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These rules are a mix of Classic Traveller and T4 and should be all that you need to get going.
Characters
Fast Character Generation
Creating a character using the full rules takes some time; you may prefer to use this faster method.
Characteristics
There are six characteristics: Strength, Dexterity, Endurance, Intelligence, Education and Social
Standing.
Skills
In addition to the skill levels you buy, your character automatically has the following;
Computer-1, Vehicle-1, Language (own)-1
Choose a career from Other, Scout, Soldier or Spacer. (Other can be anything from Criminal to Police
to Pirate). Characters receive the following initial career training:
Brawling - skilled at unarmed, or using improvised weapons in, hand to hand fighting
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Gunnery - using ship-mounted weapons
Heavy Weapons - skill in firing and maintaining heavy weapons (grenade launchers, mortars etc.)
Large Blade - skilled at armed hand to hand fighting using swords, axes, spears etc.
Small Blade - skilled at armed hand-to-hand fighting using knives, daggers, machetes etc.
Streetwise - know your way around the colourful parts of town, you know people who know people
Vacc Suit - you know how to put operate in a vacuum, and in a zero-g environment
Wheeled Vehicle – can drive wheeled vehicles (ground cars, trucks etc.)
The character has now served 3 terms, is 30 years old, has Rank 3, and starts with Cr20,000
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Skill checks
These rules assume a standardised system for determining the success or failure of any given skill
check. That system is:
2d6 + modifiers vs. Difficulty Class (DC)
The modifiers and Difficulty Class are determined by the type of task.
If the result of the 2d roll + the modifiers equals or exceeds the DC, the test is successful. Any other
result is a failure.
A "natural 12" on the dice roll is not an automatic success. A "natural 2" on the dice roll is not an
automatic failure, unless the rules state otherwise.
Ability Modifiers
Each ability has a modifier (shown below). The modifier is the number you add to or subtract from the
dice roll when your character tries to do something related to that ability.
Ability Modifier
1-2 -2
3-5 -1
6-8 0
9-11 +1
12-14 +2
15-17 +3
Typical DCs
Task DC
Easy 4
Average 7
Tough 10
Challenging 13
Formidable 16
Heroic 19
Taking 2: If your total bonus on a skill check is the DC minus 2, you will succeed regardless of what
you roll on the dice, even under pressure.
Taking 7: When your character is not being threatened or distracted, you may choose to take 7. Instead
of rolling 2d6 for the skill check, calculate your result as if you had rolled a 7. For Average tasks,
taking 7 makes them automatically successful. Distractions or threats (such as combat) make it
impossible for a character to take 7.
Taking 12: When you have plenty of time (generally 2 minutes for a skill that can normally be
checked in 1 round, one full-round action, or one standard action), you are faced with no threats or
distractions, and the skill being attempted carries no penalties for failure, you can take 12. In other
words, eventually you will get a 12 on 2d6 if you roll enough times. Instead of rolling 2d6 for the skill
check, just calculate your result as if you had rolled a 12.
Taking 12 means you are trying until you get it right, and it assumes that you fail many times before
succeeding. Taking 12 takes 12 times as long as making a single check would take. Since taking 12
assumes that the character will fail many times before succeeding, if you did attempt to take 12 on a
skill that carries penalties for failure, your character would automatically incur those penalties before
he or she could complete the task.
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Combat
Actions:
A character can perform two actions per round. Common actions are move, attack, aim, re-load etc. So
it is possible to aim and fire a weapon, or move and fire, or fire and re-load or move and re-load.
An average sized being can move 9m (6 starship deck-plan squares) per move action. They can sprint
27m as a full-round action, but lose their Dex bonus to defence.
+ Mods: - Mods:
+ Weapon skill - Target’s Dex mod if aware of attack
+1 Weapon sight -3 Target dodging/evading
+3 Telescopic sight -3 Target in partial cover
If attacker and defender are using melee weapons or Brawling, the defender may parry, deducting his
skill from the attacker's roll.
Range Table:
Range Range (m) Aim modifier Handgun To Hit DC Long-arm To Hit DC
0/Contact 0-3 0 4 7
1/V.Short 4-15 +1 7 4
2/Short 16-45 +2 10 7
3/Medium 46-150 +3 13 10
4/Long 151-450 +4 16 13
Auto-fire bonuses:
Burst To Hit Damage Example
1 0 x1 Single shot
2-4 +1 x1 Burst
5-9 +1 x1.5 Assault rifles
10-19 +2 x2 LMGs/SAWs/SMGs
Damage:
Each weapon has a damage rating, which is the number of dice rolled on a successful attack. The
numbers rolled on the damage dice are subtracted from the physical characteristics of the damaged
party in the order Str, Dex, End, Str, Dex, End etc.
Armour subtracts damage dice equal to its rating, taking away the lowest rolled number first, then the
second lowest etc. until only one damage die remains. Unused armour points are then subtracted from
this final damage die.
If one physical stat is reduced to 0 the character must make a DC 10 Endurance check to remain
conscious. They remain unconscious for as many minutes as they failed the check by.
If two are reduced to 0 the character must make a DC 13 Endurance check to remain conscious.
If all three are reduced to 0 the character dies. You have their original Endurance score in rounds to
stabilise them with either a DC 10 Medical/First Aid check or getting them into a cold berth.
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Weapon Table:
Name Damage Range Aim DM Shots Mass Cost
Unarmed 1 0/Contact 0 - - -
Club 2 0/Contact 0 - 1.5 60
Short Blade 2 0/Contact 0 - 0.5 60
Armour Table:
Armour Armour Value Mass (kg) Cost (Cr)
(AV)
Cloth 3F 2 250
Vac Suit 3F 15 10,000
Combat Environment Suit 5F 5 1,000
Combat Armour 8R 8 20,000
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EQUIPMENT
Armour
Cloth: TL7, AV 3F, 2kg, Cr250
A common flexible armour designed to stop handgun rounds that can be worn concealed under
clothing.
Firearms
Auto Pistol. Standard police and military officers sidearm.
Snub Pistol. The Snub pistol is a zero-g weapon firing a large calibre, low recoil, HEAP round.
It is a standard shipboard sidearm.
Hunting Rifle. A common sporting rifle in many cultures. Normally fitted with some kind of telescopic
sight.
Sniper Rifle. A heavy hunting rifle used by the military. Almost always fitted with a telescopic sight.
Advanced Combat Rifle. The ACR is the standard military longarm from TL10 onwards. It
incorporates an electronic battlefield sight and can also fire a standard 40mm RAM grenade. More
advanced versions of this weapon are the Laser (TL9) and Gauss (TL12) ACRs.
SAW. Standard squad support weapon. May use standard ACR magazines or 200-round cassettes.
Personal Gear
Communicator. 0.3kg, Cr100. Range 10km.
Hand Computer. 0.5kg, Cr1,000. Think modern palmtop and then some.
First Aid Kit. 0.5kg, Cr20. Standard personal first aid kit.
Weapon Sight: 0.5kg, Cr500. Electronic weapon sight with thermal imaging allowing low light use.
Gives +1 to hit.
Telescopic Sight. 0.7kg, Cr1,000. Refined version of the weapon sight used by hunters and snipers.
Gives +2 to hit.