Basic Task Roll
Roll 2 six sided dice + Relevant skill = 8+ Succeed, otherwise failed
Possible adjustments for difficulty of Task Recommended DMs
Simple +6 for Characteristics
Easy +4 C+ (12+) +2
Routine +2 9-11 +1
Average - normal 8+ roll 6-8 0
Difficult -2 3-5 -1
Very Difficult -4 2 -2
Formidable -6
A roll 6 or more above the required score is considered an 'Exceptional Success' and 6 or more below an 'Exceptional Failure'.
The difference between the score required and the score actually rolled is called the Effect.
In opposed tasks, the character with the highest Effect is successful.
NPC Reaction (Classic Traveller)
NPC Reactions may be determined by the scenario. Otherwise this may prove useful. The referee will need to interpret the nature of an attack (eg. verbal or physical).
2 Violent. Intermediate attack
3 Hostile. Attack on 5+
4 Hostile. Attack on 8+
5 Hostile. May Attack
6 Unreceptive
7 Non-committal
8 Interested
9 Intrigued
10 Responsive
11 Enthusiastic
12 Genuinely friendly
Skills relevant will depend on the situation. Liasion is normally useful, Carousing, Streetwise or other relevant skill might be useful depending on the situation.
Animal behaviour is determined by their own characteristics.
Encounter Range (Classic Traveller Rules)
If it is helpful to establish an encounter range roll on the following table.
1- Short Terrain DMs: Ranges
2 Close Clear, Open, Road +3 Close 0-3 metres
3 Short Plains, Steppe, Praire +3 Short 3-12 metres
4 Medium Rough, Hills +2 Medium 12-50 metres
5 Short Broken, Highlands +2 Long 50-250 metres
6 Medium Mountains +3 Very Long 250-500 metres
7 Medium Forest, Woods +1
8 Long Jungle, Rainforest -
9 Medium River, Stream, Creek +1
10 Very Long Swamp, March, Bog -4
11 Long Desert, Dunes +4
12 Very Long Maritime Surface +2
13+ Very Long Maritime Subsurface -1
Arctic -4
Building Interior, Cave -5
Surprise
For each party roll 1D6. If one roll is 3+ greater than the others, the higher roll has surprise, otherwise neither party does.
DMs: Appropriate skills including Leader, Tactics, Recon, Stealth, Hunting, or if urban Streetwise.
If in vehicle, a group of 8 or more or 10 or more animals -1
If a Pouncer animal +1
Escape and Avoidance
Personal Combat
Initiative If have surprise 12+Dexterity DM, otherwise 2D6 +Dexerity DM. Take action is initiative order.
Each character may take One Significant Action and one Minor Action
One Significant Action
Attack
Melee Attack= 2D6 +Appropriate Melee Skill + Strength or Dexterity DM (attacker's Choice)
Ranged Attack=2D6 + Gun Combat Skill+ Dexterity DM
Thrown Arrack= 2D6 + Athletics+Dexterity DM
Two Minor Attacks
Skill Check requiring over 6 seconds
One Minor Action
Aim - +1 to next attack on unmoving target, up to +6 for 6 minor actions
Aim to Kill - No to hit bonus but +2 damage bonus per action up to +6
Change Stance - Between standing, couched and prone.
Draw or Reload
Movement - Up to 6 metres if standing, 3 metres if crounched
Miscellaneous
Base difficulties to hit with different weapon types and different ranges
Weapon/Range Personal Close Short Medium Long V. Long Distant
Each character may take One Significant Action and one Minor Action
One Significant Action
Attack
Melee Attack= 2D6 +Appropriate Melee Skill + Strength or Dexterity DM (attacker's Choice)
Ranged Attack=2D6 + Gun Combat Skill+ Dexterity DM
Thrown Arrack= 2D6 + Athletics+Dexterity DM
Two Minor Attacks
Skill Check requiring over 6 seconds
One Minor Action
Aim - +1 to next attack on unmoving target, up to +6 for 6 minor actions
Aim to Kill - No to hit bonus but +2 damage bonus per action up to +6
Change Stance - Between standing, couched and prone.
Draw or Reload
Movement - Up to 6 metres if standing, 3 metres if crounched
Miscellaneous
Base difficulties to hit with different weapon types and different ranges
Weapon/Range Personal Close Short Medium Long V. Long Distant
Metres 0 1-3m 3-12m 12-50m 51-250m 251-500m 500+
1.5m Squares 0 2 2-8 8- 54-
1.5m Squares 0 2 2-8 8- 54-
Short Weapon Average Difficult - - - - -
8+ 10+
Long Weapon Difficult Average - - - - -
10+ 8+
Thrown Weapon - Average Difficult Difficult - - -
8+ 10+ 10+
Pistol Difficult Average Average Difficult V.Difficult - -
10+ 8+ 8+ 10+ 12+
Rifle V.Difficult Difficult Average Average Average Difficult V.Diff
12+ 10+ 8+ 8+ 8+ 10+ 12+
Shotgun Difficult Average Difficult Difficult V.Difficult - -
10+ 8+ 10+ 10+ 12+ - -
Assault Weapon Difficult Average Average Average Difficult V.Difficult Form.
10+ 8+ 8+ 8+ 10+ 12+ 14+
Rocket V.Difficult Difficult Difficult Average Average Difficult V.Diff
12+ 10+ 8+ 8+ 8+ 10+ 12+
Common Modifiers
Aiming +1 per Aim action Intelligent Weapon +1 of total DM within program's tolerance
Cover 0 to -6 Laser sight +1 if aiming
Environmental Effects -1 to -2 Weapons with Recoil in Zero-G -2 (Gyrostabilised -1)
Movement -1 per 10m movement Target Prone -2 at Medium range or more
Target Dodges -1 +2 At Personal range
Target Parries - Defender's melee Weapon skill
Common Weapons
Melee Damage Ranged Weapons Type ROF Damage Recoil
Short Weapons Bow Assault Weapon 1 2D6 Yes
Crossbow Rifle 1 2D6 Yes
Unarmed 1D6
Cudgel 3D6 Revolver Pistol 1 2D6 Yes
Dagger* 1D6 Auto Pistol Pistol 1 2D6 Yes
Spear* 3D6 Body Pistol Pistol 1 2D6 Yes
Pike 4D6 Snub Pistol Pistol 1 2D6 Yes
Sword 3D6 Laser Pistol Pistol 1 4D6 No
Broadsword 4D6
Halberd 4D6 Carbine Assault Weapon 1 2D6 Yes
Bayonet 1D6 Rifle Rifle 1 3D6 Yes
Blade 2D6 Shotgun Shotgun 1 4D6 Yes
Cutlass 3D6 Submachinegun Assault Weapon 0/4 2D6 Yes
Foil 3D6 Auto Rifle Rifle 1/4 3D6 Yes
Assault Rifle Assault Weapon 1/4 3D6 Yes
Laser Carbine Assault Weapon 1 4D6 No
Accelerator Rifle Rifle 1/3 3D6 No
ACR Rifle 1/4 3D6 Yes
Gauss Rifle Rifle 1/4/10 4D6 No
Grenade Thrown 1
Grenade Launcher Shotgun 1
Rocket Launcher Rocket 1 4D6 No
RAM GL Assault Weapon 1/3
PGMP Rifle 1/4 10D6 Yes
FGMP Rifle 1/4 16D6 Yes
Armour
TL Armour Value Required Skill
Jack 1 3 -
Ballistic Cloth 6 9 -
Mesh 7 5 -
Vacc Suit 9 6 Zero-G
Reflec 10 0/14 -
Combat Armour 11 11 Zero-G
Hostile Environment Suit 12 8 Zero-G
Battle Dress 13 18 Battle Dress
Damage Results
Damage is number of dice of damage + Effect (score above basic score to hit)
Damage is taken first against Endurance then Strength or Dexterity (Player's choice)
2 Characteristic at zero and the character is unconscious
3 Characteristic at zero and the character is dead
One characteristic reduced and the character is wounded
Two characteristics reduced and the character is seriously wounded
Successful Endurance check to recover consciousness. May be taken every 5 minutes.