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  THE UNDERSEA EN VlROlVMENT 
  A Supplement for Traveller 
  by 
  cl. Andrew l e i t h  
  
  Copyright Q 1983, by Gamelords, Ltd. 
  All Rights Reserved 
  Prlnted in the UnFfed States of America 
  No pwt of this book may be reproduced In any form, or by any means, 
  wfihouS. permission In witing from t h e  publisher. 
  Traveller Is Game Designerst Workshop's registered trademark fw its role- 
  playing game of science-ffction adventure in the tar future. 
  The 
  Traveller kademark and selected maferlals contained in this supplement 
  are used under license. 
  Published by 
  Garnelurds, Ltd. 
  1 86 1 6 &asbeak Terrace 
  Gaithersburg, MU 20879 
  A catalog of Gamelwds' praducts may be obtained by wrli-ing +o the 
  publisher a t  the address given above. 
  Design and Development: J, Andrew Kelth 
  AdvIce, Suggestions, and General Assistance: 
  John Harshman, Will iam H. 
  Keith, Jr., Alfred Hlpklns 
  PlaYteding: 
  Tom Kokkelenberg, Wayne Budwick, Dave Hoffman, Mike 
  Messenger, Dave FulTon, Debbie Fulton, Mike 
  Lichtff 
  I llushatlons: Wll l i am H. Kelth, Jr. 
  EditIng: 
  Kerry Lloyd 
  Layou-k 
  Michael Watkins 
  Graphics: 
  Larry Shade 
  
  Table of Contents 
  l NTRODUCT l ON 
  RULES 
  Skllls 
  Other Skllls In the Undersaa Environment 
  Swlmmlng 
  Bouyancy 
  Free Descent Dlvas 
  Pressure 
  Gravlty 
  Dacompresslon and Dtvlng 
  Rapetltlve Dlves 
  Hlgh Pressure Operations 
  Tank Pressure 
  Oxygen Use 
  NRrogen Marcosls 
  Ylslblllty end Sound 
  Combat Underwater 
  Underwater Comeunlcatlons 
  Temperature 
  Concussion and Shock Underwater 
  Special SCUBA Rlgs 
  Umblllcal Dlvlng 
  EQUIPMENT 
  Baslc Dlvlng Gear 
  Exposure Sults 
  SCUBA Rigs 
  Support Equtpment 
  Under water Transpwtatlon 
  Llmblflcal Dlvlng Gear 
  Speclal Pressure Gear 
  Other Equipment 
  SPECIAL ENCOUNTERS AND EVENTS 
  Event Locations 
  Underwater Encounters and Game Mechanics 
  A Hote on Encounters 
  ADVENTURES LN THE UNDERSEA ENVlRONMENT 
  Waterworlds 
  Explaratlon 
  Archeology 
  Rescue 
  Salvage 
  819 Game Fluntlng 
  Milltary Mlsslons 
  Contact 
  Final Notes 
  
  Introduction 
  The Undersea Environment is a supplement tor Travellw Idealing 
  with the particular problems and methods fw 
  handling activity 
  underwater. 
  The material presenTed here should be used t o  expand, no+ 
  replace, the normal Traveller rules. 
  I t  provides guidelines which the 
  referee may choose to apply at his discretion. 
  This booklet is divided into three major sections. The f ird, Rules, 
  presents speclf ic systems used to sirnu late underwater activities in game 
  terms. The second, Equipment, gives information on equipment whlch may 
  be of use in the undersea environment. F lnally, +the third section covers 
  Special Encounters and Events which can take place underwater. These 
  can be used by the referee in developing encounter tables for use 
  underwater. 
  
  Rules 
  Except where specifically noted below, all nonnat Traveller rules 
  and rulings are In affect. 
  A listlng af all skills contained in the 
  Traveller rules and suggested modlflcations for underwater use may be 
  found in the section Wher Skills, below. 
  SKILLS 
  Two new skills, Swimrnlng and Diving, are necessary far characters 
  aWmptIng activities underwater. 
  Many characters will 
  be familiar 
  with basic 
  Swlmning skills. 
  Characters have an oppwtunlty to begln the game with Swimming skill as 
  a part of their background. As a general rule, roll 1 D-3; the resulting 
  number is the skill level held by +he character in Swimming. 
  A result of 0 
  lndlcates some familiarity, but no real oxpertlse in Swimmlng; a result of 
  less than 0 indicates a complete lack of skilt. 
  An 
  alternative 
  sysFem 
  can 
  be 
  used 
  when 
  ffie 
  specific 
  charac~eristlcs of an individual's hornewwl d are known. 
  Compare the 
  planetary hydrosphere number w l t h  a roll of 20-2. 
  If the result Is less 
  than or equal to the hydrosphere, the character has been exposed to 
  Swimming, and receives a skill level of ID-1. 
  A result greater than $he 
  hydrosphere figure indicates no familiarity w i t h  Swlmming. 
  The character's Swlmmlng skill may be Increased over the course of 
  t h e  Indlvidoal's career. 
  Characters who serve In the Commandos (see 
  Bmk 4, Mercenary1 w in the Naul-ical Force Cornman d ( s a i l ~ s ,  Supplement 
  4, Citizens of the Imperlum) au'twnatlcally have their Swimming skill level 
  increased by one. Increases in Swlmming skill may also be taken In lieu of 
  a +I Strength result, or instead of ~urvlval skill, when these skills are 
  rolled. 
  The player has the option of announcing this any time such a 
  result is achieved. 
  DivIng sklll is much less common than Swimming skill. Any character 
  who has an initial J i l l  level in Swimming of 3 w grea-ter may also receive 
  sklil in Diving. A skltl of Dlvlng-I may be earned by such a character if 
  a throw of Social Level or less Is make. Characters with a Swimming skfll 
  greater then 3 shouid recefve a Dtvlng skill of 10-3 automatically, 
  treabd in the same fashion as the roll for Swimming skill discussed 
  above. 
  Improvement in Diving skill may be earned by characters in the 
  Nautical Force Command of the Comrrando~ Each term, a roll af 9+ gives 
  the character a Diving skill lnaease of 1. 
  Finally, elther Swimming cr Diving skills can be developed through 
  speclfic training, by any of the methods normally available in Basic 
  Traveller or in Book 4, 
  Mercenary. 
  Diving sklll has several special 
  
  limitations that should be considered. First, Dlving skill may never be 
  higher Shan SwlmmIng sklll; a character m u s t  b e  able t o  swim before he 
  can learn +o dive, and is always limited by +he amount of expertise he has 
  In Swimming. 
  Secondly, characters learning h dive must recelve 
  preelcal expwience. 
  fa recelve Diving-I, 
  a swfmming pool a- slmllar 
  body of water is required; hIgher skill levels require the availability of 
  larger bodies of water. This means t h a t  shipboard tutoring (or learning 
  on a deer!- w vacuum world) will not be practical for the character 
  seeking to acquire Divlng skills. 
  Sntmrlng - The indtvMuat learns to 
  swim, and can propel hlmself through 
  t h e  water rkh same rapkllty. 
  Dlvlng- 
  The hdlvldual 
  Is famlllar 
  wtth 
  on0 
  of 
  several 
  forms of 
  underwater dlvlng techniques, and can 
  functbn In the undersea environment. 
  s*clft 
  Game Effects 
  Swlmmlng skHI Is used by characters 
  engaged In aquatk actlvlties In much 
  the same way that Vehlcle skltl Is used 
  In 
  drlvlng . . . as a 
  modlfier 
  for 
  avoldlng 
  or 
  escaplng 
  hazardous 
  s ltua+lons. 
  Specific rdls should be 
  generated by the referee, 
  The skill bvet In Swimming Is used In 
  determining o charactas's spwu In the 
  wafer 
  (see page xx), 
  and 
  Is also 
  requlred as a prarequlslte for Dlvlng 
  skltl. 
  Diving skIII, when recelued, k taken 
  as one of three spclf3c skitls - Free 
  Dlvlng, Xuba Dlvlng, or Umbltlcal Diving, 
  These are discussed further below. 
  Sklil levels In these areas are used 
  as a DM f o  avold speclflc dangers 
  related To underwater actlvity. 
  SWll In 
  DIvlng 
  also 
  albw s familiarity 
  wfrh 
  spedflc types of diving eqlrlpment and 
  systems, 
  Free Dtvlng is an underwater actIvlfy in whkh the individual relies 
  only on hls or her own lung capacity fw air, without arttflclal 
  assistance. 
  Examples of +his type of diving include the primitive pear! 
  divers of Earth history, and snorkeling. Characters learning 
  dIve a t  
  Tech Level 2 or hlghw will be familiar with the use of basic skin-diving 
  ear (snorkel, fins, and face masks) on a 20 roll 05 5t. This 15 the only 
  ?arm of equipment available to Free Divers. 
  SCUBA (for Self-Contained Underwater Breathing Appardus) Dl vlng 
  gives the diver artitlcfal portable bre&hing gear which Is carried by the 
  individual maklng the dive. 
  The shlll cannot be picked up try any 
  1 
  Individual learnlng at a Tech Level of lass than 5. 
  Various specltic 
  syeems are available at- different tech levels; in general, a character 
  wlll be able to quality on only a few of these systems. 
  Specifics are 
  I 
  nded below. 
  Basic Swimming Gear 
  {Tech 2) 
  Automatic Qualification 
  Open-circuit SCUBA 
  (Tech 5) 
  6+ 
  Closed-circuit SCUBA 
  (Tech 6) 
  8+ 
  Artiticial Gill 
  (Tech 8) 
  9+ 
  Bionic Gill 
  (Tech 14) 
  10+ 
  .............................................................. 
  1 
  
  A roll to qualify on equipment may be made fw each system listed 
  (at the appropriate tech levels) each time Dlving skill increases. When 
  learning during a campaign, etc,, specif lc equipment, if auallable, may be 
  specified by the player. 
  Umbilical Diving relies on a line To a source of alr away fwm the 
  diver. 
  Available at Tech Level 4 and up, skill in Umbilical Diving 
  auta~aticall 
  y grants f mil larity with the appropriate equipment. 
  OTHER SKILLS IN THE UNDERSEA ENVIRONMENT 
  A characSerls ability to apply skllls and expertise in fhe undersea 
  environment will be somewhat hamppered by his lack of familiarity with the 
  medium. In general, all skllls w i l l  fall into one of three basic categories, 
  whlch are described below. 
  A complete listing of all skllls for Traveller 
  (tncludlng not only the basic rules, but Bcmks 4 and 5, Supplement 4, and 
  Special Suppiement 1 as well1 is also provided. This listshows where each 
  sklll flts in the categaries descrlbed. In a fawspeclai cases, more detail 
  Is given In perkinen? rules elsewhere in this booklet; the reader Is 
  directed to the appropriate section as needed. 
  Normal Skills are those vrhich we basically not altered by the 
  undersea environment. 
  tn most cases, Wese w i l l  be skills of knowledge, 
  fa- know ledge rernei ns a coneant. 
  Useiess Skills, for the purposes ot this hmkleS, are those which 
  cannot be applied by a character underwater. If the player can j u d i f y  
  both a need for, and a means of accomplishing, a task which calls far, 
  say, Steward skill underwaier, the referee Is welcme to allow use of the 
  skill . . . 
  probably with adverse mdifiers. 
  Modified Skills are those which are possible, b u t  not as easy, t o  use 
  while the character is worhiog underrater, Tbey are frequent1 y skllls of 
  a practical nsiura, calllng f w  msnlpulation w control which mu* 
  be 
  learned anew in underwater situations. 
  M a i t  skills which are modified 
  underwater Ignwe mod if icaTions when the character has attained a 
  proficiency of level 4 t  in some form of Divlng Islnce he w she Is now 
  ski [led enough to deal ef fsciivel y In the environment), but some, marked 
  with an asterisk (*), are never free from this adverse mdi f ica-tion. 
  Sane skllls require common sense to understand the reasoning fw 
  the effects assigned. Skills such as Pilotlng assume a ship Is being 
  piloted underwater (She pilot can he In a perfectly reasortab te shl+ 
  deeve environment). Mechanical, Electronics, d c .  assume that fhe 
  is being performed In the water. This d f c h o h y  k Impdsnt, and should 
  be understood. The queHion of plloti ng a ship that is filled with water Is 
  a separate one *hat is far less likely to come up. 
  Specl tic modiflcatians am given with She sk il i descriptions that 
  to1 law. When skll Is from outside basic Traveller are given, f heir source is 
  noted. 
  Adminlsh-ation: A Normal ski! I. 
  
  AIrfUaftW: A Modifled skill. An enclosed alr/raft can be used underwater 
  a t  skill level minus 1. 
  Open alr/rafk have a madifier of -2 to 
  operator skill. 
  ATV*: 
  A Modifled skill. ATVs can be driven along a seabot.farn at minus 1 
  - skill level. The referee should note that terrain an a seaboltan 
  wlll frequently be treacherous. 
  Battle Cress (Book 4, Mercenary): A Madlfied skill. 
  Soldiers wi+h Battle 
  I 
  Dress sklll apply a modifier ot minus 1 underwater, unless thev 
  have a Oiving skill of 4% 
  I 
  Blade Combat: A Modified skill. Blade Combat sklll is reduced by 2 levels 
  in underwalw situations, due to the hampering effects of a 
  medium 90 times thicker fhan air. 
  However, Dagger and Blade 
  skitls are reduced in efficfency on1 y by 1 level. 
  BQwCombat*(Supplement4,C~tlzensofthe lmpwium): A 
  Modifled skill. 
  Few bows will work particularly well underwater. 
  Those that do 
  (generally crassbows) w l l l  function a t  a minus 1 sklll level. 
  I 
  Brawling: A Modified skill. Brawllng functions a t  a minus 1 *ill level. 
  W-ibery: A Normal sklll. 
  Broker (Special Supplement I, Merchant Prince): A Nannal skill. 
  Camusing (Book 5, High Guard): A Nwmal ski l I, although IVs hard to know 
  how this would be applied underwater. 
  Combat Engineering* (8mk 4, Mercenary): A Modified skill. 
  Reduce the 
  character's sklll level by 2. 
  Comrnunlcstions (Book 5, High Guard): A Normal skill. 
  See a l e  the 
  specific rules on underwatw communications far speciat problems 
  and limi-fations. 
  Computer: A N m a l  skill. 
  Demolitions (Bmk 4, Mercenary): A k d l f i e d  sk Ill. 
  Skill levels are 
  reduced by 1 underwater. 
  Eleciranics: A b d l f i e d  skill. Reduce by 1 level underwater. 
  Englneerlng: A Moditled skfll. Reduce by I level underwater. 
  FA Gunnery (Book 4, Mercenwyl: A Useless skill. 
  While artillery works 
  underwater, the problems far outweigh the ablli+im 
  of t h e  
  characters fa overcome them. Skill is therefare ignored. 
  Fleet Tactics (Boak 5, High Guard): A Useless skl l I. 
  Fwgery: A Useless skill. 
  While knowledge of twgery techniques Is a 
  constant, it would take considerable judif ication to allow forgery 
  I 
  to be carried out underwater. Besides, the ink would run. 
  Fwward Observer: A Irtodlfled skilI. 
  Reduce ski11 by 1 level underwater. 
  The rules on vlslbllity must be cwefully considered as well. 
  Gambling A Useless skill, only because it is dlfflcult to lmagine a need 
  
  fw it underweer (the dice would probably float, making it 
  difflcult To detmlne which face is up). 
  Should there be 
  sufficient resmn, treat it as a Normal skill. 
  Gravities [Book 5 ,  Hiqh Guard): A Modlfled shill. Reduce sklll by 1 level. 
  Gun Combat: A Normal ski1 I. However, see the rules on combat u n d e r w a ~  
  for modifiers which are applied In underwater situations. 
  Gunnery*: A Modified skill, 
  Ski11 level is reduced by 1 underuatsr. 
  Heavy Weapons (8osk 4, Mercenary]: A Normal skill; see the rules on 
  underwater combat far other modif lers. 
  HunTing (Supplement 4, CITizens of the Imperlum): A Normal skill. 
  Instruction (Book 4, Mercenary): A Ncrmal ski1 I. 
  Interrogation (Book 4, Mercenary): A Nwmal skill. 
  Jack of All Trades: A Normal skill. 
  Leader: A Normal ski1 I. 
  Legaf (Speclal Supplement 1, Merchant Prince): A Norma! sklll. 
  Llaison (Book 5, HIgh Guard): A Narmat sklll. 
  Mechanical: A Wdltied sklll. 
  Protlclency Is reduced by 1 level 
  underwater. 
  Melee Combat (Special Supplement 1, Merchant Prlflce): A 
  Uselem skill. 
  Melee combat Is not applicable in most underwater combat 
  situations. The character may, however, be considered t o  have an 
  equlvalsnt level of 8rawtl ng ski1 l for underwafer combat purpases. 
  Navigation: A Uselass skl ll. 
  Starsh ip MavigaTian is obvious1 y impractical 
  underwater, and the night sky is unavailebte f o  glve the 
  character 
  a 
  reference 
  point 
  f o r  
  planetary 
  navigation. 
  Characters may, however, surface to get rough (very rough - the 
  direction dt generalized headlng Is about the best that can be 
  managed) navigational bearings from +ime t o  time. 
  PllotY: A Modlfed skill. 
  A starshlp being handled while underwater is a 
  - 
  difficult thing to maneuver, and skill is reduced by 3. 
  Prospecting (Supplement 4, Cltizens of the Irnperium}: A Normal skit I. 
  Rscon (Bmk 4, Mercenary): A Modified sklll. Reduce skill leveis by 2. 
  - 
  Recruiff n g  (Book 4, Mercenary 1: 
  A Normal ski1 I. 
  ShlpYsBoat": A Modified skill. Reduce skill levels for small craw being 
  handled underwater by 1. 
  Ship Tactlcs: A Useless skill. 
  Normal darship tactics do not adap? well 
  to undersea ?situations. 
  Steward: 
  A Useless skill. 
  Seeehise: A Useless skill. 
  It is vld-ually fmposslbie to imaglne a 
  situation requiring use of this sk l l i  underwater. 
  
  Survlval (Book 4, Mercenary): A Normal sklll. 
  Tactics: A Flodlf ied sklll. 
  The unfamillarIty of handling men in combat 
  underwater causes a 1 level reduction in skill. 
  Trader ISpecIaI Supplement 1, Merchant Prince): A Normal sklll. 
  Vacc Suit: 
  A Normal sklll. 
  See t W  discussion in the section on 
  Equipment, below. 
  Vehicle: The undersea environment affectr VehlcIe skill differently, 
  according to the speclf ic skill involved, 
  A i r  Craft (any): A Useless skill. 
  Grav Vehicle: As ~ l r / ~ a f t .  
  Tracked Vehltle: As m. 
  Wheeled Vehlcle: As ATV. 
  Water Craft; A ~ s e l e r s k l l l ,  except 
  skltt, which is treated as s Nor 
  for 
  'ma l 
  S ubmersIb 
  sklll, 
  1 le Water Craft 
  Zero-GCombat: 
  A Nwmal skill. 
  Mast of the techniques learned In this 
  form ot combat are applicable to underwater combat as well. 
  However, untll the character has had a chance to practice and 
  develop confldenee in the water, reduce the skill by 1 level* 
  Vehlcle Functlonlng In the Undersea Environment 
  In the breakdown on skilts above, the possibility of operating a 
  variety of vehicle types is presented. Over and above the limitations of 
  specific ski1 l s, there are certain important considerations that shou Id be 
  kept in mind when dealjng with the actual functioning of vehicles 
  underwater. 
  The use of tracked vehicles underwater is easlly postulated. 
  Undersea crawlers would operate very much like land based ATVs, and 
  indeed, Tracked Vehlcle or ATV skill would allow' such vehicles t o  be 
  operated. 
  It should be noted that such vehicles would be specially 
  designed for undersea use. 
  Standard ATVs are usually designed fw 
  flotation In water, and few such vehtcles woutd be normalty found which 
  caul d withstand very large pressure dif terentlals. 
  The same Is true of wheeled vehicles, wlth additional problems 
  posed by the dIfficultles of traveling over the soft ocean boltom. 
  Wheeled vehictes underwater will be, a t  the very least, quite rare. 
  There Is no particular limitatton to t h e  operation of g a v  vehicles 
  underwater, Two special considerations should, however, be kept in rnin d 
  in this regard. 
  Flrst, a grav vehicle which is not air-tight will not 
  operate for long befare elech-ical sydems shwt out (this is actually a 
  condition under which all vehicles with electrical systems operate when 
  underwater). 
  Secondly, most grav vehtcles w e  built fw pressure 
  differentials of a few atmospheres at most. 
  Regard a Satm pressure 
  dif terence between Interior and exterior as the maximum possible for 
  tha-t type of hull, 
  Specialty craft -- alr craft and water craft -- are bull+ for one 
  environment only. Submersible water craft are the only kind which can 
  
  fare easily (or at all) in the undersea envlronment. 
  Submersibles will 
  vary in their ability to withstand deep dives; generally, the higher the 
  tech level, the greater the safe dive depth allowed. 
  Starships, ship's boats, and other space-going w a f t  are virtuell y 
  unlimited in their ability to deal wlth pressure effects, and so can 
  function normally. 
  SWIMMING 
  Movement in She water is governed by two mJor considerations - 
  the character's Swimming skill, and the character's Endurance. 
  Many 
  factors may modify basic movement rates, such as currents, waves, and 
  simll ar external influences. Baslcal l y, however, a character's movement 
  through the water varies from a slow swim (5 meters per minute rounded 
  down) t o  a fast swim (40 meters per minute plus 5 mmeters f w  each 
  additional Swimming skill levei). 
  Characters who move at a rate of 20 
  meters per minute per level w faster should treat each minut.e of such 
  movement as a "full swing" in combat - they are limited by Endurance in 
  the number of minutes such activity can continue. 
  Characters may float or tread water without difficulty for a number 
  of minutes equal t o  Endurance + Swimming skill; 9t the end of this period, 
  a saving throw again& Endurance must be made in order to continue the 
  action. After each successful saving throw, Endurance Is reduced by one 
  
  and the prbcess repeak 
  A falled saving throw indicates that the 
  character, tiring, can no bnger continue, and must find another way t o  
  keep afloat; 
  Swimming Underwater: The speeds given 
  for swlmmtng above are 
  reduced to 3/4 normal for characters swimming underwater, rather than 
  on the surface, as 1s the speed given far endurance effects. Ghwactws 
  maklng Urnbltical dives have their speeds halved. 
  Descents: De5zents may be made a t  normal undsrwafq spe~ds. An 
   individual*^ buoyancy, however, may lnhibi-t descent s&eds, 
  ' See the 
  . . t. 
  - 
  section on Bouyancy, below. 
  Ascents: A charader may surface 9f.nfiy-pJ sp>f&d~~, 
  possibly aided by 
  bouyancy; characters making use of SC@h ger&sMulti never ascend at e 
  - 
  rate of greater than 20 fwhm pa #huh- 'F& d~ 
  is t o  run the risk of 
  severe damage to the body; dmagq @puntifig lp 1-6 dlce Is Taken each 
  time the ascent rate is *fed& 
  ! 
  BOUYANCY 
  $&yancy, 
  a characterrs we1 ght should be calculated. 
  horn around 40 kilagam for an extremely light 
  Individual B perhaps 125 kilograms for fairly heavy people. 
  The 
  hypothdlcat "Average Man" will weigh between 70 and 80 kg. Equipment 
  worn by the swimmer should be added to this welght. 
  Mwmal carrying 
  capaclty rules should apply underwater, 
  Tha charac-ker's disphcement, in kilograms, will be 80 + 20. If the 
  character and his equipment weigh less t h a t  this amount, then he is 
  ltposi+ively buoyan?' and will tend t o  float. llNegative buoyancy" occurs 
  when the character weighs more than the displecement, causing hlm to 
  sink. 
  If the welght and dlsplatemenlmatch exactly, there k 'neutral 
  buoyancy", allawlng the character to move about freely. 
  When positive buoyancy occurs, +he character will tend to rise a t  a 
  ra5e of five meters per minute. This shou Id count against descent speed, 
  or be added to the speed of ascent, Characters wl+h negaTIve buoyancy 
  sink at a rafe of five meters per minute, whlch is similary camblned with 
  ascent and descent figures. Welg h h  and Buoyancy Control Devices (BCD) 
  are usually worn fo aid a character in achieving neutral buoyancy. 
  FREE DESCENT DIVES 
  A character can hold his breath and perfwm activities underwater 
  for a period of 15-second cmbat rounds equal to 1/3 of his endurance 
  (round tigures up). 
  If a pIayer dlspuSes this figure, claiming a larger 
  capacity, demnstration Is recommended. Orre combat mund of add itionel 
  time is allowed fw every level of Swimming and/or Free Descent Diving 
  skill the character holds. 
  Uslng the speeds and times glven above, a character may dlve as 
  deep and as af-ken as he can. Dives to depths with pressures of more than 
  2 atmospheres (see Pressure, below), however, can result in severe damge 
  to the lungs as a result of pressure effects. Each dlve to such a depth 
  
  PRESSURE/DEPM TABLE 
  ==l===------======r=I====1=-----4--k-44-----&------------------------- 
  ---------------------- - ------------ 
  Depth 
  Pressure 
  Meters (Feet-) 
  - 
  - 
  Standard 
  mnse 
  T h i n  ---- 
  -- 
  -- 
  require decompression. The numbers show t h e  pressure a t  the desf gnated 
  depths, in atmospheres, for each atmospheric type on which a dive may 
  occur. As a note, referees conducting undersea adventures on worlds 
  possessing exotlc atmosphwes should detwmt ne the presure equlvalant 
  to simulate eon difons voperly. 
  GRAY ITY 
  Gravity amcts the depths a t  which pressurs change. The table 
  above uses a 1G field in designating specific depths; wwlds with 
  different gravity will have pressure bands ca-respondlng l y wider w 
  narrower for each pressure figure. 
  Pressure bands are the areas in 
  which pressures alter gradually from one value t9 another end we of 
  importance In calcul&Ing decompression Information. On Terra, a change 
  in presure af one atmosphere requires a change In depth of 10 m e t e r s ,  
  $o Terraas pressure bands are 10 meters wide. 
  
  w i l l  resu I t  in I point of damage to Endurance on a die roll of 8 i  for each 
  -1 a-h descended below 2. It 
  Endurance is reduced h halt of total 
  Endurance during a single day, Endurance Is permsnenHy reduced by 
  one. 
  Another prablm which may occur 1s anoxia. 
  While holding his 
  breath, a character can count on the normal cnpaclty given above only 
  as an average figure. 
  The referee should secret1 y determine if the 
  characfer runs out of oxygen s o o w  by roll j ng 7.t. 
  If -kh is result occurs, 
  the character has 10-3 fewer ~0mba-t rounds af capaclty then nwmat, 
  and w i l l  black out If he has not reached the surface by the +!me 
  specified. Thls w i l l  necesitate rescue and possible resuscitation (roll 
  7+, 
  D+t 
  for each combat round before rescue) of the affecied 
  character. 
  PRESSURE 
  Pressure is not nwrnally a problem to divers making free descents, 
  except those who attempt unusually deep dlves. 
  Far individuals using 
  SCUBA cr Umbilical sy&ems, 
  however, cons1 derations of depth and 
  pressure became extremely Impartam+. 
  Pressure effe& 
  un deruater vary according to the atmosp haric 
  conditions and gravity of the speciflc world an which the dive is being 
  perfwwd. For this reason, m o s t  of the figures fw depths used in this 
  booklet are given in terms of absolute pressure, rather than distance. 
  Absolute pressure is measured in atmosphereg abbreviated atm. 
  Thln os thin, tainted ahtospheres have a sea-level 
  pressure of 
  - 
  beheen 50atm and .75atm. Any specific pressure desired may be chosen 
  by +he referee for color; this booklet assassu~ a sea-level surface 
  pressure of ,50a&. 
  Equivalent pressures are found on Earth between 
  9,000 and 18,000 feet abuve ma level. 
  Sfandard or standard, tainted atmaspheres have a sea-level pressure 
  of beheen ,75ahn and 1.50atm. The Earth sea-level pressure of latm is 
  used thraug h0u t this baok let for s-tm dard almosp heres. 
  Dense a- dense, tainted abnospheres represent a sea-level pressure of 
  15atm -bo 2.Oa-hn. The laiter figure Is used in this booklet. 
  Pressures can he calculated udng the formu la 
  where A is the ahnospheric pressure a t  sea level, G k -he ptanabry 
  surface gravity ~cslculated from Traveller Book 3, an% d is the depth in 
  meters of the point In q u H r a n  beneai-h the surface, 
  Fw the 
  conven tence of referees and players needing a ready reference, a tat) le 
  of values fm pressures a+ specific depd-hs in a I G field has been 
  prepared. 
  These values can be converted for other gravity fields 
  according to the rules on Gravi*, 
  below. 
  The iine a t  the bottom of the first seetion indicates the practical 
  limit W free diving. The second line should be the practical llrnit fcr 
  nwrt SCUBA diving, and all dIves 
  depths helow that Ithe third section) 
  
  Divide the depths given in the table by the planetary gravity given 
  in +he rules on starship combat (Traveller Book 2) 
  0 
  G =Kx- 
  5 
  8 
  where K is the density of the world (Terra-normal is 11 and D is the 
  diameter, t o  yield the actual depth of each pressure band. For example, 
  1 O meters depth on a Terra-nmrnal (size-81 world would be equ1valen-t in 
  pressure to 13.33 meters on a size-6 world. 
  Results approximate the 
  value that would be found on individual worlds. 
  DECOMPRESSION AND DIVING 
  When diving under high pressures er fw a long time, the necessity 
  for decompresslon becomes lmpwtant. 
  Rapld changes from a high 
  pressure to a low pressure can cause a bubbling of gas, particulary 
  nitrogen, in the diver's blood and tissues, bringing on an &tack known 
  commonly as '"the bendst'. 
  It must bs remembwed that the decompression tables presented on 
  the following pages are approximations of real tables and are Intended 
  for purposes of simulation in game play only. They should not be used by 
  players in real life situations, repea*, 
  SHOULD NOT BE USED BY PLAYERS IN REAL LIFE SITUATIWS* 
  To use the decompresslon tables, aos~iindex the greatest depth 
  attained and the total amount of tlme spent in descent and on the bottom 
  (referred to as "boffom time"). 
  In all cases, 
  use the next highed 
  applicable figure on the table for time and/or pressure k g . ,  2 9 5  a-hn. is 
  2.33; 1 hour, 1 2 minutes is 0 1 :2OL The figure located is the total number 
  of minutes that must be spent for all decompression stops in t h a t  
  sequence, followed by a letter denoting the decompression stop code. 
  Dashes denote no decompression needed. 
  Dacompressian stop codes are 
  given in the table Immediately below, w l t h  the portion of the tow1 
  decompressian time altotment to be spent a t  each level during the 
  process ot rising t o  the surface. 
  DECOMPRESSION STOPS 
  ----4-----------+---------+-+----------4+-+---+---*----dd----- 
  -------------------------------------------------------------- 
  Code 1.66 
  2.00 
  2.33 
  2.65 
  3.00 
  3.33 
  3.56 
  4.00 
  - 
  ---- 
  d -------------------- 
  A 
  A l l  
  - 
  w 
  - 
  - 
  * 
  * 
  - 
  B 
  2/3 
  113 
  - 
  - 
  - 
  - 
  -. 
  - 
  C 
  3/6 
  2/6 
  1/6 
  - 
  - 
  - 
  - 
  D 
  4/10 
  3/10 
  2/10 
  1/10 
  - 
  - 
  - 
  - 
  E 
  5/15 
  4/15 
  3/15 
  2/15 
  1/15 
  - 
  - 
  - 
  F 
  5/21 
  5/21 
  4/21 
  3/21 
  2/21 
  1/21 
  - 
  - 
  G 
  7/28 
  6/28 
  5 / 2 8  
  4/28 
  3/28 
  2/28 
  1/28 
  - 
  H 
  8/36 
  7/36 
  6/36 
  5/36 
  4/36 
  3/36 
  2/36 
  1/36 
  n* 
  Requires use of decompression chamber; character must spend 
  "njf times 
  b d t o m  time In chamber to effect carnplei;e 
  decompression and avoid decompression sickness. 
  ======================================z====================e==
  
  DECOFlPRESStOY TABLES 
  ~ = P = E = = - E I I E L S I = I P ~ ~ ~ - - ~ ~ - I - ~ U ~ ~ ~ = - - ~ ~ P ~ = ~ = = - - = = L - - = I -  
  bttorn 
  TlWI6 
  b p t h  (In atmospheres1 
  Ihkmr) 
  1.66 
  2.00 
  2.33 
  2.66 
  3.00 
  3.33 
  3-66 
  4.00 
  4.33 
  00:OS 
  -- 
  -- 
  dm 
  -- 
  -- 
  - - 
  *- 
  -- 
  00:lO 
  -- 
  -- 
  -+ 
  -- 
  - 
  -- 
  - 
  -- 
  *- 
  M:15 
  -- 
  -- 
  -- 
  -- 
  - - - 
  -- 
  -* 
  00:20 
  -- 
  -- 
  -- 
  -- 
  -- 
  -* 
  - 
  -- 
  -- 
  0025 
  -- 
  -- 
  -- 
  "a 
  -- 
  -* 
  -- 
  -- 
  28 
  0O:M 
  -- 
  ..- 
  -- 
  -- 
  - 
  - - 
  2a 
  5a 
  00:40 
  -- 
  -- 
  -- 
  -- 
  - - 
  la 
  98 
  17a 
  00:50 
  -- 
  -- 
  -- 
  -- 
  -- 
  la 
  Ila 
  2Oa 
  28a 
  01:oo 
  -- 
  - 
  -- 
  -- 
  la 
  9a 
  18a 
  27a 
  39a 
  01:IO 
  -- 
  -- 
  - 
  -- 
  38 
  1% 
  24s 
  39b 
  %a 
  01:20 - 
  -- 
  -- 
  -- 
  Ba 
  19a 
  33a 
  57a 
  78b 
  0l:JO 
  -- 
  -- 
  -- 
  -- 
  15a 
  24a 
  48a 
  18b 
  99b 
  a1:40 
  -- 
  -- 
  -- 
  la 
  27a 
  540 
  63b 
  99b 
  lZOb 
  01:50 
  -- 
  -- 
  - 
  48 
  4Oa 
  498 
  78b 
  1ZOb 
  141b 
  02:oo 
  -- 
  -- 
  -- 
  6a 
  5 
  6Oh 
  93b 
  141b 
  lbZc 
  02:M 
  -- 
  -- 
  - 
  Ila 
  69b 
  86b 
  123b 
  l8Oc 
  210c 
  02:40 
  -- 
  -- 
  -- 
  22s 
  87b 
  105b 
  153b 
  228c 
  25Ba 
  03:oo 
  -- 
  - 
  -- 
  30a 
  f05b 
  148b 
  l86c 
  276c 
  309d 
  03:20 
  -- 
  -- 
  la 
  Stra 
  123b 
  l8Oc 
  216c 
  32Uc 
  350d 
  03:40 
  -- 
  -- 
  3s 
  a 
  141b 
  204c 
  246c 
  36Od 
  4006 
  04:OC 
  - 
  -- 
  7a 
  48a 
  t59b 
  228c 
  276c 
  400d 
  45Od 
  04:30 
  -- 
  -- 
  14a 
  62a 
  l98c 
  2 7 k  
  3Md 
  49% 
  540e 
  05:W 
  -- 
  -- 
  22a 
  75b 
  234c 
  3Md 
  390d 
  58% 
  63Of 
  05:JO 
  -- 
  - 
  30a 
  90b 
  270c 
  36Dd 
  4506 
  672f 
  714f 
  06:OO 
  -- 
  -- 
  388 
  105b 
  3Mc 
  4OOd 
  5109 
  756f 
  8 1 2 ~  
  Ob:30 
  -- 
  - 
  46a 
  1Mb 
  34IW 
  440d 
  570e 
  8409 
  8969 
  07:OO 
  -- 
  -- 
  54a 
  135b 
  3706 
  4806 
  63Oe 
  523 
  972h 
  08:OO 
  - 
  -- 
  69b 
  168c 
  44W 
  5708 
  756f 
  3* 
  09:OO 
  -- 
  A- 
  Mb 
  198c 
  WW 
  660a 
  882f 
  2* 
  3" 
  10:M 
  -- 
  - 
  Wb 
  222e 
  5606 
  750e 
  987f 
  3' 
  4* 
  11:w 
  -- 
  -- 
  114b 
  B 2 C  
  6 
  85% 
  S* 
  3* 
  4* 
  12:W 
  no deem l llal ts 
  I 
  2820 
  W 
  86Be 
  J* 
  4* 
  5* 
  =F~=====I=====~~.~-Y~~IIC~~~I-PII=--=~~~=I~=E======================= 
  RePEIVlVE WVE TABLES 
  1======11111=1=- 
  ..................................... 
  mi05 
  0;10 
  0:20 
  0;JO 
  0;40 
  0:40 
  0:50 
  00: 10 
  0:10 
  0:30 
  1:OO 
  1:20 
  1
  0
   1:40 
  00: 15 
  a:lo 
  I :05 
  1:20 
  2:oo 
  2:30 
  J:~O 
  (10:ZO 
  I :00 
  1:50 
  2:OO 
  4: 50 
  00:25 
  I:W 
  1:50 
  3:OO 
  I 
  4:50 
  8:OO 
  00:30 
  4:OO 
  5:15 
  8:OO 
  12:OO 
  00:4o 
  r:50 
  2:50 
  8:zo 
  12:oo 
  00:50 
  0:lO 
  1140 
  5:40 
  8:40 
  12:OO 
  01 :OO 
  2:40 
  3:10 
  4:JO 
  8:40 
  12:00 
  01:10 
  1:40 
  3:20 
  12:OO 
  0 
  1 :20 
  6:OO 
  01:30 
  4:OO 
  4:40 
  01:40 
  2:40 
  9:!5 
  01:50 
  5:lO 
  12:OO 
  02:OO 
  J:20 
  4:SO 
  02~26 
  6: 20 
  02:40 
  5:IO 
  03:OO 
  4:OO 
  8:40 
  05:20 
  5:40 
  03:40 
  9:45 
  04:OO 
  4:25 
  12:OO 
  04:30 
  5 :50 
  05:OO 
  05: W 
  06: 00 
  9:lS 
  06:30 
  12:M 
  07:OO 
  8:00 
  08:OP 
  12:oo 
  OIVI1 
  =----- 
  ...................... 
  ------- 
  +r---=----------------------=-------==============~=====a=ssss=======e* 
  -16- 
  
  DECOFGPRESSKHI TllBLES 
  P = ~ r r r r = = c r r r r - ~ r s r - r = ~ m - P f u - r r m f O U O f # ~ u w r r N l o n i ~ r o a r ~ n m n ~  
  Depth Ihl atnwspheres) 
  4.66 
  5.00 
  5.33 
  5.66 
  6.00 
  6 3 3  
  6.66 
  7.00 
  7.33 
  7.66 
  -- 
  -- 
  - 
  2a 
  5a 
  1Da 
  20a 
  3Oa 
  45% 
  60b 
  -- 
  -- 
  2a 
  41 
  10a 
  20a 
  3Oa 
  4% 
  6Ob 
  99b 
  -- 
  2a 
  38 
  8a 
  20a 
  30a 
  4% 
  60b 
  96b 
  138b 
  2a 
  40 
  6a 
  10s 
  3Oa 
  45s 
  63b 
  933 
  135b 
  186c 
  5a 
  8a 
  12a 
  28a 
  45a 
  60b 
  93h 
  132b 
  lBOc 
  2Wc 
  9a 
  16er 
  23a 
  46a 
  60b 
  90b 
  129b 
  174c 
  198c 
  234c 
  2% 
  32a 
  378 
  75b 
  90b 
  126b 
  lac 
  l92c 
  228c 
  2806 
  36a 
  48a 
  63b 
  99b 
  123b 
  1 6 2 ~  
  1 8 6 ~  
  2 2 2 ~  2706 
  340d 
  56a 
  72n 
  87b 
  126b 
  156c 
  l8Oc 
  216c 
  26W 
  330d 
  42W 
  72b 
  90b 
  lOZb 
  15Bc 
  180c 
  210c 
  250d 
  3206 
  QlOd 
  5lOe 
  87b 
  10Bb 
  132b 
  1B6c 
  204c 
  2406 
  31Od 
  4006 
  4958 
  609f 
  l l l b  
  l32b 
  153b 
  216c 
  240c 
  Mod 
  390d 
  48W 
  588f 
  693f 
  129b 
  150c 
  lBOc 
  246c 
  31W 
  3806 
  46% 
  567t 
  672f 
  735f 
  150c 
  174c 
  204c 
  276c 
  390d 
  4659 
  55% 
  651t 
  714t 
  Bl2g 
  174c 
  19& 
  228c 
  306c 
  455e 
  5558 
  63Of 
  693f 
  7849 
  222s 
  Z16c 
  28M 
  JZW 
  92% 
  609f 
  2 
  7569 
  84Og 
  %! 
  270c 
  3006 
  330d 
  400d 
  600e 
  651f 
  735f 
  812g 
  9Wh 
  6* 
  JIM 
  340d 
  370d 
  450d 
  651f 
  714f 
  7849 
  972h 
  6* 
  360d 
  4006 
  430d 
  49% 
  714f 
  8129 
  86% 
  936h 
  6' 
  7* 
  4OCd 
  4606 
  5
  1
   5409 
  812f 
  8%9 
  936h 
  6* 
  7* 
  8f 
  4506 
  525% 
  546f 
  5Wf 
  972h 
  6* 
  7' 
  B* 
  9* 
  57M 
  609t 
  6111 
  7009 
  5' 
  6* 
  7* 
  0' 
  9* 
  651f 
  693f 
  7569 
  8409 
  5' 
  6* 
  7" 
  a* 
  9* 
  lo* 
  735f 
  7849 
  8409 
  972h 
  F 
  6* 
  7* 
  8* 
  9* 
  lo* 
  936h 
  972h 
  5. 
  6* 
  7* 
  8s 
  9* 
  lo* 
  11* 
  4* 
  5* 
  6* 
  7" 
  8* 
  9* 
  101 
  11" 
  3* 
  4' 
  5' 
  6* 
  7" 
  8* 
  9* 
  lo* 
  11-12' 
  3* 
  4' 
  5* 
  6* 
  7* 
  8* 
  9" 
  lo* 
  1 
  t2* 
  4 
  5" 
  b* 
  7* 
  8* 
  9* 
  10, 
  il* 
  12* 
  13* 
  4' 
  5* 
  6* 
  7* 
  8* 
  9* 
  IO* 
  l t *  
  12* 
  13' 
  5* 
  by 
  If 
  8* 
  9* 
  lo* 
  ! I *  
  12s 
  13* 
  14* 
  5* 
  6' 
  7% 
  8' 
  9* 
  lo* 
  Il* 
  12* 
  IJ* 
  14* 
  = S P e = = = = = = = l l ~ * ~ ~ * 1 1 f T T O I P ~ = ~ a P S = = I = ~ = * l * = = = = = = = = ~ = = = = = ~ ~ * = = = = = = = = = ~ = = = =
  REPETITIVE DIVE TABLES 
  = P m = = = ~ C l = l l l a m x l l f 5 = = = " 1 a 1 ~ = = ~ = = = = 5 = = = = = = 3 = = = = = = = = = = = = = = = = = = ~ = = = = = = = = = = = = = = = = = = = ~ =  
  1:oO 
  1:20 
  L:40 
  2:OO 
  2:30 
  3:OO 
  5:JO 
  4:OO 
  4:30 
  5:OO 
  12:OO 
  12:OO 
  12:OO 
  12:OO 
  12:OO 
  12:OO 
  12:OO 
  12:oo 
  12:oo 
  t2;OO 
  
  For example, a t  3.66atm and 5:00 hours, the Ilstf ng is T1290d1g. The 
  41D" denotes 4 stops, a t  2.66atm, 2.33atm, 2.00alm, and 1.66atm. 
  The 
  diver must spend 29 minutes (1 /I 0 of 290 minutes), 58 minutes (2/10 of 
  290), 87 (>/lo), 
  and 116 minutes (4/10) 
  a t  the stoppfng points, 
  respectively. Otherwise, he w i l l  "get bent". 
  If decompression Is not underfaken, signs of decompresion sickness 
  w i l l  appear wlthin 2D x 2 minute3 This will atso be t h e  diverts damage 
  period. The severity of the Hbendsll depends on the diverts boflom time 
  I n  excess of the "na decompression" limits. 
  Fa- each 10 rnlnutes of 
  bo+t-tm time over the limit, the dlver will suffer 1 point of damage at the 
  end of each new damage period that passes. Damage stops when the diver 
  Is put I n t o  a decompression-recompressi~n chamber. 
  Naturally, it is not necessary to decompress further than t h e  
  surface atmospheric pressure. On a dense ahasphere wwld, tor example, 
  !=tops a+ 2.00alm and 1 d6afm are not required. 
  REPETITIVE DIVES 
  Any time a dlver makes more l-han one dive wlthin a twelve hour 
  period, nitrogen whlch has collected in his body during his prevlous 
  dives w i l l  conf-inue t o  be a factor in the diver% decompression needs 
  during t h e  new dives. The extrerndy intrkats calculations t h a t  go Into 
  figuring decompression an such repditive dives we omitted in this 
  bookjet; players or referees who are familiar with diving and wlsh to 
  f ntraduce this aspect of dives in detail should tee1 tree t o  do so, 
  As a general rule, repeat dives are treated as If dlvers had already 
  spent a certain length of time underwater. 
  Thls wlll cut down the time 
  they may spend an the new dive without decompressing, ar push them into 
  a longer decarnpression period, 
  The figure given In the Repetitive Dives table is the minimum amount 
  of time spent out of water betwe the following drvo may be eorrsidered a 
  non-rspetttlve dive. 
  If no time Is given, move U
  J
   
  W e  column t o  the 
  near& 
  time, If a dlve is repe-tl~ive, bottom time for the following dive 
  w i l l  have added -to It the proportion of the bcrt-tom +he frm the previous 
  dive not cancelled by time spent out of w a t w ,  
  Far example, if a dlver is required to spend two hours out of water 
  befwe diulng agaln as a non-repetltlve dlve, and he spends onIy one 
  b u r  on the surtace, 50% of the ioial bomm +[me of hls prevlous dive Is 
  added to the bottom tIme of his current dive. This process Ts cumulative 
  tcr each repetitive dive, 
  HIGH PRESSURE OPERATIONS 
  it is theoretically posslble tor divers to operate regardless of 
  external pressure (except wlth respect to nlfrogen narcosis) - even at 
  pressures of 10s or 100s ot %+spheres. 
  Fci- operations of this type, 
  divers are often based in a deep-sea facility which is constantly 
  maintained under t h e  same pressure as the water around them. They 
  breath an my-helium mix in such conditions, and requlre vast 2smounis of 
  
  dsmpress 
  time, 
  but can 
  function 
  freely 
  in the 
  1ndersei3 
  env konrnents at incredible pressures for as long as they need to. 
  As a general rule, twice as much Time should be spent decompressing 
  as was spent under pressure when returning divers from prolonged, deep 
  water living conditions. Thus, a two-month tour of duty in a deep-urater 
  research station would require the character To spend four m e  mnths 
  In a decompression facility, gradually adjusting t o  normal pressures 
  TAW PRESSURE 
  As a diver's depth increases, the increased pressure around him 
  causes the volume of air in h b  tank t o  decrease. 
  Be~ause of the 
  physical laws controlling the partial pressures of hoses and the makeup 
  of the human body, individuals breathing this compressed air require the 
  same volume as always - even though the equivalent volume of air deep, 
  underwa-fer holds many times the actual number of molecules a person 
  would bred-h taking a lungful of ak on the surface. 
  Because of this, the air tanks rated for one hour of use on the 
  surface w i l l  not last as long underwater. Tanks are always rated by the 
  amount of time they w i l l  supply air a t  1 ah. 
  Divide that rating by the 
  current pressure in atm t o  show how long the tanks will function at a 
  specific depth. 
  For prolonged dives, time should be tracked carefully, 
  and the available oxygen supply tracked along with it. For instance, a 
  ~ h ~ a c t e r  
  begins a dive carrying a tank rated for one hour at 1 atm. She 
  swims 15 minutes a+ latm, then dives to 2alm for 10 more minutes. When 
  +his time ts up, she has actually used over half of her air. 
  In terms of 
  1 atm use, she used 35 munutes of her hour's supply. 
  If she returns t o  
  latm, she has 25 minubs of air remaining; at. 2aM, she has 17 1/2 minutes 
  
  more. 
  A deeper dlve, to %+h, 
  would mPow drriy About 1:l mlnutes of 
  diving. 
  & 
  H& 
  h n k  tall but 
  modJd IncludH5 a PiRsdrve air 
  supply rated a? !-El mlriu* 
  In I&. 
  T b  m
  v
  e
   
  may cut bn a ~ a t t c a l l y  
  '(triggerlrrg s Wnlng lndlcrata to r l d  the diver1 w r&qulre manual 
  actlvattpn.: 
  In-@Wer cam, a r h h  b the sq%ce 
  w i l l  be required 
  quickly. Ne* Ma-k a semlngly exhausted tank Jlll sctuatiy h w e  a few 
  breaths remalnlQ In It, which become available q8 pressure dem&ses. 
  'OXYGEN 
  -/a- 
  USE 
  Heavy fiyslcal a d v l t y  forces an i n c r q s  In q @ n  use. Each 
  time a char* 
  makes M e  equivalent of a kll @at 
  blow (elther In 
  cmbat a ~
  Q
  W
   
  f a d  sMmmlng), an extra rntnw&:@ air L used. This is 
  counted es: d%lrf'@e 
  a+ cu~~srtt 
  pmssw& E?y*fs b, grf ZZat, twa 
  minutes d'%r Wal 
  s u ~ p l y  @re expended). ' 
  Whm $lvlqq with cmnvmiapal o~ypm-il/#fu~?ri 
  gas mlx, dlvars may 
  be subjdWhr nWQg~n neucak@n* 
  d&~&,. 
  Nllrogen bWcosis is a 
  4 
  phenomenon ~ a f - ' q ~ $ ~ 4 l a  
  divw W b we 8ws W he had cernsumsd large 
  ,quantities 07 an 1nd6xlchttlng beverage. 
  A t  a pressure of 3 atm, the effects ot nitrogen narcosis begin to 
  s e t  in. 
  Referees should treat the hazard as a form of "wounding" which 
  Bmultaneously affects Endurance and Intelligence. 
  When a rapldly 
  descending diver reaches fatm, one hlt is inflic-ted on each of these 
  areas 
  An additional h i t  is inflicted each tlme the diver adds an 
  additional 1/2ahn t o  his depth. Thus, a+ 6ah, 5 hits have been inflicted. 
  When elther Endurance or lntelllgence reaches 0, the diver Is 
  ;ufi2onsei6us. The real danger ot nttrogen narcosis, however, is its 
  m & l # & n t .  
  under the eftects of nitrogen narcosis, the 
  player must rolt 20 for a resujt less than or equal t o  Intelligence in 
  order t o  have the character cmple-te oven the simplest of tasks. Repeat 
  tries are allowed, one each combat round in most cases Failure o f  the 
  roll Indicates that an error in Judgment has caused trouble for the 
  ,chwacter attempting the adion. 
  A t  very high pressure nIW~gen 
  narcosis does not count as normal wound% a character skill has his full 
  Endurance for all purposes even during a deep dive. 
  Recovery fram the 
  ef tech of nitrogen narcosis is automatic and insfantanaous as the diver 
  ascends t o  lower pressures. 
  As %on as an ascent is made h a popof of 
  I 
  less then 3afm pressure, the ef fa& 
  vanish tofal l y. 
  A chai-ackr wlth a Diving skill of 2 or higher might realize t h a t  he 
  ,is under the Influence of narcosis by sucessfully making a 20 roll against 
  Intelligence. 
  Those with lower skill ratings would know on a 30 roll 
  agalnst Intelligence. 
  Once a character reallres that he is 'narkedt, he 
  'can relieve the situation by ascending until the eftacts are gone, then 
  ;descending again slowty. 
  Nitrogen narcosis gets worse as descent rate 
  increases, and can be avolded by descending a t  less than latrrt/minute 
  once below the 3atm level. 
  
  t t  is I m p d a n t  fw fhe refewe k~ 
  h a y l b  the effeck ef nIbgen 
  nar-Is 
  secrefly. 
  The @ f f b  of nw~asls are sub+le md arb in 
  materlali ze fully. Reall zdlah W& q
  i
  w
   
  nwcd~is is e s ~ d n g  
  *I- 
  # I I I  come quick ty to players wH'h an uhkl-dlng 
  of divlng~ 
  #@ 
  however, should use rolls erpstM3 lnWU&tnce to regulah characts 
  understanding of the sltudion. A &ls$dyh as~end abwq 4
  6
  -
   
  of narcosis Is a task, like any &her, ut&zhhy be a f f e d  by m&k 
  VlSlBILlTY AND SOUND 
  The undersea environment bas special 3ff 
  on light and wund 
  waves. These can inf luencs undewrtw &I$I%es In varlous ways. 
  Refraelcn takes pla~e when I-5 
  in the water are viewed 
  ak - 
  as through a face mas&, d d  emd$b&& tst appear In be bo+h 1- 
  and closer Qhan tf&1ch@ll y =a. k OM of -1 Is appl I d  %Q w I! ,rolls W 
  h l t  when atb~:&lng-Wlirrw&@g. T.~S~T' 
  of water shpuld be kept 
  in mind by f i e r e M a e  In nowri&& 
  ,- 
  . . 
  L?. 
  well. 
  Visi billty in G& 6 
  $~rn,@erll~ 
  rA@+$ced i~ 
  75 me-. 
  An o
  m
   
  a t  yea** 
  rb#+ 
  w1tl be ririI$ble sndy 19 It $ hlrly large. 
  SpeeHlc 
  condrlkns. way- vary m ~ l d e r a b l y ;  the referee wy e w e  to r-d 
  slghtlng rang- 
  I n  m w  Indances. Raugh warn condiYbm+ sandy CR dlty 
  b d - h s ,  and other wndftldns can reduce ~ I b i W l I ~ ~ - h o  
  near z
  !
  .
   
  Wlws We Bffecbd by di*nde 
  frm the l l g ~  
  @rWn 
  w a G @ h s .  @f Ilght we erbmbd quickly In paseing Worllgh w
  h
  *
   A t  
  dI&nces @# than 6 mete- 
  reds are IndkHngulshablg 
  md 
  yellow h r d * h l t  at wound 12 netenv Blues a e  dlsurnSibls at d&~c& 
  o v e  30 miem. 
  V islbility f Iguras here assume an avallabillty of natural Iigh?, 
  either filtered sunlight, a major source of natural phosporesence, or 
  a&Ificial light. During t h e  day, sunlIghi wIll provide Illumlna~ion only to 
  abou? 100 meters depth; below This point, an alternate light wurce is 
  required. A t  night, no surface light penetrates to any slgnif lcant depth, 
  The referee will do well to keep these fackrs In mind when 
  descri blng scenes underwater. 
  Sounds underwater are tranvnitted farther and faster than in the sir, 
  b u t  are quickly scattered. Far this reason, a bud noise (say a knife 
  pounded against an air tank) can be heard for a bng distance, 
  facilifating the use of audlal signals. In bad vlslbillty, however, sources 
  of such munds are not easy to locate, since the sound wavw scatter w 
  qulckly. 
  m
  T
   
  UNDERWATER 
  In addition to the DM caused by reWaction and the range 
  modltfcaflons, the undersea environment has othw effects on combat. 
  Gunpowder weapons tunction 4 t h  a DM of -3 to hit; archaic gunpowder 
  weapons (those whlch do not use a sealed cartrldgel do n o t  fire a? alt, 
  Laser weapons am, for all practical purposes, ineffective aT distances 
  greater than 3 meters, and have a M of -1 -b hlt and damage reduced by 
  2 even in that range. 
  
  Melee weaponry suffers a DM o f  - I  t o  hit, due t o  the density of the 
  water. This modifier is also used in resolving attacks with spearguns and 
  similar weapons. 
  The referee should always use common sense in applying weapons 
  modifications. 
  UNDERWATER COMMUNICATIONS 
  Though sound carries well underwater, it is quickly distorted 
  beyond recognition, making it useless for complex communications. Most 
  other forms of communciations are equally limited. 
  Radio waves carry no more than 30 meters before being scattered, 
  and thus are o f  limited use in deep water. 
  For subsurface-to-surface 
  transmisions, 
  it is 
  necessary 
  t h a t  the surface 
  station 
  run 
  a 
  receiver/tranmil-ter into the water, connected by cable t o  the radio 
  proper, in order t o  penetrate the air/water interface. 
  Without such 
  arrangements, signals are rarely capable of being exchanged from one 
  medium t o  the other. 
  Maser communications (discussed in Striker) are effective t o  no 
  more than 300 meters. 
  Lasers can be used t o  carry communciations t o  no 
  more than 30 meters. 
  Highly sophisticated meson communication systems 
  are not affected by water, but are non-pwtable, and thus do not tall 
  within the sphere o f  diving communications systems. 
  -22- 
  
  TEMPERATURE 
  Dives in cold water can be very dangerous. Water is an excellent 
  conductor of 
  heat, 
  and 
  can 
  lower 
  a 
  diver's 
  body 
  temperature 
  significantly. 
  For example, 
  when 
  diving without protection 
  in 
  water at a 
  temperature of 10°C (50°F), a diver loses one point of Endurance every 
  ten minutes. At 5°C (40°F), however, this loss is increased to one point 
  per minute. 
  Colder temperatures are correspondingly more severe in 
  their effects. 
  Protective clothing can offset the effects of immersion in cold 
  water. 
  A table showing the (unprotected) Endurance loss at various 
  temperatures follows. 
  TEMPERATURES 
  ============================================================== 
  Temperature
  °c 
  (OF) 
  Rate of Endurance Loss 
  20 
  15 
  10 
  5 
  o 
  -5 
  (0) 
  (60) 
  (50) 
  (40) 
  (32) 
  (25) 
  Lose 
  Lose 1 
  Lose 1 
  Lose 1 
  Lose 1 
  Lose 1 
  Endurance point every hour. 
  Endurance point every 30 minutes. 
  Endurance point every 10 minutes. 
  Endurance point every minute. 
  Endurance point every 30 seconds. 
  Endurance point every combat round. 
  ===================== ========================================= 
  Centigrade to Fahrenheit conversions have been rounded off. The 
  centigrade 
  figures 
  are 
  considered 
  as 
  accurate, 
  the 
  Fahrenheit 
  equivalents approx imate. 
  The referee is responsible for setting the 
  basic water temperature. 
  CONCUSSION AND SHOCK UNDERWATER 
  The dense liquid medium of the undersea environment transmits 
  shocks to great distances, and underwater explosions are a severe 
  hazard. 
  When an explosion is set off underwater, blast effects are 
  transmitted outward in a spherical fashion around the impact point. 
  When using basic Traveller rules, the full effect of a blast (i.e., the 
  full number of dice thrown for damage) will be suffered by anyone within 
  Close or Short range (up to 5 meters away). Half the given damage dice 
  are thrown for characters at Medium range (up to 50 meters). 
  This 
  damage is caused by concussion, and is automatic -
  no "to hit" throw is 
  made. All characters, an ima Is, an d objects are affected. 
  Referees using Striker rules should double the given "burst radius" 
  for a given explosion and use this as the basis for calculation of 
  concussion effects. 
  It should 
  be 
  remembered 
  that explosions radiate 
  in 
  three 
  dimensions. 
  The difference in depth between an 
  explosion and a 
  character in the water should be determined. Using the conversion rates 
  -23­
  
  of basic Traveller, determine t h e  vertical range between the exploslon 
  and the target, as well as the horizontal range. The greater of these 
  two Is used for deterrnlning concussion damage. 
  SPECIAL SCUBA RIGS 
  The rules which have hitherto been presented relate t o  the use of 
  standard SCUBA gear utlllzing an oxygen-nltrogen air mix. Other types 
  of equipment are available, usually of llmited availability and/or higher 
  price. 
  Tanks using a different gas mix - usual1 y oxygen-helium - are often 
  used To eliminate same of the dangers assocla-ked with deep diving. Ues 
  of the oxy-helium eliminates the threat af nlfrogen narcosis, and 
  reduces the problems of dempresslon xlmewhat. 
  Times given on the 
  decompression tables for allowable baitom time should be doubled when 
  uslng these rigs. 
  Close-circult SCUBA (aka known as the oxygen rebreather) is a 
  system whlch recycles oxygen from exhaled carbon dioxide, All narmal 
  pressure effects are present; the only dlfferences allowed by t h e  
  rebreather are the iack of tell-tale alr bubbles, and an extension of the 
  available air supply above dandard SCUBA. The system Is of-ten used in 
  commando operations, Close-clrcult SCUBA k ex-tremsl y tricky to handle; 
  see the section on Equipment for details. 
  The artificial glll is a device which e x t r a c k  oxygen from 
  surrounding w a t e r .  
  A supply of nitrogen w helium Is still carried, for 
  rnixhrre ufth the oxygen thus acquired. 
  Pressure effects ere still of 
  Impwtance, but the character's supply whlle using the unit is virtually 
  unlimited. 
  Some danger does occur In areas where the amount of oxygen 
  In the water fs too low to suppwt life; see the sepclflc description of 
  equ lpment. There are severa t varlaTions to this basic concept. 
  A t  very hlgh tech levels, introduction of a bionkally Implanted glll 
  allows characters tr, survlve underuater b y  actually tlbreai-hingtf water. 
  A l l  problems of pressure and air supply are eliminated a t  this point, but 
  the equipment i s  extremely expensive and difficult to obtain. 
  UWILICAL DIVING 
  Divlng with umbilical gear Is not unlike SCUBA divlng in most 
  particulars, but t h e  freedom of diving range and movement Is, of caurse, 
  hampered by the length of the umbilical llne (which can be linked to the 
  surface or to an underwaf.~ base or vehicle). The r i g  requires at lea* 
  one person on the surface to handle the air compressor that feeds alr t o  
  the diver; thfs IndIvIdual should have either umbillca! divfng w 
  mechanical skill. 
  Pressure effects should Hill be taken into account with umbilical 
  dIvlng, though air supplies are virtually unlimited, 
  Special hazards 
  accrue from The possiillly of havlng an umbilical llne severed durfng The 
  course of the dlve. 
  
  Equipment 
  The equipment presented i n  this &ion 
  covers a broad range of 
  fundons and abiltties. 
  Characters planning underwater activities are 
  advised to carefully weigh their needs, and choose the hest possible 
  equipment for the job to be done. 
  BAS LC SK l N D lV l NG GEAR 
  This gear embra~es the face mask, snorkel, swim fins, and weight 
  belt used in skln and SCUBA diving. 
  A t  Tech Level 2, such mateftal 1s 
  likely t o  be of a somewhat Improvised nature. 
  By Tech Level 6, the 
  famillar forms of all these pieces of equlprnent is reached. 
  Snorkel: A snorkel is a small tube which permits the diver h submerge 
  comple'tel y but continue to breathe as long as the end of the snorkel Is 
  above water. 
  There are many sizes of snorkels, but these are ail under 
  40 cm tall; once a snorkel gets past that length, the air exchange is not 
  sufficient t o  support the diver. Wdght is 100 grams; prlce is CR 5. 
  Face Mask: Various types of masks are available; they permlt clear 
  vision underwater. 
  Characters wfthout masks suffer from even more 
  serious handicaps in vision than are outlined in the previous rules on 
  visibility underwater; the referee should a d  accordingly. In addition, If 
  I t  k defermined that chemicals in the water are particularly irrfiatfng w 
  dangerous (the effect of pollutants, an atmospheric taint, or some other 
  condition Imposed by the referee), a mask is necessary to preve* damage 
  t o  the ayes. 
  The simplest types of face mask range in price from CR 10 i o  CR 30, 
  and weigh 250 grams. 
  More sophisticated models, rigged fw full head 
  coverage to pwmlt the use of a radio w &her special gear, appear a t  
  Tech Level 7, cost CR 50 to CR 100, and weigh up t o  TOO grams. 
  Swim Fins: Fins increase the diver's speed In the water. 
  When using 
  fins, a character sets a movement rate (as discussed in the rules on 
  movement), but the actual speed gchleved is calculated as If the 
  character's level of Swlmming skill is 1 higher than shown, 
  Thus a slow 
  swim by a character with Swimming-3 is usually 5 meters per minute; with 
  fins, he moves 10 meters per minute wi'thoutsuffering any Endurance loss. 
  A set of fins weighs 500 grams, and costs CR 15. 
  Weight Bert: A weight belt Is designed t o  hold weigh* 
  used t o  
  compensate for buoyancy. Primitive gear usually makes use of "found" 
  weights fstones, etc.); actual weight belts with provisions for adding and 
  subtracting specific amounls of weight cost CR 25. Weight of +he belt is 
  negliglbte; the aci-ual attached weights w i l l  cause it t o  vary In its 
  effective weight. See Buoyancy rules. 
  
  EXPOSURE SUITS 
  W e t  Suit: A nylon-lined, foam-insulated neoprene outfit designed to 
  reduce the effects of cold water. 
  Water Is permitted to soak into the 
  suit, but the insulation is designed To keep heat toss from becoming a 
  problem. Several types are avallab le, 
  Standard Wet Suit (Tech Level 6): Raises the exposure time in cold 
  water by three levels; thus 0°C is keated as 15°C for purposes of 
  endurance loss. Weight is 1 kg (ignored when warn); cost is CR 60. 
  Llqht Wet Suit (f ech Level 7): Raises the exposure tlme in cold water 
  by iwo levels, thus 0°C is treated as 10°C. 
  WeIght is negligible; cost Is 
  CR 40. 
  Advanced Wet Suit (Tech Level 8): Raises the exposure time in cold 
  water by three levels (like the st-andard wet sult). 
  Equlvalent to jack 
  armw for protection. Weight Is negllgtble; co& is CR 75 
  Cold Water Wet Suit (Tech Level 7): Designed tor diving in extreme 
  conditions. 
  Exposure Time in cold w a t e r  is ralsed by four levels; O°C is 
  treated as 20°C. Equivalent to jack amw. Weight Is 2 kg tnegllgible 
  when w n l ;  cos+ is CR 100. 
  Dry Suit (Tech Level 71: The dry suit, 
  unlike the wet suit, 
  is a 
  completely watertight garment. 
  Because of this, the dry suit is 
  considerably warmer since cold water is not circulating through the suit. 
  Wearing clothing under the dry suit is possible and will improve in 
  ' 
  insulating poten-kial by one factor, b u t  this w i l l  also further reduce 
  I 
  movement. If M e  5uW 15 ever torn, however, the insulation value wit t be 
  reduced t o  that of a poor wet Suit within 1 D combat rounds, 
  Exposure 
  time In cold water k raised by six levels; 0°C is treated as 30°C. The dry 
  suit has one addltionat advantage in that a bouyancy control device 1s 
  n o t  needed since the entire suit can be used as one. Weight Is 3 kg; cost 
  is CR 300. 
  Heated Dry Suit (Tech Level 8): An 
  advanced 
  exposure 
  suit, 
  the 
  heated dry suit utilizes heating coils bull+ into the suit proper to heat 
  the diver. While nearing the suit with the heaters in operation, exposure 
  rules are camp letel y ignored. 
  Disadvantages of the suit Include the extreme I/R signature, which 
  makes detection of a diver extremely easy, and the possibility of a shwk 
  circuit when the suit is damaged. Any time the suit is hlt and penetrated, 
  tlr+troll 10+ for a short circuit, which causes the diver 4D damage; then 
  reduce the suit to a nwmal w e t  suit for protection in 10+3 comhat 
  raunds. 
  The Heatted Dry Suit is treated as a Dry Suit when power is off. 
  Batteries, wwn in a belt pouch, provide 6 hours of operation before 
  recharge or replacement becomes necessary. Available ert. Tech Level 8, 
  1 
  the suit is of negligible weight, provides protection as jack arm% and 
  costs CR 650. 
  An improved model, available at Tech Level 10, does not 
  shcst ckcuIS when penetrated, and the baf-teries last I 
  2 hours. 
  
  SCUBA RIGS 
  Underwater A i r  Tanks: Tanks include a regulator and breathing 
  connections. They come in several sires, based on the charge of air 
  they can hold, and can be worn In configurations of up to three tanks at 
  a t l m a  
  The following is a list of available tanks by time rating (at 1 atm), 
  weight tcharged), cost, and Tech Level. 
  AIR TANKS 
  -------------------------------------------------------------- 
  -------------------------------------------------------------- 
  Time 
  Weight 
  Cost 
  Tech Level 
  1 hr. 
  1 -5kg 
  CR 350 
  6 
  2 hrs. 
  2.0kg 
  CR 375 
  6 
  3 hrs. 
  2.5kg 
  CR 400 
  6 
  4 hrs. 
  2.5kg 
  CR 500 
  8 
  5 hrs. 
  2 .Okg 
  CU 800 
  9 
  -------------------------------------------------------------- 
  .............................................................. 
  Tanks must be charged with a gas mix. 
  Air (oxygen-nitrogen) refills 
  c o d  CR 4 per hour of breathing time at la* 
  A sophisticated axy-helium 
  mix costs CR 25 per hour of breathing tlme. Refills require access to air 
  
  compression equfpment available at Tech Level 5 and over. 
  Oxy-helium 
  refills are n o t  available unless Tech Level 7 equipment is used, and may 
  be subject to limited availability (at the discretion of the referee). 
  Oxygen Rebredher: A close-clrcuit 
  SCUBA system which uses s 
  chemical charge t o  abxxd exhaled carbon dfoxide and reclaim oxygen. 
  The system func-tions for 6-8 hours before a fresh charge of chemicals is 
  required. The exact time will he 6 hours plus ID x 20 minutxs. There Is 
  Ilttle advanced warning of exhaustion of the chemicals, and dives of 
  longer than 6 hours are risky. 
  The delicacy and cornplicatIon of the rebreatRw apparatus makes it 
  prane to mishaps. 
  Once every hour, the referee should roll a 7-, 
  DM + 
  diving skill, OM + Tech Level-8, fw a mishap to occur, resulting In 
  failure of the unft. 
  The rebreather has the advantage of giving off no tell-tale bubbles, 
  and thus Is frequently used for commando and covert aperal-ions. 
  Available a t  Tech Level 8, the rebreal.her weighs 4 kg and cosk CR 
  2,000. A charge of cheejcals c05tS CR 100. 
  Artif lcial Glll (Tech Level 0): Deslgned k exkact oxygen from water, 
  the artificial glll Is a cmplex device whlch allows a virtually unlimited 
  time undernater. A tank included In fhe mechanism carries a charge of 
  nltrogen w hellurn, which b mixed with extracted oxygen, Exhaled 
  carbon dioxide h e llml nated, 
  with the hell urn or nitrogen being 
  recirculatad. 
  Some models have C02-absorbant 
  chemicals, 
  like a 
  rebreather, t o  eliminate bubbles far caverl- dives. 
  The Swo chief dangers involved in using the artiflclal gfll are anoxia 
  and hy paxla. 
  Anoxia wcurs In m e  layers, of n* 
  whwe oxygen content Is too low 
  to allow ex-tractlan. 
  This is nwmdly w W e  occurrence, Implemented as 
  an event a t  great depths a under hpm~ldl ~lrcumstances. Victims of 
  anoxla must be given air withlEflve minut* 
  o ~ 4 h e y  
  w i l l  probably die. 
  Hypoxia occurs when a iayli In the mechgalstn delivers an insufficient 
  volume of the mix gas ( n l m e n  or hellum)'b the divw. 
  Shots of pure 
  oxygen Cave an Intoxic%+lng e'ffee, and &auld ,be *treated 
  much lIke 
  nikogen narcosis (?reat a 13-second M a t  r&tl 
  ~f h ypoxia as a .5aim 
  increase in pressure in 
  of &t#ttc w. 
  Hypoxi8 is b-ed 
  an 
  +he reliability of the gill. Basic cham mf oi'mlshap is equal I-o the tech 
  level of the device (8+ fa- Tech 8, 10+ faf Tach 15, 4Tc.1, plus the 
  diverts D M n g  skill (skill Of 3 plus Tech 8 = roltablllty of 11 1, mlnus any 
  damage due t o  abusa a attad. If a total malfunetlon of the mix occurs 
  Erellabfllty die roll mkssd by A or me), the tllvar w i l l  receive pure 
  oxygen, which at depths gre- 
  W@n 2- 
  .Is a dead1 y gas. If breathed 
  far more thaf ID-2 combat rorlpd~ I) may rmlt In the death of the 
  dlver. 
  The &lflcial 
  gltl functtolsa only Tn 
  M n ,  standard, w dense 
  atmospheres (types 4-91. 
  WefgW 11s 4 kg, 
  Is CR 4,OQO, 
  Absorbent 
  chemicals fw C02 we available as fw the rebredher. 
  Powered Gill (Tech Level 121: A variant of the artlflclal gill, the 
  powered gill Is slmllar fn function but quEe different in actual design, 
  Using a power pack ~ pravlde the hl$h levels of energy required, the 
  
  powered glll converts water to hydrogen and oxygen, expelling the 
  hydrogen and combining the oxygen aI?h a carried nitrogen supply. 
  The powered glll has all of the same basic llmltatlons as the artificial 
  glll, though it is IIghTsr. 
  Power supply Is good for 38 hours of use 
  between recharges. 
  Weight Is 3 kg, cost is CR 5,000, 
  Bubbles (from hydrogen, broken down 
  by ffie unit) cannot he masked. 
  Powered G i l l  (Tech Level 13): A reflnernent of the standard powered 
  9111, this rninlaturized version employs the same principles, but is much 
  smaller. It consists of a lightweight, mouthpiece-type breathing devlce 
  with a mall badtery and a container of pressurized nitrogen &ached to 
  the unit. 
  The unit will not accept helium, and thus is limited by the 
  threat of nitrogen narcmi5 ?o pressures of 3abn or less. Total operating 
  time Is no nwre than 1 hour. 
  Othw charactersitlcs are as given wifh the powered gill and the 
  artificial gill. WeigM is 5013 grams, and price is CR 7500. 
  Bionic G i l l  (Tech Level 14): A surgical implant device which enables 
  the human body to funcl-ion freely In the undwsea environment. 
  The 
  individual breathes water as freely as air using a small El kg) intake 
  devlce whIch Is tied to the implant when a dive is made, The lungs are 
  filled with water )o equalize pressure, though water is not actually 
  "breathed" through the lungs. 
  The chief danger of the blonlc gill is a problem in adjusting from one 
  environment to another; water trapped in the lungs upon resumption of 
  alr breathing can be a threat. 
  It b primadl y controlled through 
  experience, Each time a dive Is made, a l D  throw of less than diving skill 
  Is required to avoid this mishap, 
  If the throw Is not achieved, the 
  character takes 2D damage. 
  The bionic gill costs CFI 30,000 
  t o  purchase and implant. 
  Once 
  Installed, It is ot negllglble weight, The intake unit co& CR 5,000. 
  SUPPORT EQUIPMENT 
  Depth Gauge: A devise for reglsterlng the pressure ot the water 
  around the diver. 
  Several models are available, varying In accuracy and 
  in special features, 
  The simplest types ot gauge register pressure on1 y (forcing the diver 
  t o  be familiar with the pressure/depth retationship fw the specific 
  planet). These range in price from CR 5 to CR 50, and vary In reliablIIty 
  according t o  price. 
  Very cheap models can be more dangerous than 
  useful, since readings may be off considerably. 1 hese are available a t  
  Tech Level 6. 
  O f  similar quality and price we gauges manufactured for diving on a 
  specific world, 
  which calibrate depfh in meters (or other, 
  local 
  measurements) rather than by pressure. 
  In additlon to concerns over 
  reliability, characters should be aware of the danger of dlvlng with a 
  depth gauge calibrated tor a different planet. 
  Any Tech Level 6 world 
  can provide these. 
  A more elaborate model of depth gauge is a digital unit t h a t  records 
  time as well as pressure, and speciflcally processes information on 
  
  decampresslon stops and durations. 
  Prices on this type of gauge are h 
  the CR 100 to CR 250 range. They are available at Tech Level 8. 
  Most sophisticated of all is a device which can be proyammad to show 
  pressure, decompressjon data, and depth in meters for any world, merely 
  by maklng some simple entries before diving. This unit, available 
  Tech 
  Level 9, is usually priced in the CR 200 t o  CR 300 range. 
  All depth gauges are of negtiglble weight, are worn on a wrlst mounting 
  and usually require accasional battery charges f f f  power. 
  Tank Pressure Gauge: A gauge showing the available air supply left In 
  air tanks. 
  A basic model shows this information in terms of 1 atm alr 
  supply (forcing the diver- to convert for current depth); an advanced 
  version can be tEed in with a prograrnmab le pressure/depth gauge $0 give 
  readouis of actual air supplies WP specWic depths. Weight is negligible, 
  prices range from CR 5 to CR 50, 
  Echo Sound-: 
  A device which sends out a pulse of high-frequency 
  sound, then reads returning echoes t o  give s range beheen t h e  sounder 
  and any abstructIon. tow-cost models are usual1 y effective to no more 
  than 80 meters, and a t  ranges of over 40 meters have little accuracy. 
  More sophistkd-ed models (available at Tech Level 7+) are capable of 
  showing a fairly detailed display of the area at which they are aimed, 
  including registers of schools af animal life and other details. 
  Echo sounders are usual1 y mounted aboard boats and su bmersib t es, 
  where they serve as depth finders. 
  Porlable models, however, can be 
  moun-ted in waterproof camera housings (see belaw) and used by divers. 
  They not only determine depth, b u t  also can be used t o  find horizontal 
  ranges. 
  Un1t~ weigh 1 kg, wlth cosk ranging from CR 50 to CR 300. 
  Price 
  determines both versatility and reliability,. 
  First avallable a t  Tech 
  Level 6. 
  Waterproof Camera Housing: A carrying case which can be used to 
  house cameras or dellcate Indrumenfs whlch cannot be exposed directly 
  to water. The housing adds 500 grams to the weight of the device being 
  carried, is available aT Tech Level 6, and cost is equivalent to the item 
  being protected. 
  Buoyancy Control Device: An inflatable vest whIch is used to wntrot 
  a diver's buoyancy and can hold his head completely out of water when 
  fully inflated. Note, the BCD should not be used to l i f t  objects out of 
  the w&er since if the obJect Is dropped, the diver w i l l  suddenly become 
  m
  y
   buoyant and wlll move to the surface a+ great speed, possibly 
  suffering from +ha effects of too qulck an ascent; far lifting objects 
  frm the water, a lift bag should be used (see below). The BCD, when used 
  as a life vest, can hold a diver up as long as It remains Infl&ed, without 
  any effort on the diver's  pa^. The ECD can be inflated mall y; or, with a 
  speial hose attachment, from the alr tankq or, in an emergency, wlth a 
  CO cartridge. It has a negligible welght, is avallable a t  Tech Level 6, 
  an2 costs CR 45. 
  Llft Bags: A I l f t  b ~ g  
  is basically an underuater parachute that is tied 
  t o  an obJect and tilled wlth afr to l l f t  the object to the surface. WeigM 
  
  of the l i f t  bag is negligible, but bags with greater than 100 kg l i f t  are 
  bulky. C& 
  of the llft bag is CR 10 for each 25 kg of lift. 
  Bangstick: A short pole tipped with an explosive cartridge, used t o  
  discourage underwater predators, 
  Use of the bangstick requires a 
  fencer's thrusf to set off the charge against the hide of the predator. 
  Each stick is good for one attack before reloading which takes one 
  combat round. 
  The bangstick is I meter in length, weighs 250 grams and costs CR 20. 
  Ammo prlce is as given for shotgun shells. 
  This weapon is available a+ 
  Tech Level 5. 
  Electrfc Prod: A hand weapon whtch delivers a powerful charge of 
  efedrictty when brought into contact with a target. Used to ward off 
  large predators, the electric prod is a pole with batteries in the 
  handgrip, and discharges when touched against Its target. It is easier to 
  use than the bangstick slnce only a touch 1s needed, and the prod 
  doesn't do physical damage to the beast which could result in the drawing 
  of &her predators. 
  The electric prod is 500 mn in length, welghs 250 grams, and cosk CR 
  75. Replacement baiteries (good for 10 discharges) weigh 25 grams each 
  (two are required for operation), and may be changed in one round. They 
  costCR 10 each. Electric prods are available a+ Tech Level 7 and up. 
  Hand Spear: A hand-carried spear (with an optional harpoon tip) used 
  for undersea fishing. 
  Similar In slze and weight to a bayonel, i t  has 
  slightly different combat characteristics. 
  It 1s available at Tech Level 
  1, and costs CR 10. 
  Sltnq Speargun: Similar in principal to the crossbow ar slingshot, the 
  sling speargun is a slightly longer-ranged undersea weapon than the 
  hand spear. Available a t  Tech Level 3, it consists of a Tube, a rubber or 
  elastic sling, and the spear itself. Sling spearguns weigh 500 grams, and 
  cost CR 50. 
  Gas S ear Gun An undersea weapon using compresed air or C02 gas to 
  f
  i
  r
  m
  g
  a
  s
   
  spew gun Is available a t  Tech Level 6. It welphs I 
  kg (spears weigh 250 grams each), measures 500 mm, and costs CR 125. 
  ExWa spears (including cornpressed gas carbidges for firing) cosf CR 20 
  each. 
  
  WEAWNS AND EQUPWENT 
  WEIGHTS M D  PRICES 
  ==-.***.IC=9rX11===111===111111¶1111111111111111=1111111==5=~=====i.fI-rOP 
  Base 
  Length 
  Base 
  Tech 
  Reload 
  Rebad 
  Item 
  Welaht 
  Overall 
  Prlce 
  Level 
  Welaht 
  Prlce 
  . Hand Spear 
  250gm 
  2OOmm 
  CR I 0  
  I 
  - 
  - 
  Sling Speargun 
  500gm 
  200mm 
  CR 50 
  2 
  250gm 
  U? 10 
  Gas Speargun 
  lDOOgrn 
  5OOmm a 125 
  6 
  250gm 
  CR 20 
  Bangstick 
  2-m 
  500nm 
  CR20 
  5 
  750gma 
  CR 10 
  Electric Prod 
  25091~ 
  40amln 
  CR 75 
  7 
  25gnB 
  Wt 10 
  + There are 10 reloads t o  a package. 
  11 2 batteries are required far use. 
  I I D I L I ~ I ~ I I ~ ~ I ~ ~ P I ~ ~ I I ~ I I I I I I I I I ~ ~ ~ I I ~ - - I ~ I ~ ~ - - - - - - - - - - - ~ ~ ~ 
  -- 
  ------em--- 
  --*--s=.I~s=%Oafa= 
  WEAR% f ABLE 
  fDt==¶a~Sl=DD-lS==fI1=a==13aI=iCPIO(DII~IIII==I1I1~=II==ll===i==ff=ltl~flfO 
  Requlred 
  Advantagrrws 
  Weakened 
  Required 
  Advantagsous 
  Aftackerls 
  Strength 
  Strength 
  Blow or 
  b x t e r l t y  
  Dexterity 
  Weapon 
  Lewl DM 
  Level OM 
  Swlng OM 
  Lwel DM 
  Level DM 
  Hand Speer 
  6 
  -2 
  10 
  t 1  
  -3 
  - - 
  - - 
  Sllng Speargun* 
  7 
  -1 
  9 
  +2 
  -2 
  7 
  -2 
  9 
  +1 
  Gas Speargun 
  - - 
  - - 
  - 
  7 
  -2 
  9 
  t1 
  Bangstick 
  5 -2 
  9 
  +I 
  -2 
  - - 
  - - 
  Electrlc Prod 
  4 
  -2 
  9 
  +1 
  -2 
  - - 
  - - 
  * Treat this weapon as a bow wmpon for combat. See Supplement 4, 
  Cltlzens of the lmperlum, or Snapshot for detalls. 
  ---- 
  ----rf----.--.-5s=G=====~~========~===LSP========f==~-s~~~=~~~*¶~~~~=========*
  WEAWNS MATRIX 
  = ~ s s s ~ f ~ s ~ ~ a i . m = = f = ~ ~ = f = = = ~ = ~ ~ ~ = ~ ~ ~ s t = ~ f = = = = e i l ~ s s = ~ ~ t ~ ~ 
  -------------= 
  Attacker's 
  Pefenderfs A r m w  
  Weepon 
  Nothtng 
  kck 
  Mwh 
  Cloth 
  Reflac 
  Ablat 
  Battle 
  Hand Spear 
  +1 
  0 
  -2 
  -2 
  -1 
  -3 
  -6 
  Sllng Speargun 
  +l 
  +I 
  -1 
  -1 
  t1 
  -2 
  -9 
  6as Swrgun 
  t1 
  +I 
  -1 
  -2 
  +I 
  -I 
  -5 
  Bangstick 
  +3 
  +3 
  -2 
  -3 
  +3 
  *1 
  -5 
  Electrfc Prod 
  Y 
  +2 
  +2 
  +2 
  I4 
  t2 
  -3 
  I===========i=====ElI===-~==**==i===P===aS==========t-IOiepstI*.Is==~~------ 
  Attacker's 
  Range 
  Wound 
  weapon 
  Clwe 
  Short 
  Medlum 
  Long 
  VeryLwg 
  Inflicted- 
  Hand Spear 
  +1 
  +1 
  no 
  no 
  no 
  20 
  Slit19 8 m w p n  
  +I 
  +I 
  4 
  no 
  no 
  2~ 
  S-rgun 
  +I 
  1.2 
  4 
  no 
  no 
  30 
  MngStkK 
  t1 
  t1 
  no 
  no 
  no 
  20 
  Wtrk Prod 
  +I 
  +1 
  no 
  no 
  no 
  40 
  S = = = ~ - ~ P ~ = P . I = = r = t = = = S 5 t P ~ " . 1 L ~ 1 1 3 5 e * e - . . ~ ~ a s ~ ¶ S 5 = = = = = = a . L * 4  
  Note: The intarmatlon given here assumes use of the weapons out of the 
  water. 
  Further DMs for underwater combat should be applied as 
  - 
  specif led in the rules section. 
  UNDERWATER TRANSPORTATION 
  Tow Sled: A sled attached by lines to a boat or submarine, with space 
  for equipment and handles far a diver to grasp. The vessel pulls the sled 
  wlth the diver holding on. Dlving planes can allow ascent or descent as 
  needed. 
  With no Internal power, the tow sled cannot move without assistance. 
  During use of a tow sled, roll 1 D against diving ski1 l during each ascent 
  cr descent t o  see If a mishap occurs. A mishap on descent results In 1 D 
  
  damage t o  the diver (usually a broken ear drum). 
  On ascent, 20 damage 
  resulting from a too-rapid ascent may be experienced. A t  speeds greater 
  than 5 kph, a diver may lose his face mask on a 10 roll higher than Diving 
  skill, wlth negative OMS for prolonged or higher speeds. 
  A tow sled should be rigged wlth 3 met- 
  of line far every meter of 
  descent planned for maximum efficiency. Weight of the sled (unloaded) is 
  10 kg. 
  Capacity for carried cargo Is 25 kg. 
  Available at Tech Level 6 
  for CR 20; can be manufactured to a-der a t  Tech Levels 2+ for CR 10 if 
  character has mechanical skill and metalworking tools. 
  Powered Tow Sled: A 
  self-propelled, 
  torpedo-shaped, 
  one-diver 
  propuklon device. 
  The diver gips twin handles (which house propellor 
  during plane, and rudder controls), and is pulled along by the torpedo. 
  A t  Tech Level 6, when these devices are first introduced, the limited 
  battery power available holds perfarnance t o  a maxium speed of I5 
  ineters per combat round, with a total operating time of one hour between 
  rechargings. Weight is 10 kg, price is CR 150. 
  A t  Tech Level 9, introduction of practical fuel cells reduces the 
  weight of the propuislon syd-em while increasing performance and 
  endurance. 
  Speed is increased t o  25 meters per combat round, and 
  endurance t o  5 hours between recharges. 
  A cargo capacity indde the 
  twpedo of 5 kg is provided. Total weight is 10 kg, price is CR 250. 
  Backpack Propulsion System: A propulsion unit clamped to a diver's 
  back, 
  Pwfwrnance characteristics of the backpack unit are slightly 
  inferiw to the powered t o w  scmer, but I-he backpack unit does leave 
  the diver's hands free for manipulation. 
  A+ Tech Level 7, the BPS unit has a speed of 10 meters per combat 
  round, an endurance of 1 hour before recharge, and a weight of 5 kg. 
  Cost is CR 300. 
  Tech level 10 models of the BPS increase speed t o  20 meters per 
  round, endurance t o  3 hours between recharges, and decrease weight t o  
  30 kg. Cost of this model is CR 500. 
  Sea Sled: A powered "wet submarinew which can carry a diver and 
  equipment for prolonged perjods of time. 
  Introduced at Tech Level 7, 
  the sea sled has a speed of 30 meters per combat round, and an 
  endurance of 5 hours. Mounting brackets allow lights and/or a personal 
  weapon (usually a speargun) to be attached. Cargo capacity is one diver 
  plus 50 kg of equlpment. Weight is 25 kg, length is 3 meters, price Is CR 
  
  250. 
  A two-man model, with similar equipment capacity and performance, 
  has a length of 5 meters, a weight of 50 kg, and a price of CR 500. 
  A t  Tech Level 8, models of the same size, capacity, and price range 
  have increased speed (40 meters per combat round) and endurance (12 
  hours before recharge). 
  Minisub: Small submarines come in a variety o f  shapes, sizes, and 
  configurations, and a discussion of all these could f i l l  a small volume by 
  itself. A typical minisub, however, can hold two individuals, one o f  whom 
  must have Small Water Craft (Submersible) skill t o  operate it. Measuring 7 
  meters in length, with a beam of I meter and a submerged d r a f t  o f  2 
  meters, t h e  minisub can dive t o  a maximum pressure o f  30atm, b u t  usually 
  does not go below 20atm in normal usage. 
  Below 30aln-1, the pressure hull 
  coll aoses. 
  Perfcfmance characteristics fw t h e  
  MINISUBS 
  minisub are listed a t  t h e  right. 
  The --- 
  --------------------------- 
  minisub is equipped with various types Rate 
  Speed 
  Endurance 
  of underwater trackina and search 
  - 
  equipment, including sonar and hydro- 
  Full 
  9 kph 
  2 hours 
  phones, 
  plus 
  television 
  cameras, 
  Cruise 
  4 kph 
  4 hours 
  communications 
  equipment 
  (which 
  is Slow 
  2 kph 
  10 hours 
  limit-ed 
  in range underwater t o  a 
  Dive rate: 1 m/sec 
  radius o f  about a kilometer), and a --------------------------- 
  ........................... 
  mechanical arm for manipulation o f  
  objects outside t h e  sub. 
  Standard minisub designs do not feature airlocks, 
  and make no 
  provision for personnel t o  leave the vessel. An airlock large enough for 
  one person a t  a time, can be added a t  a c-ost of CR 5,000. 
  The minisub has a displacement (without ballast) o f  2,750 kg, and has a 
  cargo capacity of 150 kg. 
  Available at Tech Level 7, the minisub costs 
  CR 30,000. 
  Larger models, 
  holding more people, 
  are available a t  
  considerably higher prices. 
  
  UM3lLlCAL DIVING GEAR 
  Umbilical Salvage R i g  The classic "hard hatmf dlvlng suit, this outflt 
  fesrtures a heavy protective suit [equivalent to cloth armor in effects), a 
  helm& t h a t  eompletel y encases the head and provides windows t o  the 
  front and sides, welghted boots, and a weight belt. The umbilical lines 
  include an air hose, a satety line, and a cmmunications wire for surf ace 
  to diver contact. 
  These lines may be as long m desired, subject to 
  availablllty and the normal condderations of presure and diver safety, 
  R compressor {see below) or a manually operated hand pump is also 
  required for th1s rlg. 
  The umbilical salvage rig is subject to considerable hazards when the 
  diver works among overhanging rocks or i n  submerged wrecks, since the 
  umbilical hoses can be severed in such conditions. 
  The bask salvage suit welghs 5 kg; the helrnet 15 kg; weight belt and 
  boots are normally a total of 20 kilograms. Available a t  Tech Level 4 and 
  up, for a ccst of CR 1,000. 
  Hookah Dlvlng Rig: The hookah rig is a face mask (rigged for complete 
  facial coverage) connefled by air hoses t o  an extern a1 air supply (tanks 
  or a compress6r). It Is worn with an ordinary wet or dry suit (or other 
  skin diving garb), and several are usually connected t o  one compressor 
  (the name comes from the resemblence to an ancient Solornani Ynoking 
  rlg). 
  The hookah rig is wdinarily a short-ranged, 
  limifed utIlity outfit 
  used far shallow dives or for excursions ou-klde a submarine or undersea 
  base. 
  The hookah rig is available at Tech Level 7, weighs 250 gram$ and 
  cask CR 150. 
  Carnpressm: An ak compressor is used to teed surface air, under 
  pressure, to a diver by means of an umbitical air hase. Compressors vary 
  In sf ze and performance, but s typical unit weighs 10 kg, costs CR 350, 
  and is available at Tech Level 5 and higher. Tech 5 - 8 compressors are 
  Idternal combustion engines; once each hour there is a chance t h a t  
  carbbn monoxide exhaust will accidentally be fed lu the diver. Roll 10+ 
  for this to occur, DW1 for each level of Mechanical ski1 l of an attending 
  operator. It carbon monoxide L fed to the diver, he will take 30 damage 
  each combat round for I D  rounds, unless the operator notices (roll 
  InTetelligence or less each round, or allow conscious divws t o  signal the 
  problem) and cosreck the probIem MTech Level 9+, fuel cells replace 
  the internal 
  combustion engine, 
  and She problem is eliminated. 
  Compressors can also be used fo fit1 SCUBA tanks in t h e  field. 
  Umblllcal A i r  Hose: An air hose, for use with umbilical diving rigs, can 
  be purchased for a cost of CR 5 per meter of hose. Standard lengths are 
  in multiples of 25 meters. 
  SPECIAL PRESSURE GEAR 
  Vacc Suit: Siandwd Vacc Suih can be warn fw diving purposes. 
  They keep the dlver immune to pressure effects up to pressures of 5aI-m. 
  8eIow this depth, the vacc suit is no longer usable, 
  Normal prices and 
  Information are in ef fed. If Internal pressure fs raised Irequlring later 
  decompression), the depth allowable Is increased accordlngl y. 
  
  High Pressure Diving Armor: A special, semi-powered armor similar in 
  function to battle dress, high-pressure diving armor keeps the diver 
  immune to pressure effects up to 10atm in excess of internal pressure (if 
  internal pressure 
  is 
  1 atm, the suit will 
  withstand 
  11 atm external 
  pressure); raising internal pressure will allow the suit to handle greater 
  exterior pressures, but will require the diver to decompress. 
  Battle 
  Dress skill or Vacc Suit-3 is required for operation. 
  The armor is 
  equivalent to Combat Armor in defensive characteristics, but does not 
  feature any of the power enhancement abilities of normal battle dress. 
  Diving armor weighs 20 kg, but has no apparent weight while worn. It 
  costs CR 25,000, and is available at Tech Level 9. 
  OTHER EQUIPMENT 
  Decompression Chamber: A 
  semi-portable 
  chamber 
  designed 
  to 
  eliminate decompression stops by the divers. 
  The diver may ascend to 
  the surface directly, but must enter the chamber within 5 minutes. It is 
  then set to the diver's maximum pressure setting, and gradually reduced 
  to zero. Total duration of the decompression period will be equal to the 
  sum of all required stops from the Decompression tables given earlier in 
  this book plus 1 minute for every 20 meters of the diver's total ascent. 
  Decompression chambers come in various sizes, usually fitted for 2 to 
  10 divers. Weight is 500 kg per diver, and cost is CR 15,000 per diver. 
  Many exploratory or research vessels, and most coastal hospitals, are 
  also equipped with permanent decompression chambers that can house 10 
  or more peop Ie. 
  The decompression chamber can also be used as a recompression 
  chamber for a diver who is suffering from the bends. By placing the bent 
  diver into the recompression chamber and re-pressurizing the nitrogen 
  that is bubbling in his bloodstream, physical damage can be stopped at 
  that point. 
  The main advantage to having a decompression/recompression chamber 
  aboard the dive vessel, is that long, deep dives can be made without 
  worrying about running out of air on the ascent. 
  Diver's Cage: A latticework cage designed to allow divers to enter the 
  water in areas infested by hostile life forms. 
  Usually holding two men, 
  the Diver's Cage weighs 25 kg and is available for a cost of CR 50 at Tech 
  Level 4 and up. 
  At the lower tech levels, however, the metals used to 
  build the cage will not be as strong (can break eaiser under attack) and 
  will be more prone to rust. 
  It can be constructed by a character with 
  access to welding tools, metal, and Mechanical-2 skill. 
  Airlift: A 
  device 
  used 
  extensively 
  in 
  underwater 
  salvage 
  and 
  archeology work. 
  The airlift sucks up mud, sand, and small objects 
  through a hose 250 cm in diameter. 
  The material is carried to the 
  surface, where it is sifted through a mesh which separates out objects of 
  potential value. 
  Unfortunately, breakage of small, fragile objects 
  usually occurs when the airlift is used. 
  The airlift weighs 10 kilograms, plus 1 kg per 2 meters of hose length. 
  It is available at Tech Level 5 and up, costs CR 400 plus CR 10 per meter 
  of hose length, and requires a character with to1echanical-l or better for 
  operation. 
  -36­
  
  Sandgun: A portable version of the airlltt, the sandgun is used to 
  clear sand away, but not t o  carry it t o  the surface for siftlng. 
  Unlfke 
  the airlift, no Mechanical skill is required for operation. 
  Use of the 
  sandgun w i l l  stir up boltan sand and mud and reduce visibility 
  dra#tcally. 
  It wetghs 6 kg, costs CR 250, and h available a t  Tech Level 
  7 and up. 
  Water Jet: A portable device which sprays a high-pressure water 
  stream. This b also used In salvage and archeology work underwater to 
  displace sand or mud. 
  Use of the water jet stirs up sand and mud and 
  drastically reduces visibility. 
  It welghs 5 kg, costs CR 200, and is 
  available a t  Tech Level 6 and up. 
  Undersea Habitat. A self-containad eight man laboratory designed for 
  prolonged underwaier research and operations. 
  The habitat can be 
  pressurized t o  very high internal pressures, thus allowing personnel to 
  operate keel y in high-pressure diving conditions as necessary. 
  A two-decked, hemispherical complex, the habitat contal ns cwnplete 
  faciliths for underwater research. The lower deck contains the power 
  plant (11, fuel supplies (21, *age 
  fat habitat supplies (3) and an 
  equipment locker for divers (4). The round well a t  the center (5) is open 
  t o  the sea, water being held back by internal pressure; this is the 
  entrance t o  the habitat. 
  A decompression chamber (6, see above), 
  adjacent to the well, is provided for dlvers who make extended deep 
  dives at depths below the habit&. SMrs lead t o  The upper deck. 
  The hahitars upper level contains cramped quarters for elght 
  Individuals (71, 
  a control and ccmnunications center (8), a mall 
  observation area (91, a galley and rec room area (1 0) and lab spat- (1 1 1. 
  A Model/l computer is Installed adjacent to ?he commo center. 
  The underwater habwat first appears a t  Tech Level 7. 
  It weighs 70 
  tons, and CQS!S CR 7,500,000. 
  
  Upper Deck 
  
  S~ecial 
  Encounters and Events 
  On t h e  pages t h a t  follow, some suggestions f o r  potential events for 
  undersea encounter resolutions are presented. 
  These are not, 
  themselves, event or encounter tables, b u t  rather are intended t o  be 
  inserted into pregenerated or r e f  eree-created tables, t o  lend varlety 
  and flavor t o  an adventure o r  campaign 
  s e t  in an underwater 
  environment. The suggeded events are by no means definitive; referees 
  are urged t o  add o-fhers as +hey see fit. 
  EVENT LOCATIONS 
  A number of basic facts should be understood in uslng t h e  events 
  listed here. 
  Rivers are considered t o  be any narrow body of water flowing from a 
  source to some drainage point - usually a lake o r  an ocean. They are 
  characterized by strong currents, and are often dangerous as diving 
  sites. 
  Lakes are relatively m a l l  bodies of water, usually f a i r f y  placid and 
  calm. 
  Lakes, in these rules, can be taken t o  include bayous, marshes, 
  backwa+ers, and even sheltered bays w inlets in a larger body of water. 
  Offshore areas coastal regions of a large body of water (a very large 
  lake, sea, o r  ocean). This is usually considered t o  stretch o u t  around 5 
  kilometers from land, though such a definition is arbitrary and easily 
  ignored . 
  Deep water is considered t o  be a part of a lake, sea, or ocean mare 
  than 5 kilometers from shwe. 
  When discussing bodies of water, no distinction is made here 
  between "freshIt versus 'kaItit water. 
  it is an overall consideration of 
  weather, depth, and general conditions which determines the category in 
  which a given body of water be longs. 
  In addition to the distinctions above, encounter tables should be 
  separated into a t  least three categwies based on depth. 
  These 
  categwies are Shallows, Depths, and Bottom tevels. 
  Shallows are considered t o  extend t o  a level of about 10 meters, 
  regardless of pressure considerations. 
  Depths include any point in the water below t h i s  point. 
  Bottom is the actual bottom of the body of water in question, whlch 
  often has exceptional flora, fauna, and hazards all i t s  own. 
  A final facet which should b e  considered by t h e  referee while 
  creating underwater event tables for any given body of water is the 
  overall character of t h e  area in which dives are to take place. 
  For 
  
  example, special hazards posed by arctlc conditions wll l affect ice 
  divlng, while t h e  tropical waters of an Earfhlike world may share the 
  crystal clarity of Eadhls Caribbean. 
  It is very Important t h a t  these 
  conditions be noted, taken I n b  account, and developed in the course of 
  presenting an undersea adventure. 
  The event descriptions in this section tollow a specif it format; as 
  presented below. 
  NAME OF EVENT (Types of Terrain in which Everrt. Occurs) 
  Desriptlon of event, 
  followed by specific hazards, 
  potential 
  problems, or other instructlons. Die rolls far avoidance of, w to trigger, 
  speciflc occurences, are also Included, along with effects of the event. 
  It should be n e e d  that, In the course ob a dive, many different 
  events can occur In the same type of underwater area. 
  The referee 
  should consider implementing a varie-ty of even*, 
  rather than IirnIting a 
  given table to only one speciflc want. This makes for a more interesl-ing 
  - and far mwe realls-tic - adventure. 
  Undertow (take Shallaw5, Qftshwe Shallous) 
  A current underwater pulls the character(s1 away from the neared 
  land st a rate ot 2-1 2 meters per combat round. This mvement may not 
  be noticed by the characters affected unless they surface to get a 
  bearing on the shwe. Roll Intelligence or less once per round to notice 
  the pull of the current. 
  The undertow current Is a relative1 y localized occurrence. Increasing 
  or deweasing depth by latm will be sufficient to move o u t  of the 
  u n dHow effects. 
  Rip Current (Offshore Shallows) 
  A powerful current ~ u l l s  
  the characterI3 awav from the nearesT land 
  at a 'rate! ot 3-18 mekrs per combst round. ~ h b  
  movement L notlced 
  only fran the surface, or on maklng a roll of Intelligence w less Iane roll 
  allowed par combat round). 
  The rip currenrs effects, like t h w  of the undertow, are localized, 
  but in this case, lateral movement, rather than changes in depth, wlll 
  remove the character from the influence of the current. 
  The current 
  moves outnard in a band 1D x 5 meters in width. 
  The referee should 
  determine where within the band the characters are located. 
  Strong Current (any) 
  A powerful current runs throughout thls level (shallows, depths, a 
  bottom) in a direction datermined by the referee. It has a pull -of 3-1 8 
  meters per combat round, and Is always noticeable. When the characters 
  are within the glven band, the only way to counfer the current 1s to swim 
  against It. 
  Swtmming dead in+o a ccurrent deducts the current% speed 
  f r m  that of the character (and can make him lose g o u  nd). 
  Swimming wlth 
  the current is additive; swimming cross current causes movement wIth t h e  
  current and in the direction of the swlm. 
  Those with a Dlving ski! l of 2 or 
  be4-k w l l  I know how t o  swim diagonal1 y into the current t o  achieve a 
  straight line wlth minimum effwt. 
  
  Subtle Current (any) 
  A current pulls divers off course, but is fairly gentle (1-6 meters per 
  combat round) and noticeableonly by surfacing and lcwking around. 
  Surge Current (any) 
  A sudden change In current cakhes +he characters and propels them 
  a t  3-16 meters per cambat round in a direction d e ~ ~ n a t e d l  
  by the 
  referee. Unlike other currents, which rmaln steady once encountered 
  (unless the ~hwa&w l a v e s  the wen af tRa current), the surge current 
  runs for only 
  combnTrouflds+. 
  The sudderl one& of o w@ current ~Qf-kn 
  ~aused by tl des, wakes, 
  tsunml wave etfeck, &c.) cgin be n m i -  hazwctou5 when characters are 
  wlmmlng near reefs, rock walk, obobstrueions, or the like. 
  Characters 
  who eys mar such weas when 51 +Ida1 surge h I k  should roll Strength w 
  lea to avo14 Wing 4D damage from bdnp p e h e d  into the obstruction. 
  Sand WVI 
  (any b-1 
  is mvsrad bv so?+ and. 
  If there is anv cause of 
  turbulence wIthln a me+ 
  & M o  b t b m  tlneluding f a d  iwlming by 
  adwwhmzsl, elauds of sand wilt rise rfid reduce vtsibilVty to 10 meters 
  for several combat rounds kefwee d a t s m l n e  duration). Sandy bottoms 
  may also corneal e m u f  l q s d  amlml IIf 
  we4-!mes polsonous in nature, 
  which can be d p p d  on inady@mrkEy, 
  The referee should design one 
  or more ocedn-dwelllng a n h l e  $Rat might b m w  In this fashion, and 
  assign a random probabllily b mcourrW1ng one in sandy bottom 
  condklons. 
  Myddy B o t h  (any boltom1 
  The 'bdtm is c m p d  af a heavy layerr of mud. 
  Visibility is 
  a h & i c a l l  y reduced 4-a 5 met- 
  ran* 
  Any time the mud Is ph yslcal l y 
  disturbed (by cgnSact w i t h  e p-n, 
  animal, w eJect), a thick cloud ot 
  mud reduces local vbibill+y to 1m Than I meter fw I D  minutes. 
  Equipment or artifacts dropped Into muddy bottoms can b e m e  
  hopeless1 y lost. 
  Rocky Bottom [any bottom) 
  The bofiomr is covered by numerous rocks and rocky out-croppjngs. A 
  character swimming along such a bottom may flnd his foot trapped on .a 
  roll of lo+. 
  Sharp, jagged rmks can cause accidental wounds on a roll 
  of 9+; ihe damage inflicted amounts to ID hits. Crevasses and recesses 
  among racks can conceal marine predators, and an extra die roll should 
  be made on encounter tables. 
  Overhanging Ledge (any bottom) 
  A rocky, upthrust wall rbes above the bo.ttom for several meters. Free 
  dlvers or SCUBA divers may become disoriented and caught. 10-1 combat 
  rounds on a roll of 8+. 
  While caught, an attempt can be made +b 
  get 
  loos~ 
  once each round by throwing dexter-Ity w less. 
  Successful rolls 
  allow escape; unsuccessful rolls cause the diver to take 10 damage, and 
  may damage carried equlpmen) (referee's choice) on a roll of 7+. 
  Umbiilcal divers have these problems, but In addition may sevw their 
  umbilical lines on a roll of 7+ made once each round that the diver 
  rstnalns in the vicinity of the ledge. An underwater cave (see event) will 
  be discovered near an overhanging ledge on a roll of 9+. 
  
  Underwater Cave (any bottom, or see Overhanging Ledges) 
  A cave opening is discovered leading into a rock wall underwater. 
  Caves often extend deep into the sides of underwater shelves, and in 
  many cases contain chambers which rlse above the water level. 
  The 
  referee should be responsible for mapping out the layout o f  caves 
  discovered underwater. 
  Cave divlng is hazardous. 
  Artificial lighting is required t o  see 
  anything inside. While exploring a cave, a throw should be made once 
  each combat round t o  encounter a narrow or awkward point in the 
  passage (or these can be determined by the referee); when such a point 
  is reached, the diverts) should roll against dexterity to avoid damaging 
  some item of equipment. When ascending in a cave, a diver may receive 
  1 0 damage unless a roll equal t o  or less than diving skill Is made on 10. 
  Reef Colony (any bottom) 
  A reef colonv is a network of underwater formations created bv living 
  animals, which' consists of hard, sharp, rocklike structures: 
   he 
  Terrestrial equivalent is coral, but this may take on many other forms on 
  other planets. Reef colonies usually provide food and shelter for other 
  species of sea life, and often are teeming with animals of many kinds. 
  Three times the usual number of encounter rolls should be made while in 
  an area holding a reef colony. 
  Reefs often contain special dangers. 
  When swimming very close t o  a 
  reef, jagged edges can inflict 1 D damage if brushed against accidentally. 
  This happens on any given round on a lo+. If the diver reaches out t o  
  
  touch the reef or pick up something in it, I 
  dexterity or less to avoid 
  damage. Some species may be far more dangerous (like the venomous fire 
  coral on Earth), while others may be less so. 
  Divws swmming along reefs may also have their feet trapped 
  inadvertantly, as discussed in the Rocky BoWom event section. When this 
  happens, each attempt t o  pull loose exposes the diver t o  direct contact 
  with the reef, and damage may be taken. 
  Entangling Weed (Lake Bo-Hom, any shallows) 
  A heavy growth of underwater or surface vegetatlon can trap divers 
  or diver propulsion vehicles. Divers must roll dexterity or less t o  eesape 
  being tangled in weeds; failure means the diver cannot move In any 
  direction. 
  Entangling is automatic; escape rolls are allowed once each 
  round. 
  Ofher divers may attempt t o  assist (an extra escape throw is 
  allowed each round for each assisting diver); but these assistants must 
  themselves roll dexterity or less to avoid being trapped along with the 
  original victim. 
  Any vehicle relying on propellers which en-lers 
  an area of weed has 
  the propulsion system jammed on a roll of lot. It takes 20 comb a t  rounds 
  t o  free up a jammed propellor, DM - Mechanical skill of person clearing 
  the system. There is a chance (lot) that Jammed propellws w i l l  cause the 
  engine To overheat, requiring a complete surf ace overhaul t o  repair the 
  vehtcle. 
  Underwater Geyser (Lake, Offshore, or Deep Watw Bottom) 
  A volcanic vent opens up underwater, water temperature within 20 
  meters of that geyser outlet becomes 10 levels above That of the ncrmal 
  
  water. 
  Geysers may erupt on a roll of 10+ in any particular 30 minute 
  perld, SnPl1dIng 30 damage on any cbwrractw within 5 meters due to 
  sudden he&. 
  Arems w o u n d  geysm any eonbln dangmus chemlcals (on 
  a W, d&WmIned O
  m
   fw each geyser dlwovw&dl. These chemicals 
  couM cause dmrmegpib chwscks w *.ttr quipmen+, as determined by 
  tha ref wee. 
  1s @ ley@ ef wahr l&i~k 
  w colder M e n  surrounding canditlons. 
  Whm, Indkwled, it wlll en a &W In &W 
  ~ m p w d u r e  
  of two levels 
  eHh# 
  up w down h-ofi,The bask w
  e
   
  bmpwature (at the referee's 
  ~p+ion). A change of prfik3uPi.s & 
  wRl bring the diver out of the 
  t h v l t n e  layer. 
  Pol n a (Artic shallows only) 
  i". 
  paly nyp js a gap in .the lee, wm-tlrnes open wat.w, mmeffrnes sllghtIy 
  c o w e d  by 81 fhin l a y s  of ICO. 
  When engaged In aretla dive% a polynya 
  1s f be onJy way to the wrtace. I t  a divw cannot reach a pdynya before 
  a h  runti out, the dlvw wll I n6t swvlve, 
  L&-Uxygen L a w  (my depth) 
  A laye d- 
  walw at low axypn m h n t  k 4nt.ered- Anlml encounters 
  we checked only half EM &en 
  as Ism as the dlvw rewarns In +he aea. 
  If delag so ~ f l c l s I  
  or blonle gill, anoxla will s# in In 1 D rounds after 
  utrrtwlfi$ M e  mea, and tha dlvw is mndwd unconscious, See .14re rules 
  on rnrrxla In The equlpvent ChaafpuIon erQ the artffleial glll. The l o r  
  oxygen layer extends down until the next 3aI-m Inaease in pressure, and 
  can cover a falrly wide horizontal area. 
  Wreck (any bol-lm) 
  A sunken seagoing (w spacegoing) vessel is discovered on the 
  bcrttom, The referee should determine details of its aigins, damage, and 
  po-tential value. 
  Exploration of wrecks can include t h e  discovery of 
  valuable cargo, pockets of air, and items of potentlal hisblcal, 
  scientific, a other interest. 
  A r H f  iclal light Is required inside wrecks. 
  Equipment can be snagged, and umbilical lines twn, as described for 
  ovwhanglng ledges (see above). 
  Wrecks are sometimes inhabited by 
  lurking animal life slnce they are nwst often an artificial reef (see ~ e e f  
  Colonled. 
  Storm (any) 
  A s-tm has varying effects. 
  In shallows, *e 
  s t o r m  sets up surge 
  currents Isee above), which are triggered on a roll of 9t made ance 
  every 30 minutes. 
  When on f he boffom at pressures of 3atm w less, 
  visibility is reduced to 1-6 meters by mud and silt stirred up frm below. 
  Subtle currents wllt be set up In other areas (see above). 
  Equipment Malfunction (any) 
  The referee should 
  alwavs tee1 free to Insert an Eauioment 
  Malfunction event. 
  Many pieces of equipment are already provided with 
  infwmation an 
  handling such malfunctions; 
  others can be easily 
  developed as needed. 
  It is up to the referee to determine how an 
  Equipment Malfunction event Is to be implemn-ked. 
  
  The rules hitherto have discussed methods fram 
  a highly 
  generalized point of view, M That a variety of possibilities can be 
  cavered in the simplest way possible. The amount of detail developed by 
  +he referee before beginning an underwater adbventure will depend 
  entirely on the referee's desire t o  invest tlme before the game begins. 
  A dive can be canducted using a basic set of encounter tables 
  (shallows, depths, and battom for the particular body of watd, without 
  maps or any other tools, except the referee's descriptive powers and 
  imaglnatlon. More offen t h a t  not, however, the referee will want to map 
  out an area -ko be explored in advance. 
  In such a case, many of the 
  events given In t h e  prevlous sectlon will not be random, b u t  instead wlll 
  be speci tic "terrain f edures" on the referee's map. 
  The referee can speclfy the nature of the bottom a t  any given 
  point on his chart. 
  Reef colonies, overhangs, wrecks, caves, and 
  underwater geysers can be loc&ed in advance; currents, too, can be 
  plotted. 
  When this is done, a wide variety of encounter tables can be 
  developed - as many as for land adventures. 
  Thus, a specific table for 
  reef colonies, tor sandy botkoms, for caves, and x, forth can be set up, 
  with appropriate animal lite and events k match. 
  Naturally, a typlcal sketch ot bottom won't have everything 
  discussed prevlousl y jumbled together. 
  A little thought should go into 
  preparing a chart. . . p1ck the hems of use t o  the adventure, and build 
  from there. 
  A NOTE ON ENCOUNTERS 
  Submarine environments are often much rnwe densely fllled with 
  antrnal life than an equivalent area of land-based wilderness. 
  Anlmal 
  encounters should be much more frequent Than in other terrain types. 
  A 
  suggwed interval of 1 roll per half hour should be made to check 
  encounter posslb ilities. 
  On the othw hand, really dangerous encounters should not occur 
  each time the dle Is rolled. Earth divers do not face shark or barracuda 
  attacks constantly, 
  except in unusual conditions. 
  Mo& 
  mwine 
  encaunSers w i l l  be harmless. . . though many can be interesting, and a 
  few threatening. 
  
  Adventures in the 
  Undersea Environment 
  The maiwlal presented In this booklet makes it posible for players 
  and referees to put together adventures which elaborately recreate the 
  many hazards and problems of the undersea environment. 
  Hcrt all the 
  rules need be put ta use; If it b so deslred, however, a very detailed 
  presentation of underwater advbenturlng may no* be undertaken. 
  Since such extensive rules are available, it seem proper to outline 
  a few basic adventure suggestions. 
  Operattons in the undersea 
  environment can make fascinating, excltlng changes of pace from the 
  m w e  normal Traveller adventure situation. 
  WATERWORLDS 
  Planets wkh extensive hydrospheres t8OL 
  and hlgher) 
  and 
  technology sufficient t o  support undersea consh-uction and operation 
  often have ma& 
  undersea settlements or cltles. This b cwtalnl y true 
  of many waterwwlds, wlth no slgnificant land masses whatsoever. 
  On such wwlds, diving Is a f a d  of IIfe, as nwmsl to the inhabftants 
  as a walk around the block to the average suburbanite. 
  Around an 
  undersea city, 
  agriculture, 
  mineral exploitation, 
  and many other 
  1mpMrtsn-t acTivit7~s -sHl take place in +he water, and people wll l have to 
  swlm to adequa-tel y supervise or undertake such actlvities. 
  Adventures on planets af this type need not Involve diving (all the 
  actIan can take place in the condittonsd undersea bulldtngs, atter 
  .at I) . . . but can easily be introduced to create an exotic flavor. When 
  the wwilderne6svt B a reef and the "grazersH are a pjscean life form, the 
  players cannot possibly confuse the adventure setting with their hame 
  town. 
  A urorld's oceans, taming wlth exotic life and holding numerous 
  untapped resources, are an obvious target for numerous explwaTffy 
  missions. Whether the search Is a generalized survey or a hunt far some 
  specific resource available only from a parSicu lar undersea location, 
  numerous adventure sltuatlons can be built out of 
  aWempts to 
  i nvestlga-te the dap% 
  of an ocean or sea. 
  ARCHEOLOGY 
  Remnan-k at n planers past can o m n  be found underwater. From 
  sunken ships t o  I& 
  cities, Interesting relics of ancient civilizations can 
  be discovered at the bottam of an ocean. Investigation of underwater 
  
  archeological sites can lead adventurers to numerous relics of potential 
  scientific or historical value, w even t o  lost h-easures with a very real 
  monetary value. 
  Undersea archeology is a far m e  hazardous undertaking than a 
  tame dig on land. 
  The material In this booklet makes it possible t o  
  ex-fensively follow the course of an underwater excavation. 
  RESCUE 
  An interesting adventure can be built around the need t o  rescue 
  the personnel from a crippled submarine, spacecraft, or undersea base 
  which has been cut off on an ocean flaw. The need t o  locate, reach, 
  and gain access t o  such a group of disaster victims, and get them out 
  safely, would make a fasinating adventure situation, particularly i f  it 
  mud be carried out in the face of dangerous marine life, potentially 
  hazardous events, or intelligent opposition. 
  SALVAGE 
  Simllar in nature to a rescue mission, underwater salvage missions 
  focus on discovering Intact (or relatively intact) wrecks, and then 
  removing arlif acts, valuable goods, components, or even the entire wreck 
  t o  the surface. 
  A downed starship salvaged in this manner could end up 
  as the players1 new shlp, once suitable repairs we carried OUT. 
  The 
  underwater setting for the salvage operation merely causes addltionai 
  hazards and lends an unusual atmosphere t o  the proceedings. 
  BIG GAME HUNTING 
  A safari need not be limited to dry land; It is possible to mount 
  hunting expeditions aimed a t  killing, capturing, or photographing the 
  denizens of the undersea environment. 
  Adventurers interested in the 
  sport could undertake such dives on their own Initiative, or could be 
  hired by a wealthy enthuslad- to assist in a hunt. 
  It desired, hunter characters created by the generation system In 
  Supplement 4, Citizens of the Imperium, should be allowed To take Diving 
  or Swimming skills i n  Lieu or Survival or +1 Slrength results. 
  Sane 
  hunters may 
  even specialize heavily In undersea hunting, 
  w i t h  
  appropriate effects on their knowledge, experience, background, and 
  skills. 
  MILITARY MISSIONS 
  Military or paramilitary adventures are common themes in Traveller. 
  The undersea environment merely injects unusual problems and slTuations 
  into the usual routine. Whether the adventure merely requlres a stealthy 
  underwater approach to a beach, or actually places the target deep 
  underwater, the possibilities are intriguing. To ordinary considerations 
  of good tactics must be added the visibility problems underwater, the 
  special hazards encountered in deep or prolonged dives, and special 
  problems inherent in underwater cmbat. 
  
  CONTACT 
  I t  is not impossible to imagine intelligent life in an aquatlc 
  environment. Such life would tend t o  develop ways of thinklng and whole 
  outlooks on civilization quite allen to those we are accustomed to. A 
  rnisslon t o  contact, a to trade with, such an exotic undersea culture 
  would. be Interesting even without keepfng in mind the problems 
  associated wlth diving . . . and, wiM such problems taken into account, 
  the adventures become more unusual and interesting still. 
  FINAL NOTES 
  These suggMons and Ideas are only t.he tip of the fcebwg, j u d  as 
  the rules, equipment, and events presented in the booklet are themselves 
  representative, rather than definitive, of the many possibilities Inherent 
  in the undersea environment, Referees are urged t o  make use of the 
  material presented here tn whatever way b e d  enhances the course of 
  their own Traveller games, and are encouraged to introduce additional 
  material if they feel the need to do so. 
  For those who have a knowledge of diving, additional rules on 
  repetitive dives w the various hazards incurred in maklng descents or 
  ascents could certainly be brought lnto play. 
  Further distinctions in 
  available equipment are equally valid . . . and inventiveness in devising 
  f urthw underwater events is almost mandatory. Traveller is as much as 
  you care to put lnto it. We hope this booklet helps show the way. 
  
  ncluded $re s w i i c  rules systems designed, , 
  . 
  
SOURCE: textdata/thevault/Traveller/01 - Classic Traveller/Third Party Materials - CT/Classic Traveller - FASA/FASA_Gamelords/GL-A1984-The Undersea Environment.pdf