TEXT: High Guard
  TRAVELLER
  Science-Fiction Adventure in
  the Far Future
  Game Designers' Workshop
  
  HIGH GUARD DESIGN CREDITS
  Original Game Design. . . . . . . . . . . . . . . . . . . . . . . . . . . . .Marc William Miller
  Second Edition . . . . . . .Marc William Miller, Frank Chadwick, and John Harshman
  Technical and General Advice, Assistance, and Playtesting. . . . . . Frank Chadwick,
  John Harshman, Cindy Baker, Chuck Kallenbach, Don Rapp, Tim Brown,
  James Baker, Dave Emigh, Tony Svajlenka, Loren Wiseman, Winston Hamilton.
  Art Direction .................................... .Paul R. Banner
  This book is a substantially improved and re-typeset edition of High Guard,
  Traveller Book 5, which originally appeared in 1979. It contains additions, correc-
  tions, and changes to the starship design and combat rules (pages 17 to 52). The
  introduction and character generation system (pages 1 to 16) remains unchanged
  from the first edition.
  High Guard
  Traveller, Book 5
  Copyright © 1980 by Game Designers' Workshop Inc.
  All rights reserved. Printed in Great Britain.
  No part of this book may be reproduced in any form or by
  any means without written permission in writing from
  Game Designers' Workshop or their British representatives.
  1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
  This book is an additional volume in the rules to Traveller,
  GDW's science-fiction role-playing game set in the far future.
  Published in the U.K. by
  GAMES WORKSHOP
  27-29 Sunbeam Road
  London NW10
  LTD
  Under licence from:
  Game Designers' Workshop, Inc.
  PO Box 1646
  Bloomington, IL 61701
  
  Table of Contents
  INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  General Background. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Required Material . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Die-Rolling Conventions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  NAVAL CHARACTERS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Enlistment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Acquiring Skills and Expertise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Special Duty. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Re-Enlistment and Mustering Out. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Skills. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Pre-Enlistment Options. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  STARSHIPS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Design and Construction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Weaponry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Procedures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  STARSHIP CONSTRUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Starship Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Basic Starship Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Design and Construction Charts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Weaponry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Ship's Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Crew. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Small Craft. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Small Craft Examples. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  STARSHIP COMBAT. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Required Materials. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Scale. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Sequence of Play. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Battle Formation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Initiative Determination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Range Determination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Pre-Combat Decision . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Breakthrough Step. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Pursuit Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  The Black Globe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Boarding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  The Frozen Watch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Damage Control and Repair. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Individuals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  STARSHIP EXAMPLES 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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  To Commander Charles Arthur Miller, US Navy, Retired
  
  Introduction
  The force that rules the space between the stars controls both transportation and
  communication, and as a result, controls all intercourse between worlds. The instru-
  ment of such control is the Navy.
  GENERAL BACKGROUND
  An interstellar community operates under many unique restrictions, most
  notably the fact that it consists of many island-planets set in an ocean of vacuum.
  Such a society must control of that ocean. Its instrument is the Navy.
  Traveller assumes a remote centralized government (referred to in this volume as
  the Imperium) possessed of great industrial and technological might; but due to
  the sheer distances and travel times involved within its star-spanning realm, the
  Imperium is unable to be everywhere at once. As a result, the Imperium allows
  a large degree of autonomy to its subject worlds, calling only for some respect for
  its overall policies, and for a united front against outside pressures.
  To monitor the space lanes, the Imperium maintains a Navy. Because these
  forces can never be everywhere at once, local provinces (subsectors) also maintain
  navies, as do individual worlds. This three tiered structure of Imperial, subsector,
  and planetary navies produces a flexible system for patrolling space, while putting
  the limited resources of the Imperium to best use.
  High Guard deals with the navies of the Imperium, of subsectors, and of worlds.
  REQUIRED MATERIAL
  Much of High Guard refers to rules and equipment found in Traveller. In
  addition to this book, the basic set of Traveller (Books 1, 2, and 3) is essential, as
  are at least two six-sided dice, paper, and pencil.
  In addition, any number of materials may prove useful, depending on the exact
  nature of the Traveller campaign being run. They may include electronic calcu-
  lators, miniature figures, hexagon or square grid paper, or the various other books,
  supplements, adventures, and games being published for Traveller.
  DIE-ROLLING CONVENTIONS
  The same die-rolling conventions used in previous volumes of Traveller are in
  force in High Guard. To briefly recapitulate:
  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 7+)
  indicates that the number or greater must be rolled. Similarly, a number followed
  by a minus (such as 3-) indicates that the number or less must be rolled.
  Number of Dice: Generally, a dice throw uses two six-sided dice. Throws
  requiring more (or fewer) dice are clearly stated. For example, where a throw calls
  for one die only, it would be stated 1D.
  Die Modifiers: Die roll modifiers (abbreviated DM) are always preceded by either
  a plus or a minus. Thus, the notation DM +3 indicates that three is added to the die
  roll before it is used.
  -1-
  
  Naval Characters
  The Navy is the primary star-faring armed force; its duties include the main-
  tenance of peace and order throughout the spacelanes of the Imperium. Subsector
  and planetary forces assume such part of this burden as they are capable. Traveller
  Book 1 provides a character generation system suitable for general adventurer
  characters. For more experienced naval veterans, the following expanded procedure
  is provided.
  BACKGROUND
  The naval forces within the Imperium are divided into three general categories-
  Imperial forces, devoted to the central ruling Imperium and answering only to it;
  subsector forces, which patrol their individual subsectors, filling the gaps that the
  Imperial forces cannot handle; and local (planetary) forces raised to protect indi-
  vidual worlds. The distinctions between such forces are primarily those of size,
  resources, and duties.
  ENLISTMENT
  Any character beginning a naval career must be aware of three facts— the tech-
  nological level of the Imperium (tech level 15), the technological level of the sub-
  sector he or she is in (taken as the technological level of the capital of the subsector
  unless otherwise stated), and the planetary characteristics of the character's home
  world. These factors influence which naval forces are available to the players.
  The referee may always determine technological levels more in keeping with the
  specific campaign being played. In general, however, the technological level of the
  Imperium should not exceed 15. Space-faring navies are not possible at tech levels
  below 7, and star-faring navies are not possible at tech levels below 9.
  Pre-Enlistment Options: The section on pre-enlistment options provides an indi-
  vidual the opportunity to attend college, a service
  academy, and even medical school prior to be-
  ginning naval service.
  Procedure: With the above data, a character
  may decide to enlist in the navy. A throw to enlist
  is given for each of the three types. A character
  may attempt to enlist in any of the three types of
  navies; if unsuccessful, he or she may attempt to
  enlist in one of the others; and if unsuccessful
  there, may attempt enlistment in the remaining force. However, a character may
  only enlist in the planetary navy of his or her homeworld, or in the subsector navy
  of his or her home subsector. If there is no planetary navy on his or her homeworld,
  then that enlistment option is not open.
  ACQUIRING SKILLS AND EXPERTISE
  Once a character has entered the navy, the following procedure is used to deter-
  mine the experience and skills which are received.
  -2-
  THROW TO ENLIST
  Imperial Navy. ..... .9+
  Subsector Navy. .... .8+
  Planetary Navy ...... 7+
  DM +1 if intelligence 8+
  DM +2 if education 9+
  
  Terms of Service: Upon enlistment, a character begins a term of service lasting
  four years. This adds four years to the character's age. Each time that a character
  re-enlists, it is for an additional four year term.
  Each term of service is divided into four one-year assignments. Characters deter-
  mine their assignment each year, and then resolve all actions pertaining to it. Upon
  concluding four assignments, a character has concluded one four-year term, and
  may attempt to re-enlist or elect to muster out.
  Branches: When first enlisting, a character
  BRANCH SELECTION
  Enlisted
  0 Technical Services
  1 Crew
  2 Crew
  3 Engineering
  4 Engineering
  5 Gunnery
  6 Gunnery
  7 Medical
  Officer
  Technical Services
  Line
  Line
  Engineering
  Gunnery
  Line
  Flight
  Medical
  DMs: +2 if education 9+. +2 if intelli-
  gence 10+. - 2 if Imperial Navy.
  Automatic: Medical 
  if commissioned
  from medical school. Flight if flight school
  graduate. Choice if Social 9+.
  may choose one of the several
  branches 
  of 
  the 
  Navy 
  by
  consulting the branch selection
  table. Once a branch is selected,
  transfer to another branch is
  extremely difficult.
  The six branches in the Navy
  are Flight, Engineering, Medical,
  Gunnery, 
  Technical 
  Services,
  and the Line. The Line is a
  generalized 
  duty 
  branch for
  officers; its equivalent for en-
  listed personnel is called Crew.
  The Technical Service Branch
  exists only in the Imperial Navy.
  Selection of branches occurs
  upon initial enlistment and upon
  commissioning. One die is rolled
  and the branch table is consul-
  ted; DMs for education and intelligence may be applied (at the character's option).
  The result is the branch to which the individual is assigned. However, several excep-
  tions apply— any medical school graduate receives his or her commission in the
  medical branch, and any flight school graduate receives his or her commission in the
  flight branch. An individual receiving a commission as a result of OCS must select
  the same branch previously held, or a branch in which he or she has received
  cross-training. But, any individual with a social standing of 9+ may select any
  branch desired.
  The only way that characters may change branch is to re-enlist in a different
  branch at the end of a four-year term. Such re-enlistment in a different branch is
  possible only if the individual has received cross-training in the new branch at
  some prior time during his or her career.
  Basic and Advanced Training: The first one-year assignment of a character's
  first enlistment consists of combined basic and advanced training. The individual
  receives two skills rolled on the branch skill table and does not undergo the nor-
  mal assignment resolution procedure. An individual entering the service as an
  officer spends his or her first assignment at basic and advanced officer training
  and receives two skills rolled on the branch skills table or the officer staff skills
  table; such training is in lieu of the first normal assignment resolution. Officers
  receiving their commissions from OCS do not undergo this training.
  Assignments: Each one-year assignment is resolved separately. Resolution is a
  three-step procedure— officers determine if they will hold a command in the
  -3-
  
  current assignment, the specific assignment is selected, and that assignment is
  resolved in terms of survival, decorations, promotions, and skills.
  1. Command Determination (Officers Only): Any officer may (but is not
  required to) consult the command duty table on an attempt to be placed in a
  command position. For each branch, a throw (on two dice) is indicated: achieving
  that throw places the officer in a command position; failing the throw places the
  officer in a staff position. Electing to not consult the table results in an automatic
  assignment to a staff position.
  2. Specific Assignment: The character consults the specific assignment table
  to determine the type of duty to be performed during the one-year term. Such
  assignments include shore duty, training, battle, siege, strike, patrol, and special
  duty. Roll two dice and determine the result from the table.
  3. Resolution: Every assignment (except special duty) calls for four results-
  survival, decorations, promotions, and skills.
  Survival: Any assignment may pose some danger of injury or death. To survive a
  unit assignment, the character must throw the indicated number or higher on two
  dice. If the indicated number is thrown exactly, the character has received a wound
  or injury; if the injury occurs while serving in a battle or strike assignment, it is
  officially classed as a combat wound and the character is awarded the Purple Heart.
  A character may elect to take a negative DM on his or her survival roll and then
  apply it as an equal positive DM for decorations in the next step.
  Decorations: Characters may receive decorations for their heroism. If a character
  rolls the indicated number or higher, he or she is awarded the citation for
  Meritorious Conduct Under Fire (MCUF). If the character rolls a number at least
  three higher than the stated number, he or she receives the Medal for Conspicuous
  Gallantry instead. If the player rolls at least six higher than the number indicated,
  he or she receives the Starburst for Extreme Heroism instead.
  If a negative DM was taken on survival, an equal positive DM may be used to
  attempt to win a decoration. For example, a character might elect to take a DM of
  - 2 for survival, thus increasing the chance that the throw will not be achieved. If he
  or she survives nonetheless, then a DM of +2 is allowed when rolling for
  decorations. The reverse of this procedure (positive DMs for survival and then for-
  going decorations because of the negative DM) is not allowed.
  Promotion: A character may receive a promotion by throwing the indicated
  number or greater on two dice. Where a number is listed in parentheses, officers
  may not roll for promotion. Normally, an officer may not receive more than one
  promotion per four-year term; but, the fact of receiving a commission (through
  OCS, for example) does not prohibit the receipt of a promotion during a term, and
  the automatic promotion given a naval attache does not prohibit the receipt of
  another promotion during the term. Enlisted men and petty officers may be pro-
  moted as often as once per assignment. Petty officers may not be promoted beyond
  the rank of E9 except though attendance at OCS. The table of ranks indicates the
  various levels which promotion will bring.
  The promotion throw is subject to a DM based on decorations. If the character
  has received one or more decorations in the current four-year term, then the
  following DMs are allowed: per MCUF, +1, per MCG, +2, per SEH, +3. No DM is
  allowed for receipt of a Purple Heart.
  Skills: A character may receive skills as a result of his or her assignment. If the
  -4-
  
  character rolls the indicated number or higher, then he or she becomes eligible for
  one skill, to be determined immediately.
  The types of skills available depend on the character's rank and the nature of
  the assignment performed. Any personnel may roll on the navy life skills table or
  on the appropriate branch skills table. Petty officers may elect to roll on the petty
  officer skills table instead. Officers holding a command position may roll on the
  command table instead; officers in staff positions may roll on the staff table
  instead. Any character serving in training or shore duty assignments may roll on
  the shore duty table; characters not performing training or shore duty may roll
  on the shipboard life table.
  Retention In Assignment: Each assignment lasts one year, and, normally, a
  character is eligible for reassignment at the end of that year. The realities of ship
  availability mean that new assignments may not be available; and the character will
  be forced to remain in his or her present assignment. At the end of each assign-
  ment roll one die— if the result is a 6, then the next assignment will be the same as
  the previous one.
  Some exceptions and conditions exist. A person cannot be retained in the same
  assignment more than once in succession. A person cannot be retained in the same
  assignment involuntarily at the end of a four-year term, even if he or she re-enlists
  Retention cannot occur on special duty.
  SPECIAL DUTY
  Personnel may be assigned to special duty by the specific assignment table. In
  this event, consult the special duty table under the correct column.
  For Enlisted Personnel and Petty Officers—
  1. Cross-Training: The character may roll once on the branch skills table in any
  other branch. He or she further notes the fact of cross-training in that branch. An
  individual cross-trained in a branch may re-enlist in that branch at the conclusion
  of a four-year term, providing the re-enlistment throw is made.
  2. Specialist School: The character has been selected to attend a school in a
  specific field. The character has some control over
  which school he or she attends; prior to rolling the
  die, a DM of from 0 to +6 may be chosen, and
  then applied to one six-sided die. Consult the
  specialist school table; one level of expertise in the
  indicated skill is received.
  3. Recruiting: The character has been assigned
  to recruiting duty and receives one level of re-
  cruiting skill. In addition, on a die roll of 4, 5, or
  6, the character receives one level of adminis-
  tration skill.
  4. Gunnery School: The character has been
  selected to attend weapons school for training in
  ship's weaponry. The character may receive up to
  six skills as a result. Roll 5+ on one die for each of
  the following aspects of gunnery skill: Ship's Lasers, Ship's Missiles, Ship's Particle
  Accelerators, Ship's Energy Weapons, Meson Weapons, and Screens.
  -5-
  SPECIALIST SCHOOL
  1 Administration
  2 Medical
  3 Liaison
  4 Mechanical
  5 Electronics
  6 Gravities
  7 Vehicle
  8 Navigation
  9 Computer
  10 Ship's Boat
  11 Communications
  12 Vacc Suit
  
  NAVAL CHARACTER GENERATION TABLES
  COMMAND DUTY
  Officer Branch
  Line
  Flight
  Gunnery
  Engineering
  Medical
  Technical Services
  Throw
  7+
  8+
  9+
  10+
  11+
  12+
  DMs: If rank O2 or less, -2. If rank
  O4 or less, -1. If social standing 11+,
  +1. If intelligence 7-, -1. If education
  7-.-1.
  Note: This table is used only by
  commissioned 
  officers 
  (rank O1+).
  SPECIFIC ASSIGNMENTS
  Die Roll
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  Assignment
  Battle
  Shore Duty
  Siege
  Strike
  Patrol
  Training
  Patrol
  Strike
  Shore Duty
  Special Duty
  Special Duty
  DM: If college educated and non-
  commissioned, DM +1.
  SPECIAL DUTY
  Die Roll
  1
  2
  3
  4
  5
  6
  7
  Enlisted Ranks
  Cross-Training
  Specialist School
  Recruiting Duty
  Gunnery School
  Engineering School
  Officer Candidate School
  Officer Candidate School
  Die Roll
  1
  2
  3
  4
  5
  6
  7
  Officer Ranks
  Cross-Training
  Intelligence School
  Recruiting Duty
  Naval Attache/Aide
  Command College
  Staff College
  Staff College
  DM: Any individual with a social standing of 11+ or a college education may
  elect to take a DM of +1. This DM is optional, and not cumulative.
  TABLE OF RANKS
  Rank
  Enlisted Rank
  Abbreviation 
  Title or description
  E1
  E2
  E3
  E4
  E5
  E6
  E7
  E8
  E9
  Spacehand Recruit
  Spacehand Apprentice
  Able Spacehand
  Petty Officer Third Class
  Petty Officer Second Class
  Petty Officer First Class
  Chief Petty Officer
  Senior Chief Petty Officer
  Master Chief Petty Officer
  Rank
  Abbreviation
  O1
  O2
  O3
  Commissioned Rank
  Title or description
  Ensign 1
  Sublieutenant 1
  Lieutenant 2
  O4 
  Lieutenant Commander 3
  O5
  O6
  O7
  O8
  O9
  O10
  Commander 4
  Captain 5
  Commodore 5
  Fleet Admiral 6
  Sector Admiral 6
  Grand Admiral 6
  Notes: Individuals holding commissions (ranks 01 through O10) are termed
  officers; all other ranks (E1 through E9) are called enlisted personnel (or ratings).
  Petty officer should not be confused with officer in the commissioned sense.
  The number following commissioned rank is the equivalent Traveller rank
  from Book 1.
  -6-
  
  NAVAL CHARACTER GENERATION TABLES
  ASSIGNMENT RESOLUTION
  Line/Crew:
  Survival
  Decoration
  Promotion
  Skills
  Training
  auto
  none
  (6+)
  7+
  Shore Duty
  4+
  12+
  (7+)
  7+
  Patrol
  4+
  11 +
  7+
  6+
  Siege
  5+
  10+
  8+
  6+
  Strike
  6+
  7+
  7+
  5+
  Battle
  6+
  6+
  6+
  5+
  DMs: For survival, DM +1 if any branch skill level is 2+. For promotion, DM +1
  if education 8+; DM +1 if social standing 9+.
  Flight:
  Survival
  Decoration
  Promotion
  Skills
  Training
  3+
  none
  none
  7+
  Shore Duty
  3+
  none
  11 +
  none
  Patrol
  3+
  10+
  11 +
  7+
  Siege
  3+
  9+
  10+
  7+
  Strike
  3+
  9+
  9+
  6+
  Battle
  4+
  8+
  9+
  6+
  DMs: For survival, DM equals pilot expertise level. For decoration in battle or
  strike, DM equals Traveller Book 1 rank number. Remember the trade-off of survi-
  val for decoration, and decoration for promotion (see page 4).
  Gunnery:
  Survival
  Decoration
  Promotion
  Skills
  Training
  auto
  none
  (6+)
  8+
  Shore Duty
  3+
  12+
  (6+)
  none
  Patrol
  4+
  11 +
  8+
  7+
  Siege
  5+
  10+
  8+
  5+
  Strike
  5+
  9+
  7+
  6+
  Battle
  6+
  7+
  6+
  6+
  DMs: For promotion, DM +1 if dexterity 9+. For decoration, DM +1 if dex-
  terity 10+.
  Engineering
  Survival
  Decoration
  Promotion
  Skills
  Training
  auto
  none
  (7+)
  7+
  Shore Duty
  auto
  none
  (7+)
  8+
  Patrol
  3+
  12+
  5+
  6+
  Siege
  4+
  11 +
  8+
  7+
  DMs: For survival, DM +1 if engineering skill 4+.
  Medical
  Survival
  Decoration
  Promotion
  Skills
  Training
  auto
  none
  (7+)
  8+
  Shore Duty
  auto
  none
  6+
  6+
  Patrol
  3+
  none
  7+
  7+
  Siege
  3+
  none
  8+
  7+
  DMs: For promotion, DM +1 if medical skill 5+.
  Technical
  Survival
  Decoration
  Promotion
  Skills
  Training
  auto
  none
  (7+)
  7+
  Shore Duty
  3+
  none
  8+
  8+
  Patrol
  3+
  none
  9+
  9+
  Siege
  3+
  none
  8+
  7+
  Strike
  5+
  7+
  6+
  6+
  Strike
  3+
  11 +
  6+
  7+
  Strike
  3+
  9+
  7+
  7+
  Battle
  5+
  7+
  6+
  5+
  Battle
  4+
  10+
  6+
  6+
  Battle
  3+ ,
  8+
  7+
  7+
  DMs: For promotion, DM +1 if any branch skill 3+.
  -7-
  
  SERVICE SKILLS
  Die
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  DMs:
  Note:
  Navy
  Life
  Brawling
  +1 Stren
  Carousing
  Gambling
  +1 Endur
  +1 Dext
  +1 Endur
  +1 Educ
  Carousing
  Vacc Suit
  +4 if 01 +
  Shipboard
  Life
  Gambling
  +1 Dext
  Blade Cbt
  Mechanical
  Ship's Boat
  Vacc Suit
  Zero-G Cbt
  Commo
  Admin
  Jack-o-T
  +4 if O1 +
  Shore Duty Petty
  Life
  Carousing
  Vehicle
  Fwd Obs
  Vacc Suit
  Liaison
  Vehicle
  Fwd Obs
  Survival
  Vacc Suit
  Officer
  Vacc Suit
  Blade Cbt
  Gun Cbt
  Mechanical
  Medical
  Leader
  Zero-G Cbt
  +1 Educ
  Instruction
  Battle Dress Admin
  +1 if O4+
  O and E prefixes refer to ranks.
  +2 if E5+
  +4 if E7+
  Command
  Officer
  Vehicle
  +1 Endur
  Gun Cbt
  Ship's Boat
  Pilot
  Ship Tactic
  Leader
  + 1 Soc
  Leader
  Ship Tactic
  +2 if 04+
  +4 if 07+
  Staff
  Officer
  Computer
  Electronic
  Gun Cbt
  Admin
  Bribery
  Ship Tactic
  Fleet Tactic
  +1 Intel
  Ship Tactic
  Fleet Tactic
  +2 if 04+
  +4 if O7+
  BRANCH SKILLS
  Die
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  DMs:
  —————————————— Branch ————————————
  Line/Crew
  Mechanical
  Electronic
  Gun Cbt
  Navigation
  Computer
  Liaison
  Zero-G Cbt
  Vacc Suit
  Flight
  Vacc Suit
  Admin
  Gun Cbt
  Commo
  Ship's Boat
  Navigation
  Pilot
  Pilot
  Gunnery
  Fwd Obsv
  Gun Cbt
  Commo
  Computer
  Gunnery
  Gunnery
  Gunnery
  Gunnery
  Engineering Medical
  Mechanical
  Electronic
  Engnrng
  Mechanical
  Vacc Suit
  Engnrng
  Engnrng
  Engnrng
  Admin
  Jack-o-T
  Electronic
  Admin
  Medical
  Computer
  Medical
  Medical
  Technical
  Mechanical
  Mechanical
  Electronic
  Electronic
  Computer
  Computer
  Gravities
  Jack-o-T
  No DM if planetary Navy; +1 if subsector Navy; +2 if Imperial Navy.
  5. Engineering School: The character has been selected for training in ship's
  drives. He or she may receive up to four skills as a result. Roll 5+ on one die for
  each of the following skills: Mechanical, Electronics, Gravities, and Engineering.
  6. Officer Candidate School (OCS): The character has been sent to OCS, and has
  been commissioned as an ensign (rank O1). The individual receives a commission in
  his or her original branch, unless social standing is 9+, in which case a choice of any
  branch is allowed, or unless he or she has received cross-training in another branch,
  in which case that branch may be chosen. Roll once on the officer command skill
  table, once on the officer staff skill table, and once on the appropriate branch skill
  table.
  If a character is over age 34, then regulations prohibit attendance at OCS. The
  character must re-roll on the special duty table; if OCS is again received, a waiver
  has been granted, and attendance is allowed.
  For Commissioned Officers—
  1. Cross-Training: The character has been assigned to duty in another branch for
  the current one-year assignment. Roll on the branch selection table for officers,
  re-rolling if the individual's current branch is received as a result. Continue to
  resolve the one-year assignment normally in the new branch. The individual reverts
  -8-
  
  to his or her old branch at the end of the assignment.
  2. Intelligence School: The character has been sent to Naval Intelligence School
  and may receive up to five skills. Roll 4+ (on one die) for each of the following
  skills: Forgery, Gun Combat, Bribery, Streetwise, and Interrogation.
  3. Recruiting Duty: The individual has been assigned recruiting duty and receives
  an automatic recruiting skill.
  4. Naval Attache/Aide: The player rolls one die: on a result of 1 through 4, the
  character has been assigned as a naval attache, receiving an automatic promotion to
  the next higher rank, and an increase of +1 Social Standing. On a result of 5 or 6,
  the character has been assigned as an aid to an officer of flag rank (an officer of
  rank O7 through O10). He or she receives an increase of +1 Social Standing and
  may select his or her next assignment, specifying command and specific assignment
  (and if special duty—specific type, but not attache or aide).
  5. Command College: The character has been assigned to the Naval Command
  College and may acquire up to three skills. Roll 4+ (on one die) for each of the
  following skills: Ship Tactics, Fleet Tactics, Leader, and Administration.
  6. Staff College: The character has been assigned to Naval Staff College and may
  receive up to four skills. Roll 4+ (on one die) for each of the following skills: Fleet
  Tactics, Administration, Liaison, and Computer.
  Multiple School Assignments: Characters may receive several assignments to the
  same school, being considered to be taking refresher courses in the listed skills. If
  a character already has a skill level of 3+ in any one or more skills offered by the
  school, then the assignment is instead to the school as an instructor; instead of the
  stated skills, the individual receives an automatic Instruction skill.
  RE-ENLISTMENT AND MUSTERING OUT
  After completing four one-year assignments, a player has completed one term
  and may attempt to re-enlist. Re-enlistment is allowed on a throw of 6+; a DM of
  +1 is allowed for any petty officer (rank E4+) or officer (rank 01+). If the die roll
  is 12+, then the individual is required to re-enlist.
  Re-enlistment in a Different Branch: Characters may not re-enlist in a different
  branch unless cross-trained in the desired branch. If cross-trained, the individual
  may re-enlist at the beginning of the new four-year term of service.
  Short Terms: If an individual has begun his or her term of service at an age which
  conflicts with normal procedure, then he or she must re-enlist or muster out at the
  next correct age (22, 26, 30, etc) even if the term will be shorter than 4 years.
  Mustering Out: At the conclusion of a character's last term, all mustering out
  benefits are received as described in Traveller Book 1.
  Retirement: Retirement is treated as indicated in Traveller Book 1.
  Aging: Aging is conducted in accordance with Traveller Book 1.
  Term Skills: Skill eligibility indicated in this book is in lieu of skill eligibility
  indicated in Book 1.
  SKILLS
  Most skills called for by this character generation system appear in Traveller
  Book 1. The fifteen skills presented here are entirely new skills, or vary signifi-
  cantly from the definitions in Book 1.
  -9-
  
  General Description
  Specific Game Effects
  Blade 
  Combat: 
  Blade combat 
  is a
  specific military skill in the use of edged
  weapons in combat.
  Carousing: The individual is a gregarious
  and sociable individual, well-adapted to
  meeting and mingling with strangers in
  unfamiliar surroundings.
  Communications: The person is trained
  in the use, repair, and maintenance of
  communications devices.
  Fleet Tactics: The individual has been
  trained in the use of formations and
  maneuvers in naval operations.
  Gravities: The individual has skill in the
  use, operation, and repair of gravitic devices.
  Gun Combat: Gun combat is a specific
  naval skill in the use of one of several
  naval small arms.
  Characters who acquire a blade combat
  skill immediately receive one level of skill in
  one of the following: Dagger, Blade, Cutlass,
  Foil, or Sword.
  All blade combat skills are used as des-
  cribed in Traveller Book 1.
  Characters 
  with 
  the social skill of
  carousing enjoy meeting and dealing with
  other people. Any level of skill allows a
  DM of +1 on the roll for a patron encoun-
  ter; half of any carousing skill level (round
  fractions upward) serves as a DM on the
  reaction table when used initially by the
  patron. Carousing is also 
  usable when
  meeting individuals as potential hirelings.
  While 
  nearly 
  anyone can 
  press the
  button and make a communicator function,
  this skill is necessary to understand why the
  device does not work correctly, or to be
  aware of the details of limitations of its use.
  When an individual is using a communi-
  cator for contact with an individual of
  similar skill, the chance that such communi-
  cation will be detected is reduced by the
  average skill level of the two. Communi-
  cations skill also enhances the ability to jam
  or evade jamming, and to make minor
  repairs in emergences.
  Fleet tactics is a skill used by individuals
  in command of groups of two or more space
  or star ships. It basically serves as a DM in
  space combat between fleets; its use is
  described in the section on space combat in
  this booklet.
  Gravitic items are those devices which
  utilize the principles of anti-gravity, inclu-
  ding air/raft lift modules, grav belts, grav
  sleds, and grav tanks. This skill is a DM
  required to understand, repair, assemble, or
  operate. Complex devices will also require a
  certain level of education or intelligence.
  Referee: specific throws for specific
  situations must be generated. Obviously
  some throws will be harder than others, and
  many 
  may 
  be 
  impossible without an
  accumulation of DMs based on expertise,
  education, intelligence, dexterity, and the
  availability of tools and parts.
  Characters who acquire a gun combat
  skill must immediately choose one category
  of small arms to apply it to. There are three
  distinct categories:
  -10-
  
  General Description
  Specific Game Effects
  Gunnery: Gunnery is a specific naval
  skill in the operation and use of one of
  several types of naval armament.
  Interrogation: The individual is practiced
  in the psychological arts of interrogation as
  a tool of intelligence gathering.
  Handgun: Handgun skill may be applied
  to revolvers, automatic pistols, and body
  pistols interchangeably. If Mercenary (Book
  4) is being used, this skill may also be used
  with snub pistols.
  Submachinegun: Submachinegun skill
  may be applied only to submachineguns.
  Laser Weapons: Laser weaponry skill
  may be applied to both laser carbines and
  laser rifles interchangeably.
  Characters who acquire a gunnery skill
  must immediately choose one category of
  ship's weaponry to apply it to. There are six
  distinct categories:
  Ship's Lasers: refers to turret mounted
  laser weaponry.
  Ship's Energy Weapons: refers to turret
  mounted 
  plasma 
  or fusion 
  weaponry.
  Ship's Particle Accelerators: 
  refers to
  all charged particle and neutral particle
  accelerators, turret or 
  rigid mounted.
  Ship's 
  Missiles: 
  refers 
  to 
  turret 
  or
  rigid mounted missile launch racks.
  Meson Weapons: refers to rigid or turret
  mounted meson guns.
  Screens: refers to all protective screen
  equipment, 
  including 
  nuclear 
  dampers,
  meson screens, and black globe generators.
  The individual will be able to extract
  more information from a subject than
  would normally be possible. Generally, this
  does not involve a direct psychological or
  physical assault on the individual, but in-
  stead results from the ability of the interro-
  gator to derive informational pieces of a
  puzzle by attitude, word usage, body
  language, and seemingly meaningless pieces
  of information. The interrogator has a high
  ability to detect lying and to piece together
  hints from a large number of interrogations.
  When one subject has a particularly vital
  piece of information, the interrogator will
  be better able to tell what approach will
  yield the best results (up to and including
  psychological or physical assault) the higher
  his or her expertise. Unlike most skills, pairs
  of interrogators may add their skill levels to
  achieve better results.
  Referee: Determine what general level of
  information an interrogator will derive from
  a series of interrogations, and present it to
  him or her as the correct conclusion, since
  conclusion-drawing on the basis of partial
  information is integral to the training.
  Take the above effects of interrogation skill
  -11-
  
  General Description
  Specific Game Effects
  Instruction: The individual has exten-
  sive training in teaching students in a clear
  and lucid manner, and for providing moti-
  vation for learning.
  Liaison: The individual is trained in the
  art of dealing with others; this skill is usable
  in relations with members of military units,
  citizens in a community, and with alien or
  foreign cultures.
  into account. Additionally, generate die
  rolls for the likelihood of faulty conclusions
  or inability to detect incorrect information
  and roll secretly for these events, applying
  DMs for the interrogator's expertise, the use
  of drugs, and the use of electronic lie
  detection equipment.
  In the case of individual interrogations,
  assume a throw of the subject's endurance
  or 
  intelligence or 
  better 
  (whichever is
  higher) for the subject to break, allowing a
  DM of + interrogation skill. The referee may
  also add a throw for subject unconscious-
  ness, or attempted escape.
  Characters with instructional expertise
  are capable of imparting knowledge of
  certain well-understood skills to other char-
  acters. A skill level up to one level less than
  the instructional skill, and one less than the
  taught skill may be imparted. Thus, an indi-
  vidual with instruction-2 and gravitics-2 may
  instruct another individual in gravitics-1.
  Each level of skill taught requires six
  weeks of instruction during which the
  referee should severely curtail both indi-
  vidual's activities, or a six month course
  with activities somewhat less curtailed. At
  the conclusion of the course, the learning
  character must roll 9+ on two dice to
  achieve the skill, DMs +1 for intelligence 8+
  or +2 for intelligence 10+.
  Referee: Characters may not teach the
  instruction skill to others. Since the greatest
  asset an individual has is his or her pool of
  skills, the referee should exercise great
  caution in allowing characters to hire
  non-player characters as instructors.
  This individual is trained to subordinate
  his or her own views and prejudices where
  they may conflict with those held by the
  individuals being dealt with. As a result,
  greater cooperation may be achieved, and
  substantial 
  progress in 
  mutual 
  projects
  made. Liaison is primarily used as a positive
  DM on the reaction table in Book 3.
  Referee: Liaison is similar to both street-
  wise and admin skills. Streetwise tends to
  deal with unsavory aspects of society, while
  admin deals with the formal bureaucratic
  structure. Liaison is a formal training that
  spans both, but also extends to contact with
  alien cultures. Liaison may be used as the
  equivalent of the next lower level of either
  streetwise or admin where necessary; thus,
  liaison-2 is the equivalent of streetwise-1.
  -12-
  
  General Description
  Specific Game Effects
  Recruiting: The individual is familiar
  with the most effective means of approach-
  ing individuals and presenting proposals for
  employment, couched in terms most likely
  to produce acceptance.
  Ship Tactics: The individual has been
  trained in the operation of a starship or
  space ship in battle.
  Survival: The individual is familiar with
  both the theory and the practice of living
  off the land.
  Vehicle: The individual is a trained
  vehicle operator.
  Characters with recruiting skill will
  affect both the quality and quantity of re-
  cruits who will respond to a request for
  applications.
  Characters with recruiting skills will also
  have a higher chance of obtaining non-
  player character hirelings for specific tasks,
  with recruiting-1 having approximately the
  same effect on hiring as leadership-4 in
  Traveller Book 1. As a general guideline,
  leadership-4 will tend to attract indescrimi-
  nately all within the range of the character's
  personality; recruiting skill will 
  receive
  favorable DMs when seeking specific hire-
  lings suited to specific tasks.
  Ship tactics is a skill used by individuals
  in command of individual ships in combat.
  It basically serves as a DM in space combat
  in individual engagements; its use is des-
  cribed in the section on space combat in this
  booklet.
  Individuals with survival skill are adept
  at locating food and water, constructing or
  finding natural weapons and shelter, and
  finding 
  their way across country in a
  wilderness. 
  The 
  referee 
  should 
  allow
  favorable DMs for this skill, based on
  environment and situation. The likelihood
  of survival skill (no matter what level)
  allowing a character to find breathable air
  in a vacuum is rather slight.
  Characters who obtain vehicle skill must
  immediately choose one of the ten vehicle
  types listed below. The skill then applies to
  all vehicles in the category selected. Each
  category lists the tech level range of the
  vehicle; a character may not select that
  vehicle category if the navy in which he or
  she serves is not within that tech level range.
  In addition, other conditions apply as noted
  in each category.
  Wheeled (tech level 5 - 15): This skill is
  the equivalent of ATV skill. Not avail-
  able in a planetary navy with a home-
  world having a hydrographies level of 100%.
  Tracked (tech level 6 - 9): This skill is
  primarily used in military situations, such as
  Mercenary, Book 4. Not available in a plan-
  etary navy with a homeworld having a
  hydrographies percentage of 100%.
  Grav (tech level 8 - 15): This skill is the
  equivalent of Air/Raft skill.
  Propeller-driven 
  Fixed 
  Wing 
  Aircraft
  (tech level 4 - 9): Not available in a pla-
  -13-
  
  General Description
  Specific Game Effects
  Zero-G Combat: The individual has been
  trained to fight in a zero-G enviroment.
  netary 
  navy with a homeworld having
  an atmosphere factor of less than 6.
  Jet-propelled Fixed Wing Aircraft (tech
  level 5 - 9 ) . Not available in a planetary
  navy having a homeworld with an atmo-
  sphere factor of less than 4.
  Helicopter (tech level 6 - 9 ) : Not avail-
  able in a planetary navy with a homeworld
  atmosphere of less than 6.
  Hovercraft (tech level 7 -9): Not avail-
  able in a planetary navy having a homeworld
  atmosphere factor of less than 4.
  Small Water Craft (tech level 1-8): This
  category includes submersibles; not available
  in a planetary navy with a homeworld
  hydrographies percentage of less than 30%.
  Lighter-than-Air Craft (tech level 3 - 9 ) :
  Not available in a planetary navy having a
  homeworld 
  with an atmosphere factor
  of less than 6.
  Ship's Boat (tech level 7 - 1 5 ) : Available
  only to planetary navies of worlds having
  a 
  size 
  factor 
  of 
  less 
  than 3 and an
  atmosphere factor of 0. The individual may
  elect to choose vacc suit instead.
  Referee: Expertise in a specific category
  of vehicle allows the character to operate it
  safely and efficiently. Skill level should be
  used as a DM to avoid mishap or failure.
  Virtually all weapons involve some re-
  coil, and in a zero-G environment, this recoil
  can disorient or disable individuals not
  trained to compensate for it. When fighting
  in a zero-G environment, any individual has
  a chance of losing control of his movement
  or position each combat round.
  Referee: Throw 10+ on two dice) to
  avoid losing control. Allow the following
  DMs: Firing a weapon, -4. Firing a low
  recoil weapon (snub pistol or laser weapon):
  -2. Using a handhold, +5. Striking with a
  blade weapon, fist, polearm, or similar: -6.
  Wearing vacc suit: +2 per level of vacc suit
  skill. For each level of zero-G combat exper-
  tise: +4. If dexterity 9+, +2. If dexterity of
  11+, +4. Using a handhold reduces dexterity
  (for the purposes of weapon accuracy; not
  for wounding) by -4.
  Individuals who lose control in on the
  above throw may not fire weapons or attack
  with blades until they have reoriented
  themselves and gained control. Roll 10+ on
  each subsequent combat round to regain
  control; all above DMs apply, except that
  handholds may not be used, and weapons
  may not be fired.
  -14-
  
  COLLEGE (Four Years)
  Admission
  Success
  NOTC
  Education
  Honors
  9+
  7+
  8+
  1D-2
  10+
  DM+2
  DM+2
  DM+1
  DM+1
  DM+1
  if educ 9+
  if intel 8+
  if soc 10+
  if intel 9+
  if educ 10+
  PRE-ENLISTMENT OPTIONS
  A character may, at age 18, examine the options available instead of direct
  enlistment in the Navy. These include college and the Naval Academy.
  College: Any character may apply for admission to a college. The admission
  throw determines if the character
  begins attending college; if the throw
  is not achieved, the character remains
  at age 18 and may attempt some other
  course of action. The success throw
  determines if the character remains in
  college for the full four years; if this
  throw is not achieved, the character
  has aged one year (to age 19) and may now enlist in the Navy; this first enlistment
  will be for a short (three year) term. The NOTC throw is voluntary; if successful,
  the individual has undertaken officer training (the Naval Officer Training Corps)
  while in college, and upon graduation automatically receives a commission as an
  ensign in the Navy. The education throw determines the increase in education that
  the individual receives while in college; a throw of less than one is treated as one.
  Finally, the individual throws for honors (representing a high level of achievement
  while in the education process): achieving the throw allows the individual to apply
  for medical school. An individual who is in NOTC and receives honors may apply
  for flight school. Regardless of whether the individual makes the honors throw, he
  or she has graduated, aged four years, and may now enlist in the Navy.
  The Naval Academy: Any character with a social standing of 8+ may apply for
  admission to the Naval Academy. The
  admission throw determines if the
  character is accepted at the Academy.
  The success throw determines if the
  character remains at the Academy; if
  unsuccessful, the character has aged
  one year (to age 19) and is immedi-
  ately drafted into the Navy for a short
  (three 
  year) 
  term. The education
  throw indicates the character's in-
  creased education as a result of atten-
  dance. In addition, the indicated skills are each received on a roll of 4+ on one die.
  If the honors roll is achieved, the character is recognized for scholastic accomplish-
  ment, and may apply for admission to medical school or flight school. In any case,
  the character has graduated from the Naval Academy, and automatically receives a
  commission as an ensign in the Navy; he or she is now 22 years of age.
  In the event that the individual attends medical school, service does not begin
  until that education is completed.
  Medical School: Any character who graduates with honors from college or the
  Naval Academy may apply for admission to medical school. The admission throw
  determines if the character begins attending medical school; if unsuccessful, the
  individual then continues normally to entrance into the Navy. The success throw
  determines if the character remains in medical school for the full four-year term:
  if unsuccessful, the character has aged one year (to age 23) and then may enlist
  NAVAL ACADEMY (Four Years)
  Admission
  Success
  Education
  Honors
  10+
  9+
  1D-3
  9+
  DM+2
  DM+2
  DM+1
  DM+1
  if soc 10+
  if intel 8+
  if intel 9+
  if intel 9+
  -15-
  Skills: 
  The 
  following are each
  received on a roll of 4+ (on one die):
  Vacc-1, Navig-1, Engnrng-1.
  
  MEDICAL SCHOOL (Four Years)
  Admission 9+ 
  DM +2 if educ 10+
  Success 
  8+ 
  DM +2 if intel 9+
  Honors 
  11+ 
  DM+1 if educ 11 +
  Skills: The following skills are re-
  ceived automatically— +1 Education,
  Medic-3, Admin-1.
  Honors 
  Graduates 
  also 
  receive
  Medic-1 and Computer-1.
  in the Navy (or enter as an officer if a commission has been received through
  NOTC or the Naval Academy) for a
  short term of three years. The skills
  shown are received automatically. If
  the honors throw is achieved, the
  character receives one additional level
  of medic skill 
  and one level of
  computer skill. The character then
  graduates (at age 26). He or she
  may apply for a direct commission
  (which is granted automatically) as a
  lieutenant (rank O3) in the medical
  branch of the Navy (any of the three
  types of navies may be selected by the character).
  Flight School: Any commissioned college honors or Naval Academy graduate may
  attend flight school simply by apply-
  ing. 
  Any 
  other 
  Naval 
  Academy
  graduate may apply for admission. If
  the admission throw is not achieved,
  then 
  the 
  character 
  continues 
  by
  beginning naval service normally. The
  success 
  throw 
  determines 
  if 
  the
  individual passes the course, and is not
  washed 
  out 
  (if 
  unsuccessful, 
  the
  character 
  has aged one year, and
  reports for duty in the Navy). The
  indicated are each received on a roll of 4+ on one die. In addition, an automatic
  skill of pilot-1 is received by all graduates of flight school.
  Attendance at flight school is possible only for individuals holding commissions;
  when the character reports for duty, he or she begins serving a short term and
  enters basic officer training.
  -16-
  FLIGHT SCHOOL (One Year)
  Admission 9+ 
  DM+1 if dext 9+
  Success 
  7+ 
  DM +1 if intel 8+
  Skills: The following skills are
  received on a roll of 4+ on one die-
  Pilot, Ship's Boat, Navigation.
  All graduates receive an automatic
  pilot-1 in addition.
  
  Starships
  In order to promote a clearer understanding of starship operations, design,
  combat, and movement, the following synopsis shows how such events occur.
  MOVEMENT
  Starships move through ordinary space using maneuver drives as described in
  Book 2, page 1 under Interplanetary Travel. Power for the maneuver drives is
  provided by the starship's power plant, which must have a rating equal to or ex-
  ceeding the drive number of the maneuver drive. Tech level requirements for
  maneuver drives are imposed to cover the grav plates integral to most ship decks,
  and which allow high-G maneuvers while interior G-fields remain normal. Fuel
  consumption for maneuver drives is inconsequential, and is assumed to be part of
  the power plant consumption, regardless of the degree of maneuver undertaken.
  Starships move across interstellar distances using jump drives. Jump distances are
  calculated in parsecs (3.27 light-years), which is the scale of the subsector grid
  mapping hexagons. Jump-1, for example, indicates the ability to jump one parsec,
  or one hex. Jump numbers range from 1 to 6; higher jump numbers are not possible
  in ordinary usage, although misjumps can carry ships over greater distances. Any
  jump, regardless of number, takes approximately one week (150 to 175 hours);
  ships in jump space are untouchable and cannot communicate with other ships or
  stations. Although jumps are usually made at low velocities, the speed and direction
  which a ship held prior to jump is retained when it returns to normal space.
  Because of the delicacy of jump drives, most ships perform maintenance opera-
  tions on their drives after every jump. It is possible for a ship to make another jump
  almost immediately (within an hour) after returning to normal space, but standard
  procedures call for at least a 16 hour wait to allow cursory drive checks and some
  recharging. Most commercial vessels spend a week between jumps, using the time to
  maneuver to a world, land, unload cargo and load new cargo, and maneuver away
  from the world for the next jump.
  Fuel used for ships is hydrogen, which is available in the atmospheres of gas
  giants (similar to Saturn or Jupiter) or from oceans of water. Gas giants are present
  in any system on a throw of 9 or less; gas may be taken from them by dipping or
  skimming, a process which involves diving into the atmosphere and opening fuel
  scoops. Such a maneuver is possible for streamlined and partially streamlined
  hulls (configurations 1 to 6). Large ships often carry streamlined fuel tankers which
  can skim fuel and return it to the unstreamlined parent ship. Water may also be
  used to provide hydrogen; it is available on any world with a hydrographies per-
  centage of 3 or greater (lower hydrographic percentages require effort and referee
  control). Water is dipped from oceans by ships landing in the body of water and
  opening fuel cocks, or through the use of fuel shuttles. Fuel which is skimmed
  or dipped is unrefined, and may result in misjumps; fuel purification plants can
  convert such unrefined fuel to refined fuel for safe use.
  Any ship of configuration 1 to 6 can land on a world with an atmosphere 0 or 1;
  for all other worlds, streamlining is required. Dispersed structures and planetoids
  -17-
  
  cannot land on any world. Worlds with class A or B starports or with naval or scout
  bases present have orbiting stations which serve as ports for partially streamlined
  and unstreamlined ships. They also provide shuttle service to the world surface.
  DESIGN AND CONSTRUCTION
  The ship design and construction system given in Book 2 must be considered to
  be a standard system for providing ships using off-the-shelf components. It is not
  superceded by any system given in this book; instead this book presents a system
  for construction of very large vessels, and includes provisions for use of the system
  with smaller ships.
  WEAPONRY
  The types of weaponry available to starship and space combat call for a complex
  interaction between weapons and defenses.
  Offensive weapons include lasers, energy weapons (plasma and fusion guns),
  particle accelerators, meson guns, and missiles.
  Lasers fire concentrated light energy in beams or pulses against enemy targets
  and cause damage to exterior surfaces.
  Energy Weapons (which include plasma guns and fusion guns) fire a highly
  energized beam of ionized gas at the target; with the fusion gun this gas actually
  proceeds to fusion. Energy weapons inflict surface damage.
  Particle Accelerators charge and accelerate electrons or hydrogen nuclei to high
  velocities toward targets. Hits produce surface damage and radiation effects.
  Meson Guns create high energy mesons and direct them at targets. Mesons have
  short lives, which can be prolonged to precise durations by accelerating them to
  relativistic speeds. If the point of decay is manipulated to occur inside the target
  ship, the result is high energy explosions and radiation damage. Because of the
  nature of the meson, it can pass through armor and matter without resistance.
  Missiles are available in two types, nuclear and non-nuclear. Nuclear missiles
  produce surface damage and radiation effects, while non-nuclear missiles produce
  only surface damage.
  Defenses may be divided into active and passive classifications. Active defenses
  include offensive weapons such as lasers and energy weapons, and defensive wea-
  pons such as sandcasters and repulsors. Passive defenses include screens such as
  meson screens, nuclear dampers, and black globe generators, and construction
  considerations such as configuration and hull armor.
  Lasers can be used in the anti-missile role.
  Energy weapons (plasma and fusion guns) can be used in the anti-missile role.
  Sandcasters project a granular agent which obstructs light; when fired it inter-
  feres with incoming laser or energy weapon fire.
  Repulsors are large focused anti-grav projectors. When directed at incoming
  missiles, they deflect them away from their target.
  Meson screens project an interruption of the strong nuclear force, prematurely
  causing decay of incoming mesons.
  Nuclear Dampers project a series of nodes and anti-nodes where the strong
  nuclear force is enhanced or degraded, rendering nuclear warheads ineffective.
  -18-
  
  Black Globe Generators project a barrier which absorbs all energy, shunting it to
  on-board capacitors. The barrier prevents all transit across it, and a ship with its
  black globe on cannot maneuver, fire its weapons, or communicate. In addition,
  the field may be overloaded, causing the failure of the storage capacitors and
  destruction of the ship.
  PROCEDURES
  Naval vessels generally operate in task forces or squadrons, rather than alone;
  the merits of each individual ship supplement and complement the others in com-
  pany with it.
  Carried Squadrons: One technique used is the construction of tenders or
  carriers— single large ships which carry well-armed smaller ships which actually do
  the fighting when battles are joined. When the craft being carried are in the ten to
  thirty ton range, the ship is a fighter carrier. When the ships being carried are in the
  10,000 ton range, and the large ship is 200,000 tons or more, the ship is called a
  tender or transport.
  The points of greatest danger to carried squadrons are immediately prior to jump
  (when the craft or ships have been recalled) and just after returning to normal
  space (when the craft have not yet been launched).
  High Guard: Refuelling operations for a task force are another danger point, as
  forces which are low on fuel and maneuvering in a gravity well are especially
  vulnerable. The high guard position, so named because the ship or ships involved are
  higher in the gravity well than their companions, is used to mount protective
  operations during such maneuvers.
  -19-
  
  Starship Construction
  The fighting starships built and operated by the navies of the galaxy range in size
  from one hundred to one million tons and represent the most potent weapons
  available to any government, corporation, or individual.
  STARSHIP DESIGN
  Starships are designed by navies using their own specifications to produce the
  exact type of ship desired; contracts are then let, and construction begins.
  Design: A navy can issue a specification for a naval vessel within approximately
  eight weeks of authorization to procure. Corporations and individuals must obtain
  the services of a naval architect (who charges 1% of the final ship cost); the archi-
  tect can prepare final plans and specifications (from which the shipyard works) in
  about four weeks.
  Availability: Starships (with jump drives) may be constructed at the shipyard of
  any class A starport; non-starships (without jump drives) may be constructed at the
  shipyard of any class A or class B starport.
  Technological Level: Technological level is important in the design of a ship
  because it governs where the ship may be produced, and how well the crew can
  operate and maintain it. The technological level of the building shipyard determines
  the technological level of the ship being constructed (a class A starport on a tech
  level 14 world constructs a tech level 14 ship). Equipment and components of a
  starship may always be equal to or less than the ship's tech level.
  The Imperial Navy may procure ships of up to tech level 15, although it also
  procures vessels at tech levels 10 through 14. A subsector navy may procure ships
  at any shipyards within its borders. A planetary navy may procure ships at any
  shipyard within the borders of its subsector; alternatively, a planetary navy may
  construct ships on its planet, using local resources, even if a shipyard is not present.
  Construction Times: Ships of 5,000 tons or less can be completed in 36 months
  or less by any competent shipyard. Ships over 5,000 tons require from 24 to 60
  months to complete, based on conditions, volume of orders, and the degree of haste
  desired by the ordering government.
  Ship Classes: Once a ship is built, a certain familiarity with the requirements of
  construction is gained by the building crews, and a shipyard can then produce such
  ships more rapidly and with greater efficiency. Additional identical ships built
  following the initial ship in a class can be completed in 80% of the original time at
  80% of the original construction cost.
  Ships of a class are named to show this relationship. For example, the first ship
  in a series of small, swift escort vessels might be called the Gazelle, prompting the
  formation of the Gazelle class of close escorts. Other ship names in the class could
  be Reindeer, Kudie (for Kudebeck's Gazelle), Antelope, Unicorn, Pinto, as well as
  any of the many other names for swift herbivores.
  SUMMARY OF SHIP DESIGN
  The following procedure is used when designing a ship; more detailed and
  -20-
  
  specific coverage is provided later in this chapter.
  The tech level of the building shipyard is determined. A hull is selected and
  a configuration specified. The hull may be constructed of metal or it may be made
  from a hollowed-out planetoid. Configuration indicates the shape and degree of
  streamlining the hull demonstrates.
  Maneuver drives and power plants are installed; if the ship is to be interstellar,
  jump drives must be installed.
  Fuel requirements for the ship, based on its installed drives and tonnage, are
  determined, and fuel tanks are allocated. It is possible to specify fuel scoops for gas
  giant skimming refuelling, a fuel purification plant to allow use of such unrefined
  fuel, and L-Hyd drop tanks to increase range of jumps.
  The bridge is allocated and the ship's computer is determined.
  The hull may be armored through the addition of stronger material.
  Weaponry is selected and installed. If desired, one major weapon may be pro-
  cured (a meson gun or particle accelerator) for attacks of the greatest possible
  power. Weapons bays, holding particle accelerators, missiles, energy weapons, or
  repulsors, may be installed. Turrets mounting particle accelerators, lasers, energy
  weapons, missile racks, or sandcasters may be installed. Screen protection such as
  force field generators, meson screens, and nuclear dampers may be available.
  Ship's vehicles may be selected, including planetary craft, small craft, and
  large craft. Launch facilities are indicated for ship's vehicles, as needed.
  The ship's crew is determined and quarters are allocated for them. Ship's troops
  and frozen watches may also be specified.
  Other aspects of the ship are allocated, such as cargo space, passenger accomo-
  dations, low berths and emergency low berths, laboratories, special installations,
  extra capacitors, or unusual items.
  Finally, the figures are analyzed to insure that the project has not exceeded hull
  capacity and that it has not gone over budget or violated tech level requirements.
  The various factors for the ship are entered in the Ship's Data Form (IN Form 3)
  Sheet and the Universal Ship Profile is obtained for use in space combat, should
  that become necessary.
  Non-starships (ships without jump drive, and massing 100 or more tons) are
  designed in much the same manner as starships; small craft (without jump drives
  and under 100 tons) follow a slightly altered procedure explained in the small craft
  section beginning on page 34.
  The central chart sheet (pages 23 to 26) contains most of the tables required for
  the design of starships. It is designed to be pulled from the booklet for easier use
  and reference. The remainder of the charts are provided on page 36. IN Form 3 is
  provided on page 37, and may be photocopied for use in designing ships.
  BASIC STARSHIP COMPONENTS
  The following components are basic to any starship.
  Preliminaries: The ship name and ship class must be decided upon. The tech level
  of the building shipyard must be determined (specified by the referee, determined
  by the navy involved or by the world the procuring individual is presently on).
  Precise ship type should be decided.
  The Hull: The foundation of the starship is the hull, into or onto which all other
  components are placed. Hulls are identified by their mass displacement (expressed
  -21-
  
  in tons; one ton equals 14 cubic meters) and by their configuration.
  Hulls may be constructed of metal at a shipyard at a base price of Cr100,000 per
  ton; this price is modified by the configuration selected.
  Hull tonnage for both metal hulls and planetoids is expressed as a code given on
  the tonnage table. Each specific tonnage level includes all values between it and the
  next highest stated level. Thus, tonnage code A includes all tonnages from 1,000 to
  1,999 tons.
  Configuration is a rough description of the shape and design of the starship hull.
  It affects combat and determines if a ship is streamlined. Streamlining refers to the
  ability of the ship to enter atmosphere (partial streamlining allows fuel skimming
  but prohibits entry into world atmospheres for the purpose of landing). Non-
  streamlined configurations are built in orbit under the supervision of the building
  shipyard, or on the surface of a vacuum world.
  It is possible to select a planetoid as a hull, hollowing out spaces within it for
  drives and equipment. Such planetoids are generally available for the finding.
  However, a planetoid must allow 20% waste space (tonnage) for structural integrity;
  a buffered planetoid has greater ability to withstand combat damage, but must
  allow 35% interior waste space. Although a planetoid is essentially free, there is a
  cost of Cr1,000 per interior (non-waste) ton for fusion tunnelling and hollowing
  of passages and compartments. In addition, there is a transportation charge (Cr100
  per ton) to bring the planetoid into orbit above the shipyard.
  Drives: Three types of drives are required for starships— maneuver drives, power
  plants, and jump drives. Non-starships may omit the jump drives. Some ships (such
  as express boats) omit the maneuver drives. All ships require power plants. Custom-
  built drives must be produced and installed while observing restrictions as to tech
  level and interior space. It is possible to include standard drives (at standard prices)
  from Book 2 if they will otherwise meet the ship's requirements; such drives
  use fuel as indicated by the formulas in Book 2.
  The drive potential table indicates the percentage of interior space required for a
  specific maneuver or jump drive. The drive tech level table indicates the minimum
  tech level required to construct the specified maneuver or jump drive. The power
  plant table indicates the percentage of ship tonnage required per power plant
  number, based on tech level. The drive cost table indicates the cost (in millions
  of credits) to produce the.specified drive, per ton of drive.
  Drives are noted in the Universal Ship Profile by the drive number (from 1 to 6);
  use 0 if no such drive is present. On any given ship, the power plant number must
  at least equal the jump number or the maneuver number, whichever is higher.
  Unlike maneuver or jump drives, power plants can achieve numbers higher than six.
  Theoretically, a power plant number may reach as high as 50; practically, it should
  rarely go higher than 35.
  Fuel: A ship requires fuel for its jump drives and for its power plant; the power
  plant converts fuel to energy for computers, jump drives, maneuver drives, wea-
  pons, and screens. Fuel tankage must be sufficient to contain a full load for the
  power plant and the jump drive. Additional tankage may be installed as an option.
  There is no cost for interior fuel tankage.
  Jump fuel requirements are computed at 10% of the ship tonnage per jump
  number; thus, the Akron is a 10,000 ton jump-6 ship and requires fuel tankage of
  6,000. Fuel usage is computed similarly; 10% of the ship tonnage in fuel is used per
  -22-
  
  TONNAGE
  Code
  0
  1
  2
  3
  4
  5
  6
  Tonnage
  to 99
  100
  200
  300
  400
  500
  600
  Code
  7
  8
  9
  A
  B
  C
  D
  Tonnage
  1
  2
  3
  4
  700
  800
  900
  ,000
  ,000
  ,000
  ,000
  Code
  E
  F
  G
  H
  J
  K
  L
  Tonnage
  5,000
  6,000
  7,000
  8,000
  9,000
  10,000
  20,000
  Code
  M
  N
  P
  Q
  R
  S
  T
  Tonnage
  30,000
  40,000
  50,000
  75,000
  100,000
  200,000
  300,000
  Code
  U
  V
  W
  X
  Y
  Z
  Tonnage
  400,000
  500,000
  700,000
  900,000
  1,000,000
  reserved
  CONFIGURATION
  USP
  Code
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Configuration
  Needle/Wedge
  Cone
  Cylinder
  Close Structure
  Sphere
  Flattened Sphere
  Dispersed Structure
  Planetoid
  Buffered Planetoid
  Stream-
  lined
  yes
  yes
  partial
  partial
  partial
  yes
  no
  no
  no
  Price
  Modif
  +20%
  +10%
  —
  -40%
  -30%
  -20%
  -50%
  —
  _
  FUEL REQUIREMENTS
  Jump Drive: 10% of ship size in tons
  per jump number of ship capability.
  This allowance supplies fuel for one
  jump of that number.
  Power Plant: One ton per energy
  point produced. This allowance supplies
  four weeks of activity on both the
  maneuver drive and the power plant.
  BATTERIES
  Ship
  Size
  0 to 9
  A to K
  L
  M
  N
  P
  Percent
  Bearing
  100%
  100%
  95%
  90%
  85%
  80%
  Ship
  Size
  Q
  R
  S
  T
  U
  V to Y
  Percent
  Bearing
  75%
  70%
  65%
  60%
  55%
  50%
  The number of batteries which may
  bear in combat is affected by the size of
  the ship. Only the percentage of bat-
  teries shown may bear (fire) on the
  target in space combat. Round fractions
  to the nearest whole number.
  DRIVE POTENTIAL TABLE
  —— Drive Number —
  -23-
  Maneuver
  Jump
  1
  2
  2
  2
  5
  3
  3
  8
  4
  4
  11
  5
  5
  14
  6
  6
  17
  7
  Number is percentage of ship required.
  DRIVE TECH LEVEL TABLE
  ——— Drive Number —
  Maneuver
  Jump
  1
  7
  9
  2
  7
  11
  3
  8
  12
  4
  8
  13
  5
  8
  14
  6
  9
  15
  Number is minimum tech level required.
  POWER PLANT TABLE
  Percent
  times
  Pn
  —— Tech Level —————
  7-8
  4
  9-12
  3
  13-14
  2
  15
  1
  Number is percentage of ship tonnage
  (times Pn) required to produce a power
  plant of the desired size.
  DRIVE COST TABLE
  —— Drive Number —
  1
  2
  3
  4
  5
  6
  Maneuver 
  1.5 0.7 0.5 0.5 0.5 0.5
  Power Plant 3.0 3.0 3.0 3.0 3.0 3.0
  Jump 
  4.0 4.0 4.0 4.0 4.0 4.0
  Number is cost in millions of credits per
  ton of drive installed.
  HULL ARMOR
  ——— Tech 
  Level—————
  Percent
  of ship
  7-9
  4+4a
  10-11
  3+3a
  12-13
  2+2a
  14-15
  1+a
  Formula indicates percentage of ship
  required for armor (a is desired armor
  factor). Cost is MCr.3+.1a per ton.
  
  MAJOR WEAPONS
  Particle Accelerator
  USP
  Code
  A
  B
  C
  D
  E
  F
  G
  H
  J
  K
  L
  M
  N
  P
  Q
  R
  S
  T
  Tonnage
  5500
  5000
  4500
  4000
  3500
  3000
  2500
  2500
  5000
  4500
  4000
  3500
  3000
  2500
  4500
  4000
  3500
  3000
  Tech
  Level
  8
  9
  10
  11
  12
  13
  14
  15
  10
  11
  12
  13
  14
  15
  12
  13
  14
  15
  Cost
  (MCr)
  3500
  3000
  2400
  1500
  1200
  1200
  800
  500
  3000
  2000
  1600
  1200
  1000
  800
  2000
  1500
  1200
  1000
  Energy
  Points
  500
  500
  500
  600
  600
  600
  700
  700
  800
  800
  800
  900
  900
  900
  1000
  1000
  1000
  1000
  Meson
  USP
  Code
  A
  B
  C
  D
  E
  F
  G
  H
  J
  K
  L
  M
  N
  P
  Q
  R
  S
  T
  Gun
  Tonnage
  5000
  8000
  2000
  5000
  1000
  2000
  1000
  2000
  1000
  8000
  5000
  4000
  2000
  8000
  7000
  5000
  8000
  7000
  Tech
  Level
  11
  11
  12
  12
  13
  13
  14
  14
  15
  12
  13
  14
  15
  13
  14
  15
  14
  15
  Cost
  (MCr)
  10000
  12000
  3000
  5000
  800
  1000
  400
  600
  400
  10000
  3000
  800
  600
  5000
  1000
  800
  2000
  1000
  Energy
  Points
  500
  600
  600
  700
  700
  800
  800
  900
  900
  1000
  1000
  1000
  1000
  1100
  1100
  1100
  1200
  1200
  Explanation: This chart shows the particle accelerators and meson guns used as
  major weaponry in large starships. Tonnage is the tonnage required in the starship
  hull for the weapon. Tech level is the technological level required to build the
  weapon. Cost is the price in millions of credits. Energy points is the total required.
  100-ton Bay
  Weapon Type
  Meson Gun
  Particle Accelerator
  Repulsor
  Missile
  BAY WEAPONS
  ——————— Tech Level —————
  7
  —
  —
  —
  7
  8
  —
  6
  —
  7
  9
  —
  6
  —
  7
  10
  —
  7
  2
  8
  11
  —
  7
  4
  8
  12
  —
  8
  6
  9
  13
  3
  8
  7
  9
  14
  5
  9
  8
  —
  15
  9
  9
  9
  —
  Energy
  Points
  200
  60
  10
  0
  Cost
  (MCr)
  70
  35
  10
  20
  50-ton Bay
  Weapon Type
  Meson Gun
  Particle Accelerator
  Repulsor
  Missile
  Plasma Gun
  Fusion Gun
  Explanation: The number in the body of the chart is the USP factor of the type
  of weapon in the specified size of bay at the tech level shown. In addition, that
  weapon will require energy points in the amount shown and will cost the amount
  shown in millions of credits. Note that costs and energy points are not dependent
  on technological level.
  ——————— Tech Level —————
  7 
  8
  — 
  —
  — 
  —
  — 
  —
  — 
  —
  — 
  —
  — 
  —
  9 10
  — 
  —
  - 3
  — 
  —
  - 7
  - 4
  — 
  —
  11
  —
  3
  —
  7
  5
  —
  12
  —
  4
  —
  8
  6
  7
  13
  —
  4
  —
  8
  —
  8
  14
  —
  5
  3
  9
  —
  9
  15
  4
  5
  5
  9
  —
  —
  Energy
  Points
  100
  30
  5
  0
  10
  20
  Cost
  (MCr)
  50
  20
  6
  12
  5
  8
  -24-
  
  TURRET WEAPONS
  USP Code
  Rating
  1
  2
  3
  4
  5
  6
  7
  8
  9
  TL Available
  Energy Points
  TL Modif+1
  TL Modif +2
  Weight (tons)
  Cost (MCr)
  Missile
  1
  3
  6
  12
  18
  30
  —
  —
  —
  7
  0
  13+
  —
  1
  0.75
  Beam
  Laser
  1
  2
  3
  6
  10
  15
  21
  30
  —
  7
  1
  13+
  —
  1
  1.0
  Pulse
  Laser
  1
  3
  6
  10
  21
  30
  —
  —
  —
  7
  1
  13+
  —
  1
  0.5
  Plasma
  Gun
  1
  4
  10
  16
  20
  _
  —
  —
  —
  10
  1
  11 +
  12+
  2
  1.5
  Fusion
  Gun
  —
  —
  —
  1
  4
  10
  16
  20
  —
  12
  2
  14+
  —
  2
  2.0
  Sand-
  Caster
  1
  3
  6
  8
  10
  20
  30
  —
  —
  7
  0
  8+
  10+
  1
  0.25
  Particle
  Particle
  Accelerator
  Accelerator Barbette
  —
  1
  2
  4
  6
  8
  10
  —
  —
  15
  5
  —
  —
  3
  3.0
  1
  2
  4
  6
  8
  10
  —
  —
  —
  14
  5
  —
  —
  5
  4.0
  Explanation: The number listed in the body of the chart is the number of weapons of the
  listed type required to achieve the value (USP Code Rating) listed to the left.
  TL Available indicates the first tech level at which the weapon becomes available.
  Energy Points is the energy point requirement for each weapon installed of the type. For
  example, twenty fusion guns would require forty energy points.
  TL Modifiers indicate a modification to the USP code based on higher tech levels. If all of
  the weapons involved are of the tech level indicated, then the code rating is increased. For
  example, 16 plasma guns normally have a rating of 4. At tech level 11, they would have a rating
  of 5; at tech level 12 or higher, they would have a code rating of 6. TL modifiers are not
  cumulative; only the best one is used. This tech level increase is the only way that weapons can
  achieve a rating of 9.
  Weight is the tonnage of the turret containing the type of ordnance described, regardless of
  the number of weapons of that type mounted in it. Particle accelerators may be mounted
  only one per turret (or barbette). Plasma guns and fusion guns may be mounted two per turret.
  All other types may be mounted three per turret.
  Cost is in millions of credits, for one of the weapon type listed.
  SCREENS
  —— Nuclear Dampers ———
  Code Tech Tons Cost EP
  1
  2
  3
  4
  5
  6
  7
  8
  9
  12
  13
  13
  14
  14
  14
  15
  15
  15
  50
  15
  20
  8
  10
  12
  10
  15
  20
  50
  40
  45
  30
  35
  38
  30
  40
  50
  10
  20
  30
  40
  50
  60
  70
  80
  90
  ——— Meson 
  Screens ——
  Code Tech Tons Cost EP
  1
  2
  3
  4
  5
  6
  7
  8
  9
  12
  13
  13
  14
  14
  14
  15
  15
  15
  90
  30
  45
  16
  20
  24
  20
  30
  40
  80
  50
  55
  40
  45
  50
  40
  50
  60
  0.2
  0.4
  0.6
  0.8
  1.0
  1.2
  1.4
  1.6
  1.8
  —— Force Field ——
  Code Tech Tons
  1
  2
  3
  4
  5
  6
  7
  8
  9
  15
  15
  15
  15
  16
  16
  16
  17
  18
  10
  15
  20
  25
  20
  30
  35
  20
  20
  Cost
  400
  600
  800
  1000
  —
  —
  —
  —
  —
  Explanation: Meson screens have an energy point requirement based on the size of the
  shielded ship: energy points required equal the factor given times 1% of the mass (tonnage) of
  the ship. For example, a 20,000-ton ship with a level 4 meson screen requires 160 energy points
  (0.8 x 0.01 x 20,000).
  Force fields have no energy point requirements.
  -25-
  
  SHIP TYPE CODES
  Primary
  A Merchant
  B Battle
  C Cruiser; Carrier
  D Destroyer
  E Escort
  F Frigate; Fighter
  G Gig; Refinery
  H
  I,J Intruder
  K Pinnace
  L Corvette; Lab
  M Merchant
  N
  P Planetoid
  Q Auxiliary
  R Liner
  S Scout; Station
  T Tanker; Tender
  U
  V
  W Barge
  X Express
  Y Yacht
  Z
  Qualifier
  A Armored
  B Battle; Boat
  C Cruiser; Close
  D Destroyer
  E Escort
  F Fast; Fleet
  G Gunned
  H Heavy
  I,J
  K
  L Leader; Light
  M Missile
  N Non-standard
  P Provincial
  Q Decoy
  R Raider
  S Strike
  T Troop; Transport
  U Unpowered
  V Vehicle
  W
  X
  Y Shuttle; Cutter
  Z Experimental
  STARSHIP DESIGN CHECKLIST
  1. Determine ship name (entry 2) and ship
  class (entry 3), and ship type (block 7).
  2. Determine tech level (entry 4) of
  building shipyard.
  3. Determine tonnage (block 8), and
  hull configuration (block 9).
  4. Select jump drives (block 10), maneuver
  drives (block 11), and power plant (block 12).
  5. Determine fuel tankage (entry 29a).
  A. Note maximum jumps (entry 29b).
  B. 
  Consider 
  L-Hyd 
  tanks 
  and
  compute additional range (note in entry 29a).
  C. 
  Consider 
  fuel 
  scoops 
  and 
  fuel
  purification plant (note in entry 29c).
  6. 
  Compute 
  energy 
  points 
  available
  (indicate in entry 30).
  7. Allocate bridge and select computer
  (block 
  13). Indicate fibre optic back-up
  (entry 13b).
  8. Select hull armor (block 15).
  9. Select major weaponry such as particle
  accelerator (block 23) or meson gun (block
  24) spinal mount.
  10. Select bay weaponry such as repulsors
  (block 20), energy weapons (block 22), par-
  COMPUTER MODELS
  Model
  1
  1fib
  1bis
  2
  2fib
  2bis
  3
  3fib
  4
  4fib
  5
  5fib
  6
  6fib
  7
  7fib
  8
  8fib
  9
  9fib
  (A)
  (R)
  (B)
  (S)
  (C)
  (D)
  (E)
  (F)
  (G)
  (H)
  (J)
  MCr
  2
  3
  4
  9
  14
  18
  18
  27
  30
  45
  45
  68
  55
  83
  80
  100
  110
  140
  140
  200
  Ton
  1
  2
  1
  2
  4
  2
  3
  6
  4
  8
  5
  10
  7
  14
  9
  18
  11
  22
  13
  26
  Capacity Ship TL
  2/ 4
  2/ 4
  4/ 0
  3/ 6
  3/ 6
  6/ 0
  5/ 9
  5/ 9
  8/15
  8/15
  12/25
  12/25
  15/35
  15/35
  20/50
  20/50
  30/70
  30/70
  40/90
  40/90
  6
  6
  6
  A
  A
  A
  D
  D
  K
  K
  P
  P
  R
  R
  Y
  Y
  —
  —
  —
  —
  5
  5
  6
  7
  7
  8
  9
  9
  A
  A
  B
  B
  C
  C
  D
  D
  E
  E
  F
  F
  EP
  0
  0
  0
  0
  0
  0
  1
  1
  2
  2
  3
  3
  5
  5
  7
  7
  9
  9
  12
  12
  Note: Capacity indicates CPU/storage;
  Ship is the ship requiring this computer
  as a minimum; TL is tech level. EP is
  the computer energy point requirement.
  tide weapons (block 23), meson guns (block
  24), and missiles (block 25).
  11. Select turret weaponry; sandcasters
  (block 16), lasers (block 21), energy weapons
  (block 22), particle accelerators and barbettes
  (block 23), and missiles (block 25).
  12. Select defensive screens; meson screen
  (block 17), nuclear dampers (block 18), and
  force fields (block 19).
  13. Select fighters (entry 26) and ship's
  vehicles (entry 27). Design small craft USPs
  (note in entries 26 and 27). Note squadrons
  carried (block 26).
  14. Determine ship's crew and allocate
  quarters. Note code in block 14.
  A. Consider frozen watch (entry 14).
  B. Consider ship's troops (entry 28).
  15. Note cargo, passengers, and other
  areas (use entry 28).
  16. Note ship's agility rating (in entry 30).
  17. Note ship's purpose (entry 30).
  18. 
  Indicate dates required (entries 1,
  5, and 6).
  19. Insure that tonnage does not exceed
  hull, and that cost does not exceed budget.
  Note cost in entry 30.
  -26-
  
  jump number used (for the Akron, performing jump-1 uses 1,000 tons of fuel,
  while performing jump-6 uses 6,000 tons of fuel).
  Power plant fuel is computed at 1% of the ship tonnage per power plant number;
  the Akron has power plant-6 and requires 600 tons of fuel tankage. One ton of fuel
  supports one energy point of power plant output. Note that power plant fuel also
  provides energy for the maneuver drives. The stated fuel tonnage supports four
  weeks cruising (including time spent in jump space) before refuelling is necessary.
  Drives obtained from Book 2 require use of the fuel formulas from Book 2.
  Any streamlined or partially streamlined ship may be equipped with fuel scoops
  which allow the skimming of gas from gas giants. On streamlined ships, such an
  installation also includes hoses or other equipment for drawing water from oceans.
  No additional tonnage is required; cost: Cr1,000 per ton of ship. If fuel scoops are
  installed, a fuel purification plant should be installed on the ship or available on
  another ship before the fuel is used in drives.
  Unrefined fuel, when used in starship drives and power plants, can result in
  equipment malfunctions and misjumps. This can be avoided with the use of a fuel
  purification plant which allows refining of the raw gas before it is used in the drives.
  The fuel purification table indicates the various models of plants available: tech
  level is the tech level at which the plant is produced, tonnage is the tonnage re-
  quired aboard ship, and cost is the price of the plant in credits. The fuel purifica-
  tion plant cost is based on 1,000 tons of fuel. A large ship with a large fuel tank
  capacity requires several plants. A small fuel tank capacity requires a fraction of the
  fuel purification plant shown. In no case may a fuel purification plant be procured
  with less than one-fifth the tonnage and price shown.
  Disposable fuel tanks may be added to the ship to increase its range. These
  L-Hyd Tanks are fitted to the outside of the ship, and drop away before jump. The
  result is more interior space available for cargo and passengers. Such tanks must
  be replaced each time they are used, so they are practical only on runs to civilized
  areas, or to increase fuel capacity to allow several jumps. L-Hyd tanks are installed
  outside the hull, and increase the total tonnage of the ship; drives are reduced in
  their efficiency based on the total tonnage of the ship. With tanks retained, effi-
  ciency is decreased, and jump capability is reduced; when the tanks drop away,
  tonnage is reduced, and the drive efficiency is increased. L-Hyd Tanks cost
  Cr10,000, plus Cr1,000 per ton of fuel carried.
  The Bridge: Every ship requires a bridge for control of the drives and electronics
  and for navigation. Such a bridge (designated as the main bridge or prime bridge)
  requires 2% of the ship's tonnage (minimum: 20 tons) at a cost of Cr5,000 per
  ton of ship. For example, a 100-ton ship must allocate 20 tons for the bridge at a
  cost of Cr500.000. A 1,000-ton ship must allocate 20 tons for the bridge at a cost
  of MCr5. A 1,100-ton ship must allocate 22 tons for the bridge at a cost of MCr5.5.
  The bridge contains all necessary equipment for the control of the ship with the
  exception of the computer.
  One or more auxiliary bridges may be installed to replace the prime bridge in the
  event of battle damage. Costs are identical to those of the prime bridge.
  Energy Points: Before installing computers or arming a ship, it is necessary to
  calculate the energy points available to the ship. This calculation uses the formula
  E=0.01MPn, where E equals the energy points available, M is the tonnage of the
  -27-
  
  ship, and Pn is the power plant number. Note: At tech level 15, energy points also
  equals the tons of power plant installed and the tons of power plant fuel required.
  Energy points are used for four purposes: powering weapons, shields, for man-
  euver drives (for agility), and for computers.
  Powering Weapons, Shields, and Computers: Various weapons, screens, and
  computers require energy points for operation, and these must be provided from
  the power plant. The weapons and screens installed on a ship may not consume
  more energy points than the power plant generates. Additional equipment may not
  be installed in reserve; the total energy point requirement for all equipment aboard
  ship must not exceed the energy point value of the ship.
  Agility: Energy points remaining after weapons, screens, and computers have
  been installed may be applied toward the ship's agility rating. Divide the remaining
  energy points by 0.01 M; the result is the number of agility points the ship has.
  Drop all fractional points. Agility is the ability of a ship to make violent maneuvers
  and take evasive action while engaging hostile targets. A ship's agility rating may
  never exceed its maneuver drive rating. For each power plant hit received in combat
  (cumulative) the ship's agility rating is reduced by one.
  A ship may voluntarily refrain from using any weapons or screens (computers
  may still be used) which require energy points and receive an emergency agility
  rating (for that combat round only) equal to its current maneuver-drive rating or
  power plant rating (whichever is lower).
  Computers: One central computer for the ship must be specified; the basic
  requirement for this computer is based on the tonnage of the ship. The computer
  models table indicates the model number, price, tonnage, CPU and storage, mini-
  mum ship size, energy point requirement, and tech level. Model number is the
  relative size of the computer, and corresponds to the computer model numbers
  given in Book 2. Model/1 is the standard computer model; Model/1 fib is the same
  computer with a fibre optic back-up system to resist radiation damage; Model/Ibis
  is an improved version of the standard model with greater program handling capa-
  bility. Prices are given in megacredits. Tonnage is the number of interior tons
  required for installation of the computer. CPU and storage capacity are included for
  use with Book 2 for computer programming. Ship size shows the hull tonnage code
  which requires this computer model as a minimum; for example, a 10,000 ton ship
  has hull code K, and requires at least a Model/4 computer be installed. Tech level
  shows the minimum tech level required to build the indicated computer. Energy
  point requirement is the number of energy points which must be committed
  to powering the computer.
  Computer model indicates the size of the jump which the computer can control.
  A model/1 computer can is required on a ship which makes a jump-1; a model/5
  computer is required on a ship which makes jump-5. Computer models greater than
  6 do not allow greater jumps, and in any case, the ship would require the appro-
  priate jump drive. The bis models (1bis and 2bis) allow are capable of controlling a
  jump one higher than their model numbers; 1bis is capable of controlling jump-2.
  Models bis and fib show a letter in parenthesis after the model number. This
  letter is the Universal Ship Profile code for the computer. Thus, the USP code for a
  Model/5fib is E.
  Armor: Hulls may be armored with strengthened exterior skins and interior
  bracing. Such armor is not possible on ships with dispersed structure (configuration
  -28-
  
  7). The armor factor is the type of armor used; if no armor is selected, the armor
  factor in the USP is zero. The armor table indicates formulae for the computation
  of armor tonnage and cost, based on the factor selected. For example, the formula
  at tech level 9 is 4+4a (a is armor factor). On a 100-ton ship with an armor factor of
  3, this formula indicates that the ship must allocate 16% (4+4x3), or 16 tons. Cost
  is MCr.3+.1a per ton; the cost per ton is MCr.6 (.3+.1x3), or MCr9.6 (16 tons times
  MCr.6) total for the ship. The added value of armor on a ship may not exceed the
  ship's tech level.
  When armor is used, the entire hull is armored. Dispersed structures cannot be
  armored, and have a hull armor factor of 0. Planetoids (configuration 8) have
  an automatic hull armor factor of 3; buffered planetoids (configuration 9) have
  an automatic hull armor factor of 6. Additional armor may be added to planetoids.
  WEAPONRY
  Ships may be armed for offensive or defensive operations. Inclusion of such
  weaponry allows them to deal with other armed ships.
  Batteries: Ships with more than one weapon mount of a type may group them
  into batteries. Ships with more than ten mounts of the same type must group them
  into batteries. A battery may be as few as one turret, or as many as ten, but all
  batteries of the same type of weapon must have the same weapon code (USP
  factor). Each bay weapon is automatically a battery. The spinal mount of a ship (if
  it has one) is a single battery. On ships 1000 tons and under, mixed turrets (wea-
  pons of different types in the same turret) are allowed; in such cases, each weapon
  is a battery.
  For example, a ship has eighty triple beam laser turrets. The ship may have 80
  batteries of one turret (attack factor 3), 40 batteries of two turrets (attack factor of
  4), 16 batteries of five turrets (attack factor of 6), or 8 batteries of ten turrets
  (attack factor of 8). Other configurations are possible, but these selections consti-
  tute the optimal battery configurations on the turret weapon table.
  As a general rule, each battery may fire once each fire phase. Battery con-
  figurations are determined when the ship is built, not on the spur of the moment.
  The actual number of batteries which may bear on the target may be less than the
  total number of batteries on larger ships, and is determined from the battery table.
  For example, if a 50,000-ton ship (size code P) has 15 particle accelerators
  in bays, 100 laser turrets in ten batteries, 50 missile turrets in five batteries, and
  80 sandcaster turrets in eight batteries, it could bring to bear 12 particle accelerator
  batteries, 8 laser batteries, 6 sandcaster batteries, and 4 missile batteries. The figures
  are based on the table reading that code P hull sizes can bring 80% of their batteries
  to bear on a target. Round fractions to the nearest whole number. The spinal
  mount always bears. One battery of each weapon always bears.
  When a ship takes a hit, it loses a battery. Ships may change attitude (and are
  assumed to do so) so that undamaged weapons batteries can continually be brought
  to bear. Thus, the ship above can initially bring 12 of its 15 particle accelerator
  batteries to bear, but the first three battery hits the ship takes in particle acceler-
  ators will not reduce its firepower.
  If a ship has only one battery of a particular type, then a weapon hit on it
  reduces its weapon code by one; it does not eliminate the battery. This rule also
  applies to spinal mount weapons.
  -29-
  
  Major Weaponry: A single major weapon may be specified for any ship. This
  weapon may be either a particle accelerator or a meson gun, and forms the spine, or
  foundation, of the ship. The major weapons table shows the USP code, tonnage
  required, tech level at which produced, cost in millions of credits, and energy points
  required for each weapon. If a particle accelerator is selected as the major weapon,
  then particle accelerators may not be selected for installation in bays, barbettes, or
  turrets. If a meson gun is selected as the major weapon, then meson guns may not
  be installed as secondary weapons in bays.
  Bay Weapons: Weapons may be mounted in bays, large areas near the skin of the
  ship's hull. Bays are available in 100-ton and 50-ton sizes (the size indicates the
  tonnage required) and must be installed during construction. The weaponry in bays
  is easily removed and replaced by other bay weaponry as the need arises.
  One bay (regardless of size) may be installed per 1,000 tons of hull available.
  Tonnage not otherwise allocated to weaponry is considered available. For example,
  a 50,000-ton ship might be assigned a 5,000-ton type A meson gun; it may install
  45 bays in addition to the major weaponry.
  Weapons bays cost Cr10,000 per ton; 100-ton bays cost MCr1; 50-ton bays cost
  MCr0.5. They need not be assigned any specified weaponry during construction.
  Weaponry installed in bays may be of five different types: meson guns, particle
  accelerators, energy weapons (fusion and plasma guns), repulsors, and missile racks.
  The bay weapons table indicates the cost for one bay weapon and its energy point
  requirement. The table also cross-references tech level and weapon type. The
  number at the intersection is the factor used for the weapon on the Universal Ship
  Profile. All bay weapons of the same type on a ship must be identical. Each bay
  weapon is a battery. Weapons installed in bays may not be allocated for turrets.
  Empty weapons bays may be put to a variety of uses, such as holding small craft
  (air/rafts, ATVs, fighters, pinnaces, etc), or storing cargo. Vehicles and craft may be
  carried in otherwise unused bays at 50% wastage (100 tons of bay holds 50 tons of
  vehicle or craft). A bay may launch one craft per turn. An otherwise unused bay
  may also be used to carry deadfall ordnance for planetary bombardment; such a
  bay is useless in battle, but is used to bombard worlds.
  Turrets: Weapons may be mounted in turrets emplaced on the hull. Turrets
  require only that a hardpoint be designated and created during construction. One
  hardpoint is allowed per 100 tons of hull not otherwise allocated to weapons. For
  example, a 50,000-ton ship carrying a 5,000-ton type A meson gun and twenty
  100-ton bays may designate 250 hardpoints for turrets. Hardpoints require no
  tonnage; but turrets themselves (when installed) do require tonnage. Hardpoints
  are designated at no cost.
  Turrets are installed on hardpoints with single, dual, and triple configurations,
  and allow the mounting of lasers (beam or pulse), energy weapons (plasma or fusion
  guns), sandcasters, particle accelerators, and missile racks. Lasers, sandcasters, and
  missile racks may be mounted in any turret; energy weapons may be mounted in
  single or dual turrets; particle accelerators may only be mounted in single turrets.
  On ships with more than ten turrets, weapons may not be mixed within a turret.
  Particle accelerators are also available in barbettes. A barbette is similar to a
  turret, but larger.
  The turret weapons table indicates each type of turret weapon in column and
  the nine possible USP code ratings in rows. The number at the intersection is the
  -30-
  
  number of weapons of the type indicated required to achieve the USP code rating.
  For example, the missile column shows that 18 missile racks are required to achieve
  the USP code rating of 5. In addition, the table shows the minimum tech level at
  which the weapon is available, the energy points each individual weapon of the type
  shown requires, the tonnage required for a turret mounting the weapon (tonnage
  does not vary with number of weapons within the turret), and the cost for one
  weapon of the type shown. In addition, the table shows tech level modifications
  allowed. For example, six triple missile turrets (a total of 18 missile racks) merit
  the USP missile factor of 5; if the missile racks are tech level 13 or above, that
  factor is increased by +1, giving a missile factor of 6.
  Screens: Ships may install a variety of screens which will reduce or eliminate the
  force of enemy attacks. Screens are passive; they are installed in the ship interior
  and operate continually, as opposed to defensive weapons such as sandcasters or re-
  pulsors. Screens include nuclear dampers, meson screens, and force field projectors.
  Nuclear Dampers are used to suppress the strong nuclear force, making atomic
  nuclei shed neutrons at low energy levels and rendering fission warheads useless.
  Dampers must be focused on incoming nuclear missiles and depend on an integral
  fire control system for efficiency. The nuclear damper table indicates USP code,
  tech level, tonnage required, cost, and energy point requirement.
  Meson Screens are a variation of the nuclear damper which provide specific
  protection against meson gun fire. The screen is a projection which forces rapid
  decay of incoming mesons before they can intrude on the interior of a target. The
  meson screen table indicates USP code, tech level, tonnage required, cost in millions
  of credits, and energy point requirements for the meson screen.
  Force Field Generators project a spherical energy-absorbing shell around a ship,
  and are therefore known as block globe screens. All energy, whatever its form, that
  contacts the black globe is absorbed and diverted to the ship's capacitors, doing no
  damage.
  The capacitors contained in the ship's jump drive may be used to store this
  energy; additional capacitors may also be purchased. The jump drive capacitors
  mass .5% of the ship's mass, per jump number; for example, a drive capable of
  jump-3 will include capacitors equal to 1.5% of the ship's mass. Additional capa-
  citors may be purchased at MCr4.0 per ton. One ton of capacitors (in a jump
  drive or not) will hold 36 EPs.
  Black globe generators are not available commercially; they are recovered
  artifacts installed on a makeshift basis or experimental versions installed on tech
  level 15 Imperial warships. The force field table shows the USP code, tech level,
  tonnage, and price required. Black globes have no energy point cost. Devices shown
  at tech level 15 are used by the Imperium; those at higher tech levels are shown for
  reference.
  The acquisition of any black globe generator is probably the result of a lucky
  find on the part of a government, individual, or corporation.
  SHIP'S VEHICLES
  After weaponry has been selected, the auxiliary vehicles for the ship must be
  determined.
  Ship's Vehicles: The various vehicles carried on board ship are not included in
  the Universal Ship Profile. They are noted on IN Form 3, Ship's Data, however.
  -31-
  
  Those vehicles carried should be adequately described on the form, or reference
  made to a more complete description. Tonnage within the ship must be allocated
  equal to the tonnage of the vehicles carried (or empty weapons bays used). Many of
  the vehicles shown on the vehicle table are described in Book 3. Prices on the table
  here supersede those in Book 2 and Book 3 where any discrepancy occurs. Ship's
  vehicles require tonnage (at no cost) equal to their own mass within the hull.
  Small Craft: Various non-starships (such as pinnaces, cutters, ship's boats,
  shuttles, lifeboats, and fighters) are detailed in the section on small craft. Small
  craft are carried at their own tonnage on ships 1000 tons and under; they require
  tonnage equal to 130% of their mass within the hull of larger ships. The cost is
  Cr2,000 per ton.
  Big Craft: Ships may also carry non-starships greater than 99 tons, or even
  other starships, provided proper arrangements are made. Big craft require tonnage
  equal to 110% of their mass in the ship; the cost is Cr2,000 per ton.
  Vehicle Launch Facilities: Starships and non-starships carried on a ship must
  be provided with some form of launch facilities.
  1. Dispersed Structures: Ships which have a type 7 configuration hull carry
  craft and ships attached to their exterior. They need no additional fittings. All craft
  carried by a configuration 7 ship may be launched in one turn.
  2. Launch Facility: Ordinary launch facilities for a ship allow one craft to
  be launched per turn per 10,000 tons of hull. These facilities are available at no cost
  or additional tonnage.
  3. Launch Tubes: Rapid launch facilities may be created to allow the fast
  deployment of fighters or other craft. The required tonnage is 25 times the tonnage
  of the largest craft to pass through the facility; cost is Cr2,000 per ton.
  CREW
  All starships require a crew to operate and maintain the ship. In general, the
  crew of the ship must provide enough personnel to operate all machinery and
  man all weaponry. Crew size is coded for the USP using the orders of magnitude.
  The crew table shows the various crew size codes used.
  The actual number of crew personnel required for the ship must be computed
  based on the drives, weaponry, and other equipment carried by the ship. If the ship
  is 1,000 tons or under, then the rules stated in Book 2 should be followed. For
  ships over 1,000 tons, the rules given below govern.
  Command Section: The ship should have a commanding officer, an executive
  officer, a computer officer, two navigation officers, a medical officer, and a com-
  munications officer. The section should also have some support personnel, ratings
  equal to 50% of the total officers in the section. On large ships (over 20,000 tons),
  the number of personnel in the command section should amount to 5 per 10,000
  tons of ship.
  The commanding and executive officers will always be drawn from the naval
  line; other members of the command section may be drawn from any of the naval
  service branches.
  Engineering Section: The ship needs one engineering crew member for each 100
  tons of drives installed. This should include a knowledgable chief engineer, a second
  engineer, and several petty officers.
  All members of the engineering section should be from either the engineering
  -32-
  
  or technical services branch. There should be 10% officers and 20% petty officers.
  Gunnery Section: The ship should have a chief gunnery officer and at least one
  petty officer for each type of weapon aboard. The major weapon (spinal mount)
  should have a crew of one per 100 tons of weapon; bay weapons should have a
  crew of at least two; turret weapons should have a crew of at least one per battery.
  Each screen device (force field, damper, meson screen) should have a crew of at
  least four. The gunnery section should have 10% officers, and 30% petty officers.
  Personnel are drawn from the gunnery branch and the technical services branch.
  Flight Section: If the ship has any launched craft, it should have a flight control
  officer, crew for each craft, and at least one maintenance person per craft. Launch
  tubes should have a crew of at least ten, which will include a flight supervision
  officer and a preponderance of petty officers. Pilots must be officers, and main-
  tenance personnel are generally ratings.
  All officers are drawn from the flight branch, and all petty officers and ratings
  are from the technical services branch or the crew.
  In addition, if the ship has more than three vehicles (air/rafts, ATVs, etc), the
  flight section should include vehicle drivers and maintenance personnel for them as
  well (at least one per three vehicles).
  Ship's Troops: Most ships over 1,000 tons have a marine (or military) contingent
  aboard which ranges in size from a squad to a regiment. Such contingents range
  from three per 100 tons to three per thousand tons. Such forces are organized
  according to Mercenary, Book 4, and are assigned to the ship; their equipment
  should be consistent with the tech level of the ship. Ship's troops often fill the role
  of security forces aboard the ship, and are used for military adventures by the
  commander where necessary. Ship's troops are also used for damage control parties,
  manning of some weapons, and boarding actions.
  Service Crew: The ship itself may have a requirement for other sections which
  provide basic services, including shops and storage, security (especially if there are
  no ship's troops aboard), maintenance, food service, and other operations. Such
  personnel are drawn from the crew branch if no other appears appropriate. Allow
  two crew per 1000 tons of ship; three per 1000 tons if there are no ship's troops.
  The Frozen Watch: A ship may have low berths installed (and competent medi-
  cal personnel assigned). If low berths provide enough places for a 50% overage
  in personnel (including ship's troops, if any), then the ship has a frozen watch.
  Replacement personnel are kept available in low berths for continuous replace-
  ment of casualties and battle losses; between battles, the frozen watch can be
  revived and used to restore lost crew.
  Quarters: Staterooms or quarters must be provided for the entire crew. The
  captain of the ship must be provided with an individual stateroom, as must the
  commanding officers of each section and the commander of the ship's troops. All
  other personnel on military vessels must be provided with the equivalent of half
  a stateroom each.
  Passengers should be provided with single staterooms.
  Low passengers should be provided with individual low berths.
  Staterooms require four tons at a cost of Cr500,000 per stateroom. Staterooms
  actually average about two tons, but the additional tonnage is used to provide
  corridors and access ways, as well as galley and recreation areas.
  Low berths require one-half ton per berth, at a cost of Cr50,000 each.
  -33-
  
  Emergency low berths weigh one ton and cost Cr100,000; each contains four
  persons, all of whom share the revival roll. Emergency low berths cannot hold the
  frozen watch. An emergency low berth can hold one conscious person (functioning
  as the equivalent of a couch) for several hours at a time.
  SMALL CRAFT
  Non-starships under 100 tons are considered to be small craft. Production of
  small craft uses a system which differs in some details from that used for starships
  and non-starships of 100 tons or more.
  Preliminaries: Craft name and class are decided upon. The tech level of the
  building shipyard is determined.
  The Hull: Only hulls of metal may be used for small craft. They are built to
  tonnages up to 99 tons, at a cost of Cr100,000 per ton. Configurations 1 through 7
  (anything but planetoids) may be selected.
  Drives: Small craft do not have jump drives. Maneuver drives and power plants
  are selected from the drive tables and installed. No maneuver drive or power plant
  may be less than one ton; when a computation produces a drive of less than one
  ton, use a value of one ton (fractional drive values above one ton, such as 1.7 tons,
  may be retained instead of rounding). The power plant number must be at least
  equal to the maneuver drive number, but may be more.
  Fuel: Fuel tankage required equals one percent of the ship tonnage times the
  power plant number. It may never be less than one ton.
  Fuel scoops for small craft are automatically assumed to be provided in stream-
  lined or partially streamlined designs. The drives do not require fuel purification
  plants to allow use of the unrefined fuel.
  Energy Points: Energy points are computed as for starships using the standard
  formula E=0.01MPn. Energy points are used for weapons, computer, and agility.
  The Bridge and Computer: Either a bridge or a computer is required on a small
  craft. If a bridge is installed, 20% of the total tonnage of the craft (and not less than
  four tons) must be allocated to the bridge at a cost of Cr25,000 per ton. It provides
  life support and couches for two persons. A bridge allows operation of the craft; no
  computer is necessary. If no computer is installed, use factor zero for the computer.
  A computer may be installed instead of a bridge. The price of the computer is
  paid (standard models only are available; bis and fib models are not allowed), and at
  least one pilot couch must be provided (one-half ton at Cr25,000). A computer is
  required if the craft is to mount weaponry.
  Both a bridge and a computer may be selected for a small craft. If a computer is
  installed, but no bridge is present, then the computer is treated as one level lower
  in combat (Model/2 is treated as Model/1; Model/1 is treated as Model/0, but at
  least the craft's weaponry may be used).
  Weapons: A small craft may mount the equivalent of one turret. In actuality, the
  mountings are probably rigid, and no actual turret is present. All computations,
  however, may assume that the craft carries one turret. Weight, tech level, cost, and
  energy point restrictions must be observed. The pilot is assumed to be the gunner
  for one type of weapon on the craft. If additional types are mounted (a craft could
  conceivably have three different types of weapons), a gunner is required for each
  additional weapon. Exception: no additional gunner is required for sandcasters.
  Crew: One crew member is required for the small craft— a pilot. The pilot must
  -34-
  
  be provided with a control couch and life support (one-half ton; Cr25,000) specific-
  ally, or with a bridge. One or more gunners may be optional crew members. Each
  crew member must be provided a control couch and life support. A bridge allows
  two crew members automatically.
  Passengers: Provision for passengers is on the same basis as for crew. Each re-
  quires an acceleration couch and life support at one-half ton, Cr25,000. Such
  passenger couches can be easily removed to convert the space to cargo hold. Low
  berths and emergency low berths may also be installed.
  Staterooms: Crew and passenger couches allow temporary transportation, up to
  a maximum of 36 turns in combat (12 hours), and 24 hours for routine operations.
  For longer periods, staterooms must be provided. Small craft staterooms allow
  sleeping and privacy at two tons each, Cr100,000. Such staterooms may allow
  double occupancy (each person has the facilities for half a day) on non-commercial
  flights. Low berths and emergency low berths may also be installed.
  Cargo and Other Provisions: Cargo hold can be formed from otherwise unused
  tonnage at no cost. Other provisions may be designated by the referee.
  Agility Rating: Energy points remaining after weapons and computer installation
  are used to determine agility. Remaining energy points are divided by 0.01M,
  dropping fractions. The result is the craft's agility rating.
  SMALL CRAFT EXAMPLES
  The following examples of small craft should indicate required data.
  Launch 
  GL-0203301-000000-00000-0 
  MCr8.895 
  17 tons
  Crew=2. Passengers=6. Cargo=6. Fuel=1. Agility=0. TL=8.
  Ship's Boat 
  QB-0204411-010000-10001-0 
  MCr21.95 
  27 tons
  Crew=2. Passengers=6. Cargo=6. Fuel=3. EP=1.08. Agility=0. TL=8.
  Pinnace 
  KK-0106B11-000000-40000-0 
  MCr27.95 
  40 tons
  Crew=2. Passengers=8. Cargo=12. Fuel=5. EP=4.8. Agility=4. TL=15.
  IN FORM 3-SHIP'S DATA
  The Ship's Data Form (Imperial Navy Form 3) provides a uniform location for
  information about a specific ship or small craft. The starship design and small craft
  design checklists both refer to IN Form 3. The word entry (such as entry 3) refers
  to an area in which information is written; block (such as block 26) refers to
  the Universal Ship Profile blocks and calls for the use of the USP factor.
  For example, the Kinunir has eight dual beam laser turrets, and the designer has
  selected two batteries of factor 5. The entry (entry 21, Lasers) would be three
  batteries laser-5, (abbreviated to three btty-5) indicating three batteries of factor-5
  lasers. The notation (beam) might be added to distinguish them from pulse lasers.
  The numeral 5 should be placed in block 21 on the USP.
  The conventions for entries (shown below) allow consistent placement of data.
  In entry 28, indicate "Passengers=00" to show no passengers. Indicate "Low=0"
  to show no low passengers. Indicate "Cargo=00" to show the cargo capacity.
  In entry 30, indicate "EP=00" to show energy points. Similarly, insert
  "Agility=0" to show 
  agility. Finally, show "MCr100.0" to indicate ship cost.
  -35-
  
  CREW CODES
  Code Crew Size
  0 
  No Crew.
  1 
  1 to 9.
  2 
  10 to 99.
  3 100 to 999.
  4 
  1,000 to 9,999.
  5 
  10,000 to 99,999.
  FUEL PURIFICATION
  -Per 1000 tons of fuel.
  ENERGY POINTS
  The energy point for-
  mula is E=0.01MPn, where
  E is the energy point out-
  put, M is the tonnage of
  the ship, and Pn is the
  power plant number.
  ACCOMODATIONS
  Bridge: 2% of ship (minimum 20 tons) at Cr5,000
  per ton of ship.
  Small Craft Bridge: 20% of craft (minimum 4
  tons) at Cr25,000 per ton of bridge.
  Staterooms: Four tons at Cr500,000.
  Small Craft Staterooms: Two tons at Cr50,000.
  Small Craft Couches: One-half ton at Cr25,000.
  Low Berths: One-half ton at Cr50,000.
  Agility is computed from unused energy points
  using the formula A=E/0.01M.
  DEFINITIONS
  Starship: 100+ ton ship with jump drives.
  Non-starship: 100+ ton ship without jump.
  Small Craft: Ship 99 tons or less. No jump allowed.
  Big Craft: 100+ ton ship carried on another ship.
  Vehicle: Surface, grav, or aircraft.
  TL
  8
  9
  10
  11
  12
  13
  14
  15
  Tons
  50
  45
  40
  35
  30
  25
  20
  15
  Cost
  200,000
  190,000
  180,000
  170,000
  160,000
  150,000
  140,000
  150,000
  SHIP'S VEHICLES
  Vehicle
  Ground Car
  ATV (Wheeled)
  ATV (Tracked)
  Hovercraft
  Air/Raft
  Cost (Cr) 
  Tons
  4,000 
  2
  30,000 
  10
  70,000 
  10
  200,000 
  8
  600,000 
  4
  AGILITY
  Tech Level
  5 - 1 5
  6-15
  6-15
  6- 9
  8-15
  FORMAT-
  BC-9514 Kinunir
  batteries bearing
  batteries
  Passengers=0. Low=0.
  SMALL CRAFT DESIGN CHECKLIST
  1. Determine craft name (entry 2), class
  (entry 3), and craft type (entry 7).
  2. Determine tech level entry 4) of build-
  ing shipyard.
  3. 
  Determine tonnage 
  (block 8) and
  configuration (block 9).
  4. Select maneuver drive (block 11) and
  power plant (block 12). Enter jump drive
  (block 10) as zero.
  5. Determine fuel tankage (entry 29).
  6. Compute energy points and indicate in
  entry 30.
  7. Allocate bridge and computer (block
  13). If no computer, enter zero in block 13.
  8. Select weaponry from turret table, such
  as sandcasters (block 16), lasers (block 21),
  energy weapons (block 22), particle acceler-
  ators and barbettes (block 23), and missile
  racks (block 25).
  9. Determine ship's crew (block 14).
  10. Note passenger facilities, cargo, and
  other areas (use entry 28).
  11. Note ship's agility rating (in entry 30).
  12. Note craft's purpose (entry 30).
  13. Note dates required (entries 1, 5 and 6).
  14. Insure than tonnage does not exceed
  hull, and that cost does not exceed budget.
  -36-
  this format should be used when IN Form 3 is not.
  BC-A2447G2-000510-50202-0 MCr1336.63 
  1250 tons
  2 2 2 
  Crew=45.
  2 2 2 
  TL=15.
  Cargo=63. Fuel=587.5. EP=87.5. Agility=1. Marines=35.
  
  SHIP'S DATA
  1. Date of Preparation
  2. Ship Name
  3. Class
  4. Tech Level
  5. Laid Down
  6. First Flight
  STATISTICS
  Basic ship information for classification and
  registration purposes.
  7. Ship Type
  8. Tonnage
  9. Configuration
  10. Jump
  11. Acceleration
  12. Power Plant
  13a. Computer Model
  13b. Optic Backup
  Yes
  No
  14. Crew
  WEAPONRY
  Data on ship armaments and defenses for
  classification into Universal Ship Profile.
  15. Hull Strength
  16. Sand
  17. Meson Screen
  18. Nuclear Dampers
  19. Force Field
  20. Repulsors
  21. Lasers
  22. Energy Weapons
  23. Particle Weapons
  24. Meson Gun
  25a. Missiles
  25b. Magazine?
  Yes
  No
  ADDITIONAL DATA
  Miscellaneous information concer-
  ning ship equipment.
  26. Fighter Screen
  27. Ship's Vehicles
  28. Ship's Troops
  29a. Fuel Tankage
  29b. Maximum Jumps
  29c. Unrefined Fuel?
  Yes
  No
  30. Intended Ship's Purpose
  IN Form 3
  — 7 —
  8 
  9 
  10 
  11 
  12 
  13 
  14
  15 
  16 
  17 
  18 
  19 
  20
  21 
  22 
  23 
  24 
  25
  26
  -Type-
  —— — -- Statistics ----- — -
  — — — — — — — — — — — Defenses — — — — — — — - — —
  -Ftrs-
  —Attack Weapons --
  Using this form: Transfer data from the body of this form in appropriate codes to this 21 character Universal Ship Profile. Numbers below
  each block refer to numbered areas on this form.
  UNIVERSAL SHIP PROFILE
  
  Starship Combat
  This combat system makes use of the Universal Ship Profiles (USP) generated by
  the previous starship construction rules. Certain assumptions are made with these
  rules: first, that an encounter has occurred and that it must be resolved by combat,
  and second, that the starships involved have been classified using USPs.
  Combat using these rules may be one-sided (the referee manipulates the opposi-
  tion) or two-sided (with players controlling their own squadrons on each side).
  REQUIRED MATERIALS
  In addition to these rules (and to the ubiquitous six-sided dice) the following
  materials are required for each ship involved:
  1. A Marker. This marker indicates the ship and may be as simple as a cardboard
  counter, or as elaborate as a miniature starship figure or model.
  2. A Ship's Data Sheet. Completely filled-out, this form (photocopied or re-
  printed from page 38) provides the data for the ship to use in combat. Temporary
  combat results are marked on the form. Alternatively, each ship may be listed by
  USP (and other data) on a sheet of paper using the format given in ship construc-
  tion; allow sufficient space around each USP to mark combat results.
  SCALE
  High Guard uses the following scales in this space combat system:
  1. Distance is represented by two indeterminate ranges which are labeled short
  and long.
  2. Time is represented by turns equal to twenty minutes each.
  3. Units represented are individual ships, small craft, and fighters.
  SEQUENCE OF PLAY
  The combat procedure is played in a series of turns or combat rounds. Each
  combat round is divided into a series of discrete steps, in each of which different
  actions may be performed. In turn, these steps are performed in a definite se-
  quence (shown on pages 48 and 49). No action may be performed out of sequence.
  The steps of a turn are repeated and explained in the rules below.
  BATTLE FORMATION STEP
  Both players form their ships into two lines each. The first is the line of battle;
  the second is the reserve. Ships in the line of battle may fire and be fired upon.
  Ships in the reserve are screened; they may not fire and may not be fired upon
  unless their defending line of battle is broken (see Breakthrough).
  Launch and Recovery: Ships carrying vessels (small craft or big craft) may
  launch or recover them. A launch facility may launch one vessel each per turn. A
  launch tube may launch up to forty vessels in a turn. A ship with a dispersed
  structure configuration may launch all its vessels in one turn. Recovery of craft is
  performed at the same rate.
  Vessels are ready to engage in combat in the same turn that they are launched.
  -38-
  
  INITIATIVE DETERMINATION STEP
  Initiative for each turn is determined by dice rolls, with modifications. The
  player with the higher die roll has the initiative and is termed the attacker; the
  other player is the defender. Note that this has nothing to do with who fires at
  whom. In the case of a tie, roll again. There are three possible DMs on the initiative
  die roll. The player with the faster fleet is allowed a DM of +1; the faster fleet is
  defined as the one whose least agile ship has the highest agility. For example, if one
  player has three ships with agility 5, 5, and 1 while a second player has three with
  agilities of 2, the second player has the faster fleet.The player with the most ships
  in his or her line of battle (all those counted must be capable of both fire and
  maneuver) is allowed a DM of +1. If the fleets are being used as a part of a cam-
  paign, and characters are operating the fleet, then each player may use the fleet
  tactics skill of the overall commander of the fleet as a +DM.
  RANGE DETERMINATION STEP
  There are two possible ranges of engagement: long and short. All ships in a battle
  are at the same range of engagement. This range may alter from round to round. On
  the first round of any battle, however, the range is automatically long. On each
  subsequent round, the player with the initiative chooses the range. Lasers, particle
  accelerators, and meson guns are most effective at short range. Missiles are most
  effective at long range. Energy weapons fire only at short range.
  PRE-COMBAT DECISION STEP
  There are several decisions players must make before the firing begins. The de-
  fender must make all these decisions before the attacker. In addition to the decis-
  ions covered below, see the Black Globe rule.
  Breaking Off: There are two ways for a ship to break off from the battle: by
  jumping out of the system or by accelerating away from the enemy. Ships may
  attempt to break off one at a time or in groups.
  Jumping: A ship which breaks off by jumping must have a destination and
  enough fuel to get there. It must expend energy points equal to two turns output
  from a power plant whose number is equal to the jump being attempted (EP
  required =0.01MJn). If it can do this in two turns, it jumps at the end of two turns.
  If it can do this in one turn or less, it jumps at the end of one turn (in the pursuit
  step). A ship which cannot summon the required energy in two turns may not jump
  at all. For instance, if a ship with power plant 8 attempts jump 5, it takes two
  turns; if it attempts jump 4 (or less), it takes only one turn. Energy used to power
  the jump may not be used for other purposes. Ships may jump from the line of
  battle or from the reserve; they may jump at any range of engagement.
  Acceleration: A ship which breaks off by acceleration must start at long range. It
  automatically escapes at the end of the pursuit step if it is not pursued. See Pursuit.
  A ship may break off from the line of battle or from the reserve.
  Emergency Agility: A ship may be declared to be using its emergency agility
  during the pre-combat decision step. If so, the ship may not fire any of its energy
  consuming weapons (all but missiles and sandcasters), but its agility becomes equal
  to its maneuver drive or its power plant number, whichever is less. The ship may
  still use its computers and screens. This tactic is especially useful when breaking
  off by acceleration.
  -39-
  
  COMBAT STEP
  In the combat step, all ships in both sides' main battle lines may fire their
  weapons at any other ships in the enemy battle line. To avoid chaos, this procedure
  has been ordered. To begin, each player organizes the ships in his or her line of
  battle in order of size with the largest first. Fire is conducted with one ship at a
  time as target. First, the attacker (the player with the initiative) puts forward his or
  her largest ship. The defender may fire at it with any of the batteries of any of his
  or her ships. He may fire as many or as few batteries as he wants, from any com-
  bination of ships. He may even decline to fire at all. After all fire against that
  ship has been resolved (but remember that damage does not take place until the
  damage step) the defender puts forward his largest ship and the attacker's ships may
  fire. This continues with players alternating until all ships have been exposed to fire
  (but not necessarily fired upon) once. If one player has more ships than the other,
  the rest are exposed to fire at once after the other player's last ship. Each battery
  on a ship may fire once in the turn, either offensively against another ship, or
  defensively against incoming fire. Fire against each ship occurs in the following
  sequence:
  A. All batteries which will fire against that ship must be stated.
  B. Dice are rolled for each battery to determine if it scored a hit.
  C. For each battery that achieved a hit, dice are rolled to determine if it pene-
  trated the defensive fire of the target. Each battery fired by the target ship as
  defense may not be fired again in the turn.
  D. Dice are rolled to determine if the passive defenses of the target ship are pene-
  trated.
  E. If the battery has hit and then penetrated all defenses, then damage inflicted
  is determined.
  There is an attack table for each type of weapon (missile, both nuclear and
  non-nuclear; beam weapons, including lasers, plasma and fusion guns; meson
  guns; and particle accelerators). The first portion gives the hit number for each
  weapon factor. This is the number which must be rolled or exceeded on two dice in
  order to score a hit. The die roll may be modified by a number of factors as indi-
  cated in the notes to each table. If the weapon does not score a hit, there is no
  further effect.
  If a weapon does score a hit, then it must penetrate first the defensive weapons
  and then the passive defenses. Defensive weapons (sandcasters, repulsors and beam
  weapons used as missile defense) must be allocated against the hits of specific
  batteries. For instance, if a ship has eight laser batteries and has been hit four times
  by enemy missiles, the player may allocate two laser batteries against each missile
  battery hit, all eight lasers against one of the missile battery hits, or any other
  combination which satisfies the player. Passive defenses (nuclear dampers, meson
  screens, and configuration) resist each battery that hits. Both defensive weapons
  fire and passive defenses are resolved in the same way. Consult the relevant portion
  of the weapon's attack table. The number at the intersection of the column corres-
  ponding to the attacking weapon's factor and the defending factor must be rolled
  or exceeded on two dice to penetrate the defense. The die roll may be modified as
  indicated by the notes on the table. If there is no portion of an attack table for a
  defending weapon or passive defense, that defense is useless against that weapon.
  -40-
  
  Weapons which penetrate the ship's defenses inflict damage on their targets.
  Each battery is allowed one roll on one or more damage tables, depending on
  weapon type. This roll may be modified by various factors.
  Spinal Mounts: All spinal mount weapons which hit and penetrate inflict one
  extra damage roll (on each appropriate table) for each letter by which their size
  exceeds 9. For example, a particle accelerator with a code of A gets 2 rolls on both
  the surface explosion and radiation tables; a factor of B receives 3 rolls, etc. The
  number of extra rolls is reduced by one for each factor of armor the target ship has
  (but a weapon always gets one roll). Meson guns are not reduced by armor.
  Critical Hits: All batteries whose weapon code exceeds the size code of the
  target ship will inflict (if they hit and penetrate) automatic critical hits equal to the
  size difference. For example, if a missile battery of factor 9 hits a size 4 ship,
  it will (in addition to any other damage) inflict 5 critical hits. These critical hits are
  reduced in number by one for each two factors of armor the target ship has; round
  odd numbers down. Meson gun hits are not reduced by armor.
  BREAKTHROUGH STEP
  A breakthrough occurs if all of one player's line of battle ships have been ren-
  dered incapable of firing any offensive weapons. If this occurs, the other player
  is allowed to fire all of his or her line of battle ships at any of the ships in the
  enemy's reserve. The (formerly) screened ships are not allowed to fire back, but
  may fire defensively. In the next turn, the player may form a new line of battle.
  PURSUIT STEP
  Ships breaking off by acceleration must begin at long range; they may break off
  from the line of battle or the reserve. Ships may break off alone or in groups; a
  group breaks off at the agility of its slowest ship. Ships breaking off from the
  reserve (assuming the line of battle has not been broken through) do so as if their
  agilities were two greater than they are. Enemy ships (from the line of battle or the
  reserve) may pursue if their agility is at least equal to that of the group breaking
  off. Each group of pursued and pursuers forms a small battle of its own. No ships
  ever return to the main battle. Ships may attempt to break off from their pursuers.
  A ship succeeds in breaking off if it is not pursued. Emergency agility may be used
  to determine agility for the purpose of breakoff and pursuit, if it has been declared.
  Suppose three Imperial ships, the Alpha (agility 4), Beta ( 5 ) , and Gamma (5) are
  fighting three Solomani ships, the Chi (6), Psi (5), and Omega (5). The Omega has
  an emergency agility of 6. The Imperial player puts the Gamma in the line and his
  other two ships in reserve; the Solomani puts Chi and Psi in the line and Omega
  in reserve. The Imperial player wins the initiative and chooses long range. In the
  pre-combat decision step the Solomani, suspecting a break-off attempt, decides to
  use the Omega's emergency agility. Sure enough, the Imperial player announces
  that all three of his ships will break off. The combat step passes without major
  losses on either side. In the pursuit step, the Beta automatically escapes because
  her agility-5 is raised to 7 by being in the reserve; none of the Solomani can catch
  her. Chi and Omega (agility-6 each) pursue the Alpha (also effectively agility-6).
  Psi pursues Gamma. In the next round Alpha is incapable of breaking off and will
  probably be destroyed. Gamma, fighting Psi, again gets the initiative and again tries
  to break off. In the combat step she achieves a fortunate hit on Psi's maneuver
  -41-
  
  drives and suffers no corresponding damage herself. Psi now has an agility-4 and
  is unable to pursue, so Gamma escapes.
  THE BLACK GLOBE
  Since a black globe absorbs all energy, a ship with its field on is protected from
  all fire. Unfortunately, the forcefield works in both directions; the ship may not
  fire, maneuver, or even see out. These limitations would make the black globe of
  little value in battle if not for the ability of the field generator to flicker— switch
  the field on and off many times per second— giving the ship part-time protection
  while still allowing it to fire, maneuver, and track enemy ships during the "off"
  intervals. A black globe screen's factor is its maximum rate of flicker; a screen may
  be on up to 10% of the time times its factor. For instance, a screen with a factor of
  2 may flicker at a maximum rate of 20%; it is on 20% of the time in every second.
  In the pre-combat decision step, a player decides the flicker rate of each ship's
  black globe (if any), which may range from its maximum rate down to zero (off).
  Each 10% of flicker acts as two levels of armor, protecting the owning ship and
  any enemy ship it fires at. For instance, if a ship has a black globe with a factor of 4
  operating at the maximum of 40% flicker rate, all damage rolls against the ship will
  receive a DM of +8, and all damage rolls it inflicts on enemy ships will also have a
  +8 DM. Unlike normal armor, a black globe also affects meson guns.
  Energy striking a black globe screen is diverted to the ship's capacitors. Each ton
  of capacitors will hold 36 energy points. When the screen is flickering, a percentage
  of the incoming energy equal to the flicker rate is absorbed. In order to strike the
  black globe, the weapon must first hit and penetrate all defenses. The amount of
  energy a weapon transfers depends on its type and factor. Turret and bay weapons
  inflict a number of energy points equal to their factors times the energy point
  requirement for one such weapon installed in a turret. Non-nuclear missiles inflict
  two points times their factor; nuclear missiles inflict 100 points times their factor;
  meson guns inflict 20 points times their factor. Spinal mount weapons inflict their
  full energy point requirements. For example, a particle accelerator bay with a
  factor of 8 would inflict 40 energy points each time it hits and penetrates. If the
  target ship's black globe is operating at a flicker rate of 10%, the ship's capacitors
  would absorb 4 energy points.
  If a black globe absorbs energy and the ship's capacitors are already full, the ship
  is destroyed. A ship without additional capacitors installed has capacitors (for the
  jump drive) equal to 0.5%MJn.
  Stored energy may be removed from the capacitors by using it to power the
  ship. Energy may only leave the ship, however, when the black globe is off (or
  during the off intervals of its flicker). During a turn, a ship may dispose of its
  energy from its capacitors equal to the number of points generated by its power
  plant, minus 10% for every 10% of flicker rate of the black globe screen. For
  example, if a ship's black globe screen is operating at 60% and its power plant has
  an output of 1000 EP, 400 EP may be removed from the ship's capacitors that
  turn.
  The screen also affects a ship's ability to maneuver. A ship's agility is reduced by
  10% (round fractions to the nearest whole number) for each 10% of flicker rate of
  its black globe.
  Instead of flickering, any black globe may be turned completely on. No enemy
  -42-
  
  fire will affect it, but the ship may not fire or maneuver. While the black globe is
  on, all enemy fire automatically hits the screen, and 100% of its energy is absorbed.
  No energy may be removed from the ship's capacitors while the screen is on. All
  fire also automatically hits (although it may not penetrate the ship's defenses) in
  the first turn after the black globe is turned off.
  If a ship absorbs enough energy to make a jump, and is supplied with sufficient
  fuel, it may jump at the end of the turn.
  Invisibility: Since a black globe field absorbs all energy, a ship with its field
  completely on is, at any range over a few kilometers, effectively invisible. In battle
  this will have no effect, since a ship that suddenly disappears from enemy sensors in
  this way will have its course predicted on the basis of its last known position; since
  the ship cannot maneuver while in the field, the prediction will always be correct.
  However, the advantages to a fleet which has not yet been detected by the
  enemy are immense. Suppose, for instance, that a fleet were to jump into a system
  with its black globes on and its velocity set upon a predetermined course. It could
  drift unseen past any defending fleet and drop its screens at a preplanned moment,
  to bombard a planet or to engage enemy fleets by surprise. Further tactical possi-
  bilities are left to the imaginations of the referee and players.
  BOARDING
  Disabled enemy ships may be captured by boarding. In order for boarding to
  take place, two conditions must be satisfied.
  First, the ship to be boarded must be disabled; it must be incapable of maneuver-
  ing, all of its offensive weapons must be disabled, and it must not have a working
  black globe generator.
  Second, it must be separated from protecting friendly ships; this is assumed to
  occur if, at any point after the ship is disabled, the owning player has the initiative
  and changes range from short to long (retreating, in effect).
  At any time thereafter, the ship may be boarded. Any ship capable of maneuver
  may attempt to board, and may do so from the safety of the reserve. A boarding
  party consists of the ship's troops. If the ship has no marines, it will have security
  troops (consisting of one-third of the ship's service crew section); only marines and
  troops may board. The entire remaining crew of the disabled ship may defend.
  Boarding actions may be resolved using deck plans and personal combat rules
  (from Book 1), or the Snapshot or Azhanti High Lightning rules, or the following
  abstract system may be used.
  Boarding Action Resolution: Each player rolls one die, and applies the following
  DMs. For each five marines, +1. For each ten (non-marine) troops, +1. For each 50
  (non-marine, non-troop) crew, +1. The player with the higher modified die roll
  gains (or retains) control of the ship. In the case of ties, roll again. Win or lose, each
  side takes casualties equal to twice the other side's modified die roll. If a boarding
  attempt succeeds, all surviving enemy crew are taken prisoner; the boarding party
  becomes a prize crew and may make use of all still-operating ship systems. Addi-
  tional crew may be transferred to the captured ship, to make repairs, and perhaps
  even to return it to combat. If the attempt fails, the boarding player is forced
  outside the ship. They (or anyone else) may attempt to board again in a later turn.
  A captured ship may be the target of a boarding party from the original owning
  player.
  -43-
  
  THE FROZEN WATCH
  A ship's frozen watch is a reserve pool used to replace crew casualties. If a ship
  has a frozen watch, it may be revived and used to replace one crew casualty; for
  instance, a ship which has been reduced to a crew factor of 2 may restore its
  factor to 3 by reviving the frozen watch. This process takes two turns. Obviously, if
  the frozen watch has been revived and the ship suffers another crew hit, the frozen
  watch may not be revived a second time.
  DAMAGE CONTROL AND REPAIR
  It is possible for a ship to undertake emergency repairs during a battle. The ship
  must be in the reserve and its crew must be intact (its crew factor is at full value).
  The crew may attempt to repair one ship system for each 10,000 tons of ship, or
  fraction thereof. Attempts may be made to repair weapons (both offensive and
  defensive), screens, drives and power plants, and computers. A repair attempt takes
  one turn, and succeeds on a dice roll of 9+. A successful repair attempt negates the
  effect of one hit; in most cases this means that the repaired system regains one lost
  factor; weapons batteries that were knocked out with one hit are restored to full
  function. The crew may not attempt to repair the same system more than once in
  a turn (although different batteries of the same weapon type may be repaired). The
  effects of critical hits may not be repaired. The referee should keep in mind that
  these emergency repairs are jury-rigged and may not survive long under hard usage.
  After the battle, damaged ships may be repaired at shipyards. Jump drives may
  be repaired at class A starports; any other ship systems may be repaired at class A
  or B starports. In any case, repairs must be conducted at shipyards of the required
  tech level (although the referee may make exceptions). Repair costs one-half the
  purchase price of a system; systems which have been the victims of critical hits
  must be entirely replaced at full price. Systems which have been repaired during
  the battle must still be repaired in a shipyard to function properly in the long run.
  INDIVIDUALS
  The skills of individual participants in a battle may affect its outcome, and the
  reverse is certainly true.
  Skills. The skills of player characters, if sufficiently higher than average, may
  have a noticeable effect on the battle. The average skill level of a non-player charac-
  ter in his assigned job (and hence the background level of the combat system) is
  assumed to be two. Higher skill levels are useful in four cases:
  Fleet Tactics: The skill level of the fleet commander is a modifier to the initiat-
  ive die roll. See the initiative determination step.
  Ship Tactics: The skill level of a ship's (or small craft's) captain affects its
  performance. Subtract one from the skill level of the captain and divide it by two,
  dropping fractions. The resulting number is used as a + modifier to the ship's
  effective computer level (a computer model/5 is treated as a model/6). The com-
  puter must be working at at least level 1 for the modifier to apply.
  Pilot: The skill level of a ship's command pilot affects its maneuver. Subtract
  one from the skill level of the ship's command pilot and divide by two, dropping
  fractions. The resulting number is used as a + modifier to the ship's effective agility.
  The ship's agility must be at least one for the modifier to apply.
  Ship's Boat: Treat ship's boat for small craft in the same way as pilot for ships.
  -44-
  
  MISSILE ATTACK TABLE
  Missiles must achieve the
  to hit number (or greater) on
  two dice. If a hit is achieved,
  then sandcaster, beam wea-
  pons (laser and energy; each
  type uses the beam section),
  repulsors, and dampers must
  be 
  penetrated 
  (throw the
  number shown or greater on
  two dice). If all throws suc-
  ceed, go to the damage tables.
  Missiles must be designa-
  ted nuclear or high explosive
  before the attack. HE (non-
  nuclear) missiles ignore dam-
  pers; nuclear missiles stopped
  by dampers have no effect.
  DMs Allowed To Hit:
  + relative computer size.
  + target size modifiers.
  Energy Weapons: not allowed
  at long range.
  Lasers: -1 at long range.
  Missiles: -1 at short range.
  DMs Allowed To Penetrate:
  + relative computer size.
  Energy Weapons: +2.
  TARGET SIZE DM (To Hit)
  Size Code 
  Die Modification
  0 (zero)
  1 to A
  B to K
  L to P
  Q+
  -2
  -1
  none
  +1
  +2
  Use only on die roll to hit.
  BEAM WEAPON TABLE
  Beam weapons include la-
  sers and energy (fusion and
  plasma) guns. All use the
  same table (with DMs shown
  above). After hits and pene-
  tration, 
  proceed 
  to 
  the
  ship damage tables.
  To Hit:
  Sand or Beam
  Repulsor
  Nuclear Damper
  1
  2
  3
  4
  5
  6
  7
  8
  9
  1
  2
  3
  4
  5
  6
  7
  8
  9
  1
  2
  3
  4
  5
  6
  7
  8
  9
  1
  6
  5
  6
  7
  8
  9
  10
  11
  12
  13
  15
  16
  17
  18
  19
  20
  21
  22
  23
  10
  11
  12
  13
  14
  15
  16
  17
  18
  —— Attacking Missile Factor — —
  2
  6
  4
  5
  6
  7
  8
  9
  10
  11
  12
  14
  15
  16
  17
  18
  19
  20
  21
  22
  9
  10
  11
  12
  13
  14
  15
  16
  17
  3
  5
  3
  4
  5
  6
  7
  8
  9
  10
  11
  13
  14
  15
  16
  17
  18
  19
  20
  21
  8
  9
  10
  11
  12
  13
  14
  15
  16
  4
  5
  2
  3
  4
  5
  6
  7
  8
  9
  10
  12
  13
  14
  15
  16
  17
  18
  19
  20
  7
  8
  9
  10
  11
  12
  13
  14
  15
  5
  4
  1
  2
  3
  4
  5
  6
  7
  8
  9
  11
  12
  13
  14
  15
  16
  17
  18
  19
  6
  7
  8
  9
  10
  11
  12
  13
  14
  6
  4
  0
  1
  2
  3
  4
  5
  6
  7
  8
  10
  11
  12
  13
  14
  15
  16
  17
  18
  5
  6
  7
  8
  9
  10
  11
  12
  13
  7
  3
  0
  0
  1
  2
  3
  4
  5
  6
  7
  9
  10
  11
  12
  13
  14
  15
  16
  17
  4
  5
  6
  7
  8
  9
  10
  11
  12
  8
  3
  0
  0
  0
  1
  2
  3
  4
  5
  6
  8
  9
  10
  11
  12
  13
  14
  15
  16
  3
  4
  5
  6
  7
  8
  9
  10
  11
  9
  2
  0
  0
  0
  0
  1
  2
  3
  4
  5
  7
  8
  9
  10
  11
  12
  13
  14
  15
  2
  3
  4
  5
  6
  7
  8
  9
  10
  To Hit:
  Sand
  1
  2
  3
  4
  5
  6
  7
  8
  9
  1
  8
  6
  7
  8
  9
  10
  11
  12
  13
  14
  ——— Attacking Beam Factor ——
  2
  7
  5
  6
  7
  8
  9
  10
  11
  12
  13
  3
  7
  4
  5
  6
  7
  8
  9
  10
  11
  12
  4
  6
  3
  4
  5
  6
  7
  8
  9
  10
  11
  5
  6
  2
  3
  4
  5
  6
  7
  8
  9
  10
  6
  5
  1
  2
  3
  4
  5
  6
  7
  8
  9
  7
  5
  0
  1
  2
  3
  4
  5
  6
  7
  8
  8
  4
  0
  0
  1
  2
  3
  4
  5
  6
  7
  9
  4
  0
  0
  0
  1
  2
  3
  4
  5
  6
  -45-
  
  To Hit:
  Meson Screen
  Configuration
  1
  2
  3
  4
  5
  6
  7
  8
  9
  1
  2
  3
  4
  5
  6
  7
  8
  9
  To Hit:
  ———————————— Attacking Meson Gun Factor ————————
  1
  9
  16
  16
  17
  17
  18
  18
  19
  19
  20
  12
  11
  10
  7
  6
  8
  15
  4
  14
  2
  9
  15
  16
  16
  17
  17
  18
  18
  19
  19
  12
  11
  9
  7
  5
  8
  15
  4
  13
  3
  8
  15
  15
  16
  16
  17
  17
  18
  18
  19
  12
  10
  9
  6
  5
  8
  14
  4
  13
  4
  7
  14
  15
  15
  16
  16
  17
  17
  18
  18
  11
  10
  9
  6
  5
  7
  14
  3
  13
  5
  7
  14
  4
  15
  15
  16
  16
  17
  17
  18
  11
  10
  8
  6
  4
  7
  14
  3
  12
  6
  7
  13
  14
  14
  15
  15
  16
  16
  17
  17
  11
  9
  8
  5
  4
  7
  13
  3
  12
  7
  6
  13
  13
  14
  14
  15
  15
  16
  16
  17
  10
  9
  8
  5
  4
  6
  13
  2
  12
  8
  6
  12
  13
  13
  14
  14
  15
  15
  16
  16
  10
  9
  7
  5
  3
  6
  13
  2
  11
  9
  6
  12
  12
  13
  13
  14
  14
  15
  15
  16
  10
  8
  7
  4
  3
  6
  12
  2
  11
  A
  5
  9
  10
  10
  11
  11
  12
  12
  13
  13
  8
  7
  6
  3
  2
  5
  11
  0
  10
  B
  5
  9
  9
  10
  10
  11
  11
  12
  12
  13
  8
  7
  5
  3
  1
  5
  11
  0
  9
  C
  5
  8
  9
  9
  10
  10
  11
  11
  12
  12
  8
  6
  5
  2
  1
  5
  10
  0
  9
  D
  4
  8
  8
  9
  9
  10
  10
  11
  11
  12
  7
  6
  5
  2
  1
  4
  10
  0
  9
  E
  4
  7
  8
  8
  9
  9
  10
  10
  11
  11
  7
  6
  4
  2
  0
  4
  10
  0
  8
  F
  4
  7
  7
  8
  8
  9
  9
  10
  10
  11
  7
  5
  4
  1
  0
  4
  9
  0
  8
  G
  4
  6
  7
  7
  8
  8
  9
  9
  10
  10
  6
  5
  4
  1
  0
  3
  9
  0
  8
  H
  4
  6
  6
  7
  7
  8
  8
  9
  9
  10
  6
  5
  3
  1
  0
  3
  9
  0
  7
  ———————— Attacking Particle Accelerator Factor ————————
  1
  9
  2
  8
  3
  7
  4
  7
  5
  6
  6
  6
  7
  5
  8
  5
  9
  4
  A
  3
  B
  3
  C
  3
  D
  3
  E
  3
  F
  2
  G
  2
  H
  2
  GAME-TURN SEQUENCE
  1. 
  Battle Formation Step. Both
  players determine their line of battle
  and reserve positions. Craft are launched
  and recovered.
  2. 
  Initiative 
  Determination 
  Step.
  Dice determine who has the initiative.
  The player with the initiative is called
  the attacker for the turn.
  3. Range Determination Step. The
  attacker decides the range for the turn.
  4. Pre-Combat Decision Step. Each
  player decides for each ship
  A. Whether to break off this turn,
  B. Whether to use emergency agility,
  C. If black globe will be on.
  The defending player announces all
  such 
  decisions 
  before the attacker.
  5. Combat Step. Players arrange their
  battle lines by size with largest ship
  first. 
  Attacker then presents his first
  ship as a target for the combat proce-
  dure. Then the defender presents his
  first ship. Combat continues with
  players alternating until all ships in both
  battle lines have been presented as
  targets. For each ship, the combat
  procedure is :
  A. Fire Allocation. Firing player
  indicates which batteries will fire.
  B. Hit Procedure. Firing player deter-
  mines which batteries have scored hits.
  C. Defensive Fire. Target uses its
  defensive batteries to prevent enemy
  weapons from penetrating.
  D. Passive Defense. 
  Passive defen-
  sive screens must be penetrated.
  E. Damage Determination. Batteries
  which hit and penetrate all defenses
  must determine the damage they inflict.
  -46-
  
  ———Attacking Meson Gun Factor——
  To
  Meson Screen
  Configuration
  Hit:
  1
  2
  3
  4
  5
  6
  7
  8
  9
  1
  2
  3
  4
  5
  6
  7
  8
  9
  To Hit:
  J
  4
  5
  6
  6
  7
  7
  8
  8
  9
  9
  6
  4
  3
  0
  0
  2
  8
  0
  7
  K
  4
  5
  5
  6
  6
  7
  7
  8
  8
  9
  5
  4
  3
  0
  0
  1
  8
  0
  7
  L
  4
  4
  5
  5
  6
  6
  7
  7
  8
  8
  5
  4
  2
  0
  0
  1
  8
  0
  6
  M
  4
  4
  4
  5
  5
  6
  6
  7
  7
  8
  5
  3
  2
  0
  0
  1
  7
  0
  6
  N
  4
  3
  4
  4
  5
  5
  6
  6
  7
  7
  4
  3
  2
  0
  0
  0
  7
  0
  6
  P
  4
  3
  3
  4
  4
  5
  5
  6
  6
  7
  4
  3
  1
  0
  0
  0
  7
  0
  5
  Q
  4
  2
  3
  3
  4
  4
  5
  5
  6
  6
  4
  2
  1
  0
  0
  0
  6
  0
  5
  R
  4
  2
  2
  3
  3
  4
  4
  5
  5
  6
  3
  2
  1
  0
  0
  0
  6
  0
  5
  s
  4
  1
  2
  2
  3
  3
  4
  4
  5
  5
  3
  2
  0
  0
  0
  0
  6
  0
  4
  T
  4
  1
  1
  2
  2
  3
  3
  4
  4
  5
  3
  1
  0
  0
  0
  0
  5
  0
  4
  —Attacking Particle Accelerator Factor—
  J
  2
  K
  2
  L
  1
  M
  1
  N
  1
  P
  1
  Q
  1
  R
  0
  S
  0
  T
  0
  Damage is recorded but does not apply until step 6.
  F. Fire procedure begins for the next ship.
  6. Damage Step. Damage inflicted during combat
  (5E) takes effect.
  7. Breakthrough Step. If one player's line of
  battle has been broken, ships in the line of battle of
  the victorious player may fire again at any ships in
  the enemy reserve position. Go through steps 5
  and 6 again; ships in the enemy reserve position
  may not fire except defensively.
  8. Pursuit Step. Ships which are breaking off may
  be pursued by enemy ships.
  9. 
  Terminal 
  Step. 
  Planetary 
  bombardment,
  refuelling, revival of the frozen watch, and other
  non-battle operations are performed.
  MESON ATTACK TABLE
  Meson guns attacking a
  target must achieve a hit by
  throwing the to hit number
  (or greater) on two dice. If a
  hit 
  is achieved, then the
  meson screen and configura-
  tion 
  must 
  be 
  penetrated
  (throw the indicated number
  or greater on two dice).
  If the throws are success-
  ful, 
  proceed 
  to 
  the 
  ship
  damage tables.
  DMs Allowed To Hit:
  + relative computer size.
  - target agility rating.
  + target size modifier.
  Meson Gun:+2 at short range.
  DMs Allowed To Penetrate:
  + relative computer size.
  TARGET SIZE DM (To Hit)
  Size Code 
  Die Modification
  0 (zero)
  1 to A
  B to K
  L to P
  Q +
  -2
  -1
  none
  +1
  +2
  The target size DM is used
  only on the die roll to hit.
  PARTICLE ACCELERATOR
  Particle accelerators attack-
  ing a target must achieve a hit
  by throwing the to hit num-
  ber (or greater) on two dice.
  Proceed to the damage tables.
  DMs: Use the DMs, given
  above for meson guns, but
  the particle accelerator is not
  allowed the +2 DM at short
  range.
  -47-
  
  Die 
  Surface Explosion
  (2D) Damage Table
  2 
  Critical
  3 
  Interior Explosion
  4 
  Interior Explosion
  5 
  Interior Explosion
  6 
  Maneuver-2
  7 
  Fuel-3
  8 
  Weapon-3
  9 
  Maneuver-1
  10 
  Fuel-2
  11 
  Weapon-2
  12 
  Maneuver-1
  13 
  Fuel-1
  14 
  Weapon-1
  15 
  Weapon-1
  16 
  Fuel-1
  17 
  Weapon-1
  18 
  Weapon-1
  19 
  Fuel-1
  20 
  Weapon-1
  21 
  Weapon-1
  22+ 
  No Effect
  SHIP DAMAGE TABLES
  Radiation
  Damage Table
  Critical
  Crew-1
  Computer-4
  Crew-1
  Computer-3
  Crew-1
  Computer-2
  Computer-2
  Weapon-4
  Computer-2
  Weapon-3
  Computer-1
  Weapon-2
  Computer-1
  Weapon-2
  Weapon-1
  Weapon-1
  Weapon-1
  Weapon-1
  Weapon-1
  No Effect
  Use This Column For:
  Energy Weapons, Lasers,
  HE and Nuclear Missiles,
  and Particle Weapons.
  Use This Column For:
  Particle Accelerators
  Nuclear Missiles, and
  Meson Guns.
  Interior Explosion
  Damage Table
  Critical
  Critical
  Critical
  Fuel Tanks Shattered
  Computer-2
  Screens-3
  Jump-2
  Power Plant-2
  Crew-1
  Computer-1
  Screens-2
  Jump-1
  Power Plant-1
  Computer-1
  Screens-1
  Jump-1
  Power Plant-1
  Screens-1
  Jump-1
  Power Plant-1
  No Effect
  Use This Column For:
  Meson Guns
  DMs for the Ship Damage Tables:
  1. Apply armor of the defending ship as a +DM against all weapons on the
  surface explosions table and all but meson guns on the radiation damage tables.
  2. If the weapon inflicting the hit has a factor of 9 or less, apply a DM of +6.
  3. If the weapon inflicting the hit
  was a nuclear missile, apply a DM of -6
  on surface explosion damage.
  4. If the weapon inflicting the hit
  was a pulse laser, apply a DM of -2.
  5. Rolls resulting from other rolls
  (for example, interior explosion caused
  by surface explosion) are unmodified.
  CRITICAL HIT TABLE
  Die 
  Critical Hit Result
  2 
  Ship Vaporized.
  3 
  Bridge Destroyed.
  4 
  Computer Destroyed.
  5 
  Maneuver Drive Disabled.
  6 
  One Screen Disabled.
  7 
  Jump Drive Disabled.
  8 
  Hangars/Boat Deck Destroyed.
  9 
  Power Plant Disabled.
  10 
  Crew-1.
  11 
  Spinal Mount/Fire Control Out.
  12 
  Frozen Watch/Ship'sTroops Dead.
  CRITICAL HITS
  In addition to rolled damages, each
  critical hit reduces a target's armor fac-
  tor by one. A ship's armor factor may
  not be reduced to less than zero.
  -48-
  
  EXPLANATION OF DAMAGE RESULTS
  If an indicated damage location on a ship does not exist, the damage is ignored.
  Bridge Destroyed: The ship may not maneuver or jump. It fires and is fired upon
  as if its computer were half its actual factor (rounding down). If the ship has an
  auxiliary bridge then command may be transferred to it, negating all penalties.
  Computer-n: The USP computer factor is reduced by n. If this result is rolled on
  the radiation damage table and the computer has a fibre-optic backup, it is ignored.
  Computer Destroyed: The USP computer factor is reduced to zero; the ship may
  not jump, although it may continue to fire weapons and maneuver.
  Crew-n: The USP crew factor is reduced by n. Upon reduction of the crew factor
  from its initial level, the ship may no longer fire its weapons or attempt repair,
  although it may use its passive defenses, maneuver, or jump. This result does not
  affect the frozen watch or ship's troops.
  Critical: Roll again on the critical hit table. Reduce the ship's USP armor factor
  by one for each critical hit received.
  Frozen Watch/Ship's Troops Dead: On a die roll of 1-3, all personnel in low
  berths or the frozen watch are dead; on a roll of 4-6, all ship's troops (including
  marines and security troops) are dead.
  Fuel-n: Current fuel is reduced by n% of total fuel capacity (at least 10 tons).
  Fuel Tanks Shattered: All fuel on the ship is lost and the ship may not be
  refuelled. No ship systems requiring energy points may operate.
  Hangars/Boat Deck Destroyed: Craft carried by the ship are destroyed, up to
  600 tons in aggregate displacement of small craft, or one craft of 600 tons or more.
  One launch facility or launch tube is also destroyed. The specific craft and facilities
  destroyed are determined by the referee or random die rolls.
  Interior Explosion: Roll again on the interior explosion table.
  Jump-n: The USP jump factor is reduced by the indicated amount.
  Jump Drive Disabled: The USP jump factor is reduced to zero.
  Maneuver-n: The USP maneuver factor is reduced by the indicated amount.
  Maneuver Drive Disabled: The USP maneuver factor is reduced to zero.
  One Screen Disabled: One screen (nuclear damper, meson screen, or black globe)
  of the firing player's choice has its USP factor reduced to zero.
  Power-n: The USP power plant factor is reduced by the indicated amount.
  Power Plant Disabled: The USP power plant factor is reduced to zero.
  Screen-n: The USP factor for one screen (nuclear damper, meson screen, or
  black globe) selected by the firing player is reduced by the indicated amount.
  Damage must be divided as evenly as possible: no screen may receive two hits until
  all other screens have at least one, or three hits until all others have at least two.
  Ship Vaporized: The ship is utterly destroyed.
  Spinal Mount/Fire Control Out: On a die roll of 1-3, the USP spinal mount
  factor is reduced to zero; on a roll of 4-6, fire control is out, and no weapons
  except the spinal mount may fire.
  Weapon-n: Each hit destroys one battery of weapons, either offensive (laser,
  energy weapon, meson gun, particle accelerator, or missile) or defensive (sand-
  casters, or repulsors). If the ship has only one battery of a type (including spinal
  mounts), a hit reduces its USP factor by the indicated amount. As with screens, the
  firing player chooses which weapons are affected, but damage must be divided as
  evenly as possible.
  -49-
  
  High Guard Statistics
  The correct listing and identification of a ship is important to insure that combat
  proceeds smoothly and quickly. To this end, a ship listing should be kept in an easy
  to read format, and care should be taken that all appropriate information is avail-
  able. Consider the following sample ship listing:
  CE-13768 Unicorn 
  CE-3455762-300000401000-0 MCr355.99 
  300 tons
  batteries bearing 
  2 2 
  Crew=12
  batteries 
  2 2 
  TL=14
  Passengers=0. Low Berths=0. Cargo=6. Fuel=81. EP=21. Agility=0. Troops=0.
  Note: L-Hyd Tanks add 100 tons of fuel and mass (CE-4444762) and cost MCr.11.
  GG-13768.1 Gig 
  GG-0106B21-000000-20000-0 
  MCr27.65 
  20 tons
  Agility=6. 
  one battery 
  Crew=1. TL=14.
  Passengers=7. Emergency Low Berths=3 (for 12). Cargo=2. Fuel=2.2. EP=2.2.
  The listing attempts to provide all information which may possibly be of use
  to the players and referee, while not being cumbersome or confusing. The first line
  contains the most important information: ship number and name, USP, cost,
  and tonnage. Batteries bearing and total batteries are listed below to show how
  many times the specific factors may be used in a turn (this information may be
  omitted if all factors are of one battery each). The number of personnel in the
  crew and the tech level are also shown.
  Note the second listing identifies and explains the gig carried by the ship.
  Boarding: Boarding actions make use of the listed crew numbers and the listed
  troop and marine numbers. When specifying ship's troops, note either Troops=,
  or Marines= to note which type of troops is carried. In the rare instance where
  both naval security crew and marines are carried, be sure to note both.
  Agility: The agility listing indicates the standard agility rating of the ship.
  Emergency agility can be determined from the lower of the power plant and
  maneuver drive numbers in the USP.
  Fuel: Power plant fuel required for a ship is equal to its energy points; the
  remainder is available for use in jump.
  L-Hyd Tanks: Drop tanks can make radical changes in ship performance. The
  ship listing should indicate ship performance without drop tanks installed, and
  without the extra fuel tank capacity available. On an additional listing line, the
  comment that L-Hyd tanks are fitted should be made, with specification of total
  drop tank tonnage. The revised performance portion of the USP (the first third)
  should be stated to show ship tonnage and performance while burdened with
  the drop tanks. If agility rating changes with the addition or deletion of drop tanks,
  it should also be noted.
  Vehicles: For adventuring purposes, the ship listing should indicate ship's
  vehicles (air/rafts and ATVs).
  Vessels: The ship listing should include beneath it similar listings for all other
  -50-
  
  craft carried aboard, such as pinnaces, gigs, fighters, or boats. The tonnage and cost
  of such craft are included in the overall tonnage and cost of the ship itself.
  Pulse or Beam Lasers: Lasers are assumed to be beam lasers unless the notation
  "pulse lasers" is made on the listing.
  Energy Weapons: There is no practical difference between plasma and fusion
  guns in the use of factors; there is no need to differentiate between them in the
  ship listing.
  Frozen Watch: If a frozen watch is carried, it must be noted in the listing separ-
  ate from the low berth listing, and the number in the frozen watch may not exceed
  the number of low berths available.
  Computer: The computer carried is listed in the USP, and need not be noted
  separately. Players should remember, however, that if the ship size code is 0 (small
  craft) then the computer is treated as -1 for weapon firing.
  Miscellaneous: Items not listed or enumerated are assumed to be zero (for
  example, if passengers are not listed, it is assumed that there is no special passenger
  space designated).
  Battle Cruiser Kinunir: The Imperial battlecruiser Kinunir, subject of Traveller
  Adventure 1, has been constructed according to the starship design system, and is
  presented below.
  The battlecruiser Kinunir is the first of 24 authorized units in its class (20
  actually built). Governing tech level is 15. Its 1250-ton hull is of the cone configur-
  ation (actually slightly flattened, with a central fin mounted dorsally); it is stream-
  lined and capable of atmospheric work (hull cost, including 10% surcharge for
  cone configuration: MCr137.5).
  The ship is jump-4 (62.5 tons; MCr250), maneuver-4 (137.5 tons; MCr68.75),
  and power plant-7 (87.5 tons; MCr262.5). The power plant provides 87.5 energy
  points.
  Fuel tankage requires 500 tons for jump fuel and 87.5 tons for power plant
  fuel; a total of 587.5 tons. There are fuel scoops (MCr1.25) and a fuel purifica-
  tion plant (8.8 tons; MCr.08125).
  A bridge (25 tons; MCr6.25) and a computer Model/7fib are installed (18 tons;
  MCr100; 7 energy points).
  The ship carries no armor, no spinal mount, and no bay weaponry.
  Eight dual beam laser turrets (8 tons; MCr16; 16 energy points) are installed
  and grouped into two batteries of factor 4 each, which tech level bumps to factor
  5. Two particle accelerator turrets (6 tons; MCr6; 10 energy points) are installed
  as two batteries at factor-2. Finally, two triple missile turrets are installed (2 tons;
  MCr4.5; no energy points) as two batteries of factor-3.
  The ship carries a factor-5 nuclear damper (8 tons; MCr30; 40 energy points)
  and a factor-1 black globe generator (10 tons; MCr400; no energy points).
  Ship's vehicles include three air/rafts (12 tons; MCr1.8) and a grav APC (10 tons;
  MCr9.3). A pinnace (35 tons; MCr21.7) is carried for troop landings.
  The crew numbers 45, plus 35 marines, and requires 4 single occupancy state-
  rooms and 38 double occupancy staterooms (168 tons; MCr21).
  A cargo hold of 63 tons is provided.
  The ship has an agility of 1; it has an emergency agility of 4.
  -51-
  
  BC-9514 Kinunir 
  BC-A2447G2-000510-502020 
  MCr1336.63 
  1250 tons
  batteries bearing 
  2 2 2 
  Crew=45.
  batteries 
  2 2 2 
  TL=15.
  Passengers=0. Low=0. Cargo=63. Fuel=587.5. EP=87.5. Agility=1. Marines=35.
  The Kinunir's pinnace is also tech level 15. It has a cone configuration (35 tons;
  MCr3.85). The pinnace mounts maneuver-4 (3.85 tons; MCrl.925) and power
  plant-4 (1.4 tons; MCr4.2). Fuel tankage is 1.4 ton. The power plant produces 1.4
  energy points.
  The pinnace has no bridge, but does carry a Model/2 computer (2 tons; MCr9).
  A triple missile rack installation arms the craft (1 ton; MCr2.25).
  For crew, the pinnace carries a pilot and gunner, requiring two couches (1 ton;
  MCr.05). Passenger facilities for 34 are provided (another 34 couches; 17 tons;
  MCr.425). Cargo capacity is 7.35 tons (25 tons if the passenger couches are re-
  moved).
  The pinnace has an agility of 4.
  KT-9514.1 Pinnace 
  KT-0204421-000000-30000-0 
  MCr21.7 
  35 tons
  Passengers=34. Low=0. Cargo=17. Fuel=1.4. Agility=4. Crew=2. TL=15. 8attery=1.
  The Universal Ship Profile: The following breakout of the Universal Ship Profile
  (more fully delineated on IN Form 3, page 37) shows the meaning of each position
  within the data string.
  Ship No. and Name 
  AA-0000000- 000000-
  Ship Type
  Tonnage Code
  Configuration
  Jump
  Maneuver
  Power Plant
  Computer
  Crew
  Hull Armor
  Sandcasters
  00000-0 MCr100.0 
  500 tons
  Fighter Squadrons
  Missiles
  Meson Gun
  Particle Accelerator
  Energy Weapons
  Lasers
  Repulsors
  Force Field
  Nuclear Dampers
  Vleson Screen
  Letter Codes Beyond 9: When using letters to indicate numbers greater than
  9, remember to omit the letters I and 0 (to avoid possible confusion with num-
  bers). As a result, A=10, L=20, and W=30.
  -52-
  
SOURCE: textdata/thevault/Traveller/01 - Classic Traveller/Classic Traveller.-.1980.-.B05 - High Guard.pdf