Fast Traveller 2.0

THE TRAVELLER UNIVERSE AT A GLANCE
* It is the Imperial year 1107, or A.D. 5630 by Earth calendars.
* History: Earthlings (Solomani humans) made “first contact” with a space empire in AD 2097, conquered it, made a second “Rule-Of-Man” space empire for four centuries, then collapsed into the “Long Night” dark ages until Syleans (Vilani humans) made a new space empire.
* The current space empire is called the Imperium, a human-dominated feudal system focused on protecting trade between worlds in a 90-light year radius around its capital planet.
* Nobles rule planets however they want. The Imperial navy rules space, while the Imperial Scout Service explorers and updates maps.
* Most veteran space travellers previously served in the space military and now work as merchants or mercenaries.
* Starships travel by teleport-like “jumps” of one to three parsecs distance (3 to 10 light years), each taking exactly one week of time.
* There is no “space radio” between star systems. Information only travels as fast as starships can relay it, often taking weeks or months to deliver news.
* Alien species are diverse and found across the Imperium as citizens and visitors. Most common are wolf-humanoid Vargr, lion-humanoid Aslan, centaur-like K’kree, starfish-like Hivers and small winged lizard-humanoid Droyne.
* Robots and artificial intelligences are considered equipment, not citizens.
* Zhodani humans have psionic powers and largely keep to their own neighboring space empire. Within the Imperium, psionic ability is illegal, and the Imperium has fought several skirmish wars with the Zhodani along the two empires’ border in space.

Versions of the Traveller Universe found in other game editions:
* MegaTraveller (2e): Emperor is assassinated, Imperium shatters into civil war.
* GURPS Traveller (GT): Alternative timeline where Emperor survives assassination attempt.
* Traveller: The New Era (3e): Computer virus causes machine uprising, human space empire wiped out.
* Marc Miller’s Traveller (4e): Flashback to founding days of the third Imperium.

CHARACTERISTICS

* Strength: Physical ability, lifting, carrying.
* Dexterity: Physical coordination, reflexes.
* Endurance: Physical determination, stamina.
* Intelligence: IQ, memory, reasoning.
* Education: Technical and academic training.
* Social Standing: Recognized status and class of family or individual.

TASK SYSTEM

Two ways to measure results of action…
* Task check (for pass/fail, most common): Roll two dice (2d6) and add skill level.
* Degree check (how long until success): Roll number of dice equal to skill level, use best result.

Common Modifiers
* If untrained in skill, apply -3 to task check result or double time on degree check.
* If related characteristic is low (5 or less), no ability bonus.
* If related characteristic mid-level (6 to 9 or more), add +1 to task result or add 1 die to degree check.
* If related characteristic high “letter” level (10 or more), +2 to task result or add 2 dice to degree check.
* If hasty effort (cut time by half), lose -3 to result on task check.
* If cautious effort (double time of task), add +3 to result on task check.

TASK CHECK DIFFICULTY
Dice result needed for task success.
* Easy … roll 4 or more
* Average … roll 6 or more
* Difficult … roll 8 or more
* Formidable … roll 10 or more
* Staggering … roll 12 or more
* Impossible … roll 14 or more
* Hopeless … roll 16 or more

AUTOMATIC SKILLS
Regardless of listed skill, all characters share the following basic knowledge about getting by in the universe:
* Basic use of a vacc suit (standard issue spacesuit).
* Recognizing the major species of sophants (“big six” alien races).
* Familiarity with routine starport procedures (screenings, inspections, caro handling, etc.).
* Fluency in galactic standard language (Anglic).
* Familiarity with Imperial banking standards and currencies (credits, megacredits).
* General knowledge about the Imperium (domains, broad history, social status system).

LIFE POINTS
Hits/health lost due to damage.
* Superficial Wounds: No penalty.
* Light Wounds: Unconscious for 3d6 minutes, then -1 dice modifier to Strength, Dexterity or Endurance tasks (pick one).
* Serious Wounds: Unconscious for 1d6 hours, then -1 dice modifier to two characteristics of Strength, Dexterity or Endurance (pick two).
* Critical Wounds: Unconscious and dying, death occurs unless Formidable (10+) medical check succeeds in aid within 2d6+1 minutes.

HEALING WOUNDS
* If Superficial, Average (6+) Medical check to recover 2 life points per hour, else 1 point per hour.
* If Light, Difficult (8+) Medical check to recover 2 life points per day, else 1 point per day
* If Serious, Formidable (10+) Medical check to recover 2 life points per day, else 1 point per day

Robots & Vehicles: As above, but replace Medical skill with either (roll 1d6) Mechanical skill (1 to 3) or Electrical skill (roll 5 or 6).

PERSONAL RANGES
Use the following distance benchmarks for setting range limits on weapons, communication devices and personal sensors.

* Touching (0m)
* Talking (1m to 3m)
* Close (3m to 25 m) … maximum reach of hand-to-hand or melee attacks
* Short (25m to 100m)
* Medium (100m to 300m) … maximum range of a body pistol
* Long (300m to 750m) … maximum range of an automatic pistol
* Very Long (750m to 3km) … maximum range of rifles and squad weapons (PGMP and FGMP)
* Distant (3 km to 25 km) … maximum range of short-range communicators
* Very Distant (25km to 250km) … maximum range of medium-range communicators (directly above in low orbit)
* Orbit (250km to 1,000km) … maximum range of long-range communicators (same hemisphere in orbit)
* Far Orbit (1,000km to 100,000km) … maximum range of continental-range communicators (any orbit)

STARSHIP RANGES
Although using some similar terms, the scale of distances for use with starships is much bigger.

* Close (within 1 km) … covers Long to Very Long personal ranges
* Short (1,000s km) … covers Distant to Orbit personal ranges
* Medium (10,000s km) … range of turret beam weapons in space
* Long (100,000s km) … range of civilian sensors and turret beam weapons in space, safe jump distance from size 6 or smaller worlds
* Distant (millions km) … range of military/scout sensors and missile weapons in space, safe jump distance from size 7 or larger worlds
* Subsystem (100s millions km) … typical distance to far neighbor world or gas giant
* System (billions km)
* Parsec (trillions km, 3.26 light years) … range of starship FTL jump
* Subsector (10s light years)
* Sector (100s light years)

COMPUTERS & MEMORY UNITS

* Model/1 (TL 5) … capacity 2 active, 4 in storage
* Model/1bis (TL 6) … capacity 4 active, no storage
* Model/2 (TL 7) … capacity 3 active, 6 in storage
* Model/2bis (TL 8) … capacity 6 active, no storage
* Model/3 (TL 9) … capacity 5 active, 9 in storage
* Model/4 (TL 10) … capacity 8 active, 15 in storage
* Model/5 (TL 11) … capacity 12 active, 25 in storage
* Model/6 (TL 12) … capacity 15 active, 35 in storage
* Model/7 (TL 13) … capacity 20 active, 50 in storage

PROGRAMS

Predict 1 (requires 1 memory unit; cost 2 MCr)
Predict 2 (requires 2 memory units; cost 2 MCr)
Predict 3 (requires 1 memory unit; cost 2 MCr)
Predict 4 (requires 3 memory units; cost 2 MCr)
Predict 5 (requires 1 memory unit; cost 2 MCr)
Predict 1 (requires 1 memory unit; cost 2 MCr)
Predict 1 (requires 1 memory unit; cost 2 MCr)

PERSONAL COMBAT
* Initiative: 2d6 + Tactics skill, +1 if Dexterity 6 or more. Highest results act first in turn order for duration of combat. (Do not re-roll each round for personal combat.)
* During each 15-second turn, move 20m (65 feet) and make an action, or move 40m (130 feet).
* Attacking a moving human-sized target is Difficult (8+) task, or Formidable (10+) if target only action is to evade/dodge.
* One “attack” represents multiple strikes or shots.
* Any hit does “X” number of 6-sided dice in damage, minus dice absorbed or deflected by the target’s armor.
* Damage that gets through armor reduces a target’s life points.

Brawling & Blades
* +2 attack bonus if target in Talking (under 3m) range.
* +1 attack bonus if target in Close (3m to 25m) range and attack can move.
* No attack possible in Short (25m+) or longer ranges.
* +2 attack bonus if stinger or thrasher attack.
* -2 attack penalty if cutlass or pike at Talking range.
* -4 attack penalty if broadsword at Talking range.

Damage…
* 1D (1d6): hands, foil
* 2D (2d6): claws, teeth, horns, hooves, thrasher, club, dagger, blade, sword, bayonet, spear, cudgel
* 3D (3d6): stinger, cutlass, halberd, pike
* 4D (4d6): broadsword

Personal Weapons & Heavy Weapons (by type)
* -4 attack penalty if target in Talking (under 3m) range (except body pistol, suffers no penalty).
* +2 in Close (3m+) to one below maximum range.
* -6 attack penalty at maximum range.
* Maximum range of medium (100m to 300m) for body pistol.
* Maximum range of long (300m to 750m) for an automatic pistol or shotgun.
* Maximum range of very long (750m to 3km) for rifles and squad weapons (PGMP and FGMP).

Damage…
* 3D (3d6): body pistol, automatic pistol, revolver, carbine, rifle, automatic rifle, assault rifle, submachinegun (SMG), light machine gun (LMG)
* 4D (4d6): shotgun, advanced combat rifle (ACR), gauss rifle
* 5D (5d6): laser rifle, plasma gun man portable (PGMP-12)
* 6D (6d6): plasma gun man portable (PGMP-13)
* 8D (8d6): RAM high explosive grenade, auto-cannon
* 10D (10d6): very rapid fire (VRF) gauss gun
* 16D (16d6): fusion gun man portable (FGMP-14)

Heavy weapon exceptions at maximum range
* plasma gun man portable (PGMP-12) only does 2d (2d6)
* plasma gun man portable (PGMP-13) only does 3d (3d6)
* fusion gun man portable (FGMP-14) only does 4d (4d6)

Armor
* Armor value subtracts “X” dice of damage from successful attacks.
* If armor reduces damage dice to zero, no effect on protected wearer.

* AV 1 (lose 1d6): jack, mesh, flak jacket, ablat vs. non-laser, body pressure suit
* AV 2 (lose 2d6): cloth, vacc suit TL 8
* AV 3 (lose 3d6): vacc suit TL 12 to 14, hostile environment vacc suit TL 8 or 9, combat environment suit TL 10
* AV 4 (lose 4d6): hostile environment vacc suit TL 12 or 13, combat armor (battlesuit) TL 11
* AV 5 (lose 5d6): hostile environment vacc suit TL 14, combat armor (battlesuit) TL 12, battle dress (huge battlesuit) TL 13
* AV 9 (lose 9d6): combat armor (battlesuit) TL 14, battle dress (huge battlesuit) TL 14

QUCIK-AND-DIRTY SPACESHIP TRAVEL TIMES

At 1-G acceleration…
* Short (1,000s km), planet size 6 or less to orbit … 1d6 x 5 minutes
* Medium (10,000s km), planet size 7 or more to orbit … 1d6 x 50 minutes
* Long (100,000s km) … 1d6 x 100 minutes
* Distant (millions km) … 1d6 x 3 hours
* Subsystem (100s millions km) … 1d6 x 10 hours
* System (billions km) … 1d6 days

At 2-G acceleration: Roll twice and use lower result.
At 3-G acceleration: Roll three times and use lower result.
At 4-G acceleration: Roll four times and use lower result.
At 5-G acceleration: Roll five times and use lower result.
At 6-G acceleration: Roll six times and use lower result.

Starship Pursuit: To outrun/avoid another ship, roll 3d6 to determine the number of minutes between engaged range. The pursuing ship’s pilot uses the ranges as shown. The fleeing ship’s pilot uses the above ranges but uses the higher result of multiple dice rolled for 2-G or better acceleration.

FASTER-THAN-LIGHT JUMP TRAVEL

To make jump…
* Prep Turn (15 minutes or more): Run Maneuver and Generate programs, move 100 diameters away from closest world.
* Initiative Jump (15 minutes): Run Jump 1 and Navigation programs, make navigation task check.
* Jump (one week): Run Navigation and other programs.
* Exit Jump (instant): Run Maneuver program to adjust position in realspace.

Make three task checks at once or over a 15-minute time to jump.

1.) Pilot skill task check Average (6+) to engage jump drive, modifier -3 if Maneuver drive not running.
* Success proceeds to next Navigation step.
* Failure requires 15 minutes to reset attempt.

2.) Navigation skill task check Average (6+) to plot course, modifier -3 if Navigation program not running.
* Success to size 6 or smaller world puts starship in Long (100,000s km) range of destination, within civilian sensors to complete trip.
* Success to size 7 or larger worlds puts starship in Distant (millions km) range of destination, beyond civilian sensors until maneuvering closer to destination.
* Failure results in a mis-exit where ship is subsystem distance (100s millions km) away from intended destination.

3.) Engineering skill task check Average (6+) to engage jump, modifer -3 if Jump program not running, also -3 if within 10 to 100 diameters of nearest planet or star, or -7 if within 10 diameters.
* Success triggers jump without incident.
* Failure triggers a misjump; roll 1d6…

Misjump…
* 1 … Jump drive fails to engage (“whump whump whump thunk”); 15 minutes to reset.
* 2 … Starship appears in same point of origin 2d6 days later.
* 3 … Starship appears somewhere else in system of origin 2d6 days later.
* 4 … Starship appears in totally random system elsewhere 2d6 days later.
* 5 … Starship takes 1d6 hits of damage and goes nowhere; at least 15 minutes to reset, possibly longer to repair damage.
* 6 … Starship takes 1d6 critical hits of damage and goes nowhere (as above but all rolls on critical damage list).

SENSORS, STEALTH & DETECTION

* If neither side is attempting to avoid detection (using active sensors, firing weapons), then detection and tracking are automatic unless the vessel(s) move beyond reliable range (Long 100,000s of kilometers for civilian sensors, Distant millions of kilometers for military and scout sensors).

* If one side is attempting to hide from detection (shut down active sensors and power bleeds), the searching side must roll 2d6 + Pilot or Tactics (whichever better) equal to or greater than the hidden side’s Stealth Factor.

Stealth Factor = 6 + modifiers…

Tactics…
* + hiding commander’s Tactics skill

Size of largest ship on side…
* +2 … size 0 (zero) (99 tons or less)
* +1 … size 1 to A (100 to 1,000 tons)
* +0 … size B to K (1,001 to 10,000 tons)
* -1 … size L to P (10,001 to 50,000 tons)
* -2 … size Q + (more than 50,000 tons)

Enviromental factors…
* +1 … hidden fleet within atmosphere of a gas giant
* +2 … hidden fleet within gravity well of planet or moon
* +3 … hiding fleet within nebula or asteroid field

Note: A ship or fleet that is “running silent” cannot use active sensors to scan for other ships, else it would immediately give away its position. It is possible two hidden fleets in the same system could pass close to each other without either side noticing.

SPACE COMBAT

* Initiative: 2d6 + Tactics skill. Highest results act first in turn order for duration of combat. (Do not re-roll each round for personal combat.)

* During each 15-minute turn, each ship’s crew may make a scanning roll, target and fire weapons, fire anti-missile beam weapons, change computer programs, change accelleration and change direction. On ships above 100 tons, each task may be done by a different character.

* Attacking a target is Difficult (8+) task, but several modifiers apply. Each starship may target a laser/beam weapon against a missile, one hit destroys missile.

* For each laser/beam weapon that hits, roll once on hit location.

* For each missile that hits, roll 1d6 hits per missile.

Damage Hits On Starships (roll 2d6)
* 2 … Powerplant: Reduce classification by 1 per hit (C to B, etc.); if rating below Maneuver, ship cannot move; if below Jump, ship cannot jump.
* 3 … Maneuver Drive: Reduce classification by 1 per hit (C to B, etc.)
* 4 … Jump Drive: Reduce classification by 1 per hit (C to B, etc.)
* 5 … Fuel: 10 tons of fuel destroyed.
* 6 or 7 … Hull: Decompresses ship and weakens structure by 10 tons per hit, ship comes apart if hull damage weakens ship to 0 (hull integrity failure).
* 8 … Hold: Destroys 10 tons of damage, one vehicle or one small craft.
* 9 … Computer: Each hit adds -1 task penalty to use ship’s computer.
* 10 or 11 … Turret: One weapon cannot function.
* 12 … Critical: See below.

Critical Hits On Starships (roll 1d6)
* 1 … Powerplant: Reduce classification by 1 per hit (C to B, etc.); if rating below Maneuver, ship cannot move; if below Jump, ship cannot jump.
* 2 … Maneuver Drive: Reduce classification by 1 per hit (C to B, etc.)
* 3 … Jump Drive: Reduce classification by 1 per hit (C to B, etc.)
* 4 … Crew: All living beings in ship take 3D (3d6) damage.
* 5 … Computer: Each hit adds -1 task penalty to use ship’s computer.
* 6 … Explode: Ship blows up, all crew take 5D (5d6) damage and are now in space. (Standard vacc suit supports life up to 6 hours.)

REPAIRING DAMAGED STARSHIP SYSTEMS: To perform damage control, a character may make an Electrical, Mechanical or Engineering task check with a +1 bonus (2d6 + skill level + 1).
* Result of 7 or less … no repair this turn
* Result 8 to 9 … repair 1 hit
* 10 to 11 … repair 2 hits on one system
* 12 to 13 … repair 3 hits to one system
* 14 to 15 … repair 4 hits total across one or two systems
* 16 or more … repair 5 hits total across one or two systems

EXAMPLE STARSHIPS

Scout (100 tons)
* Powerplant: 10
* Maneuver Drive: 10 (2-G acceleration)
* Jump Drive: 10 (jump 2)
* Fuel: 30 tons
* Computer: Model/1
* Turret 1 (lasers)
* Cargo: 3 tons

Free Trader (200 tons)
* Powerplant: 10
* Maneuver Drive: 10 (1-G acceleration)
* Jump Drive: 10 (jump 1)
* Fuel: 30 tons
* Turret 1 (lasers)
* Turret 2 (lasers)
* Cargo: 82 tons
* Computer: Model/1 (2 active memory units at a time)
* Programs (memory required): Generate (1), Library (0), Jump 1 (1), Maneuver (1), Navigation (1), Target (1), Gunner Interact (1).

Broadsword-class Mercenary Cruiser (800 tons)
* Tech Level 12
* Powerplant: 21
* Maneuver Drive: 21 (3-G acceleration)
* Jump Drive: 21 (jump 3)
* Fuel: 318 tons
* Computer: Model/5
* Turret 1 (lasers)
* Turret 2 (lasers)
* Turret 3 (lasers)
* Turret 4 (lasers)
* Turret 5 (missiles)
* Turret 6 (missiles)
* Turret 7 (missiles)
* Turret 8 (missiles)
* Modular Cutter #1 (carries ATV)
* Modular Cutter #2 (carries ATV)
* Cargo: 80 tons