TEXT: COMMON SPACECRAFT
  COMMON SPACECRAFT
  12
   HEAVY 
  HEAVY 
  FREIGHTER
  FREIGHTER
  ‘Heavy freighter’ is something of a misnomer, as this thousand-ton 
  vessel is still tiny compared to the mammoth corporate vessels that 
  also ply the trade routes. Still, with a cargo capacity of 500 tons, the 
  heavy freighter can serve the needs of a small colony. Its configuration 
  is distributed, making landing impractical. The superfreighter can be 
  docked at a HighPort (see page 178) or unloaded using shuttles. It 
  carries a single cargo shuttle. There are eight staterooms for the crew; 
  however, such vessels are perennially understaffed. It has a pair of 
  triple turrets for defence, equipped with sandcasters and lasers, but 
  the lack of crew makes the freighter vulnerable to boarding actions.
  HEAVY FREIGHTER
  Tons
  Tons
  Price (Cr.)
  Price (Cr.)
  Hull
  Hull
  1,000 tons
  Distributed
  Hull 20
  Structure 20
  90,000,000
  Armour
  Armour
  None
  Jump Drive H
  Jump Drive H
  Jump 2
  45
  80,000,000
  Manoeuvre Drive E
  Manoeuvre Drive E
  Thrust 1
  9
  20,000,000
  Power Plant H
  Power Plant H
  25
  64,000,000
  Bridge
  Bridge
  20
  5,000,000
  Computer
  Computer
  Model 2
  Rating 10
  160,000
  Electronics
  Electronics
  Standard Sensors
  –4 DM
  Weapons
  Weapons
  Hardpoint #1
  Triple Turret (sandcaster/beam laser/beam laser)
  1
  2,750,000
  Hardpoint #2
  Triple Turret (sandcaster/beam laser/beam laser)
  1
  2,750,000
  Fuel
  Fuel
  216 tons
  One Jump–2 and two weeks of operation
  216
  Cargo
  Cargo
  552 tons
  552
  8 Staterooms
  8 Staterooms
  32
  4,000,000
  Extras
  Extras
  Ship’s Locker
  –
  Shuttle
  95
  33,000,000
  Software
  Software
  Jump Control/2
  200,000
  Manoeuvre/0
  –
  Library/0
  –
  Maintenance Cost (monthly)
  Maintenance Cost (monthly)
  18,164
  18,164
  Life Support Cost (monthly)
  Life Support Cost (monthly)
  16,000
  16,000
  Total Tonnage and Cost
  Total Tonnage and Cost
  996
  996
  217,962,000
  217,962,000
  
  COMMON SPACECRAFT
  13
   YACHT
  YACHT
  Built on the 200-ton hull, the yacht is a noble’s plaything used to entertain friends and undertake political or commercial missions. There 
  are sixteen luxury staterooms; two have been combined into a suite for the owner aboard. The yacht carries an air/raft and a ship’s boat in 
  hull compartments; an ATV is also carried, and the ship’s boat is fitted to ferry it from orbit to surface and back. The yacht requires a crew of 
  four: pilot, engineer, medic, and steward. Gunners, additional stewards, and other personnel may be may be added as required. Yachts are 
  built to the finest of specifications and have the best fittings money can buy.
  YACHT
  Tons
  Tons
  Price (Cr.)
  Price (Cr.)
  Hull
  Hull
  200 tons
  Hull 4
  Structure 4
  8,000,000
  Armour
  Armour
  None
  Jump Drive A
  Jump Drive A
  Jump 1
  10
  10,000,000
  Manoeuvre Drive A
  Manoeuvre Drive A
  Thrust 1
  2
  4,000,000
  Power Plant A
  Power Plant A
  4
  8,000,000
  Bridge
  Bridge
  10
  1,000,000
  Computer
  Computer
  Model 1
  Rating 5
  30,000
  Electronics
  Electronics
  Standard Sensors
  –4 DM
  Weapons
  Weapons
  None
  Fuel
  Fuel
  44 tons
  Two Jump–1s and four weeks of operation
  44
  Cargo
  Cargo
  21 tons
  21
  16 Staterooms
  16 Staterooms
  Two are combined into a suite
  64
  8,000,000
  Extras
  Extras
  Luxuries
  Steward 1
  1
  100,000
  Air/raft
  4
  600,000
  Ship’s Locker
  –
  Ship’s Boat
  30
  16,000,000
  ATV
  10
  300,000
  Software
  Software
  Jump Control/1
  100,000
  Manoeuvre/0
  –
  Library/0
  –
  Maintenance Cost (monthly)
  Maintenance Cost (monthly)
  4,210
  4,210
  Life Support Cost (monthly)
  Life Support Cost (monthly)
  32,000
  32,000
  Total Tonnage and Cost
  Total Tonnage and Cost
  200
  200
  50,517,000
  50,517,000
  
  COMMON SPACECRAFT
  COMMON SPACECRAFT
  COMMON SPACECRAFT
  14
   MERCENARY CRUISER
  MERCENARY CRUISER
  Using an 800-ton hull, the mercenary cruiser is 
  built to carry small troop units for corporate or 
  government operations. The ship carries two 50-
  ton cutters, each with an ATV module (which 
  includes an ATV). There is provision inside the ship 
  for two additional modules to be stored while not 
  attached to the cutters. There is an air/raft carried 
  in a hull compartment, and the ship carries a suite 
  of repair drones.
  The minimum crew necessary for the mercenary 
  cruiser is nine: commanding officer, pilot, navigator, 
  four engineers, and medic. Gunners, cutter pilots, 
  troops, and administrative personnel may be 
  added as desired. 
  MERCENARY CRUISER
  Tons
  Tons
  Price (Cr.)
  Price (Cr.)
  Hull
  Hull
  800 tons
  Hull 16
  Structure 16
  80,000,000
  Armour
  Armour
  Crystaliron
  4 points
  40
  16,000,000
  Jump Drive M
  Jump Drive M
  Jump 3
  65
  120,000,000
  Manoeuvre Drive M
  Manoeuvre Drive M
  Thrust 3
  23
  48,000,000
  Power Plant M
  Power Plant M
  37
  96,000,000
  Bridge
  Bridge
  20
  4,000,000
  Computer
  Computer
  Model 5/fib
  Rating 25 (hardened vs. EMP)
  15,000,000
  Electronics
  Electronics
  Military Sensors
  +0 DM
  2
  1,000,000
  Weapons
  Weapons
  Hardpoint #1
  Triple Turret (empty)
  1
  1,000,000
  Hardpoint #2
  Triple Turret (empty)
  1
  1,000,000
  Hardpoint #3
  Triple Turret (empty)
  1
  1,000,000
  Hardpoint #4
  Triple Turret (empty)
  1
  1,000,000
  Hardpoint #5
  Triple Turret (empty)
  1
  1,000,000
  Hardpoint #6
  Triple Turret (empty)
  1
  1,000,000
  Hardpoint #7
  Triple Turret (empty)
  1
  1,000,000
  Hardpoint #8
  Triple Turret (empty)
  1
  1,000,000
  Fuel
  Fuel
  312 tons
  One Jump–3, four weeks of operation and fuel for all vehicles (or 
  six weeks of operation and no fuel for vehicles)
  312
  Cargo
  Cargo
  73 tons
  73
  27 Staterooms
  27 Staterooms
  108
  13,500,000
  Extras
  Extras
  Repair Drones
  8
  1,600,000
  Air/raft
  4
  600,000
  Ship’s Locker
  –
  Modular Cutter #1
  ATV module installed, storage space for one more
  50
  29,800,000
  Modular Cutter #2
  ATV module installed, storage space for one more
  50
  29,800,000
  Software
  Software
  Jump Control/3
  300,000
  Manoeuvre/0
  –
  Library/0
  –
  Evade/3
  3,000,000
  Fire Control/3
  6,000,000
  Auto-Repair/2
  10,000,000
  Maintenance Cost (monthly)
  Maintenance Cost (monthly)
  36,203
  36,203
  Life Support Cost (monthly)
  Life Support Cost (monthly)
  54,000
  54,000
  Total Tonnage and Cost
  Total Tonnage and Cost
  800
  800
  434,440,000
  434,440,000
  
  COMMON SPACECRAFT
  15
  MERCENARY CRUISER
  
  COMMON SPACECRAFT
  COMMON SPACECRAFT
  16
   CORSAIR
  CORSAIR
  The Corsair design was originally intended as a raider and pocket warship, but has 
  been adopted by criminal and terrorist gangs across known space. Ten staterooms 
  serve as quarters for the crew (pilot, navigator, three engineers and assorted thugs and 
  cutthroats numbering up to five more); twenty low berths are available for emergency use, 
  or to hold captives. 
  Notable features on the Corsair are large cargo doors and variable identification features. The 
  large clamshell doors can open to reveal the entire cargo bay; the ship can accept a hundred-ton 
  ship into its cargo bay. The ship has several centrally controlled identification features which 
  can alter the shape and configuration of the ship at a moment’s notice – fins retract and or 
  extend, modules appear or disappear and radio emissions alter frequency and content. The 
  ship’s transponders can be altered to identify the vessel as having any of a variety of missions 
  and identities. The Corsair is unarmoured, relying on speed and firepower instead of staying 
  power.
  CORSAIR
  Tons
  Tons
  Price (Cr.)
  Price (Cr.)
  Hull
  Hull
  400 tons
  Hull 8
  Structure 8
  16,000,000
  Armour
  Armour
  None
  Jump Drive D
  Jump Drive D
  Jump 2
  25
  40,000,000
  Manoeuvre Drive F
  Manoeuvre Drive F
  Thrust 3
  11
  24,000,000
  Power Plant F
  Power Plant F
  19
  48,000,000
  Bridge
  Bridge
  20
  2,000,000
  Computer
  Computer
  Model 2
  Rating 10
  160,000
  Electronics
  Electronics
  Military Sensors
  +0 DM
  2
  1,000,000
  Weapons
  Weapons
  Hardpoint #1
  Triple Turret (beam laser/empty/empty)
  1
  1,500,000
  Hardpoint #2
  Triple Turret (beam laser/empty/empty)
  1
  1,500,000
  Hardpoint #3
  Triple Turret (beam laser/empty/empty)
  1
  1,500,000
  Fuel
  Fuel
  104 tons
  One Jump–2 and six weeks of operation
  104
  Cargo
  Cargo
  160 tons
  160
  10 Staterooms
  10 Staterooms
  40
  5,000,000
  20 Low Berths
  20 Low Berths
  10
  1,000,000
  Extras
  Extras
  Repair Drones
  4
  800,000
  Ship’s Locker
  –
  Software
  Software
  Jump Control/2
  200,000
  Manoeuvre/0
  –
  Library/0
  –
  Evade/2
  2,000,000
  Fire Control/2
  4,000,000
  Auto-Repair/2
  10,000,000
  Maintenance Cost (monthly)
  Maintenance Cost (monthly)
  11,900
  11,900
  Life Support Cost (monthly)
  Life Support Cost (monthly)
  22,000
  22,000
  Total Tonnage and Cost
  Total Tonnage and Cost
  398
  398
  142,794,000
  142,794,000
  
  COMMON SPACECRAFT
  17
  SERPENT 
  POLICE CUTTER
  Imperial Duty
  Imperial Duty
  The Imperium has endured for centuries, and appears to 
  most of its citizens to be an eternal fact of life, as inevitable as 
  gravity or taxes. In truth, the Imperium survives only because 
  the right people were in the right place at the right time. There 
  are always threats to interstellar commerce, ambitious dukes 
  putting their own interests ahead of the common good, and 
  rapacious or subversive alien forces plotting to conquer 
  known space. Characters may find themselves unofficially 
  drafted by Imperial intelligence to do what must be done.
  The Imperial duty is…
  1. 
  … bringing a secret message to an Imperial agent in a 
  starport. Enemies are hunting for the message, and the 
  characters must conceal it.
  2. 
  … scouting a neutral system for an enemy base – the 
  Imperium believes it is there, but must work through 
  private spies.
  3. 
  … infiltrating a smuggler’s organisation, so the 
  Imperium can swoop in and smash the crime ring with 
  inside information.
  4. 
  … finding a way to test the loyalty of a planetary 
  administrator, who is suspected of allying himself with 
  an enemy.
  5. 
  … transporting an Imperial commando team to a neutral 
  world. The commandoes clash with the characters.
  6. 
  … ‘losing’ a troublesome passenger.
  CORSAIR
  Piracy
  Piracy
  Raids on commercial shipping are distressingly 
  common in certain sectors. The high cost of keeping 
  a ship flying forces some captains to turn to piracy. 
  The Imperial Navy hunts down the most troublesome 
  raiders, but others slip through the net. The most 
  common form of piracy involves spies waiting at the 
  starport, watching for suitable targets and transmitting 
  flight paths to pirate vessels lurking near the hundred-
  diameter jump limit. Other pirates attack vessels 
  in transit to gas giants, outlying moons, or offworld 
  colonies and outposts. 
  The pirates…
  1. 
  … demand the characters dump their cargo into space, 
  or face immediate destruction.
  2. 
  … intend to board and capture the characters’ vessel.
  3. 
  … are actually illegal privateers in the employ of a noble 
  from a neighbouring world, preying on shipping.
  4. 
  … have no idea what they’re doing, but are desperate 
  enough to be dangerous. 
  5. 
  … have an agent on board the characters’ ship, as a 
  
  COMMON SPACECRAFT
  COMMON SPACECRAFT
  18
   SERPENT 
  SERPENT 
  POLICE CUTTER
  POLICE CUTTER
  These fast-moving system defence boats are used to patrol the space 
  around settled worlds. As they have no Jump drive they can use the 
  spare internal space to mount a more powerful manoeuvre drive, 
  giving it six Gs of acceleration which is more than enough catch 
  enemy ships. It has two staterooms for the crew, and ten low berths 
  for prisoners or marines. It has twenty tons of cargo space and carries 
  a life boat for rescue missions. A triple turret with a pair of missile 
  launchers and a pulse laser gives the cutter enough firepower to 
  deal with most foes. 
  SERPENT POLICE CUTTER
  Tons
  Tons
  Price (Cr.)
  Price (Cr.)
  Hull
  Hull
  100 tons
  Streamlined
  Hull 2
  Structure 2
  2,200,000
  Armour
  Armour
  Crystaliron
  4 points
  5
  400,000
  No Jump Drive
  No Jump Drive
  Manoeuvre Drive C
  Manoeuvre Drive C
  Thrust 6
  5
  12,000,000
  Power Plant C
  Power Plant C
  10
  24,000,000
  Bridge
  Bridge
  10
  500,000
  Computer
  Computer
  Model 1
  Rating 5
  30,000
  Electronics
  Electronics
  Military Sensors
  +0 DM
  2
  1,000,000
  Weapons
  Weapons
  Hardpoint #1
  Triple Turret (pulse laser/missile rack/missile rack)
  1
  2,250,000
  Fuel
  Fuel
  12 tons
  Four weeks of operation
  12
  Cargo
  Cargo
  20 tons
  20
  2 Staterooms
  2 Staterooms
  8
  1,000,000
  10 Low Berths
  10 Low Berths
  5
  500,000
  Extras
  Extras
  Fuel Scoops
  –
  Ship’s Locker
  –
  Launch
  20
  14,000,000
  Software
  Software
  Manoeuvre/0
  –
  Library/0
  –
  Evade/2
  2,000,000
  Fire Control/1
  2,000,000
  Maintenance Cost (monthly)
  Maintenance Cost (monthly)
  4,641
  4,641
  Life Support Cost (monthly)
  Life Support Cost (monthly)
  5,000
  5,000
  Total Tonnage and Cost
  Total Tonnage and Cost
  98
  98
  55,692,000
  55,692,000
  
  COMMON SPACECRAFT
  COMMON SPACECRAFT
  19
   SMALL CRAFT
  SMALL CRAFT
  The following ships are all classified as small craft because they displace less than 100 tons. The rules for designing small craft are slightly different 
  to the rules for designing larger spacecraft and will be presented in full in a forthcoming Traveller supplement. For now, we present the most 
  common small craft that travellers in the Third Imperium are likely to encounter.
   LAUNCH
  Also termed a life boat, this craft uses a 20-ton hull. It is a functional spacecraft but not suitable for extended journeys through space; its most 
  common use is to ferry people and cargo between ships or between ships and planetside. A launch’s small power plant cannot power a laser and 
  so when adding weapons it is limited to missile racks and sandcasters. The craft has 13 tons of cargo space.
  Hull
  Hull
  20 tons
  Streamlined
  Hull 0
  Structure 1
  Armour
  Armour
  None
  No Jump Drive
  No Jump Drive
  Manoeuvre Drive <A
  Manoeuvre Drive <A
  Thrust 1
  Power Plant <A
  Power Plant <A
  Computer
  Computer
  Model 1
  Rating 5
  Electronics
  Electronics
  Standard Sensors
  –4 DM
  Weapons
  Weapons
  None
  Fuel
  Fuel
  <1 ton
  One week of operation
  Cargo
  Cargo
  13 tons
  2 Crew Stations
  2 Crew Stations
  Software
  Software
  Manoeuvre/0
  Library/0
  Purchase Cost:
  Purchase Cost: Cr. 14,000,000
   SHIP’S BOAT
  Using a 30-ton hull, the ship’s boat is capable of excellent acceleration and is a worthy upgrade to the more utilitarian launch. Due to its excess 
  cargo space it is often customised as a troop transport and staging point for boarding actions. Although the ship’s boat uses a larger power plant, 
  so much power is dedicated to the manoeuvre drive that it can only mount a single beam or pulse laser. All other weapons must be missile racks 
  or sandcasters.
  Hull
  Hull
  30 tons
  Streamlined
  Hull 0
  Structure 1
  Armour
  Armour
  None
  No Jump Drive
  No Jump Drive
  Manoeuvre Drive A
  Manoeuvre Drive A
  Thrust 6
  Power Plant A
  Power Plant A
  Computer
  Computer
  Model 1
  Rating 5
  Electronics
  Electronics
  Standard Sensors
  –4 DM
  Weapons
  Weapons
  None
  Fuel
  Fuel
  1 ton
  One week of operation
  Cargo
  Cargo
  13 tons
  2 Crew Stations
  2 Crew Stations
  Software
  Software
  Manoeuvre/0
  Library/0
  Purchase Cost:
  Purchase Cost: Cr. 16,000,000
  
  COMMON SPACECRAFT
  COMMON SPACECRAFT
  20
   PINNACE
  Using a 40-ton hull, the pinnace is a common craft for adventuring ships, as 
  they have the speed, range and cargo capacity to support extended missions. 
  They can mount up to two beam or pulse lasers before overloading the power 
  plant.
  Hull
  Hull
  40 tons
  Streamlined
  Hull 1
  Structure 1
  Armour
  Armour
  None
  No Jump Drive
  No Jump Drive
  Manoeuvre Drive A
  Manoeuvre Drive A
  Thrust 5
  Power Plant A
  Power Plant A
  Computer
  Computer
  Model 1
  Rating 5
  Electronics
  Electronics
  Standard Sensors
  –4 DM
  Weapons
  Weapons
  None
  Fuel
  Fuel
  2 tons
  Two weeks of operation
  Cargo
  Cargo
  23 tons
  2 Crew Stations
  2 Crew Stations
  Software
  Software
  Manoeuvre/0
  Library/0
  Purchase Cost:
  Purchase Cost: Cr. 20,000,000
   SHUTTLE
  A shuttle is capable of moderate acceleration and can carry 71 tons of cargo 
  from ship to surface – the most any small craft is capable of. Most starports 
  have a fleet of cargo shuttles for servicing orbiting trade vessels. They may be 
  retrofitted with weapons but, like the pinnace, can draw only enough power 
  to feed two lasers.
  Hull
  Hull
  95 tons
  Hull 1
  Structure 1
  Armour
  Armour
  None
  No Jump Drive
  No Jump Drive
  Manoeuvre Drive A
  Manoeuvre Drive A
  Thrust 3
  Power Plant A
  Power Plant A
  Computer
  Computer
  Model 1
  Rating 5
  Electronics
  Electronics
  Standard Sensors
  –4 DM
  Weapons
  Weapons
  None
  Fuel
  Fuel
  1 ton
  One week of operation
  Cargo
  Cargo
  71 tons
  2 Crew Stations
  2 Crew Stations
  Software
  Software
  Manoeuvre/0
  Library/0
  Purchase Cost:
  Purchase Cost: Cr. 33,000,000
  
  COMMON SPACECRAFT
  21
  SMALL CRAFT
  
  COMMON SPACECRAFT
  22
  Hull
  Hull
  50 tons
  Streamlined
  Hull 1
  Structure 1
  Armour
  Armour
  None
  No Jump Drive
  No Jump Drive
  Manoeuvre Drive A
  Manoeuvre Drive A
  Thrust 4
  Power Plant A
  Power Plant A
  Computer
  Computer
  Model 1
  Rating 5
  Electronics
  Electronics
  Standard Sensors
  –4 DM
  Weapons
  Weapons
  None
  Fuel
  Fuel
  1 ton
  One week of operation
  Cargo
  Cargo
  2.5 tons + 30 ton module
  2 Crew Stations
  2 Crew Stations
  Software
  Software
  Manoeuvre/0
  Library/0
   MODULAR  CUTTER
  The fifty-ton cutter is capable of good speed 
  within a short-range operational capacity and 
  has a crew of two. Its main feature is the 30 
  ton ‘module bay’ that allows the cutter to be 
  quickly and easily reconfigured for different 
  missions. Changing the module in a modular 
  cutter is an Easy (+4 DM), Intelligence-based 
  Engineer (any) or Mechanic check, with no 
  non-proficiency penalty. It normally takes 1–6 
  minutes but is often drawn out to 1–6 hours to 
  ensure success.
  The modular cutter can mount up to two lasers 
  but any more puts undue strain on the power 
  plant and causes it to shut down.
  Three modules are commonly available for the cutter: 
  • 
  The ATV module
  ATV module includes either a wheeled or a tracked ATV 
   
  and the means to deposit it on a planetary surface and pick it up 
   
  again later. The module can serve as an ATV storage location. 
   
  It costs MCr. 1.8.
  • 
  The fuel module
  fuel module incorporates a fuel scoop and 30 tons of fuel tank. 
   
  It is usually used to ferry fuel from point to point and costs MCr. 1.
  • 
  The open module
  open module is a customisable frame with 30 tons of excess space. 
   
  The only difference between an open module and a module-less cutter is that 
   
  without an installed module the cutter’s module bay is open to space. An open module 
   
  provides a sealed environment for a mere 100,000 Credits and can be customised before installation (at additional cost) with 
  staterooms, low berths, fuel tanks, weapons and ammunition, or anything else travellers could want.
  
  COMMON SPACECRAFT
  COMMON SPACECRAFT
  COMMON SPACECRAFT
  COMMON SPACECRAFT
  23
   LIGHT FIGHTER
  The light fighter is a small, fast, highly manoeuvrable ship used for making high-speed attack runs on enemy ships. They consist mainly of a power 
  plant attached to a laser or other weapon with a pilot sitting on top. Fighters pose aggravating tactical complications for the commander of a vessel 
  under attack by them but are seldom enough to destroy a larger ship without support.
  Hull
  Hull
  10 tons
  Streamlined
  Hull 0
  Structure 1
  Armour
  Armour
  Crystaliron
  2 points
  No Jump Drive
  No Jump Drive
  Manoeuvre Drive <A
  Manoeuvre Drive <A
  Thrust 6
  Power Plant <A
  Power Plant <A
  Computer
  Computer
  Model 1
  Rating 5
  Electronics
  Electronics
  Standard Sensors
  –4 DM
  Weapons
  Weapons
  Hardpoint #1
  Single Fixed Mounting 
  (pulse laser)
  Fuel
  Fuel
  <1 ton
  One week of operation
  Cargo
  Cargo
  1 ton
  1 Crew Station
  1 Crew Station
  Software
  Software
  Manoeuvre/0
  Library/0
  Purchase Cost:
  Purchase Cost: Cr. 18,000,000
  Some fighter patterns mount a triple fixed mounting with missile racks or sandcasters instead of a pulse laser and convert the cargo space into 
  ammunition storage. A missile fighter costs 21,000,000 Credits without any ammunition, which must be bought separately. A sandcaster fighter 
  costs 18,500,000 Credits without ammunition.
   Old Ships
  Many ships serve for decades or even centuries before being scrapped. Adventurers and free traders are often forced by necessity to purchase 
  outdated or damaged vessels instead of new or pristine ships. Characters purchasing an outdated ship gain 1d6 ship shares per 10 years of 
  wear. For each ten-year term of wear, choose what role that ship was engaged in, and roll on the table below:
  2d6
  2d6
  Trader
  Trader
  Military
  Military
  Other
  Other
  2
  Black-listed: Trader will be impounded 
  in several systems. –1 DM to all Broker 
  checks.
  Severely Damaged: –1 Hull.
  Leaky reactor core: Roll 2d6 when the ship 
  jumps. On a 12, crew suffer 2d6 � 20 rads.
  3
  Well maintained: Reduce all maintenance 
  costs by 10%.
  Upgrade sensors to next best type. 1
  Luxurious starship: +1 DM to all 
  Steward checks.
  4
  Vessel contains concealed smuggling 
  compartments.
  Vessel is equipped with an extra turret, 
  if possible. 1
  Library computer contains erroneous 
  information.
  5
  Cargo bay is tainted by chemical spills and 
  leaks. Vulnerable cargos may be damaged 
  in transit.
  Vessel was involved in a notorious battle, 
  and has enemies who wish to destroy it.
  Vessel contains disturbing psionic echoes. 
  6
  <--------------------------------------- Damaged sensors: –1 DM to all Sensors checks --------------------------------------->
  7
  <------------------------------------------------------– 1 DM to all repair attempts ------------------------------------------------------>
  8
  <---------------------------------------------- Increase all maintenance costs by 50% ---------------------------------------------->
  9
  <-----------------------------------------------------------------– 1 Structure2  ----------------------------------------------------------------->
  10
  <----------------------------------------- Damaged thrusters: –1 DM to all Pilot checks ----------------------------------------->
  11
  Ship is a famous and respected trader, 
  with a good reputation.
  Ship served with distinction, and has a 
  good reputation in the navy.
  Library computer contains secret or 
  unusual information.
  12
  Upgrade computer to next best type.
  Add a weapon costing up to 2 MCr.
  Upgrade sensors to next best type. 1
  1These options may result in additional tonnage being added to the ship. Remove tons from the cargo bay if necessary to make room.
  2If the ship’s Structure is 0 or less, then it is not spaceworthy and will disintegrate within 1d6 minutes of leaving atmosphere. It can be flown within an atmosphere but 
  will come apart the moment it hits severe weather, gets hit by an attack, undergoes stressful manoeuvres, or otherwise comes under strain.
  
SOURCE: textdata/thevault/Traveller/01 - Classic Traveller/Traveller - Deck Plans pt 2.pdf