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T RAVELLER
Core Rulebook
C REDITS
C ONTENTS
Classic Traveller
Marc Miller
C HARACTER C REATION
2
S KILLS AND T ASKS
48
Loren Wiseman, John Harshman, Frank Chadwick, Darryl Hany,
Winston Hamilton, Tony Svajlenka, Scott Renner, Doug Poe,
David MacDonald, Wayne Roth, Paul R. Banner.
E NCOUNTERS AND D ANGERS
60
E QUIPMENT
86
Mongoose Traveller
A UTHOR
Gareth Hanrahan
S PACECRAFT D ESIGN
105
C OMMON S PACECRAFT
114
S PACECRAFT O PERATIONS
137
S PACE C OMBAT
146
E DITOR
Chris Longhurst
P SIONICS
160
I NTERIOR I LLUSTRATIONS
Leonardo Borazio, McLean Kendree, Rich Longmore, Carlos Nunez de
Castro Torres, Robin Everett-McGuirl, Travis Leichssenring
W ORLD C REATION
167
I NDEX
182
S PECIAL T HANKS
Marc Miller, Tom O’Neill, Brian Caball, Aidan Rafferty, Robert
Eaglestone, Loren Wiseman, James Maliszewski, Donald McKinley,
Constantine Thomas, William Hostman, Martin Costa
Exploration
Kris Crofts, Claire Mooney, Denis Ryan, Stephen Harte, Tom O’Neill, Padraig O’Sullivan, James Maher, Geoff Russell, Brian Mulcahy, Rob Feeney, Mike O’Brien, Jp Corkery
Survey
Jim Adams, Steve Alban, William Allen, Tim Bancroft, Michael Barger, Roger Barr, Ty Beard, Al Beddow, Michael R. Blair, Mark Bloss, Chris Blufl odt, Chris Boote, Colm Brophy, Wyatt
Bruce, Brad Burklow, Jeff Burklow, Mark Burr, Timothy Calesa, Greg Chalik, Adam Coker, Ross Compton, Martin Costa, Nathan Cowan, Bradley Crooks, Tim Davis, Alexis Dempsey,
Paul Dempsey, Jason deYoung, Steve Dycus, Rob Eaglestone, Phil Eaton, Dave Elrick, Alexander Fennell, Ronaldo Fernandes, Neil Ford, Chris Garland, Chris Gauvin, Jim Geldmacher,
Omer Golan-Joel, Amaryllis Graybill, Caroline Graybill, Mark Graybill, Toni Graybill, Stefab Green, Sean Guttman, Sharis Guttman, Aragorn Hansard, David Hazlewood, Kevin
Hazlewood, Richard Hazlewood, Andrew Head, Phillip Hightower, Sean Hitchings, Andreas Hoetzel, William F. Hostman, Stephanie A. Hostman, Tammalyn Hostman, Rory Hughes,
Anthony C. Hunter, Dave Insel, Julia Iskett, Stephen Jarvis, Steven W. Jennings, Hilary Jones, Mark Jones, Jeremy Kelley, Jason Kemp, David Kilfoyle, Chris Kollias, Dan LaBarge, Lev
Lafayette, Andy Lilly, Kevin Livingstone, Tony Love, Stuart Machin, Christine Manz, Cornelia Manz, Andy Martone, Dale C. McCoy, Jr., Neil McGurk, Donald McKinney, Christopher
Morrell, Pete Mujica, Tina Mujica, Joseph Osborne, Warren Okuma, Erik E. Pikey, David Pulver, Tim Pulver, Eric Rathbun, James Record, Warren Ricker, Tom Roberts, John Robertson,
Robert Rosenthal, Christopher Rule, Fotis Sagonas, Ben Sennitt, Allen Shock, Lane Shutt, Luke Silburn, David Silverman, Alex Smith, Benjamin W. Smith, Jerry J. Stephens, Logan
Stowers, Edward Sturges, Dimitris Stylos-Sagonas, Larry Taylor, Constantine Thomas, Lloyd Thomas, Christopher B. Thrash, Larissa Tonkin, Lee Torres, Nick Townsend, Thomas
Tucholski, Joseph Ulrich, Joni Virolainen, Daniel Wall, Troy Wells, Alex Whittaker, Ian Young
Traveller ©2008 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All
signifi cant characters, names, places,items, art and text herein are copyrighted by Mongoose Publishing.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Game
License, please go to www.mongoosepublishing.com.
This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fi ction. Any similarity to actual people, organisations,
places or events is purely coincidental.
Traveller is a trademark of Far Future Enterprises and is used under licence.
Printed in the USA.
T RAVELLER
T RAVELLER
5
C OMBAT
69
T RADE
152
P LAYTESTERS
Exploration
Survey
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T RAVELLER
Traveller is a science fi ction roleplaying game of the far future.
Humanity has gone to the stars and found them crowded with other
forms of life and other sentient races, and science and technology
have advanced vastly over the present day – but the essential
nature of humanity is unchanged. Life continues as it does today,
only spread out over the sea of stars. A mighty Imperium unites
thousands of star systems under a single rule, but it is beset by
enemies both internal and external.
A scenario can be a one-off game, using characters written by the
Referee specifi cally for that game and discarded afterwards, or it
can be part of a campaign. A scenario takes one or more game
sessions to complete.
A campaign is a series of scenarios, charting the continuing
adventures of a group of player characters. A campaign can be
continuous or episodic. In a continuous campaign, each scenario
follows on almost immediately from the end of the last one and the
fuel, resources and money available to the characters is carefully
tracked. In an episodic game, there are longer gaps between
scenarios, and the game focuses only on the exciting and confl ict-
fi lled parts of the characters’ lives.
The Imperium commands the space between the stars, ensuring
that civilisation endures and trade continues. Megacorporations
and feudal lords conduct the bulk of this trade, but there will always
be a place for the free trader – hardy travellers and adventurers on
the fringes of known space, dealing in strange goods and smuggled
cargoes, doing whatever they can to make a credit.
A campaign can also be refereed or shared. In a refereed campaign,
there is a single Referee for the whole game, who sets up the
whole universe that the player characters adventure in. Refereed
campaigns can have long story arcs and ongoing plotlines, taking
multiple scenarios to resolve. In a shared campaign, the position
of Referee rotates from player to player – for example, when the
characters’ ship Jumps to a new star system, a different player takes
over as Referee and presents the dangers and opportunities in
this new system.
While the Traveller rules can be used to model almost any science
fi ction novel, movie or setting, the traditional setting for games is
the Third Imperium of Mankind, the third great empire to stretch
across the stars. In the Third Imperium setting, the players take
on the roles of tramp merchants and mercenaries, wandering the
galaxy in search of profi t and adventure.
Players
Most of the participants in a Traveller game will be players
players. Usually,
each player generates a character using the Character Creation
rules; that character becomes the player’s avatar in the game world.
These player characters are the central protagonists of the game
and scenarios revolve around their adventures and actions.
Campaign Ideas
A few suggestions to get the ball rolling:
The Trader Campaign: The player characters form the crew of a
free trader merchant vessel, taking whatever cargos they can get
to keep their spacecraft aloft and in one piece. Inspiration for
games like this could be the TV series Firefl y or the computer
games Elite, Privateer, or X.
Referee, who describes the world
around the characters, presents them with challenges and dangers,
and takes on the role of the supporting cast and the antagonists.
The Referee creates the basic outline of the scenarios that the player
characters encounter and resolves the results of their actions using
the rules in this book as a guideline.
The Military Campaign: The player characters are all members of
a military unit, usually veterans of the same career (see page 8
for more on careers). They participate in campaigns, skirmishes
and other military activity. Inspiration could come from the
Honor Harrington novels, the fi lm Aliens, or Starship Troopers
– the book, the animated series or the fi lm.
Games
Traveller may be played in any of three basic confi gurations –
scenario, refereed campaign, or shared campaign.
The Explorer Campaign: In a game of this type the player
characters go beyond the borders of known space, looking
for objects, planets and civilisations of value or curiosity. The
characters will have to be highly self-suffi cient to survive away
from known space for long stretches. For inspiration look no
further than the original series of Star Trek.
In a scenario, the players embark on a journey or adventure overseen
by a Referee. The Referee determines what dangers the characters
will face, from hostile aliens or criminals to solar fl ares or automated
defence systems, or even political intrigue and deception. The
players choose how their characters will react and overcome these
obstacles. For example, the characters may be hired to bring a cargo
from one world to another, but a rival merchant is trying to stop
them and has hired a band of mercenaries to attack the characters’
ship en route. The characters have to get the cargo through safely.
The Traveller Campaign: The traditional Traveller campaign
features a little of everything. The characters will go from
exploring abandoned alien ziggurats to rescuing missing pets
to taking on the local crime lord in a protracted gang war.
Inspiration could come from anywhere.
2
The Trader Campaign:
The Referee
One of the participants is the Referee
The Military Campaign:
The Explorer Campaign:
The Traveller Campaign:
2
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T RAVELLER
Die Roll Conventions
The Traveller system uses two six-sided dice to resolve most
actions. Some situations involve fewer or more dice. Accordingly,
a quick discussion of various terminology and conventions is
needed before proceeding.
we should be.
Claire (Kathya): The longer it takes us to get to the starport, the
longer it is before you get us into trouble.
Referee: Ahem. As I was saying, you’re about two million k out, and
you’re picking up a distress call.
Tom: My character will put the distress call on the screen.
Referee: It’s audio only. ‘This is Free Trader Beowulf, calling anyone...
mayday, mayday, we are under attack... main drive is gone...turret
number one not responding ... mayday...’
Claire: How close is the Beowulf?
Referee: No navigational transponder showing... give me a Sensors
check, please.
Claire: I rolled a 9, plus Dice Modifi ers gives me a 12.
Referee: You’re picking up one ship about 80,000k away. Minimal
heat, no power, looks dead in space.
Tom: No power? Then where’s the transmission coming from?
Referee: Er, minimal power then. Power plant’s down. The distress
call continues ‘Mayday... losing cabin pressure fast...calling anyone...
please help...’, then starts repeating itself.
Claire: Life signs?
Referee: Not at this range.
Claire: But I rolled a 12...
Tom: Any sign of the attackers?
Referee: Nope.
Tom (Erik): Something isn’t right here. Either the Beowulf was hit
a long time ago, in which case someone else should have checked
out the call before us, ‘cos we’re not that far from the planet... or
she was only hit a short time ago, and the attacker’s still nearby.
Nothing on the scope at all?
Referee: You’re in open space. Unless they’re hiding behind a speck
of space dust...
Claire (Kathya): Nothing. They could have really good stealth
technology.
Chris: Or be hiding on the wreck of the Beowulf...
Tom: If it was an internal problem like hijackers, he wouldn’t have
mentioned the turret being hit.
Tom (Erik): We’ve still got to investigate. There could be survivors.
Morn, get to the turret and power up the guns. Kathya, bring us in.
I’ll get my vacc suit on and get ready to board.
Referee: As you approach the ship, you see the unmistakable scars
of laser hits, er, scarring the hull. One of the airlocks has been blown
open.
Tom (Erik): Looks like she’s been boarded. I’ll jump across. Don’t
dock – if there are bad guys still over there, then the last thing we
want is them walking on board our ship.
Claire: Life signs?
Referee: Faint traces of three. Could be three people in low berth
freezer-tubes, or three people in hibernation...or three recently-
deceased corpses that’re still cooling. Tom, you go through the front
airlock and push off, drifting for several seconds before bouncing
off the hull of the other ship. Your magnetic boots catch on, and
you can walk over the skin of the ship towards the airlock, gingerly
stepping over the areas melted by the lasers.
Tom: Do I need a Vacc Suit check or a Zero-G check or anything?
Referee: Er...do you have both skills?
1d6/2d6: To avoid writing ‘roll two six-sided dice and add them
together’ over and over again, Traveller uses the abbreviation ‘roll
2d6’. Where you see ‘roll 2d6’ read ‘roll two six-sided dice and add
them together’. Sometimes you may also see ‘1d6’, ‘3d6’ or other
numbers of ‘d6’. This simply means roll one six-sided die, three six-
sided dice, or however many six-sided dice are indicated, and add
them together to gain the fi nal result.
d66: This is shorthand for a special way of rolling two six-sided
dice. Before rolling nominate one die as the ‘tens’ die and one as
the ‘units’ die, to give you a two-digit number between 11 and 66.
Some numbers cannot be rolled on a d66, giving you a total of
36 possible outcomes.
Check (or Throw): To determine if a character succeeds or fails at a
particular task, the player must make a check. To make a check, the
player rolls 2d6 and adds any appropriate Dice Modifi ers (such as a
skill his character possesses, or a bonus from a piece of equipment).
If the total is equal to or greater than the target number for that
check, he succeeds. A check will usually have a skill or characteristic
associated with it. For example, a check of ‘Dex 8+’ means ‘roll 2d6,
add your Dexterity Characteristic Modifi er, and you succeed if you
have a total result of 8 or more’.
Target Numbers: In many checks, the player needs to roll equal to
or above a specifi c number (usually, eight or more). This is denoted
by a number followed by a plus, such as 8+ or 10+.
Natural 2/Natural 12: Some rolls refer to a ‘natural’ number – this is
the actual number rolled on the dice before any modifi ers are applied.
Dice Modifi er (abbreviated to DM): A number to be applied to a die
roll before it is used. Dice Modifi ers are preceded by a sign, which
indicates if the number is to be added to or subtracted from the
roll. For example, a Dice Modifi er of –2 indicates that two is to be
subtracted from the roll; a Die Modifi er of +4 indicates that four is
to be added to the roll.
E XAMPLE OF P LAY
Three players (Chris, Tom, and Claire) are playing Traveller. Their
characters are, respectively: Morn, a thuggish ex-barbarian; Erik, a
spy and agent, and Kathya, a pilot and technician. They’re currently
aboard their ship, a Free Trader. In-character speech is denoted by
(parentheses).
Referee: Anyway, you’ve just jumped to the Cogri system. You’re
about two million kilometres out –
Chris (Morn): ‘Accurate’ as usual, Kathya! Only twice as far away as
3
1d6/2d6:
d66:
Check (or Throw):
Target Numbers:
Natural 2/Natural 12:
Dice Modifi er (abbreviated to DM):
3
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T RAVELLER
Tom: Well, Zero-G level zero, so technically yes.
Referee: Nah, you don’t need a check. You make it across fi ne.
Tom: We’ll keep communications channels open, and I’ll feed my
suit’s cameras back to the others so they can see what I see.
Referee: Sure. Are you going into the airlock?
Chris (Morn): *bzzt* I’ll cover you with the laser turret.
Tom: Where ‘cover’ is a synonym for ‘burn me to a crisp if you fi re
that thing anywhere near me when I’m only wearing a vacc suit. It’s
like covering me with a nuclear missile.
Chris: I’d call that pretty damn covered.
Referee: You step through the airlock, into the darkened corridors
of the Beowulf. Air’s gone...no artifi cial gravity... The beam from
your suit’s torch cuts through the air, illuminating droplets of blood
fl oating like little worlds. Give me a Recon roll, please.
Tom: Rolled a...6. Failed, unless it’s an unusually easy one.
Referee: It’s not. The cargo bay’s splattered with blood, but all the
cargo appears to still be intact, although it’s hard to tell with all the
crates drifting around. It looks like the upper deck might still have
pressure – the stairwells automatically iris shut if this lower deck is
breached.
Tom: I’ll go up and knock, I guess.
Referee: You tap your gauntlet against the metal... and there’s
an answering knock from above. You catch a glimpse of some
movement behind you... and suddenly, the sensor feed from Erik’s
suit goes out!
Claire (Kathya): Erik! Can you read me? Erik! Erik? Erik?
TL 3: (Primitive) The advances of TL 2 are now applied, bringing the
germ of industrial revolution and steam power. Primitive fi rearms
now dominate the battlefi eld. This is roughly comparable to the
early 19 th century.
TL 4: (Industrial)
TL 4: (Industrial) The transition to industrial revolution is complete,
bringing plastics, radio and other such inventions. Roughly
comparable to the late 19 th /early 20 th century.
TL 5: (Industrial)
TL 5: (Industrial) TL 5 brings widespread electrifi cation, tele-
communications and internal combustion. At the high end of the
TL, atomics and primitive computing appear. Roughly on a par with
the mid–20 th century.
TL 6: (Industrial)
TL 6: (Industrial) TL 6 brings the development of fi ssion power and
more advanced computing. Advances in materials technology and
rocketry bring about the dawn of the space age.
TL 7: (Pre-Stellar)
TL 7: (Pre-Stellar) A pre-stellar society can reach orbit reliably and
has telecommunications satellites. Computers become common.
At the time of writing, humanity is currently somewhere between
TL 7 and TL 8.
TL 8: (Pre-Stellar)
TL 8: (Pre-Stellar) At TL 8, it is possible to reach other worlds in
the same system, although terraforming or full colonisation are not
within the culture’s capacity. Permanent space habitats become
possible. Fusion power becomes commercially viable.
TL 9: (Pre-Stellar)
TL 9: (Pre-Stellar) The defi ning element of TL 9 is the development
of gravity manipulation, which makes space travel vastly safer
and faster. This research leads to development of the Jump drive,
which occurs near the end of this Tech Level. TL 9 cultures can
colonise other worlds, although going to a colony is generally
a one-way trip.
TL 10: (Early Stellar)
T ECHNOLOGY L EVELS
The concept of Technology Levels (TLs) runs through Traveller.
Technology Levels measure the scientifi c capacity of a world and
the complexity and effectiveness of a piece of equipment. The
Technology Level scale starts at 0; the Imperium’s most advanced
scientists are probing the upper boundaries of TL 15, but most core
worlds range between 10 and 13. Out on the fringes of the Imperium
in sectors like the Spinward Marches, Technology Levels vary wildly.
Isolated systems that are visited only once or twice a generation
might have slipped back into the darkness, losing technology to
war or disaster. On other worlds, secret research bases, isolationist
colonies or Ancient relics hold scientifi c secrets of vast worth.
TL 10: (Early Stellar) With the advent of Jump, nearby systems
are opened up. Orbital habitats and factories become common.
Interstellar travel and trade lead to an economic boom. Colonies
become much more viable.
TL 11: (Early Stellar)
TL 11: (Early Stellar) The fi rst true artifi cial intelligences become
possible, as computers are able to model synaptic networks. Grav-
supported structures reach to the heavens. Jump–2 travel becomes
possible, allowing easier travel beyond the one-Jump stellar mains.
TL 12: (Average Stellar)
TL 12: (Average Stellar) Weather control revolutionises terraforming
and agriculture. Man-portable plasma weapons and carrier-mounted
fusion guns make the battlefi eld untenable for unarmoured
combatants. Jump–3 travel is developed.
TL 13: (Average Stellar)
Even on a low-technology world, there might be examples of higher
technology. A warlord on a primitive planet might enforce his rule
with advanced weapons imported from offworld; colony worlds
are often dependant on their sponsor civilisation for supplies
and support. Some low-technology worlds are aware of the larger
universe, and have consciously decided to reject higher technology.
TL 13: (Average Stellar) The battle dress appears on the battlefi eld
in response to the new weapons. Cloning of body parts becomes
easy. Advances in hull design and thruster plates means that
spacecraft can easily enter atmosphere and even go underwater.
Jump–4 travel.
TL 14: (Average Stellar)
TL 14: (Average Stellar) Fusion weapons become man-portable.
Flying cities appear. Jump–5 travel.
TL 15: (High Stellar)
TL 0: (Primitive) No technology. TL 0 species have only discovered
the simplest tools and principles, and are on a par with Earth’s
Stone Age.
TL 1: (Primitive)
TL 15: (High Stellar) Black globe generators suggest a new direction
for defensive technologies, while the development of synthetic
anagathics means that the human lifespan is now vastly increased.
Jump–6 travel.
TL 1: (Primitive) Roughly on a par with Bronze or Iron age technology.
TL 1 science is mostly superstition, but they can manufacture
weapons and work metals.
TL 2: (Primitive)
TL 2: (Primitive) Renaissance technology. TL 2 brings with it a
greater understanding of chemistry, physics, biology and astronomy
as well as the scientifi c method.
Higher Technology Levels exist (indeed, there is no theoretical
upper limit) and may appear in other settings or be discovered by
pioneering scientists in the Third Imperium.
Galactic Directions
North, south, east, and west are insuffi cient terms for referring to directions within the galaxy. Instead, the following conventions have achieved widespread acceptance
when referring to direction: Coreward – toward the galactic core; Rimward – toward the rim of the galaxy; Spinward – towards the direction the galaxy is rotating (or
spinning); Trailing – opposite the spin of the galaxy.
4
TL 3: (Primitive)
TL 0: (Primitive)
Galactic Directions
4
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