TEXT: Golden Age Starships 1
  Fast Courier
  AVENGER ENTERPRISES
  Approved For Use With
  
  Golden Age Starships 1
  Fast Courier
  AVENGER ENTERPRISES
  
  GOLDEN AGE STARSHIPS 1: FAST COURIER
  FOR T20 AND CLASSIC TRAVELLER
  BASED ON THE AWARD-WINNING TRAVELLER GAME SYSTEM AND UNIVERSE BY MARC MILLER
  Avenger Enterprises is the private venture of Martin J Dougherty, Traveller line editor at QuikLink Interactive.
  Avenger adventures and supplements are compatible with Traveller for the d20 system (T20) and Classic Travel-
  ler, and are published under license through QuikLink Interactive.
  Golden Age Starships 1: Fast Courier is set in the Official Traveller Universe. As such it is compatible with either
  the official Hard Times – Collapse – Recovery – New Era timeline or an alternate wherein the assassination of
  Emperor Strephon does not occur.
  Avenger Enterprises can be contacted by email at: mjd.qli@virgin.net
  CREDITS
  Author
  Michael Taylor
  Colonial Administrator
  Hunter Gordon
  Deckplans
  Michael Taylor
  Artwork
  David Daniel
  Avenger Enterprises Editor
  Martin Dougherty
  Copyright ©2005 Avenger Enterprises. All rights reserved.
  Traveller is a trademark of Far Future Enterprises and is used under license.
  ‘d20 System’ and the d20 System logo are Trademarks owned by Wizards of the Coast and are used with permis-
  sion.
  2 3 4 5 6 7 8 9 10
  
  TABLE OF CONTENTS
  4
  Introduction
  4
  Standards and Assumptions
  5
  The Type CF Fast Courier
  5
  Specifications
  7
  Fast Courier Deckplans
  8
  Classic Traveller Statistics
  9
  Software Package
  9
  Ship’s Locker
  11
  Variants
  12
  The Economics of Fast Courier Operation
  13
  Types of Cargos
  15
  Fast Couriers Operating in the Spinward Marches
  16
  Subsidized Routes, Scouts and Campaigns
  16
  Adventure Seed: The Jewell Scatter Campaign
  16
  Adventure Seed: The Junidy Cluster Campaign
  17
  Adventure Seed: The Thanber Scatter Campaign
  18
  Adventure Seed: The Vilis-Phlume Chain Campaign
  19
  Adventure Seed: The Royal Mercantile Navy of Heroni Campaign
  20
  Adventure Seed: The Glisten Arm Campaign
  21
  Adventure Seed: The Exploration Scout Campaign
  
  INTRODUCTION
  Starships are the lifeblood of the Traveller Universe. Most campaigns will revolve around at least one starship –
  the character’s. If characters do not possess one, they will likely travel on starships many times in the course of
  a campaign. Starships run by characters take on a life of their own as they are husbanded between star sys-
  tems, illegal operations, and overdue overhauls. Properly detailed small starships add color to any campaign,
  even if they are used as encounters rather than PC starships. Hence this line of booklets from Avenger Enter-
  prises.
  This booklet contains complete information and deckplans for the Type CF Fast Courier, a starship that has
  been operating with the Scout Service for hundreds of years and can be found throughout the Imperium. This
  starship is also suitable as a character ship, as it is used on merchant routes to transport priority cargos and
  VIPs as well as acting as a mailship. In addition, 7 adventure seeds are presented based around the Fast
  Courier.
  STANDARDS AND ASSUMPTIONS
  In order to use this supplement you will need one of the Traveller rules sets. Statistics are included for T20 and
  for Classic Traveller (CT), though other rules sets can be used with a minimum of work. This supplement is
  designed to be used in the Official Traveller Universe (OTU) although the design could be used in any setting
  that uses Traveller’s starship design rules.
  Dates: All dates correspond to the standard Imperial calendar from the OTU. This supplement is officially dated
  320-1110 (the 320th day of the 1110th year since the founding of the Third Imperium).
  Place: The starship detailed in this supplement can be used anywhere in charted space, although the adventure
  seeds and background details on ships in service are based in the Spinward Marches Sector.
  Theme: This supplement provides detailed information on a particular starship used in Charted Space, along
  with background details, history, variants, operational use and adventure seeds for using the starship. Deckplans
  are also provided.
  Page 4
  
  THE TYPE CF FAST COURIER
  The Type CF Fast Courier is a standard design used since the 500s throughout the Imperium and beyond to convey
  priority cargos, mail and VIP passengers over Jump-3 distances. The Fast Courier was originally built to an Imperial
  Interstellar Scout Service (IISS) specification for a 200 ton, Jump-3 capable ship to reach systems beyond the
  reach of the Jump-2 scout/courier communications network and the X-boat network. Hence the ship is more often
  encountered in low stellar density areas of the Imperium. The Fast Courier is relatively rare in comparison with the
  ubiquitous scout/courier, with approximately 20 Scout/Couriers in service with the IISS for every Type CF.
  A few examples of the Type CF have been converted by the IISS for exploration and survey beyond the Imperial
  borders. Over 1500 have been built, most for the Scout Service, and the plans are readily available for private
  interests, client states and system governments to purchase. The governments of key Imperial worlds like Mora,
  Glisten and Rhylanor use the Fast Courier for conveyance of priority cargo and VIPs throughout the Marches.
  Similarly, the type has been seen in service with the Navies of Imperial client states. The client world of Collace in
  District 268 is known to have two in service. Some have been built for private interests requiring a fast mail ship or
  a classic high Jump courier.
  SPECIFICATIONS
  Built to TL-12 standard, the Type CF Fast Courier masses 200 tons and is capable of Jump-3 and 2-G acceleration.
  Built to a partially streamlined closed configuration, the ship has integral fuel scoops and an onboard fuel purifica-
  tion plant capable of processing 60 tons of Jump fuel in about 2.4 hours. The rationale for including an onboard
  purification plant is the Fast Courier is configured for maximum speed across the stars, and that includes minimal
  downtime between Jumps. Hence, gas giant refuelling may sometimes be necessary.
  The ship’s general configuration consists of a spherical bridge and crew quarters forward, with a passageway
  connecting the forward sphere with the aft drive, fuel and cargo section. The aft section has two cargo bays on the
  port side, each bay with its own external airlock for movement of cargo to and from highport docking bays. The
  Launch bay is situated in the centre of the aft section, with a hatch in the floor of the Launch bay to allow exit and
  entry of the Launch. The Launch bay leads directly to the larger cargo hold, while an airlock allows entry from the 14
  ton cargo hold to the smaller secure/hazardous cargo hold. Both the external and internal airlocks to the secure
  hold run the anti-hijack program making the hold as secure as the bridge. The starboard side of the rear section
  also contains the majority of the fuel and the purification plant. Fuel scoops are present on the underbelly of the aft
  section.
  The ship has 6 staterooms and 4 low berths. One stateroom is reserved for a VIP passenger. A model/2bis compu-
  ter is installed on the bridge.
  Type CF ships come standard with one triple turret mounted on the dorsal position of the forward sphere. Weap-
  onry varies - some ships in safe parts of the Imperium have no armament beyond a single sandcaster, but most
  ships operating on the frontiers have a mixed armament of a single sandcaster, a single pulse or beam laser and a
  single missile rack.
  Fast Couriers that have been converted for exploration beyond the Imperial border have two turrets installed.
  The Fast Courier has a 20 ton Launch small craft capable of atmospheric lighter missions with its 10.1 ton cargo
  capacity. The Fast Courier has a 14 ton cargo hold and a special 10 ton “secure” cargo hold for transportation of
  secure cargo, hazardous cargo and also mail. A further 0.5 ton is reserved for the ship’s locker.
  The normal minimum crew requirement is a pilot, navigator, medic, engineer/gunner and Launch pilot, 5 in total.
  The High Guard version of the ship requires two engineers, one of which acts as the Launch pilot as well.
  Fast Couriers take 11 months to build.
  Page 5
  
  Triple Turret: Missile
  Rack (x1), Attack
  Bonus +1 (+1 USP),
  Damage 1d6.
  Pulse Laser (x1),
  Attack Bonus +1 (+1
  USP), Damage 1d10.
  Sandcaster  (x1),
  Defense Bonus +3 (+3
  USP).
  200 TON FAST COURIER
  Size
  Cost
  EP
  Notes
  200-ton partially streamlined closed hull
  +200
  MCr12
  -
  -
  Bridge Controls
  -20
  MCr1
  -
  -
  Model/2bis Computer
  -0.2
  MCr16
  -
  Model/2
  Flight Avionics
  -0.8
  (MCr7.2)
  -
  Model/2
  Short Range Sensors
  -0.6
  (MCr4.8)
  -
  Model/2
  Short Range Communications
  -0.4
  (MCr4)
  -
  Model/2
  Jump-3
  -8
  MCr32
  -6 EP
  -
  2-G Acceleration
  -10
  MCr7
  -4 EP
  -
  TL9 Fusion Power Plant
  -13.5
  MCr40.5
  +9 EP
  -
  Fuel Purification plant
  -6
  MCr0.032
  -
  -
  Fuel
  -69
  -
  -
  -
  6 Staterooms
  -24
  MCr3
  -
  -
  4 Low Berths
  -2
  MCr0.2
  -
  -
  20 ton Small Craft Hanger
  -20
  MCr0.04
  -
  -
  Fuel Scoops
  -
  MCr0.2
  -
  -
  1 Hardpoint
  -
  MCr0.1
  -
  -
  Triple Turret (Missile, Sand, pulse)
  -1
  MCr2.5
  -1 EP
  -
  Ship’s Locker
  -0.5
  -
  -
  -
  Cargo
  -24
  -
  -
  -
  Totals
  +0
  MCr114.572  (MCr91.657  with 20% standard design discount)
  TYPE CF FAST COURIER
  Class: Starship, Type CF
  EP Output: 9 (4 extra)
  Tech Level: 12
  Agility: 2
  Size: Medium (200dt)
  Initiative: +2
  Streamlining: Partial
  AC: 12 (+2 agility)
  Jump Range: 3
  Repulsors: None
  Acceleration: 2
  Nuclear Dampers: None
  Fuel: 69
  Meson Screens: None
  Duration: 4 weeks
  Black Globes: None
  Crew: 5
  AR: 0
  Staterooms: 6
  SI: 115
  Small Cabins: 0
  Main Computer: Model/2bis
  Bunks: 0
  Sensor Range:  Short (Model/2)
  Couches: 0
  Comm. Range: Short (Model/2)
  Low Berths: 4
  Avionics: Model/2
  Cargo Space:  24 tons
  Cost: MCr91.657 in Quantity
  Atmospheric Speeds:
  NoE =  875kph
  Cruising = 2625kph
  Maximum = 3500kph
  Other Equipment: Fuel scoops, fuel purification plant
   (2.4 hours for 60dtons Jump fuel), 20dton boat bay, 0.5dton locker.
   TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
  Page 6
  
  1.5m Square
  Iris Valve
  Manual Hatch
  Overhead Iris Valve
  Floor Iris Valve
  Floor & Overhead
  Bulkhead
  Interior Wall
  Sliding Door
  Maintenance Hatch
  Crew Station
  Legend
  Floor Hatch
  Overhead Hatch
  Floor & Overhead
  Lift Shaft
  Fast Courier
  A Deck - 2660m3
  Bridge
  S/R 1
  Model/2 Computer
  Fast Courier
  B Deck - 140m3
  Fuel
  14 Ton
  Cargo Bay
  10 Ton Secure
  Cargo Bay
  Maneuver
  Drive
  S/R
  2
  S/R
  3
  Ship's
  Locker
  S/R 4
  S/R
  5
  S/R
  6
  Hatch to
  dorsal triple
  turret
  Common
  Room
  Galley
  Fuel
  Fuel
  Low Berths
  Fuel
  Jump Drive
  Powerplant
  Fuel Purification
  Plant
  Hatch to
  2nd Turret
  Launch
  Page 7
  
  Triple Turret: Empty
  THE LAUNCH
  The Launch is a small, slow streamlined cylinder vessel capable of fulfilling a wide range of roles from cargo and
  passenger transfer to lifeboat, search-and-rescue or starport utility work. The Launch found on Fast Couriers is
  typically not armed but retains the missile magazine. Because the Fast Courier lacks a missile magazine, mis-
  siles for the Fast Courier’s missile rack are stored in the Missile Magazine of the Launch. This arrangement is
  generally not suitable because of the distance required to move missiles from the Launch to the turret, but the
  extra cargo space on the Fast Courier is generally considered more advantageous. Launches operating with
  Fast Couriers generally have the small cabin deleted in favor of more cargo space.
  Launches in this configuration are capable of 1G acceleration, have an operational duration of 4 weeks before
  needing to refuel, and can carry 10.1 tons of cargo.
  LAUNCH
  Class: Smallcraft
  EP Output: 0.4 (0.2 excess)
  Tech Level: 9
  Agility: 1 (+1 EP)
  Size: Small (20 tons)
  Initiative: +1 (+1 agility)
  Streamlining: Streamlined
  AC: 12 (+1 agility, +1 size)
  Jump Range: None
  Repulsors: None
  Acceleration: 1-G
  Nuclear Dampers: None
  Fuel: 0.4 tons
  Meson Screens: None
  Duration: 4 weeks
  Black Globes: None
  Crew: 1
  AR: 0
  Staterooms: 0
  SI: 77
  Small Cabins: 0
  Main Computer: Model/2
  Bunks: 0
  Sensor Range: Short (Model/2)
  Couches: 2
  Comm. Range: Short (Model/2)
  Low Berths: 0
  Cargo Space: 10.1 tons
  Cost: MCr11.282 (new)
  Atmospheric Speeds:
  NoE = 875kph
  Cruising = 2625kph
  Maximum = 3500kph
  Other Equipment: Fresher.
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
  CLASSIC TRAVELLER STATISTICS
  TYPE CF FAST COURIER
  Jewelstar CF-24323S1-030000-10001-0 MCr104.025 200 tons
  Crew=5  TL=12
  Passengers=1  Low=4  Fuel=66  Cargo=24  EP=6  Hardpoints=2  Agility=2 Launch=1
  TYPE QL LAUNCH
  Launch QL-0201121-000000-00000-0 MCr13.56 20 tons
  Crew=2  TL=9
  Passengers=2 Fuel=1  Cargo=9  EP=1  Agility=1 Couches=2  Empty Triple Turret
  The Classic Traveller version of the Fast Courier differs from the T20 version in that the dedicated 0.5 ton ships
  locker is not present, and one of the staterooms is 3.5 tons instead of 4 tons.
  Page 8
  
  SOFTWARE PACKAGE
  The Model/2bis Computer on the Fast Courier has a 38/9 computer capacity. The standard computer software
  package that comes with the Fast Courier contains:
  Jump-1 (23PP)
  Jump-2 (30PP)
  Jump-3 (37PP)
  Generate (1PP)
  Anti-Hijack (1PP)
  Weapons Systems (1PP)
  Library Data (1PP)
  Auto-Evade (1PP)
  Gunner Interact (1PP)
  In Classic Traveller terms, the software package includes the following:
  Maneuver (1 CPU space)
  Jump-1 (1 CPU space)
  Jump-2 (2 CPU spaces)
  Jump-3 (2 CPU spaces)
  Generate (2 CPU spaces)
  Navigation (1 CPU space)
  Anti-Hijack (1 CPU space)
  Target (1 CPU space)
  Launch (1 CPU space)
  Library (1 CPU space)
  Auto-Evade (1 CPU space)
  Gunner Interact (1 CPU space)
  SHIP’S LOCKER
  Ship’s lockers are a sacred thing: each one is different, and equipment is either lovingly added to, or noncha-
  lantly discarded into them. The list below represents a basic standard locker for a Fast Courier. The referee may
  amend the contents, because the characters certainly will. Some of these items may be stored in the locker on
  the Launch.
  6 suits of Cold Weather Clothing
  6 Combination Masks
  6 Respirators
  6 TL-12 Vac suits
  2 Hand Computers
  2 Inertial Locators
  1 Long Range Communicator
  2 Medium Range Communicators
  1 Radiation Counter
  2 Binoculars
  3 Light Intensifier Goggles
  1 Electronic Tool Set
  1 Mechanical Tool Set
  1 TL12 Medical Kit
  3 Pressure Tents
  3 Tents
  Prepackaged food and water for 6 people for 4 weeks
  Water purification tablets
  Weapons
  1 Carbine with 100 rounds
  2 Snub Pistols 50 rounds each
  3 Blades
  Page 9
  
  Page 10
  Deep in the Thanber Scatter a Fast Courier maneuvers through an asteroid field, on its way to pick up a
  secure cargo from a remote Imperial Research Station.
  
  VARIANTS
  EXPLORATION SCOUT VARIANT
  Because of their reasonable Jump capability, Fast Couriers make excellent long range Exploration Scouts for
  the Scout Service. None of these variants have ever been built from the keel up – all are converted from existing
  standard Fast Couriers. The conversion consists of the following changes. A second double turret is added
  mounting two beam lasers. This provides additional firepower should it be needed. Agility is reduced to 1 as a
  result. A laboratory is installed in the secure cargo bay to allow scientific experiments to be undertaken during
  the mission. Cargo space is reduced to 7 tons, which is usually packed with supplies. The Launch is retained,
  and its cargo hold is also usually packed with supplies.
  Two extra staterooms are installed bringing the total to 8. This allows the carriage of extra crewmembers. A
  typical Scout team would consist of 8 people: Scout Mission Commander, pilot, navigator, medic, engineer,
  gunner/Launch pilot, and two scientists.
  Exploration Scouts operate in limited numbers around the vast fringes of the Third Imperium and beyond.
  TYPE SE EXPLORATION SCOUT
  Class: Starship, Type SE
  EP Output: 9 (2 extra)
  Tech Level: 12
  Agility: 1
  Size: Medium (200dt)
  Initiative: +1
  Streamlining: Partial
  AC: 11 (+1 agility)
  Jump Range: 3
  Repulsors: None
  Acceleration: 2
  Nuclear Dampers: None
  Fuel: 69
  Meson Screens: None
  Duration: 4 weeks
  Black Globes: None
  Crew: 8
  AR: 0
  Staterooms: 8
  SI: 115
  Small Cabins: 0
  Main Computer: Model/2bis
  Bunks: 0
  Sensor Range:  Short (Model/2)
  Couches: 0
  Comm. Range: Short (Model/2)
  Low Berths: 4
  Avionics: Model/2
  Cargo Space:  7 tons
  Cost: MCr98.737 in Quantity
  Atmospheric Speeds:
  NoE =  875kph
  Cruising = 2625kph
  Maximum = 3500kph
  Other Equipment: Fuel scoops, fuel purification plant
  (2.4 hours for 60dtons Jump fuel), 0.5dton ship’s locker, Laboratory,
  20dton boat bay.
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
  VIP PASSENGER VARIANT
  This rare variant is used by local governments and special Imperial units for fast movement of VIP passengers.
  The cargo hold is reduced to 4 tons to allow for 5 extra staterooms, increasing the total to 11. This allows for the
  carriage of up to 6 passengers.
  Triple Turret: Missile
  Rack (x1), Attack
  Bonus +1 (+1 USP),
  Damage 1d6.
  Pulse Laser (x1),
  Attack Bonus +1 (+1
  USP), Damage 1d10.
  Sandcaster  (x1),
  Defense Bonus +3 (+3
  USP).
  Double Turret: Beam
  Laser (x2), Attack
  Bonus +2 (+2 USP),
  Damage 2d8.
  Page 11
  
  THE ECONOMICS OF FAST COURIER OPERATION
  Running a starship isn’t cheap. And running a profitable “free trader” type operation with a Fast Courier is almost
  impossible because of its limited cargo capacity. But the Scout Service did not design for Fast Courier to make
  a profit, so that is unsurprising. Most Fast Couriers in Scout or government service do not need to make a profit
  to survive, as they are working in some sort of official courier/VIP carriage role. There are two ways to run a
  privately owned Fast Courier as a profitable operation. First, one needs to have a mortgage-free ship. A few
  older Fast Couriers  in the Marches (including the Jewelstar, Aramis Express and Mora Mailer) have been paid
  off and so turn a reasonable profit picking up priority, secure and hazardous cargo, without being restricted by a
  subsidy’s area of operation.
  The more common method of running a Fast Courier is through a subsidy contract with a local government or
  even a megacorporation. Although competition is fierce for such subsidies, there are many subsidized routes
  throughout charted space, each one connecting from 2 to 12 worlds. Fast Couriers are suited to such contracts
  because of their high Jump number. This enables them to connect worlds separated by rifts, also worlds which
  require regular shipping runs and therefore more likely to offer subsidies.
  MONTHLY FAST COURIER EXPENSES
  The following represents standard monthly expenses for Fast Courier operation using a government subsidy,
  based on the assumption that two Jumps are made each month, and 6 days is spent in port between Jumps. It
  is further assumed that the subsidy is the standard type offered throughout the Imperium, whereby the mortgage
  payments are taken over by the government and 50% of the gross receipts are also taken by the government.
  Some Fast Couriers resort to fuel skimming from oceans and gas giants to further minimise costs.
   Type
  Monthly Cost
  Notes
   Starship Mortgage
  Cr0
  Paid by Government subsidy
   Crew Salaries
  Cr19,000
   Life Support/Food
  Cr9,400
  Based on 4 low passengers, 6 crew/passengers
   Highport/Orbital Berthing
  Cr200
  Assuming two 6 day stays per month
   Security/Hazardous
   Cargo handling
  Cr840
  Based on 60% full secure/hazardous cargo (6 tons) per Jump
   Unrefined fuel
  Cr12,900
  Refined using onboard purification plant
   Routine Maintenance
  Cr2291
  Requires 1 full day per month
   Annual Maintenance
  Cr3819
  Yearly cost amortized into monthly payments
   TOTAL
  Cr48,450 per Month
  MONTHLY FAST COURIER INCOME
  The scenarios below are based on the assumptions that the Fast Courier will always carry 4 Low passengers
  and one Mid passenger, will always have a full standard cargo load and a 60% full (6 ton) secure/hazardous
  cargo load. For priority cargo, the calculation below is based on an 80% full cargo hold.
  Income can also be generated from special charters, special courier deliveries and buying and selling specula-
  tive cargo. Governments generally allow speculative cargo to be carried, so long as 100% of the risk is taken by
  the Courier crew. Governments do not take any of the profit (or loss) from speculative trade.
  Scenario 1: Standard Cargo (the “It’s bread and water for lunch” scenario)
  2 Jumps per month: 24 tons of standard cargo, 4 Low and one Mid Passage per Jump:
  Income: Cr72,000, minus 50% taken by the subsidizing government = Cr36,000 income
  Net Loss: Cr12,450
  Scenario 2: Secure Cargo (the “At least salaries are getting paid” scenario)
  2 Jumps per month: 14 tons of standard cargo, 6 tons of secure cargo, 4 Low and one Mid Passage per Jump:
  Income: Cr112,000, minus 50% taken by the subsidizing government = Cr56,000 income
  Net Profit: Cr7,550
  Page 12
  
  Scenario 3: Hazardous Cargo (the “So what if we are carrying lethal biotoxin waste all the time” sce-
  nario)
  2 Jumps per month: 14 tons of standard cargo, 6 tons of hazardous cargo, 4 Low and one Mid Passage per
  Jump:
  Income: Cr172,000, minus 50% taken by the subsidizing government = Cr86,000 income
  Net Profit: Cr37,550
  Scenario 4: Priority Cargo
  2 Jumps per month: 14 tons of standard cargo, 8 tons of priority cargo, 4 Low and one Mid Passage per Jump:
  Income: Cr100,000, minus 50% taken by the subsidizing government = Cr50,000 income
  Net Profit: Cr1270
  Note: Based on priority cargo being taken 3 parsecs.
  A special case is the mailship. Half of the secure cargo area is set aside for mail.
  Scenario 5: Mail Cargo
  2 Jumps per month: 14 tons of standard cargo, 4 tons of secure cargo, 5 tons of mail, 4 Low and one Mid
  Passage per Jump:
  Income: Cr182,000, minus 50% taken by the subsidizing government = Cr91,000 income
  Net Profit: Cr42,270
  TYPES OF CARGOS
  Fast Couriers in private use usually carry priority, secure or hazardous cargos. Every cargo has a story – some-
  times mundane, but sometimes dangerous or potentially profitable for the characters. The tables below can be
  used by the referee either randomly or chosen to provide the characters with some interesting situations to deal
  with over the course of a normal delivery mission. In particular, secure cargos could be the target of people
  attempting to get their hands on them.
  Hazardous Cargos
  2D6
  Type
  Notes
   2
  Lethal Chemical Warfare Agents
   3
  Lethal Biological Warfare Agents
   4
  Conventional HE explosives
  ie: Grenades, HE shells, starship missile warheads
   5
  Non-lethal Chemical Warfare Agents
   6
  Small Arms ammunition
   7
  Low Grade Radioactive waste
   8
  Strong Acids
   9
  Armor piercing ammunition
   10
  Dangerous alien lifeforms
  Contact could prove rather deadly
   11
  Lethal Solvents
   12
  High Grade Radioactive Waste
  Including tactical nuclear warheads
  Page 13
  
  Secure Cargos
  3D6
  Type
  Notes
   3
  Combat Drugs
  Highly sought after
   4
  Fast/Slow Drugs
  Also highly sought after
   5
  Military Aircraft
  One only per secure shipment
   6
  Combat Armor
  Only if pickup world is TL 11+. If TL 10-: combat environment suit
   7
  Military small arms
  (Types are dependent on TL of world where goods are picked up)*
   8
  Civilian small arms
  (Types are dependent on TL of world where goods are picked up)*
   9
  Wheeled/Tracked AFV
  One only per secure shipment
   10
  G-Carrier
  One only per secure shipment
   11
  Starship weapons
  4 per ton. Pulse lasers, beam lasers, sandcasters and missile racks
   12
  Military support weapons
  See list below for types of weapons that could be carried
   13
  Lanthanum
  Key component in Jump Grids
   14
  Zuchai Crystals
  Key component in Jump Drives
   15
  Platinum
  Metal Ore
   16
  Iridium
  Metal Ore
   17
  Local/Imperial Treasury Bonds
   18
  Nuclear warheads
  4 per ton of secure cargo. Nominally safe because primers have
  been removed, but a juicy target for terrorists.
  * Military small arms are defined as the ACR, gauss rifle, LMG, LAG, grenade launchers, disposable launchers
  and all high energy weapons.
  Military support weapons vary according to the tech level of the pickup world: such weapons include in tech level
  order: mortars and field artillery (TL-5+),  MRL’s (TL-6+), vehicle lasers (TL-7+), autocannons (TL-8+), plasma
  cannons and VRF gauss guns (TL10+) and fusion cannons (TL-12+). In CT, plasma cannons are known as A, B
  and C Guns. Fusion cannons are known as X, Y and Z guns.
  SECURE CARGO ASSAILANTS
  Secure cargos may be carefully tracked by people and organizations wishing to intercept and acquire those
  cargos. Despite strict security surrounding secure cargo transactions, groups wanting to acquire secure cargos
  may attempt to take them by various means. A Fast Courier crew experienced handling such cargos will have
  various means to ensure the cargos are secure – false radio traffic, misleading departure times, using a remote/
  secure installation for cargo transfer, issuing false cargo manifests, running silent with the ship’s transponder off
  or even more elaborate ruses for particularly sensitive cargos. The referee should ensure that sensitive cargos
  are targeted in some way early on in a campaign to ensure the characters are aware of their value, and their
  downside.
  1d6
  Assailant
   1
  Imperial Corporation (boarding party of hired thugs using two armed pinnaces faking a customs search)
   2
  Non-Imperial Corporation
   3
  One man fighting-machine saboteur disguised as a VIP passenger on the same flight as the target cargo
   4
  Rogue Mercenary Group (running an 800 ton mercenary cruiser or other para-military ship)
   5
  Corsair Group (running a 400 ton corsair or other large ship)
   6
  Rogue Government (either from a balkanised world or rival to the destination world – uses customs cutter
  to make illegal seizure at an intermediate jump point)
  The way any of these entities target the secure cargo is up to the referee. Some suggestions are listed above,
  but more subtle means than pulse and beam lasers can also be attempted.
  The referee is free to make up other cargos as the situation permits.
  Priority cargos can be anything from the T20 or CT Speculative Trade Goods tables. Those goods are simply
  wanted at their destination faster than usual.
  Page 14
  
  FAST COURIERS OPERATING IN THE SPINWARD
  MARCHES AS AT 320-1110
  Fast Couriers operating in the Imperial Scout Service are generally named for recipients of the Imperial Order of
  the Arrow Medal. The table is grouped by type of owner. Ships lost in the Sector are not listed: but at least 6 have
  been lost or destroyed over the centuries in the Spinward Marches.
   Name
  Completed Owner
  Notes (including base/area of operation)*
   INDIVIDUALS
   Aramis Express
  1074
  Individual
  Fast Courier (Based on Aramis)
   Jewelstar
  1065
  Individual
  Fast Courier (Based on Lanth)
   Saviour
  1093
  Individual
  Subsidized – Vilis-Phlume Chain (Vilis)
   Fortuna
  1095
  Individual
  Subsidized – The Junidy Cluster (Aramis)
   Dia Dellmar
  1096
  Individual
  Subsidized – The Thanber Scatter (Querion)
   Sultan
  1102
  Individual
  Subsidized – The Jewell Scatter (Jewell)
   Pacesetter
  1103
  Individual
  Subsidized – The Glisten Arm (Glisten)
   Hinterland
  1103
  Individual
  Subsidized – Vilis-Phlume Chain (Vilis)
   CORPORATIONS
   Amber Runner
  1076
  Al Morai
  Fast Courier (Vilis)
   Glisten Express
  1086
  Whiplash LIC
  Subsidized – Glisten Arm (Glisten)
   Mora Mailer
  1075
  Mora Mail LIC
  Mailship (Mora)
   Pace
  1084
  Whiplash LIC
  Subsidized – Glisten Arm (Glisten)
   Rawlins
  1088
  Sinzarmes
  Mailship (Regina)
   Star-Reach
  1090
  Diamond Couriers
  Subsidized – The Jewel Scatter (Jewell)
   Xpress One
  1093
  Diamond Couriers
  Subsidized - The Jewel Scatter (Jewell)
   Red Star
  1101
  Al Morai
  VIP Passenger Variant (Lunion)
   GOVERNMENTS
   Arcadia
  1094
  Aramis Govt
  (Aramis)
   Mihlyesan
  1086
  Darrian Navy
  VIP Passenger Variant (Darrian)
   Seelan
  1099
  Collace Navy
  (District 268)
   Collace Sprinter
  1104
  Collace Navy
  (District 268)
   Signet Courier
  1105
  Rhylanor Govt
  VIP Passenger Variant (Rhylanor)
  SCOUT SERVICE
   Katarina
  1079
  Scout Service
  (Lysen/Jewell)
   Asmezi
  1081
  Scout Service
  Exploration Scout Variant (Mirriam/Five Sisters)
   Forman
  1083
  Scout Service
  (Karin/Five Sisters)
   Zorana
  1089
  Scout Service
  (Persephone/Lunion)
   Nakakin
  1090
  Scout Service
  Exploration Scout Variant (Mirriam/Five Sisters)
   Belleran
  1090
  Scout Service
  (Nasemin/Aramis)
   Matterhorn
  1091
  Scout Service
  (Aramis/Aramis)
   Aceh
  1092
  Scout Service
  Exploration Scout Variant (Nasemin/Aramis)
   Fibernachi
  1096
  Scout Service
  Exploration Scout Variant (Nasemin/Aramis)
   Zudarmaa
  1100
  Scout Service
  (Garda-Vilis/Vilis)
   Goromiah
  1101
  Scout Service
  Exploration Scout Variant (Mirriam/Five Sisters)
   Boyden
  1106
  Scout Service
  Exploration Scout Variant (Nasemin/Aramis)
   Agirash
  1108
  Scout Service
  (Flammarion/Sword Worlds)
   Coolah
  1109
  Scout Service
  (Ivendo/Lanth)
  *Scout service vessels have a “homeport”, a scout base from which they return for overhauls and maintenance. The area of operations is
  generally within a subsector of their home scout base, except for exploration vessels which range far beyond the Spinward Marches.
  Page 15
  
  Subsidized Routes, Scouts and Campaigns
  If characters wish to build or buy a new Fast Courier they would add to the Spinward Marches registry list and
  find a subsidy from a system government in the Marches to pay the mortgage. It is important to note that even if
  a government subsidizes a Fast Courier, a 20% downpayment is still required from the characters.
  If characters are starting out on a campaign the referee may assign one of the ships listed as being owned by an
  “individual” and place the characters in the area where the subsidy is. It is assumed the 20% down payment was
  paid in the past, but the referee should take most of the starting money away from the characters in partial
  compensation.
  If referees don’t want to give anything away then the characters may have to somehow come up with the 20%
  down payment to build/buy a Fast Courier. This could be achieved by selling a free trader or seeker which has
  some equity in it, or some other devious means.
  Another way of building a campaign around a Fast Courier is to have characters take a Scout Service Explora-
  tion ship on an exploration mission beyond the borders of the Imperium. These missions may last for a year or
  more, and there are no mortgages to worry about. These missions could take place anywhere on the fringes of
  the Imperium, which means there are virtually limitless starting places for such a campaign.
  The Referee may wish to make his or her own subsidized routes, and add Fast Couriers to the Spinward
  Marches registry. The subsidized routes noted in the adventure seeds below necessarily restrict the characters
  to a particular cluster, but some of the clusters are large and have many possibilities for adventure. In addition,
  special courier missions could take the ship outside the subsidized routes for a time.
  ADVENTURE SEED: THE JEWELL SCATTER CAMPAIGN
  In an effort to improve communications between the Jewell scatter and the Regina subsector, the Jewell govern-
  ment subsidizes different kinds of ships, mainly high Jump ships for the Jump-3 routes trailing to Regina subsector.
  The worlds included in the subsidy are Jewell, Emerald, Ruby, Esalin, Mongo, Nakege, Lysen and Louzy – 8
  worlds in total. Subsidies for this area are funded by Jewell primarily to maintain a Jump-3 link between the
  spinward worlds of the Scatter and Louzy, which is the “end of the line” in the enormous chain of worlds which
  make up the Spinward Main.
  Operations in the Jewell Scatter are characterized by a constant fear of Zhodani interference in Imperial sys-
  tems. The Jewell cluster of worlds are heavily fortified, containing numerous Navy squadrons and Imperial
  Marines. All systems are heavily patrolled by the Imperial Navy. As a result, piracy is virtually unknown in the
  subsector, but the Zhodani are always gathering intelligence and sometimes even use Imperial citizens for
  information gathering. While the Navy uses its own couriers for communications with the Regina subsector, the
  occasional lower priority secure cargo is taken by private courier firms. Very few private firms own Jump-4 ships
  however, so privately owned Jump-3 ships use the Jewell-Nakege-Louzy route to trailing, avoiding the Lysen
  Gulf which lies between Lysen and the Regina subsector.
  Jewell is a major exporter of manufactured goods throughout the region, and rely on Fast Couriers for the
  despatch of time sensitive and high value cargos onward to the Spinward Main in Regina subsector, and be-
  tween worlds in the Scatter. Louzy and Mongo both export high grade ores from their vast mines, so bulk ore
  carriers move most of their exports. The occasional priority ore cargo is moved via Fast Courier however.
  The Imperial armed forces are major consumers of resources in the region, and sometimes use Fast Couriers
  for movement of lower priority cargos and even VIP passengers from the Navy, Marines and Imperial Army.
  ADVENTURE SEED: THE JUNIDY CLUSTER CAMPAIGN
  Located in the trailing portion of the Aramis subsector, the Junidy cluster governments offer subsidies to link the
  worlds of the cluster with the Spinward Main to rimward via Patinir, Zila and Pysadi. Governments offering such
  subsidies in the Junidy Cluster include Carsten and several nations on Aramanx, and Zila, Pysadi Patinir, Natoko,
  Aramis and L’oeul d’Dieu. Carsten and Aramanx constitute a “dropping off” point for priority/secure/hazardous
  cargo requiring urgent shipment to the Spinward Main to rimward. Fast Courier operations link these two worlds
  to the Spinward Main via Zila, Pysadi and Patinir.
  Page 16
  
  Operations in the Junidy Cluster are characterized by frequent contact with Vargr traders, and the occasional
  Vargr corsair. The Imperial Navy’s attention is fixated on Regina, Vilis and Jewel subsectors to Spinward, and
  the frequency of patrols are not what they should be.
  Sternmetal Horizons LIC is particularly active in the cluster, especially on Aramanx, supporting the Lavrenyi
  nation in a world war against the nations of Lanax and Senled in order to gain control of the world’s mineral
  resources. The war has developed into global proportions. Sternmetal maintains its own fleet of freighters which
  provide war material for Lavrenyi, but the nations of Lanax and Senled also offer subsidies to merchants and
  Fast Couriers to provide interstellar transport capability in this time of crisis. Lanax and Senled are forced to use
  subsidized vessels because they lack the tech level to build and maintain their own starships. Ships subsidized
  by these two nations are used to export manufactured goods in exchange for desperately needed hard currency
  to continue the war effort.
  But the subsidized starships are also used to import secure and hazardous cargos to continue the war effort –
  and there are no end of extremely hazardous and important high value cargos awaiting importation from nearby
  worlds. While such work is a gun runner’s dream, entering the Aramanx system can be a nightmare. Para-
  military “merchant ships” owned by Sternmetal intimidate any ships bound for the Lanax or Senled starports, but
  the Imperial Navy’s 674th SDB Squadron maintains an iron grip on the spacelanes in the system, allowing trade
  to continue to and from the world. The squadron consists of 4 400 ton SDBs and a very old 300 ton Gazelle class
  close escort. Once a starship enters the upper atmosphere of Aramanx however, the rules change. The Imperium
  no longer has jurisdiction, and subsidized ships become fair game. More than a few starships have been downed
  by primitive interceptor aircraft, and most starships now take extensive evasive maneuvers when descending to
  the surface of Aramanx. A Fast Courier operation in this environment is filled with danger and more than a few
  moments of terror, but most operators are getting very rich from the millions suffering in Aramanx’s horrific world
  war.
  Cargos transported by a Fast Courier that may be of great interest to Sternmetal operatives seeking to stop the
  flow of weaponry to their rivals include nuclear weapons, military small arms, ammunition, AFVs, aircraft, high
  grade radioactive waste, explosives and anything else that could aid the war effort. Sternmetal operatives could
  use any means to stop the flow of goods – sabotage, outright piracy, mercenary boardings – just so long as the
  corporation can get away with it.
  A new player has recently emerged on the scene however. Megacorporation Ling Standard Products, longtime
  rival of Sternmetal, has started covertly supporting Lanax and Senled’s war effort. Many products being trans-
  ported by subsidized ships are actually financed by LSP.
  ADVENTURE SEED: THE THANBER SCATTER CAMPAIGN
  Beyond the spinward border of the Imperium lies the Querion subsector, its Coreward worlds dominated by the
  Zhodani. In Astrographic terms, the Thanber Scatter consists of every world in the subsector not claimed by the
  Sword Worlds or the Zhodani.
  Operations in the Thanber Scatter are characterized by little Imperial traffic, small independent tramp traders
  and small Zhodani Navy patrols passively observing proceedings on Scatter worlds. Three Tukera Line 600 ton
  armed Subsidized Liners work the main routes but only call on worlds on an irregular basis, leaving openings for
  couriers to carry priority , secure and hazardous cargos. There is an increased risk of piracy in the region, with
  corsairs operating from the Foreven Sector striking into the subsector. The Zhodani Navy are actively engaged
  in trying to destroy Corsairs in the Foreven Sector and will protect starships from such raiders, regardless of the
  origin of those starships. But Zhodani Navy ships will also stop and search Imperial ships operating in the region,
  even if they are not military ships. This is an accepted risk of working in the Scatter.
  A small amount of priority/secure cargo are handled between Choleosti, Thanber and the Imperial Research
  Station in the Retinae system, but most of this cargo is moved by Imperial Navy couriers to and from Retinae.
  The majority of cargos consist of urgent consignments between worlds in the Scatter, especially the movement
  of high yield, high tech goods from the Imperial border. The movement of such goods is a target for corsairs and
  other unsavoury types, and the hardy locals in the Scatter generally bargain hard, resorting to unlawful means if
  they do not get their way. The mantra of a Fast Courier operation (or any trader operation) in the subsector is be
  prepared for anything.
  Page 17
  
  Any world in the scatter can offer subsidies, but a few in particular will do so for specific reasons. Anti-Zhodani
  Attica offers subsidies to Imperial and Arden Federation registered ships in order to keep trade flowing with
  them. Situated on the border of the Consulate, Attica is a world in a perpetual state of paranoia about Zhodani
  intentions.
  Fast Courier subsidies offered by the Imperial client world of Thanber link the worlds of the Scatter with the
  Imperial border world of Choleosti in the Vilis subsector. The worlds serviced consist of Choleosti, Thanber,
  Dekalb, Faisal, Retinae, Bael, Rushu, Xhosa, Yiktor, Attica, Prinx, Mizen-fel and Atson.
  The Imperial Client State of Dekalb relies on high jump ships to transport high value ores from its sea mining
  platforms dotted across the shallow seas to markets on Entrope, the Federation of Arden and the Imperium. The
  system is also a market for mid tech goods to keep its mining platforms operational.
  Prinx, located at the Spinward end of the subsector, provides subsidies to Imperial registered ships for the same
  reason as Attica. The military regime there ended Zhodani presence on the world decades ago, and maintains a
  mildly pro-Imperial attitude despite the lack of support for the government from the Imperium. Prinx is the prob-
  ably the most isolated of all the pro-Imperial worlds in the Spinward Marches.
  Tukera Lines, a powerful shipping megacorporation, dominates the starport activities of the key Imperial client
  state of Thanber, which links the Imperium with the worlds of the Thanber Scatter. The starport is guarded by
  Tukera mercenaries, and non-Tukera merchant ships are accorded the worst starport facilities and worst serv-
  ice. The mercenaries will undertake punitive searches of non-Tukera starships and the slightest discrepancy will
  land the ship’s crew in deep trouble. However, non-Tukera ships also have a saving grace. The technocracy
  which runs Thanber is financially supported by Tukera, but the local judges and customs officials who run the
  court system are opposed to Tukera influence in local affairs and will assist non-Tukera merchants if they are
  being victimised by Tukera thugs. That is not to say some locals haven’t been bought by Tukera however.  Fast
  Couriers can expect to be hassled by Tukera mercenaries every time they pass through the Thanber system. PC
  operated Fast Couriers can also expect to be hassled by Tukera Line Subsidized Liner crews if they are encoun-
  tered in starports throughout the subsector.
  ADVENTURE SEED: THE VILIS-PHLUME CHAIN CAMPAIGN
  Situated on the Spinward border of the Imperium, the Vilis-Phlume Chain is relatively isolated and stretches
  from Margesi to Phlume across the subsector. Various governments in the Chain provide subsidies to facilitate
  trade between worlds in the Chain and the Spinward Main to trailing. Fast Courier subsidies cover the following
  worlds which form part of this tenuous link: Phlume, Denotam, Calit, Mirriam, Frenzie, Stellatio, Arkadia, Ficant,
  Garda-Vilis, Vilis and Margesi.
  Operations in the Vilis-Phlume Chain are characterized by a heavy Imperial Navy presence, as this section of
  the border is highly exposed to both Sword Worlds and Zhodani incursions. Pirates would not dare enter any
  Imperial systems, but a few have been spotted across the border in neutral systems. Vilis is a major supplier of
  mid tech goods throughout the subsector and relies on Fast Couriers to transport urgent shipments of high value
  goods to markets throughout the Vilis-Phlume Chain.
  Vilis also exports military hardware and starships, and as a consequence has a substantial demand for fast
  deliveries of high value, secure military items to buyers and subcontractors throughout the Chain. These is also
  demand for the importation of hazardous goods to assist the massive manufacturing plants on Vilis, particularly
  with the Just-in-time management practices employed by these facilities. There is a lot of work in the Chain for
  a Fast Courier, as well as moderate dangers from the types of cargos being carried. Sloppy hazardous cargo-
  handling on Vilis and Garda-Vilis have seen some horrific accidents in the last decade. There have been so
  many problems some merchant crews prefer to handle their own hazardous cargos.
  Page 18
  
  ADVENTURE SEED: THE ROYAL MERCANTILE NAVY OF HERONI CAMPAIGN
  Situated on the Spinward Main in the Mora subsector, industrialized Heroni is an oligarchy ruled by a hereditary
  King. The Royal Mercantile Navy maintains a small fleet of 30 old freighters and is making an impact in the
  surrounding systems, mainly by exporting TL-8 goods from Heroni’s factories to nearby worlds. The focus of this
  campaign is the Navy’s need for higher Jump services for priority and secure cargos. The Navy is prepared to
  enter into a standard subsidy agreement with a merchant crew to man and run a Fast Courier, since the Heroni
  Navy lacks the technology to support a Jump-3 (or even Jump-2) vessel. The Jump-2 ships in its fleet are
  maintained by a subcontracted shipyard on Lunion/Lunion.
  The Navy has a military style leadership, with a Chief of Staff heading the Navy, and a chain of command that
  ends with individual vessel captains. Every vessel in the fleet is armed, but many are in a state of disrepair and
  urgent funds are required to keep ships operational. The Navy’s largest competitor is Al Morai, which operates
  from Mora/Mora. A few shooting incidents have occurred between Navy crews and Al Morai crews, both in ships
  and at starports. Al Morai mainly recruits from ex-Navy and Scout personnel, and their ships are fully capable of
  defending themselves. If the characters take on the Heroni subsidy, they will be hassled by Al Morai crews on a
  regular basis.
  The Mercantile fleet consists of 8 free traders and 19 subsidized merchants, along with 3 scout/couriers for
  Jump-2 deliveries. The activities of the Jump-1 ships are limited to working the Spinward Main in the Rhylanor,
  Lunion, Lanth and Mora subsectors. The free traders are usually engaged in speculative trade, while the subsi-
  dized merchants work set routes along the Main.
  The systems included in the subsidy are: Heroni/Mora, Fosey/Mora, Byret/Mora, Mercury/Mora, Catuz/Mora,
  Moran/Mora, Fornice/Mora, Ivendo/Lanth, Gitosy/Rhylanor, Capon/Lunion and Quiru/Lunion. Heroni ships are
  effectively cut out of the massive Mora market by El Morai. Worlds along the Main are generally serviced by the
  Jump-1 fleet, leaving the long routes to the Fast Courier.
  Of interest to military-minded characters are the Imperial Navy and Scout base operations on Mercury. These
  bases often obtain TL-8 goods from Heroni as part of their extensive planetary training operations on the world.
  The route for Heroni’s goods to the massive market of Fornice is a lucrative one for high Jump couriers. Using
  the Heroni-Byret-Catuz-Fornice route, TL-8 secure and priority cargos are regularly rushed to the 20 billion
  population Fornice system. Secure packet pickups and deliveries are also transported on this route. El Morai
  operatives are currently engaged in trying to stifle competition in the Fornice system, so Heroni ships have
  become a target for devious and underhand tactics designed to destroy Heroni’s reputation as a reliable freight
  line. Recent Incidents have included attempts at sabotage, bribing corrupt customs officials to hold up Heroni
  ships, planting highly illegal cargos on Heroni ships and smear campaigns in vid-zines. All these measures have
  weakened the Heroni Mercantile fleet’s reputation, causing a cash crisis and threatening to close the Navy’s
  merchant operations for good. But hope is on the horizon. Rumors abound of a financial backer for the Navy in
  the shape of Imperiallines, a rival to El Morai.
  A continuation of the campaign could see the characters rising through the ranks of the Mercantile Navy and
  help halt its slow slide into financial ruin by running a profitable operation, and exposing the ruthless tactics of El
  Morai to the worlds they call upon. A healthy vibrant Heroni Mercantile Navy would provide a great counterbal-
  ance to the domination by El Morai and other players in this area of the Marches. And it would make the charac-
  ters rich and powerful if they help restore the former glory of The Royal Mercantile Navy of Heroni.
  Page 19
  
  ADVENTURE SEED: THE GLISTEN ARM CAMPAIGN
  Multiple subsidies for the Glisten Arm are offered by various Glisten cluster governments, including passenger,
  bulk freight and mail services. A Fast Courier would receive a standard priority/secure/hazardous cargo subsidy
  or a mail subsidy. The Glisten Arm is an offshoot from the Spinward Main that snakes from spinward to trailing
  through the Glisten subsector. The operational area of the subsidy consists of the worlds of Melior, Egypt, Callia,
  Overnale, Glisten, Aki, Windsor, Weiss, New Rome, Craw, Trane, Horosho, Sorel, Tsarina, Wurzburg and Bendor.
  Fast Couriers are used to provide high Jump capability between worlds in the Arm. A Jump-3 ship is capable of
  reaching any world in the Arm from any other world in the Arm in just one or two Jump-3’s.
  Operations in the Glisten Arm are characterized by the movement of priority high tech goods between worlds in
  the Arm, particularly to and from the manufacturing center of Glisten. Space in the cluster is generally safe from
  piracy.
  The corporate government of Weiss (which is in fact a subsidiary of the Spinward Development Corporation)
  has offered a few subsidies to encourage trade with that world.
  The Overnale Agricultural Corporation, in an effort to promote high value exports for Overnale’s exsquisite
  agricultural products, offers subsidies for high Jump ships to deliver high value products to major markets in the
  Arm. The cargos may not engender a vast profit, but they sure do taste good.
  The New Rome government offers subsidies to encourage exports from New Rome’s large-scale manufacturing
  enterprises.
  Craw’s government has been known to offer subsidies, being little-visited by major freighters.
  Trane is often called upon by small cargo ships because of its reputation as a major manufacturer of arms.
  Certainly, visits to Trane’s starport can be hair-raising affairs because everyone is armed. The world seems to be
  awash with slugthrowers. High value secure and hazardous weapons shipments from Trane to other worlds in
  the Arm and beyond occur on a regular basis. Consequently the planet’s starport harbors some rather unsa-
  voury types who may cause problems for Fast Courier operators, both on the ground and in space. The Imperial
  corporation Instellarms also maintains a small TL-B facility on Trane, manufacturing Grav-APCs which are ex-
  ported throughout the Marches. Such shipments always require urgent or secure delivery.
  Although located just Coreward of the Glisten Arm, Inthe has call for hazardous goods shipments on a regular
  basis. Radioactive ores from Inthe are exported to various manufacturing facilities throughout the Glisten Arm,
  although such shipments are carefully monitored because of their risk factor.
  Wurzburg is classified an Amber Zone due to its violent, anarchistic starport area and crumbling infrastructure. It
  is an exciting place to visit if a Fast Courier crew is looking for highly illegal materials to buy, sell, or transport.
  Bendor relies on just-in-time deliveries from other manufacturing centers in the Arm, particularly Glisten, to keep
  its starship manufacturing facility operational. Owned by the Bendor Government (which itself is a captive,
  administrative arm of the Ffudn system government), the Bendor Shipyards build large freighters and are in
  direct, bitter competition with shipbuilders on Glisten. The Bendor government sudsidizes a small number of
  high Jump couriers to maintain the flow of high-tech subassemblies to the shipyard. The primary shipbuilders on
  Glisten, Bilstein Yards and Ling Standard Products are rumoured to be working together to bring down the
  fledgling Bendor Shipyards.
  Glisten’s bureaucratic government offers no subsidies at all, there being no need as there is ample incentive for
  freighters to call there. However, corporations based in the Glisten system may, from time to time, offer subsidies
  to service specific routes in the Arm. Corporations sometimes offer subsidies as a means of keeping direct costs
  down, although such subsidies have been known to be unilaterally cancelled, sparking legal battles and even
  extreme retaliatory actions from the unfortunate ship crews.
  Page 20
  
  ADVENTURE SEED: THE EXPLORATION SCOUT CAMPAIGN
  Two Imperial scout bases in the Marches run active extra-Imperial exploration operations. The Scout Base at
  Mirriam in the Five Sisters subsector runs the 12th EIE (Extra-Imperial Exploration) Detachment, which consists
  of three 1000 ton Qasar class scout cruisers and three 200 ton exploration scouts as well as two scout/couriers
  for short-duration exploration missions. (The Scout Cruiser is detailed in QLI’s EPIC Adventure 5: Scout Cruiser).
  All are tasked for independent operations, with most of the EIE Detachment on exploration missions at any given
  time. Long-Missions generally use detached duty Scouts and even experienced non-Scout personnel to fill
  specialist roles.
  The Detachment is tasked with exploration of worlds in the Foreven and Beyond Sectors to Spinward, although
  some Long-Missions have penetrated even further Spinward into the Far Frontiers Sector. The scope for explo-
  ration is vast, and the limited resources of the 12th EIE Detachment can do no more than scratch the surface of
  the vast number of systems stretching Spinward. But that is the daunting task of the Exploration Office, a task
  undertaken with glee by its hardy personnel.
  The other major EIE Detachment in the Marches is located at the Scout Base orbiting Nasemin in the Aramis
  Subsector. With its focus pointed Coreward, the 8th EIE Detachment is tasked with exploration and survey of the
  Vargr dominated Gvurrdon Sector. Some of the Long-Missions have explored even further Coreward into the
  Knoellighz Sector, but operations are mainly confined to the Gvurrdon Sector. The detachment runs two 1000
  ton Qasar class scout cruisers, three 200 ton exploration scouts and four scout/couriers, all configured for long
  duration missions. Another possibility for Coreward exploration is a mission to observe or locate part of the route
  to the Core of the Milky Way, mapped by the Zhodani over the course of 5000 years.
  A character group undertaking an exploration scout campaign should include at least one experienced Scout,
  and the campaign should be presented as chance to explore new worlds, aliens and interstellar civilizations
  beyond the imagination of citizens of the Third Imperium.
  Page 21
  
  OPEN GAME LICENSE
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who
  have contributed Open Game Content; (b)”Derivative Material” means copyrighted
  material including derivative works and translations (including into other computer
  languages), potation, modification, correction, addition, extension, upgrade,
  improvement, compilation, abridgment or other form in which an existing work may be
  recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent,
  lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game
  Content” means the game mechanic and includes the methods, procedures, processes
  and routines to the extent such content does not embody the Product Identity and is
  an enhancement over the prior art and any additional content clearly identified as
  Open Game Content by the Contributor, and means any work covered by this License,
  including translations and derivative works under copyright law, but specifically excludes
  Product Identity. (e) “Product Identity” means product and product line names, logos
  and identifying marks including trade dress; artifacts; creatures characters; stories,
  storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols,
  designs, depictions, likenesses, formats, poses, concepts, themes and graphic,
  photographic and other visual or audio representations; names and descriptions of
  characters, spells, enchantments, personalities, teams, personas, likenesses and
  special abilities; places, locations, environments, creatures, equipment, magical or
  supernatural abilities or effects, logos, symbols, or graphic designs; and any other
  trademark or registered trademark clearly identified as Product identity by the owner
  of the Product Identity, and which specifically excludes the Open Game Content; (f)
  “Trademark” means the logos, names, mark, sign, motto, designs that are used by a
  Contributor to identify itself or its products or the associated products contributed to
  the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use,
  Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material
  of Open Game Content. (h) “You” or “Your” means the licensee in terms of this
  agreement.
  2. The License: This License applies to any Open Game Content that contains a notice
  indicating that the Open Game Content may only be Used under and in terms of this
  License. You must affix such a notice to any Open Game Content that you Use. No
  terms may be added to or subtracted from this License except as described by the
  License itself. No other terms or conditions may be applied to any Open Game Content
  distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with
  the exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material as
  Open Game Content, You represent that Your Contributions are Your original creation
  and/or You have sufficient rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of
  this License to include the exact text of the COPYRIGHT NOTICE of any Open Game
  Content You are copying, modifying or distributing, and You must add the title, the
  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an
  indication as to compatibility, except as expressly licensed in another, independent
  Agreement with the owner of each element of that Product Identity. You agree not to
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark
  in conjunction with a work containing Open Game Content except as expressly licensed
  in another, independent Agreement with the owner of such Trademark or Registered
  Trademark. The use of any Product Identity in Open Game Content does not constitute
  a challenge to the ownership of that Product Identity. The owner of any Product Identity
  used in Open Game Content shall retain all rights, title and interest in and to that
  Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions
  of this License. You may use any authorized version of this License to copy, modify
  and distribute any Open Game Content originally distributed under any version of this
  License.
  10 Copy of this License: You MUST include a copy of this License with every copy of
  the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content
  using the name of any Contributor unless You have written permission from the
  Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this
  License with respect to some or all of the Open Game Content due to statute, judicial
  order, or governmental regulation then You may not Use any Open Game Material so
  affected.
  13 Termination: This License will terminate automatically if You fail to comply with all
  terms herein and fail to cure such breach within 30 days of becoming aware of the
  breach. All sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such
  provision shall be reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors
  Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary
  Gygax and Dave Arneson.
  T20 – The Traveller’s Handbook Copyright 2002, QuikLink Interactive, Inc. Traveller is
  a trademark of Far Future Enterprises and is used under license.
  Golden Age Starships 1: Fast Courier – Copyright ©2005 Avenger Enterprises.
  Open Gaming Information
  OPEN GAME CONTENT
  The only Open Game Content found in this book is specified
  below. All other material is considered either closed content,
  Product Identity (see below and section 1e of the OGL) or
  Trademarks (see below and section 1f of the OGL).
  • All stat blocks for starships on pp 6-11.
  
SOURCE: textdata/thevault/Traveller/Traveller d20/CSRT0003 Golden Age Starships #1 - Fast Courier.pdf