TEXT: Traveller
  
  Starports ©2011 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. 
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  organisations, places or events is purely coincidental.
  Traveller is a trademark of Far Future Enterprises and is used under licence. Printed in the USA.
  Credits
  Mongoose traveller 
  Author
  Carl Walmsley
  Editor
  Charlotte Law
  Layout
  Will Chapman
  Proofreader
  Nick Robinson
  Cover Illustration
  Carlos Nunez de Castro Torres
  Interior Illustrations
  Rich Longmore
  Deckplans
  Ian Stead
  Special Thanks
  Don McKinney
  Contents
  Introduction 
  2
  Starport Encounters 
  22
  Designing Starports 
  42
  Sample Starports 
  66
  New Ships 
  102
  Reference Material 
  112
  
  2
  introduCtion
  There can be few more striking symbols of the far-reaching 
  might of The Imperium than its network of Starports. Whether 
  great, glistening star-cities or tiny frontier outposts, they mark 
  the boundaries of its empire, the extent of its reach.
  Beyond their symbolic power, they are the intersections of 
  galactic commerce: the ports where merchants and brave souls 
  who traverse the edges of known space may seek refuge. 
  They are the beginning and the end of countless adventures, 
  spanning innumerable worlds. They play host to the super-rich 
  and provide cracks into which the dregs of society may fall. 
  They are safety and civilisation; endeavour and enterprise, 
  skulduggery and subterfuge. 
  They are Starports. Gateways to the cosmos.
  iMperial starports
  The vast majority of Starports in The Third Imperium are 
  managed by the Starport Authority – the SPA. Under their 
  guidance, travel between worlds remains a relatively safe and 
  reliable affair. People can get where they need to be and, more 
  importantly, trade continues to flow.
  The number and variety of Starports that fall under the SPA’s 
  umbrella is immense. Setting such diversity against the needs 
  of a huge bureaucracy, the SPA employs a Class system to 
  delineate the various types of Starport. This ranges between 
  the smallest Class E ports, that are little more than far-flung 
  landing pads, to the truly awesome Class A ports, which are like 
  the city states of Old Earth.
  Starports consist of two distinct sections – The Highport and the 
  Downport. A Highport is an orbital platform providing docking 
  and refuelling facilities for non-streamlined ships; and, in the 
  case of larger ports, a place to relax and unwind, or to negotiate 
  new business deals.
  A Downport is that part of a port located on (or sometimes 
  beneath) a planet’s surface. Smaller ports tend only to have a 
  Downport.
  Often springing up around larger Downports are Startowns – 
  businesses and homes that thrive on the trade generated by 
  the port. These range from carefully planned conurbations that 
  work closely with the port, to ragtag shanty towns, bereft of law 
  and order.
  The existence of the SPA serves to unify the operation of 
  Imperial Starports, ensuring that the same principles and rules 
  underpin their activities. Nevertheless, and regardless of which 
  Class a Starport fits into, each is unique in its own way. Whether 
  because of the quirky frontiersman who runs it, the exotic 
  planetary atmosphere, the perilous local fauna or the unique 
  trade opportunities on offer, every Starport has a distinctive feel 
  and character – and its own opportunities for adventure.
  starport ClassifiCations
  The vast majority of Starports visited by travellers will fit into 
  one of the five classifications used by the SPA. Starports within 
  each class share certain fundamental features, allowing first-
  time visitors to anticipate the types and levels of service that 
  will be available.
  An overview of each Starport Class is provided here. The inner-
  workings of Starports – the bureaucracy, personnel, operating 
  procedures and so forth – are detailed later in the chapter.
  Class E Starports
  These are the true frontier outposts: lonely bastions in the far 
  reaches of space, often many days travel from even minor trade 
  routes. They are typically equipped with a single landing area 
  big enough for a few small craft or a heavy freighter. The largest 
  Class E ports have additional pads that can each accommodate 
  a craft no larger than 1,000 displacement tons.
  A simple structure – either a pre-fabricated building deposited on 
  the planet when the port was constructed or something crafted 
  from local supplies – serves as the port headquarters. Circling 
  the perimeter will be some form of fence: initially a distinctive 
  metal ring approved by the SPA but over time perhaps patched 
  and repaired with available material. This line, no matter how 
  crude, is significant as it marks the edge of Imperial territory 
  and the limits of SPA authority. This is referred to as the XT-line.
  From within the headquarters, all port matters are administered 
  by the Port Director and his team. Typically, employees will be 
  required to multi-task. It is not unknown for the Port Director 
  himself to oversee maintenance tasks, operate communications, 
  perform security patrols and so on. Typically, a Class E port will 
  have D3 personnel on duty: the Port Director and possibly a 
  technician and/or security officer.
  
  3
  Very little in the way of landing guidance can be provided by 
  a Class E port. On approach, port personnel may offer basic 
  advice over the comms system and switch on the landing lights 
  but that is all. This can make setting down a rather hair-raising 
  experience in high winds, fog or cloudy atmospheres.
  Class E ports on worlds with a Standard atmosphere have no 
  hangers and only the most basic holding facilities for cargo. It is 
  rare indeed to find a Class E port with a proper warehouse – and 
  even then its capacity rarely exceeds a few hundred tons. Ports 
  on planets with Tainted, Exotic or Corrosive atmospheres will 
  include an airlock for passage in and out of the headquarters. 
  Enough vacc suits for the port personnel plus 1D6 spares will 
  be kept inside this building.
  On worlds with Insidious atmospheres, the main landing pad will 
  be equipped with a simple hanger that may be sealed against 
  the corrosive or toxic gases in the air. The headquarters will be 
  equipped with enough hostile environment vacc suits for port 
  personnel, plus 1D6 spares. 
  Class E ports have no refuelling of repair facilities, though port 
  personnel may have contacts among the local population that 
  can provide these services. It is also common practice for the 
  port to house a scrap pile – an assortment of odds and ends 
  from discarded ships. Most of the components in a scrap pile 
  are rusted and broken. From time-to-time, however, one can get 
  lucky and unearth something useful.
  Given the isolated location of most Class E Starports, rules 
  governing the possession of weapons tend to be relaxed. On 
  the fringes of civilised space, it makes sense to look as though 
  you can take care of yourself. Accordingly, port employees turn 
  a blind eye so as long as a visitor is not acting suspiciously or 
  aggressively.
  ‘Officially, anyone who runs a Starport can call themselves 
  Governor. Given the fact it’s only me, Ellie and Zac that run this 
  place just who the hell I’d be governing I’m not sure. Like most 
  guys running a ‘shack’ – that’s a Class E port – we prefer ‘Chief’.
  Jeez, I can just imagine trying to get Ellie to call me Governor. 
  She’d probably shoot me out the airlock – if the Headquarters 
  was big enough to have one!’
  — ‘Chief’ Dennis McQueen, Class E Starport Governor
  Class D Starports
  The key additions that elevate a Starport to Class D status 
  are a landing strip (on planets with an atmosphere) and 
  the ability to refuel visiting craft. In practice, these ports are 
  usually considerably larger, housing a dozen or more landing 
  pads. At least one pad will be able to accommodate a 2,000 
  displacement ton vessel. The rest will be a mixture of small (up 
  to 200 displacement tons) and medium (up to 500 displacement 
  tons) sized pads.
  In appearance, a Class D Starport looks more permanent, 
  housing a cluster of buildings, a checkpoint for those entering 
  the site and properly surfaced landing pads. The boundaries of 
  the port will be clearly delineated, with metal fencing or concrete 
  walls marking the XT line. 
  Unlike a Class E Starport – which works on a first-come, first-
  served basis – craft wishing to land must contact the port on 
  approach. They will be directed to a particular pad and given 
  (albeit rather limited) landing guidance as required. 
  A small berthing charge is levied on ships wishing to land at 
  a Class D Starport. There is an initial docking fee of 1D6 x 10 
  Credits, plus an additional 10 credits for each day beyond the 
  first that the ship remains docked.
  Starports in this class can usually provide a limited amount of 
  warehousing space for traders to store their cargo – 100 D-tons 
  capacity is standard.
  The refuelling service offers only unrefined fuel, at a cost of 100 
  Credits per ton. Standard ship’s stores are readily available.
  Simple repair work may be carried out though there is often 
  a delay of a few hours before for this can begin. Only parts 
  Scrap Pile
  Characters who find they are in desperate need of repairs 
  to their ship, or simply hope to strike it lucky and uncover 
  some useful spares, can spend a few hours rummaging 
  through a Starport’s Scrap Pile.
  Access to the Scrap Pile costs a fixed fee – typically Cr. 
  100 – and allows the character to cart away anything useful 
  that he finds. If he finds nothing, that is just too bad.
  To determine what a search turns up, the character makes 
  a Mechanic check with a –4 Modifier. If successful, he 
  uncovers 2D6–2 x 0.1 tons of spare parts.
  For example, setting down at a remote Class E Starport, 
  Captain Artemus Eley is desperate to repair some of the 
  damaged systems on his ship. Clean out of spare parts, 
  he searches through the port’s Scrap Pile. A successful 
  Mechanic check with a –4 Modifier means that he has 
  found something useful. A roll of 7 on a 2D6 indicates he 
  has salvaged 0.5 tons of spare parts (7-5 x 0.1 = 0.5). Now 
  he has at least a chance of patching up his battered ship.
  
  4
  required to repair Hull damage are available and these cost 
  10% more than normal, reflecting the length of time they are 
  typically stored before being sold. A few of the more down-at-
  heel Starports will maintain a Scrap Pile but this lends the port 
  an unfortunate ‘Class E air’ and is usually avoided.
  Class D Starports are often specialised in dealing with certain 
  kinds of traffic. This makes them better prepared for the demands 
  of such craft but at the cost of more general provisions.
  Industrial specialists are used to dealing with larger craft and 
  have at least one engineered landing pad that can accommodate 
  a vessel of up to 2,000 displacement tons. They also have a 
  one in six chance of possessing the parts required to repair 
  or replace a damaged ship’s system, so long as the craft in 
  question is of industrial design (minimum 1,000 tons, with 500 
  tons of Cargo space).
  Recreational specialists tend to deal with small craft, carrying 
  passengers. Accordingly, the port has Standard quality rooms 
  available for rent (see Chapter Three: Hospitality Modules).
  Exploration specialists are used to patching up vessels that 
  have been in battles or endured the rigours of frontier worlds. 
  They have an additional 1D6+2 tons of spare parts available for 
  Hull repairs.
  Class C Starports
  Starports in this class see a regular flow of traffic and are 
  equipped to deal with all manner of craft, from industrial 
  transports to pleasure yachts. More significant than this, and 
  the feature which elevates them to Class C status, they have the 
  ability to provide refined fuel. Far more so than smaller stations, 
  these ports have a feeling of solidity and activity. They are able 
  to do more than tend to the basic needs of frontier traders and 
  outlying worlds – they are places where employment is sought, 
  meetings arranged and deals struck. 
  A typical Class C port has 50 or more landing pads, a couple 
  of which will be large enough to handle ships as big as 5,000 
  displacement tons. Most pads will provide a hanger and on 
  worlds with hostile atmospheres these will be sealed and 
  equipped with an airlock allowing safe egress for both ships 
  A Tricky Landing
  Setting down in a hostile environment can be a difficult proposition, especially at smaller Downports where there is limited 
  guidance from Flight Control.
  Strong winds, especially when combined with stormy conditions, can make an approach and landing perilous, even for 
  manoeuvrable lighters and shuttles.
  Landing a ship in such conditions requires a Piloting check, modified by the severity of the weather and environment:
  Prevailing Conditions 
   
   
   
   
  Piloting Modifier
  Difficult (Strong winds, driving rain, dense fog) 
   
  –2
  Very Difficult (hurricane, monsoon)  
   
   
  –4
  Formidable (super-tornado, eartHeadquartersuake) 
   
  –6
  One measure developed specifically to help with landing a ship in hostile conditions is the Wind shield. These devices unfurl 
  like giant umbrellas diverting wind and rain, and allowing craft to set down more safely. A landing pad equipped with a Wind 
  Shield reduces the severity of the Piloting check modifier by one step. 
  Wind Shields are never available on Class E or D Starports. Class C and B Starports typically equip 10% of their landing 
  pads with Wind Shields. Class A Downports equip 20% of berths with Wind Shields. On worlds with especially ferocious 
  weather conditions, these percentages may be higher.
  The quality of guidance and advice provided by a Starport’s Flight Control also affects the difficulty of setting down safely.
  Starport Class 
   
   
  Piloting Modifier
  E 
   
   
   
  –2
  D, C 
   
   
   
  0
  B, A 
   
   
   
  +2
  
  5
  and crew. A runway for non-VTOL craft will be present if there 
  is an atmosphere.
  A berthing charge of 1D6 x 100 Credits is levied on ships wishing 
  to land at a Class C Starport. A further 100 Credits is charged 
  for each day beyond the first that the ship remains docked. 
  A Starport in this Class will be equipped with a purpose-
  built Headquarters complex, housing Flight and Traffic 
  Control, Customs and other essential services. The port’s 
  communications and radar network is sophisticated enough to 
  facilitate multiple take-offs and landings and to offer guidance to 
  incoming ships. The port’s XT-line will be securely demarcated 
  and monitored by the Security Directorate.
  Class C Starports can provide an unlimited amount of unrefined 
  fuel. Refined fuel is available but supplies can become depleted. 
  Docking facilities in the Downport are able to load or unload 
  standard cargos with only minimal waiting time. For more exotic 
  supplies (such as hazardous materials or explosives) special 
  equipment will need to be moved to the landing area before 
  disembarkation can begin, which slows down the process.
  With an increased number of travellers availing themselves of 
  their facilities, Class C ports are a far more tempting proposition 
  for private concerns and usually host at least one hotel, along 
  with restaurants and other entertainment venues.
  Class B Starports
  Once a Starport reaches this size, it becomes a significant hub 
  within the local – and even planetary – economy. Many Class 
  B ports are at the centre of a major, and possibly capital, city. 
  They contain hundreds of landing pads of various shapes and 
  sizes, most of which have hangers fitted with dedicated storage 
  and unloading facilities. A Class B Starport is large enough to 
  be a settlement in itself and will have an indigenous population, 
  supplemented by a stream of passengers and visitors. 
  To earn the status of a Class B Starport, a facility must provide 
  an (effectively) unlimited supply of refined fuel. It will also contain 
  a shipyard, capable of producing Spacecraft and/or Small Craft. 
  This, in turn, provides excellent repair facilities for Spacecraft 
  and Small craft: damaged systems, Hull damage and Structural 
  damage may all be repaired. Capital Ships are catered for to a 
  lesser degree, with repairs possible to the Hull and replacement 
  ships systems being shipped in as and when they are required.
  To dock at a Class B Starport, there is a charge of 1D6 x 500 
  Credits. A further 200 credits per day must paid if the ship is to 
  remain berthed.
  There is no standard design for a Class B Starport: however, 
  the Downport usually spans an area of at least 10 square 
  kilometres and may well include a range of underground areas. 
  Around this a Startown will almost certainly have sprung-up, 
  covering an area that is at least as large as the port itself.
  95% of Class B Starports will include a Highport, with regular 
  shuttle services to and from the planet. The Highport will be 
  large enough to include some private concerns – specifically 
  entertainment venues for the crews of large ships so that they 
  do not need to travel ‘dirtside’. 
  Class B Starports have access to sophisticated satellite networks 
  providing expert guidance and telemetry to incoming and 
  outgoing ships. A mixture of expert personnel and computerised 
  Traffic Control systems will handle multiple flight plans, ensuring 
  that the airspace around the port is a hum of activity.
  Unlike their smaller brethren, Class B Downports are large 
  enough to accommodate a full range of independent businesses. 
  Optional Rule: Fuel Availability
  Each time a ship attempts to refuel at a Class C Starport, 
  use the following table:
  2D6 Roll 
  Refined Fuel Availability
  2 
   
  No refined fuel available
  3 
   
  50% of required fuel available*
  4–12 
   
  100% of required fuel available
  *Once this result has been rolled, the port is out of refined 
  fuel.
  A Class C Starport replenishes its fuel supply every 24 
  hours. 
  There are enough spare parts available for unlimited Hull 
  repairs to craft up to 5,000 D-tons. There is a 50% chance that 
  replacements for damaged systems are available for Small 
  Craft. Systems that are found to be unavailable can be delivered 
  to the port in 1D6 days.
  The largest Class C ports contain a modest shipyard capable 
  of manufacturing craft no larger than 100 D-tons. Facilities 
  within the yard may be used to repair Structure damage to craft 
  of this type.
  Approximately half of Class C Starports include a Highport. 
  These tend to be little more than refuelling and repair stations, 
  with docking platforms allowing shuttle transfers to and from 
  the planet below. A Highport in this class may be able to berth 
  relatively small capital ships but this is unusual. A more popular 
  alternative is the provision of tanker ships – essentially large 
  fuel tanks that can dock with a waiting ship and refuel it (see 
  page 109 for more on tanker ships).
  
  6
  As well as raising considerable revenue – both for the SPA and 
  the local economy – this encourages visitors to do more than 
  simply refuel their ships and move on. With luxury hotels, fine 
  dining, casinos and popular shows, ports of this size can serve 
  as holiday destinations in their own right.
  At this size, some Starports begin to suffer problems with 
  organised crime. The mixture of profitable businesses 
  and a steady supply of ‘easy marks’ provides an attractive 
  environment for all sorts of illegal activity. Accordingly, the 
  port’s Security Directorate will operate a range of undercover 
  operations to deter or unearth illicit activities.
  Class A
  With the capacity to accommodate an entire star fleet, Class 
  A Starports are the true crossroads of the stars. In fact, many 
  are more famous than the worlds that accommodate them – 
  and can be the reason that travellers and merchants visit a 
  system.
  In order to achieve the accolade of Class A status, a Starport 
  must include both a Highport and Downport, provide unlimited 
  refined fuel and house a full commercial shipyard. Inevitably, to 
  house and sustain such a weighty infrastructure, the port must 
  be a colossal enterprise, orchestrating vast quantities of trade 
  and travel. The economies of Starports this size can exceed 
  those of entire planets.
  The Downport of a typical Class A Starport can be seen from 
  orbit, its patina of lights shining out into space. Those more 
  poetic of travellers have described them as beacons held aloft 
  to the stars, beckoning strangers in from the cold and endless 
  void. Downports are invariably ringed by a startown: a great 
  sprawl of homes and businesses sustained by the flow of 
  passengers and trade.
  The Highport of a Class A port is a sight to behold. Typically, 
  it embraces an armada of ships, both great and small, which 
  swarm about it like insects before a hive. Only a top-notch Flight 
  Control system can cope with the hundreds, if not thousands, of 
  ships that come in and out of a Highport every hour of the day.
  Landing pads of every conceivable shape and size are 
  available, fully equipped with hangers and airlocks. The loading 
  and unloading of even the most exotic or dangerous cargoes 
  is fully catered for. Loading times of five minutes per ton are 
  the norm – though specially equipped industrial hangers can 
  reduce this to one minute per ton.
  The docking charges for a Starport of this size are 1D6 x 1,000 
  credits. Those wishing to stay must pay a further 500 credits 
  per day.
  Startowns
  Starports – particularly the larger ones – attract people 
  from near and far, from all levels of society. To many they 
  are like honey-pots filled with the promise of something 
  sweet. It is not uncommon for members of an indigenous 
  population to migrate to a port seeking work and the 
  promise of a better life. For some, this hope never 
  materialises. There are others who arrive at a port from 
  offworld, then find themselves down on their luck and 
  unable to move on again.
  Such people invariably end up in a startown – a shabby, 
  generally unplanned settlement that rises from the dust 
  surrounding a Starport. Lacking the glitz or respectability 
  of most Starports, these towns provide cheaper versions 
  of the goods and services available within the port. Many 
  of these are only ‘semi-legal’ (a popular phrase among 
  those who ply their trade in a startown) and available at 
  knock-down prices. It is fair to say that most are stolen 
  or faulty and there are no guarantees included – at 
  least, none worth the paper they are written on. Still, in 
  a startown the old adage ‘buyer beware’ is a maxim that 
  people live by.
  In an effort to prevent the growth of a startown, some 
  governments liaise with SPA authorities so as to set up 
  a perimeter area within the XT-Line where a properly 
  planned and managed conurbation can be established. 
  With enough political will and funding, this can work. All 
  too often, however, this official area is simply seen as part 
  of the Starport and an unplanned startown springs-up 
  around this – housing all the ne’er-do-wells and shoddy 
  businesses the government was seeking to eliminate.
  Whatever one’s feelings about startowns, they present 
  a number of unique business opportunities. Accordingly, 
  they are often places that travellers will elect to visit, even 
  if they are simply passing through a Starport.
  The repair facilities aboard a Class A Starport are second 
  to none. An almost unlimited supply of spare parts is readily 
  available, often at a reduced price. This is a result of the fierce 
  competition and the never-ending scale of demand.
  The Starport’s commercial shipyard ensures that all sorts of 
  ships are available for purchase – from compact small craft to 
  colossal capital ships. Alongside these gleaming new models, 
  a healthy trade in reconditioned and second-hand craft tends to 
  thrive, with ships available to suit every wallet. Given this wealth 
  of manufacturing talent – and the interested parties it attracts 
  
  7
  – a market in custom-models is also present. Those seeking 
  to modify their standard craft will find all manner of innovative 
  technicians convinced that they can squeeze just a little more 
  out of the engines or increase the efficiency of the screens.
  Flight Control aboard a Class A Starport offer precise guidance 
  to the hundreds of incoming and outgoing craft, so that accidents 
  (or even long hold-ups) are extremely rare.
  the spa
  Even within the labyrinthine bureaucracies of the Imperium, the 
  SPA stands out as singular organisation. Performing a host of 
  roles, both great and small, it facilitates interstellar trade and 
  travel, maintaining a way of life that has become second nature 
  to citizens of the Imperium. Without it, galactic commerce 
  would grind to a juddering halt and an unthinkable economic 
  destabilisation would occur. Thankfully, the SPA is very good 
  at what it does, with a track record for dealing with all manner 
  of unseen crises. The mere presence of an SPA Starport has a 
  stabilising effect on even the most troubled regions and serves 
  as a symbol of the Imperium’s continuing influence and power. 
  The SPA is an organisation that citizens know and trust.
  Though its official role – overseeing the day-to-day running of the 
  Imperium’s Starports – might sound straight-forward enough, 
  in practise this involves massive logistical know-how, complex 
  bureaucracy, top-notch law enforcement and expert diplomacy 
  and negotiation. The SPA has more fingers in more pies than 
  some megacorporations can even imagine. Accordingly, it has 
  some of the best people available on its payroll.
  Starport Governor
  The Governor of an Imperial Starport is part administrator, part 
  diplomat, part lawman – holding an almost feudal power over his 
  domain. Given the length of time it can take for communication 
  between worlds, every Governor has a great deal of autonomy 
  when it comes to the running of his port. There are detailed 
  protocols he must follow, of course, but ultimately he is judged 
  by results. So long as he upholds the good name of the 
  Imperium and promotes free trade, he is very much left to his 
  own devices.
  In larger ports, the Governor’s influence stretches far beyond 
  the walls of his station, his advice being sought on matters 
  as diverse as trade, taxation, exploration and security. In 
  many ways, his voice is the voice of The Imperium, approving 
  or disapproving of whatever non-Imperial governments are 
  planning to do.
  The individuals trusted with this role are as diverse as 
  the Starports they govern. Some are autocrats, devoting 
  themselves entirely to overseeing their little piece of the galaxy. 
  Others are ‘wheeler-dealers’ with a shrewd understanding of 
  trade and negotiation. Some are diplomats who adopt a hands-
  off approach, working from behind the scenes to keep things 
  running smoothly. Whichever is the case, a governor must be 
  the right man or woman for that particular job or they will not 
  remain in post for long – it is simply too vital a role.
  Haggling
  The level of competition within a Class A Starport is 
  ferocious. With a never-ending flow of potential customers, 
  margins are constantly trimmed in an effort to out-do rivals 
  and draw people in. To the wily customer, this presents 
  unique opportunities for acquiring a bargain: it is like going 
  straight to the docks to buy the trawler-man’s catch.
  A Player Character who succeeds with a Difficult (–2) 
  Persuade Check can knock 2D6–2% off the price of goods 
  purchased in a Class A Starport. Note that the Referee is 
  free to modify the difficulty of this Check according to the 
  availability of goods and the circumstances in which they 
  are being purchased. 
  ‘I’ve seen those boys in Flight Control and what they do 
  amazes me. Guiding all those ships in and out, every hour 
  of the day, without so much as a bump or scrape. It’s like 
  watching a master magician shuffle his deck – every card 
  ends up just where it should, and you don’t even see his 
  hands move. Only, in this case the magician would need 
  to have six hands!’
  — Holly ‘Long Haul’ Tills - Freighter Pilot
  The facilities in a Class A Starport rival, and often exceed, those 
  of a major city. Every manner of entertainment is available: from 
  the glittering shows of the plush entertainment districts to the 
  more questionable diversions of the habitation zones. If you 
  know where to look, it is amazing what you can find.
  Accommodation is readily available, often at a reasonable rate. 
  Many of the hotels include super-casinos and reason that they 
  will make enough profit at the gaming tables to subsidize the 
  price of rooms. There are, of course, more exclusive suites 
  which will set guests back thousands of credits a night. In return, 
  visitors can enjoy an exceptional quality of service, with access 
  to the sorts of exotic delicacies that only a hub of galactic trade 
  could hope to provide. 
  
  8
  Executive Directors
  Reporting directly to the port Governor are a number of 
  Executive Directors, each of whom is responsible for a clearly 
  defined aspect of port operations. If the Governor is the prince 
  of his own city state, these men and women are his privy council 
  – each a hand-picked advisor in whom considerable trust must 
  be placed. This clear chain of command allows the Governor 
  to oversee activities from on high, without the need to micro-
  manage every facet of port life.
  Free Trade
  At the heart of everything the SPA does is a belief in free trade 
  and the continuing profitability of the Imperium. As a result, only 
  minimal charges are incurred by ships passing through SPA 
  Starports. It is reasoned that the flow of trade enables taxes 
  to be collected elsewhere – taxes that are filtered through to 
  the SPA, indirectly subsidising the entrepreneurs who drive 
  interstellar commerce. It is the very spirit of free trade at work.
  As a result of the minimal tariffs levied by the SPA very few 
  rival organisations have ever been established. A number of 
  local worlds and megacorporations have tried but have rarely 
  managed to expand beyond a small network of ports. It is 
  simply not possible to match – let alone undercut – the SPA and 
  still turn a profit. More than that, many merchants and travellers 
  enjoy the familiarity of an SPA port. They are also so numerous 
  that there is rarely a need to use an independent facility if one 
  does not wish to do so.
  Whilst the status quo is that no tax is charged on goods moving 
  through an Imperial port, such facilities have a number of other 
  ways to make money. All Class D or larger ports offer at least 
  basic refuelling services and some form of maintenance and 
  repair facility. Larger Starports are often equipped to buy and 
  sell ships or to act as auctioneers in the sale of goods. They 
  also enjoy a healthy revenue stream from other businesses 
  operating from within the station. Others house production 
  facilities and shipyards, churning out goods around the clock. 
  All in all, the SPA is in rude financial health.
  Customs and Starport Law
  According to Imperial Law, goods which pass through an 
  Imperial port but never leave its boundaries, in essence never 
  leave Imperial Space. Consequently, they should in no way be 
  interfered with by representatives of a host world. There have 
  been some instances where this has caused friction between 
  planetary governments and the SPA but they are few and far 
  between. Illegal or dangerous goods are more likely to be 
  moved through independent ports than those run by the SPA – 
  a fact recognised by most governments.
  The Customs Directorate aboard every Imperial Starport 
  conducts routine checks, in order to search for contraband. 
  These are efficient but never unnecessarily invasive, striking 
  a balance between keeping planetary officials happy and 
  ensuring traders are not unduly inconvenienced. Instances of 
  smuggling are relatively rare and when they do occur penalties 
  are harsh. The Imperium must always be seen to maintain a 
  level playing field when it comes to matters of trade and those 
  who abuse their trust are severely punished. 
  Whilst within the boundaries of an Imperial Starport (inside 
  the XT-line), visitors are permitted to carry a single sidearm or 
  shotgun. This must be kept holstered at all times, except in the 
  event of being used for self-defence. Melee weapons no larger 
  than a dagger are permitted but are expected to be sheathed 
  and stored in plain sight. Explosives of any kind – especially on 
  a Highport – are strictly prohibited. Even the storage of such 
  items aboard ship must be revealed upon – and preferably 
  before – landing. Anything larger than a few grenades will be 
  safely locked away until the owner is ready to leave the port.
  On Class A, B and C Starports these restrictions are almost 
  universally enforced. Any violation will – at the very least – see 
  the culprit relieved of his weapons and forced to vacate the 
  station. What is more, those who violate these laws can expect 
  rigorous customs checks the next few times they pass through 
  any Starport controlled by the SPA.
  Exceptions are made on some Class D ports – particularly those 
  located in more remote areas. A slung rifle or sub-machinegun 
  will draw the eye of security personnel but, assuming the owner 
  has a permit, the weapon will not be confiscated unless the 
  holder does something to suggest he cannot be trusted. 
  Whilst docked at a Class E port, visitors can expect a blind 
  eye to be turned to the possession of all but the most powerful 
  energy weapons, so long as they remain on board ship and 
  permits are in order. Visitors may carry slug throwers and even 
  laser pistols, with the caveat that they do nothing to attract the 
  ‘If the space lanes are capillaries providing blood to the 
  Imperium, the SPA Starports are the valves in those 
  vessels. When everything is running smoothly, you don’t 
  even notice them. Take them away and the blood would 
  flow every which way, clogging things up and making a 
  hell of a mess.’
  — Taylor Hexe, Starport Governor
  
  9
  attention of security personnel. The SPA realises that life on the 
  frontier is dangerous and that those who plough a distant furrow 
  must be able to protect themselves.
  The wearing of all but military grade armour is permitted aboard 
  Imperial Starports. A character who attempts to stride about 
  the station wearing Combat Armour will very quickly be asked 
  to remove it. He can then expect a thorough inspection of his 
  ship and a rigorous examination of any weapon permits he 
  possesses. 
  Diplomatic Links
  There are extremely strong links between the SPA and the 
  Scout Service, with each organisation often providing the 
  other with vital services and support. The precursor to today’s 
  SPA was born of the Scout Service’s recognition of the need 
  to provide civilian ports alongside those maintained by the 
  Scout and Naval Services. Accordingly, many scouts feel an 
  undefined kinship with SPA personnel, a number of whom have 
  worked within the Scout Service in the past. The first port of call 
  for many retiring scouts is the SPA’s recruiting services, where 
  their applications are invariably looked upon favourably. 
  Many Class A, B and C Starports house permanent Naval and 
  Scout operations. Whilst oversight of these facilities remains 
  strictly under the jurisdiction of the relevant service, there 
  Crimes Aboard a Starport
  If characters insist on violating Imperial law by smuggling goods through an SPA port or trying to conceal an assault 
  weapon inside their coat, they are asking for trouble. The Referee may elect to throw the book at them, confiscating prized 
  possessions, imposing heavy fines or even enforcing a prison sentence. Whilst this may keep to the letter of the law, it does 
  little to promote fun in games or the reckless devil-may-care attitude that characterises so many travellers. 
  Accordingly, there are some alternative punishments that a Referee might elect to use:
  •	
  The Player Characters could be given a suspended sentence – sworn over to maintain the peace for as long as they 
  remain in the Starport. This can encourage innovative roleplaying as they seek to fulfil whatever task brought them to the 
  port without getting into any further trouble. A somewhat devious Referee might even have Player Characters run into 
  old enemies – foes that they cannot now deal with in the traditional way for fear of incurring the wrath of Imperial Law.
  •	
  The Player Characters are presented with a way to pay-off their debt that sees them working for the Starport’s undercover 
  security forces. Perhaps they have to infiltrate a criminal gang or locate a nefarious bounty killer. Either way, their 
  assistance will prove their good character and exonerate them of any previous wrong-doings.
  If the Referee decides he wants to play things by the book, he can use the sentencing table on page 174 of the Traveller Core 
  Rulebook to determine punishments meted out to Player Character perpetrators. Class A, B, C Starports are considered to 
  have Law Level 5; Class D Starports are Law Level 4; and Class E Starports are Law Level 3.
  The Travellers’ Aid Society
  The TAS maintains a chain of hostels across the Imperium, 
  many of which are located inside Starports. However, this 
  supplement is not the place where you will find extensive 
  information about TAS. Suffice to say, their hostelries – 
  which range from simple dormitories to luxury suites and 
  are often filled with interesting and useful people – can be 
  found in or near to most Class C or larger Starports.
  is usually a close working relationship with SPA personnel. 
  For instance, research and intelligence data is freely shared 
  between organisations; and in times of emergency the heads 
  of each service will form a de facto council to discuss important 
  decisions. One exception to this is when a port comes under 
  direct attack, in which case the Naval Commander assumes 
  overall control of the facility. Even then, he will continue to work 
  closely with his SPA and Scout Service counterparts.
  On non-Imperial worlds, the Governor of a Starport will cultivate 
  a close relationship with the planetary government. Typically, the 
  presence of a Starport serves as a prelude to full membership of 
  the Imperium. Therefore the local government will reciprocate 
  diplomatic courtesies, demonstrating its willingness to 
  strengthen ties and to do things ‘The Imperial way’.
  
  10
  iMperial starport organisation
  Despite vast differences in terms of size, importance and 
  location, Imperial ports are all structured around the same set 
  of organisational principles. Theses principles place the smooth 
  running of a port in the hands of various Directorates, each with 
  a clearly defined area of responsibility.
  The Directorates within an SPA Starport are:
  •	
  Administration
  •	
  Customs
  •	
  Concessions and Leasing
  •	
  Cargo and Warehousing
  •	
  Diplomacy and Media Relations
  •	
  Emergency Services
  •	
  Financial
  •	
  Housing
  •	
  Hospitality
  •	
  Legal
  •	
  Maintenance and Engineering
  •	
  Medical
  •	
  Personnel
  •	
  Security
  •	
  Ship Services
  •	
  Stores and Provisions
  •	
  Traffic and Flight Control
  Of course, in smaller ports these departments often merge or 
  seem to disappear entirely. There may be a single individual 
  running several departments – of which he is sometimes the 
  only member. This may seem like one of those instances where 
  the weight of bureaucracy collapses in on itself but the Imperium 
  likes its procedures and, however nominally, these Directorates 
  will be represented.
  The Directorates that Player Characters are most likely to have 
  direct contact with are detailed here.
  Administration 
  Though the least glamorous, and certainly least appreciated, 
  Directorate within the SPA, Administration nevertheless plays a 
  vital role in the smooth running of a Starport. It can also be the 
  department that causes characters the most difficulty. 
  Mocked and feared in equal measure for their attention to detail, 
  it is Administration’s role to log every piece of data pertaining 
  to Starport operations. More than this, they issue permits for a 
  range of activities such as long-term docking, storage and the 
  transfer of exotic cargoes.
  Most of the time, Administration personnel adhere to the SPA 
  ethos and try not to unduly inconvenience visitors. Problems 
  only tend to arise when someone is unnecessarily rude or 
  uncooperative – at which point some administrators can 
  become rather officious.
  Customs
  Upon arrival at a port, a representative of the Customs 
  Directorate will meet with a member of a newly arrived ship’s 
  crew. If a port is especially busy, there may be a delay in 
  Getting Through Customs
  A Player Character who provides all of the requested information need simply succeed with a Routine (+2) Admin Check for 
  the entire crew to be granted full access to the port facilities and to be left to their own devices.
  However, any Player Character who wishes to conceal or falsify the information requested must succeed with an Admin or 
  Persuade Check, modified as follows:
  Player Character Action  
   
   
   
  Difficulty Modifier
  A single minor change to information 
   
   
  Difficult (–2)
  Several minor or one major change to information 
   
  Very Difficult (–4)
  Complete fabrication of information  
   
   
  Formidable (–6)
  If the Check is successful, the Player Character has hoodwinked the Customs Officer and the crew is granted access to the 
  port.
  If the Check to get past Customs is unsuccessful (whether the character is being truthful or not), the officer conducting the 
  interview will be suspicious about some aspect of the character’s story. The crew will be asked to remain aboard their ship, 
  whilst further enquiries are made. Typically, a Customs Inspection Team will be assembled and come aboard to search the 
  ship’s hold for contraband. In addition, if there are any outstanding warrants on the Player Characters or their ship, these 
  are likely to be discovered.
  
  11
  organising this meeting or it may even be conducted via the 
  ship’s communication system.
  The purpose of this interview is to establish that no stolen ships, 
  illegal merchandise or wanted criminals are allowed to enter 
  the port. There will also be concerns regarding the transport 
  of biological substances and the transfer of pathogens. 
  Accordingly, details of the ship’s origin, destination, cargo and 
  crew are expected to be handed-over before it docks. Customs 
  officers will also ask about the origins of any obvious damage 
  to a ship.
  Passengers arriving at a Starport on a commercial flight are 
  treated a little differently. In Class A, B or C ports, they move 
  through a Customs Terminal before leaving or entering the 
  Starport proper. These tend to be rather austere places, 
  specifically designed to make those with something to hide feel 
  ill-at-ease. Terminals are well-monitored by CCTV cameras and 
  staffed by armed personnel who oversee passengers as they 
  pass through scanners capable of detecting hidden weapons 
  and explosives.
  Despite the severity of this experience, it is usually a brief one 
  and once beyond the Customs Terminal passengers are free to 
  wander the port safe in the knowledge that everyone else has 
  been as scrupulously checked as they have been.
  Class D and E Starports do not have the facilities necessary to 
  carry out the same level of checks. They talk with the crew of a 
  newly docked ship as usual and, if satisfied with what they learn, 
  give passengers no more than a cursory inspection as they 
  disembark. Of course, if anyone is clearly in breach of Starport 
  regulations – or simply looks suspicious – they are picked-up as 
  they leave their ship and taken for further questioning.
  The Customs Directorate works very closely with Security, with 
  personnel from each department forming part of a Customs 
  Inspection Team. On a Class E or D Starport, these teams 
  are small, usually consisting of a single officer from each 
  department. On Class C or better ports, these teams consist of 
  between four and six people. Members of an inspection team 
  are always armed.
  Attempting to bribe members of the Customs Directorate is 
  extremely risky, with all such checks receiving a –6 Difficulty 
  Modifier – if the Referee deems that they are possible at all. 
  Concessions and Leasing
  Larger ports often provide space to independent business 
  concerns. These can range from small, independent stores to 
  mega-casinos and luxurious hotels depending on the size of the 
  port. The oversight of rent and taxes for these businesses can be 
  a complex operation and one that must be seen as scrupulously 
  fair in order to preserve the SPA’s reputation. Accordingly, 
  Emergency Exit
  There are times when people wish to leave a Starport in a 
  hurry. For Player Characters, it is usually just a matter of 
  time before this is the case. 
  The normal procedures for exiting a Starport can take 
  anywhere from a few minutes to a few days, depending 
  on the size of the craft, whether it has cargo to load into 
  the hold and so on*. If a character is part of the crew of 
  an independent craft, the pilot will need to contact Traffic 
  and Flight Control and request permission to leave the port. 
  Once a member of TFC has plotted and transmitted a flight 
  plan, he will open the hanger doors and the vessel is free to 
  leave: it is expected to follow the approved flight plan until it 
  clears the station’s airspace.
  If this process will take too long – or a character knows that 
  permission will not be given – he may try to make a ‘break 
  for freedom’. 
  Assuming that the craft is not in the middle of being 
  repaired – in which case it will likely be immobilised in 
  a scaffold frame or repair cradle – the first obstacle to 
  be overcome will be the hanger doors. These could be 
  blown apart if enough firepower is brought to bear but this 
  would be tantamount to attacking the station and therefore 
  ill-advised. A ship that does make it out this way will be 
  pursued by any patrol vessels assigned to the port. In an 
  SPA Starport, a request for aid would also be sent to a 
  Naval craft in the vicinity asking for their assistance. Even 
  if the escape proves successful, details of the absconding 
  vessel would be passed on to every SPA Starport in the 
  subsector. For Player Characters intent on becoming 
  outlaws, shooting their way out of a Starport is one of the 
  quickest ways to go about it.
  A far better option is to manually override the hanger bay 
  door’s locking mechanism. This can be accomplished with a 
  Difficult (–2) Engineer (Electronics) check, taking 1–6 minutes. 
  If this action is unsuccessful it alerts TFC, who will immediately 
  despatch a security team to arrest the perpetrators.
  A third option would involve conning, threatening or sweet-
  talking someone in Traffic and Flight Control. All of these options 
  are highly challenging, with a –4 DM applied to fast-talking and 
  skulduggery, and a –6 DM to any attempts at intimidation.
  If Player Characters do not own their own craft and still 
  wish to make a hasty escape, they have several equally 
  unappealing options. They might try to steal someone 
  else’s craft, bribe their way onto a ship or even try to stow 
  away on board a commercial liner. 
  *Waiting times for services in a Starport are fully explained 
  in Chapter Three: Designing Starports.
  
  12
  Leasing and Concessions employs expert administrators to 
  supervise such matters.
  Beyond the hotels, restaurants and bars available (to a greater 
  or lesser extent) at Starports, they are a number of other 
  businesses that live on the ebb of flow of galactic trade and 
  movement. 
  Most Class C or better Starports will have some sort of 
  spacecraft dealership. This might be an independent yard, 
  salvaging parts and selling on barely space-worthy jalopies. 
  It could be a reputable chain, providing quality reconditioned 
  ships. Or it could be an exclusive showroom exhibiting the latest 
  top-of-the-line vessels.
  Which of these is in place will depend on the flow of traffic and 
  the amount of wealth being generated. Class A Starports are 
  likely to provide space for every gradation of trader, who in turn 
  will provide a service to a particular size of wallet.
  Other concessions that find a home inside a Starport are 
  weapon-smiths, ground vehicle showrooms, armourers and 
  general stores. Again, the quality and range of goods available 
  will depend upon the class of clientele moving through the port.
  Cargo and Warehousing
  Starports of all sizes provide secure locations for the storage 
  of goods. At a Downport, these tend to take the form of 
  warehouses, silos or simple lock-ups. Where space is at a 
  premium, these are located below ground. Highports make use 
  of variously sized holds, located as close as possible to the 
  landing bays for the sake of convenience. Areas set aside for 
  Hazardous Material (Hazmat) Storage are specifically equipped 
  to safely house chemical, bacterial and radiological substances. 
  In all but the smallest Starports, Security personnel will be 
  assigned to watch over the storage areas. The holds themselves 
  will also be securely locked and possibly monitored by CCTV 
  cameras.
  Starport Class 
  Typical Security Measures in Place*
  E 
   
  Padlock; mechanical lock; Guard dog
  D 
   
  Electronic key pad; hourly guard patrol
  C 
   
  Electronic key pad; half-hourly patrol; CCTV
  B 
   
  Biometric scanner; 15 minute patrols; CCTV
  A 
   
  Biometric scanner; Drone; permanent Guard
  *A Starport built on a planet with an especially high or low TL 
  would have better or worse security measures respectively, 
  reflecting the ease and cost of producing goods. Adjust security 
  measures up or down one Starport Class to represent this.
  The amount of storage space available at a Starport depends 
  on its Class – and can change each time the port is visited to 
  reflect the ebb flow of trade. Details of how long visitors have 
  to wait before a storage room is available are fully explained in 
  Chapter 3: Starport Design.
  SPA Starports charge a fixed amount for the storage of cargo, 
  determined by the port’s class:
  Starport Class 
   
  Charge (Cr.)
  A 
   
   
  500
  B 
   
   
  400
  C 
   
   
  300
  D 
   
   
  200
  E 
   
   
  100
  This charge covers the storage of one ton of cargo for one week. 
  Cargo requiring biohazard storage costs twice this amount.
  Diplomacy and Media Relations
  In a competitive market, the image of a Starport is of vital 
  importance. Though word-of-mouth is far more important to 
  traders, members of the Scout Service and the like, all ports will 
  dedicate a portion of their revenue to promoting the services 
  they offer. For a Class E port, this might amount to little more 
  than a signpost or two on local roadsides. For Class A Starports 
  Availability of Goods
  Given their size and the impressive number of shops and 
  merchants on station, Class A and B Starports should be 
  able to supply characters with just about every product 
  they might be seeking. Only if an item is especially rare, 
  illegal or vital to the adventure should the Referee make 
  it unavailable.
  By contrast, Class D and E Starports are no-frills 
  experiences 
  and 
  house 
  far 
  fewer 
  concessionary 
  businesses. If characters are looking for anything more 
  exotic than standard supplies they will likely find that they 
  are out of luck or have to pay over the odds.
  Class C Starports are somewhere in the middle. They will 
  likely house at least one shopping mall and at least a few 
  interesting concessions selling goods that are unique to 
  the host world and/or system.
  Recruiting offices make extensive use of Starports, particularly 
  those businesses looking for individuals with unusual skills. 
  Mercenary units, private investigators, exploration teams 
  and corporations looking for ‘trouble-shooters’ all sift through 
  the visitors to a Starport in an effort to identify prospective 
  employees. Many are happy to keep travellers on their books, 
  contacting them when a contract comes up that they think might 
  be of interest.
  
  13
  Setting Up Shop
  If Player Characters ever decide to set-up a business in a Starport, they must submit an application to this department. The 
  rents and taxes imposed upon concessions vary depending on the Class of Starport: smaller stations are willing to do more 
  to encourage new business enterprise, while large Starports know that the presence of thousands of visitors makes them a 
  tempting place take out a lease.
  Starport Class 
   
  Rent and Taxes charged, as % of gross income
  E 
   
   
  10%
  D 
   
   
  15%
  C 
   
   
  20%
  B 
   
   
  30%
  A 
   
   
  40%
  These rates can be – and usually are – negotiated when new leases are agreed. In Class E and D stations, discussions will 
  be handled by a regular member of the Leasing and Concessions team. In larger ports, specialist Leasing and Concessions 
  Negotiators are employed. 
  Starport Class 
   
  Negotiator’s Skills
  E/D 
   
   
  Admin 1, Advocate 1, Broker 0, Persuade 0
  C 
   
   
  Admin 1, Advocate 1, Broker 2, Diplomat 1, Persuade 1
  B/A 
   
   
  Admin 2, Advocate 1, Broker 3, Diplomat 1, Persuade 2
  In game terms, any haggling over price should be represented by three Opposed Skill Tests. The Player Character should 
  select three of the following skills to represent the different stages and forms of negotiation: Admin, Advocate, Broker, 
  Diplomat, Persuade.
  Each Opposed Test that the Player Character wins lowers the rent and taxes charged by 5%. Each failure increases it by 5%.
  Leases are available as either 6, 12 or 24 month contracts. Negotiations over six month leases suffer a –1 DM; those for a 
  24 month deal receive +1 DM.
  it can involve a multi-media campaign, targeting an audience 
  across several systems.
  It is not unknown for successful ports to seek endorsement from 
  celebrities, respected business-people and explorers. These 
  deals can prove highly lucrative for both parties. 
  Planetary Liaison
  Within the DMR Directorate will be someone whose job is to 
  maintain healthy relations with the Starport’s host planet. This 
  role is of particular importance on – or above – worlds that are 
  not part of the Imperium.
  Military Liaison
  Fulfilling a similar role, a Military Liaison ensures that a line of 
  communication is maintained with any nearby military facilities. 
  Emergency Services
  The risks presented by fires, chemical spills, crashed spacecraft 
  and the like are treated very seriously within a Starport – 
  particularly a Highport. A single major incident would undermine 
  Image Rights
  A Player Character who earns a reputation as an 
  entrepreneur, war hero or other such luminary might find 
  himself being offered an endorsement deal. In exchange 
  for an advertisement on the side of his ship, participation in 
  publicity events, the opening of a new port and so forth, he 
  could earn himself a steady stream of credits.
  Of course, such exposure comes at a price. The Player 
  Character will become a more recognisable figure – which 
  may or may not help his adventuring career. He will also be 
  under pressure to keep his nose clean! If not, he might find 
  that his promotional contract has been cancelled.
  the SPA’s reputation and might well encourage local travellers 
  to look elsewhere when making transport arrangements.
  All SPA employees receive training on how to react to an 
  emergency. Regular drills and well-defined procedures allow 
  them to respond calmly and efficiently to ensure the safety of 
  
  14
  visitors, staff and the port itself. These responses begin with the 
  administering of emergency first aid but can include sealing off 
  sections of the port and suspending all movement in or out of 
  the station. 
  The real experts, however, are members of the RRET - Rapid 
  Response Emergency Team. Trained and equipped to deal with 
  just about any emergency, only Class E ports do not have some 
  form of RRET. 
  Typical emergencies RRET members are trained to deal with 
  include:
  Trauma – All members of an RRET receive paramedic training, 
  giving them Medic 1. On Class A and B ports, one member of 
  the team will be a fully trained doctor with Medic 3.
  Fire – In a sealed environment with limited oxygen, fires can 
  present a major risk. All RRETs have access to a range of fire 
  extinguishers and a fire vehicle of some kind. If the TL allows, 
  this will be a hover vehicle.
  Hazmat – All manner of toxic chemicals can pass through a 
  Starport – or end up stored inside specially designed cargo 
  vats. RRETs have access to the best HEV suits the TL allows.
  Vehicle/Spacecraft Crash – Perhaps the biggest single 
  danger to a Starport – given that it can precipitate every other 
  type of emergency an RRET deals with – is a crashing ship. A 
  major incident of this kind overrides all other activities on even 
  the biggest port, as employees initiate emergency protocols. 
  Every member of an RRET is called into action, regardless of 
  shift rotas.
  Class A and B Starports reserve one or more specially designed 
  recovery robots for dealing with crashed ships. This allows 
  members of an RRET to avoid placing themselves in some of 
  the most perilous situations. 
  Vac-Ac – ‘Vacuum Accident’ is a term coined for any incident 
  that takes place outside the confines of the station. Members 
  of an RRET run frequent simulations of low or no gravity 
  emergencies and have full access to the best Vacc Suits the TL 
  makes available – along with the training required to use them 
  properly.
  Whilst an RRET’s official role is to ensure the safety of the 
  Starport, they are sometimes called upon to lend assistance 
  to stranded ships or to visit planetary disaster zones. Such 
  missions are undertaken only with the backing of the port 
  Director and are an excellent way for the SPA to ingratiate itself 
  with the local population.
  Financial
  Overseeing the revenues passing in and out of a port’s 
  coffers, the Financial department has dealings with every 
  other Directorate, ensuring that all budgets and expenses 
  are legitimate and appropriate. In larger ports, the Financial 
  Directorate may also supervise investments: these are 
  frequently made in the local economy, further strengthening 
  bonds between the SPA and the finances of a host world.
  Hospitality
  Most Starports will provide amenities for those passing through 
  or looking to stay a while. Most (but not all) such concerns are 
  handled by independent businesses, offering places to eat, 
  drink and relax. The exception to this rule is Class E Starports, 
  which tend to lack any facilities beyond a simple landing pad. 
  The range of hotel rooms available is largely determined by the 
  size of Starport in which a visitor finds himself. Though there 
  is considerable variation in design and ambience between 
  different ports, the types of rooms available (and the port Class 
  where they can be found) are as follows:
  Economy (A, B, C, D) – These are hostels providing somewhere 
  to stay on a minimal budget. Each room typically contains four 
  cots, all of which share a small washing facility. If possible, 
  the manager will try to house groups together but there are no 
  guarantees.
  An Economy Room costs Cr. 10 per night.
  Standard (A, B, C, some D) – The vast majority of rooms 
  available in a Starport fall into this category. They are clean and 
  RRET Crisis Recovery Robot (TL 13)
  Thanks to their armour-plating, impressive intelligence and 
  zero gravity manoeuvrability thrusters, a Crisis Robot can 
  operate in the sorts of environments that would present 
  a major risk to humans. They are fitted with a wide range 
  of cutting tools and lifting arms, and combine the strength 
  of a cargo robot with the precision of an autodoc. Not 
  surprisingly, they are extremely expensive and are put to 
  use during only the most severe emergencies.
  Strength 30 (+8), Dexterity 14 (+2), Hull 2, Structure 2, 
  Intelligence 8 (+0), Education 10 (+1), Social Standing 0 
  (–3)
  Traits: Armour 6, Integral System (grav belt), Integral 
  System (TL 12 medikit), Specialised Computer/1 (running 
  Intellect/1, Expert Mechanic/2 and Medic 2)
  Price: 150,000 credits
  
  15
  unfussy, providing somewhere to sleep and shower and basic 
  video or holo entertainment.
  A Standard Room costs Cr. 50 per night.
  Luxury (A, B, some C) – A significant step-up in quality, a 
  Luxury Room has interior design work that conceals the fact it 
  is a room in a Starport. Panelled walls, fireplaces, holo-windows 
  and the like create the sense of being somewhere quite different. 
  Luxury Rooms come with fully equipped bathrooms, mini-bars 
  and a range of entertainment features.
  A Luxury Room costs Cr. 250 per night
  Opulent (A and some B) – Found only in the most exclusive 
  establishments, these are the sorts of rooms where people 
  come to be pampered. Rooms are large – unnecessarily so 
  – and have lavish en suite facilities. Fine dining is available 
  in the hotel restaurant and food can be delivered by room 
  service at the push of a button. Either a human butler or 
  servitor robot is available around the clock (along with other, 
  more discreet, services).
  An Opulent Room costs Cr. 1,000 per night.
  to overseeing generators. A sure sign that a Starport is down 
  on its luck is a lack of routine maintenance. Given that the 
  SPA subsidises less profitable ports this is a rare sight but not 
  altogether unheard of.
  Medical
  Whether it is the single medical kit required on a Class E Starport 
  or the fully equipped hospital installed on larger stations, the 
  provision of Medical services is very important to the SPA – not 
  least because it further enhances their reputation for safety and 
  reliability.
  All SPA Starports are required to have at least one person on 
  duty who has received formal first-aid training. With Class E and 
  D ports, this tends to be the extent of medical care available. 
  If a member of staff or a visitor is found to be suffering from a 
  serious medical condition, arrangements will be made for them 
  to be transported to the nearest medical facility. If something 
  more immediate is required, the Starport personnel will do the 
  best they can and may request assistance from visiting crew 
  members – particularly if they include a medical officer amongst 
  their number.
  A Class C Starport will have a permanent area designated as 
  a trauma centre. In quieter ports this may be no more than a 
  closet-sized office or a portion of a larger room. Busier ports 
  will have a dedicated building, resembling a small ER ward. A 
  trained paramedic will be in attendance around the clock. Again, 
  if someone is seriously injured, they will be moved off-port to a 
  better equipped facility.
  Nice Place You Have Here
  It is not unheard of for those wishing to negotiate a deal 
  to hire an expensive room in order to impress prospective 
  business partners. 
  Characters who operate out of a Luxury Room receive a +1 
  DM to negotiation Tests when dealing with people who are 
  impressed by wealth and status. For characters staying in 
  an Opulent Room, the DM increases to +2.
  As always the Referee has the final say on whether this 
  modifier applies to a specific situation.
  Legal
  Though the vast majority of transactions within an Imperial 
  Starport are trouble-free, grievances can arise from time-
  to-time. In such instances, the Legal department steps in, 
  supporting whichever Directorate is involved in the dispute.
  Maintenance and Engineering
  Repairing and maintaining the systems in a Starport is a 
  demanding task and, in larger ports, can be a more or less 
  constant process.
  Technicians and engineers are employed to do everything 
  from changing light fittings and maintaining heating systems 
  Medical Care
  It is entirely likely, given the types of employment accepted 
  by most travellers, that they might arrive at a Starport 
  requiring medical assistance. If this is the case, they would 
  do well to arrive at a large port, where the staff are fully 
  equipped to deal with whatever injury has been inflicted 
  upon them.
  A trained first-aider has Medic 0.
  A Paramedic has Medic 1.
  A Doctor has Medic 2, plus Life Sciences (biology) 1
  A Surgeon has Medic 3.
  A Consultant has Medic 3, plus Life Sciences (Biology) 2
  Specialist Consultants will have additional skills such as 
  Life Sciences (genetics) and Life Sciences (cybernetics), 
  usually at level 2.
  
  16
  Class B Starports employ a small staff of medical personnel. 
  This will include trained doctors and paramedics, possibly even 
  a surgeon. A well-equipped medical facility is able to deal with 
  broken bones, lacerations and even minor operations. For more 
  serious conditions, the port will either call in specialist staff to 
  assist the residents or transport a patient to an appropriate 
  facility in an ambulance.
  As one might expect, a Class A Starport is required to house a 
  small hospital. Nurses, paramedics, doctors and consultants are 
  permanently on duty, taking care of all but the most specialised 
  medical requirements.
   
  Both Class A and B ports make use of Autodocs to supplement 
  their human employees.
  Medical personnel on Starports that cater to large numbers of 
  non-human travellers will be trained to deal will ‘alien’ health 
  problems. This will include the provision of appropriate drugs 
  and medicines. Class A Starports will be staffed by at least 
  one consultant who specialises in non-human physiology 
  and medicine.
  Personnel
  This Directorate manages the hiring and firing of port personnel, 
  liaising all the while with whichever department is recruiting. 
  Security
  Visitors to a Starport want to feel secure. However, they do 
  not wish to be inconvenienced by constant security checks 
  or alarmed by squads of heavily armed guards patrolling 
  the station. It is an eternal conundrum for those overseeing 
  port security.
  The solution employed by the SPA is to operate two levels 
  of security. Around port entrances and secure areas such as 
  Flight Control, there is a visible security presence. Elsewhere 
  on the station, security is handled in a much less obtrusive 
  manner, with CCTV cameras and checkpoints monitoring 
  who goes where and when. It is also a well-known fact that, in 
  larger Starports, plain-clothed, undercover operatives mingle 
  with regular travellers, ready to step-in should anything 
  untoward occur.
  Levels of Security
  The security measures characters will find themselves enjoying 
  the protection of (or trying to outwit, depending on what they 
  are up to) will vary considerably depending upon the Class of 
  Starport in which they find themselves.
  Class E Starports are too small and have too few visitors to 
  justify anything more than the most basic security measures. 
  The Port Director will certainly have access to a firearm and at 
  least one CCTV camera will watch the landing pads. 
  In the largest Class E ports, there may be a Chief of Security 
  – only the most overblown individuals would still use the title 
  Executive Director – but he is likely to be around for just eight 
  hours a day, during whatever passes for peak time.
  If any serious trouble does occur, the Port Director may elect to 
  register a call for assistance with the local emergency services. 
  He is far more likely to do this if the Starport is located in 
  Imperial territory, as involving outside agencies compromises 
  the integrity of the SPA.
  Class D Starports see enough trade to make a permanent 
  security detail a necessity. This is unlikely to comprise more 
  than two officers on duty at any one time, however. These men 
  are equipped with stunners, sidearms and concealed armour. 
  Rarely do these officers have to deal with anything more serious 
  than petty theft or small-time smugglers. 
  The port will also be monitored by a number of CCTV cameras, 
  orchestrated from a small security control room. This will contain 
  a single holding cell where perpetrators can be held short-term.
  Class C Starports deal with enough traffic for the epithet 
  Executive Director of Security to be more than an empty title. 
  Operations are overseen from a dedicated control centre, with 
  feeds from multiple CCTV cameras and drones constantly 
  If Player Characters ever search for work with the SPA, 
  they begin here. Though the specifics of a job search would 
  have to be determined within the context of a particular 
  campaign, standard procedure begins with candidates 
  sitting an aptitude test. This is followed by a one-to-one 
  interview. Information gathered from these two sources 
  determines the applicant’s suitability for specific posts.
  In game terms, the interview may be role-played out but 
  should culminate with the character making two Checks. 
  The first must be either a Diplomat or Persuade Check, 
  representing the character’s quality of interaction with 
  the interviewer. The second Check should use whichever 
  Skill the Referee determines is most appropriate for the 
  particular vacancy.
  Success with both Checks indicates the Player Character 
  will be offered a vacancy if there is one currently available. 
  Success with one Test means that the Player Character’s 
  details will be kept on file and he will be called in at a later 
  date for another interview and aptitude test. Candidates 
  who fail both Tests receive polite thanks and are sent on 
  their way.
  A character who is not a citizen of the Imperium suffers a –2 
  DM on both of these Tests.
  
  17
  surveying the site. Holding cells for multiple criminals will also 
  be in place.
  A security detail of between five and ten men will patrol the site 
  – half disguised as civilians, the others in Cloth armour uniforms 
  and armed with stunners and a sidearm. A secure weapons 
  locker in the security control centre will contain flak armour and 
  assault rifles in case of emergencies.
  The volume of traffic passing through a Class B Starport 
  necessitates a Security Directorate on the scale of a small 
  police force. The Executive Director is no longer able to oversee 
  every aspect of port security and must delegate to his Shift 
  Commanders. Each takes responsibility for one of the three 
  eight-hour shifts in a standard day. Typically, the Executive 
  Director will have lodgings inside the port and it is not unknown 
  for him to maintain a permanent residence.
  Some Class B Starports are assigned a small marine garrison. 
  These troops maintain a low profile in normal circumstances 
  and are only called upon to deal with major outbreaks of 
  violent crime such as armed robbery or a terrorist attack. In the 
  absence of a marine force, a number of security officers receive 
  training in Special Weapons and Tactics (SWAT). This gives 
  them Gun Combat (slug rifle) 1 and Athletics 1, and access to 
  military grade weapons and armour.
  Class B Starports feature a range of scanners to monitor those 
  coming in and out of a port. These function like sophisticated 
  X-ray machines and can detect concealed objects, including 
  weapons and explosives. This is in addition to the CCTV and 
  camera drones found on Class C ports. Holding facilities 
  Roving Eyes
  The camera drones employed by SPA security personnel 
  are programmed to repeat pre-determined patrol routes, 
  whilst remotely relaying footage back to the control centre.
  Camera Drone (TL 11)
  Strength 5 (–1), Dexterity 8 (+0), Hull 1, Structure 1
  Intelligence 5 (–1), Education 5 (–1), Social Standing 0 
  (–3)
  Traits: Tiny, Armour 3, Integral System (grav floater), 
  Integral System (comms/camera, audio-visual)
  Cost: 10,000 Credits
  Security Officers
  All SPA security officers receive similar training, regardless of the Starport to which they are assigned. Of course, those 
  patrolling busy ports have the opportunity to hone their skills and those trundling about secluded stations may become lazy 
  and inattentive. Referees may adjust the following Characteristics to reflect this. 
  Average SPA Security Officer
  Str 7 (+0), Dex 7 (+0), End 8 (+0), Int 8 (+0), Edu 8 (+0), Soc 7 (+0)
  Gun Combat (slug pistol) 1, Gun Combat (energy pistol) 1, Melee (bludgeon) 1, Comms 0, Recon 1, Investigate 1, Persuade 
  0
  Stunner (2D6+3 stun), Autopistol (3D6–3), Stunstick, Cloth Armour (5), Comm
  Average Undercover Operative
  Str 7 (+0), Dex 8 (+0), End 7 (+0), Int 8 (+0), Edu 8 (+0), Soc 7 (+0)
  Gun Combat (slug pistol) 1, Gun Combat (energy pistol) 1, Melee (unarmed) 1, Comms 0, Deception 1, Recon 1, Investigate 
  2, Persuade 1, Streetwise 1
  Stunner (2D6+3 stun), Autopistol (3D6–3), Cloth Armour (3), Comm
  Shift Commander
  Str 8 (+0), Dex 9 (+1), End 8 (+0), Int 9 (+1), Edu 9 (+1), Soc 8 (+0)
  Gun Combat (slug pistol) 2, Gun Combat (energy pistol) 2, Melee (bludgeon) 1, Comms 0, Recon 1, Investigate 2, Persuade 
  1, Streetwise 2
  Stunner (2D6+3 stun), Autopistol (3D6–3), Stunstick, Cloth Armour (5), Comm
  Executive Director of Security
  Str 8 (+0), Dex 9 (+1), End 9 (+1), Int 10 (+1), Edu 11 (+1), Soc 9 (+1)
  Gun Combat (slug pistol) 2, Gun Combat (energy pistol) 2, Melee (unarmed) 1, Advocate 1, Comms 1, Computers 1, Recon 
  2, Investigate 3, Persuade 2, Streetwise 3
  Stunner (2D6+3 stun), Autopistol (3D6–3), Cloth Armour (5), Comm
  
  18
  will facilitate the detention of a dozen or more criminals in 
  individual cells.
  Class A Starports are the size of cities and have an almost 
  unimaginable turn-over of ships and passengers. Monitoring this 
  elusive populace is, without doubt, one of the most demanding 
  policing roles in existence. Just trying to keep tabs on the 
  comings-and-goings of travellers, let alone keeping tabs on 
  suspected criminals, requires massive amounts of manpower 
  and the use of dozens of camera drones.
  Different districts within a Class A port are assigned their own 
  regional office, each under the jurisdiction of a Shift Commander. 
  These men sift and funnel information back to the main control 
  centre where the Executive Director is stationed. Each regional 
  office will contain a barracks, storage for patrol vehicles and 
  holding facilities for criminals.
  Most Class A Starports usually house a marine garrison. Though 
  still part of the military, these men are seconded to the SPA and 
  take their orders from the Executive Director of Security and/
  or the Port Director. Only if they receive direct orders from the 
  military chain of command will they act against the orders of 
  their de facto commanders – and such instances are extremely 
  rare. The marines will have access to military grade weapons, 
  armour and vehicles, as well as several combat drones. They 
  will be called into action only as a last resort, to tackle situations 
  that are beyond the capabilities of port security.
  with known criminals that characters are likely to be spoken to 
  directly by port security. What they will not see is the undercover 
  officers moving surreptitiously amongst the throng, inveigling 
  their way into criminal groups and uncovering illegal activities 
  from within. 
  The Black Market
  Despite the best efforts of the SPA, there are always cracks in 
  the system – shadowy places where unscrupulous members 
  of society feel right at home and from where they know how to 
  turn a good living. The truth is that as long as there are people 
  looking for a bargain who are willing to turn a blind eye to 
  where goods are sourced from, the black market will continue 
  to flourish.
  Class A and B Starports struggle most of all with issue. There 
  are simply too many people living in and travelling through ports 
  to keep tabs on every shady deal that is made. If characters 
  decide that they wish to buy or sell goods on the black market, 
  they will find willing accomplices amidst the ebb and flow of 
  galactic travel. However, the SPA has a reputation to protect – 
  so they had best be careful.
  In addition, much of the black market economy on large Starports 
  is controlled by organised crime syndicates. If characters start 
  moving in on their customers or trying to undercut them it 
  will not be long before they acquire some powerful enemies. 
  Of course, if characters have sufficient chutzpah (and a lack 
  of moral fibre) they can find gainful employment supplying 
  goods to the ‘cosmos nostra’. The most profitable markets are 
  narcotics, weapons and good old information.
  Ship Services
  This Directorate is responsible for the berthing, refuelling, 
  repair and servicing of visiting craft. As one can imagine, this 
  makes it one of the most important Directorates in a Starport 
  – and in smaller ports might be considered the only one that 
  really matters.
  Ship Services work closely with Traffic and Flight Control to 
  assign berths for vessels wishing to land. Similarly, they share 
  manifest details with Cargo and Warehousing so that visiting 
  craft do not end up docked half a mile from the nearest free 
  storage area.
  In all but the most basic Class E and D Starports, berths are 
  fitted with sanitary couplings (that flush out waste products, 
  old air and water) and an electricity supply. This is necessary 
  if a craft’s power plant is to be taken off-line for maintenance 
  purposes. Hooking up these and other routine servicing systems 
  is the job of a Ship Services Technician – or a team of such for 
  larger ships. Many crews like to take at least a hand in routine 
  servicing and some see to it entirely on their own. Whether this 
  Sting in the Tale
  In their efforts to minimise crime, most security forces will 
  organise sting operations. These are particularly tempting 
  criminal activities designed to draw thieves and conmen out 
  of the shadows. These ‘honey-pots’, as they are known, 
  include smuggling operations, thefts from warehouses 
  and blackmail. All are orchestrated by undercover security 
  officers, in locations that are secretly monitored so that 
  evidence may be gathered for a trial.
  Criminals who get caught up in these sting operations face 
  a choice – a long prison term or service as a nark, providing 
  the Security Directorate with useful intelligence.
  If characters visiting a port hear of a shady operation that 
  seems too good to be true, it probably is!
  Characters entering a Class A Starport will find that the main 
  entrances and communal areas are rigorously monitored – 
  but discreetly and often from a distance. It is only if they draw 
  attention to themselves by committing a crime or fraternising 
  
  19
  is the case or not, the services provided by these technicians 
  are included in the price of the docking fee.
  Once a craft has been assigned a berth, the crew is issued 
  with an access code to the keypad lock that seals the hanger. 
  Some Class A or B Starports replace these locks with biometric 
  scanners making the berth even more secure.
  If routine repairs are to be carried out on a ship, these are 
  usually performed inside the berth itself using a mobile repair 
  rig. In smaller ports, it may be necessary to move the craft to 
  a fixed repair shed. More complicated repair work – such as 
  fixing Structure damage – must be carried out within a shipyard. 
  Assuming that the Starport houses a shipyard, Ship Services 
  can arrange for this to occur – again, this is all part of the 
  docking fee.
  Traffic and Flight Control
  Orchestrating a Starport’s incoming and outgoing craft has 
  been likened to juggling a dozen balls whilst standing on the 
  event horizon of a black hole. In truth, the comparison may not 
  go far enough. In Class A and B ports, there can be hundreds 
  of ships docking, disembarking and in orbit around the station 
  at any given moment. Getting them all to follow precisely the 
  right flight path, at precisely the right speed and at precisely 
  the right time requires immaculate planning and nerves of 
  tempered plasti-steel.
  In many ways TFC is the heart of the station: despite the wealth 
  of supplementary services that find a home in larger ports, 
  without a safe and efficient way to bring craft in and out of the 
  port, it counts for nothing. 
  Overseeing operations – in all but Class E ports, where pilots 
  are expected to guide themselves in – are the Starport’s TFC 
  Regulators. It is their job to assign vessels a safe flight plan, an 
  arrival or departure time and somewhere to land.
  In larger Starports, these men serve four-hour shifts: a length 
  of time deemed the maximum that they can remain properly 
  focused given the demands of their job. Even with these 
  precautions in place, cases of stress-related illness are far 
  higher than average amongst Regulators. Because of this, 
  the SPA puts computerised checks and safeguards in place to 
  assist the work of its organic employees. All in all, it leads to a 
  very safe system, with SPA run ports suffering accidents with 
  perhaps one landing or departure in a hundred thousand – and 
  these are usually the result of pilot error.
  other starports
  There are ports built and operated by organisations other 
  than the SPA – most notably the Scout and Naval Services. 
  Though most space-farers are unlikely to see the inside of such 
  installations, the unique nature of a traveller’s lifestyle makes it 
  a distinct possibility.
  sCout and naval starports
  The presence of a military Starport or bases can be just as 
  important for trade as an SPA port – it deters pirates and is likely 
  to create a ‘safe zone’ that encourages trade. Furthermore, it 
  is seen as a sign of Imperial favour for a planet to house a 
  Scout or Naval Starport and is something that elicits great pride 
  from the indigenous population. Locals are usually very proud 
  of their ‘boys and girls’ and many restaurants, bars and clubs 
  will cater specifically to Scout and Naval personnel. 
  It is no surprise therefore that the commander of a Scout or 
  Naval base and the Director of an SPA Starport will have – at 
  the very least – a working relationship. Often, they are staunch 
  allies and there will be a liaison officer employed specifically to 
  maintain positive relations between the two ports.
  Most Scout and Naval Starports do not have construction 
  facilities and will rely upon those in an SPA port. In times of 
  heightened tension – or outright conflict – the commander 
  of a Naval Starport has the authority to assume control of a 
  civilian shipyard and re-task it to manufacture and repair military 
  vessels. By and large, Scout and Naval Starports are, in other 
  respects, self-sufficient.
  Bases
  As well as full Starports, the Scout Service and Imperial Navy 
  each maintain a number of smaller bases. These make much 
  greater use of the nearest SPA port, relying on it for the provision 
  of supplies. In some cases, there may even be permanent 
  facilities within the port, set aside to service the Scout or Naval 
  base. The most universal of these are a dedicated fuel supply 
  and entertainment venues where military types can unwind.
  Scout Base 
  A place to re-fuel, repair and conduct routine maintenance, Scout 
  bases offer refuge to those brave souls who ‘surf the black’ far 
  from the safety and comfort of established space-lanes.
  They begin life as pre-fabricated structures that can be rapidly 
  assembled and added to or replaced as necessary. Over the 
  years, those bases which are not abandoned or deconstructed 
  take on a character of their own as they are expanded using 
  local materials.
  All Scout bases will include at least a small orbital element in order 
  to repair damaged ships: something that is often required given 
  the dangerous missions undertaken by members of the service.
  
  20
  Scout bases are always equipped to defend themselves. The 
  shuttle used to ferry personnel between the Highport and 
  Downport will be armed and the base itself will have a supply 
  of military grade weapons. Larger, more established bases 
  (or those far from civilised space) will have a defensible 
  perimeter wall. 
  Naval Base
  Where there is no need for a full Starport but facilities are 
  required to maintain, refuel and repair military vessels, the Navy 
  builds a base. These are invariably located in the same system 
  as an SPA Starport, so as to make use of the construction 
  facilities. The constant presence of Naval vessels in or near the 
  port further enhances the local population’s feeling of safety.
  A Naval base will include bars and social areas for personnel to 
  relax and unwind. Given the chance, however, most will make 
  their way to the SPA Starport where a wider range of diversions 
  is available.
  All Naval Bases have the capacity to defend themselves – 
  and so that they will never be caught flat-footed by an attack, 
  some craft are held in reserve while others are out on patrol. 
  More significant than this, a base under fire can issue a priority 
  request for aid, summoning countless other vessels from across 
  the sector. The Imperial Navy is the premiere service within 
  the Imperium: to many people, it is the Imperium. Therefore, 
  any assault upon a Naval ship or base elicits swift and terrible 
  retribution. Honour and integrity must be maintained.
  Naval Depot 
  A Naval Depot is a vast, system-wide construction facility 
  used to develop, build and maintain ships for the Imperial 
  Navy. A single depot is large enough to meet the demands of 
  an entire sector. 
  Within the system – which is carefully chosen to balance the 
  demand for raw materials and the need for a secluded location 
  – everything is put in place to make the depot self-sufficient. 
  There will be mining facilities, agricultural developments, 
  fuel processors and everything else the depot needs to work 
  independently. The idea is that in the event of a war, a depot 
  that is cut off from the rest of the Imperium will continue to 
  function at full efficiency. It may then maintain production of new 
  craft and reinforce beleaguered forces as required.
  As one might expect, security is a principal concern for those 
  running a Naval Depot. With new designs of ship and weapon 
  systems being built and tested, the entire system is off-limits to 
  non-military personnel. Cruisers and gunboats patrol the dark 
  recesses between worlds and sophisticated satellite networks 
  scan all planets and moons for signs of unauthorised activity.
  X-boat Station
  Located at the very edge of the system, far from the disruptive 
  gravity wells generated by planets, an X-boat station receives 
  information from distant parts of the galaxy and then relays it on 
  to the local inhabitants.
  All X-boat stations have top-of-the-line communications 
  equipment that allows them to swiftly transmit newly received 
  data to a local office. From here, the ‘mail’ can be disseminated 
  across the system. If there is an SPA Starport, the X-boat office 
  will usually be located there. Alternatively, the capital city of the 
  most populous planet is preferred.
  Located as they are so far from civilisation, X-boat stations are 
  vulnerable to attack. Indeed, an invader wishing to conquer a 
  system will target the X-boat station first, to sever the lines of 
  communication ‘off-system’. As a precaution against such an 
  event, X-boat Stations are fitted with multiple distress beacons, 
  which are launched the instant the base is attacked. Each of 
  these beacons is an autonomous drone that will seek to evade 
  capture or destruction, all the while transmitting information 
  about the attack: who was responsible, the size of the attackers’ 
  fleet and so forth.
  An X-boat station has refuelling facilities, allowing a visiting 
  X-boat to refuel before moving on to deliver its next lot of post.
  Sneakers
  In order to ensure that security around a Naval Depot 
  is absolutely airtight, individuals with the talents to run 
  blockades or slide past defences are sometimes employed 
  to test them out.
  The closer the ‘sneakers’ can get to the heart of the depot, 
  the greater their bonus. Of course, such employment 
  is not without risk. Despite being given a special code 
  that identifies them as sanctioned infiltrators, there is no 
  guarantee that a sneaker vessel that is detected will not be 
  shot down before it can identify itself.
  Travellers looking to test themselves against the best 
  security the Imperium has to offer – whilst adding a healthy 
  number of credits to their bank balance – could do far worse 
  than checking out this line of work.
  
  21
  Independent Ports
  Those worlds that are not part of the Imperium (and are not 
  being groomed for membership) do not have an SPA-run 
  Starport. Some, however, do enjoy enough trade to make the 
  construction of their own Starport a possibility.
  The best of these are orchestrated in a manner that is similar 
  to the way the SPA does things. However, given the inevitably 
  close ties the Starport will have to at least one local government, 
  they are rarely as fair or even-handed. Indeed, local politics 
  almost always gets in the way of things.
  Travellers and merchants who elect to use an independent 
  Starport are likely to find themselves subject to a range of 
  unexpected tariffs. These are often applied in an underhanded 
  manner that favours certain goods or clients. Goods bound 
  for a planet serviced by an independent Starport are subject 
  to taxes between 0% and 100% of market value. Charges 
  towards the higher end of this range are a way for governments 
  to discourage trade in certain goods. This protectionist policy is 
  often used as a way to encourage the purchase of local produce 
  and drive out competitors. This is exactly the sort of thing that 
  the SPA would never allow. However, the Starport Authority has 
  no jurisdiction over these ports and, truth be told, is quite happy 
  to tolerate their inequitable way of doing things as it makes their 
  operations look all the more appealing.
  Private Starports
  The amount of money required to build a Starport solely for the 
  use of a single corporation or set of clients makes it a difficult 
  undertaking – but one that is possible.
  Typically, these private ventures resemble Class E or D 
  Starports. Most are used either to serve a densely populated 
  area of super-wealthy citizens (who do not wish to mix with 
  ‘common folk’) or to facilitate the coming-and-goings of 
  corporate personnel from a restricted area. A planet given over 
  to corporate research and development, for example, can be 
  kept under quarantine far more easily if there are no outside 
  craft nearby.
  Security in and around these private Starports is usually very 
  high, given their size – something akin to that found on a Class 
  B SPA port is often the standard.
  
  22
  starport enCounters
  Every journey to a Starport is a chance to meet strange new 
  people, to buy or sell exotic goods, or to become embroiled in 
  a fresh adventure. By definition, the people using a Starport 
  are exceptional – the folk who step beyond the bounds of 
  normal life. Most are not travellers in the true sense of the word, 
  of course, but they are individuals that have seen more and 
  experienced more than most people ever will. They have tales 
  to tell, secrets to share and dreams to realise. That makes them 
  worth getting to know.
  Added to this are the countless incidents – great and small – 
  that constitute life within a Starport. Often, there is more going 
  on inside a station than on the world where it is situated. New 
  and exciting technology, alien creatures, mysterious artefacts 
  – all find their way into Starports. Some are in the hands of 
  smugglers; others are top secret projects overseen by shady 
  corporate scientists. At any one time there are more plots being 
  hatched, crimes investigated and explorations planned than a 
  single group of characters can ever hope to uncover.  
  The truth is, if you hang around inside a Starport, it is only a 
  matter of time before something interesting happens. Of course, 
  in this instance ‘interesting’ covers a range of activities – and 
  almost none of them are trouble-free or entirely safe. But then 
  why be a traveller if you want an easy life?
  enCounter types
  The encounters in this section are divided up according to the 
  sorts of locations where they are likely to occur and the impact 
  they will have on an adventuring group. Whilst it is useful for a 
  Referee to be able to generate random incidents, he does not 
  necessarily want to surrender control of where an adventure is 
  heading or how a particular session will play out. It is with this in 
  mind, that encounters have been grouped into two categories: 
  General and Significant.
  General encounters are the day-to-day events that represent 
  life in a Starport. They may be diverting, amusing or even 
  dangerous but they tend to be relatively small-scale events that 
  are unlikely to derail an adventure.
  Significant encounters are another matter altogether. They 
  are unusual and often perilous events that may develop into 
  adventures in their own right. Certainly they may take some 
  time to conclude – and could have far-reaching effects. These 
  incidents are only sketched out but contain enough ideas to 
  draw players in and get them interested. Given the potential 
  importance of these encounters, Referees may elect to roll (or 
  select) these ahead of a gaming session in order to flesh out 
  the details. Those who are happier to improvise should have 
  fun ‘winging it’ and seeing where the cosmic wind takes them!
  The other categorisation of encounters is based on location: 
  Backwater, Bustling and Metropolis.
  Backwater locations are out of the way Starports that tend to 
  see no more than a few visitors a day. They are situated in 
  lonely regions of space, where people look out for themselves 
  and where even the might of the Imperium is thinly stretched. 
  Visitors to such ports know they cannot rely on the authorities 
  to protect them – and that rules tend to get bent and fractured 
  from time-to-time.
  All Class E and most Class D Starports fall into this category. 
  Other examples would include small independent Starports or 
  subsidiary spaceports, located in a quiet area of a system that 
  is serviced by a larger Starport.
  Bustling Starports see a regular flow of traffic, have a range of 
  facilities and may well host a startown. The SPA ensures that the 
  port personnel are efficient professionals and that operations 
  run smoothly. The opportunities for trade and employment are 
  far greater than a Backwater location – but the risks of being 
  duped or embroiled in illegal activities are just as real.
  Class C and smaller Class B Starports generally fit into this 
  category, as do large independent ports (which rarely ever grow 
  to the size of a Class A Starport).
  Metropolis locations are vast, city-sized ports where countless 
  races and cultures merge and clash. There are opportunities to 
  turn huge profits but considerable dangers as well: many sharks 
  circle such large pools and they are ferocious and hungry. The 
  SPA sees these ports as flagship operations and monitors 
  activities unceasingly.
  The largest Class B and all Class A Starports fit into this 
  category.
  Even allowing for the division of encounters, it is possible that 
  a randomly generated encounter will seem out of place with 
  a party’s current location or activities. In such an instant the 
  Referee should simply re-roll the encounter or select one that 
  he feels is appropriate.
  Tables for generating random political status, weather conditions, 
  atmosphere, day-to-day problems, environment, native life forms, 
  
  23
  other ships in port, interesting characters (both those who run the 
  port and those who are visiting) etc. These can be used with any 
  port – including those generated by players.
  BaCkwater loCations
  Life ‘out in the sticks’ can be very quiet, with frontiersman 
  scratching a living from inhospitable worlds and intrepid 
  far traders plying their wares on the edge of settled space. 
  Nevertheless, Starports remain a place where people rub 
  shoulders – for better or worse.
  ‘I once went six weeks without seeing another soul. Then a 
  feller turned up in cargo ship so full o’ holes and rust, it was just 
  the paint job holdin’ it together. He bought a single ton of fuel, 
  tried selling me two dozen animal pelts and some questionable 
  alien literature, then limped back out into the black. Folks on the 
  edge can be kinda quirky. All things considered, he was more 
  normal than most.’
  — Jim Duggan, Engineer 2nd Class, New Delaware Independent 
  Starport.
  general enCounters
  D66
  Encounter
  11–13
  Hitchhiker
  14–16
  Going Spare
  21–23
  Having a Bad Day
  24–26
  Tell me Your Story
  31–33
  Port Theatre
  34–36
  Preacher Man
  41–43
  Savage Weather
  44–46
  Drunk in Charge
  51–53
  Who Can Resist a Bargain?
  54–56
  Loose Fingers
  61–66
  On the Fritz
  Hitchhiker
  A short time after they arrive, the Player Characters are 
  approached by someone looking to hitch a ride offworld. They 
  have no particular destination in mind, and are simply looking 
  for a place where they can find work. The hitchhiker has very 
  little money but offers to barter his skills for passage. Roll to 
  determine what skills he has to offer:
  Going Spare
  Having arrived at the Starport, the Player Characters discover a 
  damaged ship that has been unable to locate the spare part(s) 
  required for it to safely depart. The Player Characters are 
  approached and asked whether they have the necessary parts 
  and are willing to either sell or trade them. The Referee is free to 
  determine which spares are being sought. The desperate crew 
  will pay up to 200% of the going rate in order to get their hands 
  on them.
  Having a Bad Day
  Unfortunately for the Player Characters, they encounter a 
  Starport employee (most likely working in Customs or Security), 
  who is having a really bad day. The Player Characters have a 
  brief opportunity to realise this when they first meet him and 
  if they do not go out of their way to placate him in some way 
  he makes life very difficult for them, running all manner of 
  unnecessary checks.
  There are various reason why the employee might be having 
  a bad day:
  D6
  Reason for Bad Day
  1
  Lost his lucky charm somewhere in the Starport
  2
  Dumped by girl/boy friend
  3
  Passed over for promotion
  4
  Forced to work overtime today
  5
  Lost heavily on a bet
  6
  Pet died this morning
  Tell Me Your Story
  A writer of credit-dreadfuls – cheap, pulpy tales of frontier 
  adventure – approaches one of the Player Characters and 
  offers to buy him a meal if he will share his tales of daring-do. 
  This may well lead to the character seeing his (mis)adventures 
  in print. Who knows what trouble that might stir up in the future?
  Port Theatre
  The characters are subjected to a display of abstract alien 
  theatre. If they do not spend at least three minutes watching 
  the show they will inadvertently offend the performers and, for 
  the rest of their stay, will be subjected to baleful stares from 
  members of the troupe.
  Preacher Man
  As they depart their ship, the Player Characters are bombarded 
  with the rantings of a religious zealot. He speaks of signs in the 
  stars and terrible portents of doom. 
  D6
  Goods/Skills on Offer
  1
  Trained paramedic (Medicine 1, Life Sciences (biology) 1)
  2
  Trained valet (Steward 2)
  3
  Socialite (Carouse 1, Gambler 1, Language (select 
  three at Level 1)
  4
  Frontiersman (Animals (Farming) 2, Jack of All Trades 
  1, Survival 2)
  5
  Ex-military (Gun Combat 2, Melee 1, Tactics 1)
  6
  Trained mechanic (Drive 0, Engineer 2, Mechanic 2)
  
  24
  If any of the Player Characters engage him in conversation he 
  will try to convert them, stating that God is waiting for mankind 
  in the void. He wishes to find him by exiting a ship whilst in deep 
  space, thus proving his faith. He is willing to pay anyone that will 
  help him to ‘ascend’.
  Savage Weather
  Ferocious winds, rain, snow or sand assault the station, making 
  landings difficult. A Difficult (–2) Piloting Check is required to set 
  down or take-off safely.
  Drunk in Charge
  The loneliness of his post has really got to the Starport Chief and 
  he has turned to the bottle to drown his woes. Upon approach 
  the Player Characters are given muddled and misleading flight 
  guidance, possibly leading to a crash: this can be avoided with 
  a successfulPiloting Check. Even when docked, they will find 
  that none of the Starport’s facilities are functioning as a result of 
  the Chief’s condition.
  Who Can Resist a Bargain?
  The Player Characters are offered the chance to purchase 
  items at well below the going rate. Where such items come from 
  is anybody’s guess:
  D6 Roll
  Items Available
  Cost
  Origin
  1
  Weapons
  50% 
  normal
  Stolen from 
  Imperial Base
  2
  Armour
  50% 
  normal
  Stolen from 
  factory
  3
  Ships Fuel
  50% 
  normal
  Hi-jacked fuel 
  delivery
  4
  Medical Supplies
  50% 
  normal
  Spoiled
  5
  Ships Stores
  50% 
  normal
  Spoiled
  6
  Experimental Tech Special
  Special
  Spoiled goods seem fine if given a cursory inspection; however, 
  when used there is a 1 in 5 chance that they will not work 
  properly. For example, medical supplies are contaminated, food 
  has ‘gone off’ and so on.
  Experimental Tech could be anything the Referee dreams up. 
  Examples include:
  Grav-Chute
  Far smaller than a conventional parachute, this device may be 
  strapped across the back and hidden beneath a bulky jacket. 
  When activated, it slows the descent of someone in freefall 
  (typically about 60 metres per second) by a rate of 20 metres 
  per second to a minimum velocity of five metres per second – 
  the standard descent speed for a parachute.
  A Grav-Chute can function continually for 20 minutes before it 
  needs re-charging. This is more than enough time for a standard 
  descent – even from high altitude.
  An old trick devised by drop-troopers needing to make a hasty 
  retreat, a Grav-Chute may be overloaded by its operator to 
  produce a single burst of speed that will propel the wearer 
  50 metres through the air. The direction of this ‘jump’ may be 
  controlled by angling the chute accordingly.
  Setting a chute to overload requires a Science (Electronics) 7+ check. 
  An overload drains the chute’s energy reserves and has a 1 in 6 
  chance of damaging the ‘G-Engine’ powering the device. A Science 
  (Electronics) 11+ check is required to repair a damaged chute.
  Cost: Cr. 1,000
  Distortion Gun
  This terrifying weapon disrupts electromagnetic fields in and 
  around a target in order to literally tear it apart.
  The beam from a Distortion Gun is visible as a swirling vortex of air 
  currents similar to the haze caused by a heat wave. The first object 
  that intercepts this beam is exposed to wildly fluctuating gravitational 
  distortions, as it is pulled in every direction at once. This has led to 
  some soldiers dubbing this weapon the ‘gore cannon’.
  Armour struck by the weapon’s beam offers significant protection 
  to the wearer but will be badly damaged in the process. Armour 
  (of any TL) provides twice as much Protection as normal against 
  a Distortion Gun. However, the armour’s Protection rating is 
  permanently halved each time it is hit.
  *At TL 12, the Distortion Gun is a highly experimental piece 
  of tech. Each time it is fired, there is a 1 in 6 chance it will 
  malfunction. Should this occur, roll again on the following table 
  to determine the effect.
  distortion gun MalfunCtion taBle
  D6 Roll
  Effect
  1
  The weapon detonates inflicting full damage on 
  the wielder.
  2
  The weapon rips itself apart as the ‘G-Engine’ 
  casing cracks.
  3–6
  The G-Gun circuits are disrupted. A Science 
  (Electronics) 8+ Check is required to get it working. 
  Loose Fingers
  A pickpocket – perhaps a local who has snuck into the 
  Starport – tries to relieve one of the Player Characters of any 
  items in his pocket. If successful, he will beat a hasty retreat 
  from the Starport.
  
  25
  On the Fritz
  One of the (few) services that the Starport offers is unavailable 
  due to technical issues. This might be the fuelling systems, 
  landing lights or repair shed – anything that serves to 
  inconvenience visitors.
  Unless the Player Characters step-in and help speed things 
  along, the repairs will take 4d6 hours to complete.
  Significant Encounters
  Far away from the safety of the galactic core, characters may 
  face all sorts of unforeseen difficulties – and there may be few 
  people around that can help.
  D66
  Encounter
  11–13
  Stop that Man!
  14–16
  Pirate Attack!
  21–23
  Toxic Spill
  24–26
  Medical Emergency
  31–33
  Downed Ship
  34–36
  Local Difficulties
  41–43
  Landing Pad Damage
  44–46
  Missing Person
  51–53
  Stowaway
  54–56
  Flora and fauna problem
  61–63
  Wet Nurse
  64–66
  X-boat Distress Call!
  Stop that Man!
  The Player Characters witness a chase, as Starport security 
  officers attempt to apprehend a criminal. The miscreant’s path 
  takes him right past the characters, giving them the chance to 
  intervene but putting them in harm’s way.
  The man may be running for a number of reasons:
  D6
  Reason for Running
  1-2
  He has just mugged someone.
  3-4
  He has just threatened a rich passenger.
  5
  He is being chased by someone that thinks he owes 
  them money.
  6
  The man is, in fact, leading the security officers to the 
  scene of a crime.
  Pirate Attack!
  Whilst the Player Characters are availing themselves of the 
  Starport’s facilities, a pirate band launches an attack. The 
  Starport staff prepare to mount a defence but they will need all 
  the help they can get.
  Toxic Spill
  Despite the Starport’s limited facilities, the governor has 
  sanctioned the storage of some dangerous material. 
  Unfortunately, the integrity of the containment area has been 
  compromised leading to an industrial accident. The Player 
  Characters will almost certainly find themselves, their ship and 
  their equipment in danger. There are also likely to be others in 
  the port who require assistance. To determine the specific form 
  of the accident, use the following table:
  D6
  Specifics
  1-2
  Toxic cloud
  3-4
  Chemical Fire
  5
  Biological Hazard
  6
  Explosion
  Toxic Cloud
  A dangerous chemical cloud drifts through the port. Inhalation of 
  the cloud inflicts 1d6 Damage per round.
  Chemical Fire
  Starting inside the containment area, the fire soon threatens to 
  spread to other areas of the Starport. The Player Characters 
  must join the evacuation or help fight the fire. As the cargo is of 
  a sort that should never have been stored in the port to begin 
  with, the tools available to combat it are not up to the job.
  Biological Hazard
  SPA protocols state that in the outbreak of a contagion, the areas 
  of a Starport that have been affected must be quarantined. The 
  Player Characters find themselves in a lock-down until help arrives 
  – which could be anywhere from a day to a week. In the meantime, 
  they must do what they can to combat the contagion. A list of 
  diseases is provided on page 73 of the Traveller Core Rulebook.
  Explosion
  The containment area is breached by an explosion that may 
  damage nearby equipment and ships and could well precipitate 
  a fire.
  Medical Emergency
  The Player Characters are approached for help as there is an 
  emergency that is beyond the capabilities of the Starport’s first-
  aider.
  D6
  Nature of Medical Emergency
  1-2
  Broken limb
  3-4
  Unconscious
  5
  Heart Attack
  6
  Bleeding out
  If the characters can provide assistance to the wounded 
  man, they will earn both his gratitude and that of the Starport 
  personnel. This will provide some useful contacts for future 
  dealings in the area.
  
  26
  Downed Ship
  As the Player Characters come in to land, they see a ship 
  that seems to have crashed a few miles from the Starport. An 
  investigation reveals:
  D4
  Details of Downed Ship
  1-2
  Caught in freak weather conditions, a rather battered 
  free trader crash landed. A single crew member survived 
  the accident but is in need of medical assistance. 
  3-4
  The ship – which suffered no significant damage whilst 
  ditching – is deserted. All logs have been erased 
  and there is no sign of the crew. Perhaps they were 
  abducted after learning too much about a secret 
  government project. Perhaps the ship has been stolen 
  and its past erased by criminals that will return shortly.
  5
  The ship is a plague vessel – voluntarily quarantined 
  by the surviving crew members who have been 
  unable to request aid because their comms are 
  malfunctioning.
  6
  A pirate vessel has been shot down. No contact has 
  been made with the Starport as they are afraid of 
  being arrested. If another vessel comes to their aid, 
  they will try to board and seize control of it.
  Local Difficulties
  Recent hostilities with the locals have degenerated into violent 
  conflict. The reason for the conflict is:
  D6
  Reason for Conflict
  1-2
  Ancestral Burial Ground
  3-4
  Environmental Damage
  5
  Extortion
  6
  Personal Feud
  Ancestral Burial Ground
  The Starport is located on a patch of land that is sacred to the 
  locals. Requests have been made to move the port but these 
  have not been heeded. Now, the unhappy locals have taken to 
  cursing the territory with voodoo-like effigies, daubing graffiti on 
  the XT-Line walls and sabotaging equipment.
  Environmental Damage 
  Waste products from the Starport – and possible spillages from 
  leaky storage facilities – have contaminated the local area. 
  Local residents have grown tired of having their pleas ignored 
  and a few radicals have made port staff the targets of direct and 
  violent action.
  Extortion
  A local criminal has been using threats and violence to try 
  to force the Starport Chief to pay him protection money. The 
  incident has been reported but the bureaucratic wheels are 
  turning slowly: in the meantime, the harassment continues. 
  The Player Characters witness this firsthand and must decide 
  whether to intervene.
  Personal Feud
  Somebody on the Starport staff has fallen out with an important 
  local. The reason for the disagreement might be that they are 
  rivals in love, had an argument about money or simply fell out 
  over hasty words in a bar. Whichever is the case, the important 
  local has whipped-up an angry sentiment amongst other 
  residents. Now, the road leading to the Starport is blockaded 
  and any attempts to get in or out are met with force.
  Landing Pad Damaged
  Tectonic movement, landslides or some other natural disaster 
  have damaged the Starport’s landing pad(s). If the Player 
  Characters wish to avail themselves of the port’s services they 
  will need to pull off a Difficult (–2) Piloting Check to set down 
  safely. Failure causes some minor damage to the ship.
  Missing Person
  The Player Characters are asked to help in the search for a 
  missing person:
  D6
  Who is Missing?
  1-2
  The child of a crew member aboard a recently 
  berthed ship has gone missing. The Player 
  Characters are asked to help form a search party. 
  The child may have been hurt, become lost or fallen 
  foul of a local criminal gang.
  3-4
  The Player Characters are approached by someone 
  suffering from amnesia. He is in possession of an 
  intriguing clue regarding his identity (a corporate 
  insignia, a torn uniform, a map reference, or suchlike) 
  but cannot remember who he is. Investigating the 
  clue reveals that he faked his own death and willingly 
  submitted to a memory scrub. Will he try to vanish 
  again or face up to the dark secrets from his past?
  5
  An archaeologist investigating nearby ruins failed to 
  return as scheduled. There have been rumours of 
  tomb-robbers taking an interest in the dig…
  6
  A member of the Starport’s security staff has vanished. 
  Until he is found, all ships are grounded. The 
  unfortunate employee stumbled upon some illegal 
  contraband and was killed by smugglers.
  Stowaway
  Whilst the Player Characters are docked at the port, a desperate 
  individual attempts to stow away on their ship. The reason he is 
  so desperate to get offworld is because he is:
  
  27
  D6
  Reason for Stowing Away
  1-2
  On the run from the law.
  3-4
  Trying to get away from an unwanted marriage.
  5
  Heavily in debt to a local bank.
  6
  Looking to get away from his parents and off this rock!
  Flora and Fauna
  The local plants or wildlife have caused a problem for visitors 
  or staff of the port.
  D6
  Difficulties 
  1
  Territorial issues
  2
  Mating season
  3
  Subsidence
  4
  The Hunt is on!
  5
  Unwanted Growth
  6
  Wet Nurse
   
   
  Territorial Issues
  The Starport is located right in the centre of a migratory species 
  of flyers’ chosen territory. The station and the airspace above 
  it is overrun with the creatures, making flights hazardous and 
  covering buildings with corrosive dung. The flyers follow the 
  lead of an alpha-male that must be re-located if the flock is to 
  move on to a new area.
  Mating season
  The female members of a local predatory species are in-heat. 
  This has driven the local males into a frenzy, making them 
  even more dangerous than usual. Unfortunately, the males 
  are being attracted to the Starport, threatening the safety of 
  staff and visitors. The reason for this is that the port generator 
  creates a sub-sonic pulse that inadvertently mirrors the 
  females’ mating calls.
  Subsidence
  The constant burrowing of worm-like creatures beneath the 
  Starport has caused the structure to subside. If the Player 
  Characters can help deal with the problem the port Chief will 
  owe them a big favour.
  The Hunt is on!
  Following the movements of an elusive beast, a pack of offworld 
  hunters has taken up residence in the Starport. They are keen 
  to recruit new members for their party in order to track down 
  their prey.
  Unwanted Growth
  A rapid-growing weed has managed to get inside the Starport’s 
  generator and deprive it of power. A virulent form of pesticide 
  is needed to kill the weeds but this is not available locally – or 
  even on this world.
  Wet Nurse
  The Player Character’s discover an alien child but can find no 
  sign of the mother. They can hand the child over to the port 
  authorities but they are ill-equipped to look after it. Realistically, 
  the Player Characters must work out what the baby can eat and 
  locate sustenance or a wet nurse in order to keep it alive.
  A long-term solution requires locating the mother or returning 
  the child to its people so that they can care for it properly, which 
  could well be an adventure in its own right.
  X-boat Distress Call
  The Player Characters receive a distress call from an X-boat 
  that has run into trouble and wandered off-course. The source 
  of its difficulties:
  D6
  Source of X-boat Difficulties
  1-2
  Attacked by pirates – who are in pursuit
  3-4
  Collision with micrometeorites
  5
  Systems failure
  6
  Bluff*
  *The craft is not an X-boat at all but a trap designed to lure in 
  unwary spacers, who are then set upon by corsairs.
  Bustling Locations
  In many ways, Bustling Starports are the backbone of interstellar 
  travel and commerce. They tend to lack the glitz or industrial 
  prowess of the largest ports but they offer reliable services to 
  those who traverse the space lanes. 
  In terms of atmosphere and character, they lack the quirky 
  charm of smaller ports but also feel as though they are more 
  professionally run. They may not be seen as a significant 
  destination in and of themselves but their footfall is large 
  enough to attract a diverse range of visitors and offer plenty of 
  opportunities for adventure.
  ‘What can I say? I like the place. I’ve been to Rhylantinople and 
  other huge Starports – can’t say I ever felt at ease. Too many 
  people. We get enough visitors that a feller can earn a good 
  living – and we certainly have our share of kooks and aliens. 
  There aren’t corporate types all over the place, though, buying 
  or selling everything that ain’t bolted down. You see how much 
  gunk those guys put in their hair? Ain’t natural. Way I see it, we 
  get the best of both worlds. Progress and good tech, but with a 
  few personal touches’
  — Paul Haskin, merchant based out of Calit Starport.
  
  28
  general enCounters
  D66
  Encounter
  11-13
  Local Holiday
  14-16
  Exotic Goods
  21-22
  Honeymoon
  23-24
  Lady of the Night
  25-26
  Care to Comment?
  31-33
  Bomb Scare
  34-36
  Industrial Action
  41-43
  Drug Mule
  44-46
  SPA Questionnaire
  51-53
  Loading Bay Doors Jammed
  54-56
  Snatch and Grab
  61-63
  Scam
  64-66
  Trader
  Local Holiday
  Thanks to a local cultural or religious observance, it is an official 
  day of rest. The Player Characters will find that all but vital and 
  emergency services have closed down.
  Exotic Goods
  Either the port staff the crew of another ship offer to sell the 
  Player Characters some highly unusual wares:
  D6
  Goods for Sale
  1-2
  Living Fabric
  3-4
  Miracle Maggots
  5
  Aphrodisiac
  6
  Meta-Gel
  Living Fabric
  The Player Characters are offered a range of garments 
  stitched together from a natural fibre that possesses low-level 
  intelligence. Typically this manifests as a gentle tightening of 
  the garments to snugly fit the wearer and the internal production 
  of heat to keep him warm. These unusual properties make the 
  goods rather valuable. Unfortunately, if one of the garments is 
  exposed to extreme cold, it will seek to preserve its safety by 
  burrowing under the skin of its wearer. 
  A character wearing living fabric is unaffected by temperatures 
  up to –25˚C. If the temperature reaches –50˚C, he suffers 3d6 
  Damage as the fibres of the clothing work their way beneath his 
  skin in an effort to stay warm. Cr. 300.
  Miracle Maggots
  According to the purveyor of these large, putrid weevils 
  they have remarkable healing properties. When exposed 
  to wounded or gangrenous flesh, they devour the damaged 
  tissue whilst simultaneously excreting a regenerative mucus 
  that promotes healing.
  Medical Care (see Traveller Core Rulebook, page 75) 
  administered with miracle maggots restores 4 + the patient’s 
  Endurance DM + the doctor’s Medic skill in Characteristic points 
  per day, divided evenly among all damaged Characteristics. 
  Cr. 500.
  Aphrodisiac
  The essence of a mysterious alien plant has a marked effect on 
  humans, severely lowering their usual inhibitions. A character 
  who imbibes this liquor is very open to suggestions of a sexual 
  nature. Attempts to influence him in this way receive a +4 DM. 
  Cr. 300.
  Meta-Gel
  Applied to the skin, this product will be absorbed into the 
  muscles and blood stream within 1d6 Combat Rounds. Its effect 
  is to boost the metabolism and production of adrenalin, filling 
  the subject with energy and vigour.
  A dose of Meta-Gel temporarily removes the effects of fatigue – 
  even reviving a character who has fallen asleep from tiredness. 
  This boost lasts for one hour. After this time, the effects of 
  Fatigue return and the subject suffers one point of Damage. 
  Cr. 100.
  Honeymoon
  A not-so-happy couple find that their chartered ship has not 
  arrived to whisk them away on the last leg of their honeymoon. 
  The Player Characters are asked if they will step in: the couple 
  has some of their spending money left to offer.
  If the Player Characters do help they will soon learn that the 
  newly-weds are already having second thoughts and will plague 
  the Player Characters with requests for advice about what they 
  should do.
  Lady of the Night
  Whilst the SPA does not officially endorse the oldest profession, 
  it certainly turns a blind eye to discrete operations or those that 
  are part of businesses that draw in visitors and maintain the 
  revenue stream. One of the Player Characters is approached 
  by a lady (or gentleman) of the night and propositioned. 
  Care to Comment?
  A local reporter requests an interview with the Player Characters 
  regarding events that took place recently – either in the Starport 
  or further afield. He is a disreputable character and if any of the 
  Player Characters go on record, they will find their comments 
  hideously misquoted and taken out of context.
  
  29
  Bomb Scare
  Starport officials have received word that dissidents are 
  planning to smuggle a bomb inside the station and detonate it. 
  This is particularly worrying of the target is a Highport.
  The Player Characters find that security protocols are ramped 
  up and that all incoming ships are thoroughly searched before 
  crew or passengers are allowed to disembark.
  Industrial Action
  Normal operations within the port have been compromised by 
  a strike. It is not necessarily SPA employees who are taking 
  action (the SPA has an excellent record when it comes to trade 
  negotiations): it could just as easily be auxiliary staff. Deliveries 
  of supplies, links to and from the port and other services will 
  not run as smoothly as normal. Normally, such disputes last no 
  longer than a day.
  Drug-Mule
  A local smuggler will try to trick one of the Player Characters 
  into carrying illegal drugs through customs. This will be 
  achieved either by gifting the Player Character an apparently 
  complementary memento or secretly stashing something inside 
  his luggage. The smuggler will attempt to retrieve the drugs 
  once the mule has passed through the security checks.
  Port security officers are aware that this goes on but will still 
  need some persuading if the Player Character is caught in 
  possession of illegal substances.
  Land
  The trader has acquired the deeds to some land that he is 
  convinced will increase in value in the next few years. However, he 
  is in need of a quick injection of capital and offers to sell the Player 
  Characters a plot for a reasonable price – Cr. 1,000 per acre.
  If the Player Characters invest, they find that the land’s value 
  changes by (2d10 – 10) % each year.
  Vehicle
  The trader has one or more vehicles in his hold, which he is 
  looking to sell on:
  D6
  Vehicle for Sale
  1-2
  Air/Raft
  3-4
  Ground Car
  5
  ATV
  6
  AFV
  The vehicle may not be in mint condition and has a few quirks 
  but may also have been specially modified. The price has been 
  adjusted accordingly. Roll twice on the following table:
  D6
  Quirks
  Cost
  1
  Damaged engine: max speed 
  reduced by 10%
  25% discount
  2
  Battle damage: Armour reduced 
  by 1
  20% discount
  3
  Vehicle is sealed
  15% increase
  4
  Autopilot fitted to vehicle
  No change
  5
  Modified engine: max speed 
  increased by 20%
  +40% increase
  6
  Heavy Armour: Armour increased 
  by 5
  +20% increase
  weapon ModifiCations
  A freelance weapon-smith offers to sell the Player Characters 
  some of his cutting edge upgrades. He can provide all of the 
  options on page 102 of the Traveller Core Rulebook, along with 
  a few extras:
  Target-lock Sight: This aiming reticule is fitted directly over the 
  eye, either as a ‘combat monocle’ or as an upgrade to a pair of 
  shades. A neural link with the user (provided via an experimental 
  patch that is simply stuck onto the side of the head) highlights 
  viable targets in green and civilians in red. This enhances both 
  aiming and target acquisition.
  Attacks made with a weapon fitted with this upgrade may use 
  either the character’s Dexterity or Intelligence DM. Cr 5,000.
  Getting the Lowdown
  Employees in the ‘adult recreation’ industry are often an 
  excellent source of rumours and gossip. Even characters 
  that do not avail themselves of their services might do 
  well to cultivate a professional relationship.
  Those employees who tend to the lower end of the market 
  will often have intelligence on gangs, black market traders 
  and other criminal types. Those who service the upper 
  end are often privy to the dealings of important corporate 
  executives. It is surprising how many important dealings 
  have been inadvertently revealed within the context of a 
  little pillow talk.
  The SPA will not tolerate overt red light districts but hotels 
  – large or small – will provide a service that is appropriate 
  to their clientele. A character who succeeds with an 
  Easy (+4) Streetwise Check can get in touch with these 
  employees.
  
  30
  Recoil Suppressor: Essentially a gas-filled canister affixed to the 
  barrel of a gun, this modification serves to counter the effects of 
  recoil when the weapon is fired. Each canister contains enough 
  gas to suppress a single magazine’s worth of shots.
  Weapons with this modification have their Recoil reduced by 
  two but Mass increased by one. Changing the canister takes 
  one Combat Round. Cr. 100 per canister.
  Telescopic Blade: A series of precision-crafted ultra-light steel 
  sections allow this weapon to shift between the size of a small 
  dagger and a sword. The transition is extremely quick, requiring 
  only a minor action to activate.
  The weapon may function – in every sense – as either a dagger, 
  blade or cutlass. Cr. 1,000.
  SPA Questionnaire
  In a show of typical bureaucratic enthusiasm, the SPA is 
  surveying visitors in order to find out whether they are happy 
  with the service the Starport is providing them. One of the 
  Player Characters is randomly selected for this ‘privilege’ and 
  assured it will only take an hour or so…
  Loading Bay Doors Jammed
  A technical fault means that accessing certain areas of the port 
  is impossible. This adds a +2 Modifier to Waiting Times (see 
  Chapter Three: Designing Starports) on a particular port service 
  whilst the fault is being corrected.
  The service affected is:
  D6
  Services Slowed
  1-2
  Docking Facilities
  3-4
  Warehousing
  5
  Refuelling
  6
  Repairs
  Snatch and Grab
  A colony of cunning scavengers has invaded the Starport. 
  Whilst they are not dangerous, they are a nuisance and as well 
  as stealing food have shown an appetite for shiny objects. 
  The creatures need not be indigenous and may have been 
  released into the station by accident. A suitable example would 
  be the chirpers of Vanejen (see Spinward Marches, page 88).
  In desperation, the port authorities have offered a bounty for 
  the culling of the creatures. So far, they are proving extremely 
  elusive, however, and the hunt goes on.
  Scam
  Someone from beyond the X-line – perhaps a resident of 
  the startown, if there is one – tries to tempt one of the Player 
  Characters into leaving the relative security of the port. He 
  promises local goods and services at a greatly reduced price 
  but is elusive if asked about a specific destination.
  If the Player Character is foolish enough to accompany him, he 
  will be lured towards a quiet location where local roughs will try 
  to mug him.
  Trader
  One of the Player Characters is approached by a trader, looking 
  to off-load some of his cargo. The fellow is selling:
  D6
  Goods for Sale
  1
  Common Goods*
  2
  Trade Goods*
  3
  Illegal Goods*
  4
  Land
  5
  Vehicle
  6
  Weapon Modifications
  *See Traveller Core Rulebook, pages 160–165
  signifiCant enCounters
  D66
  Encounter
  11-12
  Environmental Emergency
  13-14
  Smuggling Ring
  15-16
  Race!
  21-22
  Inheritance
  23-24
  Undercover
  25-26
  An Outbreak of Violence
  31-32
  Meteorite/Giant Hail Storm
  33-34
  Alien Tech
  35-36
  Bounty Trail
  41-43
  Infestation
  44-46
  I Demand Satisfaction!
  51-53
  Solar Flare
  54-56
  Magpie Bot
  61-63
  Space Gypsies
  64-66
  Let Me Back In!
  Environmental Emergency
  Somewhere close to the Starport there has been a major 
  environmental catastrophe. The exact nature of the emergency 
  is best determined with reference to the port’s location. 
  Examples include:
  
  31
  A major chemical or fuel spill has contaminated the region’s 
  water supply.
  An illegal growth-inducing hormone has found its way into the 
  food chain seriously destabilising local ecosystems.
  A bush or forest-fire is raging out of control and now threatens 
  a major urban area.
  Whatever the specifics of the emergency, a raft of scientists and 
  ‘clean-up’ specialists are moving through the port, en route to 
  the disaster area. The Starport (or startown) may even serve as 
  a base of operations. 
  The Player Characters are presented with numerous 
  opportunities to help (and perhaps make some money) – 
  ferrying the newcomers to and from the disaster area; dropping 
  fire-suppressing foam on the inferno; rescuing civilians who are 
  in danger; scouting out the extent of the damage; distributing 
  aid; quelling violent looters and so forth.
  Smuggling Ring
  The Player Characters find themselves embroiled – wittingly or 
  unwittingly – in the affairs of local smuggling operations. Roll or 
  select from the following:
  D6 Roll
  Specifics
  1-2
  The Player Characters are approached by a drug 
  dealer and asked to smuggle narcotics to an 
  offworld rendezvous-point. The dealer knows that 
  the local Starport is on to him but is desperate to 
  turn a profit before his employers have him killed.
  3-4
  A ‘liberator of ancient artefacts’ offers a cut of his 
  profits if the Player Characters will smuggle his 
  latest find offworld. The relic has great cultural 
  importance and if the local religious fanatics 
  discover who stole it, they will stop at nothing to 
  return it to its rightful place.
  5
  Trade in exotic animals is carefully monitored, 
  allowing the Player Characters to turn a 
  handsome profit if they help deliver a recently 
  snared beast. This might be a tiny creature that 
  is difficult to keep alive, a ferocious monster that 
  tries to escape or a scheming psi-beast that 
  manipulates the crew.
  6
  A human cargo can be extremely valuable: the 
  Player Characters are asked to help transport an 
  apparent coma patient (complete with medical 
  pod), who in truth has been kidnapped and 
  drugged.
  In all of these encounters, the smugglers will size-up the Player 
  Characters first – offering cash to those who seem nefarious 
  enough to accept and attempting to trick or blackmail those who 
  do not. They may have a contact within the local police (or even 
  the Starport) that can help plant or fabricate evidence.
  Race!
  The Starport is hosting a popular racing event. This draws 
  spectators and competitors from throughout the system and 
  sees pilots engaging in a variety of events. These could include:
  A race from the Starport around the nearest moon and back.
  A pursuit event where ships are fitted with mock weapon-
  systems that simulate real combat.
  An atmospheric race, where small craft are raced through 
  canyons.
  A hunter’s trail, involving a race from planet-to-planet – each of 
  which provides a task that must be included.
  There is plenty of betting on events, allowing Player Characters 
  that like to gamble to try to make a few credits. Alternatively, 
  they may pay an entrance fee and enter one or more of the 
  events themselves. Both prize money and prestige await the 
  winners.
  Inheritance
  A rather desperate individual asks the Player Characters for help, 
  claiming that he has an inheritance just waiting to be claimed but 
  no way of getting to it. The inheritance is a tract of land, reportedly 
  rich in natural resources. Unfortunately, it is located on a remote 
  planet, in an area of space plagued by disappearances. If the 
  Player Characters will transport him there, the man pledges to 
  hand over a portion of the territory to them.
  The truth about the land and the region are:
  D6
  Specifics
  1-2
  The land is a swamp, filled with giant alligator-like 
  monsters whose skin is highly valuable.
  3-4
  The land is volcanic, the atmosphere filled with 
  poisonous chemicals. Beneath the turbulent crust are 
  precious minerals.
  5
  The land is fertile grassland that produces a natural 
  growth hormone. Animals that graze there grow 
  faster and bigger, producing a rich yield for farmers. 
  Unfortunately, the area is infested with exceptionally 
  well-fed carnivores.
  6
  The ‘land’ is actually a section of ocean, rich in fish-
  stocks. 
  
  32
  The reason for the disappearances in the area of space where 
  the land is located are:
  D6
  Reasons for Disappearances
  1-2
  A pirate fleet has a secret base in this region of space. 
  Intruders are killed or captured to protect this secret.
  3-4
  An exploding moon has creating a treacherous 
  asteroid field that is difficult to traverse.
  5
  A xenophobic alien race has been attacking those who 
  violate their territory.
  6
  Gravitational anomalies have been disrupting 
  navigational equipment.
  Undercover
  The Starport’s Security Executive is involved in an undercover 
  operation – one in which the Player Characters become 
  involved.
  D6 Roll
  Specifics
  1
  Members of port security target the Player 
  Characters for a sting operation and try to lure 
  them into purchasing stolen goods.
  2
  The Player Character’s ship is dangerously close 
  to matching the description of a craft recently 
  involved in pirate activity. They are hauled in for 
  questioning by an over-zealous investigator.
  3
  The Player Characters witness a kidnapping. 
  The man being captured is an undercover officer 
  and his captors, members of a local crime cartel. 
  The Player Characters could earn the gratitude 
  of the SPA but the enmity of the gangsters if they 
  rescue him.
  4
  The Player Characters come into possession of a 
  communications receiver that is picking up audio 
  from a ‘bug’. What they are hearing suggests that 
  someone in Customs is being paid to turn the 
  other way. How will the Player Characters use the 
  information to their advantage?
  5
  The Player Characters discover a message 
  outlining where a stash of smuggled gemstones 
  will be found. This is a trap laid by members 
  of the Security Executive to ensnare local 
  smugglers.
  6
  A bounty hunter, eager to sneak his latest 
  prisoner offworld, asks the Player Characters if 
  they have room in their hold. The prisoner is the 
  sort of criminal who bears a grudge.
  An Outbreak of Violence
  Despite all the precautions and surveillance, there are times 
  when Starport life is disrupted by criminal activities:
  D6
  Criminal Incident
  1
  Two members of a crew whose ship is berthed close 
  to the Player Character’s landing pad become involved 
  in a brawl. If the Player Characters intervene, they 
  may become involved: if they do not, things may get 
  out of hand, leaving them as witnesses to a violent 
  confrontation. At the very least, they could be required 
  to stick around and give a statement: at the worst, they 
  could be required to give testimony at a trial.
  2
  One of the Player Characters is targeted by a 
  pickpocket. Recovering the pilfered item(s) will involve 
  locating the thief personally or a long wait for Starport 
  security to track him down.
  3
  The first time a Player Character pays for something 
  in the Starport, he is found to be using counterfeit 
  funds. Security forces are summoned and the Player 
  Character will be arrested if he cannot reveal where he 
  received the forged credits. This might be somewhere in 
  the Starport or a previous location the Player Character 
  has visited.
  4
  Just as the Player Characters prepare to leave their 
  hanger there is an explosion – this might be a criminal 
  act (terrorism or careless smugglers) or an accident (a 
  fault in the port’s systems). Either way they are trapped 
  and, if in a Highport, air is beginning to vent into space.
  5
  A stash of illegal narcotics is found inside a Player 
  Character’s gear. It was planted there by a smuggler 
  who intends to collect it after Customs have finished 
  their checks. Proving this to the suspicious officials will 
  not be easy. What is worse, the smuggler will take his 
  anger out on his ‘mule’ when he discovers what has 
  happened.
  6
  An unfortunate soul suffering from maddening ‘space 
  fever’ tries to take one of the Player Characters hostage. 
  His demands are simple – turn on the lights outside the 
  station so that it is not so black! 
  Meteorite/Hail Storm
  A regular downpour of either meteorites or monstrous hail 
  forces everyone indoors. This leaves some people stranded in 
  and around the port – which is unfortunate given that a local 
  predator with thick plates that protect it from the deluge has 
  made its way into the station looking for food.
  
  33
  Alien Tech
  Whilst perusing the station, the Player Characters are 
  approached by someone interested in selling or acquiring alien 
  technology:
  D6 Roll
  Specifics
  1-2
  Claiming he has located a site filled with alien 
  artefacts, an intrepid frontiersman offers to let 
  the Player Characters share the find if they 
  can provide a fast ship that is good in a fight. 
  The site is currently being excavated by what 
  the frontiersman maintains are claim jumpers. 
  They are well armed and have no intention of 
  surrendering the site without a fight.
  3-4
  The Player Characters are offered the 
  coordinates of a derelict alien craft just waiting to 
  be salvaged. Of course, such information is not 
  free…
  5
  Only after getting the Player Characters 
  interested in his find, will this trader reveal that 
  the alien tech in his possession is embedded 
  inside his business partner’s body. If the Player 
  Characters can help him safely remove the 
  invasive technology – which seems intent on re-
  writing its host’s DNA – they are free to keep it.
  6
  A hard-up traveller offers the characters a device 
  he says is a homing beacon, which is zeroed in 
  on an ancient alien city. Either that or a ship…
  or perhaps a secret vault…He is not exactly 
  sure where it leads but it must be somewhere 
  incredible!
  Bounty Trail
  The Player Characters are approached by a bounty hunter, 
  seeking information about someone they recently met. Ideally, 
  the hunter is looking for an enemy or rival of the Player 
  Characters. He reveals that a hefty price has been placed on 
  the target’s head.
  The Player Characters may elect to help the bounty hunter 
  – he may well do their dirty work for them if he removes an 
  enemy or competitor – or they may decide to collect the bounty 
  themselves. In this case the bounty hunter will race them to the 
  mark and he will not take kindly to unexpected competition.
  Infestation
  There are life forms so robust and adaptable that they can 
  flourish just about anywhere. From ‘portbugs’ to station rats, 
  there is always something looking to take up residence inside a 
  Starport or a visiting ship:
  D6
  Pest in Residence
  1
  A particularly hardy form of cockroach – either 
  indigenous to the planet or a stowaway aboard ship – 
  has started to nest inside the port. Player Characters 
  must take precautions to ensure their own ship does 
  not become infested and may have to check that their 
  stores (especially those acquired at the Starport) are 
  not carrying eggs.
  2
  Rats can live just about anywhere – and this brood has 
  found its way into the Player Character’s cargo bay. As 
  they seek to unload or load their goods, the problem is 
  revealed. If port authorities find out about this, they will 
  quarantine the ship until the nest is cleared out.
  3
  A mysterious illness reveals that a member of the 
  Player Character crew has fallen victim to a parasitic 
  worm known as a ‘barbed leach’. As its name implies, 
  this creature is devilishly hard to remove from the 
  host’s stomach where, if left unchecked, it will begin 
  to breed. The young gestate within a week and seek 
  escape from the body ‘from both ends’.
  4
  Portbugs are microscopic insects that live in hair 
  and fur. An outbreak for humans is irritating and 
  uncomfortable and can lead to sections of a Starport 
  being closed for fumigation. For hairier races such as 
  the Aslan, it is far more serious, necessitating the full 
  removal of body hair/fur. This is the stuff from which 
  diplomatic incidents are made. An infected Player 
  Character would do well to seek the (unfortunately 
  expensive) cure as soon as possible.
  5
  Spores from an exotic species of plant have found a 
  way aboard the Player Character’s ship and started 
  to germinate. Whilst filling the craft with a pleasant 
  aroma, this fastgrowing creeper will play havoc with 
  the ship’s wiring if left unchecked. Ridding the ship 
  of the spores requires either extensive fumigation or 
  exposing the affected areas to the vacuum of space.
  6
  ‘Star spiders’ are thought to be a fireside legend 
  amongst most explorers but the batch that has taken 
  up residence in the Starport is horribly real. The young 
  are little more than a fear-inducing irritant; fully grown 
  adults can deliver a lethal bite. What is more, there 
  may just be something to the rumours these critters 
  induce fear through some sort of natural psionic ability. 
  I Demand Satisfaction!
  One of the Player Characters finds he has inadvertently 
  offended another visitor to the Starport and is challenged to 
  a duel. The challenger is either a lovesick fool who lacks the 
  nerve to end his own life and wants someone else to do it – 
  or an experienced professional duellist who simply relishes the 
  challenge.
  
  34
  Solar Flare
  The Player Characters are approached by a group of scientists 
  wishing to monitor rare solar activity on the surface of a nearby 
  star. This will involve taking a ship close to the surface so as 
  to acquire accurate readings. Obviously this is a dangerous 
  proposition but one for which the Player Characters are 
  promised handsome remuneration.
  The dangers of flying so close to the sun are manifold: radiation 
  will scramble communications and may hamper computer 
  systems; solar winds and geomagnetic storms will buffet the 
  hull; and things will get very, very hot. To compensate for these 
  risks, the scientists will pay for modifications to the Player 
  Character’s ship which should – theoretically – protect them.
  If the characters embark upon this expedition all will go 
  according to plan until, hazy and faint above the background 
  interference, they receive a distress call from another ship. 
  This vessel was attempting the same mission as the Player 
  Characters but ran into difficulties. Now, they are in a decaying 
  orbit around the star. Their only hope of escape is for the Player 
  Characters to venture even closer to the corona of the star and 
  rescue them. Doing so would provide readings better than the 
  science team ever imagined and will earn the Player Characters 
  a hefty bonus. However, this course of action will test the newly 
  installed upgrades to their very limits.
  Magpie-Bot
  An ingenious, if somewhat wayward, child has programmed one 
  of the Starport’s maintenance robots to gather items he needs 
  to build an anti-grav go-cart. One of those items happens to be 
  onboard the Player Character’s ship or in their possession.
  If they trace the robot back to its owner, they will learn the child 
  is the Starport Governor’s son/daughter. Where they take things 
  from there is up to them.
  Space Gypsies
  A nomadic clan, travelling in a ragtag fleet of patched-up ships, 
  arrives at the Starport. They are at once the subject of careful 
  scrutiny by port authorities. They are also subject to animosity 
  from a number of locals, many of whom believe that the 
  wanderers are no better than thieves.
  Tensions within the Starport stay high for as long as the nomads 
  remain. To what extent they are thieves and swindlers, and 
  to what extent they have ‘unusual’ goods to sell and arrange 
  games of chance, depends on one’s point of view (and the 
  whims of the Referee).
  Let Me Back In!
  One of the Player Characters finds that a lurking figure is 
  watching either his room or another storage space he has rented 
  on the port. It transpires that the man, a Starport employee, has 
  concealed a valuable stolen item inside the space. He intended 
  to recover it and flee the station today but to his chagrin found 
  the Player Character had been allocated the area. He is now 
  extremely twitchy and increasingly desperate to recover his ill-
  gotten gains and make good his escape.
  Metropolis loCations
  Whether a single great sprawl of docking towers, construction 
  yards and shopping malls or a cluster of satellite sites spread 
  across a continent, Metropolis locations are never still, 
  never quiet: they thrum with the constant activity of galactic 
  commerce. The first visit to one – with its melting pot of different 
  cultures, creeds and races; with starships flocking the skies like 
  migratory birds; with grimy startowns nestled against spires of 
  steel and glass – is never forgotten. 
  ‘I came here 14 years ago looking for a ship that would take me 
  offworld. Every generation of my family had been a farmer as 
  far back as anyone could remember. I wanted more.
  ‘It took me a month to get here. I knew straight away I’d never 
  leave. I didn’t need to find another world – that other world was 
  right here. I’ve seen more, done more than anyone at home 
  would ever believe. And all within the confines of the XT-line. 
  This place is a crossroads – and it’s as though everyone 
  interesting comes through here at some point. When they do, I 
  try to sell them something. It’s what the Imperium is all about.’
  — Jenny Trevors, entrepreneur, Rhylantinople Starport.
  general enCounters
  D66
  Encounter
  11-12
  Trade Fair
  13-14
  Wildlife Photographer
  15-16
  Explorer
  21-22
  The Lost Child
  23-24
  More Than You Bargained For
  25-26
  Startown Market
  31-32
  Cheap Fuel
  33-34
  Cultural Faux Pas
  35-36
  Droid For Sale
  41-43
  Traffic Jam
  44-46
  Drunken Cadet
  51-53
  Alien Zoo
  54-56
  Guided Tours
  61-63
  Recruitment Drive
  64-66
  Ship’s Mascot
  Trade Fair
  The starport is hosting a trade fair, drawing businesses and 
  customers from neighbouring systems. The particular goods or 
  services being promoted are:
  
  35
  D6
  Goods or Services
  1
  Computers and Communications Equipment
  2
  Military vehicles and Weaponry
  3
  Medical Equipment and Drugs
  4
  Civilian Vehicles
  5
  Robots and Drones
  6
  Space Craft
  The fair offers the latest models and technologies, some 
  of which are not yet available on the open market. Due to 
  the promotional nature of the event, visitors may attempt to 
  negotiate a discount. Any character who can win an Opposed 
  Persuade Check will earn himself a d10% discount. The traders 
  have Persuade 2.
  Wildlife Photographer
  Commissioned to study and photograph the nesting habits of a 
  rare animal, this intrepid naturalist needs to hire a crew that can 
  get him to his destination and ensure that he does not fall foul 
  of other – more dangerous – indigenous beasts.
  The job is well-paid but will involve roughing it in the wilds for a 
  few weeks. This will give Player Characters a chance to hone 
  their survival skills and learn more about the planet’s flora and 
  fauna.
  Explorer
  An explorer from an alien culture approaches the Player 
  Characters and engages in a well-meaning but clumsy effort 
  to make friends. The fellow is eager to learn more about ‘alien’ 
  civilisations and has a number of valuable crystals and metals 
  that he will trade for assistance in his endeavours. His aim is to 
  experience every facet of ‘alien’ life – from the top to the bottom, 
  the rough and the smooth. 
  The Lost Child
  One of the Player Characters discovers a tearful child who has 
  become separated from his classmates. The child was part of a 
  school trip and has managed to break away from the rest of the 
  group. The child’s parents are important people – perhaps high-
  ranking corporate types, members of the nobility or suchlike – 
  and will be extremely grateful to anyone who returns their lost 
  offspring.
  More Than You Bargained For
  In amongst the goods the Player Characters have purchased in 
  the port – whether ships stores, trade goods or personal items 
  – they find they have been given something they did not ask for:
  D6
  Free Items
  1
  An illegal firearm
  2
  Thruster pack
  3
  1d6 doses of anagathics
  4
  A suit of combat armour
  5
  Intrusion/2 software
  6
  a crate of grenades
  Startown Market
  The Player Characters learn that an enormous market is taking 
  place in the port’s startown. According to the rumours, all sorts 
  of bargains will be available but it will only be a matter of time 
  before port authorities lean on the local government and force 
  them to run checks on the startown merchants. Given that 
  many of the goods for sale are of questionable legality, this will 
  effectively close the market.
  Cheap Fuel
  Rumours of cheap fuel being sold in the startown filter through 
  to the Player Characters. Word on the street is that unrefined 
  fuel is available for Cr. 50 per ton and refined fuel for only Cr. 
  250 per ton. Of course, at that price, it has got to be stolen – 
  and anyone the SPA or local government finds buying it will be 
  in trouble.
  Cultural Faux Pas
  Inadvertently, one of the Player Characters unintentionally 
  indicates something to a member of an alien culture. Examples 
  include:
  • 
  Eating a snack-bar with one’s left hand whilst making eye-
  contact with the alien (everyone knows it should be the right 
  hand!).
  • 
  Bumping shoulders and then failing to perform the five-step 
  ritual of cleansing to purify any libidinous thoughts.
  • 
  Refusing a proffered hand of friendship after mucus has 
  been specifically sneezed onto the open palm.
  The offended alien will not seek violent retribution but rather 
  some bizarre form of recompense so that the offence may be 
  excused. Examples include:
  • 
  Singing the song of remorse before the offended party’s 
  domicile. The penitent warbler must, of course, be naked 
  through all 16 verses.
  • 
  Collecting bodily fluids from each member of the character’s 
  closest friends or family unit so that these may be mingled 
  with the alien’s in ‘the mingling vat of eternal kin’.
  • 
  Marrying one of the offended alien’s children. Thankfully, in 
  this particular culture marriage is a temporary affair, lasting 
  only one week.
  
  36
  The Player Characters may elect to ignore the alien’s rather 
  absurd request for an apology. However, the universe can be a 
  capricious place and it should come as no surprise if the Player 
  CharacterS find themselves needing help from this alien in the 
  none-too-distant future.
  Droid for Sale
  The Player Characters are approached by a man looking to 
  offload a robot. The machine looks to be in good working order 
  and is apparently simply surplus to requirements.
  The particular robot for sale – and its asking price – is:
  D6
  Robot
  1
  Repair Robot
  2
  Personal Drone
  3
  Probe Drone
  4
  Servitor
  5
  Combat Drone
  6
  Autodoc
  The sale is a legitimate one, with the seller needing to raise 
  some funds in a hurry. He asks for 80% of the standard price for 
  the robot but can be haggled down as low as 60%.
  Traffic Jam
  The Player Characters arrive at the port during one of the rare 
  occasions when incoming ships have been held up, either by 
  an accident or simply the volume of traffic. They must wait 1d6 
  hours before docking but in recompense are offered a 50% 
  reduction in berthing fees.
  Drunken Cadet
  One of the Player Characters is accosted – either verbally or 
  physically – by a Naval cadet who has had too much to drink. The 
  cadets friends, who are rather more sober, do their best to defuse 
  the situation – aware that their companion received some bad 
  news today (dropped by his girlfriend, failed an exam, or such like). 
  If the Player Characters act in a responsible manner they 
  can prevent a noteworthy incident – and will, in fact, earn the 
  gratitude of all the cadets involved. If they are as hotheaded 
  as the inebriated cadet, they will have a scuffle on their hands.
  Alien Zoo
  A travelling menagerie of bizarre and exotic species is visiting 
  the port. For a small fee, the Player Characters can cast their 
  eyes over this wild assortment of beasts – and perhaps find work 
  capturing other such oddities and selling them to the owner.
  Guided Tours
  A freelance guide offers to show the Player Characters 
  around the Starport – for a small fee, of course. Depending 
  on the needs of the characters, he can make this the official 
  tourists’ tour (great for photographs to send home to the 
  folks) or something a little more off the beaten track. The 
  guide even knows the best places to get in touch with the 
  Starports smuggling and criminal circles.
  Recruitment Drive
  One of the Starport’s corporations – or perhaps the Scout 
  Service or Navy if they have bases on station – is looking for new 
  blood. It is only a matter of time before the Player Characters 
  are asked if they are interested. The promise is matched by a 
  healthy signing-on fee.
  Ship’s Mascot
  The Player Characters are offered the chance to purchase a 
  lucky mascot for their ship. The trader has a range of options, 
  representing everything from old world charm to modern 
  functionality.
  Parrot – Surprisingly bright and insightful, these birds were 
  once popular aboard Old Earth ships. It already has an 
  impressive – if questionable – vocabulary and will quickly 
  learn to imitate the crew.
  Cangwal – A small, bouncy rodent from an unknown world, this 
  furry critter has a beautiful singing voice, adorable cheeks and 
  seems happy to eat just about anything. That will not lead to 
  any problems…
  Robo-cat – A not entirely successful imitation of a common 
  feline, this robot nevertheless manages to sit where it should 
  not, leave muddy footprints through the ship and turn from 
  affectionate to hissing-mad in the blink of an eye. It has no need 
  of a litter tray, however, and will keep the ship free of vermin.
  signifiCant enCounters
  D66
  Encounter
  11-12
  Mistaken Delivery
  13-14
  Rogue Robot
  15-16
  A Banquet Fit for a King
  21-22
  Storm-hunters
  23-24
  Mercs
  25-26
  Bail
  31-33
  Take Me to Your Breeder
  34-36
  Startown Riots
  41-42
  Prototype
  43-44
  More Than You Bargained For
  45-46
  Assassins
  51-53
  Butler Bot
  54-56
  Refugee Crisis
  61-62
  Port-kour 
  63-64
  Tailed
  65-66
  Counter-espionage
  
  37
  Mistaken Delivery
  Despite the impressive levels of organisation within larger 
  Starports, mistakes still get made – especially when it comes 
  to deliveries to and from the thousands of visitors passing in 
  and out of the Starport every day. In this instance, the Player 
  Characters receive an unexpected visit from a courier:
  D6
  Delivery Details
  1-2
  The Player Characters are presented with a consignment 
  of goods within a freezer-container. A number of perfectly 
  preserved body parts are inside – both human and alien. 
  The organs and limbs were illegally harvested and 
  are the property of an illegal ‘body-theft’ ring. They will 
  soon come looking for their merchandise. If the Player 
  Characters turn the organs over to the Starport’s medical 
  staff, they will be put to good use, healing the crippled 
  and saving lives.
  4-6
  A small package containing a key and a number is 
  presented to the characters. The number might be map 
  coordinates to a buried treasure, the number of a locker 
  in the Starport where a bribe has been placed or a room 
  number where a hit is to be carried out.
  Rogue Robot
  A malfunctioning robot has been causing problems for those in 
  the spaceport.
  D6 Roll
  Specifics
  1-2
  A damaged cargo robot has confiscated a 
  dangerous cargo (explosives, poisonous 
  chemicals or suchlike) and refuses to release it. 
  The robot arrives at the Player Character’s berth, 
  determined to load the cargo aboard their ship.
  3-4
  An autodoc has sealed itself in a med-bay and 
  is prepping a patient – perhaps a contact of the 
  Player Character’s – for some quite unnecessary 
  surgery.
  5
  A combat drone has sealed itself in the berth 
  where the Player Character’s ship is docked. It 
  attacks anyone who tries to board or disembark.
  6
  A faulty maintenance robot takes to following one 
  of the Player Characters and cleaning up behind 
  him. 
  A Banquet Fit for a King
  A famous caterer has taken on the task of presenting a lavish 
  meal but has only 24 hours to gather sufficiently ostentatious 
  ingredients to satisfy his client – a man that he definitely does 
  not wish to disappoint (a vengeful Governor, high ranking military 
  officer, crime lord, or such like). In desperation, he approaches 
  the Player Characters and asks them to help assemble the 
  feast: he is willing to pay handsomely for their time. Some or all 
  of the following ingredients are required:
  Gastric eel – a beast that lives inside someone’s gut. A patient 
  in the Starport’s Medical Bay is due to have one removed in 
  the next few hours. However, in a fit of irony-inspired pique, 
  he currently intends to devour the beast himself and will need 
  persuading to do otherwise.
  Rare ‘Emperor’s Lychee’ fruit, which grows only in the sulphur-
  rich waters surrounding undersea volcanic vents. There is one 
  close enough to reach but it will be a tricky expedition given 
  the water pressure, difficulty navigating an undersea trench, 
  ferocious sea-monsters in the area and so on.
  An unusual breed of wolfhound, favoured for its lean flesh. A 
  bounty hunter on the station has one as a companion. Obviously, 
  he will not part with it for any amount of money.
  A sleep-inducing herb, found at high altitudes. Inhalation of 
  even a single untreated spore can lead to days asleep. 
  Storm Hunters
  A group of devil-may-care scientists is trying to get close 
  enough to a mega-tornado to run a series of ground-breaking 
  tests. A mega-tornado is a super-sized twister that can ravage 
  an entire continent and is so large that it is visible from space. 
  The scientists need a crew crazy enough to visit the savage 
  world where the tornados can be found. Initially, their tests will 
  involve flying around the perimeter of the tornado but after that 
  they will need to fly directly into the eye. This is a perilous task, 
  which involves a buffeting ride through the outer atmosphere 
  before heading down into the heart of the maelstrom. 
  Mercs
  A large unit of notorious mercenaries, fresh from the field and 
  sporting multiple injured members, arrives at the port. SPA 
  authorities, whilst a little nervous about the arrival of such a 
  band, receive assurances that they will behave themselves. 
  Nevertheless, tensions run higher than usual with so many 
  hardened soldiers looking to unwind.
  The Player Characters may elect to give the mercs a wide berth, 
  though their presence presents opportunities for trade and to 
  gather intelligence on whatever conflict they were involved 
  in. The mercs are also looking to increase the numbers given 
  the losses they recently suffered. Alternatively, disillusioned 
  members of the group may be looking for a way out, and joining 
  the Player Character’s crew might provide that.
  The activities that the mercs have been involved in could 
  include:
  Putting down a revolt by miners in a nearby asteroid belt.
  Attacking a pirate-base.
  
  38
  Dealing with a border dispute – between nations, races or 
  corporations.
  Bail
  An associate of the Player Characters has wound up in the 
  Starport brig. He learns that the Player Characters have arrived 
  and sends word to them. He promises that if they post bail, he 
  will not only be very grateful but can explain why he was unfairly 
  imprisoned.
  Whether the contact is telling the truth or not will depend on who 
  he is and what he does for a living. Some possible reason why 
  he might have been arrested include:
  • 
  He was caught smuggling goods onto the station. These 
  have been confiscated but he has plenty more secreted 
  away outside the port.
  • 
  He is being chased by a bounty hunter and deliberately 
  got himself arrested so that he would be safe. The bounty 
  hunter is still on the station.
  • 
  He discovered someone had hidden something valuable 
  inside the Starport’s detention area and got arrested so 
  that he could uncover it. Unfortunately, he searched the cell 
  he was in and found nothing. All he needs now is for the 
  Player Characters to get themselves arrested so that they 
  can examine the remaining cells…
  Take Me to Your Breeder
  The Player Characters are approached by an alluring member 
  of an alien race and asked if they will participate in a cross-
  breeding experiment. This will involve full disclosure of mating 
  rituals and the establishment of a breeding pair. Whether this 
  ultimately involves anything more than the donation of genetic 
  material is up to the Referee.
  Beyond his/her alluring qualities, the alien will offer a substantial 
  financial reward – or something equally valuable, such as new 
  technology.
  Startown Riots
  Despite the best efforts of local authorities and the SPA, 
  dissatisfaction amongst residents of the port’s startown has 
  boiled over. There might be a number of reasons for this:
  Political activists have whipped the locals into a frenzy and 
  now, filled with revolutionary zeal, ringleaders are seeking to 
  close the divide between the haves and have-nots by wrecking 
  whatever they can get their hands on.
  The Starport has been expanding recently, leading to the forced 
  purchase of land around the XT-line. Residents demonstrated 
  as the bulldozers moved in and things quickly got out of hand, 
  leading to violent confrontations.
  The SPA has started a rigorous search procedure of all startown 
  visitors and residents seeking to enter the port. This has all but 
  closed down the cut-price markets operating out of the startown. 
  Assaults against the XT-line and SPA personnel have ensued, 
  placing the port on alert.
  Prototype
  Manufacturers in the port’s shipyard have developed what they 
  believe is the best star fighter ever built. In a show of extreme 
  confidence (and shrewd publicity-hunting) they challenge all-
  comers to try their luck against the new ‘Nemesis’ fighter.
  If the Player Characters wish to try their luck, they stand to 
  win considerable prize-money whilst making a real name for 
  themselves.
  Assassins
  The Player Characters are offered a highly lucrative commission 
  to transport half a dozen individuals to several different 
  locations within the same subsector. En route, they learn that 
  one of the men is an undercover Imperial agent and that the 
  other members of his group are elite assassins. The assassins 
  plan to use the Player Characters to transport them from one 
  target to the next before turning on them in order to remove 
  any witnesses to their crimes. The agent will ask the Player 
  Characters to help him apprehend the assassins, who are part 
  of a notorious cadre of killers.
  Butler Bot
  Soon after entering the port, the Player Characters are offered 
  the chance for a free trial with a brand new butler robot. This 
  design is the last word in personal robotic assistance – the 
  ultimate gentleman’s robot.
  If the Player Characters accept the free trial – which lasts for 24 
  hours – they will find the robot (which wears a tuxedo and has 
  slicked synthi-hair) does its job extremely well. However, the 
  robot will not hesitate to break the law in order to achieve its 
  master’s ends. Any carelessly chosen words – It’s a shame we 
  can’t smuggle some better weapons onto the station; I wish that 
  officious customs officer would take a long walk out of a short 
  airlock – and the robot will try to fulfil its master’s wishes.
  The butler bot has excellent ‘training’ in skills such as Steward, 
  Languages and Diplomat.
  Refugee Crisis
  The Starport – and its startown – is overrun with the displaced 
  and the desperate, who have flooded into the area following 
  a recent conflict. This might be a full-scale war or more local 
  unrest. Either way, refugees are clamouring to cross the XT-line 
  and Starport services are struggling to cope.
  In the commotion, visitors and residents of the Starport are deciding 
  how best to react. Some traders are heading offworld, while others 
  ferry supplies to the dispossessed – some to make a hefty profit, 
  others in a display of humanitarian kindness. Amidst fears that the 
  
  39
  disturbances could spread to the port, those with combat skills are 
  in demand as bodyguards and leaders. If the conflict continues for 
  any length of time, mercenaries may soon start arriving at the port 
  looking for work. There are also rumours that the XT-line will be 
  closed and that the port itself may even be quarantined.
  How the Player Characters conduct themselves in the midst of 
  the growing chaos is entirely up to them…
  Portkour
  In recent years a new craze has swept through the Starports of 
  the Imperium – a form of free-running known as portkour. The 
  participants must race from one location to another, using no 
  vehicles or other forms of assisted locomotion. They are free 
  to choose their own route and typically are told their destination 
  only a few minutes before the race begins. This provides a 
  limited amount of time to plan a route and often calls for some 
  extreme improvisation on the part of competitors.
  Needless to say, the sight of racers leaping and sprinting 
  through landing bays, across Hazmat warehouses and even 
  over buildings is frowned upon by port authorities. Competitors 
  who are caught face stiff fines and even imprisonment.
  If the Player Characters learn of a portkour event they may wish 
  to place a wager on the race, warn the port authorities or even 
  participate themselves. Certainly, there is prize-money to be 
  earned and no small amount of notoriety.
  Tailed
  One of the Player Characters realises that he is being followed. 
  There are a number of reasons that this might be happening:
  D6
  Reason for Tail
  1-2
  It is a case of mistaken identity. The Player Character 
  has been incorrectly identified as a criminal. So long 
  as he does not have a guilty conscience or something 
  to hide, there should not be a problem.
  3-4
  The shadowy figure is a thief. He will tail the Player 
  Character until the opportunity to mug him presents 
  itself.
  5
  The follower is a member of port security running a 
  random security sweep. He is looking to see if he can 
  startle any criminals out into the open.
  6
  The Player Character is simply being paranoid. The 
  shadowy figure just happens to be taking the same 
  route through the Starport.
  Counter-espionage
  The Player Characters are hired to test the efficacy of a corporation’s 
  security procedures. This might involve breaking into some offices, 
  hacking into the company’s mainframe or stealing equipment – 
  perhaps even a ship. Though presented with identity cards that will 
  confirm the Player Characters are contractors working undercover 
  for the corporation, the job is not without risks. Most employees 
  will have no idea what the Player Characters are doing and will act 
  accordingly to protect corporate interests.
  Local Character
  Besides the events that Player Characters become embroiled 
  in whilst visiting a Starport, the characters who they meet can 
  be just as important when determining the feel of the place. 
  Presented here are tables that can be used to randomly 
  generate one or more details about an Non-Player Character’s 
  personality, interests, goals or appearance. The addition of 
  even one such detail can make them distinct enough that the 
  Player Characters will remember them.
  D66
  Appearance
  11
  Ultra-fashionable hairstyle
  12
  Stained clothing
  13
  Animal pelt trophy
  14
  Military Medals
  15
  Missing fingers
  16
  Immaculately turned-out
  21
  Crooked teeth
  22
  Chewed nails
  23
  Different coloured eyes
  24
  Glamorous
  25
  Tattoos 
  26
  Limp
  31
  Slouching
  32
  Facial Scar
  33
  Greying hair
  34
  Muscular
  35
  Deep worry-lines
  36
  Too much make-up
  41
  Overly baggy clothes, following recent weight loss
  42
  Extremely attractive
  43 
  Discoloured teeth
  44
  Unusually Tall
  45
  Missing a finger
  46
  Excessively sweaty
  51
  Different coloured eyes
  52
  Bad Breath
  53
  Enormous chin
  54
  Very visible birth-mark
  55
  Overweight
  56
  Painful-looking acne
  61
  Albino
  62
  Gang insignia on clothing
  63
  wearing military medals
  64
  Tired-looking
  65
  Mixed race with alien species
  66
  Cross-dresser
  The following Personality Traits and Mannerisms and Habits 
  are useful for fleshing out an Non-Player Character. More 
  gregarious Referees might adopt the behavioural tick or quirk 
  whilst playing the character.
  
  40
  D66
  Personality Traits
  11–12
  Overly helpful
  13–14
  Laconic
  15–16
  Socially awkward
  21–22
  Lascivious 
  23–24
  Greedy
  25–26
  Confident
  31–32
  Inquisitive
  33–34
  Bullish
  35–36
  Unfailingly polite
  41–42
  Gloomy
  43–44
  Flirtatious
  45–46
  Inexplicably upbeat
  51–52
  Gruff
  53–54
  Easily impressed
  55–56
  Conspiracy theorist
  61–62
  Obsessive
  63–64
  Excitable
  65–66
  Easily Distracted
  D66
  Mannerisms and Habits
  11–12
  Facial tick
  13–14
  Wrings hands
  15–16
  Very tactile
  21–22
  Shuffles feet
  23–24
  Plays with hair
  25–26
  Holds eye contact for too long
  31–32
  Avoids eye contact altogether
  33–34
  Chews Nails
  35–36
  Sniffs
  41–42
  Inserts long pauses in the middle of sentences
  43–44
  Answers a question with a question
  45–46
  Grunts constantly whilst listening to someone talk
  51–52
  No concept of personal space
  53–54
  Picks ears
  55–56
  Softly spoken
  61–62
  Makes jokes – specifically bad puns – when nervous
  63–64 
  Itches constantly 
  65–66
  Places the stress on random words whilst talking
  Starport Governor
  On most occasions, meeting a Starport governor is probably 
  a bad sign: Player Characters being what they are, they are 
  more likely to be marched in as suspects than escorted in 
  as honoured guests. Whichever, governors are invariably 
  interesting individuals with their own agendas and quirks.
  D6
  Key Feature
  1
  Hands-on: The governor constantly gets involved 
  in the running of every aspect of port life, from the 
  cleaning of corridors to the organisation of berthing 
  space. He can usually be seen bustling around the 
  port, even taking on other employee’s jobs for an 
  hour or two.
  2
  Omni-Present: Huge viewing screens display images 
  of the governor night and day, as he gazes down on 
  his domain. Regular announcements and reminders 
  of Starport protocols are read out in his voice.
  3
  Out-of-his Depth: The Governor should never have 
  been given this post and he knows it. He constantly 
  defers decisions and delegates responsibility to his 
  underlings. If they are good at their jobs, this problem 
  could persist for some time; if they are not, the port 
  will soon run into trouble.
  4
  Puritanical: The Governor sees himself as the moral 
  guardian of those passing through the port. He will 
  not tolerate anything that might be seen as depraved 
  or deviant.
  5
  Alien-ophile: Cultural and racial diversity are 
  encouraged by an open-minded governor who sees 
  all sentient beings as equal.
  6
  About to Retire: After a lifetime’s service, the governor 
  is months away from retirement. His subordinates 
  struggle to establish themselves as his heir-apparent, 
  whilst he sizes them up for the post and often asks 
  visitors for their impressions of his staff.
  Starport Quirks
  Another way to set Starports apart from one another is to give 
  them quirks – the addition of even one or two details will make 
  each far easier for players to remember.
  Quirks may be selected or determined randomly.
  
  41
  D66
  Quirk
  11–12
  TFC regulators always address pilots as ‘friend’.
  13–14
  As part of the docking fee, the Player Character’s craft is assigned a cleaning robot.
  15–16
  Statues of the port Governor adorn the walkways.
  21–22
  Music is piped constantly into hanger bays.
  23–24
  The port has a fanatical recycling policy.
  25–26
  All robots in the port have a name painted onto their chests.
  31–32
  A raft of discount vouchers for local stores is presented to visitors upon arrival.
  33–34
  New arrivals are forbidden to leave their ship until a security detail arrives at their hanger/pad.
  35–36
  The first time someone visits the port, they must submit to a biometric scan.
  41–42
  The port is scrupulously clean.
  43–44
  The port is unpleasantly grimy.
  45–46
  Locals wear ceremonial daggers.
  51–52
  The port is very brightly lit.
  53–54
  The port has a strong, distinctive odour.
  55–56
  Port authorities have set up small, motorised scooter stations throughout the port. The scooters are free to use.
  61–62
  The Starport officially endorses a local religion, providing temples where people gather and pray.
  63–64
  The port has strict rules about touching in public.
  65–66
  The Starport has a well advertised and legally sanctioned red light district. 
  
  42
  designing starports
  Designing and building a Starport can be an epic undertaking, 
  requiring years of construction work and huge financial 
  investment. It can involve teams of architects, vast robotic 
  assembly platforms and scores of engineers. Sometimes, it 
  becomes the main source of employment for an entire city and 
  can revitalise a planet’s economy. Alternatively, it can be as 
  simple as transporting a pre-fabricated structure to a new site 
  and flattening a patch of ground to form a landing pad.
  The rules in this section are designed to cover both extremes 
  and every eventuality in between.
  downports vs highports
  The two distinct elements of a Starport are quite different in 
  nature. A Downport is an immovable structure – or collection 
  of structures – that in many ways resembles a village, town or 
  city, depending upon its size. It has roads and buildings and a 
  perimeter marked out by a wall or fence – the XT-line.
  A Highport is a space station, maintaining a geo-synchronous 
  orbit above a Downport. In essence, it is a spaceship that tends 
  not to move – though it does, indeed, have a limited capacity 
  to do so.
  Despite the significant differences between these two elements 
  of a port, the rules for the construction of each are largely the 
  same. There are, however, a few important differences.
  Firstly, Highports are much more expensive to build. This often 
  means that they are the smaller of the two elements. Modules 
  (and military upgrades) that will be part of a Highport cost 10 
  times more than the listed price. This reflects the fact they have 
  to be transported into orbit and assembled there. Highports 
  also require a superstructure – a frame about which the core 
  of the station will be assembled – which is quite different from 
  Downports that can be constructed one building at a time. Other 
  considerations include shielding against cosmic radiation, life 
  support systems and manoeuvring thrusters that maintain or 
  adjust the station’s position as needed. 
  Another difference is that Highports are automatically assumed 
  to have a number of Uprades that are optional for a Downport. 
  These are:
  •	
  Airlocks and Vacuum Seals
  •	
  Hydroponics Domes
  For fairly obvious reasons, no Modules – specifically those used 
  for fuel storage – may be located underground, as is common 
  practise at a Downport.
  Finally, certain Modules may not be purchased for a Highport. 
  These are:
  •	
  Rudimentary Landing Pad
  •	
  Engineered Landing Pad
  •	
  Industrial Landing Pad
  All in all, manufacturing a Highport is a fearsome project that 
  can take many years and billions of credits to complete.
  Modules
  The design of all Starports begins with the purchase of Modules. 
  These come in a variety of shapes and sizes, and represent the 
  different facilities, rooms, areas and equipment within the port.
  Each Module has a Size Characteristic. Size is a representation 
  of a module’s volume. It determines such factors as how much 
  land a Downport requires, how much it costs to construct the 
  port’s XT-line and a range of other factors. In most instances*, 
  a single point of Size represents about 14 cubic metres – and is 
  roughly equivalent to one D-ton.
  *Exceptions include Modules such as landing pads, which are 
  essentially flat, taking up space but lacking volume.
  power
  It is assumed that with the relative ease of producing power through 
  cold fusion, each Module is essentially self-sufficient. Small 
  generators, built into the structure of a Module provide whatever 
  energy it needs to function. Furthermore, a network of conduits 
  embedded in the walls and foundations allows power to be routed 
  to wherever it is needed most, providing back-up power sources 
  should any of the primary generators experience difficulties.
  On some worlds, this might be supplemented by solar panels, 
  wind turbines, chemical batteries or other sources of power 
  – particularly if there is a shortage of local hydrogen (usually 
  extracted from surface water or an in-system gas giant). The 
  end result is the same, however: the Downport remains self-
  sufficient removing any uncomfortable dependency on a local 
  power grid.
  
  43
  ConstruCtion
  Every Module has a Cost, representing the financial outplay 
  involved in constructing, assembling and/or transporting it to the 
  desired location.
  In game terms, one may simply select the various Modules 
  required to construct a Starport and ‘bolt them together’. The 
  construction process in the game world would, of course, be 
  far more complex, involving the creation of foundations for 
  a Downport, the installation of ventilation and lighting, the 
  transport of materials, decoration of the finished area and a host 
  of other procedures. For the sake of playability, the price of all 
  such construction related activities has been rolled into the Cost 
  of individual Modules.
  It is possible – and indeed commonplace – to create larger 
  areas in a port by constructing multiple Modules and joining 
  them together. For instance, a single flight hanger has sufficient 
  room to store 100 D-Tons of spacecraft. To create a hanger 
  twice this size, requires the purchase of two hangers. 
  It is also worth pointing out that Downports constructed from 
  Modules do not have a uniform appearance: they certainly do 
  not resemble a collection of ‘boxes’. Whilst there is a particular 
  aesthetic associated with Imperial Starports, local tastes, the 
  availability of material and practical requirements all ensure 
  that Downport designs are as diverse as the people who pass 
  through them and the world’s that accommodate them.
  teCh level
  Most SPA Starports have full access to TL 12 (or higher) 
  equipment and facilities: they are either based on worlds with 
  a sufficient level of technological development or TL 12 items 
  can be sourced elsewhere and transported to the planet. This 
  allows these ports to make use of all of the Modules presented 
  in this chapter. 
  There are exceptions, however: a few SPA Starports located 
  on worlds that have not yet joined the Imperium may be 
  constructed using a lower Tech Level. It is also not uncommon 
  for independent Starports to be assembled using equipment 
  with a lower TL.
  Each Module has been assigned a TL. Whilst this may limit 
  the availability of Modules on certain worlds, it is worth noting 
  that they can be constructed offworld and then delivered to 
  a location with a lower TL – albeit at an increased cost. The 
  SPA usually subsidises such operations, reasoning that it 
  demonstrates the commercial and technological might of the 
  Imperium, and serves to promote both trade and expansion. 
  Worlds that are part of the Imperium – or are on the cusp of 
  joining – are favoured with this subsidy.
  Without this subsidy, the cost of Modules increases by 100% 
  for every level by which it exceeds the host world’s TL. For 
  example, building a TL 12 Module on a world which is TL 10 
  would cost 200% more than normal.
  Imperial Standard Mark
  Given the enormous number of worlds governed by the 
  Imperium – and the vast expanse of space between 
  them – some form of standardisation is required when 
  it comes to manufacturing. It would be no good, for 
  example, if individual worlds produced their own designs 
  of nuts and bolts and tried to export them – only to find 
  that they were incompatible with equipment on other 
  Imperial worlds.  
  Uniformity of such goods is ensured via adherence to 
  strict guidelines on all products that are widely used 
  throughout the Imperium. Nowhere is this more pertinent 
  than the construction and maintenance of SPA ports, 
  which are scattered far and wide throughout the empire.
  Any and all manufacturers that wish to sell to the SPA, 
  must adhere to the ISM (Imperial Standard Mark) code. 
  This allows parts to be shipped in from anywhere in 
  the Imperium safe in the knowledge that they will be 
  compatible with existing machinery and equipment. It 
  also means that mechanics and engineers from across 
  the Imperium are familiar with the same parts and 
  practices, regardless of where they trained or whether 
  they have worked in a particular facility before.
  Out on the Rim
  Some Starports are located so far off the beaten track that 
  constructing and maintaining them presents significant 
  logistical problems – and therefore increased costs.
  (Optional Rule)
  Starports that are more than four parsecs from the nearest 
  trade route or inhabited system cost 50% more than the 
  base Cost to construct.
  CoMMuniCation 
  Even within the smallest Starports, it is assumed that 
  communication between different areas is no more than 
  a button-push away. This may take the form of discreet text 
  messages between computer terminals, fixed comm-units, 
  holo-displays or tannoy systems that can be used to deliver 
  information to visitors of staff.
  
  44
  The precise forms of communication available depend upon the 
  Starport’s Tech Level:
  TL
  Internal Communication systems
  9 or below
  Terminal-to-terminal text messaging; fixed 
  audio-visual comm
  10
  Commdot (assigned to all personnel)
  11
  Fixed holographic comm 
  12 or above
  Mobile holographic comm
  It is standard for all SPA personnel to be equipped with a 
  commdot and for each section of a Starport to be equipped a 
  mobile holographic comm.
  starport CharaCteristiCs 
  The various Modules assigned to a Starport determine 
  everything from the number of ships it can berth to the type of 
  repair work it can provide. In game terms, players and Referees 
  need a fast and effective way to determine what a port has to 
  offer, how much these services cost and what sort of wait can 
  be expected before they are available.
  This summary of services is provided by a port’s Starport 
  Characteristics.
  A list of these Characteristics and an explanation of what each 
  means, is provided here.
  Docking Fee: This is a dual Characteristic. The number 
  before the slash represents the charge, in credits, levied for 
  docking at the Starport. The number after the slash is the 
  charge applied for each additional day beyond the first that 
  the vessel remains berthed.
  Docking Fees for SPA Starports are standardised and 
  determined according to the Class a Starport fits into (see 
  Chapter One). Independent Starports are free to choose their 
  own fees. These tend to be roughly in-line with SPA charges but 
  in some cases – for instance, where an independent port has 
  no local competitors – they can be much higher.
  Note that the SPA charges a standard Docking Fee irrespective 
  of a starship’s tonnage. Many independent Starports do not – 
  they levy a higher fee on bigger craft.
  Berthing: This is the total amount of space, measured in Size, 
  that the port has available for the berthing of ships. This is 
  acquired through the purchase of Docking Facilities Modules.
  Berthing is divided between the space available for 
  accommodating Small Craft (10 to 99 tons), Starships (100 to 
  5,000 tons) and Capital Ships (more than 5,000 tons). 
  Of course, it is possible to put a smaller craft in a berth designed 
  for a larger vessel. This is rarely done, however, as it is not 
  an efficient use of space and the tools used to remove waste 
  products, re-fill life support systems and so forth are not always 
  compatible between ships differing greatly in size.
  Fuel: This is a dual statistic. The number before the slash 
  determines the amount charged for one ton of unrefined 
  fuel. The number after the slash is for the cost of one ton of 
  refined fuel.
  Warehousing: This is the amount of space, measured in 
  Size, which the port has allocated to Warehouse Modules and 
  Unloading Facilities Modules*. 
  Hazmat: This is the amount of space that the port has assigned 
  to Hazmat Modules and Unloading Facilities Modules*.
  *Note that the Size of Unloading Facilities Modules counts 
  towards determining Waiting Times for both Warehousing and 
  Hazmat. This reflects the fact that loaders, cargo robots and the 
  like can be moved from one area to another as needed.
  Storage Cost: This is the standard fee charged to store one ton 
  of cargo for one week. The charge for storing Hazmat cargo is 
  twice this amount.
  Repair Facilities: This entry details which types of ship damage 
  can be repaired at the port; this is presented separately for each 
  category of ship size: Small Craft, Starships and Capital Ships. 
  The types of damage that a ship can suffer are Hull, Systems 
  and Structure.
  Note that the entry ‘Systems’ refers to the full replacement of a 
  destroyed ship’s system, not simply its temporary repair, which 
  can be accomplished at any Starport that offers Hull repairs.
  Upgrades: This a list of the Starport Upgrades the port has in 
  place, such as those that protect it from a hostile atmosphere.
  Starport Characteristics are determined separately for a Highport 
  and Downport, assuming that a port has both elements.
  waiting tiMe
  A number of Starport Characteristics are accompanied by a 
  Waiting Time, representing how long the Player Characters 
  must wait before a particular service is available. For example, 
  Warehousing Waiting Time determines how much time it takes 
  for cargo lifters and work crews to get themselves organised 
  and ready to begin unloading the contents of a ship’s hold. In the 
  same way, this same Waiting Time would be used to determine 
  
  45
  the delay before a new cargo could begin being loaded into the 
  hold when the ship is ready to leave.
  Waiting Time is always represented by a die roll and in many 
  instances there are Modifiers that need to be applied. If the 
  modifier reduces the result to 0 or less there is no waiting time – 
  the service is available immediately. If the result is 1 or more, the 
  Waiting Time table should be consulted to determine how long 
  the characters must wait before the service becomes available. 
  Waiting Time
  Result
  Length of Wait
  0
  Service available immediately
  1
  1d6 minutes
  2
  1d6x10 minutes
  3
  1 hour
  4
  1d6 hours
  5
  2d6 hours
  6
  1 day
  7+
  1d6 days
  For example, The Lady Godiva – a 1,500 D-ton haulage 
  ship – assumes a holding position above the Rhylantinople 
  Highport and requests permission to land. Rhylantinople, 
  an immense Class A port, has 120,000 D-tons assigned to 
  berthing starships between 100 and 5,000 D-tons. The waiting 
  time is therefore 1D6–5.
  The Referee rolls the die; it comes up a 4. With the Modifier of 
  –5, this generates a result of –1, meaning that berthing room is 
  available and The Lady Godiva is free to land immediately.
  A week later, The Lady Godiva is ready to leave. The captain 
  contacts Traffic and Flight Control and requests an exit flight 
  plan. Again, the Waiting Time die is rolled, this time generating 
  a 6. Even with the –5 modifier, there will be a brief delay of 1d6 
  minutes whilst a plan is computed and the airspace around the 
  Starport clears. 
  Note that the Waiting Time for a particular service can never be 
  ‘improved’ beyond 1d6–5. There is always at least the possibility 
  of a short delay before a service becomes available.
  Starport Characteristics Profile
  A blank Starport Characteristics profile looks like this:
  Docking Fee: 
  Berthing
  Small Craft:
  Starship:
  Capital Ships:
  Waiting Time
  Small Craft:
  Starship:
  Capital Ships:
  Fuel:
  Waiting Time
  Small Craft:
  Starship:
  Capital Ships:
  Warehousing:
  Waiting Time
  Small Craft:
  Starship:
  Capital Ships:
  Hazmat:
  Waiting Time
  Small Craft:
  Starship:
  Capital Ships:
  Storage Cost: 
  Repair facilities
  Small Craft:
  Starship: 
  Capital Ships: 
  Waiting Time
  Small Craft:
  Starship:
  Capital Ships:
  Upgrades: 
  —
  More than Just Numbers
  Despite the convenience of Starport Characteristics they 
  will never tell the whole story. A Starport will always be 
  more than just the services it provides. Indeed, it is best 
  thought of as a character in its own right – with strengths 
  and advantages, chinks and flaws. 
  Referees looking to maintain a record of a Starport for 
  repeated use in a campaign are advised to add a Notes 
  section to the end of the characteristics list. There, such 
  things as information about the Governor, the port’s 
  primary source of income, any sites of special interest 
  and so forth can be jotted down. Chapter Four provides 
  detailed descriptions of nine Starports and shows just 
  how diverse and interesting they can be.
  
  46
  Assigning Waiting Times to New Starports
  Players and referees may wish to assign Waiting Times to 
  Starports that they have designed themselves. This is done 
  by checking the total Size of Modules assigned to a particular 
  service against the Assigning Waiting Times Table. 
  Ship Size
  An adjustment to the Waiting Time for services is made 
  depending on the size of a spacecraft arriving at a Starport. This 
  is largely – but not solely – to reflect the logistical and staffing 
  demands for bigger or smaller ships.
  Small Craft are relatively easy to accommodate: they have 
  smaller holds and therefore carry less cargo, require fewer 
  resources to repair, less fuel to resupply and so forth. Often, 
  just a few members of Starport personnel are required to 
  satisfy a small ship’s needs, meaning that there is less likely 
  to be a delay. Small craft therefore benefit from a –1 Modifier 
  to Waiting Times.
  Starships represent the class of craft most typically serviced 
  by Starports. There is no Modifier to Waiting Times for ships of 
  this type.
  Ships over 5,000 D-tons place significant demands on a 
  Starport. They require large areas to dock, huge amounts of 
  fuel, enormous quantities of ships’ stores, take a long time to 
  manoeuvre and so on. Large numbers of personnel must also 
  be assigned to dealing with their needs, and it can take time to 
  re-organise rotas, move people around the port and so forth. 
  There is a +1 Modifier on Waiting Times for Capital Ships.
  Modules and Waiting Time
  Berthing Waiting Time is determined according to the amount 
  of landing space provided by the Docking Facilities Modules. 
  Note that this may not be the same as the Size of the Modules 
  themselves – a Rudimentary Pad takes up 20 Size but provides 
  room for 100 D-ton of ship(s). It is room available that is used to 
  calculate Waiting Time.
  Waiting Time may also be modified by the quality of Traffic and 
  Flight Control that the Starport provides (see Headquarters 
  and Traffic and Flight Control).
  Waiting Time is determined separately for ships in the three 
  mass classes: Small Craft (between 10 and 99 D-tons), 
  Starships (between 100 and 5,000 D-tons) and Capital Ships 
  (over 5,000 D-tons).
  For example, Helios Prime has 65,000 Size allocated to berthing 
  Small Craft, 110,000 D-tons to berthing Starships and 130,000 
  D-tons to craft over 5,000 D-tons.
  Including the Modifiers for Ship Size, Berthing Waiting Times for 
  the port are therefore:
  Small Craft:1d6–5
  Spacecraft:1d6–5
  Capital Ships:1d6–4
  Refuelling Waiting Time is assigned based on the total Size of 
  Refuelling Facilities Modules in the port.
  For example, the small Starport of Ruera Lentas has been 
  equipped with Fuel Storage Tank Modules that amount to 2,000 
  Size. It has a further 20 Size worth of Refuelling Stations. This 
  means that the Waiting Time for Refuelling is 1D6–1.  
  Refuelling Waiting Times are listed separately for the three 
  classes of craft (to allow for the modifier applied due to a craft’s 
  size).
  Warehousing Waiting Time is determined for all classes 
  of craft based on the total Size of Warehouse Modules and 
  Unloading Facilities Modules in the port. 
  Waiting Times are listed separately for each class of craft.
  Hazmat Waiting Time is calculated from the Size of the Haz-
  Mat Modules and Unloading Facilities Modules in the Starport. 
  Size Assigned to Determinate Modules
  Service
  0-1,000
  1,001-3,000
  3,001-10,000
  10,001-50,000
  50,001-100,000
  100,001+
  Berthing
  1d6–1
  1d6–2
  1d6–2
  1d6–3
  1d6–4
  1d6–5
  Refuelling
  1d6
  1d6–1
  1d6–2
  1d6–2
  1d6–3
  1d6–3
  Warehousing
  1d6+1
  1d6
  1d6–1
  1d6–2
  1d6–2
  1d6–3
  Hazmat
  1d6+1
  1d6
  1d6–1
  1d6–1
  1d6–2
  1d6–2
  Repairs
  1d6
  1d6–1
  1d6–2
  1d6–2
  1d6–3
  1d6–3
  
  47
  Waiting times are listed separately for each class of craft.
  Repairs Waiting Time is determined according to the Size 
  of both Repair Facility Modules and, if they are present, any 
  Shipyard Modules.
  Repair Facility Modules are taken into account when calculating 
  the Waiting Time of all craft – Small Craft, Spacecraft and 
  Capital Ships. 
  Shipyards are also used to calculate the Waiting Times for all 
  types of craft, not just the ones they can manufacture. Similarly 
  they may repair Hull and Systems damage to all types of craft. 
  However, they may repair Structure Damage only to the class 
  of craft that they can manufacture.
  For example, the Foelen Starport incorporates a Shipyard 
  (spacecraft) Module. This Module has a Size of 30,000.
  When calculating Waiting Times for the different classes of 
  ships, the 30,000 Size of the shipyard is counted for all three.
  In addition, this Module allows the port to repair Hull and Systems 
  damage to all three classes of craft. However, as the shipyard 
  can only manufacture spacecraft, it can only repair structure 
  damage to small craft and starships – not capital ships.
  Many Headquarterss contain specially designed negotiation 
  areas, where delicate matters can be discussed in private. They 
  may also house interior surveillance equipment, monitoring 
  sensitive areas inside the port. From within his Headquarters, 
  the Governor needs to be able to reach out and touch his 
  domain, gaining an overview of how everything within the 
  Starport is operating.
  The organisation of incoming and outgoing craft, and the 
  allocation of berthing room, is the responsibility of TFC 
  Regulators, who are also housed within the Headquarters 
  Module. In the most sophisticated Headquarters, they are 
  assisted by complex computer systems running holographic 
  simulations of all existing flight plans. At the other end of the 
  scale, the most basic Headquarters provides its lone Regulator 
  with nothing more than a comm system and a window to look 
  out of.
  In larger ports, some of the Headquarters facilities will be 
  duplicated elsewhere. For example, in a Class A port the 
  security department will be furnished with viewing screens 
  for CCTV cameras of its own. Nevertheless, most Governors 
  like to maintain an independent surveillance capability within 
  their Headquarters. In smaller Starports the comms, security 
  and computer facilities in a Headquarters will be the only ones 
  available on the entire station.
  Module Type
  Cost (Cr.)
  Size
  TL
  Micro Headquarters
  50,000
  3
  7
  Basic Headquarters
  110,000
  7
  7
  Standard 
  Headquarters
  500,000
  15
  11
  Superior 
  Headquarters
  2,000,000
  30
  13
  Prime Headquarters 5,000,000
  60
  13
  Micro Headquarters
  A micro Headquarters is a pre-manufactured metallic pod, with 
  a volume of roughly 40 cubic metres. It contains a single inner 
  space that can be divided into smaller rooms or areas using 
  removable walls. It is accessible via a single (mechanically 
  lockable) door and has two windows.
  A Micro Headquarters comes equipped with a TL 5 radio 
  transceiver (range five kilometres), a computer interface 
  (Computer/0) and exterior lights that are often used to illuminate 
  a landing pad.
  Basic Headquarters
  A basic Headquarters is more or less identical to a micro-
  Headquarters, only twice the size. This provides room for a 
  small office, typically for use by the Starport Governor and one 
  or two other discrete areas.
  Increased/Decreased Demand
  The calculations of Starport Characteristics and Waiting 
  Times pre-suppose a port with typical levels of trade and 
  activity for its size. A big port normally has correspondingly 
  high levels of traffic placing more pressure on its services; 
  a small port expects to have fewer visitors and fewer 
  people using its facilities.
  If it turns out that this is not the case, the Referee should 
  feel free to modify waiting times accordingly.
  For example, an enormous Class A Starport that for some 
  reason finds itself without visitors would be able to provide 
  services much more quickly than normal. Conversely, 
  a small port that is overrun with unexpected traffic might 
  have greatly increased Waiting Times as it struggles to 
  cope with the demand.
  downport Modules
  Headquarters and Traffic and Flight Control
  All Starports, whether tiny ‘shacks’ or colossal star cities, need 
  a Headquarters: it is the nerve centre of operations – the place 
  from which the Governor oversees his territory and from where 
  TFC orchestrates incoming and outgoing traffic. 
  
  48
  A Basic Headquarters has a single CCTV camera that monitors 
  the largest landing pad in the port.
  Standard Headquarters
  Featuring proper foundations and a greater feeling of 
  permanency, this size of Headquarters contains several 
  discrete areas, one of which is the Downport’s control centre. 
  The Headquarters is accessible via two different entrances, 
  both of which are equipped with electronic keypads.
  Communication is handled by a TL 11 Laser Transceiver system 
  (range 500 kilometres), that provides reliable contact with ships 
  in orbit. A TL 11 Computer/2 system is also standard, along with 
  a Database containing details of the past six months’ incoming 
  and outgoing ships and cargo. 
  The exterior of the module is fitted with CCTV cameras, allowing 
  those within to monitor nearby activity.
  Superior Headquarters
  Meeting the requirements of large, busy Starports, a Superior 
  Headquarters contains several large offices or meeting rooms, all of 
  which contain finely crafted furniture and a computer terminal. There 
  is also a substantial control centre, through which the feeds from up 
  to 50 CCTV cameras are routed. An enormous database contains 
  information on ships and cargo dating back years, along with pertinent 
  data on local politics, business, geography and so forth. 
  The control centre is equipped with a Computer/20 mainframe 
  that allows some operations to be handled automatically using 
  appropriate software. Communication is provided by a TL 13 Radio 
  Transceiver (range 5,000 kilometres) and holographic projectors. 
  So efficient are the flight plans relayed through a Superior 
  Headquarters that Waiting Times for Berthing receive an 
  additional –1 Modifier.
  Prime Headquarters
  This largest and most impressive of Headquarters is required 
  only by the most important of Starports. The waiting area outside 
  the Governor’s office is the size of an apartment: the office 
  itself is plush, flawlessly decorated and thanks to holographic 
  projectors has windows that appear to look out on any scene 
  the owner desires. It is a place designed to house top-level 
  negotiations between senior dignitaries and officials. 
  The control centre houses dozens of terminals, all linked to a 
  monstrously-sized database filled with decades of trade and 
  political information. A Computer/25 mainframe takes care of 
  a number of port operations and, thanks to Security 4 software 
  –-8 DM), ensures that any attempts to hack into the Starport’s 
  computers is doomed.
  Up to 100 CCTV signals can be simultaneously relayed through 
  the terminals in the Headquarters, allowing the Governor to 
  monitor every corner of his station. 
  The flight plans relayed through a Prime Headquarters are so 
  efficient that Waiting Times for Berthing and Refuelling receive 
  an additional –1 Modifier.
  Docking Facilities
  Whether areas of flattened rock illumined by single floodlights 
  or purpose-built berths beneath airtight domes, landing pads 
  are a prerequisite of every Starport.
  The size, quantity and design of landing pads depends greatly 
  on who the Starport caters to – from small, short range shuttles 
  to monstrous long-haul freighters, all can be berthed with a 
  range of designs and equipment.
  Module Type
  Cost (Cr.)
  Size
  TL
  Rudimentary pad 
  10,000
  20
  5
  Engineered Pad
  50,000
  20
  7
  Industrial Landing Pad
  500,000
  1000
  8
  Flight Hanger 
  300,000
  100
  8
  Landing Strip
  1,500,000
  2000
  7
  Concourse
  1,500,000
  200
  8
  Vehicle Bay
  200,000
  50
  7
  Rudimentary Pad
  This most basic of landing pads is nothing more than a solid 
  area of ground that has been smoothed out to allow spacecraft 
  to safely land and take-off. It is invariably fitted with one or more 
  floodlights that provide illumination when visibility is poor.
  A single Rudimentary Pad Module is able to accommodate 
  a 100 D-ton ship. Multiple Modules may be purchased and 
  ‘bolted’ together to form pads that can accommodate larger 
  ships. However, it is not considered safe to build rudimentary 
  pads with capacities larger than 1,000 D-tons due to concerns 
  that larger ships would sink into the ground.
  The combination of a Micro or Basic Headquarters and a 
  Rudimentary Pad provides virtually no guidance for incoming 
  or outgoing flights. This imposes a –2 DM to Piloting Checks 
  made to land or take off in tricky conditions (see A Tricky 
  Landing, Chapter One).
  Engineered Pad
  A step-up from the most basic facility, an Engineered Pad is 
  purpose built from asphalt or concrete. It will have a gradient of 
  no more than one degree and is adorned with clear markings 
  that help pilots to set down in the correct area.
  Engineered Pads are well-lit and often include a homing beacon 
  that allows pilots to lock-on to their destination when faced with 
  poor visibility.
  A single Engineered Pad provides room to land a 100 D-ton 
  craft. They may not be increased in size (through the purchase 
  of additional Modules) beyond a 1,000 D-ton capacity.
  
  49
  The combination of a Superior or Prime Headquarters and an 
  Engineered Pad provides detailed guidance to incoming craft. 
  This provides a +2 DM to Piloting Checks made to land or take 
  off in difficult conditions (see A Tricky Landing, Chapter One).
  Industrial Landing Pad
  For those ships over 1,000 D-tons that do enter planetary 
  atmospheres, a specially built landing area is required. 
  Combining a reinforced foundation with a steel and asphalt 
  construction, these pads can bear the enormous weight of 
  industrial ships. 
  A standard-sized industrial pad accommodates ships up to 
  5,000 D-Tons.
  The combination of a Superior or Prime Headquarters and an 
  Industrial Landing Pad provides detailed guidance to incoming 
  craft, with a +2DM to Pilot Checks as above.
  Flight Hanger
  All but the most basic Starports like to offer a covered storage 
  area for ships. A flight hanger is a large, metal framed structure 
  with room for 100 D-Tons worth of craft to land. It has large 
  doors on one side and in the roof, which may be operated both 
  locally and remotely – typically from the port Headquarters.
  Note that it is common for multiple flight hanger Modules to be 
  ‘bolted’ together forming larger, industrial scale structures.
  The combination of a Superior or Prime Headquarters and a 
  Flight Hanger provides detailed guidance to incoming craft, with 
  a +2DM to Pilot Checks as above.
  Landing Strip
  On worlds with an atmosphere, non V-Tol craft must make use 
  of a runway. These are reinforced asphalt strips fitted with lights 
  and a beacon to guide pilots during approach.
  The combination of a Superior or Prime Headquarters and a 
  Landing Strip provides detailed guidance to incoming craft, with 
  a +2DM to Pilot Checks as above.
  Concourse
  A concourse Module is a corridor route between the main 
  port section and the departure/docking areas. This may be a 
  single large corridor or several smaller ones, distributed about 
  the station. It also provides waiting areas, flight lounges and 
  check-in desks. There is also room for several shops along the 
  concourse, typically providing refreshments to passengers.
  Concourse Modules often intersect Customs Modules, allowing 
  Starport personnel to scrutinize people coming in and out of the 
  Starport. Security personnel also frequent the concourse, so as 
  to keep an eye on visitors.
  A single concourse Module usually provides entrance and exit 
  ways for up to 5,000 D-tons of other Docking Facility Modules.
  Vehicle Storage and Maintenance
  Whilst ground vehicles are not the focus of activity in a Starport 
  they do still play an important role – most significantly moving 
  local goods and passengers into and out of the station.
  A Vehicle Storage and Maintenance Module provides room to 
  store, refuel and repair ground – and, for that matter, hover – 
  vehicles. A single Module can store 10 car-sized ground vehicles.
  Refuelling Facilities
  Any Starport hoping to maintain its customer base – let alone 
  expand – must be able to provide an efficient refuelling service: 
  it is the ‘bread and butter’ of a Starport’s economy.
  Module Type
  Cost (Cr.)
  Size
  TL
  Storage Tank
  100,000
  0 (100)
  7
  Refueling Station
  150,000
  10
  7
  Fuel Processor
  250,000
  25
  8
  Fuel Collector
  1,000,000
  50
  7
  Storage Tanks
  For the sake of both safety and convenience, most Downports 
  store fuel deep below the ground, pumping it to the surface only 
  as it is required. For this reason, storage tanks in a Downport are 
  considered to have a Size rating of 0 when calculating the cost 
  of Upgrades to the port. For the purposes of calculating Waiting 
  Times, each storage tank is still considered to have a Size of 100.
  A single storage tank can hold 100 D-tons worth of fuel. Exactly 
  the same technology is employed to store both refined and 
  unrefined fuel. 
  Refuelling Stations
  Refuelling stations facilitate the transfer of stored fuel to waiting 
  spacecraft. Typically, they are located inside a flight hanger or, 
  in the case of the smallest ports, on a landing pad.
  A Refuelling Station can transfer one ton of fuel per minute.
  Note that most Starports construct one Refuelling Station for 
  every 10 Storage Tanks.
  Fuel Processor
  The majority of Starports import (or collect) unrefined fuel. 
  Larger ports then process it them before selling the refined 
  product to their clientele. A single fuel processor can refine 500 
  D-tons worth of fuel per day.
  Many fuel processors in Downports are installed below ground, 
  close to the port’s storage Tanks. This reduces a processor’s 
  Size to 0 when calculating the cost of Upgrades.
  
  50
  Note that most Starports construct one Fuel Processor for every 
  10 Storage Tanks.
  Fuel Collector
  On worlds with plentiful supplies of water, Downports may collect 
  their own fuel, rather than having it imported from offworld. A 
  single fuel collector can gather 500 D-tons worth of unrefined fuel 
  per day. Downports are able to pump this fuel directly into their 
  storage tanks, and then on to their refuelling station(s). 
  Note that most Starports construct one Fuel Collector for every 
  10 Storage Tanks.
  Repair Facilities
  Aside from the smallest and most isolated of stations, repair 
  facilities can be found on all Starports. They range from 
  simple repair-sheds where hull damage can be patched up, 
  to fully-equipped yards where vessels can be stripped and re 
  conditioned.
  Module type
  Cost (Cr.)
  Size
  TL
  Repair Shed
  750,000
  250
  8
  Mobile Repair Rig
  2,000,000
  100
  9
  Repair Shed
  A Repair Shed is a small building kitted out with basic industrial 
  tools, lifting equipment and scaffolding that can hold a small ship 
  (up to 200 D-tons) in place whilst maintenance work is carried 
  out. Repairs to a ship’s Hull may be performed but nothing more 
  complicated. Even these repairs look rather rough and ready: it 
  is not unknown for steel plates simply to be riveted over areas 
  of damage, for example.
  Only small Starports – typically Class D or independent ports – 
  make use of repair sheds.
  Mobile Repair Rig
  For Starports with multiple berths, it makes far more sense 
  to use mobile equipment that can be moved to wherever it is 
  needed.
  A mobile rig includes grav-trolleys for carrying tools, strong 
  yet flexible scaffolding and harnesses to support the ship, and 
  hydraulic lifters and pincers to adjust its position.
  A single repair rig can work on a ship up to 1,000 D-tons in size. 
  The employment of multiple rigs facilitates repairs to larger vessels.
  Repair rigs can restore Hull damage in a more aesthetically 
  pleasing fashion than a ‘shed’. They can also be used to repair 
  system damage or to fit new ship systems.
  Dust Worlds and Gas Giants
  On planets where there is little liquid water, Starports 
  struggle to collect fuel.
  Temperate worlds are the easiest upon which to gather 
  hydrogen and allow fuel collectors to function at full 
  efficiency. 
  Hot and Cold worlds have stores of water but they are found 
  in clouds or condensed into ice respectively. This makes 
  hydrogen farming more difficult – but not impossible. Fuel 
  collectors function at half normal efficiency, gathering 50 
  tons of fuel per day. For obvious reasons, fuel collected 
  at this rate increases the Starport’s running costs and the 
  price they charge visitors to refuel. The SPA, however, will 
  usually provide subsidies that maintain standard fuelling 
  charges. There are not many independent Starports that 
  hope to match this: they are forced to charge an extra 
  5-50% for fuel. This is yet another advantage the SPA has 
  over its smaller competitors.
  Roasting worlds have so little liquid water or even vapour 
  that fuel collectors will not function properly. The same 
  is true of frozen worlds but they do at least have frozen 
  water. This can be mined, thawed then collected.
  The reality is that it is far cheaper to have fuel shipped in 
  than harvest it from such inhospitable worlds. 
  If there is a Gas giant in the same system as the Starport, 
  fuel may be collected from there. Once again, the SPA 
  swallows the increased costs, whilst independent ports 
  increase charges by 5–10%.
  If there is no gas giant nearby, fuel is shipped in from 
  elsewhere. Non SPA Starports typically charge an extra 
  50% – and sometimes as much as 100% – extra for 
  such fuel.
  Shipyards and Vehicles
  The construction of a shipyard goes a long way towards 
  cementing a Starport’s reputation as a worthwhile location for 
  merchants and travellers to visit – even if only for refuelling and 
  routine maintenance. Recognised trade routes are highly prized 
  and there are many Starport Governors who have hoped that 
  they might shift to include their station as a result of a new yard 
  being constructed. What is more, the presence of a shipyard 
  allows a planet to manufacture and maintain its own fleet of 
  spacecraft. This is essential for a world wishing to expand its 
  influence, either through trade and diplomacy or aggressive 
  conquest.
  
  51
  Shipyards Modules come in three sizes, facilitating the 
  construction of either Small Craft (less than 100 D-tons), 
  Spacecraft (up to 5,000 D-tons) or Capital ships (more than 
  5,000 D-tons). Even the smallest of these Modules is extremely 
  expensive, both to build and maintain – and the largest is 
  beyond the aspirations of most planetary governments. 
  A Full Commercial Shipyard incorporates the amenities of all 
  three Modules, producing a vast production centre. This is often 
  enough to place a port at the heart of regional political and 
  economic decision making. Only the richest and most powerful 
  Starports can incorporate a construction facility of this size.
  Module type
  Cost (MCr.)
  Size
  TL
  Shipyard (Small Craft)
  2,000
  15,000
  9
  Shipyard (Spacecraft)
  5,000
  30,000
  10
  Shipyard (Capital Ships)
  20,000
  50,000
  11
  Shipyard (Full 
  Commercial)
  25,000
  95,000
  11
  Shipyard (Small Craft)
  Only the largest Class C Starports have the room – and financial 
  clout – to construct even the smallest shipyard Modules. These 
  possess the tools and facilities to manufacture non Jump 
  capable spacecraft no larger than 100 D-tons. Thanks to the 
  expertise and equipment on hand, they are also able to repair 
  Structure damage to these craft – along with Hull damage and 
  destroyed Systems.
  The rate of production varies according to demand (see 
  Emergency Production) but a single Module usually produces 
  100 D-tons of ship(s) per week. It is normal for this construction 
  to be divided between a range of craft, rather than being focused 
  on a single vessel. 
  Shipyard (Spacecraft)
  An even more impressive affair, a shipyard this size can 
  manufacture Small Craft and jump-capable ships up to 5,000 
  D-tons in size. Doing so is a massive undertaking, requiring 
  construction hangers, lifters and transports, along with hundreds 
  of engineers, architects and technicians.
  Often, a shipyard in this class is split between a Downport 
  and a Highport, with crews moving between the two sites as 
  required. Where this is the case, individual sections of a ship – 
  particularly those over 1,000 D-tons – are often constructed in 
  the Downport and then pieced together in the Highport. 
  The 30,000 Size required for a Module of this kind may be 
  divided between the two elements in any way the designer 
  of the port sees fit. This has the advantage of allowing both 
  elements of the port to repair Structure damage to spacecraft. 
  However, the portion of the Module that is built into the Highport 
  costs 10 times as much to manufacture.
  A single Module of this kind can produce 500 D-tons of craft 
  per week.
  Shipyard (Capital Ships)
  This Module is able to manufacture and assemble the parts used 
  to construct Capital Ships. Most of these shipyards are built inside 
  the Highports of Class A (or equivalent) Starports. A portion of the 
  Module may be located in the Downport, however – not so as 
  to facilitate the maintenance of Capital Ships (which are usually 
  unable to enter a planetary atmosphere) but to allow components 
  to be built dirtside and then transported to the Highport.
  A shipyard in this class may repair Structure, Hull and Systems 
  Damage to Capital Ships.
  A single Module can produce 1,000 D-tons worth of ships(s) 
  per week.
  Shipyard (Full Commercial)
  A full commercial shipyard is a monolithic entity, producing 
  everything from ship’s boats to colossal capital ships. It is 
  invariably split between the two elements of the port, making 
  services available on both the Highport and Downport. The 
  95,000 Size required for the shipyard may be split in any way 
  the port designers deem appropriate.
  A Shipyard (Full Commercial) can repair damage of any kind to 
  any class of space-faring craft.
  A single Module can produce 2,000 D-tons worth of ship(s) 
  each week.
  Storage Modules
  Most Starports dedicate a good deal of room both to the storage 
  of goods that they wish to sell and to the merchandise brought 
  in by their patrons.
  Module
  Cost
  Size
  Warehouse
  250,000
  100
  Hazmat Warehouse
  400,000
  100
  Warehouse
  The simplest form of storage is warehousing. These large, bare 
  structures may be sub-divided multiple times with the use of 
  removable walls. This allows them to store a variety of different 
  goods without any risk of cross-contamination.
  A single Warehouse Module provides space for 100 D-tons of 
  cargo.
  Hazmat Warehouse
  A step up in terms of build quality and with more secure access 
  protocols, a Hazmat Warehouse is specially designed to deal 
  with the storage of dangerous cargos. They are lead lined, 
  
  52
  Emergency Production
  In times of need – such as when a planet is under attack or its interests are threatened elsewhere – shipyards are pressed 
  into service manufacturing new craft for the war effort. All thoughts of commercial enterprise are put on hold, as everyone 
  ‘does their bit’ for the cause. 
  Working round the clock, a shipyard can double or even treble its usual output. This cannot be sustained forever and does 
  not come without a price – an inevitable drop in quality.
  Any Module may double production, running shifts day and night, to increase production. After one month, new workers must 
  be brought in to relieve those who are close to exhaustion. If this does not happen, production will drop to normal for a month. 
  After a month at standard production rates, the workers can again start to double production.
  Trebling production is a risky proposition. It pushes the shipyard’s automated construction facilities to their limits and requires 
  double normal staffing numbers. After a month the yard’s personnel must be replaced or production levels drop to normal as 
  workers become sick and the production machinery starts to break down. After a month, rates can again increase to treble 
  standard levels.
  When production is trebled, even with additional staff in place, there is not time to enforce the usual standards of quality 
  control. There is a 1 in 6 chance that each craft manufactured has an undetected fault. To determine what this, roll on the 
  following table:
  D6
  Fault
  1
  Hull Defect 
  2
  Kink in the System
  3
  Faulty Manoeuvre Drive
  4
  Unstable Power Plant
  5
  Weak Spot in the Armour
  6
  Sensor Ghosts
  Hull Defect
  The most serious flaw that can slip past quality control, a hull defect can cause a ship to break-up under fire. Each time the 
  craft takes a Hull hit, reduce its Hull by two rather than one.
  Kink in the System
  Something in the wiring of the craft is not quite right. Whenever it comes under stress, it acts in an unpredictable way. Once 
  during a fight – the exact timing in determined by the Referee – the ship’s computer system flickers: this causes a single action 
  to automatically fail. This might be firing a weapon system, dodging an attack, triggering the screens or anything similar.
  Faulty Manoeuvre Thrusters
  Rather than producing a reliable flow of power, the craft’s thrusters sometimes under or over perform. Each time the craft 
  performs a dodge reaction, it imposes a DM of –1D6 divided by 2 and rounded up (rather than the standard –2 DM).
  Unstable Power Plant
  Most of the time, the craft power plant functions normally. However, the first time it is damaged in combat the crew suffer a 
  Crew hit, rolling on the Radiation Damage column (Traveller Core Rulebook, page 151). A second hit has the same effect 
  and a third destroys it as normal.
  Weak Spot
  An imperfection in the craft’s Armour means that it is vulnerable to incoming fire which targets the weakened area. Each time 
  the craft is hit, roll 2d6. On a result of 2 or 3, the craft is considered to have 0 Armour when resolving the effects of that attack.
  Sensor Ghosts
  Fluctuations in the ship’s sensor arrays can produce false or inaccurate readings. A sensor lock has a 1 in 6 chance of being 
  ‘lost’ each round. If this happens a new Sensors check must be made to re-establish the lock.
  
  53
  vacuum-sealed and resistant to damage from both chemical 
  and explosive sources.
  A Hazmat Warehouse Module provides space for 100 D-tons of 
  dangerous cargo.
  Unloading Facilities Modules
  The packing and disembarkation of cargo is a vital function of 
  port life. Swift, safe unloading is something that the SPA prides 
  itself on and that other Starport operators seek to emulate. 
  Alongside well drilled crews, cargo robots and automated 
  loaders play a key role in getting goods in and out of cargo bays 
  and warehouses as quickly as possible.
  Note that it is standard practise for a single Unloading Facilities 
  Module to be assigned to a vessel. In instances where a craft 
  needs to load or unload especially quickly – or where a capital 
  ship is transferring vast quantities of cargo – additional Modules 
  may be employed.
  Modules
  Cost (Cr.)
  Size
  TL
  Basic Loading Rig
  150,000
  10
  8
  Cargo Robot Team
  300,000
  10
  11
  Industrial Loaders
  750,000
  20
  11
  Basic Loading Rig
  Manned hydraulic lifters and transport sleds allow cargo to be 
  moved safely – if a little slowly – from a cargo bay to storage or 
  vice versa.
  Basic loading rigs can shift one ton of cargo every 10 minutes.
  Cargo Robot Team
  Designed to work alongside a Basic Loading Rig, these robotic 
  teamsters greatly increase productivity, helping to shift one ton 
  of cargo every five minutes.
  Spacecraft Availability (Optional Rule)
  As well as providing the maintenance and repair services which make them invaluable to travellers, shipyards also sell 
  the vessels that they manufacture. At any given time, there is a fixed chance that the yard’s official dealership will have a 
  particular design of spacecraft available. 
  Spacecraft Type
  Module Type
  Small Craft
  Starship
  Capital 
  Shipyard (small craft)
  50%
  —
  —
  Shipyard (Spacecraft)
  50%
  30%
  —
  Shipyard (Capital Ships)
  —
  —
  25%*
  Shipyard (Full Commercial)
  50%
  50%
  25%*
  *Capital Ships are too large and expensive to hold in storage. Even if this roll is successful, there will be a delay of 1d6 weeks 
  as the components and ship sections – which are what is available – are assembled and checked.
  The likelihood of a particular design of spacecraft being available assumes that the buyer is looking for a standard design (all 
  new designs must be made to order) and that the yard consist of a single Module. Each Module beyond the first increases 
  the chances a spacecraft being in stock by 10%.
  If a particular design is not available, the buyer can place an order and will then have to wait for the vessel to be manufactured. 
  The waiting times vary but a delay of one day per million credits of cost is standard.
  Second Hand Ships
  Alongside a shipyard, it is usual to find dealerships offering pre-owned craft. These range in quality from officially endorsed 
  showrooms offering nearly-new vessels to shabby dock-shops selling dilapidated wrecks. Larger ports also accommodate 
  ship auctions. These are often a good place to pick up a bargain but offer only limited opportunity to check over a ship before 
  committing to a purchase.
  
  54
  Industrial Loaders
  For those ports where vast quantities of cargo must be moved 
  efficiently, these large scale bulk-loaders are just the job. 
  Utilising loading rigs, cargo robots and anti-grav lifters they can 
  shift cargo at a rate of one ton every minute.
  Note that at least one Unloading Facilities Module must be 
  purchased for every 10 Storage Modules.
  Medical Facilities
  The SPA has strict codes of practise when it comes to the 
  provision of medical care. Independent Starports are not always 
  so rigorous but most will offer at least a basic provision for 
  emergency care.
  Modules
  Cost
  Size
  TL
  Trauma Centre
  100,000
  3
  8
  Medical Facility
  300,000
  10
  9
  Hospital
  1,000,000
  25
  11
  Trauma Centre
  Designed to deal with typical small-scale emergencies, this 
  Module provides space and tools to bind lacerations, set broken 
  bones and tend minor burns. It can accommodate two medical 
  staff and four patients.
  Characters visiting a Trauma Centre can expect to receive First 
  Aid.
  Medical Facility
  A step-up in patient care, this Module is equipped with a simple 
  operating theatre, a small intensive care unit and an Emergency 
  Room. It is stocked with a range of drugs and medical supplies 
  that can be used to patch up most non-critical injuries.
  This Module is typically staffed by five people – a mixture of 
  nurses, paramedics and a doctor.
  Characters attending a Medical Facility can expect to receive 
  First Aid or Surgery as required.
  Hospital
  Required only by Starports that are large enough to house a 
  permanent population as well as plenty of visitors, this Module 
  is a self-contained hospital. Furnished with sophisticated 
  medical equipment, it has several wards, plus operating and 
  treatment rooms.
  Characters visiting a Hospital can expect to receive First Aid, 
  Surgery and/or Medical Care as required.
  Security
  All Starports (most notably those run by the SPA) seek to create 
  a feeling of safety and order within their borders. This requires a 
  visible but unobtrusive security presence, a capacity to monitor 
  what visitors are doing and a place to isolate those who break 
  the rules.
  Module Type 
   
  Cost 
   
  Size 
  TL
  Security Office 
   
  50,000  
  3 
  6
  Holding cells 
   
  30,000  
  2 
  4
  Interrogation room 
  30,000  
  2 
  7
  Investigation room 
  30,000  
  2 
  6
  CCTV Monitoring Suite: 
   
   
   
   
   
   
  100,000                3 
  7
   
   
   
  150,000                3 
  10
  Forensics laboratory 
   
   
   
   
   
  200,000                3 
  8
   
   
   
  300,000                3 
  10
  Armoury  
   
  100,000                1 
  7
  Weapons Locker
   
   
   
  5,000 
   
  — 
  7
   
   
   
  10,000  
  — 
  8
   
   
   
  15,000  
  — 
  9
  Checkpoints:
  Basic 
   
   
  20,000  
  1 
  6
  Standard 
   
  150,000                5 
  9
  Secure  
   
  1,000,000 
  10 
  11
   
  Security Office
  This carefully designed Module is designed to maximize the 
  space available: it is equipped with a desk, secure locker 
  (for weapons and evidence) and computer/2, which can 
  link remotely to CCTV cameras within the port. It provides a 
  functional operating space for security staff in small Starports.
  Holding Cells
  This module provides two small cells, each designed to hold a 
  single prisoner. The facilities within each cell – a bunk, toilet and 
  wash basin – are suitable for only short-term detention.
  Interrogation Room
  Divided into two discrete areas separated by one-way glass, 
  this Module provides both a secure, purpose built area where 
  suspects may be questioned and an adjoining room where 
  security personnel may monitor proceedings. The observation 
  room is equipped with sound and image recording equipment.
  The design of an Interrogation room is intended to make a 
  suspect feel anxious and uncomfortable. This imposes a –1 DM 
  on Skill Checks for Deception, Diplomat or similar skills.
  
  55
  Investigation/Evidence Room
  Fitted with desks, secure lockers and half a dozen networked 
  computer/3 terminals, this room is equipped for use by 
  investigative security personnel. A large, secure closet fitted 
  with shelves provides space to store evidence.
  CCTV Monitoring Suite
  Surveillance is a key aspect of Starport security. This Module 
  offers a purpose built area linked remotely to every CCTV 
  camera and drone within the port and room for three members 
  of staff. A single Module provides the capacity to monitor one 
  Security Levels Upgrade involving cameras: either XT-line 
  Cameras, Interior Cameras, Exterior Cameras or Camera 
  Drones.
  At TL 10, a Computer/2 runs software designed to draw attention 
  to unusual activity. This provides personnel monitoring the 
  cameras with a +1 DM on Investigate Skill Checks that involve 
  spotting illegal activity.
  Forensics Laboratory
  The analysis and acquisition of forensic data plays an 
  increasingly important role as a society’s TL increases. Most 
  Starports located on worlds with a Tech Level of 8 or higher 
  will use fingerprinting, DNA analysis and so forth to track down 
  criminals. This Modules provides all the tools they will need.
  The TL 10 version of this Module is better equipped and 
  provides a +1 DM on Investigate Skill Checks involving forensic 
  evidence.
  Armoury
  Though it is not the purpose of Starport Security to involve 
  themselves in armed confrontations, many Governors take 
  precautions for just such an eventuality. Weapons larger than 
  side arms and stunners – and their corresponding ammunition 
  – can be safely stored inside these Modules. They are heavily 
  armoured (Armour 18), and can store as many as 50 rifle-
  sized weapons.
  Weapons Locker
  Not a Module in the usual sense, this equips a room with a 
  secure, armoured (Armour 15) storage area where weapons 
  may be locked safely away.  At TL 7 it is sealed with a 
  mechanical lock, at TL 8 an electronic keypad lock and at TL 
  9 a retinal scan lock.
  Checkpoints
  Monitoring access to and from a Starport is most easily 
  accomplished with checkpoints of some kind. These are 
  positioned on the port’s XT-line (see Upgrages).
  Basic
  A basic checkpoint is simply a moveable barrier and a small 
  hut where a security guard sits. The guard can manually raise 
  or lower the barrier, granting egress to the port. A simple comm 
  allows him to stay in touch with the port Headquarters.
  Standard
  A standard checkpoint is a proper structure with room for a 
  few staff and barriers that can be set to raise automatically or 
  upon manual command. The checkpoint is equipped with CCTV 
  cameras and portable scanning equipment that can be used to 
  check vehicles.
  Secure
  A secure Checkpoint is a reinforced building with hardened 
  barriers, sophisticated sensing equipment and multiple CCTV 
  cameras. Up to a dozen staff may be stationed inside a single 
  Module. A computer database holds details of wanted criminals 
  and runs face recognition software on individuals that staff find 
  suspicious. A permanent comms link with other areas of the 
  port – specifically Headquarters, Customs and Security – is 
  maintained. 
  Customs Modules
  A well organised and well equipped Customs Directorate facilitates 
  the smooth running of Starport inspections. Without the right tools 
  and infrastructure, cargo and passengers are slowed by checks 
  and/or smugglers find it easy to sneak goods on and off the station.
  Module Type
  Cost
  Size
  TL
  Customs Terminal
  500,000
  20
  8
  700,000
  20
  11
  Portable Scanner 
  50,000
  —
  9
  100,000
  —
  11
  Customs Office
  75,000
  4
  7
  Interrogation Room
  30,000
  3
  6
  Customs Terminal
  The backbone of any mid-sized or larger Starport’s customs 
  service is a Customs Terminal. Commercial passengers 
  entering or leaving a Starport are ferried through here so that 
  their paperwork may be checked and their luggage scanned.
  At TL 8, metal detectors, X-ray scanners, CCTV cameras and 
  sniffer dogs are in place. At TL 11, holo-scanners and voice 
  analysis machines are added.
  The TL8 equipment in a Customs Module provides a +2 DM 
  on Investigate Checks, which involve detecting suspicious 
  
  56
  behaviour or hidden contraband. The TL 11 equipment 
  increases this to a +3 DM.
  The construction of multiple Modules allows for designated 
  waiting areas and discreet areas that can provide a different 
  level of service. For example, passengers in first class still 
  expect to be checked but they are far happier when they do 
  not have to queue up alongside (or for as long as) those who 
  travelled economy.
  A single Customs Terminal can smoothly process 200 
  passengers each hour.
  Portable Scanner Kit
  Used to go aboard ships and search the cargo hold for illicit goods, 
  this kit combines an X-ray scanner, metal detector and ‘sniffer’ – a 
  device that detects residual smells left by narcotics and explosives. 
  At TL 11 a sonar-boom is added. This device reads the structure of 
  a ship in order to detect hidden cargo space.
  The TL 9 kit provides inspection teams with a +1 DM when 
  making Investigate Skill Checks to locate hidden items. The TL 
  11 kit increases the DM to +2.
  Customs Office
  This Module provides a place from which to coordinate customs 
  operations. It includes a bank of viewing screens used to monitor 
  the CCTV cameras inside the Customs Terminal. A computer/1 
  consolidates the information gathered from these – and the 
  various scanners inside the terminal – providing a record of 
  their findings. These are often used in criminal proceedings. 
  By ‘bolting’ two or more Modules together there is room for 
  separate offices to be partitioned off, providing an area where 
  The Customs Race
  There is a constant struggle being waged between those wishing to move items unseen through Starport customs and those 
  charged with securing their station’s XT-line. Accordingly, several devices and countermeasures have been developed by 
  each side in an effort to give themselves the advantage.
  A holo-scanner reads every imprint and indentation in a person’s clothing and posture and uses that information to 
  extrapolate all sorts of useful information. This includes the likely presence of concealed items, an injury that a target is 
  carrying, excessive sweating or the presence of a nervous twitch or awkward gait. The findings of a holo-scanner can be a 
  little intangible but provide enough of a reason for a Customs Officer to detain someone for further questioning.
  A character with something to hide must succeed with a Difficult (–2) Deception Check if he wishes to pass through a holo-
  scanner without drawing attention to himself.
  Voice analysis machines look for the telltale signs in someone’s voice that they are nervous and may be lying. A character 
  questioned by a Customs Officer equipped with a VAM receives a –1 DM in his efforts to lie or to conceal the truth.
  Metal Haze is what Customs Officers dubbed an ingenious device that played havoc with the metal detectors on the Class 
  C Starport on Calit. By distributing an invisible cloud of metallic filings throughout the waiting area for the terminal, the 
  clothing of every person inside became coated – and therefore set off the alarm as they passed through the detectors. As 
  the crowds of passengers, many of whom were checked multiple times and became increasingly agitated, began to grow 
  the decision was taken to switch off the metal detectors. It can be no coincidence that the number of firearms found inside 
  the port in the next few months increased dramatically.
  Some Customs officials have speculated that Metal Haze must work like a spray canister, filling the air with microscopic 
  shavings. Others suspect it involves the use of electro-magnets to disperse the filings through a series of micro-explosions. 
  Until someone pulls the same stunt again and gets caught, nobody will know for sure.
  A Distorter is a sophisticated holographic projector designed to conceal the appearance of a single small item if viewed 
  through an X-Ray scanner.
  Equipment
  Mass
  TL
  Cost (Cr.)
  Holo-scanner
  50
  11
  100,000
  VAM
  10
  11
  50,000
  Distorter
  1
  12
  1,000
  
  57
  personnel can keep up-to-date with their paperwork and relax 
  between shifts.
  Interrogation Room
  Those individuals who fall under the suspicion of security officers 
  are isolated from the rest of the port in a secure interrogation 
  room. Here they may be questioned and their answers recorded. 
  They may also be subjected to a range of examinations. These 
  range from breathalyser checks and fingerprinting to invasive 
  body cavity searches and internal scans. The equipment 
  needed for these tests comes with the Module.
  Merely being inside a Customs Interrogation Room makes 
  people nervous. This imposes a –1 DM on Skill Checks using 
  Deception, Diplomat or similar skills.
  Hospitality Modules
  Larger Starports aim to offer far more than simple repair 
  and refuelling services. Many see themselves as centres of 
  commerce and industry – places that travellers look forward to 
  visiting. Key to this is the construction of facilities where visitors 
  can rest in comfort and places where they can relax or carry out 
  their business.
  There are numerous Modules of this kind, the most common of 
  which are listed here.
  Module Type
  Cost
  Size
  TL
  Hotel: economy
  500,000
  100
  6
  Hotel: standard
  750,000
  100
  7
  Hotel: Luxury
  1,250,000
  100
  11
  Hotel: Opulent
  3,000,000
  100
  12
  Restaurant: Take-out
  50,000
  3
  6
  Restaurant: Standard
  250,000
  10
  7
  Restaurant: Fine Dining
  400,000
  10
  8
  Bar
  75,000
  5
  6
  Casino 
  200,000
  10
  8
  Shop
  30,000
  3
  6
  Office
  50,000
  5
  8
  Showroom
  150,000
  10
  7
  250,000
  10
  11
  Hotel Modules
  Whilst there are numerous different styles of hotel, they can 
  be grouped into four classes: Economy, Standard, Luxury and 
  Opulent. A description of what each class provides its guests 
  can be found in Chapter One.
  In terms of construction, the main differences in cost are based 
  on the amenities provided in each class and the quality of the 
  décor and furnishings. The antique four-poster bed one might 
  find in an opulent suite costs an awful lot more than the sturdy 
  metal bunk found in an economy dorm, for instance.
  There are far too many designs of hotel for them all to be 
  detailed here. Suffice to say that a single Hotel Module would 
  provide an entrance foyer, check-in desk and office, along with 
  a communal area and a small number of rooms. Additional 
  Modules allow the hotel to expand the number of rooms it offers, 
  along with the facilities available to guests. Big Economy Hotels 
  would simply offer more rooms, whereas a large Opulent Hotel 
  might provide one or more gyms, massage rooms, a swimming 
  pool, private cinema and so forth.
  Sample Hotels
  As a guide, a mid-sized economy hotel comprising two 
  Modules would offer the following:
  •	
  Modest entrance lobby with check-in desk
  •	
  A small office
  •	
  A janitorial storage area
  •	
  A communal video entertainment room
  •	
  A single elevator and stairs
  •	
  30 communal dormitories
  A Luxury Hotel, also comprising two Modules, might offer:
  •	
  A plush entrance foyer, with seating area and check-in 
  desk
  •	
  A bar and small restaurant
  •	
  A gym and small pool
  •	
  Janitorial storage area
  •	
  Two elevators and stairs
  •	
  15 Luxury rooms and one honeymoon suite
  Restaurant Modules
  Offering visitors somewhere to eat provides a much sought after 
  break from ship’s stores. Smaller Starports tend only to house 
  smaller, less expensive Modules; larger ports include the full 
  range, offering visitors somewhere to eat whatever their budget.
  Restaurant: Take-out
  Providing fast, cheap food such as burgers and fried chicken, 
  this is exactly what many spacers are looking for after weeks 
  aboard ship. A single module provides room for a kitchen, 
  serving counter and a small seating area.
  Restaurant: Standard
  A step-up in class, this Module provides the space and 
  equipment needed to produce good quality meals. The addition 
  of a second Module usually facilitates the addition of a bar, as 
  well as extra seating.
  
  58
  Restaurant: Fine Dining
  Characterised by open, uncluttered seating areas, fine furniture 
  and expensive art on the walls, this Module is required to 
  produce a fine dining experience. The kitchens, wine cellar 
  and storage areas are considerably larger than a Standard 
  Restaurant. This allows the chef to create exotic meals, utilising 
  ingredients from across the subsector.
  Bar Module
  Providing a place for visitors to relax or drown their woes, Bar 
  Modules are ubiquitous on most Class D or larger Starports. 
  They are typically themed, with examples including dingy 
  ‘pubs’, neon sports bars, ‘olde worlde’ taverns sleazy burlesque 
  joints and high-tech space bars.
  Casino
  Given that they raise a hefty amount of tax for the SPA, it is little 
  wonder that they are happy to construct casinos inside many of 
  their Starports. For the same reason, they are just as popular in 
  independent ports.
  A single Module offers only a limited range of slot machines, 
  card tables and roulette wheels. Super casinos (which consist 
  of 10 or more Modules), are enormous places crammed with 
  opportunities to make or lose a fortune. These establishments 
  provide punters with free food and drink for as long as they 
  continue frittering away their credits. They also combine Hotel 
  Modules to provide guests with somewhere to stay. These 
  rooms are mostly of Standard quality but are offered at a 
  generously subsidised rate.
  It is a perverse reality that the larger a casino the better chance 
  a visitor has of striking it rich. With a larger footfall super casinos 
  need skim only a little money off the top to make a handsome 
  profit.
  Those casinos located inside SPA Starports are subject to 
  Imperial rather than local law. On worlds where gambling is 
  banned this can make them a doubly profitable investment, 
  with natives visiting the port for no better reason than to feed 
  the slots.
  Shop
  Whether it is mementos of one’s visit or vital medical supplies for 
  the ship’s hold, all sorts of shops find a home inside a Starport.
  A single Module provides room for what amounts to a compact 
  booth, till and storage area. Most shops therefore include three 
  or more Modules, with the large department stores found in 
  Class A and B ports combining 50 or more Modules.
   
   
   
   
   
   
  Office
  Offering a dedicated space to house professional and 
  administration services, each of these Modules comes equipped 
  with five computer terminals.
  Showroom
  Starports are, unsurprisingly, an excellent place to sell 
  spacecraft. Ports with shipyards invariably construct one 
  or more Showroom Modules where they can display their 
  products. There are also plenty of independent traders who 
  wish to tempt customers in and convince them they need to 
  invest in a new starship.
  Showrooms are carefully designed: they need to be large 
  enough to display either models or even full-sized craft, without 
  simply feeling like a warehouse. A typical showroom in a large 
  port will include one or two fully functioning craft for customers 
  to examine, a range of highly-detailed scale models and several 
  simulators. Simulators can recreate the sense of flying through 
  the use of complex holograms and a mechanical bridge-rig that 
  imitates the motions of flight.
  At TL 7, customers must make do with scale models: simulators 
  are only available at TL 11.
  Private Concerns
  Building a Starport is an expensive business. One way to 
  reduce construction costs is to sell concessionary space 
  to private concerns. This way, instead of renting space 
  from the SPA, private businesses own a stake in the port 
  and a place where they may house their operation.
  The most frequent examples of this are large restaurant 
  chains, which agree to pay a portion of the construction 
  costs in exchange for one or more prime spots inside the 
  port. Often, deals such as this cover multiple Starports 
  across an entire subsector.
  Other common investors are hoteliers and casino owners. 
  They negotiate very favourable tax breaks in return for 
  profitable marketing opportunities and a guaranteed 
  client-base.
  There are also instances of megacorporations or planetary 
  governments making sizeable contributions to the cost of 
  construction. In exchange, they own a section of the port. 
  This allows them to locate offices and personnel within a 
  hub of interstellar trade. As a result, moving people around, 
  arranging meetings and transporting goods are all made 
  far easier. What is more, whilst continuing to benefit from 
  SPA organisation, a part of the port in essence becomes a 
  private Starport. Such a prestigious holding does a great 
  deal to enhance a corporation’s standing.
  
  59
  Housing
  Class C or larger Starports have a number of permanent 
  residents. In a mid-sized port, these are people who work for 
  the SPA (or whoever runs the port). In larger Starports, many 
  of those involved in private concessions also take up residence 
  inside the station.
  Housing Modules come in four classes: Sleep-pod, Basic, 
  Standard and Luxury.
  Module Type
  Cost
  Size
  TL
  Sleep-pod
  10,000
  1
  7
  Basic Housing
  30,000
  2
  6
  Standard Housing
  75,000
  5
  7
  Luxury Housing
  200,000
  10
  11
  Alternate Atmosphere District 
  Module
  750,000
  15
  10
  Sleep-pod
  Referred to by many as ‘coffins’ a sleep-pod is a crawl-space 
  about a metre high and three metres long. It contains a tiny 
  wash basin, video screen, hairdryer and so forth:  everything 
  one needs for a night’s sleep and to get ready in the morning. 
  That is, of course, with the exception of space.
  Many residents rent the pod for a night or a week rather than 
  purchasing it outright.
  Basic Housing Module
  A Basic Housing Module provides the occupant with a self-
  contained apartment which combines various living spaces. A 
  bed folds from the wall, there is a small kitchen space, a closet 
  shower and so on.
  Standard Housing Module
  A Standard Module includes three discreet rooms: a living area, 
  a separate bedroom and a full sized bathroom.
  Luxury Housing Module
  A Luxury Module includes four rooms and a self-contained 
  garden (which may be artificially maintained). Many of these are 
  fitted with holo-projectors that create the illusion of sky above.
  Alternate Atmosphere District Module
  Alt-At Ds as they are known are sealed areas within a Starport 
  that provide specialised environmental conditions. Typically 
  they are used to accommodate aliens that cannot breathe in 
  a human-centric atmosphere. However, an Alt-At D can also 
  change temperature, humidity levels and – at TL 13 – the very 
  appearance of the section through the use holo-technology.
  An Alt-At D provides residents with the equivalent of Standard 
  Housing conditions. A single Module includes six apartments.
  Access to an Alt-At D is carefully controlled through the use 
  of double airlock doors. Only residents or members of Starport 
  personnel are given the access codes (or, in TL 13 Modules, 
  clearance to move past the biometric scanners).
  Military Modules
  By and large, Starports lead a peaceful existence: their role in 
  promoting trade, commerce and cultural exchange is clear to 
  see. It would be foolish, however, to assume that they are never 
  placed in danger. Indeed, along with X-boat Stations, they are 
  the assets invaders often target first when moving into a system.
  A number of Modules are available that provide a port with 
  the ability to defend itself. The cost of these Modules is often 
  shared between the Starport owners and the military force 
  involved, as both find it advantageous to place a detachment 
  aboard a Starport. For the military, it provides excellent training 
  opportunities and a place from which they can quickly dispatch 
  units in times of emergency. For the Starport, the presence of 
  military personnel reduces crime and the likelihood that the port 
  will be attacked. 
  Module Type 
   
  Cost (MCr.) 
  Size 
  TL
  Barracks  
   
  2 
   
  150 
  11
  Weapon Emplacement:
  Small 
   
   
  0.2 
   
  1 
  7
  Small, Retractable 
  0.3 
   
  1 
  8
  Large 
   
   
  0.5 
   
  50 
  8
  Large, Retractable 
  0.7 
   
  50 
  8
  Barracks
  This Module provides a detachment of marines with somewhere 
  to sleep, shower, eat, stay in shape and store their weapons. It 
  is specifically designed to be self-contained so that in times of 
  emergency it can be sealed off from the rest of the station. It has 
  an independent air and power supply, a Computer/2 along with 
  a long-range laser transceiver.
  Weapon Emplacement
  The addition of weapon emplacements allows a Starport to 
  mount starship weapons on its outer surface, providing potential 
  attackers with a further deterrent.
  Weapons Emplacements come in two sizes: Small and Large. 
  Small Emplacements can mount turret weapons; Large 
  Emplacements can mount bay weapons.
  Weapon Emplacements can pivot and swivel, allowing each to 
  independently target enemies. Many are also designed to be 
  retractable: few traders enjoy approaching a Starport clearly 
  bristling with weapons.
  
  60
  Note that the cost of the weapon mounted in an emplacement 
  must be paid in addition to the cost of the Module itself (see 
  Traveller Core Rulebook, pages 111-112). However, they do not 
  increase the Size of the emplacement.
  starport upgrades
  As well as the various Modules that comprise a Starport, a 
  number of upgrades may be applied to station as a whole. 
  These can make it safer, better protected from attack, shielded 
  from harsh environmental conditions and so forth.
  The cost of applying these upgrades is based on the overall 
  Size of the Starport, reflecting the amount of alteration work that 
  must be done.
  Environmental Upgrades
  Many Downports are located on inhospitable worlds. Their 
  bulkheads are lashed by dust-laden winds, their foundations 
  twisted by tectonic movement, their sensor equipment stripped 
  by corrosive atmospheres. In order to survive such conditions – 
  and ensure that the port remains safe for visitors – a number of 
  upgrades may have to be made.
  Upgrade 
   
  Cost (Cr.) 
  Size 
  TL
  Airlocks/Vacuum Seals 
  Size x 2,000 
  — 
  8
  Caustic Shield  
   
  Size x 1,000 
  — 
  9
  Reinforced foundations:
  TL 7 
   
   
  Size x 1,000 
  — 
  7
  TL 10 
   
   
  Size x 2,000 
  — 
  10
  TL 13 
   
   
  Size x 4,000 
  — 
  13
  Wind Shields 
   
  250,000  
  — 
  8
  Hydroponics Domes 
  Size x 3,000 
  100 
  9
  XT-line:
  Basic 
   
   
  Size x 100 
  — 
  5
  Standard 
   
  Size x 250 
  — 
  6
  Reinforced 
   
  Size x 500 
  — 
  8
  Secure  
   
  Size x 1000 
  — 
  8
  Road Network 
   
  Size x 150 
  — 
  6
  Airlocks and Vacuum Seals
  With this upgrade every Module in the Starport is made airtight. 
  In addition, if it has one or more external doors these are 
  replaced with airlocks. Hangers are equipped with pumps that 
  allow air to be moved in and out of the berthing area as ships 
  take-off and land.
  As well as sealing the port this upgrade includes the addition 
  of air scrubbers and life support equipment that recycles and 
  purifies the air inside the station. Even with this upgrade, new 
  air must be introduced every few months (or hydroponic domes 
  added to the station).
  The addition of this upgrade protects the occupants of a Starport 
  from Tainted, Exotic and Corrosive atmospheres, as well as a 
  hard vacuum.
  Modules without walls such as landing pads cannot be given 
  this upgrade. They are therefore not included when calculating 
  the Size of the Starport and the cost of this upgrade.
  Note that all Highport Modules are automatically equipped with 
  the Airlocks and Vacuum Seal Upgrade.
  Caustic Shield
  On worlds with Insidious atmospheres even equipment and 
  buildings are not safe. Combined with the Airlocks and Vacuum 
  Seals upgrade, a Caustic Shield safeguards exterior surfaces 
  and gear against the corrosive effects of such an atmosphere.
  The interior of hangers and airlocks – which are necessarily 
  exposed to the atmosphere whilst ships or people move in and 
  out – are also treated.
  A Caustic Shield that is properly maintained lasts, on average, 
  for five years. It may then be renewed for half its original cost.
  Reinforced Foundations
  Worlds wracked by seismic activity and volcanic eruptions are 
  far from ideal locations to build Downports. Nevertheless, if they 
  are constructed in such locations they must include specially 
  designed foundations if they are to withstand the subsidence 
  and earthly upheaval.
  Reinforced foundations go far deeper than standard supports. 
  They are also designed to bend rather than buckle or crack. 
  At TL 7, Reinforced Foundations can withstand a small 
  eartHeadquartersuake – anything up to 6.5 on the Richter Scale 
  – without any ill effects. At TL 10 the Starport can withstand jolts 
  up to 8.5 on the Richter Scale. Quakes measuring as much as 
  9.5 on the Richter Scale can be withstood by a port with TL 13 
  reinforcements. 
  Wind Shields
  Developed to assist with landings made during high winds, 
  these devices open out like giant umbrellas diverting wind and 
  rain so as to improve visibility and reduce buffeting.
  The listed Cost equips 10% of the port’s berths with Wind 
  Shields. This Upgrade can be purchased multiple times to equip 
  a larger percentage of berths.
  Hydroponics Domes
  By providing ideal growing conditions through the use of an 
  artificial environment, a Hydroponics Dome can produce both 
  plants and food supplies – and thereby its own oxygen.
  
  61
  Any Highport or Vacuum Sealed Downport needs to maintain its 
  own Hydroponics Domes if wishes to be self-sufficient in terms 
  of oxygen.
  The Size of a Hydroponics Dome is not counted when 
  calculating the Cost of Environmental Upgrades: domes are 
  already vacuum sealed, have airlock access and so forth.
  All Highport Modules are automatically equipped with the 
  Hydroponics Domes Upgrade.
  XT-line
  All SPA, and most independent, Starports mark out their 
  perimeter with a wall or barrier of some kind. These range from 
  simple fences to highly durable buttressed walls.
  Basic
  The simplest form of XT-line is a metal fence, some two metres 
  high, that surrounds the Starport. It offers little deterrent to 
  someone intent on getting into the port but makes it clear where 
  the port’s territory begins and is strong enough to keep out most 
  wild animals.
  Standard
  A Standard XT-line is a more solid and permanent barrier, 
  typically made from brick or stone. Again it is about two metres 
  high but may be topped with a sloped overhang making it 
  difficult to climb. 
  Reinforced
  For those ports located in dangerous areas or that simply wish 
  to deter intruders, a Reinforced line is appropriate. Typically 
  three metres high, it is fashioned from concrete or sturdy blocks. 
  Spikes or razor wire are often placed on the top making it both 
  difficult and dangerous to climb.
  Secure
  Constructed from reinforced concrete, laced with steel or a 
  similar metal, a Secure XT-line is not easily violated. It rises to 
  a height of five metres or more, with a curved overhang and a 
  smooth surface that offers no purchase to climbers. The wall is 
  sufficiently thick to withstand the impact of a moving vehicle, 
  small arms and explosives.
  Road Network
  Most Starports need to facilitate the movement of vehicles on 
  and off the site. This Upgrade provides a network of roads, 
  safety barriers, traffic lights and so forth connecting the buildings 
  inside the port to each other and the outside world.
  Breach
  It is entirely possible that the time will come when a group of 
  Player Characters will wish to enter or leave a Starport without 
  using ‘the front door’.
  Crossing each of the various types of XT-line presents its own 
  challenges and modifiers.
  XT-Line Upgrade
  Modifier to Athletics Check
  Special
  Basic
  —
  —
  Standard
  –1
  —
  Reinforced
  –2
  Dangerous
  Secure
  –4
  Dangerous
  Dangerous
  A character who fails in his attempt to scale a Dangerous XT-
  line has fallen, cut himself on razor wire or injured himself in 
  some other way: 1d6 Damage is inflicted.
  seCurity levels
  Additional investment in a Starport’s security equipment can go 
  a long way towards making the station more secure.
  One consideration is the quality of locks inside the station. By 
  default, doors have a mechanical lock opened with a keycard 
  or something similar. However, these may be upgraded at an 
  additional cost.
  Another valuable addition to station security is the addition of 
  CCTV cameras or, even better, roaming camera drones.
  Upgrade
  Cost (Cr.)
  Size
  TL
  Electronic Keypads
  Size x Cr. 10
  —
  7
  Biometric Scanners
  Size x Cr. 50
  —
  8
  Intelligent Locks
  Size x Cr. 100
  —
  10
  XT-line Cameras
  Size x Cr. 10
  —
  7
  Exterior Cameras
  Size x Cr. 10
  —
  7
  Interior Cameras
  Size x Cr. 10
  —
  7
  Camera Drones
  Size x Cr. 50
  —
  10
  Electronic keypads
  Requiring a numeric code to open, an Electronic Keypad can be 
  circumvented with a Difficult (–2) Engineer (electronics) 9 check.
  Biometric Scanners
  This lock checks a voiceprint, retina scan, palm print or even the 
  subject’s DNA before it will open. It can be tricked into opening 
  with a Very Difficult (–4) Engineer (electronics) check or by 
  using the ‘body’ of someone with authorisation to open the lock.
  Intelligent Locks 
  Using a combination of sounds and image information, an 
  intelligent lock is able to recognise individuals with authorisation 
  to open it. Alternatively, a Very Difficult (–4) Engineer 
  (electronics) check will trick it into opening.
  
  62
  XT-line Cameras
  This upgrade provides a line of cameras around the perimeter of 
  the Starport. Typically, these are positioned every 30 metres or so.
  Exterior Cameras
  With this upgrade the outside of port buildings and open areas 
  between structures are monitored by cameras.
  Interior Cameras
  Tucked away in corners and above doorways, these cameras 
  scrutinise movements within a Starport’s buildings.
  Camera Drones
  This upgrade, which may be purchased more than once, 
  provides a roving patrol of hovering drones that can monitor 
  either the XT-line, Exterior or Interior areas.
  Sneaking In
  Characters who attempt to sneak into a Starport must pass 
  through each layer of security. For every camera upgrade 
  in place – starting at the XT-line and working inwards – a 
  successful Stealth check must be made. 
  If those monitoring the CCTV cameras are especially vigilant 
  (perhaps because the port has been put on alert), this check will 
  be opposed by their Recon skill. 
  The presence of Camera Drones imposes a –2 DM on Stealth 
  checks made in an area that they patrol.
  Military Upgrades
  Upgrade
  Cost
  Size
  TL
  Armour plating
  Size x Cr. 3,000
  —
  9
  Damage Control Robots
  Size x Cr. 500
  —
  12
  Armour Plating
  Whilst doing little for the aesthetics of a Starport, the addition of 
  Armour plating offers considerable protection against ship scale 
  weapons and renders port structures more or less invulnerable 
  to small arms and explosives.
  Damage Control Robots
  During times of disaster – whether natural or man-made – 
  Damage Control Robots move about the port (both inside 
  and out) repairing the most serious areas of damage. A DCR 
  team comprises robots of various shapes and sizes, from 
  immensely strong ‘lifters’ that clear away debris to compact 
  ‘ferreters’ that search for trapped survivors and perform 
  repairs in inaccessible areas.
  Note that Military Upgrades are intended purely as story-telling 
  devices. There are no rules for attacks on Starports; they are 
  simply too varied. However, should an attack occur the Referee 
  will take into account any Military upgrades. This might be the 
  difference between Player Characters having time to grab a few 
  select bits of cargo before making their escape or having to 
  leave immediately as the port collapses around them.
  Examples of Starport Construction
  Example One
  Arnaud Meadows, a 20 year veteran of interstellar trade, 
  decides to invest his hard won earnings in the construction 
  of a small Starport – roughly the equivalent of a Class E 
  SPA Starport.
  Arnaud begins by purchasing a micro-Headquarters: he hopes 
  that from the humble acorn a mighty oak will grow – but to begin 
  with this is all he can afford. This Module is Size 3 and costs 
  Cr. 50,000.
  Next, he constructs 10 Rudimentary Pads Modules costing a 
  further Cr. 100,000 and adding 200 Size to the port. These 
  will provide a reasonable amount of room for small craft and 
  ships, and will be used to calculate the Waiting Time for both 
  types of craft.
  Realising that the port will seem a more appealing place if it 
  can provide a more secure docking area, Arnaud invests in 
  three Hanger Modules creating space for a 300 D-ton ship. This 
  sets him back Cr. 900,000 and increases the Starport’s Size by 
  300. Remember that because these Modules are set aside for 
  starships (craft between 100 and 5,000 tons), they will only be 
  used to calculate Waiting Time for that type of ship.
  Reasoning that a storage area for cargo will help attract 
  customers and provide a source of income, Arnaud orders the 
  construction of a single Warehouse Module. This costs another 
  Cr. 250,000 and adds 100 Size. Of course, to move the cargo 
  he needs a Basic Loading Rig – another Cr. 150,000.
  Arnaud is almost done. He would like to add refuelling and 
  repair facilities in the future but for now he cannot afford them. 
  He will have to rely on the ‘scrapheap’ that builds up over time 
  in small ports.
  
  63
  He adds a Basic Checkpoint Module providing some control 
  over access to the Starport. This costs 20,000 and adds 1 Size.
  Totalling the Size of the Starport, Arnaud sees that it comes to 
  604. He wishes to add the Upgrade Basic XT-line. This will cost 
  Cr 60,400.
  Arnaud’s total investment in the fledgling Starport runs to Cr. 
  1,530,400. This covers the construction, transportation and 
  assembly costs for the port.
  Arnaud’s decides he will charge the going-rate for services in a 
  port this size, with the exception of the Docking Fee. Class E 
  SPA ports tend not to charge but Arnaud needs to start earning 
  back some of his investment so decides to impose a modest 
  Cr.50 fee plus Cr. 30 for each additional day’s stay.
  The Starport Characteristics Profile for this new port would, 
  therefore, look like this:
  Docking Fee: 50/30
  Berthing
  Small Craft: 1,000
  Starship: 1,300
  Capital Ships: –
  Waiting Time
  Small Craft: 1d6–2
  Starship: 1d6–2
  Capital Ships: N/A
  Fuel: –
  Waiting Time
  Small Craft: N/A
  Starship: N/A
  Capital Ships: N/A
  Warehousing: 1,000
  Waiting Time
  Small Craft: 1d6
  Starship: 1d6+1
  Capital Ships: N/A
  Hazmat: –
  Waiting Time
  Small Craft: N/A
  Starship: N/A
  Capital Ships: N/A
  Storage Cost: 100
  Repair facilities
  Small Craft: –
  Starship: –
  Capital Ships: –
  Waiting Time
  Small Craft: N/A
  Starship: N/A
  Capital Ships: N/A
  Upgrades: Basic XT-line
  At present, Arnaud can provide only the most basic of services. 
  If he ever hopes to turn a profit he will need to invest in further 
  facilities, such as a refuelling station, repair shed and maybe 
  some concessions. Otherwise, his new port will never be more 
  than an isolated stop-off in the middle of nowhere.
  Example Two
  The government of Arkadia in the Vilis Subsector is keen to 
  upgrade the planet’s Class E Starport to a far more impressive 
  Class C installation. This will require a huge amount of 
  investment and deals are struck with various corporations to 
  share the funding. In exchange, they will have own sections of 
  the port, enabling them to set up a range of businesses. The 
  Imperium agrees to fund a sizeable chunk of the production, 
  realising that trade and expansion are the foundations upon 
  which it stands. Of course, this means that the Starport will fall 
  under SPA control but the Arkadian government is quite happy 
  with this.
  To begin with, the construction engineers purchase a Superior 
  Headquarters Module that will serve as the nerve centre for the 
  Downport. This is a little larger than will be needed when the 
  port first opens but will be perfect if it expands as is hoped. It 
  will also modify Berthing Waiting Times by –1. This costs Cr. 
  2,000,000 and has a Size of 30.
  Thirty Engineered Pad Modules are constructed, providing 
  space for 3,000 D-tons of berthing space. All of this is assigned 
  to the berthing of small craft. This costs Cr. 1,500,000 and adds 
  600 Size. 
  The site will need a lot more berthing space than this if it to 
  succeed as a commercial port, so 15 Flight Hanger Modules 
  are built at a cost of Cr. 4,500,000. They add 1,500 Size to 
  the Starport and provide enough room to berth 1,500 D-tons 
  of craft. All of these hangers are assigned to the berthing of 
  starships.
  
  64
  To finish off the Docking Facilities Modules, an Industrial 
  Landing Pad Module is added along with a Concourse and 
  Landing Strip. This provides space for a further 5,000 D-tons 
  of starships to land, somewhere to organise incoming and 
  outgoing passengers and a runway for non-VTOL craft. 
  These cost a further Cr. 3,500,000 and increase the port’s 
  Size by 3,200.
  In total, the Starport has space for 3,000 D-tons of small craft 
  and 6,500 D-tons of starships. This makes sense as the majority 
  of ships visiting the port will be starships. The Concourse 
  Module will provide an area for Customs and Security to monitor 
  travellers and valuable space for concessions which will help 
  the port turn a profit.
  Next, the construction of one hundred fuel Storage Tanks is 
  ordered, along with ten Refuelling Stations, ten Fuel Processors 
  and ten Fuel Collectors. These cost a total of Cr. 24,000,000. 
  They add 600 Size to the Starport, allowing for the fact that the 
  Storage Tanks and Fuel Processors in a Downport are located 
  below ground. When calculating Waiting Times for refuelling, 
  the Size of the underground Modules will be taken into account 
  – but not when determining the cost of Upgrades.
  By far the largest investment in the Starport will come in 
  the form of the shipyard. Though the smallest of its kind – 
  manufacturing only small craft – this will elevate the status 
  of the port considerably and allow a range of repairs to be 
  performed on visiting craft. This Module costs Cr. 2 billion and 
  adds 15,000 Size. 
  The architects designing the Starport consider splitting this Module 
  between the Highport and Downport elements. This will enables 
  the repair facilities offered by this Module to be available in both 
  elements. However, Modules (or sections thereof) constructed 
  for a Highport cost 10 times more, which will significantly increase 
  the cost of the portion located there. The Arkadian government 
  does not have limitless funds, so it is decided that the entire 
  Module will be located within the Downport.
  Next comes the construction of Storage Modules: 50 Warehouse 
  Modules and 12 Hazmat Modules. These cost Cr. 12,500,000 
  and Cr. 4,800,000 respectively and increase the Starport’s Size 
  by 6,200.
  These are serviced by seven Basic Loading Rigs and a single 
  Cargo Robot Team – this last Module giving the port authorities 
  the chance to unload any especially important cargoes more 
  quickly. These add a further 80 Size and cost Cr. 1, 350,000.
  A Medical Facility Module is added, for Cr. 300,000 and 10 Size. 
  Arkadia is a relatively safe world, but the SPA insists on high 
  standards of security. Therefore two Security Office Modules 
  are constructed, along with two TL 7 CCTV Monitoring Suites, 
  an Interrogation Room, two Holding Cells and an Armoury. Also, 
  a Standard Checkpoint is constructed to control road access to 
  the port. In total these cost Cr. 640,000 and add 24 Size.
  Starport integrity is further boosted with the construction of a 
  TL8 Customs Terminal and a Customs Office. These will be 
  sufficient for processing the number of people expected to move 
  through the Starport. They cost Cr. 575,000 and add 24 Size.
  Funded by one of the corporations investing in the Starport, 
  a hotel comprising one Hotel: Economy Module, one Hotel: 
  Standard Module and one Hotel: Luxury Module is constructed. 
  This will provide somewhere for passengers to stay, regardless 
  of the size of their wallets. A Restaurant: Standard is added to 
  the hotel, along with two Bars and a Casino Module. All told, this 
  costs Cr. 5,650,000 and adds 330 Size to the Starport.
  Fifty Shop Modules are also built – funded by Arkadian 
  businesses – to provide a shopping mall for visitors to use. This 
  costs Cr. 1,500,000 and has Size 150. 
  Five more Restaurant: Standard and two Restaurant: Take-out 
  Modules are constructed providing a range of places to dine out. 
  A further investment of Cr. 1,350,000 and 56 Size is required.
  
  65
  The final Hospitality Module is a Showroom, providing 
  somewhere to advertise the craft produced in the port’s 
  shipyard. The cost is Cr. 250,000 and Size 10.
  The Starport architects anticipate a small resident population, 
  so 20 Basic Housing and 20 Standard Housing Modules are 
  erected. These cost Cr. 2,100,000 and add 140 Size to the port. 
  Moving on to Upgrades, it is necessary to total up the Size of 
  the various Starport Modules. This comes to 27,954.
  Building a Standard XT-line around the entire Downport 
  therefore costs (27,954 x 250) Cr. 6,988,500.
   A Road Network, essential for a port this size, costs a further 
  Cr. 4,193,100.
  Adding Electronic Keypads to all the doors in the port costs Cr. 
  279,540, and makes the Starport as a whole more secure. This 
  is augmented with the addition of both XT-line Cameras and 
  Interior Cameras costing a total of Cr. 559,080.
  The final cost of the new Downport is Cr. 2,078,335,220.
  The Starport Characteristics for Arkadia’s new Downport look 
  like this:
  Docking Fee: 1d6x100/100
  Berthing
  Small Craft: 3,000
  Spacecraft: 6,500
  Capital Ships: –
  Waiting Time
  Small Craft: 1d6–4
  Spacecraft: 1d6–3
  Capital Ships: N/A
  Fuel: 100/500
  Waiting Time
  Small Craft: 1d6–3
  Spacecraft: 1d6–2
  Capital Ships: N/A
  Warehousing: 5,080
  Waiting Time
  Small Craft: 1d6–2
  Spacecraft: 1d6–1
  Capital Ships: N/A
  Hazmat: 1,280
  Waiting Time
  Small Craft: 1d6–1
  Spacecraft: 1d6
  Capital Ships: N/A
  Storage Cost: 300
  Repair facilities
  Small Craft: Hull, Systems, Structure
  Spacecraft: Hull, Systems
  Capital Ships: N/A
  Waiting Time
  Small Craft: 1d6–3
  Spacecraft: 1d6–2
  Capital Ships: N/A
  Upgrades: Standard XT-line, XT-line Cameras, Interior 
  Cameras, Electronic Keypads
  
  66
  saMple starports
  Each entry in this chapter presents both a map and details of a 
  Starport that can be used in Traveller games. They range from 
  structures that dwarf capital ships to remote ‘shacks’ on the 
  edge of nowhere.
  All have a place within the OTU, but they could easily be moved 
  to suit the needs of a specific campaign or transplanted to a 
  different setting.
  rhylantinople (Class a starport)
  Honed and polished by the constant passage of commercial 
  trade, Rhylantinople is a glimmering gem in the skies above 
  Rhylanor. Boasting impressive commercial shipyards and 
  proud links to the Imperial Navy, it is a prosperous Starport that 
  draws visitors from throughout the Spinward Marches. 
  One of the port’s greatest assets is its reputation for promoting 
  entrepreneurial aspirations, helped in no small amount 
  by its host-world’s belief in meritocratic advancement. To 
  become ‘someone’ in Rhylantinople, one needs talent and 
  a will to succeed – class and background are (perhaps over 
  simplistically) seen as inconsequential.
  Rhylantinople has gone from strength to strength in recent 
  decades, with numerous expansions having been made to its 
  Highport element. Indeed, where the Highport is a colossal and 
  ever expanding orbital city the Downport is, by comparison, 
  a rather meagre affair occupying a few square kilometres. 
  The startown surrounding it is an increasingly scruffy place, 
  overfilled with people that bought into the hype but failed in 
  their bid to make a fortune. When people talk about the mighty 
  Rhylantinople, they invariably mean the Highport.
  Starport Characteristics: Highport
  Docking Fee: 1d6 x 1,000/500
  Berthing
  Small Craft: 60,000
  Starship: 120,000
  Capital Ships: 200,000
  Waiting Time
  Small Craft: 1d6–5
  Starship: 1d6–5
  Capital Ships: 1d6–5
  Fuel: 100/500
  Waiting Time
  Small Craft: 1d6–5
  Starship: 1d6–4
  Capital Ships: 1d6–3
  Warehousing: 500,000
  Waiting Time
  Small Craft: 1d6–4
  Starship: 1d6–3
  Capital Ships: 1d6–2
  Hazmat: 70,000
  Waiting Time
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: 1d6–1
  Storage Cost: 500
  Repair facilities:
  Small Craft: Hull, Systems, Structure
  Starship: Hull, Systems, Structure
  Capital Ships: Hull, Systems, Structure
  Waiting Time:
  Small Craft: 1d6–3
  Starship: 1d6–3
  Capital Ships: 1d6–2
  Upgrades: Airlocks and Vacuum Seal, Hydroponics Domes, 
  Internal Cameras, Biometric Scanners, Damage Control Robots
  Starport Characteristics: Downport
  Docking Fee: 1d6 x 1,000/500
  Berthing
  Small Craft: 10,000
  Starship: 20,000
  Capital Ships: 0
  Waiting Time
  Small Craft: 1d6–2
  Starship: 1d6–3
  Capital Ships: N/A
  Fuel: 100/500
  Waiting Time
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  
  67
  Warehousing: 30,000
  Waiting Time
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  Hazmat: 9,000
  Waiting Time: 1d6–1
  Small Craft: 1d6–2
  Starship: 1d6–1
  Capital Ships: N/A
  Storage Cost: 500
  Repair facilities
  Small Craft: Hull, Systems
  Starship: Hull, Systems
  Capital Ships: None
  Waiting Time
  Small Craft: 1d6–2
  Starship: 1d6–2
  Capital Ships: N/A
  Upgrades: XT-line Cameras, Internal Cameras, Wind Shields 
  (20%), Secure XT-line
  Environment
  The Rhylantinople Starport is an entirely self-sufficient star city. 
  Its sealed habitat is sustained by more than 20 bio-domes which 
  cleanse the air of carbon dioxide and generate vast quantities 
  of oxygen. These domes are located on the ‘top’ of the city, 
  facing away from Rhylanor towards the system’s sun. The outer 
  structures of the city therefore face ‘downwards’ towards the 
  planet’s surface.
  Advanced hydroponics bays inside the domes produce enough 
  food to support the indigenous population. More often than 
  not there is a surplus and this is sold on to visiting merchants 
  or converted for use as ships stores. An enormous range of 
  vegetables and a more modest supply of cattle, are bred inside 
  the various domes, which are sustained at different levels of 
  heat and humidity to maximise production.
  The temperature and humidity of the station is similarly variable. 
  Most areas in the port are maintained at comfortable levels for 
  humans, though there are exceptions (see The Alien Quarter). 
  Over the course of the year, subtle changes in temperature are 
  affected. This echoing of the passing seasons has been found 
  to have a soothing effect on visitors and especially residents 
  of the station. Cases of social unrest and psychological illness 
  linked to life within an artificial environment are far less prevalent 
  in Rhylantinople than most large Highports. The placement of 
  green zones – essentially small parks – around the station also 
  contributes to resident’s feelings of well-being. 
  Sites of Interest
  The Rhylantinople Highport is vast. Several corporations have 
  headquarters or major offices within the port and a considerable 
  amount of negotiation is conducted on-station. Some of the 
  finest hotels in the subsector have been built here, specifically 
  to provide suitably luxurious settings for these meetings. 
  Amongst the most famous landmarks in the port is the Admiral’s 
  Fountain – an enormous water spout that issues from the tip 
  of Rhylantinople’s grandest structure – the Rhylanor Shipping 
  Tower. The spray dissipates gradually as it arcs away from the 
  station, creating a fine mist a mile wide. If timed just right, this 
  catches the first rays of sunlight rising above the planet below 
  creating an iridescent rainbow of rare beauty. Locals refer to 
  this as the jewels of Rhylanor.
  Ever looking to expand, the corporations based on the station 
  (or Rhylanor itself) have numerous recruitment offices in the 
  port – places that Player Characters might well visit if looking for 
  work. Similarly, the Rhylanor Naval Academy maintains barracks 
  and training facilities within the port. There is also a permanent 
  Naval base on-station, ensuring the security of the port and 
  maintaining the Rhylanor citizenry’s strong links with the service. 
  The combination of these two institutions affords cadets an 
  opportunity to take part in patrols and raids, acquiring invaluable 
  experience. This tradition of cadets being involved in ‘real’ Naval 
  activities dates back to the ‘manning of the boats’ in the Siege of 
  Rhylanor when they helped defend their home world.
  adventure seed
  The most famous Naval bar on Rhylantinople is ‘The Plank’. 
  Decked out to resemble the inside of a Naval starship, it 
  also provides a nod to Old Earth legends with its wooden 
  plank and indoor pool.
  Any outsiders that wander in will face a series of initiation-
  like challenges. Examples include:
  Holding your grog – Any good Navy man should be able 
  to take his liquor: it has been that way since the days of Old 
  Earth.
  Tag – The academy has a range of flight-simulator booths 
  used for training. Any non-Naval personnel that want to 
  prove they can make it out in the black are brought into the 
  training rooms to try them out. What they are not told is that 
  the simulators are rigged to deliver a painful electric shock if 
  the pilot is ‘shot down’.
  Walking the Plank – A harmless game that leaves 
  participants in need of some dry clothes. Outsiders that take 
  part earn instant kudos with the regulars and will certainly 
  be invited to stay.
  
  68
  Void Wasp
  Type 
         Habitat 
                Str 
  Dex 
  End 
  Int 
  Instinct                Pack
  Reducer        Subterranean 
  1 
  6 
  6 
  2 
  10 
   
  12
   
        Flyer
  Recon 1, Stealth 2, Melee (sting) 1
  Sting (1d6 plus poison), Hide (4), Number encountered 1 or 4d6
  Void Wasp Queen
  Type 
   
  Habitat               Str 
  Dex 
  End 
  Int 
  Instinct               Pack
  Reducer                Subterranean 
  2 
  6 
  8 
  4 
  11 
   
  14
  Flyer
  Recon 1, Stealth 2, Melee (sting) 2, Persuade 2
  Sting (1d6+2 plus poison), Hide (6), Number encountered 1
  Poison  
   
  DM 
  Damage
  Void Wasp Poison 
  –1 
  1d6
  adventure seed
  An unforeseen consequence of the water spouting from the Admiral’s Fountain is the propagation of a colony of void wasps. 
  These exceptionally hardy insect-vermin are able to survive in the vacuum of space – for limited time as mature adults but 
  almost indefinitely as spores.
  Just above the outer atmosphere of Rhylanor hordes of undetectable void wasp spores drift through space or cling to the 
  network of satellites that enable the station to coordinate incoming and outgoing traffic. Others still, adhere to the summit of 
  the Rhylanor Shipping Tower. 
  The spores remain inactive until such time as they come into contact with water. Through the emission of tiny pulses of 
  compressed gas held inside the spore, they are then able to manoeuvre themselves towards the source of the moisture. 
  Once doused in water, they hatch and grow at a prodigious rate. As larvae, the void wasps seek access to the source of the 
  water, worming their way down through the distribution pipe for the fountain and into the tower’s main reservoir. A day later 
  the larvae emerge, seeking somewhere quiet and dry to pupate. The creatures that emerge from these cocoons are mature 
  void wasps – armour-plated insectoids some 10 centimetres long.
  They are ferociously territorial and once they gain access to the station will attempt to establish a nest site as soon as 
  possible. The Starport’s ventilation system is a prime location but any pipes or dark, isolated areas will do. A flourishing hive 
  will produce new spores at a prodigious rate and ‘scouts’ who will take clusters of these ‘eggs’ and leave the station the same 
  way they came in. This costs the scout his life but replenishes the spore cloud outside the port. A nest will also produce a 
  queen: a mature adult naturally mutates into this role. Queens are much larger than normal wasps and more intelligent.
  Following the latest in a long line of inexplicable outbreaks, representatives of Rhylanor Shipping LIC hire outside contractors 
  to locate the source of the problem. They suspect the involvement of an outside agency or even infiltrators attacking the 
  corporation from within. The Player Characters are charged with locating and neutralising the source of the outbreak – and 
  uncovering the ‘mole’ in the organisation. 
  Ironically, there is a spy in place. He has nothing to do with void wasp outbreak but has been stealing secrets from the 
  company. The Player Characters investigations may well scare him into the open.
  A mature void wasp has a segmented carapace with four iridescent wings and six long, slender legs. The hue of their armour 
  develops to match the most prevalent colour in their surroundings. Adults can survive in a vacuum for a number of minutes 
  equal to their Endurance; spores and larvae can survive for years at a time.
  
  69
  There are a number of bars and clubs on Rhylantinople that cater 
  specifically to Naval personnel and cadets: they will still serve 
  members of the general public but there is an understanding 
  amongst the locals that they should leave Naval personnel to 
  relax amongst their own.
  Rhylanor’s Institute of Technology keeps a permanent base 
  on the Rhylantinople Highport, conducting numerous research 
  experiments. They work closely with the Navy on a number 
  of projects involving improvements to spacecraft weaponry, 
  armour and Jump capabilities.
  Rhylanor has a large Scout base, from where planning 
  and command decisions for the region are made. It also 
  serves as a communications depot for X-boat routes. The 
  Rhylantinople Highport contains an affiliated base and is used 
  to ensure cooperation with the Navy, SPA and other important 
  organisations is maintained.
  The physical composition of an Alt-AT D is also adaptable. All 
  partitions are designed to be easily removable, creating bigger 
  or smaller spaces as required. This can facilitate air flow, create 
  pockets of higher or lower pressure and so on.
  Many cultures place great value on the facilities afforded by 
  the Alt-At Ds and it can often be what convinces alien races to 
  come to Rhylantinople to do business.
  Vasoon’s Salon
  One of the more unusual concessions within the port is Vasoon’s 
  Salon – a hair stylist’s that attracts visitors from across Rhylanor 
  and more than a few of those passing through the station. 
  The owner, Sidal, is something of a celebrity, employing his 
  clipping skills on a range of wealthy – and often famous – 
  clients. His reputation is based on the amalgamation of fashions 
  from across the galaxy. Employing numerous alien stylists, he 
  has merged trends from more than a dozen different races to 
  create truly unique designs. 
  Characters that wish to look their best – and are daring enough 
  try something truly ‘different’ – might decide to pop in. That is, 
  of course, if they are willing to pay a minimum of Cr. 100 for the 
  services of even a junior stylist. Sidal himself, if he is available, 
  charges Cr. 5,000 for a cut and flatly refuses to listen to clients’ 
  requests: this hampers his creativity; he simply styles in a way 
  he sees best.
  Anyone who has met Sidal will know that he is a terrible 
  gossip. As he cuts and coifs, he extracts and imparts tit-bits of 
  knowledge about the great and the good of Rhylanor Subsector. 
  Many of Sidal’s clients savour the tittle-tattle he wields at least 
  as much as the scissors and comb.
  Well, I heard…
  Characters that pay for the services of Sidal Vasoon will have the 
  opportunity to extract some useful gossip from him – particularly 
  if they are looking for dirt on someone rich and/or famous.
  Vasoon is considered to have a Speciality in the Carouse 
  skill called Gossip Gathering. His Skill Level is 4 and his 
  Characteristic Modifier is +2. He can use this skill to produce 
  slanderous, semi-reliable rumours about the individual in 
  question.
  An added bonus of having one’s hair cut and styled by Vasoon 
  is the positive impression it creates in certain circles. Anyone 
  associated with celebrity culture in the Rhylanor Subsector will 
  think the character looks ‘fabulous!’ He will receive a +2 DM on 
  social interaction skills such as Carouse and Persuade.
  adventure seed
  Once they have developed new technology the boffins at 
  the Institute need ‘volunteers’ to field-test it. The Player 
  Characters could be hired to explore the efficacy of all sorts 
  of new gizmos:
  •	
  A new planetary fighter, that needs to be put through its 
  paces in real-life conflict.
  •	
  New survival gear that purportedly allows people to 
  survive in even the harshest environments.
  •	
  A new survey droid designed to roam freely about 
  unknown words searching for valuable resources.
  The Alien Quarter
  Given the diversity of travellers drawn to the Starport, 
  Rhylantinople maintains a number of Alternate Atmosphere 
  Districts – or Alt-At Ds. Each of these sections is carefully sealed 
  and only accessible through a channel of reinforced airlocks. 
  Within each Alt-At D, a specific set of atmospheric conditions 
  is maintained. This removes the need for non-human races 
  to wear breathing apparatus and/or environment suits whilst 
  staying aboard the station. 
  Beyond the practicalities of temperature, atmosphere, humidity 
  and so forth Alt-At Ds are also fitted with impressive Holographic 
  projectors that simulate an alien species’ natural environment. 
  For instance, the impression of sky and a feeling of space can 
  be artificially created. This has facilitated visits from delegations 
  of K’kree – a notoriously claustrophobic race that would find the 
  inside of most human Highports intolerable.
  
  70
  Famous Citizens
  Rhylantinople’s Governor – one Clifton Plankwell – claims 
  direct descent from Grand Admiral Olav Hault-Plankwell. 
  There are those who accept this assertion without hesitation, 
  stating that Governor Plankwell runs the Starport like his own 
  fiefdom and clearly sees himself as the emperor of his domain. 
  Others question his claim – but rarely to his face. Whatever the 
  truth, Governor Plankwell is an important man and he knows 
  it. He has contacts throughout the numerous corporations on 
  Rhylanor and with many of the high-ranking Imperial Navy 
  officers that are stationed in the sub-sector. With the assistance 
  of his wife – Kaleen – he hosts lavish parties aboard the station, 
  often referring to his circle of friends as ‘the court’.
  Behind the scenes, Governor Plankwell is a ruthlessly efficient 
  workaholic who constantly strives to improve the efficiency of 
  his Starport. Kaleen, a woman who came from nothing, is every 
  bit as determined – matching her husband’s quest for power, 
  stride for stride.
  The shipyard’s output is supplemented by smaller companies, 
  specialising in used and reconditioned craft. More than a few 
  ex-Scout Service craft can also be found for sale on the station 
  and prove popular purchases amongst travellers.
  As befits its size, Rhylantinople can accommodate enormous 
  numbers of spacecraft of varying sizes and shapes. This 
  includes the huge capital ships used by the Navy. It is quite 
  normal to see several of these docked or close to the station 
  any given time. 
  Hydrogen, collected and processed in the Downport is ferried 
  into orbit, providing a constant supply of fuel. Similar journeys 
  ferry goods – mainly high-tech manufacturing products – from 
  across Rhylanor to the Starport. Once there, they may be stored 
  until sold and/or distributed throughout the subsector.
  Given its immense size and turnover of visitors, Rhylantinople 
  is able to house a permanent supply of trade goods. It buys 
  these either from local sources (Rhylanor is a High Tech, High 
  Population world) or from incoming traders and then waits for 
  the opportunity to sell them on. The Starport’s large footfall 
  ensures that it will not need to store goods for long. This allows 
  traders to sell or acquire goods very quickly, without the need to 
  spend time looking for a buyer or supplier: they simply contact 
  the port’s Stores and Provisions Directorate and a transaction 
  can be arranged.
  If for any reason, a merchant does not wish to buy or sell directly 
  to the Starport, a regularly updated computer network provides 
  contact details for buyers and suppliers across Rhylanor.
  Middle Man
  Making use of the Rhylantinople’s trade stores removes the 
  need to search for a supplier when looking to acquire the 
  following types of goods:
  Basic Electronics
  Advanced Electronics
  Advanced Machine Parts
  Advanced Manufactured Goods
  Advanced Weapons
  Advanced Vehicles
  Cybernetics
  Luxury Goods
  Medical Supplies
  Pharmaceuticals
  Vehicles
  Similarly, when selling the following types of cargo, Rhylantinople 
  itself is always willing to buy them:
  adventure seed
  It is not uncommon for Governor Plankwell to offer 
  contracts to traveller types, employing their skills to deal 
  with issues outside of official channels.
  Examples include unearthing smuggling operations, 
  locating employees who are on the take and eliminating 
  pirate bands that invoke his ire.
  Governor Plankwell seeks always to maintain the illusion 
  that all is well on Rhylantinople. His hands and those of 
  his people must stay clean. If a group of Player Characters 
  end up with dirty fingers that is far easier to cover-up.
  Services
  Rhylanor is a hub for numerous commercial ventures. Indeed, 
  the majority of its visitors have some sort of business interest 
  that they wish to pursue in the Rhylanor Subsector. Accordingly, 
  there is a thriving legal and financial services industry on 
  the station. Plentiful hotels, specialising in conference and 
  negotiation centres are also to be found. There are also discreet 
  escort services, providing companions and entertainment to 
  visiting business folk.
  Rhylantinople’s shipyard ensures a steady supply of spacecraft 
  is available for purchase. They can produce thousands of D-tons 
  worth of ships each week, keeping order times to a minimum. 
  Typically, clients have to wait no more than one day per two 
  million credits expenditure for a craft to be manufactured. 
  
  71
  Basic Manufacture Goods
  Basic Consumables
  Advanced Manufactured Goods
  Luxury Consumables
  Precious Metals
  Radioactives
  Robots
  Spices
  Textiles
  Uncommon Raw Materials
  Vehicles
  When determining Purchase and Sale DM’s, Rhylantinople is 
  treated as both a High Technology and High Population location, 
  just like its host world.
  dysonhoMe 
  (independent starport)
  Though neither as large nor as well known as other Starports 
  in The Spinward Marches, Dysonhome is nevertheless unique. 
  Built entirely inside the guts of a hollowed-out asteroid known 
  as G551, it has become synonymous with a form starship racing 
  known as ring-running.
  Dysonhome began life as a belt mining station, accommodating 
  some 200 workers who were excavating its innards. Over the 
  course of a decade, the asteroid became criss-crossed with 
  tunnels, all leading to a hollowed-out core. Living quarters, 
  administration buildings and so forth were built inside the 
  asteroid’s inverted surface, creating a small settlement that 
  effectively looked in on itself.
   
  Once the asteroid’s mineral supplies had been depleted, the 
  site was abandoned – officially, at least. A handful of the miners 
  stayed on, reasoning that there were still trace deposits to be 
  found in the asteroid: not enough to interest a corporation but 
  sufficient for a small-holding to turn a profit.
  Modifications were made to the asteroid, with the miners 
  moving all equipment and storage areas down into the core. 
  Over the proceeding years, these were further modified and 
  given a more permanent feel. The settlement’s first hydroponics 
  dome – allegedly won by its de facto leader, Arvin Maclan, in a 
  starship race – was put in place and the miners began to feel 
  like they had acquired a new home. Many moved their family’s 
  to the rock to show their faith in the project.
  All this was threatened, however, when the trace minerals 
  ran out. Roughly half the miners – notably those who had not 
  moved their family to the asteroid – upped and moved on. 
  Maclan and a number of the others were less willing to go. In 
  desperation, they started false rumours of rich mineral-finds in 
  the rings around Gileden, where their home was located. As 
  hoped, this drew the attention prospectors, free traders and 
  the like. With little choice as to where they could set down for 
  fuel and supplies, these newcomers availed themselves of the, 
  albeit modest, facilities inside the asteroid. Maclan did not let 
  this opportunity pass him by. 
  Using a mixture of guile, persuasion and the promise of prize 
  money, he tempted several of the newcomers to participate 
  in a race. The route took pilots through the twisting tunnels of 
  the asteroid, out into the debris-strewn Gileden rings and back 
  inside the rock. Everyone in the settlement turned out to watch 
  the race and once again Maclan proved his skills, leading the 
  race almost to the finish line. At that moment, in a show of 
  what some called deft decision-making and others extreme 
  bad luck, Maclan’s ship conked-out and one of the challengers 
  came through to win. Maclan parted with the prize money but 
  always insisted afterwards that it was the best investment he 
  had ever made.
  A month later, another race was run – this time with 
  representatives from the media on hand to record and report. 
  Inside a year, racers from across the subsector were competing 
  in racing events at the newly christened Dysonhome – The 
  Dyson being the starship that won the first race hosted there.
  At around that time, another stroke of luck befell the people of 
  Dysonhome. One of the prospectors actually found a rich seam 
  of minerals (both platinum and iridium) inside Gileden’s rings. 
  This gave people two reasons to visit – to race and to mine.
  From that precarious beginning, Dysonhome has gone from 
  strength to strength. The entirety of the asteroid’s hollow core 
  has been covered with buildings, including hangers, a repair 
  and refuelling facility and a range of recreational concessions. 
  The minerals in Gileden’s rings ensure a steady flow of mining 
  trade in an out of the system, with ore being sold-on in Fulacin 
  and Macene.  Dysonhome is not so far off the beaten trail that it 
  will stop attracting racing enthusiasts or those looking to strike 
  it rich in the rings.
  In a typical year, Dysonhome hosts more than 50 different races 
  featuring different classes of ships. Some take place entirely 
  within the asteroid, others involve one or more laps of Gileden’s 
  rings but most include a mixture of the two. The purse for the 
  biggest race of them all – The Dysonhome Meg – stands at 10 
  million credits. Once one factors in media viewing rights and 
  sponsorship deals, both competitors and racers can turn a very 
  tidy profit.
  
  72
  Port Characteristics (Highport)
  Docking Fee: 1d6 x 200/200
  Berthing
  Small Craft: 20,000
  Starship: 15,000
  Capital Ships: 0
  Waiting Time
  Small Craft: 1d6–3
  Starship: 1d6–3
  Capital Ships: N/A
  Fuel: 100/500
  Waiting Time
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  Warehousing: 30,000
  Waiting Time: 1d6–2
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  Hazmat: 12,000
  Waiting Time: 1d6–1
  Small Craft: 1d6–2
  Starship: 1d6–1
  Capital Ships: 1d6
  Storage Cost: 250
  Repair Facilities
  Small Craft: Hull, Systems
  Starship: Hull, Systems
  Capital Ships: None
  Waiting Time
  Small Craft: 1d6–3
  Starship: 1d6–3
  Capital Ships: N/A
  Upgrades: Airlocks and Vacuum Seals, Hydroponics Domes
  Environment
  Like all Highports, Dysonhome maintains an artificial 
  environment, sustained by air reprocessors and several small 
  bio-domes on the surface of G551. Air is a precious commodity 
  on the station, given that there are no planets in the Gileden 
  System where supplies can be replenished. The habitats 
  on the station are sectioned off with airlocks and self-sealing 
  bulkheads that activate if there is a breach in the hull.
  Much of Dysonhome feels claustrophobic. It is characterised by 
  grimy, industrial structures linked by tight, poorly lit corridors. 
  There are few viewing ports inside the city and those that 
  there are look out on the gloom of the G551’s innards, lit only 
  by leftover mining beacons and the lights from docking ships. 
  Though not technically true, travelling around Dysonhome, one 
  has the feeling of being underground.
  Sites of interest
  The Bookies
  A sizeable chunk of Dysonhome’s economy is based on 
  gambling. Millions of credits are wagered on every race, with 
  the Starport overseeing bets and skimming a profit off the top. 
  This, in turn draws in gamblers and hustlers of all kinds. At any 
  one time, there will be dozens of games of chance and skill 
  taking place inside the port’s hotels, bars and casinos. Many of 
  these are run for the benefit of visitors that have a few hundred 
  credits to gamble. If one knows where to look, however, there 
  are games involving very high stakes indeed. The most famous 
  gambling den is ‘Newman’s Bar’, a dark and seedy place with 
  numerous private back rooms. Just getting inside one of these 
  requires 10,000 credits in cash – and nobody leaves half way 
  through a game: not if they want to stay healthy.
  Secret Meets
  Alongside the official racing events that are screened throughout 
  the subsector, Dysonhome hosts a number of illicit races. These 
  events are far more dangerous, with competitors arming their 
  ships with all sorts of deadly weapons and booby traps.
  These ‘death runs’ do not take place in the port itself but in 
  the Galaden rings. Participants speed from one checkpoint to 
  the next, entering ‘safe zones’ where repairs and refuelling is 
  allowed. Between these safe zones, competitors are allowed to 
  use whatever means necessary to arrive before the competition, 
  so long as they do not leave the rings. In each round, the trailing 
  ship is eliminated. This is often a formality as the trailing ship 
  has, all too often, been crippled or destroyed.
  adventure seed
  If the Player Characters have large debts and are desperate 
  to pay them off, they could be invited/forced to compete 
  in a death run. Such events test the mettle of ever crew 
  member and would make for a thrilling encounter. What is 
  more, if the Player Character’s survive, they could well turn 
  a profit – if they bet on themselves.
  Famous Citizens
  Maintaining the legacy of her forebears, Hansel Maclan, 
  has devoted her life to promoting the Dysonhome races and 
  sustaining the Starport. She is – like her forebears – the 
  unofficial Governor of the Starport. Not for one millisecond, 
  however, would anyone question her position: she is the face 
  and voice of Dysonhome and in every sense the settlement’s 
  leader.
  
  73
  From time-to-time Hansel competes in the races. Her favourite 
  are the ring runs and she has yet to finish outside the top three 
  in any event.
  Clayton Arvall has made his fortune mining the Galaden rings. 
  Some say he has lost almost as much betting on the races. 
  Whether this is true or not, he continues prospecting, despite 
  now being in his sixtieth year. 
  engines that improve their performance, which he is happy to 
  do – he has also devised a means to add temporary boosters. 
  These can often provide the edge in a close race.
  Optional Rule
  After-burners
  By redistributing some of a ship’s systems and outer hull, it is 
  possible to fix afterburners to a small craft. When these are 
  fired they increase the craft’s Thrust number by two steps, in 
  essence giving the craft a bigger power plant.
  For example, a 20 D-ton fighter has an SJ power plant 
  providing it with 9 Thrust. When the afterburners fire, the craft is 
  considered to have an SL power plant increasing Thrust to 11.
  Note that Kalbanan is not a cautious man – nor does he expect 
  his customers to be. He will fit afterburners to a craft that, 
  according to the safety manual, has no need for them. This 
  increases the craft’s performance beyond normal parameters.
  For example, a 10 D-ton hotrod fitted with an SP power plant 
  already has a Thrust of 14 – the normal maximum for a craft this 
  size. Kalbananan will happily attach after burners to this vessel, 
  increasing its Thrust to 16.
  Exceeding normal operating parameters in this way comes at 
  a price. Each round that the ship utilises its improved Thrust, 
  there is a 1 in 6 chance it will suffer a point of Hull damage.
  After burners can function for 10 rounds, either continuously or 
  in any combination of shorter bursts. The space required to fit 
  them is 5% of ship’s tonnage. Excess systems must be stripped 
  out to make room for them, or they can be housed inside a 
  cargo bay if there is room.
  Dysonhome does not have an official shipyard but the combined 
  workshops, repair bays and scrap-rigs of the numerous 
  mechanics and engineers working the races gives the port 
  something that is more or less equivalent. Between them they 
  can construct Small Craft, repair Hull Damage to any non-
  capital ship and replace damaged ship’s systems. They can 
  also modify existing designs to make race-worthy ships.
  The unique design of the port, with its tunnels and interior 
  docking facilities, means that no ships larger than 2,000 D-tons 
  can be berthed inside G551 itself. There are, however, a limited 
  number of berthing areas on the exterior of asteroid itself. 
  Conducting repairs here is difficult (imposing a –2 DM) but not 
  impossible. 
  In addition, Dysonhome has a tanker ship that can refuel craft 
  which are too big to set down. This is more expensive, though, 
  with fuel ferried directly to a ship costing twice as much as 
  normal.
  adventure seed
  Clayton Arvall is always looking to make a credit or 
  two betting on the races. He will take an interest in any 
  newcomers to the town, especially if they have their own 
  ship and look like they know how to handle it.
  If the Player Characters match this description, they can 
  expect to be approached by Clayton. His ideal would be 
  to find out just how good new arrivals are and, if they 
  show real promise, help modify their ship and get them 
  entered in a race. He will then place a bet largest enough 
  to generate its own gravitational field! After which, he really 
  expects the Player Characters to win…
  Services
  It is no surprise with all the racers who pass through Dysonhome, 
  that the port has a flourishing ‘mods’ industry. To really compete 
  at a top-level ring-run, or even the smaller ‘rock-runs’ which are 
  set entirely within the confines of the asteroid, competitors need 
  to be flying something out of the ordinary.
  C. J. Kalbanan’s is the one stop, mod-shop for racers looking 
  to supe-up their ride. The proprietor has years of experience 
  stripping out all but the most fundamental equipment to make 
  room for a bigger engine, more fuel – and in some of the 
  unofficial races, weapons and mines.
  ‘The first time I went into Kalbanan’s I had a pretty regular Type 
  S scout. I wanted to try my hand at the 500k free-for-all. Within 
  a week, he’d stripped out everything that wasn’t part of the 
  engines, frame or nav-computer. He replaced them with a shed-
  load of fuel and an engine that had once been inside a Corsair. 
  There was barely enough room for me and the crew. And the 
  way the damn thing shook when you accelerated felt like you 
  were riding the crest of a black hole. I guess safety has never 
  been first on C.J. Kalbanan’s list. I won the race though – and 
  met my wife that day. Heh – all the girl’s love a racer.’
  Carmine Graves, two-time winner of the Dysonhome 500k free-
  for-all (Deceased).
  hot rods
  Kalbanan specialises in getting small craft to do more than they 
  were ever designed to. Beyond refitting them with enormous 
  
  74
  helua (independent starport)
  The planet of Arunsiir in The Borderland Subsector of The 
  Trojan Reach has an unusual history and an equally unusual 
  social and political set up. In 809, an Aslan band eliminated 
  the ruling government and seized control of the planet’s capital. 
  Before they could fully pacify outlying settlements, however, the 
  ihatei leading the invasion was killed.
  Robbed of leadership the Aslan fell to bickering amongst 
  themselves and, before long, dozens of small factions had 
  formed. Out of necessity these bands formed alliances with the 
  humans on Arunsiir in an effort to gain the upper hand in their 
  struggle for supremacy. Despite this, no band proved sufficiently 
  powerful to assume overall control. 
  A generation on and a new social structure had emerged. 
  Officially, the Aslan remained in command. In reality, the more 
  numerous humans were in control, relegating the Aslan to the 
  role of figureheads.
  Understandably, not all of the Aslan were comfortable with 
  this new arrangement. There were those who felt the territory 
  they claimed to own was not truly theirs and that their honour 
  was besmirched. One such Aslan was Khtao. He felt that 
  the surviving Aslan’s natural strength and vigour were being 
  eroded by the new social order. He issued a challenge to the 
  other Aslan: a call to arms for all those who felt as he did. 
  Only a few answered his call but it was enough – enough to 
  form a new clan. Many were younger sons and daughters of 
  the surviving Aslan families – individuals who had little to gain 
  from staying where they were and no desire to live their lives 
  as pampered pets.
  For many years, Khtao’s followers devoted themselves to 
  expanding their territory. Arunsiir’s second moon – a barren, thinl 
  atmosphered rock – fell to them, as did the terrain surrounding 
  the new port. Beyond this, however, the clan was unable to 
  seize land from the larger, more powerful families. Fearful that 
  his new clan might fragment, Khtao convinced his followers that 
  they could acquire honour and spoils from fighting in others’ 
  wars, claiming land in the name of their (temporary) lord. There 
  were some who were not convinced but enough agreed to form 
  an effective mercenary unit.
  Khtao’s Klaw – as humans came to call them – proved an adept 
  fighting force. They acquired land and wealth as they fought in 
  wars throughout The Borderland and beyond. 
  Like all of his kind, Khtao sought the affirmation of land and 
  the respect it would bring him. As the years threatened to steal 
  his prodigious strength, he sank his wealth and the last of his 
  energies into the construction of a Hyufteirlerye – a city. He 
  called it Helua, meaning hunting ground.
  What remained of the TL 12 tech used by the original invading 
  Aslan group was employed in the construction if Helua. It was 
  bolstered by the limited manufacturing equipment available on 
  Arunsiir.
  Many years later, Helua has grown to incorporate a sizeable 
  Starport and is relied upon for transport and trade by all of the 
  Arunsiir clans. Helua has never forgotten its roots, however, 
  and to this day it remains the city of the klaw – a place where 
  mercenary bands, including that established by Khtao many 
  years before – come seeking work.
  Starport Characteristics: Downport
  Docking Fee: 1d6 x 500/500
  Berthing
  Small Craft: 7,500
  Starship: 12,300
  Capital Ships: –
  Waiting Time
  Small Craft: 1d6–4
  Spacecraft: 1d6–4
  Capital Ships: N/A
  Fuel: 100/500
  Waiting Time
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  Warehousing: 20,000
  Waiting Time
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships:
  Hazmat: 5,500
  Waiting Time
  Small Craft: 1d6–2
  Starship: 1d6–1
  Capital Ships: N/A
  Storage Cost: 400
  Repair facilities
  Small Craft: Hull, Systems
  Starship: Hull, Systems
  Capital Ships: None
  Waiting Time
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  
  75
  Upgrades: XT-line Cameras, Internal Cameras, Wind Shields 
  (20%), Reinforced XT-line
  Starport Characteristics: Highport
  Docking Fee: 1d6 x 500/500
  Berthing
  Small Craft: 5,000
  Starship: 7,000
  Capital Ships: 20,000
  Waiting Time
  Small Craft: 1d6–4
  Starship: 1d6–3
  Capital Ships: 1d6–2
  Fuel: 100/500
  Waiting Time
  Small Craft: 1d6–3
  Starship: 1d6–3
  Capital Ships: 1d6–1
  Warehousing: 24,000
  Waiting Time
  risen to positions of authority. The architecture and layout of 
  the city reflects this shared heritage, with traditional Aslan 
  structures sitting alongside angular Arunsiiri spires and towers.
  Helua would not have survived (and certainly would not have 
  prospered) without the income provided by its mercenary 
  residents. Arunsiir itself is non-industrial and though it produces 
  impressive quantities of agricultural goods – which are moved 
  through the Starport – it is unlikely that this would have been 
  enough to develop and sustain a port this size.
  Entire sections of Helua’s startown are owned by different 
  mercenary organisations. These groups share a (mostly) 
  Bleeding-Edge 
  The most famous type of armour manufactured exclusively for The 
  Forge is Wraith Armour. Rejecting the brute power and resilience of 
  battle armour, this design prioritizes stealth and speed, reasoning 
  that it is better not to get hit in the first place than to try to absorb 
  the damage. 
  Wraith armour is fashioned from numerous overlapping ablative 
  plates. These are invariably black, having been fitted with a 
  sound and light dampening coating. The armour has a thickness 
  of roughly 1cm, making it less obtrusive than many other forms 
  of protection. Despite this, augmetic- ilaments lace the armour 
  providing a boost to the wearer’s speed and reflexes.
  An even more advanced design, and well beyond the means of 
  most mercenaries, is Direwraith Armour. This suit provides greater 
  protection, whilst maintaining the augmentation abilities of the 
  base suit. The prototype for direwraith armour was created for the 
  mistress of the Helion mercenaries, The Hag Queen.
  Armour 
  Type
  Protection
  Required 
  Skill
  Cost
  Mass
  TL
  Wraith
  6
  None
  250,000
  7
  12
  Direwraith
  9
  None
  1,000,000
  8
  14
  Wraith and Direwraith Armour allow a character to Dodge without 
  suffering the usual –1 DM on his own skill checks. In addition, 
  the wearer’s Dex and initiative total each receive a +2 Modifier. 
  Perception checks made to discern a character in wraith/direwraith 
  armour suffer a –1 DM.
  The armour has a built in breather mask and light-intensifying 
  goggles.
  Each hit from an energy weapon reduces the armour value of 
  wraith and direwraith armour by 1. It costs Cr. 1,000 to repair each 
  point that has been lost.
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: 1d6–1
  Haz-mat: 7,000
  Waiting Time
  Small Craft: 1d6–2
  Starship: 1d6–2
  Capital Ships: 1d6
  Storage Cost: 400
  Repair facilities:
  Small Craft: Hull, Systems, Structure
  Starship: Hull, Systems, Structure
  Capital Ships: Hull, Systems
  Waiting Time:
  Small Craft: 1d6–4
  Starship: 1d6–3
  Capital Ships: 1d6–2
  Upgrades: Airlocks and Vacuum Seal, Hydroponics 
  Domes, Internal Cameras, Electronic Keypads, 
  Damage Control Robots
  Environment
  Since its foundation, Helua has expanded and 
  changed. Though the hierarchy of the city is still 
  dominated by Aslan, a number of humans have also 
  
  76
  friendly rivalry – with various means of expressing and 
  containing these rivalries generously catered for. This includes 
  regular tournaments and competitive events.
  The Gendat Sector of the city, located in the southern portion of 
  Helua, is the only restricted part of the settlement. It is owned by 
  Ajax Inc. – a clandestine mercenary order that conducts secret 
  training and initiation ceremonies within this enclave. 
  The rest of Helua’s startown mixes a broad, open aesthetic 
  which reveals the sky and creates a real sense of splendour, 
  with the Aslanic tendency towards secret nooks and unexpected 
  areas. There are many roads and alleyways in Helua that reveal 
  themselves only from a particular angle. Certainly visitors to the 
  city are often surprised by the layout – with gardens, byways 
  and even entire buildings positioned in places that they never 
  expected. What is more, no two buildings in Helua are quite 
  the same. Functionality merges with artistic endeavour creating 
  a sense of something organic – as though every living being 
  involved in the construction of the city has left his mark. 
  When it comes to the purchase of weapons, armour and other 
  military gear, Helua is considered to have a Law Level of 0. This 
  does not mean that visitors and citizens walk around the port 
  armed to the teeth or in possession of WMDs. It is expected that 
  larger, more dangerous items (which will legitimately be used 
  by mercenary groups in the field) are safely stored. Individuals 
  are permitted to carry personal firearms but are expected to use 
  them only in self-defence. This translates roughly as Law Level 
  3 but without the restrictions on travel – which are akin to level 2.
  Sites of Interest
  With its large mercenary contingent, a range of outlets 
  specialising in the tools of war have set-up shop inside the 
  Starport. Many strike up regular agreements to supply weapons, 
  armour and vehicles to the permanently stationed mercenary 
  units. Of course, there are still opportunities for individual 
  travellers – and mercs looking to supplement their official kit – 
  to purchase supplies. Just about any mass-produced military 
  equipment (either from the Traveller Core Rulebook, Central 
  Supply Catalogue or elsewhere) can be obtained in Helua. 
  The Forge
  Specialising in high-tech, bleeding edge design The Forge 
  is the armour outlet where most mercenaries dream of 
  shopping. Everything from flak jackets to battle dress is held 
  in stock, along with an assortment of specially-commissioned 
  types of armour.
  Bio-Com
  A small but growing company, Bio-Com has turned an excellent 
  profit in recent years by selling combat drugs to Helua’s 
  mercenaries. They do a particularly good trade in stims, anti-
  rad drugs and combat drugs. 
  Bio-Com has also struck deals with various units to field test 
  their new concoctions. The mercenary ‘guinea pigs’ sample the 
  drugs – which are provided free of charge – and report back on 
  their combat efficacy after each mission.
  Khtao Monument
  Located outside the main entrance to the Starport proper, this 
  enormous statue depicts Khtao in his full battle regalia. His 
  expression is imperious, his fierce eyes raking those of any who 
  enter the station.
  It has become a tradition within Helua for challenges to be 
  issued and resolved before this great monument. Some hold that 
  the spirit of the great Aslan who founded the city gazes down 
  approvingly on such contests. A stranger wishing to win the 
  respect of a Heluan native would do well to honour this tradition.
  Heluan Arena 
  With so many mercenaries sharing the Starport and town it is 
  inevitable that their will be friction. A city overflowing with alpha 
  males will never be a quiet place, nor one without tension and 
  rivalry.
  Field-Testing
  Bio-Com is careful not give its volunteers anything that 
  might harm them: by the time they move to field-testing, 
  there have been numerous checks run in the laboratory.
  Some of their recent developments include:
  Adreno-surge (TL 11) is a fast acting drug with a short 
  duration. It is designed to give soldiers a brief boost of 
  adrenaline that can help them overcome their fears and 
  shrug off the effects of injury. It is specifically designed to 
  wear off quickly so that the wearer does not lose too much 
  composure or control during battle.
  A dose of Adreno-surge allows a character to ignore the 
  damage inflicted on one of his physical Characteristics for 
  1d6 rounds. During this time, he suffers a –2 DM on Int 
  based Skill Checks.
  Percentarin (TL 12) boosts the target’s sensory brain 
  functions to abnormally high levels. This gives him greater 
  awareness of the world around him but has some nasty 
  side-effects.
  For 1d6 minutes after administering a dose, perceptarin 
  provides a +4 DM on all Recon checks. When the drug 
  wears off, the character suffers –1 DM on all actions for 
  d66 minutes due to nausea and headache.
  
  77
  The Starport’s arena – constructed to correspond to Aslan 
  customs and conventions – is a place where the pecking order 
  can be sorted out in a (relatively) controlled manner. Weekly 
  contests of strength and skill draw crowds of many thousands, 
  all eager to see how members of the different mercenary factions 
  will fare against each other. From time-to-time, other visitors 
  to the port – including travellers – take to the arena sands as 
  well. Competitions range from single combat to anti-grav chariot 
  racing. One particularly spectacular event saw the construction 
  of two mock starships, with rival mercenaries seeking to board 
  and capture each others’ vessel.
  The Temple of War
  Exactly when it started is unclear but over the years a war cult 
  has become well established within Heluan society. It serves a 
  range of purposes, some spiritual, some very practical.
  Whilst the larger, more reputable mercenary groups take care 
  of their fallen – and ensure that their families are financially 
  compensated – there are plenty of smaller units that do not. 
  Members of such groups can take out a sort of insurance policy 
  at the temple. They make an offering before each assignment, 
  and assuming that it does not violate protocol, inform one of the 
  priests of their mission and destination. If the mercenary does 
  not make it back alive, the temple ensures that his next of kin is 
  informed and that recompense (based on the generosity of the 
  supplicant’s offering) is paid out.
  Beyond the administration of temporal concerns, the priests 
  of the cult offer to take a sort of confession from the men 
  and women about to receive new assignments. The priests 
  themselves are all ex-mercenaries and provide comfort and a 
  willing ear to those who need them.
  The names of all those who have attended the temple and then 
  fallen in battle are immortalised within an enormous holographic 
  monument that stands inside the heart of the temple. This 
  shimmering, blue monolith shifts and changes, cycling through 
  the names of the glorious dead.
  To a class of people that are notoriously pragmatic and cynical, 
  the temple – which claims to venerate no particular god but 
  rather the eternal spirit of comradeship in arms – is a necessary 
  outlet: the one place where they can unburden themselves and 
  share their fears and doubts.
  Fealty to the temple is often demonstrated through the wearing 
  of a rectangular blue badge. There are numerous tales of 
  mercenaries on opposing sides of a battle showing each other 
  mercy after realising that they each wear the temple badge.
  Famous Citizens
  Leader of the Pack
  The Governor of Helua Starport is a female Aslan called Fyeyul. 
  In public, at least, she has shed all preconceptions about ‘alien’ 
  races and treats non-Aslan with the same respect she would 
  one of her own kind. Of course, those who wish to remain on her 
  good side – or that of her clan – ensure that they follow Aslan 
  traditions of courtesy and respect. These are far more widely 
  understood by the citizens of Helua than in most predominantly 
  human settlements. For example, Aslanic traditions of duelling 
  and feuds have become part of mainstream Heluan culture, 
  albeit in a watered down fashion – a perceived lack of respect 
  being the main cause of disputes between humans.
  Fyeyul is a wise leader. She has managed to strike a balance 
  between the Aslan tradition of assigning roles to those in one’s 
  clan before seeking help from others and the need to make 
  the human majority feel they have a continuing stake in the 
  city and Starport. 
  Gunslinger
  The man charged with running Helua’s Highport element is a 
  human named Gus Aimar. An ex-mercenary who fought side-
  by-side with numerous Aslan warriors, he is afforded the title 
  Shi Eal. Literally, this means ‘swift gun’ and is a reference to his 
  prodigious skills as a warrior. In 17 years, Aimar has repeatedly 
  proven his worth, marshalling the port’s defenders against a 
  number of raids and even a full scale invasion by a rival clan. 
  The Hag Queen
  Head of the largest mercenary group in Helua is a human 
  woman referred to as ‘The Hag Queen’. Adorned in a suit of 
  black direwraith armour (see Bleeding Edge on page 75), she 
  is a tall, slender figure that exudes an air of cold menace. Her 
  mercenaries – The Hellions – are infamous for the speed and 
  precision with which they strike at their enemies. There are 
  rumours that the relationship between The Hag and Fyeyul has 
  soured to such an extent that it can only be a matter of time 
  before one or the other issues a ritual challenge. Such a fight 
  would draw the attention of everyone in Helua, with few daring 
  to predict who would come out on top.
  First Knight
  Though one of the smaller mercenary regiments based in 
  Helua, the Corp de Chevalier have an esteemed history and 
  an impressive reputation. When Arunsiir was first invaded by 
  the Aslan, they were amongst the first to engage them on the 
  field of battle. Astride their armoured steeds, they stood little 
  chance against the invaders advanced tech but they impressed 
  the Aslan with their courage and physical prowess and were 
  afforded considerable respect once they had been conquered.
  
  78
  Now, the Chevalier ride into battle astride grav-bikes crafted 
  to resemble their steeds of old. These destriers, as they are 
  known, can travel at speeds in excess of 200 kph and are armed 
  with laser-lances that can impale a foe or slice him in two.
  Commander and First Knight among the Chevalier is Guy 
  ‘Aslanheart’ – a title of respect afforded him by Fyeyul for his 
  service to the city. Guy is monstrously tall, standing almost eye-
  to-eye with smaller Aslan. His prodigious strength is matched 
  by his devotion to his men and to the warriors’ code he follows 
  in battle. Those who find themselves fighting the Corp de 
  Chevalier are far more likely to surrender to them than any other 
  mercenary unit. This reflects both the Chevaliers’ skill and their 
  reputation for treating prisoners with dignity, typically holding 
  them only until a ransom is paid.
  Services
  Characters wishing to acquire the services a mercenary group 
  or individual will not find a better selection of applicants than 
  those based in Helua. Similarly, if they wish to offer their own 
  skills on the open market, they could do a lot worse than set up 
  here. Newcomers are not made especially welcome, however, 
  unless they already have an established reputation: nobody 
  likes increased competition.
  deskala (Class C starport)
  Based on the Imperial world of Phlume in the Vilis Subsector, 
  Deskala is a bustling Agri-port. Every day thousands of tons of 
  food pass through the port, moving from this lush garden world 
  to the surrounding systems and beyond.
  Though the port possesses a modest Highport element, the 
  vast majority of work is done at the Downport – the design of 
  which is quite unique. Rather than a single, settled structure, 
  Deskala Main (as Phlumites call it) is a collection of four mobile 
  harvesting structures that move about the main continent. At 
  each stop-off point, they suction-up great quantities of grain and 
  agricultural produce and then move on to their next destination.
  This system would not be possible were it not for the precision 
  and planning that goes into the movements of Deskala Main 
  One, Two, Three and Four. If the port Governor, Shanwar 
  Ashebeh, promises that a section of the Downport will be 
  somewhere at a certain time, then it will be – come hell or high 
  water. Without this absolute dependability, traders would not 
  visit the station, and the regular collection of agri-goods could 
  not take place.
  Starport Characteristics: (Downport)
  Docking Fee: 1d6 x 100/100
  Berthing
  Small Craft: 4,000
  Starship: 13,000
  Capital Ships: N/A
  Waiting Time
  Small Craft: 1d6–4
  Starship: 1d6–3
  Capital Ships: N/A
  Fuel: 100/500
  Waiting Time:
  Small Craft: 1d6–4
  Starship: 1d6–3
  Capital Ships: N/A
  adventure seed
  The Player Characters are contracted by a mysterious 
  party that wishes to unequivocally destroy the relationship 
  between Fyeyul and The Hag. Provided with falsified 
  evidence, the Player Characters are tasked with planting 
  this in such a way that it is discovered and made public. 
  The evidence might suggest Fyeyul is treating the Hellion 
  mercenaries unfairly or that The Hag is trying to have the 
  port governor assassinated. If the mission is successful, 
  it will lead to an inevitable confrontation that will almost 
  certainly escalate into violence.
  Alternatively, the Player Characters could be charged with 
  helping to suppress the false evidence and discovering who 
  was responsible for planting it. Those behind the plot might 
  be part of a rival Aslan clan preparing to attack the Starport or 
  a mercenary organisation that wishes to supplant the Helions.
  adventure seed
  Helua can serve as an excellent place to begin a mercenary 
  campaign. Player Characters can be recruited by one of the 
  numerous groups already in place or seek to establish their 
  own unit.
  Newcomers are invariably sized-up by the local mercs. 
  Beyond the usual teasing and flexing that takes places in the 
  city’s bars, they are challenged to compete in one or more 
  of the arena events. This could generate further rivalries, 
  grudging respect and possibly the Player Characters first 
  offer of work.
  Helua is the equivalent size of a Class B SPA Starport and has 
  all the usual services that one would expect from a port this 
  size – albeit in a city where one person in three is a professional 
  mercenary.
  
  79
  Warehousing: 25,000
  Waiting Time:
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  Hazmat: 3,000
  Waiting Time
  Small Craft: 1d6–1
  Starship: 1d6
  Capital Ships: N/A
  Storage Cost: 200
  Repair facilities
  Small Craft: Hull, Systems
  Starship: Hull, Systems
  Capital Ships: N/A
  Waiting Time
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  Upgrades: Electronic Keypads, Interior Cameras
  Port Characteristics (Highport)
  Docking Fee: 1d6 x 100/100
  Berthing
  Small Craft: 1,000
  Starship: 5,500
  Capital Ships: N/A
  Waiting Time
  Small Craft: 1d6–3
  Starship: 1d6–3
  Capital Ships: N/A
  Fuel: 100/500
  Waiting Time:
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  Warehousing: 10,000
  Waiting Time:
  Small Craft: 1d6–2
  Starship: 1d6–1
  Capital Ships: N/A
  Haz-mat: 1,500
  Waiting Time
  Small Craft: 1d6–1
  Starship: 1d6
  Capital Ships: N/A
  Storage Cost: 200
  Repair facilities
  Small Craft: Hull
  Starship: Hull
  Capital Ships: N/A
  Waiting Time
  Small Craft: 1d6–2
  Starship: 1d6–1
  Capital Ships: N/A
  Upgrades: Airlocks and Vacuum Seals, Hydroponics Domes, 
  Electronic Keypads
  Environment
  A Garden World
  Phlume is a beautiful planet. There are no more than a million 
  people living there and they are widely dispersed across the 
  four continents: as a result, nowhere feels cluttered or crowded. 
  Many of the traders who visit Phlume to purchase agri-goods 
  take time out to enjoy the untouched splendour that lies beyond 
  the tilled fields.
  adventure seed
  The Player Characters are hired by Gaia Corp to help 
  apprehend a group of eco-terrorists disrupting their 
  operations. The company makes much of its profit from 
  enormous grain fields on Phlume’s main continent, Jerarh. 
  Each season, just after planting, hundreds of thousands of 
  birds – referred to by the company as ‘grain-snatchers’ – 
  invade the fields and steal the seeds. 
  Last year, the corporation constructed an electro-net to deal 
  with the problem. Using hundreds of pylons, they created 
  an impenetrable web. As soon as a bird flew down towards 
  the fields – thereby passing between two or more pylons – it 
  was instantly fried. The number of birds killed ran into the 
  tens of thousands.
  Eco-terrorists, unhappy with the mass slaughter of native 
  birds, have been sabotaging the pylons. Gaia Corp wants 
  them stopped.
  To add a little spice, it transpires that the eco-terrorists have 
  been well-equipped thanks to an under-cover operative 
  working for a rival corporation that would like to move in 
  on Phlume itself. Thanks to the weapons the infiltrator has 
  been handing-over, the terrorists are planning to graduate 
  from sabotage to murder.
  Alternatively, the Player Characters might be hired by the 
  ‘environmental freedom-fighters’ trying to protect Phlume 
  and asked to help thwart the diabolical plans of Gaia Corp.
  
  80
  Despite these appearances more and more land is being 
  cultivated, leading to the loss of forests and the more varied 
  habitats that the indigenous animals need to survive. There is 
  no ecological disaster looming at present but if the corporations 
  based on Phlume – particularly the aggressive Gaia Corp – 
  have their way, there will be one day.
  meandering herds of ‘dorlat’ to continent spanning grain fields 
  oceanic fish farms.
  The Phlumite Cooperative
  In the face of increasing corporate investment and interference, 
  the smallholding farmers that have worked the fields for many 
  years are being forced out. In order to better protect themselves, 
  they have formed a cooperative. This gives them a unified and 
  more powerful voice.
  The office of The Phlumite Cooperative is located on Deskala 
  Main Three. It lacks the polish and professionalism of a large 
  corporate branch but the men and women who man are friendly 
  and helpful. What is more, they represent the genuine interests 
  of many farmers on Phlume.
  A Rare Delicacy
  Many of the crops grown on Phlume are not indigenous but 
  were introduced by the first settlers. Genetic modification and 
  cross breeding allowed them to develop strains that provided a 
  higher yield and showed good resistance to native bacteria and 
  parasites.
  Only after several decades of farming did anyone take notice 
  of an indigenous plant known as a Kayana bush. Similar in 
  appearance to coffee beans, Kayana beans were found to 
  produce a distinctively flavoured drink when crushed and mixed 
  with water. Over time, more and more of the farmers took to 
  drinking Kayana black (as the infusion became known) and 
  were willing to set aside some of their land to grow it.
  Gradually, a Market for Kayana beans has developed. It is now 
  sold in Deskala Main and has proved popular with visitors. A 
  few have started to take supplies offworld and report that they 
  have had little trouble selling it on.
  Fair Trade
  Merchants looking to purchase Basic Consumables can 
  contact The Phlumite Cooperative and make a deal directly 
  with the farmers. Whilst the Purchase DM (+3) is no better 
  than that offered by the corporations taking over more and 
  more planetary production, there are some advantages.
  Firstly, the merchant will be supporting small, struggling 
  businesses. Secondly, the food has been less intensively 
  farmed and is both healthier and better tasting. Finally, there 
  is a market for consumables produced by independent 
  farmers: the Sale DM for Rich Worlds is +2. This ethical 
  choice could well be one that makes the merchant a decent 
  number of credits.
  In on the Ground Floor
  The Kayana beans market is about to take off. Player 
  Characters visiting Deskala are sure to be offered a cup 
  of Kayana-black and should notice how popular it is with 
  locals and visitors alike. If they seize the opportunity to 
  invest in the market, and perhaps set up a distribution 
  deal, they stand to make a hefty profit.
  Of course, they would not be the only ones with this 
  idea. There are other entrepreneurs thinking along the 
  same lines and several agri-goods corporations showing 
  an interest. Anything from veiled threats to corporate 
  sabotage could be in the offing if the Player Characters 
  make a play for the Kayana bean market.
  Sites of Interest
  The Deskala Downport is a miracle of Imperial engineering. 
  A combination of hydraulic legs, cushioned ‘feet’ and anti-
  grav generators allow each section of the port to move along 
  carefully prepared routes, collecting agricultural produce. Each 
  of the port’s suction tubes – which move independently like 
  elephantine tongues – can siphon several tons of grain every 
  second. There are many Imperial mouths to feed, after all.
  Lots of visitors to one of the Downport sections take advantage 
  of the viewing platforms that line the outer hull. From such a 
  vantage point, great expanses of the planet’s Eden-like ecology 
  is visible: from the swooping flocks of ‘grain snatchers’ and 
  Scooping up the Money
  Player Characters with ability to track the elusive gerridor 
  will be presented with a way to make some money – as 
  long as they do not mind getting their hands dirty. The 
  most densely populated area is a hilly region some 100 
  kilometres from Deskala Main Two’s primary route.
  A character who succeeds with a Difficult (–2) Survival 
  check can expect to find 1d6 piles of gerridor dung in 
  a day. Each pile contains enough beans for 2d6+3 fine 
  quality cups of Kayana black.
  An Even Rarer Delicacy
  Even amongst those who know their kayana black, there is a 
  more exclusive beverage – one that is as hard to come by as it 
  is expensive.
  
  81
  One of Phlume’s native species – a lithe, cat-like creature 
  called a gerridor – has a taste for kayana beans. However, it 
  is extremely selective and only ever eats the choicest beans: 
  those richest in flavour and most perfectly formed. Consumption 
  by the gerridor does not damage the beans. In fact, the journey 
  through it digestive tract removes the hard outer shell but 
  leaves the bean intact. The perfectly preserved beans are then 
  excreted out.
  The collection of these finest quality beans is guaranteed to 
  produce the best cup of kayana black imaginable. At present, a 
  single cup sells for more than Cr. 100 – and a gerridor ‘movement’ 
  can yield enough beans to make more than a dozen.
  Obviously, the origin of these ‘connoisseur cups’ might deter 
  some people from taking a sip. However, those who take their 
  kayana black seriously (and there is a burgeoning, if somewhat 
  pretentious, group that do), take a perverse delight in knowing 
  how it was made.
  A Darker Side
  Despite its verdant beauty, there are certainly dangers on 
  Phlume and a number of dangerous predatory creatures. 
  These pose no threat to visitors who stay aboard Deskala 
  Main and the local farmers know how to keep themselves 
  safe. However, along with the crops and cattle moved offworld, 
  there is an illicit market in these exotic, predatory beasts. A 
  few of these find their way to private collectors but most are 
  sold to illegal fighting rings. 
  Examples of these creatures include a multi-limbed monstrosity 
  called a ‘glythe’ which has a translucent body that renders it 
  almost invisible in forests or areas of long grass. It also makes 
  the spectacle of it feeding doubly terrible, as its prey as visible 
  whilst it moves from it mouth through to its stomach.
  ‘Vorvacs’ have proven equally popular purchases, thanks in no 
  small part to their mimicry skills which they use to imitate – and 
  thereby taunt their victims – as they slowly bleed them dry.
  Whilst none of these beasts are moved through the Starport 
  itself – Imperial procedures are too rigorous to make this a 
  viable option – Customs officers are aware of the problem and 
  have undercover operatives looking into it. They are certain 
  that the deals made to buy and sell these animals (which have 
  prospered by feeding on the livestock now covering much of 
  Jerarh) are being made inside the port. That means they are a 
  challenge and an affront to Imperial order – as will be dealt with 
  accordingly.
  Trouble in Paradise
  Most of Phlume’s population – and certainly the people that 
  travellers will meet aboard the Starport – are civilised folk. There 
  are those, however, who have spent so long out in the wilds that 
  their attitudes have changed. They have forgotten the advances 
  of sciences and its explanations for the patterns of the world 
  and fallen back on older, more superstitious rationales. Like the 
  primitive farmers of Old Earth they have taken to a belief in the 
  spirits of nature, of unseen forces that determine the success 
  or failure of a crop.
  Most of these beliefs, though a little odd to the eyes of an 
  outsider, are harmless. Some have even given rise to enjoyable 
  traditions, such as festivals celebrating the harvest and the 
  coming of spring. A few, though, have adopted a far more grisly 
  practise – that of human sacrifice.
  In the small, isolated farming communities where this is the 
  case, a stranger is taken each year when the crop does not 
  seem to be developing as well as it should. He is presented as 
  an offering to spirits of the land, his soul released and his body 
  given to the land.
  Such instances occur no more than once or twice a decade 
  and it is their infrequency which has prevented a more thorough 
  investigation of the disappearances.
  Ruthless Efficiency
  Those who work for her know that Governor Ashebeh 
  is a very driven woman. She constantly forces through 
  efficiency savings and explores ways of making the 
  Starport more effective. Anyone that gets in the way of 
  that it dealt with harshly.
  Player Characters who violate any laws on Deskala can 
  expect to feel the full force of Imperial Law. Equally, if they 
  prove themselves useful to Governor Ashebeh, they may 
  make a valuable ally – one who is on her way up.
  adventure seed
  The Player Characters are hired to track down a missing 
  person, who it turns out has been chosen as a sacrifice to 
  the land.
  The search will take the Player Characters to remote 
  areas of Phlume, populated by dangerous animals and 
  superstitious locals. Even should the Player Characters 
  locate the missing man, they run the risk of being turned 
  into sacrifices themselves – hunted by locals that know the 
  terrain far better than they do.
  
  82
  Famous Citizens
  A Governor on the Rise
  Shanwar Ashebeh is not famous in the conventional sense: 
  many of those who frequent her Starport do not know what she 
  looks like, and she certainly would never feature in the news 
  or gossip-casts. However, within the ranks of the SPA she is a 
  rising star. 
  Her work on Deskala has impressed a lot of people. It is now 
  one of the most efficiently run stations in the Imperium. The 
  organisational aplomb with which she manoeuvres the four 
  sections of Deskala Main is remarkable: they have not missed 
  a rendezvous in more than four years – and even then it was 
  only by a few hours.
  It can only be a matter of time before she is offered the Class B 
  (or even A) Starport that she is looking for. From there, a seat 
  on the SPA Board would not be out of the question.
  Le Quaine’s offices are stationed inside Deskala Main One – 
  though he has sub-offices in Mains Two, Three and Four. He 
  pushes the idea of efficiency and greater profitability, claiming 
  that it is for the good of everyone involved in the production of 
  agri-goods. 
  Persuasion
  From time-to-time, Le Quaine encounters a farmer 
  unwilling to sell his land – particularly if he is a member 
  of The Phlumite Cooperative. At such times, Le Quaine 
  employs independent trouble-shooters to ‘persuade’ the 
  farmers to sell-up and move on.
  If the Player Characters have a reputation for discretion 
  and/or getting their hands dirty they may well be 
  approached by representatives of Gaia Corp (though 
  they will keep their identity secret) and asked to fix this 
  problem.
  Alternatively, if they are seen as more honourable types – 
  with even a little of the Robin Hood about them – it may be 
  a farmer or the cooperative that contacts them and asks 
  for help dealing with Gaia Corp’s thugs.
  Ansel Le Quaine
  Gaia Corp’s Director of Operations on Phlume, Le Quaine is 
  a man raised in the city but forced to work on an agricultural 
  world. He despises the ‘great outdoors’ and even suffers from 
  a mild form of agoraphobia. The smell of cattle fields drives him 
  to distraction and endless seas of wheat and pastureland do 
  nothing to lift his soul. 
  Ansel Le Quaine would very much like to see production on 
  Phlume industrialised. Accordingly, he has sought every 
  opportunity to buy up the land of yokel farmers and set robots 
  to work tilling the soil. His vision would have Phlume relieved of 
  its unnecessary native population and functioning like any other 
  factory planet.
  A Buyers Market
  During harvest time the Purchase DM on Basic 
  Consumables in Deskala rises to +4. The DM on Luxury 
  Consumables rises to +3.
  Services
  Most of the visitors to Deskala expect a rapid turn around – 
  the opportunity to fill their holds with basic consumables, refuel 
  and be on their way. Governor Ashebeh’s astute management 
  assures that is usually the case. In fact the efficiency with which 
  she and her Executive Directors run the port means that waiting 
  times are lower than usual*
  Deskala’s Highport is equipped with a tanker ship, that is used 
  to refuel craft too large to dock directly with the port.
  * Governor Ashebeh’s expert management provides Deskala 
  with the equivalent of a Prime Headquarters Module, reducing 
  Berting and Refuelling Waiting Times. This has been accounted 
  for in the Starport Characteristics.
  Harvest 
  For the six week period that comprises the main harvest 
  time, enormous quantities of agricultural goods are available 
  on Phlume. These pass through the Deskala Starport as the 
  farmers and agri-corp’s seek to sell their wares. Obviously this 
  is a vital time for producers and Phlume make or break for the 
  entire season. Some goods can (and are) put into storage but 
  the abundance of produce inevitably drives prices downwards. 
  This has been exacerbated in recent years as the corporations 
  try to edge out the smallholding farmers.
  sidon (independent starport)
  Sidon has been variously described as a pleasure port, a great 
  place to do business, the future of the Vilis Subsector and a 
  night club in space. In truth, all of those monikers have a grain 
  of truth but none of them tells the whole story.
  To be understood, Sidon must be seen in the context of recent 
  political movements on Arden: the world where it is based. Arden 
  is – more or less unofficially – run by the Arden Society, a select 
  group of people who have earned (or paid for) their position in 
  the organisation. It is only from the ranks of the Arden Society 
  that members of the government may be elected.
  
  83
  This elite social group is committed to elevating Arden’s status 
  on the interstellar stage. With their ties to government and big 
  business – the two being inseparable on Arden – the society 
  has met with some success. Their aspirations are unashamedly 
  imperialist and, to this end, they have created the Federation 
  of Arden. Under this new banner, they have established 
  businesses on Zircon, Utoland and Caloran, and are looking to 
  expand further. It their eventual aim for other planets to join the 
  Federation, creating a new power in The Spinward Marches, 
  with Arden at its head.
  It has become apparent to members of the Society, however, 
  that Arden lacks the raw economic power to fulfil its aspirations 
  – at least, within the lifetime of the group’s current membership. 
  Accordingly, it has turned to another method of acquiring political 
  influence and might: intelligence, blackmail and subterfuge. 
  Beyond its official role as Arden’s Starport (a role it fulfils 
  admirably), Sidon is an enormous honey trap: a place where 
  secrets and rumours are traded, visitors are spied upon and 
  the imprudent lured into all manner of compromising positions. 
  Starport Characteristics: (Downport)
  Docking Fee: 1d6 x 100/100
  Berthing
  Small Craft: 15,000
  Starship: 9,000
  Capital Ships: -
  Waiting Time
  Small Craft: 1d6–4
  Starship: 1d6–2
  Capital Ships: N/A
  Fuel: 100/500
  Waiting Time:
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  Warehousing: 15,000
  Waiting Time:
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  Hazmat: 3,500
  Waiting Time
  Small Craft: 1d6–2
  Starship: 1d6–1
  Capital Ships: N/A
  Storage Cost: 300
  Repair facilities
  Small Craft: Hull, Systems, Structure
  Starship: Hull, Systems
  Capital Ships: N/A
  Waiting Time
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  Upgrades: Electronic Keypads, XT-line Cameras, External 
  Cameras, Interior Cameras, Camera Drones, Standard XT-line
  Port Characteristics (Highport)
  Docking Fee: 1d6 x 100/100
  Berthing
  Small Craft: 6,000
  Starship: 5,500
  Capital Ships: N/A
  Waiting Time
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  Fuel: 100/500
  Waiting Time:
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  Warehousing: 12,000
  Waiting Time:
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  Hazmat: 2,500
  Waiting Time
  Small Craft: 1d6–1
  Starship: 1d6
  Capital Ships: N/A
  Storage Cost: 300
  Repair facilities
  Small Craft: Hull, Systems, Structure
  Starship: Hull, Systems
  Capital Ships: N/A
  Waiting Time
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  
  84
  Upgrades: Airlocks and Vacuum Seals, Hydroponics Domes, 
  Electronic Keypads, Interior Cameras, Camera Drones
  Environment
  The Sidon Downport features a central cluster of hangers 
  grouped 
  around 
  the 
  station’s 
  Headquarters 
  building. 
  Surrounding the circle of hangers is an enormous super-casino 
  called the Federation Palace. This comprises a large hotel, 
  various restaurants, a shopping mall and numerous leisure 
  outlets. It is an invitation to all those arriving at the port to stop 
  for a while and unwind.
  Beyond the Palace, there is no distinct XT-line: the port simply 
  merges with the capital city of Ardenia. All Customs inspections 
  take place either inside the hanger when visitors arrive or within 
  one of the concourses used by commercial passengers waiting 
  to board their flight. By Imperial standards this seems lax but 
  the Arden Society is happy to foster an atmosphere where 
  people feel more relaxed. They can do so as (at least so far) 
  they have few enemies and no fear of terrorist attack. Besides, 
  they have other – more subtle – means of detecting illegal 
  activity and numerous ways to put such information to use once 
  they acquire it.
  The Sidon Downport houses a disproportionate number of 
  small hangers, reflecting the fact that many small craft (the only 
  craft that can be manufactured on Arden itself) make use of the 
  port. There is still a reasonable amount of room for larger, jump 
  capable vessels, a few of which belong to the government.
  Sites of Interest
  The Federation Palace
  Sidon is an unashamedly glitzy Starport, with the Federation 
  Palace at its heart. Catering to every level of society – and just 
  about every appetite known to man or alien – the Palace is 
  divided into several distinct zones.
  The largest zone is the Federation Plaza. It comprises an 
  enormous building filled with slot machines, virtual horse races 
  and card tables. It is lit by dazzling neon lights and never goes 
  dark: for 24 hours a day, it rings with the sound of hopes being 
  fulfilled or dreams dashed. Most visitors to the port will at 
  least pass through the Plaza, if only to take advantage of the 
  complementary food and drink. 
  Another popular attraction is the adult ‘dancing’ shows that are 
  a nightly event in the Cabaret de Burlesque. This venue is very 
  much the gateway to the unpublicised but equally vibrant (and 
  profitable) dark side of the Starport. Many of those who visit the 
  cabaret do so with the intention of just watching the girls dance 
  and having a few drinks. All too often they end up taking things 
  further than they intended. This is neither a coincidence nor a 
  surprise to those in the know: Starport authorities ensure that 
  drinks are available at a subsidised rate and turn a blind eye 
  to the sale of illegal narcotics. Many are the guests who have 
  woken up with thunderous hangovers, and little recollection of 
  what they did the night before. Others still wake in beds that are 
  not their own.
  Whichever manner of compromising activity drunken guests 
  involve themselves in, their actions are invariably recorded – 
  either on the cabaret’s numerous cameras or those hidden in 
  the hotel rooms set aside for use by the cabaret’s employees. 
  This information can then be used as the basis for blackmail or 
  manipulation, should the indiscreet guest prove to be someone 
  of use to the Arden Society.
  Smile for the Camera
  Given the proclivities of many Player Character groups it 
  could well be that they find themselves visiting the Cabaret de 
  Burlesque and making fools of themselves. 
  This could end up bringing them to the attention of Lucas 
  Fleming’s network of spies or the port authorities. Either way, 
  they may be asked to perform a service or two in exchange for 
  the incriminating evidence: compromising photographs, failed 
  dope tests and so forth.
  Examples of what they might be forced to do include:
  •	
  Starting a fight with an important visitor – who has several 
  large bodyguards – so that he can be brought in for 
  questioning or sent to the Trauma centre where blood and 
  tissue samples can be collected.
  •	
  Agreeing to transport a small but secret cargo, no questions 
  asked.
  •	
  Planting evidence on someone.
  The other famous area within the Palace is the Royale. This is a 
  far more exclusive zone than the Plaza and is where wealthier 
  guests, especially those who wish to play for higher stakes, 
  tend to be found of an evening. The average wager on a game 
  of cards in the Royale – there are no slot machines up here – 
  starts at Cr. 500. As with the Plaza many of the services are on 
  the house, though one can expect to nibble on hors d’oeuvres 
  and sip champagne rather than munch chips and drink bear.
  The Royale sits atop the pyramidal structure that houses the 
  Plaza, providing a commanding view of the Downport. A small 
  hanger at the very summit allows important guests to come and 
  go without having to mix with the riff-raff below.
  High Rollers
  Gaining access to the Royale is a question of confidence and 
  style. A character that is both well-dressed and looks at home 
  in the company of society’s elite will have little trouble getting 
  in. This requires a Persuade check, modified according the 
  character’s appearance and demeanour:
  
  85
  It is customary to dress appropriately for the Royale, with a 
  black tie or posh frock being the norm.
  Character’s Appearance
  Modifier
  Scruffy
  –4
  Normal clothing
  –2
  Smart clothing
  0
  Expensive evening-wear
  +2
  It is difficult for those not born to wealth and privilege to become 
  accustomed to it. A character’s demeanour upon entering a 
  place like the Royale reveals a great deal about his place in 
  society.
   
  Character’s 
  Social Standing 
  Corresponding 
  Demeanour
  Modifier
  5 or lower
  A fish out of water
  –4
  6 to 8
  Ill at ease
  –2
  9 or 10
  Reasonably relaxed
  0
  11 or higher
  To the manor born
  +2
  Referees may allow characters to conceal their true background 
  and class with the use of the Deception Skill. They might also seek 
  to gain access to the Royale through subterfuge or trickery – or 
  recommendation from a permanent member of the Royale Club.
  Even within the exclusive Royale, there is an upper echelon – 
  an elite group amongst the elite. These people are members of 
  the Royale Club. 
  In order acquire membership, one must be invited to join by an 
  existing member and the nomination must be seconded. Any 
  other member has the right to ‘black ball’, and thereby block, 
  this choice if he so chooses.
  Membership confers a number of privileges. Firstly, one’s 
  guests are always granted access to the Royale. Secondly, one 
  may participate in elite high-stakes card games that take place 
  within the club rooms. Participation in these games requires a 
  minimum stake of Cr. 1,000,000. The true value of membership, 
  however, is a chance to discuss business and strike deals with 
  the movers and shakers or Arden and beyond.
  Other sections of the Palace include a snow dome, several 
  swimming pools, three theatres and a low-G golf course. Add in 
  the huge shopping mall and eateries and there is something to 
  interest most visitors.
  All of the Palace’s zones are carefully monitored by CCTV 
  cameras and security personnel. Officially this is to ensure 
  the safety of guests and that nobody tries to cheat the system. 
  In reality, this is all part of a massive information gathering 
  exercise that provides details of those moving through the port, 
  whom they are with and what they are up to.
  The Embassies 
  Arden, and its fledgling Federation, is loyal to neither the 
  Imperium nor the Zhodani Consulate: and yet the position of 
  Arden puts it between the two.
  With the growth in Arden’s power and influence, ambassadors 
  from both the Third Imperium and the Zhodani Consulate have 
  been assigned to Sidon. The ambassadors are charged with 
  building a useful working relationship with the government 
  and businesses or Arden and assessing the possibility that an 
  alliance might be possible in the future.
  The Imperial ambassador, Freeman Holtz, is an experienced 
  diplomat. He has forged ties with notable politicians and 
  several members of the Arden Society. He is mindful not to 
  seem desperate or sycophantic, but rather to present strong 
  ties with the Imperium as something that will benefit Arden’s 
  own interests.
  Holtz has strict orders to monitor the relationship between the 
  Arden government and the Zhodani Consulate. Fears that 
  Sidon might be used as a stop-off point for Jump-4 warships en 
  route from Zhodani territory to the Denotam system ensure that 
  he takes this responsibility seriously.
  Holtz’s rival number from the Zhodani Consulate, Mahmoud 
  Shamii, has taken a different approach to building contacts on 
  the station. On just about any day of the week, he can be found 
  throwing lavish parties for guests ranging from local dignitaries 
  and business leaders to any visitors to the Starport that he deems 
  ‘interesting’. As a member of the Zhodani ruling class, Mahmoud 
  has well developed psionic abilities. He has given assurances to 
  the port authorities that he does not use these inappropriately but 
  there are few people who believe such a claim. Freman Holtz has 
  stated several times that were it not for Mahmoud’s expensive 
  parties nobody would even visit the embassy.
  There is a cold war brewing between the two ambassadors. 
  On a personal level, the two men detest each other – though 
  they are each aware that their opposite number is no fool. In 
  recent months both men have been pushing for funds or other 
  enticements that will allow their government to win favour with 
  the Federation. Holtz has highlighted the Imperium’s impressive 
  Welcome to the Club
  Acquiring membership of the Royale Club can serve as 
  an excellent goal for a group of adventurers. Challenging 
  them with befriending and earning the gratitude of an 
  existing member can lead to some excellent role-playing 
  opportunities.
  Membership should never be obtained too quickly, 
  however. It is best seen as a long term goal, earned only 
  after several successful encounters. 
  
  86
  ship-building capabilities, knowing full-well how desperate the 
  Arden government is to construct its own shipyard. Shamii 
  has stressed the honesty and integrity of the Zhodani over the 
  corrupt masses of the Imperium. The possibility of psionically 
  proficient allies has also been underscored.
  For now, the Arden government is quite content to play one 
  power off against another whilst its own wealth and influence 
  continues to grow.
  The Spying Game
  Player Characters visiting Sidon could easily become embroiled 
  in the spying and subterfuge that surround the two embassies.
  Holtz makes use of Imperial freelancers to carry out operations 
  for him. He knows that Shamii’s mind reading abilities might 
  compromise any agent uses: therefore, he uses a stream of 
  ill informed contractors that, if detected, cannot give away too 
  much information. Examples of the sorts of missions he assigns 
  include:
  •	
  Attending one of the parties at the Zhodani embassy to 
  gather intelligence – for example a guest list.
  •	
  Planting a bug on a visitor to the Starport who has had 
  meetings with Shamii.
  •	
  Recovering an item from the personal quarters of a member 
  of the Zhodani embassy staff.
  Mahmoud Shamii is just as busy when it comes to spying on 
  Starport comings and goings. If the Player Characters have 
  earned a reputation (of more or less any kind), they will find 
  themselves invited to an embassy party. Once there, Mahmoud 
  will make a fuss of them and ensure that they are introduced 
  to other noteworthy guests. Later in the evening, Mahmoud 
  will talk to his guests – apparently quite innocently – about 
  the people they have met. In this way, he gathers titbits of 
  information without ever questioning people directly. Based 
  on what he learns from these ‘chats’ he decides which guests 
  warrant further information – and perhaps even the use of 
  impressive telepathic abilities.
  Famous Citizens
  Spymaster
  Sidon is a hotbed of intrigue and deception, and at its very heart 
  is Lucas Fleming, the Arden Society’s spymaster. For more than 
  20 years, he has made the arts of surveillance and manipulation 
  his life’s work – and he is very, very good at it. 
  Fleming has changed his appearance several times – either 
  that or his name is in fact a job title; one that has been held 
  by different people over the years. His most recent incarnation 
  appears as an unassuming man in his late 40s with thinning 
  blonde hair, and starkly pale eyes. 
  Most visitors to Sidon will never hear Fleming’s name, let alone 
  see him. He has no official office or role on the station. He does, 
  however, have a habit of showing up unexpectedly and as if 
  from nowhere when someone important has been caught in the 
  act of doing something foolish. 
  At the Centre of the Web
  Lucas Fleming is an important and intriguing Non-Player 
  Character but one that Referees must use sparingly. If a group 
  of Player Characters do meet him, they are almost certainly 
  in trouble. He is only interested in people who he considers 
  useful – which means he will uncover or orchestrate a way to 
  manipulate them – or a threat. If the latter proves the case, the 
  Player Characters would do well to leave not just Sidon but 
  possibly the subsector. 
  Fleming is both a genius and utterly ruthless. He answers 
  directly to the Arden Society and then only the highest ranking 
  members of the group. This technically means that he outranks 
  the Starport Governor; a fact that never fails to irk Miss Bayaro.
  Character 
  Career Path 
  Str 
  Dex 
  End 
  Int 
  Edu 
  Soc
  Assassin 
  Agent (4) 
  9 
  11 
  10 
  8 
  8            7
  Athletics (co-ordination) 2, Drive 1, Engineer (electronics) 1, Gun Combat (slug pistol) 3, Melee (unarmed) 3, Recon 3, Stealth 3
  Reaper Autopistol, blade, Combat Drug (3 doses), Cloth Armour (5)
  New Equipment
  Weapon TL 
  Range Damage Auto  
  Recoil Mass 
  Mag 
  Cost 
  Ammo 
  Reaper  
  8 
  Pistol 
  3d6 
   
  5 
  0 
  1 
  15 
  950 
  20
  Autopistol 
  
  87
  Several years ago, Fleming underwent a highly experimental 
  form of surgery that replaced a section of his brain with 
  cybernetic implants. This allows him to retain detailed files on 
  thousands of ‘interesting individuals’ and to link directly with 
  Sidon’s central computer system. As a result, he is alerted as 
  soon as anything notable happens within the port. A further 
  bonus of this surgery is that Fleming has an immunity to most 
  psionic powers – something that baffled Mahmoud Shamii the 
  first time the two met.
  Fleming is usually subtle enough to dispose of his enemies 
  without ever having to dirty his own hands or those of the people 
  near to him. If a problem must be dealt with especially quickly, 
  he employs a cadre of elite assassins that are on permanent 
  standby.
  The Reaper Autopistol is manufactured on Arden and represents 
  state of the art firepower for the planet’s covert operatives. It 
  contains a built-in silencer, designed to work with the pistol’s 
  higher than usual automatic fire capability, and an integral laser 
  sight (+1 DM bonus on attacks that are aimed). 
  Queen of the Palace
  Celestine Bayaro is the Governor of Sidon and, by default, 
  manager of the Federation Palace. A flamboyant woman, she is 
  seen throughout the Starport during her daily walkabouts and, if 
  Lucas Fleming is the power behind the throne, she is the person 
  in front of it.
  Ms. Bayaro, like her parents and their parents before them, is a 
  member of the Arden Society. She is fully ware of the long term 
  goals of the organisation and the importance of promoting the 
  Federation. Much of her time is spent talking up the advantages 
  of membership and recruiting as many independent ship 
  captains as she can.
  Inevitably, this means she delegates a great deal of responsibility 
  when it comes to the day-to-day operation of the port. Thankfully 
  a very solid team of deputies lead by her brother, Miles, takes 
  care of such things.
  Services
  Ship Repairs
  The facilities in Sidon, when combined with the nearby 
  government yards, allow for the production of Small Craft. They 
  also facilitate repairs and maintenance of larger ships. However 
  – and to the constant chagrin of the Arden government – they 
  cannot build jump capable ships.
  Trade Tariffs
  The Starport’s attitude towards the Imperium is neither friendly 
  nor hostile. A 1% tariff is charged on all goods passing through 
  the port: this is based on the Base Price of goods, irrespective 
  of how much they were bought or will be sold for. Imperial craft 
  are expected to pay this just like anyone else.
  The Federation has struck deals with a number of independent 
  traders, which sees this charged waived. In exchange for 
  membership of the Federation – an agreement that at the 
  moment does not place restrictions on where ships can or cannot 
  trade – there is no charge for moving cargo through Sidon. It 
  seems likely that at some point in the future, the Federation will 
  call in this debt. What form that will take is anyone’s guess.
  Ambassador Holtz has been campaigning hard to see this tariff 
  removed for Imperial vessels, but so far without success.
  Staying for a While
  Inside the Federation Palace is a huge hotel, The Regal. This 
  provides rooms of all kinds, ranging from Economy to Opulent. 
  Given the desire to encourage longer stays and subsequent 
  visits to the casino, these rooms are available for 50% of the 
  usual cost. 
  The Regal has full room service, an extravagant nightclub, 
  restaurants preparing cuisine from across the subsector and a 
  zero-G swimming pool.
  new Mara 
  (independent starport)
  In the technologically advanced civilisations of the Imperium 
  and beyond, there are those who yearn for something simpler 
  – something primal. Some sentient beings feel that technology 
  can act as a barrier between the individual and the natural world 
  and that this has a diminishing effect on the self.
  There are also those that glory in the thrill of the hunt, which 
  relish the chase and the kill – especially when the prey has the 
  potential to fight back.
  New Mara looks to satisfy both of these desires – the longing 
  for a raw and unfettered existence and the urge to hunt and live 
  by one’s wits alone.
  The Starport was built some 30 years ago by Arkady Derovic, 
  a man who had been born on the rugged world of Ianic in the 
  Lunion Subsector but spent most of his life on Jewell. Despite 
  enjoying enormous success as a businessman, Derovic always 
  yearned for something more. He believed that some part of him 
  was being neglected – and that without nourishment, it would 
  die. It may well be that Derovic had more than a little Jonkeereen 
  blood in him and that this was the source of the voice which drove 
  him to abandon the comforts of his adopted home.
  
  88
  Selling his businesses to fund the purchase of a dilapidated 
  heavy freighter, Derovic filled the hold with used Scout Service 
  prefabricated base modules and as much fuel and supplies as 
  he could manage and plotted a course for Mewey in the Five 
  Sisters Subsector. His plan was a simple one – provide a port in 
  the Mewey System from where visitors could explore the diverse 
  ecologies of the neighbouring worlds and systems. Arkady felt 
  certain that there would be a demand for such excursions – not 
  because of any research he had done but based rather on the 
  strength of his own feelings – and yet realised that without a 
  Starport, there would be no visitors to the system.
  Reasoning that to turn a profit, he would also need to provide 
  more than a glorified holiday destination, Derovic also saw 
  Mewey as an ideal location from which to provide services to 
  traders travelling from the Five Sisters Subsector to District 
  268. To this day he refuels ships heading that way and, though 
  their numbers have never been great, doing so provides a 
  steady income.
  The first 10 years of business were hard. Derovic struggled to 
  advertise the existence of the port and initially could provide 
  only the most basic of services to those few ships that did 
  pass through. Luckily for Derovic, one of his early clients was 
  a man who saw the potential of his ideas and agreed to invest 
  enough money to provide the Starport with the refuelling and 
  repair equipment it needed to make it a legitimate destination 
  for visiting ships. The investor, Clement Reed, also helped to 
  promote the port and the diverse range of ‘safari worlds’ within 
  the Mewey, Tondoul and Ochecate systems.
  Gradually, the number of visitors increased and New Mara 
  Starport steadily expanded. Now, it has more than 30 hangers, 
  supplies refined fuel and offers basic servicing and repair 
  facilities. It is also the premiere destination for big-game 
  hunters, safari enthusiasts and anyone wishing to get back to 
  nature. Recently, the Scout Service established a small base 
  inside the Starport, which serves as a training centre for new 
  recruits. The safari worlds in-system provide them with perfect 
  opportunities to hone and develop their survival skills. 
  Port Characteristics (Downport)
  Docking Fee: 1d6 x 100/100
  Berthing
  Small Craft: 4,000
  Starship: 6,000
  Capital Ships: –
  Waiting Time
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  Fuel: 120/600
  Waiting Time
  Small Craft: 1d6–2
  Starship: 1d6–1
  Capital Ships: N/A
  Warehousing: 10,000
  Waiting Time
  Small Craft: 1d6–2
  Starship: 1d6–1
  Capital Ships: N/A
  Hazmat: 2,000
  Waiting Time
  Small Craft: 1d6
  Starship: 1d6+1
  Capital Ships: N/A
  Storage Cost: 200
  Repair facilities
  Small Craft: Hull
  Starship: Hull
  Capital Ships: N/A
  Waiting Time
  Small Craft: 1d6–2
  Starship: 1d6–1
  Capital Ships: N/A
  Upgrades: Standard XT-line.
  Environment
  The lowlands of Mewey are clogged with a dense, inhospitable 
  atmosphere incapable of supporting human life. Low lying 
  swamps known as ‘stinks’ present particular dangers: as well 
  as swathes of ‘sinking mud’, they lay beneath a veil of choking 
  clouds and explosive gas -pockets. The presence of ravenous 
  lizard swarms referred to as ‘razor jaws’ exacerbates problems 
  even further.
  The extensive highland regions rise above these dense areas 
  of pressure and present a breathable atmosphere. Most visitors 
  to the planet restrict their movements to these upland districts. 
  However, those wishing to hunt berrovines sometimes equip 
  themselves with breathing apparatus and sealed vehicles and 
  venture ‘downwind’.
  Sites of Interest
  Safari Worlds
  Dewey itself offers a diverse ecosystem, rich in wildlife and 
  with many varieties of beautiful plants, flowers and trees. A 
  good deal of the visitors to New Mara never feel the need to 
  
  89
  venture offworld. Those that do, find some equally impressive 
  environments on neighbouring planets and moons.
  Dewey
  Many of those who come to Dewey do so in order to hunt 
  Ascalots and Berrovines. The former are a breed of predatory 
  flyers that can produce their own thermal currents, allowing them 
  to glide silently towards their prey. Berrovines are subterranean 
  monsters with dagger-sharp quills which allow them to burrow 
  through the earth at terrifying speeds.
  Ascalots spend much of their time, miles above the surface of 
  Mewey. Their slim, ray-like bodies harness the thin air-currents 
  and they descend only for a few hours each day to feed. This 
  occurs around dawn and dusk, when the half-light allows the 
  Ascalots’ to enact their silent ‘death glide’, picking off creatures 
  that never see them coming.
  It is believed by some naturalists that berrovine colonies 
  have hollowed out enormous sections of land, producing an 
  endless network of tunnels beneath Mewey. Sensing prey 
  through a combination of smell, vibration and electrical activity, 
  berrovines scoop away the ground beneath their prey, causing 
  it to collapse. They then pounce on their startled quarry, goring 
  it with spines and claws.
  Kades
  The smaller of Dewey’s two moons, Kades is a frigid place 
  with a permanent covering of snow. Beneath its surface are 
  labyrinthine ice tunnels that, thanks to geothermal energy, are 
  slightly warmer than the moon’s surface. Living in these tunnels 
  is a species known as ‘crystal moths’. These animals have 
  developed a way of absorbing ice crystals into their skin, giving 
  it a beautiful, iridescent shimmer. On brittle wings of frost, they 
  flit about the caverns searching for food. In the larger caverns, 
  colonies of tens of thousands of moths swarm together, forming 
  a sight that few visitors ever forget.
  Magdala
  The larger moon is home to the fearsome erag. These armour-
  plated monstrosities are extremely territorial, attacking even 
  their own kind except during brief mating-periods when they 
  become oddly docile.
  Adapted to Magdala’s barren surface, erags are able to crush 
  rocks between their teeth in order to extract the lichen growing 
  within. When used as an offensive weapon this same bite can 
  shear through steel.
  Also resident to Magdala are Hylothops – or ‘plumes’ as they are 
  known in the hunting fraternity. Plumes are singular creatures that 
  feed from gas vents that scar the moon’s surface. This unusual 
  diet has a number of consequences. Firstly, plumes are able to 
  leap enormous distances by venting gas from their mouths*. 
  Secondly, they have an extremely strong smell – so bad, in fact, 
  that fumigation is required if one is stored inside a ship’s hold 
  for even a day. Lastly, and most significantly, they explode when 
  shot. Unsurprisingly, this has made plume hunting a popular 
  pastime amongst certain types of hunters – namely those with 
  little real skill, who want a spectacular end to their hunt.
  *It is a matter of contention whether a plume’s single orifice 
  should be referred to as its mouth or anus. It both absorbs and 
  expels all foreign matter from this single hole – no doubt giving 
  rise to the derogatory phrase ‘plumehead’ for someone accused 
  of speaking from ‘the wrong end’
  Dis
  Located in the Ochecate System, just a short jump from Mewey, 
  is an arid world called Dis. It has very little surface water, except 
  at the poles, where most of the world’s life forms are clustered. 
  Derovic often visits Dis himself as it reminds him of Ianic. 
  Hunters seeking a singular challenge come here for a quite 
  different reason – to try to bring down a manteel.
  Manteel are monstrous rays that inhabit the polar seas but are 
  also able to take to the air. Their skin covers a layer of tough 
  blubber, muscle and bone rendering them invulnerable to small 
  weapons fire. A hunter that wishes to bag a mantel will need to 
  do so from inside a vehicle. Even then, there are tales of craft 
  plucked from the air by huge bulls and swept beneath the waves.
  A fully grown mantel has a wingspan in excess of 100 metres. 
  Besides their fearsome bite, they are able to generate subsonic 
  booms that can paralyse their prey’s nervous systems. Some 
  say these silent screams also play havoc with ship’s sensors.
  Dubois’ Gunsmiths
  One of the first traders to set up a permanent business in new 
  Mara was Elena Dubois. An ex-marine who found she enjoyed 
  the company of people much less than she once had, Dewey 
  offered her the solitude she had been seeking. In addition, she 
  enjoys hunting and often places her daughter, Severine, in 
  charge of the shop while she is gone for days at a time stalking 
  Ascalots and Berrovines.
  Putting her military experience to good use, Elena specialises 
  in bespoke weapons. By modifying standard builds – and 
  even crafting components from scratch – she offers a unique 
  range of hunting tools. As a result of the unique nature of her 
  wares, she gets a lot of repeat business: her customers cannot 
  acquire ammunition for the guns elsewhere. Even allowing for 
  this, many consider her products so good that they do not mind 
  buying bulk orders of ammunition or visiting New Mara once a 
  year to re-supply.
  
  90
  Bespoke Weapons
  Dubois’ Gunsmiths stocks a range of specially modified and experimental weaponry. Many of these are made to order, but 
  there are some examples available for purchase. Presented below are a few examples.
  Man o’ War
  Designed to capture erags on the moon of Magdala, this weapon is based on the frame of an elephant gun. It fires a web of 
  harpoon-tipped cables that pierce and grip the erags’ tough hide. The projected cables remains secured to a reel, affixed to 
  the base of the gun.
  The weapon is designed to be mounted on the back of a vehicle – and needs to be, as a harpooned erag will inevitably try to 
  run. Given that a fully-grown adult weighs in excess of a ton, stopping it from doing so is not easy.
  This model has found wider use in the hands of bounty hunters, who value both its ability to ensnare a target and the fact it 
  rarely inflicts a lethal wound. That is not to say the injuries it inflicts are not extremely painful, leading to excessive scarring 
  of the target’s skin.
  A target struck by a Man o’ War must make a Strength check, with a negative DM equal to half the damage caused by the 
  weapon (before armour is subtracted). If this Strength check is failed the target is immobilised.
   
  Seeker-Rifle
  Firing shells fitted with a micro-computer and sophisticated tracking equipment, a seeker-rifle is an extravagant purchase but 
  one that leaves the target with little chance of escape. 
  The rifle is a high-velocity weapon that launches what amounts to a miniature robot, housed inside an armour-piercing shell. 
  This can only occur after the weapon has locked-on to its target using a long-range vision-enhancement sight known as an 
  ‘Odin Eye’.
  There is room inside the body of the shell for the addition of either a high explosive charge, a quantity of acid or a dose of 
  poison. This is ‘released’ once the shell impacts with its target. If for any reason the shell misses, the payload is designed to 
  remain intact.
  The micro-computer inside the shell is able to adjust its trajectory and speed to seek out its target. This is accomplished 
  through the movement of several tiny fins and a secondary booster charge built into the shell.
  *Damage is increased by the ammunition payload:
  •	
  High Explosive adds 1d6 to Damage.
  •	
  Acid inflicts an extra point of Damage for 1d6+1 rounds.
  •	
  Poison delivers a dose of either arsenic or neurotoxin (see Traveller Core Rulebook, page 74).
  Attacks made with a Seeker-Rifle treat all ranges beyond Short as Short range. In addition, they ignore the first –2 DM due 
  to conditions.
  For example, A character firing a Seeker-Rifle through smoke (–1 DM) at a target who has full cover), would suffer only a –3 
  rather than –5 DM.
  Solaris Pistol
  Whilst pushing the description of a pistol to its limits, the Solaris is just about compact enough to be concealed beneath a long 
  coat. It projects blasts of super-heated gas that are hot enough to liquefy soft metals.
  The fuel canister is a miracle of compact design, containing enough fuel for half a dozen uses. It can be reloaded with an 
  efficiency that rivals that of semi-automatic pistols.
  A target struck by a blast from a Solaris Pistol suffers full damage the round it is struck and half damage the turn after. 
  Flammable targets struck by a blast are set aflame.
  
  91
  Dubois is a creative genius when it comes to weapons design. 
  She could easily have found employment with a large weapons-
  tech corporation but prefers the freedom to tinker and design 
  guns for real hunters. 
  She is able to improve on just about any standard weapon. Her 
  modifications include:
  •	
  Increasing magazine capacity.
  •	
  Reducing recoil.
  •	
  Increasing range.
  •	
  Developing a collapsible version of the weapon.
  •	
  Removing all metallic components of a weapon so that it 
  can pass through a scanner.
  Typically these modifications take a few days and increase 
  the Cost of the gun by 50%. Exactly what she can and cannot 
  accomplish is determined by the Referee.
  Famous Citizens
  Javier Martinez is the hunter’s hunter. He has tracked, killed and 
  captured almost every game animal in The Spinward Marches. 
  Now in semi-retirement, he lives about 50 miles from New Mara 
  Starport. He is on good terms with Arkady Derovic and the two 
  men have hunted together a number of times.
  Unknown to Derovic – or anyone else – Martinez has hunted 
  not just animals but sentient beings. From time to time he still 
  organises illegal man hunts, inviting high paying clients to join 
  his hunt. His quarry consists of inmates from penal institutions 
  across the subsector. Martinez buys them from corrupt wardens, 
  knowing that they will never be missed. Indeed, some of these 
  wardens are offered complementary places on the hunt. His 
  other clients include rich corporate types and several high-
  raking politicians.
  Discretion is obviously key to Martinez’s operation. He never 
  organises more than a couple of hunts each year, and ensures 
  that they take place well away from the Starport. On one 
  occasion, however, visiting safari goers stumbled across a hunt 
  in progress and Martinez was forced to eliminate them. Using 
  his skills as a hunter, he made their deaths look like an accident. 
  He knows that should such a thing happen again, the matter will 
  be investigated more thoroughly.
  Man o’ War
  TL
  Range
  Damage
  Auto
  Recoil
  Mass
  Mag
  Cost
  Ammo
  9
  Ranged (pistol)
  3d6
  No
  3
  10
  1
  2,000
  100
  Seeker-Rifle
  TL
  Range
  Damage
  Auto
  Recoil
  Mass
  Mag
  Cost
  Ammo
  13
  Ranged (rifle)
  4d6*
  No
  1
  5
  20
  5,500
  5,000
  Solaris Pistol
  TL
  Range
  Damage
  Auto
  Recoil
  Mass
  Mag
  Cost
  Ammo
  10
  Ranged (shotgun)
  3d6+3
  No
  –1
  3
  9
  2,500
  100
  adventure seed
  The Player Characters encounter a man on the run, pursued 
  by big-game hunters. The runaway is the target of one of 
  Martinez’s hunts. He begs the Player Characters for help, 
  claiming that he should never have been in prison in the 
  first place.
  If the Player Characters offer assistance, they will 
  themselves become the targets of Martinez’s latest hunt – 
  with the master tracker hot on their trail. He is accompanied 
  by his rich clients, who are kitted out with all sorts of exotic 
  weapons and vehicles.
  Even if the Player Characters do not intervene, they will 
  need to ensure that there is no sign they have discovered his 
  activities. If not, they will still find themselves being stalked.
  Services
  Ship Repairs
  New Mara does not have a Highport; however it does offer 
  refined fuel and simple repair facilities. 
  Transport
  A range of off road vehicles are available for hire in the Starport. 
  There are also a number of tour guides that offer their services to 
  hunters and safari goers. Some of these are officially sanctioned 
  by Derovic: they know the terrain very well and guide visitors to 
  the best locations to find animals. The charge for their services 
  is Cr 100 per day or Cr 500 for a week. 
  There are other, less reputable guides who mill around outside 
  the XT-line and are available for half this price. They do not 
  know the terrain as well, however: nor are they as mindful of 
  their client’s safety.
  
  92
  Menagerie
  One of the more profitable concessions inside the Starport – 
  Hames’ Menagerie – specialises in the sale of exotic animal. 
  These have been gathered from throughout the system and 
  a few come from even further afield. On several occasions, 
  animals purchased here have been released into the wild in 
  order that they might be hunted down. On at least one occasion 
  the quarry – a rare simian predator called a Landool – eluded 
  pursuit and disappeared into the wilds. Whether it managed to 
  survive and breed with the native species is unknown.
  A number of these animals are illegal on worlds within the 
  Imperium. This does not stop the proprietor, Karl Hames, selling 
  to anyone that can pay. What his clients do with their new pets 
  is their own business.
  the Boneyard
  A battered remnant of the Frontier Wars the Megalith was once 
  a proud battleship, its reputation known and feared throughout 
  the subsector. Now, after countless engagements and a final 
  titanic battle against overwhelming odds, it is no more than a 
  hulk – a steel carcass, apparently adrift on the edge of the Yiktor 
  System. Yet, within its cavernous shell is an entire Starport. A 
  place known as The Boneyard.
  The Boneyard is, in the truest sense, an independent port. 
  It owes no allegiance to any single government, corporation 
  or race. It is a free port, offering sanctuary to anyone so 
  long as they abide by The Truce. Those who violate it are 
  dealt with harshly. Should they survive this retribution, they 
  are exiled forever.
  The Boneyard was never constructed nor even conceived as 
  a Starport. Rather, it grew in an almost organic fashion. The 
  Megalith, despite having sustained extensive damage in its final 
  battle, still maintained integrity in a number of sections including 
  life support and the one of the cargo holds. A group of radicals 
  from Querrion – dubbed the dregs by their government – were 
  the first to seek refuge inside the drifting wreck. They found 
  supplies and a safe place to hold-up whilst their government 
  continued its persecution.
  As the dregs searched the ship, they found several more 
  relatively undamaged areas, and set about salvaging parts 
  and conducting repairs. The discovery and renovation of a 
  hydroponics dome proved especially important. Many of the 
  original plants were dead but supply runs to Prinx and Sansibar 
  replenished stocks and meant that the dregs would have the 
  capacity to produce their own oxygen and food.
  Within a few months, a colony of over 200 people was 
  resident on the Megalith. They brought with them their ships 
  and belongings. The belly of the ship – blasted away in the 
  Megalith’s final battle – served as harbour for the settlers’ 
  vessels, secreting them away from prying eyes.
  Over time, the dregs came to think of Megalith as their home. It 
  represented a place where they could make their own laws and 
  live in peace. It was precisely what they had been searching for. 
  Surreptitiously, many of their brethren who were still in hiding on 
  Querion or scattered throughout the Subsector, were contacted 
  and invited to settle in this new home. With each new addition 
  to the Qabal – as the dregs called their clan unit – came further 
  knowledge and expertise.
  Over the next few years, the dregs explored the area around 
  their new home. It transpired that the Megalith was not the only 
  ship to have suffered in that great battle: countless smaller 
  craft had also left their ‘bones’ behind as well. Salvaging all 
  that they could, the dregs made further additions to their base 
  and tethered a flock of broken ships about the hull. For the first 
  time, the place began to resemble the Boneyard it would later 
  be known as.
  A defining moment in the history of the colony occurred when 
  a damaged ship drifted within range of the colony. A distress 
  signal made it clear that the crew were unable to prevent their 
  craft drifting towards Yiktor’s sun. From there, it would only be 
  a matter of time before a decaying orbit captured them and 
  hauled them down to fiery end. The dregs – every man and 
  woman of age – voted on what should be done. It was decided 
  that aid would be offered to the strangers, even if it meant 
  exposing the colony.
  Not only did the dregs successfully rescue the crew of the 
  helpless ship, they conducted repairs and offered them fuel: 
  in their years of isolation they had become inventive and 
  highly adaptable, and were able to jury-rig systems in ways 
  that few technicians would ever consider. Inadvertently, they 
  were providing their first services as a Starport. The rescued 
  crew left several days later, precipitating a nervous wait for the 
  dregs: would their act of kindness backfire? Many still feared 
  that representatives of the Querion government might come 
  looking for them.
  As it turned out, the rescue did unearth the settlement’s location 
  – but only to merchants and travellers through the Yiktor 
  System. Over time, more and more vessels sought harbour, fuel 
  and repairs – services that the dregs were happy to provide in 
  exchange for credits or barter. The Boneyard, as the port was 
  dubbed by its new visitors, gradually expanded to accommodate 
  a greater number of ships. 
  To this day, the dregs retain a fiercely independent stance. 
  They will offer succour to anyone, so long as they can pay 
  or trade and abide by the rules of the port. This has, perhaps 
  unfortunately, given The Boneyard a reputation for harbouring 
  
  93
  those who would be turned away elsewhere. More than a 
  few pirates, criminals and marked men can be found in The 
  Boneyard. This, in turn, can frighten away some of the more 
  legitimate traders. Most of the time, though, people of all sorts 
  rub shoulders inside the port and respect each others’ rights to 
  go about their business.
  Port Characteristics (Highport)
  Docking Fee: 100/100
  Berthing
  Small Craft: 6,000
  Starship: 5,000
  Capital Ships: –
  Waiting Time
  Small Craft: 1d6–2
  Starship: 1d6–2
  Capital Ships: N/A
  Fuel: 150/550
  Waiting Time
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  Warehousing: 35,000
  Waiting Time
  Small Craft: 1d6–2
  Starship: 1d6–1
  Capital Ships: N/A
  Hazmat: 5,000
  Waiting Time: 1d6
  Small Craft: 1d6–1
  Starship: 1d6
  Capital Ships: N/A
  Storage Cost: 250
  Repair facilities
  Small Craft: Hull, Systems
  Starship: Hull, Systems
  Capital Ships: N/A
  Waiting Time
  Small Craft: 1d6–2
  Starship: 1d6–1
  Capital Ships: N/A
  Upgrades: Airlocks and Vacuum Seals, Hydroponics Domes, 
  Electronic Keypads
  ‘The Boneyard hides in the shadow of one of Yiktor’s moons and 
  comes out at you from the black like some great mausoleum. 
  All those other ships resemble headstones surrounding a 
  central vault. I don’t know what battle the Megalith died in, 
  or even the tale of her passing but her bones are mighty 
  impressive. Sections of the superstructure still sprout from the 
  hull like ruptured ribs, creating the impression that her guts 
  were taken out.
  Thing is, though, she’s not as dead as she looks. Amongst all 
  those corpses and husks there’s plenty of life. It’s just hidden 
  away. You wake the sleeping beast, she gets real mean. I’ve 
  seen her guns take down a cruiser like it was nothing. And if the 
  guns don’t get you, those dreg-ships will. They’re like jackals. 
  They circle and probe till they find a way in, then pounce. After 
  that, there’s another corpse for The Boneyard.’
  — Captain William Defraytus, Bounty Hunter.
  The Truce
  No authority is recognised within the Boneyard, save that of 
  the port itself. The rules and social conventions that govern 
  behaviour on the station are derived directly from Qabal 
  law. From these, come the tenets of The Truce: rules that 
  everyone coming aboard is expected to respect and uphold. 
  These state that:
  •	
  No sophont shall raise his hand in anger, only in defence.
  •	
  No trade shall be made unless both parties agree freely.
  •	
  All sophonts are free to come and go, so long as they 
  acknowledge The Truce.
  •	
  To violate The Truce is an assault upon every member of 
  the Qabal
  Though essentially a peaceful people, the dregs are utterly 
  merciless when it comes to upholding The Truce. This is a direct 
  consequence of the persecution they suffered on Querion. They 
  believe all sentient beings should be free to live as they please, 
  so long as doing so does not prevent others doing the same.
  In the event that someone violates The Truce, every member 
  of the Qabal – which now exceeds 1,000 souls – will abandon 
  their duties to hunt down and expel the perpetrator. The last 
  tenet, in particular, is interpreted in a stunningly literal manner. 
  Breaking The Truce is considered akin to physically attacking 
  members of the clan. The response from Qabal-members is 
  correspondingly ruthless and violent.
  Unintentionally this direct, no-nonsense approach has made 
  The Boneyard an attractive destination for wanted criminals and 
  anyone who is on the run. Within the station, these renegades 
  know where they stand and feel as though they can, to some 
  extent, let down their guard and relax. A bounty hunter wishing 
  to claim a mark holed up on the station will have to get past 
  every resident dreg before he can leave and claim his reward. 
  The same is true for law enforcement officials seeking to 
  apprehend suspects: there are no extradition treaties on The 
  
  94
  Refereeing the Dregs
  The dregs are a people that were driven into the shadows of their home world. They learned to scavenge and make-do, and 
  became resilient and determined. When they fled into space and established The Boneyard, the station took on an almost 
  religious importance. For many dregs it is the Promised Land – a greasy, murky one but a place where the dregs hope to 
  live in peace.
  This struggle still colours everything they do as a people and explains why they are so ferociously independent. They would 
  literally die before allowing others to impose their will upon them.
  Dregs are very loyal to each other and to the Qabal as a whole. They accept newcomers without the preamble encountered 
  in most cultures – and certainly most Starports. Dregs believe that anything more than the most cursory of questions when 
  meeting someone for the first time is a violation of that person’s free will. Enquiries about someone’s past, generally, are 
  seen as rude and obtrusive.
  This is not to say that dregs are trusting or naïve. Quite the contrary; they mistrust anyone from outside the Qabal. They 
  will, however, give them the benefit of the doubt and – whilst maintaining a polite distance – allow them to use the Starport’s 
  facilities.
  Typical Dreg Non-Player Characters
  Character 
  Career Path 
  Str 
  Dex 
  End 
  Int 
  Edu 
  Soc
  Scavenger 
  Drifter 
   
  7 
  8 
  7 
  8 
  7             6
  Mechanic 
  (Scavenger)
  Pilot (small craft) 1, Mechanic 2, Vacc Suit 1, Zero G 1, Gun Combat 0, Recon 1, Sensors 1, Engineer (electronics) 1, Melee 
  (unarmed) 1, Computers 1
  Most dregs aboard the station fall into this category. They spend their days servicing the aged port or searching for useable 
  parts in the Charnel House.
  Character 
  Career Path 
  Str 
  Dex 
  End 
  Int 
  Edu 
  Soc
  Trader  
  Merchant 
  6 
  8 
  7 
  9 
  7            6
  Advocate 1, Broker 1, Persuade 2, Streetwise 1, Gun Combat 0, Melee (unarmed) 1
  Roughly one tenth of the dreg population dedicate their time to dealing with visitors to the station. They have become canny 
  traders, well versed in the art of bartering, and know how to drive hard bargain.
  Character 
  Career Path 
  Str 
  Dex 
  End 
  Int 
  Edu 
  Soc
  Jackal 
   
  Army 
   
  8 
  9 
  8 
  7 
  7            6
  Pilot (small craft) 2, Mechanic 1, Vacc Suit 1, Comms 1, Sensors 1, Gunnery (turrets) 2, Gun Combat 0, Melee (unarmed) 1
  A portion of dregs are trained specifically to protect The Boneyard and to deal with those who violate The Truce. At any given 
  time, at least 20 Jackals will be aboard dreg-fighters and hidden amidst the debris that surrounds the station. From there they 
  can be called into action at a moment’s notice.
  Dregs are essentially human but have developed a characteristic stoop and a shuffling gait. This creates the impression that 
  they are a little shorter than the average human.
  
  95
  Boneyard. Given that the exterior of the station is bristling with 
  weapons – a mixture of new additions and those left over from 
  the Megalith’s last stand – this is further complicated. Even 
  those who manage to escape the port with a suspect are likely 
  to be shot down before they can jump away.
  Environment
  The Boneyard is essentially a Highport and therefore has an 
  entirely artificial atmosphere. Whilst this is true of all Highports it 
  has particular significance in this instance, as the dregs see the 
  station as their home first and a Starport second. They need the 
  trade and barter that visitors bring in order to survive but they 
  are very protective of their air and food supplies. This attitude 
  manifests itself via the dregs’ hatred of waste which, whilst not 
  a breach of The Truce, is severely frowned upon. Smoking, 
  the burning of candles or incense or the production of noxious 
  gases is entirely forbidden. Visitors who violate this rule more 
  than once are usually exiled.
  Sites of Interest
  The Charnel House
  The dregs – and those who pay a fee – carefully pick over the 
  bones of the smaller ships surrounding the Megalith. Though 
  none are flight worthy in and of themselves, there is some 
  valuable salvage to be had.
  There is no fixed fee for ‘harvesting’, rather it is determined on 
  a case by case basis depending on how much salvage is taken, 
  the condition it is in, how valuable it is and – most importantly – 
  how members of the Qabal feel about the salvager.
  Harvesting
  There are no hard and fast rules for fixing a price for salvage 
  taken from The Charnel House – the dregs are an enigmatic 
  people. As a guide, salvaged ships’ systems and spare parts 
  should cost between 25% of their value (for someone the dregs 
  ‘trust’ and hope returns to the Starport) and 75% (for someone 
  about whom they have no strong opinion). All of these parts will 
  require further work to get them functioning again.
  Characters who manage to earn the ire of the dregs are usually 
  expelled from the station. Those that somehow avoid this and 
  are still granted Harvesting rights can expect to pay 100% or 
  more of the value of salvaged parts.
  Famous Citizens
  Fenris
  The smuggler known locally as Fenris is a Vargr who has 
  carved out a permanent niche on the station for himself and his 
  pack. Specialising in illegal narcotics, Fenris has established 
  a smuggling route that takes in Sansibar, Querion and even 
  Sheyou and Ninjar in the Cronor Subsector.
  His operatives are all Vargr, though he trades freely with other 
  races. At the last count, he had more than 30 loyal followers, all 
  of whom are skilled in smuggling and deception.
  Fenris is careful never to move contraband through Imperial 
  Starports – or other stations that face similarly rigorous checks. 
  He greatly values the freedom offered him by the dregs – who, 
  if they know about his operation seem not to care – and ensures 
  that his followers and business partners adhere to The Truce.
  The Bone Collector
  One of The Boneyard’s oddest residents is a lone Droyne who 
  spends his days picking through the ruined ships in The Charnel 
  House. Having been resident on the station for several years, 
  he has amassed an impressive collection of scrap. Some of this 
  has been used to build fully functional craft but much of it lies 
  untouched inside one of Megalith’s vast cargo holds.
  Exactly what the Droyne is doing on the station is a mystery, 
  although every few years he leaves the port in one of his 
  scratch built ships (all of which are Small Craft) and then 
  returns a month or two later in a different ship. This had led 
  some people to surmise that he is studying alien technology 
  and transporting examples either to Andor, Candory or some 
  other Droyne settlement.
  Apprenticeship
  Any mechanics or engineers visiting the Starport may find 
  themselves approached by its Droyne resident and offered a 
  job. He is unable to complete the work on his jury-rigged ships all 
  by himself and employs ‘contractors’ to repair or install specific 
  systems. He is always very specific about the work he wants 
  done and only ever employs each contractor to work on a single 
  aspect of the ship – almost as though he wishes to conceal 
  the details of the overall ship design. Nevertheless, working 
  for the Droyne is a unique experience and any character who 
  does so will pick up some new tricks. The Referee is free to 
  decide whether this translates into a Skill Level increase or the 
  acquisition of a new Speciality.
  Lito Vedorun
  Galthmar is a little known world in the Algebaster System, 
  Cronor Subsector. Three years ago, an internecine civil war 
  came to an abrupt end when one of several military leaders 
  claiming dominion over the planet’s largest country employed 
  chemical weapons to wipe out his enemies. So appalled were 
  the members of his own faction that they expelled him and days 
  later placed a price on his head.
  ‘General’ Vedorun had taken the precaution of secreting 
  away funds and a store of precious minerals for just such an 
  eventuality. Fleeing his home system, he evaded an attempt 
  on his life and the attentions of several bounty hunters before 
  settling in The Boneyard.
  
  96
  Now, Vedorun is a bitter man, convinced that his people 
  have failed to acknowledge the great service he did them. He 
  believes that without his bold course of action, the war would 
  have eventually claimed even more lives.
  Vedorun is surrounded by a small but loyal cadre of ex-military 
  personnel. They serve both to protect him and feed his belief 
  that he is a wronged leader, cheated by the people he saved. 
  The old general’s funds were extensive, but he has squandered 
  them during his years of exile, sampling all sorts of illicit 
  pleasures in an effort to take his mind off his situation. It will not 
  be long before he runs out of money and the loyalty of his cadre 
  will then be put to the test.
  For example, a group of Player Characters might arrive at the 
  station wishing to refuel, affect some repairs and fill up the last 
  few tons of empty space in their hold. They could pay for the 
  first two with credits but discover the dregs are keen to build up 
  their supply personal armour, providing an opportunity to barter.
  Conversely, the dregs make it clear that they have acquired a 
  surplus of basic electronics, salvaged from The Charnel House. 
  They offer to sell these at a very competitive +3 Purchase DM. 
  Again, credits are an option but so is that shiny Servitor Robot 
  the Player Characters have aboard their ship.
  Warehousing
  The Megalith was an enormous ship. Coupled with the fleet of 
  derelicts now leashed to its hull, this provides The Boneyard 
  with huge amounts of storage space for such a ‘small’ Starport. 
  These are not in any one location, however, but rather spread 
  out around the station. This makes the allocation of space and 
  the movements of cargo slower than usual – a maximum of 
  one ton every 15 minutes can be loaded or unloaded. This 
  is somewhat compensated for by exceptionally low storage 
  charges.
  Customs
  The Boneyard has no Customs service: visitors are free to bring 
  any goods onto the station, so long as their presence inside the 
  port does not violate The Truce.
  This makes The Boneyard an ideal place for smugglers and 
  criminals to store contraband. It is reckoned that if the Starport’s 
  holds were ever properly inspected it would be the dawn of The 
  Fourth Imperium by the time all the prison sentences had been 
  dolled out and served. 
  If the Player Characters have any cargo that would not stand up 
  to an Imperial inspection, then The Boneyard might be just the 
  place to store it until they can move it on.
  adventure seed
  Bullion
  The Player Characters are hired to go to Galthmar and 
  recover some of the precious minerals that General 
  Verodeon was unable to take with him when he fled. This 
  involves traversing an area contaminated by chemical 
  weaponry, in a land ravaged by a civil war – a conflict which, 
  unfortunately, has started up again in the power vacuum 
  created when Verodeon left. The general will send some of 
  his followers to ensure the Player Characters do not try to 
  abscond with the haul.
  Unless the Player Characters are especially unscrupulous it 
  is best if they do not, at first, realise the sort of man they are 
  working for. This can be pieced together over the course of 
  the adventure. They must then decide where their loyalties 
  lie – and just how much they want to get paid.
  Services
  Trading
  The economy of The Boneyard is based on a Barter system. 
  The dregs rarely venture outside the station and so have little 
  use for credits. However, they acknowledge that they can be a 
  necessity when trading with certain visitors. This gives traders 
  the option to pay in whichever way will garner them the best 
  deal. It is not uncommon for a merchant to find someone on the 
  station is more interested in his goods or skills than his credits. 
  This makes The Boneyard an interesting – and potentially very 
  profitable – place to trade.
  Trading on The Boneyard
  Referees are advised to make trade deals negotiated on The 
  Boneyard as quirky as possible. In addition, the value of goods 
  should also be different each time Player Characters visit. The 
  dregs, after all, are scavengers and one never knows what they 
  will have in stock or what they will be short of.
  adventure seed
  Characters visiting The Boneyard who possess medical 
  skills and/or an infirmary aboard their ship often find 
  themselves in demand. The Player Characters are 
  approached by someone offering to pay handsomely if they 
  will perform a life-saving operation. It transpires that the 
  patient is a gangster, marked man or some other ne’er-do-
  well that the Player Characters have heard about. To resist 
  the request may prove hazardous to their own health – to 
  accept it could earn them a host of new enemies.
  Medical Facilities
  It is an odd quirk of dreg society that employs very little in the 
  way of medical care. They believe that individuals should strive 
  
  97
  to shake off the effects of disease and infection themselves as it 
  strengthens them and ultimately the Qabal as a whole.
  As a result, they can offer only the most basic healthcare. 
  This makes medical supplies a valuable commodity within The 
  Boneyard.
  Vilis – had just been run out of his home system. An especially 
  determined police operation had decimated his organisation 
  and he had barely escaped with his life and freedom. Realising 
  that he needed somewhere to lay low and a place from where 
  he could rebuild, he erected his own (albeit modest) Starport. 
  He reasoned that this would provide an excellent cover for the 
  comings and goings of his remaining associates and a place to 
  invest the money he had managed to hoard. 
  Over a few months, Gentz ascertained which members of 
  his family were still at large and managed to take stock of his 
  situation. The Starport began to attract traders and to turn a 
  small profit. Gentz’s money man – his brother-in-law, Leo – 
  convinced him that the port would make an excellent laundering 
  business once the organisation was back on its feet. Gentz 
  agreed and set about building a second and third landing pad. 
  And somewhere to refuel them. And to repair them if necessary. 
  And so on.
  Many of the recent shipments of industrial farming equipment 
  sourced from Arden have, for example, been moved through 
  the port. This investment in Caloran’s agricultural business has 
  provided a steady flow of traffic through the port, allowing it to 
  continue expanding
  A decade on and the Gentz family are fully back in business. 
  Hayven remains a discreet, legitimate operation where many 
  of their operations are planned. They have further expanded 
  and even added a number of subterranean structures. Officially, 
  these hold fuel and supplies: the truth is very different. Out of 
  sight of prying eyes, they are used to conceal everything from 
  stolen goods to illegal weaponry. On more than one occasion, 
  they have also been used to conceal kidnap victims.
  A number of the locals have started to have their doubts about 
  the port. It is nothing concrete, more a feeling that something 
  is wrong. Too many bad things have happened to the folk 
  that frequent the place – and too many local people have 
  disappeared without a trace in the years since it was built to just 
  be a coincidence.  
  Port Characteristics (Downport)
  Docking Fee: 1d6x50/110
  Berthing
  Small Craft: 2, 500
  Starship: 2,800
  Capital Ships: –
  Waiting Time
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  A Secret Compact
  It is up to individual Referees to decide whether or not the 
  Arden-based corporations – and perhaps the Arden Society 
  itself – are aware of the true nature of Hayven. Certainly, 
  the government of Arden wishes to pursue its expansionist 
  policies and is not beyond dealing with men like Pater 
  Damenor Gentz to achieve them. They may know all about 
  his difficulties on Vilis but reason that it has nothing to do 
  with them. In fact, Gentz’s organisation might provide the 
  Arden government with access to some unique talents, 
  ranging from spying on the people of Caloran to eliminating 
  those who cause them problems.
  Alternatively, the corporations of Arden might simply be 
  using Hayven as a way to move equipment on and offworld.
  adventure seed
  A fatally-ill dreg comes to the Player Characters, 
  surreptitiously asking them for help with his illness. Despite 
  the Qabal ideology, he has no wish to die and has become 
  convinced that he has just days left to live. He can offer 
  the Player Characters information on the best areas of The 
  Charnel House to explore or some other valuable items 
  or information. If the Player Characters interference is 
  discovered it may be interpreted as a violation of The Truce, 
  leading to violent reprisals and exile – without the chance 
  to unload any goods stored in the port’s warehouses.
  hayven (independent port)
  Despite what its name might suggest, this small independent 
  port is anything but a safe and welcoming stop-off point. On 
  the surface it resembles any other remote Starport, getting by 
  on the scraps of commerce and trade that find their way out 
  into the darker parts of the galaxy. In truth, it is a front for a 
  successful criminal organisation that runs rackets from extortion 
  to kidnapping and murder.
  Hayven sprang up more or less overnight. The locals on Caloran 
  were surprised to see a new Starport being built but the local 
  governmental agencies were content that its construction could 
  only be good for trade. 
  The reason for the Starport’s rapid assemblage was that Pater 
  Damenor Gentz – patriarch of a large crime syndicate based on 
  
  98
  Fuel: 100/550
  Waiting Time
  Small Craft: 1d6–2
  Starship: 1d6–1
  Capital Ships: N/A
  Warehousing: 4,000
  Waiting Time: 1d6–1
  Small Craft: 1d6–2
  Starship: 1d6–1
  Capital Ships: N/A
  Hazmat: 1,700
  Waiting Time
  Small Craft: 1d6–1
  Starship: 1d6
  Capital Ships:
  Storage Cost: 220
  Repair facilities
  Small Craft: Hull, Systems
  Starship: Hull, Systems
  Capital Ships: N/A
  Waiting Time
  Small Craft: 1d6–2
  Starship: 1d6–2
  Capital Ships: N/A
  Upgrades: External Cameras, Electronic Keypads, Standard 
  XT-line.
  Environment
  Hayven is located on a natural plateau nestling in a shallow 
  mountain range known as the Altos Peaks. The terrain nearby 
  is dominated by gently rolling hills and coniferous forests. 
  Two roads, one leading east, the other west, connect the port 
  to the land on either side of the Peaks. The plateau is easily 
  accessible to incoming craft and sits high enough that the taint 
  which plagues the atmosphere at lower levels is not present.
  Sites of Interest
  The Vault and The Hole
  Members of Gentz’s organisation refer to the storage areas 
  beneath the Starport as The Vaults – and to the darkest place 
  within them as The Hole. 
  Most of The Vaults are given over to the legitimate storage 
  of fuel, ships’ supplies and spare parts. The less accessible 
  areas contain several holding cells – bleak, soundproofed 
  places – and an interrogation room. Equipped with all manner 
  of nefarious tools – both high-tech and brutally simplistic – this 
  is the place where Gentz’s enemies hope they do not end up.
  There is one place worse, however. The Hole is a shaft that 
  stretches deep into the ground. It is covered, near its apex, by 
  a toughened metal grill. The reason it is toughened is to keep 
  something out – tiny, voracious rodents called ‘renders’ that 
  live beneath the ground. Those who most displease Gentz are 
  placed on this grill and tied down. They then wait, terrified, for 
  night to fall and for the renders to wake. 
  Drawn to the smell of human sweat, the ravenous creatures 
  clamber up the walls of the shaft. They are too large to fit 
  through the gaps in the grill – but their barbed tongues are not. 
  In screaming hordes they jostle for position, seeking to embed 
  their gruesome tongues in their victim’s skin and lick the flesh 
  from his bones. The thickness of the grill is such that the renders 
  cannot deal a mortal blow, merely thousands of agonising 
  wounds. Unlucky captives have been known to survive for three 
  nights before dying of shock and blood loss.
  Famous Citizens
  Any characters with a background in policing or crime who hail 
  from Vilis will have heard of a Pater Damenor Gentz. After being 
  chased off the planet he re-established himself on Caloran and 
  is once again a player in the criminal underworld. Caloran itself 
  is too backward a world to offer real any real opportunities for 
  profit. Also, Gentz has no wish to sully his own doorstep. His 
  criminal activities are largely restricted to other systems, such 
  as Zircon and Gougeste in the Jewell Subsector. He entrusts 
  the day-to-day running of these criminal franchises to his son, 
  Malcolm (Gougeste) and his nephew, Baldwin (Zircon).
  In his twilight years now, Gentz is rarely seen in public but still 
  makes key decisions for his organisation – and is far from ready 
  to stand aside. A part of him still wants revenge on the police 
  officers who ran him off Vilis, and it is this fire which keeps him 
  going.
  adventure seed
  A friend of the Player Characters is up to his neck in debt to a 
  loan shark. In desperation, he asks the Player Characters to 
  accompany him to a meeting with the shark – an employee 
  of the Gentz family – to strengthen his bargaining position. 
  In so doing, the Player Characters become embroiled in 
  the activities of this criminal group, making either useful 
  contacts or deadly enemies.
  Services
  Black Market
  Those in the know can contact sellers of illegal goods through 
  the network of contacts in Hayven Starport. These transactions 
  must be discreet and sanctioned by Pater Damenor Gentz. In 
  exchange for using his port, black marketeers are expected to 
  
  99
  pay him a tribute equal to 1% of the value of goods bought. 
  Failure to pay the tribute results in swift and painful retribution, 
  with Gentz finding another way to claim his pound of flesh.
  In touch with the Underworld
  In order to avail themselves of Hayven’s criminal services, a 
  Player Character must either arrive at the port with a personal 
  recommendation – usually earned through service to the Gentz 
  family – or some fast-talking and streetwise skills.
  A Very Difficult (–4) Streetwise check (or, far better, some 
  excellent role-playing) is required to finagle one’s way into the 
  port’s criminal circles.
  Illegal Goods
  The following goods may be bought through a supplier found in 
  Hayven, with a Purchase DM of +0:
  Illegal Biochamicals
  Illegal Cybernetics
  Illegal Drugs
  Illegal Luxuries
  Illegal Weapons
  These suppliers are not usually interested in buying goods 
  themselves, as Gentz’s organisation already provides them 
  with a regular supply.
  Mulley’s Place
  A front for illegal weapons, the Starport’s bar is a rough and 
  ready place, frequented by Gentz’s men and a few nervous 
  looking visitors – most of whom finish one drink and head to the 
  port’s restaurant across the street.
  Everything from untraceable sidearms to military grade weapons 
  can be sourced from in Mulley’s Place, though prices tend to be 
  steep. What is more, they are never handed over inside the bar 
  itself. Gentz does not want to risk spoiling his set up. Instead, 
  weapons are paid for at the bar and then left at one of several 
  drop-off points elsewhere on the planet. None is more than 50 
  kilometres from the Starport and all are carefully monitored to 
  ensure they remain secure.
  Repairs and a Little Something Extra
  Alongside the basic repair and refuelling services that Hayven 
  provides is another, strictly under-the-table service. For a fee, 
  the port will re-spray and re-register stolen vehicles in order to 
  make them untraceable.
  This service is only available for land vehicles and small craft. 
  Bastion (independent starport)
  After years fending-off attacks from the numerous pirate fleets 
  that plague the Talchek System, Bastion is arguably the best-
  defended Starport of its size in The Spinward Marches. With 
  an armoured hull, fearsome weapons and a ring of protective 
  satellites, it as much a fortress as a Starport – and one of the 
  few safe havens for travellers to the system.
  Bastion started life as a small independent Starport, providing 
  fuel to ships venturing out of the relatively safe Glisten Subsector 
  to explore and develop links in District 268. At this time, the 
  port was named Talnor – meaning welcome in a local dialect. 
  It proved a profitable enough station and seemed assured of 
  a bright future. It was not long, however, before it attracted 
  attention from bands of roving corsairs. These pirates targeted 
  the ships visiting the port: many were boarded and their cargoes 
  looted. The brigands did not steal the traders’ ships, however, 
  reasoning that this left them free to re-stock and be pillaged in 
  the future.
  The chairmen of the investors who owned the port, Klaus 
  Angerstein, realised that his business would not last long 
  if he did not do something about this problem. He contacted 
  a friend of his in the Navy who, on his behalf, petitioned for 
  assistance from Imperial forces. A decision had already been 
  taken within the Imperium designating Sector 268 as an area 
  of Imperial interest. It was well-understood that expansion into 
  the subsector would be made easier if Talchek’s Starport was 
  made secure. 
  For a month or so, a few Naval vessels were reassigned to the 
  system and they successfully engaged and destroyed several 
  corsair craft. Angerstein knew that this would provide only a 
  temporary fix, however, and that the Naval vessels would soon 
  move on.
  During the brief respite, Angerstein pressed his fellow board 
  members and Imperial corporations that would be interested in 
  using the port for further investment. He made his case forcefully 
  and persuasively enough that a hefty number of credits was 
  handed-over. Angerstein used a portion of this money to hire a 
  range of mercenary crews – many of whom were ex-Navy and 
  Scout Service personnel. He tasked them with escorting visiting 
  spacecraft to and from the Starport. This soon brought them 
  into conflict with the pirates but the experienced mercenaries 
  proved that they could more than hold their own.
  For a few years things persisted thus, with the Starport 
  swallowing the cost of the mercenaries’ services whilst still 
  managing to turn a profit. The pirates, however, had plans of 
  their own. Unified under the banner of a particularly vile brigand 
  named Mius Mordane, they began to attack in unison rather 
  than piecemeal and were able to defeat the mercenary vessels 
  one at a time. 
  Realising that the mercenaries would soon be seeking higher 
  wages and reinforcements – or leaving their posts altogether 
  
  100
  – Angerstein ordered work to begin on modifications to the 
  station. Installing a raft of anti-ship weapons, at a cost that 
  emptied the port’s reserves, he prepared the station for battle.
  When next the corsairs engaged an incoming ship, it fled 
  towards the port. The pirate fleet duly pursued, reasoning that 
  they had no reason to fear proximity to the Starport. As the 
  corsairs drew near, Angerstein deployed the weapons and cut 
  them apart. A dozen craft were disabled or destroyed and the 
  others fled with their tails between their legs.
  Boarding the immobilised craft, the mercenaries recovered 
  a fortune in stolen goods, along with weapons that could be 
  added to the station’s defences or their own vessels. The 
  ships themselves were seized and later sold for a handsome 
  profit – as were many members of the corsair crews, lots of 
  whom had prices on their heads. Angerstein had won a famous 
  victory and, between them, he and his mercenary crews had 
  made a fortune. This ensured their continued loyalty and the 
  ongoing support of his investors, which allowed Angerstein to 
  replenish his funds and to further strengthen the port – which 
  was renamed Bastion.
  In recent years, there have been skirmishes between 
  Angerstein’s forces and those of the pirate fleets – who have 
  once again fragmented. There has been nothing on the scale 
  of ‘The Great Defence’ but the mercenary escorts are still kept 
  busy.
  The ongoing troubles in the Talchek System – coupled with 
  the dangerous nature of the planet itself – mean that Talchek 
  remains Amber zoned as far as the Imperium is concerned. 
  Nothing short of massive-scale terra-forming and/or the 
  eradication of the Talchek pirate fleets is likely to change this.
  Port Characteristics (Highport)
  Docking Fee: 1d6 x 100/200
  Berthing
  Small Craft: 4,000
  Starship: 6,000
  Capital Ships: N/A
  Waiting Time
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  Fuel: 100/500
  Waiting Time
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  Warehousing: 6,000
  Waiting Time: 1d6–1
  Small Craft: 1d6–2
  Starship: 1d6–1
  Capital Ships: N/A
  Hazmat: 2,000
  Waiting Time: 1d6
  Small Craft: 1d6–1
  Starship: 1d6
  Capital Ships: N/A
  Storage Cost: 250
  Repair facilities
  Small Craft: Hull, Systems
  Starship: Hull, Systems
  Capital Ships: N/A
  Waiting Time
  Small Craft: 1d6–2
  Starship: 1d6–1
  Capital Ships: N/A
  Upgrades: Airlocks and Vacuum Seals, Hydroponics Domes, 
  Biometric Scanners, Armour Plating, Damage Control Robots
  Environment
  The planet Talchek itself is extremely inhospitable. Its oceans 
  are incapable of supporting Earth-derived life and its cloying 
  atmosphere is highly toxic. Accordingly, no effort has ever been 
  made to construct a Downport.
  Bastion’s outer hull is the dull grey of thick armour, its hanger 
  doors opening only briefly to allow craft in or out. An array of 
  turrets scan the heavens, searching constantly for pirate raiders.
  Within, Bastion feels quite different. So much energy is focused 
  on defending the outside of the port that its interior is less 
  rigorously monitored than many other stations. Admittedly, 
  biometric scanners control movement between areas of the 
  station but there are few CCTV cameras and a real sense of 
  unity – of ‘use versus them’ – exists between all personnel in 
  the port, whether visitors or staff.
  Three moons in the Talchek system are capable of supporting 
  life. None is especially welcoming – Dynas is arid and scourged 
  by winds; Eben has only a few hours of sunlight each day; and 
  Melo is home to some truly terrifying parasitic organisms – but 
  each has a small native population. Hidden on these moons are 
  a number of pirate bases. Angerstein’s mercenaries search for 
  them constantly but so far they have remained hidden. Almost 
  certainly they are subterranean, though Eben is subject to 
  magnetic storms that play havoc with sensors and could help 
  conceal a base.
  
  101
  Angerstein inherited a fortune when his mother died and has 
  invested all of this in the defence and expansion of Bastion. He 
  has never once considered surrendering ‘his’ Starport. In fact, 
  he has relished the years of conflict with the system’s pirates. 
  A grudging respect has even developed between himself and 
  Mius Mordane as the two have tussled over the years. Given 
  half a chance, Angerstein would meet the pirate leader in the 
  cockpit of one of the station’s fighters – or better still, in hand to 
  hand combat.
  Angerstein Management
  The Player Characters could well find employment working for 
  Governor Angerstein as mercenary pilots. They will need their 
  own ship and be willing to make extended patrols of the system. 
  Rates of pay are good and there are bonuses for certified kills. 
  A share of the salvage money from any destroyed pirate ships 
  is also ensured – with Bastion’s tech-crews taking care of the 
  laborious collecting, sifting and sale of salvage.
  Alternatively, the Player Characters could be asked to crew one 
  of the Recovery Ships berthed on the station.
  Services
  Rescue 
  Part of Klaus Angerstein’s deal with the mercenaries that help 
  protect Bastion Starport was the purchase of two recovery 
  ships. These specially designed craft are used to recover 
  damaged craft and crew and return them to the safety of a 
  Starport. They have large Manoeuvre Drives and impressive 
  stores of fuel in order to facilitate this. Any craft that finds 
  themselves in distress within the Talchek  System can rely on 
  these craft to come and help – assuming, of course, that it is 
  not a pirate vessel.
  Increased Prices
  Even allowing for the best efforts of everyone aboard Bastion, 
  there are plenty of traders that avoid the port and often the 
  entire system. This has a knock-on effect, forcing up the 
  price of goods. Visitors can expect to pay some 10% more for 
  equipment, ships’ stores and other purchases on the station.
  Conversely, this means that if they are selling goods they can 
  expect to make a higher profit due to increased level of risk.
  Danger Money
  Goods sold within the Talchek System benefit from a +1 bonus 
  to the Sale DM.
  There is not a huge market for goods, however, and searches 
  for a Buyer suffer a –1 DM.
  adventure seed
  The Player Characters are offered work by Klaus 
  Angerstein, Governor of Bastion. He needs someone to 
  locate the hideout of a particularly daring corsair band 
  known as the Star Reapers. He can supply the characters 
  with details of a bar that the corsairs frequent on one of the 
  system’s moons. From there, they can infiltrate the pirate 
  ranks and uncover the site of their hidden base.
  Earning the pirates’ trust is no easy business and they will 
  need to undergo a number of tests before they learn where 
  the main hideout is concealed.
  The Talchek System is not enough of a prize to explain the 
  presence of so many pirates in the system. Certainly there 
  are plenty of other systems within range of a Jump 1 or 2 
  craft, making Talchek a possible base camp but most of 
  the pirate vessels which attack craft heading for Bastion 
  are not jump capable.
  One theory is that the raiders have discovered something 
  on one of the system’s habitable moons. This could be a 
  stash left by a previous pirate fleet, the remains of a secret 
  corporate base or even ancient technology. Whichever is 
  the case, at least three pirate bands currently operate in 
  the system, numbering between them more than 50 craft.
  It also seems likely that the pirates have access to several 
  transport ships. By loading their fast fighters and raiding 
  ships aboard these, they could conceivably be making 
  raids into either the Glisten Subsector or Swords Worlds, 
  and then retiring back to the safety of the hidden bases.
  Sites of Interest
  The Bounty Killers
  With so many wanted men joining the ranks of corsairs in the 
  Talchek System it is little wonder that several bounty killers have 
  taken up residence in the port. In fact, one man – Kleitus Daye – 
  has gone so far as to rent an office and invite anyone with news 
  pertaining to the whereabouts of the system’s most notorious 
  renegades to come in and see him. He offers enticing rewards 
  for such information and a promise of complete confidentiality.
  Famous Citizens
  Klaus Angerstein has been the Governor of Bastion Starport 
  for more than 20 years. He is a fierce frontiersman, in no way 
  softened by life aboard the station – a fact testified to by his 
  rather shaggy appearance. Despite the smart suit his investors 
  insisted years ago he get used to wearing, Angerstein’s long, 
  unkempt hair and wild eyes are clearly those of someone with 
  an untamed spirit.
  
  102
  new ships
  Dreg Fighter
  Though each dreg fighter is built from different components – and therefore looks slightly different – all conform to the same basic 
  design and serve the same purpose. Hidden amidst the debris surrounding the Megalith they watch and wait for signs of trouble. 
  Only then do they reveal themselves, pouncing on enemies in a sudden burst of ferocity.
  Dreg sentinels refer to these craft as Jackals and base their tactics around a pack mentality. Individually, they may be outgunned 
  by larger, more advanced craft but together than can nip and claw at a foe until they bring it down.
  Dreg Fighter 
  Tons
  Price (MCr.)
  Hull
  20 Tons
  Hull 0
  Structure 1
  —
  1.2
  Armour
  Titanium Steel
  5 Points
  2.5
  0.3
  Manoeuvre Drive
  Reaction sK
  Thrust 10
  2.5
  5
  Power Plant
  sA
  Rating 1
  1.2
  3
  Bridge
  Cockpit for 1
  1.5
  0.1
  Computer
  Model/2
  Rating 10
  —
  0.16
  Electronics
  Standard
  DM–4
  —
  Weapons
  Fixed Mounting
  Missile Rack
  1
  0.85
  Ammunition
  10 smart missiles
  0.83
  —
  Fuel
  10 tons 
  2 weeks of operation and 18 G-hours 
  of thrust
  10
  —
  Software
  Manoeuvre 0
  —
  —
  Evade/1
  —
  1
  Total Tonnage and Cost
  19.53
  11.61
  
  103
  dreg fighter
  dreg hunter
  
  104
  Dreg Hunter
  An essential part of the dreg defence fleet, these craft are the eyes and ears of the pack. Not as fast as the smaller Jackals, these 
  ‘Hyenas’ are more cunning and patient. They skirt around the edge of a conflict, gnawing at the enemy where they can whilst 
  ensuring the jackals have guidance and are not taken unawares.
  Dreg Hunter
  Tons
  Price (MCr.)
  Hull
  20 Tons
  Hull 0
  Structure 1
  —
  1.2
  Armour
  Titanium Steel
  9 Points
  4.5
  0.54
  Manoeuvre Drive
  Reaction sG
  Thrust 7
  1.75
  3.5
  Power Plant
  sA
  Rating 1
  1.2
  3
  Bridge 
  Cockpit for 1
  1.5
  0.1
  Computer
  Model/2
  Rating 10
  —
  0.16
  Electronics
  Basic Military
  DM+0 
  2
  1
  Weapons
  Fixed Mounting
  Missile Rack 
  1 
   
  0.85
  Ammunition
  10 smart missiles
  0.83
  —
  Fuel
  11 tons
  2 weeks of Operation and 12 G-hours of Thrust
  8
  —
  Software
  Manoeuvre 0
  —
  —
  Evade/1
  —
  1
  Total Tonnage and Cost
  19.78
  11.35
  
  105
  Recovery Ship
  When a ship becomes stranded in space, a recovery ship represents its best chance of making it safely to port. Stocked up on 
  fuel (typically 75% of the cargo is used for this function) and with equipment that allows them to transfer this to another vessel, 
  recovery ships are able to spend a long time away from home conducting a search. Their large engines also provide them with the 
  necessary power to move damaged craft.
  In extreme situations, where retrieval of a stranded ship is not possible, a recovery ship is able to rescue up to half a dozen crew 
  members and place them in cold sleep.
  Recovery Ship
  Tons
  Price (MCr.)
  Hull
  200 tons
  Hull 4
  Structure 4
  —
  8
  Armour
  None
  —
  —
  Jump Drive A
  Jump 1 
  10
  10
  Manoeuvre Drive F
  Thrust 6
  11
  24
  Power Plant F
  19
  48
  Bridge
  10
  1
  Computer
  Model 1
  Rating 5
  —
  0.03
  Electronics
  Basic Civilian
  –2DM 
  1
  0.05
  Weapons
  None
  —
  —
  Fuel
  44 tons
  Jump 1 and 4 weeks of operation 44
  —
  Cargo
  77 tons
  77
  —
  3 Staterooms
  12
  1.5
  6 Low Berths
  3
  0.3
  Extras
  Ship’s Locker
  —
  —
  Fuel Transfer Equipment
  5
  0.5
  Magnetic Grapples
  8
  1
  Software
  Manoeuvre/0
  —
  —
  Jump Control/1
  —
  0.1
  Maintenance Cost (monthly) 
  —
  0.007873
  Life Support Costs (monthly)
  —
  0.0066
  Total Tonnage and Cost
  200
  94.48
  
  106
  
  107
  
  108
  Tanker Ship 
  Known affectionately as ‘water-carriers’ or ‘camels’, tanker ships ferry fuel to starcraft that are too large or unwieldy to land or dock 
  at a Starport. Their no-frills design leaves an impressive amount of space for cargo – specifically hydrogen, which can be pumped 
  directly into the fuel tanks of a waiting ship.
  The ships most commonly serviced by tanker ships are large freighters with distributed hulls and Capital Ships. With the latter, 
  several trips or a small fleet of tankers are required to provide a full re-fuelling service.
  Tanker Ship 
  Tons
  Price (MCr.)
  Hull
  500 tons
  Streamlined
  Hull 10
  Structure 10
  —
  35.2
  Armour
  None
  —
  —
  Jump Drive
  None
  —
  —
  Manoeuvre Drive E
  Thrust 2
  9
  20
  Power Plant E
  16
  40
  Bridge
  20
  2.5
  Computer
  Model 1
  Rating 5
  —
  0.03
  Electronics
  Standard sensors
  –4DM
  —
  —
  Weapons
  None
  —
  —
  Fuel
  10 tons
  2 weeks of operation
  10
  —
  Cargo
  425 tons
  425
  —
  3 Staterooms
  12
  1.5
  Extras
  Fuel Scoops
  —
  —
  Fuel Processors
  3
  0.15
  Ship’s Locker
  —
  —
  Fuel Transfer Equipment
  5
  0.5
  Software
  —
  —
  Maintenance Cost (Cr. per month) 
  —
  0.008323
  Life Support Costs (Cr. per month)
  —
  0.006
  Total Tonnage and Cost 
  500
  99.88
  
  109
  
  110
  
  111
  Special: Tugging
  Recovery ships are fitted with magnetic grapples that allow 
  them to take hold of another craft and drag it through space, 
  usually to a repair facility.
  When Tugging another craft additional strain is placed on the 
  recovery ship’s M-Drives, limiting the amount of Thrust it can 
  generate.
  In order to work out the maximum Thrust available when 
  tugging, add together the tonnage of the two ships and consult 
  the Performance By Hull Volume table on page 108 of the 
  Traveller Core Rulebook, treating the vessels as a single craft.
  For Example, a recovery Ship affixes its grapples to a stranded 
  ‘fat trader’. Their combined tonnage is 600 (200 + 400). 
  Consulting the table reveals that a 600 D-ton craft with an 
  M-Drive F has Thrust 2. Therefore, whilst Tugging the stranded 
  ship home this is the maximum Thrust available.
  Note that multiple recovery ships can be used to recover larger 
  craft, with each ship taking a share of the load.
  For example, if two recovery ships move a 1000 D-ton craft they 
  will each be tugging 500 D-tons.
  New Equipment
  Fuel Transfer Equipment
  Comprising powerful pumps, industrial-scale pipes and air-
  tight nozzles, this gear allows a tanker ship to transfer fuel to a 
  waiting crafting at a rate of one ton per round.
  The two craft are usually stationary during this procedure. 
  However, it is possible to perform the fuel transfer during flight, 
  so long as the two ships remain equidistant throughout (requiring 
  a Routine (+2) Pilot check from the pilot of each vessel).
  Fuel Transfer Equipment takes up five tons and costs Cr. 
  500,000.
  Magnetic Grapples
  These adjustable locking clamps affix both mechanically and 
  magnetically to the exterior hull of a craft. They are attached via 
  an extremely strong metal cable to a winching mechanism that 
  can haul-in or increase slack as required.
  The grappling clamps are ‘fired’ at the target vessel from a range 
  of up to 100 metres (requiring a Routine Gunner check to hit).
  Magnetic Grapples take up eight tons and cost Cr. 1,000,000.
  
  112
  referenCe Material
  SPA Starport Characteristics
  The Starport Characteristics for typical SPA ports are as follows:
  Typical Class E Starport (Downport)
  Docking Fee: 
  Berthing:
  Small Craft: 400
  Starship: 600
  Capital Ships: –
  Waiting Time
  Small Craft: 1d6–2
  Starship: 1d6–1
  Capital Ships: N/A
  Fuel: None Available
  Waiting Time: N/A
  Warehousing: 100
  Waiting Time: 1d6
  Small Craft: 1d6–1
  Starship: 1d6
  Capital Ships: N/A
  Haz-mat: None Available
  Waiting Time: N/A
  Storage Cost: 100
  Repair facilities: None Available
  Upgrades: None
  Typical Class D Starport (Downport)
  Docking Fee: 1d6 x 10/10
  Berthing: 1,000/2,000/0
  Waiting Time:
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: –
  Fuel: 100/None Available
  Waiting Time: 1d6
  Small Craft: 1d6–1
  Starship: 1d6
  Capital Ships: N/A
  Warehousing: 1,500
  Waiting Time
  Small Craft: 1d6–1
  Starship: 1d6
  Capital Ships: N/A
  Haz-mat: 250
  Waiting Time
  Small Craft: 1d6
  Starship: 1d6+1
  Capital Ships: N/A
  Storage Cost: 
  Repair facilities: Hull
  Small Craft: Hull
  Starship: Hull
  Capital Ships: N/A
  Waiting Time: 1d6
  Upgrades: XT-line Cameras
  Class C Starport (Downport)
  Docking Fee: 1d6 x 100/100
  Berthing: 4,000/7,000/0
  Waiting Time:
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: –
  Fuel: 100/500
  Waiting Time:
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  
  113
  Warehousing: 8,000
  Waiting Time: 
  Small Craft: 1d6–2
  Starship: 1d6–1
  Capital Ships: N/A
  Haz-mat: 1,500
  Waiting Time:
  Small Craft: 1d6–1
  Starship: 1d6
  Capital Ships: N/A
  Storage Cost: 
  Repair facilities
  Small Craft: Hull, Systems, Structure
  Starship: Hull, Systems
  Capital Ships: N/A
  Waiting Time:
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  Upgrades: Electronic Keypads, XT-line Cameras, Internal 
  Cameras, Wind Shield (10%)
  Class C Starport (Highport)
  Docking Fee: 1d6 x 100/100
  Berthing
  Small Craft: 1,500
  Starship: 3,000
  Capital Ships: 10,000
  Waiting Time
  Small Craft: 1d6–3
  Spacecraft: 1d6–2
  Capital Ships: 1d6–1
  Fuel: 100/500
  Waiting Time
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: 1d6–1
  Warehousing: 2,000
  Waiting Time
  Small Craft: 1d6–2
  Starship: 1d6–1
  Capital Ships: 1d6
  Haz-mat: 1,000
  Waiting Time
  Small Craft: 1d6–1
  Starship: 1d6
  Capital Ships: 1d6+1
  Storage Cost: 
  Repair facilities
  Small Craft: Hull
  Starship: Hull
  Capital Ships: Hull
  Waiting Time 
  Small Craft: 1d6–2
  Starship: 1d6–1
  Capital Ships: 1d6
  Upgrades: Airlocks and Vacuum Seals, Hydroponics Domes, 
  Electronic Keypads
  Class B Starport (Downport)
  Docking Fee: 1d6 x 500/200
  Berthing: 
  Small Craft: 25,000
  Starship: 30,000
  Capital Ships: –
  Waiting Time:
  Small Craft: 1d6–4
  Spacecraft: 1d6–3
  Capital Ships: N/A
  Fuel: 100/500
  Waiting Time:
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  Warehousing: 40,000
  Waiting Time: 1d6–2
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  Haz-mat: 12,000
  Waiting Time: 1d6–1
  Small Craft: 1d6–2
  Starship: 1d6–1
  Capital Ships: N/A
  Storage Cost: 
  
  114
  Repair facilities
  Small Craft: Hull, Systems, Structure
  Starship: Hull, Systems, Structure
  Capital Ships: Hull, Systems
  Waiting Time:
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: N/A
  Upgrades: Biometric Scanners, XT-line Cameras, External 
  Cameras, Internal Cameras, Damage Control Robots
  Class B Starport (Highport)
  Docking Fee: 1d6 x 500/200
  Berthing
  Small Craft: 20,000
  Starship: 20,000
  Capital Ships: 50,000
  Waiting Time
  Small Craft: 1d6–5
  Starship: 1d6–4
  Capital Ships: 1d6–3
  Fuel: 100/500
  Waiting Time
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: 1d6–1
  Warehousing: 60,000
  Waiting Time
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: 1d6–1
  Haz-mat: 17,000
  Waiting Time
  Small Craft: 1d6–2
  Starship: 1d6–1
  Capital Ships: 1d6
  Storage Cost: 
  Repair facilities
  Small Craft: Hull, Systems, Structure
  Starship: Hull, Systems. Structure
  Capital Ships: Hull, Systems
  Waiting Time
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: 1d6–1
  Upgrades: Airlocks and Vacuum Seals, Hydroponics Domes, 
  Biometric Scanners, Internal Cameras.
  Class A Starport (Downport)
  Docking Fee: 1d6 x 1000/500
  Berthing:
  Small Craft: 65,000
  Starship: 100,000
  Capital Ships: –
  Waiting Time
  Small Craft: 1d6–5
  Starship: 1d6–5
  Capital Ships: N/A
  Fuel: 100/500
  Waiting Time: 1d6–4
  Small Craft: 1d6–5
  Starship: 1d6–4
  Capital Ships: N/A
  Warehousing: 120,000
  Waiting Time
  Small Craft: 1d6–4
  Starship: 1d6–3
  Capital Ships: N/A
  Haz-mat: 25,000
  Waiting Time
  Small Craft: 1d6–2
  Starship: 1d6–1
  Capital Ships: N/A
  
  115
  Storage Cost: 
  Repair facilities
  Small Craft: Hull, Systems, Structure
  Starship: Hull, Systems, Structure
  Capital Ships: N/A
  Waiting Time
  Small Craft: 1d6–4
  Starship: 1d6–3
  Capital Ships: N/A
  Upgrades: Biometric Scanners, XT-line Cameras, External 
  Cameras, Internal Cameras, Cameras Drones, Damage 
  Control Robots.
  Class A Starport (Highport)
  Docking Fee: 1d6 x 1000/500
  Berthing
  Small Craft: 30,000
  Starship: 40,000
  Capital Ships: 100,000
  Waiting Time
  Small Craft: 1d6–5
  Starship: 1d6–4
  Capital Ships: 1d6–4
  Fuel: 100/500
  Waiting Time
  Small Craft: 1d6–5
  Starship: 1d6–4
  Capital Ships: 1d6–3
  Warehousing: 100,000
  Waiting Time: 1d6–3
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: 1d6–1
  Haz-mat: 35,000
  Waiting Time:1d6–1
  Small Craft: 1d6–2
  Starship: 1d6–1
  Capital Ships: 1d6
  Storage Cost: 
  Repair facilities
  Small Craft: Hull, Systems, Structure
  Starship: Hull, Systems, Structure
  Capital Ships: Hull, Systems, Structure
  Waiting Time: 1d6–3
  Small Craft: 1d6–3
  Starship: 1d6–2
  Capital Ships: 1d6–1
  Upgrades: Airlocks and Vacuum Seals, Hydroponics Domes, 
  Biometric Scanners, Internal Cameras, Camera Drones, 
  Damage Control Robots.
  
  116
  
  117
  
  118
  
  US$ 24.99
  The Starport is the central base of operations for many Traveller adventures – but each one is far 
  more than a collection of refuelling points and patron display boards. Every starport in the galaxy is a 
  living, breathing place, and this supplement will make your adventures stand out by making starports 
  real locations.
  Beyond their symbolic power, they are the intersections of galactic commerce: the ports where 
  merchants and brave souls who traverse the edges of known space may seek refuge. They are 
  the beginning and the end of countless adventures, spanning innumerable worlds. They play host 
  to the super-rich and provide cracks into which the dregs of society may fall. They are safety and 
  civilisation; endeavour and enterprise, skulduggery and subterfuge. 
  They are starports. Gateways to the cosmos.
  Packed with information on what facilities, characters, and businesses can be found at a starport, this 
  book provides maps, vehicles, and ships that can be readily used to create your own starports, or you 
  can use one of the fully fleshed out starports included.
  To use this supplement, a Referee will require the Traveller Core Rulebook. 
  
SOURCE: textdata/thevault/Traveller/01 - Classic Traveller/Traveller - The Third Imperium - Starports.pdf