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  Designer  
  Paul Elliott 
   
  Publisher in PDF format 
  Zozer Games 2013 
   
  Cover Art 
  Steff Worthington   [http://steffworthington.blogspot.com] 
   
  Interior Art 
  S. Joshi 
   
  Visit Zozer Games at www.zozer.weebly.com 
  Find me on Facebook as Zozer Games 
   
  All rights reserved. Reproduction of this work by any means is expressly 
  forbidden. 
   
  “Traveller” and the Traveller logo are Trademarks owned by Far Future 
  Enterprises, Inc. and are used according to the terms of the Traveller Logo 
  Licence version 1.0c.  A copy of this licence can be obtained from Mongoose 
  Publishing.  The mention or reference to any company or product in these pages 
  is not a challenge to the trademark or copyright concerned. 
   
  “Traveller” and the Traveller logo are Trademarks owned by Far Future 
  Enterprises, Inc. and are used with permission.  The Traveller Main Rulebook is 
  available from Mongoose Publishing. 
   
   
   
   
  
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  CONTENTS 
   
   
  Introduction........................................... 4 
  How Can you Play Traveller Solo?  
   
  The Starship ......................................... 6 
  Cost Options 
  Ship Types 
  Crew 
  Fast Play Space Combat 
  Speculation Without A Starship 
  Ship Trading Sheet 
   
  Keeping Track ...................................... 12 
   
  The Route ............................................. 16 
   
  Trading Checklist ................................. 18 
  1-Cargo Search 
  2-Buy Cargoes 
  3-World Encounters 
  4-Pay Warehouse Fees 
  5-Meeting an Old Friend 
  6-Port Event 
  7-Search for a Ship 
  8-Finalizing Details & Ship Encounter 
  9-Jump Event 
  10-Arrive in New System 
   
  Ship Encounters .................................. 25 
  Major Routes 
  Frontier Routes 
  Possible Encounter Outcomes 
  
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  INTRODUCTION 
   
   
  solo [adjective] alone; without other people 
              
   
   
   
  Cambridge Dictionaries Online 
   
  Of all roleplaying games, it is perhaps Traveller that is the most suited to solo 
  play and it has retained this feature since the first rulebooks were published back 
  in the late 1970s. When we talk about solo games, we mean 'playing alone, by 
  oneself'. This needs stating, because in some roleplaying circles the word 'solo' 
  is sometimes used to describe the act of playing with a single referee and a 
  single player; the word 'solitaire' instead being used to refer to playing alone.  
   
  One might wonder why anyone would play alone when roleplaying games are 
  by their nature social entertainment, enjoyed in the company of friends.  There 
  are many reasons to play Traveller solo.  Firstly, no-one in your group likes 
  Traveller, but you want to jump into the universe and play. Secondly, you might 
  soon be running a Traveller game for friends, but feel it would be prudent to test 
  out a game first to get to grips with rules, ideas and concepts. Alternatively, you 
  might not have a regular roleplaying group and be forced by geography or 
  circumstance to game solo. You might even 'prefer' to game alone, many 
  thousands of people play computer games in this way  already. Lastly, you might 
  have a group of friends who do play Traveller, but not at the pace or level of 
  detail that you would like.  
   
  Whoever you are, and for whatever reason 
  you picked up Star Trader, this book is for 
  you!  
   
  How Can You Play Traveller Solo? 
  There are many ways to enjoy Traveller 
  without a traditional roleplaying group. The Traveller Main Book includes a 
  variety of systems which can be used to 'worldbuild'; one might roll up, interpret 
  and then write-up an entire subsector of worlds, for example. Characters can be 
  created, their back stories explained, their motivations and personality fleshed 
  out. There are starships to be built, or starship fleets if one has the time or 
  inclination. Worlds can be populated with important NPCs created for the 
  purpose, maps can be drawn and animal encounter tables created. There is 
  plenty to do!  
   
  Some referees desire more narrative in their solo activities, however and while 
  this can be done, it is difficult. Attempts to run a traditional roleplaying scenario 
  alone are fought with frustrations. The referee establishes the situation, how 
  then can the referee then acting as player be surprised by plot twists, hidden 
  agendas or random events? Random tables can help to some degree but perhaps 
  the best method introduced so far as been the game supplement Mythic Game 
  Master Emulator published by Word Mill Games. This emulates the referee's role 
  
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  and through some randomization and clever use of word interpretation, can 
  recreate the feeling of a table-top roleplaying session.  
   
  Such an approach is not for everyone; on one hand the process requires time 
  and a good deal of thought which in a normal session would be replaced with 
  straight talking, action and a rapid progression through the game.  On the other, 
  one could envisage the process of participating in a group roleplay session 
  something of a shared entertainment, with everyone present there to bare 
  witness to the events. "Sure, we never really hijacked the starliner and sent it 
  crashing into the pirate base on the moon Nexar 4, but boy we'll all remember 
  that session for a long time to come!" Contrast that with the solo roleplayer who 
  has no-one to share his victories or his clever tactics and ruses with. In this way a 
  roleplay session can be seen as somewhat self-congratulatory, a performance by 
  one-self to one-self.  
   
  Star Trader recognises the need for a goal within the gaming. Solo games are 
  not new, solitaire card and dice games have existed for decades, and many 
  traditional boardgames can be played by a single player. The appeal of these 
  solo activities is their challenge; there is a method of scoring or at the very least 
  a win or lose result.  
   
  Star Trader then, uses the speculative trading rules found on p.160-166 to pit the 
  Traveller player against the vicissitudes of the interstellar economy. His aim 
  might be simply to stay in play without going broke, it may be more ambitious 
  than that, perhaps he wants to score the big mega credit before he retires from 
  play. However he defines his 'win', the player achieves victory by selling his 
  cargoes for a profit and suffers a defeat if he sells his cargoes at a loss. His 
  financial balance sheet acts as an on-going record of the state of play.  
   
  But this is Traveller, not 'fantasy stocks and shares' and the great appeal of solo 
  gaming is the interaction with Traveller's high technology, its starships, exotic 
  planets and interesting NPCs. The Star Trader game fills the player's journey 
  through the cosmos with these events and encounters, putting him into 
  predicaments that his character will have to resolve before the game can 
  continue. To some extent the encounters are sets and backdrops to the trading 
  game, but frequent events force the character to respond and the player will 
  need to refer to the task and combat rules in order to tackle these situations. In 
  reality, of course, it's this interaction with the Traveller setting that gets our 
  juices flowing. Yes, there is a financial measure of success, a profit and loss 
  scale, a balance sheet, but that part of the game, in the author's experience 
  anyway, rapidly fades to become a secondary role. In its place events, 
  relationships with NPCs, chance encounters, problems which leave a character 
  stranded, embarrassed or in mortal danger, become the enjoyable and 
  memorable building blocks of the game.  
   
  - Paul Elliott 
   
   
   
   
  
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  THE STARSHIP 
   
   
  The aim of Star Trader is to travel from world to world buying cargoes as 
  cheaply as possible then selling them elsewhere for as high a price as possible. 
  This is trade speculation, and becomes a game in as much as the player   must 
  select a suitable destination at which to sell his goods for the highest price. With 
  60 tons of farm machinery on board, it is no good flying out to some asteroid 
  belt, the player needs to maximise his profits by seeking out an agricultural 
  world that wants that cargo! This may be one, two or more jumps away, he will 
  have to weigh up the costs of getting there with the potential profits of a sale. 
  This is the game in a nutshell.  
   
  Part of the fun of the game comes in dealing with the starship that the player 
  owns, which transports the cargoes from world to world. It may be a type A free 
  trader, a type R subsidized merchant or some other vessel, but whatever it is, the 
  ship will require maintenance and upkeep. It will cost the player character 
  thousands of credits every trip to run, but that all becomes part of the game. 
  Page 137 of the TMB lists the costs facing a starship operator, and the player 
  may wonder whether all that financial book-keeping will be worthwhile. These 
  include the cost of fuel, life support, crew salaries, a share of the annual 
  maintenance bill, monthly mortgage repayments and berthing costs. Revenues 
  come from high, middle and low passengers and also come from transporting 
  other people's freight at standard rates (p.160 TMB).  
   
   
  Operating Costs Table 
  Item 
  Monthly Cost (Cr) 
  Mortgage 
  1/240th of Ship Price 
  Life Support 
  2,000 per stateroom 
  (3,000 for double occupancy) 
  Fuel 
  500 per ton of refined fuel 
  100 per ton of unrefined fuel 
  Berthing Costs 
  1,000 for class A and B 
  100 for others 
  Maintenance 
  0.1% of Ship Price 
  Crew Salaries: 
   Pilot 
   Astrogator/Co-pilot 
   Engineer 
   Medic 
   Steward 
   
  6,000 
  5,000 
  4,000 
  4,000 
  2,000 
   
   
   
   
   
  
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  COST OPTIONS   
  1-Calculate  and apply all costs and revenues : For many, operating a starship, 
  flying it from world to world through a subsector buying and selling cargoes as 
  you go, is what Traveller should be about. For these people the minutiae of 
  starship economics is certainly worth the effort. It certainly adds to the realism 
  and recreates the hard life faced by free traders living on the edge. It makes 
  financial gains more rewarding.  
   
  2-Average  costs and revenues : This option accepts the costs need to be paid, 
  but that every credit needn't be accounted for. Total all costs and subtract these 
  every trip. Assume all passenger staterooms are filled with middle passage 
  passengers and the low berths are full. All passengers want to go to the next 
  destination. Any cargo space not filled with the player's own speculative cargo is 
  taken up with freight going to the next destination. Revenue will still have to be 
  calculated, though it will be simplified.  
   
  3-Ignore all costs and passenger revenues : These focus only on speculative 
  cargo. In this option it is assumed that the revenues from passengers and 
  incidental freight cancels out any operating costs. It might be more easy to 
  accept this option if the player assumes his ship no longer has a mortgage that 
  needs to be repaid. Perhaps the ship was paid off years ago, or claimed in 
  salvage, given as a gift, bought outright second hand or even won in a game of 
  chance.  
   
  4-Switch from a starship to 'Speculation Without a Starship' : Here the starship is 
  written out of the game. Sure, the speculative cargo as well as the player 
  character travels from world to world on starships, its just that he doesn't own 
  the starship. The character merely books passage for himself and his cargo on a 
  flight going to his desired destination. He will travel on many different ships in 
  the course of a game, paying only for his stateroom and the freight costs listed 
  on p.160 TMB. This option can have the most on-planet adventure opportunities.  
   
  SHIP TYPES 
  Preparing a ship for a trading expedition is a fairly simple process. Essentially 
  you need to select your ship and then prepare a list of costs and revenues. Use 
  the STARSHIP TRADING SHEET to fill in the relevant values that you will be 
  using again and again. It will be useful to have a decent deckplan for the game, 
  use one from the main rule book, Supplement 2: Traders and Gunboats or one 
  downloaded from the Net.  
   
  CREW 
  A fully fleshed out crew is essential for an interesting and entertaining solo 
  game, it adds a level of unpredictability and dynamism that gives each encounter 
  or event a more three dimensional and immersive feel to it. Spend some time on 
  this. There are several ways to create your crew; you can roll a number of 
  merchants up using the core book and allocate them to the positions you have 
  on-board, you can simply pick the relevant stats and skills you think would be 
  appropriate or you can pick the characters from a pregenerated list, perhaps 
  from Mongoose Publishing's Supplement 7: 1001 Characters or an older book, 
  
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  such as Game Designers’ Workshop's out-of-print Supplement 1: 1001 
  Characters. Add them to the crew roster on the STARSHIP TRADING SHEET. 
   
  Relationships:  An NPC is a collection of skills and characteristics, perhaps with a 
  little backstory. However, crucial for some entertaining play in Star Trader is an 
  NPC's relationship with his comrades. These bonds of friendship, hatred or 
  mistrust really add spice to an event when NPCs must, by necessity, work 
  together. It certainly gives the referee a good idea of how the NPC crewman will 
  act and respond. The NPC Relationship Table recognizes that although a player 
  character may be happy with a goal like 'wants to find his father' or 'wants 
  revenge on the crime syndicate' and so forth, in a game that has NPCs trapped 
  on a starship or at a starport, how they react to each other has far more 
  relevance.  
   
  The table has around 36 combinations of inter-personal relationship between 
  one NPC crewman and another. Once the crew list has been created, the referee 
  should roll on the Relationship Table once for every crewman. Every result will 
  be a relationship (good or bad) with another crewman - either select a suitable 
  NPC crewmember or roll randomly for one. The author typically does a bit of 
  both.  
   
   
  NPC Relationship Table 
  11 Bickers 
  41 Sexual partner 
  12 Secretly in love 
  42 Sexual partner 
  13 Secretly hates 
  43 Married couple 
  14 Competitive rival 
  44 Divorced due to past incident 
  15 Blames for a past event 
  45 Divorced over differences 
  16 Blames for a past event 
  46 Related (and on good terms) 
  21 Knows a dark secret 
  51 Related (but feuding or cold) 
  22 Ignores or ridicules 
  52 Life-long friend 
  23 Good friends 
  53 Secretly related (only one knows)  
  24 Good friends 
  54 Loner 
  25 Life-long friend 
  55 Bitter about a past event 
  26 Dependant for emotional reasons 
  56 Inseparable buddies 
  31 Admires 
  61 Bitter about a past event 
  32 Secretly jealous 
  62 Friendship through guilt 
  33 Openly jealous 
  63 Friendship through guilt 
  34 Loner 
  64 Knows a dark secret 
  35 Old (and these days, ex-) friends 
  65 Enemy – waiting for chance to 
  strike 
  36 Share a secret past incident 
  66 Roll again, but it’s all an act. Why? 
   
   
   
   
   
   
   
   
  
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  FAST PLAY SPACE COMBAT 
  It may be that the referee wants to play all aspects of the Traveller game and if a 
  starship combat encounter should occur, play that out in detail as described in 
  the Traveller Main Book. However, there may be others wishing to focus on 
  trading, planetary adventures and interpersonal conflicts; a simple fast resolution 
  space combat system is provided for them here.  
   
  For a ship wanting to escape an attack, throw 2d6 for a 10+; add Pilot skill to this 
  throw. If this escape attempt fails, then roll 8+ to avoid being hit by incoming 
  laser or missile fire. Again, add Pilot skill to this roll. Alternate between these two 
  task rolls until the ship escapes or is hit. Add a DM here or there to simulate 
  pursuit by a fighter, or attack from a heavy missile barrage. If the ship is hit then 
  roll 2d6, on a result of 5-12 it is crippled and may be boarded, on a result of 2-4 
  then the craft is destroyed and must be abandoned. If the player’s starship is 
  attacking another vessel, then make the same set of rolls on behalf of the fleeing 
  ship.  
   
  For those times when two ships go toe to toe in a stand-up space battle, then let 
  both sides roll 2d6 to avoid being hit as above. Skip the attempt to escape task.  
  This system requires some adjudication and improvisation, err on the side of 
  drama and fun! 
   
  SPECULATION WITHOUT A STARSHIP 
  For anyone choosing Cost Option 4, this section of the rules will show you how 
  some star traders do away with the costly starship altogether and ship their 
  speculative cargoes on established starliners or free traders. There's far less 
  overhead of course, but the downside is that there will be many times when a 
  ship is just not available with the right amount of space that is going to your 
  preferred destination. For the pessimist, hotel bills and warehousing fees just eat 
  away at profits, but for the optimist it simply means one more week on-world  
  and more opportunities for adventure and excitement!  
   
  Follow the established rules for buying and selling cargoes. Next, look for a 
  carrier starship as described in Section 7 of the Trading Checklist. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  SHIP TRADING SHEET 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  KEEPING TRACK 
   
  A number of methods to track the fortunes of the crew and record the progress 
  of events during the play-testing of this game. A ‘chronicle sheet’ was quickly 
  consigned to the bin – what was needed was a diary type recording method so 
  that all of the different types of operations, events and encounters that could 
  occur could be recorded.  
   
  One may ask, when no-one is actually going to read this trading diary: why 
  bother? The answer to that involves the fundamental difference between playing 
  a table-top game with a group of friends and playing alone. In traditional gaming 
  once an action is declared ‘I shoot the king!’ then it happens, it is now a fact and 
  cannot be ‘undone’. In a game occurring in one person’s head there is no 
  declaration of actions. Just when do you make the jump to the next system, if 
  you forgot something can you pretend it didn’t happen and do that bit again?  
   
  Writing everything down serves two purposes. Firstly it acts as a declaration of 
  action. Once written in ink it cannot be revoked. Secondly, when a game comes 
  to a sudden stop, it helps the player pick up where he last left off.  
   
  The recommended form of recording then, is a diary, a diary that includes a 
  margin down one side of the sheet used to record any financial transactions.  
   
  The following page is dedicated to an example of play, a single month in the life 
  of the ICSS Southern Cross and its crew. They begin with Cr100,000 gained from 
  mustering out. Characters might want to pool their finances to create a starting 
  value used for trading, but it is more likely that the referee will award the captain 
  a trading amount, Cr100,000 is a good starting figure. Notably, the Southern 
  Cross has no mortgage and is fully paid for. This will make it easier for the player 
  to make ends meet, and this particular sample game was more concerned with 
  using the trading rules to create opportunities for adventure!  
   
  ACCEPTING MISSIONS 
  As in the following example, the crew may accept missions from patrons that 
  require planning, roleplaying and dice rolling. The player/referee may want to 
  turn to the Traveller Main Book and play these missions out, dice roll by dice roll, 
  just as he would if there were players sat around the table. Alternatively, he  may 
  want to shorten the rolling and use the following fast-play resolution system: 
   
  Assign an overall danger rating for the mission, either Safe or Dangerous. Next, 
  decide on a plan - be impartial. Work it out in your head, who will take part, what 
  stages are involved, what contingencies are covered? Now, how good (really) is 
  that plan? Is it Shaky, Solid or Fool proof? This provides the basic difficulty for 
  the mission resolution with Shaky 10+, Solid 8+ and Fool proof 6+.   
   
  Decide what skills, or assets or equipment might be of use. Can your crew-
  characters supply any of these to help the success of the mission? Next, roll 2d6 
  
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  to resolve the patron’s mission, adding +1 for a skilled character, piece of kit or 
  asset that should provide a bonus. 
   
  Success will result in payment for a job well done, failure means that job is left 
  unresolved and payment with-held. Was anyone injured or worse? Whether the 
  mission succeeded or not, roll 2d6 and compare the result to the values 
  associated with the type of plan (above). If the result is UNDER the value, then 
  there is a consequence. Roll an additional 1d6, +2 if the mission was a success.  
  On 1-3, someone was injured and maybe even killed (if the mission was 
  Dangerous; if it was Safe then the character was embarrassed, arrested or 
  otherwise seriously inconvenienced), on 4-5 there was a less severe 
  consequence, perhaps some lost kit, a crucial bit of incriminating evidence left 
  behind or part of the mission unresolved. On 6-8 there is no consequence.  
   
   
   
  WEEK 1 - HONSHU 
  Industrial, TL 15, ‘cyberpunk-type’ planet 
  Capt & Sergei the navigator search for cargo at the port  
  2 days 
  -Basic electronics 40 tons 
  -Basic Manufactured Goods 60 tons 
  105 tons left for freight, plus passengers: 
  Freight 105 ton, 8 mid-psg, 9 low-psg. 
  *Another trader is after the cargo (electronics?). Just before they 
  arrive supplier messages them, tells them he sold it to someone else. 
  Payment cancelled. PCs go round to the port office, confront him (it 
  turns out other trader is the Cptn’s rival!). Almost come to blows, 
  but Cptn tries an Admin roll and threatens the seller with a loophole 
  in commercial law.  
  *As the ship is loaded, another cargo craft lands, damaged, 
  attacked by an unknown vessel ... 
  *Create NPC: Rival Trader, Nikos Vega.Ship called the Kali.  
  Take off and jump. Encounter small craft from Port Authority, 
  ignore, but polite.  
   
  Begin with Cr100,00 
  Wages, 
  fuel, 
  life 
  support all paid 
   
  -Cr91,000 
   
   
   
   
   
   
   
   
   
   
   
   
   
  leaves Cr9,000 
   
   
   
  WEEK 2 – IN JUMP 
  Argument with Vella over paperwork and her refusal to work as a 
  broker during trade meetings. Argument ends unresolved, like it 
  began. Stalemate.  
  *One of the passengers is a streetwise guy, maybe a criminal 
  passenger extorting money from another. Blackmail? Cptn Lucklow 
  confronts him, making a Streetwise roll to face him down. Luckily 
  it works!  
   
   
   
   
   
   
   
  
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  WEEK 3 – SAKKARA 
  ‘Desert’-covered colony world, TL 3, ExoElements virtually run the 
  planet, puppet government.  
  Lucklow can’t persuade Vella to help sell the cargoes during a heated 
  argument in the lounge. 
   
  Look for cargo away from port, Vella agrees to join Cptn. on desert 
  expedition, after some reflection and a quiet discussion in the 
  galley. Roll for Textiles (10 tons), Ore (20 tons), Basic 
  Consumables (50 tons). Buy at discount.  
   
  Rewind: Need to travel to restricted are (owned by ExoElements) to 
  meet with the native supplier. Need forged ID. Vella, Megan & Cptn. 
  Avoid ExoElements patrol, their native guide hides them in a village 
  of locals. Turns out IDs are rubbish, useless. Exo sweep through 
  village with APC and guns checking up on reports of foreigners. 
  Vella terrified, becomes close to Cptn. Will it last? Megan sulks. Do 
  the deal, get back to the ship. Cargo (textiles) will follow in a day or 
  two.  
   
  Fill rest of hold 135 ton with freight, get passengers. As usual, no 
  rolls, automatic.  
  *Back at Sakkara Downport, meet contact who needs your help. 
  Which skill? Admin. A corp exec, maybe from ExoElements who 
  wants to frame a target working at the port who is a member of a 
  local crime syndicate. He and Megan agree, sneak into an office, 
  access a terminal and set him up. Get paid!  
   
  Prep the ship. Megan now upset, tries to poison him against Vella, 
  but fails spectacularly producing opposite result. Cptn realises he 
  must make it up to Vella and that he must get back with her.  
   
  Take-off and jump. No ship encounter.  
   
  Paid for deliveries: 
  +Cr138,000 
  Sell cargoes: 
  +Cr44,000 
  +Cr69,000 
  Pay ship costs (life 
  supp, fuel, berthing) 
  -Cr53,000 
   
  Buy cargoes: 
  -Cr121,000 
   
  Paid for mission: 
  +Cr5000 
   
  Leaves Cr91,000 
   
   
  WEEK 4 – IN JUMP 
   
  Accident! Injury, Sergei the navigator is involved in an accident, a 
  fire in engineering. What was he doing there? Running calibration 
  tests... malfunction. Megan patches him up. 
   
  Cptn discovers that Sergei was not doing calibration tests, which 
  makes the incident suspicious, but Sergei is not admitting 
  anything. Player does not know the reason – leave it hanging.  
   
   
   
   
   
   
   
   
  
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  WEEK 5 – CORONIS 
  Polluted, over-populated industrial world. One-giant city.  
   
  Encounter OB167, a 1000 ton cargo carrier near jump point that 
  requests aid, just needs a particular tool for repairs. Cptn obliges. 
  OB167 now a contact. Vella volunteers to help with the repair.  
   
  Pay end of month wages and maintenance bill!!!!!! 
   
  Decide to look for cargo away from port in the hyper-industrialized 
  auto-factory dominated Seven Sector ..... 
   
  Roll 54: goods available direct from manufacturer, roll for cargo ... 
  illegal cybernetics! Perfect!We can afford one ton. What do the crew 
  think? Cptn is for it, all crew against it. Lets say he doesn’t tell 
  them its illegal .... 
   
  Meet a Contact. Lets say the Cptn of the OB167. Share a drink in a 
  bar downtown. He is a native of Coronis, warns of the cybernetics 
  issue on the planet, the Self-Aware lobby and the rise of the AI 
  government advisors.   
   
  Take off- no encounter. jump! 
   
  Paid for deliveries: 
  +Cr158,000 
  Sell cargoes: 
  +Cr 23,000 
  +Cr30,000 
  +Cr64,000 
  Pay ship costs (life 
  supp, fuel, berthing) 
  -Cr53,000 
   
  Wages+Maint Bill:  
  -Cr21,000 
  -Cr8,099 
   
  Leaves 283,901 
   
  Buy cargo: 
  -Cr250,000    
   
  Leaves: Cr33,901 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  THE ROUTE 
   
  Choices for the setting of Star Trader are many. Since this is a trading game the 
  area of space will probably need to be fairly civilised. Most of the sectors 
  published for the Traveller game over the years will be perfectly suitable. The 
  author has run his own games in individual subsectors of the Spinward Marches 
  as well as a number of scratch-built settings. Although you are not limited to a 
  single subsector, it certainly helps to focus the game. One gets to know the trade 
  codes of worlds off by heart and as the game picks up momentum and contacts 
  are made they can be encountered again and again. Familiarity with the worlds, 
  the stable of merchant ships and the NPCs that are being created begins to 
  create a setting with an increasing level of depth. To skip out to the adjacent 
  subsector does tend to spoil the effect, and to be honest you gain nothing new 
  except the chore of starting the work of fleshing out planets and people all over 
  again.  
   
  As you prepare for the game, scan the numbers of the UWPs for a few 
  subsectors, and pay attention to the trade codes. You ideally want to select a 
  subsector that has a good mix of trade codes within it. Vilis subsector (appearing 
  in Mongoose Publishing’s Spinward Marches) for example, has far too many 
  non-industrial worlds, while the Five Sisters subsector is full of either agricultural 
  worlds of non-industrial worlds. A good balance of all trade types is preferred so 
  that, whatever you have bought on one planet, there is always a different type of 
  trade code nearby to jump to and hopefully sell at a profit. With long strings of 
  non-industrial worlds littering the trade routes, it will take the player most of the 
  game just to get to a viable market!  
  Lunion has a good mix of worlds, particularly in the ‘Horseshoe’ that curves 
  around from Spirelle to Lunion to Strouden. Often ignored as an adventure 
  setting, it makes a neat trading location. District 268 and Regina subsector both 
  have a decent mix of trade codes.  
   
  This is not just a game of numbers, though. We want to feel like we are 
  ‘travelling’ and so it is recommended that the player look over the UWPs of the 
  
  17 | P a g e  
   
  subsector and put down a couple of notes on each world into a jotter. Write-ups 
  aren’t necessary. All we need to know are the basic facts: What is the climate 
  like? What is it like to walk around on the surface? Are there any interesting 
  places to stay? What kind of sightseeing is there to do? This is the kind of 
  information you’d want to find out about a 3-day trip to Vancouver or a stop-over 
  in Singapore. You’re not interested in how the government is organized or the 
  long and tortuous history of the place, you don’t need names of all the cities or a 
  detailed street map. Keep it simple – embellish were needed (on your first visit!).  
   
  For players not comfortable with this step, then skip it, or use a subsector, like 
  Regina in the Spinward Marches, that has most of its worlds detailed to a large 
  degree. GURPS Behind the Claw did a good job of covering every planet within 
  the Marches, and is still available digitally on e23.sjgames.com.  
   
  Here some examples:  
   
  Skoras 
   
  D765657-3   Ri Ag Ga NI Lt 
  Primitive agricultural world. Big trading houses are local nobility who own vast 
  mansions and forts in hostile areas. Mostly peaceful, but fierce tribes in the 
  mountains threaten 
  the 
  bucolic and 
  wealthy 
  farming 
  culture. 
  Warm, 
  Mediterranean climate. Stay in the lavish townhouses of your trading partners or 
  the Roukofon, a castle now given over to visitors, serving as a hotel. It looms 
  over the wealthy city next to the starport. Sightseeing: the exotic bazaars of the 
  city, the Wafkeni Falls, vast cliffs that were once mighty waterfalls, Tou-Mou 
  trees up in the mountains made of mirrored jet-black wood (watch out for tribal 
  attacks).  
   
  Colchis 
   
  A6369A5-D  Hi Ht  
  Hi-tech, over-crowded world, an interstellar hub. Thin atmosphere, requires a 
  respirator. Hundreds of sprawling cities connected by grav trains and grav flyers. 
  Cool climate. Devoted to the ‘Emperor’, a political figure risen from an obscure 
  military cult that went mainstream. His face appears everywhere, lots of places, 
  things are named after him. Places to stay: Emperor Palace Hotel, built into a 
  200m statue of the man himself. Places to visit: Crash Site 41, a vast wrecking 
  yard of ancient spacecraft; Tidal Communities, tens of thousands living on raised 
  houses on the tidal flats in a sustainable way; and Kirrukax Maze, a sprawling 
  temple hundreds of years old with a maze-like structure.   
   
  Malificent 
   
  C6B199C-B  Fl Hi 
  Corrosive atmosphere, sulphuric acid?  Yet there are a billion people here and a 
  small starport. Lets say the ‘people’ are local intelligent lifeforms, the Opods, 
  silicon based. The starport is an enclave that deals with Opods, and trades off-
  world materials they can’t produce here for some rich material a valuable 
  organic substance known as DXF. Stay at the Cave-Cut Hotel, with windows 
  looking out over the dark, acid scarred landscape. Go out and see acid-carved 
  river canyons, the Opod villages looking like strange rock formations, visit the 
  rainbow lake – every colour you can imagine.  
   
   
   
  
  18 | P a g e  
   
  TRADING CHECKLIST 
   
   
   
  1 - CARGO SEARCH 
  In Star Trader, searching for a cargo is one of the adventure elements. Make 
  something of it and look for opportunities to expand on the situation. Unlike the 
  TMB we differentiate between looking for cargoes At the Starport and looking for 
  them Away from the Starport, the understanding is the starport cargoes are easy 
  to find, but that goods located away from it are always cheaper because of the 
  effort in getting them. The incentive is clear, get out and find cargos on the 
  planet’s surface!  
   
  How Long Does It Take?  
   At the Starport – 2 days per attempt 
   Away From the Starport – 3 days per attempt 
   
  How Easy is it?  
  Finding a Supplier: Broker, Education or Social Standing, 2 or 3 days, Average (0) 
  Finding a Black Market Supplier: Streetwise, Intelligence, 2 or 3 days, Difficult (-2) 
   
  DMs:  
  Type A starport  
  +6 
   
  Type B starport  
  +4 
   
  Type C starport  
  +2 
   
  Type D,E starport 
  0 
   
  Note that goods purchased Away From the Starport gain a -2 bonus on purchase 
  price! 
   
  2 - BUY CARGOES 
  Use the procedure in TMB (p.162-166) to buy the desired cargoes. Note that in 
  Star Trader, all suppliers have access to Common Goods as well as World Type 
  Goods, but unlike the TMB, they only have ONE type of Unusual Cargo for sale. 
  Unusual Cargo is a cargo rolled randomly using d66.  
   
  3- WORLD ENCOUNTERS 
  Whilst the character is on the search for his cargo, he will hopefully have an 
  interesting time! Roll on the d66 table below and interpret the results. The player 
  may decide that this table only applies if seeking a cargo Away From the 
  Starport.  Interpret the result in relation to the details of the world and use the 
  task rules to resolve problems and have an adventure.  
   
   
   
   
   
   
   
  
  19 | P a g e  
   
   
  d66 World Encounter 
  11 
  Crime. Roll UNDER law level to avoid a random non-lethal crime costing you 
  Cr200 x 1d6.  
  12 
  Renowned restaurant  
  13 
  Sudden weather change may affect travel plans 
  14 
  Trade agents of a large megacorporation are on planet, making normal trade 
  difficult. 
  15 
  Sudden restriction on movement, unless you can find a way to avoid it 
  16 
  Another trader is after your preferred lot of trade goods. 
  21 
  Invited to a posh function 
  22 
  Ruined structure holds your interest 
  23 
  Discover a landed spacecraft. Why? 
  24 
  Interesting or potentially dangerous encounter with some local wildlife.  
  25 
  Local situation and manner of seller make you suspicious and consider rethinking 
  your purchase. 
  26 
  Holiday or festival celebrations slow things down, but become an enjoyable 
  diversion. 
  31 
  Seller involved in legal trouble and you risk getting embroiled 
  32 
  Community is either not what it seems, or very welcoming 
  33 
  Discover a wonderful little-known retreat, a place to relax - or to hide.  
  34 
  Security check. Roll the Law Level or less to avoid a complete check of papers and 
  a search of belongings and vehicle.  
  35 
  Patron offers you a short-term courier job to your next destination. 
  36 
  Transport delays 
  41 
  Hard times on the planet mean few trade goods for purchase 
  42 
  Valuable trade goods are on offer at a great deal. Why?  
  43 
  Harassed by a group of locals 
  44 
  Learn a secret on planet, political, corporate, etc. you can profit from this, if you 
  decide. If so, roll Deception or Streetwise to get away with it and gain Cr10-60,000, 
  fail and face being arrested, pursued or shipped off planet.  
  45 
  You need to travel to a restricted area and travel incognito with a forged ID. 
  Goods will be more valuable (gain +1 bonus on the buying roll). If caught you will 
  be sent back to the starport.  
  46 
  You are offered the chance to make extra money at a job lasting one day and 
  paying Cr250, or a favour. 
  51 
  Find yourself travelling with a group of interesting locals, gain useful information 
  about the world and a tip (+1 to find a dealer) on this, or your next, visit. 
  52 
  Local crisis; bush-fire, earthquake, hurricane, rioting. If you have a cargo of 
  particular use in the crisis you can sell for 3x the rolled price.  
  53 
  Investment opportunity arises on some local planetary business venture; you may 
  gamble a multiple of Cr1,000 up to Cr10,000. Roll Gambler 8+ or Broker 8+ and if 
  you succeed you gain half-again in profit, if you fail you lose your stake. The 
  result occurs by the end of the week.  
  54 
  Goods are on offer direct from the grower/manufacturer. It is top quality stuff that 
  will sell with a +1 bonus.  
  55 
  You are offered the chance to take part in a risky but rewarding Traveller 
  adventure.  
  56 
  Introduced to local entertainments, spending hundreds of credits (Cr100 x 1d6) 
  but gaining a friend and memories of a good time! 
  61 
  Job opportunity comes up that will last up to three days and pay Cr600 plus 1d6 x 
  Cr100.  
  62 
  You get ill. Roll 1d6, on 1-3 it is some bizarre local disease requiring an expensive 
  local doctor who will cost you Cr600, otherwise you are bedridden each day till 
  
  20 | P a g e  
   
  you successfully roll End 10+ 
  63 
  You are approached to smuggle illegal goods off-planet. If you accept, roll 
  Deception 8+ or Persuade 8+ to succeed. There ay be other complications. If you 
  refuse you may make an enemy of the smuggler.  
  64 
  Boom economy at the moment. This week, every dealer has three Unusual 
  cargoes for you to choose from.  
  65 
  Embroiled in legal trouble. An Advocate 8+ roll will sort out the problem quickly, 
  otherwise you may have to resort to bribery or other methods to get out of the 
  situation.  
  66 
  Another off-worlder befriends you, they are in a spot of bother it soon transpires, 
  would you help? There may be payment, or a favour.  
   
   
  4 - PAY WAREHOUSE FEES 
  Pay warehousing fees for any cargoes bought and stored in previous weeks. Do 
  not count any cargoes bought this week, the seller is paying for those. Cost=  
  Cr10 per ton week. 
   
   
  5 – MEETING  AN  OLD  FRIEND 
  Travellers meet other travellers. The player character collects acquaintances that 
  are contacts or allies, met at starports or on starships during his or her travels. 
  Keep a list of these contacts, roll 2d6 to determine their reaction to the character; 
  on a roll of 7+ it is favourable and the NPC is inclined to keep in touch in future. If 
  the context of the first meeting (or the entry on the encounter table) does not 
  give you a clue to the identity of an NPC contact then either roll on the NPC table 
  on TMB p.76 or TMB p.81.  
   
  Meeting a Contact 
  Roll 10+ to meet one of the contacts from your list each week you are at a 
  starport. They will be at the port all week should the PC need them.   
         DMs:  -1 if B class, -2 if C class, -3 if D class, -6 if E class, +1 if your contact list 
  is 3 or more, +2 if your contact list is 6 or more, +3 if your contact list is 9 or 
  more.   
   
  Some contacts may be located at that particular port permanently and can be 
  contacted if needed on a daily roll of 8+ (no DMs).  
   
   
  6 - PORT  EVENT 
  Whether the owner of a starship or a travelling speculator, time is spent at the 
  starport, getting licences, paying port fees, checking cargos, seeing to refuelling, 
  buying tickets, signing maintenance schedules, etc. It is likely that there will be 
  some event or encounter of note, this may or may not be important and could 
  have ramifications for an adventure. Or not.  
   
  d66  Starport  Event 
  11 
  Starport Shutdown - 1 week. Issue is a labour dispute, accident, festively/holiday 
  or security problem.  
  12 
  Your cargo is in the wrong place and your ship can't wait till whenever for it to be 
  moved. Will Bribery or Admin help here?  
  
  21 | P a g e  
   
  13 
  Your ship or ship's crew are in trouble, perhaps legally, perhaps personally or 
  perhaps mechanically. They may need assistance.  
  14 
  Customs- Roll 5+ for the cargo to clear customs. If not, there may be a 1 week 
  delay or a duty to pay (1%). Is there a way around it? An Admin roll, on 10+ will 
  find a loophole.  
  15 
  Red Tape - Transfer papers contain irregularities. Bribery or Admin with smooth 
  the way. 
  16 
  Security - Security at starports is always high, you and your cargo are searched. 
  The search will throw up some issue to do with your cargo or luggage you were 
  unaware of on a 6 on 1d6. Arrest? Detention? Week-long delay? Set-up by a rival 
  trader or a spurned seller? Roleplay the results.  
  21 
  Meet a fellow Traveller as a potential Contact. Roll on Traveller reaction table to 
  make their acquaintance, roll on Patron table to determine their identity. Record 
  the reaction result. Require a result of 8+ ('interested') for a friendship. When met 
  again, roll reaction result or less for assistance, cheap cargo, help in dealing with 
  a problem, etc.  
  22 
  Meet one of your contacts who needs your help. Is it financial, legal, 
  administrative or personal?  
  23 
  Your cargo is pilfered or damaged, reduce amount by 10-60% 
  24 
  Bunch of asteroid miners in port causing trouble all week for port officials and 
  other travellers.  
  25 
  Meet a minor celebrity/dignitary/notable in the company of a couple of 
  aides/guards.  
  26 
  Port personnel confuse you with someone else; roll 1d6 and on 1-3 this is good, 
  on 4-6 it is bad. A quick ID check should sort it out – shouldn’t it?   
  31 
  A ship has limped into port this week with damage and crew casualties.  
  32 
  Meet one of your contacts – they are desperate for help.  
  33 
  Find a great hang-out/bar/cafe/restaurant at the port. Perfect for hiding away, 
  making deals or wooing someone.  
  34 
  Mysterious ship landed at the port, no-one allowed to see it or go near it, though 
  there are plenty of rumours around.  
  35 
  Warehouse has cargoes available for auction in order to get rid of them. 
  Determine goods, determine price; player puts in a bid. Roll 8+ to get the cargo at 
  your price., -1 if bidding over half, -2 if bidding half or less than, -4 if bidding a 
  quarter or less than of the price.  
  36 
  Free trader crew arrested and their ship seized.  
  41 
  Someone needs to get off-world fast ... but its not as simple as that .... 
  42 
  One of your skills is recognized by a port employee ... they have a little problem, 
  could you help them with it?  
  43 
  Fire alarm keeps going off – everyone is jumpy and nervous.  
  44 
  You are approached to smuggle illegal goods off-planet. If you accept, roll 
  Deception 8+ or Persuade 8+ to succeed. There ay be other complications. If you 
  refuse you may make an enemy of the smuggler.  
  45 
  Cargo seized by customs is going cheap. You can pick it up for a bonus (+2 on 
  purchase table). Do the original owners want it back, though? 
  46 
  Military ships in port causing a variety of problems for other travellers.  
  51-
  66 
   
  No encounter of any significance 
   
   
   
   
   
   
  
  22 | P a g e  
   
  7 - SEARCH  FOR  A  SHIP 
  There are two rolls to make, the first to find a ship that is heading to your 
  preferred destination and the second to determine how much cargo space it has 
  available, if any.  
   
   
           Available Starship Table (weekly roll) 
  2d6 
  Starship Type 
  Maximum Cargo 
  2 
  Yacht 
  21 tons 
  3-4 
  Scout 
  3 tons 
  5-7 
  Free Trader/Far Trader  
  88 tons/64 tons 
  8 
  Subsidized Merchant 
  205 tons 
  9 
  Subsidized Liner 
  62 tons 
  10 
  Heavy Freighter 
  552 tons 
  11-12 
  Other large cargo ship 
  ? 
   
  Starport DMs: Type A or B 
                           Type C or D 
                           Type E or X 
  2 rolls/week 
  -2 
  -5 
   
   
  Next, roll 2d6 to determine availability of space in the ship’s cargo hold. 
   
  DMs:  
   
  Scout 
  -2 
  Yacht 
  -8 
  Free Trader/Far Trader 
  -4 
  Subsidized Merchant/Liner 
  -6 
  Heavy Freighter/Other Large Cargo 
  Ship 
  -8 
   
  If the result is 0 then the ship, despite being a likely candidate, has no cargo 
  space. If the result is 1+, then it has that number x10% of its cargo hold free. Cost 
  to the speculator to ship cargo is Cr1,000 per ton, + Cr200 per additional parsec.  
   
  Note that in a frontier subsector, it is useful to write up a list of  ship names with 
  the names of their captains or owners. Riding the same ship will mean meeting 
  the same crews and building relationships, having more long-running personal 
  stories.   
   
   
  8 - FINALIZING DETAILS  &  SHIP ENCOUNTER 
  Cargo is loaded, the PC checks out, pays any outstanding bills at the starport and 
  loads his or her luggage. For a starship captain, final cargoes are loaded, checks 
  made and flight plan filed. The player may want to roll for a Space Encounter, 
  roll 1d6 and institute an encounter (typically a communication) on 5,6.  See the 
  Space Encounter table on TMB p.139. or the Ship Encounter tables at the back of 
  this book. 
   
   
  
  23 | P a g e  
   
  9 - JUMP EVENT 
  The ship travels to the destination desired. It requires one week and requires a 
  roll on the Jump Event table.  
   
  d66 Encounter 
  11 
  Hijack or piracy or both 
  12 
  There is an incident amongst the crew and they turn to the PC for help.  
  13 
  What the problem is will probably revolve one of the PCs skills, status or situation.  
  14 
  An accident aboard ship requires repair, may involve an injury or some  
  inconvenience.  
  15 
  Fire in the cargo area – an electrical fault in the cargo bed rollers. 
  16 
  Demanding passenger is a friend of destination’s port manager.  
  21 
  Passenger is an inspector for the government who is authorized a tour of the ship. 
  22 
  Crewman becomes sullen, uncommunicative and makes mistakes, but will not 
  discuss. 
  23 
  Recycling systems require maintenance, it’s a messy job. 
  24 
  Find out some useful info from a passenger about the destination world, use it to 
  either get half price living costs at the starport, a +1 on any Admin roll, or re-roll a 
  cargo result during the Cargo Search phase.  
  25 
  Crew fresher is broken , the stateroom is flooded!  
  26 
  Jump field misaligning, requires spot retuning of the drive, very dangerous.  
  31 
  Cargo containers have shifted due to grav compensator malfunction. Need re-
  setting.  
  32 
  There's one obnoxious passenger people try to avoid. This trip will be miserable  
  unless someone deals with him, which skill will work with him/her? (1) Streetwise, 
  (2) Carouse, (3) Admin, (4) Bribery, (5) Leader, 6) Social Standing. Liaison is always 
  appropriate. Make a suitable roll to deal with this person.  
  33 
  Sensors are producing false readings. Or are they? If so, why?  
  34 
  Cargo container explosion and chemical fire.  
  35 
  Two passengers have a blazing and unresolved argument. It needs resolving! 
  36 
  A passenger shows too much interest in another, and attempts entry into his/her 
  cabin.  
   
  41 
  Typical trip, with highs and lows.  
  42 
  Fuel pump fails – reactor put on stand-by, something ingested during fuel 
  scooping.  
  43 
  Power failure – several tripped fuses, shuts down power in parts of engineering. 
  44 
  Meet one of your contacts who needs your help. Is it financial, legal,  
  administrative or personal?  
  45 
  Passenger declares he has seen a gun in another passenger’s stateroom.  
  46 
  A passenger falls mysteriously ill.  
  51 
  Security patrol ship makes contact in outer system or close to main world. (1) 
  checks registry, moves on (2) asks for passenger lists, is looking for a fugitive (3) 
  asks for cargo lists, is checking for customs irregularities, (4-5) will board, spend 1-
  3 hours conducting a routine search then move on. Roll 5+ for PC to avoid some 
  cargo or personal irregularity which leads to his or her put under 
  scrutiny/fined/delayed or detained (6) the starship is breaking the law and will be 
  accompanied to the starport where it will be impounded and investigated. Can the 
  PC help with bribery or admin or other skills in preventing this?? If not everyone is 
  detained at the starport for 1-3 weeks, cargos included. On a second roll of 10+ the 
  panicked starship captain makes a run for it and the patrol ship will be forced to 
  fire on the fugitive vessel.   
  52 
  Crewman has an affair with a passenger. 
  53 
  Gambling passenger takes everyone’s money and causes bother ... 
  
  24 | P a g e  
   
  54 
  Meet a fellow Traveller as a potential Contact. Roll on Traveller reaction table to 
  make their acquaintance, roll on Patron table to determine their identity. Record 
  the reaction result. Require a result of 8+ ('interested') for a friendship. When met 
  again, roll reaction result or less for assistance, cheap cargo, help in dealing with a 
  problem, etc.  
  55 
  Captain runs a crew training session on procedure/law/fire safety/hijacking/first aid 
  etc.  
  56 
  Theft from a passenger stateroom or luggage area. 
  61 
  Captain is incapacitated, roll for a simultaneous event/crisis that needs resolving! 
  62 
  Engineering problem requires all crew to help replace a huge component. 
  63 
  Crewman has a crisis of doubt, failure of duty. He/she shuts down.  
  64 
  One of the stewards is: (1) rude, (2) corrupt, (3) missing, (4) exploitative, (5) 
  thieving, (6) under pressure from a passenger.  
  65 
  Passenger is extremely reclusive, will not come out of his cabin.  
  66 
  Mysterious death of passenger or crew, was it murder?  
   
   
  10 - ARRIVE IN NEW SYSTEM 
  Enter the new star system roughly 100 diameters from the main world. The 
  player may want to roll for a Space Encounter, roll 1d6 and institute an encounter 
  (typically a communication) on 5,6. See the Space Encounter table on TMP p.139. 
  or the Ship Encounter tables at the back of this book.  
   
  Approach, land, unload, cargo sale, arrange for accommodation for the week.  
   
  Return to 1.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  25 | P a g e  
   
  SHIP ENCOUNTERS 
   
  MAJOR ROUTES  
  (class A, B & C ports) 
  2d 
  Type of Encounter 
  2-4 
  - 
  5 
  Scout Table* 
  6 
  Special Table 
  7 
  Small Transport Table 
  8 
  Large Transport Table 
  9 
  Industrial Table 
  10 
  Military Table 
  11 
  Large Transport Table 
  12 
  Military Table 
  13 
  Large Transport Table 
  14 
  Special Table 
  +1 Pop 8+ 
  +1 Naval Base 
  -1 Scout Base 
  -1 C Class starport 
  * Roll 3d if on an X-Boat link 
   
  2d 
  Industrial 
  2d 
  Military 
  2d 
  Special 
  2-4 
  Ore Carrier 1000 XT 
  Enterprise: Beijing, Leedan, 
  Mephistopholes, Glisen 
  Enterprise 
  2-4 
  Mercenary Cruiser 800 C 
  Broadsword: Sabre, 
  Claymore, Lucifer, Jacob's 
  Ladder 
  2 
  Fat Corsair 400 RQ 
  Challenger Ghost:  
  5 
  Mining Derrick 600 
  Oregon: New Horizon, 
  Poseidon, Voyager 
  5 
  Light Patrol Craft 200 
  Vorenus: Rapax, Venator, 
  Gladius, Invictus, Novus, 
  Hellas, Felix 
  3 
  Emergency Response Boat 
  100 N 
  Kineshii: Sanctuary, Mercy II, 
  Hope, Relief, Haven, Refuge, 
  Tranquility 
  6 
  Tanker Tender 1000 XT 
  Syndic: Deep Blue, Cleopatra, 
  Yeoman Bridge 
  6 
  Close Escort 400 CE 
  Punisher, Arbitrator, Justicar, 
  Tormentor, Vindicator 
  4 
  Personal Transport 100  
  Steed: Iruushigak, Niffleheim, 
  My Lucy, Isengard 
  7 
  Mining Cutter 50 YY 
  7 
  Patrol Cruiser 400 T  
  Arrogant, Audacious, 
  Illustrious, Zealous, Vanguard  
  Trident, Vigilant, Intrepid, 
  Glorious, Warspite  
  Monarch, Fortitude, Ardent, 
  Defiance, Swiftsure 
  5 
  Express Courier 200 
  Sprinter: Ben Morgan, Julian, 
  Ambrose, Certainty 
  8 
  Prospecting Ship 100 J 
  Seeker: Chancer, Hero of the 
  People, Snake Eyes, Vara's 
  Den, Saturn 5 
  8 
  Fleet Courier 400 
  Astra, Horizon, Zenith, 
  Perigee, Zodiac, Nadir 
  6 
  Merchant Courier 100 RX 
  Eucles: Nautilus, Herod, 
  Deneb 
  9 
  Lab Ship 400 L 
  Artemis: Sophocles, Aristotle 
  9 
  Battlecruiser 1250 BC 
  Victory Class: Alemann 
  7 
  Yacht 150 Y 
  Wind: Harmony, Destiny, 
  Symphony 
  10-11 
  Salvage Cruiser 2000 
  Garshiirarmu: Opportunity 
  10 
  Destroyer Escort 1000 DE 
  Argus Class: Arethusa, 
  Aurora, Galatea, Penelope, 
  Phaeton, Royalist 
  8-9 
  Small Craft (Private) 
  various 
  12 
  Mobile Teaching Hospital 200 
  Orbis 
  11 
  SDB 400  
  Avenger: no names 
  10 
  Lab Ship 400 L 
  Artemis: Sophocles, Aristotle 
   
   
  12 
  Fleet Squadron in Transit 
  11-
  12 
  Safari Ship 200 K 
  Animal: Ocelot, Leopard 
   
   
   
   
  FRONTIER ROUTES  
  (class D, E & X ports) 
  2d 
  Type of Encounter 
  2-8 
  - 
  9 
  Frontier Table 
  10 
  Small Transport Table 
  11 
  Military Table 
  12 
  Industrial Table 
  13 
  Large Transport Table 
  +1 Pop 6+ 
  -1  X Class starport 
   
  Piracy Warning 
  Major Route: 12+ on 2d 
  Frontier Route: 11+ on 2d 
   
  Ship classes are inspired by designs from across 
  Traveller history, suggested ship names are included. 
  
  26 | P a g e  
   
   
  3d 
  Small Transport 
  2d 
  Large Transport 
  2d/ 
  3d 
  Scout 
  3 
  Merchant 200 
  Manta: Arcturus, Nebula, 
  Crimson Flag  
  2-4 
  Long Liner 1000 
  Pride of Vega, Deneb Express, 
  Spirit of Arcturus  
  2-4 
  Surveyor 400 
  Dartilla Class: Nicomandia, Kish  
   
  4-5 
  Subsidized Merchant 400  
  Stellar: Vector, Transtar, Courier, 
  Reliant, Clear Horizon, Starfall, 
  Certainty, Axis, Los Alamos, 
  Mainstay, Challenger, Glory of 
  Vega  
  5 
  Freighter 3000 AT 
  Golden Harvest, Safety First, Star 
  Liner, First Option 
  5 
  Scout 100 S 
  Golf Ball: Maynard, King Louis, 
  Vernier, Citadel 
  6 
  Frontier Trader 400 
  Boudicca: Venturer, Adventure, 
  Expedition, Explorer 
  6 
  Bulk Cargo Hauler 5000 AH 
  Hercules class: Titan, Atlas, 
  Mammoth, Samson, Endurance, 
  Constitution, Goliath  
  6 
  Fast Scout 100 S 
  Adder, Cobra, Rattlesnake  
  7 
  Merchant 300 
  Goose: Cartagena, Turin, Orb's 
  Luck, Just Cause,  
  7 
  Subsidised Liner  600 M 
  Stellar Class: Spinward Star, 
  Majestic Star, Golden Star, Sun 
  Star, Island Star, Star Venture, 
  Evening Star, Winward Star, 
  Dawn Star 
  7-8 
  Scout 100 S  
  Type S: Eagle's Claw, 
  Lightspeed, Kiruul, Grim 
  Reaper, Nightfleet, 
  Thunderchild, Excalibur, 
  Odyssey 
  8 
  Small Craft (SPA) 
  8 
  Merchant Transport 500 
  Reliant: Armstrong, Kelvin, 
  Nautilus, Saratoga 
  9 
  Modular Scout 125  
  Eagle: Copenhagen, Vega Star, 
  Spectra 
  9 
  Small Craft (Corporate) 
  9 
  Cargo Carrier 1000 CT 
  OB101, OB167, OB230 
  10-11 
  Scout 100 S  
  Type S: Eagle's Claw, 
  Lightspeed, Kiruul, Grim 
  Reaper, Nightfleet, 
  Thunderchild, Excalibur, 
  Odyssey  
  12 
  Extended Fast Scout 150 
  Hispaniola, Braveheart 
  10 
  Modular Starship 300 
  Deneb: Aldebaran, Sirius, 
  Procyon, Barnard, Castor 
  10 
  Frontier Transport 2000 TI 
  Britannia, Sharshahan, Panther, 
  Hernandez, Cortez 
  13-14 
  X-Boat Tender 
  11 
  Far Trader 200 A2 
  Emperor Class: Marchant, 
  Alexander, Nicolai, Ferdinand, 
  Nero  
  11-
  12 
  Ore Carrier 1000 XT 
  Beijing Enterprise, Leedan, 
  Mephistopholes, Glisen 
  Enterprise 
  15-18 
  X-Boat awaiting pickup 
   
   
   
   
   
   
  12 
  Small Craft (Industrial/Science) 
  3d 
   Frontier 
  3 
  Cargo pod/escape ball 
  11 
  Frontier Trader 400 
  Boudicca: Venturer, Adventure, 
  Expedition, Explorer 
  4 
  Derelict vessel 
  12 
  Prospecting Ship 100 J 
  Seeker: Chancer, Hero of the 
  People, Snake Eyes, Vara's Den, 
  Saturn 5 
  5 
  Mining Derrick 600 
  Oregon: New Horizon, Poseidon, 
  Voyager 
  13 
  Scout 100 S  
  Type S: Eagle's Claw, Lightspeed, 
  Kiruul, Grim Reaper, Nightfleet, 
  Thunderchild, Excalibur, Odyssey 
  6 
  Scout 100 S 
  Golf Ball: Maynard, King Louis, 
  Vernier, Citadel 
  14 
  Safari Ship 200 K 
  Animal: Ocelot, Leopard 
  7 
  Fat Corsair 400 RQ 
  Challenger Ghost:  
  15 
  Close Escort 400 CE 
  Punisher, Arbitrator, Justicar, 
  Tormentor, Vindicator 
  8 
  Surveyor 400 
  Dartilla Class: Nicomandia, Kish  
  16 
  Pirate squadron! 
  9 
  Far Trader 200 A2 
  Emperor Class: Marchant, 
  Alexander, Nicolai, Ferdinand, 
  Nero  
  17 
  Fast Scout 100 S 
  Adder, Cobra,  
  Rattlesnake  
  10 
  Patrol Cruiser 400 T  
  Arrogant, Audacious, Illustrious, 
  Zealous, Vanguard 
  18 
  Asteroid Hermit 
   
  13 
  Subsidized Merchant 400  
  Challenger Class: Kraken, Ocean, 
  Yarbond, Hammerhead, Hero, 
  Equity, Concord, Iteration, 
  Globus, Napoli  
  14 
  Free Trader 200 A 
  Hero Class: Ambassador, 
  Centennial, Gainful, Beowulf, 
  Vash, Jabberwock, Weyland  
  15 
  Small Craft (Personal) 
  16 
  Light Transport 200 
  Nighthawk: Jumpmonkey, 
  Aquinas, Valerian, Optimus 
  17 
  Far Trader 200 A2 
  Kyuseita: Rift Jumper, Phantom, 
  Nephillim, Saint Helena, Netrix  
  18 
  Merchant 300 
  Relationship: Accord, 
  Agreement, Lentari Queen 
   
   
   
  
  27 | P a g e  
   
  POSSIBLE ENCOUNTER OUTCOMES 
  Can anything meaningful come of distant ship encounters? Sometimes 
  adventures can begin when the navigator raises a ship on the comm system ...  
   
  Frontier (for scout/military ships roll on appropriate table) 
  3-5 
  Fugitives from imperial law, they need a new ship… 
  6-7 
  Debris and wreckage from the rolled ship 
  8-9 
  Radio silence, they fear pirates 
  10  
  Ignore you, but polite 
  11-12 
  Asks for info on world you’ve just left 
  13 
  Asks for help with a repair 
  14-15 
  Crew are hostile and suspicious, warning you away 
  16-18 
  Medical emergency, they have no doctor or supplies 
   
  Industrial 
  3-5 
  Thinks you are a pirate, based on rumour 
  6-7 
  Thinks you are from rival company, warns you away 
  8 
  Comms are out, radio silence 
  9 
  Medical emergency, their doctor is ill! 
  10-11 
  Ignore you, but polite 
  12 
  Asks for info on world you’ve just left 
  13 
  Requires help with repair, please! 
  14-15 
  Require assistance with violent crewman 
  16 
  Refined ore in space from that ship. But no ship.  
  17-18 
  Hijacked vessel, unusual trajectory/callsigns 
   
  Transport/Special 
  3-5 
  Thinks you are a pirate, based on rumour 
  6-7 
  Transport matches a ship that went missing last year 
  8 
  Comms are out, radio silence 
  9 
  Medical emergency, their doctor is ill! 
  10-11 
  Ignore you, but polite 
  12 
  Asks for info on world you’ve just left 
  13 
  Requires help with repair, please! 
  14-15 
  Require assistance with violent passenger/crewman 
  16 
  Cargo in space from that ship. But no ship.  
  17-18 
  Hijacked vessel, unusual trajectory/callsigns 
   
  Scouts 
  3-5 
  Scout in distress; it has returned from a failed mission 
  6-7 
  Warn you away from a gravitational disturbance 
  8 
  On way to map a moon 
  9 
  Mapping gravitation anomalies 
  10-11 
  Launching a nav beacon 
  12 
  Friendly hail, ask about world you have come from  
  13 
  Ignore you, but are polite 
  14 
  Ask for you sensor logs 
  15 
  Mapping jump wakes, stay clear 
  16 
  Need a civilian spare part 
  17-18 
  Looking for a missing X-Boat 
   
  Military 
  3-6 
  Warn you of an unidentified ship in this system 
  7 
  Need some civilian spare parts from your ship 
  8 
  Asking for info on world just left 
  9 
  Ignore you, will not answer comms 
  10-11 
  Ignore you, but are polite 
  12 
  Asking for sensor logs 
  13 
  Security Checks 
  14 
  Boarding 
  15-16 
  Warn you of piracy in this system 
  17-18 
  One of your crew is wanted, see security checks 
   
   
  
  28 | P a g e  
   
  Legal Information 
   
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  29 | P a g e  
   
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SOURCE: textdata/thevault/Traveller/08 - Mongoose Traveller/Third Party Materials/Sourcebooks & Referee Materials/Traveller Solo - Star Trader.pdf