PDF $2.50
Saddle-Stitch £5.80 A Classic Traveller setting in a Little Black Book format! This setting has been inspired by images of a Soviet space-future, and also by the look and feel of classic old-style Soviet movies like The Planet of Storms (Planeta Bur, 1962). The Union of Soviet Socialist Planets is a socialist utopia amongst the stars, Mankind’s next revolutionary stage, an age of limitless resources, limitless space and limitless potential. Out here, free from want or worry or war, all men will work happily knowing that they have secured the future of the human race. Of course, that is just the rhetoric … Today, in 2168, the CCCP is an impersonal bureaucracy, composed of interlocking layers of redundant commissariats, secret police, worker’s soviets, government controlled traders, and the armed might of the Strategic Rocket Forces. The subsector featured in this booklet is dominated by the strange cosmic anomaly known as the Abyss. Try a new setting … the Union of Soviet Socialist Planets. A companion LBB called The Outworld Authority details an adjacent subsector. |
PDF $2.50
Saddle-Stitch £5.80 A Classic Traveller setting in a Little Black Book format! Evoking the gritty industrial sci-fi movies of the early 80s, The Outworld Authority provides one subsector in a setting dominated by corporations. These companies strip mine and exploit extra-solar worlds to keep the glimmer of civilization alive back on Earth. The subsector is an industrial zone: a place of colonies, mines, logging camps, asteroid prospecting and high-intensity agriculture. PCs are blue-collar workers, or perhaps the colonial marines dispatched to put down rebellions or deal with hostile organisms. Try a new setting … the Outworld Authority. A companion LBB called Kosmos 68 details an adjacent subsector. |
PDF $2.50
Saddle-Stitch £5.80 A handbook to playing Classic Traveller solo; all in Little Black Book format! There are few roleplaying games that lend themselves so well to solitaire or ‘solo’ roleplaying as much as Traveller. Its emphasis on tool-kit style rule systems creates a game that can be enjoyed alone for hours and hours on end. These guidelines are aimed at the referee or player who either has a copy of The Traveller Book or the three Little Black Books (numbers one to three). The aim is to create a roadmap for solo play; rolling dice, creating and recording with a purpose. With an added table or two, this can involve running a group of characters through some daring heist or fighting with alien pirates over a lost treasure long sought, and is an incredibly enjoyable, imagination-stimulating pastime. Of course whatever is created also provides a ready-made setting with adventure hooks for a group of Traveller players at the table top. Try a new approach to Classic Traveller … Playing Solo. |
For a REAL old-school feel, how about these cool Outworld ASCII subsector maps created by Omer Golan!
Mertactor Starlines: Travel BrochureTravel across District 268 with the most efficient and safest starline available! Mertactor Starlines operates out of Mertactor, the last imperial world before travellers jump off into the wildlands of District 268. You can't do better! Get a sneak peek inside one of Mertactor Starline's premier far liners! Look at menus, look inside the passenger lounges and review the events calender. Finally, take a look at just where your cabin is situated!
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MERCATORA complete 56 page rules conversion of the Classic Traveller rules-set, turning it from interstellar trade to trade in the Roman Empire! New career tables allow you to roll up centurions from Rome, thieves from Antioch and even tribunes from Caesarea! Of course there are rules for ancient trade, for sailing and weather and also for encounters and equipment in the Roman Empire. Trade in Aramis for Alexandria, Efate for Ephesus and Kinorb for Corinth!
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PRINT-READY FILES
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CLASSIC TRAVELLER RULES COMPANION
Here is my own Classic Traveller Rules Companion with minor tweaks to the rules to speed play, along with my fast-play vehicle damage rule and a fast-play space combat rule that involves a handful of player character task rolls and that's it. There's also a couple of notes on skills and skill selection. Everything's done to speed things up even more.... it won't be to everyone's taste, but it tries to change as little as possible, whilst retaining the free-wheeling spirit of Classic Traveller.

rules-companion-classic_traveller.pdf |
USS HIGH GUARD
Traveller Book 5 has a wonderful system for creating a 'lifepath' for naval characters. It is a game in itself. and easily adapted to the Star Trek universe. The advantage of setting High Guard's character generation system in Starfleet is that the players can picture ships, staterooms, uniforms, ranks even the academy itself.

uss_high_guard.pdf |
UNIFORMS IN THE THIRD IMPERIUM
An article in which I discuss possible interpretations and images of uniforms in Traveller's Third Imperium.

uniforms_of_the_third_imperium.pdf |
CLASSIC TRAVELLER: BOOK 2 STAR FLEET
I built a naval fleet just using the Book 2 rules. The individual ships contain art found on the internet. I do not own it.
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The Traveller game in all forms is owned by Far Future Enterprises. Copyright 1977 - 2010 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises's copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.