BOOK 6: SCOUTS UPDATE
LAST UPDATE: 29 NOVEMBER 1997.

Changes From: 29 November 1997.

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ASSUMPTIONS

I have long been in doubt about the ability of the various expansions to detail atmospheres after Scouts was published. The original rules were deviated from, as early as the Special Supplement on Atmospheres which appeared in JTAS #17. This update to the Book 6 rules stays truer to that original body of work by assuming that the standard atmospheres apply to all parts of the Star System being generated, and the further assumption being that breatheability is based upon the habitable zone only, and all other locales in the system use the atmosphere code as only a pressure guideline.
The Atmospheres special supplement definitions would dictate that Mars, Io, and Triton (see Book 6) must be coded as “A” (Exotic) atmospheres. I prefer to leave the “ABC” atmosphere codes to be used for worlds that need more detailing for atmospheric content and use the “standard” codes as pressure indicators. This stays consistent with Book 6 and still allows special cases to be handled by the referee.

RATIONALE

I have always been very pleased with the addition of Book 6: Scouts to the body of the Traveller rules. After a period of time, little things showed up that I thought needed fixing. A few BIG things showed up as well, so I decided to start work on fixing them for my campaign. As well, a number of us in HIWG had begun working on fixes to things like habitable planets around red dwarf primary stars. I have designed these fixes with that experience in mind. Note: there are no worlds above size code 5 in orbit 0 (standard Book 6); the habitable zone size table generates larger worlds, to improve the general conditions that you will find in the free-water (Habitable) zone around reasonable stars; and so on.
Note: This system is intended to provide the Expanded Generation System, i.e. starting from scratch building a star system with attendant planets and planetoids. I will later accomodate the Continuation Generation System with an appendix to this page. The Continuation Generation System is used when a world has already been determined from the basic rules, and it is deemed necessary to generate the rest of the star system. (I am slowly coming to the conclusion that the best way to build star systems is to start from scratch.)
Also note the revision to government type E in the Government Labels Table, which was really redundant as introduced to MegaTraveller and perpetuated in TNE.

UPDATES TO THIS DOCUMENT

I have done away with the blinking update method. I will just maintain a kind of what’s new section here. In the future, if I find something that needs to be added to this Update page, I will display revised material in Magenta, along with the links below. This edition of the page has seen the addition of tables critical to the generation system, allowing the user to avoid switching between this document and Scouts: Book 6. There are still some background or informational type tables, which I may eventually add.
With this edition, I have attempted to cleanup as many typoes as possible. I found some with several of the newer tables, which I had added in haste. Those should now be less error-free than most published sources of most games. Also, I have finally made up my mind on some of the ideas or optional rules that were sprinkled throughout this Update. This integration has also produced some changes. Eventually, I may reorder the sections to be more in line with the Expanded checklist sequence.
Finally, some additional changes may happen after I scan relevant portions of Book 6. Unfortunately, a single topic tended to be covered over separate physical sections of the book. I welcome any suggestions or comments or observations— send me e-mail. I will make minor corrections/rewordings without noting such.
I have added the stellar tables, work which will not be appearing in the Pocket Empires sourcebook from CORE/IG. The CORE folks have told me that they are going to try to print the stellar system in the future. But why wait? It’s all here.

COMING SOON

Stay tuned.

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INTEGRATED EXPANDED GENERATION SYSTEM CHECKLIST

The checklist is an orderly method to step-by-step system generation with aiding the designer in mind.

FIXES TO BOOK 6 SCOUTS

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Table of Contents

Atmospheric Pressure (New) Belts, Asteroid/Planetoid, Special Rule
Book 6 Tables, unchanged Captured Planets; see Wayward Planets
Currency Exchange Defense Battalions, Planetary
Diameter Ranges and Size Codes Government, Alternate and Standard Labels
Government, Secondary (Societies) Government, Subordinate (Societies)
Orbital, Definitions Orbital, Eccentricity
Orbital, Inclination Population Rolls, Note
Satellite, Sizes and Quantity Satellite, Atmosphere
Satellite, Orbit Ranges Satellite, Orbit Codes
Stellar Generation Stellar Mass Table (New)
Subordinate Tables Wayward Planets
White Dwarf Systems World Orbital Placement
Zones, Habitable Zones, Inner
Zones, Inner, Size priority Zones, Outer

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Stellar Generation

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
Note:

Stellar Orbits

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
Note:
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Stellar Mass

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
Note: At this time, I have only included the tables for the Main Sequence stars ( V), however, this should cover the majority of the cases you will encounter for now. I will do more after I complete some research.
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White Dwarf Systems

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 star’s mass. At a point in the star’s life, burning goes through several steps, and the balance is thrown off—the 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 wds—a 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 star’s 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:


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Atmospheric Pressure

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.


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Population rolls in these rules

If a population throw (with DMs) is negative, then the population is 0 and the population multiplier is 0 (no inhabitants). If the population throw equals zero exactly, then the population is 0, and the population multiple is 1-9 (less than 10 inhabitants).
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Habitable Zone Generation

Size: 3D6-2 Atm: 2D6-7+Size (0 for 1, S; DM -4 for Sz 2) Hyd: 2D-7+Size (0 for size 1-; DM -8 if atm > 9; DM -4 atm 1-) 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
Note:
For Size D and S satellites in the Habitable Zone, roll 2D6-6 for population.

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Inner System Generation

Size:
2D-7 (orb 0) - max = 5
2D-6 (orb 1) - max = 6
2D-4 (orb 2) - max = 8
2D-2 (orb 3+)- max = A
 
Atm:
2D-9+Size (0 for D,S)
Hyd:
0
Pop:
2D-9; size R, 0; size 4-, DM -2; atm 5, DM +2; atm 0, if pop roll 0+, DM +2
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

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Inner Zone World Size determination priorities

World size codes (including satellites) in the Inner Zone have their sizes determined according to the following precedence of rules in the Updated Book 6 Scouts:
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Outer System Generation

Roll Size Code Roll Size Code
0 S 7 7
1 1 8 8
2 2 9 9
3 3 10 1D6
4 4 1..3 A
5 5 4..5 B
6 6 6 C
Size:
2D-2
Atm:
use Inner System Zone unmodified
Hyd:
use Habitable Zone table and:
if atm 5-, add extra DM -4
if atm 2-5 and Hyd > 0, then Hyd = B
Pop:
2D-8; if size = R, then 0;
if size 4-, DM -2; atm 5, DM +2;
atm 0, if pop roll 0+, DM +2

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Notes on generating Asteroid/Planetoid Belts

If a system has been generated, and no population above zero is produced, a throw for population may be made, given regional tech level supporting space travel, using the habitable zone population roll. A roll for population is made for each of the belts in the system.
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Satellite Generation

Satellite Quantity

Planets (Size 1-C):
1D-3
DM -2 if no belts
DM -1 if size < 5
Planets (Size S,D):
none
Belts:
none
 
LGG (if no belts):
2D
SGG (if no belts):
2D-4
LGG (if belts):
3D+4
SGG (if belts):
3D-2
  • DM -2 for each orbit between GG and nearest belt
  • Except for stars smaller than K5 V, if orbit 0 then 0 and halve the number of satellites for GG in orbits 3-
Satellite Size

LGG:
2D-4
SGG:
2D-6
Planets: roll 2D:
2: Similar Table
3-6: Large Table
7-12: Small Table
  • On Gas Giant satellite rolled sizes, DM -1 for each satellite of size 4+ for SGG, or each of size 5+ for LGG.
  • On Planetary satellite, throw 2D for size table to consult, add DM +1 per size 1+ satellite.
Similar Table
for Satellite Size
1D6 Size is
1 Same as planet
2..3 planet size -1
4..6 planet size -2
Large Table
for Satellite Size
1D6 Size is
1 planet size -3
2 planet size -4
3 planet size -5
4 planet size -6
5 planet size -7
6 planet size -8
7 planet size -9
8 planet size -10
Small Table
for Satellite Size
Size code
1D6 w/belt wo/belt
1 D D
2 D S
3 D S
4 S S
5 S S
6 S S
 
 
DMs on the Large Table for the planet size:
All tables:
Result of size 0 = Ring (size R)
Result less than 0, use Small Table

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Satellite Atmospheres

Since it is possible for several satellites to be found in orbit around the same planet (Terran or Gas Giant), the atmosphere rolls for the world and its satellites should be done together. Procedure: Group all bodies capable of supporting an atmosphere and roll dice to determine atmosphere for each body, but rearrange the rolls to correspond to the largest bodies. This gives the best atmosphere to the largest body. All normal DMs are still applied to the atmosphere rolls. For example:

Terran world - size 9, a satellite size 4, and a satellite size D yields two rolls, an 11 and an 8 (2D6). The Terran world’s 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 satellite’s 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.


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Satellite Orbital Range

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+
Note: each column is the required throw on 2D6 to place a satellite in the Orbit Zone for each type of planet. For Terran worlds, the presence (or lack) of satellites of size 2 or greater determines which column is used.
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Orbital Radii Codes

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

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Size Code Ranges and Diameters (in Kilometers)

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

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Determine Orbitals

Roll 2D6-2 for each: empty orbital, GG, then Belt (in that order, exhaustively)
use 3D6-2 if maximum orbits exceeds 10, or 4D6-3 if maximum orbits exceeds 16

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Wayward Planets

Note: called Captured Planets in Book 6: Scouts

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:

This will result in an inclination where greater than 90 is a retrograde orbit. The effects of sign on the inclination are translated into changes in the longitude of the ascending node.

Finally, roll the planet’s eccentricity on the Stellar Orbital Eccentricity Table (below) and not on the Planetary Table.


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Companion/Planetary Orbital Inclination

By definition, the inclination of the mainworld’s orbit is zero. For the orbital inclination of Wayward worlds, see the procedure above. All other worlds (except for individual members of Asteroid Belts) use the following procedure.

Roll 1D6: on 1-5, roll 2D6-7 (-5 to +5) for inclination of orbit
on 6, roll 1D6, 1-3 is negative, 4-6 is positive inclination, then roll 2D6+3 (5 to 15, positive or negative)

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.


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Orbit Definitions

To represent the orbit of a body in 3D space, four parameters are needed. Orbits of planets around stars or gas giants are ellipses (or circles in the case of eccentricity equal to zero). An ellipse has a semi-major axis and a semi-minor axis. The average of the periastron and apastron is the average distance from the orbited body. This is needed to use the Scouts formulae for calculating orbital periods of eccentric bodies. Orbital inclination is the relative incline of the orbital plane compared against the ecliptic (orbital) plane of the mainworld. (Note, there is nothing special about the ecliptic plane. It has a special name only because the Sun, as seen from the Earth, follows this path on the sky, and most of the planets are near that line in the sky.)

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 mainworld’s 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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Orbital Eccentricity Tables

Planetary Table
2D6 e 2D6 e
2 extreme 8 0.00
3 0.2 9 0.0
4 0.1 10 0.1
5 0.0 11 0.2
6 0.00 12 extreme
7 0.0
Stellar Table
2D6 e 2D6 e
2 0.000 8 0.5
3 0.00 9 0.5
4 0.0 10 0.6
5 0.1 11 0.6
6 0.1 12 Roll 1D6 1-2 0.2
7 Roll 1D6 3-4 0.3
5-6 0.4
1-3 0.7
4-5 0.8
6 0.9
Solar Reference
Planet e Rolls
Mercury 0.2056 3,0,5,6
Venus 0.0068 8,6,8
Earth 0.0167 5,1,6,7
Mars 0.0934 7,9,3,4
Jupiter 0.0485 9,4,8,5
Saturn 0.0557 5,5,5,7
Uranus 0.0472 9,4,7,2
Neptune 0.0086 6,8,6
Pluto 0.2490 11,4,9,0
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.

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Secondary World Societies

The planetary bodies, other than the mainworld, in the Star System which are generated by this system may be subordinate, or may be separate and/or independent. The subordinate system used by Book 6 is unchanged, except that the Subordinate Government Table is replaced by this procedure. If this procedure produces a Government of type 6 (Captive), then the Book 6 Spaceport, Subordinate Law Level, Subordinate Tech Level, and Subordinate Facilities tables are all used as is.

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

Note:
  • If the secondary population is 1-, Government 6 may used if the mainworld gov = 7.
  • If the government is type 6, then use the Subordinate tables, otherwise the Law Level, Tech Level, Starport/Spaceport, and facilities are rolled by the standard rules like the mainworld. Some scouts have used the same government code of the mainworld in lieu of the type 6 coding of the subordinate world.
  • If the secondary world has a population of 4- or a starport that is less than the starport type of the mainworld, the Spaceport table is consulted instead, and the Starport column is cross-indexed to determine the Spaceport. If the starport code rolled makes sense, then use that code instead.

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Subordinate World Societies

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
Note:
DM +2 if population 6+
DM -2 if population 1
DM -3 if population 0 (with non-zero pop. multiplier)
DM -4 if population 0 (with zero pop. multiplier)
Subordinate Law Level
Subordinate law level is based upon the mainworld law level. Throw 1D6 -3 + mainworld law level. Less than 0 is 0. If population 0 and population multiplier is 0, then law level is 0.
Subordinate Tech Level
Subordinate tech level equals mainworld tech level minus 1. If Research Lab or Military Base present, subordinate tech level equals mainworld tech level. If subordinate tech level less than 7 and world atmosphere not 5,6, or 8, then make it tech level 7.
Subordinate Facilities
Subordinate facilities furnish reasons for settlements on worlds other than the mainworld in the system.
Farming:
In Habitable Zone, atmosphere 4-9, hydrographics 4-8, and population 2+.
Mining:
Mainworld classified Industrial, secondary population 2+.
Colony:
Government 6, and population 5+.
Research Lab:
see table at this link.
Military Base:
see table at this link.

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Currency Exchange Table

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
Adapted from the Relative Value Table in JTAS #4: “Trade and Commerce”, which appeared later in Adventure 5: Trillion Credit Squadron. Note: for use in purchases of locally manufactured goods or products, or the sale of off-world goods or products of a higher Tech Level of manufacture.
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Defense Battalion Strength Table

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
Adapted from JTAS #10: “Troops in the Fifth Frontier War”.
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Government/Alternate Government designations

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  

UNCHANGED BOOK 6 SCOUTS TABLES


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System Presence

Rift
(density 4%): Throw 12+ on 2D per hex in a subsector
Sparse
(density 16%): Throw 6+ on 1D (one die) per hex in a subsector
Scattered
(density 33%): Throw 5+ on 1D (one die) per hex in a subsector
Standard
(density 50%): Throw 4+ on 1D (one die) per hex in a subsector
Dense
(density 66%): Throw 3+ on 1D (one die) per hex in a subsector

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Star System Features

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
Note:
Maximum Orbits
DM +4 if star size III
DM +8 if star size Ia, Ib, or II
DM -4 if star color M
DM -2 if star color K
if roll+DMs is less than zero, no planets
Gas Giant *
roll 1D: 3- is LGG, 4+ SGG
Planetoid Belts *
DM - (minus) # of Gas Giants in system
*
number of Gas Giants and Asteroid/Planetoid Belts are subject to the rules for determining orbitals.

UP

Wayward/Empty Planetary Orbits

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
Note:
DM +1 on all columns if star color is B or A

UP

System Facilities

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
Note:
Naval Base
Do not roll if Starport C, D, E, or X
Scout Base
DM -1 if starport C
DM -2 if starport B
DM -3 if starport A
Do not roll if Starport E or X
Military Base
DM +1 if mainworld pop 8+
DM +2 if atmosphere equals/better mainworld atm
DM +1 if Naval or Scout base present
Do not roll if no population or mainworld is poor
Research Lab
DM +2 if mainworld Tech Level 10+
Do not roll if mainworld Tech Level 8-
Do not roll if no population

UP

Tech Level Table

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
Note:
Tech Level
Sum DMs from table, and add to a 1D6 roll
Population 0
If no population, i.e. Pop=0, Pop. Multiplier=0, then Government, Law Level, and Tech Level are all 0
Changes
This table has only been modified/clarified for the extensions to the rules provided in this Update
Civilized modifiers
If the referee decides that the region is Civilized, roll two 1D6 rolls, and take the highest of the two numbers for the roll, then add DMs as usual

UP

Orbital Distances

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
Note:
Interpolation
to determine the fractional orbital value, using either AU or MKm distances, subtract the two endpoints of the range of orbit, multiply that range by the fractional value being determined, and add that to the base range–for example, orbit 3.3 is (((239.3 - 149.6)*0.3) + 149.6) = 176.51 MKm is orbit 3.3.


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.

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Copyright ©1996-1998 Leroy W.L. Guatney