At Spin Two Swords
Campaign Notes, Equipment
Plate Armour: (TL1) A suit of forged metal plates jointed and riveted together to overlap and protect the wearer’s body. The entire suit is very heavy and unwieldy, but can protect the wearer better than anything else made in the same technological era. Those who were fortunate enough to have plate armour fitted for them often were the hardest soldiers on the battlefield to kill. Due to its encumbering nature, the wearer of plate armour suffers a –2 DM to any sort of skill throw requiring manual dexterity, coordination or balance. Wt: 20, Cr. 200.
Ballistic Vest: (TL8) Designed to protect all of the wearer’s major organs (except the brain), the ballistic vest is heavy and bulky but offers considerable protection to anyone who uses it. Wt: 1. Cr. 400.
Protec Suit: (TL9) A slim-fitting business suit woven from protective fibres, the protec suit is not unattractive and can turn melee weapons while softening the blow of small arms fire. Can be worn under other types of armour. Wt: 2. Cr. 350.
Poly Carapace: (TL10) A bodysuit of fibrous material with adhered plates of polymer plastics designed to shield major arteries and organs, the carapace comes with an armoured facemask and halfhelmet as well. It is good protection against all forms of damage, but can be restrictive to individual limb movements. This armour imposes a –1 DM to all Dexterity based skill rolls. Wt: 12. Cr. 150,000.
(TL11) Wt: 12; Cr. 25o,000
(TL13) Wt: 12; Dexterity penalty is removed; Cr. 500,000
Boarding Vacc Suit: (TL11) Also known as boarding armour or combat suits, the boarding vacc suit was originally used to help battle against pirates when life support failed during an attack. It is an armoured suit hardened to the dangers of exposure to vacuum or hostile environments. As technology improved, the suits became thinner and sturdier, revolutionizing their use in ship-to-ship combat. A boarding vac suit will have a melee weapon/pistol combination grafted to the cuffs on the suit for the wearer’s use. Wt: 30. Cr. 12,000.
(TL12) Wt: 28; Cr. 20,000
(TL14) Wt: 26; Cr. 80,000
Artillery Battle Dress: (TL13) A war-only specialisation of the advanced personal armour, artillery battle dress is powered combat armour attached to a mounted super-heavy weapon. The servomotors in the suit are designed to increase the user’s stability and strength in order to fire its on-board weaponry, increasing his Strength by +6 while wearing the armour. Damage to the wearer’s Strength characteristic is calculated as normal, but the value from the armour are used for all other purposes such as hand to hand damage or skill checks. On-board computer/2 gives tactical information and communication, and the suit is frequently outfitted with numerous upgrades. The suit is fully enclosed, with a five-hour air supply and gives full protection against NBC (nuclear/biological/ chemical) hazards.
The right arm and shoulder area of a suit of artillery battle dress is always replaced with one of the weapon choices found in the Options section below. Adapted for computerised firing by the armour, the wearer’s right arm is used to operate the weapon system from inside the suit, and the cost for the weapon is not included in the profile of the armour. Wt. 28. Cr. 2,000,000.
(TL14) Artillery Battle Dress This design is considerably stronger, giving Strength 16, and has upgrades to its internal systems to give it computer/3. Additionally, the suit’s left arm has an integral gauss Pistol built into the forearm. Wt. 14. Cr. 4,000,000
Friend or Foe HUD: (TL11) Several tiny scanners and cameras implanted in the armour keep track of registered friendly transponders (the suit comes with 100 transponders) and marks targets without transponders as enemies. This information shows up on a visor-based HUD, allowing the wearer to know the exact location of allies and enemies within his line of sight or up to a kilometre away, whichever is greater, giving a +1 DM bonus to any Tactics throws. Friend or Foe HUD costs Cr. 4,000. Additional transponders cost Cr. 100 for twenty.
Gyro-Stabiliser Rig: (TL12) This upgrade can be added to Combat Armour or Battle Dress only, adding a localised motion-pivot at the waist that counters the effects of recoil at the cost of Cr. 10,000. By spending 1d6 minutes attaching the rig’s arms to a heavy weapon or rifle, it reduces the weapon’s Recoil number by 2 (to a minimum of 0).
(TL14): The TL14 version is internal, affecting any weapon the wearer is holding. Costs Cr. 50,000.
Mounted Mortar: (TL11) This upgrade can only be added to Artillery Battle Dress armour. This adds a single Field Mortar weapon system to the suit, allowing it to hold twelve rounds for it inside of an internal feed system. Costs Cr. 800.
(TL13) The TL13 version mounts the TL13 version of the Field Mortar and holds a capacitor that can fire 50 shots. Costs Cr. 30,000.
Mounted AT Gun: (TL11) This upgrade can only be added to Artillery Battle Dress armour. This adds a single AT Gun weapon system to the suit, allowing it to hold two magazines of six rounds inside the armoured compartment. Costs Cr. 3,000.
(TL14) The TL14 version mounts the TL14 version of the AT Gun and uses a capacitor that can fire 50 shots before recharging. Costs Cr. 50,000.
Mounted Frag Cannon: (TL12) This upgrade can only be added to Artillery Battle Dress armour. This adds a single Frag Cannon weapon system to the suit, allowing it to hold twenty rounds for it along a belt-fed ammunition system. Costs Cr. 4,000.
(TL13) The TL13 version mounts the TL13 version of the Frag Cannon and internalises the ammunition system, increasing capacity to forty rounds. Costs Cr. 10,000.
Mounted MRL Pack: (TL12) This upgrade can only be added to Artillery Battle Dress armour. This adds a single MRL pack weapon system to the suit, allowing it to hold twenty-four rockets for it within an armoured drop-feed system. Costs Cr. 10,000.
Mounted Mass Driver: (TL10) This upgrade can only be added to Artillery Battle Dress armour. This adds a single Mass Driver weapon system to the suit, attaching it to a rear-feed ammunition system that comes standard with 100 shots. Costs Cr. 4,500.
Mounted MagRail Minigun: (TL14) This upgrade can only be added to Artillery Battle Dress armour. This adds a single MagRail Minigun weapon system to the suit, allowing it to hold two-hundred rounds for it inside of an armoured ammunition drum-loader. Costs Cr. 175,000.
(TL14) The TL14 version mounts two of the MagRail Miniguns, allowing it to increase its Auto rating to 12. Ammunition loads are suitably doubled. Costs Cr. 400,000.
Man-Portable Mount: (TL12) This upgrade can only be added to Artillery Battle Dress armour. This allows for a single Man-Portable weapon system (PGMP, ARMP and so on) to be attached to the suit. If ammunition is a concern, the mount holds 100 rounds in an internal storage system. The mount costs Cr. 500 plus the cost of the Man-Portable weapon.
(TL14) The TL14 version is able to mount the FGMP. Costs Cr. 500.
In a mercenary’s life injuries are, unsurprisingly, rather common. Because of this, mercenaries are generally at home with the idea of getting replacement ‘parts’ for what they get blown, shot or cut off in the line of duty to the unit. Unlike civilians, however, who might accept a simple cosmetic replacement, mercenaries lean toward prosthetics and implants that will help them in the future. Although they are expensive and sometimes unsightly, a mercenary who wants the best in surgical augmentation will get it.
Most of the items in this category can be cybernetic (mechanical or electronic implants and prostheses) or biological (genetic engineering and surgical alteration) or both (a more common solution), but the general term of ‘augmentation’ is used for all of them. Like normal, augmentations can bring characteristics above the normal maximums for his race.
Advanced Subdermal Armour: (TL12) This is an upgraded version of normal subdermal armour, using even more advanced polymers and lightweight alloys to line the character’s organs as well as skin. Advanced subdermal armour still stacks with other protection, but not other types of subdermal armour.
|TL12||Armour 4||Availability 10+||Cr. 250,000|
|TL14||Armour 5||Availability 11+||Cr. 500,000|
Aslan Cyber-claw: (TL10) The jointed metacarpal of the character has been replaced by a cybernetic mechanism and polymer sheath holding a retractable claw almost identical to the natural weapon of an Aslan. With a subtle flick of the wrist the mechanism locks or unlocks the three-inch long steel claw, allowing it to be used as a deadly weapon (see below). Some Aslan have taken to getting their natural dew-claws replaced with these augmentations as a sign of their militant mentality.
Assisted Ambulation Augmentation: (TL13) By adding tiny stimulatory conduits in certain muscles and tendons, a person’s body can be ‘programmed’ to function more efficiently and for longer. Using the electricity generated from an internal battery system which recharges itself through the users diet, they can function at peak physical capability for hours longer than normal. Depending on the TL of the augmentation, the character can stay active for longer periods of time, requiring less sleep daily.
|TL13||4 hours of sleep||thrice normal dietary need||Availability 9+||Cr. 100,000|
|TL14||2 hours of sleep||twice normal dietary need||Availability 9+||Cr. 300,000|
|TL15||1 hours of sleep||half-again normal dietary need||Availability 10+||Cr. 500,000|
Ballistic Tracking Lenses: (TL12): The character’s retinas have been laced with tiny receptors that link via the nervous system to the character’s fingers and pulse rate. The retinal receptors place an outline over any object that the character is currently aiming a weapon at, allowing for better target acquisition. BTLs (as they are called) give the character a . The character’s eyes will shine strangely in direct lighting, revealing the BTLs to observers.
Weapon Implant: (TL10) One of the character’s hands and attached forearm is replaced with a lifelike framework of alloy and polymers that has a secret hinged split in it. Opening in two halves, from between the middle and ring fingers to the elbow, the implant hides a small weapon that is shielded from most scanners (TL12 and lower). The weapon is modified in structure to fit in the implant and operates on nervous impulse, but is otherwise the same as its common counterpart.
|Laser Pistol||10+||Cr. 25,000|
Mechanostatic Scanner: (TL13): One of the character’s ears has been augmented with a manually activated device similar to a communications scanner. When activated, any cybernetically augmented individuals within twenty metres will give off a traceable buzz that the character can hear. Although this does not help in any way, it can help the character be aware of augmented threats nearby his location. Costs Cr. 10,000 with an Availability of 9+.
Smuggling Container: (TL9): A portion of the character’s body is surgically modified to house a polymer pocket that is made to look like normal skin. Using a trigger that looks like a blemish or scar to open, the pocket can hold roughly 10 pounds of weight and nothing larger than eight inches in diameter. Costs Cr. 15,000 with an Availability of 11+ (due to its illegality). It would take a Life Sciences or Investigate throw 10+ to discover the container when closed.
NEW COMMUNICATIONS GEAR
Communication is extremely important to any mercenary unit, especially when working on a ticket that requires working in smaller teams or perhaps alone. Staying in contact with the commanding officer or other teams is vitally important for success and this requires specialised communications gear.
Battle Computer: (TL 9) The battle computer is a man-portable system (backpack weighing 18 kilograms) capable of capturing and collating intelligence and providing approximations of enemy forces. It can be linked to untended ground sensors via communication links to increase its potential and can provide visual displays overlaid on maps when interfaced with a map box (see below). When attached to a communicator it can direct a powerful laser communication beam
at one of several preprogrammed targets (such as relay satellites or tactical communication hubs) and automatically switch to back-up relays if primaries are jammed or rendered inaccessible. A battle computer system grants the commander of any battle a , cost is Cr. 100,000.
Gun Cam: (TL8) A small rapid-recording camera placed on the barrel of a firearm, the gun cam is a useful tool for post-combat evaluation and training. The camera takes several seconds of recording around the pulling of the weapon’s trigger, allowing for slow-motion playback to see what the shooter was doing right or wrong – or for the verification of kills. The gun cam costs Cr. 150 and has an Availability of 7+.
Tactical Relay Network: (TL6+) A true essential to any large mercenary unit, the tactical relay network is a fully integrated system of recorders and transmitters that allow individual active members to transmit important battle information to one another and a central hub of monitors. The main hub then keeps track of everyone on the network like the tactical brain of the entire team.
Early versions are simple radio headsets, but at higher technology levels information like medical readings and ammunition counters can be kept track of. Through the monitoring of this information, an officer can manipulate the entire team efficiently. Every participating
member on a tactical relay network can use the Tactics skill of the character monitoring the central hub, to a limit depending on the TL of the network.
TACTICAL RELAY NETWORK
|TL||Information Relayed||Maximum Tactics Level Used||Availability||Cost|
|TL6||Audio only||Tactics 1||—||Cr. 50|
|TL8||Audio and visual||Tactics 2||7+||Cr. 100|
|TL10||A/V, Transponder location, Computer/0||Tactics 3||9+||Cr. 200|
|TL12||A/V, medical readings, equipment status, Computer/1||Tactics 5||10+||Cr. 350|
1 This cost is per member unit; the central hub costs ten times this amount.
Rescue Transponder: (TL8) This device is a high-powered homing beacon that is worn on the wrist or ankle of the user. Activated with a quick snap of a safety tag, normally when wounded or captured, the tracker sends out a nearly constant emergency signal across several bandwidths to let allies know where the wearer is. It has a 10 km range, lasts twelve hours, has no Availability score, and costs Cr. 50.
(TL 10) This version is more efficient, raising the range to 200 km and the cost to Cr. 200.
(TL 13) This version is not worn; it is swallowed and has a 1000 km range. It costs Cr. 750.
Radio Jammers (TL6) First available in base-camp versions, and then made portable by tech level 8, the radio jammer suite is a static generator that fills the wavelengths with incomprehensible noise. The basic models make radio-wave communications impossible
up to 2 km of its location. It requires an Electronics throw with a difficulty equal to the TL of the jammer to get a single transmission through. Most jammers are not effective against tight beam laser communication, however. Availability 8+, costs Cr. 500.
(TL 8) This version is more efficient, raising the range to 5 km and the cost to Cr. 2,000.
(TL 10) personal This version is as small as a cufflink, and has a 10 km range. It costs Cr. 5,000.
(TL 10) stationary This is a huge version of a jammer attached to a power plant or starship, jamming unsanctioned radio communications up to 100 km away from its location. It costs Cr. 20,000.
NEW MEDICAL SUPPLIES
These supplies are designed for fast and easy use by soldiers and combatants, likely in the case of being injured on the field of battle. When hospitals and medic offices are too far to be helpful, triage devices such as those below could be the difference between life and death.
Adhesive Bandages (TL6) Originally used in small tubes to seal up bullet holes in flesh in a hurry, this chemical glue is very strong stuff that essentially turns the moisture in skin to plastic instantly. The applicators change as technology gets better, but the substance remains effectively the same. The use of adhesive bandages while using the Medic skill halves the time it takes to perform first aid, but incurs a –1 DM to the Medic skill roll. The cost is Cr. 10 for a three-dose tube.
TL8: Cr. 50 for a five use spray.
TL10: Cr. 75 for a ten use roll-on.
TL12: Cr. 100 for twenty use applicator wand.
TL14: Cr. 500 for a hundred use gelling gun.
Trauma Pack (TL8) The trauma pack is one of the most useful carried by battlefield medics. It is a small satchel of chemicals and drugs used to pump life back in a wounded body. Unsubtle and deadly in multiple doses, the chemicals can make a soldier ignore the most vicious of wounds for a few hours – hopefully enough time to get him to a proper medical facility. The use of a trauma pack requires a Medic throw 8+, but will give a wounded character back a temporary 1d6 Endurance. This Endurance can be used to bring a technically ‘dead’ character back from 0 or less Endurance (so long as the new total is above 0), so long as they suffered their last wound within 30 seconds. This regained Endurance lasts for 1d6 hours – at which point it vanishes, potentially killing them. A character can only benefit from one administration of a trauma pack per day. Higher technological versions of the trauma pack are not any more efficient, merely lighter. The TL8 trauma pack weighs 2 kg, has an Availability of 9+, and costs Cr. 750.
TL10: Weight: 1 kg.; Availability 9+; Cr. 1,500.
TL12: Weight: 0.5 kg.; Availability 9+; Cr. 3,500.
TL14: Negligible Weight; Availability 10+; Cr. 7,500.
There are several drugs (or ‘meds’) that can be used by mercenaries and their ilk, all of which are legal in the systems in which they are produced. They likely have some form of combat-based usage, but some users may have found other recreational reasons for buying them too.
Adrenaliser (TL10) An injected cocktail of alien adrenalines, this drug is used to keep the user awake and active for several hours at a time. Although it is known to have a detrimental ‘crash’ when it wears off, soldiers on patrol duty will sometimes use adrenaliser to stay alert. One dose of the drug is the equivalent of ten hours of sleep, after which the user will have 2d6 x 5 minutes to find someplace to lay down – because the lost amount of sleep will hit him without fail at the end of that time. The drug has an Availability of 9+, and cost Cr. 150 per dose.
Clotting Aid (TL9) This daily preventative thickens the user’s blood through enhanced platelet levels, causing wounds to clot and knit much faster. Someone currently on a daily dosage of clotting aids will give a , and cost Cr. 200 per 30 day bottle.
Meta-Performance Enhancer (‘Titan Drug’, TL10) boosts the user’s physical strength to superhuman levels. Reacting similarly in the body to how some narcotics can enhance the user’s strength; the titan drug does the same thing without all of the same dangerous side effects. The drug kicks in 60 seconds after injection, and lasts for around fifteen minutes, adding 6 to the user’s strength (up to a maximum total strength of 16 for a human). When the drug wears off, the user’s muscles cramp painfully under the stress and fatigue. He suffers 1d6 points of damage and is instantly enfeebled (Str of 5 for 1d6 hours). Meta-Performance Enhancer costs 600 credits per dose and has an Availability of 9+.
Nervous Response Dampeners (TL9) This ‘battlefield vitamin’ is actually a mild anti-anxiety drug, helping combatants cope with some of the horrors they could be subjected to in war. Taken a few hours before battle, the dampeners last for a day or so, granting the user a bonus point of Morale for 2d6 x 3 hours. They have an Availability of 8+, and cost Cr. 100 per dose.
Starlight Drops (TL12) enhance the user’s vision dramatically. By adding a few stinging drops of this liquid into each eye and waiting for the burning sensation to pass, the user effectively gains night vision equal to that of a nocturnal predator. In darkness or neardark
environments, any DM penalty is negated, as the character can see perfectly well. The effects of the drug last for 1d6 hours, during which time the user’s eyes look silvery and cloudy. A dropper of starlight drops carries 6 doses (12 eyes), has an Availability of 8+ and costs Cr. 500.
Mental Therapy: Characters that see a great deal of combat, especially wars, can have their nerves frayed from hours of shelling and vehicle passes. They could eventually crack under the pressure, and some need outlets for their stress and internal worries. Many mercenary units arrange for ‘combat shrinks’ to see their members at least once a month, to strengthen their morale and ensure they are combat ready at all times. A patient undergoing regular therapy (at least one session per month) becomes immune to Suppression Fire but is unable to use the Panic Fire rule (see page 72). These sessions will cost of 50 Cr. per character, per session.
NEW ROBOTS AND DRONES
Rarely as easy to acquire as a new recruit, drones are good for very specific tasks that members might be hard pressed to accomplish. Their use is always governed by the Remote Operations skill, and some units train their non-combatant officers to pilot them from the rear of a battle.
Loader Robot (TL9) These standard battlefield robots are programmed to take the place of a fallen artillery crewman, loading the weapon automatically while the crewman gets medical attention. It still requires verbal commands from the other members of the artillery team, keeping units from running completely automated artillery teams. The robot effectively has Heavy Weapons (Field Artillery) 1. Armour 8, Hull 3. Availability 10+. Costs Cr. 80,000.
Minesweeper Drone (TL10) Hovering disks equipped with ground-scanning sensors and concussion generators, minesweeper drones are perfect for scouring terrain for anti-personnel landmines and detonating them. The drone has Combat Engineering 2 for the purposes of finding landmines, and its weapon can set off a pressure or trip-based mine safely on a basic throw of 8+. Armour 4, Hull 2. Availability 9+. Costs Cr. 95,000.
Recon Drone (TL9) About the size of a ground car, recon drones are equipped with a wide array of radar and visual sensors to map out a given area. Most recon drones are built as grav units, and thus are highly manoeuvrable. They can be fitted with up to three additional types of sensor packages for the appropriate cost, and can be remote-linked to a battle computer (see below) or other monitors. Remote drones also come with two hardpoints where pistols or rifles could be mounted and fired by remote control as well. Availability 9+, base cost is Cr. 200,000.
Spotter Drone (TL10) Tiny drones that are little more than a lift unit and a laser targeter, the spotter is an artillery team’s best friend. The small spheroid zooms out to where the artillery needs to fire, spends 1–6 minor actions holding a laser designator on the potential target, and waits for the attack. This requires the drone’s operator to pass a throw 9+, but will add a . Cost Cr. 12,000.
Explodes as per a frag grenade with a 5 metre radius when directed to do so with a Remote Operations throw 9+, but increases the drone’s cost by 25%. The high cost is to protect the drone from accidental or enemy self-destruct activation.
Sensors used by mercenary units are often limited to a practical use in or after combat. Many are adapted to be used with the helmet HUDs of well-equipped units, others use more traditional computerised sensors found in recon vehicles or command unit backpacks. Energy Emission Warning Beacon (TL13) The stationary ground sensor (EEWB) is designed to predict incoming energy weapon fire by ‘listening’ to the hiss of superheated air splitting when high-energy weapons are fired. Although this will not help in close quarters or basic fire fights, it can be very helpful at longer ranges. Any character hooked up to an EEWB feed adds an additional –1DM to attackers using energy weaponry at Long Range or farther when they react. Weighs 4.5 kg, Availability 10+, cost Cr. 60,000.
Forensic Sweeper: (TL13) This complicated handheld device is a multi-medium scanner that looks for radiation residue, ballistic particles, chemical traces, and bio-organic remains all at once. Within an hour of sweeping a twenty square metre area with the handheld wand, and succeeding in an Investigate throw 8+, the device will know all of the following pieces of information. Weighs 2 kg, Availability 10+, cost Cr. 7,500.
- The types of weapons fired in past 36 hours.
- The known species of any beings passing through the area in the past 12 hours.
- The known species of anyone injured in the area during the past 48 hours.
- If any chemicals (drugs, poisons and so on.) were in use during the past 12 hours.
Anti-personnel Equipment Scanner (TL10): This bulky set of goggles is used to search a person’s body for metallic, plastic or ceramic devices – such as guns, knives, or explosives. By looking at a target with great scrutiny (1–6 minutes) within five metres, the character may make an Investigate throw 8+. If successful, the goggles penetrated the target’s clothing/armour and found all inorganic devices in or on them. Weighs 1 kg, Availability 9+, cost Cr. 10,000.
Helmet Reader (TL9) A single type of sensor feed can be wirelessly fed into the eyepiece HUD of a basic combat helmet with this option. Cost Cr. 250.
TL10: Can receive up to three feeds at once. Cost Cr. 500.
TL11: Can receive up to five feeds at once. Cost Cr. 750.
TL12: Can receive up to eight feeds at once. Cost Cr. 1,000.
TL15: Can receive information from unlimited feeds at once. Cost Cr. 5,000.
NEW SURVIVAL GEAR & SUPPLIES
Mercenary unit members are sometimes asked to live for weeks, months or even years in the wild. In order to make their lives easier in these sometimes hostile environments, corporations have made several advances in survival equipment and supplies.
Chemical Sniffer (TL9) Using a sophisticated air/liquid-intake device, the sniffer computes what sorts of chemicals are found in the air of an area. The process takes only a few minutes, and can detail specific elements in the sample taken. It is designed with large buttons and switches for the thick gloves of a vacc or environmental suit. Availability 7+, costs Cr. 2,500.
Protein Tap (TL9) A crank-operated augur and press attaches to large plant or animal life and pulps organic matter into an unrecognisable paste. Although the basic paste produced by the tap tastes like the source of the material, most tap-users carry syrupy flavours to add to the substance. The device adds a +1 DM to all Survival skill checks made to ‘find’ food in the wild. Cost Cr. 1,000.
Map Box (TL9) Originally designed for wilderness exploration, the map box is a compact storage system for computer generated maps of a world. Scale may be adjusted by hand using a few button presses or voice commands (TL11 or higher). Most inhabited planets have insert wafers available for Cr. 150 each that will update the box appropriately. When not available, two orbital sweeps of the world are required to obtain the necessary photographs to construct a map wafer. Blank map box wafers are available for Cr. 30. The use of a map box grants the user a +2 DM bonus to all skill throws involving direction and navigation of the mapped planet. The cost of a map box (with one planet preprogrammed) is Cr. 3,000.
Nuclear Dampers (TL13) A common term used to describe safety devices built against nuclear weaponry, dampers units are actually used to decrease the stability of atomic nuclei. By projecting a localized field from two separate stations (one master and one slaved), a wide area of altered isotopic energy is produced – seeking out the unstable nuclei of weapons-grade materials. In the area of the fields, the strong nuclear force is depressed, making the nucleus much less stable. The fields are primarily designed to be focused on incoming nuclear warheads, causing them to rapidly shed neutrons at low energy levels, rendering the warhead inoperable as its core material disintegrates on an atomic level. Any nuclear devices that are not currently already in a state of fusion (fusion cells, starship cores, etc.) will have a penalty of the Effect of the damper operator’s Computer skill throw to any attacks made.
The range of the damper field is proportional to the distance separating the two stations. At tech level 13, the ratio is 100:1 (a separation of 50 metres between stations would give a field range of 5 kilometres). Each damper station weighs 75 kg, and the maximum distance the stations can be apart before the field disperses is 200 metres. Availability 11+, cost MCr. 5.
(TL14) As above, and the ratio is now 500:1. Availability 12+, cost MCr. 10.
(TL16) As above, and the ratio is now 1,000:1. Availability 13+, cost MCr. 20.
Purifier Tabs (TL6) These small chemical tablets are dropped into potentially questionable water, turning up to one gallon of it into drinkable (perhaps not tasty) water. The process takes only a few minutes, and turns the water an off-blue colour. The tablet only purifies natural contaminants, not synthetic poisons or toxins. Cost Cr. 10 per tablet.
TL10: More advanced chemicals will even isolate and purify manmade toxins and pollutants. Cost Cr. 50.
Tent-barracks (TL8): A large tent providing shelter for eight people against the weather and environment. The pole structure requires 1–6 man hours to set up properly. Weight 10 kg. Cost Cr. 500.
(TL10) The TL10 version can be effectively pressurised using a chemical seal from the inside. There is no actual airlock – the tent depressurises when it is opened. Availability 8+, cost Cr. 5,000.
Armoured (TL9) Survival structures (tents, habitats and so on) can be layered with the armoured option, granting Armour 5 to those inside from attacks originating outside of the structure (and vice versa). This triples the weight of the structure. Availability 9+, Cr. 2,500.
Chameleonic Fibres (TL12) The chameleonic fibres upgrade can be given to tents, habitat modules and other basic structures. The structure gains the benefits of advanced camouflage. The TL12 version bleeds heat excesses to match the background infrared levels and effectively renders those inside invisible to IR sensors(Hard (–4) to detect with sensors). Availability 10+, cost Cr. 8,000.
(TL13) The advanced TL13 version uses both the IR and Vislight camouflage technologies, adding light-bending technology to the structure, making everyone inside nearly invisible to the naked eye (Hard (–4) to spot). Availability 11+, cost Cr. 60,000.
NEW FIELD TOOLKITS
Some technical and specialist skills require specific tools of various kinds. These tool kits contain everything that a character would need to fully utilize the skill. All field tool kits have an Availability of 9+ and weigh roughly 5 kg.
Combat Engineering – cost is equal to Cr. 50 times Technology Level
Interrogation – cost is equal to Cr. 25 times Technology Level
Weapon Engineering – cost is equal to Cr. 100 times Technology Level
If there is one thing that is sacred to a mercenary, it is that there is no such thing as too much firepower. The need for bigger and better weaponry has put the ingenuity of weapon designers across the galaxy to the test. Personal weaponry like pistols and knives are fine for a few spacers getting into a scrap with a small band of pirates, but they will not do much good on a battlefield. When artillery shellsstart to fly, it takes a different grade of weaponry to survive amongst the chaos of war. This section is devoted to these higher-grade weapons often found in the armouries of militaries and mercenary units.
Although units across a battlefield rely heavily on their firearms to win their wars, a good stout blade at their hip is always welcome when the enemy closes. Not all mercenaries are into full-scale warfare either, and a thin-bladed knife can be an assassin’s best friend.
Axe (TL1) A heavy wedge-shaped blade at the end of a stout haft, normally wielded in two hands to deliver powerful chopping blows.
Spear (TL1) A long haft of wood tipped with a sharp end, used to thrust into a target. Can also be used as a Thrown weapon with a +1DM to hit.
Stiletto (TL2) A long, thin blade used to puncture rather than slice. Often 30–40 centimetres in length for reaching organs.
Spring-blade (TL4) A thin-bladed dagger set into a spring-loaded or hydraulic sheath located on or around the forearm, used for surprise attacks. Spring-blades have a +2 DM for their initial surprise attack, but suffer a –1DM for parrying.
Monoblade (TL8) A light one-handed sword with a polymer blade honed to a monomolecular edge by the mechanisms in the supplied scabbard.
Mace (TL1) A heavy weight at the end of a short haft sometimes spiked or flanged.
Sap (TL2) This melee weapon deals 1d6+1 stun damage in addition to its normal damage. A character struck by a sap must make an Endurance check. If this Endurance check is failed, the character is knocked unconscious.
Primitive Projectile Weapons
Ancient technologies provided early peoples with good ways of hunting and defending themselves. A peasant with a bow can kill an armoured knight or soldier with a careful aim and a single, inexpensive arrow. Attacks with primitive projectile weapons use the Athletics (archery) skill.
Bow (TL1) A stout but supple piece of wood carved to a specific shape and strung with a piece of cord, string or gut to increase tension. The string is pulled back and released to hurl an arrow long distances with surprising force. At higher technology levels, bows are modified with additional strings and pulley systems to add accuracy and power.
Crossbow (TL2) A horizontal bow set into a mechanical firing mechanism and stronger-than-normal pull, crossbows are very powerful weapons that are very time consuming to reload. At higher technology levels, crossbows are built with crank and pulley systems that make the weapons easier to reload, even self-loading at TL9. reloading a TL2 crossbow takes 6 minor actions, at TL4 this is reduced to 3 minor actions.
|Weapon||Range||Damage||Heft||Mass (kg)||Availability||Cost (Cr.)|
|Axe||Melee (large blade)||3d6||2||6||—||60|
|Spear||Melee (large blade)||2d6||—||2||—||50|
|Stiletto||Melee (small blade)||1d6+2||–1||—||7+||50|
|Spring-blade||Melee (small blade)||1d6+1||+0||0.5||9+||200|
|Monoblade||Melee (large blade)||2d6+5||–2||1||10+||1,000|
PRIMITIVE PROJECTILE WEAPONS
|Weapon||TL||Range||Damage||Auto||Recoil||Mass||Magazine||Availability||Cost (Cr.)||Ammo Cost (Cr.)|
|Bow||2||Ranged (assault weapon)||1d6||No||1||1||1||na||60||1|
|Crossbow||9||Ranged (assault weapon)||2d6+4||No||1||2.5||6||7+||500||2|
All equipment is rated by its Tech Level, its cost, weight, and any special rules concerning its operation and use. Dependent on Tech Level, any Scout team expected to undertake a particular assignment will be able to requisition the appropriate equipment for the stores of a Scout Base; the only exception will be for Class D and E bases where resources are stretched. In this case, a Class D base has the required equipment available on a roll of 8+ and Class E on a roll of 10+.
Synthetic Skin (TL12+)
Resembling skin, Synthetic Skin bandages have been developed by the Scout service for aiding Contact expeditions. The material is a complex nanotechnology analogue that includes dermal receptors to analyse and replicate the skin type over which the bandage is placed. This allows the material to be compatible with near-human dermal make-up (carbon-based life forms). Synthetic Skin protects wounds, cuts and abrasions, healing up to 3 points of damage over the course of 3+1D6 days. The material protects from infection and allows the natural skin underneath to breathe. It is water-tight, the nanoreceptors in the material forming a perfect bond (a not unpleasant tingling sensation) with the natural dermis. When applied, it takes about half an hour for the material to form its bond and then healing commences. Synthetic Skin comes in packs of patches of varying sizes and bandage wraps of 1m in length. A standard kit includes 12 patches and 3 bandages. The material can be cut to length.
Tannin Capsules (TL12)
These orally-taken capsules darken or lighten the skin’s pigmentation, either for cosmetic purposes or to guard against the effects of UV radiation. Packs of tannine capsules contain 12 doses: 6 each of lightening and darkening capsules. The process takes 1d3+1 hours to complete.
Smart Kitchen (TL14)
A portable food processor, the Smart Kitchen is capable of producing a passable likeness of any food sample placed into its sensor unit. The output is a standard portion, served hot or cold, of the sample, but calibrated to suit the imbiber (therefore potentially unpalatable foods can be created to suit a human or other alien metabolism). The unit contains a standard pack of organic compounds (proteins, carbohydrates, vitamins, and so forth) from which it draws its raw materials. The pack contains enough material to replicate standard portions of foodstuff before it needs to be refilled. The unit, whilst portable, is bulky, and resembles a large attaché case faced with calibration reads-outs, the sensor input and the portion dispenser. Larger versions holding quadruple the raw material packs are often fitted to Scout survey and Contact vessels as part of the ship’s kitchen.
(Raw material packs Cr1,000)
Shelter Cubes (TL13)
These are portable buildings that consist of light, collapsible frame poles, insulated flooring rolls and cans of foaming wall. Once the frame poles are erected over the flooring sheet, cans of spray-on structural foam are used to create exterior and interior walls, with a single can sufficient to create a cube-like structure 3m x 3m x 3m. It typically takes 10 minutes to erect the frame and floor; 10 minutes to apply the foam and 10 minutes for it to harden. Within half an hour one can construct an insulated, water and wind-resistant shelter. The foam is steel-hard and offers 5 Armour Points of protection; it is also fire-retardant. Whilst the foam is drying it can shaped as necessary using standard tools (knives and so forth), as needed. Solvents included in the Shelter Cube kit allow the foam walls to be dissolved once the shelter has served its purpose, with the residue forming a non-toxic pool that evaporates in standard sunlight within 4 hours.
Standard Shelter Cube: Cr800
Deluxe Shelter Cube: Cr1,500 (creates a structure 10m x 10m x10m)
Standard Scout Pac System (Available at TL14+)
Basic scout equipment is built around reliability, ruggedness, easy configurability and replacement. In many cases Scout-grade equipment will out-perform standard civilian or even military man portable scanning equipment simply due to the usage and mission profile it is designed to meet. To that end, the basic scout Pac system has been developed, consisting of small sensor/computing modules (handPacs) about the size of a thin modern cell phone (sometimes thicker) with dedicated functions based on the differing and altering needs of a scouting mission. Several handpacs can be easily carried, and include slots for various accessories as described below.
The modules themselves can be slotted into a ManPac unit, about the size of a small laptop or thick clipboard. When installed, the ManPacs function with greater range, and generally increased computing power, and the user has more options for adding accessories, and easier hardware, for control and interface tasks. Finally, whereas the Hand Pacs are, at best, capable of robotic autonomy, the ManPac is designed to act as science assistant, and runs intellect software allowing it to intelligently use its components as defined by basic input from the user.
HandPacs are divided into several basic types sharing functional abilities. SnifferPacs, AssayPacs, ScanPacs and ResourcePacs. Sniffer Packs give a very fast response to a number of predetermined questions. Biosniffers require a minimal, casual sampling to work, or are capable of passive sampling (Radiation, for example). A Biosniffer gives a probability of life within a certain range and its DNA compatibility. Envirosniffer gives atmospheric toxins, radiation (various types) , known viral or bacterial hazards and temperature. Chemsniffer gives a quick assay of the atmosphere or liquid based around specific hazards. Assay Pacs are lab equipment, and produce much more detailed results taking longer amounts of time to correlate. They are passive, and require a sample – either physical ,such as organic matter, liquid or gas; or simply the presence of the assay material , such as EMS output, radiation, heat, and so on. In all cases with physical samples, the size required is fairly small, about 1-3 grams, and is quite accurate within that limit –it must be noted, though, that a small sample may often lack some less than perfectly homogenised or rare component, so multiple sampling techniques are always recommended. Scan Pacs Are closest to conventional sensor equipment.
Active scanners emit probe signals as appropriate and analyse the response/return signal. In some cases, such as visual enhancers, the sensors are entirely passive. Note that if needed, most active scanners can be operated in a purely passive mode, although with a considerable decrement in performance – generally either a –3 to Sensor operation skills, or halving the effect of a success, depending on the type of sensor and the situation. Resource Pacs are either highly specialised data processors (crypto, database, mapping) high capacity recording units, or boosters to increase functionality in other hand or Man pacs. All handPacs are designed to allow a user to access important and varied skill sets via the computer skill. Thus, all pacs (hand or otherwise) are fundamentally computers, and are operated by use of Computer skill, except for pacs that emulate sensor skill, which may also be operated by the Sensor skill.
|1||Survival||+2 to skill or skill level 0 if skill is not possessed|
|Biosniffer||1||Recon||+2 to skill or skill level 0 if skill is not possessed|
|Chemsniffer||1||Science (Chemistry)||+2 to skill or skill level 0 if skill is not possessed|
|EMS Sniffer||1||Sensors||+2 to skill or skill level 0 if skill is not possessed|
|Auditory Sniffer||1||Intelligence||+2 to skill or skill level 0 if skill is not possessed|
|Intruder Detection||1||Tactics||+2 to skill or skill level 0 if skill is not possessed|
|Bloodhound||2||Investigate||+2 to skill or skill level 0 if skill is not possessed|
All sniffers include power 1 computers that run Intelligent Interface and are specialized to run the appropriate expert skill at level 2, include at least two wafer chips, a small display and a limited dumb control set in addition to a standard Data Display link.
|Assay Type||Size||Skill Effect|
|Bio-assay||2||Science (Xenobiology)||+2 to skill or skill level 0 if skill is not possessed|
|Chem-assay||2||Science (Chemistry)||+2 to skill or skill level 0 if skill is not possessed|
|Ore-assay||2||Science (Chemistry)||+2 to skill or skill level 0 if skill is not possessed|
|EMS-assay||2||Comms||+2 to skill or skill level 0 if skill is not possessed|
|Medical-assay||2||Medic||+2 to skill or skill level 0 if skill is not possessed|
Assay packs have similar configuration as a sniffer, with extra wafer slots, and the option to project a virtual screen and interface controls. They are approximately double the size, and include extensive TL14 advanced quantitative and qualitative analysis machinery. They typically do not function as a sniffer, insofar as they are not optimised for rapid response and limited analysis tracks.
|Bioscanner||2||Sensor||+2 to skill or skill level 0 if skill is not possessed|
|NAS scanner||2||Sensor||+2 to skill or skill level 0 if skill is not possessed|
|EMS scanner||2||Sensor||+2 to skill or skill level 0 if skill is not possessed|
|Vision scanner||2 Sensor||+2 to skill or skill level 0 if skill is not possessed|
|Sentry||2||Sensor/Comms||+2 to skill or skill level 0 if skill is not possessed|
|Medscanner||2||Medic||+2 to skill or skill level 0 if skill is not possessed|
Man Pacs are book-sized computer terminals. A typical ManPac has configurable slots for an additional four handpacs. All handpacs operate at Expert Level +1 and Agent Level +1 as appropriate when connected to the core. Additionally, the manpac core runs Intellect/1 and can intelligently run any of the attached handpacs in the background at Expert(skill) or Agent level 1, report results, and suggest further actions as necessary.
Specialised to run Intellect/2, Intelligent Interface/2; can load any
combination of Expert(skills) skills from component handpacs
at normal space cost, and use up to two of them simultaneously.
Installed handpacs may contain wafers as normal, but cannot be
changed while installed in the manpac. The manpac itself includes
basic hardware controls and visual and auditory display as well
as all virtual and/or distributed options possible for sniffer and
The Contact branch draws on the full array of Sensor equipment
found on page 96 of the main Traveller rules, but also has the
following items available:
TRANSLATION UNIT (TL 14)
A translation unit is designed to take spoken language and rapidly
translate it into the desired language, broadcasting the output
audibly and in a tone and accent that is as acceptable as possible
to the recipient. The linguistics and phonetics algorithms used in
the translation unit are highly sophisticated, but even at high Tech
Levels, no unit can handle more than one language at a time.
Language dictionaries are stored on high capacity memory wafers
which are loaded into the unit. The processor is worn on the hip,
and includes a ‘natural speech synthesiser’ which broadcasts the
spoken output. The user wears a discreet headset or ear-buds and
receives translated inputs direct to the ear.
There is a delay of about half a second as the translation (in both
directions) is processed and broadcast and delivered. Additionally,
there is always the chance of a mistranslation occurring on a throw
of 9+ (the Referee should decide when such a chance is prevalent).
The user of the device may off-set the mistranslation chance with his
own Language skills, gaining a ,
as described in the description of the Translation Unit. Every level
of accuracy reduces the throw, up to a mistranslation chance of 6+
(which may be offset still further, or negated, by a competent user
of the language).
LIFE SCANNER (TL 12)
The Life Scanner is a ship-mounted sensor array that is specifically
calibrated for detecting signs of mobile life and differentiating
between life forms. The Life Scanner can differentiate, for instance,
between a colony of insects, a herd of migrating animals, and social
groups of sentient creatures. Typically used in high orbit above a
newly discovered planet, it can, within 24 hours (for an average,
earth-sized world) identify and quantify population densities, likely
life types (sapient, sentient, non-sapient and so forth), certain
ecological niches. When using the scanner, a Sensors roll is required
to successfully interpret the results. The Life Scanner is not 100%
accurate; it typically has an accuracy of between 70% and 85%, but
this is sufficient for first-pass exploration needs.
Cr 20,000, Ship-Mounted as part of the standard sensor cluster.
LIFE SCANNER/ANALYSIS (TL 14)
A development of the Life Scanner, the Analysis model also takes
atmospheric and environmental factors into account to develop an
accurate portrait of the biology of life detected using a Life Scanner.
The system can, for example, indicate the physical configuration
of detected life, approximate its food requirements, and produce
additional critical signals that will inform the user on how to prepare
for any direct encounter with the life form.
Cr 40,000, Ship-Mounted as part of the standard sensor cluster
HOLDING FIELD (TL 15)
A holding field is an advanced system that has a variety of uses.
High energy gravimetric beams or spreads of beams (a field) are
strung between a generator unit and a receptor unit to create an
impenetrable barrier that may or may not be visible to the naked
eye, depending on the energy used and the desire of whoever sets
up the field. Generally, a holding field is designed to contain without
causing damage although, again depending on the kind of energy
used, damage may be caused if the field is touched.
As the beam is continuous and is designed to be held for prolonged
periods of time, the energy source needs to be reliable and highly
efficient. Therefore the generator and receptor units may be bulky
EQUIPMENT AND SHIPS 48
and cumbersome but, once established and functioning, offer a
way of providing fast, easy containment without the need to erect
At TL15, the generator and receptor units are contained in a single
pillar-like device with settings on the exterior to dictate the unit’s
polarity (either generating or receiving), so that discrete devices are
not necessary. Two units used together create a single-line barrier;
three a triangle, four a rectangle and so forth. Onboard computers
automatically calibrate to the other units used in the matrix and
provide continued energy correction for optimum use. The height
of the barrier is determined by the height of the generator/receptor
unit. A simple pair of units is 2m in height; add a further Cr5000 for
each additional metre of height required.
The Holding Field’s range (the maximum distance that can be
attained between the two units) is cost-dependent. A basic pair of
2m high units can span up to 5m. Add a further Cr5000 for each
additional 5m span required.
As the idea of the Holding Field is to contain, physical damage
is rare. The energy field offers a solid resistance (and is warm to
the touch) just as a physical barrier offers resistance. However, if
enough energy is exerted, then a Holding Field can be overcome. A
basic Holding Unit generates a Field Strength of 6D+6. To overcome
it, the opposing force must achieve a higher Effect than that created
by the Holding Field. This could be kinetic energy from something
swinging at or charging the field, or a weapon system overloading
the field itself. Of course, if the units are targeted and damaged,
then this will either impair or negate the field. For this reason the
generator/receptor units are usually equipped with 8 points of
armour (further points of armour cost Cr200 per unit).
Cr10,000 per unit (2m height, 5m span). Add Cr5000 for each 1m in
height and/or 5m span. Add Cr200 per additional armour point.
In the Third Imperium Traveller setting this item is not available
until TL 18 at the earliestk, since the societies within this setting do
not have sufficient understanding of gravitational forces.
First Contact Communicator (TL14)
The first contact between races is a critical moment. The First Contact
Communicator used by the Scout service is designed to optimise
the nature of the first encounter. The communicator is a mixture of
translation device and message transmitter. It is a book-sized box
worn slung on a belt or backpack and, when activated, broadcasts
messages of welcome, peace and prosperity, along with critical data
about its user (homeworld, astronomical co-ordinates, biological basics, and so on) in an array of known languages, plus standard binary code, on a low-level, non-aggressive frequency. Any new race that is capable of receiving radio and microwaves can intercept the information and, if they have sufficiently advanced decoding technology, gain, at the very least, a basic understanding of the transmitter’s intentions. The messages are broadcast in a friendly, calm, reassuring tone that has been developed by Scout linguistics and First Contact specialists to be completely non-threatening and encouraging to peaceful dialogue. The communicator also includes a translation unit (see above) to begin the language translation process immediately. Integral digital cameras record the first contact moments, and a palm-sized display (which can be enhanced by a Tri- Dee projector) can show images relating directly to the messages being broadcast, or images chosen by the user.
Advanced Personal Drone (TL 14)
The Advanced Personal Drone is used to assist in a wide variety of contact and surveillance tasks. Equipped with grav generators for operation in gravity environments, its primary purpose is to perform all routine sensor and scanning functions, assist with First Contact protocols, and to inform all other contact and survey work. Roughly 100cm in diameter, the APD is equipped with a full First Contact Communicator array, surface to ship comms equipment, short range environmental sensors, medi-kit and a small number of hardware tools for performing basic mechanics tasks (at Level 1). For an additional Cr8,000, the drone can be equipped with a Genuine Personality Profile unit. This allows the drone to communicate with a distinct personality representation, either modelled on a known person or fitted from an extensive library. Library personalities include:
Sarcastic but Caring
Warm, Generous and Loving
Acerbic and Glib
To The Point
Loquacious but Right
Friendly and Supportive
Do Not Mess With Me
Paranoid and Pessimistic
I’m Your Best Friend
I’m Your Best Friend (But Not His or Hers) Diplomacy and Tact Epitomised Countless others are available. None inhibits the actual function of the APD, but the personality profile chosen may suit some tasks and sensibilities more than others.
Strength 2 (–2), Dexterity 9 (+1), Hull 1, Structure 1.
Traits: Tiny, Integral System (comm., audio-visual, translation, First
Contact), Integral System (grav floater)
The Courier branch makes extensive use of high-end communications equipment, including all communication items found on pages 90 and 91 of the Traveller rules. Additional items include:
Scout Cryptography Unit (TL 7+)
Cryptography algorithms are crucial to messaging. The full cryptography units of the Scout service dedicate masses of processing power to codes and ciphers, but this portable, hand-held unit, is designed for field use and quickly encrypting a message that needs to be hastily prepared. No roll is necessary to successfully encrypt a message. A message prepared and sent with the Cryptography unit can only be successfully decoded by someone using the unique decryption code that the unit generates and sends in separate message packets. Intercepting an encrypted message, using one of these units, allows the message to be encrypted on a roll of 12+, with DMs allowed for decryption skills, and , with a Cr2000 for each TL above 7).
Military Grade Cryptography Unit (TL 9+)
This is an installed cryptography unit used by the dedicated messaging teams of the Courier branch. It works on similar principles to the portable unit; however the roll to decrypt a message prepared on it is 15+, and the military grade unit gains a +1DM for deciphering for every 1 TL level in difference to the machine that prepared it. Cr25,000 (must be installed in a comms/computer room as a dedicated server array).
Secure Storage Wafer (TL 10+)
A data wafer that carries a military-grade encryption algorithm, the SSU comes in storage sizes of 10Gb to 10Tb – literally capable of storing thousands or millions of messages, along with the necessary, space-hungry encryption and decryption metadata to hold the content securely.
The SSI also has nano-sensor built into its fabric that cause the wafer to self-destruct if any access attempts are made that are unaccompanied by a recognised Scout service identifier code, as transmitted through either a portable or installed cryptography unit.
Cr50 (10Gb) – Cr500 (10Tb)
Secure Storage Unit (TL12+)
Using nano-gears and seals, and memory plastics, secure storage units are boxes ranging in size from a book up to a full packing crate. Each box requires a unique electrochemical signature to open, the configuration of which is usually transmitted separately to a destination. Without the signature, the box remains fully sealed and can only be opened if subjected to the equivalent of 66 points of damage – which will also destroy the contents. The material of the box is, naturally, stab and bullet resistant. It is also resistant to infrared, X-Ray, meson bombardment and thermal imaging. The perfect attaché case.
Cr1000 (book-size case)
Cr 5000 (small suitcase)
Cr9000 (large suitcase)
Cr18000 (packing crate)
EXPLORATION AND SURVEY
The Exploration branch draws on the full array of Sensor equipment found on page 96 of the main Traveller rules, but also has the following items available:
Advanced Combination Telescope Array (TL 11)
Different types of telescope collect information in different ways: radio telescopes, for example, operate in the radio frequency portion of the electromagnetic spectrum where they can detect and collect data on radio sources. Optical telescopes collect light, presenting it as an image. The larger the telescope, then more data it can collect, and the farther away it can view.
The Advanced Telescope Array in use by the Scout service is effectively a processing unit that can be networked with any number of telescopes of any different type. The information collected from each telescope is processed, amalgamated, calibrated, and then presented to the user as either a single, discrete dataset, or as a combined image and data readout that collects and correlates all information into a single place for analysis. When connected to a Tri-Dee projector, then the results of astronomical study can be startling.
The ACT does not replace the need for telescopes or sensors, but it does reduce the effort placed into studying the information returned from several telescopes. Further more, two or more ACT arrays can be networked together via wireless or wire information technology to pool material from many telescopes into a single study matrix. This is highly useful for extensive field observations of a large system or a particular stellar anomaly that requires multiple viewpoints and different fields of analysis.
The ACT array is moveable but not man-portable due to its bulk.
Spatial Inferred Neutrino (SIN) Sensor (TL 14)
The Spatial Inferred Neutrino Sensor is used to detect and image normal and collapsed matter in stellar space. It relies on an extremely sensitive array capable of detecting background neutrino radiation and the effect on this from astral objects. Dense and hyper-dense matter, collapsed matter or objects absorbing a significant portion of neutrinos, display as areas in a Tri-Dee screen as radiating from light grey to the purest black, indicating the density of the object under scan. To use this sensor the ship or operator must be away from other neutrino sources and must not have a fusion or fission powerplant currently operating and must be stationary in space. Mapping the background radiation before inferring the effects of objects is a slow and painstaking process.
The SIN sensor comes into its own when studying stars, gas giants, nebula, large planetoids and other bodies of significant mass. In a wide angle mode, the chemical composition, decay states, and other activity can be defined within a few seconds. In a narrow angle mode, particular areas can be subjected to highly detailed study that is impossible to achieve with standard sensors or telescopes.
Stellar Anomaly Analysis Array (SA3) (TL 12)
Using high-end, but conventional, sensor techniques, the Stellar Anomaly Analysis array can be combined with telescopes and ACT arrays to focus specifically on particular stellar anomalies, excluding all standard, background emissions and noise. Using a vast library of pre-studied stellar anomaly data, the SA3 array is capable of both analysing, retro-analysing, and forecasting anomaly behaviour with 99% accuracy.
The SA3 array works with both ACT and Tri-Dee packages.
Advanced Probe Drone (TL 12)
The logical development of the Probe Drone (see Traveller, page 95), the Advanced Probe Drone has double the range and speed of its standard cousin, although it is roughly similar in size. A required part of a surveying or exploration arsenal, a typical survey/exploration will carry and deploy up to four of these units. Four such units take up 1 ton and cost MCr 0.8 per ton when installed in a ship.
Strength 3 (–1), Dexterity 7 (0), Hull 3, Structure 3
Traits: Armour 3, Integral System (comm., audio-visual), Integral System (grav belt), Integral System (holographic projector), Integral System (every sensor available at TL12 and below)
Point Marker Beacon (TL9)
Used during system survey operations at each phase of a survey, a Point Marker Beacon is a 0.5m diameter globe equipped with appropriate logging and sensor arrays to note the status of a mission and the next critical stage. A survey mission typically carries 20 or so beacons in a bridge-controlled dispenser fitted to the outer hull of the vessel.
Special Operations utilises any and all equipment that can be employed in its covert surveillance and espionage operations.
Special equipment includes:
Advanced Chameleon Suit (TL 13)
Using nano-cameras and micro-sensors, the chameleon suit is a full-body fitting suit that samples and reproduces the immediate environment to permit near-perfect camouflage. The suit operates on micro batteries that give approximately 6 hours of operational use per charge; when not running, the suit is a dull grey in colour. When activated, the suit gives a –6DM against all attempts to spot the wearer when motionless, or –4 if moving against visual, UV or IR sensors. However, against other EM sensors the technology is less effective, with the suit giving a –4DM against all attempts to spot the wearer when motionless, or –2 if moving. It provides no advantage against acoustic sensors.
Defraction Screen (TL 11)
An aerosol based distraction mechanism, a squirt of defraction screen propels millions of highly reflective droplets into a cloud roughly one cubic metre in diameter. This interrupts both direct and peripheral vision, providing a –3DM to any visual reliant rolls attempting to penetrate the area within, or behind, the defraction cloud. The cloud dissipates after 5 minutes and a single aerosol has 12 uses.
Makeover Unit (TL 12)
A head-fitting unit that is equipped with inbuilt cosmetics and latex patches, plus a powerful imaging and replication program. When a facial image is loaded into the unit, via a standard data wafer, the unit can replicate the cosmetic features of the image onto the face of the recipient using make-up and heat-formed latex prostheses. Once complete, the makeover is as close to the original image as possible, allowing for obvious differences in bone structure, hair colour, and so forth.
A standard makeover takes 1 hour to apply; 2 to 4 hours if the face being replicated is particularly complex (deeply lined, unusual features, and so on). The unit cannot handle distinctly alien makeovers: it could not, for instance, give a human the semblance of an Aslan or vice versa.
All Terrain Mule
The All Terrain Mule is a workhorse of any Scout survey operation. A four-man vehicle, available in either six-wheeled or tracked configurations, the mule comprises of a forward command module, which houses the powerplant and crew cockpit, and a rearward supply module which can come in one of several formats, as described below. The two connect by an articulated drive train and coupling mechanism which can be quick-released from the command module.
The mule is designed for rough ground and unstable terrain. The command module is supplied with a 6×6 gearbox and independent steering for each wheel. Its large engine is fitted with a turbo and overdrive, perfect for dealing with difficult conditions on solid planetary surfaces. The command module has a front-mounted heavy-duty winch and grapple to assist in steep climbs and reeling in large objects. The winch can sustain up to 50 tons of direct bulk at its maximum torque settings. The command module is also pressurised and climate controlled. A loft unit above the cockpit can sleep two crew members, whilst the seating in the cockpit can be formatted to provide an additional two bunks.
The attachable survey modules come in the following configurations:
A large, wheeled or tracked trailer capable of containing essential supplies and field equipment. The module has a small generator (type dependent on TL) and includes a grapple and winch.
A laboratory unit that can be configured for a range of scientific endeavours: geological survey, biological survey, life-sciences, medlab/ mobile clinic, surveillance/communications, and atmospheric sampling.
Pressurised and climate controlled, this is, in effect, a mobile housing unit with a limited laboratory capability.
Command Module Specifications
Weight: 15 tons
All modules have similar size specifications:
Weight: 8 tons (basic)
The Equipment module can carry up to 30 tons of equipment. For the Mobile Lab and Survival Module, add 8 tons to the basic weight.
Used for short-range aerial surveillance, the unicopter is a single, rotary wing helicopter that contains an auto-stabilisation gyroscope to maintain level, stable, horizontal and vertical flight without the need for an additional, boom-and-tail fitted, vertical airscrew. Small jet thrusters mounted flush to the fuselage provide additional forward momentum, and can be angled through 180 degrees for additional manoeuvrability.
The unicopter is a compact, lightweight, ovoid design that can carry up to three people when pressed, but is designed for either one or two crew members. The nose of the craft can be fitted with small sensor arrays and camera equipment, making it a highly useful, short-range aerial reconnaissance vehicle that is primarily used as a pathfinder for more detailed research vehicles such as the Mule(described above). At a cost increase of 40%, the unicopter can be fitted with a whisper unit, vastly reducing the craft’s engine and rotor noise, enabling it to be used in general stealth operations.
Rotor Diameter: 6m
Max Takeoff Weight 1,500kg
Ground Effect Bike
A single rider, grav-generator fitted personal transport, ground effect bikes come in a variety of styles and general configurations (open or closed), and mimic the standard Air Raft in basic concept. Highly manoeuvrable and with a good basic range, ground effect bikes are excellent for a lone Scout to cover a wide area. The bike has basic controls and cannot be fitted with sensor or surveying arrays, but offers fast, personal transportation for forward reconnaissance or scouting where local conditions prevent the use of equipment such as a unicopter.
EQUIPMENT AND SHIPS 52
Length 2200 mm
Rapid Survey Buggy
A light, 2 or 4-man tactical ground vehicle, the rapid survey buggy is designed for rough terrain surveying where larger vehicles (such as the All Terrain Mule) are unsuitable, and there is no need for a sealed cockpit. The buggy is a 4×4 configuration, with a high-end manual and automatic gearing differential, integral, high-impact roll cage, and sealed, environment-proof powerplant. Its large, rugged wheels use run-flat tyres, and the vehicle can either carry 2 crew and up to 800kg in payload, or 4 crew and 100kg in payload. It includes an integral winch and grapple with a 1400kg capacity.
Length 5000 mm
For cold, snow-bound environments, the Sled is the ideal vehicle. Built to a similar size and configuration as the All Terrain Mule, the Sled is equipped with side, forward and aft skids, and is given motive power by rear-mounted tracks, chain-linked to the drive unit housed at the rear of the vehicle. The skids can be raised or lowered to account for differing snow conditions. The Sled is not designed to draw additional payloads, as is the Mule, but it is capable of mounting two ground effect bikes on side-rigs attached to the upper portion of the skis.
Weight: 15 tons
The Mariner is the Scout service’s dual-purpose liquid environment craft. A streamlined, surface and sub-surface hull, with a transparent front section makes the mariner both a surface boat and a submersible research vessel that can, in a standard water environment, dive to an optimum depth of 600m or an equivalent of 60 atmospheres (in liquid environments where the liquid density is higher than that of water). The hull is made from crystaliron, hence its excellent resilience, with spacecraft hull technology being deployed to make this a versatile and strong surface and sub-surface vehicle.
Typically equipped with starship sensor arrays, calibrated to liquid environments, the Mariner can support a 4-man crew for up to 1 week of liquid environment operations. Its quarters are as cramped as those aboard any traditional Scout vessel, with the Mariner dedicating space to sensors, a small lab, strengthened bridge, and basic sleeping quarters.
The Mariner is generally deployed from an atmosphere-going Scout ship, being lowered onto the water/liquid using a specially designed winching rig from an underside-configured cargo hatch. The crew accompanies the vessel as it is lowered to its environment, and then taking full control once the winch has been disengaged.
Weight: 25 tons
Vehicle TL Skill Agility Speed Crew/Passengers
All Terrain Mule Command Module 6 Drive (wheeled or tracked) –1 60kph 1 driver, 3 crew/passengers
Mule Module 6 Drive (wheeled or tracked) +0 – Variable
Unicopter 8 Flyer (Rotary) +0 215kph 1 pilot, 1 passenger
Ground Effect Bike 8 Grav +1 180kph 1 driver,
Rapid Survey Buggy 7 Drive (wheeled) +0 120kph 1 driver, 1/3passengers
Sled 6 Drive (skis) –2 50kph 1 driver, 3 crew/passengers
Mariner 8 Drive (surface/submersible) +0 80kph (surfaces), 60kph (sub) 1 pilot, 3 crew
Open/Closed Armour Hull Structure Weapons Cost
Closed 6 5 5 None 500,000
Closed 6 5 5 None Equipment Module 100,000
Lab Module: 800,000
Survival Module: 500,000
Closed 4 2 2 None MCr 1.5
Open 0 1 1 None 18,000
Open 2 2 2 None 40,000
Closed 6 5 5 None 600,000
Closed 25 8 8 None MCr 10
All Terrain Mule Command Module
Ground Effect Bike
Rapid Survey Buggy
The workhorse of the Scout service is undoubtedly the Type S Scout, based on a 100-ton, wedge-shaped hull. This vessel is a common sight in the spacelanes and starports and, for many, the Type S is the Scout service. Another vessel frequently used is the 50 ton surveyor (see High Guard, page 92), a specialist small craft rarely found outside of the scout service. However the Scout service uses many other types of ships in its operations, including variations on the Type S. This section details the most common variants found, along with notes on the advantages and drawbacks of each design or configuration.
Type SX Frontiersman
The SX is a 150 ton TL11 Scout vessel designed to operate in low stellar density, lower technology frontier areas. The initial design specifications support at least a range of jump 4, coupled with a simplified maintenance requirement that does not reduce the performance of the classic Type S scout, and would be easily reconfigurable for multiple mission profiles. The result is a ship which is a 150 ton, stretched Type S with the additional capacity dedicated to extra fuel and modular mission modules, a highly tuned TL11 jump drive and a vastly upgraded avionics and sensor suite. The Key to the design is the type 4 computer system, more typical of a ship much larger in size, which allows a highly automated and reduced cockpit design (less than half the volume of a typical 100-200 dton ship). Additionally, the cargo bay is configured to hangar a 30 ton Ship’s Boat or, if fuel and endurance is reduced, a 50 ton Surveyor (see page 75).
While the original intent was to use standardized 30-ton cutter modules, in practice the mission requirements resulted in customized modules that must be installed in pairs, with extensive cross linkages and the ship to function. The bays can accept standard modules, but they are generally non-functional except in the simplest cases, and the performance and range of the ship is reduced to that of an excessively bulky Type S scout. Similarly, the custom modules can be singly fitted to a standard cutter for transport, but are essentially non-functional. As a result, the SX has never been as physically modular as the Scout service desired, and while variant load-outs do exist, they are generally installed at initial construction, and require shipyard work to change. The loss of modular functionality nearly doomed the design from the beginning, but a limited number were contracted for under the hope that they would provide a “mini survey scout” for areas which did not rate a regular 400 ton Survey Scout. Initial deployment indicated that the loss of modularity was less crucial than anticipated, and that while its effectiveness as a mini-survey ship was less than perfect, it makes an excellent sensor/picket vessel with its range and low maintenance requirements.
• Jump 4 Range; Jump drive and Main computer optimised for rapid sequential and/or deep space jumping.
• Highly configurable high-power sensor and computing systems allow extreme sensor range and acuity, Scout specific sensors and telemetry, and rapid jump calculations.
• Good manoeuvrability while in evasion mode as well as massive ECM and ECCM potential for displacement class.
• Cheap and simplified maintenance at TL12 systems; standard maintenance at TL10 and TL11 systems for non-avionic components. Difficult, but possible, at TL9 for non-jump components.
• Expanded vehicle bay and increased cargo space relative to Type S standard.
• Can function in limited mode without modules, and secondary type 1b computer allows jump independent of main computer.
• High-end computer makes the SX excellent at running encryption programmes. Coupled with its range, it is a first-rate Courier vessel.
• Required crew generally larger than usual for displacement class (double cabin occupancy assumed), resulting in generally cramped crew quarters, particularly on the long duration missions common to this type of ship.
• Computer systems non-hardened, and vulnerable to EMP effects.
• Extensive reliance automation in bridge and control systems; ship control rapidly and extensively degrades if main avionics system damaged or offline.
• No armour, one turret.
• Magazine space hard to access, and split between scientific probes and military packages.
• The type 4 computer stretches the requirement for TL11 maintenance. Unlike the rest of the ship, it is cutting edge TL11, and as a result, the avionics and bridge controls are best maintained at TL12, and only below that by sophisticated TL11 shipyards.