Step 1: List of rules in CT Adventures
A0: Surveying Systems (p16-17); Zhodani, Aslan overview CGen.
A1: "Jump Capsules" (Drop Capsules, p18 & 29, does NOT match striker)
A2: Robot Rules (31-36, no design sequence), Cold Weather (39-40), Submarines (9-11)
A3: Shares instead of Full Salaries (7), Terrain Events - large scale movement (18-19), Antimatter batteries (p39-40); Droyne CGen.
A4: "Personnel Capsules" (Civil Drop Capsules as escape pods, p35), RPV drones (35), Jump Message Torpedoes (35)
A5: TCS - Extensions to HG. Needs detailed treament.
A6: Tranq Spray, Details on Psi Shield Helmet, Plastic deformable memory material Knife (7), various business opportunities as simple income vs expense rolls (16-18), Remote operation fo ship's boat (30), effects of ship level psi-sheild (31), Personality overlay machine (33); More Zhodani Details. Whole raft of HG2 ship designs.
A7: Zho Commandos tactical notes (40-41, not in AM Zho)
A8: long term encounter system (11-12), Prison rep (13), basic guard rules (14-15), detailed bribery of guard (15), detailed brawl/knife fight rules (16), Stealing from work (17)
A9: voting simulation for nomad council (23-27) Hunterfoils (28-29), combat with the factory ships (37-40)
A10: Hunting (34-36); Shriekers CGen 40-47
A11: Equipment - Thumbprint locks, flashtray, stress detector (near full page, p7), Truth drug;
A12: Gas Giant effects on ships and people (16-18), Pocket Universe special rules (31-33), teleporter rules (38-41), Shimmersuits (48); Ancients details (Differentiation from Droyne)
A13: Second half of book is AM: Cymbeline Chips