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Traveller - Referee Screen

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R E F E R E E ’S S C R E E N

Data sheets pg2-5


Panel Image Black&White pg6-9
Panel Image Colour pg10-13
Characteristic Modifiers Timeframes Table
Characteristic Score Dice Modifier Timeframe Increment Example Action
0 -3 1D Seconds One second Shooting, punching,
1-2 -2 jumping
3-5 -1 1D Combat Combat round Hurrying jump
6-8 +0 Rounds (six seconds) calculations
9-11 +1 1D x 10 Ten seconds Rerouting power, opening
Seconds a comms channel
12-14 +2
1D Minutes One minute Applying first aid, basic
15+ +3
technical tasks
1D x 10 Ten minutes More complex technical
Effect Results Table Minutes tasks, searching an area
Effect Success or Failure thoroughly
-6 or Exceptional Failure: The Traveller failed as 1D Hours One hour Building a shelter,
less completely as it is possible to fail. Anything moving through the
that can go wrong goes wrong. If attempting wilderness
to repair a device, the device is further 1D x 4 Hours Four hours Researching a problem
damaged or even destroyed. In a social 1D x 10 Ten hours Repairing a damaged
situation, the Traveller gets into further Hours ship
trouble. 1D Days One day Combing a city for a
-2 to -5 Average Failure: The Traveller has failed the missing person
task.
-1 Marginal Failure: The Traveller has almost, Task Chain
succeeded, and the referee may permit him
Previous Check DM to Current Check
to scrape a success if he takes a significant
consequence. A Traveller trying to jump Failed With Effect -6 or less -3
across a chasm hangs onto the far side by Failed With Effect –2 to -5 -2
his fingernails but can only pull himself up if Failed With Effect -1 -1
he drops his backpack. A Traveller trying to Succeeded With Effect 0 +0
land a ship can bring it down safely but the Succeeded With Effect 1 to 5 +1
ship may never fly again. A Traveller hacking Succeeded With Effect 6 or more +2
a computer gets in but the security programs
can trace his location.
0 Marginal Success: The Traveller barely Task Difficulty
succeeds at the task, and may have to Difficulty Target Number
accept a condition on his success. He fixes Simple 2+
the engine but it will overheat. He finds Easy 4+
a buyer for the goods but the buyer is an
Routine 6+
untrustworthy criminal.
Average 8+
1 to 5 Average Success: The Traveller succeeds
Difficult 10+
normally.
Very Difficult 12+
6 or Exceptional Success: The Traveller succeeds
more in an impressive and elegant fashion. Formidable 14+

Psionic Range
Action Summary Range Band Distance to Target
Personal Less than one metre
In every round a Traveller can… Close 1 to 5 metres
Short 5 to 10 metres
• Perform one Significant Action and one Minor Action. Medium 11 to 50 metres
Or
Long 51 metres to 250 metres
• Perform three Minor Actions.
Very Long 251 metres to 500 metres
They may also… Distant 501 metres to 5 kilometres
• Perform any number of Reactions. Very Distant 5 kilometres to 500 kilometres
• Perform any number of Free Actions (though the referee Continental 501 to 5,000 kilometres
is free to impose a limit according to circumstances). Planetary 5,000 to 50,000 kilometres
Vehicle Speed Bands Spacecraft Range Bands
Speed Band Speed Band Number Kilometres per Hour Range Band Distance
Stopped 0 0 Adjacent 1 km or less
Idle 1 1-20 Close 1-10 km
Very Slow 2 20-50 Short 11-1,250 km
Slow 3 50-100 Medium 1,251-10,000 km
Medium 4 100-200 Long 10,001-25,000 km
High 5 200-300 Very Long 25,001-50,000 km
Fast 6 300-500 Distant More than 50,000 km
Very Fast 7 500-800
Subsonic 8 800-1200
Spacecraft Scale Weapons
Weapon TL Range Damage Tons Cost Traits
Supersonic 9 1200-6000
Beam Laser 10 Medium 1D - MCr0.5 -
Hypersonic 10 (A) 6000 or more
Missile Rack 7 Special 4D - MCr0.75 Smart
Pulse Laser 9 Long 2D - MCr1 -
Vehicle Critical Hits Location Sandcaster 9 Special Special - MCr0.25 -
2D Location
2-3 Fuel Common Modifiers to Spacecraft Attacks
4 Power Plant Bonuses Penalties
5 Weapon Short Range +1 Long Range -2
6 Armour Using a Pulse Laser +2 Very Long Range -4
7 Hull Using a Beam Laser +4 Distant Range -6
8 Cargo
9 Occupants Spacecraft Damage Scale
10 Drive System Ground Spacecraft
11-12 Systems Weapon Weapon
Attacking a… DM to hit Damage DM to hit Damage
Ground Target +0 x1 -2 x10
Spacecraft Target +2 /10 +0 x1
Radiation Exposure Missile Flight
Radiation Source Rads Received
Range Rounds to Impact
Minor reactor leak 2D/hour
Close and Short Immediate
Serious reactor leak 2D/20 minutes
Medium 1
Minor solar flare 1D x 100/hour
Long 2
Major solar flare 3D x 100/hour
Very Long 3
Radiation weapon 2D x 20
Distant 5
Radiation Effects Spacecraft Critical
Immediate Cumulative
Exposure Effects Exposure Effects Hits Location
50 rads None 50 rads None 2D Location
or less or less 2 Sensors
51-150 1D damage, Nausea (-1 to all 51-150 None 3 Power Plant
rads checks until treatment) rads 4 Fuel
151-300 2D damage 151-300 -1 END permanently 5 Weapon
rads rads 6 Armour
301-500 4D damage, hair loss 301-500 -2 END permanently 7 Hull
rads rads 8 M-Drive
501-800 6D damage, sterile 501-800 -3 END permanently 9 Cargo
rads rads 10 J-Drive
801 rads 8D damage, internal bleeding 801 rads -4 END permanently 11 Crew
or more or more
12 Computer
Law Level Armour
Level Weapons Banned Armour Armour Type Protection TL Rad Kg Cost Required Skill
0 No restrictions – heavy armour and Jack +1 1 - 1 Cr50 None
a handy weapon recommended… Mesh +2 6 - 2 Cr150 None
1 Poison gas, Battle dress Cloth +5 7 - 10 Cr250 None
explosives, +8 10 - 5 Cr500
undetectable Flak Jacket +3 7 - 8 Cr100 None
weapons, WMD +5 8 - 6 Cr300
2 Portable energy Combat armour Reflec +10 (vs. 10 - 1 Cr1500 None
and laser weapons lasers only)
3 Military weapons Flak Ablat +1 (+6 vs. 9 - 2 Cr75 None
4 Light assault Cloth lasers)
weapons and Combat +13 10 85 20 Cr96000 Vacc Suit 1
submachine guns Armour +17 12 145 16 Cr88000 Vacc Suit 0
5 Personal Mesh +19 14 180 12 Cr160000 Vacc Suit 0
concealable Vacc Suit +4 8 10 17 Cr12000 Vacc Suit 1
weapons +8 10 60 10 Cr11000 Vacc Suit 0
6 All firearms +10 12 90 8 Cr20000 Vacc Suit 0
except shotguns Hostile +8 9 75 22 Cr24000 Vacc Suit 1
& stunners; Environment +9 10 90 13 Cr20000 Vacc Suit 1
carrying weapons Vacc Suit +12 11 140 13 Cr22000 Vacc Suit 0
discouraged +14 13 170 10 Cr40000 Vacc Suit 0
7 Shotguns +15 14 185 9 Cr60000 Vacc Suit 0
8 All bladed All visible Battle Dress +22 13 245 100* Cr200000 Vacc Suit 2
weapons, stunners armour +25 14 290 100* Cr220000 Vacc Suit 1
9+ All weapons All armour

Encounter Distance Ranged Attack Modifiers


2D Range Band Bonuses Penalties
2 or less Close Aiming +1 per action Fast Moving -1 for every full 10
3 Short spent Aiming Target metres of target
4-5 Medium movement relative
6-9 Long to the attacker
10-11 Very Long Laser +1 if Aiming Long Range -2
Sight
12 or more Distant
Short +1 Extreme -4
Clear Terrain DM+3 Range Range
Forest or Woods DM-2 — — Target in -2
Crowded Area DM-2 Cover
In Space DM+4 — — Prone -1
Target is a Vehicle DM+2 for every 10 Hull Target
Travellers actively
looking for danger + highest Recon skill Cover Bonus
Cover Bonus Armour
Encounter Range Band Vegetation +2
Range Distance to Target Tree Trunk +6
Close Up to 5 metres Stone Wall +8
Short 5-10 metres Civilian Vehicle +10
Medium 11-50 metres Armoured Vehicle +15
Long 51-250 metres Fortifications +20
Very Long 251-500 metres
Distant 501-5000 metres
Very Distant Over 5 kilometres

Traveller ©2016 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All significant characters, names,
places, items, art and text herein are copyrighted by Mongoose Publishing.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Game License, please go to www.
mongoosepublishing.com.
Weapons
WEAPON TL RANGE DAMAGE KG COST MAG. MAG. COST TRAITS
SLUG PISTOLS
Antique Pistol 3 5m 2D-3 1 Cr100 1 Cr5 -
Autopistol 6 10m 3D-3 1 Cr200 15 Cr10 -
Body Pistol 8 5m 2D - Cr500 6 Cr10 -
Gauss Pistol 13 20m 3D 1 Cr500 40 Cr20 AP 3, Auto 2
Revolver 5 10m 3D-3 1 Cr150 6 Cr5 -
Snub Pistol 8 5m 3D-3 - Cr150 6 Cr10 Zero-G
SLUG RIFLES
Accelerator Rifle 9 250m 3D 2 Cr900 15 Cr30 Zero-G
Advanced Combat Rifle 10 450m 3D 3 Cr1000 40 Cr15 Auto 3, Scope
- 40mm Grenade - 250m Grenade - - 1 As Grenade -
Antique Rifle 3 25m 3D-3 6 Cr150 1 Cr10 -
Assault Rifle 7 200m 3D 4 Cr500 30 Cr15 Auto 2
Autorifle 6 300m 3D 5 Cr750 20 Cr10 Auto 2
Gauss Rifle 12 600m 4D 4 Cr1500 80 Cr40 AP 5, Auto 3, Scope
Rifle 5 250m 3D 5 Cr200 5 Cr10 -
Shotgun 4 50m 4D 4 Cr200 6 Cr10 Bulky
Submachine Gun 6 25m 3D 3 Cr400 20 Cr10 Auto 3
ENERGY PISTOLS
Laser Pistol 9 20m 3D 3 Cr2000 100 Cr1000 Zero-G
Laser Pistol 11 30m 3D+3 2 Cr3000 100 Cr3000 Zero-G
Stunner 8 5m 2D 0.5 Cr500 100 Cr200 Stun, Zero-G
Stunner 10 5m 2D+3 0.5 Cr750 100 Cr200 Stun, Zero-G
Stunner 12 10m 3D 0.5 Cr1000 100 Cr200 Stun, Zero-G
ENERGY RIFLES
Laser Carbine 9 150m 4D 4 Cr2500 50 Cr1000 Zero-G
Laser Carbine 11 200m 4D+3 3 Cr4000 50 Cr3000 Zero-G
Laser Rifle 9 200m 5D 8 Cr3500 100 Cr1500 Zero-G
Laser Rifle 11 400m 5D+3 5 Cr8000 100 Cr3500 Zero-G
Laser Sniper Rifle 12 600m 5D+3 6 Cr9000 6 Cr250 Scope, Zero-G
Plasma Rifle 16 300m 6D 6 Cr100000 Unlimited - Zero-G
MELEE WEAPONS
Blade 2 Melee 2D 2 Cr100 - - -
Broadsword 2 Melee 4D 8 Cr500 - - Bulky
Club 1 Melee 2D 3 - - - -
Cutlass 2 Melee 3D 4 Cr200 - - -
Dagger 1 Melee 1D+2 1 Cr10 - - -
Improvised - Melee 2D-2 Varies - - - -
Rapier 3 Melee 2D 2 Cr200 - - -
Shield 1 Melee 1D 6 Cr150 - - -
Staff 1 Melee 2D 3 - - - -
Stunstick 8 Melee 2D 1 Cr300 - - -
Unarmed - Melee 1D - - - - -
GRENADE WEAPON
Aerosol 9 20m - 0.5 Cr15 - - Blast 9
Frag 6 20m 5D 0.5 Cr30 - - Blast 9
Smoke 6 20m - 0.5 Cr15 - - Blast 9
Stun 7 20m 3D 0.5 Cr30 - - Blast 9, Stun

This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fiction. Any similarity to actual people, organisations, places or events is purely
coincidental.
Traveller is a trademark of Far Future Enterprises and is used under licence.

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