Traveller 5th Edition 02 Introductions
Traveller 5th Edition 02 Introductions
William H. Keith, jr
The Traveller universe has been a community of friends since even before its first publication. Traveller players are a
unique and diverse group who enjoy the opportunities the game provides them for camaraderie and imagination.
Lamentably, some of our friends are no longer with us, but their memory remains…
E. Gary Gygax
1938-2008
All role-players owe a debt of gratitude to Gary Gygax. It was his pioneering of the recreational role-playing genre with
Dungeons & Dragons that created the modern role-playing game. In the long view, he ranks with H.G. Wells (whose Little
Wars pioneered military battle games) and Fred Jane (whose Jane’s Naval Wargame pioneered sea battle games).
Dungeons & Dragons had a strong and lasting influence on Traveller.
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1
Don McKinney
Preface
This volume may seem daunting: hundreds of pages about the universe of the
future. Where should you start? What material is new? What has changed?
This is a daunting volume, more than ten years ( in some respects more than that ) in the making. There was a point when
the text flowed non-stop evening after evening almost directly into the original Little Black Books. The concepts that went into
those three books have come back time and again, to be revised, expanded, and elaborated upon. A few words about
mercenaries and the military became a major emphasis in Traveller; a few more worlds about space navies became another
emphasis.
This text takes so many of the ideas from the original Classic Traveller and all that followed it, and brings them to maturity.
It helps to point out some of the advances and details in this volume, rather than make you dig for them.
The Foundations
We lay out early many basic concepts that come back time and again.
The chapter on Dice provides the statistical expectations for die rolls: to help player Standard Die Rolls
make better choices. Then it defines the types of die rolls that will be used throughout Standard Die Roll Terms
these pages: rather than define them again and again as they come up. We introduce Probabilities of Die Rolls
terms like Assets and Target Number and Mod and DM. We introduce standard rolls, Flux
and special purpose rolls, and a new one: Flux.
We cover Traveller’s traditional hexadecimal “use letters as numbers” concept now Ehex
labeled Ehex.
We define what a ton is (it’s the volume of 1000 kilograms of liquid hydrogen) and The Ton
how its used to measure cargo, and ship size, and more.
We define the values for Range Bands: in fact, we define several different types of World Range Bands
Range Bands for use on worlds, for use in space, for calculating altitudes, and even Space Range Bands
social distance (see the chart for Fame). Flyers can fly at specific altitudes; starships Attitudes on Worlds
can skim gas giants at specific altitudes; submarines can dive to specific depths. Depths of Oceans
We define what money is: the Credits that characters carry in their pockets; the The Depths of Gas Giants
MegaCredits that business and companies spends, and the Aryu that worlds use in
their budgets. Money
We also define Benchmarks for money: how much a person needs to live on; how Credits, MegaCredits, and Aryu
much a person can earn at various jobs; how much common items cost. We also
address Benchmarks for Sizes: we discuss how big some things are, and then assign Benchmarks
number values to them. Costs
The preliminaries define early in the text some very basic concepts that are helpful Values
for players. Sizes
Characters
We took a careful look at the six personal characteristics and defined them in detail. Characteristics
Earlier Traveller aliens had alternative characteristics, and we have expanded that Alternative Characteristics
concept to include alternative or analog characteristics for some non-humans. We also Sanity
defined two secret (or at least obscure) characteristics: Psi and Sanity. Psi
We considered a wide variety of career types and narrowed them down to 13: any
other career is really just a subset or a specialization of these 13. We defined how to 13 Basic Careers
create homeworlds; what sorts of education are available; what benefits accrue when a
character retires.
Yet the basic concept of career resolution for characters remains: updated, refined,
but still recognizable to veteran Traveller players. Genetics
We have added Genetics. A character can record genetic information during Geneering
character generation, or discover it later through genetic testing. Genetics allows
characters to establish a link with characters (ancestors, descendants) in other milieux.
Genetics is also a basis for Geneering.
We provide detailed rules for Clones, including Life Insurance. We go beyond Clones
clones to address Chimeras and Androids. Chimeras
Androids
We address (at length) Sophonts: aliens of all sorts and types, including the ability
Sophonts
to create new sophonts (or import your favorites) with relative ease.
Basic System Mechanics
The central mechanics of Traveller remain the detailed task resolution system and Task Resolution
its companion skill set. A defined set of skills is paired with an unlimited set of Skills
knowledges: characters can turn their attention to anything they want and find the task Knowledges
system supports them. We have implemented Talents: special abilities for non- Talents
humans.
Some details may seem superficial: Birthdays, for example. But the character’s Birthdays
birthday provides a recurring time for that character to evaluate experience and Experience
increase abilities.
We have defined how the senses work: a character can ask “Can I overhear that The Senses
conversation?” or, “Can I see anyone through this haze?” and get a reasonable
answer. We have defined two alien senses which non-humans may make use of. And
having defined how the senses work, we have provided the ability to reasonably
determine how binox and sound amplifiers work.
We have defined a system for evaluating the Quality and performance of objects. Quality
Calling a rifle High Quality means something; saying a communicator is Easy-To-Use
also means something. It’s possible to find a device and find its dangerous to use, or
buy a computer that is extremely reliable. The QREBS System (for Quality, Reliability The QREBS System
Ease-of-Use, Bulk, and Safety) defines a range of characteristics for equipment.
We have refined the Interpersonals from MegaTraveller into Personals: a system, Personals
for interaction with Non-Player Characters. Personals guide a Referee as he role-plays
a Patron or a casual encounter.
Combat
The Traveller Combat System implements a two stage process of weapons Personal Combat
attacking, penetrating armor, and finally inflicting wounds. The system is easy to use
and provides detailed information about injuries to characters. Non-Bullet Weapon effects
We have implemented a wide range of weapon Effects: Acid, Burn, Hot, Cold,
Electric Shock, Infection, as well as traditional Bullets. Non-Lethal Weapons
In response to the weapon Effects, we have implemented protections which resist
them: Insulation (protecting against Hot and Cold and Electric), Sealed Environments, Armor and Protections
SoundProof, RadProof, and more.
Effects which penetrate Protections inflict injuries on characters and damage to Injuries to Characters
vehicles. Injuries produce reductions in Characteristics. Damage affects locations
based on a Hit Location Chart. If the damage is not too severe, it can be repaired after Damage to Vehicles
the battle.
- -
A powerful Computer system produces networked computers on-board ships.
integrated with Software and Computer Architecture that allows sophisticated computer Computers
operations and artificial intelligence. Software
The system creates a powerful interaction between the design choices of the Naval Computer Architecture
Architect and the final values on the ShipSheet (the Ship Damage Sheet) used in
Space Combat.
The Ship Design System also introduces the logical technological extensions of Advanced Drives
drives and power plants: Anti-Matter Plants and Energy Collectors, the Hop and Skip Advanced Power Plants
Drives, and NAFAL.
Space Combat
The Space Combat system produces a clearly defined procedure for resolving
attacks.
Combat uses Range Bands with clear definition of what weapons can attack when. Ramming
Missiles launched from far away attack in the next (or later) turn. Ships can ram Kinetic Kill Missiles
targets. We have introduced Kinetic Kill Missiles, Nukes, Battery Fire, and allocation of Nukes
some weapons to Anti-Missile Mode. Ortillery Bombardment
DataCasters can try to insert viruses in enemy ships. CommCasters can co-ordinate
attacks by multiple ships. Ortillery can bombard worlds.
Space Combat normally hits specific parts of ships: a turret, the drives, the bridge. Hit Locations
But some hits (if big enough) can blow a ship up. Critical Hits
- -
Technology
While based on traditional technology levels in Traveller, the Technology chapter All Tech Levels Defined
defines all possible tech levels, including the theoretical maximum Tech Level (Z) and
its repercussions on the universe in general.
The Technology chapter also details creating objects at higher than their normal TL Experimental Devices
(as Improved or Advanced devices) or lower (as Prototypes or Experimental). Tech
Level for objects becomes a range rather than a point on a scale. Advanced Devices
Advanced Technology is defined and used consistently in this edition to a far greater
degree than ever before.
Psionics
The entire Psionics system has been rationalized and defined to make it useful and Psionic Senses
usable (for those who dare pursue its secrets). Psionic Senses mimic the real senses; Psionic Actions
Psionic Actions are clearly defined.
Sophonts
Our extensive sophont creation system produces detailed non-humans: some are Complete Alien Creation
very near human; others are strange and fantastic. The range from small intelligent
creatures to huge lumbering but intelligent beasts. Their many differences present
intriguing challenges to players who take them on as characters.
- -
Traveller Is About Travel
Most people never venture beyond the familiar boundaries of their village: they live their lives close to home. They
pursue honorable goals; they raise families; they sustain the fabric of society and economy that drives civilization. But
they also fade into obscurity.
Adventure comes only to the bold: to those who move, who travel, who act.
Players want to know about the universe… about other Travel without danger is mere tourism: it’s no more than
worlds and other cultures, about space travel and aliens, casual viewing of interesting locations.
about fantastic technology and incredible science. The element of danger is what transforms travel into
Traveller gives player the opportunity to fulfil that quest. adventure.
Traveller is about the human condition. Traveller is about risk and reward.
“We travel to try to outrun death, attempting to “Shall we rise again to be lords of space and the
see all of the sights creation has to offer before the rangers of the star lanes?” he wondered. “Do we
day comes that we can see no more.” begin this day a second cycle leading to another
Clif empire?”
He was a little startled when Zicti’s thought
Players encounter strange worlds, alien races, and answered his. “It is just history, my boy, history. We
exotic cultures, but they always see them through human fashion that whether or no. But there is a very old
eyes. saying known to my people--- ‘When a man comes
Aliens so random, so incomprehensible, or so illogical to the end of any road let him remember that the
that players cannot understand them serve no useful end is not yet and a new way shall open for him.’ “
purpose. Kartr turned his back upon the Hall of Leave-
On the other hand, many alien cultures are puzzles: Taking and ran lightly down the eroded steps. The
careful attention slowly reveals the underlying logic of wind was chill but the sun was warm. Dust puffed
their behavior and their values. Well-thought-out alien up from beneath the marching feet.
cultures stimulate thought and, ultimately, promote “Yes, the end is not yet! Let us go!”
understanding. A warrior race makes us think about Andre Norton,
violence and how we perceive it. A world that prohibits Star Rangers
music forces us to examine the value of music in our own
society. Gains by chance are no more than lottery prizes; true
Traveller is a journey of understanding about what it rewards come when players make plans, take risks, and
means to be human. act boldly in pursuit of their goals.
- -
The Galaxy (also Our Galaxy, the Milky Way Galaxy, Galaxias, or Dakhaseri1) is the
barred spiral galaxy which is home to Humanity. It is 30 kiloparsecs in diameter, approximately
3 kiloparsecs thick at its center, and contains an estimated 200 billion to 400 billion star
systems.
The Galaxy is almost as old as the universe: its oldest stars date mere millions of years after
the beginning of time. The majority of its stars, however, are between 6 and 10 billion years
old.
The Galaxy has held life from its earliest moments. There is evidence that even the earliest
stars had planets and that those planets generated the primordial soups that breed life.
Wherever life can appear, it does appear.
1
Dakhaseri. Literally, Audience of Stars. There is an ancient Vilani story of meritorious souls being allowed to watch the
events of the world.
A Brief History of the Universe
The universe teems with life: everywhere, worlds coalesce from gas and stardust;
everywhere, life begins; everywhere, life evolves toward intelligence. On some of
those worlds, intelligence reaches for the stars, and on some of those worlds,
intelligence succeeds.
The history of the universe is the history of the exploits of many different intelligent species and their interactions (a
euphemism for expansion, aggression, and conflict ) with other intelligent species.
This history is divided broadly into milieux (the singular is milieu) or eras dominated by a few intelligent species and a few
important controlling facts. Each milieu is focused on some specific step in the progress (or sometimes the decline) of
interstellar civilization. And each milieu has a long-lasting and profound influence on future generations.
- -
How The Universe Works
1 Communication is limited
to the speed of transportation.
Y
Valuable Benefits for Traders’ Guild Members:
The Trade Route Data Pool
Discounted Life Insurance Program
Up-To-Date World Reports
TAS Accommodations Discount
A Human-Dominated Universe. Through a combination Wheels Within Wheels. The quest for meaning is always
of fortuitous accident and strong-willed effort, humanity has fruitful in the Traveller universe. Events, ideas, concepts,
reached a position of dominance in the universe. Three and beliefs are shaped by environments, but they are also
distinct groups of humans (the Vilani, the Solomani, and the shaped by the thinkers themselves. And as those thinkers
Zhodani) have each created empires that span thousands of (readers, players, or viewers) learn and mature, they begin to
stars and trillions of citizens. In addition, more than a hundred have new insights into their beliefs. For example, the casual
additional human societies are scattered among the stars; player knows the Imperial beliefs about the Zhodani (that they
each is, in its own way, a commentary on the strengths and are an evil empire intent on destroying the Imperium). Over
the particular weaknesses of the human condition. time, some players may see these Zhodani as humans with
families, goals and desires just like other humans. With time,
Although the universe is cosmopolitan, it is human some players may see some Zhodani as inherently good.
dominated primarily in order to retain an element of And over time is it possible to see that some Zhodani are still
familiarity for the players. evil. In the Traveller system, Wheels within Wheels
constantly shows new ideas and new facets of old ideas to
Duty, Honor, and Loyalty. Interstellar society naturally the participants.
values people (human or not) on whom it can depend: those
who are loyal and who faithfully do their duty are the ones to Crucial to the Traveller adventure concept is the idea
whom society awards responsibility. A natural nobility arises that the rationale behind events or situations has a
of those leaders of society who faithfully and with innovation surface explanation, but when examined fully there are
follow the orders of their superiors. At the same time, often deeper explanations which in turn give a greater
superiors have learned to express their orders in the most understanding of how the universe works.
general of terms: to give greater freedom of action.
ADVENTURE!
People with responsibilities are expected to act Above all, this universe is filled with adventure. Individuals
responsibly. If they do not, they won’t hold their positions can own starships and travel on their own to distant worlds.
for long. Individuals can undertake literally world-shattering missions
whose results depend on their personal courage and
There Is No “Prime Directive.” Interstellar governments resources. Individuals are the key to discovery, progress, and
have never felt it their duty to impede development, the turning points in history.
especially economic development. No government has ever The Traveller system addresses adventure through three
promulgated the “Prime Directive” (that undeveloped cultures specific areas:
and societies be allowed to develop without interference until
they can enter the community of interstellar civilizations). Casual Players
Instead, economic forces have driven the development of Any role-player can play Traveller. The concepts are
those worlds rich in natural or exploitable resources, and intuitive: travel, exploration, interaction, negotiation, combat,
have retarded the development of worlds without resources. and all kinds of tasks. Individuals can role-play diverse
characters or they can play themselves.
Players are not hampered by artificial rules restricting Casual players can be so casual that they know nothing
what they can and cannot do. about the game system at all, leaving it to the referee to
handle the details.
Everything Is Driven By Economics. Economics is not
strictly the study of finance; it is the study of making choices Detailed Role-Players
from limited possibilities. Regardless of the pronouncements Traveller provides dedicated gamers the opportunity to
of political, moral, or cultural leaders, action in this universe role-play complex characters with strong motivations and
takes place because it will produce some economic intricate backgrounds. The Traveller system can be as
advantage. Economic advantage generally means rewards in casual or as rich as the participants want it to be.
a monetary sense, but it can also mean rewards in political or
social power. Systems Engineers
But at the foundation of all action is lies some economic The Traveller system provides referees and game masters
motive. the materials with which to explore the Traveller universe in
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detail. Starship design systems, world generation systems, means that bring them money and equipment.
vehicle description systems, trade and commerce systems,
and encounter systems. Each is produced with two specific Power
goals in mind: as a prod to the imagination, and to allow Once a certain level of economic independence is reached
game masters opportunities to create custom equipment or and money declines in importance as a personal goal, the
information. individual characters tend to focus on power and the means
of achieving power. Power is expressed in many different
CHARACTERS ways: corporate power, political power, reputation.
The central focus of Traveller is its vast array of
characters. While every person in this universe of the future Understanding
is a potential character to be played by a participant, Once a certain level of power has been achieved, the
Traveller concentrates on the exciting potential of explorers, individual characters move on to the next step of personal
powerful negotiators, military leaders, and intelligent development: understanding the many aspects of the
academics. Each player assumes the alter ego of one or universe that surrounds them. Again, Traveller satisfies this
more characters and it is through these characters that the goal with its rich, varied universe filled with information and
adventures of Traveller are played out. the potential for discovery.
Characters naturally follow a progression as the players Ultimately, the player behind the character reaches the
behind them grow in knowledge and sophistication. next level of achievement within the Traveller universe: he or
she becomes a referee devoted to administering the
Money Traveller universe for other players.
At the elementary level, characters (and their players) are
interested in economic benefits and in the adventures and
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Dice Results Are Random
But Understandable
Playing Traveller is a continuing process of decision making. Traveller provides rules
for manipulating the universe of the future through a variety of activities: tasks, personal
combat, and character generation. Just as people make decisions based on the
information they have and then see what happens, players in Traveller make decisions
based on the game information they have and then see what happens.
To make the results of player decisions unpredictable but understandable, Traveller uses dice to produce random numbers,
which in turn govern the outcomes of tasks, combat, or character generation. Without die rolls, players could make choices
with perfect knowledge of the outcome. Life rarely allows us to know for sure how a choice or an action will turn out. Traveller
presents situations with many possible outcomes and imposes die rolls to determine the outcome. The rolls may be weighted
toward some outcomes more than others, but there’s always the chance that something could go wrong. Players make
decisions throughout Traveller; the die rolls make those decisions interesting.
The Traveller game system uses six-sided dice D/2. Roll on die and divide by 2. The accepted convention
exclusively. This convention in Traveller began in the earliest is to round in favor of the rolling player.
versions of the game as a reaction to the wide variety of dice Flux. Roll one die, then roll a second die and subtract it
used in fantasy role-playing game systems. Six-sided dice from the first. This roll may produce negative numbers (the
are easy to find and easy to understand. result is identical in output to 2D-7 and with D-D).
Linguistically, the dice is plural; die is singular: one die, two (2D +3 ) x ( 3D-2 ). Roll two dice and add three, then roll
dice, three dice. three dice and subtract two, and then multiply the two
In most role-playing, the types of dice used are identified together. This one is probably not used very often.
by the letter D followed by the number of sides: D6 indicates
a six-sided die; D8 indicates an eight-sided die, D20 indicates BASIC TERMS
a twenty-sided die. The following basic terms apply to dice:
When more than one die is to be rolled, the number of dice Dice. The randomizers used in Traveller are ordinary six-
is indicated by a number in front of the D: 2D6 is two six- sided cubic dice marked with sides marked 1 to 6.
sided dice; 5D20 is five twenty-sided dice. Die Roll. The result of rolling the dice.
D. Abbreviation for six-sided dice. Other game systems
Only Six Sided Dice may use different dice. The convention is a die with 3 sides is
The Traveller system, however, uses D6 dice exclusively. D3; a die with 10 sides is D10.
Sometimes the system contorts D6 die rolls to achieve even D6. Another abbreviation for six-sided dice. This term is
distributions from 1 to 10 or 1 to 9. While purists may object, encountered and reiterates that the dice used are six sided.
no one else will mind if you use an available D10 or D20. Roll. An instruction to roll dice. A rare synonym is Throw.
For example, Roll 2D. Throw 2D.
Dice Abbreviations and Instructions Target Number. The number the player is trying to roll.
The Traveller game rules routinely calls for specific and Some uses of dice call for a specific number to be rolled.
often complex die rolls. In charts especially, these Others call for a number or less to be rolled. Still others call
instructions generally take the form 1D, 2D, or Flux. for a number or greater to be rolled. In each case, focus is on
A capital D indicates that a standard six-sided die is used. a Target Number.
The number in front of the die tells how many of these dice to Modifier. Mod. Instructions may call for modifiers which
roll, and any addition (or subtraction) after the D indicates increase or decrease the target number. As compared to a
how the die roll result is changed. DM which alters the actual Die Roll. Mods are primarily used
Typical instructions include: with Target Numbers.
1D. Roll one die. DM. Die Modifier. Dice Modifier. Instructions may call for
2D. Roll two dice (or 8D: Roll 8 Dice) Die Modifiers for an event, such as DM +1 or DM -3. A DM
2D-2. Roll two dice and subtract 2. changes the roll of the dice before it is compared to the target
2D-7. Roll two dice and subtract 7. This roll may produce number, as opposed to a Mod which changes the target
negative numbers (the result of this throw is identical in number itself. DMs are primarily used on Tables.
output to Flux and with D-D). Throw: An instruction to roll dice. A synonym is Roll.
2D+2. Roll two dice and add 2.
D-D (or +D-D). Roll one die, then roll a second die and
subtract it from the first. This roll may produce negative
numbers (the result of this throw is identical in output with
2D-7 and with D-D).
- -
Mods Versus DMs A DM changes the die roll. DM +3 increases the Die Roll
It is important to understand the difference between Mods by three and makes it harder to roll lower than the Target;
and DMs. positive DMs are detrimental. DM-2 decreases the Die Roll
by two and makes it easier to roll lower than the Target;
A Mod is an Asset and a component of the Target negative DMs are beneficial.
Number.
A DM is a change to the Die Roll and is applied to BE PREPARED
the dice after they are rolled. The referee and each player should have a pool of dice:
Ten Six-Sided White Dice. These dice are used for
For example, the typical Traveller usage is Roll Low. The standard rolls. Actually, any of the dice shown here can be
situation defines some Target which is the number (or less) used for standard rolls.
that the player is trying to roll. Two Contrasting Flux Dice. Two dice of contrasting
colors are used as Flux Dice. The lighter colored die is
MOD VS DM (Roll Low) always positive; the darker colored die is negative.
Mod + Increases Target
DM - Decreases Die =More Success
Mod - Decreases Target
DM + Increases Die =Less Success
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SPECIAL DICE THROWS
- -
THE DICE TABLES can be achieved. For example, in the Two Dice table, a 2D
The dice tables in Traveller are provided as a reference for roll of 3 - (three or less) can be achieved three different ways
both players and game masters. (1 and 2, or 2 and 1, or 1 and 1).
The Reference Tables. The reference tables show the %N- (Percent N Minus). The percentage chance that the
results of throwing one die through ten dice. These dice specific roll or less will be made. This is the percentage
correspond roughly to the levels of task difficulty: chance (on any one throw) that the result will be the roll
stated on this line or less. The chance of rolling 7 or less on
1D Easy two dice is 58%.
2D Average N+ (N Plus). The number of times that the roll or more
+D - D Flux occurs. N+ indicates the number of ways the die roll or
3D Difficult greater can be achieved. For example, in the Two Dice table,
4D Formidable a 2D roll of 3 + (three or more) can be achieved 35 different
5D Staggering ways (every possible roll except 1 and 1).
6D Hopeless %N+ (Percent N Plus). The percentage chance that the
7D Impossible specific roll or less will be made. Percent N Plus is the
8D Beyond Impossible percentage chance (on any one throw) that the result will be
9D Hasty Beyond Impossible the roll stated on this line or more. The chance of rolling 3 or
10D Extra Hasty Beyond Impossible, and more on two dice is 97%.
varies C+S
The C+S Table (Chance Of Success)
Walking Through The Tables Tasks call for die rolls equal to or less than a number which
Look at the dice tables, and examine the entries. is created by adding a characteristic (also ranging from 1 to
Title shows the number of dice being rolled. 15 or so) and a skill level (ranging from 1 to 15 or so). If the
Roll: The actual numerical die roll result. die roll is equal or less than this C + S (Characteristic Plus
N: The number of times the roll occurs if all possible rolls Skill), the attempt at the task succeeds.
are each made once. N indicates the number of ways that the The Chance of Success Table shows the percentage
die roll can be achieved (for example, on the Two Dice table, chance that such a task will succeed. For example, if a
a 2D roll of 11 can be achieved two different ways (5 and 6 or character with Skill-2 and Characteristic-2 (S+C=4) attempts
6 and 5). a task, using 2D, he has a 17% chance of succeeding.
%N (Percent N): The percentage chance that the specific
roll will be made.
N- (N Minus). The number of times that the roll or less
occurs. N- indicates the number of ways the die roll or less
This edition of Traveller introduces a variety of new dice mechanics and formalizes several older ones. Prior editions often
introduced mechanics in the middle of rules discussions, or simply left it to the referee to define a mechanic (for example, to
select one thing from a group, or to select a number from 1 to 10). This chapter brings all dice mechanics into one chapter,
defines them, and then discusses them in terms of probabilities.
The C+S Chart gives any player an indication, in percentage probability terms, of the likelihood of success for specific tasks.
He isn’t required to guess about potential success, and he isn’t required to make detailed calculations.
The Dice Charts give similar information about rolling one die, or ten dice, or any number in between. The tables show that
there is a chance of rolling 10 on 10D, but at 60,466,176 to 1, it is probably better to spend any possible good luck involved on
the lottery than on a single role-playing die roll.
An understanding of the dice mechanics in Traveller creates better players more capable of using the nuances of the game
system to their advantage. That same understanding creates better referees more capable of presenting interesting and
challenging situations to the players.
- -
Dice
The Dice Charts reflect the statistical details of dice rolls. Using these
charts, any player or referee can understand the probability that any
Dice-1
specific dice roll will succeed.
1D ONE DIE (6^1 = 6 outcomes; range 1-6) 4D FOUR DICE (6^4 = 1296 outcomes; range 4 - 24)
Roll N N% N- N -% N+ N+% Roll N N% N- N -% N+ N+%
0 0 no 0 no 6 100% 0 0 no 0 no 1296 100%
1 1 17% 1 17% 6 100% 1 0 no 0 no 1296 100%
2 1 17% 2 33% 5 83% 2 0 no 0 no 1296 100%
3 1 17% 3 50% 4 67% 3 0 no 0 no 1296 100%
4 1 17% 4 67% 3 50% 4 1 <1% 1 <1% 1296 100%
5 1 17% 5 83% 2 33% 5 4 <1% 5 <1% 1295 >99%
6 1 17% 6 100% 1 17% 6 10 <1% 15 1% 1291 >99%
7 0 no 6 100% 0 no 7 20 2% 35 3% 1281 99%
There are 6 possible outcomes ranging from 1 to 6. 8 35 3% 70 5% 1261 97%
Outcomes are equally possible; the average is 3.5 (3 or 4). 9 56 4% 126 10% 1226 95%
10 80 6% 206 16% 1170 90%
11 104 8% 310 24% 1090 84%
2D TWO DICE (6^2 = 36 outcomes; range 2-12) 12 125 10% 435 34% 986 76%
Roll N N% N- N -% N+ N+% 13 140 11% 575 44% 861 66%
14 146 11% 721 56% 721 56%
1 0 no 0 no 36 100%
15 140 11% 861 66% 575 44%
2 1 3% 1 3% 36 100% 16 125 10% 986 76% 435 34%
3 2 6% 3 8% 35 97% 17 104 8% 1090 84% 310 24%
4 3 8% 6 17% 33 92% 18 80 6% 1170 90% 206 16%
5 4 11% 10 28% 30 83% 19 56 4% 1226 95% 126 10%
6 5 14% 15 42% 26 72% 20 35 3% 1261 97% 70 5%
7 6 17% 21 58% 21 58% 21 20 2% 1281 99% 35 3%
8 5 14% 26 72% 15 42% 22 10 <1% 1291 >99% 15 1%
9 4 11% 30 83% 10 28% 23 4 <1% 1295 >99% 5 <1%
10 3 8% 33 92% 6 17% 24 1 <1% 1296 100% 1 <1%
11 2 6% 35 97% 3 8%
25 0 no 1296 100% 0 no
12 1 3% 36 100% 1 3%
26 0 no 1296 100% 0 no
13 0 no 36 100% 0 no 27 0 no 1296 100% 0 no
There are 36 possible outcomes ranging from 2 to 12. There are 1296 possible outcomes ranging from 4 to 24.
The most probable roll is 7 (17%). The most probable roll is 14 (11.3%).
3D THREE DICE (6^3 = 216 outcomes; range 3-18) FLUX TWO DICE -7 (6^2 = 36 outcomes; - 5 to +5)
Roll N N% N- N -% N+ N+% Roll N N% N- N -% N+ N+%
1 0 no 0 100% 216 100% -6 0 no 0 no 36 100%
2 0 no 0 100% 216 100%
-5 1 3% 1 3% 36 100%
3 1 <1% 1 <1% 216 100% -4 2 6% 3 8% 35 97%
4 3 1% 4 2% 215 >99% -3 3 8% 6 17% 33 92%
5 6 3% 10 5% 212 98% -2 4 11% 10 28% 30 83%
6 10 5% 20 9% 206 95% -1 5 14% 15 42% 26 72%
7 15 7% 35 16% 196 91% 0 6 17% 21 58% 21 58%
8 21 10% 56 26% 181 84% +1 5 14% 26 72% 15 42%
9 25 12% 81 38% 160 74% +2 4 11% 30 83% 10 28%
10 27 13% 108 50% 135 63% +3 3 8% 33 92% 6 17%
11 27 13% 135 63% 108 50% +4 2 6% 35 97% 3 8%
12 25 12% 160 74% 81 38% +5 1 3% 36 100% 1 3%
13 21 10% 181 84% 56 26%
+6 0 no 36 100% 0 no
14 15 7% 196 91% 35 16%
There are 36 possible outcomes ranging from – 5 to +5.
15 10 5% 206 95% 20 9%
The most probable roll is 0 (17%).
16 6 3% 212 98% 10 5%
17 3 1% 215 >99% 4 2%
18 1 <1% 216 100% 1 <1% Flux introduces additional variation into dice rolls. It offers
the opportunity for an additional modification up to 5 points in
19 0 no 216 no 0 no
the player’s favor, but at the risk of receiving instead up to 5
There are 216 possible outcomes ranging from 3 to 18.
points negatively.
The most probable roll is 10 or 11 (equally at 13% each).
1 Dice-1 1
Dice
The Dice Charts reflect the statistical details of dice rolls. Using these
charts, any player or referee can understand the probability that any
Dice-2
specific dice roll will succeed.
5D FIVE DICE (6^5 = 7776 outcomes; range 5 - 30) 6D SIX DICE (6^6 = 46,656 outcomes; range 6 - 36)
Roll N N% N- N -% N+ N+% Roll N N% N- N -% N+ N+%
0 0 no 0 no 7776 100% 0 0 <1% 0 no 46656 100%
1 0 no 0 no 7776 100% 1 0 <1% 0 no 46656 100%
2 0 no 0 no 7776 100% 2 0 <1% 0 no 46656 100%
3 0 no 0 no 7776 100% 3 0 <1% 0 no 46656 100%
4 0 no 0 no 7776 100% 4 0 <1% 0 no 46656 100%
5 1 <1% 1 <1% 7776 100% 5 0 <1% 0 no 46656 100%
6 5 <1% 6 <1% 7775 >99% 6 1 <1% 1 <1% 46656 100%
7 15 <1% 21 <1% 7770 >99% 7 6 <1% 7 <1% 46655 >99%
8 35 <1% 56 <1% 7755 >99% 8 21 <1% 28 <1% 46649 >99%
9 70 <1% 126 2% 7720 >99% 9 56 <1% 84 <1% 46628 >99%
10 126 2% 252 3% 7650 98% 10 126 <1% 210 <1% 46572 >99%
11 205 3% 457 6% 7524 97% 11 252 <1% 462 <1% 46446 >99%
12 305 4% 762 10% 7319 94% 12 456 <1% 918 2% 46194 >99%
13 420 5% 1182 15% 7014 90% 13 756 2% 1674 4% 45738 98%
14 540 7% 1722 22% 6594 85% 14 1161 2% 2835 6% 44982 96%
15 651 8% 2373 31% 6054 78% 15 1666 4% 4501 10% 43821 94%
16 735 9% 3108 40% 5403 69% 16 2247 5% 6748 14% 42155 90%
17 780 10% 3888 50% 4668 60% 17 2856 6% 9604 21% 39908 86%
18 780 10% 4668 60% 3888 50% 18 3431 7% 13035 28% 37052 79%
19 735 9% 5403 69% 3108 40% 19 3906 8% 16941 36% 33621 72%
20 651 8% 6054 78% 2373 31% 20 4221 9% 21162 45% 29715 64%
21 540 7% 6594 85% 1722 22% 21 4332 9% 25494 55% 25494 55%
22 420 5% 7014 90% 1182 15% 22 4221 9% 29715 64% 21162 45%
23 305 4% 7319 94% 762 10% 23 3906 8% 33621 72% 16941 36%
24 205 3% 7524 97% 457 6% 24 3431 7% 37052 79% 13035 28%
25 126 2% 7650 98% 252 3% 25 2856 6% 39908 86% 9604 21%
26 70 <1% 7720 >99% 126 2% 26 2247 5% 42155 90% 6748 14%
27 35 <1% 7755 >99% 56 <1% 27 1666 4% 43821 94% 4501 10%
28 15 <1% 7770 >99% 21 <1% 28 1161 2% 44982 96% 2835 6%
29 5 <1% 7775 >99% 6 <1% 29 756 2% 45738 98% 1674 4%
30 1 <1% 7776 100% 1 <1% 30 456 <1% 46194 >99% 918 2%
31 0 no 7776 100% 0 no 31 252 <1% 46446 >99% 462 <1%
32 0 no 7776 100% 0 no 32 126 <1% 46572 >99% 210 <1%
33 0 no 7776 100% 0 no 33 56 <1% 46628 >99% 84 <1%
34 0 no 7776 100% 0 no 34 21 <1% 46649 >99% 28 <1%
35 0 no 7776 100% 0 no 35 6 <1% 46655 >99% 7 <1%
36 0 no 7776 100% 0 no 36 1 <1% 46656 100% 1 <1%
37 0 no 7776 100% 0 no 37 0 no 46656 100% 0 no
There are 7776 possible outcomes ranging from 5 to 30. There are 46,656 possible outcomes ranging from 6 to 36.
The most probable roll is 17 or 18 (equally at 10% each). The most probable roll is 21 (9.3%).
1 Dice-2 1
Dice
The Dice Charts reflect the statistical details of dice rolls. Using these
charts, any player or referee can understand the probability that any
Dice-3
specific dice roll will succeed.
7D SEVEN DICE (6^7 = 279,936 outcomes; 7 - 42) 8D EIGHT DICE (6^8 = 1,679,616 outcomes; 8 - 48)
Roll N N% N- N -% N+ N+% Roll N N% N- N -% N+ N+%
0 0 <1% 0 no 279936 100% 0 0 no 0 no 1679616 100%
1 0 <1% 0 no 279936 100% 1 0 no 0 no 1679616 100%
2 0 <1% 0 no 279936 100% 2 0 no 0 no 1679616 100%
3 0 <1% 0 no 279936 100% 3 0 no 0 no 1679616 100%
4 0 <1% 0 no 279936 100% 4 0 no 0 no 1679616 100%
5 0 <1% 0 no 279936 100% 5 0 no 0 no 1679616 100%
6 0 <1% 0 no 279936 100% 6 0 no 0 no 1679616 100%
7 1 <1% 1 <1% 279936 100% 7 0 no 0 no 1679616 100%
8 7 <1% 8 <1% 279935 >99% 8 1 <1% 1 <1% 1679616 100%
9 28 <1% 36 <1% 279928 >99% 9 8 <1% 9 <1% 1679615 >99%
10 84 <1% 120 <1% 279900 >99% 10 36 <1% 45 <1% 1679607 >99%
11 210 <1% 330 <1% 279816 >99% 11 120 <1% 165 <1% 1679571 >99%
12 462 <1% 792 <1% 279606 >99% 12 330 <1% 495 <1% 1679451 >99%
13 917 <1% 1709 <1% 279144 >99% 13 792 <1% 1287 <1% 1679121 >99%
14 1667 <1% 3376 1% 278227 >99% 14 1708 <1% 2995 <1% 1678329 >99%
15 2807 1% 6183 2% 276560 99% 15 3368 <1% 6363 <1% 1676621 >99%
16 4417 2% 10600 4% 273753 98% 16 6147 <1% 12510 <1% 1673253 >99%
17 6538 2% 17138 6% 269336 96% 17 10480 1% 22990 1% 1667106 >99%
18 9142 3% 26280 9% 262798 94% 18 16808 1% 39798 2% 1656626 99%
19 12117 4% 38397 14% 253656 91% 19 25488 2% 65286 4% 1639818 98%
20 15267 5% 53664 19% 241539 86% 20 36688 2% 101974 6% 1614330 96%
21 18327 7% 71991 26% 226272 81% 21 50288 3% 152262 9% 1577642 94%
22 20993 7% 92984 33% 207945 74% 22 65808 4% 218070 13% 1527354 91%
23 22967 8% 115951 41% 186952 67% 23 82384 5% 300454 18% 1461546 87%
24 24017 9% 139968 50% 163985 59% 24 98813 6% 399267 24% 1379162 82%
25 24017 9% 163985 59% 139968 50% 25 113688 7% 512955 31% 1280349 76%
26 22967 8% 186952 67% 115951 41% 26 125588 7% 638543 38% 1166661 69%
27 20993 7% 207945 74% 92984 33% 27 133288 8% 771831 46% 1041073 62%
28 18327 7% 226272 81% 71991 26% 28 135954 8% 907785 54% 907785 54%
29 15267 5% 241539 86% 53664 19% 29 133288 8% 1041073 62% 771831 46%
30 12117 4% 253656 91% 38397 14% 30 125588 7% 1166661 69% 638543 38%
31 9142 3% 262798 94% 26280 9% 31 113688 7% 1280349 76% 512955 31%
32 6538 2% 269336 96% 17138 6% 32 98813 6% 1379162 82% 399267 24%
33 4417 2% 273753 98% 10600 4% 33 82384 5% 1461546 87% 300454 18%
34 2807 1% 276560 99% 6183 2% 34 65808 4% 1527354 91% 218070 13%
35 1667 <1% 278227 >99% 3376 1% 35 50288 3% 1577642 94% 152262 9%
36 917 <1% 279144 >99% 1709 <1% 36 36688 2% 1614330 96% 101974 6%
37 462 <1% 279606 >99% 792 <1% 37 25488 2% 1639818 98% 65286 4%
38 210 <1% 279816 >99% 330 <1% 38 16808 1% 1656626 99% 39798 2%
39 84 <1% 279900 >99% 120 <1% 39 10480 <1% 1667106 >99% 22990 1%
40 28 <1% 279928 >99% 36 <1% 40 6147 <1% 1673253 >99% 12510 <1%
41 7 <1% 279935 >99% 8 <1% 41 3368 <1% 1676621 >99% 6363 <1%
42 1 <1% 279936 100% 1 <1% 42 1708 <1% 1678329 >99% 2995 <1%
43 0 no 279936 100% 0 no 43 792 <1% 1679121 >99% 1287 <1%
44 0 no 279936 100% 0 no 44 330 <1% 1679451 >99% 495 <1%
45 0 no 279936 100% 0 no 45 120 <1% 1679571 >99% 165 <1%
46 0 no 279936 100% 0 no 46 36 <1% 1679607 >99% 45 <1%
47 0 no 279936 100% 0 no 47 8 <1% 1679615 >99% 9 <1%
48 0 no 279936 100% 0 no 48 1 <1% 1679616 100% 1 <1%
49 0 no 279936 100% 0 no 49 0 <1% 1679616 100% 0 no
There are 279,936 possible outcomes ranging from 7 to There are 1,679,616 possible outcomes ranging from 8 to
42. The most probable roll is 24 or 25 (equally at 9% each). 48. The most probable roll is 28 (8%).
1 Dice-3 1
Dice
The Dice Charts reflect the statistical details of dice rolls. Using these
charts, any player or referee can understand the probability that any
Dice-4
specific dice roll will succeed.
9D NINE DICE (6^9 = 10,077,696; range 9 - 56) 10D TEN DICE (6^10 = 60,466,176; range 10 – 60)
Roll N N% N- N -% N+ N+% Roll N N% N- N -% N+ N+%
8 0 no 0 no 10077696 100% 9 0 no 0 no 60466176 100%
9 1 no 1 no 10077696 100% 10 1 no 1 no 60466176 100%
10 9 no 10 no 10077695 100% 11 10 no 11 no 60466175 100%
11 45 no 55 no 10077686 100% 12 55 no 66 no 60466165 100%
12 165 no 220 no 10077641 100% 13 220 no 286 no 60466110 100%
13 495 no 715 no 10077476 100% 14 715 no 1001 no 60465890 100%
14 1287 no 2002 no 10076981 100% 15 2002 no 3003 no 60465175 100%
15 2994 no 4996 no 10075694 100% 16 4995 no 7998 no 60463173 100%
16 6354 no 11350 no 10072700 100% 17 11340 no 19338 no 60458178 100%
17 12465 no 23815 no 10066346 100% 18 23760 no 43098 no 60446838 100%
18 22825 no 46640 no 10053881 100% 19 46420 no 89518 no 60423078 100%
19 39303 no 85943 1% 10031056 100% 20 85228 no 174746 no 60376658 100%
20 63999 1% 149942 1% 9991753 99% 21 147940 no 322686 1% 60291430 100%
21 98979 1% 248921 2% 9927754 99% 22 243925 no 566611 1% 60143490 99%
22 145899 1% 394820 4% 9828775 98% 23 383470 1% 950081 2% 59899565 99%
23 205560 2% 600380 6% 9682876 96% 24 576565 1% 1526646 3% 59516095 98%
24 277464 3% 877844 9% 9477316 94% 25 831204 1% 2357850 4% 58939530 97%
25 359469 4% 1237313 12% 9199852 91% 26 1151370 2% 3509220 6% 58108326 96%
26 447669 4% 1684982 17% 8840383 88% 27 1535040 3% 5044260 8% 56956956 94%
27 536569 5% 2221551 22% 8392714 83% 28 1972630 3% 7016890 12% 55421916 92%
28 619569 6% 2841120 28% 7856145 78% 29 2446300 4% 9463190 16% 53449286 88%
29 689715 7% 3530835 35% 7236576 72% 30 2930455 5% 12393645 20% 51002986 84%
30 740619 7% 4271454 42% 6546861 65% 31 3393610 6% 15787255 26% 48072531 80%
31 767394 8% 5038848 50% 5806242 58% 32 3801535 6% 19588790 32% 44678921 74%
32 767394 8% 5806242 58% 5038848 50% 33 4121260 7% 23710050 39% 40877386 68%
33 740619 7% 6546861 65% 4271454 42% 34 4325310 7% 28035360 46% 36756126 61%
34 689715 7% 7236576 72% 3530835 35% 35 4395456 7% 32430816 54% 32430816 54%
35 619569 6% 7856145 78% 2841120 28% 36 4325310 7% 36756126 61% 28035360 46%
36 536569 5% 8392714 83% 2221551 22% 37 4121260 7% 40877386 68% 23710050 39%
37 447669 4% 8840383 88% 1684982 17% 38 3801535 6% 44678921 74% 19588790 32%
38 359469 4% 9199852 91% 1237313 12% 39 3393610 6% 48072531 80% 15787255 26%
39 277464 3% 9477316 94% 877844 9% 40 2930455 5% 51002986 84% 12393645 20%
40 205560 2% 9682876 96% 600380 6% 41 2446300 4% 53449286 88% 9463190 16%
41 145899 1% 9828775 98% 394820 4% 42 1972630 3% 55421916 92% 7016890 12%
42 98979 1% 9927754 99% 248921 2% 43 1535040 3% 56956956 94% 5044260 8%
43 63999 1% 9991753 99% 149942 1% 44 1151370 2% 58108326 96% 3509220 6%
44 39303 no 10031056 100% 85943 1% 45 831204 1% 58939530 97% 2357850 4%
45 22825 no 10053881 100% 46640 no 46 576565 1% 59516095 98% 1526646 3%
46 12465 no 10066346 100% 23815 no 47 383470 1% 59899565 99% 950081 2%
47 6354 no 10072700 100% 11350 no 48 243925 no 60143490 99% 566611 1%
48 2994 no 10075694 100% 4996 no 49 147940 no 60291430 100% 322686 1%
49 1287 no 10076981 100% 2002 no 50 85228 no 60376658 100% 174746 no
50 495 no 10077476 100% 715 no 51 46420 no 60423078 100% 89518 no
51 165 no 10077641 100% 220 no 52 23760 no 60446838 100% 43098 no
52 45 no 10077686 100% 55 no 53 11340 no 60458178 100% 19338 no
53 9 no 10077695 100% 10 no 54 4995 no 60463173 100% 7998 no
54 1 no 10077696 100% 1 no 55 2002 no 60465175 100% 3003 no
55 0 no 10077696 100% 0 no 56 715 no 60465890 100% 1001 no
There are 10,077,696 possible outcomes ranging from 9 to 57 220 no 60466110 100% 286 no
54. The most probable roll is 31 or 32 (equally probable at 58 55 no 60466165 100% 66 no
8% each). 59 10 no 60466175 100% 11 no
60 1 no 60466176 100% 1 no
61 0 no 60466176 100% 0 no
There are 60,466,176 possible outcomes ranging from
10 to 60. The most probable roll is 35 (7%)..
1 Dice-4 1
Dice
The Dice Charts reflect the statistical details of dice rolls. Using these
charts, any player or referee can understand the probability that any
Dice-5
specific dice roll will succeed.
1 Dice-5 1
Flux
Flux is a standard system for creating a reasonable variation between Flux
-5 and +5.
Flux is Traveller’s quick and easy dice-rolling mechanism for creating a reasonable range of variation between -5 and +5.
The most probable result is zero: no change.
Rolling Flux: Flux is rolled with two dice. Roll 1D. Roll a second 1D and subtract it from the first. This process is most easily
done with a light and a dark die: roll the two dice and subtract the light from the dark. Flux is Light Die minus Dark Die.
Flux = + 1D - 1D
Good Flux. Good Flux is a variant of Flux which produces only positive results (average +2, ranges from +1 to +5). Roll 2D
and subtract the smaller from the larger. Good Flux is High Die minus Low Die.
Bad Flux: Bad Flux is a variant of Flux which produces only negative results (average - 2, ranges from - 1 to - 5). Roll 2D
and subtract the larger from the smaller. Bad Flux is Low Die minus High Die.
USING FLUX
Flux makes the labels on die-roll tables more intuitive. While someone familiar with 2D6 recognizes a die roll table labeled 2
to 12, those same entries marked -5 to +5 become more understandable to the player and user: negatives are bad; positives
are good; zero is ordinary or unchanged.
Taking a Risk In Pursuit of a Reward. Flux lets a player to try for a benefit but at the risk of consequences. When
evaluating a communicator for Ease Of Use, the player rolls Flux: he hopes for +5, but at the risk of rolling -5.
Variation For Die Rolls. Flux introduces additional variation into dice rolls. It offers the opportunity for an additional
modification up to 5 points in the player’s favor, but at the risk of receiving instead up to 5 points negatively.
Flux introduces natural variation in physical appearance. The Height and Weight tables determine an individual’s height and
weight based on the physical characteristics. That raw data would imply that all average humans SDE=777 are 1.8 m tall and
73 kg (5’11’’ and 169 pounds). Adding Flux to height and a separate Flux to Weight gives an interesting, realistic range of
height and weight (just as real humans with about the same physical characteristics may vary widely in height and weight).
Mods for Tasks. Flux is a standard (and convenient) mechanism by which the referee can create Mods on tasks. In many
situations, the referee already knows the details of the task, and there is no need to add further detail. In some situations,
however, the task is created on the spur of the moment and the details have not been well-thought-out. The referee can
surrender the situation to the dice, roll Flux and use the result as a Mod on the task (notice that a positive Flux result is
naturally Good; a negative Flux result is naturally Bad).
1 Flux 1
The Expanded Hex Code
The Traveller game system uses one-digit alphabetic symbols to
represent numbers above 9. This usage has a variety of benefits. Ehex
NUMBER TO EHEX Why Use EHex? EHex was created to allow numbers EHEX TO NUMBER
Value Ehex greater than 9 to occupy one place in a string. Ehex Value
0 0 0 0
1 1 The Situation 1 1
2 2 Traveller uses many different 2 2
3 3 123456 strings of digits to show abilities and 3 3
4 4 values for people, equipment, 4 4
5 5 starships, and other items. 5 5
6 6 The Problem 6 6
7 7 Numerical values greater than 7 7
8 8 nine take up two (or more) places, 8 8
9 9 decimal 89101112 making it difficult (sometimes) to join 9 9 decimal
10 A them into readable strings. If any A 10
11 B value is greater than 9, the string B 11
12 C becomes unreadable. C 12
13 D The Solution D 13
14 E Make each numerical value one E 14
15 F hex 89ABCD digit: values greater than 9 are F 15 hex
16 G assigned a corresponding letter G 16
17 H 10=A 11=B 12=C 13=D. H 17
- I omitted I - omitted
18 J THE TRAVELER HEX CODES J 18
19 K Traveller uses the basic alphanumerics (0-9, A-Z) as K 19
20 L single digits to represent numeric values and as codes to L 20
21 M represent situational and positional meanings. For M 21
22 N example, the alphanumeric A represents 10 in Hex and in N 22
- O omitted Ehex. It can also be used as a code (with no specific O - omitted
23 P numerical meaning). P 23
24 Q Dec (Decimal Notation). The digits 0-9 represent the Q 24
25 R numbers in base-10. R 25
26 S Hex (Hexadecimal Notation). Expanding the numbers S 26
27 T available, the letters A-F correspond to the values 10-15 T 27
28 U in base-16. U 28
29 V Ehex (Extended Hexadecimal Notation). Further V 29
30 W expanding the numbers available, the letters G-Z W 30
31 X unknown correspond to the numbers 16-33. X 31 unknown
32 Y special Omit I and O. Because of the potential for confusion, Y 32 special
33 Z ultimate with the digits one (1) and zero (0), the alphabetic letters I Z 33 ultimate
and O are omitted.
Upper and Lower Case. Special Meanings. Digits may also be assigned Other Digits
Ehex expects its digits to be arbitrary values or non-numeric meanings in some ? Unknown
UPPER Case. Some usages. For example, while XYZ have assigned values * Any
situations differentiate 31-32-33, they are (sometimes, often) assigned
stages within an Ehex value specialized values like Unknown, Special, or Ultimate.
by using Upper or Lower Question (?) can be used to show an unknown value,
Case (the Nobility, for and Star (*) can be used to show “any” possible value.
example).
1 Ehex 1
The Ton
The fundamental unit of volume for cargos and freight and for ship
construction is the ton: a measure of volume in the same way that a
The Ton
displacement ton measures volume on ocean-going ships.
The ton is a standard unit of volume commonly used throughout the Imperium. It has applications in starship design, in cargo
and freight measurement, and in size designations.
In classic shipbuilding, a ton is the volume of 1000 kilograms of water. A ship with a displacement of 1 ton afloat in water
displaces one ton of water.
1 The Ton 1
Distances and Ranges
Distance is a dominating factor in many interactions: It determines the relative
effectiveness of the senses and of sensors, of weapons and attacks, and of
communications.
Traveller distills the open-ended concept of distance into a series of range bands, each associated with a typical distance
and identified by one or more benchmarks.
For simplicity, and for ease of use in a variety of situations, Traveller uses the concept of Range Bands to express the
qualitative distance between objects.
- -
currently), the appropriate (H= or Hits=) values created by
3a b c. The Gas Giant Charts show the depths of atmospheric turbulence can be overlaid on Chart 1b.
massive world atmospheres The Strangeworlds Charts Inferno is a Venus-Like world with high temperatures.
show the atmospheric altitudes for unusual worlds. Stormworld is a world with strong atmospheric turbulence.
Gas Giant Atmospheres addresses the levels or depths Radworld is a world with a high level of surface
of the gas giant atmosphere. Levels are important because radioactivity (the 1D Rad levels at altitude 6 and 6.2 are
increased depth imposes increased pressure and windborne particles).
temperature. The Zero or Surface point is the upper layer of
the atmosphere (typically the Cloud Deck, and typically with a The Zero or Surface point is the surface of the world.
density of one atmosphere).
Three types of massive worlds are shown: Large Gas 4. The Fame Chart shows the expected distance effect of
Giants (corresponding in size to Jupiter or larger), Small Gas fame in society.
Giants (corresponding in size to Saturn or smaller), and Ice The Danger Chart reflects an evaluation system for
Giants (corresponding to Neptune or Uranus). threats or potential threats to the continued existence to an
object, group, or location. Analysts, officials, or others may
Gas Giants are sources of hydrogen for starships in search subjectively evaluate a danger and express it as Threat-N,
of cheap fuel, or required to use wilderness refueling. Gas where N is the Danger level.
Giant atmosphere levels show the conditions such ships For example, the possibility of the dam breaking outside of
must survive in order to acquire hydrogen. town is Threat-5. The activities of a violent anti-government
faction may be Threat-8, -9, or even-10. The possibility of a
The Strangeworld Charts show the atmospheric altitudes system’s star going nova is Threat-14 (a possible supernova
for worlds with dangerous characteristics. The values for might be Threat-17). Scientific research on the origins of the
these charts may be overlaid on other worlds. universe (depending on the principles involved) may be
For example, the normal atmospheric values for a world Threat-7 or Threat-29.
can be taken from 1b Altitudes of the Atmosphere. If that
world is a StormWorld (racked by storms constantly, or only
1a BASIC RANGES
Distance R= Descriptor Benchmark Range Band Width S=
Surface 0 Contact Touching From the surface to about 25 cm.
0.5 m R Reading Normal Reading 25 cm to 1 meter.
1.5 m T Talking Conversations 1 m to about 3 m.
5m 1 Vshort Lectures 3 m to 25 m.
50 m 2 Short Pistol Range 25 m to 100 m. Space Ranges
are
150 m 3 Medium Rifle Range 100 m to 300 m (actually 325 m). World Ranges
500 m 4 Long Extreme Gun Range 300 m to 750 m. minus 5
1000 m 5 Vlong 750 m to 3 km. B
5 km 6 Distant Near the Horizon 3 km to 25 km (actually 27.5 km) 1
50 km 7 Vdistant Beyond the Horizon 25 km to 250 km (actually 275 km). 2
500 km 8 Orbit 250 km to 2500 km (actually 2750 km). 3
5,000 km 9 Far Orbit 2500 km to 25,000 km (actually 27,500 km). 4
“actually” refers to precisely half the distance
to the next Range Band value.
SIZES
>
Benchmark
Needle Word Coin Card Book Suitcase Person Truck Tower
Size 0 R T 1 2 3 4 5 6 7
Length 1 mm 2 mm 7 mm 75 mm 20 cm 75 cm 1.5 m 7.5 m 75 m
Ranges correspond to Object Sizes. To an observer, any object with Size = Range appears to be the same size.
For example, a Book (Size-3) at Range=3 appears to be the same size as a Coin (Size-1) at Range=1 or a Person (Size-5)
at Range=5.
Try it: station a person, a book, and a coin at various distances where they all appear to be the same size and measure the
various distances from the viewer to the objects.
- -
5a b c. The Orbital Distances Chart shows the
standard orbits in star systems.
Orbits may theoretically be at any distance from a central
star. Primarily for ease of use, orbital distances are
standardized on the Titius-Bode Relation, an 18 th Century
attempt to predict orbital values. The actual value predicted
values for orbits has been adjusted to include Orbit 0 to
accommodate observed orbits.
The Orbital Distances Chart shows Orbit Number (O=) with
corresponding distances in AU, Millions of Km, and Light-
units.
The far column shows the orbits consumed by giant stars.
For example, for an A0 Ia star, orbits 0 through 3 are inside
the star; orbit 4 lies just beyond the surface of the star.
- -
Basic
Basic Ranges Altitudes
Depths
1a WORLD
SURFACE RANGES 1b ALTITUDES OF
THE ATMOSPHERE 1c DEPTHS OF
THE OCEANS
Distance R= Descriptor Distance R= Descriptor Distance R= Descriptor
250,000 km 11 Satellite
50,000 km 10 Geo
5,000 km 9 Far Orbit 5,000 km 9 Far Orbit
500 km 8 Orbit 500 km 8 Orbit
400 km 7.8 Upper8
300 km 7.6 Upper6
200 km 7.4 Upper4
100 km 7.2 Upper2
50 km 7 Vdistant 50 km 7 Upper
30 km 6.8 Mid8
20 km 6.6 Mid6
12 km 6.4 Mid4
8 km 6.2 Mid2
5 km 6 Distant 5 km 6 Mid
1000 m 5 Vlong 1000 m 5 Airspace5
500 m 4 Long 500 m 4 Airspace4
150 m 3 Medium 150 m 3 Airspace3
50 m 2 Short 50 m 2 NOP 50 m 2 Tsunami
5m 1 Vshort 5m 1 NearSurface 5m 1 Vbig Waves
1.5 m T Talking 1.5 m T Talking 1.5 m T Big Waves
0.5 m R Reading 0.5 m R Reading 0.5 m R Waves
Surface 0 Contact Surface 0 Contact Surface 0 Surface
0.5 m -R 0.5 m R Wading
1.5 m -T 1.5 m T Fording
5m -1 5m -1 Pond
50 m -2 50 m -2 Thermocline
150 m -3 150 m -3 Shelf
500 m -4 Chasm Rim 500 m -4 Lake Bottom
1000 m -5 Chasm Wall 1000 m -5 Deep Lake
5 km -6 Chasm Floor 5 km -6 Bottoms
50 km -7 50 km -7 Depths
500 km -8 500 km -8 Abyss
5000 km -9 5000 km -9
Basic Ranges are used in personal NOP= Nap of the Planet. ThermoCline= Of importance in
and vehicle combat, especially on world Chasm= Of special importance on underwater sensor use.
surfaces. worlds with Atm= F (Thin, Low). Abyss. Of special importance on
Basic Ranges are used with the Ocean Worlds.
Senses.
1 World Ranges 1
Space Ranges Space Ranges
2 SPACE RANGES
Band Stellar World Light
Distance S= Descriptor Band Name Diameters* Diameters** Orbits Delay R=
500 mn km 12 To Orbit 5 30 lm (3 au) 17
Deep
150 mn km 11 DS Space 100 D To Orbit 3 8 lm (1 au) 16
50 mn km 10 Siege To Orbit 0 3 lm 15
5 million km 9 Long 10 D 1000 D 16 ls 14
LR Range
2.5 million km 8 1D 8 ls 13
500,000 km 7 Attack 100 D 2 ls 12
AR Range
250,000 km 6 Missile 1 ls 11
50,000 km 5 Beam 10 D 10
Short
5,000 km 4 Far Orbit SR Range 1D 9
500 km 3 Orbit 8
50 km 2 Fighter F1 Fighter 7
5 km 1 Close Fighter F0 Range 6
1000 m B Boarding 5
500 m 4
150 m 3
50 m 2
B Boarding
5m 1
1.5 m T
0.5 m R
Surface 0 0
1 Space Ranges 1
Gas Giants
Gas Giants StrangeWorlds
4a FAME 4b DANGER
Distance F= Descriptor Alternate Descriptor Size D= Descriptor
0 Unknown 0 Safe
1 Mother 1 person. 1 Self
2 Close Family 2 Companions
3 Family 10 people. 3 Family
4 Neighborhood 1,000 people. 4 Group
5 Town 10,000 people. 5 Town
6 City 1,000,000 people. 6 City
7 Urban 10 km 7 Large City
8 Regional Small Business 100 km 8 Region
9 Continental Corporation 1000 km 9 Continent
10 World 10 World
11 World Complex 11 World Complex
12 World System 12 World System
13 Inner System 13 Inner System
14 System 14 System
15 Greater System 15 Greater System
16 Outer System 16 Outer System
17 Systems 17 Several Systems
18 Many Systems Large Corporation 18 Many Systems
19 Subsector 19 Subsector
20 Sector MegaCorporation 20 Sector
21 Domain 21 Sectors
22 Domain 22 Domain
23 Domains 23 Domains
24 Empire 24 Empire
25 Beyond Empire 25 Beyond Empire
26 Several Empires 26 Several Empires
27 This Spiral Arm 4000 pc 27 This Spiral Arm
28 Many Spiral Arms 10,000 pc 28 Many Spiral Arms
29 The Galaxy 20,000 pc 29 The Galaxy
30 Several Galaxies 30 Several Galaxies
31 Many Galaxies 31 Many Galaxies
32 Domain 32 The Universe
33 All Reality 33 All Reality
Danger is the relative level of a
Alternates: Based on Fame or Reputation within Organizations or Societies (as threat to the continued existence of an
opposed to Standard Fame based on distance). object, group, or location.
Danger is often expressed as a
threat level: Threat-N where N is the
Danger level.
- 00 -
The benefit of a conservative investment is that its chance thinks have merit, and transports them to other worlds in an
of loss is almost nil. expectation of selling them at a considerable higher price.
SPECULATION
Speculation focuses on acquiring goods (manufactured
goods, luxury goods, commodities) or rights (land grants,
intellectual property rights, patents) and selling them within a
short period for a profit.
Shopkeepers
Trade is a subset of Speculation: short term buying and
selling, making a modest profit sufficient for the proprietor to
make a decent living.
Shopkeepers add their labor and expertise to a modest
investment in goods (shoes in a shoe store; rooms in a
hotel; food in a restaurant; raw materials in a factory) which
they resell to the public or to corporate or government
clients. A relatively conservative but profitable shopkeeper
produces income after expenses.
Rarely does a shopkeeper get rich; most live comfortably
off the modest profits of their profession.
A typical Planetary hex is 1000 km in diameter, and
Speculators consists of 76 smaller terrain or Local hexes. The Planetary
A speculator buys goods in the expectation that they can hex is 10 Local hexes wide (measured vertex to vertex;
be sold at a profit later (and usually on another world). A each 60 km).
speculator does not necessarily operate a cargo-carrying
starship; a speculator may ship its cargo as freight and pay THE SHIP'S ACCOUNT
standard freight rates in order to transport the goods to a Each adventuring ship has a continuing need for money to
profitable market. pay expenses such as crew salary, maintenance, life support,
Merchant Speculators. A merchant ship crew evaluates and other supplies. The accounting for this cash flow is
trade goods it encounters during its travels, buys those it handled through the Ship's Account.
- 00 -
The ship owner is responsible for maintaining the Ship’s OBJECT SIZE
Account. In its simplest form, it is a running total all income Benchmark object sizes are expressed in single digits.
the ship receives minus all costs the ship incurs. Special digits R and T correspond to object sizes smaller
than 1.
VALUE, COST, AND PRICE Benchmark sizes show the relative (and approximate)
For any object or thing with a value, dimensions of objects. Benchmark sizes allow comparisons
of different objects, and provide an understanding of overall
Cost is the amount of money required to produce it size.
Cost is the wholesale price of the object. Cost Modifiers Benchmark Sizes. The Benchmark Sizes are used with
can change this amount based on Flux, or on specific the senses and in combat, and they give players information
features. about carrying or moving objects.
The Cost to a manufacturer can be reduced based on
volume production. A factory spends much less than the Decimal Sizes
wholesale cost by producing in volume. Decimal sizes are typical technological device outputs. For
example, a human sees an object in the distance and
For example, Dran Corp sells vehicle parts. It buys them identifies it as Size 5 (person-sized; about 1.5 meters). A
from various factories at wholesale. A major part (a Gravitic technological device (a range finder; a visual sensor; a sonic
Translimiter) has a benchmark Value of 3 = Cr10,000, which detector) provides a more detailed reading as Size 5.3
is what Dran pays for it. (person-sized; about 1.8 meters).
Dran sells Gravitic Translimiters based on supply and Robots. Most robots give their estimates of size in
demand. This year the supply is (Flux = Quite Common = x decimal.
0.8 x 10,000 ) = Cr8,000. Demand is (Flux = Good = x 1.2 x
10,000 ) = Cr12,000 each. They make a profit of about How Big Is It Really?
Cr4,000 for each one they sell. Many objects vary somewhat from the standard size
Meanwhile, Acme Gravitic Translimiters Corporation values. The HBIIR? Table allows determination of a more
manufactures the devices. They produce them in volume (= specific size of an object. The result can be translated into
Value / 10 ) = Cr1,000 each. They want to sell them for decimal size or true units.
Cr10,000 each, but there is currently an oversupply, so they
only sell for Cr8,000 to distributors like Dran Corp.
- 00 -
Orbital Distances
Orbits are standardized on the traditional Titus-Bode Relation Orbits
distances primarily for ease of use.
5 ORBITAL DISTANCES
Surface of Star inside this Orbit
S= O= AU Million km Light- Ia Ib II III
10 0 0.2 30 100 ls A0-F5 A0-K0
Inner System
7 10 1,500 83 lm K5 M0 M9
8 20 3,000 3 lh M0 M5-M9
9 40 6,000 5 lh M5-M9
10 77 11,550 10 lh Kuiper Belt
11 154 23,100 21 lh Kuiper Belt
12 308 46,200 42 lh
13 615 92,250 3 ld
Remote System
14 1,230 184,500 7 ld
15 2,458 368,700 14 ld
16 4,916 737,400 4 lw
17 9,830 1,474,500 8 lw
18 19,500 2,925,000 16 lw
19 39,500 5,925,000 32 lw Oort Cloud
20 78,700 11,805,000 1 ly Oort Cloud
Stars shown physically occupy the
O= Orbit = orbits shown.
THE 10D GRAVITIC DRIVE LIMIT THE 100D JUMP DRIVE LIMIT THE 1000D MANEUVER DRIVE LIMIT
Ia Ib II III IV V VI D Ia Ib II III IV V VI D Ia Ib II III IV V VI D
A0 7 5 4 1 1 0 * * A0 10 9 7 6 5 5 * A0 13 12 11 9 9 8 *
A5 7 5 3 1 0 * * * A5 10 9 7 5 4 4 * A5 14 12 10 9 8 7 *
F0 7 6 3 1 0 * * * F0 11 9 7 5 4 3 * F0 14 12 10 9 8 7 *
F5 7 6 4 1 0 * * * F5 11 9 7 5 4 3 3 * F5 14 12 11 9 8 7 7 *
G0 8 6 4 1 0 * * * G0 11 10 8 6 4 2 2 * G0 15 13 11 9 8 6 6 *
G5 9 7 5 3 0 * * * G5 12 10 8 7 4 2 1 * G5 15 14 12 10 8 6 5 *
K0 10 7 6 3 0 * * * K0 12 11 9 7 5 2 0 * K0 16 14 12 10 8 6 5 *
K5 10 8 7 5 * * * K5 13 12 10 9 1 0 * K5 16 15 13 12 6 5 *
M0 11 10 8 6 * * * M0 14 13 11 9 1 0 * M0 17 16 14 12 5 4 *
M5 11 11 9 8 * * * M5 15 14 13 11 0 * * M5 18 17 16 14 5 2 *
M9 12 11 10 8 * * * M9 15 15 13 12 * * * M9 18 18 16 15 4 1 *
G-Drives inoperable outside this orbit. J-Drives inoperable within this orbit. M-Drives inoperable outside this orbit.
Limit shown is beyond (within for Jump) the Orbit Number shown. * = inside Orbit 0. Blank = Not possible.
1 Orbital Distances 1
Orbital Distances
Orbits are standardized on the traditional Titus-Bode Relation Orbits
distances primarily for ease of use.
THE 10D GRAVITIC DRIVE LIMIT THE 100D JUMP DRIVE LIMIT THE 1000D MANEUVER DRIVE LIMIT
Ia Ib II III IV V VI D Ia Ib II III IV V VI D Ia Ib II III IV V VI D
A0 7 5 4 1 1 0 * * A0 10 9 7 6 5 5 * A0 13 12 11 9 9 8 *
A5 7 5 3 1 0 * * * A5 10 9 7 5 4 4 * A5 14 12 10 9 8 7 *
F0 7 6 3 1 0 * * * F0 11 9 7 5 4 3 * F0 14 12 10 9 8 7 *
F5 7 6 4 1 0 * * * F5 11 9 7 5 4 3 3 * F5 14 12 11 9 8 7 7 *
G0 8 6 4 1 0 * * * G0 11 10 8 6 4 2 2 * G0 15 13 11 9 8 6 6 *
G5 9 7 5 3 0 * * * G5 12 10 8 7 4 2 1 * G5 15 14 12 10 8 6 5 *
K0 10 7 6 3 0 * * * K0 12 11 9 7 5 2 0 * K0 16 14 12 10 8 6 5 *
K5 10 8 7 5 * * * K5 13 12 10 9 1 0 * K5 16 15 13 12 6 5 *
M0 11 10 8 6 * * * M0 14 13 11 9 1 0 * M0 17 16 14 12 5 4 *
M5 11 11 9 8 * * * M5 15 14 13 11 0 * * M5 18 17 16 14 5 2 *
M9 12 11 10 8 * * * M9 15 15 13 12 * * * M9 18 18 16 15 4 1 *
G-Drives inoperable outside this orbit. J-Drives inoperable within this orbit. M-Drives inoperable outside this orbit.
Limit shown is beyond (within for Jump) the Orbit Number shown. * = inside Orbit 0. Blank = Not possible.
1 Orbital Distances 1
Orbital Distances
Orbits are standardized on the traditional Titus-Bode Relation HZ
distances primarily for ease of use.
5b HABITABLE ZONES Habitable Zones for Stars of the Spectral Type and Size Shown.
S= O= AU Million km Light- Ia Ib II III IV V VI D
10 0 0.2 30 100 ls K9-M9 K4-M9 A0-M9
Inner System
1 Orbital Distances 1
Money $
The standard by which the value of objects and labor is measured is called Money. The
varied systems of money in use across the universe allow individuals to buy and sell, to
accumulate wealth, to settle debts, and to acquire objects.
- -
Benchmark Costs Benchmark
Benchmark costs provide a standard against which players and
referees can understand the value of money in Traveller. Costs
SALARIES WAGES
Occupation Monthly Salary Annual Salary Skill Level Annual Month Hour
Citizen 250* Terms 3000* Terms Unskilled Skill 0-1 8,400 700 Cr 4
Scholar (no rank/ part time) 100 1200 Novice Skill 1-3 12,600 1050 Cr 6
Scholar 400* Rank 4800* Rank Competent Skill 3-5 21,000 1750 Cr10
Entertainer (ordinary) 25* Fame 1-9. 300* Fame 1- 9. Master Skill 5+ 29.400 2450 Cr14
Entertainer (good) 100* Fame 1-9. 1200* Fame 1- 9. Wages are based on 40 hours per week.
Entertainer (spectacular) 200* Fame 1-9. 2400* Fame 1- 9. 2000 hours per year. 175 hours per month.
Entertainer (ordinary) 125* Fame 10-16. 1500* Fame 10-16. Rich World: Increase by 20%.
Entertainer (good) 500* Fame 10-16. 6000* Fame 10-16. Poor World: Decrease by 20%.
Entertainer (spectacular) 2000* Fame 10-16. 24000* Fame 10-16. Industrial World: Increase by 40% (as
Entertainer (ordinary) 250* Fame 17+. 3000* Fame 17+. overtime pay [2 hours per day]).
Entertainer (good) 1000* Fame 17+. 12000* Fame 17+. Professionals: Advocate, Medical,
Entertainer (spectacular) 4000* Fame 17+. 48000* Fame 17+. Counsellor earn double the stated rate.
Scout 200* Term 2400* Term Craftsman: Also earn Cr2 per level of
Merchant (no rank) 100 1200 Craftman.
Merchant Officer 100* Rank 1200* Rank Hellworld (if not a Mainworld): Pay is
Spacer 100* Rank 1200* Rank doubled for a one-year contract.
Spacer Officer 200* Rank 2400* Rank
Soldier 100* Rank 1200* Rank LAND GRANTS
Soldier Officer 200* Rank 2400* Rank An unimproved Land Grant generates
Elite 200* Rank 2400* Rank income based on the Trade Classifications of
Elite Officer 400* Rank 4800* Rank the world and equal to Cr10,000 per TC
Functionary 500* Term 6000* Term annually (Cr5,000 if there are no TCs).
Term is the number of terms spent in the career.
Housing and meals are provided at no cost for Scout, Merchant, Spacer,
Soldier, and Elite.
For Entertainers, ordinary/good/spectacular = quality of performance.
1 Benchmark Costs 1
Value, Cost, and Price
Every object has a value, a price, and a cost. It is important to be able
to differentiate between the three concepts. Value
Buying and Selling is a win-win situation. The Seller wants to sell for more than his cost. The Buyer wants to pay less
than (or equal to) an object’s value. When a buyer and seller make a transaction, both can win.
>
Benchmark
Major Small Large
Typical Snack Meal Clothes Device Part ATV Craft Starship Starship
Salary 1 hr 1 mo 1 yr
Value 0 1 2 3 4 5 6 7 8
Credits <1 10 100 1,000 10,000 100,000 MCr1 MCr10 MCr100
1 Benchmark Values 1
Object Size
Objects can be identified with specific dimensions, but for many, it is
more convenient to describe them with a Size: a general description of Size
its bulk or volume. Size corresponds to the Benchmark objects used
with the Senses and with Sensors.
UNDERSTANDING SIZE
Size indicates the approximate size or dimensions of an object. Sizes can be decimal. An object slightly
The chart shows the basic benchmark sizes. For example, the referee smaller than Size-6 is Size 5.9; a slightly larger
may say, object is Size 6.1.
Carrying and Using. A Size-N sophont can
“You see a Person-Size something in the distance.”
typically carry and use any object less than its
“You see a Size-5 object on the starport tarmac.”
own Size. For example, a Size 5 Sophont can
“Sensors pick up a Missile-Size object at separating from that ship.”
carry and use a Size 4 Object. A Size-6 truck
Size covers a broad descriptive range, and includes some overlap. can carry many Size-5 objects.
Person-Size may indicate anything larger than a suitcase and smaller Size and World Range (or Distance) are
than a truck. Suitcase may indicate anything larger than a book and related. A person with ordinary vision usually
smaller than a person. see an object of Size-N or larger at Range-N or
less.
SIZES AT WORLD RANGES
>
Benchmark
Wire Word Bullet Card Book Suitcase Person Truck Tower
Size 1 mm 2 mm 7 mm 75 mm 200 mm 750 mm 1.5 m 7.5 m 75 m
thin 10 point 0.3 inch 3 inches 8 inches 30 inches 5 feet 25 feet 250 feet
Size 0 R T 1 2 3 4 5 6 7
Distance Contact .5m 1.5m 5m 50m 150m 500m 1000m 5km 50km
Weapon Serial No. Bullet Snub Pistol Rifle Person Vehicle
Vehicle Crack Seam Bolt Person Truck SC
Device Wire Fusion+ Person
Size= approximately the width of 5 minutes of angle at the range shown.
DECIMAL SIZES
Length 1.0 mm 2.0 mm 7 mm 7.5 cm 20 cm 7.5 m 1.5 m 7.5 m 75 m
1 .1 .1 mm 1.1 mm 2.5 mm 8 mm 8 cm 25 cm .8 m 1.6 m 8m 80 m
2 .2 .2 mm 1.2 mm 3.0 mm 9 mm 9 cm 30 cm .9 m 1.7 m 9m 90 m
3 .3 .3 mm 1.3 mm 3.5 mm 10 mm 10 cm 35 cm 1.0 m 1.8 m 10 m 100 m
4 .4 .4 mm 1.4 mm 4.0 mm 11 mm 11 cm 40 cm 1.1 m 1.9 m 11 m 110 m
5 .5 .5 mm 1.5 mm 4.5 mm 45 mm 15 cm 45 cm 1.0 m 2.0 m 45 m 450 m
6 .6 .6 mm 1.6 mm 5.0 mm 50 mm 16 cm 50 cm 1.1 m 5.0 m 50 m 500 m
7 .7 .7 mm 1.7 mm 5.5 mm 55 mm 17 cm 55 cm 1.2 m 5.5 m 55 m 550 m
8 .8 .8 mm 1.8 mm 6.0 mm 60 mm 18 cm 60 cm 1.3 m 6.0 m 60 m 600 m
9 .9 .9 mm 1.9 mm 6.5 mm 65 mm 19 cm 65 cm 1.4 m 6.5 m 65 m 650 m
Flux x R= 0 R T 1 2 3 4 5 6 7
-5 0.5 -- 0.5 mm 1.0 mm 2 mm 20 mm 10 cm 20 cm 1.0 m 3m 20 m
-4 0.6 -- 0.6 mm 1.2 mm 3 mm 30 mm 12 cm 30 cm 1.1 m 4m 30 m
-3 0.7 -- 0.7 mm 1.4 mm 4 mm 40 mm 14 cm 40 cm 1.2 m 5m 40 m
-2 0.8 -- 0.8 mm 1.6 mm 5 mm 50 mm 16 cm 50 cm 1.3 m 6m 50 m
-1 0.9 -- 0.9 mm 1.8 mm 6 mm 60 mm 18 cm 60 cm 1.4 m 7m 60 m
0 1.0 1.0 mm 2.0 mm 7 mm 75 mm 20 cm 75 cm 1.5 m 7.5 m 75 m
+1 1.2 0.1 mm 1.2 mm 2.4 mm 8 mm 80 mm 30 cm 80 cm 2m 10 m 80 m
+2 1.4 0.2 mm 1.4 mm 2.8 mm 9 mm 90 mm 40 cm 90 cm 3m 20 m 90 m
+3 1.6 0.4 mm 1.6 mm 3.2 mm 10 mm 100 mm 50 cm 100 cm 4m 30 m 100 m
+4 1.9 0.6 mm 1.8 mm 3.8 mm 11 mm 120 mm 60 cm 120 cm 5m 40 m 110 m
+5 2.0 0.8 mm 1.9 mm 4.0 mm 12 mm 150 mm 70 cm 150 cm 6m 50 m 120 m
1 Object Size 1
Hot and Cold
Hot and Cold Benchmarks Impact