Weapons Tables

For use with Hyphen's Combat Rules.

Last Updated 19 July 2001.

  1. Hand-to-Hand Weapons
  2. Archaic Missile Weapons
  3. Personal Slug Throwers
  4. Crew-Served Slug Throwers
  5. Personal Energy Weapons
  6. Grenades
  7. Miscellaneous Military
  8. Heavy Weapons
    • Mortars
    • Howitzers
    • High Velocity Guns
    • Hyper Velocity Guns
    • Mass Drivers
    • Heavy Laser Weapons
    • Heavy Energy Weapons
  9. Missiles
  10. Starship Weapons
  11. Alien Weapons

1. Hand-to-Hand Weapons

Range Number: 0 1 2 3 4 5 6 7
Natural Weapons Easy Avg Diff Form Stag Imp Imp+3 Imp+6
1D 2D 3D 4D 5D 6D 7D 8D
Name TL Pen/
Atten
Dmg Def
DM
Max
Range
Close
<1m
Short
<3m
Med
<45m
Long
<300m
VLong
<600m
Dist
<1.5km
VDist
<3km
SubR
<50km
Auto
Tgts
Dngr
Spc
Sig Recoil
Hands 0 1/- 1 1 1.5 m 1 1 -- -- -- -- -- -- -- -- -- --
Claws 0 3/- 2 1 1.5 m 3 3 -- -- -- -- -- -- -- -- -- --
Teeth 0 4/- 2 0 1.5 m 4 4 -- -- -- -- -- -- -- -- -- --
Horns 0 5/- 2 1 3 m 5 5 -- -- -- -- -- -- -- -- -- --
Hooves 0 4/- 2 0 3 m 4 4 -- -- -- -- -- -- -- -- -- --
Stinger 0 5/- 3 0 3 m 5 5 -- -- -- -- -- -- -- -- -- --
Thrasher 0 8/- 2 1 3 m 8 8 -- -- -- -- -- -- -- -- -- --
Club 0 2/- 2 1 1.5 m 2 2 -- -- -- -- -- -- -- -- -- --
Small Blades
Dagger 1 2/- 2 1 1.5 m 2 2 -- -- -- -- -- -- -- -- -- --
Blade 3 3/- 2 2 1.5 m 3 3 -- -- -- -- -- -- -- -- -- --
Large Blades
Sword 1 4/- 3 3 1.5 m 4 4 -- -- -- -- -- -- -- -- -- --
Cutlass 3 3/- 3 2 1.5 m 3 3 -- -- -- -- -- -- -- -- -- --
Bastard Sword (1h)* 1 5/- 3 3 3 m 5 5 -- -- -- -- -- -- -- -- -- --
Bastard Sword (2h)* 1 6/- 3 2 3 m 6 6 -- -- -- -- -- -- -- -- -- --
Broadsword** 2 7/- 3 4 3 m 7 7 -- -- -- -- -- -- -- -- -- --
Foil
Foil 3 3/- 1 2 1.5 m 3 3 -- -- -- -- -- -- -- -- -- --
Axes and Maces
Hatchet (melee)* 0 3/- 3 0 1.5 m 3 3 -- -- -- -- -- -- -- -- -- --
Hatchet (thrown)* 0 3/- 3 0 25 m 3 3 3 -- -- -- -- -- -- -- -- --
Hand Axe 1 6/- 3 1 1.5 m 6 6 -- -- -- -- -- -- -- -- -- --
Battle Axe 2 8/- 3 1 3 m 8 8 -- -- -- -- -- -- -- -- -- --
Mace* 0 3/-*** 2 1 1.5 m 3 3 -- -- -- -- -- -- -- -- -- --
Flail* 0 4/-*** 3 0 3 m 4 4 -- -- -- -- -- -- -- -- -- --
Maul (2h)* 0 5/-*** 3 0 3 m 5 5 -- -- -- -- -- -- -- -- -- --
Military Pick* 0 3/-*** 2 1 1.5 m 3 3 -- -- -- -- -- -- -- -- -- --
Polearms
Bayonet 1 3/- 3 1 1.5 m 3 3 -- -- -- -- -- -- -- -- -- --
Spear 0 3/- 2 1 3 m 3 3 -- -- -- -- -- -- -- -- -- --
Halberd 2 5/- 3 2 4.5 m 5 5 5 -- -- -- -- -- -- -- -- --
Pike 1 2/- 3 1 4.5 m 2 2 2 -- -- -- -- -- -- -- -- --
Staff/Cudgel 0 2/- 2 1 3 m 2 2 -- -- -- -- -- -- -- -- -- --
*Stats for Bastard Sword, Hatchet, Mace, Flail, Maul, and Military Pick are taken from:
     GANNON, Charles E., "When It's Lances, Not Lasers", Challenge 49, GDW, Bloomington, IL, USA, 1991, pp 44-5.

**Divide penetration by 2 if character's STR < 10.
***These weapons penetrate any plate-type armour as though the armour is 2 less (Mace and Flail), 3 less (Maul) and 4 less (Military Pick).

2. Archaic Missile Weapons

Range Number: 0 1 2 3 4 5 6 7
Native Weapons** Easy Avg Diff Form Stag Imp Imp+3 Imp+6
1D 2D 3D 4D 5D 6D 7D 8D
Name TL Aim
DM*
Ammo
Notes
Rnds Pen/
Atten
Dmg Max
Range
Close
<1m
Short
<3m
Med
<45m
Long
<300m
VLong
<600m
Dist
<1.5km
VDist
<3km
SubR
<50km
Auto
Tgts
Dngr
Spc
Sig Recoil
Bola 0 +2 -- 1 1/- 2 50 m 1 1 1 1 -- -- -- -- -- -- Low Med
Blowgun 0 +2 tranq 1 2/1 1 50 m 2 2 2 1 -- -- -- -- -- -- Low Low
Boomerang 0 +2 -- 1 2/- 2 200 m 2 2 2 2 -- -- -- -- -- -- Low Med
Sling 0 +2 stone 1 spcl 1 150 m 1 1 6 0 -- -- -- -- -- -- Low Med
Bows**
Short Bow 1 +3 arrow 1 1/1 1 300 m 1 1 1 0 -- -- -- -- -- -- Low Low
Long Bow 1 +3 arrow 1 2/1 2 400 m 2 2 2 1 0 -- -- -- -- -- Low Low
Composite Bow 1 +3 arrow 1 2/1 2 500 m 2 2 2 1 0 -- -- -- -- -- Low Low
Crossbows**
Light Crossbow 2 +3 bolt 1 2/1 2 300 m 2 2 2 1 -- -- -- -- -- -- Low Low
Heavy Crossbow 2 +3 bolt 1 3/1 3 400 m 3 3 3 2 1 -- -- -- -- -- Low Low
Repeating Crossbow 2 +3 bolt 10 2/1 2 300 m 2 2 2 1 -- -- -- -- -- -- Low Low
Torsion Projectile Weapons***
Light Catapult 1 +4 stones 1 5/- 4 600 m 5 5 5 5 5 -- -- -- -- -- Med Hi
1 +4 javelin 1 7/- 3 600 m 7 7 7 7 7 -- -- -- -- -- Med Hi
1 +4 firepot 1 -- fire 600 m -- -- -- -- -- -- -- -- -- 1.5 Hi Hi
Catapult 1 +4 stones 1 7/- 5 1000 m 7 7 7 7 7 7 -- -- -- -- Med Hi
1 +4 javelin 1 9/- 3 1000 m 9 9 9 9 9 9 -- -- -- -- Med Hi
1 +4 firepot 1 -- fire 1000 m -- -- -- -- -- -- -- -- -- 3 Hi Hi
Ballista 1 +3 spear 1 4/2 4 500 m 4 4 4 2 2 -- -- -- -- -- Low Hi
Mangronel 1 +2 javelins 1 3/2 2 250 m 3 3 3 1 -- -- -- -- -- 1.5 Low Hi
Scorpion 1 +2 spear 1 3/2 2 250 m 3 3 3 1 -- -- -- -- -- -- Low Hi
Early Firearms**
Hand Cannon (Arquebus) 2 +2 ball 1 spcl 3 250 m --# 2 2 0 -- -- -- -- -- -- Hi Med
Wheellock Pistol 2 +2 ball 1 1/1 3 50 m 1 1 1 0 -- -- -- -- -- -- Hi Med
Matchlock Musket 2 +3 ball 1 3/1 3 300 m 3 3 1 0 -- -- -- -- -- -- Hi Hi
Flintlock SB Pistol, Light 3 +1 ball 1 1/1 1 30 m 1 1 0 -- -- -- -- -- -- -- Hi Med
Flintlock Smoothbore Pistol 3 +2 ball 1 1/1 2 50 m 1 1 1 0 -- -- -- -- -- -- Hi Med
Flintlock Musket 3 +3 ball 1 2/1 3 300 m 2 2 2 1 -- -- -- -- -- -- Hi Med
Flintlock Rifled Pistol 3 +2 ball 1 1/1 3 50 m 1 1 1 0 -- -- -- -- -- -- Hi Med
Flintlock Rifle 3 +4 ball 1 3/2 3 600 m 3 3 3 1 0 -- -- -- -- -- Hi Hi
Percussion Revolver 4 +2 ball 6 2/1 3 60 m 2 2 1 0 -- -- -- -- -- -- Med Med
Percussion Rifle 4 +4 ball 1 3/2 3 800 m 3 3 3 1 1 -- -- -- -- -- Med Med
Le Mat Revolver 4 +2 ball 9 2/1 3 60 m 2 2 1 0 -- -- -- -- -- -- Med Med
4 +2 pellets 1 1/1 4 40 m 1 1 1 0 -- -- -- -- -- 1.5 Hi Med
*The Aimed Fire DM equals the range number whose upper limit equals but does not exceed the weapon's maximum range.
**The Archaic Missile Weapons basic MegaTraveller statistics have been modified by reference to:
     CHADWICK, Frank, "Archaic Missile Weapons", Journal of the Travellers' Aid Society #11, Game Designer's Workshop, Bloomington, IL, USA, 1981, pp 44-45.

***Stats for Torsion Projectile Weapons are taken from:
     McINNES, Terrence, "Wet Navy Pt 2: Naval Weapons and Design Sequences", Challenge 54, GDW, Bloomington, IL, USA, 1991, p 24.
Their stats are repeated in:
     GANNON, Charles E., "Wood & Wind, Steel & Steam", Challenge 61, GDW, Bloomington, IL, USA, 1992, p 29.

#The Arquebus does no damage if fired at Close range. It takes 30 seconds (5 combat rounds) to reload.
Stats for Le Mat Revolver are converted from GDW's "Space 1889" stats presented in:
     FOLAND, Bret A. and SMITH, Lester W., "More Weapons", Challenge 40, GDW, Bloomington, IL, USA, 1989, pp 10-11.

3. Personal Slug Throwers

Range Number: 0 1 2 3 4 5 6 7
Handguns Easy Avg Diff Form Stag Imp Imp+3 Imp+6
1D 2D 3D 4D 5D 6D 7D 8D
Name TL Aim
DM*
Ammo
Notes
Rnds Pen/
Atten
Dmg Max
Range
Close
<1m
Short
<3m
Med
<45m
Long
<300m
VLong
<600m
Dist
<1.5km
VDist
<3km
SubR
<50km
Auto
Tgts
Dngr
Spc
Sig Recoil
Revolver (5mm) 5 +2 -- 6 0/- 3 50 m 0 0 0 -- -- -- -- -- -- -- Med Med/R
Revolver (7mm) 5 +2 -- 6 1/2 3 80 m 1 1 1 0 -- -- -- -- -- -- Med Med/R
Revolver (9mm) 5 +2 -- 6 2/2 3 100 m 2 2 2 1 -- -- -- -- -- -- Med Med/R
Magnum Revolver (9mm) 5 +2 -- 6 3/2 3 100 m 3 3 3 1 -- -- -- -- -- -- Low Low/R
Pocket Auto Pistol (5mm)** 6 +2 -- 12 0/- 3 45 m 0 0 0 -- -- -- -- -- -- -- Low Low/R
Auto Pistol (7mm) 6 +2 -- 15 1/2 3 60 m 1 1 1 0 -- -- -- -- -- -- Med Med/R
Auto Pistol (9mm) 6 +2 -- 15 2/2 3 90 m 2 2 2 1 -- -- -- -- -- -- Med Med/R
Magnum Auto Pistol (9mm)** 7 +2 -- 8 3/2 3 100 m 3 3 3 1 -- -- -- -- -- -- Med Med/R
Body Pistol 7 +1 -- 6 0/- 3 25 m 0 0 0 -- -- -- -- -- -- -- Med Med/R
Snub Pistol (10mm) 8 +1 HE 6 1/- 4 25 m 1 1 1 -- -- -- -- -- -- 1.5 Med Low/R
8 +1 HEAP 6 6/- 4 25 m 6 6 6 -- -- -- -- -- -- 1.5 Med Low/R
8 +1 tranq 6 1/- 1 25 m 1 1 1 -- -- -- -- -- -- -- Med Low/R
8 +1 gas 6 -- 1 25 m -- -- -- -- -- -- -- -- -- 1.5 Med Low/R
Auto Snub Pistol
(10mm)
8 +1 HE 20 1/- 4 25 m 1 1 1 -- -- -- -- -- -- 1.5 Med Low/R
8 +1 HEAP 10 6/- 4 25 m 6 6 6 -- -- -- -- -- -- 1.5 Med Low/R
8 +1 tranq 10 1/- 1 25 m 1 1 1 -- -- -- -- -- -- -- Med Low/R
8 +1 gas 10 -- 1 25 m -- -- -- -- -- -- -- -- -- 1.5 Med Low/R
Gauss Pistol (4mm) 13 +2 -- 15 4/2 4 60 m 4 4 4 2 -- -- -- -- 2 -- Low Low/R
13 +2 tranq 15 2/- 1 60 m 2 2 2 2 -- -- -- -- 2 -- Low Low/R
*The Aimed Fire DM equals the range number whose upper limit equals but does not exceed the weapon's maximum range.
**Stats for Pocket and Magnum Auto Pistol are taken from:
     PICK, Ken, "Personal Weapons", Challenge 67, GDW, Bloomington, IL, USA, 1993, pp 22-3.

Range Number: 0 1 2 3 4 5 6 7
Rifles Easy Avg Diff Form Stag Imp Imp+3 Imp+6
1D 2D 3D 4D 5D 6D 7D 8D
Name TL Aim
DM*
Ammo
Notes
Rnds Pen/
Atten
Dmg Max
Range
Close
<1m
Short
<3m
Med
<45m
Long
<300m
VLong
<600m
Dist
<1.5km
VDist
<3km
SubR
<50km
Auto
Tgts
Dngr
Spc
Sig Recoil
Rifle, Bolt Act. (7mm)** 5 +4 -- 6 3/2 3 750 m 3 3 3 2 2 2 -- -- -- -- Med Med
"Plinker" Light Rifle (5mm)*** 6 +2 -- 10 1/2 2 250 m 1 1 1 0 -- -- -- -- -- -- Low Low/R
Carbine (7mm) 6 +3 -- 10 2/2 3 300 m 2 2 2 1 -- -- -- -- -- -- Med Med/R
Rifle (7mm) 6 +4 -- 20 3/2 3 900 m 3 3 3 1 1 0 -- -- -- -- Med Med/R
Autorifle (7mm) 6 +4 -- 20 3/2 3 900 m 3 3 3 1 1 0 -- -- 2 -- Med Med/R
6 +4 KEAP 20 4/2 3 900 m 4 4 4 2 2 1 -- -- 2 -- Med Med/R
Anti-Tank Rifle (13mm)*** 6 +5 -- 5 6/3 3 1500 m 6 6 6 6 3 3 -- -- -- -- Hi Hi
Rifle (9mm) 7 +4 -- 20 4/2 3 900 m 4 4 4 2 2 1 -- -- -- -- Med Med/R
7 +4 tranq 20 1/- 1 900 m 1 1 1 1 1 1 -- -- -- -- Med Med/R
Hunting Rifle (13mm) 7 +5 -- 2 5/2 4 1500 m 5 5 5 2 2 1 -- -- -- -- Hi Hi
7 +5 tranq 2 3/- 2 1500 m 3 3 3 3 3 3 -- -- -- -- Hi Hi
Assault Rifle (5mm)** 7 +4 -- 30 2/2 3 600 m 3 3 3 2 1 -- -- -- 2 -- Med Med
Assault Rifle (7mm)** 7 +4 -- 30 3/2 3 750 m 3 3 3 2 2 1 -- -- 2 -- Med Med
Light Auto Rifle (5mm)*** 8 +2 -- 100 1/2 2 250 m 1 1 1 0 -- -- -- -- 2 -- Med Low/R
Accelerator Rifle (6mm)** 9 +2 -- 15 spcl 3 80 m 1 1 3 1 -- -- -- -- 2 -- Med Low/R
Advanced Combat
Rifle (7mm)
10 +4 -- 20 3/3 3 900 m 3 3 3 3 1 1 -- -- 2 -- Med Med
10 +4 DS 20 4/3 3 900 m 4 4 4 4 2 2 -- -- 2 1.5 Med Med
10 +4 tranq 20 2/- 1 900 m 2 2 2 2 2 2 -- -- 2 -- Med Med
Advanced Combat
Rifle (9mm)
10 +4 -- 20 3/3 3 900 m 3 3 3 3 1 1 -- -- 2 -- Med Med
10 +4 DS 20 6/3 3 900 m 6 6 6 6 3 3 -- -- 2 1.5 Med Med
10 +4 HE 20 3/3 3 900 m 3 3 3 3 1 1 -- -- 2 1.5 Med Med
10 +4 tranq 20 3/- 1 900 m 3 3 3 3 3 3 -- -- 2 -- Med Med
Gauss Rifle (4mm) 12 +5 -- 40 7/4 4 1260 m 7 7 7 7 7 3 -- -- 2/3 -- Low Low/R
12 +5 tranq 40 2/- 1 1260 m 2 2 2 2 2 2 -- -- 2/3 -- Low Low/R
*The Aimed Fire DM equals the range number whose upper limit equals but does not exceed the weapon's maximum range.
**The basic MegaTraveller stats for these rifles have been modified by reference to Striker.
***Stats for these rifles are taken from:
     PICK, Ken, "Personal Weapons", Challenge 67, GDW, Bloomington, IL, USA, 1993, pp 22-3.

Stats for Autorifle KEAP ammo taken from:
     PORTER, Greg, "3G Conversions for MegaTraveller", Challenge 40, GDW, Bloomington, IL, USA, 1989, p 28.

Autofire targets are for ROF 4 and ROF 10, respectively.

Range Number: 0 1 2 3 4 5 6 7
Other Personal Slug Throwers Easy Avg Diff Form Stag Imp Imp+3 Imp+6
1D 2D 3D 4D 5D 6D 7D 8D
Name TL Aim
DM*
Ammo
Notes
Rnds Pen/
Atten
Dmg Max
Range
Close
<1m
Short
<3m
Med
<45m
Long
<300m
VLong
<600m
Dist
<1.5km
VDist
<3km
SubR
<50km
Auto
Tgts
Dngr
Spc
Sig Recoil
Shotgun 5 +2 pellets 10 1/1 4 100 m 1 1 1 0 -- -- -- -- -- 1.5 Hi Med
5 +2 bullets 10 3/1 5 100 m 3 3 1 1 -- -- -- -- -- 1.5 Hi Med
5 +2 tranq 10 1/- 1 100 m 1 1 1 1 -- -- -- -- -- 1.5 Hi Med
5 +2 gas 10 -- 1 100 m -- -- -- -- -- -- -- -- 3 -- Hi Med
Autoshotgun 7 +2 pellets 20 1/1 4 100 m 1 1 1 0 -- -- -- -- 2 1.5 Hi Med
7 +2 bullets 20 3/1 5 100 m 3 3 1 1 -- -- -- -- 2 1.5 Hi Med
7 +2 tranq 20 1/- 1 100 m 1 1 1 1 -- -- -- -- 2 1.5 Hi Med
7 +2 gas 10 -- 1 100 m -- -- -- -- -- -- -- -- 3 -- Hi Med
Submachinegun (9mm) 6 +2 -- 30 3/1 3 100 m 3 3 3 1 -- -- -- -- 3 -- Med Med/R
Snubmachinegun (10mm)** 10 +2 HE 40 1/- 4 45 m 1 1 1 -- -- -- -- -- 2 1.5 Med Med/R
10 +2 HEAP 40 6/- 4 45 m 6 6 6 -- -- -- -- -- 2 1.5 Med Med/R
10 +2 tranq 40 1/- 1 45 m 1 1 1 -- -- -- -- -- 2 -- Med Med/R
10 +2 gas 40 -- 1 45 m -- -- -- -- -- -- -- -- 2 1.5 Med Med/R
Light Assault Gun-8 (20mm)*** 8 +3 HE 5 3/- 4 450 m 3 3 3 3 3 -- -- -- -- 1.5 Med Hi
8 +4 KEAP 5 8/3 4 600 m 8 8 8 7 6 -- -- -- -- 1.5 Med Hi
8 +2 flech 5 2/3 2 150 m 2 2 2 2 -- -- -- -- -- 30 Med Hi
8 +2 tranq 5 2/- 1 250 m 2 2 2 2 -- -- -- -- -- -- Med Hi
Light Assault Gun-10 (20mm)** 10 +3 HE 10 4/- 4 450 m 4 4 4 4 4 -- -- -- -- 1.5 Med Hi
10 +4 KEAP 10 10/3 4 600 m 10 10 10 10 5 -- -- -- -- 1.5 Med Hi
10 +2 flech 10 3/3 2 250 m 3 3 3 3 -- -- -- -- -- 30 Med Hi
10 +3 tranq 10 2/- 1 450 m 2 2 2 2 -- -- -- -- -- -- Med Hi
Assault Rocket Launcher 10 +4 HE 20 5/4 5 1000 m 5 5 5 5 2 1 -- -- 2 3 Hi Low
10 +4 HEAP 20 10/4 4 1000 m 10 10 10 10 5 2 -- -- 2 1.5 Hi Low
10 +4 KEAP 20 8/4 4 1000 m 8 8 8 8 4 2 -- -- 2 1.5 Hi Low
Gauss Lt Assault Gun-13 (4mm)** 13 +5 -- 40 14/4 4 1500 m 14 14 14 14 14 7 -- -- 3 -- Low Med/R
*The Aimed Fire DM equals the range number whose upper limit equals but does not exceed the weapon's maximum range. All TL-10+ weapons are gyro-stabilised.
**Stats for these weapons are taken from:
     PICK, Ken, "Personal Weapons", Challenge 67, GDW, Bloomington, IL, USA, 1993, pp 22-3.

***The LAG-8's basic MegaTraveller statistics have been modified by reference to Striker.
The ARL's basic MegaTraveller statistics have been modified by reference to:
     AOKI, Paul, "Assault Rocket Launcher", part of "The Ship's Locker", Journal of the Travellers' Aid Society #17, GDW, Bloomington, IL, USA, 1983, pp 14-15.

4. Crew-Served Slug Throwers

Range Number: 0 1 2 3 4 5 6 7
Crew-Served Slug Throwers Easy Avg Diff Form Stag Imp Imp+3 Imp+6
1D 2D 3D 4D 5D 6D 7D 8D
Name TL Aim
DM*
Ammo
Notes
Rnds** Pen/
Atten
Dmg Max
Range
Close
<1m
Short
<3m
Med
<45m
Long
<300m
VLong
<600m
Dist
<1.5km
VDist
<3km
SubR
<50km
Auto
Tgts
Dngr
Spc
Sig Recoil
Medium Machinegun-5*** 5 +5 -- 100b 3/3 3 1200 m 3 3 3 3 2 2 -- -- 3 -- Hi Med
Light Machinegun-6*** 6 +4 -- 100b 3/3 3 1000 m 3 3 3 3 2 2 -- -- 2 -- Hi Med
Heavy Machinegun-6 6 +5 -- 100b 6/3 3 1500 m 6 6 6 6 3 3 -- -- 2 -- Hi Med
Gatling Gun-7 (5.5mm)*** 7 +4 -- 2500h 2/3 3 1000 m 2 2 2 2 2 1 -- -- 3 -- Med Hi/R#
Gatling Gun-7 (7mm)*** 7 +4 -- 5000h 3/3 3 1200 m 3 3 3 3 2 2 -- -- 3 -- Med Hi/R#
Gatling Gun-8 (5.5mm)*** 8 +4 -- 5000h 2/3 3 1000 m 2 2 2 2 2 1 -- -- 3 -- Med Hi/R#
Gatling Gun-8 (7mm)*** 8 +4 -- 5000h 3/3 3 1200 m 3 3 3 3 2 2 -- -- 3 -- Med Hi/R#
Heavy Machinegun-9 (15mm) 9 +5 -- 100b 9/3 4 1500 m 9 9 9 9 4 4 -- -- 2 -- Hi Hi
9 +5 DS 100b 12/3 4 1500 m 12 12 12 12 6 6 -- -- 2 -- Hi Hi
Light Machinegun-10 (7mm) 10 +4 -- 100b 3/3 3 1000 m 3 3 3 3 2 2 -- -- 2 -- Hi Med
10 +4 DS 100b 4/3 3 1000 m 4 4 4 4 2 2 -- -- 2 -- Hi Med
10 +4 tranq 100b 2/- 1 1000 m 2 2 2 2 2 2 -- -- 2 -- Hi Med
Light Machinegun-10 (9mm) 10 +4 -- 100b 4/3 3 1000 m 4 4 4 4 2 2 -- -- 2 -- Hi Med
10 +4 DS 100b 6/3 3 1000 m 6 6 6 6 3 3 -- -- 2 -- Hi Med
10 +4 HE 100b 3/3 4 1000 m 3 3 3 3 1 1 -- -- 2 1.5 Hi Med
10 +4 tranq 100b 2/- 1 1000 m 2 2 2 2 2 2 -- -- 2 -- Hi Med
Gatling Gun-10 (7mm) 10 +4 -- 5000h 3/3 3 1200 m 3 3 3 3 2 2 -- -- 2 -- Med Hi/R#
10 +4 DS 5000h 4/3 3 1200 m 4 4 4 4 2 2 -- -- 2 -- Med Hi/R#
10 +4 tranq 5000h 2/- 1 1200 m 2 2 2 2 2 2 -- -- 2 -- Med Hi/R#
Gatling Gun-10 (9mm) 10 +5 -- 5000h 4/3 3 1500 m 4 4 4 4 2 2 -- -- 2 -- Med Hi/R#
10 +5 DS 5000h 6/3 3 1500 m 6 6 6 6 3 3 -- -- 2 -- Med Hi/R#
10 +5 HE 5000h 3/3 4 1500 m 3 3 3 3 1 1 -- -- 2 1.5 Med Hi/R#
10 +5 tranq 5000h 2/- 1 1500 m 2 2 2 2 2 2 -- -- 2 -- Med Hi/R#
VRF Gauss Gun*** 10 +6 -- 30000h 21/4 10 4500 m 21 21 21 21 21 10 19 17 4 -- Med Hi/R#
Gauss Light MG-12 (4mm) 12 +5 -- 200m 8/4 3 1500 m 8 8 8 8 8 4 -- -- 3 -- Low Low/R#
12 +5 tranq 200m 2/- 1 1500 m 2 2 2 2 2 2 -- -- 3 -- Low Low/R#
Light RF Gauss Gun-13 13 +6 -- 200m 21/4 10 4500 m 21 21 21 21 21 10 19 17 3 -- Low Med/R#
*The Aimed Fire DM equals the range number whose upper limit equals but does not exceed the weapon's maximum range. All TL-10+ weapons are gyro-stabilised.
**The suffix denotes the type of ammo feed: b = belt-fed; h = hopper, m = drum magazine.
***The basic MegaTraveller stats for these weapons have been modified by reference to Striker.
#For these weapons, rapid fire uses ammo at 3 times the rate of regular fire.
Stats for these weapons are taken from:
     PICK, Ken, "Missing Links", Challenge 64, GDW, Bloomington, IL, USA, 1992, pp 22-3.

Setup Increments: Light and Medium Machineguns, 2 sec.; Heavy Machineguns and LRF Gauss Gun, 6 sec.; Gatling Guns, 15 sec., VRF Gauss Gun, 1 min. Each of these weapons requires a crew of 1 if vehicle-mounted or carried by battledress, or a crew of 2 if towed or otherwise carried. All weapons apart from the VRF Gauss Gun can be used as an individual weapon by battledress troops; in this case, setup time is 0.

5. Personal Energy Weapons

Range Number: 0 1 2 3 4 5 6 7
Personal Laser Weapons Easy Avg Diff Form Stag Imp Imp+3 Imp+6
1D 2D 3D 4D 5D 6D 7D 8D
Name TL Aim
DM*
Ammo
Notes
Rnds Pen/
Atten
Dmg Max
Range
Close
<1m
Short
<3m
Med
<45m
Long
<300m
VLong
<600m
Dist
<1.5km
VDist
<3km
SubR
<50km
Auto
Tgts
Dngr
Spc
Sig Recoil
Laser Carbine 8 +5 -- 50 7/2 3 1500 m 7 7 7 3 3 1 -- -- -- -- Med Low
Laser Pistol 9 +4 -- 50 4/2 3 900 m 4 4 4 2 2 1 -- -- -- -- Med Low
Laser Rifle 9 +5 -- 100 9/2 3 1800 m 9 9 9 4 4 2 2 -- -- -- Med Low
Laser Pistol 13 +4 -- 200 6/2 3 1000 m 6 6 6 3 3 1 -- -- -- -- Low Low
Laser Carbine 13 +5 -- 200 12/2 3 2000 m 12 12 12 6 6 3 3 -- -- -- Low Low
Laser Rifle 13 +6 -- 200 20/2 3 4000 m 20 20 20 10 10 5 5 2 -- -- Low Low
Laser Support Weapons**
Tripod Laser-9 9 +5 -- 100 9/2 3 1800 m 9 9 9 4 4 2 2 -- 2 -- Hi Low
Light Tripod Laser-13 13 +5 -- infinite 12/2 3 2000 m 12 12 12 6 6 3 3 -- 2 -- Low Low
Heavy Tripod Laser-13 13 +6 -- infinite 20/2 3 4000 m 20 20 20 10 10 5 5 2 2 -- Low Low
Heavy Laser Rifle-13 13 +6 -- infinite 28/2 3 5000 m 28 28 28 14 14 7 7 3 -- -- Low Low
Energy Weapons
PGMP-12*** 12 +4 -- 40 20/1 12 750 m 20 20 10 5 2 1 -- -- -- 4.5 Hi Hi
PGMP-13*** 13 +5 -- infinite 25/1 13 1500 m 25 25 12 6 3 1 -- -- -- 4.5 Hi Hi
PGMP-14 14 +5 -- infinite 25/1 14 1500 m 25 25 12 6 3 1 -- -- -- 4.5 Hi Low
FGMP-14*** 14 +5 -- infinite 34/2 14 1500 m 34 34 34 17 17 8 -- -- -- 4.5 Hi Hi
FGMP-15 15 +5 -- infinite 34/2 15 1500 m 34 34 34 17 17 8 -- -- -- 4.5 Hi Low
FGMP-16 16 +5 -- infinite 34/2 16 1500 m 34 34 34 17 17 8 -- -- -- 4.5 Hi Low
Plasma Rifle-16 16 +5 -- infinite 25/1 13 1500 m 25 25 12 6 3 1 -- -- -- 4.5 Hi Low
*The Aimed Fire DM equals the range number whose upper limit equals but does not exceed the weapon's maximum range.
**Stats for Laser Support Weapons are taken from:
     PICK, Ken, "Advanced Lasers", Challenge 66, GDW, Bloomington, IL, USA, 1992, pp 26, 29.

***These weapons can only be fired by personnel in battledress. Battledress skill is also required before these weapons can be fired with skill.
Setup Increments: Tripod Lasers, 6 sec.; Heavy Laser Rifle, 2 sec. Setup time is 0 if carried by battledress or used with a TL-14 grav-assist harness.

6. Grenades

Range Number: 0 1 2 3 4 5 6 7
Hand-Thrown Grenades* Easy Avg Diff Form Stag Imp Imp+3 Imp+6
1D 2D 3D 4D 5D 6D 7D 8D
Name TL Aim
DM**
Ammo
Notes
Rnds Pen/
Atten
Dmg Max
Range
Close
<1m
Short
<3m
Med
<45m
Long
<300m
VLong
<600m
Dist
<1.5km
VDist
<3km
SubR
<50km
Auto
Tgts
Dngr
Spc
Sig*** Recoil
Hand Grenade-5 5 +2 HE 1 7/- 8 50 m 7 7 7 7 -- -- -- -- -- 3 Gren --
Incendiary Grenade 5 +2 Fire 1 -- -- 50 m -- -- -- -- -- -- -- -- -- 3 Gren --
Smoke Grenade 5 +2 Smoke 1 -- -- 50 m -- -- -- -- -- -- -- -- -- 1.5 Gren --
Hand Grenade-6 6 +2 HE 1 7/- 8 50 m 7 7 7 7 -- -- -- -- -- 3 Gren --
6 +2 HEAP 1 12/- 6 50 m 12 12 12 12 -- -- -- -- -- 1.5 Gren --
Hand Grenade-7 7 +2 HE 1 9/- 8 50 m 9 9 9 9 -- -- -- -- -- 3 Gren --
7 +2 HEAP 1 18/- 6 50 m 18 18 18 18 -- -- -- -- -- 1.5 Gren --
Hand Grenade-9 9 +2 HE 1 11/- 8 50 m 11 11 11 11 -- -- -- -- -- 3 Gren --
9 +2 HEAP 1 21/- 6 50 m 21 21 21 21 -- -- -- -- -- 1.5 Gren --
Hand Grenade-11 11 +2 HE 1 13/- 8 50 m 13 13 13 13 -- -- -- -- -- 3 Gren --
11 +2 HEAP 1 22/- 6 50 m 22 22 22 22 -- -- -- -- -- 1.5 Gren --
Hand Grenade-13 13 +2 HE 1 15/- 8 50 m 15 15 15 15 -- -- -- -- -- 3 Gren --
13 +2 HEAP 1 23/- 6 50 m 23 23 23 23 -- -- -- -- -- 1.5 Gren --
Hand Grenade-16 16 +2 HE 1 17/- 8 50 m 17 17 17 17 -- -- -- -- -- 3 Gren --
16 +2 HEAP 1 25/- 6 50 m 25 25 25 25 -- -- -- -- -- 1.5 Gren --
*The basic MegaTraveller stats for Grenades have been modified by reference to Striker.
**The Aimed Fire DM equals the range number whose upper limit equals but does not exceed the weapon's maximum range.
***Gren indicates a grenade-type signature; that is, Low when thrown, but Hi when detonated.
Incendiary Grenades create a 10 x 10 m misty smoke cloud upon exploding (the cloud is dense if two grenades are used). After 5 rounds, the cloud expands downwind to a 20 x 10 m cloud, and the grenade stops producing smoke. After another 5 rounds, the original (upwind) 10 x 10 m end of the cloud dissipates, and the whole cloud is gone after a further 5 rounds. An Incendiary Grenade will set a wooden building on fire, and may ignite vegetation.
Smoke Grenades take 5 rounds to create a 10 x 10 m misty smoke cloud (the cloud is dense if two grenades are used). Every 5 rounds, this cloud expands downwind by 10 m until it becomes a 40 x 10 m cloud. At this point, the grenade stops producing smoke, and the cloud begins to dissipate from the upwind end at a rate of 10 x 10 m every 5 rounds, until it has totally dispersed.
Effects Of Smoke: line of sight terminates 150 m after entering misty smoke; 30 m after entering dense smoke. Targets in or behind misty smoke receive the benefits of concealment, whether stationary or moving. Concealed targets in or behind dense smoke become completely hidden.

Range Number: 0 1 2 3 4 5 6 7
Rifle Grenades Easy Avg Diff Form Stag Imp Imp+3 Imp+6
1D 2D 3D 4D 5D 6D 7D 8D
Name TL Aim
DM*
Ammo
Notes
Rnds Pen/
Atten
Dmg Max
Range
Close
<1m
Short
<3m
Med
<45m
Long
<300m
VLong
<600m
Dist
<1.5km
VDist
<3km
SubR
<50km
Auto
Tgts
Dngr
Spc
Sig Recoil
4 cm RG-6** 6 +2 HE 1 5/- 8 100 m 5 5 5 5 -- -- -- -- -- 1.5 Med Med
6 +2 HEAP 1 6/- 6 100 m 6 6 6 6 -- -- -- -- -- 1.5 Med Med
6 cm RG-6** 6 +2 HE 1 9/- 8 100 m 9 9 9 9 -- -- -- -- -- 1.5 Med Med
6 +2 HEAP 1 18/- 6 100 m 18 18 18 18 -- -- -- -- -- 1.5 Med Med
4 cm RG-7** 7 +2 HE 1 7/- 8 150 m 7 7 7 7 -- -- -- -- -- 1.5 Med Med
7 +2 HEAP 1 22/- 6 150 m 22 22 22 22 -- -- -- -- -- 1.5 Med Med
6 cm RG-7** 7 +2 HE 1 11/- 8 150 m 11 11 11 11 -- -- -- -- -- 1.5 Med Med
7 +2 HEAP 1 27/- 6 150 m 27 27 27 27 -- -- -- -- -- 1.5 Med Med
4 cm RAM RG-8** 8 +3 HE 1 7/- 8 500 m 7 7 7 7 7 -- -- -- -- 9 Med Med
8 +3 HEAP 1 24/- 6 500 m 24 24 24 24 24 -- -- -- -- 1.5 Med Med
8 +3 flech 1 2/- 2 500 m 2 2 2 2 2 -- -- -- -- 90 Med Med
4 cm RAM RG-9** 9 +3 HE 1 9/- 8 500 m 9 9 9 9 9 -- -- -- -- 9 Med Med
9 +3 HEAP 1 28/- 6 500 m 28 28 28 28 28 -- -- -- -- 1.5 Med Med
9 +3 flech 1 2/- 2 500 m 2 2 2 2 2 -- -- -- -- 90 Med Med
4 cm RAM RG-10*** 10 +5 HE 1 9/- 8 1500 m 9 9 9 9 9 9 -- -- -- 9 Med Med
10 +5 HEAP 1 32/- 6 1500 m 32 32 32 32 32 32 -- -- -- 1.5 Med Med
10 +5 flech 1 3/- 2 1500 m 2 2 2 2 2 2 -- -- -- 150 Med Med
4 cm RAM RG-11*** 11 +5 HE 1 11/- 8 1500 m 11 11 11 11 11 11 -- -- -- 18 Med Med
11 +5 HEAP 1 36/- 6 1500 m 36 36 36 36 36 36 -- -- -- 1.5 Med Med
11 +5 flech 1 3/- 2 1500 m 3 3 3 3 3 3 -- -- -- 150 Med Med
4 cm RAM RG-13*** 13 +5 HE 1 13/- 8 1500 m 13 13 13 13 13 13 -- -- -- 18 Med Med
13 +5 HEAP 1 38/- 6 1500 m 38 38 38 38 38 38 -- -- -- 1.5 Med Med
13 +5 flech 1 4/- 2 1500 m 4 4 4 4 4 4 -- -- -- 150 Med Med
*The Aimed Fire DM equals the range number whose upper limit equals but does not exceed the weapon's maximum range. Heavy Weapons skill is used on the "to hit" task for all these weapons.
**May be fired from a Rifle, Autorifle, or Assault Rifle.
***May be fired from a Rifle, Autorifle, Assault Rifle, ACR, or Gauss Rifle.

Range Number: 0 1 2 3 4 5 6 7
Grenade Launchers Easy Avg Diff Form Stag Imp Imp+3 Imp+6
1D 2D 3D 4D 5D 6D 7D 8D
Name* TL Aim
DM**
Ammo
Notes
Rnds Pen/
Atten
Dmg Max
Range
Close
<1m
Short
<3m
Med
<45m
Long
<300m
VLong
<600m
Dist
<1.5km
VDist
<3km
SubR
<50km
Auto
Tgts
Dngr
Spc
Sig Recoil
7 cm ATRL-6*** 6 +3 HEAP 1 24/- 6 350 m 24 24 24 24 24 -- -- -- -- 1.5 Hi Hi
8 cm ATRL-6*** 6 +3 HEAP 1 28/- 6 370 m 28 28 28 28 28 -- -- -- -- 1.5 Hi Hi
9 cm ATRL-6*** 6 +3 HEAP 1 32/- 6 400 m 32 32 32 32 32 -- -- -- -- 1.5 Hi Hi
Disposable ATGL-6 6 +2 HEAP 1 31/- 6 250 m 31 31 31 31 -- -- -- -- -- 1.5 Med Hi
4 cm GL-7 7 +3 HE 1 7/- 8 500 m 7 7 7 7 7 -- -- -- -- 3 Med Med
7 +3 HEAP 1 15/- 6 500 m 15 15 15 15 15 -- -- -- -- 1.5 Med Med
4 cm Auto GL-7 7 +3 HE 16 7/- 8 500 m 7 7 7 7 7 -- -- -- 2 3 Med Med
7 +3 HEAP 16 15/- 6 500 m 15 15 15 15 15 -- -- -- 2 1.5 Med Med
Disposable ATGL-7 7 +4 HEAP 1 36/- 6 600 m 36 36 36 36 36 -- -- -- -- 1.5 Med Hi
4 cm RAM GL-8 8 +4 HE 3 7/- 8 1000 m 7 7 7 7 7 7 -- -- -- 9 Med Med
8 +4 HEAP 3 24/- 6 1000 m 24 24 24 24 24 24 -- -- -- 1.5 Med Med
8 +4 flech 3 2/- 2 1000 m 2 2 2 2 2 2 -- -- -- 90 Med Med
4 cm RAM Auto GL-8 8 +4 HE 20 7/- 8 1000 m 7 7 7 7 7 7 -- -- 2 9 Med Med
8 +4 HEAP 20 24/- 6 1000 m 24 24 24 24 24 24 -- -- 2 1.5 Med Med
8 +4 flech 20 2/- 2 1000 m 2 2 2 2 2 2 -- -- 2 90 Med Med
4 cm RAM GL-9 9 +4 HE 3 9/- 8 1000 m 9 9 9 9 9 9 -- -- -- 9 Med Med
9 +4 HEAP 3 28/- 6 1000 m 28 28 28 28 28 28 -- -- -- 1.5 Med Med
9 +4 flech 3 2/- 2 1000 m 2 2 2 2 2 2 -- -- -- 90 Med Med
4 cm RAM Auto GL-9 9 +4 HE 20 9/- 8 1000 m 9 9 9 9 9 9 -- -- 2 9 Med Med
9 +4 HEAP 20 28/- 6 1000 m 28 28 28 28 28 28 -- -- 2 1.5 Med Med
9 +4 flech 20 2/- 2 1000 m 2 2 2 2 2 2 -- -- 2 90 Med Med
4 cm RAM GL-10 10 +5 HE 3 9/- 8 1500 m 9 9 9 9 9 9 -- -- -- 15 Med Med
10 +5 HEAP 3 32/- 6 1500 m 32 32 32 32 32 32 -- -- -- 1.5 Med Med
10 +5 flech 3 3/- 2 1500 m 3 3 3 3 3 3 -- -- -- 150 Med Med
4 cm RAM Auto GL-10 10 +5 HE 20 9/- 8 1500 m 9 9 9 9 9 9 -- -- 2 15 Med Med
10 +5 HEAP 20 32/- 6 1500 m 32 32 32 32 32 32 -- -- 2 1.5 Med Med
10 +5 flech 20 3/- 2 1500 m 3 3 3 3 3 3 -- -- 2 150 Med Med
4 cm RAM GL-11 11 +5 HE 3 11/- 8 1500 m 11 11 11 11 11 11 -- -- -- 30 Med Med
11 +5 HEAP 3 36/- 6 1500 m 36 36 36 36 36 36 -- -- -- 1.5 Med Med
11 +5 flech 3 3/- 2 1500 m 3 3 3 3 3 3 -- -- -- 150 Med Med
4 cm RAM Auto GL-11 11 +5 HE 20 11/- 8 1500 m 11 11 11 11 11 11 -- -- 2 30 Med Med
11 +5 HEAP 20 36/- 6 1500 m 36 36 36 36 36 36 -- -- 2 1.5 Med Med
11 +5 flech 20 3/- 2 1500 m 3 3 3 3 3 3 -- -- 2 150 Med Med
*An ATRL is an Anti-Tank Rocket Launcher; a GL is a Grenade Launcher; RAM stands for Rocket-Assisted Munition.
**The Aimed Fire DM equals the range number whose upper limit equals but does not exceed the weapon's maximum range. Heavy Weapons skill is used on the "to hit" task for all these weapons.
***ATRLs have a crew of 2; all others are individual weapons.
Disposable Launchers are thrown away after firing once.

Range Number: 0 1 2 3 4 5 6 7
Recoilless Rifles Easy Avg Diff Form Stag Imp Imp+3 Imp+6
1D 2D 3D 4D 5D 6D 7D 8D
Name* TL Aim
DM**
Ammo
Notes
Rnds Pen/
Atten
Dmg Max
Range
Close
<1m
Short
<3m
Med
<45m
Long
<300m
VLong
<600m
Dist
<1.5km
VDist
<3km
SubR
<50km
Auto
Tgts
Dngr
Spc
Sig Recoil***
6 cm Recoilless Rifle-6 6 +6 HE 1 9/- 10 4 km 9 9 9 9 9 9 9 9 -- 9 Hi Low
6 +6 HEAP 1 20/- 8 4 km 20 20 20 20 20 20 20 20 -- 1.5 Hi Low
8 cm Recoilless Rifle-6 6 +6 HE 1 13/- 10 5.5 km 13 13 13 13 13 13 13 13 -- 15 Hi Low
6 +6 HEAP 1 30/- 8 5.5 km 30 30 30 30 30 30 30 30 -- 1.5 Hi Low
10 cm Recoilless Rifle-6 6 +6 HE 1 16/- 10 8 km 16 16 16 16 16 16 16 16 -- 30 Hi Low
6 +6 HEAP 1 40/- 8 8 km 40 40 40 40 40 40 40 40 -- 1.5 Hi Low
6 cm Recoilless Rifle-7 7 +6 HE 1 10/- 10 4 km 10 10 10 10 10 10 10 10 -- 9 Hi Low
7 +6 HEAP 1 30/- 8 4 km 30 30 30 30 30 30 30 30 -- 1.5 Hi Low
7 +6 flech 1 2/- 3 4 km 2 2 2 2 2 2 2 2 -- 45 Hi Low
8 cm Recoilless Rifle-7 7 +6 HE 1 14/- 10 6 km 14 14 14 14 14 14 14 14 -- 15 Hi Low
7 +6 HEAP 1 35/- 8 6 km 35 35 35 35 35 35 35 35 -- 1.5 Hi Low
7 +6 flech 1 2/- 3 6 km 2 2 2 2 2 2 2 2 -- 150 Hi Low
10 cm Recoilless Rifle-7 7 +6 HE 1 17/- 10 8 km 17 17 17 17 17 17 17 17 -- 30 Hi Low
7 +6 HEAP 1 40/- 8 8 km 40 40 40 40 40 40 40 40 -- 1.5 Hi Low
7 +6 flech 1 2/- 3 8 km 2 2 2 2 2 2 2 2 -- 250 Hi Low
*6 cm Recoilless Rifles require a crew of 2 and can fire once per 2 rounds. 8 cm Recoilless Rifles require a crew of 2 and can fire once per 3 rounds. 10 cm Recoilless Rifles require a crew of three and can fire once per 5 rounds. Recoilless Rifles may not be fired from inside a building or bunker.
**The Aimed Fire DM equals the range number whose upper limit equals but does not exceed the weapon's maximum range. Heavy Weapons skill is used on the "to hit" task for all these weapons.
***Recoilless Rifles cannot be fired while moving; however, they have no recoil in zero-G.

7. Miscellaneous Military

Range Number: 0 1 2 3 4 5 6 7
Flamethrower Easy Avg Diff Form Stag Imp Imp+3 Imp+6
1D 2D 3D 4D 5D 6D 7D 8D
Name TL Aim
DM*
Ammo
Notes
Rnds Pen/
Atten
Dmg Max
Range
Close
<1m
Short
<3m
Med
<45m
Long
<300m
VLong
<600m
Dist
<1.5km
VDist
<3km
SubR
<50km
Auto
Tgts
Dngr
Spc
Sig** Recoil
Flamethrower 5 +2 fire 5 -- 10 50 m -- -- -- -- -- -- -- -- -- 3 Hi Med
Mines
APERS Mine 5 -- HE -- TL+2/- 8 -- TL+2 -- -- -- -- -- -- -- -- 1.5 Med --
Bounding APERS 5 -- HE -- TL+2/- 8 -- TL+2 TL+2 -- -- -- -- -- -- -- 6 Med --
Anti-Tank Mine 5 -- HEAP -- TLx3/- 40 -- TLx3 TLx3 TLx3 -- -- -- -- -- -- 30 Hi --
Chemical Mine 5 -- *** -- -- *** -- -- -- -- -- -- -- -- -- -- 18 Med --
Trip-Wire Mine 5 -- HE -- TL+2/- 7 -- TL+2 TL+2 -- -- -- -- -- -- -- 3 Med --
5 -- signal -- -- 1 -- -- -- -- -- -- -- -- -- -- -- Hi --
5 -- flare -- -- 1 -- -- -- -- -- -- -- -- -- -- 50 Hi --
Directional Mine 6 -- flech -- TL+2/1 8 50 m TL+2 TL+2 TL+2 ½(TL+2) -- -- -- -- -- 6/50 Hi --
Spooktek
Revolver, Silent (9mm) 7 +1 -- 6 1/2 3 25 m 1 1 1 -- -- -- -- -- -- -- Low Med/R
Magnum Revolver, Silent
(9mm)
7 +1 -- 6 2/2 3 30 m 2 2 2 -- -- -- -- -- -- -- Low Med/R
Shotgun, Silent 7 +1 pellets 10 1/1 4 25 m 1 1 0 -- -- -- -- -- -- -- Low Med
4 cm GL, Silent 7 +2 HE 2 7/- 8 100 m 7 7 7 7 -- -- -- -- -- 3 Low Med
Taser 7 +1 electricity 20 -- spl# 5 m -- -- -- -- -- -- -- -- -- -- Med Low
Paint Pistol (17mm) 7 +2 capsaicin 50 0/- spl% 50 m 0 0 0 0 -- -- -- -- -- -- Low Med/R
Personal Defence Aerosol 8 +1 capsaicin 25 -- spl% 10 m -- -- -- -- -- -- -- -- -- -- Low Med/R
Shotgun, Flamer 8 +2 fire 10 -- 2 100 m -- -- -- -- -- -- -- -- 2 1.5 Hi Med
M-100 Special Objectives
Firearm, Silenced (9mm)
8 +2 -- 30 3/2 3 100 m 3 3 3 1 -- -- -- -- 0/1 -- Low Med/R
8 +2 FMJ HLR 30 3/2 4 100 m 3 3 3 1 -- -- -- -- 0/1 -- Low Med/R
8 +2 HJHP XLR 30 4/2 4 100 m 4 4 4 2 -- -- -- -- 0/1 -- Low Med/R
*The Aimed Fire DM equals the range number whose upper limit equals but does not exceed the weapon's maximum range.
**All Mines have a Low signature until detonated.
***Chemical Mine effects depend on the filler - lethal, non-lethal, persistent or non-persistent agents.
#Current paralyses target's nervous system, reducing DEX to 0 and causing unconciousness. After 10 mins, DEX returns at 1 point per 10 mins.
% If capsaicin (a cayenne pepper derivative or equivalent) hits a character not in enclosed armour, they must roll a Difficult check against their END or be rendered helpless, coughing and choking for 1D rounds.
Causes incendiary chemicals to ignite, spewing forth high-temperature metals in a fireball 1.5 m across and 100 m long. This lasts for three seconds, allowing the firer to sweep it from side to side in an arc up to 90 degrees. The firer must declare up to three (1-second-long) 1.5 m wide swaths in a 90 degree arc. All three may attack the same target, if desired. Roll to hit as normal, a miss indicating it went up in the air. Each swath that hits causes 2D damage to the target.
The Aimed Fire DM out to 25 m is +4 due to laser dot sight (requires IR goggles to receive this bonus at night). FMJ HLR = Full Metal Jacketed, High-Lethality Round; HJHP XLR = Half-Jacketed Hollowpoint, Extreme-Lethality Round. Autofire targets are for ROF 1 and ROF 3, respectively.
Stats for Flamethrower and Mines are taken from:
     BRINES, Michael, "Mercenary Supermart", Challenge 68, GDW, Bloomington, IL, USA, 1993, p 20.

Stats for most Spooktek weapons are converted from GDW's "House System" stats presented in:
     ANDRON, Roman J., "Spooktek", Challenge 61, GDW, Bloomington, IL, USA, 1992, pp 8, 9.
Stats for Taser are taken from:
     BARRY, Kevin, "Taser", Challenge 40, GDW, Bloomington, IL, USA, 1989, p 33.
Stats for the M-100 SOF are converted from GDW's "House System" stats presented in:
     MULKEY, Capt. Thomas E, "Murder Century", Challenge 61, GDW, Bloomington, IL, USA, 1992, p 10.

8. Heavy Weapons

Range Number: 0 1 2 3 4 5 6 7
Heavy High-Velocity Guns* Easy Avg Diff Form Stag Imp Imp+3 Imp+6
1D 2D 3D 4D 5D 6D 7D 8D
Name TL Aim
DM**
Ammo
Notes
Rnds Pen/
Atten
Dmg Max
Range
Close
<1m
Short
<3m
Med
<45m
Long
<300m
VLong
<600m
Dist
<1.5km
VDist
<3km
SubR
<50km
Auto
Tgts
Dngr
Spc
Sig Recoil**
????? 10 +6 Plasma infinite 44/5 20 5 km 44 44 44 44 44 44 31 6 -- 15 Hi Hi
*Stats for Heavy High-Velocity Guns are taken from:
     McINNES, Terrence, "
Equalizer Project", Challenge 61, GDW, Bloomington, IL, USA, 1992, pp 18.
**The Aimed Fire DM equals the range number whose upper limit equals but does not exceed the weapon's maximum range.

Range Number: 0 1 2 3 4 5 6 7
Heavy Energy Weapons Easy Avg Diff Form Stag Imp Imp+3 Imp+6
1D 2D 3D 4D 5D 6D 7D 8D
Name TL Aim
DM*
Ammo
Notes
Rnds Pen/
Atten
Dmg Max
Range
Close
<1m
Short
<3m
Med
<45m
Long
<300m
VLong
<600m
Dist
<1.5km
VDist
<3km
SubR
<50km
Auto
Tgts
Dngr
Spc
Sig Recoil**
A-Gun 10 +6 Plasma infinite 44/5 20 5 km 44 44 44 44 44 44 31 6 -- 15 Hi Hi
B-Gun 11 +6 Plasma infinite 54/5 20 7.8 km 54 54 54 54 54 54 42 15 -- 30 Hi Hi
Rapid Pulse A-Gun 12 +6 Plasma infinite 44/5 20 5 km 44 44 44 44 44 44 31 6 1 15 Hi Hi
C-Gun 12 +6 Plasma infinite 64/5 20 12 km 64 64 64 64 64 64 64 51 -- 45 Hi Hi
X-Gun 12 +6 Fusion infinite 67/5 30 18 km 67 67 67 67 67 67 67 56 -- 45 Hi Hi
Rapid Pulse A-Gun 13 +6 Plasma infinite 44/5 20 5 km 44 44 44 44 44 44 31 6 3 15 Hi Hi
Rapid Pulse B-Gun 13 +6 Plasma infinite 54/5 20 7.8 km 54 54 54 54 54 54 42 15 1 30 Hi Hi
Y-Gun 13 +6 Fusion infinite 71/5 30 21 km 71 71 71 71 71 71 71 59 -- 54 Hi Hi
Rapid Pulse A-Gun 14 +6 Plasma infinite 44/5 20 5 km 44 44 44 44 44 44 31 6 7 15 Hi Hi
Rapid Pulse B-Gun 14 +6 Plasma infinite 54/5 20 7.8 km 54 54 54 54 54 54 42 15 3 30 Hi Hi
Rapid Pulse C-Gun 14 +6 Plasma infinite 64/5 20 12 km 64 64 64 64 64 64 64 51 1 45 Hi Hi
Rapid Pulse X-Gun 14 +6 Fusion infinite 67/5 30 18 km 67 67 67 67 67 67 67 56 1 45 Hi Hi
Z-Gun 14 +6 Fusion infinite 79/5 30 30 km 79 79 79 79 79 79 79 79 -- 70 Hi Hi
Rapid Pulse A-Gun 15 +6 Plasma infinite 44/5 20 5 km 44 44 44 44 44 44 31 6 15 15 Hi Hi
Rapid Pulse B-Gun 15 +6 Plasma infinite 54/5 20 7.8 km 54 54 54 54 54 54 42 15 7 30 Hi Hi
Rapid Pulse C-Gun 15 +6 Plasma infinite 64/5 20 12 km 64 64 64 64 64 64 64 51 3 45 Hi Hi
Rapid Pulse X-Gun 15 +6 Fusion infinite 67/5 30 18 km 67 67 67 67 67 67 67 56 3 45 Hi Hi
Rapid Pulse Y-Gun 15 +6 Fusion infinite 71/5 30 21 km 71 71 71 71 71 71 71 59 1 54 Hi Hi
Rapid Pulse Z-Gun 16 +6 Fusion infinite 79/5 30 30 km 79 79 79 79 79 79 79 79 1 70 Hi Hi
*The Aimed Fire DM equals the range number whose upper limit equals but does not exceed the weapon's maximum range.
**All Heavy Energy Weapons are vehicle-mounted weapons, and may fire while moving if the appropriate fire control is fitted.

8. Missiles

Range Number: 0 1 2 3 4 5 6 7 8 9
Torpedoes* E A D F S I I+3 I+6 I+9 I+12
1D 2D 3D 4D 5D 6D 7D 8D 9D 10D
Name TL Aim
DM**
Ammo
Notes
Rnds Pen/
Atten
Dmg Max
Rng
C
<1m
S
<3m
M
<45m
L
<300m
VL
<600m
D
<1.5km
VD
<3km
SR
<50km
R
<500km
C
<5000km
Auto
Tgts**
Dngr
Spc
Sig Recoil***
Beam Laser-8 8 +8 -- infinite 73/7 50 1250 km 73 73 73 73 73 73 73 73 65 55 -- 9 Hi Low
Naval Missiles*
Beam Laser-8 8 +8 -- infinite 73/7 50 1250 km 73 73 73 73 73 73 73 73 65 55 -- 9 Hi Low
Starship Missiles
*Stats for Torpedoes and Naval Missiles are taken from:
     McINNES, Terrence, "Wet Navy Pt 2: Naval Weapons and Design Sequences", Challenge 54, GDW, Bloomington, IL, USA, 1991, pp 26, 28.

**The Aimed Fire DM equals the range number whose upper limit equals but does not exceed the weapon's maximum range.

9. Starship Weapons

Range Number: 0 1 2 3 4 5 6 7 8 9
Starship Weapons E A D F S I I+3 I+6 I+9 I+12
1D 2D 3D 4D 5D 6D 7D 8D 9D 10D
Name TL Aim
DM*
Ammo
Notes
Rnds Pen/
Atten
Dmg Max
Rng
C
<1m
S
<3m
M
<45m
L
<300m
VL
<600m
D
<1.5km
VD
<3km
SR
<50km
R
<500km
C
<5000km
Auto
Tgts**
Dngr
Spc
Sig Recoil***
Beam Laser-8 8 +8 -- infinite 73/7 50 1250 km 73 73 73 73 73 73 73 73 65 55 -- 9 Hi Low
Beam Laser-13 13 +8 -- infinite 75/7 60 1250 km 75 75 75 75 75 75 75 75 67 59 -- 9 Low Low
Pulse Laser-8 8 +8 -- infinite 79/7 75 1667 km 79 79 79 79 79 79 79 79 71 63 -- 9 Hi Low
Pulse Laser-13 13 +8 -- infinite 81/7 80 1667 km 81 81 81 81 81 81 81 81 72 66 -- 9 Low Low
Sandcaster 8 +5 -- -- 20/2 10 2 km 20 20 20 20 10 10 5 -- -- -- -- spl Low Med
Plasma-10 10 +6 -- infinite 83/5 80 28 km 83 83 83 83 83 83 71 44 -- -- -- 105 Hi Hi
Plasma-11 11 +6 -- infinite 85/5 80 31 km 85 85 85 85 85 85 73 46 -- -- -- 117 Hi Hi
Plasma-12 12 +6 -- infinite 87/5 80 33 km 87 87 87 87 87 87 75 48 -- -- -- 125 Hi Hi
Plasma-14 14 +6 -- infinite 91/5 80 40 km 91 91 91 91 91 91 79 52 -- -- -- 150 Hi Hi
Fusion-12 12 +7 -- infinite 99/5 90 71 km 99 99 99 99 99 99 79 87 64 -- -- 177 Hi Hi
Fusion-14 14 +7 -- infinite 103/5 90 85 km 103 103 103 103 103 103 103 91 68 -- -- 212 Hi Hi
Fusion-16 16 +7 -- infinite 105/5 90 95 km 105 105 105 105 105 105 105 94 71 -- -- 237 Hi Hi
Particle Accelerator 8 +9 -- infinite spl#/6 200 50K km spl# spl# spl# spl# spl# spl# spl# spl# spl# spl# -- x15@ Low Low
Meson Gun 11 +9 -- infinite spl% spl% 50K km spl% spl% spl% spl% spl% spl% spl% spl% spl% spl% -- x10@ Low Low
*The Aimed Fire DM equals the range number whose upper limit equals but does not exceed the weapon's maximum range.
**Lasers can fire once per round (ie. 10 shots per minute, per weapon = 30 shots per minute, per triple turret). Sandcasters can fire once every 5 rounds (ie. 2 shots per minute, per weapon = 6 shots per minute, per triple turret). Turret-mounted Plasma and Fusion Guns can fire once per round (ie. 10 shots per minute, per weapon = 20 shots per minute, per triple turret). A 50-ton Plasma or Fusion Gun Bay is assumed to have 10 such weapons, and can fire once every 5 rounds (ie. 20 shots per minute). A 50- or 100-ton PA or Meson Gun Bay can fire once every 5 rounds (ie. 2 shots per minute), while either weapon as a Spinal Mount may fire once every 10 rounds. Finally, note that every weapon in a battery fires at the same time, although multiple batteries may be ripple-fired to establish a continuous barrage.
***Starship Weapons can be mounted in emplaced turrets, vehicle-mounted, or (surprise!) fitted in starships. Moveable weapons may fire while moving if the appropriate fire control is fitted (assumed to be installed in starships).
Sandcasters may be used as a sort of giant shotgun. They have a diverging danger space (or "footprint"): C=1m; S=1.5m; M=4.5m; L=24m; VL=48m; D=90m; 2km=120m.
#A PA's penetration equals its UCP factor x 250 in a vacuum atmosphere; x 100 in a trace atmosphere; x 0 in all others.
@PA's and Meson Guns have a burst radius equal to their UCP factor x their respective danger space multipliers shown above.
% A Meson Gun that hits kills all life in its danger space, destroys all vehicles, collapses all buildings, and any smooth ground surface becomes uneven ground.

9. Alien Weapons

Aslan Weapons

Range Number: 0 1 2 3 4 5 6 7
Aslan Natural Weapons* Easy Avg Diff Form Stag Imp Imp+3 Imp+6
1D 2D 3D 4D 5D 6D 7D 8D
Name TL Pen/
Atten
Dmg Def
DM
Max
Range
Close
<1m
Short
<3m
Med
<45m
Long
<300m
VLong
<600m
Dist
<1.5km
VDist
<3km
SubR
<50km
Auto
Tgts
Dngr
Spc
Sig Recoil
Dewclaws 0 2/- 2 1 1.5 m 2 2 -- -- -- -- -- -- -- -- -- --
Hands 0 1/- 1 1 1.5 m 1 1 -- -- -- -- -- -- -- -- -- --
Aslan Personal Weapons (Melee)**
Club 0 2/- 2 1 1.5 m 2 2 -- -- -- -- -- -- -- -- -- --
Fierah (Looped) 0 4/- 3 0 3 m 4 4 -- -- -- -- -- -- -- -- -- --
Fierah (Flail) 0 4/- 3 0 3 m 4 4 -- -- -- -- -- -- -- -- -- --
Pike 1 2/- 3 1 4.5 m 2 2 2 -- -- -- -- -- -- -- -- --
Spear 0 3/- 2 1 3 m 3 3 -- -- -- -- -- -- -- -- -- --
Staff/Cudgel 0 2/- 2 1 3 m 2 2 -- -- -- -- -- -- -- -- -- --
Yurletya (Spear-end strike) 0 3/- 2 1 3 m 3 3 -- -- -- -- -- -- -- -- -- --
Yurletya (Hook-end strike) 0 2/- 2 1 3 m 2 2 -- -- -- -- -- -- -- -- -- --
Ayloi (False Dewclaws)***
Aloi (False Dewclaw) 1 2/- 2 1 1.5 m 2 2 -- -- -- -- -- -- -- -- -- --
Eakya (Handle-Mounted Dagger) 1 2/- 2 1 1.5 m 2 2 -- -- -- -- -- -- -- -- -- --
Hoyeko (Foldable Dewclaw) 1 2/- 2 1 1.5 m 2 2 -- -- -- -- -- -- -- -- -- --
Kalesa' (Aslan Dagger) 1 2/- 2 1 1.5 m 2 2 -- -- -- -- -- -- -- -- -- --
Zawashi (Duelling Dagger) 1 2/- 2 1 1.5 m 2 2 -- -- -- -- -- -- -- -- -- --
*Stats for Aslan Natural Weapons are taken from:
     CELELLA, Peter G. and HOLDEN, James, Solomani and Aslan: The Rimward Races, DGP, Woodburn, OR, USA, 1991, p 90.

**Stats for Aslan Personal Weapons are converted from "Classic Traveller" stats presented in:
     KEITH, J. Andrew, HARSHMAN, John, WISEMAN, Loren, and MILLER, Marc W., Traveller Alien Module 1: Aslan, GDW, Bloomington, IL, USA, 1984, pp 21-21 and 30-31; also CELELLA and HOLDEN,
op cit, p 86.
***Stats for all Ayloi are taken from:
     MIKESH, Mike, "False Dewclaws", Imperial Lines #2, GDW, Bloomington, IL, USA, 1992(?), pp 1-2.

Range Number: 0 1 2 3 4 5 6 7
Aslan Personal Weapons (Missile)* Easy Avg Diff Form Stag Imp Imp+3 Imp+6
1D 2D 3D 4D 5D 6D 7D 8D
Name TL Aim
DM**
Ammo
Notes
Rnds Pen/
Atten
Dmg Max
Range
Close
<1m
Short
<3m
Med
<45m
Long
<300m
VLong
<600m
Dist
<1.5km
VDist
<3km
SubR
<50km
Auto
Tgts
Dngr
Spc
Sig Recoil
Akhaeh (Throwing Edge) 0 +2 -- 1 2/- 2 200 m 2 2 2 2 -- -- -- -- -- -- Low Med
Fierah (Bola) 0 +2 -- 1 1/- 2 50 m 1 1 1 1 -- -- -- -- -- -- Low Med
Fierah (Sling) 0 +2 stone 1 spcl 1 150 m 1 1 6 0 -- -- -- -- -- -- Low Med
Aslan Handguns
Khaihte (Pistol) 7 +1 -- 6 0/- 3 25 m 0 0 0 -- -- -- -- -- -- -- Med Med/R
Khaihtele (Snub Pistol) 8 +1 HE 6 1/- 4 25 m 1 1 1 -- -- -- -- -- -- 1.5 Med Low/R
8 +1 HEAP 6 6/- 4 25 m 6 6 6 -- -- -- -- -- -- 1.5 Med Low/R
8 +1 tranq 6 1/- 1 25 m 1 1 1 -- -- -- -- -- -- -- Med Low/R
8 +1 gas 6 -- 1 25 m -- -- -- -- -- -- -- -- -- 1.5 Med Low/R
Khaihtele, Auto (Auto Snub Pistol) 8 +1 HE 20 1/- 4 25 m 1 1 1 -- -- -- -- -- -- 1.5 Med Low/R
8 +1 HEAP 10 6/- 4 25 m 6 6 6 -- -- -- -- -- -- 1.5 Med Low/R
8 +1 tranq 10 1/- 1 25 m 1 1 1 -- -- -- -- -- -- -- Med Low/R
8 +1 gas 10 -- 1 25 m -- -- -- -- -- -- -- -- -- 1.5 Med Low/R
Takhestah (Long Pistol) 7 +2 -- 8 3/2 3 100 m 3 3 3 1 -- -- -- -- -- -- Med Med/R
Khaifealate (Machine Pistol) 6 +2 -- 30 3/1 3 100 m 3 3 3 1 -- -- -- -- 3 -- Med Med/R
Aslan Rifles
Uealikhe (Carbine) 6 +3 -- 10 2/2 3 300 m 2 2 2 1 -- -- -- -- -- -- Med Med/R
Takheal (Long Rifle) 6 +4 -- 20 3/2 3 900 m 3 3 3 1 1 0 -- -- -- -- Med Med/R
Yeheal (Autorifle) 6 +4 -- 20 3/2 3 900 m 3 3 3 1 1 0 -- -- 2 -- Med Med/R
6 +4 KEAP 20 4/2 3 900 m 4 4 4 2 2 1 -- -- 2 -- Med Med/R
Eakhyasear (Hunter's Rifle) 6 +4 -- 20 3/2 3 900 m 3 3 3 1 1 0 -- -- -- -- Med Med/R
Saostiolryu (Accelerator Rifle)*** 9 +2 -- 15 spcl 3 80 m 1 1 3 1 -- -- -- -- 2 -- Med Low/R
Aslan Laser Weapons
Triluealikhe (Laser Carbine) 8 +5 -- 50 7/2 3 1500 m 7 7 7 3 3 1 -- -- -- -- Med Low
Trolitakheal (Laser Rifle) 9 +5 -- 100 9/2 3 1800 m 9 9 9 4 4 2 2 -- -- -- Med Low
Triluealikhe (Laser Carbine) 13 +5 -- 200 12/2 3 2000 m 12 12 12 6 6 3 3 -- -- -- Low Low
Trolitakheal (Laser Rifle) 13 +6 -- 200 20/2 3 4000 m 20 20 20 10 10 5 5 2 -- -- Low Low
Other Aslan Weapons
Okakoheal (Splat Gun) 10 +3 HEAP 1 14/2 20 400 m 14 14 14 7 7 -- -- -- -- 3 Hi Hi
*Stats for Aslan Personal Weapons are converted from "Classic Traveller" stats presented in:
     KEITH, J. Andrew, HARSHMAN, John, WISEMAN, Loren, and MILLER, Marc W., Traveller Alien Module 1: Aslan, GDW, Bloomington, IL, USA, 1984, pp 21-21 and 30-31;
with assistance from:
     CELELLA and HOLDEN,
op cit, p 86.
**The Aimed Fire DM equals the range number whose upper limit equals but does not exceed the weapon's maximum range.
***The basic MegaTraveller stats for the Saostiolryu have been modified by reference to Striker.
Stats for the Okakoheal are taken from:
     MIKESH, Mike, "Splat Gun", Imperial Lines #2, GDW, Bloomington, IL, USA, 1992(?), pp 2-3.
This was a conversion of the weapon's original "Classic Traveller" stats presented in:
     BARTON, William A., "The Splat Gun", Space Gamer #56, October 1982, pp 7-9.

Droyne Weapons

Range Number: 0 1 2 3 4 5 6 7
Droyne Natural Weapons* Easy Avg Diff Form Stag Imp Imp+3 Imp+6
1D 2D 3D 4D 5D 6D 7D 8D
Name TL Pen/
Atten
Dmg Def
DM
Max
Range
Close
<1m
Short
<3m
Med
<45m
Long
<300m
VLong
<600m
Dist
<1.5km
VDist
<3km
SubR
<50km
Auto
Tgts
Dngr
Spc
Sig Recoil
Claws 0 3/- 2 1 1.5 m 3 3 -- -- -- -- -- -- -- -- -- --
Hands 0 1/- 1 1 1.5 m 1 1 -- -- -- -- -- -- -- -- -- --
Talons** 0 3/- 2 1 1.5 m 3 3 -- -- -- -- -- -- -- -- -- --
*Stats for Droyne Natural Weapons are converted from "Classic Traveller" stats presented in:
     MILLER, Marc W., CHADWICK, Frank, HARSHMAN, John, WISEMAN, Loren, and KEITH, J. Andrew, Traveller Alien Module 5: Droyne, GDW, Bloomington, IL, USA, 1985, p 25.

**Talons (a Droyne's bony foot spurs) are only usable if the character is flying.

Range Number: 0 1 2 3 4 5 6 7
Droyne Energy Weapons Easy Avg Diff Form Stag Imp Imp+3 Imp+6
1D 2D 3D 4D 5D 6D 7D 8D
Name TL Aim
DM*
Ammo
Notes
Rnds Pen/
Atten
Dmg Max
Range
Close
<1m
Short
<3m
Med
<45m
Long
<300m
VLong
<600m
Dist
<1.5km
VDist
<3km
SubR
<50km
Auto
Tgts
Dngr
Spc
Sig Recoil
Fusion Rifle-15** 15 +5 -- infinite 25/1 13 1500 m 25 25 12 6 3 1 -- -- -- 4.5 Hi Low
*The Aimed Fire DM equals the range number whose upper limit equals but does not exceed the weapon's maximum range.
**Stats for the Droyne Fusion Rifle-15 are converted from GDW's "House System" stats presented in:
     CHADWICK, Frank, and NILSEN, David (developers), and GELINAS, Mark "Geo" (scenario author and equipment designer), "Hit The Silk", Smash & Grab, GDW, Bloomington, IL, USA, 1994, p 111.

Vargr Weapons

Range Number: 0 1 2 3 4 5 6 7
Vargr Natural Weapons Easy Avg Diff Form Stag Imp Imp+3 Imp+6
1D 2D 3D 4D 5D 6D 7D 8D
Name TL Pen/
Atten
Dmg Def
DM
Max
Range
Close
<1m
Short
<3m
Med
<45m
Long
<300m
VLong
<600m
Dist
<1.5km
VDist
<3km
SubR
<50km
Auto
Tgts
Dngr
Spc
Sig Recoil
Claws* 0 2/- 2 1 1.5 m 2 2 -- -- -- -- -- -- -- -- -- --
Hands 0 1/- 1 1 1.5 m 1 1 -- -- -- -- -- -- -- -- -- --
Teeth 0 4/- 2 0 1.5 m 4 4 -- -- -- -- -- -- -- -- -- --
Vargr Personal Weapons
Claw-Glove** 3 4/- 3 2 1.5 m 4 4 -- -- -- -- -- -- -- -- -- --
*Stats for Claws are converted from "Classic Traveller" stats presented in:
     KEITH, J. Andrew, MILLER, Marc W., and HARSHMAN, John, Traveller Alien Module 3: Vargr, GDW, Bloomington, IL, USA, 1985, p 11.

**Stats for Claw-Glove are taken from:
     WILLOUGHBY, Christopher, "Claw-Glove", Challenge 40, GDW, Bloomington, IL, USA, 1989, p 35.


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