechanics check (1D hours, INT). If the repair hours, STR or INT) fails, the Traveller is forced to return to his ship to make repairs. 7 Drilling strikes an undiscovered pocket of gas which is Drilling strikes an undiscovered pocket of gas which is released with explosive force. The Traveller must make released with explosive force. The mining equipment an Average (8+) Athletics (dexterity) check (DEX) to is damaged on a 2D roll of 8+. If damaged, roll 1D to avoid effects of the explosion. Otherwise result is as assess severity. for entry 3. 1: Can be repaired in 1 hour 2-4: Can be repaired in 1D+1 hours 5: Needs specialist repair at a properly outfitted workshop 6: Equipment destroyed 8 A vital piece of equipment is dropped or damaged, Vital piece of equipment is damaged, causing it to causing it to tumble into space. To retrieve the tumble into space. To retrieve the equipment, the equipment, the Traveller must either make an Average Traveller must either make an Average (8+) Athletics (8+) Athletics (dexterity) check (DEX) to follow the (dexterity) check (DEX) to follow the tumbling tumbling equipment into the vacuum, or use some equipment into the vacuum, or use some other means other means (such as a drone or small craft) to (such as a drone or small craft) to retrieve it. If the retrieve it. If the attempt fails, the equipment is lost. attempt fails, the equipment is lost. 9 The Traveller’s limb becomes trapped in a fissure in Remote operations software fails aboard the the body’s surface. Freeing the Traveller requires an spacecraft, requiring an Average (8+) Electronics Average (8+) Survival check (1D hours, STR). The (computers) check (1D hours, INT) to fix. Equipment Traveller is unable to free himself. has to be shut-down manually whilst software link is fixed. 10 Loose debris from the body flies out and damages the Drilling equipment strikes a super-hard or superspacecraft’s sensors or avionics. The damage is not dense outcrop of material. The mining equipment may extreme, but requires 1D hours to repair. continue mining on a 2D roll of 8+. If not, then the outcrop is too difficult to mine and operations must be suspended for 1D hours whilst the equipment is moved to an easier mining location. 11 Mining proves to be far more arduous than anticipated Dust and fine debris clogs the equipment’s sensitive owing to the density and composition of the asteroid. mechanical parts. Output or production is reduced to The yield extracted this watch is halved. a quarter and machinery overheats. Requires 2 full watches to be cleaned and cooled. 12 Roll twice on this table. Roll twice on this table.
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Once an asteroid has been exploited to the belter’s satisfaction, the resulting ore can then be traded.
immediate cash realisation. This is increased by +1% for every level the belter has in the Broker skill.
TRADING A CLAIM
Belters can instead go to the open market. The trade rules for selling goods on page 210 of the Traveller Core Rulebook apply here, but use the prices outlined on the Commodity Prices table here.
How a claim is sold depends on the relationship the belter has with those who would buy the material. Also the asteroid’s yet-to-be-mined ore is of a lesser value to fully processed material, so the base price in any negotiation is 10% the value of the commodity. With an Average (8+) Admin check (1D days, SOC) the belter can establish a sales channel with a nominated corporation. The belter must provide the estimated market value of the yield and the corporation will conduct a cursory check of the detailed survey analysis. It then offers the belter 1D + 7% (that is, 8% - 13%, with an average of 10%) of the claim’s value as an
Brokers can be used, functioning exactly as described on page 210 of the Traveller Core Rulebook. Artefact prices are very difficult to quantify owing to their potential diversity. Wrecks can usually be sold as scrap or to an official salvage channel (see page XX), but alien or ancient technology is going to attract the attention of the system’s government. As an abstract rule of thumb, use the Artefact Value table.
Artefact Value 2D Value 2-5 Worthless for any purpose 6 Moderate value (salvage interest, for spare parts, scientific interest, and so forth) Scrap: Cr100 per ton 7 Salvage: 1D x 10% of original value 8 Historical artefact (up to 500 years old): Cr1000 per ton 9-11 12 Something Unique. Archaeological artefact (500 years old +): System government sets price paid to the belter, usually 20% of the artefact’s actual value. Artefact of the Ancients: Priceless. Keeping such items might be in the belter’s own interests, although if word leaks out, it will doubtless attract the attention of the authorities and other, less-reputable, collectors. Commodity Prices Type Crystals Dense Metals Radioactives
Basic Value per ton Cr20000 Cr50000 MCr1
Carbonaceous Material Nickel Iron Ore Nickel Iron Planetoids Uncommon Ore Ice
Cr75 Cr1000 Cr400 Cr5000 Cr75
Sale DMs Industrial +3, Rich +2 Industrial +2, Rich +3, High Tech +1 Industrial +3, High Tech +1, Non-Industrial –2, Agricultural –3 Asteroid +3 Industrial +3, Non-Industrial +1 Starport A or B –3 Industrial +3, Non-Industrial +1 Asteroid +5, Fluid Oceans -6, Gas Giant Present –3
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Salvaging
Belt mining is by no means the only way to make money in space. Many Travellers have earned themselves a good few Credits by salvaging derelict spacecraft. Normally, when a ship reaches the end of its long life, it is sold to a wrecker who demolishes it for scrap. Most ships reach the century mark before being retired, and some are far, far older. There are Free Traders plying the star lanes that were built before the Third Imperium was founded, and First Imperium warships are still in ceremonial service on some core worlds. Alternatively, if a ship cannot make it to the wrecker yards, it is scavenged for parts. This commonly occurs when the ship breaks down in a system without a wrecker yard. The dying ship cannot jump, but still contains valuable parts. The scavengers swoop in, strip the ship and leave the hulk floating in space or grounded upon some convenient rock. This also happens in the aftermath of a crash or pirate attack. Shipwreck Salvage An intact ship can be sold to a wrecker yard for 1/10th of its purchase price. A wrecked ship or a wrecked ship’s location can be sold to a scavenger for 1/20th of its purchase price, though this subject to the condition of the wreckage (a sphere of expanding debris is not a wreck, it is a sphere of expanding debris…). Hulks Hulks are old ships, vessels so old that they may have been drifting through space for hundreds of years. Some are survivors of old battles where the crew was wiped out by radiation or forced to abandon ship; others are the result of misjumps, where the ship ended up jumping into empty space. When a deep-space hulk is detected, scavengers may attempt to salvage it. By definition, a hulk is a ship where the entire crew died under circumstances that left the ship unrecoverable. These circumstances may never be discovered by the salvage team – the strange case of the Annic Nova is a classic example – but they may also still pose a threat. If the crew were wiped out by radiation from a faulty reactor, then switching back on the reactor without checking the safety seals will be fatal for the scavengers. Alien parasites, lethal viruses, automated hunter-killer robots, malignant shipboard defence systems that interpreted their own crew as threats, these and many other potential dangers lurk on board hulks. If the scavenger is able to recover the hulk, of course, the rewards are usually worth it. In addition to the scrap value, some hulks are invaluable archaeological finds. A five-thousand-year old scout ship from the dawn of the First Imperium might only be worth a few thousand Credits in scrap, but it belongs in a museum. The vacuum of space preserves what it takes. Hulk Salvage When sold for scrap, hulks sell for less than modern designs (1/20th the purchase price or less) because it is more difficult to salvage spare parts from old designs. However, the value of a hulk may be greatly increased if it is of archaeological significance or can be repaired.
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CREATING DECK PLANS Traveller has a long and proud history of not only bringing ships of every shape and description into galaxies beyond counting, but also providing deck plans. Deck plans work on so many levels, from simply allowing Travellers to visualise where everything in a ship is likely to be (and provide endless arguments over who gets which stateroom!), to being used as a tactical map during boarding actions where every bulkhead and iris valve can become an important objective as ruthless invaders forge yjeir way into the most vital areas of a ship. In short, whenever you design a new ship in High Guard, it is always worth considering creating a deck plan to go with it. Designing a deck plan can seem a daunting task at first, as if it were some sort of secret knowledge passed on only between clans of highly specialised naval architects. However, as this chapter will demonstrate, it is nothing of the sort, and even the most artistically challenged, armed with nothing but graph paper and a pencil, can quickly produce convincing deck plans suitable for play.
VITAL POINTS TO REMEMBER
• All components that consume tonnage should be represented on the deck plan with the exception of Armour, Reinforced Bulkheads, and Hull. • Remember that ships can have more than one deck. • Ships with more than one deck require access to each deck, either through hatches in the floor/ceiling or lifts. • If a deck or other large area of a ship contains nothing but fuel, there is usually no need toput it on the deck plan. However, you must remember it is there when sketching out the exterior of the ship!
AND BEAR IN MIND..
• Ammunition storage should be located near its weapon system. After all, when that forward torpedo bay runs out of ammunition, do you really want to run back to the rear ammunition store and somehow lug a two and a half ton torpedo up to the front of the ship before you can fire again? • Anything that needs access to the outside (airlocks, vessels carried on board, escape pods, re-entry capsules, launch tubes, recovery hangars, probe drones and so forth) can gain that access from above or below, not just the side… • Screens could be considered to be integrated throughout the hull and not appear on the deck plan or, alternatively, they could be located in one centralised area. • Common areas will vary, depending on the ship and its role, but a ratio of perhaps one square for every two staterooms is a good start. • Not all the tonnage allocated to a stateroom necessarily goes to the stateroom itself; some can be used for corridors and similar spaces. • Staterooms contain freshers but you may want to locate some additional ones in different areas of the ship, included as part of common areas. • Try to minimise excess corridor space as much as you can. Ship architects are going to squeeze as much space as possible into other areas such as cargo. If the ship has space enough to have, say, a single corridor that only leads to a fresher, that space can be better utilised elsewhere (such as cargo!). • Take advantage of the options available in digital tools if you are using any, such as Grid (used to help determine the size of areas), Snap and Alignment (can help with the placement of items), Copy/ Paste or Symbol Libraries (handy for common items such as drives, staterooms, and so forth), and Replication/Duplication (for quickly placing multiples of an item).
CREATING A DECK PLAN So, now we will go through a step-by-step guide on how to construct a deck plan - we are going to put together a 400-ton Fleet Courier.
STEP ONE: Sketch a general impression of the exterior shape of the ship. This will give you an idea for the design of the interior deck plan.
Deck 1
Deck 2
Deck 3
STEP TWO: Check the overall tonnage of the ship. Each ton is usually represented by 2 squares on a deck plan (very large ships may use a different scale to produce deck plans that will fit on a page). You can vary this by up to +/- 10% as spacecraft will differ in the amount of space consumed by corridors, lifts, computer systems, life support, machinery and other items not included in the overall design system.
Deck 1
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Deck 2
Deck 3
STEP THREE: Note the tonnage of the components will dictate how many squares they will need on the deck plan. Start with the Power Plant, Jump Drive and Manoeuvre Drive; each ton on all components will require 2 squares on the deck plan (so one square equals a half ton).
Fuel
Deck 1
Deck 2
Deck 3
STEP FOUR: Staterooms typically use 6 squares, even though they are 4 tons each – it is assumed that the extra tonnage goes into corridors and access areas.
1 2 3
4 5
3
3 3
3
3
3
3
3
9
Fuel
8 15
3 7
6 9 15
10
13
1. Sensors 2. Bridge 3. Stateroom 4. Air lock 5. Ship’s locker 6. fresher 7. Common area 8. Power plant 9. Laser turret access 10. Jump drive 11. Manoeuvre drive 12. Fuel processors 13. Cargo area 14. Missile turret access 15.lift
14 11 12
11
12 Deck 1
Deck 2
Deck 3
STEP FIVE: Once you have located all the components that consume tonnage on the deck plan, you are ready to go! It helps if you label each component, especially if you have not used symbols to represent them. Now you are ready to take to the space lanes and use your deck plan in it's first boarding action! 83
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FIGHTERS The popular image of the space superiority fighter pilot is of a maverick, care-free hotshot, who bucks authority to complete the mission. The reality is altogether more professional and while the real strength of any interstellar navy will rest in its cruisers and battleships, fighter squadrons are an important supporting element for any fleet. This chapter introduces some new rules that will allow a referee to bring fighters to the fore in his campaign, extending both the capabilities of fleets and the role of the fighter pilot in adventures. For the purposes of these rules, a fighter is generally considered to be an armed small craft of no more than 50 tons and with a Thrust score of at least 5. However, the referee might find it useful to extend this definition to cover specific craft. For example, a ‘torpedo bomber’ might be a 60 ton, Thrust 4 craft, but the referee might find it useful to classify it as a fighter within his own universe.
SQUADRONS
Fighters rarely travel alone, and are commonly flown in pairs (a lead and a wingman) for mutual protection and support. In larger conflicts, these pairs will be combined into larger groups – officially, they may be called sections, flights, squadrons or wings but, for the purposes of Traveller, we will term any cohesive group of fighters a squadron. Fighter squadrons can be used to lighten the burden on a referee during a game, treating several fighters as a single unit for the purposes of movement and attacks – in effect, a squadron is treated in the same way as a single ship, and uses the Ship Record Sheet found on page 79. A squadron can be created from any number of fighters that are all within Adjacent or Close range with each other (within 10km), are all able to communicate with one another and, of course, are willing to co-operate and be led in a common goal. Note that individual fighters can join or leave the squadron at any time, though this will force the referee or Travellers to recalculate the capabilities of the squadron as shown below. Also, be aware that these squadron rules are intended for use with a maximum of perhaps 12 fighters. If you use more, take a look at Captial Ship Battles on Page 78.
Hull Points
The Hull points for every fighter in the squadron is totalled – this then becomes the total Hull score for the entire squadron. However, while large ships can absorb at least some damage before suffering adverse effects, fighters are a lot more fragile, typically built for performance rather than durability. The referee should divide the total Hull points by the number of fighters in the squadron. Every time the squadron loses this many Hull points, a random fighter within the squadron is destroyed. A squadron will also lose a random fighter every time it suffers a critical hit – there is no need to roll for the effects of the critical hit, simply remove a fighter.
Performance
While most squadrons will comprise the same model of fighter, there is no reason why this need be the case. Indeed, there are stirring tales across the galaxy of ragged bands of rebels gathering every high-performance small craft they could find to form ad hoc squadrons to fight a larger aggressor, and even fully-equipped navies may find it beneficial to form mixed squadrons to achieve specific tasks. In terms of Tech Level, Armour, Thrust, software, and skill levels, the squadron will always operate at the level of the worst performing fighter within it. So, for example, if you have a squadron of high-performance Thrust 9 space superiority fighters that are joined by a Thrust 6 missile fighter, the whole squadron will act with Thrust 6. However, in terms of sensors, always use the highest quality (taking into account both actual sensors and the skill of the operator) within the squadron.
Combat
Every fighter in the squadron must perform the same pilot action every round. However, if the fighters have additional crew members, those crewmen can use separate actions, in the same way as crew on board a ship can. All weapons of the same type within a squadron make a single attack roll, gaining DM+1 to the attack roll for
every fighter after the first in the squadron, resolve damage as you would for a missile salvo; rolling once for damage, applying any armour and screens, and then multiplying by the effect. Note: The referee is at liberty to allow squadrons to spilt their attacks between different targets within range, reducing the bonuses accordingly for each attack. However, be aware that this will greatly increase the workload of the referee and is not recommended for anything other than special circumstances!
DOGFIGHTING
When two or more squadrons meet in space, battle can quickly devolve into a swirling furball that relies on equal parts technology, reactions, situational awareness and luck. Squadrons use the dogfighting rules detailed on page 162 of the Traveller Core Rulebook as normal, treating the entire squadron as a single ship. However, do not total the tonnage of the fighters within the squadron when applying modifiers to the dogfighting roll. Instead, use the average tonnage of the fighters within the squadron (this will not apply unless the referee allows the use of fighters above 50 tons). Squadrons can engage in dogfights with much larger ships as normal, using their small size and large numbers to evade attacks and deliver devastating strikes against their lumbering enemy. A dogfight can be initiated as soon as a craft ends its manoeuvre step within Close or Adjacent range of an enemy, and is ended when a craft moves beyond close range.
Firing Into Dogfights
Dogfights can rapidly devolve into massive furballs compacted into tiny areas of space, a nightmare for those pilots involved and a tense situation for craft further away who are attempting to attack targets within. Picking out individual targets without accidentally hitting a fast-moving friendly craft can be extremely difficult! Ships not involved in a dogfight can attempt to attack targets that are engaged within it, but do so with DM-4 to their attack rolls. If the referee permits it, such attacks can be attempted without this penalty but before the attack roll is made, roll 1D. If the result is even, the attacker selects the target as normal. If the result is odd, then the defender can select any craft involved in the dogfight to be the target, even if it is friendly to the attacker! Needless to say, employing this kind of free-fire tactic is not standard Imperial Navy policy…
POINT DEFENCE
While the common perception of a fighter is as an attack platform or a ‘barrier’ to incoming enemies, they are often employed in a defensive role when missiles are flying through space, providing another layer of point defence to a fleet. Any fighter or squadron equipped with pulse or beam lasers may use the Point Defence action (see page 160 of the Traveller Core Rulebook) to defend either themselves or any ship being attacked by missiles that is within Adjacent or Close range. If the referee deems a fighter or squadron to be suitably placed and they have a Thrust score higher than that of the missile salvo, fighters may perform the Point Defence action against any missile salvo while it is travelling to the target – this can be many thousands of kilometres away from the salvo’s target. Because space is very large, the chances of a fighter being in the right place to intercept fast-moving missiles is slim unless the salvo was expected before it was launched. The referee may insist on Travellers announcing that they are ordering their fighters to position themselves between fighting ships specifically to intercept missiles, or he may allow them to break off an attack on an enemy ship to intercept missiles it has just launched.
RECOVERY
Fighter pilots tend to be well-trained and regularly exercise the recovery of their craft on board a mother ship under simulated combat conditions. Merely docking with their mother vessel is a simple enough task for a skilled pilot but wing commanders often insist the pilot docks at high velocity, as may be required when the carrier needs to depart a combat zone quickly. On board carriers equipped with a recovery deck, a fighter may safely dock with an Average (8+) Pilot check (1D minutes, DEX). DM-1 is applied to this check for every point of Thrust expended by the fighter or the carrier in the round in which it is recovered. This is commonly done when the fighters come in ‘hot’ from combat and need to be recovered quickly, or when the carrier itself is forced to take evasive manoeuvres. In addition, a further DM-1 is applied to the check for every additional fighter that attempts to land in the same round, unless they are all part of the same squadron. Failure will result 1D damage, multiplied by any Thrust expended by fighter or carrier. However, any armour possessed by either will not reduce this damage in any way. Recovery decks are internal to ships and so are not properly armoured, and the armour mounted on fighters is designed to protect it from incoming fire, not clumsy pilots!
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CAPITAL SHIP BATTLES Most clashes in the depths of space involve just a handful of ships, typically of low tonnages – actions featuring battleships or even cruisers are devastating but very rare except in times of total war. However, unleashing the full power of a massive dreadnought against an entire fleet can serve as a fitting culmination to a long adventure and can change the destiny of empires. Using the normal space combat rules for battles involving giant ships and whole fleets is possible… but will take a long time. When the referee wants to introduce a battle involving capital ships and fleets, he is normally best-served by deciding the outcome beforehand and concentrating purely on the actions of the Travellers and the events that happen close to them. However, if the Travellers are in positions of command, their decisions may directly affect the course of the battle and so the referee may feel it appropriate to play through each attack. This chapter will help you do that quickly and easily using the Fleet Combat System. This chapter will show you how to take any ship in Traveller and transform its characteristics into a streamlined form that will allow you to handle the largest dreadnought, space station, or entire fleet with just a few rolls every round.
STREAMLINED SHIPS This kind of battle uses a vastly streamlined system based on, but separate from, the space combat rules detailed in the Traveller Core Rulebook.
The first thing to do is to take every ship involved in the forthcoming battle and convert it for use in the Fleet Combat System. This is very easy and will just take a minute or two for every ship, each of which uses the Fleet Combat Roster, as shown below. Name and Class: This is simply the name and type of ship the Fleet Combat Roster is representing. Crew Skill: The average skill level of the crew across all duties and positions. For the sake of simplicity, referees can assume a skill level of 0 or 1 represents a green or inexperienced crews, skill level 2 represents trained
or experienced crew, while skill level 3 is suitable for veterans. Skill levels of 4 or higher should be extremely rare – while it is certainly possible for individuals to be this highly skilled, finding enough such exceptional Travellers to crew a ship would be exceedingly difficult. Thrust and Jump: This is simply a reminder of the Thrust available to the ship and its maximum jump score. If there are any changes likely, these are noted in parentheses. Hull: As with the normal space combat rules, the Fleet Combat System uses Hull points to track the damage sustained by vessels, and when this is reduced to 0, the ship breaks up and is destroyed. Simply take the ship’s Hull score and divide it by 10, rounding up. This is the Hull score used in the Fleet Combat System. Armour: Simply multiply the ship’s Armour score by 3. This then becomes the percentage of damage the ship will ignore when attacked in the Fleet Combat System. Fleet Traits: Some construction options grant ships additional capabilities. These are discussed under Fleet Traits. Defence: This is an overall score that represents several different factors involved in the defensive capabilities of the ship. It is calculated as follows. • Start with half the Crew Skill score of the ship rounded up. • Add the rating of any Evade software. • Add +1 if the ship is TL12-14, and +2 if it is TL15. Salvo Defence: This is an additional Defence score applied to incoming salvoes of missiles and torpedoes. It is calculated as follows. • • • •
Add +4 for every Type I Point Defence Battery. Add +8 for every Type II Point Defence Battery. Add +12 for every Type III Point Defence Battery. For every single beam or pulse laser turret, add the Crew Skill score of the ship. Add an additional +1 for each double turret, and +2 for each triple turret.
Screen Defence: This is a score applied to weapons affected by meson screens and nuclear dampers. It is calculated as follows.
FLEET COMBAT ROSTER NAME: Impala CREW SKILL: 2
CLASS: Gazelle Close Escort THRUST: 6
JUMP: 5
HULL: 17 ARMOUR: 9% FLEET TRAITS: — WEAPONS
DEFENCE: +4 SALVO DEFENCE: +8 SCREEN DEFENCE: +0/+0 ATTACK BONUS
DAMAGE
Turrets
+4
6
Barbettes
+4
30
Bays
+0
—
Ion Weapons
+0
—
Large Bays
+0
—
Spinal (Meson)
+0
—
Missiles
—
Torpedoes
—
No Squadrons
—
• Add +5 for every nuclear damper and meson screen the ship possesses, and then multiply this by the Crew Skill score. Nuclear dampers and meson screens are calculated separately, giving two scores for Screen Defence. Weapons: This is a list of all the offensive weaponry the ship possesses, along with the characteristics these weapons use in the Fleet Combat System. All weapons on board a ship are grouped into specific types; turrets, barbettes, bays, large bays, ion weapons, spinal mounts, and missiles and torpedoes. So, regardless of the weapons actually mounted, all turrets are grouped together as one weapon system, while all large bays are grouped into another. Each weapon system has its performance determined by two scores, Attack and Damage.
Attack is the DM applied to every attack roll the weapon system makes, and is determined as follows. • Start with the Crew Skill score of the ship. • If all weapons that form the system have the Accurate advantage, add +1. • If Advanced Fire Control software is present, add its rating. • Add +1 if the ship is TL12-14, and +2 if it is TL15. • If the weapon system is a spinal mount and Fire Control software is present, add its rating instead of that for any Advanced Fire Control software. To determine the amount of Damage delivered by a weapon system, consult the Fleet Weapon Damage table, totalling the Damage all the weapons within the weapon
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system (so, if you have ten triple beam laser turrets, you would count that as a total of 30 beam lasers), then divide the total by 10, rounding down. The result is the Damage score for that weapon system. Note that if you have weapon systems with different maximum ranges, you should calculate damage at each of the ranges possible (as shown on the example ship opposite. Missiles and Torpedoes are dealt with in salvoes, but you only need record the number of missiles or torpedoes within a salvo. Note that some weapons have additional special rules when used in the Fleet Combat System. These are covered further on.
Fleet Traits
The Fleet Traits table lists all the special rules used in the Fleet Combat System, and how a ship qualifies to gain the trait on its roster.
Squadrons
When cruisers and battleships are duking it out within a star system, small ships and fighters have a much reduced survival rate. In order to mitigate this and provide a threat to larger vessels, smaller ships can mass together in squadrons. A squadron is any collection of ships that work and operate together in formation. They need not be fighters, but often are, and any similar-sized ships can be combined into a squadron. Each squadron uses a single Fleet Combat Roster and is treated as if it were a single ship in the Fleet Combat System. A squadron is created in the same way as a ship is in the Fleet Combat System, with the following changes. A squadron comprising purely small craft gains DM+2 to all attack rolls made against ships of 100 tons or more. Crew Skill: The referee should determine an average of Crew Skill across the entire squadron.
Fleet Weapon Damage Weapon System Turrets Barbettes
Ion Weapons
Large Bays
Trait Antirad Black Globe
Fleet Defence Hardened Reflec
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Weapon Beam Laser Pulse Laser Fusion Particle Plasma Tachyon Barbette Small Bay Medium Bay Fusion Mass Driver Particle Railgun Tachyon
Required Radiation Shielding Black Globe Generator
Damage 1 4 25 15 15 20 10 60 80 220 220 70 100 75
Weapon System Bays
Spinal Mounts
Weapon Small Fusion Small Mass Driver Small Particle Small Railgun Small Tachyon Medium Fusion Medium Mass Driver Medium Particle Medium Railgun Medium Tachyon Meson Particle Railgun
Damage 100 100 35 35 40 200 200 65 100 65 10,000 per DD 10,000 per DD 10,000 per DD
Effect The ship ignores all Radiation damage. The ship can choose to reduce 20-80% of all incoming damage ever round, at a proportional cost of DM-1 to -4 to its own attack rolls and Thrust. If the amount of damage reduced in a single round is greater than its maximum capacitor valve divided by 100, the ship will be immediately destroyed. Point Defence software The ship may share its Salvo Defence score with one other ship within Close range. At least 75% of The ship ignores all damage from ion weapons. systems that use Power are Hardened Reflec Armour Increase Armour against turret weapons by +10%.
Thrust and Jump: Use the lowest scores of any ship in the squadron for both – in effect, the squadron travels at the speed of its slowest member. Hull: Total the Hull scores of all ships within the squadron. Armour: The referee should determine an average of Armour across the entire squadron. Fleet Traits: A squadron will only have a trait if the majority of its members qualify for it. Defence: Use the rating of the lowest Evade software within the squadron, and the lowest TL. Weapon Attack: Determine this as for a single ship. If Fire Control software is present, add the rating of the lowest in the squadron. When a squadron is reduced to 75% of its Hull, DM-2 is applied. When reduced to 50% of its Hull, this is changed to DM-4, and when reduced to 25% of its Hull, the penalty is increased to DM-6. Weapon Damage: Total up all weapons present in the squadron, as if they were on board a single ship.
To make an attack, use the following. 2D + the weapon system’s Attack – the target’s Defence DM-2 is applied if attacking a target at Long range, which changes to DM-4 if the target is at Very Long range. DM-2 is applied if attacking a target (or squadron of targets) who are each less than 100 tons in size with any weapon other than turrets or barbettes. DM-2 is applied if attacking a target of less than 100 tons with a ship of at least 100 tons, if both are in the same sector. The result is then compared to the Fleet Damage table, and the weapon system’s Damage is modified as shown. Note: An individual weapon system cannot attack a target beyond its maximum range. This may mean the damage a ship can deal will alter with range.
Fleet Damage
As a squadron engages in battle and sustains losses, it gradually becomes less coherent and effective. At the referee’s option, a squadron can spend a combat round reforming. During this time, it may not move, take any actions or make any attacks but its roster can be recalculated to revise its characteristics. This will mean it will be able to sustain less damage and make weaker attacks than when it started the battle (due to the losses it has received), but any penalties to its attack rolls will be removed.
Attack Roll 2 or less 3 4 5 6 7 8 9 10 11 or more
COMBAT
This total is then further reduced by the Armour of the target, and the remainder is deducted from the target’s Hull score.
When ships fight using the Fleet Combat System, they follow a similar procedure to the normal rules for space combat (see page 154 of the Traveller Core Rulebook), but it is greatly streamlined. There is no combat manoeuvring and crew do not take specific actions – the Fleet Combat System assumes ships will be operating to the best of their capabilities without Travellers having to worry about the details.
Initiative
Initiative is rolled for each ship and squadron involved in the battle, using the following. 2D + the ship’s Crew Skill + the ship’s Thrust score
Attack Rolls
Each weapon system on board a ship can make one attack every round, against any target within range. A ship with multiple weapon systems can attack a different with each, if it wishes.
Damage Modification 0% 5% 10% 20% 35% 50% 60% 80% 90% 100%
Salvoes
Missiles and torpedoes attack in salvoes, much as they do in the Traveller Core Rulebook. However, use the following. • A ship's Salvo Defence is regarded as a 'pool' that is automatically refilled at the start of every round. • When a salvo reaches its target, deduct the target’s Defence score from the number of missiles within the salvo. • The salvo can be further reduced by a chosen amount from the Salvo Defence 'pool'. However, once this pool is reduced to zero, Salvo Defence cannot be used again for the rest of the round! • Against torpedoes, Defence is deducted as normal but any applied Salvo Defence is halved, rounding down).
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• Multiply this total by the Damage score shown on the Fleet Missile/Torpedo Damage table, then divide by ten. • Deduct the target’s Armour as with any other attack, and then apply damage as normal. Note that squadrons multiply their Defence score by the number of ships in the squadron against salvoes only (and they do not multiply their Salvo Defence scores).
Fleet Missile/Torpedo Damage Missile Advanced Anti-matter Fragmentation
Damage 10 50 5
Jump-breaker Long Range Multi-warhead Nuclear
5 10 25
Ortillery
65
Shockwave
-
Standard
10
Torpedo Advanced Anti-matter Anti-matter Bomb-pumped Antiradiation Bomb-pumped EMP Multi-warhead Antimatter Multi-warhead Standard Multi-warhead Nuclear Nuclear Ortillery Plasma Standard
Damage 35 65 50 25 10 40 200 30 75 50 200 110 25
Screen Defence
A target’s Screen Defence score is deducted from the damage caused by any weapon that has the word meson or fusion in its title (such as a meson spinal mount). However, like Salvo Defence, Screen Defence is a 'pool' that gets replenished every round. So, if an amount of Screen Defence is applied against an attack, the 'pool' is reduced for the rest of the round. Multiple attacks may therefore overwhelm a ship's Screen Defence.
Special Weapons
Some specific weapons have special effects in the Fleet Combat System beyond their normal damage-dealing capabilities. These cases are explored here. Antiradiation Torpedo: A target’s Defence score will be halved against this salvo.
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Bay Weapons: All bays suffer DM-2 when attacking targets of less than 2,000 tons. Large bays gain DM+4 when attacking targets of more than 3,000 tons. Ion Weapons: Ion weapons do not deduct their damage from the Hull of a target. Instead, they impose DM-1 to a target’s Defence and attack rolls for every 50 points of damage that would normally have been dealt to the target. This penalty lasts for one full round. Meson Weapons: These weapons do not have their damage reduced by a target’s Armour. Multi-warhead Missiles/Torpedoes: Reduce the target’s Salvo Defence by -20% against this weapon. Ortillery Missiles/Torpedoes: These weapons suffer DM-6 to their attack rolls when used against targets that have a Thrust score greater than 0. Spinal Mounts: All spinal mount weapons suffer DM-4 to attack rolls when targeting ships of less than 10,000 tons, and DM-8 when attacking ships of less than 5,000 tons. They cannot attack targets of less than 2,000 tons at all. Very High Yield/Intense Focus Weapons: If every weapon in a system has either of these advantages, increase its Damage by +10%.
FLEET MANOEUVRES While not often necessary, a referee can use the Fleet Combat System with the rules in this section to plot to movement of ships, squadrons and entire fleets around a star system. This uses the Fleet Manoeuvre Chart, as shown opposite.
When using the Fleet Manoeuvre Chart, the referee needs to determine a ‘fixed’ point in space around which all ships and squadrons will manoeuvre. This may be a convenient planet or moon, a space station, or perhaps a convoy travelling at a fixed velocity. This fixed point is assumed to be right in the centre of the chart. Each ring around the fixed point represents a Range Band, allowing you to plot the distance of any ship in relation to the fixed point. The chart is divided into quadrants, and each Range Band within a quadrant is divided into sectors (not to be confused with the sector maps used to chart star
systems!). These allow you to plot the position of ships relative to the fixed point and one another.
Otherwise, an attack will be made at a Range equal to the highest Range Band of either ship.
For example, a cruiser has entered a system with orders to track down and destroy a squadron of corvettes. The cruiser is in C Quadrant, Sector 3, at Distant range (you could abbreviate this to C3D). The squadron of corvettes is on the other side of the system in A Quadrant, Sector 1, at Medium Range (A1M).
Missile Salvoes
Movement
To move around the Fleet Manoeuvre Chart, a ship may either change its Range Band (moving inwards or outwards from the fixed point) or move around the fixed point within the same Range Band. Ships may change Range Bands by expending Thrust as normal, following the rules detailed on page 156 of the Traveller Core Rulebook. So, if a ship were at Very Long Range, it could expend 25 Thrust to change its range to either Long or Distant. Ships may move to an adjacent Sector in the same Range Band by expending the same amount of Thrust. For example, the squadron of corvettes we met before are currently at Medium range in Sector 1 of the A Quadrant. They could expend 5 points of Thrust to move to either Close or Long range in the A Quadrant (moving to either Sector 1 or 2 at Long range, as both are adjacent to their starting position), or they could expend 5 points of Thrust to move around the fixed point, to either Sector 2 at Medium range, or Sector 2 at Medium range in the B Quadrant.
Attacks
Attacking another ship or squadron using the Fleet Manoeuvre Chart is done in the same way as normal for the Fleet Combat System. However, the Fleet Manoeuvre Chart allows you to work out the range to a target. This will be determined by the position of the attacking ship relative to its target, as shown here. Target in same Sector: The target will be at adjacent range. Target in adjacent Sector: The target is assumed to be at a range equal to the lowest Range Band either ships is in (so, if the target is at Long range and the attacker is in an adjacent sector at Very Long range, the range to the attack will be made at Long range).
92
It will not have escaped the attention of the discerning referee that the Fleet Manoeuvre Chart can easily be employed to track the movement of missile and torpedo salvoes as they race across a star system. Salvoes can be tracked and moved as if they were ships, albeit with a lot more Thrust to move across the chart. Referees should assume they will always move by the path that requires the least amount of Thrust.
HYBRID FLEET COMBAT
While it will not be supported in any future official Traveller books, referees might like to experiment with a combination of the Fleet Combat System and the Space Combat chapter in the Traveller Core Rulebook when using capital ships. Referees may find this speeds up combat between big ships, while retaining a solid level of detail, by applying the following changes to the normal space combat rules. • Make one attack for each unique weapon type separately. For example, group all triple pulse laser turrets into one attack, all double beam laser turrets into another, and so on. • Instead of performing Evasive Action against a handful of attacks, apply half the Crew Skill of the target (rounding up) to every attack. • Make one attack roll for every type of weapon, and then use the Damage Modification column of the Fleet Damage table to determine what percentage of the individual weapons within that group actually hit. • Roll for damage as normal (or you might simply assume 3.5 points of damage per damage dice!), and subtract the target’s Armour score. • Multiply this total by the number of weapons that actually hit the target, as previously determined. • Deduct this from the target’s Hull score, and move onto the next attack! • Use the salvoes rules to determine the amount of missiles and torpedoes evaded and eliminated by point defence, roll for damage as usual (subtracting armour) and multiply by the remaining missiles. Apply screen defence if appropriate.
LIGHT FIGHTER TL12
CREW PILOT
TONS COST (MCR)
Hull Armour M-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons
10 tons, Streamlined Crystaliron, Armour: 2 Thrust 6 Fusion, Power 15 4 weeks operation Cockpit Computer 5 Military Grade Fixed Mount (Pulse Laser) Fire Control/1 Library Manoevre/0
Software Cargo
2.5 2 1 1 1.5 2 -
0.6 0.06 4 1 0.01 0.03 1 -
1.4
2 -
RUNNING COSTS MAINTENANCE COST: Cr 800/month
PURCHASE COST: MCr9.6
Power Requirments
TOTAL: MCR 9.6
6
2
2
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
SENSORS
4 HULL POINTS
8 HULL POINTS
CREW
GIG
PILOT
RUNNING COSTS MAINTENANCE COST: Cr561/month
PURCHASE COST: MCr6.732
Power Requirments
TL12 Hull Armour M-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Systems Software Cargo
94
14
4
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
TONS COST (MCR) 20 tons, streamlined Armour: 0 Thrust 7 Fusion, Power 30 Bridge Computer 5 Basic Single Turret, Empty Cabin Space x2 Airlock Fuel Scoops Library Manoeuvre/0
1.4 2 1 3 1 3 2 6.6
TOTAL: MCR 6.732
1.1 2.8 2 .05 0.03 0.2 0.1 0.2 1 -
1
2
1. AVIONICS 2. FUEL TANKS
2
Consisting of little more than a power plant and pulse laser with a pilot strapped to the top, the light fighter is a small, fast and highly manoeuvrable craft designed to make high-speed runs on enemy ships and destroy other small craft. Designed to adhere to a strict budget, the light fighter allows even the poorest worlds a chance at self-defence.
This tech level 12 gig is an often encountered institution at starports throughout the Imperium. Technically a vessel of the Imperial Navy, it is crewed by local starport personnel and used to perform
4
1
3
1. 2. 3. 4.
AVIONICS AIRLOCK LOCKER TURRET
2
95
LAUNCH
CREW PILOT
TL12
TONS COST (MCR)
Hull Armour M-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Systems Software
20 tons, Streamlined Armour: 0 Thrust 1 Fusion, Power 10 4 weeks operation Computer 5 Basic
Library Manoevre/0
Cargo
2 1 1 3 -
1.2 4 .5 0.5 0.03 -
13
-
RUNNING COSTS MAINTENANCE COST: Cr421/month
PURCHASE COST: MCr5.607
Power Requirments
TOTAL: MCR 5.607
2
4
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
8 HULL POINTS
10 HULL POINTS
CREW PILOT
RUNNING COSTS MAINTENANCE COST: Cr562/month
MCr6.75
Power Requirments
96
5
5
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
SENSORS
TL12 Hull Armour M-Drive Power Plant Fuel Tanks
PURCHASE COST:
1
PEBBLE
Bridge Computer Sensors Systems Acceleration Seat Software Cargo
TONS COST (MCR) 25 tons, streamlined Armour: 0 Thrust 2 Fusion, power 15 4 weeks of operation, 9 tons storage Computer 5 Civilian Grade Psionic Shielding 5 passengers Library Manoeuvre/0
1.5 0.5 1 10
1 1 -
3 1 .25 2.5
0.5 0.03 3 0.13 0.15
4.75
-
TOTAL: MCR 6.75
1
2
1. AIR LOCK 2. CARGO HOLD
Also called a life boat, due to one of its expected roles, this craft uses a 20-ton hull and can easily be flown by a single skilled individual. A launch can be configured to engage in a wide variety of roles, but ambitious schemes will find themselves limited by the small hull and weak power plant. However, for the price, the launch provides a means to very cheap space travel.
The 25-ton ship’s boat for Rock is a standard cylindrical small craft with a control and passenger compartment forward, a centrally located cargo hold, and maneuver drives aft. Typical for this type of small craft, it mounts maneuver drives for acceleration and simple slow flight over world surfaces. The boat is capable of 1G acceleration. Underwater operation is possible after only a slow transition phase from atmosphere to underwater. The craft must settle into the water carefully; a fast dive into water will run the risk of buckling the hull.
1 2 3 4
1. SENSORS 2. AIR LOCK 3. CARGO HOLD 4. PSIONIC SHIELDING
97
SHIP'S BOAT
CREW PILOT
TL12
TONS COST (MCR)
Hull Armour M-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Systems
30 tons, Streamlined Armour: 0 Thrust 5 Fusion, Power 30 4 weeks operation Bridge Computer 5 Basic Fixed Mount Cabin Space x 6 Airlock Library Manoeuvre/0
Software
0.6 2 1 3 9 2 11
Cargo
RUNNING COSTS
1.8 1.2 2 0.5 0.03 0.1 0.45 0.2 -
MAINTENANCE COST: Cr683/month
PURCHASE COST: MCr8.192
Power Requirments
TOTAL: MCR 8.192
15
6
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
12 HULL POINTS
12 HULL POINTS
CREW
SLOW BOAT
PILOT
RUNNING COSTS MAINTENANCE COST: Cr568/month
PURCHASE COST: MCr6.822
Power Requirments
98
9
6
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
TL12 Hull Armour M-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Systems Software Cargo
TONS COST (MCR) 30 tons, Streamlined Armour: 0 Thrust 3 Fusion, Power 30 4 weeks operation Bridge Computer 5 Basic Fixed Mount Cabin Space x 2 Library. Manoevre/0
0.9 2 1 3 3 19
TOTAL: MCR 6.822
1.8 1.8 1 0.5 0.03 0.1 0.15 -
1 2
1. BRIDGE 2. CABIN SPACE
The ship’s boat is both fast and versatile, making it a popular choice for auxiliary craft. While most commonly seen hauling small cargo and passenger loads between ships and worlds, in smaller militaries the ship’s boat is also used as a boarding craft by marine assault teams.
The slow boat appears either as an early design of the ship’s boat, before power plants and manoeuvre drives become more efficient, or as an intentional throttling back of the ship’s boats performance. Either way, the slow boat is comparable to the ship’s boat but it trades speed for increased cargo space.
1 2
1. BRIDGE 2. CABIN SPACE
99
PINNACE
CREW PILOT
TL12
TONS COST (MCR)
Hull Armour M-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Systems
40 tons, Streamlined Armour: 0 Thrust 5 Fusion, Power 30 4 weeks operation Bridge Computer 5 Basic Fixed Mount Cabin Space x 6 Airlock Library Manoeuvre/0
Software
2 2 1 3 9 2 21
Cargo
RUNNING COSTS
2.4 4 2 0.5 0.03 0.1 0.45 0.2 -
MAINTENANCE COST: Cr728/month
PURCHASE COST: MCr8.732
Power Requirments
TOTAL: MCR 8.732
20
8
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
16 HULL POINTS
16 HULL POINTS
CREW
SLOW PINNACE
PILOT
RUNNING COSTS MAINTENANCE COST: Cr602/month
PURCHASE COST: MCr7.227
Power Requirments
100
12
8
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
TL12 Hull Armour M-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Software Cargo
TONS COST (MCR) 40 tons, Streamlined Armour: 0 Thrust 3 Fusion, Power 20 4 weeks operation Bridge Computer 5 Basic Fixed Mount Library Manoevre/0
0.8 2 1 3 32
TOTAL: MCR 7.227
2.4 1.6 1 0.5 0.03 0.1 -
1 2
3 1. BRIDGE 2. CABIN SPACE 3. CARGO HOLD
The pinnace is a popular choice as an auxiliary vessel for adventuring or exploratory ships, as it has the speed, range and cargo capacity to support extended missions. It combines a generous cargo hold with a speed that leaves most star ships trailing far behind, and can be configured for light combat operations with the addition of weaponry to its fixed mount.
Like the slow boat, the slow pinnace trades speed and raw performance for increased cargo space, though this craft is based on the traditional pinnace. As a larger hull, it provides even more cargo carrying capacity than a slow boat, and many are customised to become troop or vehicle transports, or to serve as fuel skimmers for larger ships.
1
2 1. BRIDGE 2. CARGO HOLD
101
MODULAR CUTTER TL12
CREW PILOT
TONS COST (MCR)
Hull Armour M-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Systems
50 tons, Streamlined armour 0 Thrust 4 Fusion, Power 30 4 weeks operation
2 3 1 3 30 6 2 2
Computer 5 Basic Fixed Mount Modular Hull Cabin Space x 4 Airlock Library Manoeuvre/0
Software Cargo
RUNNING COSTS
3 4 1.5 0.5 0.03 0.1 1.8 0.3 0.2 -
MAINTENANCE COST: Cr857/month
PURCHASE COST: MCr10.287
Power Requirments
TOTAL: MCR 10.287
20
10
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
20 HULL POINTS
22 HULL POINTS
CREW PILOT, GUNNER
RUNNING COSTS MAINTENANCE COST: Cr4,451.25 month
PURCHASE COST: MCr53.415
HEAVY FIGHTER TL15 Hull Armour M-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Ammunition Armoured Bulkheads
Power Requirments
102
45
10
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
4 SENSORS
Staterooms Software
Common Area
TONS COST (MCR) 50 tons, streamlined Reinforced Bonded Superdense, armour 15 Thrust 9 Fusion, Power: 75
Advanced Firmpoint #1 Beam Laser Firmpoint #2 Missile Rack 96 missiles Power Plant Manoeuvre Drive Bridge Sensors Manoeuvre/0 Evade/2 Library Fire Control/4
Cargo
TOTAL: MCR 53.415
2
3.75 0.75 3.3 9 5 0.5 30 5.3 0.5 0.75 0.08 0.09 0.06 0.1 1 2 8 0.2
8.5
-
6 4.5 5 1 3 5 8 0.4 0.45 0.3 0.5 8 -
2
1
3
4 1. 2. 3. 4.
BRIDGE CABIN SPACE MODULE DOCKING SPACE AT V D O C K I N G S PA C E
The modular cutter is notable for having 30 tons dedicated to a detachable module; this allows the cutter to quickly and efficiently change roles during a voyage without needing extensive refits at a starport. While there are a great many customised modules available for the cutter, the three most common and routinely available for the cutter are listed below.
The heavy fighter is an attempt to provide a powerful, fast, agile, armoured, and dependable small craft for space superiority. It has bunking arrangements for crew comfort, which allow the craft to remain on station for long periods.
ATV Module: The ATV module costs MCr1.8. Fuel Module: The Fuel module costs MCr1. Open Module: The Open module costs MCr2.
1 4
2
3 5
1. 2. 3. 4. 5.
SENSORS FRESHER AIR LOCK LASER TURRET MISSILE TURRET
103
CREW
TROOP TRANSPORT TL15
—
TONS COST (MCR)
Hull Armour M-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons
50 tons, streamlined Bonded Superdense, Armour: 2 Thrust 9 Fusion 4 weeks of operation
Ammunition Accomodations Software
Cargo
Computer 25 Improved Firmpoint, Sandcaster Firmpoint, Missile Missile Storage (24 missiles) Sandcaster Barrels (40 barrels) Acceleration Seat (x50) Manoeuvre/0 Evade/2 Library Fire Control/2
0.8 4.5 5 1 3 5 2 2 25 1.7
RUNNING COSTS
2.75 0.44 9 5 0.5 10 5.3 0.25 0.75 1.5 2 4 -
MAINTENANCE COST: Cr2,811/month
PURCHASE COST: MCr33.74
Power Requirments
TOTAL: MCR 33.74
45
10
4
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
SENSORS
20 HULL POINTS
38 HULL POINTS
CREW
SHUTTLE
PILOT
RUNNING COSTS MAINTENANCE COST: Cr1,264/month
PURCHASE COST: MCr15.167
Power Requirments
104
28.5
19
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
TL12 Hull Armour M-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Systems Software Cargo
TONS COST (MCR) 95 tons, Streamlined Armour: 0 Thrust 3 Fusion, Power 60 4 weeks operation Bridge Computer 5 Basic Fixed Mount Cabin Space x 8 Airlock Library Manoevre/0
2.85 4 1 6 12 2 72.15
TOTAL: MCR 15.167
5.7 5.7 4 0.5 0.03 0.1 0.6 0.2 -
1
2
3
4 5 1. 2. 3. 4. 5.
The 50-ton troop transport was designed and produced by the Imperial Navy to meet a long-established need for deployment of troops from orbit to world surface. The 50ton limit on displacement allows the craft to be deployed on ships possessing standard 50-ton launch tubes.
SENSORS SHIP’S LOCKER A C C E L E R AT I O N S E AT S A R E A MISSILE STORAGE AND TURRET ACCESS SANDCASTER BARREL STORAGE AND TURRET ACCESS
One of the most common craft seen in space, the shuttle is present throughout the galaxy and becomes a standard vessel for orbital operations as soon as a civilisation makes it first firm steps into space. It is designed to carry passengers and cargo from orbit to surface and back again, as well as act as an interplanetary transport.
2
1
3
1. BRIDGE 2. CABIN SPACE 3. CARGO HOLD
105
PASSENGER SHUTTLE TL9 Hull M-Drive Power Plant Fuel Tanks Bridge Computer Sensors Acceleration Bench Systems Common Areas Software Cargo
HULL POINTS
106
PILOT, CO-PILOT
TONS COST (MCR) 95 tons, streamlined Thrust 1 Fusion (TL8), power: 30 4 weeks of operatoin
0.95 3 1 6 1 60
5.7 1.9 1.5 0.5 .03 3 30
Airlock
2 8
0.2 0.8
Library Manoeuvre/0
13.3
-
Computer 5 Civilian Grade X60
TOTAL: MCR 39.69 38
CREW RUNNING COSTS MAINTENANCE COST: Cr338/month
PURCHASE COST: MCr39.69
Power Requirments 10 MANOEUVRE DRIVE
19 1
SENSORS
BASIC SHIP SYSTEMS
1 2
3 1. SENSORS 2. AIR LOCK 3. CARGO AREA
Intended for routine passenger transport this shuttle fills the need at a reasonable price point. Capable of carrying up to 240 passengers. The shuttle has a small cargo bay, passenger area and crew section separated by internal bulkheads. Normally only the passenger area is accessible to non-crew, and operations are sufficiently routine that no stewards are carried. Nor do the crew interact with the passengers except to pass on announcements when necessary.
107
EXPRESS BOAT TL13 Hull Armour J-Drive Power Plant High Efficiency Battery Fuel Tanks Bridge Computer Sensors Systems Staterooms Software
Cargo
TONS COST (MCR) 100 tons, standard Armour: 0 Jump 4 Fusion (TL8) Holds 40 power
20 weeks operation, J-4 Computer 20 Basic Re-entry Capsule Standard Jump Control/4 Library Manoeuvre/0
CREW
5 15 2 1
22.5 1 0.1
41
-
10 0.5 4
0.5 5 0.02 0.5
26.5
0.4 -
TOTAL: MCR 31.16
—
RUNNING COSTS MAINTENANCE COST: Cr2,596/month
PURCHASE COST: MCr31.16
Power Requirments —
20
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
40
0
JUMP DRIVE
SENSORS
The express boat (x-boat) is the key to the Imperial communication network. The Scout Service maintains an extensive array of designated routes and supporting tenders to allow access to nearly every important system in the empire; the 100-ton xboat is the fast courier that carries data and messages between those points.
40 HULL POINTS 108
The jump drive is powered by the battery, which is recharged during the normal refuelling operations.
1 DECK 5 DECK 2
3
2
DECK 4
DECK 3 DECK 2
DECK 1
1 . H I G H E F F I C I E N C Y B AT T E RY 2. RE-ENTRY CAPSULE 3. AIR LOCK
DRIVE
109
SCOUT/COURIER TL12 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Systems
Software
Staterooms Cargo
(Type-s)
TONS COST (MCR) 100 tons, Streamlined Crystaliron, Armour: 4 Thrust 2 Jump-2 Fusion, Power 60 12 weeks operation, J-2 Computer 5/bis Military Grade Double Turret Fuel Scoop Fuel Processors (40/ tons a day) Probe Drones x 10 Docking Space (4 tons) Air-Raft Workshop Jump Control/2 Library Manoeuvre/0 Standard x 4
5 2 10 4 23
6 1.2 4 15 4 -
10 2 1 2
0.5 0.045 4.1 0.5 0.1
2 5 6 16 12
1 1.25 0.25 0.9 0.2 2 -
TOTAL: MCR 36.7605
CREW PILOT, ASTROGATOR, ENGINEER
RUNNING COSTS MAINTENANCE COST Cr3063/month
PURCHASE COST MCr36.7605
Power Requirments 20
20
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
20
2
JUMP DRIVE
SENSORS
The scout ship is built for exploration, survey, and courier duties, with many thousands in service throughout Charted Space. Despite the small 100 ton hull, the scout is faster than most merchant ships and can jump further too. While multiple crew positions are technically required, it is standard practice for a scout to be crewed by just one or two highly skilled individuals who understand the requirements needed for self-sufficiency.
40 HULL POINTS 110
DOUBLE TURRET
1 2 3 6 5
4
UPPER DECK
1. OFFICE 2. AIR LOCK 3. WORKSHOP 4. PROBE DRONES 5. SHIP'S LOCKER 6. AIR/RAFT DOCKING SPACE 7. CARGO HOLD
7
LOWER DECK
111
SEEKER MINING SHIP TL12 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Systems
Software
Staterooms Cargo
(Type-J)
TONS COST (MCR) 100 tons, Streamlined Crystaliron, Armour: 4 Thrust 2 Jump-2 Fusion, Power 60 4 weeks operation, J-2 Computer 5/bis Military Grade Double Turret Fuel Scoop Fuel Processors (20/ tons a day) Mining Drones x 5 Jump Control/2 Library Manoeuvre/0 Standard x 2
5 2 10 4 21 10 2 1 1
6 1.2 4 15 4 0.5 0.045 4.1 0.5 0.05
10 8 26
1 0.2 1 -
TOTAL: MCR 33.655
CREW PILOT, ASTROGATOR, ENGINEER
RUNNING COSTS MAINTENANCE COST: Cr2804/month
PURCHASE COST: MCr33.655
Power Requirments 20
20
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
20
2
JUMP DRIVE
SENSORS
A variation on the traditional scout/courier, the seeker is occasionally produced in this configuration by shipyards but it is far more common for it to be created by re-fitting an old scout retired from active service. A seeker has fewer staterooms and a smaller fuel tank, but its larger cargo bay and mining drones allow a single well-skilled prospector to scavenge asteroids and make a living looking for deposits of valuable minerals.
40 HULL POINTS 112
DOUBLE TURRET
1 2 4
UPPER DECK
3
1. OFFICE 2. AIR LOCK 3. PROBE DRONES 4. CARGO HOLD
LOWER DECK
113
SCOUT TL14 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Systems
Staterooms Common Area Software Cargo
Serpent-Class TONS COST (MCR)
100 tons, streamlined Aerofins Crystaliron, Armour: 4 Thrust 2 Jump-2 Fusion, Power 60 8 weeks operation, J-2 Computer 5/bis Military Grade, Live Scanner Analysis Suite Double Turret (empty) Advanced Probe Drones x10 Docking Space (4 tons) Air/Raft Fuel Processor (40/tons day) Workshop Standard x4
Jump Control/2 Library Manoeuvre/0
TOTAL: MCR 157.45
5 5 2 10 4 22 10 3
6 0.5 1.2 4 15 4 0.5 .045 8.1
1 2
0.5 1.6
5 2
1.25 0.25 0.1
6 16
0.9 2
1
0.1
6
0.2 -
CREW PILOT, ASTROGATOR, ENGINEER
RUNNING COSTS MAINTENANCE COST: Cr3,468/month
PURCHASE COST: MCr41.62
Power Requirments 20
20
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
20
4
JUMP DRIVE
SENSORS
Similar to the performance of the venerable Type-S, the Serpent-class features better aerodynamic performance and some technological advances. The Serpent-class ships are highly sought after and usually allotted to senior scouts with records of exemplary service. Names reported in use for the Serpent-class include Asp, Cobra, Deceiver, Eel, Python, Reptile, Snake and Viper.
100 HULL POINTS 114
7
5
4 6 1 2 3
1. 2. 3. 4. 5. 6. 7.
SENSORS LOCKER AIR LOCK WORKSHOP PROBE DRONES DOCKING SPACE TURRET
115
FAR TRADER TL12 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Craft Systems
Staterooms Software Common Areas Cargo
200 tons, standard Streamlined Armour: 0 Thrust 1 Jump-2 Fusion, Power 90 1 J-2, 4 weeks of operation
Empress Marava-class TONS
COST (MCR)
-
10 2
2 15 6 41 10 Computer 5/bis Civilian Grade 1 Double Turret (beam laser) x2 2 Air/Raft 5 Low Berth x4 2 Fuel Processor (40/tons day) 2 Loading Belt 1 Cargo Airlock x2 6 Standard x10 40 Jump Control/2 Library Manoeuvre/0 10 57
TOTAL: MCR 52.7832
4 22.5 6 1 0.045 3 1.5 1.5 0.2 0.1 .003 0.6 5 0.2 1 -
CREW PILOT/ASTROGATOR, ENGINEER, MEDIC, STEWARD, GUNNERS X2 (AS NEEDED).
RUNNING COSTS MAINTENANCE COST: 4,398/month
PURCHASE COST: MCr52.7832
Power Requirments 20
40
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
40
1
JUMP DRIVE 2 SENSORS FUEL PROCESSOR
The far trader can be encountered anywhere in the Imperium. It ranges far and wide, and deals with every world it finds. Even amber zones and red zones are not considered off limits by its captains, provided there is profit to be made and the risk of being caught is slight.
80 HULL POINTS 116
DECK 2
3
4 2
5
1 2
4
DECK 1
1. 2. 3. 4. 5.
SENSORS AIR LOCK AIR RAFT DOUBLE TURRET C A R G O B AT
117
FAR TRADER TL12 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Systems
Staterooms Software
Common Areas Cargo
TONS COST (MCR) 200 tons, Streamlined Crystaliron, Armour: 2 Thrust 1 Jump-2 Fusion, Power 75
-
12
5
1.2
2 15 5
4 22.5 5
4 weeks operation, J-2
41
-
Computer 5/bis
10 -
1 0.045
Civilian Grade
1
3
2
0.1
3 40 3 9 64
3 5 0.3 0.1 0.9 -
Fuel Scoop Fuel Processors (40/tons day) Cargo Crane Standard x 10 Low Berths x 6 Jump Control/1 Library Manoeuvre/0
TOTAL: MCR 52.2405
80 HULL POINTS 118
(Type-A2) CREW PILOT, ASTROGATOR, ENGINEER, MEDIC, STEWARD
RUNNING COSTS MAINTENANCE COST: Cr4353/month
PURCHASE COST: MCr52.2405
Power Requirments 40
20
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
40
1
JUMP DRIVE
SENSORS
While nominally a modified free trader, the far trader has a series of modifications that have become accepted as standard, and many free traders are either modified to this specification or are built this way from new. The far trader swaps cargo space and low berths for a larger jump drive and fuel tank, allowing it to reach systems a basic free trader cannot travel to. While less cargo can mean less profits, the ability to reach further systems or to travel between stars at a faster rate can more than make up for this in the hands of a clever captain.
DECK 2
4 1
DECK 1
2
3
5
1. 2. 3. 4. 5.
BRIDGE COMMON AREA AIRLOCK AVIONICS C A R G O B AY
119
FREE TRADER TL12 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Systems
Staterooms Software
Common Areas Cargo
TONS COST (MCR) 200 tons, Streamlined Crystaliron, 5 Armour: 2 Thrust 1 2 Jump-1 10 Fusion, Power 60 4 4 weeks 21 operation, J-1 10 Computer 5 Civilian Grade 1 Fuel Scoop Fuel Processors (20/tons day) Cargo Crane Standard x 10 Low Berths x 20 Jump Control/2 Library Manoeuvre/0
HULL POINTS 120
12 1.2 4 15 4 -
CREW PILOT, ASTROGATOR, ENGINEER, MEDIC, STEWARD
RUNNING COSTS MAINTENANCE COST Cr3778/month
1 0.03 3
1
0.05
3 40 10 11 82
3 5 1 0.2 1.1 -
TOTAL: MCR 45.342
80
(Type-A)
PURCHASE COST MCr45.342
Power Requirments 20
20
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
40
1
JUMP DRIVE
SENSORS
Using a 200-ton hull, the free trader is an elementary interstellar merchant ship designed to ply the space lanes while carrying a mixture of cargo and passengers. It is the archetypal tramp freighter and common among adventuring groups and mercenary bands, often retrofitted with turrets, weapons and other ‘special’ modifications. As such, actual specifications can vary wildly, often being proportional to the age of the ship, but the free trader presented here is typical of a vessel fresh out of the shipyard.
DECK 2
1 2
3 4
DECK 1
1. 2. 3. 4.
AVIONICS BRIDGE CARGO ENGINEERING
121
SAFARI SHIP TL12 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Systems
Staterooms Software
TONS COST (MCR) 200 tons, Streamlined Armour: 0 Thrust 1 Jump-2 Fusion, Power 105 4 weeks operation, J-2, plus Launch Computer 5/bis Civilian Grade Double Turret Docking Space (20 tons) Launch Docking Space (4 tons) Air/Raft Fuel Scoop Fuel Processors (40/tons a day) Multi-Environment Space Multi-Environment Space ATV (on launch) Standard x 11 Jump Control/2 Library Manoeuvre/0
Common Areas Trophy Lounge Cargo
TOTAL: MCR 64.2672
80 HULL POINTS 122
2 15 7 49
12 4 22.5 7 -
10 1 1 22 5 2 8 8 44 13 7 6
1 0.045 3 0.5 5.5 5.607 1.25 0.25 0.1 0.5 0.5 0.155 5.5 0.2 1.3 0.7 -
CREW PILOT, ASTROGATOR, ENGINEER, MEDIC, STEWARD
RUNNING COSTS MAINTENANCE COST Cr5355/month
PURCHASE COST MCr64.2672
Power Requirments 20
40
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
40
1
JUMP DRIVE
SENSORS
Though at first appearance uniquely specialised, the safari ship is relatively common throughout the galaxy. It is primarily designed as an excursion vessel, capable of conducting trophy-taking expeditions (photographic or real) to distant worlds, all in a high degree of comfort. Indeed, some owners will outfit their safari ship to higher standards of luxury than many yachts. Included within the hull are two holding tanks with variable environments for live specimens, and a trophy lounge which makes for a very comfortable mess area for passengers and crew. While the ship is streamlined and can land planetside, a launch and ATV permit expeditions across a planet’s surface without requiring the whole vessel to leave orbit.
MAIN DECK
5
2 1
4
3
LOWER DECK 8 6
7
6
1. AIR/RAFT DOCKING SPACE 2. DOUBLE TURRET 3. OFFICE 4. COMMON AREA 5. SHIP'S LOCKER 6. MULTI-ENVIRONMENT SPACE 7. LAUNCH DOCKING SPACE 8. TROPHY LOUNGE
123
SYSTEM DEFENCE BOAT TL15 Hull Armour M-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Ammunition Armoured Bulkheads
Systems Staterooms Common Areas Software
TONS 200 tons, standard Reinforced Crystaliron, Armour: 13 Thrust: 9 Fusion, Power: 240 12 weeks of operation
33 18 16 6 10 Computer 35 Improved, Countermeasures 5 Triple Turret (Beam Laser) 1 Triple Turret (Missile) 1 Missile Storage (144 missiles) 12 Bridge 1
COST (MCR) 10 5 9.75 36 16 1 30 8.3 2.5 3.25 0.2
Manoeuvre Drive Power Plant Sensors Repair Drones Fuel Scoops Medical Bay Standard x15
1.8 1.6 .5 2 4 60
0.36 0.32 .01 0.4 1 2 7.5
Auto Repair/1 Evade/2 Fire Control/2 Library Manoeuvre/0
4 23.85
0.38 5 2 4 -
Cargo
TOTAL: MCR 126,95
CREW CAPTAIN, PILOT X3, ENGINEER, MAINTENANCE, MEDIC, GUNNER X4, ADMINISTRATOR, OFFICER
RUNNING COSTS MAINTENANCE COST Cr1.068/month
PURCHASE COST Mcr 126.95
Power Requirments 180
40
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
1
5
FUEL PROCESSOR
SENSORS
The range of possible system defence boat (SDB) configurations is huge, if not actually infinite. This example is typical for Tech Level 15 systems; heavily armoured and equipped with both missile and laser weaponry. Its function is to operate within a star system and defend it from invading forces. SDBs can be used in space combat against starships, or they may be pressed into service as air and orbital superiority craft in operations against ground forces.
88 HULL POINTS 124
Because SDBs have no jump drives, shifting them from system to system can be a problem. Some have jump shuttles which attach themselves to the boat and provide jump capability. Another method is simple transport in large bulk cargo carriers; the SDBs are loaded into 10,000-ton or 20,000ton bulk carriers for the multi-parsec journey. This method, of course, is not recommended if immediate combat is expected at the destination.
1
2 3
5
4 1. SENSORS 2. MISSILE STORAGE 3. AIR LOCK 4. REPAIR DRONES 5. CARGO HOLD
125
YACHT TL12 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Systems
Staterooms Software
Common Areas Cargo
(Type-Y) TONS COST (MCR)
200 tons, Standard Armour: 0 Thrust 1 Jump-1 Fusion, Power 90 4 weeks operation, J-1, plus Ship’s Boat Computer 5 Civilian Grade Docking Space (4 tons) Air-Raft Docking Space (30 tons) Ship’s Boat ATV Standard x 12 Luxury x 1 Jump Control/1 Library Manoeuvre/0
2 10 6 22
10 4 15 6 -
10 1 5 33 10 48 10 32
1 0.03 3 1.25 0.26 8.25 7.992 0.054 6 1.5 0.1 3.2
11
-
TOTAL: MCR 60.7824
CREW PILOT, ASTROGATOR, ENGINEER, MEDIC, STEWARD
RUNNING COSTS MAINTENANCE COST: Cr5065/month
PURCHASE COST: MCr60.7824
Power Requirments 20
40
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
20
1
JUMP DRIVE
SENSORS
The yacht is a noble’s plaything, used to entertain friends and undertake political or commercial missions. The staterooms are all well-appointed but even they fail to make the grade in comparison to the luxury stateroom intended for the yacht’s owner. The yacht carries an air/raft and a ship’s boat within docking compartments; an ATV is also carried, with the ship’s boat being used to ferry it from orbit to surface and back again.
80 HULL POINTS 126
2
DECK 2
1
3 4
5 DECK 1
6 7
1. 2. 3. 4. 5. 6. 7.
BRIDGE OFFICE AT V B AY S H I P ' S B O AT D O C K I N G A R E A LUXURY ROOM PASSENGER COMMON AREA CREW COMMON AREA
127
ASTEROID SHIP TL12 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Craft Systems
Staterooms
Common Areas Cargo
300 ton, planetoid Crystaliron, Armour: 4 Thrust 1 Jump 1 Fusion 3 jump-1’s, 4 weeks of operation Computer 15 Civilian Grade Pop-Up Triple Turret (Beam laser, Missile, Missile) Pebble Fuel Processor (40/tons day) Library
Standard x5 Evade/1 Fire Control/1 Jump Control/1 Library Manoeuvre/0
TOTAL: MCR 61.96
Rock
TONS
COST (MCR)
60 15 3 13 8 91
1.2 0.24 6 18.75 8 -
20 1 2
1.5 2 3 4
28 2 4
13.75 0.1 4
20 7
2.5 1 2 0.1 0.7
26.5
-
CREW PILOT, ASTROGATOR, ENGINEER, MAINTENANCE, GUNNER, MEDIC
RUNNING COSTS MAINTENANCE COST: MCr 5,163/month
PURCHASE COST: MCr 61.96
Power Requirments 30
60
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
30
1
JUMP DRIVE
SENSORS
Rock is a 300-ton asteroid ship. The vessel is a minimal configuration craft intended as an economical transportation system between stars, and is ideal for the wanderer, the researcher, the casual traveller, and the clandestine observer (this last term translates as spy or agent).
120 HULL POINTS 128
DECK 2
1 5 4
DECK 1
2 1
3
1. 2. 3. 4. 5.
PEBBLE DOCK CARGO HOLD AIR LOCK SENSORS LIBRARY
129
CLOSE ESCORT TL15 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Systems
Craft Staterooms Software
Gazelle-class
TONS COST (MCR) 400 tons, standard Reinforced Crystaliron, Armour: 3 Thrust 6 Jump-5 Fusion, Power 540 8 weeks operation, J-3
15 24 55 36 128 10 Computer 30 Military Grade 2 Barbette (Particle) x2 10 Triple Turret (Beam Laser) x2 2 Drop Tank Mount (80 tons) 0.32 Fuel Processor (120 tons./ 6 day) Armoury 1 Fuel Scoops Docking Space (20 tons) 22 Gig Standard x11 44 Evade/1 Fire Control/4 Jump Control/5 Library Manoeuvre/0
Common Areas Cargo
TOTAL: MCR 249.9
20 10 4.5 48 82.5 36 2 20 4.1 16 5 0.16 0.3
CREW CAPTAIN, PILOT X3, ENGINEER X4, ASTROGATOR, MEDIC, GUNNER X8, ADMINISTRATOR, MAINTENANCE, OFFICER
RUNNING COSTS MAINTENANCE COST: Cr2,082/month
PURCHASE COST: Mcr249.9
0.25 1 5.5 6.257 5.5
11
1 8 0.5 1.1
33.68
-
Power Requirments 240
80
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
200
2
JUMP DRIVE
SENSORS
Hundreds of Gazelle-class close escorts have been built and many remain in service in the Imperial Navy, despite the fact that in a combat situation, they are nearly worthless. The close escort, even when new, was not intended to stand up to combat vessels; rather it was envisioned as an antipiracy and revenue patrol ship. In that role, it has performed well, but when pressed into combat duties it has invariably suffered disproportionate losses.
176 HULL POINTS 130
With the internal tankage Jump-3 can be achieved, with drop tanks Jump-5, with the drop tanks retained Jump-4.
1 DECK 2
4
2
3
5
DECK 1
1. 2. 3. 4. 5.
SENSORS ARMOURY AIR LOCK PARTICLE BARBETTE - DORSAL PARTICLE BARBETTE - VENTRAL
131
FLEET COURIER TL15 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Ammunition Systems Staterooms Software
TONS COST (MCR) 400 tons, streamlined Armour: 0 Thrust: 2 (reduced tonnage x3) Jump-6 Fusion (TL15), Power: 440 8 weeks operation, J-6 Small Computer 30 Military Grade Triple Turret (Beam laser) x2 Triple Turret (Missile) x2 Missile Storage (24 missiles) Fuel Processor (40 tons / day) Standard x10 Evade/2 Fire Control/3 Jump Control/6 Library Manoeuvre/0
Cargo
TOTAL: MCR 181.13
24 5.6
16.8
65 22 243 10 2 2 2 2
97.5 22 1.5 20 4.1 5 3.25 -
2
0.1
40 9.4
5 2 8 0.6 -
CREW CAPTAIN, PILOT X3, ASTROGATOR, ENGINEER X3, MAINTENANCE, MEDIC, GUNNER X4, ADMINISTRATOR, OFFICER
RUNNING COSTS MAINTENANCE COST: Cr1,509/month
PURCHASE COST: MCr181.13
Power Requirments 80
80
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
240
2
JUMP DRIVE
SENSORS
With communications limited to the speed of jump, the most difficult operational problem confronting fleet commanders is the transmission and receipt of timely intelligence reports and command directives. The fleet courier is intended to provide naval commanders with the capability of transmitting orders and information across subsector distances in relatively short periods of time.
160 HULL POINTS 132
This ship has an extra stateroom for occasions when it may be carrying an important passenger, such as a courier or official.
1. 2. 3. 4. 5.
SENSORS AIR LOCK SHIP’S LOCKER COMMON AREA LIFT
DECK 3
DECK 2
3
1
2
5
4
DECK 1
133
LABORATORY SHIP TL12 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Systems
Staterooms Software
Common Areas Cargo
TONS COST (MCR) 400 tons, Standard Armour: 0 Thrust 2 Jump-2 Fusion, Power 180 4 weeks operation, J-2 Computer 10 Improved
8 25 12 82 20 3
20 16 37.5 12 2 0.16 4.3
3 44 100 5 80 15
1.5 11 8.532 25 1.25 0.25 0.155 10 0.2 1.5
3
-
HULL POINTS 134
CREW PILOT, ASTROGATOR, ENGINEER, MEDIC
RUNNING COSTS MAINTENANCE COST Cr11336/month
Probe Drones x 15 Docking Space (40 tons) Pinnace Laboratories Docking Space (4 tons) Air/Raft ATV (stored in Pinnace) Standard x 20 Jump Control/2 Library Manoueuvre/0
TOTAL: MCR 136.0332
160
(Type-L)
PURCHASE COST MCr136.0332
Power Requirments 80
80
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
80
4
JUMP DRIVE
SENSORS
A highly specialised vessel, the laboratory ship is built to transport scientists and their equipment across the stars in order to conduct research, usually in remote locations. The ship itself is fitted with highly advanced sensors, while a pinnace can carry an ATV down to a planet’s surface in order to conduct field expeditions. A special feature of this ship is that it is built so internal gravity can be created by spinning the hull. This is done to permit experiments to be carried out that might otherwise be affected by the gravitic plates installed as standard on all ships.
DRIVE POD 2
TO
DRIVE POD 1
QU
AD
RA
NT
4
QUADRANT 1
TO
QU
AD
RA
NT
8
1
3 7 TO
QU
AD
1 TO
RA
NT
2 TO
QU
AD
RA
NT
9
2 TO
QU
AD
DOCKING RING
RA
NT
3
QUADRANT 3
2
6
QU
AD
RA
NT
3
4
QUADRANT 2 TO
QU
AD
RA
NT
5
4 TO
QU
AD
RA
NT
1
QUADRANT 4 1. OFFICE 2. COMMON AREA 3. PINNANCE DOCKING SPACE 4. LIFT 5. LABORATORIES 6. AIRLOCK 7. PROBE DRONES 8. MAINTENANCE BAY 9. AIR RAFT DOCKING SPACE
135
PATROL CORVETTE TL12 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Systems
Staterooms Software
TONS COST (MCR) 400 tons, Streamlined Crystaliron, Armour: 4 Thrust 4 Jump-3 Fusion, Power 405 4 weeks operation, J-3, plus Ship’s Boat Computer 15 Military Grade Two Triple Turrets (Pulse Lasers) Two Triple Turrets (Missile Racks) Docking Space (30 tons) Ship’s Boat Docking Space (8 tons) GCarrier Fuel Scoop Fuel Processors (80/tons a day) Standard x 12 Low Berths x 4 Evade/1 Fire Control/1 Jump Control/3 Library Manoeuvre/0
Common Areas Cargo
TOTAL: MCR 174.4128 Software :
160 HULL POINTS 136
(Type-T)
20 16 35 27 124
24 4.8 32 52.5 27 -
20 2 2 2 33 9 4 48 2 10
2 2 4.1 8 6.5 8.25 7.992 2.25 5 0.2 6 0.2 1 2 0.3 1
46
-
CREW PILOT, ASTROGATOR, 2 ENGINEERS, MEDIC, 4 GUNNERS, 8 MARINES
RUNNING COSTS MAINTENANCE COST Cr14534/month
PURCHASE COST MCr174.4128
Power Requirments 160
80
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
120
2
JUMP DRIVE
30
SENSORS
WEAPONS
The patrol corvette is used by military organisations as a cheap but effective vessel for customs patrols, anti-piracy work and system defence. Despite being only a 400 ton hull, this corvette remains more than a match for typical pirate vessels of a similar size. The auxiliary ship’s boat and Gcarrier on board, combined with a streamlined hull, allow the patrol corvette to pursue targets through atmospheres and down onto planetary surfaces, ensuring there is no escape.
UPPER DECK
8
1 2 3
4
3
MAIN DECK
5 6 7
9
1. AVIONICS/SENSORS 2. BRIDGE 3. TRIPLE TURRET 4. AIRLOCK 5. COMMON AREA 6. SHIP’S LOCKER 7. CARGO HOLD 8. SHIP’S BOAT DOCKING SPACE 9. G CARRIER DOCKING SPACE
LOWER DECK
137
SUBSIDISED MERCHANT TL12 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Systems
Staterooms Software
Common Areas Cargo
TONS COST (MCR) 400 tons, Streamlined Armour: 0 Thrust 1 Jump-1 Fusion, Power 135 4 weeks operation, J-1, plus Launch Computer 5 Civilian Grade Fuel Scoop Fuel Processors (20/tons a day) Docking Space (20 tons) Launch Standard x 19 Low Berths x 9 Jump Control/1 Library Manoeuvre/0
4 15 9 43
24 8 22.5 9 -
20 1 1
2 0.03 3 0.05
22 76 4.5 5.5
5.5 5.607 9.5 0.45 0.3 0.55
199
-
TOTAL: MCR 80.2683
160 HULL POINTS 138
(Type-R) CREW PILOT, ASTROGATOR, ENGINEER, MEDIC, STEWARD
RUNNING COSTS MAINTENANCE COST: Cr6689/month
PURCHASE COST: MCr80.2683
Power Requirments 40
80
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
40
1
JUMP DRIVE
SENSORS
The subsidised merchant (also called the fat trader) is a trading vessel intended to meet the commercial needs of clusters of worlds. It is twice the size of a free trader but carries cargo far more efficiently with a cavernous cargo bay more than twice the size of that within its little cousin. In fact, if its cargo bay doors were larger, the subsidised merchant could theoretically swallow a free trader whole. This ship normally requires a crew of five, although the pilot also operates the launch, a steward is only necessary if carrying commercial passengers, and gunners may be added to the list if weapons are installed.
LAUNCH
1 3
2
4 UPPER DECK
LOWER DECK
1. 2. 3. 4.
BRIDGE CREW COMMON AREA PASSENGER COMMON AREA BOARDING AREA
139
SURVEY SCOUT TL14 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors Craft
Systems Staterooms Common Areas Software Cargo
Donosev-class
TONS COST (MCR) 400 tons, standard Armour: 0 Thrust 2 Jump 3 Reduced size x2 Fusion, Power: 210 Computer 25 Improved Full Hangar (Modular Cutter) Docking Space (Extra Module) Docking Space (Air Raft x3) Workshop Advanced Probe Drones Fuel Processor Standard x5
Jump Control/3 Library Manoeuvre/0
TOTAL: MCR 157.45
20 8 28 14 124 3 3 100
16 52.5 14 0.5 10 4.3 30.242
33
8.25
14
4.25
6 3 6 20
0.9 3.2 0.3 2.5
4
0.5
15
6 -
CREW PILOT, ASTROGATOR, 2 ENGINEERS, MAINTENANCE
RUNNING COSTS MAINTENANCE COST: Cr1,312/month
PURCHASE COST: MCr157.45
Power Requirments 80
80
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
120
4
JUMP DRIVE
SENSORS
The survey scout is a typical ship in service with the Imperial Interstellar Scout Service. Its function is to continually re-survey the interior regions of the Imperium, updating maps and charts, and maintaining beacons and markers for astrogation hazards.
160 HULL POINTS 140
The survey scout is a peaceful vessel, typically unarmed and inoffensive. It does, however, mount four hardpoints and can be armed with a variety of turrets and weaponry if necessary. The Donosev-class survey scout is named for famous scouts in the Imperial service.
1
DECK 3
2
3 5
4 6 DECK 2
1. 2. 3. 4. 5. 6. 7. 8. 9.
SENSORS AIR LOCK SHIP’S LOCKER LIFT PROBE DRONES MODULAR CUTTER HANGER EXTRA MODULE DOCKING SPACE WORKSHOP AIR/RAFT DOCKING SPACE
7
8 DECK 1
9
141
SYSTEM DEFENCE BOAT TL13 Hull Armour M-Drive Power Plant Fuel Tanks Bridge Computer Sensors
Weapons Ammunition Systems
Staterooms Software
TONS 400 tons, streamlined Reinforced Crystaliron, Armor: 13 Thrust 6, increased size Fusion, increased size (power 375) 16 weeks of operation Holographic Controls Computer 25/fib Improved Countermeasures Suite Improved Signal Processing Extended Arrays Triple Turret (pulse laser) x2 Triple Turret (missile) x2 Missile storage (384) Workshop Fuel Processor (20/tons day) Medical Bay Repair Drones Standard x13 Auto-Repair/1 Evade/1 Fire Control/1 Library Manoeuvre/0
Common Areas Cargo
TOTAL: MCR 175,41225
176 HULL POINTS 142
-
COST (MCR)
65 30 31.25
26 10 23.4 45 23.44
16 20 3 2 1 6 2 2 32 6 1 4 4 52 13 100.42
2.5 15 4.3 4 4 8.6 4 3.25 0.9 0.05 0.8 0.8 6.5 5 1 2 1.3 -
CREW CAPTAIN, PILOT X3, ASTROGATOR, ENGINEER X2, MAINTENANCE, MEDIC, GUNNER X4
RUNNING COSTS MAINTENANCE COST: MCr 14,618/month
PURCHASE COST: MCr 175,41225
Power Requirments 240
80
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
1
14
FUEL PROCESSOR
SENSORS
The term boat means a non-starship, whether a gunboat, a ship’s boat, or a system defense boat. Because non-starships can allocate more tonnage to power plants and weaponry, they can usually defeat a starship of equal tonnage. From this principle, the concept of the system defense boat has evolved. Fleets of such boats are stationed in important systems and charged with their defense. From stations in orbit, they defend the primary world. From stations deep within the local gas giant, they attack enemy ships in the process of refuelling. In extreme situations, they can scatter and hide, in asteroid belts, on airless worlds, and in the depths of oceans; later they strike out again, hitting the enemy from the rear or when least expected. Finally, such system defense boats are also used for routine duties such as customs inspections, piracy suppression, and search and rescue.
4
DECK 3
5
6
8
7
9 10
8
DECK 2
3 3
1
1. ACCESS TO LOWER TURRET 2. MAIN CARGO HOLD 3. MISSILE STORAGE 4. AIR LOCK 5 . M E D I C A L B AY 6. REPAIR DRONES 7. COUNTERMEASURES SUITE 8 . E X T E N D E D A R R AY S 9. WORKSHOPS 10. SECONDARY CARGO HOLD
2
DECK 1
143
ANNIC NOVA TL15 Hull Armour J-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Craft Systems
Staterooms Software
Common Areas Cargo
TONS COST (MCR) 520 tons, standard Armour: 0 Jump-3 Jump-2 Fusion, Power 330 8 weeks operation
56 39 22 6 20 Small (Forward Control Area) 10 10/bis Military Grade 2 Single Turret (Beam laser) 2 x2 Docking Clamp type II x2 10 Pinnace x2 Workshop x4 24 Briefing Room 4 Collectors 23 Hydroponics (Biosphere) 10 Standard x11 44 Jump Control/3 Library Manoeuvre/0 30
HULL POINTS 144
84 58.5 22 3 1.5 .24 4.1 1.4 2 17.46 3.6 .5 11.5 2 5.5 0.3 3
CAPTAIN, PILOT, ASTROGATOR, ENGINEER X3, MAINTENANCE, GUNNER X2, ADMINSTRATOR, MEDIC, PINNACE PILOT X2
RUNNING COSTS MAINTENANCE COST: Cr2,098/month
PURCHASE COST: MCr251.8
Power Requirments 136
120
JUMP-2 DRIVE
BASIC SHIP SYSTEMS
204
2
JUMP-3 DRIVE
SENSORS
295.6
TOTAL: MCR 251.8
208
30
CREW
Using an unorthodox 600 ton frame and hull, this artifact is allowed in Imperial commerce under the salvage laws provided the ship is registered with Imperial authorities (typical registration fee: Cr100,000). The ship has two jumpdrives (jump-2, and jump-3 which operate independently, but may not sum their power. There are no maneuver drives (the pinnaces act as tugs to a minor extent). A stellar collector absorbs and collects energy the jump drives. Two single turrets each mount a single beam laser.
DECK 6
6
DECK 5
4
5
7
5
5
5
DECK 4
3
1. 2. 3. 4. 5. 6. 7.
AIR LOCK SENSORS FORWARD CARGO AREA O B S E R VAT I O N D O M E WORKSHOP COLLECTORS HYDROPONICS
DECK 2 DECK 3
2 DECK 1
1
145
SUBSIDISED LINER TL12 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Systems
Staterooms Software
Common Areas Cargo
TONS COST (MCR) 600 tons, Standard Armour: 0 Thrust 1 Jump-3 Fusion, Power 360 4 weeks operation, J-3, plus Launch Computer 10/bis Civilian Grade Docking Space (20 tons) Launch Standard x 30 Low Berths x 20 Jump Control/3 Library Manoeuvre/0
6 50 24 183
30 12 75 24 -
20 1 22
3 0.24 3 5.5
120 10 45
5.607 15 1 0.3 4.5
119
-
TOTAL: MCR 161.523
240 HULL POINTS 146
(Type-M) CREW PILOT, ASTROGATOR, 2 ENGINEERS, MEDIC, STEWARD
RUNNING COSTS MAINTENANCE COST: Cr13413/month
PURCHASE COST: MCr161.523
Power Requirments 60
120
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
180
1
JUMP DRIVE
SENSORS
The subsidised liner is built for carrying passengers and cargo on long haul routes, in a modicum of comfort; while a steward is present, passengers should expect cheap interstellar travel rather than luxury. Overall, the ship is capable of carrying 24 passengers in addition to its crew, with a further 20 in low berths. With a 3 parsec jump capability, a lot of destinations are possible. Though the hull of the ship itself is unstreamlined, a launch allows passengers to be ferried to the surface of a world, or act as a life boat in emergencies.
UPPER DECK QUARTERS
3 5 7
4
1
2
1
3
CARGO DECK
LOWER DECK
6
1. 2. 3. 4. 5. 6. 7.
BAR/GALLEY PASSENGERS LOUNGE SPA/STEAM ROOM BRIDGE OFFICE LAUNCH DOCKING SPACE CREW DOCKING AREA
147
MERCENARY CRUISER TL12 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons Systems
Staterooms Software
Common Areas Cargo
TONS COST (MCR) 800 tons, Sphere Crystaliron, Armour: 4 Thrust 3 Jump-3 Fusion, Power 750 4 weeks operation, J-3, fuel for Cutters Computer 20/fib Military Grade Triple Turrets x 8 Docking Space (4 tons) Air-Raft Docking Space (50 tons) Modular Cutter Docking Space (50 tons) Modular Cutter Repair Drones ATV x 2 (on cutters) Standard x 25 Autor-Repair/2 Evade/1 Fire Control/1 Jump Control/3 Library Manoeuvre/0
40 24 65 50 252
32 6.4 48 97.5 50 -
20 2 8 5 55 55 8 100 44
4 7.5 4.1 8 1.25 0.26 13.75 10.242 13.75 10.242 1.6 0.31 12.5 10 2 0.3 4.4
72
TOTAL: MCR 292.4646
320 HULL POINTS 148
(Type-C) CREW PILOT, ASTROGATOR, 3 ENGINEERS, MEDIC
RUNNING COSTS MAINTENANCE COST Cr24372/month
PURCHASE COST MCr292.4646
Power Requirments 240
160
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
240
2
JUMP DRIVE
8 SENSORS TURRETS
The mercenary cruiser is built to carry small troop units for corporate, governmental or, more commonly, mercenary operations. It has enough space to carry a combat platoon, plus crew and support personnel, along with their equipment, albeit in fairly cramped confines. The platoon can be deployed to a planet’s surface within the two modular cutters housed inside the ship, and can then disembark using the ATVs the two cutters carry. Turrets are fitted as standard but while shipyards do not generally include weapons, it is a rare mercenary cruiser that is not armed to the teeth.
AVIONICS
GUNNERY CARGO DECK
BRIDGE
QUARTERS
DRIVE DECK
MARSHALLING DECK
QUARTERS
QUARTERS LOWER DRIVE DECK
149
DESTROYER ESCORT TL15 Hull
Chrysanthemum-class TONS
1,000 tons, close structure
COST (MCR) 45
Reinforced
-
22.5
Armour
Bonded Superdense
8
3.6
M-Drive
Thrust: 6
60
120
J-Drive
Jump-4
105
157.5
Power Plant
Fusion (TL15), Power: 1,300
65
65
Fuel Tanks
8 weeks operation, J-4
414
-
40
5
Bridge Computer
Computer 35/fib
-
45
Sensors
Advanced
5
5.3
Weapons
Triple Turret (Missile) x2
2
6.5
Fusion Barbette
5
4
Particle Barbette x2
10
16
Triple Turret (Sandcaster) x5
5
8.75
Missile Storage (384 missiles)
32
Sandcaster Barrels (640 barrels)
32
Craft
Modular Cutter
55
24.037
Systems
Recreational Facilities
20
2
Medical Bay
4
2
Repair Drones
10
2
Armoury
2
0.5
Standard x23
92
11.5
Ammunition
Staterooms
Software
Manoeuvre/0
-
Jump Control/4
-
0.4
Evade/2
-
2
Fire Control/2
-
4
Auto Repair/1
-
5
Library
-
-
31
-
Cargo
TOTAL: MCR 569.6 150
400 HULL POINTS
CREW CAPTAIN, PILOT X3, ASTROGATOR, ENGINEER X8, MAINTENANCE X2, MEDIC, GUNNER X20, ADMINISTRATOR, OFFICERS X4
RUNNING COSTS MAINTENANCE COST
The Chrysanthemum-class destroyer escort is a small, fast vessel intended for fleet and squadron escort duties. The design is old, but efficient, with examples of the ship serving in the Imperial Navy for over a century. Chrysanthemums are ubiquitous, being encountered with larger fleet elements as much as working alone. This class of destroyer escort has been pressed into service in a variety of nonescort duties, including orbital patrols, police operations, garrison duties, and even limited strike missions.
Mcr47.466/month
PURCHASE COST Mcr 569.6
Power Requirments 900
200
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
400
6
JUMP DRIVE
SENSORS
151
1. 2. 3. 4. 5. 6.
DECK 5
T H E AT R E GYM ARMOURY M E D I C A L B AY M O D U L A R C U T T E R B AY M A I N T E N A N C E B AY
DECK 4
DECK 3 2 4
5
3
1
6
6
DECK 2
DECK 1
152
DESTROYER ESCORT TL15 Hull
Fer-de-lance-class TONS
1,000 tons, close structure
COST (MCR) 45
Reinforced
-
22.5
M-Drive
Thrust: 6
60
120
J-Drive
Jump-4, Reduced Tonnage x2
84
252
Power Plant
Fusion (TL15), Power: 1,300
65
120
Fuel Tanks
8 weeks operation, J-4
412
-
40
5
Bridge Computer
Computer 35/fib
-
45
Sensors
Advanced
5
5.3
Weapons
Triple Missile Turret x4
4
13
Triple Beam Laser Turret x6
6
15
Ammunition
Missile Storage (384 missiles)
32
-
Craft
Docking Space
110
27.5
Modular Cutter
-
20.574
Recreational Facilities
20
2
Medical Bay
4
2
Repair Drones
10
2
Armoury
2
0.5
Staterooms
Standard x23
92
11.5
Software
Auto Repair/1
-
5
Evade/2
-
2
Fire Control/2
-
4
Jump Control/4
-
0.4
Library
-
-
Manoeuvre/0
-
-
51
-
Systems
Cargo
TOTAL: MCR 599.02 153
400 HULL POINTS
CREW CAPTAIN, PILOT X3, ASTROGATOR, ENGINEER X6, MAINTENANCE X2, MEDIC, GUNNER X20, ADMINISTRATOR, OFFICERS X4
RUNNING COSTS MAINTENANCE COST
Performance characteristics for this class make it capable of staying with most Imperial fleets (jump-4, 9-G acceleration), and thus this type of vessel can be found escorting most squadrons as well as more typical convoys.
Cr49,918/month
PURCHASE COST Mcr 599.02
Power Requirments
154
During the height of the Third Frontier War (979 to 986), high losses in civilian shipping and among transport vessels impressed into Imperial service resulted in the issuance of an Admiralty specification for a mid-sized escort vessel expressly for close protection of unarmed transport craft. The design which was finally accepted was the Fer-de-lance-class destroyer escort.
600
200
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
400
—
JUMP DRIVE
SENSORS
DECK 5 1. 2. 3. 4. 5.
T H E AT R E GYM ARMOURY M E D I C A L B AY M O D U L A R C U T T E R B AY
DECK 4
2 4
1
3
DECK 3 5
DECK 2
DECK 1
155
EXPRESS BOAT TENDER TL13
TONS COST (MCR)
Hull Armour M-Drive J-Drive Power Plant Fuel Tanks
1,000 tons, standard Armour: 0 Thrust 1 Jump 1 Fusion, power 450 Jump-1, 20 weeks of operation
Bridge Computer Sensors Weapons
20 Computer/15 Civilian Grade 1 Single Turret (empty) x2 2 Pop-Up Single Turret (empty) 2 Docking Space (600 tons) 660 Fuel Processor (100 tons/day) 5 Fuel Scoops Low Berths Mail Distribution Array 20 (advanced) Workshop x2 12 Standard x10 40 High 6 Jump Control/1 Library Manoeuvre/0 12
Systems
Staterooms Software
Common Areas Cargo
50 10 30 30 115
25.5
TOTAL: MCR 308.25
20 45 30 5 2 3 0.2 1.2 165 0.25 1
CREW CAPTAIN, PILOT, ASTROGATOR, ENGINEER X2, MAINTENANCE, MEDIC, ADMINISTRATOR, GUNNER X3 (OPTIONAL)
RUNNING COSTS MAINTENANCE COST: 25,687/month
PURCHASE COST: MCr308.25
10 1.8 5 0.8 0.1 1.15 -
Power Requirments 100
200
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
100
1
JUMP DRIVE 5 SENSORS FUEL PROCESSOR
The express boat system would not work without the express boat tender. These tenders, stationed in each system that express boats stop at, serve two purposes. First, they tend express boats, recovering them when they arrive, refuelling them and repairing minor problems, and then sending them on their way. Second, they serve as a relay station between the planetary surface based message center and the express boat itself. Messages are forwarded to the tender for transmittal to the xboat just before it leaves for the next star system.
400 HULL POINTS 156
Express boat tenders are encountered anywhere that xboats may be expected. High population, high technology systems will probably have several tenders operating in order to handle the flow of information. Express boat tenders are jump capable, and each may carry up to four xboats in its cavernous ship bay. As a result, the tenders can be found in fringe or off-route systems ferrying extra xboats to areas that need them. They also undertake recovery missions to pick up damaged xboats or boats which have misjumped to off-route systems.
3 DECK 10
5
4
1 DECK 9
DECK 8
1 1 . E X P R E S S B O A T DOCKING SPACE 2. WORKSHOP 3. AIR LOCK 4. SENSORS 5. MAIL DISTRIBUTION A R R AY
1 DECK 7
2
1 DECK 6
157
DECK 6
1
DECK 5
1
DECK 4
DECK 3
DECK 2
DECK 1
158
1
1
COLONIAL CRUISER TL15 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons
Ammunition Screens Craft Systems
Staterooms Common Areas Software
Kinunir-class
TONS COST (MCR) 1,250 tons Reinforced Armour: 0 Thrust 4 Jump 4, Reduced Tonnage x2 Fusion (TL15), Power 1400 8 weeks operation, J-4 Holographic Controls Computer 35 Advanced Double Turret (beam Laser) x8 Triple Turret (missile) x2 Particle barbette x2 Missile storage (120 missiles) Nuclear Damper x5 Black Globe Generator Pinnace Fuel Scoops Workshop Medical Bay Briefing Room Armoury Fuel Processor (100 tons/day) Standard x30 Barracks x31 Evade/2 Fire Control/4 Jump Control/4 Library Manoeuvre/0
Cargo
TOTAL: MCR 734.72
62.5 31.25 4 104 70 514 40 5 8 2 10 10 50 50 44 6 4 4 9 5 120 62 46 37.5
50 195 140 8.13 30 5.3 12 6.5 16 50 100 19.732 1 0.9 2 0.5 2.25 0.15 15 3.1 4.56 2 8 0.4 -
CREW CAPTAIN, PILOT X3, ASTROGATOR, ENGINNER X7, MAINTENANCE X3, MEDIC, GUNNER X30, ADMINISTRATOR X2, OFFICER X4, 35 MARINES
RUNNING COSTS MAINTENANCE COST: Cr61,226/month
PURCHASE COST: MCr734.72
Power Requirments 500
250
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
500
6
JUMP DRIVE 5 SENSORS FUEL PROCESSOR
The Kinunir-class colonial cruiser (also known by a variety of designations: vanguard cruiser, battlecruiser, and vanguard escort) is not a true cruiser, being more properly termed an escort. This particular ship is an ill-fated model discontinued after a production run of only 20 examples. Several have been lost in action, and one has been converted to an orbital prison.
550 HULL POINTS 159
1. CARGO HOLD 2 WORKSHOP 3. MISSILE STORAGE 4. MISSILE TURRET 5. BRIEFING ROOM 6 . M E D I C A L B AY 7. NUCLEAR DAMPER 8. PINNACE 9. SENSORS 10. ARMOURY 1 1 . B L A C K G L O B E G E N E R AT O R
DECK 3
9
10 5
11 DECK 2
7 8 7 1 DECK 1
4
3
2
3 4 160
6
MERCHANT CRUISER TL12 Hull Armour M-Drive M-Drive J-Drive J-Drive Power Plant Fuel Tanks Bridge Auxiliary Bridge Computer Backup Computer Sensors Weapons
Ammunition Craft
Systems
Staterooms
Common Areas Software
Leviathan-class TONS
1,800 tons standard Armour: 0 Thrust 4 Thrust 2 Jump-3 Jump-2 Fusion, Power 1,665 Jump-4, 16 weeks of operation Small Computer 10 bis/fib Computer 5 bis/fib Civilian Grade Double Turret (Beam laser) x6 Fixed missile mount x2 Torpedo Barbette x2 Missile Storage (48 missiles) Torpedo Storage (12 torpedoes) Air/Raft Launch x2 Pinnace Shuttle Fuel Scoop Fuel Processor (300 tons/day) Medical Bay x2 Multi-Environment Space Briefing Room x3 Re-Entry Capsule x4 Workshop x4 Low Birth x6 Armoury Hydroponics (Biosphere) Cargo Crane Cargo Airlock Standard x31 High Luxury Stateroom Evade/1 Fire Control/1 Jump Control/3 Library Manoeuvre/0
Cargo
COST (MCR) 90
72 95 140 95 111 588 40 20 1 6 10 4 4 4 44 44 105 15 8 21 12 2 24 3 2 17 3.5 4.5 124 6 10 35 188
144 142.5 210 142.5 111 9 4.5 .32 .06 3 9 1.7 6 1.5 23.834 17.732 41.417 1 0.75 4 0.5 1.5 .08 3.6 .3 0.5 8.2 3.5 0.45 15.5 0.8 1.5 3.5 1 2 0.4 -
TOTAL: MCR 844,7787 161
720 HULL POINTS
CREW CAPTAIN, PILOT X3, ASTROGATOR, ENGINEER X13, MAINTENANCE X2, MEDIC X2, GUNNER X10, ADMINISTRATOR, OFFICER
RUNNING COSTS MAINTENANCE COST
MCr 70,398.225/month
PURCHASE COST MCr 844.7787
Power Requirments
162
1,080
360
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
900
1
JUMP DRIVE
SENSORS
The Leviathan-class was devleoped from previous designs and is primarily intended for independent cruising in undeveloped trade areas; high survivability is also a design factor. The vessels are semistreamlined, allowing skimming refuelling manoeuvres as well as landings in types 0 and 1 atmospheres. Atmospheric landings are otherwise impossible, hence the large complement of ship’s boat.
1. SENSORS 2. BRIEFING ROOM 3 . M E D I C A L B AY 4. RE-ENTRY CAPSULE 5. MISSILE STORAGE 6. CARGO HOLD (TWO STOREY HIGH) 7 . M U LT I - E N V I R O N M E N T S PA C E 8. AIR/RAFT 9. SHUTTLE 10. HYDROPONICS 11. PINNACE
DECK 1
1
DECK 2
2 2 3 DECK 3
4
4 4
4
DECK 4
5
6
163
DECK 4
7 6 8
9
DECK 5
10
11
DECK 6
DECK 7
164
DESTROYER TL15 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors
Weapons
Ammunition Screens Craft Systems
Staterooms Software
Midu Agasham-class TONS
3,000 tons, Streamlined Reinforced Armour: 0 Thrust 6 Jump-4 Fusion (TL15), Power 4,000 8 weeks operation, J-4 Core/70 fib Improved Countermeasures Suite Enhanced Signal Processing Small bay – Particle Triple turret (missile) x6 Triple turret (beam laser) x8 Triple turret (sandcaster) x6 Point Defence Battery Type III x2 Missile storage (144) Sandcaster barrel storage (240) Meson Screen x2 Nuclear Damper x4 Modular Cutter x2 Workshop Fuel Processor Medical Bay Armoury Repair Drones Briefing Room 106 Advanced Fire Control/1 Anti-Hijack/2 Auto-Repair/1 Broad Spectrum EW Evade/1 Jump Control Library Manoeuvre/0 Point Defence/2
Common Areas Cargo
COST (MCR) 195 75
180 305 200 1,240 60 3 2 2 50 6 8 6 40 12 12 20 40 110 6 60 4 5 30 4 424 106 65
360 457.5 200 15 75 4.3 4 8 .5 19.5 20 10.5 40 40 40 48.074 .9 3 2 1.25 6 .5 53 12 8 5 14 1 12 10.6 -
TOTAL: MCR 1.556.6616 165
1,320 HULL POINTS
CREW CAPTAIN, PILOT X3, ASTROGATOR, ENGINEER X20, MAINTENANCE X6, MEDIC, GUNNER X62, ADMINISTRATOR X3, OFFICER X9
RUNNING COSTS MAINTENANCE COST MCr 12/month
PURCHASE COST Mcr 1.556.6616
Power Requirments 1,800
600
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
1,200
7
JUMP DRIVE 166
60
FUEL PROCESSOR
SENSORS
The Midu Agashaam-class destroyer is a streamlined escort vessel intended to supplement fleet defenses with anti-fighter and anti-small craft ships. As yet, the class has achieved only limited production, and is still considered to be experimental or developmental in status. The Admiralty, in its evaluation efforts, has thus far deployed the ships in over-sized squadrons of ten to twenty vessels, and has committed them to operations only with the Navy’s major battle fleets.
7
DECK 6
DECK 5
6
DECK 4
8 5
DECK 3
M 1.5
3M
1 sq. = 0.5 Ton
M
1. 2. 3. 4. 5. 6. 7. 8.
MESON SCREEN P O I N T D E F E N S E B AT T E RY NUCLEAR DAMPER MODULAR CUTTERS REPAIR DRONES COUNTERMEASURE SUITE SENSORS CARGO HOLD
15
M
7.5
1 sq. = 5 Ton
.5M
21
M
10
1 sq. = 25 Ton
167
DECK 2
4
1
2 DECK 1
3
1 3
168
2
FLEET ESCORT TL15 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors
Weapons
Ammunition Screens Craft Systems
Staterooms Software
5,000 standard Crystaliron, Armour: 5 Thrust 6 Jump-4 Fusion, Power 6,750 J-4, 8 weeks of operation Holographic Controls Core/70 fib Advanced Enhanced Signal Processing Countermeasures Suite Small Bay (missile) x2 Triple Turret (beam laser) x30 Point Defence Battery Type III x2 Missile Storage (240 missiles) Meson Screen x2 Nuclear Damper x2 Modular Cutter x3 Workshop Fuel Scoops Armoury Briefing Room Repair Drones Medical Bay Standard x114 Advanced Fire Control/2 Anti-Hijack/2 Auto-Repair/1 Broad Spectrum EW Electronic Warfare/1 Evade/1 Jump Control Library Manoeuvre/0 Point Defence/2
Common Areas Cargo
P.F. Sloan-class TONS
COST (MCR)
313 300 505 450 2,090 60 5 2 2 100 30 40 20 20 20 165 6 5 4 50 4 456 114 239.5
250 62.5 600 757.5 450 31.25 120 5.3 8 4 24 75 40 40 20 72.11 0.9 1 1.25 0.5 10 2 57 15 8 5 14 15 1 12 11.4 -
TOTAL: MCR 2,404,54 169
2,000 HULL POINTS
CREW CAPTAIN, PILOT X3, ASTROGATOR, ENGINEER X36, MAINTENANCE X10, MEDIC, GUNNER X44, ADMINISTRATOR X5, OFFICER X10, MODULAR CUTTER PILOT X3
RUNNING COSTS MAINTENANCE COST
It should be noted that apart from the TL15 sensor suite, the ship can be built at TL14, increasing the number of yards capable of building and supporting this vessel.
MCr 20,037/month
PURCHASE COST MCr 2,404.54
Power Requirments
170
The P. F. Sloan-class fleet escort is intended for routine fleet security and support. Fleet escorts are assigned in quantity for local or system defense any time that several squadrons or a fleet are present. If it is remembered that Sloans are lightly armed and armored, then their performance can be seen as admirable, although they cannot withstand major engagements.
3,000
1,000
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
2,000
8
JUMP DRIVE
SENSORS
7 DECK 9 1. NUCLEAR DAMPER 2. MESON SCREEN 3 . M O D U L A R C U T T E R B AY 4 . B R I E F I N G R O O M , A R M O U R Y, M E D I C A L B AY A N D W O R K S H O P 5. REPAIR DRONES 6. MISSILE STORAGE 7. SENSORS
DECK 8
6 DECK 7
6
DECK 6
M 1.5
4
3
3M
1 sq. = 0.5 Ton
DECK 5
5
M
15
M
7.5
1 sq. = 5 Ton
.5M
21
M
10
1 sq. = 25 Ton
171
DECK 4
DECK 3
DECK 2
1 2 2 1
172
DECK 1
LIGHT CARRRIER TL14 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors
Weapons
Ammunition Screens Craft
Systems
Staterooms Software
Skimkish-class TONS
29,000 tons standard Reinforced Crystaliron, Armour: 1 Thrust 2 Jump 4 Fusion, power 26,700 J-4, 8 weeks of operation Core/60 Advanced Countermeasures Suite Distributed Arrays Enhanced Signal Processing Small Meson Bay x4 Triple turret (Missile) x50 Triple turret (Beam laser) x50 Triple turret (sandcaster) x50 Dual turret (Fusion gun) x50 Single turret (Particle beam) x50 Point Defence Battery (Type III) x4 Missile Storage (1,500 missiles) Sandcaster Barrel Storage (1,500 barrels) Nuclear Damper x9 Docking Space (50 tons) x77 Full Hangar (50 tons) x3 Heavy Fighter x80 Armoury Briefing Room x10 Fuel Processor (2,000 tons/day) Fuel Scoops Launch Tube (50 tons) Medical Bay x8 Recovery Deck (50 tons) Repair Drones Workshop x4 Standard x490 High Advanced Fire Control/1 Anti-Hijack/1 Auto-Repair/1 Broad Spectrum EW Electronic Warfare/1 Evade/1 Jump Control Library Manoeuvre/0
Common Areas Cargo
363 580 2,905 1,780 11.956 60 5 2 10 2 200 50 50 50 50 50 80 125 75 90 4,235 300 38 40 100 500 32 500 290 24 1,960 6 490 2002.5
COST (MCR) 1,450 725 108.75 1,160 4,357.5 1,780 145 75 5.3 4 10.6 8 200 162.5 125 87.5 125 210 80 90 1,058.75 0.6 4,273.2 9.5 5 5 1 250 16 250 58 3.6 245 0.8 12 6 5 14 15 1 49
TOTAL: MCR 15,468.84 173
15,950 HULL POINTS
CREW CAPTAIN, PILOT X3, FIGHTER CREW X176, ASTROGATOR, ENGINEER X173, MAINTENANCE X 58, MEDIC X8 , GUNNER X426, ADMINISTRATOR X29, OFFICER X87
RUNNING COSTS MAINTENANCE COST MCr 1.28907/month
PURCHASE COST MCr 15,468.84
Power Requirments 5,800
5,800
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
11,600
15
JUMP DRIVE 174
100
FUEL PROCESSOR
SENSORS
The Skimkish-class light carrier is relatively slow fighter carrier/tender characterized by a variety of heterogeneous weaponry and a large complement of heavy fighters. The Imperial Navy does not emphasise carriers as ships that decide battles, instead pairing carriers with assault and battle squadrons, along with fleet tenders. Fighters screen the launching and recovery of battle riders, while the battle riders themselves, along with cruisers and dreadnoughts, are used to destroy enemy ships of the line; the fighters then ensure they survive recovery operations.
DECK 3
6
5 1 5
4 1 3
M
2
DECK 2
3M
DECK 1
1.5
1 sq. = 0.5 Ton
M
15
M
7.5
1 sq. = 5 Ton
.5M
21
M
10
1 sq. = 25 Ton
M 15
1. 2. 3. 4. 5. 6.
P O I N T D E F E N S E B AT T E RY DRONES C A R G O B AY DOCKING SPACE LAUNCH TUBE RECOVERY DECK
30
M
1 sq. = 50 Ton
M
21
42
M
1 sq. = 100 Ton
175
LIGHT CRUISER TL15 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors
Weapons
Ammunition Screens Craft Systems
Staterooms Software
TONS 30,000 tons standard Reinforced Armour: 0 Thrust 5 (size reduction x3) Jump 5 (decreased fuel) Fusion (TL15), power 24,000 J-5, 8 weeks of operation Holographic Controls Core/100fib Advanced Military Countermeasures Enhanced Signal Processing Distributed Arrays Spinal – Meson (TL15) Triple Turret (missile) x160 Triple Turret (beam laser, accurate, high yield) x50 Triple Turret (sandcaster) x22 Medium Tractor Beam Bay (energy inefficient) Point Defence Battery (Type III) x2 Missile Storage (11,520 missiles) Sandcaster Barrel Storage (1,320 barrels) Nuclear Damper x9 (size reduction x3) Modular Cutter x5 Armoury Briefing Room x2 Command Bridge Fuel Processor (1,000 tons/day) Fuel Scoops Medical Bay x3 Workshop x2 Standard x167 High x2 Advanced Fire Control/2 Anti-Hijack/3 Battle System/2 Broad Spectrum EW Electronic Warfare/1 Launch Solution/3 Library Jump Control Manoeuvre/0 Point Defence/2
Common Areas Cargo
TOTAL: MCR 15,746,5215 176
Gionetti-class COST (MCR)
-
1,500 750
1,050 3,755 1,200 240 60 5 15 2 10 6,000 160 50
3,150 6195.75 1,200 187.5 195 5.3 28 8 10.6 2,600 520 157.5
22 100 40 960 66 63 275 16 8 80 200 12 12 668 12 167 477
38.5 150 40 135 120.19 4 1 225 10 1 6 1.8 8.5 1.6 15 10 24 14 15 16 12 16.7 -
12,000 HULL POINTS
CREW CAPTAIN, PILOT X3, ASTROGATOR, ENGINEER X58, MAINTENANCE X10, MEDIC X3, GUNNER X172, ADMINISTRATOR X10, OFFICER X27, 20 MARINES
RUNNING COSTS MAINTENANCE COST MCr 1.3122/month
The Gionetti-class light cruiser is named exclusively for posthumous recipients of the Imperial Starburst for Extreme Heroism. Originally intended as a fast-reacting fighting ship, its actual use has evolved with experience. The ship is currently in favor as a flagship for many minor operations. Its high jump capability make it extremely responsive to most situations, and it is possible to displace troops or service crew (or both) to provide quarters for command and staff personnel.
PURCHASE COST MCr 15,746.5215
Power Requirments 15,000
6,000
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
15,000
16
JUMP DRIVE
200
FUEL PROCESSOR
SENSORS 177
DECK 9 DECK 8 1. 2. 3. 4. 5. 6. 7. 8. 9.
4 DECK 7
9
NUCLEAR DAMPER SPINAL - MESON COMMON AREA M E D I C A L B AY MODULAR CUTTERS WORKSHOPS CARGO HOLD M E D I U M T R A C T O R B E A M B AY ARMOURY
DECK 6
8 DECK 5
5
6 7 DECK 4
DECK 3
178
3M
M
1.5
1 sq. = 0.5 Ton
15
M
M 7.5
1 sq. = 5 Ton 21
M
.5M
10
2
1 sq. = 25 Ton
DECK 2
30
M
5M
2
1
3
1 sq. = 50 Ton
3 42
M
M
21
1 sq. = 100 Ton
1
2 1
2
1
DECK 1
1
179
ARMOURED CRUISER TL15 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons
Ammunition Screens Armoured Bulkheads
Craft Systems
Staterooms Software
Cargo
TONS 50,000 tons, standard Reinforced Bonded Superdense, Armour: 15 Radiation Shielding Thrust 6 Jump-4 Fusion (TL15), Power 76,600 8 weeks operation, J-4 Holographic Controls Core/90 Advanced (Distributed Arrays) x2 Military Countermeasures Suite Enhanced Signal Processing Spinal - Particle Small Bays (Missile) x40 Barbette (Fusion) x10 Triple Turret (Sandcasters) x14 Triple Turret (Beam Laser) x10 Point Defence Battery (Type III) x2 Missile Storage (1,440 missiles) Sandcaster Barrels (200 barrels) Meson Screen x10 Nuclear Damper x10 Power Plant Jump Drive Manoeuvre Drive Spinal Mount Small Bays Meson Screen Nuclear Damper Bridge Command Bridge Missile Storage Sensors Deployment Shuttle x4 Repair Drones Briefing Room x8 Command Bridge (Holographic Controls) Armoury Fuel Scoop Fuel Processor (3,000 tons/day) Medical Bay (10 patients) x2 Recreational Facilities Standard x407 Barracks x180 Manoeuvre/0 Intellect Jump Control/4 Evade/3 Fire Control/5 Auto-Repair/2 Library
TOTAL: MCR 31,002.867 180
Ghalalk-class
6,000 3,000 5,005 3,830 20,766 60 60 30 4 3,500 2,000 50 14 10 40 120 10 100 100 383 400 450 350 200 10 10 6 8 12 4.7 220 500 32 80 15 150 44 20 1,628 360 463.1
COST (MCR) 2,500 1,250 1,250 4,500 6,000 7,507.5 7,660 312.5 120 63.6 56 16 1,000 480 40 24.5 25 160 200 100 76.6 80 90 70 40 2 2 1.2 1.6 2.4 0.94 55 100 2 468.75 8 1 7.5 22 2 203.5 9 1 3 10 10 -
27,500 HULL POINTS
CREW 3 PILOTS, ASTROGATOR, 339 ENGINEERS, 100 MAINTENANCE, 7 MEDICS, 171 GUNNERS, 50 ADMINISTRATORS, 70 OFFICERS, 8 SMALL CRAFT CREW.
RUNNING COSTS MAINTENANCE COST
The Ghalalk-class armoured cruiser is a basic fleet workhorse, undertaking a wide variety of duties in peace-time, and supporting the battle fleets in war. The two hundred marines carried aboard the Ghalalk constitute a reinforced company, trained in protected forces operations, and capable of orbital assaults if called upon. The deployment shuttles carried can ferry the entire complement of marines to either a planetary surface or an enemy vessel with equal ability. The marines’ equipment is kept aboard the deployment shuttles.
MCr2.58 /month
PURCHASE COST McC31,002.867
Power Requirments 30,000
10,000
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
20,000
20
JUMP DRIVE
SENSORS
The Ghalalk-class, while capable of operating alone, sometimes acts as a flagship for small fleets, and has a command bridge and extra staterooms to accommodate a command staff.
181
DECK 4
9
6 7
DECK 3
8 M
3M
1.5
1 sq. = 0.5 Ton
M
15
M
7.5
1 sq. = 5 Ton
.5M
21
M
10
1 sq. = 25 Ton
M 15
30
M
1 sq. = 50 Ton
M
21
182
8
42
M
1 sq. = 100 Ton
1. 2. 3. 4. 5. 6. 7. 8. 9.
D E P L O Y M E N T S H U T T L E B AY SENSORS BARRACKS M E D I C A L B AY P O I N T D E F E N S E B AT T E RY REPAIR DRONES CARGO HOLD MESON SCREEN SPINAL MOUNT
2
2
DECK 2
5
1
4
3 5
4
DECK 1
183
PLANETOID MONITOR TL15 Hull Armour M-Drive Power Plant Fuel Tanks Bridge Computer Sensors
Weapons
Ammunition Screens Craft
Systems
Staterooms Software
TONS 50,000 tons, Buffered planetoid, Armour: 4 Reinforced Crystaliron, Armour: 2 Thrust 6 Fusion, power 44,010 16 weeks of operation Core/90fib Advanced Countermeasures suite Distributed arrays Enhanced signal processing Spinal – meson (TL15) Triple turret (sandcaster) x90 Dual turret (pulse laser) x100 Dual turret (missile) x90 Dual turret (fusion gun) x20 Point defence battery (type II) x5 Missile storage (1,800 missiles) Sandcaster barrel storage (2,700 barrels) Nuclear damper x6 Docking space (50 tons) x19 Full hangar (50 tons) Heavy fighter x20 Armoury Briefing room x4 Fuel processor (100 tons/day) Launch Tube (50 tons) Medical bay x6 Recovery deck (50 tons) Repair drones Workshop x3 Standard x631 Advanced Fire Control/3 Auto-Repair/2 Anti-Hijack/2 Broad Spectrum EW Electronic Warfare/2 Evade/2 Library Manoeuvre/0
Common Areas Cargo
TOTAL: MCR 16,305.48 184
Empress Troyhune
1,250 3,000 2,934 1,176 60 5 2 10 2 12,000 90 100 90 20 100 150 135 60 1,045 100 1068.3 50 16 5 500 24 500 500 18 2,524 631
COST (MCR) 200 100 30 6,000 2,934 250 180 5.3 4 10.6 8 5,200 157.5 250 180 90 50 60 261.25 0.2 12.5 2 0.25 250 12 250 100 2.7 315.5 18 10 8 14 18 2 63.1 5,403
25,000 HULL POINTS
CREW CAPTAIN, PILOT X3, SMALL CRAFT PILOTS X44, ENGINEER X175, MAINTENANCE X100, MEDIC X11, GUNNER X742, ADMINISTRATOR X50, OFFICER X112
RUNNING COSTS MAINTENANCE COST MCr 1.35879/month
PURCHASE COST MCr 16,305.48
Power Requirments 30,000
10,000
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
500
15
LAUNCH TUBE
500
RECOVERY DECK
The Empress Troyhune was originally constructed in orbit above Mora/Mora in 1067 for system defense. Budget constraints, its experimental nature, and provision for future ship expansion meant that the ship’s tonnage was not fully utilized as constructed. Many turrets were installed as dual rather than triple mounts, and a sizeable fraction of the ship remained unused. Originally, it was envisioned that this space would be later committed to additional heavy fighter squadrons and launch tubes. So far, this has not been the case, although the empty interior space has proven useful in other ways. In 1101, the monitor was declared surplus to the needs of the Mora system and acquired by Rorise/Mora for system defense purposes. Transport to its new home presented somewhat of a problem, as neither of the navies of Mora or Rorise possessed a transport ship of sufficient capacity to carry the monitor, and commercial ships of that size are unknown in the Spinward Marches. An appeal to the Imperial Navy brought eventual results, and during the fleet exercise of 1104 the million-ton fleet tender Gorodish carried the Empress Troyhune to Rorise in place of one of its Hadrian class battleriders
SENSORS 185
DECK 7
6 DECK 6
3 4 5 DECK 5
7
2 DECK 4
M
3M
1.5
1 sq. = 0.5 Ton
M 7.5
15
M
1 sq. = 5 Ton
M
.5 10
21
M
1 sq. = 25 Ton
M
15
186
30
M
1 sq. = 50 Ton
1
DECK 3
1 DECK 2
1 DECK 1
1. 2. 3. 4. 5. 6.
SPINAL MOUNT FIGHTERS DOCKING SPACE CARGO HOLD ARMOURY SENSORS REPAIR DRONES
187
STRIKE CRUISER TL15 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors
Weapons
Ammunition Screens Craft Systems
Staterooms Software
TONS 50,000 tons, standard Reinforced Armour: 0 Thrust 4 Jump 3 Fusion (TL15), power 51,000 J-3, 8 weeks of operation Core/80fib Advanced Improved Signal Processing Countermeasures Suite Distributed Arrays Spinal Mount – Meson (TL15) Medium Particle Beam Bay Medium Tractor Beam Bay (energy inefficient) Small Missile Bay x40 Triple Turret (beam laser) x40 Triple Turret (sandcaster) x20 Missile Storage (4,800 missiles) Sandcaster Barrel Storage (6,000 barrels) Meson Screen x9 Nuclear Damper Docking Space (50 tons) x98 Full Hangar (50 tons) x2 Heavy Fighter x100 Armoury Briefing Room x12 Fuel Processor (2,000 tons/day) Launch Tube x2 Medical Bay x10 Recovery Deck x2 Workshop x3 Standard x598 High Advanced Fire Control/3 Anti-Hijack/3 Broad Spectrum EW Electronic Warfare/1 Jump Control Launch Solution/3 Library Manoeuvre/0
Common Areas Cargo
TOTAL: MCR 30,001.545 188
Arakoine-class COST (MCR)
-
2,500 1,250
2,000 3,755 2,550 15,451 60 5 1 2 10 12,000 100 100 2,000 40 20 400 300 90 90 5,390 200 5,341.5 61 48 100 1,000 40 1,000 18 2,392 6 598 173
4,000 5632.5 5,100 250 142.5 5.3 4 4 10.6 5,200 40 150 480 100 25 180 190 1347.5 0.4 7,081 15.25 6 5 500 20 500 2.7 299 0.8 18 10 14 15 16 59.8 -
22,000 HULL POINTS
CREW CAPTAIN, PILOT X3, ASTROGATION, ENGINEER X242, MAINTENANCE X50, MEDIC X10, GUNNER X484, ADMINISTRATOR X25, OFFICER X91, FIGHER PILOTS X100, MARINES X100
RUNNING COSTS MAINTENANCE COST
MCr 2.50012875/month
Named for famous battles in Imperial history, the Arakoine-class strike cruiser is specifically designed for ground support and surface bombardment. It has large missile resources available, as well as both meson gun and particle accelerator weaponry. The ship is supported by its large phalanx of fighter craft. These fighters are capable of close defense for the ship, and of ground support in combat. The strike cruiser is not capable of fuel skimming itself, and depends on its auxiliaries and escorts for the fuel scoop process. It does carry on-board fuel purification plants for the processing of fuel.
PURCHASE COST MCr 30,001.545
Power Requirments 20,000
10,000
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
15,000
14
JUMP DRIVE
1,000
RECOVERY DECK
SENSORS 189
DECK 5
7
DECK 4
9
5 6
5
6
4
M
3M
1.5
1 sq. = 0.5 Ton
M 7.5
15
M
1 sq. = 5 Ton
M
.5 10
21
M
1 sq. = 25 Ton
M
15
190
30
M
1 sq. = 50 Ton
DECK 3
1. 2. 3. 4. 5. 6. 7. 8.
F I G H T E R S B AY SPINAL MOUNT LAUNCH TUBE CARGO HOLD S M A L L M I S S I L E B AY MISSILE STORAGE COMMON AREA FULL HANGARS
2
3 3 DECK 2
2
8 1
DECK 1
191
FRONTIER CRUISER TL14 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors Weapons
Ammunition Screens Craft
Systems
Staterooms Software
Common Areas Cargo
60,000 tons, standard Reinforced Bonded Superdense, Armour: 5 Thrust 2 Jump 5 Fusion, power 54,150 J-5, 8 weeks of operation Core/80 Improved Distributed Arrays Spinal – Particle Acceleration (TL12) Small Missile Bay x24 Fusion Barbette x40 Triple Turret (Pulse Laser) x199 Triple turret (Sandcaster) x130 Missile Storage (2,880 missiles) Sandcaster Barrel Storage (3,900 barrels) Meson Screen x6 Nuclear Damper x5 Docking Space (40 tons) x5 Pinnace x5 Docking Space (10 tons) x80 Light Fighter x80 Docking Space (400 tons) x4 Fuel Shuttle x4 Armoury Briefing Room x7 Fuel Processor (4,000 tons/day) Fuel Scoops Launch Tube (10 tons) x2 Medical Bay x6 Recovery Deck (10 tons) Workshop x4 Standard x401 High Advanced Fire Control/1 Anti-Hijack/3 Broad Spectrum EW Electronic Warfare/2 Evade/3 Jump Control Library Manoeuvre/0
TOTAL: MCR 25,266,4092 192
Azhanti-class TONS
COST (MCR)
2,400 1,200 7,505 3,610 30,722 60 3 6 6,300 1,200 200 199 130 240 195
3,000 1,500 1,200 2,400 11,257.5 3,610 300 95 4.3 8.6 1,100 288 160 796 162.5 -
60 50 220 880 1.760 55 28 200 200 24 200 24 1,604 6 401 316.5
120 50 55 43.66 220 360 440 360.828 13.75 3.5 10 1 100 12 100 3.6 200.5 0.8 12 10 14 18 3 40.1 -
33,000 HULL POINTS
CREW CAPTAIN, PILOT X3, FIGHTER PILOT X88, ASTROGATOR, ENGINEER X120, MAINTENANCE X40, MEDIC X6, GUNNER X289, ADMINISTRATOR 20, OFFICER X57, MARINES X150
RUNNING COSTS MAINTENANCE COST
MCr 2.1055341/month
PURCHASE COST
The Azhanti High Lightning-class is an obsolete multi-purpose cruiser capable of a variety of different functions. Most notable is the ship’s high jump (jump-5) capability, which gives it great reactive mobility. It is this quality that has kept the ship in service in spite of its inferior agility and weaponry. Several examples of the ship have been transferred to the Scout Service and to friendly client-states. Much of the remaining examples of the class were refurbished to the below specifications and now serve as frontier cruisers on the Imperial borders.
MCr25,266.4092
Power Requirments 12,000
12,000
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
30,000
8
JUMP DRIVE
200
FUEL PROCESSOR
SENSORS 193
DECK 5 DECK 6
7
4
6 3 4
5 M
3M
1.5
DECK 4 1 sq. = 0.5 Ton
M 7.5
15
M
1 sq. = 5 Ton
M
.5 10
21
M
1 sq. = 25 Ton
M
15
194
30
M
1 sq. = 50 Ton
1. 2. 3. 4. 5. 6. 7.
FUSION BARBETTES MESON SCREEN FIGHTERS DOCKING SPACE SPINAL MOUNT F U E L S H U T T L E S B AY PINNACES DOCKING SPACE CARGO HOLD
1
DECK 3
2
1
1 2
DECK 2
DECK 1
195
HEAVY CRUISER TL15 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors
Weapons
Ammunition Screens Craft
Systems
Staterooms Software
75,000 tons, standard Reinforced Bonded Superdense, Armour: 10 Thrust 5 Jump 4 Fusion (TL15) J-4, 8 weeks of operation Core/90 Improved Countermeasures Suite Enhanced Signal processing Distributed Arrays Spinal - Meson (TL14) Medium Bay (Particle Beam) x6 Small Bay (Missile) x30 Triple Turret (Sandcaster) x165 Point Defence Battery (Type II) x4 Missile Storage (3,600 missiles) Sandcaster Barrel Storage (4,920 barrels) Meson Screen x6 Docking Space (50 tons) Modular Cutter Docking Space (40 tons) Pinnace Docking Space (30 tons) Ship’s Boat Armoury Briefing Room x3 Fuel Processor (10,000 tons/day) Fuel Scoop Medical Bay x12 Re-Entry Capsule x1,351 Repair Drones Workshop x3 Standard x688 High Advanced Fire Control/2 Anti-Hijack/3 Auto-Repair/2 Broad Spectrum EW Electronic Warfare/2 Evade/2 Jump Control Library Manoeuvre/0
Common Areas Cargo
TOTAL: MCR 40,098,4119 196
Atlantic-class TONS
COST (MCR)
6,000 3,750 7,505 4,300 30,860 60 3 2 2 6 12,750 600 1,500 165 80 300 246 60 55 44 33 54 12 500 48 675.5 750 18 2,752 6 690 1,174
3,750 1,875 4,500 7,500 11,257.5 4,300 375 120 4.3 4 8 8.6 4,800 240 360 206.25 40 120 13.75 10.287 11 8.73 8.25 5.652 13.5 1.5 25 1 24 27.02 150 2.7 344 0.8 15 10 10 14 18 2 68.95 -
41,250 HULL POINTS
CREW CAPTAIN, PILOT X3, ASTROGATOR, ENGINEER X445, MAINTENANCE X150, MEDIC X12, GUNNER X542, ADMINISTRATOR X75, OFFICER X122
RUNNING COSTS MAINTENANCE COST
MCr 3.341534325/month
PURCHASE COST MCr40,098.4119
Power Requirments 37,500
15,000
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
30,000
11
JUMP DRIVE
500
FUEL PROCESSOR
SENSORS
The Atlantic-class heavy cruiser is typical of the Imperial designs for such ships: a long flattened structure studded with weaponry, flaring aft for rudimentary control surfaces useful in fuel skimming. Well-armed and well-armored, it fulfills the basic design requirement of meeting the enemy and winning in battle. The Atlantic-class, however, is fast approaching obsolesence, and is not the equal of more modern vessels in the Imperium and neighboring regions. The slight disadvantage of 5-G acceleration is telling in otherwise equal engagements, and make the class inferior enough to affect strategic judgements concerning its commitment. An upgrade program to enhance the class was considered, but decided against because of cost, although a number of enhanced prototypes have been reported. This class of cruiser has lately proven popular with the Navy for independent missions, especially beyond the Imperial borders. Used alone, the ships are capable of a variety of diplomatic and scientific operations. Used in squadrons, they provide a useful show of force or reinforcement for friendly client-states. Reportedly, some examples of the Atlanticclass have been fitted with black globe force field generators. This has not been confirmed.
197
DECK 5
DECK 4
10
9 2
6
4
6
3 3 5
8 2
DECK 3
3M
M
1.5
1 sq. = 0.5 Ton
7
M
7.5
8
15
M
1 sq. = 5 Ton
.5M
21
M
10
1 sq. = 25 Ton
M 15
30
M
1 sq. = 50 Ton
M
21
198
42
M
1 sq. = 100 Ton
1. MISSILE STORAGE 2. SPINAL MOUNT 3. MESON SCREEN 4. PINNACE DOCKING SPACE 5. MODULAR CUTTER DOCKING SPACE 6. RE-ENTRY CAPSULES 7 . S H I P ’ S B O AT D O C K I N G S PA C E 8. CARGO HOLD (2 STOREY HIGH) 9. REPAIR DRONES 10. ARMOURY
1 DECK 2
1
DECK 1
199
STRIKE CARRIER TL15 Hull Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors
Weapons
Ammunition Screens Craft Systems
Staterooms Software
TONS 75,000 tons, standard Reinforced Bonded Superdense, Armour: 6 Thrust 6 Jump 3 Fusion (TL15), Power 92,000 J-3, 8 weeks of operation Holographic Controls Core/70fib Advanced Distributed Arrays Enhanced Signal Processing Military Countermeasures Suite Spinal – Meson (TL15) Medium tractor beam bay (increased size) x9 Small missile bay (reduced tonnage) x32 Triple turret (beam laser, long range) x200 Triple turret (sandcaster) x100 Dual turret (fusion gun, high yield) x10 Single turret (particle beam, intense focus) x10 Point defence battery (type III) x8 Missile storage (3,840 missiles) Sandcaster barrel storage (3,000 barrels) Meson screen x9 Nuclear damper x9 Docking Space (10 tons) x80 Light fighter x80 Armoury Briefing Room x12 Fuel Processor (3,000 tons/day) Launch Tube (10 tons) Medical Bay x12 Recovery Deck (10 tons) Workshop 6 Standard x726 High Advanced Fire Control/2 Broad Spectrum EW Electronic Warfare/1 Evade/2 Jump Control Library Manoeuvre/0
Common Areas Cargo
TOTAL: MCR 45,273,015 200
Wind-class 3,600 4,500 5,630 4,600 23,420 60 5 10 2 15 24,000 1,080 1,440 200 100 10 10 160 320 150 90 90 880 64 48 150 100 48 100 36 2,904 6 726 446
COST (MCR) 3,750 1,875 2,700 9,000 8,445 9,200 468.75 120 5.3 10.6 8 28 10,400 1,350 422.4 625 175 49.5 10.5 160 180 90 220 360 16 6 7.5 50 24 50 5.4 363 0.8 15 8 15 2 72.6 -
33,000 HULL POINTS
CREW CAPTAIN, PILOT X3, FIGHTER PILOTS X88, ASTROGATOR, ENGINEER X428, MAINTENANCE X150, MEDIC X12, GUNNER X501, ADMINISTRATOR X75, OFFICER X125, TROOPS X40
RUNNING COSTS
The Wind-class strike carrier is a particular artifact of the escalating tensions in the Spinward Marches. Designed and created for the transport of heavy fighters to the battle front, strike carriers are also wellarmed, reasonably armored, and capable of standing in battle against most enemies.
MAINTENANCE COST
MCr 3.77275125/month
PURCHASE COST MCr 45,273.015
Power Requirments 45,000
15,000
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
22,500
16
JUMP DRIVE
100
RECOVERY DECK
SENSORS 201
DECK 4
1
2
3M
M
1.5
4
1 sq. = 0.5 Ton
M
3
15
M
7.5
6
5
7 DECK 3
1 sq. = 5 Ton
.5M
21
M
10
1 sq. = 25 Ton
M 15
30
M
1 sq. = 50 Ton
M
21
202
42
M
1 sq. = 100 Ton
1. 2. 3. 4. 5. 6. 7. 8.
SPINAL MOUNT - MESON M E D I U M T R A C T O R B E A M B AY DOCKING SPACE LAUNCH TUBE RECOVERY DECK MESON SCREENS NUCLEAR DAMPERS CARGO HOLD
DECK 2
8
DECK 1
203
FLEET CARRIER TL15 Hull
Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors
Weapons
Ammunition Screens Craft Systems
Staterooms Software
TONS 100,000 tons, standard Reinforced Radiation Shielding Crystaliron, Armour: 2 Thrust 2 Jump 4 Fusion, Power 87,000 J-4, 8 weeks of operation Core/60 Advanced Distributed Arrays Enhanced Signal Processing Military Countermeasures Suite Medium meson bay Medium particle beam bay Medium tractor beam bay (increased size) Small missile bay x65 Small fusion gun bay x5 Triple turret (beam laser, long range) x160 Triple turret (sandcaster) x160 Point Defence Battery (Type III) x10 Missile storage (7,800 missiles) Sandcaster barrel storage (4,800 barrels) Meson screen x9 Nuclear damper x9 Docking Space (50 tons) x300 Heavy fighter x300 Armoury Briefing Room x34 Fuel Processor (8,000 tons/day) Fuel Scoops Launch Tube (50 tons) x3 Medical Bay x24 Recovery Deck (50 tons) x3 Workshop x8 Standard x1,424 High Advanced Fire Control/1 Anti-Hijack/1 Broad Spectrum EW Electronic Warfare/2 Evade/2 Jump Control Library Manoeuvre/0
Common Areas Cargo
TOTAL: MCR 55,311,93 204
Antiama-class 2,500 2,000 10,005 5,800 41,160 60 5 10 2 15 100 100 120 3,250 250 160 160 200 650 240 90 90 18,150 112 136 400 1,500 96 1,500 48 5,696 6 1,424 5,075
COST (MCR) 5,000 2,500 2,500 750 4,000 15,007.5 5,800 500 75 5.3 10.6 8 28 100 40 150 780 40 500 280 200 180 90 4,537.5 17,118 28 17 20 1 750 48 750 7.2 712 0.8 12 8 14 18 2 142.4
73,333 HULL POINTS
CREW CAPTAIN, PILOT X3, FIGHTER CREW X660, ASTROGATOR, ENGINEER X733, MAINTENANCE X200, MEDIC X24, GUNNER X822, ADMINISTRATOR X100, OFFICER X254
RUNNING COSTS MAINTENANCE COST
MCr 4.6093275/month
PURCHASE COST MCr 55,311,93
Power Requirments 20,000
20,000
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
40,000
16
JUMP DRIVE
400
FUEL PROCESSOR
SENSORS
Also known in naval circles as the mother ship, the fleet carrier is a transport and launch facility for heavy fighters. Its main purpose is the carriage of FHs across interstellar distances to the site of battle. In peace, the fleet carrier is a mobile port and repair facility for its brood; in war, it is a formidable fleet element to be respected. Defenses: The FC depends on its phalanx of three hundred fighters for the majority of its protection. Typically, one-third of the fighter force is in flight at any one time. In addition, however, the ship can defend itself with its extensive armament— especially its missile salvos. In practice, the fleet carrier’s low armor rating and agility make it vulnerable and clumsy in battle, and it will join combat only to insure recovery of its brood. Ground Support: The ship’s meson gun and particle accelerator can be used against ground targets, as can its missile racks and its laser batteries. Generally this type of ground support occurs only in the final stages of a battle, when things are being mopped up. Doctrine would preclude risking this ship early in a battle when there is the potential disaster of surface-based return fire. Evolution: The fleet carrier is an example of the continuing evolution of starship functions. In this case, it represents a splitting off of the fighter carrier operations of older battleships, placing the responsibilities all in a single ship designed for the purpose. Where once a large dreadnought would carry regiments of troops, phalanxes of fighters, and myriad weapons mounts, current practice is to split these various tasks into individual ships. Naval doctrine is to carry troops on troop transports, fighters on fighter carriers, and large weapons for the line of battle on battleships. Class Names: The Antiama-class fleet carriers are named for empresses and consorts from Imperial history.
205
DECK 9
13
12 DECK 8
9
7 11
8 10 3
DECK 7 M 1.5
1 sq. = 0.5 Ton
M
1
3M
2
15
M
7.5
1
1 sq. = 5 Ton
.5M
21
M
10
DECK 6 1 sq. = 25 Ton
M
30
M
15
1 sq. = 50 Ton
M
21
206
42
M
1 sq. = 100 Ton
3 1
2 1
DECK 5
3 1 DECK 4
2 1
6
DECK 3
3 1 1. DOCKING SPACE 2. LAUNCH TUBE 3. RECOVERY DECK 4. WORKSHOP 5. ARMOURY 6 . M E D I C A L B AY 7. SMALL FUSION G U N B AY S 8. MEDIUM TRACTOR B E A M B AY 9 . M E D I U M M E S O N B AY 1 0 . M E D I U M PA R T I C L E B AY 11. MISSLLE STORAGE & S A N D C A S T E R B A R R E L S T O R A G E 1 2 . S E N S O R S , A R R A Y S , S I G N A L P R O C E S S I N G & C O U N T E R M E A S U R E S 13. BRIEFING ROOMS
2 1
5
2 DECK 2
1 4
3 4
2 1 3 DECK 1
207
DREADNOUGHT TL15 Hull
Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors
Weapons
Ammuntion Screens
Craft
Systems
Staterooms Software
TONS 200,000 tons, standard 5,800 tons modular Reinforced hull Radiation shielding Bonded Superdense, Armor: 12 Thrust 6 Jump 4 (size reduction x2) Fusion (TL15), power 180,000 J-4, 16 weeks of operation Holographic controls Core/90 Core/80 (backup) Advanced x2 Distributed Arrays Enhanced Signal Processing Military Countermeasures Suite Spinal – Meson (TL15) Small missile bay x50 Small fusion gun bay x50 Triple turret (beam laser, long range) x300 Triple turret (sandcaster) x200 Single turret (particle beam, intense focus) x330 Point defence battery (type III) x20 Missile storage (12,000 missiles) Sandcaster barrel storage (12,000 barrels) Black globe generator Meson screen x8 Nuclear damper x9 Docking Space (50 tons) x4 Modular Cutter x4 Docking Space (40 tons) x4 Pinnace x4 Docking Space (30 tons) x2 Ship’s Boat x2 Armoury Briefing Room x10 Command Bridge (holographic controls) Fuel Processor (25,000 tons/day) Medical Bay x37 Repair Drones Workshop x6 Standard x2,214 High x3 Advanced Fire Control/2 Anti-Hijack/2 Auto-Repair/2 Battle System/1 Broad Spectrum EW Electronic Warfare/1 Evade/1 Jump Control Library Manoeuvre/0
Common Areas Cargo Modular cargo area
TOTAL: MCR 119.822.877 208
Kokirrak-class 19,200 12,000 16,004 9,000 83,600 60 10 10 2 15 30,000 2,500 2,500 300 200 330 400 1,000 600 50 80 90 220 176 66 174 40 80 1,250 148 2,000 36 8,856 18
2,214 971 5,800
COST (MCR) 10,000 5,800 5,000 5,000 14,400 24,000 30,007.5 18,000 1,250 120 95 10.6 10.6 8 28 13,000 600 800 937.5 350 346.5 400 100 160 90 55 41.15 44 34.928 16.5 11.304 43.5 5 468.75 62.5 74 400 5.4 1,107 2.4 12 8 10 18 14 15 1 221.4 -
146,666 HULL POINTS
CREW CAPTAIN, PILOT X3, ASTROGATOR, ENGINEER X1,058, MAINTENANCE X400, MEDIC X37, GUNNER X2,236, ADMINISTRATOR X200, OFFICER X394
RUNNING COSTS MAINTENANCE COST
MCr 9.98523975/month
PURCHASE COST MCr 119,822.877
Power Requirments 120,000
40,000
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
80,000
16
JUMP DRIVE
1,250
FUEL PROCESSOR
SENSORS
The Kokirrak-class dreadnought is one of the more common classes of capital ships in service in the Spinward Marches; a total of four BatRons of this type serve on permanent station, with harbor assignments at Rhylanor, Regina, Jewell, and Mora. Generally, one squadron of Kokirraks is dispersed into independent ships with ancillary escorts. On patrol, the ships combine training operations with routine patrols and reaction operations. The Kokirrak-class is a preferred ship for flagship operations due to its extensive admiral’s quarters, which include command and communications equipment, as well as entertainment chambers. The ship is capable of controlling a large fleet engagement within a system, as well as holding its own in battle; the combination of fleet controller and lineof-battle ship makes it an asset in nearly any space combat situation. The Kokirrak-class are one of the older classes of dreadnoughts in Imperial service, and are now being phased out of service. Within the last decade, several ships have been disposed of to other services such as the scouts, and to other governments, including sector navies and client-states in the Spinward border regions of the Imperium.
209
13
DECK 11
DECK 10 DECK 8 DECK 9
11
10
9 3M
M
DECK 7
12
1.5
1 sq. = 0.5 Ton
15
M
M
7.5
5 6
1 sq. = 5 Ton
.5M
21
M
10
1 sq. = 25 Ton
DECK 6 M
30
M
15
1 sq. = 50 Ton
M
21
42
M
1 sq. = 100 Ton
210
7
8
1. SMALL FUSION G U N B AY S 2 . S M A L L M I S S L L E B AY 3. MISSLLE STORAGE 4. MODULAR CARGO AREA 5 . M E D I C A L B AY 6. BRIEFING ROOMS 7. WORKSHOPS 8. ARMOURY 9. COMMAND BRIDGE 1 0 . S H I P ' S B O AT D O C K I N G S P A C E 11. PINNACE D O C K I N G S P A C E 12. MODULAR CUTTER D O C K I N G S P A C E 1 3 . S E N S O R S , A R R A Y S , S I G N A L P R O C E S S I N G & C O U N T E R M E A S U R E S
2 DECK 5
3
4
2 3
2 1 DECK 4
1 2
DECK 3
DECK 1-2 FUEL DECKS
211
DREADNOUGHT TL15 Hull
Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors
Weapons
Ammunition Screens Craft Systems
Staterooms Software
TONS 200,000 tons, standard Radiation shielding Reinforced Crystaliron, Armour: 10 Thrust 5 Jump 4 Fusion, power 165,000 J4, 16 weeks of operation Holographic controls Core/90 Core/80 (backup) Advanced x2 Distributed Arrays Enhanced Signal Processing Military Countermeasures Suite Spinal – Meson (TL15) Medium tractor beam bay (energy inneficient) x50 Small missile bay x50 Triple turret (beam laser, long range) x100 Triple turret (sandcaster) x100 Dual turret (fusion gun, high yield) x30 Single turret (particle beam, intense focus) x400 Point defence battery (Type III) x20 Missile storage (12,000 missiles) Sandcaster barrel storage (6,000 barrels) Meson screen x3 Nuclear damper x9 Docking Space (50 tons) x5 Modular cutter x5 Armoury Briefing Room x8 Command Bridge (holographic controls) Fuel processor (25,000 tons/day) Fuel scoops Medical Bay x33 Repair Drones Workshop x6 Standard x1,984 High x2 Advanced Fire Control/2 Anti-Hijack/2 Auto-Repair/2 Battle System/1 Broad Spectrum EW Electronic Warfare/1 Evade/1 Jump Control Library Manoeuvre/0
Common Areas Cargo
TOTAL: MCR 101.529.4815 212
Plankwell-class
25,000 10,000 20,005 11,000 84,400 60 10 10 2 15 24,000 5,000 2.500 100 100 30 400 400 1,000 300 30 90 275 156 32 80 1,250 132 2,000 36 7,936 12 1,987 1,625
COST (MCR) 10,000 5,000 5,000 7,500 20,000 30,007.5 11,000 1,50 120 95 10.6 10.6 8 28 10,400 7,500 900 250 175 148.5 420 400 60 90 68.75 51.435 39 4 468.75 62.5 1 66 400 5.4 992 1.6 12 8 10 18 14 15 1 198.7 -
146,666 HULL POINTS
CREW CAPTAIN, PILOT X3, ASTROGATOR, ENGINEER X1172, MAINTENACE X400, MEDIC X33, GUNNER X1,724, ADMINISTRATOR X200, OFFICER X353
RUNNING COSTS MAINTENANCE COST
MCr 8.460790125/month
PURCHASE COST
MCr 101.529.4815
Power Requirments 100,000
40,000
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
80,000
16
JUMP DRIVE
1,250
FUEL PROCESSOR
The Plankwell-class dreadnought is a more specialized ship than the multi-task oriented Tigress-class. Lacking the extensive troop complement and the large fighter screen, the Plankwell fulfills a more traditional battleship role, as the center of a fleet of supporting ships. For decades, the Imperial Fleet in the Spinward Marches has included at least one BatRon of Plankwell-class ships, but recently (1102), the last such squadron was rotated to the strategic reserve in Corridor Sector. Sentiment in Naval and Sector circles runs high in favor of the return of at least one BatRon to the Marches. Plankwell-class dreadnoughts are named for notable admirals in the Imperial Navy. The class name is taken from Grand Admiral Olav hault-Plankwell, a sector admiral in the Spinward Marches who rose to Grand Admiral of the Marches and lead the defeat of the Outworld Coalition during the First Frontier War (589 to 604). Following his victory in 604, he lead the fleet to the Core, personally dispatched the Empress Jaqueline I, and took over the government.
SENSORS 213
DECK 6
DECK 5
6
7 5
8 8
.5M
2
34 5
3M
1
7
2
1 sq. = 0.5 Ton
M
15
M
7.5
DECK 4
1 sq. = 5 Ton
M 0.5
21
M
1
1 sq. = 25 Ton
M
30
M
15
1 sq. = 50 Ton
M
21
214
42
M
1 sq. = 100 Ton
1. MEDIUM TRACTOR B E A M B AY 2 . M O D U L A R C U T T E R B AY 3. COMMAND BRIDGE 4. BREIFING ROOMS 5 . M E D I C A L B AY 6 . S E N S O R S , A R R A Y S , S I G N A L P R O C E S S I N G & COUNTERMEASURES 7. ARMOURY 8 . S M A L L M I S S L L E B A Y &MISSLLE STORAGE
1
DECK 3
DECK 2
DECK 1
1. MEDIUM TRACTOR B E A M B AY 2 . M O D U L A R C U T T E R B AY 3. COMMAND BRIDGE 4. BREIFING ROOMS 5 . M E D I C A L B AY 6 . S E N S O R S , A R R A Y S , S I G N A L P R O C E S S I N G & COUNTERMEASURES 7. ARMOURY 8 . S M A L L M I S S L L E B A Y &MISSLLE STORAGE
215
DREADNOUGHT TL15 Hull
Armour M-Drive J-Drive Power Plant Fuel Tanks Bridge Computer Sensors
Weapons
Ammuntion Screens Armoured Bulkheads
Craft
216
Tigress-class TONS
500,000 tons, standard Radiation Shielding Reinforced Bonded Superdense, Armour: 15 Thrust 6, size reduction x3 Jump 4, decreased fuel x2 Fusion (TL15), power 440.000 J-4, 20 weeks of operation Holographic Controls Sensor Station x5 Core/100 Core/90 (backup) Advanced x3 Distributed Arrays Enhanced Signal Processing Military Countermeasures Suite Spinal – meson (TL15) Medium tractor beam bay (energy inneficient) x22 Small missile bay (size reduction x3) x430 Triple turret (beam laser, long range) x100 Triple turret (sandcaster) x100 Dual turret (fusion gun, high yield) x100 Single turret (particle beam, intense focus) x100 Point Defence Battery (Type III) x50 Missile storage (7,680 missiles) Sandcaster barrel storage (6,000 barrels) Meson Screen x7 Nuclear Damper x9 Bridge Command Bridge Jump Drive Manoeuvre Drive Meson Screen Missile Storage Nuclear Damper Power Plant Sensors Small Bays Spinal Mount Docking Space (50 tons) x285 Full Hangar (50 tons) x15 Heavy fighter x300
COST (MCR)
60,000 21,000 50,005 22,000 191,000 60 5 15 30 2 15 66,000 2,200
25,000 12,500 12.500 45,000 63,000 93,759.38 44,000 3.125 2.5 130 120 15.9 31.8 8 28 28,600 3,300
15.050 100 100 100 100
7,740 312.5 175 495 105
1,000 640 300 70 90 6 8 5,001 2,100 7 64 9 3,200 6.2 1,505 6,600 15,675 1,500 -
1,000 140 90 1.2 1.6 1000.1 420 1.4 12.8 1.8 640 1.24 301 1,320 3,918.75 3 16,024.5
TL15
TONS
Systems
Armoury Briefing Room x40 Command Bridge, holographic controls Fuel Processor (50,000/tons day) Launch Tube (50 tons) x3 Medical Bay x72 Recovery Deck (50 tons) x3 Repair Drones Workshop x12 Standard 4,619 High x3 Advanced Fire Control/3 Anti-Hijack/3 Auto-Repair/2 Battle System/3 Broad Spectrum EW Electronic Warfare/3 Evade/3 Jump Control Launch Solution/3 Library Manoeuvre/0 Screen Optimiser Virtual Crew/2 Virtual Gunner/2
Staterooms Software
442 160 80 2,500 1,500 288 1,500 5,000 72 18,476 18 4,262 3,787.8
Common Areas Cargo
COST (MCR) 110.5 20 468.75 125 750 144 750 1,000 10.8 2,182 2,309.5 18 10 10 36 14 24 3 16 5 10 10 426.15
TOTAL: MCR 333,624.3885
Power Requirments 1,500 LAUNCH TUBE
300,000
100,000
MANOEUVRE DRIVE
BASIC SHIP SYSTEMS
200,000
16
JUMP DRIVE
2,500
1,500 RECOVERY DECK
SENSORS
FUEL PROCESSOR 217
Although some older battleships of greater displacement remain in service, the Tigressclass dreadnought is the largest line-ofbattle vessel currently in service with the Imperial Navy in the Spinward Marches. Each BatRon of Tigress-class vessels is virtually a fleet unto itself, as each ship carries thirty squadrons of heavy fighters (with ten FHs per squadron). A BatRon of eight ships carries 2,400 heavy fighters. At present, only one Tigress-class BatRon is deployed in the Spinward Marches, assigned to 212th Fleet, at Rhylanor. Additional Tigress-class BatRons are generally assigned one per sector. Within the sphere, layered decks hold the various on-ship functions such as quarters, computer and electronic equipment, fuel treatment, and maintenance areas. Appended to the back of the sphere is a large heavy fighter launch and recovery installation. Fighters are launched to the rear, to starboard, and recovered from the rear, to port; this arrangement prevents them from entering the meson beam when it is in use, as well as providing some armored bulk between the fighters and the enemy. Note all the software can’t run at it’s full rating together. What is running at any given time is determined by the needs of the ships crew at the time. A full crew is carried but virtual software may by used if necessary due to loses.
218
366,666 HULL POINTS
CREW CAPTAIN, PILOT X3, FIGHTER CREW X660, ASTROGATOR, ENGINEER X2,739, MAINTENANCE X1,000, MEDIC X69, GUNNER X2,496, ADMINISTRATOR X500, OFFICER X746, TROOP X500
RUNNING COSTS MAINTENANCE COST
MCr27.802032375/month
PURCHASE COST
MCr 333,624.3885
11
13 14
DECK 28
DECK 27
M
12
3
3M
1.5
1 sq. = 0.5 Ton
DECK 26 M
3
15
M
7.5
1 sq. = 5 Ton
M 0.5
3. SPINAL MOUNT SHIELD 11. ARMOURY 12. COMMAND BRIDGE 1 3 . S E N S O R S , A R R A Y S , S I G N A L P R O C E S S I N G & COUNTERMEASURES 14. BREIFING ROOMS
21
M
1
1 sq. = 25 Ton
DECK 25
M
30
M
15
3
1 sq. = 50 Ton
M
21
42
M
1 sq. = 100 Ton
219
DECK 24
DECK 23
DECK 22
4
3
3
3
3. SPINAL MOUNT SHIELD 4 . M E D I C A L B AY
220
3
DECK 21
3
DECK 20
DECK 19
9
3
10 3. SPINAL MOUNT SHIELD 9. LAUNCH TUBE 10. RECOVERY DECK
221
DECK 18
9
3
10
DECK 17
9
3
10 3. SPINAL MOUNT SHIELD 7. DOCKING SPACE 8. FULL HANGER 9. LAUNCH TUBE 10. RECOVERY DECK
DECK 16
7
8
222
3
3
DECK 15
DECK 14
3
3
DECK 13
5 6 3. SPINAL MOUNT SHIELD 5 . S M A L L M I S S L E B AY 6. MISSLLE STORAGE
223
3 DECK 12
3
DECK 11
DECK 10
4
DECK 9
3
2
1
1. 2. 3. 4.
DECK 1-8 FUEL DECKS
224
MEDIUM TRACTOR B E A M B AY WORK SHOP SPINAL MOUNT SHIELD M E D I C A L B AY
CREDITS Classic Traveller Marc Miller Loren Wiseman, John Harshman, Frank Chadwick, Darryl Hany, Winston Hamilton, Tony Svajlenka, Scott Renner, Doug Poe, David MacDonald, Wayne Roth, Paul R. Banner.
Mongoose Traveller AUTHOR Gareth Hanrahan
EDITOR Chris Longhurst
INTERIOR ILLUSTRATIONS Leonardo Borazio, McLean Kendree, Rich Longmore, Carlos Nunez de Castro Torres, Robin Everett-McGuirl, Travis Leichssenring
CONTENTS TRAVELLER CHARACTER CREATION SKILLS AND TASKS COMBAT ENCOUNTERS AND DANGERS EQUIPMENT SPACECRAFT DESIGN COMMON SPACECRAFT SPACECRAFT OPERATIONS SPACE COMBAT PSIONICS TRADE WORLD CREATION INDEX
2 5 48 60 69 86 105 114 137 146 152 160 167 182
SPECIAL THANKS Marc Miller, Tom O’Neill, Brian Caball, Aidan Rafferty, Robert Eaglestone, Loren Wiseman, James Maliszewski, Donald McKinley, Constantine Thomas, William Hostman, Martin Costa
PLAYTESTERS Exploration Kris Crofts, Claire Mooney, Denis Ryan, Stephen Harte, Tom O’Neill, Padraig O’Sullivan, James Maher, Geoff Russell, Brian Mulcahy, Rob Feeney, Mike O’Brien, Jp Corkery
Survey Jim Adams, Steve Alban, William Allen, Tim Bancroft, Michael Barger, Roger Barr, Ty Beard, Al Beddow, Michael R. Blair, Mark Bloss, Chris Bluflodt, Chris Boote, Colm Brophy, Wyatt Bruce, Brad Burklow, Jeff Burklow, Mark Burr, Timothy Calesa, Greg Chalik, Adam Coker, Ross Compton, Martin Costa, Nathan Cowan, Bradley Crooks, Tim Davis, Alexis Dempsey, Paul Dempsey, Jason deYoung, Steve Dycus, Rob Eaglestone, Phil Eaton, Dave Elrick, Alexander Fennell, Ronaldo Fernandes, Neil Ford, Chris Garland, Chris Gauvin, Jim Geldmacher, Omer Golan-Joel, Amaryllis Graybill, Caroline Graybill, Mark Graybill, Toni Graybill, Stefab Green, Sean Guttman, Sharis Guttman, Aragorn Hansard, David Hazlewood, Kevin Hazlewood, Richard Hazlewood, Andrew Head, Phillip Hightower, Sean Hitchings, Andreas Hoetzel, William F. Hostman, Stephanie A. Hostman, Tammalyn Hostman, Rory Hughes, Anthony C. Hunter, Dave Insel, Julia Iskett, Stephen Jarvis, Steven W. Jennings, Hilary Jones, Mark Jones, Jeremy Kelley, Jason Kemp, David Kilfoyle, Chris Kollias, Dan LaBarge, Lev Lafayette, Andy Lilly, Kevin Livingstone, Tony Love, Stuart Machin, Christine Manz, Cornelia Manz, Andy Martone, Dale C. McCoy, Jr., Neil McGurk, Donald McKinney, Christopher Morrell, Pete Mujica, Tina Mujica, Joseph Osborne, Warren Okuma, Erik E. Pikey, David Pulver, Tim Pulver, Eric Rathbun, James Record, Warren Ricker, Tom Roberts, John Robertson, Robert Rosenthal, Christopher Rule, Fotis Sagonas, Ben Sennitt, Allen Shock, Lane Shutt, Luke Silburn, David Silverman, Alex Smith, Benjamin W. Smith, Jerry J. Stephens, Logan Stowers, Edward Sturges, Dimitris Stylos-Sagonas, Larry Taylor, Constantine Thomas, Lloyd Thomas, Christopher B. Thrash, Larissa Tonkin, Lee Torres, Nick Townsend, Thomas Tucholski, Joseph Ulrich, Joni Virolainen, Daniel Wall, Troy Wells, Alex Whittaker, Ian Young
Traveller ©2008 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All significant characters, names, places,items, art and text herein are copyrighted by Mongoose Publishing. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Game License, please go to www.mongoosepublishing.com. This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fiction. Any similarity to actual people, organisations, places or events is purely coincidental. Traveller is a trademark of Far Future Enterprises and is used under licence. Printed in the USA.
TRAVELLER Traveller is a science fiction roleplaying game of the far future. Humanity has gone to the stars and found them crowded with other forms of life and other sentient races, and science and technology have advanced vastly over the present day – but the essential nature of humanity is unchanged. Life continues as it does today, only spread out over the sea of stars. A mighty Imperium unites thousands of star systems under a single rule, but it is beset by enemies both internal and external. The Imperium commands the space between the stars, ensuring that civilisation endures and trade continues. Megacorporations and feudal lords conduct the bulk of this trade, but there will always be a place for the free trader – hardy travellers and adventurers on the fringes of known space, dealing in strange goods and smuggled cargoes, doing whatever they can to make a credit. While the Traveller rules can be used to model almost any science fiction novel, movie or setting, the traditional setting for games is the Third Imperium of Mankind, the third great empire to stretch across the stars. In the Third Imperium setting, the players take on the roles of tramp merchants and mercenaries, wandering the galaxy in search of profit and adventure.
A scenario can be a one-off game, using characters written by the Referee specifically for that game and discarded afterwards, or it can be part of a campaign. A scenario takes one or more game sessions to complete. A campaign is a series of scenarios, charting the continuing adventures of a group of player characters. A campaign can be continuous or episodic. In a continuous campaign, each scenario follows on almost immediately from the end of the last one and the fuel, resources and money available to the characters is carefully tracked. In an episodic game, there are longer gaps between scenarios, and the game focuses only on the exciting and conflictfilled parts of the characters’ lives. A campaign can also be refereed or shared. In a refereed campaign, there is a single Referee for the whole game, who sets up the whole universe that the player characters adventure in. Refereed campaigns can have long story arcs and ongoing plotlines, taking multiple scenarios to resolve. In a shared campaign, the position of Referee rotates from player to player – for example, when the characters’ ship Jumps to a new star system, a different player takes over as Referee and presents the dangers and opportunities in this new system.
Players Most of the participants in a Traveller game will be players players. Usually, each player generates a character using the Character Creation rules; that character becomes the player’s avatar in the game world. These player characters are the central protagonists of the game and scenarios revolve around their adventures and actions.
The Referee One of the participants is the Referee Referee, who describes the world around the characters, presents them with challenges and dangers, and takes on the role of the supporting cast and the antagonists. The Referee creates the basic outline of the scenarios that the player characters encounter and resolves the results of their actions using the rules in this book as a guideline.
Games Traveller may be played in any of three basic configurations – scenario, refereed campaign, or shared campaign. In a scenario, the players embark on a journey or adventure overseen by a Referee. The Referee determines what dangers the characters will face, from hostile aliens or criminals to solar flares or automated defence systems, or even political intrigue and deception. The players choose how their characters will react and overcome these obstacles. For example, the characters may be hired to bring a cargo from one world to another, but a rival merchant is trying to stop them and has hired a band of mercenaries to attack the characters’ ship en route. The characters have to get the cargo through safely.
2
Campaign Ideas A few suggestions to get the ball rolling: The Trader Campaign: The player characters form the crew of a free trader merchant vessel, taking whatever cargos they can get to keep their spacecraft aloft and in one piece. Inspiration for games like this could be the TV series Firefly or the computer games Elite, Privateer, or X. The Military Campaign: The player characters are all members of a military unit, usually veterans of the same career (see page 8 for more on careers). They participate in campaigns, skirmishes and other military activity. Inspiration could come from the Honor Harrington novels, the film Aliens, or Starship Troopers – the book, the animated series or the film. The Explorer Campaign: In a game of this type the player characters go beyond the borders of known space, looking for objects, planets and civilisations of value or curiosity. The characters will have to be highly self-sufficient to survive away from known space for long stretches. For inspiration look no further than the original series of Star Trek. The Traveller Campaign: The traditional Traveller campaign features a little of everything. The characters will go from exploring abandoned alien ziggurats to rescuing missing pets to taking on the local crime lord in a protracted gang war. Inspiration could come from anywhere.
TRAVELLER Die Roll Conventions The Traveller system uses two six-sided dice to resolve most actions. Some situations involve fewer or more dice. Accordingly, a quick discussion of various terminology and conventions is needed before proceeding. 1d6/2d6: To avoid writing ‘roll two six-sided dice and add them together’ over and over again, Traveller uses the abbreviation ‘roll 2d6’. Where you see ‘roll 2d6’ read ‘roll two six-sided dice and add them together’. Sometimes you may also see ‘1d6’, ‘3d6’ or other numbers of ‘d6’. This simply means roll one six-sided die, three sixsided dice, or however many six-sided dice are indicated, and add them together to gain the final result. d66: This is shorthand for a special way of rolling two six-sided dice. Before rolling nominate one die as the ‘tens’ die and one as the ‘units’ die, to give you a two-digit number between 11 and 66. Some numbers cannot be rolled on a d66, giving you a total of 36 possible outcomes. Check (or Throw): To determine if a character succeeds or fails at a particular task, the player must make a check. To make a check, the player rolls 2d6 and adds any appropriate Dice Modifiers (such as a skill his character possesses, or a bonus from a piece of equipment). If the total is equal to or greater than the target number for that check, he succeeds. A check will usually have a skill or characteristic associated with it. For example, a check of ‘Dex 8+’ means ‘roll 2d6, add your Dexterity Characteristic Modifier, and you succeed if you have a total result of 8 or more’. Target Numbers: In many checks, the player needs to roll equal to or above a specific number (usually, eight or more). This is denoted by a number followed by a plus, such as 8+ or 10+. Natural 2/Natural 12: Some rolls refer to a ‘natural’ number – this is the actual number rolled on the dice before any modifiers are applied. Dice Modifier (abbreviated to DM): A number to be applied to a die roll before it is used. Dice Modifiers are preceded by a sign, which indicates if the number is to be added to or subtracted from the roll. For example, a Dice Modifier of –2 indicates that two is to be subtracted from the roll; a Die Modifier of +4 indicates that four is to be added to the roll.
EXAMPLE OF PLAY Three players (Chris, Tom, and Claire) are playing Traveller. Their characters are, respectively: Morn, a thuggish ex-barbarian; Erik, a spy and agent, and Kathya, a pilot and technician. They’re currently aboard their ship, a Free Trader. In-character speech is denoted by (parentheses). Referee: Anyway, you’ve just jumped to the Cogri system. You’re about two million kilometres out – Chris (Morn): ‘Accurate’ as usual, Kathya! Only twice as far away as
we should be. Claire (Kathya): The longer it takes us to get to the starport, the longer it is before you get us into trouble. Referee: Ahem. As I was saying, you’re about two million k out, and you’re picking up a distress call. Tom: My character will put the distress call on the screen. Referee: It’s audio only. ‘This is Free Trader Beowulf, calling anyone.. mayday, mayday, we are under attack.. main drive is gone..turret number one not responding .. mayday..’ Claire: How close is the Beowulf? Referee: No navigational transponder showing.. give me a Sensors check, please. Claire: I rolled a 9, plus Dice Modifiers gives me a 12. Referee: You’re picking up one ship about 80,000k away. Minimal heat, no power, looks dead in space. Tom: No power? Then where’s the transmission coming from? Referee: Er, minimal power then. Power plant’s down. The distress call continues ‘Mayday.. losing cabin pressure fast..calling anyone.. please help..’, then starts repeating itself. Claire: Life signs? Referee: Not at this range. Claire: But I rolled a 12.. Tom: Any sign of the attackers? Referee: Nope. Tom (Erik): Something isn’t right here. Either the Beowulf was hit a long time ago, in which case someone else should have checked out the call before us, ‘cos we’re not that far from the planet.. or she was only hit a short time ago, and the attacker’s still nearby. Nothing on the scope at all? Referee: You’re in open space. Unless they’re hiding behind a speck of space dust.. Claire (Kathya): Nothing. They could have really good stealth technology. Chris: Or be hiding on the wreck of the Beowulf.. Tom: If it was an internal problem like hijackers, he wouldn’t have mentioned the turret being hit. Tom (Erik): We’ve still got to investigate. There could be survivors. Morn, get to the turret and power up the guns. Kathya, bring us in. I’ll get my vacc suit on and get ready to board. Referee: As you approach the ship, you see the unmistakable scars of laser hits, er, scarring the hull. One of the airlocks has been blown open. Tom (Erik): Looks like she’s been boarded. I’ll jump across. Don’t dock – if there are bad guys still over there, then the last thing we want is them walking on board our ship. Claire: Life signs? Referee: Faint traces of three. Could be three people in low berth freezer-tubes, or three people in hibernation..or three recentlydeceased corpses that’re still cooling. Tom, you go through the front airlock and push off, drifting for several seconds before bouncing off the hull of the other ship. Your magnetic boots catch on, and you can walk over the skin of the ship towards the airlock, gingerly stepping over the areas melted by the lasers. Tom: Do I need a Vacc Suit check or a Zero-G check or anything? Referee: Er..do you have both skills?
3
TRAVELLER Tom: Well, Zero-G level zero, so technically yes. Referee: Nah, you don’t need a check. You make it across fine. Tom: We’ll keep communications channels open, and I’ll feed my suit’s cameras back to the others so they can see what I see. Referee: Sure. Are you going into the airlock? Chris (Morn): *bzzt* I’ll cover you with the laser turret. Tom: Where ‘cover’ is a synonym for ‘burn me to a crisp if you fire that thing anywhere near me when I’m only wearing a vacc suit. It’s like covering me with a nuclear missile. Chris: I’d call that pretty damn covered. Referee: You step through the airlock, into the darkened corridors of the Beowulf. Air’s gone..no artificial gravity.. The beam from your suit’s torch cuts through the air, illuminating droplets of blood floating like little worlds. Give me a Recon roll, please. Tom: Rolled a..6. Failed, unless it’s an unusually easy one. Referee: It’s not. The cargo bay’s splattered with blood, but all the cargo appears to still be intact, although it’s hard to tell with all the crates drifting around. It looks like the upper deck might still have pressure – the stairwells automatically iris shut if this lower deck is breached. Tom: I’ll go up and knock, I guess. Referee: You tap your gauntlet against the metal.. and there’s an answering knock from above. You catch a glimpse of some movement behind you.. and suddenly, the sensor feed from Erik’s suit goes out! Claire (Kathya): Erik! Can you read me? Erik! Erik? Erik?
TECHNOLOGY LEVELS
The concept of Technology Levels (TLs) runs through Traveller. Technology Levels measure the scientific capacity of a world and the complexity and effectiveness of a piece of equipment. The Technology Level scale starts at 0; the Imperium’s most advanced scientists are probing the upper boundaries of TL 15, but most core worlds range between 10 and 13. Out on the fringes of the Imperium in sectors like the Spinward Marches, Technology Levels vary wildly. Isolated systems that are visited only once or twice a generation might have slipped back into the darkness, losing technology to war or disaster. On other worlds, secret research bases, isolationist colonies or Ancient relics hold scientific secrets of vast worth. Even on a low-technology world, there might be examples of higher technology. A warlord on a primitive planet might enforce his rule with advanced weapons imported from offworld; colony worlds are often dependant on their sponsor civilisation for supplies and support. Some low-technology worlds are aware of the larger universe, and have consciously decided to reject higher technology. TL 0: (Primitive) No technology. TL 0 species have only discovered the simplest tools and principles, and are on a par with Earth’s Stone Age. TL 1: (Primitive) Roughly on a par with Bronze or Iron age technology. TL 1 science is mostly superstition, but they can manufacture weapons and work metals. TL 2: (Primitive) Renaissance technology. TL 2 brings with it a greater understanding of chemistry, physics, biology and astronomy as well as the scientific method.
4
TL 3: (Primitive) The advances of TL 2 are now applied, bringing the germ of industrial revolution and steam power. Primitive firearms now dominate the battlefield. This is roughly comparable to the early 19th century. TL 4: (Industrial) The transition to industrial revolution is complete, bringing plastics, radio and other such inventions. Roughly comparable to the late 19th/early 20th century. TL 5: (Industrial) TL 5 brings widespread electrification, telecommunications and internal combustion. At the high end of the TL, atomics and primitive computing appear. Roughly on a par with the mid–20th century. TL 6: (Industrial) TL 6 brings the development of fission power and more advanced computing. Advances in materials technology and rocketry bring about the dawn of the space age. TL 7: (Pre-Stellar) A pre-stellar society can reach orbit reliably and has telecommunications satellites. Computers become common. At the time of writing, humanity is currently somewhere between TL 7 and TL 8. TL 8: (Pre-Stellar) At TL 8, it is possible to reach other worlds in the same system, although terraforming or full colonisation are not within the culture’s capacity. Permanent space habitats become possible. Fusion power becomes commercially viable. TL 9: (Pre-Stellar) The defining element of TL 9 is the development of gravity manipulation, which makes space travel vastly safer and faster. This research leads to development of the Jump drive, which occurs near the end of this Tech Level. TL 9 cultures can colonise other worlds, although going to a colony is generally a one-way trip. TL 10: (Early Stellar) With the advent of Jump, nearby systems are opened up. Orbital habitats and factories become common. Interstellar travel and trade lead to an economic boom. Colonies become much more viable. TL 11: (Early Stellar) The first true artificial intelligences become possible, as computers are able to model synaptic networks. Gravsupported structures reach to the heavens. Jump–2 travel becomes possible, allowing easier travel beyond the one-Jump stellar mains. TL 12: (Average Stellar) Weather control revolutionises terraforming and agriculture. Man-portable plasma weapons and carrier-mounted fusion guns make the battlefield untenable for unarmoured combatants. Jump–3 travel is developed. TL 13: (Average Stellar) The battle dress appears on the battlefield in response to the new weapons. Cloning of body parts becomes easy. Advances in hull design and thruster plates means that spacecraft can easily enter atmosphere and even go underwater. Jump–4 travel. TL 14: (Average Stellar) Fusion weapons become man-portable. Flying cities appear. Jump–5 travel. TL 15: (High Stellar) Black globe generators suggest a new direction for defensive technologies, while the development of synthetic anagathics means that the human lifespan is now vastly increased. Jump–6 travel. Higher Technology Levels exist (indeed, there is no theoretical upper limit) and may appear in other settings or be discovered by pioneering scientists in the Third Imperium.
Galactic Directions North, south, east, and west are insufficient terms for referring to directions within the galaxy. Instead, the following conventions have achieved widespread acceptance when referring to direction: Coreward – toward the galactic core; Rimward – toward the rim of the galaxy; Spinward – towards the direction the galaxy is rotating (or spinning); Trailing – opposite the spin of the galaxy.
CHARACTER CREATION In Traveller, a character’s abilities and skills are determined largely by his training and past experience. Character creation begins with rolling your character’s characteristics, six values that describe his beginning physical and mental capabilities. After determining characteristics and a few background skills from your homeworld, it is time to embark on a career. Each character goes through one or more four-year career terms, which give him various skills and benefits. There are risks associated with each career – serving a tour of duty in the Star Marines may give a character a grounding in combat and weapons use, but the character risks injury in battle. A term spent in a corporation is unlikely to get the character injured or killed, but won’t usually give skills valuable in combat. In addition to skills, characters can pick up benefits such as cash or contacts from a career. However, there are limits on how many career terms a character can go through – the risks of aging or injury mount up over time, and most characters will find themselves trying two or three careers. Do not be surprised if your character turns out quite different to how you originally anticipated! After going through one or more careers and collecting the benefits, you can establish ties between your character and other player characters and pick a campaign package, both of which give extra skills. Basic character generation should be done as a group by all the players. For generating characters solitaire, and for other alternate forms of character generation such as point allocation, see page 40.
CHARACTERISTICS
Character Generation Checklist Basic character generation uses the following steps: 1. 2. 3.
4. 5. 6.
7.
8.
Every person and creature in Traveller has several characteristics that describe their base mental and physical potential. The basic characteristics for a human are: Strength (Str): A character’s physical strength, fitness and forcefulness. Dexterity (Dex): Physical co-ordination and agility, reflexes. A character’s Dexterity affects his accuracy in ranged combat and his reaction speed. Endurance (End): A character’s ability to sustain damage, stamina and determination. A character’s resilience is based on his Endurance score, so a character with a low Endurance score will be very vulnerable in a firefight. Intelligence (Int): A character’s intellect and quickness of mind. Intelligence is used in a great many skill checks. Education (Edu): A measure of a character’s learning and experience. Education is also used in a great many skill checks. Social Standing (Soc): A character’s place in society. Characters with a high Social Standing can claim a noble title in the Imperium and will find life much easier thanks to their reputation and contacts.
9. 10. 11.
12. 13. 14.
Roll characteristics and determine characteristic modifiers. a. Choose a homeworld. b. Gain background skills. a. Choose a career. You cannot choose a career you have already left. b. Roll to qualify for that career. c. If you qualify for that career, go to Step 4. d. If you do not qualify for that career, then you can go to the Draft or enter the Drifter career. The Draft can put you back into a career you have been forced to leave, at your old rank. You can only apply for the Draft once. If this is your first time on this career, get your basic training. Choose a specialisation for this career. a. Choose one of the Skills and Training tables for this career and roll on it. b. Roll for survival on this career. c. If you succeed, go to Step 7. d. If you did not succeed, then events have forced you from this career. Roll on the Mishap table, then go to Step 9. a. Roll for Events. b. Optionally, establish a Connection with another player character. a. Roll for Advancement b. If you succeed, choose one of the skills and training tables for this career and roll on it. Increase your Rank and take any bonus skills from the Ranks table for this career. c. If you roll less than the number of terms spent in this career, you must leave this career. d. Military characters (Army, Navy, Marines) can roll for commission instead of rolling for advancement. Increase your age by 4 years. If your character is 34 or older, roll for Aging. If you are leaving the career, roll for Benefits. If you have left your current career, then go to Step 3 to choose a new career, or to Step 12 if you wish to finish your character. Otherwise, go to Step 5. Finalise any Connections with other characters. Choose a Campaign Skill Pack and allocate skills from that pack. Purchase starting equipment and, if you can afford it, a spacecraft.
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CHARACTER CREATION NOBLE TITLES Social Standing 11 12 13 14 15
Sample Titles Knight Baron Marquis Count Duke
To determine your character’s characteristics, roll 2d6 six times and allocate them to the six basic characteristics in any order. Record them on the character sheet. Strength, Dexterity and Endurance are collectively referred to as ‘physical characteristics’. Intelligence and Education are referred to as ‘mental characteristics’. For each characteristic, determine the characteristic Dice Modifier (DM).
CHARACTERISTIC MODIFIERS Characteristic 0 1–2 3–5 6–8 9–11 12–14 15
Dice Modifier –3 –2 –1 +0 +1 +2 +3
The maximum level for a characteristic for an unaugmented human character is 15.
SKILLS Skills are the most important aspect of a character in Traveller, and are discussed in detail in the chapter starting on page 48. A character’s proficiency in a skill is denoted by his level in that skill. If a character has no level in a skill, then he is untrained and will suffer a –3 Dice Modifier when trying to use that skill. If a character has zero level in a skill (Skill 0), then he is competent in using that skill, but has little experience. He does not get any bonus from his skill ranks when using that skill but at least he avoids the penalty for being untrained. If a character has one or more level in a skill (Level 1, Level 2, and so on) then he is trained in that skill. Each rank represents several years of experience using that skill. A character with Level 2–3 in a skill is a skilled professional in that field. A character with Medic 2 could be a doctor; a character with Medic 4 is a famous surgeon or specialist. Some skills have specialities – specialised forms of that skill. A character picks a speciality when he gains level 1 in a skill with specialities. For example, a character might have Engineer 0,
6
allowing him to make any Engineer skill checks without an unskilled penalty. He might then gain a level in Engineer, giving him Engineer (Jump drives) 1. He would make all Engineer checks involving Jump drives at a +1 DM, but would make all other Engineer checks at a +0 DM. A character can have multiple specialities in a skill – an engineer might have Engineer (Jump drives) 1 and Engineer (power plant) 2. He would make checks related to Jump drives with a +1 DM, checks related to power plants with a +2 DM and all other Engineer checks with a +0 DM.
BACKGROUND SKILLS Before embarking on your careers, you get a number of background skills equal to 3 + your Education DM (1 to 5, depending on your Education score). You must take the skills listed for your homeworld; any extra skills can be taken from the education list. Homeworld: Growing up on your homeworld gave you skills that depend on the planet’s nature. You can select any skill that matches your homeworld’s planetary description and trade codes. If you came from a planet already established by Traveller books or by the Referee, then consult those sources for the planet’s description. Otherwise, just note down what traits you chose for your homeworld – you can generate the world later using the rules on page 167. Agricultural: Asteroid: Desert: Fluid Oceans: Oceans Garden: High Technology: High Population: Ice-Capped: Industrial: Low Technology: Technology Poor: Rich: Water World: Vacuum:
Animals 0 Zero-G 0 Survival 0 Seafarer 0 Animals 0 Computers 0 Streetwise 0 Vacc Suit 0 Trade 0 Survival 0 Animals 0 Carouse 0 Seafarer 0 Vacc Suit 0
(The definitions for these terms can be found on page 181.) Education: A formal education gives you a basic level of competence in various sciences and academic disciplines. Any character may choose from the following list: Admin 0, Advocate 0, Art 0, Carouse 0, Comms 0, Computer 0, Drive 0, Engineer 0, Language 0, Medic 0, Physical Science 0, Life Science 0, Social Science 0, Space Science 0, Trade 0. At this point, you are eighteen years old.
For example, Morn has an Education characteristic of 8, which has a DM of +0. He therefore has 0+3 background skills. He comes from a poor desert world, so he takes Animals 0 and Survival 0. He takes Drive 0 from the education list.
Name: Alexander Lascelles Jamison Age: 42 Homeworld: High Population, High
Race: Human Racial Traits:
Technology
Characteristics –3 0
Modifier Score
–2
1
2
–1 4
3
5
+0 7
6
8
9
+1 10
11
12
+2 13
14
+3 15
Str
Armour Type: Rating
Dex End Int
Special Notes
Edu Soc
Skills Admin Advocate Animals ( Animals ( Athletics ( Athletics ( Athletics ( Art ( Art ( Astrogation Battle Dress Broker Carouse Comms Computers Deception Diplomat
1
Drive ( ) Drive ( ) Engineer ( electronics ) Engineer ( ) Explosives Flyer ( ) Flyer ( ) Gambler Gunner ( turrets ) Gunner ( ) Gun Combat ( slug pistols ) Gun Combat ( ) Gun Combat ( ) Heavy Weapons ( ) Heavy Weapons ( ) Investigate Jack of all Trades
) ) ) ) ) ) )
Finances Pension
1 0 2 1
Equipment
0
Language ( ) Language ( ) Leadership Life Sciences ( ) Life Sciences ( ) Mechanic Medic Melee ( ) Melee ( ) Navigation Persuade Pilot ( spacecraft ) Pilot ( small craft ) Physical Sciences ( Physical Sciences ( Recon Remote Operations
1
1 1
Weapons
Equipment
Mass
Free Trader
Plenty Blade
Weapon
2 1
) )
0 3 1
Seafarer ( Seafarer ( Sensors Social Sciences ( Social Sciences ( Space Sciences ( Space Sciences ( Stealth Steward Streetwise Survival Tactics ( Tactics ( Trade ( Trade ( Vacc Suit Zero-G
) )
1 ) ) ) )
0 1 ) ) ) )
Range Modifiers Attack Damage P C S M L VL D Notes Melee (blade) 2d6 0 –1 – – – – –
Debt
Cash on Hand
Cr, 40,000
Career History Career
Monthly Ship Payment
Cr. 162,175
Total Mass =
ALLIES, CONTACTS, ENEMIES, RIVALS Contact: Tash (player character) Rival: Corrupt journalist!
Branch
Events
Merchant Merchant Marine Entertainer Journalist
Rank
4 Ejected by a rival!
Title
2nd Officer
0
7
CHARACTER CREATION
CAREERS Next, your character must take one or more career terms, representing his previous experiences and adventures before the start of the campaign. Each career term lasts for four years, even if a character fails a Survival roll and is forced to leave a career. At many points during a career, a character will have to make a throw of some sort. Most of these throws are characteristic throws – roll 2d6, add the DM from the listed characteristic, and try to get a total higher than the listed value. A throw of Int 8+ means ‘roll 2d6, add your Intelligence DM, and you succeed if you roll an 8 or more’. A few throws are skill checks, where you add any levels in that skill and the DM from an appropriate characteristic. For example, a throw of Gunnery 8+ would mean ‘roll 2d6, add your Gunnery skill and the DM from an appropriate characteristic such as Dexterity, and get over 8’. If the appropriate characteristic is not obvious, consult the Skills chapter that starts on page 48. In each career, there are three specialisations. Pick one of those when you enter the career.
Career Format Qualification: What you need to roll to enter that career. Military careers use ‘Enlistment’ as the description for this roll instead of qualification. If you fail this check then you cannot enter your chosen career this term. You must either submit to the Draft (see opposite) or take the Drifter career for this term. You suffer a –1 DM to qualification rolls for each previous career you have entered. Once you leave a career you cannot return to it. The Draft and the Drifter career are exceptions to this rule – you can be Drafted into a career you were previously in but got ejected from and the Drifter career is always open. Skills and Training: Each career has four or five skill tables associated with it – Personal Development, Service Skills, Specialist Skills (divided into three subtables corresponding to assignments) and Advanced Education. In each term you spend in a career, pick one of these tables and roll 1d6 to see which skill you increase. You may only roll on the third table (Advanced Skills) if your character has the listed qualification (usually Education 8+ or a certain Rank). You may only roll on the fourth table (Officer Skills) if your career has one and if you have received a commission (see right).
Streetwise 1 means you get the Streetwise skill at level 1. If your Streetwise skill is already 1 or more, then this is of no benefit to you. If you have no Streetwise skill, or it is only at 0, you jump straight to 1. Basic Training: For your first career only, you get all the skills listed in the Service Skills table at Level 0 as your basic training. For any subsequent careers, you may pick any one skill listed in the Service Skills table at Level 0 as your basic training. Survival: Each career has a survival roll. If you fail this roll, roll on the mishap table. This mishap is always enough to force you to leave the service. You lose the benefit roll for the current term only. A natural 2 is always a failure. Events: If you are still in your career after resolving the survival roll, roll on the events table to see what interesting things befall you this term.
The Connections Rule If both players agree, then any event can involve another suitable player character. Only one character needs to have rolled the specific event. If this is done, then you both get one extra skill. This can be any skill you like, although it is good form to relate it to the connection you have just formed. You may gain a maximum of two free skills from this rule, and each connection must be with a different player character.
For example, Erik is serving as an Agent, and he rolls an undercover mission (Event number 8 on the Agent event table). Erik’s player suggests that Erik could have met Kathya while on this mission, and Kathya’s player agrees. When finalising characters, both will gain an extra skill roll. Note down ideas for connections as you generate your character but these connections are only finalised at the end of character generation. See page 37.
Later during character creation, Erik rolls a mishap on his Agent career, and is nearly killed when an undercover operation goes wrong. Kathya’s player suggests that she helped him escape and so he owes her his life.
Skills can be listed with or without an associated level. If no rank is listed, then you gain that skill at Level 1 if you do not have it already, or increases its level by one if you are already trained in that field. If a rank is listed, then you gain the skill at that level as long as it is better than your current level in that skill.
Commission: This only applies to the military careers of Army, Navy and Marines. A character who succeeds at a commission roll becomes a Rank 1 officer in that career, and uses the officer Rank table from then on. A character may attempt a commission roll once per term, and trying for commission is optional.
Examples: Gambler 0 means you get the Gambler skill at level 0. This is of benefit to you only if you have no Gambler skill.
If you obtain a commission after having already advanced several ranks, you become a Rank 1 officer as normal but you may add your two final ranks together for the purposes of determining benefits and pensions.
Vacc Suit means you increase your Vacc Suit skill by 1, or gain it at level 1 if you have no Vacc Suit skill to begin with. If you have Vacc Suit 0, it increases to 1. If you have Vacc Suit 3, it rises to 4. And so on.
Some events give a bonus DM to advancement rolls (see below), or give automatic advancement. You can apply these DMs to commission rolls also.
+++The DeSalo corporation is hiring freelance security personnel and transport vessels for a private operation. Contact our representative at the starport hiring hall if you have suitable qualifications. We offer extremely competitive rates and full medical cover.+++
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CHARACTER CREATION Advancement: Each career has an advancement roll. The advancement roll is mandatory. If an Event has already automatically promoted the character this term this is in addition to the advancement roll (so it is possible character may be promoted twice in a single term). If you make a successful Advancement roll, then you move to the next rank and gain an extra roll on any of the Skills and Training Tables for this career. You also get any benefits listed for your new rank. You may only attempt to advance once per term. If your result is equal to or less than the number of terms you have spent in this career, then you cannot continue in this career after this term. Either your services are no longer required, or events have caused you to leave, or perhaps you are simply bored and want a new challenge. If you roll a natural 12, then you must continue in this career. Ranks and Benefits: You start at Rank 0 in your career. Each time you succeed at an advancement check, you move onto the next Rank. Ranks are most important for military careers, like the Army or Navy, but every career has its own internal hierarchies and levels of authority and responsibility. Not all ranks have a title. Some ranks have benefits associated with them, such as extra skills or more benefits. You gain these benefits as soon as you attain that rank. Mustering-Out Benefits: When you leave a career for any reason, you gain material benefits from that career. There are two tables – Cash and Benefits. You may only roll on the cash tables a maximum of three times, regardless of how many careers or benefit rolls you have. You get one benefit roll per full term served. Leaving due to a mishap means you lose the benefit roll for that term, but not previous full terms in that career. If you reached rank 1 or 2, you get an extra benefit roll when leaving that service. If you reached rank 3 or 4, you get two extra benefit rolls, and if you reached rank 5 or 6, you get three extra benefit rolls and may apply a +1 to rolls on the Benefits table that you gain from that career. Benefits are described more fully on page 34.
Drifters and The Draft You may attempt to enlist in one career each term if you are not continuing on in an existing career. If you fail to for a new career, you have two options. You can apply to the Draft and be randomly sent to one of the military services or you may spend that term travelling through known space as a Drifter without a career or purpose. A character may only enter the Draft once.
DRAFT TABLE 1d6 1 2 3 4 5 6
Career (speciality) Navy (any) Army (any) Marines (any) Merchants (merchant marine) Scouts (any) Agent (law enforcement)
CAREER SUMMARY TABLE Career Agent Page 10
Army Page 12
Citizen Page 14
Drifter Page 16
Specialisation
Qual. Int 6+
Law Enforcement Intelligence Corporate
Survival Adv. End 6+ Int 7+ Int 5+
Int 6+ Int 5+ Int 7+
End 5+ Str 6+ Dex 7+
Edu 7+ Edu 6+ Int 5+
Soc 6+ End 4+ Int 7+
Int 6+ Edu 8+ End 5+
End 7+ End 7+ Dex 7+
Str 7+ Int 7+ End 7+
Soc 6+ Edu 7+ Int 5+
Int 6+ Int 5+ Dex 7+
End 5+ End 6+ End 7+
Edu 7+ Edu 6+ Edu 5+
Edu 5+ Dex 6+ Edu 5+
Int 7+ Int 6+ Int 7+
Int 5+ Int 6+ Dex 7+
Edu 7+ Edu 6+ Edu 5+
Int 4+ Int 5+ Soc 3+
Edu 6+ Soc 7+ Int 8+
Int 6+ End 6+ Dex 6+
Dex 6+ Str 6+ Int 6+
End 6+ Edu 4+ Edu 4+
Int 6+ Int 8+ Edu 8+
End 5+ End 6+ End 7+
Edu 9+ Int 8+ Edu 7+
End 5+ Support Infantry Cavalry Edu 5+ Corporate Worker Colonist Auto Barbarian Wanderer Scavenger
Entertainer Int 5+ Page 18 Artist Journalist Performer Marines End 6+ Page 20 Support Star Marine Ground Assault Merchants Int 4+ Page 22 Merchant Marine Free Trader Broker Navy Int 6+ Page 24 Line/Crew Engineering/Gunnery Flight Nobility Soc 10+ Page 26 Administrator Diplomat Dilettante Rogue Dex 6+ Page 28 Thief Enforcer Pirate Scholar Int 6+ Page 30 Field Researcher Scientist Physician Scout Int 5+ Page 32 Courier Survey Exploration
9
CHARACTER CREATION
AGENT Law enforcement agents, spies, corporate operatives and others who work in the shadows.
CAREER PROGRESS Survival End 6+ Int 7+ Int 5+
Law Enforcement Intelligence Corporate
Qualification: Int 6+ –1 DM for every previous career. Assignments: Choose one of the following: • Law Enforcement: You were a police officer or detective. • Intelligence: You worked as a spy or saboteur. • Corporate: You worked for a corporation, spying on rival organisations.
Advancement Int 6+ Int 5+ Int 7+
MUSTERING-OUT BENEFITS Roll 1 2 3 4 5 6 7
Cash 1,000 2,000 5,000 7,500 10,000 25,000 50,000
Other Benefits Scientific Equipment +1 Int Ship Share Weapon Combat Implant +1 Social or Combat Implant TAS Membership
SKILLS AND TRAINING: Roll 1 2 3 4 5 6
Personal Development Gun Combat (any) +1 Dex +1 End Melee (any) +1 Int Athletics (any)
Service Skills Streetwise Drive (any) Investigate Computers Recon Gun Combat (any)
Advanced Education (Minimum Edu 8) Advocate Comms Computers Medic Stealth Remote Operations
Roll 1 2 3 4 5 6
Specialist: Law Enforcement Investigate Recon Streetwise Stealth Melee (any) Advocate
Specialist: Intelligence Investigate Recon Comms Stealth Persuade Deception
Specialist: Corporate Investigate Computers Stealth Gun Combat (any) Deception Streetwise
RANKS AND BENEFITS Rank 0 1 2 3 4 5 6
10
Law Enforcement Rookie Corporal Sergeant Lieutenant Detective Chief Commissioner
Skill or Benefit
Intelligence/Corporate
Skill or Benefit
Streetwise 1
Agent Field Agent
Deception 1 Investigate 1
Investigate 1 Admin 1 +1 Social
Special Agent Assistant Director Director
Gun Combat (any) 1
CHARACTER CREATION
MISHAPS 1d6 1 2
3 4 5 6
Mishap Severely injured in action. (This is the same as a result of 2 on the Injury table.) Alternatively, roll twice on the Injury table (page 37) and take the lower result. A criminal or other figure under investigation offers you a deal. Accept, and you leave this career without further penalty (although you lose the Benefit roll as normal). Refuse, and you must roll twice on the Injury table and take the lower result. You gain an Enemy and one level in any skill you choose. An investigation goes critically wrong or leads to the top, ruining your career. Roll Advocate 8+. If you succeed, you may keep the Benefit roll from this term. You learn something you shouldn’t know, and people want to kill you for it. Gain an Enemy and Deception 1. Your work ends up coming home with you, and someone gets hurt. Choose one of your Contacts, Allies or family members, and roll twice on the Injury table for them, taking the lower result. Injured. Roll on the Injury table.
EVENTS 2d6 2 3 4 5 6 7 8
9 10 11 12
Events Disaster! Roll on the mishap table, but you are not ejected from this career. An investigation takes on a dangerous turn. Roll Investigate 8+ or Streetwise 8+. If you fail, roll on the mishap table. If you succeed, increase one of these skills by one level: Deception, Jack of all Trades, Persuade or Tactics (any). You complete a mission for your superiors, and are suitably rewarded. Gain a +1 DM to any one Benefit roll from this career. You establish a network of contacts. Gain 1d3 Contacts. You are given advanced training in a specialist field. Throw Education 8+ to increase any one skill you already have by one level. Life Event. Roll on the Life Events table (page 34). You go undercover to investigate an enemy. Roll Deception 8+. If you succeed, roll immediately on the Rogue or Citizen events table and make one roll on any Specialist skill table for that career. If you fail, roll immediately on the Rogue or Citizen mishap table. You go above and beyond the call of duty. Gain a +2 DM to your next Advancement check. You are given specialist training in vehicles. Gain one of Drive (any) 1, Flyer (any) 1, Pilot (any) 1 or Gunner (any) 1. You are befriended by a senior agent. Either increase Investigate by one level or take a +4 DM to an Advancement roll thanks to his aid. Your efforts uncover a major conspiracy against your employers. You are automatically promoted.
11
CHARACTER CREATION
ARMY Members of the planetary armed fighting forces. Soldiers deal with planetary surface actions, battles, and campaigns. Such individuals may also be mercenaries for hire. Enlistment: End 5+. If you are aged 30 or more, –2 DM Per previous career, –1 DM
CAREER PROGRESS Support Infantry Cavalry
Survival End 5+ Str 6+ Dex 7+
Advancement Edu 7+ Edu 6+ Int 5+
Commission: Soc 8+
Assignments: Choose one of the following: • Support: You were an engineer, technician, medic, cook or in some other role behind the front lines. • Infantry: You were one of the Poor Bloody Infantry on the ground. • Cavalry: You rode a tank or other ground vehicle.
MUSTERING-OUT BENEFITS Roll 1 2 3 4 5 6 7
Cash 2,000 5,000 10,000 10,000 10,000 20,000 30,000
Other Benefits Combat Implant +1 Int +1 Edu Weapon Armour Combat Implant or +1 End +1 Soc
SKILLS AND TRAINING: Roll 1 2 3 4 5 6
Personal Development +1 Str +1 Dex +1 End Gambler Medic Melee (unarmed)
Service Skills Drive (any) Athletics (any) Gun Combat (any) Recon Melee (any) Heavy Weapons (any)
Advanced Education (Minimum Edu 8) Comms Sensors Navigation Explosives Engineer (any) Survival
Roll 1 2 3 4 5 6
Specialist: Support Mechanic Drive (any) Flyer (any) Explosives Comms Medic
Specialist: Infantry Gun Combat (any) Melee (any) Heavy Weapons (any) Stealth Athletics (any) Recon
Specialist: Cavalry Mechanic Drive (any) Flyer (any) Recon Gunnery (any) Sensors
Officer Skills (Commissioned Only) Tactics (military) Leadership Advocate Diplomat Tactics (military) Admin
RANKS AND SKILLS
12
Rank 0
NCO Private
1 2 3 4 5 6
Lance Corporal Corporal Lance Sergeant Sergeant Gunnery Sergeant Sergeant Major
Skill or Benefit Gun Combat (slug rifle or energy rifle) 1 Recon 1 Leadership 1
Officer
Skill or Benefit
Lieutenant Captain Major Lt Colonel Colonel General
Leadership 1 Tactics (military) 1
Social Standing 10 or +1 Social Standing, whichever is higher.
CHARACTER CREATION
MISHAPS 1d6 1 2 3
4
5 6
Mishap Severely injured in action. (This is the same as a result of 2 on the Injury table.) Alternatively, roll twice on the Injury table (page 37) and take the lower result. Your unit is slaughtered in a disastrous battle, for which you blame your commander. Gain him as an Enemy as he has you removed from the service. You are sent to a very unpleasant region (jungle, swamp, desert, icecap, urban) to battle against guerrilla fighters and rebels. You are discharged because of stress, injury or because the government wishes to bury the whole incident. Increase Recon or Survival by one level but also gain the rebels as an Enemy. You discover that your commanding officer is engaged in some illegal activity, such as weapon smuggling. You can join his ring and gain him as an Ally before the inevitable investigation gets you discharged, or you can co-operate with the military police – the official whitewash gets you discharged anyway but you may keep your Benefit roll from this term of service. You are tormented by or quarrel with an officer or fellow soldier. Gain that officer as a Rival as he drives you out of the service. Injured. Roll on the Injury table.
EVENTS 2d6 2 3 4 5 6 7 8 9 10 11 12
Events Disaster! Roll on the mishap table, but you are not ejected from this career. You are assigned to a planet with a hostile or wild environment. Gain one of Vacc Suit 1, Engineer (any) 1, Animals (riding or training) 1 or Recon 1. You are assigned to an urbanised planet torn by war. Gain one of Stealth 1, Streetwise 1, Persuade 1 or Recon 1. You are given a special assignment or duty in your unit. Gain a +1 DM to any one Benefit roll. You are thrown into a brutal ground war. Throw Endurance 8+ to avoid injury; if you succeed, you gain one level in Gun Combat (any) or Leadership. Life Event. Roll on the Life Events table (page 34). You are given advanced training in a specialist field. Throw Education 8+ to increase any one skill you already have by one level. Surrounded and outnumbered by the enemy, you hold out until relief arrives. Gain a +2 DM to your next Advancement check. You are assigned to a peacekeeping role. Gain one of Admin 1, Investigate 1, Deception 1 or Recon 1. Your commanding officer takes an interest in your career. Either gain Tactics (military) 1 or take a +4 DM to your next Advancement roll thanks to his aid. You display heroism in battle. You may gain a promotion or a commission automatically.
13
CHARACTER CREATION
CITIZEN Individuals serving in a corporation, bureaucracy or industry, or who are making a new life on an untamed planet.
CAREER PROGRESS Corporate Worker Colonist
Qualification: Edu 5+ –1 DM for every previous career. Assignments: Choose one of the following: • Corporate: You are an executive or manager in a large corporation. Alternatively, you are a bureaucrat or functionary in some government or civil institution. • Worker: You are a blue-collar citizen on an industrial world. • Colonist: You are building a new life on a recently settled world that still needs taming. Basic Training: Unlike other careers, a Citizen gains level 0 skills from the appropriate Specialist table instead of the Service Skills table in basic training.
Survival Soc 6+ End 4+ Int 7+
Advancement Int 6+ Edu 8+ End 5+
MUSTERING-OUT BENEFITS Roll 1 2 3 4 5 6 7
Cash 1,000 5,000 10,000 10,000 10,000 50,000 100,000
Benefits One Ship Share Ally +1 Int Gun +1 Edu Two Ship Shares TAS Membership
SKILLS AND TRAINING: Roll 1 2 3 4 5 6
Personal Development +1 Edu +1 Int Carouse Gambler Drive (any) Jack of all Trades
Service Skills Drive (any) Flyer (any) Streetwise Melee (any) Steward Trade
Advanced Education (Minimum Edu 10) Art (any) Advocate Diplomat Language (any) Computers Medic
Roll 1 2 3 4 5 6
Corporate Advocate Admin Broker Computers Diplomat Leadership
Worker Drive (any) Mechanic Trade (any) Engineer (any) Trade (any) Science
Colonist Animals (any) Athletics (any) Jack of all Trades Drive (any) Survival Recon
RANKS AND BENEFITS Rank 0 1 2 3 4 5 6
14
Corporate
Skill or Benefit
Worker
Skill or Benefit
Colonist
Skill or Benefit
Manager
Admin 1
Technician
Trade 1
Settler
Survival 1
Senior Manager
Advocate 1
Craftsman
Mechanic 1
Explorer
Navigation 1
Director
+1 Social
Master Technician
Engineering 1
Gun Combat 1
CHARACTER CREATION
MISHAPS 1d6 1 2 3 4
5 6
Mishap Injured. Roll on the Injury table. You are harassed and your life ruined by a criminal gang. Gain the gang as an Enemy. Hard times caused by a lack of interstellar trade costs you your job. Lose one Social Standing. Your business is investigated by the planetary authorities (or your colony suffers interference from interests offworld). Co-operate, and the business or colony is shut down, but you gain a +2 DM to the Qualification check for your next career as a reward for your aid. Refuse, and gain an Ally. A revolution, attack or other unusual event throws your life into chaos, forcing you to leave the planet. Roll Streetwise 8+. If you succeed, increase any skill you have by one level. One of your co-workers develops a hatred of you, and sabotages your life. Gain a Rival.
EVENTS 2d6 2 3
4 5 6 7 8
9 10 11 12
Events Disaster! Roll on the mishap table, but you are not ejected from this career. Political upheaval strikes your homeworld, and you are caught up in the revolution. Gain either Advocate 1, Persuade 1, Explosives 1 or Streetwise 1. Throw whichever skill you chose 8+. If you succeed you come out on the winning side, and gain a +2 DM to your next Advancement roll. Fail, and you suffer a –2 DM to your next Survival roll. You spend time maintaining and using heavy vehicles, either as part of your job or as a hobby. Increase Mechanic, Drive (any), Flyer (any) or Engineer (any) by one level. Your business expands, your corporation grows, or the colony thrives. Gain a +1 DM to any one Benefit roll. You are given advanced training in a specialist field. Throw Education 10+ to gain any one skill of your choice at level 1. Life Event. Roll on the Life Events table (page 34). You learn something you shouldn’t have – a corporate secret, a political scandal – which you can profit from illegally. If you choose to do so, then you gain a +1 DM to a Benefit roll from this career and gain Streetwise 1, Deception 1 or a criminal Contact. If you refuse, you gain nothing. You are rewarded for your diligence or cunning. Gain a +2 DM to your next Advancement check. You gain experience in a technical field as a computer operator or surveyor. Increase Comms, Computers, Engineer (any) or Sensors by one level. You befriend a superior in the corporation or the colony. Gain an Ally. Either gain Diplomat 1, or take a +4 DM to your next Advancement roll thanks to his aid. You rise to a position of power in your colony or corporation. You are automatically promoted.
15
CHARACTER CREATION
DRIFTER Wanderers, hitch-hikers and travellers, drifters are those who roam the stars without purpose or direction. Qualification: Automatic. Assignments: Choose one of the following: • Barbarian: You lived on a primitive world without the benefits of technology. • Wanderer: You lived hand to mouth in slums and starports across the galaxy, travelling at random. • Scavenger: You worked as a belter (asteroid miner) or on a salvage crew. Basic Training: Unlike other careers, a Drifter gains level 0 skills from the appropriate Specialist table instead of the Service Skills table in basic training.
SKILLS AND TRAINING: Roll 1 2 3 4 5 6
Personal Development +1 Str +1 End +1 Dex Jack of all Trades +1 End +1 Int
Service Skills Athletics (any) Melee (unarmed) Recon Streetwise Stealth Survival
Roll 1 2 3 4 5 6
Specialist: Barbarian Animals (any) Carouse Melee (blade) Stealth Seafarer (any) Survival
Specialist: Wanderer Athletics (any) Deception Recon Stealth Streetwise Survival
CAREER PROGRESS Survival End 7+ End 7+ Dex 7+
Barbarian Wanderer Scavenger
Advancement Str 7+ Int 7+ End 7+
When advancing as a Drifter, even if you roll under the number of terms spent in this career, you are not forced to leave the career.
MUSTERING-OUT BENEFITS Roll 1 2 3 4 5 6 7
Cash None None 1,000 2,000 3,000 4,000 8,000
Other Benefits Contact Weapon Ally Weapon +1 Edu Ship Share Two Ship Shares
Specialist: Scavenger Pilot (small craft) Mechanic Astrogation Vacc Suit Zero-G Gun Combat (any)
RANKS AND BENEFITS
16
Rank 0 1 2 3
Barbarian
Skill or Benefit
Warrior
Survival 1 Melee (blade) 1
4 5 6
Chieftain
Wanderer
Skill or Benefit
Scavenger
Skill or Benefit
Streetwise 1
Vacc Suit 1
Deception 1
Trade (belter) 1 or Mechanic 1
Leadership 1
Behind the Claw A slang term used by inhabitants of the Spinward Marches, Deneb and Trojan Reach sectors to refer to those areas. The term derives from a supposed resemblance between a claw and the Great Rift as seen on maps of the Imperium. Inhabitants of this region feel a certain pride in this designation, and is used to imply they share a camaraderie and common interest. The name was once used as the title of a popular news magazine with a circulation area encompassing the three sectors named above. The term is rarely used by inhabitants of other areas of the Imperium.
CHARACTER CREATION
MISHAPS 1d6 1 2 3 4 5
6
Mishap Severely injured. (This is the same as a result of 2 on the Injury table.) Alternatively, roll twice on the Injury table (page 37) and take the lower result. Injured. Roll on the Injury table. You run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. You suffer from a life-threatening illness. Reduce your Endurance by 1. Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy. If you have no Contacts or Allies, then you are betrayed by someone you never saw coming and still gain a Rival or Enemy. You don’t know what happened to you. There is a gap in your memory.
EVENTS 2d6 2 3 4 5 6 7 8 9
10 11 12
Events Disaster! Roll on the mishap table, but you are not ejected from this career. A patron offers you a chance at a job. If you accept, you gain a +4 DM to your next Qualification roll, but you owe that patron a favour. You pick up a few useful skills here and there. Gain one level of Jack of all Trades, Survival, Streetwise or Melee (any). You manage to scavenge something of use. Gain a +1 DM to any one Benefit roll. You encounter something unusual. Go to the Life Events table (page 34) and have an Unusual Event. Life Event. Roll on the Life Events table (page 34). You are attacked by enemies. Gain an Enemy if you do not have one already, and roll either Melee (any) 8+, Gun Combat (any) 8+ or Stealth 8+ to avoid a roll on the Injury table. You are offered a chance to take part in a risky but rewarding adventure. If you accept, roll 1d6: On a 1–2, you are injured – roll on the Injury table. On 3–4, you survive, but gain nothing. On a 5–6, you succeed. Gain +4 to one Benefit roll. Life on the edge hones your abilities. Increase any skill you already have by one level. You are forcibly drafted. Roll for the Draft next term. You thrive on adversity. You are automatically promoted.
17
CHARACTER CREATION
ENTERTAINER Individuals who are involved with the media, whether as reporters, artists or celebrities.
CAREER PROGRESS Artist Journalist Performer
Qualification: Int 5+ –1 DM for every previous career. Assignments: Choose one of the following: • Artist: You are a writer, sculptor, holographer or other creative. • Journalist: You report on local or galactic events for a news feed, the TAS or another organisation. • Performer: You are an actor, dancer, acrobat, professional athlete or other public performer.
Survival Soc 6+ Edu 7+ Int 5+
Advancement Int 6+ Int 5+ Dex 7+
MUSTERING-OUT BENEFITS Roll 1 2 3 4 5 6 7
Cash None None 10,000 10,000 40,000 40,000 80,000
Benefits Contact +1 Social Contact +1 Social +1 Int 2 Ship Shares +1 Social, +1 Education
SKILLS AND TRAINING: Advanced Education (Minimum Edu 10) Advocate Art (any) Deception Science (any) Streetwise Diplomat
Roll 1 2 3 4 5 6
Personal Development Dex +1 Int +1 Soc +1 Edu +1 Carouse Stealth
Service Skills Art (any) Art (any) Carouse Deception Persuade Steward
Roll 1
Specialist: Artist Art (any)
2
Carouse
3 4 5 6
Computer Gambler Persuade Trade (any)
Specialist: Journalist Specialist: Performer Art (writing or holography) Art (acting, dance or instrument) Comms Athletics (co-ordination or endurance) Computers Carouse Investigate Deception Recon Stealth Streetwise Streetwise
RANKS AND BENEFITS Rank 0 1 2 3 4 5 6
18
Artist
Skill or Benefit
Journalist
Skill or Benefit
Art (any)
Freelancer Staff
Comms Investigate
Performer
Skill or Benefit +1 Dex
Investigate
+1 Str Correspondent Persuade
Famous Artist
+1 Social
Famous Performer Senior +1 Social Correspondent
+1 Social
CHARACTER CREATION
MISHAPS 1d6 1 2 3 4
5 6
Mishap Injured. Roll on the Injury table. You expose or are involved in a scandal of some sort. Public opinion turns on you. Reduce your Social Standing by 1. You are betrayed by a peer. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy. If you have no Contacts or Allies, then you are betrayed by someone you never saw coming and still gain a Rival or Enemy. An investigation, tour, project or expedition goes wrong, stranding you far from home. Gain one of Survival 1, Pilot (any) 1, Persuade 1 or Streetwise 1. You are forced out because of censorship or controversy. What truth did you get too close to? You gain a +2 DM to the Qualification roll for your next career.
EVENTS 2d6 2 3 4 5 6 7 8
9 10 11 12
Events Disaster! Roll on the mishap table, but you are not ejected from this career. You are invited to take part in a controversial event or exhibition. Roll Art or Investigate 8+. If you succeed, gain one Social Standing. If you fail, lose one Social Standing. You are a part of your homeworld’s celebrity circles. Gain one of Carouse 1, Persuade 1, Steward 1 or a Contact. One of your works is especially well received and popular, making you a minor celebrity. Gain a +1 DM to any one Benefit roll. You gain a patron in the arts. Gain a +2 DM to your next Advancement check and an Ally. Life Event. Roll on the Life Events table (page 34). You have the opportunity to criticise or even bring down a questionable political leader on your homeworld. If you refuse and support the leader, you gain nothing. If you accept, gain an Enemy and roll Art or Persuade 8+. If you succeed, gain one level in any skill you already have. If you fail, increase a skill anyway and roll on the Mishap table. You go on a tour of the sector, visiting several worlds. Gain 1d3 Contacts. One of your pieces of art is stolen, and the investigation brings you into the criminal underworld. Gain one of Streetwise 1, Investigate 1, Recon 1 or Stealth 1. As an artist, you lead a strange and charmed life. Go to the Life Events table (page 34) and have an Unusual Event. You win a prestigious prize. You are automatically promoted.
19
CHARACTER CREATION
MARINES Members of the armed fighting forces carried aboard starships. marines deal with piracy and boarding actions in space, defend the starports and bases belonging to the navy and supplement ground forces such as the army. Enlistment: End 6+. If you are aged 30 or more –2 DM. Every previous career: –1 DM
CAREER PROGRESS Support Star Marines Ground Assault
Survival End 5+ End 6+ End 7+
Advancement Edu 7+ Edu 6+ Edu 5+
Commission: Soc 8+
Assignments: Choose one of the following: • Support: You were a quartermaster, engineer or battlefield medic in the Marines. • Star Marines: You were trained to fight boarding actions and capture enemy vessels. • Ground Assault: They kicked you out of a spacecraft in high orbit and said ‘capture that planet’.
MUSTERING-OUT BENEFITS Roll 1 2 3 4 5 6 7
Cash 2,000 5,000 5,000 10,000 20,000 30,000 40,000
Other Benefits Armour +1 Int +1 Edu Weapon TAS Membership Armour or +1 End +2 Soc
SKILLS AND TRAINING Roll 1 2 3 4 5 6
Personal Development +1 Str +1 Dex +1 End Gambler Melee (unarmed) Melee (blade)
Service Skills Athletics (any) Battle Dress Tactics (any) Heavy Weapons (any) Gun Combat (any) Stealth
Advanced Education (Minimum Edu 8) Medic Survival Explosives Engineer (any) Pilot (any) Medic
Roll 1 2 3 4 5 6
Specialist: Support Comms Mechanic Drive (any) or Flyer (any) Medic Heavy Weapons (any) Gun Combat (any)
Specialist: Star Marine Battle Dress Zero-G Gunnery (any) Melee (blade) Sensors Gun Combat (any)
Specialist: Ground Assault Battle Dress Heavy Weapons (any) Recon Melee (blade) Tactics (military) Gun Combat (any)
Officer Skills (Commissioned Only) Leadership Tactics (any) Admin Advocate Battle Dress Leadership
RANKS AND BENEFITS
20
Rank 0
NCO Marine
1 2 3 4 5
Lance Corporal Corporal Lance Sergeant Sergeant Gunnery Sergeant
6
Sergeant Major
Skill or Benefit Melee (blade) 1 or Gun Combat (any) 1 Gun Combat (any) 1 Leadership 1 +1 Endurance
Officer
Skill or Benefit
Lieutenant Captain Force Commander Lt Colonel Colonel
Leadership 1
Brigadier
Tactics (any) 1 Social Standing 10 or +1 Social Standing, whichever is higher.
CHARACTER CREATION
MISHAPS 1d6 1 2 3 4 5 6
Mishap Severely injured in action. (This is the same as a result of 2 on the Injury table.) Alternatively, roll twice on the Injury table (page 37) and take the lower result. A mission goes wrong; you and several others are captured and mistreated by the enemy. Due to your injuries, you are discharged early. Gain your jailer as an Enemy and reduce your Strength and Dexterity by one because of your injuries. A mission goes wrong and you are stranded behind enemy lines. Increase Stealth or Survival by one level but, due to the mission’s failure, you are ejected from the service. You are ordered to take part in a black ops mission that goes against your conscience. If you refuse you are ejected from the service. If you accept you may stay with the marines but gain the lone survivor as an Enemy. You are tormented by or quarrel with an officer or fellow marine. Gain that character as a Rival as he drives you out of the service. Injured. Roll on the Injury table.
EVENTS 2d6 2 3 4 5 6 7 8 9
10 11 12
Events Disaster! Roll on the mishap table, but you are not ejected from this career. Trapped behind enemy lines, you have to survive on your own. Gain one of Survival 1, Stealth 1, Deception 1 or Streetwise 1. You are assigned to the security staff of a space station. Increase Vacc Suit or Zero-G by one level. You are given advanced training in a specialist field. Throw Education 8+ to gain any one skill of your choice at level 1. You are assigned to an assault on an enemy fortress. Throw Melee or Gun Combat 8+ and gain Tactics (military) or Leadership if you succeed. If you fail, you are injured and lose 1 point from any physical characteristic. Life Event. Roll on the Life Events table (page 34). You are on the front lines of a planetary assault and occupation. Gain one of Recon 1, Gun Combat (any) 1, Leadership 1 or Comms 1 A mission goes disastrously wrong due to your commander’s error or incompetence, but you survive. If you report your commanding officer for his failure then you gain a +2 DM to your next Advancement roll. If you say nothing and protect him, gain him as an Ally. You are assigned to a black ops mission. Gain a +2 DM to your next Advancement roll. Your commanding officer takes an interest in your career. Either gain Tactics (any) 1, or take a +4 DM to your next Advancement roll thanks to his aid. You display heroism in battle. You are automatically promoted.
21
CHARACTER CREATION
MERCHANTS Members of commercial enterprises. Merchants may crew the ships of the large trading corporations, or they may work for the independent free traders which carry chance cargos and passengers between worlds. Qualification: Int 4+ –1 DM for every previous career.
CAREER PROGRESS Survival Edu 5+ Dex 6+ Edu 5+
Merchant Marine Free Trader Broker
Advancement Int 7+ Int 6+ Int 7+
MUSTERING-OUT BENEFITS
Assignments: Choose one of the following: • Merchant Marine: You worked on one of the massive cargo haulers run by the Imperium or the mega-corporations. • Free Trader: You were part of the crew of a tramp trader. • Broker: You worked in a planetside brokerage or starport
Roll 1 2 3 4 5 6 7
Cash 1,000 5,000 10,000 20,000 20,000 40,000 40,000
Other Benefits Blade +1 Int +1 Edu Gun Ship Share Free Trader Free Trader
SKILLS AND TRAINING: Roll 1 2 3 4 5 6
Roll 1 2 3 4 5 6
Personal Development +1 Str +1 Dex +1 End +1 Int Melee (blade) Streetwise Specialist: Merchant Marine Pilot (spacecraft or capital ship) Vacc Suit Zero-G Mechanic Engineer (any) Gunner (any)
Service Skills Drive (any) Vacc Suit Broker Steward Comms Persuade
Advanced Education (Minimum Edu 8) Social Science (any) Astrogation Computers Pilot (any) Admin Advocate
Specialist: Free Trader Pilot (spacecraft)
Specialist: Broker Admin
Vacc Suit Zero-G Mechanic Engineer (any) Sensors
Advocate Broker Streetwise Deception Persuade
RANKS AND BENEFITS
22
Rank 0 1 2 3
Merchant Marine Crewman Senior Crewman 4th Officer 3rd Officer
4 5 6
2nd Officer 1st Officer Captain
Skill or Benefit
Trader
Mechanic 1
Broker
Persuade 1 Experienced Trader
Pilot (any) 1 +1 Social Standing
Skill or Benefit
Jack of all Trades 1
Skill or Benefit Broker 1
Experienced Broker
Streetwise 1
CHARACTER CREATION
MISHAPS 1d6 1 2 3 4 5 6
Mishap Injured. Roll on the Injury table. You are bankrupted by a rival. You lose all Benefits from this career, and gain the other trader as a Rival. A sudden war destroys your trade routes and contacts, forcing you to flee that region of space. Gain Gun Combat (any) 1 or Pilot (any) 1. Your ship or starport is destroyed by criminals. Gain them as an Enemy. Imperial trade restrictions force you out of business. You may take the Rogue career for your next term without needing to roll for qualification. A series of bad deals and decisions force you into bankruptcy. You salvage what you can. You may take a Benefit roll for this term as well as any others you are entitled to.
EVENTS 2d6 2 3 4 5
6 7 8 9 10 11 12
Events Disaster! Roll on the mishap table, but you are not ejected from this career. You are offered the opportunity to smuggle illegal items onto a planet. If you accept, roll Deception 8+ or Persuade 8+ to gain Streetwise 1 and an extra Benefit roll. If you refuse, you gain an Enemy in the criminal sphere. Gain any one of these skills, reflecting your time spent dealing with suppliers and spacers. Trade (any) 1, Engineer (any) 1, Animals (any) 1 or Social Science (any) 1 You have a chance to risk your fortune on a possibility lucrative deal. You may gamble a number of Benefit rolls and roll Gambler 8+ or Broker 8+. If you succeed, you gain half as many Benefit rolls as you risked, rounding up. If you fail, you lose all the rolls risked. Either way, gain one level in whichever skill you used. You make an unexpected connection outside your normal circles. Gain a Contact. Life Event. Roll on the Life Events table (page 34). You are embroiled in legal trouble. Gain one of Advocate 1, Admin 1, Diplomat 1 or Investigate 1. You are given advanced training in a specialist field. Throw Education 8+ to increase any one skill you already have by one level. A good deal ensures you’re living the high life for a few years. Gain a +1 DM to any one Benefit roll. You befriend a useful ally in one sphere. Gain an Ally and either gain a level in Carouse or take a +4 DM to your next Advancement roll thanks to his aid. Your business or ship thrives. You are automatically promoted.
23
CHARACTER CREATION
NAVY Members of the interstellar navy which patrols space between the stars. The navy has responsibility for the protection of society from foreign powers and from lawless elements in the interstellar trade channels. Enlistment: Int 6+. If you are aged 34 or more: –2 DM Per previous career: –1 DM
CAREER PROGRESS Line/Crew Eng/Gun Flight
Survival Int 5+ Int 6+ Dex 7+
Advancement Edu 7+ Edu 6+ Edu 5+
Commission: Soc 8+
Assignments: Choose one of the following: • Line/Crew: You served as a general crewman or officer on a ship of the line. An average naval career. • Engineering/Gunnery: You served as a specialist technician on a ship. This gives good technical skills, but is difficult to advance in unless you are highly intelligent. • Flight: You served as the pilot of a shuttle, fighter or other vessel. This gives excellent piloting skills and is the fast track to promotion, but is also the most dangerous.
MUSTERING-OUT BENEFITS Roll 1 2 3 4 5 6 7
Cash 1,000 5,000 5,000 10,000 20,000 50,000 50,000
Other Benefits Air/Raft or one Ship Share +1 Intelligence +1 Education or two Ship Shares Weapon TAS Membership Ship’s Boat or two Ship Shares +2 Social Standing
SKILLS AND TRAINING Roll 1 2 3 4 5 6
Personal Development +1 Str +1 Dex +1 End +1 Int +1 Edu +1 Social
Service Skills Pilot (any) Vacc Suit Zero-G Gunner (any) Mechanic Gun Combat (any)
Advanced Education (Minimum Edu 8) Remote Operations Astrogation Engineer (any) Computers Navigation Admin
Roll 1 2 3 4 5 6
Specialist: Crew Comms Mechanic Gun Combat (any) Sensors Melee (any) Vacc Suit
Specialist: Eng/Gun Engineer (any) Mechanic Sensors Engineer (any) Gunner (any) Computer
Specialist: Flight Pilot (any) Flyer (any) Gunner (any) Pilot (small craft) Astrogation Zero-G
Officer Skills (Commissioned Only) Leadership Tactics (naval) Pilot (any) Melee (blade) Admin Tactics (naval)
RANKS AND BENEFITS
24
Rank 0 1 2 3 4 5
NCO Rank Crewman Able Spacehand Petty Officer, 3rd Class Petty Officer, 2nd Class Petty Officer, 1st Class Chief Petty Officer
6
Master Chief
Skill or Benefit
Officer Rank
Skill or Benefit
Mechanic 1 Vacc Suit 1
Ensign Sublieutenant Lieutenant Commander Captain
Melee (blade) 1 Leadership 1
+1 End
Admiral
Tactics (naval) 1 Social Standing 10 or +1 Social Standing, whichever is higher. Social Standing 12 or +1 Social Standing, whichever is higher.
CHARACTER CREATION
MISHAPS 1d6 1 2 3
4
5 6
Mishap Severely injured in action. (This is the same as a result of 2 on the Injury table.) Alternatively, roll twice on the Injury table (page 37) and take the lower result. Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. Reduce Strength, Dexterity or Endurance by 1 due to muscle wastage. During a battle, defeat or victory depends on your actions. You must make an 8+ roll using a skill that depends on your branch: Sensors or Gunner (any) if you are crew, Mechanic or Vacc Suit if you are engineering/gunnery, and Pilot (small craft or spacecraft) or Tactics (naval) if you are flight. If you fail, the ship suffers severe damage and you are blamed for the disaster. You are court-martialed and discharged. If you succeed, your efforts ensure that you are honourably discharged. You still leave the career, but may keep your benefit roll from this term. You are blamed for an accident that causes the death of several crew members. If you were responsible, then you gain one free roll on the Skills and Training table before you are ejected from this career as your guilt drives you to excel. If you were not, then gain the officer who blamed you as an Enemy, but you keep your benefit roll from this term. You are tormented by or quarrel with an officer or fellow crewman. Gain that character as a Rival, as he forces you out of the Navy. Injured. Roll on the Injury table.
EVENTS 2d6 2 3 4 5 6 7 8 9 10 11 12
Events Disaster! Roll on the mishap table, but you are not ejected from this career. You join a gambling circle on board. Gain Gambler 1 or Deception 1. If you wish, throw Gambler 8+. If you succeed, gain an extra Benefit roll from this career; if you fail, you lose one Benefit roll from this career. You are given a special assignment or duty on board ship. Gain a +1 DM to any one Benefit roll. You are given advanced training in a specialist field. Throw Education 8+ to gain one level in any skill you already have. Your vessel participates in a notable military engagement. Gain one of Sensors 1, Engineer (any) 1, Gunnery (any) 1 or Pilot (any) 1. Life Event. Roll on the Life Events table (page 34). Your vessel participates in a diplomatic mission. Gain one of Recon 1, Diplomacy 1, Steward 1 or a Contact. You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy, but also gain a +2 DM to your next Advancement roll in the Navy. You have the opportunity to abuse your position for profit. If you do so, gain an extra Benefit roll from this term. Refuse, and you get a +2 DM to your next Advancement roll. Your commanding officer takes an interest in your career. Either gain Tactics (naval) 1, or take a +4 DM to your next Advancement roll thanks to his aid. You display heroism in battle, saving the whole ship. You may gain a promotion or a commission automatically.
25
CHARACTER CREATION
NOBILITY Individuals of the upper classes who perform little consistent function, but often have large amounts of ready money. Qualification: Soc 10+. –1 DM for every previous career. You qualify automatically if your Social Standing is 10 or higher. Assignments: Choose one of the following: • Administrator: You served in the planetary government or even ruled over a fiefdom or other domain. • Diplomat: You were a diplomat or other state official. • Dilettante: Like a drifter, only with more baths.
CAREER PROGRESS Survival Int 4+ Int 5+ Soc 3+
Administrator Diplomat Dilettante
Advancement Edu 6+ Soc 7+ Int 8+
MUSTERING-OUT BENEFITS Roll 1 2 3 4 5 6 7
Cash 10,000 10,000 50,000 50,000 100,000 100,000 200,000
Other Benefits One Ship Share Two Ship Shares Blade +1 Social TAS Membership Yacht +1 Social, Yacht
SKILLS AND TRAINING: Roll 1 2 3 4 5 6
Personal Development Carouse +1 Edu Deception +1 Dex Melee (blade) +1 Soc
Service Skills Admin Advocate Comms Diplomat Investigate Persuade
Advanced Education (Minimum Edu 8) Admin Advocate Language (any) Leader Diplomat Computer
Roll 1 2 3 4 5 6
Specialist: Administrator Admin Advocate Broker Diplomat Leader Persuade
Specialist: Diplomat Advocate Carouse Comms Steward Diplomat Deception
Specialist: Dilettante Carouse Deception Flyer (any) Streetwise Gambler Jack of all Trades
RANKS AND BENEFITS Rank 0 1 2 3 4 5 6
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Administrator Assisstant Clerk Supervisor Manager Chief Director Minister
Skill or Benefit Admin 1 Advocate 1 Leadership 1
Diplomat Intern 3rd Secretary 2nd Secretary 1st Secretary Counsellor Minister Ambassador
Skill or Benefit
Dilettante Wastrel
Skill or Benefit
Ingrate
Carouse 1
Black Sheep
Persuade 1
Scoundrel
Jack of all Trades 1
Admin 1 Advocate 1 Diplomat 1
CHARACTER CREATION
MISHAPS 1d6 1 2 3 4 5 6
Mishap Injured. Roll on the Injury table. A family scandal forces you out of your position. Lose one Social Standing. A disaster or war strikes. Roll Stealth 8+ or Deception 8+ to escape unhurt. If you fail, roll on the Injury table. Political manoeuvrings usurp your position. Increase Diplomat or Advocate by one level and gain a Rival. An assassin attempts to end your life. Roll Endurance 8+. If you fail, roll on the Injury table. Your fortunes change at court, forcing you to leave. Gain a Contact in the nobility and the Streetwise skill.
EVENTS 2d6 2 3
4 5 6 7 8
9
10 11 12
Events Disaster! Roll on the mishap table, but you are not ejected from this career. You are challenged to a duel for your honour and standing. If you refuse, reduce your Social Standing by 1. If you accept, roll Melee (blade) 8+. If you succeed, gain one Social Standing. If you fail, roll on the Injury table and reduce your Social Standing by one. Either way, gain one level in Melee (blade), Leadership, Tactics (any) or Deception. Your time as a ruler or playboy gives you a wide range of experiences. Gain one of Animals (riding) 1, Art (any) 1, Carouse 1, or Streetwise 1 You inherit a gift from a rich relative. Gain a +1 DM to any one Benefit roll. You become deeply involved in politics on your world of residence, becoming a player in the political intrigues of government. Gain one level in Advocate, Admin, Diplomacy or Persuade, but also gain a Rival. Life Event. Roll on the Life Events table (page 34). A conspiracy of nobles attempts to recruit you. If you refuse, gain the conspiracy as an Enemy. If you accept, roll Deception 8+ or Persuade 8+. If you fail, roll on the mishap table as the conspiracy collapses. If you succeed, Gain one level of Deception, Persuade, Tactics (any) or Carouse. Your reign is acclaimed by all as being fair and wise – or in the case of a dilettante, you sponge off your family’s wealth a while longer. Gain either a jealous relative or an unhappy subject as an Enemy. Gain a +2 DM to your next Advancement check. You manipulate and charm your way through high society. Gain one level of Carouse, Diplomat, Persuade or Steward, as well as a Rival and an Ally. You make an alliance with a powerful and charismatic noble, who becomes an Ally. Either gain one level of Leadership or take a +4 DM to your next Advancement roll thanks to his aid. Your efforts do not go unnoticed by the Imperium. You are automatically promoted.
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CHARACTER CREATION
ROGUE Criminal elements familiar with the rougher or more illegal methods of accomplishing tasks.
CAREER PROGRESS Survival Int 6+ End 6+ Dex 6+
Thief Enforcer Pirate
Qualification: Dex 6+ –1 DM for every previous career. Assignments: Choose one of the following: • Thief: You stole from the rich and gave to… well, yourself, usually. • Enforcer: You were a leg breaker, thug or assassin for a criminal group. • Pirate: You were a space-going corsair.
Advancement Dex 6+ Str 6+ Int 6+
MUSTERING-OUT BENEFITS Roll 1 2 3 4 5 6 7
Cash None None 10,000 10,000 50,000 100,000 100,000
Other Benefits Ship Share Weapon +1 Int Two Ship Shares Armour +1 Dex Corsair
SKILLS AND TRAINING: Roll 1 2 3 4 5 6
Personal Development Carouse +1 Dex +1 End Gambler Melee (any) Gun Combat (any)
Service Skills Deception Recon Athletics (any) Gun Combat (any) Stealth Streetwise
Advanced Education (Minimum Edu 10) Computers Comms Medic Investigation Persuade Advocate
Roll 1 2 3 4 5 6
Specialist: Thief Stealth Computers Remote Operations Streetwise Deception Athletics (co-ordination)
Specialist: Enforcer Gun Combat (any) Melee (any) Streetwise Persuade Athletics (any) Drive (any)
Specialist: Pirate Pilot (any) Astrogation Gunner (any) Engineer (any) Vacc Suit Melee (blade)
RANKS AND BENEFITS Rank 0 1
Skill or Benefit Stealth 1
Enforcer
Skill or Benefit Persuade 1
2 3
Streetwise 1
Gun Combat (any) 1 or Melee (any) 1
4 5
Recon 1
Streetwise 1
6
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Thief
Pirate Lackey Henchman Corporal Sergeant Lieutenant Leader Captain
Skill or Benefit Pilot (any) 1 or Gunner (any) 1 Gun Combat (any )1 or Melee (any) 1 Engineering (any) 1 or Navigation 1
CHARACTER CREATION
MISHAPS 1d6 1 2 3
4 5 6
Mishap Severely injured. (This is the same as a result of 2 on the Injury table.) Alternatively, roll twice on the Injury table (page 37) and take the lower result. Arrested. Lose one Benefit roll from this career and you must take the Draft in your next career. Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy. If you have no Contacts or Allies, then you are betrayed by someone you never saw coming and still gain a Rival or Enemy. A job goes wrong, forcing you to flee off-planet. Gain one of Deception 1, Pilot (small craft or spacecraft) 1, Zero-G 1 or Gunner (any) 1. A police detective or rival criminal forces you to flee and vows to hunt you down. Gain an Enemy. Injured. Roll on the Injury table.
EVENTS 2d6 2 3
4 5 6 7 8 9 10 11 12
Events Disaster! Roll on the mishap table, but you are not ejected from this career. You are arrested and charged. You can choose to defend yourself, or hire a lawyer. If you defend yourself, roll Advocate 8+. If you succeed, the charges are dropped. If you fail, lose one Benefit roll and gain an Enemy. If you hire a lawyer, lose one Benefit roll and gain the lawyer as a Contact. You are involved in the planning of an impressive heist. Gain one of Computers 1, Sensors 1, Comms 1 or Mechanic 1. One of your crimes pays off. Gain a +2 DM to any one Benefit roll, and gain your victim as an Enemy. You have the opportunity to backstab a fellow rogue for personal gain. If you do so, gain a +4 DM to your next Advancement check. If you refuse, gain him as an Ally. Life Event. Roll on the Life Events table (page 34). You spend months in the dangerous criminal underworld. Gain one of Streetwise 1, Stealth 1, Melee (any) 1 or Gun Combat (any) 1. You become involved in a feud with a rival criminal organisation. Roll Stealth or Gun Combat (any) 8+. If you fail, roll on the Injury table. If you succeed, gain an extra Benefit roll. You are involved in a gambling ring. Gain Gambler 1. You may wager any number of Benefit rolls. Roll Gambler 8+; if you fail, lose all the wagered Benefit rolls. If you succeed, gain half as many Benefit rolls as you wagered (round up). A crime lord considers you his protégé. Either gain Tactics (military) 1 or take a +4 DM to your next Advancement roll thanks to his aid. You commit a legendary crime. You are automatically promoted.
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CHARACTER CREATION
SCHOLAR Individuals trained in technological or research sciences who conduct scientific investigations into materials, situations and phenomena, or who practise medicine. Qualification: Int 6+ –1 DM for every previous career. Assignments: Choose one of the following: • Field Researcher: You were an explorer or field researcher, equally at home in the laboratory or the wilderness. • Scientist: You were a researcher in some corporate or Imperial research institution, or a mad scientist in an orbiting laboratory. • Physician: You were a doctor, healer, or researcher in the life sciences.
CAREER PROGRESS Field Researcher Scientist Physician
Survival End 6+ Edu 4+ Edu 4+
Advancement Int 6+ Int 8+ Edu 8+
MUSTERING-OUT BENEFITS Roll 1 2 3 4 5 6 7
Cash 5,000 10,000 20,000 30,000 40,000 60,000 100,000
Other Benefits +1 Int +1 Edu Two Ship Shares +1 Soc Scientific Equipment Lab Ship Lab Ship
SKILLS AND TRAINING: Roll 1 2 3 4 5 6
Personal Development +1 Int +1 Edu +1 Soc +1 Dex +1 End Computers
Service Skills Comms Computers Diplomat Medic Investigate Any Science (any)
Advanced Education (Minimum Edu 10) Art (any) Advocate Computers Language (any) Engineer (any) Any Science (any)
Roll 1 2 3 4 5 6
Specialist: Field Researcher Sensors Diplomat Language (any) Survival Investigate Any Science (any)
Specialist: Scientist Admin Engineer (any) Any Science (any) Sensors Computers Any Science (any)
Specialist: Physician Medic Comms Investigate Medic Persuade Any Science (any)
RANKS AND BENEFITS Rank 0 1 2 3 4 5 6
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Field Researcher
Skill or Benefit
Scientist
Skill or Benefit
Physician
Skill or Benefit
Social Science 1
Physical Science 1
Medic 1
Investigate 1
Investigate 1
Life Science 1
Computers 1
Computers 1
Social Science 1
CHARACTER CREATION
MISHAPS 1d6 1 2 3
4 5 6
Mishap Injured. Roll on the Injury table. A disaster leaves several injured, and others blame you, forcing you to leave your career. Roll on the Injury table twice, taking the higher result, and gain a Rival. The planetary government interferes with your research for political or religious reasons. If you continue with your work openly, increase any Science skill by one level and gain an Enemy. If you continue with your work secretly, increase any Science skill by one level and reduce your Social Standing by 2. This mishap does not cause you to leave this career. An expedition or voyage goes wrong, leaving you stranded in the wilderness. Gain Survival 1 or Athletics (coordination or endurance) 1. By the time you find your way home, your job is gone. Your work is sabotaged by unknown parties. You may salvage what you can and give up (leave the career but retain this term’s Benefit roll) or start again from scratch (lose all Benefit rolls from this career but you do not have to leave). A rival researcher blackens your name or steals your research. Gain a Rival but you do not have to leave this career.
EVENTS 2d6 2 3 4 5 6 7 8
9 10 11 12
Events Disaster! Roll on the mishap table, but you are not ejected from this career. You are called upon to perform research that goes against your conscience. Accept, and you gain an extra Benefit roll, a level in each of any two Science (any) skills and 1d3 Enemies. You are assigned to work on a secret project for a patron or organisation. Gain one of Medic 1, Any Science (any) 1, Engineer (any) 1, Computers 1 or Investigate 1. You win a prestigious prize for your work, garnering both the praise and envy of your peers. Gain a +1 DM to any one Benefit roll. You are given advanced training in a specialist field. Throw Education 8+ to gain any one skill of your choice at level 1. Life Event. Roll on the Life Events table (page 34). You have the opportunity to cheat in some fashion, advancing your career and research by stealing another’s work, using an alien device, taking a shortcut and so forth. If you refuse, you gain nothing. If you accept, roll Deception 8+ or Admin 8+. If you succeed, you gain a +2 DM to any one Benefit roll and may increase any skill by one level, but you also gain an Enemy. If you fail, you gain an Enemy and lose one Benefit roll from this career. You make a breakthrough in your field. Gain a +2 DM to your next Advancement check. You become entangled in a bureaucratic or legal morass that distracts you from your work. Gain one of Admin 1, Advocate 1, Persuade 1 or Diplomat 1. You work for an eccentric but brilliant mentor, who becomes an Ally. Either increase any Science skill by one level, or take a +4 DM to your next Advancement roll thanks to his aid. Your work leads to a considerable breakthrough. You are automatically promoted.
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CHARACTER CREATION
SCOUT Members of the exploratory service. Scouts explore new areas, map and survey known or newly discovered areas, and maintain the communications ships which carry information and messages between the worlds of the galaxy. Enlistment: Int 5+ –1 DM for every previous career.
CAREER PROGRESS Survival Courier End 5+ Survey End 6+ Exploration End 7+
Advancement Edu 9+ Int 8+ Edu 7+
MUSTERING-OUT BENEFITS
Assignments: Choose one of the following: • Courier: You served lonely duty on the X-boat network, carrying the messages that keep the Imperium together. • Survey: You visited border worlds and assessed their worth to the Imperium. • Exploration: You went wherever the map was blank, exploring unknown worlds and uncharted space.
Roll 1 2 3 4 5 6 7
Cash 20,000 20,000 30,000 30,000 50,000 50,000 50,000
Other Benefits Ship Share +1 Int +1 Edu Weapon Weapon Scout Ship Scout Ship
SKILLS AND TRAINING: Roll 1
Personal Development +1 Str
2 3 4 5 6 Roll 1 2 3 4 5 6
Advanced Education (Minimum Edu 8) Medic
+1 Dex +1 End +1 Int +1 Edu Jack of all Trades
Service Skills Pilot (spacecraft or small craft) Survival Mechanic Astrogation Comms Gun Combat (any)
Navigation Engineer (any) Computer Space Science (any) Jack of all Trades
Specialist: Courier Comms Sensors Pilot (spacecraft) Vacc Suit Zero-G Astrogation
Specialist: Survey Sensors Persuade Pilot (small craft) Navigation Diplomat Streetwise
Specialist: Exploration Sensors Pilot (spacecraft) Pilot (small craft) Life Science (any) Stealth Recon
RANKS AND SKILLS Rank Title 0 1 Scout 2 3 Senior Scout 4 5 6
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Skill or Benefit Vacc Suit 1 Pilot 1
Ancient Technology The Ancients left technological wonders scattered throughout space, and these artefacts are sought after by the Imperium as well as rival governments, megacorporations, research institute, criminals and mad scientists. Those lucky enough to find such artefacts may have made their fortunes – or signed their death warrants. Ancient artefacts range in size from personal items or weapons to starships, or even vast ringworlds millions of kilometres across. The more intact an Ancient device is, the more likely it is to be defended… The artefact… 1. …is severely damaged. The characters will need to find the missing parts to repair it. 2. …is a fake, planted by a criminal gang who intended to sell the location to the Imperium. By removing the artefact, the characters have unwittingly foiled the gang and incurred their wrath. 3. …has military applications – it could be a weapon, or a personal force shield. If the characters can discover how to operate it, they can use it to survive. 4. … is intelligent, and has its own agenda. 5. … opens up a portal to a distant planet or even a pocket universe. 6. … is planetary in scale – an orbital, an artificial planet, a rosette, even a ringworld.
CHARACTER CREATION
MISHAPS 1d6 1 2 3 4 5 6
Mishap Severely injured in action. (This is the same as a result of 2 on the Injury table.) Alternatively, roll twice on the Injury table (page 37) and take the lower result. Psychologically damaged by your time in the scouts. Reduce your Intelligence or Social Standing by 1. Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base. Gain 1d6 Contacts and 1d3 Enemies. You inadvertently cause a conflict between the Imperium and a minor world or race. Gain a Rival and Diplomat 1. You have no idea what happened to you – they found your ship drifting on the fringes of friendly space. Injured. Roll on the Injury table.
EVENTS 2d6 2 3
4 5 6 7 8
9 10 11 12
Events Disaster! Roll on the mishap table, but you are not ejected from this career. Your ship is ambushed by enemy vessels. Either run, and throw Pilot 8+ to escape, or treat with them and throw Persuade 10+ to bargain with them. If you fail the check, then your ship is destroyed and you may not re-enlist in the Scouts at the end of this term. If you succeed, you survive and gain Sensors 1. Either way, gain an Enemy. You survey an alien world. Gain one of Animals (riding or training) 1, Survival 1, Recon 1 or Life Science (any) 1 You perform an exemplary service for the scouts. Gain a +1 DM to any one Benefit roll. You spend several years jumping from world to world in your scout ship. Gain one of Astrogation 1, Navigation 1, Pilot (small craft) 1 or Mechanic 1. Life Event. Roll on the Life Events table (page 34). When dealing with an alien race, you have an opportunity to gather extra intelligence about them. Roll either Sensors 8+ or Deception 8+. If you succeed, gain an Ally in the Imperium and a +2 DM to your next Advancement roll. If you fail, roll on the Mishap table, but you are not ejected from this career. Your scout ship is one of the first on the scene to rescue the survivors of a disaster. Roll either Medic 8+ or Engineer 8+. If you succeed, gain a Contact and a +2 DM to your next Advancement check. If you fail, gain an Enemy. You spend a great deal of time on the fringes of known space. Roll Survival 8+ or Pilot 8+. If you succeed, gain a Contact in an alien race and one level in any skill of your choice. If you fail, roll on the Mishap table. You serve as the courier for an important message from the Imperium. Either gain one level of Diplomat, or take a +4 DM to your next Advancement roll. You discover a world, item or information of worth to the Imperium. You are automatically promoted.
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CHARACTER CREATION
LIFE EVENTS Even in the distant future, humans are still people. (In fact, some non-humans are also people..) They work, they quarrel, they get sick, they fall in love, they complain about their in-laws.. in short, life goes on. If you roll a Life Event on the Events table for your career, roll on the Life Events table at the bottom of this page.
MUSTERING OUT BENEFITS In the course of a character’s career, he may manage to save some money. He may also acquire equipment and other benefits from his previous employers – a scout might be mustered out of the service with a reserve scout ship, a marine might get to keep his battle armour and so on. These are determined by Benefit Rolls. Benefits are gained when a character leaves a career for any reason other than failing a survival roll (willingly leaving the career, an event, an aging crisis, or just wishing to finish character generation). A character gets one Benefit Roll for every full term served in that career. You also get extra benefit rolls if you reached a higher rank.
BENEFITS OF RANK Highest Rank Reached 1–2 3–4 5–6
Bonus Benefit Rolls 1 2 3, and you get a +1 DM to all Benefit Rolls in this career.
There are two tables for Benefit Rolls – the Cash table and the Other Benefits table. You may only roll on the Cash table a maximum of three times no matter how many careers you have had.
Cash Benefits A character with the Gambler skill at level 1 or better gets a +1 DM to all rolls on the Cash table. If the character has any money after rolling on the Cash table then he may purchase personal equipment worth up to 2,000 credits immediately. More expensive items can be bought in play but the characters will have to seek them out. Any left-over money can be taken as cash, trade goods or just saved with a financial institution.
Other Benefits When you leave a career in good standing with your previous employers, you are permitted to keep various pieces of equipment or even shares of a vessel. Different careers give different benefits. For details of material benefits, see the Equipment chapter that starts on page 86. For details regarding Allies and Contacts, see page 76. Air/Raft: You receive an air/raft (see page 103). If you roll this benefit again, gain a level of Flyer (grav). Armour: Select one of the following types of armour – Cloth, Reflec, Vacc Suit, HEV Suit, Combat Armour or Subdermal Armour. (See the Equipment chapter starting on page 86.) If you roll this benefit again, then gain the Vacc Suit or Battle Dress skill or another type of armour.
LIFE EVENTS 2d6 2 3 4 5 6 7 8 9 10
11 12
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Event Sickness or Injury: The character is injured or contracts a bad sickness. Roll on the Injury table (page 37). Birth or Death: Someone close to the character dies, like a friend or family member. Alternatively, someone close to the character gives birth (or is born!). The character is involved in some fashion (father or mother, relative, godparent, or similar). Ending of Relationship: A romantic relationship involving the character ends. Badly. Improved Relationship: A romantic relationship involving the character deepens, possibly leading to marriage or some other emotional commitment. New Relationship: The character becomes involved in a romantic relationship. New Contact: The character gains a new Contact. Betrayal: The character is betrayed in some fashion by a friend. If you have any Contacts or Allies, convert one into a Rival or Enemy. Otherwise, gain a Rival or an Enemy. Travel: The character moves to another world. You gain a +2 DM to your next Qualification roll. Good Fortune: Something good happens to the character; he comes into money unexpectedly, has a lifelong dream come true, gets a book published or has some other stroke of good fortune. Gain a +2 DM to any one Benefit roll from his current career. Crime: The character commits a crime, is accused of a crime, or is the victim of a crime. Lose one Benefit roll or reduce your Social Standing by 1. Unusual Event: Something weird. Roll 1d6: 1 – Psionics. The character encounters a Psionic institute. You may immediately test your Psionic Strength (see page 152) and, if you qualify, take the Psion career in your next term (see page 152). 2 – Aliens. You spend time among an alien race. Gain Life Sciences (biology) and a contact among an alien race. 3 – Alien artefact. You have a strange and unusual device from an alien culture that is not normally available to humans. 4 – Amnesia. Something happened to you, but you don’t know what it was. 5 – Contact with government. You briefly came into contact with the highest echelons of the Imperium – an Archduke or the Emperor, perhaps, or Imperial intelligence. 6 – Ancient technology. You have something older than the Imperium, or even something older than humanity.
CHARACTER CREATION Contacts, Allies, Rivals and Enemies Over the course of their previous careers, characters will have made friends and foes and establish ties with various non-player characters who may play a part in future adventures. There are four categories of such associates: Contacts are individuals that the character knows and has had friendly dealings with in the past. They have useful skills or positions, and may be willing to aid the character.
Gun: Select any common or military ranged weapon. If you roll this benefit again, you may take another weapon of the same type, a different weapon, or one level in the appropriate Gun Combat skill for a weapon already received as a mustering-out benefit. Lab Ship: You receive 5 ship shares towards the use of a Laboratory Ship research vessel, or 2 ship shares towards the use of any other vessel.
Both allies and contacts can be patrons (see page 77).
Scientific Equipment: Gain any one piece of scientific equipment: a communications device, a toolkit, a sensor, a computer or a computer program, gained at the lowest Technology Level if multiple TLs are listed. If you roll this benefit again, then you take another piece of scientific experiment or gain Comms, Sensors, Computers or any one Science skill.
Rivals are people who hate or oppose the character, and will attempt to interfere or harass him. Enemies are even worse than rivals – a rival seeks to one-up or humiliate, but an enemy wants the character dead, imprisoned or otherwise doomed.
Scout Ship: You receive a Scout ship. The first receipt provides use of the ship, but the ship is still the property of the Scout service, and can be called back into active duty if needed. Alternatively, you can take 1d6 ship shares instead.
When you gain an associate from a random event, note it on your character sheet. You can give as much detail as you wish, from the sketchy (‘Rival in Navy’) to the detailed (‘Captain Harrick of the Pride of Sylea is my rival, because I disobeyed his orders while on a mission. He had me drummed out of the Navy, damn him! I’ll have my revenge on him one day!’)
Ship’s Boat: You receive a Ship’s Boat (see page 132). If you roll this benefit again, gain a level of Pilot (small craft).
Allies are like contacts, but are willing to help the characters and will actively go out of their way to provide aid.
Other player characters can be Contacts, Allies or even Rivals for the purposes of the Connections rule (see page 8). Ally: Gain an Ally. Blade: Select any blade weapon. If you roll this benefit again, you may take another blade of the same type, a different blade, or one level in the Melee (blade) skill. Characteristic Increases: Increase the listed characteristic by the listed amount, up to your racial maximum. Human characters are limited to a score of 15. Characteristic increases above 15 are lost, with the exception of Social Standing increases – excess Social Standing increases become bonus Ship Shares. Combat Implant: Gain any one of the following augmentations (see page 89): Skill Augmentation, Wafer Jack, Subdermal Armour or Characteristic Augmentation. You must take the lowest-TL Augmentation of that type. If you roll this benefit again, then you may either take a different Augmentation or the upgrade one you already possess to the next higher TL. Contact: Gain a Contact. Corsair: You receive 5 ship shares towards the use of a Corsair raider, or 2 ship shares towards the use of any other vessel. Free Trader: You receive 5 ship shares towards the use of a Free Trader merchant ship, or 2 ship shares towards the use of any other vessel.
Ship Shares: You obtain one or more ship shares that can be put towards obtaining a ship. (See overleaf.) Weapon: Select any weapon. If you roll this benefit again, you may take another weapon of the same type, a different weapon, or one level in the appropriate Melee or Gun Combat speciality for a weapon already received as a mustering-out benefit. TAS: You are a member of the Traveller’s Aid Society (TAS), a private organisation that maintains hostels and facilities at all class A and B starports in many parts of human space. Facilities are available to members and their guests. Membership may only be achieved once per character. Receipt of membership in the Traveller’s Aid Society upon mustering out may be construed as a reward for heroism or extraordinary service to the Society rather than an official benefit of service. Membership is for life and is not transferable. Membership may be purchased at the cost of 1,000,000 Credits although it is possible for an application to be ‘black-balled’ by an existing member. The Traveller’s Aid Society is an exclusive organisation, made up of those who are truly citizens of the galaxy, not just a single world. The TAS invests its membership fees and other incomes; it uses its capital and return to provide benefits to its members. Every two months, it pays dividends in the form of one high passage (see page 142) to each member. This passage may be used, retained or sold. If you roll this benefit again, gain two ship shares instead. Yacht: You receive 5 ship shares towards the use of a luxury Yacht, or 2 ship shares towards the use of any other vessel.
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CHARACTER CREATION Ship Shares Ship shares represent contacts, credit rating, savings and favours owed that a character can put towards ownership of a space vessel. Characters can pool their ship shares towards the use of a vessel, but cannot trade ship shares for cash. It’s very unlikely that the characters will be able to own anything other than the smallest starship outright at the start of the game, so most Traveller crews end up working to support the mortgage on their spacecraft. Characters can also get extra ship shares by taking an older and more damaged ship, to a maximum of 10 bonus ship shares. See Old Ships on page 136. Each ship share reduces the cost of the ship by 1%.
SHIP COSTS Ship Type Scout* Seeker Mining Ship Free Trader Fat Trader Far Trader Yacht Corsair Laboratory Ship Mercenary Cruiser
Value (Cr.) 27,040,500 22,765,500 36,567,000 97,182,000 51,385,500 50,517,000 142,794,000 125,874,000 433,440,000
Ship Share Value (1%) 270,405 227,655 365,670 971,820 513,855 505,170 1,427,940 1,258,740 4,334,400
*If you roll a Scout ship on the Scout Benefits table, then you have a ship on loan from the Scout Service and do not need to pay for it.
Retirement Pay A character that leaves a service (other than Scout, Rogue or Drifter) at the end of the 5th or later term of service is considered to have retired and receives retirement pay. This pension is paid at the beginning of each year, effective upon leaving the service, and may be collected at any class A or B starport. Terms 5 6 7 8 9+
Pay Cr. 10,000 Cr. 12,000 Cr. 14,000 Cr. 16,000 +2,000 per term beyond 8
AGING AND INJURIES Aging and injuries can both reduce characteristics before play begins. There are ways to ameliorate the effects of both aging and injuries. Characters can prolong their youth using anagathics (drugs that slow the aging process), but these are hard to find, expensive, and illegal or socially unacceptable in many parts of the Imperium. Injuries can be cured using medical care.
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Both drugs and medical care are expensive, and will drain a character’s finances. A character must keep track of how much money he spends on anagathics and medical care.
Aging The effects of aging begin when a character reaches 34 years of age (their fourth four-year career term). At the end of the fourth term, and at the end of every term thereafter, the character must roll 2d6 on the Aging Table. Apply the character’s total number of terms as a negative Dice Modifier on this table.
AGING TABLE 2d6 –6 –5 –4 –3 –2 –1 0 1+
Effects of Aging Reduce three physical characteristics by 2, reduce one mental characteristic by 1 Reduce three physical characteristics by 2. Reduce two physical characteristics by 2, reduce one physical characteristic by 1 Reduce one physical characteristic by 2, reduce two physical characteristic by 1 Reduce three physical characteristics by 1 Reduce two physical characteristics by 1 Reduce one physical characteristic by 1 No effect
The character may choose which characteristics are affected by aging. Aging Crisis: If any characteristic is reduced to 0 by aging, then the character suffers an aging crisis. The character dies unless he can pay 1d6 ∞ 10,000 credits for medical care, which will bring any characteristics back up to 1. The character automatically fails any Qualification checks from now on – he must either continue in the career he is in or become a Drifter if he wishes to take any more terms. Anagathics: A character can start taking anagathics at any time. While using anagathic drugs, the character effectively does not age – add the number of terms since the character started taking anagathics as a positive Dice Modifier to rolls on the aging table. If
Optional Rule: Maximum Terms A character sticking to well-paying and safe careers can avoid aging almost indefinitely. The Referee may wish to impose a limit on the number of terms taken during character creation. A limit of three terms will produce characters that are competent in one or two fields, but still have a lot to learn. A limit of six terms will give experienced and skilled characters who can take on dangerous missions. Past six terms, it becomes increasingly likely that the characters will be much too rich and influential to bother with minor assignments. (‘I’m a duke, and my friend here was an admiral! Why are we wandering the galaxy instead of sitting in our palaces?’)
CHARACTER CREATION a character stops taking anagathics, then he must roll immediately on the aging table to simulate the shock that comes from his system beginning to age again. Anagathics have two drawbacks. Firstly, the risk of trying to obtain a reliable supply and the disruption to the character’s biochemistry means the character must make a second Survival check if he passes his first Survival check in a term. If either check is failed, the character suffers a mishap and is ejected from the career. Secondly, the drugs cost 1d6 ∞ 2,500 Credits for each term that the character uses the drugs. These costs are paid out of the character’s eventual mustering-out cash benefits. If the character cannot pay these bills, he goes into debt – see Medical Debt on the following page. Aging and Anagathics During Play: If your campaign lasts long enough, characters will have to make further aging rolls every four years. Characters may also seek out anagathic drugs during play – see Anagathic Drugs on page 94.
Injuries Characters that are wounded in combat or accidents during character creation must roll on the Injury table to see how bad their injuries were.
INJURY TABLE 1d6 1
2 3 4 5 6
Injury Nearly killed. Reduce one physical characteristic by 1d6, reduce both other physical characteristics by 2 (or one of them by 4). Severely injured. Reduce one physical characteristic by 1d6. Missing eye or limb. Reduce Strength or Dexterity by 2. Scarred. You are scarred and injured. Reduce any one physical characteristic by 2. Injured. Reduce any physical characteristic by 1. Lightly injured. No permanent effect.
The character may choose which characteristics are affected by injury. Injury Crisis: If any characteristic is reduced to 0, then the character suffers an injury crisis. The character dies unless he can pay 1d6 ∞ 10,000 credits for medical care, which will bring any characteristics back up to 1. The character automatically fails any Qualification checks from now on – he must either continue in the career he is in or become a Drifter if he wishes to take any more terms. Medical Care: If your character has been injured, then medical care may be able to undo the effects of damage. Some worlds in the Imperium have the technology to clone or rebuild damaged organs; other worlds specialise in transplants or cybernetic replacements. Regardless of the technique used, medical care is expensive. The restoration of a lost characteristic costs 5,000 Credits per point.
If your character was injured in the service of a patron or organisation, then a portion of his medical care may be paid for by that patron. Roll 2d6 on the table below, adding your Rank as a DM. The result is how much of his medical care is paid for by his employer.
MEDICAL BILLS Career Army/Navy/Marines Agent/Nobility/ Scholar/Entertainer/ Merchant/Citizen Scout/Rogue/Drifter
Roll of 4+ 75% 50%
Roll of 8+ 100% 75%
Roll of 12+ 100% 100%
0%
50%
75%
For example, Morn suffers a missing limb during his career as a barbarian, reducing his Strength by 2. He has the limb regrown at the starport hospital, at the cost of 10,000 credits. He has to pay this entire amount himself – but he has no money. Morn starts the game with a 10,000 Credit debt to the hospital.
Medical Debt During finishing touches, you must pay any outstanding costs from medical care or anagathic drugs out of your Benefits before anything else. Any debt left is hanging over your character at the start of the game.
FINISHING TOUCHES Once you have gone through all the career terms you want, rolled for your skills and benefits, and resolved the effects of any aging or injuries, it is time to move onto finishing touches.
Finalise Connections The connections between characters rule (see page 8) can give you bonus skills. At this stage, you may make (or finalise) a connection between your character and up to two other player characters. For each connection you make, you may gain one level in any skill, but you cannot bring a skill above level 3 using this rule nor may you take the Jack of all Trades skill.
For example, Erik has a bonus skill from his connection to Kathya. He could use it to bring his Stealth skill from level 2 to level 3, but could not use it to bring his Computer score from level 3 to level 4.
Breathing Life Into Your Character At this stage of character generation, you have guided your character from his homeworld to the present day. Take some time to consider the parts of his nature that are not represented by numbers on the character sheet. Who is he? How has his past shaped his beliefs? What cause is he willing to fight for? Does he have any odd tics or habits? What does he want?
Skill Packages As a group, select one of the following skill packages, which are collections of basic skills you will use while adventuring and
+++Mining drone 7 to control. Asteroid ‘QUA–55442’ located. Scan confirms presence of vanadium and platinum. Beginning extraction now… Alert! Proximity alert! Incoming mis----signal lost.+++
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CHARACTER CREATION travelling. Taking a skill package ensures that your group will at least have basic competency in the situations that will come up in the game. When you have collectively decided which skill package is most suitable for the campaign you want to play, each player takes it in turns to select an item from the package. Keep going until all skills have been selected. Traveller Skill Package: This is an all-round skill package, good for a campaign where the characters are trading one week and blowing things up the next. Pilot (any) 1, Sensors 1, Comms 1, Gunner (any) 1, Gun Combat (any) 1, Persuade 1, Stealth 1, Medic 1. Mercenary Skill Package: This skill package focuses on ground combat, and is obviously aimed at combat-heavy games. Sensors 1, Comms 1, Medic 1, Leadership 1, Heavy Weapons (any) 1, Gun Combat (any) 1, Gun Combat (any) 1, Stealth 1. Trader Skill Package: This skill package is for campaigns where trading and commerce are the primary activities of the player characters. Pilot (any) 1, Sensors 1, Medic 1, Streetwise 1, Broker 1, Advocate 1, Diplomat 1, Astrogation 1. Starship Skills Package: This is for campaigns where the characters will spend almost all their time on their spacecraft. Pilot (any) 1, Gunner (any) 1, Engineer (any) 1, Mechanic 1, Sensors 1, Medic 1, Comms 1, Astrogation 1. Explorer Skills Package: For campaigns where the characters are operating on the fringe of known space, dealing with new worlds and ancient relics. Pilot (any) 1, Astrogation 1, Sensors 1, Survival 1, Recon 1, Gun Combat (any) 1, Stealth 1, Medic 1 Diplomat Skill Package: For campaigns where the characters are government operatives and ambassadors. Advocate 1, Diplomat 1, Persuade 1, Stealth 1, Streetwise 1, Deception 1, Computers 1, Comms 1. Investigator Skill Package: For campaigns with an emphasis on solving crimes and investigating mysteries. Advocate 1, Admin 1, Investigate 1, Persuade 1, Stealth 1, Streetwise 1, Computers 1, Sensors 1, Gun Combat (any) 1 Criminal Skill Package: For campaigns involving seedy crimes or elaborate heists. Pilot (any) 1, Sensors 1, Stealth 1, Deception 1, Persuade 1, Streetwise 1, Broker 1, Medic 1.
Why Are You Travelling? The final step of character generation is to choose your character’s initial goal – why is he travelling? The lure of the unknown? The chance to strike it rich? Running from his past? Loyalty to another character?
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CHARACTER CREATION EXAMPLE The following example is given to illustrate the process of character generation. Actual die throws are shown in brackets, as are comments on the application of game rules. Die modifications are labelled DM. Alexander Lascelles Jamison: First, Jamison rolls for his Characteristics. He rolls: Str 6 (DM +0) Dex 8 (DM +0) End 8 (DM +0) Int 12 (DM +2) Edu 8 (DM +0) Soc 9 (DM +1). His Edu DM of +0 gives him three background skills based on his homeworld – a high-population, high-technology world. He takes Computers 0 and Streetwise 0 for his homeworld skills, and chooses Drive 0 from the education list. Having just finished school, Jamison sets out to win his fortune in the universe. Taking stock of himself and his personal qualities, he soon decides that his characteristics adapt him best for the merchant service. He visits his local starport, checks out the situation [required roll of 4+ to enlist, with a DM of +2 allowed for his intelligence of 12; he rolls a 2! (+2=4)], and just barely manages to convince a merchant captain to let him sign on. He is now in the merchant marine. First Term: As this is Jamison’s first term in this new career, he is given a basic training in all aspects of ship handling [he gains all the Service Skills at level 0, gaining Vacc Suit 0, Broker 0, Steward 0, Comms 0 and Persuade 0.] He would also learn Drive 0 as a service skill but he has already got Drive at level 0 from his background and so gains no benefit. He also learns to pilot the ship [Roll of a 1 on the Merchant Marine Specialist skills table]. During his first term of service [survival roll required is 4+; he rolls 11 (+0=11)] he faces no great dangers. The merchant ship has a run of luck [Event roll of 10, giving him a +1 DM to any one Benefit roll], and Jamison studies in the hopes of being promoted. He scrapes past his exams [Merchant Marine promotion requires 7; he rolls a 5, +2 for his Intelligence] and is promoted to 4th Officer [gaining the Mechanic 1 skill]. He also gains another skill [Roll of a 1 on the Advanced Education table gives him a Social Science.] Second Term: The ship’s luck runs out as it heads into dangerous space. Jamison is trained to man the guns [Roll of a 6 on the merchant Marine Specialist table gives him Gunner (any) 1]. Jamison survives [passing his Survival roll easily with a 7] and picks up a basic knowledge of electronics [roll of a 4 on the Events table, taking Engineer (electronics) 1.] He tries for promotion again, and succeeds [Requires a 7; he rolls a 6, and has a +2 for his Int, giving him an 8]. He continues his advanced studies, learning to operate the ship’s computer [roll of a 3 on the Advanced Education table, giving him Computers 1.] Third Term: Jamison serves in the engineering section, improving his Mechanic skill [rolls a 4 on the Merchant Marine specialist table,
CHARACTER CREATION At the end of this term, Jamison must make an Aging roll. [He rolls a 4, –4 for his total number of terms, for a result of 0. He loses one point from any one Physical Characteristic, and chooses to reduce his Dexterity to 7.] Fifth Term: Jamison learns the art of negotiation [rolls a 3 on the Service Skill table, gaining Broker 1]. Perhaps feeling that he has been too focussed on his career, Jamison begins courting a beautiful woman in the Bureau of Trade named Sya [rolls a 7 on the Event table, for a life event, and rolls a 5 on the Life Events table, indicating a new Relationship. One of the other players leaps on this, suggesting that Jamison has fallen for her undercover agent, Sya.] Next, he tries for promotion, but is instead forced to leave the service at the end of this term (he rolls a 3, +2 for his Intelligence, but his total of five is less than or equal to the number of terms spent in this service. Finally, he rolls for Aging again [with a –5 DM for five terms served, he rolls a 5, for another 0, dropping his Endurance to 7)
and he already has Mechanic 1, so it goes up to Mechanic 2]. He again avoids disaster [passes his Survival roll]. In a starport on a distant world, he runs into a scout named Tash [Event roll of 6] who hitches a ride on the merchant ship and the two become friends. [Tash is another player character, and the two now have a potential Connection.] Jamison continues to advance in the Merchant service [rolls an 8 for promotion, with a +2 DM for his Intelligence]. He is now a 2nd Officer. His new role involves taking care of the ship’s paperwork [rolls a 5 on the Advanced Education table, picking up Admin 1]. Fourth Term: Having heard tales of terror from his new Scout friend, Jamison tries to pick up some weapons skills, but he really just learns to keep his head down [rolls on the Personal Development table, hoping for the Melee (blade) skill, but rolls a 6 and picks up Streetwise instead). Again, he is uninjured [rolls an 8 on his Survival roll], but he is given an interesting proposition – a criminal syndicate wants to smuggle some goods offworld, and Jamison’s role as 2nd Officer means he could alter the cargo manifest to hide the goods. [Rolls a 3 on Event table]. If he refuses, the criminal syndicate will be.. displeased. Jamison has to persuade the cargo master to go along with the scam [requires a Persuade check; Jamison has Persuade 0 and a +1 DM from his Social Standing, but he only rolls a 6, failing the check and gaining nothing]. Despite the black mark on his record for his attempted smuggling, he again wins promotion [rolls a 9 for his promotion roll, +2 for Intelligence]. He is now a 1st Officer. [This rank gives the Pilot 1 skill; as Jamison already has Pilot (spacecraft) 1, applying his new skill there would do no good so he applies this second Pilot skill to small craft instead.]
Mustering Out: Having completed twenty years of active duty in the merchant service, 1st Officer Jamison is eligible for a variety of service benefits [five rolls on the tables for terms served, plus two by virtue of his rank; in addition, he is allowed a single +1 modifier from the event in his first term]. He receives [Cash table, rolls of a 6, a 4 and a 4] a severance bonus of Cr. 80,000. He also receives: [Roll of a 4, +1 for his event in Term 1 = 5]: A blade. [Roll of a 6] Shares towards a free trader. [Roll of a 6] More shares towards his free trader. [Roll of a 3] An education benefit [+1 Edu]. Sixth Term: Jamison could go adventuring now, but he decides to risk another term in one of the services. He can’t re-enter the Merchants, so he picks the Entertainer class, aiming at the Journalist speciality. He needs to roll a 5+, adding his Intelligence DM of +2, but has a –1 DM because he’s already gone through one career. He rolls a 6, and passes. He picks up Deception 0 [one skill from the service skills list] as basic training and rolls Computers on the Journalist skill table. Unfortunately, he fails his Survival check for the term, and is betrayed by a peer (result #4). As the only contact that Jamison has picked up is another player character, and the Referee doesn’t want in-fighting at the start of the campaign, it’s agreed that Jamison is betrayed by a fellow journalist, who becomes a Rival. So much for Jamison’s planned expose of insider trading! As Jamison failed his Survival roll in the first term of this career, he doesn’t get any Benefits. All that’s left to do this term is roll for aging, which passes without incident. Jamison has two Connections – one to the Scout Tashen, and the other to Sya. He chooses to use both to increase his Pilot (spacecraft) skill to 3. Next, the group pick a Skill Package – Jamison gets Gun Combat (slug pistol) 1 and Sensors 1 out of it.
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CHARACTER CREATION Pooling the ship shares of the other characters, the group is able to afford a reasonable mortgage on a Free Trader. He hires his old Scout friend as navigator, and invites Sya to travel with him. Alexander Lascelles Jamison is now 42 years old, a retired merchant captain, with a pension of Cr. 10,000 per year and a healthy cash balance. Considering that the merchants forced him out of the service at the peak of his career, he has some slight resentment against the merchant service. He is also utterly unaware that his love is actually an Imperial agent who is using him as a cover.. Merchant Captain Alexander Jamison Age 42, 6 terms, Cr. 80,000 Str 6 (+0) Dex 7 (+0) End 7 (+0) Int 12 (+2) Edu 9 (+1) Soc 9 (+1) Skills: Admin 1, Broker 1, Comms 0, Computers 2, Deception 1, Drive 0, Engineer (electronics) 1, Gun Combat (slug pistols) 1, Gunner (turrets) 1, Mechanic 2, Medic 1, Persuade 0, Pilot (spacecraft) 3, Pilot (small craft) 1, Sensors 1, Steward 0, Streetwise 1. Equipment: Blade, Type A Free Trader
ALTERNATE CHARACTER GENERATION RULES The standard form of Traveller character generation is recommended for most campaigns, but some players or Referees may prefer these alternate modes.
Alternate Characteristics and Events Referees are encouraged to customise characteristics and events for their campaigns. For example, if a campaign is set in a particular Milieu such as the Rule of Man, the Referee might replace one or two generic events in each events table with ones tailored to that campaign. It is also possible to add characteristics. In a campaign centred around political intrigue and diplomacy, an Influence or Charm characteristic could be added. A game where the characters encounter ancient alien space gods who drive people insane might add a Sanity characteristic. An investigative game might add a Perception characteristic.
Solo Generation Solo character generation works just like normal character generation, with the following minor changes: • The Connections Rule: Instead of making connections to other player characters, the Referee should provide a list of characters, organisations or places in his campaign that are suitable for connections. For example, you might get a bonus skill if you had a connection with the Imperial Intelligence service, or were on the run from the law and were willing to take passage on the first ship to hire you. • Skill Packages: Instead of picking a skill package, gain any one skill at Level 1.
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Iron Man Character Generation In the original Traveller rules, if you failed a survival roll, your character was killed. The Iron Man rules repeat that challenge – instead of rolling on the mishap table if you fail a survival roll, your character is killed and you must start again. Under the Iron Man rules, you must balance the advantages garnered from spending another term in a career with the risk of dying in action. Other than these changes, Iron Man works just like normal character generation.
Select Skills In this variant, the player picks skills from the various Skills and Training tables instead of rolling randomly for them. In all other ways, it is identical to standard generation.
Point Allocation Instead of rolling on the career tables, you can buy a character’s characteristics and skills using points.
CHARACTERISTICS Characteristic 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Point Cost –3 –2 –1 0 1 2 3 5 6 8 10 12 15 18
SKILLS Skill Level 0 1 2 3 4
Point Cost 1 2 4 6 8
The Jack of all Trades skill costs five times normal.
Rank costs two points per level, and gives the normal skills and benefits for that rank. Military characters using the Point Allocation rules may gain a commission automatically. Benefit Rolls cost two points each. A character may only buy two benefit rolls per term. Point Allocation characters do not receive background skills or roll on the Events tables, but may still benefit from the Connections rule by deciding on a backstory that includes other player characters. The number of points available varies depending on how powerful the Referee intends the characters to be: One Term: 24 points, minimum 10 points spent on characteristics. Two Terms: 30 points, minimum 12 points spent on characteristics. Three Terms: 35 points, minimum 14 points spent on characteristics. Four Terms: 40 points, minimum 16 points spent on characteristics. Per term thereafter: +10 points.
CHARACTER CREATION The Universal Personality Profile Characters may be precisely defined using the Universal Personality Profile (the UPP), which expresses the basic characteristics in a specific sequence, using a notation which resembles hexadecimal (base 16). In hexadecimal notation, the digits 0 through 9 are represented by common Arabic numbers; the digits 10 to 15 are represented by the letters A through F. The highest single digit in base 16 is 15, denoted as F. Characteristics are listed as a string of six digits, in the order of Strength, Dexterity, Endurance, Intelligence, Education and Social Standing. A character who is average in all respects would have a UPP of 777777. If, however, he was highly intelligent, his UPP would be 777B77 (the B for Intelligence indicating an Intelligence of 11). Captain Jamison would have 677B99. The UPP is extensively used in Traveller: it makes it possible to easily list large numbers of characters.
ALIENS LIENS Humanity shares the stars with hundreds of alien races. Most are restricted to a handful of worlds, but there are several races who rival the Imperium in power and influence. Alien characters use many of the same characteristics as humans – they have Strength, Dexterity, Endurance, Intelligence and Education. However, alien species may have different criteria for Social Standing: Caste (a genetic structure for social hierarchy) or Charisma (small group hierarchy). Even Social Standing for aliens may not apply when interacting with humans. When dealing with a race that has a different concept of Social Standing, all DMs from Social Standing or its alien equivalent – whether positive or negative – are halved. In addition to their characteristics, aliens may have one or more of the alien traits below. Armoured: The alien possess thick fur, scales, a bony exoskeleton or other natural protection that gives it one point of natural armour. This works in the same way as normal armour – see page 66. Aquatic: The alien is adapted to life underwater. It can breathe underwater, or hold its breath for a long period (Endurance ∞ 10 minutes on average). If amphibious, its Dexterity is halved on land. If the species is not amphibious, then it cannot operate out of water without mechanical aid or telepresence. Atmospheric Requirements: The species requires an unusual combination of gasses to breathe, and cannot survive in most atmospheres without artificial aid. Creatures with this trait usually come from homeworlds with an Exotic atmosphere.
Engineered: The species has been altered by some external factor to adapt to changed circumstances or a different environment. Medical treatment of Engineered species by a facility of a lower Technology Level than that at which the species was created receives a negative DM equal to the difference. Some strains of humans have been engineered to tolerate unusual atmospheres, to live on water worlds, or to cope with the stresses of space travel. Fast Metabolism: Creatures with a fast metabolism require more food than most species, and their life support costs are doubled. In combat, fast-metabolism creatures gain a +2 initiative bonus. Fast-metabolism creatures halve their Endurance for the purposes of determining fatigue. Feral: Feral species are uncivilised, regardless of their technological knowledge. Often, such species have acquired their technology from other races, or from Ancient ruins. Feral species are much less likely to accept the laws of more civilised societies. Feral species roll Education on 1d6 only. Flyer: The species can fly using wings, glider membranes, gasbags or other means. Characters of this species gain the Athletics (flying) skill at Level 0 and can travel at a speed noted in their description. Flying creatures who are aloft must spend one minor action every round on movement or stall and fall out of the air. • Winged flight is tiring and can only be sustained for a number of rounds equal to the creature’s Endurance before requiring a like amount of rest. Some specialised avians can increase this to minutes or even hours equal to Endurance. • Species with glider membranes cannot gain altitude while flying. They descend one metre every time they move forwards and cannot use more than one minor action for flying movement in a round. • Species that float using gasbags or some other method do not need to move to remain aloft. They are typically slower than other fliers, though. Large: The species is considerably larger than the average for sophonts. Large creatures generally have a Strength and Endurance of 3d6 or even 4d6, and a Dexterity of 1d6. Life support requirements for Large creatures are doubled and they often have trouble operating in buildings and spacecraft designed for smaller creatures. • Some Large creatures are described as Huge. Attacks against Huge creatures receive a +1 DM to hit. Natural Weapon: The species has a natural weapon, such as claws, a strong bite or a poisonous stinger. Such weapons are usable at Personal range and deal ∞1 damage. The creature gains Melee (natural weapons) at level 0. No Fine Manipulators: The species has no fingers or other prehensile appendages, preventing them from easily picking things up, pushing small buttons, reaching into tight spaces, and so on. The species will need special equipment to function in most civilised settings.
+++TAS Bulletin: Hostilities between the Imperial navy and Zhodani forces continue along the Spinward Marches border. A trio of Zhodani cruisers were sighted in the Yebab system by the battleship Indomitable. The Zhodani vessels jumped out after the Indomitable challenged them, but this new incursion into Imperial space will raise tensions between the two great powers. The Traveller’s Aid Society is therefore expanding its Amber warning zone to include Yebab, Towers and Nasemin.+++
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CHARACTER CREATION Notable (Characteristic): (Characteristic) Some species are notably dextrous, intelligent, tough or strong. Characters from such races have a positive Dice Modifier when rolling for that characteristic (+2 unless otherwise specified), and their racial maximum for that characteristic is increased by the same amount. Any characteristic can be Notable. Psionic: All members of the species are Psionic, and may determine their Psionic Strength and talents at the start of character generation. For more information on psionics, see the chapter starting on page 152. Small: Small species generally have a Strength and Endurance of only 1d6, and a Dexterity of 3d6. The minimum size for a sophont is about half that of a human, as smaller creatures lack the cranial capacity for sophont-level intelligence. This assumes that the species has a brain structure comparable to humans. Species with a more distributed neural structure, hive intelligences, or artificial intelligences can be even smaller. • Some Small creatures are described as Tiny. Attacks against Tiny creatures receive a –1 DM to hit. Slow Metabolism: Creatures with a slow metabolism require less food than most species, and their life support costs are halved. In combat, slow-metabolism creatures suffer a –2 initiative penalty. Uplifted: This species was originally non-sentient, but has been raised to a higher intelligence by another species. Uplifted races generally become client species of their patron. Two common uplifted animals are apes and dolphins: • Uplifted apes have Notable Strength and Endurance (+2) but all other characteristics are Weak (–2). They have the Uplifted trait. • Uplifted dolphins have Notable Strength (+4) and Notable Endurance (+2) but Weak Intelligence, Education and Social Standing (–2). They have the Uplifted, Aquatic (fully aquatic, air-breathers) and No Fine Manipulators traits. Weak (Characteristic): The opposite of Notable (Characteristic), some species are weaker, less resilient or less well educated than others. Characters from such races have a negative Dice Modifier when rolling for that characteristic (–2 unless otherwise specified), and their racial maximum for that characteristic is decreased by the same amount. Any characteristic can be Weak. For the most part, aliens use the same careers and event tables as humans, but the Referee and player should modify the tables to reflect the unique cultures and biologies of alien races. A Hiver Naval Officer, for example, might replace the event ‘You foil an attempted mutiny or crime on board. Gain an Enemy, but also gain a +2 DM to your next Advancement roll in the Navy.’ with ‘You drive a human ship out of an interdicted system. Gain an Enemy, but also gain a +2 DM to your next Advancement roll in the Navy’. In particular, the Life Events table should be rewritten for each race. (Upcoming Traveller sourcebooks will give more details for different species and cultures.)
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Alien Species in the Third Imperium The Third Imperium setting features a number of distinct alien races. Presented here is an overview of the six major ones, although it should be pointed out that since each could fill a book all to itself the coverage here is necessarily brief and incomplete.
ASLAN Aslan are roughly human-sized and humanoid, and are descended from four-limbed, upright, bipedal carnivore-pouncer stock. The earliest Terran explorers saw in them a vague resemblance to the Terran lion, and they have been described by Terrans as lion-like ever since. There are two sexes, male and female. The male is most easily distinguishable by his larger size and prominent mane. Females outnumber males three to one. Aslan have a single highly specialised dewclaw that folds into a horny covering along the interior of the thumb and palm when not in use. An individual Aslan is usually a member of a family of two to twelve individuals under a patriarchal leader. Several families will combine into a pride with one family dominant. A number of prides form a clan, again with a top pride. Aside from military organisations and the ruling council, the clan is the highest socio-political organisation among the Aslan.
CHARACTER CREATION A deep-seated territorial instinct causes the Aslan to have an inordinate (from a Human standpoint) drive to own property. For male Aslan, owning land is a major goal in life. An Aslan’s stature is determined by the amount of land he (or her husband, for females) controls, or by the amount of land owned by any higher lord the Aslan may be vassal to. The lowest classes of Aslan society are landless and provide the farmers, labourers, craftsmen and factory workers. A holder of a large territory will often grant authority over it to vassals (usually sons, brothers or male relatives by marriage) who administer the land in his name. The sexes have very different roles in Aslan society. Males in all but the lowest classes are concerned mostly with military operations, acquisition of territory, and political affairs. Females are concerned with trade, industry, and the accumulation of knowledge. A typical Aslan mercenary unit will be organised by a wealthy married female, who will then assign its operation, for a share of the proceeds, to an unmarried female relative. The battle commander and most of the troops will be unmarried males (many of them also relatives) hired with the promise of land grants (and the opportunity to gain honour and reputation in combat); however, staff, operations, supply and intelligence officers will generally be female. Aslan have Notable Strength (+2), Weak Dexterity (–2) and a Natural Weapon (claw). They have an additional characteristic called Territory which they sometimes use in social interaction with each other.
•
• •
•
troop, the soldier, the marine and the policeman of the Droyne culture. They are common in frontier bases, and less numerous in civilised areas. Drones have a variety of purposes in Droyne society. They perform a reproductive role which makes them parents to Droyne young and they have a role in the ceremonies which determine caste. In addition, drones comprise a sort of management caste which is responsible for many of the routine functions in business, trade and administration. Technicians are the science-orientated portion of Droyne society and are concerned with both research and practical implementation of technology. Sport: Although the caste system of the Droyne is rather rigid, the Sport is the deliberately accepted exception to caste structure. Sports are special individuals who cross caste lines to become individual scouts, messengers, representatives, hunters, prospectors, and to take other occupations that require individual initiative or separation from Droyne society for long periods of time. A Sport is the most encountered Droyne type away from a Droyne world. Leaders are required to manage and direct society. They are ultimately responsible for everything that Droyne as a whole do.
There is little individual freedom in Droyne society and, as a result, society and government join into one concept. Workers work,
DROYNE Droyne are an intelligent major race inhabiting scattered worlds within an area slightly larger than the region of the current Imperium. They are a small race derived from winged herbivorous gatherers. They vary in size depending on caste but generally stand one metre tall (large workers and warriors can be larger than Humans). The history of their evolution remains a puzzle because their home world is not known with certainty. Droyne society is divided into rigid castes determined when an individual reaches adolescence. The six castes of the Droyne all serve different functions within Droyne society. Although identical at the time of caste selection, caste members develop pronounced physical and mental differences by maturity. Different genetic programs are awakened by differences in diet and environment among the various castes. Young leaders, for instance, experience a nearly 30% increase in brain size in the first year after casting, drones develop sexual organs, and so on. The following are descriptions and definitions of the castes: •
•
Worker: Manual labour and mundane ordinary activity are the province of the worker. Workers are none too smart and are temperamentally suited to contentment with ordinary labour and subservient tasks. Warrior: Trained for combat and possessing comparatively well-developed muscles and reflexes, the warrior is the security
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CHARACTER CREATION Leaders lead. All of society is dedicated to continuing the existence that provides all members with food, shelter and the other amenities that make life enjoyable. In addition, there is little discord in Droyne society when things are running smoothly, as each member of society has its own function to perform. Only when disaster happens is the harmony strained. A typical Droyne group consists of a variety of Droyne from the different castes. There will be many Workers, few Drones and Leaders, and Technicians and Warriors based on current needs. Each group will also have several Sports, although they may not be present; instead they may be occupied with their own individual tasks. This is not to say Droyne are mindless. Leaders are quite capable and responsible; warriors have strategic and tactical senses, technicians are inventive and clever, but all accept the central group as the purpose of their lives and work for its benefit over their own. Droyne are Flyers (winged, 18 metres per round) and Small. Warriors are not Small. Leaders have Notable Intelligence (+2). Droyne replace Social Standing with Caste, which is generated on 1d6.
HIVERS Hivers are an intelligent major race with a large federation of their own. Hivers average 1.5 metres from ground to top of upraised head. Descended from omnivore gatherer/scavenger stock, they are among the most alien of the major races from a human standpoint. Hivers exhibit a modified six-fold radial symmetry; six limbs equally spaced around a roughly circular central body. The head is a modification of one of the limbs and contains six eyestalks and six manipulative tentacles, plus paired infra-red sensory organs. The other five limbs are identical (except for slight modification of the hand opposite the head) and are used as arms
and legs indiscriminately. Each limb ends in a six-fingered radial hand. Fingers are very flexible and have muscular suction cups on the lower surface about half-way to the tips. Hiver arms and legs are generally weaker than a human’s but are very tough and difficult to injure. A digestive opening is on the lower surface of the body. Hivers have no way of producing vocal sound but do have three ears placed around the neck near the head. Hivers have only one sex. Reproductive cells are exchanged each time Hivers meet, using the modified rear hand (the process has been termed by humans ‘shaking hands’). The cells are kept in a reproductive pouch on the lower body surface where they conjugate and exchange genetic material. Once every forty days or so a cell will develop into a larva, which then drops from the parent’s body. Hive planets are mostly wilderness and the larvae enter the wilds where most are killed. After about a year, any survivors return to civilisation, where they are welcomed into any nest and begin their education as citizens. Parental instinct in Hivers is very strong and the entire nest adopts the young. This instinct applies only to the year-old returnees however; Hivers have no concern for the younger larvae, and in fact consider them minor pests. Hiver language is a combination of limb-waving and physical contact. The written language is ideographic (each symbol represents a concept) and is used as a standard language among the races of the Hive Federation. Hivers talking among themselves use all three aspects of language (gesture, touch and writing) at once, a process of great subtlety and sophistication but unintelligible to the outsider. Hive society is highly individualistic. The term ‘Hive’ results from an early Human misconception stemming from the appearance of the Hivers’ buildings and tunnel complexes, which were seen as resembling a nest of social insects and labelled a hive. Nests contain from five to five hundred individuals, who are usually centred around some common endeavour. While one hundred is an average size for a nest, and was the size in pre-civilised times, larger groups may come together for some civilised purpose such as large manufacturing companies or universities. Small nests are usually spaceship crews or isolated research parties. A young Hiver will spend his first fifteen years in his home nest; thereafter, nest changes may take place as often as a modern human might change jobs. Hive industry and business excel at communications technology and robot construction. Major exports include computer languages,
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Major race is a concept used to classify different alien races. There is some disagreement about what makes a major race and exactly which species are major races. A major race is generally defined as one that developed Jump drive technology (allowing interstellar travel) independently. All races that are not major races are minor races by default. This is understood to be a somewhat arbitrary distinction and something generally used for promoting the status of ones own race or diminishing another.
CHARACTER CREATION translators, and sophisticated electronics of all types. Hiver mathematical systems are much in demand for their power and elegance.
are clumps of low, broad, buildings; the interior is never more than one storey in height, which allows the sky to be visible. Internal building divisions are achieved with curtains or tapestries.
The Hiver parental instinct was aroused by the discovery of numerous intelligent species less fortunate than themselves, and work began immediately to lift the ‘children’ to civilization. An early experience with an aggressive race led to the establishment of a system of quarantined worlds, denied entry to (or knowledge of) interstellar society.
K’kree are extremely gregarious. They are never found alone, and will quickly sicken and die if removed from other K’kree for any length of time. Receiving a trade or diplomatic delegation from the K’kree means entertaining the entire family (one or more wives, servants, scribes, assistants, and so on) of the merchant or the ambassador. The K’kree word for ‘mine’ refers to a possession of an individual’s herd, not to that of an individual. Privacy and individuality are exotic and little-understood concepts for the K’kree.
Covert operations are in progress on quarantine worlds to modify overly aggressive cultures into acceptable members of the Hive Federation, and several quarantined planets have been opened since the beginning of the program. So far, no quarantined race is close to achieving interstellar travel on its own; public debate continues on what to do in such a case. Hivers have Notable Intelligence (+2) and Weak Dexterity (–2). Hivers can also see into the infra-red spectrum.
K’KREE K’kree (once called Centaurs by humans) are among the most massive of the major races and are the only one of the major races to be descended from herbivores. An adult K’kree stands about 1.5 meters at the shoulder and between 2.0 and 2.4 meters tall when standing erect. Weight averages 550 kg. They bear some resemblance to the centaurs of ancient Terran myth, a trait noted by the earliest human explorers.
K’kree society is divided into castes. The system is a remnant of ancient times which no longer fits K’kree culture perfectly, but the K’kree stick with it because it is traditional. There are hundreds of castes, but the distinctions are too faint for non-K’kree to understand. For simplicity, castes can be divided into three general groupings: noble, merchant, and servant. It is possible for a family to rise in caste, but this is a rare occurrence. The lowest caste, the servants servants, has come to include farmers, factory workers, and unskilled laborers as well as servants for all classes. The next higher caste, the merchants merchants, includes most skilled workers, scientists, engineers, technicians, scribes, and government administrators, as well as merchants and businessmen.
The word K’kree comes from their own language, and translates literally as ‘all the nobles’, or more broadly, ‘the herd’. The arrangement of the manipulative organ (or hand) on the front limb is one of their most interesting features. Complex or cartilaginous tubes permit the fingers of the K’kree hand to telescope out of the way when the hand is used as a weapon. The K’kree hand is very flexible but somewhat weaker in grasping power than the human hand. The K’kree are covered with a short gray or black fur and with a dense black mane covering the head, neck and upper back of both sexes. Unlike Terran mammals, the young are fed partially digested, regurgitated food instead of milk. Males average 15 percent to 20 percent larger than females. K’kree are extremely conservative in all aspects of their culture. Ceremonial military units (such as bodyguards) are armed with equipment which K’kree military technology outdated centuries ago, and (aside from modifications made necessary by the discovery of space flight) K’kree government has not changed significantly in centuries. Because of their origins as plains-dwelling herd animals, the K’kree are claustrophobics; they cannot stand to be enclosed. K’kree cities
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CHARACTER CREATION Nobles are the governmental officials: the high military officers, diplomats, and heads of trade and manufacturing concerns. Nobles are usually garbed in much more ornate fashion than the lower castes. Every male K’kree must serve a term in the military upon coming of age. Warriors are drawn from all castes; rank in the military is determined by the caste of origin (nobles enter the service as general officer trainees, merchants as lower officers and noncommissioned officers, and servants make up the grunt troops). Upon completing the required term of service, a warrior returns to his original caste and position. Warriors are the only K’kree permitted to bear weapons, and they are further distinguished by their peculiar flared and horned helmets. They serve as soldiers, police, firefighters, and bodyguards for diplomatic and mercantile expeditions. Female K’kree are casteless, and take on the caste of their father or husband. Females have no position in government or society other than the rearing of young. K’kree are Large (3d6 Strength and Endurance) and replace Social Standing with Caste.
VARGR Vargr are an Intelligent Major Race derived from Ancient genetic manipulations of Terran carnivore/chaser stock, apparently dating from approximately the same time that humanity was scattered to the stars. Inhabiting a region rimward of the Imperium, the Vargr were for years a puzzle to Imperial xenologists. The Vargr biochemistry and genetic makeup are almost identical with a number of terrestrial animals, but differ radically from most of the flora and fauna indigenous to Lair, the purported Vargr home world. Researches during the early years of the Third Imperium concluded them to be the result of genetic manipulation of transplanted Terran animals of the family Canidae, almost certainly of genus Canis. The obvious conclusion, supported by archeological evidence, is that the race known as the Ancients was responsible. Physically, the Vargr are not very impressive. The typical Vargr is about 1.6 meters in height and weighs approximately 60 kilograms. They have approximately the same physical parameters as humans and are able to use the same equipment without modification or additional instruction. On average their reactions are slightly faster than those of the typical human, but individuals vary widely. The Vargr senses of smell and sight are superior to those of humans. There is no central Vargr government; indeed, there is no governmental type that can be said to be ‘typically Vargr’. Every conceivable form of governmental organization can be found somewhere in the Vargr Extents. The only cohesive force in the Extents is a fierce racial pride which causes a slight tendency towards
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racial cooperation. The higher the level of the Vargr government, the more unstable it becomes because of the difficulty of obtaining the consent of all Vargr involved. Centralised authority is extremely limited at the upper levels of Vargr society, and action is based on broad coalitional concerns, with a constant splitting and rejoining of dissident factions. Traditionally, this has made it very difficult for more centralised and organized societies such as the Imperium to deal on a meaningful basis with what passes for Vargr states. The Vargr have little respect for formal authority, decreasing as that authority becomes more remote. Vargr generally have more respect for more informal authority figures, and are more likely to obey superiors who are better known to them. The Vargr have an intense racial pride and are easily insulted. They are prone to enter into fights without regard to possible consequences. Even among the most stable Vargr governments a highly charismatic leader can attract followers for almost anything. The neighbours of the Vargr are constantly the subject of impromptu raids and scattered piracy by bands of Vargr who have been talked into a raid, a battle, or a war by a charismatic leader. Vargr have Notable Dexterity (+1), Weak Strength (–1), Weak Endurance (–1), a Natural Weapon (bite), they are Uplifted and they replace Social Standing with Charisma.
CHARACTER CREATION ZHODANI Zhodani are independently descended from human stock transplanted by the Ancients. In general, they tend to be taller than Solomani or Vilani (other independent branches of the human ‘tree’) and lithe of build. Averaging 2.0 meters in height and massing upwards of 90 kilograms, they tend to be swarthy in complexion and dark-haired. Their most important difference is the acceptance and use of psionics. Zhodani nobles often wear a turban-like head-dress which serves to accentuate their height. Zhodani society is divided into three hereditary groups: • Nobles are the enfranchised ruling class. They perform all high governmental functions, and receive extensive psionic training from childhood. • Intendants are the managers and administrators of society. They comprise most business executives, military officers below the ranks of admiral or general, and fill most non-elective governmental positions. Intendants are rewarded for great diligence, service to the state, or victory in the psionic games, with the grant of a noble title. • Proles (or proletarians) constitute the masses, are forbidden the use of psionics, and do not receive training. Proles include all members of the military below officer grade, most merchants and scouts, supervisory and junior management personnel, technicians, craftsmen, and labourers. There is no upward mobility for proles unless psionic powers are detected in them as children, in which case they will be inducted into the intendant class. Intendants who perform well in their positions can be elevated into the ranks of the nobility. In this way, proles can have some hopes for an improved lot for their children, intendants are encouraged to strive hard, and there is a constant infusion of new blood into the nobility. Extensive psionic ability among the ruling classes permits the Zhodani government to weed out subversives early in life, and re-educate them as useful members of society. With rare exceptions, Zhodani are extremely patriotic. Zhodani citizens possess a high degree of personal honesty. Indeed, the Zhodani feel uncomfortable in most places outside the Consulate, where ‘liars and thieves are allowed to wander around loose’. Privacy of thoughts is highly respected among the Zhodani upper classes, although proles have no such right. Nobles have almost complete right of personal privacy, and intendants nearly as much. Rights of foreign nationals vary with whatever treaty is in effect between the Consulate and the foreign power. The treaty with the Imperium is unclear in its protections. Most visitors have no protections for mental privacy, but diplomatic personnel and some selected commercial representatives are provided visas which allow psionic shields to be worn.
The Zhodani have a general distaste for other human races which do not practice psionics. Effective indoctrination and ever-present possibility that one’s mind is being read have removed dishonesty and deviance as common features of society. Disagreements still occur, competition thrives, passions flare. But all takes place in an atmosphere of honesty and truth. Individuals can express their feelings without fear and problems are openly dealt with. In nonpsionic societies, much is kept secret within the mind. A Zhodani visiting the Imperium would be appalled by the deviousness and dishonesty that pervades society. Imperial distaste for the Zhodani is based on two facts. First, the Zhodani practice psionics, and an Imperial cannot be sure that a Zhodani is not invading his mental privacy at any time. Second, because of their psionic abilities, the Zhodani have the most effective authoritarian rule in history. Imperial citizens, used to a great degree of local autonomy, fear Zhodani conquest because of the loss of freedom it would entail. Zhodani intendants and nobles are Psionic.
Enemies There are plenty of ways that a malicious foe can make trouble for the characters. The presence of an enemy can turn an otherwise mundane trade run into a dangerous adventure. The enemy… 1. … has agents within the planetary government, who will frame the characters as enemies of the state. 2. … informs local criminals of the characters’ activities and movements. 3. … is here on unrelated business, but when he learns of the characters’ presence, he becomes convinced they are chasing him and takes offensive action. 4. … was secretly responsible for the characters’ arrival here – it’s a trap! 5. … is spying on the characters – one of the natives of the planet is working for him. 6. … is manipulating the characters. They’re his pawns.
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SKILLS AND TASKS Most of the actions undertaken by characters do not require a skill check. A player does not have to roll Athletics to run through a forest, or roll Computers to access information from his ship’s library. Some actions will require the character to have a particular skill, but will still not require a roll. A character with Flyer 0 can fly an air/raft under normal conditions without having to make a roll.
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The Referee should only call for checks: • When the characters are in danger. • When the task is especially difficult or hazardous. • When the characters are under the pressure of time. • When success or failure is especially important or interesting.
In general, skills can be matched to any appropriate characteristic depending on the situation at hand. Certainly you will roll Dexterity and Gun Combat more often than Social Standing and Gun Combat but you never know what might come up.
TASK CHECKS To make a check, the player rolls 2d6 and any appropriate Dice Modifiers. If the total is 8 or more, the character succeeds. The most common forms of task checks are characteristic checks and skill checks. Characteristic Check: These checks are used when the task is one not covered by an obvious skill, or where the character’s innate abilities are the most important influence on the result. To make a Characteristic check, roll 2d6 and add the appropriate characteristic Dice Modifier. For example: • When forcing open a sealed door on a derelict ship, a character would use his Strength Dice Modifier. • When balancing on a narrow beam, a character uses his Dexterity Dice Modifier. • When trying to endure a long trek through the desert, a character would use his Endurance Dice Modifier. • When trying to decipher an alien puzzle-box, a character uses his Intelligence Dice Modifier. • When attempting to remember some trivia or piece of common knowledge, a character uses his Education Modifier. • When trying to impress a guard with his wealth or position, a character uses his Social Standing Dice Modifier. Skill Check: For a skill check, the character adds both his skill level and an appropriate characteristic DM. The combination of skill and characteristic varies depending on the situation: • Shooting a gun would use the appropriate Gun Combat subskill and the character’s Dexterity Dice Modifier. • Repairing a damaged gun might use Gun Combat and Education. • Trying to work out what sort of gun caused a particular wound might use Gun Combat and Intelligence (or Investigation and Intelligence). • Hiding from an enemy soldier would call for Dexterity and Stealth, while staying still for a long time to avoid detection would be an Endurance plus Stealth check.
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Just generally carousing at a party might use Carouse on its own, without any particular characteristic. If the character wants to beat someone in a drinking contest, then he might use Endurance + Carouse; spotting who is out of place at a party would be Intelligence + Carouse, and snubbing someone might use Social Standing + Carouse.
When making a skill check, if a character does not have any levels in that skill, then he suffers a –3 unskilled Dice Modifier. To repeat; to make a skill check, a character rolls 2d6 + his Skill Level + his Characteristic DM + any other DMs, and tries to get 8 or more. Anything more than this is detail that can be used or not as the group sees fit.
Examples: Yuri (Intelligence 9, Medic 2) is trying to apply first aid to a wounded ally. First Aid uses his Intelligence DM of +1, plus his Medic skill level of 2 for a total DM of +3. Yuri’s player rolls 2d6 and adds 3. If the total is 8 or more, then he has successfully applied first aid. Kathya (Dexterity 10, Stealth 0), Erik (Dexterity 6, Stealth 2) and Morn (Dexterity 12, no Stealth) are all trying to sneak down a corridor. Kathya has a +1 Dexterity DM, and while she gets no DM from only having level zero Stealth, she at least avoids the unskilled penalty. Her final total DM is +1; she rolls 2d6+1 and tries to get 8 or more. Erik has a Dexterity DM of +0, but has level 2 Stealth. His final total DM is +2; he rolls 2d6+2 and tries to get 8 or more. Morn is more dexterous than either of his companions, with his Dexterity DM of +2. However, he has no Stealth skill at all, and so suffers a –3 DM for being unskilled. His final total DM is –1, so he rolls 2d6–1 and tries to get 8 or more.
Task Difficulties Simple tasks are trivial for everyone. A simple task might be requesting weather data from a standard tourist computer system, ordering a meal in a language you know well, or sneaking up on a drugged guard. Simple tasks have a difficulty DM of +6 +6. Easy tasks are trivial for a trained professional, and simple for an amateur. An easy task might be hiking cross-country for a few hours, holding a ship in perfectly level flight, or activating an unfamiliar device that has a clear and simple interface. Easy tasks have a DM of +4 +4. A routine task is trivial for a trained professional, and relatively easy even for an amateur. A routine task might be hitting a prone victim
SKILLS AND TASKS in melee, landing a ship in optimum conditions with computer assistance, translating a newspaper and so on. Routine tasks have a difficulty DM of +2 +2. An average task is a moderate obstacle to a trained professional. Shooting a gun accurately at range, plotting the jump calculations for a starship, repairing a damaged circuit board or finding a buyer for a cargo bay full of machine parts on an industrial world are all examples of average tasks, which have a difficulty DM of +0. A difficult task is difficult even for a trained professional. Examples might be making an accurate shot in the middle of a ferocious storm, defending a client in court when he is clearly guilty, hacking into a secure computer network, or spotting the flash of sunlight reflecting off a sniper’s scope. Difficult tasks have a difficulty DM of –2 –2. Very difficult tasks are hard for a trained professional, and nearly impossible for an amateur. They have a DM of –4. Formidable tasks are exceptionally hard, such as performing surgery in zero-gravity in a ship that is under attack, hacking a military-grade computer network, disarming a terrorist bomb, or convincing a city of superstitious natives that you are a peaceful trader and not a demon from the outer darkness when you don’t speak a word of their language. Formidable tasks have a difficulty DM of –6 –6.
TASK DIFFICULTY DICE MODIFIERS Difficulty Simple Easy Routine Average Difficult Very Difficult Formidable
DM +6 +4 +2 +0 –2 –4 –6
For example, Erik (Int 9, Carouse 1) is trying to find information about a mysterious ship that landed at the starport. He goes to a bar frequented by travellers and spacers, hoping to pick up on a rumour. This is a Carouse check, and the Referee says that it is a Difficult (–2) task. Erik has one level of Carouse, which gives him a DM of +1, an Intelligence of 9 (for another +1 DM) and he subtracts –2 for the difficulty of the task, giving him a final DM of +0. He rolls 2d6 + 0 and tries to get 8 or more.
Situational Modifiers If a character has help, such as good tools, competent aids or other beneficial circumstances, he receives a +1 DM to his skill check. Characters can choose instead to use riskier task chains (see page 51) to give other characters bigger Dice Modifiers by linking skill checks together.
Probability of Success The probability of rolling 8 or more on 2d6 without modifiers is 41.67%. The table below shows the probability of success after all Dice Modifiers have been applied, as a guide for how likely the character is to succeed at a skill check. Total Dice Modifier –5 or more –4 –3 –2 –1 0 +1 +2 +3 +4 +5 +6
Target Number 13+ 12+ 11+ 10+ 9+ 8+ 7+ 6+ 5+ 4+ 3+ 2+
% Chance of Success 0 2.78 8.33 16.67 27.78 41.67 58.33 72.22 83.33 91.67 97.22 100
Calling For Task Checks Often, if the characters have the requisite skills the Referee can just assume they succeed. For example, if the characters are trying to find an informant in a city you could keep calling for Streetwise or Carouse checks until the characters succeed, but that’s dull. It’s just the players rolling dice until they can move on. However, if failure carries a consequence – say, a failed check will result in the characters picking up a false rumour – then it’s a good time to call for a skill check.
Which Characteristic? The characteristic that applies to a skill check will be obvious in most cases – balancing atop a wall is patently a Dexteritybased check, while using brute force to disable a mechanism is governed by Strength. The main area of overlap is between Intelligence and Education. The former covers inspiration, improvisation and pure reasoning, while the latter is for trained responses and known solutions. For example, a brilliant but unschooled mechanic might fix a ship using Intelligence and Engineering, while a trained mechanic might follow the procedure in the book by rolling Education and Engineering. Some checks can be attempted with either characteristic, but no amount of Education will help you deal with a totally unfamiliar problem, and no amount of Intelligence will let a character know some piece of trivia or technical information unless he has learned it.
Oort Cloud A spherical shell around most stars, containing numerous small bodies of cometary material. A typical Oort cloud is about 0.5 to 1 light year from its primary and has an aggregate mass about that of Earth; density is thus extremely low. The main constituents of cometary bodies are ice and dust (‘dirty snowballs’). Bodies in the Oort cloud are occasionally perturbed by collisions or by the influence of nearby stars into orbits which pass near the star; these form the visible comets.
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SKILLS AND TASKS Effect
TIME FRAMES TABLE
If the degree of success is important, then subtract 8 from the total of the dice roll plus Dice Modifiers. This margin of success is referred to as the Effect. For example, if a player rolls a 4 and 3, and has a +3 DM for a total of 10, then his Effect is 10 – 8 = 2.
Time Frame 1–6 Seconds 10–60 Seconds
Increment One second Ten seconds
1–6 Minutes
One minute
Effect Total Success 0 Marginal Success: The character barely succeeds at the task, and may have to accept a condition on his success. He fixes the engine but it will overheat. He finds a buyer for the goods but the buyer is a untrustworthy criminal. 1–5 Average Success: The character succeeds normally. 6+ Exceptional Success: The character succeeds in an impressive and elegant fashion.
10–60 Minutes
Ten minutes
1–6 Hours
One hour
6–24 Hours 10–60 Hours 1–6 Days
Four Hours Ten hours One day
FAILURE
For example, Kathya is trying to fix a damaged jump engine in the middle of a battle. Repairing the engine would normally take 1–6 hours, but an enemy ship is closing fast and they need to jump as soon as possible. Kathya therefore decides to increase the difficulty and suffer a –1 DM to reduce the time by one step. Instead of 1–6 hours, it will only take 10–60 minutes.
SUCCESS
Effect Total Failure Less than –6 Exceptional Failure: The character failed as completely as it is possibly to fail. Anything that can go wrong goes wrong. If attempting to repair a device, the device is further damaged or even destroyed. In a social situation, the character gets into further trouble. –2 to –5 Average Failure: The character has failed the task. –1 Marginal Failure: The character has almost, almost succeeded, and the Referee may permit him to scrape a success if he takes a significant consequence. A character trying to jump across a chasm hangs onto the far side by his fingernails but can only pull himself up if he drops his backpack. A character trying to land a ship can bring it down safely but the ship may never fly again. A character hacking a computer gets in but the security programs can trace his location.
Timing Each task has a time frame of one to six time units. The unit depends on the task – shooting someone or throwing a punch takes 1–6 seconds, while prepping an air/raft for flight might take 1–6 minutes, looking for rumours on the street might take 1–6 hours, and repairing a damaged component on a ship might take 10–60 hours. To determine how long a task takes, roll 1d6 and multiply it by the increment listed for that action.
Going Faster or Slower You can choose, before you roll, to move up or down one or two rows on the Time Frames table. Moving up (reducing the time increment) gives you a –1 DM for every row you move; moving down and increasing the time taken gives you a +1 DM for every row you move.
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Example Action Shooting, punching, jumping. Rerouting power, opening a comms channel. Applying first aid, basic technical tasks. More complex technical tasks, searching an area thoroughly. Building a shelter, moving through the wilderness. Researching a problem. Repairing a damaged ship. Combing a city for a missing person.
The ship jumps successfully, but the engine needs more repairs. A week later, when they emerge from hyperspace, Kathya overhauls the engine. This time, there is no time pressure, so she opts to increase the time taken from 1–6 hours to 10–60 hours (two steps) to make the task easier, giving her a +2 DM.
SKILLS AND TASKS Multiple Actions A character can try to do two or more things at once, like firing a spacecraft’s weapons while also flying, or disarming a bomb while hiding from guards. For every extra thing that the character is doing, he suffers a –2 DM to all skill checks.
Opposed Checks If two characters are opposing each other directly in a task, then the character who obtains the highest Effect wins.
Aiding Another Character Often, Traveller characters will find themselves working as a group, or performing a series of interlinked tasks. Finding a buyer for a cargo of illegal goods, for example, calls for a Streetwise check to find such a buyer, then a Broker check to negotiate a price. When coming up with a plan to attack a fortress, the characters would begin with a Recon check to scope the place out, then a Tactics check to find weak spots in its defences, then Stealth and Electronics rolls to get past the security system. The result of one check can give a DM to the next.
TASK CHAIN DMS The Previous Check Failed With Effect –6 or less Failed With Effect –2 to –5 Failed With Effect –1
DM to Current Check –3
–2 –1
The Previous Check Succeeded With Effect 0
DM to Current Check +0
Succeeded +1 With Effect 1–5 Succeeded +2 With Effect 6+
For example, Erik and Kathya are trying to locate a hidden base on an icy moon. Erik has Engineer (electronics), and suggests trying to augment their ship’s scanners. Kathya has the Sensors skill, and stays on the bridge while Erik goes down to the sensor pods with his toolkit. Firstly, Erik makes his Engineer (electronics) check. He gets an Effect of 5, which gives a +1 DM to the next task in the chain. Kathya will make her Sensors check with a +1 DM thanks to Erik’s efforts. Chains of linked task checks can be formed.
To continue the previous example, if Morn were then to use his Science (geology) skill to determine which of the heat traces from Kathya’s sensor readings were the result of natural geological activity, and which were heat exhausts from a hidden base, then Kathya’s Sensors check would be the previous check in the chain leading to his Science (geology) check, and so her Effect would give a DM for his check.
Skill Levels and What They Mean This information is also presented in the chapter on character generation but is repeated here for clarity. If a character has no level in a skill, then he is untrained and will suffer a –3 Dice Modifier when trying to use that skill. If a character has zero level in a skill (Skill 0), then he is competent in using that skill, but has little experience. He does not get any bonus from his skill ranks when using that skill but at least he avoids the penalty for being untrained. If a character has one or more level in a skill (Level 1, Level 2, and so on) then he is trained in that skill. Each rank represents several years of experience using that skill. A character with Level 2–3 in a skill is a skilled professional in that field. A character with Medic 2 could be a doctor; a character with Medic 4 is a famous surgeon or specialist. Some skills have specialities – specialised forms of that skill. A character picks a speciality when he gains level 1 in a skill with specialities. For example, a character might have Engineer 0, allowing him to make any Engineer skill checks without an unskilled penalty. He might then gain a level in Engineer, giving him Engineer (Jump drives) 1. He would make all Engineer checks involving Jump drives at a +1 DM, but would make all other Engineer checks at a +0 DM. A character can have multiple specialities in a skill – an engineer might have Engineer (Jump drives) 1 and Engineer (power plant) 2. He would make checks related to Jump drives with a +1 DM, checks related to power plants with a +2 DM and all other Engineer checks with a +0 DM.
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SKILLS AND TASKS
SKILLS Each Skill is described using the following format: Description: What the skill does. Specialities: If the skill has several specialities, they are listed here. When a character reaches level 1 in a skill, he can take a speciality in that skill. When he gains another level in the skill, he may increase that speciality to level 2, or take a different speciality. Some skills have no specialities. Common Checks: Common uses for the skill, and what time increment, characteristic DM and difficulty are associated with those uses.
Admin This skill covers bureaucracies and administration of all sorts, including the navigation of bureaucratic obstacles or disasters. It also covers tracking inventories, ship manifests and other records.
Avoiding close examination of papers: Education or Social Standing, 10–60 seconds, Average (+0). Dealing with police harassment: Education or Social Standing, 10–60 minutes, Difficult (–2).
Advocate Advocate gives a knowledge of common legal codes and practises, especially interstellar law. It also gives the character experience in oratory, debate and public speaking, making it an excellent skill for lawyers and politicians. See also Law Level, page 173.
Arguing in court: Intelligence, Education, or Social Standing, 1–6 days, Average (+0), Opposed. Debating an argument: Intelligence, 10–60 minutes, Average (+0).
Animals This skill, rare on industrialised or technologically advanced worlds, is for the care of animals. Specialities • Riding: The character knows how to ride an animal who is trained to bear a rider. Unusual mounts raise the difficulty of the check. Riding a horse into battle: Dexterity, 1–6 seconds, Difficulty (–2). If successful, the character can control the horse for a number of minutes equal to his Effect before needing to make another check. • Veterinary: The character is trained in veterinary medicine and animal care. Applying medical care: See the Medic skill on page 56. Vets can treat humans or other non-animal living things as a Very Difficult (–4 DM) task. • Training: The character knows how to tame and train animals. Taming a strange creature: Intelligence, 1–6 days, Formidable (–6). • Farming: The character can grow and harvest crops and raise animals.
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Athletics The character is a trained athlete and is physically fit. The Athletics skill effectively augments a character’s physical characteristics: there is never an untrained penalty for not having the Athletics skill, you just use your Strength, Dexterity or Endurance DM as normal. Likewise, where a situation might call for a Strength, Dexterity or Endurance check you can always use the appropriate Athletics speciality to boost your roll. Specialities • Co-ordination: Climbing, juggling, throwing. Climbing: Dexterity, 10–60 seconds, Difficulty varies. So long as he succeeds, the character’s Effect is usually irrelevant unless he is trying to do something while climbing, in which case the climbing is part of a task chain or multiple action. Sprinting: Dexterity or Strength, 1–6 seconds, Average (+0). If a character does nothing (including react) but sprint flat-out he can cover 24 + Effect metres with every check. Avoiding obstacles while sprinting requires another Athletics (coordination) check with the –2 DM for multiple actions. High jumping: Dexterity or Strength, 1–6 seconds, Average (+0). The character jumps a number of metres straight up equal to the Effect halved. Long jumping: Dexterity or Strength, 1–6 seconds, Average (+0). The character jumps a number of metres forward equal to the Effect with a running start. • Endurance: Long-distance running, hiking. Long-distance running: Endurance, 10–60 minutes, Average (+0). • Strength: Feats of strength, weight-lifting. Feats of strength: Strength, 10–60 seconds, Average (+0). • Flying: Species that fly gain this skill for free at level 0. It covers aerobatics, conservation of energy, precise landings and other elements of self-powered flight. Flying through a narrow gap at speed: Dexterity, 1–6 seconds, Average (+0). More speed means higher difficulty.
Art The character is trained in a type of creative art. Specialities • Acting: The character is a trained actor, at home on the stage, screen or holo. Performing a play: Education, 1–6 Hours, Average (+0). Convincing a person that you are actually someone else: Intelligence, 1–6 Minutes, Difficult (–2). The target’s Intelligence DM is applied as a negative DM to your roll (so a target with an Intelligence DM of +1 gives you a –1 DM and a target with an Intelligence DM of –2 gives you a +2 to your roll). • Dance: The character is trained dancer and performer. Performing an alien dance to show appreciation of their culture: Dexterity, 10–60 Minutes, Difficult (–2). • Holography: Recording and producing aesthetically pleasing and clear holographic images. Surreptitiously switching on your recorder while in a secret meeting: Dexterity, 1–6 Seconds, Formidable (–6).
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Instrument: Playing a particular musical instrument, such a flute, piano or organ. Playing a concerto: Dexterity or Education, 10–60 minutes, Difficult (–2). Sculpting: Making artistic or abstract sculptures in a variety of media. Making a statue of someone: Intelligence, 1–6 days, Difficult (–2). Writing: Composing inspiring or interesting pieces of text. Rousing the people of a planet by exposing their government’s corruption: Intelligence or Education, 1–6 hours, Difficult (–2). Writing the new edition of Traveller: Intelligence, 1–6 months, Formidable (–6).
Astrogation This skill is for plotting the courses of starships and calculating accurate jumps. See Spacecraft Operations, page 137.
levels in the skill is enough – but it can sometimes be used for other things such as maintenance and identification. See battle dress, page 88. If the character does not have the requisite level of Battle Dress skill to use the suit he is wearing, he suffers a –2 DM to all skill checks for each missing level of the skill.
Performing a systems check on a Battle Dress: Education, 1–6 minutes, Average (+0).
Broker The Broker skill allows a character to negotiate trades and arrange fair deals. It is heavily used in trading (see page 160).
Negotiating a deal: Intelligence, 1–6 hours, Average (+0). Finding a buyer: Intelligence or Social Standing, 1–6 hours, Average (+0).
Carouse Carousing is the art of socialising; of having fun, but also ensuring that other people have fun, of infectious good humour. It also covers social awareness and subterfuge in such situations.
Drinking someone under the table: Endurance, 1–6 hours, difficulty varies by liquor, Opposed. Gathering rumours at a party: Social Standing, 1–6 hours, Average (+0).
Comms The Comms skill covers the use of modern telecommunications – opening communications channels, querying computer networks, jamming signals and so on, as well as the proper protocols for communicating with starports and other spacecraft. See also communications technology (page 90), battlefield comms (page 62) and electronic warfare (page 150).
Plotting a course to a target world using a gas giant for a gravity slingshot: Education, 10–60 minutes, Difficult (–2) Plotting a standard Jump: Education, 10–60 minutes, Easy (+4). Carries a -DM equal to the Jump distance.
Battle Dress This skill permits the character to operate the advanced battle armour used by the Imperium. Normally, a character does not need to make checks using this skill to use the armour – just possessing
Requesting landing privileges at a starport: Education, 1–6 minutes, Routine (+2). Accessing publicly available but obscure data over a comm: Education, 10–60 minutes, Average (+0). Bouncing a signal off an orbiting satellite to hide your transmitter: Intelligence, 10–60 minutes, Difficult (–2). Jamming a comms system: Intelligence, 1–6 minutes, Difficult (–2) for radio, Very Difficult (–4) for laser, Formidable (–6). for masers, Opposed. A character using a comms system with a higher Technology Level than his opponent has a +1 DM for every TL of difference.
Computers The Computers skill is for using and controlling computer systems.
Accessing publicly available data: Education or Intelligence, 1–6 minutes, Easy (+4). Activating a computer program on a ship’s computer: Education or
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SKILLS AND TASKS Intelligence, 10–60 seconds, Routine (+2). Searching a corporate database for evidence of illegal activity: Intelligence, 1–6 hours, Difficult (–2). Hacking into a secure computer network: Intelligence, 10–60 hours, Very Difficult (–4). Hacking is aided by Intrusion programs and made more difficult by Security programs (see page 92). The Effect determines the amount of data retrieved; failure means that the targeted system may be able to trace the hacking attempt.
Deception Deception allows a character to lie fluently, disguise himself, perform sleight of hand and fool onlookers. Most underhanded ways of cheating and lying fall under deception.
Convincing a guard to let you past without ID: Intelligence, 1–6 minutes, Very Difficult (–4). Palming a credit chit: Dexterity, 1–6 seconds, Average (+0). Disguising yourself as a wealthy noble to fool a client: Intelligence or Social Standing, 10–60 minutes, Difficult (–2).
Diplomat The Diplomat skill is for negotiating deals, establishing peaceful contact and smoothing over social faux pas. It includes how to behave in high society and proper ways to address nobles. It is a much more formal skill than Persuade.
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Engineer The Engineer skill is used to operate and maintain spacecraft and advanced vehicles. This skill has several specialities. See also Spacecraft Operations, page 137. Engineer can be used to make repairs on damaged systems on spacecraft and advanced vehicles. For repairs on simpler machines, see Mechanic on page 56. •
Greeting the Emperor properly: Social Standing, 1–6 minutes, Difficult (–2). Negotiating a peace treaty: Education, 1–6 days, Average (+0). Transmitting a formal surrender: Intelligence, 10–60 seconds, Average (+0).
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Drive
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This skill is for controlling ground vehicles of various types. There are several specialities. Specialities • Mole: For controlling vehicles that move through solid matter using drills or other earth-moving technologies, like plasma
torches or cavitation. Surfacing in the right place: Dexterity, 10–60 minutes, Average (+0). Precisely controlling a dig to expose a vein of minerals: Dexterity, 10–60 minutes, Difficult (–2). Tracked: For tanks and other vehicles that move on tracks. Manoeuvring (or smashing, depending on vehicle) through a forest: Dexterity, 1–6 minutes, Difficult (–2). Driving a tank into a cargo bay: Dexterity, 10–60 seconds, Average (+0). Wheeled: For automobiles and similar groundcars. Driving a groundcar in a short race: Dexterity, Difficult (–2), Opposed by other driver(s). Longer races use Endurance instead of Dexterity. Avoiding an unexpected obstacle on the road: Dexterity, 1–6 seconds, Average (+0).
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Manoeuvre Drive (M-Drive): Maintaining and operating a spacecraft’s manoeuvre drive, as well as its artificial gravity. Overcharging a thruster plate to increase a ship’s agility: Intelligence, 1–6 minutes, Difficult (–2). Estimating a ship’s tonnage from its observed performance: Intelligence, 10–60 seconds, Average (+0). Jump Drive (J-Drive): Maintaining and operating a spacecraft’s Jump drive. Making a Jump: Intelligence, 10–60 minutes, Routine (+2). Electronics: All forms of computing hardware, sensors and other electronics and electrics. Installing a new computer system: Education, 1–6 hours, Average (+0). Repairing a damaged sensor: Education, 1–6 minutes, Average (+0). Life Support: Covers oxygen generators, heating and lighting and other necessary life support systems. Safely reducing power to life support to prolong a ship’s battery life: Education, 1–6 minutes, Average (+0). Power: Maintaining and operating a spacecraft’s power plant. Overcharging a ship’s power planet to get extra output: Intelligence, 1–6 minutes, Difficult (–2).
Explosives The Explosives skill covers the use of demolition charges and other explosive devices, including assembling or disarming bombs. You don’t need the Explosives skill to throw grenades. A failed Explosives check with an Effect of –4 or less can result in a bomb detonating prematurely.
Planting charges to collapse a wall in a building: Education, 10–60 minutes, Average (+0). The damage from the explosive is multiplied
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SKILLS AND TASKS by the Effect. Planting a breaching charge: Education, 10–60 seconds, Average (+0). The damage from the explosive is multiplied by the Effect. Disarming a bomb equipped with anti-tamper trembler detonators: Dexterity, 1–6 minutes, Formidable (–6).
Flyer The various specialities of this skill cover different types of flying vehicles. Flyers only work in an atmosphere; vehicles that can leave the atmosphere and enter orbit generally use the Pilot skill. Specialities • Grav: This covers air/rafts and other vehicles that use gravitic technology. Grav vehicles have theoretically perfect manoeuvrability and can hover, but skill checks may be necessary when performing high-speed aerobatics. • Rotor: For helicopters, hovercraft and other similar craft. Rotor craft can hover but may require skill checks to keep steady in the face of adverse environmental conditions. • Wing: For jets and other aeroplanes using a lifting body. Winged aircraft must keep moving forwards or they will stall and fall out of the sky.
Landing safely: Dexterity, 1–6 minutes, Routine (+2). Racing another flyer: Dexterity, 10–60 minutes, Difficult (–2), Opposed.
Gambler The character is familiar with a wide variety of gambling games, such as poker, roulette, blackjack, horse-racing, sports betting and so on, and has an excellent grasp of statistics and probability. Gambler increases the rewards from Cash Benefit rolls, giving the character a +1 DM to his rolls on that table if he has Gambler 1 or better.
A casual game of poker: Intelligence, 1–6 hours, Average (+0), Opposed. Picking the right horse: Intelligence, 1–6 minutes, Average (+0).
Gunner The various specialities of this skill deal with the operation of ship-mounted weapons in space combat. See also Space Combat, page 146. Most travellers have ships equipped solely with turret weapons. Specialities • Turrets: Operating turret-mounted weapons on board a ship. Firing a turret at an enemy ship: Intelligence or Dexterity, 10–60 seconds, Average (+0). • Ortillery: An abbreviation of Orbital artillery – using a ship’s weapons for planetary bombardment or attacks on stationary targets. Firing ortillery: Intelligence, 1–6 minutes, Average (+0). • Screens: Activating and using a ship’s energy screens like Black
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Globe generators or meson screens. Activating a screen to intercept enemy fire: Dexterity, 1–6 seconds, Difficult (–2). Capital Weapons: Operating bay or spinal mount weapons on board a ship. Firing a spinal mount weapon: Intelligence or Dexterity, 10–60 minutes, Average (+0).
Gun Combat The Gun Combat skill covers a variety of ranged weapons. See Combat, page 60, for details on using guns in combat. Specialities • Slug Rifle: Rifle: Using rifle weapons such as the autorifle or gauss rifle. • Slug Pistol: Using pistols like the body pistol or snub pistol. • Shotgun: Using shotguns. • Energy Rifle: Using advanced energy weapons like laser rifles or plasma rifles. • Energy Pistol: Using advanced pistol-style energy weapons like laser pistols and stunners.
Firing a gun: Dexterity, 1–6 seconds, Average (+0).
Heavy Weapons The Heavy Weapons skill covers man-portable and larger weapons that cause extreme property damage, such as rocket launchers, artillery and plasma weapons. Specialities • Launchers: Rocket launchers and grenade launchers. • Man Portable Artillery: Man portable fusion and plasma weapons – the FGMP, PGMP and similar. • Field Artillery: Fixed guns, mortars and other indirect-fire weapons.
Firing an artillery piece at a visible target: Dexterity, 1–6 seconds, Average (+0). Firing an artillery piece using indirect fire: Intelligence, 10–60 seconds, Average (+0).
Investigate The Investigate skill incorporates keen observation, forensics, and detailed analysis.
Searching a crime scene for clues: Intelligence, 10–60 minutes, Average (+0). Watching a bank of security monitors in a starport, watching for one criminal: Intelligence, 1–6 hours, Difficult (–2).
Jack of All Trades The Jack of All Trades skill works differently to other skills. It reduces the unskilled penalty a character receives for not having the appropriate skill by one for every level of Jack of All Trades. For
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SKILLS AND TASKS example, if a character does not have the Pilot skill, he suffers a –3 DM to all Pilot checks. If that character has Jack of All Trades 2, then that penalty is reduced by 2 to a –1 DM. With Jack of All Trades 3, a character can totally negate the penalty for being unskilled. There is no benefit for having Jack of All Trades 0 or Jack of All Trades 4 or more.
Language There are numerous different Language specialities, each one covering reading and writing a different language. All characters can speak and read their native language without needing the Language skill, and automated computer translator programs mean that Language skills are not always needed on other worlds. Having Language 0 implies that the character has a smattering of simple phrases in many languages. Specialities • Anglic: The common Trade language of the Third Imperium, derived originally from the English spoken in the Rule of Man. • Vilani: The language spoken by the Vilani of the First Imperium; the ‘Latin’ of the Third Imperium. • Zdetl: The Zhodani spoken language. • Oynprith: The Droyne ritual language.
Repairing a damaged system in battle: Intelligence or Education, 1–6 minutes, Average (+0)
Medic The Medic skill covers emergency first aid and battlefield triage as well as diagnosis, treatment, surgery and long-term care. See Injury and Recovery, page 74.
First aid: Education, 1–6 minutes, Average (+0). The patient regains lost characteristic points equal to the Effect. Treat poison or disease: Intelligence, 1–6 hours, Average (+0). Long-term care: Education, 1–6 hours, Average (+0).
Melee The melee skill covers attacking in hand-to-hand combat. See the Combat chapter starting on page 60 for more details. Specialities: Unarmed Combat: Whether it is trained martial arts or street fighting learned the hard way, this is the skill for using your body as a weapon. • Blade: Attacking with swords, rapiers, blades and other edged weapons. • Bludgeon: Attacking with maces, clubs, staves and so on. • Natural Weapons: The favoured combat skill of wild animals, this covers fighting with claws, teeth, and other weapons that are a part of you.
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Ordering a meal, asking for basic directions: Education, 1–6 seconds, Routine (+2). Holding a simple conversation: Education, 10–60 seconds, Average (+0). Understanding a complex technical document or report: Education, 1–6 minutes, Difficult (–2).
Leadership
Attacking in melee: Strength or Dexterity, 1–6 seconds, Average (+0).
The Leadership skill is for directing, inspiring and rallying allies and comrades. A character may make a Leadership action in combat, which increases the initiative of one ally the leader can talk to by the Effect of the Leadership check. The skill can also be used to raise the morale of a losing side. See battlefield comms and leadership in battle, pages 62 and 64 respectively.
Shouting an order: Social Standing, 1–6 seconds, Average (+0). Rallying shaken troops: Social Standing, 1–6 seconds, Difficult (–2).
Life Sciences See Science, opposite.
Mechanic The Mechanic skill allows the character to maintain and repair most equipment – some advanced equipment and spacecraft components may require the Engineer skill (see page 54). Unlike the narrower but more useful Engineer or Science skills, Mechanic does not allow a character to build new devices or alter existing ones – it is purely for repairs and maintenance but covers nearly everything.
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Navigation Navigation is the planet-side counterpart of astrogation, covering plotting courses and finding directions on the ground.
Plotting a course using an orbiting satellite beacon: Intelligence or Education, 10–60 minutes, Average (+0). Avoiding getting lost in thick jungle: Intelligence, 1–6 hours, Difficult (–2).
Persuade Persuade is a more casual, informal version of Diplomacy. It covers fast talking, bargaining, wheedling and bluffing. It also covers bribery or intimidation.
Bluffing your way past a guard: Intelligence or Social Standing, 1–6
SKILLS AND TASKS minutes, Difficult (–2). Haggling in a bazaar: Intelligence or Social Standing, 1–6 minutes, Average (+0). Intimidating a thug: Strength or Social Standing, 1–6 minutes, Difficult (–2). Asking the alien space princess to marry you: Intelligence or Social Standing, 10–60 minutes, Formidable (–6).
Pilot The Pilot skill specialities cover different forms of spacecraft. See also Spacecraft Operations, page 137. Specialities • Small Craft: Shuttles and other craft under 100 tons. • Spacecraft: Trade ships and other vessels between 100 and 5,000 tons. • Capital Ships: Battleships and other ships over 5,000 tons.
Physical Sciences See Science, below.
Recon A character trained in Recon is able to scout out dangers and spot threats, unusual objects or out of place people.
Working out the routine of a trio of guard patrols: Intelligence, 10–60 minutes, Average (+0). Spotting the sniper before he shoots you: Intelligence, 10–60 seconds, Difficult (–2).
Remote Operations Remote operations is the skill of using telepresence to remotely control drones, missiles, robots and other devices.
Using a mining drone to excavate an asteroid: Dexterity, 1–6 hours, Routine (+2).
Science There are four separate Science skills – Physical Sciences, Life Sciences, Social Sciences and Space Sciences. Each science skill has a number of specialisations. Science skills cover not just knowledge but also practical application of that knowledge where such practical application is possible.
Social Sciences • Archeology: The study of ancient civilisations, including the previous Imperiums and the Ancients. It also covers techniques of investigation and excavations. • Economics: The study of trade and markets. • History: The study of the past, as seen through documents and records as opposed to physical artefacts. • Linguistics: The study of languages. • Philosophy: The study of beliefs and religions. • Psychology: The study of thought and society. • Sophontology: The study of intelligent living creatures. Space Sciences • Planetology: The study of planet formation and evolution. • Robotics: The study of robot construction and use. • Xenology: The study of alien life forms.
Remembering a commonly known fact: Education, 1–6 minutes, Routine (+2). Researching a problem related to a field of science: Intelligence, 1–6 hours, Average (+0).
Seafarer The Seafarer skill covers all manner of watercraft and ocean travel. It is the Drive skill of the seas. Specialities • Sail: This skill is for wind-driven watercraft. • Submarine: For vehicles that travel underwater. • Ocean Ships: For large, motorised sea-going vessels. • Motorboats: For motorised small craft.
Sensors The Sensors skill covers the use and interpretation of data from electronic sensor devices, from observation satellites and remote probes to thermal imaging and densitometers. Unless otherwise noted in its description (see page 96) sensor equipment does not require a skill check to use, but interpreting data from those sensors can require a roll.
Physical Sciences • Physics: The study of the fundamental forces. • Chemistry: The study of matter at the atomic, molecular, and macromolecular levels • Electronics: The study of circuits and computers. Life Sciences • Biology: The study of living organisms. • Cybernetics: The study of blending living and synthetic life. • Genetics: The study of genetic codes and engineering. • Psionicology: The study of psionic powers and phenomena.
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SKILLS AND TASKS Analysing sensor data: Intelligence or Education, 1–6 hours, Average (+0). Breaking through interference: Intelligence or Education, 1–6 minutes, Difficult (–2).
and in related systems, he knows criminal contacts and fixers. On other worlds, he can quickly intuit power structures and can fit into local underworlds.
See Science, on the previous page.
Finding a dealer in illegal materials or technologies: Intelligence, 10–60 hours, Average (+0). Evading a police search: Intelligence, 10–60 minutes, Difficult (–2).
Space Sciences
Survival
Social Sciences
See Science, on the previous page.
Stealth A character trained in the Stealth skill is adept at staying unseen and unheard. Stealth can be Opposed by Recon or Sensors skills but it is often simpler for the Referee to decide on a difficulty and the player to roll.
The Survival skill is the wilderness counterpart of the urban Streetwise skill – the character is trained to survive in the wild, build shelters, hunt or trap animals, avoid exposure and so forth. He can recognise plants and animals of his homeworld and related planets, and can pick up on common clues and traits even on unfamiliar worlds.
Gathering supplies in the wilderness to survive for a week: Education or Strength, 1–6 days, Average (+0). Identifying a poisonous plant: Education or Intelligence, 10–60 seconds, Average (+0).
Tactics This skill covers tactical planning and decision making, from board games to squad level combat to fleet engagements. In combat, the Tactics skill level of a unit’s commander gives a boost to the initiative scores of everyone in his unit. See Combat, starting on page 60, for more details.
Sneaking past a guard: Dexterity, 10–60 seconds, Average (+0). Avoiding detection by a security patrol: Dexterity, 1–6 minutes, Difficult (–2).
Steward The Steward skill allows the character to serve and care for nobles and high-class passengers. It covers everything from proper address and behaviour to cooking and tailoring, as well as basic management skills. Each level, including level 0, of Steward skill allows a character to care for two high passage passengers or five middle passage passengers. See Passengers, page 160.
Cooking a fine meal: Education, 1–6 hours, Average (+0). Calming down an angry Duke who has just been told that you won’t be jumping to his destination on time: Social Standing, 1–6 minutes, Difficult (–2).
Streetwise A character with the Streetwise skill understands the urban environment and the power structures in society. On his homeworld
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SKILLS AND TASKS Specialities: • Military Tactics: Coordinating the attacks of foot troops or vehicles on the ground. • Naval Tactics: Coordinating the attacks of a spacecraft or fleet.
Suit skill checks – merely possessing the skill is enough. If the character does not have the requisite Vacc Suit skill for the suit he is wearing, he suffers a –2 DM to all skill checks made while wearing a suit for each missing level.
Developing a strategy for attacking an enemy base: Intelligence, 10–60 hours, Average (+0).
Zero-G
Trade A character with a Trade skill is trained in producing some useful goods or services. There are many different Trade specialities, but each one works the same way – the character can make a Trade check to earn money on a planet that supports that profession. The amount of money raised is 100 Credits ∞ the Effect of the check per month. Unlike other skills with specialties, levels in the Trade skill do not grant the ability to use other specialties at skill level 0. Each specialty must be learned individually. Someone with a Trade skill of 0 has a general grasp of working for a living but little experience beyond the most menial jobs. Example Trades include: • Biologicals: Engineering and managing artificial organisms. • Civil Engineering: Designing structures and buildings. • Space Construction: Building orbital habitats and megastructures. • Hydroponics: Growing crops in hostile environments. • Polymers: Designing and using polymers. On some worlds other skills, such as Animals or Computers, may be used to earn a living in the same manner as Trade skills.
Vacc Suit The Vacc Suit skill allows a character to wear and operate spacesuits and environmental suits. A character will rarely need to make Vacc
Having the Zero-G skill means the character is adept at moving around in micro-gravity environments and freefall. A character without the Zero-G skill suffers a –2 DM to all checks made in freefall. The skill can also be used to move around in a zero-gravity environment by pushing off other objects or using thruster packs. The Zero-G skill is also used for operating grav-belts (see page 103).
Righting yourself when artificial gravity suddenly fails on board a ship: Dexterity, 1–6 seconds, Average (+0) Complex manoeuvres with a grav-belt: Dexterity, 10–60 seconds, Difficult (–2)
LEARNING NEW SKILLS The more skills a character possesses, the longer it takes him to learn a new skill. A character’s Skill Total is calculated by summing the levels of each skill (level zero skills count as zero). A character with Mechanic 1 and Gun Combat (slug pistols) 2 would have a Skill Total of 3. To increase a skill, a character must train for a number of weeks equal to his current Skill Total plus the desired level of the skill. So, to advance from Pilot 2 to Pilot 3 with a current Skill Total of 3 would take (three, plus three) six weeks. A character may only train one skill in a given week. The Jack of all Trades skill cannot be learned in play.
Belt Mining The process of extracting useful minerals and other substances from asteroids. Asteroids fall into three basic categories, each of which is different in nature and value. Nickel-iron asteroids are reasonably dense, high-grade sources of metal of most value to the manufacturing industry; large asteroids can be sold to local shipbuilding concerns as planetoid starship hulls. Carbonaceous asteroids are the most common planetoids and have the lowest value of all asteroids in most marketplaces. These stony chunks have the most value in systems where space colonies and large stations can make use of the variety of the useful elements: carbon, hydrogen, oxygen, and so on-that can be extracted from them. Ice chunks are made up of various frozen volatiles, including methane, water, and the like. These ‘dirty snowballs’ are a source of hydrogen fuel and hence support an entire specialty of ‘ice miners’ who seek them out. In systems where gas giants cannot be used for one reason or another, a starport or space station may pay reasonably good money for ice chunks, though they will never make a belter rich. None of these three categories of asteroid is particularly valuable, and few belters ever made a fortune strictly from discovering and mining any of these. In point of fact, there are other things to be found. Many asteroids, most particularly nickel-iron rocks, contain varying amounts of the valuable minerals, platinum, iridium, and so forth, and sometimes other radioactive materials. Occasionally an asteroid will be discovered with an unusual configuration that makes it valuable for scientific or even aesthetic purposes. And, finally, there are artefacts, which take in the entire gamut from the flotsam of a week-old wreck to a trove left by the Ancients, and which vary in value accordingly.
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COMBAT As adventurers journey through the cities and wilds of the worlds they visit, they will encounter both men and beasts. At times, the only way such encounters can be dealt with is by force. Combat in Traveller is designed to be deadly, especially if there is a gap in technology between combatants. The combat system is based on the skill system. Firing a gun, swinging a sword or ordering troops into battle are all skill checks; respectively, that’s Gun Combat, Melee, and Leadership checks. The main difference between combat and a regular skill check is that timing and situational awareness play a much bigger part in combat. Characters will have to move between cover and avoid being hit by the lethal weaponry common on the battlefields of the Third Imperium. Firing a gun, swinging a sword or throwing a grenade are all combat actions, but a combat action need not be an attack – jamming communications, giving orders, or applying first aid are also combat actions.
Setup If the combatants are all unprepared for combat, then each person rolls 2d6 and adds their Dexterity DM to determine starting Initiative. Initiative measures a character’s speed, but also his understanding and control of the battlefield. Initiative determines the order that characters act in, but it can also be spent to react to events. If some of the combatants are ready for combat and some are not, such as in an ambush, the prepared characters are considered to get an automatic 12 on their roll, giving them an Initiative of 12 + Dexterity DM. Characters who have the Tactics skill may make a Tactics check and add the Effect of this check to the Initiative of everyone in their unit. (Only the highest Tactics Effect in the unit may be used.) The Referee may prepare detailed maps or even models of battlefields and encounter areas, or just use sketch maps or descriptions. Traveller uses a scale of 1.5 metres per square for personal combat. In most combats, the combatants begin at Medium range. See page 64 for more details about range.
The Combat Round Each combat round lasts around six seconds of game time. In a combat round each character gets a minor action and a significant action. Actions are taken in descending order of Initiative. If two characters have the same Initiative, the character with the highest Dexterity goes first. If they are still tied, then characters act simultaneously. When a character acts, he takes all his actions at once.
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Action Summary In every round a character may make: • One significant action. • One minor action. • As many reactions as he likes. • As many free actions as he likes, within reason. The significant action may be broken down into two minor actions instead, allowing for three minor actions instead of one significant and one minor. Once everyone has acted a combat round is over and a new round begins. Initiative is not re-rolled but is dynamic, and may be adjusted up and down by actions taken during a round.
DYNAMIC INITIATIVE During the course of a round a character’s Initiative score may be changed by reactions, recoil and hastening. Any changes affect your Initiative for one round only – either the current round if you have yet to act or the following round if you have acted already. Reactions reduce your Initiative in order to allow you to defend yourself from attacks. Recoil slows you down if you are using a weapon heavier than you can handle. Hastening your action lets you act sooner but at a penalty to your roll.
HASTEN At the start of each combat round a character may declare that he is acting hastily. This gives him a +2 bonus to his Initiative for that round only but all his actions receive a –1 DM. A character can only hasten once.
MINOR ACTIONS Movement The character moves up to six metres. Difficult terrain, such as rubble, mud or thick underbrush can halve a character’s movement, allowing him to move only three metres per movement action. Crouching also halves movement. Some alien species may have different methods and speeds of movement which will be detailed in their description.
Changing Stance A character can change to any one of the three stances – prone, crouched or standing – as a minor action.
Drawing and Reloading The time taken to draw a weapon depends on its size and ease of use. The number of minor actions to ready or reload a weapon is
Red Zone The Travellers’ Aid Society travel zone classification for a nation, world, or system which is dangerous to travellers. In general, the imposition of a red zone classification indicates the location is quarantined, interdicted by higher authority, or at war. Quarantine indicates that a dangerous disease is present, and the danger of war is selfexplanatory, but interdiction requires further discussion. Interstellar governments often find it necessary to restrict access to worlds or systems for political or military reasons, and do so by publishing interdictions. Enforcement of interdiction varies with the reason for the restriction. Interdiction may be imposed on a world if it is a military base or other sensitive installation, for the private reservations belonging to powerful families desiring seclusion, for developing societies which the government has elected to allow to evolve in isolation, or for valuable resource areas being saved for later development or exploitation.
COMBAT listed in the description of each weapon. Most weapons take one minor action to draw and another minor action to reload, but some weapons are especially fast or slow.
Aiming A character who spends a minor action aiming at a target gets a +1 DM to his next attack on the target, as long as the character does nothing except aim until he makes his attack. A character may spend multiple actions on aiming, gaining a maximum aiming DM of +6 if he spends six minor actions on aiming.
The standard skill checks used in making an attack are: Melee Attack = 2d6 + Melee (appropriate specialty) + Strength or Dexterity DM (attacker’s choice) Shooting Attack = 2d6 + Gun Combat (appropriate specialty) or Heavy Weapons (appropriate specialty) + Dexterity DM Thrown Attack = 2d6 + Athletics (co-ordination) + Dexterity DM
COMMON MODIFIERS TO ATTACKS
Miscellaneous The Referee may permit a character to perform a skill check or other action as a minor action if the use of the skill does not require the character’s full attention or complex physical actions. Such minor actions include: • Using Recon to spot a good sniping position. • Keeping control of a vehicle using a vehicle control skill. • Identifying the type of gun being used by an enemy using Gun Combat. • Picking something up off the ground or a nearby surface.
SIGNIFICANT ACTIONS
Bonuses Aiming Laser Sight
Intelligent Weapon
+1 per Aim action +1 if aiming
+1 if total DM is within the program’s tolerance – see page 93
A character can take two minor actions instead of a significant action.
Miscellaneous
The Referee will adjudicate which skill checks are significant and which are minor.
Attack The most common significant action is an attack. The basic attack action is trying to injure a foe with a melee attack or a ranged weapon. The attacker declares his target, and the foe may choose to react (see Reactions, right). The attacker then makes a skill check, and if successful, deals damage to his target (see Damage, page 65). As with any other skill check, the standard roll for success is 8+.
–0 to –6 See page 63. Movement –1 for every 10 full metres of target movement Target Dodges –1 (Reaction)
Environmental –1 to –2 Effects Range –0 to –6 See page 64. Target Stance –2 if attacking a prone target at Medium or greater range +2 if attacking a prone target at Personal range Target Parries -Defender’s (Reaction) Melee skill
Minor Actions
A character may make a skill check or do something else as a significant action when such an action requires the character’s full attention, concentration, complicated physical actions or some combination thereof. Such checks include: • Applying first aid to a wounded comrade using the Medic skill (see page 56). • Trying to bypass the security system on a hatch using the Mechanic skill. • Using a psychic power (see page 152). • Issuing orders with the Leadership skill (See page 56). • Calling in an ortillery strike. • Performing hazardous manoeuvres with a vehicle.
Penalties Cover
RECOIL AND HEFT When you make an attack, compare your Strength DM to the Recoil rating of the weapon you are using. If your Strength DM is higher, no further effects apply. If your Strength DM is lower then the difference is applied to your initiative next round. Melee weapons have a rating called Heft which works in exactly the same way. When firing automatic weapons in burst mode, increase Recoil by 1. When firing them on full auto increase Recoil by half the Auto score.
REACTIONS A character who is about to be attacked can react, dodging or ducking out of the way. This means that the more time a character spends reacting, the longer it will be until he acts himself. Each
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COMBAT reaction lowers Initiative by 2 and applies a –1 DM to all skill checks until the following round. There is no limit to how many times a character can react in a round but a character can only react once to each attack and the penalties from reacting are cumulative. A character can only react to attacks that he is aware of.
Dodging A character who is being attacked may dodge, giving his attacker a –1 DM and giving himself a –1 DM on all skill checks until the next round. If the character is in cover or has an obstruction to duck or dodge behind, the DM to hit him is increased to –2.
Parrying A character who is being attacked in melee can parry, applying his Melee skill as a negative DM equal to the attack roll. A parrying character also has a –1 DM on all skill checks until the next round.
OTHER ACTIONS This section covers actions with unusual timing, such as performing a long skill check or interrupting someone else’s action.
Free Actions Some actions are so fast they do not even qualify as a minor action – shouting a warning, pushing a button, checking your watch, and so on. A character can perform as many of these free actions
as he likes in a turn, although if he performs several the Referee may require him to spend a minor or even a significant action on his various tasks.
Extended Actions Some skill checks will take longer than a single combat round to complete. Make a Timing roll for the task (see page 50) and then work out how many six second combat rounds it will take to complete. A character engaging in an extended action cannot do anything else but can abandon their action at any time and return to the normal Initiative order. A character who is hit by an attack while undertaking an extended action must make an 8+ roll using the skill in question with a negative DM equal to the amount of damage the attack causes (after armour). Failure indicates that this round’s work does not count towards the completion of the task. Failure by six or more (an Exceptional Failure) ruins the task and the character must start again.
Delay A character does not have to act when his turn comes up in the Initiative order. He may act at any later point during the round, even interrupting another’s actions to do so. When he acts, his Initiative is set to the count on which he acted. If the character has not acted by the end of the round he may choose to act first in the next round, effectively giving up his actions in the previous round in exchange for an Initiative advantage. His new Initiative is set to one higher than that of the current first person in the order. When multiple characters are delaying and all wish to act first in the following round, their Initiatives are all set to the same score and they act in Dexterity order as normal.
SPECIAL CONSIDERATIONS These rules cover unusual situations that will not occur in every firefight.
Automatic Weapons Automatic weapons – any with a number listed in the Auto column (see page 97) are capable of three fire modes: single-shot, burst, and auto-fire. • When using single shots, make attacks as normal. • When using burst fire, add the Auto value to the damage. Burst fire uses a number of rounds equal to the Auto rating. • When using auto-fire, roll a number of dice equal to the Auto rating of the weapon and sort them into pairs as you wish. Each pair is an attack. Auto-fire attacks can be allocated to as many different targets as you have attacks provided all the targets are within six metres of each other. Auto-fire attacks cannot benefit from a skill any higher than level 1. Weapon skills of 2 or higher only count as 1 when making auto-fire attacks. Auto-fire uses a number of rounds equal to 3 ∞ the Auto rating.
Battlefield Comms Communications technology is a vital part of the battlefield. If a character is not in communication with the rest of his unit and his
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COMBAT commander, then he cannot benefit from Tactics or Leadership. Characters who benefitted from Tactics at the start of combat and are later cut off from their commander have their Initiative lowered by the same amount it was boosted at the start of combat. Unlike other Initiative modifications, this lasts until combat ends or communication is re-established. There are several methods of communication: •
• •
•
•
•
Direct: This covers hand signals and verbal communications. Characters must be within sight or earshot of each other to use direct communications. Hardlinks: Hardlinks are wires or other physical connections, and cannot be jammed. They can, however, be broken. Radio: Radio communications allow communications as long as the radio signal can get through – they can be jammed or blocked by local conditions. Laser: Two characters with tight beam lasers are in communication as long as line of sight exists between a character and another friendly laser-comm equipped character. Lasers can be jammed by other laser comms systems in direct line of sight, but it is exceedingly difficult. They can also be blocked by smoke, aerosols or other obstacles. Masers: These work just like lasers, but can cut through smoke and aerosols. Masers can be jammed by other maser comms systems. Meson: Meson communicators cannot be jammed or blocked, but cannot be used while a character is moving. Re-establishing a meson link requires a Comms check.
If several characters are in communication and are working together, then they can be considered a single unit, and benefit from Tactics and Leadership.
Battlefield Sensors There are several types of sensors used on the battlefields of Traveller. (See Sensors on page 96.) • •
•
•
Bioscanner: Bioscanner ‘sniffers’ detect airborne pathogens and hazardous chemicals. Infra-Red (Heat): Infra-red sensors detect warm bodies, and negate concealment from smoke and soft cover, but can be jammed by strong heat sources. Densitometer: An outgrowth of gravitic technology, a densitometer can scan an area and plot variable densities, effectively creating a three-dimensional map of all objects. A densitometric scan can uncover subterranean structures and even detect hidden enemies, but the scan takes several minutes to perform and cannot be used in real-time. Densitometers can be fooled by multiple objects with similar density (a scan can tell an armoured soldier from an unarmored civilian, but cannot distinguish between a living person and a corpse). Electromagnetic Detectors: These sensors can detect unshielded high-power electrical devices, such as gauss weapons or transmitters.
•
• • •
Laser-Assisted Targeting: A low-powered laser is reflected off the target, giving targeting data to the firer. Laser-Assisted Targeting systems give no bonus against foes wearing Reflec. See Laser Sight, page 102. Light Intensification: Light intensification technology magnifies visible light, negating the penalties for darkness or low light. Motion Sensors: Can detect motion within range. Neural Activity Sensor: A combination of highly sensitive EMdetectors and psionic theory, NAS detectors pick up on the brain activity of living beings and classifies them according to amount and complexity, giving a rough idea of the intelligence of subjects.
A character need only make a Sensors check when using a bioscanner, densitometer, EM-detector or NAS detector. Infra-red scanners and motion scanners need Sensors checks to interpret confusing data, such as trying to distinguish human thermal signatures in the midst of a burning building, or when trying to pick up on extremely faint traces like residual heat from a footprint.
Conditions Certain battlefield conditions affect ranged attacks: •
•
•
Darkness: Low light gives a –1 DM to ranged attacks. Complete darkness gives a –4 DM. Light penalties can be avoided by using sensors to target instead of the naked eye. Smoke or Fog: Smoke gives a –1 DM to ranged attacks by obscuring the target; especially thick and impenetrable smoke gives a –2 DM. These penalties are doubled for laser weapons. Extreme Weather: Driving wind, rain, snowstorms and so forth give a –1 DM to ranged attacks from poor visibility and a –1 DM to ranged attacks from environmental interference. Sensors can be used to avoid the visibility penalty.
Cover Any sort of low wall, undergrowth, convenient rocks or other objects can serve as cover. Attacks made on characters who are behind cover suffer the negative cover DM on the table below. Crouching or prone targets (see overleaf) can claim cover one step higher on the table. If a character in full cover is crouching or prone they are impossible to hit but cannot return fire – if they expose themselves enough to shoot then they are exposed enough to be shot. Cover 1/4 (undergrowth, small rock, corner of a building) 1/2 (thick forest, low wall, crate) 3/4 (jungle, trench, reinforced position) Full (pillbox)
Cover DM –0 –1 –2 –4
Cover can be hard or soft. Soft cover such as undergrowth works by concealing the character using the cover and does not protect against attacks from enemies who can see through the concealment, such as those using thermal sensors. Hard cover is a physical barrier and will protect against all attacks.
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COMBAT Explosions
Range
Grenades, rockets and other explosives affect an area. A character caught in an explosion may dodge at the usual Initiative cost (or, if the explosion happens outside combat, if the character is in position to dodge). A character who dodges an explosion may reduce the damage by 1d6 if he just dodges or by half if he dives for cover. A character who dives for cover ends up prone and loses his next significant action (he may take minor actions as normal).
Personal combat is divided into a series of range bands:
Firing into Combat If a character is firing a weapon at a target who is at Personal range to another combatant, then the attack suffers a –2 DM. If the attack misses, roll 1d6. On a 4+, the attack hits the nearest other combatant to the original target.
Grappling A character can attempt to wrestle or grab another person instead of hitting him. The attacker must move to Personal range and beat his target in an opposed Melee (unarmed) check. If he wins, he may do any one of the following: • Knock his opponent prone. • Disarm his opponent. If he succeeds by 6+ he can take the weapon away; otherwise it ends up on the floor. • Throw his opponent up to three metres for 1d6 damage. • Inflict damage equal to 2 + the Effect. • Escape the grapple and move away (as if with a normal movement action). • Continue the grapple with no other effects. • Drag his opponent up to three metres. Throwing an opponent always ends the grapple. With any other option the winner can choose to end or continue the grapple as he sees fit. A character in a grapple cannot move or do anything other than make opposed Melee checks. Each time an opposed check is made the winner can choose an option from the above list.
Getting Personal Characters in Personal range of one another tend to get in each others’ way: • A character may move into Personal range as part of a normal movement action but must stop there. They can move away again with another movement action. • A character has a –1 DM to all non-combat skill checks for every person within Personal range. • Many attacks suffer negative DMs when at Personal range; see the table opposite. The exception is when characters co-operate. Two characters who are co-operating do not give each other penalties to skill checks and can freely move into and out of each others’ Personal range as part of one movement action. However, third and additional characters start applying penalties as normal: two people can work on an access panel in a narrow corridor, but someone trying to sprint past them is going to make life difficult for everyone.
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Range Personal Close Short Medium Long Very Long Distant
Distance to Target Less than 1.5 metres 1.5 to 3 metres 3 to 12 metres 12 to 50 metres 51 metres to 250 metres 251 metres to 500 metres 501 metres+
Squares to Target (for use with maps and miniatures) 0 (combatants are in the same square) 1 to 2 squares 3 to 8 squares 9 to 34 squares 35 to 166 squares 167 to 334 squares 334 squares+
Each attack form has an optimum range (or spread of ranges). Attacks within this range have a +0 DM. Attacks outside the optimum range suffer a negative DM. Melee attacks can only be made at Close or Personal range.
Stance A character can be standing, crouched or prone. A standing character uses the normal rules. A crouching character moves at half speed but can make better use of cover. If a crouching character is in cover, consider it one row lower on the Cover Table (see previous page) – 1/4 cover counts as 1/2 cover, 1/2 cover as 3/4 cover, and so on. A prone character cannot make melee attacks or dodge. He may make improved use of cover like a crouching character and he may still parry melee attacks. All ranged attacks targeting him suffer a –2 DM penalty. At Close range, the penalty is reduced to +0; a prone character being attacked at Personal range grants a +2 DM to attacks against him.
Tactics and Leadership These two skills can affect a character’s Initiative. The Tactics skill can be used to give an Initiative bonus to a whole unit at the start of combat. The unit commander may make a Tactics check, and everyone in the unit may increase their Initiative by the Effect of the check. The Leadership skill can be used to increase another character’s Initiative. The character with Leadership makes a Leadership check, and the target character’s Initiative is increased by the Effect of the check. Making a Leadership skill check is a significant action.
Amber Zone Part of a system used by the Imperial Interstellar Scout Service and the Traveller’s Aid Society classification for a nation, world, or system which presents a need for caution in dealings and activity. The amber code may indicate chaos, upheaval, or xenophobia in local business, politics, society, or culture, or may be applied for other reasons. Travellers should exercise caution.
COMBAT WEAPON RANGES Weapon Melee Attacks Unarmed Small Blade Large Blade Bludgeon Ranged Attacks Thrown Pistol Rifle Shotgun Assault Weapon Rocket Natural Attacks Claw Teeth Horns Hooves Stinger Thrasher
Personal
Close
Short
Medium
Long
Very Long
Distant
+0 +0 –1 –1
–1 –1 +0 +0
Out of range Out of range Out of range Out of range
Out of range Out of range Out of range Out of range
Out of range Out of range Out of range Out of range
Out of range Out of range Out of range Out of range
Out of range Out of range Out of range Out of range
Not possible –1 –3 –2 –1 –4
+0 +0 –1 +0 +0 –2
–1 +0 +0 –1 +0 –1
–2 –2 +0 –2 +0 +0
Out of range –4 +0 –3 –2 +0
Out of range Out of range –2 Out of range –4 –2
Out of range Out of range –4 Out of range –6 –4
+0 +0 +0 –1 –1 +0
–1 –1 –1 +0 +0 –1
Out of range Out of range Out of range Out of range Out of range Out of range
Out of range Out of range Out of range Out of range Out of range Out of range
Out of range Out of range Out of range Out of range Out of range Out of range
Out of range Out of range Out of range Out of range Out of range Out of range
Out of range Out of range Out of range Out of range Out of range Out of range
Thrown Weapons There are two kinds of thrown weapons: the first kind strike a single target and do damage from the force of their impact, such as throwing knives or a thrown rock. These use the normal rules for ranged combat. The other kind of thrown weapon is a grenade or other explosive projectile that inflicts no damage from impact but typically delivers a harmful payload. The first kind of thrown weapon adds the Effect of the Athletics (co-ordination) check to its damage. The second kind does not. If the attack fails the projectile scatters in a random direction for (6 + Effect) metres. This is usually only important if the projectile explodes on or after impact.
DAMAGE Each weapon lists the damage it inflicts as a number of d6. Add the Effect of the attack roll to this damage. Damage is applied initially to the target’s Endurance. If a target is reduced to Endurance 0, then further damage is subtracted from the target’s Strength or Dexterity (target’s choice, but all the damage from a single attack must be subtracted from a single statistic). If either Strength or Dexterity is reduced to 0, the character is unconscious and any further damage is subtracted from the remaining physical characteristic. If all three physical characteristics are reduced to 0, the character is killed.
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COMBAT Optional Rule: Knockout Blow If a character’s Endurance is reduced from its starting value to 0 by a single attack, the character is knocked out instantly, even though he still has two characteristics above zero. This is a good rule to introduce when the characters are facing a large number of weaker foes.
Optional Rule: Random First Blood Instead of always applying damage to Endurance first, the first damage sustained in any combat is applied to a random physical characteristic, and damage after that can be allocated by the player to any physical characteristic. This makes a low Endurance more survivable.
Armour
OPEN VEHICLES • •
Open vehicles grant no cover to the passengers. Any passenger in an open vehicle can shoot (or otherwise attack) in any direction.
Vehicle-Mounted Weapons Weapons mounted on vehicles follow all the rules for normal weapons with one addition: fire arcs. Weapons mounted on vehicles are limited in what directions they can fire. A weapon mounted in the front arc, for example, can only fire into a 90˚ area in front of the vehicle. Weapons in turrets can fire in any direction. Firing a vehicle-mounted weapon is based on the skill for the weapon in question – Gun Combat (energy rifle) for a laser turret, Heavy Weapons (man-portable artillery) for a fusion gun, and so on.
Armour reduces damage by the value of the armour. A hit with Effect 6+ always inflicts at least one point of damage, regardless of the target’s armour.
FRONT
Kathya shoots a foe for 10 damage. If the target was wearing a flak jacket (armour 2), then the damage would be reduced by 2 to 8. If the target was wearing battle dress (armour 18), she would inflict no damage at all.
VEHICLES Combat in and on vehicles is much the same as ordinary combat. The differences are as follows: • Unlike people, who are mobile and manoeuvrable, careful track must be kept of which way a vehicle is facing. Vehicle-mounted weapons – and armed passengers, to a lesser extent – are restricted to certain fire arcs. • Vehicles are considered to move on the driver’s Initiative. The driver must spend a minor action every round to keep control of the vehicle under normal circumstances – a straight road or simple manoeuvres – or a significant action to navigate obstacles, conduct evasion or pursuit, or dodge incoming fire. • Attackers gain a +1 DM to hit most vehicles because of their size.
Types of Vehicles There are two main types of vehicles: open and closed. Closed vehicles include typical cars, g/carriers, tanks and other vehicles with an enclosed hull. Open vehicles include motorbikes, air/rafts and other vehicles where the occupants are exposed.
CLOSED VEHICLES •
•
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Closed vehicles grant cover to the occupants – unless the description mentions otherwise civilian vehicles grant soft cover and military vehicles full hard cover. Only a few people in a closed vehicle can shoot out, depending on the number of windows or other firing ports and the internal space available. Unless the description mentions otherwise up to two people can fire into each arc from a civilian vehicle and one person in each arc in a military one.
LEFT
RIGHT
REAR What weapons a vehicle has in what arcs are listed in its description.
Collisions When a vehicle collides with something else – a pedestrian, another vehicle, or obstacle – everything takes damage. Roll 1d6 for every 10 km/h of the vehicle’s speed (round up). This is applied as damage directly to anything hit and, if the thing struck is solid enough, also to the ramming vehicle. Any unsecured passengers in a vehicle damaged in a collision take the same damage and, if possible, are thrown three metres for every 10 km/h of speed. Secured passengers (those wearing seatbelts or something similar) are not thrown anywhere and take one quarter damage.
Vehicular Actions These are all significant actions that the driver of a vehicle can take when his turn in the initiative order arrives.
COMBAT EVASIVE ACTION
Vehicle Damage
Vehicles are not typically manoeuvrable enough to dodge as a reaction. Instead, the driver may declare that he is taking evasive action when his turn arrives. He makes a skill check (skill determined by vehicle) and the Effect acts as a –DM to all attacks against the vehicle or its passengers. The Effect also acts as a –DM to any attacks made from the vehicle as well. This lasts until the driver’s next action.
Vehicles do not have Characteristics like living characters. Instead, they have a Hull value and a Structure value, which measure the vehicle’s structural integrity. When Hull is reduced to 0, the vehicle starts taking damage to its internal systems. When Structure is reduced to 0, the vehicle is reduced to scrap. Vehicles also suffer damage to onboard systems as they take damage.
MANOEUVRING A driver or pilot can manoeuvre his vehicle without making a skill check. This allows the vehicle to avoid large or obvious obstacles, to get where it is going, to move out of one fire arc of an enemy vehicle and into a different one, or to change the fire arc that a single target is in. More extreme manoeuvres are covered by ‘stunt’, below.
RAM Deliberately driving a vehicle into someone or something requires a significant action and a successful skill check (skill determined by vehicle). Rams are affected by dodging and evasive action as normal. The Referee may grant bonuses to a ram attempt or declare it automatically successful if the target is particularly large.
STUNT With a significant action and a successful vehicle control check the driver or pilot of a vehicle can do pretty much anything it is possible to do in his vehicle – stand a car up on two wheels, perform stunning aerobatics in a jet plane, or skim a speedboat over a low sandbar. A stunt can be used to put a single target into one additional fire arc for one round (putting an enemy vehicle into both your front and rear arcs by spinning the car, for example), to set up some other skill check (often allowing passengers to line up weapons) using the rules for task chains on page 51, to achieve something that would normally be difficult or impossible in your vehicle (driving down an alley too narrow for your car by flipping it onto two wheels), to achieve up to three manoeuvre actions in one go, just to show off, or anything else you can imagine.
WEAVE In an environment with many obstacles, such as an inner city or tight underground caverns, a driver or pilot may choose to weave his vehicle in and around the obstacles at high speed in order to evade pursuit. The driver chooses a weaving number, as low as one or as high as one per 20 km/h of speed (round up), and must then make a skill check (skill determined by vehicle) with the weaving number as a penalty on his roll. If he fails, he has woven into an obstacle and crashed. See Collisions. If he succeeds, any pursuers must choose a weave action when their initiative count comes up and make their skill test at the same penalty with the same consequence for failure. Alternatively, they can choose to break off pursuit and either give up or try to reacquire the target later.
To determine the effects of an attack on a vehicle, first determine how much damage the vehicle suffers as normal. Many vehicles will have one or more points of armour that reduces the damage. Consult the Vehicle Damage table to determine how many ‘hits’ the vehicle suffers.
Vehicle Damage Table Damage 0 or less 1–3 4–6 7–9 10–12 13–15 16–18 19–21 22–24 25–27 28–30 31–33 For every extra three points For every extra six points
Effect No damage Single Hit Two Single Hits Double Hit Three Single Hits Two Single Hits, Double Hit Two Double Hits Triple Hit Triple Hit, Single Hit Triple Hit, Double Hit Triple Hit, Double Hit, Single Hit Two Triple Hits +1 Single Hit +1 Double Hit
Each hit is then applied to a particular location on the vehicle. Double or Triple hits count as two or three hits on the same location.
LOCATION TABLE 2d6 2 3 4 5 6 7 8 9 10 11 12
External Hit (Vehicle) Hull Sensors Drive Weapon Hull Armour Hull Weapon Drive Sensors Hull
Internal Hit (Vehicle) Structure Power Plant Power Plant Cargo Structure Passengers Structure Cargo Computers Cockpit Cockpit
Robot or Drone Hull Power Plant Sensors Weapon or Limb Hull Armour Hull Weapon or Limb Drive Sensors Computer
+++All ships be advised: This system is under Imperial interdiction. Make no attempt to land on the fourth planet. Jump from this system as soon as possible. If you require fuel, follow this beacon to the automated refinery. No other course of action will be tolerated. This system is under Imperial interdiction.+++
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COMBAT Hull Reduce the vehicle or drone’s Hull by one. If a vehicle runs out of Hull, further Hull hits become hits on the same row of the Internal Damage table (if a vehicle) or Structure hits (if a robot or drone).
Passengers Choose a passenger randomly for any passenger hit. The passenger takes damage equal to the damage inflicted on the vehicle. If all the passengers are dead, further passenger hits become Structure hits.
Structure Reduce the vehicle or drone’s Structure by one. If a vehicle runs out of Structure, it is destroyed. If the vehicle is destroyed by an attack that reduces it to a negative Structure score it explodes, doing 4d6 damage to everyone within six metres (including the occupants) and 2d6 damage to everyone within twelve metres. The occupants of a closed vehicle cannot dodge or dive for cover from this explosion but the occupants of an open vehicle can.
Cargo Any cargo present is hit and may be destroyed. If no cargo remains, further cargo hits become Structure hits.
Armour Reduce the vehicle or drone’s armour by one.
Computer First Hit: The vehicle’s computer system is disabled. A drone or robot with a disabled computer system shuts down for 1d6 rounds. Second Hit: The vehicle’s computer system is destroyed. A drone or robot with no computer system is completely disabled. Further Computer hits count as Structure hits.
Drive First Hit: Reduce movement by 10% and apply a –1 DM to all vehicle control skill checks. Second Hit: Reduce movement by 25% and apply a –2 DM to all vehicle control skill checks. Third Hit: Drive disabled. Further drive hits count as Hull hits. Weapon Choose a weapon or device randomly for each hit. First Hit: The weapon or device suffers a –2 DM to all checks related to its operation. Second Hit: The weapon or device is destroyed. If no weapons remain to be destroyed, further hits on this location become Hull hits. Sensors First Hit: The vehicle or drone suffers a –2 DM to all Sensors checks. For drones and robots, this also applies to Recon checks. Second Hit: The sensors are destroyed, blinding the vehicle or drone. Further Sensor hits count as Hull hits. Power Plant First Hit: The vehicle or drone loses one round’s worth of actions. Second Hit: The vehicle or drone’s movement is reduced by 50%. Third Hit: The power plant is destroyed, disabling the vehicle and inflicting 1d6 Hull hits on it. Limb Choose a limb randomly for each limb hit. First Hit: The limb suffers a –2 DM to all checks related to its operation. Second Hit: The limb is destroyed. Further Limb hits count as Hull hits.
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Cockpit The pilot of the vehicle is hit, and takes damage equal to the damage inflicted on the vehicle. If the pilot is dead, further pilot hits become Structure hits.
Repairs Damage to a vehicle or drone falls into three categories – System Damage, Hull Damage, and Structure Damage. System Damage: A damaged system can be jury-rigged back to functioning, but it will stop functioning again after 1d6 hours. Repairing a damaged system requires not only an Average skill check (Mechanic, Engineer (appropriate speciality) or Science (appropriate speciality)) taking 1–6 hours but also a source of spare parts. The spare parts can come from a scrap yard, a workshop, systems on another vehicle, or can be taken from other systems on the same vehicle. When taking spare parts from other vehicle systems, each ‘hit’ of damage provides enough spare parts to make a single repair check. The Passengers and Cockpit systems cannot take hits to provide spare parts, although cybernetic parts might be able to provide enough spare material to repair minor damage. A destroyed system costs 2d6 ∞ 10% of its original cost to repair, and cannot be repaired using spare parts. It requires a full workshop and specialist materials. Hull Damage: Hull damage can be repaired with a Mechanic check taking 1–6 hours and consumes one ‘hit’ of spare parts. Structure Damage: Structure damage can only be repaired in a workshop and requires 10–60 hours per point of damage. It costs 20% of the base cost of the vehicle per point repaired. No skill check is required.
ENCOUNTERS AND DANGERS This chapter covers planet-side encounters. For encounters and dangers in space, see page 139. The topics covered in this chapter are: Animals, Environmental Dangers (Disease, Poison, Weather, Extremes of Temperature, Falling), Healing, Non-Player Characters & Random Planet Encounters.
ANIMALS Many worlds in the galaxy are capable of bearing life. While a sizeable proportion of these worlds were seeded with Earth-life by the Ancients or by human colonists, there are many worlds where evolution (or engineering) has produced bizarre creatures. Regardless of their world of origin or biochemistry, the majority of creatures fall into a few categories – herbivores, omnivores, carnivores and scavengers. These categories are further broken down into behaviours, such as grazer or filter. A carnivore that hunts by ambushing its prey will be a very different encounter to one that hunts as part of a pack. The terrain of a planet also helps determine what sorts of creatures are encountered there. Animals have a similar range of characteristics to humans, but there are several differences: Instinct: Instinct is the animal equivalent of Education. Animals apply their Instinct DM to tasks such as sensing prey or solving problems. A cunning or highly successful creature would have a high Instinct score. Pack: Pack is the animal equivalent of Social Standing. The higher a creature’s Pack score, the larger the group that it is associated with, and the more standing the creature has in that group. A lone
scavenger would have a low Pack score; a member of a herd would have a medium Pack, while the alpha of a hunting pack would have a high Pack score.
Planetary Quirks For each world, the Referee should decide on a theme or style to unite the denizens of that world. Just as all mammals or all lizards on Earth share certain traits, so too do alien creatures of different types. Are the dominant creatures hot-blooded or cold-blooded, or do they have some other method of circulation entirely? Perhaps creatures on this world are hive organisms made up of thousands of smaller creatures; maybe psionics takes the place of vision, or perhaps creatures spit acid instead of attacking with claws and teeth. For some quick quirks, choose one or more columns from the table below and roll on them to see what unusual features are common on a given world.
Rural Encounters and Terrains Worlds are divided into several terrain types, where different species hold sway. The Referee can roll randomly to determine what the characters encounter, or build up a whole ecology in advance. The terrain type affects the nature of the creatures found there. Animals can be amphibious (A), swimmers (S), flyers (F) or walkers (W). If a number is listed in the movement section, it is a DM to the creature’s Size roll. The Rural Encounter table gives the sort of creature encountered. If the characters are going to be spending a lot of time on a world, the Referee should fill in a Rural Encounter table for each terrain type they will be travelling through, replacing the generic creature types with specific species.
PLANETARY QUIRKS TABLE Roll 1 2
Sensory Quirk Sees in infrared Multiple eyes
Defence Quirk Armoured shell Screeches for aid
Nesting Quirk Digs burrows Nests in trees
3
Sensitive cilia or hairs Echolocation Symbiosis with a hunter or pilot animal Sensitive sense of smell
Reacts to attack with attack Camouflage Avoids or mitigates attacks
Hides stocks of food Steals nests Builds nests from organic material
Inflates
Fortifies nests
4 5
6
Locomotion Quirk Six limbs Gasbags
Reproduction Quirk Lays eggs Lays thousands of spawn Crawls on webbing Males gestate young Slime Multiple sexes Hijacks the bodies Young grow inside of other creatures adult, released on death A prehensile Can change gender body part which is not normally prehensile
Attack Quirk Acid spit Strangling tentacles Primitive tools Spiked tail or bill Electricity
Poison
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ENCOUNTERS AND DANGERS RURAL ENCOUNTER TABLE
TERRAIN DM CHART Terrain Clear Plain or Prairie Desert (hot or cold) Hills, Foothills Mountain Forest Woods Jungle Rainforest Rough, Broken Swamp, Marsh Beach, Shore Riverbank Ocean shallows Open ocean Deep ocean
Type DM +3 +4 +3 –4 –2 –4 –2 –3 –2 +3 +1 +4 +4 +4
Size DM –3 –4 –1 –3 –2 –3 +4 +2 +1 +1 –4 +2
1 W W W W W W W W W W S –6 S +1 S –4 S +4 S +6 S +8
Roll for Creature Movement 2 3 4 5 6 W W W W +2 F –6 W W W +2 W +4 F –6 W W W F –4 F –6 W W W +2 F –4 F –6 W W F –2 F –4 F –6 W W W F –4 F –6 W W W W F –6 W W W W +2 F –6 W W W +2 W +4 F –6 W W W +2 F –4 F –6 A +2 W W F –4 F –6 A +2 W W F –4 F –6 A W W W F –6 S +2 S S F –4 F –6 S +4 S +2 S F –4 F –6 S +6 S +4 S +2 S S –2
2d6 2 3 4 5 6 7 8 9 10 11 12
Creature Type Scavenger Omnivore Scavenger Omnivore Herbivore Herbivore Herbivore Carnivore Unusual Event or Natural Feature Carnivore Carnivore
ANIMAL TYPES 2d6 1 or less 2 3 4 5 6 7 8 9 10 11 12 13 or more
Herbivore Filter Filter Intermittent Intermittent Intermittent Intermittent Grazer Grazer Grazer Grazer Grazer Grazer Grazer
Omnivore Gatherer Eater Gatherer Eater Gatherer Hunter Hunter Hunter Gatherer Eater Hunter Gatherer Gatherer
Carnivore Pouncer Siren Pouncer Killer Trapper Pouncer Chaser Chaser Chaser Killer Chaser Siren Chaser
Scavenger Carrion-Eater Reducer Hijacker Carrion-Eater Intimidator Reducer Carrion-Eater Reducer Hijacker Intimidator Reducer Hijacker Intimidator
Disease Alien diseases can sometimes cross over and infect humans, but most diseases are of Terran origin. The Ancients scattered humans all over the galaxy tens of thousands of years ago, and they brought bacteria and viruses with them. Over time, these have mutated into new forms. In the unlikely event that a highly virulent plague is discovered, the infected world is placed under interdiction until a cure can be found. Disease outbreaks are especially dangerous on new colony worlds, which lack the medical expertise and facilities to treat all the patients. The disease… 1. … has an incubation period of several days, so symptoms only appear when the characters are in jumpspace. 2. … is a mutated version of an extinct Terran plague, like the Black Death. 3. … stimulates the latent psychic powers of the brain, giving telepathic powers while killing the subject. 4. … can only be cured by an expensive drug, which the characters must import from a high-tech world. 5. … is lethal only to one alien species, causing massive social upheaval on a world jointly settled by humanity and that race. 6. … was deliberately released by hostile forces.
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Creature Creation Example, Part 1 The player characters are making their way through a thick rainforest en route to a crashed starship they want to salvage. The Referee decides to generate a local wildlife encounter to make things more interesting. First of all he consults the Terrain DM Chart and looks at the row corresponding to the terrain the characters are in – rainforest. Rolling a die for creature movement he gets a 4, which gives a W for walking movement and a +2 size DM which negates the –2 DM for being in a rainforest. Next, he checks the Rural Encounter Table and rolls 2d6. He rolls a 5. His creature is an omnivore. Rolling 2d6 on the Animal Types table and applying a –2 Type DM from the rainforest terrain he gets a 9, –2 is 7. Checking the omnivore column reveals that his creature is a hunter that stalks and kills easy prey. He notes down that it has Survival and Instinct +2.
ENCOUNTERS AND DANGERS For each entry in the Rural Encounter Table, roll on the appropriate column of the Animal types table, modified by the Terrain Type DM from the Terrain DM Chart.
Behaviours Terran creatures that exemplify these behaviours are noted in brackets after the name. Characteristic modifiers and skills are noted after the description – the exact level of skills varies depending on the particular creature. • •
• •
• • • • • • • • • •
•
Carrion-Eater (vulture): Scavengers which wait for all other threats to disperse before beginning. Carrion-eaters have Recon. Instinct +2. Chaser (wolf): Animals which kill their prey by attacking and exhausting it after a chase. Chasers have Athletics (coordination and/or endurance). Dexterity +4, Instinct +2, Pack +2. Eater (army ant): Eaters will eat anything they encounter, including characters. Endurance +4. Pack +2. Filter (earthworm): Herbivores which pass their environment through their bodies are termed filters. Unlike grazers, which move to food, filters move a flow of matter through themselves and filter out the food. Endurance +4. Gatherer (raccoon, chimpanzee): Gatherers are omnivores that collect and store food. Gatherers have Stealth. Pack +2. Grazer (antelope): Grazers move from food source to food source, often in large packs. Their primary form of defence tends to be fleeing danger. Instinct +2, Pack +4. Hunter (baboon): Opportunistic predators that stalk easy prey. Hunters have Survival. Instinct +2. Hijacker (lion): Scavengers which steal the kills of others through brute force or weight of numbers are hijackers. Strength +2, Pack +2. Intimidator (coyote): Scavengers which establish their claim to food by frightening or intimidating other creatures. Intimidators have Persuade. Killer (shark): Carnivores that possess a raw killing instinct, attacking in a frenzied manner. Killers have Melee and either Strength or Dexterity +4, Instinct +4, Pack –2. Intermittent (elephant): Herbivores that do not devote their entire time to searching for food. Intermittents have Pack +4. Pouncer (cat): Pouncers kill by stalking and ambushing their prey. Pouncers have Stealth, Recon and Athletics. Dexterity +4, Instinct +4. Reducer (vermin): Reducers are scavengers that act constantly on all available food, devouring even the remains left by other scavengers. Pack +4 Siren (venus fly-trap): fly-trap): Sirens create a lure to attract prey. Usually, this lure will be specific to the species the siren preys on, but some rare lures are universal. Sirens have Deception. Pack –4 Trapper (spider): An animal which allows its prey to enter a trap. Generally, any creature surprised by a trapper is caught in its trap. Pack –2.
Creature Sizes and Characteristics For each creature, roll 2d6 for its Size and apply any Dice Modifiers from its Terrain or Movement category. The creature’s Size determines its Weight, Strength, Dexterity and Endurance – for example, a roll of 7 means that the creature has a Strength of 3d6, an Dexterity of 3d6 and an Endurance of 3d6. Roll 2d6 separately for the animal’s Weapons and Armour. Add a +8 DM when rolling for weapons if the animal is a Carnivore, and a +4 if it is an Omnivore; subtract a –6 DM if the animal is a Herbivore. Scavengers automatically have Teeth in addition to any other weapons. If a number is present after the Weapons type, then add that number to the number of damage dice the creature rolls.
SIZE TABLE 2d6 1 or less 2 3 4 5 6 7 8 9 10 11 12 13
Weight (kg) 1 3 6 12 25 50 100 200 400 800 1600 3200 5000
Strength 1 2 1d6 1d6 2d6 2d6 3d6 3d6 4d6 4d6 5d6 6d6 7d6
Dexterity 1d6 1d6 2d6 2d6 3d6 4d6 3d6 3d6 2d6 2d6 2d6 1d6 1d6
Endurance 1 2 1d6 1d6 2d6 2d6 3d6 3d6 4d6 4d6 5d6 6d6 7d6
WEAPONS TABLE
ARMOUR TABLE
2d6 1 or less 2 3 4 5 6 7 8 9 10 11 12 13+
2d6 1 or less 2 3 4 5 6 7 8 9 10 11 12 13+
Weapons None Teeth Horns Hooves Hooves and Teeth Teeth Claws +1 Stinger +1 Thrasher +1 Claws and Teeth +2 Claws +2 Teeth +2 Thrasher +2
Armour 0 0 0 1 1 2 2 3 3 4 4 5 5
Roll 2d6+DMs for the animal’s Instinct and Pack. Intelligence for most animals is 0 or 1; the Referee can include more intelligent creatures if he wishes, but creatures with an Intelligence of 2 or more are potentially sophonts. All animals have at least Survival 0, Athletics 0 and Recon 0, and most will have 1d6 ranks split among these skills, Melee (natural weapons), and any skills listed in their behaviour.
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ENCOUNTERS AND DANGERS Damage from attacks depends on the creature’s Strength score. Strength 1–10 11–20 21–30 31–40 41–50 51–60
Damage 1d6 2d6 3d6 4d6 5d6 6d6
Number Encountered The number of creatures encountered depends on its Pack score. Pack 0 1–2 3–5 6–8 9–11 12–14 15+
Number Encountered 1 1d3 1d6 2d6 3d6 4d6 5d6
Wilderness Encounter Checklist 1. Determine and terrain types appearing on world in question. 2. For each terrain type, generate an encounter table. 3. Generate specific animals for encounter tables: Note terrain related DMs, and creature movement descriptor Determine diet classification Generate Type description Note type related behavioral modifiers and DMs. Determine size, characteristics, weapons and armor Determine Attack damage Determine Number encountered Note typical reactions Apply Planetary Quirks as needed 4. Apply common sense as required.
Animal Reactions Non-domesticated animals usually react to threats or provocation by either fighting or fleeing. When characters disturb an animal or otherwise draw attention to themselves while within its territory roll 2d6 and consult the following table. If the result is high enough to indicate an attack, the creature attacks. If the result is low enough to indicate flight, it flees, although it may return later. If the result on the table is neither attack nor flee, then the animal stands still until provoked again, in which case roll again. Type Herbivore Filter Intermittent Grazer Omnivore Gatherer Hunter
Eater Carnivore Pouncer Chaser Trapper Siren Killer Scavenger Hijacker Intimidator Carrion-eater Reducer
Attack
Flee
10+ if possible 10+ 8+
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9+ 7If the hunter is bigger than 5at least one character, then it attacks on a 6+. Otherwise, it attacks on a 10+ 5+ 4If the pouncer has surprise, it attacks. If the chasers outnumber the characters, they attack. If the trapper has surprise, it attacks. If the siren has surprise, it attacks. 6+
If the pouncer is surprised, it flees. 5-
3-
7+ 8+ 11+ 10+
6777-
54-
Creature Creation Example, Part 2 The Referee rolls on the Size Table, applying the –2 DM from rainforest terrain and the +2 DM he rolled when checking for locomotion. He rolls an 8, meaning the hunter weighs 200 kg. After rolling its characteristics it comes out Strength 12, Dexterity 11 and Endurance 7. A powerful creature but with little stamina for a prolonged chase. Rolling on the weapons and armour table the Referee scores 8 and 10 (including a +4 DM on each because the creature is an omnivore). That gives it a stinger with +1 dice of damage (so its final damage is 2d6 (from Strength) + 1d6 (from the sting) = 3d6) and three points of armour. The roll for Pack is low, only a 4, meaning the characters will only encounter 1d6 of the creatures at a time. The roll for Instinct is a 12! Plus two from the creature’s hunter behaviour gives it an overwhelming Instinct of 14, about as cunning as an animal can get. After distributing a handful of points among the creature’s Survival, Recon and Melee skills the Referee is ready to have his player characters encounter a nest of them. With an Instinct of 14 the hunters are nearing sophont levels of intelligence, so clearing them out of the wreckage of the crashed starship is going to be a nerve-wracking endeavour..
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ENCOUNTERS AND DANGERS Sample Animals Type Habitat Strength Dexterity Endurance Intelligence Instinct Jungle Howler Pouncer Jungle Walker 8 15 14 1 7 (Carnivore) Recon 1, Athletics (co-ordination) 2, Stealth 2, Melee (claw) 2, Survival 1 Claws and Teeth (3d6), Furry Hide (3). Number encountered: 2d6 Monkey-like predators with sharp claws, who attack by leaping from the treetops onto prey. Skitterers Grazer Woods Walker 5 6 5 (Herbivore) Stealth 2, Survival 2, Athletics (co-ordination) 1, Recon 0, Melee (teeth) 0 Teeth (1d6), Scales (3). Number encountered: 4d6 Small, nervous lizard-like creatures that feed on leaves.
1
14
10
12
0
9
3
1
7
10
Shallow Ocean 24 7 12 1 Swimmer Survival 3, Athletics (co-ordination) 1, Recon 2. No attacks, no armour Slow-drifting, diffuse nets that capture microorganisms. Hive entity. Number encountered: 4d6.
Mountain Flyer
1
3
1
8
11
Living Net Grazer (Herbivore)
Scourges Hunter (Omnivore)
Pack
Recon 1, Melee (claws) 1 Claws (3d6), Hide (1). Number encountered: 1d6. Vicious flyers with razor-sharp claws. They soar on mountain thermals, looking for prey. Thunderers Intimidator (Scavenger) Plains Walker 30 2 22 Survival 2, Athletics 0, Persuade 2, Melee (teeth) 1 Teeth (3d6), Hide (2). Number encountered: 3d6. Slow, ponderous tripeds who use their great bulk to drive off competitors.
ENVIRONMENTAL DANGERS Most life-bearing alien worlds have completely incompatible biologies, so humans are utterly unaffected by their native pathogens. The exceptions are typically planets where everything is inimical to human life. Alien diseases that can affect humans are comparatively rare, most of which are mutations or engineered variants of diseases from Earth. Panacea drugs can aid the immune system resist infection on unfamiliar worlds. Poisons are rarer, but more dangerous – injecting an unfamiliar chemical into your bloodstream or tissue is never a good idea. Medical treatment can help a character’s ability to resist and recover from environmental dangers, aiding the character’s Endurance check.
Diseases Diseases reduce a character’s Characteristics, usually Endurance. The character must make an Endurance check with the listed DM to resist the effects of the disease. If the character fails the Endurance check then he takes the listed damage and must make another Endurance check a few hours or days later, depending on the interval of the disease. Once an Endurance check has been passed, the character has fought off the disease. Some more tenacious diseases may require multiple successful checks to shake off. Disease Pneumonia Anthrax Regina Flu Biological Weapon
DM +0 –3 +1 –6
Damage 1d6+4 1d6+2 1d6–2 1d6+8
Interval 1d6 weeks 1d6 days 1d6 days 1d6 hours
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ENCOUNTERS AND DANGERS Poisons
Weather
Poisons operate in the same way as diseases, but generally work much faster and often have a wider range of effects. Most poisons do not have an interval but apply their damage immediately.
High winds and torrential rain can inflict a negative Dice Modifier of –1 to –4 to all skill checks made in the teeth of the weather, depending on the intensity of conditions. Unusual weather effects include flammable methane clouds, rain of sulphuric acid, mists of poisonous gas, flash floods, carbon dioxide glaciers subliming to gas in the heat of the characters’ footsteps..
Poison Arsenic Tranq Gas
DM –2 –1d6
Neurotoxin
–4
Damage 2d6 Unconsciousness if Endurance check is failed 1d6 Intelligence
Falling
Extremes of Temperature Unusually hot or cold worlds can cause damage unless the characters are suitably protected. Temperatures are in Celsius. Heat 50˚ (Very hot desert) 200˚ (~Mercury) 500˚ (~Venus) Burning Torch Welding Torch Inferno
Effect 1d6/hour 1d6/round 2d6/round 1d6/round 2d6/round 3d6/round
Cold –25˚ (Arctic) –50˚ (~Mars) –200˚ (~Pluto) Freezer Berth Liquid Nitrogen
Effect 1d6/hour 2d6/hour 1d6/round 1d6/round 2d6/round
A character who falls on a 1-gravity world suffers 1d6 damage per two metres fallen. High- or low-gravity worlds will increase or decrease the damage. Look up the size code for the world and the gravity level associated with it on page 170 and multiply the falling damage by the gravity number. For a simpler method, round gravity to the nearest 0.5 before multiplying. A character who makes a successful Athletics check can reduce the effective distance fallen for the purposes of calculating damage by a number of metres equal to the Effect of his check.
FATIGUE A character can become fatigued in several ways: • After staying awake for a number of hours greater than his Endurance + 18. • After performing heavy labour for a number of hours greater than his Endurance. • After making a number of melee attacks greater than his Endurance in a single combat. • Many other ways as mentioned in the text. A fatigued character suffers a –2 DM to all checks until he rests. The amount of rest needed varies but is usually 3 – the character’s Endurance DM hours (characters with an Endurance DM of +3 can recover from fatigue in just 2d6 minutes). If a character suffers fatigue while already fatigued they fall unconscious.
UNCONSCIOUSNESS An unconscious character may make an Endurance check after every minute of unconsciousness – if successful, he regains consciousness. If he fails he must wait another minute and can then try again with a +1 DM on the check for every check previously failed.
INJURY AND RECOVERY Injured characters are either wounded or seriously wounded. A character is considered seriously wounded if he has lost at least one point from all three of his physical characteristics. As soon as one of his physical characteristics is restored, no matter how, he is no longer seriously wounded.
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ENCOUNTERS AND DANGERS Seriously wounded characters who have somehow avoided unconsciousness cannot move except to hobble or crawl along at 1.5 metres per combat round. They also lose their minor action in combat.
his characteristics – he has lost 10 Endurance, 5 Dexterity and 3 Strength. Kathya applies first aid, bringing Morn’s Strength back up to its maximum level. With only two characteristics now wounded, Morn qualifies for medical care and is quickly restored to health.
Wounded characters heal naturally and can also benefit from medical care. When characteristic points return from healing, players may choose which characteristic regains the points and may split healing between characteristics if they wish.
Augmentation and Medical Care: Cybernetic or genetic augments can interfere with medical treatment. All medical care or surgery Medic rolls treating a character suffer a negative DM equal to the difference in Technology Level between the medical facility and the highest relevant implant. For example, a character with TL 15 Endurance implants being treated in a TL 10 hospital would give a –5 DM to the surgeon’s Medic skill checks.
Natural Healing An injured character regains a number of characteristic points equal to his 1d6 + Endurance DM per day of full rest. If the character insists on continuing an active lifestyle he only heals a number of characteristic points equal to 1 + Endurance DM per day. Characters with a low Endurance DM (quite possibly from injury) may degrade (lose more characteristic points) over time if they are unlucky or cannot (or will not) rest. A seriously wounded character only regains characteristic points equal to his Endurance DM per day of rest, which means that the character may never heal naturally and will even get worse if his Endurance DM is currently negative.
Medical Treatment First Aid: Applying first aid restores a number of characteristic points equal to twice the Effect of the Medic check. Points restored by first aid are divided as desired among all damaged physical characteristics. First aid must be applied within five minutes of the injuries being received to be fully effective. A character can still benefit from first aid up to an hour after their injury but they only receive a number of characteristic points equal to the Effect of the Medic check. Performing first aid on yourself is a Difficult (–2) task. Surgery: A character who is seriously wounded (after first aid has been applied) requires surgery. Surgery restores characteristic points just like first aid but if the check is failed the patient loses characteristic points equal to the Effect. Surgery requires a hospital or sickbay. Once one characteristic is back to its maximum level the patient can benefit from medical care. Surgery does not benefit characters who are not seriously wounded. Performing surgery on yourself is a Very Difficult (–4) task. Medical Care: Medical care restores 2 + the character’s Endurance DM + the doctor’s Medic skill in characteristic points per day, divided evenly among all damaged characteristics. Medical care requires a hospital or sickbay and for the patient to undergo full bed rest. Standard procedure in most cases is to use medicinal slow (see page 94) to hasten healing.
For example, Morn is mauled by an alien predator while exploring a strange moon. He is able to drive the predator off with his pistol, wounding it. Morn has suffered damage to all three of
Healing and Mental Characteristics Other than Psionic Strength, which has its own rules (see page 152) characters may also suffer damage to their Intelligence or even their Education (representing loss of memory). Unless otherwise specified, each mental characteristic heals at the rate of one point per day.
NON-PLAYER CHARACTERS During the course of the player characters’ adventures, the Referee will play a huge variety of non-player characters – starport staff and guards, traders, Imperial bureaucrats and nobles, dangerous criminals, archaeologists and scientists, naval officers, alien diplomats, untrustworthy brokers, primitive tribesmen, deranged artificial intelligences, alien hive-minds and whatever else the characters encounter. Most of these characters will appear only for a single scene, so there is no need to lavish detail on a trader or guard. Just come up with a personality trait or two and a name and jot them down. If a non-player character is to appear multiple times in the game, then the Referee should determine game statistics and a fuller personality. While the focus of the game is always on the player characters, important non-player characters do not exist solely to serve as allies or antagonists. Non-player characters have their own agendas and desires, and will pursue their own goals. Sometimes, their schemes might enmesh the player characters!
For example, Erik has a Contact named Tarel Paragi, an Imperial diplomat. Erik can call on Paragi when dealing with imperial bureaucracies. What Erik does not know is that Tarel is secretly a Zhodani spy, and that every favour that Erik asks of his friend is putting him deeper in debt to a foreign power.
Random Character Traits If the Referee is stuck for a motivation or quirk for a non-player character, roll 2d6 on this chart, treating one die as tens and the other as units.
Generating Non-Player Characters While non-player characters can be generated using the normal character generation rules, it is generally faster just to note down characteristics and a few appropriate skills. A skilled professional has two or three levels in skills related to his occupation, and zero or one levels in a half-dozen other skills.
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ENCOUNTERS AND DANGERS RANDOM TRAITS d66 11 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 36
Trait Loyal Distracted by other worries In debt to criminals Makes very bad jokes Will betray characters Aggressive Has secret allies Secret anagathic user Looking for something Helpful Forgetful Wants to hire the chracters Has useful contacts Artistic Easily confused Unusually ugly Worried about current situation Shows pictures of his children
d66 41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66
Trait Rumour-monger Unusually provincial Drunkard or drug addict Government informant Mistakes a player character for someone else Possesses unusually advanced technology Unusually handsome or beautiful Spying on the characters Possesses TAS membership Is secretly hostile towards the characters Wants to borrow money Is convinced the characters are dangerous Involved in political intrigue Has a dangerous secret Wants to get offplanet as soon as possible Attracted to a player character From offworld Possesses telepathy or other unusual quality
d66 41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66
Personage Bored Noble Planetary Governor Inveterate Gambler Crusading Journalist Doomsday Cultist Corporate Agent Criminal Syndicate Military Governor Army Quartermaster Private Investigator Starport Administrator Retired Admiral Alien Ambassador Smuggler Weapons Inspector Elder Statesman Planetary Warlord Imperial Agent
CONTACTS, ALLIES, RIVALS AND ENEMIES d66 11 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 36
Personage Naval Officer Imperial Diplomat Crooked Trader Medical Doctor Eccentric Scientist Mercenary Famous Performer Alien Thief Free Trader Explorer Marine Captain Corporate Executive Researcher Cultural Attaché Religious Leader Conspirator Rich Noble Artificial Intelligence
There are five types of non-player characters who will show up throughout a Traveller campaign: allies, contacts, enemies, rivals and patrons. Allies are NPCs who are willing to go out of their way to help the characters. An ally is willing to risk his reputation, his status and even his life for his friends, but will expect equal consideration from
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the characters. Allies are actively looking to further the careers of the characters, passing on useful information and rumours. In general, characters can call on an ally’s aid once per year without penalty, but expecting any more aid will overstress the ally’s resources. (The ally will still give help if asked, but this may result in the ally losing his position or influence).
ENCOUNTERS AND DANGERS Erik’s ally is his old Naval commander, Jan Halos, who mustered out of the Navy around the same time as Erik. Halos is now a wandering free trader with his own starship. In the past, Halos has flown in to rescue Erik’s ship from attack and aided Erik in a dangerous smuggling mission. If Erik asked, Halos would risk anything for him. Contacts are willing to help the character when they can, but only in a limited fashion. An ally would give the characters a weapon, but a contact would only tell the characters where they can purchase it.
Erik’s contact is Tarel Paragi, a diplomat. Tarel will pass on useful information to Erik, in exchange for other rumours and bits of data. Tarel will advise Erik when dealing with the Imperial bureaucracy, but will not endanger himself. Theirs is an alliance of convenience as far as the diplomat is concerned. Remember, there is no faster-than-light communication in the Traveller setting. Allies and contacts can only be contacted when in the same system, and there will be a delay in communications traffic of several seconds or even minutes if the characters are on different worlds. Rivals and enemies are both adversaries of the player characters – enemies are just willing to go further. While scenarios can revolve around the efforts of a rival to discredit or kill the characters, the Referee should also drop rivals and enemies into other plots. For example, if the characters are trying to find a starport willing to repair their damaged ship, a rival might show up in the system and poach passengers. Enemies and especially rivals should be mobile. If the characters are going to spend their time jumping from system to system, then their rivals should have starships of their own so the characters
encounter them again and again. Enemies can be stationary, but should have a long enough reach to affect the characters. Totalitarian governments, evil conspiracies or interstellar corporations make great enemies.
Erik’s rival is Manfred Greel, a notorious corsair and thief. Greel has a grudge against Erik, and takes great pleasure in tormenting or sabotaging anything Erik does. Greel has come to enjoy their little contests, though, and greatly prefers to humiliate and provoke Erik instead of trying to kill him.
Patrons and Missions Patrons are non-player characters in positions of power, authority, influence or dire need who employ the characters and give them missions. Sometimes, the reward from a mission will be purely financial – the characters might be hired as bodyguards, mercenaries, couriers, thieves or scouts for a few hundred credits. Other missions will have less tangible rewards, such as being owed a favour by the patron, acquisition of status or influence, or just the knowledge of having done the right thing.
SAMPLE PATRONS Patrons are employers, contacts, adventure hooks or headaches for the player characters. The patron needs something done, and is prepared to pay the player characters very well for them to do it – but things have a habit of going wrong. Each patron encounter lists: • The patron’s name and role. • The skills and resources required to complete the mission • The suggested reward for the mission • The mission as described to the characters • What’s really going on. Several possible variants will be presented – either pick or roll for which is the real situation. When integrating patrons into your campaign, if you have established a character with that role already, then you can tie patron encounters with that role to that character. For example, if the player characters have a contact in the Imperial Navy, then you can reuse that patron
Payment for Missions The scale of payment for missions varies depending on how difficult the mission is, but also on the characters’ circumstances. A band of penniless travellers who make their way from star system to system in low berths might be happy to be paid 5,000 Credits each for two weeks’ work but the crew of a free trader can make hundreds of thousands of credits by spending that time shipping cargo. In fact, characters with huge ship mortgages to maintain will have to turn down unprofitable missions. A wise patron, therefore, should always offer the characters more than they can get by trading. As a rule of thumb, this comes to about 1,000 to 2,000 Credits per ton of cargo space available to them on a ship, per two weeks of work.
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ENCOUNTERS AND DANGERS for other Naval missions. It is better to have a few long-running nonplayer characters than a constant parade of disposable patrons.
Astor Kemble, Spy Required: Deception, Mechanic/Engineer/Pilot/Comms Reward: Cr. 5,000 and a new contact
Jefri haut-Oschem, Planetologist Required: Life Sciences, Survival; Spacecraft Reward: Cr. 2,000/day plus expenses. Players’ Information His Excellency haut-Oschem is a respected Imperial Planetologist, specialising in worlds that are nearly habitable. A planet might be a little too cold, or too dry, or be infested with a lethal native species. Haut-Oschem’s genius is in making tiny changes to a planet’s ecosystem or climate. All too often, a change can ripple out through the complex balances of a planetary environment and have unforeseen consequences.
Players’ Information Astor Kemble is a ‘freelance researcher’ – a spy for hire. Her current mission is to investigate links between a shipping corporation, Jump Transit, and Ine Givar terrorist cells. Jump Transit may be shipping weapons past Imperial patrols. She suspects that the Ine Givar leaders in the area know she is on their trail, so she needs to use unfamiliar faces to finish her mission. The mission is to infiltrate the shipping company, confirm that the weapons are being smuggled by Jump Transit, and if so, follow the weapons to their destination.
Haut-Oschem requires a spacecraft and a crew trained in the sciences for a brief period of research – no more than a few weeks, possibly a month or two. While haut-Oschem has worked with the Imperial Scout Service in the past, this mission is entirely under the aegis of private research. The ship will be visiting worlds outside settled space.
Referee’s Information Kemble approaches the characters after observing them for some time, to learn the best way to win their confidence and trust. If they are patriots, then she poses as an Imperial agent; if they get into trouble, she shows up to rescue them or help them; if they are mercenaries, she shows up with a big wad of credits. The mission is a lot more dangerous than Kemble initially suggests.
Referee’s Information Any character with contacts in the Scout service can find out that haut-Oschem has quarrelled with the Survey section, and that his once-stellar career has dark clouds hanging over it. Something has gone wrong…
She has already infiltrated Jump Transit’s office on a hub world, and can arrange for the characters to get jobs with the company. Following the shipments is up to them. 1.
1.
Haut-Oschem has been replaced in the eyes of the Scout service by a younger researcher, Harad Leish. Old haut-Oschem wants to prove that his theories and methodologies are still valid. Leish and a laboratory ship from the Scout Service are currently surveying a jungle world inhabited by numerous hostile species. To prove his worth, haut-Oschem needs to find a way for humans to live safely on the world before the Scout service do. 2. As above, but haut-Oschem is bitter, and his real plan is to sabotage Leish’s survey team. 3. Haut-Oschem has discovered that he made a terrible mistake at the start of his career. He approved the settlement of a world before he fully understood the ecosystem. Every few centuries, a species of carnivorous locusts hatches in vast swarms and devours everything in their path. The characters need to find a way to stop the insects from hatching. 4. As above, but haut-Oschem wants to preserve his reputation above all else. The characters need to stop the insects without revealing what they’re doing to the settlers. 5. Haut-Oschem discovered something very valuable on his most recent survey, such as a massive deposit of precious metals or alien technology. He wants the characters to help him recover it. 6. As above, but haut-Oschem is in a race with the Scout service. He’s not the only one to have read between the lines in his latest survey.
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Kemble is on the wrong trail – Jump Transit is almost entirely innocent. The weapons shipments are being transported by a band of illegal smugglers, who are using old Jump Transit cargo containers stolen from starports. The characters need to be on watch at the end of their journey. 2. Jump Transit is indeed smuggling weapons, but en route, the cargo ship is attacked by pirates. The characters will need to either defeat the pirates or retrieve the stolen goods to complete their mission. 3. Kemble is discovered and killed by the Ine Givar after the characters begin their time undercover. Fortunately, the cargo ship jumps away before the other terrorists are informed that the PCs are spies. They need to complete their mission before the word reaches the cargo ship’s destination. 4. The Ine Givar are aware the Imperium are on their trail. The ‘weapon’ they are smuggling is actually a bomb, designed to go off when the cargo ship is in jump space, killing any Imperial investigators. 5. The weapons aren’t destined for the Ine Givar – they are for a group of rebels on an oppressed planet. The characters may find themselves sympathetic to their cause. 6. Kemble is actually working for the Ine Givar – the characters are actually protecting her cargo of weapons through pirate attacks and Imperial customs inspections.
ENCOUNTERS AND DANGERS The Margrave of Vilmaer, Eccentric Noble Required: Carouse, Steward, Perform, Deception or Survival Reward: Cr. 10,000 Players’ Information Vilmaer is an obscure rock in a distant solar system in the heart of the Imperium. The lords of Vilmaer invested wisely centuries ago and became obscenely wealthy. The family has become very eccentric over the years. The current Margrave of Vilmaer departed on a ‘short tour’ some forty years ago and has wandered the galaxy since on cruise liners and casino ships. His entourage waxes and wanes, but the Margrave is always at the centre of a cloud of hangers-on and sycophants. The Margrave is a man of strange tastes, who sometimes employs adventurers for various whimsical or impossible tasks, often for the entertainment of his friends. Those who can amuse the Margrave of Vilmaer are showered with wealth. Referee’s Information While the general public sees the Margrave as either an amusingly eccentric buffoon or a shameful noble who squanders millions of credits on fripperies, there is another side to Vilmaer. The Margrave is rumoured to be involved with Imperial Naval Intelligence, or a roving spy for the Moot, or for one of a dozen factions. Where Vilmaer goes, intrigue follows.
Their only regular contacts with the outside world were the oreships that hauled metals from the belt to the mainworld every few weeks. When the resources of one belt are exhausted or the markets shift, the miners jump to another system and begin again. Now, one of the Dar Al’khubat miners has come to the starport, seeking aid. First Lander Thu is a small man, bowed by the unfamiliar weight of gravity. The miners have come under attack, and he needs help resolving the situation. Thu explains that the nomadic miners have a contract with the rulers of the local system to deliver a certain quantity of ore every month, and that these attacks are threatening their ability to reach this quota. Calling for outside aid is an unpopular move among his people, but the First Lander believes it is better than breaking contract and having to flee the system. If the characters have their own ship, then they are paid more to cover damage and expenses. If they do not, then Thu offers them the use of a Seeker (see page 114) while they investigate. Referee’s Information The attacks are being aided by a faction within the miners who believe that Thu has tied them to an unfair contract. They intend to force a breach of contract so they can destroy Thu’s political standing. This faction is led by Thu’s estranged daughter, Saj dam-Thu.
Vilmaer wants the characters to entertain his entourage of nobles. They must come up with a plan to entertain a dozen jaded, self-obsessed boors. 2. As above, but Vilmaer suspects an assassin is about to strike, and wants the characters by his side to protect him. 3. Vilmaer wants the characters to help him lose a group of particularly annoying reporters. The characters need to spirit the Margrave away and get him at least six parsecs distant from his cruise ship before they discover he’s gone. 4. Vilmaer wants the characters to organise a hunting expedition for him and his guests. 5. As above, but the hunting expedition is actually cover for a diplomatic mission. The characters must cover for the Margrave in his absence. 6. As 4, but the Margrave has gone insane, and will sabotage the hunting mission to endanger his followers.
The attacks have been on the ships that carry the ore. The attackers should not have been able to damage the massive ore-ships, and in fact the damage came from bombs hidden in the ore. 2. The attacks happen when the miner ships are refuelling at the system’s gas giant. The attacking vessels are lurking in the upper atmosphere. 3. Thu is more interested in payments from the mainworld’s corporations than in his people. The attacks have been protests, nothing more. The characters are on the wrong side. 4. The attacks are nothing to do with the miners’ contract – there’s something hidden in the asteroid belt that someone wants to protect. 5. The attacks have been at ships working at asteroids. The characters will need to set a trap for the attackers. 6. The rebel faction within the miners is in league with a foreign power that is manipulating events to use the Dar al’Khubat miners as a spy network.
First Lander Thu, Miner
Raynal Galm, Merchant
Required: Pilot, Gunnery, Sensors, Melee or Gun Combat, possibly a ship Reward: Cr. 20,000/Cr. 2,000,000
Required: Broker, Streetwise Reward: Cr. 10,000
1.
Players’ Information The miners of Dar Al’khubat went to space many generations ago. They hollowed out asteroids to build their cities and refineries; they lived as close to their ships as a nomad to his horse. They engineered their children to tolerate microgravity and high background radiation, and turned their back on the wider cosmos.
1.
Players’ Information Mr. Galm has a number of unusual cargoes that he needs transported… discretely. None of these cargoes are illegal, per se, but they all require special handling and attention. Galm offers standard freight costs, plus a bonus to cover unusual expenses. Apply to Mr. Galm’s office in the DownPort if you have a ship or are willing to personally escort these delicate cargos.
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ENCOUNTERS AND DANGERS Referee’s Information Galm is skirting the edge of legality by dealing in alien artefacts and hazardous creatures. The only reason his goods are not illegal is because the law has not caught up with them. He has contacts in the Scout service and among alien governments providing him with a constant stream of unusual items, which he routes to various collectors and buyers. 1.
The first item is a crate of alien machinery. When taken into jumpspace, it activates and displays a holographic starmap. The device is an alien navigational device. Galm’s supplier brought it to him in the hold of a massive freighter, and no-one saw the holographic map. Do the characters follow the map? What will Galm’s buyer do with it? 2. As above, but it’s actually a warning beacon. The map leads to the location of an ancient automated defence system. 3. The second item is a savage alien predator in a cage, which is being shipped to a zoo. The predator is actually about to spawn, and the larvae are small enough to escape the confines of the cage. 4. As above, but the predator is sentient. During the later stages of pregnancy, the species becomes incapable of higher thought and communication as it conserves energy for spawning. 5. The third item has been stolen from an Aslan museum, and is a piece of artwork of great significance to them. An Aslan hunting party is on the item’s trail, and know the characters have it. However, the buyer is also an Aslan, who will be… displeased if they fail to deliver it. 6. As above, but the item is the deed to a vast tract of territory that can be politically destabilising to a whole clan.
Helma Tharrius, Starport Administrator Required: Investigate, Deception, Gun Combat Reward: Cr. 20,000 Players’ Information Under Tharrius’ firm hand, the small Class C starport has thrived for years in the midst of political turmoil. This world is heavily balkanised and all the different factions want control of the starport. The port is Imperial territory and Tharrius is avowedly neutral, but she has to play the different factions off against each other and avoid any appearance of bias. Now, she needs help. The head of station security, Ruthven, has been murdered. The evidence points to Tharrius having carried out the murder – her snub pistol was stolen from her quarters and used to kill Ruthven. She claims to have been framed. She cannot trust any of her staff, as almost everyone in the starport favours one or other of the planetary factions. The PCs’ ship arrived just after the murder, so they are the only people in the port that she knows were not responsible. Referee’s Information This is effectively a locked-room mystery. The characters need to solve the murder quickly, before the starport reopens and the killer flees.
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1.
The killer was a professional assassin who arrived recently. He was hired offworld to remove Tharrius from her position as starport administrator. He will attempt to steal a spacecraft and flee the planet. 2. The killer was one of the cleaning staff, who has having an affair with Ruthven. It was a crime of passion, using a weapon stolen from Tharrius’ quarters. 3. Ruthven killed himself using a weapon he stole from Tharrius’ quarters. He was suffering from an incurable disease, and decided to use his inevitable death to advance the cause of one of the planetary factions. 4. The killer is a deranged serial killer, who is going to eliminate one member of each of the planetary factions, each time using a weapon stolen from the previous victim. He will close the circle with Tharrius, the only apolitical personage at the port. He’s also a member of the security team. 5. The killer is a member of a pirate gang, who want to use the port as a base of operations. Both Tharrius and Ruthven were obstacles to their plans. 6. Tharrius is the killer. She was manipulated by a psion to murder Ruthven.
Abber Koja, Desperate Peasant Required: Tactics, Leadership, Gun Combat Reward: Cr. 50,000 Players’ Information Koja is the headman of a village on a backwater planet, far from the arteries of galactic commerce. Life is quiet, peaceful and slow there – until a few years ago. The previous planetary ruler died and his heir is cruel and greedy. He is oppressing the peasants and they have no choice but to rebel. They have no idea how to fight a modern war – they want to hire mercenaries to train them and help them. Referee’s Information Koja is being mostly honest. He does indeed need mercenaries to train and lead a peasant uprising, but things are not quite as simple as they seem. 1.
Koja’s planet is a hellhole of jungle and swamps. Just surviving there is a hazardous ordeal. Fighting a war there will be a nightmare. 2. There is a primitive indigenous species on the planet who Koja’s peasants have been using as servants – or slaves, depending on who you ask. The new ruler issued an edict freeing all the indentured servants. 3. As above, but the ruler never freed the servants. He promised he would but he has reneged. Koja is a member of the enslaved species and is trying to hold the ruler to his word. 4. The new ruler is a puppet of the corporations and the peasant army will be going up against corporate troops equipped with the best equipment. Fortunately, the corporations only control the capital city and the starport at the moment. 5. The planet was an agricultural backwater until the discovery of significant mineral resources. The peasants are paying the characters out of this sudden wealth. 6. As above, but the peasants do not control these resources. The characters will have to fight to get paid.
ENCOUNTERS AND DANGERS RANDOM PATRON TABLE d66 11 12 13 14 15 16
Patron Criminal Assassin Smuggler Terrorist Embezzler Thief Revolutionary
21 22 23 24 25 26
Local Leader Clerk Administrator Mayor Minor Noble Physician Tribal Leader
31 32 33 34 35 36
High Society Diplomat Courier Spy Ambassador Noble Police Officer
d66 41 42 43 44 45 46
Patron Commercial Merchant Free Trader Broker Corporate Executive Corporate Agent Financier
51 52 53 54 55 56
Spacer Belter Researcher Naval Officer Pilot Starport Administrator Scout
61 62 63 64 65 66
Unusual Alien Playboy Stowaway Family Relative Agent of a Foreign Power Imperial Agent
RANDOM PATRON MISSION TABLE d66 11 12 13 14 15 16 21
22 23 24 25 26 31 32 33 34 35 36
Mission Assassinate a target Frame a target Destroy a target Steal from a target Aid in a burglary Stop a burglary Retrieve data or an object from a secure facility Discredit a target Find a lost cargo Find a lost person Deceive a target Sabotage a target Transport goods Transport a person Transport data Transport goods secretly Transport goods quickly Transport dangerous goods
d66 41 42 43 44 45 46 51
Mission Investigate a crime Investigate a theft Investigate a murder Investigate a mystery Investigate a target Investigate an event Join an expedition
52 53 54 55 56 61 62 63 64
Survey a planet Explore a new system Explore a ruin Salvage a ship Capture a creature Hijack a ship Entertain a noble Protect a target Save a target
65
Aid a target
66
It’s a trap – the patron intends to betray the characters
While the Referee should normally design missions in detail, tailoring events to the skills and personalities of the characters, random missions can be generated in a hurry by using these tables.
RANDOM MISSION TARGETS d66 Target Trade Goods Common Trade Goods 11 Common Trade Goods 12 Random Trade Goods 13 Random Trade Goods 14
d66 Target NPCs Roll on the Patron Table 41 Roll on the Patron Table 42 Roll on the Patron Table 43 Roll on the Random 44 Opposition table Roll on the Random 45 Opposition table Roll on the Random 46 Opposition table
15
Illegal Trade Goods
16
Illegal Trade Goods
21 22 23 24 25 26
Objects Computer Data Alien Artefact Personal Effects Work of Art Historical Artefact Weapon
51 52 53 54 55 56
Organisations Local Government Planetary Government Corporation Imperial Intelligence Criminal Syndicate Criminal Gang
31 32 33 34 35 36
Places Starport Asteroid Base City Research station Bar or Nightclub Medical Facility
61 62 63 64 65 66
Vessels Free Trader Yacht Cargo Hauler Police Cutter Space Station Warship
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ENCOUNTERS AND DANGERS RANDOM OPPOSITION d66 11 12 13 14 15 16
Opposition Low Tech Animals Large animal Bandits and thieves Fearful peasants Local authorities Local lord
21 22 23 24 25 26 31 32 33 34 35 36
d66 41 42 43 44 45 46
Opposition Environmental Target is in deep space Target is in orbit Hostile weather conditions Dangerous organisms or radiation Target is in a dangerous region Target is in a restricted area
Average Tech Criminals – thugs or corsairs Criminals – thieves or saboteurs Police – ordinary security forces Police – inspectors and detectives Corporate – agents Corporate – legal
51 52 53 54 55 56
Technology Target is under electronic observation Hostile guard robots or ships Biometric identification required Mechanical failure or computer hacking Characters are under surveillance Out of fuel or ammunition
High Tech Starport security Imperial marines Interstellar corporation Alien – private citizen or corporation Alien – government Space travellers or rival ship
61 62 63 64 65 66
Social Police investigation Legal barriers Nobility Government officials Target is protected by a third party Hostages
RANDOM ENCOUNTERS These three random encounter tables for settled planets cover a wide cross-section of Imperial society. Encounters should be adjusted based on the culture and technology of the planet. The Referee should roll for a new encounter every six hours on average (more often if the characters are travelling or attracting attention).
STARPORT ENCOUNTERS d66 11 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 36
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Encounter Maintenance robot at work Trade ship arrives or departs Captain argues about fuel prices News report about pirate activity on a starport screen draws a crowd Bored clerk makes life difficult for the characters Local merchant with cargo to transport seeks a ship
d66 41 42 43 44
Dissident tries to claim sanctuary from planetary authorities Traders from offworld argue with local brokers Technician repairing starport computer system Reporter asks for news from offworld Bizarre cultural performance Patron argues with another group of travellers Military vessel arrives or departs Demonstration outside starport Escaped prisoners begs for passage offworld Impromptu bazaar of bizarre items Security patrol Unusual alien
51
Encounter Traders offer spare parts and supplies at cut-price rates Repair yard catches fire Passenger liner arrives or departs Servant robot offers to guide characters around the spaceport Trader from a distant system selling strange curios Old crippled belter asks for spare change and complains about drones taking his job Patron offers the characters a job
52 53 54 55 56 61 62 63 64 65 66
Passenger looking for a ship Religious pilgrims try to convert the characters Cargo hauler arrives or departs Scout ship arrives or departs Illegal or dangerous goods are impounded Pickpocket tries to steal from the characters Drunken crew pick a fight Government officials investigate the characters Random security sweep scans characters & baggage Starport is temporarily shut down for security reasons Damaged ship makes emergency docking
45 46
ENCOUNTERS AND DANGERS RURAL ENCOUNTERS d66 11 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 36
Encounter Wild Animal Agricultural robots Crop sprayer drone flies overhead Damaged agricultural robot being repaired Small, isolationist community Noble hunting party Wild Animal Local landing field Lost child Travelling merchant caravan Cargo convoy Police chase Wild Animal Telecommunications black spot Security patrol Military facility Bar or waystation Grounded spacecraft
d66 41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66
Encounter Wild Animal Small community – quiet place to live Small community – on a trade route Small community – festival in progress Small community – in danger Small community – not what it seems Wild Animal Unusual weather Difficult terrain Unusual creature Isolated homestead – welcoming Isolated homestead – unfriendly Wild Animal Private villa Monastery or retreat Experimental farm Ruined structure Research facility
d66 41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66
Encounter Security Patrol Ancient building or archive Festival Someone is following the characters Unusual cultural group or event Planetary official Characters spot someone they recognise Public demonstration Robot or other servant passes characters Prospective patron Crime such as robbery or attack in progress Street preacher rants at the characters News broadcast on public screens Sudden curfew or other restriction on movement Unusually empty or quiet street Public announcement Sports event Imperial Dignitary
URBAN ENCOUNTERS d66 11 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 36
Encounter Street riot in progress Characters pass a charming restaurant Trader in illegal goods Public argument Sudden change of weather NPC asks for the character’s help Characters pass a bar or pub Characters pass a theatre or other entertainment venue Curiosity Shop Street market stall tries to sell the characters something Fire, dome breach or other emergency in progress Attempted robbery of characters Vehicle accident involving characters Low-flying spacecraft flies overhead Alien or other offworlder Random NPC bumps into character Pickpocket Media team or journalist
Rivals Enemies of the player characters can cause trouble in a variety of ways. In most of these cases, the interference is technically legal, so these problems cannot be solved with firepower. Throw these complications in when a rival shows up and you want to make the player characters’ lives more interesting! The rival… 1. … floods the market with goods, rendering the cargo brought by the player characters worthless. 2. … attempts to undercut the player characters, taking whatever job or mercenary ticket they are on away from them. 3. … spreads rumours about the characters, turning allies against them. 4. … informs the characters’ enemies about their resources and skills. 5. … sabotages the characters’ ship or equipment. 6. … spies on the characters and waits for them to do something illegal or embarrassing that he can capitalise on.
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ENCOUNTERS AND DANGERS SAMPLE NON PLAYER CHARACTERS 1 Character Career Path Strength Dexterity Endurance Intelligence Petty Thug 1 Rogue (enforcer) 2 9 8 7 7 Stealth 2, Melee (unarmed) 1, Gun Combat (slug pistol) 1, Athletics (co-ordination) 1 Body Pistol (3d6–3), Cosh (1d6), Mesh Armour (2)
Education Social Standing 6 5
Petty Thug 2 Rogue (enforcer) 3 8 7 9 5 Athletics (co-ordination) 1, Gun Combat (slug pistol) 2, Recon 1, Drive 1, Melee (blade) 1, Streetwise 1 Autopistol (3d6–3), Dagger (1d6+2), Flak Jacket (4), Ground Car
6
7
Dangerous Thug
Rogue (enforcer) 2 8 8 10 8 Rogue (thief) 2 Streetwise 2, Persuade 1, Deception 1, Stealth 1, Gun Combat (slug pistol) 2, Leadership 1 Autopistol (3d6–3), Cloth Armour (5).
8
6
Average Guard 1 Army (infantry) 2 8 6 9 8 Drive 1, Melee (bludgeon) 1, Athletics (co-ordination) 1, Gun Combat (slug pistol) 1, Recon 1 Stunner (2d6+3 stun), Stunstick (1d6 + 2d6 stun), Autopistol (3d6–3), Cloth Armour (5)
8
7
Average Guard 2 Army (infantry) 3 9 8 7 7 6 Melee (unarmed) 2, Gun Combat (slug pistol) 2, Gun Combat (slug rifle) 1, Athletics (co-ordination) 1, Stealth 1 Stunner (2d6+3 stun), Autopistol (3d6–3), Assault Rifle (3d6), Cloth Armour (5)
5
Experienced Guard Army (infantry) 5 7 7 10 9 9 7 Athletics (endurance) 1, Athletics (co-ordination) 1, Gun Combat (slug pistol) 2, Melee (unarmed) 1, Leadership 2, Recon 2, Comms 1, Sensors 1 Stunner (2d6+3 stun), Autopistol (3d6–3), Assault Rifle (3d6), Combat Armour (12) Security Officer 1 Agent (Law) 2 7 7 7 8 Gun Combat (slug pistol) 1, Gun Combat (energy pistol) 0, Recon 1, Investigate 1, Comms 0 Stunner (2d6+3 stun), Autopistol (3d6–3), Cloth Armour (5), Comm
8
7
Security Officer 2 Agent (Law) 3 7 9 7 8 Gun Combat (slug pistol) 2, Recon 1, Investigate 2, Comms 0, Streetwise 0, Persuade 0 Stunner (2d6+3 stun), Autopistol (3d6–3), Cloth Armour (5), Comm
8
7
Detective Agent (law) 4 6 8 8 10 12 8 Gun Combat (slug pistol) 2, Recon 2, Investigate 3, Streetwise 3, Persuade 2, Melee (unarmed) 2, Computers 1, Comms 1, Advocate 1 Stunner (2d6+3 stun), Revolver (3d6–3), Cloth Armour (5), Comm Technician Navy (engineer) 2 6 8 Mechanic 1, Vacc Suit 1, Engineer (electronics) 1, Comms 0 Toolkit, Comm
84
6
10
7
Experienced Tech Navy (engineer) 3 6 9 7 10 Mechanic 1, Vacc Suit 2, Engineer (electronics) 2, Engineer (M-drive) 1, Comms 1, Computers 1 Toolkit, Comm, Hand Computer, Geiger Counter
11
8
Crewman Naval (Crew) 1 7 7 Pilot (spacecraft) 1, Mechanic 1, Vacc Suit 1, Comms 0, Sensors 0 Toolkit, Snub Pistol (3d6–3)
7
7
7
9
7
ENCOUNTERS AND DANGERS SAMPLE NON PLAYER CHARACTERS 2 Character Career Path Strength Dexterity Endurance Intelligence Education Social Standing Old Spacehand Naval (Crew) 4 6 8 8 10 10 7 Pilot (spacecraft) 3, Mechanic 2, Vacc Suit 2, Zero-G 2, Comms 1, Sensors 1, Gunnery (turret) 2, Engineer (P-plant) 2, Engineer (life support) 1, Melee (unarmed) 1 Toolkit, Snub Pistol (3d6–3) Naval Officer Naval (flight) 3 7 9 7 8 10 10 Pilot (spacecraft) 2, Vacc Suit 1, Comms 1, Sensors 2, Gunner (turret) 2, Tactics (naval) 2, Leadership 2, Gun Combat (slug pistol) 2 Tailored Vacc Suit (6), Snub Pistol (3d6–3), Hand Computer Belter Drifter (scavenger) 2 6 8 5 7 Pilot (small craft) 1, Remote Operations 1, Vacc Suit 0, Zero-G 0, Gun Combat 0, Sensors 1 Vacc Suit (4), Snub Pistol (3d6–3)
7
4
Young Noble Noble (dilettante) 1 5 7 Carouse 2, Persuade 1, Comms 0, Admin 0, Melee (blade) 1 Cloth Armour (5), Rapier (1d6+4), Comm, Servitor Robot
7
9
13
Diplomat Noble (diplomat) 3 5 7 5 Admin 1, Advocate 2, Diplomat 4, Comms 1, Computers 2, Investigate 3, Persuade 2 Cloth Armour (5), Comm
10
13
14
Journalist Entertainer (journalist) 2 6 8 7 Art (writing) 1, Comms 0, Computer 1, Investigate 1, Persuade 1, Streetwise 1 Hand Computer, Comm, Body Pistol (3d6–3)
9
10
8
Scientist Scholar (scientist) 3 5 7 7 12 Admin 0, Computers 2, Engineer (electronics) 1, Medic 1, Science (any) 3, Science (any) 1 Hand Computer, Comm
13
7
Bodyguard Marine (ground) 2 10 8 10 6 Athletics 1, Gun Combat (slug rifle) 2, Medic 1, Recon 1, Leadership 1, Melee (unarmed) 1 Advanced Combat Rifle (3d6), Combat Armour (12), Comm, IR/LI googles, Medikit
8
6
Entertainer Entertainer (performer) 1 9 9 Athletics 1, Art (any performing art) 2, Deception 1, Melee 0 Comm
7
9
7
7
7
Informant Drifter (wanderer) 2 5 6 7 Deception 2, Streetwise 2, Persuade 1, Gun Combat (slug pistol) 0, Stealth 1 Autopistol (3d6–3)
8
8
3
Trader Merchant (trader) 2 6 7 7 Admin 0, Advocate 0, Broker 2, Pilot (spacecraft) 1, Persuade 1, Streetwise 1. Comm, Free Trader
8
9
7
Native Guide Drifter (barbarian) 1 8 Recon 1, Survival 1, Stealth 1, Melee (blade) 1, Leadership 0 Blade (2d6), Jack (1)
7
5
3
8
10
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EQUIPMENT The vast number of tools and devices in the universe and the variation in their potential costs and values defy classification; it is impossible to note and define them all. The objects in this chapter are presented as common examples. Different worlds in the Imperium use different manufacturing techniques, different design styles, and even different physical principles to achieve the same effect. A pistol on one world might resemble a conventional firearm; on another, the same type of gun would be elaborately decorated and coloured to reflect its importance in that world’s martial culture; elsewhere, it might be heavily integrated with computers to aid targeting, or use bullets formed from ice mixed with plastic polymers, or be constructed from sensor-baffling materials and treated woods to avoid detection by security sensors.
Living A standard meal costs 5 credits to 50 credits or more per person, depending on the level of quality and service. A burger of unidentifiable meat-like substances eaten standing up in a fastfood joint costs 2–3 credits; a fine meal at the Traveller’s Aid Hostel costs 20 credits, while a sybaritic feast of a dozen courses and entertainments costs 500 credits or more. Accommodation for a night in a cheap hotel costs 10 credits; a good hotel can be found for 50–100 credits. Luxury hotels cost 100 credits or more. The Traveller’s Aid Hostel is available to members and their guests for 20 credits/night.
Each item is listed with the Technology Level needed to manufacture it, its mass (in kg) and its cost. If an item’s mass or cost is not listed, then its mass or cost is negligible. Items are available for several Technology Levels after they become possible, but it is often quite hard to find a low-tech item on a high-tech world (few TL 13 spacefaring civilisations are going to produce a lot of crossbows or backpack radios). The prices do assume, though, that the planet is in regular trade contact with the rest of the Imperium. Isolated worlds may charge vastly higher prices for some items, especially cutting-edge technology. A simple computer system might sell for a few hundred credits on most worlds, but on a backward TL 6 world where that computer has just been developed, then purchasing it might require the equivalent of millions of credits.
Credits The Imperial Credit (Cr.) is the standard unit of currency in the Imperium. Larger denominations include the KiloCredit (KCr; 1,000 Credits) and the MegaCredit (MCr; 1,000,000 Credits). The physical credit is minted by the Imperium and is virtually impossible to falsify. Citizens of high-technology (TL 8+) planets often use electronic Credits. Transactions are authenticated and managed using computers or personal comms. While electronic credits work perfectly well in-system, the lack of FTL communications across the Imperium means that it is possible for a traveller to outrun his credits – having a million credits in one’s bank account on Sylea is all well and good, but if you are twenty parsecs away and the data has not caught up with you, then that money is inaccessible to you. Large banks, corporations and other financial institutions use the Xboat network to synchronise important financial records, but private citizens must make arrangements to keep credits available. It is possible to notify one’s bank and have a line of credit sent ahead (or at least sent at the same time) if you know your destination but wandering travellers must often use physical cash or trade goods. In addition to physical credits, precious metals, gemstones, radioactive elements or technological wonders are sometimes used as barter on many worlds.
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A character living on board ship is assumed to have his food and lodging taken care of. A character living on a planet or orbital for a long period must spend money on their living costs – the amount depends on the quality of life desired. A character who does not live at the standard listed for his Social Standing risks being embarrassed and even losing his standing.
Options After many of the equipment sections is a subsection under the ‘options’ heading. Options can be added to other equipment at additional cost and provide extra, specialised benefits.
EQUIPMENT Standard of Living Very Poor Poor Low Average Good High Very High Rich Very Rich Ludicrously Rich
Cost/Month Cr 400 Cr 800 Cr 1,000 Cr 1,200 Cr 1,500 Cr 2,000 Cr 2,500 Cr 5,000 Cr 12,000 Cr 20,000+
Suitable For Social Standing 2 Social Standing 4 Social Standing 5 Social Standing 6 Social Standing 7 Social Standing 8 Social Standing 10 Social Standing 12 Social Standing 14 Social Standing 16
ARMOUR Unless otherwise noted, only one type of armour can be worn at a time. Resolve damage from the outside in – damage that gets through the outer layer of armour is next applied to the inner layer. Some armours have a required skill. A character suffers a –2 DM to all actions taken in the armour per missing skill level, including level 0. For example, a character with no Vacc Suit skill who is in a suit that needs Vacc Suit 1 would have a –4 DM to all his rolls. Jack (TL 1): A natural or synthetic leather jacket or body suit covering the torso and upper arms and legs. Jack is better than ordinary clothing or bare skin when defending against blades but bullets will punch through it easily. Armour Type Jack (TL 1) Mesh (TL 6) Cloth (TL 7) Cloth (TL 10) Flak Jacket (TL 7) Flak Jacket (TL 8) Vacc Suit (TL 8) Vacc Suit (TL 12) Vacc Suit (TL 14) Hostile Enviroment Vacc Suit (TL 8) Hostile Enviroment Vacc Suit (TL 9) Hostile Enviroment Vacc Suit (TL 12) Hostile Enviroment Vacc Suit (TL 13) Hostile Enviroment Vacc Suit (TL 14) Ablat (TL 9) Reflec (TL 10) Combat Armour (TL 11) Combat Armour (TL 12) Combat Armour (TL 14) Battle Dress (TL 13) Battle Dress (TL 14)
Mesh (TL 6): A jacket or body suit lined with a flexible metal or plastic mesh that gives it added protection against bullets. Cloth (TL 7): A heavy duty body suit tailored from ballistic cloth. The fabric absorbs impact energy and spreads it over the body, which can result in bruising. However, cloth armour is highly useful and versatile – it can be effectively concealed under normal clothing although observers making an Investigate or Recon check at 8+ will notice something unusual. TL 10 cloth armour is lighter and more flexible, and is indistinguishable from ordinary clothing to the naked eye. Flak Jacket (TL 7): A less expensive version of ballistic cloth, the bulky flak jacket is an unmistakably military garment. The TL 8 flak jacket incorporates advanced polymers which allow for greater protection without noticeably increasing bulk. Vacc Suit (TL 8): The vacc suit or space suit is the spacer’s best friend, providing life support and protection when in space. Early vacc suits are unwieldy and uncomfortable, but they quickly shrink as technology advances. A vacc suit provides a breathable atmosphere and protection from the extremes of temperature, low pressure and radiation typically found in a hard vacuum, for six hours. At TL 14, ‘tailored’ vacc suits feel like ordinary clothing with a flexible hood and face mask. Hostile Environment Vacc Suit (TL 8): Hostile environment suits are designed for conditions where a normal vacc suit would be
Protection 1 2 3 5 4 6 4 6 8 6 7 8 9 10 1 (6 against lasers) 0 (10 against lasers) 12 14 16 16 18
Required Skill None None None None Vacc Suit 1 Vacc Suit 0 Vacc Suit 0 Vacc Suit 2 Vacc Suit 2 Vacc Suit 1 Vacc Suit 1 Vacc Suit 1 None None Vacc Suit 0 Vacc Suit 0 Vacc Suit 0 Battle Dress 1 Battle Dress 1
Cost (Cr) 50 150 250 500 100 300 7,000 10,000 13,000 12,000 16,000 18,000 20,000 150,000 75 1,500 200,000 300,000 600,000 2,000,000 3,500,000
Mass (kg) 1 2 2 1 2 2 24 12 4 36 27 18 12 6 2 1 18 10 6 26 (6.5)* 12 (3)*
*As powered armour, battle dress largely supports its own weight. The mass in brackets is the effective mass to the wearer while the suit is powered up and turned on. The actual mass of the suit is the normal value.
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EQUIPMENT insufficient, such as deep underwater, worlds shrouded in toxic or corrosive gases, extremes of radiation or temperature, or other locales that offer serious physical danger as well as the lack of a breathable atmosphere. HEV suits provide all the life support offered by a normal vacc suit (for six hours) but are also impervious to flames, intense radiation such as that found at nuclear blast sites, and high pressure environments like undersea trenches. The amount of protection increases with the Technology Level – as a rule of thumb, apply the HEV suit’s armour rating against any damage done by a hostile environment.
Breach! Vacc and HEV suits are armoured and self-repairing on a small scale. Typical punctures from bullets, lasers, and even melee weapons will cause small tears that seal themselves so quickly as to have no game effect. Serious breaches, whether caused by high-powered energy weapons, sabotage, or the jaws of a giant space monster, expose the wearer of the suit to the environment – assuming they survive whatever caused the breach in the first place. The Referee will explain what that entails depending on the environment the characters are in, but in many cases it will lead to instant and unavoidable death. You have been warned. Ablat (TL 9): A cheap alternative to Reflec, ablat armour is made from a material that ablates (vaporises) when hit by laser fire. Each laser hit on ablat reduces its armour value (versus lasers) by one, but the armour is cheap and easily replaceable. Reflec Refl ec (TL 10): Reflec armour is a flexible plastic suit with layers of reflective material and heat-dispersing gel. It is highly effective against lasers, but provides no protection against other attacks. Reflec can be worn with other armour but is hard to obtain and quite expensive. Combat Armour (TL 11): This full-body suit is used by the military and not generally available on the open market, although those with military or criminal contacts can obtain it without much difficulty. It is issued to troop units and mercenary battalions. Combat armour protects from hard vacuum in the same way as a vacc suit and provides life support for six hours. TL 12 combat armour is considerably lighter, substituting carbon-tube weave for the smart plastic of the previous generation. TL 14 combat armour offers vastly improved protection without impairing movement. Battle Dress (TL 13): The ultimate personal armour, battle dress is a powered form of combat armour. The servomotors vastly increase the user’s speed and strength, boosting his Strength and Dexterity by +4 while wearing the armour. Damage to the wearer’s characteristics is calculated as normal, but the values from the armour are used for all other purposes such as hand to hand damage or skill checks. The suit has a built-in computer/2 running an Expert Tactics (military)/2 program (see page 92) to give tactical advice and updates and is commonly outfitted with numerous upgrades. The suit is fully
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enclosed, with a six-hour air supply and gives full protection against environmental hazards – including NBC shielding – as if it was an HEV suit. TL 14 battle dress is considerably stronger, giving Strength +6 instead of +4, and upgrades its internal systems to Computer/3 (although still running Tactics 2).
Options Most of the options listed here can also be applied to normal clothing at the same cost. The exceptions are extended life support and grav assist. Eye Protection (TL 6): Many armours include eye protection such as visors or goggles to guard against flying debris but such protection becomes absolutely vital at TL 9 to guard against the blinding effects of lasers. Eye protection can be added to any armour and is included for free in any TL 9+ armour. Cr 50. Magnetic Grapples (TL 8): Magnetic plates in the boots of the armour allow the user to walk normally on a spacecraft without artificial gravity. Cr. 100. Computer Weave (TL 10): Computer weave can be added to any armour that does not already have a computer system, and gives Computer/0 to that armour. Cr 500. TL 11: Improved computer weave gives Computer/1. Cr. 1,000. TL 13: Advanced computer weave gives Computer/2. Cr 5,000. Extended Life Support (TL 10): This upgrade can be added to any suit that provides life support (vacc suit, HEV suit, combat
EQUIPMENT armour, battle dress). By adding high-pressure oxygen tanks and recycling systems, the suit now provides eighteen hours of oxygen. Cr. 10,000. Medikit (TL 10): An internal medical scanner and drug injector, the medikit can be installed in combat armour, battle dress or a vacc suit. It automatically applies first aid if the wearer is reduced to Endurance 0 (treat the Medikit as having Medic 3). It can also administer Fast Drug on command, or if life support systems are failing (turning remaining minutes of life support into hours). Cr 5,000. A TL 11 medikit can also inject Combat or Slow drugs and the Slow Drug antidote on command. Cr 10,000. Smart Fabric (TL 10): Smart fabric resists stains and dirt, cleaning itself automatically. Smart fabric armour sloughs off dirt, dust and mud automatically (but this function can be suspended for the purposes of camouflage). Cr. 1,000. IR Chameleon (TL 12): IR (infra-red) chameleon technology can be added to any full-body suit of clothing or armour. It selectively bleeds heat to match background IR levels and effectively renders the wearer invisible to IR (Very Difficult (–4) to detect with sensors). IR Chameleon costs Cr. 5,000. Grav Assist (TL 12): This upgrade can be added to combat armour or battle dress only, and adds the functionality of a grav belt to the armour at the cost of Cr. 110,000. The TL 15 version lasts longer. Costs Cr 120,000. See grav belt, page 103. Vislight Chameleon (TL 13): A more advanced form of IR Chameleon, Vislight Chameleon covers the surface of the armour with lightbending technology, making the wearer nearly invisible to the naked eye (+4 DM to Stealth rolls). Vislight Chameleon costs Cr. 50,000.
AUGMENTS While technology is capable of significantly altering and improving the human form, obvious cybernetic, genetic or surgical alteration of the human form is frowned upon in the Imperium. While humans can be altered to survive on hostile worlds – denizens of a waterworld might be given gills and finger-webbing, while those living on a world with dangerous native micro-organisms might have their immune and digestive systems altered to compensate – unnecessary augmentation is seen as unpleasant and even perverse in many cultures. Despite this, there are some worlds where genetic alteration or cybernetics are widespread or even mandatory, just as there are worlds where they are strictly forbidden. Most of the items in this category can be cybernetic (mechanical or electronic implants and prostheses), biological (genetic engineering and surgical alternation) or both (a more common solution), but the general term ‘augment’ is used for all of them. Augmentation can bring characteristics above the normal maximum for a race.
Augments can interfere with medical treatment. All long-term care or surgery Medic rolls (see page 75) treating an augmented character suffer a negative DM equal to the difference in Technology Level between the medical facility and the highest relevant implant. For example, a character with TL 15 Endurance implants being treated in a TL 10 hospital would give a –5 DM to the surgeon’s Medic skill checks. Neural Comm (TL 10): A neural comm has identical capacities to a standard comm (see page 90), but the cost is much higher and the TL is increased by 2. For example, an audio-only comm costs 250 Credits and is TL 10. A character can access the capabilities of a neural comm by thought alone but must still make any relevant skill checks and must still speak aloud to send audio messages. TL 10 TL 12 TL 14
Audio only Audio and visual, Computer/0 Multiple forms of data, Computer/1
Cr. 1,000 Cr. 5,000 Cr. 20,000
Subdermal Armour (TL 10): Adds a mesh of ballistic fibres to the skin and reinforces the bones, giving the character extra armour. Subdermal armour stacks with other protection. Subdermal armour can be as obvious or subtle as the recipient desires. TL 10 TL 11
Armour 1 Armour 3
Cr. 50,000 Cr. 100,000
Physical Characteristic Augmentation (TL 11): A character’s Endurance, Strength or Dexterity can be increased in various ways, from replacing motor neurons with faster synthetic cells, to reinforcing bones and replacing organs with tougher vat-grown clones. Augmentations must be purchased for each characteristic separately. TL 11 TL 12 TL 15
Characteristic +1 Characteristic +2 Characteristic +3
Cr. 500,000 Cr. 1,000,000 Cr. 5,000,000
Intelligence Augmentation (TL 12): Replacing slow nerve cells with faster synthetic substrates and implanting optoelectronic boosters can increase the speed at which a character thinks, effectively boosting his Intelligence. TL 12 TL 14 TL 16
Intelligence +1 Intelligence +2 Intelligence +3
Cr. 500,000 Cr. 1,000,000 Cr. 5,000,000
Skill Augmentation (TL 12): The character’s nervous system is rewired to be more suited to a particular task. A pilot might have his reflexes and sense of balance improved; a broker might be made capable of controlling his pupil responses and smelling the pheromones and skin salinity of the other party. A skill augmentation gives the character a +1 DM when using that skill. Cr. 50,000. A character can only have one skill augmentation and must possess that skill at level 0 to benefit from the augmentation.
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EQUIPMENT Wafer Jack (TL 12): A wafer jack is a computer system implanted into the base of the skull that consists of an external data socket and a processor running an interface program. A character with a wafer jack can use expert programs for tasks relying on Intelligence or Education only. The main benefit of the jack is that it is much smaller and more discrete than a hand computer, and the user can access the expert program by thought alone. A wafer jack is a Computer/2 (Computer/4 at TL 13) and can only run expert programs. It is always running Intelligent Interface at no cost. Cr. 10,000. (Cr. 15,000 at TL 13.) Enhanced Vision (TL 13): A character can be implanted with cybernetic eyes giving him the abilities of a set of binoculars and IR/ Light Intensifier goggles at the cost of Cr. 25,000.
To reach orbit reliably, a transceiver needs a range of 500 kilometres. Radio Transceivers TL 5 TL 8 TL 9 (Computer/0) TL 12 (Computer/0)
Mass (kg) Range 20 Distant (5 km) 2 Distant (5 km) 1 Very Distant (50 km) 1 Regional (500 km) 1 Continental (5,000 km)
COMMUNICATIONS
TL 13 (Computer/1)
Communications technology rapidly merges with computer technology at higher technology levels. Above Technology Level 10 in most cultures, it is unthinkable to be out of touch except in the most remote areas.
Laser Transceivers TL 9
1.5
TL 11 (Computer/0)
0.5
TL 13 (Computer/1)
-
Bug (TL 5): Surveillance devices such as hidden microphones and tiny cameras, bugs are available from TL 5 onwards. They rapidly miniaturise and become more intelligent. A TL 14 bug can be no bigger than a dust mote. The smaller a bug, though, the shorter its range – a bug that transmits data needs a much larger power supply than one that just records until it is collected. TL 5 TL 7 TL 9 TL 11 TL 13 TL 15
Audio Audio or Visual Audio or Visual or Data Audio/Visual/Data Audio/Visual/Data/Bioscan Audio/Visual/Data/Bioscan/Computer/1
Cr. 50 Cr. 100 Cr. 200 Cr. 300 Cr. 400 Cr. 500
Audio: The bug records anything it hears. Visual: The bug records anything it sees. Data: If attached to a computer system, the bug can search and copy data from the computer. The bug cannot breach computer security on its own, but if a user accesses the computer in the bug’s presence, the bug can read his data. Bioscan: The bug has a basic biological scanner, allowing it to sample the area for DNA traces, chemical taint and so forth. Computer/1: The bug has an onboard computer system with Computer/1. A bug can be active or passive. An active bug transmits data (either constantly, or when triggered). Passive bugs just record until activated. Transceiver (TL 5): A transceiver is a stand-alone communications device. Unlike a comm, which relies on the presence of an established communications network, a transceiver can send and
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receive directly under its own power. Most transceivers are radio or laser-based. Meson communicators are possible, but are generally not easily portable or available.
Regional (500 km) Regional (500 km) Regional (500 km)
Cost (Cr.) 50 100 250 500 1,000
100 250 500
Comm (TL 6): A personal comm unit is a portable telecommunications device/computer/camera, ranging in size from a bulky handset to a slim watch or pen-like cylinder. Larger comms have physical controls and screens, while smaller units either project data and control displays onto nearby surfaces, have fold-out plastic screens, or connect to cybernetics. Comms have only short-range transmission and reception capabilities, but most technologically advanced worlds will have planet-wide comm networks allowing the user to send messages and access data anywhere.
TL 6 TL 8 TL 10
Audio only Audio and visual, computer/0 Multiple forms of data, computer/1
Cr. 50 Cr. 150 Cr. 500
Commdot (TL 10): A commdot is a tiny microphone/speaker and transmitter, ranging in size between a few centimetres and a few millimetres across. A commdot is capable of interfacing with another communications device and relaying messages back and forth. Commdots have a range of only a few metres. They are usually used as hands-free communicators, but can also be used as improvised bugs or throat microphones. Cr. 10 each.
EQUIPMENT Holographic Projector (TL 11): A holographic projector is a toastersized box that, when activated, creates a three-dimensional image in the space around it or nearby – the range is approximately three metres in all directions. The image can be given pre-programmed animations within a limited range and the projector includes speakers for making sound. The projected holograms are obviously not real so this device is mostly used for communication. The TL 12 version can produce holograms real enough to fool anyone who fails an Intelligence check (made upon first seeing the hologram) and the TL 13 version can produce holograms that are true-to-life images. TL 11 TL 12 TL 13
Cr. 1,000 Cr. 2,000 Cr. 10,000
COMPUTERS The power of a computer is given by its rating (Computer/1, Computer/2 and so forth), which measures the complexity of the programs it can run. (Storage space is effectively unlimited at TL 9 and above.) Programs are rated by the computer rating they require. A system can run a number of programs up to its rating – for example, a Computer/2 could run two programs requiring Program/1 at a time, or one Program/2, or a Program/2 and any number of Program/0s. The one exception is that a Computer/0 can only run one Program/0 at a time. The computers listed here are laptop size. Battery life is two hours at TL 7, eight hours at TL 8, and effectively unlimited at TL 9 and above. Desktop computers offer a slightly greater amount of processing power for the same cost but not enough to make a difference ingame. Desktops become obsolete during TL 8 although some retrotechnology enthusiasts may create old-fashioned cases for their smaller, lighter computers. Optimum TL TL 7 TL 8 TL 9 TL 10 TL 11 TL 12 TL 13 TL 14
Computer Power Computer/0 Computer/1 Computer/1 Computer/2 Computer/2 Computer/3 Computer/4 Computer/5
Mass (kg) 10 5 5 1 1 0.5 0.5 0.5
Cost (Cr.) 50 250 100 500 350 1,000 1,500 5,000
Computer Terminal (TL 7): This is a ‘dumb terminal’, with only limited processing power. It serves as an interface to a more powerful computer such as a ship’s computer or planetary network. Terminals range in size depending on their control method – a holographic display terminal can be much smaller than one with a physical keyboard and screen. A computer terminal has Computer/0, and costs Cr. 200.
Computer Variants A computer’s optimum technology level is the level at which it reaches standard production and is no longer considered a prototype or experiment. Most Computing systems will be built at the optimal level or higher, to allow utilization of the most recent software programs. Computers may be built at lower than optimum tech levels (prototech) or reduced tech levels (retrotech) discussed below. Prototech: A computer type may be produced at up to 2 levels below its optimum tech as a prototype (or reverse engineered experiment). The system has the normal rating but the cost and weight are multiplied by 10 for construction at one TL lower, and 100 for construction at 2 Technology Levels lower. For example, the TL 10 Computer/2 salvaged from a mysterious alien wreck could be used to reverse engineer a Computer/2 by a TL 8 society. It would run as a TL 10 Computer/2, but would cost Cr. 35,000 and weigh 100 kg. Retrotech: A higher TL society may produce a lower rated TL system for a reduced cost and weight. Any system may be built at any TL below the society’s current level (but not below the optimum TL for the model). Each reduced level halves the cost and weight of the basic model. For example, an advanced TL 10 society want to produce TL 7 Computer/0 models for sale to less advanced worlds. These computers could weigh as little as 1.25 kg and would cost 6 Credits each – although the TL 10 society would sell them for a much higher price, of course. The lightweight machines would function at a rating of Computer/0 but, if opened up, would have TL 10 technology inside. Hand Computer (TL 7): A hand computer is a portable computer system with considerable processing power. It is more powerful than a computer terminal, and can be used without access to a network. A hand computer costs twice as much as a normal computer of the same TL but can he held in one hand and operated with the other.
Options Data Display/Recorder (TL 13): This headpiece worn over one or both eyes provides a continuous heads-up display for the user, allowing him to view computer data from any linked system. Because of the transparent screen vision is not obscured while using a DD/R headset. DD/R headsets are commonly used by starship crews to access information without changing their primary console displays. DD/Rs can display data from any system, not just computers – they can display vacc suit oxygen reserves, grav belt status, neural activity scanner results and so forth. Cr. 5,000. Data Wafer (TL 10): The principle medium of information storage in the Imperium is the standard data wafer, a rectangle of hardened
Jump Dimming The transitions to and from jumpspace are momentous occasions during an interstellar trip. Following an old Vilani superstition, the pilot of a ship customarily dims the ship’s interior and exterior lights before going into jump. Historically, this custom derived from the need for most of the ship’s power to be diverted into the computer and jump drive systems, so that the jump drive could be guided into creating the jump field properly. Zhodani and Solomani pilots do not follow this tradition of ‘jump dimming’. Lights on a ship are typically dimmed for a period of about two minutes; the lights are brought back up to full strength as soon as the ship is in jumpspace.
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EQUIPMENT plastic about the size of a credit card. The interface for a data wafer is standardised but the internal workings vary. A TL 10 data wafer is memory diamond, with information encoded in structures of carbon atoms; more advanced wafers use more exotic means of data storage. Cr 5. Specialised Computer: A computer can be designed for a specific purpose, which gives it a rating of 1 or 2 higher for that program only. The navigation computer on a starship might be only a Computer/1, but it could run the Expert Navigation/3 program because it is specially designed for that task. A specialised computer costs 25% more per added rating – so, a Computer/1 (Expert Navigation/3) machine costs 150% of the cost of a basic Computer/1. In addition, running the program a computer is specialised for does not use up rating when working out how many programs the computer can run simultaneously.
Software A character can use any high-rating software at a lower rating, to a minimum of the lowest rating shown. For example, you can run Intrusion/3 on a Computer/1, but it functions only as Intrusion/1.
Programs above Rating/1 cannot be copied easily, as they require a non-trivial amount of bandwidth to transfer.
MEDICAL SUPPLIES Most of these supplies require a character with the Medic skill to use properly. These items are, in the main, useful only in emergencies, such as when a character is injured on a distant planet far away from a hospital facility. Cryoberth (TL 10): A cryoberth, or ‘icebox’, is a coffin-like machine similar to the low or frozen berths used on some spacecraft. The main difference is that a cryoberth works much faster than a low berth, freezing and preserving its occupant almost instantly. A cryoberth can therefore be used to place a severely injured character into stasis until he receives medical treatment. While in a cryoberth, a character’s wounds neither heal nor degrade and all disease and poison activity is halted. In effect, all biological functions are suspended until the cryoberth is deactivated and the character thaws. A cryoberth’s internal power system can function for up to one week on its own, but a berth is usually connected to a vehicle’s power supply. Wt. 200 kg, Cr. 50,000.
COMPUTER SOFTWARE TABLE Software Database
Rating -
TL TL 7
Interface Security
0 0 1 2 3 0 1
TL 7 TL 7 TL 9 TL 11 TL 12 TL 9 TL 10
Cost Cr. 10 to Cr. 10,000 Included Included Cr. 200 Cr. 1,000 Cr. 20,000 Cr. 50 Cr. 500
1 2 3 4 1
TL 10 TL 11 TL 13 TL 15 TL 11
Cr. 1,000 Cr. 10,000 Cr. 100,000 N/A Cr. 100
1 2 3
TL 11 TL 12 TL 13
Cr. 1,000 Cr. 10,000 Cr. 100,000
Agent
0 1 2 3
TL 11 TL 12 TL 13 TL 14
Cr. 500 Cr. 2,000 Cr. 100,000 Cr. 250,000
Intellect
1 2 3+
TL 12 TL 13 TL 14
Cr. 2,000 Cr. 50,000 -
Translator
Intrusion
Intelligent Interface Expert
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Effect A database is a large store of information on a topic that can be searched with a Computer check or using an Agent. Displays data. Using a computer without an interface is a Formidable (–6 DM) task. Security programs defend against intrusion. Rating 0 is Average (+0 DM). Difficult (–2 DM) difficulty Very Difficult (–4 DM) difficulty Formidable (–6 DM) difficulty Translators are specialised Expert systems that only have Language skills. The TL 9 version just provides a near-real-time translation. The TL 10 works in real-time and has a much better understanding of the nuances of language. Intrusion programs aid hacking attempts, giving a bonus equal to their rating. Intrusion software is often illegal.
Artificial intelligence allows voice control and displays data intelligently. Required for using Expert programs. Expert programs mimic skills. A character using an expert system may make a skill check as if he had the skill at the program’s rating –1. Only Intelligence and Education-based checks can be attempted. If the character already has the skill at a higher level then an Expert program grants a +1 DM instead. Agent programs have a Computer skill equal to their rating, and can carry out tasks assigned to them with a modicum of intelligence. For example, an agent program might be commanded to hack into an enemy computer system and steal a particular data file. They are effectively specialised combinations of Computer Expert and Intellect programs. Intellects are improved agents, who can use Expert systems. For example, a robot doctor might be running Intellect/1 and Expert Medic/3, giving it a Medic skill of 2. An Intellect program can use a number of skills simultaneously equal to its Rating.
EQUIPMENT Interfaces and Intellects Choosing the right program to use your computer is important, and depends on what you are doing with the computer. If you’re just using the computer, then all you need is a basic Interface/0. If you’re using the computer to access an Expert program, then you need Intelligent Interface to get the benefit. If you want the computer to do the work for you, then you need to run an Agent program. If you want the computer to do the work for you with a human-like level of intelligence and adaptability, you want an Intellect program.
Expert Skill Software Kathya is on her ship, attending to a patient. She has no Medic skill, but her hand computer (Computer/3) has the Medic Expert skill program at Rating 3. She therefore uses an Intelligent Interface/1 and Expert Medic/2. This gives Kathya an effective Medic skill of 1 for making this skill check. Morn has a Wafer Jack. If he takes the Expert Medic program from the computer and inserts the data wafer into his jack, then he gains Medic 2 as long as the wafer is in his skull. In either case, the Expert program only allows the character to make Intelligence or Education-based checks. Morn’s artificial skill could allow him to diagnose an illness or apply first aid, but if the Referee called for a Dexterity-based check to perform surgery, the program would be of no help. A character could, say, connect a neural comm (see page 89) to his hand computer, and use the hand computer to contact a distant computer that has an appropriate Expert skill – but if the signal was jammed or interrupted, the effects on the character could be disastrous. Slaving your nervous system to your ship in orbit is generally not a good idea.
Expert Skills and Aiding Characters Having a tool or weapon with the appropriate Expert program and an Intelligent Interface can give a character a +1 DM to his checks if he also has the skill in question. However, the program can only help if the difficulty of the task is less than a certain value. Expert Program Rating/1 Rating/2 Rating/3
Helps if the difficulty is.. Difficult (–2 DM) or easier Very Difficult (–4 DM) or easier Formidable (–6 DM) or easier
In combat, add up all the negative DMs to determine the effective difficulty of the attack or action. Medikit (TL 8+): There are different types of medikit available at different Technology Levels. All medikits contain diagnostic devices and scanners, surgical tools and a panoply of drugs and antibiotics, allowing a medic to practise his art in the field. Higher-technology medikits do not give a bonus to basic treatment, but can help with more exotic problems or when treating augmented individuals. For example, a TL 8 medikit can test blood pressure and temperature (amongst other things); a TL 14 kit has a medical densitometer to create a three-dimensional view of the patient’s body and can scan brain activity on the quantum level. All medikits weigh 8 kg.
TL 8: Cr, 1,000. TL 10: Cr. 1,500. TL 12: Cr. 5,000. TL 14: Cr. 10,000.
Drugs There are several drugs (or ‘meds’) in standard use across the Imperium. Medicinal Drugs (TL 5+) include vaccines, antitoxins and antibiotics. They range in cost from five credits to several thousand credits, depending on the rarity and complexity of the drug. Medicinal drugs require the Medic skill to use properly – using the wrong drug can be worse than doing nothing. There are too many individual drugs and the effects vary too widely with Technology Level for rules for each of them, but as a rule of thumb with a successful Medic check the correct drug can counteract most poisons or diseases, or at the very least give a positive DM towards resisting them. If the wrong drug is administered, treat it as a Difficult (–2 DM) poison with a damage of 1d6. (See page 74 for more on poisons.) Panaceas (TL 8+) are wide-spectrum medicinal drugs that are specifically designed not to interact harmfully. They can therefore
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EQUIPMENT be used on any wound or illness and are guaranteed not to make things worse. A character using panaceas may make a Medic check as if he had Medic 0 when treating an infection or disease. Panaceas cost 200 credits per dose. Anti-rad drugs (TL 8) must be administered before or immediately after (within ten minutes) radiation exposure. They absorb up to 100 rads per dose (see page 141 for more on radiation). A character may only use anti-rad drugs once per day – taking any more causes permanent Endurance damage of 1d6 per dose. Cr. 1,000 per dose. Stim drugs (TL 8) remove fatigue, at a cost. A character who uses stim may remove the effects of fatigue (see page 74) but suffers one point of damage. If stims are used to remove fatigue again without an intervening period of sleep, the character suffers two points of damage the second time, three points the third time, and so on. Stims cost 50 credits per dose. Metabolic accelerator (‘Slow Drug’, TL 10) boosts the user’s reaction time to superhuman levels. To the user, everyone else appears to be moving much slower. A character using slow drug in combat adds +8 to his initiative total at the start of combat (or whenever the drug takes effect). He may also dodge up to twice each round with no effect on his initiative score. The drug kicks in 45 seconds (eight rounds) after ingestion or injection and lasts for around ten minutes. When the drug wears off, the user’s system crashes. He suffers 2d6 points of damage and is exhausted. Metabolic accelerator costs 500 credits per dose. Combat Drug (TL 10): This drug increases reaction time and improves the body’s ability to cope with trauma, aiding the user in combat. A character using a combat drug adds +4 to his initiative total at the start of combat (or whenever the drug takes effect). He may also dodge once each round with no effect on his initiative score and reduces all damage suffered by two points. The drug kicks in twenty seconds (four rounds) after injection, and lasts around ten minutes. When the drug wears off, the user is fatigued (see page 74). Combat drugs cost 1,000 credits per dose. Medicinal Slow (TL 11) is a variant of the slow drug. It can only be applied safely in a medical facility where life-support and cryo technology is available as it increases the metabolism to around thirty times normal, allowing a patient to undergo a month of healing in a single day. (Using medicinal slow outside of a hospital or sickbay is a messy and painful way to commit suicide, as the user will rapidly cook his internal organs and suffer massive brain damage.) Medicinal slow costs 500 credits per dose. Fast Drug (TL 10) or ‘Hibernation’ puts the user into a state akin to suspended animation, slowing his metabolic rate down to a ratio of 60 to 1 – a subjective day for the user is actually two months. Fast drug is normally used to prolong life support reserves or as a cheap substitute for a cryoberth. Fast drug costs 200 credits per dose. Anagathics (TL 15) slow the user’s aging process. Synthetic anagathics become possible at TL 15, but there are natural spices
and other rare compounds that have comparable effects at all Technology Levels. Anagathics are illegal or heavily controlled on many worlds. They cost 2,000 Credits per dose. One dose must be taken each month to maintain the anti-aging effect – if the character taking anagathics misses a dose they must make an immediate roll on the aging table (see page 36) as their body reacts badly to the interrupted supply.
Medical Care Healing: An injured character who needs hospital care for a prolonged period (see Injury and Recovery on page 74) will pay approximately 100 credits per month per Technology Level. (At TL 11+ the doctors will just use medicinal slow in most cases and charge for that instead.) Surgery costs 1d6 ∞ 50 ∞ Technology Level in Credits. Replacements: A character whose injuries require cloning limbs or cybernetic replacement must pay 5,000 credits per Characteristic point.
ROBOTS AND DRONES The legal status of robots varies across the Imperium. Some worlds embrace automation and machine intelligence, giving even comparatively simple artificial minds legal protection or even citizenship. Others are so restrictive that cyborgs can find themselves classified as property instead of people. The only difference between a robot and a drone is that the robot has an Intellect program running, allowing it to make decisions independently, while drones are remote-controlled by a character with the Remote Operations skill. Robots and drones operate in combat like characters but take damage as if they were vehicles. They have Hull and Structure characteristics instead of an Endurance characteristic, and an Endurance DM of 0. Any robot running an Intellect program has an Intelligence and Education score. Drones have neither. A robot’s Education characteristic is representative of the information programmed into it and even low-end robots can have high Education scores. Most robots have Social Standing characteristics of 0 as they are not social creations but there are some exceptions, usually highend models running advanced Intellect programs. Drones do not have Social Standing but in cases where they are used to engage in diplomacy or other social intercourse the operator can use his own Social Standing score. Cargo Robot (TL 11): These simple, heavy-duty robots are found in starport docks and on board cargo ships. They have enough intelligence to unload crates but are easily confused by unexpected situations. When confused they shut down unless given direct commands, to ensure they don’t accidentally damage anything with their massive strength. Cargo drones can be constructed as low as Technology Level 9 but their utility is extremely limited until the invention of Intellect programs.
+++Stand down and prepare to be boarded! We’re after your cargo – hand it over and ye’ll not be harmed. Resist, and we’ll blow you to smithereens!+++
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EQUIPMENT Strength 30 (+8), Dexterity 9 (+1), Hull 2, Structure 2 Intelligence 3 (–1), Education 5 (–1), Social Standing 0 (–3) Traits: Armour 8, Huge, Specialised Computer/1 (running Intellect/1 and Expert Trade (any physical)/1) Weapons: Crushing Strength (Melee (unarmed), 3d6 damage) Price: 75,000 Credits Repair Robot (TL 11): Shipboard repair robots are small crab-shaped machines that carry a variety of welding and cutting tools. They scuttle around tiny access tunnels but also crawl over the exterior hull to conduct repairs and maintenance. Specialised repair robots may run Expert Engineer (any) rather than Expert Mechanic. Strength 6 (+0), Dexterity 7 (+0), Hull 1, Structure 1 Intelligence 5 (–1), Education 6 (+0), Social Standing 0 (–3) Traits: Integral System (mechanical toolkit), Specialised Computer/1 (running Intellect/1 and Expert Mechanic/2) Weapons: Tools (Melee (unarmed), 1d6 damage) Price: 10,000 Credits Personal Drone (TL 11): This is a small floating globe about thirty centimetres in diameter. It is equipped with holographic projectors which can display the image of a person, allowing a character to have a virtual presence over a great distance. Strength 2 (–2), Dexterity 7 (+0), Hull 1, Structure 1 Traits: Tiny, Integral System (comm, audio/visual), Integral System (grav floater), Integral System (TL 11 holographic projector) Price: 2,000 Credits Probe Drone (TL 11): A probe drone is a hardened version of a personal remote, armoured and carrying more sensor packages. They have an operating range of five hundred kilometres, and can fly at a speed of 300 kph. Strength 3 (–1), Dexterity 7 (+0), Hull 3, Structure 3 Traits: Armour 5, Integral System (comm, audio/visual), Integral System (grav belt), Integral System (TL 11 holographic projector), Integral System (every sensor available at TL 11 and below, see overleaf) Price: 15,000 Credits Autodoc (TL 12): An autodoc is a specialised, immobile medical robot, which is often installed inside vehicles or spacecraft. Autodocs are traditionally exempt from laws against robotics because of their superior utility. Strength 6 (+0), Dexterity 15 (+3), Hull 1, Structure 1 Intelligence 9 (+1), Education 12 (+2), Social Standing 0 (–3) Traits: Integral System (TL 12 medikit), Specialised Computer/1 (running Intellect/1 and Medic/2) Weapons: Surgical Tools (Melee (small blade), 1d6 damage) Price: 40,000 Credits
Combat Drone (TL 12): Combat drones are little more than flying guns mated to a grav floater and a computer system. The most common combat drone mounts a PGMP or assault rifle but any weapon can be mounted and many makes of combat drone feature a modular arrangement that makes changing the gun a straightforward Intelligence check. The drones must be piloted with the Remote Operations skill but attacks are made using the appropriate weapon skill. Combat drones loaded with Intellect and combat Expert programs (making them autonomous combat robots) are illegal on many worlds. Strength 12 (+2), Dexterity 10 (+1), Hull 4, Structure 4 Traits: Armour 9, Integral System (grav floater), Integral Weapon (any) Weapons: Any gun Price: 90,000 Credits plus the cost of the weapon (the Integral Weapon upgrade is included) Servitor (TL 13): Servitor robots are expensive humanoid robots who are programmed to act as butlers or servants to the nobility. Many servitors are ostentatiously or whimsically decorated; others are secretly equipped with hidden weapons and combat programs. Some servitor owners reprogram their robots with Expert Carouse or Expert Gambler to better suit their lifestyle. Strength 7 (+0), Dexterity 9 (+1), Hull 2, Structure 2 Intelligence 9 (+1), Education 12 (+2), Social Standing 7 (+0) Traits: Computer/3 (running Intellect/1 and Expert Steward/2 – servitors also have Expert Diplomacy/2 and Translator/1 available should they be necessary) Weapons: Robot Punch (Melee (unarmed), 1d6 damage) Price: 120,000 Credits
Options Armour: Armour can be increased by 5, which increases the drone or robot’s cost by 25%.
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EQUIPMENT Integral System: Certain devices can be built into drones or robots by increasing the cost of the device by +50%. Popular choices include toolkits of different kinds (see opposite), various sensors, or mobility upgrades like thruster packs or grav floaters.
of motion – size, speed and duration – but no more. Cr. 1,000. The Sensors skill is not required to use a motion detector to detect motion. When trying to interpret data from a TL 9 motion sensor, the Sensors skill may need to be checked.
Integral Weapon: Any suitable weapon can be added to a drone or robot, at the cost of Cr. 10,000 + the cost of the weapon.
Electromagnetic Probe (TL 10): This handy device detects the electromagnetic emissions of technological devices, and can be used as a diagnostic tool when examining equipment (+1 DM to work out what’s wrong with it) or when searching for hidden bugs or devices. Cr 1,000. The Sensors or Investigation skills can be used to sweep a room for bugs.
SENSORS Most sensors are designed to be plugged into a computer system, but can display the data directly to the user on built-in screens or by feeding it to the user’s suit display. At TL 11 sensors become notably more discriminating because they can be hooked up to a system running Intellect/1 that can dynamically filter information based on pre-set parameters – not sounding the alarm if the motion sensor picks up anything too small to be an intruder, for example. Generally speaking, sensor equipment does not offer a bonus to skill checks but allows the user to find things that they would otherwise not be able to. Binoculars (TL 3): Allows the user to see further. 1 kg, Cr. 75. At TL 8 electronic enhancement allows images to be captured; lightintensification allows them to be used in the dark. Cr 750. At TL 12 PRIS (Portable Radiation Imaging System) allows the user to observe a large section of the EM-spectrum, from infrared to gamma rays. Cr 3,500.
Densitometer (TL 14): The remote densitometer uses an object’s natural gravity to measure its density, building up a threedimensional image of the inside and outside of an object. 5 kg. Cr. 20,000. Bioscanner (TL 15): The bioscanner ‘sniffs’ for organic molecules and tests chemical samples, analysing the make-up of whatever it is focussed on. It can be used to detect poisons or bacteria, analyse organic matter, search for life signs and classify unfamiliar organisms. 3.5 kg. Cr. 350,000. The data from a bioscanner can be interpreted using the Sensors or the Life Sciences (biology) skills. NAS (TL 15): This device consists of a backpack and detachable handheld unit, and can detect neural activity up to 500 metres away. The device can also give a rough estimation of the intelligence level of organisms based on brainwave patterns. 10 kg. Cr 35,000. The data from a neural activity scanner can be interpreted using the Sensors, the Life Sciences (biology) or the Social Sciences (sophontology) skills.
SURVIVAL GEAR AND SUPPLIES Geiger Counter (TL 5): Detects radiation, both presence and approximate intensity. Cr. 250. The Sensors skill is not needed to detect the presence of radiation with a Geiger counter but anything more complex than that requires a check. IR Goggles (TL 6): Permits the user to see exothermic (heatemitting) sources in the dark. Cr. 500. Light-Intensifying Goggles (TL 7): Permits the user to see normally in anything less than total darkness by electronically intensifying any available light. Cr. 500. At TL 9, IR goggles and light-intensifying goggles can be combined into a single unit costing Cr. 1,250. Motion Sensor (TL 7): A motion sensor simply detects any and all movement within the area assigned to it. It cannot differentiate between kinds of movement, it just reports whether there is movement or not in an area roughly six metres in diameter. Cr. 500. At TL 9 the motion detector can report the general qualities
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On worlds and places hostile to human life, characters must use environmental suits to protect themselves. If colonies are established on such worlds, then the Imperium usually begins a terraforming process to transform the planet and make it more Earth-like. Terraforming takes decades, even millennia, and is a ferociously expensive and intensive process. Sometimes, it is easier to remake the colonists to fit the world using genetic engineering and surgery. See also Vacc Suits, page 87. Tent (TL 3): A basic tent provides shelter for two people against the weather, reducing skill check penalties by 2 (see page 74). Cr. 200. The TL 7 tent can be pressurised. There is no airlock – the tent is depressurised when opened. Cr 2,000. Rebreather (TL 6): The rebreather is a bulky backpack containing breathable atmosphere and a face mask that collects exhaled gasses and ‘scrubs’ them back into breathable gasses again. A rebreather provides six hours of breathable atmosphere and can be used to breathe in any environment that is not otherwise harmful, such as underwater. 10 kg, Cr. 250.
EQUIPMENT Portable Generator (TL 10): This is a heavy-duty portable fusion generator, capable of recharging weapons and other equipment for up to one month of use. Cr. 500,000.
Respirator (TL 6): This device concentrates inhaled oxygen, allowing a character to breathe on worlds with a thin atmosphere (see page 171). Respirators take the form of a face mask or mouthpiece initially. Cr. 100. The more advanced TL 10 respirator is small enough to fit into the nose, or can even be a lung implant for 3 ∞ cost. Cr. 2,000.
Options
Filter (TL 7): Filters are breathing masks that strip out harmful elements from the air inhaled by the character, such as dangerous gases or dust particles. Cr 100. The TL 10 filter is small enough to fit into the nose, or can even be a lung implant for 3 ∞ cost. Cr. 2,000.
Self-Assembling (TL 11): The self-assembling upgrade can be given to tents, habitat modules and other basic structures. The structure is capable of expanding and assembling itself with only minimal aid, reducing the time needed to set up the shelter to a single man-hour. Cr. 5,000.
Breather Mask (TL 8): Combines the filter and respirator into a single package. Cr. 150. Artificial Gill (TL 8): Extracts oxygen from water allowing the wearer to breathe underwater. Only works on worlds with breathable atmospheres (type 4–9 – see page 171). 4 kg. Cr 4,000. Environment Suit (TL 8): Designed to protect the wearer from extreme cold or heat, the environment suit has a hood, gloves and boots but leaves the face exposed in normal operations. A mask or rebreather can be attached, but truly hostile situations call for the heavy-duty HEV suit (see page 87). Costs Cr 500. Habitat Module (TL 8): A modular, unpressurised quarters for six people, capable of withstanding anything less than hurricane-force winds. Includes survival rations and enough batteries to keep the lights on and the heaters (or air conditioning) running for a week. Requires 12 man-hours to assemble, and can be attached to other modules to form a base. Cr 10,000. The TL 10 module is pressurised, and includes life-support for six occupants for one week (1000 person/hours). Cr 20,000. Rescue Bubble (TL 9): A large (2m diameter) pressurised plastic bubble. Piezoelectric layers in the bubble wall translate the user’s movements into electricity to recharge the bubble’s batteries and power its distress beacon, and a small oxygen tank both inflates the bubble and provides two person/hours of life support. A selfrepairing plastic seal serves as an emergency airlock. Rescue bubbles are found on both space and sea vessels as emergency lifeboats. Cr. 600. Thruster Pack (TL 9): A simple thruster pack gives the user the ability to manoeuvre in zero-gravity. A Zero-G check is required to use a thruster pack accurately. Thruster packs can only be used in microgravity environments and are only practical for journeys between spacecraft (or other objects) at Adjacent range (see page 146). Cr. 2,000. At TL 12 the long-range thruster pack gives 0.1g acceleration for up to 48 hours, using standard starship fuel. This increases its practical range on the spacecraft scale to Short but gives it a weight of 10 kg. Cr. 14,000. The TL 14 version of the long-range pack is much smaller as it uses grav-thruster plates instead, but has the same performance profile as the TL 12 version. Cr. 20,000.
Self-Sealing (TL 13): Structures can be made self-repairing and self-sealing at TL 13 for Cr. 2,000. Small breaches and rips are automatically fixed in seconds.
TOOLKITS Technical skills require specialist tools of various kinds. These kits contain diagnostic sensors, hand tools, computer analysis programs and spare parts. All kits cost Cr. 1,000 and weigh 12 kg. Engineer (specific specialty): Required for performing repairs and installing new equipment. Forensics: Required for investigating crime scenes and testing samples. Mechanical: Required for repairs and construction. Scientific: Required for scientific testing and analysis. Surveying: Required for planetary surveys or mapping.
WEAPONS With the advent of powered armour and portable fusion generators, the line between ‘personal weapon’ and ‘heavy artillery’ is blurred. The high-end weapons available in the Imperium are staggeringly powerful. Few private citizens can obtain such weapons legally but small brush wars can turn into alarming plasma-fired, city-razing conflagrations when mercenaries are involved. Weapons are described with the following statistics: TL: The lowest Technology Level at which the weapon is available. Range: The range modifiers used for that weapon (see page 64). Damage: The damage the weapon inflicts. Auto: The Auto rating of the weapon if it is capable of automatic fire (see page 62). Recoil: The Recoil rating of the weapon (see page 61). Mass: The amount, in kilograms, that the weapon weighs on a world with Earth-like gravity. Magazine: The number of shots the weapon can take before needing to be reloaded or connected to a new power pack. Unless specified otherwise in the weapon’s description it takes only a single minor action to reload or two to switch to a new power pack. Cost: The weapon’s cost in credits. Ammo Cost/Power Pack: The cost in credits to buy a spare magazine for a gun or a spare power pack for an energy weapon.
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EQUIPMENT Melee Weapons Melee weapons are a symbol of status among the Imperium’s nobility, but they also serve a useful purpose in boarding actions. When attempting to capture an enemy vessel, a sword is much less likely to cause significant damage to vulnerable systems or cause a hull breach than a gun but is better at opening a self-sealing vacc suit to the airless cold of space. Blade: A hybrid knife weapon, somewhere between a dagger and a cutlass, with a large basket hilt.
Staff: A length of wood or metal that can be used in a variety of combat styles, to aid walking, or to poke potentially dangerous things from a distance. Stunstick: This melee weapon deals 2d6 stun damage in addition to its normal damage. A character struck by a stun stick must make an Endurance check with a negative DM equal to the stun damage (after armour is subtracted). If this Endurance check is failed, the character is knocked unconscious.
Slug Throwers Broadsword: A heavy two-handed sword. Cutlass: The standard shipboard blade weapon, often kept near airlocks to repel boarders. Rapier: A duelling foil. A character using a rapier increases their effective Melee (large blade) skill by one level when parrying. Club: Humanity’s first weapon. Whether a handy length of metal piping or an extending riot baton made of advanced polymers, the club remains a popular and practical weapon wherever intelligent species gather. Dagger: A small knife weapon, approximately 20 centimetres in length. Daggers are especially suited to close-quarters combat – while grappling (see page 64) someone armed with a dagger can do Effect + 4 damage if they choose to hurt their opponent. Improvised Weapon: When there’s no real weapon available and your bare hands just aren’t enough, any snatched-up object can be used as an impromptu club. Shield: A character using a shield increases their effective Melee (unarmed) skill by one level when parrying. A character with no Melee counts as having Melee 0 when using a shield to parry.
Despite advances in energy weapons and other offensive technologies, accelerating a small piece of metal to a high velocity is still one of the most efficient ways of killing someone. Chemically propelled firearms give way to gyrojet (rocket bullets) and gauss (electromagnetically launched bullets) as technology advances. Accelerator Rifle: Rifle: Also known as gyrojet weapons, accelerator rifles are designed for zero-gravity combat. They fire tiny missiles that leave the rifle with minimal velocity and thus minimal recoil, then accelerate to high speed. Advanced Combat Rifle Rifle (ACR): The ultimate evolution of the conventional firearm, advanced combat rifles are the weapon of choice for many military units. Standard equipment includes an electronic battlefield sight, incorporating both light amplification and IR abilities (see page 96), visual magnification up to 5x zoom, and a laser rangefinder which may also be used as a target painting device (reveals exact distance to target). The weapon is also gyroscopically stabilised during firing (as a gyroscopic stabiliser, already included in the stats). Antique Pistol: A flintlock or other primitive projectile weapon. Unless the weapon is especially well made, it will have a –1 DM to attacks. Antique pistols require three minor actions and a successful Gun Combat (slug pistol) check to reload. Failure means you have to start again.
MELEE WEAPONS Weapon Unarmed Attack Improvised Weapon Club Dagger Shield Staff Blade Broadsword Cutlass Rapier Stunstick
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TL Range Melee (unarmed) Melee (unarmed or appropriate to weapon) 1 Melee (bludgeon) 1 Melee (small blade) or Ranged (thrown) 1 Melee (unarmed) 1 Melee (bludgeon) 2 Melee (small blade) 2 Melee (large blade) 2 Melee (large blade) 3 Melee (large blade) 8 Melee (bludgeon)
Damage 1d6 2d6–2
Heft Mass (kg) Cost (Cr.) 1 2 -
2d6 1d6+2
0 -
1 -
10
1d6 2d6 2d6 4d6 2d6+4 1d6+4 1d6
1 2 –1 –2 -
3 2 0.5 3 1 0.5 0.5
50 50 300 100 100 300
EQUIPMENT SLUG THROWERS Weapon Pistols Antique Pistol Revolver Autopistol Snub Pistol Body Pistol Gauss Pistol Rifles Antique Rifle Rifle Autorifle Assault Rifle Accelerator Rifle ACR Gauss Rifle Shotguns Shotgun
TL Range
Damage Auto Recoil Mass (kg) Magazine Cost (Cr.) Ammo Cost (Cr.)
3 5 6 8 8 13
Ranged (pistol) Ranged (pistol) Ranged (pistol) Ranged (pistol) Ranged (pistol) Ranged (pistol)
3d6–6 3d6–3 3d6–3 3d6–3 3d6–3 3d6
No No No No No 4
–1 0 0 –1 –1
1 1 0.5 0.5
1 6 15 6 6 40
100 150 200 150 500 500
5 5 10 10 20 20
3 5 6 7
3d6–3 3d6 3d6 3d6
No No 4 4
–1 0 1 1
6 5 5 4
1 20 20 30
100 200 1,000 500
10 10 10 15
9 10 12
Ranged (rifle) Ranged (rifle) Ranged (rifle) Ranged (assault weapon) Ranged (rifle) Ranged (rifle) Ranged (rifle)
3d6 3d6 4d6
No 6 4
0 0
2 3 4
15 40 80
900 1,000 1,500
30 15 40
4
Ranged (shotgun)
4d6
No
2
4
6
200
10
Antique Rifle: Rifle: A musket or other primitive rifle. Unless the weapon is especially well made, it will have a –1 DM to attacks. Antique rifles require three minor actions and a successful Gun Combat (slug rifle) check to reload. Failure means you have to start again. Assault Rifle: Rifle: Assault rifles fire lighter projectiles than rifles, but are capable of a higher rate of fire and are more suitable to short-range encounters. Autopistol: Variants of this semi-automatic pistol are the standard sidearm for law enforcement officers and criminals across the Imperium. Autorifle: Autorifl e: Automatic rifles have a higher muzzle velocity and are capable of automatic fire. Also termed battle rifles. Body Pistol: Body pistols are manufactured from plastics and cultured bone, making them very difficult to detect using conventional weapons scanners. Body pistols increase the difficulty of Sensors checks to detect them to Very Difficult (–4). Gauss Rifle: Rifle: Gauss rifles replace conventional rifles at TL 13. Like the smaller gauss pistol, rifles fire high-velocity projectiles using electromagnetic rails. Gauss Pistol: Gauss pistols use electromagnetic coils to accelerate metallic darts to hypersonic speeds. Gauss weapons are lightweight, efficient and deadly. Revolver: A conventional six-shooter handgun. Revolvers take two minor actions to reload.
Rifle: A long-range hunting rifle or light infantry weapon. Reloading a rifle requires two minor actions. Shotgun: Shotguns are smoothbore weapons that typically fire ammunition consisting of multiple small pellets. They are most effective at shorter ranges. A shotgun using pellet ammunition ignores Dodge dice modifiers, but Armour gives double protection against pellet attacks. A shotgun can also fire solid slugs, which follow all the normal rules for shooting. Snub Pistol: These lightweight, low-recoil weapons were designed for use aboard spacecraft and in zero gravity.
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EQUIPMENT Energy Weapons
Reloading Energy Weapons
Directed-energy weapons first enter the battlefield as target designators and range-finders, but by TL 9 weapons capable of inflicting damage directly appear. Laser weapons require a power supply – pistols come with a belt- or wrist-mounted power pack, while rifles come with backpacks connected by a cable. In addition to their damage, a laser that hits with Effect 6+ will permanently blind its target unless they are wearing some sort of eye protection.
All energy weapons come with a power pack that can be recharged using a ship’s power plant or another power source. It takes eight hours to recharge a power pack. Extra power packs can be purchased at the listed cost. Switching from one pack to another takes two minor actions.
Laser Carbine: Laser carbines are shorter and lighter than laser rifles, and have a correspondingly shorter range. Laser Pistol: The TL 9 pistol is bulky, but effective, with no recoil and a large magazine. At TL 11, advances in battery technology and miniaturisation mean that the pistol is no larger than a conventional firearm, but must still be connected to a battery pack for sustained use. Laser Rifle: Rifle: Laser rifles are highly accurate at long range. They are powered by heavy backpacks, although they have an internal battery that can store enough energy for six shots for mobile sniping. Plasma Rifle: Rifle: TL 16 technology allows the bulky reactor and plasma chamber of the PGMP to be made small enough to fit into a rifle frame. The plasma rifle is a high-power sniper weapon designed to crack Battle Dress. Because of its internal reactor it never runs out of ammunition. Stunners: Stun weapons are non-lethal and do not inflict normal damage. A character struck by a stun weapon must make an Endurance check with a negative DM equal to the damage (after armour is subtracted). If this Endurance check is failed the character is knocked unconscious. If the Endurance check is successful, the character is unaffected by the weapon and the stun damage is ignored.
ENERGY WEAPONS Weapon Pistols Laser Pistol Stunner
Rifles Laser Carbine Laser Rifle Plasma Rifle
100
TL
Range
9 11 8 10 12
Ranged (pistol)
3d6 3d6+3 Ranged (pistol) 2d6 with a maximum 2d6+3 range of Short 3d6
9 11 9 11 16
Ranged (assault weapon) Ranged (rifle) Ranged (rifle)
Damage
4d6 4d6+3 5d6 5d6+3 6d6
Auto Recoil Mass (kg) Magazine Cost (Cr.) Power Pack (Cr.) No
-
3
100
No
-
0.5
100
No
-
50
No
-
No
–1
4 3 8 5 6
100 -
2,000 3,000 500 750 1,000
1,000 3,500 200 200 200
2,500 4,000 3,500 8,000 100,000
1,000 3,000 1,500 3,500 -
EQUIPMENT GRENADES Weapon Frag Smoke Stun Aerosol
TL 6 6 9 9
Range Ranged (thrown) Ranged (thrown) Ranged (thrown) Ranged (thrown)
Damage 5d6/3d6/1d6 None 3d6 None
Grenades Aerosol: Aerosol grenades create a fine mist six metres in radius that diffusess lasers but does not block normal vision. Any laser attack made through the mist has its damage reduced by 10. Laser communications through the mist are completely blocked. The mist dissipates in 1d6 ∞ 3 rounds, although high winds and other extreme weather can sharply reduce this time. Frag: The damage from fragmentation grenades decreases with distance from the blast: Distance 3 metres 6 metres 9 metres
Damage 5d6 3d6 1d6
Mass (kg) 0.5 0.5 0.5 0.5
Blast Radius 3 metres/6 metres/9 metres 6 metres 6 metres 6 metres
Cost (Cr.) 30 15 30 15
unconscious. If the Endurance check is successful, the character is unaffected by the weapon and the stun damage is ignored.
Heavy Weapons Grenade Launcher: Grenade launchers are used to fire grenades over long distances. RAM Grenade Launcher: Rocket Assisted Multi-purpose grenade launchers have a longer range and are capable of firing up to three grenades with a single attack. This uses the rules for firing on full auto (see page 62); unlike other weapons with an Auto score, a RAM grenade launcher cannot fire in burst mode. It takes two minor actions to reload a RAM grenade launcher.
Smoke: Smoke grenades create a thick cloud of smoke six metres in radius, centred on the location of the grenade. This smoke imposes a –2 DM on all attacks within or through the cloud (doubled for laser weapons). Smoke dissipates in 1d6 ∞ 3 rounds, although high winds and other extreme weather can sharply reduce this time.
Rocket Launcher: The poor man’s FGMP. To counteract the recoil of the weapon, a rocket launcher channels exhaust backwards in an explosive backblast. Anyone up to 1.5 metres behind a rocket launcher when it fires takes 3d6 damage from the burning gasses. Vehicle-mounted rocket launchers lose this side-effect as a vehicle is a more stable firing platform than a person. It takes three minor actions to reload a rocket launcher.
Stun: Stun weapons are non-lethal and do not inflict normal damage. A character struck by a stun weapon must make an Endurance check with a negative DM equal to the damage (after armour is subtracted). If this Endurance check is failed the character is knocked
The rockets presented are high-explosive models. Do not add the Effect of the attack roll to their damage but apply that damage to everything within six metres of the impact point. A rocket that misses has a 50% chance (4+ on 1d6) of detonating upon impact
HEAVY WEAPONS Weapon TL Launchers Grenade 7 Launcher RAM 8
Range
Damage
Auto
Ranged By grenade No (shotgun) Ranged (assault By grenade Auto 6 weapon) Rocket 6 Ranged (rocket) 4d6 No Launcher 7 4d6+3 8 5d6 9 5d6+5 Man-Portable Artillery PGMP 12 Ranged (rifle) 10d6 Auto 4 13 12d6 Auto 4 14 12d6 Auto 6 FGMP 14 Ranged (rifle) 16d6 Auto 4 15 16d6 Auto 4 16 16d6 Auto 6
Recoil Mass (kg) Magazine Cost (Cr.)
Ammo Cost (Cr.)
1
6
6
400
180
1
2
6
800
180
0
8
1 1 2 2
2,000
300 400 600 800
3
10 10 10 12 12 15
-
20,000 65,000 100,000 100,000 400,000 500,000
-
2
-
-
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EQUIPMENT Serious Firepower The PGMP and FGMP are weapons of such unbelievable destructive potential that they are never deployed without due care and forethought – except by player characters. • Everything counts as soft cover against these weapons. Only specially reinforced and upgraded materials can withstand the power of a PGMP or FGMP well enough to be considered hard cover. • If a shot from a PGMP or FGMP kills a target, continue the line of fire and apply any remaining damage to whatever it hits next. Keep doing this until you run out of damage. Technically all firearms can overpenetrate in this way but it is only at this level of firepower that it becomes worth keeping track of. with the ground (6 – Effect metres away in a random direction). Otherwise it will miss completely and leave the battlefield without striking anything or detonating. Of course, if used indoors or in a similarly enclosed space a rocket has to strike something – the Referee is free to determine how much collateral damage is inflicted and on what. PGMP: The Plasma Gun, Man Portable is the standard heavy assault weapon of the marines. It is so heavy and bulky that it can only be used easily by a trooper with a Strength of 12 or more – usually attained by wearing battle dress. Every point by which a user’s Strength falls short is a –1 DM on any attack rolls made with it. It is powered by a built-in micro-fusion generator and fires a high-energy plasma stream or a hail of plasma bolts. More advanced plasma guns adjust the weapon’s optimum range and plasma temperature. FGMP: The ultimate personal firearm, the Fusion Gun, Man Portable is more like a piece of artillery. It includes a gravity suspension system to reduce its inertia, making it easier to use than the PGMP (minimum Strength 9) and fires what amounts to a directed nuclear explosion. Those without radiation protection who are nearby when a FGMP is fired will suffer a lethal dose of radiation – each firing of an FGMP emits 2d6 ∞ 20 rads, which will affect everyone within the immediate vicinity. (See page 141 for the effect of rads.)
Explosives The Explosives skill is used with explosives – the Effect of the Explosives skill check multiplies the damage, with a minimum of ∞1 damage for an Effect of 0 or 1. Plastic: This generic, multi-purpose plastic explosive is a favourite of military units, terrorists, demolition teams and adventurers across known space. TDX: An advanced gravity-polarised explosive, TDX explodes only along the horizontal axis. Pocket Nuke: Hideously illegal on many worlds, the pocket nuke is actually the size of a briefcase and so is too large to fit into a
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grenade launcher.
EXPLOSIVES Weapon Plastic TDX Pocket Nuke
TL 6 12 12
Damage 3d6 4d6 2d6 ∞ 20
Radius 2d6 metres 4d6 metres 15d6 metres
Cost (Cr.) 200 1,000 20,000
Options Grenade Launcher (TL 8): An underslung RAM grenade launcher can be added to any rifle at the cost of 1,000 Cr. This grenade launcher has a magazine of one grenade, cannot fire on automatic and takes four minor actions to reload. Laser Sight (TL 8): Integrated optics and laser sights give an extra +1 DM bonus to any attack that has been aimed (see page 61 for the aim action). Cr 100. At TL 10, x-ray lasers and improved display technology removes the tell-tale ‘red dot’ of a vislight laser. Cr 200. Silencer (TL 8): A silencer can be added to any slug thrower with Auto 4 or less, masking the sound produced by firing. (–4 DM to detect.) Cr. 250. Gyrostabiliser (TL 9): Stabilisers can be added to any weapon with recoil, reducing the recoil by one point at the cost of 300 credits. Secure Weapon (TL 10): A secure weapon requires authentication in some fashion (scanning the user’s DNA or iris patterns, entering a password, transmission of an unlocking code from a comm) before it can be fired. Cr. 100. Intelligent Weapon (TL 11): This adds Computer/0 to any weapon. Cr 1,000. The TL 13 upgrade adds Computer/1 to any weapon. Cr 5,000.
Erik’s Custom Gun Erik isn’t satisfied with any of the guns here, and wants something a bit more stylish. He starts with the basic autopistol and adds a gyrostabiliser and laser sight to it. He then adds the TL 13 intelligent weapon modification, giving his gun Computer/1. Computer/1 only allows him to run a single rating/1 program on the gun, but there’s the specialised computer modification in the computer options section. Erik chooses to put Gun Combat (slug pistols) specialisation 2 onto his gun, giving it the ability to count as Rating/3 for Expert Gun Combat (slug pistols) programs. With a Rating/1 Intellect and a Rating/2 Expert Gun Combat (slug pistols), Erik’s gun can fire itself with a skill of 1. Of course, a gun has no Dexterity (effectively Dexterity 0) so it will have a total DM of –2 before other modifiers are taken into account. It can also aid Erik when firing, giving him a +1 DM to his attacks as long as the difficulty is less than Very Difficult (–4).
EQUIPMENT
VEHICLES All vehicles have the following traits: TL: The lowest Technology Level that the vehicle is available at. Skill: What skill is used to drive or pilot the vehicle. Agility: How easy the vehicle is to drive, expressed as a DM to the pilot’s skill check. Speed: The vehicle’s maximum speed. Crew and Passengers: How many people the vehicle can carry. Open/Closed: If the vehicle is open or closed (see page 66). Armour: How much armour the vehicle has. Damage sustained by a vehicle is reduced by its armour. Hull/Structure: The number of hits the vehicle can sustain before being disabled. See Vehicle Combat, page 66. Weapons: What weapons the vehicle has, if any, and what fire arcs they are in.
Air/Raft: An open-topped vehicle supported by anti-gravity technology. Air/rafts can even reach orbit but passengers at that altitude must wear vacc suits. They are ubiquitous, remarkably reliable and flexible vehicles. Ground Car: A conventional wheeled automobile. AFV: A heavily armoured ATV, known as an Armoured Fighting Vehicle, equipped with a triple laser turret. The lasers use the Gun Combat (energy rifle) skill, do 4d6 damage each using the Ranged (rifle) range modifiers, and one, two or three may be fired at the same target with one attack action. ATV: An enclosed, pressurised all-terrain ground vehicle. The vehicle is capable of floating on calm water, and has a suite of built-in sensors and communications equipment (usually a laser transceiver) making it ideal for exploration. An ATV has a hardpoint for a turret, but does not come with a weapon normally. G/Carrier: A grav carrier is effectively a flying tank, and is the standard fighting vehicle of many military forces across the Imperium. The turret-mounted fusion gun is a vehicle-mounted version of the TL 15 FGMP and uses the same ‘serious firepower’ rules (see opposite). Advanced containment systems mean that it does not leak radiation with each shot in the same way as the man-portable version. Grav Belt: A grav belt resembles a parachute harness, and is fitted with artificial gravity modules allowing the wearer to fly. The internal battery can operate for a maximum of four hours before needing to be recharged. At TL 15, the battery can operate for 12 hours before charging. Options cannot be added to the grav belt.
VEHICLES Vehicle Civilian Air/Raft Ground Car Grav Belt Grav Floater Military AFV
TL Skill
Agility Speed
8
+0
400 kph
+0
150 kph
+2 –2
300 kph 40 kph
+0
80 kph
+0
100 kph
+0
620 kph
5 12 11
12
ATV
12
G/Carrier
15
Flyer (grav) Drive (wheeled) Zero-G Flyer (grav) Drive (tracked) Drive (tracked) Flyer (grav)
Crew and Passengers
Open/ Closed Armour Hull Structure Weapons
Cost (Cr.)
1 pilot, 3 passengers 1 driver, 3 passengers 1 wearer 1 rider
Open
6
2
2
None
275,000
Closed
6
3
2
None
6,000
Open Open
-
-
1
None None
100,000 500
Closed
18
5
5
65,000
Closed
12
5
5
Triple Laser (turret) None
Closed
25
8
8
1 driver, 9 passengers 1 driver, 15 passengers 1 driver, 1 gunner, 14 passengers
50,000
Fusion Gun MCr. 15 (turret)
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EQUIPMENT Grav Floater: A grav floater is a forerunner of the grav belt, a platform upon which a single person can stand and be carried along. It cannot achieve any great speed but can, like an air/raft, achieve any altitude up to orbit.
Options With the exception of on-board computer, each of these options can only be taken once on a given vehicle. Autopilot (TL 11): an autopilot has a Computer/1 specialised to run Intellect/1 and an Expert/1 in an appropriate skill and specialty. This will be in addition to any other computers installed. An autopilot is often mandatory on cheaper commercial models. In many areas (primarily urban) they are required to be in use. Higher Law Level polities (see page 173) may require a slave modification to the autopilot for centralized and/or emergency traffic control. Cr 3,000. Enclosed: This modification turns an open vehicle into a closed one. It costs 10% of the base cost of the vehicle, reduces Agility by 1 and top speed by 10%. Extended Life Support: A vehicle which is sealed can be equipped for extended life support, which increases the duration to 18 hours per person. Costs another 10% of the base cost of the vehicle. Heavy Armour: Increasing the armour of a vehicle by 5 adds 25% to the cost of the vehicle. High Performance: A vehicle can be made into a high-performance vehicle, increasing its top speed by 20%. The vehicle costs 50% more. On-board Computer: Adding an on-board computer costs the same as a hand computer. Sealed: This option can be added to any closed vehicle (it is included in the ATV, AFV and G/Carrier). The vehicle can be sealed and provides life support for its passengers and crew for two hours per person. This option adds 20% to the cost of the vehicle. Style: Allows a vehicle to be customised to the buyer’s wishes. Costs Cr 200 to Cr 2,000.
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Encumbrance Traveller characters sometimes have to carry everything they need to survive. A character can carry a number of kilograms equal to their Strength + Endurance scores before they have to worry about their load. They are lightly encumbered if they carry up to twice this value and heavily encumbered if they carry up to three times their Strength + Endurance. A character can lift more with an Athletics (strength) check – add the Effect to his effective Strength to work out his new maximum lift – but cannot do more than stagger around with his new load at 1.5 metres per round. He may lift it for a number of rounds equal to the Effect of an Athletics (endurance) check. Lightly encumbered characters suffer a –1 DM to all actions that require free physical movement and become fatigued after a number of minutes equal to their Endurance score (plus the Effect of an Athletics (endurance) check if the character wishes to push himself). Heavily encumbered characters suffer a –3 DM to all actions that require free physical movement and become fatigued after a number of rounds equal to their Endurance score (plus the Effect of an Athletics (endurance) check if the character wishes to push himself). If a character makes an Athletics check to push his ability to bear a load in any way, he immediately becomes fatigued when the duration expires. For more on fatigue, see page 74.
SPACECRAFT DESIGN Spacecraft are constructed and sold at shipyards throughout the galaxy. Any class A starport has a shipyard which can build any kind of ship, including a starship with Jump drives; any class B starport can build small craft and ships which do not have Jump drives. The military procures spaceships through these yards, corporations buy their commercial craft from these shipyards, and private individuals can purchase ships that they have designed through them as well. The major restriction on the purchase of ships is money. Ships designed using the system presented here are constructed using off-the-shelf parts that are common throughout the Imperium. Rules for spacecraft using a restricted technology base or cuttingedge technology will be presented in future supplements.
DESIGN CHECKLIST 1.
Choose a Hull. a. Choose Hull configuration. b. Optionally, install armour. 2a. Decide what the cruising acceleration for the ship should be, and cross-reference it with the ship’s tonnage on the Performance by Hull Volume table to determine the Manoeuvre Drive required. 2b. Optionally, decide what the maximum Jump range for the ship should be, and cross-reference it with the ship’s tonnage on the Performance by Hull Volume to determine the Jump Drive required. 3. Choose a Power Plant, ensuring that it can provide enough power for the Jump and Manoeuvre Drives. 4. Work out fuel requirements and allocate space to fuel. 5. Install a bridge. 6. Install a computer. a. Install computer software. If a Jump drive is installed, then the ship needs Jump Control software. 7. Install sensors. 8. Install staterooms and low berths. 9. Optionally, install other components like vehicles, fuel processors or drones. 10. Optionally, install turrets, bays or screens. a. Install one ton of fire control equipment per turret or bay. 11. Optionally, install weapons. a. Missile launchers and sandcasters require ammunition. 12. Any remaining space can be allocated to cargo.
Design Considerations Spacecraft are constructed on the foundation of a hull, into which are fitted the jump and manoeuvre drives and power plant, the fuel tanks, staterooms for the crew, computers, controls and sensors. Optionally, other components such as armaments, defensive systems, and other fittings can be added to adapt the ship to its intended function. The total tonnage of the installed fittings cannot exceed the tonnage of the hull.
Definitions A spacecraft is any interplanetary or interstellar vehicle – anything that can travel through space under its own power. A ship is any vessel of 100 tons or more. A starship is a ship which has Jump drives and can travel on interstellar voyages from star system to star system. A system ship is a ship without Jump drives, confined to a single star system. Small craft are any vessel under 100 tons; all small craft are incapable of Jump and are constructed using their own rules which will be presented in a future supplement. In the meantime, the statistics for common small craft can be found on page 132. Size is measured in ‘displacement tons’ or d-tons: a hundredton ship displaces a volume equal to one hundred tons of liquid hydrogen (one d-ton equals roughly 14 cubic metres).
Standard Designs vs New Designs Some ship designs have been used by the Imperium for centuries, and have become standards across the stars. Plans for such spacecraft are freely available and components can be purchased in bulk by shipyards reducing the cost of the ship’s construction by 10%. This reduced cost does not include ammunition for weapons or fuel, which must be bought – at full price – separately of the ship. If a buyer needs a new type of ship, then he must employ a ship architect to design it. The architect’s fees are usually 1% of the final cost of the ship.
Construction Times Construction times vary wildly, depending on the size and complexity of the spacecraft and the capabilities of the shipyard. On average, assume that it takes one day per million credits to build a spacecraft at a small commercial shipyard.
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SPACECRAFT DESIGN
THE HULL Hulls are identified by their displacement, expressed in tons. Hull 100 tons 200 tons 300 tons 400 tons 500 tons 600 tons 700 tons 800 tons 900 tons 1,000 tons 1,200 tons 1,400 tons 1,600 tons 1,800 tons 2,000 tons
Hull Code 1 2 3 4 5 6 7 8 9 A C E G J L
Price (MegaCredits) 2 8 12 16 32 48 64 80 90 100 120 140 160 180 200
Configuration A ship may have any of three configurations – standard (a wedge, cone, sphere or cylinder), streamlined (a wing, disc or other lifting body allowing it to enter the atmosphere easily) or distributed (made up of several sections, and incapable of entering an atmosphere or maintaining its shape under gravity). Streamlining a ship increases the cost of the hull by 10%. This streamlining includes fuel scoops which allow the skimming of unrefined fuel from gas giants or the gathering of water from open lakes or oceans. Streamlining may not be retrofitted; it must be included at the time of construction. A distributed ship reduces the cost of its hull by 10%. It is completely non-aerodynamic and if it enters an atmosphere or strong gravity it runs the risk of falling to the surface of the planet. It cannot mount fuel scoops. A standard standard-hull ship may still enter atmosphere but is very ungainly and ponderous, capable only of making a controlled glide to the surface. Getting it back into space requires an elaborate launch setup and considerable expense. A standard-hull ship may have scoops for gathering fuel from a gas giant but the process will be much more difficult and less efficient. Larger ships of this type will often carry a specialized sub-craft (such as a modular cutter, see page 135) to perform the actual atmospheric skimming. See Atmospheric Operations on page 137.
Armour The basic hull provides some protection from anti-ship weapons fire but it is possible to add heavier armours to the hull for added defence. Armour is added in 5% increments of the ship’s tonnage.
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Armour Type Titanium Steel Crystaliron Bonded Superdense
TL 7 10 14
Protection 2 per 5% 4 per 5% 6 per 5%
Cost 5% of base hull 20% of base hull 50% of base hull
For example, a heavily armoured warship might take Bonded Superdense armour twice. This would take up 10% of the hull’s volume and cost 100% of the base cost of the hull, but give 12 points of armour.
Options Reflec (TL 10): Reflec coating on the hull increases the ship’s armour against lasers by 3. Adding Reflec costs 0.1 Megacredits per ton of hull and can only be added once. Self-Sealing (TL 9): A self-sealing hull automatically repairs minor breaches such as micrometeoroid impacts, and prevents hull hits from leading to explosive decompression. It costs 0.01 Megacredits per ton of hull. Stealth (TL 11): A stealth coating absorbs radar and lidar beams, and also disguises heat emissions. This gives a –4 DM on any Sensors rolls to detect or lock onto the ship. Adding Stealth costs 0.1 Megacredits per ton of hull, and can only be added once.
Hull and Structure In combat, damage to a ship is tracked using Hull and Structure Points. Initial damage is applied to the Hull; once the Hull is breached, further damage goes to the Structure. When all Structure Points have been lost, the ship has been smashed to pieces (but most spacecraft will surrender or be disabled or destroyed by secondary effects before their Structure is completely eliminated). A ship has one Hull Point and one Structure Point per 50 tons of displacement.
Redundant Systems The same component can be installed multiple times – a ship can carry a backup computer, a backup power plant and so forth. Only one such system can be used at any time, with the exception of armaments. Backup systems come online automatically when the primary system is disabled. Once all backup systems have been disabled, further hits start destroying systems, starting with the primary system.
THE ENGINEERING SECTION Drives and the Power Plant are installed in the engineering section. • A non-starship must have a manoeuvre drive and a power plant. • A starship must have a Jump drive and a power plant; a manoeuvre drive may also be installed, but is not required. The prices and masses of drives and power plants are described on the drives and power plants table. It is important to note from the
SPACECRAFT DESIGN drive potential table that some drives will not produce results in some tonnages of hulls, as indicated by a dash instead of a number on the table; the drives and power plants table also indicates that some drives will not fit into some hulls. During the design process, it may also turn out that after fitting a set of drives and power plant into a hull, there may be insufficient tonnage remaining for fuel or basic controls.
For example, a 500 ton ship outfitted with a Jump drive C and a manoeuvre Drive N would have a Thrust of 5 and a Jump of 1. It would require a power plant N to operate, equal to the higher rating of the two drives.
DRIVE COSTS
Fuel
J-Drive Drive Code A B C D E F G H J K L M N P Q R S T U V W X Y Z
Tons 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 105 110 115 120 125
M-Drive
MCr 10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 210 220 230 240
Tons 2 3 5 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35 37 39 41 43 45 47
MCr 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80 84 88 92 96
P-Plant Tons 4 7 10 13 16 19 22 25 28 31 34 37 40 43 46 49 52 55 58 61 64 67 70 73
MCr 8 16 24 32 40 48 56 64 72 80 88 96 104 112 120 128 136 144 152 160 168 176 182 192
Hulls vary in their requirements for drives and power plants based on tonnage. Any specific drive will be less efficient as the tonnage it must drive increases. The drive potential table lists 24 standard drive types, identified by the letters A through Z (omitting I and O to avoid confusion). Also listed are various tonnage levels for hulls; any tonnage which exceeds a listed level should be read at the next higher level. Correlating hull size with drive letter indicates drive potential. If a – is listed, then that combination of drive and hull is not permitted. • •
For manoeuvre drives, the potential is the Thrust number (Tn), which is the number of Gs acceleration available. For Jump drives, the potential is the Jump number (Jn), or Jump range in parsecs.
Power Plant Tons of fuel per 2 weeks
A 2
B 4
C 6
The power plant rating (A-Z) must be at least equal to either the manoeuvre drive or Jump drive rating, whichever is higher.
Total fuel storage for a ship must be indicated in the design plans. There is no cost, but the capacity does influence how often the ship must refuel. Ships in Traveller use the same fuel – hydrogen – to power both the Jump drive and the power plant – the main difference is how much they use up. Fuel needed for a Jump depends on the size of the ship and the length of the Jump and is calculated as 0.1 ∞ tonnage ∞ Jump distance. A single Jump of that distance consumes that much fuel.
For example, a 200 ton ship with Jump–1 would require 0.1 ∞ 200 ∞ 1=20 tons of fuel for a Jump. The amount of fuel required by the power plant depends on the rating of the power plant. See the table at the bottom of this page. The fuel amounts listed will power the ship for two weeks, which is the bare minimum for a Jump-capable starship. For more information on fuel, see page 140.
THE MAIN COMPARTMENT The ship’s main compartment contains all non-drive features of the ship, including the bridge, ship’s computer, the staterooms, the low passage berths, the cargo hold and other items.
Bridge All ships must have a bridge containing basic controls, communications equipment, avionics, scanners, detectors, sensors, and other equipment for proper operation of the ship. The size of the bridge varies depending on the size of the ship: Ship Size 200 tons or less 300 tons – 1000 tons 1,100 – 2000 tons More than 2,000 tons
Bridge Size 10 tons 20 tons 40 tons 60 tons
The cost for this bridge is MCr. 0.5 per 100 tons of ship.
Computer The basic controls do not include the ship’s computer, which is usually installed adjacent to the bridge. The computer is identified by its model number; the computer table indicates details of price, capacity, and tech level available. In general, larger computers are
D E F G H J K L M N P Q R S T U V W X Y Z 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40 42 44 46 48
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SPACECRAFT DESIGN PERFORMANCE BY HULL VOLUME A B C D E F G H J K L M N P Q R S T U V W X Y Z
100 2 4 6 – – – – – – – – – – – – – – – – – – – – –
200 1 2 3 4 5 6 – – – – – – – – – – – – – – – – – –
300 – 1 2 2 3 4 4 5 6 – – – – – – – – – – – – – – –
400 – 1 1 2 2 3 3 4 4 5 5 6 6 – – – – – – – – – – –
500 – – 1 1 2 2 2 3 3 4 4 4 5 5 6 6 6 – – – – – – –
600 – – 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 – – – –
700 – – – 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 6 6 6
900 – – – – 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 5 6 6 6 6
1000 – – – – 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 5 5 6 6 6
more advantageous in combat situations. Ship’s computers work just like personal computers (see page 91) but are considerably more powerful because the software for ship operations requires more processing power than normal programs (see Ship Software, page 113).
Electronics
Computer Model 1 Model 2 Model 3 Model 4 Model 5 Model 6 Model 7
System Standard
TL 7 9 11 12 13 14 15
Rating 5 10 15 20 25 30 35
Cost Cr. 30,000 Cr. 160,000 MCr. 2 MCr. 5 MCr. 10 MCr. 20 MCr. 30
OPTIONS Jump Control Specialisation (bis): A computer’s rating can be increased by 5 for the purposes of running Jump Control programs only. This increases the computer’s cost by 50%. Hardened Systems (fib): A computer and its connections can be hardened against attack by electromagnetic pulse weapons. A hardened system is immune to EMP, but costs 50% more. Both options can be applied to the same computer by doubling its cost (+100%).
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800 – – – 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 5 6 6 6 6 6
1200 – – – – – 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 5 5 5 6
1400 – – – – – – 1 1 1 2 2 2 3 3 3 4 4 4 4 5 5 5 5 5
1600 – – – – – – – 1 1 1 2 2 2 3 3 3 4 4 4 4 4 5 5 5
1800 – – – – – – – – 1 1 1 2 2 2 3 3 3 4 4 4 4 4 4 5
2000 – – – – – – – – – 1 1 1 2 2 2 3 3 3 4 4 4 4 4 4
A ship comes with a basic communications, sensor and emissionscontrol electronics suite, but more advanced systems can be installed. The Dice Modifier applies to jamming and counterjamming attempts. TL 8
Basic 9 Civilian Basic 10 Military Advanced 11
Very 12 Advanced
DM Includes –4 Radar, Lidar
Tons Included in bridge 1
–2
Radar, Lidar
+0
Radar, Lidar, 2 Jammers Radar, Lidar, 3 Densitometer, Jammers Radar, Lidar, 5 Densitometer, Jammers, Neural Activity Sensor
+1
+2
Cost Included in bridge Cr. 50,000 MCr. 1 MCr. 2
MCr. 4
Design plans for ships often include reserve tonnage for later use in installing fire control for turrets (see page 111) and upgrading sensor equipment.
SPACECRAFT DESIGN Alternative Drives Traditionally, the only form of faster-than-light movement in Traveller has been the classic Jump drive, which always takes one week to travel a number of parsecs equal to its Jump rating and consumes a vast amount of fuel. If the Referee wishes to model other science fiction settings with their own forms of stardrive, the classic Jump drive rules may not be entirely appropriate. The alternative drives below use all the same rules as the Jump drive (mass, fuel, power consumption, range) unless otherwise stated. Some of these drives consume much less fuel or allow much faster travel than the Jump drive, so introducing these drives will vastly impact the carrying capacity of a starship, the profitability of trade, the speed of communication and so forth. Warp Drive: The ship warps space around it, allowing it to move faster-than-light while staying in our universe. A warp drive does not have a maximum range – instead, the ship’s drive rating indicates the number of parsecs crossed per week of travel. Warp travel consumes fuel at twice the normal rate for the ship’s power plant rather than needing a single massive expenditure in the manner of a Jump drive. Teleport Drive: The ship instantaneously jumps from one point to another. This works just like the standard Jump drive without the week-long wait in hyperspace. Instead, no time whatsoever elapses during the transition from one place to another. A teleport consumes no extra fuel but jumping is a strain on the ship’s systems and multiple successive jumps can damage the drive. Hyperspace Drive: The portal drive functions by opening up a gateway into hyperspace, through which the ship can pass. When in hyperspace, the ship uses its conventional engines to travel, then opens up a second gateway back to the normal universe, effectively taking a short cut through a higher dimension. A hyperspace drive is limited by the size of the spacecraft that can pass through the portal – see the Hyperspace Portal table. A hyperspace drive consumes no extra fuel, but takes up twice as much space as a jump drive. While in hyperspace, the spacecraft moves at a rate of one parsec per day per manoeuvre drive rating.
HYPERSPACE PORTAL SIZE Rating A B 200 400 Size
C
D
E
F
G
H
J
K
L
M
N
P
Q
R
S
T
U
V
W
X
Y
Z
800 1000 1200 1400 1600 1800 2000 2200 2400 2600 2800 3000 3200 3400 3600 3800 4000 4200 4400 4600 4800 5000
Alternative Power Plants Traveller posits the development of highly efficient fusion power plants, but other settings may use different sources of power. Unless otherwise noted, these power plants use all the same rules as the standard fusion power plants. Fission: A fission plant requires radioactive elements as fuel. Fission drives only produce half as much power as a fusion drive of the same type – when calculating required power plant rating, work out the required rating for a fusion drive and then find the rating for a drive that produces twice as much power. For example, a 400 ton ship with manoeuvre and jump ratings of B requires a fusion plant with rating B. Cross-referencing B and 400 tons on the Performance by Hull Volume table gives ‘1’. A fission plant for that ship would have to be rating D or higher, as that is the minimum rating to get performance level ‘2’. Fission drive fuel costs 1,000,000 Cr. per ton. Power plants use the following table to determine how many tons of fuel they consume with a year of operation:
FISSION PLANT FUEL Power Plant Tons of fuel per year
A 2
B 4
C 6
D 8
E 10
F 12
G 14
H 16
J K L M N P Q R S T U V W X Y Z 18 20 22 24 26 28 30 32 34 36 38 40 42 44 46 48
Antimatter: Antimatter drives work by annihilating small amounts of hydrogen and anti-hydrogen. No tonnage needs to be allocated to fuel, but the drive must be refuelled once per month, at a cost of 5,000 Cr. per ton of drive. Escape Pod Abandoning a doomed ship is literally a leap into the darkness. If the ship was disabled close to an inhabitable planet, then the pod may be able to make it to safety. Otherwise, the survivors will have to drift, hoping that a passing rescuer detects their distress beacon. The escape pod… 1. … is empty, a mute testament to the dangers of space travel. Its logs contain information about the ship it came from. 2. … has crashed on an uninhabited and wild world. Any survivors will need rescuing. 3. … contains a solitary survivor from the doomed ship – but she was the target of the original attack! 4. … contains children, now orphaned. 5. … was launched from a military vessel. The surviving officer will demand the characters aid him in completing his mission. 6. … has landed on a primitive world, and altered their culture forever.
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SPACECRAFT DESIGN Staterooms Quarters for the crew and passengers are provided in the form of staterooms containing sleeping and living facilities. Each stateroom is sufficient for one person, displaces 4 tons, and costs Cr. 500,000. In some starships (especially exploratory vessels, military ships, and privately-owned starships) staterooms can be double occupied. No stateroom can contain more than two persons however, as it would strain the ship’s life support equipment. The tonnage and cost of the staterooms includes the life support systems needed to keep the crew alive.
Low Passage Berths Facilities for carrying passengers in cold sleep may be installed in a ship. One low passage berth carries one low passenger, costs Cr. 50,000, and displaces one-half ton. Low berths also serve well in emergencies in that they can provide suspended animation facilities for characters when medical care, rescue, or assistance is not immediately available. Emergency low berths are also available; they will not carry passengers, but can be used for survival. Each costs Cr. 100,000 and displaces one ton. Each holds four persons.
Cargo Hold The design plan must indicate cargo capacity. There is no cost but cargo carried may not exceed cargo capacity. Any space left over after all systems have been installed may be allocated to cargo space.
Fuel Scoops Fuel scoops allow an unstreamlined ship to gather unrefined fuel from a gas giant. Streamlined ships have fuel scoops built in. Adding scoops costs Cr. 1,000,000 and requires no tonnage.
Fuel Processors Fuel processors convert unrefined fuel into refined fuel. One ton of fuel processors can convert 20 tons of unrefined hydrogen into refined fuel per day. A ton of fuel processing equipment costs Cr 50,000.
Luxuries While the tonnage allocated to staterooms includes air refreshers, passageways, mess halls, crew lounges and other living space, it is often cramped and uncomfortable. Luxuries cost Cr. 100,000 per ton, and make life on board ship more pleasant. Each ton of luxuries counts as one level of the Steward skill for the purposes of carrying passengers, and therefore allows a ship to carry middle and high passage passengers without carrying a trained steward on board.
Ship’s Locker Every ship has a ship’s locker. Typical equipment carried aboard will include protective clothing, vacc suits, weapons such as shotguns or pistols, ammunition, compasses and survival aids, and portable shelters. The contents of the locker are defined only when they
110
Abusing The Ship’s Locker The purpose of the ship’s locker is to provide useful mundane equipment on demand so the players do not have to bother keeping track of every single flak jacket and toolkit. It is not an inexhaustible supply of free stuff, nor is it a magic box that produces whatever the characters happen to need right this second. Referees should sternly refuse any unreasonable requests regarding the contents of the ship’s locker – it is a tool to simplify bookkeeping, nothing more. need to be but always contains vacc suits and other useful items. The ship’s locker is usually protected by a biometric lock keyed to the ship’s officers.
Vehicles and Drones A spacecraft can carry a number of smaller ships, vehicles and drones. The tonnage and cost covers minimal hangar space, indicating the vehicle is either carried on the outer hull or in a formfitting compartment on board. For ease of access and for storage of spare parts and equipment, many ships will allocate more space to some vehicles. Mining Drones: Mining drones allow a ship to mine asteroids. Mining Each set of mining drones takes up ten tons, and allows the ship to process 1d6 ∞ 10 tons of asteroid per working day. The tonnage allocated includes ore handling machinery, allowing the ship to take on ore and transfer it to the cargo bay. Repair Drones: Repair Drones: Carrying repair drones allows a ship to make battlefield repairs with the AutoRepair software or when managed by a character with Mechanic or Engineer skills. Repair drones have the same statistics as repair robots (page 95) only without an Intellect program. Probe Drones: Probe Drones: Probe drones are for surveying planetary surfaces. Each ton of probe drones contains five drones. Probe drones can be dropped from orbit in disposable entry shells but must be recovered manually. Probe drones are also capable of surveying orbiting satellites, derelicts and other space debris. They can also be used as communications relays. See page 95 for probe drone statistics. Escape scape Pods: Pods: This covers the installation of rescue bubbles (see page 97) and other escape pods for the entire crew. Life ife Boa Boat, t, Ship’s Boat, Shuttle, Pinnace, Cutter: These are all small craft, hangared either in or on the ship’s hull. Their statistics can be found from page 132 onwards. Air/Raft, ATV: Air/Raft, ATV: These are vehicles, also stored in or on the ship. Their statistics can be found in the vehicles section of the Equipment chapter, page 103.
SPACECRAFT DESIGN Missiles
VEHICLES AND DRONES Vehicle Mining Drones Repair Drones Probe Drones (5) Escape Pods Life Boat/Launch Ship’s Boat Pinnace Cutter Shuttle Air/Raft ATV
Tons 10 0.01 ∞ tonnage of ship 1 0.5 per stateroom 20 30 40 50 95 4 10
Cost (MCr.) 1 0.2 per ton 0.5 per ton 0.1 each 14 16 20 28 33 0.275 0.05
ARMAMENTS Weapons for spacecraft fall into two basic categories – turret weapons and bay weapons. Turrets are small gun emplacements on the outer hull of the ship capable of independently targeting and tracking enemy ships. Bay weapons are larger systems built into the spacecraft. The number of turrets or bays that may be installed is limited by the tonnage of the spacecraft. A ship has one hardpoint per 100 tons of ship and each weapon system takes up one hardpoint. A weapon system may include multiple weapons – for example, a triple turret contains three lasers, missile launchers, sandcasters or some combination of three weapons.
Turrets One turret may be attached to each hardpoint on the ship. If a turret is installed, then one ton of space must be allocated to fire control systems (included in the following table):
There are three types of missile in common use in Traveller – basic missiles, smart missiles, and nuclear missiles. Basic missiles get to make a single attack. Smart missiles may keep making attacks until they hit or are destroyed. Nuclear missiles make a single attack as basic missiles but also inflict a radiation crew hit as well as a normal hit. Using nuclear weapons near an inhabited planet or orbital is forbidden by Imperial law.
Missile Type Basic Smart Nuclear
TL 6 8 6
Damage 1d6 1d6 2d6 + crew hit
Cost per 12 missiles (Cr.) 15,000 30,000 45,000
same type, so a single fixed mounting costs 0.1 MCr., a double fixed mounting costs 0.25 MCr., and a triple fixed mounting costs 0.5 MCr.
TURRET WEAPONS Weapon Pulse Laser Beam Laser Particle Beam Missile Rack
TL 7 7 8 6
Optimum Range Short Medium Long Special
Sandcaster
7
Special
Damage 1d6 2d6 3d6 + crew hit Depends on missile Special
Cost (MCr.) 0.5 1 4 0.75 0.25
Pulse lasers fire short bursts of energy at targets. Beam lasers fire continuous beams of energy at targets.
Weapon Single Turret Double Turret Triple Turret Pop-Up Turret Fixed Mounting
TL 7 8 9 10 -
Tons 1 1 1 2 0
Cost (MCr.) 0.2 0.5 1 +1 x 0.5
Single, Double and Triple turrets can hold one, two or three weapons. Pop-Up is a quality that can be applied to any type of turret – the turret is concealed in a pod or recess on the hull, and is detectable only when deployed. A ship with all its weapons in pop-up turrets looks unarmed to a casual sensor scan. Fixed Mounting weapons cannot move, are limited to firing in one direction (normally straight ahead), and are found mainly on fighters. A fixed mounting costs half as much as a turret of the
Particle beams fire a stream of accelerated subatomic particles. They inflict an automatic radiation crew hit in addition to any other damage. Missile racks are launchers for small anti-ship missiles. The damage of a missile depends on the type of missile used. Missile racks need ammunition – twelve missiles take up one ton of space. Sandcasters are defensive weapons; they dispense small particles which counteract the strength of lasers and protect the ship. A sandcaster reduces the damage from a beam weapon by 1d6. Sandcasters require ammunition. Twenty sandcaster barrels take up one ton of space, and cost 10,000 credits.
Bays Bay weapons are much larger than turrets, and take up 50 tons of space and one hard point, as well as one ton of space for fire control. They are found only on larger spacecraft.
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SPACECRAFT DESIGN
Screens
BAY WEAPONS Weapon Missile Bank Particle Beam Fusion Gun Meson Gun
TL 6
Range Special
8
Long
Damage Cost (MCr.) Launches a flight 12 of twelve missiles 6d6 + crew hit 20
12 11
Medium Long
5d6 5d6 + crew hit
Screen Nuclear Damper
TL 12
Meson Screen
12
8 50
Missile banks fire flights of twelve missiles at a time. The missiles otherwise behave exactly as if they were fired from a smaller launcher. Particle beams are larger versions of the turret-mounted weapon. Fusion guns fire a directed beam of fusing hydrogen at targets. Meson guns project a stream of mesons at a target. Mesons have an extremely short half-life, and are calculated to decay while within the enemy ship. Meson weapons are therefore unaffected by armour, as the blast only becomes harmful after it has already passed through the hull. Meson guns also inflict an automatic radiation hit on the crew of any target struck.
112
Screens are defensive systems that protect against specific attacks. Effect Tons Cost (MCr.) Reduces fusion gun 50 50 and nuclear missile damage by 2d6, removes automatic crew hit from nuclear missile attacks Protects against 50 60 meson weapon damage, reducing damage by 2d6
Nuclear dampers project a series of nodes and anti-nodes where the strong nuclear force is enhanced or degraded, rendering nuclear warheads ineffective. A nuclear damper reduces the damage from fusion weapons and nuclear missiles by 2d6 when affected. Meson screens block attacks from meson weapons by preventing meson decay.
SPACECRAFT DESIGN
SHIP SOFTWARE Ship software operates in exactly the same way as normal computer software but typically has a much higher rating. Ship computers are fully capable of running normal software as well. Program Manoeuvre/0 Intellect Jump Control/1 Jump Control/2 Jump Control/3 Jump Control/4 Jump Control/5 Jump Control/6 Evade/1 Evade/2 Evade/3 Fire Control/1 Fire Control/2 Fire Control/3 Fire Control/4 Fire Control/5 Auto-Repair/1 Auto-Repair/2
TL 8 11 9 11 12 13 14 15 9 11 13 9 10 11 12 13 10 12
Rating 0 10 5 10 15 20 25 30 10 15 25 5 10 15 20 25 10 20
Cost (MCr.) Included 1 0.1 0.2 0.3 0.4 0.5 0.6 1 2 3 2 4 6 8 10 5 10
Library
8
0
Included
Effect Allows basic control of ship Allows a ship to understand and obey verbal commands. Allows Jumps of up to the specified number. Incorporates astrogation software and Jump engine management.
The computer reacts automatically to incoming fire, applying a negative DM of –1. The ship can make a number of dodges each round equal to the listed number. Allows the computer to fire a number of weapons per round equal to the listed number. Alternatively, it can give a positive DM to an attack equal to the listed number, or any combination of the two. For example, a ship with Fire Control/3 could make three attacks, or give a +3 DM to an attack, or make one attack with a +2 DM. Allows the computer to make a number of repair attempts per round equal to the listed number. Alternatively, it can give a positive DM to a repair attempt equal to the listed number, or any combination of the two. Requires the ship to carry repair drones. Contains a wealth of data on numerous subjects.
Crew Requirements The number of crew on a ship varies depending on its level of automation and complexity. It is possible to run a ship with a very small crew – a single scout can run a hundred-ton scout ship, running from position to position – but if disaster strikes, a lightly crewed ship has a much slower response time than a fully crewed spacecraft. Independent traders and scouts tend to run with as small a crew as possible. Corporate vessels have an average-size crew, while military ships are usually fully crewed to maximise their effectiveness in battle. Position Pilot Navigator Engineer
Minimum One pilot Expert Astronavigation program One engineer
Average Three pilots (one per eight hour shift) One navigator One engineer per 50 tons of drives
Medic Gunner Steward
None None None
Officers
None
One per 120 passengers One per turret or bay One steward skill per two high or five middle passengers (see page 142). One per 20 crew
Full Three pilots, plus backups One navigator, plus backups One engineer per 50 tons of jump drive, power plant, or manoeuvre drive One per 120 passengers Two per turret or bay One steward skill per two high or five middle passengers (see page 142). One per 10 crew
Mercenary Ticket Many travellers are former military personnel, and so mercenary tickets are an obvious line of work for them. A small group of highly mobile and heavily armed characters can be employed for a variety of purposes, some of them even legal. Mercenary tickets can pay tens of thousands of credits for a few days of action, but are often highly dangerous. The ticket… 1. … is training a band of revolutionaries on a troubled planet to use modern weapons. The revolutionaries are rebelling against the planet’s corrupt and autocratic ruler, and intend to storm the palace as soon as they know how to defeat its defences. 2. … involves recovering the cargo of a crashed ship from the middle of a swamp, filled with dangerous creatures, natural hazards and crazed territorial natives. Another criminal gang is also after the crashed cargo. 3. … is part of a long-running war between two corporations over the resources of a rich world. The other corporation will offer them more cash to change sides. 4. … is hunting pirates in the asteroid belt. The characters will have to track the pirates to their hidden asteroid base and storm it. 5. … is protecting a small community from raiders. The peasants can only pay a few credits in cash, but will offer the characters a home and farmland instead. 6. … is tracking down and capturing a crime lord who is untouchable by the authorities. The characters will have to sneak into his urban arcology, kidnap him and escape alive.
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COMMON SPACECRAFT
SCOUT, TYPE S Using a 100-ton hull, the scout ship is intended for exploration, survey, and courier duties, with many in service throughout known space. The wedge-shaped scout is a common sight on the frontier. Many are in the hands of former members of the Scout Service. The Type S is one of the most venerable designs in the Imperium, and is remarkably easy to maintain and repair.
SEEKER MINING SHIP A variation on the hundred-ton Scout hull, the Seeker removes half the staterooms and brings the fuel tank down to a more modest twentyfour tons. The mining ship carries ten tons of mining drones, and its cargo capacity is increased to twenty-two tons. These small mining ships scavenge the asteroid belts, looking for deposits of valuable minerals. Many Seekers mount a pulse laser in the turret for mining.
114
All the spacecraft designs in this section of the book are in common use throughout the Imperium, and can be constructed at any standard shipyard. The cost listed for each vessel includes the 10% discount for being a standard design but does not include any fuel or ammunition for the weapon systems (if they require it). Where designs come in ‘under-tonned’ this is usually because space has been reserved for fire control or ammunition in upgraded versions of the same ship.
COMMON SPACECRAFT SCOUT, TYPE S Hull
100 tons Streamlined Crystaliron
Armour Jump Drive A Manoeuvre Drive A Power Plant A Bridge Computer Model 1/bis Electronics Military Sensors
Hull 2 Structure 2 4 points Jump 2 Thrust 2
2 1
500,000
34 8 16
2,000,000
Double Turret (empty)
Fuel Cargo 4 Staterooms
34 tons 8 tons
One Jump–2 and fourteen weeks of operation
Extras
10 Probe Drones Fuel Scoop 2 Fuel Processors Air/raft Ship’s Locker Jump Control/2 Manoeuvre/0 Library/0
2 2 4
Maintenance Cost (monthly) Life Support Cost (monthly) Total Tonnage and Cost
100
SEEKER MINING SHIP 100 tons Streamlined Crystaliron
Armour Jump Drive A Manoeuvre Drive A Power Plant A Bridge Computer Model 1/bis Electronics Military Sensors
Hull 2 Structure 2 4 points Jump 2 Thrust 2
2,754 8,000 27,540,500
Tons
Price (Cr.) 2,200,000
5 10 2 4 10
Rating 5 (10 for Jump Control) +0 DM
2 1
500,000
24 23 8
1,000,000
Hardpoint #1
Double Turret (empty)
Fuel Cargo 2 Staterooms
24 tons 23 tons
One Jump–2 and four weeks of operation
Extras
Mining Drones Fuel Scoop Fuel Processor Ship’s Locker Jump Control/2 Manoeuvre/0 Library/0
Maintenance Cost (monthly) Life Support Cost (monthly) Total Tonnage and Cost
1,000,000 – 100,000 600,000 – 200,000 – –
400,000 10,000,000 4,000,000 8,000,000 500,000 45,000 1,000,000
Weapons
Software
5 10 2 4 10
Rating 5 (10 for Jump Control) +0 DM
Hardpoint #1
Hull
Price (Cr.) 2,200,000 400,000 10,000,000 4,000,000 8,000,000 500,000 45,000 1,000,000
Weapons
Software
Tons
10 1
100
1,000,000 – 50,000 – 200,000 – – 1,898 4,000 22,765,500
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COMMON SPACECRAFT
SCOUT, TYPE S
SEEKER MINING SHIP
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COMMON SPACECRAFT
FREE TRADER, TYPE A Using a 200-ton hull, the free trader is an elementary interstellar merchant ship plying the space lanes carrying cargo and passengers. Tramp traders of this sort are often used by adventuring groups and small mercenary bands, especially if they have been retrofitted with turrets and weaponry.
FAR TRADER This redesign of the basic two-hundred-ton Free Trader replaces the jump drive and power plant with larger class-B units, giving the ship Jump–2 capabilities. A Jump–2 trade ship can reach worlds that Jump–1 ships cannot and so has more options when carrying passengers or speculative cargos.
FREE TRADER, TYPE A
FAR TRADER
117
COMMON SPACECRAFT FREE TRADER, TYPE A Hull
200 tons Streamlined Crystaliron
Armour Jump Drive A Manoeuvre Drive A Power Plant A Bridge Computer Model 1 Electronics Civilian Sensors
Hull 4 Structure 4 4 points Jump 1 Thrust 1
Rating 5 –2 DM
Weapons
Hardpoint #1 Hardpoint #2
Empty Empty
Fuel Cargo 10 Staterooms 20 Low Berths
22 tons 88 tons
One Jump–1 and two weeks of operation
Extras
Fuel Scoop Fuel Processor Ship’s Locker Jump Control/1 Manoeuvre/0 Library/0
Software
Armour Jump Drive B Manoeuvre Drive A Power Plant B Bridge Computer Model 1/bis Electronics Civilian Sensors
Rating 5 (10 for Jump Control) –2 DM
Hardpoint #1 Hardpoint #2
Empty Empty
Fuel Cargo 10 Staterooms 6 Low Berths
44 tons 64 tons
One Jump–2 and two weeks of operation
Extras
Fuel Scoop 2 Fuel Processors Ship’s Locker Jump Control/2 Manoeuvre/0 Library/0
Maintenance Cost (monthly) Life Support Cost (monthly) Total Tonnage and Cost
118
Hull 4 Structure 4 4 points Jump 2 Thrust 1
Weapons
Software
10 10 2 4 10
1,600,000 10,000,000 4,000,000 8,000,000 1,000,000 30,000 50,000
1
22 88 40 10
5,000,000 1,000,000 – 50,000 – 100,000 – –
3,048 22,000 198 36,567,000
FAR TRADER 200 tons Streamlined Crystaliron
Price (Cr.) 8,800,000
1
Maintenance Cost (monthly) Life Support Cost (monthly) Total Tonnage and Cost
Hull
Tons
Tons
Price (Cr.) 8,800,000
10 15 2 7 10
1,600,000 20,000,000 4,000,000 16,000,000 1,000,000 45,000 50,000
1
44 64 40 3
2
198
5,000,000 300,000 – 100,000 – 200,000 – – 4,283 20,600 51,385,500
COMMON SPACECRAFT
SUBSIDISED MERCHANT, TYPE R (‘FAT TRADER’)
Using a 400-ton hull, the subsidised merchant (nicknamed ‘fat trader’) is a trading vessel intended to meet the commercial needs of clusters of worlds. The fat trader requires a crew of five: pilot, navigator, engineer, medic, and steward. The pilot also operates the launch; gunners may be added to the crew list as required.
SUBSIDISED MERCHANT, TYPE R (‘FAT TRADER’) Hull
400 tons Streamlined None
Armour Jump Drive C Manoeuvre Drive C Power Plant C Bridge Computer Model 1 Electronics Civilian Sensors
Jump 1 Thrust 1
Rating 5 –2 DM
Weapons
Hardpoint #1 Hardpoint #2 Hardpoint #3
Empty Empty Empty
Fuel Cargo 13 Staterooms 9 Low Berths
52 tons 205 tons
One Jump–1 and four weeks of operation
Extras
Fuel Scoop Fuel Processor Escape Pods Ship’s Locker Launch Jump Control/1 Manoeuvre/0 Library/0
Software
Maintenance Cost (monthly) Life Support Cost (monthly) Total Tonnage and Cost
Tons
Price (Cr.) 17,600,000
20 5 10 20
30,000,000 12,000,000 24,000,000 2,000,000 30,000 50,000
Hull 8 Structure 8
One for every stateroom
1
52 205 52 4.5
1 6.5 20
6,500,000 450,000 – 50,000 1,300,000 – 14,000,000 100,000 – –
8,099 26,900 397 97,182,000
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COMMON SPACECRAFT
SUBSIDISED MERCHANT, TYPE R (‘FAT TRADER’)
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COMMON SPACECRAFT
LABORATORY SHIP Based on a 400-ton hull, the Type L Lab Ship is designed for scientific research. Twenty staterooms provide quarters for the crew of five (pilot, navigator, medic and two engineers) plus scientific and research personnel as necessary. The lab ship is not streamlined but carries a single pinnace with provisions for landing an ATV or an air/raft to a planetary surface (no ATV or air/ raft is included with the lab ship but cargo space can be converted to a garage easily). One hundred tons of space is dedicated to laboratories, with provisions for a wide variety of equipment and research; most equipment in the labs is common and easily purchased.
LABORATORY SHIP Hull
400 tons
Armour Jump Drive D Manoeuvre Drive D Power Plant D Bridge Computer Electronics
None
Weapons
None
Fuel Cargo 20 Staterooms
88 tons 21 tons
Extras
15 Probe Drones Laboratory Space Ship’s Locker Pinnace Jump Control/2 Manoeuvre/0 Library/0
Software
Maintenance Cost (monthly) Life Support Cost (monthly) Total Tonnage and Cost
Price (Cr.) 16,000,000
25 7 13 20
40,000,000 16,000,000 32,000,000 2,000,000 160,000 2,000,000
Hull 8 Structure 8 Jump 2 Thrust 2
Model 2 Advanced Sensors
Tons
Rating 10 +1 DM
One Jump–2 and two weeks of operation
3
88 21 80 3 100 40
10,000,000 1,500,000 – – 20,000,000 200,000 – –
10,490 40,000 400 125,874,000
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COMMON SPACECRAFT
LABORATORY SHIP
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COMMON SPACECRAFT
GAZELLE CLOSE ESCORT This heavily armed close escort is designed to accompany convoys of trade vessels, protecting them from pirates and other dangers. Eight staterooms provide accommodation for the crew, and it also has a 20-ton launch for inspections and rescue missions. It mounts four double turrets for combat.
GAZELLE CLOSE ESCORT Hull
400 tons Streamlined Crystaliron
Armour Jump Drive H Manoeuvre Drive H Power Plant H Bridge Computer Model 4 Electronics Military Sensors
Hull 8 Structure 8 8 points Jump 4 Thrust 4
Tons
Price (Cr.) 17,600,000
40 45 15 25 20
Rating 20 +0 DM
2
6,400,000 80,000,000 32,000,000 64,000,000 2,000,000 5,000,000 1,000,000 1,750,000 1,750,000 2,000,000 2,000,000
Weapons
Hardpoint #1 Hardpoint #2 Hardpoint #3 Hardpoint #4
Double Turret (sandcaster/beam laser) Double Turret (sandcaster/beam laser) Double Turret (missile rack/missile rack) Double Turret (missile rack/missile rack)
1 1 1 1
Fuel Cargo 8 Staterooms
176 tons 15 tons
One Jump–4 and two weeks of operation
176 15 32
Extras
Fuel Scoop 2 Fuel Processors Ship’s Locker Launch Jump Control/4 Manoeuvre/0 Library/0 Evade/2 Fire Control/3
Software
Maintenance Cost (monthly) Life Support Cost (monthly) Total Tonnage and Cost
2 20
4,000,000 – 100,000 – 14,000,000 400,000 – – 2,000,000 6,000,000
18,150 16,000 396 217,800,000
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COMMON SPACECRAFT
GAZELLE CLOSE ESCORT YACHT
HEAVY FREIGHTER
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COMMON SPACECRAFT
HEAVY
FREIGHTER ‘Heavy freighter’ is something of a misnomer, as this thousand-ton vessel is still tiny compared to the mammoth corporate vessels that also ply the trade routes. Still, with a cargo capacity of 500 tons, the heavy freighter can serve the needs of a small colony. Its configuration is distributed, making landing impractical. The heavy freighter can be docked at a HighPort (see page 178) or unloaded using shuttles. It carries a single cargo shuttle. There are eight staterooms for the crew; however, such vessels are perennially understaffed. It has a pair of triple turrets for defence, equipped with sandcasters and lasers, but the lack of crew makes the freighter vulnerable to boarding actions.
HEAVY FREIGHTER Hull
1,000 tons Distributed None
Armour Jump Drive H Manoeuvre Drive E Power Plant H Bridge Computer Model 2 Electronics Standard Sensors
Jump 2 Thrust 1
45 9 25 20
80,000,000 20,000,000 64,000,000 5,000,000 160,000
1 1
2,750,000 2,750,000
Rating 10 –4 DM
Hardpoint #1 Hardpoint #2
Triple Turret (sandcaster/beam laser/beam laser) Triple Turret (sandcaster/beam laser/beam laser)
Fuel Cargo 8 Staterooms
216 tons 552 tons
One Jump–2 and two weeks of operation
Extras
Ship’s Locker Shuttle Jump Control/2 Manoeuvre/0 Library/0
Maintenance Cost (monthly) Life Support Cost (monthly) Total Tonnage and Cost
Price (Cr.) 90,000,000
Hull 20 Structure 20
Weapons
Software
Tons
216 552 32
95
4,000,000 – 33,000,000 200,000 – –
18,164 16,000 996 271,674,000
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COMMON SPACECRAFT
YACHT
Built on the 200-ton hull, the yacht is a noble’s plaything used to entertain friends and undertake political or commercial missions. There are sixteen luxury staterooms; two have been combined into a suite for the owner aboard. The yacht carries an air/raft and a ship’s boat in hull compartments; an ATV is also carried, and the ship’s boat is fitted to ferry it from orbit to surface and back. The yacht requires a crew of four: pilot, engineer, medic, and steward. Gunners, additional stewards, and other personnel may be may be added as required. Yachts are built to the finest of specifications and have the best fittings money can buy.
YACHT Hull
200 tons
Armour Jump Drive A Manoeuvre Drive A Power Plant A Bridge Computer Electronics
None
Weapons
None
Fuel Cargo 16 Staterooms
44 tons 21 tons
Extras
Luxuries Air/raft Ship’s Locker Ship’s Boat ATV Jump Control/1 Manoeuvre/0 Library/0
Software
126
Jump 1 Thrust 1
Model 1 Standard Sensors
Tons
Price (Cr.) 8,000,000
10 2 4 10
10,000,000 4,000,000 8,000,000 1,000,000 30,000
Hull 4 Structure 4
Rating 5 –4 DM
Two Jump–1s and four weeks of operation
44 21
Two are combined into a suite
Maintenance Cost (monthly) Life Support Cost (monthly) Total Tonnage and Cost
Steward 1
64 1 4 30 10
200
8,000,000
100,000 600,000 – 16,000,000 300,000 100,000 – – 4,210 32,000 50,517,000
COMMON SPACECRAFT
MERCENARY CRUISER Using an 800-ton hull, the mercenary cruiser is built to carry small troop units for corporate or government operations. The ship carries two 50ton cutters, each with an ATV module (which includes an ATV). There is provision inside the ship for two additional modules to be stored while not attached to the cutters. There is an air/raft carried in a hull compartment, and the ship carries a suite of repair drones. The minimum crew necessary for the mercenary cruiser is nine: commanding officer, pilot, navigator, four engineers, and medic. Gunners, cutter pilots, troops, and administrative personnel may be added as desired.
MERCENARY CRUISER Hull
800 tons
Armour Crystaliron Jump Drive M Manoeuvre Drive M Power Plant M Bridge Computer Model 5/fib Electronics Military Sensors
Hull 16 Structure 16 4 points Jump 3 Thrust 3
40 65 23 37 20
Rating 25 (hardened vs. EMP) +0 DM
2 1 1 1 1 1 1 1 1
1,000,000 1,000,000 1,000,000 1,000,000 1,000,000 1,000,000 1,000,000 1,000,000
Hardpoint #1 Hardpoint #2 Hardpoint #3 Hardpoint #4 Hardpoint #5 Hardpoint #6 Hardpoint #7 Hardpoint #8
Triple Turret (empty) Triple Turret (empty) Triple Turret (empty) Triple Turret (empty) Triple Turret (empty) Triple Turret (empty) Triple Turret (empty) Triple Turret (empty)
Fuel
312 tons
One Jump–3, four weeks of operation and fuel for all vehicles (or six weeks of operation and no fuel for vehicles)
Cargo 25 Staterooms
77 tons
Extras
Repair Drones Air/raft Ship’s Locker Modular Cutter #1 Modular Cutter #2 Jump Control/3 Manoeuvre/0 Library/0 Evade/3 Fire Control/3 Auto-Repair/2
Maintenance Cost (monthly) Life Support Cost (monthly) Total Tonnage and Cost
Price (Cr.) 80,000,000 16,000,000 120,000,000 48,000,000 96,000,000 4,000,000 15,000,000 1,000,000
Weapons
Software
Tons
312 77 100 8 4
ATV module installed, storage space for one more ATV module installed, storage space for one more
50 50
796
12,500,000 1,600,000 600,000 – 29,800,000 29,800,000 300,000 – – 3,000,000 6,000,000 10,000,000 36,120 50,000 433,440,000
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COMMON SPACECRAFT
MERCENARY CRUISER
128
COMMON SPACECRAFT
CORSAIR The Corsair design was originally intended as a raider and pocket warship, but has been adopted by criminal and terrorist gangs across known space. Ten staterooms serve as quarters for the crew (pilot, navigator, three engineers and assorted thugs and cutthroats numbering up to five more); twenty low berths are available for emergency use, or to hold captives. Notable features on the Corsair are large cargo doors and variable identification features. The large clamshell doors can open to reveal the entire cargo bay; the ship can accept a hundred-ton ship into its cargo bay. The ship has several centrally controlled identification features which can alter the shape and configuration of the ship at a moment’s notice – fins retract and or extend, modules appear or disappear and radio emissions alter frequency and content. The ship’s transponders can be altered to identify the vessel as having any of a variety of missions and identities. The Corsair is unarmoured, relying on speed and firepower instead of staying power.
CORSAIR Hull
400 tons
Armour None Jump Drive D Manoeuvre Drive F Power Plant F Bridge Computer Model 2 Electronics Military Sensors
Tons
Price (Cr.) 16,000,000
25 11 19 20
Hull 8 Structure 8 Jump 2 Thrust 3
Rating 10 +0 DM
2
40,000,000 24,000,000 48,000,000 2,000,000 160,000 1,000,000 1,500,000 1,500,000 1,500,000
Weapons
Hardpoint #1 Hardpoint #2 Hardpoint #3
Triple Turret (beam laser/empty/empty) Triple Turret (beam laser/empty/empty) Triple Turret (beam laser/empty/empty)
1 1 1
Fuel Cargo 10 Staterooms 20 Low Berths
104 tons 160 tons
One Jump–2 and six weeks of operation
104 160 40 10
Extras
Repair Drones Ship’s Locker Jump Control/2 Manoeuvre/0 Library/0 Evade/2 Fire Control/2 Auto-Repair/2
Software
Maintenance Cost (monthly) Life Support Cost (monthly) Total Tonnage and Cost
4
5,000,000 1,000,000 800,000 – 200,000 – – 2,000,000 4,000,000 10,000,000
11,900 22,000 398 142,794,000
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COMMON SPACECRAFT Piracy Raids on commercial shipping are distressingly common in certain sectors. The high cost of keeping a ship flying forces some captains to turn to piracy. The Imperial Navy hunts down the most troublesome raiders, but others slip through the net. The most common form of piracy involves spies waiting at the starport, watching for suitable targets and transmitting flight paths to pirate vessels lurking near the hundred-diameter jump limit. Other pirates attack vessels in transit to gas giants, outlying moons, or offworld colonies and outposts.
CORSAIR
Imperial Duty The Imperium has endured for centuries, and appears to most of its citizens to be an eternal fact of life, as inevitable as gravity or taxes. In truth, the Imperium survives only because the right people were in the right place at the right time. There are always threats to interstellar commerce, ambitious dukes putting their own interests ahead of the common good, and rapacious or subversive alien forces plotting to conquer known space. Characters may find themselves unofficially drafted by Imperial intelligence to do what must be done. The Imperial duty is… 1. … bringing a secret message to an Imperial agent in a starport. Enemies are hunting for the message, and the characters must conceal it. 2. … scouting a neutral system for an enemy base – the Imperium believes it is there, but must work through private spies. 3. … infiltrating a smuggler’s organisation, so the Imperium can swoop in and smash the crime ring with inside information. 4. … finding a way to test the loyalty of a planetary administrator, who is suspected of allying himself with an enemy. 5. … transporting an Imperial commando team to a neutral world. The commandoes clash with the characters. 6. … ‘losing’ a troublesome passenger.
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The pirates… 1. … demand the characters dump their cargo into space, or face immediate destruction. 2. … intend to board and capture the characters’ vessel. 3. … are actually illegal privateers in the employ of a noble from a neighbouring world, preying on shipping. 4. … have no idea what they’re doing, but are desperate enough to be dangerous. 5. … have an agent on board the characters’ ship, as a stowaway or passenger. 6. … want something the characters are carrying – possibly something they don’t even know is onboard.
SERPENT POLICE CUTTER
COMMON SPACECRAFT
SERPENT POLICE CUTTER These fast-moving system defence boats are used to patrol the space around settled worlds. As they have no Jump drive they can use the spare internal space to mount a more powerful manoeuvre drive, giving it six Gs of acceleration which is more than enough catch enemy ships. It has two staterooms for the crew, and ten low berths for prisoners or marines. It has twenty tons of cargo space and carries a life boat for rescue missions. A triple turret with a pair of missile launchers and a pulse laser gives the cutter enough firepower to deal with most foes.
SERPENT POLICE CUTTER Hull
100 tons Streamlined Crystaliron
Armour No Jump Drive Manoeuvre Drive C Power Plant C Bridge Computer Model 1 Electronics Military Sensors
Hull 2 Structure 2 4 points Thrust 6
5
400,000
5 10 10
Rating 5 +0 DM
2 1
2,250,000
12 20 8 5
1,000,000 500,000
Hardpoint #1
Triple Turret (pulse laser/missile rack/missile rack)
Fuel Cargo 2 Staterooms 10 Low Berths
12 tons 20 tons
Four weeks of operation
Extras
Fuel Scoops Ship’s Locker Launch Manoeuvre/0 Library/0 Evade/2 Fire Control/1
Maintenance Cost (monthly) Life Support Cost (monthly) Total Tonnage and Cost
Price (Cr.) 2,200,000
12,000,000 24,000,000 500,000 30,000 1,000,000
Weapons
Software
Tons
20
98
– – 14,000,000 – – 2,000,000 2,000,000 4,641 5,000 55,692,000
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COMMON SPACECRAFT
SMALL CRAFT The following ships are all classified as small craft because they displace less than 100 tons. The rules for designing small craft are slightly different to the rules for designing larger spacecraft and will be presented in full in a forthcoming Traveller supplement. For now, we present the most common small craft that travellers in the Third Imperium are likely to encounter.
LAUNCH Also termed a life boat, this craft uses a 20-ton hull. It is a functional spacecraft but not suitable for extended journeys through space; its most common use is to ferry people and cargo between ships or between ships and planetside. A launch’s small power plant cannot power a laser and so when adding weapons it is limited to missile racks and sandcasters. The craft has 13 tons of cargo space. Hull Armour No Jump Drive Manoeuvre Drive
20 tons Streamlined None
Hull 0 Structure 1
Thrust 1 Model 1 Standard Sensors
Weapons
None
Fuel Cargo 2 Crew Stations
<1 ton 13 tons
Rating 5 –4 DM
One week of operation
Software
Manoeuvre/0 Library/0 Purchase Cost: Cr. 14,000,000
SHIP’S BOAT Using a 30-ton hull, the ship’s boat is capable of excellent acceleration and is a worthy upgrade to the more utilitarian launch. Due to its excess cargo space it is often customised as a troop transport and staging point for boarding actions. Although the ship’s boat uses a larger power plant, so much power is dedicated to the manoeuvre drive that it can only mount a single beam or pulse laser. All other weapons must be missile racks or sandcasters. Hull Armour No Jump Drive Manoeuvre Drive A Power Plant A Computer Electronics
30 tons Streamlined None
Thrust 6 Model 1 Standard Sensors
Weapons
None
Fuel Cargo 2 Crew Stations
1 ton 13 tons
Software
Manoeuvre/0 Library/0 Purchase Cost: Cr. 16,000,000
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Hull 0 Structure 1
Rating 5 –4 DM
One week of operation
COMMON SPACECRAFT
PINNACE Using a 40-ton hull, the pinnace is a common craft for adventuring ships, as they have the speed, range and cargo capacity to support extended missions. They can mount up to two beam or pulse lasers before overloading the power plant. Hull Armour No Jump Drive Manoeuvre Drive A Power Plant A Computer Electronics
40 tons Streamlined None
Hull 1 Structure 1
Thrust 5 Model 1 Standard Sensors
Weapons
None
Fuel Cargo 2 Crew Stations
2 tons 23 tons
Rating 5 –4 DM
Two weeks of operation
Software
Manoeuvre/0 Library/0 Purchase Cost: Cr. 20,000,000
SHUTTLE A shuttle is capable of moderate acceleration and can carry 71 tons of cargo from ship to surface – the most any small craft is capable of. Most starports have a fleet of cargo shuttles for servicing orbiting trade vessels. They may be retrofitted with weapons but, like the pinnace, can draw only enough power to feed two lasers. Hull
95 tons
Armour No Jump Drive Manoeuvre Drive A Power Plant A Computer Electronics
None
Weapons
None
Fuel Cargo 2 Crew Stations
1 ton 71 tons
Hull 1 Structure 1
Thrust 3 Model 1 Standard Sensors
Rating 5 –4 DM
One week of operation
Software
Manoeuvre/0 Library/0 Purchase Cost: Cr. 33,000,000
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COMMON SPACECRAFT
SMALL CRAFT
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COMMON SPACECRAFT
MODULAR CUTTER The fifty-ton cutter is capable of good speed within a short-range operational capacity and has a crew of two. Its main feature is the 30 ton ‘module bay’ that allows the cutter to be quickly and easily reconfigured for different missions. Changing the module in a modular cutter is an Easy (+4 DM), Intelligence-based Engineer (any) or Mechanic check, with no non-proficiency penalty. It normally takes 1–6 minutes but is often drawn out to 1–6 hours to ensure success. The modular cutter can mount up to two lasers but any more puts undue strain on the power plant and causes it to shut down.
Hull Armour No Jump Drive Manoeuvre Drive A Power Plant A Computer Electronics
50 tons Streamlined None
Hull 1 Structure 1
Thrust 4 Model 1 Standard Sensors
Rating 5 –4 DM
Weapons
None
Fuel Cargo 2 Crew Stations
1 ton One week of operation 2.5 tons + 30 ton module
Software
Manoeuvre/0 Library/0 Purchas urchasee Cost: Cr. 28,000,000 (not including module)
Three modules are commonly available for the cutter: • The ATV module includes either a wheeled or a tracked ATV and the means to deposit it on a planetary surface and pick it up again later. The module can serve as an ATV storage location. It costs MCr. 1.8. • The fuel module incorporates a fuel scoop and 30 tons of fuel tank. It is usually used to ferry fuel from point to point and costs MCr. 1. • The open module is a customisable frame with 30 tons of excess space. The only difference between an open module and a module-less cutter is that without an installed module the cutter’s module bay is open to space. An open module provides a sealed environment for a mere 100,000 Credits and can be customised before installation (at additional cost) with staterooms, low berths, fuel tanks, weapons and ammunition, or anything else travellers could want.
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COMMON SPACECRAFT
LIGHT FIGHTER The light fighter is a small, fast, highly manoeuvrable ship used for making high-speed attack runs on enemy ships. They consist mainly of a power plant attached to a laser or other weapon with a pilot sitting on top. Fighters pose aggravating tactical complications for the commander of a vessel under attack by them but are seldom enough to destroy a larger ship without support. Hull Armour No Jump Drive Manoeuvre Drive
10 tons Streamlined Crystaliron
Hull 0 Structure 1 2 points Thrust 6
Model 1 Standard Sensors
Rating 5 –4 DM
Weapons
Hardpoint #1
Single Fixed Mounting (pulse laser)
Fuel Cargo 1 Crew Station
<1 ton 1 ton
One week of operation
Software
Manoeuvre/0 Library/0 Purchase Cost: Cr. 18,000,000 Some fighter patterns mount a triple fixed mounting with missile racks or sandcasters instead of a pulse laser and convert the cargo space into ammunition storage. A missile fighter costs 21,000,000 Credits without any ammunition, which must be bought separately. A sandcaster fighter costs 18,500,000 Credits without ammunition.
Old Ships Many ships serve for decades or even centuries before being scrapped. Adventurers and free traders are often forced by necessity to purchase outdated or damaged vessels instead of new or pristine ships. Characters purchasing an outdated ship gain 1d6 ship shares per 10 years of wear. For each ten-year term of wear, choose what role that ship was engaged in, and roll on the table below: 2d6 2
3 4 5
6 7 8 9 10 11 12 1
Trader Military Other Black-listed: Trader will be impounded Severely Damaged: –1 Hull. Leaky reactor core: Roll 2d6 when the in several systems. –1 DM to all Broker ship jumps. On a 12, crew suffer 2d6 ∞ checks. 20 rads. Luxurious starship: +1 DM to all Well maintained: Reduce all Upgrade sensors to next best type. 1 Steward checks. maintenance costs by 10%. Vessel contains concealed smuggling Vessel is equipped with an extra turret, Library computer contains erroneous information. compartments. if possible. 1 Cargo bay is tainted by chemical spills Vessel was involved in a notorious Vessel contains disturbing psionic and leaks. Vulnerable cargos may be battle, and has enemies who wish to echoes. damaged in transit. destroy it. <--------------------------------------- Damaged sensors: –1 DM to all Sensors checks ---------------------------------------><------------------------------------------------------– 1 DM to all repair attempts ------------------------------------------------------><---------------------------------------------- Increase all maintenance costs by 50% ----------------------------------------------><-----------------------------------------------------------------– 1 Structure2 -----------------------------------------------------------------><----------------------------------------- Damaged thrusters: –1 DM to all Pilot checks -----------------------------------------> Ship is a famous and respected trader, Ship served with distinction, and has a Library computer contains secret or with a good reputation. good reputation in the navy. unusual information. Upgrade computer to next best type. Add a weapon costing up to 2 MCr. Upgrade sensors to next best type. 1
These options may result in additional tonnage being added to the ship. Remove tons from the cargo bay if necessary to make room. If the ship’s Structure is 0 or less, then it is not spaceworthy and will disintegrate within 1d6 minutes of leaving atmosphere. It can be flown within an atmosphere but will come apart the moment it hits severe weather, gets hit by an attack, undergoes stressful manoeuvres, or otherwise comes under strain. 2
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SPACECRAFT OPERATIONS This chapter covers operations and encounters in space other than combat between spacecraft (for which refer to Space Combat, page 146). This chapter covers the following topics: Airlocks, Atmospheric Operations, Boarding, Docking and Landing, Costs and Maintenance, Encounters, Fuel, Jump Travel, Life Support, Passage, Repairs, Security, and Travel Times.
AIRLOCKS A ship has at least one airlock per 100 tons. The average airlock is large enough for three people in vacc suits to pass through at the same time. An airlock takes ten seconds to cycle. Under normal circumstances, airlocks are locked down from the bridge and require a Very Difficult (–4) Engineer (electronics) check to override. An unlocked airlock can be triggered from outside. Airlocks generally have vacc suits (see page 87), rescue bubbles (see page 97) and cutlasses (see page 98) in a ship’s locker nearby. Ships with cargo space have cargo hatches, allowing up to 10% of their cargo to be transferred at any time. Some ships, such as the Corsair (see page 129) have specially designed cargo hatches that open onto the entire cargo bay but these are the exception rather than the rule.
ATMOSPHERIC OPERATIONS A streamlined ship is designed to enter a planetary atmosphere, and can function like a conventional aircraft. Pilot or Flyer (winged) checks are required in high winds and other extreme weather. A standard-configuration ship can also enter a planet’s atmosphere, but is reliant on its thrusters to keep it aloft at all times and is extremely ungainly. Pilot checks are required for all movement and suffer a –2 DM. A distributed ship must make a Pilot check at a –4 DM when it enters an atmosphere and for every minute of flight. Each check that is failed inflicts 2d6 points of damage.
BOARDING, DOCKING AND LANDING Landing: Any ship with a standard or streamlined hull may land on the surface. Unstreamlined ships suffer a –2 DM to any Pilot checks made in atmosphere while a ship with a Distributed hull suffers a –4 DM to any Pilot checks, and is likely to take severe structural damage if it lands. Landing at a starport is a Routine (+2) task for most ships taking 10–60 seconds (so most pilots will take extra time and get a +1 or +2 DM on top of this – see page 50). Most ships have landing gear, allowing them to touch down ‘in the wild’, which requires an Average (+0), Difficult (–2) or even
Very Difficult (–4) check, depending on local conditions. Nondistributed ships can also land on bodies of water without sinking. Failing a landing roll means that the ship has landed improperly or even crashed. Docking: Two spacecraft may dock if they are close together and neither ship attempts to resist the docking manoeuvre. Many airlock designs across charted space are compatible; for incompatible airlocks, ships extend flexible plastic docking tubes that adapt to the target airlock. Docking with another vessel is a Routine (+2) Pilot task taking 1–6 minutes. If one ship is drifting or unpowered, the difficulty rises to Difficult (–2). Boarding: Hostile boarding actions are safest when the enemy ship is crippled, in which case it is a standard docking procedure. If the enemy ship is still moving, then the prospective boarders must match the target’s velocity and dock with it (a Difficult (–2) Pilot task), or else just land on the hull and either make their way to an airlock or cut through from outside. Most boarders wishing to capture a ship intact will head to an airlock and cut or force their way through there, minimising hull damage. Boarding parties customarily use cutlasses or accelerator weapons.
COSTS AND MAINTENANCE A starship operator faces many costs each month: Item Monthly Cost (Cr.) Mortgage or Debts Varies Life Support 2,000 per stateroom (3,000 for double occupancy) 100 per low berth Fuel 500 per ton of refined fuel 100 per ton of unrefined fuel Maintenance 1/12 of 0.1% of ship’s purchase price/month Crew Salaries: Pilot 6,000 Navigator 5,000 Engineer 4,000 Steward 2,000 Medic 4,000 Gunner 2,000 Marine 2,000 Mortgage or Debts: If the crew are paying off debts on their spacecraft, then these debts must be paid each month. The standard terms for a ship mortgage is paying 1/240th of the cash price each month for 480 months (40 years). In effect, interest and bank financing cost a simple 120% of the final cost of the ship, and the total financed price equals 220% of the cash purchase price.
Astronomic Unit: The distance between the Earth and the Sun – 149,597,870 kilometres Light Second: The distance light travels in one second – 299,792 kilometres Light Minute: The distance light travels in one minute – 17,987,547 kilometres Light Year: The distance light travels in one year – 9,460,730,472,580.8 kilometres Parsec: Parallax of one second of arc – 30.857 ∞ 1012 km, or 3.262 light years.
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SPACECRAFT OPERATIONS Skipping Out On Debts Ship captains hoping to avoid crippling repayments on multimillion credit loans may be tempted to skip out on repayments, Jumping to distant systems to make a new life for themselves. If the characters do so, they may be chased by ship tracers (bounty hunters) employed by the bank, or logged as criminals in the Imperial database and hunted down by naval vessels. For each new system, roll 2d6 and apply the modifiers below. If the result is an 8 or more the characters will be hunted for their crimes while in the system. A natural 12 means the characters have been found regardless of modifiers. Per parsec distant
Ship shares are treated as reducing the cash price of the ship, and so reduce the monthly cash payments. Life Support and Supplies: Each stateroom on a ship costs Cr. 2,000 per month, occupied or not. This cost covers supplies for the life support system as well as food and water, although meals at this level will be rather spartan. Each low passage berth costs Cr. 100 per month. Fuel: Fuel costs Cr. 500/ton for refined fuel, or Cr. 100/ton for unrefined fuel. Fuel requirements for Jumping and maintaining power are covered on page 107. Repairs and Maintenance: A ship needs maintenance, which costs 0.1% (1/1000th) of the total cost of the ship per year and requires a shipyard. Maintenance should be carried out each month. If maintenance is skipped or skimped on, roll 2d6 each month, with a +DM equal to the number of months skipped. On an 8+, the ship takes damage to a random system. Roll on the system degradation table for the number of hits.
Changes to the ship (repainting, altering transponders, refits, and so on) Per ten million credits of ship stolen If the characters have visited this system more than once recently Payment is less than one month overdue Payment is one to six months overdue Payment is seven to twelve months overdue Payment is one year or more overdue Add local Law Level –5.
–1, reset every time the characters are discovered. –1 to –3
+1 +2
–4 +4 +2 +0
SYSTEM DEGRADATION Roll 1–3 4–5 6
Number of Hits 1 2 3
For the effects of damage see page 150. For details about repairing damage, see page 143. Repair supplies cost Cr. 10,000/ton. Crew Salaries: Hired crew members must be paid each month. Berthing Costs: Landing at a starport incurs a cost, which varies wildly from world to world. See Starports, page 178.
Mortgages Made Easy Although talk of Traveller’s ship mortgages can seem complex it follows a very simple procedure: 1. Work out the cash price of the ship (including any 10% discount for a standard design, not including any fuel or ammunition). 2. Count up the ship shares that characters can put towards the ship. Reduce the cash price by 1% for every ship share contributed. 3. Divide the reduced price by 240. This is the montly payment. 4. Pay this payment every month for 40 years.
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SPACECRAFT OPERATIONS
ENCOUNTERS Space is unimaginably vast – on a galactic scale, stars are little wisps of hydrogen and gas giants are just specks of matter. If ships travelled through the whole of the space in a system, they would never encounter each other. However, spacecraft crowd to a few places in any system, such as the hundred-diameter Jump limit of colonised worlds, to the industrial belts in orbit, and to the gas giants and settled moons. Outside these regions, the chance of an encounter is negligible. For a random encounter, roll 1d6 every week, day or hour, depending on how busy local space is. On a 6, the ship has encountered
something – roll d66 on the table below, applying DMs to the tens dice only. (Thus, Settled Space has a range of 21–76, and Wild Space has a range of 01–56.) Encounters in bold cannot be ignored – they are potentially hostile ships or encounters that will force the characters to respond. The encounter distance depends on the results of a Sensors check (modified by the other vessel’s attempts at Stealth, if any). Civilian vessels and military craft not on manoeuvres broadcast an IFF beacon, which gives a +4 DM to detection attempts.
ENCOUNTER MODIFIERS Zone Highport High-Traffic Space Settled Space Border Systems Wild Space Empty Space
DM +3 +2 +1 +0 -1 -4
Range 41-96 31-86 21-76 11-66 01-56 01-26
Description The space near an orbital starport. The space near an industrial world with a high-class starport. Most core worlds in the Imperium. Outlying worlds near the border, such as the Spinward Marches. Amber or Red worlds. Untravelled space or unexplored systems.
SPACE ENCOUNTERS d66 01 02 03 04 05 06 11 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 36 41 42 43 44 45 46
Encounter Alien derelict (possible salvage) Solar flare flare (1d6 ∞ 100 rads) Asteroid (empty rock) Ore-bearing asteroid (possible mining) Alien vessel (on a mission) Rock hermit (inhabited rock) Pirate Derelict vessel (possible salvage) Space station (1–4: derelict) Comet (may be ancient derelict at its core) Ore-bearing asteroid (possible mining) Ship in distress Pirate Free trader Micrometeorite storm (collision!) Hostile vessel (roll again for type) Mining ship Scout ship Alien vessel (1–3: trader, 4–6: explorer, 6: spy) Space junk (possible salvage) Far trader Derelict (possible salvage) Safari or science vessel Escape pod Passenger liner Ship in distress Colony ship or passenger liner Scout ship Space station X-boat courier
d66 51 52 53 54 55 56 61 62 63 64 65 66 71 72 73 74 75 76 81 82 83 84 85 86 91 92 93 94 95 96
Encounter Hostile vessel (roll again for type) Garbage ejected from a ship Medical ship or hospital Lab ship or scout Patron (roll on the patron table, page 81) Police ship Unusually daring pirate Noble yacht Warship Cargo vessel Navigational buoy or beacon Unusual ship Collision with space junk (collision!) Automated vessel Free trader Dumped cargo pod (roll on random trade goods) Police vessel Cargo hauler Passenger liner Orbital factory (roll on random trade goods) Orbital habitat Orbital habitat Communications satellite Defence satellite Pleasure craft Space station Police vessel Cargo hauler System defence boat Grand fleet warship
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SPACECRAFT OPERATIONS ENCOUNTER DISTANCE Sensors Check Effect Failed 1 2 3 4 5 6+
Encounter Distance 1d6 ∞ 500 km 1d6 ∞ 1,000 km 2d6 ∞ 1,000 km 1d6 ∞ 5,000 km 2d6 ∞ 5,000 km 1d6 ∞ 10,000 km 2d6 ∞ 10,000 km
Collisions, signals and solar flares are obviously exempt from encounter distance rules. Collision!: Almost any collision at high speed will destroy even the most powerful spacecraft. In this case, the ship has collided with a tiny object that has nevertheless smashed into the hull with great force. The ship suffers 2d6 damage (see page 150 for the effects of damage). If a pilot was on duty at that time, he may make a Pilot check to avoid disaster. Distress Signals: Ships in the Imperium transmit the standard timestamped SOS message (also known as Mayday in Solomani or Signal GK in Vilani) when in distress. Any vessel which detects an SOS is legally required to respond and offer assistance or contact the authorities. Failure to render assistance is a criminal offence but the harsh requirements of life support and orbital mechanics mean that many deaths in space are slow ones, where a crew know they are doomed but have days or weeks in which to contemplate it. Most ships carry emergency low berths where the crew can freeze themselves and wait for rescue. Some distress calls are fakes, intended to draw ships in so they can be attacked. Mining: A ship carrying mining drones can mine an asteroid for useful ores. Roll 2d6 on the Asteroid Mining table to determine how many tons of ore are available. Result 2 3–4 5–6 7–8 9–11 12
Ore Available (see pages 165–166 for details) 2d6 tons of crystals and gems 2d6 ∞ 20 tons of common ore 2d6 ∞ 50 tons of common ore 2d6 ∞ 10 tons of uncommon ore 2d6 ∞ 20 tons of uncommon ore 1d6 tons of radioactives
Police Vessel: This result may also indicate a military vessel or government ship. A police vessel will aid the characters if they are attacked, but will also challenge them to identify themselves and will scan them for contraband cargo. Pirate: Pirates operate in three ways, all aimed at avoiding contact with the authorities at a spaceport (except in lawless systems where pirates operate with impunity). Some ambush ships that are travelling through normal space to outlying moons and colony
140
worlds. Others lurk around the hundred-diameter mark, hoping to surprise a ship as it prepares to Jump. The pirates then quickly loot the most valuable cargo and supplies and Jump themselves before the authorities arrive. The third category of pirates have agents and spies in the starport, and know exactly which ships are suitable targets. Pirates use Corsair-class vessels for preference, but many are in armed Free Traders or even armed Scouts. Salvage: A derelict vessel or jettisoned cargo can be salvaged. Salvaging requires at least one person to leave the salvaging ship and enter the derelict in order to physically move the salvage between ships. Imperial law permits salvage, but the discovery must be registered first with the system starport, if any. Roll 2d6 on the salvage table, applying a DM of –0 to –6 depending on how damaged the derelict is. If the result is an 8 or more, then it includes all the potential salvage in the table below it.
SALVAGE Roll 3 or less
4 5 6 7 8 9
10
11 12
Result Hazard! The ship’s reactor is damaged, the ship is about to break up, there is a virus loose aboard ship, an alien monster killed the crew.. No salvage. Nothing useful can be recovered. Junk. Minor personal effects, spare parts, trophies and other junk. Fuel. 2d6 ∞ 10 tons of fuel can be extracted from the salvage (up to the derelict’s maximum capacity). Equipment: Equipment like vacc suits, medical supplies or weapons, with a total value of 2d6 ∞ 2,000 credits. Cargo: 2d6 tons of the derelict’s cargo. Roll d66 on the Trade Goods table (pages 165–166). Considerable Cargo: 2d6 ∞ 10 tons of cargo (up to the derelict’s maximum cargo). Roll d66 on the Trade Goods table (pages 165–166). Interesting Artefact: An alien relic, useful personal data, mail cannister or other adventure hook – or a survivor in a low berth. Fittings: Weapon turrets, ship’s computers or vehicles, with a total value of 2d6 ∞ 0.25 MCr. Ship: The ship is potentially repairable.
Pirates have been known to use derelicts as bait.
FUEL Most ships use refined hydrogen as a fuel for their fusion engines and Jump drives. Starports (see page 178) and virtually any other facility that regularly hosts spacecraft will offer refuelling facilities. Hydrogen is obtained from water or from the atmospheres of gas giants, and refined fuel costs Cr. 500 per ton. Some out-of-the-way places only offer unrefined fuel for only Cr. 100 per ton. Using unrefined fuel is dangerous when Jumping.
SPACECRAFT OPERATIONS A ship with fuel scoops may gather fuel from bodies of water using hoses. It may also scoop hydrogen from a gas giant. Scooping takes 1–6 hours and requires a successful Pilot skill check. Fuel gathered ‘in the wild’ is unrefined, but a ship with fuel processors may refine it.
JUMP TRAVEL Jump travel is the only known means by which a vessel may travel faster than the speed of light. To Jump, a ship creates a bubble of hyperspace by means of injecting high-energy exotic particles into an artificial singularity. The singularity is driven out of our universe, creating a tiny parallel universe which is then blown up like a balloon by injecting hydrogen into it. The Jump bubble is folded around the ship, carrying it into the little pocket universe. This new universe is short-lived, and will eventually collapse, precipitating the ship back into normal space several light-years from its original position.
Jump Travel A Jump carries the vessel a number of parsecs equal to the Jump number. Jumps of less than one parsec (less than three light years, or one hex) are possible, and count as Jump–1 for the purposes of astrogation and fuel expenditure. Regardless of how far the ship Jumps, it always stays in Jump Space for roughly one week (148+6d6 hours). While in Jump space, the ship is completely and utterly cut off from the universe. It hangs in a shimmering bubble of boiling hydrogen, a pocket dimension from which nothing can escape. It cannot communicate with the normal universe, not even by psionic means. It is utterly alone. When the ship exits Jump space after an accurate Jump, it tends to arrive close to the target world, but outside or on the verge of the hundred-diameter limit. Inaccurate Jumps just dump the ship somewhere in the inner system, requiring a long space flight.
A ship can only safely Jump when it is more than one hundred diameters distant from any object. A vessel could only Jump away from Earth when it is more than 1.27 million kilometres distant (as well as 140 million kilometres away from Sol and 300,000 kilometres away from the Moon). Gravity can cause a Jump bubble to collapse prematurely, bringing a ship back into normal space early (so if a ship tried to Jump from Earth to Mars when the Sun was between the two, the vessel would fall out of Jump space as soon as it came within one hundred diameters of the Sun.
Misjumps
Preparing for Jump
LIFE SUPPORT
To Jump, the following procedures must be followed: •
•
•
Astrogation: The Jump needs to be plotted. This is an Easy (+4) Education-based Astrogation check taking 10–60 minutes, modified by the Jump distance (thus, a Jump–4 gives a –4 DM to the check). If the check is failed, then the astrogator must plot the Jump again. A Jump cannot be made until the astrogation calculations are complete. Astrogation can be done in advance (a Jump is normally plotted while the ship is travelling out to the hundred-diameter distance). Divert Power: A Jump drive requires a tremendous amount of power to function which must be supplied by the ship’s power plant. On many vessels, especially older ships, the power plant strains to provide this much, leading to the tradition of ‘Jump dimming’ where non-essential systems including lighting are shut down to allow for Jump. If insufficient power is available the Jump drive cannot be activated. Firing the Jump drive is an Average (+0) Education-based Engineer (Jump drive) check taking 10–60 seconds. The Effect of this check aids the Jump roll. Jump!: Roll 2d6 and add the following DMs. If the result is 0 or less, the ship misjumps (see below). If the result is 8+ the Jump is accurate. Any other result is an inaccurate Jump (which is only a minor setback). • + the Effect of the divert power Engineer check • –2 per Jump drive hit • –2 for using Unrefined fuel • –8 if still within the hundred-diameter limit
On rare occasions, normally because of a lack of maintenance or using unrefined fuel, a ship can misjump. Some misjumps are lethal, causing the Jump bubble to collapse early or for time in the bubble to flow differently, so that trillions of subjective years pass inside the bubble and all that comes out the other end is hard radiation caused by protons exceeding their half-life. A merciful Referee, though, may wish to subject his players to the most survivable form of misjump, where the ship ends up 1d6 ∞ 1d6 parsecs in a random direction.
Radiation
Radiation is a constant danger in space. Modern hull materials shield against most radiation; coupled with the added protection offered by hydrogen fuel tanks lining the inner hull this means that the exposure suffered by most spacers is only a few times that of a planetlubber. Characters in vessels flying too close to a star or with breached hulls or damaged reactors do risk exposure. Radiation exposure is measured in rads. Once a character has absorbed a certain number of rads, he will suffer certain effects. One problem with radiation exposure is that while physical symptoms can be treated and may heal, the radiation never goes away. The character’s rads must be tracked. Further exposure adds to what the character is already carrying around until a deadly level is reached. Accumulated rads can be removed using anti-rad drugs. Effects are suffered each time a character is exposed to radiation. Thus a character who has absorbed 75 rads and recovered from the effects, who absorbs another 20 from a solar flare, now has an exposure of 95 rads whether he suffers any serious effects this time or not. He is fast approaching a moderate dose.
Radiation Exposure Characters exposed to a radiation weapon will receive a one-time dose of radiation. Entering a radioactive area or being exposed to a leak or solar flare will cause exposure each round or hour.
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SPACECRAFT OPERATIONS RADIATION EXPOSURE Radiation Source Minor reactor leak Serious leak Minor solar flare Major flare
Rads 2d6/hour 2d6/20 minutes 1d6 ∞ 100/hour 3d6 ∞ 100/hour
Vacc suits and other protection reduce radiation exposure. Vacc Suit: Decreases exposure by 50. Hazard Suit or Battle Armour: Decreases exposure by 200. Starship Armour: Decreases exposure by 500.
RADIATION EFFECTS Immediate Radiation Exposure Effects <50 rads None 51–150 Nausea (–1 DM to all rolls until the character receives medical treatment), 1d6 damage 151–300 2d6 burn damage 301–500 4d6 burn damage, hair loss 501–800 6d6 burn damage, sterility 801+ 8d6 burn damage, internal bleeding Solar flares are still dangerous even to an armoured starship, so when a serious flare is detected space vessels try to hide behind asteroids, moons etc. Orbital stations in systems with a lot of flare activity have layers of radiation-absorbent materials and personnel sanctuaries with even more protection, and can ride out even the worst flares. Such protection is too bulky for most starships although the orbital station itself might provide useful cover.
Suffocation A spacecraft with power can sustain life support for one person per stateroom for one month comfortably, and for six months at a stretch (number of staterooms ∞ 5,000 person/hours). Without power, this drops to two weeks at most. Other shelters list the amount of air and life support available. The atmosphere can be ‘freshened’ by a visit to a world with a breathable atmosphere. Without life support, a character begins to suffocate, suffering 1d6 damage each minute. A character who is utterly without air (such as one who is being smothered or strangled, or who has been dumped out an airlock) suffers 1d6 damage each round instead.
PASSAGE Passenger travel within the Imperium has been standardised into four overarching categories – high, middle, working and low. In all cases, passage is paid per Jump, and it is assumed that the ship will take between one and three weeks to deliver the passenger to its destination (allowing enough time to fly out, Jump for a week, then travel to the destination world). High Passage: Passage: The passenger receives the best possible treatment. The passenger receives a stateroom and one ton of cargo space for baggage, and can expect high-quality entertainment. Each level of Steward skill (including level 0) allows the steward to effectively look after two high passage passengers on board a ship (so a character with Steward 2 could care for six passengers).
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Cumulative Exposure Cumulative Effects <50 rads None 51–150 None 151–300 301–500 501–800 801+
–1 Endurance permanently –2 Endurance permanently –3 Endurance permanently –4 Endurance permanently
Middle Passage: Middle passage is generally sold on a stand-by basis (so middle passengers can be ‘bumped’ by high passengers who arrive later – a ship will only take middle passengers if it cannot fill its staterooms with high passage clients). Each level of the Steward skill (including level 0) allows the steward to care for five middle passengers. A baggage allowance of 100 kg is permitted. Workingg Passage: This is identical to middle passage but the Workin passenger pays his way by serving on board ship in some capacity. Low Passage: Passage: A low passenger is frozen in a cryoberth and carried as cargo. There is some danger to the passenger – a Medic check is required upon opening the capsule, applying the passenger’s Endurance DM to the check. If failed, the passenger does not survive. Low passage costs includes a 10 kg baggage allowance; many commercial cryoberth units have a built-in baggage compartment. It is customary for the ship’s captain to contribute 10 credits from every low passage towards a lottery in which each low passenger randomly guesses how many will survive the trip. If the winner is among the dead, the captain collects the prize. This lottery is administered by the ship’s steward. The price of passage varies depending on how far you want to go: Parsecs Travelled 1 2 3 4 5 6
High Cr. 6,000 Cr. 12,000 Cr. 20,000 Cr. 30,000 Cr. 40,000 Cr. 50,000
Middle Cr. 3,000 Cr. 6,000 Cr. 10,000 Cr. 15,000 Cr. 20,000 Cr. 25,000
Low Cr. 1,000 Cr. 1,200 Cr. 1,400 Cr. 1,600 Cr. 1,800 Cr. 2,000
Of course, passengers who are working their passage do not need to pay but may find themselves doing all the unpleasant jobs that no one else wants to do.
SPACECRAFT OPERATIONS RANDOM PASSENGERS d66 11 12 13
d66 41 42 43
Passenger Ex-scout Wanderer Thief or other criminal
14 15
Passenger Refugee – political Refugee – economic Starting a new life offworld Mercenary Spy
44 45
16
Corporate executive
46
21
Out to see the universe Tourist (1–3 Irritating, 4–6 Charming) Wide-eyed yokel Adventurer Explorer
51
Claustrophobic Expectant Mother Wants to stowaway or join the crew Possesses something dangerous or illegal Causes trouble (1–3 drunkard, 4–5 violent, 6 insane) Unusually pretty or handsome
56 61 62
Scientist Journalist or researcher Entertainer (Steward and Perform of 1d6–1 each) Gambler (Gambling skill of 1d6–1) Rich noble – complains a lot Rich noble – eccentric Rich noble – raconteur Diplomat on a mission Agent on a mission Patron Alien
63
Bounty hunter
64
On the run
65
Engineer (Mechanic and Engineer of 1d6–1 each)
66
Wants to be on board the PC’s ship for some reason Hijacker or pirate agent
22 23 24 25 26 31 32 33 34
35
36
52 53 54 55
REPAIRS Damage to a ship falls into three categories – Hull Damage, Structure Damage and System Damage. A destroyed system costs 2d6 ∞ 10% of its original cost to repair, and cannot be repaired using spare parts – it can only be repaired at a world with the appropriate Technology Level or a well-equipped starport. Hull Damage: Hull damage can be repaired with a Mechanic check taking 1–6 hours, and consumes one ton of spare parts. Structure Damage: Structure damage can only be repaired at a shipyard, and requires 1–6 weeks per point of damage. It costs 500,000 Credits per point.
System Damage: A damaged system can be jury-rigged back to functioning, but it will stop functioning again after 1d6 hours. Repairing a damaged system requires not only an Average skill check (Mechanic, Engineer (appropriate speciality) or Science (appropriate speciality)) taking 1–6 hours but also spare parts. The Effect of the check determines how many spare parts are required. Spare parts can be purchased at the cost of Cr. 10,000 per ton. Effect 1 2 3 4 5 6+
Spare Parts Required 1 ton 0.8 tons 0.6 tons 0.4 tons 0.2 tons None
SENSORS The kind of sensors a ship has are dependent on the sensor package installed (see page 108). Compare the range that something is to the sensing ship with the sensors being used and look up the result on the Detail By Sensors table (overleaf). Visual sensors are electronically-enhanced telescopes. Thermal sensors pick up heat emissions. EM sensors detect power flows and transmissions. Radar/Lidar detects physical objects. It can be active or passive. If a ship is using active sensors, it is easier to detect (+2 DM to Sensors checks) but detects more about its surroundings. NAS detects neural activity and intelligence. Densitometers can determine the internal structure and makeup of an object.
SPACECRAFT SECURITY Hijacking is one of the biggest threats faced by independent traders, especially those that carry passengers or travel to dangerous space. As the characters will likely face this threat (or be this threat) it is worth looking at this in detail.
Cameras and Sensors Most vessels have security cameras in public areas, such as the galley, cargo bay and lounge, but not in private staterooms (but these can be added at negligible additional cost). Cameras can be viewed from any terminal by an authorised person. Internal sensors on a ship are limited to environmental detectors like smoke alarms, and most ships are not calibrated to, say, detect heat traces or life signs within the hull. It is possible to detect when a door is opened or closed, although these sensors can easily be disabled.
Computers The difficulty to hack into a ship’s computer depends on the rating of the Security software running on it (see page 92). Few ships have
+++TAS Bulletin: The annual Festival of the Shorn takes place on Vincennes in one month’s time. Interested parties are advised to book accommodation promptly, as this year’s festivities promise to be especially popular. Visitors are reminded that attempts to steal hair from the sacred temples will be met with severe punishments.+++
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SPACECRAFT OPERATIONS SENSORS TABLE Range Adjacent Close Short Medium Long Very Long Distant
Distance <1 km 1 to 10 km 10 to 1250 km 1250 to 10,000 km 10,000 km to 25,000 km 25,000 km to 50,000 km 50,000 km+
Passive Radar/Lidar Limited Limited Minimal Minimal None
NAS Full Limited Minimal None None
Densitometer Full Full Limited Minimal None
Minimal Minimal
None
None
None
None
None
None
None
Visual Full Full Full Limited Limited
Thermal Full Full Full Limited Limited
EM Full Full Limited Limited Minimal
Minimal
Minimal
Minimal
Minimal
Active Radar/Lidar Full Full Limited Limited Minimal
None
DETAIL BY SENSORS Level of Detail Visual Full Fine details
Limited Minimal
Thermal Fine temperature gradations, individual heat sources Hot or cold spots
Shape and structure Basic outline Hot or cold overall of an object
EM Individual systems
Radar/Lidar Fine details
NAS Individual brain activity
Densitometer Fine details
Powerful EM sources Presence or absence of activity
Shape and structure Basic outline of an object
Level of activity Presence or absence of activity
Internal Structure External structure
anything less than Very Difficult (–4) Security, but often the security system will apply only to external connections, and a hacker inside the ship will only face Average (+0) Security software. Gaining access to the ship’s records is an Average (+0) task. Convincing the computer that you are a member of the crew is Difficult (–2). Overriding security systems is Very Difficult (–4), and gaining control of key systems like navigation or power is Formidable (–6). All these are cumulative with the Security software DM – trying to hack into the power core of a warship is going to incur a –12 (doubly Formidable) modifier at least. The use of task chains (see page 51) can offset this difficulty somewhat – once you have stolen the identity of a crewmember you have greater access to security, and once you have beaten security you can access key systems more easily, and so on.
Locks Doors, airlocks, lockers and other secure panels are locked. In general, external locks are tougher than internal ones (increasing the difficulty by +2). Locks can be: Mechanical: Requiring a key or combination. These can be opened with an Average (+0) Mechanic check or by stealing a key or learning the combination. Electronic: Requiring a keycard or combination. These can be opened with a Difficult (–2) Engineer (electronics) check or by stealing a key or learning the combination.
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Biometric: Requiring a voiceprint, DNA test, palm print or retina scan. These can be opened with a Very Difficult (–4) Engineer (electronics) check or by stealing a sample from an authorised person. Intelligent: Intelligent locks recognise authorised crew. These can be opened with a Very Difficult (–4) Engineer (electronics) check or by hacking the computer. Any non-mechanical lock can be opened or closed remotely if the crew wishes to allow this option (but then the doors can also be hacked remotely). Internal doors on a ship are airtight.
Security Systems Alarms: If an alarm is tripped (hull breach, fire, door being forced open, alarm button pressed) it will alert the crew. The location of the alarm will be shown on computer displays. The average passenger ship has several crew trained in combat; military ships will carry marines. Some vessels will even have security robots who respond automatically to alarms. Gravity: It is possible to alter the artificial gravity on board. Reducing gravity to zero will limit actions to the level of a character’s Zero-G skill. Gravity can also safely be increased up to 3G. Tranq Gas: Some ships carry tranq gas canisters in the air vents, which can be released automatically. These flood a compartment with gas that forces an Endurance check each round, with a –1 DM per previous check. Any character who fails the Endurance check is knocked unconscious.
SPACECRAFT OPERATIONS Venting Atmosphere: If a compartment is connected to an airlock, then the air can be vented from that area. Characters in that area must make a Strength check to hang on and will also begin to suffocate.
TRAVEL TIMES Interplanetary Travel: Worlds orbiting the same star are accessible by interplanetary travel, on ships operated by local entrepreneurs, or with a variety of small craft. Interplanetary travel takes long periods of time; since most stellar systems have only one major world, interplanetary travel is infrequent. Commercial starships usually make two Jumps per month. They spend one week in Jump, followed by one week in the star system, travelling from the Jump point to the local world, refuelling, marketing cargo, finding passengers, leaving the starport and proceeding to a Jump point again. The week in the system usually provides some time for crew recreation and wandering around the planet. Non-commercial ships usually follow the same schedule of one week in Jump and one week in a system. If haste is called for, a ship may refuel at a gas giant immediately and re-Jump right away. This allows the ship to make one Jump per week but makes no provision for cargo, passengers, or local stops.
INTERPLANETARY TRANSIT TIMES TABLE Distance (km) 1,000 10,000 100,000 300,000 400,000 1,000,000 10,000,000 30,000,000 45,000,000 100,000,000 150,000,000 255,000,000 600,000,000 900,000,000 1,000,000,000
Example Surface to Orbit
Surface to moon
100 light-seconds Close neighbour world One astronomic unit Close gas giant Far gas giant
Thrust Rating of Ship 3 4
1
2
5
6
633 seconds 2,000 seconds 105 minutes 183 minutes 211 minutes 333 minutes 17.6 hours 30.42 hours 37.3 hours
447 seconds 1,414 seconds 74 minutes 129 minutes 149 minutes 236 minutes 12.4 hours 21.5 hours 26.4 hours
365 seconds 1,155 seconds 61 minutes 105 minutes 122 minutes 192 minutes 10.1 hours 17.5 hours 21.5 hours
316 seconds 1,000 seconds 53 minutes 91 minutes 106 minutes 167 minutes 8.8 hours 15.2 hours 18.6 hours
283 seconds 894 seconds 47 minutes 82 minutes 94 minutes 149 minutes 7.9 hours 13.6 hours 16.7 hours
258 seconds 816 seconds 42 minutes 73 minutes 86 minutes 136 minutes 7.2 hours 12.4 hours 15.2 hours
55.6 hours 68 hours
39.3 hours 48.11
32.1 hours 39.2 hours
27.8 hours 34 hours
24.8 hours 30.3 hours
22.3 hours 27.6 hours
88.7 hours 136.1 hours 166.7 hours 7.3 days
62.7 hours 96.2 hours 117.9 hours 5.2 days
51.2 hours 68.0 hours 83.4 hours 3.7 days
44.4 hours 60.9 hours 74.5 hours 3.3 days
39.7 hours 60.9 hours 74.5 hours 3.3 days
36.2 hours 55.6 hours 68.0 hours 2.9 days
Corporate Intrigue On many worlds, the corporations and the nobility are inextricably entwined – lords and dukes sit on the boards of the megacorporations, while corporate money buys the prestige of a noble title. On other planets, the nobility are a bulwark against commercial greed. Imperial society is delicately balanced between these two great estates, and when this balance is disturbed, it is a time of danger and opportunity. The corporation… 1. … is a bio-weapons researcher, and is experimenting on the local population, and hires the characters to help cover up its crimes. 2. … is trying to replace the local planetary governor with a more malleable administrator. 3. … controls all trade on the planet, and sees the player characters as smugglers and threats to its authority. 4. … is divided between two factions, who are warring for control of the board. 5. … has an embarrassing secret in its past that needs to be concealed. 6. … is being driven offworld by an isolationist regime.
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SPACE COMBAT Clashes between spacecraft in Traveller take place over distances of thousands of kilometres and over long hours. While a warship may sometimes find itself desperately firing point-defence guns at a swarm of fighters buzzing around its hull many battles are slow, calculated affairs, with spears of brilliant light lancing out into the darkness aimed at where the enemy is predicted to be.
Overview Each turn in space combat lasts six minutes. Ship combat functions similarly to personal combat, with each character taking up a particular position on board such as pilot, gunner or engineer. In each turn, the characters will have the opportunity to perform several actions or move between positions.
Order of Events 1.
2. 3.
4. a. b. 5.
Setup a. Determine range between ships. b. Determine crew positions. c . Determine initiative. Manoeuvre Phase a. The position of ships is changed based on their thrust. Combat Phase a. In order of Initiative, ships can take actions. b. Actions include: firing energy weapons, launching missiles, boarding actions. c. Reactions include: dodging, point defence, firing sand. d. Actions are resolved. Ship Action Phase In order of Initiative ships can take actions. Actions include: repairing damaged systems, jumping, launching craft. Go to step 2.
STARTING AN ENGAGEMENT At the start of an encounter in space, the following must be determined:
Enemy Vessel Locations If two vessels randomly encounter each other while travelling, the encounter will begin at Very Long range. More often, ships engage near a planet, where the range is Short or Medium. Adjacent: <1 km Close: 1 km–10 km Short: 10–1250 km Medium: 1250 km–10,000 km Long: 10,000 km- 25,000 km Very Long: 25,000 km – 50,000 km Distant: 50,000 km+
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RANGE TABLE Range Adjacent Close Short
Distance <1 km 1 to 10 km 10 to 1250 km
Medium Long
1250 to 10,000 km 10,000 km to 25,000 km 25,000 km to 50,000 km 50,000 km+
Very Long Distant
Thrust to Change 1 1 2 5 10 25 50
Example Docked ships Nearby vessels Ships in same orbital path Surface to orbit Near a planet Within jump limit Distant ships
Crew Positions At the start of an engagement, all crew must be assigned to a position on board ship. There can be only one pilot, but other than that, any number of people can occupy the same position. It is generally a good idea to cover as many as possible. Characters can change positions during combat but it is important to know where they start. • • • • • • • •
Pilot: Flies the ship, responsible for changing course and for evasive manoeuvres. Captain: Commands the ship, and can use Leadership and Tactics skills. Drive Engineer: An engineer can be assigned to each of the Mdrive and the J-drive. Turret Gunner: Each turret has its own gunner. A character must choose which turret he is manning at the start of the combat. Bay Gunner: Each bay weapon has its own gunner. Damage Control: A character assigned to free-floating damage control can repair any system. Marine: Prepares to repel boarders, or to board enemy ships. Passenger: Passengers are all people aboard ship who are not assigned a position and are assumed to be waiting in staterooms.
Automated Positions The ship’s computer can cover several positions if it is running the appropriate software: • Fire Control programs can either act gunners or aid existing gunners. • A ship equipped with repair drones and Auto-Repair software acts as damage control. • A ship running an Intellect program and Expert Pilot can be the pilot. • A ship equipped with repair drones and running an Intellect program and Expert Engineer (M-drive or J-drive) can be a drive engineer.
SPACE COMBAT For more information on ship software, see page 113.
Initiative Each ship in an engagement rolls 2d6 to determine their starting Initiative score. The ship with a greater Thrust score gains a +1 DM to its roll. The commander of each spacecraft (or each fleet, if more than one ship is involved on each side) may a Tactics (naval) check. The Effect is added to the Initiative of the spacecraft (or fleet).
MANOEUVRE PHASE In each manoeuvre phase, a ship can allocate Thrust either to movement (closing or increasing the range to a target) or manoeuvring. The amount of thrust needed to close or open by one range category is given in the Range Table – the number given is the amount of thrust needed to move from that range category to either a closer or more distant one. A ship can spend thrust over multiple rounds to close or open a range category.
The Beowulf is 10,000 Kilometres away from a planet (Medium range). It will cost the Beowulf five thrust to close from Medium to Short range. Once at Short range, it will take another two thrust to close to Close range or to back out to Medium range again. If two ships are travelling towards each other, then add together the Thrust allocated by both ships to movement to see how close they are to changing range categories; if one ship is trying to escape from the other then subtract the lower Thrust from the higher value to work out the effective change in position – the faster ship will either gain slightly or pull away slightly. Any thrust not allocated to movement is allocated to manoeuvring, which is done in the combat phase. Manoeuvring does not change the range to the target but allows the ship to position itself better for an attack or to avoid incoming fire.
COMBAT PHASE In each combat phase, a ship may manoeuvre, fire any of its weapons, or board enemy vessels.
Manoeuvre A ship can manoeuvre, dodging and weaving to evade enemy fire or to position itself for a better attack. A ship may make a number
Surprise Stealth is virtually impossible in space – a spacecraft shows up as a hot spot against the cold, so unless it is hiding behind an asteroid or other object, it is easy to detect. The only way to attack from surprise is to appear as a harmless ship until you open fire, or to jump in and attack without warning. If a ship has surprise, then its opponents do not act in the Combat Phase of the first round.
of manoeuvre actions per combat phase equal to the amount of Thrust allocated to manoeuvring. A manoeuvre action can be used to: • Dock with another vessel: The pilot must make a successful Pilot check. If the other ship does not wish to be docked with then make opposed Pilot checks; the ship trying to dock suffers a –2 DM. When docked, boarding actions can take place. • Help line up a shot: A pilot may attempt to aid his gunners by providing a stable firing platform along an optimum attack vector. The pilot makes a Pilot check to aid his gunners as per the normal rules on task chains (see page 51). • Dodge incoming fire: Any leftover Thrust can be spent as a reaction to dodge incoming fire. See page 149.
Firing Beam Weapons To fire a beam weapon, the gunner must make a successful Gunner (turret) or Gunner (capital weapons) check, modified by the range to the target (see page 148). When targeted by a beam weapon, the enemy ship may react by dodging, firing sand or triggering screens (see Reactions). A gunner may fire any or all of the weapons in his turret or bay but each turret or bay may only fire once per round. If the attack is successful it will inflict damage. See Damage on page 150. Damage is resolved after all attacks have been made in a round.
Launching Missiles Unlike beam weapons, which travel at the speed of light and so hit the enemy vessel almost instantly, missile weapons take time to cross the gulf of space. Missiles travel at Thrust 5 towards their designated target and their position can either be tracked as additional craft in the battle or, for the sake of simplicity, they can be assumed to strike after a number of turns dependent on launch range:
Range Adjacent Close Short Medium Long Very Long Distant
Turns to Impact 1 1 2 5 10
Missiles cannot be used at Adjacent or Close range. The gunner must make a Gunner (turret) or Gunner (capital weapons) check to determine how accurate the missile launch was. The effect of the Gunner check determines the chance that the missile will strike its target when it hits.
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SPACE COMBAT
WEAPON RANGE MODIFIERS Weapon Adjacent Lasers Pulse Laser -1 Beam Laser -2 Particle Beam -3 Fusion Gun -2 Meson Gun -4 Missiles (flight time) Sandcaster -2
Close
Short
Medium
Long
Very Long
Distant
-1 -1 -2 -2 -3 +0
+0 -1 -1 -1 -2 1 -2
-1 +0 -1 +0 -1 1 Out of range
-2 -1 +0 -1 +0 2 Out of range
-3 -1 -1 -1 -1 5 Out of range
Out of range -2 -1 -2 -2 10 Out of range
Quick Resolution of Boarding Actions To resolve a boarding action abstractly, roll 2d6 for both sides, adding the following modifiers: Superior Armour: +1 Superior Weaponry: +1 Superior Skills and Tactics: +2 Superior Numbers: +1 Defender has no Ready Marines: –2 Compare the difference on the Boarding Action Table. If there is no difference, the battle continues next round.
BOARDING ACTION TABLE Difference 1–3
4–6
7+
148
Attacker Winning Defender has no free ship action this round; attacker has a +2 DM to next boarding action roll. The ship suffers one hit. Boarding action is successful; the ship suffers 2d6 hits. The attackers may take control of the ship after another turn of pacification. Attackers storm the ship and may take control of it immediately.
Defender Winning Defender has a +2 DM to next boarding action roll. The ship suffers one hit. Boarding action is driven off. Attackers must retreat to their ship or out into space. If unable to do either, they are killed or captured. Attackers are defeated; if the enemy ship is docked, then the defenders may mount a counter-attack and gain a +4 DM in the first round of the new boarding action
SPACE COMBAT Gunnery check Failed With Effect –6 or less Failed With Effect –2 to –5 Failed With Effect –1
Missile to-hit roll 11+ 10+ 9+
Gunnery check Succeeded With Effect 0 Succeeded With Effect 1–5 Succeeded With Effect 6+
Missile to-hit roll 8+ 7+
SMART MISSILES Advanced smart missiles are able to correct their course in flight and even turn around and re-acquire targets they have missed. The missile to-hit roll for smart missiles is always 8+ and if they miss they make another attack every turn until they are destroyed with point defence, jammed with ECM or otherwise dissuaded.
Boarding Actions If two ships are Adjacent or docked, then a boarding action can be attempted. If the ships are docked, then the attackers may cross over safely via airlocks. If the ships are merely adjacent, then the attackers must use thruster packs or small craft to cross over. While crossing, the attackers may be attacked with point defence weapons or by firing sand (see Reactions). Once across, boarding actions can be resolved using the personal combat rules or the quick boarding rules (see opposite).
Special Attacks Several types of weapons have their own rules.
• • • •
A ship may react to incoming attacks. The following situations allow reactions: • Targeted by a beam attack • Incoming missile • Attempted boarding
6+
A target may react to incoming missiles by dodging or point defence. This reaction does not take place until the turn the missiles arrive at their destination, so any manoeuvring or shooting must wait until then.
•
REACTIONS
Meson Guns: Meson guns ignore armour and always roll on the Internal Damage table. Furthermore, they also automatically inflict a radiation crew hit in addition to any other damage. Fusion Guns: Fusion guns inflict a radiation crew hit in addition to any other damage. The bonus radiation hit suffers a –DM equal to the ship’s armour. Particle Beams: Particle beams inflict a radiation crew hit in addition to any other damage. The bonus radiation hit suffers a –DM equal to the ship’s armour. Nuclear Missiles: Nuclear missile hits inflict a radiation crew hit in addition to their normal damage. The bonus radiation hit suffers a –DM equal to the ship’s armour. Sandcasters: While the primary purpose of a sandcaster is to block incoming beam attacks, they can also be used as an attack. A sandcaster has a range of Close and inflicts 1 damage.
The ship’s Initiative determines how many times it may react in a round.
Burning Initiative A ship may reduce its Initiative score to get bonus reactions. Each bonus reaction costs two Initiative and affects the ship’s Initiative score for the following round only.
Initiative 0–4 5–8 9–12 13+
Reactions 1 2 3 4
Dodge Each dodge reaction counts as a manoeuvre and so is limited by the amount of Thrust allocated to manoeuvres. One point of Thrust allows a single dodge. To dodge, the pilot must make a Pilot check. If successful, the attack suffers a –2 DM.
Point Defence Turret lasers can be used to destroy incoming missiles. The missiles can only be destroyed in the moments before they strike the spacecraft as they are too small and fast-moving to effectively target at greater ranges. The gunner must make a Gunner (turrets) check against the missile. If successful, the missile is destroyed. A gunner may keep making Gunner checks against missiles until he misses an attack; each attack suffers a cumulative –1 penalty. Attacks may be directed against different incoming missiles. Point defence can also be used to destroy incoming boarders in the same way.
Fire Sand Turrets equipped with sandcasters can fire sand at incoming beam attacks. Each reaction spent on firing sand allows the gunner to make a Gunner (turrets) roll. If successful the damage of each beam in the incoming attack is reduced by 1d6. Resolve each beam separately. Each firing of sand costs one canister of sand. Sand can also be directed against incoming boarding parties using thruster packs. If the sand attack is successful, each target in the boarding party takes 8d6 damage.
System Defence Boat A non-starship specifically intended for defensive operations inside a star system. Developed on the principle that a non-starship (because of the increased armament made possible by its lack of jump drives) can normally defeat a starship of equal tonnage. SDBs are typically stationed at the vital points of a system (the gas giants, the asteroid belt, the major world, and so on) and attack invading vessels according to one or more predetermined plans. System Defence Boats range in size from 100 to 5000 tons and are constructed at all tech levels from 8 to 15. There are hundreds of different types, depending upon the specific mission for which they are designed. Because SDBs have no jump drives, shifting them from system to system can be a problem. Some types have jump shuttles which fit to the craft and provide jump capability. Another method is simple transport in large bulk cargo containers; The SDBs are loaded into 10,000-ton or 20,000-ton bulk carriers for the multi-parsec journey. This method, of course, is not recommended if immediate combat is expected at the destination.
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SPACE COMBAT Trigger Screens Screens can be activated as long as the commander or one of the gunners has the Gunner (screens) skill at Level 0 and the ship has the required screen type (nuclear against nuclear missiles and fusion guns; meson against meson guns). Screens reduce the damage from the attack by 2d6+the operator’s Gunnery (screens) skill. Nuclear dampers also negate radiation hits against crew from nuclear missiles and fusion guns.
SHIP ACTION PHASE In each ship action phase, a ship may take one ship action per crew position manned (including automated positions). Ship actions are wholly internal to the ship.
Repair Damaged System A character on damage control may attempt to repair a damaged system by making an Education-based Mechanic check. If the check is successful, determine how many hits are repaired: Mechanic Check Effect 0 1–5 6+
Hits Repaired 1 2 3
A ship with repair drones and the Auto-Repair software also makes one or two repair checks in the ship action phase (unless it is being used to assist other repair attempts – see page 113 for details about the software). The standard Auto-Repair software makes the check with a +1 DM. These are battlefield repairs only and will break down as soon as the battle is over unless repaired properly using the rules on page 143.
Sensor Lock A ship’s sensors operator may make an Education-based Sensors check to establish a lock on an enemy vessel. Attacks made against a vessel that has been locked onto gain a +1 DM. When using missiles the initial Gunner check gets this bonus – the individual missile to hit rolls do not benefit directly. Smart missiles are unaffected.
Electronic Warfare A ship’s sensors operator may attempt to jam radio communications and sensor locks by making an opposed Intelligence-based Sensors check against the sensors operator of the opposing vessel. Electronic warfare can be used to break sensor locks. Alternatively, electronic warfare can be used to attack smart missiles that are targeting the ship. The sensors operator makes a Difficult (–2) Sensors check and, if successful, a single attacking smart missile ceases attacking. The sensors operator may continue making checks to disable smart missiles until he fails one, with a cumulative –1 DM each time.
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Increase Initiative The commander of a spacecraft may make a Leadership check and increase the Initiative of his spacecraft by the Effect of the check. This increase only applies for the following round.
Change Positions Any characters not doing anything else may elect to swap positions during the ship action phase. As of the next round they are considered to be manning their new position rather than their previous one.
DAMAGE Damage to spacecraft is tracked in two ways – by Hull and Structure points (which represent damage to the structure of the spacecraft) and by hits to systems such as engines and turrets. Systems can take a variable number of hits before being destroyed, depending on the system in question. A ship can endure one Hull damage per fifty tons, rounding down. A ship that runs out of Hull Damage will rapidly be incapacitated. A ship can endure one Structure damage per fifty tons, rounding down to a minimum of one. A ship that runs out of Structure breaks up and is completely destroyed. The effects of damage are determined by subtracting the ship’s armour from the damage rolled by the weapon, then consulting the damage table to determine the number of hits inflicted. Then roll on the Location table for each hit. A double hit applies two hits to the same location. A triple hit applies three hits to the same location. Damage 0 or less 1–4 5–8 9–12 13–16 17–20 21–24 25–28 29–32 33–36 37–40 41–44 For every extra three points For every extra six points
Effect No damage Single Hit Two Single Hits Double Hit Three Single Hits Two Single Hits, Double Hit Two Double Hits Triple Hit Triple Hit, Single Hit Triple Hit, Double Hit Triple Hit, Double Hit, Single Hit Two Triple Hits +1 Single Hit +1 Double Hit
Use the Small Craft table for vessels of less than 100 tons. For larger vessels, use the External Damage table. When a ship runs out of Hull, damage will begin to transfer to the Internal Damage table. Hull: Reduce the ship’s Hull by one. If a ship’s Hull is 0, then apply the hits to the location in the same row of the Internal Damage table.
SPACE COMBAT LOCATION TABLE 2d6 2 3 4 5 6 7 8 9 10 11 12
Small Craft Hull Power Plant Manoeuvre Drive Fuel Hull Armour Hull Turret Hold Power Plant Bridge
External Damage Hull Sensors Manoeuvre Drive Fuel Hull Armour Hull Turret Manoeuvre Drive Sensors Hull
Internal Damage Crew Jump Drive Power Plant Bay Structure Hold Structure Bay Jump Drive Power Plant Bridge
Structure: Reduce the ship’s Structure by one. If a ship’s Structure is reduced to 0, the ship is destroyed. Armour: Reduce the ship’s armour by one. If the ship’s armour is already 0, then this counts as a Hull hit. Turret: A random turret is hit. First Hit: The turret’s tracking mechanism is damaged. It can still be used, but all attacks suffer a –2 DM. Second Hit: The turret and all weapons in it are disabled. Third Hit: The turret and all weapons in it are destroyed. Subsequent Hits: Count as Hull hits. Bay: A random bay is hit. First Hit: The bay’s targeting mechanism is damaged. It can still be used, but all attacks suffer a –2 DM. Second Hit: The bay weapon is disabled. Third Hit: The bay weapon is destroyed. Subsequent Hits: Count as Structure hits. J-Drive: The Jump drive is hit. First Hit: All attempts at Jump suffer a –2 DM to Engineering (jump) checks. Second Hit: The jump drive is disabled. Third Hit: The jump drive is destroyed. Subsequent Hits: Count as Structure hits. M-Drive: The manoeuvre drive is hit. First Hit: Reduce the ship’s thrust by one. Second Hit: Reduce the ship’s thrust by 50%. Third Hit: The drive is disabled. Subsequent Hits: Count as Hull hits. Power Plant: The power plant is hit. First Hit: Damaged. Second Hit: The crew suffer a Crew Hit, rolling on the Radiation Damage column. Third Hit: The Power Plant is destroyed and the ship is disabled. Subsequent Hits: Count as Structure Hits.
Sensors: The sensors are hit. First Hit: –2 DM to all Sensors checks. Second Hit: Sensors are disabled preventing the ship from making Sensors checks and on making attacks on targets beyond Adjacent range. Third Hit: Sensors are destroyed. Subsequent Hits: Count as Hull hits. Bridge: The bridge is hit. First Hit: The crew suffer a Crew Hit, rolling on the Normal Damage column. Second Hit: The bridge is disabled. Until the bridge is repaired, the ship cannot take any Pilot or Sensor actions, it cannot jump, and any attacks suffer a –2 DM. Third Hit: The bridge is destroyed. Subsequent Hits: Count as Structure Hits.
Fuel: The fuel is hit. First Hit: Causes a minor fuel leak of 1d6 tons per hour. Second Hit: Destroys 1d6 ∞ 10% of stored fuel. Third Hit: Destroys fuel tank. Subsequent Hits: Count as Structure Hits. Hold: The crago hold is hit. First Hit: Destroys 1d6 ∞ 10% of stored cargo. Second Hit: Destroys 1d6 ∞ 10% of stored cargo. Third Hit: Destroys cargo hold and everything in it. Subsequent Hits: Count as Structure Hits. Crew: Each hit on the crew indicates that radiation or flying debris has injured one or more crew. Roll 2d6 on the appropriate column on the Crew Damage table. See page 141 for details of radiation damage. Roll 4 or less 5–8
9–10
11 12
Normal Damage Lucky escape – no damage One random crew member suffers 2d6 damage One random crew member suffers 4d6 damage All crew suffer 2d6 damage All crew suffer 4d6 damage
Radiation Damage Lucky escape – no radiation One random crew member suffers 2d6 ∞ 10 rads One random crew member suffers 4d6 ∞ 10 rads All crew suffer 2d6 ∞ 10 rads All crew suffer 4d6 ∞ 10 rads
Spacecraft Weapons and Personal Combat On rare and messy occasions, characters may find themselves using ship-scale weapons on smaller vehicles or even people. Starship weapons are incredibly powerful and destructive – multiply the damage from a starship weapon by 50 to get the damage in personal-scale terms. The exceptions are sandcasters, which do only a single point of damage against enemy spacecraft but 8d6 on a personal scale.
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PSIONICS In Traveller a few humans – and other sophonts – have developed potent psionic abilities such as telepathy, telekinesis and even teleportation. In the Imperium, learning to harness this gift is a difficult process, made even harder by the Imperial ban on psionics. The Psionics Institutes that study mental powers have gone underground, following a disastrous attempt to guide human development centuries ago. In other civilisations, such as the Zhodani Consulate, psionics are an accepted part of the human condition.
Psionic Strength Psionics are powered by the Psionic Strength characteristic (abbreviation Psi). This characteristic cannot be rolled or bought during character creation without the Referee’s permission. To determine a character’s Psionic Strength, roll 2d6 and subtract the number of terms served by the character in any career (Psionic Strength diminishes over time unless actively used). For example, a 38 year old character (five terms served) would roll 2d6–5 to determine his Psionic Strength. A character with a Psionic Strength of 0 has no potential for psionic powers. Using a psionic talent costs a number of Psionic Strength points, temporarily reducing the character’s total. As the Characteristic DM for all Psionic skill checks is determined by the characters’ current Psionic Strength total, it gets harder and harder to use powers as the character’s strength declines. Recovering Psionic Strength Points: Expended Psionic Strength points are recovered at the rate of one point per hour, beginning three hours after the character last used a psionic talent.
INSTITUTE TESTING A character who wishes to develop psionic abilities requires training. In settings where psionics are uncommon or illegal he must find a teacher, normally one of the underground Psionics Institutes. Finding such an instructor is an adventure in itself. Most teachers will charge at least Cr. 5,000 to test the character’s abilities. Testing takes two weeks. The first step is testing a character’s Psionic Strength, which is determined as described above (2d6 – number of terms served). If the character still has any Psionic Strength remaining, he can be trained. Training requires four months of work, and costs Cr. 100,000. As part of training, the character may attempt to learn any of the common psionic talents on the Psionic Training table by making a Psionic Strength check. He may attempt the talents in any order, but suffers a –1 DM per check attempted. If a character learns a talent, he gains that talent at level 0.
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Talent Telepathy Clairvoyance Telekinesis Awareness Teleportation Per previous talent acquisition check
Learning DM +4 +3 +2 +1 +0 –1
For example, Luka has just determined that she has a Psionic Strength of 9. She now rolls to determine powers. She can select powers in any order, so she begins with telekinesis. She roll 2d6+1 (her Psionic Strength DM) +2 (the Telekinesis learning DM), but unfortunately, the dice roll is a 3 for a total of 6 – less than eight, a failure, and so she does not develop telekinesis. Next, she tries telepathy. She rolls 2d6 +1 (her Psionic Strength DM) +4 (the telepathy learning DM) –1 (one previous talent acquisition check), and gets a total of 10. Luka gains Telepathy at level 0.
PSIONIC TALENTS There are several psionic talents, each of which works like a skill for the powers in question. A character trained in the use of psionics may develop his talents over time just as if they were normal skills (see page 59). Unlike other skills, psionic talents cannot be used untrained. The most common talents are: • Telepathy – reading minds and mental communication. • Clairvoyance – perceiving at a distance. • Telekinesis – mind over matter. • Awareness – control over one’s own mind and body. • Teleportation – moving from one point to another instantly. Each talent grants access to all of its powers – a character with Telepathy 0 can use life detection, read surface thoughts or assault as the situation demands.
Using A Psionic Talent To activate a talent, the psion must make a skill check using the appropriate talent (Telepathy, Telekinesis, etc), adding his Psionic Strength characteristic DM and any other DMs. He must also spend the listed number of Psionic Strength points if he succeeds,
Special Powers The Psionic powers described here are not the only manifestations of psionic ability. There are other, rarer abilities such as precognition, electrokinesis, telepathic control or astral projection that may also be encountered, but these abilities are usually plot devices used by the Referee.
PSIONICS or one point if he fails. If this cost brings him below zero Psionic Strength, then any excess points are applied to his Endurance score as damage. A character with no Psionic Strength points cannot attempt to activate a power. Using a talent in combat is a significant action. Many abilities are ranged. The Psionic Range table lists the number of points to project an ability out to a given range – these must be paid as well as any points to activate the ability. Each talent has a different set of costs, with the exception of Awareness – all Awareness abilities apply to the Psion only. The range bands are the same as those for combat; see page 64 for more information.
For example, a Psion could read the mind of a target at Medium range using the Telepathy power read surface thoughts for 3 Psionic Strength points (2 for the ability, 1 for the range).
Telepathy Telepathy is the talent of mind-to-mind contact. It is subtle by nature but can also be used to bluntly crush the wills of those who oppose the telepath.
LIFE DETECTION The most elementary form of telepathy is the ability to detect the presence of other minds. Life detection enables a character to sense the presence of other minds, the number of minds present, the general type of minds (animal, human, and so on) and their approximate location.
Life detection is reasonably sophisticated, and can distinguish intelligent beings from bacteria or unimportant animals in the area. It functions best at detecting intelligent minds. Shielded minds are undetectable (whether the shield is natural or artificial in origin). If an individual whom the telepath knows is ‘life detected’ he or she will be recognised. Telepathy, Psionic Strength, 10–60 seconds, Easy (+4). Costs 1+Range.
TELEMPATHY The communication of emotions and basic feelings is accomplished by telempathy. This ability serves well in the handling of animals and beasts of burden but may also be applied as a psychological weapon against humans. Sending of emotions such as love, hate, fear, and others may influence other beings (although not necessarily in the manner desired). Telempathy also allows the emotions and feelings of others to be read by a character. The Effect of the check determines the strength of the projected emotion. Telepaths will always recognise when someone is using telempathy to bend their emotions but others will not. The change in mood may be dramatic and inexplicable but most people will simply ascribe it to the mercurial nature of human emotions. Shielded individuals are immune to telempathy as they are all other Telepathy powers.
Telepathy, Psionic Strength, 10–60 seconds, Routine (+2). Costs 1+Range.
READ SURFACE THOUGHTS The most widely known feature of Telepathy is the ability to read the thoughts of other individuals. Only active, current thoughts are read by this ability, with the subject (if himself not a telepath) unaware of the activity. Individuals with telepathic ability cannot be read due to the presence of their natural shields, unless they willingly lower their shielding. The Effect of the check determines the clarity of the telepath’s perceptions.
Telepathy, Psionic Strength, 10–60 seconds, Average (+0). Costs 2+Range.
SEND THOUGHTS Complementary to the ability to read surface thoughts is the ability to send thoughts to others. Such individuals need not themselves be telepathic to receive such thoughts. Telepathic individuals are normally open to such transmissions, but may close their shields against them if they become bothersome or threatening.
Telepathy, Psionic Strength, 10–60 seconds, Difficult (–2). Costs 2+Range.
PSIONIC RANGE TABLE Range Personal Close Short Medium Long Very Long Distant Very Distant Continental Planetary
Distance to Target Less than 1.5 metres 1.5 to 3 metres 3 to 12 metres 12 to 50 metres 51 to 250 metres 251 to 500 metres 500 metres to 5 kilometres 5 kilometres to 500 kilometres 501 to 5,000 kilometres 5,000 to 50,000 kilometres
Telepathy or Clairvoyance 0 0 1 1 2 2 3 3 4 4
Telekinesis 1 1 2 4 8 -
Teleportation 1 1 2 2 4 4 6 6 8 8
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PSIONICS PROBE The application of great psionic strength will enable a telepath to delve deep into the mind of a subject and to then read his innermost thoughts. Questioning can be used in the procedure to force the subject to divulge specific information. The prober can easily determine deliberate untruths told (thought) by the subject. Probe cannot be used against a shielded mind. Again, the Effect of the check determines the clarity of the telepath’s perceptions.
Telepathy, Psionic Strength, 1–6 minutes, Very Difficult (–4). Costs 4+Range.
ASSAULT Violence may be dealt by a telepath. An unshielded mind, when assaulted telepathically, is rendered unconscious immediately and the character suffers 2d6 + Effect damage. Unlike normal damage, assault damage is applied to Psionic Strength (if the victim has it), then Intelligence, then Endurance. Psionic Strength and Endurance return as normal (see pages 152 and 74 respectively). Intelligence returns at the rate of one point per day. When a shielded mind is assaulted the two telepaths make opposed Telepathy checks. If the attacker wins, the victim suffers damage as normal.
Telepathy, Psionic Strength, 1–6 seconds, Formidable (–6). Costs 8+Range.
dogs’ or ‘an open plain with a tree, and no animals or men present’. The clairvoyant character must state the range at which he is applying his talent, and will generally sense the most interesting or important feature at that range. The Effect of the check determines the level of accuracy and clarity.
Clairvoyance, Psionic Strength, 10–60 seconds, Routine (+2). Costs 1+Range.
TACTICAL AWARENESS With this ability, the character can perceive dangers and foes around him using his clairvoyant abilities. This enhanced spatial perception allows him to ignore the effects of darkness, smoke, fog or other environmental effects that impede vision. He may also detect hidden foes within range. The Effect of the check how long the enhanced awareness lasts in rounds.
Clairvoyance, Psionic Strength, 1–6 seconds, Average (+0). Costs 2+Range
CLAIRVOYANCE This specific ability allows actual remote viewing of a situation at some displaced point. Rather than the ‘snapshot’ that sense gives, clairvoyance allows the psion to observe as if he was there in person. The clairvoyant character must state the range at which he is applying his talent. The Effect of the check determines the level of detail perceived and the duration in rounds the vision can be maintained for.
SHIELD All telepathically able characters learn how to create a mental shield which protects the mind against unwanted telepathic interference. Shield is automatically in force at all times and requires no Psionic Strength point expenditure to maintain. However, while a telepath has his shield up he cannot use any telepathic powers either. Shield can be lowered to allow telepathic contact or to use telepathic powers – this takes a mere thought (a free action in combat).
Clairvoyance Clairvoyance is the general talent which allows a person to sense events at some location displaced from the viewer. There are several levels of clairvoyant ability. Clairvoyance abilities allow eavesdropping activities as well as spying and detection-free exploration of situations. While telepathic life detection will determine the presence of living minds in a closed room, for example, sense will determine if a room is occupied or empty. Clairvoyant activity cannot be sensed by others, including by other psionic individuals.
SENSE The basic ability to sense things at some point in the distance. A character will become aware of the most rudimentary characteristics of a location when applying this ability. For example, the Referee will give a basic description, without detail: ‘a room containing four
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Clairvoyance, Psionic Strength, 10–60 seconds, Average (+0). Costs 2+Range.
CLAIRAUDIENCE This ability is identical to clairvoyance, with the exception that it allows hearing instead of seeing.
Clairvoyance, Psionic Strength, 10–60 seconds, Average (+0). Costs 2+Range.
CLAIRSENTIENCE This power combines the effects of clairvoyance and clairaudience. The character is capable of both seeing and hearing a specific situation.
Clairvoyance, Psionic Strength, 10–60 seconds, Difficult (–2). Costs 3+Range.
Telekinesis Telekinesis is the talent which allows objects to be manipulated without physically touching them. Any manipulation is treated as if the person was physically handling the item but physical
PSIONICS danger, pain, or other stimuli are not present. Telekinesis includes a limited amount of sensory awareness, sufficient to allow actual intelligent manipulation.
Awareness Awareness is the psionic talent which allows control of one’s own body. Awareness powers never have a range – they are used only on yourself.
TELEKINESIS This basic form of the talent allows the character to move objects at range. The Effect of the check determines the duration of the telekinesis in rounds. The number of points spent determines the Strength of the Telekinesis.
Telekinesis, Psionic Strength, 1–6 seconds, Average (+0). Costs Strength+Range.
FLIGHT By applying telekinesis to his own body the character can fly, or at least levitate over short distances. The character can fly for a number of rounds equal to the Effect of the check at a speed of six metres per round.
Telekinesis, Psionic Strength, 1–6 seconds, Average (+0). Costs 5.
TELEKINETIC PUNCH Telekinesis can be used as a direct attack, smashing the foe with a blast of telekinetic force. The damage inflicted is 2d6 + the Effect of the check.
Telekinesis, Psionic Strength, 1–6 seconds, Average (+0). Costs 1+Range.
MICROKINESIS This more challenging form of telekinesis allows for fine manipulation of very small or even microscopic objects. A telekinetic can use this power to pick locks, perform microsurgery, sabotage a computer system and so forth. The range is always Personal.
Telekinesis, Psionic Strength, 10–60 seconds, Difficult (–2). Costs 3.
PYROKINESIS By exciting the substance of an object the character can raise its temperature, possibly even causing it to burst into flames. Roll 1d6 and add the Effect of the check. Pyrokinesis Effect 0–4 5–8 9+
Target… Becomes warmer, but is undamaged. Is burned, suffering 1d6 damage. Suffers 2d6 damage and may burst into flame if flammable.
Telekinesis, Psionic Strength, 10–60 seconds, Difficult (–2). Costs 3+Range.
SUSPENDED ANIMATION Personal body activity may be suspended for varying periods of time. A character with Awareness may enter a suspended animation state (similar to cold sleep but without the intrinsic danger of death) by willing himself into it. Such a state continues for 7 days without need for food or water and with minimal air needs. Such a person could effectively travel in a low passage berth without actually undergoing cold sleep and its dangers. Suspended animation may be stopped at any time previous to its duration expiring, provided external stimulus is given to awaken the sleeper (such as a friend or a mechanical alarm).
Awareness, Psionic Strength, 1–6 minutes, Average (+0). Costs 3.
ENHANCED AWARENESS By focussing his mind, the character can improve his concentration and ability to perform complex tasks. While under the effects of enhanced awareness, the character may add his Psionic Strength DM (if positive) to any skill checks. Enhanced awareness lasts until the character fails a skill check or sleeps.
Awareness, Psionic Strength, 1–6 seconds, Average (+0). Costs 1.
PSIONICALLY ENHANCED STRENGTH Psionic Strength points may be converted to normal Strength points on a temporary basis. The character makes the commitment, reduces his Psionic Strength by a specific number of points, and increases his physical Strength characteristic by that number. In no case may the number of Strength points gained exceed the character’s current level in Awareness, and Strength may not be increased beyond the character’s racial maximum. Psionically enhanced strength reaches its new level immediately, remains at that peak for ten minutes, and then declines at the rate of 1 Strength point per minute until the normal Strength level is reached. This power works as normal on wounded characters but their Strength returns to the wounded level rather than the normal value. It cannot be used as a ‘quick heal’.
Awareness, Psionic Strength, 1–6 seconds, Average (+0). Costs boosted Strength.
PSIONICALLY ENHANCED ENDURANCE Psionically enhanced endurance works in exactly the same way as psionically enhanced strength except the characteristic boosted is Endurance rather than Strength, including its lack of healing ability. Awareness, Psionic Strength, 1–6 seconds, Average (+0). Costs boosted Endurance.
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PSIONICS REGENERATION
Teleportation
Wounds and injuries may be healed rapidly. Strength, Dexterity and Endurance lost to injury, disease, poison or other trauma may be healed by the application of this ability, exchanging one Psionic Strength point to regenerate one characteristic point. Any amount of Psionic Strength may be expended with a single use of regeneration but it may not be used again until all expended Psionic Strength is recovered. Regeneration may also be applied to the growing of new limbs or organs to replace lost ones or to heal unrecovered old wounds suffered prior to psionic training. Regeneration may not be used to counteract aging. Awareness is not capable of affecting others and may not be used for healing or enhancing other characters.
Teleportation is a talent which allows effectively instantaneous movement from one point to another point without regard to intervening matter. Psionic teleportation is limited to the movement of the teleported character’s body and (for highly skilled teleporters) his or her clothing and weapons.
Awareness, Psionic Strength, 10–60 seconds, Very Difficult (–4). Costs amount healed.
Unlike the other talents, Teleportation has only a single power: the ability to teleport yourself. Teleporting without any equipment or clothing uses the Teleportation talent with the Psionic Strength DM as a modifier. The act of teleporting takes 1–6 seconds (a significant action in combat) and costs nothing except what the psion spends on range. Teleporting with up to 10 kg of equipment or clothing is Difficult (–2 DM) and costs 2 + range Psionic Strength points.
BODY ARMOUR By channelling psionic strength to his skeletal structure and boosting his healing rate, the character can enhance his ability to absorb damage. Body armour lasts for a number of rounds equal to the Effect of the check and provides an armour rating equal to the number of Psionic Strength points expended. This armour stacks with worn armour as normal.
Awareness, Psionic Strength, 1–6 seconds, Very Difficult (–4). Costs amount healed.
Teleporting with up to 500 kg of equipment is Very Difficult (–4 DM) and costs 4 + range Psionic Strength points. Teleportation always involves the movement of one’s body to another location. Independent items or other individuals may not be moved. Teleportation involves certain requirements in order to be accurate, and to insure obedience of the laws of physics.
Alien Horror Many worlds harbour creatures dangerous to humans, from predators that have little fear of guns to lethal bacterial or fungal infections. On settled worlds, the inhabitants have taken precautions to deal with such threats – dangerous creatures are hunted to extinction or driven to the deepest wilderness, while medical treatments are developed to cure native pathogens. Still, unwary travellers or explorers of uncharted planets can run afoul of such dangers. The alien horror… 1. …is a rare predator that has wandered into civilisation. 2. …is being chased by an eccentric noble hunter. 3. …is a previously unknown and highly dangerous life form. 4. …was deliberately released by an enemy, who is trying to kill the characters but wants to make it appear an accident. 5. …was imported from another world. Perhaps it escaped from the starport, or from a crashed ship. 6. …is actually intelligent, but is so different that communication may be impossible.
Psionic Phenomenon Ever since the psionics suppression, understanding of psychic phenomena in the Imperium is limited. Those who develop powers are often mistrusted and feared, and without the guidance of the Institutes, they cannot easily learn to control or hone their abilities. The sudden blossoming of a Psionic talent can sow chaos in a community. The psionic phenomenon… 1. … is a teleporting thief or assassin, who uses his talent to bypass security systems. 2. … is a dream projected by a troubled telepath that is driving other insane. 3. … is being investigated by Imperial agents, who are searching for an underground Institute. 4. … is a product of Zhodani manipulation. 5. … involves psi-drug smuggling. 6. … is the product of a Psionic doomsday cult.
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PSIONICS Preknowledge of Destination: A character must always have a mental image of his or her destination before teleporting. This mental image is acquired by personally visiting the location first (or viewing it from a distance), having the mental image implanted in one’s mind (by telepathy) by another person who has visited the destination, or by viewing the location through clairvoyance. The key to remember is that someone has to actually view the location – recorded images are not enough. Energy and Momentum: Teleportation involves serious restrictions on movement in order to assure the conservation of energy and momentum. On planetary surfaces, teleportation is restricted to jumps of Very Distant range or less. Jumps at Very Distant range involve disorientation for a period of 20 to 120 seconds (2d6 ∞ 10) after arrival. This restriction results from the law of conservation of momentum: on a rotating planet, two locations will have different rotational speeds and directions. A jump from a point on the Earth’s equator to one of its poles would result in a total velocity difference between the character and his surroundings of over 3300 kph, which would lead to a messy death in short order. Teleporting to or from vehicles travelling at high speed can also result in energy gains or losses. When teleporting into, onto or out of a fast-moving vehicle the psion takes damage as if the vehicle had rammed him at its current speed (see page 66). Changes in altitude (actually all movement to locations of differing gravitational potential) will result in potential energy changes, manifesting themselves as changes in body temperature. A jump of one kilometre straight down will result in a temperature increase of 2.5 degrees Celsius; this is sufficient to cause extreme fever, brain damage, and even death. A jump up will cool the body by the same amount, with equally serious results. To be safe, a jump may not involve an elevation change of more than 400 meters, and multiple jumps should not involve a cumulative elevation change or more than 600 meters in one hour. These problems may be gotten around through the use of technological devices: energy compensators, heated suits, and other means. Characters may feel driven to invent such materials, commission their invention, or seek them out from those who already have them.
PSIONIC TECHNOLOGY The ban on psionics within the Imperium means that most of these technologies are illegal. The exception is anti-psionic devices like the psionic shield or inhibitor drugs.
Drug Standard Double Special
TL 8 9 10
Psionic Strength Restored 3 6 9
Psionic Strength Boosted 2 4 6
Cost (Cr.) 1,000 4,000 10,000
A character who takes more than one dose of Standard or Double Psi-Drug, or a single dose of the Special drug must make an Endurance check, with a –1 DM per dose of psi-drug taken in the last week (not including the one just taken). If the check is failed the character falls ill with a serious fever, suffering 3d6 damage and permanently reducing his Psionic Strength by one. Inhibitor Drug (TL 9): Psionic inhibitors dampen the brain’s ability to generate psychic effects. A character who takes (or, more often, is forcibly injected with) an inhibitor drug suffers a –4 DM to all Psionic Strength checks and cannot regain Psionic Strength points. Each hour the character may make an Endurance check to throw off the effects of the drug with a +1 DM for every previous check. Inhibitor drugs have no effect on non-psionic individuals. The drugs cost Cr. 500 per dose. Psionic Shield (TL 12): Any armour incorporating a helmet or hood can be outfitted with a psionic shield, blocking Telepathy. Unlike the Telepathy power shield a technological shield is invulnerable to assault and blocks send thoughts. It cannot be lowered without removing the helmet or hood containing the shield. Cr. 40,000. Buildings and vehicles can also be psionically shielded, but this is much more costly, increasing the cost by 10%. Teleportation Suit (TL 12): This device can be integrated into a suit of armour or worn as a form-hugging body-suit. It rapidly cools or warms the body after a teleport, minimising the damage from sudden energy gains or losses. The suit costs Cr. 50,000 and allows a character to jump up to 600 metres up or down in a single teleport, or up to ten kilometres in a single hour when using successive jumps. Psionic Interface (TL 14): Any weapon or technological device can be outfitted with a psionic interface. A character using a device with a psionic interface can use his Psionic Strength DM instead of his Dexterity DM when using the weapon or device; a character without psionic ability cannot use the device. The character must either touch the device or use telekinesis to interact with it at range. Adding a psionic interface increases the cost of the device by 20%.
Psi-Drugs (TL 8+): These drugs restore Psionic Strength if taken when the character has already spent Psionic Strength points, or temporarily increase the character’s Psionic Strength if taken when he is at full Psionic Strength.
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PSIONICS
PSION A career for characters who deliberately choose to focus on their psionic potential instead of more conventional lifestyles.
CAREER PROGRESS Survival Soc 6+ Edu 4+ End 6+
Qualification: Psionic Strength 6+ –1 DM for every previous career.
WIld Talent Adept Psi-Warrior
A character may only attempt to enter the Psion career with the permission of the Referee. One life event (see page 34) allows a character to find a Psionics Institute and begin his training during character generation; some campaigns may allow access to psionics for any character.
MUSTERING-OUT BENEFITS
Assignments: Choose one of the following: • Wild Talent: You developed your powers without formal training. • Adept: You are a scholar of the psionic disciplines. • Psi-Warrior: You combine combat training with psionic warfare. Basic Training: Unlike other careers, a Psion gains level 0 skills from the appropriate Specialist table instead of the Service Skills table in basic training.
Roll 1 2 3 4 5 6 7
Cash 1,000 2,000 4,000 4,000 8,000 8,000 16,000
Other Benefits Gun 2 Ship Shares Contact Traveller’s Aid Society Contact Combat Implant 10 Ship Shares
Psionic Abilities: The Psion must still roll to acquire psionic talents when he determines his Psionic Strength. When rolling on the service skills table, if the Psion rolls the skill for a talent he does not possess, then he may make another roll to acquire that talent. If that roll fails then he gains no skill for that term.
SKILLS AND TRAINING: Roll 1 2 3 4 5 6 Roll 1 2 3 4 5 6
Personal Development +1 Edu +1 Int +1 Str +1 Dex +1 End +1 Psi Specialist: Wild Talent Telepathy Telekinesis Deception Stealth Streetwise Melee (any) or Gun Combat (any)
Service Skills Telepathy Clairvoyance Telekinesis Awareness Teleportation Any skill Specialist: Adept Telepathy Clairvoyance Awareness Medic Persuade Social Sciences (any)
Advancement Int 8+ Edu 8+ End 6+
Advanced Education (Minimum Edu 8) Comms Computers Language (any) Medic Life Sciences (any) Space Sciences (any) Specialist: Psi-Warrior Telepathy Awareness Teleportation Gun Combat (any) Battle Dress Recon
For example, Luka develops the Telepathy and Clairvoyance talents at the start of character generation. In her first term of Psion training, she rolls Teleportation on the service skills table. She may now roll to acquire Teleportation by making a Psionic Strength check with a –2 DM (+0 for Teleportation, –2 for two previous talent acquisition rolls).
RANKS AND BENEFITS Rank 0 1 2 3 4 5 6
158
Wild Talent Skill or Benefit
Adept
Skill or Benefit
Survivor
Initiate
Life Science (psionology) 1
Witch
Survival 1 or Streetwise 1 Deception 1
Acolyte
Master
Psi-warrior Marine
Skill or Benefit Gun Combat (any) 1
Captain
Leadership 1
Force Commander
Tactics (any) 1
Any psionic talent 1
Any psionic talent 1
PSIONICS
MISHAPS 1d6 1 2 3
4 5 6
Mishap Injured. Roll on the injury table (page 37). You telepathically contact something dangerous. Lose one Psionic Strength. You also suffer from persistent and terrifying nightmares. An anti-psi cult or gang attempts to expose or attack you. Roll 1d6 – on a 1–2, you are injured; roll on the injury table. On a 3–4, lose one Social Standing. On a 5–6, nothing else happens, but you still must leave this career. You are asked to use your psionic powers in an unethical fashion. Accept, and you may continue in this career, but you gain an Enemy. Refuse, and you must leave the career. You are experimented on by a corporation, government, or other organisation. You escape, but are forced to leave this career. Gain a Contact within that organisation and the organisation as a whole as an Enemy. Your gift causes a former ally to turn on you and betray you. One Ally or Contact becomes an Enemy. If you have no Allies or Contacts, gain an Enemy anyway.
EVENTS 2d6 2 3 4 5 6 7 8 9 10 11 12
Events Disaster! Roll on the mishaps table, but you are not ejected from this career. Your psionic abilities make you uncomfortable to be around. One Contact or Ally becomes a Rival. If you have no Contacts or Allies, your psionic abilities attract a Rival anyway. Choose one of these skills, reflecting your time spent mastering mind and body: Athletics (any) 1, Stealth 1, Survival 1 or Art (any) 1. You have a chance to use your powers unethically to better your standing. If you accept, roll Psi 8+. If you succeed, gain an extra benefit roll or +1 Social Standing. If you fail, lose one Social Standing instead. You make an unexpected connection outside your normal circles. Gain a Contact. Life Event. Roll on the Life Events table (page 34). You achieve a new level of psionic strength. Increase your Psionic Strength by +1. You are given advanced training in a specialist field. Throw Education 8+ to gain one level in any skill. You pick up potentially useful information using your psychic powers. Gain a +1 DM to any one Benefit roll. You gain a mentor. Gain an Ally and a +4 DM to your next Advancement roll thanks to his aid. You achieve a new level of discipline in your powers. You are automatically promoted.
159
TRADE Free traders traditionally deal in three forms of commerce – passenger shipping, freight shipping, and speculative trade.
Steward Requirements
PASSENGERS
Each level, including level 0, of the Steward skill allows a character to care for two high passage passengers or five middle passage passengers. A steward can ‘mix’ his levels of Steward skill to care for High and Middle passengers at the same time.
Passage on board ship is standardised into three categories – low passage, middle passage, and high passage.
PASSAGE TYPES Category High Middle Low
Requirements Stateroom, one displacement ton of cargo space, steward Stateroom, 100 kg of cargo, steward Low Berth, 10 kg baggage allowance
High passage is the equivalent of a luxury cruise or a flight in first class – comfortable quarters, good food, and staff to wait on you hand and foot. Middle passage is ‘standard class’. A stateroom to yourself and occasional service from the steward but more of a functional way of getting somewhere than an enjoyable experience. Low passage is being cryogenically frozen and stuffed into a tube to be unfrozen at your destination. It is not unknown for low passengers to die in transit, whether from the system shock of being frozen, being improperly revived, or from malfunctions in the low berth. The cost of passage varies depending on the distance: Parsecs Travelled 1 2 3 4 5 6
High Cr. 6,000 Cr. 12,000 Cr. 20,000 Cr. 30,000 Cr. 40,000 Cr. 50,000
Middle Cr. 3,000 Cr. 6,000 Cr. 10,000 Cr. 15,000 Cr. 20,000 Cr. 25,000
Low Cr. 1,000 Cr. 1,200 Cr. 1,400 Cr. 1,600 Cr. 1,800 Cr. 2,000
The number of travellers seeking passage to a given destination varies depending on where the ship is going and its current location. Add the current planet’s Population value (see page 172) to the Passenger Traffic modifiers for current and destination worlds on the Passenger Traffic table, then consult the Available Passengers table. Characters can attempt to seek out passengers using Carouse or Streetwise checks; add half the Effect to the traffic value if successful. Other factors may also play into the number of passengers available – for example, a war might induce people to leave a world, while a tourist attraction or booming economy would draw people to a planet.
160
Steward Skill 0 1 2 3 4
High Passengers 2 4 6 8 10
Middle Passengers 5 10 15 20 25
For example, the Beowulf is docked at an asteroid mine (Population 3), and is heading for a rich world. The Traffic Value is 3 +1 (leaving asteroid) +2 (heading to rich world) for a total traffic value of 6. There will be 3d6–1d6 low passages available, 3d6–1d6 middle passages, and 3d6–2d6 high passages. More details on passengers can be found on page 142. The number of passengers available cannot usually exceed the number of people resident on a planet, except in unusual circumstances (for example, a passenger liner might break down in a nearly uninhabited system, so a planet with a population of only a few dozen might have hundreds of passengers clamouring for transport out).
FREIGHT Characters not wishing to risk speculative trade can go for the safer option of shipping freight. Freight shipments pay Cr. 1,000 per ton for shipping a ton for one parsec, +200 Cr. per additional parsec. Freight lots must be transported in their entirety, and come in three sizes: • Major cargos are composed of 1d6 ∞ 10 tons of freight. • Minor cargos are composed of 1d6 ∞ 5 tons of freight. • Incidental cargos are composed of 1d6 tons of freight. To determine the number of cargos available, add the destination planet’s Population value to the modifiers from the Freight Traffic table, then consult the Freight Lots Available table. A freight lot cannot be broken up. Cargo is paid for upon delivery, assuming it is delivered on time. Failing to deliver cargo on time reduces the amount paid by 1d6+4 ∞ 10%.
Mail Mail is a special form of freight, consisting of large data storage drums which contain a vast amount of information that must be transported from one world to another, but is not vital enough to be
TRADE PASSENGER TRAFFIC World Type Agricultural Asteroid Barren Desert Fluid Oceans Garden High Population Ice-Capped Industrial Low Population Non-Agricultural Non-Industrial Poor Rich Water World Amber Zone Red Zone No classification
AVAILABLE PASSENGERS Current World +0 +1 –5 –1 +0 +2 +0 +1 +2 +0 +0 +0 –2 –1 +0 +2 +4 +0
Destination World +0 –1 –5 –1 +0 +2 +4 –1 +1 –4 +0 –1 –1 +2 +0 –2 –4 +0
FREIGHT TRAFFIC World Type Agricultural Asteroid Barren Desert Fluid Oceans Garden High Population Ice-Capped Industrial Low Population Non-Agricultural Non-Industrial Poor Rich Water World Amber Zone Red Zone
Passenger Traffic Value 0 or less 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16+
Low Passages 0 2d6–6 2d6 2d6 3d6–1d6 3d6–1d6 3d6 3d6 4d6 4d6 5d6 5d6 6d6 6d8 7d6 8d6 9d6
Middle Passages 0 1d6–2 1d6 2d6–1d6 2d6–1d6 3d6–2d6 3d6–2d6 3d6–1d6 3d6–1d6 3d6 3d6 4d6 4d6 4d6 5d6 5d6 6d6
High Passages 0 0 1d6–1d6 2d6–2d6 2d6–1d6 2d6–1d6 3d6–2d6 3d6–2d6 3d6–1d6 3d6–1d6 3d6–1d6 3d6 3d6 4d6 4d6 4d6 5d6
Minor 0 1d6–4 1d6–1 1d6 1d6+1 1d6+2 1d6+3 1d6+4 1d6+5 1d6+6 1d6+7 1d6+8 1d6+9 1d6+10 1d6+12 1d6+14 1d6+16
Major 0 1d6–4 1d6–2 1d6–1 1d6 1d6+1 1d6+2 1d6+3 1d6+4 1d6+5 1d6+6 1d6+7 1d6+8 1d6+9 1d6+10 1d6+11 1d6+12
AVAILABLE FREIGHT LOTS Current World +2 –3 None –3 –3 +2 +2 –3 +3 –5 –3 –3 –3 +2 –3 +5 –5
Destination World +1 +1 –5 +0 +0 +1 +0 +2 +0 +1 +1 –3 +2 +0 –5 No Freight
Freight Traffic Value 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16+
Incidental 0 0 0 0 0 0 0 0 0 1d6–2 1d6 1d6+1 1d6+2 1d6+3 1d6+4 1d6+5 1d6+6
Additionally, there is a –1 modifier per TL difference between the two worlds, to a maximum of –5.
Imperial Credit The basic unit of legal tender in the Imperium is the Imperial credit. Individual worlds may issue their own currencies, and those currencies may or may not be acceptable on other worlds. Similarly, corporations and megacorporations may issue scrip, and its acceptance outside of the corporate environment is a matter of conjecture. But Imperial credits are accepted everywhere in the Imperium and in many locations outside of it. Imperial credits are almost impossible to counterfeit because of their unique method of manufacture. Plastic fibres are combined under high temperature and pressure and extruded as a rectangular bundle of great length. The different coloured fibres form the pattern of the bill. It is not printed on but actually made a part of the structure of the note. The bundle is sliced to paper thinness, and a 14-digit alphanumeric (letter/number combination) is added for uniqueness. Credit bills are issued in 10, 20, 50, 100, 500, 1000, and 10,000 credit denominations. Plastic coins, manufactured in a similar manner in various shapes, are issued in quarter, half, one, and five credit denominations. The larger coins are often called the kilo, the ton, the toi, the low passage and the high passage, to reflect their value.
161
TRADE
entrusted to the X-Boat service or a private courier. To determine if there is mail available, determine the applicable Mail DMs, then roll on the available mail table.
MAIL DICE MODIFIERS • • • • • • • • •
Freight Traffic modifier of –10 or more: –2 DM Freight Traffic modifier of –9 to –5: –1 DM Freight Traffic modifier of –4 to +4: +0 DM Freight Traffic modifier of 5 to 9: +1 DM Freight Traffic modifier of 10+: +2 DM Characters’ ship is armed: +2 DM + characters’ highest Naval or Scout rank + characters’ highest Social Standing DM World has a TL of 5 or less: –4
Roll 2d6. On a 12 or more, after modifiers, the characters can transport mail to the destination world. A mail container takes up five tons of space and the characters will be paid Cr. 25,000 for transporting the mail.
SPECULATIVE TRADE AND SMUGGLING The greatest profits and losses are to be found in speculative trade – buying low and selling high across the stars.
162
Trade Checklist 1. Find a supplier. 2. Determine goods available. a. Common Goods are always available. b. Trade Goods matching the Trade Codes of the planet are always available. c. 1d6 random Trade Goods are available. 3. Determine the amount of each type of goods available. 4. Choose which goods you wish to purchase. 5. Determine purchase price for the goods, rolling 3d6+DMs. 6. Purchase goods. 7. Travel to another market. 8. Find a buyer. 9. Determine sale price for the goods you wish to sell, rolling 3d6+DMs.
Finding a Supplier On worlds that are regularly visited by trade vessels, finding a supplier is easy. There are traders and brokers at the starport, eager to deal with offworlders, and the whole planetary economy may rely on trade with other planets. Technologically advanced worlds will have computer networks that can be searched for suppliers. On lower-tech worlds, traders will have to seek out suppliers in
TRADE Local Brokers and Guides A trader can hire a local guide to help him find a supplier, or a local broker to help him negotiate a deal. Broker DM +1 +2 +3 +4 +5 +6
Percentage 1% 2% 5% 7% 10% 15%
A local guide costs 1d6 ∞ 100 Credits to find a supplier, or 1d6 ∞ 500 Credits to find a black market supplier. A broker will take a percentage of the purchase or sale price in exchange for using his Broker skill to negotiate the deal.
the markets and bazaars themselves. Characters can search for multiple suppliers, but there is a –1 DM per previous attempt on a planet in a given month.
Finding a supplier: Broker, Education or Social Standing, 1–6 days, Average (+0). Finding a black market supplier: (Illegal goods only) Streetwise, Education or Social Standing, 1–6 days, Average (+0). Finding an online supplier: (Worlds with TL 8+ only) Computers, Education, 1–6 hours, Average (+0). The size of the Starport provides a bonus to finding a supplier. Class A starports give a +6 DM, class B starports give a +4 DM and class C starports give a +2 DM.
Determine Goods Available Goods are divided into two categories of goods – Common and Trade Goods. Common Goods can be purchased on any world. Trade Goods can usually only be found on a world with a matching trade code. The amount of each type of goods available is limited – the tons column determines how many tons of a given type of goods are available for purchase. A given supplier has all Common Goods available, the Trade Goods that match the world’s trade code, and 1d6 randomly determined goods. Roll d66 on the table to determine the goods available, ignoring results 61–65 unless dealing with a black market supplier. If you roll the same type of goods multiple times, then the supplier has extra amounts of those goods available. Some goods are illegal, and can be purchased only through a black market supplier. A black market supplier has whatever illegal goods match his world’s trade code, as well as any randomly rolled illegal goods.
For example, the characters have contacted a supplier on an Industrial world. Consulting the table below, the supplier has the following goods available: Basic Electronics, Basic Machine Parts, Basic Manufactured Goods, Basic Raw Materials, Basic Vehicles, Basic Ore, Advanced Electronics, Advanced Machine Parts,
Advanced Manufactured Goods, Advanced Weapons, Advanced Vehicles, Polymers and Robots, as all those goods are Common or Industrial. The Referee then rolls 1d6 to determine other goods that are available. He rolls a 3, so he rolls d66 three times. The first result is a 25 – Advanced Vehicles, which means there is an extra 1d6 ∞ 5 tons of Advanced Vehicles available for purchase. Next, he rolls a 51 – Spices, which are not normally available on Industrial worlds but can be bought from this particular supplier at this time. Finally, he rolls a 63 – Illegal Drugs. As the characters are dealing with a legitimate supplier instead of a black-market supplier, this roll is ignored.
Determine Purchase Price To determine the purchase price, roll 3d6 and apply the following modifiers: • + the character's Broker skill (or the local broker’s skill). • + the character’s Intelligence or Social Standing DM, whichever is higher. • + the largest Dice Modifier from the Purchase DM column. • - the largest Dice Modifier from the Sale DM column. • - any Dice Modifiers from the supplier. Some especially rich or powerful suppliers can demand high prices. In cases where multiple Purchase or Sale DMs apply, use only the largest ones from each column. Next, consult the Purchase column of the Modified Price table. The trader does not have to accept this price, but if he rejects the deal, then he cannot deal with that supplier again for at least one week. After that week, he may reroll one of the dice thrown to determine the purchase price for those goods.
For example, the Beowulf lands on a Desert world. Erik finds a supplier, who has the following goods available by default. Item Basic Electronics Basic Machine Parts Basic Manufactured Goods Basic Raw Materials Basic Vehicles Crystals and Gems Petrochemicals Pharmaceuticals Precious Metals Radioactives Spices Uncommon Raw Materials
Cost (Cr.) 25,000 10,000 20,000 5,000 30,000 20,000 10,000 100,000 50,000 1,000,000 6,000 20,000
Purchase DM +0 +0 +0 +0 +0 +1 +2 +0 +1 +0 +2 +0
The merchant has no unusual trade goods available.
163
TRADE Illegal Goods
MODIFIED PRICE TABLE Result –1 or less 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21+
Purchase Price 400% 300% 200% 175% 150% 135% 125% 120% 115% 110% 105% 100% 95% 90% 85% 80% 75% 70% 65% 55% 50% 40% 25%
Sale Price 25% 45% 50% 55% 60% 65% 75% 80% 85% 90% 95% 100% 105% 110% 115% 120% 125% 135% 150% 175% 200% 300% 400%
Purchase and Sale prices are calculated as a percentage of base price.
Deciding that precious metals offer the best return, Erik negotiates a price. He rolls 3d6, +1 (purchase DM), +1 (his Broker skill), for a total of 12. This lets him purchase the precious metals at 90% of base price, or for 45,000 per ton. He rolls 1d6 to see how many tons of precious metals are available for him and rolls a 6. Buying all six tons of precious metals costs him 270,000 Credits. He fills the remainder of his (small) hold with petrochemicals. He rolls 3d6, +2 (purchase DM) +1 (his Broker skill) for a total of 10, letting him buy petrochemicals at market value (10,000 Credits per ton). He rolls 1d6 ∞ 10 for availability and rolls a 5, meaning he can purchase up to 50 tons of petrochemicals. He only has 16 tons of space remaining in his hold so he purchases 16 tons of petrochemicals for 160,000 Credits.
Some goods are illegal throughout the Imperium. These are marked as illegal in the Trade Goods tables. Other goods are illegal only on particular member worlds (see Law Level, page 173). Trade in illegal goods is highly profitable, but risky. Universally illegal goods have high Sale DMs. For other banned goods, their Sale DM is the difference between the Law Level they are banned at and the Law Level of the world. For example, Military Weapons are banned at Law Level 3. If a trader smuggles any weapons onto a Law Level 9 world, the weapons have a +6 Sale DM. (If a type of goods is both universally and locally illegal, use whichever Sale DM is higher.) The downside of smuggling is that if the trader is caught, he faces fines or imprisonment. See Law Levels, page 173.
Selling Goods Selling goods works just like purchasing goods, with the following changes: • A character must find a buyer, instead of a supplier. The same rules apply. • When selling goods, add the largest Sale DMs for the world trade code and subtract the largest Purchase DMs. If a character does not accept the price offered for his goods, he must find another buyer or wait a week, in which case he may reroll one of the dice thrown to determine the purchase price.
For example, Erik has his six tons of precious metals. They sell best at Rich worlds, but there are no Rich worlds within jump range. There is, however, an Industrial world. Erik jumps there and finds a buyer for his cargo of metal. To determine the sale price, he rolls 3d6 +3 (sale DM) +1 (his Broker skill) for a total of 15. Consulting the table, this gives a sale price of 125% of base, or 62,500 per ton. Erik sells his cargo of 6 tons for 375,000 credits. He also tries to sell his sixteen tons of petrochemicals, but rolls only a 6, meaning that the best offer he gets is only 80% of the base cost, or 8,000 credits per ton. Unwilling to sell at a loss, Erik spends another few days finding another buyer and rolls again. This time, he gets an offer of 10,500 credits per ton, which he accepts. Erik has made 8,000 credits on his petrochemicals, and 105,000 credits on his precious metals.
Dangerous Cargo Travellers trying to make a profit on speculative trade must often deal in unusual cargoes. Trapped in jumpspace for seven long, treacherous days, unusual cargoes can turn out to be deadly ones. The dangerous cargo… 1. … is a bomb planted by enemies of the characters. 2. … is an alien egg that has just hatched. 3. … contains politically sensitive material that must not fall into the wrong hands. 4. … is radioactive, and the crew are suffering from exposure. 5. … is being hunted by pirates or other thieves, who know the route the characters are travelling. 6. … isn’t actually dangerous, but paranoid player characters will tie themselves in knots worrying about it.
164
TRADE TRADE GOODS d66 11
Type Basic Electronics
Available All
Tons 1d6 ∞ 10
12
Basic Machine Parts
All
1d6 ∞ 10
13
All
1d6 ∞ 10
14
Basic Manufactured Goods Basic Raw Materials
All
1d6 ∞ 10
15
Basic Consumables
All
1d6 ∞ 10
16
Basic Ore
All
1d6 ∞ 10
21
Advanced Electronics Industrial, High Tech
1d6 ∞ 5
22
Advanced Machine Parts
Industrial, High Tech
1d6 ∞ 5
75,000
Industrial +2 High Tech +1
23
Advanced Industrial, Manufactured Goods High Tech Advanced Weapons Industrial, High Tech
1d6 ∞ 5
100,000
1d6 ∞ 5
150,000
Industrial +1, High Tech +0 Industrial +0, High Tech +2
1d6 ∞ 5
180,000
1d6 ∞ 5
50,000
1d6 ∞ 5
20,000
1d6
250,000
1d6 ∞ 10
10,000
1d6 ∞ 10
20,000
1d6
200,000
24
Industrial, High Tech Agricultural, Water World Asteroid, Desert Ice-Capped High-Tech
Base Price (Cr.) Purchase DM 10,000 Industrial +2, High Tech +3, Rich +1 10,000 Non-Agricultural +2, Industrial +5 10,000 Non-Agricultural +2, Industrial +5 5,000 Agricultural +3, Garden +2 2,000 Agricultural +3, Water World +2, Garden +1, Asteroid –4 1,000 Asteroid +4, Ice Capped +0 100,000 Industrial +2, High Tech +3
25
Advanced Vehicles
26
Biochemicals
31
Crystals and Gems
32
Cybernetics
33
Live Animals
34
Luxury Consumables
35
Luxury Goods
36
Medical Supplies
High Tech, High Pop
1d6 ∞ 5
50,000
High Tech +2, High Pop +0
41
Petrochemicals
1d6 ∞ 10
10,000
42
Pharmaceuticals
1d6
100,000
43
Polymers
Desert, Fluid Oceans, Ice Capped, Water World Asteroid, Desert, High Pop, Water World Industrial
1d6 ∞ 10
7,000
Desert +2, Fluid Oceans +0 Ice Capped +0, Water World +0 Asteroid +2, Desert +0, High Pop +1, Water World +0 Industrial +0
44
Precious Metals
1d6
50,000
45
Radioactives
1d6
1,000,000
46
Robots
1d6 ∞ 5
400,000
Agricultural, Garden Agricultural, Garden, Water World High Pop
Asteroid, Desert, Ice Capped, Fluid Oceans Asteroid, Desert, Low Pop Industrial, High Tech
Industrial +0, High Tech +2 Agricultural +1, Water World +2 Asteroid +2, Desert +1, Ice-Capped +1 High Tech +0
Agricultural +2, Garden +0 Agricultural +2, Garden +0, Water World +1 High Pop +0
Asteroid +3 Desert +1, Ice-Capped +2, Fluid Oceans +0 Asteroids +2 Desert +0, Low Pop –4 Industrial +0
Sale DM Non-Industrial +2, Low Tech +1, Poor +1 Non-Industrial +3, Agricultural +2 Non-Industrial +3. High Population +2 Industrial +2, Poor +2 Asteroid +1, Fluid Oceans +1, Ice Capped +1, High Population +1 Industrial +3, Non-Industrial +1 Non-Industrial +1, Rich +2, Asteroid +3 Asteroid +2, Non-Industrial +1 High Population +1, Rich +2 Poor +1 Amber Zone +2 Red Zone +4 Asteroid +2, Rich +2 Industrial +2 Industrial +3, Rich +2 Asteroid +1, Ice Capped +1, Rich +2 Low Population +3 Rich +2, High Population +2 Rich +4 Industrial +2 Poor +1, Rich +1, Industrial +2, Agricultural +1, Low Tech +2
Examples Simple electronics including basic computers up to TL 10. Machine components and spare parts for common machinery. Household appliances, clothing and so forth. Metal, plastics, chemicals and other basic materials. Food, drink and other agricultural products.
Ore bearing common metals. Advanced sensors, computers and other electronics up to TL 15. Machine components and spare parts, including gravitic components. Devices and clothing incorporating advanced technologies. Firearms, explosives, ammunition, artillery and other military-grade weaponry. Air/rafts, spacecraft, grav tanks and other vehicles up to TL 15. Biofuels, organic chemicals, extracts. Diamonds, synthetic or natural gemstones. Cybernetic components, replacement limbs. Riding animals, beasts of burden, exotic pets. Rare foods, fine liquors.
Rare or extremely high-quality manufactured goods. Diagnostic equipment, basic drugs, cloning technology. Oil, liquid fuels.
Rich +2, Low Tech +1
Drugs, medical supplies, anagathatics, fast or slow drugs.
Rich +2, Non-Industrial +1 Rich +3, Industrial +2 High Tech +1
Plastics and other synthetics.
Industrial +3, High Tech +1, Non-Industrial –2, Agricultural –3 Agricultural +2, High Tech +1
Gold, silver, platinum, rare elements.
Uranium, plutonium, unobtanium, rare elements.
Industrial and personal robots and drones.
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TRADE TRADE GOODS (CONT.) d66 51
Type Spices
52
Textiles
53
Uncommon Ore
54
Uncommon Raw Materials
55
Wood
56
Vehicles
61
Illegal Biochemicals
62
Illegal Cybernetics
63
Illegal Drugs
64
Illegal Luxuries
65
Illegal Weapons
66
Exotics
Available Garden, Desert, Water World Agricultural, Non-Industrial Asteroid, Ice Capped Agricultural, Desert, Water World Agricultural, Garden Industrial, High Tech Agricultural, Water World High Tech
Asteroid, Desert, High Pop, Water World Agricultural, Garden, Water World Industrial, High Tech
Tons 1d6 ∞ 5
1d6
Base Price (Cr.) Purchase DM 6,000 Garden +0, Desert +2, Water World +0 3,000 Agricultural +7, Non-Industrial +0 5,000 Asteroid +4, Ice Capped +0 20,000 Agricultural +2, Desert +0, Water World +1 1,000 Agricultural +6, Garden +0 15,000 Industrial +2, High Tech +1 50,000 Agricultural +0, Water World +2 250,000 High Tech +0
1d6
100,000
1d6
50,000
1d6 ∞ 5
150,000
1d6 ∞ 10 1d6 ∞ 10 1d6 ∞ 10
1d6 ∞ 10 1d6 ∞ 10 1d6 ∞ 5
Asteroid +0, Desert +0, Garden +0 Water World +0 Agricultural +2 Garden +0 Water World +1 Industrial +0 High Tech +2
Sale DM High Population +2, Rich +3, Poor +3 High Population +3, Non-Agricultural +2 Industrial +3, Non-Industrial +1 Industrial +2, High Tech +1 Rich +2, Industrial +1 Non-Industrial +2, High Population +1. Industrial +6 Asteroid +4, Ice Capped +4, Rich +8, Amber Zone +6, Red Zone +6 Rich +6, High Population +6
Rich +6, High Population +4
Examples Preservatives, luxury food additives, natural drugs. Clothing and fabrics. Ore containing precious or valuable metals. Valuable metals like titanium, rare elements. Hard or beautiful woods and plant extracts. Wheeled, tracked and other vehicles from TL 10 or lower. Dangerous chemicals, extracts from endangered species. Combat cybernetics, illegal enhancements.
Addictive drugs, combat drugs.
Debauched or addictive luxuries.
Poor +6, Weapons of mass destruction, Amber Zone +8, naval weapons. Red Zone +10. Exotic goods are outside the normal trade rules, and cover such things are alien relics, prototype technology, unique plant or animal life, priceless treasures and so forth. Buying and selling exotic goods is a matter for roleplaying and adventure.
Trade Goods by World Type World Type Common Goods Agricultural Asteroid Desert Fluid Oceans Garden High Population High Technology Ice-Capped Industrial Low Population Non-Industrial Water World
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Always Available Basic Electronics, Basic Machine Parts, Basic Manufactured Goods, Basic Raw Materials, Basic Consumables, Basic Ore Biochemicals, Live Animals, Luxury Consumables, Textiles, Uncommon Raw Materials, Wood, Illegal Biochemicals, Illegal Luxuries Crystals and Gems, Pharmaceuticals, Precious Metals, Radioactives, Uncommon Ore, Illegal Drugs Crystals and Gems, Petrochemicals, Pharmaceuticals, Precious Metals, Radioactives, Spices, Uncommon Raw Materials, Illegal Drugs, Illegal Luxuries Petrochemicals, Precious Metals Live Animals, Luxury Consumables, Spices, Wood Luxury Goods, Medical Supplies, Pharmaceuticals, Illegal Drugs Advanced Electronics, Advanced Machine Parts, Advanced Manufactured Goods, Advanced Weapons, Advanced Vehicles, Cybernetics, Medical Supplies, Robots, Vehicles, Illegal Weapons Crystals and Gems, Petrochemicals, Precious Metals, Uncommon Ore Advanced Electronics, Advanced Machine Parts, Advanced Manufactured Goods, Advanced Weapons, Advanced Vehicles, Polymers, Robots, Vehicles, Illegal Weapons Radioactives Textiles Biochemicals, Luxury Consumables, Petrochemicals, Pharmaceuticals, Spices, Uncommon Raw Materials, Illegal Biochemicals, Illegal Drugs, Illegal Luxuries
WORLD CREATION The universe is mapped in convenient segments, called subsectors. Each subsector is an area of hexagonal cells measuring eight hexes by ten hexes. Since the recommended scale is one parsec (3.26 light years) per hex, the subsector covers an area ten parsecs by eight parsecs.
World Occurrence: There is a basic one-half chance normally that a world (and its attendant stellar system) will be in a hex. Systematically check each hex on the subsector map, throwing one die and marking the hex with a circle if the result is a 4, 5, or 6. This indicates that a world is present; otherwise, leave the hex blank.
Sixteen subsectors (arranged in four rows of four subsectors each) form a sector, probably the largest size practical for a continuing Traveller campaign. Mapping subsectors consists of two sequences: star mapping and world creation. Star mapping examines each hexagon in the subsector grid and determines if there is a star system present. It also determines the presence or absence of starports, bases, and fuel for starships. All of this information is coded onto the subsector hexes, and serves as a guide to the Referee and to the players during interstellar travel. World creation examines the single most important world in each system and determines the basic characteristics for it. This information is retained for use in adventures on the world’s surface.
The Referee may elect to alter the normal chances of worlds, making them more frequent or less frequent to correspond to specific regions of the galaxy. A 50% density (no DM) is appropriate for the spiral arms of the galaxy. Apply a –2 DM for ‘rift sectors’, a –1 DM for sparse sectors and a +1 DM for densely populated sectors.
Some campaigns may eschew star mapping, using an existing sector map (such as the Spinward Marches), or focussing on a single star system.
Star Mapping In order to create a subsector, the Referee uses a blank subsector grid and dice to determine the presence of systems, starports, and bases. The system hex format table shows the coding and placement of information about worlds within a subsector. This format should be used to allow players and Referees to note the information that would normally be available to them. The Referee may elect to omit some information, and only allow it to be inserted after the players have determined it themselves.
System Hex Format Starport Class Bases Gas Giant Indicator
= Naval
c = Scout π = Research = TAS = Imperial Consulate = Pirate
c
B Kakisto
System Name
Empty circle indicates amber category; solid grey circle indicates red.
Starport Type: Many worlds have starports, their presence being essential to interstellar trade and commerce. See Starports, page 178. Bases: Stellar systems may have bases for military forces, the navy, the scouts, or for other arms of interstellar government. See Bases, page 179. Bases will also help determine political boundaries in the sector. An interstellar government will place bases along its borders to guard against aggression from rival states, or to control local systems. The presence of multiple bases within a few parsecs might indicate a contested border, or a mighty stronghold. Gas Giants: A star system may have one or more gas giant planets (similar to Jupiter or Saturn). The presence of a gas giant allows starships equipped with fuel scoops to refuel by skimming; this eliminates fuel cost for the vessel and increases profit. It also allows refuelling at systems that do not have starports. Refuelling in this fashion requires 1–6 hours. Fuel gained by skimming is unrefined. Gas giants are relatively common. For each system throw 10+ on 2d6 for at least one gas giant not to be present in the system. If one is present, mark the system hex. System Name: Each system is generally named for the primary world within. This name should be decided upon by the Referee and placed in the hex for identification. Travel Zones: Most worlds are assumed to be civilized, or at least amenable to travellers and visitors. Some, however, are caught in the throes of war, plagued by disease, or simply not ready for interstellar visitors. Such worlds are classified by travel zones to denote such status. In most cases, the Referee should indicate travel zones based on the information available. Two such zone types exist: amber and red. Amber travel zones indicate that travellers should exercise caution when visiting such worlds. The amber code may mean that the citizens of the world are xenophobic, that the political situation is chaotic, or that some other danger exists within the system.
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WORLD CREATION DISTRICT RED 23 B
c
B c
C
Kakisto
A
D
B
Agave
Ekwele
D
Frange
Keping
Gazeta
Lilangeni c
D E
Obol C
Pa’anga
E
B
π
E
Phoenix c
Reaal c
D
Tögrög
π
C
D c
C
Nimcha
Kaskara
C C
Golok
A
E
Azhi
K. Postel
Dahaka
E
A Haagenti
c Schiavona
D
LAMBDA
DISTRICT RED 27 A sample subsector map.
E Omel
c Falcata
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Nzappa
Kastane c
Katzbalger
Agni
THE BORDER MARCHES
DISTRICT RED 26
E
C
D
Kiooce
Oracs
WORLD CREATION Red travel zone usually indicates that a major danger exists within the system. This danger may be disease and the world is quarantined. The system may be involved in a war, and surface or space battles may be probable. Red travel zones are also used to show a government edict prohibiting entry to the system or world. This may be to protect a local civilization which is still developing and not yet ready for interstellar contacts, or to protect valuable resources until the government can mine them. Travel zones are discussed further in World Creation, page 167. Polities: Worlds may be independent, or part of a larger polity that spans a system or more. Polities range from loose confederations of a few worlds with common trade or defence policies or cultural links, to vast star empires containing thousand of systems and trillions of citizens. Polity borders should be drawn on the map. Note that larger polities will usually have sub-domains, which should also be marked. Communications Routes: Within the subsector, local governments will have established communications routes connecting some (but not all) worlds. These routes serve as a conduit for messages between businesses and between governments as well as between people. The also serve as the basic routes that liners and large freighters travel. The Referee should examine the subsector map and connect key worlds with communications routes. If the subsector is an isolated community, the routes may not leave the map; if it is part of a larger confederation or empire, the routes will probably leave the edges to join with other parts of the sector. Use the starports as guides when drawing communication routes – in general, the best routes are the shortest connections between ClassA starports, naval bases and imperial consulates. Communications routes should be carefully drawn so as to avoid making all parts of the subsector accessible; a subsector should have some areas as backwaters for exploration and adventure. Communications routes are drawn as single lines connecting hexes on the subsector grid. Trade Routes: Trade routes link worlds that have strong commercial ties. Consult the table below – if any pair of worlds matching the two columns are within four parsecs of each other, and there is a Jump–1 or Jump–2 route between them, then mark a trade route connecting those two worlds. Column 1 Industrial or High Tech
Column 2 Asteroid, Desert, Ice Capped, Non-Industrial High Population or Rich Agricultural, Garden, Water World The star map, once generated, shows the distribution of star systems in space, and shows their relationships to each other in terms of relative distance and commercial space-lane connections.
Communication Route
Routes In the Third Imperium travel routes are classified by the kind of Jump drive necessary to make them. This is because of simple refuelling issues – few starships carry enough fuel to make multiple Jumps in succession, so they must make sure to Jump only to places where they can refuel, either at a starport or by skimming fuel from gas giants or water-bearing worlds. A Jump–1 route has a starport or gas giant in every hex, a Jump–2 route has at least one one-hex ‘gap’ between refuelling points, a Jump–3 route has at least one two-hex ‘gap’ between refuelling points, and so on. In this way starship captains know that any route classified at less than or equal to their Jump capability can be travelled with no risk of becoming stranded in deep space.
WORLD CREATION The term world refers to the various bodies that are contained in a stellar system; it encompasses planets, satellites, and asteroid belts. For example, the single most important world in a system may not be a planet; it could be a satellite of a gas giant, or it could be a planetoid within an asteroid belt. The worlds contained in the star systems on the subsector map may be further classified in terms of their gross physical characteristics and their effects on persons living on them or travelling to them. These characteristics indicate specific facts about a world through the use of a numeric rating. This world creation process is usually only carried out for the mainworld in a system, the most habitable planet in that star system. Almost all systems have additional planets but these are far less habitable. They can be generated by the Referee as necessary. The basic planetary characteristics are Size, Atmosphere, Hydrology, Population, Government, Law Level, Technology Level, Starport and Bases, and are generated using two-dice throws, with DMs applied based on other characteristics. These characteristics establish the basic identity of a world, and are referred to as the Universal World Profile (UWP). Additional information can be generated, and should be, to more fully describe a world. When originally generating a world, a subsector index containing world name, location, universal world profile, and other basic data should be compiled. This listing should be available to players who travel through the subsector. In addition, the Referee should generate other information which may be pertinent; this may include details of other planets in the star system, radiation characteristics of the star, the types of terrain present on the planetary surface, unique encounter tables (as described by the section on animal encounters on page 69), data on flora and fauna, industrial or agricultural capacity, data on social structure and government, or possibly actual maps of the planetary surface.
Trade Route
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WORLD CREATION Reading World Profiles Traveller describes planets with the Universal World Profile, a single line of code such as: Cogri
0101
CA6A643–9 N
Ri Wa
A
The first component is the name. The second component (four digit number) is the hex location (column and row). The string of digits following that denote, in order: • Starport quality • Size • Atmosphere Type • Hydrographic percentage • Population • Government Type • Law Level • (hyphen) • Tech Level The next component marks any bases present on the world – examples include N for Naval Base or S for Scout Base. This is followed by any Trade Codes for the planet. The travel zone for the system is next – A = Amber Zone, R = Red Zone. If no code is given then the world is either unclassified or a Green Zone.
SIZE The Size characteristic for inhabitable worlds ranges from 0 to 10, and is determined by rolling 2d6–2. Size measures a world’s diameter in thousands of kilometres. The bigger a planet, the higher its gravity. The values for gravity in the table below assume that the world has a density similar to that of Earth. Worlds like gas giants have a lower gravity than their size would indicate, while extremely dense worlds have a higher gravity.
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World Size 800 km
1 2 3 4 5 6 7 8 9 10 (A)
1,600 km 3,200 km 4,800 km 6,400 km 8,000 km 9,600 km 11,200 km 12,800 km 14,400 km 16,000 km
Worlds of Size 1 or less are asteroids, orbital complexes, space stations and other small satellites, and are much too small to retain a breathable atmosphere. They are uninhabitable by most forms of life without technological support.
High and Low Gravity Worlds Worlds where the gravity is 0.75 or less are low-gravity worlds. Common features include improbable-looking rock formations, thin and spindly life forms and flying as a common form of locomotion (assuming the atmosphere is thick enough to support flyers). Humans tend to find life on low-gravity worlds to be initially pleasant, but regular exercise regimes and medicinal supplements are required to prevent bone and muscle degradation. Those who spent too long on low-gravity worlds cannot tolerate higher gravities. Characters on low-gravity worlds suffer a –1 DM to all skill checks until they acclimatise, a process which takes 1d6 weeks. Characters with the Zero-G skill at level 0 or better acclimatise instantly. High-gravity worlds have a gravity 1.25 times or more than of Earth. They tend to be extremely dense worlds; common features include wide rocky plains, squat, muscular creatures, and plant life that spreads out like lichen instead of growing up. Crawling, burrowing or swimming are the commonest forms of locomotion. Humans find high-gravity worlds unpleasant. Especially high-gravity worlds require the use of pressured or powered suits to support the human frame. Characters on high-gravity worlds suffer a –1 DM to all skill checks until they acclimatise, a process which takes 1d6 weeks.
ATMOSPHERE The Atmosphere characteristic measures the type of atmosphere present. A planet’s Atmosphere is generated by rolling 2d6–7 and adding the planet’s Size.
Atmosphere Types
SIZE TABLE Digit 0
Intelligent species (sophonts) are unlikely to evolve on worlds smaller than Size 4 or 5. Larger planets tend to imply larger populations, as there is more room for expansion.
Examples Asteroid, orbital complex Triton, Luna, Europa Mercury, Ganymede Mars
Earth
Surface Gravity (gs) Negligible 0.05 0.15 0.25 0.35 0.45 0.7 0.9 1.0 1.25 1.4
Tainted: Tainted atmospheres contain some element that is harmful to humans, such as an unusually high proportion of carbon dioxide. A character who breathes a tainted atmosphere without a filter will suffer 1d6 damage every few minutes (or hours, depending on the level of taint). Exotic: An exotic atmosphere is unbreathable by humans, but is not otherwise hazardous. A character needs an air supply to breath in an exotic atmosphere. Corrosive: Corrosive atmospheres are highly dangerous. A character who breathes in a corrosive atmosphere will suffer 1d6 damage each round. Insidious: An insidious atmosphere is like a corrosive one, but it is so corrosive that it attacks equipment as well. The chief danger
WORLD CREATION in an insidious atmosphere is that the toxic gases will destroy the seals and filters on the character’s protective gear. An insidious atmosphere worms its way past protection after 2d6 hours on average, although vigilant maintenance or advanced protective gear can prolong survival times.
ATMOSPHERE TABLE Digit 0 1 2 3 4 5 6 7 8 9 10 (A) 11 (B) 12 (C) 13 (D) 14 (E) 15 (F)
Atmosphere None Trace Very Thin, Tainted Very Thin Thin, Tainted Thin Standard Standard, Tainted Dense Dense, Tainted Exotic Corrosive Insidious Dense, High Thin, Low Unusual
Survival Gear Examples Pressure Required Moon 0.00 Vacc Suit Mars 0.001 to 0.09 Vacc Suit 0.1 to 0.42 Respirator, Filter 0.1 to 0.42 Respirator 0.43 to 0.7 Filter 0.43 to 0.7 Earth 0.71–1.49 0.71–1.49 Filter 1.5 to 2.49 1.5 to 2.49
Venus
Varies Varies Varies 2.5+ 0.5 or less Varies
World Temperature A planet’s surface temperature is primarily dependent on its distance from its sun (how much solar radiation it receives) and how thick its atmosphere is (how much of this heat it can retain). The habitable zone is the area around a star which is most conducive to the development of Earth-like, habitable worlds, and it is assumed that most colonised worlds will be in this habitable zone. Roll 2d6 for the planet’s temperature, applying the DMs listed below.
TEMPERATURE TABLE Roll Type 2 or less Frozen
Average Temperature –51˚ or less
3–4
Cold
–51˚ to 0˚
5–9
Temperate
0˚–30˚
10–11
Hot
31˚–80˚
12+
Roasting
81˚+
Filter Air Supply Vacc Suit Vacc Suit
Varies
Dense, High (D): (D) These worlds have thick N2/O2 atmospheres, but their mean surface pressure is too high to support unprotected human life (high pressure nitrogen and oxygen are deadly to humans). However, pressure naturally decreases with increasing altitude, so if there are highlands at the right altitude the pressure may drop enough to support human life. Alternatively, there may not be any topography high enough for humans to inhabit, necessitating floating gravitic or dirigible habitats or sealed habitats on the surface. Thin, Low (E): (E) The opposite of the Dense, High atmosphere, these massive worlds have thin N2/O2 atmospheres that settle in the lowlands and depressions and are only breathable there – the pressure drops off so rapidly with altitude that the highest topographic points of the surface may be close to vacuum. Unusual (F): An Unusual atmosphere is a catchall term for an atmosphere that behaves in a strange manner. Examples include ellipsoidal atmospheres, which are thin at the poles and dense at the equator; Panthalassic worlds composed of a rocky core surrounded by a water layer hundreds of kilometres thick; worlds wracked by storms so intense that that the local air pressure changes from dense to thin depending on the current wearther; and other planets with unusual and hazardous atmospheric conditions.
Description Frozen world. No liquid water, very dry atmosphere. Icy world. Little liquid water, extensive ice caps, few clouds. Temperate world. Earthlike. Liquid and vaporised water are common, moderate ice caps. Hot world. Small or no ice caps, little liquid water. Most water in the form of clouds. Boiling world. No ice caps, little liquid water.
Temperature is measured in degrees Celsius.
TEMPERATURE DMS Atmosphere 0 or 1
Atmosphere 2 or 3 Atmosphere 4, 5 or E Atmosphere 6 or 7 Atmosphere 8 or 9 Atmosphere A, D or F Atmosphere B or C Hot edge of Habitable Zone Cold edge of Habitable Zone
No modifiers, but temperature swings from roasting during the day to frozen at night. –2 DM –1 DM +0 DM +1 DM +2 +6 +4 –4
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WORLD CREATION Hydrographics
HYDROGRAPHICS TABLE
The Hydrographic characteristic measures the amount of surface liquid, and hence the amount of dry land on the world. Hydrographic percentage goes from 0 to 10, measuring the surface liquid in increments of 10%. For normal worlds, this will be water; on other worlds with corrosive or exotic atmospheres, it could be a corrosive or exotic liquid like ammonia. Hydrographic percentage is obtained by rolling 2d6–7 and adding the planet’s Size, modified by the planet’s atmosphere or size as described below: Size 0 or 1 Atmosphere 0, 1, A, B or C
Hydrographics 0 –4
If the planet’s atmosphere is not D (or a kind of F that is thick enough to retain water) then also apply DMs for temperature: Hot Temperature Roasting Temperature
–2 –6
Digit 0 1 2 3 4 5 6 7 8 9
Hydrographic Percentage 0%–5% 6%–15% 16%–25% 26%–35% 36%–45% 46%–55% 56%–65% 66%–75% 76%–85% 86%–95%
10 (A)
96–100%
Description Desert world Dry world A few small seas. Small seas and oceans. Wet world Large oceans Earth-like world Water world Only a few small islands and archipelagos. Almost entirely water.
POPULATION The Population characteristic measures, obviously, the planet’s population. The Population digit can be viewed as the number of zeroes following a one, so a population of 6 indicates a population in the millions (1,000,000). Population is generated by rolling 2d6–2:
POPULATION TABLE Digit 0 1 2 3 4
Population Range None 0 Few 1+
Hundreds Thousands Tens of thousands 5 Hundreds of thousands 6 Millions 7 Tens of millions 8 Hundreds of millions 9 Billions 10 (A) Tens of billions 11 (B) Hundreds of billions 12 (C) Trillions
Description A tiny farmstead or a single family A village
100+ 1,000+ 10,000+
Small town
100,000+
Average city
1,000,000+ 10,000,000+
Large city
100,000,000+ 1,000,000,000+ 10,000,000,000+
Present day Earth
100,000,000,000+
Incredibly crowded world 1,000,000,000,000+ World-city
Low-Population Worlds Planets with a Population of 6 or less are very small colonies, and may differ considerably from the descriptions in the rest of this chapter. A world with a Population of 1 can change its government type with an argument over dinner, and is unlikely to bother with a worldwide network of communications satellites even at TL 15.
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WORLD CREATION If a world has a population of 0, it is uninhabited and so has a Government, Law Level and Technology Level of 0.
GOVERNMENT The Government characteristic indicates a range of possible ruling systems, and is determined by rolling 2d6–7 and adding the planet’s Population. Compare the result with the Government table on the following page. The ‘common contraband’ column determines goods such a government is likely to restrict, but should not be taken as a universal rule.
Rivals, Factions, Connections and Colonies The government code determines the dominant government type on that planet, but there are usually other factions such rival political parties, cultural groups, religions, rebels and so forth who oppose the government. Conflicts on a planet often involve the player characters; they might be hired to smuggle weapons to a rebel group, or be asked to investigate a political scandal involving a government leader. Roll 1d3 to determine how many factions there are on the planet, with a DM of +1 if the government type is 0 or 7, and a DM of –1 if the government type is 10 or more. Determine what ‘minigovernment’ each faction uses on the government table. In cases where the faction type is the same as the current government type (or similar, such as two democracies or two dictatorships), then it is a splinter faction within the ruling government. In cases where it is radically different (anarchists against a bureaucracy), then the faction is a rebel group or movement. Roll 2d6 to determine the strength of each faction:
FACTION STRENGTH TABLE Roll 1–3 4–5 6–7 8–9 10–11 12
Relative Strength Obscure group – few have heard of them, no popular support Fringe group – few supporters Minor group – some supporters Notable group – significant support, well known Significant – nearly as powerful as the government Overwhelming popular support – more powerful than the government
developed over the centuries or roll on the table overleaf (or better yet, both – a combination of reasoned extrapolation and random strangeness produces a nicely organic-feeling culture).
LAW LEVEL The law level of a planet represents the relative force of law extant on the world. A high Law Level indicates that visitors to the world will have their activities curtailed. Law Level determines two things in particular – what it is illegal for characters to possess on the world, and the likelihood that the characters will run afoul of the law. Law level is determined by rolling 2d6–7 and adding the Government characteristic. Compare this result to the Law Level table on page 176.
Banned Goods Different governments ban different goods as indicated in the ‘common contraband’ column of the Government Table. A traveller might be able to carry his laser rifle slung over his shoulder on one world, and be arrested for carrying a lethal weapon on the next planet over. An alien might enjoy full rights on one world, and be treated as an animal on another. Banned goods are important for smuggling (see page 162). Weapons: A government that bans weapons begins with restricting weapons of terror and mass destruction, then moves onto personal weapons. Drugs: A government that bans drugs begins with narcotics, but at higher Law Levels, medicinal and anagathic drugs are also banned. Information: A government that seeks to control information begins by restricting the use of computers and computer programs, especially information-retrieval and information-control. At higher Law Levels, bringing in data from offworld or even communicating with natives is forbidden. Technology: A government that bans technology seeks to shield its citizens from the influence of advanced technology. Travellers: A ban on travellers restricts the ability of space travellers to visit the world, confining them to the starport or forbidding them landing entirely. Psionics: Restrictions on psionics are common throughout the Imperium, and most worlds ban psionics as a matter of course. On other worlds, psionics is technically legal, but there is such prejudice against it that most psionic users hide their abilities.
Cultural Differences
The Law and Travellers
While colonies trace their heritage back to their mother worlds and patron governments, and from there to the ancient homeworlds of the species, every world has a measure of unique cultural drift. Spacefarers may run into bizarre customs or beliefs on different worlds. The Referee should either decide how a culture has
A planet’s Law Level can be used to determine the characters’ interactions with the law. In each of the following situations, roll 2d6, add the listed modifiers, and if the total is lower than the planet’s Law Level, the characters are investigated or challenged by agents of planetary law enforcement.
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WORLD CREATION Situation First approach to a planet Offworlders wandering the streets of a city (once per day) Offworlders acting suspiciously Bar fight Shots fired Breaking and entering Firefight involving armoured characters and military weapons Murder and carnage
DM +0 +0
Response Check Check
–1 –1 –2 –2 –4
Check Combat Combat Investigate Combat
–4
Investigate
Check means that the characters’ travel documents and identities are checked, either by a police officer or guard, or by electronically by querying the characters’ comms. A successful Admin or Streetwise roll can allay suspicion but if this check is failed the planetary authorities move on to Investigation. Investigate means that a detective or bureaucrat probes deeper into the characters’ backgrounds. If the characters have a ship, it will be searched. They may be followed, or have their communications tapped. They may also be questioned closely. Finally, Combat means that the police show up ready for a fight. Their response will generally be proportional to the threat posed by the player characters; if the characters are just making trouble in a bar, then most police forces will just use batons, stunners, tranq gas and other non-lethal weapons. On the other hand, if the characters are in Battle Dress and firing PGMPs at the palace of the planetary duke, then the police will show up with the best weapons and armour available at the planet’s TL (or even a few levels higher). Characters arrested for a crime will face punishment, determined by rolling 2d6+DMs on the Sentencing table. For crimes involving smuggling banned goods, the DM is equal to the difference between the planet’s law level and the banned goods in question. (For example, laser weapons are banned at Law Level 2. A character found with a laser weapon on a Law Level 6 world would have a +4 DM to his roll on the Sentencing table.) Other crimes have a set DM: Assault Destruction of Property False Identity Manslaughter Murder
Law level –5 Law level –3 Law level –2 Law level –1 Law level +0
A character with the Advocate skill may attempt to reduce the severity of sentencing by making a check. If successful, reduce the Sentencing DM by the Effect of the check. Sentencing Roll 0 or less 1–2 3–4 5–6 7–8 9–10 11–12 13–14 15+
Sentence Dismissed or trivial punishment Fine of 1d6 ∞ 1,000 credits Fine of 2d6 ∞ 5,000 credits Exile or a fine of 2d6 ∞ 10,000 credits Imprisonment for 1d6 months or exile or fine of 2d6 ∞ 20,000 credits Imprisonment for 1d6 years or exile Imprisonment for 2d6 years or exile Life imprisonment Death
A result of Exile means that the character must leave the planet immediately and never return. Fines for smuggling goods are per ton of goods seized – gun running can be an extremely risky proposition.
Factionalism Balkanised worlds or worlds with strong opposition to the planetary government can be unstable and dangerous places. One faction on the world might call in aid from offworld – advanced technology can shift the balance from one side to another. Travellers might be employed to train or hunt down revolutionaries, or help foster a social shift.
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The factions… 1. … are warring over a disputed election. If the characters can uncover evidence of fraud, they can resolve the dispute. 2. … have their roots in cultural differences between the two. What is the origin of this dispute? 3. … are actually fostering the dispute to keep the population in line with fear. 4. … both try to hire the characters to fight against the other faction. 5. … are both vying for Imperial support in their dispute. 6. … are both being manipulated by a third party.
WORLD CREATION GOVERNMENT TABLE Type 0
Government None
1
Company/corporation
2
Participating democracy
3
Self-perpetuating oligarchy
4
Representative democracy
5
Feudal technocracy
6
Captive government
7
Balkanisation
8
Civil service bureaucracy
9
Impersonal Bureaucracy
10 (A)
Charismatic dictator
11 (B)
Non-charismatic leader
12 (C)
Charismatic oligarchy
13 (D)
Religious dictatorship
Description No government structure. In many cases, family bonds predominate. Ruling functions are assumed by a company managerial elite, and most citizenry are company employees or dependants. Ruling functions are reached by the advice and consent of the citizenry directly.
Examples Family, Clan, Anarchy. Corporate outpost, asteroid mine, feudal domain. Collective, tribal council, commlinked consensus Plutocracy, hereditary ruling caste. Republic, democracy.
Ruling functions are performed by a restricted minority, with little or no input from the mass of citizenry. Ruling functions are performed by elected representatives. Ruling functions are performed by specific individuals for persons who agree to be ruled by them. Relationships are based on the performance of technical activities which are mutually beneficial. Ruling functions are performed by an imposed A colony or leadership answerable to an outside group. conquered area. No central authority exists; rival governments complete for control. Law level refers to the government nearest the starport. Ruling functions are performed by government agencies employing individuals selected for their expertise. Ruling functions are performed by agencies which have become insulated from the governed citizens. Ruling functions are performed by agencies directed by a single leader who enjoys the overwhelming confidence of the citizens. A previous charismatic dictator has been replaced by a leader through normal channels.
Ruling functions are performed by a select group of members of an organisation or class which enjoys the overwhelming confidence of the citizenry. Ruling functions are performed by a religious organisation without regard to the specific individual needs of the citizenry.
Multiple governments, civil war. Technocracy, Communism. Entrenched castes of bureaucrats, decaying empire. Revolutionary leader, messiah, emperor. Military dictatorship, hereditary kingship. Junta, revolutionary council.
Common Contraband None Weapons, Drugs, Travellers Drugs
Technology, Weapons, Travellers Drugs, Weapons, Psionics. Technology, Weapons, Computers
Weapons, Technology, Travellers Varies
Drugs, Weapons,
Technology, Weapons, Drugs, Travellers, Psionics None
Weapons, Technology, Computers Weapons
Cult, transcendent Varies philosophy, psionic group mind.
175
WORLD CREATION LAW LEVEL TABLE – ILLEGAL POSSESSIONS Digit 0 1
Weapons Poison gas, explosives, undetectable weapons, WMD
Drugs
Information Technology No restrictions. Highly addictive and Intellect programs Dangerous dangerous narcotics technologies such as nanotechnology
Travellers
Psionics
Visitors must contact planetary authorities by radio, landing is permitted anywhere Visitors must report passenger manifest, landing is permitted anywhere Landing only at starport or other authorised sites
Dangerous talents must be registered.
2
Portable energy weapons (except ship-mounted weapons)
Highly addictive narcotics
Agent programs
Alien technology
3
Heavy weapons
Combat drugs
Intrusion programs
TL 15 items
4
Light assault weapons and submachine guns
Addictive narcotics
Security programs TL 13 items
5
Personal concealable weapons
Anagathics
Expert programs
6
All firearms except shotguns and stunners; carrying weapons discouraged Shotguns
Fast and Slow drugs
Recent news from TL 9 items offworld.
All narcotics
Library programs, unfiltered data about other worlds. Free speech curtailed. Information technology, any non-critical data from offworld, personal media. Any data from offworld. No free press.
7
8
All bladed weapons, Medicinal drugs stunners
9+
Any weapons
All drugs
TL 11 items
TL 7 items
All psionic powers must be registered; use of dangerous powers forbidden. Use of telepathy restricted to governmentapproved telepaths Landing only at Use of starport teleportation and clairvoyance restricted Use of all psionic Citizens must register offworld powers restricted travel, visitors to government must register all psionicists business Visits Possession of discouraged; psionic drugs excessive contact banned with citizens forbidden Citizens may Use of psionics not leave planet; forbidden visitors may not leave starport
TL 5 items
Landing Psionic-related permitted only to technology banned imperial agents
TL 3 items
No offworlders permitted
All psionics
Imperial Rules of War The rules of war are an accumulation of unwritten concepts established on a case-by-case basis. They have not been officially codified to prevent formal precedent from preventing Imperial intervention. The main aim of the rules is to maintain the economic and military well-being of the realm. The Imperium tolerates the use of force as a necessary outlet for built-up political and social pressures beyond the opponents’ ability to mediate. A short war is deemed preferable to continuing tension, sabotage, political agitation, etc. However, attempts by extra-planetary forces to seize control of a world’s affairs are beyond the scope of the “safety valve” rationale. Recognizing that often some community of interest exists between a faction or state on a planet and some off-planet organization, the Imperium tolerates ‘assistance’ as long as it is deemed appropriate to the level of legitimate interest in the affairs of the world held by the extraplanetary organization. When it has appeared that the primary burden for the conduct of the war has been carried by an extra-planetary power, the Imperium has intervened. One prohibition is clear and firm: use or possession of nuclear weapons, if discovered, and regardless of size or type, will almost certainly trigger Imperial intervention. The Imperium alone retains the rights to such weapons, because of their extreme destructive powers and the relatively low tech level at which they can be manufactured.
176
For similar reasons, certain other weapons (chemical and bacteriological agents, and meson accelerators, for example) are strictly controlled, although they are not subject to the sweeping restrictions placed on nuclear weapons.
WORLD CREATION CULTURAL DIFFERENCES TABLE d66 11 12
Culture Sexist – one gender is considered subservient or inferior to the other. Religious – culture is heavily influenced by a religion or belief system, possibly one unique to this world.
d66 41 42
13
Artistic – art and culture are highly prized. Aesthetic design is important in all artefacts produced onworld.
43
14
Ritualised – social interaction and trade is highly formalised. Politeness and adherence to traditional forms is considered very important. Conservative – the culture resists change and outside influences.
44
15
16
45
Xenophobic – the culture distrusts outsiders and alien influences. Offworlders will face considerable prejudice. Taboo – a particular topic is forbidden and cannot be discussed. Characters who unwittingly mention this topic will be ostracised. Deceptive – trickery and equivocation are considered acceptable. Honesty is a sign of weakness.
46
23
Liberal – the culture welcomes change and offworld influence. Characters who bring new and strange ideas will be welcomed.
53
24
Honourable – one’s word is one’s bond in the culture. Lying is both rare and despised.
54
25
Influenced – the culture is heavily influenced by another, neighbouring world. If you have the details for the neighbouring world, choose a cultural quirk that this world has adopted. If not, roll for one. Fusion – the culture is a merger of two distinct cultures. Roll again twice to determine the quirks inherited from these cultures. If the quirks are incompatible then the culture is likely divided. Barbaric – physical strength and combat prowess are highly valued in the culture. Characters may be challenged to a fight, or dismissed if they seem incapable of defending themselves. Sports tend towards the bloody and violent.
55
Remnant – the culture is a surviving remnant of a once-great and vibrant civilisation, clinging to its former glory. The world is filled with crumbling ruins, and every story revolves around the good old days. Degenerate – the culture is falling apart and is on the brink of war or economic collapse. Violent protests are common and the social order is decaying. Progressive – the culture is expanding and vibrant. Fortunes are being made in trade; science is forging bravely ahead.
62
35
Recovering – a recent trauma, such as a plague, war, disaster or despotic regime has left scars on the culture.
65
36
Nexus – members of many different cultures and species visit here.
66
21
22
26
31
32
33
34
51
52
56
61
63
64
Culture Tourist Attraction – some aspect of the culture or the planet draws visitors from all over charted space. Violent – physical conflict is common, taking the form of duels, brawls or other contests. Trial by combat is a part of their judicial system. Peaceful – physical conflict is almost unheard-of. The culture produces few soldiers and diplomacy reigns supreme. Forceful characters will be ostracised. Obsessed – everyone is obsessed with or addicted to a substance, personality, act or item. This monomania pervades every aspect of the culture. Fashion – fine clothing and decoration are considered vitally important in the culture. Underdressed characters have no standing here. At war – the culture is at war, either with another planet or polity, or is troubled by terrorists or rebels. Unusual Custom: Offworlders – space travellers hold a unique position in the culture’s mythology or beliefs, and travellers will be expected to live up to these myths. Unusual Custom: Starport – the planet’s starport is more than a commercial centre; it might be a religious temple, or be seen as highly controversial and surrounded by protestors. Unusual Custom: Media – news agencies and telecommunications channels are especially strange here. Getting accurate information may be difficult. Unusual Customs: Technology – the culture interacts with technology in an unusual way. Telecommunications might be banned, robots might have civil rights, cyborgs might be property. Unusual Customs: Lifecycle – there might be a mandatory age of termination, or anagathics might be widely used. Family units might be different, with children being raised by the state or banned in favour of cloning. Unusual Customs: Social Standings – the culture has a distinct caste system. Characters of a low social standing who do not behave appropriately will face punishment. Unusual Customs: Trade – the culture has an odd attitude towards some aspect of commerce, which may interfere with trade at the spaceport. For example, merchants might expect a gift as part of a deal, or some goods may only be handled by certain families. Unusual Customs: Nobility – those of high social standing have a strange custom associated with them; perhaps nobles are blinded, or must live in gilded cages, or only serve for a single year before being exiled. Unusual Customs: Sex – the culture has an unusual attitude towards intercourse and reproduction. Perhaps cloning is used instead, or sex is used to seal commercial deals. Unusual Customs: Eating – food and drink occupies an unusual place in the culture. Perhaps eating is a private affair, or banquets and formal dinners are seen as the highest form of politeness. Unusual Customs: Travel – travellers may be distrusted or feted, or perhaps the culture frowns on those who leave their homes. Unusual Custom: Conspiracy – something strange is going on. The government is being subverted by another group or agency.
177
WORLD CREATION
STARPORT Starports are the arteries of interstellar commerce. These ports for spacefaring craft range in size from a landing field with a rudimentary radio beacon and a hydrogen fuel still to city-sized edifices where tens of thousands of ships land daily. Most planets have only a DownPort, a landing zone on the ground accessible only by entering the atmosphere. Ships that cannot land at a DownPort are serviced by a fleet of shuttles and other smaller vessels. Worlds advanced or rich enough may possess a HighPort, an orbiting starport. Some are equipped with space elevators or even gravitic lifts connecting HighPort to DownPort. Starports are rated from A to E. To determine the level of a starport on a planet, roll 2d6:
STARPORT TABLE Roll 2 or less 3 4 5 6 7 8 9 10 11+
Starport Class X E E D D C C B B A
The quality of a starport determines both the condition of the port itself, and the level of competence of the staff. Quality may vary up and down – it is possible to find a Class-D port run by expert engineers, or a Class-A that has succumbed to decay. Some worlds have entirely inappropriate starports; a world that was once a centre of commerce, but has now been bypassed by new trade routes might have a cavernous port capable of handling thousands of freighters, but is now almost abandoned. A frontier installation is just a bare spot of bedrock, marked with a beacon, and is a starport in the most technical sense only. The berthing cost must be paid by any starship that wants to land at or dock with the starport. Costs can vary wildly from starport to starport but remain more or less constant at each port (roll once for each port and record it for future reference). Fuel refers to the fuel available for purchase – either refined or unrefined. Refined fuel costs Cr. 500 per ton; unrefined fuel costs Cr. 100 per ton but is risky to use when jumping (see page 140). Bases have their own fuel-refining ability – see Bases, below. Facilities are the starport’s repair and construction ability. A shipyard allows for the construction of new vessels. A shipyard capable of building all types of ships can construct small craft (less than 100 tons), spacecraft (100 to 5,000 tons) and capital ships (more than 5,000 tons). Repair facilities allow a damaged ship to be repaired, and have plenty of spare parts for most common systems. Limited repair facilities can only fix Hull hits but not system damage.
Starports and The Law Technically, a starport is Imperial territory, and is not under the jurisdiction of the planetary government. The local government may share in the construction costs, running costs and profits of the starport, but the port is extraterritorial and run by an Imperiumappointed governor. This means that travellers can carry locally illegal goods onto a planet as long as they do not leave the starport.
Finally, the Bases column lists what sort of bases may be present. Roll 2d6 for each base type listed; if you roll the indicated number or higher, that base is present either as part of the starport or nearby. For more details, see Bases, page 179.
STARPORTS
178
Class A
Quality Excellent
Berthing Cost (Cr.) Fuel 1d6 ∞ 1000 Refined
B
Good
1d6 ∞ 500
Refined
C
Routine
1d6 ∞ 100
Unrefined Shipyard (small craft) Repair
D
Poor
1d6 ∞ 10
Unrefined Limited Repair
E X
Frontier No Starport
0 0
None None
Facilities Shipyard (all) Repair Shipyard (spacecraft) Repair
None None
Bases Naval 8+ Scout 10+ Research 8+ Naval 8+ Scout 8+ Research 10+ Scout 8+ Research 10+ TAS 10+ Scout 7+ Pirate 12+ Pirate 12+ None
TAS 4+ Imperial Consulate 6+ TAS 6+ Imperial Consulate 8+ Pirate 12+ Imperial Consulate 10+ Pirate 10+
WORLD CREATION It also means that criminals and refugees often claim sanctuary in a starport, and that a starport’s technology level may be considerably higher than the rest of the planet. Starports operate according to Imperial law (equivalent to Law Level 1 for most items, and Law Level 7 for psionics).
TECHNOLOGY LEVEL The Technology Level of the planet is determined by rolling 1d6 and adding DMs as follows: Starport Value 0 1 2 3 4 5 6 7 8 9 10 (A) 11 (B) 12 (C) 13 (D) 14 (E) 15 (F) X Hydro Value 0 1 2 3 4 5 6 7 8 9 10 (A) 11 (B) 12 (C) 13 (D) 14 (E) 15 (F)
DM
`
+6 +4 +2
–4
DM +1
+1 +2
Size Value 0 1 2 3 4 5 6 7 8 9 10 (A) 11 (B) 12 (C) 13 (D) 14 (E) 15 (F) X Population Value 0 1 2 3 4 5 6 7 8 9 10 (A) 11 (B) 12 (C) 13 (D) 14 (E) 15 (F)
DM +2 +2 +1 +1 +1
DM +1 +1 +1 +1 +1
+1 +2 +3 +4
Atmosphere Value 0 1 2 3 4 5 6 7 8 9 10 (A) 11 (B) 12 (C) 13 (D) 14 (E) 15 (F) X Government Value 0 1 2 3 4 5 6 7 8 9 10 (A) 11 (B) 12 (C) 13 (D) 14 (E) 15 (F)
DM +1 +1 +1 +1
Environmental Limits Certain atmospheres require a minimal Technology Level. A world can have a Technology Level lower than this limit, but the population cannot maintain or repair their life support systems and are likely doomed when the inevitable mechanical failure happens. Atmosphere 0 or 1 2 or 3 4, 7 or 9 10 (A) 11 (B) 12 (C) 13 (D) or 14 (E) 15 (F)
Minimum TL 8 5 3 8 9 10 5 8
A planet’s technology may be one or more levels higher or lower in a particular field, such as Medicine, Communications, Weaponry, Ship Construction, Power Generation, Computers and so forth. +1 +1 +1 +1 +1 +1
DM +1
Communications If the planet is below Technology Level 3 then there is no telecommunication system whatsoever except for whatever facilities the starport offers. If it is between TL 4 and TL 6 then it has radio and telephone communications between major cities at least, but no satellite facilities. From TL 7 onwards, the planet has a progressively more advanced communications grid with only occasional gaps. At TL 9, it is accessible from every point of the surface (communications satellites are cheap and easy to deploy).
BASES +1 +2
–2 –2
The Technology Level measures the average technology presence on the planet, and gives an idea of local production and repair capability. Trade with offworlders may bring in advanced technology; on average, a rich individual can afford technology two or more levels higher than the planetary average. The government may also have access to higher-technology items.
In addition to the basic facilities at a starport, there may be one or more special Imperial bases at the starport or nearby in the system. There are six common types of bases, but others are also possible, such as prison facilities, naval shipyards, alien embassies or consulates and other secret operations. Naval: A naval base is a supply depot, refuelling station, repair yard or fortress of either the Imperial Navy or the local sector navy. Naval vessels can obtain refined fuel and supplies here. Naval bases are always guarded by armed vessels and fixed defences. Ex-navy characters may meet contacts or allies here, and mercenary characters can try to pick up work. Naval bases also have an advanced hospital although it is normally available only to naval personnel. Characters may also be able to purchase navy-surplus weapons here. Scout: A scout base offers refined fuel and supplies to scout ships (including retired scout ships obtained by retired scouts). They are also an excellent place to pick up rumours and news.
179
WORLD CREATION TAS: This is a Traveller’s Aid Society Hostel, where characters with TAS membership and their guests can stay. TAS Hostels offer medical facilities for members, as well as supplies and luxuries not normally available on most worlds. TAS Hostels are a good source of rumours and passengers. Research: A Research base is dedicated to a particular field of research. The base might be a weapons testing facility, or a solar
Variations The preceding world creation system is geared towards the default Traveller setting of the Third Imperium. Interstellar empires are centrally planned and locally managed, travel between worlds takes days rather than minutes or years, and life is everywhere with just enough intelligent alien species to be interesting.
Imperial Consulate: An Imperial consulate is an administration office for various imperial departments such as commerce, justice and foreign affairs. Characters wishing to report significant crimes or obtain various permits will need to visit a consulate. Pirate: The presence of a pirate base in a system indicates that a group of thieves is active in the area. Pirates are unlikely to be operating out of the starport itself (except on a Law Level 0 world), but no doubt have agents at the port on the look-out for likely prey. Ex-rogues may know of pirate bases.
TRAVEL CODES
However, there are two other common milieus for science fiction roleplaying: ‘space opera’ and ‘hard science’. Space opera campaigns tend to focus on fewer key worlds and so randomly generated worlds are less likely to be habitable. Hard science campaigns tend to require a rugged individuality and a frontier spirit; slower travel times bleed over to require more generally self-sufficient worlds. In hard science settings, starports are typically built, owned and operated by the host world rather than some central governing power.
There are two travel codes – Amber and Red. An Amber world has been deemed dangerous by the Imperium, and travellers are warned to be on their guard. Amber worlds are often undergoing upheaval or revolution, or else are naturally hazardous environments.
SPACE OPERA WORLD CREATION
A world with an Atmosphere of 10+, a government of 0, 7 or 10, or a Law Level of 0 or 9+ should be considered for Amber status. Red codes are given out at the discretion of the Referee.
When generating a mainworld for a space opera setting, generate Size and Atmosphere as normal then consult the following if Size is 4 or less: • If Size is 0–2, Atmosphere is set to 0. The world is too small to retain an atmosphere. • If Size is 3–4 and Atmopshere is 0–2, set Atmosphere to 0. • If Size is 3–4 and Atmosphere is 3–5, set Atmosphere to 1. • If Size is 3–4 and Atmopshere is 6+, set Atmosphere to A. Hydrographics is also affected. Apply the following DMs to rolls on the Hydrographics Table (page 172): • If Size is 3–4 and Atmosphere is A the DM is –6. • If Atmosphere is 0–1 the DM is –6. • If Atmosphere is 2–3, B or C the DM is –4.
HARD SCIENCE WORLD CREATION Hard science worlds use the space opera modifiers above, plus additional Dice Modifiers to Population based on the Size and Atmosphere as follows: • If Size is 0–2 (low gravity world) then the DM is –1. • If Size is A (high gravity world) then the DM is –1. • If Atmosphere is not 5, 6 or 8 then the DM is –1. • If Atmosphere is 5, 6 or 8 then the DM is +1. In addition, the population of a world has an affect on the class of the local starport. Instead of rolling 2d6 on the Starport Table, roll 2d6–7 and add the Population value.
180
observatory, or part of a secret Imperial project. A research base may have connections or allies of scholar characters. Such bases may have advanced medical facilities if that is their field.
Red worlds are interdicted and travel to them is forbidden. A world might be Red because the Imperium wishes to preserve it, or because the world is too dangerous to allow visitors. Interdictions are enforced by the Imperial Navy.
WORLD CREATION
TRADE CODES Trade codes designate particular types of worlds, and the types of goods that are likely to be found there. If a world meets all the listed requirements, it gains that trade classification. Trade classifications are important for the trade system (see page 160) and also when creating a character from that world to determine what background skills are available (see page 6). Requirements Classification Agricultural
Code Ag
Asteroid
As
Barren
Ba
Desert
De
Fluid Oceans
Fl
Garden High Population
Ga Hi
High Technology
Ht
Ice-Capped
IC
Industrial
In
Low Population
Lo
Low Technology
Lt
Non-Agricultural
Na
Non-Industrial
NI
Poor
Po
Rich
Ri
Vacuum
Va
Water World
Wa
Planet Size
Description Agricultural worlds are dedicated to farming and food production. Often, they are divided into vast semi-feudal estates. Asteroids are usually mining 0 colonies, but can also be orbital factories or colonies. Barren worlds are uncolonised and empty. Desert worlds are dry and barely habitable. Fluid Oceans are worlds where the surface liquid is something other than water, and so are incompatible with Earth-derived life. Garden worlds are Earth-like. 5+ High Population worlds have a population in the billions. High Technology worlds are among the most technologically advanced in the Imperium. Ice-Capped worlds have most of their surface liquid frozen in polar ice caps, and are cold and dry. Industrial worlds are dominated by factories and cities. Low Population worlds have a population of only a few thousand or less. Low Technology worlds are preindustrial and cannot produce advanced goods. Non-Agricultural worlds are too dry or barren to support their populations using conventional food production. Non-Industrial worlds are too low-population to maintain an industrial base. Poor worlds lack resources, viable land or sufficient population to be anything other than marginal colonies. Rich worlds are blessed with a stable government and viable biosphere, making them economic powerhouses. Vacuum worlds have no atmosphere. Water Worlds are nearly entirely water-ocean.
Atmosphere 4–9
Hydro 4–8
0
0
2+
0
10+
1+
4–9
4–8
Population 5–7
Government
Law Level
0
0
0
Tech Level
9+ 12+
0–1
1+
0–2, 4, 7, 9
9+ 1–3
5-
0–3
0–3
6+
4–6
2–5
0–3
6, 8
6–8
0 10
181
INDEX A Ablat (Armour) Accelerator Rifle Accommodation ACR Admin Advanced Combat Rifle Advancement Advocate Aerosol Grenades AFV (Vehicle) Agent Aging Aging Crisis Aiding Another Character Aiming Air/Raft Airlocks Aliens Allies Alternate Characteristics Alternate Character Generation Rules Alternate Events Alternative Drives Alternative Power Plants Anagathics Animals Animals, Sample Animal Reactions Anti-rad drugs Antique Pistol Antique Rifle Aquatic (Trait) Armaments (Spacecraft) Armour Armoured (Trait) Armour (Robot) Armour (Spacecraft) Army Art Artificial Gill Aslan Assault (Telepathy) Assault Rifle Astrogation Athletics Atmosphere (Worlds) Atmospheric Operations (Spacecraft)
182
88 98 86 98 52 98 9 52 101 103 10 36 36 51 61 103 137 41 35, 76 40 40 40 109 109 36, 94 52, 69 73 72 94 98 99 41 111 66, 87 41 95 106 12 52 97 42 154 99 53 52 170 137
Atmospheric Requirements (Trait) Attack ATV (Vehicle) Augments Autodoc Automated Positions Automatic Weapons Autopilot (Vehicle Upgrade) Autopistol Autorifle Average (Difficulty) Awareness
41 61 103 89 95 146 62 104 99 99 49 155
B Background Skills Bases Basic Training Battlefield Comms Battlefield Conditions Battlefield Sensors Battle Dress Bays (Spacecraft) Behaviours (Animals) Binoculars Bioscanner BIS Blade Boarding (Spacecraft) Boarding Actions Body Armour (Awareness) Body Pistol Breather Mask Bridge (Spacecraft) Broadsword Broker Bug (Surveillance)
6 179 8 62 63 63 53, 88 111 71 96 96 108 98 137 149 156 99 97 107 98 53 90
C Campaign Ideas Careers Career Summary Table Cargo Hold (Spacecraft) Cargo Robot Carouse Centaurs Changing Stance
2 8 9 110 94 53 45 60
INDEX Characteristics Characteristic Check Characteristic Modifiers Character Creation Citizen Clairaudience (Clairvoyance) Clairsentience (Clairvoyance) Clairvoyance Closed Vehicles Cloth (Armour) Club Cold Collisions (Vehicles) Combat Combat, Space Combat Armour Combat Drone Combat Drug Combat Phase (Space) Combat Round, The Commdot Commission Comms Communications Comm (Communicator) Computer, Specialised Computers Computers (Spacecraft) Computer Terminal Computer Variants Computer Weave (Armour/Clothing) Configuration (Spacecraft) Connections Construction Times (Spacecraft) Contacts Contacts, Allies, Rivals and Enemies (Table) Contents Corsair (Spacecraft) Costs (Spacecraft) Cover Creature Characteristics Creature Sizes Credits Crew Positions Crew Requirements (Spacecraft) Cryoberth Cultural Differences Table Cutlass Cutter
5 48 6 5 14 154 154 154 66 87 98 74 66 60 146 88 95 94 147 60 90 8 53 90 90 92 53, 91 107 91 91 88 106 8 105 35, 77 76 1 129 137 63 71 71 1, 86 146 113 92 177 98 135
D d66 Dagger Damage Damage (Space) Damage (Vehicles) Data Display/Recorder Data Wafer DD/R Headset Deception Delay (in Combat) Densitometer Die Roll Conventions Difficulties Difficult (Difficulty) Diplomat Diseases District Red 27 Docking Dodge (Space) Dodging Draft, The Drawing Weapons Drifter Drive Drones Droyne Drugs Dynamic Initiative
3 98 65 150 67 91 91 91 54 62 96 3 48 49 54 73 168 137 149 62 9 60 16 54 94 43 93 60
E Easy (Difficulty) Effect Electromagnetic Probe Electronics (Spacecraft) Enclosed (Vehicle Upgrade) Encounters (Space) Encounters and Dangers Encumbrance Enemies Energy Weapons (Guns) Engineer Engineered (Trait) Engineering Section, The Enhanced Awareness (Awareness) Enhanced Vision Enlistment Entertainer
48 50 96 108 104 139 69 104 35, 77 100 54 41 106 155 90 8 18
183
INDEX Environmental Dangers Environment Suit Equipment Escape Pods Evasive Action (Vehicles) Events Explosions Explosives Extended Actions Extended Life Support (Armour) Extended Life Support (Vehicle Upgrade) Extremes of Temperature Eye Protection
73 97 86 110 67 8 64 54, 102 62 88 104 74 88
F Falling Far Trader (Spacecraft) Fast Drug Fast Metabolism (Trait) Fatigue Fat Trader (Spacecraft) Feral (Trait) FGMP FIB Filter Finding a Supplier Finishing Touches Fire Arcs Fire Sand Firing Beam Weapons (Space) First Aid Flak Jacket Flight (Telekinesis) Flyer Flyer (Trait) Formidable (Difficulty) Frag Grenades Free Actions Free Trader (Spacecraft) Freight Fuel (Spacecraft) Fuel Processors Fuel Scoops
74 117 94 41 74 119 41 102 108 97 162 37 66 149 147 75 87 155 55 41 49 101 62 117 160 107, 140 110 110
G G/Carrier Gambler Gauss Pistol Gauss Rifle
184
103 55 99 99
Gazelle Close Escort Geiger Counter Getting Personal Government (Worlds) Government Table Grappling Grav Assist (Armour) Grav Belt Grav Carrier Grav Floater Grenades Grenade Launcher Grenade Launcher (Rifle Upgrade) Ground Car Gunner Guns (Energy Weapons) Guns (Slug Throwers) Gun Combat Gyrostabiliser (Weapon Upgrade)
123 96 64 173 175 64 89 103 103 104 101 101 102 103 55 100 98 55 102
H Habitat Module Hand Computer Hardened Systems Hard Science World Creation Hasten Healing Healing and Mental Characteristics Heat Heavy Armour (Vehicle Upgrade) Heavy Freighter (Spacecraft) Heavy Weapons Heft HEV Suit High Performance (Vehicle Upgrade) Hijacking Hivers Holographic Projector Homeworld Hostile Environment Vacc Suit Hotels Huge (Trait) Hull (Spacecraft) Hydrographics
97 91 108 180 60 74 75 74 104 125 55, 101 61 87 104 143 44 91 6 87 86 41 106 172
I Illegal Goods Improvised Weapon Inhibitor Drug
164 98 157
INDEX Initiative Initiative (Space) Injuries Injury Injury Crisis Instinct Institute Testing Integral System (Robot) Integral Weapon (Robot) Intelligence Augmentation Intelligent Weapon (Weapon Upgrade) Investigate Iron Man Character Generation IR Chameleon (Armour) IR Goggles
60 147 37 74 37 69 152 96 96 89 102 55 40 89 96
J J-Drive Jack (Armour) Jack of All Trades Jump Control Specialisation Jump Travel
107 87 55 108 140
K K’kree Knockout Blow (Optional Rule)
45 66
L Laboratory Ship Landing (Spacecraft) Language Large (Trait) Laser Carbine Laser Pistol Laser Rifle Laser Sight (Weapon Upgrade) Launch Launching Missiles (Space) Law Level Law Level Table Leadership Leadership (in Combat) Learning New Skills Life Detection (Telepathy) Life Events Life Sciences
121 137 56 41 100 100 100 102 132 147 173 176 56 64 59 153 34 56
Life Support Light-Intensifying Goggles Light Fighter Living Low Passage Berths Luxuries (Spacecraft)
138, 141 96 136 86 110 110
M M-Drive Magnetic Grapples Mail Maintenance (Spacecraft) Main Compartment, The Manoeuvre Phase Manoeuvring (Vehicles) Marines Maximum Terms (Optional Rule) Mechanic Medic Medical Bills Medical Care Medical Debt Medical Supplies Medical Treatment Medicinal Drugs Medicinal Slow Medikit Medikit (Armour) Melee Melee Weapons Mercenary Cruiser Merchants Mesh (Armour) Meson Screens Metabolic accelerator Microkinesis (Telekinesis) Mining Drones Minor Actions Misjumps Missiles (Spacecraft) Modified Price Table (Trade) Modular Cutter Mortgages (Spacecraft) Mortgage (Spacecraft) Motion Sensor Movement (in Combat) Multiple Actions Mustering-Out Benefits Mustering Out Benefits
107 88 160 138 107 147 67 20 36 56 56 37 37, 75, 94 37 92 75 93 94 93 89 56 98 127 22 87 112 94 155 110 60 141 111 164 135 138 137 96 60 51 9 34
185
INDEX
N NAS Natural Healing Natural Weapon (Trait) Navigation Navy Neural Activity Scanner Neural Comm Nobility Noble Titles Non-Player Characters Non Player Characters, Sample Notable (Characteristic) (Trait) No Fine Manipulators (Trait) Nuclear Dampers
96 75 41 56 24 96 89 26 6 75 84 42 41 112
O Old Ships On-board Computer (Vehicle Upgrade) Open Vehicles Opposed Checks
136 104 66 51
P Pack Panaceas Parrying Passage Types Passengers Patrons Patrons, Sample Payment Performance by Hull Volume Table Personal Drone Persuade PGMP Physical Characteristic Augmentation Physical Sciences Pilot Pinnace Planetary Quirks Table (Animals) Plasma Rifle Plastic Explosive Players Pocket Nuke Point Allocation Point Defence Poisons Population (Worlds) Portable Generator
186
69 93 62 160 142, 160 77 77 77 108 95 56 102 89 57 57 133 69 100 102 2 102 40 149 74 172 97
Positions (Spacecraft) Power Plant Probability of Success Probe (Telepathy) Probe Drone Probe Drones Psi-Drugs Psion Psionically Enhanced Endurance (Awareness) Psionically Enhanced Strength (Awareness) Psionics Psionic (Trait) Psionic Interface Psionic Shield Psionic Strength Psionic Talents Psionic Technology Pyrokinesis (Telekinesis)
146 107 49 154 95 110 157 158 155 155 152 42 157 157 152 152 157 155
Q Qualification
8
R Radiation Ram (Vehicles) RAM Grenade Launcher Random Encounters Random First Blood (Optional Rule) Random Mission Targets Random Opposition Random Passengers Random Patron Mission Table Random Patron Table Random Traits Range, Space Range (Personal Scale) Ranks Rapier Reactions Reactions (Space) Read Surface Thoughts (Telepathy) Rebreather Recoil Recon Referee Reflec (Armour) Reflec (Spacecraft) Regeneration (Awareness) Reloading Remote Operations Repairs (Spacecraft)
141 67 101 82 66 81 82 143 81 81 76 146 64 9 98 61 149 153 96 61 57 2 88 106 156 60 57 143
INDEX Repairs (Vehicles) Repair Drones Repair Robot Rescue Bubble Respirator Retirement Pay Revolver Rifle Rivals Robots Rocket Launcher Rogue Routes Routine (Difficulty) Rural Encounters
68 110 95 97 97 36 99 99 35, 77 94 101 28 169 48 69, 83
S Sample Animals Sample Non Player Characters Sample Patrons Scholar Science Scout Scout (Spacecraft) Screens (Spacecraft) Seafarer Sealed (Vehicle Upgrade) Secure Weapon (Weapon Upgrade) Security, Spacecraft Security Systems (Spacecraft) Seeker Mining Ship Select Skills Self-Assembling (Buildings) Self-Sealing (Buildings) Self-Sealing (Spacecraft) Send Thoughts (Telepathy) Sense (Clairvoyance) Sensors Sensors (Spacecraft) Serious Firepower (Sidebar) Serpent Police Cutter Servitor Shield Shield (Telepathy) Ship’s Boat Ship’s Locker Ship Action Phase Ship Shares Shotgun Shuttle Significant Actions
73 84 77 30 57 32 114 112 57 104 102 143 144 114 40 97 97 106 153 154 57, 96 143 102 131 95 98 154 132 110 150 36 99 133 61
Silencer (Weapon Upgrade) Size (Worlds) Skills Skills and Tasks Skill Augmentation Skill Check Skill Packages Slow Drug Slow Metabolism (Trait) Slug Throwers (Guns) Small (Trait) Small Craft Smart Fabric Smart Missiles Smoke Grenades Smuggling Snub Pistol Social Sciences Software Software (Spacecraft) Solo Generation Spacecraft Definitions Spacecraft Design Spacecraft Operations Spacecraft Security Space Combat Space Encounters Space Opera World Creation Space Sciences Specialised Computer Speculative Trade Staff Stance Standard Designs (Spacecraft) Standard of Living Starports Starport Encounters Star Mapping Staterooms Stealth Stealth (Spacecraft) Steward Stim drugs Streetwise Stunners Stunstick Stunt (Vehicles) Stun Grenades Style (Vehicle Upgrade) Subdermal Armour Subsidised Merchant (Spacecraft) Suffocation
102 170 6, 52 48 89 48 37 94 42 98 42 132 89 149 101 162 99 58 92 113 40 105 105 137 143 146 139 180 58 92 162 98 64 105 86 178 82 167 110 58 106 58 94 58 100 98 67 101 104 89 119 142
187
INDEX Surgery Surprise (Space) Survival Survival (Career) Survival Gear Suspended Animation (Awareness) System Hex Format
75 147 58 8 96 155 167
+++Anyone know any good bars in this system?+++
188
Unconsciousness Universal Personality Profile Uplifted (Trait) Urban Encounters
74 41 42 83
V
T Tactical Awareness (Clairvoyance) Tactics Tactics (in Combat) Task Chains Task Checks Task Difficulties TDX (Explosive) Technology Levels Technology Level (Worlds) Telekinesis Telekinetic Punch (Telekinesis) Telempathy (Telepathy) Telepathy Teleportation Teleportation Suit Temperature (Worlds) Tent Terminal, Computer Thrown Weapons Thruster Pack Time Frames Timing Tiny (Trait) Toolkits Trade Trade Codes Trade Goods Traits Transceiver Traveller Travel Codes Travel Times (Interplanetary) Trigger Screens Turrets (Spacecraft) Type A Free Trader Type R Subsidised Merchant Type S Scout
U
154 58 64 51 48 48 102 4 179 154 155 153 153 156 157 171 96 91 65 97 50 50 42 97 59, 160 181 165, 166 41 90 2 180 145 150 111 117 119 114
Vacc Suit Vacc Suit (Equipment) Vargr Vehicle-Mounted Weapons Vehicles Vehicle Damage Vehicular Actions Very Difficult (Difficulty) Vislight Chameleon (Armour)
59 87 46 66 66, 103 67 66 49 89
W Wafer, Data Wafer Jack Weak (Characteristic) (Trait) Weapons Weapons (Spacecraft) Weapon Ranges Weather Weave (Vehicles) Wilderness Encounter Checklist World Creation World Creation, Hard Science World Creation, Space Opera
91 90 42 97 111 65 74 67 72 167 180 180
Y Yacht (Spacecraft)
126
Z Zero-G Zhodani
59 46
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Name: Age: Homeworld:
Race: Racial Traits:
Characteristics –3 0
Modifier Score
–2
1
2
3
–1 4
5
6
+0 7
8
9
+1 10
11
12
+2 13
14
Str
+3 15
Armour Type: Rating
Dex End Int
Special Notes
Edu Soc
Skills Admin Advocate Animals ( Animals ( Athletics ( Athletics ( Athletics ( Art ( Art ( Astrogation Battle Dress Broker Carouse Comms Computers Deception Diplomat
Drive ( ) Drive ( ) Engineer ( Engineer ( Explosives Flyer ( ) Flyer ( ) Gambler Gunner ( Gunner ( Gun Combat ( Gun Combat ( Gun Combat ( Heavy Weapons ( Heavy Weapons ( Investigate Jack of all Trades
) ) ) ) ) ) )
Finances Pension
) )
) )
Equipment Equipment
Language ( ) Language ( ) Leadership Life Sciences ( ) Life Sciences ( ) Mechanic Medic Melee ( ) Melee ( ) Navigation Persuade Pilot ( ) Pilot ( ) Physical Sciences ( Physical Sciences ( Recon Remote Operations
) ) ) ) )
Weapons Mass
Weapon
) )
Seafarer ( Seafarer ( Sensors Social Sciences ( Social Sciences ( Space Sciences ( Space Sciences ( Stealth Steward Streetwise Survival Tactics ( Tactics ( Trade ( Trade ( Vacc Suit Zero-G
) ) ) ) ) )
) ) ) )
Range Modifiers Attack Damage P C S M L VL D Notes
Debt
Cash on Hand
Career History Career
Monthly Ship Payment Total Mass =
ALLIES, CONTACTS, ENEMIES, RIVALS
Branch
Events
Rank
Title
Mongoose Traveller
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