Variant Star System Generation Rules for Classic Traveller

Star system generation in Classic Traveller favors creating shirtsleeve worlds. The majority of systems that the rules generate are the sort of places you can walk around on. Sometimes you need a filter mask, sometimes you need specialized clothing, but in general they are very livable places. This is all very well understood.

I want to talk about some variant rules that generate systems that don’t fall into this pattern. These are rules that I developed for my own games, to fit the sort of maps that I wanted to play around in. In general, I don’t like to see a lot of shirtsleeve worlds. I like to see hostile systems, and I like games that largely occur in space and in space habitats. I’ve been using the Book 6 expanded system generation rules for decades, so all of these rules are based on that. If you don’t have a copy of Book 6, these rules also exist in similar forms in MegaTraveller, T5, etc.

Expanded System Generation

Book 6 provides a set of rules for generating a complete star system, filled with planets. There are a couple of methods of doing this: the Continuation Method, and the Expanded Method. The Continuation Method starts with a pregenerated main world, and generates the rest of the system around it. The benefit of this is it lets you use an existing subsector. The Expanded Method, on the other hand, generates the star system from scratch. There are some statistical differences between the two, the big one being that the expanded rules are slightly less likely to give you a shirtsleeve world. They still do favor generating shirtsleeve worlds, and they fit very nicely into the feel of a standard Traveller map.

Stellar Class Tweaks

Book 6 generates stellar classes for stars, so you might have a class B star that’s bright and blue in a system, or a planet might huddle close to a dim class M red star. However, the same tables are used for both the continuation and the expanded method, and so they are biased towards sunlike stars set up for shirtsleeve worlds. I’ve come up with a variant table that favors the class M stars that are far more common in the galaxy.

Dice

Result

2

A

3

M

4

M

5

M

6

M

7

M

8

K

9

G

10

G

11

F

12

F

Note that this table will never generate class O or B stars. Those are rare, and should be hand-placed.

Atmosphere Tweaks

The expanded system generation rules apply a small negative DM to the atmosphere type of words outside of the habitable zone of their star. However, they still generate a lot of breathable atmospheres all over the system. One of the things I wanted to address is this. Since I was effectively redefining the atmosphere rules, I wanted to make sure I understood what the various atmospheres meant to me.

Vaccuum and trace atmospheres: These are the familiar class 0 and 1 atmospheres. They are, effectively, what they say on the tin. In terms of survival, both effectively require you to wear a vacc suit.

Shirtsleeve worlds: Atmosphere class 2-9. Some of these require filtermasks, some require compressors, some require both. Yet, breathing apparatus aside, you can walk around in ordinary clothes. There is an implication that the temperature is sufficient to allow someone to survive in ordinary clothes, though “ordinary clothes” might include things like stillsuits, cold weather clothing sufficient for Antarctica, etc.

Exotic: Class A. Exotic atmospheres are unbreathable, but otherwise these are still shirtsleeve worlds. You might have to wear heavy insulative clothes to deal with temperatures, but otherwise you can get by with what are effectively scuba tanks.

Corrosive: Atmosphere class B. Corrosive atmospheres require the use of protective suits or vacc suits. Protective suits are closed environment suits with their own breathing systems, and are basically vacc suits for use in atmospheres. I used to believe corrosive atmospheres were literally corrosive – acid droplets in the air, that sort of thing. In retrospect, looking at them from simply a game-rules point of view, they are merely environments which are so hostile that you need a protective suit. The moon titan, for instance, has an atmosphere that’s largely nitrogen, which is not corrosive at all. I would call it a class B atmosphere, though, because it’s so cold that you couldn’t survive on the surface without a protective suit.

Insidious: Atmosphere class C. Insidious atmospheres are akin to corrosive ones, but they will defeat any personal protective measures in 2-12 hours. The surface of Venus, for example, is hot enough to destroy every lander that made it there within a matter of hours. No matter how good your protective suit, eventually that heat will seep through it and bake you. I would call that a classic insidious atmosphere. But imagine a world with a thick atmosphere of hydrogen – a failed gas giant, perhaps. Hydrogen gets everywhere. It will seep through any material by osmosis. An explorer in a space suit will eventually start seeing hydrogen seeping into their suit, forming a flammable mixture with their breathing air. Because of that, I would categorize that atmosphere as insidious, as well.

All of that, along with my desire to avoid shirtsleeve worlds outside of the habitable zone, led me to develop these tables for the inner and outer atmosphere:

Inner planet atmosphere

Dice

Result

0

0

1

1

2

1

3

A

4

B

5

B

6

B

7

B

8

B

9

B

10

B

11

B

12

C

Outer planet atmosphere

Dice

Result

0

0

1

0

2

1

3

1

4

1

5

A

6

A

7

B

8

B

9

B

10

C

11

B

12

C

Brown Dwarfs

This is the easiest variant rule to make. The Book 6 expanded system generation rules creates star systems with stars of class O-M – stars that shine by fusion. Adding brown dwarfs allows you to add additional star systems, typically without shirtsleeve worlds. To add brown dwarfs, just decide on a ratio of brown dwarfs to regular stars – anything from 1 brown dwarf per 6 stars all the way to 1:1. This makes it easy to determine which systems have fusing stars and which have brown dwarfs. For the most part, brown dwarfs don’t have a habitable zone, so all planets generated should follow the “outer planets” rules.

Brown Dwarf Stellar Class

Dice

Result

2

Y

3

Y

4

Y

5

Y

6

L

7

L

8

T

9

T

10

T

11

Y

12

Y

Reducing Atmospheres

My current Traveller game sets up a universe that draws a lot from C.J. Cherryh’s Alliance-Union universe, and one of the big things about that setting is that planets with breathable atmospheres are rare. This variant simply says “roll a die for any breathable atmosphere to see if it’s actually an exotic atmosphere.” With my current setting, I made 90% of the breathable worlds into class A atmospheres.

Putting it all together

And lastly, here is a subsector that uses all of these rules. None of the planets have been populated, but you can see how there is only a single world with a breathable atmosphere in the whole subsector, and that atmosphere still requires a filtermask. The rest of the planets either have exotic or no atmosphere, and no shirtsleeve world exists around any of the brown dwarfs.

Gloomy deathworld
#Hex Name             UWP       Remarks          {Ix}  (Ex)    [Cx]   N     B  Z PBG W  A  Stellar
#--- ---------------- --------- ---------------- ----- ------- ------ ----- -- - --- -- -- -------
0103 all-0103         X000000-0 As Ba Va                                         000 6     FVI VI 
0104 all-0104         X000000-0 As Ba Va                                         000 3     MVI VI 
0105 all-0105         X5A7000-0 Ba                                               004 9     GV V   
0108 all-0108         X4AA000-0 Ba Wa                                            003 6     KVI VI 
0203 all-0203         X000000-0 As Ba Va                                         004 11    GV V   
0204 all-0204         X000000-0 As Ba Va                                         003 7     MV V   
0205 all-0205         X000000-0 As Ba Va                                         011 8     LDD    
0301 all-0301         X000000-0 As Ba Va                                         020 6     MV V   
0303 all-0303         X5A3000-0 Ba Po                                            003 10    FV V   
0306 all-0306         X5A0000-0 Ba De Po                                         004 9     GV V   
0308 all-0308         X000000-0 As Ba Va                                         012 9     GDD    
0309 all-0309         X5A7000-0 Ba                                               014 10    GIV IV 
0310 all-0310         X000000-0 As Ba Va                                         003 9     YDD    
0401 all-0401         X000000-0 As Ba Va                                         000 1     MV V   
0402 all-0402         X000000-0 As Ba Va                                         002 9     GV V   
0403 all-0403         X000000-0 As Ba Va                                         000 1     MDD    
0409 all-0409         X000000-0 As Ba Va                                         000 1     MV V   
0502 all-0502         X000000-0 As Ba Va                                         002 8     MV V   
0504 all-0504         X000000-0 As Ba Va                                         003 9     YDD    
0506 all-0506         X6A7000-0 Ba                                               004 10    MV V   
0508 all-0508         X5A9000-0 Ba                                               003 10    MII II 
0510 all-0510         X6A3000-0 Ba                                               003 8     MV V   
0601 all-0601         X000000-0 As Ba Va                                         000 4     YDD    
0609 all-0609         X000000-0 As Ba Va                                         002 6     GV V   
0610 all-0610         X553000-0 Ba Po                                            005 10    MV V   
0703 all-0703         X000000-0 As Ba Va                                         004 10    AV V   
0704 all-0704         X000000-0 As Ba Va                                         000 1     KVI VI 
0802 all-0802         X000000-0 As Ba Va                                         001 3     MV V   
0805 all-0805         X000000-0 As Ba Va                                         013 11    TDD    
0807 all-0807         X000000-0 As Ba Va                                         000 1     MDD    
0808 all-0808         X000000-0 As Ba Va                                         021 7     MV V

Trade Clans

I play Traveller a little differently. Marc Miller was heavily inspired by Dumarest and the fiction of Jack Vance. And while I may have “borrowed” the Dirdir, the Pnume, and the Star Kings for past campaigns, most of my science fiction inspiration comes from writers like C.J. Cherryh, Larry Niven, and Bruce Sterling. I tend to favor less hospitable universes and smaller settings.

Which is to say, I really wanted to come up with a good reason to steal the trade clans from C.J. Cherryh’s Alliance-Union setting. It turned out to be easier than I thought.

Starship Economics 101, Traveller-style

Book 2 starship economics is extremely straightforward: If you want a ship, you mortgage your soul with a bank, and end up paying 220% of the price of the ship over 40 years of payments. During that time, you are lucky if you can barely scrape by. Ken Pick wrote a series of articles for Freelance Traveller talking about the economics of scraping by, including the calculation of a ship’s Commercial Efficiency Rating (C.E.R.). The C.E.R. of a ship is simply the Net Tonnage (the cargo/passenger carrying tonnage on the ship) multiplied by the jump range and divided by the cost of the ship in MCr. This is basically a ratio between how much money the ship can bring in, and how much money the ship costs. The higher the C.E.R., the better off the ship owner is. A C.E.R. above 5 is profitable even simply selling transportation at Cr 1000 a ton. A C.E.R. between 3 and 5 can be profitable if they add in speculative trade. A C.E.R. below 3 is pretty much unprofitable, and must be subsidized.

The Type A Free Trader, for instance, has a C.E.R. of just above 3. It’s profitable enough to make someone imagine they could make an honest living with it, but not profitable enough that they can make a living easily with it. Which is exactly what you want for a game of desperate traders.

But why would anyone in their right mind go into that much debt if it was so hard to make a living? I’m not talking about adventurers. I mean, why would Joe Average Trader do so? Especially if Joe is able to save up the 20% down payment on the ship? The down payment on a Free Trader is about seven and a half million credits! That’s enough to live like a king for the rest of your life! Sure, once you pay the ship off, it becomes a big profit factory… But you’ll be eating cup noodles for 40 years while you wait for that to happen!

Which begs the question, after that ship is paid off, how long will it remain operational? Classic Traveller doesn’t really say. Book 1 mentions that, with really good rolls, a Merchant player could end up with a 40 year old Free Trader free and clear. It mentions that the downside is that the ship is 40 years old, but it doesn’t really say anything about that being particularly bad…

How long do starships last?

Commercial aircraft get used heavily, and tend to have a service life of about 20-25 years. It’s not so much the time, it’s the cycles of pressurization. Each time a commercial aircraft is sealed up, pressurized, and flown, it stresses the fuselage and wings. And commercial aircraft get used heavily, so they could see multiple pressurization cycles a day, on short hops. Long haul aircraft, ironicaly, tend to last longer, because they go through fewer pressurization cycles over time. Everything else – engines, avionics, etc – can be maintained pretty much as long as there are parts available.

Book 2 starships, in my mind, are similar to commercial aircraft. If you exclude the High Guard rules, you see ships that carry no armor to speak of, which are made to get a job done. Book 2 starships, however, go through far fewer pressurization cycles than commercial aircraft. True, the pressure difference is more extreme, but it’s not that much more extreme. You see adventures written for Classic Traveller with starships that are quite old – some approaching 100 years old. My suspicion is that, so long as they are maintained properly, a Book 2 starship can easily last that long. There will probably be more expensive maintenance at some point – drive replacement, perhaps – but I think the expectation is that a properly maintained starship should still have plenty of life after the 40 year mortgage is paid off.

Enter the Trade Clan

In C.J. Cherryh’s Alliance-Union setting, merchant ships are often owned by families and trade combines. A combine is simply a corporation, like Oberlindes Lines, so there’s nothing new there. But families… Trade runs in this setting can take a long time. Ships may fly routes that take them from station to station to station, and those routes may be months (or years) long. Ship people, in that setting, tend to be tightly knit, because they’re the only people that they see consistently. The people they meet at stations (or planets) are good for a drink or a fling, but you might not see them again for a year, once your ship casts off.

It sounds a lot like Traveller. It sounds like something that could develop naturally in Traveller.

Say you buy a Free Trader. You mortgage your soul. You live on cup noodles and you scrape by, and you go from world to world. Say you meet someone, and you fall in love, and they come along with you on this spacer’s life. Years pass. Kids come. They grow up, learn to help with the ship… Some of them might leave, but some might stay. And then, forty years later, you pay your last mortgage payment. The ship belongs to you. To your family. Now you’re making profit! And your family is growing. Your kids fall in love with people, and some of those people come along. The ship is getting a little crowded. But, since you know how to make money on the ship, you’re not worried. At some point you’ll retire, hand the ship down to your kids. It makes sense to me – my mother’s side of the family are commercial fisherman, and there’s a family boat. It’s been handed down through generations, and it’s typically crewed by people who are all related to one another.

You see, you’ve learned how to make 200% of the price of that Free Trader in 40 years. Which means you could make the price of another Free Trader in another 20. You’ve taught your kids to do the same. So in 20 years, you buy a second Free Trader, because the family needs it. Or maybe you make enough money to buy a larger ship, free and clear. At this point, after all, you’re effectively making twice as much money as a mortgaged captain, because you own your ship free and clear.

This is how it is in my current Traveller universe. Most trade ships are owned by families and combines. The families, in homage to Cherryh, are called Trade Clans. The successful ones become names, well known. The influential ones have sway with governments. With other Trade Clans.

And the captains with mortgage payments? They’re still the desperate ones. Desperate because they’re barely scraping by. Desperate because of that mortgage payment. Desperate because they don’t have a name, they don’t have a family, they don’t have a clan.

Extending the Classic Traveller Drive Potential chart

Ken Pick wrote a fantastic article for Freelance Traveller talking about using external mounts for cargo ships in Classic Traveller. I make heavy use of this in my own small ship settings. It’s fairly easy to do with large ships – loading up the 2000 ton Type TJ with a few thousand tons of external pods – but it gets more difficult with smaller ships. A 400 ton ship, for instance, that can carry 400 tons in pods is easy to make, but a 400 ton ship that can carry 800 tons in pods runs afoul of the Drive Potential Table, because it doesn’t have a line for a 1200 ton ship.

Rather than using Book 5 High Guard rules for ship construction, I wanted to stick with simple Book 2 ship construction, so I extended the Drive Potential Table, adding entries for 300 ton, 1200 ton, 1600 ton, and 6000 ton ships. For the 300 ton line, I divided the 600 ton line by 2. For the others, I multiplied the performance of the “half” entries by two, so 1200 ton performance is based on the 600 ton line, etc. The 6000 ton entry doesn’t include a build time, because it’s intended more to provide a line for a Type TJ with 4000 tons of external pods.

There are some oddities in the table, especially when you get into the heavier hulls, and I didn’t try to change those. They’re part of the character of the original game, and I wanted to stick close to that.

Hull (Tons)

A

B

C

D

E

F

G

H

J

K

L

M

N

P

Q

R

S

T

U

V

W

X

Y

Z

Build Time

100

2

4

6

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

10

200

1

2

3

4

5

6

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

12

300

-

1

2

2

3

4

4

5

6

6

6

-

-

-

-

-

-

-

-

-

-

-

-

-

14

400

-

1

1

2

2

3

3

4

4

5

5

6

6

-

-

-

-

-

-

-

-

-

-

-

16

600

-

-

1

1

1

2

2

2

3

3

3

4

4

4

5

5

5

6

6

6

-

-

-

-

24

800

-

-

-

1

1

1

1

2

2

2

2

3

3

3

3

4

4

4

4

5

5

6

6

6

28

1000

-

-

-

-

1

1

1

1

1

2

2

2

2

2

3

3

3

3

3

4

5

6

6

6

30

1200

-

-

-

-

-

1

1

1

1

1

1

2

2

2

2

2

2

3

3

3

4

4

4

6

31

1600

-

-

-

-

-

-

-

1

1

1

1

1

1

1

1

2

2

2

2

2

2

3

4

6

31

2000

-

-

-

-

-

-

-

-

1

1

1

1

1

1

1

1

1

1

1

2

2

3

4

6

32

3000

-

-

-

-

-

-

-

-

-

-

-

-

-

-

1

1

1

1

1

1

1

2

2

4

34

4000

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

1

1

1

2

3

35

5000

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

1

1

1

2

36

6000

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

1

2

N/A

Vector-based starship combat in Classic Traveller

These notes came out of my attempts to make vector-based starship combat in Classic Traveller easier to grasp. I’ve played the game off and on since I first bought it in 1981, but starship combat as-written has never figured heavily, and when I have played it, I mostly just stuck to lasers (since book 2 doesn’t really explain how to play with missiles).

I returned to Classic Traveller during the pandemic, and (inspired by the “Traveller out of the Box” blog) decided to run a game using just books 1-3, with the rules as written. That series of blog posts also turned me on to the missile rules in Special Supplement 3, at which point everything just clicked. For the purpose of this blog entry, I’m going to be dealing exclusively with Classic Traveller books 1-3 (in their 1981 form), with the Special Supplement 3 missile rules.

One of the problems I’ve always had with book 2 starship combat is the use of different units throughout it. There are light seconds, kilometers, scale mms, and different things are given in different units. Because of all the craziness with different units, I went through and converted things to the same units:

• 1 light second ~= 300,000 km ~= 3000mm

• 0.5 light second ~= 150,000 km ~= 1500mm

• 2 light second ~= 600,000 km ~= 6000mm

• 100 km = 1 mm

• 100D for a size 8 world = 1,280,000 km, ~4 ls

Distances

Distance (mm)

Distance (km)

Distance (ls)

Notes

100

10,000

0.032

1G acceleration for 1 turn changes velocity by this

1000

100,000

0.32

Maximum powered range for 5G2 missile

1500

150,000

0.5

Normal sensor detection range

2500

250,000

0.833

Maximum laser range with full accuracy

3000

300,000

1

1 light second

4800

480,000

1.6

Maximum powered range of 6G4 missile

5000

500,000

1.66

Maximum laser range with -2 DM

6000

600,000

2

Military/scout detection range

9000

900,000

3

Maximum tracking range

9000

900,000

3

Maximum powered range for 5G6 missile

10,800

1,080,000

3.6

Maximum powered range of 6G6 missile

19,200

1,920,000

3.2

Maximum powered range of 6G8 missile

25,000

2,500,000

4.16

Maximum powered range of 5G10 missile

Having everything in one table starts to make things clear. Book 2 space combat takes place at enormous ranges, and the weapons used retain their accuracy to a huge distance. Take a look, especially, at the point at which lasers first get a negative DM: 0.833 light seconds. A pirate who is clever then can achieve the starship version of surprise and hit their target from a point farther out than their target can even see them. The rules don’t say what would happen at this point, but in my game I rule that this counts as detection, so the target can fire back.

Now lets look at missile flight time. Missiles are enormously effective, with the typical missile accelerating at 5-G for six 1000 second turns. Special Supplement 3 gives rules for creating all sorts of different missiles, and so I created a bunch of different ones (ranging from a 5G 2 turn missile with a huge warhead to a 5G 10 turn missile that isn’t great against military targets but can fly for a long time).

Missile travel time (turns)

Distance (km)

5G2

6G3

6G4

5G6

6G6

6G8

5G10

Notes

100,000

2

2

2

2

2

2

2

Max powered range 5G2 missile

150,000

-

2

2

2

2

2

2

Normal sensor detection range

250,000

-

3

3

3

3

3

3

Maximum laser range with full accuracy

300,000

-

3

3

3

3

3

3

1 light second

500,000

-

3

3

4

3

3

4

Maximum laser range with -2 DM

540,000

3

3

4

3

3

4

Max powered range 6G3 missile

600,000

-

-

4

4

4

4

4

Military/scout detection range (2 ls)

900,000

-

-

4

5

4

4

5

Maximum tracking range (3 ls)

960,000

-

4

5

4

4

5

Max powered range 6G4 missile

1,800,000

-

-

-

6

6

6

6

Max powered range 5G6 missile

2,160,000

-

-

-

-

6

6

7

Max powered range 6G6 missile

3,840,000

-

-

-

-

-

8

9

Max powered range 6G8 missile

5,000,000

-

-

-

-

-

-

10

Max powered range 5G10 missile

One thing that surprised me is how long it takes for missiles to travel to their target at long ranges. If a poor, beleaguered Free Trader is attacked by a pirate from 0.8 light seconds away, it would take 3 turns for the missiles it launches to hit the pirate.

What I love about this is that it makes player choices more clear: Do you mount missiles, which can do heavy damage to a target while risking being shot down, or do you mount lasers, which do less damage, but do damage immediately?

Adding to this is the fact that most of the missiles in Traveller are self-guided, so they will track their target even if the firing ship is destroyed. This means that even if the pirate takes out that Free Trader, the missiles the Free Trader launches would still be coming. Pirates need to be careful who they choose as their prey…

Computers

Civilian ships typically don’t spend on their computers. Ditto software. Auto-evade is cheap and small and easy, and gives a nice -2 to being hit. Typically, target and launch are the limits to what is available, offensively. Auto-evade and (occasionally) anti-missile defensively.

Military ships tend to have large computers, and the cost of software systems is small compared to the rest of the ship, so they spend. Maneuver/evade-4, 5, or 6 are common, along with ECM, anti-missile, and return-fire on the defensive. Offensively, the predict software is common, ditto gunner, multi-target, and select.

Paramilitary ships tend to fall one way or the other. Things like a scout courier is probably armed and equipped like a civilian ship, while a Type T patrol cruiser is set up like a military ship.

Fighters

Fighters come with a model/1 computer, which gives them better options than other armed small craft, but it still doesn’t give them the ability to run a ton of software, so they end up looking a lot like (very fragile) civilian ships. This means that fighters are easy targets in military combat, but they can deploy defensively and cut power, making themselves invisible to military ships past 1 light second.

As defensive craft, I could see large numbers of fighters, each armed with triple missile racks, forming a screen around valuable targets. As offensive craft, they would probably simply rely on numbers to overwhelm their targets, launching their full complement of missiles as fast as they can and then breaking off. They end up being less “space fighters”, and more of attack craft. 10 fighters, each carrying triple missile launchers, costs less than MCr 200, and can easily overwhelm a 400 ton Type T or SDB.

Tactics

Finally, the good stuff! On player scale, starship combat is extremely chancy. While something like a Type T has the computer to support a lot of combat software and the toughness to take a few hits to the engines, the more typical Type S or Type A doesn’t. Those ships will not have an easy time hitting their target, while a lucky hit can easily leave them completely dead in the water. This makes combat feel like a desperate gamble for them, which really suits the small-ship Dumarest-style feel of the game.

If you are playing a pirate, you will want to be careful to choose your targets. Take advantage of your sensor range to attack while your target can’t see you. Make use of lasers to try to disable your target in the first turn, and then demand their surrender. If I were playing a pirate, I would probably eschew missile launchers, since there’s too much of a chance of destroying the booty I want to capture.

On the other hand, players in ships like the Type-S or Type-A should probably select their weapons more for their deterrence. A single hit on a pirate ship could cost them millions of credits, while a turret full of missile launchers could potentially destroy them. Remember: You don’t have to be able to defeat a pirate, you merely have to be a harder target than the other ships.