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CT4 Lite v2.

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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.

Designing Your Character


You have 60 points to divide between characteristics and skill levels. Characteristics may not be less
than 2 or more than 15; skills can be any level. (An average character would spend 42 points on
abilities and 18 on skills). Alternatively, roll 2D per characteristic and then spend 18 points on skills.

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:

Other: 2 level-1 skills appropriate to chosen career


Scout: J-o-T-1, Vacc Suit-1
Soldier: Rifle-1, +1 level in MOS (Battle Dress, Heavy Weapons, Vehicle etc.)
Spacer: Vacc Suit-1, +1 level in speciality (Engineering, Navigation, Pilot etc.)

The skills most commonly chosen are listed below.

Admin - dealing with bureaucracy

Auto Weapons – skill in firing machineguns (SAW, LMG etc.)

Battle Dress - using powered armour

Brawling - skilled at unarmed, or using improvised weapons in, hand to hand fighting

Bribery - persuading others to do things for reward

Combat Engineering – building battlefield structures (trenches, bunkers, bridges etc.)

Computer - operating, searching, programming

Demolitions – blowing things up and defusing bombs

Electronic - repairing electrical and electronic systems

Engineering - know how ship engines work

Forgery – producing fake items (paintings, permits etc.)

Forward observer - hitting stuff with orbital support weapons

Gambling - taking risks

Grav Vehicle - can drive an air/raft, g-carrier, and speeder

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Gunnery - using ship-mounted weapons

Handgun - skill in firing and maintaining handguns

Heavy Weapons - skill in firing and maintaining heavy weapons (grenade launchers, mortars etc.)

Intrusion – breaking into places and things

Jack-of all-Trades - offsets unskilled penalties

Large Blade - skilled at armed hand to hand fighting using swords, axes, spears etc.

Laser Weapons – skill in firing and maintaining laser weapons

Leader - get others to do what you want

Mechanical - repair machines

Medical - repair people

Navigation - plotting a course through space

Perception – noticing things

Pilot - flying a starship

Rifle - skill in firing and maintaining rifles

Ship’s Boat – flying a small craft (Pinnace, Shuttle etc.)

Small Blade - skilled at armed hand-to-hand fighting using knives, daggers, machetes etc.

Stealth – moving around undetected

Steward - care for ship passengers

Streetwise - know your way around the colourful parts of town, you know people who know people

Survival – living off the land

Tactics - the appliance of violence to its best effect

Tracked Vehicle – can drive tracked vehicles (ATVs, AFVs etc.)

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

Checks without Rolls


A skill check represents an attempt to accomplish some goal, usually while under some sort of time
pressure or distraction. Sometimes, though, a character can use a skill under more favourable
conditions and eliminate the luck factor.

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.

Some weapons fire special ammunition, as listed below;


HEAP – halve the AV before calculating damage.
AP – halve the AV before applying damage.
LP – double the AV before applying damage.

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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

Body Pistol 2 1/V.Short +1 5 0.25/0.05 500


Auto Pistol 3 1/V.Short +1 30 0.75/0.25 200
Snub Pistol 4 (HEAP) 1/V.Short +1 20 0.4/0.1 200

SMG 3 2/Short +2 100 2.5/0.5 300


Snub SMG 4 (HEAP) 2/Short +2 60 1.6/0.3 300
PDW 3 (AP) 2/Short +2 100 2.5/0.5 500

Shotgun 4 (LP) 1/V.Short +1 10 4.0/0.5 500


Heavy ACR 5 3/Medium +3 50 3.5/0.5 1,000
Gauss Rifle 6 (AP) 3/Medium +3 100 3.5/0.4 1,500
Laser Rifle 6 (AP) 4/Long +4 100 6.0/4.0 3,500

ACR-SAW 5 3/Medium +3 250 7.0/1.5 1,500


Gauss SAW 6 (AP) 3/Medium +3 250 8.8/5.0 2,000

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.

Vac Suit: TL7+, AV 3F, 15kg, Cr10,000


Provides 12 hours life support. Weight is reduced by 2kg, price by Cr1,000, and life support increases
by 2 hours per TL over 7. Includes medium range comm and hand computer.

Combat Environment Suit: TL9, AV 4F, 5kg, Cr1,000


Standard infantry armour. Can be sealed against gas and chemicals (but not against vacuum).

Combat Armour: TL11+, AV 8R, 8kg, Cr20,000


Standard infantry armour sealed against gas, chemicals and vacuum. Vacuum use requires additional
life support (12 hours, 2kg, Cr1,000). AV increases by 2 per TL over 11. Requires Vac Suit or Battle
Dress skill to use.

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.

SMG. Standard police HRT and military support units weapon.

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.

Hand Grenades. Standard HE and frag.

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.

Trauma Kit. 10kg, Cr1,000. Standard Paramedic kit.

LI Goggles. 0kg, Cr500.

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.

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