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Rules

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Rules

Copyright
© © All Rights Reserved
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TRAVELLER

THE MAIN RULE


The throw. 2D + Skill DM + Characteristic DM. If the result is ≥ target number, you succeed.
Effect. The amount by which your throw succeeded.

Difficulty Target number


Easy 6+
Average 8+
Difficult 10+
Formidable 12+

COMBAT
1. Check for surprise. Each side makes a Difficult Recon or Stealth throw.
2. Initiative. Leaders of each side make a Tactics throw. The side with the highest result goes first.
3. Combat round. On their turn, each character gets two actions. Repeat as long as necessary.

Melee Attack. A character may only attack once per combat round. To hit throw Melee Combat. A
character with at least Melee Combat 1 who neutralizes an enemy may move one square and immediately
attack another enemy. Characters may do this a number of times equal to their Melee Combat skill.
Charge! Run up to an enemy and attack with DM+2.
Grappling. Opposed Melee Combat throw. If the attacker wins, they may do one of the following:
• Knock the opponent prone.
• Drag the opponent up to 2 squares.
• Disarm the opponent. If Effect is 6+, take the weapon.
• Throw the opponent up to 2 squares dealing 1D + STR DM damage, ending the grapple.
• Deal 2 + Effect + STR DM damage.
• Deal damage from a small weapon (e.g. pistol, knife).
Ranged Attack. A character may only attack once per combat round. To hit an enemy throw Gun Combat.
The difficulty is Average if within Effective range, Difficult if Long range or Formidable if Extreme range.
Single. If the weapon does not have the Auto aspect, this action consumes one ammo point.
Otherwise, this action consumes an ammo point only if doubles are rolled.
Head Shot. DM-4 to hit. On a hit, any penetrating damage is doubled.
Full Auto. Requires Auto aspect. Consumes one ammo point. Make X attacks. Cannot Aim.
Suppressive Fire. Requires Auto aspect. Consumes one ammo point. Choose X adjacent squares.
Until the start of your next turn anyone in this zone comes under attack. Do not apply any kind of
bonuses or penalties to this attack. By Using Dive into Cover a character can ignore this attack.
Aim. Gives DM+1 to hit on the next ranged attack, maximum DM+3.
Give Order. Make a Leadership throw, on a success give DM+2 to one action of an ally.
Move. Move a number of squares up to your Speed, get up or take cover.
Hold Action (Overwatch). Delay your action until a specified trigger event.
Other Action. Reload weapon or any other significant action.
Dive into Cover. Damage received from some attacks can be halved or completely ignored.
If a character takes this action out of turn, they can take only one action on their next turn.
Condition Penalty Condition Penalty
Shrubbery, Smoke DM-1 Prone DM-1
Cover DM-2 Insufficient light DM-1
Fortified cover DM-3 Complete darkness DM-2
If the penalty from cover is ≤ DM-4, the character may not attack or be attacked with direct fire.
DAMAGE AND HEALING
Health = (END + Athletics) × 2.

• If a character suffers more damage before armour than their DEX, they are knocked prone.

• If a character suffers damage, but their Health ≥ half, they are Lightly Wounded and suffer DM-1
to all actions. After receiving first aid the character recovers all lost Health points after one day.

• If a character suffers damage and their Health falls below half, they are Seriously Wounded and
suffer DM-2 to all actions. They must immediately make an END throw or lose consciousness for
1D combat rounds. A successful Medicine check with a medkit will wake up the character. To fully
heal, the character requires a medbay, medical care and one week of rest.

• Some weapons can cause Bleeding. If a character is Bleeding, they lose one point of Health per
hour until first aid is administered.

• If a character’s Health reaches zero and the damage is more than END, they die.

• If a character’s Health reaches zero and the damage is ≤ END, they are Mortally Wounded. They
lose consciousness and will die in one hour unless a life saving operation is performed. The surgeon
makes a Medicine throw, modified by the character’s END DM and consults the table below. If the
character survives they will require a month of hospital rest to recover all lost Health.

Condition Penalty
Operation performed in field conditions DM-4
Operation performed in medbay DM-2
First aid was not given within 10 minutes DM-2
Mortally wounded by an explosion DM-2
Treated with low tech equipment (TL6-) DM-2
Treated with high tech equipment (TL12+) DM+2

Operation throw Result


5- Death.
6-7 Significant internal damage.
8-10 Radical measures required.
11+ Normal recovery.

Significant internal damage. Multiple internal organs damaged. Reduce all physical characteristics by 1D.
If any one falls to zero, the character dies.

Radical measures requires. Throw 1D.


1D Result
1 Internal organ removed. Reduce a physical characteristic by 1D.
2-3 Leg amputated. Speed halved.
4-5 Arm amputated.
6 Eye amputated. DM-2 to all throws requiring eyes.
CHARACTERISTICS AND SKILL DESCRIPTIONS
Characteristic Description
Strength Physical prowess and brute force.
Dexterity Agility, coordination, and speed.
Endurance Physical resilience, fitness, and force of will.
Intellect Reasoning, creativity, and intellect.
Education Formal schooling and general knowledge.
Social Status Connections and position in society.

Skill Description
Admin Understanding and dealing with bureaucracies, businesses, and the law.
Aircraft Controlling and using atmospheric aircraft. Navigation and basic maintenance.
Animals The care and training of animals, riding and general agriculture.
Athletics The ability to exert oneself physically, never rolled unskilled.
Carousing The art of mingling in social settings to achieve your goals and gambling.
Computer Programming, working with computer hardware, and hacking.
Deception Convincingly avoiding the truth and misleading other people.
Driving Controlling and using ground vehicles, navigation, and basic maintenance.
Engineering Using and maintaining starship drives, powerplants and other systems.
Explosives Working with explosives to blow stuff up!
Grav Vehicle Controlling and using gravitic vehicles, navigation and basic maintenance.
Gun Combat Using small arms, crossbows, and bows in combat.
Gunnery Using vehicle or starship mounted weapons.
Heavy Weapons Using plasma guns, rocket launchers, and other portable heavy weapons.
Investigation Keen observation, forensics, research, and detailed analysis.
Jack Of All Trades This skill reduces the unskilled penalty by its level.
Leadership Motivating and directing others, often in times of crisis.
Liaison Negotiation and diplomacy in a myriad of social situations.
Medicine Training in medical sciences, from diagnosis and triage to surgery.
Melee Combat Fighting hand-to-hand, either with a weapon or unarmed.
Piloting Operating, controlling and navigating interplanetary and interstellar spacecraft.
Recon Scouting for danger, spotting threats and performing forward observation.
Repair The ability to maintain, repair and build mechanical and electronic devices.
Science The multi-disciplinary scientific skill.
Stealth The ability to be unseen and unheard, both while stationary and moving.
Steward The care and serving of passengers and other guests, also cooking.
Streetwise Familiarity with underworld society and the ways of working with it.
Survival Staying alive in the wilderness, tracking, foraging, navigation and fishing.
Tactics Tactical planning and decision making, whether on the ground or in space.
Vacc Suit Working and living in microgravity, using spacesuits and heavy armour.
Watercraft Controlling and using watercraft, including submarines.

Skill level Expertise


0 Basic Training
1 Employable
2 Professional
3 Specialist
4 Expert
5 Master

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