Fast Traveller 0.9

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AT A GLANCE
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* Task rolls: 2d6 + one characteristic modifier + one skill modifier (up to a maximum of 2d6+6).
* A total of 8 or more is a success for a standard challenge, or 12 or more for a hard task.
* Damage is reduced by armor, then reduces physical characteristics (Strength, Dexterity, Endurance).

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HOW TO PLAY
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Traveller is a tabletop role-playing game with shared stories about characters facing challenges in an imagined far future galaxy. Players describe their characters’ actions and sometimes roll dice to determine what happens. If a scene becomes uncomfortable, any player may use an X-Card to pause, reset, and steer the story away from that content without changing the results of dice rolls or prior decisions.

THE X-CARD: A safety tool to flag uncomfortable content and steer play away from it…
* Any player may tap or display an X-Card to stop, reset, and redo a scene.
* The X-Card changes tone and topics, not outcomes from dice or decisions.
* More info from creator John Stavropoulos: https://shorturl.at/YG3UJ

PERSONAL CHARACTERISTICS
* Strength: Physical ability, lifting, carrying.
* Dexterity: Physical coordination, reflexes.
* Endurance: Physical determination, stamina.
* Intelligence: IQ, memory, logic, reasoning.
* Education: Technical and academic training, sciences.
* Social Standing: Recognized privilege status.

Social Standing Noble Ranks
* 3 or less … Outcast (wanted by authorities)
* 4 to 10 (A) or less … Citizen (not noble)
* 11 (B) … Knight, Knightess (“sir” or “dame”)
* 12 (C) … Baron, Baronet, Baroness (“von,” “haut,” “hault”)
* 13 (D) … Marquis, Marquesa, Marchioness
* 14 (E) … Count, Countess, Contessa
* 15 (F) … Duke, Duchess

Note: A Game Master may rule Social Standing for player characters is limited to no higher than 11 (B), Knight or Knightess.

CHARACTERISTIC MODIFIERS
* +0 … Score 1 to 5
* +1 … Score 6 to 10 (A)
* +2 … Score 11 (B) to 15 (F)
* +3 … Score 16 (G) to 20 (M)

SKILLS
* Admin: Dealing with governments, officials, bureaucracy, bribery.
* Combat: Brawling, blades, guns, survival, military ops.
* Command: Leadership, group tactics, team discipline.
* Expertise (Type): Deep advanced knowledge of a specific topic or field.
* Medical: Diagnose, healing, xenobiology, diseases, toxins, drugs.
* Operations: Pilot, navigate, scan, communicate, use other starship functions.
* Planetology: Survey work, geology, atmospheres, ecosystems, terraforming.
* Rapport: Diplomacy, negotiations, deception, charm, etiquette, protocol.
* Security: Stealth, intrusion, surveillance, locks, traps, countermeasures.
* Streetwise: Urban centers, gambling, gathering information from informal contacts.
* Technology: Build, repair, program, or modify machines, computers, robots, starships.
* Trade: Appraise, buy, sell, smuggle, negotiate cargo, manage logistics.

SKILL MODIFIERS
* +1 … Trained, some experience, novice
* +2 … Extensive experience, professional
* +3 or +4 … Veteran experience, master, expert
* +5 or more … Legendary experience, epic

TASK ROLLS
* Roll two six-sided dice (2d6), add one Characteristic modifier and one Skill modifier related to the action.
* Situational modifiers may apply (teamwork, rushed work, distracting conditions, poor or excellent tools, and so forth).
* No task roll may gain more than +6 in modifiers to one 2d6 roll.
* A roll total of 8 or more is a success. (Else, 4 or more for an easy task, 12 or more for a harder task, or higher than other characters for an opposed roll.)

COMBAT
* Each combat round lasts 6 seconds of in-game time.
* Initiative: 2d6 + Dexterity modifier. Higher results take turns before lower totals.
* Once a turn, move a short distance (20 feet or 10 meters) and take one action (attack, evade, use a device, or more another 10 meters or 30 feet).
* A task roll of 8 or more is needed to hit a target with an attack.
* If a target is evading, the attack total must be greater than 8 or the target’s 2d6 + Dexterity + Combat roll (whichever is higher).
* On a hit, a target loses physical characteristic points equal to the total of the attack’s damage roll.
* Armor and cover reduces damage; if damage is reduced to 0 or less, the attack cannot harm the target.
* Physical characteristics are a target’s Strength, Dexterity, or Endurance scores.
* Living beings recover lost physical characteristics per day equal to the total of one task check by a medic (2d6 + Education + Medical), or the Tech Level of available medical care (whichever is greater).
* When two physical traits are reduced to 0, a living target is unconscious or a device is disabled.
* When three physical traits are reduced to 0, the target is dead, broken, or inoperable.

EXPANDED RANGES
* Touching: Held, grappled, connected
* Melee Range: Up to 6 feet (2 meters)
* Short Throwing Range (“nearby” indoors): 60 feet (20 m) (dagger, spear)
* Long Throwing Range (“nearby” outdoors): 180 feet (55 m) (light bow, crossbow)
* Short Shooting Range: 360 feet (110 m) (carbine, longbow, pistol, shotgun)
* Long Shooting Range: 1,000 feet (600 m) (rifle, laser weapon)
* Distant Range: 15 miles (25 km) (artillery, cannon)
* Orbital Range: 60 miles (100 km)
* Short Astronomical: 600 miles (1000s km)
* Medium Astronomical: 10,000s miles (or km)
* Long Astronomical: 100,000s miles (or km) (starship beam weapons)
* Distant Astronomical: 1,000,000s miles (or km) (starship missile weapons)
* Stellar Subsystem: 100s millions miles (or km)
* Stellar System: Billions miles (or km) (limits of a solar system)
* Parsec: Trillions miles (or km) (a few light years)
* Subsector: 10s light years
* Sector: 100s light years
* Quadrant: 1,000s light years
* Galactic: 10,000s light years
* Intergalatic: 100,000s light years
* Supercluster: Millions of light years
* Universal: Billions of light years

ATTACK DAMAGE DICE
* 1d6: small natural attacks
* 2d6: predator’s natural attacks, small melee weapons
* 2d6 + 3: poisonous natural attacks, large melee weapons, light firearms
* 2d6 + 5: large two-handed melee weapons, medium firearms, light lasers, light gauss coilguns
* 2d6 + 10: heavy firearms and lasers, plasma weapons at long range
* 2d6 + 20: grenades, light cannons
* 2d6 + 25: heavy gauss coilguns, plasma weapons at medium or closer range
* 2d6 + 45: fusion weapons at medium or closer range
* 2d6 + 60: land artillery

ARMOR AND COVER PROTECTION PER HIT
* -0 damage: no armor (normal clothing)
* -3 damage: light armor (jack, mesh, flak jacket) or light cover (interior walls).
* -6 damage: medium armor (cloth, vacc suits up to TL8) or medium cover (exterior walls, pressurized bulkheads).
* -9 damage: heavy armor (vacc suits of TL9 or higher) or heavy cover (vault doors).
* -12 damage: superheavy armor (TL 11 combat battlesuit) or superheavy cover (starship hull).
* -15 damage: advanced superheavy armor (TL 12/13 combat battlesuit, TL 13 battle dress)
* -24 damage: extreme superheavy armor (TL 14 combat battlesuit, TL 14 battle dress)

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CHARACTER CREATION
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* Create a name and brief description for a character.
* Roll 2d6 for each characteristic. Note modifier for each.
* Add +1 to any two skills.
* Choose any age (18 or older).
* For every 4 years past age 18, roll for acquired abilities and survival…

AQUIRED ABILITIES TABLE
* 12 … Add +1 to any three characteristics or skills.
* 9 to 11 … Add +1 to any one characteristic.
* 6 to 8 … Add +1 to any one skill.
* 4 to 5 … Add +1 to any two skills. If over 50, -1 to Strength and -1 to Endurance.
* 3 … Add +2 to any one skill. If over 50, -1 to Strength and -1 to Endurance.
* 2 … Character is killed in space.

Optionally, see SERVICE TABLES for navy, marine, army, scout, merchant, and other character paths.

MUSTERING OUT
* When a player decides to stop rolling for past terms, roll 2d6 for mustering out benefits and starting credits of personal wealth.
* Add +1 to this roll if the character has Rank 5 or higher in a service.
* 12 or 13 … Add +1 Social Status and roll again on this table.
* 11 … Add +1 Social Status, wealth of 2d6 x Cr9,000.
* 10 … Add +1 Intelligence and +1 Education, wealth of 2d6 x Cr8,000.
* 9 … Add +1 Intelligence, wealth of 2d6 x Cr7,000.
* 8 … Add +1 Education, wealth of 2d6 x Cr6,000.
* 7 … Add +1 Combat, wealth of 2d6 x Cr5,000.
* 6 … Lifetime Traveller’ Aid Society membership, wealth of 2d6 x Cr4,000.
* 5 … Gain one free High Passage trip per year, wealth of 2d6 x Cr3,000.
* 4 … Gain one free Middle Passage trip per year, wealth of 2d6 x Cr2,000.
* 3 … Gain one free Low Passage trip per year, wealth of 2d6 x Cr1,000.
* 2 … Suffer -1 to either Strength, Dexterity, Endurance, or Intelligence; wealth of 1d6 x Cr1,000.

STARTING STARSHIP
As a group, the characters start with one starship (choose one):
* Type S Scout/Courier exploratory starship.
* Beowulf-class Free Trader merchant starship.
* Broadsword-class Mercenary Cruiser paramilitary starship.

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THE TRAVELLER UNIVERSE
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THE FAR FUTURE: From creator Marc Miller…
* The fastest anyone can get information somewhere is in a starship.
* A ship takes at least a week to get somewhere.
* The Imperium is a government of people, not laws, and it rules space. Planets rule themselves.
* The lifeblood of the Imperium is commerce. Don’t get in the way of the Imperium’s lifeblood.
* There is no Prime Directive. If you want to sell guns to the locals, go ahead. Check first to see if they have anything you want.

THINGS EVERY TRAVELLER ALREADY KNOWS
Common knowledge lets characters recognize, discuss, and attempt routine use. It does not replace a skill when failure matters, when tools are damaged, when procedures are hostile, or when specialized knowledge is required.
* Basic use of a vacc suit (standard issue spacesuit).
* Recognizing the major species of sophants (the “big six” alien races).
* Familiarity with routine starport procedures (screenings, inspections, cargo handling).
* Fluency in the galactic standard language (Anglic).
* Familiarity with Imperial banking standards and currencies (credits, megacredits).
* Familiarity with Tech Level 15 technology (recognize and understand its use, even if not proficient).
* General knowledge about the Imperium (domains, broad history, social status system).

TIMELINE OF THE FAR FUTURE
* Long ago: Ancient aliens rule the galaxy but then vanish, leaving relics everywhere.
* 300,000 years ago: Humans exist on three planets (Vland, Zhant, and Terra).
* 3,600 years ago: 21st century on Earth (Terra) in the Sol system.
* 3,200 years ago: Contact between the First Imperium of Vland and Solomani humans of Terra leads to interstellar war.
* 3,100 years ago: Solomani humans win the war, found the Second Imperium (the “Rule of Man” age).
* 2,700 years ago: The Rule of Man falls, isolating dark ages of The Long Night begin.
* 1,100 years ago: Sylean ruler Cleon Zhunastu founds the Third Imperium.
* 700 to 20 years ago: Imperium and Zhodani navies clash in several Frontier Wars.
* 100 years ago: Imperium forces seize the Solomani homeworld of Terra.
* 36 years ago: Strephon Aella Alkhalikoi becomes the current Emperor of the Imperium.
* Now: Current day in Imperial Year 1107.

THE IMPERIUM
* A feudal interstellar military that rules space, not planets.
* Talks like a republic, budgets like an empire, behaves like a bank that owns warships.
* Less oppressive than Star Wars’ Empire, less utopian than Star Trek’s Federation.
* Aims to keep interstellar capitalism working for planetary nobles.
* Also aims to keep citizens safe from “evil telepaths” and rogue artificial intelligences (AIs).
* The Imperial Interstellar Scout Service (IISS) explores frontiers and surveys worlds to update the Library Data (a shared universal encyclopedia).

TECHNOLOGY
* Think “cassette futurism,” like 1970s sci-fi movies.
* Hardware is stuff you can punch, steal, hack, hot-wire, or carry in a briefcase.
* Tech devices are designed to need humans and isolate dangerous self-aware computers.
* Wireless tech is considered unsecure, dangerous, and too easy to exploit.
* YES: Artificial gravity, faster-than-light starships, robots, cloning.
* MAYBE: Psychic powers, mutations, self-aware computers, rogue AIs.
* NO: Teleportation machines, time travel, faster-than-light radio.

TECH LEVELS
* TL 0 Extremely Low: Stone age tools from natural materials, simple shelters.
* TL 3 Very Low: Metal tools, industrial manufacturing, science, and mathematics.
* TL 6 Low: Mechanical to atomic ages, electricity in wide use, viral science and vaccines.
* TL 9 Moderate: Early stellar age, varied power sources, bionics and cybernetics.
* TL 12 High: Slow faster-than-light space travel, antigravity tech, terraforming.
* TL 15 Very High: Quick faster-than-light space travel, perfect cloning, recorded memories.

Beyond what’s known in Imperium society, but possible with relics from the Ancients…
* TL 18 Extremely High: Self-aware starships, custom lifeforms, orbital teleporters.
* TL 21+ Ultra High: Interstellar teleporters, manufactured worlds, mobile planets. (Per Arthur C. Clarke, “sufficiently advanced technology indistinguishable from magic.”)

COMMON SPECIES
* Humans (Vilani): Conservative traditionalists. Old ways preserve new worlds.
* Humans (Solomani): Maverick individualists. Claim what you can reach. Fight to free Terra.
* Aslan: Feline humanoids (think Kzinti), driven to expand their personal territory.
* Droyne: Small winged humanoids. Rigid castes (worker, warrior, drone, technician, leader, sport).
* Hiver: Starfish-shaped explorers. Strong curiosity. Subtle manipulators.
* K’kree: Four-legged. Descended from herbivore lineage. Travel in herd ships.
* Vargr: Uplifted wolf-headed humanoids. Defers to an alpha. Reputation for piracy.
* Humans (Zhodani): Foreigners to the Imperium. Use psionic talents and mind control.

ENVIRONMENTAL STANDARD
Most starships and spaceports maintain the following:
* Gravity: 1.0 G
* Air Composition: 78% nitrogen, 21% oxygen, 0.9% argon, 0.1% other (carbon dioxide, nitrous oxides, methane, ozone, water vapor).
* Air Humidity: 60% RH (relative humidity)
* Air Pressure: 1 bar / 101.3 kPa (14.7 psi)
* Air Temperature: Around 72 degrees F (22 degrees C)

MEGACORPORATIONS
* Delgado: Military harware, miniaturization, minerals, publsihing, trading, recreatinal products.
* General Products: heavy industry, starships, vehicles.
* GSbAG: Starships.
* Hortalez et Cie: Banking, investments, finance.
* Interstellarms: Military hardware and units, strategic planning.
* Ling-Standard Products: Mining, electronics, vehicles, weapons, consumer goods.
* Makhidkarun: Communications, computers, entertainment, recreation.
* Naasirka: Information retrieval hardware and software, robots, recreation.
* SuSAG: Chemicals, pharmaceuticals, genetic engineering.
* Sternmetal: Mining, manufacturing, energy supplies, food synthesis.
* Tukera: Passenger and freight transport, trade speculation.
* Zirunkarlish: Capital investment, real estate, insurance.

TRADE GOODS
* Arms & Armors: Firearms, ammunition, body armor. Value 1d6 x Cr5,000 per ton.
* Consumables: Foodstuffs, pharmaceuticals, liquor. Value 1d6 x Cr1,000 per ton.
* Industrial Materials: Metals, petrochemicals, polymers. Value 1d6 x Cr2,000 per ton.
* Machinery: Machine tools, parts, vehicles. Value 1d6 x Cr3,000 per ton.
* Raw Materials: Textiles, wood, crystals, radioactives. Value 1d6 x Cr2,000 per ton.
* Tech Components: Computers, cybernetics, tools. Value 1d6 x Cr2,000 per ton.

SCANNING RANGES (Rule of Thumb)
* Medium Astronomical: 10,000s miles (or km), geostationary orbit above a planet.
* Long Astronomical: 100,000s miles (or km), high-resolution scans (life signs, energy fields, molecular compositions), limit of direct ship-to-ship communications without transponders.
* Distant Astronomical: 1,000,000s miles (or km), detailed scans identifying ships (Level, type, registry).
* Stellar Subsystem: 100s millions miles (or km), detect presence of any unidentified ships (position and velocity).
* Stellar System: Billions of miles (or km), detect presence of only 1 million-ton unidentified ships (position and velocity).
* Parsec: Trillions of miles (or km), detect another ship’s jump signature.
* Beyond Parsec: No practical scanning possible except for long-term stellar research.

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RULES FOR PSIONICS
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GAINING PSIONICS
* Roll 11 or more on 2d6 to find a secret Psionic Institute; +1 per population above 9.
* Roll 2d6, -1 per four years past age 18.
* On 11 or more, gain psionic powers.
* Roll 2d6 for maximum available psionic strength level and available psionic power points (psi).
* Per year of experience using psionic powers, roll 2d6. On 8 or more, gain one Level and +1 available psionic power point. On a 4 or less, the character is exposed and imprisoned by Imperial authorities.

RANDOM PSI POWERS
* Pick one talent, roll 2d6-1 to see if power manifests.
* Pick a second talent, roll 2d6-2; third talent, 2d6-3, and so forth.
* Telepathy: Must roll 5 or more.
* Clairvoyance: Must roll 5 or more.
* Telekinesis: Must roll 6 or more.
* Awareness: Must roll 7 or more.
* Teleportation: Must roll 9 or more.

USING PSIONIC POWERS
* Expend psi to use specific powers, often with an additional cost for range to target.
* Three hours after last using psionics, regain 1 psi strength point per hour of rest.

POWER DESCRIPTIONS
* Cost in psionic strength points … Minimum psionic strength level to use: Name of power: Description.
* Range costs (“from a minimum distance”) vary by psionic talent.

TELEPATHY (connecting minds and thoughts)
* automatic … Level 1: Shield: Block unwanted telepathy into your mind.
* 1 psi + range … Level 1: Life Detection: Sense number and type of nearby minds for 60 seconds.
* 1 psi + range … Level 2: Telempathy: Communicate emotions and feelings mind-to-mind for 60 seconds.
* 2 psi + range … Level 4: Read Surface Thoughts: Sense one target’s active thoughts for 60 seconds.
* 2 psi + range … Level 5: Send Thoughts: Speak mind-to-mind for 120 seconds.
* 8 psi + range … Level 9: Probe: Explore one target’s memories for 10 minutes.
* 10 psi + range … Level 10: Assault: Against a shielded mind, roll 2d6 + the difference between the attacker’s and target’s psionic strength level. Success is automatic against an unshielded mind. On a success, the target falls unconscious and suffers 2d6+6 physical damage (armor does not protect).

Telepathy Range Psi Costs
* +0 psi … Touching: Held, grappled, connected
* +1 psi … Melee Range: Up to 6 feet (2 meters)
* +2 psi … Throwing Range: 180 feet (55 m)
* +3 psi … Short Range: 360 feet (110 m)
* +4 psi … Distant Range: 15 miles (25 km)
* +5 psi … Orbital Range: 60 miles (100 km)
* +6 psi … Medium Astronomical: 10,000s miles (or km)
* impossible … Long Astronomical: 100,000s miles (or km)

CLAIRVOYANCE (remote viewing of locations)
* 1 psi + range … Level 2: Sense: Gain a vague description of a location for 15 seconds.
* 0 psi + range … Level 3: Direction: Target psionics to a well-known location.
* 2 psi + range … Level 5: Clairvoyance: See from a distant point for 15 seconds.
* 2 psi + range … Level 5: Clairaudience: Hear from a distant point for 15 seconds.
* 2 psi + range … Level 9: Combined: See and hear from a distant point for 15 seconds.

Clairvoyance Range Psi Costs
* +0 psi … Touching: Held, grappled, connected
* +1 psi … Melee Range: Up to 6 feet (2 meters)
* +2 psi … Short Range: 360 feet (110 m)
* +3 psi … Long Range: 1,000 feet (600 m)
* +4 psi … Orbital Range: 60 miles (100 km)
* impossible … Long Astronomical: 100,000s miles (or km)

TELEKINESIS (manipulate objects as if touching them)
* 1 psi + range … Level 1: Move 1 gram (0.002 lbs., a paperclip) for 60 seconds.
* 2 psi + range … Level 2: Move 10 grams (0.02 lbs., a small key) for 60 seconds.
* 3 psi + range … Level 3: Move 100 grams (0.2 lbs., an apple) for 60 seconds.
* 5 psi + range … Level 5: Move 1 kilogram (2 lbs., liter of water) for 60 seconds.
* 8 psi + range … Level 8: Move 10 kilograms (20 lbs., a car tire) for 60 seconds.
* 10 psi + range … Level 10: Move 100 kilogram (200 lbs., an adult human), or levitate yourself, for 60 seconds.

Telekinesis Range Psi Costs
* +0 psi … Touching: Held, grappled, connected
* +1 psi … Melee Range: Up to 6 feet (2 meters)
* +2 psi … Throwing Range: 180 feet (55 m)
* +4 psi … Short Range: 360 feet (110 m)
* +9 psi … Long Range: 1,000 feet (600 m)
* impossible … Distant Range: 15 miles (25 km)

AWARENESS (supernatural control over one’s own body)
* 3 psi … Level 2: Suspended Animation: No need for food, water, much air for 7 days.
* 1 psi per point … Level 4: Psionically Enhanced Strength: Gain +1 or more Strength for 1 hour.
* 1 psi per point … Level 5: Psionically Enhanced Endurance: Gain +1 or more Endurance for 1 hour.
* 1 psi per point … Level 9: Regeneration: Heal 1 or more damage to yourself in 60 seconds.

TELEPORT (instantly moving oneself point-to-point without crossing the distance between)
* 0 psi + range … Level 5: Personal, unclothed: Arrive naked at destination.
* 0 psi + range … Level 7: Personal, clothed: Cannot bring carried items.
* 0 psi + range … Level 9: Personal, with equipment: Can bring carried items, up to kilograms equal to one’s psionic strength level.

Teleport Range Psi Costs
* +1 psi … Touching: Held, grappled, connected
* +2 psi … Melee Range: Up to 6 feet (2 meters)
* +3 psi … Throwing Range: 180 feet (55 m)
* +4 psi … Long Range: 1,000 feet (600 m)
* +5 psi … Orbital Range: 60 miles (100 km) (Note: Suffer disorientation for 2d6 minutes.)
* impossible … Long Astronomical: 100,000s miles (or km)

PSIONIC DRUGS (roll 2d6 to locate an illicit source)
* Psi-Booster: Increases psionic level by +3 for 1 hour. Costs 1,000cr; roll 8 or more to find.
* Psi-Doubler: Increases psionic level by +6 for 1 hour. Costs 4,000cr; roll 10 or more to find.
* Psi-Special: Increases psionic level by +1 for up to 15 hours. Costs 10,000cr; roll 12 or more to find.

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OPTIONAL: TRAVELLER SERVICE TABLES
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* Roll 2d6 for each characteristic. Note modifier for each.
* Gain +1 to any one skill of the player’s choice.
* Choose any age (18 or older).
* For every 4 years past age 18, roll on a service table and gain benefits as shown.
* A player may choose to switch to “Other” tables at any point, but must only roll on that table until finished.

NAVY
Automatic +1 Operations (no rank), plus one roll per 4-year term…
* 12 … Promotion (+1 rank), +1 Command, +1 any two characteristics or other skills
* 11 … Promotion (+1 rank), +1 Command and either +1 Strength or +1 Dexterity
* 10 … Promotion (+1 rank), +1 Command, and +1 Endurance
* 9 … Promotion (+1 rank) and +1 Intelligence
* 8 … Promotion (+1 rank) and +1 Education
* 7 … +1 Operations
* 6 … +1 Combat
* 5 … +1 Medical and +1 Technology
* 4 … +1 Education and either +1 Admin or +1 Streetwise
* 3 … Fail to re-enlist; roll on Other table instead. If over 50, -1 to Strength and -1 to Endurance.
* 2 … Killed in action.

Navy Promotion Ranks
* No Rank: Spacer (+1 Operations)
* Rank 1: Ensign
* Rank 2: Lieutenant
* Rank 3: Lt. Commander
* Rank 4: Commander
* Rank 5: Captain (+1 Social Standing)
* Rank 6: Admiral (+1 Social Standing)

MARINE
Automatic +1 Combat (no rank), plus one roll per 4-year term…
* 12 … Promotion (+1 rank), +1 Command, +1 any two characteristics or other skills
* 11 … Promotion (+1 rank), +1 Command and either +1 Strength or +1 Dexterity
* 10 … Promotion (+1 rank), +1 Command, and +1 Endurance
* 9 … Promotion (+1 rank) and +1 Strength
* 8 … Promotion (+1 rank) and +1 Dexterity
* 7 … +1 Combat
* 6 … +1 Combat and +1 Technology
* 5 … +1 Medical and +1 Technology
* 4 … +1 Education and either +1 Admin or +1 Streetwise
* 3 … Fail to re-enlist; roll on Other table instead. If over 50, -1 to Strength and -1 to Endurance.
* 2 … Killed in action.

Marine Promotion Ranks
* No Rank: Private (+1 Combat)
* Rank 1: Lieutenant
* Rank 2: Captain
* Rank 3: Force Commander
* Rank 4: Lt. Colonel
* Rank 5: Colonel
* Rank 6: Brigadier

ARMY
Automatic +1 Combat (no rank), plus one roll per 4-year term…
* 12 … Promotion (+1 rank), +1 Command, +1 any two characteristics or other skills
* 11 … Promotion (+1 rank), +1 Command and either +1 Strength or +1 Dexterity
* 10 … Promotion (+1 rank), +1 Command, and +1 Endurance
* 9 … Promotion (+1 rank) and +1 Strength
* 8 … Promotion (+1 rank) and +1 Dexterity
* 7 … +1 Combat
* 6 … +1 Combat and +1 Operations
* 5 … +1 Medical and +1 Technology
* 4 … +1 Education and either +1 Admin or +1 Streetwise
* 3 … Fail to re-enlist; roll on Other table instead. If over 50, -1 to Strength and -1 to Endurance.
* 2 … Killed in action.

Army Promotion Ranks
* No Rank: Private (+1 Combat)
* Rank 1: Lieutenant
* Rank 2: Captain
* Rank 3: Major
* Rank 4: Lt. Colonel
* Rank 5: Colonel
* Rank 6: General

SCOUT
Automatic +1 Operations and +1 Planetology, plus one roll per 4-year term…
* 12 … +1 any three characteristics or skills
* 11 … +1 Endurance and +1 Intelligence
* 10 … +1 Dexterity and +1 Intelligence
* 9 … +1 Dexterity and +1 Endurance
* 8 … +1 Planetology
* 7 … +1 Operations
* 6 … +1 Technology
* 5 … +1 Medical and +1 Technology
* 4 … +1 Education and +1 Planetology
* 3 … Killed in action.
* 2 … Killed in action.

The Imperial Interstellar Scout Service (IISS) does not use ranks.

MERCHANT
Automatic +1 Trade (no rank), plus one roll per 4-year term…
* 12 … Promotion (+1 rank), +1 Admin, +1 any two characteristics or other skills
* 11 … Promotion (+1 rank), +1 Admin and either +1 Strength or +1 Dexterity
* 10 … Promotion (+1 rank), +1 Admin, and +1 Endurance
* 9 … Promotion (+1 rank) and +1 Strength
* 8 … Promotion (+1 rank) and +1 Dexterity
* 7 … +1 Trade
* 6 … +1 Trade and +1 Operations
* 5 … +1 Rapport and +1 Technology
* 4 … +1 Rapport and +1 Streetwise
* 3 … Fail to re-enlist; roll on Other table instead. If over 50, -1 to Strength and -1 to Endurance.
* 2 … Killed in action.

Merchant Promotion Ranks
* No Rank: Merchant (+1 Trade)
* Rank 1: 4th Officer
* Rank 2: 3rd Officer
* Rank 3: 2nd Officer
* Rank 4: 1st Officer (+1 Operations)
* Rank 5: Captain

OTHER
Automatic +1 Streetwise (no rank), plus one roll per 4-year term…
* 12 … +1 any three characteristics or other skills
* 11 … +1 Admin and +1 Streetwise
* 10 … +1 Streetwise and +1 Security
* 9 … +1 Technology
* 8 … +1 Combat
* 7 … +1 Streetwise
* 6 … +1 Rapport
* 5 … +1 Security
* 4 … +1 Combat and +1 Streetwise
* 3 … +1 Admin and +1 Security. If over 50, -1 to Strength and -1 to Endurance.
* 2 … Killed in action.

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RULES STARSHIPS AND STARSHIP COMBAT
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STARSHIP CHARACTERISTICS
* Agility: Maneuvering and speed in outer space.
* Auxiliary Power: Utility reserve for ship operations.
* Cargo: Space for freight goods.
* Defenses: Armor rating of ship, dice reduced from damage. Hull plating, force fields.
* Firepower (Beams): Damage bonus of fusion guns, lasers, masers, particle beams.
* Firepower (Missiles): Damage bonus of nuclear warheads, photon torpedos.
* Jump Drive: Number of parsecs crossed per one-week of FTL travel.
* Size: Tonnage factor of ship.

SIZE FACTORS
* +1 … Under 10 tons. (GCarrier, air/raft.)
* +2 … 10 to 29 tons. (Launch, lifepod, ship’s boat.)
* +3 … 30 to 59 tons. (Modular cutter.)
* +4 … 60 to 119 tons. (Shuttlecraft, scout/courier starship.)
* +5 … 120 to 249 tons. (Beowulf-class Free Trader starship.)
* +6 … 250 to 499 tons. (Subsidized Merchant starship, system defense cruiser.)
* +7 … 500 to 999 tons. (Broadsword-class Mercenary Cruiser starship.)
* +8 … 1,000 to 1,999 tons. (Colonial Cruiser starship.)
* +9 … 2,000 to 3,999 tons. (Destroyer starship.)
* +10 … 4,000 to 7,999 tons.
* +11 … 8,000 to 15,999 tons.
* +12 … 16,000 to 31,999 tons. (Light cruiser starship.)
* +13 … 32,000 to 64,999 tons. (Strike cruiser, frontier cruiser starships.)
* +14 … 65,000 to 128,999 tons. (Heavy cruiser starship.)
* +15 … 130,000 to 249,999 tons. (Fleet carrier starship.)
* +16 … 250,000 to 499,999 tons.
* +17 … 500,000 to 999,999 tons. (Dreadnaught starship.)
* +18 … 1 million tons.
* +19 … 2 million tons.
* +20 … 5 million tons.

For comparison…
* +2 … 10 to 29 tons. (Star Wars X-Wing starfighter.)
* +3 … 30 to 59 tons. (MCU Nov Corps Star Blaster ship, Sakaaran Necrocraft.)
* +7 … 500 to 999 tons. (Star Wars Millennium Falcon.)
* +10 … 4,000 to 7,999 tons. (Star Wars CR90 Corvette Tantive IV.)
* +16 … 250,000 to 499,999 tons. (MCU S.H.I.E.L.D. Helicarrier.)
* +17 … 500,000 to 999,999 tons. (Star Trek Constitution-class ship.)
* +18 … 1 million tons.
* +19 … 2 million tons.
* +20 … 5 million tons. (Star Trek Galaxy-class ship.)
* +21 … 10 million tons.
* +22 … 25 million tons. (Star Wars Star Destroyer.)
* +23 … 50 million tons. (Star Trek Deep Space Nine.)
* +24 … 100 million tons.
* +25 … 250 million tons (MCU Kree Command Warship.)
* +26 … 500 million tons. (Dune Spacing Guild transport.)
* +27 … 1 billion tons.
* +28 … 2 billion tons.
* +29 … 5 billion tons.
* +30 … 10 billion tons. (Star Wars Bespin Cloud City, Super Star Destroyer.)
* +31 … 25 billion tons.
* +32 … 50 billion tons.
* +33 … 100 billion tons.
* +34 … 250 billion ton (Dune Spacing Guild Heighliner jumpship.)
* +31 … 500 billion tons.

STARSHIP COMBAT
* Each combat round lasts 20 minutes of in-game time.
* Initiative: 2d6 + Agility modifier. Higher results take turns before lower totals.

* Starship attack roll: 2d6 + Firepower + gunner’s Combat.
* If the target is not evading, the attack hits on 8+.
* If the target is evading, the attack must beat 2d6 + target Agility + pilot Operations.
* Damage: 1d6 + ship’s Firepower – target’s Defenses, minimum 0.
* Evasion never reduces damage; it only makes the ship harder to hit.
* A target normally decides how to allocate damage among a hit ship’s characteristics. On a natural 12, or when the attack beats the target number by 6 or more, the attacker chooses where starship damage is applied.
* Repairs recover lost starship characteristics per day equal to the total of one task check by a Tech engineer (2d6 + Education + Technology), or the Tech Level of available starport repair services (whichever is greater).
* When any ship characteristic is reduced to 0, it is broken and inoperable.
* Any damage to a ship’s Cargo is permanent (items destroyed or lost in space).
* If all of a ship’s characteristics are reduced to 0, the ship breaks apart into debris.

ACTION IN A STARSHIP COMBAT TURN: Each crew character may…
* Analyze: Scan a target to gain more information (location, damage status).
* Attack: Fire a beam or missile weapon system, make an attack roll to hit a target.
* Damage Control: Reroute Auxiliary Power, reducing its modifier to increase another damaged characteristic by the same amount. No modifier may be increased beyond its undamaged value. The new power levels remain until a character performs damage control again or repairs are made to damaged characteristics.
* Evade: Gain the evading benefit to become harder to hit.
* Launch: Deploy a smaller craft into space away from the main starship.
* Pursue/Escape: In a chase, each side rolls 2d6 + ship’s Agility + pilot Operations. The winner gains 1 velocity point. A side that wins by 6 or more gains 2 velocity points. At 3 velocity points, that side chooses the range or escapes.

TYPE S SCOUT/COURIER (100 tons, crew 1 or 2)
* +2 Agility: Maneuvering and speed in outer space.
* +4 Auxiliary Power: Utility reserve for ship operations.
* +1 Cargo: Space for freight goods.
* +0 Defenses: Armor rating of ship, dice reduced from damage. Hull plating, force fields.
* +1 Firepower (Beams): 2d6 damage bonuns of fusion guns, lasers, masers, particle beams.
* +0 Firepower (Missiles): Damage bonus of nuclear warheads, photon torpedos.
* +2 Jump Drive: Number of parsecs crossed per one-week of FTL travel.
* +4 Size: Tonnage factor of ship.

BEOWULF-CLASS FREE TRADER STARSHIP (200 tons, crew 4)
* +2 Agility: Maneuvering and speed in outer space.
* +5 Auxiliary Power: Utility reserve for ship operations.
* +8 Cargo: Space for freight goods.
* +0 Defenses: Armor rating of ship, dice reduced from damage. Hull plating, force fields.
* +2 Firepower (Beams): 2d6 damage bonuns of fusion guns, lasers, masers, particle beams.
* +0 Firepower (Missiles): Damage bonus of nuclear warheads, photon torpedos.
* +1 Jump Drive: Number of parsecs crossed per one-week of FTL travel.
* +5 Size: Tonnage factor of ship.

BROADSWORD-CLASS MERCENARY CRUISER STARSHIP (800 tons, crew 8 plus 36 troops)
* +3 Agility: Maneuvering and speed in outer space.
* +7 Auxiliary Power: Utility reserve for ship operations.
* +8 Cargo: Space for freight goods.
* +1 Defenses: Armor rating of ship, dice reduced from damage. Hull plating, force fields.
* +8 Firepower (Beams): damage bonuns of fusion guns, lasers, masers, particle beams.
* +8 Firepower (Missiles): Damage bonus of nuclear warheads, photon torpedos.
* +3 Jump Drive: Number of parsecs crossed per one-week of FTL travel.
* +7 Size: Tonnage factor of ship.

…plus carries two MODULAR CUTTERS (50 tons, each with an armored wheeled ATV)
* +1 Agility: Maneuvering and speed in outer space.
* +3 Auxiliary Power: Utility reserve for ship operations.
* +1 Cargo: Space for freight goods.
* +0 Defenses: Armor rating of ship, dice reduced from damage. Hull plating, force fields.
* +2 Firepower (Beams): damage bonuns of fusion guns, lasers, masers, particle beams.
* +0 Firepower (Missiles): Damage bonus of nuclear warheads, photon torpedos.
* +0 Jump Drive: Number of parsecs crossed per one-week of FTL travel.
* +3 Size: Tonnage factor of ship.

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2d6 DICE ODDS
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When rolling 2d6, chance of rolling # or better…
* 100% … 2 or more
* 97% … 3 or more
* 92% … 4 or more
* 83% … 5 or more
* 72% … 6 or more
* 58% … 7 or more
* 42% … 8 or more
* 28% … 9 or more
* 17% … 10 or more
* 8% … 11 or more
* 3% … 12

…or in ranges:

Chance of Success … Minimum Roll Needed
* 1% to 3%% … 12
* 4% to 8% … 11 or more
* 9% to 17% … 10 or more
* 18% to 28% … 9 or more
* 29% to 42% … 8 or more
* 43% to 58% … 7 or more
* 59% to 72% … 6 or more
* 73% to 83% … 5 or more
* 84% to 92% … 4 or more
* 93% to 97% … 3 or more
* 98% to 100% … 2 or more