TEXT:  
  - 00 - 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SIZE, RANGE, SPEED, AND DISTANCE 
  Size= 
  Range= 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  Size 
   
   
  Eye 
  Head 
  Crouch 
  Person 
  Vehicle 
  ACS 
  BCS 
   
  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 
  Speed 
  Still 
  Walk 
  Run 
   
  Tracked 
  Wheeled 
  ACV 
   
   
   
   Understanding Sizes. Most people are Size=5. A half-hidden person is Size=4, as is a Small sophont. Just a head or a limb 
  is Size=3. A very small control sensor, or an eye, is Size=2. Most vehicles are Size=6. ACS Adventure Class Starships (2000 
  tons or less) starships are Size=7. BCS Battle Class Starships are Size=8. 
   Size minus Range gives apparent size. A Size-5 Person at Range=5 looks about the same size as a Size-6 Vehicle at 
  Range=6. If Size minus Range is less than zero, the object to too far away to see (or attack). 
   Understanding Speeds. Humans (and most sophonts) Walk at Speed=1 and Run at Speed=2. The full array of Speeds is 
  shown on the Vehicles Speed Chart 
  
   
  - 00 - 
   
   
  Personal Combat
   
   Conflicts between individuals, groups, or military units is resolved using the Traveller 
  Combat System. 
   
   Combat is the resolution of violent conflict based on the weapons used, the tactics, decisions, and choices of the 
  participants, and some measure of chance. Combat is based on coarse variable scales which give a feeling of authenticity 
  without slavish adherence to exact formulas. Distance is a coarse set of approximate ranges. Time is a coarse measure of 
  passing time. Size is an approximation of the relative size of objects and targets. 
   Finally, the Traveller Combat System (TCS) assumes that many shots and many attacks are taking place, but many bullets 
  go wild and many attacks come to nothing. The system also assumes that there are lulls in the action which characters wait or 
  think or catch their breath. The TCS accomplishes all of these realistic constraints without burdening the players with arbitrary 
  or constraining rules. 
   
  THE ELEMENTS OF A FIGHT 
   A fight includes the following elements: 
   
  The Situation 
   A situation is an encounter. One or both sides 
  have goals and the situation dictates that violence 
  will be used to resolve the conflict.  
   The encounter is defined by: 
   The Participants. Participants are characters. 
  One side is the player-characters operated by the 
  players. The opposition consists of non-player 
  characters controlled by the referee. The 
  participants are defined along with the weapons, 
  armor, and protection they are using or have 
  available. 
   The Terrain. The location and its important 
  characteristics are the terrain. Terrain can provide 
  concealment to hide fighters from the enemy, and 
  cover to protect them from enemy attacks. Terrain 
  also serves to constrain or channel movement by 
  either side.  
   Initial Range. The distance between the two 
  sides determines which weapons can be used and 
  when. 
   
  The Battle 
   The characters attack, defend, move, and 
  otherwise act to resolve the encounter in a series 
  of Rounds.  
   In a Round, every participant has the 
  opportunity to move and to use a weapon (or to do 
  some other activity like use a communicator or 
  operate an important device). When every 
  participant has had an opportunity to act, the 
  current Round ends and the next Round begins. 
   
  The Aftermath 
   Once the fight is over, participants resolve the 
  consequences of their actions: gathering the dead, 
  helping the wounded, occupying the territory they 
  have won, or fleeing the enemy to a place of 
  safety. 
  SCALE 
   Fighting is based on variable distance in Range Bands, variable time 
  in Rounds, and approximate Size for Objects. 
   
  Distance Scale 
   Physical location for Fighting is tracked using Scaled Range Bands. 
  Each Band is numbered and corresponds to a specific physical distance 
  and to a benchmark object. 
   For example, Range Band 3 (Range=3) represents a distance of 
  approximately 150 meters. Its benchmark is a book (a typical human 
  can see a Size -3 (book-sized) object at 150 meters, but probably not at 
  the next Range Band). 
   Weapon maximum ranges are expressed in Range Bands. 
   
  Time Scale 
   Combat takes place in Rounds. Some seem like seconds; some seem 
  like hours. Some pass without anything happening; others are flurries of 
  activity.  
   At the end of combat, count the number of Rounds that have passed 
  and equate them generally to minutes (thus, a fight taking ten Rounds 
  probably took about ten minutes). 
   
   
  GUNMAKER, ARMORMAKER, AND VEHICLEMAKER 
   The Maker Series allows referees and players to design and produce 
  weapons, armor, and vehicles for use in the Traveller Combat System. 
   GunMaker produces a variety of weapons from low tech blades to 
  high-tech plasma guns, and provides their range, cost, combat effects, 
  and other details. 
   ArmorMaker produces a variety of armors and protections from 
  simple bullet-proof vests to powered armor, and provides their cost, 
  protective abilities, and other details. 
   VehicleMaker produces a variety of ground and air vehicles and 
  provides their cost, performance, and combat effects.  
   
   In addition, an armory full of pre-generated weapons is provided. 
   
  NON-COMBAT EVENTS 
   The Damage rules of the TCS can be implemented in non-combat 
  situations; they detail the effects of storms, blizzards, falls, collisions, 
  and other mishaps. 
   
  
   
  - 00 - 
  How Attacks Work 
   
  AN OVERVIEW 
   The central mechanism for Fighting is the Fighting 
  Action: an Attacker shoots a weapon at a Target and 
  resolves the Fighting Action to determine if the shot Hits. If it 
  misses, the process ends; if it succeeds, the Attacker 
  determines if it penetrates armor, and then determines 
  damage. 
   
  The Fighting Action takes into account: 
   The shooter’s Characteristic and Skill. 
   The target’s speed and evasion status. 
   The target’s size based on range. 
   Any target Mods, and 
    If shooting with AutoFire, a range penalty, or 
    If shooting with SnapFire, a greater range penalty. 
   
   
  Unskilled 
   If the character is 
  unskilled (or using default 
  Fighting=0) use 3D rather 
  than 2D. 
   
  Failure On 12 
   Any Attack (whether 2D, 
  3D) fails on a roll of 12. 
   
  First Attacker 
   The first one to attack 
  receives Mod +1 in any 
  Attack against him in the 
  Round. If the First Attacker 
  succeeds, that Target 
  cannot fire in the current 
  Round. 
   
   
   
  THE FIGHTING ACTION 
   
   
  FN 
   
  Speed 
   
  TSM 
   
  Mods 
   
  Range 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  2D 
  <  
  +  
  +  
  +  
  -
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  FN = 
   
  Characteristic + Skill 
   
   
  Speed = 
   
  Speed 
   
   
  TSM = 
   
  Size - Range 
   
   
  Mods = 
   
  As appropriate. Status 
   
   
  Range = 
   
     If Autofire, 1x Range 
   
   
   
   
     If SnapFire, 2x Range 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Hand To Hand: 
   Mod= Attacker Str minus 
  Defender Str. 
   Must be Range=0. 
   
  Duelling (Guns, Blades) 
   Mod= Attacker Dex 
  minus Defender Dex. 
   Range= 1 or 2. 
   
  Aiming 
   A Weapon may target 
  any Object or part of an 
  Object whose Size is equal 
  or greater than Range. 
  ATTACK TYPES 
   
   
  Speed must be 
   
   
  Aimed Fire 
  0 
  Single Shots 
   
  AutoFire 
  1 or less 
  Full Automatic 
   
  SnapFire 
  any 
  Quick Unaimed Fire 
   Special rules apply to Vehicles. 
   
  STATUS 
   
  Stealthy 
  Evading 
  Normal 
  Unaware
  Obvious 
   
  - 2 
  - 1 
  0 
  +1 
  +2 
   
  Sneaking 
  Zig-Zag 
  Fighting 
   
  Surprised 
   
   
  Crouched 
   
   
   
   
   
   
   
   
   
   
  SPEED 
   
   
   
  Still 
  Walk 
  Run 
   
  For People 
  0 
  +1 
  +2 
   
  For Vehicles 
  (use Speed) 
   
   
   
   
   
   
   Vehicle Speed above 2 is Negative (the vehicle is harder 
  to hit). But, a Vehicle moving directly Toward or Away From 
  the Attacker (then Mod = 0). 
   
  TARGET SIZE MOD 
   
   
   
   
   
   
   
  TSM= Size - Range 
   
   
   
   
   
   
   A Size-5 Object at Range=5 has TSM=0. 
   If TSM is less than 0, the Target cannot be attacked. 
   If Vehicle is behind something, or a person is prone, 
  Reduce Size by 1. 
  FIGHTING NUMBER 
   
   
   
   
   
   
   
  FN= 
  Characteristic + Skill 
   
   
   
   
   
   
   
  WEAPONS SKILLS AND CHARACTERISTICS 
  Based on Weapon Used: 
  Skill 
  Characteristic 
  Portable 
  BattleDress 
  + Dexterity 
  Fixed, Tank Mount 
  Artillery 
  + Intelligence 
  Gun, Gatling 
  Artillery 
  + Intelligence 
  Cannon, Autocannon 
  Artillery 
  + Intelligence 
  Launcher 
  Launcher 
  + Dexterity 
  Laser, Fusion, Plasma 
  Beams 
  + Dexterity 
  Acid, Fire, Gas, or Stench Sprays 
  + C2 
  Shock, EMP, Rad, Flash 
  Exotics 
  + C2 
  Freeze, Mag, Sonic, Grav 
  Exotics 
  + C2 
  Psi Amp 
  Exotics 
  + Psi 
  Edged Weapons 
  Blades 
  + Strength 
  Hand-to-Hand 
  Unarmed 
  + Strength 
  Designator 
  Fwd Observer + Dexterity 
  Fires Bullets * 
  Slug Thrower + Dexterity 
  *and not otherwise assigned. 
  Hand Thrown Explosives 
  Athlete 
  + Strength 
   Or  
  Explosives 
  + Strength 
   
   
  
   
  How Armor Works 
   
  AN OVERVIEW 
   When an attack hits a target, the Attacker determines if it penetrates armor, and then if it inflicts Injury to Beings and 
  Damage to Objects. If there is no Armor or Protection, determine Injury or Damage and apply it. 
   
  AGAINST ARMOR 
   
   
   
   
   
  1D per Weapon Effect= Injury 
   
  If Injury exceed Armor Value: 
   
   
  Reduce Armor Value 
  -1 
   
   
   
   
   
  Reduce RadProof  
  -1 
   
   
   
   
   
  Reduce SoundProof 
  -1 
   
   
   
   
   
  Reduce Insulated 
  -1 
   
   
   
   
   
  Reduce Sealed 
  -1 
   
   
   
   
  Apply Injury Exceeding Armor to Target 
   
   
   
   
   
  For example, Bullet-2 inflicts 2D against Armor-6. 
  Roll 2D, subtract Armor-6, and apply the excess to Target. 
   
  AGAINST PROTECTIONS 
   
   
   
   
   
  1D per Weapon Effect= Damage 
   
  If Damage exceed Protection Value: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Apply Damage Exceeding Protection to Target 
   
   
   
   
  For example, Stench-2 inflicts 2D against Sealed-8. 
  Roll 2D, subtract Sealed-8, and apply excess to Target. 
   
  HIT EFFECTS ON ARMOR 
   
   
   
   
   
   
   
   
   
   
   
  Code Effect 
  Must 
  Penetrate 
  Or 
  Must 
  Overwhelm 
  Armor 
  EMCage 
  Flashproof 
  Radproof 
  Soundproof 
  PsiShield 
  Insulated 
  Sealed 
  Type 
  Injures Beings 
  Damages Objects 
  A 
  Corrode 
  Armor 
   
  /
  Hit
  Yes 
  Yes
  B 
  Bullet 
  Armor 
   
  /
  Hit
  Yes 
  Yes
  C 
  Slash 
  Armor 
   
  /
  Cut
  Yes 
  Yes
  D 
  Blast/Blow Armor 
   
  /
  Hit
  Yes 
  Yes
  E 
  EMP 
   
  EMCage 
  /
  Fry
  Awareness 
  Electronics
  F 
  Frag 
  Armor 
   
  /
  Hit
  Yes 
  Yes
  G 
  Gas 
   
  Sealed 
  / Suff
  Yes 
  No
  H 
  Hot 
   
  Insulation 
  /
  Heat
  Yes 
  Yes
  I 
  Infection 
   
  Sealed 
  / Hit
  Yes 
  No
  J 
  Psi 
   
  PsiShield 
  /
  Stun
  Yes 
  No
  K 
  Burn 
  Armor 
   
  /
  Hit
  Yes 
  Yes
  L 
  Elec 
   
  Insulation 
  /
  Hit
  Yes 
  Yes
  M 
  Magnetic 
   
  (    ) 
  Stun
  Yes 
  Magnetics
  N 
  Bang 
   
  SoundProof 
  /
  Deaf
  Hearing 
  No
  O 
  Stench 
   
  Sealed 
  / Stun
  Yes 
  No
  P 
  Pain 
  Armor 
  Sealed 
  /
  / Stun
  Yes 
  No
  Q 
  Cold 
   
  Insulation 
  /
  Freeze
  Yes 
  No
  R 
  Rad 
   
  RadProof 
  /
  Hit
  Yes 
  Yes
  S 
  Sound 
   
  SoundProof 
  /
  Stun
  Yes 
  No
  T 
  Poison 
   
  Sealed 
  / Hit
  Yes 
  No
  U 
  Flash 
   
  Flashproof 
  /
  Blind
  Vision 
  No
  V 
  Vacc 
   
  Sealed 
  / Suff
  Yes 
  No
  W 
  Wound 
  Armor 
   
  /
  Hitt
  Yes 
  No
  X 
  Pen 
  Armor 
   
  /
  Hit
  Yes 
  Yes
  Y 
  Grav 
   
  (    )   
  Hit
  Yes 
  Yes
  Z 
  Tranq 
   
  Sealed 
  / Stun
  Yes 
  No
   
   / = Attack is stopped by this Armor or Protection. Otherwise, the Armor or Protection is ignored. 
   Must Penetrate. The act of penetrating destroys Armor. The armor value is permanently reduced. 
   Must Overwhelm. The act of overwhelming bypasses a protection. The protection value is unchanged. 
   
   For example, an EMP Projector hits with EMP-3. The Target has Cage=5. A successful attack rolls 3D (=10) for Fry against 
  the Target. Cage stops 5 of the 10; the Target receives Fry=5 against its Electronics; a person with Awareness receives 
  Ablind-5. An ordinary human would be unaffected.  
   
   
  
   
  How Injury and Damage Work 
   
  AN OVERVIEW 
   Injury or Damage in excess of those stopped by Armor or Protection is applied to the Target. 
   For Non-Player Characters and Equipment, make a simple assessment of Out-Of-Action if Injury or Damage is 10+. 
   For Player Characters and Equipment, assess detailed Injury and Damage as necessary. 
   
  Non-Player Character Injury =
  = Out-Of-Action  
  (ignore Injury 9 or less)
  Non-Player Object Damage = 10+ = Out-Of-Action  
  (ignore Damage 9 or less)
   
   
   
   
   
   
   
  CHARACTER HIT LOCATION
   
  OBJECT HIT LOCATION  
   
   
   
   
   
   
   
  Location
  2D 
  Location 
   
   
   
   
  If Injury is Hits or Cuts,  
  Head
  2 
  Comms 
  If Damage is Hits 
  Consult Hit Location Table  
  Head
  3 
  Cargo 
  Consult Hit Location Table 
   
   
   
    
  Left Arm
  4 
  Sensors 
   
  For other Injury,  
  Right Arm
  5 
  Protections 
  For other Damage. 
  go directly to Injury Table  
  Torso
  6 
  Life Support 
  Go directly to Damage Table 
   
   
   
   
   
  Torso
  7 
  Locomotion 
   
   
   
   
   
  Torso
  8 
  Power Source 
   
   
   
   
   
   
  Left Leg
  9 
  Body Panels 
   
   
   
   
   
   
  Right Leg
  10 
  Weaponry 
   
   
   
  Automatic Severity= 1 
  Graze
  11 
  Navigation 
   
   
   
  Automatic Severity= 1 
  Graze
  12 
  Computer 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  INJURY 
  (to Characters)
  Effect 
  Injury 
  Inflicts 
  Flash 
  Blind 
  Blind for Rounds = Injury 
  Slash 
  Cut 
  Total Cuts / 3 = Wound Severity 
  Bang 
  Deaf 
  Deaf for Rounds= Injury 
  Cold 
  Freeze 
  Unconscious if Check C3 fail* 
  EMP 
  Fry 
  Ablind for Rounds = Injury 
  Hot 
  Heat 
  Unconscious if Check C3 fails* 
  Pen 
  Hit 
  Bullet 
  Hit 
  Wound 
  Hit 
  Corrode 
  Hit 
  Blast/Blow Hit 
  Frag 
  Hit 
  Burn 
  Hit 
  Rad 
  Hit 
  Elec 
  Hit 
  Infection 
  Hit 
  Poison 
  Hit 
  Grav 
  Hit  
  Total Hits / 2 = Severity 
  Pain 
  Stun 
  Psi 
  Stun 
  Stench 
  Stun 
  Tranq 
  Stun 
  Magnetic 
  Stun 
  Sound 
  Stun 
  Unconscious for 
  Rounds = Injury. 
  Gas 
  Suff 
  Vacc 
  Suff 
  Unconscious if Check C3 fails* 
  *Mod -1 per Round of this Injury. 
   
   
  DAMAGE 
  (to Vehicles and Equipment)
  Effect 
  Damage 
  Inflicts 
  Slash 
  Cut 
  Total Cuts / 3 =  Severity 
  EMP 
  Fry 
  Rad 
  Fry 
  Inoperable for Rounds = Fry. 
  Hot 
  Heat 
  Inoperable for Rounds = Heat. 
  Pen 
  Hits 
  Bullet 
  Hits 
  Corrode 
  Hits 
  Blast/Blow Hits 
  Frag 
  Hits 
  Burn 
  Hits 
  Elec 
  Hits 
  Grav 
  Hits 
  Magnetic 
  Hits 
  Total Hits / 2 = Severity 
  Bang 
   
  Flash 
   
  Gas 
   
  Infection 
   
  Pain 
   
  Poison 
   
  Psi 
   
  Sound 
   
  Tranq 
   
  Vacuum 
   
  No Effect 
  Round Fractions Down. 
   
   
  \ 
  
   
  How Movement Works 
   
  AN OVERVIEW 
   Characters and Vehicles can change Range Bands in the course of combat.  
   They can change from one Band to an adjacent Range Band during the Movement Phase of a Combat Round, subject to 
  limitations. 
   
  CHARACTER MOVEMENT 
   
   
   
   
   
   
  Bands 0-1-2 
   A Character (minimum Speed=1) can 
  move one Band per Round between Bands 
  0 - 1 - 2. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bands 3-4-5 
   A Character (minimum Speed=2) can 
  spend Rounds equal to the destination 
  Band and then move one Band between 
  Bands 3 - 4 - 5 in the Movement Phase of 
  that final counted Round. 
   
   
   
   
   
   
  Bands 6 
   A Character at Range Band 6 or greater 
  cannot change Range during a battle. 
   
   
   
  RANGE BANDS 
   
  VEHICLE MOVEMENT 
   
   
   
   
   
   
  Bands 0-1-2 
   Vehicles cannot move closer than Range 
  Band 3 unless directly approaching the 
  Attacker. They may move one Band per 
  Round between Bands 0 - 1 - 2. 
   
   
   
   
   
   
   
   
   
   
   
   
  Bands 3-4-5-6 
   A vehicle at Speed=2 can spend Rounds 
  equal to the destination Band and then 
  move one Band between Bands 3 - 4 - 5 in 
  the Movement Phase of that final counted 
  Round. 
   
   A Vehicle at Speed=3 or greater can 
  move one Range Band per Round. 
   
   
  FLYERS 
   A Flyer may maintain Range unchanged 
  (the equivalent of Hover or Circling). 
   
   
   
   
   
  RANGE, SPEED, AND DISTANCE 
  Speed= 
  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 
  Speed 
  Still 
  Walk 
  Run 
   
  Tracked 
  Wheeled 
  ACV 
   
   
   
   Understanding Speeds. Humans (and most sophonts) Walk at Speed=1 and Run at Speed=2. The full array of Speeds is 
  shown on the Vehicles Speed Chart. 
  
   
  The Combat Round 
   
  AN OVERVIEW 
   Combat is resolved in Combat Rounds. 
   Each Round moves through five Phases 
  of activity. This sequence repeats with 
  each new Combat Round. 
   
  Combat Round = about 1 Minute 
   Combat takes place in Rounds. Some seem like seconds; some seem like 
  hours. Some pass without anything happening; others are flurries of activity.  
   At the end of combat, count the number of Rounds and equate them 
  generally to minutes (a ten Round fight probably took about ten minutes). 
   
   
  S T A M P 
  Situation - Target - Attack - Move - Penetrate 
   
  THE FIVE COMBAT ROUND PHASES 
  1 
  S 
  SITUATION 
   
  The Attacker notes current Situation. 
  Situation affects how he may attack. He 
  notes his Weapon and may change 
  Weapon at this Step. 
   
   
  2 
  T 
  TARGET 
   
  The Attacker identifies a Target (one he 
  can see or sense) and determines its 
  Range, Size, and Target Mod. 
   
  Picking Targets reflects cooperation 
  between the participants. Targeting can be 
  changed at the very last minute. 
   
  3 
  A 
  ATTACK 
   
  The Attacker uses (fires, shoots, launches) 
  his weapon and rolls to see if it hit. Make a 
  note if the attack hit. 
   
  Most Attackers shoot at only one target; 
  Suppression allows attacking multiple 
  targets. 
   
  4 
  M 
  MOVE 
   
  The attacker may Move or perform any 
  important action. He can change his status. 
  He can move even if he has been Hit. 
   
  Movement can include Important Actions. 
   
   
   
  5 
  P 
  PENETRATE 
   
  The effects of any Hits are determined: if 
  the attack penetrated armor or protection, 
  any damage, wounding, or injury is noted. 
   
   
  All final activity in the Round occurs here. 
   
  Who Goes First? 
   STAMP governs the actions of each participant in combat. Each of the Phases is completed by everyone involved before 
  play proceeds to the next Phase. It helps for the Referee (or someone in charge) to call out “End Of <Phase Name> Phase!” 
  when every one is done. 
   Controlling Who Goes When. Within each Phase, everyone participates (targets, attacks, moves) more-or-less at the 
  same time. Nevertheless, it helps for participants to play in some sequence. Someone must volunteer to go first; if no one 
  volunteers, the Referee says, “Everyone hesitates. Next Phase.” 
   
  First Attacker 
   The first participant to make an attack in the Attack step is subject to the First Attack Mod +1; every attack against the First 
  Attacker is slightly easier. If the attack by the First Attacker succeeds, that Target cannot fire in the current Attack step. 
   
  Suppression 
   A Machinegun may be allocated to Suppression. The attacker specifies Suppression. It attacks every enemy who makes an 
  attack during the Round, but may not initiate an attack. 
   
   
   
   
   
  
   
  The Nuances of Combat 
   
  AN OVERVIEW 
   There are many exceptions and special situations in Combat. 
   
  Surprise 
   The side which begins Combat starts 
  with Status=0. 
   Other potential participants have 
  Status=+2. They shift to Status= 0 in 
  the Round after being attacked. 
   
  Aiming 
   A Weapon can target any object with 
  Size equal or greater than Range. 
   
  Gun Targets 
   Cannon, AutoCannon, and Gatling 
  (but not Guns) cannot attack TSM less 
  than 2. 
   
  First Attacker 
   The first participant to make an 
  attack in the Attack step is subject to 
  the First Attack Mod +1; every attack 
  against the First Attacker is slightly 
  easier. If the attack by the First 
  Attacker succeeds, that Target cannot 
  fire in the current Attack step. 
   
  KO Knockout 
   The traditional hit-on-the-back-of-the-
  head attack renders the target 
  unconscious.  
   The Target must be Status= +1 or 
  greater and head unarmored. The 
  attack uses a hand (or manipulator) 
  and delivers a Blow effect at Contact 
  range. The automatic result is 
  Unconscious for 2D Rounds. 
   
  QK Quick Kill 
   An overwhelming attack kills the 
  target. 
   The Target must be Stats= +1 or 
  greater and unarmored. The attack 
  uses a weapon at Contact whose total 
  possible hits equals or exceeds the 
  target’s Physical Characteristics 
  C1+C2+C3. The automatic result is 
  death. 
   
  Suppression 
   A Machinegun may be allocated to 
  Suppression. The attacker specifies 
  Suppression. It attacks every enemy 
  who makes an attack during the Round, 
  but may not initiate an attack. 
   
  Projectors 
   A Projector attacks all enemy targets 
  in the specified Range Band. For a 
  Projector, TSM= 0 and Status=0. 
   
  Reloading 
   Ammunition for weapons is counted 
  in Loads. Specific ammunition counting 
  is not required and Reloading is 
  automatic if Speed= 1 or less. 
   Most weapons require reloading after 
  three Rounds of firing. 
   Launchers Load= one Shot. 
   Multi-Launcher Load = three Shots. 
   MachineGuns. Notice that 
  MachineGuns automatically reload if 
  Still or Walking. 
   Energy Projectors do not require 
  reloading within the context of a battle. 
   Spray Projectors Load= 3 Shots. 
   
  Remotes 
   A Remote weapon is emplaced at a 
  location and slaved to an operator’s 
  Designator. When the Designator is 
  fired, the Remote automatically aims at 
  the location marked by the Designator. 
   Triggered Operation. Designator 
  fires at the Target. If it hits, then in the 
  next Round, the user may Trigger the 
  Remote weapon, which fires at the 
  designated target. 
   Automatic Operation. Designator 
  fires at the Target; 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 known, 
  = 2D-2). 
   Skill = Installation. 
   
   To Install A Remote Weapon 
   2D < Dexterity + (Fighting or 
  Ordnance) 
   Installation = Assets minus Die Roll. 
   
  Anti-Designators 
   An Anti-Designator weapon (if On) 
  senses the operation of a Designator, 
  automatically targets the Designator, 
  and alerts the Operator. Firing the Anti-
  Designator completes the attack. 
   
  Slaves 
   A Slave Weapon is a weapon 
  installed in a Slave Vehicle. Slaved 
  weapons fire automatically at a target 
  hit by a Designator. 
  Vehicle Speed 
   Speed above 2 is a Negative Mod 
  (makes the vehicle harder to hit) 
  except, if the vehicle is travelling 
  directly Toward or Away from the 
  Attacker (then Mod = 0). 
   
   
   
   
   
   
  COLLISIONS 
   A collision inflicts Damage equal to: 
   
    
  D= Tons * Speed^2 
   
   Tons= Volume Tons of the other 
  vehicle.  
   Speed. If the crash is head-on, use 
  the sum of the two speeds. If the two 
  vehicles are at angles to each other, 
  use the greater speed. If the two 
  vehicles are travelling in the same 
  direction, use the difference between 
  the two speeds. 
   Useful Tonnage Calculation. To 
  convert Sophont Size (Human= 100) to 
  tons (displacement Tons = 13.5 cubic 
  meters), divide by 20,000. 
   
  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. 
   
  BATTLEFIELD EFFECTS 
   Some effects on the battlefield are 
  not the deliberate result of enemy 
  attacks: they just happen: Mines, 
  random artillery attacks, random 
  bombing. The Battlefield Effects Charts 
  show the effects of casual (or 
  deliberate) weapons on the battlefield, 
  including Weapons of Mass 
  Destruction. 
   
  ENVIRONMENTAL EFFECTS 
   The effects imposed by weapons can 
  also be imposed by the environment. 
  The Environment Effects Charts show 
  common environmental situations and 
  how they can inflict damage on 
  characters and equipment. 
  
   
  Fighting 
   
  The capabilities of weapons are reflected in their controls. These 
  charts determine the controls to be expected on weapons.  
  3 
   
  1�
  Hit Locations 
  1�
   
  VEHICLE 
  HIT LOCATIONS 
  Comms 2 
  Cargo 3 
  Sensors 4 
  Protections 5 
  Life Support 6 
  Locomotion 7 
  Power Source 8 
  Body Panels 9 
  Weaponry 10 
  Navigation 11 
  Computer 12 
  Use this table for vehicles. 
  SOPHONT 
  HIT LOCATIONS 
  A 
  Head 2 
  A 
  Head 3 
  C 
  LG-2 4 
  D 
  LG-1 5 
  B 
  Torso 6 
  B 
  Torso 7 
  B 
  Torso 8 
  E 
  LG-3 9 
  F 
  LG-4 10
  G 
  Tail 11
  G 
  Tail 12
  Use this table for non-
  humans; it may need to be 
  adapted. 
  HUMAN 
  HIT LOCATIONS 
  A
  Head 2 
  A
  Head 3 
  C
  L Arm 4 
  D
  R Arm 5 
  B
  Torso 6 
  B
  Torso 7 
  B
  Torso 8 
  E
  L Leg 9 
  F
  R Leg 10
  G
  Graze 11
  G
  Graze 12
  Use this table for humans. 
  BIOLOGICAL 
  HIT LOCATIONS 
  Brain 2 
  Senses 3 
  Circulation 4 
  Skeleton 5 
  Respiration 6 
  Skin 7 
  Digestion 8 
  Elimination 9 
  Muscle 10
  Skin 11
  Skin 12
  Use this table for Infections. 
   
   
   
   
   
   The Battle Damage charts 
  show useful alternatives to 
  these tables based on object 
  size and function. 
   
   
   
   
   
   
   
  WEAPONS SKILLS AND CHARACTERISTICS 
  Based on Weapon Used: 
  Skill 
  Characteristic 
  Portable 
  BattleDress 
  + Dexterity 
  Fixed, Tank Mount 
  Artillery 
  + Intelligence 
  Gun, Gatling 
  Artillery 
  + Intelligence 
  Cannon, Autocannon 
  Artillery 
  + Intelligence 
  Launcher 
  Launcher 
  + Dexterity 
  Laser, Fusion, Plasma 
  Beams 
  + Dexterity 
  Acid, Fire, Gas, or Stench Sprays 
  + C2 
  Shock, EMP, Rad, Flash 
  Exotics 
  + C2 
  Freeze, Mag, Sonic, Grav 
  Exotics 
  + C2 
  Psi Amp 
  Exotics 
  + Psi 
  Edged Weapons 
  Blades 
  + Strength 
  Hand-to-Hand 
  Unarmed 
  + Strength 
  Designator 
  Fwd Observer + Dexterity 
  Fires Bullets * 
  Slug Thrower + Dexterity 
  *and not otherwise assigned. 
   
  Bay Weapon 
  Bay Weapons + Intelligence 
  Turret 
  Turrets 
  + C2 
  Ortillery 
  Ortillery 
  + C5 
  Spines 
  Spines 
  + C5 
   
  Hand Thrown Explosives 
  Athlete 
  + Str 
   Or  
  Explosives 
  + Str 
   
  
  1�
  Battle Damage 
  1
   
  5 
  Battle Damage 
   Battle Damage disables vehicles and equipment. Depending in its severity, it 
  may be able to be repaired. 
   
   
  L1 DAMAGE LOCATION -1 
   
   
   
  ------------------ Organic --------------- 
  2D  Vehicle 
  Ship 
  Hvy Weapons 
  Armor 
  Anatomical 
  Biological 
   
  2 Comms 
  Bridge 
  Controls 
  Controls 
  Head 
  Brain 
   
  3 Cargo 
  Hold 
  Mount 
  Interior 
  Head 
  Senses 
   
  4 Sensors 
  Sensors 
  Sights 
  Visor 
  Limb-Group-1 
  Circulation 
   
  5 Protections 
  Protections 
  Shields 
  Protections 
  Limb Group-2 
  Skeleton 
   
  6 Life Support 
  Life Support 
  Stocks 
  Life Support 
  Torso 
  Respiration 
   
  7 Locomotion 
  Drives 
  Barrel 
  Legs 
  Torso 
  Skin 
   
  8 Power Source 
  Power Plant 
  Power 
  Power 
  Torso 
  Digestion 
   
  9 Body Panels 
  Hull 
  Frame 
  Torso 
  Limb Group-3 
  Elimination 
   10 Weaponry 
  Weaponry 
  Ammunition 
  Manipulators 
  Limb Group-4 
  Muscle 
   11 Navigation 
  Astrogation 
  Mechanism 
  Navigation 
  Graze 
  Skin 
   12 Computer 
  Computer 
  Computer 
  Computer 
  Graze 
  Skin 
  L2 DAMAGE LOCATION -2 
  1D  Device 
  Tool 
  Weapon 
   
  1 Case 
  Case 
  Frame 
   
  2 Power 
  Power 
  Ammunition 
   
  3 Input 
  Adjuster 
  Sights 
   
  4 Output 
  Toolhead 
  Barrel 
   
  5 Controls 
  Grip 
  Grip 
   
  6 Processor 
  Safety 
  Mechanism 
   
  S SEVERITY 
  1D  How Severe? 
   
  1 Easy 1D 
   
  2 Average 2D 
   
  3 Difficult 3D 
   
  4 Formidable 4D 
   
  5 Staggering 5D 
   
  6 Hopeless 6D 
  Anatomical locations are injuries;  
  biological locations are illnesses or infections. 
   
  Immediate Action (Damage Control) 
   For any malfunction, identify the appropriate 
  skill and 
    
   Check Skill (2D) 
   
   Success converts Severity to Easy 1D and 
  the device remains operable (but a result of 12 
  is automatic failure). 
  THE MALFUNCTION 
   The Referee determines the 
  details of the malfunction. Some 
  information is dictated by the 
  situation; the remainder is 
  generated from the charts. The 
  three details of a malfunction are 
  Location, Severity, and Diagnosis. 
   
   
  Location. Roll 2D on the 
  Location Table appropriate to the 
  device or person.  
   
  Severity. Roll 1D on the 
  Severity Table. The result is the 
  difficulty of the repair task. 
   
  Diagnosis. Roll 1D again on 
  the Severity Table for the separate 
  difficulty of the diagnosis task. 
   
   At the end of the process, the 
  Referee knows where the problem 
  is, the difficulty of its repair task, 
  and the difficulty of its diagnosis 
  task. For example,  
   Sensors, Difficult Repair, Easy 
  Diagnosis,  
   Navigation, Easy Repair, 
  Staggering Diagnosis.  
   
   Until the Diagnosis is successful, 
  the repair task cannot be attempted.
  WHAT WENT WRONG? 
   Characters determine the details of the malfunction using 
  the diagnosis process. 
   
  Fault Diagnosis 
   The characters first diagnose the problem (which may not 
  be obvious). Difficulty = Diagnosis Severity. 
   
   To diagnose why this object doesn’t work. 
   Difficulty (nD) < Int 
   Uncertain (Difficulty minus 3).  
   Anyone may try to diagnose a fault. 
   
   Difficulty (nD) < Int + Skill + Diagnostic Tools 
   Uncertain (Difficulty minus 1). 
   
   Apply Mod +1 for each successive diagnosis attempt. 
   
  LET’S FIX IT 
   Using the diagnosis, the appropriate components are 
  replaced or repaired. 
   
   To replace a malfunctioning component 
   Severity (nD) < Int + Skill +1 
   Item must be available as a spare. 
   
   To repair a malfunctioning component 
   Severity (nD) < Int + Skill  
   Uncertain (1D) 
   
   An ineffective or incorrect repair increases the Severity of 
  the malfunction +1. 
  PICKING A SKILL 
   Various characters 
  can volunteer that a 
  particular skill applies 
  to the diagnosis and 
  repair. Obviously 
  wrong skills can be 
  dismissed (the 
  character says: “I 
  don’t understand this 
  thing.”). Proper or 
  appropriate skills are 
  used (with negative 
  Mods as appropriate. 
   
  USEFUL SKILLS 
   Biologics 
   Craftsman 
   Electronics 
   Fluidics 
   Gravitics 
   Magnetics 
   Mechanic 
   Photonics 
   Polymers 
   Programmer 
   
   Medical 
   
  
   
  Behind-The-Screen Damage 
   A procedure for generating consequences for dangerous situations 
  not otherwise covered by existing rules.  
  BTSD 
   
  1�
  BTSD 
  1
   
   Referees occasionally encounter dangerous situations not otherwise covered by the general body of rules. They must, in 
  such circumstances, create the results quickly and reasonably. BTSD allows a referee to roll dice using a single procedure to 
  produce rational results with a minimum of preparation. 
   BTSD is rolled secretly (Behind The [Referee’s] Screen) when rules do not otherwise cover the situation, or when time is 
  short. It produces results that can be quickly and easily interpreted and imposed. 
   Assumptions. BTSD assumes that a situation has come out negatively, and that the character faces potential 
  consequences in the form of injury or wounding, or that an object or piece of equipment faces some level of damage. 
   Using Bad Flux: Bad Flux is a variant of Flux which produces only negative results (average - 2, ranges from - 1 to - 5). Roll 
  2D and subtract the larger result from the smaller result.  
   With Negative Focus. BTSD concentrates on negative consequences; once consideration moves to BTSD, the best that 
  can occur is a “no-result.” 
   
  MODS TO BTSD 
   BTSD is eligible for various Mods. The spirit of BTSD allows only minimal Mods.  
   
  FOR EXAMPLE 
   Eneri and Aia are racing across a solidified lava plain just after the adjacent volcano begins an unexpected eruption. Hot ash 
  is falling all around, and it is impossible for them to complete their dash to the safety of their ATV without some consequences. 
  There isn’t time for the Referee to make up falling ash rules, and he doesn’t want to be arbitrary in imposing damage. He 
  decides that each of the two is subject to one possible injury. He turns to BTSD and selects two dice. 
   Eneri is wearing ordinary clothing and receives no Mods. The Referee rolls 2 and 1. Subtract the larger from the smaller for 
  a result of -1. Eneri suffers a slight wound. 
   Aia is wearing Mesh (= heavily clothed) and receives Mod +1. The Referee rolls 4 and 1. Subtract the larger from the smaller 
  for a result of -3; Mod +1 gives a final result of -2. Aia receives a Light wound. 
   The ATV. The Referee decides the ATV is also subject to possible damage. The Referee rolls 6 and 6. Subtract the larger 
  from the smaller for a result of 0. The ATV suffers a Scratch of no particular consequence (the characters can probably buff 
  that out later). 
   
   
  BTSD Behind-The-Screen-Damage 
  Roll 
  Wound 
  Damage 
  N 
  N% 
   
  -7 Complete 
  Total 
  0 
  0% 
   - 6 Disastrous 
  Near Total 
  0 
  0% 
   - 5 Very Heavy 
  Very Heavy 
  2 
  6% 
   
  -4 Heavy 
  Heavy 
  4 
  11% 
   
  -3 Common 
  Common 
  6 
  17% 
   
  -2 Light 
  Light 
  8 
  22% 
   
  -1 Slight 
  Surface 
  10 
  27% 
   
  0 Scratch 
  Scratch 
  6 
  17% 
   +1  
   
  0 
  0% 
   +2  
   
  0 
  0% 
   +3  
   
  0 
  0% 
   +4  
   
  0 
  0% 
   +5  
   
  0 
  0% 
   +6  
   
  0 
  0% 
   Wounding applies to characters. Damage applies to 
  equipment. 
  BTSD Mods 
  Mod Protections 
  Actions 
   
   
  -7  
   
   
   - 6  
   
   
   - 5  
   
   
   
  -4  
   
   
   
  -3  
   
   
   
  -2  
   
   
   
  -1  
   
   
   
  0 Typical 
  Typical 
   
   +1 Heavily Clothed Dodging 
   
   +2 Armored 
   
   
   +3 Heavily Armored  
   
   +4  
   
   
   +5  
   
   
   +6  
   
   
   Protections apply to clothing or equipment; Actions 
  apply to movement or position. 
  
  1�
  Vehicle HitForm 
  1
   
  Vehicle Name 
   
   
   
  Model 
  LongName ( Bulk - Motive - Mission -  Type -User - TL) 
   
   
   
   
   
   
  n�
   
   
   
   
   
   
   
   
  Vx: VEHICLE EXTENSION 
   
   
   
   
   
   
   
   
   
  Tons 
  Speed 
  Load 
  Stage 
  Environ 
  Endurance 
  QREBS 
  Options 
   
   
  Vx: Tons= 
  Speed= 
  Load= 
   
   
   
   
   
   
   
  The basic information required to use a vehicle. 
   
   
  Wx: WEAPON EXTENSION 
   
   
   
   
   
   
   
   
   
  Range 
  Cost 
  Mass 
  QREBS 
   
  Effect1 
  Effect2 
  Effect3 
   
   
  Wx: R= 
  Cr 
  kg  
   
   
   
   
   
   
  The basic information required to use a weapon mounted on a vehicle. 
   
   
  HIT LOCATIONS 
  Comms 
  2 
  Cargo 
  3 
  Sensors 
  4 
  Protections 
  5 
  Life Support 
  6 
  Body Panel 
  7 
  Power Source 
  8 
  Locomotion 
  9 
  Weaponry 
  10 
  Navigation 
  11 
  Computer 
  12 
   
   
   
  Paste any Traveller vehicle image here. 
  Include a human figure for scale. 
  ARMOR / PROTECTION 
  Armor 
   
   
  Cage 
   
   
  FlashProof 
   
   
  RadProof 
   
   
  SoundProof 
   
   
  PsiShield 
   
   
  Insulated 
   
   
  Sealed 
   
   
   
  COMMENTS 
   
   
   
   
   
   
   
   
  Q 
  R 
  E 
  B 
  S 
  Period 
  Age 
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Traveller/09 - Traveller5/Traveller5/13 Personal Combat.pdf