TEXT: FUTURE
  DECKPLANS 1:
  SCOUT/COURIER (TYPE S)
  Includes both 15mm and 25mm scale deckplans
  Includes both 15mm and 25mm scale deckplans
  Includes both 15mm and 25mm scale deckplans
  Includes both 15mm and 25mm scale deckplans
  Includes both 15mm and 25mm scale deckplans
  Includes both 15mm and 25mm scale deckplans
  Some portions of this book may require the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc.
  
  2
  Deckplans 1: Scout/Courier (Type S)
  Copyright (C) 2005, QuikLink Interactive, Inc. All rights reserved.
  Traveller is a registered trademark of Far Future Enterprises and used under license.
  d20 Modern, Dungeons & Dragons, and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in the United States and other 
  countries and are used with permission.
  A single copy of this electronic document may be printed out for personal use and reference only. Additional copies may only be printed 
  to replace a previously printed copy that has been lost or damaged. No part of this booklet may be reproduced in any form for any other 
  reason by any means without permission in writing from the publisher, except as provided for under the terms of the Open Game License 
  (a copy of which can be found at the end of the document.).
   2 3 4 5 6 7 8 9 10
  QLI/RPGRealms
  2307 Brafton Ct.
  Acworth, GA 30101
  http://www.TravellerRPG.com
  http://www.RPGRealms.com
   
  Traveller for the d20 System
  Science Fiction Adventure in the Far Future
  AUTHOR
  Hunter Gordon
  LAYOUT AND DECKPLANS
  Hunter Gordon 
  ILLUSTRATIONS
  Bryan Gibson
  
  3
  SCOUT/COURIER TYPE-S (TL11/PL 6)
  The Type S Scout/Courier is the most commonly seen ship in Charted Space. Small, cheap, and reasonably economical 
  to operate, these ships have become a workhorse for both the government and military fleets; some are encountered in 
  commercial use. Most Scout/Couriers are actually former Scout Service vessels either purchased as surplus from the 
  government or are assigned for the private use of former Scouts currently on Detached Duty. In return for use of the 
  ship the Scouts (and the ship itself) are subject to recall at any time for temporary or indefinite duty, as the Scout service 
  requires.
         The ship itself is built using the smallest available hull for a starship, 100-tons. The vessel carries a Maneuver drive 
  capable of up to 2-G acceleration and a Jump-2 drive. The power plant provides just enough energy to power the maneuver 
  drives or the Jump drive. If laser or energy weapons are installed, a larger power plant will be needed. Most ex-Scout 
  vessels have had their powerful computer and sensor arrays removed and replaced with a standard Model/1bis computer. 
  4 staterooms are available for crew and passengers. Small cargoes may also be carried in the ship’s compact 20-ton cargo 
  hold. The vessel also carries a small vehicle bay, usually containing an air/raft.
         The Scout/Courier requires a crew of one to operate; the pilot who must assume the duties of pilot and astrogator, and 
  also oversees the highly automated drive section. A second crewmember is desirable. The Type S costs MCr42.578 new, 
  and takes 5 months to build. 
  BUYING A SCOUT/COURIER
  A new scout/courier, as detailed in this supplement, will run in the neighborhood of MCr42.5 straight from the shipyard after 
  a 5 month construction time. This is based on the exact standardized design found here. Any modifications will increase 
  the cost and may increase the construction time required.
   Used scout/couriers, to coin an ancient Solomani phrase, are about a dime a dozen. They can be found for sale just 
  about anywhere and just about any price or condition. These of course are ships that have been decommissioned from the 
  Scout Service or the Navy, or they were commercially built originally. Ships that are assigned to ‘retired’ scouts remain the 
  property of the Imperial Scout Service and cannot be bought or sold. Decommissioned ships will generally be stripped of 
  their armaments and military grade systems before being sold on the commercial market, but mistakes have been known 
  to happen and some ships may be made available with some or all of their original systems intact, though this is rare and 
  if discovered may cause the buyer some Imperial entanglements they may have preferred to avoid.
  Down Payment: 
  20% of total price
  Monthly Payment: 1/240 of total price
  Cost per Jump: 
  1/480 of total price
  DESIGN SPECIFICATIONS
  Installed Components
  Tonnage
  Cost
  EP
  Notes
  100-ton Hull (Wedge)
  +100
  MCr12
  -
  -
  Bridge
  -20
  MCr0.5
  -
  -
  Computer
  -0.1
  MCr4
  -
  Model/1bis
       Flight Avionics
  -0.4
  (MCr0.9)
  -
  Model/1
       Sensors
  -0.3
  (MCr0.6)
  -
  Model/1
       Communications
  -0.2
  (MCr.0.5)
  -
  Model/1
  Jump Drive 2
  -3
  MCr12
  -2
  -
  Jump Fuel
  -20
  -
  - 
  -
  Maneuver Drive 2
  -5
  MCr3.5
  -2
  -
  TL9 Power Plant
  -6
  MCr18
  +4
  -
  Power Plant Fuel
  -4
  -
  -
  -
  Fuel Scoops
  -
  MCr0.1
  -
  -
  1 Hard Point
  -
  MCr0.1
  -
  -
  Double Turret
  -
  MCr0.75
  -
  -
  Air/Raft
  -5
  MCr0.273
  -
  -
  Staterooms (4)
  -16
  MCr2
  -
  -
  Cargo
  -20
  -
  -
  -
  Totals
  +0
  MCr53.223 (MCr42.578 with 20% standard design discount)
  
  4
  Base Price Based on Age
  Base Price
  Base Price
  Description
  T20
  Fd20S*
  Age
  New
  MCr42.5870
  100%
  New
  Like-New
  MCr38.3202
  90%
  1-10 years
  Young
  MCr36.1913
  80%
  10-20 years
  Average
  MCr34.0624
  70%
  20-30 years
  Old
  MCr31.9335
  60%
  30-40 years
  Very Old
  MCr29.8046
  50%
  40+ years
  * Percentage of the total cost of a new version of the ship under any future d20 SystemTM games.
  Modifiers Based on Condition
  Ship
  Maint
  Overhaul
  Condition
  Purchase Cost Adjustment
  Cost
  Cost
  Spotty
  -Cr100,000 per year of age
  x2
  Cr50,000 per year of age
  Poor
  -Cr250,000 per year of age
  x3
  Cr125,000 per year of age
  Very Poor
  -Cr500,000 per year of age
  x5
  Cr250,000 per year of age
  The maintenance cost multiplier is applied to the ship’s per-Jump maintenance costs until it has an overhaul at a qualified 
  starport (Class A or B). Once the overhaul is complete the ship’s per-Jump maintenance costs will return to normal 
  levels.
  UPGRADES
  The following upgrades are the most common on newly acquired scout/couriers, though many other upgrades are also 
  possible. The installed, but empty turret on the ship may be equipped in one of the following configurations:
  Configuration
  Cost
  USP
  Tonnage
  Dual Missile Launchers
  MCr1.5
  3
  -
  Dual Beam Lasers
  MCr2
  2
  -
  Missile Launcher and Beam Laser
  MCr1.75
  1/1
  -
  Missile Launcher and Pulse Laser
  MCr1.25
  1/1
  -
  Standard Missile
  Cr5000
  -
  0.05 tons
  Nuclear Missile
  Cr50,000
  -
  0.05 tons
  Bomb-pump Missile
  Cr75,000
  -
  0.05 tons
  Missile Magazine
  Cr100,000
  -
  1 ton
  Purchase
  Configuration
  DC
  Damage
  Dual Lasers
  DC30
  6d8 (27) / 6d8 (27)
  Dual Heavy Lasers
  DC33
  8d8 (36) / 8d8 (36)
  OPERATIONAL COSTS
  The scout/courier is a pretty economical ship to operate as it technically needs only one crewmember to run her, though 
  this is not usually the case. Most scout/couriers in operation are crewed by at least two crewmembers, more often with 
  a full compliment of four particularly when the ships are being operated in their traditional role as a scout or courier. All 
  operational costs are figured on a per-Jump basis or two weeks of continuous operation.
  TRAVELLER20 and CLASSIC TRAVELLER
  FUTURE D20 SYSTEMTM GAMES
  
  5
  Life Support: 
  Varies per Jump
  Life support fees include the replenishment of the ship’s oxygen and fresh water supplies, removal of waste products out 
  of the system, the replacement of air scrubber filters, and a restock of food for the next voyage. Crew officers and high 
  passengers tend to expect a bit higher quality of service, even aboard military and corporate ships, hence the slightly 
  higher life support costs for these passengers to cover higher quality food and beverages to be served during their time 
  aboard. 
  Type of
  Number of Passengers Aboard
  Passengers
  1
  2
  3
  4
  5
  6
  7
  8
  Crew
  2000
  3500
  5000
  6500
  8000
  9500
  11,000
  12,500
  High
  2000
  4000
  6000
  8000
  10,000
  12,000
  14,000
  16,000
  Middle
  1500
  3000
  4500
  6000
  7500
  9000
  10,500
  12,000
  Maintenance: 
  Cr750 per Jump
  These fees also include a 1/12th payment towards the ship’s annual maintenance overhaul in addition to the normal routine 
  maintenance costs. This figure does not include costs for replacement parts and units, repairs to battle damage, or other 
  unexpected repairs. It only includes the costs of the minimum amount of maintenance needed to keep the ship in legal, 
  safe, and reliable operating condition. Skimping on maintenance fees is possible, but it will quickly lead to more frequent 
  problems and breakdowns and ultimately much higher costs.
  Unrefined Fuel: 
  Cr2200 per Jump
  Refined Fuel 
  Cr11,000 per Jump
  While much cheaper than refined fuel using unrefined fuel to power a Jump increases the chance of a mis-jump by 10%. 
  Unrefined fuel is often nothing more than water of liquid ice. What you are paying for is the convenience of having a ready 
  source for your ship at the starport. Unless local laws prohibit it, there is nothing stopping a ship from flying over to a nearby 
  source of water on the planet and pumping their tanks full for themselves.
   Gas giants are also a ready source of unrefined fuel for any ship equipped with fuel scoops. A ship may dive through the 
  upper atmosphere of the planet and force the atmosphere into the ships fuel tanks through the scoops. It will usually take 
  more than one such dive through the atmosphere to fill a ship’s tanks in this manner, but it is free.
  Captain 
  +Cr2,500 per Jump
  Pilot 
  Cr3000 per Jump
  Astrogator 
  Cr2500 per Jump
  Communications 
  Cr1500 per Jump
  Sensors 
  Cr1500 per Jump
  Engineer 
  Cr2000 per Jump
  Unless a crewmember is also part owner in the ship, it is unlikely that they will be working for free unless under duress or 
  other agreement with the owner/captain.  The captain of a ship may hold another crew position aboard the ship such as 
  acting as the pilot, or they may not. If the captain is serving multiple roles they earn both the captain’s salary as well as the 
  normal crew position salary.
  
  6
   SCOUT/COURIER (TYPE S) 
   Scout/Courier 
  S-1222-R1-000000-00000-0 
  MCr42.578 
  100 tons
   One (empty) dual turret installed
   Passengers = 4, Cargo = 20, Fuel = 24, EP = 4, Hardpoints = 1, Air/raft = 1
   Tonnage: 
  100 tons (standard). 1400 cubic meters.
   Crew: 
  1 scout. Additional crew positions available.
   Performance: 
  Jump-2, 2-G, 4 EP, Agility 2.
   Electronics: 
  Model/1bis computer.
   Hardpoints: 
  One hardpoint with dual turret installed.
   Armament: 
  None.
   Defenses: 
  None.
   Craft: 
  One air/raft.
   Fuel Treatment: 
  Fuel scoops integral to ship. No fuel purification plant.
   Cost: 
  MCr53.223 standard (no architect fees for this standard design ship). MCr42.578 in 
  quantity.
   Construction Time: 
  5 months.
  CLASSIC TRAVELLER
   SCOUT/COURIER (TYPE S)
  Class: Starship, type S
  EP Output: 4 (2 excess)
  Tech Level: 11
  Agility: 2 (+2 EP)
  Size: Medium (100 tons)
  Initiative: +2 (+2 agility)
  Streamlining: Streamlined
  AC: 12 (+2 agility)
  Jump Range: 1 x Jump-2
  Repulsors: 0
  Acceleration: 2-G
  Nuclear Dampers: 0
  Fuel: 24 tons
  Meson Screens: 0
  Duration: 4 weeks
  Black Globes: 0
  Crew: 1
  AR: 0
  Staterooms: 4
  SI: 100
  Small Cabins: 0 
  Main Computer: Model/1bis
  Bunks: 0
  Sensor Range: Close (Model/1)
  Couches: 0
  Comm. Range: Close (Model/1)
  Low Berths: 0
  Cargo Space: 20 tons
  Cost: MCr42.578 (new)
  Atmospheric Speeds:           
  NoE = 275kph
  Cruising = 825kph
  Maximum = 1100kph
  Other Equipment: Air/raft, fuel scoops.
  TAS Form 3.1 (Condensed)
  Ship’s Data (Commercial)
  TRAVELLER20
   SCOUT/COURIER (TYPE S) 
  Type: Ultralight
  Size: Colossal (-8 Size)
  Subtype: Scout
  Tactical Speed: 3500 (7 sq.)
  Defense: 7
  Length: 75 feet
   
  Flat-footed Defense: 5
  Weight: 100 tons
   
  Autopilot Defense: 5
  Targeting System Bonus: N/A
  Hardness: 30
  Crew: 1
  Hit Dice: 10d20 (200 hp)
  Passenger Capacity: 3
  Initiative Modifier: +2 (+2 Dexterity)
  Cargo Capacity: 20 tons
  Pilot’s Class Bonus: +3
  Grapple Modifier: N/A
  Pilot’s Dex Modifier: +2
  Base Purchase DC: 46
  Gunner’s Attack Bonus: +2
  Restriction: Military (+3)
  Standard PL 6 Design Specs:
   Engines: Jump Drives, thrusters
   Armor: Vanadium
   Defense Systems: Auto-pilot system
   Sensors: Class II sensor array
   Communications: Radio transceiver, laser transceiver
   Weapons: None
   Grappling Systems: None
  FUTURE D20 SYSTEMTM GAME
  
  Permission granted to photocopy or print for personal use only
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  6
  3
  0
  1.5
  3.0
  Scale in Meters
  Typical Human
  UPPER DECK
  LOWER DECK
  FUEL DECK
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  10
  10
  10
  11
  13
  14
  15
  15
  16
  17
  18
  19
  20
  20
  21
  23
  24
  22
  25
  26
  12
  IMPERIAL SCOUT/COURIER (Type S)
  Tonnage:
  Dimensions:
  Drives:
  Crew:
  Cargo:
  Armament:
  100 tons (standard).
  24 m by 18 m by 6 m.
  Jump-2. 2G.
  One person may operate the ship.
  Facilities for 4; 8 with double occupancy.
  20 tons.
  One dorsal hardpoint.
  Weaponry varies.
  The scout/courier includes a bay for four
  tons of vehicle, typically an air/raft.
  25
  26
  Bridge
  1. 
  Pilot’s Station
  2. 
  Flight Engineer’s Station
  3. 
  Navigator’s Station
  4. 
  Sensor Station
  5. 
  Airlock
  6. 
  Avionics
  Crew Compartment
  7. 
  Galley
  8. 
  Stairwell to lower Cargo 
  Deck
  9. 
  Medical and Supply Station
  10. Crew Quarters
  11. Hatchway to Upper Turret
  12. Fresher
  13. Stairwell to lower 
  Engineering Deck
  Cargo Deck
  14. Loading Ramp
  15. Sensor Pods
  16. Vehicle Hanger
  17. Stairway to upper Crew 
  Compartment
  Engineering Deck
  18. Main Engineering Control
  19. Tool and Parts Lockers
  20. Maneuver Drive
  21. Power Plant
  22. Jump Field Generator
  23. Hatchway down to Fuel 
  Deck
  24. Stairway up to Crew 
  Compartment
  Fuel Deck
  25. Hatchway to upper 
  Engineering Deck
  26. Fuel Tank
  
  8
  SCOUT/COURIER DECKPLAN KEY
  Bridge
  1. Pilot’s Station: The pilot’s station is the only station that must 
  be manned in order to operation a scout/courier, and then only 
  during key times such as liftoff, entering Jump space, emerging 
  from Jump space, or landing.
  2. Flight Engineer’s Station: Most engineering functions 
  and controls can be accessed from this station. This station is 
  typically manned when entering or leaving Jump space, but is 
  not required.
  3. Navigator’s Station: The navigator’s station is generally only 
  manned when plotting a long normal space voyage or a Jump 
  route and upon emergence from Jump space to verify position.
  4. Sensor Station: For scout versions of the ship this station 
  is the central collection and processing point for the extensive 
  sensor systems installed on the ship. For courier versions 
  of this ship, while still handing the reduced sensor systems 
  this station houses a much more extensive and sophisticated 
  communications and data storage system.
  5. Airlock: This small airlock can hold up to four people, though 
  it will be a tight fit. As with most airlock systems, the opposing 
  hatch cannot be opened until the other is closed and firmly 
  sealed.
  6. Avionics: The ship’s core sensor, communications, and data 
  processing systems are stored and maintained in this cramped 
  compartment, which fortunately does not need to be accessed 
  very often. All data is sent from a terminal aboard the ship to this 
  node for further routing and processing, and all incoming external 
  data is similarly routed here for preprocessing and identification 
  before being routed on to the appropriated onboard data terminal 
  for final processing and handling.
  Crew Compartment
  7. Galley: The crew’s galley contains a fully equipped kitchen 
  facility and dining area, where anything from quick heat and 
  eat snacks to full meals can be prepared. During non-meal 
  times, the dining area doubles as a conversation, planning, or 
  entertainment pit.
  8. Stairwell to lower Cargo Deck: This stairwell is usually kept 
  open for easy and convenient access to the lower deck of the 
  ship, but in times of emergency a pressurized sliding door can be 
  activated and closed sealing this end of the crew compartment 
  off from the lower deck. If the other stairwell doorway at the 
  other end of the compartment is similarly closed off, the crew 
  compartment can be completely isolated from the rest of the ship 
  in terms of both security and atmospheric integrity.
  9. Medical and Supply Station: A small ship’s locker and fairly 
  extensive medical module are installed here. The ship’s locker 
  invariably contains almost nothing a spacer might actually need 
  at any given time, but is full of other junk that has accumulated 
  over the years and ‘might someday be useful’. The medical 
  module however is a fairly sophisticated unit stocked with a 
  reasonable variety of medications and supplies that would 
  enable a qualified crewmember to treat most type of injuries 
  and illnesses that might be encountered by the crew. The small 
  computer terminal interface installed here is part of the medical 
  module and provides an extensive medical database to the crew 
  should it be needed.
  10. Crew Quarters: Each crew quarter is pretty much identical 
  in furnishing. There are two bunks mounted along the hull wall, 
  one of which is normally folded up into the bulkhead wall unless 
  the compartment is double bunked. Built into each bunk is a 1’ 
  tall storage drawer below the mattress, and a small reading lamp 
  above the head that can be folded back into the wall as well. A 
  small personal locker is also provided, as well as a small deck 
  and chair. Upon the desk is a small personal computer terminal 
  that is networked into the main ship’s system but may have 
  access limitations depending on the authority of the user. Each 
  room also has a small personal fresher closet containing a wash 
  basin and toilet facility. Shower facilities are limited to the fresher 
  at the aft end of the crew compartment.
  11. Hatchway to Upper Turret: A ladder runs up the wall here 
  leading to a hatchway in the ceiling of the deck. This hatchway 
  allows access to the upper turret of the ship.
  12. Fresher: Public showering facilities for the crew.
  13. Stairwell to lower Engineering Deck: The doorway to this 
  stairwell and thus direct access to and from the lower Engineering 
  Deck can be closed with a pressured sealed door in the advent 
  of an emergency. If the other stairwell doorway at the other end 
  of the compartment is similarly closed off, the crew compartment 
  can be completely isolated from the rest of the ship in terms of 
  both security and atmospheric integrity.
  Cargo Deck
  14. Loading Ramp: When the ship landed, this ramp can be 
  dropped to provide easy access for loading and unloading cargo. 
  The ramp area is big enough to accommodate most standard 
  cargo-handling bots and trucks, as well as small vehicles such 
  as the ship’s air/raft. When in flight, this ramp can be retracted 
  into the hull instead.
  15. Sensor Pods: The ship’s primary sensor and communications 
  pods are located here. Some limited access for repairs is 
  available, but extensive repairs will usually require work on the 
  outer hull area of the pod or full replacement.
  16. Vehicle Hanger: An area for the storage and maintenance of 
  a small vehicle, typically an air/raft. 
  17. Stairway to upper Crew Compartment: This stairway leads 
  to the forward end of the crew compartment on the Upper Deck. 
  It may be sealed off at the top, preventing access to and from the 
  crew compartment in times of emergency.
  Engineering Deck
  18. Main Engineering Control: From this station, any ship’s 
  system other than flight control may be accessed, monitored, 
  and maintained.
  19. Tool and Parts Lockers: Storage compartment for the 
  various tools, instruments, small parts, and technical manuals 
  needed to maintain the ship’s operation.
  20. Maneuver Drive: One of two primary maneuver drive units. 
  21. Power Plant: The maintenance accessible portions of the 
  ship’s main power plant.
  22. Hatchway down to Fuel Deck: A small hatchway in the floor 
  of the deck leads down into the Fuel Deck. This hatchway is 
  normally kept locked at all times.
  23. Jump Field Generator: The maintenance accessible 
  portions of the ship’s Jump field generator.
  Fuel Deck
  24. Hatchway to upper Engineering Deck: A ladder leading 
  up to a hatchway in the ceiling of the deck for access to the 
  Engineering Deck above. This hatch is normally kept locked on 
  the Engineering side at all times and cannot be unlocked from 
  this side.
  25. Fuel Tank: Storage tank for the ship’s fuel. May hold refined 
  or unrefined fuel. Towards the front of the tank along the outer 
  edges of the hull can be seen the outlines of the fuel scoop 
  system. Under normal circumstances this tank is only accessed 
  by personnel after it has been thoroughly drained and vented, 
  although is possible for someone in a vac suit to enter a tank and 
  survive.
  
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  SCOUT/COURIER
  (TYPE S)
  UPPER DECK
  SCALE
  1cm = 1 meter
  
  Permission granted to photocopy or print for personal use only
  SCOUT/COURIER
  (TYPE S)
  LOWER DECK
  SCALE
  1cm = 1 meter
  
  Permission granted to photocopy or print for personal use only
  SCOUT/COURIER
  (TYPE S)
  FUEL DECK
  SCALE
  1cm = 1 meter
  
  12
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  SCOUT/COURIER
  (TYPE S)
  UPPER DECK
  SCALE
  1cm = 0.6 meters
  Permission granted to photocopy or print for personal use only
  
  13
  SCOUT/COURIER
  (TYPE S)
  LOWER DECK
  Part A
  SCALE
  1cm = 0.6 meters
  Permission granted to photocopy or print for personal use only
  
  14
  SCOUT/COURIER
  (TYPE S)
  LOWER DECK
  Part B
  SCALE
  1cm = 0.6 meters
  Permission granted to photocopy or print for personal use only
  
  15
  SCOUT/COURIER
  (TYPE S)
  LOWER DECK
  Part C
  SCALE
  1cm = 0.6 meters
  Permission granted to photocopy or print for personal use only
  
  16
  SCOUT/COURIER
  (TYPE S)
  LOWER DECK
  Part D
  SCALE
  1cm = 0.6 meters
  Permission granted to photocopy or print for personal use only
  
  17
  Open Gaming Information
  OPEN GAME CONTENT
  Except as specified as Product Identity (see below and section 1e 
  of the OGL) or Trademarks (see below and section 1f of the OGL), 
  the following material is considered Open Game Content under 
  section 1d of the OGL:
  The weapon system configurations for any Future d20 SystemTM 
  games found on page 4.
  The T20 Statistics Block as well as the Future d20 SystemTM 
  Statistics block found on page 6.
  It is the express intent of QLI that all classes, feats, skills, and other 
  rules that are derivative of the d20 SRD and other Open Game 
  Content be released and added to the existing body of Open Game 
  Content for free use under the principals and requirements of the 
  Open Game License. Those sections that are solely derived from 
  the original Traveller canon works, such as the vehicle and starship 
  design, or the world building rules remain closed content and are 
  not considered Open Game Content.
  PRODUCT IDENTITY
  In addition to the items specified under section 1e of the Open 
  Game License, the following terms and titles are also reserved as 
  Product Identity. A copy of the Open Game License can be found 
  below:
  The deckplans and images are all considered product identity.
  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.
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; 
  Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, 
  Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker,  based on material by 
  Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, 
  John Tynes, Andy Collins, and JD Wiker.
  T20 – The Traveller’s Handbook Copyright 2002, QuikLink Interactive, Inc. Traveller is a 
  trademark of Far Future Enterprises and is used under license
  Deckplans 1: Scout/Courier (Type S) Copyright 2005, QuikLink Interactive, Inc.
  
SOURCE: textdata/thevault/Traveller/Traveller d20/DP0001 Deckplans 1 - Scout Courier Type S.pdf