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Classic Traveller Gaming Assumptions to Speed Up Play at the Table

I'm starting to use the following set of assumptions:

a) The ship’s crew can cover all of Piloting, Navigation, Engineering, Mechanical, Communication and
Computer skills with modifiers of at least +1 in standard times. (The crew just needs to calculate the
amount of time in jump space.)

b) The ship is equipped with fuel processors, fuel scoops and is capable of planetary landing and take-off
(meaning: streamlined and 2+ g thrust).

c) The ship is at least Jump 4 allowing for jumping past the mess of Amber and Red worlds, uncharted space,
or other kinds of places that will likely yield lots of irregularities.

d) The ship has some cargo space and the party is willing to trade while they are waiting for refueling and/or
maintenance to finish.

e) The ship’s crew also has the ability to correctly program its computer in preparation for ship-to-ship action.

f) In ground situations, the ship’s crew has all the ability to correctly operate a vehicle appropriate to the
planetary surface and its associated defensive and offensive system if appropriate to the vehicle.

g) The crew is assumed to be in the appropriate armor and carrying firearms for the tech level of the planet (no
more than 2 tech levels above).

h) The Doctor/Medic will heal all injuries up to death because there is an AutoDoc on board, as well as a
medical assistance robot.

i) The players have at least Medic-1, and are capable of “healing” one light wound per combat round, reducing
total damage by one.

j) Gunners need to be trained and will be utilized during ship-to-ship engagements.

k) Pilot or Ship’s Boat skill will be used for atmospheric skimming, gas giant refueling, oceanic landing,
trajectory matching, boarding operations, small object landing, small object capture by ship, small craft
landing on a ship, ship or small craft landing on an asteroid or on a comet.

Skills that are “Neat” to have with at least a skill level of “1” for the player character

Combat rifle
Laser weapons
Pistol
Sword
Medic
Admin – Streetwise – Carousing – Gambling – Recruiting
Vacc Suit
Zero G Combat
Specialties: (Skills above a level 1 help the crew along when things go awry)

Pilot
Ship’s Boat
Vehicle – Air Raft – Tracked – Wheeled – Hover
Navigation
Mechanic
Medic (above 3)
Communication
Computer
Engineering
Gunnery (Ship)
Gunnery (Field Artillery)
Heavy Weapons
Energy Weapons (PGMP/FGMP)
Battle Dress (Powered Combat Armor)

Doubles (Luck of the draw)

If the player rolls a double, NOT Snake eyes or BoxCars, then they get to choose an event from this list whether
or not their total is successful:

1. The character can swap opponents with one of their crewmates. (They have a free choice. Neither the
referee nor their crewmate gets say in the swap.)

2. The character can perform an additional non-combat movement action. (Make a Communications call, turn
the lights out, push a button, reload a weapon, etc. Movement closer to the enemy is not allowed nor is an
extra attack.)

3. Remove an enemy NPC figure from the game.

4. Ask the referee for a specific item of information.

5. Retain the option of a 2d6 future re-roll of any type, player, or referee.

6. Attack a single adjacent target without the negative modifier for adjacent target as long as the PC figure
does not or did not move.

7. Attack all adjacent targets without the negative modifier as long as the PC figure does not or did not move.

8. Increase the attack value by one level as long as the PC figure does not or did not move.

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