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Freeform rules
Play the 1st edition like
a true space hero

Norbert G. Matausch
Fast and loose
Play the 1st edition like
a true space hero

Norbert G. Matausch
The Rules
The rules in the Traveller Classic Damage for the first hit ("first
books are tools for the referee. If you blood" in the rules): comes right off
need them, use them. If not, then Strength first, then Dexterity, then
there's absolutely no reason to use Endurance. For every hit after the first
them. one, the player can distribute damage
between Str, Dex and End as they see
Characteristics (strength, dexterity, fit.
endurance, intelligence, education,
and social standing) are the only
numbers on the character sheet.
Make a throw to resist
unconsciousness. If a characteristic
is reduced to zero, the player rolls
Roll 2d6 to determine each 2d6+terms served against 8+. If the
characteristic – there are no fixed roll is successful, the character
Dice Modifiers (DM). The referee remains conscious and can continue
decides when and if to add or subtract to act, else they fall unconscious. The
from the player's throws. referee might add a negative DM due
to old age.
One stat at 0 points means injury, two
Play the service mini-game – stats at 0 means the character is
write down skills, but no Dice mortally wounded (but can be saved),
Modifiers. Again, the referee decides and three stats at 0 means instant
on how skills affect the rolls. death.

All throws are 2d6 + Dice Armor: To determine the armor

Modifiers, determined by the protection of a non-player character,
referee, against a Target of (usually) roll 2d6 and take the lower number.
8+ (also subject to change according That's the protection (used as negative
to the referee's opinion) DM) a piece of armor offers.
This might result in Jack armor
offering a -5 DM. But who knows what
Weapon Damage: an opponent might be wearing
1d6 for mostly harmless arms underneath?
2d6 for melee weapons Battle dresses use the higher number.
3d6 for average firearms or really
dangerous melee weapon Really old and worn-out armor might
4d6 for dangerous weapons like las have 1d6-1d6 (with zero being the
pistols or shotguns. obviously worst result).
5d6 for extremely dangerous
weapons like las rifles

This chapter describes how the Use Throws to determine what
Supercondensator rules handle Chunk is hit – except if a character is
verhicles – including spaceships. targetting a specific Chunk. If a Chunk
is hit that is already destroyed, no
Most important rule: Get out your further damage is inflicted.
toy spaceships! Make sounds! Play! In
my game, I grant a general +1 DM to Speed. All Vehicles are either Slow,
any player who makes cool Fast or Superfast. Big Vehicles can
spaceshippy scifi sounds. never be Fast. Slow and Fast cost 1
Chunk each. Superfast costs 2
A vehicle is defined by so-called Chunks.
Chunks (thanks to Brandish Gilhelm
for that brilliant idea). One Chunk Chases. Set a distance of x amount
stands for 10 hit points, one key of clicks. Slow Vehicles go 1d6+skill
function or weapon, or 250 pounds of clicks per round, Fast Vehicles go
metal or other building material. 2d6+skillx2 clicks per round,
Superfast Vehicles go 3d6+skillx3
Damaged Chunks. If the hit points clicks per round. The first vehicle to
of a Chunk are reduced to zero, it is cover the distance escapes.
destroyed. Any weapons or functions
associated with it are removed. Piloting. Make a Throw against 8+
(apply skill DM) when piloting to avoid
Weapon Damage: obstacles.
1d6 for mostly harmless arms
2d6 for melee weapons Collisions. For each Chunk, roll 2d6
3d6 for average firearms or really damage when colliding.
dangerous melee weapon
4d6 for dangerous weapons like las
pistols or shotguns.
5d6 for extremely dangerous Example: Martian scout ship, 30 crew,
weapons like las rifles 6 turret laserguns (5d6), targetting
system, dedicated shields,
Vehicles inflict double damage camouflage circuits, cryogenic tanks
against people on foot. Pedestrians for insterstellar travel. Let’s count the
fighting against Vehicles roll for Chunks: laserguns (6), targetting
damage as usual, but only 1s and 2s system (1), shields (1), camo (1),
count. If fighting against vastly cryogenic tanks (1) = 10. This Martian
superior vehicles, the referee might scout ship has 100 hit points. If the
rule it’s impossible to inflict damage ship collides, it takes 2d6x10 points of
with non-vehicle weaponry. damage.

Shields and armor. Roll 1d6 to Against a pedestrian, this ship inflicts
determine the efficiency of the 5d6x2 damage with one laser turret
vehicle’s armor. Roll 2d6 and take the (35 points on average), or 210 points
higher result if it’s a vehicle built for on average if it uses all 6 turrets.
combat. Use the armor number as
negative DM on the attacker’s roll.

Going freeform
Playing Traveller the way Dave BASIC ROLLS
Arneson and the early Twin Cities
roleplayers might have done it. When the referee calls for it, roll
2d6: try to roll 8 or more. The
CHARACTER CREATION referee might increase or decrease
target numbers as dictated by the
Characteristics: Roll 2d6 for situation
Strength, Dexterity, Endurance,
Intelligence, Education and Social
Standing. If a stat is 5 or lower,
write it down as "below average", ONE-ON-ONE COMBAT
or similar. If a stat is 9 or higher,
write it down as "above average", You roll 2d6, I roll 2d6. Who
or similar. Don't write a stat down rolled higher determines what
if it's average. happens. If we're close, we
Play the service mini-game as
detailed in Traveller Book 1. Winning with a high number (ref
determines what that means)
Write down the skills you earn in means a really good and/or
service, but not the numbers. severe hit.
Shields grant a character 1 free
Hits: Your character can get hit before they can get injured,
hit/injured a certain number of light armor also 1 free hit,
times; the exact number of hits is medium armor 2 free hits, heavy
determined by the referee. In armor 3 hits.
combat, if the winning result is
really high (again, the referee has
the final say in this), or your
actions leading to this situation
were stupid enough, it is entirely
possible that your character is
severely injured or even dies.

Note for referees: a character

has 4 hits: after the first hit,
characters are stunned, after the
second, lightly injured, after the
third, severely injured, after the
fourth, mortally wounded. Armor
and above-average stats give the
character a number of "free hits"
– think damage sponge – before
they start getting hurt.