TEXT: DAVID L. NELSON
  STEVE BRYANT • CHAD FIDLER
  76 GUNMEN
  
  76 GUNMEN
  44
  Based on the award winning TRAVELLER science fiction universe
  by Marc Miller
  Written by David L. Nelson
  Edited by Martin Dougherty
  Cover by Steve Bryant and Chad Fidler
  Interior Illustrations and Art Direction by Steve Bryant
  Copyright © 2003 QuikLink Interactive, Inc. All rights reserved. A single copy of this electronic document may be printed
  out for personal use and reference only. Additional copies may only be printed to replace a previously printed copy that
  has been lost or damaged. No part of this booklet may be reproduced in any form for any other reason by any means
  without permission in writing from the publisher.
  2 3 4 5 6 7 8 9 10
  This document is a supplement for Traveller20 and Classic Traveller
  Traveller is a registered trademark of Far Future Enterprises and is used under license.
  Portions of this material are released under the Open Game License (OGL), a copy of which is available at the rear of
  this book, along with the designation of all Open Game Content and Product Identity specified for this body of work.
  ŒD20 System‚ and the ŒD20 System‚ logo are trademarks owned by Wizards of the Coast and are used according to
  the terms of the D20 System License version 3.0. A copy of this license can be found at www.wizards.com/d20.
  Wizards of the Coast is a registered trademark of Wizards of the Coast and used with permission.
  1
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  76 GUNMEN
  2
  INTRODUCTION
  One key thing about using the d20 Game system is that it requires a sizeable number of stats for each character,
  whether player, ally or enemy, during all combat encounters. The purpose of this book is to provide a large number of stat
  blocks that a T20 GM might need, especially for encounters “on the fly.”  
  The character stat blocks presented in this book are meant to be “Average NPC’s”. Each is therefore designed with
  average ability scores for race and average Stamina points for class. 
  Since the bulk of the NPC’s in this book are human, most ability scores are set at either a 10 or 11 for first level and rise
  at the normal pace with experience levels.  Non-humans’ ability scores are adjusted by their race’s ability modifiers, from the
  same base. For example, a human character at first level might be Str 11, Dex 11, Con 11 but a Vargr  would be Str 9, Dex
  13, Con 9 because of racial modifiers.
  Characters who have the Mercenary character class automatically have a starting Strength of at least 12 (this is to com-
  ply with the entry requirements of the class.) The examples of Imperial Marines given in the book have Str, Dex and Con of
  12 each, due to the Marines’ rigorous training regime and selective recruiting.
  Each set of NPCs are also displayed at 4 different experience levels:
  3rd level, called “Green”
  6th level, called “Regular”
  9th level, called “Veteran”
  12th level, called “Elite”
  Because of the various possibilities for gaining experience, age has not been factored into the stats given for these char-
  acters. Furthermore, all the stats provided can be used for male or female NPCs interchangeably, except for the Aslan
  Marines who must be male for social and cultural reasons.
  
  76 GUNMEN
  3
  READING THE STAT BLOCKS
  Here is a sample of the sort of stat block used in the book:
  GREEN BELTER  
  (Belter level 3)  TL 12  Medium human
  Stamina 11, Lifeblood  10    Init +0; Speed   6m (4 squares); 
  Armor Class: 13 (+3 vac suit), Armor Rating: 3 (vac suit)
  Str 11, Dex11  Con10, Int 10, Wis 11, Cha10, Edu 10, Soc 10
  SV Fort +1; Ref+1 Will +3;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Snub Pistol
  +1 
  1d10
  18
  12
  20
  1
  6
  Shotgun 
  +1 
  3d6/2d6/1d6
  3
  2
  20
  1
  6
  Carbine 
  +1
  1d10
  45
  30
  20x2
  1
  20
  Fist 
  +2 
  1d4
  —
  —
  20
  —
  —
  Skills: Appraise +6, K/Mining +6, P/Prospecting +6, T/Engineering +6, Demolitions +6, Gunnery +3, K/Geology +3, Search
  +3, Pilot +3. 
  Feats: Vessel (grav, ship’s boat), Armor (light, vac suit), Weapons (marksman, ship’s weapons), Zero-G/Low-G Adaptation,
  Improved Zero-G adaptation, Brawling, Geological Survey, 
  Equipment: Vac Suit-12,  Snub pistol or shotgun or carbine, tool kit  
  Name Line: The first line is called the name line, it provides the general description (Green Belter), the class and level, the
  TL the NPC is equipped to, the size and species of the NPC.
  Combat Line: The second line contains some of the important combat stats: Stamina Points, Lifeblood Points, Initiative
  Bonus, and Speed.  Speed is given in meters and in “squares”  (1 square equals 1.5 meters).
  Armor Line: The third line describes the armor class and armor rating of the character and indicates the sources of that
  protection.
  Ability Line: The fourth line provides the ability scores.
  Save Line: The fifth line provides the saving throws for the character.  All of the class bonuses, ability score bonuses and
  bonuses from the feats that always apply are all added in to the total number.
  Weapon Chart: Next comes a chart containing the effective stats for all the weapons the character might be equipped
  with.
  * Weapon: First column: name of weapon
  * To Hit: The total to hit, including all bonuses from BAB, Weapon Focus, Racial Modifier, Dexterity, and HUD displays
  (which provide a flat +3).
  * Damage: The total damage to be rolled, including bonuses from Strength and Weapon Specialization.  Unless other-
  wise noted on the Weapon column, the ammunition is assumed to be standard, not HE, HEAP etc.
  * Rng-M: The range of the weapon in meters
  * Rng-S:  The range of the weapon in “squares” (1.5m = 1 square or inch for the sake of those using miniatures,
  counters or deck plans)
  * Crit: The critical threat range of the weapon.
  * ROF: The rate of fire for the weapon
  * Rnds: The capacity of one magazine of the weapon.
  Skill Line: The next line contains all of the character’s skills and the total skill bonus, including skill ranks, ability bonuses,
  racial bonuses, and the feat bonuses that always apply. For example, a Skill Focus in a skill will always be included in the
  total, but the bonus from EW specialist will not because it only applies in certain circumstances.
  Feat Line: The complete list of all feats the character possesses. Vessel, Armor, and Weapon Proficiency feats are each
  grouped together; so Vessel (grav, wheeled, ship’s boat) means the character possesses Vessel: Grav, Vessel Wheeled,
  and Vessel: Ship’s Boat.
  Equipment: The noteworthy equipment that the character carries. For weapons that require ammunition, military charac-
  ters are assumed to have 6 magazines for each (high energy and lasers excepted), and non-military characters to be car-
  rying 3 magazines. Characters with arrows or black powder weapons are assumed to have a load of 30 shots.
  
  76 GUNMEN
  4
  SECTION 1:  CIVILIANS
  The first section covers the non-military characters that the players might encounter on a world surface.
  AVERAGE BANDITS/GUERILLAS
  These characters represent the average foot soldiers in bands of rural robbers or bandits, the flunkies of tribal warlords,
  guerillas and peasant revolutionaries.
  GREEN BANDIT
  (rogue level 2/ mercenary level 1)  TL 5+  Medium human
  Stamina 15, Lifeblood  11    Init +0; Speed  9 m (  6 squares); 
  Armor Class: 12 (+2 jack), Armor Rating: 2 (jack)
  Str 12, Dex11  Con11, Int 10, Wis 10, Cha10, Edu 6, Soc 5
  SV Fort +2; Ref+3 Will +1;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Fist
  +3
  1d4+1
  — 
  —
  20
  —
  —
  Machete
  +2 
  1d6+1
  1.5 
  1
  19 
  —
  —
  Rifle
  +2
  1d12
  72
  48
  X3
  1
  6
  Aslt Rifle
  +2
  1d12
  45
  30
  X2
  1, 4
  30
  Skills: Hide +7, Move Silently +8, Spot +8, P/Hunting +5, Listen +8, Driving +0
  Feats: Vessel (wheeled), Weapons (marksman, combat rifleman, swordsman), Armor (light, medium, vac suit), Stealthy,
  Alertness, Tracker, Brawling, Sneak Attack (+1d6), Point Blank Shot
  Equipment: jack armor, rifle or assault rifle, machete.
  REGULAR BANDIT 
  (rogue level 4/ mercenary level 2)  TL 5+  Medium human
  Stamina 37, Lifeblood  12    Init +0; Speed  9 m (  6 squares); 
  Armor Class: 12 (+2 jack), Armor Rating: 2 (jack)
  Str 12, Dex11  Con12, Int 10, Wis 10, Cha10, Edu 6, Soc 5
  SV Fort +5; Ref+4 Will +3;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Fist
  +6
  1d4+1
  — 
  —
  20
  —
  —
  Machete
  +5 
  1d6+1
  1.5 
  1
  19 
  —
  —
  Rifle
  +5
  1d12
  72
  48
  X3
  1
  6
  Aslt Rifle
  +5
  1d12
  45
  30
  X2
  1, 4
  30
  Skills: Hide +11, Move Silently +11, Spot +11, P/Hunting +7, Listen +9, Driving +0
  Feats: Vessel (wheeled), Weapons (marksman, combat rifleman, swordsman), Armor (light, medium, vac suit), Stealthy,
  Alertness, Tracker, Brawling, Spot Trouble, Sneak Attack (+1d6), Evasion, Point Blank Shot
  Equipment: jack armor, rifle or assault rifle, machete.
  VETERAN BANDIT 
  (rogue level 6/ mercenary level 3)  TL 5+  Medium human
  Stamina 52, Lifeblood  13    Init +1; Speed  9 m (  6 squares); 
  Armor Class: 13 (+2 jack, +1 dex), Armor Rating: 2 (jack)
  Str 12, Dex12  Con12, Int 10, Wis 10, Cha10, Edu 6, Soc 5
  SV Fort +6; Ref+7 Will +4;
  
  76 GUNMEN
  5
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Fist
  +9/+4
  1d4+1
  — 
  —
  20
  —
  —
  Machete
  +8/+3 
  1d6+1
  1.5 
  1
  19 
  —
  —
  Rifle
  +8/+3
  1d12
  72
  48
  X3
  1
  6
  Aslt Rifle
  +8/+3
  1d12
  45
  30
  X2
  1, 4
  30
  Skills: Hide +14, Move Silently +14, Spot +13, P/Hunting +10, Listen +11, Driving +4
  Feats: Vessel (wheeled), Weapons (marksman, combat rifleman, swordsman), Armor (light, medium, vac suit), Stealthy,
  Alertness, Tracker, Brawling, Spot Trouble, Sneak Attack (+1d6), Evasion, Point Blank Shot, Toughness, Far shot
  Equipment: jack armor, rifle or assault rifle, machete.
  ELITE BANDIT
  (rogue level 8/ mercenary level 4)  TL 5+  Medium human
  Stamina 69, Lifeblood  14    Init +1; Speed  9 m (  6 squares); 
  Armor Class: 13 (+2 jack, +1 dex), Armor Rating: 2 (jack)
  Str 12, Dex1  Con13, Int 10, Wis 10, Cha10, Edu 6, Soc 5
  SV Fort +7; Ref+8, Will +4;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Fist
  +12/+7
  1d4+1
  — 
  —
  20
  —
  —
  Machete
  +11/+6
  1d6+1
  1.5 
  1
  19 
  —
  —
  Rifle
  +11/+6
  1d12
  72
  48
  X3
  1
  6
  Aslt Rifle
  +11/+6
  1d12
  45
  30
  X2
  1, 4
  30
  Skills: Hide +16, Move Silently +16, Spot +15, P/Hunting +14, Listen +13, Driving +7
  Feats: Vessel (wheeled), Weapons (marksman, combat rifleman, swordsman), Armor (light, medium, vac suit), Stealthy,
  Alertness, Tracker, Brawling, Spot Trouble, Sneak Attack (+1d6), Evasion, Point Blank Shot, Toughness, Far shot, Precise
  Shot, Endurance
  Equipment: jack armor, rifle or assault rifle, machete.
  Average Bandit
  Average Barbarian
  
  76 GUNMEN
  6
  AVERAGE BARBARIAN WARRIORS
  These NPCs are used for the typical low-tech tribesman that the players inevitably meet at some point in their adven-
  tures. At tech level 0 they are unarmored and carry only a spear. At tech levels 1-3 they will have padded armor (unless in a
  tropical locale) and a large wooden shield and perhaps a sword or axe as well.
  GREEN BARBARIAN
  (barbarian level 3 )  TL 0-3 Medium human
  Stamina 19, Lifeblood  11    Init +0; Speed  9 m (  6 squares); 
  Armor Class: 13 (+1 padded, +2 shield), Armor Rating: 0
  Str 11, Dex11  Con11, Int 10, Wis 10, Cha10, Edu 4, Soc 10
  SV Fort +3; Ref+1 Will +2;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Lt. Spear 
  +4 
  1d8+2 
  3m
  2
  20x2
  —
  —
  Sword 
  +3 
  1d8 
  1.5
  1
  20x2
  —
  —
  Axe 
  +3 
  1d6
  1.5
  1
  19
  —
  —
  Fist 
  +4 
  1d4
  —
  —
  20
  —
  —
  Skills: Hide +6, Move Silently +6, Spot +5, Listen +5
  Feats: Armor (light, shield), Weapons (archer, swordsman, armsman), Weapon Focus: lt. spear, Weapon Specialization
  (lt.spear), Alertness, Brawling
  Equipment: light spear and if TL 1-3: padded armor and large wooden shield, some have sword or axe as well.
  REGULAR BARBARIAN 
  (barbarian level 6 )  TL 0-3 Medium human
  Stamina 47, Lifeblood  13    Init +0; Speed  9 m (  6 squares); 
  Armor Class: 13 (+1 padded, +2 shield), Armor Rating: 0
  Str 11, Dex11  Con12, Int 10, Wis 10, Cha10, Edu 4, Soc 10
  SV Fort +6; Ref+2 Will +3;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Lt. Spear 
  +7/+2 
  1d8+2 
  3m
  2
  20x2
  —
  —
  Sword 
  +6/+1 
  1d8 
  1.5
  1
  20x2
  —
  —
  Axe 
  +6/+1 
  1d6
  1.5
  1
  19
  —
  —
  Fist 
  +7/+2 
  1d4
  —
  —
  20
  —
  —
  Skills: Hide +9, Move Silently +9, Spot +7, Listen +6
  Feats: Armor (light, shield), Weapons (archer, swordsman, armsman), Weapon Focus: lt. spear, Weapon Specialization 
  ( lt.spear), Alertness, Brawling, Run, Toughness
  Equipment: light spear and if TL 1-3: padded armor and large wooden shield, some have sword or axe as well.
  VETERAN BARBARIAN
  (barbarian level 9 )  TL 0-3 Medium human
  Stamina 71, Lifeblood  14    Init +1; Speed  9 m (  6 squares); 
  Armor Class: 14 (+1 padded, +2 shield +1 dex), Armor Rating: 0
  Str 11, Dex12  Con12, Int 10, Wis 10, Cha10, Edu 4, Soc 10
  SV Fort +7; Ref+4 Will +4;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Lt. Spear 
  +10/+5
  1d8+2 
  3m
  2
  20x2
  —
  —
  Sword 
  +9/+4 
  1d8 
  1.5
  1
  20x2
  —
  —
  Axe 
  +9/+4 
  1d6
  1.5
  1
  19
  —
  —
  Fist 
  +10/+5 
  1d4
  —
  —
  20
  —
  —
  Skills: Hide +13, Move Silently +13, Spot +8, Listen +8
  
  76 GUNMEN
  7
  Feats: Armor (light, shield), Weapons (archer, swordsman, armsman), Weapon Focus: lt. spear, Weapon Specialization (
  lt.spear), Alertness, Brawling, Run, Toughness x2, Endurance
  Equipment: light spear and if TL 1-3: padded armor and large wooden shield, some have sword or axe as well.
  ELITE BARBARIAN 
  (barbarian level 12 )  TL 0-3 Medium human
  Stamina 96, Lifeblood  15    Init +1; Speed  9 m (  6 squares); 
  Armor Class: 14 (+1 padded, +2 shield +1 dex), Armor Rating: 0
  Str 12, Dex12  Con12, Int 10, Wis 10, Cha10, Edu 4, Soc 10
  SV Fort +9; Ref+7 Will +6;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Lt. Spear 
  +13/+8/+3 1d8+3 
  3m
  2
  20x2
  —
  —
  Sword 
  +12/+7/+2 1d8+1 
  1.5
  1
  20x2
  —
  —
  Axe 
  +12/+7/+2 1d6+1
  1.5
  1
  19
  —
  —
  Fist 
  +13/+8/+3 1d4+1
  —
  —
  20
  —
  —
  Skills: Hide +16, Move Silently +16, Spot +12, Listen +11
  Feats: Armor (light, shield), Weapons (archer, swordsman, armsman), Weapon Focus: lt. spear, Weapon Specialization (
  lt.spear), Alertness, Brawling, Run, Toughness x3, Endurance, Stealthy, Lightning Reflexes
  Equipment: light spear and if TL 1-3: padded armor and large wooden shield, some have sword or axe as well.
  AVERAGE FUNCTIONARY
  If 25 years of the unfolding of the Traveller experience has proven anything, it is that sooner or later somebody is
  going to try to shoot the clerk, kidnap the corporate official or beat the bureaucrat’s head in. Here are the stats to help that
  process along. Most functionaries will be unarmed, but body pistol, sword and dagger stats are included in case they are
  needed. Mid-Tech functionaries will have Vessel (wheeled) and Driving skill, High-Tech functionaries will have Vessel (grav)
  and Pilot skill
  GREEN FUNCTIONARY
  (professional level 3)  TL 5+  Medium human
  Stamina 11, Lifeblood  10    Init +0; Speed  9 m (  6 squares); 
  Armor Class: 10 (+0 none), Armor Rating: 0 (none)
  Str 10, Dex10  Con10, Int 11, Wis 10, Cha11, Edu 11, Soc 10+
  SV Fort +1; Ref+1 Will +3;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Body Pistol 
  -4 
  1d6 
  24
  16
  20
  1
  5
  Sword 
  -4 
  1d8
  —
  —
  20x2
  —
  —
  Dagger  
  -4 
  1d4
  —
  —
  19
  —
  —
  Fist 
  4 
  1d3 
  — 
  —
  20
  —
  —
  Skills: Pilot or Drive +6, P/Admin +6, Liaison +6, Appraise +6, T/Computer +6, T/Communications +6, K/Interstellar Law
  +6, Speak Language (choose).
  Feats: Vessel (grav or wheeled), Armor (light), Connections (professional), Research, Barter, Trustworthy, Credit Line,
  Professional Specialty (choose)
  Equipment: perhaps communicator, perhaps sword or dagger or body pistol
  
  76 GUNMEN
  8
  REGULAR FUNCTIONARY
  (professional level 6)  TL 5+  Medium human
  Stamina 22, Lifeblood  10    Init +0; Speed  9 m (  6 squares); 
  Armor Class: 10 (+0 none), Armor Rating: 0 (none)
  Str 10, Dex10  Con10, Int 11, Wis 10, Cha11, Edu 12, Soc 10+
  SV Fort +2; Ref+2 Will +5;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Body Pistol 
  -3 
  1d6 
  24
  16
  20
  1
  5
  Sword 
  -3 
  1d8
  —
  —
  20x2
  —
  —
  Dagger  
  -3 
  1d4
  —
  —
  19
  —
  —
  Fist 
  -3 
  1d3 
  — 
  —
  20
  —
  —
  Skills: Pilot or Drive +9, P/Admin +13, Liaison +9, Appraise +9, T/Computer +10, T/Communications +10, K/Interstellar Law
  +12, Speak Language (choose).
  Feats: Vessel (grav or wheeled), Armor (light), Connections (professional), Research, Barter, Trustworthy, Credit Line,
  Professional Specialty (choose), Carousing, Skill Focus Admin, Legal Eagle
  Equipment: perhaps communicator, perhaps sword or dagger or body pistol
  VETERAN FUNCTIONARY
  (professional level 9)  TL 5+  Medium human
  Stamina 33, Lifeblood  10    Init +0; Speed  9 m (  6 squares); 
  Armor Class: 10 (+0 none), Armor Rating: 0 (none)
  Str 10, Dex10  Con10, Int 11, Wis 10, Cha12, Edu 12, Soc 10+
  SV Fort +3; Ref+3 Will +9;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Body Pistol 
  -2 
  1d6 
  24
  16
  20
  1
  5
  Sword 
  +2 
  1d8
  —
  —
  20x2
  —
  —
  Dagger  
  +2
  1d4
  —
  —
  19
  —
  —
  Fist 
  -2 
  1d3 
  — 
  —
  20
  —
  —
  Skills: Pilot or Drive +12, P/Admin +16, Liaison +13, Appraise +12, T/Computer +13, T/Communications +13, K/Interstellar
  Law +15, Speak Language (choose).
  Feats: Vessel (grav or wheeled), Armor (light), Weapon (swordsman), Connections (professional), Research, Barter,
  Trustworthy, Credit Line, Professional Specialty (choose), Carousing, Skill Focus Admin, Legal Eagle, Iron Will
  Equipment: perhaps communicator, perhaps sword or dagger or body pistol
  ELITE FUNCTIONARY
  (professional level 12)  TL 5+  Medium human
  Stamina 44, Lifeblood  10    Init +0; Speed  9 m (  6 squares); 
  Armor Class: 10 (+0 none), Armor Rating: 0 (none)
  Str 10, Dex10  Con10, Int 12, Wis 10, Cha12, Edu 12, Soc 10+
  SV Fort +4; Ref+4 Will +11;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Body Pistol 
  -1 
  1d6 
  24
  16
  20
  1
  5
  Sword 
  +3 
  1d8
  —
  —
  20x2
  —
  —
  Dagger  
  +3
  1d4
  —
  —
  19
  —
  —
  Fist 
  -1
  1d3 
  — 
  —
  20
  —
  —
  Skills: Pilot or Drive +15, P/Admin +19, Liaison +16, Appraise +15, T/Computer +16, T/Communications +16, K/Interstellar
  Law +19, Speak Language (choose) x2.
  Feats: Vessel (grav or wheeled), Armor (light), Weapon (swordsman), Connections (professional), Research, Barter, Trustworthy,
  Credit Line, Professional Specialty (choose), Carousing, Skill Focus Admin, Legal Eagle, Iron Will, Hacker, Interrogation, Fast Talk
  Equipment: perhaps communicator, perhaps sword or dagger or body pistol
  
  76 GUNMEN
  9
  AVERAGE GUARDS
  (MIDDLE TECH)
  These are typical security guards, bodyguards, starport guards and police patrolmen for tech levels 5 through 9. They
  are outfitted with flak jackets, as if expecting trouble, but this can be reduced to no armor in lower risk environments. Most
  will carry an auto-pistol and baton, but often will have a shotgun (riot gun) nearby as well.
  GREEN GUARD 
  (mercenary level 3)  TL5-9  Medium human
  Stamina 16, Lifeblood  11    Init +0; Speed  9 m (  6 squares); 
  Armor Class: 14 (+4 flak jacket), Armor Rating: 4 (flak jacket)
  Str 12, Dex11  Con11, Int 10, Wis 10, Cha10, Edu 10, Soc 10
  SV Fort +3; Ref+1 Will +2;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Baton
  +3
  1d6+1
  —
  —
  20  
  — 
  — 
  Auto-pistol
  +3
  1d10+2 
  45
  30
  20x2
  1 
  15
  Riot Gun
  +3
  3d6/2d6/1d6 
  3 
  2
  20
  1 
  6
  Fist
  +4
  1d4+1
  —
  —
  20
  — 
  —
  Skills: Driving +6, Listen +6, Spot +6
  Feats: Vessel (wheeled), Armor (light, medium, vac suit), Weapon (marksman, combat rifleman, armsman), Evasion,
  Brawling, Alertness, Quick Draw 
  Equipment: flak jacket, auto-pistol, baton, (access to riot gun).
  REGULAR GUARD 
  (mercenary level 6)  TL5-9  Medium human
  Stamina 33, Lifeblood  11    Init +1; Speed  9 m (  6 squares); 
  Armor Class: 15 (+1 dex, +4 flak jacket), Armor Rating: 4 (flak jacket)
  Str 12, Dex12  Con11, Int 10, Wis 10, Cha10, Edu 10, Soc 10
  SV Fort +5; Ref+3 Will +3;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Baton
  +7/+2
  1d6+1
  —
  —
  20  
  — 
  — 
  Auto-pistol
  +8/+3 
  1d10+2 
  45
  30
  20x2
  1 
  15
  Riot Gun
  +7/+2 
  3d6/2d6/1d6 
  3 
  2
  20
  1 
  6
  Fist
  +8/+3 
  1d4+1
  —
  —
  20
  — 
  —
  Skills: Driving +10, Listen +11, Spot +11
  Feats: Vessel (wheeled), Armor (light, medium, vac suit), Weapon (marksman, combat rifleman, armsman), Evasion,
  Brawling, Alertness, Quick Draw, Defensive Roll, Weapon Focus: auto pistol, Weapon Specialization; auto pistol
  Equipment: flak jacket, auto-pistol, baton, (access to riot gun).
  VETERAN GUARD
  (mercenary level 9)  TL5-9  Medium human
  Stamina 61, Lifeblood  13    Init +1; Speed  9 m (6 squares); 
  Armor Class: 15 (+1 dex, +4 flak jacket), Armor Rating: 4 (flak jacket)
  Str 12, Dex12  Con12, Int 10, Wis 10, Cha10, Edu 10, Soc 10
  SV Fort +7; Ref+4 Will +4;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Baton
  +10/+5
  1d6+1
  —
  —
  20  
  — 
  — 
  Auto-pistol
  +11/+6
  1d10+2 
  45
  30
  19x2
  1 
  15
  Riot Gun
  +10/+5
  3d6/2d6/1d6 
  3 
  2
  20
  1 
  6
  Fist
  +11/+6
  1d4+1
  —
  —
  20
  — 
  —
  
  76 GUNMEN
  10
  Skills: Driving +13, Listen +14, Spot +14
  Feats: Vessel (wheeled), Armor (light, medium, vac suit), Weapon (marksman, combat rifleman, armsman), Evasion,
  Brawling, Alertness, Quick Draw, Defensive Roll, Weapon Focus: auto pistol, Weapon Specialization; auto pistol, Toughness,
  Improved Critical: auto-pistol
  Equipment: flak jacket, auto-pistol, baton, (access to riot gun).
  ELITE GUARD
  (mercenary level 12)  TL5-9  Medium human
  Stamina 77, Lifeblood  14    Init +1; Speed  9 m (6 squares); 
  Armor Class: 15 (+1 dex, +4 flak jacket), Armor Rating: 4 (flak jacket)
  Str 12, Dex12  Con13, Int 10, Wis 10, Cha10, Edu 10, Soc 10
  SV Fort +9; Ref+5 Will +6;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Baton
  +13/+8/+3
  1d6+1
  —
  —
  20  
  — 
  — 
  Auto-pistol
  +14/+9/+4
  1d10+2 
  45
  30
  19x2
  1 
  15
  Riot Gun
  +13/+8/+3
  d6/2d6/1d6 
  3 
  2
  20
  1 
  6
  Fist
  +14/+8/+3
  1d4+1
  —
  —
  20
  — 
  —
  Skills: Driving +16, Listen +17, Spot +17
  Feats: Vessel (wheeled), Armor (light, medium, vac suit), Weapon (marksman, combat rifleman, armsman), Evasion,
  Brawling, Alertness, Quick Draw, Defensive Roll, Weapon Focus: auto pistol, Weapon Specialization; auto pistol, Toughness,
  Improved Critical: auto-pistol, Precise Shot, Point Blank Shot, Far Shot
  Equipment: flak jacket, auto-pistol, baton, (access to riot gun).
  Average Functionary
  Average Guard  (Middle Tech)
  
  76 GUNMEN
  11
  AVERAGE GUARDS
  (HIGH TECH)
  These are typical security guards, bodyguards, star-port guards and police patrolmen for tech levels 10 and beyond.
  Unlike their lower tech counterparts, high tech guards are required to have extensive skill training in various tech skills. As
  a result, they are multi-classed professional/mercenaries. They are outfitted in combat environment suits for dangerous
  duty. Each guard carries a shock baton, snub pistol and a variety of ammunition. Guards in higher-risk situations will carry
  a Snub SMG too. The guns will be fitted with a Heads-Up Display giving an included +3 to hit. In rural situations they will
  often have a light ACR with HUD display.
  GREEN GUARD 
  (professional level 1/ mercenary level 2) TL10+ Medium human
  Stamina 13, Lifeblood  11    Init +0; Speed  6 m ( 4 squares); 
  Armor Class: 16 (+6 CES), Armor Rating: 6 (CES)
  Str 12, Dex11  Con11, Int 10, Wis 10, Cha10, Edu 11, Soc 10
  SV Fort +3; Ref+0 Will +4;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Snub Pistol 
  +5 
  1d10
  18 
  12
  20
  1
  6
  Shock Baton 
  +2 
  1d6+1d6+1
  —
  —
  20  
  —
  —
  Snub SMG 
  +5 
  1d10 
  24 
  16
  20  
  4/ FA
  30
  Fist 
  +3 
  1d4+1
  — 
  —
  20 
  —
  — 
  Light ACR
  +5
  1d12
  72
  48
  20
  1,4
  50
  Skills: Pilot +2, Spot +4, Listen +4, P/Security+4, T/Electronics +4, T/Communications +4, T/Computer +4, T/Sensors +4,
  K/Interstellar Law +4, P/Admin +4, Sense Motive +2 
  Feats:  Vessel (grav), Armor (light, medium, vac suit), Weapons (armsman, marksman, combat rifleman), Alertness, Quick
  Draw, Professional Specialty (XXX), Brawling, Interrogation
  Equipment: Combat Environment Suit, Snub pistol with HUD, shock baton, access to Snub SMG with HUD or Light ACR
  with HUD.
  REGULAR GUARD 
  (professional level 3/ mercenary level 3) TL10+ Medium human
  Stamina 26, Lifeblood  11    Init +1; Speed  6 m ( 4 squares); 
  Armor Class: 17 (+6 CES, +1 dex), Armor Rating: 6 (CES)
  Str 12, Dex12  Con11, Int 10, Wis 10, Cha10, Edu 11, Soc 10
  SV Fort +4; Ref+3 Will +5;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Snub Pistol 
  +7 
  1d10
  18 
  12
  20
  1
  6
  Shock Baton 
  +4 
  1d6+1d6+1
  —
  —
  20  
  —
  —
  Snub SMG 
  +7 
  1d10 
  24 
  16
  20  
  4/ FA
  30
  Fist 
  +5 
  1d4+1
  — 
  —
  20 
  —
  — 
  Light ACR
  +7
  1d12
  72
  48
  20
  1,4
  50
  Skills: Pilot +4, Spot +5, Listen +5, P/Security+6, T/Electronics +6, T/Communications +6, T/Computer +6, T/Sensors +6,
  K/Interstellar Law +8, P/Admin +8, Sense Motive +5 
  Feats:  Vessel (grav), Armor (light, medium, vac suit), Weapons (armsman, marksman, combat rifleman), Alertness, Quick
  Draw, Professional Specialty (Security), Brawling, Interrogation, Legal Eagle, Skill Focus: Sense Motive
  Equipment: Combat Environment Suit, Snub pistol with HUD, shock baton, access to Snub SMG with HUD or Light ACR
  with HUD.
  
  76 GUNMEN
  12
  VETERAN GUARD 
  (professional level 4/ mercenary level 5) TL10+ Medium human
  Stamina 49, Lifeblood  12    Init +1; Speed  6 m ( 4 squares); 
  Armor Class: 17 (+6 CES, +1 dex), Armor Rating: 6 (CES)
  Str 12, Dex12  Con12, Int 10, Wis 10, Cha10, Edu 11, Soc 10
  SV Fort +6; Ref+7 Will +7;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Snub Pistol 
  +10/+5
  1d10
  18 
  12
  20
  1
  6
  Shock Baton 
  +7/+2
  1d6+1d6+1
  —
  —
  20  
  —
  —
  Snub SMG 
  +10/+5
  1d10 
  24 
  16
  20  
  4/ FA
  30
  Fist 
  +8/+3
  1d4+1
  — 
  —
  20 
  —
  — 
  Light ACR
  +10/+5
  1d12
  72
  48
  20
  1,4
  50
  Skills: Pilot +6, Spot +7, Listen +7, P/Security+7, T/Electronics +7, T/Communications +7, T/Computer +7, T/Sensors +7,
  K/Interstellar Law +9, P/Admin +9, Sense Motive +5 
  Feats:  Vessel (grav), Armor (light, medium, vac suit), Weapons (armsman, marksman, combat rifleman), Alertness, Quick
  Draw, Professional Specialty (Security), Brawling, Interrogation, Legal Eagle, Skill Focus: Sense Motive, Defensive Roll,
  Lightning Reflexes
  Equipment: Combat Environment Suit, Snub pistol with HUD, shock baton, access to Snub SMG with HUD or Light ACR
  with HUD.
  ELITE GUARD
  (professional level 6/ mercenary level 6) TL10+ Medium human
  Stamina 64, Lifeblood  12    Init +5; Speed  6 m ( 4 squares); 
  Armor Class: 17 (+6 CES, +1 dex), Armor Rating: 6 (CES)
  Str 12, Dex12  Con12, Int 10, Wis 10, Cha10, Edu 12, Soc 10
  SV Fort +8; Ref+7 Will +8;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Snub Pistol 
  +12/+7
  1d10
  18 
  12
  20
  1
  6
  Shock Baton 
  +9/+4
  1d6+1d6+1
  —
  —
  20  
  —
  —
  Snub SMG 
  +12/+7
  1d10 
  24 
  16
  20  
  4/ FA
  30
  Fist 
  +10/+5
  1d4+1
  — 
  —
  20 
  —
  — 
  Light ACR
  +12/+7
  1d12
  72
  48
  20
  1,4
  50
  Skills: Pilot +7, Spot +8, Listen +8, P/Security+9, T/Electronics +10, T/Communications +10, T/Computer +10, T/Sensors
  +10, K/Interstellar Law +12, P/Admin +11, Sense Motive +6 
  Feats:  Vessel (grav), Armor (light, medium, vac suit), Weapons (armsman, marksman, combat rifleman), Alertness, Quick
  Draw, Professional Specialty (Security), Brawling, Interrogation, Legal Eagle, Skill Focus: Sense Motive, Defensive Roll,
  Lightning Reflexes, EW Specialist, Improved Initiative
  Equipment: Combat Environment Suit, Snub pistol with HUD, shock baton, access to Snub SMG with HUD or Light ACR
  with HUD.
  AVERAGE STREET THUGS
  The selection of Average Street Thugs below are best used as petty muggers, paid “muscle”, enforcers and gunmen of
  urban criminal gangs. These aren’t the smugglers, con men or forgers, just the simple goons that the players always seem to
  wind up running afoul of. These stats can also be used for bodyguards and minor henchmen to master villains.   
  
  76 GUNMEN
  13
  GREEN THUG 
  (rogue level 3)  TL 5+  Medium human
  Stamina 19, Lifeblood 12     Init +4; Speed  9 m (  6 squares); 
  Armor Class: 12 (+2 jack), Armor Rating: 2 (jack)
  Str 11, Dex11  Con11, Int 10, Wis 10, Cha10, Edu 6, Soc 5
  SV Fort +1; Ref+3 Will +1;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Fist
  +3 
  1d4
  — 
  —
  20
  —
  —
  Dagger
  +2 
  1d4
  1.5 
  1
  19 
  —
  —
  Shotgun
  +2 
  3d6/2d6/1d6 
  3
  2
  20 
  1
  2
  Revolver
  +2
  1d10
  30
  20
  X2
  1
  6
  Autopistol
  +2
  1d10
  45
  30
  X2
  1
  15
  SMG
  +2
  1d10
  45
  30
  X2
  4
  30
  Skills: Driving +6, Innuendo +6, Intimidate +6, Listen +8, Spot +8  
  Feats: Vessel (wheeled), Weapons (marksman, swordsman), Armor (light, medium), Alertness, Toughness, Brawling,
  Improved Initiative, Point Blank Shot
  Equipment: jack armor and 1-2 of the following: revolver, autopistol, shotgun, SMG, dagger.
  Average Guard (High Tech)
  Average Thug
  
  76 GUNMEN
  14
  REGULAR THUG 
  (rogue level 6)  TL 5+  Medium human
  Stamina 32, Lifeblood 12     Init +5; Speed  9 m (  6 squares); 
  Armor Class: 13 (+2 jack, +1 dex), Armor Rating: 2 (jack)
  Str 11, Dex12  Con11, Int 10, Wis 10, Cha10, Edu 6, Soc 5
  SV Fort +2; Ref+6 Will +2;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Fist
  +5 
  1d4
  — 
  —
  20
  —
  —
  Dagger
  +4 
  1d4
  1.5 
  1
  19 
  —
  —
  Shotgun
  +4 
  3d6/2d6/1d6 
  3
  2
  20 
  1
  2
  Revolver
  +4
  1d10
  30
  20
  X2
  1
  6
  Autopistol
  +4
  1d10
  45
  30
  X2
  1
  15
  SMG
  +4
  1d10
  45
  30
  X2
  4
  30
  Skills: Driving +10, Innuendo +9, Intimidate +9, Listen +11, Spot +11  
  Feats: Vessel (wheeled), Weapons (marksman, swordsman), Armor (light, medium), Alertness, Toughness, Brawling,
  Improved Initiative, Spot Trouble, Quick Draw, Point Blank Shot
  Equipment: jack armor and 1-2 of the following: revolver, autopistol, shotgun, SMG, dagger.
  VETERAN THUG
  (rogue level 9) TL 5+  Medium human; 
  Stamina 57, Lifeblood 14     Init +5; Speed  9 m (  6 squares); 
  Armor Class: 13 (+2 jack, +1 dex), Armor Rating: 2 (jack)
  Str 11, Dex12  Con12, Int 10, Wis 10, Cha10, Edu 6, Soc 5
  SV Fort +4; Ref+8 Will +3;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Fist
  +8/+3 
  1d4
  — 
  —
  20
  —
  —
  Dagger
  +7/+2
  1d4
  1.5 
  1
  19 
  —
  —
  Shotgun
  +7/+2 
  3d6/2d6/1d6 
  3
  2
  20 
  1
  2
  Revolver
  +7/+2
  1d10
  30
  20
  X2
  1
  6
  Autopistol
  +7/+2
  1d10
  45
  30
  X2
  1
  15
  SMG
  +7/+2
  1d10
  45
  30
  X2
  4
  30
  Skills: Driving +13, Innuendo +12, Intimidate +12, Listen +14, Spot +14  
  Feats: Vessel (wheeled), Weapons (marksman, swordsman), Armor (light, medium), Alertness, Toughness x2, Brawling,
  Improved Initiative, Spot Trouble, Quick Draw, Point Blank Shot, Precise Shot
  Equipment: jack armor and 1-2 of the following: revolver, autopistol, shotgun, SMG, dagger.
  ELITE THUG  
  (rogue level 12)  TL 5+  Medium human; 
  Stamina 78, Lifeblood 17     Init +5; Speed  9 m (  6 squares); 
  Armor Class: 13 (+2 jack, +1 dex), Armor Rating: 2 (jack)
  Str 11, Dex12  Con13, Int 10, Wis 10, Cha10, Edu 6, Soc 5
  SV Fort +5; Ref+10 Will +4;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Fist
  +11/+6 
  1d4
  — 
  —
  20
  —
  —
  Dagger
  +10/+5
  1d4
  1.5 
  1
  19 
  —
  —
  Shotgun
  +10/+5 
  3d6/2d6/1d6 
  3
  2
  20 
  1
  2
  Revolver
  +10/+5
  1d10
  30
  20
  X2
  1
  6
  Autopistol
  +10/+5
  1d10
  45
  30
  X2
  1
  15
  SMG
  +10/+5
  1d10
  45
  30
  X2
  4
  30
  
  76 GUNMEN
  15
  Skills: Driving +16, Innuendo +15, Intimidate +15, Listen +17, Spot +17  
  Feats: Vessel (wheeled), Weapons (marksman, swordsman), Armor (light, medium), Alertness, Toughness x4, Brawling,
  Improved Initiative, Spot Trouble, Quick Draw, Point Blank Shot, Precise Shot
  Equipment: jack armor and 1-2 of the following: revolver, autopistol, shotgun, SMG, dagger.
  SECTION 2:  STARSHIP CREWS
  The NPCs in this section are those likely to be found on the various types of starships and space vessels in the
  Imperium.
  AVERAGE BELTERS
  These are rough-and-tumble asteroid miners and deep-space workers, ubiquitous across Charted Space. Most belter
  ships will have a few snub pistols, shotguns and carbines on board for security purposes, and belters are known for an
  almost pathological reluctance to remove their vac suits.
  GREEN BELTER  
  (Belter level 3)  TL 12  Medium human
  Stamina 11, Lifeblood  10    Init +0; Speed   6m (4 squares); 
  Armor Class: 13 (+3 vac suit), Armor Rating: 3 (vac suit)
  Str 11, Dex11  Con10, Int 10, Wis 11, Cha10, Edu 10, Soc 10
  SV Fort +1; Ref+1 Will +3;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Snub Pistol
  +1 
  1d10
  18
  12
  20
  1
  6
  Shotgun 
  +1 
  3d6/2d6/1d6
  3
  2
  20
  1
  6
  Carbine 
  +1
  1d10
  45
  30
  20x2
  1
  20
  Fist 
  +2 
  1d4
  —
  —
  20
  —
  —
  Skills: Appraise +6, K/Mining +6, P/Prospecting +6, T/Engineering +6, Demolitions +6, Gunnery +3, K/Geology +3, Search
  +3, Pilot +3. 
  Feats: Vessel (grav, ship’s boat), Armor (light, vac suit), Weapons (marksman, ship’s weapons), Zero-G/Low-G Adaptation,
  Improved Zero-G adaptation, Brawling, Geological Survey, 
  Equipment: Vac Suit-12,  Snub pistol or shotgun or carbine, tool kit
  REGULAR BELTER  
  (Belter level 6)  TL 12  Medium human
  Stamina 22, Lifeblood  10    Init +0; Speed   6m (4 squares); 
  Armor Class: 13 (+3 vac suit), Armor Rating: 3 (vac suit)
  Str 11, Dex11  Con10, Int 10, Wis 12, Cha10, Edu 10, Soc 10
  SV Fort +2; Ref+2 Will +6;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Snub Pistol
  +3 
  1d10
  18
  12
  20
  1
  6
  Shotgun 
  +3 
  3d6/2d6/1d6
  3
  2
  20
  1
  6
  Carbine 
  +3
  1d10
  45
  30
  20x2
  1
  20
  Fist 
  +4 
  1d4
  —
  —
  20
  —
  —
  Skills: Appraise +9, K/Mining +10, P/Prospecting +10, T/Engineering +9, Demolitions +9, Gunnery +6, K/Geology +5,
  Search +5, Pilot +4. 
  Feats: Vessel (grav, ship’s boat, starship), Armor (light, vac suit), Weapons (marksman, ship’s weapons), Zero-G/Low-G
  Adaptation, Improved Zero-G adaptation, Brawling, Geological Survey, 3-D awareness
  Equipment: Vac Suit-12,  Snub pistol or shotgun or carbine, tool kit
  
  76 GUNMEN
  16
  VETERAN BELTER  
  (Belter level 9)  TL 12  Medium human
  Stamina 33, Lifeblood  10    Init +1; Speed   6m (4 squares); 
  Armor Class: 14 (+3 vac suit, +1 dex), Armor Rating: 3 (vac suit)
  Str 11, Dex12  Con10, Int 10, Wis 12, Cha10, Edu 10, Soc 10
  SV Fort +3; Ref+4 Will +7;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Snub Pistol
  +4 
  1d10
  18
  12
  20
  1
  6
  Shotgun 
  +4 
  3d6/2d6/1d6
  3
  2
  20
  1
  6
  Carbine 
  +4
  1d10
  45
  30
  20x2
  1
  20
  Fist 
  +5 
  1d4
  —
  —
  20
  —
  —
  Skills: Appraise +12, K/Mining +13, P/Prospecting +15, T/Engineering +12, Demolitions +13, Gunnery +7, K/Geology +7,
  Search +7, Pilot +7. 
  Feats: Vessel (grav, ship’s boat, starship), Armor (light, vac suit), Weapons (marksman, ship’s weapons), Zero-G/Low-G
  Adaptation, Improved Zero-G adaptation, Brawling, Geological Survey, 3-D awareness, Self-reliance, Skill Focus: prospecting
  Equipment: Vac Suit-12, Snub pistol or shotgun or carbine, tool kit
  ELITE BELTER
  (Belter level 12)  TL 12  Medium human
  Stamina 33, Lifeblood  10    Init +1; Speed   6m (4 squares); 
  Armor Class: 14 (+3 vac suit, +1 dex), Armor Rating: 3 (vac suit)
  Str 12, Dex12  Con10, Int 10, Wis 12, Cha10, Edu 10, Soc 10
  SV Fort +4; Ref+5 Will +9;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Snub Pistol
  +6/+1 
  1d10
  18
  12
  20
  1
  6
  Shotgun 
  +6/+1
  3d6/2d6/1d6
  3
  2
  20
  1
  6
  Carbine 
  +6/+1
  1d10
  45
  30
  20x2
  1
  20
  Fist 
  +7/+2 
  1d4+1
  —
  —
  20
  —
  —
  Skills: Appraise +15, K/Mining +16, P/Prospecting +18, T/Engineering +15, Demolitions +16, Gunnery +9, K/Geology +8,
  Search +9, Pilot +8. 
  Feats: Vessel (grav, ship’s boat, starship), Armor (light, vac suit), Weapons (marksman, ship’s weapons), Zero-G/Low-G
  Adaptation, Improved Zero-G adaptation, Brawling, Geological Survey, 3-D awareness, Self-reliance, Skill Focus: prospect-
  ing, Jury-Rig, Junkyard Dog, 
  Equipment: Vac Suit-12,  Snub pistol or shotgun or carbine, tool kit
  AVERAGE VARGR CORSAIR CREW
  These are the Vargr crewmembers of a piratical spacecraft.
  GREEN CORSAIR 
  (traveler level 3)  TL 12  Medium Vargr
  Stamina 8, Lifeblood  10    Init +1; Speed  8 m (  6 squares); 
  Armor Class: 14 (+3 vac, +1 dex), Armor Rating: 3 (vac suit)
  Str 9, Dex13  Con 9, Int 10, Wis 10, Cha10, Edu 11, Soc 10 Pres 1
  SV Fort +0; Ref+3 Will +2;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Claw
  +3 
  1d4-1
  —
  —
  20
  —
  —
  Bite
  +3
  1d6+2
  —
  —
  20
  —
  —
  Snub Pistol
  +2 
  1d10
  21
  14
  20
  1
  6
  Laser Carbine 
  -2 
  3d8 
  45
  30
  20
  1
  50
  
  76 GUNMEN
  17
  Skills: Pilot +7, Gunnery +6, Gambling +6, Any 3 technical
  skills +6
  Feats: Vessel (grav, starship), Weapon (marksman, ship’s weapons), Armor (light, medium, vac suit)
  Equipment: laser carbine or snub pistol, vac suit TL-12, medium range communicator
  REGULAR CORSAIR 
  (traveler level 6)  TL 12  Medium Vargr
  Stamina 21, Lifeblood  10    Init +1; Speed  8 m (  6 squares); 
  Armor Class: 14 (+3 vac, +1 dex), Armor Rating: 3 (vac suit)
  Str 9, Dex13  Con 10, Int 10, Wis 10, Cha10, Edu 11, Soc 10 Pres 3
  SV Fort +2; Ref+4 Will +3;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Claw
  +5 
  1d4-1
  —
  —
  20
  —
  —
  Bite
  +5
  1d6+2
  —
  —
  20
  —
  —
  Snub Pistol
  +4 
  1d10
  21
  14
  20
  1
  6
  Laser Carbine 
  +4 
  3d8 
  45
  30
  20
  1
  50
  Skills: Pilot +10, Gunnery +9, Gambling +9, Any 3 technical skills +9
  Feats: Vessel (grav, starship, ship’s boat), Weapon (marksman, laser, ship’s weapons), Armor (light, medium, vac suit)
  Equipment: laser carbine or snub pistol, vac suit TL-12, medium range communicator
  Average Belter
  Average Vargr Corsair
  
  76 GUNMEN
  18
  VETERAN CORSAIR 
  (traveler level 9)  TL 12  Medium Vargr
  Stamina 34, Lifeblood  11    Init +2; Speed  8 m ( 6 squares); 
  Armor Class: 14 (+3 vac, +1 dex), Armor Rating: 3 (vac suit)
  Str 9, Dex14  Con 10, Int 10, Wis 10, Cha10, Edu 11, Soc 10 Pres 5
  SV Fort +3; Ref+6 Will +4;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Claw
  +7 
  1d4-1
  —
  —
  20
  —
  —
  Bite
  +7
  1d6+2
  —
  —
  20
  —
  —
  Snub Pistol
  +6 
  1d10
  21
  14
  20
  1
  6
  Laser Carbine 
  +6 
  3d8 
  45
  30
  20
  1
  50
  Skills: Pilot +14, Gunnery +12, Gambling +12, Any 3 technical skills +12
  Feats: Vessel (grav, starship, ship’s boat), Weapon (marksman, laser, ship’s weapons), Armor (light, medium, vac suit), Jack
  of All Trades, Toughness 
  Equipment: laser carbine or snub pistol, vac suit TL-12, medium range communicator
  ELITE CORSAIR 
  (traveler level 12)  TL 12  Medium Vargr
  Stamina 44, Lifeblood  11    Init +2; Speed  8 m ( 6 squares); 
  Armor Class: 14 (+3 vac, +1 dex), Armor Rating: 3 (vac suit)
  Str 10, Dex14  Con 10, Int 10, Wis 10, Cha10, Edu 11, Soc 10 Pres 7
  SV Fort +4; Ref+8 Will +6;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Claw
  +9/+4 
  1d4
  —
  —
  20
  —
  —
  Bite
  +9/+4
  1d6+3
  —
  —
  20
  —
  —
  Snub Pistol
  +8/+3
  1d10
  21
  14
  20
  1
  6
  Laser Carbine 
  +8/+3 
  3d8 
  45
  30
  20
  1
  50
  Skills: Pilot +17, Gunnery +15, Gambling +15, Any 3 technical skills +15
  Feats: Vessel (grav, starship, ship’s boat), Weapon (marksman, laser, ship’s weapons), Armor (light, medium, vac suit), Zero-
  G/Low-G adaptation, Jack of All Trades, Toughness, Jury Rig, Carousing 
  Equipment: laser carbine or snub pistol, vac suit TL-12, medium range communicator
  AVERAGE MERCHANT CREW
  These are typical crewmen on merchant space vessels, be it free traders or corporate liners. They are presented
  equipped to “repel boarders” and so are in vac suits, carrying snub pistols and makeshift weapons. Additionally stats for a
  shotgun are provided for when the merchant crew turns out to be a bit more heavily armed. In the skill and feat list for each
  level, there are several choices: one for bridge crew, one for technical crew and one for trade crew; gunners should be taken
  from the Navy stats. Merchant crew can be used for the crew of smuggler ships and the “less professional” pirate ships. Note
  that a “lead pipe” is a representative weapon - any heavy blunt object found lying around will do in a pinch.
  GREEN MERCHANT CREW 
  (merchant level 3)  TL 12+  Medium human
  Stamina 11, Lifeblood  10    Init +0; Speed  6 m (  3 squares); 
  Armor Class: 13 (+3 vac suit), Armor Rating: 3 (vac suit)
  Str 10, Dex10  Con10, Int 11, Wis 11, Cha10, Edu 11, Soc 10
  SV Fort +2; Ref+1 Will +2;
  
  76 GUNMEN
  19
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Snub Pistol 
  +0
  1d10
  21
  14
  20  
  1
  6 
  Fist 
  +1 
  1d4
  —
  —
  20
  —
  —
  Lead Pipe 
  +0
  1d4
  — 
  —
  20
  —
  —
  Shotgun
  +0
  3d6/2d6/1d6
  3
  2
  20
  1
  6
  Skills: all: Pilot +6, P/Merchant +6, K/Trade Law +6, Appraise +6, Gather Info +6
  a) Bridge Crew: T/Astrogation +6, T/Computer +6, T/Sensor +6
  b) Tech Crew: T/Engineering +6, T/Mechanical +8, T/Electronics +8
  c) Trade Crew: Trader +8, Broker +8, Liaison +6
  Feats: all: Vessel (grav), Armor (light, vac suit), Weapons (Marksman), Barter, Brawling, Connections (merchant), Zero-
  G/Low-G Adaptation
  a) Bridge Crew: Vessel (ship’s boat, starship) 
  b) Tech Crew:  Jury Rig, Gearhead
  c) Trade Crew: Steward, Calculating Eye
  Equipment: vac suit, snub pistol, lead pipe.
  REGULAR MERCHANT CREW 
  (merchant level 6)  TL 12+  Medium human
  Stamina 22, Lifeblood  10    Init +0; Speed  6 m (  3 squares); 
  Armor Class: 13 (+3 vac suit), Armor Rating: 3 (vac suit)
  Str 10, Dex10  Con10, Int 11, Wis 11, Cha10, Edu 12, Soc 10
  SV Fort +3; Ref+2 Will +3;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Snub Pistol 
  +1
  1d10
  21
  14
  20  
  1
  6 
  Fist 
  +2 
  1d4
  —
  —
  20
  —
  —
  Lead Pipe 
  +1
  1d4
  — 
  —
  20
  —
  —
  Shotgun
  +1
  3d6/2d6/1d6
  3
  2
  20
  1
  6
  Skills: all: Pilot +9, P/Merchant +9, K/Trade Law +10, Appraise +9, Gather Info +9
  a) Bridge Crew: T/Astrogation +10, T/Computer +10, T/Sensor +10
  b) Tech Crew: T/Engineering +10, T/Mechanical +12, T/Electronics +12
  c) Trade Crew: Trader +11, Broker +11, Liaison +9
  Feats: all: Vessel (grav), Armor (light, vac suit), Weapons (Marksman), Barter, Brawling, Connections (merchant), Zero-
  G/Low-G Adaptation, First Aid 
  a) Bridge Crew: Vessel (ship’s boat, starship), Hacker 
  b) Tech Crew:  Jury Rig, Gearhead. Miracle Worker
  c) Trade Crew: Steward, Calculating Eye, Chief Steward
  Equipment: vac suit, snub pistol, lead pipe.
  VETERAN MERCHANT CREW
  (merchant level 9)  TL 12+  Medium human
  Stamina 33, Lifeblood  10    Init +0; Speed  6 m (  3 squares); 
  Armor Class: 13 (+3 vac suit), Armor Rating: 3 (vac suit)
  Str 10, Dex10  Con10, Int 11, Wis 12, Cha10, Edu 12, Soc 10
  SV Fort +4; Ref+3 Will +5;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Snub Pistol 
  +3
  1d10
  21
  14
  20  
  1
  6 
  Fist 
  +3 
  1d4
  —
  —
  20
  —
  —
  Lead Pipe 
  +2
  1d4
  — 
  —
  20
  —
  —
  Shotgun
  +2
  3d6/2d6/1d6
  3
  2
  20
  1
  6
  
  76 GUNMEN
  20
  Skills: all: Pilot +12, P/Merchant +13, K/Trade Law +13, Appraise +12, Gather Info +12
  a) Bridge Crew: T/Astrogation +13, T/Computer +13, T/Sensor +13
  b) Tech Crew: T/Engineering +15, T/Mechanical +15, T/Electronics +15
  c) Trade Crew: Trader +14, Broker +14, Liaison +12
  Feats: all: Vessel (grav), Armor (light, vac suit), Weapons (Marksman), Barter, Brawling, Connections (merchant), Zero-
  G/Low-G Adaptation, First Aid, Weapon Focus: Snub Pistol 
  a) Bridge Crew: Vessel (ship’s boat, starship), Hacker, Ship Tactics 
  b) Tech Crew:  Jury Rig, Gearhead. Miracle Worker, Skill Focus: T/Engineering
  c) Trade Crew: Steward, Calculating Eye, Chief Steward, Market Analyst
  Equipment: vac suit, snub pistol, lead pipe.
  ELITE MERCHANT CREW 
  (merchant level 12)  TL 12+  Medium human
  Stamina 44, Lifeblood  10    Init +0; Speed  6 m (  3 squares); 
  Armor Class: 13 (+3 vac suit), Armor Rating: 3 (vac suit)
  Str 10, Dex10  Con10, Int 12, Wis 12, Cha10, Edu 12, Soc 10
  SV Fort +6; Ref+4 Will +9;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Snub Pistol 
  +4
  1d10
  21
  14
  20  
  1
  6 
  Fist 
  +4 
  1d4
  —
  —
  20
  —
  —
  Lead Pipe 
  +3
  1d4
  — 
  —
  20
  —
  —
  Shotgun
  +3
  3d6/2d6/1d6
  3
  2
  20
  1
  6
  Skills: all: Pilot +16, P/Merchant +16, K/Trade Law +16, Appraise +15, Gather Info +15, Bluff +17
  a) Bridge Crew: T/Astrogation +16, T/Computer +16, T/Sensor +16
  b) Tech Crew: T/Engineering +18, T/Mechanical +18, T/Electronics +18
  c) Trade Crew: Trader +17, Broker +17, Liaison +15
  Feats: all: Vessel (grav), Armor (light, vac suit), Weapons (Marksman), Barter, Brawling, Connections (merchant), Zero-
  G/Low-G Adaptation, First Aid, Weapon Focus: Snub Pistol, Narrow Escape, Carousing, Iron Will, Fast Talk 
  a) Bridge Crew: Vessel (ship’s boat, starship), Hacker, Ship Tactics 
  b) Tech Crew:  Jury Rig, Gearhead. Miracle Worker, Skill Focus: T/Engineering
  c) Trade Crew: Steward, Calculating Eye, Chief Steward, Market Analyst
  Equipment: vac suit, snub pistol, lead pipe.
  AVERAGE NAVAL CREW
  Here are the crewmen of Imperial, Subsector and Planetary Naval Ships. All are equipped for hazardous or security
  duties in their vac vuits, carrying a semi-automatic snub pistol or a laser carbine.
  For lower tech Planetary navies you can change the tech-14 vac suit for a lower tech model, but everything else would
  remain the same. Under skills and feats, there are 3 options provided for each level: Flight Crew, Engineering Crew and
  Gunnery crew (which includes security). Naval gunnery crew stats can be used for gunners on merchant ships as well. The
  stats for Naval crewmen are also useable for the crew on the better Star Merc and Pirate vessels.
  GREEN NAVAL CREW 
  (Navy level 3)  TL 14-15  Medium human
  Stamina 11, Lifeblood  10    Init +0; Speed  6 m (  4 squares); 
  Armor Class: 12 (+2 vac suit), Armor Rating: 2 (vac suit)
  Str 10, Dex10  Con10, Int 11, Wis 11, Cha10, Edu 11, Soc 11
  SV Fort +1; Ref+1 Will +3;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Snub Pistol 
  +4
  1d10
  21
  14
  20
  1
  15
  Laser Carbine
  +4
  3d8
  45
  30
  20
  1
  50
  Fist
  +2
  1d4
  —
  —
  20
  —
  —
  
  76 GUNMEN
  21
  Skills: all: Pilot +6, T/Computer +6, P/Administration +6,
  Liaison +6
  a) Flight: T/Astrogation +6, T/Communications +6, T/Sensors+6, 
  b) Engineering: T/Engineering +6, T/Mechanical +6, T/Electronics +6 
  c) Gunnery: Gunnery +8, Forward Observer +6, T/Sensors +6
  Feats: all: Vessel (grav), Armor (light, vac suit), Weapons (marksman, laser), Brawling, Zero-G/Low-G adaptation,  Zero-G
  combat
  a) Flight: Vessel (starship, ship’s boat)
  b) Engineering: Jury Rig, Damage Control
  c) Gunnery: Weapons (ship’s weapons), Skill Focus: Gunnery
  Equipment: vac suit-14, combat snub pistol or laser carbine with HUD.
  REGULAR NAVAL CREW
  (Navy level 6)  TL 14-15  Medium human
  Stamina 22, Lifeblood  10    Init +0; Speed  6 m (  4 squares); 
  Armor Class: 12 (+2 vac suit), Armor Rating: 2 (vac suit)
  Str 10, Dex10  Con10, Int 11, Wis 11, Cha10, Edu 12, Soc 11
  SV Fort +2; Ref+2 Will +5;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Snub Pistol 
  +6
  1d10
  21 
  14
  20
  1
  15
  Laser Carbine
  +6
  3d8
  45
  30
  20
  1
  50
  Fist
  +4
  1d4
  —
  —
  20
  —
  —
  Skills: all: Pilot +9, T/Computer +10, P/Administration +9, Liaison +9
  a) Flight: T/Astrogation +10, T/Communications +10, T/Sensors+10, 
  b) Engineering: T/Engineering +10, T/Mechanical +12, T/Electronics +12 
  c) Gunnery: Gunnery +11, Forward Observer +10, T/Sensors +10
  Feats: all: Vessel (grav), Armor (light, vac suit), Weapons (marksman, laser), Brawling, Zero-G/Low-G adaptation,  Zero-G
  combat, First Aid 
  a) Flight: Vessel (starship, ship’s boat), Ship’s Tactics
  b) Engineering: Jury Rig, Damage Control, Gearhead
  c) Gunnery: Weapons (ship’s weapons), Skill Focus: Gunnery, Heavy Metal
  Equipment: vac suit-14, combat snub pistol or laser carbine with HUD.
  Average Merchant Crew Member
  Average Naval Crew Member
  
  76 GUNMEN
  22
  VETERAN NAVAL CREW
  (Navy level 6)  TL 14-15  Medium human
  Stamina 33, Lifeblood  10    Init +0; Speed  6 m (  4 squares); 
  Armor Class: 12 (+2 vac suit), Armor Rating: 2 (vac suit)
  Str 10, Dex10  Con10, Int 11, Wis 12, Cha10, Edu 12, Soc 11
  SV Fort +3; Ref+3 Will +7;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Snub Pistol 
  +7
  1d10
  21 
  14
  20
  1
  15
  Laser Carbine
  +7
  3d8
  45
  30
  20
  1
  50
  Fist
  +5
  1d4
  —
  —
  20
  —
  —
  Skills: all: Pilot +12, T/Computer +13, P/Administration +13, Liaison +12
  a) Flight: T/Astrogation +13, T/Communications +13, T/Sensors+13, 
  b) Engineering: T/Engineering +13, T/Mechanical +15, T/Electronics +15 
  c) Gunnery: Gunnery +15, Forward Observer +12, T/Sensors +13
  Feats: all: Vessel (grav), Armor (light, vac suit), Weapons (marksman, laser), Brawling, Zero-G/Low-G adaptation,  Zero-G
  combat, First Aid, Cross Training 
  a) Flight: Vessel (starship, ship’s boat), Ship’s Tactics, EW Specialist
  b) Engineering: Jury Rig, Damage Control, Gearhead, Miracle Worker
  c) Gunnery: Weapons (ship’s weapons), Skill Focus (gunnery), Heavy Metal, Ship Tactics
  Equipment: vac suit-14, combat snub pistol or laser carbine with HUD.
  ELITE NAVAL CREW 
  (Navy level 6)  TL 14-15  Medium human
  Stamina 44, Lifeblood  10    Init +0; Speed  6 m (  4 squares); 
  Armor Class: 12 (+2 vac suit), Armor Rating: 2 (vac suit)
  Str 10, Dex10  Con10, Int 12, Wis 12, Cha10, Edu 12, Soc 11
  SV Fort +4; Ref+4 Will +9;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Snub Pistol 
  +9/+4
  1d10
  21 
  14
  20
  1
  15
  Laser Carbine
  +9/+4
  3d8
  45
  30
  20
  1
  50
  Fist
  +7/+2
  1d4
  —
  —
  20
  —
  —
  Skills: all: Pilot +16, T/Computer +16, P/Administration +18, Liaison +15, Leader +3
  a) Flight: T/Astrogation +16, T/Communications +16, T/Sensors+16, 
  b) Engineering: T/Engineering +18, T/Mechanical +18, T/Electronics +18 
  c) Gunnery: Gunnery +18, Forward Observer +16, T/Sensors +16
  Feats: all: Vessel (grav), Armor (light, vac suit), Weapons (marksman, laser), Brawling, Zero-G/Low-G adaptation, Zero-G
  combat, First Aid, Cross Training, Skill Focus(p/admin), Command Presence 
  a) Flight: Vessel (starship, ship’s boat), Ship’s Tactics, EW Specialist, Fleet Tactics
  b) Engineering: Jury Rig, Damage Control, Gearhead, Miracle Worker, Skill Focus (engineering)
  c) Gunnery: Weapons (ship’s weapons), Skill Focus (gunnery), Heavy Metal, Ship Tactics, Fleet Tactics
  Equipment: vac suit-14, combat snub pistol or laser carbine with HUD.
  AVERAGE SCOUT CREW
  These characters represent the typical crews of courier, express boat and survey vessels. They can also be used for
  crewmen on private yachts, science vessels and for pirates. Aboard ship they likely will carry a laser pistol, but while explor-
  ing a planet surface they may also  carry a carbine.
  
  76 GUNMEN
  23
  GREEN SCOUT 
  (Scout level 3)  TL 14  Medium human
  Stamina 17, Lifeblood  11    Init +0; Speed  6 m ( 4 squares); 
  Armor Class: 12 (+2 vac suit), Armor Rating: 2 (vac suit)
  Str 10, Dex11  Con11, Int 10, Wis 11, Cha10, Edu 10, Soc 10
  SV Fort +1; Ref+2 Will +2;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Laser pistol 
  +2 
  2d10 
  36
  24
  20
  1
  50
  Carbine
  +2
  1d10
  45
  30
  20x2
  1
  20
  Fist 
  +3 
  1d4
  —
  —
  20
  —
  —
  Skills: Pilot +6, T/Engineering +6, T/Communications +6, P/Survey +3, Gunnery +3, Survival +3, Gather Info +3
  Feats: Vessel (grav, starships, ship’s boat), Armor (light, vac suit), Weapons (marksman, laser, ship’s weapons), Brawling
  Equipment: vac suit-14, carbine or laser pistol, communicator, hand computer
  REGULAR SCOUT 
  (Scout level 6)  TL 14  Medium human
  Stamina 34, Lifeblood  11    Init +1; Speed  6 m ( 4 squares); 
  Armor Class: 13 (+2 vac suit, +1 dex), Armor Rating: 2 (vac suit)
  Str 10, Dex12  Con11, Int 10, Wis 11, Cha10, Edu 10, Soc 10
  SV Fort +2; Ref+4 Will +3;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Laser pistol 
  +5 
  2d10 
  36
  24
  20
  1
  50
  Fist 
  +6 
  1d4
  —
  —
  20
  —
  —
  Carbine
  +5
  1d10
  45
  40\
  20x2
  1
  20
  Skills: Pilot +10, T/Engineering +9, T/Communications +9, P/Survey +5, Gunnery +4, Survival +5, Gather Info +4
  Feats: Vessel (grav, starships, ship’s boat), Armor (light, vac suit), Weapons (marksman, laser, ship’s weapons), Brawling,
  Jack of All Trades, Zero-G/Low-G adaptation
  Equipment: vac suit-14, carbine or laser pistol, communicator, hand computer
  VETERAN SCOUT 
  (Scout level 9)  TL 14  Medium human
  Stamina 60, Lifeblood  12    Init +1; Speed  6 m ( 4 squares); 
  Armor Class: 13 (+2 vac suit, +1 dex), Armor Rating: 2 (vac suit)
  Str 10, Dex12  Con12, Int 10, Wis 11, Cha10, Edu 10, Soc 10
  SV Fort +4; Ref+5 Will +4;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Laser pistol 
  +7/+2
  2d10 
  36
  24
  20
  1
  50
  Fist 
  +8/+3 
  1d4
  —
  —
  20
  —
  —
  Carbine
  +7/+2
  1d10
  45
  30
  20x2
  1
  20
  Skills: Pilot +13, T/Engineering +12, T/Communications +12, P/Survey +6, Gunnery +6, Survival +6, Gather Info +6
  Feats: Vessel (grav, starships, ship’s boat), Armor (light, vac suit), Weapons (marksman, laser, ship’s weapons), Brawling,
  Jack of All Trades-2, Zero-G/Low-G adaptation, Obscure Knowledge
  Equipment: vac suit-14, carbine or laser pistol, communicator, hand computer
  
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  ELITE SCOUT 
  (Scout level 12)  TL 14  Medium human
  Stamina 60, Lifeblood  12    Init +1; Speed  6 m ( 4 squares); 
  Armor Class: 13 (+2 vac suit, +1 dex), Armor Rating: 2 (vac suit)
  Str 10, Dex12  Con12, Int 10, Wis 12, Cha10, Edu 10, Soc 10
  SV Fort +7; Ref+7 Will +7;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Laser pistol 
  +10/+5
  2d10 
  36
  24
  20
  1
  50
  Fist 
  +11/+6 
  1d4
  —
  —
  20
  —
  —
  Carbine
  +10/+5
  1d10
  45
  30
  20x2
  1
  20
  Skills: Pilot +16, T/Engineering +15, T/Communications +15, P/Survey +9, Gunnery +8, Survival +9, Gather Info +7
  Feats: Vessel (grav, starships, ship’s boat), Armor (light, vac suit), Weapons (marksman, laser, ship’s weapons), Brawling,
  Jack of All Trades-3, Zero-G/Low-G adaptation, Obscure Knowledge, Zero-G Combat, Great Fortitude
  Equipment: vac suit-14, carbine or laser pistol, communicator, hand computer
  SECTION 3:  MILITARY
  This section details the members of organized ground combat military forces.
  AVERAGE LOW TECH INFANTRY
  Low Tech infantry are guards, retainers and soldiers found on tech level 1-4 planets. These NPCs can be used inter-
  changeably for military, police and private guards at these tech levels. Swords, shields and studded leather armor are avail-
  able at all the tech levels, but at tech levels 2-4, a bow, musket, crossbow or halberd can be substituted for the shield.
  Average Scout
  Average Trooper (Low Tech)
  
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  GREEN TROOPER
  Low Tech (army level 3)  TL 1-4  Medium human
  Stamina 13, Lifeblood  11    Init +0; Speed  9 m (  6 squares); 
  Armor Class: 15 (+3 studded, +2 shield), Armor Rating: 1 (studded)
  Str 11, Dex11  Con11, Int 10, Wis 10, Cha10, Edu 8, Soc 10
  SV Fort +1; Ref+3 Will +1;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Sword 
  +3 
  1d8+2
  1.5
  1
  20x2
  —
  —
  Halberd 
  +2 
  1d10
  3
  2
  19
  —
  —
  Crossbow 
  +2 
  1d10
  36
  24
  19
  1
  1
  War Bow 
  +2 
  1d8 
  30
  20
  20x2
  1
  1
  Musket
  +2
  1d10
  25
  16
  20x2
  1
  1
  Skills: Spot +6, Ride +6, Gather Info +6, Survival +6, Gambling +6
  Feats: Armor (light), Weapons (swordsman, armsman, archer or black powder), Weapon focus: sword Weapon
  Specialization: sword, shield proficiency 
  Equipment: studded leather armor, large wooden shield, and sword.  May replace shield with bow, crossbow, musket or
  halberd.
  REGULAR TROOPER
  Low Tech (army level 6)  TL 1-4  Medium human
  Stamina 29, Lifeblood  12    Init +0; Speed  9 m (  6 squares); 
  Armor Class: 15 (+3 studded, +2 shield), Armor Rating: 1 (studded)
  Str 12, Dex11  Con11, Int 10, Wis 10, Cha10, Edu 8, Soc 10
  SV Fort +2; Ref+4 Will +2;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Sword 
  +5 
  1d8+3
  1.5
  1
  20x2
  —
  —
  Halberd 
  +4 
  1d10+1
  3
  2
  19
  —
  —
  Crossbow 
  +4 
  1d10
  36
  24
  19
  1
  1
  War Bow 
  +4 
  1d8 
  30
  20
  20x2
  1
  1
  Musket
  +4
  1d10
  25
  16
  20x2
  1
  1
  Skills: Spot +9, Ride +9, Gather Info +9, Survival +9, Gambling +9
  Feats: Armor (light), Weapons (swordsman, armsman, archer or black powder), Weapon focus: sword Weapon
  Specialization: sword, shield proficiency, Mounted Combat, Toughness  
  Equipment: studded leather armor, large wooden shield, and sword.  May replace shield with bow, crossbow, musket or
  halberd.
  VETERAN TROOPER
  Low Tech (army level 9)  TL 1-4  Medium human
  Stamina 51, Lifeblood  13    Init +0; Speed  9 m (  6 squares); 
  Armor Class: 15 (+3 studded, +2 shield), Armor Rating: 1 (studded)
  Str 12, Dex11  Con12, Int 10, Wis 10, Cha10, Edu 8, Soc 10
  SV Fort +4; Ref+6 Will +3;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Sword 
  +7/+2 
  1d8+3
  1.5
  1
  20x2
  —
  —
  Halberd 
  +6/+1 
  1d10+1
  3
  2
  19
  —
  —
  Crossbow 
  +6/+1 
  1d10
  36
  24
  19
  1
  1
  War Bow 
  +6/+1 
  1d8 
  30
  20
  20x2
  1
  1
  Musket
  +6/+1
  1d10
  25
  16
  20x2
  1
  1
  
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  Skills: Spot +12, Ride +12, Gather Info +12, Survival +12, Gambling +12
  Feats: Armor (light), Weapons (swordsman, armsman, archer or black powder), Weapon focus: sword Weapon
  Specialization: sword, shield proficiency, Mounted Combat, Toughness, Tactics 1, Ride By Attack  
  Equipment: studded leather armor, large wooden shield, and sword.  May replace shield with bow, crossbow, musket or hal-
  berd.
  ELITE TROOPER
  Low Tech (army level 12)  TL 1-4  Medium human
  Stamina 70, Lifeblood  13    Init +1; Speed  9 m (  6 squares); 
  Armor Class: 16 (+3 studded, +2 shield, +1 dex), Armor Rating: 1 (studded)
  Str 12, Dex12  Con12, Int 10, Wis 10, Cha10, Edu 8, Soc 10
  SV Fort +5; Ref+9 Will +4;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Sword 
  +11/+6
  1d8+3
  1.5
  1
  19x2
  —
  —
  Halberd 
  +10/+5
  1d10+1
  3
  2
  19
  —
  —
  Crossbow 
  +10/+5 
  1d10
  36
  24
  19
  1
  1
  War Bow 
  +10/+5 
  1d8 
  30
  20
  20x2
  1
  1
  Musket
  +10/+5
  1d10
  25
  16
  20x2
  1
  1
  Skills: Spot +15, Ride +16, Gather Info +15, Survival +15, Gambling +15
  Feats: Armor (light), Weapons (swordsman, armsman, archer or black powder), Weapon focus: sword Weapon
  Specialization: sword, shield proficiency, Mounted Combat, Toughness, Tactics 1, Ride By Attack, Trample, Spirited Charge,
  Improved Critical: Sword  
  Equipment: studded leather armor, large wooden shield, and sword.  May replace shield with bow, crossbow, musket or hal-
  berd.
  AVERAGE MIDDLE TECH INFANTRY
  These are typical army troopers for tech levels 5 through 8. They can be used for infantry troops, spotters, scouts or
  artillery gunners. These NPCs can be used as gunners in vehicles firing cannon, mortars or machineguns as well.
  GREEN TROOPER
  Mid Tech (Army 3)  TL 5-8  Medium human
  Stamina 13, Lifeblood  11    Init +0; Speed  9 m (  6 squares); 
  Armor Class: 14 (+4 flak jacket), Armor Rating: 4 (flak jacket)
  Str 11, Dex11  Con11, Int 10, Wis 11, Cha10, Edu 10, Soc 10
  SV Fort +1; Ref+3 Will +1;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Assault Rifle 
  +3 
  1d12+2
  45 
  30
  20x2  
  1,4
  30 
  Bayonet 
  +2 
  1d8
  1.5
  1
  20x2
  —
  —
  Fist
  +3
  1d4
  —
  —
  20
  —
  —
  Skills: Spot +6, Driving +6, Survival +6, Forward Observer +6, Gunnery +6
  Feats: Vessel (wheeled), Armor (light), Weapons (marksman, combat rifleman, armsman), Weapon Focus (assault rifle),
  Weapon Specialization (assault rifle), Brawling
  Equipment: flak jacket, assault rifle, 2 HEAP grenades, 2 fragmentation grenades, bayonet
  REGULAR TROOPER
  Mid Tech (Army 6)  TL 5-8  Medium human
  Stamina 26, Lifeblood  11    Init +1; Speed  9 m (  6 squares); 
  Armor Class: 15 (+4 flak jacket, +1 dex), Armor Rating: 4 (flak jacket)
  Str 11, Dex12  Con11, Int 10, Wis 11, Cha10, Edu 10, Soc 10
  SV Fort +2; Ref+6 Will +2;
  
  76 GUNMEN
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  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Assault Rifle 
  +5 
  1d12+2
  45 
  30
  20x2  
  1,4
  30 
  Bayonet 
  +5 
  1d8
  1.5
  1
  20x2
  —
  —
  Fist
  +5
  1d4
  —
  —
  20
  —
  —
  Skills: Spot +9, Driving +10, Survival +9, Forward Observer +9, Gunnery +9
  Feats: Vessel (wheeled), Armor (light), Weapons (marksman, combat rifleman, armsman, field artillery), Weapon Focus
  (assault rifle, bayonet), Weapon Specialization (assault rifle), Brawling
  Equipment: flak jacket, assault rifle, 2 HEAP grenades, 2 fragmentation grenades, bayonet, medium ranged radio
  VETERAN TROOPER
  Mid Tech (Army 9)  TL 5-8  Medium human
  Stamina 48, Lifeblood  12    Init +1; Speed  9 m (  6 squares); 
  Armor Class: 15 (+4 flak jacket, +1 dex), Armor Rating: 4 (flak jacket)
  Str 11, Dex12  Con12, Int 10, Wis 11, Cha10, Edu 10, Soc 10
  SV Fort +4; Ref+7 Will +3;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Assault Rifle 
  +8/+3
  1d12+2
  45 
  30
  20x2  
  1,4
  30 
  Bayonet 
  +8/+3 
  1d8+2
  1.5
  1
  20x2
  —
  —
  Fist
  +8/+3
  1d4
  —
  —
  20
  —
  —
  Skills: Spot +12, Driving +13, Survival +12, Forward Observer +12, Gunnery +12
  Feats: Vessel (wheeled), Armor (light), Weapons (marksman, combat rifleman, armsman, field artillery), Weapon Focus
  (assault rifle, bayonet), Weapon Specialization (assault rifle, bayonet), Brawling, Sniper
  Equipment: flak jacket, assault rifle, 2 HEAP grenades, 2 fragmentation grenades, bayonet, medium ranged radio
  Average Trooper (Middle Tech)
  Average Vehicle Crew Member (Middle Tech) 
  
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  ELITE TROOPER
  Mid Tech (Army 12)  TL 5-8  Medium human
  Stamina 48, Lifeblood  12    Init +5; Speed  9 m (  6 squares); 
  Armor Class: 15 (+4 flak jacket, +1 dex), Armor Rating: 4 (flak jacket)
  Str 11, Dex12  Con12, Int 10, Wis 12, Cha10, Edu 10, Soc 10
  SV Fort +5; Ref+9 Will +4;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Assault Rifle 
  +11/+6
  1d12+2
  45 
  30
  20x2  
  1,4
  30 
  Bayonet 
  +11/+6
  1d8+2
  1.5
  1
  20x2
  —
  —
  Fist
  +11/+6
  1d4
  —
  —
  20
  —
  —
  Skills: Spot +16, Driving +16, Survival +15, Forward Observer +15, Gunnery +16
  Feats: Vessel (wheeled), Armor (light), Weapons (marksman, combat rifleman, armsman, field artillery, lasers), Weapon
  Focus (assault rifle, bayonet), Weapon Specialization (assault rifle, bayonet), Brawling, Sniper, Tactics 1, Improved Initiative
  Equipment: flak jacket, assault rifle, 2 HEAP grenades, 2 fragmentation grenades, bayonet, medium ranged radio
  AVERAGE MIDDLE TECH VEHICLE CREW 
  These are typical army troopers assigned to ground or air vehicles for tech levels 5-8. 
  GREEN CREW
  Mid Tech (Army 3)  TL 5-8  Medium human
  Stamina 13, Lifeblood  11    Init +0; Speed  9 m (  6 squares); 
  Armor Class: 14 (+4 flak jacket), Armor Rating: 4 (flak jacket)
  Str 11, Dex11  Con11, Int 10, Wis 11, Cha10, Edu 10, Soc 10
  SV Fort +1; Ref+3 Will +1;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  SMG
  +2 
  1d10
  45 
  30
  20x2  
  1,4, FA
  30 
  Auto-pistol
  +2 
  1d10
  45
  30
  20x2
  1
  15
  Fist
  +3
  1d4
  —
  —
  20
  —
  —
  Skills: Spot +6, Driving +6, Pilot +6, Forward Observer +6, Gunnery +6
  Feats: Vessel (wheeled, and tracked or aircraft (choose)), Armor (light), Weapons (marksman, combat rifleman, heavy
  weapons, field artillery),  Brawling
  Equipment: flak jacket, SMG or auto-pistol
  REGULAR CREW
  Mid Tech (Army 6)  TL 5-8  Medium human
  Stamina 26, Lifeblood  11    Init +1; Speed  9 m (  6 squares); 
  Armor Class: 15 (+4 flak jacket, +1 dex), Armor Rating: 4 (flak jacket)
  Str 11, Dex12  Con11, Int 10, Wis 11, Cha10, Edu 10, Soc 10
  SV Fort +2; Ref+6 Will +2;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Auto-pistol
  +4 
  1d10
  45
  30
  20x2
  1
  15
  Fist +5 1d4
  —
  —
  20
  —
  —
  Skills: Spot +9, Driving +10, Pilot +10, Forward Observer +9, Gunnery +9
  Feats: Vessel (wheeled, and tracked or aircraft (choose)), Armor (light), Weapons (marksman, combat rifleman, heavy
  weapons, field artillery), Brawling, Heavy Metal, Vessel Specialization (choose)
  Equipment: flak jacket, SMG or auto-pistol
  
  76 GUNMEN
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  VETERAN CREW
  Mid Tech (Army 9)  TL 5-8  Medium human
  Stamina 48, Lifeblood  12    Init +1; Speed  9 m (  6 squares); 
  Armor Class: 15 (+4 flak jacket, +1 dex), Armor Rating: 4 (flak jacket)
  Str 11, Dex12  Con12, Int 10, Wis 11, Cha10, Edu 10, Soc 10
  SV Fort +4; Ref+7 Will +3;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  SMG
  +7/+2
  1d10
  45 
  30
  20x2  
  1,4, FA
  30 
  Auto-pistol
  +7/+2
  1d10
  45
  30
  20x2
  1
  15
  Fist
  +8/+3
  1d4
  —
  —
  20
  —
  —
  Skills: Spot +14, Driving +13, Pilot +13, Forward Observer +12, Gunnery +12, Listen +2
  Feats: Vessel (wheeled, and tracked or aircraft (choose)), Armor (light, vac suit), Weapons (marksman, combat rifleman,
  heavy weapons), Brawling, Heavy Metal, Vessel Specialization (choose), Alertness
  Equipment: flak jacket, SMG or auto-pistol
  ELITE CREW
  Mid Tech (Army 12)  TL 5-8  Medium human
  Stamina 48, Lifeblood  12    Init +5; Speed  9 m (  6 squares); 
  Armor Class: 15 (+4 flak jacket, +1 dex), Armor Rating: 4 (flak jacket)
  Str 11, Dex12  Con12, Int 10, Wis 12, Cha10, Edu 10, Soc 10
  SV Fort +5; Ref+9 Will +4;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  SMG
  +10/+5
  1d10
  45 
  30
  20x2  
  1,4, FA
  30 
  Auto-pistol
  +10/+5
  1d10
  45
  30
  20x2
  1
  15
  Fist
  +11/+6
  1d4
  —
  —
  20
  —
  —
  Skills: Spot +18, Driving +16, Pilot +16, Forward Observer +15, Gunnery +16, Listen +3
  Feats: Vessel (wheeled, tracked, aircraft (choose)), Armor (light, vac suit), Weapons (marksman, combat rifleman, heavy
  weapons, field artillery), Brawling, Heavy Metal, Vessel Specialization (choose) x2, Alertness, Tactics 1.
  Equipment: flak jacket, SMG or auto-pistol
  AVERAGE SYDITE BRUTE SQUAD TROOPERS
  Throughout the Trailing Frontier, Braknak Security LIC (a.k.a. “The Brute Squad”) is famous for providing gunmen by
  the day, week or month in squads, platoons and companies. Recruited exclusively from the Sydite minor human race,
  these hulking four-armed humanoids are usually found working as guards and as light infantry on low to middle tech plan-
  ets. Braknak arms its troops to TL-8 standards and so they pose no threat to Imperial interests, but are useful to corpora-
  tions and local despots. On combat detail they usually are issued the heavy and intimidating Light Assault Gun with HE
  ammo, while on guard duty they are usually issued with military shotguns.
  GREEN BRUTE 
  (mercenary level 3)  TL 8  Medium Sydite
  Stamina 22, Lifeblood  14    Init +1; Speed  9 m (  6 squares); 
  Armor Class: 15 (+1 dex, +4 flak), Armor Rating: 4 (flak jacket)
  Str 13, Dex13  Con13, Int 8, Wis 8, Cha8, Edu 8, Soc 9
  SV Fort +4; Ref+2 Will +0;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Fist
  +5
  1d4+1
  —
  —
  20 
  —
  —
  LAG-HE 
  +4
  3d10 
  96  
  64
  20
  1
  5
  Shotgun 
  +4
  3d8/2d8/1d8
  7
  5
  20 
  1
  12
  
  76 GUNMEN
  30
  Skills: Driving +1, Spot +5
  Feats: Vessel (wheeled), Armor (light, medium, vac suit), weapons (combat rifleman, marksman), Toughness, Point-Blank
  Shot, Brawling
  Equipment: flak jacket, either light assault gun or military shotgun 
  REGULAR BRUTE
  (mercenary level 6)  TL 8  Medium Sydite
  Stamina 38, Lifeblood  14    Init +2; Speed  9 m (  6 squares); 
  Armor Class: 16 (+2 dex, +4 flak), Armor Rating: 4 (flak jacket)
  Str 13, Dex14  Con13, Int 8, Wis 8, Cha8, Edu 8, Soc 9
  SV Fort +6; Ref+4 Will +1;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Fist
  +9/+4
  1d4+1
  —
  —
  20 
  —
  —
  LAG-HE 
  +8/+3
  3d10 
  96  
  64
  20
  1
  5
  Shotgun 
  +8/+3
  3d8/2d8/1d8
  7
  5
  20 
  1
  12
  Skills: Driving +2, Spot +8
  Feats: Vessel (wheeled, tracked), Armor (light, medium, vac suit), weapons (combat rifleman, marksman), Toughness, Point-
  Blank Shot, Brawling, Rapid Shot
  Equipment: flak jacket, either light assault gun or military shotgun
  
  76 GUNMEN
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  VETERAN BRUTE
  (mercenary level 9)  TL 8  Medium Sydite
  Stamina 63, Lifeblood  15    Init +2; Speed  9 m (  6 squares); 
  Armor Class: 16 (+2 dex, +4 flak), Armor Rating: 4 (flak jacket)
  Str 13, Dex14  Con14, Int 8, Wis 8, Cha8, Edu 8, Soc 9
  SV Fort +8; Ref+5 Will +3;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Fist
  +12/+7
  1d4+1
  —
  —
  20 
  —
  —
  LAG-HE 
  +12/+7
  3d10 
  96  
  64
  20
  1
  5
  Shotgun 
  +11/+6
  3d8/2d8/1d8
  7
  5
  20 
  1
  12
  Skills: Driving +5, Spot +8
  Feats: Vessel (wheeled, tracked), Armor (light, medium, vac suit), weapons (combat rifleman, marksman), Toughness,
  Point-Blank Shot, Brawling, Rapid Shot, Evasion, Weapon Focus: LAG
  Equipment: flak jacket, either light assault gun or military shotgun
  ELITE BRUTE 
  (mercenary level 12)  TL 8  Medium Sydite
  Stamina 79, Lifeblood  15    Init +6; Speed  9 m (  6 squares); 
  Armor Class: 16 (+2 dex, +4 flak), Armor Rating: 4 (flak jacket)
  Str 14, Dex14  Con14, Int 8, Wis 8, Cha8, Edu 8, Soc 9
  SV Fort +10; Ref+6 Will +5;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Fist
  +15/+10/+5
  1d4+2
  —
  —
  20 
  —
  —
  LAG-HE 
  +15/+10/+5
  3d10+2 
  96  
  64
  20
  1
  5
  Shotgun 
  +14/+9/+4
  3d8/2d8/1d8
  7
  5
  20 
  1
  12
  Skills: Driving +5, Spot +8
  Feats: Vessel (wheeled, tracked), Armor (light, medium, vac suit), weapons (combat rifleman, marksman), Toughness,
  Point-Blank Shot, Brawling, Rapid Shot, Evasion, Weapon Focus: LAG, Weapon Specialization: LAG, Uncanny Dodge,
  Improved Initiative
  Equipment: flak jacket, either light assault gun or military shotgun
  AVERAGE HIGH TECH ARMY TROOPS
  These represent army troopers at TL12, but are only different in some equipment details for higher-level army troops.
  They are useable as infantry, vehicle or artillery troopers. Infantry will have a gauss rifle, with one PGMP-12 per squad, but
  vehicle or artillery troops will usually have a lighter Snub SMG instead. 
  
  76 GUNMEN
  32
  GREEN TROOPER
  High Tech (army level 3)  TL 12  Medium human
  Stamina 13, Lifeblood  11   Init +0; Speed  6 m (  4 squares); 
  Armor Class: 19 (+7 combat, +2 cham), Armor Rating: 7 (combat armor)
  Str 11, Dex11  Con11, Int 10, Wis 11, Cha10, Edu 11, Soc 10
  SV Fort +1; Ref+3 Will +1;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Gauss Rifle 
  +6 
  2d12
  96
  64
  20x2
  1,4,10
  40
  PGMP-12 
  +6
  6d12 
  24
  16
  18x2
  1
  40
  Snub SMG
  +5
  1d10 
  24  
  16
  20
  1,4,10
  30
  Fist
  +5
  1d4
  —
  —
  20
  —
  —
  Skills: Pilot +6, T/Sensors +6, Spot +6, Gunnery +6, Forward Observer +6
  Feats: Vessel (grav), Armor (light, medium, vac suit), Weapons (marksman, combat rifleman, field artillery, high energy,
  heavy weapons), Weapon Focus (gauss rifle or pgmp-12), Brawling
  Equipment: Combat Armor 12 plus Chameleon-12, gauss rifle or pgmp-12 with HUD displays. Vehicle crew have snub SMG.
  Infantry troops will have 1-8 grenades too.
  REGULAR TROOPER
  High Tech (army level 6)  TL 12  Medium human
  Stamina 26, Lifeblood  11   Init +1; Speed  6 m (  4 squares); 
  Armor Class: 20 (+7 combat, +2 cham, +1 dex), Armor Rating: 7 (combat armor)
  Str 11, Dex12  Con11, Int 10, Wis 11, Cha10, Edu 11, Soc 10
  SV Fort +2; Ref+6 Will +2;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Gauss Rifle 
  +8 
  2d12
  96
  64
  20x2
  1,4,10
  40
  PGMP-12 
  +8
  6d12 
  24
  16
  18x2
  1
  40
  Snub SMG
  +8
  1d10 
  24  
  16
  20
  1,4,10
  30
  Fist
  +5
  1d4
  —
  —
  20
  —
  —
  Skills: Pilot +10 T/Sensors +9, Spot +9, Gunnery +9, Forward Observer +9
  Feats: Vessel (grav), Armor (light, medium, vac suit), Weapons (marksman, combat rifleman, field artillery, high energy,
  heavy weapons), Weapon Focus (gauss rifle and pgmp-12 or snub smg), Heavy Metal, Brawling 
  Equipment: Combat Armor 12 plus Chameleon-12, gauss rifle or pgmp-12 with HUD displays. Vehicle crews have snub
  SMG. Infantry troops will have 1-8 grenades too.
  VETERAN TROOPER
  High Tech (army level 9)  TL 12  Medium human
  Stamina 49, Lifeblood  12   Init +1; Speed  6 m (  4 squares); 
  Armor Class: 20 (+7 combat, +2 cham, +1 dex), Armor Rating: 7 (combat armor)
  Str 11, Dex12  Con12, Int 10, Wis 11, Cha10, Edu 11, Soc 10
  SV Fort +4; Ref+7 Will +3;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Gauss Rifle 
  +11/+6
  2d12
  96
  64
  20x2
  1,4,10
  40
  PGMP-12 
  +11/+6
  6d12 
  24
  16
  18x2
  1
  40
  Snub SMG
  +11/+6
  1d10 
  24  
  16
  20
  1,4,10
  30
  Fist
  +8/+3
  1d4
  —
  —
  20
  —
  —
  Skills: Pilot +13 T/Sensors +12, Spot +12, Gunnery +12, Forward Observer +12
  Feats: Vessel (grav), Armor (light, medium, vac suit), Weapons (marksman, combat rifleman, field artillery, high energy,
  heavy weapons, lasers), Weapon Focus (gauss rifle and pgmp-12 or snub smg), Heavy Metal, Brawling, Sniper 
  
  76 GUNMEN
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  Equipment: Combat Armor 12 plus Chameleon-12, gauss rifle or pgmp-12 with HUD displays. Vehicle crews have snub
  SMG. Infantry troops will have 1-8 grenades too.
  ELITE TROOPER
  High Tech (army level 9)  TL 12  Medium human
  Stamina 62, Lifeblood  12   Init +1; Speed  6 m (  4 squares); 
  Armor Class: 20 (+7 combat, +2 cham, +1 dex), Armor Rating: 7 (combat armor)
  Str 11, Dex12  Con12, Int 10, Wis 12, Cha10, Edu 11, Soc 10
  SV Fort +5; Ref+9 Will +4;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Gauss Rifle 
  +13/+8
  2d12+2
  96
  64
  19x2
  1,4,10
  40
  PGMP-12 
  +13/+8
  6d12 
  24
  16
  18x2
  1
  40
  Snub SMG
  +13/+8
  1d10 
  24  
  16
  20
  1,4,10
  30
  Fist
  +10/+5
  1d4
  —
  —
  20
  —
  —
  Skills: Pilot +16 T/Sensors +15, Spot +16, Gunnery +16, Forward Observer +15
  Feats: Vessel (grav), Armor (light, medium, vac suit), Weapons (marksman, combat rifleman, field artillery, high energy,
  heavy weapons, lasers), Weapon Focus (gauss rifle and pgmp-12 or snub smg), Heavy Metal, Brawling, Sniper, Tactics 1,
  Weapon Specialization (gauss rifle), Improved Critical (gauss rifle) 
  Equipment: Combat Armor 12 plus Chameleon-12, gauss rifle or pgmp-12 with HUD displays. Vehicle crews have snub
  SMG. Infantry troops will have 1-8 grenades too.
  AVERAGE VARGR MERCENARIES:
  These are typically encountered Vargr space mercenaries and can be used as the ship’s troops on Vargr Corsair and
  merchant vessels as well as troops for hire throughout the Coreward areas of the Imperium.
  Green Vargr Merc
  (mercenary level 3)  TL 12  Medium Vargr
  Stamina 14, Lifeblood  9    Init +1; Speed  8 m ( 6 squares); 
  Armor Class: 18 (+7 combat, +1 dex), Armor Rating: 7 (combat)
  Str 12, Dex13  Con 9, Int 10, Wis 10, Cha10, Edu 10, Soc 10  Pre 3
  SV Fort +2; Ref+2 Will +2;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Laser Rifle 
  +7 
  3d10 
  60 
  40
  20
  1
  100
  Snub SMG 
  +7 
  1d10 
  24  
  16
  20
  1,4
  30
  Claw
  +5
  1d4+1
  —
  —
  20
  —
  —
  Bite
  +5
  1d6+4
  —
  —
  20
  —
  —
  Blade 
  +0 
  1d6+1 
  —
  —
  19
  —
  —
  Skills: Pilot +7, Gunnery +6
  Feats: Vessel (grav), Armor (light, medium, vac). Weapons (combat rifleman, lasers, marksman, heavy weapons), Zero-G
  Combat, Point Blank Shot 
  Equipment: Combat Armor-12, blade and Laser Rifle or snub SMG with HUD
  
  76 GUNMEN
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  REGULAR VARGR MERC
  (mercenary level 6)  TL 12  Medium Vargr
  Stamina 28, Lifeblood  9    Init +2; Speed  8 m ( 6 squares); 
  Armor Class: 19 (+7 combat, +2 dex), Armor Rating: 7 (combat)
  Str 12, Dex14  Con 9, Int 10, Wis 10, Cha10, Edu 10, Soc 10  Pre 5
  SV Fort +4; Ref+4 Will +3;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Laser Rifle 
  +11/+6 
  3d10 
  60 
  40
  20
  1
  100
  Snub SMG 
  +11/+6
  1d10 
  24  
  16
  20
  1,4
  30
  Blade 
  +4/-1
  1d6+1 
  —
  —
  19
  —
  —
  Claw
  +9/+4
  1d4+1
  —
  —
  20
  —
  —
  Bite
  +9/+4
  1d6+4
  —
  —
  20
  —
  —
  Skills: Pilot +11, Gunnery +9
  Feats: Vessel (grav), Armor (light, medium, vac). Weapons (combat rifleman, lasers, marksman, field artillery, heavy
  weapons), Zero-G Combat, Point Blank Shot, Evasion,  
  Equipment: Combat Armor-12, blade and Laser Rifle or snub SMG with HUD
  VETERAN VARGR MERC
  (mercenary level 9)  TL 12  Medium Vargr
  Stamina 52, Lifeblood  10    Init +2; Speed  8 m ( 6 squares); 
  Armor Class: 19 (+7 combat, +2 dex), Armor Rating: 7 (combat)
  Str 12, Dex14  Con 10, Int 10, Wis 10, Cha10, Edu 10, Soc 10  Pre 6
  SV Fort +6; Ref+5 Will +4;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Laser Rifle 
  +14/+9 
  3d10 
  60 
  40
  20
  1
  100
  Snub SMG 
  +14/+9
  1d10 
  24  
  16
  20
  1,4
  30
  Blade 
  +7/+1
  1d6+1
  —
  —
  19
  —
  —
  Claw
  +12/+7
  1d4+1
  —
  —
  20
  —
  —
  Bite
  +12/+7
  1d6+4
  —
  —
  20
  —
  —
  Skills: Pilot +14, Gunnery +12
  Feats: Vessel (grav), Armor (light, medium, vac). Weapons (combat rifleman, lasers, marksman, field artillery, heavy
  weapons), Zero-G Combat, Point Blank Shot, Evasion, Opportunist, Precise Shot 
  Equipment: Combat Armor-12, blade and Laser Rifle or snub SMG with HUD
  ELITE VARGR MERC
  (mercenary level 12)  TL 12  Medium Vargr
  Stamina 68, Lifeblood  10    Init +2; Speed  8 m ( 6 squares); 
  Armor Class: 19 (+7 combat, +2 dex), Armor Rating: 7 (combat)
  Str 12, Dex14  Con 10, Int 10, Wis 11, Cha10, Edu 10, Soc 10  Pre 8
  SV Fort +8; Ref+6 Will +6;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Laser Rifle 
  +17/+12/+7 
  3d10 
  60 
  40
  20
  1100
  Snub SMG 
  +17/+12/+7
  1d10 
  24  
  16
  20
  1,4
  30
  Blade 
  +8/+3/-2
  1d6+1
  —
  —
  19
  —
  —
  Claw
  +15/+10/+5
  1d4+1
  —
  —
  20
  —
  —
  Bite
  +15/+10/+5
  1d6+4
  —
  —
  20
  —
  —
  Skills: Pilot +17, Gunnery +15
  Feats: Vessel (grav, ship’s boat), Armor (light, medium, vac). Weapons (combat rifleman, lasers, marksman, field artillery,
  heavy weapons), Zero-G Combat, Point Blank Shot, Evasion, Opportunist, Precise Shot, Sneak Attack, Uncanny Dodge 
  Equipment: Combat Armor-12, blade and Laser Rifle or snub SMG with HUD
  
  76 GUNMEN
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  AVERAGE ASLAN SHOCK TROOPS
  These are the shock infantry of Tech-12 Aslan clan and younger-son fleets.  They can be seen guarding colonies, raid-
  ing their rivals and working as mercenaries throughout the Spinward Frontiers. 
  GREEN ASLAN TROOPER
  (marine level 3)  TL 12  Medium Aslan
  Stamina 19, Lifeblood  12    Init -1; Speed  12 m ( 8 squares); 
  Armor Class: 18 (+7 combat armor, -1 dex, +2 cham.), Armor Rating: 7 (combat armor)
  Str 13, Dex 9  Con11, Int 10, Wis 8, Cha10, Edu 10, Soc 10
  SV Fort +3; Ref+0 Will +1;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Gauss rifle
  +6
  2d12
  96
  64
  20x2
  1/4/10
  40
  PGMP-12 
  +6
  6d12
  24
  16
  18x2
  1
  40
  Dew Claw
  +4
  1d6+1
  —
  —
  20
  —
  —
  Skills: Spot +5, Demolitions +2, Pilot +2
  Feats: Vessel (grav), Armor (light, medium, vac suit), Weapons (marksman, combat rifleman, swordsman, high energy),
  Zero-G Combat, Second Wind, Toughness
  Equipment: combat armor-12, chameleon-12, either gauss rifle or PGMP-12 with HUDS, personal medkit, communicator,
  1-8 grenades.
  REGULAR ASLAN TROOPER 
  (marine level 6)  TL 12  Medium Aslan
  Stamina 38, Lifeblood  12    Init +0; Speed  12m ( 8 squares); 
  Armor Class: 19 (+7 combat armor, +2 cham.), Armor Rating: 7 (combat armor)
  Str 13, Dex10  Con11, Int 10, Wis 8, Cha10, Edu 10, Soc 10
  SV Fort +5; Ref+2 Will +4;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Gauss rifle
  +11/+6
  2d12
  96
  64
  20x2
  1/4/10
  40
  PGMP-12 
  +10/+5
  6d12
  24
  16
  18x2
  1
  40
  Dew Claw
  +8/+3
  1d6+1
  —
  —
  20
  —
  —
  Skills: Spot +8, Demolitions +5, Pilot +4
  Feats: Vessel (grav), Armor (light, medium, vac suit), Weapons (marksman, combat rifleman, swordsman, high energy),
  Weapon focus (gauss rifle), Zero-G Combat, Second Wind, Toughness, High Morale
  Equipment: combat armor-12, chameleon-12, either gauss rifle or PGMP-12 with HUDS, personal medkit, communicator,
  1-8 grenades.
  VETERAN ASLAN TROOPER 
  (marine level 9)  TL 12  Medium Aslan
  Stamina 62, Lifeblood  14    Init +0; Speed  12 m ( 8 squares); 
  Armor Class: 19 (+7 combat armor, +2 cham.), Armor Rating: 7 (combat armor)
  Str 13, Dex10  Con12, Int 10, Wis 8, Cha10, Edu 10, Soc 10
  SV Fort +7; Ref+3 Will +6;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Gauss rifle
  +14/+9
  2d12
  96
  64
  20x2
  1/4/10
  40
  PGMP-12 
  +13/+8
  6d12
  24
  16
  18x2
  1
  40
  Dew Claw
  +11/+6
  1d6+1
  —
  —
  20
  —
  —
  Skills: Spot +11, Demolitions +6, Pilot +6
  Feats: Vessel (grav), Armor (light, medium, vac suit), Weapons (marksman, combat rifleman, swordsman, high energy),
  Weapon focus (gauss rifle), Zero-G Combat, Second Wind, Toughness, High Morale
  
  76 GUNMEN
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  Equipment: combat armor-12, chameleon-12, either gauss rifle or PGMP-12 with HUDS, personal medkit, communicator, 1-
  8 grenades.
  ELITE ASLAN TROOPER
  (marine level 12)  TL 12  Medium Aslan
  Stamina 75, Lifeblood  15    Init +0; Speed  12 m ( 8 squares); 
  Armor Class: 19 (+7 combat armor +2 cham.), Armor Rating: 7 (combat armor)
  Str 13, Dex10  Con13, Int 10, Wis 8, Cha10, Edu 10, Soc 10
  SV Fort +9; Ref+4 Will +7;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Gauss rifle
  +17/+12/+7
  2d12+2 96
  64
  20x2
  1/4/10
  40
  PGMP-12 
  +16/+11/+6
  6d12
  24
  16
  18x2
  1
  40
  Dew Claw
  +14/+9/+4
  1d6+3
  —
  —
  20
  —
  —
  Skills: Spot +14, Demolitions +8, Pilot +7
  Feats: Vessel (grav), Armor (light, medium, vac suit), Weapons (marksman, combat rifleman, swordsman, high energy),
  Weapon focus (gauss rifle), Weapon Specialization (gauss rifle, dew claw) Zero-G Combat, Second Wind, Toughness x2,
  High Morale
  Equipment: combat armor-12, chameleon-12, either gauss rifle or PGMP-12 with HUDS, personal medkit, communicator, 1-
  8 grenades.
  AVERAGE IMPERIAL MARINES
  This is the players’ worst nightmare - the Marines, loaded for bear. Unlike other “average” characters the marines start
  with STR, DEX and CON of 12. Those described here are infantry troops from a regular Line or Fleet unit, not battle-dress
  armored heavy strikers.
  GREEN IMPERIAL MARINE
  (marine level 3)  TL 15  Medium human
  Stamina 22, Lifeblood  13    Init +1; Speed  6 m (  4 squares); 
  Armor Class: 23 (+8 combat armor, +1 dex, +4 cham.), Armor Rating: 8 (combat armor)
  Str 12, Dex12  Con12, Int 10, Wis 10, Cha10, Edu 10, Soc 10
  SV Fort +4; Ref+2 Will +2;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Gauss rifle
  +7
  2d12
  96
  64
  20x2
  1/4/10
  40
  FGMP-15 
  +7
  9d20
  45
  30
  18x2
  1
  40
  Cutlass 
  +5
  1d8+1
  —
  —
  18x2
  —
  —
  Fist 
  +5
  1d4+1
  —
  —
  20
  —
  —
  Skills: Spot +6, Demolitions +4, Pilot +4, Forward Observer +3, Survival +3
  Feats: Vessel (grav), Armor (light, medium, vac suit), Weapons (marksman, combat rifleman, swordsman, high energy),
  Weapon focus (cutlass), Brawling,  Zero-G Combat, Second Wind, Toughness
  Equipment: combat armor-14, chameleon-14, either gauss rifle or FGMP-15 with HUDS, personal medkit, communicator, 1-
  8 grenades, cutlass.
  
  76 GUNMEN
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  REGULAR IMPERIAL MARINE 
  (marine level 6)  TL 15  Medium human
  Stamina 44, Lifeblood  14    Init +1; Speed  6m (  4 squares); 
  Armor Class: 23 (+8 combat armor, +1 dex, +4 cham.), Armor Rating: 8 (combat armor)
  Str 12, Dex12  Con13, Int 10, Wis 10, Cha10, Edu 10, Soc 10
  SV Fort +6; Ref+3 Will +5;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Gauss rifle
  +11/+6
  2d12
  96
  64
  20x2
  1/4/10
  40
  FGMP-15 
  +10/+5
  9d20
  45
  30
  18x2
  1
  40
  Cutlass 
  +8/+3
  1d8+1
  —
  —
  18x2
  —
  —
  Fist 
  +8/+3
  1d4+1
  —
  —
  20
  —
  —
  Skills: Spot +9, Demolitions +6, Pilot +5, Forward Observer +5, Survival +4
  Feats: Vessel (grav), Armor (light, medium, vac suit), Weapons (marksman, combat rifleman, swordsman, high energy),
  Weapon focus (cutlass, gauss rifle), Brawling,  Zero-G Combat, Second Wind, Toughness, High Morale
  Equipment: combat armor-14, chameleon-14, either gauss rifle or FGMP-15 with HUDS, personal medkit, communicator,
  1-8 grenades, cutlass.
  VETERAN IMPERIAL MARINE 
  (marine level 9)  TL 15  Medium human
  Stamina 71, Lifeblood  15    Init +1; Speed  6 m (  4 squares); 
  Armor Class: 23 (+8 combat armor, +1 dex, +4 cham.), Armor Rating: 8 (combat armor)
  Str 12, Dex12  Con14, Int 10, Wis 10, Cha10, Edu 10, Soc 10
  SV Fort +8; Ref+4 Will +7;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Gauss rifle
  +14/+9
  2d12
  96
  64
  20x2
  1/4/10
  40
  FGMP-15 
  +13/+8
  9d20
  45
  30
  18x2
  1
  40
  Cutlass 
  +11/+6
  1d8+1
  —
  —
  18x2
  —
  —
  Fist 
  +11/+6
  1d4+1
  —
  —
  20
  —
  —
  Skills: Spot +12, Demolitions +7, Pilot +7, Forward Observer +6, Survival +6
  Feats: Vessel (grav), Armor (light, medium, vac suit), Weapons (marksman, combat rifleman, swordsman, high energy),
  Weapon focus (cutlass, gauss rifle), Brawling,  Zero-G Combat, Second Wind, Toughness, High Morale
  Equipment: combat armor-14, chameleon-14, either gauss rifle or FGMP-15 with HUDS, personal medkit, communicator,
  1-8 grenades, cutlass.
  ELITE IMPERIAL MARINE
  (marine level 12)  TL 15  Medium human
  Stamina 96, Lifeblood  16    Init +1; Speed  6 m (  4 squares); 
  Armor Class: 23 (+8 combat armor, +1 dex, +4 cham.), Armor Rating: 8 (combat armor)
  Str 12, Dex13  Con14, Int 10, Wis 10, Cha10, Edu 10, Soc 10
  SV Fort +10; Ref+5 Will +8;
  ATTACKS: 
  Weapon
  Hit
  Damage
  Rng-M
  Rng-S
  Crit
  ROF
  Rnds
  Gauss rifle
  +17/+12/+7
  2d12+2
  96
  64
  20x2
  1/4/10
  40
  FGMP-15 
  +16/+11/+6
  9d20
  45
  30
  18x2
  140
  Cutlass 
  +14/+9/+4 1d8+3
  —
  —
  18x2
  —
  —
  Fist 
  +14/+9/+4 1d4+1
  —
  —
  20
  —
  —
  Skills: Spot +15, Demolitions +9, Pilot +8, Forward Observer +8, Survival +7
  Feats: Vessel (grav), Armor (light, medium, vac suit), Weapons (marksman, combat rifleman, swordsman, high energy), Weapon focus
  (cutlass, gauss rifle), Weapon Specialization (gauss rifle, cutlass) Brawling,  Zero-G Combat, Second Wind, Toughness x2, High Morale
  Equipment: combat armor-14, chameleon-14, either gauss rifle or FGMP-15 with HUDS, personal medkit, communicator,
  1-8 grenades, cutlass.
  
  76 GUNMEN
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  APPENDIX 1:  CLASSIC TRAVELLER STATS
  Included below are the stats for the same Average NPC’s that were given in the T20 section, but expressed in Classic
  Traveller terms. The following assumptions were used: 
  * Green:  3rd level T20 equals 1 term CT
  * Regular 6th level T20 equals 3 terms CT
  * Veteran 9th level T20 equals 5 terms CT
  * Elite 12th level T20 equals 7 terms CT
  * Age effects were not applied to these stats, since they are not uniform, i.e., the assumption was made that the average
  characters made all of their aging throws.
  * While skills might come from any CT book, the basic character generation skill acquisition pattern was followed: 2 skills
  at first term, 1 skill per term thereafter.  Characters are assumed not to have gained any commissions or promotions.
  * If the character type closely corresponded to a CT prior service, then any appropriate bonus skills were applied.
  RECRUITING
  The mercenary recruiting tables from book 4, Mercenary, can be used very easily with these average NPCs. Treat all
  Raw Recruits as “Green” level NPCs, all “Veteran” recruits as Regular NPCs, all Veteran Officer recruits as “Veteran” NPCs
  and all Mercenary recruits as “Elite” NPCs from the list below. Obviously, the recruits will come unequipped. The same table
  then could be used whether the PC’s wished to recruit mercenaries or bandits or starship crews.
  INTEGRATION WITH STRIKER
  If you use a Striker/Traveller cross-over campaign, the correspondences between troop types in Striker and the NPC’s
  list here is very direct:  Green= Recruit, Regular=Regular, Veteran= Veteran, Elite= Elite. 
  SECTION 1: CIVILIANS
  1. Green Bandit:  777654  age 22  1 term
  Gun Combat-1, Hunting-1, Blade Combat-1, Brawling-0, Wheeled Vehicle-0
  Jack armor, rifle or assault rifle, machete (blade)
  2. Regular Bandit:  777654  age 30  3 terms
  Gun Combat-2, Hunting-1, Blade Combat-1, Brawling-1, Wheeled Vehicle-0
  Jack armor, rifle or assault rifle, machete (blade)
  3. Veteran Bandit 777654  age 38  5 terms
  Gun Combat-2, Hunting-2, Blade Combat-2, Brawling-1, Wheeled Vehicle-0
  Jack armor, rifle or assault rifle, machete (blade)
  4. Elite Bandit  777654 age 46 7 terms
  Gun Combat-3, Hunting-3, Blade Combat-2, Brawling-1, Wheeled Vehicle-0
  Jack armor, rifle or assault rifle, machete (blade) 
  5. Green Barbarian  777745 age 18 1 term
  Sword-1, Spear-1 or Axe-1, Recon-1, Brawling-1
  Jack armor, spear and maybe sword or axe
  6. Regular Barbarian 778745 age 26  3 terms
  Sword-1, Spear or Axe-2, Recon-1, Brawling-1
  Jack armor, spear and maybe sword or axe
  7. Veteran Barbarian 878745  age 34 5 terms
  Sword-1, Spear or Axe-2, Recon-1, Brawling-1, Survival-1
  Jack armor, spear and maybe sword or axe
  
  76 GUNMEN
  39
  8. Elite Barbarian  878745  age 42 7 terms
  Sword-2, Spear or Axe-3, Recon-1, Brawling-1, Survival-1
  Jack armor, spear and maybe sword or axe
  9. Green Functionary 777778  age 22 1 term
  Admin-1, Liaison-1
  No armor, perhaps body pistol, sword or dagger
  10. Regular Functionary 777788  age 30 3 terms
  Admin-1, Liaison-1, Computer-1
  No armor, perhaps body pistol, sword or dagger
  11. Veteran Functionary 777788  age 38 5 terms
  Admin-2, Liaison-1, Computer-1, Carousing-1 
  No armor, perhaps body pistol, sword or dagger
  12 Elite Functionary 777788  age 46 7 terms
  Admin-4, Liaison-1, Computer-1, Carousing-1
  No armor, perhaps body pistol, sword or dagger
  13 Green Guard (mid-tech) 777777 age 22 1 term
  Auto-pistol-1, Shotgun-1, Brawling-1, Wheeled Vehicle-0
  Flak jacket, auto-pistol, club, perhaps shotgun
  14. Regular Guard (mid tech) 778777 age 30 3 terms
  Auto-pistol-2, Shotgun-1, Brawling-1, Wheeled Vehicle-0
  Flak jacket, auto-pistol, club, perhaps shotgun
  15. Veteran Guard (mid tech)  788777 age 38 5 terms
  Auto-pistol-3, Shotgun-1, Brawling-1, Wheeled Vehicle-0
  Flak jacket, auto-pistol, club, perhaps shotgun
  16. Elite Guard (mid tech) 788777 age 46 7 terms
  Auto-pistol-4, Shotgun-2, Brawling-1, Wheeled Vehicle-0
  Flak jacket, auto-pistol, club, perhaps shotgun
  17. Green Guard (high tech) 777777 age 22 1 term
  Snub pistol-1, ACR-1, Brawling-1, Grav Vehicle-0
  Combat Environment Suit, Snub Pistol, Shock Baton, perhaps ACR
  18. Regular Guard (high tech) 778777 age 30 3 terms
  Snub pistol-2, ACR-1, Brawling-1, Grav Vehicle-0
  Combat Environment Suit, Snub Pistol, Shock Baton, perhaps ACR
  19. Veteran Guard (high tech) 788777 age 38 5 terms
  Snub pistol-3, ACR-1, Brawling-1, Grav Vehicle-0
  Combat Environment Suit, Snub Pistol, Shock Baton, perhaps ACR
  20 Elite Guard (high tech) 788777 age 46 7 terms
  Snub pistol-4, ACR-2, Brawling-1, Grav Vehicle-0
  Combat Environment Suit, Snub Pistol, Shock Baton, perhaps ACR
  21 Green Thug:  777654  age 22, 1 term
  
  76 GUNMEN
  40
  Gun Combat-1, Streetwise-1, Blade Combat-1, Brawling-0, Wheeled Vehicle-0
  Jack armor, 1-2 of the following: revolver, autopistol, shotgun, smg, dagger
  22. Regular Thug:  777654  age 30  3 terms
  Gun Combat-2, Streetwise-1, Blade Combat-1, Brawling-1, Wheeled Vehicle-0
  Jack armor, 1-2 of the following: revolver, autopistol, shotgun, smg, dagger
  23. Veteran Thug 777654   age 38  5 terms
  Gun Combat-3, Streetwise-1, Blade Combat-2, Brawling-1, Wheeled Vehicle-0
  Jack armor, 1-2 of the following: revolver, autopistol, shotgun, smg, dagger
  24. Elite Thug  777654 rogue age 46 7 terms
  Gun Combat-4, Streetwise-2, Blade Combat-2, Brawling-1, Wheeled Vehicle-0
  Jack armor, 1-2 of the following: revolver, autopistol, shotgun, smg, dagger
  SECTION 2:  STARSHIP CREWS
  25. Green Belter  777777 age 18 1 term
  Vac Suit-1, Prospecting-1, Ship’s Boat-1, Brawling-0, Gun Combat-0
  Vac Suit, tool kit, snub pistol or carbine or shotgun 
  26. Regular Belter  777777 age 26 3 terms
  Vac Suit-2, Prospecting-1, Ship’s Boat-1, Brawling-1, Gun Combat-0
  Vac Suit, tool kit, snub pistol or carbine or shotgun
  27. Veteran Belter  777777 age 34 5 terms
  Vac Suit-2, Prospecting-2, Ship’s Boat-1, Brawling-1, Gun Combat-1
  Vac Suit, tool kit, snub pistol or carbine or shotgun
  28. Elite Belter  777777 age 42 7 terms
  Vac Suit-2, Prospecting-3, Ship’s Boat-1, Brawling-1, Gun Combat-1, Mechanical-1
  Vac Suit, tool kit, snub pistol or carbine or shotgun
  29. Green Vargr Corsair 686777 age 22 1 term
  Pilot or Engineering or Gunnery-1, Gun Combat-1, Vac Suit-1
  Vac Suit, laser carbine or snub pistol
  30. Regular Vargr Corsair 686777 age 30 3 terms
  Pilot-2 or Engineering-2 or Gunnery-2, Gun Combat-2, Vac Suit-1
  Vac Suit, laser carbine or snub pistol
  31. Veteran Vargr Corsair 686777 age 38 5 terms
  Pilot-3 or Engineering-3 or Gunnery-3, Gun Combat-3, Vac Suit-1
  Vac Suit, laser carbine or snub pistol
  32. Elite Vargr Corsair 686777 age 46  7 terms
  Pilot-4 or Engineering-4 or Gunnery-4, Gun Combat-3, Vac Suit-1, Zero-G Combat-1
  Vac Suit, laser carbine or snub pistol
  33. Green Merchant Crew 777777 age 22 1 term
  Pilot or Navigation or Engineer-1, Steward-1,  Vac-Suit -0, Gun Combat-0, Brawling-0
  Vac Suit, perhaps snub pistol, shotgun or lead pipe
  
  76 GUNMEN
  41
  34. Regular Merchant Crew 777777 age 30 3 terms
  Pilot or Navigation or Engineer-2, Steward-1, Vac-Suit -0, Gun Combat-1, Brawling-0,
  Vac Suit, perhaps snub pistol, shotgun or lead pipe
  35. Veteran Merchant Crew 777777 age 38 5 terms
  Pilot or Navigation or Engineer-3, Steward-2, Vac-Suit -0, Gun Combat-1, Brawling-0,
  Vac Suit, perhaps snub pistol, shotgun or lead pipe
  36. Elite Merchant Crew 777777 age 46 7 terms
  Pilot or Navigation or Engineer-4, Steward-2, Vac-Suit -1, Gun Combat-1, Brawling-0,
  Vac Suit, perhaps snub pistol, shotgun or lead pipe
  37. Green Naval Crew 777777 age 22 1 term
  Flight:  Pilot-1, Navigation-1, Vac Suit-0, Gun Combat-0
  Engineering: Engineering-1, Mechanical-1, Electronics-0, Vac Suit-0, Gun Combat-0
  Gunnery: Gunnery-1, Forward Observer-1, Vac Suit-0, Gun Combat-0
  Vac Suit, snub pistol or laser carbine
  38. Regular Naval Crew 777777 age 30 3 terms
  Flight:  Pilot-2, Navigation-2, Vac Suit-0, Gun Combat-0, Computer-0
  Engineering: Engineering-2, Mechanical-1, Electronics-1, Vac Suit-0, Gun Combat-0
  Gunnery: Gunnery-2, Forward Observer-1, Vac Suit-0, Gun Combat-1
  Vac Suit, snub pistol or laser carbine
  39. Veteran Naval Crew 777777 age 38 5 terms
  Flight:  Pilot-3, Navigation-3, Vac Suit-0, Gun Combat-0, Computer-0
  Engineering: Engineering-3, Mechanical-1, Electronics-2, Vac Suit-0, Gun Combat-0
  Gunnery: Gunnery-3, Forward Observer-2, Vac Suit-0, Gun Combat-1
  Vac Suit, snub pistol or laser carbine
  40. Elite Naval Crew 777777 age 46 7 terms
  Flight:  Pilot-4, Navigation-3, Vac Suit-0, Gun Combat-1, Computer-0
  Engineering: Engineering-4, Mechanical-2, Electronics-2, Vac Suit-0, Gun Combat-0
  Gunnery: Gunnery-4, Forward Observer-2, Vac Suit-1, Gun Combat-1
  Vac Suit, snub pistol or laser carbine
  41. Green Scout Crew 777777 age 22 1 term
  Pilot-1, Vac Suit-1, Jack of All Trades-1
  Vac Suit, carbine or laser pistol
  42. Regular Scout Crew 777777 age 30 3 terms
  Pilot-2, Vac Suit-1, Jack of All Trades-1, Gun Combat-1, Navigation-1, Electronics-1
  Vac Suit, carbine or laser pistol
  43. Veteran Scout Crew 777777 age 38 5 terms
  Pilot-3, Vac Suit-1, Jack of All Trades-1, Gun Combat-2, Navigation-2, Electronics-1, Gunnery-1
  Vac Suit, carbine or laser pistol
  44. Elite Scout Crew 777777 age 46 7 terms
  Pilot-4, Vac Suit-1, Jack of All Trades-1, Gun Combat-3, Navigation-2, Electronics-2, Gunnery-2
  Vac Suit, carbine or laser pistol
  
  76 GUNMEN
  42
  SECTION 3:  MILITARY
  45. Green Trooper (low tech) 777777 age 22 1 term
  Bow Combat-1, Sword-1, Survival-1
  Jack Armor, sword, perhaps bow or crossbow
  46. Regular Trooper (low tech) 877777 age 30 3 term
  Bow Combat-1, Sword-2, Survival-1
  Jack Armor, sword, perhaps bow or crossbow
  47. Veteran Trooper (low tech) 877777 age 38 5 term
  Bow Combat-2, Sword-3, Survival-1
  Jack Armor, sword, perhaps bow or crossbow
  48. Elite Trooper (low tech) 877777 age 46 7 term
  Bow Combat-3, Sword-4, Survival-1
  Jack Armor, sword, perhaps bow or crossbow
  49 Green Trooper (mid tech) 777777 age 22  1 term
  Combat Rifle-1, Field Artillery-1, Bayonet-1, Heavy Weapons-0
  Flak jacket, assault rifle, several grenades, bayonet
  50 Regular Trooper (mid tech) 777777 age 30  3 terms
  Combat Rifle-2, Field Artillery-1, Forward Observer-1, Bayonet-1, Heavy Weapons-0
  Flak jacket, assault rifle, several grenades, bayonet
  51 Veteran Trooper (mid tech) 777777 age 38  5 terms
  Combat Rifle-3, Field Artillery-2, Forward Observer-1, Bayonet-1, Heavy Weapons-0
  Flak jacket, assault rifle, several grenades, bayonet
  52 Elite Trooper (mid tech) 777777 age 46  7 terms
  Combat Rifle-4, Field Artillery-2, Forward Observer-1, Bayonet-1, Heavy Weapons-1
  Flak jacket, assault rifle, several grenades, bayonet
  53 Green Vehicle Crew (mid tech) 777777 age 22 1 term
  Vehicle-1, Artillery-1 or Heavy Weapons-1 , Gun Combat-1 
  Flak jacket, SMG or Auto-pistol
  54 Regular Vehicle Crew (mid tech) 777777 age 30 3 terms
  Vehicle-2, Artillery-2 or Heavy Weapons-2, Gun Combat-1 
  Flak jacket, SMG or Auto-pistol
  55 Veteran Vehicle Crew (mid tech) 777777 age 38 5 terms
  Vehicle-3, Artillery-3 or Heavy Weapons-3, Gun Combat-1 
  Flak jacket, SMG or Auto-pistol
  56 Elite Vehicle Crew (mid tech) 777777 age 46 7 terms
  Vehicle-4, Artillery-4 or Heavy Weapons-4, Gun Combat-1 
  Flak jacket, SMG or Auto-pistol
  57 Green Sydite Brute Trooper 888666 age 22 1 term
  Shotgun-1, LAG-1, Recon-1, Wheeled Vehicle-0
  Flak Jacket and either LAG or shotgun
  
  76 GUNMEN
  43
  58 Regular Sydite Brute Trooper 888666 age 30 3 terms
  Shotgun-2, LAG-2, Recon-1, Wheeled Vehicle-0
  Flak Jacket and either LAG or shotgun
  59 Veteran Sydite Brute Trooper 888666 age 38 5 terms
  Shotgun-2, LAG-3, Recon-2, Wheeled Vehicle-0
  Flak Jacket and either LAG or shotgun
  60 Elite Sydite Brute Trooper 888666 age 46 7 terms
  Shotgun-3, LAG-4, Recon-2, Wheeled Vehicle-0
  Flak Jacket and either LAG or shotgun
  61 Green Trooper (high tech)  777777 age 22  1 term
  Gun Combat-1, Artillery or Heavy Weapons-1, Grav Vehicle-0, Forward Observer-1, Vac Suit-0
  Combat Armor, gauss rifle or PGMP-12 or Snub SMG, and several grenades
  62 Regular Trooper (high tech)  777777 age  30  3 terms
  Gun Combat-2, Artillery or Heavy Weapons-1, Grav Vehicle-1, Forward Observer-1, Vac Suit-0
  Combat Armor, gauss rifle or PGMP-12 or Snub SMG, and several grenades
  63 Veteran Trooper (high tech)  777777 age  38  5 terms
  Gun Combat-3, Artillery or Heavy Weapons-2, Grav Vehicle-1, Forward Observer-1, Vac Suit-0
  Combat Armor, gauss rifle or PGMP-12 or Snub SMG, and several grenades
  64 Elite Trooper (high tech)  777777 age  46  7 terms
  Gun Combat-4, Artillery or Heavy Weapons-3, Grav Vehicle-1, Forward Observer-1, Vac Suit-0
  Combat Armor, gauss rifle or PGMP-12 or Snub SMG, and several grenades
  65 Green Vargr Mercenary 686777 age 22  1 term
  Gun Combat-1, Heavy Weapons-1, Vac Suit-1, Grav Vehicle-0
  Combat Armor, either laser rifle or snub SMG, blade
  66 Regular Vargr Mercenary 686777 age 30  3 terms
  Gun Combat-2, Heavy Weapons-1, Vac Suit-1, Zero-G Combat-1, Grav Vehicle-0
  Combat Armor, either laser rifle or snub SMG, blade
  67 Veteran Vargr Mercenary 686777 age 38  5 terms
  Gun Combat-3, Heavy Weapons-1, Vac Suit-1, Zero-G Combat-1, Grav Vehicle-1
  Combat Armor, either laser rifle or snub SMG, blade
  68 Elite Vargr Mercenary 686777 age 46 7 terms
  Gun Combat-4, Heavy Weapons-2, Vac Suit-1, Zero-G Combat-1, Grav Vehicle-1
  Combat Armor, either laser rifle or snub SMG, blade
  69 Green Aslan Trooper  867777 age 22 1 term
  Gun Combat-1, Heavy Weapons-1, Vac Suit-1
  Combat Armor, either gauss rifle or PGMP-12, several grenades
  70 Regular Aslan Trooper  867777 age 30 3 terms
  Gun Combat-2, Heavy Weapons-1, Vac Suit-1, Zero-G combat-1
  Combat Armor, either gauss rifle or PGMP-12, several grenades
  71 Veteran Aslan Trooper  867777 age 38 5 terms
  
  76 GUNMEN
  44
  Gun Combat-3, Heavy Weapons-2, Vac Suit-1, Zero-G combat-1
  Combat Armor, either gauss rifle or PGMP-12, several grenades
  72 Elite Aslan Trooper  867777 age 46 7 terms
  Gun Combat-4, Heavy Weapons-3, Vac Suit-1, Zero-G combat-1
  Combat Armor, either gauss rifle or PGMP-12, several grenades
  73 Green Imperial Marine 888777 age 22 1 term
  Gun Combat-1, Cutlass-1, Vac Suit-1, Heavy Weapons-0, Grav Vehicle-0
  Combat Armor, either Gauss Rifle or FGMP-15, cutlass, several grenades
  74 Regular Imperial Marine 888777 age 30 3 terms
  Gun Combat-2, Cutlass-1, Vac Suit-1, Zero-G Combat-1, Heavy Weapons-0, Grav Vehicle-0
  Combat Armor, either Gauss Rifle or FGMP-15, cutlass, several grenades
  75 Regular Imperial Marine 888777 age 38 5 terms
  Gun Combat-3, Cutlass-1, Vac Suit-1, Zero-G Combat-1, Heavy Weapons-1, Grav Vehicle-0
  Combat Armor, either Gauss Rifle or FGMP-15, cutlass, several grenades
  76 Elite Imperial Marine 888777 age 46 7 terms
  Gun Combat-4, Cutlass-1, Vac Suit-1, Zero-G Combat-2, Heavy Weapons-1, Grav Vehicle-0
  Combat Armor, either Gauss Rifle or FGMP-15, cutlass, several grenades
  APPENDIX 2:  19 ADVENTURE SEEDS
  Behold, one adventure seed involving each of the 19 NPC types provided.
  1. Bandits: A band of guerillas have been hijacking truck shipments of “Cave Spider Chili” on a middle tech world. Are
  they out for a quick buck? Are they trying to stop the export of Cave Spider Meat to off-world infidels? Are they vegetarian
  activists, weeping for the spiders? Or are they photosynthesis activists weeping for the beans?
  2. Barbarians: Sternmetal miners need help. They cannot use their rail system to ship out ore until one or the other of
  two tribes of barbarians reclaims the sacred Urkmat stone from a third tribe.  
  3. Functionaries: You simply cannot unload your cargo until the Commission of Non-Exploitation Inspectors is con-
  vinced your business practices aren’t exploiting the working class.
  4. Guards (middle tech): The air/raft is locked up in the city impound lot because somebody forgot to bribe the Patriotic
  Local Manufacturing Militia.
  5.  Guards (high tech): The Captain was filmed paying out bribes; you’ve just got to get into City Info-Security
  Headquarters and erase that record.
  6. Street Thugs: Stick ‘em up, you mugs.
  7. Belters: A belter captain, Howling Rock Stevens, bets you that you can’t find out where he hid your ship’s jump regu-
  lator. What a joker. You can’t leave the system without it and there’s a whole pile of asteroids out there.
  8. Corsairs: Captain Rurk Burk, an “honest businessvargr”, says he just wants to reclaim a ship that has skipped pay-
  ment, but the horrified passengers of that ship are not about to trust the tender mercies of a Corsair crew.
  9. Merchants: The local Baron is looking for someone to get his idiot nephew off of a free trader nearby. Oh, and if you
  manage to get the expensive data retrieval system he had too, that would be great.
  10. Naval Crew: There is some dispute going on between the planetary navy and the crew of a Type T patrol cruiser. It
  seems the cruiser has been missing from the subsector fleet for several months, but now is circling overhead making all sorts
  of “official demands.”
  11. Scout Crew: Your dang-fool Astrogator was in a scout bar and said all the wrong things. Now a bunch of rowdy
  scouts have him all tied up and are making all sorts of wild demands for his release (mostly involving large amounts of exotic
  alcohol).
  12. Low Tech Infantry: Sir Brudbent wants to hire a squad of mercenaries to attack and sack his rival Sir Mulvic’s hunt-
  
  76 GUNMEN
  45
  ing lodge on a nearby planet. The hunting lodge is guarded by a small company of local low-tech soldiers of unsavory rep-
  utation.
  13. Medium Tech Infantry: Now you’ve done it. Your ATV ran over the local grand inquisitor’s cousin and now several
  squads of Middle-tech infantry troops are hunting you down for revenge. 
  14. Medium Tech Vehicle Crew: A small war is flaring on a middle tech planet.  Hortalez et Cie., an Imperial
  Megacorporation, wants to hire some freelancers to retrieve the contents of a safe from a city in the war zone. You must
  get past several patrol and attack ground vehicles and helicopters from either side to reach the safe.
  15.  The Brute Squad: The ranchers of the lower valley are prevented from getting to market because Sir Estabak
  has hired a bunch of Sydite mercenaries to keep the riffraff off of “his” hunting land. Tito Gertz got past them, however, and
  he’s mad and has a lot of credits to spend on adventurers or mercenaries or whatever sort of cutthroat he can find “to
  teach those 4-armed freaks a lesson.”
  16. High Tech Infantry: Under the guise of a “training mission” some troops from one TL 12 world’s Planetary
  Defense Force have seized a small research and trans-shipment station orbiting a gas giant in another system.
  Unfortunately, you happened to be on that station.
  17.  Vargr Mercenaries: Somebody bribed the customs inspectors and now the cargo hold of the ship is crawling with
  Vargr mercenary strikers working for some Corsairs. 
  18.  Aslan Shock Troops: A group of Aslan younger sons have landed on the Western continent of a middle-tech
  world and staked out a claim on the largest of the world’s wildlife preservation parks.   
  19.  Imperial Marines: Your new hireling seemed like a nice guy, but it turns out he is wanted for several very serious
  violations of the “Imperial Laws of War.”  Marines come knocking, and, holy-jumping-cheese, are they mad about some-
  thing!
  
  OPEN GAME LICENSE AND INFORMATION
  OPEN GAME CONTENT
  Except as specified as Product Identity (see below and section 1e of the OGL) or Trademarks (see below and section 1f of the OGL), the following material is considered
  Open Game Content under section 1d of the OGL:
  • All d20 based NPC statistics from page 2 through page 37.
  It is the express intent of QLI that all classes, feats, skills, and other rules that are derivative of the d20 SRD and other Open Game Content be released and added to the
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  PRODUCT IDENTITY
  In addition to the items specified under section 1e of the Open Game License, the following terms and titles are also reserved as Product Identity. A copy of the Open Game
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  Bureau, 76 Gunmen
  OPEN GAME LICENSE
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  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying,
  modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of
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  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open
  Game Content originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental reg-
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  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall sur-
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  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
  T20 - The Traveller’s Handbook Copyright 2002, QuikLink Interactive, Inc. Traveller is a trademark of Far Future Enterprises and is used under license
  Traveller’s Aide #4 - 76 Gunmen, Copyright (c)2003 QuikLink Interactive, Inc.
  
SOURCE: textdata/thevault/Traveller/Traveller d20/QLI-TA4 - Travellers Aide 04 - 76 Gunmen.pdf