Showing posts with label Equipment. Show all posts
Showing posts with label Equipment. Show all posts

Saturday, March 7, 2026

Take to the Skies! Personal Flight Gear

 "Break out the Rocket Belts, Boys!"

      • Dr. Benton Quest, in The Invisible Monster

That's probably my favorite quote from the Jonny Quest show. What adventure-seeking kid hasn't wanted to take to the skies with pounds of highly flammable fuel strapped to their backs?

The Traveller Book's vehicle chapter gives us the Grav Belt at TL12:

Grav Belt (12) Cr100,000, negligible weight if on; 10 kg if turned off. Personal anti-gravity transportation using a single null-gravity module and a personal harness. Performance is similar in speed and range to the air/raft.

But what other devices have appeared in fact or fiction to give somebody a lift? Turns out there have been quite a few.

TL-1 the Wings of Icarus Cost: 20 Cr Speed: 15kph Range 5km



Wednesday, August 30, 2023

The Place of and Importance of Gear

I was tinkering over the weekend with an old project of mine. It's an equipment list, things that either I've pulled from published CT stuff, or seen in other games, or invented on my own. 

I realized that most everything there could be useful, if (and only if) the PCs were in a specific situation and needed one of my widgets. 

The Equipment List in TTB is frankly sparse. Yet much of Traveller adventuring does not require much gear apart from weapons and armor. 

Until you start exploring. 

In the session a few weeks ago, the PCs were exploring a closed-down facility on an asteroid, at the request of a patron. I described the facility to the players, mentioning that the power was off, and had been for a decade, and the asteroid was tiny, so the interior was effectively at 0.0G. This detail, it seems, went over their heads, as no one brought anything along to help mitigate the zero-G experience. Also missing from the shopping list were light sources, and any medical kits or expertise. At least they had a PC with Jack-of-all-Trades. 

All that was left of the cargo bay was containers and scrap

They discovered upon arrival that the facility had no stairs. When in use, it had lift shafts to move people between the five levels. When the power was turned off, the lifts locked in place. One of them was at the top/entrance level, so that shaft was totally unusable. The other lift was at the bottom floor, so that shaft was a five-story drop. Even in near-zero-G, velocity builds up so there was no guarantee of a safe landing, making the jump down (and don't forget the absence of a medical kit) a dangerous option. This was important, as the Patron had informed them that the power plant was on the bottom level. If they could get to it and re-start it, then the lifts would work.

What resulted was a lot of improvisation and a fair bit of luck. As in: Chucking a mattress down the lift shaft and Geronimo-ing after it. That could have ended badly, but didn't. The players discussed afterwards how they could have packed to be better prepared. And in the end, it's player skill that enables the correct packing list for the job. Lesson learned.

For a different perspective: https://grognardia.blogspot.com/2023/07/i-hate-shopping.html

I will remind them about the gear lists in the next session.

Photo credit: Pixabay

Friday, March 17, 2023

What can you do with 10,000 Credits?

Why ten thousand credits? No profound reason. It is a common amount of Retirement Pay. It shows up in a few places in TTB as a cost of things (see below). Looking at the Mustering Out Tables, 10,000 is not hard to come by. But it can go again quickly if a PC is not careful. I also figured this would be useful to Referees in determining how much to pay the Travellers for their current job. Don't be a cheapskate, but don't Monty Haul them either.

In terms of Long-term Subsistence, 10,000 Credits will pay for almost an entire year, at the High Living level, to give you a sense of scale. But remember this game was written in the 1970’s when a decent starter house might only cost $10-20,000. Oh, how times have changed.

Is it really an adventure if there's no treasure involved?

I combed through the Traveller Book and my blog for any reference to paying for things. Here's what I found: 10,000 Credits will buy a Traveller:

Tuesday, May 31, 2022

More Vehicles: Spy-class Armored Car

 Swiss MOWAG Spy Armored Car (TL-8, with some TL-9 bits)

Chassis: Light Ground Vehicle

Spaces: 10 (13,750Cr)

Crew: 3 (3 spaces)

Agility: +1

Speed (Speed Band/kph): Medium (109kph)/Slow (80kph)

Range: 435km (653km)

Hull: 20

Armor: 20/20/20 (1 space)

Traits: ATV (DM+2 to off-road drive checks)

Armament: Automated Ring Mount (750Cr) w/ One HMG (Rng-1km, Dmg-4D, Cost-4500Cr, Mag-100, Mag Cost-400Cr, Auto-3)

Equipment/Modifications:

Thursday, June 25, 2020

Raise Shields!

Traveller has, from time to time, taken a little gentle ribbing over the fact that it has rules for spears and swords. This is a game of science fiction adventure in the far future. Well, so what if it does? Sci-fi classics from The Time Machine to The Dumarest Saga and King David's Spaceship had characters use swords and other melee weapons.

So there should also be rules for the use of that natural companion of the sword, the shield.

Shields are the oldest defensive technology of mankind. A shield is a portable barrier, often strapped to the arm or carried by one hand. It protects the bearer against attacks from the front.

Normally you use a shield with a one-handed weapon (blade, club, handgun). If the bearer wishes, he can fit his shield with a weapon rest so that the shield supports long arms (spears, long guns). All attacks with these weapons are at DM -2.  Very high-tech shields may incorporate stabilization and anti-grav to negate this penalty. Imagine heavy weapons carried behind a gun shield!

Friday, November 1, 2019

(Banned) Weapon Research in my TU

Speaking of research . . . 

Recently I watched again the Star Trek film Insurrection. This will not be a movie review. In the film, there was a space battle scene in which the enemies of the Enterprise used an "isolytic burst" weapon. The Enterprise crew were surprised, as the weapon was banned by some treaty or other, for being unpredictable. I think it was supposed to be a scene to show how the Enterprise crew are creative and resourceful thinkers. Maybe it worked at that, maybe not. Watch the film and judge for yourself.

We never actually see what the weapon is supposed to do. Rather we get told about it by several crewmen, and then the Enterprise defeats it, and the enemies. The weapon might as well have been a 20th century ICBM, or a boring old laser beam.

So I thought, what kinds of crazy weapons could show up in my TU, as unique and probably banned weapons?

Well, there is the "stellar ray" from that post on Edmund Hamilton's "Crashing Suns". That's a crazy-powerful weapon.

Here are some of the unusual and illegal weapons that have been at least researched if not developed by star nations in my TU. The Talaveran Empire has declared a ban on all of them; any vessel found in Imperial Space equipped with such will be impounded and destroyed, or just destroyed if they don't surrender.



"The Imperial Ministry of Defense in conjunction with the Ministries of State and of Science have signed resolutions, later confirmed by the King, banning the experimentation, development production or use of the following devices. Some of these were explored by the Ministry of Defense, but were rejected by the Navy as being “irresponsible, inhumane and contrary to the ways of civilized peoples”."

Monday, July 22, 2019

A High-Level Traveller Character

I have written before about High Level Play in Traveller, and what that might mean. Today I want to share a character I've created, to illustrate what that might look like. 

Here is the character, right after character generation finished:

Jackson Law     Age 22   7A87B5     Ex-Army Captain
Tactics-4, Rifle-1, SMG-1, CG Vehicle-0, Carousing-0
Cr 2,000        
Our good Captain. Still a young pup. That will change.


Quite the junior tactician, eh?  But out of the service after only one term. What's that about?  Was it because of his low SOC that the other officers didn't approve of the young man?  Well, could be a lot of things.

Skip ahead 20 years.

Thursday, July 4, 2019

Clubs and Cudgels - What's the Difference?

From the beginning of my time playing Traveller (circa 1983) I found it odd that the combat rules included club and cudgel as two different weapons. I decided that I would look closer and see why that was. This is, I recognize, not a burning issue among Traveller players. My words will have little effect on how anyone plays the game. Well, this is my blog, and if I want to write about this, I will. I hope you enjoy my observations anyway.

There is not a lot in the official rules to go on.

Clubs are not purpose built weapons. They are, by TTB p. 38, found to hand in the brawl location. So a PC can ask the referee if there is anything lying about that can be used as a club. Bar stools, chairs, crowbars, briefcases, table legs, long handled flashlights, lamps, etc.

Looking at the combat tables, a club requires STR of 5 or faces a -4 DM. That's pretty severe, on par with the broadsword. STR of 8+ gives a DM of +2. My explanation is a club is a temporary expedient - it is not balanced or formed exactly to use as a weapon. If you haven't the strength to lob it in hard, the table leg will work against you.

The club can be abandoned at the end of the combat. It may not be, if it was originally a tool. The club base weight is 1 kg, as heavy as a sword. The referee can decide that the object the PC is using is not heavy enough and assign a -DM to the club. A pencil is not an effective club.
Nice try, bub. No DM for you.
Or it might be too heavy, and it can't really be used at all, except to drop down on someone. Clubs have the lightest penalty for weakened blows. This means a club wielder can keep going past his END score without too much worry. But I've never seen or heard of a Traveller combat that lasted that long.

Referees, have you ever had a mass brawl with enough combatants that a PC might have to fight to and beyond his END limit?

Monday, November 19, 2018

More Traveller Literary History - Kalin


In E C Tubb's Dumarest of Terra novel Kalin, the titular protagonist finds himself out of cash on Chron, an Industrial planet of huge strip mines and forges, run mostly on slave labor. Dumarest avoids that fate, but if he's not working for the Company, there are very few other options. He gambles a little, but wins too much for the house's comfort, so that's not a source of income.

Along with some other travellers he meets, he goes hunting for creatures called zardles. Zardle meat is not appealing, but it is edible and better than not eating. 

I have extracted some details of the creature from the narrative, to construct a Traveller animal description for it. I have written elsewhere about Frightening Animal Encounters, and these things definitely fall into that category. More than half a dozen of the hunters in Dumarest's party are killed by these foul beasts.

Just add lots of legs. And claws. And bad breath. And don't forget its poison.

Monday, September 24, 2018

First Step towards Battle Dress?

Janes' 360 has reported on a Russian design firm which is developing an exoskeleton for infantry. The framework is not an armored suit a la Starship Troopers, but a means for the soldier to carry much more weight than normal.

Photo from www.janes.com

The exoskeleton "enables a soldier to carry a load of about 50 kg." A modification currently in trials will enable a soldier to "easily carry a general purpose machine gun," in addition to his personal weapon. This would turn every squaddie into his own fire support element.

If it is being developed now, at the equivalent of Traveller TL-8, it could be in general production at TL-9. Book 4 doesn't cover anything like this. That means I get to make it up myself!

Wednesday, September 13, 2017

Laser weapons are coming

Beam Lasers are designated at TL-9 technology in Classic Traveller, as heavy weapons. TL 9 is noted on the Technological Levels chart as being approximately 1990-2000. Okay, so they were off the mark with that one. We were supposed to have fusion and contra-gravity by now. (Don't I wish) However, the tech of the Far Future is getting closer. Take a look:

What else could they call it except Dragonfire?


Behold the UK Dragonfire laser weapon system, currently on display at the 2017 DSEI exposition (Defense and Security Equipment International). According to the Janes' 360 website:
"The system aims to offer highly accurate targeting, allowing it to hit specific parts of an aircraft, for example. Such accuracy gives greater flexibility in target engagement, potentially allowing an LDEW [laser directed energy weapon] system to disrupt or dazzle the target, as well as to destroy it."
The Dragonfire is mounted aboard naval vessels and serves as an anti-aircraft and anti-missile platform. Sounds like the fore-runner of starship turret weaponry to me.

If your PCs are operating as mercenaries or involved in Striker battles on TL 8-10 worlds, the Janes' site offers information on real-world tech that can be upgraded and imported into your Traveller games. Check it out and find some inspiration

Thursday, April 13, 2017

The Armor of St. Oswin

The Tale of Saint Oswin of Mavramorn, patron of non-combatant soldiers.
Fr. Oswin, wearing The Armor.
During the Stavanger-Mavramorn war, (100+ years ago) Fr. Oswin was a Mavramorn Army Chaplain. At the Battle of Five Hills, Fr. Oswin traversed the battlefield, praying and tending to the wounded. He went as always, unarmed, with his clerical stole over top of his light armor jacket. His actions and prayers saved many from death. As he knelt in prayer with a dying soldier, an enemy sharpshooter, an impious man, spotted him and targeted the chaplain. This despite both sides acknowledging chaplains as non-combatants, exempt from attack.

As the sniper fired, a bird startled from the brush ahead of him and took the bullet. The sniper tried to fire again, but his weapon hung fire. Finding no mechanical fault, he fired twice more, each time thinking he had a true shot, but Fr. Oswin appeared untouched. His fifth shot struck Fr. Oswin in the chest, but the chaplain continued his ministrations unharmed. At this sight, the sharpshooter threw away his weapon and made his way to the Mavramorn lines to surrender, asking only to meet the chaplain. When they met, the sniper explained what had happened.

Mavramorn soldiers inspected Fr. Oswin's armor, and found that it had not only a large hole in the chest, but another in the back. The bullet passed through Fr. Oswin without harming him. At this, the sniper fell at Fr. Oswin's feet and begged his forgiveness for his attempt to murder him. The priest forgave him, but the Mavramorn forces took him as prisoner. Fr. Oswin later baptized him into the faith.

The Army gave the Mesh jacket to a church on Mavramorn where it was venerated as a relic, the Armor of St. Oswin. After the war, both St. Oswin and the former sniper ended their days in peace in a monastery.

The weapon which failed to kill Fr. Oswin was recovered by Stavanger forces, but ever after it could not hit a living target. Time and again it was tested and new sights attached. It would hit practice targets, but when fired at a person it would always miss, or fail to fire. After the war it was decommissioned, and went to a church on Stavanger, and it also is now a relic of St Oswin.

Referee's Information:

Friday, November 11, 2016

"Drat. It's armored with collapsium."

From H. Beam Piper's The Cosmic Computer:
"The armor was only a couple of micromicrons thick, but it would stop anything. It was collapsed matter, the electron shells of the atoms collapsed upon the nuclei, the atoms in actual contact. That plating made eighth-inch sheet steel as heavy as twelve-inch armor plate, and in texture and shielding properties, lead was like sponge by comparison."
That, fellow Travellers, is collapsium. None of the Classic Traveller rules sets describe what starship hulls or vehicle armor is made of. That's fine, referees can make stuff up that works for them. But why not use a substance that has some SF pedigree, like Piper's super-strong metallic shielding? It's the sort of stuff you encase your ship's fusion power plant or jump drive in.

The only reference to this type of material I could find was in Striker, as shown here:


Taken from the Design Sequence Tables in FFE 005: The Classic Games

Saturday, February 20, 2016

Bring me the Hydrospanner! Using Spare Parts on Starships

Spare Parts!  Traveller has always been light on the crunchy details, and particularly on the technobabble of starship components. Keeping that in mind, here's some simple ways to make repairing a ship a role-playing opportunity, instead of just rolling dice.

Ship operators are wise to lay in a few tons of “spare parts” - pipes, tubes, wires, plates, mechanical assemblies, etc. These do not have to be specified, unless the players or referees want to. These will take up space in the cargo area, but some things could be argued to be held in the ship's locker.
So come on, Mister Chief Engineer, get busy fixing the Jump Drive!
After a ship is damaged in combat or after a breakdown (see the article “Starship Malfunctions” in JTAS #15), repairs will consume the spare parts in one-ton lots. The referee can determine how many lots of parts get used up, depending on the nature and severity of the damage.

Spare parts are usually purchased at a starport, on a world of ship's TL or better. If a ship is going to spend a lot of time in an under-developed region, it should have lots of spare parts aboard.

Standard parts lot: Cr 1000 x (TL-7). e.g. A lot of TL-10 spare parts costs 1000 x (10-7)= Cr 3000.

Spare parts can be scrounged anywhere (see the illustration above), with Streetwise skill providing a bonus to finding them. Scrounged parts can cost far less or far more than standard. PCs should be encouraged to negotiate deals for pricing; NPCs may demand the PCs do a 'job' for the parts. Qui-gonn Jinn could have negotiated with Watto for the hyperdrive and avoided the whole podracing distraction. 

Of course, any time the referee wants to he can decide that a specific bit of technobabble is not available in the spare parts stores. The PCs will then have an adventure to track down the necessary part.

Monday, December 7, 2015

Gear for TAS Wardens

This is the first of what I plan to be several articles expanding on my adventure framework of The Wardens, constabulary agents of the Travellers' Aid Society. Today we'll look at gear.

Wardens will always carry their badge/ID cards, and some sort of over-garment that clearly identifies them as TAS agents. Communicators and first aid kits, and whatever life support gear is necessary for the world are also standard equipment.
 
The TAS Wardens will carry non-lethal weapons while on routine patrols. They have them to protect themselves and discourage casual troublemakers, like drunks and petty criminals. The Wardens are there to assist local authorities and keep the peace. However, if the situation warrants it the Wardens will bring out regular firearms. For low-threat scenarios, here are some devices Wardens will typically carry.

Sleep Rods (TL9)
taken from Andre Norton's Solar Queen books

I've found no specific description of the sleep rod in any of Norton's stories that I've read. From the few mentions, I take the sleep rod to be roughly of pistol configuration. It is button activated, but with dermal grip sensors so it only fires when being held by an authorized user. Besides the grip it is a cylinder with an emitter at the far end. It is simple to use, just aim and 'beam'. It's size and DEX parameters match those of the Body Pistol, as does the skill to use it most effectively. Damage is 1 pt, plus the target must throw 3D for END or less to avoid unconsciousness for (20-END) minutes.

Range DMs
Close Short Medium Long
+1     +2      -2         -4

Armor DMs
None Jack Mesh Cloth Reflec Ablat Battle
0       0     0       0       -4        -2      No

Glove Shields (TL8)

The glove shield is standard kit for Wardens, to give them a visible badge of office, and a defensive edge. The shield is worn on the non-dominant arm. It is made of overlapping ceramic plates & a ballistic cloth sleeve. The sleeve part extends from the elbow to the palm, ending in a fingerless glove. The shield can be retracted to an arm covering, or extended (spring loaded) 10 cm on each side of the arm. Weight is 1.5 kg, but this is not counted against the wearer's encumbrance load. Glove shields are not available to the general market. As they are defensive in nature, they are not restricted by Law Level.

Combat Effects (combined with wearers' armor)
Vs guns or lasers, DM -1
Vs blade weapons, DM -2

An attacker with two or more hands can attempt to pull the glove shield off, but must have a STR score 3 greater than the wearer. Glove shields are custom-fitted and are not easily worn by another person.

Net Launchers (TL7)

The launcher is a shotgun configuration weapon, loaded with a tightly packed entangling net. The net is cased in a sabot which falls away harmlessly upon launch. The net reaches Medium range and causes no damage, but it will entangle and subdue any creature up to 200 kg. Larger creatures may be slowed by the nets, but they have sufficient strength to rend them and escape. At TL10, grav technology enhancements allow nets to reach out to Long range and to capture flying creatures without causing them to crash.
Weight and price are as Shotguns. Nets: Cr 20 each. Launchers can launch six nets before reloading.

All of these items can be customized by players utilizing Tech Level improvements or the non-generic equipment rules.

Friday, August 14, 2015

One Way to Deal with Pirates



A pirate ship, yo ho!

An encounter with pirates in Traveller


Referee: Dad
Josiah Greene, captain of SS Lioness: Zach
Zeke Mason, XO and head of security: Joel

Referee: The navigator tells you that the pirates that are in pursuit have reached overtake velocity. It is no longer possible to outrun them.

Josiah: What do we know about the pirate’s ship? How big is it?

Referee: Your sensors indicate it’s a 400-ton vessel, probably a modified Type-P corsair.

Josiah: I’d like to make an Education throw to determine the size of the crew.

Referee: Ok, that should be an average difficulty, so roll EDU or less, no DMs.

Josiah: (rolls) Made it!

Referee: The Type P usually has only 10 crewmen, possibly as many as 12.

Zeke: Are we going to fight them?

Josiah: Maybe, but I think we can outsmart them first. (writing) I want to rig this up in the airlock. (hands referee a list)

Thursday, July 23, 2015

Say No to generic equipment

Classic Traveller's vehicle section is not the game's strongest point - starships get a lot more coverage, and more detail. Striker has vehicle design rules, but for most folk that's too much detail. Here I propose an experiment; not yet a house rule. By means of a table already part of the game we can introduce variables into the generic vehicle designs, which can be just background/color or a plot hook. Please feel free to tell me whether you think this will work or not.


Thursday, May 28, 2015

Updating Classic Traveller Computers, sort of

Check out my new Model/2 computer!

New Computer Programs for Classic Traveller


Everyone likes to make fun of CT's computer rules. It's not surprising; by today's standards, the computer aboard your average Type S scout weighs two tons and has less computing power than the laptop upon which I'm typing this. 
Yeah? Well here's my new Model/2. Loser.

Thursday, May 14, 2015

Meet the Armata - a brand new TL-8 MBT

The Russians unveiled the Armata, it's first new MBT design in a quarter century at the May 9th Victory Day Parade. STRATFOR provides a video review of this new vehicle, which is to be a 'universal' vehicle platform. 

Russia unveils its groundbreaking new tank 




Wednesday, August 13, 2014

Grenades for Traveller




"Boy, it sure would be nice if we had some grenades, don't ya think?"
 - Jayne Cobb, Serenity

Book 4, Mercenary, introduced hand grenades into Traveller combat. Striker had a few of them as well, but I want more! So here's my list of grenades for Traveller. Each item lists the type, (introductory TL), cost in Cr, and effects. Grenade vs Armor DMs are presented in Bk4, Mercenary. All grenades weigh 1kg.

Fragmentation grenades (5) Cr 10
at TL 5-6, 4D damage at TL 7-8 6D, at TL 9+ 8D
Mini grenades (8) Cr 15
4D damage, enough to destroy equipment or damage a door.
Micro grenades (8) Cr 20
2D damage, sufficient to destroy a door lock


Smoke grenades (6) Cr 10
Covers a 10m radius in white or colored smoke. Lasts for 4 rounds.
Sonic grenades (9) Cr 25
Emits highly uncomfortable audible sound. All within 15m must throw END or less on 3D or retreat at top speed for 2 rounds. Sound lasts 4 rounds. Hearing protection or sealed armor: throw 3D-4 for END or less.
Tranq grenades(9) Cr 20
Releases a tranquilizing gas. All characters in a 3m radius take 2D against END. If END is reduced to zero, character falls unconscious for 10 minutes.
Anti-laser aerosols (9)
Covers a 10m radius in chemical smoke designed to defeat lasers. Treat all laser fire through the smoke as having an additional Armor DM of -6. Lasts for 4 rounds.
Irritant gas grenades (7) Cr 15
Releases a cloud of gas that causes nausea and temporary blindness. Roll END or less on 3D to resist the effects. Cloud persists for 4 rounds. Characters in sealed armor or gas masks are unaffected.
Cryonic grenades (10) Cr 40
Releases a super-cold gas that does 3D damage, and causes all liquids to freeze. Characters even in sealed armor can be frozen in place by ice accumulation and by the armor stiffening.
Thermite/Incendiary grenades (6) Cr 20
Used to destroy material. Will burn through metal or stone, and set flammable objects alight. Grenade lasts for 2 rounds. Characters within 1m take 1D heat damage, characters in contact take 4D damage.
Fusion grenades (14) Cr 50
The high-energy version of the thermite grenade. Will burn through even starship hulls. Danger space 10m radius. Heat damage in danger space 6D, in contact 16D. Armor DMs as FGMP-14.
Visual Distortion grenades (12) Cr 45
Uses subsonic vibrations to blur the air in a 5m radius. All fire through the distortion is at -4, laser beams get scattered, losing 2D from damage. Nothing can be seen clearly through the distortion field.
Entangling grenades (11) Cr 30
Releases adhesive strands much like a spider web. Any character within 3m must roll DEX or less on 3D to avoid being entangled. If entangled, throw STR or less on 4D to escape. Cutting a strand with a blade takes 9 points of damage against Cloth armor.
Illumination grenades (5) Cr 10
Negates all darkness penalties for targets within a 25m radius.  Any character who looks right at an ignited grenade must throw END or less on 3D or be blinded for 10 minutes.
 Lubricant grenades (10) Cr 35
Covers a 5m radius with ultra-low-friction silicone spray. Any character on foot in this area must roll DEX or less on 3D to remain standing. Lubricant is persistent,  it must be cleared away with surfactants.
Shock grenades (10) Cr 25
Releases an electrical charge that affects all characters at Short range on 5+. 3D damage.
Acid/chemical grenades (13) Cr 40
Releases an Acid spray designed to degrade Battle Dress. Roll 1D, armor loses that many points of Armor DM (CT) or AV (Striker). Alternatively, it releases a magnetic 'paint' that covers visors and distorts on-board sensors, rendering the suit blind.
Thermal decoys (9) Cr 15
Emits a thermal signature that simulates body heat. Lasts for 6 rounds.
Contra-gravity grenades (13) Cr 100
Creates a localized gravitational field. Can be set to negate local gravity, causing everything in a 4m radius to float, or to amplify gravity, inducing weight penalties for a size A planet (see the gravity effects table in TTB).

Rules for throwing grenades. Use the Throwing Blades rule in the combat section as a guide, but extend range to Medium. Thrower is considered Evading while throwing. If thrower has thrown 25 or more grenades in combat, add DM +1 to roll to hit. For every additional 25, add another +1.* Any grenade thrown at short range may affect the thrower (7+ to hit yourself); and grenade thrown at Close range will affect the thrower. 

Rifle Grenades are fired from rifles, auto rifles or carbines. The grenades come with an adapter and blank round to launch. Loading time is one round, during which the firer is treated as Evading. Maximum range is Long. 

Readers feel free to suggest your own specialty grenades in the comments! 

* There is no 'grenade throwing' skill in CT, and I don't see the need to create one, given the restrictions on skills. This DM advantages the experienced thrower without creating a new skill.