TEXT:  
  Artillery and Ortillery 
   
  The capabilities of weapons are reflected in their controls. These 
  charts determine the controls to be expected on weapons.  
   
   
  1�
  Fighting-2
  1�
   
  INDIRECT FIRE 
   Some weapons can attack targets which are not directly in their line of sight. This Indirect Fire involves Artillery (high arcing 
  shots which descend on the target), Ortillery (shots dropped from orbit on a target), or Bombing (shots dropped from flyers on 
  a target). In most cases, Indirect Fire is controlled by a Forward Observer. 
   
  The Observer Process 
   A Forward Observer identifies a Target, communicates 
  with an Indirect Fire weapon operator, and tells it the Target’s 
  location identifiers (he may give coordinates by voice, or 
  transmit data). 
   On the Forward Observer’s command (Fire One), the 
  weapon shoots one ranging shot. It arrives in the next Round. 
   The shot may deviate from a direct hit: roll Flux twice: once 
  for vertical and once for horizontal deviation. 
   The Forward Observer observes the impact of the shot.  
   Hit! If it hits, he tells the weapon operator (Hit! Fire For 
  Effect) and the weapon now fires one normal shot. It hits in 
  the next Round. 
   Miss! If it misses, he tells the weapon operator (Miss! Up X 
  Left Y) and the weapon fires a ranging shot. It hits in the next 
  Round and the process repeats. 
   
  THE OBSERVER METHOD 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  -5 
  -4 
  -3 
  -2 
  -1 
  0 +1 +2 +3
  +4
  +5
   
  -5 
   
   
   
   
   
   
   
   
   
   
   
   
  -4 
   
   
   
   
   
   
   
   
   
   
   
   
  -3 
   
   
   
   
   
   
   
   
   
   
   
   
  -2 
   
   
   
   
   
   
   
   
   
   
   
   
  -1 
   
   
   
   
   
   
   
   
   
   
   
   
  0 
   
   
   
   
   
  x 
   
   
   
   
   
   
  +1 
   
   
   
   
   
   
   
   
   
   
   
   
  +2 
   
   
   
   
   
   
   
   
   
   
   
   
  +3 
   
   
   
   
   
   
   
   
   
   
   
   
  +4 
   
   
   
   
   
   
   
   
   
   
   
   
  +5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Roll Flux twice: apply it vertically and horizontally to 
  determine where the shot actually hits. On each roll, apply 
  Mod Forward Observer skill (with a sign as appropriate) but 
  never beyond zero on the chart. 
   
   Deviation Scale. Indirect Fire weapons deviate in units of 
  50 meters. This may keep the hits in the same Range Band, 
  or may move it to another Range Band. 
  The Designator Process 
   A Forward Observer identifies a Target and is working with 
  either a Remote weapon slaved to the Designator, or with an 
  Indirect Fire weapon at another location.  
   
  Indirect Fire Weapons 
   He is using a Designator. He activates the Designator and 
  fires at the Target. 
   Hit! If he hits, he Triggers the Indirect Fire Weapon, which 
  then fires and will hit in the next Round. The operator must 
  fire again in the next Round to Redesignate the Target. 
   A Designator must Hit, but need not Penetrate. 
   Pre-Shot. An operator may Trigger the Indirect Fire 
  Weapon before he attempts to Designate a Target. In the 
  next Round, he Designates the Target: if he hits, the Indirect 
  Fire Weapon also hits; if he misses, the Indirect Fire Weapon 
  also misses (roll Flux twice for Deviation- it has to hit 
  somewhere). 
   Designate and Forget. Designators which use Spray 
  leave a residue on the Target. Once it has been hit, the 
  operator may pursue other activities. 
   
  Remote Indirect Weapons 
   A Remote weapon is emplaced at a location and slaved to 
  an operator’s Designator. When the Designator is fired, the 
  Remote is automatically ready to fire in support. 
   Triggered Operation. The Designator fires at the Target. 
  If it hits, the user Triggers the Remote weapon, which fires at 
  the designated target and hits in the next Round. 
   A Designator must Hit, but need not Penetrate. 
   Automatic Operation. The Designator fires at the Target, 
  and the Remote automatically fires at the same time. 
   A Designator must Hit, but need not Penetrate. If the 
  Designator misses, then the Remote misses. 
   FN. The FN for a Remote depends on its installation. 
   
   FN = Char + Skill 
   Char = Weapon Quality (if not already known, roll 2D-2). 
   Skill = Installation. 
   
   To Install A Remote Weapon 
   2D < Dexterity + Fighting 
   Installation = Assets minus Die Roll. 
   
  
  5�
  WMD-1 
  5
   
   
  WMD 
   Weapons of Mass Destruction include Nuclear, Biological, and 
  Chemical Weapons. 
  WMD-1 
   
   
   A variety of WMD are possible (if not readily available). Effects are in D: Blast-1D, Bang-2D, etc. 
   Bio and Chemical weapons are clouds or areas of effect, diminishing with distance from the center. 
   
  N PLAGUE “NI” 
  Biological Weapon 
   
   
  Versus 
  ------- Inflicts ------- 
  R= Proximity 
  1D-1 
  Infect 
  Infect 
  Poison  
  0 Contact 
  0 
  3 
  6 
  1 
   
  1 Contact 
  1 
  3 
  4 
   
   
  2 Touch 
  2 
  3 
  2 
   
   
  3 Miss 
  3+ 
  0 
   
   
   
   Ni is a contact bio-weapon. It does not degrade.  
   
   
  D PLAGUE “DA” 
  Biological Weapon 
   
   
  Versus 
  ------- Inflicts ------- 
  R= Proximity 
  1D-1 
  Gas 
  Infect 
  Poison  
  0 Direct Hit 
  0 
  3 
  3 
  3 
   
  1 Hit 
  1 
  3 
  2 
  2 
   
  2 Near Miss 
  2 
  3 
  1 
  1 
   
  3 Miss 
  3+ 
  0 
   
   
   
   Da is an air-borne infectious bio-weapon. It degrades after 
  one day.  
   
  R RAD POINT SOURCE “RUUN” 
  Nuclear Weapon 
   
   
  Versus 
  ------- Inflicts ------- 
  R= Proximity 
  1D-1 
  Rad 
  Rad 
   
   
  0 Direct Hit 
  0 
  9 
  5 
   
   
  1 Hit 
  1 
  6 
  4 
   
   
  2 Near Miss 
  2 
  3 
  2 
   
   
  3 Miss 
  3+ 
  0 
   
   
   
   Ruun is a radioactive object. It does not degrade.  
   
  Kh RADIATION “KH” 
  Nuclear Weapon 
   
   
  Versus 
  ------- Inflicts ------- 
  R= Proximity 
  1D-1 
  Rad 
  Rad 
   
   
  0 Direct Hit 
  0 
  6 
  6 
   
   
  1 Hit 
  1 
  4 
  4 
   
   
  2 Near Miss 
  2 
  2 
  2 
   
   
  3 Miss 
  3+ 
  0 
   
   
   
   Khulanii is a radioactive area dust contamination. It does 
  not degrade.  
   
  G POISON GAS “GALI” 
  Chemical Weapon 
   
   
  Versus 
  ------- Inflicts ------- 
  R= Proximity 
  1D-1 
  Gas 
  Suff 
  Poison Stench 
  0 Direct Hit 
  0 
  3 
  10 
  5 
  0 
  1 Hit 
  1 
  3 
  8 
  4 
  0 
  2 Near Miss 
  2 
  3 
  2 
  2 
  0 
  3 Miss 
  3+ 
  0 
  0 
  0 
  0 
   Gali is an odorless suffocating gas. Degrades 1 per 
  minute. 
   
  Z POISON GAS “ZALA” 
  Chemical Weapon 
   
   
  Versus 
  ------- Inflicts ------- 
  R= Proximity 
  1D-1 
  Gas 
  Suff 
  Poison Stench 
  0 Direct Hit 
  0 
  3 
  2 
  10 
  5 
  1 Hit 
  1 
  3 
   
  8 
  4 
  2 Near Miss 
  2 
  3 
   
  2 
  2 
  3 Miss 
  3+ 
  0 
   
  0 
  0 
   Zala is a poison gas with an identifiable odor. It degrades 1 
  per ten minutes. 
   
  T CROWD CONTROL GAS “TAT” 
  Chemical Weapon 
   
   
  Versus 
  ------- Inflicts ------- 
  R= Proximity 
  1D-1 
  Gas 
  Suff 
  Poison Stench 
  0 Direct Hit 
  0 
  3 
  3 
  1 
  7 
  1 Hit 
  1 
  3 
  2 
   
  4 
  2 Near Miss 
  2 
  3 
  1 
   
  2 
  3 Miss 
  3+ 
  0 
   
   
  1 
   Tat is a non-lethal gas. It degrades 1 per minute. 
   
  V CONTACT POISON “VON” 
  Chemical Weapon 
   
   
  Versus 
  ------- Inflicts ------- 
  R= Proximity 
  1D-1 Poison Poison
  Tranq  
  0 Contact 
  0 
  3 
  5 
  6 
   
  1 Contact 
  1 
  3 
  4 
  3 
   
  2 Touch 
  2 
  3 
  1 
  1 
   
  3 Miss 
  3+ 
  0 
   
   
   
   Von is a surface contaminant. It does not degrade. 
   
   R= distance from the release point (assumes a random targeting in the area). 
   Versus= Weapon attacks as stated against armor and protection. If it overwhelms the protection, use Inflicts=. 
  Range= 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  Range 
  Contact 
  Vshort 
  Short 
  Medium 
  Long 
  Vlong 
  Distant 
  VDistant 
  Orbit 
  Far Orbit 
  Distance 
   
  5 m 
  50 m 
  150 m 
  500 m 
  1000 m 
  5000 m 
  50 km 
  500 km 
  5000 km 
   
  
  5�
  WMD-2 
  5
   
   
  WMD 
   Weapons of Mass Destruction include Nuclear, Biological, and 
  Chemical Weapons. 
  WMD 
   
   
   A variety of WMD are possible (if not readily available). Note effects are in D: Blast-1D, Bang-2D, etc. 
   
  Suitcase 
  Nuclear Weapon 
  R= Proximity 
  1D-1 
  Blast 
  BFE* 
  Burn 
  Rad 
  0 Direct Hit 
  0 
  Vaporized 30D 
  1 Hit 
  1 
  Vaporized 25D 
  2 Hit 
  2 
  10 
  12 
  12 
  20 
  3 Vnear Miss 
  3 
  5 
  6 
  3 
  20 
  4 Near Miss 
  4 
  1 
  4 
  1 
  5 
  5 Far Miss 
  5 
   
  2 
   
  3 
  6 Miss 
  6 
   
   
   
   
   Suitcase is a portable nuclear weapon. 
   
  Tactical 
  Nuclear Weapon 
  R= Proximity 
  1D-1 
  Blast 
  BFE* 
  Burn 
  Rad 
  0 Direct Hit 
  0 
  Vaporized 50D 
  1 Hit 
  1 
  Vaporized 40D 
  2 Hit 
  2 
  Vaporized 30D 
  3 Vnear Miss 
  3 
  10 
  12 
  12 
  20 
  4 Near Miss 
  4 
  5 
  6 
  3 
  20 
  5 Far Miss 
  5 
  1 
  4 
  1 
  5 
  6 Miss 
  6 
   
   
   
   
   Tactical is a typical battlefield nuclear weapon. 
   Dirty Tactical is the same weapon with intentional 
  radioactive contamination = 4x Rad. 
   
  Strategic 
  Nuclear Weapon 
  R= Proximity 
  1D-1 
  Blast 
  BFE* 
  Burn 
  Rad 
  0 Direct Hit 
  0 
  Vaporized 100D 
  1 Hit 
  1 
  Vaporized 90D 
  2 Hit 
  2 
  Vaporized 80D 
  3 Vnear Miss 
  3 
  Vaporized 50D 
  4 Near Miss 
  4 
  10 
  12 
  12 
  20 
  5 Far Miss 
  5 
  5 
  6 
  3 
  20 
  6 Miss 
  6 
  1 
  4 
  1 
  5 
   Strategic is a typical strategic nuclear weapon. 
  Massive Explosion 
  Missile Warhead 
  R= Proximity 
  Sz-1D Blast 
  BFE* 
  Rad 
  Burn 
  0 Direct Hit 
  5 
  Vaporized 100D 
  1 Hit 
  6 
  90 D 
  20 D 
  10 D 
  30 D 
  2 Hit 
  7 
  40 D 
  15 D 
  10 D 
  20 D 
  3 Vnear Miss 
  8 
  30 D 
  10 D 
  10 D 
  10 D 
  4 Near Miss 
  9 
  10 D 
  5 D 
  5 D 
  5 D 
  5 Far Miss 
  10 
  5 D 
  1D 
  1D 
  1D 
  6 Miss 
  11 
   
   
   
   
   Assumes Missile-5 Warhead.  
   Sz-1D is Missile Size minus 1D. 
   
   Missiles-4-5-6-7 Warheads can inflict Massive Explosion. 
   Missile-5 is the Benchmark for effects. 
   Missile-4 inflicts one-tenth damage, 
   Missile-6 inflicts double damage. 
   Missile-7 inflicts triple damage 
   Bang=0 if in space. 
   Non-Nuke ignore EMP and Rad. 
   Explosive (not Nuke) inflicts one-tenth damage. 
   AM Anti-Matter inflicts additional triple damage. 
   
  Effects in Space 
   Weapons in Vacuum inflict Blast at one-tenth Effect. 
   Bang= 0. 
    
   
   
  Using These Tables 
   Each of the weapons on this page vaporizes the target with 
  a Direct Hit. 
   If the result is potentially NOT a Direct Hit, roll 1D-1 (or 
  Missile Size – 1D for Massive Explosion) and implement the 
  noted Effects instead.  
   
   
   
   
   
   
   
   *BFE= Bang, Flash, and EMP are each inflicted in this amount. 
   *BF = Bang and Flash are each inflicted in this amount. 
   R= distance from the release point (assumes a random targeting in the area). 
   Versus= Weapon attacks as stated against armor and protection. If it overwhelms the protection, use Inflicts=. 
   
  Range= 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  Range 
  Contact 
  Vshort 
  Short 
  Medium 
  Long 
  Vlong 
  Distant 
  VDistant 
  Orbit 
  Far Orbit 
  Distance 
   
  5 m 
  50 m 
  150 m 
  500 m 
  1000 m 
  5000 m 
  50 km 
  500 km 
  5000 km 
   
  
  5�
  WMD-2 
  5
   
   
  Military Explosions 
   Many military weapons are explosives, or create explosions. 
  Explosions 
   
   
   A variety of military explosive weapons are available, either as battlefield events, or as the projectiles of other weapons. 
   Note effects are in D: Blast-1D, Bang-2D, etc. 
   
  Grenade 
  Military Explosions 
  R= Proximity 
  1D-1 
  Blast 
  Bang 
  Frag 
  Flash 
  1 Hit 
  0 
  1 
  2 
  1 
   
  2 Near Miss 
  1 
   
  1 
   
   
  3 Miss 
  2 
   
   
   
   
   Grenade is hand (manipulator) thrown.  
   
  Flash-Bang 
  Military Explosions 
  R= Proximity 
  1D-1 
  Blast 
  Bang 
  Frag 
  Flash 
  1 Hit 
  0 
  1 
  4 
  1 
  6 
  2 Near Miss 
  1 
   
  2 
   
  3 
  3 Miss 
  2 
   
   
   
   
   Flash-Bang is a distracting device. 
   
  60-Sec 
  Military Explosions 
  R= Proximity 
  1D-1 
  Blast 
  Bang 
  Frag 
  Flash 
  1 Hit 
  0 
  1 
  2 
  1 
   
  2 Near Miss 
  1 
   
  1 
   
   
  3 Miss 
  2 
   
   
   
   
   Alternative Grenade. Attacks as Grenade after a delay 
  (thrown in Turn=1; screams its message all through Turn=2; 
  explodes in Turn=3). Grenade screams (in local language):  
  “I AM A 60-SECOND GRENADE, 59, 58, 57….” 
   
  IED 
  Military Explosions 
  R= Proximity 
  1D-1 
  Blast 
  Bang 
  Frag 
  Flash 
  1 Hit 
  0 
  2 
  3 
  2 
  1 
  2 Near Miss 
  1 
  1 
  2 
  1 
   
  3 Miss 
  2 
   
  1 
   
   
   Improvised Explosive Device. Remotely triggered. 
   
   
  Artillery Shell 
  Military Explosions 
  R= Proximity 
  1D-1 
  Blast 
  Bang 
  Frag 
  Pen 
  1 Hit 
  0 
  3 
  4 
  5 
  3 
  2 Near Miss 
  1 
  2 
  3 
  3 
   
  3 Miss 
  2 
  1 
  2 
  1 
   
   Artillery Shell is an incoming attack from distant artillery.  
   
   
  Ortillery Shot 
  Military Explosions 
  R= Proximity 
  1D-1 
  Blast 
  Bang 
  Frag 
  Flash 
  1 Hit 
  0 
  1 
  2 
  1 
   
  2 Near Miss 
  1 
   
  1 
   
   
  3 Miss 
  2 
   
   
   
   
   Ortillery Shot is an incoming attack from orbit (alternative 
  to Ortillery missiles).  
  AF Warhead 
  Military Explosions 
  R= Proximity 
  1D-1 
  Blast 
  Bang 
  Frag 
  Pen 
  1 Hit 
  0 
  5 
  3 
  10 
  4 
  2 Near Miss 
  1 
  3 
  2 
  5 
   
  3 Miss 
  2 
  1 
  1 
  3 
   
   Anti-Flyer Warhead attacks flyers. 
   
  AA Warhead 
  Military Explosions 
  R= Proximity 
  1D-1 
  Blast 
  Bang 
  Frag 
  Pen 
  1 Hit 
  0 
  2 
  2 
  1 
  5 
  2 Near Miss 
  1 
  1 
  1 
   
   
  3 Miss 
  2 
   
   
   
   
   Anti-Armor Warhead attacks tanks and vehicle armor. 
   
  Hvy AA Warhead 
  Military Explosions 
  R= Proximity 
  1D-1 
  Blast 
  Bang 
  Frag 
  Pen 
  1 Hit 
  0 
  2 
  2 
  1 
  10 
  2 Near Miss 
  1 
  1 
  1 
   
   
  3 Miss 
  2 
   
   
   
   
   Heavy Anti-Armor Warhead (upgraded in effects) attacks 
  tanks and vehicle armor. 
   
   
   
  Land Mine 
  Military Explosions 
  R= Proximity 
  1D-1 
  Blast 
  Bang 
  Frag 
  Flash 
  1 Hit 
  0 
  2 
  3 
  10 
  1 
  2 Near Miss 
  1 
  1 
  2 
  2 
   
  3 Miss 
  2 
   
  1 
   
   
   Land Mine attacks individual who moves into the same 
  Range Band.  
   
  AA Land Mine 
  Military Explosions 
  R= Proximity 
  1D-1 
  Blast 
  Bang 
  Frag 
  Pen 
  1 Hit 
  0 
  2 
  3 
  2 
  10 
  2 Near Miss 
  1 
  1 
  2 
  1 
   
  3 Miss 
  2 
   
  1 
   
   
   AA Land Mine ignores individuals; attacks ground 
  vehicle which moves into the same Range Band.  
   
   
   
  
  1�
  Environment-1 
  1�
   
   
  Environmental Effects 
   Benchmarks provide insights into the expected consequences of 
  commonplace situations 
  7-1 
   
   
  Code Event 
  Effect1 
  Effect2 
  Effect3 Comment 
  TC 
  Temperature 
   Extreme Cold 
  Cold-25 
   
   
  HZ+2 and outer 
  = - 100 C 
  Fr 
   
   Intense Cold 
  Cold-16 
   
   
   
  = - 75 C 
   
   
   Very Cold 
  Cold-2 
   
   
  HZ+1 
   
  Tu 
   
   Cold 
  Cold-1 
   
   
   
  =     0 C 
   
   
   Temperate 
  -none- 
   
   
  Temperate World 
   
   
   
   Hot 
  Heat-1 
   
   
   
  =   50 C 
   
   
   Very Hot 
  Heat-2 
   
   
  HZ -1 
   
  Tr 
   
   Intense Heat 
  Heat-16 
   
   
   
  = +125 C 
   
   
   Extreme Heat 
  Heat-25 
   
   
  HZ -2 and inner 
  = +150 C 
   
   
   Slow Reentry 
  Heat-50 
   
   
   
  = +200 C 
   
   
   Reentry 
  Heat-2000 
   
   
  Typical orbital rentry 
  =  
   
   
   Reentry Plus 
  Heat-3000 
   
   
  Orbital reentry to Dense Atm =8+ 
   
  Atmosphere 
  0 Vacuum 
  Suff-3 
   
   
   
  Va 
   
  1 Trace 
  Suff-3 
   
   
   
   
   
  2 Very Thin Tainted 
  Suff-2 
  Poison-1 
   
  Combination-5 
   
   
  3 Very Thin 
  Suff-2 
   
   
  Respirator-5 
   
   
  4 Thin Tainted 
  Suff-1 
  Poison-1 
   
  Combination-5 
   
   
  5 Thin 
  Suff-1 
   
   
  Respirator-5 
   
   
  6 Standard 
  -none- 
   
   
   
   
   
  7 Standard Tainted 
   
  Poison-1 
   
  Filter-3 
   
   
  8 Dense 
  -none- 
   
   
   
   
   
  9 Dense Tainted 
   
  Poison-1 
   
  Filter-3 
   
   
  A Exotic 
  Suff-1 or 
  Infection-1 or  
  Breather-9 or Rebreather-10 
   
   
  B Corrosive 
  Corrode-1 
  Poison-1 
   
   
   
   
  C Insidious 
  Corrode-2 
  Poison-2 
   
   
   
   
  D Dense High 
   
   
   
   
   
   
  E Ellipsoid 
   
   
   
   
   
   
  F Thin-Low 
   
   
   
   
   
   
   Underwater 
  Suff-2 
   
   
  for Air Breathers 
   
   
   Smoke, Dust 
  Suff-1 
   
   
   
   
   
   Heavy Smoke 
  Suff-2 
   
   
   
   
   
   Chemical Smoke 
  Suff-2 
  Poison-1 
   
   
   
  Radiation 
   Non-Radioactive 
  -none- 
   
   
   
   
   
   Mildly Radioactive Rad-1 
   
   
   
   
   
   Radioactive 
  Rad-2 
   
   
   
   
   
   Highly Radioactive Rad-3 
   
   
   
   
   
   Stellar Flare 
  Rad-1-2-3 
  EMP-2 
   
   
   
   
   Nuclear Explosion Rad-1-2-3 
   
   
  Otherwise quite distant. 
   
   
   Fallout 
  Rad-1-2-3 
   
   
   
   
  Impacts, Falls and 
   Trip and Fall 
  Wound-1 
   
   
   
   
  Collisions 
   Hi-G Trip and Fall 
  Wound-2 
   
   
   
   
   
   Very High Fall 
  Wound-N 
   
   
  N= Range. 
   
   
   One-Story Fall 
  Wound-2 
   
   
  Height = 3 meters 
   
   
   Traffic Collision 
  Wound-1-2-3 
   
   
  Reasonable speeds 
   
   
   Crash 
  Wound-3-4-5 
   
   
  Higher speeds 
   
  Weather 
   Storm 
  Blast-1-2 
   
   
   
   
   
   Blizzard 
  Blast-1-2 
  Cold-1-2-3 
   
   
   
   
   Hurricane 
  Blast-1-2-3 
   
   
   
   
   
   Tornado 
  Blast-2-3-4 
   
   
   
   
   
   Hail 
  Frag-1 
   
   
   
   
   
   Typhoon 
  Blast-1 
   
   
   
   
   
   Turbulence 
  Blast-1 
   
   
   
   
   
   Scirroco 
  Blast-1 
  Hot-1-2-3 
   
  Hot Winds. 
   
   
   Lighting 
  Elec-5 
   
   
   
   
   
   Thunder 
  Bang-5 
   
   
   
   
   
   Bright Sun 
  Flash-1 
  Hot-1 
   
  Unrelenting Desert Sun 
   
  
  1�
  Environment-2 
  1�
   
   
  Environmental Effects 
   Benchmarks provide insights into the expected consequences of 
  commonplace situations. 
  7-2 
   
   
  Code Event 
  Effect1 
  Effect2 
  Effect3 Comment 
  TC 
  Events and 
   Volcanic Eruption 
  Blast-1 
  Frag-1 
  Burn-1  
  Encounters 
   Allergic Reactions Tranq-1-2-3 
   
   
  Actual Effects vary wildly 
   
   Poison Reactions 
  Poison-1-2-3 
   
   
   
   
   Fire 
  Burn-1-2-3 
   
   
   
   
   Loud 
  Bang-1 
   
   
   
   
   Decompression 
  Suff-2 
   
   
   
   
   Flood 
  Cold-1 
  Suff-2 
   
   
   
   Rough Vegetation Cut-1 
   
   
  Thorns.  
   
   Plague 
  Infection-1-2-3  
   
   
   
   Short Circuit 
  Elec-2 
   
   
   
   
   
  Code Event 
  Effect1 
  Effect2 
  Effect3 Comment 
  TC 
  Stars and Space 
   Star 
  Flash-3 
  Heat-3 
   
  In Space. Quite Close 
   
   Star 
  Flash-2 
  Heat-2 
   
  In Space. Closer Than HZ 
   
   Star 
  Flash-1 
  Heat-1 
   
  In Space. In Habitable Zone 
   
   Star 
   
   
   
  In Space. Farther Than HZ. 
   
   Vacuum 
  Suff-3 
   
   
   
   
   Stellar Flare 
  Flash-4 
  Rad-1-2-3 
  EMP-1 In Space.  
  Stars and Space 
   Nova 
  Flash-9 
  Heat-9 
  EMP-4 In Space. Quite Close 
   
   Nova 
  Flash-7 
  Heat-7 
  EMP-3 In Space. Closer Than HZ 
   
   Star 
  Flash-5 
  Heat-5 
  EMP-2 In Space. In Habitable Zone 
   
   Star 
  Flash-3 
  Heat-3 
  EMP-1 In Space. Farther Than HZ. 
   
   
   
    
  Inflicts 
  Intensity 
  Body Weapons 
   Fists 
  Blow 
  1D 
   
   Horns 
  Cut 
  1D 
   
   Tusks 
  Infection 
  1D 
   
   
   Fangs 
  Cut 
  1D  
   
   Teeth 
  Cut 
  1D  
   
   Claws 
  Cut 
  1D  
   
   Hooves 
  Blow 
  1D  
   
   Spikes 
  Cut 
  1D 
   
   Sting 
  Poison 
  1D 
  or Tranq 
   
   Gripper 
  Blow 
  1D 
   
   Grasper 
  Blow 
  1D 
   
   Tentacle 
  Blow 
  1D 
   
   Hand 
  Blow 
  1D 
   
   Paw 
  Blow 
  1D 
  
SOURCE: textdata/thevault/Traveller/09 - Traveller5/Traveller5/17 Personal Combat- Additional.pdf