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Traveller Genesys

Traveller is a science fiction roleplaying game of the far future. Humanity has gone to the stars and found them crowded with other forms of life and other sentient races, and science and technology have advanced vastly over the present day – but the essential nature of humanity is unchanged. Life continues as it does today, only spread out over the sea of stars. A mighty Imperium unites thousands of star systems under a single rule, but it is beset by enemies both internal and external.

The Imperium commands the space between the stars, ensuring that civilisation endures and trade continues. Megacorporations and feudal lords conduct the bulk of this trade, but there will always be a place for the free trader – hardy travellers and adventurers on the fringes of known space, dealing in strange goods and smuggled cargoes, doing whatever they can to make a credit.

Character Creation

Character creation for Traveller Genesys begins with selecting a Species, a Homeworld and an aspect of Schooling. This will tend to generate more experienced characters than normal Genesys creation, which represents the Traveller dynamic of starting later in life.

Peoples of the Imperium

Aslan

Aslan are roughly human-sized and humanoid, and are descended from four-limbed, upright, bipedal carnivore-pouncer stock. The earliest Terran explorers saw in them a vague resemblance to the Terran lion, and they have been described by Terrans as lion-like ever since. There are two sexes, male and female. The male is most easily distinguishable by his larger size and prominent mane. Females outnumber males three to one.
In Aslan society, warriors, rulers and diplomats are males; scientists, technicians, merchants and managers are females. This separation is entirely cultural, not biological.

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  • Starting Wound Threshold: 12 + Brawn
  • Starting Strain Threshold: 9 + Willpower
  • Starting Experience: 90
  • Starting Skills: An Aslan starts with one rank in Athletics during character creation. They obtain this rank before spending experience points, and may not increase Athletics above rank 2 during character creation.
  • Dewclaw: When making an unarmed combat check, add +1 to base damage and have a Critical rating of 3.
  • Alpha: Aslan add b to Charm, Deception, Leadership, and Negotiation checks, but add b to Coercion checks. This does not apply when interacting with other Aslan.
 
Bwap

The Bwaps (from their name for themselves, Bawapakerwa-a-a-awapawab, also known as Wabs or Newts) are the most widely spread non-Human race in the Third Imperium. This is a result of their wide employment in the Ziru Sirka (the Vilani First Imperium) as government and corporate bureaucrats. Bwaps have a mindset with a powerful fixation on order and honesty, and are born bureaucrats.
Bwaps are very successful as administrators, bureaucrats, technicians, scientists, and merchants. While Bwaps are not known for their creativity, they are much respected for their thoroughness; a few Bwap assistants in a research project can multiply the effectiveness of that research greatly.

1 2 3 2 2 2
  • Starting Wound Threshold: 8 + Brawn
  • Starting Strain Threshold: 12 + Willpower
  • Starting Experience: 100
  • Starting Skills: A Bwap starts with one rank in both Admin and Education during character creation. They obtain these ranks before spending experience points, and may not increase these skills above rank 2 during character creation.
  • Small: Bwaps are smaller than average and count as silhouette 0.
  • Amphibious: Bwaps can breathe underwater, and take no movement penalties through water.
  • Water Dependence: If a Bwap has not been doused in water in the last 24 hours, the character's wound threshold is reduced by 2. This remains in effect until the Bwap is doused in water.
TRAVELLER

GENESYS

Humaniti - Darrian

The Darrians are a race of independently evolved humans who pursue scholastic learning, using their knowledge to maintain a peaceful empire of advanced technology. Despite their diplomatic tendencies, the Darrians are renown throughout the Third Imperium, not for who they are or where they are located but simply because they hold the most powerful destructive weapon in the known universe – the Star Trigger.

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  • Starting Wound Threshold: 8 + Brawn
  • Starting Strain Threshold: 12 + Willpower
  • Starting Experience: 90
  • Starting Skills: A Darrian starts with one rank in Cool during character creation. They obtain this rank before spending experience points, and may not increase Cool above rank 2 during character creation.
  • Acute Senses: Darrians add b to Perception checks.
  • Golden Skin: Darrians remove b for hot or cold conditions.
Humaniti - Solomani

Of all the intelligent species inhabiting Charted Space, Humaniti has a unique history (and perhaps a unique destiny). Long before recorded history, Humans were transplanted from their homeworld to dozens of planet elsewhere in the galaxy. Since then, they have evolved in many diverging directions. Much of the cultural variety in the modem Third Imperium is due to the interaction among these widely scattered Human civilizations.

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  • Starting Wound Threshold: 10 + Brawn
  • Starting Strain Threshold: 10 + Willpower
  • Starting Experience: 110
  • Starting Skills: An average human starts with one rank in each of two different non-career skills at character creation. They obtain this rank before spending experience points, and these skills may not be increased higher than rank 2 during character creation.
  • Ready for Anything: Once per session as an out-of-turn incidental, you may move one Story Point from the Game Master’s pool to the players’ pool.
 
Humaniti - Sylean

The Syleans were in their Iron Age when first contacted by the Vilani. Conquest soon followed. and the race was subject to Vilani rule for thousands of years. Only an unlikely combination of historical accidents permitted some Syleans to retain an independent civilisation. When Sylea became the capital of the Sylean Confederation (and later Ihe Third Imperium itself), the native Sylean culture became uniquely influential. Today pure-blooded Syleans still survive, and have influence on Imperial affairs out of proportion with their numbers.

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  • Starting Wound Threshold: 10 + Brawn
  • Starting Strain Threshold: 10 + Willpower
  • Starting Experience: 100
  • Starting Skills: A Sylean starts with one rank in Discipline during character creation. They obtain this rank before spending experience points, and may not increase Discipline above rank 2 during character creation.
  • Forceful Personality: Once per session, your character may spend a Story Point as an incidental. If they do so, during the next skill check they make during that turn, your character doubles the strain they inflict or the strain they heal (you choose before making the check).
Vargr

The Vargr are a major race of intelligent humanoid beings who resemble anthropomorphic wolves. They are unique among major races. and indeed most sapient species, in that they were not the product of natural selection. but are rather the culmination of an experiment in artificial evolution by the Ancients.
Vargr are upright bipeds who resemble a humanoid wolf with a bipedal posture and arms ending in hands instead of paws. Their bodies are covered with short fur, generally gray, brown, black or rust colored. Their muzzle is shorter and less pronounced then a Terran canine, but still quite evident with strong jaws and sharp teeth.

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  • Starting Wound Threshold: 9 + Brawn
  • Starting Strain Threshold: 10 + Willpower
  • Starting Experience: 100
  • Starting Skills: A Vargr starts with one rank in Vigilance during character creation. They obtain this rank before spending experience points, and may not increase Vigilance above rank 2 during character creation.
  • Bite: When making an unarmed combat check, add +1 to base damage and have a Critical rating of 3.
  • Pack Tactics: Vargr add 1 additional b when providing assistance. Additionally they may perform the Assist maneuver from short range.
TRAVELLER

GENESYS

Uplifted Dolphins

The common Atlantic bottlenose Dolphin was genetically engineered to create a hardier and more intelligent species, Tursiops galactis, that could easily adapt to the oceans of different planets. The goal was to provide partners for Human settlers and underwater combatants and scouts for nautical force commands.
The most complex modifications to T. galactis were in the brain and nervous system. Genetic engineering increased the number of nerve cells in the cortex by almost 50%. Flippers were altered to create short finger-like projections at their ends.
T. galactis still cannot move on land on its own. They can move in zero-gravity when they can use their tails to push off from solid surfaces but otherwise the best way to maneuver out of the water is to use a grav belt.

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  • Starting Wound Threshold: 10 + Brawn
  • Starting Strain Threshold: 10 + Willpower
  • Starting Experience: 100
  • Starting Skills: A Dolphin starts with one rank in Athletics during character creation. They obtain this rank before spending experience points, and may not increase Athletics above rank 2 during character creation.
  • Life Support: A Dolphin can breathe in a tainted atmosphere without a filter. A Dolphin out of water will become fatigued within 5 x Brawn minutes and must make an Easy (d) Resilience check each hour after that or suffer 1 strain. The difficulty of the check increases by 1 each hour. While in this state Dolphins cannot heal Strain.
    This does not apply if the Dolphin is in its equivalent of a vacc suit, in an atmosphere with very high humidity or has had Hydrogel applied.
  • Sonar: Dolphins add b to Perception checks. Additionally they ignore all b related to vision impairment.
  • Waldos: Dolphins begin play with a specially fitted set of artificial manipulative arms or waldos, which permit them to handle objects almost as well as Humans. Without these they suffer +bb to all checks requiring hands.
  • Spaceworthy: Dolphins start with the EVA Training talent.
 

Homeworld

Growing up on your homeworld gave you skills that depend on the planet’s nature. You can select any two skills that match your homeworld’s planetary description and trade codes. If you came from a planet already established by Traveller books or by the Referee, then consult those sources for the planet’s description.
Otherwise, just note down what traits you chose for your homeworld – you can generate the world later using the normal Mongoose Traveller rules.

  • Agricultural - Driving 1 rank. Worlds dedicated to farming and food production. Often, they are divided into vast semi-feudal estates.
  • Asteroid - Astrogation 1 rank. Usually mining colonies, but can also be orbital factories.
  • Desert - Survival 1 rank. Dry and barely habitable.
  • Fluid Oceans - Operating 1 rank. Worlds where the surface liquid is something other than water, and so are incompatible with Earth-derived life.
  • Garden - Cool 1 rank. Earth-like worlds.
  • High Population - Streetwise 1 rank. A population in the billions.
  • High Technology - Computers 1 rank. The most technologically advanced in the Imperium.
  • Ice-Capped - Resilience 1 rank. Most of their surface liquid frozen in polar ice caps, and are cold and dry.
  • Industrial - Mechanics 1 rank. Dominated by factories and cities.
  • Low Technology - Athletics 1 rank. Pre-industrial and cannot produce advanced goods.
  • Poor - Streetwise 1 rank. Lacking resources, viable land or sufficient population to be anything other than marginal colonies.
  • Rich - Charm 1 rank. Blessed with a stable government and viable biosphere, making them economic powerhouses.
  • Vacuum - Coordination 1 rank. No atmosphere.
  • Water World - Discipline 1 rank. Nearly entirely water-ocean.

Schooling

A formal Imperial education gives you a basic level of competence in various academic disciplines.
Characters gain 1 free rank in any Knowledge skill:

  • Admin
  • Education
  • Life Sciences
  • Physical Sciences
  • Social Sciences
  • Space Sciences
  • Warfare

Both Homeworld and Schooling skill ranks are obtained before spending experience points, and may not increase above rank 2 during character creation.

TRAVELLER

GENESYS

Careers

Careers do two things for characters. First, they let the characters count eight skills as career skills. This means that all other skills are non-career skills for your character. Secondly, they let your character start the game with four ranks in four separate career skills of your choosing, representing your character’s greater training and focus in matters concerning their career.
Careers can be created in cooperation between player and GM or selected from the list below.
Careers converted from Traveller have 5 career skills and require the selection of an assignment that provides the remaining 3 alternate career skills available.

Custom Career

Declare a theme and name; GM assigns 4 skills they feel are thematically important; player picks the other 4. Together these 8 skills make up the career skills.
The Assassin below is an example of a custom career.

Assassin

Assassination is a valued tool used by all, from the agencies of the League of Nations down to the petty crime lords of the underworld. A professional killer is always in demand.
This career might represent a member of a terrifying death cult, a formal assassin’s guild, or a talented freelancer.
Career skills: Coordination, Melee, Ranged [Light], and Stealth. In addition, the Assassin may select four other skills and also counts those as career skills.

Agent

Law enforcement agents, spies, corporate operatives and others who work in the shadows.
Law Enforcement: You were a police officer or detective.
Intelligence: You worked as a spy or saboteur.
Corporate: You worked for a corporation, spying on rival organisations.
Career skills: Computers, Education, Perception, Ranged [Light], and Streetwise.

  • Law Enforcement: Coercion, Driving, Vigilance.
  • Intelligence: Deception, Sensors, Stealth.
  • Corporate: Admin, Charm, Deception.
 
Army

Members of the planetary armed fighting forces. Soldiers deal with planetary surface actions, battles, and campaigns. Such individuals may also be mercenaries for hire.
Support: You were an engineer, technician, medic, cook or in some other role behind the front lines.
Infantry: You were one of the Poor Bloody Infantry on the ground.
Cavalry: You rode a tank or other ground vehicle.
Career skills: Athletics, Brawl, Driving, Ranged [Heavy], and Vigilance.

  • Support: Explosives, Mechanics, Medicine.
  • Infantry: Leadership, Melee, Stealth.
  • Cavalry: Gunnery, Piloting, Sensors.
Aslan Military

You served in the military forces of your clan. Males in the Military service are fighters or combatants; females are support personnel.
Warrior: You were a front-line warrior in the Clan forces.
Cavalry: You drove a grav tank or other combat vehicle.
Flyer: You piloted an atmospheric fighter.
Support: You were a mechanic, medic, commtech or other support engineer.
Career skills: Athletics, Brawl, Ranged [Heavy], Vigilance, and Warfare,.

  • Warrior: Gunnery, Stealth, Survival.
  • Cavalry: Driving, Gunnery, Mechanics.
  • Flyer: Gunnery, Piloting, Sensors.
  • Support: Admin, Mechanics, Medicine .
Aslan Scientist

Science is an almost exclusively female occupation among the Aslan. The exception is that of doctor, as by ancient tradition, males are allowed to practice the art of the physician. This custom is believed to date back to days when males fought on the battlefield and so had need of healers – and had plenty of practical anatomy lessons. This tradition is rarely observed these days.
Healer: You tended the sick and wounded.
Researcher: You developed new inventions and technologies for your clan.
Explorer: You explored new worlds and catalogued useful resources.
Career skills: Admin, Computers, Discipline, Knowledge [any], Knowledge [any Science], and Perception.

  • Physician: Charm, Cool, Medicine.
  • Researcher: Mechanics, Physical Sciences, Sensors
  • Explorer: Piloting, Sensors, Survival.
TRAVELLER

GENESYS

Citizen

Individuals serving in a corporation, bureaucracy or industry, or who are making a new life on an untamed planet.
Corporate: You are an executive or manager in a large corporation. Alternatively, you are a bureaucrat or functionary in some government or civil institution.
Worker: You are a blue-collar citizen on an industrial world.
Colonist: You are building a new life on a recently settled world that still needs taming.
Career skills: Charm, Computers, Driving, Education, and Streetwise.

  • Corporate: Admin, Leadership, Negotiation.
  • Worker: Discipline, Knowledge [any], Mechanic.
  • Colonist: Athletics, Survival, Vigilance.
Darrian Confederation Navy

The Darrian Confederation navy patrols the region of space between its star systems. The navy has a responsibility to protect the Confederation against invasion and to deter piracy by the lawless elements who cluster around the Darrian borders. Primary of these threats are the Zhodani and Sword World fleets against whom the Darrian navy has clashed numerous times in the past.
Bridge: You are part of the bridge crew who control the ship and coordinate its different functions during battle.
Engineering: You are the mechanics, engineers and repair crews who ensure the ship remains functional both in and out of battle.
Marine: You are the ship’s troops who repel boarders or are sent to pacify resistance on crippled enemy vessels.
Career skills: Discipline, Gunnery, Piloting, Sensors, Vigilance.

  • Bridge: Astrogation, Leadership, Operating.
  • Eng: Computers, Physical Sciences, Mechanics.
  • Marine: Explosives, Ranged [Heavy], Warfare.
Drifter

Wanderers, hitch-hikers and travellers, drifters are those who roam the stars without purpose or direction.
Barbarian: You lived on a primitive world without the benefits of technology.
Wanderer: You lived hand to mouth in slums and starports across the galaxy, travelling at random.
Scavenger: You worked as a belter (asteroid miner) or on a salvage crew.
Career skills: Athletics, Brawl, Perception, Ranged [Light], Streetwise, and Stealth.

  • Barbarian: Coercion, Melee, Survival.
  • Wanderer: Deception, Survival, Vigilance.
  • Scavenger: Astrogation, Mechanic, Piloting.
 
Entertainer

Individuals who are involved with the media, whether as reporters, artists or celebrities.
Artist: You are a writer, sculptor, holographer or other creative.
Journalist: You report on local or galactic events for a news feed, the TAS or another organisation.
Performer: You are an actor, dancer, acrobat, professional athlete or other public performer.
Career skills: Charm, Deception, Knowledge [any], Stealth, and Streetwise.

  • Artist: Computers, Cool, Negotiation.
  • Journalist: Computers, Sensors, Vigilance.
  • Performer: Athletics, Coordination, Discipline.
Imperial Marines

Members of the armed fighting forces carried aboard starships marines deal with piracy and boarding actions in space, defend the starports and bases belonging to the navy and supplement ground forces such as the army.
Support: You were a quartermaster, engineer or battlefield medic in the Marines.
Star Marines: You were trained to fight boarding actions and capture enemy vessels.
Ground Assault: They kicked you out of a spacecraft in high orbit and said ‘capture that planet’.
Career skills: Athletics, Gunnery, Ranged [Heavy], Vigilance, and Warfare.

  • Support: Driving, Medicine, Mechanics.
  • Star Marine: Coordination, Melee, Sensors.
  • Ground Assault: Melee, Perception, Survival
Merchants

Members of commercial enterprises. Merchants may crew the ships of the large trading corporations, or they may work for the independent free traders which carry chance cargoes and passengers between worlds.
Merchant Marine: You worked on one of the massive cargo haulers run by the Imperium or the mega-corporations.
Free Trader: You were part of the crew of a tramp trader.
Broker: You worked in a planetside brokerage or starport
Career skills: Computers, Driving, Negotiation, Social Sciences, and Streetwise.

  • Merchant Marine: Coordination, Gunnery, Piloting.
  • Free Trader: Mechanics, Operating, Sensors.
  • Broker: Admin, Charm, Deception.
TRAVELLER

GENESYS

Navy

Members of the interstellar navy which patrols space between the stars. The navy has responsibility for the protection of society from foreign powers and from lawless elements in the interstellar trade channels.
Line/Crew: You served as a general crewman or officer on a ship of the line. An average naval career.
Engineering/Gunnery: You served as a specialist technician on a ship. This gives good technical skills, but is difficult to advance in unless you are highly intelligent.
Flight: You served as the pilot of a shuttle, fighter or other vessel. This gives excellent piloting skills and is the fast track to promotion, but is also the most dangerous.
Career skills: Computers, Gunnery, Space Sciences, Ranged [Light], and Warfare.

  • Crew: Mechanics, Ranged [Heavy], Sensors.
  • Eng: Mechanic, Physical Sciences, Sensors.
  • Flight: Astrogation, Piloting, Operating.
Nobility

Individuals of the upper classes who perform little consistent function, but often have large amounts of ready money.
Administrator: You served in the planetary government or even ruled over a fiefdom or other domain.
Diplomat: You were a diplomat or other state official.
Dilettante: Like a drifter, only with more baths.
Career skills: Cool, Leadership, Knowledge [any], Melee, and Perception.

  • Administrator: Admin, Coercion, Negotiation.
  • Diplomat: Charm, Deception, Sensors.
  • Dilettante: Deception, Piloting, Streetwise.
Rogue

Criminal elements familiar with the rougher or more illegal methods of accomplishing tasks.
Thief: You stole from the rich and gave to… well, yourself, usually.
Enforcer: You were a leg breaker, thug or assassin for a criminal group.
Pirate: You were a space-going corsair.
Career skills: Deception, Perception, Ranged [Light], Streetwise, and Vigilance.

  • Thief: Athletics, Skulduggery, Stealth.
  • Enforcer: Coercion, Driving, Ranged [Heavy].
  • Pirate: Astrogation, Melee, Piloting.
 
Scholar

Individuals trained in technological or research science who conduct scientific investigations into materials, situations and phenomena, or who practice medicine.
Field Researcher: You were an explorer or field researcher, equally at home in the laboratory or the wilderness.
Scientist: You were a researcher in some corporate or Imperial institution, or a mad scientist in an orbiting lab.
Physician: You were a doctor, healer, or medical researcher.
Career skills: Computers, Education, Knowledge [any Science], Negotiation, and Perception.

  • Field Researcher: Knowledge [any], Sensors, Survival.
  • Scientist: Admin, Knowledge [any], Sensors.
  • Physician: Charm, Cool, Medicine.
Scout

Members of the exploratory service. Scouts explore new areas, map and survey known or newly discovered areas, and maintain the communications ships which carry information and messages between the worlds of the galaxy.
Courier: You served lonely duty on the X-boat network, carrying the messages that keep the Imperium together.
Survey: You visited border worlds and assessed their worth to the Imperium.
Exploration: You went wherever the map was blank, exploring unknown worlds and uncharted space.
Career skills: Astrogation, Piloting, Ranged [any], Sensors, and Space Sciences.

  • Courier: Computers, Coordination, Cool.
  • Survey: Charm, Discipline, Streetwise.
  • Exploration: Life Sciences, Stealth, Vigilance.
High Guard - Naval Intelligence

Without faster–than–light communication, knowing when and where an enemy power will go is an exercise in analysis, prediction and luck. Naval intelligence characters are spies or tacticians, collating the reports of agents, scout ships and listening posts to determine the optimum placement of the Imperium’s fast–response navy and the defence forces of the subsector navies.
Analyst: You studied and predicted the actions of enemy fleets or governments.
Planner: You guided the movements of whole navies.
Black Operations: You don’t talk about what you used to do.
Career skills: Computers, Discipline, Piloting, Space Sciences, and Warfare.

  • Analyst: Admin, Charm, Cool.
  • Planner: Mechanics, Physical Sciences, Sensors
  • Black Operations: Ranged [Light], Sensors, Survival.
TRAVELLER

GENESYS

Dolphin Civilian

Uplifted Dolphins who are engaged in aquatic non-military careers.
Dolphin Liaison: You are acting as an intermediary between Human and Dolphin cultures or as a guide to Humans working underwater. In the process you may learn important skills that allow you to enter other Human careers or negotiate trade deals.
Dolphin Nomad: You are living the ‘barbarian’ life of an ancestral feral Dolphin, eschewing most technology and interaction with Confederation society. This is the only career open to Dolphins who are living on TL 6 or less worlds. This is equivalent to the Drifter career.
Career skills: Athletics, Brawl, Charm, Coordination, and Resilience.

  • Liaison: Negotiation, Social Sciences, Sensors.
  • Nomad: Stealth, Survival, Vigilance.
Dolphin Military

Dolphins are usually welcome to enlist in any Army nautical force command. The Confederation Army maintains special Dolphin Commando units. Most Home Guards on worlds with ‘wet navy’ Nautical Force Commands and Dolphin populations have professional units open to Dolphins with equipment provided by the Confederation.
Sea Patrol: You served as a member of a paramilitary or coast guard unit that engages in nautical search and rescue, fishery protection and nautical law enforcement duties. On some worlds sea patrol forces also protect colonists from hostile underwater life forms or aquatic prindigs.
Underwater Commando: You served in a combat unit that specialises in nautical recon, underwater demolitions and undersea combat. These forces are most common on water worlds or those worlds that have extensive underwater cities or mining facilities.
Career skills: Athletics, Mechanics, Ranged [Heavy], Sensors, and Survival.

  • Sea Patrol: Charm, Negotiation, Piloting.
  • Underwater Commando: Explosives, Gunnery, Vigilance.
 
Vargr Corsair

Corsair bands are independent groups of pirates and mercenaries who are not constrained by laws and borders.
When most people think of the Vargr, the first thing that comes to mind is the corsair bands that operate throughout the Extents and along the Imperial borders. Indeed, this imagery comes foremost to many Vargr as well but whereas humans see pirates raiding free traders and merchant ships, the Vargr are more likely to see glamour and prestige.
Raider: You are part of the main attacking force in your band, specialising in boarding and looting ships.
Pilot: You are one of the pilots or navigators in your corsair band.
Reaver: You are part of the ship’s crew and function as an engineer, gunner or other supporting role.
Career Skills: Coercion, Melee, Stealth, Ranged [Heavy], and Vigilance.

  • Raider: Explosives, Leadership, Warfare.
  • Pilot: Astrogation, Operating, Sensors.
  • Reaver: Computers, Gunnery, Mechanics.
Belter

Belters live amongst, and work, the asteroid belts. The career is tough, uncompromising and frequently dangerous. In assignments such as Prospecting, Belters can expect to spend many lonely hours in space, staring into sensor-views and scouring scanner reports for details of the next, important rock for potential exploitation. In assignments such as Mining and Worker, the manual labour is hard and hazardous.
Miner: You are involved in the hazardous task of mining an asteroid for its payload of metals, ores, precious stones and trapped gases.
Prospector: You are involved in travelling the belt conducting investigations into the likely properties and yields of hitherto unexploited asteroids, either privately or as an employee of a major corporation.
Researcher: You are engaged in specific research into either the properties of a particular asteroid, or in other research that is best conducted in a zero-g environment.
Worker: You are a blue-collar worker in one or more asteroids, focusing on manufacturing, heavy industry or service industries.
Career Skills: Astrogation, Brawl, Coordination, Piloting, and Vigilance.

  • Miner: Athletics, Explosives, Physical Sciences.
  • Prospector: Negotiation, Ranged [Heavy], Sensors
  • Researcher: Admin, Computers, Knowledge [any Science].
  • Worker: Driving, Mechanics, Survival.
TRAVELLER

GENESYS

Skills

The majority of existing Genesys skills carry over without any issue but some skills (Explosives & Sensors) have been added, as well as an expanded Knowledge list to represent the large array present in Traveller.

General

  • Astrogation (In) - the understanding, use, and development of star charts, including mapping undiscovered systems. It also covers plotting courses for interstellar travel.
  • Athletics (Br) - measure of your character’s overall fitness and physical conditioning.
  • Cool (Pr) - staying calm and maintaining composure, outwaiting an opponent, generally being cool.
  • Computers (In) - proficiency in the operation of computers and electronic systems.
  • Coordination (Ag) - measure of your character’s flexibility, sure-footedness, and hand-eye coordination.
  • Discipline (Will) - mental fortitude to resist threats or coercion, or to disobey orders.
  • Driving (Ag) - if something uses a motor and traverses land, this is the skill.
  • Explosives (In) - covers the use of demolition charges and other explosive devices, including assembling or disarming bombs.
  • Mechanics (In) - build, disassemble, repair, or modify just about anything mechanical, from a broken radio to a wrecked gyrocopter.
  • Medicine (In) - gets your character and their friends back on their feet.
  • Operating (In) - drive, fly, or sail anything big. Mining rigs, capital ships, traders, corsairs - anything crewed.
  • Perception (Cun) - conscious use of all their senses to observe their environment.
  • Piloting (Ag) - any aerial or space vehicle that requires reflexes and hand-eye coordination to operate. Shuttles, fighters, scout ships - essentially anything under 100 tons.
  • Resilience (Br) - overcome pain, fight through fatigue, resist poisons & diseases, survive hostile lands.
  • Sensors (Cun) - covers the use and interpretation of data from electronic sensor devices, from observation satellites and remote probes to thermal imaging and densitometers. It also covers the use of modern telecommunications – opening comms channels, jamming signals and so on.
  • Skulduggery (Cun) - a combination of skills your character would use to engage in covert or criminal activity.
  • Stealth (Ag) - when your character wants to act unnoticed by anyone else.
  • Streetwise (Cun) - school of hard knocks; survive and thrive in rough and dangerous urban areas.
  • Survival (Cun) - find, food and water, cope with dangerous conditions, hunt and skin animals, and, well, survive in any location that doesn’t have a supermarket on the corner.
  • Vigilance (Will) - constantly aware of your surroundings, often without consciously making the effort.
 

Combat

  • Brawl (Br) - martial arts, wrestling, and unarmed combat.
  • Gunnery (Ag) - any weapon large enough that you need a tripod or team of people to use it. Also to fire weapons mounted on vehicles or battle dress.
  • Melee (Br) - fight anyone who’s right in front of you, rather than beyond arm’s reach, when using a weapon.
  • Ranged [Heavy] (Ag) - heavy ranged weapons designed to be fired while carried in two hands, but not large enough that it requires multiple people or a tripod to use.
  • Ranged [Light] (Ag) - every light ranged weapon designed to be fired (or thrown) from one hand.

Social

  • Charm (Pr) - ability to compliment, flatter, woo, and generally make other people like you.
  • Coercion (Will) - some people believe that the only way to maintain respect is to be feared.
  • Deception (Cun) - covers most attempts to fool or deceive someone.
  • Leadership (Pr) - combination of making smart decisions, being firm and decisive when doing so, and instilling a sense of loyalty and respect in your subordinates.
  • Negotiation (Pr) - convincing someone to do what you want by giving them something they want in return.

Knowledge

  • Admin (In) - This skill covers bureaucracies and administration of all sorts, including the navigation of bureaucratic obstacles or disasters. It also covers tracking inventories, ship manifests and other records.
  • Education (In) - This shows the character's basic knowledge of the world, such as history, math and science. Anything that doesn't fit into the other categories falls under this skill.
  • Life Sciences (In) - Biology, Cybernetics, Genetics, Psionicology.
  • Physical Sciences (In) - Physics, Chemistry, Electronics.
  • Social Sciences (In) - Archaeology, Economics, History, Linguistics, Philosophy, Psychology, Sophontology.
  • Space Sciences (In) - Planetology, Robotics, Xenology.
  • Warfare (In) - This skill covers a character's knowledge of conflict, both on the ground and in space. Many things factor into this, from training and insight on the strategies and tactics of modern warfare, to an awareness of the personnel and technology of the factions involved in the conflict, to knowledge gained from studying the other great wars throughout galactic history.
TRAVELLER

GENESYS

Talents

All talents from the Core Rulebook are available as well as talents in the Genesys Talent Expanded document. Some of the talents below are based on Traveller skills that did not convert well.

Blather

Tier: 1
Activation: Active (Action)
Ranked: No
Your character may perform the Blather action against a target, making an opposed Charm or Deception check. If the check is successful, while the target is engaged in conversation with your character they add 2 failures to Perception checks made to detect the actions of your allies. Two advantages may be spent to affect an additional target.

EVA Training

Tier: 1
Activation: Passive
Ranked: No
Your experience in Extra Vehicular Activity allows you to ignore the usual penalties for moving in microgravity environments and freefall or from wearing a vacc suit.
Athletics or Coordination checks may still be required for unusual actions.

Scrounger

Tier: 1
Activation: Passive
Ranked: No
You remove up to bb from checks made when finding or scavenging items. These checks could include Survival, Perception, or other checks, depending on circumstances and the GM's discretion. Such skill checks take half their normal time.

Sound Investments

Tier: 1
Activation: Passive
Ranked: Yes
At the beginning of each game session, the character automatically gains credits equal to his ranks in Sound Investments times 100. If this talent is taken at character creation, this character begins with 500cr per rank of this talent. How this money is earned is up to the player and GM, and could be actual investments, military pensions, business dealings, or even a small legal or illegal side business. The GM can also decide that the current events of the adventure may make these funds temporarily unavailable.

 
You Saw Nothing

Tier: 1
Activation: Active (Action)
Ranked: Yes
Your character may make a Hard (ddd) Coercion check to perform the You Saw Nothing action. If you succeed, you convince one uninvolved bystander NPC per rank of You Saw Nothing to leave the scene without asking questions. If interrogated about the matter later, these NPCs deny having seen anything or have forgotten anything of importance.

Trauma Specialist

Tier: 1
Activation: Passive
Ranked: Yes
Patients under the character's supervision heal one additional wound per rank of Trauma Specialist each time they heal a wound while recovering in a well equipped medical facility, under supervised medical conditions or long-term care.

Battle Dress Drill

Tier: 2
Activation: Passive
Ranked: No
Your character has been drilled to operate the advanced powered battle armour used by the Imperium.
You do not suffer the usual penalties for wearing battle dress and do not need to spend a maneuver to control it each round.

Brute Squad

Tier: 2
Activation: Passive
Ranked: No
The character adds b to his Brawl and Melee combat checks when engaged with multiple opponents. This includes single groups of multiple minions. If this character possesses the Duelist talent, this talent may be used to cancel out the b penalty for fighting three or more opponents.

Bypass Security

Tier: 2
Activation: Passive
Ranked: No
The character removes up to bb from his Skulduggery and Computers skill checks made to disable a security device or open locked door.

TRAVELLER

GENESYS

Bureaucratic Invisibility

Tier: 2
Activation: Active (Action)
Ranked: No
Sometimes you just have to look like you belong someplace you don’t. A character with this talent may perform a Bureaucratic Invisibility action to spend a Story Point to be seen as someone who is authorised to be within any area for the duration of an encounter.
Obviously incorrect clothing, uniforms, equipment, violence, or out of character actions can negate this effect.

Cover Specialist

Tier: 2
Activation: Passive
Ranked: Yes
When the character or an ally within short range takes cover, that character increases his soak by one per rank of Cover Specialist against ranged attacks, until he leaves that cover.

Dog Brain

Tier: 2
Activation: Passive
Ranked: No
A drone operator can sometimes form a strong, or weird, bond with a specific drone. This grants a single Silhouette 1 or less drone a +1 to its Pilot attribute and gives it 3 personality quirks, such as loyal, curious, depressed, or such. Two of the quirks are decided by the player, and one by the GM. If the drone is destroyed the operator can form another bond with one of their drones after a week of tinkering.

Flight School

Tier: 2
Activation: Passive
Ranked: No
Driving, Piloting, and Operating are now Career skills for your character.

Hard Knock Life

Tier: 2
Activation: Passive
Ranked: No
Streetwise and Skulduggery are now Career skills for your character. Choose Brawl, Melee, or Ranged [Light]. That skill also becomes a Career Skill.

 
Hard Target

Tier: 2
Activation: Passive
Ranked: No
If your character makes the Move maneuver twice during their turn, all ranged attacks made against your character increase their difficulty by one until the start of the character’s next turn.

Imperial Bureaucracy

Tier: 2
Activation: Passive
Ranked: No
When faced with Imperial authorities (starports, traffic stops, blockades, etc) you may use Admin] in place of any Social skill. You may also use Admin] to assist any other character's Social skill check.

Iron Jaw

Tier: 2
Activation: Active (Action)
Ranked: Yes
On any turn in which your character is staggered or disoriented, you may perform the Iron Jaw action (this action may be specifically performed even though you are normally barred from performing actions when staggered). Make a Daunting (dddd) Discipline check. If you succeed, your character is no longer staggered or disoriented. The difficulty of this check decreases by one per additional rank of Iron Jaw, to a minimum of Easy (d).

Jack of All Trades

Tier: 2
Activation: Passive
Ranked: Yes
You gain +b per rank of Jack of All Trades on any skill check you make with a skill you have no ranks in.

Personal Touch

Tier: 2
Activation: Passive
Ranked: No
Choose one vehicle, building, or room that your character owns. The character may upgrade the ability of all social checks made against targets inside that vehicle or location by one rank.

TRAVELLER

GENESYS

Powerful Charge

Tier: 2
Activation: Active (Incidental)
Ranked: No
If you spend a maneuver to engage with an opponent, you may choose to add b to your next melee combat check to add +2 to the damage dealt by one hit of that attack.

Rapid Reload

Tier: 2
Activation: Passive
Ranked: No
Your character can reload weapons that require a maneuver to reload with an incidental instead. Weapons that require an action to reload can be instead reloaded with a maneuver.

Scientific Specialist

Tier: 2
Activation: Passive
Ranked: No
When you gain this talent, select a specific area of expertise for your character. When making a Knowledge check which pertains to that area of expertise, reduce the difficulty of the check once. You may purchase this talent multiple times, select a new area of expertise each time.

Physical Sciences

  • Physics: The study of the fundamental forces.
  • Chemistry: The study of matter at the atomic, molecular, and macromolecular levels
  • Electronics: The study of circuits and computers.

Life Sciences

  • Biology: The study of living organisms.
  • Cybernetics: The study of blending living and synthetic life.
  • Genetics: The study of genetic codes and engineering.
  • Psionicology: The study of psionic powers and phenomena.

Social Sciences

  • Archaeology: The study of ancient civilisations, including the previous Imperiums and the Ancients. It also covers techniques of investigation and excavations.
  • Economics: The study of trade and markets.
  • History: The study of the past, as seen through documents and records as opposed to physical artefacts.
  • Linguistics: The study of languages.
  • Philosophy: The study of beliefs and religions.
  • Psychology: The study of thought and society.
  • Sophontology: The study of intelligent living creatures.

Space Sciences

  • Planetology: The study of planet formation and evolution.
  • Robotics: The study of robot construction and use.
  • Xenology: The study of alien life forms.
 
Remote Operator

Tier: 2
Activation: Passive
Ranked: Yes
Control one drone or robot per rank without spending a maneuver to control it each round. Complex commands may still require an action and/or a Computers check.

Surgical Precision

Tier: 2
Activation: Active (Incidental)
Ranked: No
When making Brawl or Melee checks on organics, you may choose to deal damage as strain instead of wounds, plus additional strain equal to the character’s rank in Life Sciences].

Weapon Specialisation

Tier: 2
Activation: Passive
Ranked: Yes
Characters pick two weapon types (Unarmed, Melee, Handgun, SMG, Shotgun, Assault Rifle, Sniper Rifle, Laser, Gauss, Stun, High-Energy Weapons, or Heavy Weaponry) You gain +1 damage per rank of Weapon Specialisation when making attacks with weapons of this category.

Well Read

Tier: 2
Activation: Passive
Ranked: No
Choose 3 Knowledge skills. They are now Career skills for your character.

Valuable Facts

Tier: 2
Activation: Active (Action)
Ranked: No
Once per encounter, the character may take a Valuable Facts action, making an Average (dd) Knowledge check (the GM and player should determine which Knowledge skill is most applicable in the given situation). If successful, the character may add one a to any one check made by an allied character during the encounter. The subsequent check should relate in some way to the facts the character learned, or the player should come up with an explanation for why the information the character learned is instrumental in the success of the ally’s check.

TRAVELLER

GENESYS

Bodyguard

Tier: 3
Activation: Active (Maneuver)
Ranked: Yes
Once per round on the character’s turn, the character may perform a Bodyguard maneuver to protect one ally with whom he is engaged. He then suffers a number of strain no greater than his ranks in Bodyguard. Until the start of the character’s next turn, upgrade the difficulty of all combat checks targeting the protected ally a number of times equal to the strain suffered by the character.

Blind Fighting

Tier: 3
Activation: Passive
Ranked: No
When making melee combat attack checks, you ignore all penalties for obscured vision, such as low-light, smoke and blindness

Point Blank

Tier: 3
Activation: Passive
Ranked: Yes
The character adds one damage per rank of Point Blank to successful Ranged [Heavy] or Ranged [Light] attacks made while at short range or engaged.

Enhanced Calibrations

Tier: 3
Activation: Passive
Ranked: Yes
The character chooses one personal weapon or piece of armor per rank of Enhanced Calibrations, and adds one of the following effects:

  • Increase the damage of a weapon by one
  • Decrease the a cost on a weapons Critical or any single other effect by one to a minimum of one
  • Increase the armor's Soak or Defense by one.
  • Decrease the encumbrance of a weapon or armor by two to a minimum of one.

The bonus only applies so long as the character is using the item. If the item is ever lost or destroyed, the character may apply Enhanced Calibrations to a new personal weapon or piece or armor. This talent cannot be applied more than once per item.

 
Target Selection

Tier: 3
Activation: Passive
Ranked: No
Your character can shoot into melee combat with no extra penalty, and does not risk hitting their allies.

Unrelenting Skeptic

Tier: 3
Activation: Passive
Ranked: No
When targeted by a Deception check, your character automatically adds failures to the check equal to their ranks in Vigilance.

Bodyguard (Improved)

Tier: 4
Activation: Active (Incidental)
Ranked: No
Once per session, when an ally protected by the character’s Bodyguard maneuver would suffer a hit from a combat check, the character may choose to suffer that hit instead of the ally.

Contraption

Tier: 4
Activation: Active (Action)
Ranked: No
Once per game session, the character can take a Contraption action. With a successful Hard (ddd) Mechanics check, the character can fashion a device to solve a current problem using the tools and parts on hand. This device must be approved by the GM and functions for the duration of the current encounter only. Those tools are destroyed in the process. t may be spent to allow the tools to be recovered to be reused later.

Iron Jaw (Improved)

Tier: 4
Activation: Active (Action)
Ranked: No
Your character must have purchased the Iron Jaw talent to benefit from this talent. Your character may use their Iron Jaw action to recover from being incapacitated due to exceeding their strain threshold. On your next turn after being incapacitated, you may make a Formidable (ddddd) Discipline check as your Iron Jaw action (this action may be specifically performed even though you are normally barred from performing actions). If you succeed, your character reduces their strain to one below their strain threshold. The difficulty of this check decreases by one per rank of Iron Jaw, to a minimum of Easy (d).

TRAVELLER

GENESYS

Lightning Attack

Tier: 4 Activation: Active Ranked: No Your character may take the Lightning Attack maneuver, suffering 1 strain. Your next Melee combat check this turn gains the Linked item quality, with ranks equal to your Agility.

Martial Artist

Tier: 4
Activation: Active (Incidental)
Ranked: No
After your character inflicts a Critical Injury with a Brawl or Melee attack and rolls the result, your character may suffer 2 strain to use this talent. Then you may select any Critical Injury of the same severity to apply to the target instead.

Surgical Precision (Improved)

Tier: 4
Activation: Active (Incidental)
Ranked: No
When dealing strain damage with Brawl or Melee checks, the character may spend a a result to stagger his target for one round per a spent.

Unrelenting Skeptic (Improved)

Tier: 4
Activation: Active (Incidental)
Ranked: No
When targeted by a Deception check that fails, your character may spend one Story Point to retroactively add 1 despair to the pool results.

Combat Formation

Tier: 5
Activation: Active (Incidental)
Ranked: No
Before you roll to determine initiative, you may choose to suffer 2 strain. If you do so, add s equal to half your ranks in Leadership (rounding up) to the result of your and each of your allies’ initiative rolls for this encounter.

Hard Headed (Improved)

Tier: 5
Activation: Active (Action)
Ranked: No
The character may use his Hard Headed action to recover from being incapacitated due to exceeding his strain threshold. On his next turn after being incapacitated, he may make a Formidable (ddddd) Discipline check as his Hard Headed action (this action can specifically be performed even though he is normally barred from performing actions). If he succeeds, decrease his strain to one below his strain threshold. The difficulty of this check decreases by one per rank of Hard Headed, to a minimum of Easy (d).

Heavy Hitter

Tier: 5
Activation: Active (Incidental)
Ranked: No
Once per session, the character may spend a Story Point on a successful Ranged [Heavy] or Gunnery check to add the Breach 1 quality to the attack, or increase an existing Breach rating by 1.

Master Grenadier

Tier: 5
Activation: Passive
Ranked: No
The character decreases the a cost to activate the Blast quality on any weapon he uses by 1 to a minimum of 1. This includes the cost to activate the Blast quality if the weapon misses.

Not Today

Tier: 5
Activation: Passive
Ranked: No
Once per session, if a vehicle that the character is piloting would be destroyed, the character may spend a Story Point to save it. If it would be destroyed by a Critical Hit, the Critical Hit is still suffered, but the effect is ignored. The details of how the starship or vehicle survives the near-destruction are up to the player and the GM.

Perfect Shot

Tier: 5
Activation: Active (Incidental)
Ranked: No
When attacking with a ranged weapon, if your attack successfully incapacitates your target, you may spend t to immediately perform an attack against another target within range as an incidental. Further attacks may not be triggered by t generated on this incidental attack.

Spitfire

Tier: 5
Activation: Active (Incidental)
Ranked: No
After the character makes a successful combined check with two Ranged [Light] weapons, each additional hit generated as part of the attack can be allocated to any other target within range of the weapon.

TRAVELLER

GENESYS

Gear

In general all the usual Traveller gear carries across easily to Genesys using the basic rule of granting 1 or more b to a relevant skill check.

Weapons and armour have mostly been taken from the Traveller Central Supply Catalog, which contains all the descriptions etc.
As with all Traveller equipment tables are sorted by Tech Level (TL).

Slug Throwers

Despite advances in energy weapons and other offensive technologies, accelerating a small piece of metal to a high velocity is still one of the most efficient ways of killing someone. Chemically propelled firearms give way to gyrojet (rocket bullets) and gauss (electromagnetically launched bullets) as technology advances.

Handguns

The basic self-defence sidearm is a handgun; a small weapon holding a limited amount of ammunition and capable of being fired using either one or both hands. The two most common types of slug throwing handgun are revolvers and self-loading pistols (often known as semi-automatics, automatics or autopistols). All Handguns use Ranged [Light] for combat checks.

NAME TL  DAMAGE CRIT  RANGE ENC Cost (CR) SPECIAL
Zip Gun 3 3 4 S 1 80 Inferior, Inaccurate 1
Heavy Derringer 5 4 or 6* 2 S 1 200 * both rounds at once, Limited Ammo 2
Light Derringer 5 3 or 5* 3 S 1 150 * both rounds at once, Limited Ammo 2
Shot Pistol 5 4 2 M 1 75 Blast 2, Limited Ammo 2
Revolver 5 5 3 M 1 150
Light Revolver 5 3 3 M 1 100
9mm Autopistol 6 5 3 M 1 200
Light Autopistol 6 3 3 M 1 150
Slimline Light Autopistol 6 3 3 M 1 140
Target Pistol 6 3 3 M 1 500 Accurate 1
Purse Gun 6 3 3 S 1 50
Heavy Revolver 6 6 2 M 2 400
10mm Autopistol 7 5 3 M 1 250
Cartridge Pistol 7 5 4 M 1 300
Heavy Autopistol 7 5 2 M 2 500
Very Heavy Revolver 7 7 2 M 2 1,000
Body Pistol 8 5 4 S 1 500 +bb to search for weapon
HEAP Gun 8 7 3 M 1 500 Pierce 2, Limited Ammo 4
Twin Cylinder Revolver 8 7 3 M 2 450 Linked 1
Universal Light Autopistol 8 3 3 M 1 500
Very Heavy Autopistol 8 7 2 M 2 1,250
Flechette Pistol 9 5 3 M 1 250 Frangible, Vicious 3
Heavy Body Pistol 9 5 4 S 1 600
Concealed Body Pistol 10 3 4 S 1 2,000
Spurt Gun 12 4 3 Eng 1 300 Limited Ammo 1, Frangible, Vicious 4
TRAVELLER

GENESYS

Submachineguns

Most submachineguns (SMGs) are intended to be used in both hands and were designed with the purpose of automatic fire in mind.

NAME TL  SKILL DAMAGE CRIT  RANGE ENC Cost (CR) SPECIAL
Assault Pistol 6 R: Light 5 3 M 1 750 Auto-fire, Inaccurate 2
Light Assault Pistol 6 R: Light 3 4 M 1 600 Auto-fire
Carbine-Type SMG 6 R: Heavy 5 3 L 3 500 Auto-fire, Versatile
Pistol-Type SMG 6 R: Light 5 3 M 1 400 Auto-fire
Light Carbine-Type SMG 6 R: Heavy 3 3 L 2 400 Auto-fire, Versatile
Heavy Assault SMG 7 R: Heavy 6 3 L 3 1,000 Auto-fire, Versatile
Rapid-fire Light Carbine SMG 7 R: Heavy 3 3 L 2 600 Auto-fire, Linked 2, Versatile
Boarding SMG 8 R: Heavy 5 3 L 3 1,200 Auto-fire
- Underbarrel HEAP launcher R: Heavy 12 3 M Blast 6, Pierce 2, Limited Ammo 1
Assault Grenade Launcher 9 R: Heavy - 3 L 4 1,000 Cumbersome 3
- Flechette 4 2 L Blast 2, Frangible, Vicious 4
- Explosive 8 3 L Blast 4
Flechette SMG 9 R: Light 6 2 M 3 500 Auto-fire, Frangible, Vicious 4
Shotguns

Shotguns are smoothbore weapons which usually fire a number of sub-calibre projectiles from a single cartridge. They are inaccurate but have an area effect, making them suitable for hunting small game. At close range, shotguns have impressive knockdown power but they are not very useful for ranged combat.

NAME TL  SKILL DAMAGE CRIT  RANGE ENC Cost (CR) SPECIAL
Combat Shotgun 4 R: Heavy 8 3 M 4 200 Auto-fire, Blast 4, Knockdown, Vicious 1
Light Sporting Shotgun 4 R: Heavy 6 4 M 2 120 Blast 3, Vicious 1, Limited Ammo 2
Short Shotgun 5 R: Light 8 3 M 2 125 Blast 4, Vicious 1, Limited Ammo 3
Sporting Shotgun 5 R: Heavy 8 3 M 3 150 Blast 3, Vicious 1, Limited Ammo 2
Sawn-Off Shotgun 5 R: Heavy 8 2 S* 2 120 Blast 4, Vicious 2, Limited Ammo 2,
*Ineffective at longer range
Assault Shotgun 6 R: Heavy 8 2 M 4 250 Auto-fire, Blast 4, Knockdown, Vicious 2
Mauler Shotgun 9 R: Heavy 8 3 S 3 300 Blast 4, Vicious 2, Unweildy 3
Stun Weapons

Used for personal defense, stunners are as cheap as they are common.

NAME TL  SKILL DAMAGE CRIT  RANGE ENC Cost (CR) SPECIAL
Stunner 8 R:Light 4 5 S 1 500 Pierce 2, Stun Damage
Improved Stunner 10 R:Light 5 5 S 3 750 Pierce 3, Stun Damage
Advanced Stunner 12 R:Light 6 5 S 3 1,000 Pierce 4, Stun Damage
Crowd Stunner 10 Gunnery 10 5 M 6 1,500 Blast 5, Pierce 4, Stun Damage, Cumbersome 4
TRAVELLER

GENESYS

Rifles & Carbines

Various weapons are known by the blanket designation of ‘rifle’. Generally speaking any two-handed projectile weapon with a rifled barrel not fitting into another category is termed a rifle of one sort or another. All Rifles use Ranged [Heavy] for combat.

NAME TL  DMG CRIT  RANGE ENC Cost (CR) SPECIAL
Autocarbine 5 6 3 L 4 200 Pierce 1
Carbine-Revolver 5 5 3 M 3 125
Carbine 5 5 3 L 3 175 Pierce 1
Big Game Rifle 5 7 3 L 9 1,200 Click-click
Fullbore Bolt Rifle 5 7 3 L 6 250 Pierce 1, Click-click
Heavy Bolt Rifle 5 10 3 L 8 350 Pierce 2, Click-click
Varmint Bolt Rifle 5 6 3 L 4 200 Pierce 1
AutoRifle 6 7 3 L 5 250 Auto-fire, Pierce 1
Self-Loading Rifle 5 6 3 L 5 200 Pierce 1
Assault Rifle 7 6 3 L 4 500 Auto-fire, Pierce 1
Bullpup Carbine 7 5 3 L 3 300 Pierce 1
Survival Rifle 7 3 3 L 2 50 Limited Ammo 2
Poni Gun 8 10 2 L 9 1,500 Limited Ammo 2, Cumbersome 3
Sniper Rifle 8 7 2 L 5 700 Pierce 1, Click-click, integrated suppressor and telescopic sight
Flechette Rifle 9 6 2 L 4 800 Auto-fire, Frangible, Vicious 5
Accelerated Sniper Rifle 10 10 2 L 6 1200 Pierce 3, Click-click, integrated suppressor and telescopic sight
Advanced Combat Carbine 10 6 3 L 3 900 Auto-fire, Pierce 1, DSAP
- Low-pen rounds 6 3 L Auto-fire, Frangible
Heavy Advanced Combat Rifle 10 8 3 L 4 1,300 Auto-fire, Pierce 2, DSAP
- Underbarrel RAM as grenade E as grenade
Light Advanced Combat Rifle 10 6 3 L 3 1,000 Auto-fire, Pierce 1, DSAP
- Underbarrel RAM as grenade E as grenade
Rapid-Fire Light ACR 10 6 3 L 3 1,800 Auto-fire, Linked 1, Pierce 1, DSAP

High Explosive Armour Piercing Rounds: HEAP ammunition is available for snub weapons and some large calibre weapons such as shotguns, where it functions like solid ball or slug ammunition. HEAP is designed to offset the low velocity of the round with a shaped explosive effect, enabling snub weapons to punch through armour and do respectable damage despite their low impact. HEAP is carefully controlled as a Cat 3 weapon and less readily available than Ball ammunition. It can only be used in weapons over 10mm in calibre.

Rocket-Assisted Multipurpose RAM grenades have a built-in booster system, which ignites upon firing, vastly increasing the velocity (and thus the range) of the round. RAM grenades may be fired from a variety of launchers. These include rather basic weapons which are little more than a tube and a handgrip, with a crude sighting system. Belt- and magazine-fed automatic grenade launchers are also quite common. In addition, RAM grenade launchers can be mounted on the ACR. and the gauss rifle.

TRAVELLER

GENESYS

Laser Weapons

Laser weapons damage their target by dumping vast quantities of energy into a concentrated spot, causing massive heating that can lead to explosions, especially where fluids are turned to steam. Lasers are less effective in an atmosphere and can be defeated by smoke, rain and so on but have the advantage of being silent and recoilless.

NAME TL  SKILL DMG CRIT  RANGE ENC Cost (CR) SPECIAL
Laser Carbine 9 R: Heavy 8 4 M 2 2,500 Accurate 1
Laser Pistol 9 R: Light 6 4 M 1 2,000 Accurate 1
Laser Rifle 9 R: Heavy 10 4 L 4 3,500 Accurate 1
Gauntlet Laser 10 R: Light 6 4 M 1 2,250 Accurate 1
Advanced Laser Pistol 11 R: Light 7 4 M 1 3,000 Accurate 1
Advanced Laser Carbine 11 R: Heavy 9 4 M 2 4,000 Accurate 1
Advanced Laser Rifle 11 R: Heavy 11 4 L 3 8,000 Accurate 1
Stagger Laser Rifle 12 R: Heavy 8 4 M 4 7,500 Accurate 1, Auto-fire
Gatling Point-Defence Laser 12 Gunnery 9 4 M 10 14,000 Accurate 1, Auto-fire (only),
Cumbersome 3, Suppressive 3
VW-LPS 13 R: Heavy 7 4 L 5 15,000 Accurate 1, Pierce 1,
+1 Pierce with each consecutive hit
Laser Support Weapon 13 Gunnery 12 4 L 8 12,000 Accurate 1, Auto-fire
Laser Carbine (Cartridge) 13 R: Heavy 9 4 M 3 7,500 Accurate 1
Laser Pistol (Cartridge) 13 R: Light 8 4 M 2 2,500 Accurate 1
Laser Rifle (Cartridge) 13 R: Heavy 11 4 L 5 9,000 Accurate 1, Auto-fire
Personal Defence Laser 13 R: Light 9 4 M 3 2,500 Accurate 1, Auto-fire
Assault Laser (Cartridge) 14 R: Heavy 10 4 M 6 9,000 Accurate 1, Auto-fire
Convergence Beam Rifle 14 R: Heavy 10 4 L 4 10,000 Accurate 1, Pierce 3
Improved Stagger Laser Rifle 14 R: Heavy 9 4 L 5 10,000 Accurate 1, Auto-fire
Heavy Laser Rifle 15 R: Heavy 15 4 L 6 13,000 Accurate 1
Maser Pistol 16 R: Light 7 3 M 2 25,000 Accurate 1, Pierce 5, Synthetic Killer
Maser Rifle 16 R: Light 9 3 M 4 30,000 Accurate 1, Pierce 5, Synthetic Killer
Solar Beam Rifle 17 R: Heavy 12 3 M 5 20,000 Accurate 1, Pierce 2, Limited Ammo 5,
Recharges in 6 hours of sunlight

Variable Wavelength Laser Projection System - Using a computerised modulation suite attached to the focussing chamber of a bulky laser rifle system, this weapon emits a multi-wavelength laser that scans, adjusts to and appropriately blasts a target all at once. By automatically configuring to the substance it is striking in nanoseconds after the laser is emitted, the beam adapts to better disassemble the target on a molecular level. The VW-LPS ignores 1 point of armour a target has, cumulative with consecutive hits on the same target.

TRAVELLER

GENESYS

Gauss Weapons

Gauss Weapons use electromagnetic effects to accelerate projectiles to very high velocity. Although of smaller calibre than other projectiles, gauss needles penetrate armour better and deliver worse injuries on the whole.

NAME TL  SKILL DAMAGE CRIT  RANGE ENC Cost (CR) SPECIAL
Gauss Carbine 12 R: Heavy 6 2 L 3 1,200 Auto-fire, Pierce 1
Gauss Rifle 12 R: Heavy 8 2 L 4 1,500 Auto-fire, Pierce 2, DSAP
- Underbarrel RAM launcher R: Heavy as grenade L Limited Ammo 1
Gauss Assault Weapon 13 R: Heavy 6 2 L 5 800 Auto-fire, Pierce 1, DSAP
Gauss Pistol (Army Model) 13 R: Light 6 2 L 1 500 Auto-fire, Pierce 1, DSAP
Gauss Pistol (Navy Model) 13 R: Light 7 2 L 1 700 Auto-fire, Pierce 1, DSAP
Heavy Gauss (Sniper) Rifle 13 R: Heavy 10 2 E 9 16,000 Pierce 2, Accurate 1, DSAP
MagRail Rifle 13 R: Heavy 9 2 L 3 2,200 Auto-fire, Accurate 1 (at Short only)
MagRail Carbine 14 R: Heavy 7 2 L 3 2,000 Auto-fire, Accurate 1 (at Short only)
MagRail Pistol 14 R: Light 7 2 M 1 600
High-Energy Weapons

High-energy weapons (plasma and fusion weapons) hurl bolts of superheated gas, which in some cases proceeds to fusion. They are devastating in effect but in many cases require battle dress to operate due to the weight of the weapon and its power supply. Higher-tech weapons include gravitic compensation and can be used by an unarmoured soldier. High-energy weapons require careful maintenance, since a containment failure poses an extreme hazard to friendly personnel.

NAME TL  SKILL DAMAGE CRIT  RANGE ENC Cost (CR) SPECIAL
ISPW 9 Gunnery 16 4 L 10 7500 Limited Ammo 1
PGMP-12 12 Gunnery 20 4 E 10 20,000 Slow-firing 2, Cumbersome 4, Inaccurate 1
PGMP-13 13 Gunnery 24 4 E 9 65,000 Auto-fire, Cumbersome 4
PGMP-14 14 Gunnery 24 4 E 8 100,000 Auto-fire, Cumbersome 4
FGMP-14 14 Gunnery 32 4 E 10 100,000 Slow-firing 2, Cumbersome 4, Inaccurate 1
FGMP-15 15 Gunnery 32 4 E 9 400,000 Auto-fire, Cumbersome 3
FGMP-16 16 Gunnery 32 4 E 8 500,000 Auto-fire, Cumbersome 3
Plasma Rifle 16 Gunnery 12 4 E 6 100,000
Fusion Pistol-17 17 R: Light 9 3 M 4 10,000 Cumbersome 3, Inaccurate 1
Fusion Pistol-18 18 R: Light 10 3 M 3 12,000
Fusion Pistol-19 19 R: Light 10 3 M 2 15,000
Fusion Rifle-17 17 R: Heavy 11 3 L 7 25,000 Cumbersome 4, Inaccurate 1
Fusion Rifle-18 18 R: Heavy 12 3 L 6 30,000 Cumbersome 3
Fusion Rifle-19 19 R: Heavy 12 3 L 5 45,000

Infantry Support Plasma Weapon - Also known as plasma bazooka, this weapon is a rather crude high-energy weapon capable of delivering a loose clot of plasma out to a reasonable range. It takes two full actions to reload.

Plasma Gun, Man Portable - The PGMP-12 consists of a power pack carried on the firer’s back, the weapon itself and a flexible power link. Plasma is contained in the ignition chamber briefly and then released through a magnetically focused field.

Fusion Gun, Man Portable - The fusion gun is similar in design and function to the PGMP, differing only in that it contains the plasma slightly longer until a fusion reaction begins to take place.

TRAVELLER

GENESYS

Melee Weapons

Guns jam, bowstrings snap and ammunition runs out. When it happens, you need a backup. And of course in some situations a hand weapon is the best tool for the job. Hand weapons are legal in most locations and can be as lethal as any laser or projectile weapon, although they lack range.

Blunt Instruments
NAME TL  SKILL DAMAGE CRIT  ENC Cost (CR) SPECIAL
Club/Baton 0 Melee +2 4 1 - Disorient 2
Maul 1 Melee +4 4 4 50 Cumbersome 3, Disorient 3
Sap 2 Melee +2 4 1 30 Disorient 4, Stun Damage
Shock Baton 8 Melee +2 4 1 350 Disorient 2, Stun Damage, Stun 2
Static Maul 11 Melee +3 3 2 650 Cumbersome 3, Disorient 3, Pierce 1
Grav Mace 13 Melee +5 3 5 1000 Cumbersome 4, Disorient 4, Knockdown
Swords and Blade Weapons

Swords and blades can in any form factor - longsword, cutlass, sabre; machete, stiletto, kukri but have the same stats.

NAME TL  SKILL DAMAGE CRIT  ENC Cost (CR) SPECIAL
Dagger / Knife 1 Melee +1 3 1 10
Blade / Machete / Shortsword 2 Melee +2 2 1 45
Sword 2 Melee +3 2 2 150 Defensive 1
Stealth Dagger 8 Melee +1 3 1 175 +bb to detect
Monoblade 8 Melee +3 1 1 1000 Accurate 1, Defensive 1
Static Sword 10 Melee +4 2 2 250 Defensive 1, Pierce 1
Chaindrive Sword 10 Melee +4 1 3 200 Cumbersome 3, Defensive 1, Pierce 1, Vicious 3
Improved Static Sword 12 Melee +4 2 2 450 Accurate 1, Defensive 1, Pierce 2
Monofilament Sword 12 Melee +5 1 2 500 Accurate 1, Defensive 1, Pierce 3
Arc-Field Sword 14 Melee +6 1 3 1,050 Breach, Defensive 1, Sunder
TRAVELLER

GENESYS

Spears
NAME TL  SKILL DAMAGE CRIT  ENC Cost (CR) SPECIAL
Assault Pike 5 Melee +4 4 3 100 Pierce 4, Limited Ammo 1, Defensive 1
Piston Spear 8 Melee +4 4 3 225 Pierce 4, Prepare 1, Defensive 1, Versatile
Sonic Spear 10 Melee 7 4 2 450 Accurate 1, Defensive 1, Versatile
Miscellaneous Close-Combat Weapons
NAME TL  SKILL DAMAGE CRIT  ENC Cost (CR) SPECIAL
Brass Knuckles 1 Brawl +1 4 1 10 Disorient 3
Stunfist 8 Brawl +1 4 1 300 Stun 1
Stunstick 8 Melee 1 5 10 300 Stun Damage, Stun 5
Shock Whip 9 Melee +4 5 3 450 Stun Damage, Unwieldy 4, Ensnare 2, Short range
Knuckleblasters 9 Brawl +5 4 10 150 Prepare 3, Concussive 1
Piston Fist 9 Brawl +3 3 2 75 Disorient 3, Knockdown
Static Fist 10 Brawl +2 3 2 100 Disorient 3, Pierce 1
Chaindrive Gauntlet 12 Brawl +3 2 2 10 Vicious 2
Arc-Field Claw 14 Brawl +4 1 2 650 Breach, Unwieldy 3, Sunder
Tech Levels

Weapons and armour at lower tech levels are less effective against their more advance counterparts. The easiest way to account for this is to modify the Pierce rating.

If a weapon is 5+ TL below armour TL then reduce the Pierce rating by 3.

Conversely if a weapon is 5+ TL above the armour TL then increase the Pierce rating by 3.

These rules should only apply to Combat Armour, Powered Armour and Battle Dress.

TRAVELLER

GENESYS

Armour

Standard Armour Types

Standard armour offers good all-round defence against most attacks, including guns, blades and fists.

NAME TL  DEFENCE SOAK ENC Cost (CR) SPECIAL
Jack 1 0 +1 1 50
Mesh 6 0 +1 1 150
Cloth 7 0 +1 1 250
Flak Jacket 7 0 +1 1 100
Cobbled Tough 8 0 +1 1 150
Ballistic Vest 8 0 +2 1 200
Improved Flak Jacket 8 0 +2 1 300
Protec 9 0 +1 1 350
Torso Protector 9 0 +2 4 1000 b on all physical checks
Diplo Vest 10 0 +1 1 250
Improved Cloth 10 0 +2 1 500
Poly Carapace 10 0 +3 1 10,000 b on all Agility-based checks
Lightweight Poly Carapace 11 0 +3 1 15,000
Ceramic Alloy Carapace 12 0 +3 2 12,000 +1 Soak vs laser, heat and energy weapons
Advanced Poly Carapace 13 0 +4 1 35,000
Anti-Laser and Anti-Energy Armour

Lasers and energy weapons require a special type of protection not afforded by standard types. Anti-Laser and Anti-Energy armour has little value against conventional weapons such as fi rearms.

NAME TL  DEFENCE SOAK ENC Cost (CR) SPECIAL
Fireproof Suit 7 0 0 1 25 +1 Soak vs laser, heat and energy weapons
Ablat 9 0 +1 1 75 +2 Soak vs laser and energy weapons
Reflec 10 0 0 1 1,500 +3 Soak vs laser weapons
Dispersion 12 0 +1 1 2,000 +3 Soak vs energy weapons
Conduit-Bleed 14 0 +1 4 3,500 +4 Soak vs plasma weapons
Neural Sheath 17 0 0 3 8,000 +5 Soak vs psionic damage
Archaic/Low-Tech Armour

Occasionally characters may encounter enemies encased in primitive body armour. Whilst inefficient, it can be effective against melee weapons and some weak firearms.

NAME TL  DEFENCE SOAK ENC Cost (CR) SPECIAL
Breastplate 1 0 +1 2 200 -1 Soak vs projectiles
Mail Hauberk 2 0 +2 3 500 -1 Soak vs projectiles
Full Plate 2 1 +2 4 500 -1 Soak vs projectiles
TRAVELLER

GENESYS

Vacc Suits

Some armour comes as a complete suit and is rarely worn other than complete with helmet and any additional gear (such as air tanks) attached. Suits, if sealed, offer total protection from gas and airborne biological agents. Requires vacc suit training.

NAME TL  DEFENCE SOAK ENC Cost (CR) SPECIAL
Vacc Suit 8 0 +1 4 7,000 bb if not trained
Hostile Environment Vacc Suit 8 0 +2 7 12,000 bbb if not trained
Improved Hostile Environment Vacc Suit 9 0 +2 5 16,000 bbb if not trained
Land Suit 9 0 +1 5 12,000 b if not trained, dolphin suit
Body Pressure Sleeve 10 0 0 1 600
Emergency Softsuit 10 0 0 2 2,000 b if not trained
Emergency Hostile Environment Suit 10 0 +1 4 9,000 bb if not trained
Boarding Vacc Suit 11 0 +2 5 12,000 bb if not trained
Improved Boarding Vacc 12 0 +3 2 20,000 bb if not trained
Improved Vacc Suit 12 0 +2 2 10,000 b if not trained
Rescue Suit 12 0 +3 4 35,000 bbb if not trained
Standard Hostile Environment Vacc Suit 12 0 +2 3 18,000 bb if not trained
Travel Suit 12 0 +2 4 15,000 b if not trained, dolphin suit
Advanced Hostile Environment Vacc Suit 13 0 +3 2 20,000 bb if not trained
Advanced Boarding Vacc Suit 14 0 +4 1 40,000 b if not trained
Tailored Vacc Suit 14 0 +2 1 13,000 b if not trained
Lightweight Hostile Environment Vacc Suit 14 0 +3 1 150,000 b if not trained
Combat Armour

Combat armour is a complete vacc suitlike array of metal and synthetic armour. Combat armour is strictly military and not available on the open market. Requires vacc suit training.

NAME TL  DEFENCE SOAK ENC Cost (CR) SPECIAL
Combat Environment Suit 10 0 +1 1 1,000 bbb if not trained
Combat Armour 11 1 +3 3 200,000 bbb if not trained
Improved Combat Armour 12 1 +4 2 300,000 bb if not trained
Type-D Combat Armour 12 1 +3 3 400,000 Dolphin suit, bb if not trained
Ceramic Alloy Combat Armour 13 1 +3 4 300,000 +2 Soak vs lasers and flame weapons, bb if not trained
Improved Type-D Combat Armour 13 1 +4 2 600,000 Dolphin suit, b if not trained
Advanced Combat Armour 14 1 4 1 600,000 b if not trained
Armour Upgrades

Dolphin Suit (TL 11): Dolphin vacc suits, combat armour and battle dress provide a 100% humidity environment. This allows the Dolphin to operate out of water while still providing it with breathable air. A serious breach in a Dolphin vacc suit, combat armour, water suit or battle dress will eliminate the suit’s ability to keep the Dolphin wet.

Grav Assist (TL 12): This upgrade can be added to battle dress, powered armour or combat amour only. It is fitted with artificial gravity modules allowing the wearer to fly at the cost of Cr. 110,000. The TL 15 version costs Cr. 120,000 but lasts longer. The internal battery can operate for four hours before needing to be recharged. At TL 15, the battery can operate for 12 hours.

TRAVELLER

GENESYS

Powered Armour Suits

Aided by servos, pneumatics and counterweight mechanisms, powered armour suits slightly enhance the wearer’s strength at the cost of having limited use between refuelling or charging. Powered suits, if sealed, offer total protection from gas and airborne biological agents as well as ample radiation shielding. Requires vacc suit training. Brawn increases do not increase soak value.

NAME TL  DEFENCE  SOAK  ENC  Cost (CR) SPECIAL Trait Boost
Mechanical Carapace 9 1 +2 6 10,000 bbb if not trained +1 Br, -1 Ag
Powered Plate 10 1 +3 8 250,000 bb if not trained +1 Br, -1 Ag
Improved Mechanical Carapace 12 1 +3 5 150,000 bb if not trained +1 Br
Ceramic Alloy Powered Plate 13 1 +3 9 450,000 bb if not trained
+2 Soak vs lasers and flame weapons
+1 Br, -1 Ag
Advanced Powered Plate 14 1 +4 6 1,500,000 b if not trained +2 Br, -1 Ag
Grav-Enhanced Powered Plate 15 2 +4 7 4,000,000 b if not trained +2 Br, -1 Ag
Battle Dress

Representing the ultimate in individual protection, Battle Dress can be considered to be an advanced and powered version of combat armour, though it is constructed very differently. Battle Dress enhances the strength and senses of individuals wearing it with variable feedback personal controls, servo-powered limbs and various kinds of electronic assistance.
Characters wearing battle dress are treated as having enhanced characteristics for the purposes of carrying and combat but not for taking damage. The basic model does not come with any weapons built in; troops are usually armed with the best small arms and energy weapons available.
Without proper training wearing battle dress is a clumsy affair requiring a maneuver each round unless standing still. Even then setback dice are applied depending on the level of complexity. Brawn increases do not increase soak value.

NAME TL  DEF  SOAK  ENC  Cost (CR) SPECIAL Traits Enc Skill
Basic 13 2 +4 6 2,000,000 +bb if not trained +1 Br, +1 Ag +6 +b on Warfare
Advanced 14 2 +1 -2 +1,500,000 Upgrade available to all TL13 variants +1 Br +2 +b on Warfare
Artillery 13 2 +5 8 2,750,000 +bbb if not trained,
+d with hand-held weapons
+2 Br, +1 Ag +8 +b on Warfare
Close Support 13 2 +4 8 4,250,000 +bbb if not trained +1 Br, +1 Ag +6 +b on Warfare
Combat Pioneer 13 2 +5 9 6,000,000 +bbb if not trained +1 Br, +1 Ag +8 +b on Warfare
Command 13 2 +4 6 3,800,000 +bbb if not trained +1 Br, +1 Ag +4 +b on Warfare,
+b on Leadership
Electronic Warfare 13 2 +4 7 2,500,000 +bbb if not trained +1 Br, +1 Ag +6 +b on Warfare
Logistics 13 2 +4 7 1,750,000 +bb if not trained +2 Br, +1 Ag +12 +b on Warfare
Missile 13 2 +4 9 7,000,000 +bb if not trained,
+d with hand-held weapons
+2 Br, +1 Ag +8 +b on Warfare
Scout 13 1 +4 5 4,000,000 +bb if not trained +1 Br, +1 Ag +4 +b on Warfare
Ceramic Alloy 14 2 +4 7 4,500,000 +bb if not trained,
+2 Soak vs heat weapons
+1 Br, +1 Ag +6 +b on Warfare
Type D 13 1 +3 5 1,472,700 +bb if not trained, dolphin suit, grav Br +1, Ag +1 +2 +b on Warfare,
+b on Athletics
Type D-II 14 2 +4 4 3,000,000 +bb if not trained, dolphin suit, grav Br +1, Ag +2 +4 +b on Warfare,
+bb on Athletics
TRAVELLER

GENESYS

Grenade Launchers

Type Range Cost (Cr) Damage Special
Thrown S x1 By grenade type Use Ranged [Light] for attacks
Launched L x2 By grenade type Both underbarrel and stand-alone
RAM E x3 By grenade type Rocket-Assisted Multipurpose

Grenades

Type TL Cost (Cr) Damage Special
Aerosol 9 100 Limited Ammo 1, +bbb to all laser attacks in Short range
Baton/Stunbag 9 25 4 Stun damage, Knockdown, Limited Ammo 1
Dynamite 5 75 8 Blast 6, Limited Ammo 1
EMP 10 100 - Overload 2, Synthetic Killer, Limited Ammo 1
Flashbang/Stun 8 150 6 Blast 4, Stun damage, Concussive 2, Limited Ammo 1
Fragmentation 6 150 10 Blast 8, Limited Ammo 1, Frangible
Gas (Nerve) 9 750 - Deploys nerve agent in Short range, Limited Ammo 1
Gas (Poison) 9 400 - Deploys poison in Short range, Limited Ammo 1
Gas (Tear) 7 75 - Choke 3, Limited Ammo 1
Gas (Tranq) 9 100 - Stun 10, Blast 10, Limited Ammo 1
High Explosive 7 200 12 Blast 10, Limited Ammo 1
HEAP 8 150 12 Blast 10, Pierce 2, Limited Ammo 1, Launcher or RAM only
Illuminating/Flare 6 25 2 Burn 1, Limited Ammo 1
Incendiary 7 30 6 Blast 4, Burn 4, Limited Ammo 1
Multiple Projectile 8 80* 12 Blast 10, Limited Ammo 1, Dmg drops by 2 per range band, Launcher or RAM only
Plasma 10 50 10 Blast 10, Breach 1, Limited Ammo 1
Smoke 6 75 - Limited Ammo 1, +bbb to all laser attacks and visual sensors in Short range
Smoke (Thermal) 7 125 - Limited Ammo 1, +bbb to all laser attacks, visual & thermal sensors in Short range
Smoke (Multispectral) 8 250 - Limited Ammo 1, +bbb to all laser attacks, visual, thermal & radar sensors in Short range

Weapon & Armour Customisations

The Item Attachments and Hard Points alternate rules in the Genesys core book can be used. Each item has a number of hard points equal to half of its encumbrance value, rounded up. The below SWRPG attachments can be used.

Augmented Spin Barrel: May only be used on Laser rifle weapons. Cr1750
Balanced Hilt: Cr1500
Blaster Actuating Module: May only be used on Laser pistol weapons. Cr500
Bipod Mount: Cr50
Filed Front Sight: Cr25, or free if you do it yourself
Forearm Grip: Cr250
Marksman Barrel: May be applied to any Gauss or Laser rifle. Cr1200

 

Mono-molecular Edge: Cr1000
Multi-Optic Sight: Cr2000
Shortened Barrel: May be applied to any non-Gauss pistol. Cr250
Spread Barrel: May be applied to any Laser rifle or carbine. Cr1725
Under-Barrel Grenade Launcher: Cr1000
Under-Barrel Flame Projector: Cr1500
Telescopic Optical Sight: Cr250
Tripod Mount: Cr100
Weapon Sling: Cr100
Weapon Harness: Cr500
Weighted Head: Cr250
Superior Weapon Customisation: +200% to weapon cost. To successfully upgrade a weapon to superior requires a Daunting Mechanics check, upgraded twice (ccdd). A failure results in the upgrade not working and cannot be tried again. A failure with a despair results in the loss of the weapon.

TRAVELLER

GENESYS

Drones

Drones are automated devices with rudimentary intelligence-simple robots, in other words. They can perform uncomplicated actions such as scouting, recording footage, or searching for predetermined items or persons. A character can control a drone directly through a linked hand computer or similar device.

Commanding a drone generally requires a maneuver, though more complex commands might require an action and a Computers check. At the GM's discretion. Especially convoluted orders might require far longer to program.

Drones function much the same way that vehicles do, with the addition of Pilot and Expert programs that allow them to function semi-autonomously. They function on personal scale rather than planetary scale.

Pilot Programs

A drone’s Pilot program isn’t so much a program as a type of firmware that measures the drone’s flexibility and intelligence. Most drones, if left to their own logic, are not to terribly bright but enthusiastic.

A Pilot rating acts as the drones only attribute while expert programs provide the skill ratings. Together they form the drone’s dice pool when operating independently.

When directly controlled by a remote operator their Pilot program is ignored.

Expert programs

Expert programs grant drones skill ranks. Some expert programs are specific to a drone type or weapon carried, so transferring a Ranged [Heavy] expert from a combat drone to a probe drone would prove incompatible. Many drones start with their own onboard expert programs.

Most skills can be transferred to expert programs, for example: adding Knowledge skills to a combat drone makes it a floating, shooting encyclopedia; Driving for a personal drone gives you the perfect designated driver; a cargo robot with Brawl and Vigilance can protect your warehouse.

When directly controlled by a remote operator Expert programs provide a Boost to relevant rolls.

Drone Combat

Drones fight like characters, using their Pilot attribute and Skills. They have Soak and System Strain based on their model, as well as hardpoints for equipment. An operator may use their own skills with the drone’s sensors, speed, and weapons. Drones use their Pilot attribute alone for tests they may have to make that they do not have expert programs for.

 
Cargo Robot (TL 11)

These simple, heavy-duty robots are found in starport docks and on board cargo ships. They have enough intelligence to unload crates but are easily confused by unexpected situations. When confused they shut down unless given direct commands, to ensure they don’t accidentally damage anything with their massive strength. Cargo drones can be constructed as low as Technology Level 9 but their utility is extremely limited until the invention of Intellect programs.

1 3 -1 1 0 3 1 1

Weapons: Crushing Strength (Brawl; Damage 6; Crit 5; Range Engaged)
Cost: 75,000 Credits

Repair Robot (TL 11)

Shipboard repair robots are small crab-shaped machines that carry a variety of welding and cutting tools. They scuttle around tiny access tunnels but also crawl over the exterior hull to conduct repairs and maintenance.

2 0 +2 1 0 1 1 1

Expert: Mechanics 1
Talents: Solid Repairs 1
Equipment: Integral System (mechanical toolkit)
Weapons: Micro-tools and drills (Melee; Damage 2; Crit 3; Range (Engaged]; Pierce 2)
Cost: 10,000 Credits

Personal Drone (TL 11)

This is a small floating globe about thirty centimetres in diameter. It is equipped with holographic projectors which can display the image of a person, allowing a character to have a virtual presence over a great distance.

1 0 +2 1 0 1 1 1

Equipment: Integral System (comm, audio/visual), Integral System (grav floater), Integral System (TL 11 holographic projector)
Cost: 2,000 Credits

TRAVELLER

GENESYS

Probe Drone (TL 11)

A probe drone is a hardened version of a personal remote, armoured and carrying more sensor packages. They have an operating range of five hundred kilometres, and can fly at a speed of 300 kph.

1 1 +2 3 0 3 3 3

Expert: Perception 1
Equipment: Integral System (comm, audio/visual), Integral System (grav belt), Integral System (TL 11 holo projector), Integral System (every sensor at TL 11 and below)
Cost: 15,000 Credits

Autodoc (TL 12)

An autodoc is a specialised, immobile medical robot, which is often installed inside vehicles or spacecraft. Autodocs are traditionally exempt from laws against robotics because of their superior utility.

2 0 -2 1 0 1 1 1

Expert: Medicine 2
Equipment: Integral System (TL 12 medikit)
Weapons: Surgical Tools (Melee (small blade), 1d6 damage)
Cost: 40,000 Credits

Combat Drone (TL 12)

Combat drones are little more than flying guns mated to a grav floater and a computer system. The most common combat drone mounts a PGMP or assault rifle but any weapon can be mounted and many makes of combat drone feature a modular arrangement that makes changing the gun an Easy (d) Mechanics check. Autonomous combat drones are illegal on many worlds.

2 0 +1 2 0 4 4 4

Expert: Ranged [Heavy] 1
Traits: Integral System (grav floater), Integral Weapon (any)
Weapons: Any gun
Cost: 90,000 Credits plus the cost of the weapon (the Integral Weapon upgrade is included)

 
Servitor (TL 13)

Servitor robots are expensive humanoid robots who are programmed to act as butlers or servants to the nobility. Many servitors are ostentatiously or whimsically decorated; others are secretly equipped with hidden weapons and combat programs..

3 1 +0 1 0 2 2 2

Expert: Charm 1, Education 1
Traits: Computer/3 (running Intellect/1 and Expert Steward/2 – servitors also have Expert Diplomacy/2 and Translator/1 available should they be necessary)
Weapons: Robot Punch (Melee (unarmed), 1d6 damage)
Cost: 120,000 Credits

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.

2 1 +0 1 0 2 2 2

Expert: Explosives 1, Perception 1
Traits: Can safely set off a pressure or trip-based mine with an Average (dd) Explosives check.
Costs: 95,000 Credits

K-19 Assistance Drone (TL12)

K-19 is a quadruped robotic drone designed to be the perfect assistant for any freight or trader crew chief. Serving its role as a guardian, chemical sniffer, audio recording device and video monitor all at once, the K-19 is a multi-purpose tool that also serves as the perfect pet on long journeys – it does not eat or need to be cleaned up after! Most K-19s are made of high-density polymers and durable fabric but there is an upgraded lifelike skin available for a moderate fee.

2 0 +2 1 1 2 2 2

Expert: Vigilance 1, Perception 1, Athletics 1
Traits: +bb to detect hazardous materials
Equipment: Integral System (A/V recording)
Weapons: Bite (Brawl; Damage 5; Crit 4; Range Engaged)
Cost: 25,000 Credits + 2,500 for realistic skin

TRAVELLER

GENESYS

New Qualities

Choke (Passive)

The target, and all engaged characters (friend or foe), must pass a Resilience check with a difficulty equal to this weapon’s Choke rating; those that fail suffer 2 strain for each f result. Wearing a breathing apparatus will improve the chance of success, or even negate the requirement for a check to be made at all - this is up to the GM’s discretion.

Click-Click (Active)

The GM may spend hhh to have this weapon run out of ammo.

DSAP (Passive)

Discarding Sabot Armour Piercing rounds are a more advanced armour-piercing round which can be used only from high-velocity longarms such as rifles, carbines and gauss rifles and their larger support equivalents.
Adds Pierce +1 to weapons loaded with this ammunition. Damage does not change.

Frangible (Passive)

Armour soak is doubled against damage from these weapons. Often paired with Vicious on flechette weapons. They are also used for ship-board combat to avoid hull breaches.

Overload (Passive)

The target (or impact point), and all engaged characters (friend or foe), suffer damage to all electronic (or electronically enhanced) equipment they possess equal to the weapon’s Overload rating.

Reliable (Passive)

This weapon ignores any imposed b on it due to being damaged. Any repairs attempted on this weapon apply b to the check.

Synthetic Killer (Passive)

Synthetic targets (robots, androids, cyborgs, etc) hit by a weapon with this quality, must pass a Hard (ddd) Resilience or Computers check; those that fail suffer 2 strain for each f result.

Suppressive (Passive)

The target, and each character (friend of foe) engaged with them, suffers an amount of strain damage equal to value of this quality.

Versatile (Passive)

This weapon may be used one handed, although when it is it gains the Cumbersome 3 quality.

New Rules

Rejoining the Fray

A character has the option of attempting to rejoin the battle after exceeding his wound threshold. A character may make a Hard (ddd) Resilience check (upgrade difficulty once for every 5 points over wound threshold) once per round they are unconscious and consult the following table:

Roll Result
f d Take one critical hit per d and one point of damage per f
f Suffer one wound per f
f t Upgrade ability pool once per t; suffer one wound per f
s d Upgrade difficulty once per d
s Heal one wound per s to a maximum of WT +1
s t Reduce damage to WT; regain consciousness but upgrade any checks twice (-1 per t)

a and t can be spent to apply b or b on subsequent rolls.

You can regain consciousness like this once per encounter.

Sources

SWRPG

  • Edge of the Empire / Age of Rebellion
  • Special Modifications

Mongoose Traveller

  • Core Rulebook
  • Supplement 4: Central Supply Catalog
  • Book 2: High Guard
  • Alien Module 1: Aslan
  • Alien Module 3: Darrians
  • Alien Module 5: Solomani
  • Book 7: Merchant Prince

GURPS Traveller

  • Traveller
  • Alien Races 1
  • Alien Races 2
  • Alien Races 4
  • Humaniti

Internet

Traveller is copyright Far Future Enterprises.

Star Wars RPG is copyright Fantasy Flight Games.

TRAVELLER

GENESYS