Class skills are for the class you are currently in. Once you switch classes, then you have the class & cross class skills for the new class.
Also expect some mods on the Sydite.
Remember that T20 uses DEX for the melee modified, instead of STR, as in most other D20 games.
In cases where strength is the obvious modifier (typically broad/great sword, mace, axe, etc.), I'll use STR.
Of course, there will be some exceptions, based on the person making the attack, their skills/feats, the type of attack, etc.
As for gear, any non-mil spec material upto TL C should be available during character generation.
If want mil-spec gear (except for laser rifles & ACRs as mustering out benefits), or anything over TL C, please check with the GM first.
If you want to use some piece of Gear from another Traveller version, that isn't listed in T20, please check with the GM first.
Having said that...
I will accept the following items:
Commdots and multiplexors Base price: Cr200 & Cr1000
PRIS Field Glasses (at a cost of Cr5,000 due to war time inflation)
Soft Suit (T4) - This is a TLA minimum duty vac suit. No armor protection, no extra features beyond a mimimum PLSS and short range radio. Better than a rescue ball... Base Price: Cr3000, 4Kg, Cr3000
Aide (T4) - An aide is a small audio device placed in the ear canal. It serves as a remote earpiece for a percomm. By bone conduction, it also acts as a microphone for a comm if necessary. A TL B subsitute for Comm Dots with more features (including built in translation for more expense models). Programable by most percomps (personal or hand computers). Base Price Cr200
Space Watch: Designed as a functional item for spacers, the "S-watch" has recently become a fashion accessory and also an off--world commodity. It is a normal timepiece with alarm and timing functions, but has the added functions of showing atmosphere pressure and percent of oxygen, nitrogen and carbon dioxide variance over the past day. In addition, it can be remotely set by ship's computer to any local day length, including day names and local calendar events. A space watch goes for 200Cr, with negligible weight. TL C
The snub pistol is described in Book 4 as "...low velocity revolver...fires 10mm, 7 gram bullets at velocities of 100 to 150 mps."
"Standard rounds: tranquilizer round, gas round, HE round, High Explosive Shaped Charge"
The standard stats don't fit that description, so...we'll use a modified Snub weapon that does.
Snub pistols (both revolvers and semi-automatic versions) use a caseless round that files a 10mm projectile, massing approximately 7 grams, at a muzzle velocity of about 130mps. This generates about 56 joules of force at the muzzle.
While they have a short barrel, with a large bore, they are more look intimidating then they really are.
The snub revolver and "Combat Snub" pisol are made of light weight material and have a hinging trigger guard to make them easier to use in bulky Vac Suits. Using them in melee (i.e. pistol whipping) is a good way to damage them.
The semi-automatic "Combat Snub" uses a 15 round magazine with an optional 20 round extended magazine being available.
Email the GM for the details of how they work in this campaign.
I've made some minor mods for the standard Autopistol. This is based on the one in TA#1.
The standard Imperial Service Pistol is a double action semi-autopistol fires a caseless 10mm round and has a built in laser dot pointer (+2 at close range)
Each comes with 3 empty 15 round magazines and a secure holster that can attach either to a standard equipment belt, standard LBE (Load Bearing Equipment), or a sturdy belt that is also included. There is also an ammo pouche that holds two magazines.
Note: These are built to Imperial Military Spec at TL A. They are very rugged and use caseless ammunition.
That means no brass shells ejecting out and a smoother firing action. You can rack the slide back manually, but that's just to remove a round from the chamber.
Use the following table for Military Officer Ranks rather than the ones listed in the T20 PHB.
Imperial Navy Enlisted ranks are as follows:
Spacehand Apprentice - E1
Spacehand - E2
Able Spacehand - E3
Petty Officer Third Class - E4
Petty Officer Second Class - E5
Petty Officer First Class - E6
Chief Petty Officer - E7
Senior Chief Petty Officer - E8
Master Chief Petty Officer - E9
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A summary of those conventions are found here, and you should re-familiarize yourselves with them before posting:
Pulp Hunter PBEM game