TEXT: -  -
  TRAVELLER
  1248 Starships 1
  Small Merchant Ships
  
  1248 StarShipS 1: Small merchant ShipS
  a SUpplement FOr TRAVELLER
  Science FictiOn adventUre in the Far FUtUre
  Based on the award-winning Traveller game universe created by Marc Miller
  creditS
  admiral of the imperial Grand Fleet
  Martin J. Dougherty 
  naval historians
  Marc Miller
  William Andersen
  design artist
  Bryan Gibson
  deckplans
  Michael Taylor
  chief naval architects
  Michael Taylor
  Omer Golan
      avenger enterprises is the private venture of Martin J Dougherty, author of the Traveller 1248 sourcebooks.
      Avenger’s products are available from www.comstar-games.com/traveller. 
      Avenger’s forums are located at http://www.traveller.comstar-games.com.
  Copyright ©2006 Avenger Enteprises in Association with Comstar Media LLC. All rights reserved.
  Traveller is a trademark of Far Future Enterprises and is used under license.
   2 3 4 5 6 7 8 9 0
  
  taBle OF cOntentS
   
  4  
  About this Book
  6  
  Wilds Free Trader
  9  
  Wilds Far Trader
   
  Subsidized Merchant
  4 
  Frontier Trader
  7 
  Star systems in 248:Latasel/Gushemege
  8 
  Map of Beta Quadrant of Gushemege Sector
  
  - 4 -
  aBOUt thiS BOOK
   
  This book contains starship designs for use with Traveller 
  or any other science-fiction game system. It is specific to 
  the New Era 248 setting, but with minimal alterations most 
  designs can transplanted to another Traveller milieu or SF 
  game setting.  This book is the first of a line of starship 
  supplements for the Traveller 248 setting. Each book 
  includes a description of a star system in 248 space and 
  an adventure seed where a ship or ships in the book can be 
  used.
     The 1248 game setting builds upon events in the Official 
  Traveller Universe described in the MegaTraveller and 
  Traveller: The New Era editions of the game, but possession 
  of these is not necessary. 
  Statistics are presented using the Second Edition of Classic 
  Traveller’s High Guard system. Individual Referees may of 
  course choose to make different assumptions, depending on 
  what rules set is in use. This will have little impact on the vast 
  majority of games. 
   
  What YOU need tO plaY
  Please note that Starships and Spacecraft of the New Era 
  is not a standalone game. It requires that you have access 
  to a set of Traveller rules. Any set of rules can be used, but 
  as noted above the default is the Classic Traveller system, 
  published by Far Future Enterprises. The Traveller 248 
  setting is published by Avenger Enterprises in association 
  with Comstar Media (www.comstar-games.com/traveller).
  You will require a set of Classic Traveller rules that 
  incorporates Classic Traveller Book 5: High Guard in order to 
  interpret the statistics for each starship found in this book.
  You will also require:
  • One or more six-sided dice.
  • 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.
  Space travel in the neW era 
  Interstellar travel was commonplace across all of Charted 
  Space until the Civil War that wrecked the Third Imperium and 
  brought about the Collapse. The great battles of 6-30 
  wrecked the fleets of all factions while raids and planetary 
  bombardment destroyed ports, shipbuilding facilities and 
  industrial complexes that might have made good the loss. 
  The merchant fleets fell victim to piracy, commerce raiding 
  and the natural wear and tear of operating without adequate 
  dockyard support. 
  Those ships that survived were further diminished by 
  the Viral Plague that began in 30 and raged across the 
  former Imperium for decades. Fleets and system defense 
  squadrons were thrown down to blunt the onslaught of 
  Vampire ships and fleets, or became infected with Virus and 
  turned on their owners. A few pockets survived more or less 
  intact and struggled to maintain a fleet for local security, but 
  with each passing year it became harder even to maintain 
  security, let alone launch expeditions out into the Wilds to 
  explore, trade or conquer.
  After the Viral Plague burned itself out for lack of new 
  victims, interstellar travel remained extremely hazardous. 
  Not only were space travellers at risk from Vampire ships 
  (i.e. those infected with the AI Virus) but many societies had 
  become xenophobic or technophobic as a result of their 
  ordeal. Others were so desperate for working starships that 
  they would murder visiting crews at the first opportunity.
  As the dust of the Civil War settled and the Vampire 
  threat became less imminent, ships of the various survivor 
  worlds and powers began to venture back out, seeking trade 
  and contact, and in some cases conquest. Gradually the 
  boundary of the Wilds was rolled back a little as the number 
  of ‘safe’ systems increased. Trade began to pick up around 
  200 or so, and long-range expeditions began to recontact 
  worlds that had not seen a friendly starship for decades. 
  However, the wars that wracked the former Imperium 
  from 200 to 248 set back the recovery by many decades. 
  The carefully husbanded fleets of the Fourth Imperium, the 
  Regency, the Terran Commonwealth and others were fought 
  to extinction against first the Black Imperium and then the 
  Grand Dominate of the Gods of Thunder. 
  Today, what little remains of the navies of the various 
  factions are terribly overstretched. They must somehow 
  balance local defense and policing of traffic against the need 
  to prevent a resurgence of the Dominate in Gateway sector. 
  They must patrol systems for smugglers and pirates, deal 
  with Vampire ships and rogue traders, and they must secure 
  their borders against other survivor states that might take 
  advantage of their weakness. In this environment, space 
  travel can be hazardous indeed. 
  Within the ‘safe’ areas patrolled by the various survivor 
  state navies, civilian ships still come to grief far more often 
  than in the old days of the Third Imperium. Out in the Wilds, 
  things are much worse. There are so many threats that 
  virtually all ships are not only armed but instantly ready to fire 
  on a suspect vessel. This leads in turn to many unfortunate 
  incidents that simply would not occur in civilized space. 
  Yet interstellar commerce is vital to the survival of all 
  states. There is salvage to be had on dead worlds that can 
  accelerate the recovery of a planet by decades. And of 
  course there are fortunes to be made in the Wilds by those 
  with the wits, daring and weaponry to brave this dangerous 
  frontier. Space and interstellar travel is so important that 
  virtually any state, world or organization that can, will obtain 
  vessels of some kind. These range from shiny new-build 
  high-tech starships to patched-up relics dating back 300 
  years or more. Low-tech substitutes for old Imperial designs 
  are common, though not always very successful.
  the imperial leGacY
  Many classes of vessel have been in use for centuries. 
  Indeed, some designs date back to the First Imperium. Tens of 
  thousands of ships of these classes were manufactured, and 
  parts for them were standard components available almost 
  
  - 5 -
  age of Ship 
  annual cost
  -0 Years 
  0.05% of cost of ship new
  -30 Years 
  0.% of cost of ship new
  3-40 Years 
  0.5% of cost of ship new
  4-50 Years 
  0.75% of cost of ship new
  5+ Years 
  0.2% of cost of ship new
  additiOnal cOmpOnentS
  An additional component has been defined for these 
  designs: a 2 ton Galley, costing MCr0.. This component is 
  defined because of the very real need for such a component 
  in any kind of starship, and so has been added to these High 
  Guard designs.
  Small merchant ShipS
  Small merchant ships are the lifeblood of trade between 
  the stars. The following designs are commonly enountered 
  in the more civilized regions of charted space, although more 
  heavily armed examples can also be found in the the Wilds.
  anywhere. As technology advanced, updated versions of the 
  same ships appeared in some cases, but as often as not the 
  design remained unaltered throughout the centuries. 
  The majority of these ships were lost in the collapse of 
  the Third Imperium, but there were so many of them that 
  significant numbers survived. Some of these ‘relic’ ships are 
  still in service today, albeit patched together with whatever 
  parts could be found out in the Wilds. 
  Additionally, the prevalence of these standard designs 
  was such that any world that found itself able to construct 
  or reactivate space vessels was likely to use the standard 
  designs as a basis. Components might be higher or (more 
  often) lower technology but the overall design would be 
  similar in form and function to one of the standard Imperial 
  designs. 
  This means that today, most ships encountered in the Wilds 
  are likely to conform at least vaguely to the standard designs 
  presented in other versions of Traveller. Some strange 
  hybrids will be encountered, and the occasional monstrosity 
  welded together from two or more different hulls, but only the 
  most stable and well-developed worlds will have the ability 
  to new-build vessels – and most of those that do will tend to 
  stick with standard designs tailored to local needs or using 
  local resources. 
  StarShip cOStS
  The costs of ships noted are as newly built. In the 1248 
  era, most ships are years or decades old, and can therefore 
  be purchased (complete with obligitory quirks and problems) 
  for a fraction of the new cost. The table below provides 
  guidelines on second hand purchase costs, and may be 
  used for any type of ship, small craft or starship.
  The table below shows the discounts available for buying 
  used.
  age of Ship 
  discount over new price
  5 years 
  5%
  0 years 
  5%
  5 years 
  20%
  20 years 
  25%
  25 years 
  30%
  30 years 
  35%
  35 years 
  40%
  40 years+ 
  50%
  Maintenance for second hand ships is an issue. As the age 
  of a ship increases, so does the maintenance costs. These 
  costs are outlined in the maintenance costs section.
  maintenance cOStS
  Maintaining a ship costs money, and the older the ship, the 
  more it costs. Annual maintenance must be undertaken each 
  year, and takes two weeks at an A or B class starport. Missing 
  this maintenance check increases the risk of malfunctions.
  
  - 6 -
  Free traderS and Far traderS
  Type A, A1 and A2 traders plus their various equivalent designs such as the Jayhawk and Beowulf, were extremely 
  common at the fall of the Third Imperium, and many examples survive to this day. Those that have not been converted to 
  other roles (system defense, sublight freighting, etc), are generally in poor condition at best and contain a mix of systems 
  from different tech levels. Almost all ‘Wilds Traders’ are armed with at least a mid-tech missile launcher. 
  tl-9 200 tOn WildS Free trader
  A basic merchant ship design that has remained unchanged for centuries, the free trader is a simple ship designed to 
  ply the Jump- routes in search of cargo that the large corporate freighters may have missed. Free Traders are commonly 
  seen in frontier and sparsely populated regions of space. Capable of Jump- and -G maneuver, free traders are usually 
  armed in the 1248 era. The example below is a typical 1248 era free trader with a low tech fission reactor and other low 
  tech equipment.
  tl-9 200 tOn Free trader
  USp         A-2-020000-0000-0 MCr76.09 200 Tons
  Bat Bear                                
       
  Crew: 5
  Bat                   
                    
       
  TL: 9
  Cargo: 83 Passengers: 7 Low: 20 Fuel: 22 EP: 2 Agility: 
  Fuel Treatment: Fuel Scoops and On Board Fuel Purification
  Architects Fee: MCr0.76   Cost in Quantity: MCr60.87
  hUll
  200 tons standard, 2,800 cubic meters, Wedge Configuration (Streamlined)
  creW
  Pilot, Engineer, Steward, Medic, Gunner
  enGineerinG
  Jump-, G Manuever, Power plant-, 2 EP, Agility 
  aviOnicS
  Bridge, Model/ Computer
  hardpOintS
   Hardpoint
  armament
  1 Dual Mixed Turret with: 1 Missile Rack (Factor-1).
  deFenceS
   Sandcaster in the Mixed Turret, organised into  Battery (Factor-2)
  craFt
  None
  FUel
  22 Tons Fuel ( parsecs jump and 28 days endurance)
  On Board Fuel Scoops, On Board Fuel Purification Plant
  miScellaneOUS
  0 Staterooms, 20 Low Berths, 7 High Passengers, 20 Low Passengers, 83 Tons Cargo
  USer deFined cOmpOnentS
   Galley (2 tons, Cost MCr0.)
  cOSt
  MCr76.85 Singly (incl. Architects fees of MCr 0.76), MCr60.87 in Quantity
  cOnStrUctiOn time
  57 Weeks Singly, 46 Weeks in Quantity
  
  - 7 -
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  - 8 -
  A 200 ton Wilds Free Trader with two turrets.
  
  - 9 -
  WildS Far trader
  A longer ranged version of the free trader, the far trader in 248 has the same hull form as the free trader for the sake 
  of ease of manufacture, has Jump-2 capability and is better able to reach isolated star systems than a free trader. The 
  downside is that the far trader has a lower cargo capacity than a free trader. 
  tl-11 200 tOn WildS Far trader
  USp         A2-21212R1-030000-00001-0 MCr101.98 200 Tons
  Bat Bear                                            Crew: 5
  Bat                    
                                 TL: 
  Cargo: 62 Passengers: 7 Low: 6 Fuel: 44 EP: 4 Agility: 
  Fuel Treatment: Fuel Scoops and On Board Fuel Purification
  Architects Fee: MCr.02   Cost in Quantity: MCr8.59
  hUll
  200 tons standard, 2,800 cubic meters, Wedge Configuration (Streamlined)
  creW
  Pilot, Engineer, Steward, Medic, Gunner
  enGineerinG
  Jump-2, G Manuever, Power plant-2, 4 EP, Agility 
  aviOnicS
  Bridge, Model/bis Computer
  hardpOintS
   Hardpoint
  armament
  1 Dual Mixed Turret with: 1 Missile Rack (Factor-1).
  deFenceS
   Sandcaster in the Mixed Turret, organised into  Battery (Factor-3)
  craFt
  None
  FUel
  44 Tons Fuel (2 parsecs jump and 28 days endurance)
  On Board Fuel Scoops, On Board Fuel Purification Plant
  miScellaneOUS
  0 Staterooms, 6 Low Berths, 7 High Passengers, 6 Low Passengers, 62 Tons Cargo
  USer deFined cOmpOnentS
   Galley (2 tons, Cost MCr0.)
  cOSt
  MCr02 Singly (incl. Architects fees of MCr.02), MCr8.59 in Quantity
  cOnStrUctiOn time
  57 Weeks Singly, 46 Weeks in Quantity
  
  - 0 -
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  -  -
  SUBSidized merchantS
  Another extremely common ship design, the Type R ‘Fat Trader’ dates from the Vilani Imperium and epitomizes the 
  ‘cargo van’ approach to starship design. The class has plenty of space to allow refitting for whatever role seems necessary. 
  Examples have been encountered operating fighters out of the cavernous cargo bay as a sort of pocket carrier, as exploration 
  ships or with the cargo bay filled with salvage equipment. However, the class is most useful in its original role as a freighter 
  serving a regular route where its cargo holds can be filled more or less completely on each run. More Fat Traders are 
  encountered in their original role than any other class. The 248 design differs slightly from the “golden age” era model, with 
  a very simple internal layout. Only one aft cargo door is fitted, and the cargo bay is lined with drive rooms and fuel storage. 
  The bow of the lower deck contains the Jump drive, powerplant and low berths, as well as an elevator to the upper deck. 
  The upper deck contains all the living quarters, computer and bridge, as well as access to the 20 ton Launch.
  The design below represents a system-defense or expedient warship conversion that may be encountered.  However, the 
  Subsidized Merchant will always remain a cargo ship. Even with additional redundant systems and some armor bolted on, 
  it remains a large, slow, fragile target that is only used because nothing better is available. Ideally the vessel relies on its 
  boat and brood of fighters to detect and engage targets while it stands off and supports them with missile fire. If engaged in 
  direct combat, vessels such as this rarely last long.
  Subsidized merchants are common merchant ships usually seen hauling cargo and passengers on set routes that are 
  subsidized by planetary governments. A government will issue a proposal for a route between 2 to 2 worlds to be serviced 
  by a subsidized merchant, in partnership with a private company or group.
  tl-9 400 tOn SUBSidized merchant With FiGhter BrOOd
  USp         R1-4211112-020000-00001-0 MCr139.45 400 Tons
  Bat Bear                                         3   Crew: 9
  Bat                   
                     
     3   TL: 9
  Cargo: 213 (153 if carrying fighters) Passengers: 5 Low: 10 Fuel: 44 EP: 4 Agility: 1
  Craft: x 20T Launch, 4x 5T Fighters (not included in price)
  Fuel Treatment: Fuel Scoops and On Board Fuel Purification
  Architects Fee: MCr.4   Cost in Quantity: MCr.56
  hUll
  400 tons standard, 5,600 cubic meters, Cone Configuration (Streamlined)
  creW
  Pilot, Navigator, Engineer, Steward, Medic, 4 Gunners, 5 Craft Pilots, 5 Craft Mechanics
  enGineerinG
  Jump-, G Manuever, Power plant-, 4 EP, Agility 
  AVIONICS
  Bridge, Model/ Computer
  hardpOintS
  4 Hardpoints
  armament
  3 Single Missile Turrets organised into 3 Batteries (Factor-)
  deFenceS
   Single Sandcaster Turret organised into  Battery (Factor-2)
  craFt
  x 20-ton Launch (Crew of ), not included in price
  4x 5-ton Fighters (Crew of ), not included in price
  FUel
  44 Tons Fuel ( parsecs jump and 28 days endurance)
  On Board Fuel Scoops, On Board Fuel Purification Plant
  miScellaneOUS
  14 Staterooms, 10 Low Berths, 5 High Passengers, 10 Low Passengers, 213 Tons Cargo (153 if carrying fighters)
  USer deFined cOmpOnentS
  x Galley (2 tons, Cost MCr0.)
  cOSt
  MCr4.05 Singly (incl. Architects fees of MCr.4), MCr.72 in Quantity
  cOnStrUctiOn time
  82 Weeks Singly, 65 Weeks in Quantity
  
  - 2 -
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  - 3 -
  
  - 4 -
  FrOntier traderS
  Trans-border missions and trading expeditions out into the Wilds remain fraught with risk. The standard small merchant 
  ships, while commercially efficient, are not ideally suited to such a high-risk environment. To encourage frontier trade, 
  Imperial ship designers created the Type AF Jump-2 Frontier Trader. Constructed at TL11, the rugged little 300t trader is not 
  a match for, say a Type A or even an A2 in a trade war, but it is far more likely to come back from a Wilds expedition. The 
  class has three hardpoints and it is very rare to encounter one with less than the full complement of turrets.
  The internal arrangement consists of a lower deck with bridge, two separate cargo bays with loading doors each side, and 
  powerplant and drives aft. Living quarters and the majority of fuel are located on the upper B deck.
  An area to store missiles is fitted, though it is often used as additional cargo space, and many owners choose a mainly 
  missile armament allowing a heavy punch or the chance to run away while a hostile vessel deals with a missile salvo.
  tl-11 300 tOn FrOntier trader
  USp         AF-36222R1-030000-10002-0 MCr137.83 300 Tons
  Bat Bear                                       2    Crew: 9
  Bat                                                  2    TL: 
  Cargo: 6 Passengers: 6 Low: 6 Fuel: 66 EP: 6 Agility:  Pulse Laser
  Fuel Treatment: Fuel Scoops and On Board Fuel Purification
  Architects Fee: MCr.38   Cost in Quantity: MCr0.27
  hUll
  300 tons standard, 4,200 cubic meters, Flattened Sphere Configuration (Streamlined)
  creW
  Pilot, Navigator, 2 Engineers, Steward, Medic, 3 Gunners
  enGineerinG
  Jump-2, 2G Manuever, Power plant-2, 6 EP, Agility 
  aviOnicS
  Bridge, Model/bis Computer
  hardpOintS
  3 Hardpoints
  armament
  x Dual Mixed Turret with:  Pulse Laser (Factor-)
  2x Triple Missile Turrets, organized into 2 Batteries (Factor-2)
  deFenceS
  x Sandcaster in the Mixed Turret, organised into  Battery (Factor-3)
  craFt
  None
  FUel
  66 Tons Fuel (2 parsecs jump and 28 days endurance)
  On Board Fuel Scoops, On Board Fuel Purification Plant
  miScellaneOUS
   Staterooms, 6 Low Berths, 6 High Passengers, 6 Low Passengers, 6 Tons Cargo
  USer deFined cOmpOnentS
   Galley (2 tons, Cost MCr0.)
  cOSt
  MCr39.2 Singly (incl. Architects fees of MCr.38), MCr0.27 in Quantity
  cOnStrUctiOn time
  7 Weeks Singly, 57 Weeks in Quantity
  
  - 5 -
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  - 6 -
  A frontier trader unloading cargo at Latasel Downport.
  
  - 7 -
  Star SYStemS in 1248:
  lataSel/GUShemeGe
  Latasel (32 B4577AB-7) is an agricultural world on the 
  Coreward-Trailing fringe of the Fourth Imperium. A fairly 
  well-populated world which has retained a broad mid-tech 
  base, Latasel is becoming something of a breadbasket for 
  the surrounding systems.
  Latasel is the only habitable planet in a fairly empty 
  system, with no gas giants and no planetoid belts. A fairly 
  wet world, Latasel is very fertile, though this has been a 
  mixed blessing. For much of the year the thin atmosphere 
  is tainted by airborne spores from the vast floating rafts of 
  seaweed that clog up many bays and shallow areas. The 
  taint is less serious inland and in winter, but filter masks are 
  still advisable as the spores can cause respiratory problems 
  in humans but, curiously, not in Vargr.
  Latasel has a population of some seventy million, of whom 
  about a hundred thousand are Vargr. Some of the latter 
  are settlers from various worlds across the region, who 
  have come to Latasel to join one of the largest and most 
  ‘charismatic’ Vargr communities in the Fourth Imperium. 
  The world is unified under the rule of Jicondo Remaii, a 
  charismatic dictator who holds the official post of President 
  for the Interim but in practice has been sole dictator for forty 
  years. Law are tight and punishments harsh, with a death 
  penalty imposed for many seemingly  minor crimes. This is 
  often commuted to service in a penal unit. These are never 
  armed combat units but conduct hard and dangerous tasks 
  including counter-Virus work, mining in dangerous areas and 
  salvage work on recovered artefacts.
  The President for the Interim has repeatedly been accused 
  of abusing Sentients’ Rights, and usually responds by laughing 
  in the accuser’s face. His official policy is that society is built 
  on order and laws merely enforce a code of conduct that 
  exists for the common good. If an individual chooses to act 
  against the common good and to the detriment of his fellow 
  citizens, he is saying that the code (and therefore laws) do 
  not apply to him. Since sentients’ rights are enshrined in 
  these laws, the criminal effectively gives up his rights when 
  he defies the body of law that protects him.
  This rather hard line does not seem to bother the Imperium. 
  President Remaii has been nominated to the Moot as a 
  Marquis, and this is likely to be conferred within a year or 
  two. 
  Much of the world’s population dwell in cities of a million or 
  two inhabitants, each surrounded by a broad belt of farmland 
  which provides much of the world’s exports. Outlying farms 
  are common, though these more normally take the form of a 
  large multi-family community than a single landholder.
  Latasel’s B-class starport is a major success story. 
  Constructed using only local resources and salvage, the port 
  is now a thriving trade nexus and home to a small flotilla of 
  freighters which ply semi-regular routes in the surrounding 
  area. The port exists in direct competition with the B-class port 
  at Gvae, and this has led to some ill-feeling with Gvaeport’s 
  operators, a private corporation named Development Ports 
  LIC.
  Latasel sees a lot of traffic headed Coreward into the less 
  developed regions and beyond the Imperium, and maintains 
  excellent recreation facilities for crews wearied by long hauls 
  upsector and into the frontiers. 
  For defence, Latasel has obtained a handful of TL9 System 
  Defence Boats and several small orbital forts armed with 
  missile launchers. These are backed by a large force of 
  torpedo craft. The latter is unusual as these craft are virtually 
  suicidal to operate in combat. However, they have been 
  bought up as other worlds put them into reserve and are 
  crewed by determined individuals (most of them Vargr) who 
  wear a version of the old Usdiki Torpedo Service uniform with 
  great pride. 
  Latasel contributes two mid-tech ‘security’ battalions to 
  the Imperial Army. These lightly-equipped formations are 
  deployed in company-sized peacekeeping units across the 
  sector and are highly effective in the urban combat/counter-
  insurgency role. The rest of the planetary armed forces are 
  quite similar, being light formations designed to defend the 
  towns and cities rather than fight major actions in the open. 
  The exception to this is the Presidential Guard Brigade, 
  which is equipped as TL9 Lift Infantry with a single Grav 
  Cavalry company in support. This formation acts as a fire 
  brigade for serious incidents (which are rare). It is efficient 
  enough that the traditionally all-Vargr Third Battalion 
  contributes one company to an elite formation of the Imperial 
  Army on a rotating basis. 
  Latasel has been targeted for investment by the 
  Reconstruction Service and is using this to try to uplift its 
  technological level. In return, it sends large numbers of 
  competent mid-tech personnel out to join the Reconstruction 
  Service, and also operates some ‘goodwill’ local assistance 
  programmes. 
  Latasel is seen as a team player in Imperial affairs, and is 
  emerging as a regional leader. It is possible that the dictator 
  may end his days as a Count in charge of several Imperial 
  worlds, though not all neighbouring worlds would enjoy the 
  sort of hard-line stability this would provide. 
  
  - 8 -
  
  - 9 -
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SOURCE: textdata/thevault/Traveller/Traveller d20/CSRT0029 1248 - Starships 1 Small Merchants.pdf