Traveller, ed. Stephanus

This living document—a love letter to Classic Traveller—records the current state of play at our table.

Characters, Attributes, & Skills

The Core Mechanic: Throws

In Traveller, "Throw" indicates that you should roll and sum 2d6 (unless otherwise specified). The Referee may ask you to add various other modifiers, including bonuses from Skill, Attribute modifiers, and a variety of circumstantial sources.

Character Creation

When you create a new character:

  1. Generate Attributes: Throw 2d6 for each of the six common attribute in order: STR, AGI, END, INT, EDU, and SOC.
  2. Childhood: Roll 1d10 and then 1d6 to determine your Homeworld and Formal Education. For each, gain the listed Skill at rank zero (Skill-0). Then throw 1d20 for a random Childhood Event. For Childhood events, always randomly determine any listed outcomes (e.g. an Attribute increase or decrease). Any skills are gained as background skills (rank zero).
  3. Career Term: For each four-year Term that you spend in a Career, use the following procedure. At the start of your first Term, you are 18 years old.

Attributes

Attribute Modifiers

Score Modifier
0‑2 ‑2
3‑5 ‑1
6‑8 (none)
9‑11 +1
12‑14 +2
15 +3

Skills

Skill Ranks
Rank Gloss
Untrained No Experience (typically a ‑3 penalty)
Skill‑0 Amateur, Casual
Skill‑1 Occupational Proficiency
Skill‑2 Certified/Licensed Professional
Skill‑3 Expert Professional
Skill‑4 Advanced Specialization
Example: Medicine Skill
Rank Standard
Medicine‑0 First Aid Training
Medicine‑1 Paramedic
Medicine‑2 Nurse
Medicine‑3 Physician
Medicine‑4 Surgeon/Specialist

Skill Lists

Combat Skills

  • Brawling strikes, grapples, bites, claws, clubs, hammers
  • Blades swords, daggers, spears, polearms
  • Firearms slugthrowers and laser weapons
  • Heavy Weapons mounted weapons, artillery, mortars, incendiaries, explosives

Social Skills

  • Diplomacy reaction rolls, negotiation, savoir faire
  • Streetwise contacts, rumors, gambling
  • Subterfuge lie, disguise, forgery
  • Carousing entertaining, seduction, contacts

Physical Skills

  • Athletics run, jump, climb, swim, throw, balance, pursuit; thrown and shot weapons
  • Stealth sneak, hide, breaking and entering

Outdoors Skills

  • Scout recon, track, forward observer/air control
  • Bushcraft wilderness survival skills
  • Animals husbandry, ecology, veterinarian, riding, ecology

Education Skills

  • Academics history, languages, culture, science
  • Electronics computers, coding, hacking
  • Mechanics engineering, repair, jury rig

Occupational Skills

  • Broker buying and selling, negotiation
  • Bureaucracy administration, law, bribery
  • Investigation forensics, research, interviews
  • Medicine first aid, surgery, toxins
  • Performer entertainer, artist, MC, celebrity
  • Steward host, concierge (req. for starship passengers)

Vehicle and Spacecraft Skills

  • Drive operation of sub-orbital vehicles
  • Pilot operation of aircraft and spacecraft
  • Navigation astronometric calculations, knowledge of space travel
  • Sensors comms, scanners, electronic warfare
  • Gunnery operation of starship weapons systems
  • Zero-G EVA, vacc suits, weightless maneuvers/combat

Psychic Skills

  • Biogenesis manipulation of life forces
  • Hypercognition supernatural mental abilities
  • Telekinesis manifestations of kinetic force
  • Translocation instantaneous movement of people and objects

Training

You may train one Skill or Attribute at a time. It costs both time and money to do so. After paying the cost, you will make an Improvement Throw to determine whether your training has yielded improvement or whether more training is necessary.

Skills

To see whether you advance in a Skill (gain a new skill at rank zero or improve an existing skill's rank by one), pay 1,000 Cr (to account for previous training materials/instruction), spend a week of downtime focusing on training, and then make an Improvement Throw:

Throw 9+ Bonuses: +1 per previous attempt to improve this skill (cumulative), +1 for each point of [Margin between Target Rank and Instructor's Skill Rank] Penalties: ‑1 per current rank in the target Skill, ‑2 per consecutive week of downtime spent immediately repeating an Improvement Throw

After a Skill or Attribute improves, the "previous attempt" count resets, so attempts to improve the skill again start with no bonus from prior effort.

Example: Qing Li aims to improve her Electronics-2 skill. She pays 1k Cr during a week of downtime in Jumpspace and then throws 2d6. Her result is 8—a near miss. Later, the same character tries again. This time she pays an expert coder (Electronics-4) a week's salary (1,100 Cr)—on top of another 1k Cr—to provide additional instruction. She throws 2d6, +1 because she has already invested time in training this skill, +1 for the difference between her target Skill Rank (3) and the instructor's Skill Rank (4). The throw totals 11—success! The character's Electronics skill improves to rank three.

In all cases, we assume that the character has actually been developing the skill "offscreen," so to speak—the week of downtime is just the time when the character focuses on the skill and tests herself to see how well she performs, given her practice and development.

Attributes

It is also possible to improve Attributes, though the training involved takes a longer period of time to yield results. You may attempt to improve the score of an Attribute (except SOC) when you spend two weeks of downtime and 2,000 Cr for expenses:

Throw 11+ Bonuses: +1 per previous attempt to improve this skill (cumulative) Penalties: ‑[Positive Modifier for the Attribute], ‑2 per consecutive week of downtime spent immediately repeating an Improvement Throw

Example: Ekene aims to improve his Education from 8 to 9. He pays 2k Cr during two week's shore leave and then throws 2d6. His result is 6—a clear miss. Later, the same character tries again with a +1 bonus (for the previous attempt): a 3, and another clear miss. Even later, he tries again, this time with a +2 bonus from his prior efforts: a 13! The character's Education improves to 9, and thus now provides a +1 bonus to relevent Skill throws. Finally, the character again tries to develop his Education. The "previous attempts" count has reset, so he does not benefit from a bonus from earlier effort. In addition, the Attribute's positive Modifier (+1) will be applied as a penalty to the roll. This might take a few throws!


Combat

Combat proceeds in simultaneous Rounds, with each Round lasting as long as the Referee rules given the situation. Most personnel-scale combat Rounds last ~10 seconds, while most starship-scale combat rounds last ~10 minutes.

Each Round, characters may make one significant Action, like attacking, operating a device, piloting a vehicle, and so forth. They may also move or maneuver to a reasonable degree, given the specifics of the situation and the timeframe involved. (If in doubt, ask the Referee! They'll tell you openly before you commit to your Action.)

Initiative is a fictional advantage that one side may or may not have. If one side has Initiative, they are owed deference as the Referee coordinates the simultaneous actions in a given Round. Initiative can be seized (or lost) through fictional action. If no side has initiative, an Agility throw may be used to determine who acts first in situations where it matters (such as when two characters both dive for one gun on the ground between them.)

Distance

Abstract Distance Bands are used in combat. Attack rolls are modified by different weapons' modifiers based on the distance between the combatants. The Distances are:

Attacking

Traveller protagonists differ from supporting characters in one crucial aspect: they only suffer a -1 Untrained Penalty when using any personal (non-heavy, non-starship) weapon. Other characters suffer the Untrained penalties listed below!

Hand to Hand Combat

Throw Brawling/Blades 8+ Bonuses: +1 per Skill Rank, ±STR or AGI modifier, ±[Range Modifier] Penalties: ‑2 untrained, ‑1 per point of opponent's matching skill, ‑1 against heavy cover

Ranged Combat

Throw Athletics/Firearms 8+ Bonuses: +1 per Skill Rank, ±AGI, ±[Range Modifier] Penalties: ‑3 untrained, ‑1 against light cover, ‑2 against heavy cover

Artillery, Rockets, Flamers

Throw Heavy Weapons 8+ Bonuses: +1 per Skill Rank, ±INT, ±[Range Modifier] Penalties: ‑5 untrained, ‑3 against heavy cover

Turrets and Starship Weapons

Throw Gunner 8+ Bonuses: +1 per Skill Rank, ±INT, ±[Range Modifier] Penalties: ‑5 untrained, ‑2 ship crippled (less than half health)

Damage

The Damage caused by a successful hit depends on the type of weapon. (See the Weapon Charts.) Add the Margin of the throw to any damage dealt.

Before any damage is suffered, the recipient reduces the incoming damage by an amount that depends on the type of armor that they are wearing (if any), bonuses from cover, or other sources of protection (as determined by the Referee).

The first time that a character is damaged in combat, all of the damage is first applied to their Endurance score. If this score is reduced to zero, the remaining damage is distributed between the character's Strength and Agility scores as the player elects.

When suffering subsequent injuries, the player may choose to have the damage from each die first apply to the physical Attribute of their choice (Strength, Agility, or Endurance). If any excess damage remains after an Attribute is reduced to zero, apply it to a different of the three Attributes.

Special Considerations

Stances are declared at the beginning of the Round. The default is Balanced, which carries no mechanical changes from the basic combat rules. Stances must align with the fiction, including using the environment and situation, etc.

Attack Options

Cover and Other Defenses


Injuries & Healing

Health Status

Injury & Medical Treatment

When you are Injured, you regain 1 attribute point per day.

If you receive Medical Treatment, instead regain 1d6+Margin attribute points per day (distributed as desired).

Throw Medicine 8+ Bonuses: +2 per Medicine Skill Rank, +2 for a skilled assistant, +4 for quantum-tech facilities Penalties: ‑3 untrained, ‑2 for field treatment/poor facilities

Serious Injury & Surgery

When you are Seriously Injured, you don't naturally heal.

Instead, when you successfully undergo Surgery, you regain 1+Margin attribute points. If the medic fails their Medicine check, however, you suffer [Margin] points of damage (which will knock you out and could kill you) rather than regaining points.

Throw Medicine 8+ Bonuses: +1 per Medicine Skill Rank, +EDU, +1 for a skilled assistant, +2 for quantum-tech facilities Penalties: ‑5 untrained, ‑4 for field surgery, ‑2 for poor facilities

Lazarus Pod: Extremely expensive quantum-tech (30k Cr). Functions as an automated Surgeon-4 with quantum-tech medical facilities (total of +10 to surgery Medicine throw). Exhausted after one use.


Gear

Note: Local conditions may substantially affect prices, especially for outlawed arms/armor.

Services

Travel

Weapons

Armor

Tools

Drugs

Vehicles

Robots


Economics

Personal Economics

Characters must pay weekly living expenses for each in-fiction week that passes. The rates are:

Starship Economics

There are regular ship expenses based on the size of a given starship (in displacement-tons). The basic rates for a 200 ton ship, like the one that the characters begin with, include:

In addition, ships incur various operating expenses, including:

For details on potential starship revenue, see the following section on Trade.


Trade

Common Cargo

Mail

Mail delivery contracts pay 3k per parsec (hex) to the destination. Mail always occupies a flat 5 tons of cargo space, making it—along with passengers—one of the most lucrative sources of revenue for starship operators.

Passengers

Passengers are a key source of revenue for starship operators.

Potential Passengers
Planetary Population High Passengers Middle Passengers Low Passengers
Low to Modest 1d6‑1d6 2d6‑1d6 2d6‑2
High 2d6‑1d6 2d6‑2 3d6
Massive 2d6‑2 3d6 3d6+6

Passenger Revenue

Hosting Limits

Speculative Trade Goods

The characters may choose to pursue speculative trade, if desired. Unlike with Common Cargo, there is no guarantee that you will find a buyer in the next system that you visit; rather, the characters must hope that they can sell the goods for a profit in other systems.

Speculative trade goods provide the characters with an opportunity to make a handsome profit, but they also also run the risk of occupying valuable cargo space for multiple Jumps.

Buying

To find a seller of speculative trade goods and negotiate an acceptable deal, the players must nominate one character to lead the trade activity. That character then spends a week pursuing leads and opening negotiations:

Throw Broker 8+ Bonuses: +1 per Broker Skill rank, +INT Modifier, +1 for repeat business, +1 for High or Massive Population Penalties: ‑1 for Low to Modest population, ‑4 if looking specifically for illicit goods

The tables below indicate what good(s) will be available to purchase, along with how many loads of each (minimum one). There will always at least one available load of a Surplus Good, but Scarce Goods will never be available.

Selling

To find a buyer for speculative trade goods, the players must nominate one character, who spends a week pursuing leads and opening negotiations. Depending on the degree of success, Speculative Trade Goods can be sold for more than their Cost:

Throw Broker (varies) Bonuses: +1 per Broker Skill rank, +EDU Modifier, +1 for repeat business, +1 for High Population/+2 for Massive Population Penalties: ‑2 for Low Population/‑1 for Modest population, ‑2 for illicit goods, ‑2 for each consecutive week searching for a buyer

  • 8+: 125% of Cost
  • 10+: 150% of Cost
  • 12+: 175% of Cost
  • 14+: 200% of Cost
  • 16+: 225% of Cost
  • 18+: 250% of Cost

Scarce Goods can be sold for +25% Cost.

Available Speculative Trade Goods

Table of Speculative Trade Goods (2d6)

  1. Robots/Drones
  2. Radioactives
  3. Medical Equipment
  4. Manufacturing Equipment
  5. Chemicals
  6. Machine Parts
  7. Rare Minerals
  8. Electronics Components
  9. Pharmaceuticals
  10. Luxury Goods
  11. Arms/Munitions

Details

This list is ordered by increasing order of value per weight. The listed price is the Cost to purchase one load of the good, which will usually be sold for a greater value. Speculative Goods must be purchased and transported in the load sizes specified below. A variable number of loads (each occupying the specified tonnage) will be available during any given period.


Interstellar Travel

Whenever a ship first enters a system from Jumpspace, the captain must roll a Random Encounter Check. Throw 1d6: on 5+, an encounter occurs. The Referee will tell you what happens and then will ask how you respond.

Stations

To be adequately crewed, all starships require at least a Pilot and an Engineer. Larger vessels require other officers, crewmembers at other stations, or even multiple crewmembers assigned to certain stations. The Referee will tell you the minimum and recommended crew to operate a given starship.

Stations marked with an asterisk do not need to be filled at all times or can usually be filled by a crewmember that normally works a different station. For example, on smaller vessels, the Pilot or the Comms Officer also usually works as the Navigator, while the Captain may be a crewmember occupied with any station (often Comms or Steward), and Gunners usually draw from any unoccupied crew in the moments before ship combat erupts.

Jumpspace

Ships may travel enormous distances in a short period of time by transiting through Jumpspace. To do so, the ship must expend sufficient fuel (measured in parsecs-worth) and the ship's Navigator must pass a Jump throw.

The experience of Jumping is disorienting for the inexperienced, but is otherwise uneventful, since the ship is completely isolated for the duration of the jump. Boredom and cramped quarters are the most common threats during most Jumps.

No matter the distance Jumped, ships always arrive at their destinations after roughly a week in Jumpspace, plus or minus a handful of hours. The destination of any Jump must be near (but not within 100 diameters of) a gravity well, and the destination must be within a number of parsecs (hexes) equal to the ship's Jump rating.

Throw Navigation 8+ Bonuses: +1 per Navigate Skill Rank, ±EDU Modifier, +1 for refined fuel, +1 for recent navigational records Penalties: ‑1 for unrefined Fuel, ‑1 for a rushed Jump, ‑4 for a blind Jump, ‑6 for Jumping within 100 diameters of a gravity well

If the Jump throw is failed, then the ship suffers from a Misjump: the ship travels 1d6-1 parsecs (hexes) in a random direction and must immediately make a Maintenance Saving Throw (with a substantial penalty).

Maintenance

Ships must be serviced once per year. As a ship becomes overdue for its Annual Maintenance (scheduled maintence/overhaul), it becomes increasingly prone to issues. (See Economics for costs.)

In addition, the Captain of a starship must make a Maintenance Saving Throw at the end of each week to determine whether any major maintenance issues arise. (Success indicates that nothing breaks this week!)

Throw 5+ Bonuses: +1 if crewed by skilled engineer(s), +6 if the week was spent docked, +4 if it was spent in system, +1 if a Jump was made with refined fuel Penalties:‑6 if the ship Misjumped, ‑2 for each unresolved maintenance issue, ‑1 for each month past the ship's annual overhaul date

When a ship fails a Maintenance Saving Throw, throw 1d6 to determine the nature of the malfunction:

Repairs

Broken or inoperable systems may be able to be jury rigged by skilled technicians.

Throw Mechanics/Electronics 8+ Bonuses: ±INT Modifier, +1 for a skilled assistant Penalties: ‑1 for each unresolved maintenance issue, ‑2 for inadequate tools, ‑1 for each month past the ship's annual overhaul date

In addition, a skilled Repair Chief may be able to reduce the cost of repairs: subtract the Margin of the Repair Chief's skill throw from the rolled Cost of the repairs (below).

Mechanical Issues

Repair Cost: 1d6 x 1k Cr / 100 tons (minimum 1k Cr)

What Broke? (d6)

  1. Impulse Drive
  2. Jump Drive
  3. Power Plant
  4. Ship's Gravity
  5. Air/Water Purification System
  6. Weapons Systems
Electrical Issues

Repair Cost: 2d6 x 1k Cr / 100 tons (minimum 1k Cr)

What Broke? (d6)

  1. Central Computer
  2. Flight Controls
  3. Comms and Sensors
  4. Ship's Gravity
  5. Airlocks/Bulkheads
  6. Weapons Systems

Ships

Basics

Ships are measured in "displacement tons" (dTons, or just "tons"). Each ton represents the volume of space displaced by a ton of liquid hydrogen at room temperature at 1 atmosphere of pressure, or roughly an area 2 meters per side. For deckplan mapping purposes, each graph paper square represents 5 displacement tons of space, or an area roughly 4 meters per side.

Ships possess one Hardpoint (for equipping weapons) and six Hull Points (HP) per 100 tons.

The Starter Ship: Free Trader (200 tons)

Cost: 2m Cr

Systems

  • Essentials20 tons
  • Impulse‑11g acceleration (10 tons)
  • Jump‑11 parsec (20 tons)
  • Fuel‑110 tons

Armaments

  • Pulse Lasers1d6 damage / Close +2 (10 tons)

Amenities

  • Stateroom‑4Total occupancy: 8 (40 tons)
  • Low Berth‑1Total occupancy: 6 (10 tons)
  • Cargo Hold: 80 tons

Starship Statistics

The following elements may be combined to create a starship. The total tonnage of all components must equal that of the ship's tonnage class (e.g. 200 tons). The "Ship Systems" elements and at least one Stateroom are required; all other elements are optional.

Cost

The Base Cost of a starship is based on its total tonnage. When a mechanic refers to a ship's "Cost," the Base Cost is the intended number. The Base Cost does not include the cost of Ship Defenses, Armaments, or Small Craft stored in the Hanger. (The cost of these elements are listed below.)

Starship Cost
Tonnage (tons) Base Cost (Cr) General Retrofit Cost (Cr per ton)
100 500k 5k
200 2m 10k
300 4.5m 15k
400 8m 20k
500 12.5m 25k
600 18m 30k
800 32m 40k
1000 50m 50k
3000 450m 150k

Ship Systems

Command Bridge, Central Computer, and Key Infrastructure: 10% of total tonnage.

Impulse Drive:

Jump Drive:

Fuel Tanks: 10 tons per parsec-amount (hex)

Amenities

Quarters: 10 tons each

Medbay: 5 tons / Occupancy 2

Cargo Hold: Multiples of 5 tons

Hanger: Multiples of 5 tons

Armaments

Lasers Weapon Cost: 30k Cr/ton 1-in-6 chance to overheat after each attack

Projectile Weapons Weapon Cost: 20k Cr/ton Ammo: 5 tons per 6 additional slugs/barrels (Cost: 10k Cr/ton)

Missile Racks: 15 tons (225k Cr) Weapon Cost: 15k Cr/ton Ammo: 5 tons per 12 additional missiles (Cost: var.)

Bay Weapons/Spinal Mounts Tonnage and Weapon Cost: 12 x Base Weapon

Defenses

Physical Armor: Armor Cost: 20k Cr/ton Prevents 1 damage per damage die rolled per rank versus all sources of damage (except Particle Rays)

Shields: Shield Cost: 30k Cr/ton Prevents 1 total damage per rank versus lasers and missiles

Typical Civilian Starships

A list of common civilian starships and their typical configurations.

Light Merchantman (100 tons)

Cost: 800k Cr

Systems

  • Essentials10 tons
  • Impulse‑11g acceleration (10 tons)
  • Jump‑11 parsec (20 tons)
  • Fuel‑110 tons

Armaments

  • Pulse Lasers1d6 damage / +2 Close, ‑2 Far, — Distant (10 tons)

Amenities

  • Stateroom‑2Total occupancy: 4 (20 tons)
  • Cargo Hold: 20 tons

Free Trader (200 tons)

Cost: 2.3m Cr

Systems

  • Essentials20 tons
  • Impulse‑11g acceleration (10 tons)
  • Jump‑11 parsec (20 tons)
  • Fuel‑110 tons

Armaments

  • Pulse Lasers1d6 damage / +2 Close, ‑2 Far, — Distant (10 tons)

Amenities

  • Stateroom‑4Total occupancy: 8 (40 tons)
  • Low Berth‑1Total occupancy: 6 (10 tons)
  • Cargo Hold: 80 tons

Merchant Freighter (300 tons)

Cost: 4.725m Cr

Systems

  • Essentials30 tons
  • Impulse‑11g acceleration (10 tons)
  • Jump‑22 parsecs range (80 tons)
  • Fuel‑220 tons

Armaments

  • Missile Rack1d6 damage / +0 all ranges (12 shots, 15 tons)

Amenities

  • Stateroom‑6Total occupancy: 12 (60 tons)
  • Low Berth‑1Total occupancy: 6 (10 tons)
  • Cargo Hold: 75 tons

Passenger Liner (300 tons)

Cost: 4.8m Cr

Systems

  • Essentials30 tons
  • Impulse‑11g acceleration (10 tons)
  • Jump‑11 parsec1 range (20 tons)
  • Fuel‑110 tons

Armaments

  • Pulse Lasers1d6 damage / +2 Close, ‑2 Far, — Distant (10 tons)

Amenities

  • Stateroom‑13Total occupancy: 52 (130 tons)
  • Low Berth‑4Total occupancy: 24 (40 tons)
  • Medbay‑2Total occupancy: 4 (10 tons)
  • Cargo Hold: 40 tons

Typical Military Starships

A list of common military starships and their typical configurations.

Gunboat (100 tons)

Cost: 725k Cr

Systems

  • Essentials10 tons
  • Impulse‑11g acceleration (10 tons)
  • Jump‑11 parsec (20 tons)
  • Fuel‑110 tons

Armaments

  • Missile Rack (2)1d6 damage / +2 all ranges (12 shots, 15 tons each)

Amenities

  • Stateroom‑2Total occupancy: 4 (20 tons)
  • Cargo Hold: 0 tons

Scout Ship (200 tons)

Cost: 2.3m Cr

Systems

  • Essentials20 tons
  • Impulse‑23g acceleration (40 tons)
  • Jump‑22 parsecs (80 tons)
  • Fuel‑440 tons

Armaments

  • Pulse Lasers1d6 damage / +2 Close, ‑2 Far, — Distant (10 tons)

Amenities

  • Stateroom‑1Total occupancy: 2 (10 tons)
  • Cargo Hold: 0 tons

Corvette (200 tons)

Cost: 2.9m Cr

Systems

  • Essentials20 tons
  • Impulse‑36g acceleration (90 tons)
  • Jump‑11 parsec (20 tons)
  • Fuel‑110 tons

Defenses

  • Shields‑1DR 1 vs lasers/missiles (10 tons)

Armaments

  • Beam Lasers2d6 damage / 0 Close, 0 Far, ‑4 Distant (20 tons)

Amenities

  • Stateroom‑2Total occupancy: 4 (20 tons)
  • Medbay‑1Total occupancy: 2 (5 tons)
  • Cargo Hold: 5 tons

Destroyer (400 tons)

Cost: 9.545m Cr

Systems

  • Essentials40 tons
  • Impulse‑36g acceleration (90 tons)
  • Jump‑22 parsecs (80 tons)
  • Fuel‑440 tons

Defenses

  • Shields‑1DR 1 vs lasers/missiles (10 tons)

Armaments

  • Gauss Cannon (2)2d6 damage (ignores Shields) / +4 Close, 0 Far, ‑6 Distant (12 shots, 35 tons each)

Amenities

  • Stateroom‑4Total occupancy: 8 (40 tons)
  • Barracks‑2Total occupancy: 10 (20 tons)
  • Cargo Hold: 0 tons
  • Hanger Bay: 10 tons
    • Shuttlecraft(10 tons)

Carrier (600 tons)

Cost: 20.4m Cr

Systems

  • Essentials60 tons
  • Impulse‑36g acceleration (90 tons)
  • Jump‑22 parsecs (80 tons)
  • Fuel‑2(20 tons)

Defenses

  • Shields‑2DR 2 vs lasers/missiles (40 tons)

Armaments

  • Beam Lasers (2)2d6 damage / 0 Close, 0 Far, ‑4 Distant (20 tons each)

Amenities

  • Stateroom‑4Total occupancy: 8 (40 tons)
  • Barracks‑3Total occupancy: 15 (30 tons)
  • Medbay‑2Total occupancy: 4 (10 tons)
  • Cargo Hold: 10 tons
  • Hanger Bay: 180 tons
    • Launch(40 tons)
    • Ship's Boat(20 tons)
    • Viper-Class Starfighter Squadron (12)(120 tons @ 10 tons each)

Battlecruiser (800 tons)

Cost: 32m Cr

Systems

  • Essentials80 tons
  • Impulse‑36g acceleration (90 tons)
  • Jump‑22 parsecs (80 tons)
  • Fuel‑440 tons

Amenities

  • Stateroom‑10Total occupancy: 20 (100 tons)
  • Barracks‑2Total occupancy: 10 (20 tons)
  • Medbay‑4Total occupancy: 8 (20 tons)
  • Cargo Hold: 20 tons
    • Shuttlecraft(10 tons)

Defenses

  • Physical Armor‑2DR 2 per damage die (120 tons)
  • Shields‑3DR 3 vs lasers/missiles (90 tons)

Armaments

  • Particle Ray (2)2d6 damage (ignores Physical Armor) / ‑2 Close, 0 Far, ‑2 Distant (30 tons each)
  • Gauss Cannon (2)2d6 damage (ignores Shields) / +4 Close, 0 Far, ‑6 Distant (12 shots, 35 tons each)
  • Sandcaster (2)With a reactionary Gunnery roll (+2 vs lasers), discard one damage die from a successful laser or missile attack (6 shots, 10 tons each)

Battleship (1000 tons)

Cost: 50m Cr

Systems

  • Essentials100 tons
  • Impulse‑36g acceleration (90 tons)
  • Jump‑33 parsecs (180 tons)
  • Fuel‑660 tons

Amenities

  • Stateroom‑10Total occupancy: 20 (100 tons)
  • Barracks‑2Total occupancy: 10 (20 tons)
  • Medbay‑2Total occupancy: 4 (10 tons)
  • Cargo Hold: 30 tons
    • Ship's Boat(20 tons)

Defenses

  • Physical Armor‑3DR 3 per damage die (270 tons)
  • Shields‑2DR 2 vs lasers/missiles (40 tons)

Armaments

  • Particle Ray (2)2d6 damage (ignores Physical Armor) / ‑2 Close, 0 Far, ‑2 Distant (30 tons each)
  • Gauss Cannon (2)2d6 damage (ignores Shields) / +4 Close, 0 Far, ‑6 Distant (6 shots, 30 tons each)
  • Sandcaster (4)With a reactionary Gunnery roll (+2 vs lasers), discard one damage die from a successful laser or missile attack (6 shots, 10 tons each)

Dreadnought (3000 tons)

Cost: 450m Cr

Systems

  • Essentials300 tons
  • Impulse‑410g acceleration (160 tons)
  • Jump‑44 parsecs (320 tons)
  • Fuel‑880 tons

Amenities

  • Stateroom‑20Total occupancy: 40 (200 tons)
  • Barracks‑20Total occupancy: 100 (200 tons)
  • Medbay‑4Total occupancy: 8 (20 tons)
  • Cargo Hold: 0 tons
  • Hanger Bay: 100 tons
    • Launch(40 tons)
    • Viper-Class Starfighter Group (6)(60 tons @ 10 tons each)

Defenses

  • Physical Armor‑3DR 3 per damage die (270 tons)
  • Shields‑4DR 4 vs lasers/missiles (160 tons)

Armaments

  • Bay Particle Ray Projectors (2)6d6+6 damage (ignores Physical Armor) / ‑2 Close, 0 Far, ‑2 Distant (360 tons each)
  • Missile Bay (2)2d6 damage / +2 all ranges (5 volleys of 12 missiles, 200 tons each)
  • Sandcaster (4)With a reactionary Gunnery roll (+2 vs lasers), discard one damage die from a successful laser or missile attack (12 shots, 15 tons each)

Typical Small Craft

A list of common, small spacecraft and their typical configurations.

The components for most small craft occupy ⅒ the tonnage that they would occupy in a full-size spacecraft, except that Essentials require 20% of the craft's weight and Impulse Drives provide 2-g acceleration per rating and occupy tonnage equal to their rating.

Viper Starfighter (10 tons)

Cost: 100k Cr (w/o missiles)

Systems

  • Essentials(2 tons)
  • Impulse‑36-g acceleration (3 tons)
  • Jump‑11 parsec (1 ton)
  • Fuel‑1(1 ton)

Armaments

  • Pulse Laser1d6 damage / Close +2 (1 ton)
  • Torpedo LauncherDamage per missile (1 ton)

Defenses

  • Shields‑1(1 ton)

Ship's Launch (20 tons) IN PROGRESS

Cost: 125k Cr

Systems

  • Essentials(4 tons)
  • Impulse‑36-g acceleration (3 tons)
  • Jump‑11 parsec (1 tons)
  • Fuel‑1(1 ton)

Amenities

  • Bunks‑1Total occupancy: 2 (1 tons)
  • Cargo Hold: 10 tons

Ship's Boat (40 tons) IN PROGRESS

Cost: 250k Cr

Systems

  • Essentials(8 tons)
  • Impulse‑36-g acceleration (3 tons)
  • Jump‑11 parsec (5 tons)
  • Fuel‑1(1 ton)

Defenses

  • Shields‑1(1 ton)

Armaments

  • Pulse Laser1d6 damage / Close +2 (1 ton)

Amenities

  • Bunks‑1Total occupancy: 2 (1 tons)
  • Cargo Hold: 20 tons

Psionics

Some characters develop psionic abilities, either during childhood ("Childhood Events Table") or during their career as a Drifter. When a character does so, they immediate generate the hidden seventh ability, Psionic Strength (PSI). Characters with a PSI score can attempt to enter the Psion career.

Psychic Skills

To activate a Psionic Ability, psychic characters must suffer the listed points of damage to their PSI score and then pass a throw of the associated Psychic Skill:

Throw [Psychic Skill] 8+ Bonuses: ±PSI, +2 for psychotropic drugs, +1 for psionic wetware Penalties: -2 for each Attribute that is reduced to zero

Each Psychic Skill governs a collection of related Psionic Abilities, each of which can be activated by spending PSI and passing a Psychic Skill roll.

Torching

Characters with PSI scores can always "burn" or "torch" an Attribute to instantaneously refresh their Psionic Strength. When they do, they first suffer 1d6+2 damage to Strength, Agility, or Endurance, and then they regain 1d6 Psionic Strength. If desired, they can repeat this process multiple times.

The boost to PSI can even temporarily lift Psionic Strength scores above their normal maximum rating, as long as the psychic immediately activates a Psionic Skill. Any unused points in excess of the character's PSI are then lost.

After torching (and activating a psionic ability, if desired), the psychic suffers the normal effects of damage, which might include unconsciousness, serious injury, or even death.


Stephen Parkin, © 2021