Showing posts with label setting. Show all posts
Showing posts with label setting. Show all posts

Wednesday, May 1, 2024

Happy MayDay!

The Iconic Cover of the Basic Traveller set.

The original Traveller featured the iconic Mayday! on its box: the universal distress call M’aidez! (French for Help Me!), generally expressed in English as “Mayday.” Traveller traditionally celebrates May 1 as its holiday.

In honor of the game’s 47th anniversary, I’ve recently developed a quartet of unofficial Aslan sectors for Traveller MapEtakhasoa, Kefiykhta, Waroatahe, and Karleaya are all live on the site. All are sectors on the spinward/rimward fringes of the Hierate and there are fairly few published details for any of them.

Etakhasoa and Kefiykhta had previously existed only as dotmaps from DGP’s Solomani and Aslan: The Rimward Races book. I generated new sector data mostly using the Traveller5 Book 3 rules, with political details and bases created with good old CT Aslan - Traveller Alien Module One. I did break out Mongoose’s excellent new World Builder’s Handbook for stellar details and help with some other questions. 

Kefiykhta (-7,-4) is a true frontier for the contiguous Hierate: beyond are only pockets of Aslan colonies amidst unclaimed systems and those held by outcasts or alien races. This is a recently settled and relatively peaceful area, with lands still plentiful enough to prevent significant interclan conflict. Clans from the Uiktawa and Seieakh blocs of the Tlaukhu have holdings here, and the Seieakh capital is located at Hkawuakhiys (Kefiykhta 0928 A000988-D).

Etakhasoa (-5,-4) is a couple of sectors trailing of Kefiykhta, nearer Kusyu. About a quarter of the sector is outside the borders of the Hierate, including a noticeable carveout in subsectors J, L, M, and N—an artifact of the Cultural Purge, I suspect. This area was originally settled by Aslan separatists, but since the Cultural Purge has been relatively peaceful. The Tlaukhu members lykyasea and Uiktawa are known to have holdings in this sector.

Jo Grant and Jeff Zeitlin had partially generated data for Waroatahe and Karleaya and I worked with that information. The system locations were generally based on the Solomani and Aslan dotmap, and the existing data included names, UWPs, remarks, bases, and PBG. While the UWPs and bases didn't seem to use the Aslan world generation system, I tried to retain as much as possible while bringing everything up to T5SS standards. So most names were preserved. Starport, Atmosphere, Hydrosphere, and Population were generally retained. Government, Law Level, Bases, Allegiance, and TL were regenerated using AM1 and then adjusted where necessary to fit T5SS standards. Stellar data was generated using World Builder’s Handbook

Waroatahe (-6,-3) is dominated by the Eakhtiyho (Hrasua) bloc and has been one of the most turbulent sectors in the Hierate. The Alien Realms adventure “First Son, Lost Son” was set in Waroathe and eventually located in subsector N, “Hekisearai.” The Hrasua clan capital is located at Ouh (Waroatahe 0333 A567884-D) and their ally the Fteweyeakh keep their capital at Aoieyakh (Waroatahe 2310 B8C6A86-C).

Karleaya (-5,-3) is an old sector, having been settled for over 3,000 years. Politically, it is currently split between the Tralyeaeawi and Aokhalte blocs. There’s a Chirper world in subsector H per Dronye - Traveller Alien Module Five. The Aokhalte capital is at Iykte (Karleaya 1306 A848A89-D), while the clan capital of the Aiheilar, a Tralyeaeawi ally, is at Oihtieal (Karleaya 2902 A573A77-E).

Here’s to 47 more years of Traveller!

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2024 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Tuesday, February 6, 2024

Everybody Wants to Rule the World: Traveller Nobility

The Marquis of Aramis: As an Imperial noble, the Marquis Leonard Bolden-Tukera of Aramis holds his patent directly from the Emperor, although the channels of allegiance provide (and require) fealty to intervening nobles between him and the Emperor.

The Marquisate is a hereditary position which, on Aramis, has made him ruler of the planet. The Marquis owes allegiance to the Count Knowln of Celepina (in nearby Rhylanor subsector), who in turn owes allegiance to the Duke of Rhylanor, one of several Dukes in the Spinward Marches.

The Marquis, as head of the feudal technocracy of Aramis, grants a variety of subordinate positions in city government to citizens of Aramis and Leedor in return for money, pledges of loyalty, and other services (The Traveller Adventure).

I went down my latest Traveller rabbit hole in the usual way, with a seemingly innocent question about nobility that led me somewhere else altogether. CT Supplement 8: Library Data (A–M) tells us that in the Third Imperium, “Individual worlds, and even entire systems, are free to govern themselves as they desire, provided that ultimate power is always accorded the Imperium” (7). Imperial nobles on member worlds generally act only as a local representative of the larger Imperium, but there are scattered mentions in canon of Imperial nobles also acting as the ruler of their world. I was wondering if such arrangements were still allowed in the latest iterations of the rules, and if so what types of worlds would have an Imperial noble as the head of state.

The Heraldic Crest of the Baronet of Montlivan (Magyar 3222).

The idea of an interstellar nobility has been in Traveller from the very beginning with the Social Standing characteristic and the associated titles that line up with SOC scores of 11 or more. This is not unexpected, as many of the most influential sci-fi sources on Traveller featured some kind of space nobility, including the Dumarest saga, Foundation, Dune, and H. Beam Piper’s Space Viking.

Despite this long history, the specific place of nobility in the Third Imperium setting has always been a little unclear. Partially this is by design: the Imperium is vast and the role of Imperial nobility has to adapt to the needs and preferences of different regions and individual worlds. But the idea of nobility has also evolved over time, as can be seen by a survey of different editions.

For Classic Traveller, the best primary source of information on nobles is Supplement 11: Library Data (N-Z) from 1982. Supplement 11 has an entire essay on “The Imperial Nobility,” which provides a nice high level overview of the topic. The second best source is probably The Traveller Adventure (1983), which offers a good example of how the nobility actually works on a subsector level.

For MegaTraveller, the Imperial Encyclopedia (1987) has an entire chapter on “Nobles” that collects most of the information from classic Traveller and adds a few more useful details.

GURPS Traveller has an entire book devoted to the topic. GT: Nobles (2004) is written with the usual high standards of most GURPS supplements. Although well-researched, the book introduces a few quirks that don’t appear to line up with subsequent editions.

Traveller5 (2019) really shakes things up by introducing some significant changes in how nobles are assigned to Imperial worlds. In Traveller5 the planetary trade codes determine what rank of noble is assigned to different worlds. For example, a Marquis is associated with worlds with the Pre-Industrial trade code (Pop 8).

This change, reflected in the latest data on Traveller Map, basically invalidates all of the noble titles and relationships described in The Traveller Adventure. A major NPC on Aramis (Spinward Marches 3110 A5A0556-B) is the Marquis of Aramis; in Traveller5 Aramis has a subsector duke and a knight but no marquis. Similarly, there is no Count of Celepina (Spinward Marches 2913 B434456-9), a world that only merits a single knight.

Although the Traveller5 books provide very little setting information on the nobility, an article from the Imperiallines 7 (2014) tries to explain how all this works. While a good start, a planned second part of this article has unfortunately never been published.

Mongoose Traveller’s Third Imperium (2021) sourcebook incorporates some elements from both GURPS Traveller and Traveller5 newsletter in its chapter on “The Nobility.”

Small changes to the terminology and descriptions across editions make comparisons difficult: it can be unclear if a change marks a true shift in mechanics or is simply different nomenclature. 

For example, most sources identify three broad types of nobles: (1) Nobles with titles issued to acknowledge some type of notable Achievement, such as creating an important work of art or making a scientific discovery; (2) Nobles with titles issued to support a Position held within the Imperial administration, such as the representative to an Imperial world or a high level bureaucrat in subsector office; and (3) Nobles with titles issued as rewards for exceptional Service to the Emperor. The latter type includes some of the oldest and most powerful families in the Imperium.

Any of these titles might or might not be accompanied by a fief, might or might not be inheritable, and might or might not make the holder a member of the peerage or have a place on the Imperial Moot. The following table summarizes changes:

Nobility Across Traveller Editions
DescriptionCTMTGTT5MgT
AchievementHonor NoblesHonor NoblesHonor NoblesHonor Nobles
PositionRank NoblesRank NoblesCeremonial Nobles
ServiceHigh NoblesHigh NoblesLanded NoblesRank Nobles
FiefBaron+Baron+Viscount+Knight+Knight+
Moot?Baron+Baron+Baronet+Baron+
PeerageBaron+Baron+Baron+?Marquis+

Traveller5, which makes the biggest changes to the nobility system, uses a largely new set of terms and definitions perhaps to reflect the magnitude of the change. Traveller5 also fleshes out all the various income streams that can flow to nobles with different Social Standing scores. Mongoose Traveller seems to combine High Nobility and Rank Nobility into a single category, though it’s not clear to me whether this is an intentional choice or simply an accident of editing.

Getting back to my original question: are Imperial nobles still allowed to be rulers of worlds in the latest editions of Traveller? The answer is yes, though this is never common in any edition. “On many worlds the Imperial noble has no role, while on some worlds an Imperial noble is also the world’s ruler” (GT: Nobles 76). “On lower population worlds, the knight may even be the ruler of the world” (Imperialines 5). “For the most part, noble patents do not indicate actual rulership of worlds” (Third Imperium 48).

In most cases, an Imperial noble is probably at best only the titular ruler of a local world with limited or no authority or responsibility over the planetary government. For example, Queen Elizabeth II was the “Queen of Canada” and her image has been on Canadian bank notes since the 1930s.

So what types of worlds in Traveller would be good candidates for having an Imperial noble installed as planetary ruler? Hands down, I think Feudal Technocracies (Government Type 5) are the most likely candidates. In Imperialines 7 Marc Miller himself wrote “I would call the structure of the Imperium a Feudal Technocracy” (3). And if we look at Aramis, a world that canonically is ruled by its senior Imperial noble, we find that its government is a Feudal Technocracy.

Not all Imperial worlds with Government Type 5 will be ruled by an Imperial noble, and not all worlds ruled by an Imperial noble will have that Government Type, but it’s a good place to look. As it happens, one of the PCs from my Into the Interface campaign has a Baronet father established as the Imperial representative to Montlivan (Magyar 3222), a feudal technocracy in New Mars subsector. The Imperial nobility in Magyar was essentially wiped out or dissolved during the Solomani period and almost all titles needed to be freshly issued following the Rim War. Putting all of this together we can construct the following narrative of the Baronetcy of Montlivan, using the description of Aramis as a template:

Montlivan (Magyar 3222 C688456-A). A hot, medium-sized world with a dense oxygen-nitrogen atmosphere, located on the Rim Main in New Mars subsector. Montlivan was originally colonized by the Vilani First Imperium and named Sukun. Because of the low population and lack of infrastructure, the world has been issued an Amber Zone travel advisory.

Montlivan supports a population of little more than 26,000, almost all contained in a single settlement, Rayim, which is the site of the world’s starport. Rayim is the personal fief of the Baronet Sir Cedric Radimir Garner, Knight of the Order of Sol (K.S.).

Sir Cedric was born on Jarslav (Solomani Rim 0123) in 1032 and rose to become the senior marketing manager, New Mars Subsector, for the Imperial megacorporation Ling-Standard Products. In this capacity he became friends with Sir Noah Kossuth, the son of Duke Solon Kossuth of Fugue. In 1060 Sir Cedric married Dame Augustina Rigby of Beta; they separated in 1063 shortly before the birth of their only child, Daren

In 1074 Sir Noah was confirmed as the second Duke of Fugue following the death of his father. At Duke Noah’s urging Sir Cedric was granted the title to his baronetcy by Archduke Adair of Sol in 1088. In 1096 Duke Noah was forced to abdicate as part of scandal popularly known as the Union Affair, leaving the new baronet without his powerful patron.

The baronetcy is a hereditary position which, on Montlivan, has made the Baronet the ruler of the planet. Although Baronet Cedric holds his patent from the Archduke of Sol, the channels of allegiance provide and require fealty to intervening nobles between him and the Archduke. The Baronet owes direct allegiance to the Baron Garzikhur of Dirramu, who in turn owes allegiance to Comtesse Agatha haut Ikin of Beta, who in turn owes allegiance to Duke Wawebes of Fugue, the subsector duke for New Mars. Duke Wawebes owes allegiance to Sector Duke Robert Stephanos Beaudoin of the Solomani Rim.

As the titular head of the feudal technocracy of Montlivan, the Baronet grants a variety of subordinate positions in world government to citizens in return for money, pledges of loyalty, and other services. All important posts and contracts are let on the Baronet's sufferance and can be canceled at his whim.

Copyright Information

The Heraldic Crest of Montlivan was created using DALL-E Free AI Image Generator.

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2024 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Wednesday, October 18, 2023

You've Got Xmail!

Merchant captain Ir Uushli of the far trader Cydonia sat alone on the orbital concourse of her ship’s home port of Kline (Magyar 3012 A642987-E). The Cydonia was scheduled to depart for Fornorb (Magyar 2616 C997A85-A) in twelve standard hours with a shipment of electronics. Before she jumped out Captain Uushli wanted to send a message to her daughter Iriaa, who lived back on Gadarur (Magyar 2903 A7558B9-C), ten parsecs away.

How does Captain Uushli do it? How much does it cost? And how long will it take to arrive? What does Iriaa do if she wants to send a reply to her mother?

Recently I was thinking about Traveller and the difficulties of sending messages across interstellar space without faster-than-light communication. The Traveller setting famously resembles the Age of Sail in that messages can only travel as fast as the starships that carry them. This creates an innate lag in the transmission speed of information, but also introduces significant uncertainty if the recipient is mobile. A communique meant for a specific starship might arrive in-system long after the intended recipient has jumped away.

While sending such a message seems like a straightforward and common activity, the details are surprisingly scattered across several different Classic Traveller books, and some of this information never quite made it into every subsequent edition of the game.

As a merchant captain, Ir Uushli likely has many contacts in port who might be willing to carry her message to Iriaa. As The Traveller Book explains,

Other ships may be approached to deliver private messages, at times through the ship’s owner or captain, and at times clandestinely through a crew member. Private mail is usually intended for delivery to a specific point (such as the Travellers’ Aid Society building, or a tavern keeper), and is generally accompanied by a Cr20 to Cr120 honorarium. … Serving as a carrier for private mail also serves as an introduction to the recipient as a dependable, trustworthy person (53).

Similar language can be found in the MegaTraveller Imperial Encyclopedia at 90 or GURPS Traveller: Far Trader at 64. However, whether Captain Uushli could find a suitable ship is dicey. Although the Traveller Book suggests the referee “Throw 9+ for a private message to be awaiting transmittal, and determine randomly which crew member is approached to carry it,” a multitude of modifiers could apply: How busy are the origination and destination ports? Are they served by scheduled commercial traffic? How far away is the destination? And so on.

Kline is a high population world with a class A port, and Gadarur is a pre-high pop world also with a class A port, but ten parsecs away and off the main trade routes. Even if Captain Uushli found a ship headed for Gadarur, a little Type A tramp might take 21 weeks to get that far, and once there it’s up to the ship’s captain to ensure the message is delivered to Iriaa.

If the message was particularly urgent or sensitive, Captain Uushli could probably charter a courier. While this would likely represent the fastest and safest solution, reaching Gadarur in four weeks, it would also be ridiculously expensive—a Type U armed packet with Jump-3 would need to be chartered for eight weeks total for Cr540,000 using CT rates.

As Kline sits on a link in the Imperial Express Boat network, Captain Uushli’s best bet is likely to send an xboat message to her daughter Iriaa.

Many, many descriptions of the xboat network are scattered throughout different versions of Traveller and they are all largely consistent. The network helps the Imperium cope with the challenge of great distances between member worlds. The network is run by the Communications Office of the Imperial Interstellar Scout Service. This Office is “responsible for interstellar message and data transmission within the Imperium … [and] serves as a large-scale Imperial Post Office” (CT Scouts 6).

But how does an individual send or receive a message on this network? The best description of how the network actually runs is contained in The Traveller Adventure, which defines Xmail simply as “Messages sent by xboat. Xmail carries information only; material objects may not be sent. The message is digitally coded [and] … printed out at its destination and delivered by a world’s local mail system.”

Captain Uushli is in a starport, which Traveller5 describes as normally having a message center. Book 2 - Starships explains that such a facility provides “Access to communications (physical mail, electronic mail, express mail, telegraph, telephone, and video)” (24).

Who runs the message center? This might be an Imperial facility, such as a local branch of the IISS Communications Office—especially if the starport is on an xboat route and/or a Scout base is present. The message center might also be run by the Starport Authority. The Travellers’ Aid Society probably runs many message centers, though these might be exclusive to TAS members. Most message centers outside a starport are likely run by either the postal office of the planetary government or if this service has been privatized, a corporation—but in any case any entity handling xmail messages must operate in accordance to IISS standards, and perhaps with an Imperial license or warrant.

Let’s say the message center at the Kline highport is operated by the Walpurgean Postal Service, the Imperial equivalent of a crown corporation with a subsector-wide charter. At the center Captain Uushli can fill out standard IS Form 6 for her xmail message, which as described in CT is pure text in the clear. The Traveller Adventure shows us a completed example of IS Form 6, and a blank form is contained in CT Supplement 12: Forms and Charts.

“Typically, the message may be as long as desired, so long as it can fit legibly in the space provided. The text is optically scanned and transmitted for reproduction at the destination” (37). It looks like the space allows for about 3,200 characters, or a little less than an expanded Tweet. In addition to the message itself, the form has fields for “Date of Preparation,” “Addressee,” and “Destination.” IS Form 7 is a similar document used for “an Xboat Image Facsimile.”

As seen, this document strongly resembles a telegram form. As far as I can tell, the CT pricing of an xmail is only detailed in The Traveller Adventure: “Cr10 per 20 kilobits per parsec. The message may be sent using a standard Anglic character set (about Cr10 for a 500 word message) or a picture may be reproduced in facsimile (Cr20 for a 200 x 200 bit matrix)” (145). These prices reflect Terran data costs circa 1983. GURPS Traveller: First In attempted to update these costs to 1999: “The standard rate for Xmail traffic is Cr10 per gigabyte of data per parsec. Assume a minimum of Cr1 for any given message, no matter how short” (132).

By the standards of 2023, even these revised data costs are absurd. I would be inclined to simply charge Cr10 per parsec for text, image, or audio of any reasonable length (using IS Form 6), or Cr20 for video or holo data of any reasonable length (using IS Form 7). Reasonable here is the operable word, to be defined by the Referee. I would also rule that the recipient only receives a physical printout of the communication if required by the local tech level; otherwise the message is received electronically.

So Captain Uushli sits down in a small booth in the message center of the Walpurgean Postal Service and records a 20-minute holo message to Iriaa that mixes family gossip, business news, and exhortations to mind her studies. She also appends a written checklist of tasks she wishes Iriaa to complete. 

Captain Uushli then fills out an IS Form 7 and pays Cr200 (Cr20 x 10 parsecs). As the pilot/navigator of the Cydonia, under CT rules she draws a monthly salary of Cr8250, so this fee is quite reasonable. The cost of mail is almost certainly highly subsidized by the Imperium, which is not unusual for any postal service.

In any case, the center beams the captain’s message to the local IISS express station, where the message enters the custody of the Express Boat Service of the Communications Office. As CT Scouts explains, “The Service is responsible for operation of the express boats carrying xboat messages over the xboat routes of the Imperium. Service also extends to neighboring Imperial client states to which service and routes exist. The Service also staffs the various express boat tenders along the routes” (6).

At the IISS express station, a sophisticated routing program designed by Naasirka transmits the message to the next coreward-bound xboat. This xboat jumps from Kline to Stanko (Magyar 2810 A555649-C), relays the message to another xboat that jumps to Nosret (Magyar 2807 A897477-D), where the message is relayed to yet another xboat that then jumps to Anise (Magyar 2904 A8419B7-E). Three weeks have passed.

However, Gadarur, the next link in the chain, lies one parsec off the xboat route. The Traveller Adventure explains that “Express boats … do not touch every world within the Imperium; many planets lie well away from the mainstream of communications and commerce. These backwater worlds depend on less efficient means of information transfer and trade. The xboat service sends along messages by [Type S] scout/courier whenever one is going that way or once enough messages build up” (10).

For this next leg the message could either be carried on by the Scout Service itself or a private concern contracted by the IISS.

As CT Scouts explains, the Imperial Courier Service of the Communications Office “is responsible for carrying messages, small packages, and important personnel to worlds off the main express boat routes, and operates small courier ships running unscheduled routes as the needs of the Service demand” (6).

The [Type S] scout/courier is the final part of the network, although this type of ship is not restricted to working with the express boat system.… When a message can no longer be forwarded by xboat along the major routes, it is transferred to a scout/courier which then carries it to the specific world in question. Main routes are plotted to come within several parsecs of every star system in the Imperium, so the added transit time is rarely more than an extra three or four weeks (CT Traders & Gunships 8).

These scout/couriers are often operated by IISS personnel, but occasionally private companies win contracts for this work. For example, CT Merchant Prince states that within Regina subsector, the corporation “Sinzarmes is also a major mail carrier, delivering xboat messages to worlds off the main routes” (11).

CT, MegaTraveller, and GURPS: Traveller all allow Type R subsidized merchants to receive mail-delivery contracts:

[Usually] as an adjunct to their established routes. In order to receive such contracts, the ship must be able to dedicate five [tons] of cargo capacity to postal duty on a full-time basis, the ship must be armed, and at least one gunner must be part of the crew at all times. The captain is paid Cr25,000 for each trip made regardless of the amount of mail carried on that trip (GURPS Traveller: Far Trader 64).

Why subsidized merchants? These starships are financially backed by a government and are presumably held to higher operating standards. Subdized ships are also subject to mobilization (and use as auxiliaries) in the event of emergency or hostilities, even after private interests have paid off the mortgage. GURPS Traveller by extension allows Type M subsidized liners to receive mail contracts, which makes sense.

Traveller5 appears to allow any ship to carry mail if it is armed, includes a gunner, and has a specialized mail vault. This vault costs MCr1 but occupies only one ton; each ton of mail is shipped at Cr15,000. Mongoose Traveller likewise appears to allow any ship to carry mail, but has absolutely no requirements. Mail takes up five tons and pays Cr25,000 (2022 Core Book 241). Of all these different takes, I think I prefer Traveller5 here.

Let’s assume that Captain Uushli’s message, once it reaches the Anise express station, is then transferred to the Imperial Courier Service for delivery to Gadarur. After only a week wait the Courier Service assigns a scout/courier to make a run to Gadarur.

The scout/courier jumps to Gadarur, where the message is then transferred to the planetary postal service. Gadarur’s government is a charismatic dictatorship, and the postal service is a government agency. At low tech levels, a planetary postal service might deliver a physical printout of the xboat message to the recipient’s door by wet boat, ground car, flyer, or even on animal back. This might add several weeks to the delivery of the message, depending on the size of the planet and the efficiency of the government.

As Gadarur has an average Imperial tech level (12), Captain Uushli’s holo message can probably be electronically beamed directly to Iriaa’s home address. The total elapsed time for the ten parsec journey of the xmail was five weeks—pretty good for government work.

Although the message was probably encoded to prevent unauthorized snooping by individual couriers or local governments, Imperial citizens using xboat messages likely have limited expectations of privacy. Survival Margin mentions an Imperial Censor Bureau, but it’s unclear if this is a product of the Rebellion era or an institution with earlier origins.

What if Iriaa wants to send a message back to her mother? Because Iriaa had a fixed address on an Imperial world, it was only a matter of time before the message was delivered to her. But her mother is the merchant captain of a starship on the move. Iriaa could always send a message to Kline, the home port of the Cydonia, on the reasonable presumption that the far trader will eventually return there. If Captain Uushli gave her daughter an anticipated itinerary and schedule, Iriaa could roughly estimate where the Cydonia would be at different times.

For example, the far trader will need three jumps to get to Fornorb. Assuming the Cydonia takes a week at each port, it would be eleven weeks out before returning to Kline. When Iriaa gets the message, five of those eleven weeks have already elapsed. Assuming it takes five weeks to send a message back to Kline and ten weeks to send a message to Fornorb, Iriaa’s best bet is probably to simply send any reply messages straight to Kline.

Not all travellers will have the benefit of a set itinerary. Merchant ships subsisting on charters or speculative cargo usually keep unpredictable routes and schedules, and might well be away from their home port for months or even years at a time. In such cases ships probably try to establish set times and locations for receiving messages and orders: “We’ll plan to be back at Kline by Holiday, and will berth there for 45 days.” The annual engineering overhaul would be a perfect occasion to establish such a rendezvous point.

Messages bound for someone on board a “ship at space” should probably be addressed to a specific express station rather than a world. In this way the message is never transferred from the Scout Service to the local planetary postal system. The xboat station probably has the ability to store such messages and a long-term data retention policy, say at least 36 months and maybe 5 years or longer. A ship that has recently jumped into the system might query the xboat station to see if it is holding any messages for passengers or crew.

It seems like there ought to be an option to send a wide-cast message for starships in transit. Rather than being delivered to a specific express station, copies of the message could be distributed to every xboat station on the network within a certain astrographic region—a subsector, say—and delivered to the ship once it reaches port.

Iriaa could simply address her message to “Captain Ir Uushli, on board the far trader Cydonia, Kline subsector.” The message then propagates across the entire xboat network in Kline, where copies are stored at each of the seven express stations. As soon as the Cydonia arrives at any system with a copy, the message is transmitted to Captain Uushli. The cost for such a message is probably a flat rate per subsector, say Cr1000 for text/voice or Cr2000 for video/holo. Such messages would also be retained for a set amount of time before being purged from the data banks.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2023 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Wednesday, September 6, 2023

Mining Dumarest for Traveller Games

I have been reading the first few novels in the 33-volume “Dumarest Saga” by the British science fiction writer Edwin Charles (E.C.) Tubb. At the outset I was not very familiar with either the man or his works, really knowing only that the Dumarest books had purportedly been influential on the Traveller RPG.

The Dumarest saga takes place in a human-dominated interstellar community that is ancient and spans thousands of worlds. There seems to be no single, multi-system government like the Third Imperium and apparently nothing like megacorporations, though the community does seem to share a common interstellar culture.

The overall tech level seems to be low interstellar, TL10 or maybe TL11, though it is hard to say: in these early books the protagonist, Earl Dumarest, is travelling through mostly backwater worlds and perhaps much higher tech could be found elsewhere. It’s not clear to me if this is a post-apocalyptic setting but there are hints that some of humanity’s capabilities are on the wane or have been lost altogether. Earl was born on Terra, the fabled homeworld of all humanity, but all knowledge of the world including its location appears to have been forgotten.

Each Dumarest book is largely self-contained and episodic. M. Harold Page has an insightful blog post on Series Architecture: The Same But Different in EC Tubb’s Dumarest that analyzes how Tubb effectively recycles a few key elements over and over again in new combinations to keep the books surprisingly fresh. It really shouldn’t work, but it does. I had planned to just sample a few entries because I was interested in the origins of Traveller, but I keep reading because the books are both entertaining and full of useful ideas for my game. I’ve only made it through the first five or six entries but so far if anything I think the influence of Dumarest on the game is understated.

Everyone notes Tubb’s distinctive use of the term “Traveller,” and can point out obvious elements such as Low, Middle, and High Passage (along with the Low Lottery) that were borrowed for the game. Other ideas appropriated by Traveller include slow drug, fast drug, and anagathics, after a fashion. I had always assumed Traveller psionics were directly descended from the Lensman series but the Dumarest books have characters with psionic talents that to my mind more closely resemble Traveller abilities.

But I think I see many other, subtler influences from Dumarest on the Charted Space setting.

The interstellar society described in the Dumarest books is highly stratified, with wealth and other resources unequally distributed across the population. M. Harold Page aptly describes it as a “Grapes of Wrath galaxy.” Most worlds have an aristocratic class of inherited nobility, a striving middle class of traders and managers and artisans, a struggling working class, and an even lower class of indigents and outcasts. As a game mechanic, Traveller’s Social Standing characteristic makes much more sense in this milieu than in, say, Star Trek, Ringworld, or even Dune.

Technology in Dumarest is similarly stratified, much like in Traveller. Although laser guns are available, slug-throwers, knives, and swords seem much more common weapons on many worlds. While there are anti-grav “rafts,” on-planet travel might also be via helicopters, planes, boats, or beasts of burden. Starships are fairly rare and expensive, and owning one is an indicator of extreme wealth.

A planetary Law Level is also an important characteristic that varies greatly from world to world. While some worlds appear to have fairly oppressive governments with correspondingly high Law Levels, others such as Scar have very low or no Law Levels at all.

Like Charted Space, the worlds of the Dumarest saga teem with native, alien life that seems (mostly) compatible with Terran biochemistry. No intelligent alien life has yet been introduced, but there are many books to come.

Just the first five or six books have given me the following random ideas for spicing up starports in my own Traveller game.

Travellers

Earl Dumarest is a Traveller, which is a slippery term to define as it’s not quite a title, profession, or status. Travellers are, strictly speaking, vagrants, drifting through the Dumarest universe from world to world without a home or regular employment or income. They are, by necessity, survivors, resourceful and clever.

Travellers generally conform to the standard sci-fi Space Bum archetype, “a spacer who wanders aimlessly; a vagrant in space; (also) a spacer who is regarded as contemptible.” As Jesse Sheidlower points out in Meet the Space Bum, ambiguous stock character of generations of science fiction, the term space bum reflects “all the nuances of the base word [bum]: idleness, aimlessness, vagrancy, worthlessness.” The Midjourney illustration attached to Sheidlower’s post really nails the romantic appeal of being a Traveller. Think Jack Kerouac, but instead of being blissed out at a Denver bus stop he’s hanging at a starport in Deneb sector, looking to score working passage to the Marches.

Earl Dumarest is a Traveller because he is on a quest to find his lost homeworld. While many Travellers are forced into the life by terrible conflict or bitter politics on their homeworld, some noncomformists might embrace the Traveller life as a way to escape the grinding tedium and control of early interstellar society.

The Space Bum archetype certainly fits with the Traveller RPG aesthetic. In Agent of the Imperium Marc Miller suggests that “Most people (indeed, whole species) never leave their homeworld: they never venture out of their gravity well, content to work, play, and even thrive on their home planet. Some postulate that there is a genetic basis for the drive of some (and the lack of drive in others) to reach beyond the bounds of a single world into the greater universe: a traveller gene.”

As most inhabitants rarely leave their homeworld, Travellers are considered inherently interesting, if maybe a little dangerous, to most people they meet. People want to hear stories of the Traveller lifestyle and the exotic worlds they’ve seen. People might seek out a Traveller for advice or aid regarding an unusual or difficult problem. In this sense they are natural magnets for patron encounters.

Travellers seem to be perpetually broke, always looking to put together enough scratch for passage offworld—and generally, that passage is going to be Low. Because they are inherently strangers, Travellers often attract suspicion from locals when dirtside, much like hobos, tramps, or bums. (Of these three categories, Wikipedia’s description of a Tramp probably comes the closest to Tubb’s depiction of a Traveller.) Their outsider status likely makes them suseptible to scrutiny and harassment from authorities, particularly on worlds with high Law Levels.

Interestingly, maybe the single best game mechanic to model a Dumarest-style Traveller is the Drifter career from Mongoose Traveller. (Note that the Wanderer assignment explicitly reads “You are a space bum [emphasis added], living hand-to-mouth in slums and spaceports across the galaxy.”) Drifter is the default career you land in when you’ve been bumped out of your desired career and can’t qualify for anything else.

Because of this I’ve always been a little disappointed when one of my characters has had to take a term of Drifter. But after reading a few of the Dumarest books I’m beginning to appreciate the “career” much more and can see the potential. And maybe the career could be spiced up with interesting events or benefits drawn from these books. The Skills and Training tables look mostly right, though I’d like to have some way to pick up ranks in Art, Gambler, and Persuade in addition to the core skills of Recon, Streetwise, and Survival.

Tourists

In the Dumarest books, Travellers are to be distinguished from Tourists. Both Travellers and Tourists are wanderers visiting new and different worlds, but from there everything else is starkly different. Fundamentally, a Tourist has a home to return to, and visiting other worlds is merely a temporary diversion from a “real life,” not a permanent condition. Many Tourists probably like to play at being real Travellers, but very few ever actually adopt the lifestyle.

Another important difference is that Tourists have money. They seem to be primarily drawn from the Nobility and travel High, dosed with Quicktime. They stay at the best resort facilities, frequent the best casinos, eat the best food and drink the best wines they can find. While Travellers are forced to engage with the worlds they visit, the Tourists stay always apart, protected by thoughtfully curated itineraries, armed guards, and secure fences.

Tourists are first and foremost consumers of goods, experiences, and people. Unfortunately, our own 21st century regularly provides all-too-many examples of clueless, exploitative, and self-indulgent Tourists. #SpaceVanLife. In the MgT system, Tourists can be modeled using the Dilettante assignment in the Noble career.

As seen in the Dumarest books, there is more than a touch of the decadent in the Tourists. The entertainments and amusements Tourists seek out are more often than not bought at the expense of the local population. Blood sports of all sorts—animal, human, and other—seem to be common.

I’m thinking the worlds of my Traveller game ought to include many more encounters with sybaritic Tourists on holiday.

Local Attractions

All of these Tourists have made a long journey to see and experience something. And so far Tubb does a good job of creating worlds that have some unique hook to draw Tourists, such as watching the fungus blooms of Scar, enjoying the arenas of Toy, or hunting Thren on Solis. One of the most gruesome attractions so far is the Bloodtime on Logis, a single day in each year when all laws are suspended to allow the citizens to run wild and settle scores. It’s very much like the Purge, but on a planetary level.

These Attractions might involve the world’s native life: a particularly strange or valuable alien species, a mass migration, or a spectacular bloom. Other attractions are cultural: a religious rite, a unique architectural style, tournament, or festival. Imagine “Burning Man on Delta IX.” Other attractions might be technological, like the Computer on Toy or the wish-fulfillment tech of Folgone. Other attractions might be natural features such as waterfalls, whirlpools, volcanos, gorges, or mountain peaks. But in any case Tubb is able to produce some unique draw that doesn’t reduce an entire world to the tired old Planet of Hats trope. 

A series of Attractions could form entire Tourist circuits that wind through a subsector; a good portion of the High passengers seeking a ship could be traveling to the next stop on the tour. “We want to catch the hadj on Umat, then hit the big harvest festival on New Epping, and by that time that’s over the resort beaches on Kaula IV should be open for the summer.”

In Classic Traveller, the typical activities checklist for starships visiting a mainworld includes “Patron encounters,” “Planetary exploration,” and “Local areas of interest.” It occurs to me that the Traveller game could really use a nice random procedure to generate interesting local attractions for worlds, something to entice Travellers beyond the safe confines of the starport extrality line and out into the world proper.

While we have nice tables for generating patrons, we don’t have anything comperable for Attractions. Just as patrons offer a pull for the PCs to undertake a job, Attractions can pull PCs to explore their surroundings. Maybe an Attraction mechanic would incorporate trade classifications, or perhaps Population, Government, and Law Level codes.

In any case, starports should be crowded with guides, drivers, barkers, and hucksters all extolling the amazing local sights and sounds of their native world. Some will be legit wonders worth the visit, others lousy Tourist traps, and some might be outright scams.

The Stranded

The opening passages of the very first book in the series find Earl Dumarest emerging from his Low Berth only to discover that while in cryosleep his starship had been diverted to Gath, an inhospitable world that was not his intended destination. After a thief steals his money Earl soon finds himself Stranded with no immediate means to leave this planet.

To become Stranded on some crap backwater like Gath is one of a Traveller’s greatest fears in the Dumarest universe. Stranded Travellers are dead broke, or at least too destitute to afford even Low Passage offworld. The stranded are often hungry, hurt, sick, and lack adequate or reliable shelter, and thus are extraordinarily vulnerable to both natural and human predators.

This fear creates a real tension through many of the Dumarest books. Earl reports having been Stranded several times, a condition so miserable that he undertakes many dangerous jobs just to avoid being caught in such a predicament again. Stranded Travellers are often forced to take dangerous or demeaning jobs for minimal wages, enter into indentured servitude or military service, or worst of all, pressed into slavery. It might take months or even years to build up enough money to buy passage, and it seems likely many Stranded are forced to turn to crime in order to survive.

Just how bad must it be, to be Stranded in the Dumarest universe? It’s so bad that it creates a viable market for Low Passage, which is literally being frozen alive and shipped like cattle with an attendant 15% mortality rate. Your cumulative odds of surviving just four Low Passages is only a little over 52%, and eight Low Passages is 32%. That indicates true desperation! While the odds are likely better in Charted Space, they still aren’t great if the Low Lottery is still a thing. As The Traveller Book notes, “Since low passengers are typically without funds (who would travel low if there were any other choice?), the low lottery provides some chance for the individual to have funds upon arrival at the destination.”

Although part of a good Referee’s job is to find new and innovative ways to separate PCs from their hard-won funds, I’m not sure it would make for a very fun or engaging game to have the PCs just living out lives of quiet desperation on a string of crummy backwater planets. “Next session: Bluron sells his kidneys for a Low Passage to Planet Jerkwater, while Brenta takes a third-shift job in the planetary waste processing center.”

But that said, many class D or E starports ought to have throngs of Stranded desperate for offworld passage—along with recruiters looking to lure these poor souls into terrible contracts for rotten pay. Such scenes could provide lots of roleplaying opportunities, but also serve as a dire warning to the PCs: this is what happens when the credits run out.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2023 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Tuesday, August 29, 2023

The 1000D Limit

Hfoileiiau, a small gas giant in the New Sol (MAGY 0503 D501956-7) outer system. The semi-major axis of Hfoileiiau is 8.49 AU, placing its orbit inside the 1000D limit of Aeetes, the system’s G3 V primary star.

The maneuver drive is the standard means of sublight movement in Traveller. A remarkable piece of near-magical tech, the M-drive is a reactionless system providing constant acceleration to the ship with virtually unlimited range and no fuel requirements, instead being powered directly by energy from the ship’s power plant.

Traveller is notable as a game that usually presents referees and players with a series of tradeoffs at every turn, whether it is in character generation, ship design, or combat. In most editions, including Classic Traveller and Mongoose Traveller, the maneuver drive requires few tradeoffs, and over the years many creative minds have proposed various setting-breaking exploits and hacks using the technology.

Perhaps as a way to prevent such shenanigans, both T4 and Traveller5 impose a 1000D limit on maneuver drives, which is an extension of a 10D limit placed on anti-gravity units in MegaTraveller. T4 Starships (1994) explains how this 1000D limit works. At TL12, advances in gravitics leads to the invention of thruster plates:

Gravity drives use the stellar system itself as their reaction mass (much as a train pushes against its track, and the planet below, rather than by expelling exhaust). A small change in a star’s momentum translates to a huge velocity change for the much smaller spacecraft. … Beyond a certain point, quantum-gravitic effects drastically reduce the efficiency of a gravitic-drive ship by a factor of a hundred or more, and thus they cannot maneuver effectively in deep-space unless they have an auxiliary drive, though they can remain there while, for example, computing jump parameters. The cutoff parameter turns out to be around 2,000 solar radii. Beyond this point, thruster plates are virtually worthless for anything beyond stationkeeping, and some alternate form of propulsion is needed (71).

This concept is continued in Traveller5. As explained in Book 2: Starships, “Maneuver is the standard in-system ship drive. It interacts with gravity sources to produce vectored movement. M-Drives are subject to the 1000D limit: beyond 1000D from a gravity source, the drive operates at only about 1% efficiency” (101).

I think I understand the rationale behind this rule: it creates a limitation on what is otherwise a seemingly limitless technology. On its face the 1000D limit appears to be an innocuous change, but upon further examination, this change has some far-reaching and maybe unintended implications on the Traveller universe.

But first, let’s consider where the 1000D limit falls with some common types of stars:

1000D Limits for Main Sequence Stars
TypeStellar
Diameter (km)
1000D Limit
(AU)(Orbit No.)
A0 V3,739,947258
A5 V2,543,164178
F0 V2,243,968157
F5 V1,944,772137
G0 V1,645,577117
G5 V1,226,7038.27
K0 V1,062,1457.16
K5 V927,5076.26
M0 V762,9495.16
M5 V478,7133.25
M8 V209,4371.44

In general, the 1000D limit falls well beyond the habitable zone of main sequence stars. The 1000D limit for Sol would be 9.3 AU or 1.391 billion km, encompassing the entire inner system plus Jupiter, but falling short of Saturns’s orbit of 9.5388 AU. This means that maneuver drives in Sol’s outer system operate at only 1% efficiency. Under such circumstances a speedy System Defense Boat with 6g acceleration has its acceleration reduced to only 0.06g, or 0.588399 m/s2.

Consider the Starjammer’s journey to the outer system of Desolation. This trip consisted of two distinct segments. In the first segment, the Starjammer constantly accelerated at 3g until the halfway point was reached. In the second segment the Starjammer decelerated at 3g until it arrived at the derelict liner Speedwell with a velocity of zero. The total time for this trip was 141.86 hours.

If we instead applied the 1000D limit to this trip, the Starjammer could only use constant 29.41995 m/s2 acceleration until it hit the 1000D limit of Dross, the M2 V system primary, which is about 18.26% of the total travel distance. For the remaining 81.74% of the journey the Starjammer would be limited to only 0.2942 m/s2 acceleration.

If I remembered enough calculus and functions I could probably produce a formula for incorporating the 1000D limit into the Starjammer’s trip. But I don’t, so I had to brute-force this problem using the nifty Uniformly Accelerated Motion Calculator at CalculatorSoup.

Let’s assume the Starjammer’s journey now consists of three segments: the first begins in orbit around Desolation and stretches to ½ the distance between Desolation and Dross’s 1000D limit. The second segment stretches from this point to the 1000D limit. And the third segment stretches from the 1000D limit to the location of the Speedwell in the outer system.

The Starjammer begins in orbit around Desolation and then fires up the M-drive, moving with constant 3g acceleration through the entire first segment. Then the Starjammer begins to decelerate at a little less than 3g through the second segment. At the end of the second segment the Starjammer’s M-drives efficiency drops to 1%. The trick here is to finish the second segment with a velocity just low enough so that the Starjammer can decelerate at 0.2942 m/s2 all through the entire third segment and still arrive at the Speedwell with a velocity of zero.

We know the distance of each of these three segments. We know the starting velocity of the first segment and the ending velocity of the third segment are both zero. And we know the maximum and minimum acceleration rates in each segment.

Let’s tackle the third segment first. We know the distance from Dross’s 1000D limit to the Speedwell (1,566,856,472 km), we know the final desired velocity (0 m/s), and the maximum deceleration rate (-0.2942 m/s2). Using the online calculator, we can solve for the time (3,263,672 seconds, or over 906 hours) and the velocity at the 1000D limit (960,175 m/s).

So let’s try the first segment next. We know the initial velocity (0 m/s), distance (175,050,000 km), and acceleration (29.41995 m/s2). Using the calculator, we can solve for the final velocity of the first segment (3,209,350 m/s) and time (109,088 seconds).

This leaves the second segment. We know the initial velocity (3,209,350 m/s), final velocity (960,175 m/s), and distance (175,050,000 km). We can solve for acceleration (-26.79 m/s2) and time (83,966 seconds).

Trip Summary with 1000D Limit
SegmentDistance
(km)
Acceleration
(m/s2)
Initial Velocity
(m/s)
Final Velocity
(m/s)
Time
(s)
1175,050,00029.411003,209,350109,088
2175,050,000-26.78663,209,350960,17583,966
31,566,856,472-0.2941960,17503,263,672
Total1,916,956,4723,456,726

Add all of this together, and the time for the Starjammer to reach the Speedwell considering the 1000D limit on maneuver drives increases from a little less than 6 days to a little over 40 days. But perhaps even more importantly, these calculations are far too complicated to use at a game table for too little benefit. For both in-game and metagame reasons, you’d be crazy not to just fire up the jump drive for an intra-system jump.

So the first implication of imposing the 1000D limit: travel within the inner system of most star systems is unchanged, but travel to and within most of the outer system will almost always be via jump drive. Alternative propulsion systems for deep space maneuver, like fusion drives or High Efficiency Plasma Recombustion (HEPlaR) drives, are not nearly as efficient as classic thruster plates.

If no gas giants orbit within the 1000D limit, the old trader trick of refueling at a gas giant on the cheap and then motoring to the mainworld using the maneuver drive really doesn’t work so well, does it? Conversely, any gas giants inside the 1000D limit, such as Jupiter in the Sol system, would likely become the locus for additional starship traffic.

I think this is a fairly big change to the OTU setting: I’ve always pictured sublight ships regularly shuttling back and forth from the outer system with raw fuel and ores, with microjumps of less than one parsec reserved for rare trips to the extreme outer system.

With a 1000D limit microjumps are probably quite common in star systems with any sort of activity in the outer system. If the main world has a low hydrographic percentage or no surface water at all—and all sources for hydrogen are outside the 1000D limit—fuel suddenly becomes a much more dear commodity.

Maybe in a universe with a 1000D limit ships circumvent the restriction by using a slingshot effect to island hop between worlds in the outer system. Ships might use their maneuver drive to accelerate around and around a gas giant to build up momentum and then “hurl” themselves at the next closest gas giant.

Naval doctrine around system defense probably also shifts with 1000D limits in place, possibly giving more of an advantage to the native force occupying the system. A classic intruder scenario is an enemy fleet jumping into the outer system, refueling at a gas giant, then making for the main world at top speed in normal space. A native force defending a system therefore has to protect both the main world as well as the gas giants, forcing some tough choices if there are multiple gas giants. Does the native commander concentrate all assets at one strong point or spread them out over several, diluting their effectiveness?

If no gas giants were inside the 1000D limit the native force would probably see an intruder force jump into the outer system and refuel. Messengers seeking reinforcements could be dispatched to a neighboring system. The intruder would either need to “waste” fuel on an intra-system jump to the main world, still giving the native force at least a week to prepare, or make way using manuever drives. This would take multiple weeks and provide extra-system reinforcements time to arrive.

So possibly defense of any gas giants beyond the 1000D limit becomes a much lower priority with this restriction in place? This might be just as well, as SDBs and monitors cannot be easily transferred between gas giants in the outer system. A SDB jump-shuttle becomes a near necessity for moving defense boats around the system.

If any gas giants were inside the 1000D limit, the native commander could concentrate defenses on a much smaller number of points, and transfering assets between strong points is easier: the distances are necessarily shorter and maneuver drives can be used at full efficiency.

This might force some intruders to just jump directly to the main world’s 100D limit and lay siege without refueling, which is a huge gamble given the inherent command and control lag of jump. A 1000D limit forces an intruder to commit assets with no certainty as to what defenses will be found when it emerges out of jumpspace. A native force might only have its standard picket of SDBs and monitors at the end of the jump, or maybe this picket has been reinforced by a BatRon or an entire task force. As is sometimes said in these parts, “Hard tellin’, not knowin’.”

I don’t think any of these changes outright break the Official Traveller Universe, but all told, I’m not sure adding the 1000D limit into my MgT game is really worth the effort. As setting background the concept provides some nice handwavium, but as a game mechanic it seems to just make travel in the outer system a bit too messy and inefficient for my taste.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2023 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Tuesday, August 22, 2023

Mind-Bogglingly Big

“Space … is big. Really big. You just won't believe how vastly hugely mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist, but that's just peanuts to space” —Douglas Adams, The Hitchhiker’s Guide to the Galaxy.
From Atlas Obscura’s article on the Maine Solar System Model.

Northern Maine is home to an interesting throwback to the old roadside attractions: the Maine Solar System Model. Last summer I finally had a chance to visit this 3-D scale model of the solar system, which demonstrates the enormous distance between planetary bodies. The entire inner system is easily walkable, with the model Earth being exactly 1 mile from the model Sun. The outer system, however, is best traversed with a car, with the model Pluto being 40 miles away. It’s not a bad way to spend an afternoon and has helped me imagine intra-system travel in Traveller.

Starships in Traveller have two types of drives. The jump drive (J-drive), usually used for travel between star systems, allows faster-than-light movement of up to six parsecs. Regardless of distance, the duration of travel is generally one week. The maneuver drive (M-drive) provides constant acceleration and is usually used for intra-system travel. In a typical trip through normal space a ship uses its M-drive to constantly accelerate until it reaches the halfway point, and then uses the M-drive to decelerate throughout the second half of the trip, arriving at the destination with a velocity of zero.

In our recent Traveller adventure “The Professor’s Charter,” the PCs needed to pilot their starship the Starjammer from the planet Desolation in the inner system to a position in the outer system where the derelict liner Speedwell was expected to be found.

Because the Desolation system is a known haven for pirates, smugglers, and otherwise bad actors, I wanted this voyage to occur in normal space for dramatic reasons. That meant the time required to reach the Speedwell needed to be less than one standard week; otherwise, the quickest and safest way to get there would be to just use the Starjammer’s jump drive.

The Traveller Book (1982) and the Mongoose Traveller Core Rules (2022) provide handy formulas for calculating intra-system travel time, distance, and acceleration. The Starjammer’s M-drives provide constant 3g acceleration, which is 29.41995 m/s2. Knowing this it was easy to place the Speedwell 1,916,956,472 km away from Desolation. For context, this is roughly equivalent to the distance from Earth to the midpoint between the orbits of Saturn and Uranus. With constant 3g acceleration, the Starjammer would need 141.86 hours to reach the Speedwell. (Had the PCs wished to use their jump drive, which would have taken an average of 160 hours, I certainly would have let them.) 

While distances in the millions or billions of kilometers are probably impossible to comprehend, players can readily understand travel times of hours, days, or weeks. Players can also follow progress when it is expressed as percent complete: “you’re 30% there, you’re halfway there, you’re 90% there, etc.”

If kilometers are simply too small to be useful for most descriptions of intra-system distance, other units are available. The astronomical unit (AU), which roughly represents the distance between the Earth and the sun, is 149,597,871 km and is often used to express orbital position within a star system. If Earth’s orbit is 1 AU, Pluto’s average orbit is 39 AU.

A couple of handy units of distance to also consider are the light-second (299,792 km) and light-minute (17,987,548 km), which represent the distance traveled by light in a vacuum in 1 second or 1 minute, respectively. The benefit of expressing distances in light-seconds or light-minutes is that this also tells us the lag time in communications and sensors.

With these units in hand, here’s an overview of relevant distances in the Desolation system:

The Desolation System
LocationDistance from Dross
KilometersLight-SecondsLight-MinutesAstronomical Units
Dross (M2 V primary)----
Desolation (B401200-E)35,900,0001202.000.24
Dross 100D Limit38,600,0001292.150.26
Halfway Point958,478,2363,19753.296.41
Speedwell (Type M subsidized liner)1,952,856,4726,514108.5713.05

Note that Desolation orbits inside the 100D limit of its star, meaning that incoming starships need to jump outside that limit and then travel to the main world, likely adding a few hours to travel time. This jump masking normally only occurs with red main sequence stars like Dross.

The Traveller Map data indicates that the Desolation system also has two gas giants and nine additional planets, but as these were irrelevant to the Professor’s Charter I didn’t bother to determine the locations of these other objects.

One thing I did not quite grasp when prepping or running the Professor’s Charter was how paltry Traveller sensor ranges are beside the enormous distances within a star system. Even after years of playing the game, my expectations are still biased by Star Trek, where “long-range scans” can seemingly pinpoint and track individual ships from parsecs away.

The Traveller Book states that “Ordinary or commercial starships can detect other ships out to a range of about one-half light-second,” or about 150,000 km. “Military and scout starships have detection ranges out to two light-seconds,” or about 600,000 km. “Once a vessel has been detected, it can be tracked by anyone up to three light-seconds,” or about 900,000 km (76). For context, this is not quite the safe jump distance from a Size 6 world.

The Mongoose Traveller Core Rules provides a more nuanced series of sensor range bands, but these are notably shorter in distance than the guidelines from The Traveller Book. The longest range band is Distant, defined as 50,000+ km, only about one-sixth of a light-second and beyond.

MgT High Guard addresses this by setting an upper limit on the Distant band of 300,000 km, or about 1 light-second. This distance is also “the maximum practical range that attacks can be made” (26). High Guard also introduces two new range bands: Very Distant (up to 5,000,000 km) and Far (over 5,000,000 km). These changes bring MgT sensors more in line with CT sensors.

But in any case, Traveller sensors can detect only out to a miniscule distance against the scale of a star system. The upper limit of Distant is “only” 1 light-second, while Very Distant ranges from 1 to 16.68 light-seconds. Sixteen light-seconds is roughly the safe jump distance from a typical small gas giant, while the safe jump distance from a large gas giant might be twice that.

This implies that a lone commercial ship traveling through an outer system is a little like a blind man moving through a vast and featureless desert, only able to sense what is immediately around him. As the Maine Solar System Model scale is 1:93 million, the Distant range band would only extend out 10-½ feet. If there is trouble out there, he won’t know it until it is on top of him. Conversely, trouble won’t be able to sense the blind man any earlier.

The following table shows the journey of the Starjammer as it moves from Desolation to the Speedwell:

Travel to the Speedwell
LocationTrip
Completion
Distance (km)VelocityTime (Hours)
TraveledRemaining(km/s)ElapsedRemaining
Start0.00%0 1,916,956,472 00.00 141.86
First Report2.24%42,865,200 1,874,091,272 1,588 15.00 126.86
Halfway50.00%958,478,236 958,478,236 7,507 70.93 70.93
Far Range99.48%1,906,956,472 10,000,000 767134.61 7.25
Very Distant Range99.74%1,911,956,472 5,000,000 542136.74 5.12
Distant Range99.98%1,916,656,472 300,000 133140.61 1.25
First Contact99.9948%1,916,856,472 100,000 77141.14 0.72
Very Long Range99.9974%1,916,906,472 50,000 54141.35 0.51
Long Range99.9987%1,916,931,472 25,000 38141.50 0.36
Medium Range99.9995%1,916,946,472 10,000 24141.63 0.23
Short Range99.9999%1,916,955,222 1,250 9141.78 0.08
Close Range100.0000%1,916,956,462 10 2141.84 0.02
Adjacent Range100.0000%1,916,956,471 1 0141.86 0.00
End100.0000%1,916,956,472 0 0141.86 0.00

The halfway point to the Speedwell is about 958 million km from Desolation, roughly equivalent to traveling from Earth to a point between the orbits of Jupiter and Saturn. At the halfway point the Starjammer is moving at 27,025,200 km (!) per hour, or a little over 2.5% of light speed (c). In order to avoid zipping by the Speedwell, the Starjammer needs to begin decelerating at the same rate it had been accelerating.

As can be seen, the Starjammer has to complete over 99% of its trip before the Speedwell comes within even the most distant range band. And the decelerating Starjammer needs only one hour and fifteen minutes to move through all seven range bands in the Core Rules.

If pirate ships had been waiting around the Speedwell and were expecting the Starjammer, they could probably get in a few shots before the Starjammer could react. And if any kind of battle occurred, it would take nearly two hours before radio transmissions reached Desolation, and then days before any ships could investigate. This is why commercial ships in Charted Space are so often armed: help is often very, very, very far away.

A prosperous, high population system with a Class A or B starport and multiple inhabited secondary worlds might well have sensor nets around all major planetary bodies. These nets might consist of automated satellites and stations posted in orbit and to the various LaGrange points, monitoring and reporting traffic around each planet out to their respective 100D limits. This information would be continuously relayed throughout the system, though more distant stations would have an inherent time lag. A sensor net like this would allow commercial ships to keep tabs on other in-system ships.

Such blanket coverage is likely the exception rather than the rule, and even then will only see a small fraction of space in the system. Ships operating outside these 100D limits would be effectively invisible to system control, and an asteroid belt would be a nightmare to cover. A system with a Class C or D starport might have a sensor net around the main world and maybe a gas giant or two, while a system with a Class D or X starport might be lucky to have a sensor net around the main world.

In Traveller, the isolation of distant worlds even with magical tech like the maneuver drive perhaps helps explain why most development in a star system tends to coalesce around a single world. It’s just too much hassle to try and work resources in the outer system when one can just use the jump drive to trade with a nearby system. From a referee’s perspective, this means that most systems are largely unexplored, or at least unexploited, even if inhabited for thousands of years. Which means most systems have plenty of adventuring potential in the outer system, even if the inner system seems thoroughly developed.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2023 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Monday, January 18, 2021

Local Defense Forces and System Defense Boats

I was posted to the Sig-Delt-885 for a couple of years. Good little pig boat, an old Sentry class that we called the Salli Dell. And a good crew of spacers, though we mostly pulled duty in the outer system. Caught a couple of smugglers, chased off a few pirates. Even got fired on once by a twitchy Aslan trader. But mostly just got really, really good at Dingir Hold’em.

In Traveller, most worlds with a Population Level of 6+ and a Technology Level of 7+ will have some sort of local naval force for the defense of the system, as well as a base to support such forces. At the lower end of the tech levels these forces will be capable of interplanetary but not interstellar flight.

Determining Local Defense Forces

The GDW designers of the Fifth Frontier War boardgame (1981) used a simple matrix of Population and TL to determine the number of system defense craft protecting different systems. This matrix was reverse-engineered by different Traveller fans and eventually published in the T4 supplement Imperial Squadrons (1997) as a table of “SDB Squadrons.”

Chris Thrash developed a handy analysis of “Military Forces and Spending in Classic Traveller,” in which he suggests that the median Imperial system defense craft is about 2,000 tons in size, but might range from as small as a 100-ton small system defense boat (SDB) all the way up to a 50,000-ton monitor.

Thrash’s analysis also suggests that we could introduce some variability to the Imperial Squadrons table. Instead of determining a number of system defense squadrons, we can generate a total tonnage for the local defense force, which can then be assigned as desired by the referee.

First, roll Flux (1D - 1D) and consult the following table to determine the base tonnage of system defense craft. Then multiply this base tonnage by the appropriate system defense factor to get a total tonnage of defense forces.

Base Tonnages
FluxTonnage
-5400
-4700
-31,000
-21,400
-11,700
02,000
13,600
25,200
36,800
48,400
510,000
System Defense Factors
TLPopulation
6789A
71/101550500
81/101550500
91/101101001,000
A1/101101001,000
B1/101121201,200
C1/101121201,200
D1/101151501,500
E1/101151501,500
F1/52202002,000

For example, Wicker (Magyar 2728 A541843-C) has a system defense factor of 12. Rolling a Flux of 3 generates a base tonnage of 6,800. Multiplied by 12 produces a total defense tonnage of 81,600. This might represent 200 400-ton Guardian-class SDBs, possibly divided into four wings. The leftover 1,600 tons might be spent on squadron of 32 50-ton heavy fighters. Or perhaps Wicker could use some portion of this tonnage on a couple of light monitors with spinal weapons.

In my campaign the Wicker system also has a notable secondary world, Marston (F4346AB-9), which has just enough of a population base to support its own local naval forces. Rolling a Flux of 5 generates a base tonnage of 10,000, which multiplied by a system defense factor of 1/10 produces a total tonnage of 1,000. This might represent a single squadron of twenty 50-ton heavy fighters.

Wicker is a subsector capital on the edge of Confederation space and therefore a priority target for the Solomani. The primary challenge for defense planners is that the Wicker system has too many places it needs to protect: in addition to the mainworld and Marston, there are four gas giants. Although GURPS Traveller: Starships suggests that “it usually takes fewer than 20–30 SDBs to fully cover a single gas giant” (109), that’s a lot of real estate for 82,600 tons of system defense craft, which suggests the Imperial Navy probably maintains a guardship if not a full squadron on station in the system. Given that Wicker is the subsector headquarters for the Unified Army of Fugue, an Imperial squadron would probably be an AssaultRon.

Bases

It’s important to note that the defense forces generated above are under the control of the local system and not the Imperial Navy (Imperial Encyclopedia 32). And as Thrash notes, “All worlds with local planetary and colonial naval forces have their own bases to support them (Supp. 3, p. 40). These are not depicted on the standard subsector maps.”

If an Imperial Naval Base is present, it will command its own defense forces. Based on GURPS Traveller: Starports (2000), we can also develop tonnage estimates for the Imperial Navy bases that do appear on subsector maps:

Imperial Navy Base Defenses
FluxTypical
Base
Subsector
Fleet HQ
Sector
Fleet HQ
-54,00020,000200,000
-44,00022,000220,000
-34,50024,000240,000
-25,00026,000260,000
-15,50028,000280,000
06,00030,000300,000
16,50032,000320,000
27,00034,000340,000
37,50036,000360,000
48,00038,000380,000
58,00040,000400,000

The resulting tonnages may be a bit low for particularly important or strategic systems such as subsector capitals or depots. (A few monitors eat up a lot of tonnage!) I might consider multiplying the tonnage by up to the mainworld”s Importance rating. These system defense craft will generally be TL14 and 15 heavy vessels and will likely include multiple monitors with spinal weapon systems. An additional 1/8th of this tonnage will be available in fighter support.

For example, the naval base at Asorret (Magyar 2923 B403866-B ) is the headquarters of the Imperial 96th Fleet. Rolling a Flux of 4 indicates base defense forces of 36,000 tons. This might consist of five 6,000-ton light monitors, 30 200-ton Serpent-class SDBs, and 90 Rampart-class heavy fighters. And with an Importance rating of 2, these defenses might be as much as double these figures.

System Defense Boats

A 400-ton, TL15 SDB, typically used by the Imperial Navy for defense of sensitive facilities.

SDBs are one of the most common types of ships encountered by Travellers. In Classic Traveller, the iconic, TL12 400-ton Guardian-class SDB is detailed in Traders and Gunboats (1980) with additional information in Journal of the Travellers’ Aid Society #9 (1981). As both sources note, “A wide variety of system defense boats exist, ranging in tonnage from 100 to 1,000 tons, and in tech level from 8 to 15 and above.” The MT Imperial Encyclopedia (1987) increases this range from 100 to 5,000 tons.

This variation is certainly borne out by a quick survey of Traveller editions. In general, there are two archetypes that recur again and again: a boxy, 400-ton SDB similar to the Guardian-class, and a torpedo-shaped 200-ton SDB exemplified in CT Fighting Ships (1981); this is designated the Viper-class by Power Projection: Fleet.

We have canonical examples of the 400-ton SDB at every tech level from 11 to 15. Different editions assign different class names to these vessels. And given that these boats are notable for being readily modified with different armaments and configurations, the situation is probably confusing to inhabitants of the Third Imperium: in addition to Guardian, we have Sentry (TNE) and Dragon (GURPS and Hero). TNE also has a Shugukan-class, which I think is supposed to be Vilani for “Dragon.”

The TL11 Sentry is presumably a predecessor of the TL12 Guardian, and the Dragon (which might be TL13) is described as a “slight improvement on the earlier Guardian” (GT:Deck Plans 6). Further, we know that as of 1116 or so that Dragons “are still found in the Imperial Navy, but they have largely been replaced by more modern craft” (GURPS Traveller, 2nd edition). This might be the TL15 SDB statted out in the MegaTraveller Imperial Encyclopedia, which the MT Starship Operator’s Manual names Dragon (sigh) in the “Relative Size Chart” (58).

In any case, Mongoose Traveller 2e High Guard (2017) has designs for the two SDB archetypes: a TL15, 200-ton and a TL13, 400-ton boat. Because Magyar sector has a generally depressed tech level (no world exceeds TL14) and was once part of the Solomani Confederation, it seems more likely to harbor more examples of older, Solomani-influenced SDB designs.

Three canonical designs seem likely candidates: (1) the Solomani 300-ton “standard” SDB from Fighting Ships of the Solomani (2009), (2) the 400-ton Sentry-class from Assignment: Vigilante (1992), and (3) the 800-ton Farnez-class from T20 Fighting Ships (2003). All three are likely to be found on both sides of the Imperial/Confederation border in Magyar.

Standard Solomani SDB (SD-CS60). 300 tons (streamlined hull), 6g, no jump capability, TL-13, Model 7/fib. 9 tons fuel. 13 crew. 3 hardpoints. 0 tons cargo. MCr196.

Sentry-class SDB (SD-DS50). 400 tons (streamlined hull), 5g, no jump capability, TL-11, Model 5/fib. 16 tons fuel. 17 crew. 4 hardpoints. 74 tons cargo. MCr199.

Farnez-class SDB (SD-HS40). 800 tons (streamlined hull), 4g, no jump capability, TL-11, Model 5/fib. 24 tons fuel. 28 crew. 8 hardpoints. 57 tons cargo. MCr341.

Mongoose Traveller Designs

Since I have been playing with 2e High Guard, I wanted to try my hand at converting these three SDBs. Probably the most notable thing I discovered was that, without having to include a Jump drive and the attendant fuel tanks, you can end up with a lot of dead space—even after maxing out the armor and maneuver drives. (Most of the canonical examples had relatively low accelerations compared to what I ended up with in MgT.) Further, the number of hard points limits the number of weapons you can add: in many cases, I used small bays or barbettes instead of turrets in order to use up excess tonnage.

Standard Solomani System Defense Boat

The standard Solomani system defense boat is the 300-ton “standard” boat, a design that reaches back to before the Solomani Rim War. The standard boat is still built throughout the Confederation, with many examples in Magyar on both sides of the border.

Hull Points 132

Crew Captain, Pilot x3, Engineer, Maintenance, Medic, Gunner x6

Maintenance Cost MCr0.0163 per month

Purchase Cost MCr196

Standard Solomani SDB
TL13 TonsCosts (MCr)
Hull300 tons, Streamlined-18
 Reinforced-9
ArmorCrystaliron, Armor:134918
 Radiation Shielding-7.5
M-DriveThrust 61836
Power PlantFusion (TL12), Power 3602424
Fuel Tanks12 weeks operation9-
Bridge 201.5
ComputerCore 25/fib-15
SensorsImproved (Extended Arrays)912.9
 Countermeasures Suite24
 Enhanced Signal Processing28
WeaponsSmall Bays (fusion) x210016
 Barbette (missile) x154
AmmunitionMissile Storage (60 missiles)5-
Armored BulkheadsPower Plant2.40.48
 Maneuver Drive1.80.36
 Fuel0.90.18
 Bridge20.4
SystemsFuel Processor (10 tons/day)10.05
 Medical Bay x142
StateroomsStandard x9364.5
SoftwareManeuver/0--
 Intellect-1
 Evade/3-3
 Fire Control/5-10
 Library--
Common Areas81
Cargo0-

Sentry-class System Defense Boat

The Sentry-class SDBs were first built by a technical consortium on Dingir, prior to its reabsorption into the Third Imperium. The particle beam weapons package reflects an emphasis on reduced logistical requirements; missile resupply problems cannot affect the Sentry’s offensive punch. An official IDP (Imperial data package) design since 434, vessels of this class may be found in planetary navies of this tech level throughout the Imperium and beyond.

Hull Points 176

Crew Captain, Officer, Pilot x3, Engineer x2, Maintenance, Medic, Gunner x8

Maintenance Cost MCr.0166 per month

Purchase Cost MCr199

Sentry SDB
TL11 TonsCosts (MCr)
Hull400 tons, Streamlined-24
 Reinforced-12
ArmorCrystaliron, Armor:115520
 Radiation Shielding-10
M-DriveThrust 52040
Power PlantFusion (TL8), Power 3503518
Fuel Tanks16 weeks operation16-
Bridge 202
ComputerCore 15/fib-3
SensorsMilitary Grade24.1
 Improved Signal Processing14
WeaponsSmall Bays (particle beam) x210040
 Triple Turret (sandcaster) x223.5
AmmunitionSandcaster Barrels (120 barrels)6-
Armored BulkheadsPower Plant3.50.72
 Maneuver Drive20.4
 Fuel1.60.32
 Bridge20.4
SystemsFuel Processor (20 tons/day)10.05
 Medical Bay42
StateroomsStandard x11445.5
SoftwareManeuver/0--
 Intellect-1
 Evade/2-2
 Fire Control/3-6
 Library--
Common Areas111.1
Cargo74-

Farnez-class System Defense Boat

The Farnez class of SDB is typical of the lower technology end of system defense. The design predates the Solomani Rim War, when it was still being produced by the Imperial Navy and many lower tech worlds throughout the Imperium. At 800 displacement tons the Farnez is larger than many standard SDBs yet is still effective at system defense, and continues to see use in the planetary navies of Magyar sector.

Hull Points 352

Crew Captain, Officer x2, Pilot x3, Engineer x2, Maintenance x2, Medic, Gunner x16, Administrator

Maintenance Cost MCr.0284 per month

Purchase Cost MCr341

Farnez SDB
TL11 TonsCosts (MCr)
Hull800 tons, Streamlined-48
 Reinforced-24
ArmorCrystaliron, Armor:1111040
 Radiation Shielding-20
M-DriveThrust 43264
Power PlantFusion (TL8), Power 5405427
Fuel Tanks16 weeks operation24-
Bridge 204
ComputerCore 15/fib-3
SensorsMilitary Grade24.1
 Improved Signal Processing14
WeaponsSmall Bays (missile) x630072
 Triple Turret (beam laser) x225
AmmunitionMissile Storage (960 missiles)80-
Armored BulkheadsPower Plant5.41.1
 Maneuver Drive3.20.64
 Fuel2.40.48
 Bridge20.4
SystemsMedical Bay x142
StateroomsStandard x15607.5
 High x3182.4
SoftwareManeuver/0--
 Intellect-1
 Evade/2-2
 Fire Control/3-6
 Library--
Common Areas23.32.3
Cargo57-

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2021 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.