ATLAS TOWER
I had a meeting with your new client, whose name, as far as you are concerned, is Mr. Smith. It seems that
Mr. Smith has taken some interest in advanced cybernetics, specifically in top-tier bionic eyes. Trouble is,
while our local OmegaTech facility has the bionic eye our client craves, they aren’t selling it yet.
This eye is evidently a big deal for OmegaTech. Good news: according to Mr. Smith, the eye’s been taken
out of storage, but only for tonight. Looks like OmegaTech wants to test their new toy, so they’ve moved it
to the cybernetics lab on the 173th floor of Atlas Tower. Public shopping on the first five floors, employee
housing above that. Means it’s going to be easy to get close. There will be corporate security, but only as
much as they have room to house on that floor. Bad news? The building is equipped with a state-of-the-art
alarm system, which, if triggered, will notify the police and all corporate security. If you trip the alarm,
expect to have SWAT teams on your ass within minutes.
After you take the eye, you will need to immediately deliver it to Mr. Smith, preferably without any cops
on your tail. I’ve given him your contacts, he is going to be watching you, and will contact you after you’ve
done your job.
The one thing left is to choose the entry point.
You have three options.
1. Enter through the mall and take the elevator to the 173th floor.
This is the simplest way with minimal security. The mall is public, so you can just enter. The
problem will be in getting to the 173th floor.
2. Enter through the roof and descend to the lab.
This is the shortest way to the laboratory. But there will be lots of security and you will need a way
to get on the roof.
3. Enter into the 80th floor through the adjacent skyscraper.
The adjacent skyscraper is still being constructed, there is almost no security there. But it is only 80
floors tall. This is the safest way. The 80 th floor of Atlas Tower is completely empty, there should be
nobody there. The problem will be in crossing the 10m gap between the buildings.
TRAVELLER CHEAT SHEET
THE THROW
Throw 2 dice (2D), add any relevant Dice Modifiers (DMs), if the result is 8 or greater, it’s a success.
CHARACTERISTICS
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.
SKILLS
Skill levels are applied as a positive DM to Throws
If a character lacks a skill, a penalty of DM-3 is applied instead
Some skills may be gained at level 0 and represent basic training
DIFFERENCES FROM D&D
• Traveller is a Skill-based role-playing game originally released in 1977.
• Traveller uses d6s exclusively.
• Characters in Traveller are usually older people who are experts in their field.
• A character using a Skill will automatically succeed most of the time.
• Throws (skill checks) are only made in exceptional circumstances (such as stress, lack of time, etc).
• Characteristic Throws are made separately from Skill Throws.
Do not add Skill and Characteristic bonuses together for a Throw.
• Skills overlap. Repairing a radio can be done with Engineering, Electronics or the Computer skill.
• Taking damage is serious business, most characters don’t have a lot of Health.
THE COMBAT ROUND
A Combat Round lasts about 6 seconds. Each character gets one Action per Combat Round.
1. Initiative. Enemies declare their Actions first, then the players.
2. Attacks. First resolve Evasion. Then Melee attacks. Finally, resolve Ranged attacks.
3. Other actions. Resolve all other actions (movement, reloading, aiming).
Actions
Aim. Gives DM+1 to the next ranged attack. Can be disrupted at the Referee's discretion.
Attack. The attacker declares his target and makes a Throw using the appropriate skill.
If an unconscious or defenceless character is attacked, they are automatically killed.
Draw / Reload weapon. Draw a weapon from its holster. Heavy Weapons require two Actions to draw.
Reloading will restore all Ammo Points in a weapon. Some weapons may require two Actions to reload.
Evade / Dive into Cover. A character may Evade, applying DM-1 to any incoming attacks.
If the character is Diving into Cover, a penalty of DM-2 is applied to any incoming attacks.
Movement. Move up to the character's Speed in meters or get up from prone. Difficult terrain can halve a
character’s Speed. A character’s Speed is reduced to 1 if they are prone or Seriously Wounded.
Other typical actions. These include anything else not covered by these rules, at the Referee’s discretion.
Ranged attack
Throw Gun Combat or Heavy Weapons to hit. Apply the following DMs to this Throw.
If the range of a weapon is >50m but it has no Scope, the range is reduced to 50m.
Condition Effect
Per range increment DM-1
Aimed shot DM+1
Target Concealed / Evading DM-1
Target in Cover / Diving into Cover DM-2
Firing into Melee Combat DM-2
Firing while in Melee Combat DM-target's Melee Combat skill
Rapid Fire / Auto X. Some weapons may have the Rapid Fire or Auto aspect.
Use the following table to determine the various effects of the fire mode.
Fire Mode Attacks Ammo Point consumed? Aiming & Scope effects
Single Fire One attack If one die lands on a six Applied
Rapid Fire One, +1D to damage Yes Not applied
Full Auto (Auto X) Sort X dice into attacks Yes Not applied
Shotguns. Shotguns and similar weapons fire a pattern of shot or other submunitions (such as flechettes).
Use the following table to determine the damage and the amount of targets that may be hit by the pattern.
Range Damage Targets
0 increments Full One
1 increment Half Up to two
2 increments Quarter Up to four
Melee attack
Throw Melee Combat to hit. Apply the target's Melee Combat skill as a negative DM.
Unarmed melee attacks deal 1D Stun damage. Apply the character's STR DM to any damage dealt.
Alternatively, Throw Melee Combat to grapple. Apply the target's Melee Combat skill as a negative DM.
If several characters are grappling each other, only the best successful Throw is applied.
Option Description
Throw Force the target prone, dealing 1 + STR DM damage, which ignores any armour.
Drag Drag the target up to half the character’s Speed.
Disarm Force the target to drop their weapon. Throw STR to take the target's weapon.
Hold Hold the target immobile, continuing the grapple with no other effect.
Escape Move up to the character's Speed, ending the grapple.
Thrown attack
Throw STR to hit. The range increment is 10m for grenades and any lighter weapons.
For heavier thrown weapons such as javelins use a 5m range increment instead.
Condition Effect
Per range increment DM-1
ITEMS DMG RNG AMMO ASPECTS
Katana 3D┐
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Corta-10 SMG 2D 50m □□ Auto 5┐
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Corta Magazine
ARL-20 Zruk 3D+1 80m □□□ Auto 4┐
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ARL Magazine
Stakeout-12 4D 10m □┐
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12 Gauge Shells
12 Gauge Shells
FR-F6 Sniper 3D+2 150m □ Awkward┐
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FR-F6 Magazine
Grappling Hook, 20m┐
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Police Scanner
Thermite Charge┐
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Remote Controlled Spider Drone
Flashbang
EMP Grenade
Frag Grenade
Police Scanner
Flak Jacket [Armour 8]┐
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Concealable Kevlar Vest [Armour 4]
20 items are presented here. You may take up to 10.