TEXT: Unofficial Guide for Fans by Fans
  TravellerHERO
  Science Fiction Adventure in 
  the Far Future using the HERO 
  System 5th Edition
  This is Free Trader Beowulf, 
  calling anyone...
  Mayday, Mayday... we are under attack... 
  main drive is gone...
  turret number one not responding...
  Mayday... losing cabin pressure fast... 
  calling anyone... please help...
  This is Free Trader Beowulf...
   
   
   
   
  Mayday...
  v 0.9
  
  TravellerHERO
  TravellerHERO – Unofficial Guide for running Traveller® in the HERO System™®
  Based on Marc Miller’s Traveller, with approval of Marc Miller
  Conversions and Writeups by: Kevin Walsh (Shadowcat1313), Randy Hollingsworth (Tancred), Rob Bruce (Eo-
  din)
  Additional Material: Anthony Jackson (ajackson)
  Layout: Rob Bruce (Eodin)
  Appreciation
  Dedication: To Marc Miller, who started it all with the original Traveller®. 
  Special Thanks: We’d like to thank all of the fans who have contributed ideas as this guide has grown, Steve 
  Long for rescuing HERO Games and giving us Star Hero©, and our significant others for putting up with our 
  hobby.
  The Traveller game in all forms is owned by Far Future Enterprises.  
  Copyright 1977 - 2004 Far Future Enterprises. 
  Far Future Enterprises can be found at http://www.farfuture.net/
  The world of Traveller, in its many forms, can be found at Far Future Enterprises’ web site.  Traveller is a 
  registered trademark of Far Future Enterprises. Far Future permits fanzines for this game, provided it contains this 
  notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of 
  this guide are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or 
  trademarks within should not be viewed as a challenge to those copyrights or trademarks.
  Hero System™® is DOJ, Inc.’s trademark for its roleplaying system.
  Star Hero© 2002 by DOJ, Inc. d/b/a Hero Games. All Rights Reserved.
  Hero Games can be found at http://www.herogames.com/
  HERO System Fifth Edition and Star Hero are trademarks of DOJ, Inc., used by permission. All rights reserved. 
  The HERO System™ ® is DOJ, Inc.’s trademark for its roleplaying system. See www.herogames.com for more 
  information. The HERO System and all associated games, game products, terms, and images are copyright © 2005 
  by DOJ, Inc. 
  
  TravellerHERO - Unofficial Guide 
  Table Of Contents
  3
  Table Of Contents
  Introduction ..........................10
  Traveller Eras ...........................................................10
  Other Incarnations .................................................................10
  What is TravellerHERO? ..........................................10
  Unsuitable Technology .................................................... 10
  Traveller Resources on the Web ..............................10
  Star HERO Web Resources ......................................10
  Major Races ...........................11
  Aslan ........................................................................11
  Aslan Template ............................................................... 11
  Droyne .....................................................................11
  Droyne Template ............................................................ 11
  Chirpers ..................................................................................12
  Drone Caste ............................................................................12
  Leader Caste ...........................................................................12
  Sport Caste .............................................................................12
  Technician Caste ....................................................................13
  Warrior Caste .........................................................................13
  Worker Caste ..........................................................................13
  Hivers ......................................................................14
  Hiver Template ............................................................... 14
  K’kree ......................................................................14
  K’kree Template .............................................................. 14
  Vargr ........................................................................15
  Vargr Template ................................................................ 15
  Humaniti .................................................................15
  Solomani ........................................................................ 15
  Vilani .............................................................................. 15
  Zhodani .......................................................................... 15
  Zhodani Template ..................................................................15
  Minor Races ..........................16
  Ael Yael ....................................................................16
  Ael Yael Template ........................................................... 16
  Career Preferences ......................................................... 16
  Darrians ...................................................................16
  Darrian Template  ..................................................................16
  Career Preferences ......................................................... 16
  Dynchia  ..................................................................17
  Dynchia Template ........................................................... 17
  Career Preferences ......................................................... 17
  Girug’kagh ...............................................................17
  Girug’kagh Template ....................................................... 17
  Career Preferences ......................................................... 17
  Githiaskio ................................................................18
  Githiaskio Template ........................................................ 18
  Career Preferences ......................................................... 18
  Hlanssai ...................................................................18
  Hlanssai Template ........................................................... 18
  Career Preferences ......................................................... 18
  Irklan .......................................................................19
  Irklan Template ............................................................... 19
  Jgd-ll-jagd ................................................................19
  Jgd-li-jagd Template ........................................................ 19
  Newts .......................................................................20
  Newt Template ............................................................... 20
  Newt Career Preferences ................................................ 20
  The Sword Worlders ................................................20
  Sword Worlders Template ............................................... 20
  Sword Worlders Career Preferences ................................ 20
  Sword Worlds Patrol Service .................................................20
  Virushi  ....................................................................21
  Virushi Template ............................................................. 21
  Virushi Career Preferences .............................................. 21
  The New Era Races ................22
  Reformation Coalition Humans ..............................22
  Aubani ........................................................................... 22
  Aubani Biology .......................................................................22
  Balduri ........................................................................... 22
  Balduri Biology ......................................................................22
  Fijans ............................................................................. 22
  Fijan Biology ...........................................................................22
  Luhtalans ....................................................................... 22
  Luhtalan Biology ....................................................................22
  Nimbans ........................................................................ 23
  Oriflamme ..................................................................... 23
  Spiri ................................................................................ 23
  Reformation Coalition Nonhumans ........................23
  Schalli ............................................................................ 23
  Profession Templates ............24
  Imperial And Government Templates .....................24
  Imperial Court and Bureaucracies ................................ 24
  Bureaucrat ..............................................................................24
  Courtier ..................................................................................24
  Diplomat .................................................................................24
  Noble .......................................................................................24
  Senator ....................................................................................24
  Law Enforcement and Intelligence ................................ 24
  Imperial Law Enforcement ....................................................24
  Planetary Law Enforcement ..................................................24
  Imperial Intelligence Field Agent ..........................................24
  Imperial Intelligence Analyst ................................................24
  Imperial Intelligence Operative ............................................24
  Military Services ............................................................ 24
  Imperial Navy ................................................................. 24
  Imperial Navy Command ......................................................25
  
  Table Of Contents 
  TravellerHERO - Unofficial Guide
  4
  Imperial Navy Flight School .................................................25
  Imperial Navy Engineering ...................................................25
  Imperial Navy Science and Sensors ......................................25
  Imperial Navy Security .........................................................25
  Imperial Navy Gunnery Officer ............................................25
  Imperial Marines ............................................................. 25
  Imperial Marine Enlisted ......................................................25
  Imperial Marine Officer ........................................................25
  Imperial Army ................................................................. 25
  COACC - Imperial Army Air Corp ........................................25
  Imperial Army Cavalry - Armor ............................................25
  Imperial Army Artillery ........................................................26
  Imperial Army Infantry .........................................................26
  Imperial Army Medical .........................................................26
  Imperial Army Officer ...........................................................26
  Imperial Army Wet Navy .......................................................26
  Imperial Army Special Forces ...............................................26
  Imperial Army and Marine School and Other assignments 26
  Commando School .................................................................26
  Protected Forces Training ......................................................27
  Military Intelligence School ..................................................27
  Command College ..................................................................27
  Staff College ...........................................................................27
  Recruiting Duty ......................................................................27
  Military Attache/Aide ............................................................27
  Marine Embassy Duty ...........................................................27
  Ships Troops ...........................................................................27
  Training Cadre .......................................................................28
  Scout Service .................................................................. 28
  Survey Scout ..........................................................................28
  Contact Specialist ..................................................................28
  Communications ....................................................................28
  Detached Duty ........................................................................28
  Administration and Base .......................................................28
  Scout Service Schools ............................................................28
  Survey School ........................................................................28
  Contact School .......................................................................28
  X-Boat School .........................................................................28
  Civilian Templates ...................................................29
  Criminals ....................................................................... 29
  Assassin ..................................................................................29
  Data/Identity Thief .................................................................29
  Pirate .......................................................................................29
  Rebel .......................................................................................29
  Rogue ......................................................................................29
  Smuggler .................................................................................29
  Space Careers ................................................................ 29
  Belter .......................................................................................29
  Explorer ..................................................................................29
  Pilot .........................................................................................29
  Prospector/Salvager ...............................................................29
  Trader .....................................................................................29
  Other Careers ................................................................ 30
  Athlete ....................................................................................30
  Attorney ..................................................................................30
  Artist/Entertainer ...................................................................30
  Bounty Hunter ........................................................................30
  Colonist ...................................................................................30
  Civil Engineer ........................................................................30
  Computer Programmer ..........................................................30
  Construction Worker ..............................................................30
  Doctor .....................................................................................30
  ex-Con .....................................................................................31
  Farmer ....................................................................................31
  Hunter/Guide ..........................................................................31
  Journalist ................................................................................31
  Martial Artist .........................................................................31
  Mechanic ................................................................................31
  Mercenary ..............................................................................32
  Merchant Marine ...................................................................32
  Professor .................................................................................32
  Psionics Institute Member .....................................................32
  Psionic Researcher .................................................................32
  Scientist (Field Scientist) .......................................................32
  Technician ..............................................................................32
  Wealthy Traveller ...................................................................32
  Hiver Professions ....................................................32
  Hiver Technical Representative ............................................32
  Hiver Instructors ....................................................................32
  Hiver Merchant ......................................................................33
  Vargr Professions .....................................................33
  Vargr Merchant ......................................................................33
  Vargr Raider ...........................................................................33
  Aslan Professions ....................................................33
  Aslan Mercenary ....................................................................33
  Aslan Assassin .......................................................................33
  Zhodani Professions ................................................33
  Zhodani Noble .......................................................................33
  Zhodani Intendant .................................................................33
  Zhodani Guard .......................................................................33
  Droyne Professions .................................................34
  Droyne Sport ..........................................................................34
  Game Elements .....................35
  Characteristics .........................................................35
  Strength ..................................................................................35
  Dexterity .................................................................................35
  Intelligence .............................................................................35
  Skills ........................................................................35
  Breakfall .................................................................................35
  Computer Programming ........................................................35
  Electronics ..............................................................................35
  High Society ...........................................................................35
  Inventor ..................................................................................35
  Languages ...............................................................................35
  Martial Arts ............................................................................35
  Mechanics ..............................................................................36
  Navigation ..............................................................................36
  Paramedics .............................................................................36
  Professional Skill: ZERO G Operations ................................36
  Survival ..................................................................................36
  Systems Operations ...............................................................36
  Transport Familiarity ............................................................36
  
  TravellerHERO - Unofficial Guide 
  Table Of Contents
  5
  Weapon Familiarity ...............................................................36
  Weaponsmith .........................................................................37
  Perks ........................................................................37
  Access .....................................................................................37
  Advanced Tech .......................................................................37
  High Tech ...............................................................................37
  Low Tech  ...............................................................................37
  Computer Link .......................................................................37
  Contact ....................................................................................37
  Fringe Benefits .......................................................................37
  Imperial Data Access Card ....................................................37
  Starship Master License ........................................................37
  Licensed Psionic .....................................................................37
  Traveller’s Aid Society (TAS) Membership ..........................37
  Police Power ...........................................................................37
  Military Rank .........................................................................37
  Head of State ..........................................................................37
  Status ......................................................................................37
  Money .....................................................................................38
  Reputation ..............................................................................38
  Decorations .............................................................................38
  Vehicles and Bases .................................................................38
  Scout Ship ..............................................................................38
  Merchant Vessel .....................................................................38
  Talents .....................................................................38
  Absolute Time Sense .............................................................38
  Danger Sense ..........................................................................38
  Eidetic Memory ......................................................................38
  Environmental Movement .....................................................38
  Hotshot Pilot ...........................................................................38
  Latent Psionic .........................................................................38
  Simulate Death .......................................................................38
  Universal Translator ..............................................................39
  Disadvantages .........................................................39
  Age ..........................................................................................39
  Dependence ............................................................................39
  Dependent NPC ......................................................................39
  Distinctive Features ...............................................................39
  Enraged/Berserk .....................................................................39
  Physical Limitation ................................................................39
  Psychological Limitation .......................................................39
  Reputation ..............................................................................39
  Social Limitation ....................................................................39
  Susceptibility/Vulnerability ..................................................39
  Psionics ...................................................................39
  Conversion Notes ....................................................39
  Converting Characteristics ....................................................39
  Converting Skills ...................................................................39
  Psionics and The Psionic 
  Institute .................................45
  Psionics Institute .....................................................45
  Psionics ...................................................................45
  Traveller Conversion Method ................................................45
  General Method ......................................................................45
  Telepathy Group .....................................................................46
  Traveller Conversion Method ................................................46
  General Method. .....................................................................46
  Clairvoyance Group ...............................................................46
  Traveller Conversion Method ................................................47
  General Method ......................................................................47
  Telephysics Group ..................................................................47
  Traveller Conversion Method ................................................47
  Teleportation Group ...............................................................48
  Traveller Conversion Method ................................................49
  General Method ......................................................................49
  Self Group ...............................................................................49
  Traveller Conversion Method ................................................49
  General Method ......................................................................49
  Other Group ...........................................................................49
  Psionic Technology ........................................................ 50
  Psionic Skills: An Alternative ...................................51
  Weapons ................................53
  Small Arms ..............................................................53
  Handguns ...................................................................... 53
  Body Pistol ..............................................................................53
  Auto Pistol, 9mm ...................................................................53
  Auto Pistol, 9mm Magnum ....................................................53
  Revolver, 9mm ........................................................................53
  Revolver, 9mm Magnum ........................................................53
  Snub Revolver ........................................................................54
  Snub Pistol .............................................................................54
  Rifles .............................................................................. 54
  Carbine ...................................................................................54
  Rifle ........................................................................................54
  Hunting Rifle .........................................................................55
  Automatic Rifle ......................................................................55
  Accelerator Rifle  ...................................................................55
  Shotguns ......................................................................... 55
  Automatic Shotgun ................................................................55
  Pump Shotgun .......................................................................55
  Submachinegun .............................................................. 56
  Submachinegun .....................................................................56
  Assault Rifles / LMG ........................................................ 56
  Light Machinegun ..................................................................56
  Assault Rifles .........................................................................56
  Advanced Combat Rifle .........................................................57
  Light Assault Gun ..................................................................57
  Thrown Grenades  .......................................................... 57
  Fragmentation Grenade .........................................................57
  Concussion Grenade ..............................................................57
  Smoke Grenade ......................................................................58
  Gas Grenade ...........................................................................58
  Flash Grenade .........................................................................58
  Flechette Grenade ..................................................................58
  Gauss Guns .................................................................... 58
  Gauss Pistol ............................................................................58
  Gauss Rifle .............................................................................58
  
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  TravellerHERO - Unofficial Guide
  6
  Uncommon Firearms ..............................................58
  Grenade Launchers ........................................................ 58
  4 cm RAM Grenade Launcher ...............................................58
  Heavy Machineguns ....................................................... 59
  7mm MMG .............................................................................59
  13mm HMG ............................................................................59
  5mm Rotary-7 .........................................................................59
  7mm Rotary-7 .........................................................................59
  5mm Rotary-8 .........................................................................59
  7mm Rotary-8 .........................................................................59
  VRF Gauss Gun ......................................................................59
  Shoulder-Fired Weapons ................................................. 59
  Assault Rocket Launcher .......................................................59
  Plasma Bazooka ......................................................................59
  Automatic RAM GL ...............................................................59
  Beam Weapons ........................................................60
  Laser Pistols .................................................................... 60
  Laser Pistol-9 ..........................................................................60
  Laser Pistol-12 ........................................................................60
  Laser Pistol-15 ........................................................................60
  Laser Pistol-16 ........................................................................61
  Laser Carbines ................................................................ 61
  Laser Carbine-8 ......................................................................61
  Laser Carbine-11 .....................................................................61
  Laser Rifles ..................................................................... 61
  Laser Rifle-9 ...........................................................................61
  Laser Rifle-12 .........................................................................61
  Laser Rifle-13 .........................................................................62
  Laser Rifle-15 .........................................................................62
  Laser Assault Weapons .................................................... 62
  Laser MG-14 ............................................................................62
  Heavy Laser Rifle ...................................................................62
  Energy Weapons ......................................................63
  Fusion Guns .................................................................... 63
  FGMP-14 .................................................................................63
  FGMP-15 .................................................................................63
  FGMP-16 .................................................................................63
  Plasma Guns ................................................................... 63
  PGMP-12 .................................................................................63
  PGMP-13 .................................................................................63
  PGMP-14 .................................................................................64
  Small Arms Weapons Table .....................................65
  Beam Weapons ........................................................66
  Beam Weapons ........................................................66
  Defenses ................................67
  Body Armor .............................................................67
  Battle Dress .............................................................67
  Combat Armor-10 ...................................................................67
  ABD-10 ....................................................................................68
  ABD-11 ....................................................................................68
  Battle Dress-12 ........................................................................69
  RCES Body Sleeve-12 .............................................................70
  Sensors and Communications ...
  71
  Sensors ....................................................................71
  Personal Devices ........................................................... 71
  Geiger Counter .......................................................................71
  Inertial Locator .......................................................................71
  Magnetic Compass .................................................................71
  Metal Detector ........................................................................71
  Vision Devices ............................................................... 71
  Binoculars ..............................................................................71
  Cold Light Lantern .................................................................71
  Electric Torch .........................................................................71
  Gas or Oil Lamp .....................................................................71
  IR Goggles (Built-in) ..............................................................71
  IR Goggles ...............................................................................71
  Light Intensifier Goggles (Built-in) .......................................71
  Light Intensifier Goggles .......................................................71
  Torch .......................................................................................71
  Image Converter Binoculars-9 ...............................................71
  Handheld Densitometer-14 ....................................................72
  Passive Radiation Imaging System Binoculars-12 ................72
  Portable Bio-Sniffer-13 ...........................................................72
  Portable Neural Activity Sensor-13 .......................................72
  Atmosphere Tester .................................................................72
  Bugs ........................................................................................72
  Bug Detectors .........................................................................72
  Detector, Stress .......................................................................72
  Radar, Field Surveillance ......................................................72
  Other Devices ............................................................... 72
  Blip Enhancer .........................................................................72
  Chaff Dispenser ......................................................................72
  Chaff Rockets .........................................................................72
  Counterbattery Radar .............................................................72
  EM Masking and Stealth Construction .................................72
  Flare Pods ...............................................................................72
  Laser Sensors ..........................................................................72
  Pixie/Nixie Decoy ..................................................................73
  Radar Warning Receiver ........................................................73
  Radio Direction Finder ..........................................................73
  Sensor Decoys ........................................................................73
  Short Range Radar Jammer ...................................................73
  Wild Weasel Drone .................................................................73
  Communications .....................................................73
  Personal Devices ........................................................... 73
  Long Range Communicator ...................................................73
  Medium Range Communicator .............................................73
  Short Range Communicator ..................................................73
  Portable Lasercomm Relay-10 ................................................73
  Communicator, Video ............................................................73
  Other Devices ............................................................... 73
  Computers ...............................................................74
  Hand Calculator .....................................................................74
  Computer Language Translator .............................................74
  Battle Computer .....................................................................74
  Computer, Hand .....................................................................74
  
  TravellerHERO - Unofficial Guide 
  Table Of Contents
  7
  Medical Equipment ...............75
  AutoMed .................................................................................75
  Surgical Instruments .............................................................75
  First Aid Kit ............................................................................75
  Medical Scanner, Pocket .......................................................75
  Medical Scanner, Computer ..................................................75
  Medicines ...............................................................................75
  Vaccines ..................................................................................75
  Antibiotics ..............................................................................75
  Metabolics ..............................................................................75
  Healing ...................................................................................75
  Medical Slow Drug ................................................................75
  Smart Bandage .......................................................................75
  Enhancement Drugs ...............................................................76
  Combat Drug ..........................................................................76
  Fast Drug ................................................................................76
  Slow Drug ...............................................................................76
  Anagathics ..............................................................................76
  Survival Gear .........................77
  Artificial Gill ..........................................................................77
  Cold Weather Clothing ..........................................................77
  Filter Mask ..............................................................................77
  Filter/Respirator Combination ...............................................77
  Oxygen Tanks ........................................................................77
  Protective Suit ........................................................................77
  Respirator ...............................................................................77
  Swimming Equipment ...........................................................77
  Underwater Air Tanks ...........................................................77
  Vacc Suit (TL 7) ......................................................................77
  Diving Gel Suit-9 ....................................................................77
  PLSS[A]-9 ...............................................................................77
  PLSS[B]-9 ...............................................................................77
  PLSS[C]-9 ...............................................................................78
  General Purpose Vacc Suit-8 .................................................78
  Tailored Vacc Suit-14 .............................................................78
  Light Duty Vacc Suit-10 .........................................................78
  Hostile Environment Vacc Suit-12 ........................................78
  Robots ...................................79
  Civilian Robots ........................................................79
  Star Servants Mechanic Robot ..............................................79
  Tukera SM-232 Mechanic Robot ...........................................80
  Icam AN-427 Security Robot .................................................81
  Non-Civilian Robots ................................................82
  PR-317 Police Robot ...............................................................82
  H9 Heavy Combat Robot ........................................................83
  Vehicles .................................84
  Commercial Vehicles ...............................................84
  Personal Grav Bike  ................................................................84
  Traveller Wheeled ATV  ........................................................84
  Enclosed Air Raft ...................................................................86
  Open Air Raft .........................................................................86
  Commercial Grav APC ...........................................................87
  Military ....................................................................89
  Astrin APC .............................................................................89
  Attack Speeder .......................................................................90
  Recon Grav Bike-12 ................................................................91
  Pyrhus Support Sled ..............................................................92
  Terrapin Meson Sled ..............................................................93
  MRL Artillery Vehicle ...........................................................94
  Intrepid Grav Tank .................................................................95
  Zhodani Z-80 Grav Tank .......................................................96
  Traveller Starship Tech ..........98
  Buying Starships ......................................................98
  Size and Displacement ............................................98
  Power Systems .........................................................99
  Propulsion Systems .................................................99
  Maneuver Drives ....................................................................99
  Traveller Maneuver Drives ....................................................99
  Jump Drives ..........................................................................100
  Traveller Jump Drives ..........................................................100
  Weapon Systems ...................................................100
  Starship Lasers ............................................................ 100
  TL9 Turret Lasers ........................................................... 100
  Beam Laser, 250 MW Single-Turret .....................................100
  Beam Laser, 250 MW Triple Turret .....................................100
  TL12 Turreted Lasers ..................................................... 100
  Beam Laser, 250 MW TL12 Single-Turret ...........................100
  Beam Laser, 250 MW TL12 Single-Turret ...........................101
  TL15 Turreted Lasers ..................................................... 101
  Beam Laser, 250 MW TL15 Single-Turret ...........................101
  Beam Laser, 250 MW TL15 Triple-Turret ............................101
  TL 15 Pop-Up Single-Turret .................................................101
  TL 15 Pop-Up Triple-Turret .................................................101
  Laser Barbette ............................................................... 101
  Laser Barbette, 1200 MW TL15 Single-Turret ....................101
  Bay Lasers ..................................................................... 102
  Bay Laser, TL15 ....................................................................102
  Spinal-Mount Lasers ..................................................... 102
  Spinal Mount Laser ..............................................................102
  Point Defense Laser Array ............................................. 102
  Point Defense Laser Array ...................................................102
  Meson Guns ................................................................ 102
  Meson Bay Weapons .................................................... 102
  50-Ton Meson Gun Bay ........................................................102
  100-Ton Meson Gun Bay ......................................................102
  Spinal Meson Guns ....................................................... 103
  Light Spinal Meson Gun ......................................................103
  Medium Spinal Meson Gun ................................................103
  Heavy Spinal Meson Gun ....................................................103
  Type T Spinal Meson Gun ...................................................103
  Particle Accelerators .................................................... 103
  50-Ton Particle Accelerator Bay ..........................................103
  
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  TravellerHERO - Unofficial Guide
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  Fusion Guns ................................................................ 104
  Plasma Guns ............................................................... 104
  Missiles ....................................................................... 104
  Light Missile Rack ...............................................................105
  Defense Systems ...................................................105
  Sandcaster Launcher ...........................................................105
  Meson Screen .......................................................................105
  Operations Systems ..............................................105
  Computers ................................................................... 105
  Sensors ........................................................................ 105
  Sensor Packages ............................................................ 105
  Communications ......................................................... 106
  Electronic Warfare ....................................................... 106
  Flight Control .............................................................. 106
  Personnel Systems .................................................106
  Life Support ................................................................. 106
  Environmental Systems ............................................... 106
  Starships ..............................107
  Commercial Starships ...........................................107
  Type A Free Trader Version 2 ..............................................107
  Type A2 Far Trader ..............................................................108
  Type A3 Fat Trader Version 2 .............................................. 111
  Cutter Module ......................................................................113
  Lab Ship ................................................................................ 114
  Safari Ship ............................................................................116
  Stellar Class Subsidized Liner ............................................118
  Type Y10 Yacht .....................................................................120
  Type Y12 Yacht .....................................................................122
  Scout Starships ......................................................124
  Donosev Class Survey Scout ...............................................124
  Type S Scout Courier version 2 ...........................................127
  Military Starships ..................................................130
  Azhanti High Lightning Fleet Intruder ..............................130
  Broadsword Mercenary Cruiser ..........................................134
  Dragon class System Defense Boat ......................................136
  Rampart Light Fighter .........................................................139
  Sample Worlds ....................140
  Oureboros .............................................................140
  WORLD DETAILS ................................................................140
  STELLAR DETAILS .............................................................140
  SATELLITE DETAILS ..........................................................140
  STAR SYSTEM ORBITAL ZONES ......................................140
  SIZE RELATED DETAILS ...................................................140
  ATMOSPHERIC RELATED DETAILS ................................140
  HYDROSPHERE RELATED DETAILS ................................140
  TECHNOLOGY RELATED DETAILS ..................................140
  TEMPERATURE WORKSHEET ..........................................141
  ENCOUNTER TABLES ........................................................141
  Hyperion ...............................................................143
  Scenarios .............................144
  Plague of Perruques ..............................................144
  NOTES ..................................................................................144
  THE CHARACTERS ............................................................144
  THE SITUATION .................................................................144
  THE HUNTING EXPEDITION ............................................144
  REFEREE SYNOPSIS ...........................................................144
  THE HUNT ..........................................................................144
  Random Events  ...................................................................144
  THE PLAGUE .......................................................................144
  ADVENTURE INFORMATION ...........................................145
  Time ......................................................................................145
  Information Gathering .........................................................145
  Linradis Island: The IGS Engineering Laboratory .............145
  Polar Subsurface City ..........................................................145
  The Shallows ........................................................................145
  Ag Factory ............................................................................146
  Staging Point ........................................................................146
  Hunting Grounds .................................................................146
  City Industrial Park .............................................................146
  Residences ............................................................................146
  Uakaye Down Starport ........................................................146
  Startown ...............................................................................147
  Police Headquarters .............................................................147
  Commercial Center ..............................................................147
  Abandoned Army Base ........................................................147
  Hotel Complex ......................................................................147
  Medical Center .....................................................................147
  Final Notes ...........................................................................148
  Starport Situations .................................................148
  The Tourist .................................................................. 148
  Basic Encounter ...................................................................148
  Variation One .......................................................................148
  Variation Two .......................................................................148
  Variation Three ....................................................................148
  Variation Four ......................................................................149
  The Loaders ................................................................. 149
  Basic Encounter ...................................................................149
  Variation One .......................................................................149
  Variation Two .......................................................................149
  Variation Three ....................................................................149
  Variation Four ......................................................................149
  The Police .................................................................... 149
  Basic Encounter ...................................................................149
  Variation One .......................................................................149
  Variation Two .......................................................................149
  Variation Three ....................................................................149
  Variation Four ......................................................................149
  Military On Leave ........................................................ 149
  Basic Encounter ...................................................................149
  Variation One .......................................................................149
  Variation Two .......................................................................149
  Variation Three ....................................................................150
  Variation Four ......................................................................150
  Mugging ...................................................................... 150
  Basic Encounter ...................................................................150
  Variation One .......................................................................150
  Variation Two .......................................................................150
  
  TravellerHERO - Unofficial Guide 
  Table Of Contents
  9
  Variation Three ....................................................................150
  Variation Four ......................................................................150
  Sample Characters ..............151
  Classic Traveller Merchants ...................................151
  Ship’s Captain ............................................................... 151
  Ship’s Pilot .................................................................... 151
  Ship’s Engineer ............................................................. 151
  Ship’s Medic ................................................................. 152
  Ship’s Gunner ............................................................... 152
  Ship’s Steward .............................................................. 152
  Ship’s Deckhand ........................................................... 152
  
  Introduction 
  TravellerHERO - Unofficial Guide
  10
  Introduction
  Welcome to TravellerHERO - the Unofficial Guide for play-
  ing Traveller® using the HERO System 5th edition™®.  This 
  work is written by fans for fans, and we have no affiliation 
  with Traveller (Far Future Enterprises) or with HERO Games, 
  other than being fans of both.
  We have received permission from Traveller’s Marc Miller 
  to use Traveller information in this guide, and hope that we 
  have made no infringements.  If you feel that a piece of work 
  or art derived from Traveller and used in this guide infringes 
  on your copyright, please inform us so we can remove or 
  modify it, as appropriate.
  Traveller Eras
  There are four incarnations of Traveller® that we have 
  drawn upon for this guide. 
  Classic Traveller (the first incarnation) takes place in the 
  Golden Age of the Third Imperium, circa 1105 (approximately 
  5621 AD).
  MegaTraveller (the second incarnation) takes place at the 
  end of the Third Imperium. Emperor Strephon of the Third 
  Imperium has been assassinated, there is a struggle for ruler-
  ship of the Imperium, and the Rebellion has begun, circa 
  1116 (5634 AD).
  Traveller: The New Era (the third incarnation) follows the 
  time of Rebellion and the aftermath of Virus, circa 1201 (5717 
  AD).
  T4 Traveller (the fourth incarnation) takes place before 
  Classic Traveller, at the beginning of the Third Imperium, 
  circa 0 (4518 AD).
  OTHER INCARNATIONS
  GURPS Traveller, available from GURPS/Steve Jackson 
  Games,  is set in the Golden Age in an alternate branch uni-
  verse in which Emperor Strephon was not assassinated.
  Traveller20, available from QuikLinks and commonly 
  referred to as T20, is an officially licensed rules adaptation of 
  Traveller for the d20 system, set at the turn of the millenium 
  in the Gateway sector. 
  What is TravellerHERO?
  Traveller® is science-fiction adventure in the far future, 
  in the Third Imperium.  The Traveller® universe does not 
  have the lofty ideals of works like Star Trek; it parallels the 
  European discovery and conquest of the Americas.  Many of 
  the parallels are intentional.
  As with the 17th century age of sail, Traveller® maintains 
  a “frontier” feel. In that time, the fastest way to get a message 
  to a land across the sea was by ship.  In Traveller®, there is 
  no subspace or FTL communication. The fastest way to get 
  information across the sea of space is with a Jump-capable 
  starship. Since each jump takes at least a week, and the larg-
  est jump is 18 light years, it can take a year for information to 
  travel from the outer reaches to the core and back.
  With the speed of communication limited to the speed of 
  travel, far-off lands tended to rule themselves.  In Traveller®, 
  “the Imperium rules space, the planets rule themselves” is an 
  oft-quoted statement.
  Trade is the lifeblood of the Imperium - moving goods 
  from planet to planet, finding new planets as sources of raw 
  materials, find new buyers of goods - and those who interfere 
  with the Imperium’s lifeblood learn to regret it sooner or later.  
  Trade wars can be just as deadly as the geopolitical kind.
  Traveller® isn’t Star Trek, and there’s no Prime Directive. 
  You can sell laser pistols to primitives, and advanced com-
  puters to railway-age nations at war; just make sure you can 
  make a profit on the deal, and that you don’t get caught in the 
  crossfire.
  Unsuitable Technology
  There are two notable science fiction technologies that are 
  not suitable for Traveller®: Nanotechnology and Cybertech 
  (including body modifications).
  Nanotechnology, which has come to mean self-replicat-
  ing molecular robots, are not part of the Traveller® universe.  
  Its inclusion would vastly change the way the Traveller® 
  universe works.
  Cybertech, the augmentation of body and brain with bio-
  tech machines, is also not a part of the Traveller® universe. 
  Machines and technology are tools, nothing more. Such 
  modifications would be as distrusted by the people of Travel-
  ler as psionics.
  Traveller Resources on the Web
  Far Future Enterprises, Marc Miller’s site for buying Trav-
  eller books (and much more), is at  http://www.farfuture.net/
  Quicklinks Interactive (QLI/RPG), which has T20 and a 
  information about Marc Miller’s Traveller 5, is at  
  http://www.travellerrpg.com/
  Freelance Traveller, a very good general source of informa-
  tion on Traveller in all its forms, is at 
  http://www.freelancetraveller.com
  The Traveller Downport, another good source of general 
  information, is at http://www.downport.com
  The Traveller Integrated Timeline is at  
  http://www.prairienet.org/~dmckinne/timeline.html
  The Interactive Atlas of the Imperium is at  
  http://www.utzig.com/traveller/iai.shtml
  The Traveller Starship Technical Manual is at  
  http://members.cox.net/magash/STM/Intro.htm
  Traveller planet generation software can be found in the 
  computer connection part of Freelance Traveller.  Shadowcat 
  also recommends Heaven and Earth or Galactic 2.4, both of 
  which are free.
  Star HERO Web Resources
  HERO Games Star Hero Links is at http://www.herogames.
  com/StarHero/index.htm
  Star HERO Fandom is at http://www.starherofandom.com/
  index.php, and Shadowcat’s TravellerHERO is at http://www.
  starherofandom.com/h_traveller/index.php
  
  TravellerHERO - Unofficial Guide 
  Major Races
  11
  Major Races
  Humans aren’t the only species in the Milky Way 
  galaxy, or for that matter in the Imperium.  Traveller 
  has many minor alien races but only a few major races. 
  Major races are those who discovered Jump Drive tech-
  nology on their own; minor races were discovered by a 
  major race before achieving Jump Drive technology.
  Aslan
  For more detailed in-
  formation on this race, 
  see Traveller® Alien 
  Module 1: Aslan from 
  Far Future Enterprises 
  (http://www.farfuture.
  net/)
  Aslan Template
  The Aslan are a 
  humanoid race whose 
  appearance is vaguely 
  lion-like. Aslan are 
  slightly larger than hu-
  man, averaging 2 meters 
  tall and 90 kg mass.  
  The first humans that encountered them described 
  them as lion-like; however they have no biological rela-
  tions to cats.
  Aslan Template
  Cost
  Powers
  3
  +3 STR
  6
  +3 CON
  -6
  -2 DEX
  4
  Aslan Hearing: +2 PER with Hearing Group
  5
  Aslan Eyes: Nightvision
  3
  Aslan Legs: Running +3” (9” total) (6 Active Points); 
  Increased Endurance Cost (x3 END; -1)
  8
  Dewclaw: Killing Attack - Hand-To-Hand 1/2d6 
  (1d6+1 w/STR) (10 Active Points); Reduced 
  Penetration (-1/4)
  Disadvantages
  0
  None
  Options
  -15
  Psychological Limitation:  Aslan Code of Honor 
  (Common, Strong)
  -15
  Psychological Limitation:  Aslan Male (Warrior 
  and Leader; Common, Strong) or Psychological 
  Limitation:  Aslan Female (Manager and Thinker; 
  Common, Strong)
  Males and females are distinguished by the male’s 
  larger size and prominent mane.  Aslans have a special-
  ized folding dewclaw which folds back into a covering 
  along the thumb. 
  Droyne
  For more extensive information on the Droyne, see 
  Traveller® Alien Module 5: Droyne from Far Future En-
  terprises (http://www.farfuture.net/)
  Droyne Template
  The Droyne are a 
  small race derived from 
  winged herbivorous 
  gatherers. They vary in 
  size depending on which 
  of the six castes they 
  belong to; most are 3 
  feet tall, but members of 
  the workers and warrior 
  castes are 6 feet tall. The 
  castes are as much physi-
  cal as they are societal.
  Note: Only the Sport 
  caste is suitable for use 
  as a player character, unless the GM is running a cam-
  paign based solely on a droyne clan.
  Droyne Basic Template
  Cost
  Powers
  5
  Droyne Eyes:  Nightvision
  5
  Droyne Eyes:  Increased Arc Of Perception (240 
  Degrees) with Sight Group
  4
  Droyne Claws:  Killing Attack - Hand-To-Hand 
  1 point (½d6 w/STR) (5 Active Points); Reduced 
  Penetration (-¼)
  11
  Droyne Wings:  Flight 10” (20 Active Points); 
  Restrainable (-½), Limited Power Affected by 
  atmospheric density and gravity (-¼)
  20
  Droyne Invisibility:  Invisibility to Sight Group , No 
  Fringe (30 Active Points); Limited Power Only vs. 
  organic minds, no effect versus machines (-½), No 
  effect versus mind with Mental Defense (-¼), Uses 
  END Reserve Only (-0)
  3
  Droyne Mind Link:  Mind Link , Specific Group of 
  Minds (Anyone in the Dreskay) (10 Active Points); 
  Increased Endurance Cost (x5 END; -2), Costs 
  Endurance (Only Costs END to Activate; -¼), Uses 
  END Reserve Only (-0)
  9
  Droyne Psionic Endurance Reserve: 50 END, 10 REC 
  per 20 Minutes
  Disadvantages
  -10
  Psychological Limitation:  Duty towards family and 
  society (Common, Moderate)
  
  Major Races 
  TravellerHERO - Unofficial Guide
  12
  CHIRPERS
  The young droyne who have not yet been selected 
  for a particular caste are known as Chirpers.
  Chirper Add-On Template
  Cost
  Powers
  10
  Small and Hard To Hit:  +2 with DCV
  3
  Small and Easily Hidden:  +2 with Concealment (4 
  Active Points); Self Only (-1/2)
  4
  Small And Hard To Perceive:  +2 with Stealth
  Disadvantages
  -7
  -7 STR
  -6
  -2 DEX
  -10
  -5 CON
  -10
  -5 BODY
  -3
  -3 INT
  -5
  -5 PRE
  -4
  Small: -2” Running
  -15
  Age: 10 or younger
  DRONE CASTE
  The Drone caste performs family and administrative 
  functions in Droyne society. 
  Drone Caste
  Cost
  Powers
  10
  Small and Hard To Hit:  +2 with DCV
  3
  Small and Easily Hidden:  +2 with Concealment (4 
  Active Points); Self Only (-1/2)
  4
  Small And Hard To Perceive:  +2 with Stealth
  Disadvantages
  -5
  -5 STR
  -10
  -5 BODY
  -4
  Small: -2” Running
  -5
  Psychological Limitation:  Uncomfortable in groups 
  smaller than 1 Dreskay (Uncommon, Moderate)
  LEADER CASTE
  Droyne society is managed and lead by the members 
  of this caste. They are solely responsible for the droyne 
  society and what it does (or doesn’t) do.
  Leader Caste
  Cost
  Powers
  6
  +6 INT
  3
  +3 PRE
  10
  Small and Hard To Hit:  +2 with DCV
  3
  Small and Easily Hidden:  +2 with Concealment (4 
  Active Points); Self Only (-1/2)
  4
  Small And Hard To Perceive:  +2 with Stealth
  45
  5 150-point Followers
  Disadvantages
  -5
  -5 STR
  -9
  -3 DEX
  -8
  -4 BODY
  -4
  Small: -2” Running
  -5
  Psychological Limitation:  Uncomfortable in groups 
  smaller than 1 Dreskay (Uncommon, Moderate)
  SPORT CASTE
  Unique among the droyne, the members of the sport 
  caste are purposely exempt from the caste structure. 
  As such, they are the only caste suitable to be used as 
  player characters.
  Sport Caste
  Cost
  Powers
  10
  Small and Hard To Hit:  +2 with DCV
  3
  Small and Easily Hidden:  +2 with Concealment (4 
  Active Points); Self Only (-1/2)
  4
  Small And Hard To Perceive:  +2 with Stealth
  Disadvantages
  -5
  -5 STR
  -10
  -5 BODY
  -4
  Small: -2” Running
  
  TravellerHERO - Unofficial Guide 
  Major Races
  13
  TECHNICIAN CASTE
  Members of the technician caste are the science-
  oriented caste.  They are concerned with research and 
  application of technology.  
  Technician Caste
  Cost
  Powers
  2
  +2 INT
  6
  +2 DEX
  10
  Small and Hard To Hit:  +2 with DCV
  3
  Small and Easily Hidden:  +2 with Concealment (4 
  Active Points); Self Only (-1/2)
  4
  Small And Hard To Perceive:  +2 with Stealth
  Disadvantages
  -6
  -6 STR
  -12
  -6 BODY
  -4
  Small: -2” Running 
  -5
  Psychological Limitation:  Uncomfortable in groups 
  smaller than 1 Dreskay (Uncommon, Moderate)
  -15
  Psychological Limitation: Creative and Competent, 
  But Requires Direction From Leader (Uncommon, 
  Total)
  WARRIOR CASTE
  Soldier and marine, police and security, and various 
  high-risk occupations such as firefighter and disaster 
  relief, the warrior caste are well-trained combatants 
  with good strength and agility.  They are more common 
  in frontier areas where their services are needed and 
  less common in civilized areas.
  The Droyne warrior should take the caste package 
  and the appropriate skill package (soldier, marine, 
  police, etc.).
  Warrior Caste (Small)
  Cost
  Powers
  9
  +3 DEX
  10
  Small and Hard To Hit:  +2 with DCV
  3
  Small and Easily Hidden:  +2 with Concealment (4 
  Active Points); Self Only (-1/2)
  4
  Small And Hard To Perceive:  +2 with Stealth
  Disadvantages
  -2
  -2 STR
  -6
  -3 BODY
  -4
  Small: -2” Running 
  -5
  Psychological Limitation:  Uncomfortable in groups 
  smaller than 1 Dreskay (Uncommon, Moderate)
  Some members of the warrior caste become human-
  sized. For human-sized warriors, use the following 
  template:
  Warrior Caste (Medium)
  Cost
  Powers
  9
  +3 DEX
  3
  +3 STR
  4
  +2 BODY
  Disadvantages
  -5
  Psychological Limitation:  Uncomfortable in groups 
  smaller than 1 Dreskay (Uncommon, Moderate)
  WORKER CASTE
  Members of the worker caste perform the manual 
  labor and mundane activities. This caste does general-
  purpose work; they are generally rather dim, and are 
  not generally effective at decision-making even within 
  all but the simplest of tasks
  Worker Caste (Small)
  Cost
  Powers
  10
  Small and Hard To Hit:  +2 with DCV
  3
  Small and Easily Hidden:  +2 with Concealment (4 
  Active Points); Self Only (-1/2)
  4
  Small And Hard To Perceive:  +2 with Stealth
  3
  Choose one of the following: Animal Handling, 
  a Profession skill (e.g. Laborer, Farmer, Industry 
  worker, etc.), or Mechanics (for simple repair work)
  Disadvantages
  -10
  -5 BODY
  -4
  Small: -2” Running
  -15
  Psychological Limitation:  Difficulty making 
  decisions, needs direction (Very Common, 
  Moderate)
  -5
  Psychological Limitation:  Uncomfortable in groups 
  smaller than 1 Dreskay (Uncommon, Moderate)
  As with the warrior caste, some members of the 
  worker caste become human-sized. For them, use the 
  following template:
  Worker Caste (Medium)
  Cost
  Powers
  5
  +5 STR
  3
  Worker Skills: Choose from the following list. 
  Animal Handling, a Profession skill (e.g. Laborer, 
  Farmer, Industry worker, etc.), or Mechanics (for 
  simple repair work)
  Disadvantages
  -15
  Psychological Limitation:  Difficulty making 
  decisions, needs direction (Very Common, 
  Moderate)
  -5
  Psychological Limitation:  Uncomfortable in groups 
  smaller than 1 Dreskay (Uncommon, Moderate)
  
  Major Races 
  TravellerHERO - Unofficial Guide
  14
  Hivers
  Hivers are a major 
  race, with a large federa-
  tion from rim/trailing of 
  the Imperium. Hivers are 
  noted for their fascination 
  with psychological ma-
  nipulations. Hivers never 
  possess psionic abilities, 
  and are quite resistant to 
  telepathy. 
  Hiver Template
  Hiver Template
  Cost
  Powers
  -3
  -3 STR
  5
  Extra Limbs
  10
  Unique Mind: Mental Defense 10 points
  5
  Infrared Vision
  10
  Clinging
  1
  Chitin: Damage Resistance (1PD/1ED)
  Disadvantages
  5
  Physical Limitation:  Mute, usually fixed using 
  technology (Infrequently, Slightly Impairing)
  5
  Physical Limitation:  Unusual Form; makes some 
  tasks difficult (Infrequently, Slightly Impairing)
  15
  Psychological Limitation:  Pacifist regarding personal 
  combat (Common, Strong)
  15
  Psychological Limitation:  Fascination with 
  Psychological Manipulation of Others (Common, 
  Strong)
  K’kree
  The K’kree are a cen-
  taur-like major race, and  
  one of the few major races 
  descended from herbi-
  vores.
  For more extensive 
  information, see Travel-
  ler® Alien Module 2: 
  K’kree from Far Future 
  Enterprises (http://www.
  farfuture.net/)
  K’kree Template
  Adult K’kree stand 5’ 
  tall at the shoulder, and 
  7’ tall when standing erect.  They weigh about 1000 
  pounds.  They are covered with a short gray or black 
  fur, with a black mane that covers the head and shoul-
  ders of both sexes.
  K’kree Template
  Cost
  Powers
  10
  +10 STR
  12
  +4 DEX
  10
  +5 CON
  10
  +5 BODY
  3
  +3 PRE
  7
  Kick:  Hand-To-Hand Attack +2d6 (10 Active Points); 
  Hand-To-Hand Attack (-½)
  6
  Long Legs:  Running +3” (9” total)
  Disadvantages
  5
  Physical Limitation:  Large, 4m, -2 DCV, +2 to PER 
  Rolls to be seen (Infrequently, Slightly Impairing)
  5
  Physical Limitation:  Unusual Form; makes some 
  tasks difficult (Infrequently, Slightly Impairing)
  15
  Psychological Limitation:  Gregarious, must stay in 
  groups (Common, Strong)
  15
  Psychological Limitation:  Claustrophobic (Common, 
  Strong)
  
  TravellerHERO - Unofficial Guide 
  Major Races
  15
  Vargr
  The Vargr are an 
  intelligent major 
  race coreward of the 
  Imperium; they are 
  descended from Terran 
  wolf stock, the result of 
  genetic manipulation by 
  the Ancients.
  For more extensive 
  information, see Travel-
  ler® Alien Module 3: 
  Vargr from Far Future 
  Enterprises (http://www.
  farfuture.net/)
  Vargr Template
  Vargr Template
  Cost
  Powers
  -2
  Vargr Strength: -2 STR
  6
  +2 DEX
  3
  Vargr Senses:  +1 PER with all Sense Groups
  6
  Vargr Nose:  +3 PER with Smell/Taste Group
  10
  Vargr Nose:  Tracking with Smell/Taste Group
  4
  Vargr Claws:  Killing Attack - Hand-To-Hand 1 point 
  (½d6 w/STR) (5 Active Points); Reduced Penetration 
  (-¼)
  6
  Vargr Ears:  +3 PER with Hearing Group
  3
  Vargr Ears:  Ultrasonic Perception (Hearing Group)
  6
  Vargr Legs:  Running +3” (9” total)
  Disadvantages
  -5
  Physical Limitation:  Night Blindness (x2 Effect from 
  Night Modifiers) (Infrequently, Slightly Impairing)
  -10
  Vulnerability:  1 1/2 x Effect from Interaction Skills 
  and PRE Attacks -- Easily Swayed (Common)
  -10
  Psychological Limitation: Pack Mentality (Common, 
  Moderate)
  Humaniti
  There are three races derived from Terran humans 
  which exist in the Traveller universe. Those races are 
  the Solomani, Vilani, and 
  Zhodani.
  Solomani
  The Solomani (“men of 
  Sol”) are humans derived 
  from Terran stock. There 
  are no characteristic or skill 
  modification, but see Travel-
  ler Alien Module 6: Solomani 
  for more detailed information 
  on the Terrans of the Third 
  Imperium.
  Vilani
  The Vilani are a human major race that developed 
  on Vland from human stock placed there by the An-
  cients. The Vilani had already built a large star empire 
  (Ziru Sirka) when the Terrans first encountered them. 
  There are no characteristic or skill modifications except 
  for Longevity (200-year lifespan), but see the Traveller 
  Database for more detailed information on the Vilani of 
  the Third Imperium. 
  Zhodani
  Zhodani are a human-vari-
  ant; their society is heavily 
  based on psionics. For more 
  extensive information on this 
  human race, see Alien Mod-
  ule 4: Zhodani.
  ZHODANI TEMPLATE
  Zhodani are a human vari-
  ant, descendants of trans-
  planted humans.  The main 
  difference is the acceptance 
  and use of Psionics by all 
  Zhodani.
  Zhodani Template
  Cost
  Powers
  6
  +3 EGO
  3
  +1 DEX
  60
  R5 Psionics (choose)
  Disadvantages
  -15
  Psychological Limitation: Honest and Truthful 
  (Common, Irrational)*
  -5
  Social Limitation: Racial Enemy of Imperium 
  (Occasional, Major, Not Limiting In Zhodani)
   
  
  Minor Races 
  TravellerHERO - Unofficial Guide
  16
  Minor Races
  In addition to the major races introduce in Classic 
  Traveller, there are minor races that were introduced 
  in various Journal of the Travellers Aid Society articles.  
  Minor races are those which do not have an empire, 
  serve a major race, or do not have colony worlds be-
  yond their homeworld.
  Ael Yael
  The Ael Yael are an intelligent flying species from 
  Jaeyelya (B-484655-4).
  For more detailed information on this race, see 
  Journal of the Travellers Aid Society #15 from Far Future 
  Enterprises (http://www.farfuture.net/).
  Ael Yael Template
  The Ael Yael are flying, tree-dwelling hexapods. 
  Ael Yael Template
  Cost
  Powers
  -2
  -2 STR
  -4
  -2 BODY
  11
  Ael Yael Wings: Flight 10” (20 Active Points); 
  Restrainable (-½), Limited Power Affected by 
  atmospheric density and gravity (-¼)
  2
  Ael Yael Wings: +1 OCV with wings
  2
  Ael Yael Eyes: +1 Enhanced Perception (Sight 
  Group)
  5
  Ael Yael Eyes: Nightvision
  2
  Ael Yael Eyes: Flash Defense (Sight Group; 2 points)
  6
  Forelimbs and Tail: Extra Limbs, Inherent (+¼) (6 
  Active Points)
  4
  Ael Yael Claws: Killing Attack - Hand-To-Hand 
  1 point (½d6 w/STR) (5 Active Points); Reduced 
  Penetration (-¼)
  Disadvantages
  -5
  Physical Limitation: Small, down to half human 
  size (1m, or 1/2 “; +3” KB) Infrequently, Slightly 
  Impairing
  -5
  Physical Limitation: Difficulty utilizing cover 
  Infrequently, Slightly Impairing
  Options
  -15
  Psychological Limitation:  Turns over most earnings 
  to government (Common, Strong)
  -15
  Psychological Limitation:  Distrusts merchants and 
  corporations (Common, Strong)
  Career Preferences
  Jaeyelya has a small militia army, but no planetary 
  navy or marine service. It is extremely rare to find Ael 
  Yael in Imperial or subsector military units; however, 
  the Scout Service is very popular. Because of their atti-
  tudes toward commercial concerns, an Ael Yael charac-
  ter as a merchant is unheard of.  Some few may follow 
  Hunter or Belter careers, and all other career types are 
  handled normally.
  Mustering out benefits for military service are spe-
  cial, as only 10% of cash benefits go to the individual; 
  the remainder go to the Planetary Development Fund. 
  Material benefits such as passages and equipment are 
  not affected, only cash.
  Darrians
  The Darrian Confeder-
  ation is a group of worlds 
  in the Darrian subsector 
  of the Spinward Marches. 
  The Confederation is 20% 
  Solomani, 12% Vilani, 
  8% Aslan, and 60% Dar-
  rian (a minor human race 
  from Darrian).
  For more detailed 
  information on this race, 
  see Journal of the Travel-
  lers Aid Society #14.
  Darrian Template 
  Ethnic Darrian Template
  Cost
  Powers
  -3
  -3 STR
  -4
  -2 CON
  -4
  -2 BODY
  3
  +3 INT
  Disadvantages
  0
  None
  Options
  -10
  Psychological Limitation:  Tolerance of Others 
  (Common, Moderate)
  Career Preferences
  Confederation citizens cannot enter Imperial military 
  services, but the Darrians maintain their own Navy, 
  Army, and Marines. However, the Darrians have no 
  Scout Service, so that is not an option. Cutlass skill is 
  not required in the Darrian marines.
  Darrian Confederation citizens of any race who 
  travel through the Spinward Marches are most likely 
  to be merchants, common adventurers, retired military 
  personnel, or diplomats.
  
  TravellerHERO - Unofficial Guide 
  Minor Races
  17
  Dynchia 
  The Dynchia are a warrior race geneered by the 
  Ancients.
  For more detailed information on this race, see Jour-
  nal of the Travellers Aid Society #24.
  Dynchia Template
  Dynchia Template
  Cost
  Powers
  6
  Graceful: +2 DEX
  -2
  Weaker: -2 STR
  -2
  Low-gravity build: -1 BODY
  Disadvantages
  0
  None
  Options
  -20
  Psychological Limitation:  Dynchia Code of Honor 
  (Common, Total)
  -15
  Psychological Limitation:  Stoic (Common, Strong)
  4
  Warrior Ethic: Choose one weapon familiarity and 1 
  3-point CSL with that weapon
  Career Preferences
  Comitia citizens, whether Dynchia or Solomani, 
  can enter the Comitia Navy, Marines or Scouts. Army 
  service is rare on the Dynchia worlds. 
  All Dynchia and Solomani citizens of the Comitia 
  should have at least one CSL with their chosen weapon 
  because of the society’s warrior ethic. 
  Dynchia should be played as warriors, very touchy 
  of their honor, willing to stoically bear impossible 
  burdens for the sake of their personal/ clan/tribal/racial 
  honor. 
  Dynchia is free of sexist prejudice - the thought sim-
  ply does not occur to them. Dynchia engineers know 
  a lot about good design, and can usually improve a 
  device, if it can be improved at all.
  Girug’kagh
  Formerly known as the Savezitaisoh, a humanoid 
  race and one of the subject races of the K’kree.
  For more detailed information on this race, see Jour-
  nal of the Travellers Aid Society #21.
  Girug’kagh Template
  Girug’kagh Template
  Cost
  Powers
  -3
  Weaker: -3 STR
  15
  Graceful: +5 DEX
  Disadvantages
  -20
  Psychological Limitation: Completely Subservient To 
  The K’kree (Common, Total)
  -15
  Psychological Limitation: Arrogant/Superior To Non-
  K’reee (Common, Strong)
  Career Preferences
  Only translators and diplomatic types are found off-
  planet.
  
  Minor Races 
  TravellerHERO - Unofficial Guide
  18
  Githiaskio
  The Githiaskio are a race of intelligent aquatic 
  squids.
  For more detailed information on this race, see Jour-
  nal of the Travellers Aid Society #16.
  Githiaskio Template
  Githiaskio Template
  Cost
  Powers
  6
  Tentacles: Extra Limbs (2), Inherent (+¼) (6 Active 
  Points)
  5
  Tentacles: Stretching 1”, Inherent (+¼), Reduced 
  Endurance (0 END; +½), Persistent (+½) (11 Active 
  Points); Always On (-½), No Noncombat Stretching 
  (-¼), No Velocity Damage (-¼), Limited Body Parts 
  (tentacles) (-¼)
  1
  Adapted to Water: Life Support (Safe in High 
  Pressure; Safe in Intense Cold) (3 Active Points); 
  Limited Power Only Down to 700 meters (-1)
  7
  Suction Cups: Clinging (normal STR) (10 Active 
  Points); Cannot Move Up Vertical Surfaces (-½)
  10
  Water Siphon: Swimming +10” (12” total)
  3
  Githiaskio Hearing: +2 PER with Hearing Group 
  (4 Active Points); Limited Power Only When 
  Underwater (-½)
  2
  Githiaskio Hearing: Ultrasonic Perception (Hearing 
  Group) (3 Active Points); Limited Power Only When 
  Underwater (-½)
  10
  Githiaskio Hearing: Increased Arc Of Perception 
  (360 Degrees) with Hearing Group
  3
  Hand-to-Hand-to-Hand-to...Combat Skill: +1 with 
  HTH Combat (5 Active Points); Limited Power Only 
  “Bare-handed” Attacks (-½)
  2
  Adapt Easily To Zero-G: Environmental Movement 
  (no penalties on Zero-G)
  Disadvantages
  -12
  Only Swims: Running -6”
  -25
  Dependence: Water Takes 1d6 Damage (Very 
  Common, 1 Turn)
  -10
  Susceptibility: to Gravity if Unsupported, 1d6 
  damage per Turn (Uncommon)
  -15
  Physical Limitation: Poor Eyesight, suffers -2 to all 
  Sight PER Rolls Frequently, Greatly Impairing
  Career Preferences
  Githiaskio may take civilian or military backgrounds 
  as they wish; the army and marines tend to form “sub-
  marine specialist” units, which are attached at corps or 
  army level as needed. 
  Scouts and Merchants are usually stationed on water 
  worlds. 
  Hlanssai
  The Hlanssai are a humanoid minor race, originating 
  in the Vargr Extents admired for the grace and distrust-
  ed for their emotional instability.
  For more detailed information on this race, see Jour-
  nal of the Travellers Aid Society #22.
  Hlanssai Template
  Hlanssai Template
  Cost
  Powers
  -3
  Weaker: -3 STR
  -4
  Light-weight: -2 BODY
  9
  Graceful: +3 DEX
  5
  Hlanssai Eyes: Ultraviolet Perception (Sight Group)
  5
  Hlanssai Eyes: Infrared Perception (Sight Group)
  4
  Hlanssai Ears: +2 PER with Hearing Group
  5
  Gripping Feet: Extra Limbs (2), Inherent (+¼) (6 
  Active Points); Limited Manipulation (-¼)
  Disadvantages
  -15
  Psychological Limitation: Does Not Plan Ahead / 
  Lives For The Moment (Common, Strong)
  -15
  Psychological Limitation: Wanderlust (Common, 
  Strong)
  -25
  Psychological Limitation: Cannot Accept Discipline 
  (Very Common,Total)
  -5
  Reputation: Unstable, Overly Dramatic, Artistic, 8-
  0
  Social Limitation: Considered Unstable and 
  Untrustworthy by Humans (Occasionally, Minor, 
  Not Limiting In Some Cultures)
  Career Preferences
  Hlanssai characters may become roving artists, 
  entertainers, animal-handlers or adventurers – any 
  profession that does not require discipline or structure. 
  Hlanssai cannot accept discipline, and so rarely find 
  work in large, formal organizations, and never in mili-
  tary service. 
  
  TravellerHERO - Unofficial Guide 
  Minor Races
  19
  Irklan
  The Irklan are a human religious sect that settled on 
  Menorb, whose rigorous physical and mental condi-
  tioning make the masters of hand-to-hand combat, and 
  reputedly psionics.
  For more detailed information on this group, see 
  Journal of the Travellers Aid Society #23.
  Irklan Template
  Irklan Template
  Cost
  Powers
  3
  +3 STR
  9
  +3 DEX
  6
  +3 CON
  8
  +1 with All Combat
  10
  Martial Arts (10 points’ worth)
  3
  SS: Pharmacology/Toxicology 11-
  5
  Stealth 13-
  5
  WF: Common Melee Weapons, Common Missile 
  Weapons, Blowguns
  9
  9 points of skills from the following list:  
  Acting, Bureaucratics, Climbing, Combat Skill 
  Levels, Concealment, Conversation, Cramming, 
  Cryptography, Deduction, Disguise, Forgery, 
  Lightning Reflexes, Lockpicking, Martial Arts, 
  Mimicry, Penalty Skill Levels, Persuasion, Security 
  Systems, Seduction, Shadowing, Skill Levels, 
  Sleight Of Hand, Stealth, Streetwise, Tracking, 
  Weapon Familiarity, any Background Skill, 
  Contacts, Deep Cover, Deadly Blow
  Disadvantages
  -10
  Reputation: Irklan: sorcerer/mystic/psionic, 8- 
  (Extreme)
  -20
  Psychological Limitation: Irklan Dietary/Alcohol 
  Regulation (Common, Total)
  -25
  Psychological Limitation: Survival Above All (Very 
  Common, Total)
  -20
  Psychological Limitation: Stoic, Disdain for 
  Hedonism and Technology (Common, Total)
  Options
  Survival Techniques: Choose 9 points from the 
  following list: Combat Luck, Danger Sense, 
  Lightsleep, Resistance, Simulate Death, Expanded 
  Breathing (Thin Atmospheres), Rapid Healing, Last 
  Man Standing (DC), Take Cover (DC), Can Find 
  Food Anywhere (DC)
  Jgd-ll-jagd
  The Jgd-ll-Jagd are a highly advanced, gas-giant 
  dwelling intelligent species originating on a world on 
  the coreward edge of the Imperium.
  For more detailed information on this group, see 
  Journal of the Travellers Aid Society #17.
  Jgd-li-jagd Template
  Jgd-lI-Jagd Template
  Cost
  Powers
  10
  +5 BODY
  3
  +3 INT
  20
  Hydrogen Jet: Flight 10”
  -12
  Only Flies: Running -6” 
  25
  Sensory Organs All Around The Body: Increased 
  Arc Of Perception (360 Degrees) with all Sense 
  Groups
  5
  Numerous Limbs/Tentacles: Extra Limb (1)
  8
  Jgd Senses: Radio Perception
  3
  Jgd Senses: Ultrasonic Perception (Hearing Group)
  5
  Jgd Senses: Ultraviolet Perception (Sight Group)
  5
  Jgd Senses: Infrared Perception (Sight Group)
  14
  Jgd Senses: +4 versus Range Modifier for Sight 
  Group, Hearing Group and Radio Perception
  3
  Long-Lived: Life Support (Longevity: 800 Years)
  5
  Adapted To Live On A Gas Giant: Life Support (Safe 
  in High Pressure; Safe in High Radiation; Safe in 
  Intense Cold)
  12
  Tough Hide: Armor (4 PD/4 ED)
  13
  Highly Competent: +2 Overall (20 Active Points); 
  Limited Power Only with Jgd Technology (-½)
  Disadvantages
  -5
  Physical Limitation: Large, up to twice human size 
  (4m, or 2”; -2 DCV, +2 to PER Rolls to perceive) 
  Infrequently, Slightly Impairing
  -15
  Physical Limitation: Poor Eyesight, suffers -2 to all 
  Sight PER Rolls Frequently, Greatly Impairing
  -10
  Physical Limitation: Poor Hearing, suffers -2 to all 
  Hearing PER Rolls Frequently, Slightly Impairing
  -25
  Psychological Limitation: Obsessed With Balanced 
  Exchange / Incapable of Unilateral Action (Very 
  Common, Total)
  
  Minor Races 
  TravellerHERO - Unofficial Guide
  20
  Newts
  Also known as Bwaps or Wabs, (from their name for 
  themselves, Bawapakerwaa-a-awapawab), the newts 
  originated on Marhaban, in the Lentuli subsector.
  For more detailed information on this group, see 
  Journal of the Travellers Aid Society #11.
  Newt Template
  Newt Template
  Cost
  Powers
  3
  Easily Hidden: +2 to Concealment (4 Active Points); 
  Self Only (-½)
  10
  Hard To Hit: +2 with DCV
  4
  Hard To Perceive: +2 to Stealth
  -5
  Less Impressive: -5 PRE (-5 Active Points)
  -2
  Shorter Legs: Running -1” (-2 Active Points)
  -5
  Weaker: -5 STR (-5 Active Points)
  Disadvantages
  -5
  Physical Limitation: Small, down to half human 
  size (1m, or 1/2”; +3” KB) Infrequently, Slightly 
  Impairing
  -20
  Physical Limitation: Must Keep Skin Moist (All the 
  Time, Greatly Impairing)
  -15
  Distinctive Features: Newt (Not Concealable; 
  Noticed and Recognizable; Detectable By 
  Commonly-Used Senses)
  Options
  15
  Psychological Limitation: Obsessed With Minutiae, 
  Patterns, And The Order Of Things (Common, 
  Strong)
  Newt Career Preferences
  Newts are less likely to be accepted in the marines or 
  the army, and more likely to be accepted in the Scout 
  Service, Merchants, and other professions.  Those 
  Newts in military service are restricted to defense of 
  Newt worlds.
  Newt psychology about order and minutia keep them 
  from learning gambling, forgery, or streetwise skills.  
  The Newts make excellent bureaucrats, officials, math-
  ematicians, bookkeepers, scientists, and historians.
  Newts are unlikely to make good spies, as they will 
  not lie, they will not break the law unless doing so will 
  restore balance to the universe, and they will not obey 
  orders which are disruptive to the universe.
  The Sword Worlders
  The inhabitants of the various planets of the Sword 
  Worlds Confederation (collectively called Sword 
  Worlders) are a major presence in the Spinward March-
  es. Although they are not a separate race, they are so-
  ciologically and culturally different enough to warrant 
  treatment in Contact.
  For more detailed information on this group, see 
  Journal of the Travellers Aid Society #18.
  Sword Worlders Template
  Use standard human template.
  Sword Worlders Career Preferences
  The main thing to remember is their extreme pride 
  and demand for personal respect. Their low opinion of 
  non-Sword Worlders (especially the Zhodani, because 
  of their use of psionics) will cause much friction 
  between them and outsiders (until the outsiders have 
  proven themselves worthy of friendship). Bear in mind, 
  however, that they are not fools, and will not enter into 
  fights they cannot win. 
  SWORD WORLDS PATROL SERVICE
  Use the Scout Service template.  Only open to mem-
  bers of the Sword Worlds.
  
  TravellerHERO - Unofficial Guide 
  Minor Races
  21
  Virushi 
  Known as “intelligent bulldozers,” the Virushi 
  are among the largest intelligent races known to the 
  Imperium.
  For more detailed information on the Virushi, see 
  Journal of the Travellers Aid Society #12.
  Virushi Template
  Virushi Template
  Cost
  Powers
  15
  Greater Strength: +15 STR
  6
  Greater Mass: +3 BODY
  6
  Heavy: Knockback Resistance -3”
  5
  More Impressive: +5 PRE
  12
  Long Legs: Running +6” (12” total)
  3
  Tougher: +3 ED
  4
  Reach: Stretching 1”, Reduced Endurance (0 END; 
  +½) (7 Active Points); Always Direct (-¼), No 
  Noncombat Stretching (-¼), No Velocity Damage 
  (-¼)
  6
  Extra Arms, Legs, and a Tail: Extra Limbs (5), 
  Inherent (+1/4) (6 Active Points)
  9
  Highly Dexterous: +3 DEX
  21
  Armored Hide: Armor (7 PD/7 ED
  7
  Hooves: HA +2d6 (10 Active Points); Hand-To-Hand 
  Attack (-½)
  4
  Good with Natural Weapons: Rapid Attack (HTH) 
  (5 Active Points); Limited Power Only with Body 
  Weaponry (-¼)
  Disadvantages
  -10
  Physical Limitation: Enormous, up to four times 
  human size (8m, or 2.1-4”; -4 DCV, +4 to PER Rolls 
  to perceive) Frequently, Slightly Impairing
  -15
  Physical Limitation: Poor Eyesight, suffers -2 to all 
  Sight PER Rolls except in high-grav environments 
  Frequently, Greatly Impairing
  -10
  Physical Limitation: Poor Hearing, suffers -2 
  to all Hearing PER Rolls except in high-grav 
  environments Frequently, Slightly Impairing
  -10
  Physical Limitation: High Metabolism / Must eat a 
  lot (Frequently, Slightly Impairing)
  Options
  -15
  Psychological Limitation: Gentle / Non-aggressive 
  (Common, Strong)
  -20
  Psychological Limitation: Does Not Take Orders / 
  Expects Cooperation (Common, Total)
  -15
  Psychological Limitation: Individualistic / Not 
  Ambitious (Common, Strong)
  Virushi Career Preferences
  Virushi found off their homeworld are most likely to 
  be engaged in a career which stresses service to others; 
  others are often found in work which caters to their 
  highly individualistic way of life. Their great dexterity 
  makes them excellent doctors - a Virushi surgeon was 
  recently elevated to the emperor’s personal medical 
  staff. An extreme dedication and a fervor to help others 
  characterizes such Virushi encountered in jobs of this 
  kind.
  Because they will not take orders, Virushi do not 
  join the military, though their great size would make 
  them fearsome fighters. Many an Imperial drill sergeant 
  has been heard bemoaning the fact that such perfect 
  fighting machines are also pacifists who don’t even 
  understand the concept of war. In their chosen fields, 
  however, the Virushi have distinguished themselves on 
  many occasions.
  Virushi sense of independence makes joining the 
  military services (Army, Navy, Marines, Merchant Ma-
  rines) extremely unlikely, as the Virushi refuse to take 
  orders.
  The Scout Service appeals to their independent 
  nature, is an agreeable career choice.  In fact, any career 
  that stresses independence and individualism is a good 
  choice – doctor, scientist, belter, free traders, etc.
  Note: Since the Virushii are peaceful and non-aggres-
  sive by nature, they naturally gravitate toward positions 
  in the medical or scientific fields.
  Most Virushii should have the Scholar or Scientist 
  Skill Enhancers (or even both of them).
  Most Virushii should have Knowledge and/or Sci-
  ence Skills in either the medical profession or a scien-
  tific field of study.
  
  The New Era Races 
  TravellerHERO - Unofficial Guide
  22
  The New Era Races
  The majority of Coalition member races in The New 
  Era are humans, although there is one non-human 
  member — the Schalli.  The Hivers are not members of 
  the Coalition, but are assisting the humans in rebuild-
  ing themselves into an interstellar community.
  For more information on these races, see Path of 
  Tears: Traveller The New Era.
  Reformation Coalition Humans
  Aubani
  The Aubani are one of the founding members of the 
  Coalition.
  AUBANI BIOLOGY
  The Aubani are humans, living on a world with 
  many islands. The Aubani are highly intelligent and 
  value education.
  Aubani Template
  Cost
  Powers
  3
  +3 INT
  Disadvantages
  0
  None
  Options
  -10
  Psychological Limitation:  Coalition Federalist 
  (Common, Moderate)
  Balduri
  The Balduri are a human race used to the struggle to 
  survive.
  BALDURI BIOLOGY
  Balduri Template
  Cost
  Powers
  2
  +2 STR
  2
  +2 INT
  1
  Used to High Gravity: Armor (2PD/0ED); Only To 
  Protect Against G Forces (-1)
  4
  Environmental Movement: High-G
  Disadvantages
  0
  None
  Options
  -10
  Psychological Limitation:  Stubborn (Common, 
  Moderate)
  -9
  Low Tech: TL9 native
  Fijans
  The Fijans are practical and orderly.
  FIJAN BIOLOGY
  The Fijans are eminently practical, logical, and re-
  strained in their emotions.  
  Fijan Template
  Cost
  Powers
  -2
  Low Gravity Native: -2 STR
  -2
  Tainted Atmosphere: -1 CON
  2
  Practical and Logical: +2 INT
  2
  Environmental Movement: Low-G
  3
  Disciplined Mind: Scholar, Scientist, or +1 with any 
  3 related skills (choose)
  Disadvantages
  0
  None
  Options
  -10
  Psychological Limitation:  Practical and Restrained 
  (Common, Moderate)
  -6
  Low Tech: TL10 native
  Luhtalans
   A world of Free-thinkers.
  LUHTALAN BIOLOGY
  The Luhtalans tend toward independent thought, 
  prizing individuality over appearance. Their world has 
  a tainted atmosphere.
  Luthalan Template
  Cost
  Powers
  1
  +1 INT
  Disadvantages
  0
  None
  Options
  -10
  Psychological Limitation:  Free-thinker or Anarchist 
  (Common, Moderate)
  -12
  Low Tech: TL8 Native
  
  TravellerHERO - Unofficial Guide 
  The New Era Races
  23
  Nimbans
  The Nimbans are firm believers in cooperation as 
  the way to rebuild society. Their world has a tainted 
  atmosphere.
  Nimban Template
  Cost
  Powers
  -2
  -1 CON
  Disadvantages
  0
  None
  Options
  -10
  Psychological Limitation:  Cooperative (Common, 
  Moderate)
  -9
  Low Tech: TL9 Society
  Oriflamme
  The Oriflamme have the “life sucks...deal with it” 
  attitude.  They come from a world with a tainted atmo-
  sphere, and value education.
  Oriflamme Template
  Cost
  Powers
  -2
  -1 CON
  2
  +2 INT
  Disadvantages
  0
  None
  Options
  -10
  Psychological Limitation:  Resentful (Common, 
  Moderate)
  -9
  Low Tech: TL9 Society
  Spiri
  The Spiri distrust tools and machines, and look at 
  things from a spiritual point of view.  They live on a 
  world with a tainted atmosphere, and live in a pre-In-
  dustrial society.
  Spiri Template
  Cost
  Powers
  0
  None
  Disadvantages
  0
  None
  Options
  -10
  Psychological Limitation:  Coalition Federalist 
  (Common, Moderate)
  -15
  Low Tech: TL2 Society (circa 1600 AD)
  Reformation Coalition 
  Nonhumans
  Schalli
  The Schalli are an intelligent aquatic species re-
  sembling a dolphin, but with extended eyestalks, four 
  manipulative limbs, and whiskers like those of a Terran 
  catfish. They can breathe both air and water.
  Schalli Template
  Cost
  Powers
  5
  +5 STR
  15
  +5 DEX
  10
  +5 CON
  3
  +3 PD
  2
  +2 ED
  5
  Breathe Water Or Air: Life Support
  10
  Swimmer: Swimming +10” (12” Total)
  -12
  Swims Only: -6” Running
  1
  Tough Skin: Damage Resistance (1 PD/1 ED)
  15
  Underwater Senses: Active Sonar
  5
  Extra Limbs: 4 manipulative flippers
  Disadvantages
  -5
  Physical Limitation: -15 STR when not in water 
  -5
  Physical Limitation: Skin is extremely sensitive to 
  drying
  Options
  6
  Natural Navigators: Bump of Direction and 
  Navigation (Sky)
  6
  Naturally Ordered Thinking: Lightning Calculator 
  and Detect Computer Malfunctions/Viruses (INT)
  10
  Natural Underwater Engineers: SS Underwater 
  Engineering (INT) and Find Weakness 11-; 
  Underwater objects only (-1/4)
  
  Profession Templates 
  TravellerHERO - Unofficial Guide
  24
  Profession Templates
  This section contains Profession Templates (a.k.a. 
  Package Deals) for a Traveller campaign.  As with 
  Terran Empire, it is broken into Imperial & Government 
  Templates, and Civilian Templates.
  In addition to these packages, see Star Hero, Terran 
  Empire, and Alien Wars for other packages that may be 
  appropriate.
  The HERO System calls these Package Deals, but 
  there are no “deals” or discounts for taking these pack-
  ages. They are actually templates, representing the 
  minimum skills a character must have to be a member 
  of that profession. The purpose of these templates is 
  ease and consistency.
  Imperial And Government 
  Templates
  These templates represent government officials and 
  members of the Imperial Military services.  If the GM 
  is running a military campaign, characters should take 
  the entire template.  If the characters are ex-military, 
  they should take all of the skills in the template, but 
  not the disadvantages, since they are no longer under 
  military control.
  Imperial Court and Bureaucracies
  BUREAUCRAT
  For the Imperial level bureaucrat, use the Bureaucrat 
  package in Terran Empire, pg. 106.
  COURTIER
  For court attendees and messengers, use the Courtier 
  package in Terran Empire, pg. 106.
  DIPLOMAT
  For standard diplomats, use the Diplomat package in 
  Terran Empire, pg. 107, but with the following modifi-
  cations:
  Add Contacts (Diplomat, Foreign official, etc.), 3 
  points.
  NOBLE
  For planetary nobles (like the ruler of Leedor in The 
  Traveller Adventure), use the Noble package in Terran 
  Empire, pg. 107, and: 
  Add Contacts (court contacts), 3 pts.
  SENATOR
  For Senators and Representatives, use the Senator 
  package in Terran Empire, pg. 108, but change the ma-
  jor contact from Empress Marissa to Emperor Strephon.
  Law Enforcement and Intelligence
  IMPERIAL LAW ENFORCEMENT
  For Imperial Law Enforcement, use the ISP Officer 
  package in Terran Empire, pg. 108, but:
  Change the rivalry from TSS to Planetary Law En-
  forcement
  Add Contacts (other law enforcement personnel, 
  snitches, etc.), 3 points.
  PLANETARY LAW ENFORCEMENT
  For planetary Law Enforcement, use the Planetary 
  Law Enforcement package in Terran Empire, pg. 109, 
  but:
  Add Contacts (other law enforcement personnel, 
  snitches, etc.), 3 points.
  IMPERIAL INTELLIGENCE FIELD AGENT
  For Imperial Intelligence field agents, use the TIC 
  Field Agent from Terran Empire, pg. 109, but:
  Add Contacts (other intelligence operatives, friendly 
  foreign agents, informers, etc.), 3 pts.
  IMPERIAL INTELLIGENCE ANALYST
  For Imperial Intelligence analysts, use the Analyst 
  Package Deal from Dark Champions, pg. 39, but:
  Add Contacts (other intelligence operatives or 
  analysts, friends with “interesting” but useful hobbies, 
  etc.), 3 pts.
  IMPERIAL INTELLIGENCE OPERATIVE
  For Imperial Intelligence operatives (covert or un-
  dercover), use the TIC Undercover package from Terran 
  Empire, pg. 110, but:
  Change WF: Human Advanced Small Arms to WF: 
  Beam Weapons
  Add Contacts (people in useful jobs, informers, etc.), 
  3 pts.
  Military Services
  The Imperium has six services: Imperial Navy 
  (Space Navy), Imperial Marines, Imperial Army, Impe-
  rial Scouts, Imperial Merchant Marine, and Imperial 
  Intelligence (“Other” in Traveller Book 1).
  Imperial Navy
  The Imperial Navy (based on Traveller Book 5: High 
  Guard) is the primary star-faring armed force of the 
  Imperium.  It’s duties include keeping peace and order 
  across the spacelanes of the Imperium.
  The Imperial Navy is divided into three general 
  categories: Imperial Forces, who are directed by and 
  responsible to the central ruling Imperium authority; 
  Subsector Forces, who patrol their specific subsectors; 
  and Planetary Forces, who are assigned to or raised 
  from an individual world in the Imperium.
  Each Term of Service, or Enlistment Period, is a four-
  
  TravellerHERO - Unofficial Guide 
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  25
  year hitch.
  The Imperial Navy has six branches of service: 
  Flight, Engineering, Medical, Gunnery, Technical, and 
  The Line (Command).
  IMPERIAL NAVY COMMAND
  For Imperial Navy command personnel, use the Im-
  perial Navy Command  package deal in Terran Empire, 
  pg. 114, with the following modifications:
  Change AK: The Milky Way Galaxy to AK: The 
  Imperium
  Add KS: Leadership 11-
  Add KS: Fleet Tactics 11-
  Add Contacts (Navy shipmates, Starport barkeeps, 
  etc.), 3 pts.
  This increases the cost of the package by +7 points.  
  Option: Choose one of the following perks: Decora-
  tion - MCUF (1 pt), Decoration - SEH (2 pts)
  IMPERIAL NAVY FLIGHT SCHOOL
  For Imperial Navy Flight School personnel, use the 
  Imperial Navy Flight package deal in Terran Empire, pg. 
  115, with the following modifications:
  Change the Navigation subcategories to Air, Space, 
  Hyperspace
  Change AK: The Milky Way Galaxy to AK: The 
  Imperium
  Add Contacts (Navy shipmates, Starport barkeeps, 
  etc.), 3 pts.
  Navy pilots are officers, so the Fringe Benefit will 
  vary by rank.
  IMPERIAL NAVY ENGINEERING
  Traveller/High Guard doesn’t differentiate between 
  Lifesystems and Propulsion — it’s all part of the en-
  gineering branch. Use the Imperial Navy Propulsion 
  package deal from Terran Empire, pg. 115, but with the 
  following modifications:
  Add KS: Emergency Damage Control 11-
  Add KS: Gravitics 11-
  Add Contacts (Navy shipmates, Starport barkeeps, 
  etc.), 3 pts.
  This increases the cost of the package by +7 points.  
  Starship engineers may optionally add SS: Naval 
  Architecture 11-
  Those serving as Lifesystems/Environmental en-
  gineers should pick the proper System Operations 
  subcategory(s) and Science Skills.
  IMPERIAL NAVY SCIENCE AND SENSORS
  Science and Sensors is considered part of the Com-
  mand Branch. Use the Imperial Navy Science and Sen-
  sors package deal in Terran Empire, pg. 116.
  Add Contacts (Navy shipmates, Starport barkeeps, 
  etc.), 3 pts.
  IMPERIAL NAVY SECURITY
  Most Security Duties are handled by the ship’s Ma-
  rine contingent.  See Imperial Marine (Enlisted) below.
  IMPERIAL NAVY GUNNERY OFFICER
  For Imperial Navy Gunnery Officer, use the Imperial 
  Navy Tactical package deal in Terran Empire, pg. 115, 
  with the following modifications:
  Change the WF to WF: Small Arms, WF: Beam 
  Weapons, and pick two of the following Vehicle Weap-
  ons (Lasers, Missiles, High Energy, Meson, or Particle 
  Weapons)
  Add WF: Ships Screens (1 point)
  Change KS: Thorgon Military 11- to any one of the 
  following: Zhodani, Solomani, Vargr, Aslan or K’Kree
  Add Contacts (Navy shipmates, Starport barkeeps, 
  etc.), 3 pts.
  The changes increase the cost of the package by +4 
  points.
  Imperial Marines
  Though the Marines are an offshoot of the navy, 
  Traveller treats them as an Army offshoot (Book 4, 
  Mercenary).
  For Imperial Marines, use the Imperial Marine Enlist-
  ed (and Officer, if applicable) package deals in Terran 
  Empire, pg. 114, with the following modifications:
  IMPERIAL MARINE ENLISTED
  Use the Imperial Marine (Enlisted) package deal 
  from Terran Empire, pg. 114, but with the following 
  modifications:
  Remove Radio Implant
  Add PS: Battledress (DEX; 3 points)
  Add KS: Emergency Damage Control 11-
  Add Environmental Movement: Zero G (4 points)
  Add WF: Cutlass
  Add Contacts (Marine buddy, Starport barkeeps, 
  etc.), 3 pts.
  The overall cost of the package increases by +2 
  points.
  IMPERIAL MARINE OFFICER
  Use the Imperial Marine (Officer) package deal from 
  Terran Empire, pg. 114, but add High Society.
  Imperial Army
  COACC - IMPERIAL ARMY AIR CORP
  Use the Imperial Army (Air Force) package deal in 
  Terran Empire, pg. 111.
  Add Contacts (Army buddy, Starport barkeeps, etc.), 
  3 pts.
  IMPERIAL ARMY CAVALRY - ARMOR
  Use the Imperial Army (Armor) package deal from 
  Terran Empire, pg. 111, but with the following modifi-
  cations:
  Systems Operations choice should be Communica-
  tions (Commo) or Sensors
  One of the TFs should be TF: Grav Vehicles
  Change the WF to WF: Small Arms and WF: Vehicle 
  
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  Weapons (1 point)
  Add Contacts (Army buddy, Starport barkeeps, etc.), 
  3 pts.
  This increases the package cost by +4.
  IMPERIAL ARMY ARTILLERY
  Use the Imperial Army (Artillery) package deal from 
  Terran Empire, pg. 111, but with the following modifi-
  cations:
  Systems Operations choice should be Communica-
  tions (Commo) or Sensors
  One of the TFs should be TF: Grav Vehicles
  Add KS: Forward Observer 11-
  Change the WF to WF: Small Arms and either WF: 
  Vehicle Weapons (1 point) or  WF: Artillery Weapons (1 
  point)
  Add Contacts (Army buddy, Starport barkeeps, etc.), 
  3 pts.
  The total package cost is increased by +6 points.
  IMPERIAL ARMY INFANTRY
  Use the Imperial Army (Infantry) package deal from 
  Terran Empire, pg. 112, but with the following modifi-
  cations:
  Change WF: Human Advanced Small Arms to WF: 
  Beam (Laser) Weapons
  Remove Demolitions
  Add WF: GP MG, GL, and Shoulder Fired
  Add Contacts (Army buddy, Starport barkeeps, etc.), 
  3 pts.
  IMPERIAL ARMY MEDICAL
  Use the Imperial Army (Medical) package deal from 
  Terran Empire, pg. 112, but with the following modifi-
  cations:
  TF: Grav is the most common choice for the TF.
  Add Contacts (Army buddy, Starport barkeeps, etc.), 
  3 pts.
  IMPERIAL ARMY OFFICER
  Imperial Army Officer is an add-on to any of the 
  other Imperial Army packages, and can be used without 
  modification. See Terran Empire, pg. 112.
  IMPERIAL ARMY WET NAVY
  Use the Imperial Army (Sea Forces) package deal in 
  Terran Empire, pg. 113.
  Add Contacts (Army buddy, Starport barkeeps, 
  Ocean port barkeeps, special someone in port, etc.), 3 
  pts.
  IMPERIAL ARMY SPECIAL FORCES
  Use the Imperial Army (Special Forces) package deal 
  from Terran Empire, pg. 113, but with the following 
  modifications:
  Remove Armorskin and Radio Implant
  Add PS: Battledress (DEX; 3 points)
  Add +1 PER (3 points)
  Add +1 Tracking (2 points)
  Add +1 Concealment (2 points)
  Add +1 Stealth (2 points)
  Add Environmental Movement: Zero G (4 points)
  Add Contacts (Army buddy, Starport barkeeps, etc.), 
  3 pts.
  The overall cost of the package increases by +5 
  points.
  IMPERIAL ARMY AND MARINE SCHOOL AND 
  OTHER ASSIGNMENTS
  Both the Imperial Army and Imperial Marines have 
  special schools and assignments that can augment the 
  character’s skills. 
  COMMANDO SCHOOL
  Commando School teaches commando basic train-
  ing. Those successfully completing Commando School 
  may transfer to the Command branch of service.
  Commando School
  Cost
  Skill
  3
  Brawling: +1D6 HA
  5
  +1 CSL: Ranged Combat
  3
  +1 CSL: Blades
  3
  Demolitions
  2
  Survival (choose)
  11
  Recon (Tracking, Stealth, Concealment, KS: Recon 
  Techniques 11-)
  2
  KS: Vacc Suit
  2
  KS: Instruction
  31
  Total Cost
  
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  PROTECTED FORCES TRAINING
  Protected Forces Training teaches how to operate in a 
  naturally hostile environment, such as vacuum.
  Protected Forces Training
  Cost
  Skill
  2
  KS: Vacc Suit
  4
  Environmental Movement: Zero G
  3
  +1 with Zero G Combat
  3
  Breakfall
  12
  Total Cost
  MILITARY INTELLIGENCE SCHOOL
  Military Intelligence School teaches the basics of 
  Military Intelligence.
  Military Intelligence School
  Cost
  Skill
  3
  Forgery
  3
  Bribery
  3
  Streetwise
  3
  Interrogation
  2
  KS: Intelligence Analysis
  2
  Language: 2 pt of choice
  16
  Total Cost
  COMMAND COLLEGE
  Command College teaches the basics of command in 
  the field.
  Command College
  Cost
  Skill
  3
  Tactics
  3
  Oratory
  3
  PS: Leadership (PRE-Based)
  11
  Recon: Concealment, Stealth, Tracking, and KS: 
  Recon Techniques 11-
  20
  Total Cost
  STAFF COLLEGE
  Staff College teaches administration and logistics.
  Staff College
  Cost
  Skill
  3
  Bureaucratics
  3
  Computer Programming
  2
  KS: Combat Engineering
  2
  KS: Logistics
  10
  Total Cost
  RECRUITING DUTY
  Recruiting Duty represents an officer who has been 
  posted to a recruiting station for a year, and has been 
  taught the basics of recruiting.
  Recruiting Duty
  Cost
  Skill
  3
  Bureaucratics
  3
  Persuasion
  2
  KS: Recruiting
  8
  Total Cost
  MILITARY ATTACHE/AIDE
  Military Attache/Aide represents an officer who has 
  been assigned as a military aide to a general officer.
  Military Attache/Aide
  Cost
  Skill
  3
  Bureaucratics
  3
  Computer Programming
  3
  High Society
  1
  TF: Grav or Wheeled 
  10
  Total Cost
  MARINE EMBASSY DUTY
  This package (for Marines only) represents the ad-
  ditional skills of Marines who have been assigned to 
  Embassy duty during one or more of their terms.
  Marine Embassy Duty
  Cost
  Skill
  3
  High Society
  2
  KS: Culture of World/Race Stationed on
  2
  KS: Riot Control Tactics
  3
  Streetwise
  3
  Security Systems
  13
  Total Cost
  SHIPS TROOPS
  This package (for Marines only) represents the ad-
  ditional skills of  Marines stationed on a Navy vessel as 
  ship’s troops during one or more of their terms.
  Ship’s Troops
  Cost
  Skill
  2
  KS: Vacc Suit
  2
  KS: Emergency Damage Control
  1
  WF: Ships Weapons
  2
  KS: Imperial Navy Procedures and Protocols
  2
  KS: Boarding Actions
  9
  Total Cost
  
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  TRAINING CADRE
  [More Common to Army and Special Forces]
  Training Cadre
  Cost
  Skill
  2
  KS: Instruction
  2
  Language: 2 pt varying on where stationed
  2
  KS: Culture of world/race 
  3
  Leadership
  3
  Tactics
  12
  Total Cost
  Scout Service
  SURVEY SCOUT
  Use the TES Crewmember package deal from Terran 
  Empire, pg. 117, but with the following modifications:
  Change AK: Milky Way Galaxy to AK: The Imperium
  Change KS: TES to KS: Imperial Interstellar Scout 
  Service
  Add Combat Pilot
  Add Contacts (Scout Service buddy, Starport bar-
  keeps, First Contact friend, etc.), 3 pts.
  The total package cost is increased by +6 points.
  CONTACT SPECIALIST
  Use the TES Mission Specialist package deal from 
  Terran Empire, pg. 117, but with the following modifi-
  cations:
  Change AK: Milky Way Galaxy to AK: The Imperium
  Change KS: TES to KS: Imperial Interstellar Scout 
  Service
  Add Persuasion+1
  Add Trading
  Add Bureaucratics
  Add Contacts (Scout Service buddy, Starport bar-
  keeps, First Contact friend, etc.), 3 pts.
  The total package cost is increased by +8 points.
  COMMUNICATIONS
  Use the TES Crewmember package deal from Terran 
  Empire, pg. 117, but with the following modifications:
  Change AK: Milky Way Galaxy to AK: The Imperium
  Change KS: TES to KS: Imperial Interstellar Scout 
  Service
  Add 2 skills that can be learned during study while 
  in hyperspace
  Remove the Science Skills
  The total package cost is increased by +2
  DETACHED DUTY
  The skills for Detached Duty vary by assignment. 
  Use the TES Crewmember package deal from Terran 
  Empire, pg. 117, and add appropriate skills based on 
  duties.
  ADMINISTRATION AND BASE
  Use the Bureaucrat package from Terran Empire, 
  page 106.
  SCOUT SERVICE SCHOOLS
  The Scout Service has specialty schools just as the 
  Military Branches do.
  SURVEY SCHOOL
  Characters attending the Survey School are trained 
  for survey duty.
  Survey School
  Cost
  Skill
  3
  PS: Survey (INT)
  3
  SS: Astronomy (INT)
  3
  SS: Cartography (INT)
  11
  Recon: Concealment, Stealth, Tracking, KS: 
  Recon Techniques 11-
  2
  Systems Ops[RPV] 
  1
  TF: Grav Vehicle
  23
  Total Cost
  CONTACT SCHOOL
  Characters attending Contact School are trained in 
  first contact techniques.
  Contact School
  Cost
  Skill
  3
  Trading
  3
  Streetwise
  3
  High Society
  3
  Bureaucratics
  2
  Survival (choose)
  1
  WF: Small Arms OR WF: Beams
  1
  TF: Choose
  16
  Total Cost
  X-BOAT SCHOOL
  Characters attending X-Boat School are trained in 
  the use of X-Boats, acting as the “pony express” of the 
  Imperium.
  X-Boat School
  Cost
  Skill
  2
  TF: Small Starships
  3
  Navigation[Jump Space, Normal Space]
  2
  Systems Operation: Communications
  3
  Electronics
  10
  Total Cost
  
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  Civilian Templates
  Classic Traveller (CT) had four military/government 
  services, and only two other options: merchant and 
  other. However, with the other three versions of Travel-
  ler, there were many more civilian options.
  Criminals
  Crime expanded across the galaxy along with other 
  aspects of human nature.
  ASSASSIN
  Use the Assassin package deal from Terran Empire, 
  pg. 117.
  DATA/IDENTITY THIEF
  Use the Jacker package deal from Terran Empire, pg. 
  118.
  PIRATE
  Use the Pirate package deal from Terran Empire, pg. 
  118, with the following modifications:
  Change AK: Milky Way to AK: Imperium
  Change WF: Advanced Small Arms to WF: Beam 
  Weapons.
  REBEL
  Use the Rebel package deal from Terran Empire, pg. 
  119.
  ROGUE
  Use the Rogue package deal from Terran Empire, pg. 
  119.
  SMUGGLER
  Use the Smuggler package deal from Terran Empire, 
  pg. 119, but with the following modifications:
  Change WF: Advanced Small Arms to WF: Beam 
  Weapons
  Space Careers
  BELTER
  This package represents an asteroid belter, mining 
  asteroids for profitable materials.
  Belter Template
  Cost
  Skill
  4
  Environmental Movement: Zero G
  3
  PS: Zero G Operation
  3
  SS: Geology (INT)
  3
  Choose one of the following: Electronics, 
  Mechanics, System Operation (choose)
  2
  PS: Mining
  3
  Trading
  3
  PS: Ship’s Engineer (INT)
  1
  TF: Space Vessel
  3
  Contacts (other belters, purchasing agents, 
  suppliers)
  3
  3 points from the following list:  WF: Small 
  Arms, WF: Common Melee, Brawling, Persuasion, 
  Streetwise
  23
  Total Cost
  EXPLORER
  Use the Explorer package deal from Terran Empire, 
  pg. 120.
  PILOT
  Use the Pilot package deal from Terran Empire, pg. 
  120.
  PROSPECTOR/SALVAGER
  Use the Prospector/Salvager package deal from 
  Terran Empire, pg. 120.
  TRADER
  Use the Trader package deal from Terran Empire, pg. 
  121.
  
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  TravellerHERO - Unofficial Guide
  30
  Other Careers
  ATHLETE
  This package represents a professional athlete in-
  volved in competitive and/or entertainment sports.
  Athlete Template
  Cost
  Skill
  3
  PS: Athlete (choose) 12-
  12
  Choose 12 points in appropriate skills from 
  the following list: Acrobatics, Animal Handler, 
  Breakfall, Climbing, Combat Driving, Combat 
  Piloting, Defense Maneuver, Martial Art (choose), 
  Navigation, Teamwork, +1” Running, +1” 
  Swimming, +1” Leaping 
  3
  Paramedic
  3
  +1 CSL
  1
  Transport Familiarity (choose)
  3
  Pick one: Trading, Persuasion, Streetwise, +1 PER
  3
  Contacts (business, journalist, medical, or fellow 
  athlete)
  28
  Total Cost
  ATTORNEY
  This package represents someone who has graduated 
  lawschool, passed the bar, and is a practicing attorney.
  Attorney Template
  Cost
  Skill
  3
  PS: Attorney 12-
  3
  KS: Law (choose type) 12-
  1
  Fringe Benefit: License To Practice Law
  3
  Persuasion
  3
  Conversation
  3
  Trading
  3
  Deduction
  3
  Contacts (government, criminal, or fellow attorney)
  22
  Total Cost
  ARTIST/ENTERTAINER
  Use the Artist/Entertainer package from Terran Em-
  pire, pg. 121.
  BOUNTY HUNTER
  Use the Bounty Hunter from Terran Empire, pg. 122.
  COLONIST
  Use the Colonist package deal from Alien Wars, pg. 
  84 or from Star Hero, pg. 33
  CIVIL ENGINEER
  In the time of TNE, the whole of civlization is being 
  rebuilt, and that means towns and structures on hun-
  dreds of worlds - some civilized and some not.
  Civil Engineer Template
  Cost
  Skill
  3
  PS: Civil Engineer 12-
  3
  SS: Civil Engineering (INT) +1
  1
  Fringe Benefit: Licensed Engineer
  3
  Choose one of the following: Climbing, Navigation, 
  Survival
  3
  Choose one of the following INT-Based Science 
  Skills: Biology, Chemistry, Geology, Meteorology, 
  Physics, Robotics
  3
  Choose one of the following: Electronics, 
  Mechanics, Systems Operation
  2
  Transport Familiarity (choose)
  3
  Contacts (government, influential civilian, or 
  fellow engineer)
  21
  Total Cost
  COMPUTER PROGRAMMER
  Computer Programmer.
  Computer Programmer Template
  Cost
  Skill
  7
  Computer Programming +2
  3
  Bureaucratics
  9
  Choose from the following: Electronics, Mechanics, 
  System Operations (choose, include Computer), SS: 
  Computer Science, KS: Computer Security
  3
  Expertise: +1 with 3 related computer skills
  3
  Contacts (programmers, technicians)
  25
  Total Cost
  CONSTRUCTION WORKER
  Standard construction worker.  With strength and 
  skill, working to rebuild the TNE worlds.
  Construction Worker Template
  Cost
  Skill
  3
  +3 STR
  3
  Climbing
  3
  PS: Construction 12-
  2
  Transport Familiarity (choose)
  12
  Choose 12 points from the following: PS: Zero 
  G, Breakfall, Mechanics, Electronics, Systems 
  Operation, Bribery, Gambling, WF (choose), CSLs
  3
  Contacts (construction workers, technicians)
  26
  Total Cost
  DOCTOR
  Use the Doctor package deal from Star Hero, pg. 34.
  
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  EX-CON
  This package represents the ex-con who is now a 
  free man (or woman), and is starting a new life. (Think 
  James Rockford from the Rockford Files.)
  Ex-Con Template
  Cost
  Skill
  3
  Streetwise, Conversation or Persuasion
  3
  Type of crime: Forgery, Sleight of Hand, 
  Lockpicking, etc.
  3
  Streetwise
  3
  Trading
  3
  Bribery, Disguise, or Gambling
  6
  Combat skills: Weapon Familiarity, Brawling, 
  Combat Skill Levels
  3
  Contacts (criminal)
  24
  Total Cost
  FARMER
  Standard farmer.
  Farmer Template
  Cost
  Skill
  3
  Animal Handling (choose)
  2
  PS: Farmer (choose) 11-
  2
  SS: Biology 11-
  9
  Any appropriate background skills
  2
  Transport Familiarity (choose)
  3
  Contacts (farmers, technicians)
  21
  Total Cost
  HUNTER/GUIDE
  This package represents the experienced hunter and 
  guide, trained in survival and travel in dangerous areas.
  Hunter/Guide Template
  Cost
  Skill
  5
  Survival (choose terrains) +1
  3
  Tracking
  3
  Climbing
  2
  Navigation (ground)
  4
  WF: Small Arms, Beam Weapons, Blades OR Bows
  3
  Combat Driving OR Riding
  6
  Choose from: Animal Handling, Running, +1 PER, 
  CSLs, Breakfall, Area Knowledges
  3
  Contacts (mechanics, customers)
  29
  Total Cost
  JOURNALIST
  This package represents the roving journalist, always 
  looking for a good story to report.
  Journalist Template
  Cost
  Skill
  3
  Persuasion
  3
  Conversation
  3
  Systems Operation (choose)
  3
  PS: Journalist 12-
  1
  Perk: Press Pass
  6
  Choose from the following: Acting, Deduction, 
  High Society, Streetwise, Shadowing, +1 PER
  3
  Contacts (mechanics, customers)
  27
  Total Cost
  MARTIAL ARTIST
  This package represents martial arts specialists, such 
  as instructors and assassins.
  Martial Artist Template
  Cost
  Skill
  10
  Martial Arts Maneuvers (choose)
  6
  +2 CSLs with Martial Art
  9
  Choose 9 points from the following: Acrobatics, 
  Breakfall, Climbing, Concealment, Contortionist, 
  Gambling, High Society, Sleight of Hand, Stealth, 
  Streetwise
  3
  KS: Martial Art 12- (choose)
  6
  Choose 6 points from the following: any relevant 
  PS, Survival, WF (choose)
  3
  Contacts (business, criminal, other martial arts 
  specialists)
  37
  Total Cost
  MECHANIC
  This package represents the trained mechanic, good 
  at fixing all sorts of machines and vehicles.
  Mechanic Template
  Cost
  Skill
  7
  Mechanics +2
  2
  Transport Familiarity (choose)
  9
  Choose from the following: Trading, Conversation, 
  Persuasion, Bureaucratics, Systems Operation, 
  Electronics
  3
  KS: Specialty (choose)
  3
  Choose one of the following: PS: Zero G, Climbing, 
  Navigation, Tracking, Bribery, Gambling, PS: Ship 
  Engineering
  3
  Contacts (mechanics, customers)
  27
  Total Cost
  
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  MERCENARY
  Use the Mercenary package from Terran Empire, pg. 
  122.
  MERCHANT MARINE
  This package represents the planetary merchant ma-
  rines, moving cargo by sea.
  PROFESSOR
  This package represents the Indiana Jones type of ad-
  venturing professor, splitting his time between univer-
  sity teaching and the search for new knowledge.
  Professor Template
  Cost
  Skill
  6
  Specialty - pick a SS at +3
  6
  pick two related Background skills
  2
  Language (choose)
  6
  Choose 6 points from the following: Trading, 
  Conversation, Persuasion, Acting, Seduction, 
  Streetwise
  9
  Choose 9 points from the following: Climbing, 
  Navigation, Survival, Environmental Movement, 
  Tracking, Deduction, Forensic Medicine, Weapon 
  Familiarity, Transport Familiarity, any Background 
  skill
  3
  Contacts (academic or government)
  1
  Fringe Benefit: Licensed Practitioner/Instructor
  33
  Total Cost
  PSIONICS INSTITUTE MEMBER
  Use the Adept package deal from Terran Empire, pg. 
  121, but remove the Fringe Benefit if the campaign oc-
  curs after the closure of the Psionic Institutes.
  PSIONIC RESEARCHER
  This package represents the psionic researcher that 
  became legal after the fall of the Third Imperium. With 
  the need to understand the Zhodani neighbors, con-
  trolled research of psionics is allowed in the time of 
  TNE.
  Psionic Researcher Template
  Cost
  Skill
  4
  SS: Medicine +1
  4
  SS: Biology +1
  3
  KS: Psionics +1
  3
  Choose one of the following: Deduction, PS: 
  Research (INT), SS: Psychology (INT), +1 PER
  3
  Conversation or Persuasion
  3
  Contacts (medical, administrative, or a psionic)
  1
  Fringe Benefit: Licensed Psionic Researcher
  21
  Total Cost
  Option
  10
  Psionics
  SCIENTIST (FIELD SCIENTIST)
  For the independent Field Scientist, use the Scientist 
  package from Terran Empire, pg. 122.
  TECHNICIAN
  Use the Technician package from Terran Empire, pg. 
  123.
  WEALTHY TRAVELLER
  This package represents the rich character with wan-
  derlust and adventure in his/her heart.
  Wealthy Traveller Template
  Cost
  Skill
  3
  Streetwise, Conversation or Persuasion
  3
  +1 PER, Deduction, or Shadowing
  3
  Trading or Bureaucratics
  3
  Language(s)
  3
  Riding or Animal Handling
  9
  Choose from the following: Transport Familiarity, 
  Combat Driving, Combat Piloting, Navigation, PS: 
  Zero G, Weapon Familiarity (choose)
  10
  Perk: Money
  3
  Contacts (business or government)
  37
  Total Cost
  Hiver Professions
  These professions are taken from Traveller: The New 
  Era.
  HIVER TECHNICAL REPRESENTATIVE
  These are the Hivers assigned as technicians and 
  support staff to the Humans.
  Hiver Tech Rep
  Cost
  Skills
  2
  WF: Small Arms OR WF: Beam Weapons
  7
  Computer Programming +2
  5
  Language: Anglic (completely fluent, literate)
  14
  Specialty Skills - Choose 2 skills from the 
  following: Systems Operations (Communications, 
  Sensors, or Computers) +2, Mechanics +2, 
  Electronics +2, Analyze (Technology) +2
  12
  Supporting Skills - choose 4 INT-Based sciences 
  or professional skills, such as the following list: 
  SS: Biology, SS: Chemistry, SS: Agriculture, SS: 
  Genetics, SS: Geology, SS: Meterology, SS: Physics, 
  SS: Robotics, SS: Xenobiology, SS: Gravitics, SS: 
  Starship Engineering, 
  40
  Total Cost
  HIVER INSTRUCTORS
  These are the Hivers who teach at the Universities, 
  although some take extended leave to explore with the 
  
  TravellerHERO - Unofficial Guide 
  Profession Templates
  33
  humans.
  Hiver Instructor
  Cost
  Skills
  11
  Computer Programming +4
  5
  Language: Anglic (completely fluent, literate)
  7
  Specialty Skill - Choose 1 skill from the following: 
  Systems Operations (Communications, Sensors, 
  or Computers) +2, Mechanics +2, Electronics +2, 
  Analyze (Technology) +2
  12
  Supporting Skills - choose 3 INT-Based sciences or 
  professional skills at +1, such as from the following 
  list: SS: Biology +1, SS: Chemistry +1, SS: 
  Agriculture +1, SS: Genetics +1, SS: Geology +1, 
  SS: Meterology +1, SS: Physics +1, SS: Robotics +1, 
  SS: Xenobiology +1, SS: Gravitics +1, SS: Starship 
  Engineering +1
  35
  Total Cost
  HIVER MERCHANT
  Use the Trader package deal from Terran Empire pg 
  121, but change High Society/Streetwise to Systems 
  Operation: Computer, and add Language: Anglic (flu-
  ent, literate)
  Vargr Professions
  VARGR MERCHANT
  Use the Trader package deal from Terran Empire pg. 
  121, but add the following:
  Cost
  Skills
  2
  WF: Small Arms OR WF: Beam Weapons
  3
  Brawling (+1d6 HA)
  3
  PS: Zero G (DEX)
  4
  Environmental Movement: Zero G
  Option
  9
  Group Leader: Persuasion +1 and PS: Leader (PRE) 
  +1
  This increases the package cost by +12 (+21 for the 
  group leader).
  VARGR RAIDER
  Use the Pirate package deal from Terran Empire, pg. 
  118, but change AK: Milky Way to AK: Vargr/Imperium 
  Border, change WF: Advanced Small Arms to WF: Beam 
  Weapons, add Brawling, PS: Zero G, Tactics (Ground), 
  and Tactics (Starship).
  And for the group leader, add:
  Persuasion +1
  PS: Leader (PRE) +1
  Aslan Professions
  ASLAN MERCENARY
  Aslan mercenaries are typically male, although 
  members of a mercenary team may be male or female 
  since the females handle the logical and tactical as-
  pects.  For mercenaries who are NOT ex-military, use 
  the Mercenary package deal from Terran Empire, pg. 
  122, but with the following modifications:
  Change...
  For mercenaries who are ex-military, use the appro-
  priate Army, Navy, or Marines package, but add Fringe 
  Benefit: Mercenary License (1 point) and TF: Grav 
  Belt (1 point). For males, add Leadership and Ground 
  Tactics. For females, add choice of Logistics, Tactics, 
  Gravitics, Paramedic, or Science Skills.
  ASLAN ASSASSIN
  Not really an assassin, more of a professional duel-
  ist, the Aslan assassin finds those who have dishonored 
  themselves and the Aslan race, and challenges them 
  to one-on-one mortal combat. All Aslan assassins are 
  male.
  Use the Assassin package deal from Terran Empire 
  pg. 117, but change the Disadvantage to Psychologial 
  Limitation: Aslan Code Of Honor (Common, Strong).
  Zhodani Professions
  ZHODANI NOBLE
  Zhodani nobles are the leaders of their society.
  WF: Small Arms OR WF: Beam Weapons
  Any 3 skills from the following list: Bureaucratics, 
  Conversation, Persuasion, Trading
  Any 3 psionics from the following list: Telepathy 
  Group, Telekinetics/Telephysics Group, Teleporta-
  tion Group, Teleperception (Clarvoyance) Group, Self 
  Group, or Arcana(Other) Group.
  ZHODANI INTENDANT
  Zhodani intendants are middle-management aides to 
  Nobles.
  WF: Small Arms OR WF: Beam Weapons
  Any 3 skills from the following list: Bureaucratics, 
  Conversation, Persuasion, Trading
  Any 3 psionics from the following list: Telepathy 
  Group, Telekinetics/Telephysics Group, Teleporta-
  tion Group, Teleperception (Clarvoyance) Group, Self 
  Group, or Arcana(Other) Group.
  ZHODANI GUARD
  The Zhodani Guard as psionic combat troops, and 
  usually are organized in battle groups from the size of 
  a squad up to the size of a battallion. There are three 
  types: scramblers, directors, and teleporters. Scram-
  blers use Telephysics to disrupt enemy forces; direc-
  tors use Telepathy or Teleperception to locate enemy 
  
  Profession Templates 
  TravellerHERO - Unofficial Guide
  34
  forces; teleporters use their abilities to move swiftly to 
  the battlefield and take advantage of the elements of 
  surprise and position.
  Use the Imperial Army package from Terran Empire 
  pg. 1xx, but add TF: Grav Belt and either Telepathy, 
  Teleperception, Telephysics, or Teleportation psionics 
  of Rank 5 or greater.
  Droyne Professions
  DROYNE SPORT
  Droyne sports may take any package which serves 
  the need of their clan: Explorer, Pilot, Diplomat, Belter, 
  etc.
  
  TravellerHERO - Unofficial Guide 
  Game Elements
  35
  Game Elements
  C
  haracters created for a TravellerHERO campaign 
  use most of the game elements – Skills, Perks, 
  Talents, Powers, and Disadvantages – as they are given 
  in the HERO System rulebook, with some of the modi-
  fications given in Star HERO.  Some special notes are 
  necessary for the TravellerHERO setting.
  Characteristics
  Characteristics are important for all HERO settings, 
  but here are some notes on their use in a Traveller-
  HERO game.
  TravellerHERO characters tend to be more “realistic” 
  characters rather than movie-style characters, and are 
  assumed to be based on either 75 Base Points +50 Dis-
  advantage Points, or 100 Base Points+50 Disadvantage 
  Points. Characters with more than 50 points in disad-
  vantages tend to have more of a movie or superhero 
  feel.
  Characters in a TravellerHERO setting have primary 
  characteristics mainly in the 8-13 range, with some rare 
  15’s. But most characters have aged through the mili-
  tary service route, and have had most of their character-
  istics lowered through aging (Age 40+ and Age 60+). 
  To maintain this feel, most characters should have no 
  more than one or two characteristics in the 15 range, 
  and most in the 8-13 range.
  STRENGTH
  Except for HTH Combat and STR Min for weapons, 
  STR is less important in a TravellerHERO game.  With 
  cargo-loading robots and heavy-work machinery, most 
  humans in the Imperium will have STR in the 8-13 
  range.
  However, geneering (genetic engineering) was prac-
  ticed by the Ancients ( see the Vargr) and even by other 
  human races in the past.  The GM may design geneti-
  cally engineered humans (such as the Heavyworlders, 
  Martians, and Selkies) on far off worlds with enhanced 
  characteristics.
  DEXTERITY
  As with STR, DEX in the Imperium is not usually 
  important except in combat and certain skills.  
  If the GM wishes to keep the DEX in the 8-13 range, 
  he can allow characters to buy 5-point levels with DEX-
  Based Skills, 3-point levels with a cluster of skills (e.g. 
  Light On His Feet: +1 with Acrobatics, Breakfall, and PS: 
  Dance ), Lightning Reflexes, or additional DEX with the 
  limitation Only For DEX Rolls (-1). This keeps charac-
  ter’s CV within the norm, but allows the DEX-Based 
  skills to become heroic.
  INTELLIGENCE
  In a high-tech universe like Traveller, INT is very 
  important, since so many tech skills are INT-Based.  If 
  the GM wishes to allow higher rolls but not have every-
  one running around with an 18+ INT, he can allow the 
  character to buy 5-point levels with INT-Based Skills, 
  or 3-point skill levels with clusters of skills (e.g. Spe-
  cialist: +1 with Electronics, Mechanics, and Computer 
  Programming).
  Skills
  Star HERO discusses some special rules for Skills 
  in a Science Fiction campaign (see Star Hero 39-48).  
  Some of these rules apply to TravellerHERO.
  For information on skill roll penalties in dealing with 
  alien or obsolete/advanced technologies, see Star Hero 
  pages 143-144.
  BREAKFALL
  See Star HERO page 40 for using Breakfall in Zero G.
  COMPUTER PROGRAMMING
  Use Computer Programming to create, program, and 
  modify computer systems; use Systems Operation: 
  Computers to operate computers and computer-based 
  applications.  Note that TravellerHERO uses the single 
  Computer Programming skill, without subcategories.
  ELECTRONICS
  TravellerHERO uses Electronics to fix electric and 
  electronic devices, and does not use subcategories.
  HIGH SOCIETY
  High Society applies as a default to Imperial Society, 
  except for those societies with no connection to the 
  Imperium.  Appropriate Culture Knowledges can be 
  used as complementary skills for other cultures.
  INVENTOR
  See Star HERO page 42 for using Inventor to create 
  appropriate devices.
  LANGUAGES
  There are translation computers for some of the well-
  known languages, but no Universal Translators like Star 
  Trek, so languages are important.
  In Traveller, the Imperial language is Galanglic, a 
  descendant of the English language. But various sectors 
  and worlds have their own languages, and so building 
  a language tree would be a daunting task. Assume that 
  any alien language from a different world (alien to the 
  speaker) costs +1 point if the communication mode is 
  the same (e.g. speaking), but costs more if there are dif-
  ferences in the methods.  See Star Hero pages 43-44 for 
  appropriate cost modifiers.
  MARTIAL ARTS
  Within the Imperium, there are innumerable martial 
  arts styles. With so many styles, it is recommended 
  to abolish the Martial Arts Style disadvantage, as it 
  
  Game Elements 
  TravellerHERO - Unofficial Guide
  36
  wouldn’t be truly limiting.
  Brawling is simulated in TravellerHERO with one or 
  two dice of Hand-To-Hand Attack, and one or two levels 
  with HTH Combat.
  It’s recommended that for Imperial forces (Army, 
  Navy, Marines, Intelligence, etc.) with advanced Mar-
  tial Arts training, the GM select a particular style of 
  Martial Arts learned by that Imperial Force.  It could 
  be, for example, that all Imperial Marines learn Zero 
  Gravity Combat from The Ultimate Martial Artist page 
  87. while all Imperial Intelligence personnel learn Krav 
  Maga from The Ultimate Martial Artist page 37.
  MECHANICS
  Use Mechanics to repair engines, power plants, 
  vehicles, and such other devices. Most of these devices 
  require advanced tools to work on them
  NAVIGATION
  Navigation (Space) and Navigation (Hyperspace) are 
  required for travel with Maneuver drives and Jump 
  drives, respectively.
  PARAMEDICS
  Paramedic in Traveller applies regardless of spe-
  cies, but the GM should apply modifiers based on the 
  alienness of the target species. See Terran Empire page 
  124 for appropriate modifiers.
  PROFESSIONAL SKILL: ZERO G OPERATIONS
  Professional Skill: Zero G Operations is a DEX-Based 
  professional skill.  For more details, see Star HERO 
  pages 45-46.
  SURVIVAL
  See the Planetary Similarity table in Star HERO page 
  47 in regards to terrains on divergent worlds.
  SYSTEMS OPERATIONS
  In TravellerHERO, Systems Operation is broken out 
  as follows:
  Communications
  - Radio Wave
  - Light Wave
  - Communication Jammers
  Environmental
  - Life Support
  - Personnel Support
  - Recreational Support
  Medical
  - Medical Sensors
  - Medical Systems and Autodoc
  Sensors
  - Medical Sensors
  - Passive Detector Sensors
  - Radar
  - Lidar
  - Sonar
  - Sensor Jammers
  Weapon Systems
  - RCM (Remote Controlled Missiles)
  RCV (Remote Controlled Vehicles)
  TRANSPORT FAMILIARITY
  Transport Familiarities for TravellerHERO are broken 
  out as follows:
  Common Motorized Ground Vehicles
  - Hovercraft
  - Antigrav
  - Tracked
  - Wheeled
  AGrav Harness
  Air/Raft
  Personal Use Spacecraft
  - Small (under 200 Displacement Tons)
  - Large (over 200 Displacement Tons)
  Commercial Spacecraft
  - Small
  - Large
  Industrial Spacecraft
  - Small
  - Large
  Military Spacecraft
  - Small
  - Large
  Mobile Space Stations
  - Small
  - Large
  WEAPON FAMILIARITY
  Weapon Familiarities in TravellerHERO are broken 
  out as follows:
  Small Arms (aka Slugthrowers)
  (May be purchased as a group)
  - Assault Rifles/LMGs
  - Pistols/Handguns
  - Rifles
  - Shotguns
  - SMGs
  - Thrown Grenades
  - Gauss Weapons
  - Mini Rocket/Missile Guns
  - Tranquilizer Guns
  Uncommon Military Arms
  (Must be purchased separately)
  - Flamethrowers
  - Grenade Launchers
  - Heavy Machine Guns
  - Shoulder-fired Weapons
  Emplaced Weapons
  (May be purchased as a group)
  - Anti-Aircraft Guns
  - Anti-Tank Guns
  - Artillery
  - Howitzer
  - Mortar
  - Recoilless Guns
  
  TravellerHERO - Unofficial Guide 
  Game Elements
  37
  Vehicle Weapons
  (Must buy per vehicle)
  - Hovertank weapons (for example)
  Beam Weapons
  (May be purchased as a group)
  - Laser Pistols/Handguns
  - Laser Rifles
  - Laser Assault Rifles
  Energy Weapons
  (May be purchased as a group)
  - Plasma Guns
  - Fusion Guns
  WEAPONSMITH
  Weaponsmith is broken out into the same subcatego-
  ries as the Weapon Familiarities.
  Perks
  Most perks apply normally in a TravellerHERO cam-
  paign.
  ACCESS
  Access can also represent a safe haven for a ship, 
  such as a hidden base for a pirate ship or merchant 
  ship. At this level, the cost is 5 points.  Each -1 to find 
  the safe haven is +1 point to the cost.
  ADVANCED TECH
  Advanced Tech represents a character whose 
  homeworld or technological know-how gives him ac-
  cess to equipment at a higher tech level than the norm.  
  The Standard Tech Level in TravellerHERO is TL12, 
  although certain areas have TL15. 
  Note that a character could also take Low Tech to 
  represent a character from a lower technology world or 
  culture.
  For more information, see Star HERO page 48.  
  HIGH TECH
  +3 points per TL above 12 
  The standard starting Tech Level in Traveller, is 
  TL12. A character with high-tech training may buy 
  Advanced (High) Tech at 3 points per higher TL, up 
  to a maximum of TL15.  The character must be able 
  to justify this purchase to the GM. Note that the usual 
  modifiers apply as far as obsolete/advanced tech usage 
  for others trying to use such equipment.
  LOW TECH 
  -3 points per TL below 12; max -15 points. 
  A character from a low-tech world may buy this 
  disadvantage to represent coming from a backward 
  world or culture. Low Tech as a disadvantage is worth 
  3 points per TL below 12, with a maximum value of 
  15 points (5 levels).  A low tech character is penalized 
  when using or opposing high tech equipment, with 
  -1 per TL difference to the following skills: Bugging, 
  Computer Programming, Criminology, Cryptography, 
  Electronics, Forgery, Lockpicking, Mechanics, Security 
  Systems, Systems Operation, Weaponsmith. In addi-
  tion, certain skills may simply be unavailable. 
  COMPUTER LINK
  Computer Link can represent access to Imperial 
  Army or Navy databases, Imperial Intelligence data-
  base, Imperial Law Enforcement databases, etc.
  CONTACT
  Contacts can be very important.  Characters usu-
  ally gain 1 contact for every term in service, and these 
  contact are related in some way to the career (buddies 
  from the unit for armed forces, agents or government 
  officials for spies, and so forth).
  FRINGE BENEFITS
  IMPERIAL DATA ACCESS CARD
  Cost: 1 point
  This permit allows the ship to download the latest 
  non-sensitive information from a world’s Imperial data-
  net, and costs 1 point.
  Note that such information is only as current as the 
  updates from the latest Xboat run.
  STARSHIP MASTER LICENSE
  Cost: 2 points
  This is appropriate for most Traveller campaigns, 
  where the characters are travelling around in their own 
  starship.
  LICENSED PSIONIC
  Cost: 1 point
  This may apply during certain periods of Traveller.
  TRAVELLER’S AID SOCIETY (TAS) MEMBERSHIP
  Cost: 5 points
  You are a member of the Traveller’s Aid Society. This 
  gives you one middle passage per month, and any rea-
  sonable access and aid from the Traveller’s Aid Society. 
  This perk costs 5 points.
  POLICE POWER
  See Star Hero page 49 for costs of Planetary Police 
  Powers versus Imperium Police Powers.
  MILITARY RANK
  See Terran Empire page 126.
  HEAD OF STATE
  Cost: 10-25 points
  For characters who are the head of state of a nation 
  up through an interstellar society, use the values in Star 
  Hero page 49.
  STATUS
   (5/level) 
  You are politically important. For one level, you 
  govern 1-10 thousand people, and have a personal staff 
  
  Game Elements 
  TravellerHERO - Unofficial Guide
  38
  of one. Each additional level increases the number of 
  people by a factor of ten, and doubles staff. You should 
  also take as many levels of wealth as you have levels 
  of governor. Note that while status indirectly gives you 
  control over a lot of money and people, it also seriously 
  restricts what you can do with those resources, which 
  is why it is so cheap. In order to govern a world, you 
  need (pop digit - 3) levels of this advantage; a subsector 
  duke usually has 7 levels, sector dukes usually have 8, 
  grand dukes 9, the emperor has 10. PCs should rarely 
  have significant levels of status. 
  MONEY
  Money and commerce are big deals in TravellerHE-
  RO, especially since equipment is purchased with mon-
  ey. Characters can buy Money to represent investments, 
  a trust fund, or other source of income. The table below 
  is broken out for the Raw CR per year, what that trans-
  lates to for Monthly income, and the MAT (Monthly 
  After Taxes) income.  The GM should consider the MAT 
  to be the character’s “disposable” income - that is, what 
  he has available to spend each month after normal ex-
  penses – taxes, food and equipment upkeep, etc.
  Points
  Raw CR/year
  Monthly After Taxes & Expenses
  0
  75,000
  1,875
  1
  100,000
  2,500
  2
  200,000
  5,000
  3
  300,000
  7,500
  4
  400,000
  10,000
  5
  500,000
  12,500
  6
  1,000,000
  25,000
  7
  2,000,000
  50,000
  8
  3,000,000
  75,000
  9
  4,000,000
  100,000
  10
  5,000,000
  125,000
  Because so much of Traveller has to do with com-
  merce and making money, the GM should be careful 
  about letting character buy the money perk. Those 
  characters who have mustered out of the military after 
  many years and rank could have up to 2 points of 
  Money, but rarely more.
  REPUTATION
  Decorations receive for valor under fire are treated 
  as Reputation (8-, Small Group).  It is treated as Small 
  Group as far as the entire Imperium is concerned.
  DECORATIONS
  Decorations are treated as a positive Reputation.
  Meritorious Conduct Under Fire (MCUF)
  Medal for Conspicuous Gallantry.
  Starburst For Extreme Heroism.
  VEHICLES AND BASES
  Normally in heroic campaigns vessels and bases 
  are purchased with cash.  However in TravellerHERO, 
  characters pay points to start out with a vessel.
  SCOUT SHIP
  Cost: 15 points
  You are an ex-scout, and have a scout ship. This is 
  yours to use within limits; you may not sell it, half of 
  any profits must be turned over to the Imperium, and 
  you are subject to having your service re-activated if 
  the Imperium needs you (assume normally 8- to occur). 
  Note that this is vastly lower than the point cost of a 
  scout. 
  MERCHANT VESSEL
  Cost: 10-30 points
  You have the down payment on a merchant ship, 
  plus personal wealth of 500,000 credits. This can also 
  apply to a Yacht or Safari ship.
  Points
  Years of Payments Left
  10
  40 years
  15
  30 years
  20
  20 years
  25
  10 years
  30
  Clear Title
  Talents
  ABSOLUTE TIME SENSE
  May represent a psionic ability or simply a facet of 
  a highly structured intellect. May also be used with 
  android or robotic characters, if such are allowed by 
  the GM.
  DANGER SENSE
  May represent a psionic ability of some type.
  EIDETIC MEMORY
  May represent psionics or simply a person with a 
  well-regimented mind.  May also be used with android 
  or robotic characters, if such are allowed by the GM.
  ENVIRONMENTAL MOVEMENT
  See Star HERO page 51 for information on the three 
  space-faring types: Zero G, High G, and Low G.
  HOTSHOT PILOT
  May apply, but use with caution.
  LATENT PSIONIC
  Latent Psionic is available for 5 points, for characters 
  who want to later learn psionics. Characters who do not 
  start with either this talent or with psionics should not 
  normally be allowed to buy psionics later.
  SIMULATE DEATH
  Applies to monkish types, and may also represent a 
  psionic ability. It can also be used to represent “power-
  down mode” in some android or robotic characters.
  
  TravellerHERO - Unofficial Guide 
  Game Elements
  39
  UNIVERSAL TRANSLATOR
  May represent an unusual psionic ability.  With 
  proper limitations, may also represent an android or ro-
  botic character’s array of learned languages and linguist 
  skill.
  Disadvantages
  Most disadvantages apply normally, although Travel-
  lerHERO characters tend to have fewer disadvantages 
  not directly related to a race or profession (typically 50 
  points in Disadvantages is the maximum).
  AGE
  The Traveller character generation system takes great 
  pains to modify characteristics at various physical ages. 
  Age 40+ and Age 60+ disadvantages apply in those 
  cases.
  DEPENDENCE
  Not typical to a Traveller campaign.
  DEPENDENT NPC
  Not typical, although could apply to an Aslan male 
  with a female at his side not purchased as a follower.
  DISTINCTIVE FEATURES
  Distinctive Features can be used normally, although 
  Distinctive Features used to represent only racial differ-
  ence should be worth 5 points less. 
  Walking into a room with 20 Aslan and 20 humans, 
  passing an Aslan is only noteable. Passing an Aslan 
  with a fiery red mane and a deep voice is distinctive.
  ENRAGED/BERSERK
  Not typical, but may apply based on concept.
  PHYSICAL LIMITATION
  Usually applies to size or to gravity differentials.  
  See Star HERO pages 63-64 for size and gravity related 
  costs.
  PSYCHOLOGICAL LIMITATION
  By far the most common character limitation.
  Some sample psychological limitations include: 
  Code of Honor, Cowardly, Generous, Greedy, Compas-
  sionate, Selfish, Brave, Cowardly, Friendly, Distrustful, 
  Ambitious, Ruthless, Confident, Arrogant, Protective 
  Of Others, Violent/Killer, Loyal To Friends, Out For Self 
  Only, and so forth.
  REPUTATION
  Somewhat rare, but may apply based on background.
  SOCIAL LIMITATION
  Various social limitations may apply, such as Subject 
  To Orders or Second-Class Citizen, as appropriate.
  SUSCEPTIBILITY/VULNERABILITY
  Not typical, although may apply to non-human races 
  such as an aquatic race that dries out when not in water 
  and may eventually die if not returned to the water.
  Psionics
  Characters can only purchase psionics with the 
  GM’s permission. See the chapter on Psionics and the 
  Psionics Institute for powers and costs.
  Conversion Notes
  CONVERTING CHARACTERISTICS
  When converting Traveller characters to HERO, use 
  the following:
  HERO Cha
  Traveller Cha
  STR
  = STR * 1.5
  DEX
  = DEX * 1.5
  CON
  = END * 1.5
  BODY
  =
  INT
  = INT * 1.5
  EGO
  = choose
  PRE
  = choose
  COM
  = choose
  PD
  = Figured
  ED
  = Figured
  SPD
  = Figured, rounded up
  REC
  = Figured
  END
  = Figured
  STUN
  = Figured
  Two characteristics in Traveller don’t convert to 
  HERO: EDU and SS.  EDU (Education) is how well 
  educated, or high-tech, the character’s training is. One 
  method of “translation” is to add 3 to the EDU, and 
  that’s the TL the character was trained in; that means a 
  character with an EDU of 7 was trained in a TL10 army 
  or society. Another way to “translate” it is to allow the 
  EDU to be the number of bonus Background skills the 
  character may take after translation of the other skills. 
  Of course, the GM may simply ignore the characteristic 
  completely.
  For SS (Social Standing), anything above 10 should 
  be treated as the Perk Fringe Benefit: Nobility, with ap-
  propriate costs.
  CONVERTING SKILLS
  When converting Traveller leveled skills, such as 
  Carbine-2 or Administration-3, the first level is the skill 
  itself, and additional skill levels are pluses.  So Car-
  bine-2 becomes WF: Carbines and +1 with Carbines; 
  Administration-3 becomes Bureaucratics +2.
  
  Game Elements 
  TravellerHERO - Unofficial Guide
  40
  Traveller
  Traveller Source
  HERO
  Notes
  Acrobatics
  TNE
  Acrobatics
  Act/Bluff
  TNE
  Acting
  Admin/Legal
  TNE
  Bureaucratics OR PS: Law
  Administration
  CT
  Bureaucratics
  Advanced Combat Rifle
  MT
  WF: Assault Rifles
  Air/Raft
  CT
  TF: Air/Raft OR Combat Piloting (Air/
  Raft)
  Animal Handling
  MT
  Animal Handling
  Archaic Artillery
  TNE
  WF: Siege Engines (e.g. Catapults)
  Archaic Weapons
  MT
  WF: Early Firearms
  Archery
  TNE
  WF: Bows, Crossbows, OR Blowguns
  Armed Martial Arts
  WF: Common Martial Arts Melee 
  Weapons
  Armed Martial Arts, Club
  TNE
  Armed Martial Arts, ???
  TNE
  TNE
  TNE
  Armory
  T4
  ???
  Art
  T4
  PS: Art (choose)
  Artillery
  T4
  WF: ???
  Artisan
  MT
  PS of choice
  Assault Rifle
  MT
  WF: Assault Rifles
  Astrogation
  Navigation (Space, Hyperspace)
  Athletics
  T4
  Running
  ATV
  CT
  TF: Ground Vehicles (Wheeled and 
  Tracked)
  Combat Driving at Level 2+
  ATV, Tracked
  MT
  Combat Driving (ATV, Tracked)
  ATV, Wheeled
  MT
  Combat Driving (ATV, Wheeled)
  Autocannon
  MT
  WF: ???
  Autogun
  TNE
  WF with Heavy Machineguns, 
  Autocannon, and VRF Gauss Guns
  Automatic Pistol
  CT
  WF: Small Arms (Pistols)
  Automatic Rifle
  CT
  WF: Small Arms (Rifles)
  Autorifle
  MT
  WF: Small Arms (Assault Rifles)
  Axe
  MT
  WF: Axes, Maces, and Picks
  Axe, Battle
  MT
  WF: Axes, Maces, and Picks
  Bargain
  TNE
  Trading
  Battle Dress
  MT, T4
  New Skill
  Dex Based, also gives Vacc 
  Suit at one level less
  Biology
  MT, TNE, T4
  SS: Biology
  Blade Combat
  CT, MT
  WF: Blades (includes Knives through 2H 
  Swords)
  as per gun combat but convert 
  to 1 HTH CSL
  Blade, Long
  T4
  WF: Blades (includes Knives through 2H 
  Swords)
  Blade, Large
  MT
  WF: Blades (includes Knives through 2H 
  Swords)
  Blade, Short
  T4
  WF: Blades (includes Knives through 2H 
  Swords)
  Blade, Small
  MT
  WF: Blades (includes Knives through 2H 
  Swords)
  Blowgun
  MT
  WF: Blowgun
  
  TravellerHERO - Unofficial Guide 
  Game Elements
  41
  Traveller
  Traveller Source
  HERO
  Notes
  Body Pistol
  CT, MT
  WF: Small Arms (Pistols)
  Brawling
  +1d6 HA and +1 HTH CSL
  up to +2d6 HA and +2 HTH
  Bribery
  Bribery
  Broker
  KS: Marketing or PS: Broker
  Carousing
  KS: Carousing (PRE)
  Carousing
  Conversation
  Carpenter
  PS: Carpenter
  Chemistry
  SS: Chemistry
  Climbing
  Climbing
  Clusters
  HERO Choose From list
  Combat Engineer
  SS: Combat Engineering
  Communications
  Systems Ops: Communications + 
  Electronics
  Computer
  Computer Programming
  Construction
  PS: Architect + PS: Construction 
  Worker
  Dance
  PS: Dance
  Demolitions
  Demolitions
  Disguise
  Disguise
  Early Firearms
  WF: Early Firearms
  Electronics
  Electronics
  Energy Artillery
  WF: Energy Artillery (Meson guns, 
  fusion guns, plasma guns)
  Energy Weapon
  WF: Beam (Laser) or WF: Energy 
  (Fusion, Plasma)
  Engineering
  PS: Starship Engineer
  also KS: Jump Drive, KS: 
  Maneuver Drive, KS: 
  Powerplants
  Environment Suit
  PS: Environment Suit (DEX)
  Equestrian
  TF: Appropriate Animal and Riding
  Excavation
  PS: Excavation
  Farming
  PS: Farmer + Animal Handler (choose)
  Field Artillery Gunner
  WF: Field Artillery
  Fleet Tactics
  Tactics (Fleet)
  Forensics
  Deduction and Forensics
  Forgery
  Forgery
  Forward Observer
  PS: Forward Observer (INT)
  Gambling
  Gambling
  Genetics
  SS: Genetics
  Geology
  SS: Geology
  Grav Belt
  TF: Grav Belt
  Gravitics
  SS: Gravitics
  Grenade Launcher
  WF: Grenade Launcher
  Ground Tactics
  Tactics (Ground)
  Ground Vehicle
  Combat Driving (choose Wheeled or 
  Tracked)
  Guard/Hunting Beasts
  Animal Handling (choose)
  Gun Combat
  WF: Appropriate and 1 CSL per weapon 
  SL
  can convert 2 specific weapon 
  levels to 1 range combat SL
  
  Game Elements 
  TravellerHERO - Unofficial Guide
  42
  Traveller
  Traveller Source
  HERO
  Notes
  Gun Combat
  WF: Small Arms (choose Pistol, 
  Carbine, Rifle, Shotgun, SMG) or WF: 
  Beam Weapons (Laser Pistol, Laser 
  Rifle, etc.) or
  Gunnery
  WF: Starship Weapons
  +1 CSL per Level over 1
  Gunnery (Naval)
  WF: Ship’s Lasers, WF: Ship’s Energy 
  Weapons (Plasma, Fusion), WF: Ship’s 
  Particle Accelerators, WF: Ship’s 
  Missiles, WF: Meson Weapons
  Gunnery, Energy
  Gunnery, Grav
  WF: Tractor/Repulsor Beams
  Gunnery, Missiles
  Sys Op: Missiles (choose)
  Heavy Artillery
  WF: Howitzers, Mortars, etc.
  Heavy Guns
  WF: Mass Drivers, etc.
  Heavy Weapons
  WF: Heavy Weapons??
  Herding
  Animal Handling
  High G Environment
  Environmental Movement: High G
  History
  SS: History (choose)
  Hovercraft
  Combat Driving: Hovercraft
  Hunting
  Tracking and Stealth and Concealment
  Instruction
  PS: Instructor (INT)
  Interrogation
  Interrogation
  Intrusion
  Lockpicking + Security Systems
  Investigation
  Criminology + Forensics
  Jack Of All Trades
  Overall skill levels
  Jeweler
  PS: Jeweler
  Language
  Language (choose)
  Large Watercraft
  Sailing OR TF: Large Watercraft
  Leader
  Persuasion and Oratory and PS: 
  Leadership (PRE)
  adds +1 to PRE per Traveller 
  Level Also
  Legal
  Bureaucatics and KS: Law
  Liaison
  PS: Liaison (PRE)
  Machinist
  PS: Machinist
  Map
  PS: Cartographer + Bump Of Direction
  Marketing
  PS: Marketer + Trading
  Mason
  PS: Mason
  Mechanic
  Mechanics
  Medical
  Paramedic
  Medical, Diagnosis
  SS: Medicine
  Medical, Surgery
  SS: Surgery
  Medical, Trauma Aid
  Paramedics
  Metallurgy
  SS: Metallurgy
  Muscle Transport
  TF: Skate, Skis, Bicycles, etc. (choose)
  Music
  PS: Musician (choose)
  Naval Architect
  KS: Naval Architecture
  Navigation
  Navigation (choose)
  Observation
  Concealment and +1-3 PER Roll
  Painting
  PS: Painting
  Parachute
  TF: Parachute
  Persuasion
  Persuasion
  Physics
  SS: Physics
  
  TravellerHERO - Unofficial Guide 
  Game Elements
  43
  Traveller
  Traveller Source
  HERO
  Notes
  Physics
  SS: Physics
  Pickpocket
  Sleight of Hand
  Pilot
  Combat Piloting (choose)
  Psychology
  SS: Psychology
  RCV (Remotely Controlled 
  Vehicle)
  Systems Operation: RCV
  Recon
  Tracking and Concealment and Stealth
  Recruiting
  KS: Recruiting and Persuasion
  Research
  PS: Research (INT)
  Riding
  Riding (choose)
  Robot Ops
  TF: Remotely Piloted Vehicles
  Robotics
  SS: Robotics + Electronics + Mechanics 
  + Computer Programming
  Screens
  Systems Operations: Screens (Nuclear 
  Dampers, Meson Screens, Sandcaster, 
  Black Globe)
  Scrounging
  KS: Scrounging and Persuasion
  Sculpture
  PS: Sculpture
  Sensor Ops
  System Ops: Sensors
  Sensors
  Systems Operation: Sensors + 
  Electronics
  Service
  PS: Service/Steward
  Ship Tactics
  Tactics (Starship)
  Ship’s Boat
  TF: Ship’s Boat or Combat Piloting 
  (Ship’s Boat)
  Ship’s Engineering
  SS: Starship Drives and Powerplants
  Ships Boat
  TF: Small Craft
  also Combat Piloting with 
  Small Craft Only
  Slug Weapon
  WF: Small Arms
  Small Watercraft
  TF: Small Watercraft
  Song
  PS: Singer
  Starship Architecture
  PS: Starship Architect
  Stealth
  Stealth
  Steward
  PS: Steward and High Society
  Streetwise
  Streetwise
  Survey
  SS: Planetary Surveying
  Survival
  Survival (choose)
  Swimming
  +1-3” Swimming
  TAC Missile
  Systems Operations: TAC Missile
  Tactics
  Tactics
  Thrown Weapons
  WF: Thrown Weapons
  Tracking
  Tracking
  Trader
  Trading
  Unarmed Martial Arts
  pick an Unarmed Martial Art (10 points 
  minimum)
  Vacc. Suit
  PS: Vacc Suit (DEX-Based)
  Vehicle
  Combat Driving (choose)
  WF: High Energy Weapons 
  (Plasma) 
  WF: ZeroG Weapons or
  Willpower
  Resistance Talent
  1 pt per Skill Level
  
  Game Elements 
  TravellerHERO - Unofficial Guide
  44
  Traveller
  Traveller Source
  HERO
  Notes
  Willpower
  Resistance
  Xenobiology
  SS: Xenobiology
  Zero G Combat
  Environmental Movement: Zero G and 
  PS: Zero-G Combat (DEX)
  
  TravellerHERO - Unofficial Guide 
  Psionics
  45
  Psionics — the powers of the mind.  Psionics in 
  Traveller® is not completely understood, at least in the 
  Imperium.  The Imperium fears what it does not un-
  derstand, and does not tolerate psionic usage.  On the 
  other hand, the Zhodani openly practice psionics and 
  look down on those who don’t.
  The psionics in Traveller have evolved since the 
  original Classic Traveller, and the information present-
  ed here is an amalgamation of the four main sources: 
  Classic Traveller, MegaTraveller, Traveller: The New Era, 
  and T4.
  Psionics Institute
  The term “Psionics Institute” refers to any under-
  ground organization devoted to the illegal training of 
  individuals in the use of psionic talents – illegal with 
  the Imperium, at least. Each institute is independently 
  organized and maintained by the members of a particu-
  lar world.  Psionics institutes existed in one form or an-
  other prior to space travel, but became popular during 
  the Long Night, when reproducible scientific discover-
  ies made psionics a teachable, learnable science.
  At first, psionics institutes were rare, forming only 
  on a few scattered worlds that either had an unusually 
  high rate of psionic talents appearing or that encour-
  aged psionics for social, political, or commercial 
  reasons. In the years after the Civil War, psionic insti-
  tutes were sprung up on many high-population worlds 
  within the Imperium.
  After some scandals in the Psionic Institutes, pub-
  lic opinion changed from favor to prejudice against 
  them.   A period known as the Psionics Suppressions 
  ensued.  During the Psionics Suppressions, the insti-
  tutes’ charters were revoked, and talented individuals 
  were persecuted. In some cases, the individuals fled 
  to assume new identities on other worlds; in others, 
  whole families emigrated to the Zhodani Consulate or 
  elsewhere beyond the frontiers of the Imperium.
  The Imperium has tried to eradicate the institutes for 
  the last 200 years.
  Psionics
  The Psionic Institute rates psionics on a 0 to 11 
  scale; R-0 is no psionic talent, R-11 is highly talented.  
  Ratings higher than 12 cannot be attained naturally, but 
  can be achieved with Psi-drugs.  The maximum pos-
  sible rating is 15.
  Psionics are powered by an Endurance Reserve, 
  which has a maximum END of Rating * 5, and a maxi-
  mum REC of Rating per 20 minutes.  Examples are 
  shown below for an R-2, R-4, and R-10 psionic.
  Rating
  END Reserve
  Cost
  2
  10 END, 2 REC per 20 minutes
  2
  4
  20 END, 4 REC per 20 minutes
  4
  10
  50 END, 10 REC per 20 minutes
  9
  We present here two methods the GM may use for 
  psionics in TravellerHERO: the Traveller Conversion 
  Method (straight conversion) and the General Method 
  (loose conversion). Which method to use is up to the 
  GM.
  TRAVELLER CONVERSION METHOD
  Using the Traveller Conversion Method, each group 
  of psionic talents has specific powers and power levels 
  to be learned, and they must be learned in order. There 
  are also standard limitations that apply to replicate the 
  assumptions in Traveller.
  Traveller psionic powers are Invisible Power Effect 
  (Source only; +1/2 OR Fully; +1), Line Of Sight (+1/2), 
  and Indirect (any origin, any direction; +3/4). However, 
  they have Range-based Endurance Cost (+x END Cost 
  per 5*10^x meters; -1/4)**, and cost more power to 
  activate than they do to maintain - Increased Activation 
  Cost (2x END to Activate, x1 END per 1 Minute to Main-
  tain Constant Power; +0).
  Powers in the Telepathy, Telephysics, Teleportation, 
  and perhaps Other groups should be purchased in a 
  Multipower or Elemental Control framework. Powers in 
  the self group are primarily talents, and do not require 
  a framework.  Because Traveller Conversion requires 
  that specific powers must be learned in a specific order, 
  a Variable Power Pool is not recommended.
  GENERAL METHOD
  Using the General Method, the character should 
  buy an Elemental Control or Multipower, with a list of 
  allowed powers.  Each power effect may typically have 
  up to Rating*5 active points.
  The general method assumes more variability is 
  allowed in the customization of powers, allowing 
  psionics to have greater talent in some areas than in 
  others.  The GM should still require outward powers 
  (Telekinesis, Change Environment, etc.) to be  Invis-
  ible Power Effect (Source only; +1/2 OR Fully; +1), Line 
  Of Sight (+1/2), and Indirect (any origin, any direction; 
  +3/4). However the GM may, if he wishes, disregard the 
  Range-based Endurance Cost and Increased Activation 
  Cost limitations.
  Psionics and The Psionic Institute
  ** For the math-challenged, count the number of 
  zeroes after the 5, and that’s the additional END cost.
  0 - 5
  +0
  6 - 50
  +1
  51 - 500
  +2
  501 - 5000
  +3
  
  Psionics 
  TravellerHERO - Unofficial Guide
  46
  TELEPATHY GROUP
  Telepathy is the talent of sending and receiving 
  thoughts, detecting other minds, and influencing or 
  damaging them.
  In addition to the basic powers, all telepaths also 
  learn Mental Shield, which is 2 points of Mental 
  Defense per R level (thus a R-10 spends 20 points on 
  Mental Defense).
  TRAVELLER CONVERSION METHOD
  The powers and their order are: Detect Minds as an 
  R-1; Telempathy and Telempathic Projection as an R-2; 
  Send and Receive Thoughts as an R-4; Probe as an R-8; 
  and Mental Assault as an R-10.  The powers of an R-10 
  Telepath are shown below.
  GENERAL METHOD.
  Using the General Method, the character should buy 
  an Elemental Control with the following effects.  Each 
  effect may have up to rating*5 active points.
  - Mind Scan, 1d6/rating.
  - Telepathy, 1d6/rating. 
  - Mind Control, 1d6/rating.
  - Ego Attack, 1d6/2 ratings. 
  The GM may if so desired require the Range-based 
  Endurance Cost and Increased Activation Cost limita-
  tions to keep the Traveller feel. The GM should NOT 
  allow the powers to have the Reduced END (0 END) 
  advantage.
  If the GM wishes to open up the list, he may option-
  ally allow Mind Link outside the Elemental Control, and 
  Mental Illusion and Ego-Based Mental Transforms in the 
  Elemental Control as well.
  Here’s an example of an R-2 Telepath using the Gen-
  eral Method.
  R-2 Telepath
  Cost
  Powers
  END
  5
  Telepathic Psionics R-2: Elemental Control, 10-point 
  powers
  5
  1)  Telepathy 2d6 (10 Active Points)
  2
  5
  2)  Mind Control 2d6 (10 Active Points)
  2
  5
  3)  Mind Scan 2d6 (10 Active Points)
  2
  5
  4)  Ego Attack 1d6 (10 Active Points)
  2
  2
  Psionic End Reserve: Endurance Reserve  (10 END, 2 
  REC/20 Minutes) Reserve:  (3 Active Points); REC:  (2 
  Active Points); Slow Recovery 20 Minutes (-1 1/2)
  0
  4
  Mind Shield: Mental Defense (6 points total)
  0
  31
  R-2 Total
  Here’s an example of an R-10 Telepath using the 
  General Method.
  R-10 Telepath
  Cost Powers
  END
  25
  Telepathic Psionics R-10: Elemental Control, 50-point 
  powers
  25
  1)  Telepathy 10d6 (50 Active Points)
  10
  25
  2)  Mind Control 10d6 (50 Active Points)
  10
  25
  3)  Mind Scan 10d6 (50 Active Points)
  10
  25
  4)  Ego Attack 5d6 (50 Active Points)
  10
  9
  Psionic Endurance Reserve:  Endurance Reserve  (50 
  END, 10 REC/20 Minutes) Reserve:  (15 Active Points); 
  REC:  (10 Active Points); Slow Recovery 20 Minutes (-1 
  1/2)
  0
  20
  Mind Shield: Mental Defense (22 points total)
  0
  153
  R-10 Total
  CLAIRVOYANCE GROUP
  Clairvoyance is the talent of extending the senses 
  to other locations.  Though not allowed in Traveller, 
  the full definition of Clairvoyance includes sensing 
  Telepath R-10
  Cost
  Powers
  END
  7
  R-10 Telepathic Psionics:  Elemental Control, 14-point 
  powers
  4
  1)  Detect Minds (R-1): Mind Scan 3d6 (Organic class of 
  minds), Increased Activation Cost (x2 END to Activate, 
  x1 END per 1 Minute to Maintain Constant Power; +0) 
  (15 Active Points); Costs END To Maintain (Full END 
  Cost; -1/2), Stops Working If Mentalist Is Knocked Out 
  (-1/4), Limited Power Range-Based Endurance Cost (+x 
  END Cost per 5*10^x meters; -1/4)
  3
  6
  2)  Telempathy (R-2): Telepathy 4d6 (Organic class of 
  minds), Increased Activation Cost (x2 END to Activate, 
  x1 END per 1 Minute to Maintain Constant Power; 
  +0) (20 Active Points); Empathy All Emotions (-1/2), 
  Range-Based Endurance Cost (+x END Cost per 5*10^x 
  meters; -1/4), Stops Working If Mentalist Is Knocked 
  Out (-1/4)
  4
  6
  3)  Telempathic Projection (R-2): Mind Control 4d6, 
  Increased Activation Cost (x2 END to Activate, x1 END 
  per 1 Minute to Maintain Constant Power; +0) (20 
  Active Points); Empathy (-1/2), Range-Based Endurance 
  Cost (+x END Cost per 5*10^x meters; -1/4), Stops 
  Working If Mentalist Is Knocked Out (-1/4)
  4
  12
  4)  Send and Receive Thoughts (R-4/R-5): Telepathy 5d6 
  (Organic class of minds), Increased Activation Cost 
  (x2 END to Activate, x1 END per 1 Minute to Maintain 
  Constant Power; +0) (25 Active Points); Stops Working 
  If Mentalist Is Knocked Out (-1/4), Range-Based 
  Endurance Cost (+x END Cost per 5*10^x meters; -1/4)
  5
  21
  5)  Probe (R-8): Telepathy 10d6, Increased Activation 
  Cost (x2 END to Activate, x1 END per 1 Minute to 
  Maintain Constant Power; +0) (50 Active Points); Read 
  Only (-1/2), Stops Working If Mentalist Is Knocked Out 
  (-1/4), Range-Based Endurance Cost (+x END Cost per 
  5*10^x meters; -1/4)
  10
  30
  6)  Mind Assault: Ego Attack 3d6, Does BODY (+1) (60 
  Active Points); Increased Endurance Cost (x2 END; 
  -1/2), Range-Based Endurance Cost (+x END Cost per 
  5*10^x meters; -1/4)
  24
  9
  Psionic Endurance Reserve: Endurance Reserve  (50 
  END, 10 REC) Reserve:  (15 Active Points); REC:  (10 
  Active Points); Slow Recovery 20 Minutes (-1 1/2)
  20
  Mind Shield: Mental Defense (22 points total)
  Total Cost: 115 points
  
  TravellerHERO - Unofficial Guide 
  Psionics
  47
  the past (retrocognition), future (precognition), or even 
  other dimensions (spirits in the astral realm, alternate 
  futures, etc.).
  TRAVELLER CONVERSION METHOD
  The Clairvoyance powers and their learned order 
  are: Sense as an R-2; Clairvoyance and Clairaudience 
  each as an R-5; and Combined Clairvoyance and Clai-
  raudience as an R-9.  The powers of an R-10 Clairvoy-
  ant are shown below.
  R-10 Clairvoyant
  Cost Powers
  END
  10
  R-10 Clairvoyant: Elemental Control, 20-point powers
  8
  1)  Sense (R-2): Clairsentience (Sight Group), x2 Range 
  (200”), Increased Activation Cost (x2 END to Activate, x1 
  END per 1 Minute to Maintain Constant Power; +0) (25 
  Active Points); Vague and Unclear (-1/2), Range-Based 
  Endurance Cost (+x END Cost per 5*10^x meters; -1/4)
  5
  12
  2)  Clairvoyance (R-5): Clairsentience (Sight Group), 
  x2 Range (200”), Increased Activation Cost (x2 END to 
  Activate, x1 END per 1 Minute to Maintain Constant 
  Power; +0) (25 Active Points); Range-Based Endurance 
  Cost (+x END Cost per 5*10^x meters; -1/4)
  5
  12
  3)  Clairaudience (R-5): Clairsentience (Hearing Group), 
  x2 Range (200”), Increased Activation Cost (x2 END to 
  Activate, x1 END per 1 Minute to Maintain Constant 
  Power; +0) (25 Active Points); Range-Based Endurance 
  Cost (+x END Cost per 5*10^x meters; -1/4)
  5
  20
  4)  Combined Clairvoyance and Clairaudience (R-6): 
  Clairsentience (Sight And Hearing Groups), x2 Range 
  (300”), Increased Activation Cost (x2 END to Activate, x1 
  END per 1 Minute to Maintain Constant Power; +0) (35 
  Active Points); Range-Based Endurance Cost (+x END 
  Cost per 5*10^x meters; -1/4)
  7
  9
  Psionic End Reserve: Endurance Reserve  (50 END, 10 
  REC) Reserve:  (15 Active Points); REC:  (10 Active 
  Points); Slow Recovery 1 Hour (-2)
  71
  R-10 Total
  GENERAL METHOD
  Using the General Method, the character should just 
  buy:
  Clairvoyance:  Clairsentience (Sight Group), Increased 
  Activation Cost (x2 END to Activate, x1 END per 1 
  Minute to Maintain Constant Power; +0). Total Cost: 
  20 points.
  This version of the power is considered an R-4.  The 
  GM may allow the character to add the Vague and 
  Unclear (-1/2) limitation to if the player wishes to make 
  it an R-2.  
  The GM may optionally require the Range-Based 
  Endurance Cost limitiation. 
  The GM can allow the character to add Hearing 
  Sense, Smell/Taste Sense, or x2 range (multiple times), 
  but every +5 points in the power is a +1 to the R-rat-
  ing, and the maximum power is an R-11. GMs should 
  disallow reducing the END cost to zero.
  If the GM wishes to open up the list, he may option-
  ally allow Precognition and Retrocognition, but this is 
  not recommended unless the Vague and Unclear limita-
  tion is also applied to prevent problems with mysteries.
  The GM could also allow Mental-group Detects to 
  represent Psychometry and Aura Vision, which are also 
  related to Clairvoyance.
  TELEPHYSICS GROUP
  Telephysics is the power to move matter, which can 
  include not only normal objects (chairs, pencils, etc.) 
  but also molecules and atoms - generating heat by in-
  creasing the velocity of atoms and molecules, generat-
  ing cold by reducing their velocity.  
  TRAVELLER CONVERSION METHOD
  The closest translation for Telekinesis is 1 point of 
  Telekinetic STR per R rating; an R-3 has 3 STR TK, an 
  R-10 has 10 STR TK, etc. 
  The source of the telekinesis cannot be sensed, and 
  the power can reach anywhere in range the telekinetic 
  can see. Characters who are strictly Telekinetic (as per 
  Classic Traveller) should buy the Telekinetic power as 
  below.
  R-3 Telekinetic
  Cost
  Powers
  END
  12
  R-3 Telekinetics: Telekinesis (3 STR), Increased 
  Activation Cost (x2 END to Activate, x1 END per 1 
  Minute to Maintain Constant Power; +0), Line Of 
  Sight (+1/2), Indirect (Any origin, any direction; +3/4), 
  Invisible Power Effects (Fully Invisible; +1) (15 Active 
  Points); Range-Based Endurance Cost (+x END Cost per 
  5*10^x meters; -1/4)
  3
  2
  Psionic Endurance Reserve:  Endurance Reserve  (15 
  END, 3 REC) Reserve:  (4 Active Points); REC:  (3 Active 
  Points); Slow Recovery 20 Minutes (-1 1/2)
  14
  R-3 Total Cost
  R-5 Telekinetic
  Cost
  Powers
  END
  19
  R-5 Telekinetics: Telekinesis (5 STR), Increased 
  Activation Cost (x2 END to Activate, x1 END per 1 
  Minute to Maintain Constant Power; +0), Line Of 
  Sight (+1/2), Indirect (Any origin, any direction; +3/4), 
  Invisible Power Effects (Fully Invisible; +1) (24 Active 
  Points); Range-Based Endurance Cost (+x END Cost per 
  5*10^x meters; -1/4)
  5
  4
  Psionic Endurance Reserve:  Endurance Reserve  (25 
  END, 5 REC) Reserve:  (7 Active Points); REC:  (5 Active 
  Points); Slow Recovery 20 Minutes (-1 1/2)
  23
  R-5 Total Cost
  
  Psionics 
  TravellerHERO - Unofficial Guide
  48
   
  Total Powers & Skill Cost: 516
  Total Cost: 516
  100+
  Disadvantages
  0
  Normal Characteristic Maxima
  416
  Experience Points
  Total Disadvantage Points: 516
  R-10 Telekinetic
  Cost
  Powers
  END
  39
  R-10 Telekinetics: Telekinesis (10 STR), Increased 
  Activation Cost (x2 END to Activate, x1 END per 1 
  Minute to Maintain Constant Power; +0), Line Of 
  Sight (+1/2), Indirect (Any origin, any direction; +3/4), 
  Invisible Power Effects (Fully Invisible; +1) (49 Active 
  Points); Range-Based Endurance Cost (+x END Cost per 
  5*10^x meters; -1/4)
  10
  9
  Psionic Endurance Reserve: Endurance Reserve  (50 
  END, 10 REC) Reserve:  (15 Active Points); REC:  (10 
  Active Points); Slow Recovery 20 Minutes (-1 1/2)
  0
  48
  R-10 Total Cost
  Characters who have both telekinesis and pyroki-
  nesis/cryokinesis should buy a Multipower as below.  
  Note that this is very powerful, and priced accordingly!
  R-3 Telephysic
  Cost
  Powers
  END
  30
  R-3 Telephysics: Multipower, 30-point reserve
  1u
  1)  R-3 Telekinetics: Telekinesis (3 STR), Increased 
  Activation Cost (x2 END to Activate, x1 END per 1 
  Minute to Maintain Constant Power; +0), Line Of 
  Sight (+1/2), Indirect (Any origin, any direction; +3/4), 
  Invisible Power Effects (Fully Invisible; +1) (15 Active 
  Points); Range-Based Endurance Cost (+x END Cost per 
  5*10^x meters; -1/4)
  3
  2u
  2)  Heat: Change Environment 2” radius, +1 Temperature 
  Level Adjustment, Increased Activation Cost (x2 END 
  to Activate, x1 END per 1 Minute to Maintain Constant 
  Power; +0), Line Of Sight (+1/2), Invisible Power Effects, 
  Source Only (Fully Invisible; +1/2), Indirect (Any origin, 
  any direction; +3/4) (27 Active Points); Range-Based 
  Endurance Cost (+x END Cost per 5*10^x meters; -1/4)
  5
  2u
  3)  Cold: Change Environment 2” radius, -1 Temperature 
  Level Adjustment, Increased Activation Cost (x2 END 
  to Activate, x1 END per 1 Minute to Maintain Constant 
  Power; +0), Line Of Sight (+1/2), Invisible Power Effects, 
  Source Only (Fully Invisible; +1/2), Indirect (Any origin, 
  any direction; +3/4) (27 Active Points); Range-Based 
  Endurance Cost (+x END Cost per 5*10^x meters; -1/4)
  5
  2u
  4)  Heat/Cold: Energy Blast 1d6, Increased Activation 
  Cost (x2 END to Activate, x1 END per 1 Minute to 
  Maintain Constant Power; +0), Variable Special Effects 
  (Limited Group of SFX; Heat and Cold; +1/4), Line Of 
  Sight (+1/2), Invisible Power Effects, Source Only (Fully 
  Invisible; +1/2), Indirect (Any origin, any direction; 
  +3/4), No Normal Defense (Life Support to Heat/Cold; 
  +1), Continuous (+1) (25 Active Points); Range-Based 
  Endurance Cost (+x END Cost per 5*10^x meters; -1/4)
  5
  R-10 Telephysic
  Cost
  Powers
  END
  100
  R-10 Telephysics: Multipower, 100-point reserve
  4u
  1)  R-10 Telekinetics: Telekinesis (10 STR), Increased 
  Activation Cost (x2 END to Activate, x1 END per 1 
  Minute to Maintain Constant Power; +0), Line Of 
  Sight (+1/2), Indirect (Any origin, any direction; +3/4), 
  Invisible Power Effects (Fully Invisible; +1) (49 Active 
  Points); Range-Based Endurance Cost (+x END Cost per 
  5*10^x meters; -1/4)
  10
  8u
  2)  Heat: Change Environment 8” radius, +6 Temperature 
  Level Adjustment, Increased Activation Cost (x2 END 
  to Activate, x1 END per 1 Minute to Maintain Constant 
  Power; +0), Line Of Sight (+1/2), Invisible Power Effects, 
  Source Only (Fully Invisible; +1/2), Indirect (Any origin, 
  any direction; +3/4) (96 Active Points); Range-Based 
  Endurance Cost (+x END Cost per 5*10^x meters; -1/4)
  19
  8u
  3)  Cold: Change Environment 8” radius, -6 Temperature 
  Level Adjustment, Increased Activation Cost (x2 END 
  to Activate, x1 END per 1 Minute to Maintain Constant 
  Power; +0), Line Of Sight (+1/2), Invisible Power Effects, 
  Source Only (Fully Invisible; +1/2), Indirect (Any origin, 
  any direction; +3/4) (96 Active Points); Range-Based 
  Endurance Cost (+x END Cost per 5*10^x meters; -1/4)
  19
  8u
  4)  Heat/Cold: Energy Blast 4d6, Increased Activation 
  Cost (x2 END to Activate, x1 END per 1 Minute to 
  Maintain Constant Power; +0), Variable Special Effects 
  (Limited Group of SFX; Heat and Cold; +1/4), Line Of 
  Sight (+1/2), Invisible Power Effects, Source Only (Fully 
  Invisible; +1/2), Indirect (Any origin, any direction; 
  +3/4), No Normal Defense (Life Support to Heat/Cold; 
  +1), Continuous (+1) (100 Active Points); Range-Based 
  Endurance Cost (+x END Cost per 5*10^x meters; -1/4)
  20
  The GM should use this method for Traveller Con-
  version and for General Methods.  An R-10 Telekinetic 
  may use telekinesis to levitate, at the same rate they 
  can lift an object of the same weight.
  One other alternative is to allow a Variable Power 
  Pool for the special effect “telephyisics”. This would 
  allow Drains (running) for icy area, RKA Area Effects 
  for fiery furnace areas, etc. All powers would have to 
  take the IPE and Indirect advantages, and Continuous 
  powers would have to take the Delayed Endurance Cost 
  advantage.
  TELEPORTATION GROUP
  Teleportation allows instantaneous movement from 
  one point to another, regardless of intervening objects 
  or barriers.  Teleportation is subject to relative veloc-
  ity, conservation of momentum, and potential energy 
  changes.
  
  TravellerHERO - Unofficial Guide 
  Psionics
  49
  TRAVELLER CONVERSION METHOD
  R-2 Teleporter
  Cost
  Powers
  END
  22
  R-2 Teleportation: Multipower, 22-point reserve
  2u
  1)  R-2 Teleport: Teleportation 5”, x4 Noncombat, Invisible 
  Power Effects, Source Only (Fully Invisible; +1/2) (22 
  Active Points); Limited Power Can carry nothing, arrive 
  at destination naked (-1/4)
  4
  1u
  2)  R-2 Teleport Long-Range: Teleportation 5”, Invisible 
  Power Effects, Source Only (Fully Invisible; +1/2), 
  MegaScale (1” = 10 km; +1/2), Can Be Scaled Down 1” 
  = 1km (+1/4) (22 Active Points); Side Effects, Side Effect 
  occurs automatically whenever Power is used (Side Effect 
  always occurs whenever the character does some specific 
  act; Character takes 1d6 EB per 500 meters vertical 
  movement in gravity well; -1/2), Limited Power Can carry 
  nothing, arrive at destination naked (-1/4), Range-Based 
  Endurance Cost (+x END Cost per 5*10^x meters; -1/4)
  4
  R-6 Teleporter
  Cost
  Powers
  END
  67
  R-6 Teleportation: Multipower, 67-point reserve
  4u
  1)  R-6 Teleport: Teleportation 10”, x64 Noncombat, 
  Invisible Power Effects, Source Only (Fully Invisible; 
  +1/2) (67 Active Points); Side Effects, Side Effect occurs 
  automatically whenever Power is used (Side Effect always 
  occurs whenever the character does some specific act; 
  Character takes 1d6 EB per 500 meters vertical movement 
  in gravity well; -1/2), Range-Based Endurance Cost (+x 
  END Cost per 5*10^x meters; -1/4)
  13
  4u
  2)  R-6 Teleport Long-Range: Teleportation 10”, Invisible 
  Power Effects, Source Only (Fully Invisible; +1/2), 
  MegaScale (1” = 100,000 km; +1 1/2), Can Be Scaled 
  Down 1” = 1km (+1/4) (65 Active Points); Side Effects, 
  Side Effect occurs automatically whenever Power is used 
  (Side Effect always occurs whenever the character does 
  some specific act; Character takes 1d6 EB per 500 meters 
  vertical movement in gravity well; -1/2), Range-Based 
  Endurance Cost (+x END Cost per 5*10^x meters; -1/4)
  13
  Characters should also buy one or more Floating 
  Fixed Locations.
  GENERAL METHOD
  Psionics with the Teleportation talent should buy  
  Rating * 5 Active Points in teleportation skill, with the 
  following mandatory limitation: Side Effects (1d6 EB for 
  every multiple of 500 meters up or down after the first 500 
  meters; -1/2)
  SELF GROUP
  Psionics with the Self talent should buy the fol-
  lowing talents and superskills, depending on current 
  ranking.
  TRAVELLER CONVERSION METHOD
  Using the Traveller Conversion method, the pow-
  ers and the order are: Feign Death (Simulate Death) at 
  R-2; Orientation (Bump of Direction) at R-3; Enhanced 
  Strength at R-4; Enhanced Consititution at R-5; and 
  Regeneration at R-9.
  Feign Death (R-2) is the HERO Talent Simulate 
  Death. At R-2, the character has the base 3-point skill. 
  Each +1 in Rank allows a +1 to be purchased, so that 
  at R-6 the character could have Simulate Death +4.
  Orientation (R-3) is the HERO Talent Bump of Direc-
  tion. There are no bonuses for a ranking above R-3.
  Enhanced Strength (R-4) is a 1d6 Aid to STR per 
  R-ranking above 3; an R-4 is 1d6 Aid, an R-8 is 5d6 
  Aid. It is Self-Only, and lasts 1 hour before fading, and 
  requires END from the psionic End Reserve to initiate.
  (1d6 Aid per rating, lasts 1 hour, self only)
  Enhanced Constitution (R-5) is a 1d6 Aid to Constitu-
  tion per R-ranking above 4; an R-5 is 1d6 Aid, an R-8 is 
  4d6 Aid. It is Self-Only, and lasts 1 hour before fading, 
  and requires END from the psioninc End Reserve to 
  initiate.
  (1d6 Aid per rating, lasts 1 hour, self only).
  Regeneration (R-9) allows self-healing of BODY dam-
  age at the rate of 1 BODY per minute. It is not on all the 
  time, but requires END from the psionic END Reserve 
  to initiate it.
  R-9 Selfist
  Cost
  Powers
  END
  3
  1)  Feign Death (R-2): Simulate Death
  3
  2)  Orientation (R-3): Bump Of Direction
  10
  3)  Enhanced STR (R-4): Aid  STR 1d6, Delayed Return 
  Rate (points return at the rate of 5 per Hour; +1) (20 
  Active Points); Self Only (-1/2), Costs Endurance (-1/2)
  4
  10
  4)  Enhanced Constitution (R-5): Aid  CON 1d6, Delayed 
  Return Rate (points return at the rate of 5 per Hour; +1) 
  (20 Active Points); Self Only (-1/2), Costs Endurance (-1/2)
  4
  6
  5)  Regeneration: Healing 1 BODY, Reduced Endurance 
  (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra 
  Time (Regeneration-Only) 1 Minute (-1 1/2), Self Only 
  (-1/2), Requires Psionic Endurance (Uses 1 Psionic END 
  per 1 BODY healed; -1/4)
  0
  GENERAL METHOD
  With the General Method, the GM should allow the 
  character to buy other Self-aware talents such as Abso-
  lute Time Sense, Combat Sense, Lightning Calculator, 
  and Eidetic Memory.
  OTHER GROUP
  Psionics with talents in the Other category are GMs 
  perogative, but rare. Some of these examples are con-
  verted from T4, and include:
  Danger Sense
  Rapid Recharge: +REC for psionic Endurace Reserve 
  (max is double normal value). 
  
  Psionics 
  TravellerHERO - Unofficial Guide
  50
  Cyberonics
  Cost
  Powers
  END
  17
  1)  Machine Telepathy (R-5): Telepathy 5d6 (Machine 
  class of minds), Increased Activation Cost (x2 END to 
  Activate, x1 END per 1 Minute to Maintain Constant 
  Power; +0) (25 Active Points); Stops Working If Mentalist 
  Is Knocked Out (-1/4), Range-Based Endurance Cost 
  (+x END Cost per 5*10^x meters; -1/4)  Note: 1d6 per 
  Ranking
  5
  7
  2)  Machine Control (R-2): Mind Control 2d6 (Machine 
  class of minds), Increased Activation Cost (x2 END to 
  Activate, x1 END per 1 Minute to Maintain Constant 
  Power; +0) (10 Active Points); Range-Based Endurance 
  Cost (+x END Cost per 5*10^x meters; -1/4), Stops 
  Working If Mentalist Is Knocked Out (-1/4)  Note: 1d6 per 
  Ranking
  2
  Mind Illusions
  Cost
  Powers
  END
  15
  3)  Invisibility (R-3): Invisibility to Sight Group , No 
  Fringe, Increased Activation Cost (x2 END to Activate, x1 
  END per 1 Minute to Maintain Constant Power; +0) (30 
  Active Points); Limited Power Only vs. Organics (-1)
  6
  50
  10) Mind Mimic (R-5): Shape Shift  (Mental Group, 
  limited group of shapes), Imitation, Increased Activation 
  Cost (x2 END to Activate, x1 END per 1 Minute to 
  Maintain Constant Power; +0), Invisible Power Effects 
  (Fully Invisible; +1) (50 Active Points)
  10
  Healing Psionics
  Cost
  Powers
  END
  6
  8)  Empathic Healing: Healing BODY 1d6, Decreased 
  Re-use Duration (1 Hour; +1/2) (15 Active Points); Side 
  Effects, Side Effect occurs automatically whenever Power 
  is used (Caster suffers 1 BODY Drain for every 1 BODY 
  Healed [caster takes wounds to self], Delayed Recovery 
  Rate on Drain is 1 BODY per Minute; -1/2), Others Only 
  (-1/2), Increased Endurance Cost (x2 END; -1/2)  Note: 1d6 
  per Ranking
  6
  10
  9)  General Healing: Healing BODY 1d6, Decreased 
  Re-use Duration (1 Hour; +1/2), Invisible Power Effects, 
  Source Only (Fully Invisible; +1/2) (20 Active Points); 
  Increased Endurance Cost (x2 END; -1/2), Others Only 
  (-1/2)  Note: 1d6 per Ranking
  8
  Teleprojection
  Cost
  Powers
  END
  10
  11) Teleprojection: Teleportation 2”, Ranged (+1/2), 
  Line Of Sight (+1/2), Invisible Power Effects, Source 
  Only (Fully Invisible; +1/2), Indirect (Any origin, any 
  direction; +3/4), Usable As Attack (+1) (17 Active Points); 
  Increased Endurance Cost (x2 END; -1/2), Range-Based 
  Endurance Cost (+x END Cost per 5*10^x meters; -1/4)  
  Note: 2” per Ranking
  6
  Psionic Augmentation
  Cost
  Powers
  END
  26
  4)  Drain Psionic Reserve: Drain END 1d6, Ranged (+1/2), 
  Line Of Sight (+1/2), Indirect (Any origin, any direction; 
  +3/4), Delayed Return Rate (points return at the rate of 
  5 per 20 Minutes; +3/4), Invisible Power Effects (Fully 
  Invisible; +1) (45 Active Points); Increased Endurance 
  Cost (x2 END; -1/2), Range-Based Endurance Cost 
  (+x END Cost per 5*10^x meters; -1/4)  Note: 1d6 per 
  Ranking
  18
  37
  5)  Drain Psionic Strength: Drain BODY 1d6, Ranged 
  (+1/2), Line Of Sight (+1/2), Indirect (Any origin, 
  any direction; +3/4), Delayed Return Rate (points 
  return at the rate of 5 per 20 Minutes; +3/4), Invisible 
  Power Effects (Fully Invisible; +1), all Psionic powers 
  simultaneously (+2) (65 Active Points); Increased 
  Endurance Cost (x2 END; -1/2), Range-Based Endurance 
  Cost (+x END Cost per 5*10^x meters; -1/4)  Note: 1d6 
  per Ranking
  26
  25
  6)  Anti-Psionic Field: Suppress Psionics 1d6, all Psionic 
  powers simultaneously (+2), Increased Activation Cost 
  (x2 END to Activate, x1 END per 1 Minute to Maintain 
  Constant Power; +0), Line Of Sight (+1/2), Indirect (Any 
  origin, any direction; +3/4), Area Of Effect (3” Radius; 
  +1), Invisible Power Effects (Fully Invisible; +1) (31 
  Active Points); Range-Based Endurance Cost (+x END 
  Cost per 5*10^x meters; -1/4)  Note: 1d6 per Ranking
  6
  16
  7)  Psionic Power Battery: (Total: 37 Active Cost, 16 Real 
  Cost) Aid  END Reserve END 1d6, Ranged (+1/2), Line Of 
  Sight (+1/2), Indirect (Any origin, any direction; +3/4), 
  Invisible Power Effects (Fully Invisible; +1) (37 Active 
  Points); Costs Endurance (-1/2), Increased Endurance 
  Cost (x2 END; -1/2), Range-Based Endurance Cost (+x 
  END Cost per 5*10^x meters; -1/4) (Real Cost: 16)  Note: 
  1d6 per Ranking
  14
  Psionic Technology
  Psi Shields: Mental defenses can be added to armor; see 
  the armor rules. 
  Psi Drugs: several are known. Effects are fairly similar, 
  and are not cumulative. 
  Psi Booster (TL 12; Cr 1,250, 12.5 grams, per dose) 
  Increases all psionic abilities. 5d6 aid, all psionic 
  abilities (including END; +2 END/point), fade 5/5 
  hours; takes 1 hour to take effect. 
  Psi Double is two doses of Psi Booster. 
  Psi Special(TL 14; Cr 2,500, 25 grams, per dose) 
  As psi booster, but twice as strong; psi strength 
  increases at only 5 active points per hour. Has 
  dangerous side effects; make an EGO roll or 
  permanently lose 10 END off your END reserve. The 
  standard dose is two doses.
  
  TravellerHERO - Unofficial Guide 
  Psionics
  51
  Psionic Skills: An Alternative
  An alternative method of handling psionics is to 
  make Psionics into a skill-based system. Under this sys-
  tem, psionic abilities cost 1 point for an 8- familiarity, 
  or 3 points for an EGO-Based Skill Roll, +1/2 points. 
  To use this system, the character must purchase the 
  following:
  A Talent for each ranking in a particular psionic 
  branch, costing 3 points per R-Level. For example Tele-
  path-R4 is 12 points, Clairvoyant-R3 is 9 points, Tele-
  kinetic-R10 is 30 points. Characters must pay points to 
  increase the rank to get more powerful versions of their 
  psionic powers. The ranking represents the raw power 
  available.
  A Power Skill for each branch of psionics the 
  character possesses. For example Telepath Power Skill, 
  Clairvoyant Power Skill, or Telekinetic Power Skill. 
  The skill costs 3 points for an EGO-Based roll, and 
  represents the general understanding the character has 
  with that class of psionics. It can also be used for parlor 
  tricks of that type of psionics. Each +1 to the power 
  skill costs 2 points.
  A Psionic Endurance Reserve. All Traveller/ Travel-
  lerHERO psionics (except for some of the Other class of 
  psionics) are powered by an Endurance Reserve, with 
  5x the R-value of a character’s psionics. If a character is 
  an R-2 Telekinetic and an R-4 Telepath, he should buy a 
  psionic endurance reserve for an R-4.
  The Psionic Powers, as defined and permitted by the 
  GM. The GM may use the existing converted Travel-
  ler psionics, as well as create his own. When creating 
  additional psionic abilities, keep in mind whether the 
  power increases by Ranking (e.g. Telepathy R-2 versus 
  Telepathy R-5) or not (Orientation in Other).
  For example, Josiah is an R-4 Telepath, and buys 
  Detect Minds, Telempathy, and Telempathic Project 
  at full skill (3 skills, total 9 points) and Send/Receive 
  Thoughts as a Familiarity (8-, 1 point) for a total of 10 
  points. )
  If Josiah has an EGO of 13, his Psionics cost and skill 
  rolls would be as follows:
  Skill-Based Telepath R-4
  Cost
  Powers
  END
  12
  Talent: R-4 Telepath
  7
  Telepath Psionic Skill +2 (14-)
  4
  Psionic Endurance Reserve (20 END, 4 REC/20 min)
  3
  Detect Minds, 12-
  3
  3
  Telempathy, 12-
  4
  3
  Telempathic Projection, 12-
  4
  1
  Send and Receive Thoughts, 8-
  5
  8
  Mind Shield: Mental Defense (10 points total)
  Total Cost: 41 points
  The downside with this version is that all powers 
  require a successful [psionic branch] Power Skill Roll 
  to work, and there’s more onus on the Referee in creat-
  ing and developing Psionic powers.  The upside is that 
  skills are 3 points each, so characters can learn more 
  psionics as the Referee permits.
  
  Section Name 
  TravellerHERO - Unofficial Guide
  52
  Equipment
  Technological Treasures
  Body Pistols and PGMPs, Jack and Mesh, Den-
  sitometers and more.
  
  TravellerHERO - Unofficial Guide 
  Weapons
  53
  Weapons
  This chapter is devoted to the variety of personal 
  and military weapons available in the Imperium.
  Small Arms
  Small Arms (a.k.a. Slugthrowers) are the most com-
  mon firearm in TravellerHERO.  At the standard Travel-
  ler TL12 campaign, nothing else beats slugthrowers for 
  damage and portability.  
  Most of the weapon listings and descriptions for 
  slugthrowers assume firing a standard bullet. To add 
  other bullets, such as AP, AET, DumDum, and many 
  others, see the excellent information in Dark Champi-
  ons pages 200-256.
  Handguns
  BODY PISTOL
  Effect: RKA 1d6
  Shots: 6
  Combat Modifiers: +1 OCV, -1 RMod
  STR Minimum: 7
  Range: 100”
  Mass: 300 g
  CR: 500
  Ammo Cost: 20CR/magazine
  Description:  The body pistol is a non-metallic, semi-
  automatic pistol. It is designed to avoid detection by 
  metal detectors, and is notable as a weapon of assassins 
  and hijackers.The body pistol fires a 5-gram slug at 
  500-600 mps, and has a 6-cartridge magazine. 
  Body Pistol: (Total: 20 Active Cost, 7 Real Cost) Killing 
  Attack - Ranged 1d6 (15 Active Points); STR Minimum 6 
  (STR Min. Cannot Add/Subtract Damage; -1), IAF (-1/2), 6 
  Charges (-1/2), Side Effects (-1 vs. Range Modifier), Side Effect 
  occurs automatically whenever Power is used (-1/2), Real 
  Weapon (-1/4), Beam (-1/4) (Real Cost: 4) plus +1 OCV with 
  Ranged Combat (5 Active Points); IAF (-1/2) (Real Cost: 3) 
  AUTO PISTOL, 9MM
  Effect: RKA 1d6+1
  Shots: 15
  Combat Modifiers: +1 OCV, -1 RMod
  STR Minimum: 7
  Range: 100”
  Mass: 1 kg
  CR: 200
  Ammo Cost: 10CR/magazine
  Description:  The Auto pistol fires a standard 9mm 
  slug.
  9mm Auto Pistol: Killing Attack - Ranged 1d6+1, 15 Charges 
  (+0) (20 Active Points); STR Minimum 7 (STR Min. Cannot 
  Add/Subtract Damage; -1), OAF (-1), Real Weapon (-1/4), 
  Beam (-1/4) 
  AUTO PISTOL, 9MM MAGNUM
  Effect: RKA 1 1/2d6
  Shots: 15
  Combat Modifiers: +1 OCV
  STR Minimum: 7
  Range: 125”
  Mass: 1 kg
  CR: 400
  Ammo Cost: 10CR/magazine
  Description:  The standard metallic semi-automatic 
  pistol. It fires a 9mm 10gram Magnum slug at 400-500 
  mps, and has a 15-cartridge magazine.
  Auto Pistol: Killing Attack - Ranged 1 1/2d6, 15 Charges (+0) 
  (25 Active Points); STR Minimum 7 (STR Min. Cannot Add/
  Subtract Damage; -1), OAF (-1), Real Weapon (-1/4), Beam 
  (-1/4) plus +1 with Ranged Combat (5 Active Points); OAF 
  (Pistol; -1). Total Cost: 9 points
  REVOLVER, 9MM
  Effect: RKA 1d6+1
  Shots: 6
  Combat Modifiers: None
  STR Minimum: 7
  Range: 100”
  Mass: 1 kg
  CR: 150
  Ammo Cost: 10Cr/6 shots
  Description:  The old-fashioned revolver, it fires a 9mm 
  standard revolver slug and holds 6 bullets.
  9mm Revolver: Killing Attack - Ranged 1d6+1 (20 Active 
  Points); STR Minimum 7 (STR Min. Cannot Add/Subtract 
  Damage; -1), OAF (-1), 6 Charges (-3/4), Real Weapon (-1/4), 
  Beam (-1/4) 
  REVOLVER, 9MM MAGNUM
  Effect: RKA 1 1/2d6
  Shots: 6
  Combat Modifiers: None
  STR Minimum: 10
  Range: 125”
  Mass: 1 kg
  CR: 300
  Ammo Cost: 20Cr/6 shots
  Description:  The old-fashioned revolver equivalent to 
  a .357 Magnum, it fires a 9mm Magnum slug and holds 
  6 bullets. Revolver ammunition is not interchangeable 
  with other slugthrowers.
  9mm Magnum Revolver: Killing Attack - Ranged 1 1/2d6 (25 
  Active Points); STR Minimum 10 (STR Min. Cannot Add/
  Subtract Damage; -1), OAF (-1), 6 Charges (-3/4), Real Weapon 
  (-1/4), Beam (-1/4) 
  
  Weapons 
  TravellerHERO - Unofficial Guide
  54
  SNUB REVOLVER
  Effect: RKA 1d6
  Shots: 6
  Combat Modifiers: None
  STR Minimum: 6
  Range: 150”
  Mass: .5 kg
  CR: 150Cr
  Ammo Cost: 10Cr/6 shots
  Description:  The Snub Revolver is a low-velocity 
  revolver designed for shipboard and zero-G 
  environments, firing a 10mm 7g bullet at only 100-150 
  mps.  It is a standard ship’s security weapon, and is 
  most commonly carried with 5 tranquilizer rounds and 
  1 gas round.
  Cost
  Powers
  8
  Snub Revolver: Multipower, 30-point reserve, (30 
  Active Points); all slots OAF (-1), STR Minimum 
  6 (STR Min. Cannot Add/Subtract Damage; -1), 6 
  Charges (-3/4), Real Weapon (-1/4), Beam (-1/4) 
  1u
  1) Standard Rounds: Killing Attack - Ranged 1d6 (15 
  Active Points)
  2u 
  2) Armor-Piercing Rounds: Killing Attack - Ranged 
  1d6, Armor Piercing x1 (+1/2) (22 Active Points) 
  2u 
  3) HE Rounds: Energy Blast 3d6, Explosion (+1/2) (22 
  Active Points)
  2u 
  4) Gas Rounds: Energy Blast 2d6, Area Of Effect (One 
  Hex; +1/2), No Normal Defense ((Self-Contained 
  Breathing); +1) (25 Active Points)
  3u 
  5) Tranquilizer Rounds: Energy Blast 3d6, No Normal 
  Defense ((Resistant DEF >2); +1) (30 Active Points)
  18
  Total Cost
  SNUB PISTOL
  Effect: RKA 1d6
  Shots: 20
  Combat Modifiers: None
  STR Minimum: 6
  Range: 150”
  Mass: .6 kg
  CR: 600Cr
  Ammo Cost: 40Cr/magazine
  Description:  The Snub Pistol is a combat-oriented 
  version of the Snub Revolver, a low-velocity handgun 
  designed for shipboard and zero-G environments. The 
  snub pistol fires 10mm 7g bullets at only 100-150 mps 
  (the same bullets as used in the snub revolver).  It is 
  a standard ship’s security weapon, and is commonly 
  carried with 15 tranquilizer rounds and 5 gas rounds 
  or with 15 standard rounds and 5 armor-piercing 
  rounds.
  Cost
  Powers
  12
  Snub Pistol: Multipower, 30-point reserve, (30 Active 
  Points); all slots OAF (-1), STR Minimum 6 (STR 
  Min. Cannot Add/Subtract Damage; -1), 20 Charges 
  (-0), Real Weapon (-1/4), Beam (-1/4) 
  1u
  1) Standard Rounds: Killing Attack - Ranged 1d6 (15 
  Active Points)
  2u 
  2) Armor-Piercing Rounds: Killing Attack - Ranged 
  1d6, Armor Piercing x1 (+1/2) (22 Active Points) 
  2u 
  3) HE Rounds: Energy Blast 3d6, Explosion (+1/2) (22 
  Active Points)
  2u 
  4) Gas Rounds: Energy Blast 2d6, Area Of Effect (One 
  Hex; +1/2), No Normal Defense ((Self-Contained 
  Breathing); +1) (25 Active Points)
  3u 
  5) Tranquilizer Rounds: Energy Blast 3d6, No Normal 
  Defense ((Resistant DEF >2); +1) (30 Active Points)
  22
  Total Cost
  Rifles
  CARBINE
  Effect: RKA 2d6
  Shots: 10
  Combat Modifiers: +1 OCV, +1 RMod
  STR Minimum: 11
  Range: 150”
  Mass: 3 kg
  CR: 200
  Ammo Cost: 10Cr/clip
  Description:  A short rifle that fires 7mm, 5-gram 
  bullets at 900 mps. Carbine ammunition is not 
  interchangeable with other slugthrowers. The clip 
  holds 10 bullets.
  Carbine: (Total: 30 Active Cost, 8 Real Cost) Killing Attack 
  - Ranged 2d6 (30 Active Points); OAF (-1), STR Minimum 
  11 (STR Min. Cannot Add/Subtract Damage; -1), Required 
  Hands Two-Handed (-1/2), Real Weapon (-1/4), 10 Charges 
  (-1/4), Beam (-1/4) (Real Cost: 6) plus +1 OCV with Ranged 
  Combat (5 Active Points); OAF (-1) (Real Cost: 2) plus +1 vs. 
  Range (3 Active Points); OAF (-1) (Real Cost: 2)
  RIFLE
  Effect: RKA 2d6, +1 STUN Mult
  Shots: 20
  Combat Modifiers: +1 OCV, +2 RMod
  STR Minimum: 13
  Range: 240”
  Mass: 4 kg
  CR: 200
  Ammo Cost: 20Cr/clip
  Description: A military-style rifle that fires a 7mm 
  10-gram slug at 900 mps. The magazine holds 20 
  bullets. Rifle and Automatic Rifle ammunition are 
  interchangeable.
  
  TravellerHERO - Unofficial Guide 
  Weapons
  55
  Rifle: (Total: 48 Active Cost, 13 Real Cost) Killing Attack 
  - Ranged 2d6, +1 STUN Multiplier (+1/4) (37 Active Points); 
  OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract 
  Damage; -1), 20 Charges (-0), Required Hands Two-Handed (-
  1/2), Real Weapon (-1/4), Beam (-1/4) (Real Cost:  plus +1 OCV 
  with Ranged Combat (5 Active Points); OAF (-1) (Real Cost: 2) 
  plus +2 vs. Range (6 Active Points); OAF (-1) (Real Cost: 3)
  HUNTING RIFLE
  Effect: RKA 3d6, +1 STUN Mult
  Shots: 2
  Combat Modifiers: +1 OCV, +2 RMod
  STR Minimum: 13
  Range: 240”
  Mass: 6 kg
  CR: 2000
  Ammo Cost: 20Cr/clip
  Description: The hunting rifle is the type used by 
  big game hunters and zoologists in bringing down or 
  tranquilizing large animals.  The rifle holds two 12mm 
  slugs or two 12mm tranquilizer darts. 
  Hunting Rifle:  (Total: 67 Active Cost, 15 Real Cost) Killing 
  Attack - Ranged 3d6, +1 STUN Multiplier (+1/4) (56 Active 
  Points); 2 Charges (-1 1/2), OAF (-1), STR Minimum 13 
  (STR Min. Cannot Add/Subtract Damage; -1), Required 
  Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4) 
  (Real Cost: 10) plus +1 OCV with Ranged Combat (5 Active 
  Points); OAF (-1) (Real Cost: 2) plus +2 vs. Range (6 Active 
  Points); OAF (-1) (Real Cost: 3)
  AUTOMATIC RIFLE
  Effect: RKA 2d6, +1 STUN Multiplier
  Shots: 20
  Combat Modifiers: +1 OCV, +2 RMod
  STR Minimum: 13
  Range: 315”
  Mass: 5 kg
  CR: 1000
  Ammo Cost: 20/clip
  Description:  A military-style rifle that fires 7mm rifle 
  rounds, either in semi-automatic mode or in 4-round 
  bursts. The standard magazine is 20 rounds, but may 
  also use 100-round belts when available.
  Automatic Rifle: (Total: 63 Active Cost, 16 Real Cost) Killing 
  Attack - Ranged 2d6, +1 STUN Multiplier (+1/4), Autofire 
  (4 shots; +1/2) (52 Active Points); OAF (-1), STR Minimum 
  13 (STR Min. Cannot Add/Subtract Damage; -1), 20 Charges 
  (-0), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), 
  Beam (-1/4) (Real Cost: 11) plus +1 OCV with Ranged Combat 
  (5 Active Points); OAF (-1) (Real Cost: 2) plus +2 vs. Range (6 
  Active Points); OAF (-1) (Real Cost: 3)
  ACCELERATOR RIFLE 
  Effect: RKA 2d6, Autofire (5 shots)
  Shots: 15
  Combat Modifiers: +1 OCV, +1 RMod
  STR Minimum: 12
  Range: 265”
  Mass: 3 kg
  CR: 900
  Ammo Cost: 25Cr/clip
  Description: TBD.
  Accelerator Rifle: (Total: 53 Active Cost, 19 Real Cost) 
  Killing Attack - Ranged 2d6, 15 Charges (+0), Autofire (5 
  shots; +1/2) (45 Active Points); STR Minimum 12 (STR Min. 
  Cannot Add/Subtract Damage; -1), OAF (-1), Required Hands 
  Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real 
  Cost: 11) plus +1 OCV with Ranged Combat (Real Cost: 5) 
  plus +1 vs. Range (Real Cost: 3)
  Shotguns
  AUTOMATIC SHOTGUN
  Effect: RKA 2 1/2d6, +1 STUN Mult
  Shots: 10
  Combat Modifiers: None
  STR Minimum: 12
  Range: 20”/50”
  Mass: 4.5 kg
  CR: 500
  Ammo Cost: 1Cr/round (2Cr/round for tranq)
  Description:  An automatic shotgun equivalent to 
  the Remington M1100 12gauge, and is capable of 
  firing either buckshot (pellets) or slug ammo (or a 
  special tranq load). The 10 rounds are loaded in a box 
  magazine.
  Cost
  Powers
  17
  Automatic Shotgun:  Multipower, 70-point reserve,  
  (70 Active Points); all slots OAF (-1), STR Minimum 
  12 (STR Min. Cannot Add/Subtract Damage; -1), 
  Required Hands (Two-Handed; -1/2), Real Weapon 
  (-1/4), 10 Charges (-1/4)
  4u
  00 Buckshot:  Killing Attack - Ranged 2 1/2d6, +1 
  Increased STUN Multiplier (+1/4), Area Of Effect 
  (One Hex; +1/2) (70 Active Points); Limited Range 
  (20”; -1/4), Reduced By Range (-1/4), Reduced 
  Penetration (-1/4)
  3u 
  Shotgun Slugs:  Killing Attack - Ranged 2 1/2d6, +1 
  Increased STUN Multiplier (+1/4) (50 Active Points); 
  Limited Range (50”; -1/4), Beam (-1/4)
  24
  Total Cost
  PUMP SHOTGUN
  Effect: RKA 2 1/2d6, +1 STUN Mult
  Shots: 10
  Combat Modifiers: None
  
  Weapons 
  TravellerHERO - Unofficial Guide
  56
  STR Minimum: 12
  Range: 20”/50”
  Mass: 4.5 kg
  CR: 150
  Ammo Cost: 1Cr/round (2Cr/round for tranq)
  Description:  A pump-action shotgun equivalent to 
  the Remington M1100 12gauge, and is capable of firing 
  either buckshot (pellets) or slug ammo (or a special 
  tranq load). The 10 rounds are loaded in a tubular 
  magazine, and pumping the gun is a 1/2 phase action.
  Cost
  Powers
  15
  Pump Shotgun:  Multipower, 70-point reserve,  (70 
  Active Points); all slots OAF (-1), STR Minimum 
  12 (STR Min. Cannot Add/Subtract Damage; -1), 
  Required Hands (Two-Handed; -1/2), Extra Time 
  (Full Phase, Half Phase to pump, Half Phase to fire; 
  -1/2), Real Weapon (-1/4), 10 Charges (-1/4)
  4u
  00 Buckshot:  Killing Attack - Ranged 2 1/2d6, +1 
  Increased STUN Multiplier (+1/4), Area Of Effect 
  (One Hex; +1/2) (70 Active Points); Limited Range 
  (20”; -1/4), Reduced By Range (-1/4), Reduced 
  Penetration (-1/4)
  3u 
  Shotgun Slugs:  Killing Attack - Ranged 2 1/2d6, +1 
  Increased STUN Multiplier (+1/4) (50 Active Points); 
  Limited Range (50”; -1/4), Beam (-1/4)
  22
  Total Cost
  Submachinegun
  SUBMACHINEGUN
  Effect: RKA 1d6+1, Autofire (5 shots)
  Shots: 40
  Combat Modifiers: +2 OCV
  STR Minimum: 12
  Range: 250”
  Mass: 2.5 kg
  CR: 500
  Ammo Cost: Cr
  Description: The submachinegun fires 5-round bursts 
  of 7mm standard ammunition, and carries 40 rounds 
  in each clip.
  Submachinegun: (Total: 50 Active Cost, 16 Real Cost) Killing 
  Attack - Ranged 1d6+1, 40 Charges (+1/2), Autofire (5 shots; 
  +1/2) (40 Active Points); OAF (-1), STR Minimum 12 (STR 
  Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4), 
  Beam (-1/4) (Real Cost: 11) plus +2 OCV with Ranged Combat 
  (10 Active Points); OAF (-1) (Real Cost: 5) 
  Assault Rifles / LMG
  LIGHT MACHINEGUN
  Effect: RKA 2d6, +1 STUN, Autofire (10 shots)
  Shots: 200
  Combat Modifiers: +1 OCV, +1 RMod
  STR Minimum: 15
  Range: 525”
  Mass: 8.5 kg
  CR: 1200
  Ammo Cost: 120Cr/200-round box.
  Description: TBD.
  Light Machinegun: (Total: 105 Active Cost, 23 Real Cost) 
  Killing Attack - Ranged 2d6, +1 STUN Multiplier (+1/4), 200 
  Charges (+1), Autofire (10 shots; +1) (97 Active Points); OAF 
  Bulky (-1 1/2), STR Minimum 15 (STR Min. Cannot Add/
  Subtract Damage; -1 1/4), Required Hands Two-Handed (-1/2), 
  Real Weapon (-1/4), Beam (-1/4) (Real Cost: 20) plus +1 OCV 
  with Ranged Combat (5 Active Points); OAF Bulky (-1 1/2) 
  (Real Cost: 2) plus +1 vs. Range (3 Active Points); OAF Bulky 
  (-1 1/2) (Real Cost: 1)
  ASSAULT RIFLES
  Effect: RKA 2d6, +1 STUN Mult, Autofire (5 shots)
  Shots: 30
  Combat Modifiers: +2 OCV, +1 RMod
  STR Minimum: 14
  Range: 365”
  Mass: 3.33 kg
  CR: 400
  Ammo Cost: 20Cr/clip
  Description: TBD.
  Assault Rifle: (Total: 73 Active Cost, 21 Real Cost) Killing 
  Attack - Ranged 2d6, 30 Charges (+1/4), +1 STUN Multiplier 
  (+1/4), Autofire (5 shots; +1/2) (60 Active Points); OAF (-1), 
  STR Minimum 14 (STR Min. Cannot Add/Subtract Damage; 
  -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), 
  Beam (-1/4) (Real Cost: 15) plus +2 OCV with Ranged Combat 
  (10 Active Points); OAF (-1) (Real Cost: 5) plus +1 vs. Range 
  (3 Active Points); OAF (-1) (Real Cost: 1) 
  
  TravellerHERO - Unofficial Guide 
  Weapons
  57
  ADVANCED COMBAT RIFLE
  Effect: RKA 2d6, +1 STUN Mult, Autofire (5 shots)
  Shots: 20
  Combat Modifiers: +2 OCV, +1 RMod
  STR Minimum: 14
  Range: 395”
  Mass: 4 kg
  CR: 800
  Ammo Cost: 15Cr/clip
  Description: TBD.
  Cost
  Powers
  36
  Advanced Combat Rifle (ACR): Multipower, 79-
  point reserve, all slots 20 Charges (+1/4) (99 Active 
  Points); all slots OAF (-1), Required Hands Two-
  Handed (-1/2), Real Weapon (-1/4) 
  2u
  1)  Discarding Sabot Rounds: Killing Attack - Ranged 
  2d6, +1 STUN Multiplier (+1/4), Autofire (5 shots; 
  +1/2), Armor Piercing x1 (+1/2) (67 Active Points); 
  OAF (-1), STR Minimum 13 (-1/2), Required Hands 
  Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) 
  3u
  2)  Flechette Rounds: Killing Attack - Ranged 3d6, 
  +1 STUN Multiplier (+1/4), Autofire (5 shots; +1/2) 
  (79 Active Points); OAF (-1), STR Minimum 13 
  (-1/2), Required Hands Two-Handed (-1/2), Reduced 
  Penetration (-1/4), Beam (-1/4), Real Weapon (-1/4) 
  3u
  3)  Smoke Rounds: Darkness to Sight Group 5” 
  radius, 20 Continuing Charges lasting 1 Minute each 
  (+0) (50 Active Points); OAF (-1), STR Minimum 
  13 (-1/2), Required Hands Two-Handed (-1/2), Beam 
  (-1/4), Real Weapon (-1/4)  
  5
  Advanced Combat Rifle (ACR) Sights: (Total: 11 
  Active Cost, 5 Real Cost) +1 OCV with Ranged 
  Combat (5 Active Points); OAF (-1), Real Weapon 
  (-1/4) (Real Cost: 2) plus +2 vs. Range (6 Active 
  Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 3)  
  49
  Total Cost
  LIGHT ASSAULT GUN
  Effect: RKA 2d6, Autofire (5 shots)
  Shots: 15
  Combat Modifiers: +1 OCV, +1 RMod
  STR Minimum: 12
  Range: 260”
  Mass: 4.5 kg
  CR: 600
  Ammo Cost: 20Cr/clip
  Description: TBD.
  2cm Light Assault Gun (LAG): Multipower, 52-point 
  reserve,  (52 Active Points); all slots OAF Bulky (-1 
  1/2), STR Minimum 14 (STR Min. Cannot Add/
  Subtract Damage; -1), Required Hands Two-Handed 
  (-1/2), Real Weapon (-1/4), 4 clips of 6 Charges (-
  1/4), Beam (-1/4) (, )  Note: Standard load is 2 HE, 1 
  HEAP, 1 Flechette, but can mix as needed, Squad 
  Support Weapon, normally bipod equipped, about 
  comparable to a BAR in size and weight.
  u
  1)  Flechette Round: Killing Attack - Ranged 2d6, 
  Area Of Effect Nonselective (7” Cone; +3/4) (52 
  Active Points); OAF Bulky (-1 1/2), STR Minimum 
  14 (STR Min. Cannot Add/Subtract Damage; -
  1), Required Hands Two-Handed (-1/2), Reduced 
  Penetration (-1/4), Real Weapon (-1/4), Beam (-1/4) (, )
  u
  2)  HE Round: Killing Attack - Ranged 2d6, Explosion 
  (+1/2) (45 Active Points); OAF Bulky (-1 1/2), STR 
  Minimum 14 (STR Min. Cannot Add/Subtract 
  Damage; -1), Required Hands Two-Handed (-1/2), 
  Real Weapon (-1/4), Beam (-1/4) (, )
  u
  3)  HEAP Round: Killing Attack - Ranged 2d6, +1 
  STUN Multiplier (+1/4), Armor Piercing x1 (+1/2) (52 
  Active Points); OAF Bulky (-1 1/2), STR Minimum 
  14 (STR Min. Cannot Add/Subtract Damage; -1), 
  Required Hands Two-Handed (-1/2), Real Weapon 
  (-1/4), Beam (-1/4) (, )
  Thrown Grenades 
  The grenades produced for the Imperial Armed 
  forces are limited to those shown below.  A case of 20 
  grenades weighs 1 kg, and costs 200Cr.
  FRAGMENTATION GRENADE
  Fragmentation grenades fragment on exploding, 
  sending out razor-sharp shrapnel in the explosion, usu-
  ally with lethal results.
  Fragmentation Grenade: Killing Attack - Ranged 2d6+1, 
  Explosion (+1/2) (52 Active Points); 1 Charge (-2), OAF (-1), 
  Real Weapon (-1/4), Beam (-1/4), Range Based On Strength 
  (-1/4)
  CONCUSSION GRENADE
  Concussion grenades produce a large explosive force 
  capable of knocking people over or throwing them a 
  short distance (<1”) as well as stunning or damaging 
  them.
  
  Weapons 
  TravellerHERO - Unofficial Guide
  58
  Concussion Grenade: Energy Blast 7d6, Explosion (+1/2) 
  (52 Active Points); 1 Charge (-2), OAF (-1), Beam (-1/4), Real 
  Weapon (-1/4), Range Based On Strength (-1/4)
  SMOKE GRENADE
  Smoke grenades send out a cloud of grayish-white 
  smoke, and are often used to mask entry/exit during 
  seiges.
  Smoke Grenade: Darkness to Sight Group 5” radius (50 
  Active Points); OAF (-1), 1 Continuing Charge lasting 5 
  Minutes (-3/4), Real Weapon (-1/4), Beam (-1/4), Range Based 
  On Strength (-1/4).
  GAS GRENADE
  Gas grenades spew out a knock-out gas.
  Gas Grenade: Energy Blast 4d6, Explosion (+1/2), No Normal 
  Defense ((Self-Contained Breathing); +1) (50 Active Points); 1 
  Charge (-2), OAF (-1), Real Weapon (-1/4), Beam (-1/4), Range 
  Based On Strength (-1/4) [1] 
  FLASH GRENADE
  Flash grenades explode with a bright light and deaf-
  ening roar.
  Flash Grenade: Sight and Hearing Groups Flash 4d6, Area 
  Of Effect (4” Radius; +1 1/4) (45 Active Points); 1 Charge (-2), 
  OAF (-1), Real Weapon (-1/4), Beam (-1/4), Range Based On 
  Strength (-1/4) [1] 
  FLECHETTE GRENADE
  Flechette Grenade: Killing Attack - Ranged 3d6, Explosion 
  (+1/2) (67 Active Points); 1 Charge (-2), OAF (-1), Real 
  Weapon (-1/4), Beam (-1/4), Range Based On Strength (-1/4), 
  Reduced Penetration (-1/4)
  Gauss Guns
  Gauss guns use electromagnetic energy to fire 
  needle-sharp projectiles.
  GAUSS PISTOL
  Effect: RKA 2 1/2d6, Armor-Piercing, +1 STUN
  Shots: 15
  Combat Modifiers: +2 OCV, +1 RMod
  STR Minimum: 10
  Range: 415”
  Mass: .82kg
  CR: 600
  Ammo Cost: 1.3Cr
  Description: Gauss Pistol TBD.
  4mm Gauss Pistol: (Total: 83 Active Cost, 26 Real Cost) 
  Killing Attack - Ranged 2 1/2d6, 15 Charges (+0), +1 STUN 
  Multiplier (+1/4), Armor Piercing x1 (+1/2) (70 Active Points); 
  OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract 
  Damage; -1), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 20) 
  plus +2 OCV with Ranged Combat (10 Active Points); OAF 
  (-1) (Real Cost: 5) plus +1 vs. Range (3 Active Points); OAF 
  (-1) (Real Cost: 1)
  GAUSS RIFLE
  Effect: RKA 3 1/2d6, Armor-Piercing, +1 STUN Mult
  Shots: 50
  Combat Modifiers: +2 OCV, +1 RMod
  STR Minimum: 13
  Range: ??
  Mass: 4.3 kg
  CR: 1500
  Ammo Cost: 1Cr
  Description:  TBD.
  4mm Gauss Rifle: (Total: 164 Active Cost, 44 Real Cost) 
  Killing Attack - Ranged 3 1/2d6, +1 STUN Multiplier (+1/4), 
  50 Charges (+1/2), Armor Piercing x1 (+1/2), Autofire (5 
  shots; +1/2) (151 Active Points); OAF (-1), STR Minimum 
  13 (STR Min. Cannot Add/Subtract Damage; -1), Required 
  Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4) 
  (Real Cost: 38) plus +2 OCV with Ranged Combat (10 Active 
  Points); OAF (-1) (Real Cost: 5) plus +1 vs. Range (3 Active 
  Points); OAF (-1) (Real Cost: 1) 
  Uncommon Firearms
  Grenade Launchers
  4 CM RAM GRENADE LAUNCHER
  Description: TBD
  Cost
  Powers
  xx
  4 cm RAM Grenade Launcher: Multipower, 52-point 
  reserve, all slots 20 Charges (+1/4) (65 Active Points); 
  all slots OAF (-1), STR Minimum 13 (STR Min. 
  Cannot Add/Subtract Damage; -1), Required Hands 
  Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4) 
  xu
   1) Fragmentation: Killing Attack - Ranged 2d6+1, 
  Explosion (+1/4) (44 Active Points) 0 
  xu
   2) Concussion: Energy Blast 7d6, Explosion (+1/4) 
  (44 Active Points) 0 
  xu
   3) Smoke: Darkness to Sight Group 5” radius, 20 
  Continuing Charges lasting 1 Minute each (+0) (50 
  Active Points) [20 cc] 
  xu 
  4) Gas: Energy Blast 4d6, Explosion (+1/4), No 
  Normal Defense ((Self-Contained Breathing); +1) (45 
  Active Points) 0 
  xu 
  5) Flechette: Killing Attack - Ranged 2d6+1, 
  Explosion (+1/2) (52 Active Points); Reduced 
  Penetration (-1/4) 0 
  xx
  4 cm RAM Grenade Launcher Sights: (Total: 11 
  Active Cost, 5 Real Cost) +1 OCV with Ranged 
  Combat (5 Active Points); OAF (-1), Real Weapon 
  (-1/4) (Real Cost: 2) plus +2 vs. Range (6 Active 
  Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 3) 0 
  
  TravellerHERO - Unofficial Guide 
  Weapons
  59
  Heavy Machineguns
  7MM MMG
  TBD
  13MM HMG
  TBD
  5MM ROTARY-7
  TBD
  7MM ROTARY-7
  TBD
  5MM ROTARY-8
  TBD
  7MM ROTARY-8
  TBD
  VRF GAUSS GUN
  TBD
  Shoulder-Fired Weapons
  ASSAULT ROCKET LAUNCHER
  The assault rocket launcher fires a 10mm solid fuel 
  rocket slug. The rocket flare produces a highly-visible 
  signature.
  PLASMA BAZOOKA
  The plasma bazooka fires a replaceable single-shot 
  cartridge. 17d6EB.
  Effect: EB 17d6, One Hex (Nonselective)
  Shots: 1
  Combat Modifiers: +1 OCV, +1 RMod
  STR Minimum: 12
  Range: ??
  Mass: 48kg
  CR: 120,000
  Cartridge Cost: 3600 Cr
  Description:  The Plasma Bazooka is a TL10 variation 
  of Plasma gun technology fired as a one-shot bazooka. 
  It has considerable backblast, and cannot be fired from 
  an enclosed area (such as a building).
  Plasma Bazooka:  (114 Active Points, 19 Real Points) Energy 
  Blast 17d6, Area Of Effect Nonselective (One Hex; +1/4) 
  (106 Active Points); 1 Charge (-2), STR Minimum 12 (STR 
  Min. Cannot Add/Subtract Damage; -1), Required Hands 
  Two-Handed (-1/2), Requires Eye and Arm Protection (-1/2), 
  Extra Time (Full Phase, -1/2), Side Effects, Side Effect occurs 
  automatically whenever Power is used (pronounced heat 
  bloom and flash signature; -1/2), Real Weapon (-1/4), Limited 
  Range (70”; -1/4) (Real Cost: 16) plus +1 with Ranged Combat 
  (5 Active Points); OAF (-1), Required Hands Two-Handed 
  (-1/2), Real Weapon (-1/4) (Real Cost: 2) plus Penalty Skill 
  Levels:  +1 vs. Range Modifier with All Attacks (3 Active 
  Points); OAF (-1), Required Hands Two-Handed (-1/2), Real 
  Weapon (-1/4) (Real Cost: 1)
  AUTOMATIC RAM GL
  Description: TBD.
  60
  Multipower, 180-point reserve, all slots 125 
  Charges (Recovers Under Limited Circumstances; 
  requires a base or resupply vehicle; +1/4) (225 
  Active Points); all slots STR Minimum 15-17 
  (STR Min. Cannot Add/Subtract Damage; -1 1/4), 
  OIF Bulky (-1), Required Hands Two-Handed 
  (-1/2) [Notes: Automatic RAM GL, modified for 
  Battledress use only, 125 round backpack ammo 
  cassette, between weapon and ammo, 115kg of 
  weight] 
  1u
  1) 4cm Flechette Round: RKA 1d6, Area Of Effect 
  Nonselective (4” Cone; +3/4) (26 Active Points); 
  STR Minimum 15-17 (STR Min. Cannot Add/
  Subtract Damage; -1 1/4), OIF Bulky (-1), No Range 
  (-1/2), Required Hands Two-Handed (-1/2), Real 
  Weapon (-1/4), Reduced Penetration (-1/4) 
  4u
  2) 4cm HE Round: RKA 3d6, Increased Maximum 
  Range (3,100”; +1/4), Explosion (+3/4), Nonselective 
  Target (-1/4), Autofire (2 shots; +1 1/4) (135 Active 
  Points); STR Minimum 15-17 (STR Min. Cannot 
  Add/Subtract Damage; -1 1/4), OIF Bulky (-1), 
  Required Hands Two-Handed (-1/2) 
  4u
  3) 4cm HEAP round: RKA 5d6+1, Autofire (2 shots; 
  +1/4), Indirect (Same origin, always fired away 
  from attacker; +1/4), Increased Maximum Range 
  (4,000”; +1/4), Armor Piercing (+1/2) (180 Active 
  Points); STR Minimum 15-17 (STR Min. Cannot 
  Add/Subtract Damage; -1 1/4), OIF Bulky (-1), 
  Required Hands Two-Handed (-1/2), Real Weapon 
  (-1/4) 
  5u
  4) 4cm Incendiary Round: RKA 2 1/2d6, Increased 
  Maximum Range (4,250”; +1/4), Explosion (+1/2), 
  Uncontrolled (+1/2), Continuous (lasts 4 phases 
  total; +1), Autofire (2 shots; +1 1/4) (180 Active 
  Points); STR Minimum 15-17 (STR Min. Cannot 
  Add/Subtract Damage; -1 1/4), OIF Bulky (-1), 
  Required Hands Two-Handed (-1/2) 
  
  Weapons 
  TravellerHERO - Unofficial Guide
  60
  2u
  5) Riot Control Agent: (Total: 95 Active Cost, 
  23 Real Cost) EB 3d6, Increased Maximum 
  Range (1,675”; +1/4), Explosion (-1 DC/2”; +3/4), 
  Nonselective Target (-1/4), Lingering up to 1 Minute 
  (+3/4), NND ([Standard]; Sealed Suit, Hold Breath; 
  +1), Autofire (2 shots; +1 1/4) (71 Active Points); 
  STR Minimum 15-17 (STR Min. Cannot Add/
  Subtract Damage; -1 1/4), OIF Bulky (-1), Custom 
  Modifier (Rain or high winds disperse in 1 phase; 
  -1/2), Required Hands Two-Handed (-1/2) (Real 
  Cost: 17) plus Sight Group Flash 1d6, Increased 
  Maximum Range (550”; +1/4), Explosion (-1 DC/2”; 
  +3/4), Nonselective Target (-1/4), Lingering up to 1 
  Minute (+3/4), NND ([Standard]; Sealed Suit, Hold 
  Breath , Eye coverings; +1), Autofire (2 shots; +1 
  1/4) (24 Active Points); STR Minimum 15-17 (STR 
  Min. Cannot Add/Subtract Damage; -1 1/4), OIF 
  Bulky (-1), Custom Modifier (Rain or high winds 
  disperse in 1 phase; -1/2), Required Hands Two-
  Handed (-1/2) (Real Cost: 6)
  76
  Total Cost
   
  Beam Weapons
  Lasers are the only beam weapon in TravellerHERO. 
  Lasers are beams of coherent light, and are blocked by 
  dense refractives such rain or smoke, and have signifi-
  cantly reduced effect in dense atmospheres.
  Laser Pistols
  LASER PISTOL-9
  Effect: RKA 2d6, Armor-Piercing
  Shots: 12
  Combat Modifiers: +1 OCV, +1 RMod
  STR Minimum: 6
  Range: 240”
  Mass: 2 kg pistol/ 20kg powerpack
  CR: 1700
  Description:  The Laser Pistol-9 is the TL9 version 
  of the laser pistol, which consists of the laser pistol 
  connected by cable to a 20kg backpack power supply.
  Laser Pistol-9: (Total: 48 Active Cost, 13 Real Cost) RKA 2d6, 
  Armor Piercing (+1/2) (45 Active Points); OAF Fragile (-1 1/4), 
  STR Minimum 6 (STR Min. Cannot Add/Subtract Damage; 
  -1), Beam (-1/4), Custom Modifier (blocked by rain or smoke; 
  -1/4), Real Weapon (-1/4), 12 Charges (-1/4), Limited Range 
  (-1/4) (Real Cost: 10) plus +1 with any single attack with one 
  specific weapon (Real Cost: 1) plus +1 vs. Range (3 Active 
  Points); OAF (-1) (Real Cost: 1)
  LASER PISTOL-12
  Effect: RKA 2d6, AP, AF (2 shots), Inv. to Sight
  Shots: 12
  Combat Modifiers: +1 OCV, +1 RMod
  STR Minimum: 6
  Range: 515”
  Mass: 2 kg pistol / 20 kg backpack powre supply
  CR: ??
  Description:  The Laser Pistol-12 is the TL12 version of 
  the laser pistol.
  Laser Pistol-12: (Total: 63 Active Cost, 17 Real Cost) RKA 
  2d6, Invisible to Sight Group, Source Only (+1/4), Autofire 
  (2 shots; +1/4), Armor Piercing (+1/2) (60 Active Points); 
  OAF Fragile (-1 1/4), STR Minimum 6 (STR Min. Cannot 
  Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), 
  12 Charges (-1/4), Limited Range (-1/4) (Real Cost: 14) plus +1 
  with any single attack with one specific weapon (Real Cost: 
  1) plus +1 vs. Range (3 Active Points); OAF (-1) (Real Cost: 1).  
  Total Cost: 17
  LASER PISTOL-15
  Effect: RKA 2d6, AP, AF (2 shots), Inv. to Sight
  Shots: 12
  Combat Modifiers: +1 OCV, +2 RMod
  STR Minimum: 6
  Range: 320”
  Mass: 3 kg
  
  TravellerHERO - Unofficial Guide 
  Weapons
  61
  CR: 3000
  Description:  The Laser Pistol-15 is the TL15 version of 
  the laser pistol. Rather than a backpack power supply, 
  its has a magazine that holds 15 CLC (Chemical Laser 
  Cartridges) that provide the power for the laser pulse.
  Laser Pistol-15: (Total: 64 Active Cost, 18 Real Cost) RKA 
  2d6, Invisible to Sight Group, Source Only (+1/4), Autofire 
  (2 shots; +1/4), Armor Piercing (+1/2) (60 Active Points); 
  OAF Fragile (-1 1/4), STR Minimum 6 (STR Min. Cannot 
  Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), 
  12 Charges (-1/4), Limited Range (-1/4) (Real Cost: 14) plus +1 
  with any single attack with one specific weapon (Real Cost: 
  1) plus +2 vs. Range (6 Active Points); OAF (-1) (Real Cost: 3).  
  Total Cost: 18 points.
  LASER PISTOL-16
  Effect: RKA 2 1/2d6, AP, AF (3 shots), Inv. to Sight
  Shots: 32
  Combat Modifiers: +1 OCV, +2 RMod
  STR Minimum: 6
  Range: ??
  Mass: ??
  CR: ??
  Description:  The Laser Pistol-16 is the TL16 version of 
  the laser pistol.
  [Notes: Experimental Advanced Laser Pistol]
  Laser Pistol-16: (Total: 95 Active Cost, 27 Real Cost) RKA 2 
  1/2d6, 32 Charges (+1/4), Invisible to Sight Group, Source 
  Only (+1/4), Autofire (3 shots; +1/4), Armor Piercing (+1/2) 
  (90 Active Points); OAF Fragile (-1 1/4), STR Minimum 6 
  (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), 
  Real Weapon (-1/4), Limited Range (-1/4) (Real Cost: 22) plus 
  +2 with any single attack with one specific weapon (Real 
  Cost: 2) plus +2 vs. Range (6 Active Points); OAF (-1) (Real 
  Cost: 3).  Total Cost: 27 points.
  Laser Carbines
  LASER CARBINE-8
  Effect: RKA 2 1/2d6, AP
  Shots: 32
  Combat Modifiers: +2 OCV, +2 RMod
  STR Minimum: 6
  Range: ??
  Mass: 5kg carbine / 20 kg backpack power supply
  CR: 2500
  Description:  The Laser Carbine-8 is the TL8 version of 
  the laser carbine. It consists of a 5kg carbine connected 
  by cable to a 20kg backpack power supply.
  Laser Carbine-8: (Total: 75 Active Cost, 24 Real Cost) 
  RKA 2 1/2d6, 32 Charges (+1/4), Armor Piercing (+1/2) 
  (70 Active Points); OAF Fragile (-1 1/4), STR Minimum 
  6 (-1/2), Beam (-1/4), Custom Modifier (blocked by rain 
  or smoke; -1/4), Real Weapon (-1/4), Required Hands 
  One-And-A-Half-Handed (-1/4) (Real Cost: 19) plus +2 
  with any single attack with one specific weapon (Real 
  Cost: 2) plus +2 vs. Range (6 Active Points); OAF (-1) (Real 
  Cost: 3) 
  LASER CARBINE-11
  Effect: RKA 3d6, AP
  Shots: 32
  Combat Modifiers: +2 OCV, +2 RMod
  STR Minimum: 6
  Range: ??
  Mass: ??
  CR: ??
  Description:  The Laser Carbine-11 is the TL11 version 
  of the laser carbine.
  Laser Carbine-11: (Total: 84 Active Cost, 29 Real Cost) RKA 
  3d6, 32 Charges (+1/4), Armor Piercing (+1/2) (79 Active 
  Points); OAF Fragile (-1 1/4), Beam (-1/4), Custom Modifier 
  (blocked by rain or smoke; -1/4), Real Weapon (-1/4), Required 
  Hands One-And-A-Half-Handed (-1/4) (Real Cost: 24) plus +2 
  with any single attack with one specific weapon (Real Cost: 
  2) plus +2 vs. Range (6 Active Points); OAF (-1) (Real Cost: 3) 
  Laser Rifles
  LASER RIFLE-9
  Effect: RKA 3d6, AP, AF (2 shots), Inv. to Sight
  Shots: 32
  Combat Modifiers: +1 OCV, -1RMod
  STR Minimum: 6
  Range: 2250”
  Mass: 5 kg rifle/ 20 kg backpack
  CR: 2500
  Description:  The Laser Rifle-9 is the TL9 version of 
  the laser rifle. It consists of a 5kg laser rifle connected 
  by cable to a 20kg backpack power supply.
  Laser Rifle-9: (Total: 105 Active Cost, 28 Real Cost) RKA 
  3d6, 32 Charges (+1/4), Autofire (2 shots; +1/4), Increased 
  Maximum Range (2,250”; +1/4), Armor Piercing (+1/2) (101 
  Active Points); OAF Fragile (-1 1/4), STR Minimum 6 (STR 
  Min. Cannot Add/Subtract Damage; -1), Required Hands 
  Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real 
  Cost: 24) plus +1 with any single attack with one specific 
  weapon (Real Cost: 1) plus +2 vs. Range (6 Active Points); 
  OAF (-1) (Real Cost: 3)  
  LASER RIFLE-12
  Effect: RKA 3 1/2d6, AP, AF (2 shots), Inv. to Sight
  Shots: 32
  Combat Modifiers: +1 OCV, +2 RMod
  STR Minimum: 6
  Range: 3100”
  Mass: ??
  CR: ??
  Description:  The Laser Rifle-12 is the TL12 version of 
  the laser rifle.
  
  Weapons 
  TravellerHERO - Unofficial Guide
  62
  Laser Rifle-12: (Total: 141 Active Cost, 36 Real Cost) RKA 
  3 1/2d6, 32 Charges (+1/4), Invisible to Sight Group, Source 
  Only (+1/4), Autofire (3 shots; +1/4), Increased Maximum 
  Range (3,100”; +1/4), Armor Piercing (+1/2) (137 Active 
  Points); OAF Fragile (-1 1/4), STR Minimum 6 (STR Min. 
  Cannot Add/Subtract Damage; -1), Required Hands Two-
  Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 
  32) plus +1 with any single attack with one specific weapon 
  (Real Cost: 1) plus +2 vs. Range (6 Active Points); OAF (-1) 
  (Real Cost: 3) 
  LASER RIFLE-13
  Effect: RKA 3 1/2d6, AP, AF (5 shots), +1 STUN, Inv. to 
  Sight
  Shots: 32
  Combat Modifiers: +1 OCV, -1RMod
  STR Minimum: 6
  Range: ??
  Mass: 11 kg
  CR: 8000
  Description:  The Laser Rifle-13 is the TL13 version 
  of the laser rifle. It consists of a laser rifle with a 
  magazine capable of holding 32 CLCs (Chemical Laser 
  Cartridges).
  Laser Rifle-13: (Total: 170 Active Cost, 44 Real Cost) RKA 
  3 1/2d6, 32 Charges (+1/4), Invisible to Sight Group, Source 
  Only (+1/4), +1 Increased STUN Multiplier (+1/4), Increased 
  Maximum Range (3,775”; +1/4), Armor Piercing (+1/2), 
  Autofire (5 shots; +1/2) (165 Active Points); OAF Fragile 
  (-1 1/4), STR Minimum 6 (STR Min. Cannot Add/Subtract 
  Damage; -1), Required Hands Two-Handed (-1/2), Beam (-1/4), 
  Real Weapon (-1/4) (Real Cost: 39) plus +2 with any single 
  attack with one specific weapon (Real Cost: 2) plus +2 vs. 
  Range (6 Active Points); OAF (-1) (Real Cost: 3) 
  LASER RIFLE-15
  Effect: RKA 3 1/2d6, AP, AF (5 shots), +1 STUN, Inv. to 
  Sight
  Shots: 64
  Combat Modifiers: +3 OCV, -1RMod
  STR Minimum: 6
  Range: 4125”
  Mass: ??
  CR: ??
  Description:  The Laser Rifle-15 is the TL15 version of 
  the laser rifle.
  Laser Rifle-15: (Total: 187 Active Cost, 50 Real Cost) RKA 
  3 1/2d6, Invisible to Sight Group, Source Only (+1/4), +1 
  Increased STUN Multiplier (+1/4), Increased Maximum 
  Range (4,125”; +1/4), Armor Piercing (+1/2), 64 Charges 
  (+1/2), Autofire (5 shots; +1/2) (179 Active Points); OAF 
  Fragile (-1 1/4), STR Minimum 6 (STR Min. Cannot Add/
  Subtract Damage; -1), Required Hands Two-Handed (-1/2), 
  Beam (-1/4), Real Weapon (-1/4) (Real Cost: 42) plus +3 with 
  any single attack with one specific weapon (Real Cost: 3) 
  plus +3 vs. Range (9 Active Points); OAF (-1) (Real Cost: 4)  
  Laser Assault Weapons
  LASER MG-14
  Effect: RKA 4d6, AP, AF (5 shots), +1 STUN, Inv. to 
  Sight
  Shots: 64
  Combat Modifiers: +1 OCV, +2 RMod
  STR Minimum: 6
  Range: 4500”
  Mass: ??
  CR: ??
  Description:  The Laser MG-14 is a TL14 fully-
  automatic laser rifle.   
  Note: Taken From Emperors Arsenal: Squad Support Weapon 
  for Battledress Troops
  Laser MG-14: (Total: 199 Active Cost, 39 Real Cost) RKA 4d6, 
  Invisible to Sight Group, Source Only (+1/4), +1 Increased 
  STUN Multiplier (+1/4), Increased Maximum Range (4,500”; 
  +1/4), Armor Piercing (+1/2), 64 Charges (+1/2), Autofire (5 
  shots; +1/2) (195 Active Points); OAF Fragile (-1 1/4), STR 
  Minimum 15-17 (STR Min. Cannot Add/Subtract Damage; -1 
  1/4), Required Hands Two-Handed (-1/2), Custom Modifier 
  (Requires Battle Dress; -1/2), Custom Modifier (Cannot move 
  and fire at same time; -1/2), Beam (-1/4), Real Weapon (-1/4) 
  (Real Cost: 35) plus +1 with any single attack with one 
  specific weapon (Real Cost: 1) plus +2 vs. Range (6 Active 
  Points); OAF (-1) (Real Cost: 3)
   
  HEAVY LASER RIFLE
  Effect: RKA 4d6, AP, +1 STUN, Inv. to Sight
  Shots: 8
  Combat Modifiers: +1 OCV, +2 RMod
  STR Minimum: 6
  Range: 3000”
  Mass: ??
  CR: ??
  Description:  The Heavy Laser Rifle-13 is a TL13 heavy 
  combat laser rifle.
  Note: Taken From Emperors Arsenal: Heavy Sniper Weapon, 
  also used against light vehicles
  Heavy Laser Rifle-13: (Total: 141 Active Cost, 34 Real Cost) 
  RKA 4d6, Invisible to Sight Group, Source Only (+1/4), +1 
  Increased STUN Multiplier (+1/4), Increased Maximum 
  Range (3,000”; +1/4), Armor Piercing (+1/2) (135 Active 
  Points); OAF Fragile (-1 1/4), STR Minimum 6 (STR Min. 
  Cannot Add/Subtract Damage; -1), 8 Charges (-1/2), Required 
  Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) 
  (Real Cost: 28) plus +3 with any single attack with one 
  specific weapon (Real Cost: 3) plus +2 vs. Range (6 Active 
  Points); OAF (-1) (Real Cost: 3)
  
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  Weapons
  63
  Energy Weapons
  Fusion Guns
  FGMP-14
  Effect: EB 16d6, Penetrating, One Hex Nonselective
  Shots: 28 END from Power Pack
  Combat Modifiers: +2 OCV, +3 RMod
  STR Minimum: 18
  Range: ??
  Mass: 13kg
  CR: 86400
  Description:  The FGMP-14 (Fusion Gun Man Portable, 
  TL 14) is xxx.
  FGMP-14: (Total: 159 Active Cost, 32 Real Cost) EB 
  16d6, Area Of Effect Nonselective (One Hex; +1/4), 
  Penetrating (+1/2) (140 Active Points); STR Minimum 
  18 (STR Min. Cannot Add/Subtract Damage; -1 1/2), 
  OAF (-1), Required Hands Two-Handed (-1/2), Requires 
  Battle Dress (-1/2), Extra Time (Full Phase, -1/2), Real 
  Weapon (-1/4), Reduced By Range (-1/4) (Real Cost: 25) 
  plus +2 with Ranged Combat (10 Active Points); OAF 
  (-1), Required Hands Two-Handed (-1/2), Real Weapon 
  (-1/4) (Real Cost: 4) plus Penalty Skill Levels:  +3 vs. 
  Range Modifier with All Attacks (9 Active Points); 
  OAF (-1), Required Hands Two-Handed (-1/2), Real 
  Weapon (-1/4) (Real Cost: 3) 
  FGMP-15
  Effect: EB 16d6, One Hex (Nonselective), Penetrating
  Shots: ??
  Combat Modifiers: +2 OCV, +3 RMod
  STR Minimum: 12
  Range: ??
  Mass: 13
  CR: 54000
  Description:  The FGMP-15 is the TL15 version of the 
  Fusion gun.
  FGMP-15: (Total: 159 Active Cost, 38 Real Cost) EB 
  16d6, Area Of Effect Nonselective (One Hex; +1/4), 
  Penetrating (+1/2) (140 Active Points); OAF (-1), 
  STR Minimum 12 (STR Min. Cannot Add/Subtract 
  Damage; -1), Required Hands Two-Handed (-1/2), Extra 
  Time (Full Phase, -1/2), Real Weapon (-1/4), Reduced 
  By Range (-1/4) (Real Cost: 31) plus +2 with Ranged 
  Combat (10 Active Points); OAF (-1), Required Hands 
  Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 4) 
  plus Penalty Skill Levels:  +3 vs. Range Modifier with 
  All Attacks (9 Active Points); OAF (-1), Required Hands 
  Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 3)  
  FGMP-16
  Effect: EB 18d6, One Hex (Nonselective), Penetrating
  Shots: ??
  Combat Modifiers: +3 OCV, +4 RMod
  STR Minimum: 10
  Range: ??
  Mass: ??
  CR: ??
  Description:  The FGMP-16 is the TL16 version of the 
  Fusion gun.
  FGMP-16: (Total: 184 Active Cost, 44 Real Cost) EB 18d6, 
  Area Of Effect Nonselective (One Hex; +1/4), Penetrating 
  (+1/2) (157 Active Points); OAF (-1), STR Minimum 10 
  (STR Min. Cannot Add/Subtract Damage; -1), Required 
  Hands Two-Handed (-1/2), Extra Time (Full Phase, -1/2), 
  Real Weapon (-1/4), Reduced By Range (-1/4) (Real Cost: 35) 
  plus +3 with Ranged Combat (15 Active Points); OAF (-1), 
  Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real 
  Cost: 5) plus Penalty Skill Levels:  +4 vs. Range Modifier 
  with All Attacks (12 Active Points); OAF (-1), Required 
  Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 4)   
  Plasma Guns
  PGMP-12
  Effect: EB 10d6, One Hex (Nonselective)
  Shots: 40
  Combat Modifiers: +1 OCV, +1 RMod
  STR Minimum: 17
  Range: ??
  Mass: 10kg
  CR: 18000
  Description:  The PGMP-12 is the TL12 version of the 
  Plasma gun.
  PGMP-12: (Total: 95 Active Cost, 16 Real Cost) EB 10d6, 
  Area Of Effect Nonselective (One Hex; +1/4), 40 Charges 
  (+1/2) (87 Active Points); STR Minimum 17 (STR Min. 
  Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Activation 
  Roll 15-, Jammed (-3/4), Required Hands Two-Handed (-1/2), 
  Custom Modifier (Requires Arm and Eye Protection; -1/2), 
  Extra Time (Full Phase, -1/2), Side Effects, Side Effect occurs 
  automatically whenever Power is used (pronounced heat 
  bloom and flash signature; -1/2), Real Weapon (-1/4), Reduced 
  By Range (-1/4) (Real Cost: 13) plus +1 with Ranged Combat 
  (5 Active Points); OAF (-1), Required Hands Two-Handed 
  (-1/2), Real Weapon (-1/4) (Real Cost: 2) plus Penalty Skill 
  Levels:  +1 vs. Range Modifier with All Attacks (3 Active 
  Points); OAF (-1), Required Hands Two-Handed (-1/2), Real 
  Weapon (-1/4) (Real Cost: 1) (, )  
  Note: Early Plasma Gun Design, not known for its reliability 
  PGMP-13
  Effect: EB 12d6, One Hex (Nonselective)
  Shots: 40
  Combat Modifiers: +1 OCV, +1 RMod
  STR Minimum: 17
  Range: ??
  Mass: 23kg
  CR: 20000
  
  Weapons 
  TravellerHERO - Unofficial Guide
  64
  Description:  The PGMP-12 is the TL12 version of the 
  Plasma gun.
  PGMP-13: (Total: 83 Active Cost, 19 Real Cost) EB 12d6, Area 
  Of Effect Nonselective (One Hex; +1/4) (75 Active Points); 
  STR Minimum 17 (STR Min. Cannot Add/Subtract Damage; -
  1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Requires 
  Battle Dress (-1/2), Real Weapon (-1/4), Reduced By Range 
  (-1/4) (Real Cost: 16) plus +1 with Ranged Combat (5 Active 
  Points); OAF (-1), Required Hands Two-Handed (-1/2), Real 
  Weapon (-1/4) (Real Cost: 2) plus Penalty Skill Levels:  +1 vs. 
  Range Modifier with All Attacks (3 Active Points); OAF (-1), 
  Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real 
  Cost: 1)  
  PGMP-14
  Effect: EB 10d6, One Hex (Nonselective), Penetrating
  Shots: 40
  Combat Modifiers: +1 OCV, +1 RMod
  STR Minimum: 12
  Range: ??
  Mass: 11kg
  CR: 48000
  Description:  The PGMP-14 is the TL14 version of the 
  Plasma gun.
  PGMP-14: (Total: 83 Active Cost, 22 Real Cost) EB 12d6, Area 
  Of Effect Nonselective (One Hex; +1/4) (75 Active Points); 
  OAF (-1), STR Minimum 12 (STR Min. Cannot Add/Subtract 
  Damage; -1), Required Hands Two-Handed (-1/2), Real 
  Weapon (-1/4), Reduced By Range (-1/4) (Real Cost: 19) plus 
  +1 with Ranged Combat (5 Active Points); OAF (-1), Required 
  Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 2) 
  plus Penalty Skill Levels:  +1 vs. Range Modifier with All 
  Attacks (3 Active Points); OAF (-1), Required Hands Two-
  Handed (-1/2), Real Weapon (-1/4) (Real Cost: 1)   
  
  TravellerHERO - Unofficial Guide 
  Weapons Summary
  65
  Small Arms Weapons Table
  Name
  Cal
  OCV RMod Dam
  STUNx Shots STR 
  Min
  PER 
  Mod
  A/R 
  Cost
  Mass 
  (kg)
  CR
  Notes
  Handguns
  Body Pistol
  5mm
  +1
  -1
  1d6
  +0
  6
  6
  +0
  20/7
  0.3
  500
  Non-metallic
  Automatic Pistol 9mm
  9mm
  +1
  +0
  1d6+1
  +0
  15
  7
  -1
  25/8
  1
  200
  Automatic Pistol, 
  Magnum
  9mm 
  +1
  +0
  1½d6
  +0
  15
  7
  -1
  30/9
  1
  250
  Revolver, 9mm
  9mm
  +0
  +0
  1d6+1
  +0
  6
  7
  -1
  20/8
  1
  150
  Revolver, 9mm 
  Magnum
  9mm
  +0
  +0
  1½d6
  +0
  6
  7
  -1
  30/9
  1
  150
  Snub Revolver
  10mm
  +0
  +0
  6
  6
  -1
  40/18
  0.5
  150
  Low-velocity
  - Standard Round
  1d6
  +0
  - AP Round
  1d6AP
  +0
  - HE Round
  (3d6X)
  EB, not RKA
  - Gas Round
  (2d6)
  NND, 1 hex
  - Tranq Round
  (3d6)
  NND (res DEF)
  Snub Pistol
  10mm
  +0
  +0
  +0
  20
  6
  -1
  40/22
  0.5
  600
  rounds as Snub 
  Revolver
  Rifles
  Carbine
  7mm
  +1
  +1
  2d6
  +0
  10
  11
  38/10
  3
  200
  Rifle
  7mm
  +1
  +2
  2d6
  +1
  20
  13
  48/13
  4
  200
  Automatic Rifle
  7mm
  +1
  +2
  2d6
  +1
  20
  13
  63/16
  5
  150
  single or 4-shot auto
  Shotguns
  Shotgun
  12g
  +0
  +0
  2½d6
  +1
  10
  12
  112/37
  3.75
  150
  Submachineguns
  SMG
  7mm
  +2
  +0
  1d6+1
  +0
  40
  12
  50/16
  2.5
  500
  single or 5-shot burst
  Assault Rifles
  Light Machine Gun
  7mm
  +1
  +1
  2d6
  +1
  200
  15
  105/23
  8
  1200
  10-shot autofire
  Accelerator Rifle
  7mm
  +1
  +1
  2d6
  +1
  15
  12
  53/19
  3
  900
  5-shot autofire
  Assault Rifle
  7mm
  +2
  +1
  2d6
  +1
  30
  14
  73/21
  3.3
  300
  5-shot autofire
  ACR
  7mm
  +2
  +1
  2d6
  +1
  30
  13
  112/49
  4
  1000
  5-shot autofire
  - DS round
  2d6
  +1
  - Flechette round
  3d6
  +1
  - Smoke round
  5” Dark
  Darkness 1 minute
  Light Assault Gun
  7mm
  +1
  +1
  2d6
  +0
  15
  12
  4.5
  600
  5-shot autofire
  Gauss Guns
  Gauss Pistol
  4mm
  +2
  +1
  2½d6AP
  +1
  15
  10
  83/26
  0.82
  600
  Gauss Rifle
  4mm
  +2
  +1
  3d6AP
  +1
  50
  10
  164/44
  4.3
  1500
  
  Weapons Summary 
  TravellerHERO - Unofficial Guide
  66
  Beam Weapons
  Name
  TL
  OCV RMod Dam
  STUNx Shots STR 
  Min
  PER 
  Mod
  A/R 
  Cost
  Mass 
  (kg)
  CR
  Notes
  Pistols
  Laser Pistol - 9
  9
  +1
  +1
  2d6AP
  +0
  12
  6
  -1
  48/13
  25
  Laser Pistol - 12
  12
  +1
  +1
  2d6AP
  +0
  12
  6
  -1
  63/17
  25
  AF2, Inv. to Sight
  Laser Pistol - 15
  15
  +1
  +2
  2d6AP
  +0
  12
  6
  -1
  64/18
  5
  AF2, Inv. to Sight
  Laser Pistol - 16
  16
  +1
  +2
  2d6AP
  +0
  32
  6
  -1
  95/27
  5
  AF3, Inv. to Sight
  Carbines
  Laser Carbine - 8
  8
  +2
  +2
  2½d6AP
  +0
  32
  6
  -2
  75/24
  Laser Carbine - 11
  11
  +2
  +2
  3d6AP
  +0
  32
  6
  -2
  84/29
  Rifles
  Laser Rifle - 9
  9
  +1
  +2
  3d6AP
  +0
  32
  6
  -2
  105/28
  AF2, Inv. to Sight
  Laser Rifle - 12
  12
  +1
  +2
  3½d6AP
  +0
  32
  6
  -2
  141/36
  AF3, Inv. to Sight
  Laser Rifle - 13
  13
  +1
  +2
  3½d6AP
  +1
  32
  6
  -2
  170/44
  AF3, Inv. to Sight
  Laser Rifle - 15
  15
  +1
  +2
  3½d6AP
  +1
  64
  6
  -2
  187/50
  AF5, Inv. to Sight
  Assault Weapons
  Laser MG - 14
  14
  +1
  +2
  4d6AP
  +1
  64
  6
  -2
  199/39
  AF5, Inv. to Sight
  Heavy Laser Rifle
  13
  +1
  +2
  4d6AP
  +1
  8
  6
  -2
  141/35
  Inv. to Sight
  Beam Weapons
  Name
  TL
  OCV RMod Dam
  STUNx Shots STR 
  Min
  PER 
  Mod
  A/R 
  Cost
  Mass 
  (kg)
  CR
  Notes
  Fusion Guns
  FGMP-14
  14
  +2
  +3
  (16d6)P
  +0
  28e
  18
  -4
  159/32
  13
  86400
  Battle Suit Only
  FGMP-15
  15
  +2
  +3
  (16d6)P
  +0
  28e
  18
  -4
  
  TravellerHERO - Unofficial Guide 
  Defenses
  67
  Defenses
  Imperium technology offers two kinds of personal 
  protection: body armor and battle dress.  
  Body Armor
  Body armor consists of a jumpsuit, often worn un-
  derneath normal clothing. The jumpsuit can be made 
  of any of a variety of possible materials, and is commer-
  cially available for civilian and military use.
  Traveller Body Armor
  Name
  Book TL
  Cr
  PD/ED
  A/R
  Notes
  Personal Armor
  Leather Vest
  TNE
  0
  30
  1/1
  Flak Jacket
  TNE
  5
  200
  5/5
  5
  Flak Jacket
  TNE
  7
  200
  5/5
  5,6
  Jack
  CT
  9
  50
  2/2
  6/2 1
  Jack
  12
  50
  4/2
  9/3 1
  Mesh
  CT
  9
  150
  4/2
  9/3 1
  Mesh
  12
  150
  6/2
  12/6 1
  Cloth, ballistic
  CT
  7
  250
  6/2
  12/6 1
  Cloth, ballistic
  TNE
  7
  1000
  6/2
  12/6 8
  Weave, ballistic
  TNE
  8
  400
  6/2 (h)
  5. 7
  Weave, ballistic
  TNE
  8
  2000
  6/2 (h)
  8. 7
  Add-Ons
  Reflec
  CT
  9
  1500
  +0/+12
  18/4 2, 4
  Ablat
  CT
  9
  75
  +0/+12
  18/2 3
  Chameleon
  TNE
  12
  1000
  Inv. to 
  IR
  Psionic Shielding
  TNE
  12
  4000
  +10 
  Mental 
  Defense
  1. Activation 14-, or Locations 7-15.
  2. Must be tailored into a body suit, such as Jack, Mesh, or Cloth
  3. Worn with a body suit, it is Ablative versus Laser fire
  4. No Mass
  5. Vest
  6. Half Mass
  7. Hardened
  8. Full body: Loc 6-18.
  All personal armor has the Real Armor (-1/4) limitation, and Half Mass or 
  No Mass, as indicated.
  Personal Armor has good resistance to physical at-
  tacks (knives, guns, etc.) but little resistance to energy 
  attacks (lasers).  Those who can afford it often have Re-
  flec added to their personal armor for just this reason.
  Battle Dress
  Battledress is a fully enclosed suit, and is strictly 
  military use only.  A suit may very rarely be found on 
  the black market, but such items are extremely expen-
  sive - on the order of 200,000Cr +.
  COMBAT ARMOR-10
  Combat Armor-10 is an armored Vacc Suit composed 
  of various polymers and alloys. Mass: 36#/16kg. Cost: 
  1500Cr.
  Cost
  Powers
  END
  10
  Armor (7 PD/7 ED), Hardened (+1/4) (26 
  Active Points); OIF Bulky (-1), OIHID (-1/4), 
  Real Armor (-1/4)
  0
  15
  LS  (Immunity All terrestrial diseases and 
  biowarfare agents; Immunity All terrestrial 
  poisons and chemical warfare agents; Safe 
  in High Pressure; Safe in Intense Cold; Safe 
  in Intense Heat; Self-Contained Breathing), 
  2 Continuing Charges lasting 1 Hour each 
  (+0) (35 Active Points); OIF Bulky (-1), 
  OIHID (-1/4)
  [2 cc]
  2
  Hearing Group Flash Defense (5 points) (5 
  Active Points); OIF Bulky (-1), OIHID (-1/4), 
  Real Armor (-1/4)
  0
  2
  Sight Group Flash Defense (5 points) (5 
  Active Points); OIF Bulky (-1), OIHID (-1/4), 
  Real Armor (-1/4)
  0
  5
  Radio Perception/Transmission (Radio 
  Group), 2 Continuing Charges lasting 1 Hour 
  each (+0), MegaScale (1” = 1 km; +1/4) (12 
  Active Points); OIF Bulky (-1), OIHID (-1/4)
  [2 cc]
  6
  IR Perception (Sight Group), +3 to PER Roll, 
  Tracking, 2 Continuing Charges lasting 1 
  Hour each (+0) (13 Active Points); OIF Bulky 
  (-1), OIHID (-1/4)
  [2 cc]
  
  Defenses 
  TravellerHERO - Unofficial Guide
  68
  ABD-10
  Advanced BattleDress is a powered battlesuit. It is 
  air-tight, self-sealing, and enhances the wearer’s STR.
  Cost
  Powers
  END
  12
  Armor (8 PD/8 ED), Hardened (+1/4) (30 
  Active Points); OIF Bulky (-1), Real Armor 
  (-1/4), OIHID (-1/4)
  0
  7
  Running +10” (16” total), 2 Continuing 
  Charges lasting 1 Hour each (+0) (20 Active 
  Points); OIF Bulky (-1), Requires A Skill Roll 
  (-1/2), OIHID (-1/4)
  2
  Hearing Group Flash Defense (5 points) (5 
  Active Points); OIF Bulky (-1), OIHID (-1/4), 
  Real Armor (-1/4)
  0
  2
  Sight Group Flash Defense (5 points) (5 Active 
  Points); OIF Bulky (-1), OIHID (-1/4), Real 
  Armor (-1/4)
  0
  14
  LS  (Immunity All terrestrial diseases and 
  biowarfare agents; Immunity All terrestrial 
  diseases and biowarfare agents; Safe in High 
  Pressure; Safe in High Radiation; Safe in 
  Intense Cold; Safe in Intense Heat; Safe in Low 
  Pressure/Vacuum; Self-Contained Breathing), 
  2 Continuing Charges lasting 1 Hour each 
  (+0) (39 Active Points); OIF Bulky (-1), Custom 
  Modifier (suit must remain intact and sealed; 
  -1/2), OIHID (-1/4)
  [2 
  cc]
  1
  +5 STR (5 Active Points); Custom Modifier 
  (only to increase carrying capacity; -1), OIF 
  Bulky (-1), OIHID (-1/4)
  1
  13
  Suit Sensors: Multipower, 30-point reserve, 
  all slots 2 Continuing Charges lasting 1 Hour 
  each (+0) (30 Active Points); all slots OIF 
  Bulky (-1), OIHID (-1/4)
  1u
  1)  +5 versus Range Modifier for Sight Group 
  (8 Active Points); OIF Bulky (-1), OIHID (-1/4)  
  Note: Computerized image enhancers
  0
  1u
  2)  +5 versus Range Modifier for Hearing 
  Group (8 Active Points); OIF Bulky (-1), OIHID 
  (-1/4)
  0
  1u
  3)  Radio Perception/Transmission (Radio 
  Group), MegaScale (1” = 10 km; +1/2) (15 
  Active Points); OIF Bulky (-1), OIHID (-1/4)
  0
  1u
  4)  Navigation (Air, Land, Marine) 14- (14 
  Active Points); OIF Bulky (-1), OIHID (-1/4)  
  Note: Sattelite and Inertial Navigation Systems
  1u
  5)  Mind Link , Human class of minds, 
  Specific Group of Minds, Number of Minds 
  (x16) (30 Active Points); OIF Bulky (-1), 
  Limited Class Of Minds [Subset of a class] 
  (only other battledress suits with specific 
  commlinkls; -1/2), Does Not Provide Mental 
  Awareness (-1/4), OIHID (-1/4)  Note: Platoon 
  level secure commnet
  0
  1u
  6)  IR Perception (Sight Group), +6 to PER 
  Roll, Tracking (16 Active Points); OIF Bulky 
  (-1), OIHID (-1/4)
  0
  ABD-11
  Advanced BattleDress is a powered battlesuit. It is 
  air-tight, self-sealing, and enhances the wearer’s STR.
  Cost Powers
  END
  16
  Armor (11 PD/11 ED), Hardened (+1/4) (41 
  Active Points); OIF Bulky (-1), OIHID (-1/4), 
  Real Armor (-1/4)
  0
  15
  LS  (Immunity All terrestrial diseases and 
  biowarfare agents; Immunity All terrestrial 
  poisons and chemical warfare agents; Safe 
  in High Pressure; Safe in Intense Cold; Safe 
  in Intense Heat; Self-Contained Breathing), 1 
  Continuing Charge lasting 6 Hours (+0) (35 
  Active Points); OIF Bulky (-1), OIHID (-1/4)
  [1 cc]
  2
  +5 STR (5 Active Points); OIF Bulky (-1), No 
  Figured Characteristics (-1/2), OIHID (-1/4)
  1
  6
  Leaping +18” (21” forward, 10 1/2” upward) 
  (18 Active Points); OIF Bulky (-1), Requires A 
  Skill Roll (-1/2), OIHID (-1/4)
  2
  4
  +3 DEX (9 Active Points); OIF Bulky (-1), 
  OIHID (-1/4)
  2
  Hearing Group Flash Defense (5 points) (5 
  Active Points); OIF Bulky (-1), OIHID (-1/4), 
  Real Armor (-1/4)
  0
  2
  Sight Group Flash Defense (5 points) (5 
  Active Points); OIF Bulky (-1), OIHID (-1/4), 
  Real Armor (-1/4)
  0
  18
  Suit Sensors: Multipower, 40-point reserve,  
  (40 Active Points); all slots OIF Bulky (-1), 
  OIHID (-1/4)
  1m
  1)  +7 versus Range Modifier for Sight Group 
  (11 Active Points); OIF Bulky (-1), OIHID (-
  1/4)  Note: Computerized image enhancers
  0
  1m
  2)  +7 versus Range Modifier for Hearing 
  Group (11 Active Points); OIF Bulky (-1), 
  OIHID (-1/4)
  0
  1u
  3)  Radio Perception/Transmission (Radio 
  Group), MegaScale (1” = 10 km; +1/2) (15 
  Active Points); OIF Bulky (-1), OIHID (-1/4)
  0
  1u
  4)  Navigation (Air, Land, Marine) 14- (14 
  Active Points); OIF Bulky (-1), OIHID (-
  1/4)  Note: Sattelite and Inertial Navigation 
  Systems
  
  TravellerHERO - Unofficial Guide 
  Defenses
  69
  1u
  5)  Mind Link , Human class of minds, 
  Specific Group of Minds, Number of Minds 
  (x16) (30 Active Points); OIF Bulky (-1), 
  Limited Class Of Minds [Subset of a class] 
  (only other battledress suits with specific 
  commlinkls; -1/2), Does Not Provide Mental 
  Awareness (-1/4), OIHID (-1/4)  Note: Platoon 
  level secure commnet
  0
  1u
  6)  IR Perception (Sight Group), +6 to PER 
  Roll, Tracking (16 Active Points); OIF Bulky 
  (-1), OIHID (-1/4)
  0
  BATTLE DRESS-12
  Advanced BattleDress is a powered battlesuit. It is 
  air-tight, self-sealing, and enhances the wearer’s STR.
  Cost
  Powers
  END
  7
  RF PD Laser: Missile Deflection (Any Ranged 
  Attack) (20 Active Points); OIF Bulky (-
  1), Costs Endurance (Only Costs END to 
  Activate; -1/4), OIHID (-1/4), Real Armor 
  (-1/4), Custom Modifier (requires suit to be 
  powered up; -1/4)
  2
  6
  Advanced Fire Control Package: (Total: 13 
  Active Cost, 6 Real Cost) Absolute Range 
  Sense (Real Cost: 3) plus +2 with Ranged 
  Combat (10 Active Points); OIF Immobile (-1 
  1/2), Real Weapon (-1/4), OIHID (-1/4), Costs 
  Endurance (Only Costs END to Activate; -1/4) 
  (Real Cost: 3)
  1
  5
  Thermal Superconducting Armor: Energy 
  Damage Reduction, Resistant, 25%, Hardened 
  (+1/4) (19 Active Points); OIF Immobile 
  (-1 1/2), Ablative BODY or STUN (-1), Real 
  Armor (-1/4)
  0
  15
  Endurance Reserve  (120 END, 10 REC) 
  Reserve:  (22 Active Points); OIF Bulky (-1), 
  OIHID (-1/4)
  0
  9
  Flight 12” (24 Active Points); OIF Bulky (-1), 
  Requires A Skill Roll (-1/2), OIHID (-1/4)
  2
  5
  Running +6” (12” total) (12 Active Points); 
  OIF Bulky (-1), OIHID (-1/4), Custom Modifier 
  (requires suit to be powered up; -1/4)
  1
  17
  ABD-12: Armor (16 PD/16 ED), Hardened 
  (+1/4) (60 Active Points); OIF Bulky (-1), 
  Ablative BODY or STUN (-1), OIHID (-1/4), 
  Real Armor (-1/4)
  0
  6
  LS  (Safe in High Pressure; Safe in High 
  Radiation; Safe in Intense Cold; Safe in 
  Intense Heat; Safe in Low Pressure/Vacuum; 
  Self-Contained Breathing) (19 Active Points); 
  OIF Bulky (-1), Custom Modifier (Suit must 
  be intact; -1/2), OIHID (-1/4), Costs Endurance 
  (Only Costs END to Activate; -1/4)
  2
  8
  IR Damper system: Change Environment 
  1” radius, -4 to Infrared Perception PER 
  Rolls, Varying Combat Effects, 2 Continuing 
  Charges lasting 1 Hour each (+0) (21 Active 
  Points); OIF Bulky (-1), No Range (-1/2), 
  OIHID (-1/4)
  [2 cc]
  2
  +5 STR (5 Active Points); OIF Bulky (-1), 
  OIHID (-1/4)
  1
  4
  +3 DEX (9 Active Points); OIF Bulky (-1), 
  OIHID (-1/4), Custom Modifier (requires suit 
  to be powered up; -1/4)
  2
  Hearing Group Flash Defense (5 points) (5 
  Active Points); OIF Bulky (-1), OIHID (-1/4), 
  Real Armor (-1/4)
  0
  2
  Sight Group Flash Defense (5 points) (5 
  Active Points); OIF Bulky (-1), OIHID (-1/4), 
  Real Armor (-1/4)
  0
  4
  +1 SPD (10 Active Points); OIF Bulky (-1), 
  OIHID (-1/4), Custom Modifier (requires suit 
  to be powered up; -1/4)
  4
  Mental Defense (12 points total) (10 Active 
  Points); OIF Bulky (-1), OIHID (-1/4), Real 
  Armor (-1/4)
  0
  8
  Multipower, 30-point reserve,  (30 Active 
  Points); all slots OIF Bulky (-1), Custom 
  Modifier (Only for Sensors and Commo; 
  -1), Costs Endurance (Only Costs END to 
  Activate; -1/4), OIHID (-1/4)
  1u
  1)  Radio Perception/Transmission (Radio 
  Group), MegaScale (1” = 100 km; +3/4), Can 
  Be Scaled Down 1” = 1km (+1/4) (20 Active 
  Points); OIF Bulky (-1), Custom Modifier 
  (Only for Sensors and Commo; -1), Costs 
  Endurance (Only Costs END to Activate; -1/4), 
  OIHID (-1/4)
  2
  1u
  2)  IR Perception (Sight Group), +3 to PER 
  Roll (8 Active Points); OIF Bulky (-1), Custom 
  Modifier (Only for Sensors and Commo; 
  -1), Costs Endurance (Only Costs END to 
  Activate; -1/4), OIHID (-1/4)
  1
  1u
  3)  GPS And Satnav system: Navigation (Air, 
  Land, Marine, Space) 14- (15 Active Points); 
  OIF Bulky (-1), Custom Modifier (Only for 
  Sensors and Commo; -1), Costs Endurance 
  (Only Costs END to Activate; -1/4), OIHID 
  (-1/4)
  1
  1u
  4)  Radar (Radio Group), MegaScale (1” = 
  10 km; +1/2) (22 Active Points); OIF Bulky 
  (-1), Custom Modifier (Only for Sensors and 
  Commo; -1), Costs Endurance (Only Costs 
  END to Activate; -1/4), OIHID (-1/4)
  2
  
  Defenses 
  TravellerHERO - Unofficial Guide
  70
  1u
  5)  Radscanner: Detect A Single Thing 15- 
  (Unusual Group), Discriminatory (12 Active 
  Points); OIF Bulky (-1), Custom Modifier 
  (Only for Sensors and Commo; -1), Costs 
  Endurance (Only Costs END to Activate; -1/4), 
  OIHID (-1/4)
  1
   
   
  RCES BODY SLEEVE-12
  TBD
  Cost
  Powers
  END
  5
  Armor (5 PD/5 ED) (15 Active Points); OIF 
  Bulky (-1), Ablative BODY or STUN (-1), 
  OIHID (-1/4)
  0
  10
  LS  (Immunity All terrestrial poisons and 
  chemical warfare agents; Immunity All 
  terrestrial diseases and biowarfare agents; 
  Safe in Intense Cold; Safe in Intense Heat; 
  Self-Contained Breathing) (34 Active Points); 
  Custom Modifier (only breathable or skin 
  absorbed agents; -1), OIF Bulky (-1), Extra 
  Time (Full Phase, Only to Activate, -1/4)
  0
  4
  Medical Autoinjector: Aid 2d6 (20 Active 
  Points); 2 Charges (-1 1/2), OIF Bulky (-1), 
  Side Effects, Side Effect occurs automatically 
  whenever Power is used (takes 1D6 stun an 
  hour after use; -1/2), Self Only (-1/2), OIHID 
  (-1/4)
  [2]
  2
  G Tolerance[3G]: Custom Talent (3 Active 
  Points); OIF (-1/2), OIHID (-1/4)
  Suit Options
  6
  1)  Chameleon Camouflage suit: Change 
  Environment 1” radius, -2 to Infrared 
  Perception PER Rolls, -2 to Normal Sight 
  PER Rolls, Multiple Combat Effects (16 
  Active Points); OIF Bulky (-1), No Range 
  (-1/2), OIHID (-1/4)
  2
  11
  2)  Suit standard helmet: (Total: 20 Active 
  Cost, 11 Real Cost) Radio Perception/
  Transmission (Radio Group), 1 Continuing 
  Charge lasting 6 Hours (+0) (10 Active 
  Points); OIF (-1/2), OIHID (-1/4) (Real Cost: 6) 
  plus Sight Group Flash Defense (5 points) (5 
  Active Points); OIF (-1/2), OIHID (-1/4), Real 
  Armor (-1/4) (Real Cost: 2) plus Nightvision, 
  1 Continuing Charge lasting 6 Hours (+0) (5 
  Active Points); OIF (-1/2), OIHID (-1/4) (Real 
  Cost: 3)
  [1 cc]
   
   
  
  TravellerHERO - Unofficial Guide 
  Sensors and Communications
  71
  Sensors and 
  Communications
  The Imperium has a variety of sensor and communi-
  cations devices.
  Sensors
  Personal Devices
  GEIGER COUNTER
  Cost: 250 Cr
  Mass: 1.00 kg
  Geiger Counter: Detect Radiation 12- (Unusual Group), 
  Range, Sense, Telescopic (+6):  +6 (14 Active Points); 
  OAF (-1), Real Technology (-1/4), Concentration (1/2 
  DCV; -1/4).  Total Cost: 5 points.
  INERTIAL LOCATOR
  Cost: 1200 Cr
  Mass: 150 kg
  Inertial Locator: Detect Direction And Distance 
  Traveled From The Starting Location 12- (Unusual 
  Group), Range (9 Active Points); OAF (-1), Real 
  Technology (-1/4), Concentration (1/2 DCV; -1/4)
  MAGNETIC COMPASS
  Cost: 10 Cr
  Mass: .10 kg
  Magnetic Compass: Detect Magnetic North 11- 
  (Unusual Group), Range (8 Active Points); OAF (-1), 
  Real Technology (-1/4), Concentration (1/2 DCV; -1/4)
  METAL DETECTOR
  Cost: 300 Cr
  Mass: 1.0 kg
  Metal Detector: Detect Metal 11- (Unusual Group), 
  Range (8 Active Points); OAF (-1), Real Technology (-
  1/4), Concentration (1/2 DCV; -1/4)
  Vision Devices
  BINOCULARS
  Cost: 75 Cr
  Mass: 1.0 kg
  Binoculars: +5 versus Range Modifier for Sight Group 
  (8 Active Points); OAF (-1), Concentration, Must 
  Concentrate throughout use of Constant Power (1/2 
  DCV; -1/2), Real Technology (-1/4)
  COLD LIGHT LANTERN
  Cost: 20 CR
  Mass: 0.25kg
  Cold Light Lantern: Sight Group Images Increased Size 
  (4” radius; +1/2), 3 Continuing Fuel Charges lasting 1 
  Day each (+1) (25 Active Points); Only To Create Light 
  (-1), OAF (-1), Real Technology (-1/4) 
  ELECTRIC TORCH
  Cost: 10 Cr
  Mass: 0.50 kg
  Electric Torch: Sight Group Images Increased Size 
  (4” radius; +1/2), 1 Continuing Fuel Charge lasting 6 
  Hours (+1/4) (17 Active Points); Only To Create Light 
  (-1), OAF (-1), Real Technology (-1/4) 
  GAS OR OIL LAMP
  Cost: 10 Cr
  Mass: 0.50 kg
  Gas or Oil Lamp: Sight Group Images Increased Size 
  (3” radius; +1/2), 1 Continuing Fuel Charge lasting 6 
  Hours (+1/4) (17 Active Points); Only To Create Light 
  (-1), OAF (-1), Real Technology (-1/4)
  IR GOGGLES (BUILT-IN)
  Cost: 600 Cr
  Mass: 0.5 kg
  IR Goggles (built-in): Infrared Perception (Sight) (Sight 
  Group) (5 Active Points); IIF (-1/4) 
  IR GOGGLES
  Cost: 500 Cr
  Mass: 0.50 kg
  IR Goggles: Infrared Perception (Sight) (Sight Group) (5 
  Active Points); OAF (-1)
  LIGHT INTENSIFIER GOGGLES (BUILT-IN)
  Cost: 600 Cr
  Mass: 0.50 kg
  Light Intensifier Goggles (built-in): Nightvision (5 
  Active Points); IIF (-1/4) 
  LIGHT INTENSIFIER GOGGLES
  Cost: 500 Cr
  Mass: 0.50 kg
  Light Intensifier Goggles: Nightvision (5 Active Points); 
  OAF (-1) 
  TORCH
  Cost: 1 Cr
  Mass: 0.25 kg
  Torch: Sight Group Images Increased Size (2” radius; 
  +1/4) (12 Active Points); Only To Create Light (-1), OAF 
  (-1), 1 Continuing Fuel Charge lasting 20 Minutes (-1/4), 
  Real Technology (-1/4)
  IMAGE CONVERTER BINOCULARS-9
  Cost: 15000 Cr
  Mass: 0.50 kg
  Image Converter Binoculars-9: (Total: 26 Active Cost, 
  11 Real Cost) IR Perception (Sight Group) (5 Active 
  Points); OAF Fragile (-1 1/4) (Real Cost: 2) plus UV 
  
  Sensors and Communications 
  TravellerHERO - Unofficial Guide
  72
  Perception (Sight Group) (5 Active Points); OAF Fragile 
  (-1 1/4) (Real Cost: 2) plus +4 versus Range Modifier 
  for Sight Group (6 Active Points); OAF Fragile (-1 1/4) 
  (Real Cost: 3) plus Sight Group Flash Defense (5 points) 
  (5 Active Points); OAF Fragile (-1 1/4) (Real Cost: 2) 
  plus Transmit with Sight Group (5 Active Points); OAF 
  Fragile (-1 1/4) (Real Cost: 2) 
  HANDHELD DENSITOMETER-14
  Cost: 15000 Cr
  Mass: 1.0 kg
  Handheld Densitometer-14: Detect A Single Thing 
  14- (Unusual Group), 1 Continuing Charge lasting 
  1 Day (+0) (6 Active Points); OIF Bulky Fragile (-1 
  1/4), Custom Modifier (cannot be used in an artificial 
  gravity field; -1/2), Custom Modifier (Scan penetration 
  of 1 Meter; -1/2), Concentration (1/2 DCV; -1/4), 
  Custom Modifier (produces an audible hum when in 
  operation; -1/4) [Notes: Using an object or areas natural 
  gravitational attraction, the remote densitometer can 
  easily classify an objects density]
  PASSIVE RADIATION IMAGING SYSTEM 
  BINOCULARS-12
  Cost: 25000 Cr
  Mass: 0.50 kg
  Passive Radiation Imaging System Binoculars-12: 
  Detect A Large Class Of Things 14- (Unusual Group), 1 
  Continuing Charge lasting 1 Day (+0), Variable Special 
  Effects (Any SFX; any type of radiation from IR to 
  Gamma; +1/2) (19 Active Points); OAF Expendable 
  (Easy to obtain new Focus; -1) 
  PORTABLE BIO-SNIFFER-13
  Cost: 500000 Cr
  Mass: 1.0 kg
  Portable Bio-Sniffer-13: Detect A Large Class Of 
  Things 14- (Unusual Group), Discriminatory, Analyze, 
  1 Continuing Charge lasting 1 Day (+0) (23 Active 
  Points); OIF Bulky Fragile (-1 1/4), Concentration (1/2 
  DCV; -1/4) [Notes: Scans for evidence of biological/
  metabolic activity in the area]
  PORTABLE NEURAL ACTIVITY SENSOR-13
  Cost: 15000 Cr
  Mass: 1.0 kg
  Portable Neural Activity Sensor-13: Detect A Single 
  Thing 14- (Unusual Group), Discriminatory, Analyze, 
  Range, Sense, 1 Continuing Charge lasting 1 Day (+0) 
  (23 Active Points); OIF Bulky Fragile (-1 1/4), Gestures 
  (-1/4), Concentration (1/2 DCV; -1/4) [Notes: the NAS 
  detects the electrical activity of a lifeforms nervous 
  system] 
  ATMOSPHERE TESTER
  Tests for composition and breathability.
  BUGS
  Near-microscopic monitoring devices.
  BUG DETECTORS
  Can Detect, Smother, or Destroy bugs.
  DETECTOR, STRESS
  Detects the Stress level of the target, which may or 
  may not indicate the truthfulness of the target.
  RADAR, FIELD SURVEILLANCE
  300meter range radar
  Other Devices
  BLIP ENHANCER
  Blip Enhancer: Radio Group and Detect Images 1” radius, 
  +/-4 to PER Rolls (20 Active Points); OIF Immobile (-1 1/2), 
  Custom Modifier (only to increase the size and or shape of 
  the sensor reading; -1), No Range (-1/2) . Total Cost: 5 points
  CHAFF DISPENSER
  Chaff Dispenser: Radio Group Images Increased Size (2” 
  radius; +1/4), +/-2 to PER Rolls, 12 Continuing Charges 
  lasting 1 Turn each (+1/4) (16 Active Points); OIF Bulky (-1), 
  Dropped (-1/2).  Total Cost: 6 points
  CHAFF ROCKETS
  Chaff Rockets: Radio Group Images Increased Size (4” 
  radius; +1/2), -3 to PER Rolls, 8 Continuing Charges lasting 
  1 Turn each (+0) (21 Active Points); OIF Bulky (-1), Real 
  Weapon (-1/4). Total Cost: 9 points.
  COUNTERBATTERY RADAR
  Counterbattery Radar: Radar (Radio Group), +8 to PER 
  Roll, Discriminatory, Analyze, Increased Arc Of Perception 
  (360 Degrees), Tracking, MegaScale (1” = 10 km; +1/2), Can 
  Be Scaled Down (+1/4) (75 Active Points); Custom Modifier 
  (only used to track ballistic weapons and their flight paths; 
  -1), Costs Endurance (-1/2), Requires A Skill Roll (-1/2), Crew-
  Served (2 people; -1/4). Total Cost: 23 points.
  EM MASKING AND STEALTH CONSTRUCTION
  EM Masking and Stealth Construction: Change 
  Environment 1” radius, -4 to Radar PER Rolls, -4 to Infrared 
  Perception PER Rolls, Multiple Combat Effects, Reduced 
  Endurance (0 END; +1/2), Persistent (+1/2) (48 Active Points); 
  OIF Immobile (-1 1/2), No Range (-1/2).  Total Cost: 16 points
  FLARE PODS
  Flare Pod: Sight Group and HRRP Images 1” radius, +3 to 
  PER Rolls (22 Active Points); 1 Continuing Charge lasting 1 
  Turn (-1 1/4), Dropped (-1/2). Total Cost: 8 points
  LASER SENSORS
  Laser Sensors: Detect A Single Thing 14- (Unusual Group), 
  Sense (8 Active Points); OIF Bulky (-1), Custom Modifier 
  (only lets operator know he’s been hit with a laser sensor; -1).  
  Total Cost: 3 points
  
  TravellerHERO - Unofficial Guide 
  Sensors and Communications
  73
  PIXIE/NIXIE DECOY
  Pixie/Nixie Decoy: Hearing Group Images Increased Size (2” 
  radius; +1/4), +/-4 to PER Rolls, 8 Continuing Charges lasting 
  1 Turn each (+0), MegaScale (1” = 10 km; +1/2) (30 Active 
  Points); Custom Modifier (affects sonar and hydraphones 
  only; -1), Set Effect (mimics signature of launching vehicle; -
  1), OIF Bulky (-1), Dropped (-1/2) [Notes: sub or ship launched 
  sonar decoy]. Total Cost: 7 points
  RADAR WARNING RECEIVER
  Radar Warning Receiver: Detect A Single Thing 14- 
  (Unusual Group), Sense (8 Active Points); Custom Modifier 
  (only lets operator know hes been hit with a radar; -1), OIF 
  Bulky (-1). Total Cost: 3 points
  RADIO DIRECTION FINDER
  Radio Direction Finder: HRRP (Radio Group), +5 to PER 
  Roll, Concealed (-1 with HRRP PER Rolls), Discriminatory, 
  Targeting, Tracking, MegaScale (1” = 10 km; +1/2), Can Be 
  Scaled Down (+1/4) (66 Active Points); Extra Time (1 Turn 
  (Post-Segment 12), -1 1/4), Costs Endurance (-1/2), Requires A 
  Skill Roll (-1/2), Crew-Served (2 people; -1/4). Total Cost: 19 
  points
  SENSOR DECOYS
  Sensor Decoys: Radio Group, Nightvision and IR Perception 
  Images 1” radius, +/-3 to PER Rolls, 32 Continuing Charges 
  lasting 1 Turn each (Recovers Under Limited Circumstances; 
  requires base or ammo carrier; +1 1/4) (54 Active Points); 
  OIF Immobile (-1 1/2). Total Cost: 22 points
  SHORT RANGE RADAR JAMMER
  Short Range Radar Jammer: Suppress 4 1/2d6, Area Of Effect 
  Nonselective (2” Radius; +3/4) (40 Active Points); Visible 
  (-1/4).  Total Cost: 32 points
  WILD WEASEL DRONE
  Wild Weasel Drone: Dispel All Sensors and Commo 10d6, 
  MegaScale (1” = 1,000 km; +1), Can Be Scaled Down (+1/4), 
  all [special effect] powers simultaneously (+2) (127 Active 
  Points); OIF Bulky Fragile (-1 1/4), 4 Charges (-1), Requires A 
  Skill Roll (-1/2), Crew-Served (2 people; -1/4).  Total Cost: 32 
  points
  Communications
  Personal Devices
  LONG RANGE COMMUNICATOR
  Cost: 500 CR
  Mass: 1.50kg
  Long Range Communicator: High Range Radio 
  Perception (Radio Group), MegaScale (1” = 100 km; 
  +3/4), Can Be Scaled Down 1” = 2m (+1/4) (24 Active 
  Points); Limited Power Maximum Range of 500 km (-1), 
  Real Technology (-1/4), IIF (-1/4) 
  MEDIUM RANGE COMMUNICATOR
  Cost: 200 CR
  Mass: 0.50kg
  Medium Range Communicator: High Range Radio 
  Perception (Radio Group), MegaScale (1” = 10 km; 
  +1/2), Can Be Scaled Down 1” = 2m (+1/4) (21 Active 
  Points); Limited Power Maximum Range of 30 km (-1), 
  Real Technology (-1/4), IIF (-1/4) 
  SHORT RANGE COMMUNICATOR
  Cost: 100 CR
  Mass: 0.30kg
  Short Range Communicator: Radio Perception/
  Transmission (Radio Group), MegaScale (1” = 1 km; 
  +1/4), Can Be Scaled Down 1” = 2m (+1/4) (15 Active 
  Points); Limited Power Maximum Range of 10 km (-1), 
  Real Technology (-1/4), IIF (-1/4) 
  PORTABLE LASERCOMM RELAY-10
  Cost: 2500 Cr
  Mass: 1.5 kg
  Portable Lasercomm Relay-10: Mind Link , Machine 
  class of minds, Specific Group of Minds, Number of 
  Minds (x, 1 Continuing Charge lasting 1 Day (+0) (25 
  Active Points); OAF Bulky Fragile (-1 3/4), Only With 
  Others Who Have Mind Link (-1), Custom Modifier 
  (Range effected by atmospheric conditions; -1/4), 
  Visible (-1/4) 
  COMMUNICATOR, VIDEO
  Cost: 1000 Cr
  Mass: 0.8 kg
  Range: 300 km
  Description: Transmits a voice and 2D video signal 
  over a maximum distance of 500km, and small enough 
  to be carried in a pocket or on a belt. It can transmit 
  and receive simultaneously.
  Other Devices
  
  Computers And Electronics 
  TravellerHERO - Unofficial Guide
  74
  Computers
  HAND CALCULATOR
  Cost:  
  Mass:  
  Description:  
  Hand Calculator: Lightning Calculator (3 Active 
  Points); OAF (-1), Real Technology (-1/4) (250 CR, 
  0.10kg)
  COMPUTER LANGUAGE TRANSLATOR
  Cost:  2000 Cr for unit, 150 Cr per language clip
  Mass:  0.5 kg
  Description:  Commonly available on worlds of TL10 
  or above, CLTs use language clips (memory clips 
  containing 1 language). Each CLT can hold only two 
  clips, and each clip contains only one language.
  Each user places one clip for his native language and 
  one clip for the language to be translated in the CLT, 
  and plugs the device into a communicator.  The CLT 
  translates the language from native to target, so that 
  communication is possible.
  There are over 700 languages available.
  BATTLE COMPUTER
  Cost:  
  Mass:  
  Description:  tbd
  COMPUTER, HAND
  Cost:  
  Mass:  
  Description:  Provides the services of a super computer, 
  equivalent to a Model 1 in computing power.
  
  TravellerHERO - Unofficial Guide 
  Medical Equipment
  75
  Medical Equipment
  AUTOMED
  Cost: 500,000 Cr
  Mass: 6 metric tons
  Size: 1.5 hexes long by 1 hex wide
  Description: An automed is a single-unit automated 
  care facility that monitors vital signs, makes 
  suggestions as to treatment options, and regularly 
  injects prescribed medicines. It will initiate 
  resuscitation on patients with failing vital signs.
  +1 to +3 to Medicine.
  SURGICAL INSTRUMENTS
  Cost: 1000 Cr
  Mass: 5 kg
  Description: Instruments for performing surgery.
  Surgical Instruments: +1 with SS: Surgery (2); OAF (-
  1). Total Cost: 1 point.
  FIRST AID KIT
  Cost: 100 Cr
  Mass: 0.2 kg
  Description: TBD 
  MEDICAL SCANNER, POCKET
  Cost: 10,500 Cr
  Mass: 0.1 kg
  TL: 12
  Description: The pocket medical scanner is a small 
  device that detects and displays the target’s vital signs 
  after a 10-second scan. The pocket scanner must be 
  touched to the target, and has no range.
  The pocket medical scanner also has a memory where 
  it can store readings taken at a point in time for later 
  review. It can also be programmed to emit an alarm if 
  the patient’s vital signs fall below a programmed level. 
  (For this to work, the pocket medical scanner must 
  remain in physical contact with the patient.)
  Medical Scanner (Pocket):  (Total: 37 Active Cost, 14 Real 
  Cost) Detect Vital Signs 18- (Radio Group), Discriminatory, 
  Analyze, Requires A System Operations Skill Roll (No Active 
  Point penalty to Skill Roll; +0) (20 Active Points); Extra 
  Time (1 Turn (Post-Segment 12), -1 1/4), OAF (Med Scanner; 
  -1) (Real Cost: 6) plus Eidetic Memory, Requires A Systems 
  Operation Skill Roll (No Active Point penalty to Skill Roll; 
  +0) (5 Active Points); OAF (Med Scanner; -1) (Real Cost: 2) 
  plus Hearing Group Images 1” radius, Requires A System 
  Operations Skill Roll (No Active Point penalty to Skill Roll; 
  +0), Reduced Endurance (0 END; +1/2), Trigger (Activating 
  the Trigger is an Action that takes no time, Trigger resets 
  automatically, immediately after it activates; Triggered when 
  Vital Signs fall below programmed level; +1) (12 Active 
  Points); OAF (Med Scanner; -1) (Real Cost: 6)
  MEDICAL SCANNER, COMPUTER
  Cost: 10,500 Cr
  Mass: 0.1 kg
  TL: 12
  Detect Vital Signs plus Computer w/ SS: Medicine, 
  SS: Biology, and program: Diagnose Condition. and 
  database of treatment information.
  TL12, 1 kg, 25,000 Cr
  MEDICINES
  VACCINES
  Vaccines provide immunity to a specific disease or 
  group of closely related diseases for a one-year period. 
  Vaccines typically cost 15 Cr.  Below is an example of a 
  Cold/Flu vaccine effect and write-ups.
  Here’s what the target gets:
  Cold/Flu Vaccination:  Life Support  (Immunity: Common 
  Cold/Flu). Cost: 2 points
  Here’s the vaccine:
  Cold/Flu Vaccine, 1 Continuing Charge lasting 1 Year (+0), 
  Usable As Attack (+1) (4 Active Points); OAF (Vaccine Bottle; 
  -1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, 
  -3/4).  Total Cost: 1 point.
  ANTIBIOTICS
  Dispel vs. specific infections, Cumulative, 1/day.  
  50Cr/dose.
  METABOLICS
  Dispel vs. all diseases, Cumulative, 1/day. 1000Cr/
  dose.
  HEALING
  MEDICAL SLOW DRUG
  Cost: 225 Cr
  Mass: 4.5 grams
  Description:  Medical Slow Drug increases the body’s 
  healing power by 30-fold (to 1 BODY per 4 hours), 
  but lasts only 24 hours, so multiple doses are often 
  required over several days. The subject of the slow 
  drug remains unconscious while healing, and there are 
  no side effects.
  Medical Slow Drug:  Healing 1 BODY, Reduced 
  Endurance (0 END; +1/2), Persistent (+1/2) (20 Active 
  Points); Extra Time (Regeneration-Only) 4 Hours 
  (Character May Take No Other Actions; -2 3/4), Self 
  Only (-1/2), Limited Power One Dose lasts 24 hours 
  (-1/4).  Total cost: 4 points.
  SMART BANDAGE
  Cost: 100 Cr
  Mass: 2 grams
  Description: A box of 12 bandages with a healing 
  chemical; each bandage can only be used once.
  
  Medical Equipment 
  TravellerHERO - Unofficial Guide
  76
  Smart Bandage:  Healing BODY 2d6 (20 Active Points); 
  OIF (Smart Bandage; -1/2), 12 Charges (-1/4).  Total 
  Cost: 11 points.
  ENHANCEMENT DRUGS
  Enhancement Drugs are bought as Aid; the maxi-
  mum effect of any stat-boosting aid is to raise a stat by 
  50% of its max for up to 5 minutes, or 25% of its max 
  for up to an hour. Drugs are usually Cr 5 and 0.1 grams 
  per active point. Drugs take one minute to take effect 
  if ingested, immediate if injected. Aid may be used to 
  give powers the target does not have. Multiple doses 
  can be taken. Most drugs have side effects, usually 1d6 
  damage, no defense, per die of aid, when the effect 
  ends. Standard drugs: 
  COMBAT DRUG
  Cost: 60 Cr per dose
  Mass: 1.2 grams
  Combat Drug:  Aid  STR 1d6, Delayed Return Rate 
  (points return at the rate of 5 per Minute; +1/4), Trigger 
  (Activating the Trigger requires a Zero Phase Action, 
  Trigger requires a Turn or more to reset; Use Drug; 
  +1/4) (15 Active Points); OAF (Drug; -1), Side Effects, 
  Side Effect occurs automatically whenever Power is 
  used (Drain 1d6 CON, Recovers 5 per minute when 
  Drug wears off; -1/2).  Total Cost: 6 points.
  FAST DRUG
  Cost: 135 Cr per dose
  Mass: 2.7 grams
  Fast Drug: 1d6 aid to feign death, fade 5/month; Cr 135, 
  2.7 grams. 
  SLOW DRUG
  Slow Drug: 3d6 SPD aid, max 20, fade 5/minute; Cr 
  200, 4 grams. 
  ANAGATHICS
  Anagathics: Life Support (Long life)
  
  TravellerHERO - Unofficial Guide 
  Survival Gear
  77
  Survival Gear
  ARTIFICIAL GILL
  The artificial gill allows breathing in oxygenated 
  water, but only functions on worlds where there is an 
  atmosphere so that the water IS oxygenated.
  Cost: 4000 CR
  Mass: 4.00kg
  Artificial Gill: Life Support  (Expanded Breathing 
  (Underwater)) (5 Active Points); OIF (-1/2), Functions 
  only on worlds with atmosphere 4-9. (-1/2) 
  COLD WEATHER CLOTHING
  Cost: 200 CR
  Mass: ??
  Cold Weather Clothing / Arctic Survival Suit: Life 
  Support  (Safe in Intense Cold) (2 Active Points); OIF 
  (-1/2)
  FILTER MASK
  Cost: 10 CR
  Mass: ??
  Filter Mask: Life Support  (Expanded Breathing 
  (Tainted Atmospheres [4, 7, 9])) (5 Active Points); OIF 
  (-1/2)
  FILTER/RESPIRATOR COMBINATION
  Cost: 150 CR
  Mass: ??
  Filter/Respirator Combination: Life Support  
  (Expanded Breathing (Very Thin, Tainted Atmosphere 
  [type 2])) (5 Active Points); OIF (-1/2) 
  OXYGEN TANKS
  Cost: 500 CR
  Mass: 5.00 kg
  Oxygen Tanks: Life Support  (Self-Contained 
  Breathing), 1 Continuing Fuel Charge lasting 6 Hours 
  (+0) (10 Active Points); OIF (-1/2)
  PROTECTIVE SUIT
  Cost: 700 CR
  Mass: 5.00 kg
  Protective Suit: Life Support  (Safe in Corrosive 
  Atmosphere (type B)) (2 Active Points); OIF (-1/2)
  RESPIRATOR
  Cost: 100 CR
  Mass: ??
  Respirator: Life Support  (Expanded Breathing (Very 
  thin atmosphere [type 3])) (5 Active Points); OIF (-1/2)
  SWIMMING EQUIPMENT
  Cost: 200 CR
  Mass: ??
  Description: Includes swim fins, wet suit, face mask.
  Swimming Equipment: Swimming +2” (2”/4” total) (2 
  Active Points); OIF (-1/2)
  UNDERWATER AIR TANKS
  Cost: 800 CR
  Mass: 5.00 kg
  Underwater Air Tanks: Life Support  (Self-Contained 
  Breathing), 1 Continuing Fuel Charge lasting 6 
  Hours (+0) (10 Active Points); OIF (-1/2), Only for use 
  underwater (-1/2)
  VACC SUIT (TL 7)
  Cost: 10,000 CR
  Mass: 10.00 kg
  Vacc Suit (TL 7): (Total: 31 Active Cost, 22 Real Cost) 
  Life Support  (Safe in Intense Cold; Safe in Low 
  Pressure/Vacuum) (4 Active Points); OIF (-1/2), Real 
  Technology (-1/4) (Real Cost: 2) plus Life Support  
  (Self-Contained Breathing), 1 Continuing Fuel Charge 
  lasting 6 Hours (+0) (10 Active Points); OIF (-1/2), Real 
  Technology (-1/4) (Real Cost: 6) plus Radio Perception/
  Transmission (Radio Group), MegaScale (1” = 10 km; 
  +1/2), Can Be Scaled Down 1” = 1km (+1/4) (17 Active 
  Points); Real Technology (-1/4) (Real Cost: 14)
  DIVING GEL SUIT-9
  Cost:  5000 CR
  Mass: 10 kg
  Description: TL-9 Skintight Diving Suit with seperate 
  bubble helmet
  Diving Gel Suit-9: LS (Eating: Character only has to eat 
  once per week; Safe in High Pressure; Safe in Intense 
  Cold; Self-Contained Breathing) (14 Active Points); OIF 
  (-1/2), Custom Modifier (Capable of 100 meters depth 
  safely at 1G; -1/2) 
  PLSS[A]-9
  Cost: 3000 CR
  Mass:  10 kg
  Description:  Short Duration Portable Life Support 
  System. Provides power and oxygen for vacc suits.
  PLSS[A]-9: LS (Safe in Intense Cold; Self-Contained 
  Breathing), 4 Continuing Charges lasting 1 Hour each 
  (+0) (12 Active Points); OIF Bulky (-1), Extra Time (1 
  Turn (Post-Segment 12), Only to Activate, -3/4), OIHID 
  (-1/4), Custom Modifier (Real Equipment; -1/4)  
  PLSS[B]-9
  Cost: 5000CR
  Mass: 10 kg
  Description:  Medium Duration Portable Life Support 
  System. Provides power and oxygen for vacc suits.
  PLSS[B]-9: LS (Safe in Intense Cold; Self-Contained 
  Breathing), 1 Continuing Charge lasting 1 Day (+0) 
  (12 Active Points); OIF Bulky (-1), Extra Time (1 Turn 
  (Post-Segment 12), Only to Activate, -3/4), OIHID (-1/4), 
  Custom Modifier (Real Equipment; -1/4)  
  
  Survival Gear 
  TravellerHERO - Unofficial Guide
  78
  PLSS[C]-9
  Cost:  8000 CR
  Mass: 10 kg
  Description:  Long Duration PLSS with Integrated 
  thruster package
  PLSS[C]-9: (Total: 52 Active Cost, 14 Real Cost) LS 
  (Safe in Intense Cold; Self-Contained Breathing), 2 
  Continuing Charges lasting 1 Day each (+0) (12 Active 
  Points); Extra Time (1 Turn (Post-Segment 12), Only 
  to Activate, -3/4), OIHID (-1/4), Custom Modifier (Real 
  Equipment; -1/4) (Real Cost: 5) plus Flight 20” (40 
  Active Points); 1 Continuing Charge lasting 1 Minute 
  (-1), OIF Bulky (-1), Only In Straight Lines (-1/2), 
  Requires A Skill Roll (-1/2), OIHID (-1/4), Custom 
  Modifier (Real Equipment; -1/4) (Real Cost: 9)  
  GENERAL PURPOSE VACC SUIT-8
  Cost:  x CR
  Mass: 10 kg
  Description:  Requires a PLSS to provide power and 
  oxygen
  General Purpose Vacc Suit-8: (Total: 23 Active Cost, 
  7 Real Cost) Armor (5 PD/5 ED) (15 Active Points); 
  OIF Bulky (-1), Normal Mass (-1), Extra Time (1 Turn 
  (Post-Segment 12), Only to Activate, -3/4), Real Armor 
  (-1/4) (Real Cost: 4) plus LS (Safe in High Radiation; 
  Safe in Intense Cold; Safe in Intense Heat; Safe in 
  Low Pressure/Vacuum) (8 Active Points); OIF Bulky 
  (-1), Extra Time (1 Turn (Post-Segment 12), Only to 
  Activate, -3/4) (Real Cost: 3)  
  TAILORED VACC SUIT-14
  Cost: x CR
  Mass: 10 kg
  Description:  Requires a PLSS to provide power and 
  oxygen, unsealed protects to +50C or -10C
  Tailored Vacc Suit-14: (Total: 29 Active Cost, 9 Real 
  Cost) Armor (7 PD/7 ED) (21 Active Points); OIF Bulky 
  (-1), Normal Mass (-1), Real Armor (-1/4), Extra Time 
  (Delayed Phase, Only to Activate, -1/4) (Real Cost: 6) 
  plus LS (Safe in High Radiation; Safe in Intense Cold; 
  Safe in Intense Heat; Safe in Low Pressure/Vacuum) 
  (8 Active Points); OIF Bulky (-1), Extra Time (Delayed 
  Phase, Only to Activate, -1/4) (Real Cost: 3) 
  LIGHT DUTY VACC SUIT-10
  Cost:  x CR
  Mass:  10 kg
  Description:   Requires a PLSS to provide power and 
  oxygen
  Light Duty Vacc Suit-10: (Total: 14 Active Cost, 6 Real 
  Cost) Armor (2 PD/2 ED) (6 Active Points); OIF Bulky 
  (-1), Extra Time (Delayed Phase, Only to Activate, -1/4) 
  (Real Cost: 3) plus LS (Safe in High Radiation; Safe 
  in Intense Cold; Safe in Intense Heat; Safe in Low 
  Pressure/Vacuum) (8 Active Points); OIF Bulky (-1), 
  Extra Time (Delayed Phase, Only to Activate, -1/4) 
  (Real Cost: 3)
  HOSTILE ENVIRONMENT VACC SUIT-12
  Cost:  x CR
  Mass: 10 kg
  Description:  Requires a PLSS to provide power and 
  oxygen
  Hostile Environment Vacc Suit-12: (Total: 32 Active 
  Cost, 11 Real Cost) Armor (8 PD/8 ED) (24 Active 
  Points); OIF Bulky (-1), Extra Time (1 Turn (Post-
  Segment 12), Only to Activate, -3/4), Real Armor 
  (-1/4) (Real Cost:  plus LS (Safe in High Radiation; 
  Safe in Intense Cold; Safe in Intense Heat; Safe in 
  Low Pressure/Vacuum) (8 Active Points); OIF Bulky 
  (-1), Extra Time (1 Turn (Post-Segment 12), Only to 
  Activate, -3/4) (Real Cost: 3) 
  
  TravellerHERO - Unofficial Guide 
  Robots
  79
  Robots
  Civilian Robots
  STAR SERVANTS MECHANIC ROBOT
  Val
  Char
  Cost Notes
  15
  INT
  5
  12- PER Roll 12-
  0
  EGO
  0
  9- ECV: 0
  10
  DEX
  0
  11- OCV 3 DCV 3
  3
  SPD
  10 Phases:  4, 8, 12
  Total Characteristic Cost: 24
  Cost
  Powers
  END
  25
  Heavy Cutting/Welding Torch: RKA 3d6+1, 
  Armor Piercing (+1/2) (75 Active Points); OIF 
  Bulky (-1), Beam (-1/4), Real Weapon (-1/4), 
  Limited Range (-1/4), Reduced By Range (-1/4)
  7
  45
  Robot Body: Automaton (Takes No STUN 
  (loses abilities when takes BODY))
  0
  15
  Robot Body: Does Not Bleed
  0
  25
  Armor (9 PD/9 ED) (81 Active Points); OIF 
  Bulky (-1), Ablative BODY or STUN (-1), Real 
  Armor (-1/4)
  0
  20
  Density Increase (800 kg mass, +0 STR, +3 
  PD/ED, -3” KB), Reduced Endurance (0 END; 
  +1/2), Persistent (+1/2) (30 Active Points); No 
  STR Increase (-1/2)
  0
  8
  Flight 10” (20 Active Points); OIF Bulky (-1), 
  Custom Modifier (air breathing thrust fans, 
  wont work in thin or less atmospheres; -1/2)
  2
  6
  Multipower, 15-point reserve,  (15 Active 
  Points); all slots OIF Bulky (-1), Costs 
  Endurance (-1/2)
  1u
  1)  Holorecorder: Eidetic Memory, 2 
  Continuing Charges lasting 1 Hour each 
  (+0) (5 Active Points); OIF Bulky (-1), Costs 
  Endurance (-1/2)
  1
  1u
  2)  Radscanner: Detect A Single Thing 14- 
  (Unusual Group), Discriminatory (10 Active 
  Points); OIF Bulky (-1), Costs Endurance (-1/2)
  1
  1u
  3)  IR Perception (Sight Group), +2 to PER 
  Roll (7 Active Points); OIF Bulky (-1), Costs 
  Endurance (-1/2)
  1
  1u
  4)  Microscopic (x100) ( x100) with Sight 
  Group (10 Active Points); OIF Bulky (-1), Costs 
  Endurance (-1/2)
  1
  1u
  5)  Radio Perception/Transmission (Radio 
  Group), MegaScale (1” = 1 km; +1/4) 
  (12 Active Points); OIF Bulky (-1), Costs 
  Endurance (-1/2)
  1
  1u
  6)  Ultrasonic Perception (Hearing Group), +2 
  to PER Roll, Tracking (10 Active Points); OIF 
  Bulky (-1), Costs Endurance (-1/2)
  1
  Talents
  3
  Absolute Range Sense
  3
  Absolute Time Sense
  Skills
  6
  Systems Operation (Communications Systems) 14-
  5
  SS 14-
  3
  Security Systems 12-
  6
  Computer Programming (Starship computers) 14-
  7
  Electronics 14-
  7
  Mechanics 14-
  Total Powers & Skill Cost: 190
  Total Cost: 214
  200+
  Disadvantages
  15
  Physical Limitation:  No Legs (All the Time, Slightly 
  Impairing)
  5
  Physical Limitation:  must recharge for 4 hours 
  every 4 Days (Infrequently, Slightly Impairing)
  10
  Social Limitation:  Robot (Frequently, Major, Not 
  Limiting In Some Cultures)
  0
  Experience Points
  Total Disadvantage Points: 214
  
  Robots 
  TravellerHERO - Unofficial Guide
  80
  TUKERA SM-232 MECHANIC ROBOT
  Val
  Char
  Cost Notes
  15
  INT
  5 12-
  PER Roll 12-
  0
  EGO
  0 9-
  ECV: 0
  18
  DEX
  24 13-
  OCV 6 DCV 6
  3
  SPD
  2 Phases:  4, 8, 12
  Total Characteristic Cost: 40
  Cost
  Powers
  END
  45
  Automaton (Takes No STUN (loses abilities 
  when takes BODY))
  0
  4
  Light Arms: Extra Limbs  (2) (5 Active Points); 
  Limited Manipulation (-1/4)
  0
  15
  Does Not Bleed
  0
  15
  Armor (5 PD/5 ED) (45 Active Points); 
  Ablative BODY or STUN (-1), OIF Bulky (-1)
  0
  30
  Density Increase (800 kg mass, +15 STR, +3 
  PD/ED, -3” KB), Reduced Endurance (0 END; 
  +1/2), Persistent (+1/2) (30 Active Points)
  0
  9
  Multipower, 20-point reserve,  (20 Active 
  Points); all slots OIF Bulky (-1), Costs 
  Endurance (Only Costs END to Activate; -1/4)
  1u
  1)  Holorecorder: Eidetic Memory, 2 
  Continuing Charges lasting 1 Hour each 
  (+0) (5 Active Points); OIF Bulky (-1), Costs 
  Endurance (Only Costs END to Activate; -1/4)
  1
  1u
  2)  Ultrasonic Perception (Hearing Group), +5 
  to PER Roll, Tracking (13 Active Points); OIF 
  Bulky (-1), Costs Endurance (Only Costs END 
  to Activate; -1/4)
  1
  1u
  3)  IR Perception (Sight Group), +5 to PER 
  Roll (10 Active Points); OIF Bulky (-1), Costs 
  Endurance (Only Costs END to Activate; -1/4)
  1
  1u
  4)  Radio Perception/Transmission (Radio 
  Group), MegaScale (1” = 1 km; +1/4) 
  (12 Active Points); OIF Bulky (-1), Costs 
  Endurance (Only Costs END to Activate; -1/4)
  1
  1u
  5)  Microscopic (x100) ( x100) with Sight 
  Group (10 Active Points); OIF Bulky (-1), Costs 
  Endurance (Only Costs END to Activate; -1/4)
  1
  1u
  6)  Active Sonar (Hearing Group), +2 to PER 
  Roll (17 Active Points); OIF Bulky (-1), Costs 
  Endurance (Only Costs END to Activate; -1/4)
  2
  Talents
  3
  Absolute Range Sense
  3
  Absolute Time Sense
  3
  Ambidexterity (-2 Off Hand penalty)
  Skills
  6
  Computer Programming (Starship Computers, 
  Starship control systems) 13-
  9
  Electronics 15-
  7
  Mechanics 14-
  8
  Systems Operation (Communications Systems, 
  Environmental Systems) 14-
  3
  SS 12-
  3
  Security Systems 12-
  Total Powers & Skill Cost: 169
  Total Cost: 209
  200+
  Disadvantages
  10
  Social Limitation:  Robot (Frequently, Major, Not 
  Limiting In Some Cultures)
  15
  Physical Limitation:  can only use half strength for 
  lifting (Frequently, Greatly Impairing)
  10
  Physical Limitation:  Tracked Vehicle (Frequently, 
  Slightly Impairing)
  10
  Physical Limitation:  must recharge for 1 hour per 
  day (Frequently, Slightly Impairing)
  0
  Experience Points
  Total Disadvantage Points: 209
  
  TravellerHERO - Unofficial Guide 
  Robots
  81
  ICAM AN-427 SECURITY ROBOT
  Val
  Char
  Cost
  Notes
  13
  INT
  3
  12-
  PER Roll 12-
  0
  EGO
  0
  9-
  ECV: 0
  13
  DEX
  9
  12-
  OCV 4 DCV 4
  2
  SPD
  0
  Phases:  6, 12
  Total Characteristic Cost: 9
  Cost
  Powers
  END
  20
  RKA 3d6+1 (50 Active Points); OIF Bulky (-1), 
  Beam (-1/4), Real Weapon (-1/4)  Note: Laser 
  Rifle
  5
  5
  Paint Pellet Gun: Sight Group Flash 2d6, 64 
  Charges (+1/2) (15 Active Points); OIF Bulky 
  (-1), OIHID (-1/4), Real Weapon (-1/4), Reduced 
  By Range (-1/4)
  [64]
  13
  Tranq Dart Gun: EB 4d6, NND ([Equally 
  Common Defense]; hard armor, LS does not 
  sleep; +1/2), 64 Charges (+1/2) (40 Active 
  Points); OIF Bulky (-1), Limited Range (-1/4), 
  Real Weapon (-1/4), Reduced By Range (-1/4), 
  Reduced Penetration (-1/4)
  [64]
  15
  Automaton (Cannot Be Stunned)
  0
  15
  Does Not Bleed
  0
  27
  Density Increase (1,600 kg mass, +0 STR, +4 
  PD/ED, -4” KB), Reduced Endurance (0 END; 
  +1/2), Persistent (+1/2) (40 Active Points); No 
  STR Increase (-1/2)
  0
  8
  Armor (9 PD/9 ED) (27 Active Points); OIF 
  Bulky (-1), Ablative BODY or STUN (-1), Real 
  Armor (-1/4)
  0
  10
  Sensors and Commo: Multipower, 25-point 
  reserve,  (25 Active Points); all slots OIF Bulky 
  (-1), Costs Endurance (-1/2)
  1u
  1)  Holorecorder: Eidetic Memory, 2 
  Continuing Charges lasting 1 Hour each 
  (+0) (5 Active Points); OIF Bulky (-1), Costs 
  Endurance (-1/2)
  1
  1u
  2)  GPS System: Navigation (Land) 14- 
  (12 Active Points); OIF Bulky (-1), Costs 
  Endurance (-1/2)
  1
  1u
  3)  UV Perception (Sight Group), +2 to PER 
  Roll (7 Active Points); OIF Bulky (-1), Costs 
  Endurance (-1/2)
  1
  1u
  4)  Ultrasonic Perception (Hearing Group), +2 
  to PER Roll, Tracking (10 Active Points); OIF 
  Bulky (-1), Costs Endurance (-1/2)
  1
  1u
  5)  IR Perception (Sight Group), +2 to PER 
  Roll (7 Active Points); OIF Bulky (-1), Costs 
  Endurance (-1/2)
  1
  1u
  6)  Active Sonar (Hearing Group) (15 Active 
  Points); OIF Bulky (-1), Costs Endurance (-1/2)
  1
  1u
  7)  Radio Perception/Transmission (Radio 
  Group), MegaScale (1” = 1 km; +1/4) 
  (12 Active Points); OIF Bulky (-1), Costs 
  Endurance (-1/2)
  1
  Talents
  3
  Absolute Time Sense
  3
  Absolute Range Sense
  3
  Ambidexterity (-2 Off Hand penalty)
  Skills
  3
  WF:  Beam Weapons, Handguns
  2
  Systems Operation (Communications Systems) 12-
  7
  Security Systems 14-
  5
  KS 14-
  3
  Tactics 12-
  3
  Bureaucratics 12-
  3
  Criminology 12-
  16
  +2 with All Combat
  5
  KS 14-
  Total Powers & Skill Cost: 176
  Total Cost: 185
  200+ Disadvantages
  15
  Reputation:  Common Security Robot, 11- (Extreme)
  10
  Social Limitation:  Robot (Frequently, Major, Not 
  Limiting In Some Cultures)
  15
  Physical Limitation:  half movement on uneven 
  ground, stairs, or ladders (Frequently, Greatly 
  Impairing)
  15
  Physical Limitation:  must spend 4 hours recharging 
  every 4 days of use (All the Time, Slightly 
  Impairing)
  15
  Physical Limitation:  No fine manipulation (All the 
  Time, Slightly Impairing)
  0
  Experience Points
  Total Disadvantage Points: 185
  
  Robots 
  TravellerHERO - Unofficial Guide
  82
  Non-Civilian Robots
  PR-317 POLICE ROBOT
  Val
  Char
  Cost
  Notes
  15
  INT
  5
  12-
  PER Roll 12-
  0
  EGO
  0
  9-
  ECV: 0
  10
  DEX
  0
  11-
  OCV 3 DCV 3
  2
  SPD
  0
  Phases:  6, 12
  Total Characteristic Cost: -1
  Cost
  Powers
  END
  20
  RKA 3d6+1 (50 Active Points); OIF Bulky (-1), 
  Beam (-1/4), Real Weapon (-1/4)  Note: Laser 
  Rifle
  5
  5
  Paint Pellet Gun: Sight Group Flash 2d6, 64 
  Charges (+1/2) (15 Active Points); OIF Bulky 
  (-1), OIHID (-1/4), Real Weapon (-1/4), Reduced 
  By Range (-1/4)
  [64]
  13
  Tranq Dart Gun: EB 4d6, NND ([Equally 
  Common Defense]; hard armor, LS does not 
  sleep; +1/2), 64 Charges (+1/2) (40 Active 
  Points); OIF Bulky (-1), Limited Range (-1/4), 
  Real Weapon (-1/4), Reduced By Range (-1/4), 
  Reduced Penetration (-1/4)
  [64]
  20
  Density Increase (800 kg mass, +0 STR, +3 
  PD/ED, -3” KB), Reduced Endurance (0 END; 
  +1/2), Persistent (+1/2) (30 Active Points); No 
  STR Increase (-1/2)
  0
  8
  Flight 10” (20 Active Points); OIF Bulky (-1), 
  Custom Modifier (air breathing thrust fans, 
  wont work in thin or less atmospheres; -1/2)
  2
  10
  EMP Shielding: Power Defense (10 points) 
  (30 Active Points); Custom Modifier (only vs 
  Electromagnetic Pulse and radiation effects; 
  -1), OIF Bulky (-1)
  0
  25
  Armor (9 PD/9 ED) (81 Active Points); OIF 
  Bulky (-1), Ablative BODY or STUN (-1), Real 
  Armor (-1/4)
  0
  45
  Automaton (Takes No STUN (loses abilities 
  when takes BODY))
  0
  15
  Does Not Bleed
  0
  6
  Multipower, 15-point reserve,  (15 Active 
  Points); all slots OIF Bulky (-1), Costs 
  Endurance (-1/2)
  1u
  1)  Holorecorder: Eidetic Memory, 2 
  Continuing Charges lasting 1 Hour each 
  (+0) (5 Active Points); OIF Bulky (-1), Costs 
  Endurance (-1/2)
  1
  1u
  2)  Microscopic (x100) ( x100) with Sight 
  Group (10 Active Points); OIF Bulky (-1), Costs 
  Endurance (-1/2)
  1
  1u
  3)  GPS System: Navigation (Land) 14- 
  (12 Active Points); OIF Bulky (-1), Costs 
  Endurance (-1/2)
  1
  1u
  4)  UV Perception (Sight Group), +2 to PER 
  Roll (7 Active Points); OIF Bulky (-1), Costs 
  Endurance (-1/2)
  1
  1u
  5)  Ultrasonic Perception (Hearing Group), +2 
  to PER Roll, Tracking (10 Active Points); OIF 
  Bulky (-1), Costs Endurance (-1/2)
  1
  1u
  6)  IR Perception (Sight Group), +2 to PER 
  Roll (7 Active Points); OIF Bulky (-1), Costs 
  Endurance (-1/2)
  1
  1u
  7)  Active Sonar (Hearing Group) (15 Active 
  Points); OIF Bulky (-1), Costs Endurance (-1/2)
  1
  1u
  8)  Radio Perception/Transmission (Radio 
  Group), MegaScale (1” = 1 km; +1/4) 
  (12 Active Points); OIF Bulky (-1), Costs 
  Endurance (-1/2)
  1
  Talents
  3
  Absolute Range Sense
  3
  Absolute Time Sense
  Skills
  3
  Criminology 12-
  3
  Forensic Medicine 12-
  2
  Systems Operation (Communications Systems) 12-
  2
  WF:  Handguns, Laser Rifles
  3
  Security Systems 12-
  3
  Cryptography 12-
  Total Powers & Skill Cost: 197
  Total Cost: 196
  200+ Disadvantages
  15
  Physical Limitation:  No Legs (All the Time, Slightly 
  Impairing)
  15
  Physical Limitation:  No Fine Manipulation (Frequently, 
  Greatly Impairing)
  5
  Physical Limitation:  must recharge for 4 hours every 4 
  Days (Infrequently, Slightly Impairing)
  10
  Social Limitation:  Robot (Frequently, Major, Not Limiting 
  In Some Cultures)
  0
  Experience Points
  Total Disadvantage Points: 196
  
  TravellerHERO - Unofficial Guide 
  Robots
  83
  H9 HEAVY COMBAT ROBOT
  Val
  Char
  Cost
  Notes
  15
  INT
  5
  12-
  PER Roll 12-
  0
  EGO
  0
  9-
  ECV: 0
  15
  DEX
  15
  12-
  OCV 5 DCV 5
  4
  SPD
  15
  Phases:  3, 6, 9, 12
  Total Characteristic Cost: 64
  Cost
  Powers
  END
  35
  5cm Fusion Rifle: RKA 4d6, Explosion (+1/4), 
  Armor Piercing (+1/2) (105 Active Points); OIF 
  Bulky (-1), Extra Time (Full Phase, -1/2), Real 
  Weapon (-1/4), Reduced By Range (-1/4)
  10
  40
  7mm MG: RKA 2d6, Autofire (10 shots; +1), 
  500 Charges (+1) (90 Active Points); OIF 
  Bulky (-1), Real Weapon (-1/4)
  [500]
  41
  Armor (15 PD/15 ED) (135 Active Points); OIF 
  Bulky (-1), Ablative BODY or STUN (-1), Real 
  Armor (-1/4)
  0
  45
  Automaton (Takes No STUN (loses abilities 
  when takes BODY))
  0
  15
  Does Not Bleed
  0
  25
  Density Increase (3,200 kg mass, +25 STR, +5 
  PD/ED, -5” KB), Reduced Endurance (0 END; 
  +1/2), Persistent (+1/2) (50 Active Points); OIF 
  Bulky (-1)
  0
  4
  Running +6” (12” total) (12 Active Points); 
  OIF Immobile (-1 1/2), Only On Appropriate 
  Terrain (Tracked Vehicle; -1/2)
  1
  10
  Sensors and Commo: Multipower, 30-point 
  reserve,  (30 Active Points); all slots OIF 
  Immobile (-1 1/2), Costs Endurance (-1/2)
  1u
  1)  Holorecorder: Eidetic Memory, 2 
  Continuing Charges lasting 1 Hour each (+0) 
  (5 Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2)
  1
  1u
  2)  GPS System: Navigation (Land) 14- (12 
  Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2)
  1
  1u
  3)  Active Sonar (Hearing Group), +5 to 
  PER Roll, Discriminatory, Increased Arc Of 
  Perception (360 Degrees) (30 Active Points); 
  OIF Immobile (-1 1/2), Costs Endurance (-1/2)
  3
  1u
  4)  IR Perception (Sight Group), +5 to PER 
  Roll, Increased Arc Of Perception (360 
  Degrees) (15 Active Points); OIF Immobile (-1 
  1/2), Costs Endurance (-1/2)
  1
  1u
  5)  UV Perception (Sight Group), +5 to PER 
  Roll (10 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2)
  1
  1u
  6)  Radio Perception/Transmission (Radio 
  Group), MegaScale (1” = 1 km; +1/4) (12 
  Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2)
  1
  Talents
  3
  Absolute Range Sense
  3
  Absolute Time Sense
  3
  Bump Of Direction
  Skills
  3
  Security Systems 12-
  3
  Tactics 12-
  4
  WF:  Grenade Launchers, Laser Pistols, Laser Rifles, 
  Plasma Guns
  10
  +2 with Ranged Combat
  3
  Climbing 12-
  Total Powers & Skill Cost: 253
  Total Cost: 317
  200+
  Disadvantages
  10
  Social Limitation:  Robot (Frequently, Major, Not 
  Limiting In Some Cultures)
  15
  Physical Limitation:  must spend 4 hours recharging 
  every 4 days of use (All the Time, Slightly 
  Impairing)
  15
  Physical Limitation:  No fine manipulation (All the 
  Time, Slightly Impairing)
  77
  Experience Points
  Total Disadvantage Points: 317
  
  Vehicles 
  TravellerHERO - Unofficial Guide
  84
  Vehicles
  Traveller has a large number of personal and military 
  vehicles. Presented here are some of the most common 
  ones.
  Commercial Vehicles
  PERSONAL GRAV BIKE 
  Val
  Char
  Cost
  Notes
  3
  Size
  15 Length 2.00”, Width 1.00”, Area 2.00” 
  Mass 800 kg KB -3
  25
  STR
  0 Lift 800.0kg; 5d6
  18
  DEX
  24 OCV 6 DCV 4
  15
  BODY
  2
  6
  DEF
  3
  5
  SPD
  2 Phases: 3, 5, 8, 10, 12
  Total Characteristic Cost: 36
  Movement:  
  Running: 2” / 4” 
   
   
  Flight: 30” / 120” 
  Cost
  Powers
  END
  23
  Contragrav Thruster Array: Flight 30”, Position 
  Shift, x4 Noncombat (70 Active Points); OIF Bulky 
  (-1), Fuel Dependent (fuel is Very Common; must 
  refuel Once per 6 Hours; -3/4), Custom Modifier 
  (real equipment, requires frequent maitenance; 
  -1/4)
  0
  7
  +2 SPD (20 Active Points); OIF Bulky (-1), Fuel 
  Dependent (fuel is Very Common; must refuel Once 
  per 6 Hours; -3/4), Linked (Contragrav Thruster 
  Array; Greater Power is Constant or in use most or 
  all of the time; -1/4)
  2
  Light Ablative Armored Body Shell: +3 DEF (9 
  Active Points); OIF Bulky (-1), Limited Coverage 
  Nearly 360 Degrees (Coverage does not protect 
  occupants; Hull/Frame Only; -3/4), Ablative BODY 
  Only (-1/2), Real Armor (-1/4)
  9
  HRRP (Radio Group), MegaScale (1” = 10 km; 
  +1/2) (18 Active Points); OIF Bulky (-1)
  0
  5
  Basic Avionics Package: Radar (Radio Group) (15 
  Active Points); OIF Bulky (-1), Custom Modifier 
  (Terrain Following only; -1)
  0
  Skills
  2
  +2 with Combat Piloting (4 Active Points); OIF 
  Bulky (-1)
  5
  Navigation (Air) 14- (12 Active Points); OIF Bulky 
  Fragile (-1 1/4)
  Total Powers & Skill Cost: 53 
  Total Cost: 89 
  200+
  Disadvantages 
  10
  Social Limitation: requires seperate licenses/
  testing on each planet, some planets ban entirely 
  (Frequently, Minor) 
  0
  Experience Points 
  Total Disadvantage Points: 89
  TRAVELLER WHEELED ATV 
  Val
  Char
  Cost
  Notes
  3
  Size
  15 Length 2.00”, Width 1.00”, Area 2.00” 
  Mass 800 kg KB -3
  45
  STR
  0 Lift 12.8tons; 9d6
  13
  DEX
  9
  20
  BODY
  3
  6
  DEF
  3
  3
  SPD
  7 Phases: 4, 8, 12
  Total Characteristic Cost: 60
  Movement:  
  Running: 10” / 20” 
   
   
  Swimming: 6” / 12” 
  Cost
  Powers
  END
  2
  Wheeled Drivetrain: Ground Movement +4” 
  (10” total) (8 Active Points); OIF Bulky (-1), Only 
  On Appropriate Terrain (-1/2), Costs Endurance 
  (-1/2), Custom Modifier (Real System, requires 
  maintenance; -1/4) 
  2
  1
  Auxilary Water Propulsion Units: Swimming +4” 
  (6” total) (4 Active Points); OIF Bulky (-1), Custom 
  Modifier (cannot submerge completely; -1/2), 
  Cannot Move Backwards (-1/4), Costs Endurance 
  (Only Costs END to Activate; -1/4)
  12
  Internal Life Support Systems: LS (Immunity: 
  All terrestrial diseases and biowarfare agents; 
  Immunity: All terrestrial diseases and biowarfare 
  agents; Safe in High Pressure; Safe in High 
  Radiation; Safe in Intense Cold; Safe in Intense 
  Heat; Safe in Low Pressure/Vacuum; Self-
  Contained Breathing) (39 Active Points); OIF Bulky 
  (-1), Costs Endurance (-1/2), Custom Modifier 
  (Vehicle must be fully sealed ; -1/2), Custom 
  Modifier (Real System, requires maintenance; -1/4)
  15
  Endurance Reserve (100 END, 10 REC) Reserve: (20 
  Active Points); OIF Bulky (-1)
  7
  Vehicle Sensors: Multipower, 22-point reserve, 
  (22 Active Points); all slots OIF Bulky (-1), Sense 
  Affected As More Than One Sense [very common 
  Sense] (-1/2), Costs Endurance (-1/2), Crew-Served 
  (2 people; -1/4)
  1u
  1) Atmospheric Sensor: Detect A Single Thing 
  14- (Unusual Group), Discriminatory, Analyze (18 
  Active Points); OIF Bulky (-1), Sense Affected As 
  More Than One Sense [very common Sense] (-1/2), 
  Costs Endurance (-1/2), Crew-Served (2 people; 
  -1/4)
  
  TravellerHERO - Unofficial Guide 
  Vehicles
  85
  1u
  2) Programmable Science Scanner Array: Detect A 
  Single Thing 14- (Unusual Group), Discriminatory, 
  Analyze, Variable Special Effects (Limited Group 
  of SFX; +1/4) (22 Active Points); OIF Bulky (-1), 
  Custom Modifier (uses switchable sensor probes, 
  usually for specific sciences/experiments; -1/2), 
  Sense Affected As More Than One Sense [very 
  common Sense] (-1/2), Costs Endurance (-1/2), 
  Crew-Served (2 people; -1/4)
  1u
  3) Radscanner: Detect A Single Thing 14- (Unusual 
  Group), Discriminatory, Analyze (18 Active Points); 
  OIF Bulky (-1), Sense Affected As More Than One 
  Sense [very common Sense] (-1/2), Costs Endurance 
  (-1/2), Crew-Served (2 people; -1/4)
  1u
  4) HRRP (Radio Group), MegaScale (1” = 100 km; 
  +3/4) (21 Active Points); OIF Bulky (-1), Sense 
  Affected As More Than One Sense [very common 
  Sense] (-1/2), Costs Endurance (-1/2), Crew-Served 
  (2 people; -1/4)
  1u
  5) IR Perception (Sight Group) (5 Active Points); 
  OIF Bulky (-1), Sense Affected As More Than One 
  Sense [very common Sense] (-1/2), Costs Endurance 
  (-1/2), Crew-Served (2 people; -1/4)
  1u
  6) Radar (Radio Group), MegaScale (1” = 1 km; 
  +1/4) (19 Active Points); OIF Bulky (-1), Sense 
  Affected As More Than One Sense [very common 
  Sense] (-1/2), Costs Endurance (-1/2), Crew-Served 
  (2 people; -1/4)
  1u
  7) Computerized Image Enhancement: +3 versus 
  Range Modifier for Sight Group (5 Active Points); 
  OIF Bulky (-1), Sense Affected As More Than One 
  Sense [very common Sense] (-1/2), Costs Endurance 
  (-1/2), Crew-Served (2 people; -1/4)
  1u
  8)External Audio Pickups: +3 versus Range 
  Modifier for Hearing Group (5 Active Points); OIF 
  Bulky (-1), Sense Affected As More Than One 
  Sense [very common Sense] (-1/2), Costs Endurance 
  (-1/2), Crew-Served (2 people; -1/4)
  1u
  9) Laser Comm Array: Mind Link , Machine class 
  of minds, Any Willing Target, Number of Minds 
  (x2) (20 Active Points); OIF Bulky (-1), Only With 
  Others Who Have Mind Link (-1), Sense Affected 
  As More Than One Sense [very common Sense] (-
  1/2), Costs Endurance (Only Costs END to Activate; 
  -1/4), Custom Modifier (Real Equipment; -1/4), 
  Crew-Served (2 people; -1/4)
  Optional Equipment
  20
  1) Survey Drone Rack: Clairsentience (Sight 
  Group), x16 Range (2880”), +5 to PER Roll, Mobile 
  Perception Point (can move up to 12” per Phase), 
  Telescopic: +1, 2 Continuing Charges lasting 1 
  Hour each (+0) (56 Active Points); OAF Bulky 
  Expendable (Difficult to obtain new Focus; -1 3/4)
  6
  2) Mining Ore Sampler: Detect A Single Thing 
  14- (Unusual Group), Discriminatory, Analyze 
  (18 Active Points); OAF Bulky (-1 1/2), Costs 
  Endurance (-1/2)
  Powers Cost: 72
  Cost
  Skill
  5
  Navigation (Land) 14- (12 Active Points); OIF Bulky 
  Fragile (-1 1/4)
  2
  +2 with Mechanics (4 Active Points); OIF Bulky 
  Expendable (Easy to obtain new Focus; must 
  restock used parts; -1)
  2
  +2 with Paramedics (4 Active Points); OIF Bulky 
  Expendable (Easy to obtain new Focus; -1)
  Skills Cost: 9
  Cost
  Talent
  1
  Absolute Range Sense (3 Active Points); OIF Bulky 
  Fragile (Laser rangefinder; -1 1/4)
  Total Character Cost: 142
  200+
  Disadvantages 
  10
  Physical Limitation: Large Wheeled Vehicle (Frequently, 
  Slightly Impairing)
  0
  Experience Points 
  Total Disadvantage Points: 10
  
  Vehicles 
  TravellerHERO - Unofficial Guide
  86
  ENCLOSED AIR RAFT
  Val
  Char
  Cost
  Notes
  7
  Size
  35 Length 5.04”,  Width 2.52”,   Area 12.70”   
  Mass 12.8 ton   KB -7
  45
  STR
  0 Lift 12.8tons; 9d6
  10
  DEX
  0 OCV 3 DCV -1
  19
  BODY
  2
  6
  DEF
  12
  3
  SPD
  10 Phases:  4, 8, 12
  Total Characteristic Cost: 45
  Movement: 
  Flight: 15” / 30”
  Cost
  Powers
  END
  15
  Endurance Reserve  (100 END, 10 REC) Reserve:  
  (20 Active Points); OIF Bulky (-1)
  0
  14
  Flight 15”, Position Shift (35 Active Points); OIF 
  Bulky (-1), Custom Modifier (must have gravity to 
  push against; -1/2)
  0
  8
  LS  (Safe in High Pressure; Safe in High Radiation; 
  Safe in Intense Cold; Safe in Intense Heat; Safe in 
  Low Pressure/Vacuum; Self-Contained Breathing) 
  (19 Active Points); OIF Bulky (-1), Costs Endurance 
  (Only Costs END to Activate; -1/4)
  2
  10
  Multipower, 30-point reserve,  (30 Active Points); 
  all slots OIF Bulky (-1), Custom Modifier (only for 
  sensors and commo; -1)
  1m
  1)  Radio Perception/Transmission (Radio Group), 
  MegaScale (1” = 10 km; +1/2), Can Be Scaled Down 
  1” = 1km (+1/4) (17 Active Points); OIF Bulky (-1), 
  Custom Modifier (only for sensors and commo; -1)
  0
  1u
  2)  GPS And Nav computer : Navigation (Air, Land, 
  Marine) 14- (14 Active Points); OIF Bulky (-1), 
  Custom Modifier (only for sensors and commo; -1)
  1u
  3)  Nightvision (5 Active Points); OIF Bulky (-1), 
  Custom Modifier (only for sensors and commo; -1)
  0
  1m
  4)  Radar (Radio Group), MegaScale (1” = 10 km; 
  +1/2) (22 Active Points); OIF Bulky (-1), Custom 
  Modifier (only for sensors and commo; -1)
  0
  1u
  5)  Laser Comm: Mind Link , Machine class of 
  minds, Any Willing Target, Number of Minds (x2) 
  (20 Active Points); OIF Bulky (-1), Custom Modifier 
  (only for sensors and commo; -1), Limited Class Of 
  Minds [Subset of a class] (another vehicle with a 
  lasercomm unit; -1/2)
  0
  Total Powers & Skill Cost: 52
  Total Cost: 97
  Total Disadvantage Points: 97
  OPEN AIR RAFT
  Val
  Char
  Cost
  Notes
  7
  Size
  35
  Length 5.04”,  Width 2.52”,   Area 12.70”   
  Mass 12.8 ton   KB -7
  45
  STR
  0
  Lift 12.8tons; 9d6
  10
  DEX
  0
  OCV 3 DCV -1
  18
  BODY
  1
  5
  DEF
  9
  3
  SPD
  10
  Phases:  4, 8, 12
  Total Characteristic Cost: 41
  Movement: 
  Flight: 15” / 30”
  Cost
  Powers
  END
  15
  Endurance Reserve  (100 END, 10 REC) Reserve:  
  (20 Active Points); OIF Bulky (-1)
  0
  14
  Flight 15”, Position Shift (35 Active Points); OIF 
  Bulky (-1), Custom Modifier (must have gravity to 
  push against; -1/2)
  0
  10
  Multipower, 30-point reserve,  (30 Active Points); 
  all slots OIF Bulky (-1), Custom Modifier (only for 
  sensors and commo; -1)
  1m
  1)  Radio Perception/Transmission (Radio Group), 
  MegaScale (1” = 10 km; +1/2), Can Be Scaled Down 
  1” = 1km (+1/4) (17 Active Points); OIF Bulky (-1), 
  Custom Modifier (only for sensors and commo; -1)
  0
  1u
  2)  GPS And Nav computer : Navigation (Air, Land, 
  Marine) 14- (14 Active Points); OIF Bulky (-1), 
  Custom Modifier (only for sensors and commo; -1)
  1u
  3)  Nightvision (5 Active Points); OIF Bulky (-1), 
  Custom Modifier (only for sensors and commo; -1)
  0
  1m
  4)  Radar (Radio Group), MegaScale (1” = 10 km; 
  +1/2) (22 Active Points); OIF Bulky (-1), Custom 
  Modifier (only for sensors and commo; -1)
  0
  1u
  5)  Laser Comm: Mind Link , Machine class of 
  minds, Any Willing Target, Number of Minds (x2) 
  (20 Active Points); OIF Bulky (-1), Custom Modifier 
  (only for sensors and commo; -1), Limited Class Of 
  Minds [Subset of a class] (another vehicle with a 
  lasercomm unit; -1/2)
  0
  Total Powers & Skill Cost: 44
  Total Cost: 85
  Total Disadvantage Points: 85
  
  TravellerHERO - Unofficial Guide 
  Vehicles
  87
  COMMERCIAL GRAV APC
  Val
  Char
  Cost
  Notes
  7
  Size
  35
  Length 5.04”,  Width 2.52”,   Area 12.70”   
  Mass 12.8 ton   KB -7
  45
  STR
  0
  Lift 12.8tons; 9d6
  18
  DEX
  24
  OCV 6 DCV 2
  19
  BODY
  2
  5
  DEF
  9
  4
  SPD
  12
  Phases:  3, 6, 9, 12
  Total Characteristic Cost: 68
  Movement: 
  Flight: 56” / 224”
  Cost
  Powers
  END
  Power
  14
  Endurance Reserve  (100 END, 10 REC) Reserve:  
  (20 Active Points); OIF Bulky (-1), Crew-Served (2 
  people; -1/4)
  0
  Propulsion
  49
  Contragrav Thruster Array: Flight 56”, Position 
  Shift, x4 Noncombat (122 Active Points); OIF 
  Bulky (-1), Custom Modifier (must have gravity to 
  push against; -1/2)
  0
  Tactical
  69
  Rapid Pulse Fusion Gun: RKA 5d6, MegaScale (1” 
  = 1 km; +1/4), Custom Modifier (can fire 1 or 2 
  shots ; +1/4), Armor Piercing (+1/2), 64 Charges 
  (Recovers Under Limited Circumstances; requires 
  a base or reloading vehicle; +1) (225 Active 
  Points); OAF Bulky (-1 1/2), Real Weapon (-1/4), 
  Crew-Served (2 people; -1/4), Reduced By Range 
  (-1/4)  Note: Open Mount
  [64]
  37
  VRF Gauss Gun: RKA 1 1/2d6, 4000 Charges (+1), 
  Autofire (80 shots; +2 1/2) (112 Active Points); 
  OAF Bulky (-1 1/2), Real Weapon (-1/4), Limited 
  Arc Of Fire (180 degrees; -1/4)  Note: Open Mount
  [4000]
  7
  Advanced Fire Control Package: (Total: 13 Active 
  Cost, 7 Real Cost) Absolute Range Sense (Real 
  Cost: 3) plus +2 with Ranged Combat (10 Active 
  Points); OIF Bulky (-1), Real Weapon (-1/4) (Real 
  Cost: 4)
  0
  11
  Thermal Superconducting Armor: Energy Damage 
  Reduction, Resistant, 50%, Hardened (+1/4) (37 
  Active Points); Ablative BODY or STUN (-1), OIF 
  Bulky (-1), Real Armor (-1/4)
  0
  Operations
  13
  EM Masking and Stealth construction: Change 
  Environment 1” radius, -2 to Radar PER Rolls, -2 
  to Infrared Perception PER Rolls, Multiple Combat 
  Effects, Reduced Endurance (0 END; +1/2), 
  Persistent (+1/2) (32 Active Points); OIF Bulky (-1), 
  No Range (-1/2)
  0
  11
  Sensors and Commo: Multipower, 40-point reserve,  
  (40 Active Points); all slots OIF Bulky (-1), Custom 
  Modifier (only for sensors and commo; -1), Costs 
  Endurance (-1/2)
  2m
  1)  Radio Perception/Transmission (Radio Group), 
  Tracking, MegaScale (1” = 100 km; +3/4), Can Be 
  Scaled Down 1” = 1km (+1/4) (30 Active Points); 
  OIF Bulky (-1), Custom Modifier (only for sensors 
  and commo; -1), Costs Endurance (-1/2)
  3
  1u
  2)  Nightvision, MegaScale (1” = 1 km; +1/4) (6 
  Active Points); OIF Bulky (-1), Custom Modifier 
  (only for sensors and commo; -1), Costs Endurance 
  (-1/2)
  1
  2m
  3)  Radar (Radio Group), +5 to PER Roll, Increased 
  Arc Of Perception (240 Degrees), Tracking, 
  MegaScale (1” = 10 km; +1/2) (40 Active Points); 
  OIF Bulky (-1), Custom Modifier (only for sensors 
  and commo; -1), Costs Endurance (-1/2)
  4
  1u
  4)  MaserComm: Mind Link , Machine class of 
  minds, Any Willing Target, Number of Minds 
  (x16) (35 Active Points); OIF Bulky (-1), Custom 
  Modifier (only for sensors and commo; -1), Costs 
  Endurance (-1/2)
  3
  1u
  5)  GPS And Navigation System: Navigation (Air, 
  Land, Marine) 14- (14 Active Points); OIF Bulky (-
  1), Custom Modifier (only for sensors and commo; 
  -1), Costs Endurance (-1/2)
  1
  Personnel
  13
  LS  (Immunity All terrestrial diseases and 
  biowarfare agents; Immunity All terrestrial 
  poisons and chemical warfare agents; Safe in High 
  Pressure; Safe in High Radiation; Safe in Intense 
  Cold; Safe in Intense Heat; Safe in Low Pressure/
  Vacuum; Self-Contained Breathing) (39 Active 
  Points); OIF Bulky (-1), Costs Endurance (-1/2), 
  Custom Modifier (Hull must be intact; -1/2)
  4
  Options for equipment
  26
  Command Vehicle Package: (Total: 73 Active 
  Cost, 26 Real Cost) +3 with Cryptography (6 
  Active Points); OIF Bulky (-1), Costs Endurance 
  (Only Costs END to Activate; -1/4), Crew-Served 
  (2 people; -1/4) (Real Cost: 2) plus +2 with 
  Systems Operation (Broadcast Communications, 
  Cellular and Digital, Communications Jamming 
  Equipment, Radio, Satellite Communications, 
  Telephone Communications) (6 Active Points); 
  OIF Bulky (-1), Crew-Served (2 people; -1/4), 
  Costs Endurance (Only Costs END to Activate; 
  -1/4) (Real Cost: 2) plus +3 with Tactics (6 Active 
  Points); OIF Bulky (-1), Costs Endurance (Only 
  Costs END to Activate; -1/4), Crew-Served (2 
  people; -1/4) (Real Cost: 2) plus Mind Link , Any 
  Willing Target, Number of Minds (x256) (55 Active 
  Points); Only With Others Who Have Mind Link 
  (-1), Does Not Provide Mental Awareness (-1/4), 
  Costs Endurance (Only Costs END to Activate; 
  -1/4), Crew-Served (2 people; -1/4) (Real Cost: 20)  
  Note: replaces fusion gun
  8
  
  Vehicles 
  TravellerHERO - Unofficial Guide
  88
  84
  80mm Electromag Mortar: RKA 6d6, Explosion 
  (+1/4), Increased Maximum Range (7,300”; +1/4), 
  Indirect (Same origin, always fired away from 
  attacker; +1/4), 64 Charges (+1/2), Autofire (3 
  shots; +1 1/4) (315 Active Points); OAF Bulky (-1 
  1/2), Costs Endurance (-1/2), Custom Modifier 
  (requires a forward observer; -1/2), Crew-Served 
  (2 people; -1/4)  Note: Artillery Support Vehicle, 
  replaces fusion gun
  31
  10
  Portable Shop: (Total: 21 Active Cost, 10 Real Cost) 
  +3 with Mechanics (6 Active Points); OIF Bulky (-
  1) (Real Cost: 3) plus +3 with Electronics (6 Active 
  Points); OIF Bulky (-1) (Real Cost: 3) plus +2 
  with Weaponsmith (Energy Weapons, Firearms, 
  Incendiary Weapons, Missiles & Rockets) (9 
  Active Points); OIF Bulky (-1) (Real Cost: 4)  Note: 
  replaces fusion gun
  0
  5
  Ambulance : (Total: 8 Active Cost, 5 Real Cost) +3 
  with Paramedics (6 Active Points); OIF Bulky (-1) 
  (Real Cost: 3) plus +2 with KS (Real Cost: 2)  Note: 
  replaces fusion and vrf gauss gun
  0
  Total Powers & Skill Cost: 356
  Total Cost: 424
  Total Disadvantage Points: 424
  
  TravellerHERO - Unofficial Guide 
  Vehicles
  89
  Military
  ASTRIN APC
  Val
  Char
  Cost
  Notes
  11
  Size
  55
  Length 12.70”,  Width 6.35”,   Area 80.63”   
  Mass 204.8 ton   KB -11
  65
  STR
  0
  Lift 204.8tons; 13d6
  10
  DEX
  0
  OCV 3 DCV -4
  24
  BODY
  3
  8
  DEF
  18
  4
  SPD
  20
  Phases:  3, 6, 9, 12
  Total Characteristic Cost: 82
  Movement: 
  Flight: 60” / 240”
  Cost
  Powers
  END
  Power
  26
  Endurance Reserve  (250 END, 15 REC) Reserve:  
  (40 Active Points); OIF Bulky (-1), Crew-Served (2 
  people; -1/4)
  0
  Propulsion
  52
  Contragrav Thruster Array: Flight 60”, Position Shift, 
  x4 Noncombat (130 Active Points); OIF Bulky (-1), 
  Custom Modifier (must have gravity to push against; 
  -1/2)
  0
  Tactical
  117
  Rapid Pulse Fusion-V Gun: RKA 6d6, Increased 
  Maximum Range (6,750”; +1/4), Armor Piercing 
  (+1/2), Autofire (5 shots; +1/2), 500 Charges (+1) 
  (292 Active Points); OIF Bulky (-1), Crew-Served (2 
  people; -1/4), Reduced By Range (-1/4)
  [500]
  16
  Advanced Fire Control Package: (Total: 33 Active 
  Cost, 16 Real Cost) Absolute Range Sense (Real Cost: 
  3) plus +6 with Ranged Combat (30 Active Points); 
  OIF Bulky (-1), Real Weapon (-1/4) (Real Cost: 13)
  0
  9
  Point Defense Fire Control Array: Missile Deflection 
  (Any Ranged Attack) (20 Active Points); OIF Bulky 
  (-1), Real Armor (-1/4)
  0
  11
  Thermal Superconducting Armor: Energy Damage 
  Reduction, Resistant, 50%, Hardened (+1/4) (37 
  Active Points); Ablative BODY or STUN (-1), OIF 
  Bulky (-1), Real Armor (-1/4)
  0
  Operations
  27
  1)  Sensor Decoys: Radio Group, Nightvision and IR 
  Perception Images 1” radius, +/-3 to PER Rolls, 32 
  Continuing Charges lasting 1 Turn each (Recovers 
  Under Limited Circumstances; requires base or 
  ammo carrier; +1 1/4) (54 Active Points); OIF Bulky 
  (-1)
  [32 
  cc]
  19
  EM Masking and Stealth construction: Change 
  Environment 1” radius, -4 to Radar PER Rolls, 
  -4 to Infrared Perception PER Rolls, Multiple 
  Combat Effects, Reduced Endurance (0 END; +1/2), 
  Persistent (+1/2) (48 Active Points); OIF Bulky (-1), 
  No Range (-1/2)
  0
  18
  Multipower, 40-point reserve,  (40 Active Points); all 
  slots OIF Bulky (-1), Costs Endurance (Only Costs 
  END to Activate; -1/4)
  3m
  1)  Radio Perception/Transmission (Radio Group), 
  Tracking, MegaScale (1” = 100 km; +3/4), Can Be 
  Scaled Down 1” = 1km (+1/4) (30 Active Points); 
  OIF Bulky (-1), Costs Endurance (Only Costs END to 
  Activate; -1/4)
  3
  1u
  2)  Nightvision, MegaScale (1” = 1 km; +1/4) (6 
  Active Points); OIF Bulky (-1), Costs Endurance 
  (Only Costs END to Activate; -1/4)
  1
  4m
  3)  Radar (Radio Group), +5 to PER Roll, Increased 
  Arc Of Perception (240 Degrees), Tracking, 
  MegaScale (1” = 10 km; +1/2) (40 Active Points); 
  OIF Bulky (-1), Costs Endurance (Only Costs END to 
  Activate; -1/4)
  4
  1u
  4)  Thermalgraphics: Detect A Single Thing 14- 
  (Unusual Group), Discriminatory, Telescopic (+2 
  versus Range Modifier):  +2, MegaScale (1” = 1 km; 
  +1/4), Ranged (+1/2) (24 Active Points); OIF Bulky 
  (-1), Costs Endurance (Only Costs END to Activate; 
  -1/4)
  2
  1u
  5)  MaserComm: Mind Link , Machine class of 
  minds, Any Willing Target, Number of Minds (x16) 
  (35 Active Points); OIF Bulky (-1), Costs Endurance 
  (Only Costs END to Activate; -1/4)
  3
  1u
  6)  GPS And Navigation System: Navigation (Air, 
  Land, Marine, Space) 14- (15 Active Points); OIF 
  Bulky (-1), Costs Endurance (Only Costs END to 
  Activate; -1/4)
  1
  Personnel
  13
  LS  (Immunity All terrestrial diseases and 
  biowarfare agents; Immunity All terrestrial poisons 
  and chemical warfare agents; Safe in High Pressure; 
  Safe in High Radiation; Safe in Intense Cold; Safe in 
  Intense Heat; Safe in Low Pressure/Vacuum; Self-
  Contained Breathing) (39 Active Points); OIF Bulky 
  (-1), Costs Endurance (-1/2), Custom Modifier (Hull 
  must be intact; -1/2)
  4
  Total Powers & Skill Cost: 319
  Total Cost: 401
  Total Disadvantage Points: 401
  
  Vehicles 
  TravellerHERO - Unofficial Guide
  90
  ATTACK SPEEDER
  Val
  Char
  Cost
  Notes
  9
  Size
  45
  Length 8.00”,  Width 4.00”,   Area 32.00”   
  Mass 51.2 ton   KB -9
  55
  STR
  0
  HTH Damage 11d6  END [5]
  23
  DEX
  39
  OCV 8 DCV 2
  19
  BODY
  0
  6
  DEF
  12
  6
  SPD
  27
  Phases:  2, 4, 6, 8, 10, 12
  Total Characteristic Cost:  109
  Movement: 
  Flight:  61”/244”
  Abilities & Equipment
  Cost
  Power
  END
  Power
  17
  Endurance Reserve  (150 END, 10 REC) Reserve:  
  (25 Active Points); OIF Bulky (-1), Crew-Served (2 
  people; -¼)
  Propulsion
  53
  Contragrav Thruster Array:  Flight 61”, Position 
  Shift, x4 Noncombat (132 Active Points); OIF Bulky 
  (-1), Custom Modifier (must have gravity to push 
  against; -½)
  Tactical
  69
  5 MJ Plasma Cradle Gun:  RKA 5 ½d6, Increased 
  Maximum Range (4,250”; +¼), Armor Piercing 
  (+½), 64 Charges (+½) (191 Active Points); OIF 
  Bulky (-1), Limited Arc Of Fire (180 degrees; -¼), 
  Real Weapon (-¼), Reduced By Range (-¼)
  [64]
  60
  Tac Missiles:  RKA 6 ½d6, Explosion (+¼), 
  Increased Maximum Range (5,000”; +¼), Indirect 
  (Same origin, always fired away from attacker; +¼), 
  Armor Piercing (+½) (225 Active Points); OIF Bulky 
  (-1), 4 Charges (-1), Custom Modifier (requires a 
  target lock or active designator; -½), Can Be Missile 
  Deflected (-¼)
  [4]
  12
  Advanced Fire Control Package:  (Total: 23 Active 
  Cost, 12 Real Cost) Absolute Range Sense (Real 
  Cost: 3) plus +4 with Ranged Combat (20 Active 
  Points); OIF Bulky (-1), Real Weapon (-¼) (Real Cost: 
  9)
  11
  Thermal Superconducting Armor:  Energy Damage 
  Reduction, Resistant, 50%, Hardened (+¼) (37 
  Active Points); Ablative BODY or STUN (-1), OIF 
  Bulky (-1), Real Armor (-¼)
  Operations
  19
  EM Masking and Stealth construction:  Change 
  Environment 1” radius, -4 to Radar PER Rolls, -4 
  to Infrared Perception PER Rolls, Multiple Combat 
  Effects, Reduced Endurance (0 END; +½), Persistent 
  (+½) (48 Active Points); OIF Bulky (-1), No Range (-½)
  27
  Sensor Decoys:  Radio Group, Nightvision and IR 
  Perception Images 1” radius, +/-3 to PER Rolls, 32 
  Continuing Charges lasting 1 Turn each (Recovers 
  Under Limited Circumstances; requires base or ammo 
  carrier; +1 ¼) (54 Active Points); OIF Bulky (-1)
  [32 
  cc]
  12
  Sensors and Commo:  Multipower, 40-point reserve,  
  (40 Active Points); all slots OIF Bulky (-1), Custom 
  Modifier (only for sensors and commo; -1), Costs 
  Endurance (Only Costs END to Activate; -¼)
  1
  1)  GPS And Navigation System:  Navigation (Air, 
  Land, Marine, Space) 14- (15 Active Points); OIF 
  Bulky (-1), Custom Modifier (only for sensors and 
  commo; -1), Costs Endurance (Only Costs END to 
  Activate; -¼)
  1
  2
  2)  Radar (Radio Group), +5 to PER Roll, Increased 
  Arc Of Perception (240 Degrees), Tracking, 
  MegaScale (1” = 10 km; +½) (40 Active Points); OIF 
  Bulky (-1), Custom Modifier (only for sensors and 
  commo; -1), Costs Endurance (Only Costs END to 
  Activate; -¼)
  4
  1
  3)  Nightvision, MegaScale (1” = 1 km; +¼) (6 
  Active Points); OIF Bulky (-1), Custom Modifier 
  (only for sensors and commo; -1), Costs Endurance 
  (Only Costs END to Activate; -¼)
  1
  2
  4)  Radio Perception/Transmission (Radio Group), 
  Tracking, MegaScale (1” = 100 km; +¾), Can Be 
  Scaled Down 1” = 1km (+¼) (30 Active Points); OIF 
  Bulky (-1), Custom Modifier (only for sensors and 
  commo; -1), Costs Endurance (Only Costs END to 
  Activate; -¼)
  3
  1
  5)  MaserComm:  Mind Link , Machine class of 
  minds, Any Willing Target, Number of Minds (x16) 
  (35 Active Points); OIF Bulky (-1), Custom Modifier 
  (only for sensors and commo; -1), Costs Endurance 
  (Only Costs END to Activate; -¼)
  3
  1
  6)  Thermalgraphics:  Detect A Single Thing 14- 
  (Unusual Group), Discriminatory, Telescopic (+2 
  versus Range Modifier):  +2, MegaScale (1” = 1 km; 
  +¼), Ranged (+½) (24 Active Points); OIF Bulky 
  (-1), Custom Modifier (only for sensors and commo; 
  -1), Costs Endurance (Only Costs END to Activate; 
  -¼)
  2
  0
  Personnel
  13
  LS  (Immunity All terrestrial diseases and 
  biowarfare agents; Immunity All terrestrial poisons 
  and chemical warfare agents; Safe in High Pressure; 
  Safe in High Radiation; Safe in Intense Cold; Safe in 
  Intense Heat; Safe in Low Pressure/Vacuum; Self-
  Contained Breathing) (39 Active Points); OIF Bulky 
  (-1), Costs Endurance (-½), Custom Modifier (Hull 
  must be intact; -½)
  4
  Total Abilities & Equipment Cost:  301
  Total Vehicle Cost:  410
  Value Disadvantages
  Total Disadvantage Points:  0
  Total Cost:  410/5 = 82
  
  TravellerHERO - Unofficial Guide 
  Vehicles
  91
  RECON GRAV BIKE-12
  Val
  Char
  Cost
  Notes
  3
  Size
  15
  Length 2.00”,  Width 1.00”,   Area 2.00”   
  Mass 800 kg   KB -3
  25
  STR
  0
  Lift 800.0kg; 5d6
  23
  DEX
  39
  OCV 8 DCV 6
  15
  BODY
  2
  4
  DEF
  6
  6
  SPD
  27
  Phases:  2, 4, 6, 8, 10, 12
  Total Characteristic Cost: 75
  Movement: 
  Flight: 50” / 200”
  Cost
  Powers
  END
  Power
  9
  Endurance Reserve  (100 END, 5 REC) Reserve:  
  (15 Active Points); OIF Bulky (-1), Crew-Served (2 
  people; -1/4)
  0
  Propulsion
  44
  Contragrav Thruster Array: Flight 50”, Position 
  Shift, x4 Noncombat (110 Active Points); OIF 
  Bulky (-1), Custom Modifier (must have gravity to 
  push against; -1/2)
  0
  Tactical
  45
  VRF Gauss Gun: RKA 1 1/2d6, 16000 Charges 
  (+1), Autofire (80 shots; +2 1/2) (112 Active 
  Points); OIF Bulky (-1), Real Weapon (-1/4), 
  Limited Arc Of Fire (180 degrees; -1/4)  Note: 
  vehicle can mount 1 weapon, if no passenger 
  carried
  [16000]
  5
  Advanced Fire Control Package: (Total: 8 Active 
  Cost, 5 Real Cost) Absolute Range Sense (Real 
  Cost: 3) plus +1 with Ranged Combat (5 Active 
  Points); OIF Bulky (-1), Real Weapon (-1/4) (Real 
  Cost: 2)
  0
  17
  Rocket Launchers: RKA 3d6+1, Explosion (+1/2) 
  (75 Active Points); OIF Bulky (-1), 4 Charges (-1), 
  Limited Arc Of Fire (60 degrees; Only on same 
  horizontal level; -3/4), Cannot Use Targeting (-
  1/2), Can Be Missile Deflected (-1/4)  Note: Vehicle 
  can mount one weapon if no passenger carried
  [4]
  Operations
  19
  EM Masking and Stealth construction: Change 
  Environment 1” radius, -4 to Radar PER Rolls, 
  -4 to Infrared Perception PER Rolls, Multiple 
  Combat Effects, Reduced Endurance (0 END; 
  +1/2), Persistent (+1/2) (48 Active Points); OIF 
  Bulky (-1), No Range (-1/2)
  0
  8
  Sensors and Commo: Multipower, 30-point 
  reserve,  (30 Active Points); all slots OIF Bulky (-
  1), Custom Modifier (only for sensors and commo; 
  -1), Costs Endurance (-1/2)
  1u
  1)  GPS And Navigation System: Navigation (Air, 
  Land, Marine, Space) 14- (15 Active Points); OIF 
  Bulky (-1), Custom Modifier (only for sensors and 
  commo; -1), Costs Endurance (-1/2)
  1
  1m
  2)  Radio Perception/Transmission (Radio 
  Group), Tracking, MegaScale (1” = 100 km; 
  +3/4) (26 Active Points); OIF Bulky (-1), Custom 
  Modifier (only for sensors and commo; -1), Costs 
  Endurance (-1/2)
  3
  1u
  3)  Nightvision, MegaScale (1” = 1 km; +1/4) 
  (6 Active Points); OIF Bulky (-1), Custom 
  Modifier (only for sensors and commo; -1), Costs 
  Endurance (-1/2)
  1
  2m
  4)  Radar (Radio Group), +2 to PER Roll, 
  Increased Arc Of Perception (240 Degrees), 
  Tracking, MegaScale (1” = 1 km; +1/4) (30 Active 
  Points); OIF Bulky (-1), Custom Modifier (only for 
  sensors and commo; -1), Costs Endurance (-1/2)
  3
  27
  Sensor Decoys: Radio Group, Nightvision and IR 
  Perception Images 1” radius, +/-3 to PER Rolls, 
  32 Continuing Charges lasting 1 Turn each 
  (Recovers Under Limited Circumstances; requires 
  base or ammo carrier; +1 1/4) (54 Active Points); 
  OIF Bulky (-1)
  [32 cc]
  Total Powers & Skill Cost: 179
  Total Cost: 254
  Total Disadvantage Points: 254
  
  Vehicles 
  TravellerHERO - Unofficial Guide
  92
  PYRHUS SUPPORT SLED
  Val
  Char
  Cost
  Notes
  8
  Size
  40
  Length 6.35”,  Width 3.17”,   Area 20.16”   
  Mass 25.6 ton   KB -8
  50
  STR
  0
  Lift 25.6tons; 10d6
  18
  DEX
  24
  OCV 6 DCV 1
  22
  BODY
  4
  6
  DEF
  12
  4
  SPD
  12
  Phases:  3, 6, 9, 12
  Total Characteristic Cost: 78
  Movement: 
  Flight: 20” / 40”
  Cost
  Powers
  END
  Power
  17
  Endurance Reserve  (150 END, 10 REC) Reserve:  (25 
  Active Points); OIF Bulky (-1)  Note: Compact fusion 
  power plant
  0
  Propulsion
  18
  Contragrav thrusters: Flight 20”, Position Shift (45 
  Active Points); OIF Bulky (-1), Custom Modifier 
  (must have planetary gravity field to push against; 
  -1/2)
  0
  Tactical
  34
  7.5MJ Plasma Cradle Gun: RKA 6d6+1 (95 Active 
  Points); OIF Bulky (-1), Real Weapon (-1/4), Reduced 
  By Range (-1/4), Crew-Served (2 people; -1/4)
  9
  35
  7mm LMG: RKA 2d6+1, Autofire (5 shots; +1/2), 
  Armor Piercing (+1/2), 250 Charges (+1) (105 Active 
  Points); OIF Bulky (-1), Limited Arc Of Fire (180 
  degrees; Only on same horizontal level; -1/2), Real 
  Weapon (-1/4), Crew-Served (2 people; -1/4)  Note: 
  Co-axial mount in turret
  [250]
  8
  Energy Damage Reduction, Resistant, 50% (30 
  Active Points); OIF Bulky (Ablative thermal armor 
  coating; -1), Ablative BODY or STUN (-1), Custom 
  Modifier (only vs laser, plasma, fusion or flame 
  weapons; -1/2)
  0
  Operations
  10
  Change Environment 2” radius, -4 to Radar PER 
  Rolls, -2 to Infrared Perception PER Rolls, Multiple 
  Combat Effects (25 Active Points); OIF Bulky (EMS 
  Jammer; -1), No Range (-1/2)
  2
  11
  Multipower, 40-point reserve,  (40 Active Points); 
  all slots OIF Bulky (-1), Custom Modifier (only for 
  sensors and communications; -1), Costs Endurance 
  (-1/2)
  1u
  1)  Nightvision (5 Active Points); OIF Bulky 
  (-1), Custom Modifier (only for sensors and 
  communications; -1), Costs Endurance (-1/2)
  1
  1u
  2)  Navigation (Air, Land, Marine) 14- (14 Active 
  Points); OIF Bulky (-1), Custom Modifier (only for 
  sensors and communications; -1), Costs Endurance 
  (-1/2)  Note: GPS and Satnav Kit
  1
  1u
  3)  Mind Link , Machine class of minds, Any 
  Willing Target, Number of Minds (x8) (30 Active 
  Points); OIF Bulky (-1), Custom Modifier (only for 
  sensors and communications; -1), Custom Modifier 
  (Target must also have laser comm; -1/2), Costs 
  Endurance (-1/2)  Note: Laser Comm
  3
  1u
  4)  +3 versus Range Modifier for Sight Group (5 
  Active Points); OIF Bulky (-1), Custom Modifier 
  (only for sensors and communications; -1), Costs 
  Endurance (-1/2)
  1
  1u
  5)  Radar (Radio Group), +3 to PER Roll, Increased 
  Arc Of Perception (240 Degrees), MegaScale (1” = 1 
  km; +1/4) (25 Active Points); OIF Bulky (-1), Custom 
  Modifier (only for sensors and communications; -1), 
  Costs Endurance (-1/2)
  2
  1u
  6)  Radio Perception/Transmission (Radio Group), 
  MegaScale (1” = 100 km; +3/4), Can Be Scaled 
  Down 1” = 1km (+1/4) (20 Active Points); OIF 
  Bulky (-1), Custom Modifier (only for sensors and 
  communications; -1), Costs Endurance (-1/2)
  2
  1u
  7)  IR Perception (Sight Group), +3 to PER Roll, 
  Discriminatory, Increased Arc Of Perception (240 
  Degrees), MegaScale (1” = 1 km; +1/4) (19 Active 
  Points); OIF Bulky (-1), Custom Modifier (only for 
  sensors and communications; -1), Costs Endurance 
  (-1/2)
  2
  Personnel
  13
  LS  (Immunity All terrestrial diseases and 
  biowarfare agents; Immunity All terrestrial poisons 
  and chemical warfare agents; Safe in High Pressure; 
  Safe in High Radiation; Safe in Intense Cold; Safe in 
  Intense Heat; Safe in Low Pressure/Vacuum; Self-
  Contained Breathing) (39 Active Points); OIF Bulky 
  (-1), Costs Endurance (-1/2), Custom Modifier (Hull 
  must be intact ; -1/2)
  4
  Total Powers & Skill Cost: 153
  Total Cost: 231
  200+
  Disadvantages
  10
  Distinctive Features:  (Not Concealable; Noticed and 
  Recognizable; Detectable By Commonly-Used Senses; Not 
  Distinctive In Some Cultures)
  15
  Reputation:  poor reputation as a cheap target, 11- 
  (Extreme)
  6
  Experience Points
  Total Disadvantage Points: 231
  
  TravellerHERO - Unofficial Guide 
  Vehicles
  93
  TERRAPIN MESON SLED
  Val
  Char
  Cost
  Notes
  12
  Size
  60
  Length 16.00”,  Width 8.00”,   Area 128.00”   
  Mass 409.6 ton   KB -12
  70
  STR
  0
  Lift 409.6tons; 14d6
  16
  DEX
  18
  OCV 5 DCV -3
  22
  BODY
  0
  9
  DEF
  21
  4
  SPD
  14
  Phases:  3, 6, 9, 12
  Total Characteristic Cost: 113
  Movement: 
  Running: 6” / 12”
   
   
  Swimming: 2” / 4”
   
   
  Flight: 56” / 224”
  Cost
  Powers
  END
  Power
  32
  Endurance Reserve  (350 END, 15 REC) Reserve:  
  (50 Active Points); OIF Bulky (-1)
  0
  Propulsion
  61
  Flight 56”, Position Shift, x4 Noncombat, Sideways 
  Maneuverability half velocity (+1/4) (152 Active 
  Points); OIF Bulky (-1), Custom Modifier (must have 
  gravity to push against; -1/2)
  0
  Tactical
  127
  10 GJ Meson Gun: RKA 9d6+1, Indirect (Same 
  origin, always fired away from attacker; +1/4), 
  Explosion (+1/4), No Range Modifier (+1/2), 
  Invisible Power Effects, Source Only (Fully 
  Invisible; +1/2), NND ([Standard]; Meson Screens 
  or Forcefields; +1), MegaScale (1” = 1,000 km; +1), 
  Can Be Scaled Down 1” = 1km (+1/4) (665 Active 
  Points); Extra Time (1 Turn (Post-Segment 12), -1 
  1/4), OIF Bulky (-1), Increased Endurance Cost (x2 
  END; -1/2), Limited Arc Of Fire (60 degrees; -1/2), 
  Custom Modifier (requires a spotter with an active 
  commlink; -1/2), Crew-Served (2 people; -1/4), Real 
  Weapon (-1/4)
  132
  12
  Advanced Fire Control Package: (Total: 23 Active 
  Cost, 12 Real Cost) Absolute Range Sense (Real 
  Cost: 3) plus +4 with Ranged Combat (20 Active 
  Points); OIF Bulky (-1), Real Weapon (-1/4) (Real 
  Cost: 9)
  0
  11
  Thermal Superconducting Armor: Energy Damage 
  Reduction, Resistant, 50%, Hardened (+1/4) (37 
  Active Points); Ablative BODY or STUN (-1), OIF 
  Bulky (-1), Real Armor (-1/4)
  0
  Operations
  15
  GPS And Navigation System: Navigation (Air, Land, 
  Marine, Space) 14-
  27
  Sensor Decoys: Radio Group, Nightvision and IR 
  Perception Images 1” radius, +/-3 to PER Rolls, 32 
  Continuing Charges lasting 1 Turn each (Recovers 
  Under Limited Circumstances; requires base or 
  ammo carrier; +1 1/4) (54 Active Points); OIF Bulky 
  (-1)
  [32 
  cc]
  20
  Multipower, 50-point reserve,  (50 Active Points); 
  all slots OIF Bulky (-1), Costs Endurance (-1/2)
  1u
  1)  Nightvision, MegaScale (1” = 1 km; +1/4) (6 
  Active Points); OIF Bulky (-1), Costs Endurance 
  (-1/2)
  1
  1u
  2)  Radar (Radio Group), +5 to PER Roll, MegaScale 
  (1” = 10 km; +1/2) (30 Active Points); OIF Bulky 
  (-1), Costs Endurance (-1/2)
  3
  1u
  3)  Thermalgraphics: Detect A Single Thing 14- 
  (Unusual Group), Discriminatory, Telescopic (+2 
  versus Range Modifier):  +2, MegaScale (1” = 1 km; 
  +1/4), Ranged (+1/2) (24 Active Points); OIF Bulky 
  (-1), Costs Endurance (-1/2)
  2
  1u
  4)  GPS And Navigation System: Navigation (Air, 
  Land, Marine, Space) 14- (15 Active Points); OIF 
  Bulky (-1), Costs Endurance (-1/2)
  1
  1u
  5)  Radio Perception/Transmission (Radio Group), 
  +5 to PER Roll, MegaScale (1” = 100 km; +3/4) (26 
  Active Points); OIF Bulky (-1), Costs Endurance 
  (-1/2)
  3
  1u
  6)  Laser/Maser/Meson Comm Arrays: Mind Link 
  , Machine class of minds, Any Willing Target, 
  Number of Minds (x8) (30 Active Points); OIF 
  Bulky (-1), Custom Modifier (Target must also have 
  working commlink; -1/2), Costs Endurance (-1/2), 
  Does Not Provide Mental Awareness (-1/4)
  3
  19
  EM Masking and Stealth construction: Change 
  Environment 1” radius, -4 to Radar PER Rolls, 
  -4 to Infrared Perception PER Rolls, Multiple 
  Combat Effects, Reduced Endurance (0 END; +1/2), 
  Persistent (+1/2) (48 Active Points); OIF Bulky (-1), 
  No Range (-1/2)
  0
  Personnel
  13
  LS  (Immunity All terrestrial diseases and 
  biowarfare agents; Immunity All terrestrial 
  poisons and chemical warfare agents; Safe in High 
  Pressure; Safe in High Radiation; Safe in Intense 
  Cold; Safe in Intense Heat; Safe in Low Pressure/
  Vacuum; Self-Contained Breathing) (39 Active 
  Points); OIF Bulky (-1), Costs Endurance (-1/2), 
  Custom Modifier (Hull must be intact; -1/2)
  4
  Total Powers & Skill Cost: 343
  Total Cost: 456
  Total Disadvantage Points: 456
  
  Vehicles 
  TravellerHERO - Unofficial Guide
  94
  MRL ARTILLERY VEHICLE
  Val
  Char
  Cost
  Notes
  11
  Size
  55
  Length 12.70”,  Width 6.35”,   Area 80.63”   
  Mass 204.8 ton   KB -11
  65
  STR
  0
  Lift 204.8tons; 13d6
  16
  DEX
  18
  OCV 5 DCV -2
  24
  BODY
  3
  8
  DEF
  18
  4
  SPD
  14
  Phases:  3, 6, 9, 12
  Total Characteristic Cost: 94
  Movement: 
  Flight: 20” / 80”
  Cost
  Powers
  END
  Power
  20
  1)  Endurance Reserve  (200 END, 10 REC) Reserve:  
  (30 Active Points); OIF Bulky (-1)
  0
  Propulsion
  20
  1)  Flight 20”, Position Shift, x4 Noncombat (50 
  Active Points); OIF Bulky (-1), Custom Modifier 
  (must have gravity to push against; -1/2)
  0
  Tactical
  140
  30CM MRL: Multipower, 400-point reserve, all 
  slots Indirect (Same origin, always fired away from 
  attacker; +1/4), No Range Modifier (+1/2) (700 
  Active Points); Can Be Missile Deflected (-1/4), 
  Real Weapon (-1/4), Crew-Served (2 people; -1/4); 
  all slots OIF Bulky (-1), Extra Time (Extra Phase, 
  Delayed Phase, -1), Custom Modifier (must have a 
  valid commlink to designate, otherwise range is 
  quartered; -1), 32 Charges (Recovers Under Limited 
  Circumstances; -1/4)
  10u
  1)  Remote Delivered Minefield[Anti-personnel]: 
  RKA 3d6+1, Trigger (Activating the Trigger requires 
  a Zero Phase Action, Trigger requires a Turn or 
  more to reset; +1/4), Invisible to Sight Group (+1/2), 
  Area Of Effect Nonselective (31” Radius; +3/4), 
  Autofire (20 shots; +2 1/2), Lingering up to 1 Year 
  (+3) (400 Active Points); OIF Bulky (-1), Extra 
  Time (Extra Phase, Delayed Phase, -1), Custom 
  Modifier (must have a valid commlink to designate, 
  otherwise range is quartered; -1)
  0
  8u
  2)  Chemical Smoke and Chaff: Darkness to Sight 
  and Radio Groups 8” radius, MegaScale (1” = 100 
  km; +3/4), Can Be Scaled Down 1” = 1km (+1/4), 
  Autofire (20 shots; +2 1/2) (382 Active Points); OIF 
  Bulky (-1), Extra Time (Extra Phase, Delayed Phase, 
  -1), Custom Modifier (must have a valid commlink 
  to designate, otherwise range is quartered; -1), 
  Custom Modifier (high winds or rain dissipate 
  quickly; -1/2)
  0
  9u
  3)  Standard HE Rockets: RKA 5d6+1, Explosion 
  (+1/2), MegaScale (1” = 100 km; +3/4), Autofire (20 
  shots; +2 1/2) (380 Active Points); OIF Bulky (-1), 
  Extra Time (Extra Phase, Delayed Phase, -1), Custom 
  Modifier (must have a valid commlink to designate, 
  otherwise range is quartered; -1)
  0
  9u
  4)  Homing Submunition Dispenser: RKA 5 
  1/2d6, Armor Piercing (+1/2), Penetrating (+1/2), 
  MegaScale (1” = 100 km; +3/4), Can Be Scaled 
  Down 1” = 1km (+1/4), Autofire (20 shots; +1 
  1/2) (382 Active Points); OIF Bulky (-1), Extra 
  Time (Extra Phase, Delayed Phase, -1), Custom 
  Modifier (must have a valid commlink to designate, 
  otherwise range is quartered; -1)
  0
  9u
  5)  Remoted Delivered Minefield[Anti Armor]: 
  RKA 4d6, Armor Piercing (+1/2), Penetrating 
  (+1/2), Invisible to Sight Group (+1/2), Area Of 
  Effect Nonselective (27” Radius; +3/4), MegaScale 
  (1” = 100 km; +3/4), Can Be Scaled Down 1” = 
  1km (+1/4), Autofire (10 shots; +2) (375 Active 
  Points); OIF Bulky (-1), Extra Time (Extra Phase, 
  Delayed Phase, -1), Custom Modifier (must have a 
  valid commlink to designate, otherwise range is 
  quartered; -1)
  0
  Operations
  19
  EM Masking and Stealth: Change Environment 
  1” radius, -4 to Radar PER Rolls, -4 to Infrared 
  Perception PER Rolls, Multiple Combat Effects, 
  Reduced Endurance (0 END; +1/2), Persistent (+1/2) 
  (48 Active Points); OIF Bulky (-1), No Range (-1/2)
  0
  9
  Decoy Dispensers: Sight and Radio Groups Images 
  1” radius, 12 Continuing Charges lasting 1 Turn 
  each (+1/4) (19 Active Points); OIF Bulky (-1)
  [12 
  cc]
  14
  Multipower, 50-point reserve,  (50 Active Points); 
  all slots OIF Bulky (-1), Custom Modifier (only for 
  sensors and commo; -1), Costs Endurance (-1/2)
  1u
  1)  Radio Perception/Transmission (Radio Group), 
  MegaScale (1” = 10 km; +1/2), Can Be Scaled Down 
  1” = 1km (+1/4) (17 Active Points); OIF Bulky (-1), 
  Custom Modifier (only for sensors and commo; -1), 
  Costs Endurance (-1/2)
  2
  1u
  2)  IR Perception (Sight Group), +5 to PER Roll, 
  MegaScale (1” = 1 km; +1/4) (12 Active Points); OIF 
  Bulky (-1), Custom Modifier (only for sensors and 
  commo; -1), Costs Endurance (-1/2)
  1
  1u
  3)  Battery Maser and Meson commnet: Mind Link 
  , Machine class of minds, Any Willing Target, 
  Number of Minds (x4) (25 Active Points); Custom 
  Modifier (300km max range, and target must also 
  have comm; -1), OIF Bulky (-1), Custom Modifier 
  (only for sensors and commo; -1), Costs Endurance 
  (-1/2), Does Not Provide Mental Awareness (-1/4)  
  Note: 300km Max Range
  2
  
  TravellerHERO - Unofficial Guide 
  Vehicles
  95
  1u
  4)  Radar (Radio Group), +5 to PER Roll, Tracking, 
  MegaScale (1” = 10 km; +1/2), Can Be Scaled Down 
  1” = 1km (+1/4) (44 Active Points); OIF Bulky (-1), 
  Custom Modifier (only for sensors and commo; -1), 
  Costs Endurance (-1/2)
  4
  Personnel
  14
  LS  (Immunity All terrestrial diseases and 
  biowarfare agents; Immunity All terrestrial poisons 
  and chemical warfare agents; Safe in High Pressure; 
  Safe in High Radiation; Safe in Intense Cold; Safe in 
  Intense Heat; Safe in Low Pressure/Vacuum; Self-
  Contained Breathing) (39 Active Points); OIF Bulky 
  (-1), Custom Modifier (Hull must be intact; -1/2), 
  Costs Endurance (Only Costs END to Activate; -1/4)
  4
  Total Powers & Skill Cost: 285
  Total Cost: 379
  Total Disadvantage Points: 379
  INTREPID GRAV TANK
  Val
  Char
  Cost
  Notes
  10
  Size
  50
  Length 10.08”,  Width 5.04”,   Area 50.80”   
  Mass 102.4 ton   KB -10
  60
  STR
  0
  Lift 102.4tons; 12d6
  23
  DEX
  39
  OCV 8 DCV 2
  24
  BODY
  4
  8
  DEF
  18
  4
  SPD
  7
  Phases:  3, 6, 9, 12
  Total Characteristic Cost: 104
  Movement: 
  Flight: 56” / 224”
  Cost
  Powers
  END
  Power
  26
  Endurance Reserve  (250 END, 15 REC) Reserve:  
  (40 Active Points); OIF Bulky (-1), Crew-Served (2 
  people; -1/4)
  0
  Propulsion
  49
  Contragrav Thruster Array: Flight 56”, Position 
  Shift, x4 Noncombat (122 Active Points); OIF 
  Bulky (-1), Custom Modifier (must have gravity to 
  push against; -1/2)
  0
  Tactical
  131
  Rapid Pulse Fusion X Gun: RKA 8d6, MegaScale 
  (1” = 1 km; +1/4), Custom Modifier (can fire 1 
  or 2 shots ; +1/4), Armor Piercing (+1/2), 250 
  Charges (Recovers Under Limited Circumstances; 
  requires a base or reloading vehicle; +1) (360 
  Active Points); OIF Bulky (-1), Real Weapon (-1/4), 
  Crew-Served (2 people; -1/4), Reduced By Range 
  (-1/4)
  [250]
  45
  VRF Gauss Gun: RKA 1 1/2d6, 16000 Charges 
  (+1), Autofire (80 shots; +2 1/2) (112 Active 
  Points); OIF Bulky (-1), Real Weapon (-1/4), 
  Limited Arc Of Fire (180 degrees; -1/4)
  [16000]
  12
  Advanced Fire Control Package: (Total: 23 Active 
  Cost, 12 Real Cost) Absolute Range Sense (Real 
  Cost: 3) plus +4 with Ranged Combat (20 Active 
  Points); OIF Bulky (-1), Real Weapon (-1/4) (Real 
  Cost: 9)
  0
  9
  Point Defense Fire Control Array: Missile 
  Deflection (Any Ranged Attack) (20 Active 
  Points); OIF Bulky (-1), Real Armor (-1/4)
  0
  11
  Thermal Superconducting Armor: Energy Damage 
  Reduction, Resistant, 50%, Hardened (+1/4) (37 
  Active Points); Ablative BODY or STUN (-1), OIF 
  Bulky (-1), Real Armor (-1/4)
  0
  Operations
  19
  EM Masking and Stealth construction: Change 
  Environment 1” radius, -4 to Radar PER Rolls, 
  -4 to Infrared Perception PER Rolls, Multiple 
  Combat Effects, Reduced Endurance (0 END; 
  +1/2), Persistent (+1/2) (48 Active Points); OIF 
  Bulky (-1), No Range (-1/2)
  0
  27
  Sensor Decoys: Radio Group, Nightvision and IR 
  Perception Images 1” radius, +/-3 to PER Rolls, 32 
  Continuing Charges lasting 1 Turn each (Recovers 
  Under Limited Circumstances; requires base or 
  ammo carrier; +1 1/4) (54 Active Points); OIF 
  Bulky (-1)
  [32 cc]
  16
  Multipower, 40-point reserve,  (40 Active Points); 
  all slots OIF Bulky (-1), Costs Endurance (-1/2)
  2m
  1)  Radio Perception/Transmission (Radio Group), 
  Tracking, MegaScale (1” = 100 km; +3/4), Can Be 
  Scaled Down 1” = 1km (+1/4) (30 Active Points); 
  OIF Bulky (-1), Costs Endurance (-1/2)
  3
  1u
  2)  Nightvision, MegaScale (1” = 1 km; +1/4) (6 
  Active Points); OIF Bulky (-1), Costs Endurance 
  (-1/2)
  1
  3m
  3)  Radar (Radio Group), +5 to PER Roll, 
  Increased Arc Of Perception (240 Degrees), 
  Tracking, MegaScale (1” = 10 km; +1/2) (40 
  Active Points); OIF Bulky (-1), Costs Endurance 
  (-1/2)
  4
  1u
  4)  Thermalgraphics: Detect A Single Thing 14- 
  (Unusual Group), Discriminatory, Telescopic (+2 
  versus Range Modifier):  +2, MegaScale (1” = 1 
  km; +1/4), Ranged (+1/2) (24 Active Points); OIF 
  Bulky (-1), Costs Endurance (-1/2)
  2
  1u
  5)  MaserComm: Mind Link , Machine class of 
  minds, Any Willing Target, Number of Minds 
  (x16) (35 Active Points); OIF Bulky (-1), Costs 
  Endurance (-1/2)
  3
  1u
  6)  GPS And Navigation System: Navigation (Air, 
  Land, Marine, Space) 14- (15 Active Points); OIF 
  Bulky (-1), Costs Endurance (-1/2)
  1
  Personnel
  
  Vehicles 
  TravellerHERO - Unofficial Guide
  96
  13
  LS  (Immunity All terrestrial diseases and 
  biowarfare agents; Immunity All terrestrial 
  poisons and chemical warfare agents; Safe in 
  High Pressure; Safe in High Radiation; Safe in 
  Intense Cold; Safe in Intense Heat; Safe in Low 
  Pressure/Vacuum; Self-Contained Breathing) (39 
  Active Points); OIF Bulky (-1), Costs Endurance 
  (-1/2), Custom Modifier (Hull must be intact; -1/2)
  4
  Total Powers & Skill Cost: 367
  Total Cost: 471
  Total Disadvantage Points: 471
  ZHODANI Z-80 GRAV TANK
  Val
  Char
  Cost
  Notes
  10
  Size
  50
  Length 10.08”,  Width 5.04”,   Area 50.80”   
  Mass 102.4 ton   KB -10
  60
  STR
  0
  Lift 102.4tons; 12d6
  18
  DEX
  24
  OCV 6 DCV 0
  22
  BODY
  2
  6
  DEF
  12
  4
  SPD
  12
  Phases:  3, 6, 9, 12
  Total Characteristic Cost: 86
  Movement: 
  Flight: 50” / 200”
  Cost
  Powers
  END
  Power
  26
  Endurance Reserve  (250 END, 15 REC) Reserve:  
  (40 Active Points); OIF Bulky (-1), Crew-Served (2 
  people; -1/4)
  0
  Propulsion
  44
  Contragrav Thruster Array: Flight 50”, Position 
  Shift, x4 Noncombat (110 Active Points); OIF 
  Bulky (-1), Custom Modifier (must have gravity to 
  push against; -1/2)
  0
  Tactical
  88
  Pulse Laser: RKA 7d6+1, MegaScale (1” = 1 km; 
  +1/4), Autofire (3 shots; +1/4), Armor Piercing 
  (+1/2) (220 Active Points); OIF Bulky (-1), Real 
  Weapon (-1/4), Crew-Served (2 people; -1/4)
  22
  37
  VRF Gauss Gun: RKA 1 1/2d6, 16000 Charges 
  (+1), Autofire (80 shots; +2 1/2) (112 Active 
  Points); OIF Bulky (-1), Linked (???; -1/2), Real 
  Weapon (-1/4), Limited Arc Of Fire (180 degrees; 
  -1/4)  Note: Coaxial Turret Mount
  [16000]
  37
  VRF Gauss Gun: RKA 1 1/2d6, 8000 Charges 
  (+1), Autofire (80 shots; +2 1/2) (112 Active 
  Points); OIF Bulky (-1), Limited Arc Of Fire (60 
  degrees; Only on same horizontal level; -3/4), 
  Real Weapon (-1/4)  Note: fixed forward mount, 
  fired by driver
  [8000]
  12
  Advanced Fire Control Package: (Total: 23 Active 
  Cost, 12 Real Cost) Absolute Range Sense (Real 
  Cost: 3) plus +4 with Ranged Combat (20 Active 
  Points); OIF Bulky (-1), Real Weapon (-1/4) (Real 
  Cost: 9)
  0
  9
  Point Defense Fire Control Array: Missile 
  Deflection (Any Ranged Attack) (20 Active 
  Points); OIF Bulky (-1), Real Armor (-1/4)
  0
  11
  Thermal Superconducting Armor: Energy 
  Damage Reduction, Resistant, 50%, Hardened 
  (+1/4) (37 Active Points); Ablative BODY or 
  STUN (-1), OIF Bulky (-1), Real Armor (-1/4)
  0
  Operations
  16
  EM Masking and Stealth construction: Change 
  Environment 1” radius, -3 to Radar PER Rolls, 
  -3 to Infrared Perception PER Rolls, Multiple 
  Combat Effects, Reduced Endurance (0 END; 
  +1/2), Persistent (+1/2) (40 Active Points); OIF 
  Bulky (-1), No Range (-1/2)
  0
  27
  Sensor Decoys: Radio Group, Nightvision and 
  IR Perception Images 1” radius, +/-3 to PER 
  Rolls, 32 Continuing Charges lasting 1 Turn 
  each (Recovers Under Limited Circumstances; 
  requires base or ammo carrier; +1 1/4) (54 Active 
  Points); OIF Bulky (-1)
  [32 cc]
  11
  Sensors and Commo: Multipower, 30-point 
  reserve,  (30 Active Points); all slots OIF Bulky 
  (-1), Requires A Skill Roll (-1/2), Costs Endurance 
  (Only Costs END to Activate; -1/4)
  1u
  1)  MaserComm: Mind Link , Machine class of 
  minds, Any Willing Target, Number of Minds 
  (x4) (25 Active Points); OIF Bulky (-1), Requires 
  A Skill Roll (-1/2), Costs Endurance (Only Costs 
  END to Activate; -1/4)
  2
  2m
  2)  Radio Perception/Transmission (Radio 
  Group), Tracking, MegaScale (1” = 100 km; 
  +3/4), Can Be Scaled Down 1” = 1km (+1/4) (30 
  Active Points); OIF Bulky (-1), Requires A Skill 
  Roll (-1/2), Costs Endurance (Only Costs END to 
  Activate; -1/4)
  3
  1u
  3)  Nightvision, MegaScale (1” = 1 km; +1/4) (6 
  Active Points); OIF Bulky (-1), Requires A Skill 
  Roll (-1/2), Costs Endurance (Only Costs END to 
  Activate; -1/4)
  1
  1u
  4)  Thermalgraphics: Detect A Single Thing 
  14- (Unusual Group), Discriminatory, Telescopic 
  (+2 versus Range Modifier):  +2, MegaScale (1” 
  = 1 km; +1/4), Ranged (+1/2) (24 Active Points); 
  OIF Bulky (-1), Requires A Skill Roll (-1/2), Costs 
  Endurance (Only Costs END to Activate; -1/4)
  2
  1u
  5)  GPS And Navigation System: Navigation (Air, 
  Land, Marine, Space) 14- (15 Active Points); OIF 
  Bulky (-1), Requires A Skill Roll (-1/2), Costs 
  Endurance (Only Costs END to Activate; -1/4)
  1
  
  TravellerHERO - Unofficial Guide 
  Vehicles
  97
  2m
  6)  Radar (Radio Group), +4 to PER Roll, 
  Tracking, MegaScale (1” = 1 km; +1/4) (30 
  Active Points); OIF Bulky (-1), Requires A Skill 
  Roll (-1/2), Costs Endurance (Only Costs END to 
  Activate; -1/4)
  3
  Personnel
  13
  LS  (Immunity All terrestrial diseases and 
  biowarfare agents; Immunity All terrestrial 
  poisons and chemical warfare agents; Safe in 
  High Pressure; Safe in High Radiation; Safe in 
  Intense Cold; Safe in Intense Heat; Safe in Low 
  Pressure/Vacuum; Self-Contained Breathing) (39 
  Active Points); OIF Bulky (-1), Costs Endurance 
  (-1/2), Custom Modifier (Hull must be intact; -1/2)
  4
  Total Powers & Skill Cost: 339
  Total Cost: 425
  Total Disadvantage Points: 425
  
  Starship Tech 
  TravellerHERO - Unofficial Guide
  98
  Traveller Starship Tech
  Imperial starships in the Traveller universe are dif-
  ferent from starships in Terran Empire or Star Trek.
  Average Tech Level
  The average Imperial Tech Level is 12, with a 
  high of 15. Most Imperial worlds can sustain TL 
  12.
  Weapons Systems
  Anti Matter Missiles are advanced tech +2, 
  standard nukes are uncommon, however 
  detonation laser nuclear warheads see common 
  use in space combat.
  Plasma/Fusion Weapons
  In Traveller Plasma and Fusion weapons have a 
  considerable range advantage over those in Hero, 
  and the turret weapons have a higher rate of fire. 
  FTL Commo
  doesnt exist at all, even for theoretical 
  applications
  Screens and Forcefields
  nothing on a personal level until very advanced 
  tech levels, Ships and vehicles are limited to 
  nuclear dampers and meson screens, and late 
  TL-15 Black Globe Generators
  AI
  Very Limited AI until TL-15, then true AI 
  becomes feasible
  Tractor Beams and similar Things
  very limited usage til TL-15, they become 
  avaiilable as defensive bay weapons called 
  repulsors at TL-13
  Teleportation/Matter Transport
  Advanced Tech, experimentation starting at Late 
  TL-15, very short range and extremely bulky 
  with a high power requirement even at high 
  tech levels
  Buying Starships
  Ships without Jump Drives costs x. Ships with Jump 
  Drives cost x.
  Size and Displacement
  Traveller hulls are measured in Displacement Tons 
  (DT).  The table below converts Traveller hulls by Dis-
  placement Tons into HERO Size.
  Hull Size: 
  [DT]
  Size
  STR
  BODY
  DCV
  Base Cost
  1
  5
  35
  15
  -3
  2
  7
  45
  17
  -4
  3
  8
  50
  18
  -5
  5
  9
  55
  19
  -6
  10
  10
  60
  20
  -6
  15
  11
  65
  21
  -7
  20
  12
  70
  22
  -8
  50
  14
  80
  24
  -9
  100
  15
  85
  25
  -10
  200
  17
  95
  27
  -11
  400
  18
  100
  28
  -12
  600
  19
  105
  29
  -12
  800
  20
  110
  30
  -13
  1200
  21
  115
  31
  -14
  2000
  22
  120
  32
  -14
  3000
  23
  125
  33
  -14
  5000
  24
  130
  34
  -16
  8000
  25
  135
  35
  -16
  10000
  25
  135
  35
  -16
  20000
  27
  145
  37
  -18
  30000
  28
  150
  38
  -18
  50000
  29
  155
  39
  -19
  60000
  29
  155
  39
  -19
  75000
  30
  160
  40
  -20
  100000
  30
  160
  40
  -20
  200000
  32
  170
  42
  -20
  300000
  33
  175
  43
  -21
  500000
  34
  180
  44
  -22
  1000000
  35
  185
  45
  -22
  This assumes the standard hardened steel hull (DEF 8).
  The standard ship hull is a hardened steel hull, DEF 
  8. Selecting a different hull material affects the BODY, 
  DEF, Credit cost, and may have other side effects.
  Material
  BODY
  DEF
  Hull Cost
  Notes
  Titanium alloy
  +1
  +1
  Light Composite
  +2
  +1
  Composite Laminate
  +2
  +2
  Crystal Iron
  +5%
  +3
  1
  Superdense
  +10%
  +4
  1
  Bonded Superdense
  +20%
  +8
  1
  Coherent Superdense
  +25%
  +12
  1
  Living Metal
  +15%
  +0
  x3
  2
  Biomechanical
  +0
  +0
  x2
  2
  Planetoid
  +10
  +10
  x 1/2
  3
  Buffered Planetoid
  +15
  +15
  x 2/3
  3
  1. May add Thermal Superconducting Armor (TSA)
  2. Regenerates 1 BODY/hour
  3. Cannot Enter Atmosphere
  Selecting the hull shape also affects the BODY, Cost, 
  and whether the ship can be streamlined to enter 
  atmospheres. 
  Hull Type
  BODY
  DEF
  Cost
  Notes
  Dispersed/Open
  +4
  +0
  x.75 
  1
  Needle
  +3
  +0
  x2
  2, 3(+2)
  Wedge
  +2
  +0
  x1.5
  2, 3(+2)
  Cylinder
  +1
  +0
  x1.25
  2, 3(+1)
  Box
  +1
  +0
  x1
  2
  Sphere
  +0
  +0
  x1
  2
  Dome/Disk
  +2
  +0
  x1.25
  2, 3(+1)
  Closed Structure
  +2
  +0
  x1.25
  1
  Slab
  +2
  +0
  x1.5
  2, 3(+1)
  1. Cannot Enter Atmosphere
  2. Can Enter Atmosphere
  3. Highly maneuverable, adds to Piloting Skill Roll
  
  TravellerHERO - Unofficial Guide 
  Starship Tech
  99
  Finally, the amount of DEF varies between short-
  range and long-range vessels, and between civilian and 
  military vessels.
  Starship Armor Systems
  TL
  Armor System
  DEF
  A/R Cost
  Price
  9
  Short-range
  +2
  6/5
  2000Cr
  12
  Short-range
  +4
  9/6
  3000Cr
  15
  Short-range
  +6
  12/9
  4000Cr
  9
  Civilian
  +4
  9/9
  9
  12
  Civilian
  +7
  9/9
  9
  15
  Civilian
  +10
  9/9
  9
  9
  Military
  +10
  30/
  12
  Military
  +15
  45/
  15
  Military
  +20
  60/
  15
  Power Systems
  The table below summarizes the power systems 
  commonly available for starships in the Traveller uni-
  verse. Cold Fusion is the standard for starship power; 
  there is no antimatter power system.
  TravellerHERO Power Systems
  Power 
  Plant
  Year
  TL
  END
  REC
  A/R Cost
  Price
  Cold 
  Fusion
  TBD
  TBD
  250
  25
  TBD
  TBD
  As a general guideline, a fusion power plant takes up x hexes (TBD).
  Propulsion Systems
  Traveller ships use two kinds of propulsion: Maneu-
  ver Drives for space maneuvering, and Jump Drives for 
  interstellar travel.
  TravellerHERO Propulsion
  System
  Year
  TL
  Movement
  A/R Cost
  Price
  Maneuver Drives
  1G
  30”
  2G
  40”
  3G
  60”
  4G
  60”
  5G
  60”
  6G
  60”
  Jump Drives
  Jump 1
  3 LY/week
  Jump 2
  6 LY/week
  Jump 3
  9 LY/week
  Jump 4
  12 LY/week
  Jump 5
  15 LY/week
  Jump 6
  18 LY/week
  Notes:
  MANEUVER DRIVES
  Maneuver drives are rated in the number of Gs of ac-
  celeration, and range from 1G to 6G.
  TRAVELLER MANEUVER DRIVES
  1G Manuever Drive: Flight 30”, Position Shift (65 
  Active Points); OIF Bulky (-1), Custom Modifier (Real 
  Equipment; -1/4), Crew-Served (2 people; -1/4). Total 
  Cost: 26 points. 
  2G Manuever Drive:  (Total: 100 Active Cost, 43 Real 
  Cost) Flight 40”, Position Shift (85 Active Points); OIF 
  Bulky (-1), Crew-Served (2 people; -1/4) (Real Cost: 38) 
  plus +5 DEX (15 Active Points); OIF Bulky (-1), Linked 
  (Flight; -1/2), Crew-Served (2 people; -1/4), Custom 
  Modifier (Real Equipment; -1/4) (Real Cost: 5). Total 
  Cost: 43 points.
  3G Manuever Drive: (Total: 159 Active Cost, 63 Real 
  Cost) Flight 60”, Position Shift (125 Active Points); OIF 
  Bulky (-1), Crew-Served (2 people; -1/4), Custom Modi-
  fier (Real Equipment; -1/4) (Real Cost: 50) plus +1 SPD 
  (10 Active Points); OIF Bulky (-1), Linked (Compound 
  Power; -1/2), Crew-Served (2 people; -1/4) (Real Cost: 4) 
  plus +8 DEX (24 Active Points); OIF Bulky (-1), Linked 
  (Compound Power; -1/2), Custom Modifier (Real Equip-
  ment; -1/4) (Real Cost: 9). Total Cost: 63 points.
  4G Manuever Drive: (Total: 178 Active Cost, 73 Real 
  Cost) Flight 60”, Position Shift (125 Active Points); OIF 
  Bulky (-1), Crew-Served (2 people; -1/4), Custom Modi-
  fier (Real Equipment; -1/4) (Real Cost: 50) plus +2 SPD 
  (20 Active Points); OIF Bulky (-1), Linked (Compound 
  Power; -1/2), Custom Modifier (Real Equipment; -1/4) 
  (Real Cost: 7) plus +11 DEX (33 Active Points); Linked 
  (Compound Power; -1/2), Custom Modifier (Real Equip-
  ment; -1/4), Crew-Served (2 people; -1/4) (Real Cost: 
  16).  Total Cost: 73 points.
  5G Manuever Drive: (Total: 194 Active Cost, 74 Real 
  Cost) Flight 60”, Position Shift (125 Active Points); OIF 
  Bulky (-1), Crew-Served (2 people; -1/4), Custom Modi-
  fier (Real Equipment; -1/4) (Real Cost: 50) plus +3 SPD 
  (30 Active Points); OIF Bulky (-1), Linked (Compound 
  Power; -1/2), Custom Modifier (Real Equipment; -1/4), 
  Crew-Served (2 people; -1/4) (Real Cost: 10) plus  +13 
  DEX (39 Active Points); OIF Bulky (-1), Linked (Com-
  pound Power; -1/2), Crew-Served (2 people; -1/4) (Real 
  Cost: 14).  Total Cost: 74 points.
  6G Manuever Drive: (Total: 216 Active Cost, 80 Real 
  Cost) Flight 60”, Position Shift (125 Active Points); OIF 
  Bulky (-1), Custom Modifier (Real Equipment; -1/4), 
  Crew-Served (2 people; -1/4) (Real Cost: 50) plus +4 
  SPD (40 Active Points); OIF Bulky (-1), Linked (Com-
  pound Power; -1/2), Crew-Served (2 people; -1/4), 
  Custom Modifier (Real Equipment; -1/4) (Real Cost: 
  13) plus +17 DEX (51 Active Points); OIF Bulky (-1), 
  Linked (Compound Power; -1/2), Custom Modifier (Real 
  Equipment; -1/4), Crew-Served (2 people; -1/4) (Real 
  Cost: 17).  Total Cost: 80 points.
  
  Starship Tech 
  TravellerHERO - Unofficial Guide
  100
  JUMP DRIVES
  Jump drives are a type of Displacement Drive (see 
  Terran Empire, page160). The jump travels through 
  Hyperspace from the Jump Point to the Target Point, 
  and all jumps take 1 week (7 days).  Jump drives are the 
  only FTL drives in Traveller.
  Jump Drive Accuracy Table
  Margin of Success
  Distance To Target
  Made by 5+
  TBD
  Made by 2
  TBD
  Made by 0
  TBD
  TRAVELLER JUMP DRIVES
  Jump 1 Drive: Teleportation 3”, MegaScale (1” = 1 light-
  year; +3 1/2) (27 Active Points); Extra Time (1 Hour, -3), 1 
  Charge which Recovers every 1 Week (-2 1/2), OIF Bulky (-1), 
  Side Effects (Side Effect affects both character and recipient 
  of Power’s benefits; can cause misjump or damage to ship 
  on failed skill roll; -3/4), Requires A Skill Roll (-1/2), Crew-
  Served (2 crew; -1/4), Difficult to Operate (-1/4) 
  Jump 2 Drive: Teleportation 6”, MegaScale (1” = 1 light-
  year; +3 1/2) (54 Active Points); Extra Time (1 Hour, -3), 1 
  Charge which Recovers every 1 Week (-2 1/2), OIF Bulky (-1), 
  Side Effects (Side Effect affects both character and recipient 
  of Power’s benefits; can cause misjump or damage to ship 
  on failed skill roll; -3/4), Requires A Skill Roll (-1/2), Crew-
  Served (2 crew; -1/4), Difficult to Operate (-1/4) 
  Jump 3 Drive: Teleportation 9”, MegaScale (1” = 
  1 lightyear; +3 1/2) (81 Active Points); Extra Time (1 
  Hour, -3), 1 Charge which Recovers every 1 Week (-2 
  1/2), OIF Bulky (-1), Side Effects (Side Effect affects 
  both character and recipient of Power’s benefits; can 
  cause misjump or damage to ship on failed skill roll; 
  -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; 
  -1/4), Difficult to Operate (-1/4) 
  Jump 4 Drive: Teleportation 12”, MegaScale (1” = 
  1 lightyear; +3 1/2) (108 Active Points); Extra Time (1 
  Hour, -3), 1 Charge which Recovers every 1 Week (-2 
  1/2), OIF Bulky (-1), Side Effects (Side Effect affects 
  both character and recipient of Power’s benefits; can 
  cause misjump or damage to ship on failed skill roll; 
  -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; 
  -1/4), Difficult to Operate (-1/4) 
  Jump 5 Drive: Teleportation 15”, MegaScale (1” = 
  1 lightyear; +3 1/2) (135 Active Points); Extra Time (1 
  Hour, -3), 1 Charge which Recovers every 1 Week (-2 
  1/2), OIF Bulky (-1), Side Effects (Side Effect affects 
  both character and recipient of Power’s benefits; can 
  cause misjump or damage to ship on failed skill roll; 
  -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; 
  -1/4), Difficult to Operate (-1/4) 
  Jump 6 Drive: Teleportation 18”, MegaScale (1” = 
  1 lightyear; +3 1/2) (162 Active Points); Extra Time (1 
  Hour, -3), 1 Charge which Recovers every 1 Week (-2 
  1/2), OIF Bulky (-1), Side Effects (Side Effect affects 
  both character and recipient of Power’s benefits; can 
  cause misjump or damage to ship on failed skill roll; 
  -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; 
  -1/4), Difficult to Operate (-1/4) 
  Weapon Systems
  Traveller ships generally use Lasers and Sandcast-
  ers?
  Starship Lasers
  Starship lasers are the most common starship weap-
  on in the Traveller universe.  Lasers can be mounted in 
  turrets, mounted as spinal weapons, etc.
  Lasers come in 3 power levels: Low Tech (TL9), Me-
  dium Tech (TL12, Imperial Standard), and High Tech 
  (TL15).
  TL9 Turret Lasers
  TL9 Lasers are an RKA 8d6 visible light laser.
  BEAM LASER, 250 MW SINGLE-TURRET
  Effect: RKA 8d6
  END:  54
  Range: 600,000 kilometers
  Description: This is the standard TL9 laser in a single 
  turret.
  Cost
  Powers
  END
  67
  Low Tech Beam Laser: RKA 8d6, MegaScale (1” 
  = 1,000 km; +1), Can Be Scaled Down 1” = 1km 
  (+1/4) (270 Active Points); OIF Bulky Fragile (-1 
  1/4), Custom Modifier (Visible Light Laser; -1/2), 
  Increased Endurance Cost (x2 END; -1/2), Beam 
  (-1/4), Real Weapon (-1/4), Custom Modifier (High 
  Maintenance; -1/4)  
  54
  BEAM LASER, 250 MW TRIPLE TURRET
  Effect: RKA 8d6, 3-shot autofire
  END: 60 per shot
  Range: 600,000 kilometers
  Description: This is the standard TL9 laser in a triple 
  turret. The Active and Real Costs are the same for the 
  Double and Triple Turret versions.
  Cost
  Powers
  END
  75
  Low Tech Beam Laser: RKA 8d6, Autofire (3 shots; 
  +1/4), MegaScale (1” = 1,000 km; +1), Can Be 
  Scaled Down 1” = 1km (+1/4) (300 Active Points); 
  OIF Bulky Fragile (-1 1/4), Custom Modifier (Visible 
  Light Laser; -1/2), Increased Endurance Cost (x2 
  END; -1/2), Beam (-1/4), Real Weapon (-1/4), Custom 
  Modifier (High Maintenance; -1/4)  
  60
  TL12 Turreted Lasers
  TL12 Lasers are RKA 8 1/2d6, UV (Invisible to Nor-
  mal Sight).
  BEAM LASER, 250 MW TL12 SINGLE-TURRET
  Effect: RKA 8 1/2d6, Invisible to Normal Sight
  END:  65
  
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  Starship Tech
  101
  Range: 600,000 kilometers
  Description: This is the standard TL12 turreted laser 
  in a single turret.
  Cost
  Powers
  END
  118
  Standard Tech Beam Laser: RKA 8 1/2d6, Invisible 
  to Single Sense (Normal Sight; +1/4), MegaScale 
  (1” = 1,000 km; +1), Can Be Scaled Down 1” = 
  1km (+1/4) (325 Active Points); OIF Bulky Fragile 
  (-1 1/4), Beam (-1/4), Real Weapon (-1/4) 
  32
  BEAM LASER, 250 MW TL12 SINGLE-TURRET
  Effect: RKA 8 1/2d6, Invisible to Normal Sight, AF (3)
  END:  36 per shot
  Range: 600,000 kilometers
  Description: This is the standard TL12 turreted laser 
  in a triple turret. The Real and Active Costs are the 
  same for a double turret.
  Cost
  Powers
  END
  130
  Standard Tech Beam Laser: RKA 8 1/2d6, Invisible 
  to Single Sense (Normal Sight; +1/4), Autofire 
  (3 shots; +1/4), MegaScale (1” = 1,000 km; +1), 
  Can Be Scaled Down 1” = 1km (+1/4) (357 Active 
  Points); OIF Bulky Fragile (-1 1/4), Beam (-1/4), Real 
  Weapon (-1/4)  
  36
  TL15 Turreted Lasers
  TL15 lasers are a more highly focused beam of non-
  visible light.  They are RKA 9d6, Armor Piercing, and 
  Invisible to Normal Sight.
  BEAM LASER, 250 MW TL15 SINGLE-TURRET
  Effect: RKA 9d6, Invis. to Normal Sight, AP
  END:  22
  Range: 600,000 kilometers
  Description: This is the standard TL15 laser in a single 
  turret.
  Cost
  Powers
  END
  172
  High Tech Beam Laser: RKA 9d6, Reduced 
  Endurance (1/2 END; +1/4), Invisible to Sight 
  Group (+1/2), Armor Piercing (+1/2), MegaScale (1” 
  = 1,000 km; +1), Can Be Scaled Down 1” = 1km 
  (+1/4) (472 Active Points); OIF Bulky Fragile (-1 
  1/4), Beam (-1/4), Real Weapon (-1/4)   
  22
  BEAM LASER, 250 MW TL15 TRIPLE-TURRET
  Effect: RKA 9d6, Invis. to Normal Sight, AP
  END:  23
  Range: 600,000 kilometers
  Description: This is the standard TL15 laser in a triple 
  turret; Active and Real Costs are same for double.
  Cost
  Powers
  END
  196
  High Tech Beam Laser: RKA 9d6, Autofire (3 
  shots; +1/4), Invisible to Sight Group (+1/2), 
  Armor Piercing (+1/2), Reduced Endurance (1/2 
  END; +1/2), MegaScale (1” = 1,000 km; +1), Can 
  Be Scaled Down 1” = 1km (+1/4) (540 Active 
  Points); OIF Bulky Fragile (-1 1/4), Beam (-1/4), 
  Real Weapon (-1/4)  Note: Single 250 megawatt 
  Beam Laser, up to 3 can be mounted in a turret
  23
  TL 15 POP-UP SINGLE-TURRET
  Effect: RKA 9d6, Invis. to Normal Sight, AP
  END:  23
  Range: 600,000 kilometers
  Description: This is the standard TL15 laser in a single 
  pop-up turret.  Until the turret is powered up and 
  fired, it is not detectable on scanners.
  Cost
  Powers
  END
  144
  Popup High Tech Beam Laser Turret: RKA 9d6, 
  Reduced Endurance (1/2 END; +1/4), Armor 
  Piercing (+1/2), Invisible to Detect, and Sight 
  Group (energy scanners until turret is powered 
  and fired; +3/4), MegaScale (1” = 1,000 km; +1), 
  Can Be Scaled Down 1” = 1km (+1/4) (506 Active 
  Points); OIF Bulky Fragile (-1 1/4), Extra Time (1 
  Turn (Post-Segment 12), Only to Activate, -3/4), 
  Beam (-1/4), Real Weapon (-1/4)
  23
  TL 15 POP-UP TRIPLE-TURRET
  Effect: RKA 9d6, Invis. to Normal Sight, AP, AF(3)
  END:  25
  Range: 600,000 kilometers
  Description: This is the standard TL15 laser in a triple 
  pop-up turret.  Until the turret is powered up and 
  fired, it is not detectable on scanners.
  Cost
  Powers
  END
  164
  Popup High Tech Beam Laser Turret: RKA 9d6, 
  Autofire (3 shots; +1/4), Armor Piercing (+1/2), 
  Reduced Endurance (1/2 END; +1/2), Invisible to 
  Detect, and Sight Group (energy scanners until 
  turret is powered and fired; +3/4), MegaScale (1” 
  = 1,000 km; +1), Can Be Scaled Down 1” = 1km 
  (+1/4) (574 Active Points); OIF Bulky Fragile (-1 
  1/4), Extra Time (1 Turn (Post-Segment 12), Only 
  to Activate, -3/4), Beam (-1/4), Real Weapon (-1/4)  
  Note: Single 250 megawatt Beam Laser, up to 3 can 
  be mounted in a turret
  25
  Laser Barbette
  A laser barbette is an specially-built unmanned laser 
  turret, using fire-control software rather than a live 
  gunner.
  LASER BARBETTE, 1200 MW TL15 SINGLE-
  TURRET
  Effect: RKA 10d6, Armor-Piercing, Inv. to Normal Sight
  END:  37
  Range: 375,000 kilometers
  Description: This is a 1200 megawatt laser barbette.
  Cost
  Powers
  END
  62
  1,200 Megawatt Heavy Laser Barbette: RKA 
  10d6, Armor Piercing (+1/2), Megascale (1” = 10 
  km; +1/2), Increased Maximum Range (37,500”; 
  +1/2) (375 Active Points); OAF Immobile (-2), 
  Independent (-2), Extra Time (Full Phase, -1/2), 
  Real Weapon (-1/4), Beam (-1/4)
  37
  
  Starship Tech 
  TravellerHERO - Unofficial Guide
  102
  Bay Lasers
  Bay Lasers have a limited arc of fire (60-degree firing 
  arc on the same level).
  BAY LASER, TL15
  Effect: RKA 10d6, Armor-Piercing, Inv. to Normal Sight
  END:  104
  Range: 375,000 kilometers
  Description: This is a high-power laser bay.
  Cost
  Powers
  END
  150
  Sniper Laser Bay-15: RKA 10d6, Armor Piercing 
  (+1/2), Invisible to Sight Group (+1/2), MegaScale 
  (1” = 10,000 km; +1 1/4), Can Be Scaled Down 1” 
  = 1km (+1/4) (525 Active Points); OIF Bulky (-1), 
  Increased Endurance Cost (x2 END; -1/2), Beam 
  (-1/4), Crew-Served (2 people; -1/4), Real Weapon 
  (-1/4), Custom Modifier (60 Degree Firing Arc on 
  same Level; -1/4)
  104
  Spinal-Mount Lasers
  Spinal Mount lasers can only be fired in the direc-
  tion the ship is traveling.
  SPINAL MOUNT LASER
  Effect: RKA 12d6, Armor-Piercing
  END:  37
  Range: 375,000 kilometers
  Description: This is a high-power Spinal Mount laser.
  Cost
  Powers
  End
  90 
  Spinal Laser Mount: RKA 12d6, Armor Piercing 
  (+1/2), MegaScale (1” = 1,000 km; +1), Can 
  Be Scaled Down 1” = 1km (+1/4) (495 Active 
  Points); OIF Immobile (-1 1/2), Extra Time (1 
  Turn (Post-Segment 12), -1 1/4), Crew-Served 
  ([9-16] people; -1), Increased Endurance Cost (x2 
  END; -1/2), Beam (-1/4)
  98
  Point Defense Laser Array
  Point Defense Lasers are not as powerful as the stan-
  dard laser, but they are extremely accurate, since their 
  main job is destroying incoming missiles.
  POINT DEFENSE LASER ARRAY
  Effect: RKA 5d6, AF (10 shots), +10 OCV, Missile 
  Deflection
  END:  17/shot
  Range: 375,000 kilometers
  Description: This is point defense laser array.
  Cost
  Powers
  END
  92
  Quadpulse Point Defense Laser Array: (Total: 199 
  Active Cost, 92 Real Cost) RKA 5d6, MegaScale 
  (1” = 1 km; +1/4), Autofire (10 shots; +1) (169 
  Active Points); OIF Bulky (-1), Real Weapon (-1/4) 
  (Real Cost: 75) plus +10 with any single attack 
  with one specific weapon (Real Cost: 10) plus 
  Missile Deflection (Any Ranged Attack) (20 Active 
  Points); OIF Bulky (-1), Linked (RKA; -1/2), Real 
  Armor (-1/4) (Real Cost: 7)
  17
  Meson Guns
  Meson Guns fire subatomic particles known as me-
  sons, a characteristic which allows them to penetrate 
  armor but not energy shields.
  Meson Bay Weapons
  50-TON MESON GUN BAY
  Effect: RKA 8 1/2d6, AVLD (Energy Screens)
  END:  124
  Range: 375,000 kilometers
  Description: This is a 50-ton meson gun bay.
  Cost
  Powers
  END
  169
  50 Ton Meson Gun Bay: (Total: 638 Active Cost, 
  169 Real Cost) RKA 8 1/2d6, Area Of Effect (182” 
  Line; +1), MegaScale (1” = 100 km; +3/4), Can 
  Be Scaled Down 1” = 1km (+1/4), AVLD (Screens 
  or Force Fields; +1 1/2) (585 Active Points); 
  OIF Bulky (-1), Increased Endurance Cost (x2 
  END; -1/2), Custom Modifier (Cannot be used in 
  atmospheres; -1/2), Custom Modifier (60 degree 
  firing arc on same level; -1/2), Crew-Served (2 
  people; -1/4), Real Weapon (-1/4) (Real Cost: 146) 
  plus Suppress 4d6, MegaScale (1” = 100 km; 
  +3/4), Can Be Scaled Down 1” = 1km (+1/4) (40 
  Active Points); OIF Bulky (-1), Linked (Meson 
  Beam; -1/2), Increased Endurance Cost (x2 END; 
  -1/2), Custom Modifier (60 degree firing arc on 
  same level; -1/2), Crew-Served (2 people; -1/4), 
  Real Weapon (-1/4) (Real Cost: 10) plus +4 with 
  any single attack with one specific weapon (Real 
  Cost: 4) plus Penalty Skill Levels:  +6 vs. Range 
  Modifier with a single attack (Real Cost: 9)
  124
  100-TON MESON GUN BAY
  Effect: RKA 10 1/2d6, AVLD (Energy Screens)
  END:  154
  Range: 375,000 kilometers
  Description: This is a 100-ton Meson Gun Bay.
  Cost
  Powers
  END
  205
  100 Ton Meson Gun Bay: (Total: 783 Active Cost, 
  205 Real Cost) RKA 10 1/2d6, Area Of Effect (224” 
  Line; +1), MegaScale (1” = 100 km; +3/4), Can Be 
  Scaled Down 1” = 1km (+1/4), AVLD (Screens or 
  Force Fields; +1 1/2) (720 Active Points); OIF Bulky 
  (-1), Increased Endurance Cost (x2 END; -1/2), 
  Custom Modifier (Cannot be used in atmospheres; 
  -1/2), Custom Modifier (60 degree firing arc on 
  same level; -1/2), Crew-Served (2 people; -1/4), Real 
  Weapon (-1/4) (Real Cost: 180) plus Suppress 5d6, 
  MegaScale (1” = 100 km; +3/4), Can Be Scaled 
  Down 1” = 1km (+1/4) (50 Active Points); OIF 
  Bulky (-1), Linked (Meson Beam; -1/2), Increased 
  Endurance Cost (x2 END; -1/2), Custom Modifier 
  (60 degree firing arc on same level; -1/2), Crew-
  Served (2 people; -1/4), Real Weapon (-1/4) (Real 
  Cost: 12) plus +4 with any single attack with one 
  specific weapon (Real Cost: 4) plus Penalty Skill 
  Levels:  +6 vs. Range Modifier with a single attack 
  (Real Cost: 9)
  154
  
  TravellerHERO - Unofficial Guide 
  Starship Tech
  103
  Spinal Meson Guns
  LIGHT SPINAL MESON GUN
  Effect: RKA 13d6, NND (Does BODY) plus 5d6 
  Suppress Electronics
  END: 144
  Range: 30 million kilometers
  Description:  Put writeup here.
  Cost
  Powers
  END
  148
  Light Spinal Meson Gun: (Total: 728 Active Cost, 
  148 Real Cost) RKA 13d6, NND ([Standard]; 
  Meson Screens or Black Globes; +1), MegaScale 
  (1” = 10,000 km; +1 1/4) (634 Active Points); OIF 
  Immobile (-1 1/2), Crew-Served ([17-32] people; -1 
  1/4), Limited Arc Of Fire (Only on same horizontal 
  level; -1), Extra Time (1 Turn (Post-Segment 12), 
  Only to Activate, -3/4), Increased Endurance 
  Cost (x2 END; -1/2), Beam (-1/4) (Real Cost: 101) 
  plus Suppress 5d6, Variable Special Effects (Any 
  SFX; All Unshielded Electronics; +1/2), NND 
  ([Standard]; Meson Screens or Black Globes; +1), 
  MegaScale (1” = 10,000 km; +1 1/4) (94 Active 
  Points); Custom Modifier (Linked to Spinal Meson 
  Gun; -1/2), Increased Endurance Cost (x2 END; 
  -1/2) (Real Cost: 47)
  144
  MEDIUM SPINAL MESON GUN
  Effect: RKA 15d6, NND (Does BODY) plus 6d6 
  Suppress Electronics
  END: 148
  Range: 30 million kilometers
  Description:  Put writeup here.
  Cost
  Powers
  END
  149
  Medium Spinal Meson Gun: (Total: 750 Active 
  Cost, 149 Real Cost) RKA 15d6, MegaScale (1” 
  = 1,000 km; +1), Area Of Effect (180” Line; +1) 
  (675 Active Points); OIF Immobile (-1 1/2), Crew-
  Served ([17-32] people; -1 1/4), Limited Arc Of Fire 
  (Only on same horizontal level; -1), Extra Time (1 
  Turn (Post-Segment 12), Only to Activate, -3/4), 
  Increased Endurance Cost (x2 END; -1/2) (Real 
  Cost: 112) plus Suppress 6d6, Variable Special 
  Effects (Any SFX; All Unshielded Electronics; 
  +1/2), MegaScale (1” = 1,000 km; +1) (75 Active 
  Points); Custom Modifier (Linked to Spinal Meson 
  Gun; -1/2), Increased Endurance Cost (x2 END; 
  -1/2) (Real Cost: 37)
  148
  HEAVY SPINAL MESON GUN
  Effect: RKA 18d6, NND (Does BODY) plus 8d6 
  Suppress Electronics
  END: 206
  Range: 30 million kilometers
  Description:  Put writeup here.
  Cost
  Powers
  END
  215
  Heavy Spinal Meson Gun: (Total: 1027 Active 
  Cost, 215 Real Cost) RKA 18d6, NND ([Standard]; 
  Meson Screens or Black Globes; +1), MegaScale 
  (1” = 10,000 km; +1 1/4) (877 Active Points); OIF 
  Immobile (-1 1/2), Crew-Served ([17-32] people; -1 
  1/4), Limited Arc Of Fire (Only on same horizontal 
  level; -1), Extra Time (1 Turn (Post-Segment 12), 
  Only to Activate, -3/4), Increased Endurance 
  Cost (x2 END; -1/2), Beam (-1/4) (Real Cost: 140) 
  plus Suppress 8d6, Variable Special Effects (Any 
  SFX; All Unshielded Electronics; +1/2), NND 
  ([Standard]; Meson Screens or Black Globes; +1), 
  MegaScale (1” = 10,000 km; +1 1/4) (150 Active 
  Points); Custom Modifier (Linked to Spinal Meson 
  Gun; -1/2), Increased Endurance Cost (x2 END; 
  -1/2) (Real Cost: 75)
  206
  TYPE T SPINAL MESON GUN
  Effect: RKA 13d6+1, NND (Does BODY)
  END: 180
  Range: 30 million kilometers
  Description:  Put writeup here.
  156
  Type T Spinal Meson Gun: RKA 13d6+1, NND 
  ([Standard]; Forcefield or meson screen; +1), 
  Does BODY (+1), MegaScale (1” = 10,000 
  km; +1 1/4), Can Be Scaled Down (+1/4) (900 
  Active Points); Extra Time (1 Turn (Post-
  Segment 12), -1 1/4), Limited Arc Of Fire (One 
  hex row; Only on same horizontal level; -1), 
  OIF Bulky (-1), Crew-Served ([9-16] people; -1), 
  Increased Endurance Cost (x2 END; -1/2)
  180
  Particle Accelerators
  Particle Accelerator weapons fire subatomic particles 
  at high speeds, but the speeds are only possible in 
  space. They cannot be used in an atmosphere.
  50-TON PARTICLE ACCELERATOR BAY
  Effect: RKA 13d6+1, NND (Does BODY)
  END: 180
  Range: 30 million kilometers
  Description:  Put writeup here.
  Cost
  Powers
  END
  
  Starship Tech 
  TravellerHERO - Unofficial Guide
  104
  120
  50 Ton PAW Bay: (Total: 443 Active Cost, 120 
  Real Cost) RKA 8 1/2d6, Area Of Effect (104” 
  Line; +1), MegaScale (1” = 100 km; +3/4), Can Be 
  Scaled Down 1” = 1km (+1/4) (390 Active Points); 
  OIF Bulky (-1), Increased Endurance Cost (x2 
  END; -1/2), Custom Modifier (Cannot be used in 
  atmospheres; -1/2), Custom Modifier (60 degree 
  firing arc on same level; -1/2), Crew-Served (2 
  people; -1/4), Real Weapon (-1/4) (Real Cost: 97) 
  plus Suppress 4d6, MegaScale (1” = 100 km; +3/4), 
  Can Be Scaled Down 1” = 1km (+1/4) (40 Active 
  Points); OIF Bulky (-1), Linked (Meson Beam; -1/2), 
  Increased Endurance Cost (x2 END; -1/2), Custom 
  Modifier (60 degree firing arc on same level; -1/2), 
  Crew-Served (2 people; -1/4), Real Weapon (-1/4) 
  (Real Cost: 10) plus +4 with any single attack with 
  one specific weapon (Real Cost: 4) plus Penalty 
  Skill Levels:  +6 vs. Range Modifier with a single 
  attack (Real Cost: 9)
  86
  143 
  100 Ton PAW Bay: (Total: 533 Active Cost, 143 Real Cost) 
  RKA 10 1/2d6, Area Of Effect (128” Line; +1), MegaScale (1” = 
  100 km; +3/4), Can Be Scaled Down 1” = 1km (+1/4) (480 Active 
  Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2), 
  Custom Modifier (Cannot be used in atmospheres; -1/2), Custom 
  Modifier (60 degree firing arc on same level; -1/2), Crew-Served (2 
  people; -1/4), Real Weapon (-1/4) (Real Cost: 120) plus Suppress 4d6, 
  MegaScale (1” = 100 km; +3/4), Can Be Scaled Down 1” = 1km 
  (+1/4) (40 Active Points); OIF Bulky (-1), Linked (Meson Beam; -1/2), 
  Increased Endurance Cost (x2 END; -1/2), Custom Modifier (60 
  degree firing arc on same level; -1/2), Crew-Served (2 people; -1/4), 
  Real Weapon (-1/4) (Real Cost: 10) plus +4 with any single attack 
  with one specific weapon (Real Cost: 4) plus Penalty Skill Levels:  
  +6 vs. Range Modifier with a single attack (Real Cost: 9) 104
  106 
  Particle Accelerator Barbette: (Total: 328 Active Cost, 106 
  Real Cost) RKA 6 1/2d6, Area Of Effect (80” Line; +1), MegaScale 
  (1” = 100 km; +3/4), Can Be Scaled Down 1” = 1km (+1/4) (300 
  Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; 
  -1/2), Custom Modifier (Cannot be used in atmospheres; -1/2), Real 
  Weapon (-1/4) (Real Cost: 92) plus Suppress 2d6, MegaScale (1” = 
  100 km; +3/4), Can Be Scaled Down 1” = 1km (+1/4) (20 Active 
  Points); OIF Bulky (-1), Linked (Meson Beam; -1/2), Increased 
  Endurance Cost (x2 END; -1/2), Real Weapon (-1/4) (Real Cost: 6) 
  plus +2 with any single attack with one specific weapon (Real Cost: 
  2) plus Penalty Skill Levels:  +4 vs. Range Modifier with a single 
  attack (Real Cost: 6) 
  64
  121 
  Light Spinal Particle Accelerator: (Total: 647 Active 
  Cost, 121 Real Cost) RKA 13d6, MegaScale (1” = 1,000 km; +1), 
  Area Of Effect (156” Line; +1) (585 Active Points); OIF Immobile 
  (-1 1/2), Crew-Served ([17-32] people; -1 1/4), Limited Arc Of 
  Fire (180 degrees; Only on same horizontal level; -1), Extra Time 
  (1 Turn (Post-Segment 12), Only to Activate, -3/4), Increased 
  Endurance Cost (x2 END; -1/2), Custom Modifier (cannot be used 
  in atmospheres; -1/2) (Real Cost: 90) plus Suppress 5d6, Variable 
  Special Effects (Any SFX; All Unshielded Electronics; +1/2), 
  MegaScale (1” = 1,000 km; +1) (62 Active Points); Custom Modifier 
  (Linked to Spinal Meson Gun; -1/2), Increased Endurance Cost (x2 
  END; -1/2) (Real Cost: 31) 
  128
  156 
  Medium Spinal Particle Accelerator: (Total: 780 Active 
  Cost, 156 Real Cost) RKA 15d6, MegaScale (1” = 1,000 km; +1), 
  NND (Meson Screens or Forcefields; +1) (675 Active Points); OIF 
  Immobile (-1 1/2), Crew-Served ([17-32] people; -1 1/4), Limited 
  Arc Of Fire (180 degrees; Only on same horizontal level; -1), Extra 
  Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Increased 
  Endurance Cost (x2 END; -1/2), Custom Modifier (cannot be 
  used in atmospheres; -1/2) (Real Cost: 104) plus Suppress 6d6, 
  Variable Special Effects (Any SFX; All Unshielded Electronics; 
  +1/2), MegaScale (1” = 1,000 km; +1), NND (Meson Screens or 
  Forcefields; +1) (105 Active Points); Custom Modifier (Linked to 
  Spinal Meson Gun; -1/2), Increased Endurance Cost (x2 END; -1/2) 
  (Real Cost: 52) 
  154
  190 
  Heavy Spinal Particle Accelerator: (Total: 987 Active 
  Cost, 190 Real Cost) RKA 18d6, Area Of Effect (242” Line; +1), 
  MegaScale (1” = 10,000 km; +1 1/4) (877 Active Points); OIF 
  Immobile (-1 1/2), Crew-Served ([17-32] people; -1 1/4), Limited 
  Arc Of Fire (180 degrees; Only on same horizontal level; -1), Extra 
  Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Increased 
  Endurance Cost (x2 END; -1/2), Custom Modifier (cannot be used 
  in atmospheres; -1/2) (Real Cost: 135) plus Suppress 8d6, Variable 
  Special Effects (Any SFX; All Unshielded Electronics; +1/2), 
  MegaScale (1” = 10,000 km; +1 1/4) (110 Active Points); Custom 
  Modifier (Linked to Spinal Meson Gun; -1/2), Increased Endurance 
  Cost (x2 END; -1/2) (Real Cost: 55) 
  198
  Fusion Guns
  123 
  Dual Fusion Gun Turret-12: RKA 6 1/2d6, Area Of Effect 
  Nonselective (One Hex; +1/4), Armor Piercing (+1/2), MegaScale (1” 
  = 100 km; +3/4), Can Be Scaled Down 1” = 1km (+1/4), Autofire (2 
  shots; +1 1/4) (400 Active Points); OIF Immobile (-1 1/2), Crew-
  Served (2 people; -1/4), Real Weapon (-1/4), Reduced By Range (-1/4) 
  40
  Plasma Guns
  79 
  50 Ton Plasma Gun Bay-12: RKA 9 1/2d6, Area Of Effect 
  Nonselective (One Hex; +1/4), Armor Piercing (+1/2), MegaScale (1” 
  = 1,000 km; +1), Can Be Scaled Down 1” = 1km (+1/4) (435 Active 
  Points); OAF Bulky (-1 1/2), Extra Time (1 Turn (Post-Segment 12), 
  -1 1/4), Increased Endurance Cost (x2 END; -1/2), Custom Modifier 
  (Limited Arc of Fire, 2 Hexsides; -1/2), Crew-Served (2 people; 
  -1/4), Real Weapon (-1/4), Reduced By Range (-1/4)  Note: Maximum 
  Range of 39,000 KM 
  86
  Missiles
  The most common.
  127 
  5 Ton Missile Pod: RKA 6 1/2d6, 125 Charges (Recovers 
  Under Limited Circumstances; Base or Tender to Reload Pods, 
  cannot be loaded from inside the ship; +1/4), Explosion (+1/2), 
  MegaScale (1” = 10,000 km; +1 1/4), Can Be Scaled Down 1” = 1km 
  (+1/4), Autofire (5 shots; +1 1/2) (475 Active Points); OIF Immobile 
  (-1 1/2), Custom Modifier (must have a viable target lock to fire; 
  -1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4), Crew-
  Served (2 people; -1/4)  Note: standard space combat missile, with 
  either kinetic energy (KE) or High Explosive Warhead.
  If KE, its an AP attack instead of explosive, pods are mounted in 
  cargo bays or small craft bays 
  [125]
  156 
  Small Missile Bay: RKA 8d6, Explosion (+1/2), 1000 
  Charges (Recovers Under Limited Circumstances; requies base 
  or tender to reload; +1), MegaScale (1” = 10,000 km; +1 1/4), Can 
  Be Scaled Down 1” = 1km (+1/4), Autofire (20 shots; +2 1/2) (780 
  Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-
  
  TravellerHERO - Unofficial Guide 
  Starship Tech
  105
  Segment 12), -1 1/4), Crew-Served ([3-4] people; -1/2), Limited Arc 
  Of Fire (180 degrees; -1/2), Real Weapon (-1/4) 
  [1000]
  LIGHT MISSILE RACK
  Effect: RKA 6½d6 Explosion
  Shots: ##
  Range: 1,500,000 kilometers
  Put writeup here.
  80
  Light Missile Rack: RKA 6 1/2d6, Explosion (+1/2), 
  MegaScale (1” = 10,000 km; +1 1/4), Can Be 
  Scaled Down 1” = 1km (+1/4) (300 Active Points); 
  OIF Bulky (-1), 6 Charges (-3/4), Custom Modifier 
  (must have a viable target lock to fire; -1/2), Can Be 
  Missile Deflected (-1/4), Real Weapon (-1/4)  
  [6]
  Note: standard space combat missile, with either kinetic energy 
  or High Explosive Warhead. If KE, its an AP attack instead of 
  explosive.
  Defense Systems
  Traveller starship defenses are xx.
  SANDCASTER LAUNCHER
  Effect: 50% Resistant Physical and Energy Damage 
  Reduction
  END: 8
  Range: 600,000 kilometers
  Put writeup here.
  16
  Sandcaster Launcher: (Total: 74 Active Cost, 16 
  Real Cost) Energy Damage Reduction, Resistant, 
  50%, 12 Continuing Charges lasting 1 Turn 
  each (+1/4) (37 Active Points); OIF Bulky Fragile 
  (-1 1/4), Ablative BODY or STUN (-1), Custom 
  Modifier (only stops laser, plasma, or fusion fire; 
  -1), Real Armor (-1/4), Costs Endurance (Only 
  Costs END to Activate; -1/4) (Real Cost: 8) plus 
  Physical Damage Reduction, Resistant, 50%, 12 
  Continuing Charges lasting 1 Turn each (+1/4) (37 
  Active Points); OIF Bulky Fragile (-1 1/4), Ablative 
  BODY or STUN (-1), Custom Modifier (only stops 
  laser, plasma, or fusion fire; -1), Real Armor (-1/4), 
  Costs Endurance (Only Costs END to Activate; 
  -1/4) (Real Cost: 8)  
  8
  MESON SCREEN
  26 
  Meson Screen: (Total: 120 Active Cost, 26 Real Cost) 
  Physical Damage Reduction, Resistant, 75% (60 Active Points); OIF 
  Immobile (-1 1/2), Custom Modifier (only stops damage from Meson 
  weapons and radiation effects; -1), Crew-Served ([3-4] people; 
  -1/2), Costs Endurance (-1/2) (Real Cost: 13) plus Energy Damage 
  Reduction, Resistant, 75% (60 Active Points); OIF Immobile (-1 
  1/2), Custom Modifier (only stops damage from Meson weapons 
  and radiation effects; -1), Crew-Served ([3-4] people; -1/2), Costs 
  Endurance (-1/2) (Real Cost: 13)  Note: Available in 3 sizes, 25,50,75 
  12
  26 
  Nuclear Damper: (Total: 120 Active Cost, 26 Real Cost) 
  Physical Damage Reduction, Resistant, 75% (60 Active Points); 
  OIF Immobile (-1 1/2), Custom Modifier (only stops damage 
  from nuclear weapons and radiation effects; -1), Crew-Served 
  ([3-4] people; -1/2), Costs Endurance (-1/2) (Real Cost: 13) plus 
  Energy Damage Reduction, Resistant, 75% (60 Active Points); 
  OIF Immobile (-1 1/2), Custom Modifier (only stops damage from 
  nuclear weapons and radiation effects; -1), Crew-Served ([3-4] 
  people; -1/2), Costs Endurance (-1/2) (Real Cost: 13)  Note: Available 
  in 3 sizes, 25,50, 75  
  12
  Operations Systems
  Systems.
  Computers
  List of computers.
  Sensors
  Sensors in Traveller do not use a VPP, as the sensor 
  systems are fixed and configurable on the fly. 
  Meson communications becomes available at TL15.
  Sensor Packages
  Traveller sensor packages are divided into active and 
  passive sets. 
  The Active Arrays can have a range of anywhere 
  from 3,000 to 480,000 kilometers  
  And consists of a variety of active and passive sensor 
  emitters, making it a much more sophisticated  
  Version of Radar.[Radar, Lidar, Sonar]  
  Passive sensor arrays, use large antennae to detect any 
  electromagnetic emanations from a potential target.  
  These are extremely sophisticated and precise 
  sensors.[High Res Thermal, Densitometers, and Neural 
  Activity Sensors are all passive. 
  _________________
   
  31 1) Sensor Probes and Recon Drones: 
  Clairsentience (Sight Group And Radar), x2 Range 
  (1230”), 2 Perception Points, Telescopic (+1 versus 
  Range Modifier), Tracking, Transmit, 4 Continuing 
  Charges lasting 6 Hours each (+3/4), MegaScale (1” = 
  10,000 km; +1 1/4), Can Be Scaled Down 1” = 1km 
  (+1/4) (140 Active Points); OIF Immobile (-1 1/2), Fixed 
  Perception Point (-1), Sense Affected As More Than 
  One Sense [very common Sense] (-1/2), Concentration 
  (1/2 DCV; -1/4), Crew-Served (2 people; -1/4) 
  21 Sensor and Commo Package: Multipower, 75-
  point reserve, (75 Active Points); all slots OIF Immobile 
  (-1 1/2), Crew-Served ([3-4] people; -1/2), Sense Af-
  fected As More Than One Sense [very common Sense] 
  (-1/2) 
  4m 1) Radar (Radio Group), +2 to PER Roll, Tele-
  scopic (+3 versus Range Modifier), Tracking, MegaS-
  cale (1” = 1 million km; +1 3/4), Can Be Scaled Down 
  1” = 1km (+1/4) (75 Active Points); OIF Immobile (-1 
  1/2), Costs Endurance (-1/2), Crew-Served ([3-4] people; 
  -1/2), Sense Affected As More Than One Sense [very 
  common Sense] (-1/2) 
  2m 2) Neutrino Sensor: Detect A Single Thing 
  
  Starship Tech 
  TravellerHERO - Unofficial Guide
  106
  9- (Unusual Group), Discriminatory, Increased Arc 
  Of Perception (360 Degrees), Range, MegaScale (1” = 
  100,000 km; +1 1/2) (45 Active Points); OIF Immobile 
  (-1 1/2), Costs Endurance (-1/2), Crew-Served ([3-4] 
  people; -1/2), Sense Affected As More Than One Sense 
  [very common Sense] (-1/2) 
  1u 3) Optical telescopes: +7 PER with Sight Group 
  (14 Active Points); OIF Immobile (-1 1/2), Crew-Served 
  ([3-4] people; -1/2), Sense Affected As More Than One 
  Sense [very common Sense] (-1/2) 
  1u 4) IR Perception (Sight Group), Increased Arc Of 
  Perception (360 Degrees), Telescopic (+3 versus Range 
  Modifier), Tracking, MegaScale (1” = 1 million km; +1 
  3/4), Can Be Scaled Down 1” = 1km (+1/4) (54 Ac-
  tive Points); OIF Immobile (-1 1/2), Crew-Served ([3-4] 
  people; -1/2), Sense Affected As More Than One Sense 
  [very common Sense] (-1/2), Costs Endurance (Only 
  Costs END to Activate; -1/4) 
  1u 5) Laser/Maser Comm System: Mind Link , Ma-
  chine class of minds, Any Willing Target, Any distance, 
  Number of Minds (x128) (55 Active Points); OIF Immo-
  bile (-1 1/2), Crew-Served ([3-4] people; -1/2), Sense Af-
  fected As More Than One Sense [very common Sense] 
  (-1/2), Costs Endurance (Only Costs END to Activate; 
  -1/4) 
  1u 6) Densitometer: Detect A Single Thing 9- (Un-
  usual Group), Discriminatory, Increased Arc Of Percep-
  tion (360 Degrees), Range, MegaScale (1” = 10,000 km; 
  +1 1/4) (40 Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Crew-Served ([3-4] people; -1/2), 
  Sense Affected As More Than One Sense [very common 
  Sense] (-1/2) 
  1u 7) Radio Perception/Transmission (Radio Group), 
  MegaScale (1” = 1 million km; +1 3/4), Can Be Scaled 
  Down 1” = 1km (+1/4) (30 Active Points); OIF Immo-
  bile (-1 1/2), Crew-Served ([3-4] people; -1/2), Sense Af-
  fected As More Than One Sense [very common Sense] 
  (-1/2), Costs Endurance (Only Costs END to Activate; 
  -1/4) 
  2u  Meson Communicator: Mind Link , Machine 
  class of minds, Any Willing Target, No LOS Needed, 
  Number of Minds (x32), Difficult To Dispel (x2 Active 
  Points; +1/4), Indirect (Same origin, always fired away 
  from attacker; +1/4) (75 Active Points); OIF Immobile 
  (-1 1/2), Only With Others Who Have Mind Link (-1), 
  Crew-Served ([3-4] people; -1/2), Sense Affected As 
  More Than One Sense [very common Sense] (-1/2), 
  Costs Endurance (Only Costs END to Activate; -1/4)
  Communications
  Meson communications becomes available at TL15.  
  There is no FTL communications of any kind.
  Electronic Warfare
  TBD
  Flight Control
  TBD
  Personnel Systems
  Life Support
  10
  Ships Life Support System: LS  (Immunity All 
  terrestrial diseases and biowarfare agents; Safe 
  in High Pressure; Safe in High Radiation; Safe in 
  Intense Cold; Safe in Intense Heat; Safe in Low 
  Pressure/Vacuum; Self-Contained Breathing) (29 
  Active Points); OIF Bulky (-1), Costs Endurance 
  (-1/2), Custom Modifier (LS System requires extra 
  maitenance or the air filitration systems go sour 
  after 2 weeks; -1/2)
  3
  Environmental Systems
  12
  Ships Environmental Systems: Change 
  Environment 64” radius (35 Active Points); OIF 
  Bulky (-1), Custom Modifier (only to provide 
  lights, gravity, and temperature to ships interior; 
  -1)
  3
  
  TravellerHERO - Unofficial Guide 
  Starships
  107
  Starships
  This chapter includes some of the standard Traveller 
  starships, converted to HERO. For more information on 
  these ships, see CT Book 2 - Starships. 
  Commercial Starships
  TYPE A FREE TRADER VERSION 2
  Val
  Char
  Cost
  Notes
  16
  Size
  80
  Length 40.32”,  Width 20.16”,   Area 
  812.75”   Mass 6.6 kton   KB -16
  90
  STR
  0
  Lift 6.6ktons; 18d6
  10
  DEX
  0
  OCV 3 DCV -7
  26
  BODY
  0
  12
  DEF
  18
  2
  SPD
  0
  Phases:  6, 12
  Total Characteristic Cost: 84
  Movement: 
  Flight: 30” / 60”
   
   
  Teleportation: 3” / 6”
  Cost
  Powers
  END
  Tactical Section, Single Mixed Triple Turret Mounted 
  Dorsally, can mount a second turret ventrally
  60
  1)  Beam Laser: RKA 8d6, MegaScale (1” = 1,000 
  km; +1), Can Be Scaled Down 1” = 1km (+1/4) 
  (270 Active Points); OIF Bulky Fragile (-1 1/4), 
  Crew-Served ([5-8] people; 3 batteries with 2 
  crew per battery; -3/4), Custom Modifier (Visible 
  Light Laser; -1/2), Increased Endurance Cost (x2 
  END; -1/2), Beam (-1/4), Real Weapon (-1/4)  Note: 
  250MW Beam Laser
  54
  70
  2)  Light Missile Rack: RKA 6 1/2d6, Explosion 
  (+1/2), MegaScale (1” = 10,000 km; +1 1/4), Can 
  Be Scaled Down 1” = 1km (+1/4) (300 Active 
  Points); OIF Immobile (-1 1/2), 6 Charges (-3/4), 
  Custom Modifier (must have a viable target lock 
  to fire; -1/2), Can Be Missile Deflected (-1/4), 
  Real Weapon (-1/4)  Note: standard space combat 
  missile, with either kinetic energy or High 
  Explosive WarheadIF KE, its an AP attack instead 
  of explosive
  [6]
  12
  3)  Sandcaster Launcher: (Total: 60 Active 
  Cost, 12 Real Cost) Energy Damage Reduction, 
  Resistant, 50%, 12 Continuing Charges lasting 1 
  Turn each (+0) (30 Active Points); OIF Immobile 
  Fragile (-1 3/4), Custom Modifier (only stops 
  laser, plasma, or fusion fire; -1), Ablative BODY 
  Only (-1/2), Real Armor (-1/4), Crew-Served (2 
  people; -1/4) (Real Cost: 6) plus Physical Damage 
  Reduction, Resistant, 50%, 12 Continuing 
  Charges lasting 1 Turn each (+0) (30 Active 
  Points); OIF Immobile Fragile (-1 3/4), Custom 
  Modifier (only stops laser, plasma, or fusion fire; 
  -1), Ablative BODY Only (-1/2), Real Armor (-1/4), 
  Crew-Served (2 people; -1/4) (Real Cost: 6)  Note: 
  mounted in turret
  [12 cc]
  Engineering Section
  3
  1)  Jump 1 Drive: Teleportation 3”, MegaScale (1” 
  = 1 lightyear; +3 1/2) (27 Active Points); 1 Charge 
  which Recovers every 1 Week (-2 1/2), Extra Time 
  (1 Hour, Only to Activate, -1 1/2), OIF Bulky (-1), 
  Requires A Skill Roll (-1/2), Custom Modifier 
  (possible misjump if using unrefined fuel; -1/2), 
  Custom Modifier (cannot be used safely inside 
  a gravity well; -1/2), Custom Modifier (No Non 
  Combat Multiple; -1/2), Crew-Served (2 people; 
  -1/4), Custom Modifier (Real Equipment; -1/4)
  [1]
  26
  2)  1G Maneuver Drive: Flight 30”, Position 
  Shift (65 Active Points); OIF Bulky (-1), Custom 
  Modifier (Real Equipment; -1/4), Crew-Served (2 
  people; -1/4)
  0
  103
  3)  Ships Fusion Power Plant: Endurance Reserve  
  (100 END, 100 REC) Reserve:  (110 Active Points); 
  OIF Immobile (-1 1/2), Crew-Served (2 people; 
  -1/4), Custom Modifier (Only to Power Electrical 
  Devices; -1/4), Custom Modifier (Real Equipment; 
  -1/4)
  0
  25
  4)  Emergency generators and batteries: 
  Endurance Reserve  (25 END, 25 REC) Reserve:  
  (27 Active Points); OIF Immobile (-1 1/2), Custom 
  Modifier (cannot be used while main powerplant 
  is running; -1), Custom Modifier (only to power 
  electrical equipment; -1/4), Crew-Served (2 
  people; -1/4)
  0
  9
  5)  Ships Environmental Systems: Change 
  Environment 64” radius (35 Active Points); OIF 
  Immobile (-1 1/2), Custom Modifier (only to 
  provide lights, gravity, and temperature to ships 
  interior; -1), Custom Modifier (Real Equipment; 
  -1/4)
  3
  
  Starships 
  TravellerHERO - Unofficial Guide
  108
  9
  6)  Ships Life Support System: LS  (Immunity All 
  terrestrial diseases and biowarfare agents; Safe 
  in High Pressure; Safe in High Radiation; Safe in 
  Intense Cold; Safe in Intense Heat; Safe in Low 
  Pressure/ Vacuum; Self-Contained Breathing) 
  (29 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Custom Modifier (Real 
  Equipment; -1/4)
  3
  Command Section
  23
  1)  Basic Bridge: (Total: 42 Active Cost, 23 
  Real Cost) +2 with Combat Piloting (4 Active 
  Points); Costs Endurance (-1/2), Crew-Served (2 
  people; -1/4) (Real Cost: 2) plus +3 with Systems 
  Operation (Life Support Systems, Personnel 
  Support Systems, Radar, Radio) (10 Active 
  Points); Costs Endurance (-1/2), Crew-Served 
  (2 people; -1/4) (Real Cost: 6) plus +2 with All 
  Combat (16 Active Points); Costs Endurance 
  (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 9) 
  plus +2 with Security Systems (4 Active Points); 
  Costs Endurance (-1/2), Crew-Served (2 people; 
  -1/4) (Real Cost: 2) plus +2 with Navigation 
  (Air, Hyperspace, Space) (8 Active Points); Costs 
  Endurance (-1/2), Crew-Served (2 people; -1/4) 
  (Real Cost: 4)
  6
  Defenses and Electronics
  4
  1)  +4 DEF (12 Active Points); OIF Immobile (-1 1/2), 
  Ablative BODY Only (-1/2), Real Armor (-1/4)
  11
  Multipower, 40-point reserve,  (40 Active Points); 
  all slots OIF Immobile (-1 1/2), Costs Endurance 
  (-1/2), Sense Affected As More Than One Sense [very 
  common Sense] (-1/2), Crew-Served (2 people; -1/4)
  1u
  1)  Radar (Radio Group), Increased Arc Of 
  Perception (360 Degrees), MegaScale (1” = 1,000 
  km; +1) (40 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), 
  Crew-Served (2 people; -1/4)
  4
  1u
  2)  Optical telescopes: +5 PER with Sight Group 
  and HRRP (15 Active Points); OIF Immobile (-1 
  1/2), Costs Endurance (-1/2), Sense Affected As 
  More Than One Sense [very common Sense] 
  (-1/2), Crew-Served (2 people; -1/4)
  1
  1u
  3)  IR Perception (Sight Group), Increased Arc Of 
  Perception (360 Degrees), Telescopic (+1 versus 
  Range Modifier):  +1, MegaScale (1” = 100,000 
  km; +1 1/2) (27 Active Points); OIF Immobile 
  (-1 1/2), Costs Endurance (-1/2), Sense Affected 
  As More Than One Sense [very common Sense] 
  (-1/2), Crew-Served (2 people; -1/4)
  3
  1u
  4)  Laser/Maser Comm System: Mind Link , 
  Machine class of minds, Any Willing Target, 
  Any distance, Number of Minds (x2) (25 Active 
  Points); OIF Immobile (-1 1/2), Costs Endurance 
  (-1/2), Sense Affected As More Than One Sense 
  [very common Sense] (-1/2), Crew-Served (2 
  people; -1/4)
  2
  1u
  5)  HRRP (Radio Group), MegaScale (1” = 1,000 
  km; +1) (24 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), 
  Crew-Served (2 people; -1/4)
  2
  Vehicles
  19
  1)  Closed Air Raft: Custom Power (19 Active 
  Points)  Note: Can Carry any Half Displacement 
  Ton Vehicle
  0
  Talents
  3
  Absolute Range Sense
  3
  Absolute Time Sense
  5
  Eidetic Memory
  3
  Lightning Calculator
  6
  Speed Reading (x100)
  Skills
  Skills/Laboratories
  2
  Ships Sick Bay:  +3 with Paramedics (6 Active Points); OIF 
  Immobile (-1 1/2), Crew-Served (2 people; -1/4)
  Total Powers & Skill Cost: 401
  Total Cost: 485
  200+
  Disadvantages
  0
  Custom Disadvantage  Note: Captain/Pilot.. Navigator, 
  Sensor/Commo, Steward, 2 Engineers, 10 Stateroooms, 5 
  Low Berths,  68 Tons Cargo
  15
  Distinctive Features:  Standard Free Trader Design (Not 
  Concealable; Noticed and Recognizable; Detectable By 
  Commonly-Used Senses)
  270
  Experience Points
  Total Disadvantage Points: 485
  TYPE A2 FAR TRADER
  The Type A2 Far Trader is a TL11 commercial 
  starship, built using a standard 200-ton displacement 
  hull.  The A2 is a common sight throughout Imperial 
  space, designed as a small, compact merchant vessel.
  Standard crew is 6 personnel (1 Command, 1 En-
  gineering, 2 Gunnery, 1 Medical, and 1 Steward). The 
  standard model has 8 large staterooms and 10 cold-
  sleep births. It has a 51-ton cargo hold, and carries one 
  4-ton displacement Air/Raft in an internal compart-
  ment.
  It’s purchase value new is MCr82.8.
  Val
  Char
  Cost
  Notes
  
  TravellerHERO - Unofficial Guide 
  Starships
  109
  16
  Size
  80
  Length 40.32”,  Width 20.16”,   Area 
  812.75”   Mass 6.6 kton   KB -16
  90
  STR
  0
  Lift 6.6ktons; 18d6
  10
  DEX
  0
  OCV 3 DCV -7
  26
  BODY
  0
  12
  DEF
  18
  2
  SPD
  0
  Phases:  6, 12
  Total Characteristic Cost: 84
  Movement: 
  Flight: 30” / 60”
   
   
  Teleportation: 6” / 12”
   
  Cost
  Powers
  END
  Tactical Section, Single Mixed Triple Turret Mounted 
  Dorsally, can mount a second turret ventrally
  60
  1)  Beam Laser: RKA 8d6, MegaScale (1” = 1,000 
  km; +1), Can Be Scaled Down 1” = 1km (+1/4) 
  (270 Active Points); OIF Bulky Fragile (-1 1/4), 
  Crew-Served ([5-8] people; 3 batteries with 2 crew 
  per battery; -3/4), Custom Modifier (Visible Light 
  Laser; -1/2), Increased Endurance Cost (x2 END; 
  -1/2), Beam (-1/4), Real Weapon (-1/4)  Note: 250MW 
  Beam Laser
  54
  70
  2)  Light Missile Rack: RKA 6 1/2d6, Explosion 
  (+1/2), MegaScale (1” = 10,000 km; +1 1/4), Can Be 
  Scaled Down 1” = 1km (+1/4) (300 Active Points); 
  OIF Immobile (-1 1/2), 6 Charges (-3/4), Custom 
  Modifier (must have a viable target lock to fire; 
  -1/2), Can Be Missile Deflected (-1/4), Real Weapon 
  (-1/4)  Note: standard space combat missile, with 
  either kinetic energy or High Explosive WarheadIF 
  KE, its an AP attack instead of explosive
  [6]
  12
  3)  Sandcaster Launcher: (Total: 60 Active Cost, 12 
  Real Cost) Energy Damage Reduction, Resistant, 
  50%, 12 Continuing Charges lasting 1 Turn each 
  (+0) (30 Active Points); OIF Immobile Fragile (-1 
  3/4), Custom Modifier (only stops laser, plasma, 
  or fusion fire; -1), Ablative BODY Only (-1/2), Real 
  Armor (-1/4), Crew-Served (2 people; -1/4) (Real 
  Cost: 6) plus Physical Damage Reduction, Resistant, 
  50%, 12 Continuing Charges lasting 1 Turn each 
  (+0) (30 Active Points); OIF Immobile Fragile (-1 
  3/4), Custom Modifier (only stops laser, plasma, 
  or fusion fire; -1), Ablative BODY Only (-1/2), Real 
  Armor (-1/4), Crew-Served (2 people; -1/4) (Real 
  Cost: 6)  Note: mounted in turret
  [12 cc]
  Engineering Section
  6
  1)  Jump 2 Drive: Teleportation 6”, MegaScale (1” 
  = 1 lightyear; +3 1/2) (54 Active Points); 1 Charge 
  which Recovers every 1 Week (-2 1/2), Extra Time 
  (1 Hour, Only to Activate, -1 1/2), OIF Bulky (-1), 
  Requires A Skill Roll (-1/2), Custom Modifier 
  (possible misjump if using unrefined fuel; -1/2), 
  Custom Modifier (cannot be used safely inside 
  a gravity well; -1/2), Custom Modifier (No Non 
  Combat Multiple; -1/2), Crew-Served (2 people; 
  -1/4), Custom Modifier (Real Equipment; -1/4)
  [1]
  26
  2)  1G Maneuver Drive: Flight 30”, Position Shift 
  (65 Active Points); OIF Bulky (-1), Custom Modifier 
  (Real Equipment; -1/4), Crew-Served (2 people; -1/4)
  0
  103
  3)  Ships Fusion Power Plant: Endurance Reserve  
  (100 END, 100 REC) Reserve:  (110 Active Points); 
  OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4), 
  Custom Modifier (Only to Power Electrical Devices; 
  -1/4), Custom Modifier (Real Equipment; -1/4)
  0
  25
  4)  Emergency generators and batteries: Endurance 
  Reserve  (25 END, 25 REC) Reserve:  (27 Active 
  Points); OIF Immobile (-1 1/2), Custom Modifier 
  (cannot be used while main powerplant is running; 
  -1), Custom Modifier (only to power electrical 
  equipment; -1/4), Crew-Served (2 people; -1/4)
  0
  9
  5)  Ships Environmental Systems: Change 
  Environment 64” radius (35 Active Points); OIF 
  Immobile (-1 1/2), Custom Modifier (only to provide 
  lights, gravity, and temperature to ships interior; -1), 
  Custom Modifier (Real Equipment; -1/4)
  3
  9
  6)  Ships Life Support System: LS  (Immunity All 
  terrestrial diseases and biowarfare agents; Safe 
  in High Pressure; Safe in High Radiation; Safe in 
  Intense Cold; Safe in Intense Heat; Safe in Low 
  Pressure/ Vacuum; Self-Contained Breathing) 
  (29 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Custom Modifier (Real 
  Equipment; -1/4)
  3
  Command Section
  23
  1)  Basic Bridge: (Total: 42 Active Cost, 23 Real 
  Cost) +2 with Combat Piloting (4 Active Points); 
  Costs Endurance (-1/2), Crew-Served (2 people; 
  -1/4) (Real Cost: 2) plus +3 with Systems Operation 
  (Life Support Systems, Personnel Support Systems, 
  Radar, Radio) (10 Active Points); Costs Endurance 
  (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 6) 
  plus +2 with All Combat (16 Active Points); Costs 
  Endurance (-1/2), Crew-Served (2 people; -1/4) (Real 
  Cost: 9) plus +2 with Security Systems (4 Active 
  Points); Costs Endurance (-1/2), Crew-Served (2 
  people; -1/4) (Real Cost: 2) plus +2 with Navigation 
  (Air, Hyperspace, Space) (8 Active Points); Costs 
  Endurance (-1/2), Crew-Served (2 people; -1/4) (Real 
  Cost: 4)
  6
  Defenses and Electronics
  4
  1)  +4 DEF (12 Active Points); OIF Immobile (-1 1/2), 
  Ablative BODY Only (-1/2), Real Armor (-1/4)
  
  Starships 
  TravellerHERO - Unofficial Guide
  110
  11
  Multipower, 40-point reserve,  (40 Active Points); all 
  slots OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense 
  Affected As More Than One Sense [very common Sense] 
  (-1/2), Crew-Served (2 people; -1/4)
  1u
  1)  Radar (Radio Group), Increased Arc Of 
  Perception (360 Degrees), MegaScale (1” = 1,000 
  km; +1) (40 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), Crew-
  Served (2 people; -1/4)
  4
  1u
  2)  Optical telescopes: +5 PER with Sight Group 
  and HRRP (15 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), Crew-
  Served (2 people; -1/4)
  1
  1u
  3)  IR Perception (Sight Group), Increased Arc Of 
  Perception (360 Degrees), Telescopic (+1 versus 
  Range Modifier):  +1, MegaScale (1” = 100,000 km; 
  +1 1/2) (27 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), Crew-
  Served (2 people; -1/4)
  3
  1u
  4)  Laser/Maser Comm System: Mind Link , 
  Machine class of minds, Any Willing Target, Any 
  distance, Number of Minds (x2) (25 Active Points); 
  OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense 
  Affected As More Than One Sense [very common 
  Sense] (-1/2), Crew-Served (2 people; -1/4)
  2
  1u
  5)  HRRP (Radio Group), MegaScale (1” = 1,000 
  km; +1) (24 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), Crew-
  Served (2 people; -1/4)
  2
  Vehicles
  19
  1)  Closed Air Raft: Custom Power (19 Active Points)  
  Note: Can Carry any Half Displacement Ton Vehicle
  0
  Talents
  3
  Absolute Range Sense
  3
  Absolute Time Sense
  5
  Eidetic Memory
  3
  Lightning Calculator
  6
  Speed Reading (x100)
  Skills
  Skills/Laboratories
  2
  Ships Sick Bay:  +3 with Paramedics (6 Active 
  Points); OIF Immobile (-1 1/2), Crew-Served (2 
  people; -1/4)
  Total Powers & Skill Cost: 404
  Total Cost: 488
  200+
  Disadvantages
  0
  Custom Disadvantage  Note: Captain/Pilot.. Navigator, 
  Sensor/Commo, Steward, 2 Engineers, 10 Stateroooms, 5 
  Low Berths,  49 Tons Cargo
  15
  Distinctive Features:  Standard Far Trader Design (Not 
  Concealable; Noticed and Recognizable; Detectable By 
  Commonly-Used Senses)
  273
  Experience Points
  Total Disadvantage Points: 488
  
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  Starships
  111
  TYPE A3 FAT TRADER VERSION 2
  Val
  Char
  Cost
  Notes
  18
  Size
  90
  Length 64.00”,  Width 32.00”,   Area 
  2048.00”   Mass 26.2 kton   KB -18
  100
  STR
  0
  Lift 26.2ktons; 20d6
  10
  DEX
  0
  OCV 3 DCV -9
  28
  BODY
  0
  12
  DEF
  18
  2
  SPD
  0
  Phases:  6, 12
  Total Characteristic Cost: 94
  Movement: 
  Flight: 30” / 60”
   
   
  Teleportation: 3” / 6”
   
  Cost
  Powers
  END
  Tactical Section, Single Mixed Triple Turret Mounted 
  Dorsally, can mount up to 4 Turrets
  60
  1)  Beam Laser: RKA 8d6, MegaScale (1” = 1,000 
  km; +1), Can Be Scaled Down 1” = 1km (+1/4) 
  (270 Active Points); OIF Bulky Fragile (-1 1/4), 
  Crew-Served ([5-8] people; 3 batteries with 2 crew 
  per battery; -3/4), Custom Modifier (Visible Light 
  Laser; -1/2), Increased Endurance Cost (x2 END; 
  -1/2), Beam (-1/4), Real Weapon (-1/4)  Note: 250MW 
  Beam Laser
  54
  70
  2)  Light Missile Rack: RKA 6 1/2d6, Explosion 
  (+1/2), MegaScale (1” = 10,000 km; +1 1/4), Can Be 
  Scaled Down 1” = 1km (+1/4) (300 Active Points); 
  OIF Immobile (-1 1/2), 6 Charges (-3/4), Custom 
  Modifier (must have a viable target lock to fire; 
  -1/2), Can Be Missile Deflected (-1/4), Real Weapon 
  (-1/4)  Note: standard space combat missile, with 
  either kinetic energy or High Explosive WarheadIF 
  KE, its an AP attack instead of explosive
  [6]
  12
  3)  Sandcaster Launcher: (Total: 60 Active Cost, 12 
  Real Cost) Energy Damage Reduction, Resistant, 
  50%, 12 Continuing Charges lasting 1 Turn each 
  (+0) (30 Active Points); OIF Immobile Fragile (-1 
  3/4), Custom Modifier (only stops laser, plasma, 
  or fusion fire; -1), Ablative BODY Only (-1/2), Real 
  Armor (-1/4), Crew-Served (2 people; -1/4) (Real 
  Cost: 6) plus Physical Damage Reduction, Resistant, 
  50%, 12 Continuing Charges lasting 1 Turn each 
  (+0) (30 Active Points); OIF Immobile Fragile (-1 
  3/4), Custom Modifier (only stops laser, plasma, 
  or fusion fire; -1), Ablative BODY Only (-1/2), Real 
  Armor (-1/4), Crew-Served (2 people; -1/4) (Real 
  Cost: 6)  Note: mounted in turret
  [12 cc]
  Engineering Section
  3
  1)  Jump 1 Drive: Teleportation 3”, MegaScale (1” 
  = 1 lightyear; +3 1/2) (27 Active Points); 1 Charge 
  which Recovers every 1 Week (-2 1/2), Extra Time 
  (1 Hour, Only to Activate, -1 1/2), OIF Bulky (-1), 
  Requires A Skill Roll (-1/2), Custom Modifier 
  (possible misjump if using unrefined fuel; -1/2), 
  Custom Modifier (cannot be used safely inside 
  a gravity well; -1/2), Custom Modifier (No Non 
  Combat Multiple; -1/2), Crew-Served (2 people; 
  -1/4), Custom Modifier (Real Equipment; -1/4)
  [1]
  26
  2)  1G Maneuver Drive: Flight 30”, Position Shift 
  (65 Active Points); OIF Bulky (-1), Custom Modifier 
  (Real Equipment; -1/4), Crew-Served (2 people; -1/4)
  0
  103
  3)  Ships Fusion Power Plant: Endurance Reserve  
  (100 END, 100 REC) Reserve:  (110 Active Points); 
  OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4), 
  Custom Modifier (Only to Power Electrical Devices; 
  -1/4), Custom Modifier (Real Equipment; -1/4)
  0
  25
  4)  Emergency generators and batteries: Endurance 
  Reserve  (25 END, 25 REC) Reserve:  (27 Active 
  Points); OIF Immobile (-1 1/2), Custom Modifier 
  (cannot be used while main powerplant is running; 
  -1), Custom Modifier (only to power electrical 
  equipment; -1/4), Crew-Served (2 people; -1/4)
  0
  9
  5)  Ships Environmental Systems: Change 
  Environment 64” radius (35 Active Points); OIF 
  Immobile (-1 1/2), Custom Modifier (only to provide 
  lights, gravity, and temperature to ships interior; -1), 
  Custom Modifier (Real Equipment; -1/4)
  3
  9
  6)  Ships Life Support System: LS  (Immunity All 
  terrestrial diseases and biowarfare agents; Safe 
  in High Pressure; Safe in High Radiation; Safe in 
  Intense Cold; Safe in Intense Heat; Safe in Low 
  Pressure/ Vacuum; Self-Contained Breathing) 
  (29 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Custom Modifier (Real 
  Equipment; -1/4)
  3
  Command Section
  23
  1)  Basic Bridge: (Total: 42 Active Cost, 23 Real 
  Cost) +2 with Combat Piloting (4 Active Points); 
  Costs Endurance (-1/2), Crew-Served (2 people; 
  -1/4) (Real Cost: 2) plus +3 with Systems Operation 
  (Life Support Systems, Personnel Support Systems, 
  Radar, Radio) (10 Active Points); Costs Endurance 
  (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 6) 
  plus +2 with All Combat (16 Active Points); Costs 
  Endurance (-1/2), Crew-Served (2 people; -1/4) (Real 
  Cost: 9) plus +2 with Security Systems (4 Active 
  Points); Costs Endurance (-1/2), Crew-Served (2 
  people; -1/4) (Real Cost: 2) plus +2 with Navigation 
  (Air, Hyperspace, Space) (8 Active Points); Costs 
  Endurance (-1/2), Crew-Served (2 people; -1/4) (Real 
  Cost: 4)
  6
  Defenses and Electronics
  4
  1)  +4 DEF (12 Active Points); OIF Immobile (-1 
  1/2), Ablative BODY Only (-1/2), Real Armor (-1/4)
  
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  TravellerHERO - Unofficial Guide
  112
  11
  Multipower, 40-point reserve,  (40 Active Points); 
  all slots OIF Immobile (-1 1/2), Costs Endurance (-
  1/2), Sense Affected As More Than One Sense [very 
  common Sense] (-1/2), Crew-Served (2 people; -1/4)
  1u
  1)  Radar (Radio Group), Increased Arc Of 
  Perception (360 Degrees), MegaScale (1” = 1,000 
  km; +1) (40 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), Crew-
  Served (2 people; -1/4)
  4
  1u
  2)  Optical telescopes: +5 PER with Sight Group 
  and HRRP (15 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), Crew-
  Served (2 people; -1/4)
  1
  1u
  3)  IR Perception (Sight Group), Increased Arc Of 
  Perception (360 Degrees), Telescopic (+1 versus 
  Range Modifier):  +1, MegaScale (1” = 100,000 km; 
  +1 1/2) (27 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), Crew-
  Served (2 people; -1/4)
  3
  1u
  4)  Laser/Maser Comm System: Mind Link , 
  Machine class of minds, Any Willing Target, Any 
  distance, Number of Minds (x2) (25 Active Points); 
  OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense 
  Affected As More Than One Sense [very common 
  Sense] (-1/2), Crew-Served (2 people; -1/4)
  2
  1u
  5)  HRRP (Radio Group), MegaScale (1” = 1,000 
  km; +1) (24 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), Crew-
  Served (2 people; -1/4)
  2
  Vehicles
  12
  1)  Launch in Open Cradle: Custom Power (12 
  Active Points)  Note: some ships carry a lifeboat 
  instead of the launch
  0
  Talents
  3
  Absolute Range Sense
  3
  Absolute Time Sense
  5
  Eidetic Memory
  3
  Lightning Calculator
  6
  Speed Reading (x100)
  Skills
  Skills/Laboratories
  2
  Ships Sick Bay:  +3 with Paramedics (6 Active 
  Points); OIF Immobile (-1 1/2), Crew-Served (2 
  people; -1/4)
  Total Powers & Skill Cost: 394
  Total Cost: 488
  200+
  Disadvantages
  0
  Custom Disadvantage  Note: Captain, Pilot.. Navigator, 
  Sensor Op, Commo Op, Steward, 2 Medics, 2 Engineers, 13 
  Staterooms, 8 Low Berths,  165 Tons Cargo
  15
  Distinctive Features:  Standard Fat Trader Design (Not 
  Concealable; Noticed and Recognizable; Detectable By 
  Commonly-Used Senses)
  273
  Experience Points
  Total Disadvantage Points: 488
  
  TravellerHERO - Unofficial Guide 
  Starships
  113
  CUTTER MODULE
  Val
  Char
  Cost
  Notes
  13
  Size
  65
  Length 20.16”,  Width 10.08”,   Area 
  203.19”   Mass 819.2 ton   KB -13
  105
  STR
  0
  Lift 52.4ktons; 21d6
  5
  DEX
  -30
  OCV 2 DCV -6
  23
  BODY
  0
  5
  DEF
  9
  0
  SPD
  -10
  Phases:  (none)
  Total Characteristic Cost: 34
  Movement: 
  Running: 6” / 12”
   
   
  Swimming: 2” / 4”
   
   
  Flight: 40” / 80”
   
   
  Tunneling: 2” / 4”
   
  Cost
  Powers
  END
  Power Systems
  17
  Internal Power Supply: Endurance Reserve  (150 
  END, 10 REC) Reserve:  (25 Active Points); OIF 
  Bulky (-1)
  0
  Propulsion Systems
  43
  4G Maneuver Drive: (Total: 100 Active Cost, 43 Real 
  Cost) Flight 40”, Position Shift (85 Active Points); 
  OIF Bulky (-1), Crew-Served (2 people; -1/4) (Real 
  Cost: 38) plus +5 DEX (15 Active Points); OIF Bulky 
  (-1), Linked (???; -1/2), Crew-Served (2 people; -1/4), 
  Custom Modifier (Real Equipment; -1/4) (Real Cost: 
  5)
  0
  Operations Systems
  11
  Sensors and Commo: Multipower, 30-point reserve,  
  (30 Active Points); all slots OIF Bulky (-1), Requires 
  A Skill Roll (-1/2), Costs Endurance (Only Costs 
  END to Activate; -1/4)
  1u
  1)  Laser/Maser Comm: Mind Link , Machine class 
  of minds, Any Willing Target, Any distance (20 
  Active Points); OIF Bulky (-1), Requires A Skill 
  Roll (-1/2), Extra Time (Delayed Phase, -1/4), Costs 
  Endurance (Only Costs END to Activate; -1/4)
  2
  1u
  2)  HRRP (Radio Group), +3 to PER Roll, MegaScale 
  (1” = 1,000 km; +1) (30 Active Points); OIF Bulky 
  (-1), Requires A Skill Roll (-1/2), Costs Endurance 
  (Only Costs END to Activate; -1/4)
  3
  1m
  3)  Optical Telescope Arrays: +10 versus Range 
  Modifier for Sight Group (15 Active Points); OIF 
  Bulky (-1), Requires A Skill Roll (-1/2), Costs 
  Endurance (Only Costs END to Activate; -1/4)
  1
  1u
  4)  Radar (Radio Group), MegaScale (1” = 1,000 km; 
  +1) (30 Active Points); OIF Bulky (-1), Requires A 
  Skill Roll (-1/2), Costs Endurance (Only Costs END 
  to Activate; -1/4)
  3
  Personnel Systems
  8
  Internal Life Support: LS  (Safe in High Pressure; 
  Safe in High Radiation; Safe in Intense Cold; Safe in 
  Intense Heat; Safe in Low Pressure/ Vacuum; Self-
  Contained Breathing) (19 Active Points); OIF Bulky 
  (-1), Costs Endurance (-1/2)
  2
  Options
  9
  1)  Passenger and Cargo Module: +20 STR (20 
  Active Points); OIF Bulky (-1), Crew-Served (2 
  people; -1/4)  Note: Can Carry 24 passengers or 24 
  displacement tons of cargo, depending on the cargo 
  carried, a simple 30 ton cargo box can be carried 
  instead
  2
  8
  2)  Assault Boat Module: (Total: 20 Active Cost, 8 
  Real Cost) Tunneling 2” through 2 DEF material (10 
  Active Points); Extra Time (1 Turn (Post-Segment 
  12), -1 1/4), OIF Bulky (-1), Custom Modifier (only to 
  dig 2 foxholes; -1/2) (Real Cost: 3) plus +10 STR (10 
  Active Points); OIF Bulky (-1) (Real Cost: 5)
  1
  10
  3)  Fuel Skimming and Refining Module: Minor 
  Transform 6d6 (unrefined hydrogen or water 
  into refined fuel) (60 Active Points); Extra Time 
  (6 Hours, -3 1/2), OIF Bulky (-1), Crew-Served (2 
  people; -1/4)  Note: capacity for 26 tons of fuel
  6
  78
  4)  Gunship Pod- Beam Laser: RKA 7d6+1, Autofire 
  (3 shots; +1/4), MegaScale (1” = 1,000 km; +1), 
  Can Be Scaled Down 1” = 1km (+1/4) (275 Active 
  Points); OIF Bulky (-1), Crew-Served ([3-4] people; 
  -1/2), Custom Modifier (Cannot fire below or to rear; 
  -1/2), Beam (-1/4), Real Weapon (-1/4)
  27
  135
  5)  Gunship Pod- Missile: RKA 8d6, 16 Charges (+0), 
  Armor Piercing (+1/2), Explosion (+1/2), MegaScale 
  (1” = 1,000 km; +1), Can Be Scaled Down 1” = 1km 
  (+1/4), Autofire (3 shots; +1 1/4) (540 Active Points); 
  OIF Bulky Expendable (Difficult to obtain new 
  Focus; must reload at ship or base; -1 1/4), Crew-
  Served ([3-4] people; -1/2), Activation Roll 14- (-1/2), 
  Custom Modifier (Cannot fire below or to rear; -1/2), 
  Real Weapon (-1/4)
  [16]
  13
  6)  Zero G Mining Module: (Total: 30 Active Cost, 
  13 Real Cost) Extra Limb (1) (5 Active Points); OIF 
  Bulky (-1), Crew-Served (2 people; -1/4) (Real Cost: 
  2) plus Detect A Large Class Of Things 14- (Unusual 
  Group), Discriminatory, Analyze (25 Active Points); 
  OIF Bulky (-1), Crew-Served (2 people; -1/4) (Real 
  Cost: 11)
  0
  Total Powers & Skill Cost: 336
  Total Cost: 370
  Total Disadvantage Points: 370
  
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  114
  LAB SHIP
  Val
  Char
  Cost
  Notes
  18
  Size
  90
  Length 64.00”,  Width 32.00”,   Area 
  2048.00”   Mass 26.2 kton   KB -18
  100
  STR
  0
  Lift 26.2ktons; 20d6
  10
  DEX
  0
  OCV 3 DCV -9
  28
  BODY
  0
  12
  DEF
  18
  2
  SPD
  0
  Phases:  6, 12
  Total Characteristic Cost: 94
  Movement: 
  Flight: 30” / 60”
   
   
  Teleportation: 6” / 12”
   
  Cost
  Powers
  END
  Tactical Section, Single Mixed Triple Turret Mounted 
  Dorsally, 
  60
  1)  Beam Laser: RKA 8d6, MegaScale (1” = 1,000 
  km; +1), Can Be Scaled Down 1” = 1km (+1/4) (270 
  Active Points); OIF Bulky Fragile (-1 1/4), Crew-
  Served ([5-8] people; 3 batteries with 2 crew per 
  battery; -3/4), Custom Modifier (Visible Light Laser; 
  -1/2), Increased Endurance Cost (x2 END; -1/2), 
  Beam (-1/4), Real Weapon (-1/4)  Note: 250MW Beam 
  Laser
  54
  70
  2)  Light Missile Rack: RKA 6 1/2d6, Explosion 
  (+1/2), MegaScale (1” = 10,000 km; +1 1/4), Can Be 
  Scaled Down 1” = 1km (+1/4) (300 Active Points); 
  OIF Immobile (-1 1/2), 6 Charges (-3/4), Custom 
  Modifier (must have a viable target lock to fire; 
  -1/2), Can Be Missile Deflected (-1/4), Real Weapon 
  (-1/4)  Note: standard space combat missile, with 
  either kinetic energy or High Explosive WarheadIF 
  KE, its an AP attack instead of explosive
  [6]
  12
  3)  Sandcaster Launcher: (Total: 60 Active Cost, 12 
  Real Cost) Energy Damage Reduction, Resistant, 
  50%, 12 Continuing Charges lasting 1 Turn each 
  (+0) (30 Active Points); OIF Immobile Fragile (-1 
  3/4), Custom Modifier (only stops laser, plasma, 
  or fusion fire; -1), Ablative BODY Only (-1/2), Real 
  Armor (-1/4), Crew-Served (2 people; -1/4) (Real 
  Cost: 6) plus Physical Damage Reduction, Resistant, 
  50%, 12 Continuing Charges lasting 1 Turn each 
  (+0) (30 Active Points); OIF Immobile Fragile (-1 
  3/4), Custom Modifier (only stops laser, plasma, 
  or fusion fire; -1), Ablative BODY Only (-1/2), Real 
  Armor (-1/4), Crew-Served (2 people; -1/4) (Real 
  Cost: 6)  Note: mounted in turret
  [12 cc]
  Engineering Section
  6
  1)  Jump 2 Drive: Teleportation 6”, MegaScale (1” 
  = 1 lightyear; +3 1/2) (54 Active Points); 1 Charge 
  which Recovers every 1 Week (-2 1/2), Extra Time 
  (1 Hour, Only to Activate, -1 1/2), OIF Bulky (-1), 
  Requires A Skill Roll (-1/2), Custom Modifier 
  (possible misjump if using unrefined fuel; -1/2), 
  Custom Modifier (cannot be used safely inside 
  a gravity well; -1/2), Custom Modifier (No Non 
  Combat Multiple; -1/2), Crew-Served (2 people; -1/4), 
  Custom Modifier (Real Equipment; -1/4)
  [1]
  26
  2)  1G Maneuver Drive: Flight 30”, Position Shift 
  (65 Active Points); OIF Bulky (-1), Custom Modifier 
  (Real Equipment; -1/4), Crew-Served (2 people; -1/4)
  0
  103
  3)  Ships Fusion Power Plant: Endurance Reserve  
  (100 END, 100 REC) Reserve:  (110 Active Points); 
  OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4), 
  Custom Modifier (Only to Power Electrical Devices; 
  -1/4), Custom Modifier (Real Equipment; -1/4)
  0
  25
  4)  Emergency generators and batteries: Endurance 
  Reserve  (25 END, 25 REC) Reserve:  (27 Active 
  Points); OIF Immobile (-1 1/2), Custom Modifier 
  (cannot be used while main powerplant is running; 
  -1), Custom Modifier (only to power electrical 
  equipment; -1/4), Crew-Served (2 people; -1/4)
  0
  9
  5)  Ships Environmental Systems: Change 
  Environment 64” radius (35 Active Points); OIF 
  Immobile (-1 1/2), Custom Modifier (only to provide 
  lights, gravity, and temperature to ships interior; -1), 
  Custom Modifier (Real Equipment; -1/4)
  3
  9
  6)  Ships Life Support System: LS  (Immunity All 
  terrestrial diseases and biowarfare agents; Safe 
  in High Pressure; Safe in High Radiation; Safe in 
  Intense Cold; Safe in Intense Heat; Safe in Low 
  Pressure/ Vacuum; Self-Contained Breathing) 
  (29 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Custom Modifier (Real 
  Equipment; -1/4)
  3
  Command Section
  23
  1)  Basic Bridge: (Total: 42 Active Cost, 23 Real 
  Cost) +2 with Combat Piloting (4 Active Points); 
  Costs Endurance (-1/2), Crew-Served (2 people; 
  -1/4) (Real Cost: 2) plus +3 with Systems Operation 
  (Life Support Systems, Personnel Support Systems, 
  Radar, Radio) (10 Active Points); Costs Endurance 
  (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 6) 
  plus +2 with All Combat (16 Active Points); Costs 
  Endurance (-1/2), Crew-Served (2 people; -1/4) (Real 
  Cost: 9) plus +2 with Security Systems (4 Active 
  Points); Costs Endurance (-1/2), Crew-Served (2 
  people; -1/4) (Real Cost: 2) plus +2 with Navigation 
  (Air, Hyperspace, Space) (8 Active Points); Costs 
  Endurance (-1/2), Crew-Served (2 people; -1/4) (Real 
  Cost: 4)
  6
  
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  31
  2)  Sensor Probes and Recon Drones: Clairsentience 
  (Sight Group And Radar), x2 Range (1230”), 2 
  Perception Points, Telescopic (+1 versus Range 
  Modifier):  +1, Tracking, Transmit, 4 Continuing 
  Charges lasting 6 Hours each (+3/4), MegaScale 
  (1” = 10,000 km; +1 1/4), Can Be Scaled Down 1” 
  = 1km (+1/4) (140 Active Points); OIF Immobile 
  (-1 1/2), Fixed Perception Point (-1), Sense Affected 
  As More Than One Sense [very common Sense] 
  (-1/2), Concentration (1/2 DCV; -1/4), Crew-Served (2 
  people; -1/4)
  [4 cc]
  Defenses and Electronics
  4
  1)  +4 DEF (12 Active Points); OIF Immobile (-1 1/2), 
  Ablative BODY Only (-1/2), Real Armor (-1/4)
  11
  Multipower, 40-point reserve,  (40 Active Points); all 
  slots OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense 
  Affected As More Than One Sense [very common Sense] 
  (-1/2), Crew-Served (2 people; -1/4)
  1u
  1)  Radar (Radio Group), Increased Arc Of 
  Perception (360 Degrees), MegaScale (1” = 1,000 
  km; +1) (40 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), Crew-
  Served (2 people; -1/4)
  4
  1u
  2)  Optical telescopes: +5 PER with Sight Group 
  and HRRP (15 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), Crew-
  Served (2 people; -1/4)
  1
  1u
  3)  IR Perception (Sight Group), Increased Arc Of 
  Perception (360 Degrees), Telescopic (+1 versus 
  Range Modifier):  +1, MegaScale (1” = 100,000 km; 
  +1 1/2) (27 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), Crew-
  Served (2 people; -1/4)
  3
  1u
  4)  Laser/Maser Comm System: Mind Link , 
  Machine class of minds, Any Willing Target, Any 
  distance, Number of Minds (x2) (25 Active Points); 
  OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense 
  Affected As More Than One Sense [very common 
  Sense] (-1/2), Crew-Served (2 people; -1/4)
  2
  1u
  5)  HRRP (Radio Group), MegaScale (1” = 1,000 km; 
  +1) (24 Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More Than One 
  Sense [very common Sense] (-1/2), Crew-Served (2 
  people; -1/4)
  2
  Vehicles
  41
  1)  Pinnace/Fuel Skimmer: Custom Power (41 Active 
  Points)
  4
  Talents
  3
  Absolute Range Sense
  3
  Absolute Time Sense
  5
  Eidetic Memory
  3
  Lightning Calculator
  6
  Speed Reading (x100)
  Skills
  Skills/Laboratories
  2
  Ships Sick Bay:  +3 with Paramedics (6 Active 
  Points); OIF Immobile (-1 1/2), Crew-Served (2 
  people; -1/4)
  2
  General Lab:  +2 with SS
  2
  General Lab:  +2 with SS
  2
  General Lab:  +2 with SS
  2
  General Lab:  +2 with SS
  2
  General Lab:  +2 with SS
  Total Powers & Skill Cost: 467
  Total Cost: 561
  200+
  Disadvantages
  0
  Custom Disadvantage  Note: Captain, Pilot.. Navigator, 
  Sensor Op, Commo Op, Steward, 2 Medics, 2 Engineers, 
  10 Scientist/Lab Techs. 20 Staterooms, 31 Tons Cargo
  15
  Distinctive Features:  Standard Lab Ship Design (Not 
  Concealable; Noticed and Recognizable; Detectable By 
  Commonly-Used Senses)
  20
  Physical Limitation:  Cannot Enter an Atmosphere 
  (Frequently, Fully Impairing)
  326
  Experience Points
  Total Disadvantage Points: 561
  
  Starships 
  TravellerHERO - Unofficial Guide
  116
  SAFARI SHIP
  Val
  Char
  Cost
  Notes
  16
  Size
  80
  Length 40.32”,  Width 20.16”,   Area 
  812.75”   Mass 6.6 kton   KB -16
  90
  STR
  0
  Lift 6.6ktons; 18d6
  10
  DEX
  0
  OCV 3 DCV -7
  26
  BODY
  0
  12
  DEF
  18
  2
  SPD
  0
  Phases:  6, 12
  Total Characteristic Cost: 84
  Movement: 
  Flight: 30” / 60”
   
   
  Teleportation: 6” / 12”
   
  Cost
  Powers
  END
  Tactical Section, Single Mixed Triple Turret Mounted 
  Dorsally, can mount a second turret ventrally
  60
  1)  Beam Laser: RKA 8d6, MegaScale (1” = 1,000 
  km; +1), Can Be Scaled Down 1” = 1km (+1/4) (270 
  Active Points); OIF Bulky Fragile (-1 1/4), Crew-
  Served ([5-8] people; 3 batteries with 2 crew per 
  battery; -3/4), Custom Modifier (Visible Light Laser; 
  -1/2), Increased Endurance Cost (x2 END; -1/2), 
  Beam (-1/4), Real Weapon (-1/4)  Note: 250MW Beam 
  Laser
  54
  70
  2)  Light Missile Rack: RKA 6 1/2d6, Explosion 
  (+1/2), MegaScale (1” = 10,000 km; +1 1/4), Can Be 
  Scaled Down 1” = 1km (+1/4) (300 Active Points); 
  OIF Immobile (-1 1/2), 6 Charges (-3/4), Custom 
  Modifier (must have a viable target lock to fire; -1/2), 
  Can Be Missile Deflected (-1/4), Real Weapon (-1/4)  
  Note: standard space combat missile, with either 
  kinetic energy or High Explosive WarheadIF KE, its 
  an AP attack instead of explosive
  [6]
  12
  3)  Sandcaster Launcher: (Total: 60 Active Cost, 12 
  Real Cost) Energy Damage Reduction, Resistant, 
  50%, 12 Continuing Charges lasting 1 Turn each 
  (+0) (30 Active Points); OIF Immobile Fragile (-1 
  3/4), Custom Modifier (only stops laser, plasma, 
  or fusion fire; -1), Ablative BODY Only (-1/2), Real 
  Armor (-1/4), Crew-Served (2 people; -1/4) (Real 
  Cost: 6) plus Physical Damage Reduction, Resistant, 
  50%, 12 Continuing Charges lasting 1 Turn each 
  (+0) (30 Active Points); OIF Immobile Fragile (-1 
  3/4), Custom Modifier (only stops laser, plasma, 
  or fusion fire; -1), Ablative BODY Only (-1/2), Real 
  Armor (-1/4), Crew-Served (2 people; -1/4) (Real 
  Cost: 6)  Note: mounted in turret
  [12 cc]
  Engineering Section
  6
  1)  Jump 2 Drive: Teleportation 6”, MegaScale (1” 
  = 1 lightyear; +3 1/2) (54 Active Points); 1 Charge 
  which Recovers every 1 Week (-2 1/2), Extra Time 
  (1 Hour, Only to Activate, -1 1/2), OIF Bulky (-1), 
  Requires A Skill Roll (-1/2), Custom Modifier 
  (possible misjump if using unrefined fuel; -1/2), 
  Custom Modifier (cannot be used safely inside 
  a gravity well; -1/2), Custom Modifier (No Non 
  Combat Multiple; -1/2), Crew-Served (2 people; -1/4), 
  Custom Modifier (Real Equipment; -1/4)
  [1]
  26
  2)  1G Maneuver Drive: Flight 30”, Position Shift 
  (65 Active Points); OIF Bulky (-1), Custom Modifier 
  (Real Equipment; -1/4), Crew-Served (2 people; -1/4)
  0
  103
  3)  Ships Fusion Power Plant: Endurance Reserve  
  (100 END, 100 REC) Reserve:  (110 Active Points); 
  OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4), 
  Custom Modifier (Only to Power Electrical Devices; 
  -1/4), Custom Modifier (Real Equipment; -1/4)
  0
  25
  4)  Emergency generators and batteries: Endurance 
  Reserve  (25 END, 25 REC) Reserve:  (27 Active 
  Points); OIF Immobile (-1 1/2), Custom Modifier 
  (cannot be used while main powerplant is running; 
  -1), Custom Modifier (only to power electrical 
  equipment; -1/4), Crew-Served (2 people; -1/4)
  0
  9
  5)  Ships Environmental Systems: Change 
  Environment 64” radius (35 Active Points); OIF 
  Immobile (-1 1/2), Custom Modifier (only to provide 
  lights, gravity, and temperature to ships interior; -1), 
  Custom Modifier (Real Equipment; -1/4)
  3
  9
  6)  Ships Life Support System: LS  (Immunity All 
  terrestrial diseases and biowarfare agents; Safe 
  in High Pressure; Safe in High Radiation; Safe in 
  Intense Cold; Safe in Intense Heat; Safe in Low 
  Pressure/ Vacuum; Self-Contained Breathing) 
  (29 Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Custom Modifier (Real Equipment; 
  -1/4)
  3
  6
  7)  Fuel Purification Plant: Minor Transform 4d6 
  (Liquid Hydrogen or Water to usable fuel) (40 Active 
  Points); Extra Time (6 Hours, -3 1/2), OIF Immobile 
  (-1 1/2), Custom Modifier (Real Equipment; -1/4)
  4
  Command Section
  
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  117
  23
  1)  Basic Bridge: (Total: 42 Active Cost, 23 Real 
  Cost) +2 with Combat Piloting (4 Active Points); 
  Costs Endurance (-1/2), Crew-Served (2 people; 
  -1/4) (Real Cost: 2) plus +3 with Systems Operation 
  (Life Support Systems, Personnel Support Systems, 
  Radar, Radio) (10 Active Points); Costs Endurance 
  (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 6) 
  plus +2 with All Combat (16 Active Points); Costs 
  Endurance (-1/2), Crew-Served (2 people; -1/4) (Real 
  Cost: 9) plus +2 with Security Systems (4 Active 
  Points); Costs Endurance (-1/2), Crew-Served (2 
  people; -1/4) (Real Cost: 2) plus +2 with Navigation 
  (Air, Hyperspace, Space) (8 Active Points); Costs 
  Endurance (-1/2), Crew-Served (2 people; -1/4) (Real 
  Cost: 4)
  6
  Other Equipment
  13
  1)  Capture Cages and or Tanks: Entangle 4d6, 8 DEF 
  (60 Active Points); 4 Charges (-1), OIF Bulky (-1), 
  Only To Form Barriers (-1), No Range (-1/2)
  [4]
  5
  2)  Holographic Theater: Sight and Hearing Groups 
  Images 1” radius (15 Active Points); OIF Bulky (-1), 
  No Range (-1/2), Custom Modifier (Real Equipment; 
  -1/4)  Note: Attached to the trophy room, used by the 
  owner to show holovids of hunts etc
  1
  Defenses and Electronics
  4
  1)  +4 DEF (12 Active Points); OIF Immobile (-1 1/2), 
  Ablative BODY Only (-1/2), Real Armor (-1/4)
  11
  Multipower, 40-point reserve,  (40 Active Points); all 
  slots OIF Immobile (-1 1/2), Costs Endurance (-1/2), 
  Sense Affected As More Than One Sense [very 
  common Sense] (-1/2), Crew-Served (2 people; -1/4)
  1u
  1)  Radar (Radio Group), Increased Arc Of 
  Perception (360 Degrees), MegaScale (1” = 1,000 
  km; +1) (40 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), Crew-
  Served (2 people; -1/4)
  4
  1u
  2)  Optical telescopes: +5 PER with Sight Group 
  and HRRP (15 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), Crew-
  Served (2 people; -1/4)
  1
  1u
  3)  IR Perception (Sight Group), Increased Arc Of 
  Perception (360 Degrees), Telescopic (+1 versus 
  Range Modifier):  +1, MegaScale (1” = 100,000 km; 
  +1 1/2) (27 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), Crew-
  Served (2 people; -1/4)
  3
  1u
  4)  Laser/Maser Comm System: Mind Link , Machine 
  class of minds, Any Willing Target, Any distance, 
  Number of Minds (x2) (25 Active Points); OIF 
  Immobile (-1 1/2), Costs Endurance (-1/2), Sense 
  Affected As More Than One Sense [very common 
  Sense] (-1/2), Crew-Served (2 people; -1/4)
  2
  1u
  5)  HRRP (Radio Group), MegaScale (1” = 1,000 km; 
  +1) (24 Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More Than One 
  Sense [very common Sense] (-1/2), Crew-Served (2 
  people; -1/4)
  2
  Vehicles
  36
  1)  Ships Boat: Custom Power (36 Active Points)
  0
  19
  2)  Air Raft: Custom Power (19 Active Points)
  0
  Talents
  3
  Absolute Range Sense
  3
  Absolute Time Sense
  5
  Eidetic Memory
  3
  Lightning Calculator
  6
  Speed Reading (x100)
  Skills
  Skills/Laboratories
  2
  Ships Sick Bay:  +3 with Paramedics (6 Active 
  Points); OIF Immobile (-1 1/2), Crew-Served 
  (2 people; -1/4)
  3
  Various Capture Tools and Equipment:  +3 
  with Animal Handler (6 Active Points); OIF 
  Bulky (-1), Custom Modifier (Real Equipment; 
  -1/4)
  Total Powers & Skill Cost: 467
  Total Cost: 551
  200+
  Disadvantages
  0
  Custom Disadvantage  Note: Captain/Pilot.. Navigator, 
  Sensor/Commo, 1 Steward, 2 Medics, 2 Engineers, 7 
  Standard Stateroooms, 1 Masters Double Stateroom, 1 
  Trophy Room/Lounge. 5 Tons Cargo
  15
  Distinctive Features:  Standard Safari Ship Design (Not 
  Concealable; Noticed and Recognizable; Detectable By 
  Commonly-Used Senses)
  15
  Physical Limitation:  Cramped Crew Accommodations, 
  crew must all double bunk (All the Time, Slightly 
  Impairing)
  321
  Experience Points
  Total Disadvantage Points: 551
  
  Starships 
  TravellerHERO - Unofficial Guide
  118
  STELLAR CLASS SUBSIDIZED LINER
  Val
  Char
  Cost
  Notes
  18
  Size
  90
  Length 64.00”,  Width 32.00”,   
  Area 2048.00”   Mass 26.2 kton   
  KB -18
  105
  STR
  5
  Lift 52.4ktons; 21d6
  10
  DEX
  0
  OCV 3 DCV -9
  30
  BODY
  2
  12
  DEF
  18
  2
  SPD
  0
  Phases:  6, 12
  Total Characteristic Cost: 101
  Movement: 
  Flight: 30” / 60”
   
   
  Teleportation: 9” / 18”
   
  Cost
  Powers
  END
  Tactical Section, Single Mixed Triple Turret Mounted 
  Dorsally, can mount up to 6 Turrets
  60
  1)  Beam Laser: RKA 8d6, MegaScale (1” = 1,000 
  km; +1), Can Be Scaled Down 1” = 1km (+1/4) (270 
  Active Points); OIF Bulky Fragile (-1 1/4), Crew-
  Served ([5-8] people; 3 batteries with 2 crew per 
  battery; -3/4), Custom Modifier (Visible Light Laser; 
  -1/2), Increased Endurance Cost (x2 END; -1/2), 
  Beam (-1/4), Real Weapon (-1/4)  Note: 250MW Beam 
  Laser
  54
  70
  2)  Light Missile Rack: RKA 6 1/2d6, Explosion 
  (+1/2), MegaScale (1” = 10,000 km; +1 1/4), Can Be 
  Scaled Down 1” = 1km (+1/4) (300 Active Points); 
  OIF Immobile (-1 1/2), 6 Charges (-3/4), Custom 
  Modifier (must have a viable target lock to fire; -1/2), 
  Can Be Missile Deflected (-1/4), Real Weapon (-1/4)  
  Note: standard space combat missile, with either 
  kinetic energy or High Explosive WarheadIF KE, its 
  an AP attack instead of explosive
  [6]
  12
  3)  Sandcaster Launcher: (Total: 60 Active Cost, 12 
  Real Cost) Energy Damage Reduction, Resistant, 
  50%, 12 Continuing Charges lasting 1 Turn each 
  (+0) (30 Active Points); OIF Immobile Fragile (-1 
  3/4), Custom Modifier (only stops laser, plasma, 
  or fusion fire; -1), Ablative BODY Only (-1/2), Real 
  Armor (-1/4), Crew-Served (2 people; -1/4) (Real 
  Cost: 6) plus Physical Damage Reduction, Resistant, 
  50%, 12 Continuing Charges lasting 1 Turn each 
  (+0) (30 Active Points); OIF Immobile Fragile (-1 
  3/4), Custom Modifier (only stops laser, plasma, 
  or fusion fire; -1), Ablative BODY Only (-1/2), Real 
  Armor (-1/4), Crew-Served (2 people; -1/4) (Real 
  Cost: 6)  Note: mounted in turret
  [12 cc]
  Engineering Section
  9
  1)  Jump 3 Drive: Teleportation 9”, MegaScale (1” 
  = 1 lightyear; +3 1/2) (81 Active Points); 1 Charge 
  which Recovers every 1 Week (-2 1/2), Extra Time 
  (1 Hour, Only to Activate, -1 1/2), OIF Bulky (-1), 
  Requires A Skill Roll (-1/2), Custom Modifier 
  (possible misjump if using unrefined fuel; -1/2), 
  Custom Modifier (cannot be used safely inside 
  a gravity well; -1/2), Custom Modifier (No Non 
  Combat Multiple; -1/2), Crew-Served (2 people; -1/4), 
  Custom Modifier (Real Equipment; -1/4)
  [1]
  26
  2)  1G Maneuver Drive: Flight 30”, Position Shift 
  (65 Active Points); OIF Bulky (-1), Custom Modifier 
  (Real Equipment; -1/4), Crew-Served (2 people; -1/4)
  0
  309
  3)  Ships Fusion Power Plant: Endurance Reserve  
  (300 END, 300 REC) Reserve:  (330 Active Points); 
  OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4), 
  Custom Modifier (Only to Power Electrical Devices; 
  -1/4), Custom Modifier (Real Equipment; -1/4)
  0
  77
  4)  Emergency generators and batteries: Endurance 
  Reserve  (75 END, 75 REC) Reserve:  (82 Active 
  Points); OIF Immobile (-1 1/2), Custom Modifier 
  (cannot be used while main powerplant is running; 
  -1), Custom Modifier (only to power electrical 
  equipment; -1/4), Crew-Served (2 people; -1/4)
  0
  9
  5)  Ships Environmental Systems: Change 
  Environment 64” radius (35 Active Points); OIF 
  Immobile (-1 1/2), Custom Modifier (only to provide 
  lights, gravity, and temperature to ships interior; -1), 
  Custom Modifier (Real Equipment; -1/4)
  3
  9
  6)  Ships Life Support System: LS  (Eating: Character 
  only has to eat once per week; Immunity All 
  terrestrial diseases and biowarfare agents; Safe 
  in High Pressure; Safe in High Radiation; Safe in 
  Intense Cold; Safe in Intense Heat; Safe in Low 
  Pressure/ Vacuum; Self-Contained Breathing) 
  (30 Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Custom Modifier (Real Equipment; 
  -1/4)
  3
  6
  7)  Fuel Purification Plant: Minor Transform 4d6 
  (Liquid Hydrogen or Water to usable fuel) (40 Active 
  Points); Extra Time (6 Hours, -3 1/2), OIF Immobile 
  (-1 1/2), Custom Modifier (Real Equipment; -1/4)
  4
  Command Section
  
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  Starships
  119
  23
  1)  Basic Bridge: (Total: 42 Active Cost, 23 Real 
  Cost) +2 with Combat Piloting (4 Active Points); 
  Costs Endurance (-1/2), Crew-Served (2 people; 
  -1/4) (Real Cost: 2) plus +3 with Systems Operation 
  (Life Support Systems, Personnel Support Systems, 
  Radar, Radio) (10 Active Points); Costs Endurance 
  (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 6) 
  plus +2 with All Combat (16 Active Points); Costs 
  Endurance (-1/2), Crew-Served (2 people; -1/4) (Real 
  Cost: 9) plus +2 with Security Systems (4 Active 
  Points); Costs Endurance (-1/2), Crew-Served (2 
  people; -1/4) (Real Cost: 2) plus +2 with Navigation 
  (Air, Hyperspace, Space) (8 Active Points); Costs 
  Endurance (-1/2), Crew-Served (2 people; -1/4) (Real 
  Cost: 4)
  6
  Defenses and Electronics
  4
  1)  +4 DEF (12 Active Points); OIF Immobile (-1 1/2), 
  Ablative BODY Only (-1/2), Real Armor (-1/4)
  Other Features
  10
  1)  Holographic Theater and Entertainment Area: 
  Sight, Hearing, Smell/Taste and Touch Groups 
  Images Increased Size (4” radius; +1/2) (37 Active 
  Points); OIF Immobile (-1 1/2), Requires A Skill Roll 
  (Variable RSR, Active Point penalty to Skill Roll 
  is -1 per 5 Active Points; SR to program or reset 
  training parameters; -3/4), Crew-Served (2 people; 
  -1/4)
  4
  11
  Multipower, 40-point reserve,  (40 Active Points); all 
  slots OIF Immobile (-1 1/2), Costs Endurance (-1/2), 
  Sense Affected As More Than One Sense [very 
  common Sense] (-1/2), Crew-Served (2 people; -1/4)
  1u
  1)  Radar (Radio Group), Increased Arc Of 
  Perception (360 Degrees), MegaScale (1” = 1,000 
  km; +1) (40 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), Crew-
  Served (2 people; -1/4)
  4
  1u
  2)  Optical telescopes: +5 PER with Sight Group 
  and HRRP (15 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), Crew-
  Served (2 people; -1/4)
  1
  1u
  3)  IR Perception (Sight Group), Increased Arc Of 
  Perception (360 Degrees), Telescopic (+1 versus 
  Range Modifier):  +1, MegaScale (1” = 100,000 km; 
  +1 1/2) (27 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), Crew-
  Served (2 people; -1/4)
  3
  1u
  4)  Laser/Maser Comm System: Mind Link , Machine 
  class of minds, Any Willing Target, Any distance, 
  Number of Minds (x2) (25 Active Points); OIF 
  Immobile (-1 1/2), Costs Endurance (-1/2), Sense 
  Affected As More Than One Sense [very common 
  Sense] (-1/2), Crew-Served (2 people; -1/4)
  2
  1u
  5)  HRRP (Radio Group), MegaScale (1” = 1,000 km; 
  +1) (24 Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More Than One 
  Sense [very common Sense] (-1/2), Crew-Served (2 
  people; -1/4)
  2
  Vehicles
  40
  1)  Gig: Custom Power (40 Active Points)
  0
  17
  2)  Grav Cargo/Passenger Truck: Custom Power (17 
  Active Points)
  0
  Talents
  3
  Absolute Range Sense
  3
  Absolute Time Sense
  5
  Eidetic Memory
  3
  Lightning Calculator
  6
  Speed Reading (x100)
  Skills
  Skills/Laboratories
  2
  Ships Sick Bay:  +3 with Paramedics (6 Active 
  Points); OIF Immobile (-1 1/2), Crew-Served (2 
  people; -1/4)
  3
  +3 with KS: Cuisine  Note: Ships Automated Galley 
  and Software
  4
  Electronics Shop:  +2 with Electronics 
  (Communications Systems, Medical Systems, 
  Air/Space Traffic Control Systems, MFD, Radar, 
  Sensor Jamming Equipment) (12 Active Points); OIF 
  Immobile (-1 1/2), Crew-Served (2 people; -1/4)
  1
  Machine Shop:  +2 with Mechanics (4 Active 
  Points); OIF Immobile (-1 1/2), Crew-Served (2 
  people; -1/4)
  2
  +2 with KS: Steward
  4
  +2 with High Society
  4
  +2 with Gambling (Card Games, Roulette) (8 
  Active Points); OIF Bulky (Computerized gambling 
  equipment; -1)
  4
  +2 with Trading
  2
  +2 with KS: Cargo Handling
  Total Powers & Skill Cost: 743
  Total Cost: 844
  200+
  Disadvantages
  0
  Custom Disadvantage  Note: Crew of 15, 30 Staterooms, 20 
  Low Berths,  190 Tons Cargo
  15
  Distinctive Features:  Standard Subsidized Liner (Not 
  Concealable; Noticed and Recognizable; Detectable By 
  Commonly-Used Senses)
  20
  Physical Limitation:  Cannot Enter Atmosphere 
  (Frequently, Fully Impairing)
  609
  Experience Points
  Total Disadvantage Points: 844
  
  Starships 
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  120
  TYPE Y10 YACHT
  Val
  Char
  Cost
  Notes
  16
  Size
  80
  Length 40.32”,  Width 20.16”,   Area 
  812.75”   Mass 6.6 kton   KB -16
  90
  STR
  0
  Lift 6.6ktons; 18d6
  10
  DEX
  0
  OCV 3 DCV -7
  26
  BODY
  0
  12
  DEF
  18
  2
  SPD
  0
  Phases:  6, 12
  Total Characteristic Cost: 84
  Movement: 
  Flight: 30” / 60”
   
   
  Teleportation: 9” / 18”
   
  Cost
  Powers
  END
  Tactical Section, Single Mixed Triple Turret Mounted 
  Dorsally, can mount a second turret ventrally
  60
  1)  Beam Laser: RKA 8d6, MegaScale (1” = 1,000 
  km; +1), Can Be Scaled Down 1” = 1km (+1/4) 
  (270 Active Points); OIF Bulky Fragile (-1 1/4), 
  Crew-Served ([5-8] people; 3 batteries with 2 crew 
  per battery; -3/4), Custom Modifier (Visible Light 
  Laser; -1/2), Increased Endurance Cost (x2 END; 
  -1/2), Beam (-1/4), Real Weapon (-1/4)  Note: 250MW 
  Beam Laser
  54
  70
  2)  Light Missile Rack: RKA 6 1/2d6, Explosion 
  (+1/2), MegaScale (1” = 10,000 km; +1 1/4), Can Be 
  Scaled Down 1” = 1km (+1/4) (300 Active Points); 
  OIF Immobile (-1 1/2), 6 Charges (-3/4), Custom 
  Modifier (must have a viable target lock to fire; 
  -1/2), Can Be Missile Deflected (-1/4), Real Weapon 
  (-1/4)  Note: standard space combat missile, with 
  either kinetic energy or High Explosive WarheadIF 
  KE, its an AP attack instead of explosive
  [6]
  12
  3)  Sandcaster Launcher: (Total: 60 Active Cost, 12 
  Real Cost) Energy Damage Reduction, Resistant, 
  50%, 12 Continuing Charges lasting 1 Turn each 
  (+0) (30 Active Points); OIF Immobile Fragile (-1 
  3/4), Custom Modifier (only stops laser, plasma, 
  or fusion fire; -1), Ablative BODY Only (-1/2), Real 
  Armor (-1/4), Crew-Served (2 people; -1/4) (Real 
  Cost: 6) plus Physical Damage Reduction, Resistant, 
  50%, 12 Continuing Charges lasting 1 Turn each 
  (+0) (30 Active Points); OIF Immobile Fragile (-1 
  3/4), Custom Modifier (only stops laser, plasma, 
  or fusion fire; -1), Ablative BODY Only (-1/2), Real 
  Armor (-1/4), Crew-Served (2 people; -1/4) (Real 
  Cost: 6)  Note: mounted in turret
  [12 cc]
  Engineering Section
  9
  1)  Jump 3 Drive: Teleportation 9”, MegaScale (1” 
  = 1 lightyear; +3 1/2) (81 Active Points); 1 Charge 
  which Recovers every 1 Week (-2 1/2), Extra Time 
  (1 Hour, Only to Activate, -1 1/2), OIF Bulky (-1), 
  Requires A Skill Roll (-1/2), Custom Modifier 
  (possible misjump if using unrefined fuel; -1/2), 
  Custom Modifier (cannot be used safely inside 
  a gravity well; -1/2), Custom Modifier (No Non 
  Combat Multiple; -1/2), Crew-Served (2 people; 
  -1/4), Custom Modifier (Real Equipment; -1/4)
  [1]
  26
  2)  1G Maneuver Drive: Flight 30”, Position Shift 
  (65 Active Points); OIF Bulky (-1), Custom Modifier 
  (Real Equipment; -1/4), Crew-Served (2 people; -1/4)
  0
  103
  3)  Ships Fusion Power Plant: Endurance Reserve  
  (100 END, 100 REC) Reserve:  (110 Active Points); 
  OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4), 
  Custom Modifier (Only to Power Electrical Devices; 
  -1/4), Custom Modifier (Real Equipment; -1/4)
  0
  25
  4)  Emergency generators and batteries: Endurance 
  Reserve  (25 END, 25 REC) Reserve:  (27 Active 
  Points); OIF Immobile (-1 1/2), Custom Modifier 
  (cannot be used while main powerplant is running; 
  -1), Custom Modifier (only to power electrical 
  equipment; -1/4), Crew-Served (2 people; -1/4)
  0
  9
  5)  Ships Environmental Systems: Change 
  Environment 64” radius (35 Active Points); OIF 
  Immobile (-1 1/2), Custom Modifier (only to provide 
  lights, gravity, and temperature to ships interior; -1), 
  Custom Modifier (Real Equipment; -1/4)
  3
  9
  6)  Ships Life Support System: LS  (Immunity All 
  terrestrial diseases and biowarfare agents; Safe 
  in High Pressure; Safe in High Radiation; Safe in 
  Intense Cold; Safe in Intense Heat; Safe in Low 
  Pressure/ Vacuum; Self-Contained Breathing) 
  (29 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Custom Modifier (Real 
  Equipment; -1/4)
  3
  6
  7)  Fuel Purification Plant: Minor Transform 4d6 
  (Liquid Hydrogen or Water to usable fuel) (40 Active 
  Points); Extra Time (6 Hours, -3 1/2), OIF Immobile 
  (-1 1/2), Custom Modifier (Real Equipment; -1/4)
  4
  Command Section
  
  TravellerHERO - Unofficial Guide 
  Starships
  121
  23
  1)  Basic Bridge: (Total: 42 Active Cost, 23 Real 
  Cost) +2 with Combat Piloting (4 Active Points); 
  Costs Endurance (-1/2), Crew-Served (2 people; 
  -1/4) (Real Cost: 2) plus +3 with Systems Operation 
  (Life Support Systems, Personnel Support Systems, 
  Radar, Radio) (10 Active Points); Costs Endurance 
  (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 6) 
  plus +2 with All Combat (16 Active Points); Costs 
  Endurance (-1/2), Crew-Served (2 people; -1/4) (Real 
  Cost: 9) plus +2 with Security Systems (4 Active 
  Points); Costs Endurance (-1/2), Crew-Served (2 
  people; -1/4) (Real Cost: 2) plus +2 with Navigation 
  (Air, Hyperspace, Space) (8 Active Points); Costs 
  Endurance (-1/2), Crew-Served (2 people; -1/4) (Real 
  Cost: 4)
  6
  Defenses and Electronics
  4
  1)  +4 DEF (12 Active Points); OIF Immobile (-1 1/2), 
  Ablative BODY Only (-1/2), Real Armor (-1/4)
  11
  Multipower, 40-point reserve,  (40 Active Points); all 
  slots OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense 
  Affected As More Than One Sense [very common Sense] 
  (-1/2), Crew-Served (2 people; -1/4)
  1u
  1)  Radar (Radio Group), Increased Arc Of 
  Perception (360 Degrees), MegaScale (1” = 1,000 
  km; +1) (40 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), Crew-
  Served (2 people; -1/4)
  4
  1u
  2)  Optical telescopes: +5 PER with Sight Group 
  and HRRP (15 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), Crew-
  Served (2 people; -1/4)
  1
  1u
  3)  IR Perception (Sight Group), Increased Arc Of 
  Perception (360 Degrees), Telescopic (+1 versus 
  Range Modifier):  +1, MegaScale (1” = 100,000 km; 
  +1 1/2) (27 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), Crew-
  Served (2 people; -1/4)
  3
  1u
  4)  Laser/Maser Comm System: Mind Link , 
  Machine class of minds, Any Willing Target, Any 
  distance, Number of Minds (x2) (25 Active Points); 
  OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense 
  Affected As More Than One Sense [very common 
  Sense] (-1/2), Crew-Served (2 people; -1/4)
  2
  1u
  5)  HRRP (Radio Group), MegaScale (1” = 1,000 
  km; +1) (24 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), Crew-
  Served (2 people; -1/4)
  2
  Vehicles
  36
  1)  Ships Boat: Custom Power (36 Active Points)
  4
  Talents
  3
  Absolute Range Sense
  3
  Absolute Time Sense
  5
  Eidetic Memory
  3
  Lightning Calculator
  6
  Speed Reading (x100)
  Skills
  Skills/Laboratories
  2
  Ships Sick Bay:  +3 with Paramedics (6 Active 
  Points); OIF Immobile (-1 1/2), Crew-Served (2 
  people; -1/4)
  Total Powers & Skill Cost: 430
  Total Cost: 514
  200+
  Disadvantages
  0
  Custom Disadvantage  Note: Captain/Pilot.. Navigator, 
  Sensor/Commo, 2 Stewards, 2 Medics, 2 Engineers, 15 
  Stateroooms, 5 Tons Cargo
  15
  Distinctive Features:  Standard Yacht Design (Not 
  Concealable; Noticed and Recognizable; Detectable By 
  Commonly-Used Senses)
  20
  Physical Limitation:  Cannot Enter Atmosphere (All the 
  Time, Greatly Impairing)
  279
  Experience Points
  Total Disadvantage Points: 514
  
  Starships 
  TravellerHERO - Unofficial Guide
  122
  TYPE Y12 YACHT
  Val
  Char
  Cost
  Notes
  16
  Size
  80
  Length 40.32”,  Width 20.16”,   Area 
  812.75”   Mass 6.6 kton   KB -16
  90
  STR
  0
  Lift 6.6ktons; 18d6
  18
  DEX
  0
  OCV 6 DCV -4
  26
  BODY
  0
  12
  DEF
  18
  3
  SPD
  0
  Phases:  4, 8, 12
  Total Characteristic Cost: 84
  Movement: 
  Flight: 60” / 120”
   
   
  Teleportation: 9” / 18”
   
  Cost
  Powers
  END
  Tactical Section, Single Mixed Triple Turret 
  Mounted Dorsally, can mount a second turret 
  ventrally
  60
  1)  Beam Laser: RKA 8d6, MegaScale (1” = 
  1,000 km; +1), Can Be Scaled Down 1” = 
  1km (+1/4) (270 Active Points); OIF Bulky 
  Fragile (-1 1/4), Crew-Served ([5-8] people; 
  3 batteries with 2 crew per battery; -3/4), 
  Custom Modifier (Visible Light Laser; 
  -1/2), Increased Endurance Cost (x2 END; 
  -1/2), Beam (-1/4), Real Weapon (-1/4)  Note: 
  250MW Beam Laser
  54
  70
  2)  Light Missile Rack: RKA 6 1/2d6, 
  Explosion (+1/2), MegaScale (1” = 10,000 
  km; +1 1/4), Can Be Scaled Down 1” = 1km 
  (+1/4) (300 Active Points); OIF Immobile 
  (-1 1/2), 6 Charges (-3/4), Custom Modifier 
  (must have a viable target lock to fire; -1/2), 
  Can Be Missile Deflected (-1/4), Real Weapon 
  (-1/4)  Note: standard space combat missile, 
  with either kinetic energy or High Explosive 
  WarheadIF KE, its an AP attack instead of 
  explosive
  [6]
  12
  3)  Sandcaster Launcher: (Total: 60 Active 
  Cost, 12 Real Cost) Energy Damage 
  Reduction, Resistant, 50%, 12 Continuing 
  Charges lasting 1 Turn each (+0) (30 Active 
  Points); OIF Immobile Fragile (-1 3/4), 
  Custom Modifier (only stops laser, plasma, 
  or fusion fire; -1), Ablative BODY Only (-1/2), 
  Real Armor (-1/4), Crew-Served (2 people; 
  -1/4) (Real Cost: 6) plus Physical Damage 
  Reduction, Resistant, 50%, 12 Continuing 
  Charges lasting 1 Turn each (+0) (30 Active 
  Points); OIF Immobile Fragile (-1 3/4), 
  Custom Modifier (only stops laser, plasma, 
  or fusion fire; -1), Ablative BODY Only (-1/2), 
  Real Armor (-1/4), Crew-Served (2 people; 
  -1/4) (Real Cost: 6)  Note: mounted in turret
  [12 
  cc]
  Engineering Section
  9
  1)  Jump 3 Drive: Teleportation 9”, MegaScale 
  (1” = 1 lightyear; +3 1/2) (81 Active Points); 
  1 Charge which Recovers every 1 Week (-2 
  1/2), Extra Time (1 Hour, Only to Activate, 
  -1 1/2), OIF Bulky (-1), Requires A Skill Roll 
  (-1/2), Custom Modifier (possible misjump if 
  using unrefined fuel; -1/2), Custom Modifier 
  (cannot be used safely inside a gravity well; 
  -1/2), Custom Modifier (No Non Combat 
  Multiple; -1/2), Crew-Served (2 people; -1/4), 
  Custom Modifier (Real Equipment; -1/4)
  [1]
  63
  2)  3G Maneuver Drive: (Total: 159 Active 
  Cost, 63 Real Cost) +1 SPD (10 Active 
  Points); OIF Bulky (-1), Linked (???; -1/2), 
  Crew-Served (2 people; -1/4) (Real Cost: 4) 
  plus Flight 60”, Position Shift (125 Active 
  Points); OIF Bulky (-1), Crew-Served 
  (2 people; -1/4), Custom Modifier (Real 
  Equipment; -1/4) (Real Cost: 50) plus +8 DEX 
  (24 Active Points); OIF Bulky (-1), Linked 
  (???; -1/2), Custom Modifier (Real Equipment; 
  -1/4) (Real Cost: 9)
  0
  103
  3)  Ships Fusion Power Plant: Endurance 
  Reserve  (100 END, 100 REC) Reserve:  (110 
  Active Points); OIF Immobile (-1 1/2), Crew-
  Served (2 people; -1/4), Custom Modifier 
  (Only to Power Electrical Devices; -1/4), 
  Custom Modifier (Real Equipment; -1/4)
  0
  25
  4)  Emergency generators and batteries: 
  Endurance Reserve  (25 END, 25 REC) 
  Reserve:  (27 Active Points); OIF Immobile 
  (-1 1/2), Custom Modifier (cannot be used 
  while main powerplant is running; -1), 
  Custom Modifier (only to power electrical 
  equipment; -1/4), Crew-Served (2 people; 
  -1/4)
  0
  9
  5)  Ships Environmental Systems: Change 
  Environment 64” radius (35 Active Points); 
  OIF Immobile (-1 1/2), Custom Modifier 
  (only to provide lights, gravity, and 
  temperature to ships interior; -1), Custom 
  Modifier (Real Equipment; -1/4)
  3
  9
  6)  Ships Life Support System: LS  
  (Immunity All terrestrial diseases and 
  biowarfare agents; Safe in High Pressure; 
  Safe in High Radiation; Safe in Intense Cold; 
  Safe in Intense Heat; Safe in Low Pressure/ 
  Vacuum; Self-Contained Breathing) (29 
  Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Custom Modifier (Real 
  Equipment; -1/4)
  3
  
  TravellerHERO - Unofficial Guide 
  Starships
  123
  6
  7)  Fuel Purification Plant: Minor Transform 
  4d6 (Liquid Hydrogen or Water to usable 
  fuel) (40 Active Points); Extra Time (6 
  Hours, -3 1/2), OIF Immobile (-1 1/2), Custom 
  Modifier (Real Equipment; -1/4)
  4
  Command Section
  23
  1)  Basic Bridge: (Total: 42 Active Cost, 23 
  Real Cost) +2 with Combat Piloting (4 Active 
  Points); Costs Endurance (-1/2), Crew-Served 
  (2 people; -1/4) (Real Cost: 2) plus +3 with 
  Systems Operation (Life Support Systems, 
  Personnel Support Systems, Radar, Radio) 
  (10 Active Points); Costs Endurance (-1/2), 
  Crew-Served (2 people; -1/4) (Real Cost: 6) 
  plus +2 with All Combat (16 Active Points); 
  Costs Endurance (-1/2), Crew-Served (2 
  people; -1/4) (Real Cost: 9) plus +2 with 
  Security Systems (4 Active Points); Costs 
  Endurance (-1/2), Crew-Served (2 people; 
  -1/4) (Real Cost: 2) plus +2 with Navigation 
  (Air, Hyperspace, Space) (8 Active Points); 
  Costs Endurance (-1/2), Crew-Served (2 
  people; -1/4) (Real Cost: 4)
  6
  Defenses and Electronics
  4
  1)  +4 DEF (12 Active Points); OIF Immobile 
  (-1 1/2), Ablative BODY Only (-1/2), Real 
  Armor (-1/4)
  11
  Multipower, 40-point reserve,  (40 Active 
  Points); all slots OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), 
  Crew-Served (2 people; -1/4)
  1u
  1)  Radar (Radio Group), Increased Arc Of 
  Perception (360 Degrees), MegaScale (1” 
  = 1,000 km; +1) (40 Active Points); OIF 
  Immobile (-1 1/2), Costs Endurance (-1/2), 
  Sense Affected As More Than One Sense 
  [very common Sense] (-1/2), Crew-Served (2 
  people; -1/4)
  4
  1u
  2)  Optical telescopes: +5 PER with Sight 
  Group and HRRP (15 Active Points); OIF 
  Immobile (-1 1/2), Costs Endurance (-1/2), 
  Sense Affected As More Than One Sense 
  [very common Sense] (-1/2), Crew-Served (2 
  people; -1/4)
  1
  1u
  3)  IR Perception (Sight Group), Increased 
  Arc Of Perception (360 Degrees), Telescopic 
  (+1 versus Range Modifier):  +1, MegaScale 
  (1” = 100,000 km; +1 1/2) (27 Active Points); 
  OIF Immobile (-1 1/2), Costs Endurance 
  (-1/2), Sense Affected As More Than One 
  Sense [very common Sense] (-1/2), Crew-
  Served (2 people; -1/4)
  3
  1u
  4)  Laser/Maser Comm System: Mind Link , 
  Machine class of minds, Any Willing Target, 
  Any distance, Number of Minds (x2) (25 
  Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), 
  Crew-Served (2 people; -1/4)
  2
  1u
  5)  HRRP (Radio Group), MegaScale (1” 
  = 1,000 km; +1) (24 Active Points); OIF 
  Immobile (-1 1/2), Costs Endurance (-1/2), 
  Sense Affected As More Than One Sense 
  [very common Sense] (-1/2), Crew-Served (2 
  people; -1/4)
  2
  Vehicles
  36
  1)  Ships Boat: Custom Power (36 Active 
  Points)
  4
  Talents
  3
  Absolute Range Sense
  3
  Absolute Time Sense
  5
  Eidetic Memory
  3
  Lightning Calculator
  6
  Speed Reading (x100)
  Skills
  2
  Ships Sick Bay:  +3 with Paramedics (6 Active 
  Points); OIF Immobile (-1 1/2), Crew-Served (2 
  people; -1/4)
  Total Powers & Skill Cost: 467
  Total Cost: 551
  200+
  Disadvantages
  0
  Custom Disadvantage  Note: Captain/Pilot.. 
  Navigator, Sensor/Commo, 2 Stewards, 2 Medics, 
  2 Engineers, 14 Standard Stateroooms, 1 Masters 
  Double Stateroom, 6 Tons Cargo
  15
  Distinctive Features:  Standard Yacht Design (Not 
  Concealable; Noticed and Recognizable; Detectable 
  By Commonly-Used Senses)
  20
  Physical Limitation:  Cannot Enter Atmosphere (All 
  the Time, Greatly Impairing)
  316
  Experience Points
  Total Disadvantage Points: 551
  
  Starships 
  TravellerHERO - Unofficial Guide
  124
  Scout Starships
  DONOSEV CLASS SURVEY SCOUT
  Val
  Char
  Cost
  Notes
  17
  Size
  85
  Length 50.80”,  Width 25.40”,   
  Area 1290.16”   Mass 13.1 kton   KB 
  -17
  95
  STR
  0
  Lift 13.1ktons; 19d6
  15
  DEX
  0
  OCV 5 DCV -6
  34
  BODY
  7
  15
  DEF
  18
  2
  SPD
  0
  Phases:  6, 12
  Total Characteristic Cost: 96
  Movement: 
  Flight: 40” / 80”
   
   
  Teleportation: 9” / 18”
   
  Cost
  Powers
  END
  Tactical Section,  Can Mount up to 4 Turrets, usually 
  unarmed
  Engineering Section
  9
  1)  Jump 3 Drive: Teleportation 9”, MegaScale 
  (1” = 1 lightyear; +3 1/2) (81 Active Points); 
  1 Charge which Recovers every 1 Week (-2 
  1/2), Extra Time (1 Hour, Only to Activate, 
  -1 1/2), OIF Bulky (-1), Requires A Skill Roll 
  (-1/2), Custom Modifier (possible misjump if 
  using unrefined fuel; -1/2), Custom Modifier 
  (cannot be used safely inside a gravity well; 
  -1/2), Custom Modifier (No Non Combat 
  Multiple; -1/2), Crew-Served (2 people; -1/4), 
  Custom Modifier (Real Equipment; -1/4)
  [1]
  43
  2)  2G Maneuver Drive: (Total: 100 Active 
  Cost, 43 Real Cost) Flight 40”, Position Shift 
  (85 Active Points); OIF Bulky (-1), Crew-
  Served (2 people; -1/4) (Real Cost: 38) plus 
  +5 DEX (15 Active Points); OIF Bulky (-1), 
  Linked (???; -1/2), Crew-Served (2 people; 
  -1/4), Custom Modifier (Real Equipment; -1/4) 
  (Real Cost: 5)
  0
  206
  3)  Ships Fusion Power Plant: Endurance 
  Reserve  (200 END, 200 REC) Reserve:  (220 
  Active Points); OIF Immobile (-1 1/2), Crew-
  Served (2 people; -1/4), Custom Modifier 
  (Only to Power Electrical Devices; -1/4), 
  Custom Modifier (Real Equipment; -1/4)
  0
  51
  4)  Emergency generators and batteries: 
  Endurance Reserve  (50 END, 50 REC) 
  Reserve:  (55 Active Points); OIF Immobile 
  (-1 1/2), Custom Modifier (cannot be used 
  while main powerplant is running; -1), 
  Custom Modifier (only to power electrical 
  equipment; -1/4), Crew-Served (2 people; 
  -1/4)
  0
  9
  5)  Ships Environmental Systems: Change 
  Environment 64” radius (35 Active Points); 
  OIF Immobile (-1 1/2), Custom Modifier 
  (only to provide lights, gravity, and 
  temperature to ships interior; -1), Custom 
  Modifier (Real Equipment; -1/4)
  3
  9
  6)  Ships Life Support System: LS  
  (Immunity All terrestrial diseases and 
  biowarfare agents; Safe in High Pressure; 
  Safe in High Radiation; Safe in Intense Cold; 
  Safe in Intense Heat; Safe in Low Pressure/ 
  Vacuum; Self-Contained Breathing) (29 
  Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Custom Modifier (Real 
  Equipment; -1/4)
  3
  6
  7)  Fuel Purification Plant: Minor Transform 
  4d6 (Liquid Hydrogen or Water to usable 
  fuel) (40 Active Points); Extra Time (6 
  Hours, -3 1/2), OIF Immobile (-1 1/2), Custom 
  Modifier (Real Equipment; -1/4)
  4
  Command Section
  23
  1)  Basic Bridge: (Total: 42 Active Cost, 23 
  Real Cost) +2 with Combat Piloting (4 Active 
  Points); Costs Endurance (-1/2), Crew-Served 
  (2 people; -1/4) (Real Cost: 2) plus +3 with 
  Systems Operation (Life Support Systems, 
  Personnel Support Systems, Radar, Radio) 
  (10 Active Points); Costs Endurance (-1/2), 
  Crew-Served (2 people; -1/4) (Real Cost: 6) 
  plus +2 with All Combat (16 Active Points); 
  Costs Endurance (-1/2), Crew-Served (2 
  people; -1/4) (Real Cost: 9) plus +2 with 
  Security Systems (4 Active Points); Costs 
  Endurance (-1/2), Crew-Served (2 people; 
  -1/4) (Real Cost: 2) plus +2 with Navigation 
  (Air, Hyperspace, Space) (8 Active Points); 
  Costs Endurance (-1/2), Crew-Served (2 
  people; -1/4) (Real Cost: 4)
  6
  31
  Sensor Probes and Recon Drones: 
  Clairsentience (Sight Group And Radar), 
  x2 Range (1230”), 2 Perception Points, 
  Telescopic (+1 versus Range Modifier):  +1, 
  Tracking, Transmit, 4 Continuing Charges 
  lasting 6 Hours each (+3/4), MegaScale (1” 
  = 10,000 km; +1 1/4), Can Be Scaled Down 
  1” = 1km (+1/4) (140 Active Points); OIF 
  Immobile (-1 1/2), Fixed Perception Point (-
  1), Sense Affected As More Than One Sense 
  [very common Sense] (-1/2), Concentration 
  (1/2 DCV; -1/4), Crew-Served (2 people; -1/4)
  [4 cc]
  
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  125
  10
  Holographic Survey Pit: Sight, Hearing, 
  Smell/Taste and Touch Groups Images 
  Increased Size (4” radius; +1/2) (37 Active 
  Points); OIF Immobile (-1 1/2), Requires 
  A Skill Roll (Variable RSR, Active Point 
  penalty to Skill Roll is -1 per 5 Active Points; 
  SR to program or reset training parameters; 
  -3/4), Crew-Served (2 people; -1/4)
  4
  Defenses and Electronics
  6
  1)  +7 DEF (21 Active Points); OIF Immobile 
  (-1 1/2), Ablative BODY Only (-1/2), Real 
  Armor (-1/4)
  13
  Multipower, 50-point reserve,  (50 Active 
  Points); all slots OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), 
  Crew-Served (2 people; -1/4)
  3m
  1)  Radar (Radio Group), +2 to PER Roll, 
  Increased Arc Of Perception (360 Degrees), 
  MegaScale (1” = 10,000 km; +1 1/4) (49 
  Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), 
  Crew-Served (2 people; -1/4)
  5
  2m
  2)  Densitometer: Detect A Single Thing 9- 
  (Unusual Group), Discriminatory, Increased 
  Arc Of Perception (360 Degrees), Range, 
  Sense, MegaScale (1” = 10,000 km; +1 1/4) 
  (45 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As 
  More Than One Sense [very common Sense] 
  (-1/2), Crew-Served (2 people; -1/4)
  4
  3m
  3)  Neutrino Sensor: Detect A Single Thing 
  13- (Unusual Group), Discriminatory, 
  Increased Arc Of Perception (360 Degrees), 
  Range, MegaScale (1” = 10,000 km; +1 1/4) 
  (49 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As 
  More Than One Sense [very common Sense] 
  (-1/2), Crew-Served (2 people; -1/4)
  5
  1m
  4)  Optical telescopes: +8 PER with Sight 
  Group and HRRP (24 Active Points); OIF 
  Immobile (-1 1/2), Costs Endurance (-1/2), 
  Sense Affected As More Than One Sense 
  [very common Sense] (-1/2), Crew-Served (2 
  people; -1/4)
  2
  1u
  5)  IR Perception (Sight Group), 
  Discriminatory, Increased Arc Of Perception 
  (360 Degrees), Telescopic (+1 versus Range 
  Modifier):  +4, MegaScale (1” = 100,000 km; 
  +1 1/2) (42 Active Points); OIF Immobile (-1 
  1/2), Costs Endurance (-1/2), Sense Affected 
  As More Than One Sense [very common 
  Sense] (-1/2), Crew-Served (2 people; -1/4)
  4
  1u
  6)  Laser/Maser Comm System: Mind Link , 
  Machine class of minds, Any Willing Target, 
  Any distance, Number of Minds (x2) (25 
  Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), 
  Crew-Served (2 people; -1/4)
  2
  1m
  7)  HRRP (Radio Group), MegaScale (1” = 
  10,000 km; +1 1/4) (27 Active Points); OIF 
  Immobile (-1 1/2), Costs Endurance (-1/2), 
  Sense Affected As More Than One Sense 
  [very common Sense] (-1/2), Crew-Served (2 
  people; -1/4)
  3
  Vehicles
  65
  1)  Modular Cutter with 1 Spare Module: 
  Custom Power (65 Active Points)
  6
  24
  2)  3 Closed Air Rafts: Custom Power (24 
  Active Points)  Note: Can Carry 1 G Carrier 
  instead of the 3 air rafts
  0
  Talents
  3
  Absolute Range Sense
  3
  Absolute Time Sense
  5
  Eidetic Memory
  3
  Lightning Calculator
  6
  Speed Reading (x100)
  Skills
  Skills/Laboratories
  2
  Ships Sick Bay:  +3 with Paramedics (6 Active 
  Points); OIF Immobile (-1 1/2), Crew-Served (2 
  people; -1/4)
  3
  Agile Spacecraft:  +1 with DCV (5 Active Points); 
  Custom Modifier (Linked to ships maneuver drive; 
  -1/2)
  6
  General Bioscience Lab:  +2 with any three related 
  Skills  Note: Biology, Botany, Xeno-Biology
  2
  Geology Lab:  SS:  Geology 11-
  6
  Survey Lab:  +2 with any three related Skills  Note: 
  Cartography, Astronomy, Planetology
  3
  Machine Shop:  +4 with Mechanics (8 Active 
  Points); OIF Immobile (-1 1/2), Crew-Served (2 
  people; -1/4)
  6
  Electronics Shop:  +4 with Electronics 
  (Communications Systems, Medical Systems, 
  Air/Space Traffic Control Systems, MFD, Radar, 
  Sensor Jamming Equipment) (16 Active Points); OIF 
  Immobile (-1 1/2), Crew-Served (2 people; -1/4)
  7
  General Science Lab:  +4 with a group of similar 
  Skills (20 Active Points); OIF Immobile (-1 1/2), 
  Crew-Served (2 people; -1/4)
  
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  Total Powers & Skill Cost: 572
  Total Cost: 668
  200+
  Disadvantages
  10
  Distinctive Features:  Ubiquitous Survey Scout Ship 
  Design seen everywhere (Not Concealable; Noticed 
  and Recognizable; Detectable By Commonly-Used 
  Senses; Not Distinctive In Some Cultures)
  20
  Physical Limitation:  Cannot Enter Atmosphere 
  (Frequently, Fully Impairing)
  0
  Custom Disadvantage  Note: 10 Crew, 10 Staterooms, 
  27.5 Cargo
  438
  Experience Points
  Total Disadvantage Points: 668
  
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  127
  TYPE S SCOUT COURIER VERSION 2
  Val
  Char
  Cost
  Notes
  15
  Size
  75
  Length 32.00”,  Width 16.00”,   
  Area 512.00”   Mass 3.3 kton   KB 
  -15
  85
  STR
  0
  Lift 3.3ktons; 17d6
  15
  DEX
  0
  OCV 5 DCV -5
  30
  BODY
  5
  15
  DEF
  18
  2
  SPD
  0
  Phases:  6, 12
  Total Characteristic Cost: 84
  Movement: 
  Flight: 40” / 80”
   
   
  Teleportation: 6” / 12”
   
  Cost
  Powers
  END
  Tactical Section, Single Mixed Triple Turret 
  Mounted Dorsally
  60
  1)  Beam Laser: RKA 8d6, MegaScale (1” = 
  1,000 km; +1), Can Be Scaled Down 1” = 
  1km (+1/4) (270 Active Points); OIF Bulky 
  Fragile (-1 1/4), Crew-Served ([5-8] people; 
  3 batteries with 2 crew per battery; -3/4), 
  Custom Modifier (Visible Light Laser; 
  -1/2), Increased Endurance Cost (x2 END; 
  -1/2), Beam (-1/4), Real Weapon (-1/4)  Note: 
  250MW Beam Laser
  54
  70
  2)  Light Missile Rack: RKA 6 1/2d6, 
  Explosion (+1/2), MegaScale (1” = 10,000 
  km; +1 1/4), Can Be Scaled Down 1” = 1km 
  (+1/4) (300 Active Points); OIF Immobile 
  (-1 1/2), 6 Charges (-3/4), Custom Modifier 
  (must have a viable target lock to fire; -1/2), 
  Can Be Missile Deflected (-1/4), Real Weapon 
  (-1/4)  Note: standard space combat missile, 
  with either kinetic energy or High Explosive 
  WarheadIF KE, its an AP attack instead of 
  explosive
  [6]
  12
  3)  Sandcaster Launcher: (Total: 60 Active 
  Cost, 12 Real Cost) Energy Damage 
  Reduction, Resistant, 50%, 12 Continuing 
  Charges lasting 1 Turn each (+0) (30 Active 
  Points); OIF Immobile Fragile (-1 3/4), 
  Custom Modifier (only stops laser, plasma, 
  or fusion fire; -1), Ablative BODY Only (-1/2), 
  Real Armor (-1/4), Crew-Served (2 people; 
  -1/4) (Real Cost: 6) plus Physical Damage 
  Reduction, Resistant, 50%, 12 Continuing 
  Charges lasting 1 Turn each (+0) (30 Active 
  Points); OIF Immobile Fragile (-1 3/4), 
  Custom Modifier (only stops laser, plasma, 
  or fusion fire; -1), Ablative BODY Only (-1/2), 
  Real Armor (-1/4), Crew-Served (2 people; 
  -1/4) (Real Cost: 6)  Note: mounted in turret
  [12 
  cc]
  Engineering Section
  6
  1)  Jump 2 Drive: Teleportation 6”, MegaScale 
  (1” = 1 lightyear; +3 1/2) (54 Active Points); 
  1 Charge which Recovers every 1 Week (-2 
  1/2), Extra Time (1 Hour, Only to Activate, 
  -1 1/2), OIF Bulky (-1), Requires A Skill Roll 
  (-1/2), Custom Modifier (possible misjump if 
  using unrefined fuel; -1/2), Custom Modifier 
  (cannot be used safely inside a gravity well; 
  -1/2), Custom Modifier (No Non Combat 
  Multiple; -1/2), Crew-Served (2 people; -1/4), 
  Custom Modifier (Real Equipment; -1/4)
  [1]
  43
  2)  2G Maneuver Drive: (Total: 100 Active 
  Cost, 43 Real Cost) Flight 40”, Position Shift 
  (85 Active Points); OIF Bulky (-1), Crew-
  Served (2 people; -1/4) (Real Cost: 38) plus 
  +5 DEX (15 Active Points); OIF Bulky (-1), 
  Linked (???; -1/2), Crew-Served (2 people; 
  -1/4), Custom Modifier (Real Equipment; -1/4) 
  (Real Cost: 5)
  0
  206
  3)  Ships Fusion Power Plant: Endurance 
  Reserve  (200 END, 200 REC) Reserve:  (220 
  Active Points); OIF Immobile (-1 1/2), Crew-
  Served (2 people; -1/4), Custom Modifier 
  (Only to Power Electrical Devices; -1/4), 
  Custom Modifier (Real Equipment; -1/4)
  0
  51
  4)  Emergency generators and batteries: 
  Endurance Reserve  (50 END, 50 REC) 
  Reserve:  (55 Active Points); OIF Immobile 
  (-1 1/2), Custom Modifier (cannot be used 
  while main powerplant is running; -1), 
  Custom Modifier (only to power electrical 
  equipment; -1/4), Crew-Served (2 people; 
  -1/4)
  0
  9
  5)  Ships Environmental Systems: Change 
  Environment 64” radius (35 Active Points); 
  OIF Immobile (-1 1/2), Custom Modifier 
  (only to provide lights, gravity, and 
  temperature to ships interior; -1), Custom 
  Modifier (Real Equipment; -1/4)
  3
  9
  6)  Ships Life Support System: LS  
  (Immunity All terrestrial diseases and 
  biowarfare agents; Safe in High Pressure; 
  Safe in High Radiation; Safe in Intense Cold; 
  Safe in Intense Heat; Safe in Low Pressure/ 
  Vacuum; Self-Contained Breathing) (29 
  Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Custom Modifier (Real 
  Equipment; -1/4)
  3
  6
  7)  Fuel Purification Plant: Minor Transform 
  4d6 (Liquid Hydrogen or Water to usable 
  fuel) (40 Active Points); Extra Time (6 
  Hours, -3 1/2), OIF Immobile (-1 1/2), Custom 
  Modifier (Real Equipment; -1/4)
  4
  Command Section
  
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  23
  1)  Basic Bridge: (Total: 42 Active Cost, 23 
  Real Cost) +2 with Combat Piloting (4 Active 
  Points); Costs Endurance (-1/2), Crew-Served 
  (2 people; -1/4) (Real Cost: 2) plus +3 with 
  Systems Operation (Life Support Systems, 
  Personnel Support Systems, Radar, Radio) 
  (10 Active Points); Costs Endurance (-1/2), 
  Crew-Served (2 people; -1/4) (Real Cost: 6) 
  plus +2 with All Combat (16 Active Points); 
  Costs Endurance (-1/2), Crew-Served (2 
  people; -1/4) (Real Cost: 9) plus +2 with 
  Security Systems (4 Active Points); Costs 
  Endurance (-1/2), Crew-Served (2 people; 
  -1/4) (Real Cost: 2) plus +2 with Navigation 
  (Air, Hyperspace, Space) (8 Active Points); 
  Costs Endurance (-1/2), Crew-Served (2 
  people; -1/4) (Real Cost: 4)
  6
  5
  EMP shielding: Power Defense (15 points) 
  (15 Active Points); OIF Immobile (-1 1/2), 
  Custom Modifier (only vs EMP and radiation 
  effects; -1/2)
  0
  Defenses and Electronics
  21
  1)  EMs Masking: Change Environment 1” 
  radius, -6 to Radar PER Rolls, -6 to Infrared 
  Perception PER Rolls, Multiple Combat 
  Effects, Reduced Endurance (0 END; +1/2), 
  Persistent (+1/2) (64 Active Points); OIF 
  Immobile (-1 1/2), No Range (-1/2)
  0
  6
  2)  +7 DEF (21 Active Points); OIF Immobile 
  (-1 1/2), Ablative BODY Only (-1/2), Real 
  Armor (-1/4)
  11
  Multipower, 40-point reserve,  (40 Active 
  Points); all slots OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), 
  Crew-Served (2 people; -1/4)
  1u
  1)  Radar (Radio Group), Increased Arc Of 
  Perception (360 Degrees), MegaScale (1” 
  = 1,000 km; +1) (40 Active Points); OIF 
  Immobile (-1 1/2), Costs Endurance (-1/2), 
  Sense Affected As More Than One Sense 
  [very common Sense] (-1/2), Crew-Served (2 
  people; -1/4)
  4
  1u
  2)  Densitometer: Detect A Single Thing 9- 
  (Unusual Group), Discriminatory, Increased 
  Arc Of Perception (360 Degrees), Range, 
  MegaScale (1” = 10,000 km; +1 1/4) (40 
  Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), 
  Crew-Served (2 people; -1/4)
  4
  1u
  3)  Neutrino Sensor: Detect A Single Thing 
  9- (Unusual Group), Discriminatory, 
  Increased Arc Of Perception (360 Degrees), 
  Range, MegaScale (1” = 10,000 km; +1 1/4) 
  (40 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As 
  More Than One Sense [very common Sense] 
  (-1/2), Crew-Served (2 people; -1/4)
  4
  1u
  4)  Optical telescopes: +5 PER with Sight 
  Group and HRRP (15 Active Points); OIF 
  Immobile (-1 1/2), Costs Endurance (-1/2), 
  Sense Affected As More Than One Sense 
  [very common Sense] (-1/2), Crew-Served (2 
  people; -1/4)
  1
  1u
  5)  IR Perception (Sight Group), Increased 
  Arc Of Perception (360 Degrees), Telescopic 
  (+1 versus Range Modifier):  +1, MegaScale 
  (1” = 100,000 km; +1 1/2) (27 Active Points); 
  OIF Immobile (-1 1/2), Costs Endurance 
  (-1/2), Sense Affected As More Than One 
  Sense [very common Sense] (-1/2), Crew-
  Served (2 people; -1/4)
  3
  1u
  6)  Laser/Maser Comm System: Mind Link , 
  Machine class of minds, Any Willing Target, 
  Any distance, Number of Minds (x2) (25 
  Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), 
  Crew-Served (2 people; -1/4)
  2
  1u
  7)  HRRP (Radio Group), MegaScale (1” 
  = 1,000 km; +1) (24 Active Points); OIF 
  Immobile (-1 1/2), Costs Endurance (-1/2), 
  Sense Affected As More Than One Sense 
  [very common Sense] (-1/2), Crew-Served (2 
  people; -1/4)
  2
  Vehicles
  19
  1)  Closed Air Raft: Custom Power (19 
  Active Points)  Note: Can Carry any Half 
  Displacement Ton Vehicle
  0
  Talents
  3
  Absolute Range Sense
  3
  Absolute Time Sense
  5
  Eidetic Memory
  3
  Lightning Calculator
  6
  Speed Reading (x100)
  Skills
  Skills/Laboratories
  2
  Ships Sick Bay:  +3 with Paramedics (6 Active 
  Points); OIF Immobile (-1 1/2), Crew-Served (2 
  people; -1/4)
  
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  129
  7
  Agile Spacecraft:  +2 with DCV (10 Active Points); 
  Custom Modifier (Linked to ships maneuver drive; 
  -1/2)
  Total Powers & Skill Cost: 593
  Total Cost: 677
  200+
  Disadvantages
  20
  Hunted:  Scout Service Detached Duty Office 11- 
  (Mo Pow, NCI, PC has a Public ID or is otherwise 
  very easy to find, Watching)
  15
  Physical Limitation:  Air Recycling System has 
  a permanent stale taint (All the Time, Slightly 
  Impairing)
  10
  Distinctive Features:  Ubiquitous Scout Ship Design 
  seen everywhere (Not Concealable; Noticed and 
  Recognizable; Detectable By Commonly-Used 
  Senses; Not Distinctive In Some Cultures)
  10
  Social Limitation:  Subject to reporting and recall 
  regulations (Occasionally, Major)
  0
  Custom Disadvantage  Note: 3 Crew, Pilot, Co-Pilot, 
  Engineer, 4 total staterooms, 12.5 tons cargo space
  422
  Experience Points
  Total Disadvantage Points: 677
  
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  Military Starships
  AZHANTI HIGH LIGHTNING FLEET INTRUDER
  Val
  Char
  Cost
  Notes
  29
  Size
  145
  Length 812.75”,  Width 406.37”,   
  Area 330280.74”   Mass 53687.1 
  kton   KB -29
  155
  STR
  0
  Lift 53687.1ktons; 31d6
  15
  DEX
  0
  OCV 5 DCV -14
  50
  BODY
  11
  31
  DEF
  42
  2
  SPD
  0
  Phases:  6, 12
  Total Characteristic Cost: 184
  Movement: 
  Flight: 40” / 80”
   
   
  Teleportation: 15” / 30”
   
  Cost
  Powers
  END
  Tactical Section, Laser Turrets are Mounted Dorsal 
  and Ventral, Missile Turrets are mounted Port and 
  Starboard
  173
  1)  Type N Spinal Meson Gun: (Total: 843 
  Active Cost, 173 Real Cost) RKA 15d6, NND 
  ([Standard]; Meson Screens or Black Globes; 
  +1), MegaScale (1” = 10,000 km; +1 1/4) 
  (731 Active Points); OIF Immobile (-1 1/2), 
  Crew-Served ([17-32] people; -1 1/4), Limited 
  Arc Of Fire (One hex row; Only on same 
  horizontal level; -1), Extra Time (1 Turn 
  (Post-Segment 12), Only to Activate, -3/4), 
  Increased Endurance Cost (x2 END; -1/2), 
  Beam (-1/4) (Real Cost: 117) plus Suppress 
  6d6, Variable Special Effects (Any SFX; 
  All Unshielded Electronics; +1/2), NND 
  ([Standard]; Meson Screens or Black Globes; 
  +1), MegaScale (1” = 10,000 km; +1 1/4) (112 
  Active Points); Custom Modifier (Linked 
  to Spinal Meson Gun; -1/2), Increased 
  Endurance Cost (x2 END; -1/2) (Real Cost: 
  56)
  168
  156
  2)  Small Missile Bay: RKA 8d6, Explosion 
  (+1/2), 1000 Charges (Recovers Under 
  Limited Circumstances; requires base or 
  tender to reload; +1), MegaScale (1” = 10,000 
  km; +1 1/4), Can Be Scaled Down 1” = 1km 
  (+1/4), Autofire (20 shots; +2 1/2) (780 Active 
  Points); OIF Immobile (-1 1/2), Extra Time (1 
  Turn (Post-Segment 12), -1 1/4), Crew-Served 
  ([3-4] people; -1/2), Limited Arc Of Fire (60 
  degrees; -1/2), Real Weapon (-1/4)
  [1000]
  10
  3)  4 more Missile Bays: Custom Power (10 
  Active Points)
  1
  75
  4)  Beam Laser: RKA 8d6, Autofire (3 shots; 
  +1/4), MegaScale (1” = 1,000 km; +1), Can 
  Be Scaled Down 1” = 1km (+1/4) (300 Active 
  Points); OIF Bulky Fragile (-1 1/4), Crew-
  Served ([5-8] people; 3 batteries with 2 crew 
  per battery; -3/4), Custom Modifier (Visible 
  Light Laser; -1/2), Beam (-1/4), Real Weapon (-
  1/4)  Note: Triple 250MW Beam Laser Turret
  30
  10
  5)  3 More Triple Laser Turrets: Custom 
  Power (10 Active Points)
  0
  77
  6)  Dual Fusion Gun Turret: (Total: 185 
  Active Cost, 77 Real Cost) RKA 5d6+1, 
  Autofire (3 shots; +1/4), MegaScale (1” = 
  100 km; +3/4), Can Be Scaled Down 1” = 
  1km (+1/4) (180 Active Points); OIF Bulky 
  (-1), Real Weapon (-1/4), Reduced By Range 
  (-1/4) (Real Cost: 72) plus +5 with any single 
  attack with one specific weapon (Real Cost: 
  5)
  18
  15
  7)  7 More Dual Fusion Gun Turrets: Custom 
  Power (15 Active Points)
  0
  Defensive Systems
  6
  1)  Point Defense System: Missile Deflection 
  (Any Ranged Attack) (20 Active Points); OIF 
  Immobile (-1 1/2), Costs Endurance (-1/2), 
  Crew-Served (2 people; -1/4), Real Armor 
  (-1/4)
  2
  15
  2)  7 More Point Defense Systems: Custom 
  Power (15 Active Points)
  0
  5
  3)  EMP shielding: Power Defense (15 points) 
  (15 Active Points); OIF Immobile (-1 1/2), 
  Custom Modifier (only vs EMP and radiation 
  effects; -1/2)
  0
  14
  4)  Ships Armored Hull: +15 DEF (45 Active 
  Points); OIF Immobile (-1 1/2), Ablative 
  BODY Only (-1/2), Real Armor (-1/4)
  10
  5)  Psionic Shielding: Mental Defense (20 
  points total), Hardened (+1/4) (25 Active 
  Points); OIF Immobile (-1 1/2)
  0
  12
  6)  Superconducting Armor Layer: Energy 
  Damage Reduction, Resistant, 50% (30 
  Active Points); OIF Bulky (-1), Ablative 
  BODY Only (-1/2)
  0
  
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  12
  7)  Sandcaster Launcher: (Total: 60 Active 
  Cost, 12 Real Cost) Energy Damage 
  Reduction, Resistant, 50%, 32 Continuing 
  Charges lasting 1 Turn each (+0) (30 Active 
  Points); OIF Immobile Fragile (-1 3/4), 
  Custom Modifier (only stops laser, plasma, 
  or fusion fire; -1), Ablative BODY Only (-1/2), 
  Real Armor (-1/4), Crew-Served (2 people; 
  -1/4) (Real Cost: 6) plus Physical Damage 
  Reduction, Resistant, 50%, 32 Continuing 
  Charges lasting 1 Turn each (+0) (30 Active 
  Points); OIF Immobile Fragile (-1 3/4), 
  Custom Modifier (only stops laser, plasma, 
  or fusion fire; -1), Ablative BODY Only (-1/2), 
  Real Armor (-1/4), Crew-Served (2 people; 
  -1/4) (Real Cost: 6)  Note: mounted in turret
  [32 
  cc]
  26
  8)  Meson Screen: (Total: 120 Active Cost, 
  26 Real Cost) Physical Damage Reduction, 
  Resistant, 75% (60 Active Points); OIF 
  Immobile (-1 1/2), Custom Modifier (only 
  stops damage from Meson weapons and 
  Associated radiation effects; -1), Crew-
  Served ([3-4] people; -1/2), Costs Endurance 
  (-1/2) (Real Cost: 13) plus Energy Damage 
  Reduction, Resistant, 75% (60 Active Points); 
  OIF Immobile (-1 1/2), Custom Modifier 
  (only stops damage from meson weapons 
  and associated radiation effects; -1), Crew-
  Served ([3-4] people; -1/2), Costs Endurance 
  (-1/2) (Real Cost: 13)
  12
  Engineering Section
  16
  1)  Jump 5 Drive: Teleportation 15”, 
  MegaScale (1” = 1 lightyear; +3 1/2) (135 
  Active Points); 1 Charge which Recovers 
  every 1 Week (-2 1/2), Extra Time (1 Hour, 
  Only to Activate, -1 1/2), OIF Bulky (-1), 
  Requires A Skill Roll (-1/2), Custom Modifier 
  (possible misjump if using unrefined fuel; -
  1/2), Custom Modifier (cannot be used safely 
  inside a gravity well; -1/2), Custom Modifier 
  (No Non Combat Multiple; -1/2), Crew-
  Served (2 people; -1/4), Custom Modifier 
  (Real Equipment; -1/4)
  [1]
  43
  2)  2G Maneuver Drive: (Total: 100 Active 
  Cost, 43 Real Cost) Flight 40”, Position Shift 
  (85 Active Points); OIF Bulky (-1), Crew-
  Served (2 people; -1/4) (Real Cost: 38) plus 
  +5 DEX (15 Active Points); OIF Bulky (-1), 
  Linked (???; -1/2), Crew-Served (2 people; 
  -1/4), Custom Modifier (Real Equipment; -1/4) 
  (Real Cost: 5)
  0
  1031
  3)  Ships Fusion Power Plant: Endurance 
  Reserve  (1000 END, 1000 REC) Reserve:  
  (1100 Active Points); OIF Immobile (-1 
  1/2), Crew-Served (2 people; -1/4), Custom 
  Modifier (Only to Power Electrical Devices; 
  -1/4), Custom Modifier (Real Equipment; -1/4)
  0
  256
  4)  Emergency generators and batteries: 
  Endurance Reserve  (250 END, 250 REC) 
  Reserve:  (275 Active Points); OIF Immobile 
  (-1 1/2), Custom Modifier (cannot be used 
  while main powerplant is running; -1), 
  Custom Modifier (only to power electrical 
  equipment; -1/4), Crew-Served (2 people; 
  -1/4)
  0
  9
  5)  Ships Environmental Systems: Change 
  Environment 64” radius (35 Active Points); 
  OIF Immobile (-1 1/2), Custom Modifier 
  (only to provide lights, gravity, and 
  temperature to ships interior; -1), Custom 
  Modifier (Real Equipment; -1/4)
  3
  9
  6)  Ships Life Support System: LS  
  (Immunity All terrestrial diseases and 
  biowarfare agents; Safe in High Pressure; 
  Safe in High Radiation; Safe in Intense Cold; 
  Safe in Intense Heat; Safe in Low Pressure/ 
  Vacuum; Self-Contained Breathing) (29 
  Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Custom Modifier (Real 
  Equipment; -1/4)
  3
  6
  7)  Fuel Purification Plant: Minor Transform 
  4d6 (Liquid Hydrogen or Water to usable 
  fuel) (40 Active Points); Extra Time (6 
  Hours, -3 1/2), OIF Immobile (-1 1/2), Custom 
  Modifier (Real Equipment; -1/4)
  4
  Command Section
  29
  1)  Command Bridge: (Total: 72 Active Cost, 
  29 Real Cost) +3 with Combat Piloting (6 
  Active Points); Crew-Served ([9-16] people; 
  -1), Costs Endurance (-1/2) (Real Cost: 2) plus 
  +4 with Systems Operation (Life Support 
  Systems, Personnel Support Systems, Radar, 
  Radio) (12 Active Points); Crew-Served 
  ([9-16] people; -1), Costs Endurance (-1/2) 
  (Real Cost: 5) plus +4 with All Combat (32 
  Active Points); Crew-Served ([9-16] people; 
  -1), Costs Endurance (-1/2) (Real Cost: 13) 
  plus +3 with Security Systems (6 Active 
  Points); Crew-Served ([9-16] people; -1), 
  Costs Endurance (-1/2) (Real Cost: 2) plus +4 
  with Navigation (Air, Hyperspace, Space) (12 
  Active Points); Crew-Served ([9-16] people; 
  -1), Costs Endurance (-1/2) (Real Cost: 5) plus 
  +2 with Tactics (4 Active Points); Crew-
  Served ([9-16] people; -1), Costs Endurance 
  (-1/2) (Real Cost: 2)
  8
  
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  11
  2)  Combat Information Center: (Total: 24 
  Active Cost, 11 Real Cost) +2 with Analyze: 
  Combat (4 Active Points); Crew-Served ([9-
  16] people; -1), Costs Endurance (Only Costs 
  END to Activate; -1/4) (Real Cost: 2) plus +4 
  with KS (4 Active Points); Crew-Served ([9-
  16] people; -1), Costs Endurance (Only Costs 
  END to Activate; -1/4) (Real Cost: 2) plus +2 
  with All Combat (16 Active Points); Crew-
  Served ([9-16] people; -1), Costs Endurance 
  (Only Costs END to Activate; -1/4) (Real 
  Cost: 7)
  4
  11
  3)  Fighter Ops Bridge: (Total: 23 Active 
  Cost, 11 Real Cost) +4 with Teamwork (8 
  Active Points); Crew-Served ([5-8] people; 
  -3/4), Costs Endurance (Only Costs END to 
  Activate; -1/4) (Real Cost: 4) plus +3 with 
  Tactics (6 Active Points); Crew-Served 
  ([5-8] people; -3/4), Costs Endurance (Only 
  Costs END to Activate; -1/4) (Real Cost: 3) 
  plus Systems Operation (Communications 
  Systems, Air/Space Traffic Control Systems) 
  12- (9 Active Points); Crew-Served ([5-8] 
  people; -3/4), Costs Endurance (Only Costs 
  END to Activate; -1/4) (Real Cost: 4)
  3
  10
  4)  Command Commo Package: (Total: 37 
  Active Cost, 10 Real Cost) Mind Link , 
  Machine class of minds, Specific Group of 
  Minds, Number of Minds (x16), Difficult To 
  Dispel (x2 Active Points; +1/4) (37 Active 
  Points); Only With Others Who Have Mind 
  Link (-1), Requires A Skill Roll (-1/2), Sense 
  Affected As More Than One Sense [very 
  common Sense] (-1/2), Custom Modifier 
  (-1/2) (Real Cost: 10)
  0
  Defenses and Electronics
  16
  1)  EMs Masking: Change Environment 1” 
  radius, -4 to Radar PER Rolls, -4 to Infrared 
  Perception PER Rolls, Multiple Combat 
  Effects, Reduced Endurance (0 END; +1/2), 
  Persistent (+1/2) (48 Active Points); OIF 
  Immobile (-1 1/2), No Range (-1/2)
  0
  14
  2)  Active EMS Jammer: Suppress 8d6, 
  Area Of Effect Nonselective (8” Radius; +1) 
  (80 Active Points); OIF Immobile (-1 1/2), 
  Requires A Skill Roll (Active Point penalty 
  to Skill Roll is -1 per 5 Active Points, RSR 
  Skill is subject to Skill vs. Skill contests; 
  -1 1/4), Side Effects, Side Effect occurs 
  automatically whenever Power is used 
  (degrades ships own sensors by half amount 
  suppressed; -1), No Range (-1/2), Crew-Served 
  (2 people; -1/4)
  8
  31
  3)  Sensor Probes and Recon Drones: 
  Clairsentience (Sight Group And Radar), 
  x2 Range (1230”), 2 Perception Points, 
  Telescopic (+1 versus Range Modifier):  +1, 
  Tracking, Transmit, 4 Continuing Charges 
  lasting 6 Hours each (+3/4), MegaScale (1” 
  = 10,000 km; +1 1/4), Can Be Scaled Down 
  1” = 1km (+1/4) (140 Active Points); OIF 
  Immobile (-1 1/2), Fixed Perception Point (-
  1), Sense Affected As More Than One Sense 
  [very common Sense] (-1/2), Concentration 
  (1/2 DCV; -1/4), Crew-Served (2 people; -1/4)
  [4 cc]
  13
  Multipower, 50-point reserve,  (50 Active 
  Points); all slots OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), 
  Crew-Served (2 people; -1/4)
  1u
  1)  Radar (Radio Group), +5 to PER Roll, 
  Increased Arc Of Perception (360 Degrees), 
  MegaScale (1” = 1,000 km; +1) (50 Active 
  Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), 
  Crew-Served (2 people; -1/4)
  5
  1u
  2)  Densitometer: Detect A Single Thing 13- 
  (Unusual Group), Discriminatory, Increased 
  Arc Of Perception (360 Degrees), Range, 
  MegaScale (1” = 10,000 km; +1 1/4) (49 
  Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), 
  Crew-Served (2 people; -1/4)
  5
  1u
  3)  Neutrino Sensor: Detect A Single Thing 
  9- (Unusual Group), Discriminatory, 
  Increased Arc Of Perception (360 Degrees), 
  Range, MegaScale (1” = 10,000 km; +1 1/4) 
  (40 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As 
  More Than One Sense [very common Sense] 
  (-1/2), Crew-Served (2 people; -1/4)
  4
  1u
  4)  Optical telescopes: +8 PER with Sight 
  Group and HRRP (24 Active Points); OIF 
  Immobile (-1 1/2), Costs Endurance (-1/2), 
  Sense Affected As More Than One Sense 
  [very common Sense] (-1/2), Crew-Served (2 
  people; -1/4)
  2
  1u
  5)  IR Perception (Sight Group), 
  Discriminatory, Increased Arc Of Perception 
  (360 Degrees), Telescopic (+1 versus Range 
  Modifier):  +8, MegaScale (1” = 100,000 km; 
  +1 1/2) (47 Active Points); OIF Immobile (-1 
  1/2), Costs Endurance (-1/2), Sense Affected 
  As More Than One Sense [very common 
  Sense] (-1/2), Crew-Served (2 people; -1/4)
  5
  
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  133
  1u
  6)  Laser/Maser Comm System: Mind Link , 
  Machine class of minds, Any Willing Target, 
  Any distance, Number of Minds (x2) (25 
  Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), 
  Crew-Served (2 people; -1/4)
  2
  1u
  7)  HRRP (Radio Group), Discriminatory, 
  Analyze, MegaScale (1” = 1,000 km; +1) (44 
  Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), 
  Crew-Served (2 people; -1/4)
  4
  Vehicles
  41
  1)  Rampart Fighter: Custom Power (41 
  Active Points)
  0
  30
  2)  63 More Rampart Fighters: Custom Power 
  (30 Active Points)
  3
  54
  3)  4 Pinnace: Custom Power (54 Active 
  Points)
  0
  75
  4)  4 Fuel Shuttles: Custom Power (75 Active 
  Points)
  7
  Talents
  3
  Sensors:  Absolute Range Sense
  3
  Clock:  Absolute Time Sense
  5
  Memory:  Eidetic Memory
  3
  Math Processor:  Lightning Calculator
  6
  Digital Processing:  Speed Reading (x100)
  Skills
  Skills/Laboratories
  2
  Ships Sick Bay:  +3 with Paramedics (6 Active 
  Points); OIF Immobile (-1 1/2), Crew-Served (2 
  people; -1/4)
  7
  Agile Spacecraft:  +2 with DCV (10 Active Points); 
  Custom Modifier (Linked to ships maneuver drive; 
  -1/2)
  6
  Electronics Shop:  +4 with Electronics 
  (Communications Systems, Medical Systems, 
  Air/Space Traffic Control Systems, MFD, Radar, 
  Sensor Jamming Equipment) (16 Active Points); OIF 
  Immobile (-1 1/2), Crew-Served (2 people; -1/4)
  3
  Machine Shop:  +4 with Mechanics (8 Active 
  Points); OIF Immobile (-1 1/2), Crew-Served (2 
  people; -1/4)
  4
  Ships Armory:  +3 with Weaponsmith (Energy 
  Weapons, Firearms, Missiles & Rockets) (10 Active 
  Points); OIF Immobile (-1 1/2), Crew-Served (2 
  people; -1/4)
  Total Powers & Skill Cost: 2370
  Total Cost: 2554
  200+
  Disadvantages
  0
  Custom Disadvantage  Note: 9 Crew, 32 
  Troops, 22 Staterooms, 80.5 Cargo
  20
  Physical Limitation:  Cannot Enter 
  Atmosphere (All the Time, Greatly 
  Impairing)
  2334
  Experience Points
  Total Disadvantage Points: 2554
  
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  BROADSWORD MERCENARY CRUISER
  Val
  Char
  Cost
  Notes
  18
  Size
  90
  Length 64.00”,  Width 32.00”,   
  Area 2048.00”   Mass 26.2 kton   
  KB -18
  100
  STR
  0
  Lift 26.2ktons; 20d6
  18
  DEX
  0
  OCV 6 DCV -6
  34
  BODY
  6
  30
  DEF
  39
  2
  SPD
  -10
  Phases:  6, 12
  Total Characteristic Cost: 111
  Movement: 
  Flight: 60” / 120”
   
   
  Teleportation: 9” / 18”
   
  Cost
  Powers
  END
  Tactical Section, Laser Turrets are Mounted Dorsal 
  and Ventral, Missile Turrets are mounted Port and 
  Starboard
  75
  1)  Beam Laser: RKA 8d6, Autofire (3 shots; 
  +1/4), MegaScale (1” = 1,000 km; +1), Can 
  Be Scaled Down 1” = 1km (+1/4) (300 Active 
  Points); OIF Bulky Fragile (-1 1/4), Crew-
  Served ([5-8] people; 3 batteries with 2 crew 
  per battery; -3/4), Custom Modifier (Visible 
  Light Laser; -1/2), Beam (-1/4), Real Weapon (-
  1/4)  Note: Triple 250MW Beam Laser Turret
  30
  10
  2)  3 More Triple Laser Turrets: Custom Power 
  (10 Active Points)
  0
  128
  3)  Light Missile Rack: RKA 6 1/2d6, 32 
  Charges (+1/4), Explosion (+1/2), Autofire 
  (3 shots; +1 1/4), MegaScale (1” = 10,000 
  km; +1 1/4), Can Be Scaled Down 1” = 1km 
  (+1/4) (450 Active Points); OIF Immobile (-1 
  1/2), Custom Modifier (must have a viable 
  target lock to fire; -1/2), Can Be Missile 
  Deflected (-1/4), Real Weapon (-1/4)  Note: 
  standard space combat missile, with either 
  kinetic energy or High Explosive WarheadIF 
  KE, its an AP attack instead of explosive
  [32]
  10
  4)  3 more Triple Missile Turrets: Custom 
  Power (10 Active Points)
  0
  6
  5)  Point Defense System: Missile Deflection 
  (Any Ranged Attack) (20 Active Points); OIF 
  Immobile (-1 1/2), Costs Endurance (-1/2), 
  Crew-Served (2 people; -1/4), Real Armor 
  (-1/4)
  2
  5
  6)  A Second Point Defense System: Custom 
  Power (5 Active Points)
  0
  Engineering Section
  9
  1)  Jump 3 Drive: Teleportation 9”, MegaScale 
  (1” = 1 lightyear; +3 1/2) (81 Active Points); 
  1 Charge which Recovers every 1 Week (-2 
  1/2), Extra Time (1 Hour, Only to Activate, 
  -1 1/2), OIF Bulky (-1), Requires A Skill Roll 
  (-1/2), Custom Modifier (possible misjump if 
  using unrefined fuel; -1/2), Custom Modifier 
  (cannot be used safely inside a gravity well; 
  -1/2), Custom Modifier (No Non Combat 
  Multiple; -1/2), Crew-Served (2 people; -1/4), 
  Custom Modifier (Real Equipment; -1/4)
  [1]
  63
  2)  3G Maneuver Drive: (Total: 159 Active 
  Cost, 63 Real Cost) +1 SPD (10 Active 
  Points); OIF Bulky (-1), Linked (???; -1/2), 
  Crew-Served (2 people; -1/4) (Real Cost: 4) 
  plus Flight 60”, Position Shift (125 Active 
  Points); OIF Bulky (-1), Crew-Served 
  (2 people; -1/4), Custom Modifier (Real 
  Equipment; -1/4) (Real Cost: 50) plus +8 DEX 
  (24 Active Points); OIF Bulky (-1), Linked 
  (???; -1/2), Custom Modifier (Real Equipment; 
  -1/4) (Real Cost: 9)
  0
  412
  3)  Ships Fusion Power Plant: Endurance 
  Reserve  (400 END, 400 REC) Reserve:  (440 
  Active Points); OIF Immobile (-1 1/2), Crew-
  Served (2 people; -1/4), Custom Modifier 
  (Only to Power Electrical Devices; -1/4), 
  Custom Modifier (Real Equipment; -1/4)
  0
  102
  4)  Emergency generators and batteries: 
  Endurance Reserve  (100 END, 100 REC) 
  Reserve:  (110 Active Points); OIF Immobile 
  (-1 1/2), Custom Modifier (cannot be used 
  while main powerplant is running; -1), 
  Custom Modifier (only to power electrical 
  equipment; -1/4), Crew-Served (2 people; 
  -1/4)
  0
  9
  5)  Ships Environmental Systems: Change 
  Environment 64” radius (35 Active Points); 
  OIF Immobile (-1 1/2), Custom Modifier 
  (only to provide lights, gravity, and 
  temperature to ships interior; -1), Custom 
  Modifier (Real Equipment; -1/4)
  3
  9
  6)  Ships Life Support System: LS  (Immunity 
  All terrestrial diseases and biowarfare 
  agents; Safe in High Pressure; Safe in High 
  Radiation; Safe in Intense Cold; Safe in 
  Intense Heat; Safe in Low Pressure/ Vacuum; 
  Self-Contained Breathing) (29 Active Points); 
  OIF Immobile (-1 1/2), Costs Endurance (-
  1/2), Custom Modifier (Real Equipment; -1/4)
  3
  6
  7)  Fuel Purification Plant: Minor Transform 
  4d6 (Liquid Hydrogen or Water to usable 
  fuel) (40 Active Points); Extra Time (6 
  Hours, -3 1/2), OIF Immobile (-1 1/2), Custom 
  Modifier (Real Equipment; -1/4)
  4
  Command Section
  
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  23
  1)  Basic Bridge: (Total: 42 Active Cost, 23 
  Real Cost) +2 with Combat Piloting (4 Active 
  Points); Costs Endurance (-1/2), Crew-Served 
  (2 people; -1/4) (Real Cost: 2) plus +3 with 
  Systems Operation (Life Support Systems, 
  Personnel Support Systems, Radar, Radio) 
  (10 Active Points); Costs Endurance (-1/2), 
  Crew-Served (2 people; -1/4) (Real Cost: 6) 
  plus +2 with All Combat (16 Active Points); 
  Costs Endurance (-1/2), Crew-Served (2 
  people; -1/4) (Real Cost: 9) plus +2 with 
  Security Systems (4 Active Points); Costs 
  Endurance (-1/2), Crew-Served (2 people; 
  -1/4) (Real Cost: 2) plus +2 with Navigation 
  (Air, Hyperspace, Space) (8 Active Points); 
  Costs Endurance (-1/2), Crew-Served (2 
  people; -1/4) (Real Cost: 4)
  6
  5
  EMP shielding: Power Defense (15 points) 
  (15 Active Points); OIF Immobile (-1 1/2), 
  Custom Modifier (only vs EMP and radiation 
  effects; -1/2)
  0
  Defenses and Electronics
  16
  1)  EMs Masking: Change Environment 1” 
  radius, -4 to Radar PER Rolls, -4 to Infrared 
  Perception PER Rolls, Multiple Combat 
  Effects, Reduced Endurance (0 END; +1/2), 
  Persistent (+1/2) (48 Active Points); OIF 
  Immobile (-1 1/2), No Range (-1/2)
  0
  14
  2)  Active EMS Jammer: Suppress 8d6, Area 
  Of Effect Nonselective (8” Radius; +1) 
  (80 Active Points); OIF Immobile (-1 1/2), 
  Requires A Skill Roll (Active Point penalty 
  to Skill Roll is -1 per 5 Active Points, RSR 
  Skill is subject to Skill vs. Skill contests; 
  -1 1/4), Side Effects, Side Effect occurs 
  automatically whenever Power is used 
  (degrades ships own sensors by half amount 
  suppressed; -1), No Range (-1/2), Crew-Served 
  (2 people; -1/4)
  8
  31
  3)  Sensor Probes and Recon Drones: 
  Clairsentience (Sight Group And Radar), 
  x2 Range (1230”), 2 Perception Points, 
  Telescopic (+1 versus Range Modifier):  +1, 
  Tracking, Transmit, 4 Continuing Charges 
  lasting 6 Hours each (+3/4), MegaScale (1” 
  = 10,000 km; +1 1/4), Can Be Scaled Down 
  1” = 1km (+1/4) (140 Active Points); OIF 
  Immobile (-1 1/2), Fixed Perception Point (-
  1), Sense Affected As More Than One Sense 
  [very common Sense] (-1/2), Concentration 
  (1/2 DCV; -1/4), Crew-Served (2 people; -1/4)
  [4 cc]
  14
  4)  +15 DEF (45 Active Points); OIF 
  Immobile (-1 1/2), Ablative BODY Only (-1/2), 
  Real Armor (-1/4)
  13
  Multipower, 50-point reserve,  (50 Active Points); 
  all slots OIF Immobile (-1 1/2), Costs Endurance 
  (-1/2), Sense Affected As More Than One Sense 
  [very common Sense] (-1/2), Crew-Served (2 
  people; -1/4)
  1u
  1)  Radar (Radio Group), +5 to PER Roll, 
  Increased Arc Of Perception (360 Degrees), 
  MegaScale (1” = 1,000 km; +1) (50 Active 
  Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), 
  Crew-Served (2 people; -1/4)
  5
  1u
  2)  Densitometer: Detect A Single Thing 13- 
  (Unusual Group), Discriminatory, Increased 
  Arc Of Perception (360 Degrees), Range, 
  MegaScale (1” = 10,000 km; +1 1/4) (49 
  Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), 
  Crew-Served (2 people; -1/4)
  5
  1u
  3)  Neutrino Sensor: Detect A Single Thing 9- 
  (Unusual Group), Discriminatory, Increased 
  Arc Of Perception (360 Degrees), Range, 
  MegaScale (1” = 10,000 km; +1 1/4) (40 
  Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), 
  Crew-Served (2 people; -1/4)
  4
  1u
  4)  Optical telescopes: +8 PER with Sight 
  Group and HRRP (24 Active Points); OIF 
  Immobile (-1 1/2), Costs Endurance (-1/2), 
  Sense Affected As More Than One Sense 
  [very common Sense] (-1/2), Crew-Served (2 
  people; -1/4)
  2
  1u
  5)  IR Perception (Sight Group), 
  Discriminatory, Increased Arc Of Perception 
  (360 Degrees), Telescopic (+1 versus Range 
  Modifier):  +8, MegaScale (1” = 100,000 km; 
  +1 1/2) (47 Active Points); OIF Immobile (-1 
  1/2), Costs Endurance (-1/2), Sense Affected 
  As More Than One Sense [very common 
  Sense] (-1/2), Crew-Served (2 people; -1/4)
  5
  1u
  6)  Laser/Maser Comm System: Mind Link , 
  Machine class of minds, Any Willing Target, 
  Any distance, Number of Minds (x2) (25 
  Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), 
  Crew-Served (2 people; -1/4)
  2
  1u
  7)  HRRP (Radio Group), Discriminatory, 
  Analyze, MegaScale (1” = 1,000 km; +1) (44 
  Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), 
  Crew-Served (2 people; -1/4)
  4
  Vehicles
  
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  30
  1)  Modular Cutter: Custom Power (30 Active 
  Points)
  0
  20
  2)  Extra Cutter Module, this assumes either 
  Fuel skimmer or ATV Cradle: Custom Power 
  (20 Active Points)
  0
  Talents
  3
  Absolute Range Sense
  3
  Absolute Time Sense
  5
  Eidetic Memory
  3
  Lightning Calculator
  6
  Speed Reading (x100)
  Skills
  Skills/Laboratories
  2
  Ships Sick Bay:  +3 with Paramedics (6 Active 
  Points); OIF Immobile (-1 1/2), Crew-Served (2 
  people; -1/4)
  10
  Agile Spacecraft:  +3 with DCV (15 Active Points); 
  Custom Modifier (Linked to ships maneuver drive; 
  -1/2)
  6
  Electronics Shop:  +4 with Electronics 
  (Communications Systems, Medical Systems, 
  Air/Space Traffic Control Systems, MFD, Radar, 
  Sensor Jamming Equipment) (16 Active Points); OIF 
  Immobile (-1 1/2), Crew-Served (2 people; -1/4)
  3
  Machine Shop:  +4 with Mechanics (8 Active 
  Points); OIF Immobile (-1 1/2), Crew-Served (2 
  people; -1/4)
  4
  Ships Armory:  +3 with Weaponsmith (Energy 
  Weapons, Firearms, Missiles & Rockets) (10 Active 
  Points); OIF Immobile (-1 1/2), Crew-Served (2 
  people; -1/4)
  Total Powers & Skill Cost: 1062
  Total Cost: 1173
  200+
  Disadvantages
  0
  Custom Disadvantage  Note: 9 Crew, 32 Troops, 22 
  Staterooms, 80.5 Cargo
  20
  Physical Limitation:  Cannot Enter Atmosphere (All 
  the Time, Greatly Impairing)
  953
  Experience Points
  Total Disadvantage Points: 1173
  DRAGON CLASS SYSTEM DEFENSE BOAT
  Val
  Char
  Cost
  Notes
  17
  Size
  85
  Length 50.80”,  Width 25.40”,   
  Area 1290.16”   Mass 13.1 kton   KB 
  -17
  95
  STR
  0
  Lift 13.1ktons; 19d6
  27
  DEX
  0
  OCV 9 DCV -2
  33
  BODY
  6
  45
  DEF
  39
  6
  SPD
  -10
  Phases:  2, 4, 6, 8, 10, 12
  Total Characteristic Cost: 106
  Movement: 
  Flight: 60” / 120”
   
  Cost
  Powers
  END
  Tactical Section, Laser Turrets are Mounted Dorsal 
  and Ventral, Missile Turrets are mounted Port and 
  Starboard
  75
  1)  Beam Laser: RKA 8d6, Autofire (3 shots; 
  +1/4), MegaScale (1” = 1,000 km; +1), Can 
  Be Scaled Down 1” = 1km (+1/4) (300 Active 
  Points); OIF Bulky Fragile (-1 1/4), Crew-
  Served ([5-8] people; 3 batteries with 2 crew 
  per battery; -3/4), Custom Modifier (Visible 
  Light Laser; -1/2), Beam (-1/4), Real Weapon (-
  1/4)  Note: Triple 250MW Beam Laser Turret
  30
  5
  2)  Another Triple Laser Turret: Custom 
  Power (5 Active Points)
  0
  128
  3)  Light Missile Rack: RKA 6 1/2d6, 32 
  Charges (+1/4), Explosion (+1/2), Autofire 
  (3 shots; +1 1/4), MegaScale (1” = 10,000 
  km; +1 1/4), Can Be Scaled Down 1” = 1km 
  (+1/4) (450 Active Points); OIF Immobile (-1 
  1/2), Custom Modifier (must have a viable 
  target lock to fire; -1/2), Can Be Missile 
  Deflected (-1/4), Real Weapon (-1/4)  Note: 
  standard space combat missile, with either 
  kinetic energy or High Explosive WarheadIF 
  KE, its an AP attack instead of explosive
  [32]
  5
  4)  Another Triple Missile Turret: Custom 
  Power (5 Active Points)
  0
  6
  5)  Point Defense System: Missile Deflection 
  (Any Ranged Attack) (20 Active Points); OIF 
  Immobile (-1 1/2), Costs Endurance (-1/2), 
  Crew-Served (2 people; -1/4), Real Armor 
  (-1/4)
  2
  5
  6)  A Second Point Defense System: Custom 
  Power (5 Active Points)
  0
  Engineering Section
  
  TravellerHERO - Unofficial Guide 
  Starships
  137
  80
  1)  6G Maneuver Drive: (Total: 216 Active 
  Cost, 80 Real Cost) +4 SPD (40 Active 
  Points); OIF Bulky (-1), Linked (???; -1/2), 
  Crew-Served (2 people; -1/4), Custom 
  Modifier (Real Equipment; -1/4) (Real Cost: 
  13) plus Flight 60”, Position Shift (125 Active 
  Points); OIF Bulky (-1), Custom Modifier 
  (Real Equipment; -1/4), Crew-Served (2 
  people; -1/4) (Real Cost: 50) plus +17 DEX 
  (51 Active Points); OIF Bulky (-1), Linked 
  (???; -1/2), Custom Modifier (Real Equipment; 
  -1/4), Crew-Served (2 people; -1/4) (Real Cost: 
  17)
  0
  412
  2)  Ships Fusion Power Plant: Endurance 
  Reserve  (400 END, 400 REC) Reserve:  (440 
  Active Points); OIF Immobile (-1 1/2), Crew-
  Served (2 people; -1/4), Custom Modifier 
  (Only to Power Electrical Devices; -1/4), 
  Custom Modifier (Real Equipment; -1/4)
  0
  102
  3)  Emergency generators and batteries: 
  Endurance Reserve  (100 END, 100 REC) 
  Reserve:  (110 Active Points); OIF Immobile 
  (-1 1/2), Custom Modifier (cannot be used 
  while main powerplant is running; -1), 
  Custom Modifier (only to power electrical 
  equipment; -1/4), Crew-Served (2 people; 
  -1/4)
  0
  9
  4)  Ships Environmental Systems: Change 
  Environment 64” radius (35 Active Points); 
  OIF Immobile (-1 1/2), Custom Modifier 
  (only to provide lights, gravity, and 
  temperature to ships interior; -1), Custom 
  Modifier (Real Equipment; -1/4)
  3
  9
  5)  Ships Life Support System: LS  
  (Immunity All terrestrial diseases and 
  biowarfare agents; Safe in High Pressure; 
  Safe in High Radiation; Safe in Intense Cold; 
  Safe in Intense Heat; Safe in Low Pressure/ 
  Vacuum; Self-Contained Breathing) (29 
  Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Custom Modifier (Real 
  Equipment; -1/4)
  3
  Command Section
  23
  1)  Basic Bridge: (Total: 42 Active Cost, 23 
  Real Cost) +2 with Combat Piloting (4 Active 
  Points); Costs Endurance (-1/2), Crew-Served 
  (2 people; -1/4) (Real Cost: 2) plus +3 with 
  Systems Operation (Life Support Systems, 
  Personnel Support Systems, Radar, Radio) 
  (10 Active Points); Costs Endurance (-1/2), 
  Crew-Served (2 people; -1/4) (Real Cost: 6) 
  plus +2 with All Combat (16 Active Points); 
  Costs Endurance (-1/2), Crew-Served (2 
  people; -1/4) (Real Cost: 9) plus +2 with 
  Security Systems (4 Active Points); Costs 
  Endurance (-1/2), Crew-Served (2 people; 
  -1/4) (Real Cost: 2) plus +2 with Navigation 
  (Air, Hyperspace, Space) (8 Active Points); 
  Costs Endurance (-1/2), Crew-Served (2 
  people; -1/4) (Real Cost: 4)
  6
  5
  EMP shielding: Power Defense (15 points) 
  (15 Active Points); OIF Immobile (-1 1/2), 
  Custom Modifier (only vs EMP and radiation 
  effects; -1/2)
  0
  Defenses and Electronics
  21
  1)  EMs Masking: Change Environment 1” 
  radius, -6 to Radar PER Rolls, -6 to Infrared 
  Perception PER Rolls, Multiple Combat 
  Effects, Reduced Endurance (0 END; +1/2), 
  Persistent (+1/2) (64 Active Points); OIF 
  Immobile (-1 1/2), No Range (-1/2)
  0
  14
  2)  Active EMS Jammer: Suppress 8d6, 
  Area Of Effect Nonselective (8” Radius; +1) 
  (80 Active Points); OIF Immobile (-1 1/2), 
  Requires A Skill Roll (Active Point penalty 
  to Skill Roll is -1 per 5 Active Points, RSR 
  Skill is subject to Skill vs. Skill contests; 
  -1 1/4), Side Effects, Side Effect occurs 
  automatically whenever Power is used 
  (degrades ships own sensors by half amount 
  suppressed; -1), No Range (-1/2), Crew-Served 
  (2 people; -1/4)
  8
  31
  3)  Sensor Probes and Recon Drones: 
  Clairsentience (Sight Group And Radar), 
  x2 Range (1230”), 2 Perception Points, 
  Telescopic (+1 versus Range Modifier):  +1, 
  Tracking, Transmit, 4 Continuing Charges 
  lasting 6 Hours each (+3/4), MegaScale (1” 
  = 10,000 km; +1 1/4), Can Be Scaled Down 
  1” = 1km (+1/4) (140 Active Points); OIF 
  Immobile (-1 1/2), Fixed Perception Point (-
  1), Sense Affected As More Than One Sense 
  [very common Sense] (-1/2), Concentration 
  (1/2 DCV; -1/4), Crew-Served (2 people; -1/4)
  [4 cc]
  28
  4)  +30 DEF (90 Active Points); OIF 
  Immobile (-1 1/2), Ablative BODY Only (-1/2), 
  Real Armor (-1/4)
  
  Starships 
  TravellerHERO - Unofficial Guide
  138
  13
  Multipower, 50-point reserve,  (50 Active 
  Points); all slots OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), 
  Crew-Served (2 people; -1/4)
  1u
  1)  Radar (Radio Group), +5 to PER Roll, 
  Increased Arc Of Perception (360 Degrees), 
  MegaScale (1” = 1,000 km; +1) (50 Active 
  Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), 
  Crew-Served (2 people; -1/4)
  5
  1u
  2)  Densitometer: Detect A Single Thing 13- 
  (Unusual Group), Discriminatory, Increased 
  Arc Of Perception (360 Degrees), Range, 
  MegaScale (1” = 10,000 km; +1 1/4) (49 
  Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), 
  Crew-Served (2 people; -1/4)
  5
  1u
  3)  Neutrino Sensor: Detect A Single Thing 
  9- (Unusual Group), Discriminatory, 
  Increased Arc Of Perception (360 Degrees), 
  Range, MegaScale (1” = 10,000 km; +1 1/4) 
  (40 Active Points); OIF Immobile (-1 1/2), 
  Costs Endurance (-1/2), Sense Affected As 
  More Than One Sense [very common Sense] 
  (-1/2), Crew-Served (2 people; -1/4)
  4
  1u
  4)  Optical telescopes: +8 PER with Sight 
  Group and HRRP (24 Active Points); OIF 
  Immobile (-1 1/2), Costs Endurance (-1/2), 
  Sense Affected As More Than One Sense 
  [very common Sense] (-1/2), Crew-Served (2 
  people; -1/4)
  2
  1u
  5)  IR Perception (Sight Group), 
  Discriminatory, Increased Arc Of Perception 
  (360 Degrees), Telescopic (+1 versus Range 
  Modifier):  +8, MegaScale (1” = 100,000 km; 
  +1 1/2) (47 Active Points); OIF Immobile (-1 
  1/2), Costs Endurance (-1/2), Sense Affected 
  As More Than One Sense [very common 
  Sense] (-1/2), Crew-Served (2 people; -1/4)
  5
  1u
  6)  Laser/Maser Comm System: Mind Link , 
  Machine class of minds, Any Willing Target, 
  Any distance, Number of Minds (x2) (25 
  Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), 
  Crew-Served (2 people; -1/4)
  2
  1u
  7)  HRRP (Radio Group), Discriminatory, 
  Analyze, MegaScale (1” = 1,000 km; +1) (44 
  Active Points); OIF Immobile (-1 1/2), Costs 
  Endurance (-1/2), Sense Affected As More 
  Than One Sense [very common Sense] (-1/2), 
  Crew-Served (2 people; -1/4)
  4
  Vehicles
  Talents
  3
  Absolute Range Sense
  3
  Absolute Time Sense
  5
  Eidetic Memory
  3
  Lightning Calculator
  6
  Speed Reading (x100)
  Skills
  Skills/Laboratories
  2
  Ships Sick Bay:  +3 with Paramedics (6 Active 
  Points); OIF Immobile (-1 1/2), Crew-Served (2 
  people; -1/4)
  20
  Agile Spacecraft:  +6 with DCV (30 Active Points); 
  Custom Modifier (Linked to ships maneuver drive; 
  -1/2)
  Total Powers & Skill Cost: 1020
  Total Cost: 1126
  200+
  Disadvantages
  0
  Custom Disadvantage  Note: Pilot, Co-Pilot, 5 
  Engineers, 4 Gunners, 6 total staterooms, 3.5 tons 
  cargo space
  926
  Experience Points
  Total Disadvantage Points: 1126
  
  TravellerHERO - Unofficial Guide 
  Starships
  139
  RAMPART LIGHT FIGHTER
  Val
  Char
  Cost
  Notes
  10
  Size
  50
  Length 10.08”,  Width 5.04”,   Area 
  50.80”   Mass 102.4 ton   KB -10
  60
  STR
  0
  Lift 102.4tons; 12d6
  27
  DEX
  0
  OCV 9 DCV 3
  25
  BODY
  5
  26
  DEF
  30
  6
  SPD
  -10
  Phases:  2, 4, 6, 8, 10, 12
  Total Characteristic Cost: 61
  Movement: 
  Flight: 60” / 120”
   
  Cost
  Powers
  END
  Power Systems
  259
  Ships Fusion Power Plant: Endurance Reserve 
  (250 END, 250 REC) Reserve:  (275 Active 
  Points); OIF Bulky (-1), Custom Modifier 
  (only to power electrical devices; -3/4)
  0
  Propulsion Systems
  80
  6G Maneuver Drive: (Total: 216 Active Cost, 
  80 Real Cost) +4 SPD (40 Active Points); 
  OIF Bulky (-1), Linked (???; -1/2), Crew-
  Served (2 people; -1/4), Custom Modifier 
  (Real Equipment; -1/4) (Real Cost: 13) plus 
  Flight 60”, Position Shift (125 Active Points); 
  OIF Bulky (-1), Custom Modifier (Real 
  Equipment; -1/4), Crew-Served (2 people; 
  -1/4) (Real Cost: 50) plus +17 DEX (51 Active 
  Points); OIF Bulky (-1), Linked (???; -1/2), 
  Custom Modifier (Real Equipment; -1/4), 
  Crew-Served (2 people; -1/4) (Real Cost: 17)
  0
  Tactical Systems
  86
  Beam Laser: RKA 8d6, Autofire (2 shots; 
  +1/4), MegaScale (1” = 1,000 km; +1), 
  Can Be Scaled Down 1” = 1km (+1/4) (300 
  Active Points); OIF Bulky Fragile (-1 1/4), 
  Limited Arc Of Fire (60 degrees; Only on 
  same horizontal level; -3/4), Beam (-1/4), Real 
  Weapon (-1/4)  Note: 2 Fixed 250mw Beam 
  Lasers
  30
  24
  Hull armor: +14 DEF (42 Active Points); 
  Ablative BODY Only (-1/2), Real Armor (-1/4)
  6
  EMP shielding: Power Defense (15 points) 
  (15 Active Points); OIF Bulky (-1), Custom 
  Modifier (only vs EMP and radiation effects; 
  -1/2)
  0
  26
  EMs Masking: Change Environment 1” 
  radius, -6 to Radar PER Rolls, -6 to Infrared 
  Perception PER Rolls, Multiple Combat 
  Effects, Reduced Endurance (0 END; +1/2), 
  Persistent (+1/2) (64 Active Points); OIF 
  Bulky (-1), No Range (-1/2)
  0
  Operations Systems
  15
  Sensors and Commo Package: Multipower, 
  35-point reserve,  (35 Active Points); all slots 
  OIF Bulky (-1), Costs Endurance (Only Costs 
  END to Activate; -1/4)
  1u
  1)  Radar (Radio Group), MegaScale (1” = 
  10,000 km; +1 1/4) (34 Active Points); OIF 
  Bulky (-1), Costs Endurance (Only Costs 
  END to Activate; -1/4)
  3
  1u
  2)  Radio Perception/Transmission (Radio 
  Group), MegaScale (1” = 10,000 km; +1 1/4) 
  (22 Active Points); OIF Bulky (-1), Costs 
  Endurance (Only Costs END to Activate; 
  -1/4)
  2
  1u
  3)  IR Perception (Sight Group), 
  Discriminatory, Telescopic (+1 versus Range 
  Modifier):  +1, Tracking, MegaScale (1” = 
  1,000 km; +1) (32 Active Points); OIF Bulky 
  (-1), Costs Endurance (Only Costs END to 
  Activate; -1/4)
  3
  Personnel Systems
  18
  LS  (Immunity All terrestrial diseases and 
  biowarfare agents; Immunity All terrestrial 
  poisons and chemical warfare agents; Safe 
  Environment: Zero Gravity; Safe in High 
  Pressure; Safe in High Radiation; Safe in 
  Intense Cold; Safe in Intense Heat; Safe 
  in Low Pressure/ Vacuum; Self-Contained 
  Breathing), 1 Continuing Charge lasting 6 
  Hours (+0) (40 Active Points); OIF Bulky 
  (-1), Costs Endurance (Only Costs END to 
  Activate; -1/4)
  4
  Talents
  3
  Absolute Range Sense
  3
  Absolute Time Sense
  3
  Bump Of Direction
  5
  Eidetic Memory
  3
  Lightning Calculator
  Skills
  20
  Agile Spacecraft:  +6 with DCV (30 Active 
  Points); Custom Modifier (Linked to ships 
  maneuver drive; -1/2)
  9
  Targeting Computer:  +4 with Ranged Combat 
  (20 Active Points); OIF Bulky (-1), Costs 
  Endurance (Only Costs END to Activate; -1/4)
  6
  GPS System:  Navigation (Air, Space) 14- 
  (13 Active Points); OIF Bulky (-1), Costs 
  Endurance (Only Costs END to Activate; -1/4)
  Total Powers & Skill Cost: 569
  Total Cost: 630
  Total Disadvantage Points: 630
  
  Section Name 
  TravellerHERO - Unofficial Guide
  140
  Sample Worlds
  The first sample world is a random world using full 
  long form generation with some tweaks, generated with 
  the program Heaven and Earth.
  Oureboros
  WORLD DETAILS
  NAME: Oureboros 3
  UWP: B378000-9
  PBG: 810
  TRADE CODES: Non-industrial, Low Population
  STELLAR DETAILS
  Primary Star: F5 VI
  Binary Star: M7 D
  Trinary Star: M7 D
  SATELLITE DETAILS
  Number: 2
  Satellite 1: UWP:YS00000-0, Orbit: 25
  Satellite 2: UWP:YS00000-0, Orbit: 60
  STAR SYSTEM ORBITAL ZONES
  1. Orbital Zones: Primary Star: 3 (Bodies Orbit around 
  Primary Star)
  Binary Star: Close (Binary Star Orbit Around Primary 
  Star)
  Trinary Star: 4 (Trinary Star Orbit around Primary 
  Star)
  SIZE RELATED DETAILS
  1. Basic World Type: Planet
  2a. Planet Diameter: 3,300 miles (5,280 km)
  2b. Planet Density: Molten Core, 0.9 terra
  5. World Mass: 0.048 terra
  6. World Gravity: 0.338 terra
  7. Planet Orbit Period:
  7a. Stellar Mass: 0.8 sol 1.11 sol 1.11 sol 
  7b. Orbital Distance: 1.0 AU
  7c. Orbital Period: 346.68 standard days
  9. Rotation Period: 34.11 standard hours
  10. Axial Tilt: 15 degrees
  11. Orbital Eccentricity: 0.15
  12. Seismic Stress Factor: 0.0
  ATMOSPHERIC RELATED DETAILS
  1. Atmospheric Composition: Standard oxygen-
  nitrogen mix, with pollutants taint
  2. Surface Atmospheric Pressure: 1.3 atm
  3. Surface Temperature:
  3a. Stellar Luminosity: 1.089
  3b. Orbit Factor: 374.025
  3c. Energy Absorption: 0.654
  3d. Greenhouse Effect: 1.1
  3e. Base Temperature: 28.739 degrees C
  4. Orbital Eccentricity Effects: Tc=4.5 degrees C, Tf=-
  4.5 degrees C
  5. Latitude Temperature Effects: (Hex Row=Degrees C) 
  1=+12, 2=+8, 3=+4, 4=0, 5=-4, 6=-8, 7=-12, 8=-16, 
  9=-20, 10=-24, 11=-28 degrees C
  6a. Axial Tilt Base Increase: 9 degrees C
  6b. Axial Tilt Base Decrease: -15 degrees C
  6c. Axial Tilt Latitude Effects: (Hex Row=Degrees) 
  1=0, 2=0, 3=0, 4=0, 5=0.25, 6=0.5, 7=0.75, 8=1, 9=1, 
  10=1, 11=1 degrees
  7a. Length of day and Night: 17.055 standard hours
  7b. Rotation-Luminosity Effects: 1.121
  7c. Daytime Rotation Effects: 0.561 +per hour of 
  daylight, 845.926 absolute maximum plus temperature
  7d. Nighttime Rotation Effects: 1.0 -per hour 
  of darkness, 45.261 absolute maximum minus 
  temperature
  11. Temperature Worksheet: See separate section
  12. Native Life: Exists
  13. Atmospheric Terraforming: Has not occurred
  14. Greenhouse Effect Terraforming: Has not occurred
  15. Albedo Terraforming: Has not occurred
  HYDROSPHERE RELATED DETAILS
  1. Hydrographic Percentage: 84%
  2. Hydrographic Composition: Tainted liquid water
  3. Tectonic Plates: 1
  4. Hydrographic Terraforming: Has not occurred
  5. Terrain Terraforming: Has not occurred
  6. Continents and Oceans: 2 major continents, 7 minor 
  continents, 10 major islands, 9 archipelagoes
  8. Resources and Goods: 
  Natural Resources: Agriculture, Radioactives, 
  Compounds
  Processed Resources: Agroproducts, Non-Metals
  9. Weather Control: Is not practiced
  TECHNOLOGY RELATED DETAILS
  1. High Common Tech Level: 9
  2a. Low Common TL Limits: Upper=9, Lower=4
  2b. Low Common TL: 4
  3a. Energy TL Limits: Upper=A, Lower=5
  3b. Energy TL: 9
  4a. Computer/Robotics TL Limits: Upper=A, Lower=3
  4b. Computer/Robotics TL: A
  5a. Communications TL Limits: Upper=A, Lower=3
  5b. Communications TL: 9
  6a. Medical TL Limits: Upper=A, Lower=0
  6b. Medical TL: A
  7a. Environment TL Limits: Upper=A, Lower=5
  7b. Environment TL: A
  8a. Land Transport TL Limits: Upper=A, Lower=5
  8b. Land Transport TL: 9
  9a. Water Transport TL Limits: Upper=9, Lower=4
  9b. Water Transport TL: 9
  10a. Air Transport TL Limits: Upper=9, Lower=4
  10b. Air Transport TL: 9
  11a. Space Transport TL Limits: Upper=A, Lower=7
  
  TravellerHERO - Unofficial Guide 
  Section Name
  141
  11b. Space Transport TL: 9
  12a. Personal Military TL Limits: Upper=A, Lower=0
  12b. Personal Military TL: A
  13a. Heavy Military TL Limits: Upper=A, Lower=0
  13b. Heavy Military TL: 8
  14. Novelty Tech Level: A
  TEMPERATURE WORKSHEET
  LATITUDE BASE 
  HEX BASE TEMPERATURE TEMPERATURE
  ROW TEMPERATURE EFFECTS FOR HEX ROW
  1 29 12 41
  2 29 8 37
  3 29 4 33
  4 29 0 29
  5 29 -4 25
  6 29 -8 21
  7 29 -12 17
  8 29 -16 13
  9 29 -20 9
  10 29 -24 5
  11 29 -28 1
  AXIAL TILT HIGHEST 
  HEX SUMMER AXIAL TILT TEMP PLUS DAYTIME 
  ORBIT ECC TEMP FOR
  ROW PLUS FACTOR IN SUMMER PLUS PLUS HEX 
  ROW 
  1 9 0 0 10 0.2 50
  2 9 0 0 10 0.2 46
  3 9 0 0 10 0.2 42
  4 9 0 0 10 0.2 38
  5 9 0.25 2 10 0.2 37
  6 9 0.5 5 10 0.2 35
  7 9 0.75 7 10 0.2 33
  8 9 1 9 10 0.2 31
  9 9 1 9 10 0.2 27
  10 9 1 9 10 0.2 23
  11 9 1 9 10 0.2 19
  AXIAL TILT LOWEST 
  HEX WINTER AXIAL TILT TEMP MINUS 
  NIGHTTIME ORBIT ECC TEMP FOR
  ROW MINUS FACTOR IN WINTER MINUS MINUS 
  HEX ROW 
  1 -15 0 0 17 -0.2 24
  2 -15 0 0 17 -0.2 20
  3 -15 0 0 17 -0.2 16
  4 -15 0 0 17 -0.2 12
  5 -15 0.25 -4 17 -0.2 4
  6 -15 0.5 -8 17 -0.2 -4
  7 -15 0.75 -11 17 -0.2 -12
  8 -15 1 -15 17 -0.2 -19
  9 -15 1 -15 17 -0.2 -23
  10 -15 1 -15 17 -0.2 -27
  11 -15 1 -15 17 -0.2 -31
  ENCOUNTER TABLES
  ENCOUNTER TABLE, BEACH TERRAIN
  DIE ANIMAL ATTRIBUTES WEIGHT HITS WOUNDS 
  WEAPONS ARMOR CHARACTERISTICS
  1 10 Intimidator Flyer 1 3/0 7 Hooves None A5 F6 S0
  2 6 Grazer Flyer 12 5/10 10 Horns None A4 F4 S2
  3 10 Grazer 50 18/8 5 Thrasher None A4 F3 S4
  4 8 Grazer Flyer 400 26/12 10 Hooves 1 Rigid A8 F5 S1
  5 2 Eater 1600 30/12 1 Claws None A2 F7 S0
  6 1 Siren 800 27/9 1 As Spear 4 Rigid A9 F9 S0
  ENCOUNTER TABLE, BROKEN TERRAIN
  DIE ANIMAL ATTRIBUTES WEIGHT HITS WOUNDS 
  WEAPONS ARMOR CHARACTERISTICS
  1 3 Carrion-Eater 12 4/9 10 Claws None A5 F6 S0
  2 4 Grazer 1 3/0 5 Stinger 4 Rigid A7 F1 S3
  3 1 Filter Flyer 1 3/0 3 As Body Pistol None A9 F3 S0
  4 1 Intermittent Flyer 25 14/5 12 Hooves 1 Rigid A8 F9 
  S0
  5 7 Eater 1600 36/17 1 Stinger 4 Rigid A3 F4 S0
  6 2 Chaser Flyer 1 5/0 7 Thrasher 4 Rigid A9 F5 S4
  ENCOUNTER TABLE, BOTTOM TERRAIN
  DIE ANIMAL ATTRIBUTES WEIGHT HITS WOUNDS 
  WEAPONS ARMOR CHARACTERISTICS
  1 4 Carrion-Eater Flyer 6000 39/12 20 As Broadsword 2 
  Rigid A4 F3 S0
  2 6 Filter Swimmer 200 17/13 4 As Body Pistol 1 A9 F3 
  S1
  3 1 Grazer Amphibian 12000 30/11 26 Claws None A6 
  F4 S0
  4 1 Intermittent Flyer 1 6/0 13 Claws 2 A6 F4 S0
  5 1 Gatherer Swimmer 36000 56/33 44 Horns None A9 
  F8 S0
  6 15 Chaser Swimmer 200 18/6 11 Thrasher 3 Rigid A9 
  F4 S1
  ENCOUNTER TABLE, CAVE TERRAIN
  DIE ANIMAL ATTRIBUTES WEIGHT HITS WOUNDS 
  WEAPONS ARMOR CHARACTERISTICS
  1 1 Carrion-Eater Flyer 1 1/0 6 As Spear 3 A7 F3 S0
  2 1 Intermittent 1 2/0 6 Thrasher 4 Rigid A8 F6 S2
  3 1 Grazer 1 1/0 12 Claws 2 A6 F0 S0
  4 1 Intermittent Flyer 200 22/11 11 Claws None A8 F6 
  S1
  5 1 Gatherer 100 21/7 4 Claws 1 Rigid A8 F3 S1
  6 2 Chaser 6000 39/13 4 Thrasher 1 Rigid A9 F7 S2
  ENCOUNTER TABLE, CHASM TERRAIN
  DIE ANIMAL ATTRIBUTES WEIGHT HITS WOUNDS 
  WEAPONS ARMOR CHARACTERISTICS
  1 1 Reducer 12 12/7 9 Hooves None A9 F7 S0
  
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  2 1 Intermittent Flyer 6000 32/16 12 Claws 2 Rigid A9 
  F6 S0
  3 1 Grazer 3200 31/20 1 Claws 3 Rigid A8 F5 S1
  4 3 Intermittent 6 2/6 8 As Broadsword 4 Rigid A4 F5 
  S0
  5 9 Eater 6000 33/20 16 Claws 3 A5 F4 S0
  6 5 Chaser Flyer 800 28/7 1 As Dagger None A9 F7 S4
  ENCOUNTER TABLE, CLEAR TERRAIN
  DIE ANIMAL ATTRIBUTES WEIGHT HITS WOUNDS 
  WEAPONS ARMOR CHARACTERISTICS
  1 3 Reducer 1600 34/8 1 Horns 1 A9 F5 S1
  2 12 Grazer Flyer 1 5/0 6 Thrasher 1 Rigid A5 F3 S1
  3 6 Grazer 100 16/6 5 Thrasher None A3 F3 S2
  4 9 Grazer Flyer 800 38/11 1 As Spear None A3 F4 S0
  5 3 Eater Flyer 1 1/0 13 Hooves 1 A6 F7 S1
  6 6 Chaser Flyer 800 31/15 1 Horns 1 A9 F8 S0
  ENCOUNTER TABLE, CRATER TERRAIN
  DIE ANIMAL ATTRIBUTES WEIGHT HITS WOUNDS 
  WEAPONS ARMOR CHARACTERISTICS
  1 3 Intimidator Flyer 25 14/10 8 Stinger 1 A3 F6 S0
  2 6 Grazer Flyer 1 6/0 14 Teeth 1 A3 F3 S3
  3 1 Grazer Flyer 1 2/0 9 As Broadsword 1 Rigid A6 F1 
  S3
  4 6 Grazer 24000 58/32 30 As Body Pistol None A7 F5 
  S0
  5 1 Gatherer 1 6/0 6 Claws 3 A6 F8 S3
  6 2 Chaser 3 5/5 6 Thrasher 4 A9 F6 S0
  ENCOUNTER TABLE, DEPTHS TERRAIN
  DIE ANIMAL ATTRIBUTES WEIGHT HITS WOUNDS 
  WEAPONS ARMOR CHARACTERISTICS
  1 6 Intimidator Flyer 1 4/0 8 Claws 2 A6 F6 S0
  2 14 Grazer Swimmer 24000 34/24 24 Horns 4 Rigid A5 
  F0 S1
  3 12 Grazer Triphibian 3 6/6 5 As Spear None A4 F5 S2
  4 7 Grazer Flyer 50 11/12 9 Claws None A3 F2 S4
  5 3 Hunter Swimmer 100 23/8 7 Teeth None A2 F5 S1
  6 1 Pouncer Amphibian 800 32/14 1 As Dagger None 
  A9 F9 S0
  ENCOUNTER TABLE, DESERT TERRAIN
  DIE ANIMAL ATTRIBUTES WEIGHT HITS WOUNDS 
  WEAPONS ARMOR CHARACTERISTICS
  1 1 Reducer Flyer 6000 25/15 18 Stinger 1 A4 F5 S0
  2 16 Grazer 3 2/4 7 Hooves 2 A7 F3 S0
  3 23 Grazer 400 22/15 8 As Spear None A8 F0 S0
  4 5 Grazer 12000 42/20 18 Horns 2 A3 F0 S3
  5 1 Eater 25 12/9 8 Teeth None A6 F5 S0
  6 1 Chaser 1 6/0 6 Hooves None A9 F6 S4
  ENCOUNTER TABLE, FOREST TERRAIN
  DIE ANIMAL ATTRIBUTES WEIGHT HITS WOUNDS 
  WEAPONS ARMOR CHARACTERISTICS
  1 8 Carrion-Eater 12 7/6 4 Claws None A6 F5 S1
  2 1 Filter Flyer 3 1/1 7 Claws None A9 F8 S1
  3 1 Intermittent Flyer 12 11/5 13 As Body Pistol 3 A4 F7 
  S0
  4 1 Filter Flyer 12 9/11 12 Claws 2 A9 F6 S0
  5 5 Eater 1600 32/13 1 Teeth None A4 F8 S3
  6 1 Pouncer Flyer 1 3/0 5 Claws 2 A9 F9 S0
  ENCOUNTER TABLE, JUNGLE TERRAIN
  DIE ANIMAL ATTRIBUTES WEIGHT HITS WOUNDS 
  WEAPONS ARMOR CHARACTERISTICS
  1 1 Intimidator 50 17/6 10 Teeth None A6 F3 S2
  2 6 Intermittent 36000 43/33 20 As Dagger None A8 F4 
  S0
  3 1 Intermittent 200 24/17 6 As Broadsword 2 A4 F4 S0
  4 1 Filter Flyer 1 1/0 9 Claws None A9 F4 S1
  5 1 Gatherer Flyer 3 3/5 2 As Dagger None A6 F6 S2
  6 12 Chaser 6000 35/21 12 Hooves None A9 F5 S4
  ENCOUNTER TABLE, MARSH TERRAIN
  DIE ANIMAL ATTRIBUTES WEIGHT HITS WOUNDS 
  WEAPONS ARMOR CHARACTERISTICS
  1 3 Carrion-Eater Flyer 1 3/0 4 Claws None A9 F6 S3
  2 4 Intermittent Flyer 6 5/8 11 Claws None A4 F6 S0
  3 1 Grazer 6 2/6 12 Thrasher 2 A3 F4 S2
  4 1 Intermittent Amphibian 12 8/5 4 As Dagger None 
  A6 F5 S0
  5 1 Eater 3 5/4 9 Hooves 1 Rigid A5 F8 S3
  6 6 Chaser Flyer 6 1/9 12 Claws 4 A9 F7 S2
  ENCOUNTER TABLE, MOUNTAIN TERRAIN
  DIE ANIMAL ATTRIBUTES WEIGHT HITS WOUNDS 
  WEAPONS ARMOR CHARACTERISTICS
  1 1 Reducer Flyer 1 4/0 5 As Spear None A7 F4 S0
  2 16 Grazer 800 30/12 1 Teeth 2 Rigid A3 F2 S1
  3 6 Grazer 25 9/5 9 Horns 1 A4 F5 S0
  4 6 Grazer 3 5/6 4 Claws None A4 F4 S4
  5 1 Gatherer 800 33/14 1 Claws None A4 F7 S1
  6 1 Siren 1 5/0 9 Hooves 2 A9 F6 S0
  ENCOUNTER TABLE, PRAIRIE TERRAIN
  DIE ANIMAL ATTRIBUTES WEIGHT HITS WOUNDS 
  WEAPONS ARMOR CHARACTERISTICS
  1 2 Reducer 12000 43/19 12 Thrasher 2 A9 F4 S0
  2 21 Grazer Flyer 100 17/7 7 Claws None A3 F4 S0
  3 17 Grazer 6 6/7 11 As Body Pistol 4 A7 F0 S2
  4 8 Grazer Flyer 6 1/8 5 Claws 1 A7 F1 S0
  5 1 Hunter 6000 35/16 10 As Body Pistol 4 Rigid A5 F6 
  S1
  6 2 Chaser 25 15/9 7 Horns None A9 F4 S1
  ENCOUNTER TABLE, RIVER TERRAIN
  
  TravellerHERO - Unofficial Guide 
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  DIE ANIMAL ATTRIBUTES WEIGHT HITS WOUNDS 
  WEAPONS ARMOR CHARACTERISTICS
  1 1 Reducer 12000 39/24 12 Claws None A7 F6 S0
  2 1 Intermittent 100 19/9 9 Hooves None A9 F5 S2
  3 18 Grazer Flyer 1 5/0 8 Claws None A5 F4 S0
  4 1 Intermittent 1 6/0 9 Claws None A6 F5 S1
  5 6 Hunter 6000 42/22 8 Horns None A2 F6 S0
  6 1 Siren Flyer 25 9/6 7 Hooves None A9 F5 S2
  ENCOUNTER TABLE, ROUGH TERRAIN
  DIE ANIMAL ATTRIBUTES WEIGHT HITS WOUNDS 
  WEAPONS ARMOR CHARACTERISTICS
  1 5 Intimidator Flyer 800 21/8 1 Claws None A3 F4 S0
  2 9 Grazer Flyer 6 6/10 2 As Broadsword None A8 F1 
  S0
  3 1 Grazer 1 4/0 13 Teeth 2 A6 F5 S1
  4 1 Intermittent 1 5/0 3 As Dagger 2 Rigid A9 F5 S1
  5 6 Hunter Flyer 3 1/1 11 Claws 3 A6 F5 S1
  6 2 Chaser 12000 47/21 16 Hooves None A9 F7 S1
  ENCOUNTER TABLE, RUINS TERRAIN
  DIE ANIMAL ATTRIBUTES WEIGHT HITS WOUNDS 
  WEAPONS ARMOR CHARACTERISTICS
  1 4 Carrion-Eater 25 8/7 13 Stinger None A5 F8 S0
  2 1 Intermittent 30000 79/31 12 Teeth None A5 F6 S0
  3 1 Intermittent 400 16/7 8 Claws None A6 F4 S0
  4 1 Grazer 50 13/6 1 As Dagger 2 A4 F1 S2
  5 1 Gatherer 50 15/8 8 Horns 2 A4 F7 S0
  6 1 Killer 200 17/15 9 As Spear 1 Rigid A3 F6 S0
  ENCOUNTER TABLE, SARGASSO TERRAIN
  DIE ANIMAL ATTRIBUTES WEIGHT HITS WOUNDS 
  WEAPONS ARMOR CHARACTERISTICS
  1 10 Carrion-Eater 1600 28/8 1 Hooves None A8 F4 S0
  2 1 Grazer Flyer 6 4/5 6 Horns None A8 F1 S2
  3 1 Intermittent 1 6/0 11 Claws 4 Rigid A8 F6 S0
  4 1 Intermittent Flyer 800 20/4 1 Claws 2 A9 F7 S0
  5 1 Gatherer 3 3/3 6 Claws 3 Rigid A5 F5 S0
  6 1 Chaser Flyer 200 25/13 5 Thrasher None A9 F7 S4
  ENCOUNTER TABLE, SEA CAVE TERRAIN
  DIE ANIMAL ATTRIBUTES WEIGHT HITS WOUNDS 
  WEAPONS ARMOR CHARACTERISTICS
  1 5 Intimidator Flyer 3200 26/14 1 As Body Pistol None 
  A5 F2 S0
  2 1 Intermittent 1 1/0 11 Claws 2 Rigid A5 F9 S0
  3 1 Grazer Flyer 12 8/7 8 Horns None A7 F2 S2
  4 4 Filter 800 29/12 1 Hooves None A9 F7 S0
  5 1 Gatherer Flyer 1 4/0 8 Claws None A4 F3 S0
  6 1 Chaser 400 25/10 8 Claws 3 A9 F8 S0
  ENCOUNTER TABLE, SHALLOWS TERRAIN
  DIE ANIMAL ATTRIBUTES WEIGHT HITS WOUNDS 
  WEAPONS ARMOR CHARACTERISTICS
  1 5 Intimidator Triphibian 12 10/8 14 Stinger 4 Rigid 
  A6 F4 S0
  2 4 Grazer Flyer 25 14/12 13 Horns 1 A6 F0 S0
  3 11 Grazer Swimmer 800 29/16 1 Hooves None A7 F4 
  S0
  4 5 Grazer Swimmer 1 1/0 7 Hooves None A5 F5 S1
  5 1 Gatherer Triphibian 1 1/0 2 Hooves 3 Rigid A6 F3 
  S0
  6 4 Chaser Amphibian 40000 71/34 50 Teeth 3 Rigid 
  A9 F8 S2
  ENCOUNTER TABLE, SURFACE TERRAIN
  DIE ANIMAL ATTRIBUTES WEIGHT HITS WOUNDS 
  WEAPONS ARMOR CHARACTERISTICS
  1 1 Hijacker Triphibian 6000 27/16 18 Hooves None A7 
  F6 S0
  2 1 Grazer Flyer 1 4/0 10 Claws 2 A8 F2 S0
  3 11 Grazer Flyer 3200 30/21 1 As Spear None A6 F5 S0
  4 8 Grazer Triphibian 6 2/7 7 Horns 2 Rigid A5 F2 S0
  5 1 Gatherer Amphibian 25 8/12 11 As Spear 2 A5 F7 
  S1
  6 1 Killer Flyer 3200 37/18 1 Hooves None A3 F5 S2
  ENCOUNTER TABLE, SWAMP TERRAIN
  DIE ANIMAL ATTRIBUTES WEIGHT HITS WOUNDS 
  WEAPONS ARMOR CHARACTERISTICS
  1 1 Carrion-Eater Flyer 400 22/13 2 Thrasher 1 Rigid A9 
  F5 S2
  2 1 Intermittent Flyer 400 33/10 3 Claws 2 A4 F5 S0
  3 1 Grazer 1 4/0 6 Thrasher 4 Rigid A5 F4 S2
  4 1 Filter 50 10/9 6 Hooves 1 Rigid A9 F6 S0
  5 1 Gatherer Flyer 50 17/8 4 As Broadsword 3 Rigid A7 
  F4 S1
  6 6 Chaser 100 22/5 8 Stinger None A9 F4 S3
  Hyperion
  This random sample world is created using the short 
  form.
  Starport: C
  Size: 2,000 km
  atmosphere: Very Thin Tainted
  hydrographics: 20%
  Population: 7,000,000
  Government: Balkanized
  Law Level: 4
  Tech LeveL: 5
  giving a UWP of: C-222664-5
  
  Section Name 
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  Scenarios
  Plague of Perruques
  A Traveller Hero scenario for 4-8 players. Copyright 
  1985 and used with the permission of Marc Miller.
  NOTES
  Originally published in 1985, and first used as a 
  tournament scenario for the Frontier Wars convention, 
  its copyright 1985 by GDW, but no specific author is 
  listed. This is used with the permission of Marc Miller. 
  THE CHARACTERS
  The characters can come from any background, there 
  will need to be one noble whether as a PC or NPC, and 
  at least one person with some kind of hunting/ field-
  craft skills. The characters will not need access to a 
  ship for this adventure.
  THE SITUATION
  The Hostilities of the Fifth Frontier War are only 
  recently concluded. The Regina subsector is now 
  recovering from the ravages of the war, many worlds 
  were battlefields, while others were cut off by block-
  ades, sieges, and enemy raiders. With recovery comes a 
  reopening of the subsector. 
  The adventurers have been recruited by Genidiirsi 
  Hault-Reitan as part of an informal team visiting worlds 
  in the subsector. Baron Reitan’s purpose is two-fold: He 
  has been visiting his own holdings on various worlds 
  between Regina and Efate, and helping in the recovery 
  by managing problems that have come up. 
  The entire group set out from Regina some months 
  ago. Baron Reitan arranged passage for everyone along 
  the spinward main as far as Efate.  Stopovers at each 
  world have averaged about a month.
  Uakaye: The Group has just arrived on Uakaye, The 
  Baron has planned a short stay, primarily to allow a 
  hunting expedition for Redbacked Slonths, a carnivore 
  native to Uakaye.
  THE HUNTING EXPEDITION
  Baron Reitan has contacted a local outfitter, gotten 
  some maps, a few guidebooks, and an aerial survey.
  Redbacked Slonths are in season, now migrating to 
  the north shore of Triante, Uakaye’s largest island, this 
  territory is mostly forest. Hunting Slonths is a test of 
  locating their spore and following it until the slonth is 
  found.
  Slonths leave a vile-smelling spore trail exuded from 
  a gland in their tails, which frightens the smaller ani-
  mals that are slonth prey. 
  REFEREE SYNOPSIS
  This adventure is in two parts, an initial hunt for 
  the Redbacked Slonth, and then an investigation into 
  the cause of a plague that is ravaging Uakaye. The hunt 
  is brief and simply allows the players to learn to work 
  together, the real adventure is the search to diagnose 
  and treat the plague. 
  Referee Notes: The original version of this had six 
  different causes, the tournament version only used the 
  first cause 
  CAUSES:
  1. A genetic experiment gone wrong
  2. A genetic experiment deliberately released for 
  revenge
  3. A genetic experiment deliberately released for 
  ransom
  4. Zhodani biological weapon
  5. A naturally occurring plague
  6. A plague from another world
  THE HUNT
  Redbacked Slonths are an interesting carnivore na-
  tive to Uakaye. They are 200kg pouncers with claws.
  The Barons hunt for them is a pleasant diversion 
  which he’s been looking forward to for several months
  The skin of the redback slonth is a delicate velvety 
  hide which makes an exotic leather. The Baron wants 
  that leather to make a cape. 
  Note: For Hero System, use the stats for an adult tiger 
  (Bestiary 147-148), but remove the roar and add +2 to 
  the Climbing skill.
  RANDOM EVENTS 
  A 3d6 Die roll of 10+ indicates an event; if the 
  Plague Cause is #5, then each event should present a 
  grey colored grazer (grey should be emphasized, these 
  are animals suffering from the plague). A second or 
  later encounter should present an animal dead from the 
  plague.
  THE PLAGUE
  Upon return from the hunting expedition, the group 
  finds the situation has changed considerably since 
  they left Uakaye City. A fast-acting disease has swept 
  the city, affecting nearly 30% of the population, and 
  medical and government officials are overworked and 
  overwhelmed. They are fully occupied just trying to 
  relieve suffering among the afflicted.
  Symptoms: The plague’s most visible symptom is a 
  perruque, a cap of fungal fibers that cover the top of the 
  head like a wig. The grey fibers completely cover the 
  victims own hair, obscuring the natural hair color. 
  The other symptoms are more serious. A high fever, 
  a thin opaque film over the eyes, creating blindness. 
  Unconsciousness and coma, and death from brain dam-
  age in some cases. The progress of the disease is swift, 
  the first sign is a mild fever along with bits of grey fiber 
  at the roots of the hair, within a day. The fibers com-
  pletely cover the skull within 3 days, and the vision 
  has dimmed due to the film over the eyes, and the fever 
  increases in intensity. By the eighth day the victim is 
  
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  completely blind and racked by a high fever. A Crisis 
  occurs on the 7th day, if the fever breaks the victim 
  usually recovers, the film over the eyes melts off, and 
  the grey fibers shed with normal hair loss, recovered 
  patients are bald until their hair grows back in. Recov-
  ery is complete within 10 days of onset. The Crisis on 
  the 7th day is crucial, if the patient doesn’t survive the 
  crisis, the condition rapidly deteriorates and death fol-
  lows within 24 hours, about 50% of the plague victims 
  don’t survive.
  Treatment:  Early in the course of the disease there is 
  little that can be done. When the fever starts to rise, the 
  victim must be kept comfortable and fever suppressants 
  administered, Anti-biotics can help reduce complica-
  tions but they don’t appear to help in preventing the 
  disease itself. 
  ADVENTURE INFORMATION
  TIME
  The local day is close enough to 24 hours to count 
  as a standard day for scenario purposes, and the day is 
  divided into 4 6-hour blocks. All characters need one 
  block of time to sleep under normal circumstances. 
  Travel times in Uakaye City can be considered as 
  irrelevant, travel to other locations will be listed by 
  location. 
  INFORMATION GATHERING
  At each major map location, it is possible to en-
  counter a rumor. The rumor may be true, false, or 
  misleading, or even a potential clue when the group 
  first arrives at the map location. The Rumor should be 
  presented at the first reasonable opportunity.
  LINRADIS ISLAND: THE IGS ENGINEERING LABORATORY
  Travel time: [6 hours from the city by grav vehicle]
  Imperial Geneering Systems maintains a remote 
  genetic engineering laboratory on the remote island 
  of Linradis. The Isolation is deliberate and serves 2 
  purposes, It helps reduce contamination in case of an 
  accident, and it keeps workers minds on their work and 
  away from the distractions in the city.
  Intel Kiriolion is a researcher at the lab, and he 
  is available to discuss the plague and its effects on 
  Uakaye City. His superior Resian Talbot is the director 
  of the laboratory but has only been on the job a short 
  time.
  Rumor: One of the labs staffers comments that 
  former director Tanissa Levant was discharged for inef-
  ficiency.
  CASES:
  1.  Kiriolion has been working on a biological agent 
  similar in effect to the plague currently in Uakaye 
  City. Unfortunately his lab has no remaining 
  samples, all were sent along with a final report by 
  courier to the Naval base at Efate about 2 weeks 
  ago. The courier Lars Intron took the materials 
  into the city and then was going to take 2 weeks 
  vacation in the city, he has not returned, and he is 
  just now overdue. 
   
  Kiriolion has an electron microscopic profile 
  of the plague, if it matches with a sample from 
  Uakaye City, then they are the same. 
   
  IGS has a tentative vaccine for the plague, which 
  should work on about 60% of the population, if 
  the 2 plagues match, then the vaccine should stop 
  the spread of the disease.
  POLAR SUBSURFACE CITY
  Travel time: [12 hours from city]
  An especially rich vein of Iridium Ore runs along 
  the floor of the ocean of Uakaye near the north pole. 
  To exploit it, a mining settlement has been established 
  under a dome on the floor of the sea. The settlement is 
  controlled and owned by Ling Standard Products. Its 
  designation is MinCon 78.
  A platform raised 50 meters above the ocean surface 
  allows vehicles to land and be lowered to the to the city 
  by elevator. The city is as yet untouched by the plague. 
  The local city leaders are aware of the plague and are 
  determined to avoid its reaching the colony
  They will allow the adventurers to interact by video 
  with whomever they need to talk to. The information 
  they can provide includes the following. 
  They have had no contact with the IGS research lab 
  on Linradis, if the infection came from there, the lack of 
  contact is the reason the colony remains untouched.
  Rumor: Their search radars record a ship landing in 
  the Shallows recently.
  THE SHALLOWS
  A section of the sea on Uakaye north of Uakaye City 
  is exceptionally shallow, between 1 and 3 meters deep 
  with a floor of solid bedrock. A starship has recently 
  crashed here after successfully entering atmosphere. 
  The wreck lies half submerged in the center of the 
  shallows. The ship named the O’Shaunessy is a 400 ton 
  subsidized merchant which visits Boughene, Uakaye, 
  Roup, and Knorbes and Feri on a regular basis. This 
  ship has 2 decks, the lower deck is flooded and under-
  water, the upper deck has about 30cm of water sloshing 
  about, and the damage to control circuits and electron-
  ics is severe. 
  Rumor: The Ships computer contains a record of the 
  ships flight.
  Cases: 
  1. The ship crashed due to the failure of a control 
  interface, the entire crew of 5 was killed during 
  the landing.
  2-5: nothing useful
  6. The entire crew is dead. Examination of the bodies 
  shows that all of them died from the effects of the 
  plague. The ships log contains an account by the 
  
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  captain of the gradual effects of the plague on the 
  crew, while enroute to Boughene. The ships log 
  can be accessed by another ships computer at the 
  starport. 
  2. Trying to land the pilot made a miscalculation 
  and crashed in the shallows. Records on the ships 
  bridge show the plague is also rampant on Bough-
  ene. 
  AG FACTORY
  The Ag Factory is an automated production center 
  which is devoted to growing a variety of grains and 
  vegetables for local consumption. The entire operation 
  is run by less than 5 people in an extremely complex 
  control center. 
  Rumor:  One of the staff at the factory comments in 
  passing that the Ag Factory is producing large quanti-
  ties of food, but casualties from the plague have re-
  duced demand. No one is going to earn their bonuses 
  this year.
  Cases:
  1.  The night controller has cooked up a plan to 
  make some money from this plague. He has sent 
  a ransom demand to the police department. The 
  ransom demands are untraceably sent by com-
  puter, they call for the ransom to be placed in a 
  drone at the Ag Factory and send it west over the 
  ocean. The Ag Factory has both the money and the 
  drone on hand, Somebody at the factory will have 
  to prepare it. The police will expect the drone to 
  be intercepted by an air raft or perhaps a radio 
  signal. In either case theres a good chance the 
  extortionist will get away with the money. Actu-
  ally the night controller expects to switch a false 
  load for the money when it is placed in the drone, 
  he will then hide the money and get away with it 
  later. The group when visiting the Ag factory will 
  find everyone friendly and open, but unable to 
  provide any real information. The night controller 
  has no real knowledge of the source or cause of 
  the plague.
  STAGING POINT
  Travel time: [6 hours from the city]
  Staging point was establishd as a stopover for travel-
  lers ranging across the surface of Uakaye. The small 
  station has a restaurant, a vehicle repair station, a com-
  munications beacon, and a small store.
  The station is operated by a husband and wife 
  couple and their three children, questioning them can 
  give a good idea of who has passed through recently 
  and of any interesting events. 
  Rumor:  The Zhodani casualty remains recovery 
  team was through here several weeks ago.  The people 
  here think that the Zhodani were responsible for the 
  plague.
  Cases:
  1. The weekly courier between IGS and Uakaye City 
  hasn’t been through on his regular run. In fact he 
  hasn’t been back from Uakaye City, They think 
  he came down with the plague, his name is Lars 
  Intron.
  HUNTING GROUNDS
  The forests of Uakaye are home to the Redbacked 
  Slonth, the Baron’s goal on his hunt. Terrain types on 
  the hunt are Forest, Swamp, and Beach.
  Cases:
  1. The hunting grounds show no important informa-
  tion, no evidence of the plague is present in the 
  field. 
  5. If the hunting grounds are revisited, throw 2D 
  each time an encounter table is to be consulted, 
  on a 7+ a local animal is found dead of the 
  plague. 
  CITY INDUSTRIAL PARK
  The industrial park is the site of several small 
  factories, most sprang up to deal with war production 
  needs of the Imperium, and now they’re winding down 
  as their contracts expire. Consequently there are only 
  a few workers here and the future looks bleak. One 
  temporary bright spot is Triple V vacc suit corporation, 
  They have been hiring workers lately to help produce 
  stripped down vacc suits for local sale, the suits serve 
  as quarantine suits to protect against catching the 
  plague. 
  Rumor:  Some unemployed workers are saying that 
  Triple V is run by a truly unfeeling and greedy person 
  who devised the plague just to sell a surplus stock of 
  vacc suits and make a quick credit.
  Cases:
  1.  A new employee of the company is Tanissa Le-
  vant, he is in charge of quality control, and has 
  only been on the job for a few weeks. 
  In response to direct questions: Tanissa Levant 
  admits that he was formerly head of the IGS lab, he left 
  because his contract ran out. He also says that he knew 
  about a similar plague being developed by IGS, but he 
  is certain that the Uakaye plague can’t be same one. He 
  always insisted on extreme safety measures while he 
  was director.
  RESIDENCES
  The residential area of the city is filled with houses 
  and apartment blocks, because of plague fears, no one 
  is allowing visitors or callers.
  UAKAYE DOWN STARPORT
  The starport closed itself to traffic once the nature of 
  the plague became apparent. There has been no traffic 
  allowed to the planetary surface.
  Rumor:  There was a strange incident recently: A 
  ship landed out in the shallows, rather than here at the 
  starport. One fellow believes that it was Zhodani Sabo-
  teurs, another thinks it was smugglers. 
  
  TravellerHERO - Unofficial Guide 
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  Cases:
  1.  There is no record of a parcel shipment passing 
  through the starport from IGS to Efafe, The clerk 
  knows Lars Intron, and expected him with the 
  package but hes never shown up, that was just 
  before the plague started he thinks. 
  STARTOWN
  The people in startown are especially troubled by 
  the plague. With the starport closed there is little in the 
  way of new business. And the old hands are running 
  out of money, the only jobs to be had are clearing the 
  dead out of rooms – a job likely to give the plague to the 
  workers.
  Cases:
  1.  Cleaning up the plague dead is one of the few jobs 
  open at the moment. Some people won’t take the 
  job for fear of catching the plague, but others take 
  the job because they need the money. One Star-
  town resident says he has always done this sort of 
  job, when a hotel needs a body removed, they call 
  him [They paid 100 cr per job before the plague, 
  now the job has gone down to 50 cr per job]. He 
  remembers just before the plague started, he and 
  another man cleaned out a room in the Uakaye 
  Regent Hotel, of a man who had been dead for a 
  few days, his partner died of the plague. The man 
  thinks about it for a minute and then comments 
  that his partner was one of the first to catch the 
  plague. 
  POLICE HEADQUARTERS
  The police are overwhelmed by the plague, several of 
  their enforcers have fallen to its effects, they are over-
  worked and undermanned. The Police Chief appears 
  distracted [perhaps showing the signs of the plague 
  himself]. The police chief is unable to provide any help 
  due to lack of resources, He suggests there might be 
  some equipment available at the Imperial Army Base.
  Rumor:  An enforcer going off duty is heard to say 
  that he thinks this is a Zhodani plot, they use biological 
  agents.
  Cases:
  1. The police chief says he has received a ransom 
  note that calls for cr 1,000,000 in return for the 
  formula for an antidote and vaccine, they are 
  checking on its authenticity, he should know 
  more in a few more days. 
  NEXT TIME THE PARTY CALLS: The ransom note 
  appears to be authentic, they are going to pay the ran-
  som.
  COMMERCIAL CENTER
  The stores of Uakaye City are located in the commer-
  cial center of the city. Equipment of Law level 8 or less 
  and tech level D or less can be purchased in the stores 
  here, prices are 10% above base price, Vacc suits and 
  protective suits are priced at 200% of base price. A Lo-
  cally produced protective suit is available for cr 1,000.
  ABANDONED ARMY BASE
  [6 hours from the city]
  The Imeperial Army Base has been scheduled for in-
  activation, there are no troops assigned to it now, only 
  a few guards responsible for the equipment left behnd. 
  The Officer of the guard can provide an Imperial G Car-
  rier for use as transportation on Uakaye, This requires a 
  good reaction from the officer, or he will not cooperate, 
  there are over 300 g carriers parked in the motor pool, 
  one could be stolen if necessary. 
  IF ASKED: a cooperative officer of the guard could 
  provide bio-protection suits which may protect against 
  the plague. 
  RUMOR:  Two of the guards can be overheard talking 
  about the plague, the wear Imperial bio-protection suits 
  when they have to go into town. 
  HOTEL COMPLEX
  The Uakaye Regent Hotel is one of several hotels in 
  Uakaye City, since the plague it is the only one remana-
  ing open, One of the others was burned to the ground 
  in an attempt to clear out plague contamination. 
  RUMOR:  There was a Zhodani group through the 
  city some weeks ago, recovering remains of Zhodani 
  war casualties. They were the ones responsible for 
  the plague, either they left it behind or they tripped a 
  booby trap while recovering bodies.
  Cases:
  1. If a clerk is asked about Lars Intron[ It must men-
  tion him by name] he can check the files and 
  find that Intron was registered there and found 
  dead of the plague in his room. The room itself 
  was cleaned up and Intron’s luggage was placed 
  in storage. Introns luggage contains a parcel 
  addressed “The chemical warfare section Impe-
  rial Naval Base, Efate”. The package contains a 
  ruptured sample container of the biological agent, 
  it has leaked out.
  MEDICAL CENTER
  The Medical Center in Uakaye City is under tremen-
  dous pressure, treating plague victims, looking for a 
  cure, looking for treatments until a cure is found. The 
  staff is very cooperative, and appreciates the efforts 
  of the group to find the reason that the plague has hit 
  Uakaye.
  RUMOR:  The medical staff was originally puzzled 
  by the rapid appearance of the plague, they now have 
  several theories. It could be a genetically manipulated 
  virus, or it could be a naturally occuring disease, 
  Cases: 
  1. The first victim of the plague was Lars Intron, He 
  was found in a hotel in the city, he has not yet 
  been identified by occupation or residence.
  
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  FINAL NOTES
  For the assorted critters in the wilderness, use vari-
  ous creatures from the Fantasy Hero beastiary, as Trav-
  eller just uses generic critters. There are buffalo, boars, 
  crocodiles, small elephants, or at least local equivilants 
  of such.
  One plot line that’s not covered but could easily be 
  more developed is the Zhodani leaving a “gift”.
  The original module didn’t include a map, and the 
  characters were from a module called Tarsus.
  ¶
  Starport Situations
  The Tourist
  Tourists, being unfamiliar with a given area, can 
  make trouble or provide information.
  BASIC ENCOUNTER
  The characters are travelling through the starport 
  when they see a man or woman who is obviously a 
  tourist on the corner ahead of them. He or she is wear-
  ing normal travel clothing, armed as the local law level 
  allows, and carrying maps or travel brochures. As the 
  characters approach the corner, he or she approaches 
  and hails them in Galanglic, asking to buy them a cup 
  of coffee (or local equivalent) and talk for a while. The 
  tourist claims to be a traveller from a nearby human 
  world, and is ready to head back home as soon as his 
  ship arrives. Unfortunately, the starport area seems 
  none too safe, and he/she would like some company in 
  the meantime.
  The characters are not in a hurry to a particular 
  place, and the time of day makes the drink and relax-
  ation sound good. If the characters accept, the tourist 
  happily buys each a drink (as well as one for himself), 
  and probes the characters about their backgrounds, ad-
  ventures, and so on. If asked, he gives the name Kristoff 
  (or Krista if female).
  VARIATION ONE
  The tourist really is a tourist. The tourist is a noble 
  from a nearby human world, who left to travel the 
  subsector and get a better understanding of the local 
  economies and how they affected the tourist’s world. 
  The tourist is now bound for home, with ideas to try to 
  make things better.
  VARIATION TWO
  If the characters are friendly, and show themselves 
  trustworthy, the tourist may ask a favor. The tourist is 
  heading back home, and has received word of trouble 
  back home, and would like the characters to accompa-
  ny him/her back home (he’ll pay their way). If the char-
  acters accompany the tourist home, they find that the 
  tourist’s holdings have been taken over by a pathologic 
  relative. The tourist’s family and friends are prisoners, 
  and with the character’s help the tourist can regain his 
  family and holdings.
  VARIATION THREE
  The tourist is really a con-man and thief, and is siz-
  ing up the characters. He is an expert pickpocket, and 
  will attempt to pickpocket one or more of the charac-
  ters as they are leaving the coffeehouse. If they discover 
  him doing this, he will claim it’s a mistake and attempt 
  to flee at first opportunity.
  
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  VARIATION FOUR
  The tourist is really a spy; possibilities include work-
  ing for rebels if the area has harsh rulers, for a rival 
  government if the world is balkanized, for the local gov-
  ernment if it’s a restrictive government.  If the charac-
  ters seem like they are up to no good, the spy will take 
  an interest in their activities, either to report them or to 
  convince them to help him. If the characters seem on 
  the up-and-up, the spy will try to get them to help him 
  against “the enemy”, whoever that may be.
  The Loaders
  BASIC ENCOUNTER
  A large hovertruck loaded with goods is travelling 
  along the starport roadway to one of the merchant 
  ships, and their are 1-3 men in the hovertruck. They 
  are in a hurry, and showing no signs of getting out of 
  the character’s way. In fact, the characters will have to 
  leap out of the way to avoid injury, but doing so means 
  landing in a dirty area - mud, oil, scummy water, or 
  other such materials.
  VARIATION ONE
  The crew of the hovertruck are in a hurry - the cap-
  tain of the ship they are travelling to is in a hurry, and 
  told their company that he wants the goods loaded by 
  time x, or not at all. Their company told them if they 
  don’t get the goods loaded, they’ll lose their job.
  VARIATION TWO
  The ‘crew’ of the hovertruck are actually thieves, 
  who have stolen the hovertruck and its goods before 
  it got to the ship that bought the goods. The thives are 
  on their way to store and sell the goods on the black 
  market.
  VARIATION THREE
  The crew of the hovertruck have been promised a 
  day off with pay if they get the goods loaded on time, 
  and they are determined to earn that day off.
  VARIATION FOUR
  The crew of the hovertruck are actually law enforce-
  ment agents, on their way to a bust (in disguise) or to 
  help an officer in distress. They will not appreciate any 
  delays.
  The Police
  BASIC ENCOUNTER
  As the characters are travelling in the Starport, they 
  are approached by 1-4 police officers. The police tell 
  the characters they are investigating a crime in the area 
  (theft, mugging, murder, larceny, etc.) and would like to 
  ask the characters some questions.
  VARIATION ONE
  The police have no interest in the characters, but are 
  asking everyone they encounter to identify the person 
  in a photograph (either a criminal or the dead victim). 
  If the characters later see that person, the characters 
  may act on that information as they see fit.
  VARIATION TWO
  The police have no interest in the characters, but are 
  looking for anyone who may have witnessed the crime 
  and can help with any clues. If the referee wants the 
  characters to have been witnesses, he should set up the 
  situation appropriately.
  VARIATION THREE
  The police are interested in the characters, because 
  one of them looks like a criminal they are hunting. The 
  character(s) will be detained and taken to the police 
  station, and asked questions. It will take 1d6-1 days to 
  clear up the matter.
  VARIATION FOUR
  The police are interested in the characters, because 
  one or more of the characters has been framed for a 
  crime (theft, murder, etc.). The police will attempt 
  to detain them and take them down to the station for 
  questioning and arraignment. Those characters remain-
  ing free (or out on bail) will have to find out who the 
  real guilty party is to clear their name.
  Military On Leave
  BASIC ENCOUNTER
  Members of one of the military organizations (Army, 
  Navy, or Marines) are on leave at the starport, and have 
  been drinking and having a good time. They are wear-
  ing identifying clothing and insignia, and appropriate 
  sidearms (pistols, gauss pistols, lasers, etc.). The are 
  approaching the area where the characters are, but have 
  not yet made contact.
  VARIATION ONE
  The members of the military group are from the 
  same organization as one of the characters is/was 
  (Army, Navy, or Marines), and the military group 
  recognizes the character by insignia or other clues, 
  and are treated like long-lost brothers. The military 
  group insists on buying drink for the character(s) at 
  the nearest bar.  While at the bar, chances are high that 
  the characters will encounter a rival group, and insults 
  will fly.  If a barfight breaks out, the military group will 
  fight alongside the characters.  Or the military group 
  will encounter a rival group, a fight will break out, and 
  the characters will have to fight alongside their new 
  friends.
  VARIATION TWO
  One of the members of the military group thinks that 
  
  Section Name 
  TravellerHERO - Unofficial Guide
  150
  one of characters is a friend reported missing in action, 
  and insists on buying the character some drinks and 
  learning what happened.  The referee may use this as 
  desired, especially if the character’s history may make 
  this true.
  VARIATION THREE
  The military group notice that one or more of the 
  group are from a rival organization, and begin insulting 
  them.  They are perfectly willing to get into a brawl.
  VARIATION FOUR
  The military group mistakes one of the characters 
  for  someone who cheated him, stole his girl, or some 
  other event that makes it personal.  He will insult the 
  character(s), and depending on the character’s re-
  sponse, likely start a brawl.  The characters could end 
  up in jail if they’re not careful.
  Mugging
  BASIC ENCOUNTER
  The characters hears moans and cries from a dark-
  ened or hidden area - an alley, a vacant lot, a warehouse 
  area - and find the apparent victim of a mugging.
  VARIATION ONE
  The mugging victim is barely conscious, but is grate-
  ful for any help the characters provide(d). The victim 
  may or may not require hospitalization or further care, 
  and the reasons for the mugging may make this pos-
  sible or not for the victim.
  VARIATION TWO
  The mugging victim dies as the characters arrive, 
  with the muggers fleeing the scene. The police may ar-
  rive too late to suspect any but the characters, and the 
  referee should take the situation from there based on 
  the character’s actions (and possible reputation).
  VARIATION THREE
  The mugging victim is in shock, and thinks the char-
  acters are more attackers.  The victim’s physical state 
  will dictate whether the victim can try to fight back at 
  his supposed attackers, flee, or just shouts for help. As 
  the police arrive, the referee determines the situation 
  based on the character’s actions (and possible reputa-
  tion).
  VARIATION FOUR
  The mugging is a setup for the real mugging - an at-
  tempt on the characters. There should be one attacker 
  for every character in the party. Weapons are typically 
  limited to clubs and knives, but the referee should ad-
  just based on the characters weapons and defenses and 
  the law level of the current world.
  
  TravellerHERO - Unofficial Guide 
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  Sample Characters
  Here are some sample characters.
  Classic Traveller Merchants
  These converted characters are based on characters 
  from one of the Traveller modules (though I won’t say 
  which one - if you have the module, you’ll probably 
  know it). The HERO System conversions of the charac-
  ters are built on 100 base plus up to 50 points in Dis-
  advantages, and uses the profession templates from the 
  Professions chapter as well as converting their existing 
  skills and stats.
  Ship’s Captain
  Traveller Stats
  Retired Merchant Captain, 5A7B98, Age 44
  6 Terms, Cr 13000
  Admin-2, Bribery-2, Computer-3, Navigation-3,
  Pilot-1, Vacc Suit-2, Auto Rifle-1, Auto Pistol-0
  Serves as the ship’s captain of the HMS Manhattan and 
  serves as Navigator as well. Salary Cr6000/month.
  Example HERO Conversion
  MARK STOCKTON
  CAPTAIN OF HMS MANHATTAN
  8
  STR
  15
  DEX
  11
  CON
  10
  BODY
  17
  INT
  11
  EGO
  15
  PRE
  10
  COM
  2
  PD
  2
  ED
  2
  SPD
  4
  REC
  22
  END
  20
  STUN
  Abilities:  Fringe Benefit:  Starship Masters License; Fringe Benefit:  
  High-level executive of a minor business; Fringe Benefit:  Merchant 
  Vessel with Clear Title; Environmental Movement (no penalties 
  on Zero G); AK Spinward Marches 11-; Bribery 13-; Bureaucratics 
  13-; Combat Piloting 12-; Computer Programming 14-; Electronics 
  8-; High Society 12-; Navigation (Hyperspace, Space) 14-; PS: Vacc 
  Suit 12-; SS:  Astronomy 8-; Systems Operation (Communications 
  Systems, Sensors) 12-; Trading 15-; TF:  Commercial Spacecraft & 
  Space Yachts, Personal Use Spacecraft; WF:  Handguns, Rifles
  100+ Disadvantages:  Normal Characteristic Maxima; Age:  40+; 
  Psychological Limitation:  Greedy (Very Common, Moderate); 
  Psychological Limitation:  Stubborn (Common, Strong)
  Notes:  Served in the TransStar merchant fleet, rising to Captain 
  before retiring
  Ship’s Pilot
  Traveller Stats
  ex-Scout, 9B7955, Age 31
  3 Terms, Cr 10000
  Air/Raft-1, Jack of all Trades-1, Pilot-2, Vacc Suit-1,
  Laser Carbine-1
  Serves as pilot of the HMS Manhattan. Salary 6600/
  mo.
  Example HERO Conversion
  Jonah Kentaki, Pilot of HMS Manhattan
  13
  STR
  16
  DEX
  11
  CON
  10
  BODY
  13
  INT
  13
  EGO
  12
  PRE
  12
  COM 3
  PD
  2
  ED
  3
  SPD
  5
  REC
  22
  END
  23
  STUN
  Abilities:  Contact:  Old shipmates from Scout Service (Good 
  relationship with Contact) 11-; Fringe Benefit:  Starship Masters 
  License; Environmental Movement (no penalties on Zero G); Latent 
  Psionic; Jack Of All Trades: +1 Overall; AK: Imperial Space 11-; 
  Combat Piloting 13-; Computer Programming 12-; Electronics 
  12-; KS: Imperial Scout Service 11-; Mechanics 12-; Navigation 
  (Hyperspace, Space) 12-; PS: Vacc Suit 12-; SS:  Astrophysics 11-; 
  SS:  Hyperspace Physics 11-; Systems Operation (Communications 
  Systems, Sensors) 12-; TF:  Commercial Spacecraft & Space Yachts, 
  Military Spacecraft, Personal Use Spacecraft; WF:  Beam Weapons
  100+ Disadvantages:  Psychological Limitation:  Overconfident 
  (Common, Strong); Psychological Limitation:  Curious (Common, 
  Strong)
  Notes:  29 unspent points, held for psionics
  Ship’s Engineer
  Traveller Stats
  Retired Navy Rating, 876785, Age 51
  8 Terms, Cr 12000
  Electronic-2, Engineering-3, Mechanical-2, 
  Ship’s Boat-1, Vacc Suit-1, Auto Pistol-0
  Serves as engineer of the HMS Manhattan. Salary 4800 
  Cr per month.
  Example HERO Conversion
  Kurushi Honda, Engineer of HMS Manhattan
  12
  STR
  11
  DEX
  10
  CON
  10
  BODY
  11
  INT
  10
  EGO
  10
  PRE
  10
  COM
  2
  PD
  2
  ED
  3
  SPD
  4
  REC
  20
  END
  21
  STUN
  Abilities:  Luck 2d6; Martial Arts: Tai Chi; Block:  1/2 Phase, 
  +2 OCV, +2 DCV, Block, Abort; Throw:  1/2 Phase, +0 OCV, +1 
  DCV, 2d6 +v/5, Target Falls; Grab:  1/2 Phase, -1 OCV, -1 DCV, 
  Grab Two Limbs, 22 STR for holding on; Joint Break:  1/2 Phase, 
  -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1 , Disable; Palm 
  Slap/Kick:  1/2 Phase, -2 OCV, +1 DCV, 6d6 Strike); Fringe Benefit:  
  Engineer’s License; Contact (Good relationship with Contact) 11-; 
  
  Section Name 
  TravellerHERO - Unofficial Guide
  152
  Environmental Movement (no penalties in Zero G); ; Speed Reading 
  (x10); Computer Programming 12-; Electronics 12-; KS: Emergency 
  Damage Control 11-; KS: Gravitics 11-; KS: Imperial Navy 11-; KS: 
  Starship Jump Drives 11-; KS: Starship Maneuver Drives 11-; KS: 
  Starship Power Plants 11-; Mechanics 12-; PS: Imperial Navy Officer 
  11-; PS: Vacc Suit 11-; SS:  Physics 11-; SS:  Starship Engineering 13-; 
  Security Systems 11-; Systems Operation (Communications Systems, 
  Environmental Systems, Sensors) 11-; TF:  Commercial Spacecraft 
  & Space Yachts, Military Spacecraft, Personal Use Spacecraft; WF:  
  Beam Weapons; WF:  Handguns; +2 with Starship Engineering and 
  Maintenance Skills
  100+ Disadvantages:  Normal Characteristic Maxima; Age:  
  40+; Psychological Limitation:  Stubborn (Common, Strong); 
  Psychological Limitation:  Honorable (Common, Strong)
  Notes:  
  Ship’s Medic
  Traveller Stats
  ex-Other, 684AAA, Age 43
  5 Terms, Cr5000
  Forgery-1, Jack of all Trades-1, Medical-3, 
  Streetwise-1, Vacc Suit-0, Dagger-0, Shotgun-0
  Serves as medic of the HMS Manhattan. Salary 2400 
  Cr per month.
  Example HERO Conversion
  Katie Silver, Medic
  TBD
  Ship’s Gunner
  Traveller Stats
  ex-Merchant Third Officer, 4BC888, Age 36
  4 Terms, Cr 4000
  Engineering-1, Gunnery-3, Steward-1, 
  Tracked Vehicle-1, Vacc-Suit-1, SMG-1
  Serves as gunner of the HMS Manhattan. Salary 1200 
  Cr/month.
  Example HERO Conversion
  Ship’s Steward
  Traveller Stats
  ex-Army Captain, 69B687, Age 26
  2 Terms, CR 100
  Admin-1, Forward Observer-1, Leader-1, Steward-0,
  Vacc Suit-0, Rifle-1, SMG-3
  Serves as steward of the HMS Manhattan, though only 
  because he needed a job and this was the only one 
  available.
  Example HERO Conversion
  Henry Abril
  TBD
  Ship’s Deckhand
  Traveller Stats
  ex-Marine Captain, BB785A, Age 30
  3 Terms, CR 1000
  ATV-2, Gambling-1, Tactics-1, Vacc Suit-1, Cutlass-1,
  Revolver-1, Auto Rifle-1
  Serves as a deckhand on the HMS Manhattan, only 
  because that’s the only job that was available.
  Example HERO Conversion
  Derek Oslo
  
SOURCE: textdata/thevault/Traveller/07 - Traveller (HERO)/Traveller (hero) - TravellerHERO_(v0.9).pdf