TEXT: HANDBOOK OF
  ORGANIZATION
  AND EQUIPMENT
  SECURITY CLEARANCE D/VERY SECRET
  This material contains information affecting the Interstellar
  Defense of the Zhodani Consulate within the meaning of the
  Espionage Laws, Title 81, Z.C.C., Sections 393 and 394, the
  transmission or revelation of which In any manner to an
  unauthorized person is prohibited by law.
  DOWNGRADED AT 12 YEAR INTERVALS: NOT AUTOMATICALLY DECLASSIFIED.
  VERY SECRET Modified Handling Authorized
  Modified Handling Authorized VERY SECRET
  RESEARCH BRANCH PAMPHLET NR. 01005/165-1107
  Approved For Use With TRAVELLER
  
  Table of Contents
  GENERAL BACKGROUND 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  HISTORY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  REQUIRED MATERIAL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  PRE-SELECTION OPTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  SELECTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Selection Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  ACQUIRING SKILLS AND EXPERTISE . . . . . . . . . . . . . . . . . . . . . .
  Branch Assignment Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  MUSTERING OUT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Mustering Out Benefits Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Service Skills Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Assignment Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Security Clearance Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Regular Assignment Resolution Table . . . . . . . . . . . . . . . . . . . . . . . . . .
  Survival Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  SPECIAL ASSIGNMENT RESOLUTION . . . . . . . . . . . . . . . . . . . . . .
  Cross-Training Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  DESCRIPTION OF SKILLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  DOSSIERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  EQUIPMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  GENERAL BACKGROUND 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  PHARMACEUTICALS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Multi-Vaccine 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Nutrient Tabs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Universal Anti-Toxin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Killalc 
  Pills 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Psychotomimetics 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Narcolethe 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Pharmaceuticals Table 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  COMBAT EQUIPMENT 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Garrote . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Throwing Knife 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Grenade Pistol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Smallarms System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Hypo Gun AP Rounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Hypo Gun Tracer Rounds 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Personal Firearms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  SURVEILLANCE DEVICES 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Electronic Tracer/Wiretap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Laser Listener . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  VEHICLES 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Amphibious Ground Car 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Miniature Submarine 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Autogiro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Infiltrator Aircraft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Interloper Jump Capsule . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Intruder Shuttle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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  SORAG
  a publication of Paranoia Press, Inc.
  © Copyright 1981 by Paranoia Press, Inc.
  All Rights Reserved. No part of this book may be reproduced in any form, or by any
  means without permission in writing from the publisher.
  Designed and Written by
  Chuck Kallenbach II
  Additional Suggestions and Proofreading
  William A. Barton, Marc W. Miller, Donald P. Rapp
  Playtesters
  William A. Barton, Henry Biancardi, Cheryl Kallenbach,
  Kevin Lichtenstiger, Marc W. Miller, Donald P. Rapp,
  Steven A. Vice
  Illustrations
  Chuck Kallenbach II: 2.21, 23, 24; Dan DeBurger: 26; Art Clip: 19
  Special Thanks For His Able Assistance, Advice and Experience
  Steven A. Vice
  Dedicated to Dan Hillen, who introduced me to wargaming.
  Printed by
  Cummins Printing Company
  3233 South Lafayette, Fort Wayne, Indiana
  First Printing June 1981
  Second Printing October 1981
  This booklet is an additional volume in Paranoia Press play aids for Game Designers Workshop's
  Traveller™ and has been Approved For Use With Traveller by Game Designers' Workshop.
  Traveller is a registered trademark of Game Designers' Workshop
  and is used, along with other materials copyrighted by GDW, with their permission.
  
  SORAG
  GENERAL BACKGROUND
  "SORAG (pronounced SOAR-ag)" is a special purpose division of the
  Zhodani Consulate Combined Interstellar Forces. The name is an acronym
  for Study and Operations Recording Activities Group. The purpose of
  SORAG is to observe the progress of emerging interstellar societies using
  overt and passive means. Most of the activities of the organization consist of
  receiving civilian transmissions of various types and recording or cataloging
  the facts therein. SORAG is a means whereby the Zhodani can stay abreast of
  changes in the goverment and technological level of various societies within
  the Consulate and its Client States. Although employees are paid via a pay
  scale similar to most military systems, SORAG is not directly affiliated with
  any military organization."
  The previous statement, gleaned from any number of official publications of
  the Zhodani Consulate, is almost completely false.
  SORAG (Scientific Operations Research and Administration Group) is an in-
  telligence and counter-intelligence service operated by the Colonnade Ad-
  ministrative District (or CAD) in the Vanguard Reaches to rimward of the
  Consulate. Its purpose is to infiltrate and perform surveillance on various in-
  terstellar governments and military services with which the CAD comes into
  contact. Activities within the sphere of SORAG's mission include: guerilla
  warfare, subversion, sabotage, escape and evasion, "black" and "gray"
  psychological operations, and other operations best described as unconven-
  tional warfare.
  SORAG is organized into four branches, each with a specific set of functions
  and area of operations. It is from the names of these branches that the
  organization gets its name.
  The Scientific Branch keeps watch on new technological advances; either
  in surveillance or infiltration techniques, or in military weapons technology.
  The Scientific Branch is also responsible for making sure that all operatives
  have the most up-to-date equipment for whatever type of mission they are
  performing. Technological gaps can be very costly for an advanced in-
  telligence organization. The Cryptography and Medical Divisions are part of
  the Scientific Branch.
  The Operations Branch, sometimes referred to as the "Dirty Tricks Divi-
  sion," takes care of several types of covert missions required of an active in-
  telligence agency. These missions are of a most highly secret nature and are
  performed by only the most skilled operatives in assassination, terrorism,
  sabotage, and whatever other extremes are required. The Operations Branch
  runs the Commando School, Special Operative Training Centers, and the
  Special Weapons Training Division.
  1
  
  The Research Branch performs routine surveillance and translation duties
  of the public information transmissions intercepted by SORAG. Recruiting of
  new operatives is also a key responsibility of the Research Branch through the
  Recruiting Division.
  The Administration Branch does most of the record keeping and statistical
  analysis of the vast amounts of information collected by SORAG. As such, it
  often performs activities at the request of the other branches.
  Operatives working for SORAG can find a wide variety of occupations
  available: from the career of a Surveillance Technician—years of intensely
  boring monitoring of intercepted interstellar communications—to the very
  dangerous life of the Operations Specialist—clandestine missions within
  enemy encampments where no help can be expected and it is not uncommon
  for an operative to be killed by SORAG itself to prevent the loss of vital infor-
  mation.
  HISTORY
  Activities by agents of IDES (Interworld
  Division of Enforcement Services) and
  various intelligence agencies operated
  by the Imperium and its client states
  were widespread within the Colonnade
  Administrative District during the Third
  Frontier War. In 1067 (Zhodani Olym-
  piad 3481), SORAG was organized as a
  counter-reaction to these activities by
  General Preshezdanratl, commander of
  the Zhodani Armed Forces COMBINT
  (Combat Intelligence) section. The basic
  mission of the new organization was to
  conduct covert missions in the
  Vanguard Reaches and adjacent sec-
  tors, although its agents have been
  found in the Spinward Marches and the
  Outrim Void at times, notwithstanding
  the fact that this is expressly illegal in
  view of various inter-empire accords
  and treaties.
  Many types of operations have been conducted by SORAG, all identified by
  meaningless code names and confusing acronyms so that many people who
  have worked for the organization still are not fully aware of them.
  In 1070 the early operation LEAPING TIGER consisted of groups of "ir-
  regular" raiders operating scouts and armed tramp traders in attacks on ship-
  ping lanes within the Haldensleben Subsector. Provoking some smaller mer-
  chants to band together and even hire mercenaries for ship's troops to fight
  these raiders, the CAD was able to declare the presence of an armed uprising
  2
  
  and insert several naval squadrons to quiet the area. The direct result of this
  move was to extend the Zhodani Consul Route, a major communications line
  for the CAD in the Vanguard Reaches, into the Four Corners Subsector.
  One of the most complex and dangerous missions to date was code-named
  GLARING SUN. Operatives infiltrated naval armories in the spinward fringe
  of the Altarean Confederation, substituting identical SORAG-developed ship-
  to-ship missies for their Altarean counterparts. A skirmish with the CAD
  engineered to involve ships from these bases produced the loss of several
  Altarean escort craft when their missies exploded in the launch bays. Subse-
  quent operations by missile bay crews of the Altarean Confederation were
  reported to have evidenced great trepidation regarding ammunition quality.
  SORAG has perpetrated both "black" and "gray" psychological operations
  (or "psyops"). Black psyops are typified by the commerce raiders in the
  Eckmann Schrift in operation COLDWAVE in 1089, who operated with
  forged civilian registrations as traders from surrounding subsectors. A pro-
  paganda campaign in the Tellerian Cluster called the "Interstellar Freedom
  Society" in which the operators never identified themselves or told which side
  they were on, is a good example of a gray psyop. The IFS was also a good
  example of SORAG's contravention of existing treaties and interstellar
  agreements, in this case the Council of Worlds, which expressly prohibits
  CAD military or political units from operating within the Tellerian Cluster.
  After the Fourth Frontier War (1082 to 1084). SORAG helped to extricate
  many soldiers of the CAD that were stranded in or behind enemy territory in
  an escape-and-evasion operation code-named BLACK DIAMOND.
  REQUIRED MATERIAL
  In addition to this booklet, the basic set of Traveller (Books 1, 2 and 3); Book
  4, Mercenary; Book 5, High Guard (2nd Edition); and the Paranoia Press
  publications Scouts & Assassins (2nd Edition) and Merchants & Merchandise
  are essential equipment, as are at least two six-sided dice, paper and pencil.
  Other materials may prove useful, such as electronic calculators, miniature
  figures, or various other books, supplements, adventures and games being
  published for use with Traveller.
  PRE-SELECTION OPTIONS
  SORAG seldom solicits enlistment applications, therefore the process by
  which an individual joins the organization will be referred to as Selection (ex-
  plained later). Before the Selection throw is attempted, the individual may
  apply for admission to a College at age 18. Procedure is as described in High
  Guard, Book 5 (either edition), pages 15 and 16.
  All Colleges of technological level 6 + will have available ROTC (Reserve Of-
  ficer Training Corps), with the same throws and DMs as NOTC in Book 5.
  3
  
  Please note that although the Naval Academy, NOTC, Medical School and
  Flight School will also be available and may be pursued at such institutions,
  they will have no bearing on SORAG service. However, graduates who suc-
  ceed in the ROTC throw may enter into SORAG with a commission as a Se-
  cond Lieutenant (note: only Zhodani nationals can become Field Grade or
  General Officers in SORAG—to determine if an individual is a natural born
  Zhodani, throw 11+ for the Vanguard Reaches and 12 exactly for Spinward
  Marches, other parts of the Imperium, or Beyond). Note that although Col-
  lege and/or ROTC graduates gain a favorable DM on the throw for Selection,
  no guarantee of Selection is made.
  Often, individuals serving duty in other services (especially Army, Marines
  and Navy—very seldom Scouts or Merchants) will be transferred to SORAG
  on a permanent basis. This may happen as a result of a particularly successful
  Internal Security or Counter-Insurgency assignment, or a Transfer at
  Service's request on the Discharge Table (Scouts & Assassins, 2nd Edition,
  page 7). Any transfer to SORAG must be done with the referee's permission
  and approval. Such transfers are done without the use of the Selection pro-
  cedure, and the new operative will be given a rank equivalent to the rank held
  in the previous service (non-Zhodani officers are limited to O3) and a Security
  Clearance of B/Confidential.
  SELECTION
  The term "enlistment" is inappropriate to SORAG due to the fact that very
  few individuals are allowed to enlist in SORAG as a result of their own re-
  quest. Many operatives are chosen due to high college scores in regular
  classes or ROTC, performance in regular service duties in areas valuable to
  SORAG, certain civilian occupa-
  tions, or recommendations of a
  superior officer. SORAG recruiters
  are constantly searching for the types
  of individuals required for intelli-
  gence duties, but they do not adver-
  tise publicly. This complex selection
  procedure will be simulated by a
  single Selection throw with several
  cumulative die modifiers.
  SELECTION THROW 10 +
  College Educated . . . . . . . . DM 4 + 1
  ROTC Graduate . . . . . . . . . DM + 1
  Intelligence of 7— . . . . . . . . DM —2
  Social Standing of 9 + . . . . . DM + 1
  Non-Zhodani . . . . . . . . . . . DM —2
  All DMs listed above are cumulative
  and reflect, as a whole, the type of
  person SORAG prefers to recruit.
  ACQUIRING SKILLS AND EXPERTISE
  Upon completion of the Pre-Selection and Selection procedures, the in-
  dividual has become an operative of SORAG. The following processes are
  used to determine the course and rewards of the years of service ahead.
  Terms of Service: Each term of service lasts four years (Exception: a college
  applicant who is not successful will enter at age 19 and serve a three-year
  term as the first term). Individuals transferred from other services generally do
  4
  
  so at the beginning of a new term.) Each new term is also for four years. The
  term of service is broken down into four one-year assignments. Each is re-
  solved by the operative separately, and at the completion of each four
  assignments, the operative may attempt to muster out. Note that mustering
  out is not voluntary in SORAG, and must be accomplished by a dice throw.
  Branches: There are four branches of service in SORAG (previously de-
  scribed) which an operative may enter. Branch assignment is done only once.
  All individuals entering SORAG, whether by selection, transfer, or other
  means, go through the Branch Assignment Procedure.
  Throw two dice and consult the
  Branch Assignment Table. Apply
  the same DMs that were used on the
  Selection Table. The result is the
  branch to which the operative is per-
  manently assigned.
  Basic Training: The first one-year assignment of an operative's first term is
  Basic Training. The operative receives two skills from the Intelligence column
  of the Service Skills Table. Those entering as officers (through ROTC or
  Transfer) may roll on the Officer Skills column instead. Operatives in the Ad-
  ministration Branch may elect to roll on the Clerical column as an alternative.
  Upon completion of Basic Training, the operative is assigned Security
  Clearance A/Sensitive (automatically, no throw required) and a rank of
  E1/Private or O1/Second Lieutenant as appropriate (ranks in SORAG are
  identical to Army ranks—see Mercenary, Book 4, page 8—except that there
  are no O10 Generals in SORAG).
  Assignments: Resolution of each assignment is a separate procedure in-
  volving six steps: Determination, Survival, Decoration, Promotion, Skills,
  and Security Clearance Advancement. Special Assignment resolutions follow
  slightly different procedures than Regular Assignments.
  1. Determination: Consult the Assignment Table and locate the ap-
  propriate branch column. Throw two dice, add applicable DMs, and deter-
  mine the type of assignment to be served. A letter code after the slash in-
  dicates the minimum required Security Clearance for the assignment (A is
  lowest, E is highest—see Security Clearance Table). If the clearance presently
  held by the operative is insufficient to take the assignment, the operative
  serves an Alternate Assignment instead. Alternate Assignments are listed at
  the bottom of each column and differ for each branch.
  Consult the Regular Assignment Resolution Table. If the assignment being
  served is one of the seven types listed, proceed to Step 2. If the assignment is
  not listed in the Regular Assignment Resolution Table, it is a Special Assign-
  ment: go directly to the instructions regarding this type of assignment, skip-
  ping Steps 2, 3, 4 and 5, and return to Step 6 to complete the Assignment.
  BRANCH ASSIGNMENT TABLE
  5 - 
  Research
  6 
  Administration
  7 
  Administration
  8 
  Scientific
  9 
  Scientific
  10 + 
  Operations
  5
  
  2. Survival: Many assignments present the opportunity for serious in-
  jury, death or other unusual circumstances. To avoid these calamities, the
  operative must throw the indicated number or higher on two dice. If the in-
  dicated number is thrown exactly, the operative has received a wound or in-
  jury. If this occurs on an Infiltration, Sabotage, Terrorism or Assassination
  assignment, it is officially classed as a combat wound and the operative is
  awarded the Wound Badge, the Zhodani equivalent of the Imperium Purple
  Heart. Failure to make the Survival throw does not necessarily mean that the
  operative has been killed. If the Survival throw is failed, consult the Survival
  Table and follow the instructions there.
  3. Decorations: Operatives may receive decorations or cash bonuses
  for bravery under fire or meritorious conduct. If the indicated number or
  higher is thrown, the operative receives the Distinguished Conduct
  Medal (DCM). If a number at least three higher than the stated number is
  thrown, the Consular Medal of Victory (CMV) is awarded instead. If the
  throw is at least six higher than the number indicated, the Order of Zhodane
  (OZ) is awarded instead.
  Due to the clandestine nature of most SORAG assignments, the awarding of
  medals (for a successful terrorism mission, for example) would be inap-
  propriate. As a result, cash bonuses in lieu of medals are often awarded. On
  the Regular Assignment Resolution Table, under the throw for Decoration, is
  another indicated throw in parentheses. This is the throw to actually receive a
  medal (once a Decoration has been earned). If this second throw is not suc-
  cessful, the operative receives cash remuneration instead. Eligibility for a
  DCM entitles the operative to Cr100 to Cr600 (roll one die x Cr100); a
  CMV entitles Cr200 to Cr1200 (two dice x Cr100); and an OZ equals
  Cr1000 to Cr6000 (one die x Cr1000).
  4. Promotion: An operative may receive a promotion by throwing the
  indicated number or higher on two dice. Officers may not receive more than
  one promotion per four-year term (the promotion from E9 to O1 or ROTC
  receipt of an O1 rank does not count towards this, and is called "commission-
  ing"). The promotion throw is subject to a cumulative DM for all Decorations
  (or eligibility for such Decorations if a cash bonus was awarded instead)
  received during the current term: each DCM, + 1; each CMV, + 2; each OZ,
  + 3.
  As previously mentioned, SORAG permits only natural born Zhodani
  operatives to attain ranks higher than Junior Commissioned Officers. All non-
  Zhodani operatives may receive promotions to O3 and no further. Any non-
  Zhodani who has become a naturalized citizen of a Zhodani client state
  (details to be worked out by the Referee) will receive a promotion to a rank
  higher than O3 only on an additional throw of 10 +. This throw must be
  made each time the naturalized Zhodani seeks a Field Grade or General Of-
  ficer promotion.
  5. Skills: Assignments may give the operative an opportunity to gain
  skills and expertise. If the operative throws the number indicated or higher,
  6
  
  then a skill has been gained. To determine the specific skill, refer to the Ser-
  vice Skills Table. Eligibility for each column is determined by the note at the
  bottom of the column, the operative's rank, and the type of assignment.
  6. Security Clearance Advancement: At the end of each assign-
  ment (either Regular or Special), the operative must throw two dice in an at-
  tempt to increase or maintain his or her Security Clearance. In actual practice,
  this is determined by many factors, and all advancements are made on a strict
  need-to-know basis. An advance in Security Clearance will enable the
  operative to handle a wider variety of assignments. The throw required for
  advancement is listed at the top of the Assignment Table, and differs with
  each branch. Advancement in Security Clearance raises the operative's
  clearance by one letter (from A to B, etc.—see Security Clearance Table). A
  cumulative DM of + 1 for each term previously completed is added to this
  throw (first term, no DM; second term, DM of + 1; third term, + 2; etc.). Any
  Security Clearance Advancement throw resulting in a natural roll of 2 (before
  adding DMs) will lower the operative's clearance by one letter, although
  clearance may not go below A (never to O).
  MUSTERING OUT
  After completing four one-year assignments, the operative has finished one
  term and may attempt to muster out. Because of time invested in training and
  possible leaking of information, SORAG is very reluctant to let operatives
  leave their service. A basic throw of 10 + is required to muster out; NCO and
  Enlisted operatives receive a DM of +2. If this throw is failed, another term
  must be served. The mandatory retirement age (although no benefits are ac-
  crued from retiring) in SORAG is 58, so an operative may serve as many as
  ten terms.
  MUSTERING OUT BENEFITS TABLES
  Die
  Roll
  1
  2
  3
  4
  5
  6
  7
  Table 1
  Material Benefits
  + 1 Intelligence
  + 2 Intelligence
  Low Passage
  High Passage
  + 2 Education
  Gun*
  Traveller's Aid
  Table 2
  Cash Benefits
  Cr 2,000
  Cr 5,000
  Cr10,000
  Cr10,000
  Cr20,000
  Cr30,000
  —
  *Gun benefits refer to Gun Combat weapons only; Special Weapons are not
  available as Mustering Out benefits. If the operative has a level of any type of
  Gun Combat skill, the Gun benefit may be taken as a Personal Firearm.
  The following conventions used in previous descriptions of other services do
  not apply to SORAG: Retention in Assignment, Draft, Retirement, Term
  Skills, and Re-enlistment in a Different Branch.
  Aging: Conducted in accordance with the Aging Table in Characters and
  Combat, Book 1.
  7
  
  SERVICE SKILLS TABLE
  Die
  1
  2
  3
  4
  5
  6
  7
  8
  DMs:
  Clerical
  Vehicle
  Linguistics
  Administration
  Administration
  Streetwise
  Computer
  Psychlgcl Wrfr
  Counterfeiting
  + 1 if E3 +
  + 2 if O1 +
  Any ranks;
  Clerical
  Assignments
  only.
  Intelligence
  + 1 Strength
  + 1 Endurance
  + 1 Dexterity
  + 1 Intelligence
  Investigation
  Computer
  Liaison
  Communications
  + 1 if Intel 8 +
  + 2 if Intel 10 +
  Any ranks;
  All Regular
  Assignments.
  NCO Skills
  Tactics
  Instruction
  Electronics
  Mechanical
  Brawling
  Leader
  Interrogation
  Combat Engrng
  + 1 if E5 +
  + 2 if E8 +
  NCOs only;
  All Regular
  Assignments.
  Officer Skills
  Tactics
  Interrogation
  Medical
  Carousing
  Leader
  Leader
  Ship Tactics
  Surveillance
  + 1 if O4 +
  + 2 if O7 +
  Commissioned
  Officers only;
  All Regular
  Assignments.
  ASSIGNMENT TABLE
  Dice
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  Altrnt
  Scientific 10 +
  Psi Training/C
  Weapns Trng/D
  Infil Trng/C
  Infiltration/C
  Infiltration/C
  Surveillance/B
  Surveillance/B
  Clerical/A
  Medical Div/C
  Cryptography/B
  Speclst Schl/B
  Cross-Trng/A
  Spec Op Trg/D
  Clerical/A
  Operations 9 +
  Psi Training/C
  Medical Div/C
  Spec Op Trg/D
  Cadre/D
  Cross-Trng/A
  Infiltration/C
  Surveillance/B
  Infiltration/C
  Weapns Trng/D
  Sabotage/E
  Terrorism/E
  Assassination/E
  Cmdo Schl/C
  Clerical/A
  Research 10 +
  Speclst Schl/B
  Infil Trng/C
  Cross-Trng/A
  Infiltration/C
  Surveillance/B
  Surveillance/B
  Surveillance/B
  Recruiting/A
  Clerical/A
  Clerical/A
  Cryptography/B
  Medical Div/C
  Cross-Trng/A
  Recruiting/A
  Adminstrtn 12 +
  Spec Op Trng/D
  Recruiting/A
  Speclst Schl/B
  Infiltration/C
  Clerical/A
  Clerical/A
  Clerical/A
  Surveillance/B
  Surveillance/B
  Surveillance/B
  Cryptography/B
  Cross-Trng/A
  Medical Div/C
  Clerical/A
  Assignment DMs: NCO Rank, —1; Junior or Field Grade Officer, +1.
  SECURITY CLEARANCE TABLE
  Code Clearance
  O 
  No Clearance: Regular service personnel. No sensitive informa-
  tion .
  A 
  Sensitive: Access to least sensitive information. All SORAG
  operatives are at least Clearance A.
  B 
  Confidential: Access to overt surveillance information.
  C 
  Secret: Access to information regarding covert operations.
  D 
  Very Secret: Access to highly sensitive covert information
  E 
  Top Secret: Access to most sensitive intelligence information.
  8
  
  REGULAR ASSIGNMENT RESOLUTION TABLE
  Assignment Type
  Assassination
  DM of + 1 if:
  Cadre
  DM of + 1 if:
  Clerical
  DM of + 1 if:
  Infiltration
  DM of +1 if:
  Sabotage
  DM of +1 if:
  Surveillance
  DM of +1 if:
  Terrorism
  DM of + 1 if:
  Other Type
  Survival
  8 +
  Recon 2 +
  4 +
  Survival 2 +
  auto
  none
  5 +
  Shp Tc 2 +
  6 +
  Strtws 2 +
  4 +
  Lingust 2 +
  7 +
  Tactics 2 +
  Decoration
  5 +
  none (8 + )
  9 +
  none (5 + )
  none
  none
  8 +
  none (6 + )
  7 +
  none (7 + )
  10 +
  none (4 + )
  8 +
  none (6 + )
  Promotion
  5 +
  Endur 9 +
  7 +
  Educ 9 +
  9 +
  Intel 9 +
  8 +
  Dext 8 +
  6 +
  Dext 9 +
  9 +
  Intel 10 +
  6 +
  Stren 9 +
  Skills
  5 +
  Sp Wpn 2 +
  8 +
  Instr 2 +
  8 +
  Admin 2 +
  7 +
  Vehicle 2+ '
  6 +
  Demolt 2 +
  7 +
  Investgt 2 +
  6 +
  Gun Cbt 2 +
  see Special Assignment Resolution
  *any Vehicle. Pilot or Ship's Boat skill.
  SURVIVAL TABLE
  Throw two dice and consult table at left. See
  descriptions below for detailed explanations of
  results. Unless otherwise stated, operative is
  presumed to have died while attempting to com-
  plete the assignment.
  DMs for table at left per type of Assignment on
  which Survival throw was failed: Assassination,
  —3; Terrorism, —2; Sabotage, —1; Cadre, +1;
  Surveillance, + 2.
  Death: Throw 10+ to be "officially," but not actually, dead. Return to ser-
  vice with + 2 DM on all Regular Assignment Resolution rolls (including
  Security Clearance Advancement). All Decorations taken in cash only.
  Mustering Out rolls from Table 2 only.
  Capture: Throw 10+ to escape and return to SORAG service; forfeit re-
  mainder of assignment resolution and proceed to next assignment. On throw
  of 4— enemy has reconditioned operative (through extensive physical and
  psychological alterations) and only Service Skills from Clerical and In-
  telligence columns remain; all other skills have been "erased." Operative
  musters out immediately.
  Desertion: Throw 8+ to escape from SORAG, effective immediately, no
  Mustering Out rolls. On throw of 5, 6 or 7, operative has been assassinated by
  SORAG. On throw of 4—, operative has been assassinated by enemy forces.
  Throw
  5—
  6
  7
  8
  9
  10
  11 +
  Result
  Death
  Capture
  Cowardice
  Desertion
  Defection
  Security Leak
  Transfer
  9
  
  Defection: Operative attempts to double-cross SORAG by defecting to
  enemy organization. Enemy organization double-crosses operative (throw
  again on Survival Table as if on Assassination assignment; if result is Defec-
  tion, throw again).
  Cowardice: Muster out immediately and lose two Mustering Out rolls.
  Security Leak: Throw 10 + to be cleared and muster out immediately (lose
  one Mustering Out roll). On throw of 8 or 9, operative is reconditioned by
  SORAG (see Capture above) and mustered out immediately (lose two
  Mustering Out rolls and decrease Security Clearance to A). On throw of 7—
  operative is assassinated by SORAG.
  Transfer: Throw on Cross-Training Table. Operative has been reassigned to
  that service and branch of the Colonnade Combined Interstellar Defense
  Forces, will not return to SORAG, and serves the rest of this assignment as
  Basic and Advanced Training in that service. All Mustering Out rolls are made
  on the new service's tables. However, on an additional throw of 11+ the
  operative is serving a clandestine internal security mission to perform secret
  surveillance on new service; make additional throw for Decoration (only)
  each year as if still a member of SORAG on Surveillance assignment. Cash
  only will be awarded. Attempts to muster out from SORAG service may still
  be made (no DMs). If any SORAG Decoration throw is 3—, operative has
  been discovered and court-martialed; muster out of new branch (and
  SORAG) immediately and lose three Mustering Out rolls (transferee is not
  eligible for any Mustering Out rolls from SORAG).
  SPECIAL ASSIGNMENT RESOLUTION
  Commando School: The operative has been assigned to special SORAG
  commando training and will receive up to five skills. Roll 5+ on one die for
  each skill: Demolition. Survival, Reconnaissance, Instruction, and Unarmed
  Combat. Commando School is Clearance C/Secret.
  Cross-Training: The operative is required to train in a conventional service
  and will obtain an MOS from a particular branch of that service. Cross-
  Training is Clearance A/Sensitive, available to all operatives. Roll one die
  twice to determine first, service, and then, branch:
  CROSS TRAINING TABLE
  1st
  Roll
  1-2
  3-4
  5-6
  Service
  NAVY
  ARMY
  SCOUT
  ------------- -----Second Die Roll--------- ---------
  1
  Line/Crw
  Artillery
  Tech Spt
  2
  Flight
  Cavalry
  Tech Spt
  3 
  4
  Gunnery
  Infantry
  Tech Spt
  Engrng
  Marine
  Survlnc
  5
  Medical
  Support
  Survlnc
  6
  Technical
  Cmndo
  Explrtn
  NOTE: SORAG operatives always train as Subsector Navy on Navy Skill Tables, as
  Tech Level 14 on Army MOS Tables, and with no term DMs on Scout Skill Tables.
  Cryptography Division: The operative is assigned to the SORAG Cryp-
  tography Division and receives an automatic Cryptography skill. Cryp-
  tography Division is Clearance B/Confidential.
  10
  
  Infiltration Training: The operative has been assigned to a special school
  to gain increased familiarity with SORAG Special Vehicle operation and in-
  filtration techniques. Roll 5+ on one die for each skill: Ship's Boat, Vehicle,
  Escape & Evasion, Disguise, and Ship Tactics. Infiltration Training is Clear-
  ance C/Secret.
  Medical Division: The operative has been assigned a course of study in
  SORAG biological research and conditioning techniques. Roll 5 + on one die
  for each of the following skills: Medical and Poisons/Antidotes. In addition,
  many operatives in danger of being captured and interrogated can be im-
  munized against Truth Drug. This is accomplished by injections of small doses
  of Truth Drug over an extended period under carefully controlled conditions
  to build up the body's natural resistance. To receive this conditioning, throw
  10 + on two dice (add a DM of + 1 if presently Clearance D and + 2 if
  Clearance E). On a natural roll of 2 (before DMs), the patient's system has re-
  jected the treatments, and the operative suffers a permanent — 1 effect to per-
  sonal Endurance. Medical Division is Clearance C/Secret.
  Psi Training: The operative has been selected to receive a psionic strength
  examination (see Worlds and Adventures, Book 3, pages 34 and 35). All
  operatives who have been previously examined for psionics will serve an
  Alternate Assignment instead. This includes all Zhodani of Social Standing
  A + , who are automatically trained at age 18, and any operatives who have
  served this assignment before. If a Zhodani operative is of Social Standing 8
  or 9, then the operative receives an immediate increase of 2 to Social Stan-
  ding and may be examined. Zhodani of Social Standing 7— may not be
  tested and serve an Alternate Assignment. Any non-Zhodani may be exa-
  mined regardless of Social Standing.
  Only operatives with a Psionic Strength Rating (PSR) of 2 + will receive train-
  ing (Zhodanis retain Social Standing increases regardless of PSR). Operatives
  who test out with a PSR of 1— will serve an Alternate Assignment with a —2
  DM for Decoration, Promotion and Skills for this assignment only due to time
  spent on the examination.
  Psionic training is conducted as usual except that SORAG will dictate the
  order in which the trainee will attempt to obtain talents: Special, Teleporta-
  tion, Awareness, Telekinesis, Clairvoyance and Telepathy. Any trainee of
  Social Standing B + may choose the order of gaining talents, however. Once
  the exam and basic training are completed, the operative may spend six
  months gaining experience for talents. One talent per month may be prac-
  ticed, and all throws to increase levels may add a DM of +1 due to assistance
  from SORAG experts. During subsequent assignments, the operative may
  make 12 throws per assignment (once per month) to increase levels, but prac-
  tice is limited to one talent per month, and there are no DMs for SORAG
  assistance.
  Any non-Zhodani operative whose psionic talents are discovered by non-
  Zhodani officials will be hunted down and "liquidated" by SORAG assassins,
  in addition to local reactions against the "psionic heresy." Psi Training is
  Clearance C/Secret. and all costs for testing and training are borne by
  SORAG.
  11
  
  Recruiting Division: The operative has been assigned to a tour of
  Recruiting duty and receives an automatic Recruiting skill. Recruiting is
  Clearance A/Sensitive, available to all operatives.
  Special Operative Training: The operative has been selected to receive
  training in certain clandestine SORAG skills. Roll 5 + on one die for each
  skill: Forgery, Bribery. Interrogation and Torture. Special Operative Training
  is Clearance D/Very Secret.
  Specialist School: The operative has been nominated to attend special
  training to hone certain intelligence capabilities. Roll 5 + on one die for each
  skill: Linguistics, Counterfeiting, Security, Communications, and Psychologi-
  cal Warfare. Specialist School is Clearance B/Confidential.
  Weapons Training: The operative has been assigned to a special school to
  learn SORAG weapons techniques. Roll 5+ on one die for each skill: Gun
  Combat, Blade Combat, Bow Combat, and Special Weapons. Weapons
  Training is Clearance D/Very Secret.
  Multiple School Assignments: Operatives performing a Special Assign-
  ment who already have a skill level of 3 or greater in any one skill offered by
  the School, Training Center, or Division are assigned as instructors, and in-
  stead (and only) receive one automatic Instruction skill. This applies to all
  types of Special Assignments.
  DESCRIPTION OF SKILLS
  Most skills used in this booklet are found in various other publications by
  GDW or Paranoia Press. Those from the Traveller Books 1 through 5 and
  Supplement 4 are not listed here, while other skills from Paranoia Press
  publications are indexed in the following listing to the proper book and page
  number. New skills specifically developed for SORAG are described in detail
  here.
  Cryptography: Familiarity with the use and development of complex code
  and cipher systems. Throw 8+ to decode any simple coded message; DM
  +1 per level of Cryptography skill. The throw for decoding may be made
  once per number of hours determined as follows: subtract Intelligence from
  16 (Intelligence of 10 would permit a throw every 6 hours). Referee should
  choose a specific throw (perhaps chosen at random) which will produce
  spurious conclusions before the Cryptographer makes the throw to decode.
  Other DMs may be applicable for unfamiliar coding systems or language dif-
  ficulties, and additional skills such as Computer may be needed. Individuals
  with Cryptography skill may also write codes, and the throw needed to break
  such codes is determined by adding twice the writer's skill level to 6; therefore
  a code devised by a Cryptographer-2 would require a throw of 10 +. As
  described above, Cryptography skill may also be used as a DM to decode
  such messages.
  12
  
  Counterfeiting: The ability to produce large quantities of bogus printed
  items such as currency, stamps, coupons, stocks, etc., often used by in-
  telligence organizations to undermine the economy of enemy organizations
  by flooding the market with fake currency. The individual is skilled in the pro-
  duction of printing plates or other devices required to duplicate the item to be
  counterfeited. The skill implies familiarity with printing processes, but not
  necessarily skill in operating them. Detection of false items will require a throw
  of 7 plus the Counterfeiter's skill level; therefore a skill level of 3 would re-
  quire a 10+ . If an experienced Counterfeiter is attempting this throw, a + 1
  DM may be added for each 2 skill levels of Counterfeiting possessed by the
  detector. Other DMs may be imposed by the Referee, such as tech level
  familiarity, availability of reproduction materials, quality of equipment, or
  other situational modifiers.
  Disguise: Use the description in Scouts & Assassins 2nd Edition, page 9.
  Escape & Evasion: Use the description in Scouts & Assassins 2nd Edition,
  page 9.
  Gun Combat: SORAG weapons come in various sizes and types. The
  operative must immediately specify one of the following distinct categories:
  Handgun: applicable to revolvers, automatic pistols, and body pistols
  (does not apply to snub pistols or hand blasters).
  Auto Weapons: applicable to auto rifles, light and heavy machine
  guns.
  Combat Rifleman: applicable to rifles, carbines, assault rifles, ad-
  vanced combat rifles, and gauss rifles.
  Submachinegun: applicable to submachineguns only.
  Laser Weapons: applicable to laser pistols, carbines and rifles.
  Investigation: The general skill Investigation refers to the ability to deter-
  mine particular pieces of information from various sources or from empirical
  examination. Many of the areas of study within this general skill require the
  use of complicated, expensive and uncommon instruments. Investigators
  without such instruments should be penalized in their attempts to use these
  skills by the imposition of negative die modifiers by the Referee. The
  operative receiving a skill in Investigation must immediately choose one of the
  following categories of specific study:
  Research: The ability to search through public records and other
  available data banks with experience and proficiency, Research also includes
  questioning knowledgeable individuals. Research differs from Interrogation in
  this respect in that the person being questioned does not reveal more than
  they wish to tell. This skill is required any time a specific fact needs to be
  discovered which is not a military, political or industrial secret, and would be
  generally available to a person who knew where to look. Basic throw for suc-
  cess if 8+ with a +1 DM for each level of Research skill. The Referee may
  13
  
  impose other DMs or specify that expertise in another skill, Computer, for ex-
  ample, is required.
  Identification: This skill refers to the ability to determine the specific
  identity of a person, and is especially useful in penetrating various types of
  disguises and drastic modifications such as plastic surgery, surgical alterations
  of internal organs and skeletal reconstructions. There are five basic techni-
  ques in common use for Identification, and the operative with this skill has
  facility with all of them and is entitled to a DM of +1 per level of Identification
  skill to be added to the throw for success. Anyone attempting to use these
  techniques without Identification skill will receive a DM of —4. Fingerprint
  Analysis: available at Tech Level 5, this is the study of the textures of the
  fingertips, unique to each individual. Throw for success is 10+. Voiceprint
  Analysis: the study of graphs made from a person's vocal patterns, available
  at Tech Level 6, and a successful identification requires a throw of 9+.
  Bloodprint Analysis: a person's blood contains the entire biological history of
  their life, including all the diseases they have ever had. This technique re-
  quires a throw of 8 + for success and is available at Tech Level 7. Retina Print
  Analysis: patterns made by the retinas of the eyes are more complex than
  fingerprints, and much harder to alter; throw for success is 7 +, and availabili-
  ty is at Tech Level 8. Brainwave Analysis: most difficult to disguise, the pat-
  terns of an individual's brain will almost always identify him or her immediate-
  ly. Available at Tech Level 9, the throw for success is 6+ .
  Examination: Often used in police work to solve crimes by observation
  and testing of clues and evidence, Examination is indispensible in intelligence
  work also. This skill is the use of various forensic techniques such as ballistics,
  spectrography (infrared, x-ray, and/or ultraviolet), thermal analysis or
  chemical testing to determine a specific fact regarding an object or specimen.
  The Referee should always determine in advance what it is that the Examiner
  is trying to find out about the object, or at least an idea of what they are look-
  ing for in general terms. The throw for success is 8+ , and the Referee may
  see fit to impose higher required throws if a piece of information is going to be
  particularly hard to extract.
  Linguistics: Discussed in Scouts & Assassins, 2nd Edition, page 8.
  Poisons/Antidotes: Discussed in Scouts & Assassins, 2nd Edition, page 9.
  Psychological Warfare: The individual is familiar with techniques used for
  the eroding of enemy morale due to broadcasts over enemy communications
  systems or other means. This type of warfare consists of communicating to
  the enemy facts concerning an upcoming or ensuing confrontation which will
  degrade the enemy will to win and, in some cases, force the enemy to sur-
  render. The application of this skill presumes that proper equipment for
  broadcasting or disseminating information to enemy sources is available. Two
  weeks are required to survey the situation and set up the campaign.
  Thereafter, a throw may be made each month to attempt to degrade enemy
  14
  
  morale; a 9+ is required for success. A DM of + 1 per level of Psychological
  Warfare skill is allowed, and additional DMs may be applied by the Referee
  for tech level, equipment available, language difficulties, enemy patriotism (or
  lack thereof), etc. A successful throw will directly affect the enemy's die roll
  for Efficiency, as mentioned in the Abstract Mission Resolution System in
  Mercenary. Book 4. Each successful Psychological Warfare throw reduces
  enemy Efficiency by one. An Efficiency result of 0 is considered to be very
  shaky, and results of less than 0 can produce situations in which the enemy
  will immediately surrender if attacked. Effects in other small-unit combat
  systems must be determined by the Referee. Unlike most skills, several in-
  dividuals may add their Psychological Warfare skills to attain a combined DM.
  Security: Discussed in Merchants & Merchandise, page 9.
  Special Weapons: Special Weapon skills involve the operation of one of
  several unusual devices utilized by SORAG in covert operations. Special
  Weapon skills must be further specified as one of the following categories:
  Garrote: A weapon used for strangling, specifically one using a cord or
  wire which is looped around the defender's neck.
  Grenade Pistol: A small, concealable, one-shot pistol of breakdown
  configuration similar to the common flare gun. It fires a variety of projectiles
  with differing effects.
  Holster: The use of one of several quick-draw holsters provided by
  SORAG, proper execution of which avoids or modifies the DM of —3 for
  drawing a holstered weapon as discussed in Characters and Combat, Book 1,
  page 38. Success requires a throw of 8 + , and each level of Holster skill adds
  a DM of + 1 to this throw. The subsequent attack is made with a DM of —2 if
  Holster skill is level 1, and a DM of — 1 if Holster skill is level 2. Skill levels of 3
  or better allow perfectly drawn attacks with no negative DMs to hit due to use
  of the holster.
  Hypo Gun: Operation of the silent, fluid-injecting assassination weapon,
  discussed in Merchants & Merchandise, page 12. Each skill level provides a
  DM of +1 to hit. SORAG is the only known service to regularly train its
  members in the use of the Hypo Gun.
  Throwing Knife: Skill in the use of the balanced throwing dagger. Each
  level of Throwing Knife skill adds a DM of + 1 to hit, and adds to the wound
  inflicted: see Combat Equipment section of this booklet.
  Surveillance: Discussed in Scouts & Assassins, 2nd Edition, page 6.
  Torture: Skill in the application of physical pain as a tool of intelligence
  gathering. The individual is familiar with the use of specifically designed tor-
  ture devices as well as the use of common objects. The administration of
  physical pain as a means to extract information from an individual will depend
  basically upon the subject's Endurance. Throw subject's Endurance or better,
  adding a DM of + 1 per level of Torture skill to the dice roll, for the subject to
  15
  
  break. This throw will be modified by instruments used by the torturer, the
  subject's experience with torture, and other factors. A throw of 1 less than
  that required is presumed to have created unconsciousness in the subject,
  delaying further attempts for a number of ten-minute periods equal to the
  subject's Endurance subtracted from 16 (Endurance of 12 would regain con-
  sciousness in 4 periods or 40 minutes). An unmodified throw of 2 always
  results in the subject's death. The Referee should determine before the torture
  procedure begins exactly what the torturer wishes to know, what the subject
  knows about it, and what the chance is of obtaining incorrect information.
  Unarmed Combat: Discussed in Scouts & Assassins, 2nd Edition, page 9.
  Vehicle: Use the procedure described in High Guard, Book 5 (either
  edition), page 13.
  A Note on Debriefing: Members of SORAG, upon leaving the service, are
  debriefed to prepare them for "life on the outside." Many of the operations
  with which SORAG is involved would be classified as crimes and atrocities by
  even the affiliated CAD Army and Marines, and would be punishable by
  death. Additionally, the amount of information that a departing operative has
  which could be used to implicate former colleagues could cripple SORAG as
  an effective intelligence-gathering organization. Finally, operatives who have
  served many Surveillance assignments are aware of the fact that a large
  percentage of these were to watch former operatives and make sure that
  those operatives were not assisting the enemy. As a result, it is recommended
  that former operatives be quite reticent to discuss the true nature of their ser-
  vice experience. The suggested cover is that one had served with the CAD
  Marines and had a particularly uninteresting career as a clerk. Operatives who
  have tended to flaunt their unusual skills or irregular experiences have met
  with untimely and peculiar fatal accidents (referees, take note!)
  16
  
  Dossiers
  This section consists of sample characters generated with the previous system
  to be used as non-player characters by the Referee, or possibly as player
  characters. These dossiers are presented in a strict format, as follows:
  (rank in SORAG/Branch) (UPP) (age) (terms served) (security clearance)
  (natural born Zhodani); (College experience, if any); (list of skills—all general
  skills are non-specified, e.g. Gun Cbt-1, etc.); (special duty, decorations and
  transfers, etc.); (mustering out benefits and possessions).
  1 Lance Corporal/Scientific 
  774899 
  Age 38 
  4 terms 
  D
  Zhodani; College; Investigation-3, Cryptography-1, Computer-1,
  Linguistics-2, Admin-3, Streetwise-2, Counterfeiting-1; Low Passage,
  Cr10000.
  2 First Lieutenant/Research 
  897DB8 
  Age 38 
  4 terms 
  C
  ColIege/ROTC; Forgery-1, Bribery-1, Streetwise-1, Gun Cbt-1, Combat
  Engineering-1, Administration-1, Recruiting-3, Instruction-3, Medical-1,
  Cryptography-1, Leader-1; Transferred to Navy, attended Staff College
  and Intelligence School; Gun, Cr20000.
  3 Lt. Colonel/Operations 
  BA8CC9 
  Age 42 
  5 terms 
  E
  Zhodani; College/ROTC; Leader-2, Medical-2, Admin-2, Tactics-1,
  Interrogation-2, Bribery-1, Torture-2; officially "dead".
  4 First Sergeant/Administration 394A74 
  Age 34 
  4 terms 
  B
  Zhodani; Recruiting-1, Streetwise-1, Surveillance-1, Electronics-1,
  Brawling-1; Cross-Trained in Scout/Surveillance; Cr10000.
  5 Major/Scientific 
  769E76 
  Age 42 
  4 terms 
  B
  Zhodani; College/ROTC/Honors; Leader-1, Liaison-1, Carousing-1,
  Counterfeiting-2, Commo-2, Computer-1, Streetwise-1, Admin-1; Gun,
  High Passage, Cr10000.
  6 Corporal/Scientific 
  B8C879 
  Age 26 
  2 terms 
  A
  Psychological Warfare-1, Investigation-1; Dishonorable Dis-
  charge/Cowardice.
  7 Lance Corporal/Research 
  8BB879 
  Age 26 
  2 terms 
  D
  Admin-1, Streetwise-1, Computer-1, Cryptography-1, Fwd Obs-1,
  Blade Cbt-1, Bow Cbt-1, Special Weapons-1; PSR 10 (Special,
  Awareness, Telekinesis), Cross-Trained in Army/Artillery.
  8 Sergeant Major/Research 
  78BA67 
  Age 38 
  4 terms 
  C
  Zhodani; Leader-2, Poisons/ Antidotes-1, Medical-1, Electronics-2,
  Mechanical-1, Recruiting-3, Cryptography-1; DCMx3, Wound Badge;
  Cr40000.
  9 Private/Research 
  552A59 
  Age 38 
  4 terms 
  D
  Liaison-1, Investigation-1, Recruiting-3, Gunnery-1, Medical-1,
  Recon-1, Brawling-1, Demolitions-1, Vacc-1, Zero-G Cbt-1, Battle
  Dress-1, Vehicle-1, Instruction-6; Transfer to Army/Support at age 31,
  reenlist Commandos age 34, Protected Forces, OCS, final rank 2nd
  Lieutenant; Cr15000.
  17
  
  10 First Sergeant/Research 
  8C893C 
  Age 34 
  4 terms 
  A
  Recruiting-3, Linguistics-1, Admin-2, Computer-3, Vehicle-1, Escape &
  Evasion-1, Ship Tactics-1; Cr10000.
  11 Captain/Operations 
  879BC7 
  Age 38 
  4 terms 
  E
  CoIlege/ROTC; Streetwise-1, Vehicle-1, Tactics-1, Demo-1, Mechani-
  cal-1, Investigation-1, Computer-3, Special Weapons-1, Leader-3;
  DCMx4; Cr20300.
  12 Captain/Operations 
  A9BAB9 
  Age 38 
  4 terms 
  D
  Zhodani; 
  College/ROTC; 
  Interrogation-2, Admin-6, 
  Leader-2,
  Streetwise-2, Medical-2, Psychological Warfare-2; Cross-Trained in
  Navy/Engineering; Cr7000.
  13 Major/Operations 
  7C9B7B 
  Age 42 
  5 terms 
  D
  Zhodani; College/ROTC; Forgery-1, Interrogation-2; Ship Tactics-1,
  Pilot-1, Carousing-2, Medical-1, Leader-1. Admin-2, Streetwise-1; PSR
  7 (Telepathy, Awareness), Transferred to Navy at age 35, attained rank
  of Commander; High Passage, Low Passage, Cr5000.
  14 Sergeant/Operations 
  9AB969 
  Age 27 
  2 terms 
  C
  Zhodani; Vehicle-3, Streetwise-2; attempted to Defect, was Captured
  after reconditioning.
  15 Lance Corporal/Research 
  9757F6 
  Age 34 
  3 terms 
  C
  College/Honors; Recruiting-3, Investigation-1, Instruction-3; CMV.
  16 Major/Scientific 
  769A76 
  Age 46 
  6 terms 
  B
  Zhodani; College/ROTC/Honors; Leader-1, Liaison-1, Carousing-1,
  Counterfeiting-2, Communications-2, Computer-1, Streetwise-1,
  Admin-1; Gun, High Passage.
  17 Leading Sergeant/Operations 99B959 
  Age 42 
  6 terms 
  E
  Investigation-1, Linguistics-1, Streetwise-3, Admin-2, Tactics-2,
  Computer-1, Torture-2, Interrogation-3, Instruction-3, Gun Cbt-2, Blade
  Cbt-2, Special Weapons-2; PSR 8 (Teleportation, Awareness); "officially
  dead" age 33, DCM, Cross-Trained in Navy/Technical; attempted
  Defection, Dishonorable Discharge/Cowardice; Cr30000.
  18 Sergeant/Administration 
  886B98 
  Age 42 
  4 terms 
  B
  Instruction-1, Vehicle-2, Navigation-1, Surveillance-1, Interrogation-1,
  Carousing-1, Streetwise-3, Bribery-1, Commo-1, Bow Cbt-1, Demo-1,
  Disguise-1, 
  Linguistics-2; 
  transfer 
  (clandestine surveillance) 
  to
  Scout/Surveillance at age 37, discovered, court-martialed at age 42 (at-
  tained rank of S0); Cr30000.
  19 Gunnery Sergeant/Scientific 
  348BF5 
  Age 58 
  9 terms 
  E
  College/Honors; 
  Investigation-1, 
  Counterfeiting-1, 
  Security-1,
  Admin-2, Medical-1, Mechanical-2, Computer-2, Escape & Evasion-1,
  Poisons/Antidotes-1, Gun Cbt-1, Special Weapons-2, Cryptography-2,
  Vehicle-2, Ship Tactics-2, Electronic-1, Leader-3, Interrogation-2;
  DCMx3, CMV, Wound Badge; Immune to Truth Drug; Gun, Low
  Passagex6, Cr40000.
  18
  
  Equipment
  GENERAL BACKGROUND
  The peculiar nature of the missions of SORAG requires that certain types of
  special equipment be manufactured to unusual specifications. These devices
  are the tools of the trade to the experienced operative. Most of the equipment
  described in the following sections is manufactured for SORAG under special
  and secret contracts by well-known manufacturers working under covert sub-
  sidiaries, and the names of these manufacturers cannot be disclosed here. Ar-
  mories are also staffed and supplied by SORAG to produce maximum securi-
  ty items. Secret intelligence equipment is never found for sale on the open
  market, and to find any of this equipment outside of SORAG active service or
  their hidden warehouses is next to impossible. A suggested throw for
  availability of any of these items is 13+, with a DM of + 1 if in or near a
  Zhodani sphere of influence and specifically + 2 in the Vanguard Reaches,
  and + 1 per level of Streetwise greater than Streetwise-2. Exceptions to this
  availability rule include Pharmaceuticals (which have their own availability
  throws), Throwing Knives, and the Autogiro (which are available on the open
  market).
  PHARMACEUTICALS
  The Medical Division of the Scientific
  Branch trains new medical technicians
  and devises new types of drugs and
  ways to use them. Some of these con-
  coctions are beneficial, some not so
  beneficial, but all find uses in the the
  missions of SORAG.
  The pharmaceuticals described below
  are available in one-dose pill form,
  similar to the drugs listed in Starships,
  Book 2, pages 38 and 39. All the
  pharmaceuticals listed here are illegal
  except Nutrient Tabs and Narcolethe,
  and require the throw versus local law
  level for possession or attempts to pur-
  chase as described in Book 2.
  Multi-Vaccine: This drug provides three-month protection from most
  known forms of bacteria (acts against obscure maladies generally on a throw
  of 10 +). Multiple uses (more than three times per year) can produce a deple-
  tion in normal disease-fighting systems and actually increase the chance of
  sickness when the drug wears off.
  19
  
  Nutrient Tabs: All of the basic nutritional requirements of the average
  humaniti will be supplied for 12 hours by one of these pills. A steady diet of
  them , however (a number of days exceeding personal Endurance) will pro-
  duce vitamin deficiencies (affecting all physical characteristics).
  Universal Anti-Toxin: Working quickly against most common poisons and
  nerve agents (acts against obscure toxins on a throw of 11+), this drug can
  be a life-saving antidote if taken soon after ingestion of the toxin.
  Killalc Pills: Preventing intoxication and producing a side effect of fierce
  heartburn, these pills neutralize the effects of alcohol as it is being ingested.
  The protection lasts about 4 hours. Killalc pills are useful in assignments which
  require social contact involving intoxicating beverages. They do not work
  against alcohol already in the bloodstream, and must be taken before the
  drinking starts.
  Psychotomimetics: These are powerful, mood-altering drugs capable of
  simulating any mental condition in the user: paranoia, megalomania, love,
  fear, hatred, etc. All effects are in the extreme case, bordering on manias and
  psychotic conditions. Psychotomimetics are sometimes used to circumvent
  brain wave analysis identification attempts. Effects last 4 to 6 hours per dose.
  Repeated usage (more than twice per day) may produce psychological
  dependence (throw 10 + for dependence with a DM of — 1 per point of per-
  sonal Intelligence characteristic over 10).
  Narcolethe: The finest liquor known—no side effects and no hangovers. It is
  soothing, 
  charming, 
  subtle, 
  intoxicating, 
  inspiring, 
  aphrodisiac and
  stimulating. Also very expensive and rare, often used for bribes in intelligence
  work when available. Some worlds (with law levels of 9 + ) consider posses-
  sion of Narcolethe to be illegal, and promptly confiscate any liters to be found
  for the personal consumption of police and government officials.
  PHARMACEUTICALS TABLE
  Pharmaceutical Type
  Multi-Vaccine
  Nutrient Tabs
  Universal Anti-Toxin
  Killalc Pills
  Psychotomimetics
  Narcolethe (per liter)
  Price
  Cr 400
  Cr 
  50
  Cr 800
  Cr 100
  Cr1500
  Cr5000
  Tech
  7
  8
  8
  9
  10
  10
  Availability
  5 +
  6 +
  9 +
  7 +
  10 +
  11 +
  Quantity
  2D
  6D
  1D
  3D
  1D
  1D
  All prices are per dose (pill form) except as noted. Availability throws here are
  exceptions to the previous note on availability in the introduction. Quantity
  column indicates number of doses available (roll on a number of six-sided
  dice as indicated).
  20
  
  COMBAT EQUIPMENT
  The combat assignments required by
  SORAG work are, to say the least,
  unusual. Special types of weapons
  and accessories have been developed
  to meet these special challenges.
  Some of these weapons are ancient
  devices, and some are quite technolo-
  gically advanced, but all of them pro-
  duce dramatic results in the hands of a
  skilled operative.
  Garrote: A weapon used for strangling, the common Garrote consists of two
  small, wooden handles connected by a 30cm length of strong wire. It is
  placed around the neck of the defender and used from a position of surprise.
  The throw for a successful attack is 8+, with the following DMs;
  defender is not surprised, —3; Dexterity of 7 or less, — 2; Dexterity of 10 or
  more, + 1; each level of Garrote skill, + 1. Attacks are from Close Range on-
  ly, and there are no Armor modifiers, although attacks against Combat Ar-
  mor or Battle Dress are impossible.
  Damage is 2D with a bonus of + 1 per point of attacker's strength over 8.
  This damage is done each combat round in which the attacker remains grap-
  pled with the defender. As a combat action (and instead of attacking that
  round), the defender may attempt to break this grapple. A successful attack
  with Hands (use all appropriate Armor DMs, the +2 DM for Close Range,
  Strength DMs, the defender's Brawling skill at + 1 per level and the attacker's
  Garrote skill at — 1 per level) by the defender will break the attacker's grapple,
  and no more wound points may be inflicted until a new Garrote attack is suc-
  cessful (and surprise is certainly lost at this point). Unskilled use has a DM of
  —5 to hit.
  Weight: 400 grams. Tech Level: 3. Base Price: Cr25.
  Throwing Knife: Similar in size to the common dagger, the machine-tooled,
  balanced throwing knife is a standard assassin's weapon.
  Attacks are made at Short Range, and require a throw of 18 + to hit with
  the following DMs: add personal Dexterity characteristic, add + 2 per level of
  Throwing Knife skill, and subtract defender's evasion DM if evading. Wound
  inflicted is 2D-3 with an addition of 1 wound point per level of Throwing Knife
  skill to reflect the ability to hit more vital areas with increased training.
  Retrieval of the thrown blade requires one combat round at Close Range with
  the defender. Throwing Knife skill may be used as Dagger skill of one less
  level (Throwing Knife-2 equals Dagger-1).
  Length: 210 mm. Weight: 260 grams. Tech Level: 7. Base Price: Cr50.
  Grenade Pistol: This smaller version of the simple grenade launcher can be
  used to fire several types of ammunition. The Grenade Pistol resembles a
  break open flare gun and carries only one round of 20mm caliber.
  21
  
  Attacks are made as Snub Pistol with an additional DM of — 1 at Close
  and Short Range and + 2 at Medium Range. Ammo types available include
  HE (wound inflicted 6D), HEAP (6D), Tranq (variable), Flechette (2D, use
  HE DMs for Range and Armor) and Gas (variable). Rules for Gas and Tranq
  are in Snapshot. Reloading requires one combat round (two if evading).
  This weapon may be fired using Snub Pistol skill (less one level: Snub-3
  equals GP-2) or Grenade Launcher skill (times one-half: GL-4 equals GP-2).
  The reverse is also true: GP skill can be used for Snubs and Grenade Laun-
  chers at minus one level and one-half level, respectively.
  Length: 100mm. Weight, unloaded: 200 grams. Base price: Cr100.
  Ammo weighs 40 grams per round and cost is Cr4 each (except HEAP,
  which costs Cr5 each). Tech Level 8.
  Smallarms System: This is a package of interchangeable parts to make four
  different types of weapons including many accessories. The whole system is
  packed in a fitted attache case for ease of transport. The Smallarms System
  can be assembled as a submachinegun, an assault rifle, a carbine or a light
  machine gun, all of 6mm caliber.
  A list of included components follows: the basic SMG; carbine attach-
  ments; assault rifle attachments; LMG attachments (with integral bipod);
  folding stock (for use with the carbine or SMG); shoulder stock (for use with
  all but the SMG); electronic sights (carbine use only); silencer (for the carbine
  or SMG); and four magazines: a 10-round clip (all but LMG); a 15-round clip
  (all but LMG); a 30-round clip (all); and a 100-round box (LMG only).
  The Smallarms System is a little heavy in construction (use standard base
  weights plus 200 grams), and the SMG has somewhat less stopping power
  (3D-5), but all other characteristics are similar to standard type weapons.
  Only the SMG may be carried assembled inside the compartmented case,
  and to remove it and ready it for firing takes one combat round (two if
  evading). Changing from one weapon to another requires three combat
  rounds (four rounds for changing to or from the LMG).
  Weight of the entire ensemble, including case and ammo: 11 kg. Base
  Price: Cr3500. Tech Level 8.
  Hypo Gun AP Rounds: The Lawless Hypo Gun (see Merchants & Mer-
  chandise, page 12) is often used by SORAG agents on various assignments,
  especially assassinations. However, its ability to penetrate various types of ar-
  mor is very limited due to the minute size of the round fired. SORAG techni-
  cians have developed what is commonly referred to as the AP round for the
  Hypo Gun. Many think that "AP" is an abbreviation for "Armor Piercing,"
  which is what the round does, but actually the abbreviation is for "Acid
  Point," which is how it works. A highly potent molecular acid is placed in the
  front of the mini-hypodermic so that a small bit is injected upon contact. This
  acid works extremely well on all types of armor (DM on the Weapons Matrix
  of +4 to all armor except Battle, which is +3) and on unarmored or jack-
  armored targets often does additional damage (2D extra damage of the lethal
  variety when attacking Nothing or Jack armor). The AP round has found
  much favor among SORAG assassins.
  22
  
  Hypo Gun Tracer Rounds: The notorious Hypo Gun can also be used to
  plant a subminiaturized homing device to track the movements of an in-
  dividual. The tracer has a battery life of about 36 hours and a nominal range
  of 10 km. Its tiny size insures that the victim will take no notice of its presence.
  The penetration characteristics are similar to the regular hypo round (no
  DMs), but damage inflicted is negligible (roll one die: on a roll of 6, the
  defender receives one wound point).
  Personal Firearms: The expert gunsmiths at SORAG are often employed
  to create unique types of small arms. The most common assignment given
  these craftsmen is to redesign an existing weapon to perfectly suit the firer's
  weight, style, size, and method of employment. The result is what is referred
  to at SORAG as a personal firearm. These weapons perform superior tasks
  in the hands of the person for whom they were built (specified user receives
  an additional DM of +2 to hit at all ranges—anyone else who uses the
  weapon will receive a DM of —1). Due to the singular quality of such
  firearms, they are often given as Mustering Out benefits to departing
  operatives. Anyone leaving SORAG who receives a "Gun" as a Mustering
  Out benefit and who has a Gun Combat skill may take a Personal Firearm
  which they are qualified to operate. The types of weapons available as this
  benefit include only allowable Gun Combat weapons as listed under Descrip-
  tion of Skills.
  SURVEILLANCE
  DEVICES
  The 
  gathering 
  of 
  information 
  by
  passive means is a very crucial area of
  intelligence work. The use of passive
  means insures that the subject of such
  surveillance will not be aware of the
  fact that he or she is being observed.
  SORAG makes use of the most tech-
  nologically advanced devices available
  to perform such missions.
  Electronic Tracer/Wiretap: A complex, 
  multi-purpose electronic
  surveillance system, the base unit of the ETW is installed in a slim 8 cm at-
  tache case. Included are three homing devices or tracers, which can be placed
  on any object and will broadcast a tracer signal to a range of 30 km to the base
  unit. The system also features three combined microphone/wiretaps which
  can be placed on other communications devices up to 10 km away (such as
  telephones, walkie-talkies, or radios) to pickup transmissions or simply placed
  in a room as a "bug." The ETW has a pair of headphones, an earplug and an
  integral, 5 hour cassette recorder for monitoring and storing of intercepted
  communications.
  23
  
  For operation of the ETW, sum all Electronics, Computer and Com-
  munications skills and divide by 2. The result can be added to a throw of two
  dice to get 9+ for successful operation.
  Weight of base unit: 3500 grams. Weight of homing device: 30 grams.
  Diameter of homing device: 10mm. Weight of pickup: 45 grams. Diameter of
  pickup: 15mm. Base System Price: Cr3000. Homing Device, each: Cr80.
  Pickup, each, Crl50. Tech Level 8.
  Laser Listener: In any room with a window and a mirror (or other suitable
  reflecting surface), the Laser Listener can be used to monitor audio transmis-
  sions of all kinds.
  The infrared, low-power, non-visible laser is trained via a fixed tripod
  mount to fire on the mirror and pickup tiny vibrations caused by sounds in the
  room. Although many variables are present in this system (reflectivity of and
  mounting of the mirror, interfering background noise, etc.), a skilled operator
  can record any conversation in an average sized room (throw 8+ for
  decipherable recordings, with a DM of + 1 per level of Laser Weapons Gun
  Combat skill or +2 per level of Communications skill, whichever DM is
  greater).
  The Listener comes with a compact cassette recording device enabling
  up to three hours recording time per tape and an integral amplifier and dual
  headphone set for on-the-spot monitoring.
  Weight: 3000 grams. Height (on tripod): 1.1 meters. Range: 5 km (clear
  weather only). Battery Life: 12 hours continuous use. Base Price: Cr5000.
  Tech Level 8.
  VEHICLES
  The 
  infiltration 
  assignments 
  of
  SORAG require peculiar types of vehi-
  cles which are generally small, carry
  very little cargo, and are nearly unde-
  tectable by normal means. The ability
  to get in and get out without being
  seen assures a successful infiltration
  assignment, whether its purpose is the
  procurement of information or equip-
  ment, insertion of an operative in a
  key position, or other missions. The
  vehicles of SORAG operate in all
  types of environments under all types
  of conditions.
  Amphibious Ground Car: Nicknamed the "Mudpuppy", this two-seater
  automobile is capable of propelling itself through the water. Accommodation
  is side-by-side in an open cockpit with a rear storage compartment of 160 kg
  24
  
  capacity. The underbelly of the vehicle is sealed, and the foreparts are de-
  signed to cut smartly through the water. All that is required to enter boat
  mode is a smooth bank for entry and a throw aft of the drive lever, which
  shunts the internal combustion engine power to twin rear propellers. The
  Mudpuppy makes 88 kph on roads, 11 knots (21 kph) in the water, and in
  emergencies, the car's wheels can drive it at a water speed of about 3 knots (6
  kph).
  Weight empty: 696 kg. Length: 2,9 meters. Range (land only): 310 km.
  Range (water only): 96 km. Base Price: Cr4500. Tech Level 7. (Wheeled
  Vehicle skill and Small Water Craft skill are required to operate this vehicle.)
  Miniature Submarine: This single seat, short range minisub, affectionately
  referred to as the "Torpedo," carries one passenger and very little cargo. The
  sub is powered by a 25 hp electric motor operating on internal batteries, and
  makes 10 knots (5.5 kph) maximum submerged speed. The latest model in-
  cludes a sonar system with a range of 500 meters and an improved steering
  control. The empty weight given below includes the aqualung system giving
  three hours life support.
  Weight empty: 227 kg. Length overall: 2.9 meters. Maximum payload
  (including passenger): 110 kg. Maximum range: 9.6 km. Base Price:
  Crl2500. Tech Level 8. (Submersible skill is required to operate this vehicle.)
  Autogiro: An autogiro is a small, pusher-propeller driven vehicle which
  gains its lift from a rotating, non-powered rotor. The SORAG model in use is
  constructed of mostly light alloy metals with a plywood laminated rotor. Ac-
  commodations are sparse (with a lack of protection similar to a motorcycle),
  but maneuverability is excellent. A major advantage of this tiny aircraft is that
  it can be completely transported in four 30 kg oversized suitcases.
  Weight empty: 112 kg. Maximum takeoff weight: 227 kg. Rotor
  diameter: 6.1 meters. Fuselage length: 3.5 meters. Maximum level speed:
  137 kph. Service ceiling: 3800 meters. Normal range: 160 km. Powerplant:
  90 hp flat four-cylinder internal combustion engine of light alloy construction.
  Base Price: Cr5500. Tech Level 7. (Rotary Wing Aircraft skill is required to
  pilot this vehicle.)
  Infiltrator Aircraft: This aircraft is of propeller-driven pusher configuration,
  a low-wing monoplane with vertical stabilizers at the wingtips and large front
  canard foreplanes. Accommodation is two semi-reclining seats in tandem
  under a one-piece bubble canopy. The Infiltrator is an extremely efficient
  small aircraft, of high speed and excellent maneuverability characteristics.
  The vehicle is constructed of non-metallic substances, including fiberglass,
  urethane foam, wood strips and composite ceramic/honeycomb resin
  castings. As a result, the aircraft is almost invisible to all radar detection and its
  tiny engine is virtually undetectable with infrared sensors.
  Weight empty: 222 kg. Length overall: 3.8 meters. Wing span: 6.6
  meters. Maximum Cruising Speed: 345 kph. Range: 1770 km. Service Ceil-
  ing: 16000 meters. Powerplant: 100 hp. Base Price: Cr8000. Tech Level 7.
  (Fixed-Wing Propeller Aircraft skill is required.)
  25
  
  Interloper Jump Capsule: Similar to the capsules used by Jump Troops,
  the Interloper is used to insert a single occupant from orbit. The capsule can
  be launched from a maximum altitude of 350 km and, while its descent is not
  powered, microprocessor-controlled attitude jets impart a stabilizing spin and
  evasive maneuvers. The jump capsule is normally launched from a modified
  turret missle rack, but it can be simply ejected from an open cargo hold. A
  load of 160 kg of electronic countermeasures are on board to jam enemy sen-
  sors.
  The throw for a safe landing is 6 +. As the jump capsule is fully self-
  controlling, the passenger has no effect on the descent but simply suffers its
  consequences. DMs for descent are: ejected from cargo hold, —2; at-
  mosphere DMs: 0 or l = —6; 2 or 3 = —4; 8 or 9 = —1; B = —2: C = —3. If
  the descent throw exactly equals the number required, it is a calamitous lan-
  ding, and all cargo on board is destroyed, although the passenger has only
  minor cuts and bruises. If the descent throw is failed, the passenger takes 8D
  damage and all cargo is destroyed. The Interloper is detected during descent
  on a throw of 12 + , with a DM of + 1 per Tech Level above 8 of the detection
  equipment. The jump capsule uses heavy layers of ablative material to enter
  the atmosphere, and upon landing, it cannot be used again (it is
  "disposable").
  Weight empty: 400 kg. Cargo Capacity: 200 kg (including passenger).
  Base Price: Cr6000. Tech Level 10.
  Intruder Shuttle: A specifically-designed infiltration spacecraft, the Intruder
  is normally dropped off its mother starship at 4 million miles from the target
  planet. Its large computer (enough for a ship thirty times its size), advanced
  tech level sandcaster launchers and high agility assure that it will arrive intact.
  High Guard 2nd Edition specifications follow:
  IY-1300 
  Intruder 
  IY-0106C41-040000-00000-0 
  MCr46.96 
  30 tons
  Passengers = 2 
  Cargo = 1.1 
  Fuel = 3.6 Agility = 6 Crew = l TL = 14
  Bridge installed. Stateroom can be converted to additional cargo space, thus
  Cargo = 3.1. Special pilot augmentation programming gives +1 to effective
  Agility (included in above statistics).
  26
  
  PRODUCT LIST
  PARANOIA PRESS, INC., P. O. Box 12614, Fort Wayne, IN 46864
  SCOUTS & ASSASSINS Includes an expanded Scout Service character generation
  system; the new character class of Assassin; and full size scout ship deck plans.
  Approved for use with Traveller by GDW. 16 page booklet plus insert: $4.00. Nr.
  01001.
  MERCHANTS & MERCHANDISE Features an expanded Merchant generation
  system and over 15 new items of merchandise. Approved for use with Traveller by
  GDW. 24 page booklet: $4.00. Nr. 01002.
  VANGUARD REACHES Complete statistical and library data on sixteen new
  Traveller subsectors. Approved for use with Traveller by GDW. 28 page booklet plus
  insert: $4.00. Nr. 01003.
  BEYOND Complete statistical and library data on sixteen more new Traveller
  subsectors. Approved for use with Traveller by GDW. 32 page booklet plus insert:
  $4.00. Nr. 01004.
  SORAG A detailed description of the secret intelligence branch of the Zhodani in the
  Vanguard Reaches including character generation, sample characters and special
  equipment. 26 page booklet: $4.00. Nr. 01005.
  ALIENS & ARTIFACTS Four new races (mentioned in the Library Data in the
  Vanguard Reaches and Beyond) with complete character generation systems and
  artifacts and weapons used by them. Nr. 01006. Available December, 1981.
  RYKER'S CATALOG OF ARMS Vol. 1, Nr. 1 First edition in a continuing series of
  military and civilian weapons, vehicles and other equipment for use with Traveller.
  Catalog sheets in ziplock bag: Nr. 03101. Available December, 1981.
  PLANETARY DATA SHEET A large icosahedron map grid with hexagonal surface for
  use in mapping and spaces for recording pertinent statistics. Approved lor use with
  Traveller by GDW. Pad of 50 sheets: $3.00. Nr. 02102.
  SHIP'S PAPERS Featuring a format for recording all necessary data about a
  Traveller starship and a Ship Design Worksheet. Approved for use with Traveller by
  GDW. Pad of 25 sheets: $3.00. Nr. 02201.
  SYSTEM DATA SHEET A well-organized, playtested format for recording the
  statistics of a complete star system with hex grid planetary maps on the reverse. Ap-
  proved for use with Traveller by GDW. Pad of 25 sheets: $3.00. Nr. 02202.
  PERSONAL DATA SHEET A constant reference for every player and referee, this
  character record sheet has researched and playtested for over two years. Ap-
  proved for use with Traveller by GDW. Pad of 25 sheets: $2.50. Nr. 02401.
  WORLD WAR ONE AVIATOR'S LOGBOOKS Add a bit of role-playing to your
  favorite World War I air combat game. Two different versions. 40 page booklets:
  Logbook (English), Nr. 04101, $2.50; Flugbuch (German), Nr. 04102, $2.50.
  HALS UND BEINBRUCH! Simple campaign rules to be used with the Aviator's
  Logbooks. Expand Richtofen's War, Fight in the Skies or Ace of Aces into a 22
  month long campaign. 4 page rules folder: $1.00. Nr. 04103.
  WORLD WAR I CAMPAIGN PACKAGE Special combination of one each of the
  above items (Nr. 04101 Logbook, Nr. 04102 Flugbuch and Nr. 04103 Hals und
  Beinbruch!) packaged together in a ziplock bag: $5.00. Nr. 04104.
  ERRATA: A consolidated errata sheet for all Paranoia Press products is available and
  will be mailed if a self-addressed, stamped envelope accompanies the request.
  CYA: Prices and production details of advance-notice products subject to change without notice
  
SOURCE: textdata/thevault/Traveller/01 - Classic Traveller/Third Party Materials - CT/Paranoia Press/Traveller SORAG Handbook of Organization and Equipment.pdf