Changes From: 29 November 1997.
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3D6 | Star Color | 3D6 | Primary Size | 2D6 | Companion Size | ||
---|---|---|---|---|---|---|---|
3 | B | 3,4 | II | 0-10 | Same as Primary Size | ||
4,5 | A | 5,6 | III | 11-13 | Same as Primary Size -1 | ||
6,7 | F | 7,8 | IV | 14-16 | Same as Primary Size -2 | ||
8,9 | G | 9-16 | V | 17-18 | Same as Primary Size -3 | ||
10,11 | K | 17,18 | VI | Companion Size DMs | |||
12-14 | M | Primary Size IV, DM +4 | |||||
15 | D | Primary Size Ia,Ib,II,III, DM +6 | |||||
16-18 | M | Primary Size V,VI, DM -2 |
2D6 | Companion Orbit | 2D6 | Far System Distance | |
---|---|---|---|---|
0-3 | orbit 0 | 2 | 1D6 * 50,000 A.U. | |
4 | orbit 1 | 3-5 | 1D10 * 10,000 A.U. | |
5 | orbit 2 | 6-8 | 1D10 * 1,000 A.U. | |
6 | orbit 3 | 9-11 | 1D10 * 10,000 A.U. | |
7 | orbit 3+1D6 | 12 | 1D6 * 50,000 A.U. | |
8 | orbit 4+1D6 | |||
9 | orbit 5+1D6 | |||
10 | orbit 6+1D6 | |||
11 | orbit 7+1D6 | |||
12 | Far |
Solar Mass Units | |||||||
---|---|---|---|---|---|---|---|
Color | Ia | Ib | II | III | IV | V | VI |
B0 | 15 | | |||||
B5 | 5.7 | | |||||
A0 | 2.8 | | |||||
A5 | 2.6 | | |||||
F0 | 1.7 | | |||||
F5 | 1.4 | ||||||
G0 | 1.1 | ||||||
G5 | 0.9 | ||||||
K0 | .76 | ||||||
K5 | | .44 | |||||
M0 | | .25 | |||||
M5 | | .2 | |||||
M9 | | .1 |
If a White Dwarf Star (Color result of D in Stellar Generation) is determined to be the primary or a companion star, special steps are needed to represent the system accurately.
A White Dwarf Star (wds) is one stellar evolutionary endpoint. The nature of the star has drastic effects on the whole system. The normal balance in a star (like the Sun) is between outward pressure generated by fusion at the core, and gravitational pressure by the stars mass. At a point in the stars life, burning goes through several steps, and the balance is thrown offthe star expands to what is called the Red Giant phase. Certain mass stars eventually burn out the fuel they shine with, and stop core fusion. At this time, with no internal pressure to balance the gravity, the star implodes, and then explodes. The result is a shelling off of mass from the star and compression of the core into degenerate matter. This shell eventually reaches interstellar space to form a planetary (an unfortunate astronomical term that has nothing to do with planets except for the appearance through a telescope) nebula, if there is enough mass.
The remnant is the wdsa hot core that no longer fuses matter and merely radiates stored heat from the days of fusion. The wds does not provide enough heat to maintain the former stars Habitable Zone and any planet there would probably be radically changed, if not vaporized from the pre-wds Red Giant stage.
To develop the present star system (post-shelling), start out by generating the original system, and then evolve the star(s) to the point that you want to represent the current system.
Note: The rough outline for the process of evolving the system is:
Atmosphere | Code | min | max | increment |
---|---|---|---|---|
Vaccuum | 0 | | 0.000 | |
Trace | 1 | 0.001 | 0.199 | 0.020 |
Very Thin | 2-3 | 0.200 | 0.599 | 0.040 |
Thin | 4-5 | 0.600 | 0.849 | 0.025 |
Standard | 6-7 | 0.850 | 1.299 | 0.045 |
Dense | 8-9 | 1.300 | 1.999 | 0.070 |
Very Dense | * | 2.000 | | |
Note: Very Dense may be found in atmosphere codes B, C, or E. Increment is used to provide a scale (0-9) for subranges.
Size: 3D6-2 | Atm:
|
Hyd: |
Pop: 2D-2 | |||
---|---|---|---|---|---|---|
Roll | Size Code | Roll | Atm Code | Roll | Hyd Code | |
0 | S | 0 | 0 | 0 | 0 | |
1 | 1 | 1 | 1 | 1 | 1 | |
2 | 2 | 2 | 2 | 2 | 2 | |
3 | 3 | 3 | 3 | 3 | 3 | |
4 | 4 | 4 | 4 | 4 | 4 | |
5 | 5 | 5 | 5 | 5 | 5 | |
6 | 6 | 6 | 6 | 6 | 6 | |
7 | 7 | 7 | 7 | 7 | 7 | |
8 | 7 | 8 | 7 | 8 | 7 | |
9 | 8 | 9 | 8 | 9 | 8 | |
10 | 8 | 10 | 8 | 10 | 8 | |
11 | 9 | 11 | 9 | 11 | 9 | |
12 | 9 | 12 | 9 | 12 | 9 | |
13 | A | 13 | D | 13 | A | |
14 | A | 14 | E | 14 | A | |
15 | B | 15 | F | 15 | A | |
16 | C | 16 | A | 16 | B | |
17 | B | 17 | B | |||
18 | C |
|
|
Roll | Size Code | Roll | Atm Code | |
---|---|---|---|---|
-3..-7 | D | 0 | 0 | |
-2..0 | S | 1 | 1 | |
1 | 1 | 2 | 2 | |
2 | 2 | 3 | 3 | |
3 | 3 | 4 | 4 | |
4 | 4 | 5 | 5 | |
... | ... | 6..7 | A | |
9 | 9 | 8..9 | B | |
10 | A | 10..13 | C |
|
|
Satellite Quantity
|
Satellite Size
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  |
Terran world - size 9, a satellite size 4, and a satellite size D yields two rolls, an 11 and an 8 (2D6). The Terran worlds atm in the Inner Zone is determined by 11 (largest atm roll to largest world) minus 9 plus 9 (Size) is 11=C (UPP 9C0). The satellites atm in the Inner Zone is determined by 8 (the second roll to second largest world) minus 9 plus 4 (Size) results in 3=3 (UPP 430).Had the orbited world been a Gas Giant, only its satellites would have had atmospheres determined in this manner. Be sure not to roll for worlds that contribute no difference. If this were allowed, the actual results would be skewed to the extreme. As a rule of thumb, do not roll for satellites of size 2-, unless they are the largest satellites.
A similar procedure should be employed for satellite/world populations based upon ordering by habitability. However, this only applies to the Habitable Zone, since Inner/Outer Zone population rolls are more frequently four (4) or less. Continuing the above example, the size 4 moon would be preferable to the size 9 parent world.
Orbit Zone | SGG | LGG | Terran all size 1- | Terran any size 2+ |
---|---|---|---|---|
Close | 7- | 5- | 7- | 5- |
Far | 8-11 | 6-8 | 8-11 | 6-8 |
Extreme | 12+ | 9+ | 12+ | 9+ |
1D6 roll | 2D6 roll | Close | code | Far | code | Extreme | code | ||
---|---|---|---|---|---|---|---|---|---|
1-2 | 1 | 1 | |||||||
3-4 | 2 | 2 | |||||||
5-6 | 2 | 3 | 3 | 15 | E | 75 | P | ||
3 | 4 | 4 | 20 | F | 100 | Q | |||
4 | 5 | 5 | 25 | G | 125 | R | |||
5 | 6 | 6 | 30 | H | 150 | S | |||
6 | 7 | 7 | 35 | I | 175 | T | |||
7 | 8 | 8 | 40 | J | 200 | U | |||
8 | 9 | 9 | 45 | K | 225 | V | |||
9 | 10 | A | 50 | L | 250 | W | |||
10 | 11 | B | 55 | M | 275 | X | |||
11 | 12 | C | 60 | N | 300 | Y | |||
12 | 13 | D | 65 | O | 325 | Z |
UPP | Min. Diam. | Max. Diam. | UPP | Min. Diam. | Max. Diam. | |
---|---|---|---|---|---|---|
0 | | | R | | | |
D | 1 | 199 | S | 200 | 799 | |
1 | 800 | 2399 | 2 | 2400 | 3999 | |
3 | 4000 | 5599 | 4 | 5600 | 7199 | |
5 | 7200 | 8799 | 6 | 8800 | 10399 | |
7 | 10400 | 11999 | 8 | 12000 | 13599 | |
9 | 13600 | 15199 | A | 15200 | 16799 | |
B | 16800 | 18399 | C | 18400 | 19999 | |
SGG | 20000 | 59999 | LGG | 60000 | 160000 |
Die Roll from above | A.U. | Die Roll from above | A.U. | |
---|---|---|---|---|
2 | 0.10 | 8 | 0.22 | |
3 | 0.12 | 9 | 0.24 | |
4 | 0.14 | 10 | 0.26 | |
5 | 0.16 | 11 | 0.28 | |
6 | 0.18 | 12 | 0.30 | |
7 | 0.20 |
Wayward planets are so named due to the extreme nature of their orbits. They may have a high inclination which brings them into the normal planar realm of the star system only on rare occasions. Roll for the presence and quantity just as you would for Captured Planets in Scouts.
Wayward planets (if any) are placed in non-standard orbits. Roll 1D6 with a 6 result meaning the planet is a GG. If it is not a GG, the planet should be generated in accordance with the Zone characteristics tables above, based upon their position in the system. Roll for the orbital position as for any other planet. Next, roll a 1D6 with a 6 result meaning the planet is in a retrograde (reverse direction to the ecliptic plane where the majority of planets lie) orbit.
Irrespective of the result of the retrograde throw, also determine approximate orbital inclination (again, relative to the majority of planets) with at least two die throws. First, roll 1D6. A result of 1-5 is then multiplied by 10 degrees of inclination. A result of 6 on this throw calls for another 1D6 throw which is multiplied by 10 degrees and added to 30 degrees, ignoring the previous roll. The inclination may be further determined by generating 0-9. This result is subtracted from the base inclination, which is now in the range of 1-90.
If the orbit is retrograde, subtract the inclination from 181 to determine the final inclination. The possible ranges of inclination are now 1-180.
Second, roll 1D6 and on a result of 1-3:
Finally, roll the planets eccentricity on the Stellar Orbital Eccentricity Table (below) and not on the Planetary Table.
For members of Asteroid Belts, roll 2D6 - 7, rerolling 2, 3, 11, or 12, to determine (-3 to +3) for inclination relative to the main belt. The main belt is determined as any world above with the exception of the initial 1D6 roll, i.e. always roll 2D6-7 for belts.
If the sign of the inclination is negative:
A note on inclinations: There is no real difference between an orbit that is inclined +5 degrees and an orbit that is inclined -5 degrees (or 185 degrees) It is merely a difference in the longitude of ascension. The +5 differs in longitude from the other (-5 or +185) by 180 degrees. It is for this reason that I changed the Wayward Planets definition. I felt that this would simplify the orbital parameter generation, and use the same system in use in our solar system today.
Two more values (besides radius and inclination) are needed to properly place an orbit in space. Longitude (radial around the orbit from center) of the ascending node is the point where a planet, other than the mainworld, crosses through the ecliptic plane into the northern hemisphere. North is defined by using the right-hand rule for the orbit of the mainworld. The the mainworlds orbit is of high inclination, then the spin of the main star of the system is used to define North, again by the right-hand rule.
The right-hand rule is defined by using your right hand, curling the fingers on the right hand toward the palm and extending the thumb upward. Your right thumb then points North.
The last orbital element needed to place the orbit in space is the longitude of the periastron [closest point to the star(s)] the planet orbits. Both the longitude of the ascending node, and the longitude of the periastron are expressed as numbers from 0 degrees to 359 degrees.
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| Note: Use table entry as the basis, then generate numbers 0-9 to fill out four positions past the decimal place, i.e. roll of 8 on the planetary table will produce 0.00, then two random rolls would finish it as 0.0063. If an extreme is the result, roll on the Stellar Table above. The Solar Reference (to the left) is provided as a Real World example. |
---|
Use the following table of modifiers summing all applicable modifiers to be compared to a 1D6 roll:
Starport (mainworld) A-D: | +2 | |
---|---|---|
Government (mainworld) 7, A+: | +2 | |
Tech Level (mainworld) C+: | +1 | |
Tech Level (mainworld) 7-: | -3 | |
Law Level (mainworld) A+: | +1 | |
Population (secondary) 3-5: | +1 | |
Population (secondary) 2-: | +2 | |
Secondary world in Far System: | -2 | |
Captive Government (mainworld): | +p | |
where p = secondary world population UPP |
1D6 | Non-Balkanized Mainworld | Balkanized Mainworld |
---|---|---|
Less than or equal to sum of modifiers above | Secondary Gov. 6 | Secondary Gov. 7 |
Greater than sum of modifiers above | Standard Rules roll for Independent/Separate government | Standard Rules roll for Individual State in Balkanized System |
Die | Spaceport | Description | Starport |
---|---|---|---|
1 | Y | No spaceport | E,X |
2 | Y | No spaceport | E,X |
3 | H | Primitive facilities | D |
4 | G | Poor Quality | C |
5 | G | Poor Quality | C |
6 | F | Good Quality | A,B |
TL | Starport Type | ||||||
---|---|---|---|---|---|---|---|
A | B | C | D | E | X | ||
G | 1.05 | 1.00 | .95 | .90 | .85 | 1.00 | |
F | 1.00 | .95 | .90 | .85 | .80 | .90 | |
E | .95 | .90 | .85 | .80 | .75 | .80 | |
D | .90 | .85 | .80 | .75 | .70 | .70 | |
C | .85 | .80 | .75 | .70 | .65 | .60 | |
B | .80 | .75 | .70 | .65 | .60 | .50 | |
A | .75 | .70 | .65 | .60 | .55 | .45 | |
9 | .70 | .65 | .60 | .55 | .50 | .40 | |
8 | .65 | .60 | .55 | .50 | .45 | .35 | |
7 | .60 | .55 | .50 | .45 | .40 | .30 | |
6 | | .50 | .45 | .40 | .35 | .20 | |
5 | | .45 | .40 | .35 | .30 | .10 | |
4 | | | .30 | .25 | .20 | B | |
3 | | | .20 | .10 | .05 | B | |
2 | | | | .05 | B | B | |
1 | | | | .01 | B | B | |
0 | | | | | B | B | |
Notes | B = Barter, = n/a |
TL | Population | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | ||
0 | | | | | | | | 1 | 10 | 1C | 1K | |
1 | | | | | | | 1 | 5 | 50 | 5C | 5K | |
2 | | | | | | 1 | 5 | 50 | 5C | 5K | 50K | |
3 | | | | | 1 | 10 | 1C | 1K | 10K | 50K | 100K | |
4 | | | | | 1 | 10 | 1C | 1K | 2K | 20K | 200K | |
5 | | | | 1 | 2 | 3 | 30 | 3C | 3K | 30K | 300K | |
6 | | | | 1 | 2 | 3 | 30 | 3C | 3K | 30K | 300K | |
7 | | | | | 1 | 2 | 20 | 2C | 2K | 20K | 200K | |
8 | | | | | 1 | 2 | 20 | 2C | 2K | 20K | 200K | |
9 | | | | | | 1 | 15 | 150 | 15C | 15K | 150K | |
A | | | | | | 1 | 15 | 150 | 15C | 15K | 150K | |
B | | | | | | 1 | 12 | 120 | 12C | 12K | 120K | |
C | | | | | | 1 | 12 | 120 | 12C | 12K | 120K | |
D | | | | | | 1 | 10 | 1C | 1K | 10K | 100K | |
E | | | | | | 7 | 7 | 70 | 7C | 7K | 70K | |
F | | | | | | | 5 | 50 | 5C | 5K | 50K | |
G | | | | | | | 5 | 50 | 5C | 5K | 50K | |
Notes | C = x100, K = x1000, = n/a |
0 | None | |
---|---|---|
  | 0 | Anarchy |
  | 1 | Family |
  | 2 | Clan |
  | 3 | Tribal |
1 | Company/Corporation | |
  | 0 | MegaCorporation |
  | 1 |   |
  | 2 |   |
  | 3 |   |
2 | Participating Democracy | |
  | 0 | Networking Democracy |
  | 1 | Assembly |
  | 2 |   |
  | 3 |   |
3 | Self-Perpetuating Oligarchy | |
  | 0 | Gerontocracy |
  | 1 | Aristocracy |
  | 2 | Plutocracy |
  | 3 |   |
4 | Representative Democracy | |
  | 0 | Republic |
  | 1 | Parliamentary |
  | 2 | Constitutional Monarchy |
  | 3 | Synod |
5 | Feudal Technocracy | |
  | 0 | Scientocracy |
  | 1 | Co-operative |
  | 2 | Corporation |
  | 3 | Meritocracy |
6 | Captive | |
  | 0 | Colonial Administration |
  | 1 | Corporate Rule |
  | 2 | Local Autonomy |
  | 3 |   |
  | M | Military Rule |
7 | Balkanization | |
  | 0 | Power Blocks |
  | 1 |   |
  | 2 |   |
  | 3 |   |
8 | Civil Service Bureaucracy | |
  | 0 | Meritocracy |
  | 1 |   |
  | 2 |   |
  | 3 |   |
9 | Impersonal Bureaucracy | |
  | 0 | Aristocratic Bureaucracy |
  | 1 |   |
  | 2 |   |
  | 3 |   |
A | Charismatic Dictator | |
  | LL 6- | Charismatic Leader |
  | LL B+ | Totalitarian Dictator |
  | 0 | Hereditary Ruler |
  | 1 |   |
  | 2 |   |
  | 3 |   |
B | Non-Charismatic Leader | |
  | LL B+ | Oppressive Leader |
  | 0 | Hereditary Leader |
  | 1 |   |
  | 2 |   |
  | 3 |   |
C | Charismatic Oligarchy | |
  | 0 | Council |
  | 1 | Consular |
  | 2 | Plutocracy |
  | 3 |   |
D | Religious Dictatorship | |
  | 0 | Religious Autocracy |
  | 1 | Religious Oligarchy |
  | 2 | God King |
  | 3 |   |
E | Technological Dictatorship | |
  | 0 | Technocracy |
  | 1 |   |
  | 2 |   |
  | 3 |   |
F | Totalitarian Oligarchy | |
  | 0 |   |
  | 1 |   |
  | 2 |   |
  | 3 |   |
Gas Giant | Planetoid | |||||
---|---|---|---|---|---|---|
2D6 roll | Basic Nature | Maximum Orbits | present | quantity | present | quantity |
< 0 | | none | | | yes | 3 |
0 | | 0 | | | yes | 3 |
1 | | 1 | | | yes | 2 |
2 | Solitary | 2 | yes | 1 | yes | 2 |
3 | Solitary | 3 | yes | 1 | yes | 2 |
4 | Solitary | 4 | yes | 2 | yes | 2 |
5 | Solitary | 5 | yes | 2 | yes | 2 |
6 | Solitary | 6 | yes | 3 | yes | 2 |
7 | Solitary | 7 | yes | 3 | no | 1 |
8 | Binary | 8 | yes | 4 | no | 1 |
9 | Binary | 9 | yes | 4 | no | 1 |
10 | Binary | 10 | no | 4 | no | 1 |
11 | Binary | 11 | no | 5 | no | 1 |
12 | Trinary | 12 | no | 5 | no | 1 |
Wayward Planets | Empty Orbits | |||
---|---|---|---|---|
Die | Presence | Quantity | Vacant | Quantity |
1 | no | 1 | no | 1 |
2 | no | 1 | no | 1 |
3 | no | 2 | no | 2 |
4 | no | 2 | no | 3 |
5 | yes | 3 | yes | 3 |
6 | yes | 3 | yes | 3 |
Main World | Secondary/Subordinate Worlds | ||||
---|---|---|---|---|---|
2D6 roll | Starport | Naval Base | Scout Base | Military Base | Research Lab |
2 | A | no | no | no | no |
3 | A | no | no | no | no |
4 | A | no | no | no | no |
5 | B | no | no | no | no |
6 | B | no | no | no | no |
7 | C | no | yes | no | no |
8 | C | yes | yes | no | no |
9 | D | yes | yes | no | no |
10 | E | yes | yes | no | no |
11 | E | yes | yes | no | yes |
12 | X | yes | yes | yes | yes |
Digit | Starport | Size | Atm | Hyd | Pop | Gov |
---|---|---|---|---|---|---|
0 | +2 | +1 | | +1 | +1 | |
1 | +2 | +1 | | +1 | | |
2 | +1 | +1 | | +1 | | |
3 | +1 | +1 | | +1 | | |
4 | +1 | | | +1 | | |
5 | | | | +1 | +1 | |
6 | | | | | | |
7 | | | | | | |
8 | | | | | | |
9 | | | +1 | +2 | | |
A | +6 | | +1 | +2 | +4 | |
B | +4 | +1 | +1 | +1 | +5 | |
C | +2 | +1 | +1 | +6 | | |
D | | +2 | +1 | -2 | ||
E | | +1 | +1 | |||
F | | | ||||
S | +2 | |||||
X | -4 |
Orbit No. | Astronomical Units | Million Kilometers | Solar Radii |
---|---|---|---|
0 | 0.2 | 29.9 | 40 |
1 | 0.4 | 59.8 | 80 |
2 | 0.7 | 104.7 | 140 |
3 | 1.0 | 149.6 | 200 |
4 | 1.6 | 239.3 | 320 |
5 | 2.8 | 418.9 | 560 |
6 | 5.2 | 777.9 | 1040 |
7 | 10.0 | 1495.9 | 2000 |
8 | 19.6 | 2932    | 3920 |
9 | 38.8 | 5804    | 7760 |
10 | 77.2 | 11548    | 15440 |
11 | 154.0 | 23038    | 30800 |
12 | 307.6 | 46016    | 61520 |
13 | 614.8 | 91972    | 123498 |
14 | 1229.2 | 183885    | 245836 |
15 | 2458.0 | 367711    | 491594 |
16 | 4915.6 | 735363    | 983106 |
17 | 9830.8 | 1470666    | 1966132 |
18 | 19661.2 | 2941274    | 3932184 |
19 | 39322.0 | 5882488    | 7864290 |
Traveller is a registered trademark of Far Future Enterprises and is used
with permission.
These rules are based upon material Copyright ©1977-1998 Far Future Enterprises. |
Last Update: 29 November 1997.
Changes From: 29 November 1997.
It has been brought to you by:
Copyright ©1996-1998 Leroy W.L. Guatney