TEXT: Comstar Games/Avenger Presents
  Approved for use with Traveller
  Spinward  
  Salvage 
  LIC
  
  SPINWARD SALVAGE LIC
  BASED ON THE AWARD-WINNING TRAVELLER GAME SYSTEM AND UNIVERSE BY MARC MILLER
   
  Spinward Salvage LIC is set in the Official Traveller Universe in 1105, but can be used in any Traveller cam-
  paign.
  CREDITS 
  Author 
  Michael Taylor
   
  Colonial Administrator 
  William Andersen
  Deckplans
  Michael Taylor and Ron Vutpakdi (cutter and cutter modules)
  Artwork
  Bryan Gibson
  Avenger Enterprises Editor
  Martin Dougherty
  Copyright ©2008 Avenger Enterprises in association with Comstar Media LLC. All rights reserved. 
  Traveller is a trademark of Far Future Enterprises and is used under license. 
  2 3 4 5 6 7 8 9 10 
  
  TABLE OF CONTENTS
  Introduction ....................................................................................................................... 4
  Spinward Salvage History And Fleet .............................................................................. 7
  Converted X-boat Tenders ............................................................................................... 9
  Converted X-boat Tender Statistics ................................................................................ 10
  Telemon Class Survey Scout - Jeramiah ......................................................................... 15
  Survey Scout Statistics.................................................................................................... 16
  The Scout/couriers ........................................................................................................... 20
  Cutters And Modules ....................................................................................................... 21
  Vehicle Module.................................................................................................................. 24
  Fuel Module ....................................................................................................................... 25
  Utility Module .................................................................................................................... 26
  Salvage Module ................................................................................................................ 27
  Tugs ................................................................................................................................... 29
  Ship’s Locker .................................................................................................................... 30
  Spinward Salvage Home Base - Efate ............................................................................ 31
  Adventure: We’ve Lost A Shiny New Scout Cruiser - Can You Help Us Find It? ........ 35
  Cast Of Characters ........................................................................................................... 41
  Machii Class Scout Cruiser .............................................................................................. 42
  
  Page 4
  INTRODUCTION
  This adventure details a small corporation operating at the Coreward end of the Spinward Marches - Spinward 
  Salvage LIC (Licensed Imperial Corporation). The company got its start after the 3rd Frontier War salvaging wrecks 
  and bases left behind from that war. Spinward Salvage is a company with a reasonable reputation, but it has been 
  known to employ freelancers of somewhat more dubious reputation - no doubt like Traveller characters in your 
  games. Hence this book is presented as a setting for an ongoing Traveller campaign, either in the form of odd 
  jobs the characters are given by the company, or as a complete Adventure, roughing it on and beyond the frontier, 
  searching for that big salvage strike that could land the characters a fortune - or a whole lot of trouble.
  Complete stats are included of all starships operated by Spinward Salvage, its operations, home base on Efate 
  (Regina Subsector), and an adventure which can be undertaken by the characters. Details of key employees of 
  Spinward Salvage are also given.
  STANDARDS AND ASSUMPTIONS
  In order to use this supplement you will need a set of Mongoose Traveller rules. Statistics are included for Mon-
  goose Traveller, though other rules sets can be used with a minimum of work. This supplement is designed to be 
  used in the Official Traveller Universe (OTU) although the company details and ships could be used in any setting 
  that uses Traveller’s basic background.
  Dates: All dates correspond to the standard Imperial calendar from the OTU. This supplement is officially dated 
  320-1105 (the 320th day of the 1105th year since the founding of the Third Imperium). 
  LIBRARY DATA
  THE THIRD IMPERIUM
  Also called The Imperium. Founded in 0 by Cleon Zhunastu from the Sylean Federation in what is now Core Sector. 
  The Imperium grew swiftly during the pacification campaigns and more slowly thereafter until stability was reached 
  in the 600’s, by which time the Imperium had absorbed much of the territory of the First and Second Imperiums.
  The Imperium can be best thought of as a form of feudal confederation. Member worlds of the Imperium agree to 
  pay taxes and obey a few fundamental laws which the Imperium promulgates, known as the High Laws. In return, 
  the Imperium agrees to patrol the space between the worlds, to protect interstellar trade, to encourage travel and 
  commerce, and to arbitrate diplomatic relations between worlds Beyond this, individual worlds are left to their own 
  devices so long as they acknowledge the power of the Imperium to rule the space between the stars. Imperial 
  power is present on member worlds in the form of consulates, bureaucratic offices, and bases. Sometimes, larger 
  enclaves of Imperial power are placed where they can enhance the emperor’s strength.
  The Imperium’s territory is divided into sectors, which are in turn divided into subsectors and systems. Groups of 
  sectors, called domains, have been created above the sector level.
  THE SPINWARD MARCHES
  The Spinward Marches is a frontier sector of the Third Imperium, an empire that covers about 11,000 worlds. The 
  Spinward Marches Sector lies 44 weeks Jump from the core of Imperial power (Core Sector), and is a place of 
  grand opportunity and danger. The coreward (“north”) end of the Marches lies on the frontier of Imperial space. 
  Further to Coreward lies the Vargr Extents, while to Spinward-Coreward is the Zhodani Consulate, a huge empire 
  of psionically aware humans. 
  FOURTH FRONTIER WAR
  Lasting from 1082 to 1084, the 4th Frontier War between the Imperium and the Zhodani Consulate was over before 
  battle orders from the Emperor reached the Imperial Admirals in the Marches. Sometimes known as the false war, 
  it was largely confined to Jewell subsector and Regina subsector. The Battle of the Two Suns in 1084, fought be-
  tween Yres and Menorb in Regina subsector, resulted in an Imperial victory, and the Zhodani signed an armistice 
  
  that continues to this day.
  LING STANDARD PRODUCTS (LSP)
  LSP is a huge Imperial mega-corporation that spans the entire Imperium. LSP started thousands of years ago as a 
  mining firm, but has expanded its activities into many other fields, including manufacture of electronic equipment, 
  ground vehicles, air vehicles, starships and their armaments, power and drive systems, software and many other 
  mid to high tech items. It is also involved to a limited degree in banking and insurance activities. A small portion of 
  its operations are conducted beyond Imperial borders.
  Page 5
  
  Page 6
  The venerable X-Boat Tender Minton in orbit around Efate, home world of Spinward Salvage, LIC.
  - 16 -
  
  Page 7
  SPINWARD SALVAGE HISTORY AND FLEET
  Spinward Salvage officially started operations in 988, after the close of the 3rd Frontier War. Two loud and obnox-
  ious, but commercially savvy brothers, Minton and Friar Delware, started operations with an old converted X-Boat 
  Tender that was itself salvaged by the Scout Service in 986, then sold to the fledgling company. The brothers started 
  up on Efate, buying (it seems) the worst polluted and cheapest piece of dirt they could find - 40 hectares on the 
  outskirts of 30 South city. The city is so named because it is 30 south of the equator.
  The Tender was renamed the Diamond in the Rough, and a tug and cutter were also leased to provide lighter sup-
  port and hulk-shifting capacity.  It turned out that the Tender provided an excellent platform for salvage operations, 
  with its multiple boat bays and comprehensive sensor suite. Over the next decade, civilian and Imperial Navy craft 
  of all tonnages were identified and salvaged, with parts accumulating and onsold at a staggering rate back on its 
  home patch on Efate. The Navy and Scout service also engaged Spinward Salvage in formal contracts to clear 
  out wrecks left behind by the war. The Tender operated mainly in the Louzy, Nakege, Mongo and Lysen systems 
  in Jewell Subsector, and the Yres, Menorb, Efate, Feri and Alell systems in Regina Subsector.
  In 993 a competitor emerged, Salvage Factors based out of Feri in Regina Subsector. This operation is partly 
  (10%) funded by Ling Standard Products, and has been a major threat to the commercial existence of Spinward 
  Salvage ever since. LSP is however, only a silent partner, which is just as well because of the falloff in work in the 
  last decade. Salvaging teams need decent wars to stay in business, and the 4th Frontier War (1082-1084) did not 
  prove bloody enough to keep both operations flush with work. In recent years both companies have been involved 
  in clashes with each over salvage rights of wrecks, and both have taken to diversifying in the downtimes. Spinward 
  Salvage sometimes charters its vessels, especially for specialised freighting contracts, and this practice continues 
  to this day. The company also manufacturers low cost starships using refurbished parts. This is undertaken at its 
  dry dock at its Efate headquarters.
  By 995 the operation expanded considerably, with the addition of two more surplus X-Boat Tenders converted in a 
  similar manner to the original Tender. Other small craft and starships soon followed particularly smaller scout/couri-
  ers for identification work and small craft for system sweeps.
  The brothers died in an accident during a salvaging operation in 1001, and ownership of the company was handed 
  over to the employees in the form of share ownership. Depending on the level an employee holds in the company, 
  they take a certain percentage of shares upon joining. Employees are only allowed to sell the shares to another 
  company employee, hence the company remains in the hands of the staff - a very democratic method of apportion-
  ing company profits (and losses). The employees remain fiercely loyal and independent, having rebuffed several 
  attempts to be brought out by Salvage Factors.
  OPERATIONS
  The company divides its operations into five segments, each led by a “salvage captain”, a fancy name for a man-
  ager. Each captain has command of a starship, and each starship has a number of attached small craft and even 
  scout/couriers, depending on the scale and type of operation. There are three venerable X-Boat Tenders in the fleet, 
  each commanded by a Salvage Captain. The only Survey Scout is also commanded by a Salvage Captain, and 
  this ship is used for long range missions where it is not practical to move the Jump-1 Tenders. The final Salvage 
  Captain runs the base on Efate, and generally has extensive negotiation, trade and negotiation skills for dealings 
  with potential buyers.
  
  The current fleet consists of the following ships and small craft:
  Ship 
   
  Type 
   
   
   
  Joined  
   
   
   
   
   
   
  Fleet 
   
  Origin
  Minton  
  Converted X-Boat Tender 
  1029 
   
  Surplus from Scout Service
  Friar 
   
  Converted X-Boat Tender 
  1060 
   
  Surplus from Scout Service
  Phoenix 
  Converted X-Boat Tender 
  1084 
   
  Salvaged from 4th Frontier War
  Jeramiah 
  Survey Scout 
   
   
  1082 
   
  Rebuilt from accident - sold by Scout  
   
   
   
   
   
   
   
   
  Service
  Redoubtable 
  Scout/Courier 
   
   
  1057 
   
  Surplus from Scout Service
  Reliant  
  Scout/Courier 
   
   
  1089 
   
  Purchased from private owner
  Renegade 
  Scout/Courier 
   
   
  1100 
   
  Surplus from Scout Service
  Small Craft
  Four 50 ton Modular Cutters (leased)
  Five 30 ton Tugs (owned)
  One 20 Ton Launch (leased)
  11 Cutter Modules (owned)
  The Cutter Modules consist of two general purpose modules, one vehicle module, four salvage modules and four 
  fuel modules.
  Vehicles
  The company maintains numerous vehicles for use in ground salvage operations.
  10 air/rafts.
  5 ATVs.
  1 G-carrier.
  A typical space-based salvage operation would consist of:
  A converted X-Boat Tender.
  A 50 ton Modular Cutter with fuel module and salvage module.
  A 30 ton Tug.
  A typical ground-based salvage operation would consist of:
  A converted X-Boat Tender.
  A 50 ton Modular Cutter with general purpose module.
  A 30 ton Tug.
  Page 8
  
  Page 9
  CONVERTED X-BOAT TENDERS
  Scout Service X-boats are unable to maneuver without assistance, so are serviced by tenders. The standard X-boat 
  tender in Imperial service is a Jump-1, 1-G vessel with five 120 ton boat bays capable of holding 600 tons of small 
  and large craft, or cargo, or fuel bladders. The three examples acquired by Spinward Salvage are older designs (the 
  so-called “First Millennium” design), but are well maintained by their engineers. Minor changes have been made to 
  the fitout of the boat bays, but they remain essentially unchanged from their days in the Scout Service.
  The Tenders are of a standard configuration, with vertically arranged decks. The top deck, A deck, contains the 
  bridge, 10 staterooms, low berths and two small cargo bays. A special operations suite also handles the operations 
  of the boat bays, and contains a special observation window which provides extensive views.
  Decks B through F are the boat bays. Each is capable of holding a scout/courier shaped vessel up to 120 tons 
  displacement. Spinward Salvage usually reserves B deck for housing any embarked small craft (usually a modular 
  cutter, extra module and 30 ton tug). The remaining decks are usually given over to cargo, fuel bladder and stor-
  age space for salvaged parts.
  G Deck contains fuel, while H Deck contains fuel and a small cargo bay with a dedicated area for an engineering 
  shop. The final deck is I Deck, which houses the drives and powerplant. 
  Standard armament consists of two dual beam laser turrets, and a triple sandcaster turret. This mix has been re-
  tained in the salvage variant operated by Spinward Salvage.
  Spinward Salvage maintains a standard crew complement of 10 for these ships: Salvage Captain, three pilots (who 
  also act as gunners), navigator, two engineers, two small craft pilots (who can also act as gunners) and a medic. 
  There are also between two and six “Salvage experts“ embarked, a fancy title for what amounts to freelancers who 
  provide ship-board skills and manpower for the various salvage operations that are undertaken.
  
  CONVERTED X-BOAT TENDER STATISTICS
  Converted X-Boat Tender
  Tons
  Price (MCr)
  Hull 1000         
  Hull 20
  100
  Standard
  Structure 20
  Armour - none
  Jump Drive E
  Jump 1
  30
  50
  Manoeuvre Drive E
  Thrust 1
  9
  20
  Power Plant E
  Rating 1
  16
  40
  Bridge
  20
  5
  Computer Model/3
  Rating 15
  0
  2
  Electronics Basic Military
  DM +0
  2
  1
  Weapons Hardpoint #1 Triple Turret
  3 Sandcasters
  1
  1.75
  Hardpoints #2, #3 Double Turrets
  Beam Lasers
  2
  5
  Fuel 205 tons One Jump 1, 85 tons for other craft
  4 weeks of operation
  205
  Cargo 52 tons
  52
  10 Staterooms
  40
  5
  20 Low Berths
  10
  1
  Extras Fuel Scoops
  0
  1
  Fuel Purification Plant
  100 tons per day
  5
  0.25
  5x120 ton Boat Bays
  600
  -
  Self Sealing Hull
  0
  10
  Engineering Shop
  5
  -
  Sancaster Storage
  60 Cannisters
  3
  -
  Software Manoeuvre/0 -
  -
  Library -
  -
  Fire Control/2
  Rating 10
  4
  Jump Control/1
  Rating 5
  0.1
  Maintenance Cost (monthly) 
  0.0184
  Life Support Cost (monthly) 
  0.022
  Total Tonnage & Cost
  1000
  221.49 (includes 
  10% discount for 
  standard design)
  Page 10
  
  Page 11
  �����������
  ����������
  ������������
  �������������������
  ����������������
  ����������������
  ��������
  �������������
  ������������
  �����������������
  ������������
  ������
  �����������
  ��������������
  ����������������
  ����������
  �������������
  �����������������
  ������
  ������
  ������
  ������
  ������
  ������
  ������
  ������
  ������
  
  Page 12
  �����������
  �����������
  ����������
  ������������
  �������������������
  ����������������
  ����������������
  ��������
  �������������
  ������������
  �����������������
  ������������
  ������
  �����������
  ��������������
  ����������������
  ����������
  �������������
  �����������������
  ������
  �������
  ������
  �������
  �������
  �������
  ���������
  ���������
  ���������
  ���������
  ���������
  ���������
  ���������
  ���������
  ���������
  ���������
  ����������
  ����
  �����������
  ����������
  ������
  ������
  �������������������
  ������
  ����������������
  ������
  �������
  �����������
  ���������
  ��������
  ����������
  �������������������
  ������
  
  �����������������
  �����
  �����������
  ����������
  ������������
  �������������������
  ����������������
  ����������������
  ��������
  �������������
  ������������
  �����������������
  ������������
  ������
  �����������
  ��������������
  ����������������
  ����������
  �������������
  �����������������
  ������
  ������
  ����
  �����������
  ������
  �����������
  ���������
  ����
  ������
  ������
  �������
  ������
  ������
  �������
  �����������
  ������
  ����������������
  Page 13
  
  �����������
  ����������
  ������������
  �������������������
  ����������������
  ����������������
  ��������
  �������������
  ������������
  �����������������
  ������������
  ������
  �����������
  ��������������
  ����������������
  ����������
  �������������
  �����������������
  ������
  ��������������
  ����������
  ����������
  �������������������
  �������
  �������
  Page 14
  
  Page 15
  TeLeMon CLASS SURVEY SCOUT - JeraMIah
  A somewhat unusual acquisition made in 1082, the 400 ton Survey Scout was purchased as a barely salvageable 
  wreck from the Scout Service and extensively rebuilt to the standard Telemon specification. The ship now operates 
  as a high Jump ship capable of independent search and salvage operations in the Jewell and Querion subsectors, 
  where distances between systems are much greater than the Regina Subsector. The Telemon class Survey Scout 
  is an old design that is still produced in some numbers across the Imperium, but has been replaced by the newer 
  Donosev class survey scout. The design is noted for its powerful sensors, which aid in detection of salvageable 
  materials.
  The port cylinder houses the bridge, computer system, avionics, staterooms and the port maneuver drive. A pas-
  sageway links the port cylinder with the starboard cylinder, which houses the primary powerplant, port maneuver 
  drive, Jump drive, Cutter module bay, a small 7 dton cargo bay and the observation lounge. The Cutter bay normally 
  houses an additional utility or salvage module, while a fuel module is attached to the Cutter. The observation lounge 
  has a huge bubble window and doubles as a relaxation lounge, but its primary function is as a sensor suite, with 
  three sensor workstations controlling the extensive sensor arrays.
  B Deck, which is “below” the A deck, consists entirely of fuel, except for the starboard 40 ton cargo bay, which is 
  accessed from A Deck’s lift. Loading and unloading is undertaken via an extendable iris airlock, allowing ship-to-ship 
  transfer of cargo. Transferring the Cutter module to the Cutter is a simple process. The Cutter module bay doors 
  are opened, and small thrusters “push” the module clear of the Survey Scout. The Cutter then maneuvers to pick 
  up the module. A similar process is undertaken when stowing the module.
  Standard crew for the Jeramiah consists of 8: a salvage captain, two pilots, navigator, medic, cutter pilot and two 
  engineers. Additional “salvage experts” are added as necessary.
  
  SURVEY SCOUT STATISTICS
  SURVEY SCOUT
  Tons
  Price (MCr)
  Hull 400         
  Hull 8
  14.4
  Standard
  Structure 8
  Armour - none
  Jump Drive F
  Jump 3
  35
  60
  Manoeuvre Drive D
  Thrust 2
  7
  16
  Power Plant F
  Rating 3
  19
  48
  Bridge
  20
  2
  Computer Model/4
  Rating 20
  0
  5
  Electronics Advanced
  DM +1
  3
  2
  Weapons Hardpoint #1 Triple Turret
  3 Sandcasters
  1
  1.75
  Fuel 156 tons One Jump 3
  6 weeks of operation
  144
  Cargo 47 tons
  47
  10 Staterooms
  40
  5
  2 Low Berths
  1
  0.1
  Extras
  Fuel Purification Plant
  20 tons per day
  1
  0.05
  Enhanced Signal Processing
  DM +4
  2
  8
  50 ton Modular Cutter
  50
  -
  Self Sealing Hull
  0
  4
  30 Ton Module
  30
  -
  Software Manoeuvre/0 -
  -
  Library -
  -
  Fire Control/1
  Rating 5
  2
  Jump Control/3
  Rating 15
  0.3
  Maintenance Cost (monthly) 
  0.0126
  Life Support Cost (monthly) 
  0.0202
  Total Tonnage & Cost
  400
  151.74 (includes 
  10% discount for 
  standard design)
  Page 16
  
  - 23 -
  The Jeramiah in deep space, somewhere in Jewell Subsector.
  Page 17
  
  ������
  �����������
  ����������
  ������������
  �������������������
  ����������������
  ����������������
  ��������
  �������������
  ������������
  �����������������
  ������������
  ������
  �����������
  ��������������
  ����������������
  ����������
  �������������
  ������������
  ������
  ������������
  �������������
  ������
  ������
  ������
  ���������
  ��������
  ��������
  �����������
  �������������
  ����������
  �����������
  ������
  ������������
  ������������
  ����
  �����
  �������
  ������
  �����������
  ������
  �����������
  ����������
  ������
  ������
  Page 18
  
  �����������
  ����������
  ������������
  �������������������
  ����������������
  ����������������
  ��������
  �������������
  ������������
  �����������������
  ������������
  ������
  �����������
  ��������������
  ����������������
  ����������
  �������������
  ������������
  ������
  ������������
  �������������
  ������
  ������
  �����������
  ����
  ����
  ����
  ����������
  �������
  Page 19
  
  THE SCOUT/COURIERS
  The three scout/couriers in service with the company are standard models, and are used for scouting missions to 
  find and appraise salvageable ships or other installations. All three have had aeroforms fitted to assist with flight 
  performance in atmospheres, although most company employees consider them to be a complete waste of time 
  and have merely been fitted so these ships “look sexy”.
  The Spinward Salvage Scout/courier Renegade in orbit over Efate, ready for another mission.
  Page 20
  
  Page 21
  CUTTERS AND MODULES
  A cutter is normally carried on each X-boat Tender and the Jeramiah as a fuel collector, lighter, or salvage ship 
  with the company’s salvage module. The general purpose modules have been used as mini-space stations when 
  needed, as well as a ground station when undertaking planetary salvage missions. A special Salvage module has 
  been designed and build by Spinward Salvage, and the company now builds a limited number for other salvage 
  companies - so long as they do not operate in the Spinward Marches.
  Modular Cutter
  Tons
  Price (MCr)
  Hull
  50 Tons Modular
  Hull 1
  1.65
  Streamlined
  Structure 1
  Armour
  None
  Manoeuvre Drive
  sK
  Thrust 4
  5
  11
  Power Plant
  sK
  Rating 4
  3.9
  7.5
  Bridge
  Control cabin for 2
  6
  0.25
  Computer
  Model/1
  Rating 5
  0.03
  Electronics
  Standard 
  DM-4
  Weapons
  None
  Fuel
  1 ton
  One week of opera-
  tion
  1
  Cargo
  3.1 tons
  3.1
  Extras
  Airlock
  1
  0.2
  30 ton module
  30
  0.99
  Software
  Manoeuvre/0
  Library/0
  Total Tonnage & 
  Cost (excluding 
  module)
  30
  19.458
  
  Page 4
  Viewport
  Floor Iris Valve
  Ceiling Iris Valve
  Floor and Ceiling Iris Valves
  Iris Valve
  M
  aintenance Hatch
  W
  all (Partition)
  Bulkhead
  Sliding Door
  Fuel
  A
  vionics/Com
  puter/Sensors/Com
  m
  Life Support
  Controls/Displays
  Food Dispensers/Storage/Prep
  Lift
  Drives/Power Plant
  Sym
  bol G
  uide
  M
  anual Hatch
  Floor M
  anual Hatch
  Ceiling M
  anual Hatch
  Floor and Ceiling M
  anual Hatches
  Page 22
  
  0.0 m
  1.5 m
  3.0 m
  4.5 m
  6.0 m
  0.0 m
  1.5 m
  3.0 m
  4.5 m
  6.0 m
  0.0 m
  1.5 m
  3.0 m
  4.5 m
  6.0 m
  LOwER DECk
  UPPER DECk
  ACCESSwAY
  Page 7
  Page 23
  
  VEHICLE MODULE
  30 tons. The Vehicle module can carry up to two wheeled or tracked AFVs and includes a space for a maintenance 
  area to allow quick repairs of grav, wheeled and tracked vehicles. The 20 ton vehicle bay allows transport of other 
  types of vehicles as well. For example, the module could carry 4 air/rafts, or 2 G-Carriers. This module is used by 
  civilian as well as military organizations for a wide range of roles: pure vehicle transport, vehicle repair and carriage 
  of AFVs into a battlezone.
  The Vehicle Module is essentially a large open bay. The floor of the bay contains a ramp which may be used to 
  disembark vehicles. The side bay door also open to provide another means of egress. Most of the larger shop tools 
  and vehicle lift equipment are suspended from the ceiling with additional tools stored in the upper walkways.
  Vehicle Module
  Tons
  Price (MCr)
  Hull
  30 Tons
  Hull 0
  1.3
  Standard
  Structure 1
  Armour
  None
  Manoeuvre Drive
  none
  Power Plant
  none
  Bridge
  none
  Computer
  none
  Electronics
  none
  Weapons
  none
  Fuel
  none
  Cargo
  5.5 tons
  5.5
  Extras
  2x10 ton vehicles 
  (see above)
  20
  Cabin space for 3
  4.5
  0.225
  Software
  None
  Total Tonnage & 
  Cost
  30
  1.525
  Page 24
  
  FUEL MODULE
  30 tons. A Fuel Module is designed to store and transport fuel, and includes fuel scoops to allow fuel to be skimmed 
  from gas giants or oceans. The Fuel Module is also useful for unstreamlined starships that cannot skim fuel from 
  oceans or gas giants, and which have a cutter or cutters as small craft.
  Fuel Module
  Tons
  Price (MCr)
  Hull
  30 Tons
  Hull 0
  1.3
  Standard
  Structure 1
  Armour
  None
  Manoeuvre Drive
  none
  Power Plant
  none
  Bridge
  none
  Computer
  none
  Electronics
  none
  Weapons
  none
  Fuel
  none
  Cargo
  30 tons
  30
  Extras
  Fuel Scoops
  1
  Software
  None
  Total Tonnage & 
  Cost
  30
  2.3
  Page 25
  
  UTILITY MODULE
  30 tons. The Utility Module is designed to be a multifunction module that provides considerable flexibility for a 
  modular cutter or ship. The four staterooms can be used for either crew or passengers. A 5 ton space is provided 
  on the lower deck which can serve as either a vehicle hanger for an air/raft (or some other light vehicle), or cargo 
  space. A single turret is ventrally mounted, and a small power plant is included to power up to one laser in the tur-
  ret. The turret however, relies on the carrying cutter’s or ship’s computer and sensors. A half ton armoury is also 
  included, and is sometimes used as a missile magazine if the laser is replaced by a missile rack.
  The Utility Module is sometimes used as a small space station, or landed on a planet for use as a small forward 
  base.
  Utility Module
  Tons
  Price (MCr)
  Hull
  30 Tons
  Hull 0
  1.3
  Standard
  Structure 1
  Armour
  None
  Manoeuvre Drive
  none
  Power Plant
  sG - Fusion
  Rating 4
  3
  6
  Bridge
  none
  Computer
  model/1
  0.03
  Electronics
  none
  Weapons
  Single Turret: 1 Pulse 
  Laser
  1
  0.7
  Fuel
  1.5 tons
  2 weeks operation
  1.5
  Cargo
  5 Tons
  5
  Extras
  Airlock
  1
  0.2
  4 Staterooms
  16
  2
  4 Low Berths
  2
  0.2
  Armoury
  0.5
  0.125
  Software
  library
  Total Tonnage & 
  Cost
  30
  10.555
  Page 26
  
  SALVAGE MODULE
  30 tons. The Salvage module is built exclusively by Spinward Salvage, and consists of a modified Utility Module 
  with an attached grappling arm for handling components externally and the staterooms ripped out to make room for 
  storage of salvaged parts. A cockpit is fitted to control the grappling arm, which can telescope out to 250 metres, 
  providing great flexibility during operations. The pulse laser is retained as at a lower power setting, the laser can 
  be useful if metal needs to be cut during a salvage operation.
  Salvage Module
  Tons
  Price (MCr)
  Hull
  30 Tons
  Hull 0
  1.3
  Standard
  Structure 1
  Armour
  None
  Manoeuvre Drive
  none
  Power Plant
  sG - Fusion
  Rating 4
  3
  6
  Bridge
  none
  Computer
  model/1
  0.03
  Electronics
  none
  DM-4
  Weapons
  Single Turret: 1 Pulse 
  Laser
  1
  0.7
  Fuel
  1.5 tons
  2 weeks operation
  1.5
  Cargo
  18 Tons
  18
  Extras
  Airlock
  1
  0.2
  1 Cockpit (for arm)
  1.5
  .15
  4 Low Berths
  2
  0.2
  Grappling Arm
  2
  1
  Software
  library
  Total Tonnage & 
  Cost
  30
  9.58
  Page 27
  
  0.0 m
  1.5 m
  3.0 m
  4.5 m
  6.0 m
  Upper Deck
  Lower Deck
  7
  8
  1
  2
  3
  4
  5
  6
  9
  UTILITY M
  O
  DULE
  0.0 m
  1.5 m
  3.0 m
  4.5 m
  6.0 m
  Upper Deck
  Lower Deck
  1
  2
  3
  4
  5
  6
  FIG
  HTER M
  O
  DULE
  Utility M
  odule Key
  1 Stateroom
  s
  2 Lounge
  3 G
  alley
  4 Power Plant
  5 Fuel
  6 Vehicle Hanger / Cargo
  7 Low Berths
  8 M
  issile M
  agazine
  9 Fire Control
  Fighter M
  odule Key
  1 Stateroom
  s
  2 Fuel
  3 Cargo
  4 M
  issile M
  agazine
  5 M
  issile M
  agazine
  6 Fighter Bay
  0.0 m
  1.5 m
  3.0 m
  4.5 m
  6.0 m
  Upper Deck
  Lower Deck
  1
  2
  3
  4
  5
  VEHICLE M
  O
  DULE
  Vehicle M
  odule Key
  1 Vehicle Hanger
  2 Aft Upper W
  alkway with
     Ladder
  3 Vehicle Shop Upper
     Space (O
  pen to floor
     below)
  4 Forward W
  alkway and
     Tool Storage with Ladder
  5 Vehicle Bay with Center
     Ram
  p
  6 W
  ork Area with Storage
  Page 17
  Vehicle Module Key
  1  Aft upper walkway  
      with ladder
  2  Vehicle bay upper  
      space
  3  Forward walkway and  
      tool storage with  
      ladder
  4  Vehicle Bay with  
      centre ramp
  5  Work area with  
      storage
  Page 28
  
  Page 29
  TUGS
  The Spinward Salvage possesses standard 30 ton tugs which are used to move wrecks. They are little more than 
  drives attached to a cockpit, and are workhorses found throughout the Imperium. The following table shows the 
  potential of the tugs to move wrecks.
  Size of Wreck  
  Maximum Acceleration
  100 tons 
   
  6-G 
  200 tons 
   
  6-G 
  300 tons 
   
  5-G 
  400 tons 
   
  4-G 
  500 tons 
   
  3-G 
  600 tons 
   
  2-G 
  700 tons 
   
  2-G
  800 tons 
   
  2-G
  900 tons 
   
  2-G
  1000 tons 
   
  2-G
  1200 tons 
   
  1-G
  1400 tons 
   
  1-G
  1600 tons 
   
  1-G
  Tug
  Tons
  Price (MCr)
  Hull
  30 Tons
  Hull 0
  1.3
  Standard
  Structure 1
  Armour
  None
  Manoeuvre Drive
  sW
  Thrust 14
  16
  32
  Power Plant
  sW - Fusion
  Rating 14
  10.5
  26
  Bridge
  Cockpit for 1
  1.5
  0.15
  Computer
  model/1
  Rating 5
  0.03
  Electronics
  standard
  DM-4
  Weapons
  None
  Fuel
  1.75 tons
  1 week operation
  1.75
  Cargo
  0.25 Tons
  0.25
  Software
  library/0
  Manoeuvre/0
  Total Tonnage & 
  Cost
  30
  53.532
  
  SHIP’S LOCKER
  The X-Boat Tenders and Survey Scout have extensive ship’s lockers, with the following equipment provided as 
  standard. Where 10-20 is denoted, the Survey Scout will carry, 10, and the X-Boat Tender will carry 20.
  10-20 TL9 Hostile Environment Suits
  10-20 Breather Masks
  10-20 TL 8 Vacc suits
  2 TL 10 Computers
  10-20 Commdots
  10-20 TL 10 Comms
  10-20 Geiger Counters
  6 Binoculars
  3 Light Intensifier Goggles
  4 Electronic Tool Sets
  4 Mechanical Tool Sets
  2 TL 10 Medikits
  3 TL 10 Habitat Modules
  8 Tents
  Water purification tablets
  Prepackaged food and water for 20 people for 10 weeks
        
  Weapons and Armour
  10-20 Flak Jackets
  10-20 Snub Pistols (200 rounds per gun)
  10-20 Blades
  Page 30
  
  Page 31
  SPINWARD SALVAGE HOME BASE - EFATE
   
  Spinward Salvage has maintained a base on Efate for over a century, just outside the city of 30 South. The 40 
  hectare site contains numerous facilities, including an administration office, fuel depot, engineering shops, hang-
  ers, landing pads, a small drydock and storage space for wrecks and ship hulks. A portion of the site is still vacant, 
  but it is filling up year by year. The site is virtually a mini starport, and has five landing pads that can support up to 
  1000 ton ships. Overhauls of the company’s 1000 ton Tenders are undertaken at the base, but it is a slow process 
  to bring the ungainly Tenders down through the atmosphere for landing.
  The dry dock can also accommodate ships of up to 1000 tons, and is used to modify existing ships or construct 
  new ships - mainly with salvaged internal parts. These low-cost ships have new-build hulls, so their structural in-
  tegrity is good, but there may be quirks in some internal systems. Spinward Salvage has been in the business of 
  constructing such ships to order for over 50 years.
  The powerplant is a fusion plant which powers all systems in the complex, making the operation independent of Efate’s 
  power grid. Communications systems housed in the same building provide Advanced level sensors throughout most 
  of the Efate system, providing the company with a secure means of communicating with their ships in-system.
  Because of the non-existent law level on Efate, there are extensive security measures in place to prevent unwel-
  come visitors to the site. The entire compound is fenced with barbed wire, security cameras and security drones 
  who will use stunners to incapacitate intruders. In addition, armed guards conduct regular patrols in two air/rafts 
  and two ATV’s. The guards are armed with assault rifles and stunners, and have flak jackets. The ATVs and air/rafts 
  are also armed, with light machine guns. At any time there are two patrols each of four guards operating, 24 hours 
  per day.
  The perimeter is also patrolled by small drones armed with stunners. These provide support and backup for the 
  human guards.
  
  Page 32
  �
  ����������������������������������
  ����
  �������
  ���
  ����������
  �
  �
  �
  ���������������
  �������
  ���
  ���������
  �������
  ����
  �������������
  ���������������
  �����������
  �����������
  �����������
  ������
  �����������
  ��������
  ������
  ����������������
  ���������������
  ����������������
  �
  
  REGINA 
  SUBSECTOR
  Grant
  Page 33
  
  REGINA SUBSECTOR
  The Regina Subsector lies at the Coreward end of the Spinward Marches Sector. To Coreard (“north” on the map 
  lies the Vargr Extents, while to Spinward “left” on the map lies Jewell Subsector, which borders the Zhodani Con-
  sulate. 
  The following Amber Zone is set in the Red Zone system of Grant, which lies on the Regina/Jewell subsector border. 
  This system is also denoted on the Regina Subsector map.
  Page 34
  
  ADVENTURE: WE’VE LOST A SHINY NEW SCOUT 
  CRUISER - CAN YOU HELP US FIND IT?
   
  PLAYERS’ INFORMATION
  The players are hired by the chief recruiter as a freelancer crew on a world in the Regina Subsector (preferably 
  Efate, but it could be any world). The pay offered is Cr6,000 per month per crew member, plus 1% of the value of 
  all items salvaged for the entire group of freelancers. In all, a lucrative deal. The salaries are high because salvag-
  ing has such danger attached to it that “hazard pay” is offered.
  They are taken to the HQ of Spinward Salvage on Efate, and treated to a massive dinner with much free-flowing 
  mead. The players are taken the next morning via Modular Cutter into orbit, and are transferred to the ship they 
  will be commanding, the Survey Scout Jeramiah. On the bridge they are introduced to the Salvage Captain for the 
  mission, Fera Jemasie, an ex-Merchant Vargr. Jemasie explains the job.
  The Scout Service has commissioned Spinward Salvage to locate and salvage a ship they have lost. The Scouts 
  are “99%” sure that the system the ship was lost in was the Grant system in Jewell subsector - Grant being a Red 
  Zone. The ship is a 1000 ton Machii class Scout cruiser. It is so new only two have been built - the Machii being the 
  lead ship of the class and therefore could be classified as an experimental ship. It has been designed to replace 
  the old 1000 ton Qasar class Scout cruisers, which have been in service for over two centuries and in dire need 
  of replacement. 
  The role of the Jeramiah is to use its powerful sensors to locate the stricken vessel, investigate and if possible sal-
  vage as much equipment as they can from the wreck. The situation on board the Machii is unknown, but the Scout 
  Service is sure that they are dealing with a salvage scenario rather than a rescue scenario. Jemasie explains that 
  the search started when it became two months late arriving back at its homeport. The search proved fruitless, but 
  the Scouts discovered that the ship’s final Jump was from the Lysen system into the Grant system, so the search 
  should naturally start in the Grant system.
  It should become evident to the players that the Grant system is a best guess. The ship may not in fact be in that 
  system. It could have misjumped, in which case the Jeramiah will be looking for a needle in a thousand haystacks. 
  The Grant system itself is a Red Zone. Jemasie says that the reason for the Red Zone is rumoured to be an at-
  mospheric contagion, but the interdiction force is actually a number of Navy-run satellites in geostationary orbit that 
  will shoot down any craft approaching the planet. Automated warnings are in place to advise ships to refuel at one 
  of the two gas giants. A small Scout Service detachment is also operating at one of the gas giants, to serve as an 
  additional warning to ships that may pass through. The “space station” there is nothing more than 5 cutter modules 
  docked together, with a lifeboat for emergency use. In a Service where isolated duty is often the norm, this posting 
  would be the most isolated posting of all the isolated postings.
  The Jeramiah has been outfitted with a standard Modular Cutter, a fuel module and a salvage module. The per-
  manent Spinward Salvage crew members on board are the Salvage Captain and the two engineers. The other 
  positions that require filling are: two pilots, navigator, medic and small craft pilot. Two additional “salvage experts” 
  could to be carried if there are additional characters who need to be part of the crew.
  Required Skills and Equipment
  Shipboard skills are essential, particularly pilot, engineer, computer, sensors, zero-G and astrogation skills. If the 
  players don’t have at least some of these skills, they won’t be hired. Additional useful skills for part two of this ad-
  venture would be streetwise, investigate, carouse and stealth skills.
  REFEREE’S INFORMATION
  Spinward Salvage has built up a good working relationship with the Scout Service in the Marches over the decades, 
  partly due to the company’s willingness to buy surplus Scout ships, and partly due to the company’s great track 
  record undertaking salvage work for the Service. These connections are invaluable, as the Scout Service has 
  another job for the company - an important one.
  Page 35
  
  The Scout Service is also looking for the Machii in systems other than the one Spinward Salvage is looking in, but 
  all involved are doubtful that they will find the Machii in any mainstream system - otherwise it would have been 
  located by now.
  The lush jungle world of Grant is interdicted because the atmosphere of the planet has a particularly nasty hal-
  lucinogenic effect on humans - inducing extreme paranoia. The first Scout mission to survey the planet ended in 
  disaster, as the crew ended up killing each other after blowing up their scout/courier. Further missions revealed 
  that the atmosphere somehow penetrated hostile environment suits, so after the loss of more Scouts, the world 
  was permanently interdicted. The players may find this out the hard way if they decide to run the satellite blockade 
  for some strange reason. Within 2D hours of exposure to the atmosphere, the players will be actively engaged in 
  trying to kill each other.
  JUMP TO GRANT
  After the necessary preparations are complete, the Survey Scout will Jump to the Grant system. The system itself 
  has two gas giants, Grant itself, three rockballs and two asteroid fields. There is a significant amount of space to 
  cover to try to detect the ship.
  The system statistics are as follows:
  0.4 AU*: 
  ROCKBALL 
   
  100000-0
  0.9 AU:  
  GRANT  
   
  664100-0
  4 AU: 
   
  SMALL GAS GIANT 
  (Scout detachment of 5 people in a small space station)
  5 AU: 
   
  ROCKBALL 
   
  S00000-0
  6 AU: 
   
  ASTEROID FIELD
  10 AU:  
  ROCKBALL 
   
  S00000-0
  21 AU:  
  SMALL GAS GIANT
  25 AU:  
  ASTEROID FIELD
  100 AU:  
  OORT CLOUD
  * Astronomical Units
  On exiting Jump space, the ship will be hailed by the Scout space station. “Spinward Salvage vessel Jeramiah, this 
  is Scout station 01 at Grant A, welcome to the welcoming Grant system. We have been expecting your arrival.“ The 
  Scouts explain that no ship can enter orbit around Grant, otherwise they will be shot to smithereens by the Navy 
  satellites. They explain that if one were to land on Grant, they would be committing suicide, as an atmospheric 
  contagion causes death in hours. Other than that, the Survey Scout is free to search the system. The Scouts fur-
  ther note that they did not detect the Machii or any other Scout Service vessel entering the system in the last two 
  months, so they are adamant the ship is not in the system. Their lifeboat has been used to make some sensor 
  sweeps of the 4 AU gas giant orbit, as well as the Grant orbit, but nothing has been found.
  However, such a search is the domain of a ship like the Jeramiah. Within a one light year volume of a star lies 9.46 
  trillion cubic kilometres of space, so there is a lot of volume to search. 
  THE DISCOVERY
  The Machii is in fact in the Grant system. It is however, drifting without power in the outer asteroid field. Depend-
  ing on where the Jeramiah starts searching first, it may take days or weeks to find the ship. Each orbit should be 
  searched with 12 formidable rolls (one every 6 hours - 4 per day) against Sensors skills and intelligence and the 
  associated modifiers for the sensor suite the Survey Scout possesses. The Oort cloud will take ten times as long ie: 
  120 formidable rolls - and they wont find the Machii there anyway. The search through each orbit can be widened 
  if the Cutter is used, but the cutter’s sensors are poor compared to the Survey Scout, so the cutter may search the 
  25 AU orbit, but will not find anything.
  Eventually (hopefully), the Survey Scout will find the Machii. It will be a lucky find, with false returns from asteroids 
  confusing the sensor picture. Returns may seem to indicate a ship, but only if the formidable roll is made, will the 
  ship actually detect the Machii. 
  Page 36
  
  Salvage operations can now begin. The Survey Scout and/or the cutter will pull alongside the hulk, and there will 
  be no signs of power on the vessel. There is some considerable damage to the hull, so the ship appears to have 
  suffered a mishap of some sort, either in Jump space or when it arrived in the Grant system. The crew will investi-
  gate the wreck through some reasonably dangerous EVA. Everything is recorded through cameras on the vacc suit 
  helmets, so footage can be reviewed in the future. The ship’s structure is largely intact, but much of the interior of 
  the ship has been trashed - methodically so. A search of the entire ship will reveal the following disturbing facts.
  1.  There is no sign of the crew - no bodies, nothing. However, if the characters decide to undertake a scan  
  of the surrounding area (a difficult check against sensors skill), they will find the bodies of two dead scouts float-
  ing in space, a male and a female. They are not wearing vacc suits, and appear to have suffered from explosive 
  decompression. The bodies should be retrieved for return to their families.
  2. The damage to the hull can be discerned by anyone with engineering skill to be impacts from asteroid type bod-
  ies. This is what caused the explosive decompressions.
  3.  Both small craft (the lifeboat and the launch are missing). The air/raft is still in its bay, so this is salvageable. 
  The  ATV bay is empty, but the briefing indicated that no ATV was carried. This may lead the characters to scan for 
  the small craft. They will find none.
  4.  The turrets are also salvageable, and will require an average mechanic check to successfully remove. An ex-
  ceptional failure could mean major issues out in the zero-G environment. The work is hard and time consuming, 
  but the eight beam lasers are in good condition. The sandcaster turret is smashed however, by an impact from an 
  asteroid fragment. This is easily confirmed because the fragment is firmly wedged inside the turret.
  5.  The bridge controls and computer systems, as well as all the sensors, have been carefully removed, as if by a 
  salvage team. A difficult roll against computer skill is required to retrieve some data from the few remaining systems. 
  The data reveals that the Machii successfully entered Jump, but upon exiting Jump in one of the Grant system’s 
  asteroid fields both the ship’s power systems suffered a massive overload, frying all electronics and power conduits. 
  Floating helpless in space, unable to even send a distress signal, the ship seems to have simultaneously suffered 
  a collision with a debris field, causing explosive decompression. It is a strange and cruel set of circumstances. The 
  data stops when the ship’s power system was fried.
  6.  Any salvageable parts from the Jump drives have been removed (Zuchai crystals etc).
  7.  The cargo bay, ship’s locker and staterooms has been stripped clean of anything valuable.
  During the salvage, each significant action undertaken during EVA will have to be checked against zero-G skills. 
  There is considerable danger in the tasks, hence the need for checks. Exceptional failures will result in the need 
  for remedial action. For instance, an exceptional failure in retrieving debris floating in space with a thruster pack 
  could see the character concerned needing to be rescued by others. An exceptional failure in opening a struck 
  hatch could mean a tear in the character’s vacc suit that may need repairing. The table below outlines the kinds 
  of actions that require checking.
  Task
  Characteristic
  Difficulty
  Open a stuck hatch in Zero-G (1-6 minutes)
  Strength
  Easy
  Force open a struck valve in Zero-G (1-6 minutes)
  Strength
  Easy
  Retrieve debris floating in space (such as bodies) using a thruster pack 
  (10-60 minutes)
  Dexterity
  Difficult
  Use the cutter module’s grappling arm to move an object (1-6 minutes)
  Dexterity
  Routine
  Crawl through a small accessway on the Machii (10-60 minutes)
  Endurance
  Routine
  Move a large object in space with a thruster pack (1-6 minutes)
  Strength
  Difficult
  The salvage operation is now complete - the hulk is all that remains to be picked up by a larger ship. The burning 
  question is however - who beat them to the salvage? How did this mystery salvage team know where to look - in 
  a Red Zone system that hardly ever sees any traffic?  Why did the Scouts in their little space station not detect 
  another ship in the system? Why did this salvage team (or bunch of scavengers or whoever they are) not take the 
  weaponry and the air/raft?
  Page 37
  
  QUESTIONS ON EFATE
  These questions should be asked back at the headquarters of Spinward Salvage. Once back in orbit around Efate, 
  the characters take a trip to the home base via the Survey Scout’s cutter. The debriefing at the administration office 
  is attended by the CEO of Spinward Salvage, Lar Derren, and his head of security, Diane Hertzog. The small item 
  of payment for the salvage is also taken care of. A payment of Cr 82,750 is made, being 1% of the value of the 
  salvageable material. The hull is not counted, as it is probably not salvageable, according to Derren.
  Arrangements are made for the Scout Service to retrieve the hulk in the Grant system using a 20,000 ton Scout 
  ship, which will leave from Efate as soon as possible.
  The debriefing continues, with the details conveyed through the character’s descriptions of events as well as video 
  footage of the salvage itself. At the end of the discussion, Hertzog, who has said nothing but recorded everything 
  on a digital dictaphone, speaks up. 
  “Either we have a mole in our company passing information to a rival - or the Scout Service in the subsector has 
  a mole. Either way, the only way a rival firm could conduct a salvage so quickly was if they had information about 
  the system where the scout cruiser was last headed to. Our preparations for salvage didn’t move quickly enough.” 
  She turns to Derren, who is contemplating what to say next.
  “I think we need to do some digging ourselves. We need to find out what Salvage Factors knows about the Machii 
  and its fate. We would like your team to investigate this further. I think the best way to go about this is to get to Feri 
  as soon as possible and find out whatever you can about the current operations Salvage Factors is undertaking. 
  Their home port is Feri, so it may be best to start there. We will keep you on the payroll for a bit longer, until we get 
  to the bottom of this. You should take the Jeramiah - it will only take one Jump and you will be there. If you find out 
  it is Salvage Factors doing the dirty on us, you will be handsomely rewarded.”
  Should the characters be pushed on what “handsomely” means, the CEO will merely say that at the very least, he 
  will keep the team on the payroll, having done such a good job so far. “We have plenty of work to be done, and 
  plenty of resources at our disposal.“
  The team should leave for Feri as soon as possible. The Salvage Captain steps aside from this mission, as it is not 
  a salvage mission, but a corporate spying mission. The characters will take command of the Jeramiah directly. 
  FERRETING ON FERI
  The Jump into the Feri system proceeds immediately. Hertzog accompanies them and during the Jump discussion 
  takes place on how to approach the mission. Hertzog recommends Jumping into the system as far as possible 
  away from the mainworld, and approaching via cutter. She does not want the Jeramiah to be detected, and then 
  for questions to be asked at the starport and in the Feri underground. Several avenues exist for extracting the 
  required information. If the characters do not think of them, Hertzog will suggest them. Cunning characters could 
  think of more.
  1.  Go to Feri’s Highport or town where the Salvage Factors offices are located and start asking some ques-
  tions amongst people who may know what is going on. 
  Following this approach will reveal some startling facts - Feri locals generally like the company, and they seem to 
  dislike offworlders who come to the planet to ask questions. No amount of bribery will generate any useful informa-
  tion. In fact, at one bar near the Salvage Factors offices the characters will be confronted by five thugs who will not 
  take kindly to the questions being asked. They will start a brawl. It is not initially clear whether these thugs are in 
  the employ of Salvage Factors, but it soon becomes clear that they are low level workers for the company. They 
  are burly men with a great deal of loyalty to the company, and will be very aggressive.
  Only after this encounter will someone useful contact the characters and ask to meet them in a private location. 
  Jane Armitage, a middle aged woman with a nervous disposition will meet with the characters. She will show her 
  Salvage Factors employee card, and show other credentials to prove her links to Salvage Factors. Armitage seems 
  uncomfortable with what she is doing, but explains that she is looking after her sick husband who cannot work, and 
  asks for Cr 50,000 before she will talk. Hertzog initially rejects the offer, but relents given that there are no other 
  Page 38
  
  leads. The payment is made, and Armitage gives a full explanation along with stolen data on disk to back up the 
  story. See “A Minefield of Information”, below.
  2.  Hack into the Salvage Factors computer network and obtain the information illegally. 
  If any of the characters have reasonable computer skills this could be a possibility. The characters can gain access 
  to the network via the Feri’s Worldnet computer grid. To break into the system will require a Very Difficult roll against 
  computer skill with intelligence modifiers. The task will take 1-6 hours. Intrusion programs can be used, and security 
  programs are being run by the company. Hertzog has available on her hand computer a TL 11 Intrusion program, 
  but if the characters want a higher level intrusion program, they may have try to purchase one on Feri, a Very Dif-
  ficult task against any streetwise or investigate skills the characters may possess. The company is running a TL 
  12 Security program on their internal network. An exceptional failure will mean the characters have been detected, 
  and will be hunted down by the local police. An average failure will mean the intrusion attempt will be detected the 
  next day by Salvage Factors staff, but the source of the hacking cannot be determined.
  Such an encounter depends on where the characters have their gateway to the Worldnet. If the characters have 
  positioned themselves and the gateway on the planet’s surface or in the Highport in orbit, the police will arrive within 
  1d6x10 minutes and attempt to arrest the characters, assuming they are still in that location. If the characters have 
  accessed the Worldnet from a more remote location - for instance via a commlink from orbit on the cutter, their ship 
  will be approached by an armed police ship’s boat within 2d6x5 minutes and asked to heave-to and be boarded. 
  The ship’s boat will be armed with a single pulse laser. This will lead to arrest and possible imprisonment.
  3.  Break into the Salvage Factors offices on the surface of Feri and collect the information needed. 
  While it is a given that the characters will find the information they are looking for, it will be a difficult task to break 
  into the offices, and a very good chance of being caught. A brief survey of the offices, which are located in a high 
  rise building, reveals extensive security - armed guards, sniffer dogs and controlled access to the floors. This may 
  be a last resort, but Hertzog will not stand in the way of such an approach. However, the characters will probably 
  be caught, injured and possibly even killed in the attempt.
  If the characters are caught doing anything illegal, Spinward Salvage will come to their aid and hire the best 
  lawyers to get them off. They will be banned from entering the Feri system again however. If the characters kill or 
  injure anyone in any of their attempts to gain the information, they will be charged and convicted, and sent to a 
  Feri jail. There will be little Spinward Salvage can do about this. Obviously, going around maiming or killing people 
  on a high law level world will have devastating consequences. Injuring others will attract a 1d6 year prison term, 
  and killing 1d6+10 years.
  A MINEFIELD OF INFORMATION
  Assuming the characters come across the verifiable information their employer requires, it will not be good news 
  for Spinward Salvage, LIC. But the information will prove of great value to Spinward Salvage, and the group will 
  be paid a bonus of Cr 100,000 on their return to Efate, as well as continued employment with Spinward Salvage, 
  should the characters wish to do so.
  Essentially, the relationship Salvage Factors has with Ling Standard Products (LSP) has proven to be of great 
  value. LSP provided Salvage Factors with the complete flight plan for the shakedown cruise of the Machii in Jewell 
  subsector. After all, it was LSP who built the ship on Mora, and LSP engineers were part of the crew of the Machii. 
  Obviously, LSP did not expect the Machii to be lost, but as soon as LSP operatives in Regina subsector found out 
  their new-build ship was overdue, they traced the last Jump to the Grant system and immediately contracted Salvage 
  Factors to conduct a secret search and possible salvage operation. A LSP-registered Jump-4 ship was hurriedly 
  prepared at an LSP facility in the Feri system, with a stealth coating applied to the ship to make it almost invisible 
  to sensors. Crewed by salvage experts from Salvage Factors, the ship Jumped to the Grant system, located and 
  conducted the salvage before Spinward Salvage arrived. It was an incredibly lucrative operation for both LSP and 
  Salvage Factors.
  It seems LSP wanted to find out what went wrong and collect what was salvageable, as well as get paid for the 
  rebuilding of the Machii. However, Spinward Salvage has now found out about the deception, and as soon as Lar 
  Derren is presented with the information, he travels with the characters and Hertzog to the Scout Way Station 
  Page 39
  
  orbiting Efate, to present to the local Scout Service officials. The meeting lasts only two hours, but at the end the 
  Way Station commander points out that it is highly unlikely LSP will be building any more scout ships of any kind 
  for the Service in the Marches, and they will probably have the contract to build the Machii ships cancelled. As for 
  Salvage Factors, he would make sure the Scout Service in the Marches would never undertake work with them 
  again. Their favoured company would remain Spinward Salvage.
  Derren and Hertzog can barely contain their glee at the stupidity of LSP and Salvage Factors. Derren points out 
  that it is a tough market, and any kind of edge over Salvage Factors is a huge advantage.
  ALLIES AND ENEMIES
  The characters will gain some new allies, notably the CEO of Spinward Salvage and their staff. However, the local 
  Scout Service personnel a the Way Station in the Efate system will also become allies of the characters, especially 
  when they are in the employ of Spinward Salvage.
  It is the enemies the characters have gained that will be an issue however. Salvage Factors staff are now even 
  more implacable enemies of the characters and Spinward Salvage staff, and any meeting between them will usu-
  ally result in some kind of violence. LSP staff in Regina subsector now become enemies of the characters, and this 
  may become an issue outside of Regina subsector over time.
  Two weeks after the meeting with the Scout Service, the Spinward Salvage compound on Efate is attacked by 
  mortars. There is some damage to a hanger and no injuries, but it serves as a reminder that the cold war between 
  Spinward Salvage and Salvage Factors is about to get much hotter. It is also learnt that the informant on Feri “com-
  mitted suicide” - a police investigation is underway, but it shows what a high stakes game corporate espionage is, 
  and LSP and Salvage Factors mean business.
  The characters are asked to stay on. They are given a choice of roles. One is to crew the Survey Scout to conduct 
  a salvage of an old mining base in Lanth subsector. Unfortunately the world’s critters are a tad un-welcoming, 
  as is the climate. so there may be some bloody critter-clearing to do. There is also the command of a company 
  scout/courier up for grabs for another corporate spying mission against Salvage Factors in the Regina subsector. 
  It’s their choice...
  Page 40
  
  CAST OF CHARACTERS
  JeraMIah ENGINEERS
  Merchant (Free Trader) 777777 3 Terms
  Vacc suit-1, drive (wheeled)-0, broker-0, steward-0, comms-0, persuade-1,engineer (J-Drive)-1, engineer (pow-
  erplant)-1, engineer (M-Drive)-1, engineer (life support)-1, zero-G-1.
  Equipment: commdot, TL 8 Vacc Suit, electronic kit, blade.
  FERA JEMASIE - JeraMIah SALVAGE CAPTAIN
  Vargr Merchant (Free Trader) 576888 6 Terms
  Vacc suit-1, drive (wheeled)-0, broker-2, streetwise-1, advocate-1, steward-0, comms-1, persuade-2, jack-of-all-
  trades-1, zero-G-1, pilot (spacecraft)-2, sensors-1.
  Equipment: commdot, TL 8 Vacc Suit, blade, snub pistol.
  DIANE HERTzOG - HEAD OF SECURITY FOR SPINWARD SALVAGE
  Agent (Corporate) 698887 5 Terms
  Streetwise-2, drive (wheeled)-1, investigate-1, computers-2, recon-1, gun combat (slug pistol)-1, deception-1, 
  stealth-1, comms-1.
  Equipment: TAS membership, commdot, TL 8 flak jacket, snub pistol, blade.
  LAR DERREN, CEO OF SPINWARD SALVAGE
  Citizen (Corporate) 777A99 6 Terms
  Advocate-2, admin-2, broker-0, computers-1, diplomat-0, leadership-2, trade-2, streetwise-2.
  Equipment: TAS membership, commdot, hand computer, TL 8 flak jacket.
  SALVAGE FACTORS THUGS/WORKERS
  Drifter (Scavenger) 979665 4 Terms
  Vacc Suit-1, trade-1, pilot (small craft)-0, mechanic-1, astrogation-0, zero-G-1, gun combat (slug pistol)-0, melee 
  (unarmed)-2, streetwise-1, survival-1.
  Equipment: commdot, Mesh armour.
  FERI POLICE
  Agent (Law Enforcement) 888766 3 Terms
  Streetwise-1, drive (wheeled)-1, investigate-1, computers-0, recon-1, gun combat (slug pistol)-1, gun combat 
  (energy pistol)-1.
  Equipment: commdot, TL 8 flak jacket, blade, TL 10 stunner, snub pistol.
  Page 41
  
  MaChII CLASS SCOUT CRUISER
  The Machii is the lead ship of a new class of long range Scout Cruisers designed to operate independently both 
  within the Imperium and beyond its borders. The design is rather more rational than its predecessor, the Qasar 
  class Scout Cruiser, which included a 100 ton scout/courier as one of its “small craft”. The Machii has extensive 
  redundant systems, including a backup Jump drive, thrusters, computer and backup powerplant. The Machii also 
  packs in extensive sensors and probe drones, designed to collect vast amounts of data while surveying worlds and 
  systems. The Machii also carries an extensive complement of small craft - a Launch, a Lifeboat (which can be easily 
  configured to carry passengers), an air/raft and ATV. The Machii is designed to land of the surface of worlds.
  Built by Ling Standard Products at its Mora dockyard, the Machii was on one of its shakedown cruises in the Jewell 
  Subsector when it was lost. The second ship of the class is currently building at the same shipyard, and is currently 
  un-named.
  The Machii on its first shakedown cruise in the Mora system.
  Page 42
  
  MaChII CLASS SCOUT CRUISER
  Tons
  Price (MCr)
  Hull 1000         
  Hull 20
  100
  Streamlined
  Structure 20
  10
  Armour - none
  Jump Drive  P
  Jump 4
  75
  140
  Manoeuvre Drive H
  Thrust 2
  15
  32
  Power Plant P
  Rating 4
  43
  112
  Backup Jump Drive E
  Jump 1
  30
  50
  Backup Manoeuvre Drive E
  Thrust 1
  9
  20
  Backup Power Plant E
  Rating 1
  16
  40
  Bridge
  20
  5
  Computer Model/4
  Rating 20
  0
  5
  Computer Model/1
  Rating 5
  0
  0.03
  Electronics Survey Sensors
  DM +1
  10
  10
  Enhanced Signal Processing
  DM +4
  2
  8
  Weapons Hardpoint #1 Triple Turret
  3 Sandcasters
  1
  1.75
  Hardpoints #2, #3, #4, #5 Double Turrets
  2 Beam Lasers per 
  turret
  4
  10
  Fuel 456 tons One Jump 4
  Four weeks of opera-
  tion
  456
  Cargo 128 tons
  128
  20 Staterooms
  80
  10
  20 Low Berths
  10
  1
  Extras Fuel Scoops
  0
  1
  Launch Hanger
  26
  5.2
  Fuel Processing Plant
  200 tons per day
  10
  0.5
  Lifeboat Hanger
  26
  5.2
  Laboratory
  8
  2
  80 Probe Drones
  16
  8
  Self Sealing Hull
  0
  10
  Air/raft
  4
  -
  ATV
  10
  -
  Sandcaster Cannisters
  20 Cannisters
  1
  -
  Software Manoeuvre/0 
  -
  Library 
  -
  Fire Control/3
  Rating 15
  6
  Intellect
  Rating 10
  1
  Auto-Repair/2
  Rating 20
  10
  Evade/2
  Rating 15
  2
  Jump Control/4
  Rating 20
  0.4
  Maintenance Cost (monthly) 
  0.0505
  Life Support Cost (monthly) 
  0.042
  Total Tonnage & Cost
  1000
  606.08
  Page 43
  
  ������
  �������
  �������������
  ��������
  �����������������
  ������
  ����������
  ������
  ����������
  ������
  �����������
  ����������
  ������������
  �������������������
  ����������������
  ����������������
  ��������
  �������������
  ������������
  �����������������
  ������������
  ������
  �����������
  ��������������
  ����������������
  ����������
  ������������
  �������������
  ������
  ������
  ���������
  ���������
  ���������
  ���������
  ���������
  ���������
  ���������
  ���������
  ���������
  ���������
  ���������
  ���������
  �����������
  �������
  ����������
  ������
  ����������
  ������
  ����
  ���
  ������
  ��������
  �����������
  ���������
  ���������
  ���������
  ���������
  ���������
  ���������
  ���������
  ���������
  ���������
  ���������
  ���������
  �������������
  ������
  ����
  ����������
  ��������
  ���
  ���
  ���
  ����
  ������������
  �����
  �������
  ����������
  ������
  ����������
  Page 44
  
  �����������
  ����������
  ������������
  �������������������
  ����������������
  ����������������
  ��������
  �������������
  ������������
  �����������������
  ������������
  ������
  �����������
  ��������������
  ����������������
  ����������
  ������������
  �������������
  ������
  ����
  ������
  �����������
  ���������
  �����������
  ����������
  ����
  ������������
  �����
  �������
  ��������
  �����
  �������
  ����
  �����
  ������
  ����
  �����
  ����
  ���
  �����
  ������
  ���
  ����
  �����
  �����
  Page 45
  
  �����������
  ����������
  ������������
  �������������������
  ����������������
  ����������������
  ��������
  �������������
  ������������
  �����������������
  ������������
  ������
  �����������
  ��������������
  ����������������
  ����������
  ������������
  �������������
  ������
  ����
  ������
  ��������
  �����
  ����
  ����
  �����������
  Page 46
  
SOURCE: textdata/thevault/Traveller/08 - Mongoose Traveller/Spinward Salvage LIC.pdf