TEXT: -  -
  TRAVELLER
  Special Supplement 6
  Guns, Gear and Gadgets
  
  Special Supplement 6: Guns, Gear and Gadgets  
  – A Supplement for Traveller
  Traveller - Science FicTion advenTure in The Far FuTure
  BASED ON THE AWARD-WINNING TRAVELLER GAME SYSTEM AND UNIVERSE BY MARC MILLER
  CREDITS
  Chief Field Tester
  Martin J. Dougherty 
  Special Consultants
  Michael Taylor
  William Andersen
  Quartermaster Corps
  Michael Taylor
  Omer Golan Joel
  Honourable Mentions
  Original creators of Traveller gear – equipping the far future since 977!
  Copyright ©2007 Avenger Enterprises in association with Comstar Media, LLC. All rights reserved.
  Traveller is a trademark of Far Future Enterprises and is used under license.
   2 3 4 5 6 7 8 9 0
   
  
  Contents
  4 
   
  Introduction
  5 
  Part : Rules Additions
  5 
   
  Weapons Ownership and Permits
  6 
   
  Permits and Local Laws
  6 
   
  General Weapon Characteristics
  7 
   
  Weapon Mass and Recoil
  7 
   
  Special Attack Types
  9 
   
  Area attacks and Suppressive Fire
  9 
   
  Armor and Area Fire
  9 
   
  Artillery Combat in Traveller
  0  
  Direct Fire with Artillery Weapons
  0  
  Direct Hits with Artillery Weapons
    
  Random Shelling
  2 Part 2: Weapon Listings
  2  
  Hand Weapons
  2  
  Shock Weapons
  2  
  Blunt Instruments
  3  
  Axes and Related Implements
  3  
  Spears
  4  
  Swords and Knives
  4  
  Miscellaneous Close Combat Weapons
  5  
  Archaic Projectile Weapons
  5  
  Bows, Crossbows, Slings
  6  
  Archaic Firearms
  7  
  Projectle Weapons
  7  
  Handguns
  9  
  SMGs and Light Assault Weapons
  20  
  Shotguns
  21	 	
  Rifles	and	Carbines
  23  
  Light Support Weapons
  24  
  Low-G Weapons
  24  
  Snub Weapons
  24  
  Accelerator Weapons
  25  
  Energy Weapons
  25  
  Laser Weapons
  26  
  High Energy Weapons
  27  
  Other Weapons
  28  
  Ammunition and Accessories
  29  
  Ammunition Costs Table
  30  
  Magazines, feed devicies and Power Units Table
  3  
  Non Standard Ammunition
  32  
  Use of Non Standard Ammunition Types
  32  
  Weapon Accessories
  32  
  Ammunition Devices
  32  
  Sighting Aids
  33  
  Other Devices
  33  
  Grenades, Missiles, Support and Artillery Weapons
  34  
  Artillery Weapon Types
  35  
  Artillery Weapon Payload Size Classes
  35  
  Payloads and Warheads
  38	 	
  Grenades	and	Rifle	Grenades
  38  
  Hand Grenades
  38  
  Launched Grenades
  39  
  Grenades Table
  39  
  Bombs, Missile Warheads and Shells
  40  
  Launchers and Missiles
  4  
  Light Tactical Missiles
  4  
  Direct Fire Support Weapons
  4  
  Artillery Weapons
  43  
  Vehicle Mounted Energy Weapons
  44 Part 3: Gadgets and Gear
  44  
  Personal Protection
  44  
  Wearing Armor in Public
  44  
  Standard Armor Types
  45  
  Archaic Armor
  45  
  Anti Laser and Anti Energy Armor
  46  
  Helms and Helmets
  46  
  Complete Suits
  48  
  Other Protective Equipment
  48  
  Concealment Aids
  48  
  Shields
  49  
  Space and Hostile Environment Equipment
  5  
  Tools and Field Supplies
  55  
  Shelter and Accomodation
  56  
  Light Sources and Vision Aids
  57  
  Medical Supplies
  59  
  Drugs and Pharmaceuticals
  60  
  Security Equipment
  6  
  Communications and Electrical Equipment
  64  
  Pets, Livestock, Robots and Heavy Equipment
  65  
  Travel and Accomodation
  
  - 4 -
  INTRODUCTION
  This book contains a compilation of equipment, weaponry 
  and personal protection from the entire Classic Traveller 
  range of rulebooks, adventures and supplements as well as 
  later editions of the game. It could be considered a ‘shopping 
  list’ for adventurers, though it does include a few things 
  that most people could manage quite happily without. Also 
  included is a brief guide to life in the Far Future, including 
  costs for accommodation, local travel and other essentials. 
  Special thanks are due to Omer Golan Joel, who compiled 
  and submitted an impressive list of gear, apparently just for 
  fun. 
  There are no rules in here, nor any Great Truths. But there 
  are times when knowing the price of a box of snub pistol 
  ammunition or a crate of beer can make all the difference. 
  This book is for those moments. Happy shopping!
  MJD, April 2007.
  STANDARDS AND ASSUMPTIONS
  This Special Supplement is compatible with all editions of the 
  Traveller role-playing game, and indeed the content is drawn 
  from all versions. Where stats (eg damage) are required, 
  they are given in Classic Traveller terms, either directly (eg 
  Damage: 3D) or by way of comparison (eg Armor Value: As 
  Reflec).	Conversion	to	other	rules	sets	is	thus	a	very	simple	
  matter. 
  In order to make use of this supplement you will need a set 
  of rules (probably some version of Traveller) plus the usual 
  accoutrements and paraphernalia of gaming - some dice 
  as appropriate to your chosen rules set plus pens, pencils, 
  paper and probably some kind of furniture to improve player 
  and Referee comfort. A suitable gaming area with appropriate 
  atmosphere and gravity conditions is taken as a given.
  Warning! Items described in this supplement are intended 
  for use by persons of good conscience and in accordance 
  with the law. The publishers cannot be held responsible for 
  misuse or accidents incurred while undertaking hazardous 
  activity.	All	items	are	assumed	fit	for	purpose	but	field	testing	
  has not in all cases been undertaken. Do not attempt to halt 
  moving components with body parts. This supplement does 
  not	provide	protection	from	small	arms	fire	or	hard	vacuum,	
  and use in such circumstances is at the purchaser’s own 
  risk. Risk of choking if eaten. May contain nuts. Do not use 
  in the shower or while sleeping. Consult a doctor before 
  undertaking vigorous exercise or if symptoms persist. Not 
  to be taken internally. Care has been taken to remove all 
  bones, but some may remain. Wash hands after use.
  INTRODUCTION
  This book contains a compilation of equipment, weaponry 
  and personal protection from the entire Classic Traveller 
  range of rulebooks, adventures and supplements as well as 
  later editions of the game. It could be considered a ‘shopping 
  list’ for adventurers, though it does include a few things 
  that most people could manage quite happily without. Also 
  included is a brief guide to life in the Far Future, including 
  costs for accommodation, local travel and other essentials. 
  Special thanks are due to Omer Golan Joel, who compiled 
  and submitted an impressive list of gear, apparently just for 
  fun. 
  There are no rules in here, nor any Great Truths. But there 
  are times when knowing the price of a vac suit or a crate 
  of beer can make all the difference. This book is for those 
  moments. Happy shopping!
  MJD, April 2007.
   
  
  - 5 -
  PART 1: RULES ADDITIONS
  Most of the items presented in this book use the standard 
  Classic Traveller rules found in Books -4. However, some 
  items require special rules for use. These include chemical 
  and non-lethal weapons, artillery and some general concepts 
  not covered elsewhere in the rules. Most of what follows is 
  drawn directly or extrapolated from Traveller canon. If no 
  special rules apply, none are listed here and the standard 
  Traveller rules will cover all eventualities.  
  WEAPONS OWNERSHIP AND PERMITS
  Many societies consider that citizens have a right to own and 
  carry weaponry for self-defense, though usually some kind 
  of limits are placed upon what is reasonable for a private 
  citizen to own. These limits are to some extent encapsulated 
  in the system of Law Levels used by Traveller but in some 
  areas an additional level of accountability is required. 
  As a rule, a society with a strong central authority will prefer 
  not to allow its citizens outgun its law enforcers and troops, 
  while a more decentralized society may place an onus on 
  its citizens to have suitable weaponry to not only defend 
  themselves but also to prevent the government from getting 
  out of hand. Much depends on the nature of society. 
  As	a	rule,	weaponry	can	be	separated	into	five	categories,	
  and whatever the law level higher-category weapons will 
  tend to be more strictly controlled or harder to obtain than 
  lower-category ones. 
  The Imperium (applying equally to the Third and the Fourth, 
  depending on the setting) uses the following system. Many 
  other interstellar states have a similar one. As a rule, the 
  more accountable an individual (i.e. the more they have 
  invested in the well-being of their society) the easier they will 
  find	it	to	obtain	permits	for	heavier	weapons.
  Note that even though a character may have a permit to own 
  a given weapon, he may still be prohibited from owing or 
  carrying it in a given locale by the laws that apply there. The 
  permits system is a blanket across the Imperium and does 
  not supersede local laws.
  This comment is worth repeating – possession of a weapon 
  license does not allow a character to ignore local laws. Much 
  depends on the circumstances. A government that hires a 
  properly accredited mercenary unit will normally allow it to 
  retain and use its weapons, whatever laws are in place, 
  since this is necessary for the function desired of the unit. 
  Similarly, bodyguards for foreign dignitaries will usually be 
  permitted to carry weapons. 
  However, a demobbed Imperial Army soldier will not be 
  allowed	 to	 wander	 around	 with	 an	 assault	 rifle	 in	 a	 high-
  law level without a good reason. Trying to do so is a good 
  way to get that ex-military Category 3 permit revoked and 
  yourself	filled	full	of	small	but	painful	holes	by	people	who	
  are permitted to carry weapons as part of their duties…
  CATEGORY 1: UNRESTRICTED WEAPONS
  Correctly speaking, there is no such thing as a ‘Cat ’ 
  permit. No permit is required to own or obtain these items. 
  So long as the weapon is legal in this locality, even someone 
  convicted of weapons-related crime can usually carry it 
  without interference, though some localities place restrictions 
  on felons, which supersede the permit system. Note that 
  although weapons may be unrestricted in the permit system, 
  local law or custom may still prohibit them.
  Category 1 Examples: 
  All melee weapons (cutlasses, daggers, batons, shock 
  batons and so forth)
  Non-Lethal ‘Firearms’ (Tranq guns, Thud guns)
  All bow weapons
  CATEGORY 2: CIVILIAN SMALLARMS
  To obtain a ‘Cat 2’ permit, the purchaser must demonstrate 
  “the capability of safe use” – either presenting any existing 
  weapons permit or half an hour’s accreditation and safety 
  training on the range. No actual skill or reason for purchase 
  is required.
  Category 2 Examples: 
  Revolvers	and	most	pistols,	semi-automatic	rifles,	shotguns	
  and similar non-military weapons
  CATEGORY 3: PARAMILITARY 
  SMALLARMS
  To obtain a ‘Cat 3’ permit the purchaser must show that he 
  or she can use the weapon responsibly and safely, which 
  equates to having an actual skill level (or default skill from 
  other weapons training) and demonstrate “suitable need”. The 
  latter is covered by occupations such as shipboard security 
  operative, skip tracer, bodyguard, etc. References from 
  employers may be taken. Employment by an accountable 
  person or body (starship captain, corporation, port authority 
  or similar) is desirable. Note that all Imperial Services 
  personnel who are honorably discharged automatically have 
  a General Category 3 permit for weapons and armor, unless 
  it is revoked for criminal activity.
  Category 3 Examples: 
  Light	 Automatic	 Weapons	 (Autorifle,	 SMG,	 Assault	 Rifle,	
  Autoshotgun, Snub SMG)
  Special ammunition (HEAP) for snub weapons
  Laser	pistols,	rifles	and	carbines
  Heavy Ballistic Cloth body armor
  CATEGORY 4: MILITARY EQUIPMENT
  Category 4 weapons are treated much as Category 3, but 
  restrictions are tighter. Service as an accredited mercenary 
  or similar employment is usually required. Imperial personnel 
  leaving	the	service	with	a	“Weapon”	benefit	are	assigned	a	
  
  - 6 -
  permit for its use and ownership and retain this unless it is 
  revoked. Some localities permit such persons to retain their 
  weapon even if normally prohibited by local law, but most do 
  not consider even a weapon of honor to be above local law.
  Category 4 Examples: 
  Military Shotguns
  Gauss	Weapons	(Rifles	and	Pistols)
  Advanced	Combat	Rifles	(ACRs)
  Mid-Tech support weapons (grenade launchers, LAWs, Light 
  Machineguns)
  Powerful	mid-tech	weapons,	e.g.	Anti-Tank	rifles.
  Combat Environment Suit
  Military-grade electronics (advanced sighting equipment 
  etc)
  Military body armor
  CATEGORY 5: RESTRICTED MILITARY 
  EQUIPMENT
  Category 5 weapons are only available to accredited 
  mercenary units or personnel with a good record of serving 
  in such a unit, while actively seeking a suitable unit or 
  employer. This does not prevent a merchant captain from 
  shipping quantities of such weapons from one place to 
  another, provided they are properly crated and documented, 
  but they cannot be sold without proper permits in place. Of 
  course, in zero-law areas there is often no-one to enforce 
  such restrictions so the point may be academic unless an 
  Imperial law enforcement agency takes an interest.
  Examples:
  Plasma and Fusion Weapons
  Gauss Support Weapons
  Tac missiles
  Military Combat Vehicles
  Battle Dress and Combat Armor
  PERMITS AND LOCAL LAW
  Some organizations (merc units, Huscarles, corporate 
  security units) and some high-security starships generally 
  have a “Blanket Permit” for weapons use by personnel as 
  directed by the unit’s legitimate command or employer. 
  Some non-weapon systems fall into these categories and 
  are similarly restricted; e.g. nuclear mining explosives (cat 
  5), conventional explosives (cat 3), Starship lasers (cat 
  3), military-grade starship lasers (cat 4). Use of permitted 
  weapons in accordance with the organization’s remit (eg a 
  mercenary infantry unit involved in combat with the enemies 
  it	 was	 hired	 to	 fight)	 is	 not	 considered	 to	 be	 misuse	 of	
  weapons. Similarly, self-defense with legally-held weapons 
  is rarely considered to be a crime. 
  Permits do not automatically overrule local law, but in some 
  cases an individual or group may be permitted to retain 
  weapons that are not allowed under local law. For example 
  a mercenary unit equipped with military support weapons 
  operating in government service on a high law world will be 
  granted an exception to local law until the contract ends. A 
  retired	Imperial	soldier	who	has	retained	his	service	rifle	as	a	
  ‘weapon of honor’ may be allowed to keep it at his home even 
  though it would be illegal on his homeworld. This is likely 
  only if a need is perceived by the authorities, and therefore 
  such weapons more common on backwoods ranches than 
  in the middle of a well-policed city.
  Characters wandering around with military-grade weapons 
  that are illegal locally will face arrest and punishment even 
  if they have permits for their weapons, unless they have a 
  special dispensation from an appropriate authority. However, 
  if the same group were challenged in a locality without 
  weapons laws they could still be prosecuted for having 
  unlicensed	weapons	even	though	they	were	not	specifically	
  prohibited in that area.
  In short, a permit shows that an individual or group has a 
  valid reason to own a given weapon. It is not a right to carry 
  the weapon anywhere the character goes. 
  The main reason for the permit system is to prevent 
  ‘armament tourists’ from visiting low-law worlds to stock up on 
  deadly weaponry. The Imperium is not much concerned with 
  private ownership of even light automatic weapons as these 
  cannot really harm the combat armor that equips Imperial 
  military forces. However, the restrictions can be used as a 
  tool to deal with miscreants where necessary or to disarm 
  potential troublemakers. The system also helps  restrict the 
  proliferation of heavy weapons that could challenge Imperial 
  troops. 
  GENERAL WEAPON CHARACTERISTICS
  Weapon damage is given in Classic Traveller terms, 
  sometimes	 with	 modifiers.	 For	 example,	 a	 light	 autopistol	
  might be listed as delivering 3D-2 damage rather than the 
  usual 3D. This simply means roll 3D (3d6) and subtract 2 
  from the total.
  Where	a	positive	damage	modifier	exists,	it	is	treated	as	a	
  separate die and can be assigned to the target’s STR, DEX 
  or	END	as	normal.	A	negative	modifier	can	be	subtracted	
  from any damage die but obviously cannot reduce damage 
  to less than zero for that die. 
  Many	rifles	and	similar	longarms	do	not	cause	significantly	
  greater damage than handguns. This is because pistol 
  bullets, while travelling at lower velocity, tend to be of larger 
  caliber. They tend to deliver more of their energy to the target 
  than	many	rifle	shots,	which	often	tear	right	through	and	go	
  on their way without delivering all their energy.
  At close range against an unarmored foe there is not much to 
  choose	from	between	a	large	handgun	and	a	rifle.	However	at	
  longer range, or when armor must be penetrated, handguns 
  are	far	less	useful.	Rifles	usually	carry	more	ammunition,	too,	
  and	may	be	capable	of	fully-automatic	fire.	Submachineguns	
  
  - 7 -
  offer a good compromise for close combat, as do shotguns 
  under some circumstances. However, there is no perfect 
  weapon; each has its advantages and drawbacks and a wise 
  combatant	chooses	his	tool	to	fit	the	occasion.
  WEAPON MASS AND RECOIL
  Some people are simply too lightly built to cope with the 
  recoil of powerful weapons, or simply not strong enough to 
  effectively use a heavy hand weapon. For this reason, some 
  weapons	are	given	ratings	to	indicate	their	difficulty	of	use.	
  For hand weapons this is based solely on strength, and the 
  same system is used for bows, inasmuch as the heavier bows 
  and crossbows are a struggle to pull for weaker characters. 
  For	firearms,	the	ability	to	absorb	recoil	is	a	function	of	STR	
  and END, which represents body mass.
  A character who does not have the requisite attributes to 
  effectively	use	a	given	weapon	suffers	a	DM	(Die	Modifier,	
  ie an alteration to the skill throw to hit) of - when making 
  a combat throw using it for each point of STR or END he 
  lacks. For example, a character with a STR of 7 who needs 
  9 to use a given weapon suffers a DM of -2 to hit with it as 
  he struggles to even lift the weapon. Damage is normal; if 
  he manages to connect with a clumsy swing, the weapon’s 
  mass will cause damage as usual. 
  The exception to this rule is a crossbow of any kind; if a 
  character is -2 points short of the required STR (eg needing 
  9and having a 7 for STR), he can cock it eventually, but it 
  takes three times as long as normal. If he falls short by more 
  than two points he cannot cock the weapon at all. However, 
  if someone else cocks it for him, he can shoot without 
  penalty.
  Note that these rules do not supercede the limitations 
  imposed by the recoil of some weapons, such as the one-
  shot-per-2-rounds due to recoil for some plasma guns.
  Weapons are rated as Very Light, Light, Standard, Heavy 
  and Very Heavy. Anyone can use a Very Light weapon 
  without	penalty.	For	firearms,	character	needs	a	STR	and	
  END total that equals or exceeds the requisite value when 
  added together (so a big, weak character can sometimes 
  control	 a	 heavy	 firearm	 as	 well	 as	 a	 smaller	 but	 strong	
  person). For hand weapons, thrown weapons and bows, the 
  character needs a STR attribute equal to or exceeding the 
  listed value. 
  Anyone wearing powered battle dress can use without 
  penalty any weapon personal weapon they can carry. 
  Similarly,	lasers	and	flame	weapons	are	recoilless	and	can	
  be used by anyone without penalty.
  Optional Rule: At the Referee’s option a character may add 
  his skill level with the weapon to his attribute and calculate a 
  bonus from that effective value. Thus a skilled character may 
  be able to offset recoil or weapon weight by the use of good 
  technique, stance etc.
  Weapon Type 
  Required Attribute value
   
   
   
  STR (Hand) 
  STR+ END (Firearms)
  Very Light (VL) 
  3 
   
  6
  Light (L) 
  5 
   
  9
  Standard (no  
  abbreviation;  
  default value) 
  7 
   
  2
  Heavy  (H) 
  9 
   
  5
  Very Heavy (VH) 
   
   
  8
  Note that two-handed weapons require lower levels of 
  physique to use them effectively and are usually rated one 
  category lower than if used in one hand. If a weapon is 
  not rated in the weapons category, it is considered to be a 
  Standard weapon.
  Example: A character with a STR of  but an END of just 
  4, which might represent a strong but slightly built (eg wiry) 
  individual,	has	a	net	total	of	15	for	handling	firearms.	He	can	
  use a Heavy handgun without penalty. He can also manage 
  to wield Very Heavy hand weapons despite his slight build, 
  since these use his straight STR bonus. However, if he 
  decides	to	use	a	Very	Heavy	firearm	he	falls	3	points	short	of	
  what he needs and suffers a –3 DM to hit as he struggles to 
  control his weapon. 
  SPECIAL ATTACK TYPES
  Some weapons use unusual attack types, such as poison 
  or tranquilizing chemicals, or a stunning effect. Rules for 
  handling these are presented here. 
  • CHEMICAL ATTACKS
  Chemical attacks include injected drugs and poisons, gases 
  that may be breathed, and even biological equivalents to 
  these, such as snake or scorpion venom. All drugs and toxins 
  have a Potency value, normally ranging from  to 5. 
  When a character is subjected to a chemical attack, roll 
  a number of dice equal to the weapon’s Potency for each 
  target (default is 3D). If the total is greater than the target’s 
  END	he	has	received	a	sufficient	dose	to	intoxicate	or	drug	
  him and he suffers the effects. Equal to or less than END 
  means that the character is not intoxicated. 
  Potency may be reduced by the Referee for partial exposure. 
  For example a character who is in a cloud of nerve gas, 
  which can attack by inhalation or skin contact, and who has 
  a respirator on but some exposed skin, may be attacked at 
  a Potency of 4 instead of the more usual 5 for lethal nerve 
  gases.
  Obviously, a character must be exposed to and not protected 
  from the agent’s mode of attack. Most gases do not have any 
  effect on skin contact, so a character in a Tranq gas cloud 
  cannot	be	affected	if	he	is	wearing	a	filter	mask.	
  
  - 8 -
  Note that while injected or ingested toxins are a one-time 
  effect, gas clouds are persistent. A character who stays in a 
  spore cloud from toxic fungi or a chlorine gas leak is attacked 
  by the agent each round until he departs or is affected. 
  Example Agent 
   Potency 
  Effect
  Strong Nerve Gas 
  5D 
  3D Wounds, Decreasing
  Weaker Nerve Gas 
  4D 
  2D Wounds, Decreasing
  Tear Gas or Pepper  
  Spray 
   
  3D 
  Partial Incapacitation
  Toxic Gas, eg  
  Chlorine  
  4D 
  END Damage, Insidious
  Strong Animal Venom 4D 
  Wounds, Insidious
  Weaker Animal  
  Venom  
  2D 
  Wounds, Insidious
  Tranquilizer 
  3D 
  Incapacitation
  Ingested Poison,  
  Weak 
   
  2D 
  Wounds, Insidious 
  Ingested Poison,  
  Strong  
  4D 
  Wounds, Insidious
  • Effects
  The effects of different agents vary. Explanations are found 
  below.
  Nerve Agents deliver a number of dice in wounds immediately. 
  Each round thereafter the intoxicated character takes one 
  die of wounds less than last round. However, if he is still 
  exposed to the agent he may be re-intoxicated and takes 
  full damage that round, beginning the process of decreased 
  damage again. A character who collapses in a gas cloud will 
  almost certainly die.
  Tear Gas and Pepper Spray cause partial incapacitation 
  due to irritation of the eyes and nasal passages, vomiting 
  etc if the target is successfully intoxicated. The effects last 
  for 2D rounds. A partially incapacitated character can reel 
  about,	struggle	to	escape	and	so	forth.	He	may	even	fight	
  but suffers a DM of –4 to all actions. Most people will only 
  fight	in	self-defense;	they	are	usually	too	busy	trying	to	get	
  away	from	the	agent	or	rolling	about	on	the	floor	in	pain.	If	
  he is still exposed to the agent at the end of the period of 
  intoxication, he is automatically re-intoxicated and gets to do 
  it all over again. 
  Toxic Gases such as Chlorine have an insidious effect. 
  D rounds after the character is intoxicated, the character 
  begins to suffer a –2DM to all actions due to irritation to his 
  respiratory tract and eyes. After another 2D rounds this rises 
  to a –4 penalty. After this there is a period when the victim 
  seems to recover. However, 2 hours after intoxication the 
  character’s END begins to be reduced  point every hour. 
  This continues for 3D hours. If it reaches zero the character 
  dies,	 effectively	 drowning	 in	 fluid	 in	 his	 lungs.	 END	 is	
  recovered at the rate of  point per day after this, if the victim 
  survives.
  Animal Venom delivers wounds over time.  point of damage 
  is taken every combat round for a number of rounds equal to 
  the venom’s potency. A suitable antidote will halt the damage 
  if administered in time. 
  Tranquilizer 
  agents 
  cause 
  total 
  incapacitation 
  (unconsciousness) D rounds after intoxication. The subject 
  normally remains ‘out’ for 3D minutes before coming around. 
  He will be disorientated and nauseous for an additional 3D 
  minutes, suffering a –2 DM on all tasks in this period.
  Ingested Poisons begin to take effect D hours after 
  intoxication.  point of END damage is taken (much as per 
  toxic gases, though the symptoms are quite different) every 
  hour for a number of hours equal to the poison’s potency.
  These general rules can be adapted to cover most 
  eventualities. For example, a poison may be all-or nothing 
  lethal, ie the character either dies immediately he is 
  intoxicated or there is no effect – or they may cause wounds 
  if they are not lethal. The Referee must rule on the effects 
  and	potency	of	specific	toxins.
  • STUNNERS AND SIMILAR WEAPONS
  Some weapons are designed to stun or incapacitate an 
  enemy without causing serious harm, or have a stunning 
  effect in addition to their normal damage. Chemical 
  incapacitants such as pepper spray or tear gas jets are 
  treated as chemical attacks. Electrical, Neural and Impact 
  stunners are subject to these rules. 
  Like chemical attacks, a stunning attack has, in addition to 
  its normal damage (if any) a Potency rating assigned to it. 
  This is normally in the range -5 and represents the number 
  of dice rolled for the attack. If this total exceeds the target’s 
  END score, he is incapacitated for a period determined by 
  the weapon type. If the attack roll is equal to or less than the 
  target’s END, he suffers normal damage (eg D for shock 
  weapons) but is not incapacitated. 
  Incapacitation may mean that the target is unconscious, 
  unable to act due to neural interference or simply that he 
  is	badly	winded	or	in	sufficient	pain	not	to	be	able	to	act.	
  The Referee must determine exactly what ‘stunned’ means 
  depending on the attack type. The game mechanics are the 
  same in all cases – the target is down and cannot act.
  Weapon   
  Potency 
   
  Effect
  Shock Weapon 
  2D 
   
  Stunned D rounds
  Shotgun ‘Beanbag’  
  Round  
  2D 
   
  Stunned D rounds
  Concussion Grenade 3D 
   
  Stunned D rounds
  Thud Gun Baton  
  Round  
  3D 
   
  Stunned D rounds
  Neural Weapon 
  4D 
   
  Stunned 2D rounds
  
  - 9 -
  AREA ATTACKS AND SUPPRESSIVE FIRE
  Some	attacks	are	not	directed	at	a	specific	target	but	instead	
  scatter fragments, spray an area with bullets or otherwise 
  make a small region hazardous to be in. Whether or not a 
  character who is in such an area is actually hit is to some 
  extent a matter of luck and what he is doing at the time. 
  Someone	who	is	flat	on	the	ground	is	a	lot	less	likely	to	be	
  hit	by	area	fire	than	a	character	who	is	running	about	trying	
  to rally his men.
  When	 an	 area	 fire	 attack	 is	 made,	 a	 successful	 hit	 roll	
  indicates that the target area has been endangered, ie the 
  grenade has gone off where it should, the shell has arrived 
  in the target area or the chosen section of countryside has 
  been	swept	by	automatic	fire.	If	this	hit	roll	is	not	made,	it	
  is usually safe to assume that the attack had no effect – 
  bullets went into the sky, the shell was a dud or came down 
  somewhere nobody was standing, adding to the general 
  misery of those involved without any real effect on the battle 
  in progress. Fighting fools may want to determine exactly 
  where every deviated shell or ‘over’ goes and who receives 
  it, but Traveller is not a simulationist wargame so this is not 
  usually necessary.
  If the target area is hit, anyone in the weapon’s primary or 
  secondary radius may be affected. This is somewhat random. 
  It is possible to be right next to a grenade and unscathed 
  while another person further away is riddled with fragments, 
  though the odds work the other way around. 
  Primary and secondary burst radii are given for area-effect 
  weapons in the appropriate listings. For suppressive or area 
  fire	from	firearms,	there	is	only	a	single	area	of	effect.	The	
  Intensity of an attack is the number of dice thrown to obtain 
  a hit on a target in the swept zone. Intensity is treated a D 
  less in the secondary radius.
  Attack Type 
  Area of Effect 
  Intensity
  Autofire	 	
  3m	
  	
  2D
  Rapid-Fire 
  4m 
   
  3D
  Very Rapid Fire 
  5m 
   
  4D
  Artillery Weapons 
  Varies 
   
  2D (Default)
  Performance vs. armor 
   
  Additional DM
  Damage	for	area	fire	with	projectile	weapons	is	the	weapon’s	
  base	damage,	ie	it	is	not	multiplied	for	autofire,	RF	or	VRF	
  fire.	 Area	 fire	 scatters	 ammunition	 around	 rather	 than	
  concentrating on destroying the target.
  To	determine	if	a	character	is	hit	by	area	fire,	roll	the	Intensity	
  of the attack and apply DMs as noted below. If this exceeds 
  the character’s DEX, he is hit. If it is equal to or lower, he is 
  not. Most of the time a character who is changing position, 
  kneeling to shoot and generally moving about a bit is 
  considered	to	be	‘fighting	in	the	open’	ie	there	is	no	particular	
  DM.
  Most artillery weapons and grenades have an Intensity equal 
  to	Autofire,	ie	2D.	Exceptions	are	noted	under	the	artillery	
  ammunition rules.
  Area Fire DMs
  Factor  
   
   
  DM
  Asking for it 
   
   
  +4
  Making a good target  
   
  +2
  Fighting in the open 
   
   
  None
  Prone in the open 
   
   
  -2
  Partial Cover 
   
   
  -2 
  Fighting from fairly complete cover  
  -4
  Cowering	in	good	cover	(not	fighting)	
  -6
  Secondary Area of Effect 
   
  -3 
  ‘Making a good target’ applies to characters who are standing 
  still or are on top of something in plain view. The  ‘Asking for 
  it’ DM is applied at the referee’s discretion when a character 
  is taking extreme risks or doing something very unwise. 
  A character who throws himself on a grenade is automatically 
  hit with no roll needed, but he does count as Partial Cover 
  for anyone else nearby. 
  • ARMOR AND AREA FIRE
  Armor	modifiers	apply	normally	for	direct-fire	weapons	used	
  for	area	fire,	eg	a	machine-gun	used	to	hose	and	area	and	
  suppress anyone in it. For HE and Fragmentation/Bomblet 
  munitions,	 the	 armor	 modifiers	 for	 40mm	 RAM	 grenades	
  using Flechette warheads are used as per Book 4: Mercenary. 
  For reference, they are reproduced here:
  Nothing  Jack  Mesh  Cloth  Reflec  Ablat  Battle
  +7  
  +7       +3 
  -2         +7         +3      -6
  These	modifiers	apply	to	all	grenades	and	artillery	munitions	
  up	to	Light	(100mm).	After	this,	additional	modifiers	apply:
  Size Class 
  Caliber 
   
  DM
  Medium  
  25mm 
   
  +
  Medium-Heavy 
  50mm 
   
  +2
  Heavy 
   
  75mm 
   
  +3
  Very Heavy 
  200mm 
   
  +4 
  Extremely Heavy 
  250mm 
   
  +6
  Enormous 
  300mm 
   
  +8
  Gigantic or Larger  
  400mm+ 
   
  +0
  ARtilleRy CoMBAt iN tRAvelleR
  The big artillery guns are more likely to be part of the 
  backdrop to a Traveller game than its focus. Characters may 
  have to move from a place because it is being shelled, or 
  may have to undertake a desperate mission to neutralize a 
  heavy artillery piece, but situations where the characters are 
  the	specific	target	of	200mm	artillery	shells	should	be	rare.	
  
  - 0 -
  Smaller artillery and support weapons may come into play 
  as	the	characters	fire	or	throw	the	odd	grenade,	or	someone	
  daringly mans an abandoned anti-tank gun during a low-
  tech combat the characters have become involved in. In 
  most	 cases	 the	 characters	 will	 be	 involved	 in	 direct	 fire	
  combat, which governed by the normal combat rules. Point 
  the weapon at the target, make the skill throw, and see if 
  a hit is scored as normal. The same procedure applies to 
  guided weapons, which are likely to land a direct hit.
  Where	area-effect	and	indirect	fire	weapons	come	into	play,	
  the	procedure	is	not	much	different.	Getting	an	indirect-fire	
  weapon onto the target requires either visual correction by 
  the	 firer	 or	 communication	 with	 a	 forward	 observer.	A	 hit	
  indicates that the weapon has scored a hit somewhere near 
  the target; close enough to threaten it. 
  If the hit throw is a double-six then the target might conceivably 
  suffered a direct hit. This is still very unlikely unless it is a 
  large static target. If the Referee wants to assign a chance 
  for a direct hit he may do so. If one is not scored then a 
  radius-of-effect hit has been scored. Throw D. On -2 the 
  target is in the weapon’s primary radius of effect. On 3-6 it 
  is in the secondary radius. A miss means the shell came 
  down somewhere, but we do not usually need to worry about 
  here. We can assume that it has contributed to the general 
  mayhem	and	unhealthiness	of	the	battlefield.	
  A direct hit applies the weapon’s contact effect against the 
  target, if any. Whether or not it has a contact effect, a direct 
  hit also imposes double the weapon’s primary effect against 
  the target; this cannot be avoided. A person who takes a 
  direct hit from an 8” naval shell is both extremely unlucky, 
  and dead.
  Anything and anyone within the primary or secondary radius 
  of effect is subject to an Area Fire attack. The Intensity of this 
  attack	is	normally	2D,	modified	for	performance	vs.	armor,	
  though	some	weapons	have	additional	modifiers.
  Within the Primary burst radius the weapon does full damage 
  if the character fails to avoid being hit, and half damage if he 
  succeeds. Half damage is taken in the secondary area of 
  effect if the character fails to avoid being hit and no damage 
  if he is successful. In addition, the chance of being harmed 
  is smaller. 
  DIRECT FIRE WITH ARTILLERY WEAPONS
  Damage ratings for artillery weapons assume the usual 
  practice of lobbing shells about and hoping they come 
  down somewhere near the target. Direct hits with artillery 
  are uncommon; it is more usual to gradually wear down the 
  target with bombardment than to drop a single shell right on 
  top of it. Thus artillery weapons have relatively low damage 
  ratings considering the size and velocity of the projectile. 
  For weapons whose damage comes more from impact than 
  the warhead itself, we use a slightly different system. Low-
  velocity weapons such as black powder cannon, grenades 
  and lobbed artillery shells than somehow make a direct hit 
  deliver are treated as roundshot or solid shot of the same 
  rating. 
  High-velocity	 weapons	 designed	 for	 the	 direct-fire	 role,	
  such as tank armament and anti-tank guns, normally use 
  specialist ammunition (eg AP, HEAP) whose increased 
  damage	reflects	the	hitting	power	of	the	round.	If	a	direct	hit	
  is scored with, say, an HE round from a high-velocity tank 
  gun it is considered to be roundshot. 
  Canister damage is always based on ‘bombardment’ value 
  rather	than	direct-fire	damage.
  DIRECT HITS WITH ARTILLERY WEAPONS
  Normally an artillery weapon striking nearby uses the RAM 
  grenade	modifiers	as	per	Indirect	Fire.	However,	in	the	event	
  of	direct	fire	or	a	lucky	direct	hit,	a	second	hit	throw	must	be	
  immediately made. If this is failed, the weapon has detonated 
  nearby	and	does	its	usual	area	damage,	using	indirect-fire	
  modifiers.	If	this	throw	is	made,	the	weapon	has	hit	the	target	
  and penetrated its armor, delivering direct-hit damage. This 
  mode of attack only applies to relevant ammunition types, 
  eg solid shot, armor-piercing and of course those weapons 
  intended	for	direct	fire	anyway,	such	as	autocannon.
  This	second	throw	uses	the	following	Armor	modifiers,	which	
  are NOT found in Book 4, Mercenary. 
   
  Generic Artillery  
  Weapon  
  Single Shot 
  Autofire
  Nothing   
  - 
   
  +3
  Jack   
   
  - 
   
  +3
  Mesh    
  - 
   
  +2
  Cloth   
   
  -2 
   
  +
  Reflec			 	
  -	
  	
  +3
  Ablat   
   
  - 
   
  +2
  Battle 
   
  -3 
   
  0
  These	modifiers	may	be	altered	for	some	ammunition	types.	
  This takes the form of a blanket DM applied to all columns 
  above, only for the purposes of determining if a potential 
  direct hit is effective. In addition, some ammunition types 
  do additional damage on a direct hit. Direct lucky hits with 
  artillery shells are treated as solid shot.
  
  -  -
  For	artillery	indirect	fire	use	the	Area	Fire	rules,	modifying	the	
  Intensity	of	the	area	fire	attack	by	the	weapon’s	characteristics	
  against whatever armor the target is wearing. This is based 
  on	the	characteristics	of	a	40mm	RAM	grenade	and	modified	
  by warhead size as per Armor and Area Fire, above.
  For attempts at direct hits use the Direct Fire With Artillery 
  rules, above. In this case the second hit throw is made using 
  the	characteristics	for	the	Generic	Artillery	Weapon	defined	
  in	those	rules	and	modified	for	whatever	ammunition	type	is	
  being used. If this throw is successful, a direct hit has been 
  obtained. If not, a close detonation may or may not cause 
  damage depending on the weapon type.
   
  type 
   
  Blanket DM  
  Damage
  Solid Shot 
  - 
   
  x.5
  Armor-Piercing 
  +3 
   
  x2
  APDS etc 
  +4 
   
  x2.5
  HEAP or Shaped 
  Charge  
  +2 
   
  x2
  Shaped Charge, 
  Advanced 
  +5 
   
  x2.5
  Directed Plasma 
  +8 
   
  x3
  Hypervelocity 
  +0 
   
  x4
  In	 addition	 a	 modifier	 for	 the	 size	 of	 the	 firing	 weapon	
  applies:
  Size Class 
  Caliber 
   
  DM
  Light or lighter 
  - 
   
  -
  Medium  
  25m 
   
  +
  Medium-Heavy 
  50mm 
   
  +2
  Heavy 
   
  75mm 
   
  +3
  Very Heavy 
  200mm 
   
  +4
  Extremely Heavy 
  250mm 
   
  +6
  Enormous 
  300mm 
   
  +8
  Gigantic or Larger  
  400mm+ 
   
  +0
  RANDOM SHELLING
  Characters who feel the need to wander around areas that 
  are	 being	 shelled	 (or	 are	 fighting	 in	 a	 battle	 under	 semi-
  random	shellfire)	may	be	attacked	by	area	fire.	If	an	abstract	
  system is needed, throw D every 3D combat rounds (ie 
  once every 8-08 seconds) and on a , the character is 
  within the burst radius of an artillery weapon of a suitable 
  size based on what the opposition has available. Throw 
  the usual D: -2 indicates primary burst radius and 3-6 
  indicates secondary. 
  The occasional near miss should keep characters on their 
  toes. Those who think they are invincible and ignore the 
  shelling may be exposed to more – attacks occur on a -2 
  or even -3 against heroes who feel the need to disregard 
  their own safety.
  ARtilleRy CoMBAt AND SUPPReSSive 
  FIRE – SUMMARY OF GENERAL 
  PROCEDURE
  When seeking to obtain a hit with an artillery or similarly 
  large	weapon,	whether	firing	indirect	or	direct,	an	initial	hit	
  roll	is	made	without	modifiers	for	armor.	If	this	is	failed	the	
  warhead has missed the target area and does not affect 
  anyone located there. If a hit on the general area is obtained, 
  a second hit roll is necessary. The same procedure is used 
  for	suppressive	fire	with	automatic	weapons.
  For	suppressive	fire	with	direct-fire	weapons,	eg	autocannon	
  or machineguns, use the Area Fire rules, modifying the 
  Intensity	of	the	area	fire	attack	by	the	weapon’s	characteristics	
  against whatever armor the target is wearing as per Armor 
  and Area Fire, above.
  
  - 2 -
  PART 2: WEAPON LISTINGS
  The vast majority of weapons presented here are variations 
  on items found in Books -5 and similar in performance 
  against armor to those. For example, a Light Autopistol is 
  basically similar to an Autopistol in general performance 
  characteristics.	 Where	 there	 are	 significant	 differences,	
  these are detailed. 
  Hand Weapons
  Guns jam, bowstrings snap and ammunition runs out. When 
  it happens, you need a backup. And of course in some 
  situations a hand weapon is the best tool for the job. 
  Hand weapons fall into three broad categories – pointed, 
  sharp or blunt. Pointed weapons cause damage to the target 
  by driving a narrow spike deep into tissue seeking a vital 
  organ. They penetrate armor better than other types. Sharp 
  weapons cut their target by a combination of impact and 
  slicing action of a sharp blade, while blunt instruments rely on 
  impact to cause trauma. Some weapons are a combination 
  of these, types, for example the elegant foil which can slash 
  or impale. Others are somewhere in between two types, 
  such as an axe which may be fairly blunt but heavy.
  Hand weapons are legal in most locations, and can be as 
  lethal as any laser or projectile weapon, although they lack 
  range. 
  SHOCK WEAPONS
  Some weapons (stun batons, stunguns etc) contain a high-
  voltage power source, which shocks the target on contact. 
  Such weapons can be used to merely touch the target (for 
  shock damage only) or to add shock damage to a normal 
  melee attack. I 
  In theory, any melee weapon can be constructed to deliver 
  shock upon contact (though special construction is required, 
  tripling the cost). After delivering a shock, such weapons 
  need to recharge for D combat rounds, during which time 
  they can be used as a normal melee weapon but recharging 
  must begin anew each time a target is contacted. 
  Shock weapons deliver D extra damage upon a successful 
  hit and may cause incapacitation, but only if an unarmored 
  part of the target is struck. If the target is wearing any armor, 
  the extra shock damage and any shock effect is negated.
  BlUNt iNStRUMeNtS
  Blunt weapons are easy to improvise and generally lack 
  sophistication. However, high-tech weapons do offer some 
  interesting options. 
  Brass Knuckles (VL) (Cr0, TL0, negligible weight) A heavy 
  knuckle-duster (which may or may not be made of actual 
  brass), brass knuckles increase brawling damage to 2D. 
  They use Brawling skill since they are simply an extension of 
  the	character’s	own	fists.	Heavy	boots	or	specially	modified	
  shoes with hard striking surfaces can also be considered to 
  function as brass knuckles.
  Cudgel (Or Club) (L) (Cr0, TL0, kg) A constructed or 
  improvised blunt instrument suitable for braining an opponent 
  or breaking his bones. Cudgel type weapons include staves 
  of	 a	 sort	 carried	 for	 fighting	 or	 walking.	A	 cudgel	 can	 be	
  
  - 3 -
  all of which rely on a heavy blade or spike propelled by a haft 
  of varying length. 
  Axe, Stone (Cr0, TL0, .5kg) A simple weapon constructed 
  by attaching a weight (usually a rock) to a branch or bone 
  handle. Similar implements can be constructed from high-
  tech equipment if the need arises. Length: 500mm to 
  ,000mm. Damage: 2D.
  Axe, Battle (H) (Cr40, TL, .25kg) A large axe with one 
  or two blades and wielded in one or both hands, the battle 
  axe is a basic low-tech infantry weapon. Large wood axes 
  and	fire	rescue	axes	have	a	similar	performance.	Treat	as	a	
  Standard weapon if used in both hands. Length: ,000mm to 
  2,000mm. Damage: 3D
  Axe, Great (VH) (Cr50, TL2, 2kg) A very large axe with a 
  long haft, wielded in one or both hands, the great axe is 
  a fearsome low-tech infantry weapon. Length: 500mm to 
  2000mm. Damage: 5D
  Axe, Hatchet (L) (Cr25, TL, 750g) A light axe head on a 
  short haft, hatchets are basic work tools and are carried as 
  sidearms in some areas. They are also found in survival and 
  field	kits.	Length:	300mm	to	600mm.	Damage:	2D.
  Halberd (H) (Cr75, TL, 2.5kg) There are many possible 
  halberd-type weapons, most of which are a sort of hybrid 
  spear and axe type weapon. Halberds are powerful and 
  versatile weapons and popular with low-tech infantry. Length: 
  ,500mm to 2,500mm. Damage: 3D.
  Axe, Boarding (H) (Cr00, TL9, 2kg) A modern version of the 
  halberd with a short haft, the boarding axe is a combination 
  of axe and spear for close assault work. Most have an 
  optional spade head, which can be swapped for the axe in a 
  few seconds. Damage: 3D.
  Pick, War (Cr75, TL2, .5kg) War picks are designed for 
  punching through armor, and are marginally effective against 
  even modern protection. A war pick is used on one hand like 
  an axe. It does 3D damage but ignores the protective effects 
  of Jack, or Mesh armor.
  SPEARS
  A spear is essentially a point of some kind at the end of 
  a haft. Whether this is a high-tech bayonet attached to a 
  gauss	rifle	or	a	sharp	rock	tied	to	a	branch,	the	effect	is	much	
  the same. Spears increase the reach of the user, and by 
  flexion	of	the	shaft	can	also	increase	his	ability	to	penetrate	
  the target. 
  Spear (Cr0, TL0, 2kgr) A long (3,000mm) polearm with a 
  pointed tip, usually of metal. A basic spear can be made from 
  a	sharpened	stick	with	a	fire-hardened	end.	More	advanced	
  versions are basically the same in principle but may have 
  a more durable head, crosspieces to prevent an impaled 
  improvised from a handy stick, a large spanner or even a 
  rifle,	or	might	be	carved	and	lovingly	shaped	from	hardwood.	
  A purchased cudgel (e.g. a sports bat of some kind) might 
  cost Cr0. Length: 500mm to 2,000mm. Damage: 2D
  Mace, Great (VH) (Cr50, TL2, 3kg) A heavy metal weight 
  (often	spiked	or	flanged)	on	a	long	haft,	the	great	mace	is	
  used in both hands and is designed for smashing armored 
  personnel to bits. Length: ,500mm to ,700mm. Damage: 
  4D. 
  Mace, Heavy (H) (Cr30, TL, 2kg) A heavy metal weight 
  (often	 spiked	 or	 flanged)	 on	 a	 haft,	 the	 heavy	 mace	 is	
  sometimes a badge of rank and sometimes a potent infantry 
  weapon. Heavy maces can be thrown a short distance for 
  3D damage. Length: ,000mm to ,500mm. Damage: 3D. A 
  large sledgehammer is treated as a heavy mace.
  Mace, Light (Cr25, TL, .5kg) A light mace is a one-handed 
  weapon carried as a sidearm by some low-tech troops. It 
  consists of a heavy crushing head on a short haft. Maces 
  can be thrown for 2D damage Length: 500mm to ,000mm. 
  Damage: 2D+2. A hammer or similar tool would be treated 
  as a light mace.
  Martial Arts Flail (Cr0, TL, 500g): Effectively two or three 
  pieces of wood or similar material fastened together by 
  cord	or	light	chain,	a	martial	arts	flail	is	actually	a	peasant’s	
  agricultural tool turned into an improvised weapon. It does 
  2D damage. Very skilled users can do clever things with an 
  MA	flail,	such	as	entangling	an	opponent	and	throwing	him	
  to the ground, but for the most part these weapons are just 
  flexible	cudgels.	
  Morningstar	Flail	(H)	(Cr100,	TL2,	3kg)	The	morningstar	flail	
  consists of a spiked mace head on a chain attached to a 
  long	haft	and	wielded	in	both	hands.	It	is	a	deadly	battlefield	
  weapon but poses a severe threat to an untrained user. 
  Length: 500mm to 2000mm. Damage: 5D. The morningstar 
  is considered to be a mace weapon for purposes of 
  penetrating armor.
  Shock Baton (L) (Cr350, TL8, 750g) The shock baton 
  resembles a light security baton, much like a police billy 
  club. In addition to the normal damage, D extra is delivered 
  if the target has no armor. Damage: 2D (+D shock).
  Stunfist	(VL)	(Cr100,	TL8,	Weight	negligible)	A	stunfist	is	a	
  high-technology knuckle-duster containing a shock unit (and 
  insulation	for	the	user).	A	stunfist	is	subject	to	the	usual	rules	
  for shock weapons. It strikes as brass knuckles (2D damage) 
  plus	1D	shock	damage	and	possible	incapacitation.	Stunfists	
  use Brawling skill.
  AxES AND RELATED IMPLEMENTS
  Axe-type	weapons	include	the	obvious	chopping	and	fighting	
  axes and also military weapons like halberds and war picks, 
  
  - 4 -
  polearm and increases the length of the weapon by 200mm. 
  Characters	with	Combat	Rifleman	skill	are	considered	to	be	
  able	to	use	a	fixed	bayonet	at	their	Combat	Rifleman	skill	
  level. More advanced bayonets may incorporate tools such 
  as wire cutters and bottle openers but the basic function is 
  the	same.	Damage:	as	dagger	or	3D	if	fixed.
  Blade (L) (Cr50, TL3, 350g) A hybrid knife weapon with a 
  heavy,	flat	single	or	double	edged	blade	nearly	300mm	in	
  length. There are two basic types of Blade; the shortsword 
  type has a double straight edge and an effective point; the 
  machete type has a single curved edge and no point. There 
  is no real difference in the performance of these types. 
  Because of the bulk of the Blade, it is generally carried 
  in a belt scabbard. Blades are as much survival tools as 
  weapons, and are often found in emergency kits, lifeboats 
  etc. Damage: 2D. The shortsword type costs cr70 and is 
  better at punching through armor. Damage is the same but 
  Jack armor is ignored. 
  Cutlass	 (H)	 (Cr100,	 TL3,	 1.25kg)	 A	 heavy,	 flat-bladed,	
  single-edged weapon sometimes featuring a full basket hilt 
  to protect the hand. The cutlass is the standard ship¬board 
  blade weapon and sometimes kept in lockers on the bulkhead 
  near important locations; when worn, a belt scabbard is used. 
  Blade length varies from 600 to 900mm. Damage: 2D.
  Foil (L) (Cr00, TL3, 500g) Also known as the rapier, this 
  weapon is a light, sword-like weapon with a pointed, edged 
  blade 800mm in length, and a basket or cup hilt to protect 
  the hand. Foils are worn in scabbards attached to the belt. A 
  variant, the ‘Navy Foil’ exists. This is a slightly curved version 
  used mainly for slashing and not well suited for thrusting. 
  Both weapons are similar in performance. Blade length is 
  typically 900mm. Damage: D.
  MiSCellANeoUS CloSe-CoMBAt 
  WEAPONS
  Various hand-to-hand weapons exist that are not categorized. 
  Most can be considered to be either a dagger-type or a 
  cudgel-type weapon.
  Bottle (VL) (Cr0, TL, negligible weight): A bottle can be used 
  as a cudgel until it breaks (which can take longer than most 
  entertainment vids might lead travellers to believe). There is 
  a 3 in 6 chance that a bottle will break on any given blow. If 
  it does, there is a 3 in 6 chance that it will be useable as a 
  dagger afterwards. Otherwise too little is left for the wielder 
  to do much but injure himself with.
  Handmine (VL) (Cr200, TL8, negligible weight): A handheld 
  shaped-charge explosive weapon, the handmine is 
  sometimes hazardous to the user but very dangerous to 
  the target. A successful brawling attack is necessary to hit 
  the target. If successful, the mine is triggered and the target 
  takes 4D damage. There is a 3 in 6 chance that the user also 
  animal advancing up the shaft, and so forth. Damage: 2D. A 
  fisherman’s	trident	or	similar	implement	is	treated	as	a	spear.	
  Spears ignore the protective effects of Jack armor.
  Pike (H) (Cr40, TL, 3kg) A long (3,000 to 4,000mm) polearm 
  with	some	form	of	flat	blade	tip.	A	long	horseman’s	lance	
  may be very similar in construction to a pike. Damage: 3D. 
  A lance charged home by a mounted opponent does 6D 
  damage, but such an attack requires a headlong charge. 
  Pikes ignore Jack armor or its equivalent.
  SWORDS AND KNIVES
  There are many kinds of sword; the term refers generally 
  to a weapon with a long metal blade designed for cutting 
  or stabbing, or both, with some kind of handguard. Swords 
  are normally used in one hand, though some are wielded in 
  both. Shorter blades include knives, daggers and a machete-
  sized weapon called a Blade. 
  Knife (VL) (Cr5, TL, 50g) More a tool than a weapon, 
  any small bladed or pointed implement can be pressed into 
  service in an emergency. This includes screwdrivers, chisels 
  and even items like scissors. Damage from such emergency 
  implements or small knives is D.
  Dagger	(VL)	(Cr10,	TL1,	250g)	Knives	intended	for	fighting	
  are normally referred to as Daggers. Various types exist, 
  from large Bowie-type knives to stilettos and boot knives. 
  Daggers typically have a sharp, pointed (or both) blade some 
  200mm in length and some kind of handgrip. Damage: 2D.
  Sword (Cr50, TL, kg) Sword is a catch-all term for most 
  long-bladed hilt weapons. Most have some kind of point and/
  or one or two sharp edges. There are many types of sword. 
  Commonest at higher tech levels are slightly curved ‘cavalry 
  saber’ type slashing swords. The Sword can be taken as 
  representative of a range of weapons including knightly 
  sidearms, katanas, cavalry sabers, estocs and all manner 
  of other bladed hilt weapons. Blade length is typically in the 
  700 to 950mm range. Damage: 2D.
  Broadsword (H) (Cr300, TL2, 2.5kg) The largest of the 
  sword weapons, the broadsword is also called a two-handed 
  sword because it requires both hands to use. The blade is 
  extremely heavy, two-edged, and about 000 to 200mm in 
  length. The hilt is rela¬tively simple, generally a cross-piece 
  only, with little basketwork or protection. When carried, the 
  broadsword is worn in a metal scabbard attached to the belt; 
  less frequently, the scabbard is worn on the back, and the 
  broadsword is drawn over the shoulder. Damage: 4D.
  Bayonet (VL) (Cr0, TL3, 250g) A knife-like weapon similar to 
  a dagger or blade, a bayonet may or may not have a cutting 
  edge; it will always have a stabbing point. When not attached 
  to	a	rifle,	a	bayonet	is	treated	as	a	dagger	and	will	normally	
  be carried in a belt scabbard. When attached to the muzzle 
  of	 a	 rifle	 or	 similar	 weapon,	 it	 trans¬forms	 the	 gun	 into	 a	
  
  - 5 -
  takes 2D damage from his own weapon. It takes one round 
  to arm a handmine.
  Handspikes (VL) (Cr0, TL0, negligible weight): Essentially a 
  heavy knuckle-duster with spikes rather than just relying on 
  impact, handspikes are much the same as brass knuckles 
  in effect, in that they increase brawling damage to 2D. They 
  are rather intimidating and leave a very nasty wound. They 
  are used with Brawling skill.
  Weapon Butts, Handguards etc are treated as cudgels 
  (2D	 damage).	 Characters	 with	 Combat	 Rifleman	 skill	 are	
  considered to have the same level of skill with the butt of their 
  weapon as with the other end, but this does not carry over to 
  non-rifle	weapons.	Sword	hilts	etc	can	be	struck	with	using	
  Brawling, or the relevant blade skill, whichever is highest.
  ARCHAIC PROjECTILE WEAPONS
  Despite all the advances that can be made in weapons 
  technology, it remains true that an arrow or even a thrown 
  rock can harm or kill a character. 
  Thrown and Hurled Weapons
  Thrown and hurled weapons (typically rocks, javelins, knives 
  and axes) have a short range but can still be deadly. 
  Bola (L) (Cr5, TL0, 600g) Two or three weights fastened 
  together with a cord, the bola is used to bring down an 
  opponent or prey. It does 0/D damage. In addition, the 
  target may be entangled around the legs and tripped up.
  Boomerang (L) (Cr5, TL0, 200gr) A shaped wooden object 
  designed to harm an unarmoured target, boomerangs use 
  Throwing skill and do 0/2D damage.
  Rock, Large (H) (Cr0, TL0, weight varies) A rock or similar 
  object requiring both hands to lift and hurl will cause 
  considerable damage but makes for a clumsy and short-
  ranged weapon. Damage: 3D.
  Rock, Small (Cr0, TL0, weight varies) A smallish rock or 
  similar object can be thrown at an opponent to cause harm. 
  Something suitable can usually be found lying around. 
  Damage: D.
  Axe, Throwing (Cr35, TL, 750g) A hatchet or tomahawk-like 
  weapon balanced for throwing, the axe has a short range but 
  heavy impact. It can double as a hand-to-hand weapon, in 
  which case treat it as a Hatchet. Length: 300mm to 600mm. 
  Damage: 2D.
  Javelin: (Cr5, TL, 750g) A short spear designed for 
  throwing, a javelin can be pressed into service as a spear, 
  and vice versa, though neither is ideal outside its intended 
  role. Damage: 2D.
  Knife, Throwing (VL) (Cr25, TL2, 50g) A small blade weapon 
  designed for throwing, a knife is easy to conceal and carry. 
  Throwing knives can double as hand-to-hand weapons but 
  are not very effective. Length: 00mm to 250mm. Damage: 
  D.
  Net: (VL) (Cr0, TL, weight varies): A net causes no damage 
  but may entangle the target. 
  Throwing Steel (VL) (Cr5, TL3, 00gr) A range of small 
  blades can be thrown, including darts, stars and caltrops. 
  They are not especially damaging, and useless against 
  armor, but popular with martial artists who, for whatever 
  reason,	eschew	firearms.	Damage:	1D.
  BoWS, CRoSSBoWS AND SliNgS
  Bows, crossbows and slings all use Bow Combat skill and 
  have a somewhat greater effective range than hand-hurled 
  weapons. 
  Sling (L) (Cr0, TL0, negligible weight) A projectile weapon 
  that propels small stones or metal bullets using rotational 
  energy. Slings are powerful but require a certain amount of 
  skill to use effectively; all shots made using a sling suffer a 
  –2DM to hit. Damage is 2D
  Bow, Short (Cr200, TL, kg) A light bow with a weak pull, 
  the short bow is primarily a hunting weapon but sees use in 
  combat from time to time. Short Bows are sometimes used 
  from animal-back. Damage: D.
  Crossbow, Military (H) (Cr350, TL2, 8kg) A heavy weapon, 
  cocked with a stirrup or windlass device, the military crossbow 
  is	powerful	and	simple	to	learn	how	to	use.	It	is	slow-firing,	
  however, taking 3 combat rounds to load. Damage: 3D.
  Crossbow,	Repeating	(L)	(Cr450,	TL	2,	5kg)	A	quick-firing	
  crossbow cocked by a lever and few from a magazine 
  of bolts, repeating crossbows are weak and somewhat 
  unreliable. Damage: 2D.
  Crossbow, Siege (VH) (Cr800, TL2, 2kg) A very heavy 
  weapon,	 the	 low-tech	 equivalent	 of	 a	 battlefield	 support	
  weapon,	the	siege	crossbow	is	normally	used	from	a	fixed	
  mount. It is very powerful but takes 0 combat rounds to 
  reload. Damage: 5D.
  Crossbow, Sporting (Cr200, TL2, 2.5kg) A light crossbow 
  intended mainly for hunting or shooting game, the sporting 
  crossbow is quicker to load than its heavy cousin but is far 
  less powerful. Damage: 2D.
  Long Bow (H) (Cr300, TL2, .5kg) A long symmetrical or 
  asymmetric bow, the long bow is a powerful low-tech weapon. 
  The same stats can also be used for powerful recurve bows, 
  which are shorter than the standard longbow stave and 
  sometimes used by horse archers. Damage: 2D.
  
  - 6 -
  Compound Cam Bow: (H) (Cr200, TL5, 500gr) A short bow 
  made with advanced materials and incorporating a pulley 
  device, the compound cam bow is as more powerful than a 
  long bow and also much handier. Damage: 3D.
  Crossbow, Advanced: (Cr250, TL7, 4kg) A modern version 
  of the sporting crossbow using advanced materials. It is 
  functionally little different. Damage: 3D.
  ARCHAIC FIREARMS
  Most	 archaic	 (i.e.	 low-tech)	 firearms	 use	 black	 powder	 as	
  a propellant. They tend to be clumsy and slow to load even 
  though they may be beautifully made. Most black powder 
  weapons are smoothbores and thus very inaccurate. They 
  can be quite deadly. 
  One interesting alternative to black powder is the compressed-
  air weapon. Similar in concept to ‘toy’ air guns, compressed-
  air guns are used with an air cylinder which holds 4 shots 
  worth of compressed air and is ‘reloaded’ with a hand pump 
  – a long and slow process. Air weapons are silent and can 
  be quite dangerous in the right hands.
  At slightly higher tech levels, percussion weapons are 
  available. These still use black powder as a propellant but 
  instead	of	a	flintlock	or	matchlock	system	they	are	initiated	
  by a percussion cap struck by a hammer. These weapons are 
  somewhat	more	reliable	than	flintlocks.	They	are	certainly	
  more resistant to environmental conditions. 
  All	archaic	firearms	are	prone	to	malfunctions.	Throw	4+	on	
  2D	to	avoid	a	misfire.	If	a	misfire	occurs,	the	character	can	try	
  to shoot again the next round, this time needing 8+ to avoid 
  a	misfire.	A	third	attempt	can	be	made	at	12+	and	if	a	misfire	
  occurs this third time the weapon will need to be carefully 
  cleared and cleaned before it will function properly. This 
  applies to all black powder personal weapons and artillery. 
  Black Powder Carbine (Cr00, TL2, 2.5kg) A short-barreled 
  rifle-like	weapon	(or	an	extremely	large	pistol),	the	carbine	
  fires	a	pistol	ball	out	to	a	greater	effective	range.	Carbines	are	
  usually carried by low-tech cavalry and possibly artillerymen. 
  Damage: 3D
  Black Powder Coach Pistol (H) (Cr75, TL2, .25kg) Essentially 
  a sawn-off double-barreled black power shotgun, the Coach 
  Pistol	is	deadly	at	close	range	but	useless	for	ranged	fire.	It	
  is	more	of	a	deterrent	than	an	effective	weapon.	The	firer	can	
  choose to discharge one or both barrels. In the latter case, a 
  single hit roll is made – either the target is hit by both barrels 
  or not at all. Damage: 4D or 6D if both barrels are discharged 
  at the same target. Coach pistols use normal shotgun rules.
  Black Powder Musket (H) (Cr 350, TL2, 3.5kg A basic infantry 
  firearm,	 the	 musket	 is	 more	 powerful	 than	 a	 carbine	 and	
  has a greater range. It is normally issued with a large spike 
  bayonet to make a crude pike, though a musket also makes 
  a pretty decent cudgel in its own right. Damage: 3D.
  Black Powder Pistol, Large (H) (Cr 50, TL2, kg) A long, 
  heavy pistol which is awkward to carry, the Large Pistol often 
  has a metal-shod butt, making it a reasonable cudgel once 
  discharged. It is sometimes referred to as a Horse Pistol, as 
  these weapons are favored by cavalry. Damage: 3D.
  Black Powder Pistol, Light (Cr 20, TL2, 500g) A smaller 
  weapon, the light pistol is better suited for carry as a sidearm. 
  It is not very effective, but certainly better than nothing. 
  Damage: 2D.
  Black Powder Shotgun (H) (Cr00, TL2 3.5kg) Little different 
  from a modern shotgun other than the fact that it uses loose 
  ammunition and powder rather than all-in-one cartridges, 
  the black powder shotgun has similar performance to more 
  modern versions. Some shotguns are single barreled, often 
  with a bell mouth, creating a ‘blunderbuss’ or ‘mob gun’. If the 
  weapon	has	two	barrels,	the	firer	can	choose	to	discharge	
  one or both barrels at a time. In the latter case, a single hit 
  roll is made – either the target is hit by both barrels or not 
  at all. Damage: 4D, or 6D if both barrels are discharged at 
  the same target. Black powder shotguns are subject to all 
  shotgun rules.
   
  Black	Powder	Rifle:	(Cr500,	TL2,	3kg)	Basically	a	musket	
  with	a	rifled	barrel,	the	black	powder	rifle	is	slow-loading	but	
  accurate out to a respectable distance and penetrates armor 
  better than a musket. Damage: 3D.
  Duck’s Foot Pistol (H) (Cr50, TL2, 750g) Essentially a tool 
  for intimidating a mob, the duck’s foot pistol has several 
  splayed barrels which are all discharged at once. Its effects 
  are fairly random, and are treated as Panic Fire. Damage: 
  3D.
  Cap-And-Ball Revolver (Cr25, Tech Level 4, kg) A basic 
  revolving-cylinder handgun in a caliber around 0-2mm. The 
  cylinder holds six rounds which are loaded in a somewhat 
  lengthy process taking D combat rounds per round loaded. 
  The weapon can be partially or fully loaded. Damage: 3D.
  Air	Rifle,	Reservoir:	(Tech	Level	3,	3kg)	A	rifle	whose	projectile	
  is propelled by compressed air. It is charged by pumping an 
  internal reservoir to the required pressure. One shot can be 
  fired	before	the	reservoir	needs	recharging.	This	is	not	a	toy	
  – weapons of this type are designed to kill, though the time 
  spent pumping the reservoir (0 rounds) makes them more 
  useful for hunting than combat. Damage: 2D.
  Air	Rifle,	Cylinder:	(Tech	Level	4,	3.5kg)	An	advance	on	the	
  ‘reservoir’	rifle,	the	cylinder	type	uses	a	detachable	‘cylinder’	
  (which is in fact usually spherical with a valve on top).  A fully 
  
  - 7 -
  changed cylinder is good for 4 shots and can be recharged 
  using a hand pump in 60 combat rounds. The weapon is a 
  single-shot	muzzle	or	breech	loader	but	is	faster	to	fire	than	
  a musket and has the advantage of being silent. Damage: 
  3D.
  Cap-And-Ball Revolver, Light: (L) (Cr25, Tech Level 4, 
  0.75kg) A weapon very similar to the standard cap-and-ball 
  revolver but chambered for 8-0mm ammunition, the light 
  cap-and ball revolver has fairly poor stopping power but is 
  a big advance over one-shot black powder pistols of similar 
  caliber. Damage: 2D.
  Rifle-Musket,	 Percussion:	 (Cr125,	 Tech	 Level	 4,	 3.5kg)	A	
  rifled	single-shot	weapon	firing	a	shaped	bullet	rather	than	a	
  ball but still using black powder propulsion (albeit initiated by 
  percussion	cap),	the	rifle-musket	shoots	faster,	further	and	
  more accurately than a smoothbore musket. Damage: 3D.
  PROjECTILE WEAPONS
  Although personal energy weapons are available, it is still 
  most cost-effective to disable an enemy using a large dose 
  of kinetic energy administered by a high-speed projectile. 
  Most projectile weapons use a conventional chemical 
  propellant system, though advanced propellants and even 
  electromagnetic (gauss) propulsion are used in some 
  weapons. Conventional projectile weapons are colloquially 
  termed ‘Slugthrowers’.
  Gauss weapons are military hardware, pure and simple. 
  Instead of a large projectile propelled by chemicals, the 
  various gauss weapons use a small needle accelerated 
  to	 immense	 velocities	 by	 a	 linear	 magnetic	 field.	 Gauss	
  weapons have a fairly low recoil and are not as noisy as slug 
  throwers (though the ‘crack!’ is distinctive). They are capable 
  of	semi-automatic	or	burst	fire.
  Sniper	versions	of	the	standard	gauss	rifle	are	available,	and	
  VRF (Very Rapid Fire) gauss guns are mounted on some 
  vehicles as anti-personnel weapons. The gauss shotgun is 
  an	experimental	weapon	that	fires	bundles	of	gauss	needles	
  in a conical pattern. The concept has never really caught on, 
  though examples do reach the market from time to time.
  Gauss propulsion is also used in the Gauss Flamer concept. 
  Gauss weapons are included alongside the standard 
  weapons of the type and can be used with the relevant skill, 
  e.g. a gauss pistol uses handgun (or pistol) skill.
  Weapons	that	deliver	autofire	attacks	deliver	double	damage	
  to the target and can endanger additional targets as per the 
  normal rules.
  Rapid Fire (RF) weapons deliver tripled damage to the 
  target. Very Rapid Fire (VRF) weapon deliver quadrupled 
  damage to the target.
  HANDGUNS
  The basic self-defense sidearm is a handgun; a small 
  weapon holding a limited amount of ammunition and capable 
  of	being	fired	using	either	one	or	both	hands.	Two	common	
  types of slug throwing handgun exist: revolvers and self-
  loading pistols (often known as semi-automatics, automatics 
  or autopistols). 
  Revolvers are (as a rule) slightly more robust, simpler to 
  use, and generally more idiot-proof. They are fed from a 
  revolving cylinder which normally holds six rounds (or less 
  in very powerful weapons) and places each round under the 
  hammer in turn. Revolvers are thus somewhat bulky, but 
  they have the advantage that if a round malfunctions, it is 
  usually	possible	to	simply	pull	the	trigger	again	to	fire	the	
  next one. They are also slow-loading, requiring each round 
  to be manually placed in the cylinder. A variety of devices 
  (stripper clips, half-moon clips and speedloaders) exist to 
  speed	up	this	process.	It	is	extremely	difficult	to	silence	a	
  revolver; few silenced versions exist.
  Autopistols are fed from a magazine (sometimes incorrectly 
  named a “clip”), which is usually inserted in the handgrip. 
  Autopistols are slightly more complex than revolvers, 
  though	they	are	not	really	any	more	difficult	to	use.	They	are	
  prized mainly for their high magazine capacity and speed of 
  reloading.
  Two less common variants on the handgun concept are 
  the derringer and the body pistol. Derringers are very small 
  single or double barreled weapons intended for concealment. 
  They are reloaded manually, but if a situation exists where 
  you	need	to	reload	your	derringer	then	you	definitely	should	
  have brought a bigger gun. 
  • 
  Body pistols include a variety of small, concealable 
  handguns.	Low-tech	versions	are	simply	difficult	to	spot	due	
  to their small size, but more advanced ones use specialist 
  non-metallic materials to make detection by automated 
  equipment	 difficult.	 Such	 low-detectability	 (or	 “stealth”)	
  weapons are illegal in most areas.
  Body pistols come in two general types: the derringer 
  and the true pistol. Derringer types are sometimes built 
  into innocuous-seeming objects as a single-shot surprise 
  package. The true “body pistol” is a tiny semi-automatic 
  weapon fed from a magazine, (usually with a capacity of 5 
  rounds), and can be quickly reloaded. 
  Weapons come in various calibers throughout Charted 
  Space. Standard weapons typically are chambered for rounds 
  in the 9mm to mm range. Lighter weapons, designed for 
  small size or low recoil, are typically chambered in 5mm to 
  7mm. Heavy weapons using 2mm, 4mm and even larger 
  calibers are more unusual but by no means unknown.
  
  - 8 -
  Ammunition comes in various calibers but these have been 
  standardized for many centuries. Thus, other than for very 
  unusual weapons, it is not hard to obtain suitable ammunition. 
  Standard-caliber ammunition is interchangeable among 
  derringers, revolvers, autopistols and even submachineguns; 
  the same goes for small-caliber ammunition.
  Note that these weapons are representative. It is possible 
  to buy an autopistol with a 9-round magazine, or one that 
  holds  rounds. Such minute details are beyond the scope 
  of a rules set and should be implemented by the Referee if it 
  seems like a good idea.
  All handguns use Handgun (or Pistol) skill. 
  Derringer, Heavy (H) (Cr200, TL 4, 600g) A simple single or 
  double-barreled pistol chambered for a standard cartridge. 
  The derringer is not a repeating weapon; each barrel must 
  be	reloaded	after	firing.	If	both	barrels	are	fired	together,	a	
  single hit roll is made for both. Damage: 3D, or 4D if both 
  barrels	are	fired	together	at	the	same	target.
  Derringer, Light (Cr50, TL 4, 500g) A simple single or double-
  barreled pistol chambered for a light cartridge. The derringer 
  is not a repeating weapon; each barrel must be reloaded 
  after	firing.	If	both	barrels	are	fired	together,	a	single	hit	roll	
  is	made	for	both.	Damage:	2D,	or	3D	if	both	barrels	are	fired	
  together at the same target.
  Revolver (Cr25, TL4, kg) A basic revolving-cylinder 
  handgun using standard pistol ammunition, the revolver is 
  easy to use and reload. Six cartridges are inserted one at a 
  time into the cylinder. If reloading with individual ammunition, 
  three rounds can be inserted each combat round. If a device 
  such as a speedloader is used, the weapon can be fully 
  reloaded in one round. Damage: 3D.
  Revolver, Light (L) (Cr00, TL4, 650g) A simple and basic 
  handgun, the light revolver is easy to use and reload, with 
  low recoil due to its smaller cartridge. Six cartridges are 
  inserted one at a time into the cylinder. If reloading with 
  individual ammunition, three rounds can be inserted each 
  combat round. If a device such as a speedloader is used, the 
  weapon can be fully reloaded in one round. Damage: 2D.
  Shot Pistol (L) (Cr60, TL4, 300g) A single, shot, break-open 
  smoothbore	handgun	designed	to	fire	light	shotgun	cartridges	
  or	 flechette	 ammunition,	 mainly	 to	 deal	 with	 snakes	 and	
  similar vermin. The Shot Pistol is useless beyond 5m. For 
  Cr75, a double-barreled version is available, which weighs 
  400g. Damage: 2D, or 3D if both barrels hit the same target 
  at once.
  Autopistol (Cr200, TL5, kg) A medium-caliber semi-
  automatic handgun fed from a 5-round magazine, the 
  autopistol is a standard sidearm throughout Charted Space. 
  It is simple to use, even for untrained personnel. Changing 
  magazines takes one combat round. Damage: 3D.
  Autopistol, Light (L) (Cr50, TL5, 500g) A small-caliber semi-
  automatic handgun fed from a 5-round magazine, the light 
  autopistol is a standard carry weapon among personnel who 
  are not really expecting trouble. It is simple to use, even 
  for untrained personnel. Changing magazines takes one 
  combat round. Damage: 2D.
  Purse Gun (VL) (Cr50, TL5, 50g) An extremely light handgun 
  built around a cut-down version of the already underpowered 
  Survival	Rifle	round,	the	Purse	Gun	is	a	double-action	semi-
  automatic pistol fed from a 6-round internal magazine. 
  Unusually, the magazine is not removable but is reloaded 
  manually (2 rounds per combat round). Performance against 
  armor is similar to the body pistol. Many users consider purse 
  guns to be disposable items. Damage: D.
  Revolver, Heavy (H) (Cr400, TL5, .5kg). A more robust 
  and solidly built version of the standard revolver, a heavy 
  revolver is based on the same principle. Six cartridges are 
  inserted one at a time into the cylinder. If reloading with 
  individual ammunition, three rounds can be inserted each 
  combat round. If a device such as a speedloader is used, the 
  weapon can be fully reloaded in one round. Damage: 3D+3. 
  Heavy revolvers are equivalent to most Magnum calibers.
  Target Pistol (L) (Cr 500, TL5, 800g) An extremely accurate 
  handgun chambered for light autopistol ammunition. Single-
  shot and magazine-fed versions are available. The latter 
  holds 5 rounds. When shooting at medium range or longer, 
  the target pistol allows a DM of + to hit providing the user 
  is taking careful aim rather than conducting point-and-shoot 
  fire.	Damage	is	2D.
  Autopistol, Heavy (H)(Cr500, TL6, .5kg) A heavy-frame 
  semi-automatic handgun fed with large-caliber ammunition 
  from a 9-round magazine, the heavy autopistol packs a 
  powerful punch but is heavy and bulky to carry. Recoil is too 
  unpleasant for some users. Changing magazines takes one 
  combat round. Damage: 3D+3.
  Autopistol, Light, Slimline (Cr75, TL6, 400r) A small-caliber 
  semi-automatic handgun fed from an 8-round magazine, the 
  slimline autopistol is simply a smaller version of the standard 
  light autopistol, designed for concealed carry in a pocket 
  or bag. Changing magazines takes one combat round. 
  Damage: 2D.
  Autopistol, Light, Universal (Cr50, TL8, 500g) A small-caliber 
  semi-automatic handgun designed to be used by a variety of 
  alien hands and appendages, enabling the Imperial armed 
  forces to issue a standard sidearm to non-human personnel. 
  The weapon is known as a ‘staple gun’ for its shape and is 
  of modest effectiveness. It is fed by a 0-round magazine. 
  Damage: 2D.
  Revolver, Very Heavy (VH) (Cr,000, TL6, 2.25kg). A very 
  solidly	 built	 revolver,	 often	 using	 cut-down	 big	 game	 rifle	
  cartridges, Very Heavy Revolvers are unpleasant to shoot 
  
  - 9 -
  and uncontrollable by most users. The cylinder holds only 4 
  rounds and speedloaders are not usually available. Damage: 
  4D.
  Autopistol, Very Heavy (VH) (Cr,250, TL7, .75kg) An 
  extremely heavy-frame semi-automatic handgun using 
  4mm, 6mm or even larger ammunition in a 7-round 
  magazine, the very heavy autopistol is too powerful for 
  most users. Changing magazines takes one combat round. 
  Damage: 4D.
  HEAP Gun: (Cr350, TL8, 200g) A variant on the derringer 
  principle,	the	HEAP	Gun	fires	Snub	Pistol	ammunition,	and	
  is	specifically	built	around	the	snub	pistil	HEAP	round.	It	is	a	
  small handgun fed by a 4-round magazine. If HEAP rounds 
  are not available, any snub pistol ammunition can be used 
  but performance is not impressive with ball rounds. Recoil 
  is low compared to the weapon’s stopping power, and it 
  is favored as a concealed-carry weapon or ‘purse gun’ by 
  some users. Damage: 2D (ball), or 4D (HEAP).
  Body Pistol (L) (Cr520, TL9, 300g) A small, non-metallic 
  semi¬automatic pistol designed to evade detection by most 
  weapon	detectors.	One	cartridge	is	fired	for	each	pull	of	the	
  trigger. Pre-loaded magazines may be inserted into the pistol 
  when it is empty, taking one combat round to do so. Body 
  pistol ammunition is typically of very small (5mm) caliber and 
  is not inter¬changeable with the ammunition for any other 
  types of guns. It is made of the same non-metallic materials 
  as	the	pistol	and	is	designed	to	be	difficult	to	detect.	Note	
  that Body Pistols are not silent, though silenced versions are 
  possible. Damage: 2D.
  Body Pistol, Concealed (L) (Cr2000 or more, TL9, mass 
  negligible) A single-shot variant of the Body Pistol built into 
  an otherwise innocuous object like a pen, belt buckle or 
  attaché case handle, the concealed body pistol is a single-
  shot weapon that requires dismantling to reload, but can be 
  used to deliver a nasty surprise to an enemy. They are illegal 
  almost everywhere. Damage: 2D.
  Body Pistol, Heavy (H) (Cr300, TL9, 400g) A single or double-
  barrel	version	of	the	body	pistol	firing	a	single	large	(13mm)	
  cartridge in the manner of a derringer. Heavy Body pistol 
  ammunition is not inter¬changeable with the ammunition for 
  any other types of guns. Damage: 3D.
  Spurt Gun (Cr300, TL2, 200g) Spurt guns are illegal in most 
  areas, and are very unreliable. Effectively, the spurt gun is a 
  small	disposable	pistol	that	fires	200	small	ceramic	balls	in	a	
  single	burst,	becoming	very	hot	in	the	process.	The	firer	takes	
  one point of damage if the weapon is dropped immediately 
  after	firing,	and	1D	more	if	he	keeps	hold	of	it.	After	firing,	the	
  spurt gun is effectively destroyed and useless. Spurt guns 
  cannot be reloaded. A spurt gun can make only one form 
  of	attack,	ie	a	Rapid	Fire	autofire	attack	on	a	single	target.	
  Damage: 3D (RF).
  Gauss Pistol, 4mm, Army Model (Cr2,500, TL 3, .25kg) 
  An advanced weapon using electrometric acceleration to 
  propel metal darts, the gauss pistol is a common sidearm 
  in high-tech military forces. The detachable 40-round 
  magazine contains a battery to power the weapon; changing 
  a magazine takes one combat round. Gauss pistols can use 
  full-automatic,	semi-automatic	or	burst	fire	modes.	Damage:	
  3D	(Autofire).
  Gauss Pistol, 4mm, Navy Model (Cr3,000, TL 3, .400kg) 
  Identical in function to the more common ‘Army Model’ 
  gauss pistol, the ‘Navy’ version has longer barrel and uses 
  a	50-round	magazine	which	does	not	fit	in	the	Army	version.	
  Gauss pistols can use full-automatic, semi-automatic or 
  burst	fire	modes.	Damage:	3D	(Autofire).
   
  SUBMAChiNegUNS AND light ASSAUlt 
  WEAPONS
  Submachineguns normally use light and medium caliber 
  pistol ammunition, which is interchangeable with that 
  in handguns, though magazines are usually not. Most 
  submachineguns (SMGs) are intended to be used in both 
  hands	and	were	designed	with	the	idea	of	automatic	fire	in	
  mind. They usually have a selector allowing semi-automatic, 
  burst	fire	or	full-automatic	modes	to	be	chosen.	Some	lower-
  tech SMGs are full-auto only. Unless otherwise noted, SMGs 
  require SMG skill to use properly. 
  Assault Pistol (H) (Cr750, TL5, kg) Essentially an autopistol 
  converted	to	fire	bursts	of	fully-automatic	fire,	assault	pistols	
  are horribly inaccurate and suffer a –2 DM to hit when 
  using	burst	or	autofire	modes.	They	use	standard	15-round	
  magazines which can be emptied very quickly. Changing a 
  magazine takes  combat round. Assault pistols can be used 
  with	either	Handgun	or	SMG	skill.	Damage:	3D	(Autofire).
  Assault Pistol, Light (Cr600, TL5, 800g) A version of the 
  standard assault pistol based around a lighter cartridge, the 
  light assault pistol shares all the sins of its larger cousin but 
  the lower recoil reduces the DM to -. The weapon is capable 
  of	full-auto	fire	or	semi-automatic	mode.	It	uses	standard	15-
  round magazines. Changing a magazine takes  combat 
  round. Assault pistols can be used with either Handgun or 
  SMG	skill.	Damage:	2D	(Autofire).
  Submachinegun (Cr520, TL5, 3kg) A small automatic weapon 
  designed	 to	 fire	 pistol	 ammunition.	 Magazines	 holding	
  30 cartridges are inserted into the weapon forward of the 
  trigger guard or in the pistol grip, depending on the design. 
  Submachineguns are usually capable of full-automatic, burst 
  fire	 or	 semi-automatic	 modes.	 Replacement	 of	 an	 empty	
  magazine requires one combat round. Submachinegun rounds 
  (and in some cases, magazines) are interchangeable with 
  autopistol and revolver ammunition. Most submachineguns 
  are equipped with slings for ease of carrying and some have 
  
  - 20 -
  a bayonet lug. Some are small enough to be carried in a 
  shoulder	or	hip	holster.	Damage:	3D	(Autofire)
  Submachinegun, Light (Cr400, TL5, 2.5kg) A version of the 
  standard SMG using small-caliber ammunition, the light 
  SMG	is	otherwise	identical.	Damage:	2D	(Autofire).
  Submachinegun,	 Light,	 Rapid-fire	 (Cr800,	 TL6,	 3kg)	 A	
  version of the light SMG using small-caliber ammunition, the 
  light SMG RF is fed by a 50-round magazine and has a very 
  high	rate	of	fire.	It	can	be	used	to	deliver	several	attacks	
  using	autofire	or	the	entire	magazine	in	a	single	Rapid-Fire	
  (RF)	attack.	Damage:	2D	(Autofire	or	RF).
  Submachinegun, Assault, Heavy (H) (Cr,000, TL7, 3.5kg) 
  A version of the standard SMG using heavy autopistol 
  ammunition, the assault SMG is quite bulky and heavy, 
  though	it	is	still	shorter	than	a	rifle	and	handy	in	close	action.	It	
  is fed by a top-mounted 50-round box magazine or a smaller 
  20-round	‘carry’	magazine.	Damage:	3D+3	(Autofire).
  Submachinegun, Boarding, Heavy (H) (Cr200, TL9, 4kg) 
  A slightly different approach to the SMG concept, the 
  Boarding Gun, or ‘deck sweeper’ is a heavy SMG with an 
  integral single-shot 20mm under-barrel grenade launcher. 
  The low-powered 20mm grenades used in this launcher are 
  not compatible with other weapons and are based on cut-
  down Light Assault Gun cartridges. The SMG or the grenade 
  launcher	can	be	fired	every	round,	but	not	both.	SMG	skill	
  is used with both weapons. The SMG component is fed by 
  a top-mounted 50-round box magazine or a smaller 20-
  round ‘carry’ magazine. The grenade launcher is manually 
  reloaded and carries a single round in the breech. The only 
  grenades available are HEAP ‘breaching’ rounds for putting 
  holes in doors and bulkheads and a multiple projectile 
  round.	 Damage:	 3D+3	 (Autofire).	 Grenades:	 As	 per	 type	
  (see Grenades, below). 
  Assault Grenade Launcher, 25mm (Cr000, TL9, 4.5kg) 
  A short-barreled light semi-automatic grenade launcher 
  resembling a blocky shotgun in some ways, the AGL is fed 
  by a top-loading 0-round magazine and can launch small 
  HE	or	flechette	rounds.	Recoil	is	light	due	to	the	weapon’s	
  very low velocity, which limits range but can be useful in 
  low-g assaults. A ‘sticky’ shaped-charge breaching grenade 
  is available but has never proven very effective. If using 
  flechette	 ammunition	 damage	 is	 5D.	 HE	 rounds	 do	 4D	
  damage in a m primary radius and a m secondary radius 
  beyond that. Loaded magazines are bulky and weigh 2.5kg.
  Gauss Assault Weapon, 2mm (Cr2,300, TL 3, 7kg) A 
  heavy but short gauss weapon using lighter needles than 
  the	standard	4mm	rifle	and	pistol,	the	gauss	assault	weapon	
  is essentially an assault shotgun using electromagnetic 
  acceleration.	Each	pull	of	the	trigger	fires	a	3-round	burst,	
  with each round being bundle of 24 2mm steel needles. The 
  result is a combination of shotgun and RF weapon effects. 
  The	feed	device	is	a	bulky	3kg,	60-round	block	that	fits	over	
  the top of the barrel and contains the power source as well 
  as ammunition.  The weapon gains the Shotgun at Close 
  Range bonus (+2 DM) and is treated as a RF attack. Base 
  damage is 3D (RF). 
  SHOTGUNS
  Shotguns	 are	 smoothbore	 weapons	 which	 usually	 fire	 a	
  number of sub-caliber projectiles from a single cartridge. 
  They are inaccurate but have an area effect, making them 
  suitable for hunting small game. At close range, shotguns 
  have impressive knockdown power but they are not useful 
  for ranged combat. Shotguns used at close range or closer 
  get	 a	 +2	 DM	 to	 hit.	This	 applies	 only	 to	 shot	 or	 flechette	
  ammunition. Solid slug and other single projectiles do not 
  gain this bonus. 
  If	 both	 barrels	 of	 a	 double-barreled	 weapon	 are	 fired	
  simultaneously at the same target, they are not treated as 
  two separate attacks but as a single, larger, shotgun attack. 
  Damage is .5 times normal, e.g. 6D for a double-barrel 
  attack with a standard (4D) shotgun.
  Shotgun, Combat (H) (Cr60, TL5, 4.5kg) The combat 
  shotgun is a single-barrel smoothbore weapon fed from 
  an internal magazine. Operation may be semi-automatic, 
  pump-action, or both at the user’s choice, depending on the 
  design. The combat shotgun uses 8mm diameter shells 
  containing either six 7mm bullets, or one hundred and thirty 
  3mm pellets. This magazine can be manually reloaded (at 
  the rate of three shells per combat round) and typically 
  holds six rounds. Some versions of the combat shotgun 
  use detachable magazines holding up to ten rounds, but 
  these are bulky and awkward to carry. Changing detachable 
  magazines takes one round. Damage: 4D. 
  Shotgun, Sporting, Light (Cr20, TL5, 2kg) A double-barreled 
  sporting shotgun using light shotgun ammunition to bring 
  down small game. Light shotguns have low recoil and are 
  useful for lighter individuals if stopping power is not a major 
  issue. Damage: 2D or 3D if both barrels are discharged 
  together. 
  Shotgun, Short (H) (Cr25, TL5, 2.5kg) Simply a smaller 
  and stockless version of the standard combat shotgun, the 
  short shotgun holds 3 round in its magazine and one in the 
  breech. It is popular as a vermin-control tool and for close-
  range self-defense. Damage: 4D.
  Shotgun, Sporting (Cr50, TL5, 3kg) A double or single 
  barreled shotgun for hunting purposes, the sporting shotgun 
  uses standard shotgun ammunition. Each barrel must be 
  manually	reloaded	after	firing.	One	or	both	barrels	can	be	
  reloaded	per	combat	round.	The	firer	can	choose	whether	to	
  discharge one or both barrels at the same time. In the latter 
  case, a single hit roll is made for both barrels. Damage: 4D 
  (6D if both barrels are discharged at once).
  
  - 2 -
  be used for hunting small game or to drive off threats. It 
  has some use in combat. 6 rounds are held in an internal 
  magazine. These are reloaded manually (3 rounds can be 
  inserted in one combat round). Loading clips are uncommon. 
  Light	 rifles	 usually	 have	 a	 shoulder	 sling	 but	 no	 bayonet	
  mounting. Damage: 2D.
  Carbine-Revolver (L) (Cr200, TL4, 2.75kg) Essentially a light 
  5-shot revolver with an extremely long barrel and a rife-type 
  stock, the carbine-revolver is a low-tech attempt to create 
  a repeating longarm. Reloading is a clumsy business; 2 
  rounds can be loaded every combat round. Damage: 2D
  Carbine	(Cr210,	TL	5,	2.75kg)	A	short,	semi-automatic	rifle	
  firing	 a	 small-caliber	 round.	 A	 magazine	 containing	 ten	
  rounds is inserted into the underside of the carbine ahead 
  of the trigger guard or behind the handgrip and one round is 
  fired	with	each	pull	of	the	trigger.	Replacement	of	an	empty	
  magazine takes one combat round. Carbine ammu¬nition is 
  interchangeable	light	rifle	ammunition.	A	sling	usually	allows	
  the carbine to be carried on the shoulder, out of the way. 
  Damage: 3D.
  Carbine, Bullpup (Cr300, TL 8, 2. 5kg) A short, semi-automatic 
  rifle	 firing	 a	 small-caliber	 round.	 A	 magazine	 containing	
  twenty rounds is inserted into the underside of weapon 
  behind the pistol grip, allowing a reasonable barrel length 
  despite	a	short	overall	weapon.	This	configuration	is	known	
  as ‘Bullpup’ and for this reason most carbines of this type are 
  referred	to	as	‘Bullpups’.	One	round	is	fired	with	each	pull	of	
  the trigger. Replacement of an empty magazine takes one 
  combat round. Carbine ammu¬nition is interchangeable with 
  light	rifle	ammunition.	Bullpups	usually	have	a	sling;	some	
  also have attachments for advanced sights and possibly a 
  bayonet lug. Damage: 3D.
  Rifle	 (Cr	 220,	 TL5,	 4.5kg)	 A	 standard	 mid-tech	 infantry	
  weapon,	the	Rifle	is	a	semi-automatic	weapon	fed	with	heavy	
  rifle	 ammunition	 from	 a	 20-round	 detachable	 magazine.	
  Standard equipment includes provisions for attaching 
  a bayonet and telescopic sights, and a shoulder sling. 
  Replacement of the empty magazine takes one combat 
  round. Damage: 3D.
  Rifle,	Big	Game,	Bolt	(VH)	(Cr500,	TL5,	5kg)	A	bolt-action	
  rifle	firing	heavy	ammunition	that	is	not	compatible	with	other	
  rifles.	It	is	fed	by	a	5-round	internal	magazine	in	the	manner	
  of	 the	 bolt-action	 rifle,	 below.	 Recoil	 is	 high	 but	 stopping	
  power	is	impressive.	Big	game	rifles	sometimes	use	armor-
  piercing or explosive ammunition to deal with truly impressive 
  creatures. Damage: 4D+4.
  Autocarbine (Cr400, TL 6, 3.25kg) The forerunner of the 
  assault	rifle,	an	autocarbine	is	simply	a	carbine	capable	of	
  automatic	fire.	It	is	fed	by	a	20-round	magazine	and	uses	
  standard	light	rifle/carbine	ammunition.	Replacement	of	an	
  empty magazine takes one combat round. Damage: 3D 
  (autofire).
  Shotgun, Sporting, Sawn-off (H) (Cr50, TL5, .5kg) Popular 
  more as a threat than a serious combat weapon, a sawn-off 
  is a sporting shotgun with the barrels greatly shortened and 
  the stock removed. The sawn-off has a very short range but a 
  wide spread of shot that gives a +4 DM to hit at close range. 
  Damage: 4D (6D if both barrels are discharged at once). A 
  sawn-off shotgun is ineffective beyond Short range.
  Shotgun, Assault (VH) (Cr750, TL7, 4.5kg) A heavy shotgun 
  fed from a 7-round detachable box or a bulky 20-round 
  drum, the assault shotgun is capable of semi-automatic or 
  burst	fire.	It	uses	the	same	ammunition	as	other	shotguns.	
  Reloading with either type of magazine takes one round. 
  Damage:	4D	(Autofire)
  Shotgun, Gauss (Cr2,500, TL3, 3.5kg) A high-tech close 
  assault weapon using gauss technology to launch bundles of 
  needles in the manner of an assault shotgun. Range is short 
  but the effects are deadly. The gauss shotgun is fed from 
  a 30-round magazine and can be used in semi-automatic 
  or	burst-fire	mode,	or	can	make	an	autofire	attack.	If	10	or	
  more rounds remain and the weapon is emptied, this can be 
  treated	as	a	Rapid-Fire	attack.	Damage:	6D	(Autofire/RF).
  RifleS AND CARBiNeS
  Various weapons are known by the blanket designation of 
  ‘rifle’.	Generally	speaking	any	two-handed	projectile	weapon	
  with	a	rifled	barrel	that	does	not	fit	into	another	category	is	
  termed	a	rifle	of	one	sort	or	another.	Most	rifles	either	use	
  a light round (usually in the 5-6mm range) or a heavy one 
  (in the 7-8mm range). Although these calibers are lower 
  than those used in handguns the cartridge is longer and 
  contains more propellant. Coupled with a longer barrel this 
  makes for a higher muzzle velocity and greater penetration 
  of	the	target.	All	weapons	in	this	section	use	Rifle	or	Combat	
  Rifleman	skill.	
  Rifle,	Bolt	(Cr175,	TL	4,	4kg)	A	standard	low-tech	military	
  weapon,	 firing	 a	 large-caliber	 bullet	 at	 high	 velocity.	 5	
  rounds are held in an internal magazine. These are reloaded 
  manually (3 rounds can be inserted in one combat round) or 
  using a clip which allows complete reloading in one round. It 
  is	possible	to	chamber	a	round	manually	each	time	the	rifle	
  is	fired,	retaining	a	full	magazine	for	emergency	fire.	Military	
  rifles	usually	have	a	shoulder	sling	and	a	bayonet	mounting.	
  Most	civilian	hunting	rifles	are	broadly	similar	in	function	to	
  this weapon. Damage: 3D.
  Rifle,	 Heavy,	 Bolt	 (Cr175,	 TL	 4,	 5.5kg)	 A	 powerful	 rifle	
  normally used by mid-tech snipers and hunters, the Heavy 
  Bolt-action	 rifle	 holds	 4	 rounds	 are	 held	 in	 an	 internal	
  magazine. These are reloaded manually (3 rounds can be 
  inserted in one combat round) or using a clip which allows 
  complete reloading in one round. Damage: 4D.
  Rifle,	Varmint,	Bolt	(L)	(Cr125,	TL	4,	3kg)	A	smaller-caliber	
  version	of	the	military	bolt-action	rifle,	a	‘varmint’	rifle	may	
  
  - 22 -
  Rifle,	Automatic	(Autorifle)	(H)	(Cr1,000,	TL6,	5kg)	A	highly	
  refined	and	tuned	version	of	the	rifle,	capable	of	full	automatic	
  as	 well	 as	 semi-automatic	 fire.	 Its	 heavy	 caliber	 round	
  produces	a	lot	of	recoil,	making	autofire	very	inaccurate.	The	
  weapon is fed by a 20-round magazine. Changing magazines 
  takes	one	combat	round.	Damage:	3D	(Autofire).
  Rifle,	Poni	Gun,	Double-Barrel:	(VH)	(Cr1,500,	TL6,	8kg)	A	
  heavy	double-barreled	rifle	firing	adapted	Light	Assault	Gun	
  ammunition that ‘can bring down a charging Poni head-on’ 
  (A Poni is an eight-legged creature considerably larger than 
  a	horse).	The	Poni	Gun	is	breech-loaded	and	can	fire	one	
  barrel at a time. It is not possible (nor desirable) to discharge 
  both at once. Used by the ‘lunatic fringe’ of hunters, the Poni 
  Gun has awesome recoil but is the only personal weapon that 
  can stop some large creatures. Ball ammunition is normally 
  used but specialist rounds are available. Damage: 6D.
  Rifle,	Survival	(VL)	(Cr50,	TL6,	2kg)	The	rather	puny	“survival	
  rifle”	 is	 a	 simple	 double-barreled,	 collapsible	 weapon	
  included	in	survival	kits.	It	can	fire	a	weak	rifle	cartridge	(not	
  compatible	with	other	rifle	ammunition)	from	one	barrel	and	
  an equally unimpressive shotgun round from the other. Both 
  cartridges are roughly the same in terms of performance, 
  which is equivalent to a body pistol against armor. The 
  survival	rifle	is	really	only	any	use	for	knocking	over	small	
  game. Damage: D.
  Rifle,	Assault	(Cr300,	TL7,	3kg)	The	assault	rifle	is	a	lighter	
  version	 of	 the	 autorifle	 using	 a	 lighter	 round	 (which	 is	
  compatible with carbines) to improve controllability under 
  autofire.	 Assault	 rifles	 are	 lighter	 and	 more	 efficient	 than	
  autocarbines. The weapon is fed by a 30-round magazine 
  and	can	use	semi-automatic,	burst-fire	or	full-automatic	fire	
  modes.	Damage:	3D	(Autofire).
  Advanced Combat Carbine (ACC) (Cr700, TL0, 2.25kg) 
  Favored by Naval security units, the ACC is a stripped-down 
  version of the light ACR (below). It has a short barrel with an 
  ‘assault’ foregrip, being intended for use at very close range 
  in boarding actions. It does not have a grenade launcher 
  or long-range sights, nor a bayonet lug. The ACC may use 
  semi-automatic,	burst	fire	or	full-automatic	modes	and	is	fed	
  from a 50-round magazine. Changing a magazine takes a 
  whole combat round. High-Explosive and Discarding-Sabot 
  ammunition are both available, and for operations in a base 
  or environment controlled area low-penetration ball rounds 
  are	used.	Damage:	4D	(Autofire)	with	HE,	3D	(Autofire)	with	
  DS,	or	2D	(Autofire)	if	low-penetration	ammunition	is	used.	
  Light ACR and ACC ammunition are compatible with one 
  another,	but	do	not	fit	other	weapon	types.
  Advanced	 Combat	 Rifle	 (ACR),	 Heavy:	 (Cr1,200,	 TL10,	
  3.750kg)	 A	 progressive	 development	 of	 the	 assault	 rifle,	
  the heavy ACR uses advanced propellants and a large-
  caliber round to deal out major damage. The heavy ACR is 
  somewhat bulkier than the light version (below) but only very 
  slightly longer. It comes with an integral single-shot RAM 
  grenade	 launcher.	 Either	 the	 rifle	 or	 the	 launcher	 may	 be	
  fired	each	round.	The	rifle	may	use	semi-automatic,	burst	fire	
  or full-automatic mode and is fed from a 50-round magazine. 
  Reloading a grenade or changing a magazine takes a whole 
  combat round. Damage: 5D with HE ammunition, 4D with 
  DS.	 (Autofire).	 Heavy	ACR	 ammunition	 is	 not	 compatible	
  with other weapons except support versions of the same 
  family.
  Advanced	 Combat	 Rifle	 (ACR),	 Light	 (L)	 (Cr1,000,	 TL10	
  3kg)	A	progressive	development	of	the	assault	rifle,	the	light	
  ACR	 is	 an	 advanced	 rifle	 designed	 with	 the	 needs	 of	 lift	
  infantry, who must constantly move in and out of vehicles, in 
  mind. This makes for a short, handy weapon ideal for urban 
  combat. The light ACR comes with an integral single-shot 
  RAM	grenade	launcher.	Either	the	rifle	or	the	launcher	may	
  be	fired	each	round.	The	rifle	may	use	semi-automatic,	burst	
  fire	 or	 full-automatic	 modes	 and	 is	 fed	 from	 a	 100-round	
  magazine. Reloading a grenade or changing a magazine 
  takes a whole combat round. Damage: 4D (HE) or 3D (DS) 
  (Autofire).	ACR	and	ACC	ammunition	are	compatible	with	
  one another but not with other weapon types.
  Advanced	Combat	Rifle	(ACR),	Rapid-Fire	(Cr1,800,	TL10,	
  3.25kg) The RF ACR is an experimental weapon that did not 
  find	favor	in	the	market	but	is	preferred	by	some	mercenary	
  units	for	its	incredible	firepower.	It	is	virtually	identical	to	the	
  light ACR (above) but has an additional mode – Rapid-Fire. 
  This increases the cyclic rate of the weapon such that it 
  will empty itself on a single pull of the trigger. An RF ACR 
  may deliver a Rapid-Fire attack if it has 50 or more rounds 
  remaining. This uses all available ammunition up and is 
  used mainly for room clearance in urban warfare. Damage: 
  4D	(HE)	or	3D	(DS)	(Autofire	or	RF).
  Gauss	 Rifle,	 4mm	 (Cr1,500,	 TL	 12,	 3.5kg)	 The	 ultimate	
  development	of	the	slug	thrower,	the	gauss	rifle	generates	
  an	 electromagnetic	 field	 along	 the	 length	 of	 the	 barrel	
  which accelerates a bullet to high velocities. The round 
  itself consists of a dense armor piercing core surrounded 
  by a softer metal covering, ending in a hollow point. This 
  gives the round excellent stopping power and good armor 
  penetration.	A	 single-shot	 RAM	 grenade	 launcher	 is	 fitted	
  as	 standard.	 Gauss	 rifles	 may	 use	 semi-automatic,	 burst-
  fire	or	full-automatic	modes;	either	the	rifle	or	the	grenade	
  launcher	may	be	fired	in	a	given	round.	Magazine	capacity	
  is	100	rounds.	Damage:	4D	(Autofire).
  Gauss	 Sniper	 Rifle,	 5.5mm	 (Cr31,000,	 TL	 12,	 14.4kg)	 A	
  heavy	version	of	the	standard	gauss	rifle	firing	larger-caliber	
  ammunition at similar velocity, this weapon eats up power 
  cells but hits hard at long ranges. Semi-automatic mode 
  only is available, but the weapon does have a holographic 
  interface for its built-in ballistic computer. This is good for 
  a	 +3	 DM	 when	 firing	 at	 all	 ranges,	 doubled	 to	 +6	 if	 the	
  firer	is	taking	careful	aim	(2	rounds	aiming	for	each	round	
  shooting). Ammunition feed is from a 20-round magazine 
  which includes a power supply. Damage: 6D.
  
  - 23 -
  LIGHT SUPPORT WEAPONS
  Most infantry units include a support gunner armed with a 
  heavier weapon than the rest of the squad. Light support 
  weapons	 are	 sometimes	 little	 more	 than	 overgrown	 rifles	
  or may be custom-designed weapons. When employed in 
  the infantry support role these weapons may be used with 
  Combat	Rifleman	(but	not	Rifle)	or	Heavy	Weapons	skill.
  Note that these weapons include lighter autocannon 
  which are not quite large enough to be considered artillery 
  weapons. They are thus subject so small arms rather than 
  artillery rules. 
  Rifle,	Antitank	(VH)	(Cr2,400,	TL5,	18kg)	An	oversized	rifle	
  weapon, normally bolt-action but sometimes semi-automatic, 
  designed to attack hard targets like primitive tanks and 
  heavy	equipment.	Antitank	rifles	can	use	armor-piercing	or	
  explosive ammunition, which is not compatible with any other 
  weapon.	This	weapon	is	too	bulky	to	fire	on	the	move;	it	must	
  be	rested	on	its	integral	bipod.	Rifle	or	Combat	Rifleman	skill	
  can be used, or Heavy Weapons skill. Damage with standard 
  ball (anti-personnel) ammunition: 6D.
  Heavy Machine Gun (HMG) (Cr4500, TL5, 36kg unloaded) 
  A large support weapon designed to be used from a 
  tripod	 or	 other	 fixed	 mount,	 the	 HMG	 is	 fed	 by	 a	 belt	 of	
  ammunition, typically of 0-3mm caliber. HMGs normally 
  use	Ball	ammunition	but	can	fire	AP	or	APDS.	Damage:	5D	
  (Autofire).
  General Purpose Machine Gun (GPMG) (H) (Cr2,000, TL6, 
  0kg unloaded) A squad support weapon fed by a belt of 
  ammunition	which	is	interchangeable	with	that	used	in	rifles	
  and	autorifles.	The	belt	may	be	carried	loose	or	in	a	box.	
  Belts of any length can be constructed, though 50, 00 or 
  250-round belts are common. The GPMG is functionally 
  similar to the LMG (below) but it is purpose designed as a 
  support	weapon	rather	than	being	an	overgrown	rifle.	The	
  GPMG is therefore slightly more robust and capable of more 
  sustained	 fire.	 It	 can	 still	 be	 used	 with	 Combat	 Rifleman	
  skill as well as Heavy Weapons. The normal mode of use 
  is	autofire,	though	single	shots	can	be	fired.	Damage:	3D	
  (Autofire).
  Light Machine Gun (LMG) (Cr,200, TL6, 6.5kg unloaded) A 
  heavier,	belt-fed,	version	of	the	automatic	rifle,	the	LMG	can	
  be	fired	from	the	hip	like	an	overgrown	rifle,	and	may	use	
  Combat	Rifleman	skill	instead	of	Heavy	Weapons.	LMGs	use	
  light	rifle	ammunition	compatible	with	that	used	in	carbines	
  and	assault	rifles,	and	many	can	use	the	magazines	for	those	
  weapons too. An LMG belt may be loose or carried in a box; 
  in the latter case 00 rounds is normal and a loaded box will 
  weigh 2500g. Reloading a belt (whether boxed or not) takes 
  3 rounds if the weapon is manned by a single individual, 
  one	 round	 if	 a	 loader	 is	 present.	 If	 using	 rifle	 magazines,	
  reloading	takes	one	round.	An	LMG	normally	uses	autofire	
  but	may	fire	single	shots.	Damage:	3D	(Autofire).
  Light Machine Gun, RF (LMG, RF) (H) (Cr2,500, TL6, 7.5kg 
  unloaded) Essentially an LMG with an extremely high rate 
  of	fire,	the	RF	LMG	can	use	autofire	mode	or	make	an	RF	
  attack	if	it	has	sufficient	ammunition	available.	RF	fire	causes	
  excessive heating, and the weapon must afterward cool for 
  2	rounds	without	firing.	If	the	weapon	is	fired	without	cooling,	
  problems	may	occur.	Throw	8+	each	round	the	LMG	is	fired	
  to	avoid	a	mishap,	DM	–4	if	firing	in	RF	mode.	A	Mishap,	in	
  this	case,	means	that	the	weapon	‘runs	away’	and	fires	off	
  all its remaining ammunition unless someone stops it, e.g. 
  by breaking the belt. A weapon that has run away will be too 
  hot to use for some time afterward and has a 50-50 chance 
  of ruining its barrel. Ammunition feed is as per the standard 
  LMG.	Damage:	3D	(Autofire	or	RF).
  Light Autocannon (Cr20,000, TL6, 90kg) A light (5-25mm) 
  rapid-fire	belt-fed	weapon	capable	of	engaging	light	armored	
  vehicles and aircraft. Some light autocannon are little more 
  than overgrown machineguns; others are more robust. 
  Light Autocannon are generally mounted on light armored 
  vehicles, aircraft, or in bunkers. They can use armor-piercing, 
  other specialist ammunition, but the default loading is anti-
  personnel	light	HE.	Damage:	8D	(Autofire).	
  Machine Gun, Vulcan (VMG) (Cr2,000, TL7, 70kg unloaded). 
  Essentially a Vulcan machinegun is several machineguns 
  (usually	six)	which	together	generate	very	rapid	fire	without	
  undue heating by rotating the barrels. Each cools and is 
  reloaded	in	turn	as	the	next	moves	into	position	ad	is	fired.	
  Barrel rotation is electrical. The VMG is normally chambered 
  for	heavy	rifle-caliber	ammunition	compatible	with	GPMGs	
  and fed from 000-round belts. A VMG can only use Rapid-
  Fire	(RF)	mode.	It	fires	100	rounds	in	a	single	burst.	Damage:	
  Damage: 3D (RF).
  Light Autocannon, Vulcan (Cr65,000, TL7, 20kg) A multi-
  barrel	light	autocannon	capable	of	extremely	rapid	fire	by	
  rotating the barrels, thus allowing each to cool as the next 
  others	fire.	Vulcan	mounts	are	capable	of	autofire	or	rapid-
  fire.	Damage:	8D	(Autofire	or	RF)		
  Light Assault Gun (LAG) (VH) (Cr600, TL8, 4kg) Essentially 
  a	 heavy	 (20mm	 caliber)	 rifle	 fed	 by	 a	 5-round	 magazine,	
  the LAG can deliver a variety of ammunition types including 
  explosive,	 armor-piercing	 and	 flechette	 rounds.	 Damage:	
  with ball (antipersonnel) ammunition, 7D.
  Advanced Support Weapon (ASW) (Cr2,750, TL0, 5kg). 
  Essentially a long-barreled version of the heavy ACR, the 
  ASW is intended to provide infantry squads with a measure 
  of	fire	support.	Its	main	advantage	is	that	it	shares	magazines	
  with	the	heavy	ACR	and	can	be	used	by	any	rifleman.	The	
  ASW has no grenade launcher but has an improved sighting 
  system and a bipod for support work. It can use standard 
  ACR magazines or a 00-round box. Damage: 5D with HE 
  ammunition,	4D	with	DS.	(Autofire).	Ammunition	is	compatible	
  with the Heavy ACR but not with other weapons.
  
  - 24 -
  Very Rapid Fire (VRF) Gauss Gun (Cr200,000, TL0, 
  2000kg) A support weapon using gauss technology to 
  achieve	extremely	high	rates	of	fire,	the	VRF	gauss	gun	is	
  often used as an antipersonnel weapon aboard advanced 
  armored vehicles. A tripod-mounted infantry version is 
  available. Ammunition expenditure is prodigious and requires 
  a large hopper co-located with the gun to ensure an adequate 
  supply. Damage: 0D (VRF).
  Gauss Machinegun, 4mm (Cr8,500, TL 2, 7.5kg) Essentially 
  a	heavy-duty	gauss	rifle	fitted	with	a	long	barrel,	bipod	and	
  large (500-round) ammunition box, plus a high-output power 
  supply, the Gauss MG is found as a squad support weapon 
  in some militaries. Ammunition is interchangeable with the 
  rifle,	and	the	weapon	can	take	rifle	magazines	at	need.	There	
  is	no	grenade	launcher	but	holographic	sights	are	fitted	as	
  standard. Gauss machineguns may use semi-automatic, 
  burst-fire	or	full-automatic	modes.	Damage:	4D	(Autofire).
  Gauss Machinegun, 4mm, RF (Cr6,000, TL 2, 38kg) 
  A somewhat larger version of the standard squad-support 
  gauss	 MG,	 this	 variant	 is	 capable	 of	 RF	 fire.	 The	 extra	
  weight comes mainly from the extra cooling and power 
  supply equipment; each000-round ammo pack contains a 
  disposable	power	cell	for	the	fire	and	cooling	systems	and	
  weighs 5kg (base weight of the weapon is with one pack 
  aboard). This weapon is normally used aboard light vehicles 
  but can be found in tripod mounts as a heavy infantry support 
  weapon. Damage: 4D (RF).
  LOW-G WEAPONS
  Specialist weapons for use in low- and zero-gravity conditions 
  are grouped together as ‘low-g weapons’. There are two 
  broad types: snub weapons and accelerator weapons. 
  Lasers are also excellent for use in these conditions but are 
  considered to be a different category since they use a very 
  different means to cause damage. 
  SNUB WeAPoNS
  Snub weapons are designed for shipboard use in low-g. 
  They	have	a	large	caliber	and	short	barrel,	firing	low-velocity	
  rounds to minimize recoil. All snub weapons use the same 
  ammunition, which is normally ball (i.e. standard bullets) but 
  can	 include	 tranquilizer,	 gas,	 flechette	 and	 high-explosive	
  armor piercing. The standard shipboard security weapon is 
  the snub revolver, though autopistol and SMG variants are 
  available. 
  Snub Derringer (Cr80, TL8, 00g) A double-barreled 
  derringer type weapon designed to use snub pistol 
  ammunition. Snub weapons can use a range of ammunition 
  types. For standard ball ammunition, damage is 2D or 3D if 
  both	barrels	are	fired	at	once.	
  Snub Pistol (L) (Cr200, TL8, 250g) A low-velocity autopistol 
  designed for shipboard and zero-g environments, the snub 
  pistol is fed by a 5-round magazine. Snub weapons can use 
  a range of ammunition types. For standard ball ammunition, 
  damage is 0/3D.
  Snub Revolver (L) (Cr50, TL8, 200gr) A low velocity revolver 
  designed for use shipboard and in zero-g environments. The 
  cylinder holds six rounds; ammunition is identical to Snub 
  Pistol rounds. For standard ball ammunition, damage is 3D. 
  HEAP and HE rounds do 4D damage.
  Snub SMG (L) (Cr600, TL8, .5kg) The snub SMG is a 
  submachinegun version of the snub pistol intended for 
  shipboard combat. It is fed by a 30-round magazine using 
  standard snub weapon ammunition. Damage: Depends on 
  ammunition type. Ball: 3D. HEAP and HE rounds do 4D 
  damage.
  Snub Carbine (VL) (Cr800, TL8, 2.25kg) The snub carbine 
  is a semi-automatic longarm using standard snub pistol 
  rounds	 from	 a	 50-round	 magazine.	 It	 fires	 3-round	 bursts	
  only, which are treated as a single-shot attack but with a 
  +DM to hit at ranges out to Medium. A folding stock is used 
  to keep the weapon short and handy, and some versions 
  carry a bayonet lug for some reason. Damage: Depends 
  on ammunition type. Ball: 3D. HEAP and HE rounds do 4D 
  damage.
  ACCELERATOR WEAPONS
  Accelerator weapons reduce recoil by using a two-stage 
  propellant. A minimal charge sends the projectile up the 
  barrel, at which point its own internal rocket motor ignites 
  and	 accelerates	 it	 to	 the	 target.	 Accelerator	 rifles	 are	
  reasonably effective, and the larger version, the Assault 
  Rocket Launcher has found some favor. Accelerator pistols 
  have never been popular, however.
  Accelerator Pistol (VL) (Cr700, TL9, kg) Designed 
  specifically	 for	 zero-g	 combat,	 the	 accelerator	 pistol	 fires	
  a low-velocity round which upon leaving the barrel is 
  accelerated by a secondary propelling charge. Normally the 
  weapon	fires	bursts	of	three	rounds	per	pull	of	the	trigger,	
  but	may	be	adjusted	to	fire	single	rounds.	The	short	barrel	
  makes this weapon inaccurate; it suffers a – DM to hit at all 
  ranges. Damage: 2D.
  Accelerator	 Rifle	 (VL)	 (Cr900,	 TL9,	 2.5kg)	 Designed	
  specifically	for	zero-g	combat,	the	accelerator	rifle	fires	a	low-
  velocity round which upon leaving the barrel is accelerated 
  by	 a	 secondary	 propelling	 charge.	 Normally	 the	 rifle	 fires	
  bursts of three rounds per pull of the trigger, but may be 
  adjusted	to	fire	single	rounds.	Damage:	3D.
  Assault Rocket Launcher (L) (Cr2,000, TL9, 3.5kg) The 
  ARL	 fires	 small	 rockets	 similar	 to	 those	 used	 in	 the	
  Accelerator	Rifle,	only	larger.	It	is	capable	of	full-automatic	
  or	semi-automatic	fire,	and	can	use	standard	antipersonnel	
  ammunition, explosive or HEAP rounds. Damage: 4D with 
  anti-personnel ‘ball’ ammunition. 
  
  - 25 -
  ENERGY WEAPONS
  Energy Weapons either deliver directed energy (lasers) or 
  superheated gas (plasma and fusion weapons) to damage 
  their target. Flame weapons are also included in this category 
  since their mode of operation is similar. 
  Flame weapons gain the same +2 DM to hit at close range 
  as shotguns. They have very little recoil and can be used by 
  anyone who can manage to carry the weapon’s weight.
  Flame	damage	is	‘persistent’,	ie	a	character	who	is	flamed	
  will	take	additional	damage	each	round	until	the	fire	goes	
  out. Damage drops by 2D each round. A character who is 
  flamed	again	whilst	on	fire	takes	only	the	largest	damage	
  of	all	flame	attacks	–	there	is	a	limit	to	how	on	fire	a	person	
  can be. 
  Example: ‘Pyro’ Pete hoses an enemy soldier down for 6D 
  damage. Next round, Pete switches to another target and 
  the hapless victim takes 4D damage. In the third round, Pete 
  decides	to	flame	his	original	target	again,	so	he	takes	6D	
  damage. The remaining 2D is lost amid the general inferno. 
  Assuming there is anything left of the target, he takes 4D 
  damage,	then	2D,	before	the	fire	dies	down	in	a	couple	of	
  rounds. Unless of course Pete feels the need to apply more 
  flame…
  Flamethrower (Cr500, TL5, 5kg) A crude device consisting 
  of fuel tanks, a compressor and an aimable nozzle, the 
  flamethrower	is	a	devastating	weapon	that	can	be	hazardous	
  to its user and her comrades. Low-tech or improvised 
  flamethrowers	 are	 prone	 to	 leaks	 and	 even	 explosions;	
  more advanced versions are a little safer but remain 
  vulnerable	to	enemy	fire.	Flamethrowers	are	often	used	as	
  area-clearance weapons. A tank of fuel contains enough 
  for 2 combat rounds’ worth of short bursts or one good 
  hosing. Changing tanks takes 20 combat rounds, though it 
  is possible to shrug out of the harness more quickly at need. 
  Damage: 6D (Flame).
  Flame	Rifle:	(Cr1,500,	TL9,	5kg)	An	advanced	version	of	the	
  flamethrower,	the	flame	rifle	uses	a	smaller	amount	of	more	
  efficient	fuel	for	a	similar	effect.	It	is	self-contained,	fed	from	
  a	bulky	tank	under	the	weapon.	Flame	rifles	are	somewhat	
  less	 prone	 to	 disaster	 than	 backpack-type	 flamethrowers,	
  but many users cite their self-contained nature as their 
  best feature – the user is not strapped to the weapon and 
  can throw it away at need! A fuel tank holds enough for 8 
  rounds	of	fire.	Changing	tanks	takes	3	rounds.	Damage:	6D	
  (Flame)
  Hand Flamer (Cr,200, TL 0, 2kg) A smaller version of the 
  flame	rifle,	the	hand	flamer’s	short	nozzle	makes	it	handy	in	
  room-clearance operations but also poses a greater hazard 
  to the user. Capacity is small and range short, rendering 
  these	weapons	rather	less	than	useful	on	the	battlefield.	The	
  fuel tank holds enough for three shots. Changing a magazine 
  takes a single combat round. Damage: 5D (Flame). 
  Gauss Flamer (Cr 7,000, TL3, 6kg) An alternative to the 
  standard	flame	weapon,	the	gauss	flamer	(also	known	as	a	
  Gauss-Thermite	Superflamer,	or	GTS)	accelerates	metallic	
  flechettes	to	high	speed	and	ignites	them,	creating	a	cone	
  of incredible heat. Spread is somewhat erratic however. 
  For this and other reasons, plasma weapons are generally 
  preferred. An under-barrel fuel tank contains enough for 
  eight shots; changing tanks takes 2 rounds. Damage: 9D 
  (Flame).
  LASER WEAPONS
  Laser weapons damage their target by dumping vast 
  quantities of energy into a concentrated spot, causing 
  massive heating that can lead to explosions, especially 
  where	 fluids	 are	 turned	 to	 steam.	 Lasers	 less	 effective	 in	
  an atmosphere and can be defeated by smoke, rain etc, but 
  have the advantage of being silent and recoilless. 
  Some lasers use direct-injection power, usually from a 
  backpack- or belt-mounted power supply. These weapons 
  have the advantage that they can be plugged into a power 
  feed aboard a starship or vehicle, gaining effectively 
  unlimited	firepower.	Other	laser	weapons	employ	one-use	
  chemical energy cartridges, which liberate large quantities 
  of electrical energy (enough to fuel one shot from a laser 
  weapon) before burning out. These weapons can be 
  somewhat lighter than a direct-injection unit but are more 
  limited	in	firepower.	Chemical	cartridges	make	autofire	laser	
  smallarms	 possible;	 thus	 far	 DI	 lasers	 capable	 of	 autofire	
  have never been feasible.
  Lasers have no recoil and can be used by anyone.
  Assault Laser, Cartridge (Cr9,000,TL4, 7kg) An advanced 
  laser weapon fed by one-use chemical-energy cartridges 
  rather than an external powerpack, the assault laser is an 
  attempt to create a ‘laser submachinegun’ that has met with 
  mixed success. It is fed by either a 5-round ‘carry’ magazine 
  (loaded cost Cr70, .25kg) identical to that used by the 
  cartridge laser carbine, or a 35-round ‘assault’ magazine 
  (loaded cost Cr50, 2.75kg). A weighty weapon, the assault 
  laser	 is	 somewhat	 difficult	 to	 handle	 but	 does	 have	 good	
  firepower.	It	is	capable	of	full-automatic	fire	or	single	shots.	
  Damage:	4D	(Energy/Autofire).
  Laser Carbine (Cr2,500, TL8, 5kg) A lightweight version of 
  the	 laser	 rifle,	 firing	 high	 energy	 bolts	 using	 current	 from	
  a	 backpack	 battery/power	 pack.	The	 laser	 carbine	 fires	 a	
  2mm beam of energy, aimed by integrated optic sights. The 
  power pack costs Cr000 and weighs an additional 3kg. It is 
  capable of producing 50 shots before it requires recharging, 
  which requires at least eight hours connected to a high-
  energy source such as a starship power plant. The laser 
  carbine is connected to the power pack by a heavy-duty 
  cable. Damage: 4D (Energy).
  
  - 26 -
  Laser Carbine, Cartridge (Cr7,500, TL3, 5,kg) An advanced 
  laser weapon fed by one-use cartridges rather than an 
  external powerpack, the cartridge laser carbine uses a 5-
  round magazine (loaded cost Cr70, .25kg). Less bulky than 
  the	 rifle	 version,	 the	 cartridge	 laser	 carbine	 is	 handier	 for	
  close action or moving in and out of vehicles. Damage: 4D 
  (Energy).
  Laser Pistol (Cr 4,000, TL 2, 2kg) At higher tech levels it 
  becomes possible to focus a laser beam in a much shorter 
  distance, allowing a pistol equivalent of the laser carbine to 
  be created. The weapon is still dependent on a bulky belt 
  power pack, which costs Cr750 and weighs 2kg and is good 
  for 50 shots. Performance is modest but the short length of 
  the weapon appeals to some users. Damage: 3D.
  Laser Pistol, Cartridge (Cr 2,500,TL3, 2.5kg) An advanced 
  laser weapon fed by one-use cartridges rather than an 
  external powerpack, the cartridge laser pistol uses a 4-
  round magazine (loaded cost Cr55, 500g) inserted in the 
  handgrip. Damage: 3D.
  Laser	Rifle	(Cr3,500,	TL9,	6kg)	The	standard	high-energy	
  weapon,	firing	energy	bolts	in	the	same	manner	as	the	laser	
  car¬bine.	Heavier,	the	laser	rifle	is	also	capable	of	longer	
  sustained action and is some¬what sturdier. The power pack 
  (Cr500, 4kg) can provide 00 shots before recharging. 
  As	in	the	laser	carbine,	the	laser	rifle	is	connected	to	the	
  power pack by a heavy-duty cable. Power packs are not 
  interchangeable between the two weapons. Damage: 5D.
  Laser	 Rifle,	 Cartridge	 (Cr	 9,000,TL13,	 9kg)	 An	 advanced	
  laser weapon fed by one-use cartridges rather than an 
  external	powerpack,	the	cartridge	laser	rifle	is	fed	by	a	10-
  round magazine (loaded cost Cr 70, 2kg). It is quite a bulky 
  weapon which uses heavy ammunition, and is not as popular 
  as	the	lower-tech	standard	(‘direct	electrical	input’)	laser	rifle.	
  It	is,	however,	capable	of	fully-automatic	fire.	Damage:	5D	
  (autofire)
  Personal Defense Laser (Cr 2,500,TL3, 3kg) An advanced 
  laser weapon fed by one-use cartridges rather than an 
  external powerpack, the personal defense laser (PDL) uses 
  a 25-round extended magazine (loaded cost Cr00, kg) 
  inserted in the handgrip. Ammunition is identical to that used 
  by the cartridge laser pistol. The PDL is capable of fully-
  automatic	fire	or	single	shots	and	is	carried	as	a	sidearm	by	
  some personnel. Being somewhat more bulky than a pistol, 
  the PDL has room for a heavy-duty cooling system and can 
  use	autofire.	Damage:	3D	(autofire).
  Support Laser (Cr2,000, TL, 4kg) A powerful version of 
  the	laser	rifle,	a	support	laser	can	only	be	used	on	a	tripod	
  or vehicle mount, or on a special Battle Dress mount. The 
  detachable powerpack masses 6kg and contains enough 
  energy for 20 shots; changing packs takes one combat 
  round. Battle Dress-mounted support lasers are fed from the 
  suit’s power supply. Damage: 0D. 
  Gatling Defense Laser (Cr4,000, TL2, 26kg) Normally 
  carried on a vehicle mount or a battle dress backpack, the 
  gatling defense laser uses the same powerpack as the 
  support laser, though it only gets 8 shots from a pack. Its 
  rapid pulses are of only moderate intensity compared with a 
  support laser but can burn a missile out of the air or chew up 
  infantry.	Damage:	6D	(Autofire).	A	defense	laser	is	used	with	
  Heavy Weapons or Laser Weapons skill. 
   
  HIGH-ENERGY WEAPONS
  High-energy weapons (plasma and fusion weapons) hurl 
  bolts of superheated gas, which in some cases proceeds 
  to fusion. They are devastating in effect, but in many cases 
  require battle dress to operate due to the weight of the 
  weapon and its power supply. Higher-tech weapons include 
  gravitic compensation, and can be used by an unarmored 
  soldier. High-energy weapons require careful maintenance, 
  since a containment failure poses an extreme hazard to 
  friendly personnel.
  High-energy weapons are normally employed in a squad 
  support role by power-armored troops. It is unusual for a 
  whole unit to be equipped in this way. Apart from anything 
  else, high-energy weapons are somewhat imprecise and 
  cause	immense	collateral	damage,	secondary	fires	and	so	
  on. Of course, there are times when that is desirable. 
  Plasma and (occasionally) fusion weapons are sometimes 
  encountered in bunkers or on tripod mounts. They are more 
  commonly used as the main armament of light combat 
  vehicles. 
  Plasma Bazooka (VH) (TL9, Cr 67,500, unloaded weight 
  27kg): The Plasma Bazooka is a rather crude high-energy 
  weapon capable of delivering a plasma stream out to 
  a reasonable range. It is extremely bulky and is fed by a 
  weighty 6kg cartridge, which costs Cr400. The weapon has 
  a large backblast area (0m) and a huge signature when 
  firing.	It	takes	two	combat	rounds	to	reload.	Damage:	9D.
  Plasma Gun, Man Portable-2 (PGMP-2) (VH) (Cr0,000, 
  TL2, 6kg) The PGMP-2 consists of a power pack carried 
  on	the	firer’s	back,	the	weapon	itself,	and	a	flexible	power	
  link. The powerpack powers a laser ignition system in the 
  weapon itself, which heats hydrogen fuel to a plasma state. 
  The	plasma	is	contained	in	the	ignition	chamber	briefly	and	
  then	released	through	a	magnetically	focused	field	along	the	
  weapon’s barrel. The initial plasma jet is 2cm in diameter 
  but begins to dissipate rapidly. A powerpack costs Cr25,000, 
  weighs	 3kg	 and	 has	 sufficient	 energy	 to	 discharge	 40	
  plasma bolts before recharging is required. Each pull of the 
  trigger discharges one plasma bolt. Because of the recoil 
  and	intense	heating	of	this	weapon,	it	may	only	be	fired	once	
  every two rounds. Damage: 0D.
   
  Plasma Gun, Man-Portable-3 (PGMP-3) (VH) (Cr65000, 
  TL3, 9kg) Designed to be used exclusively with Battle 
  
  - 27 -
  Dress armor, the PGMP-3 is a powerful close support 
  weapon capable of destroying light armored vehicles. The 
  strength enhancement units of the armor serve as a recoil 
  carriage,	allowing	the	weapon	to	be	fired	each	round.	The	
  PGMP-13	is	sometimes	referred	to	as	a	‘Plasma	Rifle’	as	it	is	
  used	much	in	the	manner	of	a	combat	rifle.	Powerpacks	cost	
  Cr50,000 and weigh 7kg. They are good for 20 shots before 
  they need recharging. Damage: 2D.
  Fusion Gun, Man Portable-4 (FGMP-4) (VH) (Cr00,000, 
  TL4, kg) The fusion gun is similar in design and function 
  to the PGMP, differing only in that it contains the plasma 
  slightly longer until a fusion reaction begins to take place. 
  The weapon is therefore somewhat more powerful than a 
  plasma gun, and may only be used by individuals wearing 
  Battle	Dress.	Its	recoil	is	such	that	it	may	only	be	fired	once	
  every two rounds. A powerpack is good for 50 shots, costs 
  Cr65,000 and weighs 9kg. Damage: 6D.
  Plasma Gun, Man-Portable-4 (PGMP-4) (VH) (Cr300,000, 
  TL4, 9kg/50g) The ultimate development of the plasma 
  gun,	 the	 PGMP-14	 incorporates	 a	 gravitic	 field	 generator	
  that provides near total recoil compensation. This enables 
  personnel not in powered armor to both carry the weapon 
  and	fire	it	every	round.	The	weight	listed	before	the	slash	
  is	the	weight	of	the	weapon	with	the	gravity	field	generator	
  off,	the	weight	listed	after	the	slash	is	with	the	gravity	field	
  generator on. A PGMP-4 requires battle dress if it is to be 
  used without the gravitic compensation unit for some reason. 
  A powerpack costs Cr250,000, weighs .6kg (90g with the 
  compensator on) and is good for 50 shots. Damage: 2D.
  Fusion Gun, Man-Portable-5 (FGMP-5) (VH) (Cr400,000, 
  TL15,	1kg/50g)	The	FGMP-15	incorporates	a	gravitic	field	
  generator similar to that used on the PGMP-4, allowing 
  use	by	firer’s	wearing	non-powered	armor	every	round.	The	
  weight listed before the slash is the weight of the weapon 
  with	 the	 gravity	 field	 generator	 off,	 the	 weight	 listed	 after	
  the	slash	is	with	the	gravity	field	generator	on.	A	powerpack	
  costs Cr300,000, weighs 200g (0g with compensation) 
  and is good for 70 shots. Damage: 6D.
  OTHER WEAPONS
  Various other weapons see use from time to time. These 
  include non-lethal weapons, sprayers and other weapons 
  that do not fall into any particular category. They are thus 
  dealt with here. 
  Garrote (VL) (Cr, TL, negligible weight) Any piece of cord 
  can be used to strangle someone. Custom-made garrotes 
  sometimes have handles to make it easier to apply force, 
  but the effect is much the same. A garrote cannot be used 
  effectively unless the target is unaware or else unable to 
  defend. On a successful attack the garrote is in place and 
  inflicts	 2D	 wounds	 each	 round	 automatically	 unless	 the	
  defender makes a successful escape or the attacker lets 
  him go.
  Baton Gun (VL)  (Cr5, TL5, Weight 00g) A baton gun, or 
  ‘magic wand’ as it is sometimes known, is a short handheld 
  rod containing a single light shotgun cartridge. Useless 
  beyond 5m, the baton gun may be triggered by hard contact 
  with an opponent (i.e. being rammed into him) or by a stud 
  on the shaft. In the former case it can be used to make a 
  brawling	 attack	 and,	 if	 successful,	 automatically	 inflicts	 its	
  light	shotgun	damage	as	well.	If	fired	at	a	more	distant	target,	
  the weapon receives the shotgun at close range bonus to 
  hit. Baton guns are disposable and not usually reloaded. 
  Damage: Brawling plus 2D.
  Thud Gun (L) (Cr00, TL5, kg) A single-shot discharger 
  firing	a	heavy	but	soft	projectile	for	non-lethal	knockdown.	
  Damage: D plus Special.
  Speargun (VL) (Cr5, TL6, kg) An underwater weapon 
  launching a harpoon or spear using compressed gas. The 
  spear may or may not be attached to the gun by a line. 
  Spearguns must be manually reloaded after every shot, 
  which	takes	an	entire	combat	round.	Spearguns	use	Rifle	
  skill. Spears weigh kg and cost Cr0. Damage: 2D.
  Stun Gun (VL) (Cr250, TL7, 200g) A hand-held-range 
  weapon that delivers a non-lethal electric shock to the 
  victim, rendering him helpless for a short time. Stun guns 
  use Handgun skill. Damage; D (Shock) plus possible 
  incapacitation.
  Tranq Pistol (VL)  (Cr75, TL7, 350g) Used by vets, among 
  others,	the	Tranq	pistol	fires	a	needle	formed	of	a	compound	
  that	dissolves	in	the	target’s	flesh	and	delivers	a	sedative	
  effect. This can take several combat rounds however, so 
  combat use is limited. Single-shot versions and a 5-round 
  magazine model are available. Damage: Chemical.
  Shock Whip (L) (Cr250, TL9, 500g) A shock whip is more 
  an instrument of torture than a useful weapon. It is normally 
  used	on	a	low	setting	to	inflict	pain	from	both	the	whip	and	
  a low-level shock effect. If used as a weapon it delivers D 
  damage as a whip and  point of damage from the shock if 
  the target has no armor. A shock whip can be turned right up 
  to discharge itself in one strike. In this case whip damage 
  is D plus D for the shock, and the attack may also cause 
  incapacitation as per the Shock Weapons rules. The whip 
  must then build up charge for D rounds before it can be 
  used again. If it is used to strike in this time the charge is 
  dissipated and the charging cycle must start again.
  Neural Pistol (VL) (Cr225,000, TL6, 500g) Experimentation 
  with neural weaponry has met with very patchy progress, 
  but weapons scientists theorize that at TL6 a reliable hand-
  held neural weapon may become available. Telepathically 
  operated, a neural pistol allows the user to make an attack 
  similar to a psionic assault, delivering 2D damage and 
  possibly incapacitating the target for D rounds due to pain 
  and mental disorientation. 
  
  - 28 -
  AMMUNITION AND ACCESSORIES
  The performance of many weapons can be enhanced by 
  the use of various accessories. Non-standard ammunition it 
  probably the most important of these. Smallarms ammunition 
  is considered here. Many heavier weapons use larger 
  versions of these rounds but these are considered under 
  Artillery weapons, as are grenades and the like.
  Most	 weapons	 normally	 fire	 a	 ‘ball’	 round,	 i.e.	 a	 solid	
  projectile which relies on impact to cause damage. Variations 
  on the theme such as hollow points, expanding bullets, 
  jacketed rounds and so on are all considered to be within 
  the parameters of ball rounds. Specialist ammunition can be 
  used by various weapons, and requires extra rules to deal 
  with its effects.
  In	the	real	world	weapons	come	in	many	calibers;	rifles	are	
  available in 7.65, 7.62 NATO, 7.62 Soviet, .30, .303. .223… 
  and none of them are compatible with one another. However, 
  Traveller is about Adventure in the Far Future, not Bean-
  Counting in Imaginary Gunshops as characters try to work 
  out if they already bought ammo for the 7.65 pistols… or was 
  that the 9mms? 
  For simplicity, we are assuming that weapon calibers 
  are heavily standardized and that compatibility is high. 
  Referees who want more complexity can create a plethora 
  of ammunitions types and calibers. This kind of detail can 
  make the world more vibrant or drive players insane. It is up 
  to the Referee to decide what is appropriate. The following 
  calibers are approximate.
  HANDGUNS
  There	are	five	standard	calibers	of	handgun:
  Body Pistol ammunition is a 5mm ‘stealth’ caliber incompatible 
  with most other weapons. An equivalent, non-stealth version 
  referred to as superlight pistol is available at a fraction of the 
  price.
  Light Pistol is a 7mm round used in light revolvers, light 
  autopistols, light assault pistols and light submachineguns. 
  Occasionally other weapons turn up that are chambered for 
  this round.
  Pistol, or Standard Pistol, is a 9mm or 0mm round used in 
  the vast majority of handguns (autopistols, revolvers), assault 
  pistols and submachineguns. It is the standard sidearm 
  caliber in Charted Space. Standard pistol ammunition costs 
  Cr0. when bought in small quantities.
  Heavy Pistol is a powerful mm round used in heavy 
  handguns (revolvers and autopistols) and some powerful 
  SMGs.
  Very Heavy Pistol ammunition is an exception to the 
  standardization rule. It may represent mm Magnum or 
  calibers as big as 4mm. Very Heavy Pistol ammunition is 
  normally custom-made for a single type of pistol and is quite 
  hard to come by.
  LONGARMS
  There are six standard calibers of longarm ammunition: 
  Survival	 Rifle	 ammunition	 is	 a	 special	 small-caliber	 round	
  (ball and shot versions are available). It is unusual to see 
  other weapons chambered for these rather weak rounds.
  Light	Rifle	ammunition	is	equivalent	to	5.56	or	.223	caliber.	It	
  is	used	in	carbines,	autocarbines,	light	bolt-action	rifles	and	
  light machineguns.
  Heavy	Rifle	ammunition	is	equivalent	to	.30	or	7.62	caliber.	
  It	is	used	in	Rifles,	Autorifles,	Heavy	Bolt-Action	Rifles	and	
  General-Purpose Machineguns.
  Light ACR ammunition is an advanced 6mm round used 
  in	 light	 Advanced	 Combat	 Rifles	 and	 Advanced	 Combat	
  Carbines. It is not compatible with non-ACR weapons. 
  Heavy ACR ammunition is an advanced 9mm round used 
  in	 heavy	Advanced	 Combat	 Rifles	 and	Advanced	 Support	
  Weapons. It is not compatible with non-ACR weapons.
  Light Assault Gun ammunition is a powerful 20mm round 
  used in the Light Assault Gun and some other, less common, 
  weapons.
  SHOTGUNS
  There are two standard shotgun calibers
  Shotgun is the standard ammunition type compatible with 
  most weapons of the type. It is equivalent to 8mm/2-
  gauge.
  Light Shotgun is a less common cartridge used in some 
  sporting guns and a few specialist weapons.
  SNUB WeAPoNS
  Snub	 Pistol	 ammunition	 fits	 all	 snub	 weapons	 (revolvers,	
  autopistols and submachineguns). 
  OTHER WEAPONS
  Other	calibers	do	exist.	For	example	accelerator	rifles	have	
  their	 own	 ammunition	 type,	 as	 do	Anti-Tank	 rifles.	 These	
  rounds are not compatible with other weapons unless they 
  are custom-designed to use the round.
  AMMUNITION COSTS
  Basic costs for ball ammunition are given below. Ammunition 
  is normally bought by the box (50 rounds) or the crate (20 
  boxes, ie 000 rounds) by civilian and private users. Buying 
  in bulk (a pallet of 0 crates, ie 0,000 rounds is cheaper but 
  normally only available to organizations, merc units and the 
  like, who may additionally manage to negitiate a discount or 
  a supply deal. 
  NB: Specialist ammunition types, eg AP or HEAP, are 
  subject	 to	 price	 modifiers	 which	 apply	 to	 this	 base	 cost.	
  Gauss ammunition does not include the power supply, which 
  is incorporated into the magazine in most cases.
   
  
  - 29 -
  Table: Ammunition Costs for Projectile Small Arms and Cartridge Lasers
  Ammunition Type  
   
  Cost in Credits  
  Cost in Credits 
   
  Cost in Credits
   
   
   
   
   
  per box  
  per crate  
   
  per pallet
   
   
   
   
   
  (50 Rounds) 
  (1000 rounds) 
   
  (10,000 rounds)
  Arrows  
   
   
  20 
  350 
   
   
  3000
  Crossbow Quarrels  
   
  5 
  275 
   
   
  2500
  Black Powder Pistol  
   
  5 
  250 
   
   
  2000
  Black Powder Musket or Shotgun 
  20 
  350 
   
   
  3000
  Black	powder	Rifle	 	
  	
  40	
  750	
  	
  	
  7000
  Cap-and-Ball Pistol  
   
  45 
  800 
   
   
  7000
  Percussion	Rifle	
  	
  	
  60	
  1100	
  	
  	
  10000
  Superlight Pistol (eg Purse Gun) 
  30 
  550 
   
   
  5000
  Body Pistol 
   
   
  250 
  4500 
   
   
  40000
  Light Pistol 
   
   
  40 
  750 
   
   
  7000
  Standard Pistol 
   
   
  50 
  900 
   
   
  8000
  Heavy Pistol  
   
   
  75 
  350 
   
   
  2500
  Very heavy Pistol   
   
  00 
  900 
   
   
  8000
  Survival	Rifle	
  	
  	
  50	
  900	
  	
  	
  8000
  Light	Rifle	
  	
  	
  80	
  1500	
  	
  	
  12500
  Heavy	Rifle	
  	
  	
  120	
  2200	
  	
  	
  20000
  Light ACR 
   
   
  200 
  3750 
   
   
  35000
  Heavy ACR 
   
   
  250 
  4750 
   
   
  45000
  Light Assault Gun 
   
   
  300 
  5750 
   
   
  55000
  Light Shotgun 
   
   
  60 
  00 
   
   
  0000
  Standard Shotgun  
   
  70 
  250 
   
   
  500
  Snub Pistol 
   
   
  40 
  750 
   
   
  7000
  Accelerator Pistol 
   
   
  65 
  250 
   
   
  2000
  Accelerator	Rifle	
  	
  	
  80	
  1500	
  	
  	
  14000
  Assault Rocket Launcher 
   
  00 
  900 
   
   
  8000
  Gauss Pistol, 4mm  
   
  20 
  375 
   
   
  3500
  Gauss	Rifle,	4mm	 	
  	
  30	
  550	
  	
  	
  5000
  Heavy	Gauss	Rifle,	5.5mm	
  	
  40	
  750	
  	
  	
  7250
  Gauss Shotgun 
   
   
  35 
  650 
   
   
  6250
  Heavy Machinegun  
   
  250 
  4500 
   
   
  40000
  Light Autocannon 
   
   
  400 
  7500 
   
   
  70000
  Laser Pistol Cartridge 
   
  50 
  2800 
   
   
  26000
  Laser Carbine Cartridge 
   
  75 
  3250 
   
   
  30000
  Laser	Rifle	Cartridge	
  	
  200	
  3500	
  	
  	
  34000
   
   
  
  - 30 -
  Table: Magazines, Feed Devices and Power Units for Small Arms
  Weapon 
   
  Feed Device 
  Comments
   
   
   
   
  Cost in Credits
  Revolver (Speedloader) 
  5
  Body Pistol 
   
  0 
   
  ‘Stealthy’ Construction
  Autopistol 
   
  5 
  Snub Pistol 
   
  5 
  Accelerator Pistol 
   
  5 
  Accelerator	Rifle	
  	
  20	
  Assault Rocket Launcher 
  25 
  Rifle	or	Carbine	
  	
  10	
  Rifle	Assault	Box	
  	
  25
  LMG or GPMG Assault Box 
  25 
  Light ACR or ACC  
  30 
  Heavy ACR 
   
  35 
  Light Assault Gun or
  Anti-Tank	Rifle	
  	
  20	
  Submachinegun 
   
  0 
  SMG Assault Box 
   
  25
  Shotgun Magazine  
  0 
  Shotgun Drum 
   
  25 
   
  Assault Shotguns Only
  Gauss Pistol 
   
  50  
  Includes Rechargeable Power Supply
  Gauss	Rifle	
  	
  250	 	
  Includes	Rechargeable	Power	Supply
  Gauss Shotgun 
   
  250  
  Includes Rechargeable Power Supply
  Gauss Machinegun  
  2000  
  Includes Rechargeable Power Supply
  Laser Pistol 
   
  750  
  Belt Power Pack
  Laser Carbine 
   
  000  
  Small Backpack
  Laser	Rifle	
  	
  1500		
  Backpack
  Gatling/Support Laser 
  5000  
  Fits to Weapon
  Laser Pistol, Cartridge 
  5 
   
  Magazine only 
  Personal Defense Laser 
  25 
   
  Magazine only  Uses Laser Pistol ammunition
  Laser Carbine, Cartridge 
  20 
   
  Magazine only
  Assault Laser, Cartridge 
  30 
   
  Magazine only.  Uses Laser Carbine ammunition
  Laser	Rifle,	Cartridge	
  30	
  	
  Magazine	only
  Hand	Flamer	
  	
  100	 	
  Refillable	for	Cr25
  Flame	Rifle	
  	
  200	 	
  Refillable	for	Cr50
  Flamethrower	
  	
  300	 	
  Refillable	for	Cr75
  Gauss-Thermite	Superflamer	 1000		
  Includes	Rechargeable	Power	Supply
  Plasma Bazooka 
   
  400  
  One Shot
  PGMP-2 
   
  25,000 
  Rechargeable
  PGMP-3 
   
  50,000 
  Rechargeable
  PGMP-4 
   
  250,000 
  Rechargeable
  FGMP-4 
   
  65,000 
  Rechargeable
  FGMP-5 
   
  300,000 
  Rechargeable
  NB: Costs are generalized for simplicity. A 5-shot revolver speedloader can be assumed to cost the same as a 6-shot one; 
  a 7mm SMG magazine can be assumed to cost the same as a 2mm equivalent.
  
  - 3 -
  NON-STANDARD AMMUNITION
  Various specialist rounds are available. Not all rounds are 
  compatible with all weapons.
  Armor Piercing (AP): As the name implies, these rounds are 
  specifically	 designed	 to	 penetrate	 ballistic	 cloth	 and	 other	
  types of armor. Pistol AP rounds are not very effective. They 
  give an additional DM of + to hit against all armor types 
  (but not unarmored foes) but reduce damage by  point per 
  die. Treat damage rolls of  as ; damage reduction cannot 
  completely eliminate a weapon’s capacity to hurt people. 
  Rifle	AP	rounds	are	somewhat	more	effective.	Apply	a	DM	
  of+, +  per 2 full dice of damage done by the weapon, 
  against	armored	foes	as	above.	Thus	a	rifle	doing	3D	damage	
  gets a net +2 to score a penetrating hit on an armored foe. 
  For	a	rifle	doing	4D	damage,	the	DM	is	+3.	Rifle	AP	reduces	
  damage as per pistol ammunition. Cost: 5x per round. 
  Beehive: Beehive is an antipersonnel round intended for use 
  with Light Assault Guns. It is essentially a larger and much 
  more lethal version of Flechette ammunition. A beehive round 
  does	normal	damage	for	the	firing	weapon	and	is	treated	as	
  an	Autofire	attack.	A	burst	of	10	beehive	rounds	counts	as	
  Rapid-Fire. Range is halved. Cost is x3 per round. 
  Buckshot: Buckshot is the standard load for all shotguns. At 
  very short range it is highly lethal and gains the ‘shotgun at 
  close range’ bonus to hit (DM of +2). However, its effective 
  range is very short. Damage is halved (i.e. a 4D shotgun 
  does only 2D damage) at ranges beyond Short. Cost is 
  normal. 
  Chemical (i.e. Tranquilizer and Poison): While virtually any 
  weapon can be treated so as to be more likely to cause 
  wound infection (black powder weapons are particularly 
  prone to this anyway), deliberate delivery of chemicals with 
  a rapid effect is more problematical. Poison ammunition is 
  strictly controlled and subject to harsh penalties. Poison 
  and Tranq rounds use the Chemical Attack rules if they 
  penetrate the target – rounds stopped by armor obviously 
  do not deliver their payload. Cost starts at x5 per round for 
  poisons and x5 per round for Tranq, which is not regulated 
  since it considered a non-lethal (Category ) weapon.
  Discarding Sabot Armor Piercing (DSAP) Rounds: DSAP (as 
  distinct from APDS, an artillery/tank gun ammunition type) 
  is a more advanced armor-piercing round that can be used 
  only	from	longarms	such	as	rifles,	carbines	and	gauss	rifles	
  and their larger support equivalents. DSAP Rounds have 
  a base DM of +2 plus + per full 2D damage done by the 
  weapon against armored foes. Damage is reduced as per 
  AP ammunition. Cost: 5x per round.
  Flechette, Birdshot or Snakeshot: These rounds break apart 
  in	flight	releasing	numerous	small,	sharp	shards	of	metal	or	
  very small projectiles. These increase the chance of hitting 
  the	target	at	close	range	but	inflict	considerably	less	damage.	
  The weapon thus gains the ‘shotgun at close range’ hit bonus 
  (+2 DM) but damage is greatly reduced. 
  Each normal die of damage is treated as a half-die (i.e. the 
  normal number of damage dice are rolled with -2 indicating 
   point, 3-4 indicating 2 points and 5-6 indicating 3 points). 
  Flechettes are useful for dispersing rioters without seriously 
  harming them or for dealing with small game. Flechette 
  rounds do no damage whatsoever to an opponent who has 
  any armor. Cost is x2 per round.
  High Explosive Armor Piercing (HEAP) (Snub Weapons): 
  High-explosive armor piercing ammunition is available for 
  snub weapons. It is designed to offset the low velocity of the 
  round with a shaped explosive effect, enabling snub weapons 
  to punch through armor and do respectable damage despite 
  their low impact. Snub HEAP is carefully controlled as a Cat 
  3 weapon and less readily available than Ball ammunition. 
  Cost is X0 per round.
  High Explosive Armor Piercing (HEAP) (Support Weapons): 
  High-explosive armor piercing ammunition is also available 
  for heavier weapons such as LAGs. It combines the ability to 
  punch through armor with an explosive effect for maximum 
  damage. HEAP increases damage one die, and in addition is 
  treated as AP for purposes of attacking armored opponents 
  (DM =  +  per 2D of base damage done by the weapon). 
  Thus a LAG using HEAP would do 8D damage instead of 
  7D, and have a DM of + 5 versus armored foes. Cost is x0 
  per round. 
  High-Explosive (HE): These rounds are designed to explode 
  once	 they	 penetrate	 a	 target,	 inflicting	 one	 extra	 die	 of	
  damage. Cost is x5 per round.
  Gas:	Gas	rounds	deliver	a	quantity	of	gas;	usually	soporific	
  or tear/vomit inducing. Lethal agents such as nerve gas 
  are available but are strictly controlled. Gas rounds use the 
  Chemical Attack rules below and normally affect only a single 
  target	unless	fired	into	a	close	group.	Cost	is	x5	per	round.
  Slug: Shotguns may use a solid slug instead of buckshot. 
  Damage is the same but range is doubled. The weapon 
  loses its Shotgun at Close Range bonus. Explosive slugs 
  are also available; these gain an extra die of damage. Cost 
  is x3 per round for slug and x5 per round for explosive slug.
  Stunbag or Baton: Available for shotguns and dischargers, 
  stunbag	rounds	do	not	inflict	damage	as	such	but	instead	use	
  the ‘Stunner’ rule below. Cost is x2 per round for shotguns; 
  normal for Thud Guns.
  
  - 32 -
  USE OF NON-STANDARD AMMUNITION 
  TYPES
  Not all weapons can use every ammunition type. Some are 
  fairly pointless even though they can be used. Autocannon-
  delivered tranquilizers are not generally very useful. 
  Autopistols	 and	 Revolvers	 can	 deliver	 AP,	 flechette	 and	
  chemical rounds. Standard, heavy and very heavy handguns 
  can use HE.
  Black Powder Weapons can use only ball rounds. 
  Bows and Crossbows can use AP heads.
  Gauss Weapons can use AP and DSAP rounds.
  Light Assault Guns can deliver any ammunition type.
  Machineguns can deliver HE, AP, DSAP, chemical and 
  flechette	rounds.	
  Rifles	and	Carbines	can	deliver	HE,	AP,	DSAP,	chemical	and	
  flechette	rounds.
  Shotguns	can	use	buckshot,	slug,	explosive	slug,	flechette,	
  gas and chemical rounds. 
  SMGs	can	deliver	AP,	flechette	and	chemical	rounds
  Snub	Weapons	can	deliver	AP,	HE,	HEAP	(Snub),	flechette,	
  gas, and chemical rounds.
  WEAPON ACCESSORIES
  Various weapon-enhancing accessories are available. 
  Higher-tech versions of any given item may be smaller, 
  more effective or possibly cheaper, though in many cases 
  the	standard	version	is	the	most	efficient.	
  AMMUNITION DEVICES
  Various ammunition feed and holder devices are available, 
  some of which actually do enhance the capabilities of a 
  weapon. For example, high-capacity magazines which 
  extend further out of the weapon than normal are available 
  for many weapons, but there are reasons why they are not 
  more commonly used. 
  Cartridge Holders (Cr5, TL3, negligible weight) A set of 
  cartridge	 loops	 designed	 to	 fit	 on	 a	 belt,	 strap	 or	 sling,	 a	
  cartridge holder can carry 7 individual shotgun cartridges, 
  20	pistol	rounds	or	14	rifle	rounds.	A	different	holder	must	be	
  purchased for each ammunition type. 
  Snail Drum Autopistol Magazines (Cr25, TL4, 750g loaded) 
  A 45-round extension magazines for Light and Standard 
  autopistols, the snail drum is clumsy and awkward to use. 
  Speedloaders (Cr5, TL4, negligible weight) Several variants 
  of	the	speedloader	exist.	Their	purpose	is	to	refill	a	revolver	
  completely in one go, shortening reloading time. The 
  standard version is a plunger-activated device which pushes 
  six rounds into the cylinder at once. A speedloader cannot 
  be	used	to	partially	refill	a	weapon,	nor	can	it	be	used	for	a	
  different type. For example, standard-caliber speedloaders 
  cannot be used for a light revolver.
  Assault Box (Cr25, TL5, Weight 00g + ammunition) Assault 
  Boxes are available for GPMGs and LMGs. They hold one 
  belt of ammunition (typically 00 rounds) and prevent it from 
  dragging on the ground. Assault boxes are also available 
  for	assault	rifles	and	autorifles.	They	contain	60	rounds	in	
  a bulky super-sized magazine that makes it impossible to 
  use	the	rifle	lying	down.	Assault	boxes	for	SMGs	hold	80	
  rounds.
  High-Capacity Autopistol Magazines (Cr0, TL5, negligible 
  weight) 20-round and 30-round magazines are available for 
  Light, Standard and Heavy autopistols. (Cr 25, TL6, Mass 
  500g loaded). A 5-round version exists for Very Heavy 
  autopistols, with the same cost and mass.
  SIGHTING AIDS
  Various aids to aiming and sighting are available. 
  Toughened Sights (Details vary) Ruggedized versions of 
  these sights are available at one tech level higher, and at 
  .5 x the cost. Ruggedized sights are extremely tough; they 
  can be used to hit someone over the head and will remain 
  accurate afterwards.
  Telescopic Sights (Cr200 TL4, 800gr): High-quality telescopic 
  sights for attachment to weapons, for increasing their 
  accuracy, especially at longer ranges. A weapon equipped 
  with such sights gains a +4 DM to hit at Long and Very Long 
  range. Low-tech telescopic sights are delicate, however, and 
  may be jarred out of alignment by any violent action (such 
  as being left untended in a moving truck, a close explosion, 
  or being dropped) on a throw of 9+ on 2D. When the sights 
  go out of adjustment, the basic throw to hit should not be 
  revealed	to	the	firer,	and	he	or	she	will	always	miss.
  Electronic Sights (Cr2000, TL6, 500g) Electronic sights with 
  image	 enhancement	 and	 light	 intensifications	 capabilities	
  are available to provide the capability to see and hit in 
  the dark. Treat any low-light conditions as normal lighting 
  for weapons equipped with such sights. These sights are 
  treated like telescopic sights for damage and reliability, and 
  function similarly, but do not increase the weapon’s range 
  increment.
  Electronic Telescopic Sights (Cr3000, TL7, .8kg) Electronic 
  sights combining the capabilities of both electronic and 
  telescopic sights. They are still rather fragile. 
  Laser Dot Pointer (Cr750, TL7, negligible weight). A laser dot 
  pointer	can	be	fitted	to	most	weapons.	It	is	not	useful	beyond	
  Short range but at Close or Short range it grants a +2 DM 
  on all hit rolls.
  Holographic Sights (Cr2000, TL0, 500g) Holographic 
  sights project an image of the aim point for the user, and 
  automatically compensate for wind, gravity etc. They are not 
  
  - 33 -
  useful in a close-range point-and-shoot situation but grant a 
  +2 DM to shots made at Medium range (beyond 50m).
  Personal Heads-Up Display (HUD) (Cr500, TL9, 500gr) 
  A personal HUD projects an aim point on an image of the 
  target, automatically correcting for wind and gravity etc. 
  Various display devices are available, ranging from a vacc 
  suit helmet visor to a pair of designer shades. At TL  the 
  HUD is a holographic projector and no obvious visual device 
  need be worn. These HUDs cost the same as the standard 
  TL9 version but have negligible mass. A HUD grants a +2 
  DM on all hit rolls at all ranges, for any weapon it is keyed to. 
  Pickups for additional weapons cost Cr250 each and require 
  an	hour	or	so	to	fit	and	calibrate.	There	is	no	real	limit	on	how	
  many weapons can be calibrated to one HUD.
  OTHER DEVICES
  Various other enhancements are available for use with 
  weapons. 
  Bayonet Lug (Cr0, TL3, 00g) Many weapons come with 
  a bayonet attachment as standard, but it is possible to 
  convert	any	pistol,	shotgun,	carbine	or	rifle	weapon	to	carry	
  a	bayonet.	Most	such	conversions	are	clumsy	and	difficult	to	
  shoot	or	fight	with.
  Shoulder Stock (Cr75, TL4, kg) It is possible to produce a 
  shoulder stock which may be attached temporarily to a pistol 
  or revolver, resulting in a crude carbine arrangement and 
  some greater accuracy at longer ranges. The overall length 
  of the pistol is increased by the length of the stock, and the 
  pistol cannot be holstered. Attaching the stock (or detaching 
  it)	requires	five	combat	rounds.	A	shoulder	stock	allows	a	
  DM of + on all aimed shots made with the weapon.
  Folding	 Stock	 (Cr100	 TL6,	 500g)	 Carbines,	 rifles,	 and	
  shotguns can be equipped with folding stocks which make 
  it possible to reduce the overall length of the weapon by 
  300mm. 
  Rifle	Suppressor	(Cr500,	TL5,	600g)	It	is	possible	to	more	or	
  less	silence	a	rifle,	though	this	requires	dropping	the	muzzle	
  velocity to subsonic levels, which imposes a reduction in 
  damage of – point per die (eg a 3D weapon delivers 3D-3 
  damage, though no damage die can be taken below  point 
  of damage by this reduction). Special ammunition must 
  be used, which costs double the base price of normal ball 
  rounds. Suppressed ammunition cannot be armor-piercing 
  or DSAP. 
  Pistol Silencer (Cr200, TL6, 600g) Devices are available 
  which	will	muffle	or	eliminate	the	sound	of	guns	firing,	but	
  so far they have proven practical only when applied to body 
  pistols, a very small number of specially made revolvers, 
  automatic pistols and submachine-guns. A silencer attaches 
  to the muzzle of the pistol, increasing its total length and 
  making it impossible to holster until the silencer is removed. 
  Silencers are not interchangeable; one must be pur¬chased 
  for	each	specific	model	of	pistol	used.
  GRENADES, MISSILES, SUPPORT AND 
  ARTILLERY WEAPONS
  Since Traveller is a roleplaying game and not a simulationist 
  wargame,	 there	 is	 no	 need	 to	 precisely	 define	 the	
  characteristics of every single mortar, gun, rocket or missile 
  that could ever exist. Instead, we use a simple system to 
  rate grenades, rockets, missiles, artillery shells and such like 
  by their game effects. 
  These rules may be superseded by detailed design 
  sequences	 allowing	 very	 precise	 values	 to	 be	 defined	 for	
  various weapons. For the average Traveller game this is 
  not necessary, so we group warheads for grenades, artillery 
  rounds, bombs and missile payloads into various size 
  categories. For most weapons it is enough to simply note 
  what class of shell the weapon can deliver, out to what sort 
  of range. People on the receiving end probably do not care 
  if that was a 00mm or 05mm shell that just went off next 
  to them, anyway!
  Mortars, bombs, missiles and rocket warheads tend to have 
  somewhat different characteristics, so it is entirely possible 
  that a fairly large shell might have similar performance to a 
  relatively small rocket warhead. We are interested in effect, 
  not size, though as a rule calibers will be in the same general 
  class. Note that warhead sizes are nothing to do with weapon 
  classifications.	
  For all grenades and artillery weapons, the same system is 
  used to rate the weapon:
  Size: A rating of the general characteristics of the weapon.
  Range: How far the warhead can travel, in km.
  Caliber: An equivalent gun caliber, for reference.
  Burst radius: The primary danger area from an exploding 
  warhead. Some payloads have a contact effect as well, 
  and most have a secondary danger area equal in radius 
  to the primary one. Thus a mortar bomb with a 3m burst 
  radius poses a severe threat to anyone in its primary 3m 
  burst radius, and a lesser threat to anyone in the secondary 
  radius, which is also 3m across. Anyone more than 6m away 
  should be reasonably safe.
  
  - 34 -
  ARTILLERY WEAPON TYPES
  Artillery warheads can be delivered by various means, the 
  most common ones being:
  Emplacement or hand delivery, e.g. by manually throwing.
  Explosive/Chemical	Propulsion	out	of	a	smoothbore	or	rifled	
  barrel.
  Electromagnetic	 Propulsion	 out	 of	 a	 smoothbore	 or	 rifled	
  barrel.
  Rocket	Propulsion	with	or	without	in-flight	guidance.
  Air-dropping from an aircraft or similar vehicle, with or without 
  guidance.
  The actual weapons used come down to several basic 
  types:
  Grenade	Launchers	fire	a	small	payload	off	the	end	of	a	rifle	
  or from a tube launcher (the grenades used in each case are 
  different).
  Mortars are high-angle (usually) smoothbore weapons with a 
  short barrel that lob a bomb over a relatively short distance. 
  Very large mortars are sometimes used for siege work but 
  are uncommon. 
  Howitzers are short-barreled guns which are more mobile 
  than full-length guns but have a consequently shorter 
  effective	 range.	 Howitzers	 can	 fire	 ‘over	 open	 sights’,	 i.e.	
  directly at the target, but have a short range and are thus not 
  very effective. 
  Guns are the ‘industry standard’, using explosive, chemical 
  or other means to propel a shell over fairly long distances. 
  Other propulsion systems are possible, such as compressed-
  air	guns	used	to	deliver	an	explosive	charge.	Guns	can	fire	
  ‘over open sights’, i.e. directly at the target and are usually 
  fairly effective in this role though they are vulnerable to 
  counter-fire.	Artillery	guns	are	thus	used	as	low-tech	anti-air	
  and anti-tank weapons before specialized weapons become 
  available. 
  Mass Driver Guns are simply artillery guns using electric 
  acceleration instead of a chemical charge to accelerate the 
  warhead up the barrel. Mass Driver Guns have a base range 
  .5 times as long as the conventional equivalent.
  Rockets are unguided weapons. They may be used in direct 
  fire	(e.g.	from	aircraft)	or	more	commonly	as	an	indirect-fire	
  artillery system.
  Missiles are essentially guided rockets.
  Bombs are normally delivered by being dropped from an air 
  vehicle. The term is sometimes used to refer to an emplaced 
  explosive device or a mortar projectile.
  Certain other weapons are not artillery in the traditional 
  sense	but	need	to	be	defined	here:
  Autocannon are automatic weapons, usually of smallish 
  caliber (under 60mm) with a reasonably to very high rate of 
  fire.	They	serve	in	all	manner	of	roles,	from	aircraft	armament	
  to anti-air and antipersonnel. Autocannon are often the main 
  armament of light combat vehicles. 
  Cannon	are	direct-fire	weapons	usually	of	fairly	large	caliber.	
  The term normally applies to vehicle armament but cannon 
  are used in emplacements or anti-air mounts too. The word 
  Cannon also refers to a primitive black-powder gun capable 
  of	direct	fire	or	bombardment.	
  Petards are very short-ranged cannon of large caliber, 
  normally	employed	for	demolishing	enemy	fortifications	by	
  specialist engineering vehicles.
  Lasers,	 Plasma	 and	 Fusion	 Guns	 are	 direct-fire	 weapons	
  which cannot arch a payload over an obstruction and are 
  thus	only	suited	to	the	direct-fire	role.	Lasers	burn	though	the	
  target or superheat it, often causing a secondary explosion. 
  Plasma and fusion weapons deliver massive heat energy 
  and tend to cause a lot of secondary ‘splash’ damage.
  Meson Guns are a revolutionary form of artillery as they can 
  ‘shoot though’ virtually any obstruction. If the gunners have 
  a target location (from spotters or sensors) and the target is 
  in range, it can be hit. The only defense is a meson screen. 
  Meson guns are often buried in deep bunkers where they 
  are	hard	to	find	and	destroy.	Other	ploys	include	moving	the	
  meson array around in a submarine in deep water. 
  
  - 35 -
  ARTILLERY WEAPON PAYLOAD SIzE CLASSES
  Size 
   
   
  typical 
  Range 
  Burst  
  Base  
  Comments and
   
   
   
   
  Caliber 
  (Km) 
  Radius (m) 
  Damage 
  Examples
  Grenade  
   
  40mm  
  0.5 
  .5m 
  6D 
  Hand, Launched or RAM
  Extremely Light 
   
  60mm 
  6 
  3m 
  6D 
  Light Mortars
  Very Light 
   
  80mm 
  9 
  4.5m 
  8D 
  Medium Mortars,
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Strafing	Rockets
   
   
   
   
   
   
   
   
   
  Light Air-Dropped Bombs
  Light 
   
   
  00mm (4”) 
  2 
  6m 
  0D 
  Light artillery/howitzers
  Medium  
   
  25mm  (5”) 
  5 
  7.5m 
  2D 
  Heavy Mortars
   
   
   
   
   
   
   
   
   
  Medium Air-Dropped Bombs
  Medium-Heavy 
   
  50mm (6”) 
  8 
  9m 
  4D 
  Medium Artillery Guns
  Heavy 
   
   
  75mm  (7”) 
  2 
  0.5m 
  6D 
  Light Artillery Rockets
   
   
   
   
   
   
   
   
   
  Heavy Air-Dropped Bombs
  Very Heavy 
   
  200mm (8”) 
  24 
  2m 
  8D 
  Heavy Artillery Guns
  Extremely Heavy 
   
  250mm (0”) 
  27 
  3.5m 
  20D 
  Heavy Artillery Rockets,
   
   
   
   
   
   
   
   
   
  Superheavy Mortars
  Enormous 
   
  300mm (2”) 
  30 
  5m 
  24D 
  Huge Guns
  Gigantic  
   
  400mm  (6”) 40 
  8m 
  28D 
  Immense Guns
  Special  
   
  800mm  (32”) 50 
  24m 
  32D 
  Special Project
  Typical Caliber refers to a gun, howitzer or mortar with a bore in this size range. A missile, bomb or rocket, with its differently 
  shaped warhead, may not be of the same size but has an equivalent effect.
  Range is in kilometers and refers to a gun of this caliber. A smoothbore mortar has /3 the range listed and a howitzer (a 
  short-barreled artillery piece) has 2/3 this range. Range of a rocket system is half the listed range.
  Burst	Radius	is	the	primary	burst	radius	of	an	explosive	or	fragmentation	warhead	fired	from	the	weapon.	Special	warheads	
  may have an increased or decreased area of effect.
  Base Damage indicates the damage done within the primary area of effect by an explosive/fragmentation warhead of this 
  size
  PAYLOADS AND WARHEADS
  Most support and artillery weapons can deliver a range of warheads whose effects vary according to the type and size of 
  the payload. Unless otherwise noted all the payloads below deliver their listed damage within the primary area of effect and 
  half effect within the secondary.
  Aerosol: Aerosol grenades release an anti-laser aerosol that will prevent laser weapons and laser designators from affecting 
  anything in the radius of effect.  The aerosol will persist for D+6 rounds (D in windy conditions) if Light or smaller, and ten 
  times as long if delivered by heavier artillery. Example: local forces drop a salvo of aerosol rounds from 00mm artillery on 
  their	forward	position	to	confound	enemy	lasers.	Burst	radius	for	a	100mm	gun	is	6m,	so	the	shells	fill	a	12m	radius	(primary	
  + secondary) with anti-laser aerosols. 
  Armor Piercing: A mid-tech anti-armor round, AP is essentially a pointed projectile of some dense or very hard material and 
  is more advanced than Solid Shot. It causes damage on a direct hit only. AP ammunition does tripled base damage and 
  receives a blanket +3 
  Armor Piercing Discarding Sabot (APDS): Representing several variations on the theme of a rod penetrator launched with a 
  sabot and featuring increasingly long acronyms, APDS is a mid-high technology anti-armor round representative of various 
  efforts to get through armor. It causes damage on a direct hit only, in which case damage is multiplied by 4.
  Baton/Stunbag: Only available for grenade launchers and the like, baton rounds allow the user to deliver a non-lethal attack. 
  They	do	not	do	damage	as	such	but	may	disable	an	opponent.	Specialist	launchers	(“Thud	Guns”)	that	can	only	fire	baton	
  rounds exist and are used by riot and security forces.
  Bomblets: Bomblets are antipersonnel weapons that can be delivered by artillery weapons of Medium caliber and above. 
  They are only available for use with artillery, mortars, rockets and tac missiles. They are scattered above the target to rain 
  down within an area equal to double the weapon’s normal burst radius. Anything in the (doubled) primary radius receives 
  an area attack for normal damage. Anything in the (doubled) secondary radius is attacked for half damage. Bomblet attacks 
  
  - 36 -
  are considered to be Very Rapid Fire attacks for Area Fire 
  purposes, ie they have an Intensity of 4D.
  Canister:	Also	representing	beehive,	grapeshot	and	flechette	
  ammunition for artillery weapons, canister is used for close-
  range defense against enemy infantry and is the artillery 
  version of a multiple projectile round. It effectively turns 
  the gun (canister cannot be used with rockets, missiles or 
  mortars) into a giant shotgun. The projectiles have a base 
  range	 equal	 to	five	 times	 the	 burst	 radius	 of	the	 weapon.	
  Within this distance they deliver an Area Fire attack against 
  all targets. Anyone on a line from the gun’s muzzle to the 
  aim point, or within the weapon’s burst radius each side of it, 
  is subject to this attack. If hit they suffer .5x the weapon’s 
  base damage. Canister is considered to be a Rapid Fire 
  attack, ie Intensity is 3D.
  Extended Range: Extended Range (or ER) rounds use 
  a rocket boost to increase their velocity and therefore 
  effective range. This increases range by 25% but takes up 
  payload space. Damage and burst radius are both halved. 
  ER ammunition can be combined with most other special 
  features	but	only	for	indirect	fire	rounds.	It	thus	cannot	be	
  used with AP, APDS, solid shot, canister and so forth.
  Flashbang/Concussion: Used for training purposes and as 
  a	 distraction	 in	 a	 close	 assault,	 flashbangs	 are	 non-lethal	
  grenades	 that	 burst	 with	 a	 loud	 noise	 and	 a	 bright	 flash.	
  They are intended to stun opponents for a moment to gain 
  an	advantage.	An	alternative	version,	which	has	little	flash	
  but an impressive noise, is referred to as a Concussion 
  grenade. The effects of both are similar. Anyone within the 
  primary	radius	of	a	flashbang,	who	is	not	in	sealed	armor	or	
  protected by an intervening wall, may be stunned. There is 
  no secondary radius of effect. 
  Flechette/Fragmentation: This is the standard anti-personnel 
  warhead,	inflicting	the	weapon’s	listed	base	damage	against	
  any targets within the primary blast radius and half that to 
  targets within its secondary radius. Example: a hand-thrown 
  frag grenade lands 2m from a soldier who is caught in the 
  open. He is in the secondary radius and is attacked by Area 
  Fire. Since this is the secondary radius he takes half damage 
  if he is unsuccessful and no damage if successful. 
  Fuel/Air: Fuel-air warheads can only be used by weapons 
  of Heavy class or above. A fuel-air weapon dispenses a 
  cloud	 of	 highly	 flammable	 droplets	 which	 are	 then	 ignited	
  once they have mixed with air (this only works on worlds with 
  an oxygen atmosphere). The resulting airborne explosion 
  has been compared to a nuclear detonation. Multiply the 
  weapon’s primary and secondary burst radii by 0 and 20 
  respectively. Damage within the primary radius is multiplied 
  by 0 and within the secondary radius by 5.
  Example: Hostile forces detonate a 240mm fuel-air warhead. 
  The primary burst radius is 35m, and secondary radius is 
  270m beyond that (i.e. damage occurs out to about 400m). 
  Damage is 200D to anyone in the primary radius and 00D 
  within the secondary. 
  Gas:		Gas	rounds	will	fill	a	radius	equal	to	four	times	the	
  weapon’s primary burst radius (e.g. 4x.5m = 6m for hand 
  grenades) with gas. Anyone within this radius may be 
  affected unless they have a suitable mask or other protective 
  equipment. The cloud will persist for D+6 rounds (D in 
  windy conditions). Typical gas payloads are tranquilizer, tear 
  gas or nerve agents, though the latter are strictly controlled. 
  High Explosive (HE): The basic artillery warhead, HE is mainly 
  used against infantry and light structures. HE warheads 
  are the baseline for rating artillery weapons; they have the 
  damage characteristics listed above. Injury is largely caused 
  by fragments of the casing and secondary objects thrown 
  about by the explosion, in addition to blast effects.
  High Explosive Armor Piercing (HEAP): High Explosive 
  Armor Piercing warheads are a special rating for grenades 
  and small rockets only. Larger weapons use Shaped Charge 
  warheads instead. HEAP grenades have a small blast radius, 
  so primary blast radius is halved. Targets suffering a direct 
  hit are subjected to an attack for double the weapon’s base 
  (HE) damage. Anyone within a primary blast radius will take 
  the weapon’s base (HE) damage. There is no effect in the 
  secondary radius. 
  Hypervelocity: Hypervelocity rounds can only be used 
  in	 direct	 fire	 from	 hypervelocity	 weapons	 (usually	 guns,	
  sometimes	 missiles).	 They	 are	 by	 definition	 anti-armor	
  weapons and tend to be of much smaller caliber than the 
  equivalent conventional piece (e.g., a Light artillery piece 
  might be 00mm whereas a Light hypervelocity gun may be 
  only 0mm in bore and still achieve a similar same effect. 
  Hypervelocity	 weapons	 inflict	 damage	 only	 on	 a	 direct	 hit	
  and do have a high penetration and damage factored in.
  Illuminating/Flare: Illuminating rounds are designed to shed 
  light over an area. Artillery, RAM and launcher types are 
  designed	to	be	fired	into	the	air	and	descend	on	a	parachute	
  (this is only useful where there is an atmosphere). Hand 
  flare	grenades	are	thrown	or	placed	on	the	ground.	The	light	
  created by such means is brighter than daylight, but it is 
  harsh and casts stark shadows which can confuse the eye. 
  Treat	a	scene	lit	by	an	overhead	flare	as	normal	daylight,	
  and	one	lit	by	ground	flares	as	twilight.	Thermal	and	light-
  intensification	equipment	is	designed	to	cut	out	and	protect	
  the user’s sight, so these grenades cannot be used to blind 
  the enemy, though they will make advanced sighting gear 
  less	useful	and	thus	level	the	playing	field	for	those	without	
  it.	Flare	rounds	do	burn,	and	will	cause	fires	in	flammable	
  material.	Anyone	within	1m	of	a	burning	flare	will	take	1D	
  damage per round unless wearing sealed armor (including 
  vacc	suits).	A	flare	will	not	unduly	harm	a	vacc	suit	unless	it	
  goes off in a pocket. 
  
  - 37 -
  Incendiary:	 Incendiary	 warheads	 are	 designed	 to	 set	 fire	
  to things. They burn very hotly for 0 to 20 seconds, and 
  will	 cause	 flammable	 material	 close	 by	 to	 catch	 fire.	 The	
  incendiary effect has no effect on hardened structures like 
  bunkers or the outer hull of an armored vehicle or starship, 
  but will damage the internal components of such a vehicle 
  if it is set off inside. Damage is equal to the half weapon’s 
  base	 damage	 (flame)	 per	 round	 within	 the	 primary	 radius	
  and quarter base damage per round within the secondary 
  radius. 
  Micronuke: Micronukes are not normally available on the 
  open	market.	They	can	be	fired	from	weapons	of	Medium	
  size or bigger. Primary Burst radius is multiplied by 200, and 
  secondary burst radius by 500. Anything in the primary radius 
  is destroyed. Anything in the secondary radius is irradiated 
  and smashed up pretty good. Larger nuclear warheads are 
  even more destructive. Precise rules for nuclear munitions 
  seem	unnecessary	–	if	people	are	firing	nukes	at	one	another	
  in close proximity to the travellers, they really need to be 
  elsewhere.
  Multiple Projectile: Multiple Projectile grenades are only 
  available for tube-type grenade launchers. They are in effect 
  a giant shotgun shell used for riot work and room clearance. 
  The projectiles have a base range of 5m. Damage is equal 
  to the weapon’s base damage (6D), dropping by D per 2m 
  further the target is from the weapon. A multiple projectile 
  grenade has a cone effect. Targets directly in front of the 
  grenade are attacked with a +2 DM to hit. Anyone within 
  m of a target that is hit may be subject to a secondary 
  attack. Roll to hit with a -2 DM; damage is 2D less than in 
  the primary attack zone. The secondary zone is dangerous 
  out to 0m, after which the projectiles are too dispersed to 
  seriously harm anything.  
  Plasma: Plasma warheads are an advanced version of high 
  explosive – area effect weapons for use against soft targets. 
  Burst radii are doubled for plasma warheads and damage is 
  multiplied by 3.
  Plasma, Directed: Directed Plasma warheads are an 
  advanced version of shaped charge weapons (see below) 
  intended to attack hard targets. Directed Plasma rounds 
  count as shaped charge weapons but do doubled damage. 
  They have no secondary burst radius and do half damage 
  within the primary radius.
  Roundshot: Roundshot is the name for the spherical iron or 
  stone	projectiles	fired	from	primitive	cannon.	Roundshot	only	
  cause damage on a direct hit. They do .5x base damage for 
  the weapon type. Direct hits by shells that do not detonate for 
  some reason can be considered to be roundshot (exception: 
  grenades of all types do not move fast enough to qualify 
  for increased damage. RAM and launcher grenades do 
  full damage, whilst hand-thrown grenades are treated as 
  moderately sized rocks). Example: Enemy troops burst from 
  the trees, charging at an artillery position that was delivering 
  leaflet-loaded	propaganda	shells.	The	gunners	let	fly	over	
  open sights and one of the enemy is struck by a 00mm 
  (Light) artillery roundshot attack. Base damage is 0D so 
  the	enemy	soldier	takes	15D	damage.	His	flak	jacket	seems	
  fairly irrelevant at this point. Propaganda can be a powerful 
  weapon, it seems…
  Shaped Charge: Intended for breaching bunkers and 
  destroying armored vehicles, shaped charge warheads 
  have a fairly small blast radius but do impressive damage on 
  contact. A warhead using a shaped charge has no secondary 
  area of effect and does half damage against anything in the 
  primary area of effect. Against contact targets it is considered 
  to do doubled damage. Shaped Charges have various 
  specialist names such as HESH (High Explosive Squash 
  Head) or HEAT (High Explosive Anti-Tank). Example: A 
  60mm gun is being used with shaped-charge ammunition 
  in	direct-fire	mode	against	enemy	personnel	in	battle	dress.	
  Base damage is 6D for HE ammunition from a Light piece of 
  this sort. If it somehow scores a direct hit on someone, the 
  gun will have a penetration of 2D damage – enough to kill 
  most people a few times over. Of course, hitting someone is 
  the trick. A close miss will do just 3D damage.
  Shaped Charge, Advanced (ASC): A higher-tech version of 
  the standard shaped charge, an ASC does relatively little 
  extra damage but has much better penetration. Treat as a 
  normal	Shaped	Charge	attack	but	the	modifier	to	determine	
  if a direct hit has been obtained is increased by .
  Smoke: Smoke rounds release a thick cloud of smoke that 
  rapidly engulfs an area equal to four times the weapon’s 
  burst radius, reducing visibility down to half a meter. This 
  effectively gives everyone in the cloud excellent concealment 
  but of course will not prevent stray shots. The cloud will 
  persist for D+6 rounds (D in windy conditions) if delivered 
  by a grenade and ten times as long from artillery 
  Smoke (Thermal): Smoke rounds obscure the visible 
  spectrum and block lasers but do not help much against 
  electronic sensors. Thermal smoke contains hot particles 
  that make it quite unpleasant for unprotected troops to 
  move through, but has the advantage that it clocks thermal 
  sensing. It otherwise functions as standard smoke.
  Smoke 
  (Multispectral): 
  Multispectral 
  smoke 
  contains 
  metallic fragments as well as hot particles, creating a barrier 
  to radar and similar sensors as well as thermal and optical 
  instruments. It otherwise functions as standard smoke.
  Solid Shot: A basic anti-armor round, solid shot is essentially 
  a pointed projectile of some dense or very hard material. It 
  causes damage on a direct hit only, in which case damage is 
  .5x base for the weapon type.
  Plastic Explosive: Plastic explosive may be molded and 
  shaped allowing the user to direct and control to a fair degree 
  the force of the blast. It cannot easily be used as a grenade 
  
  - 38 -
  but one could be improvised. Plastic Explosive is normally 
  used in demolition work. 
  TDX: A gravitationally polarized explosive. Unlike conventional 
  explosives, TDX expends its energy only along the horizontal 
  plane of the blast. For example, a TDX explosive set  meter 
  off	the	 ground	 would	 inflict	 its	 damage	 on	 anything	 within	
  its blast radius that is also at a height of  meter. Objects 
  above or below this level would not be affected. Because 
  of this effect, TDX is quite useful at tasks such as felling 
  trees, cutting the supports of a bridge or trestle, etc. It is 
  not normally used in artillery warheads but some specialist 
  applications do exist.
  GRENADES AND RIFLE GRENADES
  Grenades	are	normally	thrown	by	hand.	Rifle	grenades	are	
  designed	 to	 be	 launched	 from	 a	 fitting	 on	 a	 rifle,	 though	
  specialist	 weapons	 designed	 to	 launch	 rifle	 grenades	 do	
  exist.	Hand	and	rifle	grenades	are	very	different	and	cannot	
  be	interchanged.	However,	a	character	with	Combat	Rifleman	
  skill	can	also	use	these	weapons	at	his	Combat	Rifleman	
  skill	level	–	grenades	are	part	of	a	rifleman’s	arsenal,	just	
  like the bayonet.
  HAND GRENADES
  The majority of grenades are hand-thrown and weigh kg 
  each. At lower tech levels (up to 9) they are mechanically 
  fused. The normal mode of operation is to have dual trigger. 
  The user removes a safety pin, holding down a spring-loaded 
  lever or “spoon” while the grenade is held. Once it is thrown, 
  the lever is no longer held in place and the fuse (normally 
  2-5 seconds) is initiated. After the preset delay, the grenade 
  bursts or ignites. Pins can be reinserted, making the grenade 
  safe, so long as the lever has not been released.
  At TL 9 and above, electronic fusing is standard. This 
  electronic version of the pin and fuse allows grenades to be 
  set for a time delay between -0 seconds after throwing. 
  Again, a spring-loaded lever is normally used to prevent 
  accidental discharges. A more sophisticated Multimode 
  Fusing System is available, which grants extra capabilities 
  at the price of doubling cost and increasing the accident rate 
  under combat conditions somewhat. 
  With MFS, a grenade can be set for timed delay, or to 
  explode on impact (there is a short “arming” distance in 
  case the grenade is dropped, but this is not 00% reliable). 
  Impact fusing can be very hazardous to the user. Long-delay 
  timed fusing is also possible, as is “trembler” fusing, which 
  allows a primed grenade to be left behind as a booby trap, 
  to detonate if it is disturbed. Finally, MFS grenades can be 
  part of a remote-controlled defensive system, detonated at 
  will from a central command position. 
  LAUNCHED GRENADES
  Grenades	fired	from	a	launcher	are	sent	on	their	way	by	a	
  charge in the same manner as a bullet. After that they are 
  unpowered and unguided, travelling in a high arc to drop onto 
  the target. Grenade launchers can be standalone weapons, 
  fitted	 under	 a	 rifle,	 or	 even	 belt-fed	 support	 weapons.	
  Launched grenades have a minimum safe distance within 
  which they will not arm. The unarmed grenade is still a heavy 
  object moving fast, and will do 2D damage to anyone stuck 
  by	it.	The	projectiles	fired	from	the	Infantry	Recoilless	can	be	
  considered to the launched grenades, though their trajectory 
  is more direct. Grenades designed to be launched in this 
  manner include all types listed below. Launcher grenades 
  usually weight 500g.
  Rocket-Assisted	Multipurpose	(RAM)	and	Rifle	Grenades	
  RAM grenades have a built-in booster system, which 
  ignites	upon	firing,	vastly	increasing	the	velocity	(and	thus	
  the	range)	of	the	round.	RAM	grenades	may	be	fired	from	
  special	launchers	mounted	on	the	ACR	and	the	gauss	rifle.	
  Rifle	grenades	are	available	at	lower	tech	levels.	They	are	
  typically	launched	from	the	end	of	a	standard	combat	rifle	by	
  firing	a	bullet	into	the	base.	Both	types	can	be	considered	
  functionally similar.
  
  - 39 -
  Table: Grenades
  The table lists the characteristics and effects of all common RAM, launcher and hand grenades.
  type 
   
   
  Range 
  Cost 
  Burst 
  Base  
  Comments
   
   
   
   
   
   
  Each 
  Radius 
  Damage
  Thrown  
   
  00m 
  x 
  .5m 
  By type
  Launched 
   
  200m 
  x2 
  .5m 
  By type
  RAM 
   
   
  500m 
  x3 
  .5m 
  By type
  Aerosol  
   
  - 
   
  Cr2 
  .5m 
  Special
  Baton/Stunbag 
   
  - 
   
  Cr5 
  Contact 
  Special
  Dynamite 
   
  - 
   
  Cr0 
  .5m 
  4D 
  Commercial explosive
  Flashbang 
   
  - 
   
  Cr2 
  3m 
  Special
  Fragmentation 
   
  - 
   
  Cr2 
  .5m 
  6D
  Gas, Nerve 
   
  - 
   
  Cr60 
  6m 
  Nerve Poison
  Gas, Poison 
   
  - 
   
  Cr45 
  6m 
  Poison
  Gas, Tear 
   
  - 
   
  Cr5 
  6m 
  Special
  Gas, Tranq 
   
  - 
   
  Cr5 
  6m 
  Special
  High Explosive 
   
  - 
   
  Cr2 
  .5m 
  6D
  HEAP 
   
   
  - 
   
  Cr5* 
  Contact 
  6D 
  Launcher or RAM only
  Illuminating/Flare 
   
  - 
   
  Cr5 
  - 
  D (Flame)
  Incendiary 
   
  - 
   
  Cr20 
  - 
  3D (Flame)
  Multiple Projectile 
   
  - 
   
  Cr20* 
  Contact 
  6D 
  Launcher or RAM only
  Smoke  
   
  - 
   
  Cr2 
  6m 
  Special
  Smoke (Thermal) 
   
  - 
   
  Cr6 
  6m 
  Special
  Smoke (Multispectral)  
  - 
   
  Cr24 
  6m 
  Special
  * Costs for HEAP and Multiple Projectile grenades do not include the multiplier for launcher or RAM type, even though these 
  grenades	are	not	available	in	hand-thrown	configurations.
  BoMBS, MiSSile WARheADS AND ShellS
  Tac missiles, light artillery pieces and mortars deliver similar warheads to grenades, only larger. Missiles and, at higher tech 
  levels, some artillery shells are guided in various ways: operator-guidance, heat-seeking and radar-seeking are common. 
  Some are designed to home in on the spot “painted” by a laser designator, which can allow the missile to be launched in an 
  indirect	trajectory	and	to	then	receive	targeting	information	while	in	flight.	At	higher	tech	levels,	multimode	target	seeking	is	
  common, whereby the missile uses more than one seeker mode to improve accuracy and resistance to countermeasures.
  
  - 40 -
  LAUNCHERS AND MISSILES
  All weapons in this section require Heavy Weapons skill to 
  use	 properly,	 with	 the	 exception	 of	 rifle-mounted	 grenade	
  launchers,	which	can	be	used	with	Combat	Rifleman	skill.	
  Grenades	 fired	 from	 launchers	 (even	 under-barrel	 ones	
  fitted	to	a	rifle)	are	different	to	rifle	and	hand	grenades.
  Grenades	of	all	types	(thrown,	rifle	and	launched)	are	rated	
  as grenades and are roughly equivalent in performance. 
  Launchers are rated in the way as artillery weapons but have 
  much shorter ranges. Launchers are ineffective beyond km 
  or so.
  Grenade Launcher (Cr200, TL 5, 3kg) A grenade launcher 
  allows users to lob grenades of typically 40mm caliber over 
  ranges far exceeding normal throwing distance. Grenade 
  launchers rely on the destructive power of the warhead 
  alone, as there is little kinetic energy behind their attack. 
  Grenade	 launchers	 may	 be	 fired	 once	 per	 round,	 and	
  require	a	full	round	to	reload.	A	grenade	launcher	may	fire	
  any type of grenade out to a maximum distance of 000 
  meters. Damage: as per any Grenade type. Base 6D for HE/
  Fragmentation.
  Rifle-Mounted	 Grenade	 Launcher	 (Cr50+,	 TL5,	 2kg)	 A	
  grenade	launcher	may	be	attached	to	an	assault	rifle	for	the	
  cost	of	the	assault	rifle	and	the	grenade	launcher	plus	an	
  additional	Cr50.	Grenade	Launchers	can	be	fitted	under	the	
  barrel	of	certain	rifles.	Damage:	as	per	any	Grenade	type.	
  Base 6D for HE/Fragmentation.
  Disposable Launcher, Light (Cr400, TL 6, 6kg) A lightweight, 
  self-contained, disposable, non-reusable weapon that 
  launches a small (60mm or so) rocket. Disposable Launchers 
  are	designed	to	fire	HEAP	warheads	only	and	are	rated	as	
  Extremely Light artillery weapons. They are also known as 
  Light Antitank Weapons (LAW) or Light Anti- Armor Weapons 
  (LAAW). Damage: 2D (HEAP).
  Disposable Launcher, Medium (Cr750, TL 7, 9kg) A self-
  contained, disposable, non-reusable weapon that launches 
  a fairly large (90mm or so) rocket. The Medium launcher is 
  rated as a Very Light artillery weapon. Disposable Launchers 
  are	 designed	 to	 fire	 HEAP	 warheads	 only.	 They	 are	 also	
  known as Light Antitank Weapons (LAW) or Light Anti- Armor 
  Weapons (LAAW). Damage: 6D (HEAP).
  Disposable Launcher, Medium, Incendiary (Cr500, TL 7, 
  8kg) A self-contained, disposable, non-reusable weapon 
  that launches a fairly large (90mm or so) rocket-propelled 
  incendiary warhead. The Medium incendiary launcher is rated 
  as a Very Light artillery weapon. Damage: 4D (Flame).
  Disposable Launcher, Heavy (Cr00, TL 8, 3kg) A self-
  contained, disposable, non-reusable weapon that launches 
  a large (0mm or so) rocket. The Heavy launcher is the ‘big 
  game hunter’ of infantry anti-armor weapons and is rated as 
  a Light artillery weapon. Disposable Launchers are designed 
  to	fire	HEAP	warheads	only.	They	are	also	known	as	Light	
  Antitank Weapons (LAW) or Light Anti- Armor Weapons 
  (LAAW). Damage: 20D (HEAP).
  Disposable Launcher, Plasma (Cr3000, TL 2, 8kg) A self-
  contained, disposable, non-reusable weapon that launches 
  an 80mm rocket-propelled directed plasma warhead. The 
  plasma launcher is a deadly weapon that can kill even high-
  technology armored vehicles. It is a favored import with mid-
  tech forces that need a deterrent against higher-tech foes. 
  The Plasma launcher is rated as a Very Light artillery weapon 
  and is sometimes known as a Light Anti- Armor Weapon 
  (Plasma), or PLAAW. Damage: 6D (Directed Plasma).
  Riot Cannon (Cr3000, TL7, 7kg) A paramilitary version of the 
  thud gun and fed by a 3-round magazine, the riot cannon is 
  normally used by law enforcement units to deploy tear gas 
  but	can	also	fire	flechette	ammunition	and	a	heavy	buckshot	
  round. The latter does 6D damage.  
  RAM	 Launcher	 (Cr400,	 TL8,	 4kg)	 Designed	 to	 fire	 RAM	
  (Rocket-Assisted Multipurpose) grenades at targets as far 
  away as 000 meters, the RAM launcher is essentially a 
  3-round magazine-fed grenade launcher. It can deliver any 
  standard RAM grenade. The launcher is semi-automatic and 
  can	be	fired	once	per	combat	round.	Changing	magazines	
  takes a full round. Damage: Varies by grenade type. Basic 
  HE round 6D.
  Semi-auto RAM Grenade Launcher (Cr800, TL8, 6kg) A 
  variant of the standard RAM launcher, the semi-auto GL is 
  fed by a bulky 6-round magazine or can use the standard 
  3-round	RAM	GL	magazine.	It	can	fire	single	shots	or	a	3-
  round burst of grenades. This is impressively inaccurate but 
  handy	for	dropping	a	lot	of	fairly	indiscriminate	support	fire	
  on an enemy position. Damage: Varies by grenade type. 
  Basic HE round 6D.
  RAM Auto-Grenade Launcher (Cr2,200, TL8, 6.5kg unloaded) 
  A tripod or vehicle mounted grenade launcher fed from a 20-
  round	boxed	belt	weighing	9kg,	the	RAM	AGL	fires	single	
  shots,	3-round	bursts	or	can	deliver	autofire.	It	can	have	two	
  belts connected at once and can switch between them at 
  will, though any given burst must come from one belt to the 
  other. Damage: depends on ammunition type. HE: 6D.
  Disposable Guided Launcher, Medium (Cr750, TL9, 0kg) 
  Similar to the standard medium disposable launcher, the 
  disposable guided launcher uses a missile with multimode 
  tracking,	capable	of	attacking	armor	or	aircraft.	It	is	a	“fire-
  and-forget” weapon, self-homing on the target after launch. 
  The disposable carry/launch tube cannot be re-used. 
  Damage: 6D (HEAP).
  Light Tac Launcher (Cr5,000, TL0, 22kg) A tripod-mounted 
  support	 weapon	 capable	 of	 firing	 battlefield	 tactical	 (tac)	
  missiles. Tac launchers use a variety of missiles including 
  
  - 4 -
  anti-armor, explosive and anti-aircraft warheads. Some 
  versions have a small nuclear warhead, though the use of 
  such munitions is rather rare. Damage: Varies by missile 
  type.
  LIGHT TACTICAL MISSILES
  Tactical	(Tac)	Missiles	see	extensive	use	on	the	battlefield	as	
  soon as they become available. Although they are expensive, 
  the	 benefits	 of	 guidance	 are	 such	 that	 they	 become	 a	
  necessity	for	most	users.	Some	Tac	missiles	are	fire-and-
  forget weapons that self-guide once they are launched (but 
  need to be given a good target lock by the operator before 
  launch) and some require constant guidance by the operator. 
  The effect is the same in game terms. 
  The following selection of light tac missiles is by no means 
  exhaustive. Almost any warhead and guidance system can 
  be combined at need. Light Tac missiles are rated as Light 
  artillery weapons. 
  Tac Missile, Anti-Air, Light (Cr3000, TL9, 50kg) A light missile 
  optimized for tracking and intercepting airborne threats, 
  including	 grav	 vehicles,	 this	 missile	 can	 be	 fired	 from	 a	
  vehicle, ground or shoulder launcher. Its HE/fragmentation 
  warhead	has	a	modest	performance	but	can	deliver	significant	
  damage on a solid hit. Damage: 0D (HE/Fragmentation).
  Tac Missile, Anti-Armor, Light (Cr4000, TL9, 60kg) A light 
  missile optimized for tracking and intercepting vehicles, 
  including	low-flying	grav	vehicles,	this	missile	can	be	fired	
  from a vehicle, ground or shoulder launcher. Its shaped-
  charge warhead can penetrate many vehicles. Damage: 
  20D (HEAP)
  Tac Missile, Anti-Personnel, Light (Cr200, TL9, 42kg) 
  A cheap and light missile intended for attacking infantry 
  positions and bunkers. The normal warhead is a standard HE/
  Fragmentation charge but for Cr800 the missile is available 
  with a bomblet submunitions dispenser and software to allow 
  it to deliver its payload as it passes over the target. Damage: 
  0D (HE or Bomblets).
  DIRECT-FIRE SUPPORT WEAPONS
  Various support weapons are available. Some are essentially 
  very large small arms while those listed here are large 
  enough to be considered light artillery. Lasers and directed-
  energy weapons are considered separately. 
  Direct-Fire support weapons can use most of the special 
  ammunition types listed for artillery weapons. The default 
  values damage given here are for whatever the weapon’s 
  standard antipersonnel ammunition may be – usually ball or 
  light HE. 
  Medium Autocannon (Cr55,000, TL6, 200kg) A medium-
  caliber	 (30-45mm)	 rapid-fire	 belt-fed	 weapon	 capable	 of	
  engaging light armored vehicles and aircraft. Autocannon 
  are generally mounted on light armored vehicles, aircraft, or 
  in bunkers. They are too big and bulky to be used as mobile 
  infantry support weapons, other than on a vehicular or towed 
  mount.	Damage:	12D	(Autofire).
  Heavy Autocannon (Cr95,000, TL6, 600kg) A heavy (60-
  65mm)	 rapid-fire	 belt-fed	 weapon	 capable	 of	 engaging	
  light armored vehicles and aircraft. Heavy Autocannon are 
  generally carried in vehicle mounts or aboard maritime 
  vessels. They are too big and bulky to be used as mobile 
  infantry support weapons, other than on a vehicular or towed 
  mount.	Damage:	14D	(Autofire).
  ARTILLERY WEAPONS
  It seems fairly unlikely that the average band of travellers 
  will become involved in a situation where heavy artillery is 
  necessary, but one never knows… 
  Field Cannon, 9lb  (Cr2,600, TL2, 50kg) A simple smoothbore 
  black-powder cannon capable of delivering roundshot out to 
  km or so without any real degree of accuracy (DM of –2 at 
  all	ranges	unless	firing	canister).	An	explosive/fragmentation	
  round (termed ‘common shell’ is available but it is expensive 
  and unreliable. Roundshot is more commonly used. Within 
  150m,	canister	rounds	can	be	fired	against	enemy	personnel.	
  The Field Cannon is rated as a Light artillery weapon and 
  requires a crew of 6 or so trained men plus several horses 
  to move it around. Base damage is 0D for shell; 20D for 
  roundshot and 0D with canister ammunition.
  Field	Gun,	Rifled,	10lb	(Cr4,500,	TL3,	175kg)	A	rifled	muzzle-
  loading cannon mounted on a horse-drawn carriage and 
  requiring	a	crew	of	6	or	more	men,	a	‘field	rifle’	is	far	more	
  accurate than a smoothbore cannon and has an effective 
  range of about .5km. It can deliver explosive shells as well 
  as	 roundshot	 but	 the	 rifling	 causes	 unpredictable	 effects	
  when	firing	canister.	Damage:	Base	damage	is	12D	for	shell;	
  24D for roundshot and 8D with canister ammunition.
  Artillery Piece, Compressed-Air, ‘Dynamite Gun’ (Cr 9,500, 
  TL4, 58kg) A lightweight artillery piece capable of delivering 
  an explosive charge out to about km by use of compressed-
  air propulsion. Dynamite Guns have the advantage of being 
  much lighter than the equivalent conventional guns and 
  howitzers but the weapon’s trajectory is badly affected by 
  wind,	imposing	a	–2DM	on	all	fire.	The	weapon	cannot	fire	
  anything except its own specialist ammunition. Damage: 
  0D (HE).
  Mortar, Infantry, Light (Cr6,500, TL4, 20kg) A light man-
  portable support weapon capable of delivering small 
  explosive/fragmentation bombs out to about 2km. Bombs 
  weigh .25kg. Damage: 6D (HE).
  Mortar, Support, Medium (Cr 8,500, TL4, 55kg) A heavier 
  mortar requiring a crew of three men and capable of delivering 
  
  - 42 -
  a 3.5kg HE/fragmentation bomb out to about 3km, though 
  without a great degree of accuracy. Damage: 8D (HE).
  70mm	Strafing	Rocket	Pod	(Cr4000,	TL5,	16kg)	A	small	pod	
  containing 7 small rockets with high-explosive warheads. 
  The	pod	can	be	fitted	to	most	vehicles	and	aircraft	and	is	
  aimed	by	pointing	the	craft.	Rockets	can	be	fired	one	at	a	
  time or ‘rippled’ off in a rolling salvo. Damage: 8D (HE).
  Antitank Gun (Cr56,000, TL5, 50kg) A towed antitank 
  gun	intended	for	the	direct-fire	role,	this	high-velocity	60mm	
  gun	normally	fires	solid	shot	and	is	fairly	effective	against	
  light armored vehicles. A canister round is available for self-
  defense. Damage: 2D (solid shot), 6D (canister)
  00mm Light Howitzer (Cr50,000, TL5, 000kg)  A short-
  barreled artillery piece crewed by six personnel and moved 
  by animal power or towed by a vehicle, the light howitzer 
  can deliver a range of payloads to targets about 8km distant. 
  It	can	also	fire	over	open	sights	but	is	not	very	effective	in	
  this role. The light howitzer is rated as a Light artillery piece. 
  Base damage is 0D with high explosive ammunition.
  200mm Demolition Gun (Cr38,000, TL5, 600kg)  A short 
  barreled petard weapon designed to deliver a large 
  explosive charge over a short distance (50m maximum). 
  The demolition gun is normally used aboard engineering or 
  assault	support	vehicles,	to	demolish	fortifications	and	flatten	
  obstructions.	It	can	only	fire	HE	rounds.	Damage:	18D	(HE)
  280mm Railway Gun (MCr6, TL5, 28,000kg) A fairly 
  practical weapon as these things go, the 280mm Railway 
  Gun needs tracks to move on but is relatively mobile and 
  can come into action within hours. It can deliver its payload 
  out to 30km (38km with ER ammunition). An ” maritime 
  naval gun or coast-defense weapon of the same tech level 
  is equivalent in performance. Damage: 24D (HE).
  800mm 
  Superheavy 
  Siege 
  Cannon 
  (MCr22, 
  TL5, 
  ,350,000kg) The largest artillery piece on record, the 800mm 
  siege cannon must be moved in parts and assembled in its 
  firing	 position,	 making	 it	 unwieldy	 and	 prone	 to	 counter-
  battery	fire	by	lesser	by	more	practical	pieces.	Its	awesome	
  warhead can be delivered to a target 50km away. This gun 
  cannot deliver nuclear munitions but a higher-tech version 
  could. Damage: 32D (HE). Note that a direct hit from the 
  5000kg	shell	would	flatten	a	tank	or	even	a	maritime	vessel	
  with ease – before detonating.
  80mm Bombardment Rocket Rack (Cr7,000, TL6, 245kg) 
  A self-contained rack suitable for mounting on the back of a 
  truck or similar vehicle. It contains containing 2 fairly large 
  rockets with high-explosive warheads. Alternative warheads 
  are sometimes used, including incendiaries and chemical 
  weapons.	Rockets	can	be	fired	one	at	a	time	or	‘rippled’	off	in	
  a rolling salvo. Range is about 2km. Damage: 6D (HE).
  Infantry Recoilless (Cr900, TL7, 4kg) A light support weapon 
  capable of being carried by an infantry team or mounted 
  on a light tripod, the Infantry Recoilless is a relatively large 
  caliber weapon (80-0mm on average) but is rated as an 
  Extremely Light artillery weapon. Its maximum range is 
  km and muzzle velocity is rather low. The usual round is 
  an antipersonnel HE warhead but shaped charge and other 
  specialist ammunition is also available. Damage: 6D (HE), 
  2D (Shaped Charge).
  Support Rosette, Infantry, Disposable (Cr2,000, TL7, 22kg) A 
  remote-controlled	disposable	multiple	launch	system	for	rifle	
  grenades, the support rosette is designed to be emplaced 
  before combat and called upon to launch its 6 projectiles 
  as	needed.	Any	number	can	be	fired	at	once	to	a	range	of	
  about km. HE/Fragmentation rounds are commonest but 
  other warheads can be used; the rosette can launch any 
  standard	rifle	grenade.	Damage:	6D	(HE).
  75mm Cannon (Cr60,000, TL8, 00kg) A light vehicle-
  mounted	 direct-fire	 weapon,	 the	 75mm	 cannon	 is	 a	 Very	
  Light	 artillery	 piece	 which	 normally	 fires	 Armor	 Piercing	
  ammunition. Canister rounds for anti-personnel and HE for 
  support work are also carried by most combat vehicles. This 
  weapon can also be encountered as a towed anti-tank gun 
  in some circumstances. Damage: 8D (HE), 6D (AP), 8D 
  (Canister).
  20mm Cannon (Cr400,000, TL8, 80kg) A main-caliber 
  gun	which	arms	many	mid-tech	armored	fighting	vehicles,	
  the	120mm	cannon	is	a	Medium	artillery	piece.	It	can	fire	HE	
  for support work or APDS for anti-vehicle combat. Canister 
  is rarely carried; tanks normally have support units to deal 
  with infantry. Damage: 2D (HE), 42D (APDS).
  75mm Gun (Cr220,000 ,TL9, 9200kg) A fairly standard 
  artillery piece on many worlds, the 75mm gun is usually 
  mounted on a vehicle. It is a Heavy artillery piece capable of 
  delivering a range of munitions. Some versions can handle 
  small nuclear warheads but this is not usual. The weapon 
  has a range of 2km and a standard HE round does 6D. 
  This	 weapon	 is	 theoretically	 capable	 of	 firing	 over	 open	
  sights but it is extremely ineffective in this role. 
  MLR Pod, Disposable (Cr 22,000, TL0, 95kg) A lightweight 
  pod containing six 240mm inertial-guided bombardment 
  rockets. Pods of this sort are designed to be emplaced by 
  engineers or airdropped across a potential combat zone to 
  be called upon where necessary. Range is about 5km. The 
  rockets are given a target location download and self-guide 
  to that location using a fairly basic internal system. They do 
  not home on the target and cannot be jammed. Any or all the 
  rockets can be launched at once. Damage: 20D (HE).
  20mm Light Mass Driver Cannon (MCr, TL, 8,000kg) 
  An advanced tube artillery piece using electromagnetic 
  acceleration to hurl its payload up to 30km, a light mass 
  
  - 43 -
  driver will normally be carried on a vehicle of some kind. It 
  requires a crew of 8 including power technicians as well as 
  gunners	and	is	fairly	effective	in	the	direct-fire	role.	Rated	
  as a Medium artillery piece. Damage: 8D (HE), 6D (AP in 
  direct	fire	mode).
  5mm Medium-Heavy Hypervelocity Cannon (MCr4, TL3, 
  22,000kg) A very powerful electromagnetically-accelerated 
  weapon intended to put holes in enemy armor or anything 
  else that comes near it, the hypervelocity cannon is often 
  emplaced on mounts capable of tracking airborne targets. It 
  can hit spacecraft in low orbit, though it is not very effective in 
  this role. It can only use hypervelocity ammunition. Damage: 
  56D (hypervelocity)
  VEHICLE-MOUNTED ENERGY WEAPONS
  The	following	are	all	direct-fire	weapons	intended	to	support	
  infantry or engage vehicles. Damage is given in personnel 
  terms and scales at :4 to vehicles. High-energy weapons do 
  not act as an Area Fire attack in the manner of conventional 
  artillery; damage is taken by everything in the target area.
  Gatling Laser (MCr0.75 TL8, 7000kg) A basic and relatively 
  low-powered vehicle-mounted laser weapon. It uses several 
  cryogenically	 cooled	 barrels	 fired	 in	 succession	 to	 deliver	
  a fair amount of damage. Contemporary tube cannon are 
  more effective in an anti-vehicle role, and also cheaper, so 
  the gatling laser is normally found as an air-defense weapon 
  where the aiming advantages of lasers are most useful. 
  Damage:	7D	(Laser/Autofire)
  Laser Cannon: (MCr TL9, 6000kg) A single barrel laser 
  main	 gun	 for	 vehicle	 mount,	 the	 laser	 cannon	 is	 the	 first	
  really effective vehicle energy weapon. It consumes large 
  amounts of power but is capable of damaging a light starship. 
  Damage: 2D
  Plasma A Gun (MCr, TL0, 4000kg) A fairly crude heavy 
  plasma gun for vehicle mounting, A guns are encountered 
  aboard grav vehicles and some aircraft. It is more a support 
  weapon than a main anti-vehicle armament. Damage: 20D 
  in a 2.5m radius, with half damage to targets within 5m.
  Plasma B Gun (MCr.5, TL, 4000kg) A more advanced 
  heavy plasma gun for vehicle mounting, B guns are 
  encountered as main armament aboard some vehicles. 
  Damage: 22D in a 4m radius, with half damage to targets 
  within 8m.
  Plasma C Gun (MCr2, TL2, 4000kg) The most advanced 
  heavy plasma gun available, C guns are encountered as 
  main	armament	aboard	combat	vehicles	or	in	fixed	defensive	
  positions. Damage: 24D in a 5m radius, with half damage to 
  targets within 0m.
  Fusion X Gun (MCr3, TL2, 4000kg) An early vehicle-mount 
  fusion gun, the X-gun is primarily a support weapon, though 
  everything is relative. Damage: 26D in a 6m radius, with half 
  damage to targets within 2m.
  Aerospace Defense Laser (MCr6 TL2, ,000kg) A powerful 
  laser weapon designed for emplaced or mobile aerospace 
  defense, the ADL consumes immense power but delivers 
  impressive damage. Damage: 34D (Laser). 
  Fusion Y Gun (MCr5, TL3, 4000kg) A more advanced 
  vehicle-mount fusion gun, the X-gun is capable of destroying 
  virtually anything. The fusion stream does immense damage 
  to everything in its path. Damage: 28D in a 7.5m radius, with 
  half damage to targets within 5m.
  Fusion Z Gun (MCr0, TL4, 4000kg) The most advanced 
  vehicle-mounted fusion gun, the Z-gun almost a starship-
  grade weapon, though, it lacks range. Damage: 30D.
  Battlefield	 Meson	Accelerator	 (MCr30,	 TL15,	 60,000kg)	A	
  battlefield	meson	gun	requires	several	support	vehicles	and	
  a huge power supply. Anything smaller than a starship within 
  the 20m radius of effect is destroyed. Within an additional 
  20m radius, all targets take 40D damage.
   
  
  - 44 -
  PART 3: GADGETS AND GEAR
  The two big ‘survival assets’ possessed by most (but not all) 
  sentient races are brains to invent tools and thumbs to use 
  them. The following assortment of equipment ranges from 
  basic work tools to satellite launchers, covering all the needs 
  of the well-equipped traveller. 
  PERSONAL PROTECTION
  As a rule it is better to avoid hazards, including being shot 
  at, or at least not to be hit. However, sometimes a character 
  needs protection against incoming claws, bullets or grenade 
  fragments. Armor is the last line of defense against such 
  hazards. Adventurers are better off using their intellect and 
  clever tactics to avoid coming into contact with hazardous 
  materials such as airborne lead, but in the event that it 
  becomes inevitable, some kind of personal protection is 
  desirable.
  Armor comes in several general types, within which there 
  are many variations on a theme. For example, archaic chain 
  mail and splint mail are very similar in performance although 
  the method of construction is rather different. 
  Most modern armor is good against the majority of threats – 
  thorns, bullets, claws and knives as well as more advanced 
  weapons. Archaic (low-tech) armor is not very useful against 
  high-powered projectiles. Laser and other energy weapons 
  require a special kind of protection to defeat them; standard 
  armor is not very effective.
  The weight of armor (other than vacc suits) and clothing is 
  not counted when calculating the total weight a person is 
  carrying, unless it is being carried rather than worn.
  WeARiNg ARMoR iN PUBliC
  As	 a	 rule,	 armor	 is	 not	 specifically	 prohibited	 in	 local	
  laws. However, openly wearing body armor in public may 
  be grounds for interest from local law enforcers. Military 
  armor	(flex,	combat	and	of	course	battle	dress)	is	generally	
  prohibited anywhere that there is law (ie law levels +) 
  other than for combat troops, mercs and the like who have 
  a legitimate reason for wearing it. Note that the fact that a 
  merc unit is on combat duty 200km away is not normally 
  considered an acceptable reason for wearing armor on a 
  weekend pass into the capital’s nigh spots.
  Lighter armor, such as Cloth, would give anyone spotting it 
  grounds for concern (why does this person think he needs 
  ballistic protection in our local bank?) and is not normally 
  permitted	at	law	levels	4+.	Reflec	and	Ablat	are	generally	
  considered to be similar. Mesh and Jack armor are more 
  acceptable and are generally permitted at al law levels, 
  so long as there is some acceptable reason for owning or 
  wearing it. 
  Local laws tend to vary somewhat. Many localities permit 
  ownership of any form of body armor, but wearing it in 
  situations other than where there is an immediate need or 
  possibility of one is not allowed. Thus a character guarding 
  the group’s grounded starship in his Cloth armor might not 
  even get a second glance, but if he strolls into a bar after his 
  shift without removing it, people will become alarmed. 
  The following summary should act as a rule of thumb rather 
  than hard-and-fast rules; local circumstances vary.
  Military Armor (Flex, Combat, Battle Dress): Illegal at law 
  Level  or higher other than for permitted persons such 
  as mercs on ticket or local military. Flex is considered a 
  Category 4 (Military) item for purposes of obtaining a permit 
  (See Special Supplement 6). Combat Armor and Battle 
  Dress are Category 5 (Restricted Military) items.
  Paramilitary	Armor	(Cloth,	Flak	Jacket,	Reflec	Ablat):	illegal	
  at law level 4 and higher other than for permitted persons 
  such	as	people	working	with	high-energy	equipment	(Reflec,	
  Ablat) or security personnel (Flak, Cloth). All these items are 
  considered to be Category 3 (Paramilitary) items. Obtaining 
  a	permit	for	such	is	not	very	difficult.
  Jack and Mesh are in some areas not considered armor at 
  all but necessary protection from wildlife, thorns and the like; 
  ie just tools of the outdoor-worker’s trade. In more settled 
  areas they still have many legitimate uses so purchase is 
  not normally restricted. Both types are considered Category 
   (unrestricted) items for purposes of obtaining a permit, ie 
  one is not needed. Note that this does not mean that it will 
  always be acceptable to tool around in a Mesh jacket. Local 
  law enforcers or militia will take an interest in people who 
  do not conform to polite custom regarding wearing armor 
  – even if they do not know what that custom is.
  STANDARD ARMOR TYPES
  Standard armor offers good all-round defense against most 
  likely	attacks	including	guns,	blades	and	fists.
  Jack: (Cr50, TL5) A jacket or body suit of tough natural or 
  synthetic material such as leather, Pseudohide or something 
  similar covering the torso and upper arms and legs. Jack 
  may be actual armor or simply a tough piece of clothing. 
  Jack is somewhat better than ordinary clothing or bare skin 
  when defending against blades and fairly useless against 
  higher-velocity attacks. 
  Cloth: (Cr250, TL6) A heavy-duty coverall tailored from 
  ballistic cloth, containing light metal or ceramic plates at 
  critical points. The fabric absorbs impact energy, distributing 
  the blow over the body of the target and possibly resulting in 
  bruising. Cloth armor is almost the best and the most versatile 
  modern armor available. This early version is effective, but 
  somewhat	cumbersome.	Armor	Value:	5	(flexible)
  
  - 45 -
  Flak Jacket: (Cr00, TL7) A less expensive military version 
  of ballistic cloth armor, generally only covering the torso and 
  groin. It is treated as Cloth +, except where this would make 
  it less effective than Mesh.
  Mesh: (Cr50, TL7) A jacket or body suit made of natural 
  or	synthetic	leather	and	reinforced	with	a	lining	of	flexible	
  metal mesh, similar to chain mail but lighter and stronger. 
  Mesh reduces or stops penetration by blades and has some 
  effective¬ness against guns; it is ineffective against laser 
  fire.	
  Slash: (Cr75, TL7) Slash is a complete suit of tough material 
  designed to prevent melee weapons from penetrating. It 
  is	 useful	 against	 blades,	 flechettes,	 grenade	 fragments,	
  impaling melee weapons and low-velocity projectiles like 
  arrows. It is also useful against natural hazards such as 
  thorns and small animals. It is totally ineffective against 
  high-velocity projectiles (bullets), lasers, and bludgeoning 
  weapons. It does work against shotgun buckshot. Slash 
  can be built into normal civilian clothing, and disguised as 
  such, for double the cost. Many items of utility wear (e.g. 
  engineers’ coveralls) are made from this material at TL 9+ 
  as a matter of workplace safety. Slash is treated as Mesh 
  + against all melee weapons, bows and thrown weapons, 
  fragments, animal attacks and shotguns but counts as nor 
  armor	against	firearms,	lasers	etc.
   
  Flex: (Cr500, TL8) Sometimes known as Enhanced Cloth, 
  Flex armor uses a base of Cloth onto which heavy ceramic or 
  metal plates are added, to create a “bulletproof breastplate”. 
  This improves protection but at the expense of weight and 
  bulk. The resulting armor is almost as good as Combat 
  Armor for stopping bullets, but less versatile as it can only 
  cover the torso and cannot be sealed against vacuum, gas 
  or	 flames.	A	 complete	 suit	 of	 Flex	 would	 restrict	 the	 user	
  so much as to be useless in combat conditions, and would 
  still be vulnerable at the joints. If the user does not need 
  to move quickly, a full suit could be worn (at triple the cost 
  and weight), but the applications of such a suit are limited to 
  static functions such as Explosive Ordnance Disposal as the 
  user can only waddle along. Treat as Cloth-.
  Diplo Vest: (Cr500, TL9) Advanced materials allow a very light 
  version of Cloth armor to be constructed. While not quite as 
  good as regular cloth, Diplo can be tailored into what appear 
  to	be	normal	clothes,	making	it	difficult	to	detect.	For	this	
  reason it is sometimes known as “diplo” (diplomatic) armor. 
  Treat as Flak Jacket (ie Cloth + unless this would make it 
  less effective than Mesh)
  ARCHAIC ARMOR
  Occasionally characters may encounter enemies encased 
  in	 primitive	 body	 armor.	 Whilst	 inefficient,	 it	 can	 be	 fairly	
  effective against light weapons.
  Breastplate: (Cr60, TL) A breastplate covers the front 
  and back of the torso, offering good protection from hand 
  weapons and archaic projectiles. It is less useful against 
  firearms.	Treat	as	Mesh	-1	against	hand	weapons	and	low-
  velocity projectiles such as arrows and as Mesh against 
  firearms.
  Leather/Padded/Quilted Body Armor: (Cr500, TL). The 
  standard armor of low-tech (‘barbarian’) light infantry, a 
  leather or quilted body covering is treated as Jack.
   
  Ringmail/Scalemail Coat: (Cr,000, TL) A padded or leather 
  coat enhanced by metal scales or rings, ring mail is heavy 
  but affords good protection from hand weapons but is little 
  use	against	firearms.	Treat	as	Mesh	against	hand	weapons	
  and low-velocity projectiles such as arrows and as Mesh 
  against	firearms
  Chainmail Hauberk: (Cr2,500, TL2) A knee-length coat 
  of interlocking metal rings in a leather backing, a hauberk 
  offers excellent protection against hand weapons. It is used 
  mainly by heavy infantry and cavalry. A hauberk has short 
  mail sleeves and covers much of the legs, so is considered 
  to offer all-over protection. Treat as Mesh-2 against hand 
  weapons and low-velocity projectiles such as arrows and as 
  Mesh	against	firearms
  Mailshirt: (Cr,500, TL2) A (relatively) light shirt of chainmail 
  protects	only	the	torso.	It	is	the	archaic	equivalent	of	a	flak	
  jacket, covering only the vital torso locations. Treat as Mesh 
  against hand weapons and low-velocity projectiles such as 
  arrows	and	as	Mesh+2	against	firearms
  Half-Plate: (Cr2,500 TL2) Favored by heavy cavalry even 
  after infantry have lost their armor, half-plate consists of 
  articulated plates backed by light mail and padding. It covers 
  only the torso and arts of the limbs, so does not give whole-
  body protection. Treat as Battle +2 against hand weapons 
  and low-velocity projectiles such as arrows and as Mesh 
  against	firearms
  Full Plate: (Cr3,000, TL2) A complete suit of armor consisting 
  of	shaped	and	fitted	metal	plates	riveted	and	interlocked	to	
  cover the entire body. It includes gauntlets, heavy leather 
  boots, and a visored helmet. Plate is designed to distribute 
  the weight over the body, so it hampers movement less than 
  might be expected. However, it is heavy and tiring to wear. 
  Treat as Battle + against hand weapons and low-velocity 
  projectiles	such	as	arrows	and	as	Mesh-1	against	firearms
  ANTI-LASER AND ANTI-ENERGY ARMOR
  Lasers and energy weapons require a special type of 
  protection that is not afforded by standard types. 
  Fireproof	 Suit	 (Cr200,	 TL7)	A	 fireproof	 suit	 is	 a	 complete	
  body	 suit	 of	 light	 flexible	 material	 designed	 to	 resist	 heat	
  
  - 46 -
  and shed burning chemicals. It resembles the suits worn by 
  racing drivers under their coveralls. It has no value against 
  any weapons other than those delivering energy – lasers, 
  energy	weapons	and	flame	guns.	Treat	as	Ablat+2	against	
  lasers	as	Ablat	against	flame	weapons
  Ablat:	(Cr75,	TL9)	Ablat	is	a	cheap	alternative	to	reflec,	and	
  is fashioned from a material that will ablate (vaporize) when 
  hit	by	laser	fire	or	other	energy	weapons.	The	ablation	of	the	
  material carries away the energy of the laser, and protects 
  the	 wearer.	 Continued	 fire	 against	 Ablat	 degrades	 its	
  effectiveness, but the armor is cheap and easily replaceable. 
  Ablat also has some value against other forms of attack. 
  Reflec:	(Cr1500,	TL10)	Reflective	material	on	a	plastic	base	
  can be tailored into a body suit which is ineffective against 
  most	 weapons,	 but	 superior	 in	 defense	 against	 laser	 fire.	
  Unlike	 other	 forms	 of	 armor,	 Reflec	 is	 worn	 under	 other	
  clothing.	 Reflec	 is	 expensive	 and	 often	 difficult	 to	 obtain.	
  Armor Value: 7E (0).
  HELMS AND HELMETS
  Characters wearing body armor can normally be assumed to 
  be wearing appropriate headgear, and most attacks hit the 
  torso anyway. However, it may sometimes become important 
  to know what sort of helmet a character is wearing. Complete 
  suits of armor (battle dress, combat armor, and vacc suits) 
  of course include a helmet that matches the rest of the suit. 
  Indeed,	without	such	a	helmet,	many	of	the	benefits	of	the	
  armor are lost. Combat environment suits, combat armor 
  and vacc suits will not provide protection against vacuum, 
  gas, smoke, heat etc without being “buttoned up” with an 
  appropriate helmet in place.
  Some kinds of headgear are only really effective against a 
  melee	attack.	Archaic	armor	and	certain	security	products	fit	
  into this category. 
  In the event that a character is hit in the head, either 
  deliberately or as a result of bad luck, the armor equivalent 
  of his headgear (if any) is used instead of his body armor. 
  Hat: (Cr2, TL0) A tough hat offers a little protection from blows 
  to the head. Examples include primitive hunters’ headgear, 
  a TL 3 solder’s shako, or a paranoid traveler’s extra-stout 
  leather hat. Treat as jack.
  Composite Helm: (Cr5, TL) A covering of hardened leather 
  over a metal framework, a composite helm offers reasonable 
  protection against melee attacks. Treat as Jack-.
  Open Helm: (Cr25, TL2): A solid metal helmet with little face 
  protection other than a nasal bar and/or cheek pieces, an 
  open helm allows good vision and reasonable protection. 
  Examples range from Roman helms through Norman conical 
  helms to the dragoon and cuirassier helms worn by some 
  mid-tech cavalry. Treat as Mesh + against melee attacks 
  and low-velocity projectiles such as arrows. Otherwise treat 
  as Mesh.
  Closed Helm: (Cr35, TL2): A full helm with neck and face 
  protection, a closed helm is hard to see out of but protects 
  the user well. Examples include the ancient Greek barbut and 
  knightly great helms. Treat as Mesh +2 against melee attacks 
  and low-velocity projectiles such as arrows. Otherwise treat 
  as Mesh.
  Steel Helmet: (Cr5, TL5) A simple metal headpiece offers 
  basic protection against shell fragments and projectiles. 
  Treat as Mesh.
  Ballistic Helmet: (Cr20, TL 7) An advanced version of the 
  Steel Helmet using metal and ceramic components, the 
  Ballistic Helmet offers good protection and is a standard item 
  of infantry equipment. Treat as Cloth.
  Security Helmet: (Cr35, TL8) An advanced, lightweight helmet 
  with a face guard, used by riot police and security guards 
  to protect against melee attacks. The security helmet gives 
  some, but not much, protection against projectiles. Safety 
  helmets used by aircraft and grav-bike (and motorcycle) 
  pilots have similar characteristics. Treat as Mesh.
  Flex Helmet: (Cr50, TL9) A highly advanced infantry helmet 
  constructed of advanced lightweight materials, the Flex 
  Helmet is often paired up with a Flex body protector for 
  heavy combat duty. Treat as Cloth-.
   
  COMPLETE SUITS
  Some armor comes as a complete suit and is rarely worn other 
  than complete with helmet and any additional gear such as 
  air tanks attached. Suits, if sealed, offer total protection from 
  gas and airborne biological agents. Unlike normal clothes or 
  armor, a vacc suit’s weight does count when calculating the 
  total weight carried by a character.
  Emergency Hostile Environment Suit (Cr9000, TL9, 5kg) 
  A disposable emergency vacc suit designed to protect the 
  wearer from corrosive, insidious and similarly hazardous 
  atmospheres (and of course vacuum). The suit is good for 6-
  8 hours, after which there is a  in 6 (non-cumulative) chance 
  that it will fail every hour. Emergency suits are usually carried 
  by starships to allow engineering crew to make emergency 
  repairs under unusual conditions. The suit can be refurbished 
  for 75% of its initial cost, but each refurbishment adds  in 6 
  to the chance of failure after the “safe” time, and additionally 
  reduces time to failure by  hour. Once the failure chance 
  has reached 4 in 6 the suit is too degraded to be any further 
  use.  An emergency HE Suit has an armor value equivalent 
  to Mesh. 
  Emergency Softsuit (Cr,000, TL9, 5kg) A disposable 
  emergency vacc suit including gloves and a soft, collapsible 
  “bubble” helmet, the softsuit has no armor value and offers 
  
  - 47 -
  no protection against hostile environments. Starships are 
  required to carry enough emergency suits or rescue balls to 
  allow the crew and all passengers to survive depressurization. 
  Softsuits	are	more	difficult	to	use,	and	require	vacc	suit	skill,	
  so are normally used for crew only. Well-equipped ships 
  include a softsuit at each crew position and a few spares at 
  strategic points, in addition to the crewmember’s own vacc 
  suit. 
  The softsuit includes a small air bottle (4 hours’ worth) and 
  can be plugged into shipboard life-support points to prolong 
  this	 supply.	 It	 is	 rather	 flimsy,	 and	 it	 offers	 no	 protection	
  against radiation, making it a poor choice for repair work or 
  routine duty and a desperate last resort for EVA work. It has 
  no armor value.
  Vacc Suit-6 (Cr2,000 TL6, 2kg) A very basic pressure suit, 
  the Vacc Suit-6 is clumsy and somewhat prone to damage. It 
  carries its own communicators, oxygen tanks for four hours, 
  and other basic survival appurtenances. Treat as Jack 
  armor.
  Vacc Suit-9 (Cr0,000, TL9, 8kg) The basic TL9 vacuum or 
  space suit is designed to protect the individual from vacuum, 
  tainted or noxious atmospheres, and some radiation 
  situations. It carries its own communicators, oxygen tanks 
  for six hours, and other basic survival appurtenances. Vacc 
  suits are armored against space debris and similar hazards. 
  Treat as Diplo armor.
  Combat Environment Suit (Cr,000, TL0, 2kg) A neck to 
  toe	air-tight,	loose	fitting	suit	constructed	of	ballistic	cloth.	
  Generally worn open at the neck and wrists, the combat 
  environment suit can be sealed by donning gauntlets and a 
  clear	flexible	plastic	head	bag,	thus	giving	complete	protection	
  against most chemical agents, tainted atmospheres, 
  biological agents, and a moderate defense against radiation. 
  It is treated as Diplo armor.
  Combat Armor (Cr20,000, TL, 7kg) Combat armor is a 
  complete vacc suit-like array of metal and synthetic armor. 
  Combat armor is strictly military and not available on the 
  open market. It contains oxygen tanks for six hours and a 
  rebreather unit that can more than double this endurance if 
  the user is not exerting himself unduly. Combat Armor is a 
  standard Classic Traveller armor type.
  Vacc Suit-2 (Cr7,000, TL2, 2kg) The TL-2 vacuum suit 
  is a standard model throughout much of Charted Space. It 
  carries its own communicators, oxygen tanks for six hours, 
  and other basic survival appurtenances. It is far lighter than 
  the TL-9 version yet more robust. Treat as Cloth armor.
  Rescue Suit-2 (Cr4,000, TL2, 6kg) A Rescue Suit is a 
  heavy vacc suit designed for emergency situations such 
  as damage control or entering a damage spacecraft. It is 
  very tough, and some models are sold as ‘boarding suits’ to 
  mercenary forces that cannot afford or obtain combat armor. 
  The rescue suit carries oxygen tanks for six hours and a 
  variety of tools for use in an emergency situation. Treat as 
  Combat Armor+2.
  Hostile Environment Suit: (Cr28,000, TL0, 4kg) A hardened 
  version of the vacc suit, offering heavier protection from the 
  elements and physical damage in hostile environments such 
  as nearby volcanic activity or within a corrosive. HE Suits 
  are heavier and more expensive than Combat Armor, but 
  nearly as effective and available to the general public. Treat 
  as Flex armor.
  Battle Dress, Basic: (Cr200,000, TL3, 26kg) The ultimate 
  in individual protection, Battle Dress is an advanced and 
  powered version of combat armor. Battle Dress enhances 
  the strength and senses of individuals wearing it with 
  variable feedback personal controls, servo-powered limbs, 
  and various kinds of electronic assistance. Treat battledress-
  equipped troops as having a STR attribute 3 points higher 
  for the purposes of carrying and combat (not taking damage) 
  unless otherwise noted. The basic model does not come 
  with any weapons built in; troops are usually armed with 
  the best small arms and energy weapons available. It is 
  not	uncommon	for	Battle	Dress	to	be	fitted	with	an	integral	
  grav belt and/or decoy launchers, but this is not universal. 
  Battle Dress is a standard Classic Traveller armor type and 
  equivalent to Combat Armor but with extra capabilities.
  Battle Dress, Close Support: (Cr240,000, TL3, 32kg) Close 
  Support Battle Dress is designed to operate with normally-
  equipped infantry. It is equally mobile and well protected. A 
  support	 laser	 is	 fitted	 in	 the	 left	 arm	 of	 the	 suit	 and	 each	
  shoulder mounts a fully-automatic RAM grenade launcher. 
  Each is fed from a dual 24-round magazine. This means 
  that each weapon has 48 grenades available. Magazines 
  can	be	selected	between	when	firing,	allowing	for	multiple	
  ammunition types to be used. The magazines are designed 
  for fast reloading from a feeder clip. Close Support troopers 
  usually also carry a hand-held fusion or plasma weapon. 
  Treat as Combat Armor/Battle Dress.
  Battle Dress, Combat Pioneer: (Cr290,000, TL3, 27kg) 
  Combat Pioneer battle dress is slightly heavier than standard. 
  It mounts no weapons but has a specialist sensor package 
  designed to detect explosives and other hazards and can 
  utilize a range of backpack-mounted powered tools including 
  drills, shovels and decontamination equipment. The suit can 
  self-decontaminate. Treat as Combat Armor/Battle Dress-.
  Battle Dress, Command: (Cr225,000, TL3, 27kg) The 
  Command	 configuration	 is	 used	 by	 officers.	 Its	 defensive	
  capabilities are much the same as those of standard infantry, 
  but it carries a more comprehensive communications suite 
  and command-assist computer software. No weapons are 
  fitted	as	standard.	Treat	as	Combat	Armor/Battle	Dress.
  
  - 48 -
  Battle Dress, Infantry, Assault: (Cr230,000, TL3, 30kg) 
  Assault	Battle	Dress	sacrifices	mobility	for	extra	armor	and	
  firepower.	A	short-barreled	laser	rifle	is	fitted	in	the	suit’s	left	
  arm, and a RAM grenade launcher on the right shoulder 
  allows for self-support and the engagement of various 
  special target types. The launcher is fed from three 6-round 
  magazines.	The	magazine	is	selected	at	the	time	of	firing,	
  allowing for different types of ammunition. A hand-held 
  weapon is almost always carried by assault troops. Treat as 
  Combat Armor/Battle Dress-.
  Battle Dress, Infantry, Scout: (Cr290,000, TL3, 27kg) Scout 
  Battle Dress is normally used by reconnaissance units, 
  artillery	spotters	and	the	like.	Some	officers	and	rapid-assault	
  units	also	favor	it	for	its	superior	mobility.	A	grav	belt	is	fitted	
  as standard, as is an uprated sensor package. Scout Battle 
  Dress offers less protection than standard versions but is 
  somewhat faster. Treat as Combat Armor/Battle Dress+.
  Battle Dress, Support, Electronic Warfare. (Cr300,000, 
  TL3, 28kg) Support Battle Dress is a little slower than the 
  standard suit. It is a platform for a variety of systems. The 
  Electronic Warfare variant uses a backpack ECM/ECCM unit 
  to jam or monitor enemy signals, and provides protection to 
  other members of the unit with a small decoy launcher. The 
  suit contains no weapons; smallarms are carried as normal. 
  Treat as Combat Armor/Battle Dress.
  Battle Dress, Support, Heavy Support. (Cr300,000, TL3, 
  36kg) Support Battle Dress is a little slower than the 
  standard suit. It is a platform for a variety of systems. The 
  Heavy Support variant uses a backpack mount to carry 
  heavy	 weapon	 systems.	 The	 usual	 mount	 is	 a	 battlefield	
  tac missile launcher, which can engage ground or airborne 
  targets with light tac missiles. The suit carries one missile 
  on the rails and three reloads; reloading takes three combat 
  rounds. A short-range gatling laser can also be carried for 
  defense against missiles. The suit contains no close-combat 
  weapons; smallarms are carried as normal. Treat as Combat 
  Armor/Battle Dress.
  Battle Dress, Support, Logistics. (Cr200,000, TL3, 32kg) 
  Support Battle Dress is a little slower than the standard suit. 
  It is a platform for a variety of systems. The Logistics Suit 
  allows personnel to carry small-vehicle loads of ammunition 
  and supplies into places where only infantry can go. Standard 
  packs	include	field	repair	kits	(with	spares),	bulk	ammunition	
  boxes and fast-load kits for close support grenade launchers. 
  The suit contains no weapons; smallarms are carried as 
  normal. Treat as Combat Armor/Battle Dress.
  Tailored Vacc Suit-4: (Cr9,000, TL4, negligible weight) A 
  tailored vacc suit is very much what it sounds. Made of a 
  lightweight but strong material, the suit is tailored to the user 
  allowing	for	a	more	comfortable	fit	and	allowing	the	wearing	
  much more freedom of mobility than with a standard vacc 
  suit. A tailored vacc suit may not be used by anyone other 
  than	the	person	is	was	tailored	to	fit.	It	is	not	so	robust	as	a	
  heavy suit and is treated as Diplo armor.
  OTHER PROTECTIVE EQUIPMENT
  Various other items exist that can be used for personal 
  defense. Most can be applied to clothing or armor, or to a 
  covering draped over whatever is to be hidden from view.
  CONCEALMENT AIDS
  Camouflage	 (Cr20,	 TL3,	 negligible	 weight):	 Using	 natural	
  or	artificial	material	to	break	up	the	distinctive	outline	of	a	
  person	or	equipment,	camouflage	makes	it	more	difficult	to	
  detect	enemy	personnel	or	vehicles.	Camouflage	imposes	a	
  –2DM to detect and hit at ranges of Long and greater, due 
  to	the	difficulty	of	seeing	the	target.	Camouflage	is	defeated	
  by infrared and other detection systems that operate beyond 
  the visual spectrum.
  Chameleon Technology (Cr5,000, TL2, negligible weight): 
  This technology can be applied to any vacc suit, combat 
  environment suit, combat armor, or battle dress. It is 
  designed to mimic the color, temperature, and shading of 
  the wearer’s current physical environment, helping to render 
  them	difficult	to	track	by	both	the	naked	eye	and	IR	systems.	
  First available at TL2, a more advanced version becomes 
  available at TL4. 
  Chameleon technology does not render the user invisible, 
  though it does make him hard to see. Any shot directed at 
  a Chameleon-suited opponent at Medium range or longer 
  suffers	a	–4	DM	to	hit	unless	the	firer	has	instruments	that	
  can see the target in some other spectrum. The same applies 
  to attempts to locate the chameleon-equipped target. 
  The TL 2 version can be detected by careful use of 
  infrared devices while spotting the TL 4 version requires 
  full-spectrum vision equipment. In both cases this requires 
  an active attempt to spot concealed targets or aim at them; 
  a normal, cursory watch is unlikely to spot approaching 
  enemies if they are being careful. 
  SHIELDS
  The principle behind the shield is an old one. Essentially 
  a shield is a portable obstacle to be placed in the way of 
  incoming blows and attacks.
  Buckler (Cr0, TL, 500g) A small metal shield held in the 
  hand and used to parry incoming blows, a buckler may also 
  be used to strike with using Brawling skill. If so it is treated 
  as a Cudgel. Defense with a buckler is active rather than 
  passive – that is, the user must parry with it; bucklers are too 
  small to simply cower behind. A character equipped with a 
  buckler	counts	his	skill	with	whatever	weapon	he	is	fighting	
  with as doubled when determining his DM for defense. E.g., 
  a	character	fighting	with	foil	and	bucker,	who	has	skill	Foil-2,	
  defends as if he had a skill of Foil-4. 
  
  - 49 -
  Shield (Cr25, TL2, 2kg) Various shields exist; round shields, 
  kite shields, the Roman Scutum and the Greek Hoplon. 
  Some are only good for defense against hand weapons, 
  such as wicker or stretched-hide shields. Most offer a little 
  protection	against	firearms;	their	sturdy	construction	of	wood	
  and	metal	can	deflect	bullets	or	even	stop	them	if	the	user	
  is lucky.  Shields are used in much the same manner as a 
  buckler against melee attacks and in addition impose a –2DM 
  on	attempts	to	hit	the	user	with	a	firearm	or	projectile	from	
  the front – but only if the shield is of suitable construction. 
  A shield may be used to strike in the same manner as a 
  buckler. If so it is treated as a cudgel.
  Riot Shield (Cr50, TL6, 2kg) A riot shield is the modern 
  equivalent of the large shield. It may be round or rectangular, 
  clear or opaque. Riot shields are somewhat more resilient 
  than their archaic counterparts and impose a DM of –3 
  against	 firearms,	 energy	 weapons,	 thrown	 objects,	 flame	
  weapons and other projectiles attempting to hit the character 
  from the front. Against melee attacks they are treated as 
  bucklers. 
  Boarding/Entry Shield (Cr50, TL9, 5kg) Used by some 
  shipboard security personnel and also law enforcement 
  special-response teams, the boarding/entry shield is a 
  large movable obstacle. It cannot be used to parry with; it is 
  simply a means of providing cover where there is none, so 
  it is of no use against a melee combatant who runs around 
  it to attack the user. Most boarding shields have a vision 
  block;	some	also	have	a	firing	port	in	the	front	surface.	The	
  boarding shield imposes a –4 DM on attempts to hit the user 
  against all weapons, and can take repeated hits from most 
  weapons.	Plasma	and	Fusion	gun	fire	will	destroy	the	shield	
  in a single hit however.
  Other Protection
  Artificial	Psionic	Shield	Helmet	(Cr4000,	TL12,	1,000gr):	An	
  artificial	psionic	shield	helmet	can	be	built	into	armor	or	be	
  worn as a separate unit. It acts as a shield against psionic 
  influences,	though	not	always	perfectly.	
  SPACE AND HOSTILE ENVIRONMENT 
  EQUIPMENT
  Vacc Suits are dealt with in the section on armor. Other 
  environmental protection and breathing gear is listed here. 
  Artificial	 Gill	 (Cr4,000,	 TL8,	 4kg)	 An	 artificial	 gill	 extracts	
  oxygen from water to allowing the wearer to breathe for an 
  unlimited time while submerged under water. Functions only 
  on worlds with thin, standard, or dense (type 4 through 9) 
  atmospheres.	Artificial	gills	are	used	with	a	mask	of	some	
  kind, such as the life-support mask.
  Body Pressure Sleeve (Cr5,000, TL0, .5kg) A form-
  fitting	 garment	 similar	 to	 a	 wetsuit,	 worn	 as	 an	 under-
  uniform by some spacegoing services. The body pressure 
  sleeve is designed to protect the user in low pressure 
  environments (allowing normal function in Very Thin and 
  Trace atmospheres) and to give some protection against 
  vacuum. The ankles seal to boots, and a set of gloves are 
  normally carried in a belt pouch. To be any use, the suit’s 
  hood must be pulled up and sealed to a Life-Support Mask 
  (not included in the price of the suit).
  The Body Pressure Sleeve is designed to give personnel 
  a survival margin in an emergency.  It is not a substitute 
  for a proper vacc suit, though it can be worn under one. A 
  user	with	a	proper	mask	can	function	indefinitely	in	Very	Thin	
  atmosphere, for about 5 minutes in Trace Atmosphere, and 
  for about 5 minutes in hard vacuum. After this period, the 
  character begins to take damage from vacuum exposure, 
  though not as quickly as an unprotected character.
  Bulkhead Patches (Cr50, TL0, 4kg) A set of variously-
  sized	 rigid	 and	 flexible	 bulkhead	 patches,	 plus	 adhesives	
  and sealant to allow pressure breaches in a starship or 
  space vessel to be temporarily repaired. The patches are no 
  substitute for a real repair, and tend to fail after 6-24 hours. 
  They are mainly used to allow the crew to make a more 
  permanent repair.
  Cold Weather Clothing, Advanced (Cr500, TL0, treated as 
  clothes) Using quick-drying, waterproof and super-insulating 
  materials, advanced cold weather clothing protects against 
  frigid weather (-20º Celsius or below). The suit is not heated, 
  but it is designed to allow temperature to be regulated by 
  openings and partial removal.
  Cold Weather Clothing (Cr200, TL0, treated as clothes): A 
  set of heavy outer garments designed to protect the wearer 
  from extremely cold temperatures. Natural materials are 
  used at lower techs. Higher-tech clothing is less bulky and 
  protects the wearer better. The clothing is quite clumsy at 
  low tech levels but usability improves with TL.
  Deep-Diving Suit (Cr50,000, TL7, 00kg) A heavy, armored 
  suit designed to allow the user to operate in extremely 
  deep water. The deep-diving suit includes an advanced gel-
  breathing system which is tremendously unpleasant to use 
  but allows 6 hours of operation. The gel is tiring to breathe, 
  and there is a hazard in both donning and removing the suit, 
  in that the character must “drown” in the gel, and then get it 
  out of her lungs afterwards. 
  Desert Suit, Advanced (Cr,000, TL9, treated as clothes) An 
  all-in-one suit designed to minimize moisture loss by trapping 
  sweat between the porous inner layer and impermeable 
  outer	 one.	 The	 suit	 is	 reflectorized	 to	 reduce	 the	 heating	
  effect	of	the	sun	(though	a	dulled	or	camouflage	option	is	
  also available). It includes a hood, face mask and goggles. 
  Dive Suit (Cr60, TL6, treated as clothes): A basic wet or dry 
  diving suit designed to give a swimmer some protection from 
  cold water.
  
  - 50 -
  Dive Suit, Heated (Cr650, TL8, treated as clothes)  An 
  insulating	suit	fitted	with	small	heater	coils	powered	by	a	belt	
  battery unit. A heated dive suit allows the user to operate 
  without harm in very cold water for several hours. 
  Goggles/Shades (Cr20, TL5, negligible weight) Sunglasses 
  or full goggles designed to protect the eyes from damage by 
  bright lights. At TL7, reactive lenses are available that allow 
  the user to keep his shades on while moving from dark to 
  light conditions. At TL9, shades can (for ten times the cost) 
  include automatic protection against very bright light such 
  as	lasers,	nearby	flares	or	nuclear	detonations.	The	shades	
  remain very dark for a full minute after protecting the user 
  in this way, and must be removed if the wearer wants to be 
  able to see anything. 
  Heatproof	Suit	(Cr100,	TL8,	3kg)	A	reflective	and	insulating	
  suit and helmet, the heatproof suit protects the wearer from 
  all but the most extreme temperature conditions. The suit is 
  rather clumsy, and all skill throws are made at a –DM. Treat 
  as	a	Fireproof	Suit	against	flame	weapons	and	Ablat	against	
  lasers.
  Heatsuit (Cr340, TL8, treated as clothes) A coverall-like 
  garment incorporating battery-powered heater coils. The 
  heatsuit eliminates the ill effects of temperatures down to 
  –60 Celsius. It is not damaged by immersion in water, but 
  will not function while the user is immersed. The battery lasts 
  2 hours and can be recharged or replaced. The suit can 
  also be directly powered from the output socket of a vehicle 
  plant or a fusion still.
  Magnetic Grips (Cr20, TL5, negligible weight) A set of 
  permanent magnets which may be attached to the gloves and 
  boots of a vacc suit, allowing the wearer to cling to a metal 
  surface, such as a starship hull, under zero-G conditions. 
  Grips may be installed or removed in a few minutes.
  Mask, Combination (Cr50, TL5, negligible weight) A 
  combination	of	both	filter	mask	and	respirator,	which	allows	
  breathing of very thin, tainted atmospheres (type 2), plus all 
  atmospheres	listed	under	filter	and	respirator	masks.
   
  Mask, Face (Cr20, TL5, negligible weight) A basic face mask 
  and goggles used by aviators and riders of open vehicles. 
  Protects against windblown dust and similar hazards. 
  Mask, Environment (Cr50 TL5, negligible weight) An 
  environment mask functions as per the TL5 combination 
  mask.	In	addition	it	is	designed	to	fit	with	NBC	or	environment	
  suiting, creating a sealed environment for the user and thus 
  protecting against chemical and biological threats. The 
  environment mask is designed to allow communications 
  devices to be used, and included a drinking apparatus. 
  An environment mask will not function in vacuum or 
  underwater.
   
  Mask,	 Filter	 (Cr10,	TL3,	 negligible	 weight)	A	 filter	 set	 that	
  allows an individual to breathe tainted atmospheres (types 
  4, 7, and 9). Also protects against the inhalation of heavy 
  smoke or dust. The mask may or may not include goggles.
  Mask, Life-Support (Cr,000, TL7, 2kg) The Life-Support, or 
  “space” mask is functionally similar to the TL5 environment 
  mask, but can be used in space or underwater down to a 
  depth of 5m. If gives a full seal with NBC or other emergency 
  suiting such as a body pressure sleeve. The mask has 
  integral	filters	but	is	normally	connected	by	a	hose	to	a	belt-
  mounted	filter/blower	unit	or	1-hour	air	tank.	Using	the	belt	
  filter	makes	breathing	easier	and	reduces	fatigue.	The	air	
  tank	 is	 necessary	 for	 vacuum	 or	 underwater	 use.	A	 filter	
  unit and a single air tank are included in the mask price. 
  Additional units cost Cr500 and mass .5kg.
   
  NBC Suit (Cr00, TL8, kg) An advanced protective suit 
  composed of “breathable” fabric that prevents heat buildup 
  while protecting the user from airborne contaminants, 
  biological or chemical weapons, and radioactive fallout. It 
  offers no protection from direct radiation or vacuum, and 
  requires an environment or life support mask to be effective. 
  NBC suiting is designed to be easy to decontaminate and is 
  only	slightly	more	cumbersome	than	the	normal	field	uniform	
  worn by soldiers.
  Oxygen Tanks (Cr500, TL5, 5kg) A complete set of 
  compressed oxygen tanks, which allow independent 
  breathing in smoke, dust, gas, or exotic (type A) atmosphere. 
  Two	tanks	last	6	hours.	Refill	of	proper	atmospheric	mixture	
  for any given race costs Cr20.
  Portable	Airlock	(Cr1,000,	TL9,	6kg)	A	flexible	pressure	tent	
  kept rigid by a collapsible frame, the portable airlock has two 
  openings and thus can be sealed to a bulkhead to create an 
  emergency airlock. It is most commonly used when cutting 
  into a starship hull for rescue purposes, to preserve the 
  environment inside, but can be also used to seal a building 
  against NBC conditions. The airlock is big enough for two 
  vacc suited persons at once, and is reasonably robust. It 
  comes	with	a	small	air	bottle	to	inflate	it,	but	normally	relies	
  on pressure from the area being cut into.
  Radiation Suit (Cr5,000, TL6, 6kg) A standard NBC suit will 
  protect a user against contamination from radiated particles 
  of dust and such like, but offers little or no protection against 
  direct	radiation	such	as	solar	flares	or	a	reactor	breach.	A	
  vacc suit will offer some protection, but for areas of hard 
  radiation a dedicated radiation suit is required. 
  Rescue Ball (Cr50, TL7, 5kg) A rescue ball is intended to 
  allow personnel to survive a pressure breach in a space 
  vessel.	 It	 consists	 of	 a	 2m-diameter	 ball	 of	 reflectorized	
  plastic and a small air bottle good for 4 person-hours. 
  Rescue balls are mandatory aboard passenger-carrying 
  starships. They are located at strategic points around the 
  
  - 5 -
  ship and in staterooms. Intended for untrained personnel, 
  they are very easy to use. The character opens a zipped 
  flap,	climbs	inside	and	zips	the	opening	shut,	then	triggers	
  the	air	bottle	to	inflate	the	ball.	A	clear	section	allows	vision,	
  and most rescue balls have a “glove” that a character can 
  insert her arm into in order to manipulate outside objects in 
  addition to a towing or securing tether. 
  The ball is reasonably robust, and gives a good radar return 
  due to the metallic coating. A person inside one can move 
  around (assuming there is some gravity) by walking on the 
  inside, treadmill fashion. Balls are normally intended for the 
  use of a single person, though more than one individual can 
  get into one at need.
  Respirator (Cr00, TL5, negligible weight) A small compressor 
  that allows an individual to breathe in very thin atmospheres 
  (type 3).
  Suit, Protective (Cr,000, TL6, 7kg) A sealed, air-conditioned 
  suit designed to allow the user to survive in corrosive 
  atmospheres. The suit’s internal air supply is good for 
  6 hours. A heavy version is available at TL7. Mass is the 
  same but the cost is Cr400. The Heavy Protective Suit 
  also protects against insidious atmospheres. Note that this 
  is not a vacc suit; it will protect against low pressure (very 
  thin atmospheres) but will fail after a short time in trace 
  atmosphere or vacuum situations due to internal pressure.
  Thrust Pack (Cr3,000, TL9, 5kg) An advanced maneuvering 
  system incorporated in a vacc suit backpack, the Thrust 
  pack allows four hours of moderate maneuvering or about 5 
  minutes of near-continuous thrust. The unit includes a simple 
  inertial autopilot and stabilizer/spin-correction computer.
  Thrust Pistol: (Cr,000, TL7, 2kg) A handheld reaction jet 
  using compressed gas, a thrust pistol allows independent 
  maneuver 
  during 
  EVA 
  (Extra-Vehicular 
  Activity, 
  or 
  “Spacewalk”) operations. The pistol’s internal reserves allow 
  for an hour of moderate maneuvering or three minutes of 
  continuous thrust.
  Underwater Air Tanks (Cr800, TL5, 5kg) Equivalent to 
  oxygen tanks but designed for use underwater. Two tanks 
  last	6	hours.	Refill	of	proper	atmospheric	mixture	for	race	
  and expected depth cost Cr20.
  Vacc Suit Cr0,000, TL8, 0kg) A full vacuum suit must be 
  worn in vacuum, trace, exotic, or corrosive atmo¬spheres. 
  May also be worn in very thin or tainted atmospheres if 
  desired. Includes oxygen tanks, short-range communicators, 
  and other required equipment. Vacc suits are dealt with in 
  the	Armor	 section	 as	 they	 give	 significant	 protection	 from	
  hazards and combat.
  Vacc Suit Emergency Kit (Cr500, TL8, kg) A belt-carried 
  pack, the emergency kit is designed to allow a vacc suit user 
  to save himself or someone else in the event of a accident, 
  and	to	increase	the	chances	of	a	search	finding	him.	Yanking	
  a	 lanyard	 will	 release	 a	 tethered	 balloon	 reflector.	 This	
  is	somewhat	similar	to	a	rescue	ball,	but	filled	at	very	low	
  pressure.	It	inflates	into	a	3m-diameter	radar	reflector	which	
  is tethered to the user’s belt. It vastly increases the user’s 
  radar	cross-section	and	makes	a	search	more	likely	to	find	
  him.
  The kit itself contains a radio beacon/repeater, a handheld 
  strobe beacon, tethering cord, suit patches, spray sealant for 
  multiple small holes, a 30-minute replacement air bottle and 
  two hand-held gas thruster units. The latter are designed to 
  allow the stranded spacefarer a last-ditch attempt to reach 
  safety.	The	kit	also	contains	a	metallic	reflectorized	blanket	
  that will increase radar detectability and somewhat reduce 
  absorbed radiation in the event that the spacefarer is caught 
  outside	in	a	solar	flare.
  TOOLS AND FIELD SUPPLIES
  While	not	the	most	exciting	of	items,	field	supplies	can	be	
  amongst the most essential. A group of travellers that has 
  to camp in the open in a downpour, or ascend a cliff without 
  ropes, will quickly come to understand that logistics, not 
  tactics, is the key to success. 
  Attaché Case (Cr75, TL5, kg) A lightweight metal case 
  used	 to	 transport	 documents,	 scientific	 instruments	 and	
  other items throughout Charted Space. If used as cover, an 
  attaché case can function as a Shield.
  Axe, Ice (Cr50, TL3, 2kg) A small axe optimized for digging 
  into ice when climbing. Treat as a Hatchet in combat. 
  Backpack (Cr45, TL3, treat as clothes) A basic carrying 
  bag with shoulder straps and external pockets. From 
  TL6, backpacks are more waterproof; enough to keep the 
  contents dry during a brief immersion if properly sealed. 
  At TL7 and for Cr 50, a “Bivvy Pack” is available, which 
  includes a waterproof blanket and hood that fold out of the 
  lining, allowing the emptied pack to be used as a sleeping 
  bag or ready-made bivouac.
  Boots, Hiking (Cr50, TL, treat as clothes) A set of sturdy 
  boots that will protect the wearer’s feet and ankles from 
  rough ground, thorns and such like. Higher-tech boots are 
  lighter and more comfortable.
  Breaching Charge (Cr00, TL8, 2kg) A prepacked, shaped 
  charge	in	a	small	canister	fitted	with	adhesive	pads	for	easy	
  deployment. A breaching charge has very little area effect 
  but is effective at blasting holes in walls, doors etc, or in 
  light armored vehicles. Charges have many legitimate uses 
  but require a suitable license to purchase in most areas. 
  Typically characters with Demolitions skill will possess such 
  a license.
  
  - 52 -
  Cable	(Cr100,	TL9,	3kg)	10	meters	of	strong	fiber	or	metal	
  cable suitable for climbing or light towing applications. 
  Very similar to the cargo tethers used aboard merchant 
  starships. 
  Canteen (Cr30, TL3, .5kg) A belt-mounted metal or plastic 
  container for water (or other liquids); some versions include 
  a detachable mess-kit as well. Contains .5 liters of liquid.
   
  Chain, Medium (Cr00, TL4, 0kg) 0m of moderately heavy 
  chain, suitable for heavy lifting or towing applications, or to 
  anchor a light water vessel.
  Chain Saw (Cr500, TL6, 8kg) A motorized saw for cutting 
  and shaping trees. The chain saw could possibly be used as 
  a weapon, but it is very awkward and imposes a DM of -2 to 
  hit the target. Damage is 6D if it does strike home.
  Climbing Hoist (Cr75, TL8, .5kg) The hoist is a battery-
  powered motor which drives a reel with 25 meters of cable. 
  It has a hook on one side for attachment to a belt or harness 
  and another hook on the opposite side of the cable. A rocker 
  switch in the handle controls directions and an adjustable 
  clutch controls speed; the reel could also freewheel. The 
  battery lasts for one hour. A hand brake can lock the cable 
  in position and a centrifugal brake keeps the cable from 
  unwinding too rapidly.
  Climbing Kit, Advanced (Cr500, TL8, 2kg) Includes a 
  lightweight harness suitable for abseiling or rappelling, 
  expanding mini-pitons for small rock crevices, and more 
  advanced versions of the accessories in the basic kit.
  Climbing Kit, Basic (Cr00, TL4, 2kg) A set of accessories 
  designed to make climbing easier. Includes a safety harness, 
  gloves and rock shoes, belt with secure holders for tools, 
  and head protection.
  Compass, Magnetic (Cr0, TL3, negligible weight) Indicates 
  direction of magnetic north, if any exists.
  Cutting Gear, Laser (Cr4,000, TL9, 8kg) A backpack power 
  supply and laser or plasma cutting unit, this cutting gear is 
  standard for use aboard starships. It can cut through most 
  materials, though superdense hull armor will require a very 
  long time to breach.
  Cutting Torch (Cr500, TL5, 30kg) A basic cutting tool using 
  incandescent gas fed by a heavy canister. Cutting torches 
  are effective against most metals and alloys, but will not 
  work on starship hulls or armored vehicles constructed at 
  TL0 or higher.
  Desert	Kit,	Individual	(Cr450,	TL5,	2kg)	A	basic	desert	outfit	
  including	loose-fitting	trousers	and	shirt,	a	wide-brimmed	hat,	
  sunglasses, large water bottle (2 liters) and mineral tablets. 
  Disguise Kit (Cr,000, TL7, 5kg) Allows change of personal 
  appearance on a temporary basis. Very limited results will 
  be achieved unless the character possesses Disguise skill. 
  Duct Tape (Cr5, TL6, negligible weight) A strong, fabric-
  based, multi-purpose adhesive tape. Useful for hasty repair 
  work as well as for restraining and gagging prisoners, among 
  many other things.
  Field	Kit,	Personal	(Cr100,	TL3,	2kg)	A	basic	field	operations	
  and survival kit containing a bush hat, pants, shirt and a warm 
  jerkin, a waterproof poncho/blanket, water bottle, belt pack 
  with	 fire-starting	 equipment	 and	 1	 day’s	 (almost	 inedible)	
  iron rations, and a machete (treat as Blade). Boots must be 
  purchased separately. Above TL6, the kit also includes half 
  a dozen chemical lightsticks.
  Fire Extinguisher (Cr50, TL5, 5kg) A simple handheld 
  firefighting	 device.	 More	 advanced	 units	 reduce	 weight	
  by 0.5kg per TL down to a minimum of .5kg, and can be 
  tailored	to	specific	fire	types.
  Flare, Distress (Cr2, TL6, 250g) A free-standing incendiary 
  flare	that	gives	off	a	bright	light	and	large	amounts	of	colored	
  smoke.	The	distress	flare	is	designed	to	float	upright	in	water.	
  It	is	triggered	by	a	lanyard	and	is	very	difficult	to	extinguish	
  once lit. It will burn underwater.
  Flare, Illuminating (Cr25, TL5, 250g) A small parachute 
  flare	designed	to	be	fired	from	a	launcher	to	illuminate	an	
  area.	The	flare	casts	harsh,	bright	light	for	1	minute	before	
  falling to the ground in a standard or dense atmosphere, half 
  a	minute	in	thin	atmosphere.	It	may	start	fires	if	it	hits	the	
  ground before burning out. A free-standing area-illuminating 
  flare	costs	Cr50	and	buns	for	2	hours.
  Flare Launcher (Cr75, TL5, kg) A simple pistol or tube type 
  launcher	for	use	with	signaling	or	illuminating	flares.	Used	
  as	a	weapon,	a	flare	gun	is	highly	inaccurate,	imposing	a	–2	
  DM on all hit rolls and does D damage only, though it may 
  set	flammable	objects	on	fire.
  Flare,	Signaling	(Cr10,	TL5,	250g)	A	colored	flare	designed	
  to be highly visible but which casts little light, launched from 
  a	flare	launcher.
  Fusion Still (Cr4,500, TL3, 65kg) A fusion still is built around 
  a small fusion unit which will run continuously for 5 years. 
  The	 still	 has	 a	 hopper	 which	 can	 take	 fluids	 or	 organic	
  matter. Collection areas within the still allow potable water to 
  be extracted, or a just-about-edible nutrient product normally 
  known as “glop”. The exact composition of glop varies 
  depending upon what is put into the still, and in some cases 
  vital nutrients will be missing. The still’s readout advises 
  the user as to how good his or her glop will be today, but 
  even the best technology cannot make glop taste any better. 
  Glop can be output as dry, jaw-busting bars or a damp and 
  
  - 53 -
  fairly disgusting porridge. The still can also be set to simply 
  produce pure water, or water with a high mineral content.
  The still has a power output socket and a cable for recharging 
  items like powered tools, and includes two rechargeable hand 
  lamps which can be connected by cable or taken elsewhere. 
  They will run for 6 hours if unplugged. It also has a built-in 
  light unit and a heater that can be used to warm a shelter or 
  to provide localized heat for cooking. 
  Marooned	starfarers	with	a	fusion	still	will	usually	find	that	
  their food and water needs are taken care of. However, 
  many users cite the still ‘s food output as the single greatest 
  drain on their will to live. Fortunately, the still can also be 
  used to distil alcoholic beverages into spirits for medical or 
  recreational use.
  Generator, Internal Combustion (Cr50, TL5, 25 kg) A portable 
  0 kw/h generator burning liquid hydrocarbon fuel in an 
  internal combustion motor to generate electricity. Uses 2.5 
  liters of hydrocarbon fuel per hour.
  Generator, Microturbine (Cr70, TL8, 7kg) A portable 0 
  kw/h generator burning liquid or gaseous in a turbine to 
  generate electricity. Uses 2 liters of liquid hydrocarbon fuel 
  per hour.
  Grapnel and Cable (Cr35, TL2, 5kg) A hooked device used to 
  attach a rope for climbing purposes, plus 0m of stout cord. 
  Grapnels can be thrown or propelled by a launcher. Getting 
  one to attach can be tricky and requires a DEX-based throw 
  at	a	difficulty	level	depending	upon	the	surface.	A	rugged	
  rockface, wall or tree would require 8+; attaching to smooth 
  surfaces or when trying to get the grapnel to bite into soil 
  may be much higher.
   
  .
  Grapnel Launcher (Cr00, TL7, 0kg) A grenade launcher-
  like device used to propel a grapnel to its target. If used as a 
  weapon, damage is 2D.
  Ice Terrain Kit, Personal (Cr50, TL, 2kg) A set of accessories 
  that make crossing ice or climbing icy surfaces a little less 
  hazardous. Includes crampons for boots, snowshoes, rope 
  and a brightly-colored “rescue blanket”. The ice terrain kit 
  does not include clothing.
  Ice Terrain Kit, Vehicular (Cr,000, TL5, 20kg) Comprises 
  tire studs or chains, a light snowplow blade and “winterizing” 
  of components to allow a vehicle to cross icy or snow terrain 
  with lesser chance of mishap. A suitably equipped vehicle 
  reduces penalties for driving in icy conditions.  
  Inertial Locator (Cr,200, TL9, .5kg) Indicates direction and 
  distance traveled from the starting location.
  Iris Valve Opener (Cr2,000, TL0, 0kg) A crank device 
  designed to allow Iris valves to be slowly opened or closed 
  when no power is available. This task is slow and strenuous, 
  taking 3-5 minutes.
   
  Janitorial Kit (Cr00, TL6, 5kg) A basic set of cleaning 
  tools. Includes a vacuum cleaner, chemical storage and 
  dispensing systems, along with other basic cleaning tools 
  and supplies.
  Laser Drill (Cr7,500, TL9, 0kg) A heavy-duty, semi-portable 
  laser used for mining, the laser drill is a tripod-mounted 
  projector	much	more	powerful	than	the	laser	rifle.	It	is	also	
  more cumbersome and far less accurate, being intended for 
  work at short ranges. A power pack (not interchangeable 
  with those used for lighter laser weapons) can be hooked 
  to the drill, providing about  hour of intermittent use (or 
  the equivalent of 200 shots in combat); a cable can also be 
  run to the power source of a ship, vehicle, or prospector’s 
  buggy which provides unlimited power at the cost of mobility. 
  The Laser Drill’s tripod weights an additional  kg, and the 
  power-pack another 8 kg; extra powerpacks cost Cr3,000, 
  and extra tripods cost Cr250.
  Laser Scalpel (Cr2,000, TL0, 0.5kg) A low-power but high-
  precision handheld laser “knife” the size of a pen, used for 
  medical and other delicate cutting purposes. It carries an 
  internal battery which could support up to 30 minutes of 
  continued	operation,	and	it	could	be	hooked	up	(by	a	flexible	
  power cord) to an external power source for longer-duration 
  work or for recharging.
  Parachute (Cr250, TL4, 5kg) A basic parachute kit including 
  harness and reserve chute. 
  Parachute, Grav (Cr2,500, TL0, 5kg) A personal harness 
  incorporating a smaller version of the Grav Belt. The chute 
  can be manually controlled or set to activate at a given 
  altitude. Instead of relying upon atmospheric resistance, a 
  grav	chute	uses	a	localized	contragrav	field	to	slow	the	user’	
  s descent. It does not allow much more lateral movement 
  than a standard parachute but functions even on worlds 
  with no atmosphere. It can be cut in and out, or used for 
  slight braking rather than the all-or-nothing available with a 
  conventional chute. The internal batteries are good for one 
  descent. 
  A grav parachute cannot be used to give “lift” for upward 
  movement. It will slow the user’s fall whichever way up he 
  or she may be. Internal safety devices will normally ensure 
  that the user makes a soft landing, often at very low speed, 
  even if unconscious.
  Parawing (Cr 400,TL7, 5kg) An advanced parachute that 
  allows much more control over where the user lands. The 
  parawing kit includes a reserve chute and harness.
  Personal Re-Entry Kit (Cr5,000 TL8, 4.5kg) A personal re-
  entry kit is designed to permit a character to survive insertion 
  
  - 54 -
  into a planetary atmosphere without a vehicle. Normally used 
  as a last-ditch survival measure, the technique of meteoric 
  assault has been developed by the military into a standard 
  combat tactic. It is also an extreme sport in some areas.
  A re-entry kit consists of an alignment thruster, altimeter 
  and a parawing, plus an ablative heat shield. The latter is 
  deployed in the form of a frame and a foam covering that sets 
  hard in seconds. If the user gets it just right, she can make 
  a controlled re-entry to any world with a Thin atmosphere 
  or	 better,	 protected	 from	 heat	 by	 the	 shield	 and	 finally	
  making a descent by parawing. The procedure is complex 
  and dangerous when inserting into a Standard atmosphere. 
  Thin and Dense atmospheres represent an even greater 
  challenge, for different reasons.
  Some individuals make a sport of personal re-entry. It 
  is banned on many worlds, for safety reasons. Re-entry 
  computers are available, which can function as an autopilot 
  for emergency re-entry. The computer costs Cr 2500 (more 
  than the kit itself!) and allows an untrained user to attempt 
  re-entry with a reasonable chance of success. 
   
  Pitons (Cr5, TL4, 300g) Metal spikes designed to be 
  hammered into rock crevices to secure a rope for climbing.
  Piton Hammer (Cr0, TL2, kg) A small hammer used for 
  hammering pitons into rock.
  Pocket Magnet (Cr20, TL3, negligible weight) a small but 
  very powerful horseshoe magnet capable of lifting  kilogram 
  against G. Size and weight are negligible.
  Pocket Saw (Cr25, TL6, 250g) A slim but sharp collapsible 
  saw which can be folded into a 2cm x 6 cm x 6 cm box.
  Reflectorized	 Tarpaulin	 (Cr400,	 TL7,	 300g)	 An	 thin	 and	
  flexible	metallic	sheet	whose	shiny	surface	reduces	incoming	
  radiation	by	reflection.	The	standard	version	measures	5	by	
  0 meters.
  Return Mirror (C500, TL4, negligible weight) Used in 
  surveying,	 a	 return	 mirror	 is	 used	 to	 reflect	 a	 light	 beam	
  directly back along its path from within a 5º arc. It s usually 
  used	with	a	laser	rangefinder	to	give	very	accurate	results.	
  Dimensions: 250 x 300 x 200mm.
  Rope (Cr20, TL5, 3kg) 0m of strong but light rope made 
  from	natural	or	artificial	fibers.
  Scientist’s	Field	Kit	(Cr100,	TL4,	1kg)	A	basic	set	of	scientific	
  equipment for taking and examining samples. Includes a small 
  microscope, sample containers, gloves etc. A metallurgist’s 
  kit will contain slightly different equipment to that used by a 
  forensic scientist, but the basic cost remains the same. The 
  field	kit	does	not	include	any	electronic	sensors	or	similar	
  complex equipment. 
  Skis (Cr75, TL3, 2kg) A set of skis and poles. Skis make 
  travel over snow much faster and less fatiguing.
  Slaplock (Cr40, TL4, 200g) A simple mechanical or 
  combination lock that can be “slapped” onto any door or 
  container to secure it. The Slaplock will prevent the portal or 
  lid from opening by accident and will defeat casual attempts 
  at entry, but it is not particularly robust and can be easily 
  broken. The primary use of slaplocks is to prevent casual 
  pilfering, to detect intrusion or to secure a broken portal for 
  the time being. 
  Snowshoes (Cr60, TL, treated as clothes) A pair of wide 
  shoes designed to spread the user’s weight and make 
  walking on soft surfaces like snow or volcanic dust safer.
  Solar ‘Vaporator (Cr,250, TL0, 8kg) A device which uses 
  solar panels to generate power during the day (and store 
  it in an internal battery) and collects moisture from the air, 
  especially at night. Yields 2 liters of water per 24 hours 
  in standard or dense atmospheres,  liter per 24 hours in 
  thin atmospheres, and half a liter per 24 hours in very thin 
  atmospheres. The ‘Vaporator is stored in a compact (50 cm 
  x 20 cm x 20 cm) package and is unfolded for use.
  Spade/Shovel (Cr5, TL3, kg) A basic digging tool with many 
  uses.
  Survival Kit, Personal (Cr50,TL6, 4kg) A small backpack or 
  belt pack containing personal survival equipment. Higher-
  tech versions include more advanced equipment, but basic 
  functionality is the same. Contents include:
   
  Small knife
   
  Fire-starting equipment
   
  Blanket/poncho
   
  4 days’ preserved rations
   
  Water bottle
   
  Compass
   
  Light cord or string
   
  Mirror
  	
  Water	purification	tablets
   
  Survival manual
  Survival Kit, Vehicle (Cr8,000, TL7, 50kg) A standard 
  survival kit carried aboard ATVs, lifeboats and small craft 
  throughout Charted Space. Each kit is designed to equip 4 
  people. Imperial Law requires that all spacegoing vessels 
  include one kit per 4 passengers or crew. Contents include:
   
  	
  1	Survival	Rifle,	plus	50	rounds	shot	and	50	ball
   
   Hatchet
   
   Field Medical Kit
   
  4 Personal Survival Kit
   
  4 Field Kit, Personal
   
  4 Sets/Emergency Cold Weather Clothing
  	
  4	Combination	Masks	plus	extra	filters
   
  
  - 55 -
   
  Canned Field Rations for 60 person-days (5 days for 4  
   
  people)
   
  4 Bulk water storage containers (5 liters each) with  
  	
  filters
  	
  1	Water	Purification	Kit,	Group
   
  2 Pressure Tents
  Swimming Equipment (Cr200, TL3, 5kg) Includes swim 
  fins,	 face	 mask	 and	 a	 snorkel.	 Improves	 speed	 and	
  maneuverability underwater.
  Tool Laser (Cr500, TL2, kg) A handheld laser welder/
  cutting-torch powered by a small internal powerpack (which 
  provides for up to 20 minutes of continual use). The Tool 
  Laser’s energy output is variable, and thus it could be used 
  from anything from gentle electronic welding to small-scale 
  metalwork or cutting through several centimeters of steel; 
  anything beyond that would require a heavier welding torch. 
  At	TL12	the	Tool	Laser	is	about	the	size	of	a	large	flashlight	
  and weights  kg, and at TL3 or above it is as small as a 
  pen and weighs 250 grams.
  Tool Set, Carpentry (Cr 300, TL2, 25kg) A basic set of 
  woodworking tools that includes standard tools necessary to 
  cut, shape and build with wood. 
  Tool Set, Electronic (Cr2,000, TL7, 5kg) Necessary tools for 
  basic electronic assembly and repair including instruments, 
  soldering gear etc.
  Tool Set, Excavation (Cr200, TL3, 20kg) A set of basic 
  digging tools; shovels, picks and sledgehammers to equip 
  2-3 people. Working with improvised tools takes at least four 
  times as long.
  Tool Set, Mechanical (Cr,000 TL5, 20kg) A set of standard 
  mechanical and plumbing tools including everything 
  necessary to repair and alter mechanical devices; wrenches, 
  pliers and a largish hammer, among other things. 
  Tool Set, Metalwork (Cr3,000, TL5, 00kg) A basic set of 
  tools for ¬working, welding and shaping metal.
  Tool Set, Rescue (Cr2,000, TL7, 20kg) A comprehensive 
  set of supports, cutting gear and other tools used to reach 
  and rescue trapped persons. The kit does not include any 
  sensors. 
  Tool Set, Starship Engineer (Cr4,000, TL2, 5kg) A full tool 
  kit for shipboard engineering personnel, including PRIS 
  goggles, Iris valve opener, electronic and gravitic test and 
  repair equipment, wrenches, sockets and a large hammer.
  Towel (Cr0, TL, 250g) A thick cloth towel of 20 cm in 
  length and 60 cm in width, having a wide array of uses, from 
  drying oneself after falling into a muddy river, though serving 
  as a makeshift wound-dressing to making a soft spot to sit 
  on when resting in rocky terrain. 
  Water Dye (Cr25, TL4, 00g) A tube of liquid dye which could 
  be used to highlight a patch of water with a bright, easily 
  spotted color visible from the air. The primary drawbacks of 
  this form of signaling are the short duration of the colored 
  patch (which lasts 5 minutes in calm waters and far less 
  in stormy weather) and the fact that it cannot be spotted 
  at night. At TL9 the latter problem is overcome by using 
  a phosphorescent dye which is visible both at day and at 
  night.
   
  Water	 Purification/Distillation	 Kit,	 Group	 (Cr75,	 TL7,	 1kg)	
  Designed to provide safe drinking water for 4 persons, the kit 
  contains	chemical	tablets	and	filters,	plus	a	collapsible	still	
  (which requires a heat source; normally this is heat tablets 
  provided with the kit) to distil liquids.
  Water	Purification	Kit	(Cr5,	TL5,	negligible	weight)	A	basic	
  set	of	filters	and	chemical	purification	tablets.
  Welding Kit, Advanced (Cr5,000, TL0, 20kg) A composite 
  plasma/electric arc welding kit useful for many light and 
  medium applications. Repairs to higher-tech materials 
  require an advanced welding unit.
  Welding Kit, Electric (Cr,500, TL5, 50kg) A basic arc welding 
  kit useful for many light applications. It is self-powered from 
  batteries but requires an external power source for big jobs. 
  Arc welding gear is really only useful on devices built up 
  to TL0. More advanced welding systems are needed, 
  otherwise weld points become a serious area of weakness 
  and in some cases will not ‘take’ at all.
  Wrist Watch (Cr Varies, TL4, negligible weight) A simple 
  timepiece. Price determines quality and functionality. A 
  variety of gimmicky ‘survival watches’ and ‘space crew 
  chronometers’ are available. Some contain reasonably 
  useful accessories but most are suitable only as gifts to be 
  given by misguided but well-meaning relatives.
   
  SHELTER AND ACCOMMODATION
  Characters	venturing	out	into	the	field	will	need	some	kind	
  of shelter from the elements. Advanced versions of the basic 
  tent, tarpaulin etc may be easier to set up and give better 
  protection from wind and rain, but they are functionally the 
  same.
  Advanced Base (Cr20,000, TL8, 4,500kg) A modular 
  unpressurized shelter capable of withstanding anything less 
  than hurricane force winds. Offers excellent protection from 
  precipitation and all but the most extreme of temperature 
  conditions. 
  The base consists of a small power unit equivalent to the 
  Fusion Still (available separately) and a main cabin to house 
  it plus associated support equipment – water tanks, food 
  storage and freshers. This central unit supports up to four 
  
  - 56 -
  cabin modules which connect to it in a variety of ways. All 
  modules are 6m long by 4m wide by 3m high and can be 
  placed end to end, side to side or even stacked, though this 
  can result in stability problems.
  The main power/galley/storage area takes about 6 man-
  hours to set up. It powers the other modules and handles 
  recycling of water and similar tasks for them. Additional 
  modules beyond the basic four can be added but adding 
  extra units can strain the fusion plant. However, empty 
  modules used for storage need not be heated, lit nor use 
  water	most	of	the	time	so	the	extra	load	is	only	significant	if	
  power is needed.
  The unpowered modules are the same size as the main 
  unit and take about 4 man-hours each to assemble. A set 
  of	 accommodation	 furnishings	 is	 fitted,	 though	 these	 can	
  be removed. The usual setup is for three modules each to 
  house two people with the fourth used as a common area, 
  with freshers and other facilities shared by all personnel. The 
  base is easily able to support six residents, though there is 
  little room for work. If more than living quarters are required 
  (eg	 a	 field	 laboratory)	 then	 additional	 modules	 must	 be	
  purchased.
  A ‘blank’ unpowered module costs Cr2,500 separately, while 
  a powered version capable of supporting 4 other modules 
  costs Cr7,500. Basic equipment such as seats, work 
  surfaces and shelves are included in the price if desired, but 
  instruments and computers must be purchased separately.
  Dismantled and ready for shipment, the advanced base 
  displaces 6 ship tons with each additional cabin taking up 
  0.5 tons of cargo space when properly crated.
  Pre-Fabricated Cabin (Cr2,000, TL6, 800kg) A basic 
  unpowered 6m x 4m x 3m hut with windows and a door but 
  no	 heating,	 lighting	 or	 sanitary	 facilities	 fitted.	 The	 cabin	
  is capable of withstanding light to severe winds, offering 
  shelter from precipitation, storms, and temperatures down to 
  -0º Celsius. It requires 8 man-hours to erect or dismantle. 
  A ‘heat and light’ pack is normally purchased with the cabin. 
  This costs Cr,000 and slots into ready holders but requires 
  an external power source. There is no plumbing. 
  The prefab cabin is often used as an adjunct to an Advanced 
  Base as a work unit or additional storage space, but can be 
  used as living quarters for two people or even four in a bunk-
  rack arrangement. Dismantled and ready for shipment, the 
  cabin displaces  ton of cargo space.
  Pressure Tent (Cr2,000, TL7. 25kg) Basic pressurized 
  shelter for two persons, providing standard atmosphere and 
  conditions, along with protection from precipitation, storms, 
  and fairly strong winds. There is no airlock: the tent must be 
  depressurized to enter or leave it. 
  Pressurized Base (Cr75,000, TL8, 8,000kg) Basically a 
  pressurized version of the Advanced Base, this unit has 
  the same modular construction but comes with two airlock 
  units and is of generally much more sturdy construction. 
  Additional modules cost Cr 5,000 (unpowered) and Cr 
  0,000 (powered).
  Most purchasers pay an additional Cr5,000 for the ‘foam 
  dome’ option. This is essentially a framework over which 
  a light covering is stretched and then sprayed with a fast-
  setting foam similar to that used in personal re-entry kits. 
  The foam dome hardens in moments and provides improved 
  protection against micrometeorites and inclement weather.
  Sleeping Bag (Cr50, TL5, kg) A warm, lightweight and 
  somewhat waterproof personal sleeping bag. Two or more 
  can be fastened together to make a larger enclosure.
  Tarpaulin (Cr0, TL, 2kg) A canvas or waterproof cloth sheet 
  used to create a temporary shelter 2 by 4 meters. Protects 
  against precipitation and can withstand light winds.
  Tent (Cr200, TL2, 3kg) Basic shelter for two persons offering 
  protection from precipitation, storms, and temperatures down 
  to 0º Celsius, and withstanding light to moderate winds. 
  Larger, more elabor¬ate tents capable of sheltering more 
  people, or resisting higher winds or colder temperatures 
  weigh and cost more.
  LIGHT SOURCES AND VISION AIDS
  Light is mainly appreciated when it is absent. Well-prepared 
  adventurers carry some kind of light source with them. 
  Binoculars, Optical (Cr 75, TL3, kg) Binoculars magnify the 
  appearance of objects being viewed through them, effectively 
  increasing	the	visual	range	of	the	user.	The	effective	field	
  of	view	is	reduced	however	as	the	magnification	increases.	
  Price stays the same across tech levels, though the weight 
  may be reduced through the use of lighter components.
  tABle: Binocular Magnification
  tech level 
  Magnification
  TL3-4  
  x5
  TL5-6  
  x0
  TL7-9  
  x50
  TL0-2 
  x00
  TL3+  
  x000
  Binoculars, Electronic (Cr750, TL8, 2kg) Similar to optical 
  binoculars,	electronic	binocs	also	include	a	laser	rangefinder	
  and	 a	 light	 intensification	 function	 that	 allows	 vision	 in	 all	
  conditions of poor lighting except for total darkness. Electronic 
  Binoculars do not allow the user to see where there is an 
  obstruction such as smoke or thick foliage. From TL0 they 
  incorporate an image-processing unit that can help make 
  out partially seen objects.
  
  - 57 -
  Binoculars, PRIS (Cr3,500, TL2, 2kg) PRIS (Portable 
  Radiation Imaging System) binocs or goggles have no lenses, 
  but instead project an image for the user as if she were using 
  optical binocs. The image can be gathered using a variety of 
  wavelengths: optical, infrared, ultraviolet, radio and x-ray to 
  name a few. The binocs do not emit these wavelengths, they 
  merely	read	emissions	and	reflections	of	naturally-occurring	
  wavelengths, then convert the data into an optical display 
  using false color. Composite images using different spectra 
  are possible and can highlight things missed when viewing 
  in just one mode, but very confusing to an unskilled user.
  PRIS goggles are used by engineers for a variety of 
  applications. One of their most important features is the 
  ability to see stresses and cracks in materials long before 
  they become visible to the unaided eye.
  Chemical Lightstick (Cr, TL6, 00g) a 0cm rod of clear 
  plastic containing chemical s which, when mixed by twisting 
  the stick, give off a soft glow. Lightsticks last for about 24 
  hours	 and	 are	 bright	 enough	 to	 read	 by	 or	 find	 your	 way	
  around in a cave.
  Cold Light Lantern (Cr20, TL6, 250g) A fuel cell powered 
  version of the electric torch which will last 3 days with 
  continuous use. Produces a wide cone of light up to 8 meters 
  away with a radius of 6 meters at the end of the beam. Also 
  capable of producing a tight beam of light up to 36 meters 
  away with a  meter radius or be used to illuminate a 0 
  meter radius.
  Combination Viewer (Cr,250 TL9, negligible weight): 
  A set of goggles or a suit visor incorporating IR and light 
  intensification	functions,	along	with	brightness-linked	safety	
  cutouts. The viewer can be used in optical, IR or thermal 
  mode, or any combination of the three, though this can be 
  disorientating to unskilled users.
  Electric	Torch	(Cr10,	TL5,	500g)	The	common	flashlight.	It	is	
  battery powered and will last for about 6 hours of continuous 
  use. A torch produces a wide cone of light up to 8 meters 
  long with a radius of 6 meters at the end of the beam. Later 
  TL models have adjustable beams allowing them to also 
  produce a tight beam of light up to 36 meters long, with a 
  -meter radius, or be used to illuminate a circle of 0 meters 
  radius.
  Electric Torch, IR (Cr50, TL8, 500g) A version of the Electric 
  Torch which emits infra-red light instead of visible-spectrum 
  light; consequently, only those equipped with IR vision aides 
  could see the illumination. Has an integral battery which 
  provides 6 hours of continued illumination.
  Gas or Oil Lamp (Cr0, TL2, 500g) A lamp lasts about 6 
  hours on a half-liter of oil or gas, and will illuminate a 5-meter 
  radius to the equivalent of normal daylight. The fuel poses a 
  fire	hazard	if	spilled.
  Goggles, Infrared (Cr500, TL6, negligible weight) A headset 
  with goggles or an adaptation to the visor of armor that will 
  allow the user to see by visible light or thermal imaging. 
  Thermal imaging allows temperature differences to be 
  detected. This makes warm objects like animals, people and 
  vehicles very obvious unless there is a lot of “heat clutter” in 
  the	area,	but	does	not	allow	the	user	to	find	his	way	around	
  in a cave or similar environment where everything is much 
  the same temperature.
  Goggles,	 Light	 Intensifier	 (Cr500,	 TL7,	 negligible	 weight)	
  These goggles allow clear, monochrome vision up to 8 
  meters in anything less than total dark. While some light is 
  required to produce this effect, anything approaching normal 
  daylight conditions severely degrades the clarity of the view 
  and the range.
  NBC Alarm (Cr250, TL9, 250g) A personal alarm unit that 
  automatically monitors for radiation, chemical and biological 
  threats, and gives both alarm and an indication of severity 
  (Mild-Moderate-High-Severe-Extreme). It does not indicate 
  the	specific	threat	but	will	inform	the	user	whether	the	hazard	
  is radiation, biological or chemical. For Cr000, a more 
  detailed	 output	 is	 available	 that	 will	 indicate	 the	 specific	
  threat if known to the unit’s database. 
  Torches	(Cr1,	TL0,	250g)	A	bundle	of	flammable	material	on	
  a handle or stick of some kind. A torch will last about one 
  hour and illuminate 6-meter radius, producing a thick, heavy 
  smoke.
  Personal HUD (Cr,500, TL9, 500g) A personal HUD (heads-
  up	display)	can	be	fitted	to	a	set	of	goggles	or	shades,	a	
  monocle, or the inside of a helmet faceplate. The HUD 
  displays information from a variety of sources. Incoming 
  messages and video from a character’s personal comm, 
  data pulled up from a handcomp or an aiming reticule for 
  weapon can all be displayed. 
  Tying any given device or weapon into the HUD and 
  calibrating it properly takes an hour and costs Cr00. 
  Information exchange can be by cable or wireless means. 
  The latter creates a certain amount of radio “noise” which 
  can be detected or jammed, so military HUDs normally use 
  fiber-optic	cable.	
  MEDICAL SUPPLIES
  Adventuring is a dangerous business. Some kind of medical 
  supplies will be useful.
  AutoDoc (Cr,000,000, TL3, 0.5t) An autodoc is a small self-
  contained diagnostic, pharmaceutical, and surgical system 
  about	the	size	of	a	Low	Berth	chamber	or	large	coffin.	Often	
  found on starships, it is capable of diagnosing and treating 
  disease, infection, injuries and other medical conditions as 
  if	a	qualified	doctor	was	attending	the	patient.	A	restock	of	
  basic supplies for an autodoc costs Cr00,000.
   
  
  - 58 -
  At TL 4, an Autodoc is capable of reanimation, provided no 
  more than 5 minutes have passed since the subject’s death. 
  This period can be extended by extremely cold conditions or 
  placing the corpse in a low berth.
  Automedic, Personal (Cr5,500, TL, 500g) A personal 
  automedic is basically a small personal electronic pharmacy 
  tailored	 to	 a	 specific	 user’s	 body	 chemistry.	 When	 worn	
  (usually on upper arm, thigh, or lower back) it is always 
  active and constantly monitors the wearer’s bio-signs for any 
  changes. As needed the automedic will dispense anti-toxins, 
  antibiotics, stimulants, sedatives, and other pharmaceuticals 
  needed	 to	 keep	 the	 user	 at	 peak	 efficiency	 or	 prevent	
  collapse. 
  Under normal (adventuring) conditions a personal automedic 
  will need to be restocked and the batteries recharged every 
  4 weeks. Of course heavier demands on the automedic 
  may considerably reduce the available drug supply much 
  sooner.
  In the event of poisoning or infection, a personal automedic 
  will	 administer	 a	 specific	 antidote	 if	 it	 possesses	 the	 right	
  one and recognizes the threat. If not, it will react to general 
  symptoms and use general or broad-spectrum remedies as 
  its database thinks best. 
  Most automedics are also equipped to store and dispense a 
  single dose of Medical Slow drug should it ever be needed. 
  If the wearer is ever seriously injured or dying (two or three 
  physical attributes at zero) the automedic will automatically 
  use the Medical Slow drug if it is available and there is not 
  a risk of overdose. The user can activate the Medical Slow 
  at any time if needed. If desired, this can be replaced with a 
  dose of Slow, Combat, or other drugs instead.
  It is very dangerous to attempt to use an Automedic that has 
  been tailored to another person’s body chemistry. If such an 
  attempt is made, throw 3D. If the result exceeds the user’s 
  END, he immediately suffers a Traumatic Shock injury. He 
  takes 2D damage and the unit will not work for him. 
  If	 the	 first	 throw	 is	 made	 (ie	 equal	 to	 or	 less	 than	 the	
  character’s END), a second throw is made on 2D. If this 
  is also equal to or less than the character’s END, the unit 
  works passably well for him. If the throw fails, the automedic 
  does not work but the user suffers no ill effects.
  A Personal Automedic costs Cr5,000, plus Cr500 for basic 
  supplies. Specialized drugs must be purchased separately.
  First	Aid	Kit-0	(Cr100,	TL0,	1kg)	At	TL0,	a	first	aid	kit	consists	
  of little more than material for a splint, and a few herbs and 
  plants that are reputed to have medicinal qualities, but it is 
  better than nothing. A basic kit can be thrown together by a 
  resourceful individual from local materials. 
  Field Surgical Kit (Cr,000, TL5, 5kg) Tools for performing 
  surgery including scalpels, saws and forceps. At low tech 
  levels,	the	kit	is	rather	basic	but	fulfils	the	same	functions	
  as its more advanced cousins. It is possible to perform 
  surgery using improvised tools but the results (and patient 
  survival rates) are rather better with the correct equipment. 
  The kit does not include anesthetics or other drugs. The cost 
  indicated is for a very basic set of workmanlike tools. The 
  price is much higher for a more complete or higher-quality 
  set.
  First Aid Kit-4 (Cr25, TL4, kg) A basic belt-carried kit 
  containing clean bandages, safety pins and a small blade 
  as well as a quantity of basic pharmaceuticals (antibiotics, 
  painkillers and possibly alcohol to sterilize a wound). More 
  advanced versions are available, which are basically similar 
  in	terms	of	contents.	Beyond	a	certain	point	a	first	aid	kit	is	a	
  first	aid	kit	–	whatever	the	tech	level	the	principles	are	much	
  the same. At TL8 a personal medikit becomes available that 
  is more useful while not weighing much more, so people 
  feeling the need for emergency medical gear normally carry 
  one	of	those	instead.	However,	a	basic	first	aid	kit	can	be	
  quickly thrown together by a knowledgeable person from 
  handy materials.
  Field Medical Kit-5 (Cr500, TL5, 8kg) A basic satchel or 
  backpack-sized medical kit for use by a doctor or paramedic. 
  The kit contains drugs, surgical supplies, and diagnostic 
  mater¬ials as well as fairly basic tools for surgery. Higher 
  tech level kits cost more but offer a better range of treatment 
  options and quality of care, increasing the odds of successful 
  treatment.
   
  Field Medical Kit-8 (Cr,000, TL8, 8kg) A satchel or backpack-
  sized medical kit for use by a doctor or paramedic. Contains 
  drugs, surgical supplies, and diagnostic mater¬ials as well 
  as fairly basic tools for surgery. 
  Field Medical Kit-3 (Cr5,000, TL3, 0kg) A comprehensive 
  satchel or backpack-sized medical kit for use by a doctor or 
  paramedic. Contains drugs, surgical supplies, and diagnostic 
  mater¬ials as well as fairly basic tools for surgery. A set of 
  handheld electronic medical instruments is also included, 
  greatly aiding diagnosis.
  Medical Kit, Vehicle-8 (Cr3,000 TL8, 20kg) A larger version 
  of the Field Medical Kit-8 designed to be carried in an 
  ambulance or similar vehicle and allowing treatment of more 
  patients. The kit also contains more technological equipment 
  including	a	defibrillator,	electronic	monitors	and	so	on.	
  Medical Kit, Vehicle-3 (Cr5,000 TL3, 30kg) A larger 
  version of the Field Medical Kit-3 designed to be carried 
  in an ambulance or similar vehicle and allowing treatment 
  of more patients. The kit also contains more technological 
  equipment including an automated medical unit capable 
  of diagnostic work and assistance such as monitoring life 
  signs and feeding drugs as needed. The unit cannot perform 
  
  - 59 -
  any work such as inserting needles, but once in place can 
  perform much routine work itself, as needed. 
  Mediscanner, Personal (Cr500 TL2, 200g) A small bio-
  monitoring unit normally worn on the belt or upper arm. A 
  personal mediscanner monitors a character’s life signs and 
  data such as blood composition, blood sugar and body 
  temperature. It warns when exhaustion or dehydration 
  are becoming dangerous, gives information to the user or 
  medical personnel about poisoning and other hazardous 
  conditions, and allows a quick diagnosis of many ailments. 
   
  Mediscanner, Portable (Cr2,000 TL2, .5kg) A general 
  version	of	the	personal	mediscanner	for	use	by	field	medics.	
  The device is not optimized for a single user, so takes up 
  to 2 minutes to calibrate itself to each new subject. It gives 
  the same data as the personal version (though slightly less 
  detailed), allowing a +2DM on Medical skill throws once it 
  is calibrated. Most mediscanners are able to deal with all 
  common species, and add-on chips for other species are 
  available at Cr 500 each.
  Personal Medikit-8 (Cr250, TL8, 2kg) The TL 8 personal 
  medikit only vaguely resembles its low-tech predecessors. 
  It contains a set of high-quality tools including surgical steel 
  blades, some basic pharmaceuticals (which are a lot more 
  effective than the TL4 versions) and simple instruments to 
  measure patient condition.
  Personal Medikit-2 (Cr6,000, TL2, 2kg) The TL 2 personal 
  medikit is a development of the TL8 version with still better 
  drugs and instruments capable of communicating with a 
  hospital	or	field	medical	center’s	autodocs	to	ensure	the	best	
  chance of successful treatment. A small handheld multi-med 
  scanner monitors a patient’s life signs and can sound an 
  alarm if they drop too low. The unit can almost auto-diagnose 
  and offer basic advice to a casualty or responder. 
  DRUGS AND PHARMACEUTICALS
  Drugs can come from a variety of sources, and two very 
  different compounds may have identical effects on the user. 
  For	this	reason	it	is	possible	to	find	low-tech	drugs	that	are	
  effectively plant parts eaten straight from the branch that are 
  every bit as effective as high-technology synthesized drugs. 
  Availability is a factor too. Obviously, where a drug can be 
  picked growing wild on everyone’s doorstep it will be cheaper 
  than the list price given here. 
  Anagathics (Cr200,000 per dose, TL5) are a specialized 
  drug treatment that can slow or halt the effects of aging. They 
  are illegal in some areas. The drug must be taken regularly 
  each month for as long as the age retarding effects are 
  desired. It takes approximately one year of regular dosage 
  for	the	full	effect	to	develop.	This	means	that	during	the	first	
  year on Anagathics a character will continue to age normally. 
  After	that	first	year,	as	long	as	the	regular	monthly	dose	is	
  taken, the character will effectively remain at their present 
  physical age. 
  Once	past	the	first	year,	a	character	can	miss	one	month	
  without suffering ill effects, but if a user misses two or more 
  doses, they must abstain completely for one year before 
  once against restarting the treatments. The one-year build-
  up period must be again completed before the character 
  gains	any	benefits.	Characters	who	interrupt	their	anagathics	
  course and do not abstain for a year run the risk of severe, 
  possibly fatal, side effects.
  Antibiotics (Cr 50 per dose, TL6) Antibiotics are effective 
  against bacterial disease, infection, and secondary conditions 
  associated with viral diseases. 
  Broad Spectrum Anti-Toxin: (Cr 250 per dose, TL2) Broad-
  Spectrum Anti-Toxins become widely available and prove 
  effective against all but the rarest of diseases. Even viral 
  diseases can be treated in this manner.
  Combat Drug (Cr750 per dose, TL9): Combat Drug enhances 
  alertness and energy, increasing performance in combat. 
  Two rounds after a dose is taken, strength and endurance 
  are both increased by two points. This effect lasts for 30 
  combat rounds, at which point the user takes D in wounds. 
  The extra points of STR and DEX can be used to soak up 
  damage before ‘real’ attribute points are lost. However, they 
  wear off before the D wounds are taken. 
  Combat drug use can lead to psychological dependency, and 
  there is a danger of overdose if more than one dose is taken 
  in a 24-hour period. Each time a dose is taken within a day 
  of the last, the user must. Roll 8+, DM + if Endurance 8+) to 
  avoid ill effects. If the throw is failed, the character collapses 
  unconscious for D hours and suffers 4D in wounds.
   
   
  Fast Drug (Cr2,000 per dose, TL9) Fast drug speeds up the 
  apparent passage of time for the user, to the point that 60 
  days will pass for the user as  day. The drug slows the 
  metabolism of the user by a factor of 60, reducing the effect 
  of aging and reducing the need for consumable supplies 
  such as food, water, and air during the period the user is 
  under the effects of the drug. An antidote does exist which 
  can be taken to cancel the remaining effects of Fast Drug. 
  Fast Drug Antidote is available at TL2 and costs Cr900 per 
  dose.
  Medical Drug (Cr00 per dose, TL8) “Medical Drug” is a 
  slang catch-all term for the various pharmaceuticals and 
  other compounds used by medical personnel. Doctors do 
  not use the term as they know the proper names for the 
  drugs they prescribe. 
  Medical Slow Drug (Cr00 per dose, TL7) Medical Slow Drug 
  renders the patient immediately unconscious in a coma-like 
  
  - 60 -
  state for the next 20+D hours. If the patient is dying, the 
  slow drug will stabilize their condition for the period of the 
  coma, ensuring no further deterioration. If the patient is not 
  dying and merely injured the slow drug will heal 2D points 
  of damage. If more than one dose of medical slow drug is 
  taken within a period of one week there is a high probability 
  of a severe overdose. Each time a dose is taken within a 
  week of the last, the user must roll +, DM +2 if END 9+) to 
  avoid ill effects. If the throw is failed, the character collapses 
  unconscious for 2D days and suffers 6D in wounds. This 
  may be fatal.
  Metabolics (Cr,000 per dose, TL8) Metabolics are designed 
  to alter the metabolism of the subject to enhance his or her 
  ability	 to	 fight	 a	 specific	 disease.	 They	 are	 only	 effective	
  against that disease.
  Recreational Drugs (Cost and TL vary). Recreational drugs 
  are sometimes known colloquially as ‘Drug Drug’ for reasons 
  now lost in history. They vary widely in terms of cost and 
  effect. Many cultures have a legal recreational drug, such 
  as alcohol. Most legal drugs are relatively mild in effect but 
  can be harmful in large doses. More potent drugs are usually 
  illegal, especially those that affect the user in such a way as 
  to make him or her dangerous to others. Manufacturers and 
  suppliers will charge whatever the market will stand.
  • 
  Slow Drug (Cr5,000 per dose, TL8) Slow Drug makes 
  the universe seem to move more slowly from the user’s 
  perspective. Twice normal speed and double the normal 
  actions are allowed each combat round. The effects last for 
  40 combat rounds, after which the user must throw 0+, DM 
  + if AND 9+ or collapse exhausted. In this case STR and 
  END both drop to  and recover at the rate of  point of each 
  per hour of rest.
   
  Truth Serum (Cr500 per dose, TL5) Truth serum is intended 
  to force the subject to answer questions truthfully. It must be 
  tailored to the species being questioned, and carries some 
  risks. One dose usually forces the subject to be truthful for 2 
  minutes. The character can try to resist the drug by throwing 
  9+, DM + if END 8+. At the end of the 2 minute period, the 
  subject takes 2D damage and becomes unconscious for  
  hour. Truth serum tends to make the recipient vague and 
  confused, so his answers may be nonsensical even though 
  he is not deliberately lying. Obtaining useful information from 
  a subject is one use of Interrogation skill.
  Vaccine,	Specific	(Cr15	per	dose,	TL5)	Vaccines	increase	
  the body’s immunity to a given disease.  
  Vaccine, Broad-Spectrum (Cr20 per dose, TL0)  Broad-
  Spectrum Vaccines increase the body’s immunity to a 
  number of similar diseases. 
   
  SECURITY EQUIPMENT
  Travellers may at times have to secure a place or person by 
  various means. Something can usually be improvised but it 
  helps to have the right tools for the job.
  Handcuffs (Cr25, TL2, 300g) Handcuffs are simple 
  mechanical restraints designed to deny the subject free use 
  of his hands. Higher tech levels produce stronger and lighter 
  designs. Variations on the theme include leg shackles and 
  similar items.
  Intrusion Kit, Advanced (Cr500, TL8, kg) A similar kit to 
  the basic version, the advanced intrusion kit is constructed 
  of more advanced materials and includes test probes for 
  investigating electronic locks. 
  Intrusion Kit, Basic (Cr300, TL5, kg) A small kit containing 
  lock picks, wire, small screwdrivers and a saw designed to 
  make illicit entry into mid-tech secured areas easier. It contains 
  everything found in a set of lock picks but considerably more 
  and is thus bulky and hard to conceal. 
  Laser Microphone (Cr475, TL9, 800g) This device bounces 
  a beam of laser light off rigid objects, and detects any 
  sounds made near that object by analyzing the changes in 
  the	reflected	beam.	A	Laser	Microphone	is	about	the	size	of	
  an autopistol, has a range of 500 meters, and comes with a 
  pair of headphones for direct monitoring of the conversations 
  being eavesdropped on, though it could be connected by a 
  cable to a hand computer or to other information-gathering 
  devices.
  Lock Pick Set (Cr0, TL4, negligible weight) A set of small 
  tools that allows picking of ordinary mechanical locks if the 
  user has suitable skills (Mechanical or Intrusion). Lockpicks 
  are illegal on worlds of law level 8+; on such worlds the cost 
  rises to Cr00 or more.
  Lock Pick Set , Electronic (Cr250, TL7, 250g) A set of small 
  electronic tools that allows bypassing of electronic locks by 
  someone with the relevant skills (Intrusion and Electronics). 
  Electronic lockpicks are illegal on worlds of law level 8+; on 
  such worlds the cost rises to Cr500 or more. An electronic 
  toolkit could do this job as well, but an electronic lock pick 
  set includes only the few tools necessary for dealing with 
  electronic looks and thus is far smaller, lighter and cheaper 
  than a full electronic toolkit.
  Perimeter Alarm (Cr,000, TL9, kg) A simple automated 
  unit that detects motion and thermal traces, sounding an 
  alarm either on itself or at a central command unit. Can be 
  programmed to ignore individuals carrying code emitters 
  keyed to the alarm’s security system.
  Security Kit (Cr,750, TL7, 3kg) A suitcase containing basic 
  security equipment for two guards, including 2 batons, 2 
  autopistols, 6 autopistol magazines, 2 combination masks, 
  2 short-range communicators,  metal detector, 4 sets of 
  
  - 6 -
  handcuffs,  IR binoculars, 2 electric torches and  lockpick 
  set plus belts and webbing to hold all the gear.
   
  COMMUNICATIONS 
  AND 
  ELECTRONIC 
  EQUIPMENT
  It has been said that warriors with money to spend will 
  buy bigger guns; professional soldiers will upgrade their 
  communications technology. Whatever the truth of this 
  adage, comms gear can be vital to a group of travellers.
  Atmosphere Tester (Cr50, TL7, kg) A hand-held device 
  that monitors air breathability and quality. A simple readout 
  indicates pressure (“Thin”, “Dense” etc) and whether the 
  air is within breathable parameters. An audible alarm and 
  flashing	warning	indicates	unbreathable	or	toxic	gas	mixes,	
  but the unit does not indicate what the hazard composition 
  is.
  Beacon, Emergency (Cr750, TL9, kg) A multi-frequency 
  beacon/repeater designed to assist rescuers. The beacon 
  transmits an emergency signal and can record a simple 
  message to be played if the beacon receives a signal (usually 
  this is the direction or location of the beacon’s users, if they 
  have had to move). The beacon will also signal with a siren 
  and	flashing	strobe	light	if	manually	triggered	or	if	it	receives	
  an activation signal on the civilian or military emergency 
  channels.
  Beacon, Navigational (Cr500, TL8, kg) A simple radio 
  beacon	that	can	be	set	to	respond	to	a	specific	signal	or	to	
  transmit constantly.
  Bio-Analysis Unit (Cr70,000, TL8, 7kg) A bulky biological 
  mini-lab that can analyze most biological compounds and 
  give an indication of their nature within a few minutes. More 
  detailed analysis takes much longer. Using the unit to its 
  best effect requires Biology skill, but an individual can be 
  taught how to run basic tests and interpret the results in a 
  few minutes, allowing an untrained person to determine if 
  a fruit is edible or a strange dust is actually a harmful bio-
  warfare agent. 
  Biohazard Alarm (Cr,000, TL9, 500g) A handheld device 
  that can also be emplaced to give early warning of biological 
  threats. The biohazard alarm detects airborne proteins and 
  can be used to give early warning of biological hazards such 
  as airborne bacteria, spores or bioweapons.
  Biosniffer (Cr20,000, TL2, 2kg) A portable biological 
  detection and analysis unit, the biosniffer can be used to 
  detect traces of organic processes (i.e. life) or to analyze 
  the composition of matter. Its internal database allows 
  rapid indications to be made as to the nature of biological 
  matter and whether it poses a threat to travellers. Results 
  are obtained automatically and faster than with lower-tech 
  devices. 
  Biosniffers can be emplaced and used for remote analysis 
  and monitoring and can be programmed to indicate the 
  presence	of	specific	types	of	creature.	They	can	thus	be	used	
  to indicate, for example, whether a given game trail is used 
  by humans, Vargr or the local predators, or to give warning 
  of the approach of any large carnivore. Biosniffers are most 
  commonly	used	by	field	scientists	surveying	planets	or	by	
  botanists searching for new species.
  Bug Detector, Advanced (Cr,000, TL5, kg) A handheld 
  scanning device designed to detect electronic listening 
  devices. The standard bug detector can only be used to scan 
  for bugs, but for Cr7500 a detector/jammer is available. This 
  unit has two more settings: it can overload and destroy bugs 
  within range (a few meters) or simply jam their output for a 
  time, leaving them functional after the jammer is switched 
  off. The advanced detector only detect, jam or destroy bugs 
  up to TL 5.
  Bug Detector (Cr,000, TL2, 500g) A handheld scanning 
  device designed to detect electronic listening devices. The 
  basic bug detector can only be used to scan for bugs, but 
  for Cr2,500 (and an additional kilogram) a detector/jammer 
  is available. This unit has two more settings: it can overload 
  and destroy bugs within range (a few meters) or simply 
  jam their output for a time, leaving them functional after the 
  jammer is switched off. The detector can only detect, jam or 
  destroy bugs up to TL2.
  Bugging Kit (Cr750, TL2, 50g) A set of small electronic 
  listening/transmitting devices and a receiver unit. More 
  advanced kits are available at TL3, TL4 and TL5. Each 
  TL adds Cr2000 to the price of the kit but makes detection 
  a little harder.
   
  Bull-Horn (Cr20, TL5, 500g) A mechanical device whose 
  shape	 amplifies	 a	 voice,	 allowing	 it	 to	 carry	 up	 to	 half	 a	
  kilometer away. A bullhorn is very bulky and awkward to 
  carry.
  Camera, Advanced Digital (Cr00, TL3, 300g) An advanced 
  version of the digital camera capable of recording and 
  displaying moving holographic images. 
  Camera, Digital (Cr25, TL8, 250g) A basic digital visual 
  recording device capable of interfacing with a computer or 
  personal comm.
  Camera (Film) (Cr30, TL5, kg) A basic photographic device 
  using	chemical	film	to	record	images.
  Chemical Alarm (Cr250, TL8, 500g) A handheld device, 
  which can also be mounted on clothing or a pack strap, 
  or positioned upwind of a camp. The alarm gives audible 
  and visible warning when dangerous chemicals (examples 
  include industrial chemicals, sulphurous emissions from a 
  volcanic vent or chemical weapons) are detected. It does 
  
  - 62 -
  not detect radioactive fallout or biological hazards such as 
  spores or bio-weapons.
  Chemical Analysis Unit (Cr0,000, TL8, 5kg) A small 
  portable lab unit that can analyze gases or liquids, or even 
  small samples of solids such as rock and metal. The unit 
  gives a readout of composition and can monitor for certain 
  compounds automatically, functioning as a chemical-threat 
  alarm system.
  Combination Analysis Unit (Cr25,000, TL0, 7kg) A 
  Biological/Chemical lab unit in a portable housing, capable 
  of all the functions of the bio and chemical analysis units 
  but faster and with greater accuracy. The unit’s database 
  contains many common and uncommon compounds and 
  can advise on the properties of (and hazards posed by) most 
  known substances.
  Communicator, Laser (Cr2,500, TL8, .5kg) A line-of-sight 
  communications device, a laser comm has limited range 
  but is almost completely secure and undetectable. At TL0, 
  microwave lasers can be used, which allow faster data 
  transfer. The cost is the same as for a basic laser unit.
  Communicator, Long Range (Cr500, TL6, 5kg) A backpack 
  mounted radio capable of ranges up to 500 km and contact 
  with ships in orbit. Ten separate channels. At tech level 7 
  the unit’s weight drops to .5 kg and it becomes belt or sling 
  mounted.
  Communicator, Medium Range (Cr200, TL5, 0kg) A belt-
  mounted or sling carried radio set capable of up to 30 
  km	 range,	 and	 contact	 with	 official	 radio	 channels.	 Five	
  separ¬ate channels. At tech level 7, the unit’s weight drops 
  to 500 grams.
  Communicator, Short Range (Cr00, TL5, 5kg) A belt-
  mounted radio capable of 0 km range (much shorter 
  underground or underwater). Three separate channels. 
  At tech level 7 the unit’s weight drops to 300 grams and it 
  becomes hand-held.
  Communicator, Personal (“Comm”) (Cr50, TL8, 00g) A hand-
  held, single channel communication device. On world with a 
  tech level of 8 or higher a personal communicator is able to 
  tap into the world’s satellite communication network and with 
  the proper address, contact any other communicator in the 
  world (for a small fee). The channel is private, but not secure 
  and may be monitored on some worlds. Usually network 
  access can be arranged at the local starport for a few credits 
  per week. On worlds without a comm network and satellites 
  or ground relays to make long-distance communication 
  possible, personal communicators will not work except for 
  direct comm-to-comm contact over distances of not more 
  than a few hundred meters.
  Many individuals purchase accessories for their comm. The 
  most useful is a specialized computer device called an Aide, 
  available from TL9 onward. The Aide stores a considerable 
  amount of information that the character feels he may 
  find	 useful,	 downloads	 news	 or	 market	 information	 when	
  available, and reminds the character about his schedule at 
  appropriate times. Many travellers conduct their business by 
  comm while on the move. An Aide costs Cr250.
  Communicator, Personal, Advanced (Cr300, TL9, 00g) A 
  more capable version of the basic hand-held comm, normally 
  worn as a wristband. The advanced comm incorporates all 
  the functions of an Aide, and has more memory available for 
  specialist functions.
   
  Commsat, Short-Term (Cr25,000, TL9, 25kg) A simple 
  communications-relay device designed to be placed in orbit 
  from a starship or ground launcher. It will last about 4-8 
  weeks in orbit and is not reusable.
  Commsat, Standard (Cr50,000, TL7, 00kg) A simple 
  communications-relay device designed to be placed in orbit 
  from a starship or ground launcher. It will last about 6 months 
  to a year in orbit and is not reusable.
  Densitometer (Cr5,000, TL3, 7kg) A bulky device used by 
  field	scientists	and	engineers	to	determine	the	thickness	and	
  density of materials. Densitometers can give an indication of 
  the likely composition of a material and can be used to map 
  underground areas or buildings without entering them. A TL 
  4 version costs Cr2,000 and weights half as much.
  Depth Gauge (Cr25, TL6, negligible weight) The depth 
  gauge allows a character to know how far underwater he or 
  she is. It is a simple device at TL6. More advanced versions 
  have more functions including air-remaining calculations 
  and decompression-halt warnings.
  Field	 Surveillance	 Radar	 (Cr5,000,	 TL9,	 20kg)	 The	 field	
  surveillance radar is designed to provide surveillance of 
  open-approach areas in conditions of limited visibility. It 
  has a range of 500 meters and comes with a tripod mount. 
  It detects moving objects of 0. liters of volume or more 
  within range, and requires external power (a generator or a 
  vehicle’s power plant) to operate.
  Hand Calculator (Cr0, TL7, 00g) Provides basic 
  mathematical calculations. The hand calculator is the basic 
  tool of any competent astrogator and a weapon of last resort 
  when the ship’s computer is down. Plotting a Jump by hand, 
  even with a calculator, is a very long process requiring days 
  of intense effort.
  Hand Computer (Cr,000, TL8, 500g) The ‘handcomp’ 
  provides services of a small computer, plus serves as a 
  computer terminal when linked (by its integral radio, network 
  interface jack, or by other circuit) to a standard computer. 
  A Hand Computer is also capable of audio recording and 
  playback, and includes an integral digital camera.
  
  - 63 -
  Map Box (Cr2,500, TL9, kg) A compact (250 x 250 x 0 
  mm, expanding to 000 x 000 x 0 mm when opened) 
  storage system for computer generated maps of a world. 
  Scale may be adjusted. Most inhabited planets have insert 
  chips available for Cr50. When not available, two orbital 
  sweeps of the world are required to obtain the necessary 
  data to construct a map chip. Blank map chips are available 
  for Cr30.
  Metal Detector (Cr300, TL6, kg) A handheld device that 
  Indicates presence of metal within a 3 meter radius (including 
  underground), with the indicating signal growing stronger as 
  it gets closer to the source.
  Navsat (Cr35,000, TL9, 00kg) A simple orbital beacon 
  to assist navigation in space or on the ground. It can be 
  deployed by a starship with missile launchers (in which case 
  its	orbital	duration	is	indefinite,	though	systems	will	eventually	
  fail) or from a ground launcher, in which case orbital life is a 
  few weeks.
   
  Neural Activity Detector (Cr35,000, TL4, 20kg) A large and 
  bulky unit that detects brainwave activity and can indicate 
  the order of the creature emitting it (i.e. Human-equivalent 
  might be Vargr, Aslan or Droyne; Dog-equivalent might 
  actually be a horse or a kian), and the number of emissions 
  (individuals) within an area. The unit is not very reliable 
  or precise; it can be fooled by large numbers of low-order 
  brainwave emissions. At TL5, the unit weighs only 0kg 
  and costs Cr65,000. TL5 units are also more reliable.
  Portacomp (Cr,000, TL7, kg) A laptop or briefcase-sized 
  computer capable of interfacing with a personal comm and 
  larger computers. A portacomp can run a range of programs, 
  and can be used to provide additional processing power to 
  a translator or analysis unit, or simply to store data. Higher 
  tech versions are more capable.
  Radiation Counter (Cr250, TL5, kg) Indicates presence 
  and intensity of radioactivity within a 30-meter radius. The 
  indicating signal will grow stronger as the detector is brought 
  closer to the source.
  Radio Jammer, Man-Portable (Cr20,000, TL7, 6kg) A 
  backpack (or suitcase) barrage-jammer capable of jamming 
  radio communications within a 0 km radius, powered by 
  a battery capable of 24 hours of continued operation. The 
  jammer could also be hooked up to a generator or a vehicle’s 
  power plant for longer-duration operation.
  Satellite Ground Station (Cr5,000, TL8, 5kg) A portable 
  ground control and communications station allowing satellites 
  to be controlled or maneuvered in orbit. The ground station 
  does not include launch capability.
  Satellite Launcher, Field (Cr00,000, TL9, 500kg) A semi-
  mobile ground launch unit for small satellites. The package 
  includes a gantry and control unit, plus a single booster, but 
  no satellites. Additional boosters cost Cr 50,000 and weigh 
  200kg. The launcher can only put temporary satellites into 
  low orbit. 
  Survey Satellite (Cr00,000, TL, 50kg) A Sursat can be 
  launched from a shipboard missile system or a ground 
  launcher. It is capable of undertaking basic communications 
  and beacon functions and quite sophisticated mapping 
  and survey operations. Sursat can report on weather and 
  atmospheric conditions constantly. Life is 3-5 years if placed 
  in a stable orbit.
  Scanner, Comms (Cr250, TL8, 500g) A handheld 
  communications detector that allows the user to intercept 
  and	 listen	 to	 (but	 not	 jam)	 radio	 traffic.	 Scanners	 cannot	
  decrypt or record transmissions, nor can the device detect 
  bugs and similar low-power transmitters.  
  Scrambler Unit (Cr200, TL8, 00g) A small com-scrambler 
  and encryption unit that can be used wit a personal comm or 
  other communications devices.
  Signal Mirror (Cr0, TL2, negligible weight) A simple hand-
  held	mirror	which	could	be	used	to	reflect	sunlight	and	thus	
  catch the attention of a distant observer. Includes a small 
  sighting	hole	that	enables	the	signaler	to	direct	the	flashes	
  of light at a particular target.
  Sonar	 Rangefinder	 (Cr1,000,	 TL7,	 10kg)	 A	 simple	 sonar	
  unit used primarily to determine the depth of water under a 
  diver or the keel of a boat. Simple sonar units are not very 
  accurate,	and	are	fooled	by	seabed	clutter,	fish	and	similar	
  false returns. This personal unit is of little use in combat.
  Translator (Cr00, TL8, 00g) A handheld device capable 
  of translating audible language into Galanglic (or any other 
  language). The basic translator is set for several dialects and 
  the common languages of the region. Additional language 
  chips are available for Cr500 per language. 
  The translator cannot translate an unknown tongue. It is 
  not “smart”, but merely recognizes sounds and converts 
  them. A unit capable of translating nonverbal communication 
  (pheromones,	sign	language	etc.)	costs	five	times	as	much	
  as the basic version. One example is the Voder used by 
  Hivers to communicate with non-Hivers.
  
  - 64 -
  PetS, liveStoCK, RoBotS AND heAvy 
  EQUIPMENT
  It is not possible to detail every possible purchase here, but 
  a few of the commonest and most useful ones are listed, 
  along with labor-saving equipment. 
  Cargobot (C30,000, TL9, ,000kg) Not a true robot, the 
  cargobot is a powerful lifting/carrying unit operated from 
  close by. Most cargobots use a “waldo” system, whereby 
  the user directly controls the bot with his or her own body 
  motions. 
  Cargo Hoist (Cr5,000, TL8, 50kg) A portable powered hoist 
  used to maneuver heavy objects (such as cargo containers) 
  outside a starship or in a frontier port with no facilities 
  available.
  Cargo Walker (Cr45,000, TL0, ,300kg) a variation on the 
  cargobot theme, a Cargo Walker is basically a powered exo-
  skeleton similar to that used in Battle Dress. It is much more 
  bulky and a lot clumsier but permits an individual to act like a 
  walking forklift truck, which can be useful in tight spaces. 
  Companion Animal, Small (Cr to Cr00, TL0, kg to 0kg) 
  A cat, parrot or similar animal kept as a pet. Animals of this 
  type are unlikely to be much use for anything except possibly 
  target practice. 
  Companion Animal, Medium (Cr0 to Cr,000, TL0, 0kg 
  to 30kg): A dog or similar animal kept as a pet or working 
  animal. Fighting or guard dogs and similar animals start at 
  five	times	the	price.
  Dozerbot (Cr50,000, TL9, 2,000kg) Not a true robot, the 
  dozerbot is an earthmoving unit operated from close by. It 
  is	fitted	with	a	dozer	blade	and	a	small	backhoe.	A	properly	
  used dozerbot is capable of doing the work of 8 men.
  Food Animal, Large (Cr,000 to Cr0,000, TL, 500kg to 
  5,000kg) A live cow or similarly sized food animal. Good 
  breeding stock animals may cost upwards of 20 times the 
  price of a beat intended for slaughter.
  Food Animal, Medium (Cr00 to Cr500, TL, 0kg to 500kg) 
  A live sheep or similarly sized food animal.
  Food Animal, Small (Cr to Cr0, TL, 500gr to 0kg) A live 
  chicken or similarly sized food animal.
  Janitorial Robot (Cr5,000, TL0, 20kg) A small, automated 
  robot that can be ‘taught’ which areas to look after. It will 
  run a pre-programmed cleaning routine or can operate semi-
  autonomously, vacuuming, dusting and sweeping at intervals 
  and also responding to cues like the sound of breaking 
  crockery. The basic model is rather stupid and tends to bang 
  into things, trip people up and get kicked across the room. A 
  more advanced version (at three times the price) has better 
  software and is generally better-behaved. Janitorbots have 
  been observed following pets around or trying to ‘tidy up’ 
  people who have stood still too long in the wrong place. It is 
  said that a true indication of a person’s social class is now 
  annoying his janitorbot is. 
  Kian (Cr,000, TL, 200kg) An alternative riding animal to the 
  horse,	Kian	are	large	flightless	birds	encountered	throughout	
  Charted Space. Like horses, they take a considerable 
  amount of feeding and general looking-after but can provide 
  mobility on areas where vehicles are inappropriate. 
  Prowlerbot (Cr0,000, TL0, 0kg) Not a true robot, 
  the prowlerbot is an automated security unit. It trundles 
  about	at	walking	speed	on	four	inflatable	tires	and	can	be	
  programmed with a route or ‘taught’ to patrol a given area 
  in a semi-random manner. The Prowlerbot has thermal and 
  movement detectors and sounds a shrill alarm if it discovers 
  something untoward. Alternatively, it can be instructed to 
  quietly alert a supervisor and act like it has not detected 
  anything. Prowlerbots are not usually armed as special 
  licensing is needed for security robots.
  Repair Walker (Cr70,000, TL, ,200kg) Similar to the Cargo 
  Walker, a Repair Walker is a powered exo-skeleton similar 
  to that used in Battle Dress, but more bulky and somewhat 
  clumsier.	 The	 exoskeleton	 is	 fitted	 with	 attachments	 for	 a	
  range of powered tools including grabs, cutting jaws, drills 
  and	 cutting/welding	 torches.	 The	 tool	 fit	 can	 be	 quickly	
  swapped by a trained support team, enabling the walker to 
  do the work of a whole repair gang in a space only two or 
  three men could get into.
  At TL2 and for 20,000 credits a sealed version is available 
  with the user encased in a life-support bubble for work in 
  space or underwater. The walker incorporates emergency 
  air takeoffs and propulsion gear for its intended environment. 
  The ultimate Repair Walker costs Cr5,000 and is treated to 
  resist corrosive and insidious atmospheres, enabling work in 
  almost any environment. 
  Riding Horse (Cr,000, TL, 200kg)  A horse of reasonable 
  quality for riding. Horses take a considerable amount of 
  feeding and general looking-after but can provide mobility on 
  areas where vehicles are inappropriate. Specialist animals 
  such	as	cavalry	mounts	or	racehorses	start	at	five	times	the	
  price; high-quality animals have no upper limit to their cost.
  Security Robot, Laser (Cr30,000, TL2, 20kg) Security bots 
  with lethal armament are uncommon and require a number 
  of expensive licenses. Where they do exist, energy weapons 
  are typical armament. The ‘laserbot’ mounts a Laser Carbine 
  on a swivel arm, in addition to an array of sensors. Security 
  bots are not designed for heavy combat but are armored as 
  Flex.
  Security Robot, Non-Lethal (Cr20,000, TL2, 00kg) 
  
  - 65 -
  Security bots with non-lethal armament are more common 
  than their deadly cousins. Licensing is still rigorous but still 
  more obtainable. The standard model ‘Thudbot’ mounts a 
  Stunbag launcher (treat as Thud Gun) fed from a 6-round 
  magazine and a chemical sprayer capable of delivering tear 
  gas or similar chemicals. It also has an array of sensors 
  available. Security bots are not designed for heavy combat 
  but are armored as Flex.
  TRAVEL AND ACCOMMODATION
  Daily life for adventurers can get expensive. Temporary 
  lodgings, food and drink, and local travel can all be quite 
  costly. This section deals with these staples of daily life. It 
  should be noted that prices vary from one locality to another, 
  and that there are some places that you just can’t get a 
  decent lobster omelet for any amount of credits.
  LIVING ExPENSES
  Characters need to feed themselves and have a place to 
  live while not involved in adventures. It is not possible to live 
  forever off ration bars and glop from a fusion still. Farmers 
  and low-tech barbarians in their home environment can be 
  considered to live “for free” from farming, gathering, hunting 
  and trapping what they need, but everyone else needs to 
  pay for long-term subsistence.
  BASiC CUiSiNe oN A DAily BASiS
  Food is available in a variety of forms and quali¬ties. Prices 
  indicated are per person.
  Restaurant meals of ordinary quality cost Cr0 per day. 
  Excellent quality meals range in price from Cr20 to Cr50 per 
  person. Travellers’ Aid Society facilities provide excellent 
  quality meals to members and guests for Cr20.
  Food purchased from vendors for preparation at home costs 
  about Cr5 per day, and weighs about  kg.
  Preserved foods for rations on expeditions may be canned 
  or packaged (Cr20 per day, weighs .5 kg) or dehydrated 
  (Cr25 per day, weighs .2 kg, dependent on locally supplied 
  water).
  SUBSiSteNCe oN A loNg teRM BASiS
  In situations where time passes quickly, personal survival or 
  subsistence costs can be assumed to be the values given 
  below:
  Starvation Level: A person must consume at least kg of 
  food per day or they will begin starving. A day’s ration of 
  canned, packaged, or dehydrated food is equal to the kg of 
  standard fare, regardless of actual weight. A character can 
  survive for a number of days equal to their Endurance before 
  starting to suffer the effects of starvation, but they will not 
  heal from any injuries during this period. For each extra day 
  spent	beyond	this	period	with	insufficient	food	supplies,	a	
  character will suffer  point of damage. This is recovered at  
  point per day once subsistence-level food is available. Note 
  that Starvation level food is not enough to allow recovery 
  – characters do not recover from starvation while they are 
  hovering on the brink of it.
  Subsistence Level: A character spending less than less than 
  required by their Social Standing on food and lodging (see 
  Ordinary Living, below) are considered to be existing at 
  subsistence level. While at this level, their Social Standing 
  will be temporarily lowered to a value equal to the level of 
  support the character can afford. For example a character 
  with a normal Social Standing of 9 can currently only 
  afford to spend Cr600 per month on food and lodging. This 
  amount is enough to support a normal Social Status of 6, 
  so the character’s effective SOC is 6 until he can regain the 
  trappings of his accustomed lifestyle.
  Ordinary Level: A character must spend Cr00 per point of 
  Social Standing each month on food and lodging to support 
  the lifestyle that comes with their status.
  High Living: A character that spends Cr250 per point of Social 
  Standing a month or more is considered to be living the high 
  life, the best of foods, high quality lodging, etc. Of course, 
  what is high living to someone with a Social Standing of 3 is 
  quite different than someone with a Social Standing of F.
  Starships: Passengers and crewmembers have their food 
  and lodging provided. This is part of the cost of operating a 
  starship and is built into the operating budget.
  
SOURCE: textdata/thevault/Traveller/06 - Traveller (T20)/Traveller - T20 - Special Supplement 06 - Guns, Gadgets and Gear.pdf