Approved For Use With
TRAVELLER,,
Science-Fiction Adventure in
the Far Future
Dear Fellow Traveller,
Don Rapp's Traveller adventures have been a continuing
delight to many people, including the Workshop staff, almost
since the original publication of Traveller. His Paranoia Press,
and his Narapoia campaign play-by-mail adventures are a con-
tinuing source of spare time entertainment for several members
of the Workshop's design staff. Don's situations are challenging
to the intellect as well as good clean fun.
This booklet by Don Rapp is an approved play aid for
Traveller.
4,w&
Marc W. Miller
SCOUTS &
ASSASSINS
Second Edition
A Traveller Variant
GCopyright 1981 by Paranoia Press, Inc.
All rights reserved. Printed in Great Britain.
No part of this book may be reproduced in any form or by any means
without permission in writing from Paranoia Press or their British representatives.
Written by Donald P. Rapp
Illustrated by Chuck Kallenbach I I
Illustration on page 7 by Steve Eden
Author's Note: My special thanks to William A. Barton who called my attention to the
shortcomings in the 'Unit for Service' section of this book, and to James Steuard who
provided the concept of the 'Surveillance Branch' in the Scout Service.
Printed in the UK by Under licence from
Paranoia Press, Inc.
GAMES WORKSHORm P.0 Box 12614
27.-29 Sunbeam Road, Fort Wayne
London NW10. Indiana 46864.
This booklet is an additional volume in Paranoia Press play aids for Game Designers' Workshop's
~ r a v e l l e and
r ~ ~has been Approved for Use with Traveller by Game Designers' Workshop.
Traveller is GDW's registered trademark for its science-fiction role-playing game materials and is used
throughout with permission from Game Designers' Workshop.
Table of Contents
Scouting for Adventure . . . . . . . . . . . . . . . . 1
Serpent Class Scout P l a n s . . between 2 and 3
Unfit for Service . . . . . . . . . . . . . . . . . . . . . . 7
The Assassin i n Traveller . . . . . . . . . . . . . . . 8
Dedicated To:
andrew j. offut
For This Edition
Scout Service Insignia 6
Scouting For Adventure 7
Unfit For Service 13
The Assassin In Traveller 14
Delta Research Data Files 16
Serpent Class Scout Deck Plans 23
SCOUT SERVICE INSIGNIA
Normally, the "official" uniform of the Scouts c o ~ i \ ~ \ 01l \ . I
dull, black coverall of finely-woven ballistic cloth, t ~ l It. ~ ~ t
knee-high boots of soft leather, and a black cap. The olily
other distinguishing feature o f the Scout uniform is the insig-
nia, with its stylized, silver, winged serpent o n a c i r c u l < ~ r
background-the color of which denotes the pay grade, or
"rank," of the Scout. The insignia, worn both by Scouts o n
nctive duty and o n retired ("reserve-subject t o call-up")
status, is worn ds a shoulder patch o n the left shoulder and <is
a belt buckle.
The use of the word "buckle" is actually a misnomer; the belt
insignia serves as an identification disc for the individual t o
whom i t was issued. Coded on sub-miniature, m i c r o circuitry
within the device is the individual's retinal patterns, blood
chemistry, finger and p a l m prints, DNA molecular structure,
m d service history-or the corresponding identificatlon d;rt<>
for non-carbon based lifeforms or non-Humaniti.
Should an individual other than the one t o whom this device
was originally issued and tuned attempt t o make use of it, a
shaped charge roughly equivalent t o a standard service side-
a r m fired point-blank will be activated within 90 seconds
after i t ISdonned, This shaped charge feature can also be (ic-
tivated, at will, by the individual t o whom the device was is-
sued and has gotten many a Scout out of an otherwise "hope-
less" situation.
Re-issues of "lost" Identibuckles cost the Scout Cr5,OOO.
Scouting For Adventure
While the combat arms are important to the security of any interstellar e m -
pire, it must be realized that the expansion of that empire is equally important.
And the expansion of the empire, through exploration and initial contact, is
the prime mission of the Scout Service.
But the Scout Service has a lesser known, but equally important, secondary
mission. To quote from The Imperial Interstellar Scout Service
Fieldbook by Senior Scout J a m e s Steuard:
In addition t o many unexplored and v i r ~ i nplanets which may o r
may not have intelligent life, there are literaliy hundreds of planets
which have intelliaent life which has not vet attained advanced
technological levels. Initially discovered a n d m a p p e d by the Explo-
ration Branch and assigned a "protected" status by the Imperium,
these worlds are constantly monitored by the Surveillance Branch
t o protect them from the encroachment and exploitation of
unscrupulous traders or cultures. In simplest terms, it may be
stated that n o technologically superior society has the right to in-
fluence the advancement of another society if such influence
would adversely accelerate or decelerate the growth rate of the af-
fected society.
Any individual choosing or drafted into the Imperial Interstellar Scout Ser-
vice will alternate assignments among the four branches: Exploration, Head-
quarters, Surveillance and Technical Support. At the beginning of each four
year term, throw one die to determine the branch in which the term's
assignments will be served and consult the Branch Selection Table. In the Ex-
ploration Branch, the Scout is considered to be either pilot or crew member of
a Type "S" ScoutICourier; in the Surveillance Branch the Scout is considered
to be either the pilot or a member of a Surveillance Team assigned to a Type
"SX" ScoutlCourier; in the Technical Support Branch the Scout is considered
to be serving in a technical support role aboard another Scout's ship.
Skills are attained by successfully completing yearly assignments, indicated
by a two dice throw, with frequent throws for survival, decoration and promo-
tion. Promotions, a s such, d o not exist in the llSS but a method of "ranking"
Scouts by pay grades has been adopted to alleviate any command problems
which might otherwise occur. Thus a Scout enters the service a s a "Scout,"
roughly equivalent to the Naval rank of Ensign, and may receive appointments
from First Scout through Master Scout, and eventually to Senior Master Scout.
Much of Scouts 6 Assassins refers to rules, equipment and skills found
in basic Traveller and in the Mercenary and High Guard books. The
following skills, however, have been created especially for the Imperial Inter-
stellar Scout Service.
Intelligence: Expertise in gathering and interpreting data, usually through
the assumption of a specific role within the society on a protected world.
Linguistics: Expertise in recognizing alien language and numerical systems.
Small Ship Tactics: Expertise in strategic ,rrlcl I C ~ c i, ct . . ~ l handling of scout-
ships under both vacuum a n d atmospheric conclilions.
Surveillance: Expertise in conducting s c a n s of .I ~ ) l . ~ r ~ c ~body l , ~ r yt o deter-
mine its technological level.
Xenology: Expertise in contact with alien sentient life lolnls.
Decorations a r e awarded Scouts a s follows: if t h e Scout throws the indicated
n u m b e r o r higher, h e is awarded t h e Citation for Meritorious Conduct (CMC). If
t h e throw is a t least three higher than that indicated, t h e individual is awarded
t h e Silver Comet for Gallantry (SCG) instead. If t h e throw is a t least six higher
than t h e number indicated, t h e Scout receives instead the Silver Starburst for
Exemplary Service (SSES) a n d a cumulative + I DM o n all future promotion
throws. S c o u t s m a y also receive t h e equivalent of t h e Purple Heart for wounds
received during Active Duty assignments. This will occur when a Scout throws
t h e exact number, unmodified, needed for survival. T h e award is known a s t h e
Silver Asteroid (SA) a n d carries with it a monthly stipend of CR200-the only
"pension" a Scout ever receives.
It m a y b e interesting t o note that t h e latter decoration is frequently referred
t o a s a "Tin Hemmorrhoid" by those who have earned. Perhaps this is d u e t o
the difficulty in collecting the monthly credits. T h e Scout must check in at t h e
nearest S c o u t Base, properly identify himself and sign for t h e credit issuance.
Failure t o adhere t o these procedures will result in t h e immediate loss of t h e
stipend, truly a pain in t h e . . .
In spite of this, pride of service s e e m s t o run high in t h e Scouts. As a result,
while <I plc~yermay be posted t o C o m m a n d o School o r provide service liaison
t o <]notherhrrlnchl,~rm,he may not transfer out of t h e Scouts.
As in 1It1. othi*r. sc.rvicc.s. Ihc: Scout will serve successive four-year terms;
e < ~ c II(!IIII
i will t ~ t .tliviclctl into ye,rrly clssiynments. T h e first assignment of t h e
lirst will t)c. sl)c:rit i r l I3,rsic ,rnd Advanced Training. Basic Training consists of a
(lit) Illrow (plus cll)plic,lble DM'S) o n t h e Scout Occupational Specialty (SOS)
I t~l)lc..Atlv.rnced -1 r~liningconsists of a o n e die throw o n t h e Skill Table, under
1 1 1 ~ : c.olulr~ncorresponding t o t h e Scout's branch. Each assignment thereafter
will t)c- cither Active Duty o r Headquarters, determined by a die throw at t h e
t)t!gilining of t h e year. Active Duty assignments call for t h e S c o u t t o m a k e a
two dice throw o n t h e Active Duty Assignment Table t o determine the type of
, ~ s s i g n m e n t .Skills earned while o n Active Duty may b e rolled from t h e ap-
propriate column o n t h e Skill Table, o r from t h e Scout Life column. Skills
earned while assignment t o t h e Headquarters Branch may b e rolled from either
the Headquarters column o r from t h e S c o u t Life column.
Due t o t h e versatility and mobility of Scouts, it is necessary t o determine t h e
technological level of t h e world upon which t h e Scout is based. This is d o n e a t
t h e beginning of each four-year term by a two dice throw, which may b e modi-
fied by a DM of + 1 for each term t h e Scout h a s completed.
Reenlistment is possible o n a roll of 5 + o n two dice. O n a roll of 12, t h e
player must reenlist for another term. T h e reenlistment throw must b e m a d e at
t h e e n d of each four-year term whether t h e player intends t o reenlist o r not.
BRANCH SELECTION TABLE SCOUT OCCUPATIONAL SPECIALTY
Die Branch Die Specialty
1 Technical Support 1 AirlRaft
2 Technical Support 2 Vacc Suit
3 Technical Support 3 Computer
4 Surveillance 4 Communications
5 Surveillance 5 Navigation
6 Exploration 6 Pilot
7 Choice of Branch 7 Xenology
8 Choice of Branch 8 Choice of Specialty
and Assignment DM'S apply: + 1 if Tech Level of Base
DM'S apply: + 1 if Senior Scout; World is 11 +; + 2 if Tech
+ 2 if Senior Master Scout. Level of Base World is 13 +.
GENERAL ASSIGNMENT
Die Exploration Surveillance T e c h Support
I or 2 Headquarters Headquarters Headquarters
3 Headquarters Active Duty Active Duty
4 Active Duty Active Duty Active Duty
5 Active Duty Special Assignment Active Duty
6 Special Assignment Special Assignment Special Assignment
ACTIVE DUTY ASSIGNMENT
Throw Exploration Surveillance Tech Support
2 Alien Contact Surveillance Alien Contact
3 Survey Surveillance Alien Contact
4 Survey Intelligence Survey
5 Survey Intelligence Survey
6 S h i p Maintenance Training Survey
7 S h i p Maintenance Training S h i p Maintenance
8 S h i p Maintenance Training Training
9 Training Training Training
10 Survey Intelligence Survey
11 Survey Surveillance Alien Contact
12 Alien Contact Choice of Assignment Alien Contact
DEFINITIONS
Alien Contact: T h e individual is a m e m b e r of a team whose mission is t o
seek out a n d contact alien sentient life-forms. Not all missions are successful;
throw 2 o n two dice t o encounter a n alien; a subsequent throw of 8 + indicates
friendly contact and t h e player receives + 1 skill level in Xenology.
Intelligence: T h e S c o u t h a s been assigned t h e task of gathering information
for t h e lmperium regarding t h e development potential of a protected planet.
Throw 7 + ( + 1 DM for each level of Pilot skill) t o m a k e a n undetected landing;
throw 6 + ( + I DM for each level of Pilot skill) t o m a k e a n undetected liftoff.
Failure t o m a k e either throw results in t h e assignment being compromised
a n d t h e S c o u t receives a - 1 DM o n all future promotion and decoration
throws until exonerated; exoneration is automatic when t h e S c o u t throws ex-
actly 12 o n either a decoration o r a promotion throw. If t h e assignment is not
compromised, t h e S c o u t receives a n automatic skill level in Intelligence.
S h i p Maintenance: The ship on which the player crews is undergoing
routine maintenance.
Surveillance: The Scout either a s the Pilot (if a skill has been earned) o r a s a
member of a special team (throw one die and add one for the size of the team),
has been assigned to a Type "SX" ScoutICourier t o maintain a watch over a
protected planet. On a throw of 1 0 + ( + 1 for each member of the team), an at-
tempt has been m a d e by an outside force t o interfere with t h e development of
the planet's sentients; the attempt has been neutralized and the Scout receives
an additional skill level in Surveillance.
Survey: The individual is a member of a team whose mission is t o discover,
chart andlor explore new planetary systems. A throw of 9 + indicates the
discovery of a new star system; a further throw of 10 + indicates the presence
of a planet with a native, sentient life-form and t h e player gains a + 1 DM to his
next roll on the Skill Table and a - 1 DM to his next roll for an Alien En-
counter.
SPECIAL ASSIGNMENT TABLE SERVICE LIAISON TABLE
Die Assignment D i e S e r v i c e Arm
1 Recruiting 1 Army
2 Intelligence School 2 Army
3 Commando Training 3 Army
4 Service Liaison 4 Marines
5 Advanced Scout Training 5 Marines
6 Advanced Technical Training 6 Imperial Navy
ASSIGNMENT RESOLUTION
Alien Ship
Exploration Contact Survey Maint. Training Hdqrtrs.
Survival 7+ 6+ Auto 4+ 4+
Decoration 6+ 9+ None None None
Promotion 9+ 10+ None None None
Skill 6+ 5+ 8+ 5+ 4+
Tech Support
Survival 6+ 5+ Auto 4+ 4+
Decoration 7+ 5+ None None None
Promotion 8+ 11 + None None None
Skill 6+ 5+ 6+ 5+ 4+
Surveillance Surveillance Intelligence Training Headquarters
Survival 7+ 8+ 4+ 5+
Decoration 10+ 11 + None None
Promotion 8+ 9+ None None
Skill 9+ lo+ 5+ 5+
DM'S-Survival: DM + 1 allowed for any S O S level 2 + ; Promotion and Decora-
tion: DM - 1 if any lntelligence Assignment has been compromised and Scout
has not been exonerated.
SPECIAL ASSIGNMENT RESOLUTION
Recruiting: The Scout has been assigned to a recruiting station and receives
an automatic Recruiting skill and an automatic Carousing skill.
Intelligence School: T h e S c o u t h a s been sent t o Intelligence School and
may receive u p to five skills. Throw 4 + o n o n e die for each of t h e following:
Disguise, Intelligence, Interrogation, Linguistics, and Xenology.
Commando Training: T h e Scout has been chosen t o attend C o m m a n d o
School and receive c o m m a n d o training. T h e player may receive u p t o seven
skills a s a result. Throw 5 + o n o n e d i e for each of t h e following: Blade C o m -
bat, Bow Combat, Demolitions, Gun Combat, Reconnaissance, Unarmed Com-
bat. a n d Wilderness Survival.
Service Liaison: T h e Scout h a s been selected t o provide li<~ison t o anothei
service. Throw o n e die o n t h e Service Liaison Table. T h e Scout is free t o
choose t h e branch of the service in which liaison will occur, dnd will roll for
o n e skill under t h e appropriate column of t h e MOS o r NOS Table.
Advanced Scout Training: T h e S c o u t h a s been assigned t o t h e Advanced
S c o u t Training School where u p t o six additional skills may b e received. Throw
4 + o n o n e die for each of the following: Reconnaissance, Small S h i p Tactics,
Surveillance, Zero-G Weapons, Zero-G Combat, and Instruction.
Advanced Technical Training: T h e S c o u t has been chosen t o attend t h e
Advanced Technical Training Center a n d may recieve u p to six additional
skills. Throw 5 + o n o n e die for each of t h e following: AirlRaft, Computer,
Gravitics, Navigation, Pilot, and S h i p Maintenance.
SKILL TABLES
Die Scout Life Exploration Surveillance Tech Support Hdqrtrs.
1 + I Stren Gun Combat + 2 Intel Gunnery Forgery
2 + 1 Dext Blade Cmbt Disguise Electronics Bribery
3 + 1 Endur Jack-0-Trades lntelligence Mechanical Streetwise
4 Gun Cmbt AirIRaft Interrogation Computer Admin
5 Blade Cmbt Nlivig~tion Leadership Gravitics Liaison
6 Gambling Pilot Surveillance Medical Computer
7 Survivill VKC Suit Linguistics Ship Maint Instruction
8 - Choice* Choice* Choice* Choice *
*Choice of any skill in this column.
DM'S apply: Fourth-term Scouts, + I ; Fifth-term Scouts, + 2; served o n an Ac-
tive Duty assignment which resulted in discovery of an inhabited planet, + I .
TABLE OF COMPARATIVE RANKS
Traveller pay Scout Insignia Naval
Rank Grade Appointment Color Equivalent
1 SO Scout White Ensign
1 s1 First Red Sublieutenant
2 S2 Chief Orange Lieutenant
3 S3 Senior Chief Yellow Lt. Commander
4 S4 Senior Green Commander
5 S5 Master Blue Captain
5 S6 Senior Master Indigo Commodore
MUSTERING OUT TABLES
Table 1 Table 2
Die Material Benefits Cash Allowances
1 Weapon Cr 10,000
2 + 2 Education Cr 20,000
3 Middle Passage Cr 30,000
4 Blade Cr 40,000
5 Gun Cr 5 0 , 0 0 0
6 High Passage Cr 60,000
7 Type "S" ScoutICourier Cr 75,000
8 Type "SX" ScoutlCourier Cr 100,000
DM'S apply: Scouts with Gambling-1 may add 1 to their die rolls on Table 2;
Scouts with Gambling-3 may add 2 to their die rolls on Table 2. Master Scouts
may add 1 to die rolls on Table 1; Senior Master Scouts may add 2 to die rolls
on Table 1. Only one ScoutlCourier, regardless of type, may be acquired upon
mustering out. Additional rolls which would result in Scout/Couriers are lost.
One mustering out roll may be made for each four year term completed.
Master Scouts receive one extra roll; Senior Master Scouts receive two extra
rolls.
SPECIFIC GAME EFFECTS OF SKILLS
Disguise: S e e the description under "The Assassin in Traveller."
Intelligence: Expertise in the accumulation and interpretation of data. Skill
levels act a s a positive DM where either Streetwise or Interrogation may be
called for. If the Scout also has Computer skills, this may act as a cumulative
DM when interpreting data received a s a result of a computer inquiry.
Linguistics: The individual has attained expertise in recognizing and
translating alien forms of communication. Each level of expertise adds a DM of
+ 1; lack of expertise, DM - 4.
Ship Maintenance: The individual has attained sufficient skills to enable
him t o diagnose and repair damage t o portions of his ship-other than those
covered by specific skills such a s Computer, Gravitics, Engineering, etc. Each
level of expertise functions a s a + 1 DM where a throw may be required.
Small Ship Tactics: The individual has gained both strategic and tactical
experience in the use of the Type "S'Scoutship in combat. The skill may be
applied under both, atmospheric and vacuum combat situations, and will allow
a + 1 DM for each level of expertise. Tactics may include the use of one to five
ships in combat-including ground support and coordinated attack roles.
Surveillance: Expertise in conducting orbital or sub-orbital scans of a
planetary body in order to ascertain the technological level. If the Scout also
has Small Ship Tactics skills, this acts a s a cumulative DM to prevent detection
by other ships or planetary installations. Each skill level acts a s a DM of + 1.
Unarmed Combat: S e e the description under "The Assassin in Traveller."
Xenology: Expertise in the contact and understanding of alien sentients.
Skill levels act a s a positive DM on the Reaction Table when it is determined
that an encounter with an alien has occured. No expertise, DM - 5.
UNFIT FOR SERVICE
If, during t h e course of character development, t h e player fails t o m a k e t h e
required survival throw, h e will b e considered a s having been discharged from
the service. T h e reasons may range all t h e way from death t o transfer t o
another branch a n d arm. Throw two dice o n t h e Discharge Table t o determine
the reason. If a transfer is indicated, roll o n e die o n t h e Transfer Table t o deter-
mine into which service t h e player will transfer. It is possible that a player may
succeed in being reinstated in his own branch.
DISCHARGE TABLE EFFECTS ON MUSTERING OUT
2 Death . . . . . . . . . . . . . . . . . No benefits, naturally!
3 DesertionICowardice . . . . . Lose 4 Mustering O u t rolls
4 Mutiny.. . . . . . . . . . . . . . . Lose 3 Mustering O u t rolls
5 Insubordination . . . . . . . . . Lose 2 Mustering Out rolls
6 UnfitnesslPhysical . . . . . . . Lose 1 Mustering Out roll
7 Striking a Superior. . . . . . . - 2 DM o n Mustering Out rolls,
- 2 DM o n Patron Encounters
8 Drunkenness . . . . . . . . . . . - 1 DM o n Mustering O u t rolls,
+ 1 skill in Carousing
9 Other Disciplinary Reason . - 1 DM o n Mustering O u t rolls
1 0 UnfitnesslPsychological . . . No effect o n Mustering O u t rolls
1 1 Transfer a t Service's Request All Mustering O u t rolls from
-roll o n Transfer Table new service's tables
1 2 Transfer at Own Request Mustering O u t rolls may b e m a d e o n
-choice from Transfer Table either o r both tables by choice
TRANSFER TABLE
1 Navy
2 Marines
3 Army
4 Scouts
5 Merchant .Service
6 Choice of Service
Results of 3 through 5 will
lower t h e individual's Social
Standing by 3; results of 6 o r 7
will lower Social Standing by
2; results of 8 through 1 0 will
lower Social Standing by 1;
and a result of 1 2 will raise t h e
individual's Social Standing by
2. Any result less than 1 0 will
force t h e individual t o m a k e all
Mustering Out rolls from
Traveller Book 1; with a roll of
1 0 + t h e individual may roll
from a n y appropriate Muster-
ing Out table.
The Assassin in Traveller
In t h e course of any expanding empire, t h e services of m a n y different profes-
sions enjoy renewed interest. This is also true of o n e of Man's oldest profes-
sions, along with prostitution a n d t h e priesthood: The Assassin. Here are s o m e
ideas o n the generation of a new breed of player (and non-player) character for
Traveller.
LEAGUE OF ASSASSINS
Prior Service Table
Enlistment 11 +
DM of + I if Dexterity 9 +
DM of + 2 if Intelligence
greater than
Strength by 2 +
Draft None
Survival 8 +
DM of + 2 if Intelligence 9 +
Position 1 0 +
DM of + 1 if Dexterity 8 +
Promotion 8 +
DM of + 1 if Endurance 8 +
Reenlist 5 +
Rank a n d Service Skills
Apprentice . . . . . . . . . .Blade- 1
Assassin . . . Unarmed Combat-1
TABLE OF RANKS MUSTERING OUT TABLES
Rank 0 Apprentice Die Material B e n e f i t s Cash Allowance
Rank 1 Hajji 1 + I Dexterity Cr 1 , 0 0 0
Rank 2 Dacoit 2 + 1 Intelligence Cr 2 , 0 0 0
Rank 3 Thuggee 3 Blade Cr 3 , 0 0 0
Rank 4 Assassin 4 Middle Passage Cr 4 , 0 0 0
Rank 5 Master Assassin 5 High Passage Cr 5,000
6 Assassin's Guild Cr 6 , 0 0 0
T h e Assassin's Guild (AG) provides a High Passage each m o n t h t o its
m e m b e r s in g o o d standing, and it provides hostels a n d facilities o n all world
having a Population Level of 7 +. S u c h facilities a r e available without charge
t o Assassins a n d Master Assassins, and at nominal rates t o Thuggees a n d
below. Finally, it provides legal assistance (treat a s skill level 3 ) for a n y
m e m b e r apprehended by local authorities who lives t o stand trial! DM'S apply:
Rank 4 and 5 , a d d + 1 t o rolls for Material Benefits.
Retirement Pay: None.
Acquiring S k i l l s a n d Expertise: Skills a r e attained either by surviving a
four year term o r by attaining a position of higher responsibility. At t h e end of
each term, t h e Assassin may roll twice o n t h e Acquired Skill Tables and earns
o n e additional roll each time a move upward in rank is achieved.
ACQUIRED SKILLS TABLES
Personal Development Table Advanced Education Table
1 + 1 Dexterity 1 Interrogation
2 + 1 Endurance 2 Carousing
3 B o w Combat 3 Vacc Suit
4 PoisonslAntidotes 4 Reconnilissance
5 Blade Combat 5 Zero-G C o m b < ~ t
6 Gun Combat 6 Jilck of A l l Trades
Service Skills Table Advanced Education Table
I Unarmed Combat (Only if Education 8 +)
2 Streetwise 1 Medical
3 Survival 2 Computer
4 Stealth 3 Administration
5 Escape C Evasion 4 Pilot
6 Disguise 5 Electronic
6 Instruction
NEW SKILLS SPECIFIC GAME EFFECTS
Disguise: This skill imparts the ability t o effectively use tech-
Skilled i n the use o f niques o f camouflage and disguise t o escape undue
camouflages and attention b y the authorities and others. S k i l l levels
disguises. act as positive DM'S o n the Reaction Table. DM's app-
ly: N o expertise, - 4 ; per level o f expertise, 1. +
Escape G Evasion: This skill imparts the ability t o search for hidden
Skilled i n making and traps and t o neutralize t h e m once they are located, t o
evading traps, open- make traps, t o open most locks and locked doors,
ing locks <lrldr v < l d i n g 'lnd t o <lid i n escaping searches intent upon doing the
se<lrrhI)~IIties. ~ b l e A basic throw o f 7 + is re-
~ ) l , ~ y oi r r ~ p ~ l r ~hcjrm.
clui~t.dlor \uccr'is. DM's ,~pply:N o expertise, - 4; per
Irvcll o l c.xpcvtisi., t l
PoisonslAntidotcs: This skill i1111),11tsIll<*
,tI)ilit y t o ~ t : ( : o g i ~ poisons
im ilnd
Skilled i n the manu- l o prep~tret~ntidolc*slo ilullily c!flt~cts. If the
I l l c h i r
facture and use o f player 'llso hlls Surviv,ll skills, 11 (.,III t)o dibtcarrnined
poisons and antidotes. whether or not 11 sut)st~r~lc~c. wlll I)t. I ~ . c ~ ~ r ll lor ~c,~t.
l
DM's apply: per level 01 cxl)c!i t isv, t I.
Stealth: This skill imparts the <lbility l o IIIIIV~. 4 t l ~ c ~ill
~ i cl.tik-
t
Skilled i n m o v i n g ened or near-dark areas silerltly , r l l t l w l t l l o ~ ~c11.tt.c
t
about i n dark rooms tion. A basic throw of 8 + is rc~cli~lrt.cl10 c8s~,,ll)ta
and shadows. notice. DM's apply: N o expertise, - . 4 ; pc*i 1r.vc.l 01 tax
pertise, +1.
Unarmed Combat: \ 01 ~III.
This skill imparts the a b ~ l i t yt o use* the* II,II~
Skilled i n the use o f body as offensive weapons. Treat titlrid\ , t r l t l I t.vt +I.,
the body as a weapon. Blade; Elbows and Knees as Dagger, tic*.~d ( 1111) #I\
Levels o f 2 + m a y also serve as a drIt.rl\lvc. I ) M to I)(.
used against attacks with person,~l w c h n ~ l ~ o 01 its
Technological Level 5 - o r against ony wcb,~l)trrt II,~I.II
at Close or Short Ranges. Defensive. I ) M ~lrc.
.V
nullified by the use o f any type of armor D M 5 . I ~ J ~ J I ~
N o expertise, - 4 ; per level of expertlsr, t I
KEYWORD I N Q U I R Y : D E L T A RESEARCH*
P ESTABLISHED: 3 3 5 - L O 8 b WHEN STORM PURCHASED D E L T A PRODUCTS CORP.
A LOCATION: MAJOR O F F I C E S L O C A T E D ON MOST WORLDS W I T H T E C H L E -
V E L S 9+ AND C L A S S A OR B STARPORTS. RESEARCH COL-
ONY AT D E L T A C E N T R E / M E T C H I ? ALAGWA: YARDS 5 AND 12
AT S H A 8 N O E / D E L T A : YARDS 2 , 27 4 AND 7 AT M I S K A H M I -
Q U I / R E T C H 1 8 ALAGWA: YARDS 3, 8, 7 AND L O AT B A T -
TELLE/ZYDAR.
A PRODUCTS: T Y P E A 2 F A R TRADER, A V I L N CLASS, 2 0 0 TONS.
T Y P E MN MERCHANT, A R A C H N I D CLASS, 8 0 0 T O N S -
T Y P E S S C O U T / C O U R I E R , SERPENT C L A S S - 2 0 0 TONS.
T Y P E SX S C O U T / C O U R I E R q WIND CLASS, 2 5 0 TONS.
T Y P E XB E X P R E S S BOAT, C A R N I V O R E CLASS, 1 0 0 TONS.
T Y P E YF YACHT, GEM CLASS, 1 ~ 0 0 0TONS.
L O G I C A L H E U R I S T I C PROCESSOR CORGANIC) COMPUTERS.
S E R I E S T S * * MANEUVER D R I V E S .
E - C I R C U I T MODULES.
A CREDIT RATING: A l - I M P E R I A L STOCK EXCHANGE.
AA+ - VANREX {VANGUARD REACHES S E C U R I T I E S EXCHANGE)
AAA - CASH I C O M S E N T I E N T A L L I A N C E S E C U R I T I E S HOUSE)
A UARRATIVE: E S T A B L I S H E D 9 3 7 AS D E L T A PRODUCTS CORPORATION. WELL
KNOWN AS R E L I A B L E SOURCE O F I N T E R S T E L L A R CRAFT, FROM
LOO TO L - 0 0 0 TONS. PRODUCT R E L I A B I L I T Y I S E X C E L L E N T .
PRODUCT D E P E N D A B I L I T Y I S S U P E R I O R . CONTRACT PERFOR-
MANCE AND D E L I V E R Y I S AVERAGE, W I T H L E S S T H A N L O % I N
T I M E AND M A T E R I A L S OVERRUNS. OWNERSHIP I S L I S T E D AS
FOLLOWS: HAULT-STORM - 70%: INVESTMENT TRUSTS - 15%:
CORPORATE E M P L O Y E E S - 10%: I M P E R I A L FAMILY - 2.5%:
AND P U B L I C € I N D I V I D U A L S > - 2.5%. M A I N T A I N S T H E CON-
T R O L L I N G I N T E R E S T I N A COMPUTER SOFTWARE F I R M AT I N -
TERCOURSE/DELTAT INTERWORLD B U S I N E S S MACHINES- I N C .
O U T S T A N D I N G CONTRACTS I N C L U D E T H E R E M A I N D E R O F L,OOO
T Y P E S S C O U T / C O U R I E R S C b 4 O I I S S : 3 6 0 CA SEXS): 500
T Y P E SX SCOUT/COURIERS: 5 0 0 T Y P E MN MERCHANTS: 5 0 0
T Y P E A 2 F A R TRADERS: 2 5 0 T Y P E XB E X P R E S S BOATS: AND
L T Y P E Y F YACHT. O U T S T A N D I N G OTHER CONTRACTS ARE
MANEUVER D R I V E S FOR A L L THE V E S S E L S , ABOVE: LHEPCOR)
COMPUTERS OF V A R I O U S MODELS, OVER 1 5 0 0 U N I T S ; AND 1 0
E - C I R C U I T MODULES.
A ADDITIONAL DATA: SEE L I B R A R Y S E C T I O N , B E Y O N D -
TTTENDTTT LHEPIOR) I I / B I S TIMESTAMP 0 0 6 . 1 L 0 7 . 2 2 1 9 3 7 *****M****
KEYWORD I N Q U I R Y : TYPE S SCOUT/COURIER7 SERPENT CLASS, SPECIFICATION*
8-000 THUNDER SNAKE S-L222252-OL0000-000OL-O MCR 3 4 . 2 8 LOO TONS
b A T T E p I E S 3EARIt!G = 2 0 0 % CREW = I TO 4 TL 2 1
PASSENGERS = 3 . LOU = 3. CARGO = 3 . FUEL = 40. EP = 2. A G I L I T Y = 2.
A MANUFACTURER: DELTA RESEARCH, YARDS 5 8 2 1 7 SHAdNOE/DELTA.
A TECH L E V E L : 21.
A TONNAGE: 2 0 0 TONS CSTANDARDI: 1 7 4 3 0 C U B I C METEFS.
A ACCELERATION: 2 G CONST4NT.
A LENGTH: 3 2 . 3 METERS.
A WIDTH: 8 . 2 METERS.
A HEIGHT: 5 . 4 METERS C F I Y ADDS 3 . 6 METERS+.
A CREW7 M I N I M U M : L - PILOT/NAVIGATOR.
MAXIMUM : 4 - P I L O T , NAVIGATOR, GUNNER/ENGINEER, XENOLOGIST.
A PASSENGERS: UP TO 3 € U S U A L L Y S P E C I A L I S T S + .
A CARGO S P A C E : 3 TONS.
A FUEL CAPACITY: 4 0 TONS.
A JUMP C A P A B I L I T Y : 2.
A POWER P L A N T : 2.
A ENGINEERING: L Q U A D R I - D Y N A M I C S J - 4 7 0 3 / M K I11 F U S I O N POWER P L A N T
C O U P L E D TO A M A N N S C H E N N T Y P E R 2 - 5 3 J U M P D R I V E A T -
MOSPHERIC MANEUVERING C A P A B I L I T Y PROVIDED BY T W I N
DELTA RESEARCH TS L 4 2 O / V UNITS: C A P A B I L I T I E S ENHAN-
CED B Y V E E - T A I L AND V A R I A B L E - S W E E P WINGS, A L L O W I N G
H I G H - S P E E D G L I D E R A P P R O A C H E S ON W O R L D S W I T H A T M O S -
PHERES OF 5 THFOUGH 9 . JUMP D R I V E GOVERNOR A V A I L -
A B L E / O P T I O N A L I R E Q U E S T P R I C E QUOTE).
A GRAVITICS: STANDARD I N E R T I A L COMPEVSATORS: 0 - 2 G V A R I A B L E DECK
FIELD.
A RANGE: U N L I M I T E D M A N E U V E R . ONE J U M P - 2 {TWO, W I T H O P T I O N A L
L S P JUMP GOVERNOR). 3 0 DAYS.
A ELECTRONICS: LHEPCOR) S E R I E S L 2 / L 3 b T Y P E I I / B I S ON B R I D G E : I N P U T /
OUTPUT T E R M I N A L S LOCATED AT N A V I G A T O R ' S AND GUNNER'S
S T A T I O N S AND I N P I L O T ' S S T A T E R O O M . VOICE 1 / 0 OPTION.
A SHIP'S VEHICLES: EITHER TRONDHEIM AERONAUTICS GF-727-0 C I V I L I A N FLYER
OR L L E W E L L Y N - N O R R I S C L O S E S U P P O R T F L Y E R C S F - L 2 A S E -
R I E S , W I T H OR W I T H O U T W E A P O N S P A C K A G E O P T I O N S .
A PRICE: CR3q,2807000.
A AVAILABILITY: D E L T A R E S E A R C H Y A R D S 5 ?. L L 7 C I V I L I A N V E R S I O N W I T H -
OUT WEAPONS. A W A R D E D TO M A S T E R A N D S E N I O R M A S T E R
SCOUTS7 A S A V A I L A B L E SURPLUS, UPON M U S T E R I N G OUT.
A ARMAMENT: I I I I S S I L E LAUNCHER, L SAND CASTER: DOUBLE DORSAL
TIJRRET ... S E R V I C E MODELS ONLY.
TTTENDT TT LHEP<OR) II/BIS TIMESTAMP 3bq.LLOb.073725 ****I*****
KEYWORD I N d U I R Y : TYPE S SCOUT/COURIERT SERPENT CLASS, DISPOSITIONSt
A OVER SEVEN HUNDRED D E L T A RESEARCH SCOUT/COURIERS ARE I N A C T I V E S E R V I C E
W I T H B O T H T Y E I M P E R I A L I N T E R S T E L L A R SCOUT S E R V I C E AND THE C O M S E N T I E N T
A L L I A N C E SCOUT/EXPLORATION S E R V I C E . THE FOLLOWING D I S P O S I T I O N S REPRE-
S E N T O N L Y T H O S E T Y P E S S L A I D DOWN S I N C E 3 3 5 . 1 1 0 0 . . .
LAID TEST
FIN* NAME A S S I G N E D DOUN FLIGHT CURRENT S T A T U S {110?1
0000 THUNDER SNAKE DELTA RESEARCH TESTBED
3 0 0 1 T Y R O U G H 3700 I N SERVICE, IISS/SEXS
3 7 0 1 8 3702 N O T L A I D DOWN
3703 ADDER L O S T 1 1 0 3 / D A R K L I N G REG.
370'4 CONSTRICTOR SCRAPPED/YARD f5
3705 8 370b N. O. T I- A. -T -b -bOltlN
.- .
K4AIT RESERVE STATUS
URUTU RESERVE STATUS
FER-DE-LANCE RECALLED BY DELTA
BUSHMASTER I I S S SERVICE
DABOIA I I S S SERVICE
HAMADRYAD I I S S SERVICE
RUSSELL$S V I F L O S T 1 1 0 b / D A R K L I N G REG.
GOPHER S N A K E L O S T L L O b / D A R K L I N G REG.
ANACONDA I I S S SERVICE
MAflBA SEXS SERVICE
COTTONnOUTH I I S S SERVICE
TIC-POLONGA I I S S SERVICE
VIPER SEX5 SERVICE
- - . . 7721.
. -- N O T L A I D DOWN
3722 SIDEWINDER 335.1102 333-1105 LOST LLOb/PANDEflONIUM
3723 ASP 335.2102 331.1105 SEXS SERVICE
3724 COBRA 013. 1103 339.1105 I M P E R I A L COURIER SERVICE
3725 K I N G SNAKE ObL-1103 002.110b STATION KEEPING/DARKLING
372b QUEEN SNAKE Ob1. 1 1 0 3 0 0 1 . 11Ob STATION KEEPING/DARKLING
3727 PYTHON 095.1103 039.LLOb SCRAPPED/YARD *5
3728 COPOERHEAD 101. 1103 CONSTRUCTION SUSPENDED
HOG-NOSE 050.1LOb F L I G H T T E S T / S H A K E DOWN
RATTLESNAKE CONSTRUCTION ACCELERATED
P U F F ADDER 11O.LLOb I I S S SERVICE
K I N G COBRA 135.L10b SEXS SERVICE
BLUE RACER 139.11Ob *** C L A S S I F I E D *u*
T H R O U G H 3736 NUMBERS NOT A S S I G N E D
BLACK SNAKE 3 3 5 . LLOb SEXS SERVICE
STAT SNAKE 001.1107 F L I G H T TEST/SHAKEDOWN
DELTA SNAKE C O N S T R U C T I O N UNDERWAY
SERPENT C O N S T R U C T I O N GNDERWAY
I N D I G O SNAKE CONSTRUCTION ACCELERATED
SHADOW S N A K E C O N S T R U C T I O N UNDERWAY
QUETZLCOATL CONSTRUCTION ACCELERATED
ADDER I 1 C O N S T R U C T I O N UNDERWAY
MAPEPIRE BALSAYN K E E L L A I D DOWN
DECEIVER K E E L L A I D DOWN
?TTENDT?T L H E P€ O R 1 T I M E S T A M P 0OV.LL07.1433L5
PERSONAL DATA SHEET SECTION I - IDENTIF'CATION
HAULT-STORM
1 *.(:.Tc ..--.-I.----- - - 2 Ages.
3. T . I ' ~ B A R O N - _ 4. ?Po: 1 L T ~ y x , , 312::
5 B..!lOa!e
335 20b4 - A 0 3 9 E C
6 9 -.nc'ace 6a. planet C A HO K I
A ES ~ u b s e c t o r 1-T. L m m
7. ~ e & 8 ~ a c e & w I T I 9. ~ e l g h L %
7 10, weight ..% ILL
? ' C".cr,ng. ? 'a. H a r BI AC K 1 1b ~ ~ e s - - . L = 1 1 c. ~ o r n p l e x 1 0 n T ) A R K
I ?a . _ S.ngle& Marr.ed .- Se~aratedI: D~vorced '- W~dowed 12b ~ e p e o d e n t s b
3 3 Soosse's ' d a r n e m - I 4 C ! t ~ z e n s h ~ AL15
p m R c l ~ g ~ o n - u
SECTlON II - EDUCATION
16a. College ..' Yes Y Yo 7 6h Degree : l Yes No 16c. W ~ t hHonors '- Yes : : No
37 O?'rerEduca!ion I I S S SC!-!OOLS: ASTI COMflANDO
SECTION 111 - SERVICE RECORD
1 8 ~ e r v - c eSCOUTS f 9. ~ranch~.-!I.SS 20. Terms Served 5 .5
2 7 C,r~R
a alk b 22a. 9et1redff Yes .:. No 22b. Retlremenl Pay C 9 N / A
2 2 a '.r?c o' Dscharge ZEC fl 235 ~ a l e u 23c.
! ~lschar~oworld_.-~P_I)S--
23 Spcc.al Ass~c;nn~t!nts A Rfl Y L I A I SON : AJYAKED SCOUI1.-
TRAINING: C;O.flf'?ANDO .SCHOOI CTMICF) -.- .- ....-.... -.---
25 Awards B Decorat~aos.M C U F ~ M C G ~ S E H ~ P
~ eLa Jr l ~
3 0~t hI e~r
See Ruverse for cornplote hs:nrq ol Sarwce Assiynmenrs
SECTION IV - MILITARY OCCUPATIONAL SPECIALITIES
;I& Pr:marySkll! PILOT-4 26b. Secondary S ~ I I IC 0 PUT E R -'-I
27a. Preferred Weapon CR0 00 U 27b. Secondary weapon-
2e. QYHERSKILLS ADMIN-1: B L A D F - 3 I C A R O I I K I N G - 1,:
CROSSBOY-3: HANDGVN-3; HELICOPTER-1; INTELLI-
GEf\rCE-1: I N T E R R O G A T I O N - ?: I A S F R - ?: L FADFR - 1:
LIAISON-&; RKOmALSANCF-?: S T R F F T W I S F - ?: SIIR -
,. V E I I I ANCF - 7; S U R V I V A I -3; IINAEDFD C O M B A T - 2 :
VACC S I I I T - 7 - - ' V I
AELQUEX
s2;-7FRfl - fi ~ A t E A T2 -
2 9 3ate of ~ r e p a r a t 1 o m 7111. . n7 30. Player Name-
FfjP'v! P'): Gl?"!'
F 6 9 7 9 S !l?Yl; 11 1111111 I l l lil 1111 I l l Ill11 I
()?VETSK i 1980 by Paranola Press, lnc q @ ' . j :r{
Ill 1111 l I 1 l l , l L
L J
',.rrne HAULT-STORM
..- 4r UPP AB94BC --
I
SECTION V - SERVICE ASSIGNMENTS
D;fe Branch Spec~lrcAsstgnmenl Decor~t~on Pfoniof~on
1078 BARBARIAN -- CHIEF -
LLW RASLADV-
-TLCH SLQIlT
l&!U SLlRVFY SA,-
-TLCtl F- I E S T -
TECH - 3 L - -- - -- .-
WTFTHTRATNTNI;
U b 1 ARP1.Y- 11811 SON 1 1 AV-.
L1197 Z H A L r n C O N T A C T XALCuL - C H I E F . -
L O B 8 TECH H E A D Q U A R T E R S -
lnas -TTCH S l l R V F Y TMT
rn I1XP- H E A D B U A R T E -- --
1071 EXP SHIP MAINT. -- - .
IJUi' E X P SURVEY LSU---_ SR- CHIEF
EXP ALIEN CONTACT
lJl7.3 SCG - - V m - --
1094 TECH SHIP flAINT- ---- -
2f195 rECH &um-- --
1119b TECH H E A T a I r - . -
L0_97 TECH ADV. SCOUT TRNG.- -- - --
w m l l h l T F l I - uA3u-- --
Ul¶3 SURY SLLRYEILLLANLE- SCL - SR . W E I R
LL[ID S W CI1C____ - --
ZLBL-Sl3-Y- -- -
mm- --
LL[U TECH HEAQAIl- -- -
U ~ S ~ A ~ n R I EL
1 A-
~ S S ~
I
SECTION VI - MISCELLANEOUS
31 a Ps~on~cally
Tested? P Yes _Yo
. 31 b ~ale-bl c P S R_ ~
32 p,bllltlesandLevels AWARENESS LEVEL 7 ; CLAIRVOYANCE 7
L E V E L b; TELEPATHY, I EVE1 7-
33a ~ a n d h o i d r n ~ s u f l 33b
h Annual Income CR w#U N K N 0 W N
3 4 ~~ o s s e s s ~ o n s ~ FI NS DFI
T TA RFSFARTH;,-QIMR
IlNKhlOWN 34b MoneyCR WWIINUOWNWW
35 Traveller's Aid Soclety Member? ' - Yes 3No 36 Other ~ s s o c ~ a t l o n s I \ J A I l , R E S ,
0117 3 1 0 7
29r Date of Preparallon . - 3or Player N ~ ~ ~ ~ - D Q ! ~ L PL _ R A P
FORV PDS 02401 REVERSE
)
IIIIIIIII
, ,
l r l t III
P L I I"
'
NIIIIIIIIIII
1 L
I . I I I ~ II! 1
i
b serpent- I
Vertical Shaft w ~ t hHatch
Vertical Shaft wlth Iris Valve
For the science-fiction fan who finishes a
rrovel only to wonder what happens next. . .
For the fan who wishes he could be there,
I / nrrly for a few minutes. . .
When just reading isn't enough. . .
. . .there is Traveller
rrnveller is a role-playing game o f science-fiction
n t l v u l ~ t u r c .Players assume t h e roles o f citizens o f t h e
1111 I ~ l t ~ t r w c ,i t h all t h e i r o p t i o n s w i d e open. L i m i t e d
o l t l y t l y rtie a m o u n t o f e f f o r t t h e y w i s h t o p u t into
l l t n (Intne, players m a y explore n e w worlds, puzzle
OII the enigmas o f ancient civilizations, c o n d u c t
~ : ~ ) ~ f i ( ~ l i c nconfidence
led scams, smuggle, b u i l d em-
11lr~8, lomi revolts, c o n d u c t interstellar wars. .. t h e list
I6 nu undless as t h e imaginations o f t h e players.
T r m l l e r is a b o x e d 3 b o o k l e t rules set- playable
r ) l l ~ u I r cot r w i t h a referee.
TRAVELLER
Adventure
Science-Fiction in
the Far Future
Trav*Ilar IS more than a game- it's an extensive game system ANIMAL ENCOUNTERS- When an adventuring party
n~lrlrassiu~g the varied aspects of life in the far future. In addition wanders off into the unmapped wilderness of an unknown
IU its I~aricthree booklet set, a wide variety of supplements and world, this booklet instantly supplies animals of all types.
n r l ) n ~ s i u ~are
~ s also available- something for every interest. enough t o provide a hint of danger, and a promise of excitement
for any group. Forty-eight page booklet.
MERCENARY- For the militarily inclined, Mercenary is a
rlrwnm come true. Specific rules additions cover the concept of SNAPSHOT- Piracy, Mutiny, Boarding Parties: Man-to-man
Ihn mldier for hire, including how he trains, prepares for, and combat in the far future. Snapshot allow ydners t o play
nrwautes his missions. Fifty-six page booklet. separate games, or t o resolve Traveller combat situations with a
wide variety of weapons. No referee required. Conla~nsexpan-
HIGH GUARD- Basic Traveller covers only the smaller ded Traveller personal combat rules, ship plans for the scout and
~lrrrljllw,the small craft of space. High Guard introduces the free trader type ships, and die-cut counters. Boxed (same size as
IIIUII ~nllitaryvessels, their tactics, and their construction. Rules Traveller).
a l r ~ntldress naval training, fleet combat, and advanced weapon-
IV I-rtrly-elght page booklet. MAYDAY- Starship combat using the same t y p s o f ships as
in Traveller. Astromorphic maps and detatled rules convert the
KINUNIR- The first adventure for Traveller, containing all Traveller miniatures concepts (Book 2) t o a tmartlgeme with
111. Ilnt:nunry informatiorl for an adventuring expedition to die-cut counters and hex oriented situations. Camplele rules.
I ~ ~ ! a lhn
l a Battle Cruiser Kinunir. Material is open-ended, and plastic bag packed. A Series 120 Game.
all~tw( r n t i ~ ~ ~ ~
use
l e dof the same settings. Forty-eight page
I~~c~hlnt, THE JOURNAL- A quarterly rnoqarlriu dovatal l o
Traveller, and t o sclence-fiction gamm. Fush isrum has u
1001 CHARACTERS- When a referee running a Traveller Traveller situation or scenario. plus articlas a ~ u lII~BIIIIII~ will1
mlvnljlll~a r ~ ~ ~ l ( l e needs
n l y a gang of ruffians, this supplement more Traveller rules and equipment. Thlrly IW 11ql
I, 1+wttnr Irrttlr.
(1111a 111~111111 his fingertips. And when the band of adventurers (Issue 1 contains Starahip Annie Nova rl1111II~UII~. I(.a:rttt IIII
,1111l~lub11) 111111 ,111 a computer expert, this supplement again fills Ruie scenario, lrnpsriurn Variant. Ihe Harll~t~v. 11111% 1l1o1t1.1
ll~a 11sm1l 4 ~ r t y~ ! ~ g page
h t booklet.