TEXT:  
   
   
   
  Book 1 
  the Far Future 
  TRAVELLER 
  Science-Fiction Adventure in 
  Game Designers’ Workshop 
  Characters and Combat 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Book 1 
  Characters and Combat 
  the Far Future 
  TRAVELLER
  Science-Fiction Adventure in 
  Game Designers’ Workshop 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  TRAVELLER, Volume 1 
   
  Copyright © 1977, by Game Designers’ Workshop 
  All Rights Reserved. Printed in the United States of America. 
  No part of this book may be reproduced in any form, or  
  by any means without permission in writing from the publisher. 
   
  9 
   
  Although this game (as presented in Volumes 1, 2, and 3) envisions 
  a referee or umpire to supervise play or to resolve questions, 
  the publisher is prepared to answer questions or inquiries on 
  Traveller provided a stamped, self addressed envelope accompanies 
  the request. 
   
  Game Designers’ Workshop 
  203 North Street, 
  Normal, Illinois 61761  
   
  
   
  Table of Contents 
   
   
  TRAVELLER ...................................................................................................... 1 
  Required Materials and Equipment ......................................................... 1 
  Playing the Game ...................................................................................... 2 
  Die Roll Conventions ................................................................................. 2 
  The Referee ................................................................................................ 3 
  CHARACTER GENERATION ............................................................................ 4 
  Initial Character Generation ..................................................................... 4 
  Naming ....................................................................................................... 4 
  Acquiring Skills and Expertise ................................................................. 5 
  Retirement .................................................................................................. 7 
  Mustering Out ............................................................................................ 7 
  Aging .......................................................................................................... 7 
  The Universal Personality Profile............................................................. 8 
  Non-Player Characters .............................................................................. 8 
  A Note on Gender and Race ..................................................................... 8 
  Skills and Benefits ................................................................................... 12 
  Other Benefits .......................................................................................... 21 
  Rank and Service ..................................................................................... 23 
  Character Generation Example .............................................................. 23 
  PERSONAL COMBAT ..................................................................................... 26 
  Basic Concept .......................................................................................... 26 
  Procedure ................................................................................................. 26 
  Surprise .................................................................................................... 26 
  Range ........................................................................................................ 27 
  Escape and Avoidance ............................................................................ 28 
  Movement ................................................................................................ 28 
  Combat Resolution .................................................................................. 30 
  The Effects of Characteristics ................................................................. 31 
  Expertise ................................................................................................... 32 
  Weight ...................................................................................................... 32 
  Morale ...................................................................................................... 33 
  Combat Equipment ................................................................................. 33 
  Antique Equivalents ................................................................................ 40 
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  To Mary Beth
  
  –1– 
   
  Traveller 
   
  Traveller covers a unique facet of future society: the concept that expanding 
  technology will enable man to reach the stars, and to populate the worlds which 
  orbit them. Nonetheless, communication will be reduced to the level of the 18th 
  Century, reduced to the speed of transportation. The result will be a large (border-
  ing ultimately on the infinite) universe, ripe for the bold adventurer’s travels. Using 
  this three-book set, players are capable of playing single scenarios or entire cam-
  paigns set in virtually any science fiction theme. We have tried to make these rules 
  as complete as possible, with provisions for both solitaire and unsupervised play. 
  But, the main thrust of the game has been that of refereed or umpired scenarios 
  and campaigns. The use of a separate, independent referee allows a large degree of 
  flexibility and continuity often not possible of the players themselves control the 
  game. In addition, the referee inserts some measure of uncertainty in the minds of 
  the players as they travel through the universe. 
   
  Traveller is basically a pencil and paper game, requiring only six-sided dice 
  before most play can begin. Some forms of combat which occur will also benefit 
  from the use of cardboard counters or miniature figures in the actual resolution. 
   
  Traveller is designed to be played by individuals 12 years of age and older. An-
  yone can play, but generally an experienced person should assume the post of refe-
  ree. The referee must make some preparations before he assembles the characters 
  and begins actual play. 
   
  Any number of people can participate in a campaign or scenario, although gen-
  erally 40 players should be treated as a maximum. Optimum game size (based on 
  the ability of the referee to control and interact effectively) is from three to ten per-
  sons. 
   
  REQUIRED MATERIALS AND EQUIPMENT 
   
  The compleat Traveller must necessarily include more than simply these rule 
  booklets. While any number of additional items might prove useful, the following 
  list should suffice to get you started: 
   
   
  Necessary Materials 
   
  Traveller (Books 1, 2, and 3) 
  Dice (six-sided, minimum of 2; 2 to 4 dice per player, including the referee, is 
  much more convenient. Multiple colors for the dice are also useful) 
   
  Paper (including notebook paper, graph paper and scratch paper) 
   
  Writing Instruments (pencils, pens, erasers, colored markers) 
   
   
  Optional Materials 
   
  Hex Paper (hexagonal grid paper, available from many simulation publishers, 
  or photocopied from Traveller Book 3) 
   
  Miniature Figures (persons, beasts, aliens and spaceships) 
   
  Electronic Calculator (for bookkeeping purposes, especially when players start 
  handling large sums of money) 
   
  
  –2– 
  PLAYING THE GAME 
   
  Traveller may be played in any of three basic configurations: solitaire, scenario, 
  or campaign. Any configuration may be unsupervised (that is, played without a re-
  feree; the players themselves administer the rules and manipulate the situation). 
  Recommended instead is the refereed game (wherein a separate player administers 
  the rules and secretly creates and manipulates situations). 
   
  The following are basic descriptions of the possible game configurations: 
   
   
  The Solitaire Game: One player undertakes some journey or adventure alone. 
  He handles the effects of the rules himself. Solitaire is ideal for the player who is 
  alone due to situation or geography. 
   
   
  The Scenario: Several players (supervised or not, as the situation dictates) em-
  bark on a journey or adventure together. The scenario resembles a science-fiction 
  novel, in that some basic goal or purpose is stated, and the adventure occurs as the 
  group strives to achieve the goal. Generally, a scenario is a one-time affair, and 
  ends when the evening of play is over or the goal is achieved. 
   
  A relatively simple scenario might entail a band of travellers (ultimately bound 
  for a world orbiting Sirius, reputed to be the source of diamonds as big as a fist,") 
  seeking fortune. 
   
   
  In most cases, the solitaire game and the scenario are intended to be one-time 
  affairs; the characters and situations intended to be discarded at the end of the ad-
  venture. Strangely enough, players generally become reluctant to dismiss an expe-
  rienced character without good cause, and usually want to continue their "lives" in 
  further adventures. To this end, the campaign is designed. 
   
   
  The Campaign: Several players manipulate their characters on a continuing, 
  linked adventures in a consistent universe. The referee should generate the basic 
  facts of his universe before play begins. If no referee is used, the universe may un-
  fold randomly using the world generation tables in Book 3. While the scenario is 
  like a science-fiction novel, the campaign is like a continuing S-F series, as the same 
  characters continue to act together through a variety of situations. 
   
  As the campaign unfolds, the players may range far and wide through the un-
  iverse, perhaps beyond the referee's original boundaries. In such cases, the cam-
  paign may be temporarily halted as the referee expands his data (or, the referee 
  may be forced to work through the night getting ready for the next day's adven-
  tures). 
   
   
  Traveller is primarily written with a view to a continuing campaign, and these 
  books deal primarily with that end. Sufficient information is included to facilitate the 
  creation of scenarios and solitaire games as well. 
   
  DIE ROLL CONVENTIONS 
   
  Routinely in the course of Traveller, dice must be thrown to determine an effec-
  tively random or unpredictable course of action. These dice throws may be made 
  by players for their characters, or by the referee for the effects of nature, non-
  players, or unseen forces. Rolls by the referee may be kept secret or partially con-
  
  –3– 
  cealed depending on their effects. In situations where the players would not actual-
  ly know the results of the roll, or would not know the exact roll made, the referee 
  would make the roll in secret. 
   
  Generally, a dice throw involves two dice; exceptions requiring one die, or 
  three or more dice are clearly stated. The following terms and conventions for dice 
  throws apply to the game: 
   
   
  Saving Throw (also called throw): That dice roll required to achieve a stated 
  effect. If only a number is stated, it must be rolled exactly. A number followed by a 
  plus (such as 8+) indicates that that number or greater must be rolled. Similarly, a 
  number followed by a minus (such as 3–) indicates that that number or less must be 
  rolled. 
   
  Die Modifier: A number to be applied to a die roll before it is used. Die modifi-
  ers are preceded by a sign, which indicates whether the number is added to or sub-
  tracted from the die roll. (Thus +4 would be added to the die roll, while a die mod-
  ifier of –2 would be subtracted.) Die modifiers are generally identified by the ab-
  breviation DM. 
   
  Consider, for example, the rather cryptic statement in later rules: "Throw to 
  avoid death: 9+; DM strength of 8 or better: +1, DM intelligence of 6 or less: –1." 
  Decoded, it says: "The character may avoid death in this situation by making a sav-
  ing throw of 9 or better on two dice; he is allowed a die modifier of +1 if he has a 
  strength of 8 or better, and must take a die modifier of –1 if his intelligence is 6 or 
  less. 
   
  Other values through the course of the game may be preceded or followed by a 
  sign, and players must be careful not to confuse them with throws or DMs. But, 
  throws are always followed by a sign unless the number must be thrown exactly, 
  and DMs are always preceded by a sign. 
   
  THE REFEREE 
   
  Crucial to the continuing campaign is the referee; he actually creates a un-
  iverse, and then catalogs the creatures and societies which populate it. 
   
  In order to begin, the referee creates a star map and generates the specifics of 
  the worlds noted on it (Book 3 gives details for this procedure). Initially, however, 
  only clues (sometimes misleading or false) as to the nature of the universe will be 
  available to the players. 
   
  The referee may also indicate possible quests for the characters, using rumor, 
  barroom conversation, or so-called general knowledge. For example, rumor may 
  indicate the sources of potential wealth or power; subtle or not-so-subtle clues 
  might exist which could lead to devices or techniques to save the world from cata-
  clysm. The possibilities are endless. 
   
  In any case, the referee can make or break a campaign, as it is his imagination 
  which the other players use as a springboard to adventure. 
   
  The referee is responsible for maintaining the master maps and charts of the 
  universe, and for determining the various effects of natural forces, chance, and non-
  player characters on the adventures. He must settle disputes concerning the rules 
  (and may use his own imagination in doing so, rather than strictly adhering to the 
  letter of the rules). He also acts as go-between when characters secretly or solitarily 
  act against the world or their comrades. 
   
  
  –4– 
   
  Characters 
   
  In Traveller, the players interact with each other and with the universe using 
  characters, which they generate using the following rules. Each character has abili-
  ties and characteristics which define his actions and reactions. He serves as an al-
  ter-ego to the player, who manipulates him, and lives through him. Generally, a 
  character, once generated, will continue to live and adventure until killed in action, 
  or too old to keep up. 
   
  All characters begin the game the same way, untrained, inexperienced, about 
  18 years of age. 
   
  INITIAL CHARACTER GENERATION 
   
  Characters are generated initially through a series of six double dice rolls, 
  which determine the basic characteristics affecting abilities and reactions. Each 
  player should roll two dice for each of the six characteristics: Strength, Dexterity, 
  Endurance, Intelligence, Education, and Social Standing. Record the results. 
   
   
  Strength is both a general evaluation of the character's physical ability, and a 
  specific measure of force which may be applied in combat situations. 
   
  Dexterity measures physical coordination. 
   
  Endurance measures physical stamina and determination. 
   
  Intelligence corresponds to IQ. 
   
  Education indicates the highest level of schooling attained. 
   
  Social Standing notes the social class and level of society from which the cha-
  racter (and his family) come. 
   
   
  Values for characteristics may range initially from 2 to 12 (7 is considered aver-
  age). As a result of various modifications, characteristic values may ultimately 
  range from 1 to 15. Characteristics (for player-characters) may never exceed 15, and 
  do not go below 1 except for calamitous injury or aging. 
   
  Obviously, it is possible for a player to generate a character with seemingly 
  unsatisfactory values; nevertheless, each player should use his character as gener-
  ated. The experience procedures and acquired skills table offer a genuine opportu-
  nity to enhance values, given only time and luck. Should a player consider his cha-
  racter to be so poor as to be beyond help, he should consider joining the accident-
  prone Scout Corps, with a subconscious view to suicide. 
   
  NAMING 
   
  Once generated, a character should be named. Several schools of thought exist 
  as to the nature of names. 
   
  One school holds that the character should carry the name of his player; the 
  referee can then refer to Frank or John and everyone present knows exactly who's 
  who. This usage, while convenient, tends to lose some of the flavor of the cam-
  paign. 
   
  The other school calls for the use of pseudonyms, or fanciful names (for ex 
   
  
  –5– 
  ample, Jamison, or Fairweather; more extremely, Seeker, or Starkiller). As with eve-
  rything in the game, the actual choice depends only on imagination. 
   
  Titles: A character with a Social Standing of 11 or greater may assume his fami-
  ly’s hereditary title. The full range of titles is given in Book 3. For initial naming, a 
  Social Standing of 11 allows the use of Sir, denoting hereditary knighthood; a So-
  cial Standing of 12 allows use of Baron, or prefixing von to the character’s surname. 
   
   
  Rank: Characters receiving commissions and promotions (explained below) 
  may use their rank as part of their names, even after leaving the service, or retiring. 
   
  ACQUIRING SKILLS AND EXPERTISE 
   
  A newly generated character is singularly unequipped to deal with the adven-
  turing world, having neither the expertise nor the experience necessary for the ac-
  tive life. In order to acquire some experience, it is possible to enlist in a service. 
   
   
  Enlistment: A character may choose one of the six services (Navy, Marines, 
  Army, Scouts, Merchants, or Other), and attempt to enlist. The prior service table 
  gives the service enlistment throw required to enlist. Successfully rolling the num-
  ber or higher on two dice allows enlistment. Most services allow die modifications 
  if the character has a stated characteristic of a certain level or higher. If both stated 
  characteristics are present in the required level, the die modification is cumulative. 
   
  For example, the enlistment throw required for the Navy is 8+; DM of +1 is al-
  lowed for intelligence of 8 or greater, and DM of +2 is allowed for education of 9 or 
  greater. Assuming a character with intelligence of 6 and education of 10 attempted 
  to enlist in the Navy, he would be allowed a DM of +2 (for his education). He rolls a 
  3 on two dice, adds his DM of +2 to get 5, which is insufficient to allow enlistment in 
  the Navy. He has been rejected. 
   
  Only one enlistment attempt is permitted per character. If rejected for enlist-
  ment, he may submit to the draft. Enlistment or draft is not allowed after age 18. 
   
   
  The Draft: Should an attempt at enlistment fail, the character must submit to 
  the draft. Each of the six services has a draft number; the draftee rolls one die, and 
  enters the service with that draft number. Note that it is possible for a character to 
  be drafted into the very service which had just previously rejected his enlistment. 
   
  Draftees are not eligible for commissions during their first term of service; they 
  do become eligible during the second and subsequent terms of service if they reen-
  list. 
   
   
  Terms of Service: Upon enlistment (or upon being drafted), a character em-
  barks on a term of service lasting 4 years. This adds 4 years to the character’s age. 
  Each time a character reenlists, it is for an additional 4 year term of service. 
   
   
  Survival: Each term of service involves some danger; during the term, a charac-
  ter must successfully throw his service's survival number to avoid death in the line 
  of duty. Each service also has DMs which may apply. Failure to successfully achieve 
  the survival throw results in death; a new character must be generated. 
   
   
  Commissions and Promotions: Each service has a commission number; in or-
  
  –6– 
  der to be commissioned, a character must throw the stated number. DMs may ap-
  ply to the throw. If a commission is achieved, the character acquires level 1 rank in 
  his service. A character may attempt to acquire a commission once per term of ser-
  vice until he is successful, but may not attempt one during his first term of service if 
  he is a draftee. 
   
  In the same term of service that he is commissioned, and in each subsequent 
  term of service, a character may attempt to be promoted. Each service has a promo-
  tion number and DMs affecting the promotion throw. If a promotion is achieved, the 
  character advances to the next higher rank in his service. A character is eligible for 
  one promotion per term of service. 
   
  Commissions and promotions are not available in the Scout and the Other ser-
  vices. 
   
   
  Skills and Training: During each term of service, a character has the opportuni-
  ty to acquire personal skills and expertise. Allowances are made for the acquisition 
  of new skills based on service, commis-
  sion, promotion, and duty. 
   
  Skills are acquired by rolling on the 
  acquired skills table once for each skill 
  allowed, using one die. There are four 
  tables, each containing different general 
  types of skills. One of the tables is chosen 
  before the die is rolled and the single die 
  roll indicates the specific skill the character acquires. 
   
  Of the four acquired skill tables, the first three may always be used by a charac-
  ter in the service. The fourth is available only through advanced education, and may 
  only be used by characters with an education of 8 or greater. 
   
  During a character’s initial term of service, he becomes eligible for two skills; 
  during each additional term of service, he becomes eligible for one skill. Upon re-
  ceiving a commission, he is eligible for one skill. Upon being promoted, he is eligi-
  ble for one skill. Thus, a character who joins the Navy, is commissioned, and is 
  promoted during his initial term of service, becomes eligible for 4 skills. The same 
  character, in the next term of service, but not receiving a promotion this term, is 
  eligible for 1 skill. 
   
  Some skills automatically accrue to a character (without using eligibility) by 
  virtue of his rank or service. These are further explained under the section on ranks, 
  below. 
   
   
  Reenlistment: Generally, a character is free to leave the service, or to remain for 
  another term, depending on his desires and goals. But, the possibility of war, peace, 
  or other considerations may force others to decide for him. Each service has a reen-
  listment number; in order to undertake a subsequent term of service, a character 
  must throw that number or greater (no DMs are allowed). If the throw is not suc-
  cessful, reenlistment has been denied, and the person must leave the service. If the 
  throw is a 12 (exactly), the needs of the service require that the character serve 
  another term, regardless of his desires. The reenlistment throw is required to be 
  made during each term of service. 
   
  BASIC SKILL ELIGIBILITY 
   
  For the initial term of service......... 2 
  Per subsequent term of service ..... 1 
  Upon receiving a commission....... 1 
  Upon receiving a promotion ......... 1 
  
  –7– 
  RETIREMENT 
   
  A character may serve up to 7 terms voluntarily, and retire any time after the 
  end of the 5th term. Retirement grants the person an annual retirement pay (in ad-
  dition to mustering out benefits): rates of retirement pay are shown in the retire-
  ment pay table. Service beyond the seventh term is normally impossible, and re-
  tirement mandatory. However, persons who throw 12 (exactly) on the final reen-
  listment throw must serve an additional term of service. 
   
  MUSTERING OUT 
   
  When a character leaves the service (for any reason), he is eligible for muster-
  ing out benefits. The two mustering out tables indicate the nature of these benefits; 
  Table 1 provides travel, education and material benefits, while Table 2 provides 
  cash severance pay. Each table is matrixed by service and single die roll. When 
  mustering out of service, a character is allowed to consult these tables based on 
  total terms of service and on final rank. 
   
  One benefit roll is allowed for each term of service served. Additionally, a cha-
  racter who has received rank 1 or 2 receives one extra roll. A character who has 
  achieved rank 3 or 4 receives two extra rolls. A character of rank 5 or 6 receives 2 
  extra rolls, and may add 1 to his die roll when consulting Table 1. Any character 
  who has acquired gambling skill may add 1 to his die roll when consulting Table 2. 
   
  A character is free to choose whether he consults Table 1 or Table 2, or both, 
  and in what proportion, but in no case is a character allowed to consult Table 2 
  more than 3 times. 
   
  For example, an uncommissioned character who has served 4 terms of service 
  is eligible for 4 mustering out benefits. He may roll a total of 4 times, distributing 
  the rolls as he desires between Table 1 and Table 2, so long as he rolls no more 
  than three times on Table 2. The player must designate the table before the die is 
  rolled. 
   
  AGING 
   
  As each term of service is four years in length, a character can potentially age 
  20 years or more before he ventures into the adventure portion of the game. This 
  aging may have a detrimental effect on a character's strength, endurance, dexterity, 
  even intelligence. 
   
  There is the possibility of detrimental aging effects when a character reaches 
  the age of 34, and in 4 year increments thereafter. When a character turns 34 (when 
  adventuring during the game, or at the end of the 4th term of service), he is subject 
  to a possible reduction in his characteristics. The aging table indicates the potential 
  reduction and the saving throw required to avoid the reduction. 
   
  In some situations, the use of drugs (to speed up or slow down body chemistry) 
  or low passage (suspended animation for low-cost travel) will make a character age 
  faster or slower than a strict game calendar would indicate. It is therefore quite im-
  portant that each player maintain careful records on his character's physical age. 
   
  If, as a result of aging or combat, a characteristic is reduced to zero, the charac-
  ter is considered to be ill or wounded. A basic saving throw of 8+ applies (and may 
  be modified by the expertise of attending medical personnel). If the character sur-
  vives, his recovery is made immediately (under slow drug, which speeds up his 
  body chemistry). The character ages (one die equals the number of months in add-
  
  –8– 
  ed age) immediately, but also returns to play fully recovered. The characteristic 
  which was reduced to zero automatically becomes one. This process occurs each 
  time (and for each characteristic) a characteristic is reduced to zero. In the event 
  that medical care is not available, the character is incapacitated for the number of 
  months indicated by the die roll. 
   
  THE UNIVERSAL PERSONALITY PROFILE 
   
  Characters may be precisely defined using the Universal Personality Profile (the 
  UPP), which expresses the basic characteristics in a specific sequence, using hex-
  adecimal (base 16) notation. In hexadecimal notation, the digits 0 through 9 are 
  represented by common arabic numbers; the digits 10 through 15 are represented 
  by the letters A through F. The highest single digit in base 16 notation is 15. Charac-
  teristics are listed as a string of 6 digits, in the order originally rolled: strength, dex-
  terity, endurance, intelligence, education and social standing. 
   
  For example, a character who is totally average in all respects would have a 
  UPP of 777777. If, however, he were highly intelligent, his UPP would be 777B77 
  (the B in the 4th position indicating an intelligence of 11). 
   
  While the use of the UPP is voluntary, it is made available to allow the referee 
  and other characters to see at a glance the characteristics of persons they encounter 
  and deal with. 
   
  NON-PLAYER CHARACTERS 
   
  Sometimes (often) players will encounter people not manipulated by an actual 
  player. They may be thugs or assailants. They may be potential hirelings or em-
  ployers. In any case, their skills and abilities should be determined using the charac-
  ter generation procedure, and noted for the effects they may have on play. 
   
  For example, a starship captain may be looking for a crew for his ship, in which 
  case, the referee would generate characters until one occurs with the required skill 
  (such as navigation, medical, etc.). Generally, the first appropriate character to be 
  generated would present himself for employment, and if not accepted or consi-
  dered suitable, an appropriate delay would occur before another presents himself. 
  As an alternative, the referee might simply generate a character and assign him the 
  required skill, plus perhaps 1 or 2 more. 
   
  Similarly, the characteristics of thugs or brigands menacing players, or of 
  people presenting themselves for hire may be determined and recorded for use 
  when necessary. 
   
  In most cases, non-player characters will be dependable and loyal (in the ab-
  sence of bad treatment, or a deliberate plot to the contrary). The possibility exists, 
  however, that a seemingly loyal non-player character has foul play at heart. The 
  referee should utilize the character reaction table (Book 3) to determine such poten-
  tial, and note such possibilities as exist. 
   
  Continued loyalty of non-player characters is ultimately dependent on the quali-
  ty of treatment and level of skill of their employing player characters. 
   
  A NOTE ON GENDER AND RACE 
   
  Nowhere in these rules is a specific requirement established that any character 
  (player or non-player) be of a specific gender or race. Any character is potentially of 
  any race or of either sex. 
   
  
  –9– 
  MUSTERING OUT TABLES 
   
  Table 1, Material Benefits 
   
  Navy 
  Marines 
  Army 
  Scout 
  Merchant 
  Other 
  1 
  Low Psg 
  Low Psg 
  Low Psg 
  Low Psg 
  Low Psg 
  Low Psg 
  2 
  +1 Intel 
  +2 Intel 
  +1 Intel 
  +2 Intel 
  +1 Intel 
  +1 Intel 
  3 
  +2 Educ 
  +1 Educ 
  +2 Educ 
  +2 Educ 
  +1 Educ 
  +1 Educ 
  4 
  Blade 
  Blade 
  Gun 
  Blade 
  Gun 
  Gun 
  5 
  Travellers’ 
  Travellers’ 
  High Psg 
  Gun 
  Blade 
  High Psg 
  6 
  High Psg 
  High Psg 
  Mid Psg 
  Scout 
  Low Psg 
  — 
  7 
  +2 Social 
  +2 Social 
  +1 Social 
  — 
  Merchant 
  — 
   
   
  Weapon benefits must be declared as to type immediately; additional benefits of that 
  type may be declared as skill. Characters with rank 5 or 6 may add +1 to their rolls on this ta-
  ble. 
   
  Table 2, Cash Allowances 
   
  Navy 
  Marines 
  Army 
  Scouts 
  Merchant 
  Other 
  1 
  01000 
  02000 
  02000 
  20000 
  01000 
  001000 
  2 
  05000 
  05000 
  05000 
  20000 
  05000 
  005000 
  3 
  05000 
  05000 
  10000 
  30000 
  10000 
  010000 
  4 
  10000 
  10000 
  10000 
  30000 
  20000 
  010000 
  5 
  20000 
  20000 
  10000 
  50000 
  20000 
  010000 
  6 
  50000 
  30000 
  20000 
  50000 
  40000 
  050000 
  7 
  50000 
  40000 
  30000 
  50000 
  40000 
  100000 
   
   
  A maximum of three rolls on table 2 are allowed per character; all remaining rolls must 
  be on table 1. Individuals with gambling expertise are allowed a DM of +1 on table 2. 
   
   
  Characters are allowed one roll per term of service; rank 1 or 2 is allowed one extra roll, 
  rank 3 or higher is allowed two extra rolls. 
   
   
   
   
  AGING TABLE 
   
  Term of Service 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  Age 
  34 
  38 
  42 
  46 
  50 
  54 
  58 
  62 
  66 
  70 
  74+ 
  Strength 
  . . . . . –1 (8+) . . . . . 
  . . . . . –1 (9+) . . . . . 
  . . . . –2 (9+) . . . . 
  Dexterity 
  . . . . . –1 (7+) . . . . . 
  . . . . . –1 (8+) . . . . . 
  . . . . –2 (9+) . . . . 
  Endurance 
  . . . . . –1 (8+) . . . . . 
  . . . . . –1 (9+) . . . . . 
  . . . . –2 (9+) . . . . 
  Intelligence 
  . . . . . . . . no effect before age 66 . . . . . . . . 
  . . . . –1 (9+) . . . . 
  Education 
  . . . . . . . . . . . . . . . . . . unaffected by aging . . . . . . . . . . . . . . . . . . 
  Social Standing 
  . . . . . . . . . . . . . . . . . . unaffected by aging . . . . . . . . . . . . . . . . . . 
   
   
  Term of service refers to the end of that numbered term. Age refers to the first day of the 
  personal (physiological, not chronological) year. 
   
  The negative number is the potential reduction in characteristic if the saving throw (in 
  parentheses) is not made. Saving throws use two dice. 
   
  
  –10– 
  PRIOR SERVICE TABLE 
   
   
  Navy 
  Marines 
  Army 
  Scouts 
  Merchants 
  Other 
  Enlistment 
  8+ 
  9+ 
  5+ 
  7+ 
  7+ 
  3+ 
  DM of +1 if 
  Intel 8+ 
  Intel 8+ 
  Dext 6+ 
  Intel 6+ 
  Stren 7+ 
  — 
  DM of +2 if 
  Educ 9+ 
  Stren 8+ 
  Endur 5+ 
  Stren 8+ 
  Intel 6+ 
  — 
   
   
   
   
   
   
   
  Draft 
  1 
  2 
  3 
  4 
  5 
  6 
   
   
   
   
   
   
   
  Survival 
  5+ 
  6+ 
  5+ 
  7+ 
  5+ 
  5+ 
  DM of +2 if 
  Intel 7+ 
  Endur 8+ 
  Educ 6+ 
  Endur 9+ 
  Intel 7+ 
  Intel 9+ 
   
   
   
   
   
   
   
  Commission 
  10+ 
  9+ 
  5+ 
  — 
  4+ 
  — 
  DM of +1 if 
  Social 9+ 
  Educ 7+ 
  Endur 7+ 
  — 
  Intel 6+ 
  — 
   
   
   
   
   
   
   
  Promotion 
  8+ 
  9+ 
  6+ 
  — 
  10+ 
  — 
  DM of +1 if 
  Educ 8+ 
  Social 8+ 
  Educ 7+ 
  — 
  Intel 9+ 
  — 
   
   
   
   
   
   
   
  Reenlist 
  6+ 
  6+ 
  7+ 
  3+ 
  4+ 
  5+ 
   
   
  Characters cycle through this table during each term of service. Note that the 
  reenlistment die throw is required even if the character does not intend to reenlist. 
   
  DMs are cumulative (in the case of Enlistment) if the characters have the neces-
  sary prerequisites. All rolls except draft are two-die throws. 
   
  The table of ranks below indicate the initial commissioned rank, if a commis-
  sion is received, and indicates the ranks to which characters are promoted. Ranks, 
  commissions, and promotions are non-existent in the scout and other services. 
   
   
   
   
  TABLE OF RANKS 
   
   
  Navy 
  Marines 
  Army 
  Scouts 
  Merchants 
  Other 
  Rank 1 
  Ensign 
  Lieutenant 
  Lieutenant 
  — 
  4th Officer 
  — 
  Rank 2 
  Lieutenant 
  Captain 
  Captain 
  — 
  3rd Officer 
  — 
  Rank 3 
  Lt Cmdr 
  Force Cmdr 
  Major 
  — 
  2nd Officer 
  — 
  Rank 4 
  Commander 
  Lt Colonel 
  Lt Colonel 
  — 
  1st Officer 
  — 
  Rank 5 
  Captain 
  Colonel 
  Colonel 
  — 
  Captain 
  — 
  Rank 6 
  Admiral 
  Brigadier 
  General 
  — 
  — 
  — 
   
   
   
  
  –11– 
   
  ACQUIRED SKILLS TABLE 
  Personal Development Table 
   
  Navy 
  Marines 
  Army 
  Scouts 
  Merchant 
  Other 
  1 
  +1 Stren 
  +1 Stren 
  +1 Stren 
  +1 Stren 
  +1 Stren 
  +1 Stren 
  2 
  +1 Dext 
  +1 Dext 
  +1 Dext 
  +1 Dext 
  +1 Dext 
  +1 Dext 
  3 
  +1 Endur 
  +1 Endur 
  +1 Endur 
  +1 Endur 
  +1 Endur 
  +1 Endur 
  4 
  +1 Social 
  Gambling 
  Gambling 
  Gun Cbt 
  +1 Stren 
  Blade Cbt 
  5 
  +1 Intel 
  Brawling 
  Brawling 
  +1 Intel 
  Blade Cbt 
  Brawling 
  6 
  +1 Educ 
  Blade Cbt 
  +1 Educ 
  +1 Educ 
  Bribery 
  –1 Social 
  Service Skills Table 
   
  Navy 
  Marines 
  Army 
  Scouts 
  Merchant 
  Other 
  1 
  Ship’s Boat 
  ATV 
  ATV 
  Air/Raft 
  Steward 
  Forgery 
  2 
  Vacc Suit 
  Vacc Suit 
  Air/Raft 
  Vacc Suit 
  Vacc Suit 
  Gambling 
  3 
  Fwd Obsv 
  Blade Cbt 
  Fwd Obsv 
  Navigation 
  +1 Stren 
  Brawling 
  4 
  Blade Cbt 
  Blade Cbt 
  Blade Cbt 
  Mechanical 
  Gun Cbt 
  Blade Cbt 
  5 
  Gun Cbt 
  Gun Cbt 
  Gun Cbt 
  Electronic 
  Electronic 
  Gun Cbt 
  6 
  Gunnery 
  Gun Cbt 
  Gun Cbt 
  Jack-o-T 
  Jack-o-T 
  Bribery 
  Advanced Education Table 
   
  Navy 
  Marines 
  Army 
  Scouts 
  Merchant 
  Other 
  1 
  Vacc Suit 
  ATV 
  ATV 
  Air/Raft 
  Streetwise 
  Streetwise 
  2 
  Mechanical 
  Mechanical 
  Mechanical 
  Mechanical 
  Mechanical 
  Mechanical 
  3 
  Electronic 
  Electronic 
  Electronic 
  Electronic 
  Electronic 
  Electronic 
  4 
  Engnrng 
  Tactics 
  Tactics 
  Jack-o-T 
  Navigation 
  Gambling 
  5 
  Gunnery 
  Blade Cbt 
  Blade Cbt 
  Gunnery 
  Gunnery 
  Brawling 
  6 
  Jack-o-T 
  Gun Cbt 
  Gun Cbt 
  Medical 
  Medical 
  Forgery 
  Advanced Education Table (allowed only for characters with education 8+) 
   
  Navy 
  Marines 
  Army 
  Scouts 
  Merchant 
  Other 
  1 
  Medical 
  Medical 
  Medical 
  Medical 
  Medical 
  Medical 
  2 
  Navigation 
  Tactics 
  Tactics 
  Navigation 
  Navigation 
  Forgery 
  3 
  Engnrng 
  Tactics 
  Tactics 
  Engnrng 
  Engnrng 
  Electronics 
  4 
  Computer 
  Computer 
  Computer 
  Computer 
  Computer 
  Computer 
  5 
  Pilot 
  Leader 
  Leader 
  Pilot 
  Pilot 
  Streetwise 
  6 
  Admin 
  Admin 
  Admin 
  Jack-o-T 
  Admin 
  Jack-o-T 
   
   
  Characters consult this set of tables during each term of service, and acquire 
  skills based on skill eligibility. Characters may distribute their rolls over the three 
  tables (the four tables if the characters is of education 8 or greater), but must speci-
  fy the table being consulted prior to the die throw. Only skills in the column corres-
  ponding to the correct service are available to a character. 
   
  When blade or gun combat is acquired, the specific weapon in which expertise 
  is achieved must be specified immediately. 
   
  
  –12– 
  SKILLS AND BENEFITS 
   
  The skills and benefits which can be acquired during the course of a term of 
  service are of greatly diverse types and values. They form an integral part of a play-
  er’s character, assisting the referee (and the player himself) in computing his gen-
  eral ability and the specific probability of performing certain tasks. 
   
  There are a finite number of skills listed, and it is possible that one specific skill 
  may be acquired more than once; in such cases, the second acquisition increases 
  the character’s expertise in that skill. Upon the first acquisition of a skill, the player 
  writes the skill name, followed by a dash and the number 1 (thus: Navigation-1). 
  The second time the skill is acquired, the number is increased to show greater ex-
  pertise (thus: Navigation-2). Additional acquisitions of the same skill increase this 
  skill level to 3, 4 or higher. 
   
   
  Skills are of three basic types: characteristic alterations (such as +1 Strength), 
  weapon expertise (such as Blade Combat), and basic skill (such as Navigation). 
  These are each explained below: 
   
   
  Characteristic Alterations: Expressed as an addition or subtraction to a charac-
  ter's ability. In this category, alterations tend to affect strength, endurance, or dex-
  terity (although some services may affect other abilities as well). Characteristic alte-
  rations are applied immediately, increasing or decreasing the character’s current 
  ability, and require no further attention. 
   
   
  Weapon Expertise: Expressed as a general trait, such as Brawling, Blade Com-
  bat, or Gunnery. When acquired, its acquisition is noted as a skill by the character. 
  In the case of Blade Combat or Gun Combat (not Brawling or Gunnery), the charac-
  ter must immediately choose a weapon within the category as the specific weapon 
  of expertise. 
   
  All player characters have an innate weapon expertise, in all weapons, of one-
  half. Acquisition of expertise in a weapon boosts this to level one. Additional acqui-
  sitions of expertise in the same weapon increase the present level by one. 
   
   
  Brawling: Brawling is a general skill for hand-to-hand fighting. It includes the 
  use of hands, clubs, bottles and the like, as weapons, conveying an initial expertise 
  of 1 in each brawling weapon. 
   
   
  Blade Combat: Blade Combat is a specific skill in the use of blades and po-
  learms. The character must immediately choose one blade or polearm weapon in 
  which the expertise is gained (a different weapon 
  may be chosen each time expertise is gained). 
  The weapons classified as blades and polearms 
  are shown in the table. 
   
  A character may choose one weapon each 
  time that Blade Combat skill is acquired. In the 
  event that a character acquires Blade Combat 
  three times, he might choose, for example, cut-
  lass-2 (taking cutlass skill twice) and dagger-1, or 
  decide to concentrate on one weapon, perhaps 
  BLADES AND POLEARMS 
   
  Dagger  
  Spear 
  Blade 
   
  Halberd 
  Foil 
   
  Pike 
  Cutlass  
  Cudgel 
  Sword  
  Bayonet 
  Broadsword 
  
  –13– 
  taking foil-3. Other combinations are certainly also possible. 
   
  Note that one of the possible weapons is named blade. Players must be careful 
  to designate the weapon (or weapons) in which they have expertise. Failure to pre-
  cisely designate weapons defaults to expertise in the weapon named blade. 
   
  Blade Combat is explained in the Personal Combat section of Book 1. 
   
   
  Gun Combat: Gun Combat is a specific skill in the use of guns. The character 
  must immediately choose one gun 
  type in which he will hold the expertise 
  gained. The table indicates the types of 
  guns available. 
   
  A character who acquires the gun 
  combat skill more than once may 
  choose the same weapon again (thus 
  attaining higher expertise in that wea-
  pon), or he may choose another wea-
  pon (thus diversifying his skills). Gun combat is explained in the Personal Combat 
  section of this book. 
   
   
  Gunnery: Gunnery is a general skill in the use of weapons mounted on-board 
  spacecraft. Possession of the skill entitles the character to the job-title Gunner. 
  Gunnery skill increases in level with additional acquisitions. It becomes of some 
  importance in space combat, as described in Book 2. 
   
   
  Basic Skills: Expressed as a general ability, such as Navigation or Engineering. 
  Each skill is further defined below. 
   
  Each time an already acquired skill is again acquired, the level of the skill is in-
  creased by 1. Skills are recorded by noting the skill name, followed by a dash and 
  the total number of times the skill has been acquired (for example, leader-1, pilot-3, 
  or gambling-5). There is no limit to the possible number of times a skill may be ac-
  quired. 
   
  General Description 
   
  Specific Game Effects 
   
   
  Gambling— The individual is well 
  informed on games of chance, and wise 
  in their play. He has an advantage over 
  non-experts, and is generally capable of 
  winning 
  when he plays. (Gambling 
  should not be confused with risk taking). 
   
  Organized games (as at casinos, etc) allow 
  bets of up to CR 5000, and require a throw of 9+ 
  to win. Private games allow bets of from CR 50 to 
  CR 500, and require a throw of 8+ to win. Gam-
  bling expertise allows DM of +1 per level, but the 
  house will always win on a throw of 2. 
   
  Games may be crooked (throw 10+ to be 
  dishonest) in which case the referee will stack the 
  odds against the players. Gambling-3 or better 
  can usually detect crooked games (throw 7+ to 
  detect). 
   
  Gambling-4 or better may be suspected of 
  cheating, and ejected (or worse) due to his skill 
  (throw 9+ to be suspected, DM –1 per level over 
  4). 
   
  GUNS 
   
  Body Pistol 
  Laser Carbine 
  Automatic Pistol 
  Laser Rifle 
  Revolver 
  Automatic Rifle 
  Carbine 
  Submachine Gun 
  Rifle 
  Shotgun 
  
  –14– 
  General Description 
   
  Specific Game Effects 
   
   
  A character may elect to use a lower exper-
  tise level so as to avoid detection of his skill. 
   
  Referee: will generally not divulge the charac-
  ter’s die rolls when gambling, but merely inform 
  him of his wins and losses. 
   
   
  Bribery— The individual has expe-
  rience in bribing petty and not-so-petty 
  officials in order to circumvent regula-
  tions, or ignore cumbersome laws. (Bri-
  bery expertise does not guarantee suc-
  cess, but does minimize bad effects if the 
  offer is rebuffed.) 
   
  Petty officials can generally be bribed to ig-
  nore regulations or poor documentation, requiring 
  a basic throw of 8+ (plus a cash offer) to do as 
  asked. If the first offer is refused, a second roll 
  may be made with the cash offer doubled. The 
  character offering the bribe should first roll on the 
  reaction table (book 3), and should not offer to a 
  negatively reacting official. 
   
  DMs are allowed: if character has no exper-
  tise: −5. Per level of expertise: +1. If official reacts 
  as a strong friend on the reaction table (a roll of 
  12), +2. 
   
  Referee: must insure cash offered and act 
  solicited are both reasonable; if not, implement 
  negative DMs. Roll for acceptance, and if rejected, 
  a throw of 3− indicates the offer is reported. Other 
  DMs may be made as appropriate. 
   
   
  Forgery— The individual has a skill 
  at faking documents and papers, suffi-
  cient to pass general inspection. 
   
  Documents necessary for bank transactions, 
  cargo transfers, personal identification, and other 
  purposes are usually closely inspected when offi-
  cials (police, customs agents, clerks, etc) are en-
  countered (throw =law level of world or higher to 
  avoid inspection). Forged or fake documents are 
  discovered, if inspected on a basic throw of 6+. 
   
  DM: −2 per level of expertise. 
   
  Referee: Control is required on blatant use of 
  forged documents worth over CR 200 (check kit-
  ing), or for repeated use in the same location. Also 
  note that administration and bribery expertise may 
  affect whether documents are actually inspected. 
   
   
  Administration— The individual has 
  had experience with bureaucratic agen-
  cies, and understands the requirements 
  of dealing with them and managing them. 
   
  When contact with officials is required, un-
  derstanding of their needs and motives will assist 
  in dealings with them. A basic throw of 7+ will 
  successfully resolve normal interaction without 
  further problems (such as avoid police harass-
  ment, insure prompt issuance of licenses, allow 
  approval of applications, avoid close inspection of 
  papers, etc). 
   
  DMs apply: no expertise, −3. Per level of 
  expertise, +2. 
   
  When serving in a bureaucratic organization, 
  administration expertise allows competency in the 
  eyes of superiors. 
  
  –15– 
  General Description 
   
  Specific Game Effects 
   
   
  DMs: +1 per level of expertise for raises and 
  promotions. Exact throw to be determined by refe-
  ree under the circumstances. 
   
  Referee: expertise also should affect the 
  quality of work and potential of success of an or-
  ganization which the character is managing or 
  controlling. 
   
   
  Streetwise— The individual is ac-
  quainted with the ways of local subcul-
  tures (which tend to be the same every-
  where in human society), and thus is 
  capable of dealing with strangers without 
  alienating them. (This is not to be consi-
  dered the same as alien contact, al-
  though the referee may so allow). 
   
  Close-knit sub-cultures (such as some por-
  tions of the lower classes, and trade groups such 
  as workers, the underworld, etc) generally reject 
  contact with strangers or unknown elements. 
  Streetwise expertise allows contact for the pur-
  poses of obtaining information, hiring persons, 
  purchasing contraband or stolen goods, etc. 
   
  The referee should set the throw required to 
  obtain any item specified by the players (for ex-
  ample, the name of an official willing to issue li-
  censes without hassle = 5+, the location of high 
  quality guns at a low price = 9+). DMs based on 
  streetwise should be allowed at +1 per level. No 
  expertise DM = −5. 
   
   
  Leader— The individual has led men 
  in battle, or on adventures, and is pos-
  sessed of the knowledge and self-
  assurance which will make for a capable 
  emergent or appointed leader. 
   
  Leadership is a required ability in order to 
  control a group of more than six non-player hire-
  lings or soldiers. Such a group will tend to obey 
  the general orders of the character with the high-
  est leader expertise. Reaction throws are neces-
  sary when the leader and the group first meet with 
  +1 per level of leader expertise when consulting 
  the reaction table (Book 3). 
   
  Leader-3 or better will allow soldiers to obey 
  orders without hesitation. 
   
  Leader-4 or better will allow positive DM 
  when recruiting soldiers or hirelings for adventures 
  (exact DM and nature of advantage are left to the 
  referee’s discretion). 
   
   
  Tactics— The individual has training 
  and experience in small unit tactics (up to 
  and including units of 1000 men), or indi-
  vidual spaceships. (This skill is not to be 
  confused with strategy, which deals with 
  the reasons for the encounter and the 
  intended results of the encounter.) 
   
   
  When small units encounter hostile forces (in 
  battle, by ambush, or while adventuring), tactical 
  skill can provide an advantage in gaining victory or 
  reducing the disaster of defeat. 
   
  Because tactical skill is an intangible, the 
  exact results in battle are left to the referee to 
  implement as necessary and prudent. It might 
  influence the type and amount of information 
  available to the character in a miniature figure 
  resolution of a battle which uses hidden move-
  ment, or could be applied as a DM in crucial situa-
  tions. 
   
  
  –16– 
  General Description 
   
  Specific Game Effects 
   
   
  Tactical skill should be considered by the 
  referee when the character is applying for em-
  ployment which might find such skill useful. 
   
   
  Forward Observer— The individual 
  has been trained (in military service) to 
  call in and adjust artillery fire from distant 
  batteries and from ships in orbit. Such 
  fire may be projectile or energy beam in 
  form. 
   
  Modern fire support can be a tremendously 
  effective weapon, when available, but is virtually 
  useless unless the technique of its application and 
  adjustment is known. It artillery of any form is 
  available (including communication with the firing 
  battery) the first shots fired will invariably miss the 
  target. On each subsequent turn in which such fire 
  is delivered, a basic throw of 11+ to hit is required. 
   
  DM: +4 per level of expertise. No expertise 
  DM: −4, Per turn of adjustment (2 minute turns) 
  +1. 
   
   
  Vacc Suit— The individual has been 
  trained, and has experience, in the use of 
  standard vacuum suits (space suits), 
  including armored battle dress and suits 
  for use on various planetary surfaces in 
  the presence of exotic, corrosive or insi-
  dious atmospheres. 
   
  Non-breathable atmospheres or hostile envi-
  ronments can be easily overcome by use of pro-
  tective equipment, but the danger of minor mi-
  shaps becoming fatal is great. A basic throw of 
  10+ to avoid dangerous situation applies whenev-
  er any non- ordinary maneuver is attempted by an 
  individual while wearing a vacc suit (such as run-
  ning, jumping, hiding, jumping untethered from 
  one ship to another, etc). 
   
  DM: +4 per level of expertise. 
   
  When such an incident occurs, it may be 
  remedied by any character with vacc suit exper-
  tise (including the character in danger himself) on 
  a throw of 7+. 
   
  DM: +2 per level of expertise. No expertise 
  DM: −4. 
   
  Battle dress is a special form of vacc suit, 
  and may only be worn by individuals with vacc 
  suit-1 or greater. 
   
   
  Air/Raft— The individual has training 
  and experience in the use and piloting of 
  the air/raft, or floater. 
   
  The air/raft is the major transportation vehicle 
  of most worlds, and most persons are aware of its 
  basic operation. In any type of high speed situa-
  tion, or in bad weather, it can be dangerous to 
  drive. A basic throw of 5+ to avoid accident or 
  mishap in bad weather, chases, or high speed 
  maneuvers applies. 
   
  DMs: +1 per level of expertise. −1 if extreme-
  ly bad weather, the craft is old, or if gunfire is in-
  volved in the chase. 
   
  Referee: generally, roll once for a short 
  chase, twice or three times longer flights. See 
  Book 3 for a more complete description of the 
  air/raft. 
   
  
  –17– 
  General Description 
   
  Specific Game Effects 
   
   
  ATV— The individual is acquainted 
  with modern all-terrain land vehicles, and 
  has been trained in, or has experience 
  with, their operation. The term ATV (all 
  terrain vehicle) includes AFV (armored 
  fighting vehicle) within its meaning. 
   
  The ATV is used, in varying forms, on airless 
  worlds, or in situations where weather, atmos-
  phere, or players' intent preclude the use of 
  air/rafts or aircraft, ATVs are quite reliable (throw 
  11+ per day for mechanical breakdowns), but are 
  susceptible to off-road difficulties such as becom-
  ing bogged down in mud, or sand, or trapped by 
  jungle growth. See Book 3. Generally, driver ex-
  pertise will serve as a DM to help avoid difficulty at 
  +1 per level of expertise. 
   
   
  Computer— The individual is skilled 
  in the programming and operation of 
  electronic computers, both ground and 
  ship based. 
   
  Computers perform valuable functions in 
  human society, and individuals capable of using 
  them find that their skill is equally valuable. 
   
  Characters with computer expertise may be 
  hired, when needed, to operate and program 
  computers for organizations, ships, or other em-
  ployers. 
   
  Computer programs (especially space com-
  bat programs called for by Book 2) may be written 
  by characters with expertise. Each of those pro-
  grams indicates a throw or throws necessary, on a 
  weekly basis, to write such a program. DMs: +1 
  per level of expertise. Individual must have access 
  to a computer, and have no other duties or re-
  sponsibilities during each week of work. 
   
  Nonetheless, there is always the possibility 
  that such a program will have a fatal error and not 
  function when actually used in space combat (re-
  feree throw secretly 7 exactly for fatal error to be 
  written in) or that such a program will have a neg-
  ative DM when used (referee throw secretly 5– for 
  a negative DM. Half chance that DM will be –1 or 
  –2). Expertise will serve as a DM affecting pro-
  gram quality, +1 per level of expertise. Flaws gen-
  erally remain hidden. 
   
   
  Ship’s Boat— The individual is famil-
  iar with the function and operation of that 
  class of spacecraft known as Ship's 
  Boats, also referred to as shuttles or 
  lifeboats. 
   
  The Ship’s Boat is carried by large naval 
  vessels, exploratory ships, and some merchants, 
  and is present at many naval bases or outposts. 
  Ship’s Boats are capable of interplanetary flight 
  within a star system, and may lift off from or des-
  cend to worlds of size 7 or less. This skill also 
  allows the piloting of shuttles, pinnaces, etc. Only 
  persons with Ship’s Boat expertise are capable of 
  flying such craft. 
   
  Three factors can affect the operation of a 
  Ship’s Boat: 
   
  Hostile attack can cripple or destroy a ship’s 
  boat. Use the space combat system in Book 2, or 
  this simplified system. (Throw 10+ to escape on 
  
  –18– 
  General Description 
   
  Specific Game Effects 
   
  contact and avoid attack. Throw 8+ to avoid being 
  hit if escape fails. Alternate these throws until 
  escape succeeds, or the craft is hit. DM: +1 per 
  level of expertise on both rolls. Throw 5+ for craft 
  to be crippled and boarded, 4– for craft to be de-
  stroyed. No DMs. 
   
  Bad Weather (storms, wind, etc) can convert 
  an ordinary landing into an emergency landing. In 
  such situations, throw 9+ to avoid emergency 
  landing. DMs: +2 per level of expertise above 1, –
  3 if extremely bad weather. 
   
  Emergency landings must be made when 
  landing a crippled ship, when landing on a world 
  of size 8 or greater, or, at times, due to bad 
  weather. Throw 10+ for the ship to be utterly de-
  stroyed in the crash. Throw 6+ for the ship to be 
  wrecked. DM: –1 per level. Passengers in the boat 
  each roll for injury, generally their strength or 
  greater to be injured. DM: –1 per level of expertise 
  of the character flying the boat. 
   
   
  Mechanical— The individual has 
  skill in the use, operation and repair of 
  mechanical devices. The person is con-
  sidered to be handy in this field, with a 
  talent similar to that of the green thumb in 
  gardening. (This skill specifically ex-
  cludes the field of engineering. It does 
  include non-energy weapon repair.) 
   
  Many of the devices of civilization are strictly 
  mechanical in nature, and the need to repair, re-
  place or simply use them pervades life. Mechani-
  cal expertise allows a character the ability to op-
  erate mechanical devices easily, and to repair 
  them quickly and efficiently. This ability is general-
  ly a DM applied to the specific throw generated by 
  the referee in specific situations. In addition, DMs 
  will generally be imposed for other aspects of the 
  situation. Large objects might also require a DM 
  based on strength; while small objects might re-
  quire a DM based on dexterity. 
   
  Referee: specific throws for specific situations 
  must be generated. Obviously, the throw to fabri-
  cate a new main drive bearing as a starship 
  plunges into a flaming sun would be harder than 
  the throw to repair a broken air lock hatch while in 
  port. Success would also be influenced by DMs 
  based on the availability of tools and materials. 
   
   
  Electronic— The individual has skill 
  in the use, operation and repair of elec-
  tronic devices. The person is considered 
  handy in this field, with the equivalent of 
  green thumb talent. (This skill includes 
  energy weapon repair.) 
   
   
  Much as civilization depends on mechanical 
  devices, it also depends on electronic devices. 
  The need to use, repair and replace electronic 
  devices is ubiquitous. 
   
  Electronic expertise allows a character to use 
  and operate electronics items; generally as a DM 
  to understand, repair, assemble, or operate. 
  Complex devices would also require a certain 
  level of education or very high intelligence; many 
  devices would also require some dexterity. 
  
  –19– 
  General Description 
   
  Specific Game Effects 
   
   
  Referee: specific throws for specific situations 
  must be generated. Obviously some throws will be 
  harder than others, and many may be downright 
  impossible without an accumulation of DMs based 
  on expertise, education, intelligence, dexterity, 
  and the availability of parts and tools. 
   
   
  Pilot— The individual has training 
  and experience in the operation of star-
  ships. (Pilot is independent of the skill 
  Ship’s Boat which refers to interplanetary 
  vessels.) 
   
  Interstellar travel between worlds depends on 
  starships and their crews; one important crew 
  position is that of pilot, who is responsible for con-
  trol of a starship’s lift-offs, landings, and routine 
  flight. 
   
  Pilot expertise qualifies a character for the job 
  of pilot. 
   
  Pilot expertise (especially higher levels of 
  expertise) allow referee instituted DMs in re-
  sponse to emergencies or unusual situations. 
   
  Referee: specific throws should be generated 
  as necessary. 
   
   
  Navigation— The individual has 
  training and expertise in the art and 
  science of interplanetary and interstellar 
  navigation. 
   
  Travel between worlds depends on starships 
  and their crews; the navigator is relied upon to plot 
  the course and insure that correct information is 
  made available to the pilot and crew as needed. 
   
  Navigation expertise qualifies a character for 
  the job position of navigator. 
   
  Navigation expertise will allow a DM (+1 per 
  level) when a throw is necessary to discover loca-
  tion, as when the party or ship is lost. This applies 
  in space and generally whenever the night sky is 
  visible from a planetary surface. 
   
  Referee: specific throws must be generated, 
  based on the situation at hand. 
   
   
  Gunnery— The skill of gunnery is 
  covered under weapons skills. The indi-
  vidual is trained and competent in the 
  operation of weapons mounted on star-
  ships. 
   
  Defensive and offensive guns are mounted 
  on a variety of vessels. 
   
  Gunnery expertise qualifies a character for 
  the position of gunner on a ship’s crew, if such a 
  position exists. 
   
  Gunnery expertise provides DMs in space 
  combat, as covered in Book 2. 
   
   
  Steward— The individual is expe-
  rienced and capable in the performance 
  of the duties of a Ship’s Steward. 
   
  The care and feeding of starship passengers 
  is an integral part of passenger service. The 
  Ship's Steward is responsible for such service. 
   
  The position of Ship's Steward may be held 
  by any character, regardless of expertise, but 
  those with expertise are given preference for the 
  position. 
   
   
  
  –20– 
  General Description 
   
  Specific Game Effects 
   
   
  Engineer—The individual is skilled in 
  the operation and maintenance of star-
  ship drives and power plants, 
   
  Engineering experience enables an individual 
  to operate the jump and maneuver drives of star-
  ships, and maintain the power plant. Levels of 
  expertise may qualify a character for additional 
  salary and the position of chief engineer. Exper-
  tise is required for work as an engineer. 
   
   
  Medical— The individual has train-
  ing in the medical arts and sciences. 
   
  Medical science is capable of great feats in 
  preserving and maintaining the health of individu-
  als. The services of medically trained personnel 
  are in great demand. 
   
  Medical-1 or higher qualifies a character for 
  the position of medic in a starship crew. An exper-
  tise of 2 or better allows a DM of +1 when reviving 
  low passengers (throw 5+ per passenger to re-
  vive, otherwise he dies). 
   
  Expertise of medical-3 or greater qualifies a 
  character for the title doctor, and he is considered 
  licensed for the practice of medicine. He can write 
  prescriptions, handle most ailments, etc. A dex-
  terity of 8+ is required for the doctor to also be a 
  surgeon. 
   
  Medical expertise is generally used as a DM 
  for curing diseases or healing wounds. Exact 
  throws necessary must be generated. 
   
   
  Jack of all Trades— The individual is 
  proven capable of handling a wide variety 
  of situations, and is resourceful in finding 
  solutions and remedies. 
   
   
  The well-rounded individual (the renaissance 
  man, so to speak) is uncommon in all societies, 
  but is naturally proficient when he occurs. 
   
  This skill is a general ability which may be 
  applied to nearly any endeavor at the discretion of 
  the referee. 
   
   
  Skills and the Referee: It is impossible for any table of information to cover all 
  aspects of every potential situation, and the above listing is by no means complete 
  in its coverage of the effects of skills. This is where the referee becomes an impor-
  tant part of the game process. The above listing of skills and game effects must 
  necessarily be taken as a guide, and followed, altered, or ignored as the actual situ-
  ation dictates. 
   
  In some game situations, actual die roll results must be concealed from the 
  players, at times allowing them to misconstrue the reasons for their success or fail-
  ure. In other situations, the referee may feel it necessary to create his own throws 
  and DMs to govern action, and may or may not make such information generally 
  available to the players. 
   
  In order to be consistent (and a consistent universe makes the game both fun 
  and interesting), the referee has a responsibility to record the throws and DMs he 
  creates, and to note (perhaps by penciling in) any throws he alters from those given 
  in these books. 
   
  
  –21– 
  OTHER BENEFITS 
   
  In addition to the skills acquired while actually in service, the following skills 
  and substantial rewards can be acquired through mustering out procedures. 
   
   
  Retirement Pay: A character who leaves the service at the end of the 5th or later 
  term of service is considered to have retired, and 
  receives retirement pay. This pension is paid at 
  the beginning of each year, effective upon leav-
  ing the service, and may be collected at any class 
  A or B starport. The table indicates the rate of 
  pay, which is dependent upon the character’s 
  total terms of service. Service beyond 8 terms 
  adds CR 2000 per additional term. Retirement pay 
  is not available to characters serving in the Scout or the Other service. 
   
   
  Travel Allowances: The mustering out procedure makes a variety of benefits 
  available which may generally be classed as travel allowances. Such allowances 
  take three basic forms: Money, Passages, and Travellers' Aid. 
   
   
  Money: Table 2 indicates specific amounts of money which become available. 
  While some portion may be construed as severance pay or life’s savings, a substan-
  tial amount is made available as travel allowances. 
   
   
  Passages: Table 1 indicates, among other things, the acquisition of passages, or 
  tickets for travel. They may be redeemed for passage by presentation to a starship 
  with available berths. Passages are available in three forms, one of which the spe-
  cific ticket will reflect: High, Middle, or Low. 
   
   
  High Passage— Includes first class accommodations and excellent cuisine. Up 
  to one ton of baggage is allowed. High Passages cost CR 10,000 if purchased. 
   
   
  Middle Passage— Includes second class accommodations (though still of rea-
  sonably good quality) and passable quality food and drink. A baggage allowance of 
  100 kilograms is included. The passenger is expected to handle his own affairs 
  (maid service, cleaning, etc) during the voyage. Middle Passages cost CR 8000 if 
  purchased. Middle Passage, however, is subject to stand-by conditions, and may be 
  bumped if a High Passenger appears (the Middle Passage ticket is returned unused 
  in such cases, of course). 
   
   
  Low Passage— Involves travel in cryogenic (cold sleep, or suspended anima-
  tion) capsules, and the traveller is unconscious for the course of the journey. A cha-
  racter does not age while in cold sleep. Because of the intrinsic dangers of this me-
  thod of travel, a basic throw of 5+ applies when the journey is over and a low pas-
  senger is revived. Failure of the throw results in death. DMs: Attending medic of 
  expertise 2 or better, +1; low passenger with endurance of 6 or less, –1. 
   
  Low Passage costs CR 1000 if purchased, and includes a baggage allowance of 
  ten kilograms. 
   
  ANNUAL RETIREMENT PAY 
   
  5 terms 
  CR 4000 
  6 terms 
  CR 6000 
  7 terms 
  CR 8000 
  8 terms 
  CR 10000 
   
  
  –22– 
   
  Passages can generally be sold (converted to money) at 90% of their purchase 
  price. 
   
   
  Travellers' Aid: The Travellers' Aid Society is a private organization which 
  maintains hostels and facilities at all class A and B starports in human space. Such 
  facilities are available (at reasonable cost) to members and their guests 
   
  Travellers' Aid membership may be acquired upon mustering out while using 
  table 1. While a character may roll many times on table 1, Travellers' Aid member-
  ship may be achieved only once per character. If a die roll indicates membership 
  after it has already been achieved, the die roll is wasted, and the character receives 
  nothing for it. Receipt of membership may be construed as a reward for heroism or 
  extraordinary service to the society, rather than as an official benefit from the ser-
  vice. 
   
  Membership in the Society may also be purchased. Such purchase involves 
  avoidance of a 'blackball' (throw 4+ to avoid), and if accepted, payment of CR 
  1,000,000. Only one application per person is allowed. 
   
  Membership is for the life of the character, and is not transferable. 
   
  The Travellers' Aid Society invests its membership fees, and with the capital 
  and return, provides its facilities to its members. Every two months, it pays a divi-
  dend in the form of one High Passage ticket to each member. This passage may be 
  taken, used, accumulated, sold or otherwise disposed of. 
   
   
  Material Objects: One alternative to travel allowances on table 1 is the general 
  class of material objects. Such objects are of two types: weapons and starships. 
   
   
  Weapons: Specific benefits such as blade, gun or weapon are stated in table 1. 
  In such cases, the character may choose any weapon in the category. If such a ben-
  efit is received more than once in the process of mustering out, the character may 
  choose the same weapon again, or a different weapon. He may also elect to take +1 
  expertise in lieu of receiving a second or subsequent weapon of exactly the same 
  type. 
   
  For example, receiving the blade weapon benefit entitles the character to 
  choose any blade weapon: he chooses cutlass. On the next benefit roll, he again 
  receives the blade weapon benefit. At this point, he could choose another blade 
  weapon (such as foil, or dagger), or choose cutlass again (thus having two cut-
  lasses), or elect to take expertise in the weapon he has received (giving him exper-
  tise of cutlass-1). Expertise may only be taken in a weapon received as a benefit. 
   
   
  Starships: Two types of starships are available as potential mustering out bene-
  fits: Free Traders and Scouts. Each has its own attributes and values. 
   
   
  Free Traders— Long service in the Merchant service may provide a Free Trader 
  to a character as a mustering out benefit. Receipt of this benefit places the character 
  in possession of the ship, but liable for the monthly payments (which amount to 
  about 150,000 credits) for the next forty years. Fuel, upkeep, maintenance, crew 
  expenses and other fees also become the burden of the character. 
   
  If the ship benefit is received more than once, each additional receipt is consi-
  dered to represent actual possession of the ship for a ten-year period. The ship is 10 
  
  –23– 
  years older, and the total payment term is reduced by ten years. (Note that this 
  makes it possible to own a ship, free and clear, by successively rolling the ship ben-
  efit 5 times, one to obtain it and four times to pay off 4 ten year sequences of pay-
  ments. The ship is also 40 years old). 
   
  Free Traders are described in Book 2, including the actual financial arrange-
  ments and burdens which govern. The actual ship received is the Type A. The own-
  er of a Free Trader is generally forced to begin plying the trade lanes in order to 
  make his required payments. 
   
   
  Scouts— Service in the Scouts may result in the character receiving a scout 
  ship in reserve status. It is the policy of the Scout service that it will make available 
  surplus scout ships to selected individuals on a reserve basis. In such manner, the 
  vessels are put (hopefully) to good use while they are not required by the service, 
  and are available for recall to duty when needed. 
   
  The character is given constructive possession of a scout ship, without actual 
  title to it. He may use it as he sees fit, but may not sell or mortgage the vessel. He is 
  not responsible for payments, except for crew and some upkeep. Fuel is free at 
  scout bases, and maintenance is available free at scout bases at class B starports. 
   
  Only one scout ship may be acquired by a character, and throws resulting in 
  additional scout ships are lost, gaining the character nothing. 
   
  Scout ships are described in Book 2; the actual ship received being the Type S. 
  A character with a Scout ship is less constrained to undertake trade (also less well 
  equipped, due to the limited cargo capacity) in order to make payments, and is 
  much freer to roam and adventure. 
   
   
  Characteristic Alterations: Finally, table 1 makes provision for some characteris-
  tic alterations as a mustering out benefit. Such alterations are applied to the charac-
  ter immediately. 
   
  RANK AND SERVICE 
   
  Some skills accrue to a character automatically (without the necessity of throw-
  ing for them, and without using up eligibility) 
  by virtue of a specific service or a specific 
  rank. The rank and service skills table indi-
  cates the specific eligibilities which result in 
  these acquisitions. These skills are acquired in 
  addition to those presently held, and add to 
  expertise levels in the normal manner. This 
  table should be consulted during each term of 
  service, and the skills added to the character 
  as soon as he becomes eligible for them. 
   
  CHARACTER GENERATION EXAMPLE 
   
  The following examples are given to elaborate and illuminate the process of 
  character generation. Actual die throws are shown in brackets, as are comments on 
  the application of game rules. Die modifications are labeled DM. 
   
   
  RANK AND SERVICE SKILLS 
  Navy Captain ............ +1 Social 
  Navy Admiral ............ +1 Social 
  Marine ....................... Cutlass-1 
  Marine Lieutenant ..Revolver-1 
  Army ............................... Rifl3-1 
  Army Lieutenant ........... SMG-1 
  Merchant 1st Officer ...... Pilot-1 
  Scout .............................. Pilot-1 
  
  –24– 
   
  JAMISON: Having just finished school, Jamison sets out to win his fortune in 
  the world. Taking stock in himself and his personal qualities [generate all six cha-
  racteristics; he rolls, consecutively 6, 8, 8, 12, 8, 9] he soon decides that his UPP of 
  688C89 adapts him best for the Merchant service. He visits the local starport, checks 
  out the situation [required roll of 7+ to enlist, with a DM of +2 allowed for his intelli-
  gence of greater than 6; he rolls 5 (+2=7)] and just barely manages to convince the 
  captain to let him sign on. 
   
  During his first term of service [survival roll required is 5+, with a DM of +2 al-
  lowed for intelligence; he rolls 11 (+2=13)] he faces no great dangers, merely ordi-
  nary day-to-day events. His application for a commission [required roll of 4+, DM of 
  +7 al/owed for intelligence; he rolls 7 (+1=8)] is a mere formality. As a 4th Officer, he 
  proves hard working and efficient, [promotion roll required of 10+, with a DM of +1 
  for intelligence; he rolls 10 (+1=11)] and quickly receives a promotion to 3rd Officer. 
  Jamison clearly feels he has found his place in life, and decides that he would like 
  to continue in service [reenlistment roll of 4+ required, no DMs; he rolls 7] and reen-
  lists. He has become eligible for four skills during this term of service (two for initial 
  term of service, one for obtaining a commission, and one for being promoted): the 
  work as 4th Officer was, at times, strenuous [Table 1, roll 1= +1 Strength] but he 
  certainly developed his muscles. While learning the ropes of his job and of dealing 
  with people [Table 1, roll 5= blade combat] he learns to handle a dagger. Routine 
  operations [Table 2, roll 2= vacc suit] require that he learn to handle himself in a 
  vacuum suit. Finally, [Table 2, roll 5= electronics] he takes an elementary course in 
  electronics. 
   
  In his second term of service, the rapidly maturing Jamison finds himself faced 
  with some danger [survival throw required is 5+, with a DM of +2 allowed for intel-
  ligence; he rolls 3, which is the lowest possible and still survive (3+2=5)] possibly a 
  pirate raid, but does stay alive. His continued efficiency [promotion throw of 10+ 
  with a DM of+1 for intelligence allowed; he rolls 12 (+1=13)] gains him his desired 
  promotion to 2nd Officer. He signs up for a third term of service [reenlistment throw 
  of 4+ required, no DMs, he throws 6] and is accepted. He is eligible for two skills 
  this term (one for service, one for his promotion): He goes on a physical fitness kick 
  [Table 1, roll 3= +1 endurance] and learns to better defend himself [Table 2, roll 4 
  =gun combat] using the small body pistol. 
   
  Jamison's third term is rather uneventful [survival roll of 5+, DM of +2 for intel-
  ligence; he rolls 9 (+2=11)]. Unfortunately [promotion roll of 10+ required, DM of +1 
  for intelligence allowed; he rolls 8 (+1=9)] he fails the examination for 1st Officer by 
  two points, and does not receive a promotion. Determined to succeed, he reenlists 
  [reenlistment roll of 4+ required, no DMs; he rolls 10], He is eligible for one skill: 
  [Table 2, roll 5= electronics] and studies electronics to increase his knowledge. 
   
  The fourth term begins easily enough [survival throw of 5+ required, DM of +2 
  for intelligence; he rolls 7 {+2=9)]. This time he passes the 1st Officer exam [promo-
  tion throw of 10+ required, DM +1 for intelligence; he throws 12 (+1=13)] easily, re-
  ceiving his promotion and his master’s papers (including automatic pilot-1 exper-
  tise). Reenlisting again, he signs the papers to allow a fifth term of service [reen-
  listment roll of 4+ required, no DMs; he throws 10]. He is eligible for two skills this 
  term (one for service and one for his promotion): he trains himself in the martial 
  arts [Table 7, roll 5 = blade combat] choosing the cutlass and [Table 2, roll 4= gun 
  combat] and, of all things, the submachine gun. 
  
  –25– 
   
  Beginning term of service number 
  five, [survival roll of 5+ required, DM of 
  +2 for intelligence; he rolls 7 (+2=9)], he 
  stands for promotion [required promotion 
  roll of 10+, DM +1 for intelligence; he rolls 
  11 (+1=12)] and is so promoted. At this 
  point firmly entrenched in the merchant 
  service [reenlistment throw of 4+ re-
  quired, no DMs; he rolls 3] the service 
  falls upon hard times, and in a cut-back, 
  notifies Captain Jamison that it will no 
  longer require his services after the end 
  of this term. Because he has served five 
  terms, he is eligible to retire (at CR 4000 
  per year). His service entitles him to two 
  final skills: [Table 4, roll 5=pilot] He stu-
  dies to improve his piloting skill, and [Table 3, roll 3= electronics] he continues his 
  interest in electronics. 
   
  Jamison now musters out of the service after 20 years of active duty. Because 
  he is a Merchant Captain (of rank 5 on the scale of ranks), he is entitled to two extra 
  rolls on the mustering out tables, in addition to the 5 rolls (for 5 terms of service) he 
  has coming. He also is allowed, by virtue of his rank, +1 on all rolls on Table 1. Ja-
  mison elects to make one roll on Table 2 [he rolls 4= CR 20,000] and six rolls on Ta-
  ble 2 [he rolls 5 (+1=6) = +1 education; 6 (+1=7) = merchant ship; 2 (+1=3) = one 
  middle passage; 6 (+1=7) = merchant ship; 6 (+1=7) =merchant ship; 6 (+1=7) = mer-
  chant ship]. His rolls indicate that Jamison has probably been participating in a long 
  term purchase arrangement for the ship he has been serving on; at this point he has 
  possession of the ship and 30 years of payments have already been made. 
   
  Jamison is 38 years old, and is subject to 2 rounds of aging (one round should 
  have been made at the end of term of service 4, but is instead being resolved at this 
  time for simplicity; the other round is due to the end of term of service 5). He rolls 
  twice (once for each round of aging being resolved) for strength reduction [saving 
  throw is 8+; he rolls 12 and 9], twice for dexterity [saving throw of 7+; he rolls 7 and 
  6] and loses one point, reducing his dexterity from 8 to 7, and twice for endurance 
  [saving throw 8+; he rolls 9 and 11]. 
   
  To recapitulate, Captain Jamison is now a 38 year old retired merchant captain, 
  UPP 779C99. His skills are shown in the 
  inset. He owns a Type A merchant ship 
  (30 years old) and he owes 10 years (120 
  months) of payments before he will have 
  clear title. He also has one middle pas-
  sage, worth about CR 8,000. He has a re-
  tirement income of CR 4,000 yearly, and 
  has already collected the first year’s bene-
  fit, which, when added to his other monies, gives him a balance of CR 24,000. 
   
  It might well be assumed that Jamison also has some slight resentment toward 
  the Merchant service because he was denied reenlistment at the peak of his career. 
   
   
  JAMISON’S SKILLS 
   
  Dagger-1 
  Body Pistol-1 
  Cutlass-1 
  Submachine Gun-1 
  Vacc Suit-1 
  Electronic-3 
  Pilot-2 
  
  –26– 
   
  Combat 
   
  As adventurers journey through the cities and wilds of the worlds they visit, 
  they will encounter both men and beasts. At times the only way such encounters 
  can be dealt with is by force. To this end, the following combat system is provided. 
   
  BASIC CONCEPT 
   
  This combat system is intended to cover situations where a party of adventur-
  ers (of one or more characters) encounters a party of men or beasts, and violence is 
  offered by either side. The actual circumstances of each encounter are governed by 
  the referee, in accordance with the encounter provisions of Book 3. Those rules 
  provide for the likelihood of encounters and for the basic reaction of the other party 
  to the encounter. 
   
  Combat is based on successive attacks by each character involved (blows if 
  brawling, swings with blade weapons, and shots with guns). A basic throw of 8+ is 
  required in every case to obtain a hit, such throw being subject to die modifications 
  for considerations such as range between the two parties, attacker and defender 
  expertise, the type of weapon used, surprise, and other factors. If a hit is obtained, 
  wounds are inflicted based on the type of weapon which made the hit. Each combat 
  round lasts 15 seconds. Combat continues until one party is vanquished. 
   
  PROCEDURE 
   
  Once an encounter occurs, the following procedure is used to determine the 
  outcome of combat: 
   
   
  1. 
  Determine if either party has surprise. 
   
  2. 
  Determine the initial range separating the parties. 
   
  3. 
  Determine if escape or avoidance is possible. 
   
  4. 
  Resolve actual combat using a series of combat throws. 
   
   
  A. 
  Each character indicates his movement status. 
   
   
  B. 
  Each character indicates his attack and his target. 
   
   
  While steps 1 through 3 are executed only once per encounter, step 4 is per-
  formed cyclically until the combat is concluded. 
   
  SURPRISE 
   
  Surprise is possible for either party, and the element of surprise gives an ad-
  vantage both in attacking and in avoiding the enemy. Roll one die for each party: if 
  one party has a die roll of 3 or more greater than the other party, the higher rolling 
  party has achieved surprise. DMs are allowed for each party depending on exper-
  tise and situation, as shown in the surprise DM table. 
   
  Only one party can achieve surprise, and it is possible that neither party will 
  achieve surprise. If no surprise is achieved, both parties are considered to be aware 
  of each other at the range of encounter. 
   
  A party with the element of surprise may elect to avoid contact with the other 
  
  –27– 
  party. See the Escape and Avoidance rule. 
   
  A party with the element of surprise may 
  attack using surprise blows, swings and shots 
  until surprise is lost. See the Endurance rule 
  for the definition of surprise blows. Surprise 
  is lost when a member of the other party 
  gives the alarm in some manner. All unsi-
  lenced gun shots (silenced pistols, and laser weapons do not make noise when 
  fired; neither do guns in vacuum) will alert the enemy to an attack. Any character 
  who is hit but not rendered unconscious will make sufficient noise (probably a 
  scream) to raise the alarm. If the alarm is not raised in this manner, there is a 
  chance (throw 9+ for it to occur) that an unattacked comrade in the defending party 
  will see a man fall and give the alarm. Surprise continues until it is lost, and may 
  thus continue indefinitely. Once surprise is lost, normal combat begins. 
   
  Because all attacks (shots, swings and blows) are made simultaneously, all 
  members of the attacking party may each make one attack as a surprise if the party 
  has surprise. If surprise is not lost, each member of the party may make another 
  surprise attack. This continues until surprise is lost. Because the attacks are simul-
  taneous, everyone completes his surprise attacks even if one of them results in the 
  loss of surprise. 
   
  RANGE 
   
  Encounters initially occur at any one of five ranges: close, short, medium, long, 
  and very long. The specific initial range of an encounter is dependent on the refe-
  ree's specific statement, or on a two-die roll using the encounter range table. 
  Throws on the encounter range table are subject to DMs from the terrain DM table. 
  In essence, the DMs take into account the altered probabilities of specific encounter 
  ranges in differing terrain types. An encounter at close range is much less likely on 
  a prairie than in a city, for example. Determine the DM from the terrain DM table 
  and apply it to a two-die roll on the encounter range table. The result indicates the 
  range at which the two parties encounter. 
   
   
   
   
  SURPRISE DMS 
   
  Any leader expertise ............. +1 
  Any tactical expertise............ +1 
  Any military experience ........ +1 
  TERRAIN DMS 
   
  Clear, Road ................................ +3 
  Plain, Prairie ............................... +3 
  Desert ......................................... +4 
  Hills, Foothills ............................ +2 
  Mountain .................................... +3 
  Forest, Woods ........................... +1 
  Jungle, Rainforest ...................... — 
  Rough, Broken ........................... +2 
  Swamp, Marsh ........................... –4 
  Beach, Shore, Riverbank ........... +1 
  Suburb ........................................ –2 
  City .............................................. –4 
  Building Interior, Cave ............... –5 
  ENCOUNTER RANGE 
   
  1 ..................................... Short 
  2 ..................................... Close 
  3 ..................................... Short 
  4 ................................. Medium 
  5 ..................................... Short 
  6 ................................. Medium 
  7 ................................. Medium 
  8 ...................................... Long 
  9 ................................. Medium 
  10 ........................... Very Long 
  11 .................................... Long 
  12 ........................... Very Long 
  13 ........................... Very Long 
   
  
  –28– 
   
  For reference purposes, the distance equivalents of the ranges given are: 
   
   
  Close— in physical contact; touching. 
   
  Short— at sword or polearm point, 1 to 5 meters. 
   
  Medium— at pistol range, 6 to 50 meters. 
   
  Long— at rifle range, 51 to 250 meters. 
   
  Very Long— at extreme range, 251 to 500 meters. 
   
  ESCAPE AND AVOIDANCE 
   
  Encountering parties may elect to attempt to avoid contact or escape from the 
  encounter. 
   
  A party which has achieved surprise may always avoid an encounter by so stat-
  ing. Non player character parties which have surprise and are outnumbered will 
  avoid an encounter on a throw of 7+ (no DMs). 
   
  If two parties encounter without surprise, either may attempt to escape, imme-
  diately (before any combat or contact occurs). Boll 9+ to escape (DM of –1 if short 
  range, +1 if medium range, +2 if long range, +3 if very long range encounter). A non 
  player character party will attempt to escape at the option of the referee, based on 
  the situation. 
   
  Once contact or combat begins, a party may leave the field of battle only 
  through movement. See the Movement rule. 
   
  MOVEMENT 
   
  Before each series of combat throws (called rounds) each character may state 
  his movement status, which may be: evade, close range, open range or stand. 
   
  Evade: A combatant, at any range, may state that he is evading enemy attacks. 
  He may not himself attack (make any blows, swings or shots during the combat 
  round), and receives an advantageous die modification in the defense, based on his 
  range from the attacker. DMs allowed are: –1 if close or short range, –2 if medium 
  range, –4 if long or very long range. Because evasion involves movement (ducking, 
  jumping about, etc) and because he cannot use his weapon to good advantage, a 
  character using it loses any DMs he might have for defensive expertise while evad-
  ing. 
   
  Close range: A combatant may elect to move closer to the enemy during the 
  combat round. The movement table indicates the relative 'size’ of each range, stat-
  ing the number of combat rounds in which a character must state that he is closing 
  range before he actually achieves the next closer range. If both parties, or members 
  of both parties, are closing range, the next closer range is achieved when the sum 
  of the rounds spent doing so corresponds to the total required by the table.) Cha-
  racters may run (or ride animals or ve-
  hicles) at approximately double speed. 
  Running is considered an expenditure of 
  energy and is counted as a combat blow 
  (reducing total endurance points and 
  prohibiting the character from attacking 
  in the round). See the Endurance rule. 
   
  Open range: A combatant may move 
  away from the enemy by opening range 
  MOVEMENT 
   
  Close ................................................ 1 
  Short ................................................ 1 
  Medium ........................................... 3 
  Long ................................................. 4 
  Very Long ........................................ 5 
  
  –29– 
  in much the same manner as he would close range. The movement table indicates 
  the number of rounds which must be spent in one range before moving to the next 
  range. 
   
  Stand: A combatant may elect not to move during a combat round. 
   
   
  If parties consist of more than one member, each member may decide for him-
  self what his movement will be for a round. Movement in closing or opening range 
  need not be consecutive rounds (a character could close for three rounds, stand and 
  shoot for a few rounds, and then continue to close). A character who opens after 
  closing negates one round of closing for each round of opening he performs (and 
  vice versa). 
   
  A character who opens range with the enemy while at very long range has 
  moved out of range and left the field of battle. 
   
  As an example of movement, the movement table indicates that long range is 4 
  rounds 'deep’ (it requires a character to close or open for four rounds before he is at 
  the next range). A character would thus be required to state that he is closing for 
  four rounds before he could be at medium range. If his opponent were also closing, 
  each would spend 2 rounds at long range before the range became medium range. 
  If both characters were running toward each other, each would spend one round at 
  long range before the range became medium (running counts as double speed). If 
  one character closes and one character opens, the net change is zero, and each can 
  continue to do so indefinitely without the range changing. 
   
   
  Because the effects of range are so important, and because the ranges between 
  specific characters can vary greatly, it is 
  suggested that the complex combats be  
  mapped out on a line grid (as shown in the 
  diagram). Ordinary lined paper serves this 
  purpose quite well. The grid consists of 
  broad bands in which combatant charac-
  ters are placed (use cardboard markers or 
  cast metal miniatures to represent the cha-
  racters). 
   
  Characters in the same band are at 
  close range. Those adjacent to a band con-
  taining a character are at short range to 
  that character. Those 2 to 5 bands away are 
  at medium range; those at 6 to 9 bands 
  away are at long range. Characters at 10 to 
  14 bands away are at very long range. A 
  character which moves 15 bands away 
  from any other character is out of range, 
  and has escaped. 
   
  Characters may move one band per 
  combat round, two bands if running. 
   
  Note that this system specifically does 
  not take into account tactical maneuver. 
  Players (and the referee) may choose to adapt this to a square or hexagonal grid. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  –30– 
  COMBAT RESOLUTION 
   
  Combat itself is resolved in a series of attacks represented by dice throws made 
  by the combatants. A series of such throws, in which each participating individual 
  capable of making a combat throw makes one, is called a combat round. Combat 
  rounds continue until the battle is resolved by the defeat of one party (through rout, 
  death, or surrender). 
   
  Basic Required Throw: During each combat round, each combatant selects a 
  member of the opposing party as a target. He or she must then make a basic throw 
  of 8+ to hit the target, and, if successful, then determine the wounds inflicted. 
   
  The basic throw of 8+ is subject to a variety of applicable die modifiers, includ-
  ing armor/weapon relation, range, strength of attack (combat or weakened blows), 
  movement status, attacking and defending expertise and other aspects. The wea-
  pon matrix indicates weapon/armor relation; the range matrix indicates range ef-
  fects; the weapon table indicates the effects of strength and dexterity, and of wea-
  kened blows. Other DMs are called for by later sections of these rules. 
   
  All DMs to the basic throw to hit are cumulative, being added together and then 
  applied to the basic throw. It is important to remember that adding negative num-
  bers (DMs) is like subtracting (3 +1 = 4; 3 + −1 = 2; −3 + −1 = −4). 
   
  Roll two dice and modify by the DM created; if the modified result is 8 or great-
  er, the attack has achieved a hit on the target. If a hit is achieved, the wound column 
  of the range matrix must be consulted to determine the extent of wounding which 
  has occurred. 
   
  Wounding and Death: The wound column indicates the amount of damage 
  which has been inflicted on the target if a hit is achieved, and is dependent on the 
  type of weapon used (not be strength or character or blow). The abbreviation used 
  in the wound column is a capital D, meaning die or dice. A number appearing be-
  fore the D indicates the number of dice to be rolled for wounding (1D means roll 
  one die, 2D means roll two dice, etc). A further modification after the D indicates the 
  specific number to be added to (or subtracted from) the die roll total. For example, 
  2D+4 indicates the roll of two dice (perhaps achieving 4 and 5, totaling 9) and four 
  added to that (giving a total wound result of 13). A wound result of zero (or less) 
  has no effect on a character. 
   
  Wound points are applied to the target’s (defending character’s) strength, dex-
  terity and endurance on a temporary basis. Each die rolled (for example, each of the 
  two dice rolled in a result of 2D) is taken as a single wound or group of hits, and 
  must be applied to a single characteristic; further modifications may be distributed 
  against, or added to, such wound groups as desired (players do this themselves; 
  the referee does it for non-player characters). 
   
  The first wound received by any character, however, can be sufficient to stun or 
  daze him or her, and is handled differently. This first wound received is applied en-
  tirely to one of the three physical characteristics (strength, dexterity or endurance), 
  determined randomly. As a result, first blood may immediately incapacitate or even 
  kill. 
   
  When any one characteristic is reduced to zero by wounds, the character is 
  rendered unconscious. When all three characteristics are reduced to zero, the cha-
  racter is dead. Once a characteristic has been reduced to zero, further points may 
  not be applied to it; the must be applied to other (non-zero) characteristics. 
   
  Unconscious characters (with one characteristic reduced to zero) recover con-
  
  –31– 
  sciousness after 10 minutes, with all characteristics temporarily place at a value half 
  way between full strength and the wounded level. For example, a character with a 
  strength of 8 who is wounded to a strength of 4 (and is rendered unconscious 
  through another characteristic) becomes strength 6 when he regains conscious-
  ness, and remains so until recovered. Round fractions against the character. Return 
  to full strength requires medical attention, or three days of rest. 
   
  Unconscious characters (with two characteristics reduced to zero) are consi-
  dered severely wounded, and recover consciousness after three hours. Their cha-
  racteristics remain at the wounded level (or one, whichever is higher). Recovery is 
  dependent on medical attention (recuperation without medical attention is not 
  possible. 
   
  THE EFFECTS OF CHARACTERISTICS 
   
  Personal characteristics can affect combat, being the source of die modifica-
  tions based on weapons used and the duration of the battle. 
   
  Strength: The efficiency of various blows and swings (but not of shots) is de-
  pendent upon personal strength. The weapons table indicates both a required 
  strength level and an advantageous strength level for all blade and brawling wea-
  pons. A character using a specific weapon who does not have strength equal to or 
  greater than the required strength level for that weapon is subject to the negative 
  DM (applied to the basic throw to hit) stated in the weapon table. (For example, a 
  character with a strength of 5 does not meet the required strength level of 7 for the 
  cutlass, and if using that weapon, is subject to a DM of −2.) 
   
  A character of great strength, equal to or greater than the advantageous 
  strength level stated for a specific weapon being used, is eligible for the positive 
  DM (applied to the basic throw to hit) given in the table. (For example, a character 
  of strength 11 or greater is allowed a DM of +2 when using the cutlass.) 
   
  Dexterity: The accuracy of shots is dependent on the dexterity of the character 
  firing the weapon. In a manner similar to the effect of strength on swings and 
  blows, the weapons table indicates the required and advantageous dexterity levels 
  for guns, and shows positive and negative Dl\/Is (applied to the basic throw to hit) 
  to be implemented. 
   
  Endurance: The number of blows and swings which may be made, and their 
  impact, is dependent on endurance. For this purpose, all blows and swings may be 
  classed into one of four classes: surprise, combat, weakened, and special. 
   
  Surprise blows and swings are completely unrestricted; as long as the attacking 
  character retains the element of surprise, he may make surprise blows without limit 
  (one per combat round). 
   
  Combat blows and swings are the ordinary attacks made in the course of a bat-
  tle after surprise is lost. A character may make a number of combat blows which 
  does not exceed his endurance characteristic (a character with an endurance of 9 
  may make 9 combat blows). Once this allowance has been used up, the character 
  may make no more combat blows until he has rested for at least 30 minutes. 
   
  Weakened blows and swings are those attacks made after the combat blow 
  allowance has been used up. Each weakened blow or swing is subject to the nega-
  tive DM indicated in the weapons table. Any number of weakened blows and 
  swings may be made. To conserve strength, a character may elect to make any 
  blow or swing weakened, and thus not have it counted against his endurance al-
  
  –32– 
  lowance. 
   
  Special blows and swings are allowed in situations in which strength would not 
  normally be a factor, such as against an unconscious opponent. Special blows and 
  swings are not weakened, and may be made at any appropriate time without using 
  endurance points. 
   
  Note that a character is allowed only a specific number of swings and blows by 
  his endurance characteristic, and that only one blow or swing may be made per 
  combat round. The number of blows and swings is based on his unwounded en-
  durance and wounds do not reduce the total possible swings and blows during 
  combat (only afterwards, in subsequent combats). The total allowed swings and 
  blows applies to all such attacks, regardless of whether the character shifts from 
  brawling to blade combat or back. Gun combat is not affected by endurance. 
   
  EXPERTISE 
   
  A character's expertise in the weapon he is using can affect personal combat in 
  both the attack and the defense. 
   
  Attacking: The level of expertise which a character has in the weapon with 
  which he is attacking is used as a positive Dl\/l on the basic throw to hit. If the cha-
  racter changes the weapon he is using, he then uses the expertise level for the new 
  weapon as a DM. 
   
  Defending: A character may use his expertise level in his weapon as a negative 
  DM when engaged in brawling or blade (including polearm) combat, and armed 
  with brawling or blade weapons. Thus, a gun armed character does not receive a 
  protective DM for his gun expertise; but may receive such a protective DM if he ac-
  tually uses the gun as a brawling weapon (as a club, for example). 
   
  Untrained Weapons Usage: A character using a weapon in which he has no 
  expertise is subject to a DM penalty of −5 when attacking and +3 when defending. 
   
  Note that all player characters have an expertise of ½ in all weapons. This value 
  is sufficient to avoid the no expertise penalty, but not enough to provide a DM ad-
  vantage. Other characters may have fractional expertise levels, due to a gradual 
  acquisition of the skill during the course of the game. Always round expertise levels 
  down when computing expertise DMs. 
   
  WEIGHT 
   
  Characters are restricted in the total weight which they may carry, and may 
  suffer negative DMs if carrying sufficient weight to encumber them. 
   
  Any character may carry a load equal to his strength characteristic, in kilo-
  grams. Weapons and other materials are given weights in grams or kilograms. Load 
  is calculated by totaling the weight of all relevant items. Clothing, personal armor, 
  and minor items such as holsters, scabbards, and belts are not counted. Other 
  items such as tools, communicators, instruments, rations, and the like (see Book 3) 
  do have weight and are counted as part of the total load. 
   
  A character may carry up to twice his strength in kilograms, and is considered 
  to be encumbered while doing so. Encumbered persons are treated as if their 
  strength, dexterity, and endurance are one less than normal (for example, an en-
  cumbered person of strength 7 is treated as if he has a strength of 6 for all purpos-
  es, including wounds and strength advantage). Encumbrance is removed when suf-
  ficient extra weight is shed. 
  
  –33– 
   
  A character who is part of a military force may carry up to triple his strength in 
  kilograms, subject to a reduction of 2 in strength, dexterity and endurance. 
   
  Different Gravity: Normal gravity for a world is 7 (see Book 3). Subtract the ac-
  tual gravity factor of the world which the travellers are on, and multiply by 12.5%. 
  This indicates the additional load a character is capable of carrying. 
   
  For example, a world with a gravity of 3 (7 – 3 = 4) allows a character to carry 
  an additional 40% load without being considered encumbered. A world with a grav-
  ity factor of 8 (8 – 9 = –1) reduces the allowed load by 12.5% 
   
  MORALE 
   
  A party of adventurers (player or non-player) which sustains casualties in an 
  encounter will ultimately break or rout if it does not achieve victory. 
   
  At the point in which 25% of a party are unconscious or killed, the party must 
  begin throwing for morale. Average morale throw is 7+ to stand, or not break. Va-
  liant parties may have a higher throw. DMs are allowed: +1 if the party is a military 
  unit, +1 if a leader (leader expertise) is present, +1 if the leader has any tactical ex-
  pertise; –2 if the leader is killed (for two combat rounds, and then until a new leader 
  takes control), –2 if casualties exceed 50%. 
   
  COMBAT EQUIPMENT 
   
  The weapons and armor used by a character constitute his primary means of 
  achieving his goals, and of self defense. These various weapons, weapon accesso-
  ries, and armor are described in this section. Other materials with other functions 
  are described in Books 2 and 3. 
   
   
  Brawling Weapons: Brawling generally involves "found" weapons which are 
  already at the site of battle. Such weapons are classified as clubs, cost nothing, and 
  generally weigh from 0.5 to 3.0 kilograms. Pistols may be classed as clubs when 
  used in brawling. Bottles may be used as clubs (once, they then become crude dag-
  gers). Animals are equipped with their own weapons, generally specified in the en-
  counter tables in Book 3. 
   
   
  Blade Weapons: The following blade weapons are generally available: 
   
   
  Dagger— A small knife weapon with a flat two-edged blade measuring approx-
  imately 200 mm in length. Daggers are usually carried in a belt sheath, and less 
  frequently concealed in a boot sheath or strapped to the forearm. Daggers are 
  usually the last weapon of defense, and worn constantly; they weigh 250 grams but 
  that weight does not count against the weight load the owner is carrying. Base 
  price: CR 10. 
   
   
  Blade— A hybrid knife weapon featuring a heavy flat two-edged blade approx-
  imately 300 mm in length and a semi-basket hand guard. It is generally carried in a 
  belt scabbard because of the bulk of the hand guard. Weight: 350 grams. Base price: 
  CR 50. 
   
   
  Foil— Also known as a rapier, this weapon is a light, sword-like weapon with a 
  pointed, edged blade 800 mm in length, and a basket or cup hilt to protect the hand. 
  
  –34– 
  Foils are worn in scabbards attached to the belt. Weight: 500 grams. Base price is 
  CR 100. 
   
   
  Cutlass— A heavy flat bladed, single edged weapon featuring a full basket hilt 
  to protect the hand. The cutlass is the standard ship-board blade weapon and is 
  usually kept in brackets on the bulkhead near important locations; when worn, a 
  belt scabbard is used. Blade length is from 600 to 900 mm. Weight: 1250 grams. 
  Base price: CR 100. 
   
   
  Sword— The standard long edged weapon, with a flat, two-edged blade. It may 
  or may not have a basket hilt and hand protector. A scabbard to carry the sword 
  may be attached to the belt or to straps (or a sash) over the shoulder. Blade length 
  may vary from 700 to 950 mm. Weight: 1000 grams. Base price: CR 150. 
   
   
  Broadsword— The largest of the sword weapons, also called the two-handed 
  sword because it requires both hands to swing. The blade is extremely heavy, two-
  edged, and about 1000 to 1200 mm in length. The hilt is relatively simple, generally 
  a crosspiece only with little basketwork for protection. When carried, a metal scab-
  bard is attached to the belt; less frequently, the scabbard is worn on the back and 
  the sword is drawn over the shoulder. Weight: 2500 grams. Base price: CR 300. 
   
   
  Polearms: The following polearms are generally available: 
   
   
  Bayonet— A dagger-like knife of approximately the same dimensions as a dag-
  ger (less frequently, of a blade). When not attached to a rifle, a bayonet is treated as 
  a dagger (or blade), carried in a belt scabbard, and requires proper expertise for 
  use. When attached to the muzzle end of a rifle (only, not carbine or auto rifle) or 
  shotgun, it serves to transform the gun into a polearm. Weight of bayonet alone: 
  250 to 350 grams. Base price: CR 10. 
   
   
  Spear— A long (3000 mm) polearm with a pointed tip, usually of metal, weigh-
  ing from 1500 to 3000 grams. Often made by the carrier himself, they are quite in-
  expensive, with a base price of CR 10. 
   
   
  Pike— A long (3000 to 4000 mm) polearm with some form of flat blade tip. 
  Weight: 2000 to 3000 grams. Base price: CR 40. 
   
   
  Halberd— A quite elaborate polearm featuring a pointed, bladed tip; considered 
  to be a blend of battle axe and spear. Length: 2500 mm. Weight: 2500 grams. Base 
  price: CR 75. 
   
   
  Cudgel— A basic stick used as a weapon. Easily obtained from standing trees 
  or by use of an unloaded long gun such as rifle or carbine. (Laser weapons are too 
  delicate to be used as cudgels.) Weight: 1000 grams. Length: 1000 to 2000 mm. 
  Base price: CR 10. 
   
   
  Guns: The following guns are generally available (but note especially the laws 
  given in Book 3 which restrict possession and importation of guns): 
  
  –35– 
   
   
  Body Pistol— A small, non-metallic semi-automatic pistol designed to evade 
  detection by most weapon detectors. It fires 5 gram projectiles at a velocity of 500 
  to 600 meters per second. A magazine containing 6 cartridges is inserted into the 
  pistol handle; one cartridge may be fired for each pull of the trigger. 
   
  Pre-loaded magazines may be inserted into the pistol when it is empty, taking 
  one combat round to do so (the firer is considered to be evading while doing so). 
  Body pistol ammunition is not interchangeable with the ammunition for other types 
  of guns. 
   
  Length: 100 mm. Weight of pistol, unloaded: 250 grams (one loaded magazine 
  weighs 50 grams). Base price: CR 500 (one loaded magazine: CR 20). 
   
   
  Automatic Pistol— The basic repeating handgun, firing caliber 9mm bullets 
  (weighing approximately 10 grams each) at velocities of from 400 to 500 meters per 
  second. A magazine containing 15 cartridges fits into the handle of the pistol, and 
  one cartridge may be fired for each pull of the trigger. In emergencies, automatic 
  pistol ammunition is interchangeable with submachinegun ammunition. 
   
  Preloaded pistol magazines may be inserted to replace expended magazines, 
  requiring one combat round to do so (the firer is considered to be evading while 
  doing so). 
   
  Length: 175 mm. Weight, unloaded: 750 grams (loaded magazine weighs 250 
  grams). Base price: CR 200 (loaded magazine: CR 10). 
   
   
  Revolver— An older variety of handgun, the revolver fires 9mm bullets with 
  similar characteristics to those fired by the automatic pistol, but not interchangea-
  ble with them. No magazine is used, 6 individual cartridges being inserted into the 
  revolver separately. Reloading takes one combat round, two combat rounds if the 
  firer is treated as evading. 
   
  Length: 200 mm (some versions may be shorter or longer). Weight, unloaded: 
  900 grams (weight of 6 cartridges: 100 grams). Base price for revolver: CR 150 (six 
  cartridges cost CR 5). 
   
   
  Carbine— A short rifle type weapon firing a smaller caliber round (6mm bullets, 
  5 grams each, at velocities of 900 meters per second). A magazine containing 10 
  rounds is inserted into the underside of the carbine, ahead of the trigger guard, and 
  one round may be fired with each pull of the trigger. Replacement of empty maga-
  zines takes one combat round (and the firer is treated as if evading). Carbine am-
  munition is not interchangeable with any other type of ammunition. 
   
  In essence, a carbine is a short rifle, firing a cartridge of smaller, lighter caliber. 
  A sling usually allows the carbine to be carried on the shoulder, out of the way. 
   
  Length: 750 mm. Weight, unloaded: 3000 grams (loaded magazine weighs: 125 
  grams). Base price: CR 200 (loaded magazine: CR 10). 
   
   
  Rifle— The standard military arm, firing a 7mm, 10 gram bullet at a velocity of 
  approximately 900 meters per second. Longer and heavier than a carbine, it is also 
  more effective. Standard equipment includes a sling and provision for attaching a 
  bayonet and telescopic sights. 
   
  A 20 round magazine is attached in front of the trigger guard, and one round 
  
  –36– 
  may be fired with each pull of the trigger. Replacement of the empty magazine 
  takes 1 combat round (the firer is treated as if evading). Rifle ammunition may also 
  be used in automatic rifles in emergencies (rifle and auto rifle magazines are inter-
  changeable, and weigh the same). 
   
  Length: 1000 mm. Weight, unloaded: 4000 grams (loaded magazine weighs 500 
  grams). Base price: CR 200 (loaded magazine: CR 20). 
   
   
  Automatic Rifle— A highly refined and tuned version of the rifle, capable of full 
  automatic fire, as well as semi-automatic shots. Normally, the automatic rifle fires 
  bursts of 4 bullets for each pull of the trigger. It may be switched to semi-automatic 
  fire at the end of a combat round, after all firing, in which case it is treated as a rifle. 
  Ammunition and magazines are identical to those used for the rifle. 
   
  The automatic rifle is equipped with a sling (which allows the weapon to be 
  carried by the shoulder, while held at the ready to fire position), a bipod, and a 
  muzzle brake to steady the gun while firing. 
   
  Reloading by replacing an empty magazine requires one combat round (in 
  which the firer is considered to be evading). 
   
  Some versions of the automatic rifle are available which use 100 round belts of 
  ammunition (not usable in rifles, however). Such belts cost the equivalent of 6 
  loaded magazines, while weighing 2500 grams. Reloading with a new belt requires 
  3 combat rounds (during which time the firer is considered to be evading). 
   
  Length: 1000 mm. Weight, unloaded: 5000 grams (loaded 20 round magazine: 
  500 grams). Base price: CR 1000. 
   
   
  Shotgun— The basic weapon for maximum shock effect without regard to ac-
  curacy. The shotgun has an 18 mm diameter barrel, and fires shells containing ei-
  ther six 7 mm bullets, or one hundred thirty 3 mm pellets, in each case weighing a 
  total of approximately 30 grams. Velocity achieved is about 350 meters per second. 
  A cylindrical magazine containing 10 cartridges is inserted under the barrel, and 
  parallel to it; cartridges are then fed automatically into the shotgun for firing. Re-
  loading by replacing an empty magazine requires 2 combat rounds (the firer is con-
  sidered to be evading while doing so). One shot is fired for each pull of the trigger. 
   
  Magazines measure approximately 350 mm long by 20 mm in diameter, and 
  are quite clumsy to carry. 
   
  Shotguns are equipped with a sling for carrying. 
   
  Length: 1000 mm. Weight, unloaded: 3750 grams (loaded magazine: 750 grams) 
  Base price: CR 150 (loaded magazine: CR 10). 
   
   
  Submachinegun— A small automatic weapon designed to fire pistol ammuni-
  tion. Magazines holding 30 cartridges are inserted into the weapon forward of the 
  trigger guard, and the gun fires 4 rounds per pull of the trigger. Replacement of 
  empty magazines requires one combat round (and the firer is considered to be 
  evading). 
   
  Submachinegun ammunition (but not magazines) is interchangeable with au-
  tomatic pistol ammunition. 
   
  Most submachineguns are equipped with slings for carrying. 
   
  Length: 450 mm. Weight, unloaded: 2500 grams (loaded magazine: 500 grams). 
  Base price: CR 500 (loaded magazine: CR 20). 
  
  –37– 
   
  Laser Carbine— A lightweight version of the laser rifle, firing high energy bolts 
  using energy from a backpack battery/power pack. The laser carbine fires a 2 mm 
  beam of energy, aimed by integrated optic sights. The power pack is capable of 
  producing 50 shots before requiring recharging. Recharging requires at least 8 
  hours connected to a high energy source. The laser carbine is connected to the 
  power pack by a heavy duty cable. 
   
  Length: 800 mm. Weight, of carbine: 5000 grams. Weight, of power pack: 3000 
  grams. Base price: CR 2500 (extra power packs: CR 1000). 
   
   
  Laser Rifle— The standard energy weapon, firing high energy bolts in the same 
  manner as the laser carbine. Heavier, it is also capable of longer sustained action, 
  and is somewhat sturdier. The power pack is capable of 100 shots before requiring 
  recharging. The laser rifle is attached to the power pack by a heavy duty cable. Car-
  bine and rifle power packs are not interchangeable. 
   
  Length: 1000 mm. Weight, of rifle: 6000 grams. Weight, of power pack: 4000 
  grams. Base price: CR 3500 (extra power packs: CR 1500). 
   
   
  Accessories: The following special accessories are generally available: 
   
   
  Telescopic Sights— High quality telescopic sights are available for attachment 
  to rifles, increasing their accuracy, especially at longer ranges. A rifle equipped with 
  such sights has a DNI of +4 on the basic throw to hit, at long and very long ranges. 
  Note that this is in addition to, rather than in lieu of, range DMs. 
   
  Telescopic sights are delicate, however, and may be jarred out of adjustment 
  by any violent situation (left untended in a moving truck, close explosion, being 
  dropped, etc) on a throw of 7+. When sights go out of adjustment, the basic throw 
  to hit should not be revealed to the firer, and he will always miss. 
   
  Electronic versions of these telescopic sights are available to provide capability 
  to see and sight in the dark, for approximately ten times the price of ordinary teles-
  copic sights. 
   
  Weight: 800 grams (telescopic); 1500 grams (electronic). Base price: CR 200. 
   
   
  Silencers— Devices are available which will muffle or eliminate the sound of 
  guns firing, but have so far proven practical only when applied to body pistols, re-
  volvers, or automatic pistols. A silencer attaches to the muzzle of the pistol, increas-
  ing its total length, and making it impossible to holster until the silencer is removed. 
  Silencers are not interchangeable; one must be bought for each specific model of 
  pistol used. 
   
  Length: 100 to 300 mm. Weight: 500 to 750 grams. Base price: CR 200. 
   
   
  Shoulder Stocks— It is possible to produce a shoulder stock which may be at-
  tached temporarily to a pistol or revolver; resulting in a crude carbine arrangement 
  and some greater accuracy at longer ranges. When a shoulder stock is attached to a 
  revolver or automatic pistol, apply the following DMs: close range –1, short range –
  1, medium range +1, long range +1. The overall length of the pistol is increased by 
  the length of the stock, and the pistol cannot be holstered. 
   
  Attaching the shoulder stock requires 5 combat rounds, as does detaching it. 
   
  Length: 350 mm. Weight: 1000 grams. Base price: CR 75. 
  
  –38– 
   
  Folding Stocks— Carbines, rifles, and shotguns can be equipped with folding 
  stocks, making it possible to reduce the overall length of the weapon by 300 mm. 
  When a folding stock is folded, the weapon is less accurate (DM –1 at all ranges). 
  When the stock is extended, there is no effect. 
   
  Weight: adds 500 grams to weapon weight. Base price: CR 100. 
   
   
  Armor and Protection: The following items of armor and personal protection 
  are generally available. The weight of personal armor is assumed to be part of a 
  character’s clothing load and is not affected by the weight rule. Only one form of 
  personal armor may be worn, except that reflec (see below) may always be worn 
  under other clothing, in addition to normal armor. 
   
   
  Jack— A natural or synthetic leather jacket/body suit covering the torso and 
  upper arms and legs. Somewhat better than ordinary clothing or bare skin when 
  defending against blades, it is worthless against guns. Basic price: CR 50. 
   
   
  Mesh— A jacket/body suit of natural or synthetic leather reinforced with a lining 
  of flexible metal mesh, similar to chain mail but lighter and stronger. Mesh reduces 
  penetration, or stops penetration altogether, by blades, and has some effectiveness 
  against gunfire. It is ineffective against laser penetration. Basic price: CR 150. 
   
   
  Cloth— A heavy duty jacket/vest covering the upper torso and legs, tailored 
  from ballistic cloth. Ballistic cloth absorbs impact energy, distributing the blow over 
  the body of the target, and resulting in (possibly) severe bruising. Nonetheless, 
  cloth armor is almost the best and most versatile available. Basic price: CR 250. 
   
   
  Reflec— Reflective material may be tailored into a body suit, ineffective against 
  any weapon except laser. Unlike the other forms of armor, reflec is worn under the 
  clothing, and may be worn in addition to other forms of armor. Reflec, however, is 
  very expensive, and is often difficult to obtain. Basic price: CR 1500. 
   
   
  Ablat— Ablat is the cheap alternative to reflec, and is fashioned from material 
  which will ablate (vaporize) when hit by laser fire, carrying the energy of the attack 
  away. Ablat also has some value as protection against other forms of attack, pri-
  marily from its bulk. Ablat is commonplace and cheap. Basic price: CR 75. 
   
   
  Battle Dress— The ultimate in battle armor, military battle dress consists of a 
  complete vacuum-suit-like array of metal, synthetic and electronic armor. The val-
  ues given for protection using battle dress are for the basic suit, without electronic 
  or other enhancements. Battle dress is strictly military, and not available to civilians 
  in most circumstances. When available, base price is around CR 200,000 per suit. 
  Vacc suit skill is required before an individual can even think of using battle dress. 
  In the powered mode, battle dress doubles personal strength, and eliminates any 
  endurance requirements or restrictions. 
   
  SPECIAL CONSIDERATIONS 
   
  The following are important to the implementation of weapons use. 
   
  Drawing: Weapons are usually carried holstered or slung, unless specifically 
  
  –39– 
  stated to the contrary by the character. A character attempting to use a holstered or 
  slung weapon in a combat round is subject to a DM of –3 when drawing. When two 
  or more individuals draw against each other (assuming surprise is not a factor), 
  each rolls two dice, and adds his dexterity; the character achieving the highest mod-
  ified throw thus achieves surprise for the purposes of a first shot. 
   
  Minor Accessories: Holsters, magazine carriers, belts, scabbards, cleaning kits, 
  and such are available for approximately 10% to 20% of the basic price of the wea-
  pon. They have effectively no weight (being included in the personal clothing 
  group). Shoulder holsters may be worn to conceal pistols in public; otherwise, pis-
  tols are considered to be in hip holsters. 
   
  Throwing Blades: Daggers and blades may be thrown at a target at short range. 
  Throw 18+ to hit; DMs: + personal dexterity characteristic, and + expertise in the 
  weapon, – target’s evasion DM if evading. If a hit is achieved, the wound inflicted is 
  2D–3. Retrieval of the thrown blade requires one combat round at close range with 
  the target. 
   
  Full Automatic Fire: Submachine guns and automatic rifles are capable of firing 
  4 round bursts instead of single shots. The higher ammunition usage results in the 
  higher hit probability the weapon has on the tables, plus the group hit rule (see be-
  low). In addition, a person armed with an automatic weapon may fire twice in a 
  com bat round, provided it is at the same target. 
   
  Group Hits by Automatic Fire: Regardless of the designated target of a weapon 
  which is firing with automatic fire, non-evading targets adjacent to the original tar-
  get are also attacked by the weapons burst of fire. A DM of –3 is imposed to hit. 
  From one burst, no more than two adjacent targets may be hit. 
   
  Group Hits by Shotguns: Each shot by a shotgun may attack up to 4 individual 
  targets simultaneously, provided they: 1) are in a group, pack or herd, and are act-
  ing together, and 2) are each man sized or smaller. 
   
  In all shotgun fire against flying targets (within range), a DM of +2 is allowed. 
   
   
   
  
  –40– 
  ANTIQUE EOUIVALENTS 
   
  Most of the gun weapons described above are based on weapons available in 
  the 1970's and 1980's. While technology will certainly progress in the centuries to 
  come, it will also remain a fact that one of the surest ways to injure or kill an adver-
  sary will be to subject him to a large dose of kinetic energy, and a simple easy way 
  to administer that energy is by bullet impact. The guns noted below are used as a 
  basis for the gun weapons described, and some changes in weight and power have 
  been made. Individuals interested in more information on the capabilities and pa-
  rameters of the weapons can use this information as a springboard. 
   
  Body Pistol— equivalent to Walther PPK .32 ACP or OMC .380 
  Back-up. 
  Automatic Pistol— equivalent to Smith & Wesson Model 59 9mm, 
  or Auto-Mag .44 Magnum Automatic. 
  Revolver— equivalent to any number of US manufactured revolv-
  ers, but specifically Smith & Wesson .357 Magnum Model 66. 
  Carbine— equivalent to Ruger 5.56mm Mini-14, or Armalite 
  5.56mm AR-180. 
  Rifle— equivalent to Springfield 7.62 mm M14 Rifle, (with telescop-
  ic ART sights, equivalent to the XM21 Sniper model), or the FN 
  FAL 7.62 mm Rifle. 
  Automatic Rifle— equivalent to the full automatic versions of the 
  rifles mentioned above (belt-fed Automatic Rifle equivalent to 
  the Russian DShK, but in rifle caliber. 
  Shotgun— equivalent to any of several automatic shotguns pro-
  duced today, but specifically the Remington M1100. 
  Submachinegun— equivalent to the British Sterling 9mm L2A1 or 
  the Israeli 9mm UZI. 
   
   
  Some weapons, such as the laser rifle and carbine are not currently available 
  weapons. Referees may feel free to create other weapons to suit the needs and de-
  sires of Traveller society. For example, laser pistols (very expensive, and perhaps 
  unreliable), pneumatic guns functioning on compressed gas, and relatively silent, or 
  light machineguns (heavier and of greater effectiveness than the automatic rifle). 
   
   
   
  
  –41– 
   
  WEAPONS AND EQUIPMENT WEIGHTS AND PRICES 
   
  Base 
  Ammo 
  Rds/ 
  Length 
  Base 
  Ammo 
  Item 
  Weight 
  Weight 
  Clip 
  Overall 
  Price 
  Price 
  Dagger 
  0(250) 
  — 
  — 
  00200 
  0010 
  — 
  Blade 
  0350 
  — 
  — 
  00300 
  0050 
  — 
  Foil 
  0500 
  — 
  — 
  00800 
  0100 
  — 
  Cutlass 
  1250 
  — 
  — 
  00800 
  0100 
  — 
  Sword 
  1000 
  — 
  — 
  00800 
  0150 
  — 
  Broadsword 
  2500 
  — 
  — 
  01200 
  0300 
  — 
  Bayonet 
  0250 
  — 
  — 
  (+) 200 
  0010 
  — 
  Spear 
  2000 
  — 
  — 
  03000 
  0010 
  — 
  Halberd 
  2500 
  — 
  — 
  02500 
  0075 
  — 
  Pike 
  3000 
  — 
  — 
  04000 
  0040 
  — 
  Cudgel 
  1000 
  — 
  — 
  01500 
  0010 
  — 
  Body Pistol 
  0250 
  050 
  006 
  00100 
  0500 
  020 
  Automatic Pistol 
  0750 
  250 
  015 
  00175 
  0200 
  010 
  Revolver 
  900 
  100 
  006 
  00200 
  0150 
  005 
  Carbine 
  3000 
  125 
  010 
  00750 
  0200 
  010 
  Rifle 
  4000 
  500 
  020 
  01000 
  0200 
  020 
  Automatic Rifle 
  5000 
  500* 
  020 
  01000 
  1000 
  020 
  Shotgun 
  3750 
  750 
  010 
  01000 
  0150 
  010 
  Submachine Gun 
  2500 
  500 
  030 
  00450 
  0500 
  020 
  Laser Carbine 
  5000 
  — 
  — 
  00800 
  2500 
  — 
  LC Power Pack 
  3000 
  — 
  050 
  00— 
  1000 
  200† 
  Laser Rifle 
  6000 
  — 
  — 
  01000 
  3500 
  — 
  LR Power Pack 
  4000 
  — 
  100 
  00— 
  1500 
  300† 
  Telescopic Sights 
  0800 
  — 
  — 
  00— 
  0200 
  — 
  Electronic Sights 
  1500 
  — 
  — 
  00— 
  2000 
  — 
  Silencer 
  0600 
  — 
  — 
  (+) 200 
  0200 
  — 
  Shoulder Stock 
  1000 
  — 
  — 
  (+) 350 
  0075 
  — 
  Folding Stock 
  0500 
  — 
  — 
  (–) 300 
  0100 
  — 
   
  *Some automatic rifles will only accept 100 round belts, weighing 2500 grams each, and cost-
  ing CR 120. 
  †This cost is the cost to recharge the power pack at a suitable electric energy source, taking 
  about 8 hours. 
  Note: All prices are in credits; all weights are in grams; all lengths are in millimeters. 
   
  BODY ARMOR 
  Type 
  Price 
  Description 
  Jack 
  50 
  Leather jacket/body suit 
  Mesh 
  150 
  Leather, reinforced with metal mesh jacket 
  Cloth 
  250 
  Ballistic cloth (bulletproof) jacket 
  Reflec 
  1500 
  Reflective body suit, usually worn underneath 
  Ablat 
  75 
  Ablative (vaporizing) jacket 
  Battle Dress 
  200000 
  Powered combat body armor 
  
  –42– 
   
  WEAPONS MATRIX 
  Attacker’s 
  Defender’s Armor 
  Weapon 
  Nothing 
  Jack 
  Mesh 
  Cloth 
  Reflec 
  Ablat 
  Battle 
  Hands 
  +1 
  –1 
  –4 
  –4 
  +0 
  –1 
  –6 
  Claws 
  +3 
  +0 
  +0 
  +1 
  –1 
  –3 
  –7 
  Teeth 
  +2 
  +1 
  –1 
  +0 
  –2 
  –4 
  –7 
  Horns 
  +2 
  +1 
  +0 
  –1 
  +2 
  –2 
  –5 
  Hooves 
  +3 
  +3 
  +2 
  +2 
  +3 
  +2 
  –6 
  Stinger 
  +4 
  +3 
  +0 
  +1 
  +2 
  +0 
  –6 
  Thrasher 
  +7 
  +7 
  +4 
  +4 
  +7 
  +4 
  +0 
  Club 
  +0 
  +0 
  –2 
  –3 
  +0 
  –2 
  –7 
   
   
   
   
   
   
   
   
  Dagger 
  +0 
  –1 
  –4 
  –4 
  +0 
  –2 
  –5 
  Blade 
  +1 
  +0 
  –4 
  –4 
  +1 
  –3 
  –5 
  Foil 
  +2 
  +0 
  –4 
  –3 
  +2 
  –2 
  –8 
  Cutlass 
  +4 
  +3 
  –2 
  –3 
  +4 
  –2 
  –6 
  Sword 
  +3 
  +3 
  –3 
  –3 
  +3 
  –2 
  –6 
  Broadsword 
  +5 
  +5 
  +1 
  +0 
  +5 
  +1 
  –4 
   
   
   
   
   
   
   
   
  Bayonet 
  +2 
  +1 
  +0 
  –1 
  +2 
  –2 
  –6 
  Spear 
  +1 
  +0 
  –2 
  –2 
  –1 
  –3 
  –6 
  Halberd 
  +4 
  +3 
  –2 
  –3 
  +4 
  –2 
  –5 
  Pike 
  +1 
  +0 
  –2 
  –2 
  –1 
  –3 
  –6 
  Cudgel 
  +0 
  +0 
  –2 
  –3 
  +0 
  –2 
  –7 
   
   
   
   
   
   
   
   
  Body Pistol 
  +0 
  +0 
  –2 
  –4 
  –4 
  –2 
  –7 
  Automatic Pistol 
  +1 
  +1 
  –1 
  –3 
  +1 
  –1 
  –5 
  Revolver 
  +1 
  +1 
  –1 
  –3 
  +1 
  –1 
  –5 
  Carbine 
  +2 
  +2 
  +0 
  –3 
  +2 
  +1 
  –5 
  Rifle 
  +3 
  +3 
  +0 
  –2 
  +3 
  +1 
  –4 
  Automatic Rifle 
  +6 
  +6 
  +2 
  –1 
  +6 
  +3 
  –3 
  Shotgun 
  +5 
  +5 
  –1 
  –3 
  +5 
  +2 
  –5 
  Submachinegun 
  +5 
  +5 
  +0 
  –3 
  +5 
  +2 
  –4 
   
   
   
   
   
   
   
   
  Laser Carbine 
  +2 
  +2 
  +1 
  +1 
  –8 
  –71 
  –6 
  Laser Rifle 
  +3 
  +3 
  +2 
  +2 
  –8 
  –71 
  –6 
  1. Each time that laser fire hits ablat armor, it decreases the ablat’s DM by 1. 
   
   
   
   
  
  –43– 
   
  RANGE MATRIX 
  Attacker’s 
  ——————— Range ——————— 
  Wound 
  Weapon 
  Close 
  Short 
  Medium 
  Long 
  Very Long 
  Inflicted 
  Hands 
  +2 
  +1 
  no 
  no 
  no 
  1D 
  Claws 
  +1 
  +2 
  no 
  no 
  no 
  1D+3 
  Teeth 
  +2 
  +0 
  no 
  no 
  no 
  2D–3 
  Horns 
  –1 
  +1 
  no 
  no 
  no 
  2D–5 
  Hooves 
  –1 
  +2 
  no 
  no 
  no 
  2D–6 
  Stinger 
  +4 
  +2 
  no 
  no 
  no 
  3D–6 
  Thrasher 
  +5 
  +1 
  no 
  no 
  no 
  2D+2 
  Club 
  +1 
  +2 
  no 
  no 
  no 
  2D–3 
   
   
   
   
   
   
   
  Dagger 
  +1 
  –1 
  no 
  no 
  no 
  2D–3 
  Blade 
  +1 
  +1 
  no 
  no 
  no 
  2D 
  Foil 
  –1 
  +0 
  no 
  no 
  no 
  1D+4 
  Cutlass 
  –4 
  +2 
  no 
  no 
  no 
  2D+4 
  Sword 
  –2 
  +1 
  no 
  no 
  no 
  2D+1 
  Broadsword 
  –8 
  +3 
  no 
  no 
  no 
  4D+0 
   
   
   
   
   
   
   
  Bayonet 
  –1 
  +2 
  no 
  no 
  no 
  3D 
  Spear 
  –2 
  +1 
  no 
  no 
  no 
  2D+2 
  Halberd 
  +0 
  +1 
  no 
  no 
  no 
  3D 
  Pike 
  –4 
  +41 
  no 
  no 
  no 
  3D 
  Cudgel 
  +0 
  +0 
  no 
  no 
  no 
  2D 
   
   
   
   
   
   
   
  Body Pistol 
  +2 
  +1 
  –6 
  no 
  no 
  3D–8 
  Automatic Pistol 
  +1 
  +2 
  –4 
  –6 
  no 
  3D–3 
  Revolver 
  +1 
  +2 
  –3 
  –5 
  no 
  3D–3 
  Carbine 
  –4 
  +1 
  –2 
  –4 
  –5 
  4D–8 
  Rifle 
  –4 
  +1 
  +0 
  –1 
  –3 
  3D 
  Automatic Rifle 
  –8 
  +0 
  +2 
  +1 
  –2 
  3D 
  Shotgun 
  –8 
  +1 
  +3 
  –6 
  no 
  4D 
  Submachine Gun 
  –4 
  +3 
  +3 
  –6 
  –9 
  3D–3 
   
   
   
   
   
   
   
  Laser Carbine 
  –2 
  +1 
  +1 
  +1 
  +0 
  4D 
  Laser Rifle 
  –4 
  +2 
  +2 
  +2 
  +1 
  5D 
   
   
   
   
   
   
   
  Telescopic Sights2 
  — 
  — 
  — 
  +4 
  +4 
  — 
  Electronic Sights3 
  — 
  — 
  — 
  +4 
  +4 
  — 
  Shoulder Stock4 
  –1 
  –1 
  +1 
  +1 
  — 
  — 
  Folding Stocks5 
  — 
  — 
  –1 
  –1 
  –1 
  — 
   
  Use the above DMs to modify the combat die throw to hit for range. Use the Wound in-
  flicted number to determine the actual wound if a hit is achieved. 
  1. This modifier is only used on the first combat round at short range. Thereafter, use the 
  close range modifier. 
  2. When telescopic sights are installed on a weapon, also use the DM shown. 
  3. When electronic sights are installed on a weapon, also use the DM shown. 
  4. When a shoulder stock is installed on a weapon, also use the DM shown. 
  5. When a folding stock is installed on a weapon, and is folded, also use the DM shown. 
  
  –44– 
   
  WEAPONS TABLE 
   
  Required 
  Required 
  Advantageous 
  Advantageous 
  Weakened 
   
  Strength 
  Strength 
  Strength 
  Strength 
  Blow or 
   
  Level 
  DM 
  Level 
  DM 
  Swing DM 
  Hands 
  6 
  –2 
  9 
  +1 
  –2 
  Claws 
  —– 
  — 
  — 
  — 
  — 
  Teeth 
  — 
  — 
  — 
  — 
  — 
  Horns 
  —– 
  — 
  — 
  — 
  — 
  Hooves 
  — 
  — 
  — 
  — 
  — 
  Stinger 
  — 
  — 
  — 
  — 
  — 
  Thrasher 
  —— 
  — 
  — 
  — 
  — 
  Club 
  5 
  –4 
  8 
  +2 
  –1 
   
   
   
   
   
   
  Dagger 
  4 
  –2 
  8 
  +2 
  –2 
  Blade 
  5 
  –2 
  9 
  +1 
  –2 
  Foil 
  5 
  –1 
  10 
  +1 
  –2 
  Cutlass 
  7 
  –2 
  11 
  +2 
  –4 
  Sword 
  6 
  –2 
  10 
  +1 
  –3 
  Broadsword 
  8 
  –4 
  12 
  +2 
  –4 
   
   
   
   
   
   
  Bayonet 
  5 
  –2 
  9 
  +2 
  –2 
  Spear 
  5 
  –1 
  9 
  +2 
  –3 
  Halberd 
  6 
  –2 
  10 
  +2 
  –3 
  Pike 
  7 
  –3 
  10 
  +2 
  –3 
  Cudgel 
  5 
  –1 
  8 
  +2 
  –1 
   
   
   
   
   
   
   
  Required 
  Required 
  Advantageous 
  Advantageous 
   
   
  Dexterity 
  Dexterity 
  Dexterity 
  Dexterity 
   
   
  Level 
  DM 
  Level 
  DM 
   
  Body Pistol 
  8 
  –3 
  11 
  +1 
  — 
  Automatic Pistol 
  7 
  –2 
  10 
  +1 
  — 
  Revolver 
  7 
  –2 
  9 
  +1 
  — 
  Carbine 
  5 
  –1 
  9 
  +1 
  — 
  Rifle 
  6 
  –2 
  8 
  +2 
  — 
  Automatic Rifle 
  7 
  –2 
  10 
  +2 
  — 
  Shotgun 
  4 
  –1 
  9 
  +1 
  — 
  Submachinegun 
  6 
  –2 
  9 
  +2 
  — 
   
   
   
   
   
   
  Laser Carbine 
  6 
  –3 
  10 
  +2 
  — 
  Laser Rifle 
  7 
  –3 
  11 
  +2 
  — 
   
   
  For swings and blows, a character using a specific weapon must have at least the re-
  quired strength indicated or he must take the negative DM shown. If the character has at least 
  the advantageous strength indicated, he may take the positive DM shown. When making 
  shots, dexterity is the governing characteristic. 
   
  The weakened blow or swing DM applies to weakened blows and swings, in addition to 
  all other applicable DMs. 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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SOURCE: textdata/thevault/Traveller/01 - Classic Traveller/Classic Traveller.-.1977.-.B01 - Characters & Combat - First Edtion.pdf