Fast Traveller Rules

The following guidelines were created in the early 2000s for quick convention and “bar league” games based off Marc Miller’s original 1977 rules found in The Traveller Book (ISBN-10: 0139302557, ISBN-13: 978-0139302558) and various CT supplements. They could also work as a simplified introduction to Mongoose Publishing’s 2008 Traveller Core Rulebook (ISBN-10: 190610333X, ISBN-13: 978-1906103330) or their 2016 version (ISBN-10: 1908460520, ISBN-13: 978-1908460523).


Related Posts:
About My Traveller Universe
Rules For Starship Combat
Rules For Psionics


Illustrations below are from The Traveller Book.

THE TRAVELLER UNIVERSE

travellerMost games of Traveller center around either a merchant crew with a 200-ton Beowulf-class Free Trader starship or a freelance soldier squad in an 800-ton Broadsword-class mercenary cruiser. Either group can be hired for missions taking them to remote star systems for fun and profit.

Although the human-dominated part of the galaxy is ruled by the Imperium, what happens down on individual planets is considered “local business” beneath the concern of the interstellar empire. Lots of trouble can be found between the stars, and there’s always someone rich willing to pay good money to someone else in order to deal with that trouble.

For more background about the “original” Classic Traveller setting, see: http://epicsavingthrow.com/the-traveller-universe/

CHARACTERISTICS

An “average” rating in a characteristic grants a +1 bonus to an action dice roll. A new character starts with +1 in each of the following six 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.

Optional Bonus Swap: Due to cybernetics, alien species, genetic engineering or other background, a character can start with +2 in one characteristic and +0 in another.
* If Strength +2, then brawling/blades attacks also does +1 die of damage per hit.
* Social Standing +2 indicates noble rank (baron or better).
* Social Standing +0 is reserved for criminals and robots lacking rights in society.

Aliens: Under these rules, species and homeworld of origin do not affect base characteristics. However, some species gain minor benefits over the “standard” baseline:
* Aslan: Dewclaw (as dagger, below)
* Droyne: Flight (same speed as walking)
* Hivers: Infra-red vision (see in low-light)
* Vargr: Bite (as bite, below)

Psionics: A rare seventh characteristic, Psi, measures psionic ability. See http://epicsavingthrow.com/traveller-psionics/ for more info.

SKILLS

workingA new character starts with a total of six (6) points to be divided up as bonus points among two or more of the following skills. For example, a character may have one skill at +5 and another at +1, or three skills at +2, or any combination.

Some situations allow characters to attempt use of these skills without any training, while other cases may require a minimum of +1 bonus or higher.

* Administration: Dealing with various officials, or briding them.
* Brawling/Blades: Fighting with fists, kicks, and melee weapons such as cutlasses.
* Engineering: Designing and repairing all kinds of machines, especially starship systems.
* Heavy Weaponry: Using starship-mounted weapons, field artillery and squad support weapons (PGMPs and FGMPs).
* Medical: Diagnosing and healing lifeforms, xenobiology, drugs, biological research.
* Personal Weaponry: Shooting guns of all kinds: body pistols, assault rifles, etc.
* Planetary Vehicle Ops: Driving land cars, speeders, boats, planes or air-raft vehicles.
* Starship Ops: Maneuvering large and small spacecraft, plotting interstellar jumps, using sensors.
* Streetwise: Dealing with locals, gambling and gathering information from informal contacts
* Survival: Finding water and food, plotting navigation on a planetary surface.
* Tactics: Military leadership to coordinate squads of soldiers or fleets of starships against enemy forces.
* Trade: Assessing cargo value, negotiating commerce deals, and conducting transactions.

NOTE: The above skill descriptions greatly simplify the skill lists found in other Traveller editions. For example, electronics, mechanics, gravatics, robotics, vehicles, computer use and programming (seperate skills in most Traveller editions) here all fit under the single “Engineering” skill.

Automatic Skills: Regardless of points in 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).
* Familiarity with Tech Level 14 technology (recognize and understand use, even if not proficient).
* General knowledge about the Imperium (domains, broad history, social status system).

LIFE POINTS

medical02The ability of a character to survive damage and trauma is measured by Life Points (basically same as “hit points” from other role-playing games). Most characters start with 21 life points that can be lost due to injury or disease. As damage happens, a character’s ability to function becomes impaired.

Life Points
(Standard)
Life Points
(Enhanced)
Life Points
(Superior)
Wound Rating Hinderance Recovery?
21 28 35 Unhurt None None
20 to 14 19 to 27 23 to 34 Superficial None Easy (6+) Medical check to recover 2 life points per hour, else 1 point per hour
13 to 7 10 to 18 12 to 22 Light Unconscious for 10 minutes, then -1 modifier to Strength, Dexterity or Endurance Average (8+) Medical check to recover 2 life points per day, else 1 point per day
6 to 1 1 to 9 1 to 11 Serious Unconscious for three hours, then -1 modifier to two characteristics of Strength, Dexterity or Endurance Difficult (10+) Medical check to recover 2 life points per day, else 1 point per day
0 to -20 0 to -27 0 to -34 Death Unconscious for three hours, then -1 modifier to two characteristics of Strength, Dexterity or Endurance Difficult (10+) Medical check made within 8 minutes recovers to 1 life points, continue as Serious wounds, else dead
-21 or worse -28 or worse -35 or worse Destroyed Not enough left to save.

Tougher Characters & Creatures: Characters with one +2 rating in Strength, Dexterity or Endurance have 28 life points at Unhurt, 27 to 19 for Superficial, 18 to 10 for Light, 9 to 1 for Serious, 0 to -27 for Death and -28 for Destroyed.

Characters or creatures with two +2 ratings among Strength, Dexterity and Endurance have 35 life points at Unhurt, 34 to 23 for Superficial, 22 to 12 for Light, 11 to 1 for Serious, 0 to -34 for Death and -35 for Destroyed.

Characters or creatures with +2 ratings in all three of Strength, Dexterity and Endurance have 42 life points at Unhurt, 41 to 28 for Superficial, 27 to 14 for Light, 13 to 1 for Serious, 0 to -41 for Death and -42 for Destroyed.

MOVEMENT

Each 15-second combat round, a character can move 20 meters (about 65 feet) while performing other actions, or simply run 40 meters (130 feet). Actions include firing a weapon, piloting a starship, repairing a damaged control panel, and so forth.

TASKS

Actions are revolved by rolling two six-sided dice and adding one appropriate Characteristic modifier (usually +1), one appropriate Skill level (+0 to +6 or more) and any situational modifiers called for by the game master (-1 or more, or +1 or more).

Examples:
* Processing departure clearance from a starport: 2d6 + Intelligence modifier + Administration skill
* Shoot a target a long range: 2d6 + Dexterity modifier + Personal Weaponry skil – 3
* Open a stuck hatch: 2d6 + Strength (no skill applies)

TASK RESOLUTION
2d6 + characteristic modifier + skill modifier
* 5 or less … no success possible
* 6 to 7 … succeed at easy tasks
* 8 to 9 … succeed at average tasks
* 10 to 11 … succeed at difficult tasks
* 12 to 13 … succeed as staggeringly difficult tasks
* 14 to 15 … succeed at “impossible” tasks
* 16 or more … succeed as “hopeless” tasks

Common modifiers…
* -3 … hasty effort (cut time by half)
* +3 … cautious effort (double time of task)

PERSONAL RANGES

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

* 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)
* Very Distant (25km to 250km)
* Orbit (250km to 1,000km)
* Far Orbit (1,000km to 100,000km)

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
* Distant (millions km) … range of military/scout sensors and missile weapons in space
* Subsystem (100s millions km)
* System (billions km)
* Parsec (trillions km, 3.26 light years) … range of starship FTL jump
* Subsector (10s light years)
* Sector (100s light years)

PERSONAL COMBAT

solider* Roll 2d6 + Dexterity + Tactics skill for initiative, 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 and make action, or move 40m.
* An attack roll of 8 or more is needed to hit a target.
* 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.

WEAPONS: Each weapon lists three sets of details…
* Ranges: Attack roll modifiers shown for Close/Short/Medium/Long/Very Long ranges. “No” means a weapon cannot reach that range.
* Damage: Number of 6-sided dice rolled for damage.
* Price: Shown in Imperial credits.

Attack roll = 2d6 + Strength + Brawling/Blades skill…
* Hands: +2/+1/no/no/no; 1 die damage
* Claws: +1/+2/no/no/no; 2 dice damage
* Teeth: +2/+0/no/no/no; 2 dice damage
* Horns: -1/+1/no/no/no; 2 dice damage
* Hooves: -1/+2/no/no/no; 2 dice damage
* Stinger: +4/+2/no/no/no; 3 dice damage
* Thrasher: +5/+1/no/no/no; 2 dice damage
* Club: +1/+2/no/no/no; 2 dice damage
* Dagger: +1/+2/no/no/no; 2 dice damage; 10 cr
* Blade: +1/+1/no/no/no; 2 dice damage; 50 cr
* Foil: -1/+0/no/no/no; 1 die damage; 100 cr
* Cutlass: -4/+2/no/no/no; 3 dice damage; 100 cr
* Sword: -2/+1/no/no/no; 2 dice damage; 150 cr
* Broadsword: -8/+3/no/no/no; 4 dice damage; 300 cr
* Bayonet: -1/+2/no/no/no; 2 dice damage; 10 cr
* Spear: -2/+1/no/no/no; 2 dice damage; 10 cr
* Halberd: +0/+1/no/no/no; 3 dice damage; 75 cr
* Pike: -4/+4/no/no/no; 3 dice damage; 40 cr
* Cudgel: +0/+0/no/no/no; 2 dice damage; 10 cr

Attack roll = 2d6 + Dexterity + Personal Weaponry skill…
* Body Pistol: +2/+1/-6/no/no; 3 dice damage; 500 cr
* Automatic Pistol: +1/+2/-4/-6/no; 3 dice damage; 200 cr
* Revolver: +1/+2/-3/-5/no; 3 dice damage; 150 cr
* Carbine: -4/+1/-2/-4/-5; 3 dice damage; 200 cr
* Rifle: -4/+1/+0/-1/-3; 3 dice damage; 200 cr
* Automatic Rifle: -8/+0/+2/+1/-1; 3 dice damage; 1,000 cr
* Assault Rife: -4/+1/+1/-1/-4; 3 dice damage; 300 cr
* Shotgun: -8/+1/+3/-6/no; 4 dice damage; 150 cr
* Submachinegun: -4/+3/+3/-3/-9; 3 dice damage; 500 cr
* Laser Carbine: -2/+1/+1/+1/+0; 4 dice damage; 2,500 cr
* Laser Rifle: -4/+2/+2/+2/+1; 5 dice damage; 1,000 cr
* Light Assault Gun (LAG): -4/+1/+1/+0/-1; 4 dice damage; 600 cr
* Advanced Combat Rifle (ACR): -4/+1/+0/-1/-3; 4 dice damage; 1,000 cr
* Gauss Rifle: -4/+1/+3/+4/+0; 4 dice damage; 1,500 cr
* RAM High Explosive Grenade: no/no/+4/+4/-3; 8 dice damage; 400 cr

Add-on equipment modifiers…
* Telescopic Sights: –/–/–/+4/+4; 200 cr
* Electronic Sights: –/–/–/+4/+4; 2,000 cr
* Silencer: –/–/–/–/–; 200 cr
* Shoulder Stock: -1/-1/+1/+1/–; 75 cr
* Folding Stock: –/–/–/-1/-1; 100 cr

Attack roll = 2d6 + Dexterity + Heavy Weaponry skill…
* Light Machine Gun: -6/+4/+2/+0; 3 dice damage; 1,200 cr
* Auto-Cannon: no/no/+6/+4/+2; 8 dice damage; 10,000 cr
* Plasma Gun Man Portable (PGMP-12): no/no/+2/+1/+0; 10 dice medium range; 5 dice long; 2 dice very long; 10,000 cr
* Plasma Gun Man Portable (PGMP-13): no/no/+3/+3/+2; 12 dice medium range; 6 dice long; 3 dice very long; 65,000 cr
* Fusion Gun Man Portable (FGMP-14): no/no/+8/+5/+2; 16 dice medium and long range; 4 dice very long; 100,000 cr
* VRF Guass Gun: no/no/+8/+5/+2; 10 dice damage; 200,000 cr

ARMOR

Use armor values to subtract dice of damage from successful attacks before rolling. If armor reduces dice to zero, the armor completely protects from the weapon.

* Jack, Mesh or Flak Jacket: -1 die per hit; 100 cr
* Ablat: -1 die first hit, or -3 dice versus first laser hit; destroyed thereafter
* Cloth: -2 dice per hit
* Vacc Suit TL 8: -2 dice per hit
* Vacc Suit TL 12 to 14: -3 dice per hit
* Body Pressure Suit: -1 die per hit
* Hostile Environment Vacc Suit TL 8 or 9: -3 dice per hit
* Hostile Environment Vacc Suit TL 12 or 13: -4 dice per hit
* Hostile Environment Vacc Suit TL 14: -5 dice per hit
* Combat Environment Suit TL 10: -3 dice per hit; 1,000 cr
* Combat Armor (Battlesuit) TL 11: -4 dice per hit; 20,000 cr
* Combat Armor (Battlesuit) TL 12: -5 dice per hit
* Combat Armor (Battlesuit) TL 14: -9 dice per hit
* Battle Dress (Huge Battlesuit) TL 13: -5 dice per hit
* Battle Dress (Huge Battlesuit) TL 14: -9 dice per hit

FAST TRAVELLER QUICK CHARACTERS

MERCHANT CAPTAIN
* Characteristics: Standard +1
* Skills: Administation +1, Starship Ops +2, Trade +3
* Life Points: 21
* Gear: 5,000 Cr, Cutlass, Body Pistol
SCOUT
* Characteristics: Standard +1
* Skills: Brawling/Blades +1, Personal Weaponry +1, Starship Ops +1, Survival +3
* Life Points: 21
* Gear: 5,000 Cr, Cutlass, Body Pistol
STARSHIP CAPTAIN/PILOT
* Characteristics: Standard +1
* Skills: Administation +1, Heavy Weaponry +1, Starship Ops +4
* Life Points: 21
* Gear: 5,000 Cr, Blade, Body Pistol
STARSHIP ENGINEER
* Characteristics: Standard +1
* Skills: Engineering +3, Heavy Weaponry +1, Planetary Vehicle Ops +1, Starship Ops +1
* Life Points: 21
* Gear: 5,000 Cr, Knife, Body Pistol
STARSHIP GUNNER
* Characteristics: Standard +1
* Skills: Heavy Weaponry +3, Personal Weaponry +1, Starship Ops +1, Tactics +1
* Life Points: 21
* Gear: 5,000 Cr, Body Pistol
STARSHIP NAVIGATOR
* Characteristics: Standard +1
* Skills: Engineering +1, Personal Weaponry +1, Planetary Vehicle Ops +1, Starship Ops +3
* Life Points: 21
* Gear: 5,000 Cr, Body Pistol
STARSHIP SURGEON
* Characteristics: Intelligence +2, others standard +1
* Skills: Engineering +1, Medical +3,
* Life Points: 21
* Gear: 5,000 Cr
TROOPER
* Characteristics: Standard +1
* Skills: Brawling/Blades +1, Heavy Weaponry +1, Personal Weaponry +3, Streetwise +1
* Life Points: 21
* Gear: 5,000 Cr, Cutlass, Assault Rifle, Combat Armor
TROOPER/BRUTE
* Characteristics: Strength +2, others standard +1
* Skills: Brawling/Blades +2, Heavy Weaponry +2, Personal Weaponry +1, Streetwise +1
* Life Points: 28
* Gear: 5,000 Cr, Cutlass, Assault Rifle, Combat Armor
TROOPER/CUTTER PILOT or CUTTER GUNNER
* Characteristics: Standard +1
* Skills: Heavy Weaponry +1, Personal Weaponry +1, Planetary Vehicle Ops +3, Starship Ops +1
* Life Points: 21
* Gear: 5,000 Cr, Cutlass, Assault Rifle, Combat Armor
TROOPER/DRIVER
* Characteristics: Standard +1
* Skills: Engineering +1, Heavy Weaponry +1, Personal Weaponry +1, Planetary Vehicle Ops +3
* Life Points: 21
* Gear: 5,000 Cr, Cutlass, Body Pistol
TROOPER/FUSION GUNNER
* Characteristics: Standard +1
* Skills: Brawling/Blades +1, Heavy Weaponry +2, Personal Weaponry +3
* Life Points: 21
* Gear: 5,000 Cr, Cutlass, PGMP-10, Battle Dress-13 Armor
TROOPER/FUSION GUNNER
* Characteristics: Standard +1
* Skills: Brawling/Blades +1, Heavy Weaponry +1, Medical +2, Personal Weaponry +1, Survival +1
* Life Points: 21
* Gear: 5,000 Cr, Cutlass, Body Pistol
TROOPER/ASSASSIN
* Characteristics: Dexterity +2, Intelligence +0, others standard +1
* Skills: Brawling/Blades +1, Streetwise +1, Survival +1, Tactics +1
* Life Points: 28
* Gear: 5,000 Cr, Cutlass, Assault Rifle, Combat Armor
TROOPER/SNIPER
* Characteristics: Standard +1
* Skills: Heavy Weaponry +1, Personal Weaponry +5
* Life Points: 21
* Gear: 5,000 Cr, Cutlass, Assault Rifle, Combat Armor
TROOPER/SQUAD LEADER
* Characteristics: Standard +1
* Skills: Brawling/Blades +1, Heavy Weaponry +1, Personal Weaponry +1, Tactics +2
* Life Points: 21
* Gear: 5,000 Cr, Cutlass, Assault Rifle, Combat Armor

travel

STARSHIP COMBAT RULES

See: http://epicsavingthrow.com/fast-high-guard/

EQUIPMENT, COMPUTERS, DRUGS, TRADE AND COMMERCE, VEHICLES AND OTHER RULES NOT MENTIONED HERE…

See The Traveller Book (available from DriveThruRPG), Mongoose Traveller (books on DTRPG), or whichever full core rulebook you prefer.