Appendix A: Cheat Sheet Rhea Traveller

Mechanics

(Saving) Throw: Roll 2 dice (sometimes more or less)

  • 6 means exactly 6
  • 6+ means 6 or above
  • 6- means 6 or less

Die Modifiers (DM) are applied to the die roll.

Semi-hexadecimal used for numbers.

  • 10 - A
  • 11 - B
  • 12 - C
  • 13 - D
  • 14 - E
  • 15 - F
  • 16 - G

Characters

Strength Dexterity Endurance Intelligence Education Social Standing

2d6 for initial generation but can be modified from 1-15 (bk1 p8)

Universal Personality Profile (UPP) lists characteristics compactly: 785B38

Prior-Careers (bk1 p9)

  • Start at age 18. Aging after 34 can impact characteristics. (bk1 p12)
  • Each term is 4 years.
  • Enlist or be drafted
  • Survival roll or death
  • Can try for a commission (except 1st term draftees)
  • If commissioned, can try for a promotion
  • Reenlist Throw: If 12, forced reenlist. Otherwise player choice on success.

Skills (bk1 p10, p17)

  • 2 skills for 1st term
  • 1 skill for each term (2 for Scouts)
  • 1 skill if commission won
  • 1 skill if promoted

Skill start at level 1. Level 0 means untrained and can do ordinary activities but not dangerous. (bk1 p23) Weapon Combat and Blade Combat require picking a specific weapon. e.g. Rifle-1. (bk1 p16)

Leaving a service (mustering out or retirement) gives benefits. (bk1 p14)

Combat

Throw of 8+ to hit. (bk 1, p30)

DMs:

  • Weapon skills
  • Armor
  • Attacker characteristics (positive or negative)

Each round is 15 seconds.

No initiative, declare actions and resolve simultaneously.

Each round: 1st. Movement. All simultaneously. 2nd. Targets and attacks. 3rd. Wounds and morale.

Ranges. Each in bands of 25m.

  • Close: in physical contact, touching.
  • Short: at sword range, 1-5m
  • Medium: pistol range, 6-50m
  • Long: rifle range, 51-200m
  • Very long: 251-500m

Four movement options, declared at top of round: (bk1 p33)

  • evade. No attacks but a -1 (short, close), -2 medium, -4 (long, very long) DM from attacks.
  • close range. Moves 25 or 50m closer. Running counts as a combat blow.
  • open range. Same as close range but moving away.
  • stand. No movement.

Can move 25 (walking) or 50m (running) per round.

Hits cause wounds to Strength, Dexterity, and Endurance.

Each hit must be applied to the same stat.

First wound in a combat is applied to a random stat.

Damage be split by dice. 2D roll a 3 and 4, can 3 go to STR and 4 go to DEX. But all of each die must go to a stat.

Wounding to 0. (bk1 p34)

  • 1st stat, unconscious. Recover in 10 minutes to half of all wounded stats. Full recovery with medical attention or three days rest.
  • 2nd stat, seriously wounded. Recover in 3 hours. Require medical facility and medical-3 to recovery any characteristics.
  • 3rd stat, dead

Combat blows (bk1 p35)

  • Limited by Endurance.
  • Recovered after 30 minutes of rest.
  • Weakened blows can be made with no limit. Has negative DM based on weapon
  • Does not affect gun combat.

Endurance limits the number of combat blow per combat. Excludes endurance damage from this combat but not prior combats.

Morale check at 25% of side unconscious/killed, throw 7+ with modifiers (+1 if leader, +1 is leader has tactics, -2 is leader is killed, -2 is casualties more than 50%). (bk1 p36)

Combat tables from page 44 for each weapon.

Self-improvement to improve stats or skills. Typically take a year or longer though some benefits can accrue right away (book 2 p42)

Ships

Parsec = 3.25 light years.

Jump drives travel 1-6 parsecs in a week.

Drive failure: Each week throw 13+, +1 for unrefined fuel, +1 per missing engineer, +1 per month past annual maintenance. Throw 7+ for jump, maneuver, and power plant to find failures, (bk 2 p6)

Misjump: Each jump, throw 13+ for misjump. +1 if unrefined fuel, +5 within 100 planetary diameters, +15 if within 10. (bk 2, p6). (1981 rules: If 16+ the ship is destroyed). Jumps 1Dx1D hexes (one die to determine how many die), in a random (1D) direction, taking 1D weeks. (bk 2 p6)

Commercial starship schedule: (typical) Week 1. Jump to system A Week 2. In system A, travel to local world, refuel, sell cargo, shore leave, travel out to jump point Week 3. Jump to system B Week 4. In system B...

Passage: (bk 2, p4)

  • Low: Cr1000 with 10kg baggage. Throw 5+ when revived or death. DMs medical-2 attending +1, passenger with endurance 6 or less -1.
  • Mid: Cr8k with 100kg baggage. Can be bumped for High.
  • High: Cr10k with 1,000kg baggage
  • Working: Free if captain needs help, 1,000kg baggage. Limit 3 jumps.

Loan: 20% down and monthly 1/240th of price for 480 months. Economic/business plan required for loan. (bk 2, p 7)

Starship revenue: (bk 2, p 8)

  • Passengers (above)
  • Cargo (Cr1000 per ton)
  • Speculative cargo (buy low, sell high)
  • Mail (Cr25k for each trip. 5 tons dedicated, ship must be armed with gunner.)
  • Private mail (Cr20-150 honorarium)
  • Patrons. Custom amounts based on rewards, agreed terms, bounties, etc.

Starship expenses: (bk 2, p 7)

  • fuel: 500/t for refined, 100/t for unrefined.
  • life support: Cr2000 per two weeks occupied stateroom, Cr100 per low passage
  • maintenance: 0.1% (1/1000th) of cash price per year, requires two weeks at class A or B starport
  • crew salaries
  • berthing costs: 100 first week, then Cr100/day.

Small craft: under 100 tons. Ship: 100+ tons. Starship: Ship with Jump Drive.

Orbit-to-world shuttles: typical in class A, B, and C starports. Cr10 per ton, Cr20-Cr120 per passenger. (bk 2, p 9)

Chartered non-starships for Cr1 per ton per hour, 12-hour min. (bk 2, p 9)

Chartered starships in 2-week blocks, Cr900 per ton of cargo hold plus Cr9k per high passage and Cr900 per low passage. (bk 2, p 9)

Interplanetary travel times table in book 2, p 10. Typical distances on p11.

Standard Ship designs are cheaper. Used ships may be available. (bk 2, p 12)

Ton is volume of one ton of liquid hydrogen. Space of two 1.5m squares or two 5'x5' squares. (bk 2, p 13)

Power plant fuel allows routine operations and maneuver for four weeks (bk 2, p 15)

Jump fuel uses 0.1 * Tonnage * Jump Number tons. (bk 2, p 15)

  • Jump-1: 10t per 100 tonnage
  • Jump-2: 20t per 100 tonnage
  • Jump-3: 30t per 100 tonnage
  • etc

Crews: (bk 2, p 10, 16)

  • Pilot. Ships require Pilot-1, small craft require Ship's Boat-1. Salary: Cr6k/mo
  • Navigator. Required with 200t+ ships. Salary: Cr5k/mo
  • Engineer. For 200 tons or above one Engineer-1 required per 35 tons of drives and power plant.4k/mo
  • Steward. Required for every 8 high passengers, though Steward-0 is good. Salary: Cr3k/mo
  • Medic. For 200 tons or above, medic-1. At least one per 120 passengers carried. Salary: Cr2k/mo
  • Gunner. One gunner with gunnery-1 or higher per turret. Salary: Cr1k/mo
  • Commanding officer or captain, executive officer, and at least 3 administrative personnel. For 1000+ ton ship. At least 10 more crew members for each 1000 tons.

Computers have a capacity. Number of concurrent programs runnable and stored (e.g. 2/4 is 2 concurrent programs with room for 4 others). (bk 2 p38, p41)

The Generate program is used to map the jump location. Without it, single-use jump cassettes can be bought for Cr10k to worlds within jump range for which space lanes exist. (bk2 p40, '77 bk 2 p32)

Ship Combat

Distances 1:100,000,000 so 1mm equals 100km. (bk 2, p26)

Detection: Starships can detect about around one-half light second or 1,500mm (1,500,000km). Military/Scout about 2 light-seconds 6,000mm (6,000,000km). Complete silence means half that. Once detected, tracking occurs up to 3 light-seconds or 9,000mm (9,000,000km) (bk2, p32)

Ship Combat sequence (bk2 p31)

  1. Intruder Movement - and ordinances fired last turn
  2. Intruder Laser Fire - each turret must target same target
  3. Native Laser Return Fire - if target and return fire program loaded
  4. Intruder Ordnance launch - one launch (per launcher?) or detonates
  5. Intruder Computer reprogramming - swap programs running
  6. Repeat for Native Side
  7. End of one turn (1,000 seconds (16 minutes). (bk 2, p 26))

Each turn every ship will travel along it's vector for a specific distance. Ship can accelerate 100mm (10,000km, 10gm) times their maneuver drive rating per turn. Gravity can change this. (bk 2, p 28)

Attack and Defending DMs. (bk2 p30)

Hit locations have different effects. (bk2 p30)

Launcher ammo: each turret has three missiles/canisters. Reloading takes one turn per turret by the gunner (gunner cannot fire other weaponry) (bk2 p32)

Ordnance does 1D hits, each location separately (bk 2, p 32)

Use of a Computer can malfunction. Throw 1+ to see if it can operate. Malfunctioning effectively paralyses the ship.

Hit impacts. (bk 2, p32)

  • Drives, Power Plants - Each hit reduces class. A Dash breaks, less than A destroys it.
  • Turret - cannot function. If multiple turrets, roll randomly. An already hit turret can be hit again.
  • Hull - decompresses ship's hull. No effects on further hits.
  • Hold - each hits destroys 10 tons of cargo, or one vehicle, or one small craft.
  • Fuel - releases 10 tons of fuel. Loss of all fuel stops maneuver drive and lasers.
  • Computer - can cause malfunctioning, add a -1 DM to all Computer uses. Small craft without Computer, consider this a Drive hit.
  • Small Craft Cabin - explosive decompression if not depressurized. Vacc suits required.
  • Small Craft Weaponry - destroys weaponry
  • Small Craft Drive - destroys drive. Cannot maneuver, accelerate, or fire lasers.

Select program allows firing player to select the hit location on 3+ on 1D. (bk 2, p33)

Decompression - Ships depressurize before combat and crew wear vacc suits for safety and comfort which takes one turn. No vacc suit requires Throwing Dexterity or less with double DMs of vacc suit skill or killed (bk 2, p33)

Detection: ordinary or commercial can detect other ships to a range of 1-half light-second (1,500mm / 150,000km). Military can detect 6,000mm (600,000km). (bk2, p32)

Ships can be repaired during combat or afterward until fixed at a starport. (bk2 p34)

Hit Locations Table ('77) (bk2 p34)

Dice Starship Small Craft
2 Power plant Drive
3 Maneuver Drive
4 Jump Drive
5 Computer Drive
6 Hull Drive
7 Hull Cabin
8 Hold Cabin
9 Fuel Cabin
10 Turret Weaponry
11 Turret Weaponry
12 Turret Weaponry

Worlds

Starcharts are 1 parsec per hex (3.26 light years)

50% chance to have a world and stellar system per hex. (bk 3 p4)

One major world per system typically, infrequent interplanetary travel. The world can be a satellite or asteroid belt, not just a planet. (bk 3 p6)

World creation creates the main world only. Other bodies can exist. (bk 3 p4)

Starports are coded by letter based on their quality and services offered. (bk 3 p4, p10)

  • Class A starport: build any kind of ship.
  • Class B starport: build small craft and nonjump ships.

Starports can be a downport (on planet) and/or highport (in orbit).

Gas giants allow for streamlined ships to refuel with unrefined fuel by skimming. Travel and process takes about a week. (bk 3 p5)

1977: Worlds are linked by space lanes, where commercial starships travel. Travel on other lanes requires owning/controlling a starship and using the Generate program (bk 3, p1)

Law levels prohibit weapons of the world's law level and below. (bk3 p7)

Universal Planetary Profile (UPP): code of the area and worlds' characteristics (bk 3 p6)

Name HEX Starport, World size, Atmosphere, Hydrographic percentage, Population, Government, Law - Tech Level, Bases, Trade codes

Speer 0108 C432430 - 8 S Poor. Non-industrial

  • Name: Speer
  • HEX: 0108
  • Starport: C
  • Size: 4 (4,000 miles)
  • Atmosphere: 3 (Very thin)
  • Hydrographic: 2 (20%)
  • Population: 4 (10,000s)
  • Government: 3 (Participating Democracy)
  • Law: 0 (No prohibitions)
  • Tech level: 8 (Pre-Stellar, circa 1980-1989)
  • Bases: Scout
  • Trade Code: Poor, Non-industrial

Trade Codes: A - Agricultural: large portion of economy for agriculture. NA - Non-Agricultural: imports most foodstuffs, might make synthetic locally. P - Poor: undeveloped, backwaters R - Rich: good climates, desirable living places I - Industrial: large production and manufacturing bases NI - Non-industrial: imports most finished goods.

Other Codes: Wa - Water: water world covered by seas and oceans. De - Desert: no standing water Va - Vacuum: no atmosphere As - Asteroid belts: accumulations of small planetoids in a belt Ic - Ice-capped: water only in polar ice caps, mostly vacuum

Tech level example table in bk 3, p14.

Trade

Speculative cargo is bought and sold at the base price times a 2D percentage (see table) (bk2 p46)

Speculative cargo available is combination of a d6 (DM +1 if world pop is 9+) and a d6 (DM -1 if world pop is 5-) resulting in a d66. (bk2 p46)

Speculative cargo is checked once per week. (bk2 p46)

Speculative cargo lots may be split or partially purchased for a 1% handling fee. (bk2 p47)

Selling Brokers: add a DM of +1 per 5% commission (up to +4) when selling an item. Their commission must be paid (bk2 p46)

Selling Skills: add DMs for bribery or admin when selling. Limit one skill and one person. (bk2 p46)

Some cargo might be illegal (weapons).

Cargo is rolled at each starport. (bk 2 p8)

  1. Find all worlds accessible to ship via jump range
  2. For each world, roll on cargo table for major, minor, and incidental cargo (bk 2 p11)
    • DM -4 for destination population 4-
    • DM +1 for destination population 8+
    • DM +/- difference between tech levels (Origin - Dest) (e.g. + for high tech to low tech)
  3. For each cargo, roll 1D for size. Multiply by 10 for major, 5 for minor, 1 for incidental.

Cargo is worth Cr1,000 per ton (bk 2 p9)

Cargo cannot be subdivided. (bk 2 p8)

Passengers

Passengers are rolled at each starport (bk2 p9)

  1. Lookup Origin world pop in table (bk2 p11)
  2. Roll for each High, Middle, Low passage
  3. Add DMs to each
    • DM -3 if destination population is 4-
    • DM +3 if destination population is 8+
    • DM +/- difference between tech levels (Origin - Dest) (e.g. + for high tech to low tech)
  4. Each pays standard passage fare (above)

Equipment

Price and weight assume production at TL 10-15. Can be bulkier and more expensive at lower TLs. (bk3 p17)

Meal is Cr10 per day (ordinary). (bk 3 p19)

Long-term subsistence (bk 3, p19):

  • Starvation: food Cr60/month, dismal lodging Cr60/month. Total: Cr120/mo or Cr30/week.
  • Ordinary: good food, Cr200/month, good lodging, Cr200/month. Total: 400/mo or Cr100/week.
  • High: excellent food, Cr600/month, excellent accommodation, Cr300/month. Total: Cr900/mo or Cr225/week.

Encounters

Checks:

  • Person random encounter: 1 check/day, 1D 5+. (bk3 p24)
  • Animal: 2 check/day, one while moving and one while resting. 1D 5+ (bk3 p31)
  • Law: 1 check/day. Throw Law Level+ to AVOID. (bk3 p11)
  • Patron: 1 check/week but required dedicated time looking, 1D 5+. Patron's may not hire the PCs based on a reaction roll. (bk3 p24)
  • Rumor: 1 check/week, 2D 7+. Roll 2D and consult the rumor matrix. (Only soft mention in Facsimile but in Tables and Traveller Book p99)
  • Starship encounter: when entering system.
  • Speculative Cargo: 1 check/week, d66 with DMs (bk2 p46)
  • Passengers available: 1 check/week, d66 with DMs (bk2 p9)
  • Private mail: 1 check/week, 2D 9+ (bk2 pg9)

Animal types: herbivore, omnivore, carnivore, and scavenger (bk3 p28)

Procedures

Daily

  • Person random encounter: 1 check/day, 1D 5+. (bk3 p24) (in Generator)
  • Animal: Up to 2 check/day, one while moving and one while resting. 1D 5+ (bk3 p31)
  • Law: 1 check/day. Throw Law Level+ to AVOID. (bk3 p11) (in Generator)

Weekly

  • Patron: 1 check/week but required dedicated time looking, 1D 5+. Patron's may not hire the PCs based on a reaction roll. (bk3 p24)
  • Rumor: 1 check/week, 2D 7+. Roll 2D and consult the rumor matrix. (Only soft mention in Facsimile but in Tables and Traveller Book p99)
  • Speculative Cargo available: 1 check/week, d66 with DMs (bk2 p46)
  • Passengers available: 1 check/week, d66 with DMs (bk2 p9)
  • Private mail: 1 check/week, 2D 9+ (bk2 pg9)
  • Long-term subsistence/lodging (bk 3, p19): Cr30/Cr100/Cr225 per week (Starvation/Ordinary/High)

Monthly

  • Pay loan 1/240th of cash price every month (every 4 weeks is easiest which is 1/221th)