Traveller Aliens Campaign Setting
Type Habitat Str Dex End Int Inst Pack
Alien Killer/Pouncer Desert (Cold) 15+3 12+2 15+3 2-2 17+3 7
Recon1, Athletics (coordination2), Stealth2, Melee2, Survival2,
Claws and teeth (4d6), number encountered (varies), IR vision, Vislight Chameleon when in darkness,
Slime, Hijacks bodies of other creatures, Accelerated healing (addition d6 when natural healing
Acid blood – If the alien is hit with a non-energy weapon all personnel within close range of the creature
must make an avg dex save or take damage dice equal to the damage dice of the weapon that injured the
creature. If the alien is struck with an energy weapon the damage dealt on a failed save is 2d6. Flame
units ignore this rule. Based upon Prometheus and Covenant other Alien types may be created using the
tables provided in Traveller however have the planetary quirks listed above.
Colonial Marine Strike Team
Tours Str Dex End Int Edu Soc
+1 +1
GSgt Apone Army (infantry) 6 7 7 10 9 7 7
Athletics (endurance1), Drive, Gun Combat (slug rifle2) , Hvy weapons , Melee (unarmed1),
Leadership2, Recon2, Stealth
Auto pistol w 30 rds, Assault Rifle with GL w 390rds/6 grenades, Flak Jacket (6), Binoculars, Low light,
IR optics. Encumbrance 15.5kg
LCpl Dietrich Army (Spt) 2 6 7 9+1 10+1 11+1 8
Athletics, Drive, Gun Combat (slug rifle1), Heavy weapons, Life science, Medic, Melee, Recon1
Auto pistol w 30 rds, Flame unit w 16 bursts Flak Jacket (6), Low light, IR optics, Medkit. Encumbrance
15kg
Pvt Frost Army (infantry) 1 9+1 9+1 10+1 8 8 7
Athletics, Drive, Gun Combat (slug rifle1), Heavy weapons, Melee, Recon, Stealth
Auto pistol w 45 rds, Flame unit w 32 bursts, Flak Jacket (6), 8 grenades, Low light, IR optics, Motion
sensor. Encumbrance 14.5kg
Pvt Drake Army (infantry) 3 10+1 8 11+1 6 5-1 4-1
Athletics, Drive, Gun Combat (slug rifle3), Heavy weapons, Melee, Recon, Stealth
ACR w 1320rds, Flak Jacket (6), Low light, IR optics, Encumbrance 21kg
Rct Crowe Army (infantry) 0 8 7 9+1 6 6 5-1
Athletics, Drive, Gun Combat, Heavy weapons, Melee, Recon
Auto pistol w 45 rds, Assault Rifle w GL w 450 rds/6grenades, Flak Jacket (6), Low light, IR optics,
Encumbrance 16.5kg
Cpl Hicks Army (infantry) 4 8 10+1 10+1 8 8 7
Athletics, Drive, Gun Combat(slug rifle3), Heavy weapons, Melee, Recon1 Stealth Survival
Assault Rifle w GL w 210 rds/6grenades, Shotgun w 12 rds, Flak Jacket (6), Low light, IR optics,
Motion sensor. Encumbrance 17.5kg
Pvt Hudson Army (Support) 2 8 8 8 7 6 7
Athletics, Comms, Drive, Gun Combat(slug rifle1), Mechanic, Melee, Recon,
Assault Rifle w GL w 450 rds/6grenades, Flak Jacket (6), Low light, IR optics, Encumbrance 15kg
Pvt Vasquez Army (infantry) 2 8 8 10+1 6 5-1 5-1
Athletics, Drive, Gun Combat (slug rifle3), Heavy weapons, Melee, Recon
Auto pistol w 45 rds, ACR w 960rds, Flak Jacket (6), Low light, IR optics, Encumbrance 18kg
Rct Wierzbowski Army (infantry) 0 8 7 9+1 6 6 5-1
Athletics, Drive, Gun Combat, Heavy weapons, Melee, Recon
Auto pistol w 45 rds, Flame unit w 32 bursts, Flak Jacket (6), Low light, IR optics, Motion sensor.
Encumbrance 8.5kg
Tours Str Dex End Int Edu Soc
PO 3rd class Ferro Navy (Flt) 3 5 10+1 6 10+1 9+1 8
Pilot (Small craft1), Vacc suit1, Zero G, Gunner, Mechanic1, Gun combat, Computers, Remote
Operations.
Auto Pistol w 30 rds. Encumbrance 1.5kg
Crewman Spunkmeyer Navy (Crew) 1 7 6 6 8 8 7
Pilot, Vacc suit, Zero G, Gunner, Mechanic, Gun combat, Sensors
Auto Pistol w 30 rds, Flak Jacket (4). Encumbrance 3.5kg
2nd Officer Ellen Ripley Free Trader 5 7 9+1 12+2 9+1 10+1 9+1
Drive, Vacc Suit, Broker, Steward, Comms, Persuade, Mechanic1, Pilot (Spacecraft2) Astrogation,
Computers, Engineer, Admin
Jack. Encumbrance 1kg
Bishop – Servitor N/A 7 9+1 H/S 2/2 9 12+2 7
Computer 3 (intellec1, expert remote operations1, expert science2, expert astrogation1, expert comms2,
expert computers2, expert drive1, expert pilot1,
Lieutenant Gorman Army (Infantry) 2 7 7 7 8 9+1 9+1
Tactics, Leadership1, Advocate, Diplomat, Admin, Gun Combat, Comms
Auto pistol w 30 rds
Carter Burke Nobility (Administrator) 6 6 6 6 10+1 10+1 11+1
Admin1, Advocate1, Comms, Diplomat, Investigate1, Persuade1, Leadership1, Computer, Broker2
No equipment
Tech Lvl – Prometheus/Covenant TL 8 (Jump .3 is avail) Alien/Aliens TL10 (exception-military has
access to Jump 2 technology) Theoretically there is no TL limit for some corporate interests TL 13 for
synthetics for example, however items above TL 10 should be very rare.
The Sulaco is a P.F Sloan Fleet Escort vessel fitted with the following changes to weapons
4x Railgun Barbette, 2x 50 ton Torpedo Bays (80 torpedos) 2x Particle Beam Barbettes, 2x Beam Laser
141.75 tons of cargo space holds 2 UD-4L Dropships (Pinnaces) (104 tons w full hanger) and 2 APC.
The UD-4L Dropship is a 40 ton Pinnace (28 sp avail) with Lt Rty Autocannon (900 rds) (1 sp) 4x
70mm Rct Pod (6 sp), Artillery Rct Pod (1.5 sp), any mix of 13 Lt Tac Msls (6.5 sp) Each carry one
AFV. Many variants exist
M-577 APC (wheeled) (7.5 ton) w 22 spaces avail. Typically armed with 2x Hvy Rty MG (3sp), Plasma
A Gun (16sp), Med Mortar (.5sp) w 30 rds (2sp) Both ATVs have the following options:
Robot sentries – Primitive, stationary TL10 combat drone w ACR, motion sensor, expert2 gun combat
and 500rds
Avatar Campaign Setting
Earth society at the time of the Avatar setting is predominantly TL 9 with the following exceptions. Laser
weapons (including space-bourne systems) are not yet available, ACRs are available as an emplaced or
mounted weapon system, battle dress TL 13 is available, Gauss rifles are available but are 12kg, have
recoil value of 2 and are considered heavy weapons.
Tours Str Dex End Int Edu Soc
Col Miles Quaritch Marine (Ground assault) 6 11+1 8 10+1 6 8 10+1
Admin, Advocate, Battle dress, Tactics (military2), Leadership1 Gun combat (slug rifle1, Slug pistol1),
Melee (blade), Heavy weapons.
Revolver w laser sight and 18 rds, Combat knife (dagger), respirator. Encumbrance 2kg.
The private military contractors who comprise the site’s security force are generally a mix of Average
Guard 1 and 2 with the following modifications – replace specialization in slug pistol with heavy
weapons. Some have the battledress skill. Equipment load out is as follows: Auto pistol w 45 rds, choice
of Assault rifle w GL, Auto rifle, Flame unit, Shotgun, Auto pistol w 40 rd magazine or battle dress
armed with a gauss rifle w 160 rds.
Fauna of Pandora
Type Habitat Str Dex End Int Instinct Pack
Kali’weya <1kg
Reducer/omnivore Forest/Walker 1-2 6 1-2 1-2 4-1 5
Stealth2, Athletics (coordination2)
Insecta, Stinger no damage - delivers neurotoxin (DM-4, Damage - 1d6 intelligence), can only be
engaged by melee or flame attacks
Banshee 200kg Forest/Flyer 12+2 12+2 10+1 2-2 9+1 7
Hunter/carnivore
Survival, Athletics (flying1)
Reptilia, Thrasher (3d6)
Dire Horse 400kg Forest/Walker 14+2 8 18+4 2 6 9
Grazer/Herbivore
Athletics
Mammalia, Hooves (2d6), six legged,
Fan Lizard <1kg
Hunter/omnivore Forest/Flyer 2-2 6 2-2 1-2 6 9
Survival, Athletics (flying0)
Reptilia, Teeth (1 damage point), mitigates attack
Hellfire Wasp <1kg
Grazer/Herbivore Forest/Flyer 1-2 6 1-2 1-2 5-1 15
Stealth2, Athletics (coordination2)
Insecta, Stinger no damage - delivers neurotoxin (DM 0, 1 damage to intelligence, Reacts to attack with
attack, can only be engaged by melee or flame attacks
Hexepede 100kg Forest/Walker 9+1 8 9+1 1 5 10
Grazer/Herbivore
Athletics
Mammalia, Hooves (1d6), six legged
Habitat Str Dex End Int Instinct Pack
Thanator 1600kg Forest/Walker 18+4 7 18+4 2-2 7 1
Killer/carnivore
Melee, Athletics
Mammalia, Claws and teeth (5d6), Six legged, Armoured skull and dorsal plates 4, Sensitive sense of
smell
Viperwolf 25kg Forest/Walker 7 11+1 7 2-2 7 11
Chaser/carnivore
Athletics (coordination1)
Mammalia, Teeth (1d6), Sensitive sense of smell
Hammerhead Forest/Walker 24+6 5-1 26+6 2 6 7
Titanothere 5000kg
Mammalia, Hooves (3d6), Armoured hide 5
These examples are in no way representative of the entire Pandora host of fauna, random creatures should
be generated to represent encounters on the planet’s surface.
Vehicles – Due to the heavily forested terrain of Pandora, vehicle types are largely restricted to Air/Rafts.
Common options employed are enclosed, heavy armour, and sealed although any option may be
employed. Additionally most models carry armament. Ground cars are also employed in cultivated,
developed areas however, heavy military vehicles such as ATVs and AFVs are deployed only sparingly
to Pandora.
Common Air/Raft variants on Pandora
Troop carrier – Civilian Helicopter
Gunship – Scout Helicopter
AT Gunship – Attack Helicopter
Dragon Assault Ship – G/Carrier (16 sp) armed with 8x Hvy Rty MG, 2 Artillery Rkt Pods
2x Lt TAC Msls
A.M.P. powered Armour – Med Chassis battledress with 16 armour and Lt Autocannon w 125 rds
Spacecraft during the Avatar time period are generally limited to heavy freighters (jump1) and small
craft (excluding light fighters). Missile armaments are technologically available however it is
exceedingly rare to see an armed space vessel.
Pandora excavation site economics
Personnel - Security pers (300) $600,000, Pilots (70) $420,000, Engineers (42) $168,000, Medics (12)
$48,000 – all salaries are monthly
Critical infrastucure – 35 Air/Raft (troop carrier) $12,031,250, 12 Air Raft (gunship) $4,821,000,
Dragon Gunship $15,000,000.
Facility – 2000 tons, N class fission power plant, Fuel 26 tons, Computer model 2, Electronics basic
civilian, staterooms – 20 single, 232 double, Unobtainium processor (20t/day), Mining Drone (2), Probe
drones, total cost of facility – $468,810,000.
Total monthly maintanence cost – $32,575,285 (facility) $3,906,750, (infrastructure) $265,135
(Payroll) $1,236,000 (Hvy Frieghters 12) $27,167,400.
Cost to produce and ship 1 ton of Unobtainium $88,841. Unobtainium has the characteristics of
fissionable fuel but is not radioactive allowing it to be used in fusion reactors. This provides a fuel source
26 times more efficient per unit of reaction mass, hence it’s value. 4780 tons are shipped per year at
$200000/ton for a net profit of .53B. Considering the enormous capital investment by RDI this venture
will become profitable in 7.01 years
Tours Str Dex End Int Edu Soc
James Holden (Navy/Officer) 3 8 8 8 9+1 9+1 9+1
Athletics (dexterity1), Astrogation 0, Computer1, Gunner 0, Gun Combat 0, Leadership2, Mechanic 0,
Melee (blade1), Pilot 0, Recon0, Science, Tactics (naval 1), Vacc Suit 0
Tours Str Dex End Int Edu Soc
Alex Kamal (Navy/Crewman) 2 6 7 7 8 8 7
Athletics 0, Electronics 0, Flyer 0, Gunner 0, Gun Combat 0, Mechanic 1, Pilot (spacecraft 2,
Survival 0, Vacc Suit 1
Tours Str Dex End Int Edu Soc
Amos Burton (Rogue/Scavenger) 3 12+2 6 12+2 12+1 12+2 5-1
Athletics 0, Carouse 0, Deception 0, Gun Combat 0, Mechanic 3, Melee (blade1), Recon0, Stealth 0,
Streetwise 0, Survival 1
Tours Str Dex End Int Edu Soc
Naomi Nagata (Engineer) 3 5-1 9+1 6 9+1 9+1 6
Athletics 0, Astrogation 0, Computers 1, Sensors 1, Comms 1, Engineer ( M-Drive 1, Power 1
Life Support 1) Gunner 0, Mechanic 1, Pilot 0, Vacc Suit 0
Tours Str Dex End Int Edu Soc
Joe Miller (Agent) 5 7 6 8+1 7 6 6
Carouse 0, Computers 0, Drive 0, Flyer 0, Gun Combat 0, Investigate 2, Melee (unarmed 1), Recon 0,
Streetwise 2, Stealth 1
Tech Level - Earth society at the time of the Expanse setting is predominantly TL 8 with the following
exceptions. Vacc Suits are TL 12, Combat Armour TL 11 is available. Particle beams are only available
at extreme cost and not generally available to the navies of the time.
The Rochante is a Gazelle Close Escort with the following modifications
No J-Drive, Armour 4, Weapons – 3x Double Turret (Pulse Laser) 1 Double Turret (Msl Rack w 24 msls)
The Canterbury is a Heavy Freighter without a J-Drive
The Donager is a Sloan class Fleet Escort, no J-Drive, Armour 3, replace msl bays with 6, 50 ton
Torpedo Bays w 96 torpedos, replace all turreted weapons with 30x Double Turret (Pulse Laser) For
detailed use of the Donager each system should be examined and scaled back to TL 8. It is therefore
recommended that the Donager and ships like it be used as plot points and not as actual ships to combat.
The Protogen Stealth Ship is a heavily modified Mercenary Cruiser. Add TL 11 Stealth coating,
armed with 4 Triple turret (Beam Laser), 2 Triple turret (Particle) 2 Triple Turret (Msl) with a total of 60
msls, Cargo space has been replaced with a 50 ton Torpedo bay with 10 Torpedos. Other models replace
the cargo space with a 50 ton Railgun bay w 200 rds
Battlestar Galactica Campaign setting
The Battlestar Galactica is a Light Carrier with the fol modifications: Armour 6, Replace msl bays
with 20 x Railgun Bays (50 ton) w 400 rds each, replace meson, nuclear screens and sand casters with
10x Railgun Bay (100 ton) w 560 rds each, replace particle beams with 8x Torpedo Barbette w 10
Torps each, replace the beam lasers with 120x Double Turret (Pulse Laser)
Pegasus increases 100 ton railgun bays to 12 but with only 400 rds each
The armour value for the battlestars cannot be substantiated through the traveller ship design
rules but was added for realism.
Battlestars do not have the fol options: Enhanced Signal Processing, Distributed Arrays
Cylon Base Ship is a Light Carrier with the fol modifications: Replace all weapons, screens and
sancasters with 12x Torpedo Bays (50 ton) w 194 torps and 20 msl Bays (50 ton) w 4800 msls
Due to their advanced understanding of computers and electronics add the fol options: Fast Cycle Jump
Drive, Military Counter Measures Suite. Cylon ships do not have Armoured Bulkheads.
Both the colonials and the Cylons use the full spectrum of fighters. Cylons have replaced pilots with the
fol software. Manouver 0, Jump Control 2, Evade 1, Fire Control 1
Centurions are TL 9 robots with Intrusion 1, intelligent interface 1, Expert 1 (Gun Combat) Agent 1,
armed with 2 Assault Rifles.