TEXT: QLI/RPGRealms
  TRAVELLER®20
  Science-Fiction Adventure in
  the Far Future
  EPIC Adventure 6
  Mercenary Cruiser
  For Referees Only
  CT - Classic Traveller
  T20 - Traveller20
  Gateway Domain
  
  EPIC Adventure 6
  Mercenary Cruiser
  Copyright ©2004 QuikLink Interactive Inc. All rights reserved.
  Traveller is a trademark of Far Future Enterprises and is used under license.
  A single copy of this electronic document may be printed out for personal use and 
  reference only. Additional copies may only be printed to replace a previously printed copy 
  that has been lost or damaged. No part of this booklet may be reproduced in any form for 
  any other reason by any means without permission in writing from the publisher, except as 
  provided for under the terms of the Open Game License (a copy of which can be found at 
  the end of the document.). 
    2 3 4 5 6 7 8 9 10 
  QLI/RPGRealms 
  2307 Brafton Ct. 
  Acworth, GA 30101 
  http://www.TravellerRPG.com 
  http://www.RPGRealms.com 
  Traveller for the d20 System
  Science Fiction Adventure in the Far Future
  AUTHOR 
  Michael Taylor
  SUBSECTOR MAP
  Shane McLean
  DECKPLANS AND MAPS
  Michael Taylor
  TRAVELLER LINE EDITOR
  Martin J Dougherty
  EDITOR/PROOFREADER
  Jason “Flynn” Kemp
  MERCENARY CRUISER ART
  Bryan Gibson
  
  Contents
  About This Book .........................................................................................................4
  What you need to Play ...............................................................................................4
  The EPIC Adventure System...................................................................................4-5
  Rewards and Advancement .......................................................................................5
  Background ................................................................................................................6
  Williamsburg Subsector Map......................................................................................7
  World Data..................................................................................................................8
  The Javelin class Mercenary Cruiser ....................................................................9-10
  The Kimu class Assault Boat...............................................................................10-11
  Classic Traveller Statistics........................................................................................ 11
  Javelin class Ships in Service ..................................................................................12
  Deckplans............................................................................................................13-15
  Major Variants...........................................................................................................16
  Ship’s Locker............................................................................................................17
  Starmerc Organization ........................................................................................17-18
  EPIC Adventure: Kragin Surprise
  Referees’ Overview ..................................................................................................19
  Rumors.....................................................................................................................20
  Act 1: It’s Dangerous Work…
   
  Scene 1: Merc Ticket (key scene) ................................................................20-21 
   
  Scene 2: Briefing (key scene) ......................................................................21-22 
   
   
  Scene 3: Recon (key scene) ........................................................................22-24 
   
  Act 2: Enemy from the Sky
   
  Scene 1: The Moat............................................................................................24
   
  Scene 2: Raidermarch Surprise (key scene) ....................................................24
   
  Scene 3: Airstrike (key scene)......................................................................24-25
   
  Starport Map 1 ..................................................................................................25
  Act 3: Invasion
   
  Scene 1: Front Lines Recon (key scene) ..........................................................26
   
  Scene 2: Shattered Units (key scene)...............................................................26
   
  Scene 3: Starport Probe (key scene) ...........................................................26-27 
   
  Scene 4: The Main Assault (key scene).......................................................27-28
   
  Scene 5: Hope Fades… (key scene) ...........................................................28-30
  Epilogue (key scene)................................................................................................30 
   
   
  Epic Adventure Checklist..........................................................................................31
  Starship Encounters .................................................................................................31
  Starships and Vehicles ........................................................................................32-34 
  Cast of Characters ..............................................................................................34-39
  
  - 4 -
  a Referee and up to eight players to get together via the Internet or a local area network 
  (LAN) and play Traveller (or any other RPG) no matter where they are located physically 
  in the world. Visit http://www.RPGRealms.com for more information. 
  THE EPIC ADVENTURE SYSTEM 
  This adventure uses the EPIC adventure system created by Marc Miller. The EPIC system 
  is a way around one of the most common problems with many RPG adventures; the fact 
  that they are very ‘linear’ in design. In far too many adventures, encounter one typically 
  leads to encounter two, which inevitably leads to encounter three, ad-nauseum. This has 
  several problems. Firstly, the players may not notice a critical fact and thus be left in limbo 
  with no clue how to find the next plot element. Railroading them is sometimes the only 
  solution, and in general railroading is a common feature of this kind of linear adventure. 
  This can lead to player frustration, since there is little worse than not being captain of your 
  own fate. 
  Reducing the amount of leading-by-the-nose is fine until one of those gaming groups 
  comes along, who insist on doing everything in the wrong order and generally do violence 
  to the plot of an otherwise great adventure. 
   
  The Epic Adventure System provides a new way to design and organize adventures, 
  incorporating enough flexibility that the player characters have the ‘freedom to roam’ 
  without causing the referee nightmares. Asides, delays and additional adventures can 
  easily be slotted into an Epic Adventure. 
   
  An Epic Adventure is broken down into 6 parts:
  The Cast of Characters – A description of major characters encountered in the course of 
  the adventure, possibly including pregenerated player-characters. 
  The Background – The background provides the Referee with the information needed to 
  prepare himself, and lays the groundwork for introducing this adventure to the players. 
  Minor incidents and encounters – Referred to as Minor Scenes or just Scenes, are 
  encounters or events that involve the player characters in some form. Many are directly 
  related to the adventure, and may provide clues, equipment, or other information and 
  materials needed to eventually complete the adventure. Others are merely to provide 
  diversion and amusement. Scenes, unless noted in their descriptions, do not need to be 
  played in any particular order, and may be sprung upon the player characters when the 
  Referee deems appropriate. 
  Critical Plot Elements – Referred to as Plot Keys, Key Scenes or simply Keys, make up 
  the heart of the storyline for the adventure. They contain vital pieces to the plot that must 
  be played for the adventure to make any sense to the players in the end. You may play 
  any number of Scenes before and after each Plot Keys, but all of the Plot Keys should 
  eventually be completed in their proper order. 
  Chapters – A Chapter or Act is made up of one of more Plot Keys. They outline the plot to 
  the Referee, and provide tips and information for playing the Scenes and Plot Keys that 
  are contained in the Chapter. In order to complete a Chapter, each Plot Key within must be 
  completed. Each Chapter must be completed, and played in order to successfully run the 
  About This Book 
  This book contains a background history of the Javelin class Mercenary Cruiser, including 
  deckplans and an adventure for Traveller based around a Javelin class Mercenary 
  Cruiser.
   
  This book contains a minimum of general background data and sufficient specific 
  background to allow it to be used without reference to any other setting or adventure 
  book. The adventure is presented in the standard ‘EPIC’ format developed by Marc Miller, 
  creator of the Traveller game. It can be played straight out of the book or adapted to fit into 
  an ongoing campaign. 
   
  It is possible to think of this adventure as being similar to the key episodes in a season 
  of a TV series. Unrelated episodes can be slipped in between the key ones, but eventually 
  the story will reach the series finale. Of course, there may well be another series, and so 
  other adventures may follow this one. 
   
  The Mercenary Cruiser adventure is set in the Gateway Domain setting described in 
  the QLI Gateway To Destiny sourcebook. Possession of this sourcebook will be useful but 
  is not necessary for enjoyment of this adventure. Indeed, the adventure could be set in 
  almost any game universe with just a little tweaking. 
  THE COLOR CODE 
  The Traveller Epics adventure series includes material set in the various major eras and 
  settings of the Official Traveller Universe. While any of them can be tweaked to fit another 
  region, era or even a totally different setting, each Epic sits best in its ‘home’ setting. To 
  allow the home setting of any given book to be quickly determined, a color code is used 
  for the cover-edge and central stripes. Books are coded as follows: 
  • 993-1000 period: Blue 
  • 1107-1116 period: Red 
  • New Era (1248) period: Orange 
  • Generic or one-off: Green 
  WHAT YOU NEED TO PLAY 
  Please note that this is not a standalone Adventure. It requires that you have access to a 
  set of Traveller rules. The adventure was created for use with he T20 rules system from 
  QLI and the original Classic Traveller rules, but can easily be converted to other versions 
  of the game or even other rules systems. 
  Assuming you intend to run this adventure with the T20 rules, you will require at least the 
  T20 Lite rules from QLI. We recommend the following: 
  • The Traveller’s Handbook (T20 Core Rulebook) plus either the T20 Player’s Book or 
  a d20 system core rulebook such as the Dungeons & Dragons™ 3rd Edition Player’s 
  Handbook.
  • One or more of each of the following types of dice: four-sided (d4), six-sided (d6), eight-
  sided (d8), ten-sided (d10), twelve-sided (d12), and twenty-sided (d20). 
  • Pencil (or pen) and paper for keeping notes about your character and the adventure. 
  Graph paper is also recommended for making maps of places your character has visited. 
  • If you enjoy playing online, or are interested in playing Traveller online, you should also 
  have a copy of GRIP: Traveller. GRIP (Generic Roleplaying for Internet Players) will allow 
  
  - 5 -
  adventure. Due to the ‘cinematic’ nature of an EPIC adventure, it is easy for the Referee 
  to allow the player characters to temporarily deviate from the current adventure storyline 
  to follow a false lead or pursue another short adventure that has interested them. When 
  you are ready to return the player characters back to this adventure plot line, simply pick 
  up with the next Scene. 
  Adventure Checklist – The Adventure Checklist provides the Referees with a recommended 
  guideline of the order in which various Scenes and Plot Keys in this adventure should be 
  presented to the players. As the player characters complete each Scene or Plot Key, the 
  Referee simply checks it off the list. When every Plot Key in a Chapter has been played, 
  that Chapter has been completed the Referee may begin the first Scene in the next 
  Chapter. 
  REWARDS AND ADVANCEMENT 
  Before embarking upon a Traveller game or campaign, it is worth deciding what the pace 
  of advancement will be for participating characters. For one-off games this is not important 
  but if the same characters are going to have future adventures, advancement becomes a 
  major issue. 
   
  If too little experience is given out, players may become frustrated. There is always 
  a new skill or feat that a character could have done with having, or that the player really 
  wants to have, and for many people working towards gaining such abilities is an important 
  part of the game. If the distant mountains never seem to be any closer, what is the point of 
  walking towards them? 
   
  On the other hand, characters that gain large amounts of experience and other 
  rewards may become overpoweringly powerful. True, a shotgun in the back will be as 
  detrimental to the health of a 20th level veteran as a beginner, but skill levels are critical 
  to adventuring success; too much too fast is bad for a game even if it does not make the 
  characters invincible. Thus the Referee should tailor the experience awards suggested by 
  the T20 core rulebook to his or her own game style. In our experience it is better to keep 
  characters a little bit hungry. 
   
  This brings up the question of whether to give out experience at the end of each Act or 
  at the end of the adventure. Each Act can be treated as a separate adventure in terms of 
  experience awards. Typically, each Act (or Chapter) is about equivalent to an Amber Zone 
  or Signal GK adventure, leading to the conclusion that it should be worth around 2000XP 
  X the Average party level. This is not a good parallel, since some Acts are quite short and 
  besides, over a 5-Act adventure this adds up to a LOT of experience. 
   
  If experience is to be given out at the end of each Act, it is better to use the following 
  system: 
   
  Base Experience for the adventure is calculated as per the THB – this is a full 
  adventure so experience award is set as 4,000 XP multiplied by the average party level (at 
  the beginning of the adventure). Half of this is saved up, to be awarded at the end of the 
  adventure. The other half is available to be assigned at the end of each Act. It is possible 
  to simply assign 10% of the total to each Act (assuming 5 Acts), but the Referee should 
  consider assigning greater or lesser percentages to certain Acts if he/she feels that the 
  characters would learn more from the events in that Act than from another. 
   
  The experience available for any given Act is subject to the standard multipliers listed 
  in the T20 core rulebook; some acts are just plain more dangerous than others! The 50% 
  block of experience is also subject to multipliers for difficulty of the overall adventure. 
   
  Remember that all experience awards are totals, and are then shared among the 
  participating characters. Only characters present in a given Act gain experience for it. 
  When determining who gains experience from the adventure as a whole, the Referee 
  must use judgment. Obviously, characters that were there the whole time should gain 
  the full amount. People who popped in for a singe Act should not. If a player brought in 
  a new character to replace one killed or otherwise indisposed, the Referee should count 
  the character as being present for purposes of dividing up the experience but only award 
  a portion of the total experience, based on how long the new character was involved. The 
  rest of the experience entitlement was lost with the dead character. 
   
  Using this system, characters that were present for just one or two Acts of the 
  adventure gain some experience, but do not share in the overall end-of-adventure award. 
  Referees also are able to easily deal with the situation where a player brings along three 
  friends to a session in the middle of the adventure, only one of whom comes back to play 
  in the remaining Acts. 
  CHARACTER TYPES AND SKILLS
  Characters with backgrounds in the military or mercenaries will be most useful for this 
  adventure. A starship is also a prerequisite, preferably the Javelin class Mercenary 
  Cruiser. If playing this adventure as a standalone or the start of a campaign it is logical to 
  use a Javelin, but existing starmerc units with their own ship can easily be used with no 
  changes to the adventure except possibly where they hear about the Merc Ticket.
  
  origins, and generous in trade and foreign assistance. While maintaining a strong military 
  force, the Raidermarch was determined to be seen as a power for stability and order in 
  the region. Its vessels went out on antipiracy patrols, and even launched punitive raids on 
  worlds that harbored corsairs. However, from around 750, something changed. Rumors 
  began to circulate that the naval vessels of the Raidermarch were using commerce-
  protection as a cover for piracy. Some of the vessels that were seized on the pretext that 
  they were operating as corsairs were highly unlikely candidates for pirate ships. Despite a 
  vigorous clash with forces backed by the Glimmerdrift Trade Consortium, the Raidermarch 
  came to dominate trade in the local systems, charging high tolls for safe passage.
   
  It seems likely that the Raidermarch intends to continue expanding. Certainly its 
  navy is highly active in the local region, and rigidly controls trade within several parsecs 
  of Marcher space. Where the Raidermarch will look to for its next conquest is a matter for 
  conjecture, but experts agree that some nearby world is about to be annexed.
   
  INDEPENDENT WORLDS AND CLIENT STATES
  Many of the worlds along the border of Gateway Domain are to a greater or lesser degree 
  ‘client states’ of the Imperium. In effect, they are friendly independents who allow Imperial 
  Navy vessels to use their ports and patrol their systems as a matter of course. Trade links 
  are strong and relations generally cordial. Joint naval operations are not uncommon and 
  extradition treaties are in place. Imperial-registered ships arriving in port on such worlds 
  are treated more or less as if they were local shipping – papers are normally accepted at 
  face value and customs checks are no more rigorous than usual. In return, client worlds 
  are guaranteed protection against aggression and can request aid from the Imperium in 
  times of trouble.
   
  Some worlds have formal Client status and are listed as such in the star system data. 
  Good relations with the Imperium and its citizens can be taken for granted. Some other 
  worlds are a kind of ‘informal client state’ with friendly relations but no formal treaty in 
  place. Some words listed as Independent fall into this group.
   
  Other independent worlds are truly that; non-aligned. Some are actually quite hostile 
  to the Imperium and will harass ships coming through their ports with endless paperwork 
  or intense customs inspections. Actual violence against Imperial citizens acting lawfully 
  would be a very stupid mistake, but some worlds will do everything they can to discourage 
  Imperial attention and Imperial visitors.
  The majority of Independent worlds are fairly neutral in their attitude to Imperial citizens, 
  and treat them no better or worse than any other visitors. Attitudes do shift, however, due 
  to internal or external factors.
  THE SOLOMANI CONFEDERATION
  The Solomani Confederation, with its capital at Terra, is a large interstellar power and a 
  major rival to the Imperium. It is dominated by the Solomani Party, whose will is enforced 
  by Solomani Security (SolSec). The Confederation is basically racist in outlook, believing 
  in human (i.e. Solomani-human) supremacy. There is some internal division about how 
  this philosophy works, but the fundamental Solomani position is that Terran humans are 
  better than everyone else.
   
  At present (993), the Confederation is at war with the Imperium and has made some 
  impressive early gains, though at a high cost. The war shows every sign of going on for 
  several years, and while Imperial citizens this far from the main war zone do not feel 
  unduly threatened by Solomani power, already the effects of the conflict are being felt.
  Background
  The following background information is presented for the use of the Referee. None of it 
  is ‘secret’ as such, but the individual Referee must decide how freely available any given 
  piece of data will be. A few minutes at any library terminal will suffice for characters to 
  uncover common or basic information; greater detail will require special research or may 
  not be available at all.
  THE THIRD IMPERIUM
  The Third Imperium is a human-dominated empire of some 11,000 star systems. It is not 
  a vast, monolithic structure. The time lag inherent in interstellar communications makes 
  this impossible. Instead, the Imperium resembles a vast federation of worlds that agree 
  to certain common practices, and allow the Emperor and his subordinates to deal with 
  foreign policy, military affairs and similar multi-world considerations while maintaining 
  control of their internal affairs. 
  THE IMPERIAL DOMAIN OF GATEWAY
  Gateway Domain lies at the very fringe of the Imperium. As a result it is in some ways 
  a backwater and in others a vital strategic area. The nominal area of the domain is the 
  same as all others; four sectors. However, since much of the area that would be part of 
  the Domain lies either in the two Rifts or else beyond the Imperial border, the territory 
  administered by the Archduke of Gateway is rather smaller than that of other Imperial 
  Domains. 
  The Domain of Gateway is protected by a single Named Imperial Fleet; the Ley Sector 
  Fleet. Since the outbreak of the Solomani Rim War, force transfers have stripped the fleet 
  of a portion of its vessels, leaving it understrength and still responsible for an area slightly 
  larger than a normal sector.
   
  The Imperium reached its present borders in the region about 200 years ago, and 
  while a few worlds have applied to and joined the Imperium since then, there has been 
  little deliberate expansion in the past two centuries.
   
  Thus while still a frontier, Gateway Domain is also a settled area. There is some friction 
  along the border, but for the most part the worlds and states close to the Imperial border 
  are used to their status as clients or independent worlds. Relations are not always cordial, 
  but understandings have been developed. Cross-border trade and travel is common and 
  many businesses operate on both sides of the border. Law enforcement agencies usually 
  co-operate, much to the detriment of criminals seeking refuge on the other side of the 
  line. The Imperial Navy does make anti-piracy sweeps beyond its borders, usually but not 
  always with the consent and cooperation of the local independent worlds. 
  THE RAIDERMARCH
  Founded during the last days of the Long Night as a raider kingdom, the Raidermarch 
  is today a powerful and militarized state lying in the Alpha quadrant of the Crucis 
  Margin sector. Although built on a foundation of wealth and technology taken by force, 
  the Raidermarch acquired a certain respectability during the middle centuries of the 
  millennium. Where vessels had once plundered across Crucis Margin and Glimmerdrift 
  Reaches sectors, and even into the Galian Trade League in Gateway, they came instead 
  to trade. Indeed, for several centuries, the Raidermarch was almost apologetic about its 
  
  Name
  Loc. 
  UWP
  Trade Codes
  All
  Stellar
  Gloriana
  1712
  C11068A-B    
  Na Ni             
  404    
  Xx
  M3 V
  Siigi         
  1714 
  E594646-3    
  Ag Ni 
  612       
  Xx   
  M9 III
  Anish Ishas    
  1715 
  B765668-8    
  Ag Ni Ri 
  200  
  Xx     K9 V
  Akhag     
  1718 
  A624559-C   
  Ni
  614              Xx  
  K0 V
  Bubi         
  1810 
  E464313-7                       
  903    
  Xx
  G7 V
  Wideocean
  1816 
  B98A620-8    
  Ni Wa 
  300      
  Xx  
  M1 V K1 D 
  Udar’s 
  Dagger   
  1817 
  C79879C-4    
  Ag                 
  204
  Xx
  K1 V A6 D  
  Aapizishga    
  1913 
  B262653-A    
  Ni Ri 
  403      
  Cs    M3 V
  Zarkhakugsi   
  1916 
  C244678-9    
  Ag Ni
  322             Xx 
  M7 II A0 D 
  Tailend    
  2115
  C786764-3 
      
  Ag Ri 
  204
  Xx           K7 V    
  Bartle      
  2117
  C64A634-9 
     
  Ni Wa
  602
  Xx          M3 V K2 D  
  Sea of Light   
  2118 
  B567356-8                       
  503
  Xx
  G2 V F8 D  
  Eda           
  2211 
  A100544-F    
  Ni Va
  505          Xx   
  G3 V M2 D
  Shuriken  
  2212 
  B300568-A    
  Na Ni Va
  904   
  Xx
  K0 III    
  Cixntha      
  2215 
  C100999-A    
                  
  400
  Xx
  M3 V M9 D  
  015-424       
  2216 
  E7A08BC-4    
  De               
  703
  Xx  
  M3 V
  Miller’s 
  Reach    
  2218 
  D344348-6                      
  821    
  Xx
  G7 V
  Am            
  2319 
  C110513-7                       
  223
  Xx
  M9 V K1 D 
  Starfall   
  2411
  B654554-B   
    
  Ag Ni 
  803
  Xx     M2 V    
  Didan       
  2415 
  C629301-8                       
  300
  Xx
  M5 V M7 D  
  Nu Khidam 
  2417 
  E765255-5                       
  403
  Xx
  K0 V A2 D
  Miracle            
  2418 
  B755675-B    
  Ag
  800                Xx  
  M4 III F4 D
  WILLIAMSBURG SUBSECTOR
  PRIMUS
  over one billion
  CHARACTERISTICS
  WORLD
  No Water Present
  border
  Quintus
  Secundus
  TRAVEL ZONES
  POPULATION
  Amber Zone
  Red Zone
  BASES
  Asteroid Belt
  Water Present
  No Gas Giant
  Travel Zone
  Code (Red)
  MAP LEGEND
  Starport Type
  Gas Giant
  Bases
  World
  Name
  World
  Type
  X-Boat
  Route
  Tertius
  A
  under one billion
  World names in red
  are subsector capitals
  A
  B
  C
  D
  E
  F
  G
  H
  I
  J
  K
  L
  M
  N
  O
  P
  X
  Williamsburg Subsector
  Tri-Empire
  Kraxin
  Tasman
  Sosie
  Gloriana
  C
  Xx
  Siigi
  E
  Xx
  Anish Ishas
  B
  Xx
  Akhag
  A
  Xx
  Wideocean
  B
  Xx
  Udar's Dagger
  C
  Xx
  Aapizishga
  B
  IC
  Zarkhakugsi
  C
  Xx
  Tailend
  C
  Xx
  Bartle
  C
  Xx
  Sea of Light
  B
  Xx
  Eda
  A
  Xx
  Shuriken
  B
  Xx
  CIXNTHA
  C
  Xx
  015-424
  E
  Xx
  Miller's Reach
  D
  Xx
  Am
  C
  Xx
  Starfall
  B
  Xx
  Didan
  C
  Xx
  Nu Khidam
  E
  Xx
  Miracle
  B
  Xx
  1711
  1712
  1713
  1714
  1715
  1716
  1717
  1718
  1719
  1720
  1811
  1812
  1813
  1814
  1815
  1816
  1817
  1818
  1819
  1820
  1911
  1912
  1913
  1914
  1915
  1916
  1917
  1918
  1919
  1920
  2011
  2012
  2013
  2014
  2015
  2016
  2017
  2018
  2019
  2020
  2111
  2112
  2113
  2114
  2115
  2116
  2117
  2118
  2119
  2120
  2211
  2212
  2213
  2214
  2215
  2216
  2217
  2218
  2219
  2220
  2311
  2312
  2313
  2314
  2315
  2316
  2317
  2318
  2319
  2320
  2411
  2412
  2413
  2414
  2415
  2416
  2417
  2418
  2419
  2420
  (subsector G of Glimmerdrift Reaches sector)
  Naval Base
  Scout Base
  Way Station
  
  - 8 -
  world’s population and industry are found. A belt of arcologies linked by subterranean 
  transit tubes circles the twilight region and houses 90% of the world’s 4 billion population. 
  The remainder dwells in mining or industrial outposts, or in subterranean cities on the 
  bright or cold faces. 
   
  Cixntha’s main exports are light industrial produce and TL-A electronic systems, 
  and the process of mining, refining and using the raw materials required to support this 
  industry employs a sizeable percentage of the population. The populace are ruled by a 
  restrictive (but not particularly oppressive) bureaucratic government.
   
  Visitors to Cixntha are struck by its drabness more than anything else. Clothing styles 
  tend to be tasteful and functional, ornamentation is sober; even park areas are formally 
  laid out according to strict rules that make them all seem alike.  Cixnthan art and music 
  are mass-produced and, to an outsider at least, extremely boring. Some observers prefer 
  to describe both art and music as “subtle”, implying that true appreciation is beyond the 
  understanding of the uneducated masses. This piece of snobbishness has been at least 
  partially successful – Cixnthan art and music have enjoyed considerable export success in 
  the past few years, being bought mainly by people who don’t want to admit that they, too, 
  find it boring and drab for fear of seeming like cultural Neanderthals.
   
  Cixntha’s small starport is situated on the Cold Face, a thousand kilometers from 
  the nearest Arcology but close to an industrial marshaling point. As well as a stopover 
  for trade ships plying the Broken Chain, Cixntha Down acts as a port of registry for many 
  independent vessels. Most ships registered out of Cixntha have nothing to do with the 
  world, other than as a flag of convenience. Cixntha conducts workmanlike checks on 
  the legality and spaceworthiness of vessels using its flag, and so its endorsement is 
  considered to be worth paying the high registry fee for.
   
  Probably the only thing about Cixntha that is not drab is the cuisine. Almost the entire 
  food production on-planet comes from vast algae tanks and tiny gardens and microfarms. 
  Making anything interesting to eat out of these limited raw materials is a challenge, so 
  when a Cixnthan chef has access to shipments of spices and frozen produce from other 
  worlds, he or she plunges into the task with heart and soul – and the results are simply 
  incredible. 
  World Data
  The following information is available to the characters from Library Data files. If the group 
  decides to visit other planets in the subsector after the Merc Ticket has finished (and 
  assuming they survive) the referee can initiate other adventures or scenarios as he/she 
  sees fit. Rumors may also be expanded into adventures.
  ZARKHAKUGSI
  Zarkhakugsi 1916 C244678-9  
  Ag Ni  
  322  Xx M7 II A0 D
  An independent, cool, low gravity, agricultural mid-tech world located at the spinward end 
  of Williamsburg subsector, Zarkhakugsi has been plagued for centuries by skirmishes 
  between its two nation states. Add to this chaos the occasional raid by Raidermarch 
  vessels as well as a seismically unstable planet, and the warring governments on 
  Zarkhakugsi have their hands full just keeping order. Little is known about the world’s 
  current situation other than the fact that tensions are high between the two nation-states 
  (one pro-Solomani, one pro-Imperial) and have been for centuries.
  ANISH ISHAS
  Anish Ishas    1715 B765668-8     
  Ag Ni Ri            
  200 X K9 V    
  A rich agricultural world, Anish Ishas is an important link between the Broken Chain and 
  the Stoner Cluster, and thus represents prime real estate. Its large and well-equipped 
  starport sees considerable traffic and refits starships at very reasonable rates. Despite 
  this, visitors approach Anish Ishas with caution. 
   
  The world was effectively conquered in a coup by offworld forces in 986 and remains 
  an occupied territory. The origin of these forces is unknown and their equipment was a mix 
  of Imperial, Solomani and Stoner-made systems of a sort that can be obtained anywhere 
  in the sector. The invaders fielded the equivalent of a brigade of grav cavalry equipped to 
  TL A or so, but with the advantage of surprise (and, apparently, some infiltration ahead of 
  time) this force was more than enough to over-run the stunned defenders and establish a 
  military dictatorship in a matter of days.
   
  Since the occupation, the new world government has treated  visitors with extreme 
  courtesy and taken pains to ensure ‘business as usual’, though large numbers of offworld 
  mercenaries equipped with local TL-8 weapons have now been brought in to suppress 
  unrest. Control is very tight in the port region, but there is open rebellion in more distant 
  areas. The high-tech forces make the occasional sweep but for the most part the rebels are 
  opposed by TL-8 forces using an effective combination of brutality and lenient treatment 
  for those who surrender. It seems likely that there will be trouble for some years to come, 
  but the invaders are steadily winning their campaign.
   
  The dictatorship is actively courting the Grand Duchy of Stoner, presumably in the 
  hope of gaining recognition as the legitimate government of Anish Ishas.   
  CIXNTHA  
  Cixntha       2215 C100999-A     
  Va                
  400 X M3 V M9 D  
  A link on the Broken Chain, Cixntha is a tidally locked, airless rockball orbiting close to 
  its primary. As a result, the “bright face” is a scorched wilderness while the “cold face” is 
  cratered by meteor impacts. Between the two lies the twilight region where most of the 
  
  - 9 -
  Javelin Class Mercenary Cruiser
  Instellarms, an Imperial megacorporation, deals in weaponry and trained mercenary 
  personnel. The firm offers an accreditation and registration service for merc units and 
  individuals, and is renowned for its strictly legal dealings. Instellarms deals mainly with 
  bulk orders. Its subsidiary, Portcullis Defense, manufactures and markets a range of 
  quality weaponry across the Gateway region. Instellarms does occasionally deal outside 
  the Imperial border, but leaves extra-Imperial dealings to its subsidiary Portcullis, which 
  maintains a whole chain of sales facilities outside Imperial space.
  In 950 Instellarms, faced with enquiries from throughout the region for a dedicated 
  mercenary vessel, designed the Javelin class Mercenary Cruiser, loosely based on the 
  standard Imperial model. Essentially a smaller low-cost version of the Imperial 800 tonner, 
  the ship’s boat complement was set at two 30 ton boats, a configuration decided upon after 
  extensive consultation with Gateway region armed forces and mercenary organizations.
   
  Both Instellarms and Portcullis offer the Javelin class Mercenary Cruiser design 
  throughout the Gateway Domain in an effort to provide a one-stop-shop solution for merc 
  units. Portcullis markets the design outside the Imperial borders and Instellarms within the 
  Imperium. Instellarms/Portcullis does not build the Javelin class - rather, the Corporation 
  contracts out the building to two starship manufacturing firms, one situated in Imperial 
  space in Ley Sector and one in Gateway Sector.
   
  Geschichtkreis Sternsciffbau AG – GsbAG builds the ship at their shipyards on 
  Saramid (Frontier Worlds/Ley). Outside Imperial borders, Gateway Shipping builds 
  the merc cruiser on Gateway Prime, a major Galian Federation world in the Gateway 
  Sector. Gateway Shipping (GS) is a huge, sector-wide firm that constructs starships, 
  trains their crews, and operates the vessels on behalf of client worlds. Specializing 
  in bulk transports and secure couriers, GS maintains main offices at many worlds 
  of the former Galian Trade League, and smaller facilities elsewhere. The few TL12 
  components the Mercenary Cruiser has (the armor and the Jump drive) are imported 
  from other worlds to Gateway Prime.
   
  Since the design was first offered over 90 have been built. Production continues at 
  a rate of 1 to 3 per year.
  SPECIFICATIONS
  Capable of Jump-3 and 3-G acceleration, the streamlined close structure Javelin class 
  is highly responsive, capable of moving to troubled regions quickly. Not particularly 
  agile, Javelins are nevertheless armored (unlike the Imperial merc cruiser design) and 
  can carry a mix of weaponry. As purchased, the basic armament consists of two double 
  beam laser turrets and one triple missile turret. Three double turrets remain empty 
  for retrofitting by the purchaser at a later stage. Some purchasers replace the double 
  turrets with triples.
   
  Adjacent to the bridge is a model/4 computer. The class has 26 staterooms allowing 
  the carriage of up to 36 mercenaries in double occupancy in addition to the crew. Three 
  autodocs are installed, creating a pseudo “sickbay”. An engineering shop ensures the 
  ship can make minor onboard repairs allowing it to remain on-station for long periods of 
  time. Four Low Berths allow the carriage of those too seriously injured to be cared for 
  onboard.
   
  A 40.1 ton cargo hold allows ample room for extra vehicles, supplies, ammunition 
  and weapons. This area effectively acts as a huge ship’s locker, vital considering how 
  much equipment needs to be carried, especially on extended missions. A 10 ton armored 
  missile magazine store missiles for the ship and the small craft, enabling 200 missiles to 
  be carried. The ship contains fuel scoops and a fuel processor to allow fuel skimming from 
  an ocean or gas giant.
   
  The Javelin class has two 30 ton docking bays. Normally a Javelin would be purchased 
  with one standard slow boat leaving the other bay free for cargo, but Instellarms designed 
  the 30 ton Kimu class Assault Boat specifically for use with the Javelin class. Purchasers 
  are free to pick and choose the mix of small craft. Some operating in a “standard” 
  mercenary environment (if there is such a thing) opt for two slow boats. Some choose 
  one slow boat and one Kimu class Assault Boat, while a few, which need them, carry two 
  Assault Boats. The choices are dependent on perceived mission and budget. Slow Boats 
  embarked aboard Javelins frequently have their small cabins and missile magazines 
  removed to increase cargo capacity to 10 tons. A few mercenary units specializing in 
  starship escort duty have been known to squeeze four 15 ton fighters into the docking 
  bays and two more in the forward cargo hold!
   
  Some starmerc units may have two slow boats but will also embark vehicles like 
  ATVs, AFVs, air/rafts, speeders, G-carriers or even small grav-tanks. The way a Javelin 
  is configured is entirely dependent on the mission types and tastes of the starmerc unit. If 
  Javelin class Mercenary Cruiser
  Class: Starship, Type MC
  EP Output: 26 (2 excess)
  Triple Turret: Missile 
  Rack (x3), Attack Bonus 
  +2 (+2 USP), Damage 
  2d6.
  Double Turret: Beam 
  Laser (x2), Attack Bonus 
  +2 (+2 USP), Damage 
  2d8.
  Double Turret: Beam 
  Laser (x2), Attack Bonus 
  +2 (+2 USP), Damage 
  2d8.
  Double Turret: Empty.
  Double Turret: Empty.
  Double Turret: Empty.
  Tech Level: 12
  Agility: 0
  Size: Medium (600dt)
  Initiative: +0
  Streamlining: Streamlined 
  – Close
  AC: 11 (+1 armor)
  Jump Range: 3
  Repulsors: None
  Acceleration: 3
  Nuclear Dampers: None
  Fuel: 206
  Meson Screens: None
  Duration: 4 weeks
  Black Globes: None
  Crew: 14 + 36 Troops
  AR: 1
  Staterooms: 26
  SI: 175
  Small Cabins: 0
  Main Computer: Model/4
  Bunks: 0
  Sensor Range:  Long (Model/4)
  Couches: 0
  Comm. Range: Long (Model/4)
  Low Berths: 4
  Cargo Space: 40.1
  Cost: MCr275.63 (new)*
  Atmospheric Speeds:           NoE =  1175kph
  Cruising = 3525kph 
  Maximum = 4700kph
  Other Equipment: 10dt Missile Magazine (200 Missiles), Fuel 
  Scoops, Fuel Processor (8hrs for 180dt Jump fuel). Hangar for 2x30dt 
  craft, 1xEngineering Shop, 3xAutoDocs, 3xExtra Airlocks.
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
    * Price excludes small craft.
  
  - 10 -
  an ATV or similar sized 10,000vl vehicle is carried, there is usually a problem fitting it into 
  a Slow Boat - it takes about 30 minutes of careful maneuvering to squeeze in the slow 
  boat’s specially widened cargo door. A grav-lifter will be able to move the ATV into the slow 
  boat in about 2 minutes, but not every Merc unit has - or wants to waste cargo space - on 
  a grav-lifter. Depending on the tactical situation, large ground vehicles are sometimes off-
  loaded directly from the cruiser onto the planet’s surface.
   
  Most Imperial military analysts dirisively refer to the Javelin class as “the poor man’s 
  merc ship” but the class has been quite successful in service. The most vocal complaints 
  have usually been about the cramped living quarters and small cargo hold. Some units 
  forgo a second 30 ton small craft and use the empty boat bay to increase cargo capacity. 
  But it cannot be denied the ship serves its purpose well, and costs significantly less than 
  the Imperial 800 tonner.
  A Deck
   
  Situated on top of the main hull at the aft of the ship, A Deck houses the bridge 
  and computer. A lift and manual hatch at the rear of the deck allow access to the decks 
  below.
  B Deck
   
  This deck contains all 26 staterooms as well as living areas. The rear of the deck 
  houses some fuel tanks, while the raked bow houses the fuel scoops and fuel processor. 
  Just aft of the processors are the low berths and a tiny sick bay housing 3 autodocs. 
  Access to 4 turrets is gained from this deck, while the fifth dorsal turret on the upper 
  side of the ship can be accessed from the living quarters area. A lift and manual hatch 
  at the rear of the deck allow for easy transportation to C Deck and up to the bridge.
  C Deck
   
  The boat, cargo and engineering deck, C Deck has a high ceiling height to allow 
  bulky cargo loads to be carried. The bow of the ship has a large cargo ramp to allow 
  easy egress from the forward 29.1 ton cargo bay. Boat Bays 1 and 2 can house small 
  craft up to 30 tons in size. The floor of the boat bays open to allow entry and exit of 
  the craft. Boat Bay 2 has a smaller 11 ton cargo bay which also has an iris airlock for 
  transfer of cargo between ships as well as a ramp to allow transfer while on the ground. 
  Just aft of this cargo bay is the armored missile magazine allowing the carriage of up to 
  200 ship missiles. In the corridor next to the missile magazine is a floor iris valve giving 
  access to the ventral triple missile turret located on the underside of the ship.
   
  The aft section contains the engineering section – powerplant, jump drive and in 
  boxy nacelles, the maneuver drive. Engineers monitor their systems from a central 
  location in this area, as well as housing the engineering shop. Access to this deck is 
  from the lift shaft at the rear of the deck or from 7 ceiling iris valves and hatches all 
  along the spine of the ship.
  D Deck
   
  Essentially a faring on the underside of the ship, D Deck contains a small amount 
  of fuel – about 17.3 tons worth.
  CREW QUARTERS
  The Mercenary Cruiser has 26 staterooms. Crew consists of 1 pilot, 1 astrogator, 1 
  medic, 4 engineers, 3 gunners and 4 crew for the two 30 ton craft. A maximum mercenary 
  complement of 36 troops can be carried, including the Starmerc Commander. All have 
  double occupancy staterooms except for the starmerc commander and pilot who have 
  their own staterooms.
  The usual arrangement of staterooms is listed below.
  Staterooms 1-2: Engineers
  Staterooms 3-4: Medic, Gunners 
  Staterooms 5-6: Small Craft Crew
  Stateroom 7: Astrogator, 1 Mercenary
  Stateroom 8: Starmerc Commander
  Stateroom 9: Pilot
  Staterooms 10-26: 34 Mercenaries
  KIMU CLASS ASSAULT BOAT
  Essentially a heavily modified slow boat, the Kimu class Assault Boat is a 30 ton small craft 
  design commissioned by Instellarms specifically for use with the Javelin class.  Built by 
  both Gateway Shipping and GsBAG, the class proved so successful in its role of meteoric 
  assault and close support it has been bought by military organizations throughout the 
  Kimu class Assault Boat
  Class: Small Craft, Type BA
  EP Output: 1.8 (.9 excess)
  Double Turret: Missile 
  Rack (x1), Attack Bonus 
  +1 (+1 USP), Damage 1d6 
  (6d6 versus vehicles).
  Empty second slot in turret 
  reserved for one Weapon 
  Pack.
  Tech Level: 12
  Agility: 3
  Size: Small (30dt)
  Initiative: +3
  Streamlining: Streamlined 
  – Cylinder Airframe
  AC: 19 (+5 armor, +3 agility, +1 size)
  Jump Range: 0
  Repulsors: None
  Acceleration: 3
  Nuclear Dampers: None
  Fuel: 1.8
  Meson Screens: None
  Duration: 4 weeks
  Black Globes: None
  Crew: 2
  AR: 5
  Staterooms: 26
  SI: 80
  Small Cabins: 0
  Main Computer: Model/2
  Bunks: 0
  Sensor Range:  Short (Model/2)
  Couches: 2 + 16
  Comm. Range: Short (Model/2)
  Low Berths: 0
  Cargo Space: 0.1
  Cost: MCr19.651 (new)
  Atmospheric Speeds:           NoE =  1325kph
  Cruising = 3975kph 
  Maximum = 5300kph
  Other Equipment: .9 dt (2500vl) for a Weapon Pack. Troop Couches 
  can be removed to carry 8dt of cargo.
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
   
  
  - 11 -
  region and is now in service with various planetary and interstellar navies and armies.
   
  A design geared toward survivability, the boat has extensive armor protection as well as good 
  in-atmosphere performance with its airframe wings enabling it to outrun atmospheric fighters. The 
  wings fold into the body of the boat when entering the Javelin docking bays. The class can carry 16 
  troops in cramped couches, but the couches can be quickly removed to carry 8 tons of cargo. The 
  craft is highly agile and is designed for meteoric assault (ie assault from orbit) as well as close support 
  for mercenaries. Mounting a single missile rack, the boat also has a space in the double turret for an 
  Instellarms designed “Weapon Pack” designed to augment the firepower of mercenary units. Weapon 
  Packs can easily be changed out to allow access for maintenance and even changing the type of 
  Weapon Pack.
  Weapons Packs for the Kimu Class Assault Boat
  Weapon Packs were developed by Instellarms to be slotted into the empty slot in the 
  double turret of the Assault Boat. Such packs may be changed out within one hour. The 
  Assault Boat gunner, using a hardwired TL11 synaptic targeting computer attached to the 
  weapon, remotely controls the weapon pack. Ammunition or battery storage is included 
  in the Weapon Pack. The costs listed below exclude ammunition costs but include the 
  targeting computer and software costs and are listed in Cr.
   
  Magazine capacity is the capacity within 
  the pack. Reloading cannot take place internally. 
  The Pack must be removed for maintenance and 
  reloading ammunition hoppers. This is a relatively 
  quick process – it takes about 15 minutes to remove 
  a Pack.
   
   
   
   
   
  CLASSIC TRAVELLER STATISTICS
  The T20 ship statistics are almost completely 
  compatible with Classic Traveller High Guard 
  statistics. The major difference is that EP ratings and 
  powerplant sizes may be differ slightly in High Guard. 
  Under High Guard rules the Mercenary Cruiser has 
  powerplant-3, producing 18 EP. After reserving for 6 EP for weapons and 2 EP for the 
  computer, this gives the cruiser agility-1 with 4 excess EP. Allowing for a reduction in 
  powerplant fuel to 18 tons, the cargo capacity of the High Guard version of the Javelin is 
  reduced slightly to 33.1 tons.
   
  The Assault Boat also has powerplant-3, producing 0.9 EP with a powerplant size of 
  2.7 tons. Fuel requirements are reduced to 0.9 ton and agility remains 3, the same as the 
  T20 version. Cargo space is increased to 1 ton over the T20 version.
   
  The T20 armor rating is the same as the High Guard armor rating for all vessels. T20 
  agility rating translates to the High Guard agility rating. For weapons, the USP rating of 
  each battery is the same as the High Guard rating for that battery. For instance, under 
  High Guard the standard Javelin class Mercenary Cruiser has a Factor-3 missile battery 
  and 2 Factor-2 Beam Laser batteries.
   
  For the Weapon Packs, Classic Traveller Book 4, Mercenary contains statistics on the 
  light MRL, heavy MRL,  VRF Gauss Gun and autocannon. Figures for the other weapon 
  packs are presented below in Classic Traveller format, extrapolated from Book 4.
  WEAPON PACKS
  Weapon Pack Type
  TL
  Magazine
  Capacity
  Vehicle
  Damage
  ROF
  Range
  Cost in
  Quantity
  Weapon Pack 1: Light MRL
  11
  488 rounds
  1D8
  1/4/10/20/100
  900m
  26,849
  Weapon Pack 2: Heavy MRL
  10
  75 rounds
  6D8
  1/4/10/20/100
  2100m
  30,449
  Weapon Pack 3: VRF Gauss Gun
  10
  50,000 rounds
  1D12-4
  100
  111m
  186,449
  Weapon Pack 4: Medium Laser
  7
  60,000 shots
  3D10
  1
  Sensor
  43,649
  Weapon Pack 5: 30mm 4 barrel autocannon
  8
  1784 rounds
  1D12
  70
  400m
  35,089
  Weapon Pack 6: 45mm 4 barrel autocannon
  8
  428 rounds
  3D12
  50
  600m
  43,729
  Weapon Pack 7: 60mm 4 barrel autocannon
  8
  187 rounds
  5D12
  35
  900m
  56,689
  Weapon Pack 8: 7.5cm autocannon
  8
  107 rounds
  6D12
  6
  1300m
  70,609
  Weapon Pack 9: 9cm autocannon
  8
  51 rounds
  7D12
  4
  1500m
  91,729
  WEAPON PACKS (CLASSIC TRAVELLER STATISTICS)
  Weapon Pack Type
  TL
  Magazine
  Capacity
  Damage* ROF
  Range
  Cost in
  Quantity
  Book 4
  Name
  Weapon Pack 1: Light MRL
  11
  488 rounds
  8D
  1/4/10/20/100
  900m
  26,849
  Light MRL
  Weapon Pack 2: Heavy MRL
  10
  75 rounds
  8D
  1/4/10/20/100
  2100m
  30,449
  Remote MRL
  Weapon Pack 3: VRF Gauss Gun
  10
  50,000 rounds
  10D
  100
  111m
  186,449
  VRF Gauss Gun
  Weapon Pack 4: Medium Laser
  7
  60,000 shots
  5D
  1
  Sensor
  43,649
  No Equivalent
  Weapon Pack 5: 30mm 4 barrel autocannon
  8
  1784 rounds
  8D**
  70
  400m
  35,089
  No Equivalent
  Weapon Pack 6: 45mm 4 barrel autocannon
  8
  428 rounds
  10D
  50
  600m
  43,729
  Autocannon
  Weapon Pack 7: 60mm 4 barrel autocannon
  8
  187 rounds
  10D
  35
  900m
  56,689
  No Equivalent
  Weapon Pack 8: 7.5cm autocannon
  8
  107 rounds
  8D
  6
  1300m
  70,609
  Light Gun
  Weapon Pack 9: 9cm autocannon
  8
  51 rounds
  8D
  4
  1500m
  91,729
  Field Gun
  * Damage against personnel is listed as per Book 4, Mercenary. This book does not contain a vehicle combat system.
  ** This damage is firing HE. If firing discarding sabot against personnel, damage is 6D.
  Ranges are kept as per T20 statistics to allow more flexibility. It is a given that all Weapon Packs can fire out to Classic Traveller’s 
  “very long” range.
  Treat all autocannons as having autoloaders.
  
  - 12 -
  JAVELIN CLASS SHIPS IN SERVICE 
  (BETA QUADRANT OF GLIMMERDRIFT REACHES)
  Service
  Current Owner/Status 
    Name
  Entry
  (as at 001-993)
  Registration
    Federate Defender
  962
  Beta Quadrant Security
  FR-301-98
    Hammerhead
  968
  Colonel Ryan Dekamar
  LSR-3784-010
    Hope Glimmers
  970
  Destroyed in Battle with 
  Corsairs, Williamsburg 
  Subsector, 985.
  -
    Scarlet Lancer
  973
  Lunarmise StarMercs
  GTC-B369
    Crossbow
  974
  Beta Quadrant Security
  FR-301-107
    Dark Tower
  974
  Beta Quadrant Security
  FR-301-111
    Vindicator
  978
  Lunber Planetary Navy
  LPN-X038
    Turin 
  983
  Deadspace Raiders
  CPN-101
    Jiaantha
  983
  Cixntha Planetary Navy
  CPN-102
    Minuteman
  984
  Beta Quadrant Security
  FR-301-123
    Zhastera
  986
  Glimmerdrift Merchant 
  Escorts Inc
  GTC-B421
    Sharman
  987
  Snapshot Security LIC
  LSR-3784-014
    Reprise 3
  990
  Reprise Planetary Navy
  RPN-M031
    Registration Prefixes:
    FR = Federate Republic   
    GTC = Glimmerdrift Trade Consortium   
    LSR = Ley Sector Imperial Registry 
    LPN = Lunber Planetary Navy    
    CPN = Cixntha Planetary Navy   
    RPN = Reprise Planetary Navy
  JAVELIN CLASS MERCENARY CRUISERS IN SERVICE 
  [PARTIAL LISTING]
  Listed above are Javelin class Mercenary Cruisers operating in the Beta Quadrant of 
  the Glimmerdrift Reaches Sector, a region particularly troubled by unrest, piracy and 
  Solomani agitation.
  
  - 13 -
  Javelin Class 
  Mercenary
  Cruiser
  B Deck - 2680m3
  3m ceiling
  • Quarters
  • Fuel Purification
  Model/4
  Computer
  1.5m Square
  Iris Valve
  Manual Hatch
  Overhead Iris Valve
  Floor Iris Valve
  Floor & Overhead
  Bulkhead
  Interior Wall
  Sliding Door
  Crew Station
  Legend
  Floor Hatch
  Overhead Hatch
  Floor & Overhead
  Lift Shaft
  Javelin
  Class
  Mercenary
  Cruiser
  A Deck - 
  324m3
  3m ceiling
  • Bridge
  Bridge
  SR
  2
  Fuel Scoops
  Fuel Scoops
  Purification
  Plant
  Purification
  Plant
  Low Berths
  L1
  L2
  L3 L4
  Autodocs
  A1
  A2
  A3
  Turret
  Turret
  Turret
  Turret
  Observation
  Port
  Observation
  Port
  SR
  1
  SR
  5
  SR
  6
  SR
  7
  SR = Stateroom
  SR
  9
  SR
  10
  SR
  11
  SR
  12
  SR
  13
  SR
  18
  SR
  17
  SR
  16
  SR
  15
  SR
  14
  SR
  8
  SR
  19
  SR
  20
  SR
  24
  SR
  23
  SR
  22
  SR
  21
  SR
  3
  SR
  25
  SR
  4
  SR
  26
  Access to Dorsal Turret
  Fuel
  Fuel
  Mess/Recreation
  Area
  Galley
  
  - 14 -
  Javelin Class 
  Mercenary
  Cruiser
  C Deck - 5154m3
  4.5m ceiling
  • Cargo Bay
  • Engineering
  • Boat Deck
  • Missile Magazine
  • Fuel
  1.5m Square
  Iris Valve
  Manual Hatch
  Overhead Iris Valve
  Floor Iris Valve
  Floor & Overhead
  Bulkhead
  Interior Wall
  Sliding Door
  Crew Station
  Legend
  Floor Hatch
  Overhead Hatch
  Floor & Overhead
  Lift Shaft
  Cargo
  Ramp
  Slow
  Boat
  Boat
  Bay 1
  Cargo Bay 1
  (29.1 dtons)
  Fuel
  Maneuver
  Drive
  Maneuver
  Drive
  Engineering
  Shop
  Jump
  Drive
  Iris Valve 
  Access to 
  Ventral
  Triple
  Turret
  Powerplant
  Powerplant
  Missile
  Magazine
  Cargo Bay 2 
  (11dtons)
  Fuel
  Boat
  Bay 2
  Bay
  Doors
  
  - 15 -
  Javelin Class 
  Mercenary
  Cruiser
  D Deck - 242m3
  3m ceiling
  • Fuel
  1.5m Square
  Iris Valve
  Manual Hatch
  Overhead Iris Valve
  Floor Iris Valve
  Floor & Overhead
  Bulkhead
  Interior Wall
  Sliding Door
  Crew Station
  Legend
  Floor Hatch
  Overhead Hatch
  Floor & Overhead
  Lift Shaft
  Fuel
  Tanks
  
  - 16 -
  MAJOR VARIANTS
  There are as many variants of the Javelin class as there are Javelins. As manufactured, 
  their basic armament consists of two double beam laser turrets and one triple missile 
  turret. Three turrets remain empty. Most Mercenary Cruisers have been up-gunned with 
  more weaponry in the spare turrets, and some have replaced the standard TL12 systems 
  with TL13 and even TL14 weapon systems. Internal modifications have also been made 
  to some ships. Listed below are some known variants in service.
   
  Zhastera, commissioned in 986 for Glimmerdrift Merchant Escorts Inc, the ship is 
  exclusively used to escort Glimmerdrift Trade consortium merchant vessels throughout 
  the Beta Quadrant. While the ship retains a nominal starmerc carriage capability, its 
  ship-based armament has been considerably upgraded to TL13 standard and all turrets 
  retrofitted with beam or pulse lasers. The triple missile turret has been retained. To power 
  all these lasers the powerplant has been significantly upgraded, also giving increased 
  agility (2). In addition the 30 ton craft have been removed and 6 15 ton light fighters 
  have been crammed into the boat bays 
  and cargo bay, providing a useful escort 
  capability.
   
  Sharman, commissioned in 987, 
  an Imperial noble now owns Sharman 
  through a holding company, Snapshot 
  Security LIC. The identity of the noble has 
  never been revealed publicly. The craft 
  operates mainly in the Beta Quadrant 
  providing security and training for local 
  pro-Imperial planetary armed forces. 
  Known for its brutal attitude to training, 
  the starmerc unit on Sharman has the 
  luxury of TL12 weapons to choose from, 
  as well as 2 Assault boats embarked. It 
  is not known if the starship’s armament 
  has been upgraded from the base 
  configuration.
   
  Hammerhead, 
  commissioned 
  in 968, Hammerhead was originally 
  owned by the Frontier Worlds Imperial 
  subsector Navy. In 980, Colonel Ryan 
  Dekamar, an ex-Imperial Marine with an 
  excellent reputation in mercenary circles, 
  bought the vessel. Dekamar’s unit has 
  developed an enviable reputation, having 
  worked as far away as the Crucis Margin. 
  Scandal erupted in 988 when the unit 
  was rumored to have been involved in 
  a massacre of pro-Solomani insurgents 
  on Wizard (Tasman subsector). The allegations were never proven but pro-Solomani 
  governments in the region now look with disdain on the unit. The Hammerhead currently 
  is configured for escort operations as well as starmerc operations, with 2 triple missile 
  turrets and 4 triple beam laser turrets.
   
  Vindicator, commissioned in 978 for the Lunber Planetary Navy, has occasionally 
  been hired out for mercenary operations in the local area around Lunber, but while 
  operating with the Planetary Navy the ship itself is modified to act as a large “dropship” for 
  close support operations. The empty turrets have been filled with autocannons of various 
  calibers as well as other close-support weaponry. The 30 ton hangers and cargo bay 
  usually carry 9 G-Carriers.
   
  Crossbow, owned by Beta Quadrant Security, is loaned to a highly regarded 
  specialist engineering/medical mercenary unit, the “Promise Keepers”. The unit has 
  assisted with many military engineering as well as humanitarian disaster relief operations 
  
  - 17 -
  100 Smoke grenades
  The above list of items and weapons takes up about 5 displacement tons of cargo space.
  STARMERC ORGANIZATION
  The term “starmerc” applies to mercenaries that have their own starship transport or who 
  offer (and crew) a starship for hire. Given the decentralized nature of mercenary training 
  and operations, there are a bewildering variety of mercenary organizations and equipment 
  fitout. Listed below is a sample Starmerc platoon and a sample listing of Starmerc 
  equipment at various tech levels.
  A Javelin class Mercenary Cruiser can carry 36 mercenaries. A typical 36 man platoon 
  could consist of:
  Platoon Command Group: 1 Starmerc Platoon Commander, 1 Comms Specialist.
  “A” Section: 3 Fire Teams, each 4 Mercenaries. 1 Section Commander, 1 Medic, 1 Comms 
  Specialist.
  “B” Section: 3 Fire Teams, each 4 Mercenaries. 1 Section Commander, 1 Medic, 1 Comms 
  Specialist.
  “H” Fire Team: Heavy Weapons/Engineering Team: 4 Mercenaries, 1 Medium Mortar, 
  Disposable 
  Launchers, explosives.
  Each Fire Team has 1 support weapon (LMG, LAG, Laser Carbine, Laser Rifle or PGMP-
  12 depending on Tech Level).
  There are infinite variants on the above organization.
  Typical Individual mercenary equipment at various Tech Levels:
  TL7 Infantry: Flak Jacket, Auto Rifle, SMG or Assault Rifle, Grenade Launcher, 
  Telescopic Sights, LI Goggles.
  TL7 Infantry Support: Flak Jacket, LMG, LI Goggles, Binoculars.
  TL7 Heavy Weapons: Flak Jacket, Binoculars, Light or Medium Mortar, Disposable 
  Launchers.
  TL8 Infantry: Cloth, Laser Carbine, Auto Rifle or Assault Rifle, RAM Launcher, 
  Telescopic Sights, LI Goggles.
  TL8 Infantry Support: Cloth, LAG or LMG or Laser Carbine, LI Goggles, Binoculars.
  TL8 Heavy Weapons: Flak Jacket, Binoculars, Light or Medium Mortar, Disposable 
  Launchers.
  TL9 Infantry: Cloth or Ablat, Laser Rifle, Auto Rifle or Assault Rifle, RAM Launcher, 
  Electronic Sights.
  TL9 Infantry Support: Cloth or Ablat, LAG or Laser Rifle, Electronic Telescopic Sights, 
  Binoculars.
  TL9 Heavy Weapons: Cloth, Binoculars, Light or Medium Mortar, Disposable Launchers.
  TL10 Infantry: Combat Environment Suit/Reflec, ACR or Laser Rifle, RAM Launcher, 
  Electronic Sights.
  throughout the quadrant, earning the unit a great reputation with governments of all 
  persuasions. Crossbow has a full-scale sickbay fitted as well as 10 autodocs. The ship 
  does not carry small craft – instead its docking bays are filled with all manner of grav 
  vehicles - ambulances, fire fighting vehicles and heavy engineering vehicles.
  SHIP’S LOCKER
  There is no standard Mercenary Cruisers’ locker: the “locker” usually takes up some 
  cargo capacity, considering the amount of equipment a mercenary unit has to call on 
  during a mission. A Mercenary Cruisers’ locker will usually be stacked full of weapons and 
  ammunition as well as armor, night vision aids and various survival items. To equip a full 
  platoon of 36 TL11 mercenaries as well as ship’s crew, a typical Javelin class locker could 
  contain the following equipment:
  50 sets of Cold Weather Clothing
  50 Combination Masks
  18 Vac suits
  36 Hand Computers
  50 Inertial Locators
  4 Long Range Communicators
  10 Medium Range Communicators
  32 Short Range Communicators
  5 Radiation Counters
  12 Binoculars
  36 sets of LI Goggles
  46 Electronic Sights
  5 Metal Detectors
  4 Electronic Tool Sets
  4 Mechanical Tool Sets
  8 TL11 Field Medical Kits
  1 Advanced Base
  10 Pressure Tents
  Weapons and Armor
  30 sets of TL11 Combat Armor
  10 sets of Cloth Armor
  36 ACR’s with 100,000 rounds of ammunition
  36 RAM Launchers with 1000 HEAP and 1000 Flechette grenades
  36 Body Pistols with 4000 rounds of ammunition
  5 Silencers
  36 Blades
  6 Laser Rifles with 12 powerpacks.
  5 Laser Carbines with 5 powerpacks
  50 Disposable Launchers
  1 Medium Mortar with 400 mortar rounds
  50kg of plastic explosive
  10kg of TDX explosive
  100 Aerosol grenades
  
  - 18 -
  TL10 Infantry Support: Combat Environment Suit/Reflec, LAG or Laser Rifle, Electronic 
  Telescopic Sights, Binoculars.
  TL10 Heavy Weapons: Cloth, Binoculars, Light or Medium Mortar, Disposable 
  Launchers.
  TL11 Infantry: TL11 Combat Armor, ACR or Laser Rifle, RAM Launcher, Electronic 
  Sights.
  TL11 Infantry Support: TL11 Combat Armor, LAG or Laser Rifle, Electronic Telescopic 
  Sights, Binoculars.
  TL11 Heavy Weapons: Cloth, Binoculars, Light or Medium Mortar, Disposable 
  Launchers.
  TL12 Infantry: TL12 Combat Armor, ACR or Gauss Rifle, RAM Launcher, Electronic 
  Sights.
  TL12 Infantry Support: TL12 Combat Armor, PGMP-12, Electronic Telescopic Sights, 
  Binoculars.
  TL12 Heavy Weapons: Cloth, Binoculars, Light or Medium Mortar, Disposable 
  Launchers.
  Most infantry will usually carry a sidearm pistol of some kind or a blade, or both. 
  All will carry short-range communicators. Heavy Weapons teams will always have at least 
  medium range communicators.
  Comms Specialists will always carry long-range communicators, but will also usually be 
  equipped as per infantry.
  Not all mercenary units deploy heavy weapons like mortars. Vehicle mounted weapons 
  like autocannon are manned by heavy weapons specialists.
  Medics will carry medical kits but generally only carry sidearms and blades as weapons.
  At TL9 and above, electronic sights replace LI goggles amongst infantry as night vision 
  aids.
  At TL9 and above, all will carry inertial locators.
  At TL11 and above, all will carry hand computers.
  
  - 19 -
  Referees’ Overview
  A small cool, agricultural, mid-tech world located in the Williamsburg subsector, Zarkhakugsi 
  has been plagued for centuries by skirmishes between its two nation states. Add to this the 
  occasional raids from Raidermarch commerce raiders as well as a seismically unstable 
  planet, and the warring governments on Zarkhakugsi have their hands full just keeping 
  order. Agricultural exports are the primary resource of Zarkhakugsi, but the “breadbasket” 
  regions of the planet have been fought over for centuries, although the “wars” are on a 
  minor scale compared ancient terran wars.
   
  Two nation-states vie for control over the “breadbasket” regions. Zarkhakugsi 
  Republic, from which the system is named, is the oldest and largest nation-state. 
  Descended from Vilani colonists who settled on the world thousands of years ago, 
  Zarkhakugsi Republic has a population of about 2 million. These are mainly farmers who 
  are governed by a democratically elected “Farmers Forum”. Zarkhakugsi Republic has in 
  its possession some of the most fertile land on the planet, as well as a starport.
   
  The competing nation-state, the Monarchy of Kragin is an authoritarian monarchy 
  ruled by the House of Kragin. Descended from Solomani colonists who arrived on the 
  world during the Long Night, the Kragins established a rival state antagonistic to the Vilani 
  “plodders” and quickly grew to considerable size and economic power. Kragin’s population 
  is only about 1 million but has considerable economic power and a powerful army for the 
  size of the planet - more powerful than the Zarkhakugsi.  Kragin also has a starport for 
  exporting its products offworld.
   
  Four wars have been fought for control of the planet in the last 400 years. Acts of 
  brutality were initiated by each side, with each side passing on to each new generation 
  lurid tales of Vilani/Solomani brutality. Each war ended in a bloody stalemate, with a 
  “Demarcation Line” running along the border between the two states. Currently there is 
  a ceasefire in place, a state of affairs that has existed for over 40 years. Acts of state-
  sponsored terrorism occasionally occur but the heavily fortified border has not moved for 
  a long time.
   
  Recently the Kragin have started receiving money and weapons from Solomani 
  Confederation sources. Their Solomani backers want the Kragin to finish off the pro-
  Imperial Zarkhakugsi once and for all - as if the House of Kragin needs any more incentive 
  to wipe them out. The Zarkhakugsi Republic government is in trouble. Recent intelligence 
  has indicated a buildup of forces on the other side of the border. Extortion and corruption 
  scandals within the Zarkhakugsi Army hierarchy have shaken the morale of the frontline 
  soldiers, and haphazard weapons acquisition programs have left the army ill-prepared for 
  a major Kragin offensive. The word has gone out through mercenary channels of an urgent 
  request for mercenary forces to stiffen the Zarkhakugsi Army and provide security for key 
  installations.
  The players may be part of an existing mercenary unit or they may have started this 
  adventure with the mercenary crew from the Cast of Characters section and a Javelin class 
  Mercenary Cruiser. Either way, this adventure is compatible with an existing campaign or 
  as a standalone adventure that could easily be the start of a full-blown merc campaign. 
  The players may be anywhere in the quadrant when word is received. They could start 
  EPIC Adventure: Kragin Surprise
  from the Starfall Cluster, Imperial space, in the Grand Duchy of Stoner to spinward or in 
  Glimmerdrift Trade Consortium space.
  Once the players arrive in the Zarkhakugsi system they will be offered a 6 month 
  Mercenary Ticket to act as high-impact security for a key strategic asset, the Zarkhakugsi 
  C class starport. They will also be required to participate in recon missions against the 
  Kragin.
  The players will become embroiled in a full-scale invasion of Zarkhakugsi territory by 
  the well-equipped Kragin armed forces. Urgent couriers will be sent coreward in the 
  hope of convincing Imperial navy or marine units to assist the pro-Imperial Zarkhakugsi 
  Government, but those reinforcements will be at least 6 weeks away and may not come at 
  all because the Imperium may not be able to spare any units.
  The Zarkhakugsi forces, with their morale already shaky, will collapse. The merc unit will 
  be left to their own devices - plus some shattered remnants of the Zarkhakugsi Army - to 
  defend the starport against overwhelming odds while they wait for possible reinforcements 
  from the Imperium, or certain death...
   
  Unlike many Traveller adventures, this adventure is about fighting the enemy. This is a 
  serious merc mission, eventually descending into a desperate fight against overwhelming 
  odds. The merc unit cannot rely on much help from the Zarkhakugsi Army, either in terms 
  of manpower or supplies although there will be plenty of ammunition available. The unit 
  must rely on what it can bring with them. The most powerful weapon in the unit’s armory, 
  the cruiser itself, may be called upon to perform battle tasks it was never designed to 
  do. So this adventure is primarily suited to players who are military-inclined, which in the 
  author’s experience as a Traveller referee, is what most Traveller players are like.
  Gravity
   
  Zarkhakugsi is a low gravity world - 0.25g. This means all attacks, skill rolls and reflex 
  saves occur at –2. In addition, aircraft, helicopters, grav vehicles and spacecraft can move 
  at 1.5 times their maximum speed in the atmosphere.
  
  - 20 -
  Rumors
  These rumors are to be used when characters are questioning others they encounter in 
  the course of the adventure. Referees may use these rumors to spark further adventures 
  or to mislead the characters as false rumors. Or they may simply be used to create 
  “atmosphere” in the game. Rumors may be imparted to the characters in any number 
  of ways – watching local news programs, meeting people in bars, restaurants, starports, 
  officials mouthing off or information from visiting starships. Depending on how the 
  characters interact with the locals, more than one rumor may be given to the characters 
  each week, but one rumor per week would be the norm.
  •  
  The Zarkhakugsi Government is nearly bankrupt – the mercenaries won’t get paid for 
  any of their work. (This rumor is not true, but it could upset the mercenaries).
  •  
  The Kragin spy network has penetrated the Zarkhakugsi military and have been 
  responsible for exposing the corruption scandals against senior officials.
  •  
  A Kragin spy has penetrated the starport administration. It is not known whether he/
  she is still active.
  •  
  The Solomani aren’t funding the Kragin at all – it is those nasty Raidermarch types (an 
  expansionist pirate-kingdom a few parsecs to rimward). This rumor is not true.
  •  
  A Raidermarch ship called at Kragin starport 9 months ago – they are behind the 
  Kragin military buildup.
  •  
  The Kragin are actually good guys – just misunderstood, just like the Confederation’s 
  efforts to reclaim the Solomani Sphere.
  •  
  The Kragin are training a bunch of uplifted dolphins to conduct underwater strikes 
  against Kragin merchant ships.
  •  
  The Kugsi Defense Corporation (KDC), the most powerful corporation on the planet 
  is secretly funding both sides in a Machiavellian attempt to control both sides of the 
  conflict and benefit financially. KDC manufactures 90% of the arms used by the 
  Zarkhakugsi. (This rumor is untrue but the referee may decide it is and all manner of 
  situations could develop if the characters decide to investigate).
  •  
  An Imperial Navy ship has not been seen in the system in over a year – they used to 
  visit at least twice a year.
  • 
   Negotiations between the Zarkhakugsi and Kragin are continuing in secret for the 
  50/50 splitting of the planet’s landmasses. This would cause the forced removal of 
  tens of thousands of Zarkhakugsi from the border region.
  • 
   A major earthquake two years ago wiped out a Kragin naval base. High levels of 
  radiation were detected in the area subsequent to the tremor.
  Plot and Episiodes
  ACT 1: IT’S DANGEROUS WORK…
  The characters, already working for Beta Quadrant Security, are called to fulfill an urgent 
  Security Merc Ticket on the balkanized world of Zarkhakugsi.
  SCENE 1: MERC TICKET (KEY SCENE)
  Beta Quadrant Security (BQS) is a private mercenary firm run out of the Federate Republic 
  world of Shumi Kiri. The characters have been employed by BQS for a few weeks now 
  under an unusual arrangement whereby a Javelin class Mercenary Cruiser and small craft 
  are “loaned” to a starmerc unit for no charge in return for 10% of the face value of any Merc 
  Ticket and the exclusive right of BQS to sell the Merc unit its weapons, equipment and 
  ammunition. The Merc unit picks up the tab for any repairs from battle damage as well as 
  arming and equipping the Merc unit, but the yearly overhauls are performed free of charge 
  by BQS engineers. The other exception is starship missiles are provided free of charge 
  by BQS. Merc Ticket requests are usually (but not always) handled through BQS and 
  passed on to Merc units, a unit receiving a Merc Ticket based on their equipment levels, 
  experience or current proximity to the Ticket’s location.
   
  Beta Quadrant Security effectively acts as a mercenary unit broker, employing few 
  people directly. Because of its good reputation, governments, individuals and corporations 
  throughout the Beta Quadrant now call on the company’s services. It currently has 4 
  Javelin class Mercenary Cruisers as well as other ships “loaned” to merc units, with 
  several other ground units on retainer bolstering various governments and security 
  throughout the quadrant.
   
  The characters, leading a newly formed merc unit, have just started a shakedown 
  cruise of the newly overhauled Javelin class Mercenary Cruiser Dark Tower somewhere in 
  the Williamsburg subsector when they encounter a BQS scout/courier carrying details of 
  an urgent Merc Ticket. The Merc Ticket outlines the details of the task.
   
  The characters should proceed at all speed to Zarkhakugsi. The Zarkhakugsi 
  Republic government is in trouble. Their intelligence has recently indicated a buildup 
  of forces on the other side of the border in neighboring Kragin. Recent extortion and 
  corruption scandals within the Zarkhakugsi Army hierarchy have shaken the morale of 
  the frontline soldiers, and haphazard weapons acquisition programs have left the army 
  ill-prepared for a major Kragin offensive. The word has gone out through mercenary 
  channels for an urgent request for mercenary forces to stiffen the Zarkhakugsi Army and 
  provide security for key installations. A 6-month Mercenary Ticket is offered to act as high-
  impact security of the Zarkhakugsi Republic’s prized strategic asset, their C class starport, 
  as well as provide high-tech orbital and ground recon capability of Kragin intentions for the 
  Zarkhakugsi Army. Payment is Cr130,000 per month to the unit.
   
  The players should ignore all distractions and jump to Zarkhakugsi as soon as 
  possible.
  Positions
  The characters should occupy the leadership positions in the unit – Starmerc Commander 
  and Section leader positions at the very least. A character should fill the position of merc 
  cruiser pilot, if possible, but characters can also fill other key positions like Assault Boat 
  
  - 21 -
  pilot and heavy weapons specialists. All crew – including the ship’s crew, are paid out of 
  the Merc unit coffers as all have valuable contributions to make to the team.
  Equipment
  If playing this adventure as a standalone or the start of a merc campaign, the players 
  should have certain equipment already in the Dark Tower’s cargo bays to undertake the 
  mission:
  • A Javelin class Mercenary Cruiser loaned from Beta Quadrant Security with an extra 
  double sandcaster turret and extra double beam laser turret fitted.
  • 1 Kimu Class Assault Boat loaned from Beta Quadrant Security with Weapon Pack 7. 
  In addition, 5,000 rounds of autocannon ammunition are carried for Weapon Pack 7. The 
  characters may, at the referee’s discretion, choose their own Weapon Pack including the 
  TL12 VRF Gauss Gun Weapon Pack. Substantial ammunition should be carried for the 
  chosen Weapon Pack.
  • 1 Slow Boat (standard design) loaned from Beta Quadrant Security with a single missile 
  rack installed.
  • 4 Jeeps each mounting an LMG. 50,000 LMG rounds carried on the Dark Tower.
  • 1 Wheeled Armored Fighting Vehicle (standard TL12 design from THB).
  • The ship’s locker, weapons, armor and ammunition as per the locker description earlier 
  in this book. This is enough to equip a TL11 starmerc unit. The primary weapon is the 
  ACR, while the infantry support weapon (one per Fire Team) is the Laser Rifle. The heavy 
  weapons/engineering team has a medium mortar available in addition to the explosives 
  and disposable launchers. All infantry carry RAM grenade launchers.
  • Any personal equipment the characters can buy with their own funds – up to TL11.
  The extra ammunition, jeeps and AFV listed above will take up another 23 displacement 
  tons of cargo space in addition to the 5 displacement tons of the ship’s locker.
   
  Some players love skipping with starships that have been loaned to them. If the 
  players insist on “stealing” the Dark Tower they will be blacklisted throughout the region. 
  Merc Units have a code of conduct - rogue units with a bad reputation find it hard to get 
  work and any dishonorable dealings will land the characters in the unemployment line very 
  quickly. The news may take a few months to spread, but Instellarms and Portcullis will 
  ensure the characters never find work in the Gateway Domain again.
  If this adventure is being played within the context of an ongoing merc or military campaign, 
  the players will bring to the Merc Ticket whatever equipment they currently have – be that 
  a merc cruiser or other starship, weapons, ground vehicles and grav vehicles. Such a 
  force need not be on retainer to BQS – they may hear about the Merc Ticket through 
  other sources and arrive on the planet to take up the mission. Either way, the details of the 
  mission are the same.
  Costs
  The main monthly costs are the starmerc salaries. The chart below shows the starmerc 
  unit salaries based on the configuration of the Javelin Class Mercenary Cruiser Dark 
  Tower.
  Position  
   
  Monthly Salary
  StarMerc Commander  
  Cr8000
  Pilot: 
   
   
  Cr6000
  Astrogator: 
   
  Cr5000
  Chief Engineer: 
   
  Cr4000
  3 Engineers: 
   
  Cr3000 each
  Medic:  
   
  Cr2000
  3 Gunners 
   
  Cr1000 each
  2 Small Craft Pilots 
   
  Cr2000 each
  2 Small Craft Gunners  
  Cr1000 each
  2 Fire Team Commanders 
  Cr1250 each
  33 Starmercs 
   
  Cr750 each
   
   
  Total: 
   
  Cr70,250 per month
  Additional costs include repairs, fuel, equipment, ammunition and weapon purchases.
  SCENE 2: BRIEFING (KEY SCENE) 
  The characters will arrive in the Zarkhakugsi system to be met by a squadron of 10 
  Zarkhakugsi Republic 15 ton fighters that identify the cruiser and escort it into orbit. Trailing 
  the cruiser and fighters are two Kragin 15 ton fighters. These craft keep a safe distance but 
  their intent is obvious. Scans reveal the system itself to be a binary, with the M7 companion 
  orbiting just 60 million km from the main white giant A0 star. At orbit 8 (3 billion km) is the 
  primary world of Zarkhakugsi, which has no natural satellites of its own. Occupying orbits 
  9 and 10 are two small gas giants, which obviously have a strong gravitational effect on 
  the main world. Neither gas giant has any satellites - both have extensive ring systems 
  however. Two massive asteroid fields, possibly the remnants of old planets, occupy orbits 
  12 and 15. Several small lumps of ice classed as planets occupy orbits 13, 14 and 16. 
  Zarkhakugsi itself is low gravity (.25g) and has a thin atmosphere. Temperatures fluctuate 
  from 10 degrees in daytime to a chilly –10 at night, yet the world has a high agricultural 
  output, primarily in hardy vegetables. Trace elements in the volcanic soils combined with 
  the low gravity make for high yielding, high quality produce that is exported to many high 
  population worlds in the area.
   
  The characters should decide whether to take the ship down to the Zarkhakugsi 
  starport or take a slow boat to the starport. If the unit wants to make an impression 
  they should take the merc cruiser down. Either way they are met by a contingent of 5 
  Zarkhakugsi Republic Army officers. The most senior officer, a tall refined Vilani named 
  Colonel Fuijar Erlight, insists on an inspection of the cruiser and its weaponry before 
  inviting the entire unit to a meeting in the mess hall of the army barracks on the south side 
  of the starport. After a simple vegetarian meal, the team gets down to business.
   
  Erlight and his officers explain the Ticket. The brief is to protect and augment security 
  at the starport for 6 months until the Zarkhakugsi Army can spare enough trained troops 
  to take over the security operation. The Ticket includes an orbital component. The merc 
  cruiser is to maintain a high guard position in orbit to protect against any possible attacks 
  from space.  Payment is to be made monthly. Additional tasks utilizing the capabilities 
  of the unit may be assigned from time to tie, with a success-only fee attached to those 
  assignments.
   
  Erlight then explains the strategic situation on the planet. “When the Kragin came 
  to this planet they sought dominance over us, first economically then militarily. But the 
  bottom line is, we Vilani were here first – 800 years before the Kragin. We may not have 
  had the drive and ambition of those Solomani, but we had a peaceful, ordered existence. 
  
  - 22 -
  They have spent the last 400 years invading our territory, burning our border towns, 
  murdering our people. We responded in kind of course, but continuous war is no way to 
  move forward.”
   
  “The Solomani Rim war has re-ignited the expansionist desires of the Kragin 
  Monarchy. In the last two years we have seen a couple of Solomani Confederation 
  ships visit the Kragin starport. One was an 8000 ton Solomani light cruiser. Now I ask 
  you gentlemen – I suppose you are pro-Imperial? What would such a massive Solomani 
  warship be doing in this system? Our intelligence indicates the ship sealed a deal with the 
  Kragin for money to support their drive to wipe us off the face of this planet.”
   
  “I’ll be frank. Most Zarkhakugsi – we are farmers, not fighters. The Rim war seems 
  to have stirred the Kragin Monarchy into action. Our army is ill equipped – we need time, 
  help from units like yours to get our defenses ready for what we fear the most – another 
  Kragin invasion. We have even sent envoys to the Gateway Domain Imperial Government 
  appealing for help. Surely they must come to our aid – we are Imperial at heart gentlemen. 
  We have no desire to dominate other peoples.”
   
  Erlight uses a map to illustrate the situation.
   
  “The starport is 560km from the demarcation line. Of our 30,000-man army we 
  have 50% stationed along this border, mainly in static defensive forts with a small 
  mobile reserve. We have 15,000 more 
  reservists currently in training but they 
  are short of heavy weapons.  The rest of 
  our army is stationed along the southern 
  coast to defend against a Kragin sea 
  borne invasion. But our troops are 
  spread thin along the coast. We have 
  4500km of coastline to defend, and 
  only 15,000 troops to defend it with. It 
  is clearly an impossible task to defend 
  effectively, so we maintain a network 
  of comm stations along the coast and 
  a strong central reserve to be rushed to 
  where ever it is needed. But we are also 
  faced with a superior army, gentlemen. 
  They number 60,000 and we fear they 
  have purchased additional weaponry 
  with Solomani Confederation funds.”
   
  The 
  meeting 
  clearly 
  demonstrates that the Zarkhakugsi 
  have problems. Despite the massive 
  threat to their existence, the Republic 
  seems to be doing little to prepare itself 
  for war. A visit to the nearby Starport 
  Town reveals a laid-back attitude, lax 
  security and a general air of fatalism. 
  The locals do not appear well off – 400 
  years of wars and skirmishes have done 
  nothing for the local economy. Facilities 
  are old and run-down, both in the town 
  and at the starport.
  Referee
   
  The Zarkhakugsi Army delegation is correct in its assessment. Their army is 
  small, disorganized and badly equipped. A few units have decent morale but most are 
  demoralized, particularly in the face of the corruption allegations against the senior military 
  leaders. These allegations are largely correct, and questions about the allegations are 
  promptly stonewalled. The Army is also faced with the massive threat from the Kragin 
  augmented by Solomani money. Something drastic has to be done but re-training an 
  entire army is too large a task for a merc platoon. 
  SCENE 3: RECON (KEY SCENE)
  The unit must settle in and stake out its patch – the starport. The Zarkhakugsi Army can 
  provide no more than one company of infantry to assist the merc unit. The starport itself 
  has a 2m deep irrigation ditch on the south and west borders, plus a 14 foot high electrified 
  security fence around the entire starport itself. Guard towers with pintle-mounted laser 
  rifles cover the north and south entrances. A triple starship-sized missile rack with a 5 ton 
  Each Hex is 
  287km across
  Major Roads
  Kragin
  Monarchy
  Zarkhakugsi
  Republic
  Kragin
  Monarchy
  Kragin Starport
  Zarkhakugsi
  Starport
  Zarkhakugsi
  Navy Base
  D
  e
  m
  a
  r
  c
  a
  t
  i
  o
  n
  L
  i
  ne
  Starport
  Town
  Dame City
  
  - 23 -
   
  Depending on how the characters undertake the mission, the referee should 
  determine what happens. “Gung ho” units may wish to undertake a meteoric assault in 
  rescue balls, although this is extremely dangerous and the balls could be shot out of the 
  sky by local missile defenses. A more logical method would be a nape-of-earth grav-vehicle 
  or submarine insertion into the area along the coastline, and the characters, dressed in 
  Kragin civilian clothes, penetrate the harbor and attempt to find out what’s going on at the 
  warehouse.
   
  The warehouse is guarded by a Line Battalion (see Act 3, Scene 3 for composition). 
  The perimeter is a 12-foot high concrete wall with barbed wire on top. Characters with 
  grav-belts will be particularly useful in getting over this barrier. It may be breaking into 
  the compound is not necessary as locals may talk about what is going on. But subtle 
  inquiries amongst locals will generate no information. The locals have been cowed into 
  silence. Kragin soldier patrols are a frequent sight, and do an impressive job of keeping 
  everyone’s mouths shut. If the characters manage to get into the compound they will 
  find the warehouse filled with Kragin tracked AFVs, trucks and hundreds of landing craft 
  as far as the eye can see. They will not be able to hang around for long however. If they 
  manage to break in or are found trying to break in, the following events will play out. The 
  characters will probably try to fight their way out. This is actually quite sensible as the 
  Kragin defenders are shooting to kill.
   
  • If they succeed in breaking out, they could split up or stay together in an effort to 
  get back to friendly territory. The referee should determine the success or otherwise of 
  their efforts. The characters could, in a desperate situation, rely on their merc cruiser to 
  bail them out, the cruiser swooping down from orbit to pick up the characters or provide 
  covering fire. However, this will cause an international incident. Within 24 hours the Kragin 
  ambassador will hand a letter to the Zarkhakugsi government breaking off diplomatic 
  ties and declaring a state of war between the two countries. A Kragin invasion of the 
  southern coast and western frontier will start within 24 hours of the ceremonial letter. The 
  characters will have been responsible for starting another world war. It is advisable to let 
  the characters know beforehand the devastating consequences their overt intervention 
  will have for the planet.
   
  • If the characters are captured, they will be held in a dirty prison in the town and 
  tortured. They will remain in prison for two weeks until they are released in a prisoner 
  exchange with the Zarkhakugsi. The experience will be highly unpleasant. But while 
  the Kragin may protest the intrusion, they will not declare war. Perhaps they want the 
  Zarkhakugsi to know about the existence of the landing craft. Perhaps it is a decoy.
   
  • Of course, the characters may be injured or worse. But hopefully their combat armor 
  will ensure they can get out in one piece.
   
  • The characters may devise another fiendish method of finding out what is inside the 
  warehouse that does not require them to get inside the compound (for instance, a stealth 
  drone or missile equipped with imaging equipment). The success or otherwise of such 
  schemes is up to the referee.
   
  If the characters succeed in getting useful information back to the Zarkhakugsi Army, 
  they will get their money. The information will confirm that the southern coast is under 
  serious threat. The situation is bleak for the Zarkhakugsi Republic.
  Starport Recon
  The characters will be asked to undertake another recon mission, to the Kragin starport to 
  magazine (100 missiles) is mounted on top of the 50m high black control tower – ironically 
  dubbed “The Dark Tower” by the locals. A flight of five 15 ton fighters is stationed at the 
  starport to provide some aerospace defense, but there is little else. The starport facilities 
  themselves are rundown and badly in need of overhaul. 
  The characters should set up their forces how they see fit. They can use the Zarkhakugsi 
  infantry company to construct fortifications or for any other purpose. In deference to the 
  merc unit’s abilities, the company is placed under command of the characters.
   
  The only vehicles available to the characters are a dozen old internal combustion 
  farm trucks, but these are usually reserved for the Zarkhakugsi infantry company. 
  Referee
   
  The characters have the opportunity to monitor starport traffic as well. When they 
  arrive, there are a couple of independent far traders, a scout/courier and a 600 ton Grand 
  Duchy of Stoner Subsidized Liner in port. The starport itself is relatively quiet for a C class 
  facility, but every day or so there are new arrivals to the port. The referee should roll for 
  traffic on a daily basis, consulting the starship encounters table later in this book. Unusual 
  arrivals should be role-played as necessary. The merc cruiser can also intercept suspicious 
  ships in orbit if it wishes. A small Zarkhakugsi customs team can be based on merc cruiser 
  if the merc unit suggests the cruiser can be used for this purpose. A squadron of Kragin 15 
  ton fighters will always escort ships bound insystem for the Kragin starport. There will be 
  no chance of intercepting these ships. Of course, the merc cruiser could always provoke a 
  war by intercepting a Kragin-bound vessel. Assisting with orbital defense are 2 squadrons 
  each of ten 15 ton fighters, based at a small orbiting naval base in geosynchronous orbit. 
  The merc cruiser can also use this facility to refuel.
   
  After a week or two the characters are called to a meeting with Colonel Erlight in 
  Starport Town’s army base. The characters view the shambles of a base as they enter 
  with Erlight – vehicles rusting in the parade ground, errant soldiers being flogged, rundown 
  buildings. It is not an encouraging sight. Erlight’s only comment about the soldiers being 
  flogged is “Spies. We caught them last night”. Erlight has a special mission for the merc 
  unit.
   
  “We need a recon task performed. Your merc cruiser has the most powerful orbital 
  sensors available to us. We have heard about a buildup of Kragin forces on the southern 
  continent. We need to find out more. Are you able to task your merc cruiser to give us more 
  information?”
   
  The characters should agree to this simple task. Colonel Erlight and a small team 
  of intelligence experts travel to the merc cruiser to oversee the task. They turn the merc 
  cruiser’s sensors to the southern continent. On the northern tip of the continent they find, 
  in the harbor of Kraken, the northernmost town on the continent, a huge new warehouse. 
  High-resolution imaging cannot confirm any other details. Erlight and his experts are 
  perplexed. The warehouse is over 1 square km in size. It appears to be guarded.
   
  “We need to get in there and find out what’s inside.” Erlight asks the merc unit for help. 
  “You must help us. The problem with sending in our own personnel is that if they find any 
  of our military undertaking such a mission, it will be all the excuse they need to launch 
  an invasion. We know this because the 4th Planetary War – the war fought 40 years ago, 
  started in exactly that way. And we suffered as a result.” Erlight will offer them Cr30,000, 
  success only, to undertake the mission. This should be enough to entice the characters out 
  of their bunks.
  
  - 24 -
  find out what is going on there. Payment will be the same as the previous recon mission. If 
  they do manage to get close enough to the starport – which is heavily guarded – they will 
  find little of value to report other than the fact that it appears to have a substantial missile 
  defense system installed. There is however, parked in a hanger in a far-flung corner of 
  the complex, a 400 ton starship of unusual design adorned with Solomani Confederation 
  markings. The ship is heavily guarded by troops and even a platoon of 3 Kragin AFVs. This 
  ship must be supplying aid or advice of some kind. Zarkhakugsi military satellites did not 
  spot the ship because the hanger is heavily camouflaged. This information could easily be 
  passed on to the Imperial government to further demonstrate the Solomani threat is, even 
  two Sectors from the battlefront, very real.
   
   
   
   
  ACT 2: ENEMY FROM THE SKY
  The Dark Tower merc unit gets some nasty surprises from the heavens.
  SCENE 1: THE MOAT
  The characters can be at the starport or in Starport Town when this scene occurs. A 
  well-dressed elderly gentleman named Vlaan Aersaat approaches them and asks to 
  see the commander of the unit. Vlaan explains that he is a farmer whose land has been 
  fought over for centuries. His family has suffered greatly from the wars, and he asks the 
  merc commander whether he thinks the Zarkhakugsi Army stands a chance this time. 
  “I don’t want our family land bombed and invaded again. My family has suffered for too 
  long.” Vlaan explains that he is prepared to defend his land again, to the death. He has 
  devised some interesting defenses. He offers the characters a trip to his farm to view his 
  fortifications. They sound impressive.
   
  If the characters accept he flies them in his air/raft to the family home, only 40km from 
  the Zarkhakugsi-Kragin border. The defenses are ingenious. He has dug a deep anti-tank 
  ditch the entire length of his western boundary. He has laid minefields behind the ditch, 
  both anti-personnel and anti-tank. Enquiries as to where he got these mines from meet 
  with a two-word answer: “army surplus”. Vlaan shows them his “secret weapon”. Along the 
  10km of ditch is an underground pipe. “I paid for this myself” claims Vlaan as he directs the 
  characters to an underground bunker. A flickering row of video monitors breaks through 
  the gloom of the bunker. The monitors show various points along the moat. “Check this 
  out people.” Vlaan flicks a couple of switches and part of the moat bursts into flame, 50 
  feet high. “Gas. It just seeps out of the ground around here. I use the gas out of the ground 
  to power my electricity, but there’s so much of it I figured I could make it into a weapon. 
  Place igniters along the ditch, pump the gas through and presto, instant wall of flame. You 
  like?”
   
  A 10km long wall of flame is obviously very impressive. He turns it off within 30 
  seconds. He does not want the Kragin catching wind of his device. He then offers to help 
  install a flaming moat around the starport.
  The characters can take him up on the offer or build something similar themselves. It is 
  an idea worth considering, although the Kragin will no doubt have airborne troops in grav-
  vehicles and helicopters to avoid such an obstacle. They will find that the starport has a 
  massive gas supply because the starport is powered by natural gas. It will take about two 
  weeks to install the equipment and pipes required to create a flaming moat.
  SCENE 2: RAIDERMARCH SURPRISE (KEY SCENE)
  At some stage during the Ticket the merc cruiser orbiting the planet detects a ship exiting 
  jump and heading towards a departing Imperial far trader at 3-G. Scans reveal it to be 
  a 1000 ton ship, but its transponders are turned off. The Zarkhakugsi Planetary Navy 
  scrambles a squadron of 10 fighters to intercept the unknown vessel.  The far trader 
  frantically radios for assistance before the signal is cut off in a storm of laser and missile 
  fire. When the fighters get within range, the ship will open fire on the fighters as well, the 
  far trader having been turned into scrap. The merc cruiser may possibly travel with the 
  fighters to intercept the vessel but the fighters, travelling at 6-G, will intercept first. The 
  vessel is quickly identified as a Raidermarch 1000 ton Commerce Raider – a pirate vessel. 
  Known throughout the quadrant for their bullying piracy, Raidermarch ships are both 
  feared and hated. Seemingly attacking merchant ships at random, the pirate Raidermarch 
  kingdom has become more aggressive lately, as this attack demonstrates.
   
  The Raidermarch ship will fight the merc cruiser and fighters and inflict as much 
  damage as possible before immediately jumping again. It will not hang around to take 
  much damage. It obviously has spare fuel in its tanks to enable the ship to do that.
   
  The merc cruiser should rescue any damaged fighters. It may be that the Zarkhakugsi 
  and merc cruiser can overpower the Raidermarch ship and disable its jump drive or other 
  critical system before it can jump. If they can, the ship can possibly be boarded, giving 
  the Raidermarch crew a taste of its own medicine. The Raidermarch crew will fight to the 
  death in boarded. And the ship may be able to be salvaged by the Zarkhakugsi and merc 
  unit, providing valuable additional firepower.
   
  Capturing the Raidermarch ship is an unlikely scenario however. The Raidermarch 
  ship is almost twice the size of the merc cruiser and is specially designed to take on other 
  ships. If the characters decide not to intercept the Raidermarch ship, the battle will be 
  fought between the fighter squadron on its own and the raider. If the Raidermarch ship 
  wins the battle, it will not approach the planet – rather it will disappear into one of the 
  asteroid fields. This is a threat that must be dealt with. The characters will be asked to 
  assist in ridding the system of the raider. No offer of payment will be forthcoming however. 
  It will be implied that hunting down the raider is part of the brief to defend the starport.
   
  Whatever the reason and outcome of the raid, the intrusion is unwelcome and does 
  nothing to ease tensions in the system. The strike may damage precious fighters and the 
  merc cruiser as well, a most unwelcome outcome.
  SCENE 3: AIRSTRIKE (KEY SCENE)
  Two to three weeks after the Raidermarch raid the merc cruiser is in orbit monitoring 
  Kragin territory when it suddenly detects hundreds of missile launches and bogies 
  crossing the border from Kragin territory. There is no warning – no declaration of war from 
  the Kragin. This must the invasion. Immediately radioing their companions at the starport 
  of the launches, the Zarkhakugsi liaison officer on the merc cruiser starts talking to his own 
  high command. The bogies are mainly aircraft and missiles, although some slower moving 
  ones are obviously helicopters and grav vehicles. The aircraft and missiles appear to be 
  headed for the military bases, starport and frontline forces.
   
  The merc cruiser may decide to get involved, swooping into the battle and providing 
  an anti-missile capability with its defensive and offensive programs like anti-missile. But 
  there are too many missiles and too many targets. The other problem is that the merc 
  cruiser is attacked before it can leave orbit by a squadron of 10 Kragin 15 ton fighters. 
  
  - 25 -
  Starport Perimeter Fence
  South Road
  Fuel Storage
  Fuel
  Purification
  Plant
  Fuel Storage
  Houses
  Maintenance
  Buildings
  Fields
  2m deep Irrigation Ditch
  Fields
  2m deep Irrigation Ditch
  Army Barracks
  Woods
  Woods
  Woods
  Road To 
  Starport Town
  Probing Attack Plan
  Each Square = 30m
  150m
  Scale:
  30m
  East Road
  Shops
  Vehicle Shop
  Main
  Terminal
  Control
  Tower
  Far Trader
  Car Park
  Starship and 
  Cargo
  Hanger A
  Infantry Platoon
  KAH Helo 
  Platoon
  AFV Platoon
  Air/raft Recce 
  Platoon
  Infantry Platoon
  Infantry Platoon
  Starship and 
  Cargo
  Hanger B
  
  - 26 -
  The Zarkhakugsi are unable to spare any fighters to assist the merc cruiser as they have 
  sent all their fighters into the fray in a desperate attempt to stave off the attack. The merc 
  cruiser must fight the squadron on its own. The characters and referee should determine 
  the course of the battle. It may leave the merc cruiser damaged and unable to help the 
  merc unit at the starport. The attack may even destroy the merc cruiser, which would be a 
  disaster, although nothing compared to the disaster threatening to engulf the Zarkhakugsi 
  Army on the planet’s surface.
   
  The starport itself will be attacked by another squadron of 10 Kragin 15 ton fighters, 
  firing their missiles into the various buildings, ships in port, defensive positions and the 
  control tower. The characters will fight back with whatever can target the highly agile 
  fighters – the missile racks on the control tower and weaponry on any boats currently in 
  port. Starship crews, if in port (50% chance) will also defend themselves with their own 
  starship weaponry, helping the merc unit fight off the attack. Whatever the outcome, it will 
  not be rosy for the Zarkhakugsi. The starport will be damaged in some way. There will be 
  casualties.
  ACT 3: INVASION
  After initial air attacks, Kragin launches a full-scale invasion.
  SCENE 1: FRONT LINES RECON (KEY SCENE)
  Surveying the damage from the first air attack, the merc unit hears from Colonel Erlight. 
  An invasion of Zarkhakugsi territory has begun, with a sea borne invasion to the south 
  providing the most cause for concern. Zarkhakugsi forces are being pounded to the west. 
  The merc unit may decide to undertake a recon of the front lines to see the actual extent 
  of the problem. They could use the Assault Boat or grav-vehicles or even grav-belts, but 
  as they approach the battle zone the situation looks bleak. Within 24 hours of the invasion, 
  Kragin mechanized forces have broken through the frontlines both along the south coast 
  and to the west. Some isolated Zarkhakugsi forts are fighting desperately but they have 
  been surrounded and cut off. Other Zarkhakugsi units have simply surrendered in the 
  face of artillery and missile bombardment. With Kragin tanks in the van, two columns are 
  advancing, one towards Starport Town and one towards Dame City to the south. At their 
  current rate of advance they will be at the starport gates in 3 days.
   
  The characters may decide to enter the fray and fight alongside regular Zarkhakugsi 
  units in the frontlines, but this is not their core mission. They may be advised to save 
  their firepower for defending the starport itself. However if they do fight alongside their 
  pro-Imperial allies, the characters will endear themselves to the Army High Command. 
  Whether this will be of any use in a post-war world dominated by the Kragin is a moot 
  point. And how much one platoon, however well equipped, can achieve against an 
  invading army is an open question. Any thoughts of frontline heroics are dashed however 
  when an urgent message is relayed to the recon unit that the Zarkhakugsi company at the 
  starport has abandoned its posts and retreated into the hills to the north. The starport is 
  basically defenseless. One platoon with 36 mercenaries is all that remains of the starport 
  defenses. The recon unit should return to the starport immediately.
  SCENE 2: SHATTERED UNITS (KEY SCENE)
  The merc recon unit returns to the starport to find the defenses in a shambles. The 
  Zarkhakugsi company has simply melted away, leaving their weapons and guard towers, 
  fox holes and pillboxes. Help appears in an unusual form however. About 8 hours after 
  the Zarkhakugsi company disappears, a line of trucks roars down the north road escorted 
  by 8 armed air/rafts into the starport. Exhausted Zarkhakugsi troops, some wounded, 
  disembark from the trucks.
   
  Although morale is low, the Zarkhakugsi Army is still able to put up a reasonable sized 
  army with 30,000 troops in the frontlines. The units that have retreated to the starport and 
  Starport Town are of average quality but are lacking in heavy weapons, having abandoned 
  their fortified positions days before in the headlong retreat. Their commander, Captain 
  Lirass Eackin, wishes to add his troops to the unit defending the starport. He is disgusted 
  that the Zarkhakugsi garrison has fled, and promises that his troops will not do the same. 
  “We have a company about 5 clicks north holding the village on the north road. They 
  will hold as well. I promise you.” The fresh-faced captain is convincing, but the army’s 
  performance thus far has been abysmal. 
   
  The Zarkhakugsi Army remnants that are to bolster the starport defenses comprise 
  the following:
  3 Infantry Platoons (all Regular Troops) each with:
   
  HQ Section: 1 command Fire Team, 1 comms Fire Team, 1 medical Fire Team.
   
  3 Infantry Sections each with 1 command Fire Team, 2 infantry Fire Teams.
   
  Infantry are equipped with auto rifles, cloth armor and RAM grenade launchers. Each 
  command and infantry Fire Team has one support trooper with a laser carbine instead of 
  an auto rifle.
  In addition, there are two Airborne Support Platoons each with 4 air/rafts. Each air/raft 
  mounts a Medium Laser (3D10 damage versus vehicles) in a cupola (Regular crews).
   
  The characters should begin work immediately to integrate the new forces into the 
  defensive network they have set up. They do not have much time. They are also faced with 
  another problem – refugees. Hundreds of civilians start surging their way into the starport 
  in an attempt to find a way offworld. A few cargo ships not damaged in the initial air attack 
  are filling their holds with refugees, their captains charging outrageous prices for passage 
  offworld. It is a chaotic situation as children are separated from their families in the rush 
  for safety. The numbers of civilians at the starport swells to over two thousand, and it is 
  obvious the merc unit has to restore order and possibly close the starport to civilians. 
  Occasional air attacks from Kragin fighters on the refugee columns cause appalling 
  casualties. The medical facilities at the starport are filled to overflowing with civilian 
  wounded. The characters will have to step in and make some hard decisions on how to 
  handle the situation. They will have to take into account the fact that the starport is a prime 
  target and civilians staying at the starport will come under attack. Some also want to take 
  up arms and fight the Kragin. Some arrive with rifles, shotguns, swords – the characters 
  have to decide if they are to form a militia and put them in the front line. If they do, they 
  will get another 20 Fire Teams of four militia each. Their armament will consist of what few 
  weapons they possess: shotguns, rifles or carbines and blades or swords. The merc unit 
  and Army have few spare weapons and ammunition to give them, but these people have 
  everything to fight for. The militia will defend their land to the death.
  SCENE 3: STARPORT PROBE (KEY SCENE)
  The Royal Kragin Army is mostly conscripted. Troop quality is low except for a few elite 
  
  - 27 -
  commando and royal guard units. Numbering about 50,000, the army’s largest operational 
  unit is a “Royal Brigade”. Each Royal Brigade is composed of 3 Line Battalions and a 
  Support Battalion, which comprises an independent artillery company, armor company 
  and assault helicopter company. Units from the Support Battalion are attached to Line 
  Battalions whenever needed. The best units in the army are the artillery, helicopter and 
  tank units. 
   
  A Line Battalion has the following organization:
  Line Battalion
  HQ Section: 1 command Fire Team, 1 comms Fire Team, 1 medical Fire Team.
  3 Line Companies each with:
   
  HQ Section: 1 command Fire Team, 1 comms Fire Team, 1 medical Fire Team.
   
  3 Infantry Platoons each with 1 command Fire Team, 1 comms Fire Team, 8 infantry 
  Fire Teams, 1 LMG Fire Team.
   
  1 Recce/Support Platoon with 2 air/rafts each mounting a LAG, 2 medium mortars, 1 
  laser carbine Fire Team.
  Infantry are equipped with assault rifles, flak jackets and RAM grenade launchers. Most 
  carry their infantry in trucks, while one elite brigade carries its infantry in wheeled APCs.
  Additional specialist units are attached to battalions from brigade level. Each unit type has 
  the following organization:
  Independent Artillery Company: 
  Company HQ, 1 command Fire Team, 1 comms Fire Team. 2 forward observers in jeeps, 
  1 forward observer in air/raft.
  3 Batteries each 3 Field Artillery Weapons (range: 1.2km, ROF: 1:3, Damage 6D12, AOA: 
  4)
  Armor Company: 
  Company HQ: 1 Assault AFV
   
  3 Platoons each 3 Assault AFVs.
  Assault Helicopter Company:
   
  Company HQ: 1 command Fire Team in air/raft, 1 comms Fire Team in air/raft.
   
  3 Platoons each 3 KAH (Kragin Assault Helicopters).
  The Kragin Assault AFV and Assault Helicopter are detailed in the Starships and Vehicles 
  Section of this book.
  Probing Force
  48 hours after the Zarkhakugsi units arrive to bolster the defenses of the starport, the initial 
  Kragin probing force will attack the starport. The force comprises:
  1 Line Company (Green Troops)
  1 Assault AFV Platoon (3 AFVs – Regular crews)
  1 KAH Platoon (3 Helicopters – Regular crews).
  1 Artillery Platoon (3 Field Artillery Weapons – Regular crews)
   
  The attack will be launched at 0600 hours, early morning, just after sunrise with no 
  artillery preparation or warning. Any minefields laid will be crossed by 2 special flail tanks 
  (Kragin AFVs which have had their main armament removed). Two Kragin AFVs also have 
  an armored bridge mounted on top to facilitate the crossing of obstacles. These bridge-
  layers also have their main armament removed. The map shows the attack pattern. A feint 
  to the north will tie up the attention of the defenders. 30 minutes after the feint attack starts, 
  the main force, including the helicopters and AFV’s will make for the starport perimeter and 
  the fuel purification plant. A battle should develop between the merc unit, the Zarkhakugsi 
  Army remnants, the milita and this probing force. The way the battle progresses will be 
  entirely dependent on how the characters have set up their defenses and organized their 
  unit dispositions. Whatever their dispositions the Kragin probing force will attack according 
  to the plan outlined above.
   
  This battle may take a while to simulate using T20 or CT/Striker combat rules but 
  there will be plenty of scope for heroism and AAOC (Amazing Acts Of Courage) from the 
  characters as they attempt to inflict serious casualties on their attackers. But once the 
  attackers take 30% casualties they will withdraw. The probing force attack was probably 
  an attempt to take the starport by surprise, but also a recon in force to determine the 
  strength of the defenses. There is no doubt they will be back in strength.
   
  Several suggestions are listed for what may happen during the battle, subject to the 
  discretion of the referee.
   
  • Once any Zarkhakugsi Army Fire Team takes 30% casualties, they flee the 
  battlefield.
   
  • The attackers will make intelligent use of cover, even though they are green troops. 
  They will not stand in the open, blazing away until they are cut down. The referee may 
  devilishly take a Traveller player who is not part of the Merc unit and assign them to 
  role-play the Kragin attacks. That would ease the workload and potentially make for very 
  unusual results.
   
  • The merc unit may use their merc cruiser, if not already damaged by the assault from 
  the fighters, to repel the attackers using its laser turrets or missiles. The merc cruiser itself 
  is a powerful fighting unit against ground vehicles, and its effectiveness will be determined 
  by the way the characters position the merc cruiser – either in orbit or on the ground.
  If, as expected, the merc unit and Zarkhakugsi Army remnants repel the attack, the 
  Zarkhakugsi will celebrate their glorious victory by looting Kragin bodies and vehicles left 
  on the battlefield. Their morale will skyrocket, but it will be obvious to any experienced 
  military personnel that there is more to come. 
  Referee
  The battle could be played out as a miniatures battle or, to save time, it may be resolved 
  using an abstract combat system. The referee may wish to use the abstract combat 
  system presented in Classic Traveller Book 4, Mercenary.
  SCENE 4: THE MAIN ASSAULT (KEY SCENE)
  In the aftermath of the initial assault, the defenders may be able to replenish their 
  ammunition and supplies, but within 6 hours of the failure of the initial probe, artillery will 
  start to fall on the defenders’ positions. A company of 9 field artillery weapons will open up 
  and subject the starport to 24 hours of continuous bombardment. The referee may choose 
  to abstract any casualties from this bombardment or determine the results in the light of 
  character actions – for instance the characters may have prepared deep bunkers that 
  are invulnerable to artillery, or have created decoy positions. Garbled radio reports from 
  other Zarkhakugsi Army units report bad news along the front – Zarkhakugsi troops have 
  
  - 28 -
  SCENE 5: HOPE FADES… (KEY SCENE)
  Depending on how Scene 4 played out, Scene 5 will follow on directly from Scene 4. It is 
  either time to celebrate the successful defense of the starport, or undertake an emergency 
  evacuation. 
   
  If the starport is successfully defended against overwhelming odds, word will spread 
  throughout the Zarkhakugsi Army via the radio network, inspiring the beleaguered and 
  exhausted defenders. The Army will hold fast at various strongpoints – towns, villages, 
  mountain passes and bases. Gradually the Kragin will be worn down and will be sucked 
  into street battles and sieges. The merc unit and their Zarkhakugsi allies may even launch 
  limited counterattacks designed to drive the enemy out of Zarkhakugsi territory. The 
  successful defense of the starport will also dramatically elevate the merc unit in the eyes 
  of the Zarkhakugsi Republic government. 
   
  12 days after the main starport assault system-wide scans from either the Zarkhakugsi 
  planetary navy or the merc cruiser spot a massive ship jumping insystem. As the ship 
  races towards the planet at 4-G, displacement scans reveal a 17,500 ton ship! No comm 
  signals are detected and its transponder is turned off.  The ship enters orbit and starts 
  firing particle accelerator and missile bays in a devastating planetary bombardment, 
  aimed at Kragin military bases and troop concentrations. Comm channels finally spark 
  into life as the huge ship slides past the merc cruiser, directing its weapons at attacking 
  Kragin fighters as well as numerous ground targets. It is a brand new Imperial Arandol 
  class light cruiser Gieshen and swats the Kragin fighters aside with ease as it circles 
  the planet. Within 24 hours the Kragin Monarchy surrenders to the Imperial cruiser. The 
  Gateway Domain government answered the Zarkhakugsi’s pleas for help, although the 
  move may backfire for the Imperium. Pro-Solomani systems will no doubt see an Imperial 
  cruiser crushing a pro-Solomani government outside its borders as a highly aggressive 
  move, and this may force more worlds into the Solomani camp. But for the Zarkhakugsi 
  the help could not come soon enough. Wild celebrations break out in Starport Town as the 
  Gieshen, escorted by the merc cruiser and surviving Zarkhakugsi fighters makes a low 
  pass over the town before landing in a field just outside the town. Crowds throng around 
  the cruiser and other ships, and welcome their crews as heroes.
   
  If the starport falls, the merc unit will have to undertake an emergency evacuation. 
  Perhaps in association with any surviving starships and small craft at the starport, the 
  merc cruiser leads a planetary evacuation and heads towards either jump distance or 
  the outer system. This may not be possible if the merc cruiser has been damaged in its 
  orbital battles, so the merc unit may try to commandeer a ship to undertake its evacuation. 
  Either way, their client has ceased to exist as an organized political force. Some senior 
  Zarkhakugsi military staff are part in the evacuees, Erlight flying out with the mercenaries. 
  The mission has failed, although there is little doubt the merc unit made the Kragin 
  Monarchy pay dearly for Zarkhakugsi’s bombed-out starport. 
   
  12 days after the main starport assault the Imperial Arandol class light cruiser 
  Gieshen will jump insystem, the Imperium’s answer to the Zarkhakugsi’s pleas for help. If 
  the characters and other ships are still insystem they should make contact with the cruiser. 
  The mercenaries and Zarkhakugsi military staff including Erlight are transported by cutter 
  onto the Gieshen and are escorted to the dimmed situation room adjacent to the bridge. 
  Captain Baron Janus Dibeer and his XO greet the team, listening intently to the disastrous 
  situation report. Dibeer responds gravely. “We have the firepower to take out their entire 
  army and space forces. I’m ordered to help the Zarkhakugsi Republic to the best of 
  broken in many places although some towns are being stubbornly defended, including 
  Starport Town. Although the link between the Starport Town and Starport has been cut off, 
  the Kragin forces have been unable to completely surround the starport due to stubborn 
  resistance from a Zarkhakugsi unit defending a village 5km to the north. At least the 
  Zarkhakugsi Army still has some sense of pride.
  Then, at dawn on the 2nd day after the initial probe, the artillery bombardment ceases and 
  the defenders will hear the roar of massed tanks and vehicles in the distance. The hum 
  of helicopter blades soon becomes the ominous sight of an entire company of assault 
  helicopters heading for the starport. Artillery starts up again, dropping a smoke screen in 
  front of the advancing Kragin tanks and troops. The final assault has begun.
  The Assault Force will consist of:
  2 Line Battalions (Green Troops)
  2 Assault AFV Companies (each with 10 AFVs – Regular crews)
  1 KAH Company (9 Helicopters – Regular crews).
  1 Artillery Company (9 Field Artillery Weapons – Regular crews)
   
   
  The assault will be along two main axis of attack, designed to split the attention 
  of the merc unit’s heavy weapons. The northern assault will be the main effort, with a 
  diversionary move from the south. In a similar manner to the initial probe, the diversionary 
  attack will open one hour before the main assault. Any minefields laid will again be crossed 
  by 3 special flail tanks (Kragin AFVs which have had their main armament removed). 3 
  armored vehicle bridge-layers are also to be used by the southern assault force to facilitate 
  crossing the moat. The defenders will be massively outnumbered. The defenders amount 
  to about 5 platoons in total (excluding any militia) – about a company, up against 8 Line 
  companies, 2 companies of tanks, 1 company of helicopters and artillery. Outnumbered 
  10 to 1 in troops and heavy weapons, this is the kind of action that will make a merc unit’s 
  reputation throughout the Sector, or simply annihilate the unit.
   
  The characters may wish to fire up the moat while Kragin troops are crossing it, or 
  while tanks are crossing it. A soldier will suffer 4D6 stamina points of damage (CT: 4D 
  wounds) from the flames while a vehicle will suffer 1D6 damage if caught crossing the 
  moat as it is lit. Naturally, soldiers and vehicles caught in the flames will leave the moat 
  immediately, unless soldiers fall unconscious or die. The damage will be caused even if 
  the soldier or vehicle is on a vehicle-bridge crossing the moat.
   
  The characters may have prepared some other aces up their sleeves prior to the 
  invasion.  Now would be a good time to play them. The attack will continue until the 
  attackers over-run the starport or take 60% casualties. Each attacking company should 
  be monitored for casualties, and will withdraw once the 60% threshold has been reached. 
  If the defenders succeed in staving off the first attack, the starport will be completely 
  surrounded and will suffer a long siege, artillery falling on a regular basis (2 hours of 
  shelling every day). The rest of the Zarkhakugsi Republic will be quickly over-run.
  Referee
   
  To save time the battle may be resolved using an abstract combat system, or it could 
  be played out as a miniatures battle in 15mm or 1:300 scale. The referee may wish to use 
  the abstract combat system presented in Classic Traveller Book 4, Mercenary.
  
  - 29 -
  Starport Perimeter Fence
  South Road
  Fuel Storage
  Fuel
  Purification
  Plant
  Fuel Storage
  Houses
  Maintenance
  Buildings
  Fields
  2m deep Irrigation Ditch
  Fields
  2m deep Irrigation Ditch
  Army Barracks
  Woods
  Woods
  Woods
  Road To 
  Starport Town
  Probing Attack Plan
  Each Square = 30m
  150m
  Scale:
  30m
  East Road
  Shops
  Vehicle Shop
  Main
  Terminal
  Control
  Tower
  Car Park
  Starship and 
  Cargo
  Hanger A
  Air/raft Recce 
  Company
  AFV Company
  AFV Company
  Infantry Company
  Infantry Company
  Infantry Company
  Infantry Company
  Infantry Company
  Air/raft Recce 
  Company
  Infantry Company
  KAH Helo 
  Company
  Starship and 
  Cargo
  Hanger B
  
  - 30 -
  my ability – that’s what we are going to do. We will make for planetary orbit…” Erlight 
  interrupts. “Captain, we have a problem. A real problem. A week ago the Kragin captured 
  some of our planetary defense facilities intact. Although we never intended using them in 
  our atmosphere, as it would destroy our agricultural economy, the Kragin captured most of 
  our nuclear missile stockpile - about 200 missiles. They now have nuclear weapons. They 
  may have them anyway.”
   
  One of the other Zarkhakugsi officers interjects. “I didn’t know about this stockpile! 
  Who authorized it?” The Zarkhakugsi start arguing amongst themselves. The implications 
  are clear however. Dibeer interjects. “Silence gentlemen! We have a nuclear damper 
  screen. We are not going to be put off by a couple of hundred nuclear missiles.”
   
  Erlight shakes his head. “Sir, it is too risky. We are not going to place the entire 
  economic future of our planet in the hands of some Kragin madmen with their finger on 
  a nuclear trigger. Even if they launch a nuclear strike against your ship in orbit, what if 
  some exploded in the upper atmosphere? Our atmosphere is very thin – radiation would 
  quickly cover the whole planet and render the place uninhabitable. It would destroy our 
  agriculture. I’m afraid we cannot risk the Kragin being backed into a corner and launching 
  a nuclear strike. I would rather see our planet survive and we find other means to take 
  back the planet.”
   
  The meeting room is silent. The cruiser has massive firepower yet cannot use it. 
  Another way has to be found to retake the planet.
  Epilogue
  If the starport falls to Kragin forces the Zarkhakugsi Army will cease resistance within days 
  and the Zarkhakugsi Republic will surrender. It is likely that the Republic will cease to 
  exist as the Kragin Monarchy absorbs it. The defeat of a pro-Imperial Government like the 
  Zarkhakugsi Republic will send alarm-bells ringing in the Gateway Domain government. 
  There is ample opportunity for further adventures as a result of this development.
   
  The Imperial Navy may interdict the world to force the downfall of the Kragin 
  Government. The Imperial light cruiser is urgently needed elsewhere so will not be part 
  of the interdiction force. A BQS scout/courier makes contact with the mercenaries to 
  assess their situation – and any damage. The mercenaries will probably have put up a 
  valiant defense so will have their reputations intact, although their pride may be severely 
  dented.
   
  A sufficiently concerned Imperial noble (or the Domain Government) may fund 
  mercenary units to conduct guerilla warfare against the Kragin government. The merc unit 
  may be hired to undertake such a task. But one thing is for sure – the fall of the starport will 
  have far-reaching consequences for the Quadrant. Pro-Solomani groups and governments 
  may side with the Confederation if it comes calling with weapons and money.
  If the merc unit successfully defends the starport, the Imperial light cruiser will arrive and 
  turn the balance in favor of the Zarkhakugsi Republic. The Kragin will surrender within a 
  day.
   
  The merc unit will be awarded the Army’s highest award for heroism, the Zarkhakugsi 
  Sunburst in a lavish ceremony at the shattered remains of Starport Town Army Base. The 
  unit will be offered a permanent position as advisors to the Zarkhakugsi Government on 
  military issues. The unit will be offered a parcel of land – about 10 hectares – to establish 
  a base of operations for their mercenary unit, if they wish to. The land cannot be on-sold, 
  only given back to the Zarkhakugsi Republic if they do not wish to use the land.
   
  Most importantly, the reputation of the merc unit will be enhanced throughout the 
  Sector. This will enable the unit to find lucrative Tickets. And news will spread fast. BQS 
  will ensure everyone knows which organization the unit operates under. The characters 
  may also be presented with offers from rival mercenary firms.
  Further adventures of the Dark Tower could also center around:
  • Overseeing the retraining and equipping of the Zarkhakugsi Army.
  • A counteroffensive against the Kragin to destroy their planetary influence once and for 
  all.
  • More Merc Tickets in the Beta Quadrant. There are hundreds of worlds wanting protection 
  of some kind, or wanting to strike at perceived threats. Like all Traveller campaigns, the 
  possibilities are limitless.
  
  - 31 -
  Starship Encounters
  Every day the following table should be consulted for starships entering the system. Ships 
  should spend 1D6+1 days at the starport, refueling and/or unloading or loading cargo 
  before leaving the system again. If a Raidermarch Commerce Raider is rolled, Act 2 Scene 
  2 should be initiated. The Raidermarch Commerce Raider will only be encountered once.
  2D6 Encounter 
   
  2-3 No Ship
  4 - 2 Seekers operating together (each with 1 single turret with 1 mining laser)
  5 - Independent Scout/Courier (1 double turret with 2 pulse lasers)
  6 - Independent Far Trader (2 double turrets, 1 with 2 beam lasers, 1 with 2 missile 
  racks)
  7 - Federate Republic Far Trader (2 double turrets, 1 with 2 missile racks, 1 with 2 beam 
  lasers)
  8 - Grand Duchy of Stoner Subsidized Liner (4 triple turrets each with 3 pulse Lasers)
  9 - Glimmerdrift Trade Consortium Far Trader (2 triple turrets, 1 with 3 sandcasters, 1 with 
  3 pulse lasers)
  10 - Glimmerdrift Trade Consortium 5000 ton Merchant Cruiser
  11 - Raidermarch 1000 ton Commerce Raider
  12 - Referee Choice
  Roll 1D6 again to determine where the ship is headed:
  1 - No contact with the main world – gas giant skimming then jumping (or asteroid 
  prospecting if seeker) 
  2-4 - To the Zarkhakugsi Republic starport to conduct business of some kind
  5-6 - To the Kragin Starport to conduct business of some kind
  Epic Adventure Checklist
  Act 1: It’s Dangerous Work...
  Key?
  Done?
  Scene
  K1
  _______
  Scene 1: Merc Ticket 
  K2
  _______
  Scene 2: Briefing
  K3
  _______
  Scene 3: Recon
  Act 2: Enemy from the Sky
  -
  _______
  Scene 1: The Moat
  K4
  _______
  Scene 2: Raidermarch Surprise
  K5
  _______
  Scene 3: Airstrike
  Act 3: Invasion
  K6
  _______
  Scene 1: Front Lines Recon
  K7
  _______
  Scene 2: Shattered Units
  K8
  _______
  Scene 3: Starport Probe
  K9
  _______
  Scene 4: The Main Assault
  K10
  _______
  Scene 5: Hope Fades...
  K11
  _______
  Epilogue
  
  - 32 -
  RAIDERMARCH COMMERCE RAIDER
   
  The Raidermarch employs what can only be described as Q-Ships to attack and loot 
  commerce throughout the Glimmerdrift Reaches. This 1000 ton Raidermarch “Merchant” 
  is more accurately called a Commerce Raider, so is listed here as such. Although it has 
  reasonable cargo capacity, that capacity is usually utilized to store looted valuables, not 
  engage in legitimate trade. Piracy is a real problem and with powerful ships like this in the 
  prowl, the threat to the region’s stability cannot be over-estimated. The ship itself is well 
  armored but not particularly agile, preferring to close with its prey and conduct a surprise 
  attack with its 10 popup triple turrets before withdrawing or boarding the stricken target 
  vessel. Standard practice is to keep 2 to 4 triple turrets visible at all times so attention is not 
  drawn its apparent lack of armament. 
  Starships and Vehicles
  The Javelin Class Mercenary Cruiser and Kimu class Assault Boat are detailed in part 1 of this 
  book. Prices below exclude small craft.
  IN-SYSTEM FIGHTER
   
  Each government employs some squadrons of 15 ton space-fighters for patrols in 
  space as well as highly-capable aerospace fighters. They are standard Imperial TL9 
  designs, both mounting missile racks. Some Kragin fighters have been fitted with single 
  beam lasers (Attack Bonus +1, Damage 1D8).
  In-system 15 Ton Fighter
  Class: Small Craft
  EP Output: 1.9 (1 excess)
  Battery 1: Missile Rack 
  (x3), Attack Bonus +3 (+3 
  USP), Damage 3d6.
  Tech Level: 9
  Agility: 6
  Size: Small (15dt)
  Initiative: +6
  Streamlining: Streamlined 
  – Wedge
  AC: 17 (+6 agility, +1 small)
  Jump Range: 0
  Repulsors: None
  Acceleration: 6
  Nuclear Dampers: None
  Fuel: 1.9
  Meson Screens: None
  Duration: 4 weeks
  Black Globes: None
  Crew: 1
  AR: 0
  Staterooms: 0
  SI: 77
  Small Cabins: 0
  Main Computer: Model/1
  Bunks: 0
  Sensor Range:  Close (Model/1)
  Couches: 1
  Comm. Range: Close (Model/1)
  Low Berths: 0
  Cargo Space: .2 ton
  Cost: MCr11.88 (new)
  Atmospheric Speeds:           NoE =  1175kph
  Cruising = 3525kph 
  Maximum = 4700kph
  Other Equipment: 1dt missile magazine (20 missiles).
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
  Raidermarch Commerce Raider
  Class: Starship, Type RRC
  EP Output: 61 (10 excess)
  Battery 1: Popup Beam 
  Laser (x1), Attack Bonus 
  +6 (+6 USP), Damage 
  6d8.
  Battery 2: Popup Beam 
  Laser (x1), Attack Bonus 
  +3 (+3 USP), Damage 
  3d8.
  Battery 3: Popup Missile 
  Racks (x1), Attack Bonus 
  +4 (+4 USP), Damage 
  4d6.
  Tech Level: 12
  Agility: 1
  Size: Large (1,000dt)
  Initiative: +1
  Streamlining: Partially 
  Streamlined – Close
  AC: 13 (+3 armor, -1 large, +1 agility)
  Jump Range: 3
  Repulsors: None
  Acceleration: 3
  Nuclear Dampers: None
  Fuel: 361
  Meson Screens: None
  Duration: 4 weeks
  Black Globes: None
  Crew: 15 + 5 Troops
  AR: 3
  Staterooms: 11
  SI: 250
  Small Cabins: 0
  Main Computer: Model/5
  Bunks: 0
  Sensor Range:  Very Long (Model/5)
  Couches: 0
  Comm. Range: Very Long (Model/5)
  Low Berths: 10
  Cargo Space: 209.5 tons
  Cost: MCr551.097 in Quantity*
  Atmospheric Speeds:           NoE =  875kph
  Cruising = 2625kph 
  Maximum = 3500kph
  Other Equipment: 10xMissile Magazines (100 Missiles), Fuel 
  Scoops, Fuel Processor (8hrs for 200dt Jump fuel). Hangar for 1x20dt 
  Launch, 1xSickbay, 10xPopup Triple Turrets.
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
  
  - 33 -
  KRAGIN ASSAULT AFV
   
  A heavy, spartan vehicle built to an old Solomani design, the Kragin Assault Tank is 
  the only tank in the Kragin arsenal worth sending into battle – light tanks used for training 
  are not suitable for the front line. Heavily armed and armored, it does not employ an 
  overpressure system or climate control so is vulnerable to NBC attacks, but NBC warfare 
  would never be practiced on such a small world as it would be suicide for both sides. 
  The crew consists of a driver, LMG gunner, autocannon gunner and commander. The 
  autocannon is fed by an autoloader.
  ARANDOL CLASS LIGHT CRUISER
   
  This brand-new Imperial light cruiser is fully described in QLI’s Traveller’s Aide 7, 
  “Fighting Ships”. Statistics are reproduced from this Traveller’s Aide and are shown here 
  although it is highly unlikely any battles will need to be resolved using this ship.
  Arandol class Light Cruiser
  Class: Starship, Type CL
  EP Output: 2539 (700 excess)
  Spinal Mount: Meson
  Gun, Attack Bonus +16
  (+16 USP), Damage
  16d20 +16d12 radiation.
  100dt Bay: Particle
  Accelerator (x2), Attack
  Bonus +9 (+9 USP),
  Damage 9d12+9d10
  radiation.
  50dt Bay: Missile (x4),
  Attack Bonus +9 (+9
  USP), Damage 9d6.
  Battery 1: Beam Laser
  (x4),Attack Bonus +9 (+9
  USP), Damage 9d8
  Battery 2: Sandcaster
  (x6), Defense Bonus +9
  (+9 USP).
  Tech Level: 14
  Agility: 4 (+700 EP)
  Size: Huge(17,500dt)
  Initiative: +4
  Streamlining: Streamlined 
  – Wedge
  AC: 12 (+4 agility, -2 huge)
  Jump Range: 4
  Repulsors: None
  Acceleration: 4
  Nuclear Dampers: USP 2
  Fuel: 9539
  Meson Screens: USP 2
  Duration: 4 weeks
  Black Globes: None
  Crew: 163
  AR: 0
  Staterooms: 90
  SI: 518
  Small Cabins: 0
  Main Computer: Model/8fib
  Bunks: 0
  Sensor Range:  1 Parsec (Model/8)
  Couches: 0
  Comm. Range: System Wide (Model/
  8)
  Low Berths: 0
  Cargo Space: 6 tons
  Cost: MCr12,312.3
  Atmospheric Speeds:           NoE =  1175kph
  Cruising = 3525kph 
  Maximum = 4700kph
  Other Equipment: Missile Magazine (x4),500 Missiles (10 Shots per 
  50dt Bay).Fuel Scoops, Fuel Processor (10.5hrs for 7000dt Jump 
  Fuel).50dt Modular Cutter.
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
  Kragin “Assault AFV”
  Class: Ground Vehicle
  EP Output: 116 (0.39 excess), 
  Heavy Manned Turret: 
  7.5cm autocannon (x1), 
  Attack Bonus +0, Damage 
  6d12 versus vehicles.
  Cupola co-axial to 
  autocannon: LMG (x1), 
  Attack Bonus +0, Damage 
  1d12 versus personnel, 
  1d12-5 versus vehicles.
  Tech Level: 9
  Agility: 0
  Size: Huge (10,000vl)
  Initiative: +0
  Streamlining: Standard
  AC: 16 (+8 armor, -2 huge)
  Pressurized?: No
  AR: 8
  Climate Control?: No
  SI: 65
  Drive Train: Tracked x2
  Visual:  2 Beam headlights (12m), 
  4km Visual Sensor+LI
  Crew: 4
  Comm: 2 way Radio (Long)
  Passengers: 0
  Cargo Space: 7.55vl
  Fuel: 696vl
  Cost: Cr135,856.2 in Quantity
  Range: 1200km
  Speeds: Acceleration: 5kph   Offroad: 22.5kph   Very Slow: 5kph
  Slow: 12.5kph   Cruising: 25kph   Fast: 37.;5kph   Maximum: 50kph
  Other Equipment: TL8 linear hardwired linear fire control computer 
  with TL7 electronic interface for autocannon, 3000 rounds for LMG, 
  76 rounds for 7.5cm autocannon, Turbine Powerplant.
  TAS Form 3.1v (Condensed)
  Vehicle Data (Commercial)
  
  - 34 -
  KRAGIN ASSAULT HELICOPTER
   
  The Kragin Assault Helicopter (KAH) is a large, highly agile, well-armored rotary wing 
  craft designed for the strike role. With one pilot and three gunners, the craft is literally a 
  flying weapons platform, with a fixed forward-firing 7.5cm autocannon backed up by one 
  small turret mounted on each side of the main body, each mounting a 35mm 4 barrel 
  autocannon. Hundreds of rounds of ammunition are carried, and combined with the 
  long range and low-light capability the craft is able to undertake long-duration missions 
  even at night deep in enemy territory. Kragin has also produced a variant with the 7.5cm 
  autocannon removed and 16 passenger seats fitted for carriage of troops.
  Note: only those NPCs likely to be involved in combat are listed in this section.
  CREW OF THE DARK TOWER
  Any Dark Tower positions not filled by characters should be filled by the NPCs below. 
  MERC UNIT STARSHIP PILOT
  T20: (Traveller level 9) TL12 Medium human
  Stamina 43, Lifeblood 12; Init +0; Speed 6 m (4 squares);
  Armor Class: 12 (+2 vac suit), Armor Rating: 2 (vac suit)
  Str 11, Dex 11, Con 12, Int 11, Wis 11, Cha 11, Edu 11, Soc 10
  SV Fort +4; Ref+4; Will +4; Atk +4;
  ATTACKS:
  Weapon
  Hit
  Damage
  Rng-M
  Crit
  ROF
  Rnds
  Laser 
  Pistol
  +4
  2d10
  36
  20 x2
  1
  25
  Blade
  +4
  1d6
  --
  19
  --
  --
  Skills: Pilot +12, T/Computer +12, T/Astrogation +9, T/Communications +9, T/Sensors +9, 
  Gunnery +9, T /Engineering +9, T/Sensors +8, T/Electronic +7.
  Feats: Armor (light, vac suit), Weapons (marksman, lasers, ship’s weapons), Zero-G/Low-
  G Adaptation, Vessel (starship, ship’s boat, grav), Ship Tactics, Miracle Worker.
  Equipment: vac suit, laser pistol, blade.
  CT: Merc Unit Starship Pilot 5 Terms: 778887
  Skills: Pilot-3, Ship’s Boat-1, Grav Vehicle-1, Computer-2, Navigation-1, Ship Tactics-1, 
  Gunnery-1, Engineering-1, Electronic-1, Laser Pistol-0, Vac suit-0.
  MERC UNIT STARSHIP ENGINEERS
  T20: (Scout level 6) TL12 Medium human
  Stamina 24, Lifeblood 11; Init +0; Speed 6 m (4 squares);
  Armor Class: 12 (+2 vac suit), Armor Rating: 2 (vac suit)
  Str 12, Dex 11, Con 11, Int 12, Wis 10, Cha 10, Edu 11, Soc 9
  SV Fort +2; Ref+3; Will +3; Atk +4;
  ATTACKS:
  Weapon
  Hit
  Damage
  Rng-M
  Crit
  ROF
  Rnds
  Body 
  Pistol
  +4
  1d8
  24
  20 x2
  1
  6
  Blade
  +4
  1d6
  --
  19
  --
  --
  Skills: Pilot +9, T/Engineering +9, T/Electronic +9, T/Computer +9, T/Gravitics +9, 
  Gunnery +3
  Feats: Armor (light, vac suit), Weapons (marksman), Zero-G/Low-G Adaptation, Vessel 
  (ship’s boat, grav), Gearhead, Hacker, Jack-of-all-Trades.
  Kragin Assault Helicopter
  Class: Aircraft
  EP Output: 957 (300.628 excess), 
  Fixed Forward Firing 
  Mount: 7.5cm autocan-
  non (x1), Attack Bonus 
  +0, Damage 6d12 versus 
  vehicles.
  Heavy Unmanned Turret 
  x2: 4 barrel 35mm auto-
  cannon (x1), Attack Bonus 
  +0, Damage 2d12 versus 
  vehicles.
  Tech Level: 9
  Agility: 5
  Size: Huge (15,000vl)
  Initiative: +5
  Streamlining: Standard
  AC: 15 (+5 agility, +2 armor, -2 huge)
  Pressurized?: Yes
  AR: 2
  Climate Control?: No
  SI: 75
  Drive Train: Rotary Wing
  Visual:  2km Visual Sensor+LI
  Crew: 4
  Comm: 2 way Radio (Long)
  Passengers: 0
  Cargo Space: 0.35vl
  Fuel: 1196.25vl
  Cost: Cr449,232 in Quantity
  Range: 1250km
  Speeds: Acceleration: 25kph   Very Slow: 25kph   Slow: 62kph  
  Cruising: 125kph    Fast: 187kph    Maximum: 250kph
  Other Equipment: TL8 linear hardwired 17cpu fire control computer 
  with TL7 electronic interface for each autocannon, 975 rounds for 4 
  barrel 35mm autocannon, 72 rounds for 7.5cm autocannon, Turbine 
  Powerplant.
  TAS Form 3.1v (Condensed)
  Vehicle Data (Commercial)
  Cast Of Characters 
  
  - 35 -
  Equipment: vac suit, body pistol, blade.
  CT: Merc Unit Engineers (Scouts) 4 Terms: 877877
  Skills: Ship’s Boat-1, Grav Vehicle-1, Engineering-2, Electronic-1, JOT-1, Computer-1, 
  Gravitics-1, Gunnery-0, Pistol-0, Vac suit-0.
  MERC UNIT ASTROGATOR
  T20: (Traveller level 6) TL12 Medium human
  Stamina 24, Lifeblood 11; Init +0; Speed 6 m (4 squares);
  Armor Class: 12 (+2 vac suit), Armor Rating: 2 (vac suit)
  Str 11, Dex 11, Con 11, Int 12, Wis 11, Cha 11, Edu 12, Soc 10
  SV Fort +2; Ref+3; Will +3; Atk +3;
  ATTACKS:
  Weapon
  Hit
  Damage
  Rng-M
  Crit
  ROF
  Rnds
  Laser 
  Pistol
  +3
  2d10
  36
  20 x2
  1
  25
  Blade
  +3
  1d6
  --
  19
  --
  --
  Skills: Pilot +9, T/Computer +9, T/Astrogation +9, T/Communications +9, T/Sensors +9, 
  Leader +9, Navigation +9
  Feats: Armor (light, vac suit, medium), Weapons (marksman, lasers), Zero-G/Low-G 
  Adaptation, Vessel (starship, ship’s boat), Ship Tactics.
  Equipment: vac suit, laser pistol, blade.
  CT: Starship Astrogator 3 Terms: 777897
  Skills: Pilot-2, Ship’s Boat-2, Computer-1, Navigation-1, Ship Tactics-1, Leader-1, Bribery-
  1, Laser Carbine-0, Vac suit-0.
  MERC UNIT MEDIC
  T20: (Scout level 6) TL12 Medium human
  Stamina 36, Lifeblood 11; Init +1; Speed 6 m (4 squares);
  Armor Class: 13 (+2 vac suit, +1 Dex), Armor Rating: 2 (vac suit)
  Str 11, Dex 12, Con 11, Int 11, Wis 11, Cha 11, Edu 12, Soc 10
  SV Fort +2; Ref+3; Will +3; Atk +4;
  ATTACKS:
  Weapon
  Hit
  Damage
  Rng-M
  Crit
  ROF
  Rnds
  Laser 
  Pistol
  +4
  2d10
  36
  20 x2
  1
  25
  Blade
  +4
  1d6
  --
  19
  --
  --
  Skills: Pilot +9, T/Computer +9, T/Medical +9, T/Electronics +9, Survival +9, Driving +3
  Feats: Armor (light, vac suit), Weapons Proficiency (marksman, lasers), Vessel (Grav, 
  Wheeled), Jack-of-All-Trades, Xeno-Medicine, Brawling.
  Equipment: vac suit, laser pistol, blade.
  CT: Merc Unit Starship Medic (Scout) 4 Terms: 787887
  Skills: Medic-2, Computer-1, Electronics-1, Survival-1, JOT-1, Pilot-1, Laser Pistol-0, Vac 
  suit-0, Grav Vehicle-0, Wheeled Vehicle-0.
  MERC UNIT STARSHIP/SMALL CRAFT GUNNERS
  T20: (Traveller level 6) TL12 Medium human
  Stamina 24, Lifeblood 11; Init +0; Speed 6 m (4 squares);
  Armor Class: 12 (+2 vac suit), Armor Rating: 2 (vac suit)
  Str 12, Dex 11, Con 11, Int 12, Wis 11, Cha 11, Edu 11, Soc 10
  SV Fort +2; Ref+3; Will +3; Atk +3;
  ATTACKS:
  Weapon
  Hit
  Damage
  Rng-M
  Crit
  ROF
  Rnds
  Laser 
  Carbine
  +3
  3d8
  45
  20 x2
  1
  50
  Blade
  +3
  1d6
  --
  19
  --
  --
  Skills: Pilot +9, T/Computer +9, T/Mechanical +9, T/Electronics +9, T/Sensors+9, Gunnery 
  +9, Gambling +9
  Feats: Armor (light, vac suit, medium), Weapons Proficiency (marksman, lasers, ship’s 
  weaponry), Vessel (grav, ship’s boat), Ship Tactics.
  Equipment: vac suit, laser carbine, blade.
  CT: Merc Unit Starship/Small Craft Gunners 3 Terms: 877877
  Skills: Gunnery-2, Grav Vehicle-1, Computer-1, Mechanical-1, Electronics-1, Ship Tactics-
  1, Gambling-1, Laser Carbine-0, Vac suit-0.
  MERC UNIT SMALL CRAFT PILOT
  T20: (Traveller level 6) TL12 Medium human
  Stamina 24, Lifeblood 11; Init +0; Speed 6 m (4 squares);
  Armor Class: 12 (+2 vac suit), Armor Rating: 2 (vac suit)
  Str 11, Dex 11, Con 11, Int 12, Wis 11, Cha 11, Edu 12, Soc 10
  SV Fort +2; Ref+3; Will +3; Atk +3;
  ATTACKS:
  Weapon
  Hit
  Damage
  Rng-M
  Crit
  ROF
  Rnds
  Laser 
  Carbine
  +3
  3d8
  45
  20 x2
  1
  50
  Blade
  +3
  1d6
  --
  19
  --
  --
  Skills: Pilot +9, T/Computer +9, T/Astrogation +9, T/Communications +9, T/Sensors+9, 
  Gunnery +9, Bribery +9
  Feats: Armor (light, vac suit, medium), Weapons (marksman, lasers), Zero-G/Low-G 
  Adaptation, Vessel (starship, ship’s boat), Ship Tactics.
  Equipment: vac suit, laser carbine, blade.
  CT: Merc Unit Small Craft Pilot 3 Terms: 777897
  Skills: Pilot-2, Ship’s Boat-2, Computer-1, Navigation-1, Ship Tactics-1, Gunnery-1, 
  Bribery-1, Laser Carbine-0, Vac suit-0.
  
  - 36 -
  VETERAN MERC UNIT MERCENARIES
  T20: (Mercenary level 9) TL12 Medium human
  Stamina 63, Lifeblood 12; Init +5; Speed 6 m (4 squares);
  Armor Class: 18 (+7 combat armor, +1 Dex), Armor Rating: 7 (combat armor)
  Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10, Edu 10, Soc 9
  SV Fort +7; Ref+4; Will +4; Atk +10/+5 
  ATTACKS:
  Weapon
  Hit
  Damage
  Rng-M
  Crit
  ROF
  Rnds
  ACR
  +11/
  +6
  1d12+2
  72
  20 x2
  1/4
  20
  Blade 
  +10/
  +5
  1d6
  --
  19
  --
  --
  Fist
  +11/
  +6
  1d4
  --
  20
  --
  --
  RAM GL 
  (Frag)
  +10/
  +5
  6d6
  200
  --
  1
  3
  RAM GL
  (HEAP)
  +10/
  +5
  4d6 
  (-5 
  to target 
  AR)
  200
  --
  1
  3
  Laser 
  Rifle
  +11/
  +6
  3D10
  60
  20 x2
  1
  100
  Skills: Spot +9, Driving +9, T/Mechanical +9, Move Silently +9, T/Computer +1, T/
  Communications +1.
  Feats: Armor (medium, light, vac suit), Weapons Proficiency (marksman), Weapons 
  Proficiency (combat rifleman OR lasers), Vessel (wheeled), Weapon Focus (ACR OR 
  Laser Rifle), Brawling, Tactics I, Improved Initiative, Command Presence (Cross Training), 
  Heavy Metal.
  Equipment: TL11 Combat Armor, ACR OR Laser Rifle, RAM Grenade Launcher, short-
  range communicator, blade.
  Note: Depending on whether the NPC mans a laser rifle or ACR, they will have the 
  appropriate Weapon Focus feat.
  Troops manning heavy weapons (mortars, vehicle lasers, autocannon etc) have heavy 
  weapons proficiency instead of lasers proficiency, and have weapons focus of the type of 
  weapon they usually use.
  Medics will have T/Mechanical skill replaced with T/Medical+9 and do not have RAM 
  grenade launchers.
  Comms Specialists will have T/Mechanical and Move Silently skills replaced with T/
  Sensors+9 and T/Communications+10 and do not have RAM grenade launchers.
  CT: Army 5 Terms: 999776
  Skills: Combat Rifleman-2 OR Laser Weapon-2, Mechanical-1, Brawling-1, Ground 
  Vehicle-1, Heavy Weapons-1 (choose appropriate weapon system), Tactics-1, Leader-1, 
  Blade-1, Recon-1, Computer-0, Comms-0.
  Note: Medics will have Mechanical-1 and Leader-1 skills replaced with Medic-2 skill.
  Comms Specialists will have Mechanical-1 and Leader-1 skills replaced with Comms-2 
  skill.
  REGULAR ZARKHAKUGSI TROOPS
  T20: (Army level 6) TL8 Medium human
  Stamina 30, Lifeblood 11; Init +1; Speed 6 m (4 squares);
  Armor Class: 17 (+6 cloth, +1 Dex), Armor Rating: 6 (cloth)
  Str 11, Dex 12, Con 11, Int 10, Wis 11, Cha 10, Edu 10, Soc 10
  SV Fort +2; Ref+6; Will +2; Atk +5
  ATTACKS:
  Weapon
  Hit
  Damage
  Rng-M
  Crit
  ROF
  Rnds
  Autorifle
  +7
  1d12
  60
  20 x2
  1/4
  20
  Laser 
  Carbine
  +6
  3d8
  45
  20 x2
  1
  50
  Fist
  +7
  1d4
  --
  20
  --
  --
  RAM GL 
  (Frag)
  +6
  6d6
  200
  --
  1
  3
  RAM GL
  (HEAP)
  +6
  4d6 
  (-5 
  to target 
  AR)
  200
  --
  1
  3
  Bayonet
  +6
  1d8
  --
  20 x2
  --
  --
  Skills: Spot +9, Driving +10, Survival +9, Forward Observer +9, Gunnery +9.
  Feats: Armor (Medium, Light), Weapons proficiency (marksman, combat rifleman, lasers), 
  First Aid, Vessel (grav OR wheeled), Weapon Focus (Auto Rifle), Brawling.
  Equipment: Cloth, Auto Rifle or Laser Carbine, RAM Grenade Launcher, short-range 
  communicator, bayonet.
  Note: Grav vehicle pilots have grav vehicle feat, all others have wheeled vehicle feat.
  Troops manning heavy weapons have heavy weapons proficiency instead of lasers 
  proficiency.
  Medics will have Forward Observer skill replaced with T/Medical+9 and do not have RAM 
  grenade launchers.
  Comms Specialists will have Forward Observer and Gunnery skills replaced with T/ 
  Communications+9 and T/Sensors+9 and do not have RAM grenade launchers.
  CT: Army 3 Terms: 888776
  Skills: Combat Rifle-2 OR Laser Weapon-2, Forward Observer-1, Survival-1, Brawling-1, 
  Ground Vehicle OR Grav-Vehicle-1. Recon-1.
  Note: Medics will have Forward Observer skill replaced with Medic-1 skill.
  Comms Specialists will have Forward Observer skill replaced with Comms-1 skill.
  
  - 37 -
  ZARKHAKUGSI MILITIA (MOSTLY FARMERS)
  T20: (Professional level 6) TL8 Medium human
  Stamina 24, Lifeblood 10; Init +0; Speed 9 m (6 squares);
  Armor Class: 12 (+2 Jack), Armor Rating: 2 (Jack)
  Str 10, Dex 10, Con 10, Int 11, Wis 11, Cha 11, Edu 10, Soc 9
  SV Fort +2; Ref+2; Will +5; Atk +1
  ATTACKS:
  Weapon
  Hit
  Damage
  Rng-M
  Crit
  ROF
  Rnds
  Rifle
  +1
  1d12
  72
  20 x2
  1
  10
  Blade
  +1
  1d6
  --
  19
  --
  --
  Fist
  +2
  1d4
  --
  20
  --
  --
  Skills: K/farming (usually) +9, T/Mechanical +9, Trader +9, Driving +9, Appraise +9, P/
  Admin +9, T/Computer +9, Survival +9.
  Feats: Armor (Light), Weapons proficiency (swordsman), Vessel (wheeled), Brawling, 
  Professional Specialty (Farming). 
  Equipment: Rifle, Jack Armor, Blade.
  CT: Militia 3 Terms: 777776
  Skills: Blade-1, Survival-1, Brawling-1, Wheeled Vehicle-1, Admin-1, Computer-1.
  Note: The referee may choose to equip the militia with a variety of standard weapons 
  instead of what is listed above (ie: daggers, swords, carbines, shotguns, revolvers).
  GREEN KRAGIN TROOPS
  T20: (Army level 3) TL8 Medium human
  Stamina 15, Lifeblood 11; Init +0; Speed 9 m (6 squares);
  Armor Class: 14 (+4 Flak Jacket), Armor Rating: 4 (Flak Jacket)
  Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 9, Edu 10, Soc 9
  SV Fort +1; Ref+3; Will +1; Atk +2 ranged, +2 melee;
  ATTACKS:
  Weapon
  Hit
  Damage
  Rng-M
  Crit
  ROF
  Rnds
  Assault
  Rifle
  +3
  1d12
  45
  20 x2
  1/4
  30
  LMG
  +3
  1d12
  60
  20 x2
  1/10/
  20
  100
  Laser 
  Carbine
  +3
  3d8
  45
  20 x2
  1
  50
  Fist
  +2
  1d4
  --
  20
  --
  --
  RAM GL 
  (Frag)
  +2
  6d6
  200
  --
  1
  3
  RAM GL
  (HEAP)
  +2
  4d6 
  (-5 
  to target 
  AR)
  200
  --
  1
  3
  Bayonet
  +2
  1d8
  --
  20 x2
  --
  --
  Skills: Spot +6, Driving +6, Survival +6, Forward Observer +6, Gunnery +6.
  Feats: Armor (Light), Weapons proficiency (marksman, combat rifleman, bayonet), Vessel 
  (wheeled), Weapon Focus (assault rifle), Brawling.
  Equipment: Flak Jacket, Assault Rifle, RAM Grenade Launcher, short-range communicator, 
  bayonet.
  Note: LMG gunners have LMG proficiency and focus instead of bayonet proficiency and 
  assault rifle focus.
  Laser Carbine gunners have Laser proficiency and focus instead of bayonet proficiency 
  and assault rifle focus.
  All Medics are Green – Level-3. Medics will have Forward Observer skill replaced with 
  T/Medical+6 and do not have RAM grenade launchers.
  All Comms Troopers are Green – Level-3. Comms Specialists will have Forward Observer 
  and Gunnery skills replaced with T/Communications+6 and T/Sensors+6 and do not have 
  RAM grenade launchers.
  CT: Army 1 Term: 778776
  Skills: Combat Rifleman-1 OR Laser Weapon-1 OR LMG-1, Forward Observer-1, Survival-
  1, Brawling-1, Ground Vehicle-0.
  Note: Comms Specialists will have Forward Observer skill replaced with Comms-1 skill.
  Medics will have Forward Observer skill replaced with Medic-1 skill.
  REGULAR KRAGIN VEHICLE/HEAVY WEAPONS CREWS
  T20: (Army level 6) TL8 Medium human
  Stamina 26, Lifeblood 11; Init +1; Speed 6 m (4 squares);
  Armor Class: 15 (+4 flak jacket, +1 Dex), Armor Rating: 4 (flak jacket)
  Str 12, Dex 12, Con 11, Int 11, Wis 10, Cha 9, Edu 10, Soc 9
  SV Fort +2; Ref+6; Will +2; Atk +5
  ATTACKS:
  Weapon
  Hit
  Damage
  Rng-M
  Crit
  ROF
  Rnds
  Assault
  Rifle
  +5
  1d12
  45
  20 x2
  1/4
  30
  Bayonet
  +5
  1d8
  --
  20 x2
  --
  --
  Fist
  +6
  1d4
  --
  20
  --
  --
  Skills: 
  Spot 
  +9, 
  Driving +10 (OR Pilot+10 for helicopter crews), Survival +9, Forward Observer +9, 
  Gunnery +9.
  Feats: Armor (Light), Weapons proficiency (marksman, combat rifleman), Weapons 
  proficiency (heavy weapons OR field artillery), First Aid, Vessel (grav OR tracked OR 
  rotary wing), Weapon Focus (mortar OR autocannon OR LAG), Brawling.
  Equipment: Flak Jacket, Assault Rifle, short-range communicator, bayonet.
  Note: Vehicle drivers and pilots will possess the appropriate vehicle feat.
  Gunners will possess the appropriate weapon proficiency feats and weapon focus feat. 
  
  - 38 -
  For instance, Kragin helicopter pilots will have Pilot+10, Vessel/Rotary Wing, heavy 
  weapons proficiency and autocannon weapons focus.
  CT: Army 3 Terms: 887776
  Skills: Tracked Vehicle OR Grav-Vehicle OR Rotary-Wing Vehicle-2, Combat Rifleman-
  1, Forward Observer-1, Survival-1, Brawling-1, Heavy Weapons-1 (choose appropriate 
  weapon system), Recon-1.
  RAIDERMARCH SHIP CAPTAIN
  T20: (Navy level 9) TL12 Medium human
  Stamina 36, Lifeblood 11; Init +1; Speed 6 m (4 squares);
  Armor Class: 13 (+2 vac suit, +1 Dex), Armor Rating: 2 (vac suit)
  Str 11, Dex 12, Con 11, Int 12, Wis 12, Cha 12, Edu 12, Soc 10
  SV Fort +3; Ref+4; Will +7; Atk +5;
  ATTACKS:
  Weapon
  Hit
  Damage
  Rng-M
  Crit
  ROF
  Rnds
  Laser 
  Pistol
  +5
  2d10
  36
  20 x2
  1
  25
  Broad-
  sword
  +5
  2d6
  --
  19
  --
  --
  Skills: Pilot +12, T/Computer +12, Gambling +12, Leader +12, T/Astrogation +12, T/
  Communications +12, Survival +12, Bribery +12.
  Feats: Armor (light, vac suit), Weapons Proficiency (swordsman, marksman, lasers), 
  Command Presence, Zero-G/Low-G Adaptation, Vessel (starship, ship’s boat), Ship’s 
  Tactics.
  Equipment: vac suit-12, laser pistol, broadsword.
  CT: Raidermarch Navy Captain 5 Terms: 787997
  Skills: Pilot-2, Leader-2, Computer-1, Navigation-1, Broadsword-1, Gambling-1 Survival-
  1, Bribery-1, Zero-G-Cmbt-1, Ship Tactics-1, Ship’s Boat-1, Vac suit-0.
  RAIDERMARCH SHIP GUNNERS/SECURITY
  T20: (Navy level 3) TL12 Medium human
  Stamina 15, Lifeblood 11; Init +0; Speed 6 m (4 squares);
  Armor Class: 12 (+2 vac suit), Armor Rating: 2 (vac suit)
  Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10, Edu 10, Soc 8
  SV Fort +1; Ref+1; Will +3; Atk +1;
  Weapon
  Hit
  Damage
  Rng-M
  Crit
  ROF
  Rnds
  Laser
  Rifle
  +1
  3d10
  60
  20 x2
  1
  100
  Snub 
  Pistol
  +1
  1d10
  18
  20 x2
  1
  15
  Fist
  +1
  1d3
  --
  20
  --
  --
  Skills: Pilot +6, T/Computer +6, Survival +6, T/Communications +6, T/Sensors+6, 
  Gunnery+6, Forward Observer +6.
  Feats: Armor (light, vac suit), Weapons Proficiency (marksman, lasers, ship’s weapons), 
  Zero-G/Low-G Adaptation, Vessel (grav), Heavy Metal.
  Equipment: vac suit-12, Snub Pistol, Laser Rifle.
  Note: Raidermarch engineers are identical to the above except T/Sensors is replaced with 
  T/Engineering, T/Communications is replaced with T/Electronic and Forward Observer is 
  replaced with T/Mechanical.
  For feats, Engineers have Heavy Metal replaced with Damage Control and ship’s weapons 
  proficiency replaced with Gearhead.
  CT: Raidermarch Navy Gunners/Security 2 Terms: 7889776
  Skills: Gunnery-1, Grav-Vehicle-1, Computer-1, Laser Weapons-1, Zero-G-Cmbt-1, Vac 
  suit-0.
  CT: Raidermarch Navy Engineers 2 Terms: 788776
  Skills: Engineering-1, Grav-Vehicle-1, Computer-1, Laser Weapons-1, Electronic-1, Vac 
  suit-0.
  ZARKHAKUGSI CAPTAIN LIRASS EACKIN, COMMANDER OF THE 
  ZARKHAKUGSI REMNANTS AT THE STARPORT
  T20: (Army level 6) TL8 Medium human
  Stamina 36, Lifeblood 11; Init +1; Speed 6 m (4 squares);
  Armor Class: 17 (+6 cloth, +1 Dex), Armor Rating: 6 (cloth)
  Str 11, Dex 12, Con 11, Int 12, Wis 11, Cha 12, Edu 11, Soc 12
  SV Fort +2; Ref+6; Will +2; Atk +5
  ATTACKS:
  Weapon
  Hit
  Damage
  Rng-M
  Crit
  ROF
  Rnds
  Autorifle
  +7
  1d12
  60
  20 x2
  1/4
  20
  Fist
  +6
  1d3
  --
  20
  --
  --
  Bayonet
  +6
  1d8
  --
  20 x2
  --
  --
  Skills: Spot +9, Driving +9, Survival +9, Forward Observer +9, Demolitions +9, Leader 
  +9.
  Feats: Armor (Medium, Light), Weapons proficiency (marksman, combat rifleman), Vessel 
  (wheeled), Weapon Focus (auto rifle), Tactics I, Tactics II, Command Presence.
  Equipment: Cloth, Auto Rifle, medium range communicator, bayonet.
  CT: Army Captain 4 Terms: 787889
  Skills: Leader-2, Tactics-2, Combat Rifleman-1, Forward Observer-1, Survival-1, Wheeled 
  Vehicle-1, Recon-1, Demolitions-1.
  I
  
  - 39 -
  MPERIAL CAPTAIN BARON JANUS DIBEER
  T20: (Navy level 9) TL14 Medium human
  Stamina 40, Lifeblood 12; Init +1; Speed 6 m (4 squares);
  Armor Class: 13 (+2 vac suit, +1 Dex), Armor Rating: 2 (vac suit)
  Str 11, Dex 12, Con 12, Int 12, Wis 12, Cha 12, Edu 12, Soc 18
  SV Fort +4; Ref+4; Will +7; Atk +5;
  ATTACKS:
  Weapon
  Hit
  Damage
  Rng-M
  Crit
  ROF
  Rnds
  Laser 
  Pistol
  +6
  2d10
  36
  20 x2
  1
  25
  Cutlass
  +6
  1d8
  --
  18
  --
  --
  Skills: Pilot +12, T/
  Computer +12, P/Administration +12, Leader +12, T/Astrogation +12, T/Communications 
  +12, T/Sensors +12, Liaison +13.
  Feats: Armor (light, vac suit), Weapons Proficiency (laser, marksman), Command 
  Presence, Zero-G/Low-G Adaptation, Vessel (starship, ship’s boat), Ship’s Tactics, Fleet 
  Tactics, Natural Born Leader.
  Equipment: vac suit-14, laser pistol, ceremonial cutlass.
  CT: Imperial Navy Captain 6 Terms: 78899C
  Skills: Pilot-2, Admin-2, Leader-2, Laser Weapons-1, Zero-G-Cmbt-1, Computer-1, 
  Navigation-1, Ship Tactics-1, Fleet Tactics-1, Laison-1, Ship’s Boat-1, Vac suit-0.
  
  - 40 -
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  - 41 -
  Open Gaming Information
  OPEN GAME CONTENT
  Except as specified as Product Identity (see below and section 1e of the OGL) or 
  Trademarks (see below and section 1f of the OGL), the following material is considered 
  Open Game Content under section 1d of the OGL:
   • EPIC Adventure format; pages 5-6
   • Rewards and Advancement; pages 6-7
   • The Stat Blocks of Lepauer’s Creatures; pages 30-31
   • All NPCs from the Cast of Characters; pages 38-40
   • The starship data blocks under the Starships section; pages 36-37
   • Any paragraph or section beginning with T20:
  It is the express intent of QLI that all classes, feats, skills, and other rules that are 
  derivative of the d20 SRD and other Open Game Content be released and added to the 
  existing body of Open Game Content for free use under the principals and requirements 
  of the Open Game License. Those sections that are solely derived from the original 
  Traveller canon works, such as the vehicle and starship design, or the world building rules 
  remain closed content and are not considered Open Game Content. Specifically anything 
  immediately preceded with the marker CT: is closed content.
  PRODUCT IDENTITY
  In addition to the items specified under section 1e of the Open Game License, the 
  following terms and titles are also reserved as Product Identity. A copy of the Open Game 
  License can be found below:
  Gateway Domain, Third Imperium, Glimmerdrift-Reaches, Glimmerdrift Trade Consortium, 
  The Raidermarch, Williamsburg Subsector, Ley Sector, Crucis Margin, Zarkhakugsi.
  OPEN GAME LICENSE
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; 
  (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this 
  License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) 
  “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, 
  copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may 
  only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may 
  be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to 
  any Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use 
  of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of 
  any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are 
  Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized 
  version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open 
  Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 
  30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based 
  on original material by E. Gary Gygax and Dave Arneson.
  T20 – The Traveller’s Handbook Copyright 2002, QuikLink Interactive, Inc. Traveller is a trademark of Far Future Enterprises and is 
  used under license
  Traveller’s Aide #1 Copyright 2002, QuikLink Interactive, Inc. Traveller is a registered trademark of Far Future Enterprises and used 
  under license.
  Traveller’s Aide #4 – 76 Gunmen, Copyright ©2003 QuikLink Interactive, Inc.
  EPIC Adventure #6 – Mercenary Cruiser, Copyright ©2004 QuikLink Interactive, Inc.
  
SOURCE: textdata/thevault/Traveller/Traveller d20/EA0006 Epic Adventure 6 Mercenary Cruiser.pdf