JTAS - Volume 12
JTAS - Volume 12
The
Vol. 12
of the Travellers’ Aid Society
CREDITS ARTICLES
Classic Traveller ADVENTURES
Marc Miller The Erline Home System 57
Adrift 108
Editors ALIENS
Matthew Sprange, Caprisaps 19
Isabella Treccani-Chinelli Hhkar 90
BESTIARY
Graphics & Layout Preenyok 2
Katrina Hepburn Aknaitr 128
CENTRAL SUPPLY
Illustrations Suits You, Sophont 38
Sergio Villa-Isaza, Alejandro Palacio, CHARTED SPACE
Quentin Soubrouillard, Alessandro Starports of the Imperium 65
Belgiovine, Amy Perrett, Alexey ENCOUNTERS
Rubakin, Christos Karezis, Gabriel The Wolf of the Marches 4
Diniz, Jonathan Torres HIGH GUARD
The Triplebrick 15
Proofing Geonee Ships 73
Charlotte Law Hhkar Sublight Drive Systems 104
PATRONS
Traveller Inner Circle Milo Van Ulrik 24
Andrew J. A. Welty, Colin Dunn, TRAVELLING
M. J. Dougherty, Rob Eaglestone, Sam Games for Gamblers 36
Wissa, Joshua Bell, Maksim Smelchak, Campaign Bloat 52
Geir Lanesskog, Christopher Griffen VEHICLE HANDBOOK
Airships of the Imperium 44
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Printed in China.
1
Bestiary
Preenyok
(Avarus Saepiae Mus)
By Katrina Hepburn
Preenyok
Animal Hits Speed
Preenyok 3 12m
Skills Athletics (dexterity) 2, Melee (natural) 1, Recon 2,
Survival 2
Attacks Bite (2D), Acidic Vapour (1D-3), Claws (D3, female only)
Traits Alarm, Fast Metabolism, Heightened Senses, Small (-3)
Behaviour Omnivore, Scavenger
2
3
Encounter
The Wolf of the Marches
By Katrina Hepburn
Rumours
Check Effect Information
Investigate +0 ‘I may know a thing or two. If you have the coin…’
Investigate +2 The Travellers notice one of their possessions
is missing. Something small and shiny. They
see Mao scuttling away with it. With an Average
Animals (8+) check, they might be able to track
him back to the ship.
Streetwise +0 ‘Information is pricy these days. Tell you what I’ll
do, you do a little errand for me and I’ll point you
in the right direction.’
Streetwise +2 ‘So, you’re looking for her are ya? Last I saw
she was rollin’ dice at the casino but that was a
couple of days ago. She might still be in port. If
you see her, tell her she still owes me…’
Streetwise +4 ‘I spotted the Wolf just recently at a local port.
Here, let me give you directions.’
POSSIBLE ADVENTURES
• The Triplebrick has been hired to transport some sensitive material
and will pay the Travellers a cut of the profits to act as extra hands.
• Kyriani has been hired to kill one of the Travellers. Evading her will
be difficult. However, there is always the possibility that she will
give you a head start if you offer her enough coin.
• The Triplebrick has been grounded at a local port and the crew
need someone who is savvy with bureaucratic matters to get the
ship out before Kyriani returns.
• ‘O’ is after a specific bottle of aged whisky but the only person to own a
bottle is a local noble who has it locked away in his private collection.
4
5
KYRIANI ‘THE WOLF OF THE MARCHES’ NAKAMURA
When looking at Kyriani,
one would never expect
the ‘Wolf of the Marches’
to be standing before
them. She walks with
confidence and dresses
her svelte frame in fine
brocade clothing which,
while looking a little old
fashioned and slightly
worn, leans more towards
nobility than anything
resembling a cutthroat,
smuggler or pirate. With
a silver tongue and
quick wit, she speaks
softly, elegantly and is
unnervingly polite.
6
Despite appearances, her nickname is well earned. Having spent the
last 17 years working exclusively within the Spinward Marches, she
is utterly mercenary by nature. When it comes to business, Kyriani
is ruthless and seems to care little about who hands out the contract
as long as the Credits are flowing in the right direction; her direction.
Favouring an occasional visit to the local gambling establishments of
whatever port she is passing through, Kyriani won the Triplebrick in a
game of lunion stud. Her disgruntled opponent later tried to muscle and
threaten Kyriani with a small group of hired thugs in an effort to regain
ownership of the vessel. The minor noble and his thugs were never
heard from again.
7
NATAYA ‘NAT’ CLASS
The youngest sophont of
the crew, Nat is the main
pilot and astrogator of the
Triplebrick. Born and raised
on Pavabid (Spinward
Marches, District 268) as
the youngest child of a
remote homestead, she
lived in a stagnant and
inflexible society that stifles
intellectual and economic
growth. The Triplebrick
made a stopover on the
planet in order to lay low for
a while and was discovered
by Nat, much to the surprise
of both parties, while she
was on her weekly ramble.
8
The young girl snuck rations to Kyriani and her crew, which allowed
them to extend their stay and completely avoid being discovered. In
exchange, Kyriani regaled her with tales of adventure on other worlds
and in the blackness of space. Nat became completely infatuated with
the Triplebrick and her crew, having her mind opened to the possibilities
of life beyond her restrictive little world, she stowed away on board the
ship when it came time for the crew to leave. It was three weeks before
she was discovered onboard.
After learning the truth about the repressed nature of the society she
was raised in, Nat pleaded to stay onboard. With little choice other than
abandoning the young girl on a dust ball somewhere, Kyriani decided
to keep Nat on as a deckhand for a year or two. She taught the girl the
basics of starship operations with the intention of sending her on her
way when she accrued enough knowledge to make it on her own.
With long dark hair tied back into a ponytail, an old leather jacket
which she insists ‘looks cool’, and still young at the age of 23, Nat is
now an integral part of the crew. She spends her free time soaking
up as much knowledge as she can about Charted Space and has
shown a natural affinity for piloting starships. She idolises Kyriani
and despite sometimes trying to imitate her cold demeanour, she
often fails miserably and reverts to child-like excitement.
9
ODUGARRESSAK ‘O’ VAKULLAKKEGUNG
Odugarressak has spent
most of his life as a pirate,
despite the fact that as an
engineer he rarely sees
combat. Born on Gzuga
(Tuuglikki, Anfharsgzo)
in the Vargr Extents, he
was indoctrinated onto a
Vargr pirate vessel at a
young age. He spent the
majority of his life jumping
from ship-to-ship in an
effort to find a place to
settle. Unfortunately, due
to his malcontent nature,
he never stayed on any
vessel for more than a
couple of years.
10
Kyriani found him on the planet Walston (Spinward Marches, District
268). Having been abandoned by his latest crew, Odugarressak
was deep into his fifth bottle of a very foul-smelling local intoxicant
and shouting slurred obscenities at anyone who passed by. Verbally
abusing the Wolf of the Marches was a bad idea. However, when
Odugarressak regained consciousness, he found Kyriani waiting there
with a cold towel for his bleeding eye and a hot coffee to sober him up.
When Kyriani queried as to why he had been so vexed, Odugarressak
spent the next hour or two revealing the story of how he ended up on
the backwater world.
In dire need of a crew for her ship, Kyriani demanded his services
in exchange for her wounded ego and, since that day 16 years ago,
Odugarressak has been the engineer of the Triplebrick. With his
greying hair and consistent grumbling, the Vargr has been adopted as
the ‘father’ of the ship. Affectionately known as ‘O’, the crew frequently
go to him for his no-holds-barred advice. Even Kyriani appreciates
his experience and council and, over the years, Odugarressak has
grown to respect her deeply. In fact, she is the only person to whom
Odugarressak never raises his voice.
Kyriani gives him free reign over any decision pertaining to the
modification and maintenance of the ship, and makes sure he is well
supplied with whatever he asks for. When not fixing or tinkering with the
ship, he can usually be found in his hammock, lounging with Mao on
his lap, a hip flask of expensive whisky in hand and watching whatever
holovid movies he can find.
11
ESRIANKA ‘ESRI’ ERLING
Born and raised on Joyeuse
in the Sword Worlds, Esri was
conscripted into the military
at a young age. Whilst her
family were overjoyed at
this news, her only desire
was to make the best of a
bad situation. During her
training and years of service,
she developed an interest
in starship weaponry and
became proficient in their use.
12
Standing at a height of 6’4” and with a brawny build, Esri is an imposing
woman. Whilst she does not always agree with the nature of some
of the contracts the Triplebrick takes, she has found a home and
extended family amongst the ship and its crew. Her acceptance has
only solidified her decision and, despite the occasional run-in with the
authorities when doing jobs within the Sword Worlds Confederation,
Kyriani considers this a small price to pay for such an effective soldier.
MAO
The Triplebrick picked up Mao, a preenyok, after a stop-off on his home
world of Persephone (Spinward Marches, Lunion). Mao quickly made a
new home in the warm ducts near the manoeuvre drive and has been
there for the past two years. Odugarressak found him one day trying to
steal his freshly spiced lizard-on-a-stick and, after a tussle, a few near
breakages and eventually giving up his lizard-on-a-stick as lost to the
ducts of the ship, the two have been near inseparable.
It was almost three months before Mao would take food from his hand
and another two before Mao would let himself be stroked without
screaming and puffing O in the face with an obnoxious cloud of vapour.
Despite several attempts to vacate him from the ship, O has recently
put his foot down on the matter, stating that ‘If the rat goes, I go!’ After
this declaration, no more attempts have been made to remove Mao
from the Triplebrick.
Despite the crew’s eagerness to throw him out of the nearest airlock,
attempts have been made on his part to make more friends out of the
people who frequent the area around his home. He regularly brings
Kyriani bits of dead bug, which he leaves in her bed in case she gets
hungry during the night, he dips his tentacles in Esri’s morning coffee
to make sure it is not too hot for her, which she never appreciates, and
13
some evenings he will just sit in the corner of a room and sing to Nat.
He believes she should be more appreciative at hearing the song of his
species but to Nat it is just annoyingly loud screeching.
These days, Mao has learned to recognise his name when called but
he only ever comes scuttling along when it is O’s voice that calls him.
He spends most evenings laid on O’s chest, sleeping off a full belly
of whatever spicy food that O had decided to cook that evening and
making soft, happy ‘nyeek nyeek’ noises whilst O rants about how
terrible the acting is in the holovid he is watching.
Mao
Animal Hits Speed
Preenyok 3 12m
Skills Athletics (dexterity) 2, Melee (natural) 1, Recon 2,
Survival 2
Attacks Bite (2D), Acidic Vapour (1D-3)
Traits Alarm, Fast Metabolism, Heightened Senses, Small (-3)
Behaviour Omnivore, Scavenger
14
High guard
The Triplebrick
By Katrina Hepburn
When scanned by Imperial ships, the true nature of this ship is not
clear but the forced linkage apparatus and breaching tube imply a
darker purpose. Charismatic as ever, Captain Nakamura is a delight
when dealing with any officials she encounters but the underworld
knows another side of her. Dubbed the ‘Wolf of the Marches’,
Nakamura’s reputation precedes her wherever she travels.
The Triplebrick
15
THE TRIPLEBRICK
TL 11 Tons Cost (MCr)
Hull 200 tons, Close Structure — 9
Heat Shielding — 20
Radiation Shielding — 5
M-Drive Thrust 2 6 12
J-Drive Jump 2 15 22.5
Power Plant Fusion (TL8), Power 140 14 7
Fuel Tanks 8 weeks of operation 44 —
Bridge Holographic Controls 10 1.25
Computer Computer/5bis — 0.045
Sensors Civilian 1 3
Life Scanner 1 2
Mineral Detection Suite — 5
Shallow Penetration Suite 10 5
Weapons Pop-up Triple Turret (pulse 2 2
lasers)
Single Turret (laser drill) — 0.15
Systems Fuel Processor (40 tons/day) 2 0.1
Fuel Scoops — 1
Breaching Tube 3 3
Cargo Crane 2.5 2.5
Heavy Grappling Arm 6 3
Cargo Scoop 2 0.5
Forced Linkage Apparatus 2 0.075
(TL9)
Tow Cable 2 0.01
Concealed Compartment (10 10 0.2
tons)
Probe Drones x10 2 1
Staterooms Standard x4 16 2
Software Manoeuvre/0 — —
Jump Control/2 — 0.2
Library — —
Intellect — —
Evade/2 — 2
Fire Control/2 — 4
Common Areas 4 0.4
Cargo 45.5 —
16
Crew Power Requirements
Pilot, Astrogator, Engineer, Basic Ship Systems
Gunner 40
Manoeuvre Drive
Hull: 88 40
Jump Drive
Running Costs 40
MAINTENANCE COST
Sensors
Cr9494/month
1
PURCHASE COST
Weapons
MCr113.93
16
Fuel Processor
2
2 3 2
DECK 2
17
1. Shallow Penetration Suit
2. Forced Linkage Apparatus
3. Life Scanner
4. Bridge
5. Breaching Tube
6. Heavy Grappling Arm 4
7. Cargo Bay
5
8. Cargo Scoop
9. Fuel Processing
10. Concealed Cargo Bay
11. Tow Cable
8 7
10
11
DECK 1
18
ALIEN
Caprisaps
By Adrian Tymes and Sabrina Westerman
Both were initially adapted with strong and wide ankles to allow for
bipedal or quadrupedal movement as needed. Although their rear legs
still have the classic split hoof of a goat, albeit larger and more flexible
than the typical Terran goat, the front limbs end in fully functional hands
designed to use human equipment. Both male and female Caprisaps
grow horns from their temples, about half as long, to as long, as their
heads, although some Caprisaps shorten or entirely remove them.
Buds appear around six months to a year, with full length achieved
around puberty, making short but extant horns a symbol of childhood.
Horns continue to grow throughout a Caprisap’s lifetime but become
thicker each year instead of longer. If damaged but not permanently
removed, they grow back to the original length over the course of a
year but may not be as thick until many years later.
Caprisaps have full body fur, similar to Vargr although not extending as
far from the body. Shearing this to provide fibre for clothing or duvets is
sometimes done for close friends, family or lovers. For anyone else to
attempt to steal large amounts of their fur is seen as abuse and cause
for violence. Fur colours range from white to red or tawny to black.
19
With a heightened sense
of taste, Caprisaps
are considered ideal
prospectors, often
employed by belt mining
companies. Although
not as good a sensor as
technological aids, one
taste can quickly identify
the contents of a sample
of ore. Caprisap vacc
suit helmets sometimes
include miniature
airlocks to facilitate this
action. This has also led
several Caprisaps to
study ancient alchemical
practices and although
acknowledged more as
art than chemistry, there
are numerous texts of
alchemical philosophy
written by Caprisaps.
20
Caprisaps are predominantly seen as low-intelligence workers,
interfering with their rise to social status and better jobs. Their tendency
to physically fight for a better job or challenge superiors for their
positions of authority does not work well with most human cultures.
Many find work as astrogators or prospectors and most are quite
happy to perform if paid well in quality food. Vilani shugili cooks took
advantage of this shortly after the Solomani uplifted them, enticing the
majority of the nascent Caprisap population coreward into Vilani space
to work for them.
However, if one accepts a Caprisap into their herd they will show
themselves as great protectors of the weak, standing up for those they
view as having lower social or physical standing than themselves. There
is a legend of their first meeting with the Vargr where one Caprisap,
backed into a corner with a broken leg, defended an entire herd until the
Vargr realised they were sophonts. Due to this, Caprisaps have found
better integration into Vilani and Vargr cultures than most others.
21
is credited as a by-product of their low reproduction rate (despite
fraternal twins and triplets being common), rarely becoming a sizeable
portion of any colony. Most Caprisaps are born in space and, including
time in jumpspace and on space stations, spend the majority of their
lives off planet. What few large Caprisap ships exist are primarily ‘herd
arks’, essentially large migratory residences that act as motherships for
workers that venture across a system to support their family.
CHARACTERISTICS
Alpine Caprisap Travellers have the following modifiers applied to their
characteristics: STR-2, DEX+2.
Traits
Caprisap Travellers all possess the following traits:
22
Natural Starfarers: Caprisaps have a cultural affinity for travelling the
stars and may choose Astrogation 0 as one of their background skills.
HIGH GUARD
Caprisap ships of 100 tons and three listed crew positions need at
least one arena. For larger ships, one arena must be built for every full
10,000 tons. The arena cannot be used for occupancy and incurs no
life support costs.
23
Patron
Milo Van Ulrik, Noble
By Geir Lanesskog
Summary: Milo Van Ulrik is the owner of the Excelsior II racing yacht
and six-time winner of the annual Navarre Rally between Corella
and Navarre. Returning from a practice run, one or more members
of his crew contracted Krazni Fever, a nasty intestinal bug native to
Talmut. While Milo and the remainder of his crew are immune, the
crewmembers with skills matching the Travellers are violently ill and
out of action for at least two weeks. Milo needs to finish his practice
run and return to Corella via Chulte in time for the start of the rally. The
Travellers are the best crew available at the port and Milo promises
them employment at least back to Corella, with one month’s salary paid
in advance and two months total salary as a minimum. Well-qualified
crewmembers who ‘work out’ may be asked to remain as crew for the
rally but this is entirely optional, as Milo says he is sure to be able to
find qualified crew back at Corella.
The ship’s normal complement is six crew: pilot, astrogator, medic, two
engineers and a steward. The yacht has two turrets for self-defence
but does not carry dedicated gunners. Milo is a good pilot, passible
astrogator and can operate the turrets and drives in a pinch. The
ship has six staterooms for the crew, a luxury suite for Milo and two
unoccupied high staterooms for guests.
The jump-2 ship’s itinerary from Centrum is for gas giant refuelling at
Garr (diverted to the planet if the Travellers sign up there), a gas giant
refuelling at Chulte and then a jump in towards Corella’s orbital starport.
The ship is capable of early jumps and 9G acceleration, and Milo
intends to push Excelsior II to its limits all the way back.
Emerging at Chulte, the ship dives in for a fast refuelling at the medium-
sized gas giant that sits inside the edge of the M1-type star’s 100
diameter limit but Excelsior II can jump safely at 80 diameters and
emerges seven million kilometres from the gas giant, a five-hour flight in.
24
Chulte (B310555-B) is a moon of this gas giant and orbits 1,500,000
kilometres above its clouds. As Excelsior II enters the gas giant’s
atmosphere and begins a rapid refuelling run in the Deep region, it
receives a distress call from the trader Brannigan’s Virtue, which has
experienced turbulence and engine trouble during refuelling. Excelsior
II is within 5,000 kilometres and the only hope of rescuing the crew or
saving the ship.
REFEREE’S INFORMATION
Roll 1D or choose from one of the options below:
1: All is as stated. Flying within the gas giant’s atmosphere limits even
the aerofin-equipped Excelsior II to 2,500 kilometres per hour but if
the Travellers do not suggest it, Milo will insist on performing a ballistic
hop in and out of the atmosphere, which will cut travel time from two
hours down to 18 minutes (three space combat rounds). Hopping
up the atmosphere zones and back down will require Average (8+)
Pilot checks (DEX): from Deep (DM-2) to Shallow (DM-1) to Extreme
Shallow (DM+0) and back again.
If Milo is the pilot, he has a total DM+3 from Pilot and DEX. Failed checks
add one minute per negative Effect to transit time and an exceptional
failure bounces the ship up one layer, taking 1D damage and requiring
another attempt to cross the level after considering the time lost by the
Effect. See the Traveller Companion pages 155–157 for more detailed
rules on gas giant flight dynamics but the gist is covered here.
After 30 minutes elapsed time from the distress call, the ship will slip
into the Extreme Deep (Pilot checks at DM-3). It has already taken 40
points of damage and has 40 remaining. If power fails again, it will take
an additional 2D damage every round.
The ships can manage a docking attempt with an Average (8+) Pilot
check (1D minutes, DEX), with negative DMs associated with the gas
giant layer. It is a Difficult (10+) task if Brannigan’s Virtue loses power
completely. The Brannigan’s five crewmembers can be evacuated in a
single space Combat Round.
25
Each Attempt to repair the power plant takes one round using rules in
the Traveller Core Book, page 161. The power plant begins at Severity
3, with the manoeuvre drive treated as Thrust 0, enough for contro
but not to maintain level flight or escape the gas giant. Repairing to
Severity 2 will allow Thrust 1 but only by overloading the power plant,
while Severity 1 will allow Thrust 1, enough to escape without an
overload. Higher power levels could also allow charging the batteries as
an option to temporarily protect against another failure.
If the Travellers assist in rescuing the crew but do not save the ship,
they will receive the thanks of crew and starport authority and get free
drinks in bars for some time. If they assist in recovering Brannigan’s
Virtue, they will receive Cr10000 each from the owners and temporarily
be treated as heroes throughout the Corellan League as the news
spreads. Exceptional work in the rescue will make Milo likely to offer
them a permanent position even if they are not the most skilled
individuals available for the next Navarre Rally.
3–4: All is as stated in 2 but there are also four low passengers aboard
Brannigan’s Virtue. To physically remove the low berths requires an
Average (8+) Mechanic check (1D hour, INT or EDU). To revive a low
passenger requires a Medic check as per the Traveller Core Rulebook,
page 149, which can be rushed by making it one level more difficult.
The low berths are TL12. Rescuing the low passengers from a failing
ship is the right thing to do but adds no additional reward beyond the
gratitude of those passengers rescued.
26
before reaching Corella. Milo will board the Brannigan and make the
transfer by replacing his life support unit with the hidden drugs. This
allows him only 15 minutes of breathable air, which could become an
issue if the ruse goes awry. The Travellers may notice the Brannigan’s
power plant was not really damaged – with a Difficult (10+) Engineer
(power) check – or the transfer on a Difficult (10+) Recon check, or may
otherwise become suspicious. In any event, Milo is likely to try some
other smuggling ruse in the future if the Travellers remain in his employ.
6: The entire incident is a ruse. The crew of the Brannigan’s Virtue are
mercenaries hired to remove Excelsior II from the race. Their ship is
partially damaged as in 5 but they will attempt to hijack and scuttle the
Excelsior II and kill its crew. The six mercenaries are equipped with
boarding vacc suits and accelerator rifles. The Excelsior II has standard
TL12 vacc suits for each crewmember. The Excelsior II’s ship’s locker is
equipped with one shotgun, one accelerator rifle, four snub pistols and
four TL12 stunners. Milo is armed with a diamond-tipped duelling foil.
The head of House Ulrik is Milo’s Aunt Eveline Van Ulrik and although
Milo has an executive position in the Ulrik-Passergin Shipping
Consortium, he is unlikely to gain a leadership position in the family
enterprise. He is, however, extremely wealthy. Following in his father’s
footsteps, he commissioned the Excelsior II racing yacht and used it to
win six of the seven Navarre Rallies he has contested since 1095.
28
EXCELSIOR II RACING YACHT
The Excelsior II is a ship built with a single purpose; winning the
Navarre Rally, an annual seven-jump race between Corella and
Navarre. Designed by the famed Heraklion Yard, it is a state-of-the-art
replacement for the original Excelsior, lost in 1087 after a presumed
misjump from 12 diameters above Jeremiah’s gas giant Hilkiah.
A small pressurised cargo bay with vehicle loading lift separates the
lower deck living quarters from the engineering compartment. The
lower deck also contains fittings for ventral and starboard pop-up
turrets. While the interior is well laid out and furnished with high quality
fittings, the engineering section is focused on performance. The tight
quarters are only partially accessible to the crew, who must rely on
computer-guided or remotely controlled drones for maintenance work
on manoeuvre drive and fuel system equipment.
29
Finally, although the upper fin contains most of the fuel skimming and
processing equipment, the fuel-filled lower fin is sliced into two sections,
allowing it to split and fold horizontally for landing and atmospheric
operations. The upper fin and the split lower fins are designed with
morphable alloys to allow extra manoeuvrability in atmospheres.
Excelsior II
Racing Yacht
30
EXCELSIOR II RACING YACHT
31
Crew Power Requirements
Pilot, Astrogator, Medic, Basic Ship Systems
Engineer, Gunners x2 40
Manoeuvre Drive
Hull: 80 180
Jump Drive
Running Costs 40
MAINTENANCE COST
Sensors
Cr12847/month
2
PURCHASE COST
Weapons
MCr154.164
10
Fuel Processor
10
Landing Configuration
1. Bridge
2. HE Batteries
3.Cargo Bay
1
Fuel Processing located in
upper Aerofin.
Staircase to Staircase to
Upper Deck Lower Deck
32
Staircase to
Bridge
The base model provides life support, vacuum protection, grav chute
ejection systems and a sophisticated electronics suite. Available
upgrades include more advanced communicators and sensors, stealth
coatings and electronic countermeasures. An electrostatic armour
option is also available but illegal for civilian use on most worlds.
TL 13 Armour
SKILL Flyer (grav) FRONT 24
AGILITY +5 REAR 24
SPEED (CRUISE) Subsonic (Very Fast) SIDES 24
RANGE (CRUISE) 4000 (6000)
CREW 1
PASSENGERS 4
CARGO 250kg
HULL 16
SHIPPING 4 tons
COST Cr779000
34
Traits Streamlined
Equipment Autopilot (advanced), Communications system
(advanced, increased range), Computer/4 (Digital
Friend, Security/2), Controls (advanced), Ejections
Seats, Entertainment System, Fire Extinguishers,
Life Support (short term), Multi-Chromatic Advanced
Camouflage, Navigation System (improved), Sensors
(improved), Vacuum Environment, Wet Bar
Equipment
Autopilot (skill level) +3
Communications (range) 10,000km
Navigation (Navigation DM) +2
Sensors (Electronics (sensors) DM) +1
Camouflage (Recon DM) -4
Stealth (Electronics (sensors) DM) 0
35
Travelling
Games for Gamblers
By Gareth Hanrahan
GAMES OF CHANCE
Runestones: Common in the Sword Worlds of the Spinward Marches,
runestones is derived from a popular divination method. Players
throw small flat or cubical stones, each face of which is marked with
a particular mystic rune. The combination of runes shown determines
who wins. Players take turns to pick up some of the runestones and
throw them once more to make new combinations, so there is a little
skill in the game. Superstitious pilots from the Sword Worlds believe
that toying with the mystic runestones is dangerous and unlucky.
Hiver’s Chess: Technically, this is a game of skill from Hiver space but
the rules are so complex as to be utterly incomprehensible to humans.
Therefore, Hiver’s chess is normally played as a game of chance, with
players moving pieces almost at random until one of them wins.
GAMES OF SKILL
Psi-Topple: Traditionally, psi-topple is played with a small crystal tablet
that is a psionic resonator. This tablet is especially easy to move with
telekinesis and even a latent psion with undeveloped powers can push
the tablet. Two players put the tablet between them and both try to push
it over using the power of their mind alone.
A common variant of this game replaces the tablet with a playing card
and puts the playing card on top of a bottle of alcohol (typically, that ‘ol
Janx spirit). The loser takes a drink.
Zero-G Dicing: Dice games are games of pure chance, except in zero
gravity. It takes tremendous skill and dexterity to throw a pair of dice so
they come to rest on a surface instead of just bouncing around the cabin.
36
Lunion Stud: A variant on poker, Lunion Stud is played using the standard
spacer’s deck (suits of Ships, Suns, Blades and Coins, cards from Ace (or
Low), 2, 3, 4, 5, 6, 7, 8, 9, 10, Knight, Empress and Emperor).
WAGERS
Low Lottery: The low lottery is a macabre tradition but still practised on
many worlds. On a passenger ship with low berths, the captain donates
Cr10 of the passage price for each low passenger to a pool. Each
passenger, before they are placed in suspended animation, guesses
how many of the low passengers will survive the journey. If they guess
correctly, they get the pot. If no-one guesses correctly or the winner
dies, the captain takes the pot.
37
Central Supply
Suits You, Sophont
By Pete Nash & Matthew Sprange
38
Ball Gown: Formal dresses, required for balls, ceremonies and
other official events, these often possess full skirts and outlandish
decorations, making them rather heavy and encumbering.
Item TL Kg Cost
Ball Gown 3 6 Cr1500
Item TL Kg Cost
Business Suit 4 — Cr500
Casual Suit: Used to attend informal parties or venture out on the town,
the casual suit has a great deal of latitude in style, cut and fashion.
Item TL Kg Cost
Casual Suit 3 — Cr200
Item TL Kg Cost
Cocktail Dress 4 — Cr250
Dress Uniform: Used by the military, the full dress uniform is a brighter
and more gaudy version of service uniforms, and considered a proper
alternative to a formal suit. Some dress uniforms permit the wearing of
a sword or sidearm.
Item TL Kg Cost
Dress Uniform 3 — Cr1500
Item TL Kg Cost
Evening Gown 4 — Cr750
39
40
Formal Suit: Formal suits are reserved for important social events and
ceremonies. Although restrictive to wear, it is always very impressive
and indicates precisely the standing of the wearer by cut, colour and
awards worn with it. Failing to wear full formal dress when it has been
expressly stipulated on an invitation usually prevents admittance.
Item TL Kg Cost
Formal Suit 3 — Cr1000
Item TL Kg Cost
Grav Gown 12 2 Cr10000
Item TL Kg Cost
Grav Waistcoat 14 — Cr5000
Item TL Kg Cost
Psionic Shielding Hat 13 — Cr6000
Psionic Shielding Toupee: For subtle defence, this shield is woven into
the filaments of artificial hair. Ostensibly it cannot be detected unless the
toupee is electronically or psionically scanned, at which point it vibrates
gently to alert its wearer. Whilst worn it blocks all telepathy powers.
Item TL Kg Cost
Psionic Shielding Toupee 14 — Cr10000
41
Thermal Overcoat: An encompassing overcoat that is designed to give
protection against adverse temperatures and weather. They can be
tailored for any gender and incorporate circulatory systems connected
to tiny heater-refrigerator units, keeping the wearer at a perfect
temperature, no matter what they are wearing underneath. A normal
charge lasts up to six hours and can cope with conditions of up to +/-
50o Celsius.
Item TL Kg Cost
Thermal Overcoat 9 1 Cr1000
42
CLOTHING OPTIONS
The following choices can be applied to custom clothing during its
manufacture.
Item TL Kg Cost
Armoured Cloth 7 — x2
Item TL Kg Cost
Chameleon Cloth 10 — x3
Gel Cloth: Woven from ballistic cloth, this fabric incorporates an extra
layer of sheer thickening gel. When impacted the gel becomes rigid,
dispersing the force of the blow over the entire panel of cloth. Clothing
made from this advanced fabric provides Protection +5 points at TL12
and Protection +7 points at TL14.
Item TL Kg Cost
Gel Cloth 12 — x5
Zap Cloth: Zap cloth incorporates a fine metallic mesh into its weave.
Suits or dresses made from this fabric can be electrified, inflicting damage
on anyone handling the wearer or attacking them with a conductive
weapon. The damage incurred is automatic and equivalent to as a stunner
of equivalent Tech Level (see page 129 of the Traveller Core Rulebook).
Clothing made of zap cloth necessitates the use of insulated underclothes;
otherwise the wearer will zap themselves when the suit is activated.
Item TL Kg Cost
Zap Cloth 8 — x2
43
Vehicle Handbook
Airships of the Imperium
By Tim Heiderich
They are popular among pirates and frontier scouts as sustainable fuel
depots but with no defensive abilities and underpowered controls, they
are vulnerable.
TL 9 Armour
SKILL Flyer (airship) FRONT 3
AGILITY -2 REAR 3
SPEED (CRUISE) Very Slow (Idle) SIDES 3
RANGE (CRUISE) —
CREW —
PASSENGERS —
CARGO 100 tons
HULL 200
SHIPPING 100 tons
COST MCr1.1189
Equipment
Autopilot (skill level) —
Communications (range) 5,000km
Navigation (Navigation DM) +1
Sensors (Electronics (sensors) DM) —
Camouflage (Recon DM) —
Stealth (Electronics (sensors) DM) —
44
Traits Lifting Body
Equipment Actuation System, Communications Systems
(improved, increased range, satellite uplink),
Computer/1, Control Systems (improved), Navigation
Systems (basic), Refuelling Plant, Robot Brain (basic),
Sensor Sytem (basic)
45
BONHAM-CLASS LUXURY AIRSHIP
These luxury liners are suited to trans-oceanic air cruises for those who
enjoy the journey as much as the destination. They are equipped with
10 staterooms, including a luxury suite, as well as room for gaming and
socialising, a gourmet galley, holo-suite and a hot tub. For the noble
who wishes to entertain guests at a more relaxed pace, this vessel
makes a larger-than-life impression.
TL 7 Armour
SKILL Flyer (airship) FRONT 2
AGILITY -2 REAR 2
SPEED (CRUISE) High (Medium) SIDES 2
RANGE (CRUISE) 8000 (12000)
CREW 3
PASSENGERS 8
CARGO 1 ton
HULL 200
SHIPPING 100 tons
COST MCr2.3912
Equipment
Autopilot (skill level) 1
Communications (range) 5,000km
Navigation (Navigation DM) +1
Sensors (Electronics (sensors) DM) +1
Camouflage (Recon DM) —
Stealth (Electronics (sensors) DM) —
Traits —
Equipment Autopilot (improved), Computer/0, Communications
System (improved, increased range), Control System
(improved), Freshers x9, Holo-suite, Hot Tub, Galley,
Internal Bay, Large Fresher, Navigation Systems
(basic), Sensor System (improved), Stateroom x10,
Wet bar
46
47
ZRM AIRSTRIKE PLATFORM
A large airship for bringing light attack aircraft to the combat theatre,
this versatile platform is capable of bombing targets from high altitude
whilst remaining undetected. It is faster and cheaper to operate than an
aircraft carrier, with the ability to strike targets further inland.
One third of the airship’s cabin is hangar space, which can deploy and
retrieve six light fighters or three conventional dropships via its heavy
crane or be converted to a bomb bay with a capacity for 30 medium
bombs, 15 heavy bombs or one devastating earthquake bomb.
TL 7 Armour
SKILL Flyer (airship) FRONT 3
AGILITY -2 REAR 3
SPEED (CRUISE) High (Medium) SIDES 3
RANGE (CRUISE) 6000 (9000)
CREW 3
PASSENGERS 14
CARGO 4.5 tons
HULL 200
SHIPPING 100 tons
COST MCr1.7579
Equipment
Autopilot (skill level) 1
Communications (range) 500km
Navigation (Navigation DM) +1
Sensors (Electronics (sensors) DM) +1
Camouflage (Recon DM) -2
Stealth (Electronics (sensors) DM) —
48
Weapons Range Damage Magazine
Light Anti-Air Missile 5 6D 1
Light Autocannon 1 6D 500
Weapons Magazine Cost Traits Fire Control
Light Anti-Air Missile — One Use, —
Smart
Light Autocannon Cr1000 Auto 3 DM+2 to attack roll
49
HOSTILE ENVIRONMENT RESEARCH OUTPOST
When a starship is not available to conduct a thorough, weeks-long
survey of a gas giant or planet with a corrosive or insidious atmosphere,
the brave or foolhardy crew of a HERO blimp are sent to float through
the toxic atmosphere to conduct in-depth planetological studies of its
surface and climate.
TL 7 Armour
SKILL Flyer (airship) FRONT 2
AGILITY -2 REAR 2
SPEED (CRUISE) High (Medium) SIDES 2
RANGE (CRUISE) 6000 (9000)
CREW 3
PASSENGERS 14
CARGO 4.5 tons
HULL 200
SHIPPING 100 tons
COST MCr1.7579
Equipment
Autopilot (skill level) 2
Communications (range) 5,000km
Navigation (Navigation DM) +2
Sensors (Electronics (sensors) DM) +2
Camouflage (Recon DM) —
Stealth (Electronics (sensors) DM) —
50
51
Travelling
Campaign Bloat
How Limiting It Opens New Plot Possibilities
By Martin J Dougherty
The equivalent in Traveller can occur when the Travellers are all
equipped with battle dress and a full set of psionic powers, flying
around in a super-starship or leading a veritable army of minions. One
question that leaps to mind is ‘why are these people Travelling?’. They
could be doing something safer and more productive whilst their vast
wealth pays for someone to do whatever it is needs doing. Assuming
the Travellers want to continue adventuring, what is there for them to
do? What threat is worth their attention? Creating a challenge for these
superheroes either requires a setting-changing level of opposition or
increasingly contrived plot devices to remove their advantages.
52
There are two ways bloat will commonly occur. One is to allow the
Travellers to achieve far too much on a single skill check. If the
Travellers can talk the architect into giving them the plans to the
planetary bank with a single check, they are advancing too fast towards
a huge payoff. Another check to crack the vault door, which the getaway
driver succeeds, and the Travellers are millions richer. This is, quite
simply, not much of an adventure and far too great a reward for a few
simple checks.
In short, major changes and large pay-outs are the result of ongoing
efforts requiring Travelling, roleplaying and perhaps some skill checks.
Some actions simply will not happen, no matter what the Travellers roll,
and others will produce rather minor results. However, working towards
a goal in a gradual manner will spawn adventures and roleplaying
opportunities. Travellers who are permitted to cause enemy warships to
defect with a single skill check will soon begin to suffer campaign bloat,
whereas those who work to suborn the vessel’s officers over time will
eventually achieve a result without breaking the game’s setting.
53
The second reason for campaign bloat is allowing Travellers to have
everything they want, usually as a result of too much money. One
common cause of death for campaigns is the deadlock between
Travellers refusing to do anything without asking ‘what’s in it for me?’
and the need to give them ever-increasing amounts of money. This in
turn leads to a situation where the Travellers can buy anything they
need and require even more cash to motivate them.
The Travellers may have a pile of Credits but they must either part with
an eye-wateringly high percentage of it – which might still require the
right connections – or obtain some other component of the procurement
process such as permits or contacts. This small shift in mindset from
success as the ‘ability to buy things’ to ‘ability to obtain things’ can
change the value of Credits and creates a whole new array of possible
rewards. Travellers might be flying a starship crammed full of money
but if they still cannot get the upgrades they want, the Credits have a
lesser value. Getting that shiny new particle accelerator requires more
than paying the shipyard price and perhaps the Travellers might be
willing to undertake a mission in return for being put in contact with
someone who can arrange the necessary permits.
54
By enforcing a sensible level of restrictions and inflated prices for
desirable items, the Referee can implement a whole new set of possible
rewards for the Travellers, requiring them to undertake missions in
order to obtain a contact, then more missions to develop a relationship
with the contact before finally they can buy what they want – at an
inflated price of course. This is not in any way ‘robbing’ the Travellers; it
is a reflection of reality. A rich real-world person might be able to afford
to have an expensive car imported but would realistically expect to pay
more for it than if it were common in their home region. No matter how
super-rich someone is, they will have a hard time obtaining an attack
submarine. It is the same in Traveller; money can buy any amount of
mundane items but if the Travellers want something unusual they may
have to work for it.
This is not to say the Travellers should not have access to the ‘big
toys’. If they want psionics or battle dress, getting them can spawn
adventures without much creative effort on the part of the Referee.
Battle dress is heavily restricted, so the Travellers will have to decide
whether to go down the legal path or get armour any way they can.
They will need to make contacts and build trust, or find out where they
can buy or steal what they want. Once the Travellers have their armour,
55
they must maintain it and obtain spare parts – and avoid attracting the
attention of agencies dedicated to keeping such powerful hardware out
of the hands of random Travellers. Keeping the suits running might be
the stuff of future adventures.
The same applies to psionics, advanced starships and any other item
or ability that gives the Travellers a huge advantage. Whichever the
Travellers choose to pursue should become a focus of the campaign.
Not necessarily the focus but a major factor. Not only will the Travellers
have to work at getting what they want but they will also have to deal
with the consequences. If they are looking for a psionics institute they
may attract attention from others doing the same or those trying to
eradicate such institutions. They may be drawn into the troubles of the
institute, which might include incredibly petty internal politics as well as
major external events.
Making it hard to get what the Travellers want gives them an incentive
to get involved in the setting, cultivate contacts and follow up rumours.
Even Travellers who are mostly concerned with rolling the dice and
collecting the reward, and who rarely take any notice of the roleplaying
aspects, can sometimes be induced to become involved – if only out of
self-interest. Thus, making the Travellers work for what they want rather
than simply buying it creates all manner of new plot opportunities,
causing them to go places and do things they would not otherwise
consider. Best of all, the Travellers may do these things because they
want to rather than because they have a deal with a quest-giver. They
may spend vast sums to obtain information rather than demanding
money for everything they do. By making it hard to obtain battle dress,
psionics, grav tanks or whatever the Travellers want, the Referee has
created a situation whereby they become self-motivated and start
generating their own adventures.
Eventually, if the Travellers put in enough effort, they will get what
they want or at least a part of it. This represents growth rather than
bloat, if it is handled correctly. It will also lead to new adventures.
The Travellers’ quest for psionic testing might lead on to a new mini-
campaign where they follow rumours of lost techniques or obscure
teachers. This represents a curious situation in which the Travellers
have set themselves a goal, achieved it and become sufficiently
invested in that aspect of the campaign that they continue climbing
mountains of their own choosing. The original focus of the campaign
might be downplayed or the Travellers might continue to pursue it using
their new advantages. The reason this is growth rather than bloat is that
the process is gradual and the Travellers have had to work hard to get
where they wanted to be.
56
Adventure
The Erline Home System
By Tim Scharnweber
The three notable structures within the asteroid belt are the shipyard
where a new citadel is under construction, another citadel with many
bulky extensions, as well as a large asteroid moving with preternatural
precision. A large number of smaller debris floats with a similar sense of
sentience, although this is miniscule in comparison to the larger asteroid.
Life sustaining conditions only exist on the second planet but planetary
scans provide no signs of this. The surface itself is pockmarked by
countless craters and the world seems to be very tectonically active,
with at least several visible volcanoes. Numerous satellites can be
seen in orbit, with sensors scanning the surface and weapon systems
aimed into space to deter potential visitors. This is ostensibly due to the
quarantine maintained over the Erline homeworld by the Prime Citadel.
57
ERLINE HO ME SY STEM
Citadel Prime
Large Asteroid
Active Shipyard
Tectonically Active
Artifical Satellites
Colony Ruins
58
THE CITADEL
The Prime Citadel faithfully follows its initial programming to this day,
taking all measures possible to preserve the Erline species. Other
citadels are still being built with the goal of eradicating the disease
suffered by the Erline and once completed will begin their patrol
flights catapulting between stars. Never being designed to multiply
systematically, the shipyard it built was not optimised for efficiency,
taking decades to complete a new citadel. Due to their lack of a natural
lifespan and careless respect for time, over the last millennia over 100
newer citadels have been built, the majority of which are still active.
Some return to the place of their creation after a certain time to transfer
their findings to the central database and a thorough overhaul of the, by
then, ancient systems. Others have yet to return at all. The aim of the
data collection is to increase the efficiency of the patrol flights, because
space is limitless, the number of citadels is finite and the Erline must be
protected at all costs.
Over the years the Prime Citadel has made some modifications to
itself, less with the aim of self-optimisation and more out of necessity.
Amongst other things, it drastically increased its processing power and
databases for the purpose of data analysis, as well as the integration
of all the obtainable information about the Erline. Computers from the
former colony, as well as from exploration ships stranded here, served
as sources for this.
With cold precision the Prime Citadel noted the population was steadily
declining and would, in the near future, flatline. Its programming did
not allow for it to deduce the nature of the problem, instead it devised
new protocols through trial and error to communicate with those inside.
Once it was clear what the inhabitants lacked, it was easy to produce
the necessary items for their survival. In the course of the mutual
communication efforts, the remaining information from the colonies’
databases was copied to the Prime Citadel.
Analysis of this data revealed that the colonists did not exist in ideal
living conditions on the moon, as a solution to which the Citadel began
construction of a habitat. Upon its completion the Erline were relocated
under its command; the prime directive ignoring the idea that some
inhabitants had no intention of leaving their homes. Those who refused
59
were forcibly moved and although the measures taken did not cause
permanent harm, they were less than humane. In the years following
the relocation the buildings fell into disrepair and now only bear witness
to the remains of a civilisation that the Citadel had attempted to save.
THE HABITAT
To create an ideal living space for the colonists, the Citadel drew on
concepts found in old Erline databases; a cylindrical artificial habitat
created inside a large asteroid. The chunk of rock chosen to realise its
endeavour is ellipsoidal with a diameter of 3.4 kilometres and a length
of 5.7 kilometres. The cylindrical cavity measures just over a kilometre
in diameter and is over three kilometres long. Work to complete it took
more than a century, followed by decades of optimising life support and
cultivating vegetation suitable for sustaining life.
Lighting within the habitat comes from a tubular filament pulled through
the centre of the cavity, with no natural light reaching the interior. There is
no artificial gravity, with external thrusters keeping the asteroid in a precise
rotation that creates the illusion of such within at a measurement of 0.9G.
A total of nearly 20,000 Erline have been relocated from the colony, with
the habitat having a capacity of one million occupants. The excessive
interference in the lives of the inhabitants is to blame for the miniscule
amount of population. In its efforts to preserve, care for and protect the
Erline, so much control is exerted over the lives of those within that they
have no chance to flourish.
The Erline in the habitat may not lack the necessities of daily life but
their lives lack meaning. This is having an increasingly fatal effect on
the population, which has been steadily declining for some time. Since
they do not have any duties within the habitat the Erline have stopped
taking an interest in their environment, at the detriment of their intellect.
They live dully, forced to respect the rules imposed upon them but are
little more than savages vegetating in a golden cage.
60
61
TRAVELLERS WITHIN THE HOME SYSTEM
Shortly after arriving in the system, the sensors may obtain basic
information, especially on the armaments aboard the many devices
flying between the asteroids. In the vicinity of the habitat, their
frequency is striking. Nearby, the sensor officers can detect seven
spaceships, all energetically dead and cold. Two of them have
similarities to Erline ships, and one could be from the Sovreigndoms,
but the other ship types are unknown.
The Citadel has set up an extensive sensor network within the system,
so the new arrivals will not remain undetected for long. For its part,
the Citadel scans the intruder and activates its defence systems
as a precaution but otherwise remains passive. Presumably, since
the conquest of the Citadel at Alpha 0607, the Travellers have been
studying the programming and communication protocols in order to
signal they come in peace and harbour no hostile intentions (see
Deepnight Revelation: The Near Side Of Yonder, page 110).
From there, it may come as a surprise when the Citadel makes contact
and not just with the usual technical requests for identification and report
queries; rather on an audio-visual channel. The language is a barely
intelligible form of Erlish spoken by a digital avatar in the shape of an
Erline. The Citadel requires identification and will only speak to an Erline,
the nature of its programming not allowing for the possibility of contact
with alien peoples. Provided there are representatives of all three factions
aboard, it should not be a problem to find a suitable speaker.
62
Some time after the delegation has made contact, the Citadel demands
that the Erline – after a quarantine period of at least two years – move
to the safety of the habitat. A negative answer is not accepted, because
only in the habitat are the Erline truly safe. The Travellers’ ship sensors
detect a sudden appearance of energy signatures all over the asteroid
belt, as many pieces of rock have been rigged into small armed drones
and are now being activated. These drones try to cut off the Deepnight
Revelation’s path and shoot it out of manoeuvre but they are slow
compared to the ship and the Citadel is more concerned with pressing
its case than causing serious damage.
63
If the Citadel can be persuaded, there is a chance of turning an
unpredictable threat into a supporting factor for the whole sector, due to
its massive amount of knowledge on the sector. With its help a software
update could be created to be uploaded to the patrolling citadels, after
which they could become true guardians of life rather than glorified
exterminators. The Sovreigndoms and Tenipal will insist that they also
benefit from such a changed situation.
The production abilities of the citadels and military potential offer great
opportunities for rapid development of this sector. They also present a
large temptation factor for control of the entire sector, meaning that an
accord must be made such that no one species may control them all, in
the hopes that a new golden age might be reached.
The asteroid belt offers more than enough raw materials and the
Prime Citadel has the means to convert this into building materials
and basic spare parts. It would take a further effort of persuasion
but if successful the resources would be integral to performing an
overhaul of Erline society.
The Travellers have it in their hands to set the course for the future of
an entire sector, for their significant part in events they have gained
respect and influence to be able to bring about a settlement. Will they
take the time to help forge a lasting alliance or move on as quickly as
possible to fulfil their own mission?
64
Charted Space
Starports of the Imperium
By Carl Walmsley
CLASS E
True frontier outposts, these are lonely bastions in the far reaches of
space, often many days travel from even minor trade routes. They are
typically equipped with a single landing area big enough for a few small
craft or a heavy freighter. The largest Class E ports have additional
pads that each accommodate a craft no larger than 1,000 tons.
65
Class E ports on worlds with a Standard atmosphere have no hangers
and only the most basic holding facilities for cargo. It is rare indeed
to find a Class E port with a proper warehouse – and even then its
capacity rarely exceeds a few hundred tons. Ports on planets with
Tainted, Exotic or Corrosive atmospheres will include an airlock for
passage in and out of the headquarters. Enough vacc suits for the port
personnel plus 1D spares will be kept inside this building.
CLASS D
The key additions that elevate a starport to Class D status are a
landing strip (on planets with an atmosphere) and the ability to refuel
visiting craft. In practice, these ports are usually considerably larger,
housing a dozen or more landing pads. At least one pad will be able to
accommodate a 2,000 ton vessel. The rest will be a mixture of small
(up to 200 tons) and medium (up to 500 tons) sized pads.
66
Simple repair work may be carried out, although there is often a
delay of a few hours before this can begin. A few of the more down-
at-heel starports will maintain a scrap yard but this lends the port an
unfortunate ‘Class E air’ and is therefore usually avoided.
CLASS C
Starports in this class see a regular flow of traffic and are equipped
to deal with all manner of craft, from industrial transports to pleasure
yachts. More significant than that, and the feature which elevates them
to Class C, they have the ability to provide refined fuel. Far more so
than smaller stations, these ports have a feeling of solidity and activity.
They are able to do more than tend to the basic needs of frontier
traders and outlying worlds, and are places where employment is
sought, meetings arranged and deals struck.
67
A starport in this Class will be equipped with a purpose-built HQ
complex, housing flight and traffic control, customs and other essential
services. The port’s communications and radar network is sophisticated
enough to facilitate multiple take-offs and landings, and offer guidance
to incoming ships.
68
CLASS B
Once a starport reaches this size, it becomes a significant hub within
the local – and even planetary – economy. Many Class B starports
are at the centre of a major, and possibly capital, city. They contain
hundreds of landing pads of various shapes and sizes, most of which
have hangers fitted with dedicated storage and unloading facilities.
A Class B starport is large enough to be a settlement in itself and
will have an indigenous population, supplemented by a stream of
passengers and visitors.
69
Unlike their smaller brethren, Class B downports are large enough
to accommodate a full range of independent businesses. As well as
raising considerable revenue, this encourages visitors to do more than
simply re-fuel their ships and move on. With luxury hotels, fine dining,
casinos and popular shows, ports of this size can serve as holiday
destinations in their own right.
CLASS A
With the capacity to accommodate an entire star fleet, Class A starports
are the true crossroads of the stars. In fact, many are more famous
than the worlds that accommodate them – and can be the reason that
Travellers and merchants visit a system.
Landing pads of every conceivable shape and size are available, fully
equipped with hangers and airlocks. The loading and unloading of even
the most exotic or dangerous cargoes is fully catered for. Loading times
of five minutes per ton are the norm – although specially equipped
industrial hangers reduce this to one minute per ton.
70
The starport’s commercial shipyard ensures that all sorts of ships are
available for purchase – from compact lighters to colossal capital ships.
Alongside these gleaming new models, a healthy trade in reconditioned
and second-hand craft tends to thrive, with ships available to suit every
wallet. Given this wealth of manufacturing talent – and the interested
parties it attracts – a market in custom-models is also present. Those
seeking to modify their standard craft will find all manner of innovative
technicians convinced that they can squeeze just a little more out of the
engines or increase the efficiency of screens.
71
STARTOWNS
Starports – particularly the larger ones – attract people from near and
far, from all levels of society. To many they are like honey-pots filled
with the promise of something sweet. It is not uncommon for members
of an indigenous population to migrate to a port seeking work and the
promise of a better life. For some, this hope never materialises. There
are others who arrive at a port from offworld, then find themselves down
on their luck and unable to move on.
72
High guard
Geonee Ships
By Darren Bulmer
Zorkote
Light Cruiser
73
ZORKOTE LIGHT CRUISER
74
Systems Fuel Scoop — —
Medical Bay 8 4
Staterooms Standard x47 188 23.5
Barracks x10 20 1
Software Advanced Fire Control/2 — 15
Anti-hijack/2 — 8
Auto-repair/2 — 10
Electronic Warfare/2 — 18
Evade/2 — 2
Launch Solution/2 — 12
Library — —
Manoeuvre/0 — —
Intellect — —
Common Areas 58 5.8
Cargo 34 —
75
1 sq. = 10 ton
Command
1
Weaponry
Engineering
Accommodation
1. Spinal Meson
2. Fuel Processing
3. Medium Missile Bays
4. Medium Particle Bays
5. Meson Screens & Nuclear Dampers
6. Brig, Advanced Sensors,
Sensor Stations, Enhanced Signal
Processing, Distributed Array &
Military Countermeasures Suite
7. Medical Bay & Armoury
8. Barracks
9. Modular Cutter Docking Space
2
DECK 1
76
1 sq. = 10 ton
3 3
3 3
4 4
5 6
7 8
9
DECK 2
77
GORTE-CLASS BATTLE RIDER
Deemed obsolete by the Imperial Navy in favour of newer, more
advanced versions, the Geonee Self Defence Force purchased 15
such vessels along with their two associated tenders and proceeded
to upgrade them. The Gorte-class TL15 refit successfully extended the
lifespan of this venerable class of vessels. Stripped back to the keel
and superstructure, they were rebuilt from the spinal mount up.
Gorte-class
Battle Rider
78
GORTE-CLASS BATTLE RIDER
79
Systems Holographic Controls — 37.50
Medical Bay 20 10
Staterooms Standard x332 1,328 166
Barracks x80 160 8
Low Berths x50 25 2.5
Software Advanced Fire Control/2 — 15
Anti-Hijack/2 — 8
Auto-repair/1 — 5
Evade/2 — 2
Launch Solution/2 — 12
Library — —
Manoeuvre/0 — —
Intellect — —
Common Areas 412 41.2
Cargo 63 —
80
1 sq. = 10 ton
2 2
2 2
1
2 2
2 2
2 2
2 2
DECK 1
81
1 sq. = 10 ton
3 3
3 3
1
4
5 3 3
3 3
3 3
3 3
DECK 2
82
1 sq. = 10 ton
1. Spinal Meson
2. Large Particle Bays
3. Large Missile Bays
4. Missile Storage
5. Sandcaster Barrel Storage
6. Barracks
7. Docking Space
8. Brig, Medical Bay and Cargo Bay
9. Briefing Rooms, Armoury and Low Berths
10. Advanced Sensors,
1 Sensor Stations, Enhanced Signal
Processing, Distributed Array and
Military Countermeasures Suite
11. Meson Screens
12. Nuclear Dampers
10
11 12
DECK 4
Command
6 6
7 Weaponry
8 9
Engineering
DECK 3 Accommodation
83
GORTE-CLASS BATTLE TENDER
Three battle tenders were sold to the Geonee Self Defence Fleet
as part of their purchase of the battle riders. The tenders have
not undergone such an extensive refit as the battle riders but the
manoeuvre drives, power plant and jump drives have been upgraded
to bring them up to current standards. The battle tender only boasts
defensive weaponry but carries 10 heavy fighters to aid in its defence.
The addition of a command bridge makes the tender the ideal vessel to
direct a fleet, with a high stateroom provided for a fleet captain or admiral.
Gorte-class
Battle Tender
84
GORTE-CLASS BATTLE TENDER
85
Systems Fuel Processor (60,000 3,000 150
tons/day)
Fuel Scoops — —
Staterooms Standard x527 2,108 263.5
High 6 .8
Barracks x40 80 2
Low Berths x50 25 2.50
Software Advanced Fire Control/3 — 18
Anti-hijack/2 — 8
Auto-repair/2 — 10
Battle System/3 — 36
Broad Spectrum EW — 14
Library — —
Manoeuvre/0 — —
Intellect — —
Common Areas 613 61.3
Cargo 910 —
86
1 sq. = 20 ton
1 2
2 2
2 2
Weaponry
5 5
Engineering
Accommodation
5 3 5
4
DECK 35
88
1 sq. = 20 ton
6 6
DECK 57 DECK 58
9
10 11
12
DECK 59 DECK 60
89
ALIEN
Hhkar
By Geir Lanesskog
PHYSICAL CHARACTERISTICS
With a tail for balance, an adult Hhkar averages 2.5 metres in height
with a mass of 250 kilograms. Aesthetic variations are common,
although within a ssaaahk, a family or clan grouping, individuals retain
similar features. Hhkar have no external sexual characteristics and
do not normally wear clothing. They are warm-blooded and suited to
temperate conditions, wearing body coverings only to protect against
environmental extremes.
Hhkar hands each have three fingers and one opposable thumb. Legs
end in four clawed toes and their tail’s end can be whip or club-like
or, less commonly, spiked. A variety of features are present in Hhkar
encountered outside their homeworlds. While the appearance within
any one ssaaahk is essentially without variation, the features tables
indicate the frequency of these differences.
90
Skin Colour Features
3D Colouring 3D Marking
3–13 Olive 3–13 None
14 Dark olive 14 Small spinal ridge
15 Brown 15 Large spinal ridge
16 Maroon 16 Small horn
17 Light brown 17 Armour plates
18 Grey 18 Other
Markings Tail
3D Marking 1D Tail
3–13 None 1–4 Whip-like
14 Mottling 5–6 Club-like
15 Flecks
16 Striping Special Features
17 Wide band along spine 1D Special Feature
18 Other 1–4 None
5–6 Special feature
The eight major Ssaaahk rarely travel beyond their worlds, leaving
everything from diplomacy to military service to lesser ssaaahk. If
encountered, the major Ssaaahk have the following features:
Ssaaahk Feature
Nhroossrt Olive skin, small spinal ridge, whip tail.
Ghkaazk Gray skin with dark striping, whip tail.
Hhkrrask!h Olive skin with black mottling, club tail.
Bruunhazk Olive skin, webbed feet and hands, whip tail.
Hrnarskii Dark olive skin, large spinal ridge, club tail.
Skkeerihrk Maroon, small horn, whip tail.
Cahkrr!zkh Olive skin, club tail.
Hhakrriizk Gray and maroon-striped skin, spiked tail.
91
92
The Hhkar can experience several different states, which act almost
like separate personalities. Triggered voluntarily by external stimuli,
these states are used for learning, combat, labour and oration (for more
information, see page 100). In addition, Hhkar do not require regular
sleep. Hhkar dream states are a major part of Hhkar spirituality. They
are lucid dreamers and can use sleep for recreational or practical
purposes. Deep dream states are spiritual aspects of Hhkar religions,
which involve varying ‘planes’ of existence, although different religions
often interpret or define these differently. The Hhkar interpret their
waking existence as the lowest plane but this ‘reality’ is the plane that
links to all the others. Pahhkirs – Hhkar priests – can guide spiritual
journeys using magnetic sense and body fields. This is often done in a
communal setting allowing many Hhkar to serve as guides.
EVOLUTIONARY DEVELOPMENT
Little is known of the Hhkar’s lost homeworld of Ssrar. Evolving from
carnivorous hunters, the Hhkar are thought to have developed a semi-
nomadic existence, migrating over the course of generations as climatic
conditions changed. Ssrar is known to have been very geologically active
with an atmosphere tainted by sulphur compounds. These conditions
account for a major trait of Hhkar now living far from this lost home:
smoking. The Hhkar smoke almost constantly, receiving vital nutrients
and cultural cohesion from the practice of smoking, which substitutes for
the social function of eating shared meals common among other species.
Hhkar meals are eaten quickly, either raw or only slightly cooked.
LIFE CYCLE
Those Hhkar travelling outside their home systems are all male. The
Hhkar are serially hermaphroditic, born male and able to change genders
later in life. Females enter oestrus approximately once per standard
year and lay one to six eggs after mating. They deposit these eggs in a
communal area, where they remain for 21 weeks until hatching.
93
The Hhkar male will leave his communal home – an ahr!guuhrt’k or cave
of life – and set out on a career, sometimes wandering to join a military
service, Hhkar or Julian, a local merchant service or even travelling
beyond the Julian Protectorate in search of adventure. These males are
often solitary, remaining apart from their species for years or decades.
HISTORY
With their homeworld far beyond Charted Space, much of Hhkar
history is based on their mythologies, stories and religious writings.
From these, xenohistorians can surmise that Ssrar was an extremely
geologically active world, with a strong sulfuric taint and changing
geological and climatological conditions brought upon by tectonic
shifts and massive volcanic eruptions. The Hhkar are an old species,
with their civilisation developed over roughly 75,000 years. Early
monumental structures such as pyramidal and stone circle gathering
places were built to withstand geologic events but the climatic fallout
from those events caused the early Hhkar to migrate over the course
of decades or centuries. Over time, the same or another group of
Hhkar would reclaim these damaged or altered regions, repairing the
abandoned structures as a sign of respect to their vanished builders
and erecting new settlements around them.
94
In approximately -50000, the Hhkar abandoned Ssrar. They
remain vague about this exodus, perhaps shamed by uncontrolled
industrialisation driving their world into uninhabitability but they
set out travelling aboard vast fleets of ramscoop vessels both as
residents of generation ships and as sleepers in ghraa!ks waiting to
awakening in new systems.
For the next 1,000 years, Ssrar continued to die, with the
remaining Hhkar turning inward to spend more of their time in
dream states. A few chose instead to expand their minds and
came to realise they had psionic abilities. These gifted Hhkar
learned to control their talents and enhance them by technological
means. Over the next 9,000 years, they transformed their society
and learned to heal their world using their newfound powers.
These ‘new’ Hhkar lacked the wanderlust of their predecessors
and were content to remain on their restored home.
Those who know the story feel shame at the death of their world and
horror at the thought of psionics poisoning the mind. After the war,
the story of Ssrar’s death spread among select priests of the far-flung
Hhkar fleets and none have returned to the grave of their world.
95
Over 10,000 years ago, a group of Hhkar settled on the world they
now call Skkyhrk. They build an extensive array of giant pyramid-
like structures on Skkyhrk and some in nearby systems, then
vanished, apparently becoming extinct by -10000. Early Ziru Sirka
xenoarchaeologists were unable to translate the pictographic language
and believed the species had died from disease. The system was a
backwater during the First Imperium. During the Long Night, Vargr
settled the world, naming it Urinir. The Vargr population eventually
reached more than 10 million.
The Hhkar at Skkyhrk were not related to those who had occupied the
world 10,000 years earlier and could not, or would not, shed light on
their fate. After conquering Skkyhrk the Hhkar gained knowledge of
jump drive technology. By the late 300s they had slowly raised their
Tech Level from 9 to 11 and had conquered nearby systems, replacing
conquered populations with their own with genocidal efficiency as their
sphere of control expanded to encompass more than 20 systems.
96
Hhkar expansion ended at the Battle of Kargar in 377. After a difficult
fight, the Hhkar defeated a small but tenacious Star Legion fleet
commanded by Commodore David Lindquist. Although they had
captured Lindquist, they were so impressed with his skill that they
granted him an honourable execution and withdrew from the system.
SOCIETY
Known Hhkar civilisation consists of the 25 systems of the Hhkar
Sphere, although an unknown number of Hhkar systems and fleets
exist beyond Charted Space. Sublight fleets may be transiting Charted
Space and could arrive at nearly any system at any time. Within the
Hhkar Sphere, a significant percentage of Hhkar have never adjusted to
planet-bound life. These Hhkar live on ancient habitat-sized ships, now
equipped with updated technology and jump drives, allowing them to
set off on new migrations at faster-than-light speeds should they want
to depart the Sphere.
97
The ssaaahk form a feudal hierarchy of patron and client ssaaahk, with
the Nhroossrt ssaaahk as the governing clan of the Hhkar Sphere. Just
below them in the hierarchy are the other seven major ssaaahk and
below them are the uncounted number of minor ssaaahk. The raaabr
have no place in this hierarchy. Still, other sophont species are even
lower than raaabr and treated with disdain, and only honour and treaty
obligations prevent them from being slaughtered like vermin.
98
EXTERNAL RELATIONS
The Hhkar Sphere has been considered a member state within the
Julian Protectorate since the late 600s. The Hhkar do not formally
acknowledge any limits on the sovereignty of the Hhkar Sphere but in
a series of carefully worded treaties the Sphere has delegated most
extra-Protectorate relations to the Julian Protectorate and has allowed
Hhkar to serve aboard Star Legion vessels, often acting as gunners
and maintainers of Hhkar-manufactured equipment or as shock troops.
The Hhkar conduct diplomacy within the Protectorate through the use
of envoys chosen from minor ssaaahk, although these often owe fealty
directly to the Nhroossrt. Relations with the Menderes Corporation are
more binding than those with other Protectorate states. Menderes owns
a quarter of industrial capacity on Skkyhrk itself and more in some parts
of the Sphere, although the vast majority of its employees and local
managers are Hhkar. The Hhkar, nor even the raaabr, do not willingly
take orders from non-Hhkar. The only exception is for those Hhkar
sworn into a military or paramilitary service, such as serving members
of the Star Legion or those few Hhkar serving in the Imperial Interstellar
Scout Service.
Hhkarn, the human name for the Hhkar language, is difficult for non-
Hhkar to speak as it involves loud punctuated sounds such as hisses,
growls, coughs, snarls and sharp inhalations and exhalations. The
Hhkar speak with mouth wide open and pronounce some words with
a jaw snap translated as a ‘!’. Hhkar have poor hearing, often not
understanding everything a human, Vargr or other sophont says, even
if they understand the language. Translator pads (see page 102) are
often required for successful communications. Written Hhkarn is a
pictographic script without a strict one-to-one correspondence between
a word and its representation, making it difficult for even a translation
device to interpret.
Characteristics
Hhkar Travellers have the follow modifiers applied to their
characteristics: STR +3, END +3.
Maximums for STR and END are 18. Make a record of the initial values
for characteristics, as these will be restored by a gender transformation.
99
Traits
Hhkar Travellers all possess the following traits.
Armour: The thick skin and musculature of a Hhkar provides Protection +1.
Mental States
Four mental states of the Hhkar grant them special abilities. These
states require a full minute of mediation and a chemical, visual or
magnetic trigger to initiate. A Hhkar may exit the state immediately at
will or by external trigger.
State Result
Learning Hhkar in this state have an eidetic memory. This state
cannot be sustained long enough to learn a skill but
stories, documents, complex cyphers and other information
can be learned and retained.
Combat This state is only used in fights to the death. Hhkar in
the combat state gain DM+2 to Initiative and DM+6 to all
Morale checks but are even more aggressive than normal,
resulting in DM-2 to reaction checks.
Labourer When faced with repetitive tasks or poor working
conditions, a Hhkar in this state will not experience fatigue
or lose efficiency. The Hhkar will make for poor company
and will have a DM-2 to any Recon checks.
Oration In this state, the Hhkar gains great oratory skill. This
equates to DM+2 to Carouse checks among other Hhkar.
Amongst other species, this grants DM+1 to reactions
to the Hhkar but does nothing to alleviate the Hhkar’s
reaction to them.
100
Lucid Dreaming: A Hhkar can plan future actions using directed dreams.
If consciously preparing for a specific operation, this lucid dreaming
allows the Hhkar to achieve DM+2 to checks related to the event.
Careers
All careers from the Traveller Core Rulebook are suitable for Hhkar
within their own society and amongst other members of the Julian
Protectorate, although raaabr may not enter the Noble career unless
first raising their SOC to 7 and achieving membership in a ssaaahk.
There is no Julian scout service but Hhkar occasionally join the
Imperial Interstellar Scout Service. Hhkar are not eligible for pre-career
education. Their childhood is their pre-career education and grants a
standard number of default skills but the Hhkar receive an additional
default skill of Melee 0.
Hhkar Travellers begin their first term at age 22. They will begin to
suffer aging effects after their fifth term, although these will be reversed
by their next transformation. Hhkar emerging from a transformation are
effectively age 22 again, with the same physical characteristics scores
they had at that age. Characteristic increases gained by experience or
lost by injury and aging are reset, and all skills learned as the opposite
gender are lowered to level zero. Skills from an earlier period as this
gender will be retained. However, characteristic increases in STR,
DEX and END will not transfer. INT, EDU and SOC characteristics are
always retained, regardless of gender.
HHKAR EQUIPMENT
Most equipment designed for Hhkar is extremely durable and generally
masses twice that of the equivalent human-designed equipment. Hhkar
civilisation is mainly at TL13 but gravitic technology is no greater than
TL11 and medical technology is no greater than TL10, as the Hhkar
often eschew advanced medical procedures.
Armour
Hhkar armour and protective suits are customised for their species. They
do not like to wear restrictive clothing and metal clothing or fasteners
‘itch’ their magnetic sense. Hhkar favour poly carapace and ceramic
armour and none of their armour is equipped with gravitic technology.
101
Translator Pad
Any Hhkar interacting with another species will carry a translator
pad. The basic version of the pad translates Hhkar to and from the
Anglic dialect Transform. The improved version adds five major Vargr
languages, Galanglic and Vilani, although translated grammar for Vilani
and Gvegh is notoriously atrocious.
Hrrak!k Battle-axe
A curved great axe nearly two metres long, the mass and sharpness of
these blades can cause catastrophic wounds, meaning they are often
used in Srriikka!ki death duels and boarding actions. These axes are
sometimes crude weapons stamped from industrial machines but can
be works of art, handcrafted and worth tens or hundreds of times their
base cost, especially if they have a history.
102
Sraaa!k Gauss Rifle
The sraaa!k is a heavy battle rifle firing a 6mm projectile along a
two-metre barrel, able to penetrate armour at considerable distance.
These are available through the Menderes Corporation to qualified
non-Hhkar buyers certified as mercenary units by the Julian
Protectorate at twice standard cost.
103
High guard
Hhkar Sublight Drive Systems
By Geir Lanesskog
The Hhkar have crossed interstellar distances for more than 50,000
years without access to jump or manoeuvre drive technology. Instead,
they used their superior knowledge of magnetic engineering to develop
drive systems that accelerate up to significant fractions of the speed of
light and replenish their fuel supplies during voyages.
These drive systems are slow compared to jump and manoeuvre drive
technology but the Hhkar have refined them over millennia to make
them both fuel efficient and durable. Once underway, these drives
require little maintenance nor dedicated engineering staff, allowing a
single Hhkar scout to undertake a voyage aboard a relatively small
sublight ship in a state of suspended hibernation.
The huge ships that brought the Hhkar to Skkyhrk now have manoeuvre
and jump drives installed but many of them retain their older magnetic
and fusion drive systems. Hhkar fleets still crossing the void are likely to
arrive in some distant system with only this technology available.
104
STARSHIP SYSTEMS
Hhkar starships have the following features and limitations:
• Most Hhkar vessels employ non-gravity hulls but these vessels
have no size limitation and require only 10% of hull tonnage in
Power to operate.
• Many Hhkar ships utilise fuel efficient (x3) reaction drives for propulsion.
• Many Hhkar ships achieve artificial gravity through rotation, thrust
or both (using tilting segments).
• Manoeuvre drives are limited to TL11 and Thrust 5.
• Armour is limited to TL12 crystaliron.
• Hhkar vessels often install deflector shields (see High Guard, page 69).
• Hhkar generation ships traditionally used both magnetic drives and
fusion drives to cross vast distances at sublight speed.
WEAPONRY
Hhkar ships favour railguns and mass drivers, and produce superior
versions of these weapons at all scales, including spinal mounts. All
Hhkar railguns and mass drivers are TL15. Compared to baseline
models, these weapons (including spinal mounts) are double the cost
and cannot be reduced in size but have the following advantages (see
High Guard, page 49): Accurate, Long Range and Very High Yield.
Spinal railguns and mass drivers (see Element Cruisers, page 76) have
no size limits.
105
In System Propulsion Mode (Magnetic Sail)
Within a solar system, the magnetic drive can operate as a magnetic
sail, creating a bubble of plasma around the spacecraft and using it
to ‘sail’ the solar wind and/or the magnetic fields created by the stellar
bodies in the system. The magnetic sail cannot operate once the
spacecraft reaches interstellar space. For simplicity, interstellar space
can be assumed to begin at 100 AU from a star.
106
Gas Collection Mode (Ramscoop)
Gas collection mode is actually two modes, one for use inside
solar systems and one for use in interstellar space, but except for
a reconfiguration of the spines, these two modes have identical
performance. However, the interstellar mode only functions if the
spacecraft is travelling through interstellar medium at velocities
exceeding 1,200km/s. Beyond velocities of 180,000km/s, the interstellar
gas collector generates too much drag to continue operation, effectively
limiting the spacecraft to that velocity if it wants to continue to fuel
its power plant during a long voyage. Gas collection mode gathers
rather than expends fuel, with each Thrust Unit collecting 1% of a
ship’s tonnage in hydrogen gas per day of operation. It requires power
equivalent to its other modes to continue collection.
A fusion drive can operate from internal fuel tanks or straight from a
magnetic drive operating in gas collection mode if the latter can acquire
enough fuel to sustain propulsion.
107
Adventure
Adrift
By David Sansom
INTRODUCTION
In the year before the start of the Fifth Frontier War, the systems in the
Spinward Marches are awash with rumours of war and incursions by
the Zhodani. Tensions are high and cat and mouse games between
Zhodani and Imperium secret services play out, unseen by the public
eye. In the confusion, other opportunistic players including Vargr
corsairs take advantage of these distractions for their own gain.
THE HAVEN
The Amaranthine Haven is a typical independent operator owned
by Bartholomew Crane. The current crew consists of the pilot Chuck
Baine, the medic Dr Kavenor, the steward Jesse Lopet and a new
engineer named Oliver Vincent. There are a number of passengers
onboard, including a wealthy socialite named Joyce Carpenter who has
arranged passage for herself and some cargo to Regina.
Ship Locations
External airlock hatches, except the hatch used by the boarding
party, are all deadlocked closed. Opening requires keys found in
lockers within engineering or the bridge. All keys and hatches are
numbered to identify them.
Key lockers have combination locks, which all crew members know,
and are fairly sturdy. Breaking them open requires an Average (8+)
Mechanic check with suitable tools, taking 1D minutes.
108
Internal hatches are closed and deprived of power, so will not open
normally, but each has a manual override behind a panel next to the
hatch. Manually opening a hatch requires a successful Difficult (10+)
Mechanic check, taking D3 minutes.
The artificial gravity is off, leaving the ship interior in zero-G. DEX checks
are required for physical activities done under pressure. For example,
navigating around the ship or performing simple actions will not require a
check but moving at speed or making a melee attack would.
All ship locations are numbered, for the Amaranthine Haven’s deck
plans see page 113.
The Amaranthine
Haven
109
THE AMARANTHINE HAVEN
Running Costs 40
Sensors
MAINTENANCE COST
1
Cr4511/month
Fuel Processor
PURCHASE COST
2
MCr54.1332
110
9
11 5
12
10
2
8
7 7
13
3
1
DECK 1
111
15 15
15 15
15 15
14
DECK 2
112
1. Low Berth Compartment
This is the room where the Travellers awaken.
3. Engineering (Drives)
Both drives are shut down. The emergency controls have limited
power but all access is locked out. To gain access requires a
suitable code or key card from one of the crew. If the Travellers
want to hack the control panel, they must succeed a Difficult (10+)
Electronics (computers) check.
The power plant is not running but it can be started with an Average
(8+) Engineer (power) check, taking 1D minutes. Doing so restores
lights and power to the doors but whilst the lockdown is still active
nothing else functions.
113
The engineer, Oliver Vincent, is hiding in here. He has squeezed into
a maintenance crawl space and is well hidden from view. As soon as
he hears anyone except Marcus, he calls out softly, hoping they have
come to the rescue.
Oliver can start the power plant but is afraid of attracting ‘him’ and needs to
be cajoled or forced into doing so. He is terrified and close to a complete
breakdown but can be easily intimidated or convinced to help, only
requiring a Routine (6+) Persuade check. If questioned, he explains all
other systems must have been locked from the bridge. He will not willingly
leave the compartment and retreats to his hiding place as soon as he can.
5. Bridge
The bridge door is closed but the manual override still works. Inside,
the body of the pilot is sprawled across the console. It is clear from his
wounds that he was shot and died of blood loss. Nearby is the pilot’s
empty snub pistol.
Checking the logs show the ship plotted and executed a jump to
Whanga but a mis-jump is recorded resulting in their arrival in Grant.
However, a successful Difficult (10+) Electronics (computers) or
Investigate check (1D hours), will spot discrepancies indicating the log
has been tampered with. Comparing various system logs finds that
the jump solution was switched to Grant shortly before the jump drives
were engaged and then scrubbed from the main log on arrival. The
change was actioned from a console in engineering.
114
about and laser burns on containers. Some of the contents from the
open containers, packing materials, packs of medical supplies and so
on, are also floating about.
Two bodies are in the hold. The bullet riddled body of the steward lies
near the door leading towards the bridge, his snub pistol with three
rounds left is close by. Near the door to engineering, the body of a
Vargr boarder is floating, what killed him is unclear, possibly a heart
attack. He was killed by Marcus using his psionic assault but identifying
the true cause requires a Very Difficult (12+) Medic check (1Dx10
minutes) without an autopsy. The Vargr had a laser carbine, which is
still connected to the Vargr by the cable to its power pack on his back.
The captain still has a revolver gripped in his hand; all chambers spent.
He has one spare magazine in his coat pocket.
9. Captain’s Stateroom
The room is clean and tidy, and a collection of mementos is arrayed
on shelves. A wall safe is mounted on one wall with a mechanical
combination, which only the captain knew. Cracking the safe requires a
Very Difficult (12+) Mechanic check (1D hours).
115
If opened, the safe contains deeds to the ship and other ship’s papers.
There is also Cr33400.
A drawer under the desk holds some general odds and ends, including
Cr375 and an opened box of shells for a revolver, with 38 left.
He has a body pistol and two full spare magazines. Cr2700 can be
found stashed in a locker.
The Amaranthine Haven’s locker contains; four vacc suits (TL12), spare
tools appropriate for the ship, four mobile comms (TL10), two medikits
(TL12), two shotguns, four snub pistols, 50 shotgun shells and eight
magazines for the pistols.
Inspecting the victims identifies they are both older people, possibly a
couple, one has died from a blunt force trauma and the other could be a
heart attack. They have a key card for one of the staterooms.
116
15. Passenger Staterooms
One stateroom is open and was occupied by the deceased couple
in the common area. There are a few personal effects and a small
quantity of credits. The clothes and jewellery indicate the occupants
were modestly wealthy.
XG-1734
XG-1734 is a non-intelligent larva, driven entirely by simple instincts.
Its primary instinct is to find a suitable host, then to invade the body
through any available orifice, wound or burrowing through the skin then
following the neural pathways to the brain. Once there it releases a flood
of psiactive chemicals to subjugate the host’s brain, allowing it to develop
greater psionic abilities, albeit at significant physical cost to the host.
Without a host, the larva can only live for a few days. Once established
in the host’s brain, it will quickly develop its psionic strength calculated
by adding XG-1734’s Psionic trait and the hosts INT. The parasite’s
psioactive excretions mean the host recovers 2 PSI per hour, after one
hour has passed since the last use of a psionic talent.
XG-1734 is able to use its hosts intellect and physical abilities but
does not understand what the host knows. For example, whilst
it may use the host to open a door, it does not understand that
leaving an airlock door open is a potential problem.
117
Animal Hits Speed
XG-1734 1 1m
Skills Athletics (dexterity) 1, Awareness 3, Melee (natural) 2,
Telepathy 3
Attacks Burrow (1)
Traits Psionic (3), Small (-1)
Behaviour Carnivore, Hunter
The remaining staterooms are all closed and locked from the inside,
within each is one or more passengers hiding from Marcus. Many of
them witnessed the attack by Marcus and fled into the relative safety of
their rooms. If queried about the events of the attack, one witness reveals
the creature stopped its attack and fled as soon as it saw Joyce.
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The airlock doors between the two craft have been left open by
Marcus when he found his way to the small craft. If the breaching
tube is damaged while the airlock doors are still open this results in
a serious decompression of the Amaranthine Haven and a complete
decompression of the small craft.
The main cabin of the ship’s boat is fitted with just two rows of jump seats
and is clearly a military vessel. Basic systems are working in the small
craft, including life support and artificial gravity. At the front of the main
cabin the door to the bridge is open and blood can be seen coating the
floor. In the bridge, a dead Vargr is still strapped into their seat. There are
signs of bleeding from their eyes, nose, mouth and ears.
The small craft’s power plant is running and the manoeuvre drive is on
standby. In principle this craft could be used to escape the ship. However,
all the controls are designed for a Vargr and all control panels and labels
are in a Vargr dialect. Any non-Vargr Traveller attempting to use the craft
will incur DM-1 to all checks. If the small craft is used to escape, the
approaching corsair attempts to hail and intercept it.
However, stolen drugs are not the only item being unwittingly
smuggled on the Amaranthine Haven. One of the passengers, Joyce
Carpenter, has arranged for passage to Regina for herself and some
extra cargo. Disguised as a non-descript container, the cargo actually
contains a portable low berth, shielded from prying scanners. Within
the berth lies her husband, Marcus. For a substantial sum, Joyce
arranged for her husband’s berth to be ‘lost’ and discretely delivered
to a downport warehouse on Alell for her to collect. Joyce is not aware
of the details of his condition, other than he needs specialist care,
which she is hoping to find at Regina.
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Unbeknownst to Joyce, the ‘good samaritan’ who aided her sold the
information on Marcus to a Zhodani spy. This resulted in the Zhodani
agent activating a sleeper unit, which is now tailing Joyce. When Joyce
boarded the Amaranthine Haven, the unit shadowed her in a well-
equipped Type-RQ Subsidised Merchant (Pirates of Drinax: Ships of
the Reach, page 18), the Hopeful Wanderer. The Hopeful Wanderer
used their advanced sensors to analyse their quarry’s jump flash and
followed the Amaranthine Haven to Grant.
Seven days later, the Amaranthine Haven drops out of jump into
the largely uninhabited Grant system. The engineer, Oliver Vincent,
blames a mis-jump on poor quality fuel from Alell. While preparing to
start refuelling, the Haven is ambushed by the Raersthog, which had
been running silent in distant orbit. A small craft, aided by the engineer,
docks with the Amaranthine Haven and the boarding party try to seize
the ship. The captain negotiates with the pirates but a jittery steward
accidently discharges his sidearm, starting a brief firefight. Marcus
wakes in his hidden berth in the express cargo hold and escapes from
the container. The mortally wounded pilot escapes to the bridge and
locks down all the ship’s systems including, by accident, all life support
and the power plant.
Over the next hours, using maintenance crawl spaces, Marcus prowls the
ship looking for prey. He kills some of the crew, passengers and boarding
party, including the Vargr pilot. He infects one passenger but when he
discovers Joyce, vestiges of Marcus’ mind recognise her causing him to
retreat into hiding. The remaining Vargr take up a defensive position in
the hold to wait for the Raersthog to come to their rescue.
During this time, with atmospheric drag in the lower orbit and without
crew or a navigation system active to compensate, the ship and
the attached small craft start to tumble. If control of the ship is not
regained within 24 hours, it begins to fall in towards the gas giant
and its destruction. About 12 hours after shutdown, with the ship’s
old batteries fading, low power triggers the automated emergency
revival of the low berth passengers. The Travellers awake, confused
and alone. Meanwhile, the Zhodani Q-Ship emerges from jump
space and starts heading towards the gas giant while scanning for
the Amaranthine Haven.
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COMPLICATIONS
As the Travellers start to explore the stricken ship, they will meet the
following challenges.
Waking up
Dim lights within the pods give a little illumination and except for a
flashing red light the room is dark. No one else is in the room and as
the Travellers start to extricate themselves from their berths, they find
themselves in zero-G. The air in the room is cold and a little stale, the
silent ship giving no signs of life. They are wearing simple jumpsuits but
know all of their clothing and personal possessions are stored in secure
lockers aboard the Amaranthine Haven.
Restoring the ship’s functions will require the Travellers to reach two
compartments, engineering and the bridge. Due to the mishandled
lockdown, the bridge systems will be inaccessible until power is
restored from engineering. However, the Travellers will have no way
to determine this without visiting these locations. Some crew remain
aboard the Amaranthine Haven but are slowly being picked off…
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MARCUS CARPENTER
Dr Marcus Carpenter was an ambitious and accomplished
xenobiologist, with somewhat flexible morals. The discovery
of an apparently psionic-capable parasitic lifeform recovered
from a distant planet would be the pinnacle of his career and a
launch pad for his advancement in the Xenogene Enterprises
Corporation. His hubris was his downfall however, leading to a
containment breach in his laboratory in which he was infected by
the specimen under investigation, ‘XG-1734’.
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MARCUS CARPENTER
SPECIES GENDER
Human Male
CHARACTERISTICS SKILLS
STR 7 INT 12 Admin 1, Awareness 1, Deception 1,
DEX 9 EDU 13 Electronics 0, Persuade 2, Profession
(biologist) 3, Science (biology) 2,
END 8 SOC 9
Science (chemistry) 1, Science
PSI 15 (xenology) 3, Telepathy 3
Psionic Stalker
Initial encounters with Marcus should comprise fleeting glimpses and
noises from the ceiling, under-floor or behind inaccessible panels.
This should be accompanied by feelings of being watched. Thereafter,
recurring encounters may occur anywhere in the ship.
His previous victims can be found across the ship and any surviving
crew run the risk of being victims of a psionic or physical assault,
using psionic enhancement of his strength. At first, this should be ‘off
screen’ for the Travellers, who perhaps rush to the sound of a scream
to see Marcus disappearing into a crawl space and the victim dead or
unconscious. If an attack is out of view of the Travellers roll 2D for the
result. On an 9+ they are killed, on 6–8 they are used to feed and on 5
or less they are infected and left unconscious.
Later, Marcus may get bolder and try to pick off a solitary Traveller or
be surprised while feeding. Marcus will attempt to drive off or knock out
the Traveller, using a psionic assault before fleeing.
Boarding Team
The surviving members of the Vargr boarding team are hiding in the
main hold. There are four of them, two armed with submachine guns
and the others with laser carbines, each also carries a snub pistol
sidearm. After the firefight with the crew and repelling the creature
Marcus, they are low on ammo, having one magazine for each firearm
and 10 charges in their laser carbines. They are wearing vacc suits
(TL10, Protection +8).
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They are holding out for rescue by the corsair, which arrives once the
boarding party fails to return after the expected time. Anyone passing
through the hold can attempt a Difficult (10+) Recon check, success
hears or sees one of the boarding team in hiding. Effect 2+ or more
reveals there is more than one in hiding. If actively searching, reduce
the task difficulty to Average (8+).
If shot at, they defend themselves and return fire. If spotted and
called to or approached, a boarder warns the Travellers to keep back,
declaring reinforcements are on the way. They may fire a warning shot
if needed to emphasise the threat. If seriously threatened or attacked,
the boarders try to retreat to the small craft. They would prefer to
negotiate an escape, rather than risk another fire fight. They just want
to recover the anagathics and get back to their ship.
Raersthog Arrives
About four hours after the Travellers wake, the corsair Raersthog
reaches the Amaranthine Haven. If the Travellers have restored power
and are manning the bridge, they may detect it approaching with an
Average (8+) Electronics (sensors) check. The captain, Fadanghk, aims
to recover his team, the small craft and the contraband anagathics. If
they are unopposed by the Travellers, the new boarding party rescues
their teammates and transfers the contraband to their ship. If the
Travellers resist, the boarders defend themselves but aim to drive the
attackers back or incapacitate them rather than kill everyone outright.
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Hopeful Wanderer
The Zhodani Q-ship arrives in the system many hours after the
Amaranthine Haven and immediately starts searching the ship
whilst heading for the nearest gas giant to refuel. The ship will be
progressively easier to find if power is restored, manoeuvre drive
engaged and sensors being active. Once found, they set an intercept
course. The Zhodani should arrive shortly after the encounter with the
Vargr corsair, perhaps just as the Travellers are relaxing a little.
The Zhodani ship hails the Amaranthine Haven if there are signs of
life; if power has not been restored, they dock with the ship and board
it. If the hail gets a response, they announce they are aware of the
bio-hazard onboard the Amaranthine Haven and want to negotiate
for the recovery of any infected individuals, dead or alive. In return for
the Travellers’ cooperation, they offer assistance and possibly some
compensation for their trouble, up to Cr50000.
An agent, going by the name of Zaran Hekia, states they are working on
behalf of an unnamed Imperial corporation. Either way, they intend to
board and recover all infected individuals they discover, including Marcus
and Relton Dalley. The boarding party consists of at least four marines in
boarding vacc suits (TL12, Protection +10) without any insignia, armed
with stunners and integrated laser pistols. Another four crew, in vacc suits
(TL12, Protection +10) and armed with stunners wait at the docking port
in case they are needed. Their pilot remains on the bridge at all times.
If the Travellers attempt to run, the Hopeful Wanderer is armed with two
pop-up turrets, one fitted with double pulse lasers, the other with a double
missile rack. The crew of the Hopeful Wanderer fire warning shots at first
but are quite prepared to cripple or even destroy the Amaranthine Haven
to recover what they need or at least deny anyone else recovering it.
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ASSIGNMENTS
For the purposes of a one-off adventure, each Traveller may be
assigned a secret ulterior motive.
Zhodani Sleeper
You did not sign on for a contract on Whanga like the others. You are
a Zhodani sleeper agent and have recently received new orders; travel
with a group heading to Whanga seeking work in the mining colony.
There is something valuable to the Consulate aboard the ship and if
the Amaranthine Haven does not arrive at the expected destination,
you must signal your location. To do so, you have been given a
storage device with a Trojan virus to use on the ship’s computer or
communications system.
You suspect another agent or sleeper may be on the mission but you
cannot be sure. If you need it, you can use a challenge phrase to
identify a fellow agent. The phrase ‘nothing but fire and ice in the night’.
should receive the response ‘and souls gone to an early reward’.
Imperium Agent
During your last army term, your talents and loyalty lead to recruitment
into the Imperial secret service. They are concerned about Zhodani
agents infiltrating ships within Imperial space. Your orders are to join a
group travelling to the Whanga system for work in the mining colony.
There is reason to believe a Zhodani agent may be among them.
Find out who and what their mission is, then report it. They may use a
challenge to identify collaborators, possibly mentioning ‘fire and ice’.
The response should include ‘reward for lost spirits’.
You do not need to intercede unless you think action is required. You
have been given an encrypted comms device, which should be able to
piggy-back messages on any commercial vessel’s comms equipment to
send reports or request help.
Diehard Military
Your last tour was hard. Your squad was ambushed while patrolling on
a border world, without warning several men fell screaming. Rushing
to their aid, the rest of you came under fire. You lost three good friends
that day. The report uncovered the attackers as Zhodani insurgents.
After mustering out, the contract with Sternmetal should give you a
change of pace and maybe some time to think about the future. With
war brewing, joining a mercenary company and getting some payback
on the Zhodani is very tempting.
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Recruiter
Mining is a tough and unglamorous job. Few people choose it and most
fall into it when nothing else is available. Still, there is always a new
bunch of hopefuls each muster out. That is where you come in. Hang
out in a few bars, tag along with the newcomers, seed the conversation
with tales of fortunes to be made and hopefully take a bunch of new
workers back to Whanga to claim the recruitment bounty.
However, after several bad calls, you are on your last chance. Blow
this one and Sternmetal will not have anything to do with you again. If
anyone ruins this run, you are going to make someone pay.
On the Lamb
Mustering out was great, lots of new faces with plenty of money. Since
you mustered out, things did not quite go as planned. The funds dried
up quickly and the debts started mounting. Now there is a price on your
head from the loan sharks and the heat is on. Better get offworld for a
while as you raise the money. Or just leave and do not come back.
For now, you have managed to tag along with a group heading to
Whanga. Maybe you can all get lucky with a rich claim, as long as
you do not have to be doing too much hard work of course. Whatever
happens, the important thing is to keep your eyes peeled for an
opportunity to make some good money, preferably a lot of it.
CONCLUSION
Ultimately, the Travellers’ main goal is survival but they may be able
to make the most of a bad situation and come out on top. Dealing with
the Vargr and Zhodani could be a case of keeping out of their way and
hoping to be left alive with the Amaranthine Haven intact.
Finally, just escaping alive with the salvage rights to a far trader may
be reward enough.
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Bestiary
Aknaitr
By Craig Bunting
Aknaitr sense both vibration and heat, and their amorphous form
allows them to squeeze through small gaps, so they can travel at will
within a biosphere.
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