Traveller - The Third Imperium - Starports.pdf

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Traveller
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C redits
C ontents
Introduction
2
M ongoose t raveller
Author
Carl Walmsley
Starport Encounters
22
Designing Starports
42
Editor
Charlotte Law
Sample Starports
66
Layout
Will Chapman
New Ships
102
Reference Material
112
Proofreader
Nick Robinson
Cover Illustration
Carlos Nunez de Castro Torres
Interior Illustrations
Rich Longmore
Deckplans
Ian Stead
Special Thanks
Don McKinney
Starports ©2011 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden.
All signiicant 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 iction. 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.
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i ntroduCtion
There can be few more striking symbols of the far-reaching
might of The Imperium than its network of Starports. Whether
great, glistening star-cities or tiny frontier outposts, they mark
the boundaries of its empire, the extent of its reach.
The existence of the SPA serves to unify the operation of
Imperial Starports, ensuring that the same principles and rules
underpin their activities. Nevertheless, and regardless of which
Class a Starport its into, each is unique in its own way. Whether
because of the quirky frontiersman who runs it, the exotic
planetary atmosphere, the perilous local fauna or the unique
trade opportunities on offer, every Starport has a distinctive feel
and character – and its own opportunities for adventure.
Beyond their symbolic power, they are the intersections of
galactic commerce: the ports where merchants and brave souls
who traverse the edges of known space may seek refuge.
They are the beginning and the end of countless adventures,
spanning innumerable worlds. They play host to the super-rich
and provide cracks into which the dregs of society may fall.
They are safety and civilisation; endeavour and enterprise,
skulduggery and subterfuge.
s tarport C lassifiCations
The vast majority of Starports visited by travellers will it into
one of the ive classiications used by the SPA. Starports within
each class share certain fundamental features, allowing irst-
time visitors to anticipate the types and levels of service that
will be available.
They are Starports. Gateways to the cosmos.
i Mperial s tarports
The vast majority of Starports in The Third Imperium are
managed by the Starport Authority – the SPA. Under their
guidance, travel between worlds remains a relatively safe and
reliable affair. People can get where they need to be and, more
importantly, trade continues to low.
An overview of each Starport Class is provided here. The inner-
workings of Starports – the bureaucracy, personnel, operating
procedures and so forth – are detailed later in the chapter.
Class E Starports
These are the true frontier outposts: lonely bastions in the far
reaches of space, often many days travel from even minor trade
routes. They are typically equipped with a single landing area
big enough for a few small craft or a heavy freighter. The largest
Class E ports have additional pads that can each accommodate
a craft no larger than 1,000 displacement tons.
The number and variety of Starports that fall under the SPA’s
umbrella is immense. Setting such diversity against the needs
of a huge bureaucracy, the SPA employs a Class system to
delineate the various types of Starport. This ranges between
the smallest Class E ports, that are little more than far-lung
landing pads, to the truly awesome Class A ports, which are like
the city states of Old Earth.
A simple structure – either a pre-fabricated building deposited on
the planet when the port was constructed or something crafted
from local supplies – serves as the port headquarters. Circling
the perimeter will be some form of fence: initially a distinctive
metal ring approved by the SPA but over time perhaps patched
and repaired with available material. This line, no matter how
crude, is signiicant as it marks the edge of Imperial territory
and the limits of SPA authority. This is referred to as the XT-line.
Starports consist of two distinct sections – The Highport and the
Downport. A Highport is an orbital platform providing docking
and refuelling facilities for non-streamlined ships; and, in the
case of larger ports, a place to relax and unwind, or to negotiate
new business deals.
A Downport is that part of a port located on (or sometimes
beneath) a planet’s surface. Smaller ports tend only to have a
Downport.
From within the headquarters, all port matters are administered
by the Port Director and his team. Typically, employees will be
required to multi-task. It is not unknown for the Port Director
himself to oversee maintenance tasks, operate communications,
perform security patrols and so on. Typically, a Class E port will
have D3 personnel on duty: the Port Director and possibly a
technician and/or security oficer.
Often springing up around larger Downports are Startowns –
businesses and homes that thrive on the trade generated by
the port. These range from carefully planned conurbations that
work closely with the port, to ragtag shanty towns, bereft of law
and order.
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Very little in the way of landing guidance can be provided by
a Class E port. On approach, port personnel may offer basic
advice over the comms system and switch on the landing lights
but that is all. This can make setting down a rather hair-raising
experience in high winds, fog or cloudy atmospheres.
Given the isolated location of most Class E Starports, rules
governing the possession of weapons tend to be relaxed. On
the fringes of civilised space, it makes sense to look as though
you can take care of yourself. Accordingly, port employees turn
a blind eye so as long as a visitor is not acting suspiciously or
aggressively.
Class E ports on worlds with a Standard atmosphere have no
hangers and only the most basic holding facilities for cargo. It is
rare indeed to ind a Class E port with a proper warehouse – and
even then its capacity rarely exceeds a few hundred tons. Ports
on planets with Tainted, Exotic or Corrosive atmospheres will
include an airlock for passage in and out of the headquarters.
Enough vacc suits for the port personnel plus 1D6 spares will
be kept inside this building.
‘Oficially, anyone who runs a Starport can call themselves
Governor. Given the fact it’s only me, Ellie and Zac that run this
place just who the hell I’d be governing I’m not sure. Like most
guys running a ‘shack’ – that’s a Class E port – we prefer ‘Chief’.
Jeez, I can just imagine trying to get Ellie to call me Governor.
She’d probably shoot me out the airlock – if the Headquarters
was big enough to have one!’
On worlds with Insidious atmospheres, the main landing pad will
be equipped with a simple hanger that may be sealed against
the corrosive or toxic gases in the air. The headquarters will be
equipped with enough hostile environment vacc suits for port
personnel, plus 1D6 spares.
— ‘Chief’ Dennis McQueen, Class E Starport Governor
Class D Starports
The key additions that elevate a Starport to Class D status
are a landing strip (on planets with an atmosphere) and
the ability to refuel visiting craft. In practice, these ports are
usually considerably larger, housing a dozen or more landing
pads. At least one pad will be able to accommodate a 2,000
displacement ton vessel. The rest will be a mixture of small (up
to 200 displacement tons) and medium (up to 500 displacement
tons) sized pads.
Class E ports have no refuelling of repair facilities, though port
personnel may have contacts among the local population that
can provide these services. It is also common practice for the
port to house a scrap pile – an assortment of odds and ends
from discarded ships. Most of the components in a scrap pile
are rusted and broken. From time-to-time, however, one can get
lucky and unearth something useful.
In appearance, a Class D Starport looks more permanent,
housing a cluster of buildings, a checkpoint for those entering
the site and properly surfaced landing pads. The boundaries of
the port will be clearly delineated, with metal fencing or concrete
walls marking the XT line.
Scrap Pile
Characters who ind they are in desperate need of repairs
to their ship, or simply hope to strike it lucky and uncover
some useful spares, can spend a few hours rummaging
through a Starport’s Scrap Pile.
Unlike a Class E Starport – which works on a irst-come, irst-
served basis – craft wishing to land must contact the port on
approach. They will be directed to a particular pad and given
(albeit rather limited) landing guidance as required.
Access to the Scrap Pile costs a ixed fee – typically Cr.
100 – and allows the character to cart away anything useful
that he inds. If he inds nothing, that is just too bad.
A small berthing charge is levied on ships wishing to land at
a Class D Starport. There is an initial docking fee of 1D6 x 10
Credits, plus an additional 10 credits for each day beyond the
irst that the ship remains docked.
To determine what a search turns up, the character makes
a Mechanic check with a –4 Modiier. If successful, he
uncovers 2D6–2 x 0.1 tons of spare parts.
For example, setting down at a remote Class E Starport,
Captain Artemus Eley is desperate to repair some of the
damaged systems on his ship. Clean out of spare parts,
he searches through the port’s Scrap Pile. A successful
Mechanic check with a 4 Modiier means that he has
found something useful. A roll of 7 on a 2D6 indicates he
has salvaged 0.5 tons of spare parts (7-5 x 0.1 = 0.5). Now
he has at least a chance of patching up his battered ship.
Starports in this class can usually provide a limited amount of
warehousing space for traders to store their cargo – 100 D-tons
capacity is standard.
The refuelling service offers only unreined fuel, at a cost of 100
Credits per ton. Standard ship’s stores are readily available.
Simple repair work may be carried out though there is often
a delay of a few hours before for this can begin. Only parts
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required to repair Hull damage are available and these cost
10% more than normal, relecting the length of time they are
typically stored before being sold. A few of the more down-at-
heel Starports will maintain a Scrap Pile but this lends the port
an unfortunate ‘Class E air’ and is usually avoided.
Exploration specialists are used to patching up vessels that
have been in battles or endured the rigours of frontier worlds.
They have an additional 1D6+2 tons of spare parts available for
Hull repairs.
Class C Starports
Starports in this class see a regular low of trafic and are
equipped to deal with all manner of craft, from industrial
transports to pleasure yachts. More signiicant than this, and
the feature which elevates them to Class C status, they have the
ability to provide reined fuel. Far more so than smaller stations,
these ports have a feeling of solidity and activity. They are able
to do more than tend to the basic needs of frontier traders and
outlying worlds – they are places where employment is sought,
meetings arranged and deals struck.
Class D Starports are often specialised in dealing with certain
kinds of trafic. This makes them better prepared for the demands
of such craft but at the cost of more general provisions.
Industrial specialists are used to dealing with larger craft and
have at least one engineered landing pad that can accommodate
a vessel of up to 2,000 displacement tons. They also have a
one in six chance of possessing the parts required to repair
or replace a damaged ship’s system, so long as the craft in
question is of industrial design (minimum 1,000 tons, with 500
tons of Cargo space).
A typical Class C port has 50 or more landing pads, a couple
of which will be large enough to handle ships as big as 5,000
displacement tons. Most pads will provide a hanger and on
worlds with hostile atmospheres these will be sealed and
equipped with an airlock allowing safe egress for both ships
Recreational specialists tend to deal with small craft, carrying
passengers. Accordingly, the port has Standard quality rooms
available for rent (see Chapter Three: Hospitality Modules ).
A Tricky Landing
Setting down in a hostile environment can be a dificult proposition, especially at smaller Downports where there is limited
guidance from Flight Control.
Strong winds, especially when combined with stormy conditions, can make an approach and landing perilous, even for
manoeuvrable lighters and shuttles.
Landing a ship in such conditions requires a Piloting check, modiied by the severity of the weather and environment:
Prevailing Conditions
Piloting Modiier
Dificult (Strong winds, driving rain, dense fog)
–2
Very Dificult (hurricane, monsoon)
–4
Formidable (super-tornado, eartHeadquartersuake)
–6
One measure developed speciically to help with landing a ship in hostile conditions is the Wind shield. These devices unfurl
like giant umbrellas diverting wind and rain, and allowing craft to set down more safely. A landing pad equipped with a Wind
Shield reduces the severity of the Piloting check modiier by one step.
Wind Shields are never available on Class E or D Starports. Class C and B Starports typically equip 10% of their landing
pads with Wind Shields. Class A Downports equip 20% of berths with Wind Shields. On worlds with especially ferocious
weather conditions, these percentages may be higher.
The quality of guidance and advice provided by a Starport’s Flight Control also affects the dificulty of setting down safely.
Starport Class
Piloting Modiier
E
–2
D, C
0
B, A
+2
4
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