TEXT: - 
  Approved For Use With 
  TRAVEL 1 ERT
  kbc&ic~ion A b w e  in 
  the Far Future 
  Adventure Class Ships, Volume 2 
  Lord Somerset Subsidized Liner 
  Kiiallurn Patrol Frigate 
  Fanzhienz Far Trader 
  Stayaow Aslan Combat Scout 
  Kurgulash Medical Scout 
  Port of Call Free Trader 
  Lady of Shallotf Yacht 
  Eshpadir Orbital Installation 
  Endeavour Solomani Patrol Frigate Explorer Survey Cruiser 
  Various Small Craft 
  Includes 
  Adventure Class Ships Volume 11, Book 1 - 
  Adventure Class Ships Volume 11, Book 2- 
  Edited to include Deck Plan Images within the text. 
  El 
  G A M E S  
  
  Adventure Class Ships Vol. /I 
  Book 7 
  
  Introduction 
  The ten starships on these pages are examples of Adventure Class 
  Ships-vessels which may be encountered in the course of routine adventure 
  for Traveller. They may be owned by player-characters, provide a means of 
  commercial transportation for them, or belong to opponents who are set 
  against the characters. 
  Uses of these ships are very much up to the referee and the players. 
  They provide, however, many unusual opponunities for a variety of encoun- 
  ters and adventures. 
  We hope you enjoy this offering of Adventure Class Ships. Look for 
  Volume 3 and for other FASA ship deck plan products coming in future 
  months. Look also for FASA adventures such as Fate of the Sky Raiders 
  (which uses the Explorer class Survey Cruiser) and The Starhlekh Report 
  (utilizing the Fanzhienz class far trader) wbich give you the opportunity 
  to use these vessels in adventure situations. 
  Good luck ... and good travellingl 
  4 Copyright O 2009 Far Future Enterprises 
  UPDATED AND RE-EDITED 
  The text of this book has been raedited to correct obvious errors, 
  and reformatted to include smaller deck plans for reference. The Deck 
  Plans have been edited for clarii. 
  Credits: 
  Concept and design of the Alexandria Class Free Trader by Robert Caswell. 
  Concepts and basic designs for the Subsidized Liner, Patrol Cruiser, and 
  Yacht by the staff of Game Designers' Workshop. 
  Development by J: Andrew Keith and William H. Keith, Jr. 
  Concepts and designs for the Fanzhienz class Far Trader, the Kurgilash 
  Medical Scout, the Stayaow class combat Scout, the Explorer class Survey 
  Cruiser, the Eshpidar orbital facility, the Endeavor class Patrol Frigate, and 
  the various small craft by J. Andrew Keith. 
  Booklet written by J. Andrew Keith. 
  Deck plans by Jordan Weisman 
  Illustrations by William H. Keith, Jr. 
  Development Assistance by John Harshman 
  
  m' 
  haar Kila alum Class 
  I 
  Patrol Ship 
  . 
  T-4134432-~30002-0 MCr221.04 
  400 tons 
  Battgries bearing 2 
  2 
  Crew10 
  Batteries 
  2 
  2 
  TL=t 2 
  Passengers4 Low4 Cargo=M) 
  Fuel=l60 
  EPf t 6 Agil lty=2 
  Marlnes=8 1 G-Carrier 1 Ship's Boat 
  Tonnage: 
  400 tons (standard). 5800 cubic meters. 
  Crew: 
  4 officers, 6 ratinp, 8 marines. 
  Performance: Jump3. 4-6. Power Plant-4. 16 EP. Agility 2. 
  Electronics: 
  Modell3 computer. 
  Hardpoints: 
  Four hardpofnts. 
  Armaments: 
  Two triple laser turrets, two triple missile turrets, aach 
  firing independently. 
  Defenses: 
  None. 
  Craft: 
  One ship's boat. One G-Carrier. 
  Fuel Treatment: Fud mops installed. No purification plant 
  a t :  
  0221.04 (Standard design 1. 
  Construction Time: I8 months (standard design). 
  Comments: The Lumhaar Kitadurn class of patrol Shim are often 
  employed by local planetary navies or taw enforcement authorities for 
  in-system polla work; they'are frequently encountered ss revenue cutters, 
  customs enforcement v~sels, and in similar roles. In addition, the ship is 
  wmmonl y employed by l mperial sobsector f lee'ts and other large formations 
  for patrol, security, and remn duties. A versatile hip, the patrol cruiser is 
  efficient in almost any role. 
  As the deck plans show, there am two half decks and one full deck 
  for the Type T Cruiser. The upper half deck contains the docking bays for the 
  ship's boat, the G-Carrier, and APC mounting a heavy support weapon (usual- 
  ly a fusion or plasma gun, though iasen are usually mounted on those of Tech 
  Level 910 vehicles). 
  Below the deck is the main deck which holds the bridge, most quar- 
  ters, and engineering spaces. Fuel is stored in the ship's smplng wings. 
  The Iower deck, containing additional engineering spaces and eargo, is also 
  a half-deck. 
  Twin laser turrets, are mounted atop ?he needle-like main hul I. forward 
  of the wings. The missile racks are on the upper half-deck fonnrard of the 
  vehicle bay and are W i g n d  as fixed-firing launchers rather than turrets. 
  T Patrol 
  
  ,!4.& 
  mvm. 
  - Q  
  0 T Q '  
  Dm% B 
  Ci 
  .a Q O 
  mlaEH 
  u 
  L urushaar Kilaalum Class 
  Patrol Cruiser 
  I 
  ~ 
  I 
  I 
  I 
  
  Lady of Shallott Class 
  Yacht 
  Y-2411111-000000-00000-0 MCr51.057 200 tons 
  Crew=4 
  Passengers-9 
  Low=O 
  Cargo=l 1 
  EP=2 Agility=l 
  Fuel=M 
  1 ATV. 
  1 Air/Raft 
  1 Ship's Boat TL=9 
  Tonnage: 
  200 tons (standard). 2800 cubic meters. 
  Crew: 
  4. Pilot, Engineer, Medic, Steward. Provision for 
  owner and 8 guests. 
  Performance: 
  Jumpl. 1-G. Power Plant-1.~2 EP. Agility 1. 
  Electronics: 
  Modelll computer. 
  Hardpoints: 
  One hardpoint. 
  Armaments: 
  None standard. Hardpoint and fire control. reserved 
  for one turret. 
  Defenses: 
  None standard. 
  Craft: 
  One ship's boat. One airlraft. One ATV. 
  Fuel Treatment: None. 
  Cost: 
  MCr 5.057. (standard design). 
  Construction Time: 1 1 months (Standard design). 
  CommenB: The basic Type Y Yacht is a noble's plaything; not a 
  particularly efficient vessel, but plush and comfortable. The version shown 
  in these plans is but one of several versions of the Type Y Yacht. 
  The uppr deck is taken up by the bridge and by accomodations for 
  the owner (who has a suite topped by a magnificent transparent bubble) and 
  guests. The guest rooms are not overly large, but they are quite luxurious. 
  The lower deck holds crew quarters, the galley and crew lounge, a dumb 
  waiter-life arrangement that leads up to the passenger lounge above, engi- 
  neering, and storage for cargo and the ship's vehicles. 
  An orbit-to-orbit ship, the yacht carries a 30ton ship's boat with 
  passenger accomodations and space for cargo or the ATV. This is the link 
  between the yacht and the planets visited. 
  Weapons are rarely mounted on the yacht, though space is reserved 
  for one hardpoint, usually mounted above the amidships portion of the 
  upper deck. 
  Yachts are often excellent sources of employment for adventurers 
  with star-faring experience. Paid professional crews are sometimes hard to 
  come by; many nobles hardly ever use their vessels, but need a full-time 
  crew to care for the ship, and to transfer it from one world to another (parti- 
  cularly when the noble has several far-flung estates}. 
  Type Y Yacht 
  
  Lady of Shallott Class 
  Yacht 
  
  Lord Somerset Class 
  Subsidized Llner 
  M-G431231-00000D00000-0 MCr236.97 600 tons 
  CrewQ 
  Passengrs=21 
  Low=l0 
  Fuel=2lO 
  Cargo429 
  E=18 
  Agility1 1 Launch TL-12 
  Tonnage: 
  600 tons (standard). 8400 cubic meters. 
  Crew: 
  0. Pilot, Navigator, Medic, 3 engineers, 3 stewards. 
  up to 3 gunners may be added. Provision for up to 21 
  passengers and XI low krths. 
  Performance: 
  Jump3. 1 -G. Power Plant-3. 18 EP. Agility 1. 
  Electronics: 
  ModelB computer. 
  Hardpoinb: 
  Three hardpoinb. 
  Armaments: 
  Mone installed. Provision for three turrets. 
  Defenses: 
  None installed. 
  Craft: 
  One 20-ton launch. 
  Fuel Treatment: Fuel scoops installed. No purification plant. 
  Cost: 
  MCr236.07 (standard design). 
  Construction Time: 22 months (standard design). 
  Comments: 
  The W t o n  Type M Subsidized Liner is primarily a 
  passenger vessel, though ttte large (129 tons) cargo capacity is also useful 
  and important The Lord Somemet class is a particularly popular version 
  of this type of shfp; and features lush accomodations for passengers. It is 
  an unstreamlined, orbit-to orbit ship. 
  The deck plans for the liner are found on two of the enclosed sheets; 
  the main deck on one, and the cargo decks an the sheet which also shows 
  the Alexandria class trader. 
  The forward, saucer-shaped hulI contains the ship's lounge which 
  Includes dining and bar facilities. Collapsible walls allow the area to be 
  opened up or divided into separate areas for' use as a casino, dance floor, 
  or private party. 
  - 
  - 
  Type M Subsidized Liner 
  
  Lord Somerset Class 
  Subsidized Liner 
  
  The liner's lump and power plant mechanisms fill three identical 
  b k s  whieh rise in a superstruehrm aft. All thrw decks ant identical, con- 
  nected by accss hMes. Fuel is similarly carried in sections below the 
  lower oargo dwk. 
  Bridge and engineering crewmen are quartered in the central hub, 
  while stewards (and gunnerg, if any) are quartered in the passenger area. 
  f u r m ,  if installed, are mounted directly over the hid* (a ladder would 
  be installed between the computer and avionies d o n s )  blow the saueer 
  Iaccessible from the barlgally area) and aft, Mow the lower cargo deck & 
  turrets are rarely found on such ships, howwr, they am not shown on the 
  plans. 
  The cenrtral part of the ship, containing the bridge and crew quamrs, 
  fs sepame from the rest of the ship, a d b d e  only throu$~ the iris valve in 
  the reception area, and up a Right of stern The car& deck is located directly 
  below this centor deck and is reached through the crew lounge. 
  There are two cargo decks: the upper one long and narrow, the lower 
  one a square laated all the way aft. The ship's =ton 
  launch igmounted 
  forward of the lower cargo deck; a mrgo lift on the upper cargo deck con- 
  n e a  wfth the launch's cargo bay whik I menger lift connecb to the 
  passcmger 
  seeton of the lam&. (Plans for tbe launch am included in 
  the sheet -mining Fmzhhw class Far Trader). 
  Two sheets of die-cut, iltustrwd counters are provided in this sat 
  They have been wlor-aoded to distfnguish between various counter types, 
  though these can be altered to suit the needs of a particular scenario or 
  Counter Sheet 1 
  Tan = Asian ship's crew 
  Blue-Green = Slomani officers 
  Dark Green = Solomani enlisted 
  Brown = General security or ship's troop 
  Grey - l ntruders 
  L t  Blue = Zhodani merchants 
  White = Ship's silhouettes for use with Mayday 
  Counter Sheet 2 
  Dark Blue = Merchant officers 
  Grey Blue = Merchant crew 
  Yellow = Ship's officars 
  Lt. Brown = Ship's crew 
  Green = Passengers 
  Red = Some female passengers 
  
  Counter Sheet 1 
  Tan = Aslan ship's crew 
  BlueGrwn = Solomani officers 
  Dark Green = Solomani enlisted 
  Brown = General security or ship's troops 
  Grey = Intruders 
  L t  Blue Zhodani merchants 
  White = Ship's silhouettes for use with Mayday 
  
  Counter Sheet 2 
  Dark Blue = Merchant officers 
  Grey Blue = Metchant crew 
  Yel tow = Ship's officers 
  Lt. Brown = Ship's crew 
  Green = Passengers 
  Red = Some female pasengers 
  Orange - Vargr passengers 
  
  L I r b i t a l  Installat ions 
  The Eshpadir Orbital Facility can serve as the bsis for a variety of 
  installations which might be encountered. Some of these small installations 
  are discussed below. Others can be found on page 16of the Background Book- 
  let in this set. 
  Refueling Station: An orbital or deepspace installation serving as a fuelling 
  station for ships passing through the system. This type of station might b 
  found in a system with a gas giant but no particularly worthwhile planet or 
  moons; it might even be the sole habitation in the system (if the UPP indicates 
  ~e 
  proper wpulation code). The Eshpadir module is connected to large 
  fuel tanks which can be of virtually any size. Very large stations might add 
  additional fuel shuttles docked on a lower level and reached through lifts or 
  ' 
  access tubes added to the basic plans. 
  Communications Station: The Eshpadir module, without additions, can serve 
  as a military or commercial communications installation, either orbital or 
  deep-swce. 
  Rewrch Scation: Large labratory sections, additional quarters and connec- 
  tions m
  e
  n
   these facflities and the Eshpadir module mn turn these plans 
  into the control center for a deep-space research facility or orbital survey 
  station. 
  Fbhrer B w :  The Eshpadir module can serve as a control center for a eontin- 
  gent of fighter craft. A 'hangar deck area and launch tubes would need to 
  be added. If more than two squadrons I15 ships) is to b added, additional 
  quarters are needed as well to house pilots and mechanics. A two-squadron 
  base, however, is common as an outpost in many star systems. 
  P e m  Monitor: Large storage aras and launch racks for nuclear ordinance turns 
  the Eshpadir into a "Peace Monitor", a station which ensures the loyalty of 
  a planet through the constant threat of bombardment. 
  Civilian Transfer Station: The Eshpadir module serves well as the orbital 
  station of a Type C or D starport. Extra fuel tanks are attached (to refuel 
  passing ship), and cargo is stored for transfer outside. 
  Dry Dock: The Eshpadir module may be the master control center for a 
  drydmk facility, where repairs to gigantic military vessels are carried out. 
  
  Eshpadir Class 
  Orbital Facilitv 
  
  Eshpadir C
  l
  a
  s
  c
  Orbital Facility 
  US-57004E2-500OOM0003-0 MCr295.16 600 tons 
  Batteries bearing 
  4 
  1 Crew19 
  Batteries 
  4 
  I 
  TL=15 
  Passengers=O Low44 Marines =O 
  Fuel-45 EP=20 
  Agility=O 
  2 ship's boats, 1 pinnace, 1 fuel cutter. 
  Tonnage: 
  5M1 tons (standard). 7OW wbic meters. 
  Crew : 
  8 officers, 11 ratings, 9 security personnel. Provision 
  for up to 30 transients or additional crew. 
  Performanw: Jump-0. 0-G. Power Plant-4. 20 EP. Agility 0. 
  Station-keeping thrusters allow for minor orbital 
  corrections. 
  Electronics: 
  Two modeififib computers. 
  Hardpoints: 
  5 hardwints. 
  r 
  Armaments: 
  4 triple laser turrets. 1 triple missile turret, each firing 
  independently. 
  Defenses: 
  Armored hull (factor-5). 
  Craft: 
  2 ship's boats, 1 pinnace, 1 cutter equipped with fuel 
  module. 
  Fuel Treatment: No fuel treatment fadlities installed. 
  Cost: 
  MCr 368.95 standard. MCr 295.f6 in quantity. 
  Construction Time: 6.6 months singly. 5.3 months in quantiry. 
  Comments: Designed to fill a variety of functions, the Eshpadir class 
  Orbital Facility serves as the basic building block for orbital installations of 
  many types. The plans shown here are for this basic module and can be used 
  under a wide number of conditions. 
  The bridge consists of two levels; a domed, transparent bubble rises 
  over the upper deck. This is a simple ring; a catwalk allwing 
  access to upper 
  wmputer banks, The center of the bridge is rigged for a holographic display 
  which can project astrographic or tactical information in 3-0. 
  Each of the small satellite domes is three decks in height; upper and 
  lower levels of each small sphere are identical, so only one plan is provided 
  for each. Domes hold living quarten for station personnel and transients. 
  The two docking bays are fitted to allow three ships to dock at each, 
  one above, one below, and one on the plane of the station. Extensor docking 
  tubes match passenger and cargo doors; those above and below are accessible 
  by cargo lifts and iris valve ladders. 
  Turrets are mounted on the bottom of each satellite sphere and at 
  the top of the bridp. All are rerndtely controlled from bridge stations. 
  Orbit a1 Facilit v 
  
  Port of Call Class 
  (Formerly Alexandria Clad 
  Free Trader 
  A-21 1 1 1 1 1-000000-00000-0 MCr37.08 
  200 tons 
  Crew-4 Passengers=6 Low26 Cargo=82 Fuel=30 EP=2 Agility=l f L=12 
  Tonnage: 
  200 tons (standard). 
  Crew: 
  4. Pilot, Engineer, Medic, Steward. Gunners may be 
  added as required. Provisions for 6 passengers and 20 
  low berths. 
  Performance: Jumpl. I-G. Power Plant-T. 2 EP. Agility-1. 
  Electronics: 
  Model11 Computer. 
  Hardpoints: 
  Two hardpoints. 
  Armaments: 
  None standard. Hardpoints and fire control space 
  reserved for two turrets. 
  - 
  Defenses: 
  None standard. 
  Craft: 
  None. Some model replace crew lounge with airlraft 
  bay. 
  Fuel Treatment: Fuel scoops installed. No purification plant. 
  Cost: 
  MCr 37.08 (standard design). 
  Construction Time: 11 months (standard design). 
  Comments: 
  The 200-ton free trader is one of the most common 
  vessels found along the interstellar trade lanes of the third Imperium. Vessels 
  of this general type form the backbone of low-end merchant operations, 
  visiting offbeat worlds and thus maintaining trade, communications, and the 
  exchange of ideas and knowledge with a vast nurnkr of Imperial planets 
  which might otherwise not be visited. Larger merchant lines would be com- 
  pletely unable to function on this scale. 
  The 200-ton free trader is not limited to strictly mercantile opera 
  tions. Ships of this type can be encountered engaged in a variety of other 
  tasks, from courier work to research to Scout Service support duty. 
  The free trader illustrated here is the Alexandria Class free trader. It 
  is by no means the only type of free trader-countless numbers of designs are 
  found throughout explored space. The Alexandria, however, is a popular and 
  versatile ship which is quite common in many parts of the Irnperium. The 
  class is named after famous commercial ports of the past and present; thus 
  some names encountered include Alexandria, New York, Genoa, Shanghai, 
  Caledon, and Zusharidur. 
  The deck plans illustrate the securitysriented design of the Alexan- 
  dria, with bridge and crew quarters forward and passengers aft, separated by 
  the two-deck hold. Bay doors located on either side of the cargo area allow 
  access to the decks, while airlmks located on the aft side and forward upper 
  deck allow access for passengers and crew. 
  If turrets are installed, they are lowted on the upper deck, just aft of 
  the cargo area. 
  
  Port of Call Class 
  Free Trader 
  
  Fanzhhienz Class 
  Far Trader 
  A2-21222R1-MK)00-300000-0 MCr M.96 200 tons 
  Batteries bearing 
  2 
  C r e w 3  
  Batteries 
  2 
  TL=9 
  Passengers=7 
  Low4 Cargo=61 Fuel=50 
  EP4- 
  Agility=O 
  1 AirlRaft 
  Tonnage: 
  200 tons (standard). 2800 cubic meters. 
  Crew: 
  Three. Pilotlnavigator, engineer, stewardlmedic. Two 
  gunners may be carried if desired. Provision for seven 
  passengers if no gunners are wrried. 
  PerFormance:JumpP. 2-G. 
  Power Plant-2. 4 EP. Agility-0. 
  Electronics : Model11 bis computer. 
  Hardpoints: Two hardpoints. 
  Armaments: Two triple laser turrets firing independently. 
  Defenses: 
  None. 
  Craft: 
  One airlraft. 
  Fuel Treatment: Fuel scoops installed. No purification plant. 
  Cost: 
  MCr 64.96 (standard design). 
  Construction Time: 4 months (standard design). 
  Comments: The Fanzhienz class Far Trader is an old model of trading 
  vessel frequent1 y encountered in Zhdani or Zhodani-allied space; as such, 
  they are often seen throughout the Far Frontiers sector and in other areas 
  which border the Consulate. Basically identical in capacity and design to the 
  Type A2 found in the Imperium, the Fanzhienz class of traders is distin- 
  guished most by the Zhodani-inspired design elements which give it an 
  unusual appearance. 
  The upper deck of the Fanzhienz is taken up by the working parts of 
  the ship; the Zhodani, far less concerned with security than lmperial traders 
  (the thought of a hijacking attempt from honest Zhodani passengers is 
  laughable) have allowed all major parts of the ship to be grouped together 
  without special precautions. The lower deck holds the airlraft, cargo bay, and 
  fuel tankage. 
  As common in the Far Frontiers and similar regions (especially in 
  Zhodani client states or trade partners, such as Alntzar and the Descamthe 
  Hegemony) as more familiar small traders are in Imperial space, the 
  Fanzhienz is an exceptionally interesting vessel. 
  Note: On ships with turrets installed, the turrets are loaded on the 
  upper surface just abaft the fuel scoops, but are ccntrolled remotely from the 
  bridge. This is a measure which allows a greater degree of centralization to 
  ship's functions, an important consideration among small crew. 
  Zhodani F;w Trader 
  
  Fanzhienz Class 
  Class Far Trader 
  
  Stayaow C
  l
  a
  s
  Combat Scout 
  SH-26257S1-400000.40003-0 MCr142.464 200 tons 
  Batteries bearing 
  1 
  1 
  O w 7  
  Batteries 
  I
  f
   
  TL=13 
  Cargo=7 
  FueI=54 EP=14 Agilityz5 
  1 Air/Raft 
  Tonnage: 
  200 tons (standard). 2800 cu bie meters. 
  Crew: 
  4 Officers, 3 ratings. 
  Performance: Jump-2, 5 G .  Power Plant-7. 14 EP. Agility 6. 
  Elmronia: ModelR bis 
  Hardpoints: 2 hardpoints. 
  Armaments: 1 triple missile turret, 1 triple laser turret, each firing 
  independent1 y. 
  Defenses: 
  Armored hull (factor-4). 
  I 
  Craft: 
  One airlraft. 
  Fuel Treatment: Fuel scoops and onbosrd purification plant instal led. 
  Cost: 
  MCr 177.08 standard. MCr 142.464 in quantity. 
  Construction Time: 4 months singly, 3 months in quantity. 
  Comments: Designed to fill the functions of a wartime reconnaiwnce 
  craft, the Stayaow Class Combat %out is a military vessel first and last. It is 
  thus more effective in his rde but less versatile overall than the smaller 
  lrnerpisl Type S Scout. The Combat Soout is found in many prts of Hierate 
  space, but the mrticular model shown is only one example of many designs, 
  h i &  vary according to the hipyard, owner, or manufacter. This model, 
  the Stayaow (often translated as "Intrepid Scout" or "Valiant Pioneer") was 
  rnanufachlred by the shipbuilding firm Larleaftea Hryawaowya and is in 
  the service of the AsIan mercenary unit known as 'Teahleikhoi." More 
  details on this unit and examples of other ships in its employ can be found 
  in Adan Memenary Ships published by FASA. 
  The ship praents little in the way of unusual features. The captain of 
  the ship, a male of high social standing, has a single cabin: the other three 
  cabins are doubles. Normally, the female Executive Mfiar (responsible for 
  administrative handling of the ship) and the female Chief Engineer share the 
  adjacent cabin. Other crew may be male or female. One unusual compartment 
  on board is the Shrine of Heroes, a small chamber where computer consoles 
  allow a mrnpleta holographic record of past battles, heros, of other inspira- 
  tional events to be called u p  The room Is u& for meditation and contempla- 
  tion of the heroic traditions of the Aslan ram. 
  Aslan Combat Scout 
  
  Stayaow 
  Aslan Combat Seoul 
  Q 
  fasa 
  
  Fndeavour Class 
  Patrol Frigate 
  EF-0136602-500000-401034 MCr 446.388 600 tons 
  Batteries b r i n g  
  4 1 1 
  Crew=22 
  Batteries 
  4 1 1  
  TL=14 
  Passengers=O 
  L o M  Carw20 Fuelell6 EP=38 Agility=P 1 Pinnace 
  Tonnage: 
  600 tons (standard). 8400 cubic meters. 
  Crew: 
  7 offieem, 15 ratins 
  Performance:Jurnp3,&G. Power Plant*. 36 EP. Agility 2. 
  Electronics: Modell4f lb computer. 
  'a 
  Hardpointr: Six hardpoints. 
  Armaments: Four triple lrwrr turrets organized into four batteries. 
  One triple missile turret firing as one battery. One single particle accelerator 
  barbette, firing as one battery. 
  Defenses: 
  Armored hull (factor-5). 
  Craft: 
  One 4Cton pinnem. 
  Fuel Treatment: 
  Fuel scoops and on-board fuel purification plant 
  installed. 
  Cost: 
  MCr 557.985 standard, MCr 446.388 
  in quantity. 
  Construction Time: 8 months singly. 6.4 months in quantity. 
  Comments: The Endeavor class patrol frigate is a common sight near 
  worlds along the Solomani frontier. It is normally employd as a routine 
  patrol and wcurity craft, but on oceasion is found on diplomatic missions 
  or other special operations. Several hundred of these ships are in service 
  along the Imperial border and others are deployed facing the Aslan. 
  The unusual design of the Patrol Frigate gives it a striking. menacing 
  form. The ship is bmd on a configuration which comb~nes three needle-like 
  tubes and a wedg~haped main hull. The central needle is the highest deck 
  (with the axception of the upper level of the bridge, which extends above 
  the main bridge level). Next down is the main deck holding maneuver drives, 
  engineering consoles, air locks, and access to the rest of the hip. Note that 
  the deck extends under the central tube; most of the unshown area is fuel, 
  but a wide common area allows access from one side of the main deck to the 
  other. 
  Below the main deck, on port and starboard, are the two outboard 
  needles, while the center holds the pinnace bay plus extra crew spaces. 
  The Endeavor Class of patrol frigates is charecteristic of the Solomani 
  Navy in many m~cts. 
  Cramped, lacking much in the way of privacy for 
  crew or offfmrs and designed to deliver performance and firepower at the 
  expense of all else, it is a dangerous ship to meet. 
  X l o m a n i  Patrol Frigate 
  
  Endeavour Class 
  Solomani Patrol Frigate 
  
  Kurgulash Class 
  Medical Scout 
  QL-41323S3 -050000-30000-0 MCr259.706 400 tons 
  Batteries bearing 
  3 
  1 
  Crew=lO 
  Bearing 
  3 
  1 
  Tt=12 
  Passengers=5 
  Low20 Cargo=4O 
  Fuel=114 EP=12 Agility=2 
  I Pinnace. 2 AirlRafts. 
  Tonnage: 
  400 tons (standard). 5800 cubic meters. 
  Crew: 
  4 officers, 6 crew. Provision for 5 medical personnel and 
  10 patients, plus 20 low berth spaces. 
  Performance: Jump-3, 2-G. Power Plant-3. 12 EP. Agility 2. 
  Electronics: Model 1 Ibis ship's computer.Model/Z medical computer. 
  Hardpoints: 4 hardpoints. 
  Armaments: 1 double laser turret, firing as one battery. 
  Defenses: 
  Armaments: 1 double laser turret, firing as one battery. 
  Defenses: 
  3 double sandcaster turrets, firing independently. 
  Craft: 
  1 40-ton pinnace outfitted for Medevac work. 2 airlrafts 
  with pressurized compartments. 
  Fuel Treatment: Fuel scoops and on-board fuel purification installed. 
  Cost: 
  MCr 324.632 standard. MCr 259.706 in quantity. 
  Construction Time: 
  5.3 months singly. 4.3 months in quantity. 
  Comments: Named for the first patron of Vilani medicine, the 
  Kurgutash and her sister-shi ps (Paean, H*pocrates, Aesculapius, Juujed, etc. ) 
  are part of an important program sponsored by the Imperial Interstellar 
  Smut Service, the Medical Liaison Section of the Contact and Liaison Branch 
  of the exploration office. According to the order which established this 
  section in 708, the Medical Liaison Section is charged with the duty of 
  promoting "tbe spread of medical knowledge, the support of local medical 
  authorities, and the treatment of the sick throughout Imperial and extra-lm- 
  perial space." 
  The medical scout represents one part of this program. In times of 
  peace, the ship serves as a liaison vessel, visiting backwater worlds, delivering 
  samples of new serums, instructions on new surgical techniques, etc. They 
  also do duty as locally-based ambulance ships, available to respond in an 
  emergency to the site of a shipwreck or other disaster. In wartime, medical 
  scouts are mobilized and attached to battle fleets and serve as rescue vessels 
  in combat. 
  In general, they serve in a first-line capacity and are backed up by 
  larger medical ships and hospital stations. 
  Now shown on the plans is the upper fuel deck which includes the 
  &ired fins on the ship's surface. 
  Medical Scout 
  
  Kurgulash Class
  Medical Scout
  
  Commercial Shut t 
  Shuttle 
  YY-O103301-000000-OM#)M 
  MCr33 
  95 tons 
  Crew2 Passengers=56 
  Cargo42 Fuel=2.85 EP=2.85 Agility=3 TL=15 
  Tonnage: 
  95 tons (standard). 1330 cubic meters. 
  Crew: 
  One pilot, one stewardlco-pilot. 
  Performance: 
  JumpO. 3-6 Power Plant-3. EP 2.85. Agility 3. 
  Electronics: 
  None 
  Hardpoints: 
  One. Provision for me weapons mount 
  Armaments: 
  One standard. 
  Defenses: 
  None standard. 
  Craft: 
  One. 
  Fuel Treatments: l ntegral fuel scoops. 
  Cost: 
  MCr 33 on standard design. 
  Construction Time: 3 months {standard design). 
  Commente: 
  The shuttle shown in these plans is but one of many 
  designs. A balanm b t w e n  cargo capacity and pirssenger capacity has been 
  struck in this vessel. Passengers may enter and leave through overhead hatches; 
  cargo is off-loaded through the large cargo bay doors. This typ of shuttle 
  normally operates between a port and an orbital fadllty fitted out to allow 
  easy docking. 
  Small Craft 
  
  Small Craft 
  
  Explorer C
  l
  a
  Survey Cruiser 
  LC#313E2-OMHKK)20000-0 
  MCt435.00 800 tom 
  Batteries bearing 
  8 
  Crew=lO 
  Batteries 
  8 
  TL=14 
  PassengersmaO Low4 Troops4 Car- 
  Fuef 284 
  EP24 
  Agility=l 
  2 cutters, 2 air/rh, 1 ATV 
  Tonnage: 
  800 tons (smndard). 11,200 cubic meters. 
  Crew: 
  8 officers, 13 crewmen, 8 -riW 
  personnel. Provision 
  for up to 20 researcher$ scientists, or additional 
  sewrity t r m m  
  Performance: Jump3, 1-G, Power Plant-3,24 EP. Agility I. 
  Electronis: 
  Model/S fib computer. 
  I 
  Hardpoina: 
  8 hardpoints. 
  Armaments: 
  8 dual laser turre~, ea& firing independemly. 
  Defenses: 
  None. 
  Craft: 
  Two Wton m 
  caters, one with ATV 
  eornpartment. 
  Fuel Tramem: Fuel mops and on-board purification plant 
  installed. 
  Cost: 
  MCr 543.862 standard. M C ~ '  435.09 in quantity. 
  Construction Time: 9.3 months singly. 7.5 months In quantity. 
  Commenep: A common ship in frontier areas such as Reavers' Deep or 
  the Far Frondem, the 800-ton survey cruiser is the exploratory form of the 
  Typs C ship (TmvelIw Bwk 21, as the Bro8dswrd is the militafy verdon. 
  Fitted out for prolonwd owrations in a variw of circumstances, the Sumy 
  Cruiser is usually owned by famr research institutions or by companim 
  which charter v a l s  for such Institution& 
  Two arem of the shlp are not repmnted on the deck plans shown. 
  The cumr docking bay is located below the lower deck; a strip four squar~ 
  wide runs down the center of the ship with space for tfie cutters on either 
  side. The lifes on the lower deck connect to this area; the small forward lift 
  lines up with passenger embarkation locks, while the longer lift lines up with 
  Cargo ports. 
  Tbe other space not shown is that devoted to fuel which is carried in 
  twin pods on either side of the ship Fuel scoop are located in these pods 
  which connect with the fuel tanks on the lower deck. 
  Eight twin laser turrets are provided a h r d ;  four are located on the 
  upper deck (aececslble from staterooms occupied by the gunners), with two 
  more located amidships and outhard in the lower deck, and the remaining 
  two at the bow of the cutter docking bay. 
  Lab spaces shown here are often wstornized to acwrnodata specific 
  research work. 
  
  Explorer Class 
  Survey Cruiser 
  
  Explorer Class 
  Survey Cruiser 
  3n Cutter (I 
  x 
  Under Deck 
  1 
  1
  1
   1 - 1 - 1 - 1 - 1  
  1 
  1
  1
   
  -I-I-IT 
  - - - - - I - I - I I ~ I ~ : I - I  I 
  l l l l l l [ l - l l l - ~  
  - +  - - - -  + - - - -  
  \ 
  I I I I 
  I 
  I I 
  I 
  I 
  I ) Extended Range Recon Cutter 
  
  Book 2 
  Adventure Class Ships VoI. 11 
  
  Copyright O 2009 Far Future Enterprises 
  UPDATED AND RE-EDITED 
  The text of this book has been re-edited to correct obvious errors, 
  and reformatted to include smaller deck plans for reference. The Deck 
  Plans have been edited for clarity. 
  Written by J. Andrew Keith 
  Illustrations by William H. Keith, Jr. 
  Layout by Jordan Weisman 
  Edited by Helena Szepe 
  Copyright O 1982, by FASA Corporation 
  All Rights Reserved. 
  Printed in the United States of America 
  No part of this book or accompanying drawings may be reproduced in any form, or 
  by any means without written permission from the publisher. 
  Traveller is Game Designers' Workshop's trademark for it's role-playing game 
  of science-fiction adventure in the far future. The Traveller trademark and selected 
  materials contained in this adventure are used under license. 
  Published by FASA Corporation 
  P.O. Box 6930 
  Chicago l L 60680-6930 
  A catalogue of other FASA products may be obtained by mailing a self-addressed, 
  stamped envelope to the address above. 
  
  INTRODUCTION 
  This set of starship deck plans entitled Adventure Class Shbs, Volume 
  11 is composed of ten starships of between 100 and 1000 tons intended for 
  use in adventure situations. The enclosed sheets present complete plans for 
  each ship, drawn in 15 mm scale. These plans are suitable for the resolution 
  of encounters and adventures which might enter into the normal Traveller 
  game or campaign. 
  To resolve combat situations on board starships, the referee is urged 
  to use these plans in conjunction with the rules from Snapshot or Azhanti 
  High Lightning. It is also possible to adapt rules from M c  Traveller or 
  Striker, though this involves certain considerations of scale which the referee 
  must deal with. 
  A set of 1 12 die-cut, illustrated cardboard counters is provided in this 
  package representing ships' crews, Imperial and Zhodani naval personnel, 
  passengers, and other interesting character types. Alternatively, the referee 
  may wish to use 15 mrn miniature figures rather than counters. Figures 
  approved for use with Traveller are available from Martian Metals. 
  Two booklets are provided in this package as well. This one presents 
  background material and supporting information for use with all the ships in 
  the set. The other booklet contains descriptions of each starship plus a 
  collection of small craft. 
  Uses for the ships and information provided in this set should be 
  obvious. 
  Military starships make interesting encouters often as patrol or 
  customs vessels; in addition, the Zhodani and Imperial ships in this package 
  work well for encounters in the Spinward Marches during the Fifth Frontier 
  War. Non-military ships make excellent vessels for casual encounters, trans- 
  port for an adventuring group, or settings for specific adventure situations. 
  The information that follows is intended to assist the referee in 
  making use of these ships. Where necessary, the referee may change or ignore 
  material which conflicts with the needs of the adventure or campaign k i n g  
  run. No Tmveller material is meant to b engraved in stone ... this information 
  is presented to help, not to hinder or limit, the referee. 
  Stanhi0 Deck Plans 
  The creation of starship deck plans is based on the assumption that 
  one ton of mass displacement equals fourteen cubic meters. The standard 
  displacement ton used for these calculations is derived from the volume of 
  liquid hydrogen, the fuel source for most standard star faring vessels. 
  The square grid scale used on these deck plans is 1.5 meters on a side. 
  Clearance between decks is normally 3 meters. This means that two floor 
  squares. extended floor to ceiling, equals four 1.5 meter cubes or nearly 14 
  cubic meters (1.5 x 1.5 x 1.5 x 4 = 13.5 cubic meters), or one ton. A 100-ton 
  starship would thus contain approximately two hundred grid squares within. 
  
  AlIowances of approximately + or - 10% were made in most areas to 
  allow for better representation of specific parts of the ship and to cover 
  various anomalies. For example, crew quarters call for four tons per person 
  (see Book 2 and Book 5); the actual tonnage allocated on these plans is often 
  less than that, but additional area is devoted to communal areas such as 
  galley, mess, wardroom, and recreation areas. 
  Also, a limited volume of passages has been added to some starships. 
  Passages and access ways which have no other use may be safely added to a 
  ship without affecting volume or displacement for construction purposes. 
  These additional passages should amount to no more than an additional 
  10% of the ship's total volume. 
  l N f  ERlOR DETAILS 
  The specific interior fittings for ships are fairly standardized, and are 
  shown on the deck plan symbols chart and on many of the individual ship 
  plans as well. 
  Interior Walls: Interior walls are partitions; these are non-load-bearing 
  panels firmly fixed in place. They are not pressure-tight, and cannot with- 
  stand a concerted assault. Firing an energy weapon to produce 100 damage 
  points will bum a hole in this type of wall large enough for one persosl to pass 
  through each combat round. An explosion producing 100 damage points will 
  produce the same effect. Weapons firing bullets are less effective in doing this 
  kind of damage; such a weapon must produce f OW damage points in order to 
  create a hole large enough for a person to slide through. 
  Sliding Doors: 
  Sliding doors are set in interior walls. Such doors 
  save space and are standard on most starships. They are not air-tight, serving 
  as privacy screens rather than major obstacles. They may be broken down by 
  weapons in the same manner as interior walls. 
  Sliding doors require ship's power to operate, opening and closing 
  a t  the touch of a stud located adjacent to the door. These doorways can be 
  lacked from either side or from the ship's computer; a red light on the stud 
  panel indicates this fact. 
  In the absence of ship's power, sliding doors do not work automa- 
  tically. They may be forced, however, by the application of brute strength. 
  Generally, 10 or. more strength pointr applied will force the door; use of a pry 
  bar givw t9 strength points. 
  Bulkheads: The major structural components of a ship are bulkheads, 
  which compartmentalize the ship for purposes of damage control and envi- 
  ronmental maintenance. They also form the outer hull of the ship. Bulkheads 
  are very difficult to destroy. A concerted effort with an energy weapon or 
  explosive will hole a bulkhead sufficient to destroy pressure integrity and 
  allow weapons to fire through when 100 damage points are inflicted. If they 
  produce 1000 damage points, a hole large enough for a person to pass 
  through is created. Bullet-firing weapons are ineffective against bulkheads. 
  All deck floors are assumed to be bulkheads. 
  Maintenance Hatches: 
  At some points, small unobstrusive main- 
  tenance hatches have been placed in bulkheads to allow repair or service 
  personnel access to machinery or equipment. Maintenance hatches are kept 
  closed except when actually in use; they are generally ignored by crew 
  members and unnoticed by passengers. 
  Maintenance hatches are not powered. They lock with a service key. 
  On most commerical vessels, all maintenance hatch locks are opened by the 
  same key; most officers and senior crew personnel are issued this key. On 
  
  military ships, these hatches are more often separately keyed, with keys to 
  any given hatch issued only to properly authorized personnel. 
  Lift Shaft: Elevators used to carry personnel or goods between decks 
  are called lift shafts. A shaft extends between decks, with pressure-tight doors 
  preserving the integrity of each deck. A pressure tight lift car, sealed by an 
  air-tight door, runs inside the shaft; the shaft is closed off by a simple sliding 
  door when the lift is not present. 
  Generally, a lift shaft will have only one lift car. On large ships (in the 
  10,000-ton or greater range), there may be a system with several lift cars, 
  branching shafts, and computercontrolled lift car availability. 
  lris Valves: 
  lris valves are pressure-tight automatic portals set in 
  bulkheads. lris valves function much like the iris of a camera; many panels 
  retract into the frame to leave an open passage, or extend to block the portal 
  with solid metal. lris valves may be vertical or horizontal. The deck plan 
  symbols chart shows the various combinations possible. lris valves are ope- 
  rated by pressing a stud on the wall next to the valve. A valve may be locked 
  from either side or from the ship's computer with a red light on the stud 
  panel to indicate locking. Open valves cannot LM forced closed. 
  lris valves are difficult to force open once fully closed. Throw 9+ to 
  force open a closed iris vatve; DM +1 if Strength lo+, +2 if dexterity lo+, 
  -3 if the person forcing -the valve is in a vacc suit, +2 if ship power is off, -8 
  if lacked. Gunfire and explosions will simply block the valve tighter. lris 
  valves close automatically when a pressure difference is sensed between the 
  two sides of the bulkhead, They will not close completely until all foreign 
  objects {hands, legs, etc.) are clear of the vatve. 
  Manual Hatches: 
  Manual hatches are cheaper substitutes for iris 
  valves. They are hinged, pressurn-tight doors secured by a handwheel and 
  extending bars. They are not automatic and have no interaction with the 
  ship's computer, though sensors may be placed to tell the computer whether 
  the hatch is open or closed. 
  A manual hatch cannot be opened if a major pressure differential 
  exists between compartments on either side of it. 
  INTERIOR FlTlNGS 
  The plans show various furnishings and fittings which appear within 
  the ship. 
  Command Chairs: 
  These are padded, comfortable chairs used by 
  on-duty personnel. Most contain some instruments and controls in the chair 
  arms related to the function of the console the chair is located in. 
  Control Consoles: 
  Those provided with chairs are low banks of 
  controls and displays. Each console has a specific function; the referee should 
  feel free to designate the functions monitored from a particular console 
  where these are not already designated or obvious. 
  Stand-up consoles are set higher and are normally monitor panels not 
  intended for constant use. 
  Furnishings: Tables, chairs, cabinets and other furnishings are shown 
  on the plans. Beds may b single, single bunked, or double; this is established 
  in the cabin descriptions. The exact nature of a specific cabin's furnishing 
  will be in a large measure determined by the referee (or the character using 
  the cabin). 
  
  Heads: 
  Some ships are furnished with separate heads, including 
  washbasins, water closets, and sonic shower facilities. In some ships, these 
  facilities are contained in a combination wardrobe and sanitary closet; occa- 
  sionally, foldout units contained in the deck or walls are used instead. 
  Miscellaneous: Cow berths are stacked (usually) three high. They are 
  coffin-sized containers, with readouts monitoring the vital signs of trans- 
  portees mounted at convenient locations. 
  Furniture hinders movement and may, in some instances, block 
  sighting and fire as well. The referee should make suitable adjustments as 
  needed. 
  INTERIOR CONDITIONS 
  Normal conditions generally approximate those of a livable world 
  surface. 
  Light: Most areas are fully and comfortably lit. The intensity of 
  lighting can be varied by computer instructions or from the environment 
  control panel located in compartments near each door. Cargo holds, main- 
  tenance ducts, and similar areas which are rarely visited are often poorly 
  lit. Some areas, such as the bridge, may be lit with red light to preserve 
  t h e  night vision of personnel on watch. 
  Atmosphere: The interior of the ship is normally pressurized to 
  standard atmospheric conditions with an oxygen/nitrogen mix. Air locks 
  may be in vacuum. or fully pressurized. depending on ship procedures and 
  individual use. Air locks take two minutes to cycle. 
  Individual cabins are not normally pressura-tight, but can be con- 
  verted to allow use by individuals accustomed to unusual atmospheric pres- 
  sure or cwnposition. Such conversion costs CrfOOO per compartment and 
  takes 1 week. 
  Temperature: The interior of a normal ship is kept at approximately 
  25 degrees Celsius; a humidity level comfortable for human passengers is 
  assumed. Again, cabins may be individually converted to allow unusual 
  temperature-humidity combinations to better accornodate non-human 
  occupants. 
  Gravity: On most ships, grav plates are built into the deck flooring. 
  These plates provide a constant artificial gravity field. Acceleration compen- 
  sators are also usually installed to negate the effects of high acceleration and 
  lateral G forces while maneuvering. Passengers aboard a ship would be unable 
  to tell whether they were moving through space or grounded on a planet 
  unless they could see a viewport or screen. 
  The grav plates installed in each compartment can be controlled from 
  the ship's computer or from the room's environment panel. Gravity can be 
  set between -1 G and 2 G, to accomodate individual preferences. 
  Computer Controls: In all cases where the computer can control a 
  given ship function (gravity, doors, etc.), orders fed in at the computer 
  take precedence over those fed in at local centrals. Only if the computer 
  is inoperative will a computer override be ineffective. 
  
  Solomani Military Vessels 
  The government of the Solomani Sphere is somewhat more cen- 
  tralized than that of the Imperium, a fact made possible by a smaller size and 
  a more compact, regularized boundary. As a result, the Solomani Navy is also 
  much more centralized, with less of the multiple-layer concept common in 
  the Imperium. 
  The Solomani Navy proper is very much concerned with ensuring the 
  loyalty and support of those planets. states, units, and individuals within 
  the influence of the Solornani Sphere. This, too, is a legacy of the Rim War, 
  which in popular Solomani myth was lost because of traitors and Imperial 
  "cumberwells" (collaborationisft; so-called by Colonel Preston Cumberwell, 
  Governor-General of Sebasta, who surrendered to an Imperial fleet after only 
  token resistance and later formed part of' the pro-Imperial government set 
  up after the War). During the period of the "Watchful Peace" that followed 
  the end of the Rim War, Solomani reconstruction efforts were largely aimed 
  a t  reducing this sort of disruptive influence. 
  Jump-capable fighting ships are almost all under the authority of the 
  Solomani Navy, which goes to great lengths to inspire i t s  personnel with 
  patriotic fervor. An elaborate oath sworn ''to the Purity of Man, the Triumph 
  of Justice, and the Conquest of the Stars" must be taken by all members of 
  the Navy; purity of race and membership in the Solornani Movement are both 
  important to the ability to achieve high ranks or key positions. 
  Even with these positive influences at work, there is a certain degree 
  of concern over loyalties of starship crews and officers. For this reason all 
  Solomani fighting ships carry on board a Commissioner of Security, an 
  individual with a rank equivalent to Colonel of Marines. His authority in rou- 
  tine ship's operation is minimal, but he is responsible for preserving the 
  fighting spirit, morale, and loyalty of the personnel aboard. In addition, he 
  has the power to declare any officer or man aboard unfit for duty or even for 
  further service. On ships which carry Marine contingents, the Commissioner 
  holds no active command over the Marines, but can invoke his rank to take 
  control of shipboard troops when he feels the situation requires it. Solomani 
  Marines are trained to a fanatic level of loyalty to the government, and are 
  thus considered an excellent check on potential disloyalty among crew 
  members or officers. Where no troops exist, the Commissioner merely appeals 
  to the elements of the crew who remain trustworthy. 
  
  During normal operations, the 
  Commissioner is in charge of con- 
  ducting indoctrination seminars, compiling psychological profiIes, and serving 
  as a counselor and "confessor" for the crew. He exercises very little power 
  under normal circumstances, but his very presence tends to serve well in 
  reminding everyone aboard of their duties. 
  Like most other navies, the Solornani Navy assigns the title "Captain" 
  to any officer currently commanding a ship. Officers holding the rank of 
  Captain normally command ships of cruiser class or higher. Ships of less than 
  1000 tons are usually commanded by officers no higher than rank 03 (lieu- 
  tenant). 
  Ships of the Solomani Navy are most commonly named from 
  Galanglic or other Terran-derived languages and are very often in a patriotic, 
  inspirational, or warlike style. An exception to this rule is the Planet class 
  dreadnought, which includes worlds such as Gashidda, Dingir, and Aghidda 
  among the rolls of planets honored by ship-names. It is especially amusing to 
  note the fact that many of these and other Solomani ship names are dupli- 
  cated in the Imperial fleet, which also draws upon the traditional planets 
  and Galanglic phrases for many names. It has been known to leadto some 
  confusion in reports and commentaries, especially those dealing with the 
  Solomani Rim War. 
  
  Aslan Militarv Vessels 
  1 
  The situation in the Astan Hierate is in many respects the complete 
  opposite of that in the Solomani Sphere, especially in political and military 
  matters. Where the Solomani are centralized and concerned with unity, the 
  Aslan have no concept of unified government whatsoever. This carries over 
  into the organization of Aslan military forces. 
  There is no centralized Hierate military. Army, Navy and Marine 
  forces are maintained by individual clans for use in the clan vs. clan struggles 
  that are a frequent part of Aslan internal affairs. When meeting an external 
  threat, these military forces are contributed to the common cause on a 
  voluntary basis by various clans. No means of compulsion exists to force 
  such contributions; however, when the Race is threatened, few clans fail'to 
  heed the call for volunteers. 
  This lack of central military power has been a major factor in keeping 
  the Hierate from becoming a strong factor in interstellar affairs. Aslan expan- 
  sion has been to spinward and rimward of Kuzu, the home planet of the race. 
  For centuries the Aslan have remained at peace with the lmperium-thanks to 
  the lessons of the Aslan Border Wars (-1120-380) and the establishment of 
  a neutral zone between the two in Dark Nebula and Reaver's Deep. The 
  Solornani have never recognized the neutral zone, but luckily, the Solomani 
  are not interested in acquiring large expanses of territory inhabited by non- 
  humans. 
  The Aslan are good fighters. Their warrior culture makes them tacti- 
  cally and operationally superior to many of their human counterparts in 
  the lmperium or the Solornani Sphere. Their pride and reverence of Race 
  have led to fanatic resistance to Solomani incursions, especially in Dark 
  Nebula around Kuzu. It is in the upper levels of military direction, in matters 
  of strategy and grand strategy, that weaknesses show. 
  With honor and precedence vitally important to the touchy clans and 
  a lack of authority characterizing multiple clan operations, it is not surprising 
  to find these problems. Generals and admirals serving in common cause 
  find it necessary to defer frequently to individual clan leaders; in the past, 
  concern over precedence and position even led to disasters of poor deploy- 
  ment, mistimed attacks, and poorly coordinated operations. This is less true 
  today, but the ad hoc Aslan military are still hampered seriously by a lack of 
  efficient logistical services, a failure to maintain central reserves, and a ten- 
  dency for fighting to be carried out more by those directly threatened than 
  by those clans safely distant from the front lines, leaving the race quite 
  unable to muster strength proportional to the size of the territories the Aslan 
  control. 
  Ships encountered within the Hierate tend to belong to individual 
  clan navies. Outside the Hierate, such ships are often operated by a mercenary 
  corporation, such as the Teahleikhoi regiment in Reavers: Deep, Aslan merce- 
  naries are highly prized outside the Hierate (and within it as well, as useful 
  auxiliaries in interclan conf lictsl, Some mercenary units are strictly ground 
  forces dependent upon outside transport; others are almost wholly naval units 
  
  with some shipboard troops. The majority, however, combine both for 
  self-suffiency. Since mercenary units augment the basic forces available to 
  each clan, both troops and ships can be added to a clan's own military forces 
  in time of war, thus saving money in peacetime when such additional force 
  are not necessary. 
  Ships encountered within the Hierate tend to belong to individual 
  clan navies. Outside the Hierate, such ships are often operated by a mercenary 
  corporation, such as the Teahleikhoi regiment in Reavers' Dsep. Aslan merce- 
  naries are highly prirad outside the Hierate (and within it as well, as useful 
  auxiliarias in interclan conflicts). Some mercenary units are strictly grand 
  f o r m  dependent upon outside transport; others are almost wholly naval units 
  with some shipboard troops. The majority, however, combine both for 
  self-sufficiency. Since mercenary units augment the basic forces available to 
  each clan, both troops and ships can be added to a clan's own military forces 
  in time of war, thus saving money in peacetime when such additional form 
  are not necessary. 
  
  Starship Encounters 
  Starship encounters using the ships in this set can occur in a variety of 
  star systems and can involve many different types of ships. These can be 
  used in any situation involving ship encounters in addition to or instead 
  of tables available from other s o u m  (such as Basic TraveIIw, GDW Supple 
  men? 7, Traders & Gunboats, or Admure a885 Ships, Volume 1 from 
  FASA. Modifiers may be called for to reflect ship types found only in certain 
  specific locations. 
  There is an excellent chance of a starship encounter in almost any 
  system. Roll two dice and impose an encounter on a result of 6+. If an 
  encounter is mandated, choose an appropriate encounter table, roll two 
  dice, and impose the modifiers indicated. Note that the first two tables consist 
  exclusively of ships found in this set, while the third and fourth tables may 
  call for ships from other FASA stanhip sets. The last table contains small 
  craft encounters. 
  The referee should always feel free to ignore, alter or replace any 
  given encounter or any whole table. If a particular set of plans is not avai- 
  lable, or if the needs of the situation dictate a change, do not hesitate to make 
  whatever substitutions are required. 
  1. ENCOUNTERS WITHIN THE IMPERIUM 
  Encounter oearrs at a world within the boundaries of the Imperium. 
  Die modifications may be imposed for encounters ooeuring along specific 
  frontiers; if the system is near the Solomani border, a DM +2 is applied. If 
  the encounter is in the Reavers' Deep sector, a DM -2 is applied. 
  Die 
  Ship Encounter 
  0 
  Explorer clax Survey Cruiser preparing far exploratory voyage 
  1 
  Scayaow class Combat Soout on mercenary mission 
  2 
  Patrol Cruiser making customs inspection 
  3 
  Patrol Cwiwr on routine patrol 
  4 
  Alexmdn'a class Free Trader carrying speculative cargo 
  5 
  Atwandria class Free Trader on special charter 
  6 
  Orbital Station. See table No. 6 for type 
  7 
  Scrbsidizd Liner on cruise route 
  8 
  Subsidffeed Liner chartered by large group 
  9 
  Yacht carrying noMe and guests 
  10 
  Yacht carrying corporate executives 
  11 
  Kurgiah class Medical Ship in searchsnd-rescue 
  12 
  Patrol Grub making customs inspections 
  13 
  Patroi Cruiser on routine patrol 
  14 
  Solommi Patml F r a t @  on diplomatic mission 
  
  2. ENCOUNTERS OUTSIDETHE IMPERIUM 
  Encounter occurs in a system beyond the boundaries of the lmpe 
  rium. Die modifications may b impwed for encounters mcuring in specific 
  sectors or regions. If the encounter is taking place in the Far Frontiers, no 
  modifications need be applied. Encounter rolls in Reavers' Deep have a DM 
  -2; encounter rolls in any area controlled by the Solomani have a DM +2. 
  Die 
  Ship Encounter 
  0 
  Srayaow class Combat Scout on mercenary operation 
  1 
  SEayauw class Combat Smut on survey mission 
  2 
  Explorer class Survey Cruiser on survey mission 
  3 
  Explorer class Survey Cruiser on survey mission 
  4 
  Alexandria class Free Trader on exploratory trade 
  5 
  Patrol Cruiser acting as local SOB 
  6 
  Orbital Sration. See Table No. 6 for type 
  7 
  Subsidired Liner on cargolpasenger route 
  8 
  Yacht with noble on exploration cruise 
  9 
  Kurgila& class Medical Ship on search-and-rescue mission 
  10 
  Alexandria class Free Trader on chamr 
  1 1 
  Alexandria class Free Trader on speculative trade 
  1 2 
  Patrol Cruiser acting as local SDB 
  13 
  SoIom~~iPatmlFrigateactingasImlSDB 
  14 
  Solomani Patrol Frhate on patrol 
  L 
  
  3. ENCOUNTERS I N  REAVERS' DEEP 
  Encounter occurs in a system in Reavers's Deep. Some vessels a p  
  pearing in other FASA products, as listed; these may be changed if necessary. 
  I 
  Die 
  Ship Encounter 
  2 
  Aslan mercenary squadron. One Warlord class Battle Leader 
  and two Hero class Intruder Transports (see Aslan Mercenary 
  Ships), plus two SCayaow class Combat Scouts on mercenary 
  expedition 
  3 
  Stayaow class Combat Scout on patrol 
  4 
  Alexandria class Free Trader on charter 
  5 
  Seeker class Armored Merchant on exploratory trade mission 
  (see Merchant Class Shipsl 
  6 
  Aslan Hem class Intruder Transport on mercenary expedition 
  (see Aslan Mercenary Ships) 
  7 
  Alexandria class Free Trader on speculative trade voyage 
  8 
  Subsidized Liner on route to CaledonlCaledon 
  9 
  Chameleon class Commerce Raider waiting in ambush (see 
  Adventure Class Sh&, 
  Volume 7) 
  10 
  Explorer class Survey Cruiser on exploratory voyage 
  11 
  Stayaow class Combat Scout in distress 
  12 
  Orbital Scation. See Table No. 6 for type. 
  ; 
  L 
  
  4. ENCOUNTERS IN FAR FRONTIERS SECTOR 
  Encounter occurs in a system in the Far Frontiers. Some of these 
  vessels appear in other FASA products, as listed; they may be changed if 
  necessary. 
  Die 
  Ship Encounter 
  2 
  Alexandria class Free Trader on exploratory voyage 
  3 
  Yacht with noble and retinue aboard on tour 
  4 
  Stedlas ctass Zhodani System Defense Boat, on patrol as 
  part of local navy (see Adventure Clas Shljls, Volume I )  
  5 
  Explorer class Survey Cruiser on exploratory voyage 
  6 
  Subsidizerl Liner on interstellar trade route 
  7 
  FanzhienzclassFarTradercarryingcargo. 
  8 
  Chat1 class Zhodani Leader Scout carrying diplomatic hission 
  to client state (see Adventure Class Ships, Volume I ) 
  9 
  Alexandria class Free Trader on charter 
  10 
  Patrol Cmi#r on routine patrol for local interstellar navy 
  11 
  Kurgiilash class Medical Ship on search-and-rescue mission 
  1 2 
  Orbital Sration. See Table No. 6 for type 
  J 
  5. SMALL ENCOUNTERS 
  Encounters can occur in nearly any star system. Small craft listed 
  are from Adventure Class Ships, Volume I ,  as we1 l as Adventure Class Ships, 
  Volume 2 (as noted); substitutions may be freely made as needed. 
  L 
  Die 
  Ship Encounter 
  1 
  Cutter on muting mission. Explorer class Survey 
  Cruiser may be in system on roll of 9+ 
  2 
  Passenger Shuttle bound for rendezvous with large merchant 
  vessel 
  3 
  CAMEL class Medical launch en route to orbital station with 
  casualties 
  4 
  Fuel Shuttle gathering fuel for large worship. Warship also in 
  system 
  5 
  Launch carrying port authority security 
  6 
  Fast Cutter carrying port authority security detachment 
  to vessel impounded for smuggling 
  
  6. ORBITALSTATIONS 
  These are some examples of facilities which might use the Orbital 
  Station as a control complex. 
  h 
  Die 
  Station Type 
  2 
  Commo Station. Facility includes large antenna arrays for 
  intra-system communications 
  3 
  Fuel Sation. Facility includes additional small craft docking 
  areas for fuel shuttles plus large fuel storage and processing 
  modules 
  4 
  Resmrch Scation. Facility includes additional space devoted 
  to laboratories and special scientific modules 
  5 
  Listening Po#. Facility is military monitor station. No addi- 
  tional modules. Station may be in hostile territory or near gas 
  giant of strategic star system 
  6 
  Hospital SCetion. Facility is control center for hospital station 
  which contains additional space devoted to labs, wards and 
  staff quarters. 
  May include extensive multi-environment 
  modules for nonhuman species 
  7 
  Orb&?/ Complex. Facility is part of a general-purpose space 
  statlon in orbit around a space-faring world. Additional 
  modules include a wide range of functions 
  8 
  Spxdmk. Facility includes large latticework frame which can 
  enclose large ships being built or overhauled in space. Includes 
  external lights, work platforms, etc. 
  9 
  Fighter Ew. Facility is control center for military installation 
  holding pilot quarters and small craft storage and launch 
  facilities 
  10 
  Weapons Platform. Facility includes large weapons bays, 
  intended either to defend or to overawe a specific planet 
  11 
  Oqo-Space Station. Facility is designed as semi-self-sufficient 
  base in deep space, possibly as a bridge across a rift or other 
  major strategic route, Additional modules are large, numerous 
  and varied 
  I2 
  $0- 
  Colony. Facility forms the receptionlguidance section 
  of a space colony housing thousands of individuals, as a mini- 
  world in its own right 
  
  Adventure Class Ships 
  The vessels in this set represent some typical ships of the 100-1000 
  ton range, chosen both for their interest and for their usefulness in a typical 
  Tmveller adventure. Some ships (the Alexandria, the Regal, etc.) are likely 
  ones to carry the adventurers as passengers or crew. Others can be encoun- 
  tered as military patrols, ships belonging to a local navy, or in other special 
  situations. 
  This set of ships is suitable for many interesting adventure situations, 
  but it by no means exhausts the available ship-types published by FASA. 
  Aslan Mercenary Ships 
  Aslan Mercenary Ships contains two large 13000 ton) vessels employed by 
  Aslan military units. Merchant Class Shbs contains six 1000-ton merchant 
  vessels, ranging from passenger liners to exploratory ships. Adventure Class 
  Ships, Volume I ,  presents a mixture of ships, including a number of military 
  vessels which might be encountered in the Spinward Marches during the 
  Fifth frontier War. 
  In addition, FASA's quarter1 y Traveller magazine, Far Travellsr, 
  contains a regular wlumn entitled "Adventure Class Ships." Complete 
  descriptions, deck plans, and other information are provided in this column 
  on various ships in this same 100-1000 ton range. The best of these will 
  eventually appear with full 15mm plans in future volumes of the Adven- 
  ture Class Shks boxed series. 
  We hope you have enjoyed this set of ships from FASA . You are 
  invited to send us your comments, ideas, and designs for future consideration. 
  More important, though, you are invited to step on board and join FASA's 
  look into the universe of Traveller. 
  FASA STARSH IP PLANS NOW AVAl LAB LE 
  Adventure Class Ships, Volume 1 ............. $1 2.50 
  Adventure Class Ships, Volume 2 ............. $1 2.50 
  Merchant Ctam Ships ..................... $1 2.50 
  Aslan Mercenary Ships. ................... $1 2.50 
  Far Traveller, Issue 1 ...................... $3.95 
  Subscription (4 issues) .................. $1 5.00 
  
SOURCE: textdata/thevault/Traveller/01 - Classic Traveller/Third Party Materials - CT/FASA/FASA - ACS-2 - Adventure Class Starships - B1 and B2.pdf