Traveller - Classic - Game 03 - Azhanti High Lightning - Counters and Charts PDF

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The text includes tables listing weapons, their ammunition and effective ranges, the effects of damage die rolls, and actions with their associated AP costs.

The weapons table lists various firearms like pistols, rifles, shotguns and their effective ranges at short, long and extreme distances. It also includes ammunition types.

The damage table indicates that die rolls of 3 or lower have no effect, 4-7 result in light wounds, 8 or higher in serious wounds, and 12 or more cause death. It also lists modifiers for armor, weapons and other factors.

MELEE TABLE

WEAPONS TABLE ---------Range ------------ Die ---------Melee Factor Differential ----------


Ammo Weapon Effective (8+) Long (lo+) Extreme (12+) Roll -6 -4 -2 0 +I +5
+3 +7 +9
6 Body Pistol 6 ( 1) 12 ( 0) 20 ( 0) 1 - - - - - -stun stun LW
6 Snub Pistol - Tranq 6 ( 0) 12 ( 0) 20 ( 0) 2 - - - - - stun stun LW LW
- Gas 6 ( 0) 12 1 0 ) 20 ( 0) 3 - - - - stun stun LW LW LW
- HE 6 ( 2) 12 ( 2) 20 ( 2) 4 - - - stun stun LW LW Unc Unc
- HEAP 6 ( 4) 12 ( 4) 20 ( 4) 5 - stun stun stun LW LW Unc Unc Dead
15 Automatic Pistol 10 ( 1) 20 ( 0) 50 ( 0) 6 stun stun LW LW LW Unc Unc Dead Dead
6 Revolver 12 ( 1) 24 ( 0) 50 ( 0) Note: A differential of less than - 6 is no effect; a differential of greater than +9
10 Carbine 60(2) 120(1) 200(0) is treated as +9.
30 ( 4)
Assault Rifle 120 ( 2) +2 240 ( 1) +1 400 ( 0) +1 If in vacc suit, down one column. I f robot defender, down two columns. I f in
20 ( 4)
@ACR - Discard Sabot 300 ( 4) +2 600 ( 2) +1 -- combat armor, down two columns.
- HE 200 ( 2) +2 400 ( 2) +1 600 ( 2) +O
20 ( 4) Rifle (&Auto Rifle) 200 ( 3) +3 400 ( 2) +2 600 ( 2) +1 ACTION POINT COSTS TABLE
30 ( 4) Submachinegun 20 ( 2)+4 40 ( 1 ) + 3 60 ( 0 ) + 1 Action AP Cost Action AP Cost
10 Shotgun 30 ( 3) +5 60 ( 0) +2 -- walk directly forward. .......... .2 move through hatch
Laser Carbine 120(5) 240(3) lOOO(1) walk diagonally forward . . . . . . . . . .3 -wearing vacc suit. .......... .4
@LaserRifle 600 ( 6) 1200 ( 3) -- trot directly forward ........... .1 -wearing combat armor ....... .4
40 ( 4) @GaussRifle 403 ( 6) +3 800 ( 3) +2 -- trot diagonally forward. ........ .l% -wearing battle dress ......... .4
15 ( 3) Accelerator Rifle 20 ( 2)+2 40 I 3)+1 60 ( 1)+O turn 90 degrees -all others. ............... .2
5 LAG - HE 200 ( 3) 400 . 3) 600 ( 3) -walking or stationary. . . . . . . . .1 move through door or valve. . . . . . . .O
- Discard Sabot 220 ( 6) 440 4) .
800 ( 2) -trotting. ................ .2 activate lift. . . . . . . . . . . . . . . . . ..2
- Flechette 50 ( 2) +3 100 1 0) +1 -- sidestep or backstep. . . . . . . . . . . . .4 jump down one level . . . .see rule 8.C.1
3 ( 3) @4cmRAM - H E 200 ( 4) +4 400 1 4) +3 600 ( 4) +2 evade . . . . . . . . . . . . . . . . . . . . . .6 swing down one level ... .see rule 8.C.2
- HEAP 200 ( 8) +4 400 I 8) +3 600 ( 8) +2 traverse close machinery. . . . . . . . . .6 drag character. . . . . . . . .see rule 8.C.8
-
Flechette 100 ( 2 ) + 4 200 1 ) + 3 400 ( 0 ) + 2 ........
open or close sliding door .2 covering fire. . . . . . . . . . . . . . . . ..3
100 (10) Light Machine Gun 400 ( 3)+4 800 \ 2 ) + 3 1200 ( 1 ) + 2 break down door. . . . . . . . . . . . . . .6 aimed tire . . . . . . . . . . . . . . . . . . .6
200 (10) @AutoCannon- HE 1000 ( 4) +5 2000 ( 4) +4 3000 ( 4) +2 ..........
open or close iris valve .2 snap shot. . . . . . . . . . . . . . . . . . . .3
-
Discard Sabot 1500 (10) +4 3000 ( 8) +3 4000 ( 4) +1 cycle air lock ................ .6 throw grenade. . . . . . . . . . . . . . . . .6
40 @PlasmaGun, PGMP-12 200 (10) 400 ( 8) 650 ( 4) open or close hatch . . . . . . . . . . . . .6 move through congestion . . . . . +1 per
@PlasmaGun, PGMP-13/14 300 (12) 600 ( 8 ) 1000 ( 4) open or close maintenance hatch . . . .6 active character
@FusionGun, FGMP-14/15 300 (14) 600 (10) 1000 ( 6)
lOOO(100) @VRFGauss Gun 1000 ( 8 ) +9 2000 ( 6) +6 3000 ( 4) +3
Satchel Charge (30)
indicates vision enhanced (see rule 23).

DAMAGE TABLE Note: All direct hit wounds (not collateral


Die Roll Effect . damage) from HE or HEAP rounds becomes
3 or less no effect one level more serious. Light wounds become
4 light wound serious; serious wounds become death. No
5 light wound effect remains the same.
6 light wound
7 light wound D I E ROLL MODIFICATIONS: Damage
8 serious wound General: Plus weapon penetratio.~rating.
9 serious wound Armor: Mesh, -2. Flak Jacket, -4. Cloth,
10 serious wound -6. Combat Armor. -8. Battle Dress, -10.
11 serious wound Ablat, 6 (laser fire only). Reflec, -10 (laser
12 or more dead fire only).

Azhanti High Lightning


Light
Wound
Light
Wound
I I I
Light
Wound
Light
Wound
Light
Wound Wound Wound
I I I 1
Light
Wound
Light
Wound
Light
Wound
Light
Wound
Light
Wound
Light
Wound
Light
Wound
! Light
Wound

Light
Wound
I
Light
Wound
A
Light
Wound
Light
Wound
Light
Wound
Light
Wound
Light
Wound
4
Light
Wound
Light
Wound
-
i
Light
Wound
Light
Wound
I
Copyrighi @ 1980. Game Daignerr' Workshop. All ri@hts m a d . Plinted in USA.

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