TEXT:  
   
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   Each system hex is the potential home to a central system and perhaps several subordinate systems. 
   
  
   
   
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  THE TYPICAL STAR SYSTEM 
   
   
  The Typical Star System Contains: 
   A Central Star 
   Orbits numbered 0 (zero) upward 
   Worlds (including planets, gas giants, and asteroids) occupying some (or all) of these orbits. 
   
   
   
   
   
  
   
   
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  THE INNER SYSTEM 
   
  Orbits 0-6 
  THE OUTER SYSTEM 
   
  Orbits 7-12 
  THE REMOTE SYSTEM 
   
  Orbits 13-19 
   
   
   
   
  
   
   
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  Star Systems and Their Worlds O
   
   Star systems contain accumulations of stars, gas giants, and worlds.  
   
   Traveller System Generation is a process that provides increasing levels of detail and complexity as a Star System is 
  explored.  
   MOARN Map Only As Really Necessary. Some journeys stop only momentarily in star systems; the information required 
  about that is little more than the type of world present and perhaps the location of a gas giant for starship refueling. Other 
  systems create a need for extensive information: details of several worlds, the location of companion stars, and even 
  information about worlds in the remote or outer system. 
   Traveller System Generation is a hierarchical process which can be started and stopped as the situation requires. The 
  referee need create only as much information as the players need; as more is required, more can be generated. 
   
  UNDERSTANDING STAR SYSTEMS 
   A star system consists of a central star and a family of 
  planets.  
   Multiple Stars. Some systems have more than one star. 
  The central star is the Primary. There may be other stars 
  which are Close (Orbits 0-1-2-3-4-5), Near (6-7-8-9-10-11), or 
  Far (Orbits 12-13-14-15-16-17). Each of these stars may 
  have a Companion which is extremely close. 
   Orbits. Each star is encircled by a series of Orbits number 
  beginning with 0 and extending as far as Orbit-19. Orbits are 
  numbered to correspond to these in the Solar System (that is, 
  1= Mercury, 2= Venus, 3= Earth). An additional Orbit-0 is 
  allowed inside the orbit of Mercury. 
   Worlds. Each star may have a variety of worlds: planets, 
  gas giants, asteroid and planetoid belts, satellites, and 
  worldlets.  
   
  The Mainworld 
   The focus of each system is its Mainworld: the single most 
  important world in the system. If the Mainworld has a high 
  population, other worlds in the system are probably explored 
  and even settled. If the Mainworld has a low population, the 
  other worlds in the system are likely barren. 
   The Mainworld is the world referenced in astrogation data 
  bases and is generally the destination of most travelers 
  entering the system (just as Terra is the likely destination of 
  those visiting the Sol system). 
   
  DESCRIBING SYSTEMS 
   Star systems are recorded and described on a series of 
  FillForms. Most systems can be described on the Inner 
  System FillForm which covers the central star and orbits 0 
  through 6. Where necessary, additional Fillforms can be used 
  for the Outer System and the Remote System. 
   
   
   
   
   
   
   
   
  CREATING STAR SYSTEMS AND THEIR WORLDS 
   The process of creating star is governed by the System 
  Generation Checklist and Charts A through G. 
   
  A SYSTEM CHECKLIST 
   The System Checklist details the steps to be taken in 
  creating star systems. 
   
  The Second Survey Format 
   When large data bases of system information are called 
  for, they can be presented in the Second Survey Format: one 
  line per star system showing the Mainworld of the system and 
  other data appropriate for astrogation. 
   
  Sector Name 
   The Sector Name is known before the information is 
  created, as is the hex location of the system. 
   
  B MAINWORLD 
   The Mainworld is the most important world in the system. 
  The first step in system creation is generation of information 
  about the Mainworld. 
   Starport. The starport is on the Mainworld. Other 
  spaceports (for other worlds) can be created later in the 
  process. 
   Mainworld Type. The Mainworld may be a Planet 
  occupying an orbit, or it may be a Satellite orbiting a Gas 
  Giant (or a larger planet). It is possible for a Planet Mainworld 
  to be an Asteroid Belt (determined when World Size is 
  generated). 
   If the Mainworld is a Satellite, Flux determines the Orbit 
  name (a letter from Ay to Zee) and if it is Close or Far from its 
  world. 
   
  The Habitable Zone 
   The Habitable Zone is that region in a star system which is 
  hospitable to humans (and many similar sophonts). 
   Inner System Reference Chart H and Outer System 
  Reference Chart J show the orbits which are in the Habitable 
  Zone for various star types. 
   HZ is the abbreviation for Habitable Zone. An orbit is the 
  HZ allows the world to have liquid water and climate 
  hospitable to humans and similar sophonts. 
   HZ+1 is one orbit farther from the star; the resulting climate 
  is Cold (at the lower edge of human endurance). 
  
   
   
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   HZ-1 is on orbit closer to the star; the resulting climate is 
  Hot (near the upper limits of human endurance). 
   
   Twilight Zone. A Planet in Orbit 0 or Orbit 1 is tidally 
  locked to its star. Although the world may be in the HZ, 
  hospitable conditions are present only in a narrow Twilight 
  Zone. 
   Locked. A Satellite in Close Orbit to its planet is Locked to 
  it; Satellites do not have Twilight Zones. 
   
  Gas Giants and Belts 
   The number of Gas Giants in the system and the number 
  of Planetoid Belts can be generated. 
   Gas Giants in a system = 2D /2 -2 (ignore fractions and 
  treat less-than-zero as zero) which produces a range from 0 
  to 4 with some chance of none at all. This value is for the 
  entire stellar hex regardless of the number of subsystems. 
   Planetoid Belts in a system = 1D – 3 (ignore fractions and 
  treat less-than-zero as zero) which produces a range from 0 
  to 3 with a fair chance of zero. This value does not include 
  the Mainworld if it is an Asteroid Belt. For terminology 
  purposes, an Asteroid Belt is a Mainworld; an Planetoid belt 
  is not a Mainworld. 
   
  Using Chart B 
   Chart B provides basic information about the Mainworld. 
  Ships can look up this information in data bases and can 
  make decisions before setting course for the system. The 
  presence of Gas Giants allows wilderness refueling. 
   
  C StSAHPGL-T 
   The basic information contained in the Universal World 
  Profile can be created with the instructions on the Chart A 
  Checklist. 
   
  THE UWP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Starport 
   
   
   
   
   
   
   
   
   
   
   
  Size 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Atmosphere 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Hydrographics 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   A 2 3 4 5 6 7
  -D
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Population 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Government 
   
   
   
   
   
   
   
   
   
   
   
   
  Law Level 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Technology Level 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Using Chart C 
   Chart C allows the information in the UWP to be decoded 
  and understood. 
   The instructions for creating the elements of the UWP are 
  appended to each table. 
   
  D TRADE CLASSIFICATIONS 
   The Trade Classifications reflect specific types of 
  information about the Mainworld (and to a lesser extent, other 
  locations in the system). 
   
  E THE EXTENSIONS 
   The Extensions provide additional information about the 
  Mainworld. 
   
  The Importance Extension 
   The Importance Extension (Ix) ranks worlds within a 
  region. It can range from +4 to -2. A world with +4 is 
  Important; a world with 0 or less is Unimportant. 
   Trade Routes. Trade Routes within a sector connect 
  Important Worlds with Jump-4 or less. If such a route is not 
  possible, intermediate connections with less important worlds 
  are possible. 
   Capitals. The most Important world in a subsector is the 
  Subsector Capital; the most important world in a Sector is the 
  Sector Capital. 
   When more than one world is of the highest Importance, 
  the one with the most Trade Classifications is considered 
  most Important. 
   
  The Economic Extension 
   The Economic Extension (Ex) is a measure of the 
  strength of a world economy and provides basic insights into 
  the economy’s structure and capabilities.  
   The Economic Extension is useful in evaluating the 
  budgets and outputs of a world, and for comparing the 
  economics of different worlds. 
   By detailing the Resources (= 2D plus GG and Belts), 
  Labor (= by Population), and Infrastructure (= 2D + 
  Importance), a general picture of the economic strength of 
  the World emerges.  
   Barriers add a handicap: legal, cultural, and social 
  inefficiencies which may increase or reduce overall economic 
  strength.  
   
   Resource Units. The Economic Extension can be used to 
  compute the Resource Units of a world (in effect, its world 
  budget).  
   
  RU 
  Resource Units = R * L * I * (5-B) 
   If any value = 0, use 1 instead (to avoid multiplying by 
  zero). 
   Resource units can be negative: a world can be a net drain 
  for Resource Units. 
   Barriers. All economies have barriers to total efficiency. In 
  the Economic Extension, Barriers range from 0 to 10, with 
  higher value values (because of the structure of the formula) 
  being the most destructive to an economy. 
   In the RU formula, Barriers at 6 or more turn the RUs 
  available negative: the Barriers are so destructive as to make 
  the economy a net drain. Such barriers represent a welfare 
  state; cultural influences which do not value wealth, even 
  physical limitations. 
   On the other hand, since nearly all economies have 
  barriers, lower-than-expected Barriers are a positive multiplier 
  increasing available RU. 
   The Golden World. The theoretical (possibly apochryphal) 
  world with maximum values under the Economic Extension 
  would not only have an immense RU value, it would have 
  virtually no Barriers to production: its citizens would value 
  work, production, efficiency, and even customer satisfaction 
  above all else. 
   Fractional Budgets. RU Resource Units are relative 
  values: they are best understood in comparison to other 
  
   
   
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  worlds. Assuming World Alpha produces RU= 100 and World 
  Beta produces RU= 50, one can assume Alpha has an 
  economy twice the size of Beta. 
   Similarly, if Alpha has a naval budget for ship production, 
  Beta probably has half that budget. 
   
  The Cultural Extension 
   The Cultural Extension (Cx) is a broad insight into the 
  expected social behaviors of the citizens of the world.  
   
  F NABZ Nil 
   Additional Information about the world is produced by Chart 
  F. 
   Nobility. The Imperium assigns a representative to each 
  mainworld; this imperial Noble interacts with the local 
  government and population, serves as an ambassador, and 
  promotes trade and commerce. This noble may be a local 
  appointed by the Emperor, or may be an offworlder assigned 
  to the post.  
   When a world has a significant non-human population, the 
  Noble often has a local counterpart who deals with non-
  human locals. 
   Allegiance. Worlds within the Imperium owe their loyalty to 
  the empire; worlds just beyond the Imperial borders may be 
  Non-Aligned (carefully maintaining its neutrality), or Client-
  State (independent, but interacting with the empire at various 
  levels). 
   Worlds may be members of interstellar groups and owe 
  their allegiance to them. 
   Bases. Worlds may have bases for military, scout, or naval 
  purposes. 
   
  Travel Zones 
   Some worlds pose a variety of dangers to travelers. The 
  Travel Zone classification system assigns to worlds a basic 
  warning level based on experience. 
   Most worlds are Travel Zone Green: safe (relatively safe) 
  to visit. Green status is assumed within the Imperium unless 
  otherwise posted. 
   Some worlds are Travel Zone Red: dangerous to visitors. 
  The level of danger is severe enough that the world is 
  Interdicted and travel to the world is prohibited (with Trade 
  Classification Forbidden). The level of enforcement of Red 
  Zones varies: some systems are patrolled by Quarantine 
  fleets; others have merely a warning beacon. 
   Some worlds are Travel Zone Amber: visitors are advised 
  to use caution. Travel Zone Amber has two levels: 
  Dangerous and Puzzling, each reflected in a Trade 
  Classification. 
   Amber worlds with low population (Pop= 6 or less) are 
  labeled Amber if local conditions may prove to be dangerous 
  (as reflected by the low population). Amber worlds with higher 
  population (Pop= 7 or more) may require caution by visitors, 
  but the fact that large numbers live on the world makes the 
  classification less about danger and more about intriguing or 
  exotic conditions. 
   
  Native Status 
   Most worlds capable of supporting native intelligent live 
  have a (or had a now-extinct) population of sophonts. The 
  chart identifies the status of such sophonts. 
   
  System Stars 
   The precise number of stars in a system and their spectral 
  types can be created using the charts. 
   About half of all star systems will be single stars without 
  companions. 
   It is possible for a system to have eight stars: A Primary 
  and a Companion, a Close star in the inner system and its 
  Companion, a Near star in the Outer System and its 
  companion, and a Far star in the Remote system and its 
  Companion (the chance of such a system is extremely small). 
   
  Stellar Spectral Type 
   The precise spectral identity of the stars in the system are 
  generated using the Spectral Type chart. 
   
  The Size of Additional Star Systems 
   The number of available orbits for system stars is 
  restricted. 
   The Primary Star may have orbits out to Orbit-19 (not all 
  need be, or will be, filled).  
   Close, Near, and Far stars may fill orbits around them to 
  their own Orbit minus 3. For example, a Close Star in orbit 3 
  around its Primary can have no (= 3 – 3) planet orbits. A Far 
  star in Orbit 17 around its Primary can have planets in orbits 
  around it out to Orbit 14 (= 17 – 3). 
   The Sub Orbit Column of the Orbital Distance Chart 5a (in 
  the Ranges Chapter) shows available orbits. 
    
   
  G PLACING WORLDS 
   Chart G places the Mainworld in a specific Orbit and 
  creates and places other worlds in the system. If the supply 
  of worlds exceeds the available orbits, the excess worlds are 
  ignored. 
   
  Placing Worlds 
   Worlds in a system must be places in orbits.  
   The Placing Worlds Chart provides priorities and deals with 
  several exceptions.  
   The Mainworld is placed first. If it is a satellite, then a Gas 
  Giant must be placed in that orbit to accommodate it. If there 
  is no Gas Giant in the system, then a BigWorld (Size=-2D +7) 
  must be placed in that orbit.  
   If the Mainworld is an Asteroid Belt, it is placed using the 
  Belt Column of the Basic Placement Chart without regard to 
  Habitable Zone. 
   Rotate Placement. The Placing Worlds Chart calls for 
  Rotating Placement of various worlds in the system. If the 
  system has more than one star (Close, Near, Far), place the 
  first of the worlds concerned in orbit around the Primary, the 
  second in orbit around the Close, the third in orbit around the 
  Near, and the fourth in orbit around the Far (if possible). 
  Repeat the process if necessary.  
   Precluded Orbits. Some stars re so large that they engulf 
  some of the orbits in the system and preclude their 
  availablility.  
   The Surface of the Star… Column of the Orbital Distance 
  Chart 5a (in the Ranges Chapter) shows preculuded orbits. 
    
   Worlds other than the Mainworld are subject to restrictions: 
  Maximum Population is Mainworld Population minus 1. All 
  worlds other than the Mainworld have Spaceports rather than 
  Starports. 
   
  Other Worlds 
   The creation of additional worlds uses a simplified 
  procedure:  
   Inner Worlds are in orbits HZ minus 2 or more. 
  
   
   
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   Hospitable Worlds are in orbits HZ – 1 to HZ +1. 
   Outer Worlds are in orbits HZ +2 or greater. 
   Consult the charts to determine the specific type of world 
  and then create it using the information from the Other 
  Worlds column. 
   Similar tables direct the creation of Satellites as necessary. 
   
   Hospitables are potentially habitable or exploitable worlds 
  located in the Habitable Zone. 
   Planetoids are the worldlets of a Belt. The Population, 
  Government, and Law Level represent the general level 
  throughout the Belt. 
   Iceworlds are frozen worlds beyond the HZ. 
   RadWorlds are worlds with extreme levels of radiation. 
  Local values for RadWorlds are provided in Range Table 3b 
  Strangeworlds. 
   Infernos are worlds with extremes of temperature. Local 
  values for Infernos are provided in Range Table 3b 
  Strangeworlds. 
   BigWorlds are worlds with larger than expected Size. 
  Occasionally, a satellite Mainworld in a system without Gas 
  Giants requires a BigWorld as its primary. Bigworld may also 
  occur throughout a system. 
   Worldlets are worlds with generally small Size.  
   Inner Worlds are located starward of the Habitable Zone. 
   Stormworlds are worlds wracked by constant atmospheric 
  turbulence. Local values for Stormworld are provided in 
  Range Table 3b Strangeworlds. 
   
  Satellites 
   When necessary, satellites for worlds and for gas giants 
  can be generated. 
   Ring. The table may create one or more Rings.  
   
  Even More Worlds 
   This system does not create the many small chunks of rock 
  and ice throughout most systems. 
  
   
   
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  THE REGINA SYSTEM 
   Hex 1910 of the Spinward Marches sector was created as an example using charts. 
   
  A 
   The Sector Name is known: The Spinward Marches. 
   The Hex Location is already known: 1910. 
   The Mainworld Name is Regina. 
   
  B 
   Starport= 2D=4 = Type A. Excellent Quality. 
   Mainworld Type= Flux = - 4 = Far Satellite. 
   Satellite Orbit = Flux = -2 = Arr. 
   Habitable Zone Variance = Flux = 0 = no variance.  
   Climate (based on HZ=0) = Temperate. 
   Gas Giants = 2D / 2 - 2 = 10 / 2 – 2 = 3. 
   Planetoid Belts = 1D – 3 = 2 – 3 = 0. 
   
  C 
   Mainworld Size = 2D – 2 = 7 = 7,000 miles diameter. 
   Atmosphere = Flux + Size = +1 + 7 = 8 = Dense. 
   Hydrographics = Flux + Size = +1 + 7 = 8 = 80 of the world 
  surface is covered by seas. 
   Population = 2D – 2 = 8. Hundreds of millions. 
   Government = Flux + Pop = +1 + 8 = 9 = Impersonal 
  Bureaucracy.  
   Law Level = Flux + Gov = +0 + 9 = 9 = High Law.  
   Tech Level = 1D + Mods (Starport A = +6) = 4 + 6 = 10. 
  TL-10 = approximately 2100 AD. 
   
  D 
   Trade Classifications =  
    Rich (Atm=8, Pop=8). 
    Pre-Agricultural (Atm=8, Hyd=8, Pop=8). 
    Pre-High (Pop= 8). 
   
  E. 
   Importance Extension = { +4 } = Important. 
   = Starport A = +1, TL A = +1, Rich = +1, Pre-Ag = +1. 
   Economic Extension = ( A8B6 ) 
    Resources=  2D + GG + Belts = 7 + 3 + 0 = 10 = A. 
    Labor = Pop = 8. 
    Infrastructure = 2D + Importance = 7 + 4 = 11 = B. 
    Barriers = 2D - 2 = 6 
   Cultural Extension = [ 6C5C ] 
    Homogeneity = Pop + Flux = 8 -2 = 6. 
    Acceptance = Pop + Importance = 8 + 4 = 12 = C. 
    Strangeness = 2D – 2 = 5. 
    Symbols = TL + Flux = 10 + 2 = 12 = C.  
   
  F 
   Nobility = cCe = Baronet, a Baron, and a Viscount 
    Based on Rich, Pre-Ag, Pre-High. 
   Allegiance = Im =  a member world of the Imperium. 
   Bases = NS 
    Naval Base from the table. 2D = 5 = Yes. 
    Scout Base from the table. 2D = 3 = Yes. 
   Travel Zones. Imposed by the Referee. = None. 
   Native Status. Based on Pop 7 or greater and Atm 2 or 
  greater, the world has a Native population. 
   
   System Stars 
    The system automatically has a Primary. 
    Primary Companion = Flux = +4 = Yes. 
    Close Star = Flux = 0 = No. Near Star = Flux = -2 = No. 
    Far Star = Flux = +4 = Yes.  
    Far Star Companion = Flux = +1 = No. 
   The Regina system has a Primary and a Companion, and 
  a Far star in the remote system, and without a companion. 
   
   Stellar Data 
   Primary = F7 V. Primary Spectral Type = Flux = -1 = F. 
  Primary Spectral Decimal = use the Even Distribution Table 
  from Dice = 7. Primary Size = Flux = 0 and consult the 
  Spectral F column = V. 
   Primary Companion = DM. Companion Spectral Type = -1 
  + 1D-1 = 4 = M. Companion Decimal = 4. Companion Size = 
  Flux + 1D -1 +3 = +7 = D. Spectral decimal is ignored for 
  Size= D. 
   Far Star = M6 V. Spectral Type = Flux + 1D -1 = 0 + 3 = M. 
  Spectral Decimal = 6. Stellar Size = Flux + 1D -1 = 0 + 2 = 2 
  = V. 
   Place the Stars in orbits. The Primary is the central star of 
  the system. Its Companion orbits it inside Orbit 0. The Far 
  star is in orbit 11 + 1D = 11 + 5 = Orbit 16.  
   
  G 
   Total Worlds In The System = 1+ 3 + 0 + 2D = 1+ 3 + 0 + 8 
  = 12. 
   Mainworld. Regina is in the HZ. The Inner System 
  Reference map shows the HZ for the Primary F7 V is Orbit 4. 
  Because Regina is a Satellite, place a Gas Giant in Orbit 4. 
  Regin orbits the Gas Giant. 
   Gas Giants. The system has three Gas Giants. 
    The first Gas Giant has been placed in Orbit 4 of the 
  Inner System. Consult the GG Table for its details = 2D = 7 = 
  Siz S (80,000 miles diameter = about equal to Jupiter). It is a 
  Large Gas Giant LGG. 
    Place the second Gas Giant. HZ= 4. Consult the GG 
  Table for its details = 2 = Siz M (30,000 miles diameter). It is 
  a Small Gas Giant SGG. Consult the Basic Placement Chart 
  for SGG location = 2D = 2 = HZ-2. Place the GG in Orbit 4 -2 
  = Orbit 2.  
    Rotate placement of Gas Giants through the systems. 
    Place the third Gas Giant orbiting the M6 V Far star 
  (begin a new Inner System Fillform for the star). The HZ for 
  an M6 V is Orbit 0. Consult the GG Table for its details = 5 = 
  Siz Q (60,000 miles diameter). It is a Small Gas Giant SGG. 
  Convert it to an ice Giant. Consult the Basic Placement Chart 
  for IG location = 2D = 2 = HZ+2. Place the IG in Orbit 0 + 2 = 
  Orbit 2.  
   The system has no Planetoid Belts. 
   Create world 5 of the system’s 12. On World1 Column, 2D 
  = 5 = Orbit 4 = which becomes a Satellite of the Gas Giant in 
  Orbit 4. As a Satellite in Orbit 4, consult the HZ Hospitables 
  Satellite table = 1D = 4 = Hospitable. Determine its orbit from 
  the World and Orbits Table Chart B = Flux = -1 = Satellite 
  Orbit Eff. Create the Spaceport = Mainworld Pop -2D + 5 = 8 
  – 2 + 6 = 0 = Starport F. Create World Size = 2D -2 = 5.  
   Continue the process of world creation Atm=6 Hyd=4 Pop= 
  6 Gov = 6 Law = 9. TL = 6. 
   
  
  1�
  WorldGen Format and Checklist 
  1�
   
  A
   
  SystemGen Checklist 
   Use the procedures in this Checklist to create star systems and their 
  component worlds. 
  Checklist
   
   
  The Second Survey Format 
   
   
   
  UWP 
   
  Hex 
  Name  
  StSAHPGL-T 
  TC and Rem 
  { Ix } (  Ex  ) [  Cx ] N 
  B 
  Z 
  PBG 
  W A 
  Stellar 
  0810 Miigamshiirshag 
  E300000-0 
  As Hi In Va Ci 
  { -2 } (8056) [7685] B 
  - 
  - 
  624 
  7 
  Im M1 V M6 VII 
   
   The Second Survey Format shows tabular information about a star system (and especially its Mainworld) for ready reference 
  in astrogation, merchant trade, and general inquiries. It consists of the following details. 
   
  THE ELEMENTS OF SYSTEM DATA 
   Sector. The Sector Name and general identity is 
  created and known before this proceess begins. 
   Hex. The hex location identifier for the location of 
  the system within the sector. 
   Mainworld Name. The generally accepted name of 
  the Mainworld of the system. Generated by the 
  referee. 
   UWP. The standard Universal World Profile (in the 
  format StSAHPGL-T) for the Mainworld in the system. 
   TC Trade Classifications. The Trade 
  Classifications (and Remarks) for the mainworld. 
   Ex Extensions. Guides to the character of the 
  Mainworld: Importance, Economic, and Cultural. 
   N Nobility. Within the Imperium, the noble rank of 
  the individual assigned by the Empire as 
  representative to the MainWorld. More than one is 
  possible. 
   Bases. The nature of Military, Naval, and Scout 
  bases on the world. 
   Z Travel Zone. Guidance about potential dangers 
  on the World. 
   PBG Population Belts Giants. Three digits 0-9 
  representing he significant digit for the population of 
  the Mainworld, the number of Planetoid Belts in the 
  System, and the number of Gas Giants in the system. 
   W Worlds. The number of worlds in the system = 
  MainWorld + Belts + Gas Giants + Stars + 2D. This 
  number does not include Worldlets and Satellites 
  (other than the Mainworld if is a Satellite). 
   A Allegiance. The larger government to which the 
  system owes allegiance (if any). 
   Stellar. The Spectral identification of the stars of 
  the system. 
   
   
  MOARN Map Only As Really Necessary. 
   The charts allow the star system creation process to be started 
  and stopped as necessary. There is no need to create complete or 
  comprehensive maps before they are needed. 
   
  MASTER SYSTEM GENERATION CHECKLIST 
  1 
   
  Sector Name and Hex Location. 
  A
  2 
   
  Mainworld Name. 
   
  St
  Starport. =2D for Starport Type. 
   
   
  MainWorld Type. =Flux for (Planet or Satellite). 
   
   
  If Satellite, =Flux for Satellite Orbit Name. 
   
   
  Habitable Zone Variance. =Flux 
   
   
  Climate. Note based on HZ. 
   
   
  Gas Giants. =2D /2 -2. 
  B
   
   
  Planetoid Belts. =1D -3. 
  3 
   
  StSAHPGL-T 
   
  S World Size. = 2D-2. 
   
  A Atmosphere: =Flux + Size. If Siz =0, Atm =0. 
   
  H Hydrographics. =Flux+ Size + Mods. Max= A.  
   
  P Population. =2D-2. 
   
  G Government. =Flux +Pop. 
   
  L 
  Law. =Flux + Gov. 
  C
   
  T 
  Tech Level. =1D + Mods. 
  4 
  TC Trade Classifications. Note all required. 
  D
   
   
  Defer Secondary, Political, Special TC. 
  5 
   
  Extensions. 
   
  Ix Importance Extension. 
   
  Ex
  Economic Extension. 
  E
   
  Cx Cultural Extension. 
  6 
   
  Additional Data. 
   
  N Nobility. Based on Trade Classifications. 
   
  A Allegiance. Imposed by referee. 
   
  B Bases. Naval. Scout. Depot. Way Station. 
   
  Z 
  Travel Zones. Imposed by referee. 
   
  Nil
  Native Intelligent Life and Status. 
  7 
   
  System Stars 
  F
   
   
  Star Spectral Types 
  8 
  W
  Total Worlds In the System. 
   
   
  Mainworld Placement. 
   
   
  Gas Giant Placement 
   
   
  Planetoid Belt Placement 
  G
   
   
  Create other Worlds 
   
  
  1�
  The Mainworld 
  1�
   
  B
   
  Mainworld 
   Create the essential details for the Mainworld using the tables on this 
  page. 
  Basics
   
   
   
   
    
   
  ABOUT THE MAINWORLD 
   The Mainworld is the most important 
  world in the system (although the world 
  may well be not very important). 
   This page allows the creation of 
  basic information about a Mainworld 
  appropriate for astrogation planning. 
  CHECKLIST 
   1. Starport. 2D for Starport Type. 
   2. MainWorld Type. Flux for 
  Mainworld Type (Planet, Satellite). 
    A. If Satellite, Flux for Orbit Name. 
   3. Habitable Zone Variance. Flux 
  for Location in HZ. 
   4. Climate. Note based on HZ. 
   5. Gas Giants. Roll 2D /2 -2. 
   6. Planetoid Belts. Roll 1D -3.
  IMPORTANT TERMS 
   World. A planet or satellite. 
   Planet. A world orbiting a star. 
   Satellite. A world orbiting a planet. 
   Mainworld. The most important 
  world in a system. 
   Belt. An asteroid belt (which may be 
  a mainworld) or a planetoid belt. 
   Gas Giant. Massive hydrogen-
  atmosphere planet.
  St STARPORTS 
  The Starport on the Mainworld 
  2D Type Quality 
  Yards 
  Repairs 
  Fuel 
  Downport 
  Highport 
  Bases 
   2 
   3 
   4 
  A 
  Excellent 
  Starships 
  Overhaul 
  Both 
  Yes 
  if Pop =7+ 
  Naval Base Possible 
  Scout Base Possible 
   5 
   6 
  B 
  Good 
  Spacecraft 
  Overhaul 
  Both 
  Yes 
  if Pop =8+ 
  Naval Base Possible 
  Scout Base Possible 
   7 
   8 
  C 
  Routine 
  No 
  Major Damage 
  Unrefined 
  Yes 
  if Pop =9+ 
  Scout Base Possible 
   9 
  D 
  Poor 
   
  Minor Damage 
  Unrefined 
  Yes 
   
  Scout Base Possible 
   10 
   11 
  E 
  Frontier 
   
  No 
  No 
  Beacon 
   
   
   12 
  X 
  None 
   
  No 
  No 
  No 
   
   
   
  SPACEPORTS 
  Spaceports on non-MainWorlds 
  Roll Type 
  Quality 
  Yards 
  Repairs 
  Fuel 
  Downport 
  Highport 
  Bases 
   2 
  F 
  Good 
  No 
  Minor Damage 
  Unrefined 
  Yes 
  No 
   3 
  G 
  Poor 
  No 
  Superficial 
  Unrefined 
  Yes 
  No 
   4 
   5 
  H 
  Primitive 
  No 
  No 
  No 
  Beacon 
  No 
   6+ 
  Y 
  None 
  No 
  No 
  No 
  No 
  No 
  Fa Farming Possible. 
  Mi Mining Possible. 
  Co Colony Possible. 
  Pe Penal Colony Possible.
  Re Reserve Possible. 
  Roll= ( Mainworld Pop – 2D ) +5. 
  This table is shown for reference. 
   
  WORLDS AND ORBITS 
    
   
   Satellite  
    
  Main 
  HZ Orbit 
  Flux World 
  Variance Close Far 
   - 6 Close Satellite - 2 Ay 
  En 
   - 5 Far Satellite 
  - 1 Bee 
  Oh 
   - 4 Far Satellite 
  - 1 Cee 
  Pee 
   - 3 Close Satellite - 1 Dee 
  Que 
   - 2  Planet 
  0 Ee 
  Arr 
   - 1 Planet 
  0 Eff 
  Ess 
     0 Planet 
  0 Gee 
  Tee 
   +1 Planet 
  0 Aitch 
  Yu 
   +2 Planet 
  0 Eye 
  Vee 
   +3 Planet 
  +1 Jay 
  Dub 
   +4 Planet 
  +1 Kay 
  Ex 
   +5 Planet 
  +1 Ell 
  Wye 
   +6 Planet 
  +2 Em 
  Zee 
   Mainworld. Is it Planet or Satellite? 
   HZ Variance. Determine the 
  variation from the Habitable Zone. 
   Satellite Orbit. Note orbit name. 
  CLIMATE 
   Mark Mainworld orbit with its Climate. 
   
    
  HZ =Temperate 
   
    
  HZ - 1 =Hot 
   
    
  HZ +1 =Cold 
   
    HZ = 0 or 1 =Twilight Zone  = Tz 
   Close Satellite  =Locked 
   
  =  Lk 
   
   Hot. Upper human endurance limit. 
   Cold. Lower human endurance limit. 
   Twilight Zone. A world in Orbit 0 or 
  1 is tidally locked and has a Temperate 
  band at the Twilight Zone, plus a Hot 
  hemisphere facing the Primary and a 
  Cold hemisphere away from the 
  Primary. 
   Locked. A Close Satellite (Ay 
  through Em) is Locked to its planet. 
  Satellites do not have Twilight Zones. 
  GAS GIANTS AND BELTS 
   Determine the number of Gas Giants 
  and Planetoid Belts in the syste (Ignore 
  fractions; treat less than zero as zero). 
   
   Gas Giants = 2D /2 - 2 
   Planetoid Belts = 1D -3 
   
   
  SAHPGL-T (Next Pages) 
   S. Size. Planetary Size: 2D-2.  
   A. Atmosphere: Flux + Size.  
    If Size =0, Atmosphere =0. 
   H. Hydrographics. Flux+ Size. 
   Maximum A. If Size =0-1, Hyd =0;  
    If Atm =0-1 or A+, Hyd DM - 4.  
   P. Population. 2D-2. 
   G. Government. Flux +Pop. 
   L. Law. Flux + Gov. 
   
  Convert negative values to 0. 
  TL. Tech Level. 1D + Mods.  
   
  (convert all values less than 0 to 0). 
  
  1�
  The UWP Digits SAHPGL-T 
  1�
   
  C
   
  The UWP 
   Create and understand the elements of the Universal World Profile 
  using these tables.  
  StSAHPGL-T
   
   
  S SIZE 
  Digit Diameter 
  0 
  Asteroid Belt 
  1 
    1,000 miles  1,600 km 
  2 
    2,000 miles  3,200 km 
  3 
    3.000 miles  4,800 km 
  4 
    4,000 miles  6,400 km 
  5 
    5,000 miles  8,000 km 
  6 
    6,000 miles  9,600 km 
  7 
    7,000 miles 12,200 km 
  8 
    8,000 miles  13,800 km 
  9 
    9,000 miles  14,400 km 
  A 
  10,000 miles  16,000 km 
  B 
  11,000 miles  17,600 km 
  C 
  12,000 miles  19,200 km 
  D 
  13,000 miles  20,800 km 
  E 
  14,000 miles  22,400 km 
  F 
  15,000 miles 24,000 km 
   Siz= 2D -2. If =10, reroll 
  1D + 9. 
  A ATMOSPHERE 
   
  Digit Description 
  Effects 
  0 
  Vacuum 
  S3 
  1 
  Trace 
  S3 
  2 
  VThin, Tainted P1 S2 
  3 
  VThin 
  S2 
  4 
  Thin, Tainted 
  P1 S1 
  5 
  Thin 
  S1 
  6 
  Standard 
   
  7 
  Standard, Tainted P1 
  8 
  Dense 
   
  9 
  Dense, Tainted 
  P1 
  A 
  Exotic 
  P1 
  B 
  Corrosive 
  C1 P1 
  C 
  Insidious 
  C2 P1 
  D 
  Dense High 
  varies 
  E 
  Ellipsoid 
  varies 
  F 
  Thin Low 
  varies 
   Atm= Flux + Size. 
  If Siz=0, Atm =0. 
  H HYDROGRAPHICS 
  Digit Description 
   0  Desert World. 
   1   10% water. 
   2   20% water. 
   3   30% water. 
   4   40% water. 
   5   50% water. 
   6   60% water. 
   7   70% water. 
   8   80% water. 
   9   90% water. 
   A Water World. 
   
   
   
   
   
   Hyd= Flux+ Size. Max= A. 
   If Siz =0-1, Hyd =0;  
  If Atm =0-1, A+, Hyd DM - 4.  
  P POPULATION 
  Digit Description 
   0 
  unpopulated 
   1 
  tens 
   2 
  hundreds 
   3 
  thousands 
   4 
  ten thousands 
   5 
  hundred thousands 
   6 
  millions 
   7 
  ten millions 
   8 
  hundred millions 
   9 
  billions 
   A 
  ten billions 
   B 
  hundred billions 
   C 
  trillions 
   D 
  ten trillions 
   E 
  hundred trillions 
   F 
  quadrillions 
   Pop= 2D -2. If = 10, reroll 
  9 + 1D. 
   
  G GOVERNMENT 
  Digit Description 
   0 No Government Structure. Family bonds 
  predominate. 
   1 Company/ Corporation. Rule by a managerial elite. 
   2 Participating Democracy. Rule by popular vote. 
   3 Self-Perpetuating Oligarchy. Rule by a restricted 
  minority with little or no input from the masses. 
   4 Representative Democracy. Government by proxy. 
   5 Feudal Technocracy. Governmental relationships 
  based on mutually beneficial technical activities. 
   6 Captive Government / Colony. Rule by a leadership 
  answerable to an outside group. 
   7 Balkanization. Rival governments compete for 
  control. 
   8 Civil Service Bureaucracy. Rule by agencies 
  employing individuals selected by merit. 
   9 Impersonal Bureaucracy. Rule by impersonal 
  agencies. 
   A Charismatic Dictatorship. Government by a single 
  leader enjoying the confidence of the citizens. 
   B Non-Charismatic Dictatorship. Government by the 
  successor to a charismatic dictator.  
   C Charismatic Oligarchy. Government by a select 
  group, organization, or class enjoying the overwhelming 
  confidence of the citizenry. 
   D Religious Dictatorship. With little or no regard for 
  the needs of the citizenry. 
   E Religious Autocracy. Government by a single 
  religious leader having absolute power over the citizenry. 
   F Totalitarian Oligarchy. Government by an all-
  powerful minority which maintains absolute control 
  through widespread coercion and oppression. 
   Gov= Flux + Pop. Gov greater than F = F.
  L LAW LEVEL 
  Digit Description 
   0 No Law. No prohibitions. 
   1 Low Law. Prohibition of WMD, Psi weapons.  
   2 Low Law. Prohibition of “Portable” Weapons.  
   3 Low Law. Prohibition of Acid, Fire, Gas weapons.  
   4 Moderate Law. Laser, Fusion, Plasma weapons prohibited. 
   5 Moderate Law. Prohibition of Shock, EMP, Rad, Freeze, 
  Mag, Grav weapons. 
   6 Moderate Law. Prohibition of MachineGuns. 
   7 Moderate Law. Prohibition of Pistols. 
   8 High Law. Open display of weapons prohibited. 
   9 High Law. Weapons outside the home prohibited. 
   A Extreme Law. Weapon possession prohibited. 
   B Extreme Law. Regional passports required. 
   C Extreme Law. Unrestricted invasion of privacy. 
   D Extreme Law. Paramilitary law enforcement. 
   E Extreme Law. Full-fledged police state. 
   F Extreme Law. Daily life rigidly controlled. 
   G Extreme Law. Disproportionate punishments. 
   H Extreme Law. Legalized oppressive practices. 
   J Extreme Law. Routinely oppressive and restrictive. 
   Law= Flux + Gov. Law Level greater than J = J. 
   
   
   
  TECH LEVEL= 1D +  
   Starport A= +6. B= +4. C= +2. X= -4. F=+1 
   Siz 0 1= +2. Siz 2 3 4= +1.  
   Atm 0 1 2 3 = +1. Atm A B C D E F = +1. 
   Hyd 9 = +1. Hyd A= +2.  
   Pop 1 2 3 4 5  = +1. Pop 9 = +2. Pop A= +4. 
   Gov 0 5 = +1. Gov D = -2. 
   The Technology Chapter defines Tech Levels. 
  
  1�
  Trade Classes and Remarks 
  1�
   
  D
   
  Trade Classifications 
   Create the applicable Trade Classifications for the Mainworld. As 
  necessary, create the applicable Trade classifications for other worlds in 
  the system. 
  TCs
   
   
  Group 
  Code Siz 
  Atm 
  Hyd 
  Pop 
  Gov Law Definition 
  -- 
  Formula 
  Planetary 
  As 
  0 
  0 
  0 
  -- 
  -- 
  -- 
  Asteroid 
  Siz= 0. 
   
  De 
  -- 
  23456789 0 
  -- 
  -- 
  -- 
  Desert 
  Hyd= 0. Atm= 2-9 
   
  Fl 
  -- 
  ABC 
  123456789A -- 
  -- 
  -- 
  Fluid 
  Atm= A+. Hyd= 1+ 
   
  Ga 
  678 
  568 
  567 
  -- 
  -- 
  -- 
  Garden World 
   
   
  He 
  3456789A 
  2479ABC 012 
  -- 
  -- 
  -- 
  Hellworld 
   
   
  Ic 
  -- 
  01 
  123456789A -- 
  -- 
  -- 
  Ice-Capped 
   
   
  Oc 
  ABC 
  -- 
  A 
  -- 
  -- 
  -- 
  Ocean World 
  Hyd=A, Siz= A+ 
   
  Va 
  -- 
  0 
  -- 
  -- 
  -- 
  -- 
  Vacuum 
  Atm=0 
   
  Wa 
  56789 
  -- 
  A 
  -- 
  -- 
  -- 
  Water World 
  Hyd=A. Siz = 9 -. 
  Population Di 
  -- 
  -- 
  -- 
  0 
  0 
  0 
  Dieback (000-T) 
  PGL=000. TL>0 
   
  Ba 
  -- 
  -- 
  -- 
  0 
  0 
  0 
  Barren 
  PGL-T=000-0 
   
  Lo 
  -- 
  -- 
  -- 
  123 
  -- 
  -- 
  Low Population 
  Pop= 1-3 
   
  Ni 
  -- 
  -- 
  -- 
  456 
  -- 
  -- 
  Non-industrial 
  Pop= 4-6 
   
  Ph 
  -- 
   
  -- 
  8 
  -- 
   
  Pre-High 
  Pop=8 
   
  Hi 
  -- 
  -- 
  -- 
  9ABC 
  -- 
  -- 
  High Population 
  Pop=9+ 
  Economic Pa 
  -- 
  456789 
  45678 
  48 
  -- 
  -- 
  Pre-Ag 
  Atm= 4-9. Hyd= 4-8. Pop= 4,8 
   
  Ag 
  -- 
  456789 
  45678 
  567 
  -- 
  -- 
  Ag 
  Atm= 4-9. Hyd= 4-8. Pop= 567 
   
  Na 
  -- 
  0123 
  0123 
  6789ABC -- 
  -- 
  Non-Ag 
   Atm= 3-. Hyd= 3-. Pop=6+ 
   
  Pi 
  -- 
  012479 
  -- 
  78 
  -- 
  -- 
  Pre-Ind 
  Atm=Vac or Taint. Pop=7,8 
   
  In 
  -- 
  012479 
  -- 
  9ABC 
  -- 
  -- 
  Industrial 
  Atm=Vac or Taint. Pop=9+ 
   
  Po 
  -- 
  2345 
  0123 
  -- 
  -- 
  -- 
  Poor 
  Atm=2-5. Hyd=3- 
   
  Pr 
  -- 
  68 
  -- 
  59 
  -- 
  -- 
  Pre-Rich 
  Atm=6,8. Pop-5,9. 
   
  Ri 
  -- 
  68 
  -- 
  678 
  -- 
  -- 
  Rich 
  Atm=6,8. Pop=6-8 
  Climate 
  Fr 
  23456789 
  -- 
  123456789A -- 
  -- 
  -- 
  Frozen Siz=2-9. Hyd=1+. HZ +2 or outer 
   
  Ho 
  -- 
  -- 
  -- 
  -- 
  -- 
  -- 
  Hot 
  HZ -1 
   
  Co 
  -- 
  -- 
  -- 
  -- 
  -- 
  -- 
  Cold 
  HZ+1 
   
  Lk 
  -- 
  -- 
  -- 
  -- 
  -- 
  -- 
  Locked 
  Close Satellite 
   
  Tr 
  6789 
  456789 
  34567 
  -- 
  -- 
  -- 
  Tropic 
  HZ  -1 
   
  Tu 
  6789 
  456789 
  34567 
  -- 
  -- 
  -- 
  Tundra 
  HZ +1 
   
  Tz 
  -- 
  -- 
  -- 
  -- 
  -- 
  -- 
  Twilight Zone 
  Orbit 0-1 
  Secondary Fa 
  -- 
  456789 
  45678 
  23456 
  -- 
   
  Farming 
  Not MW. HZ 
   
  Mi 
  -- 
  -- 
  -- 
  23456 
  -- 
   
  Mining 
  Not MW. MW=In. 
   
  Co 
  -- 
  -- 
  -- 
  56789A 
  6 
  0123 
  Colony 
   
   
  Pe 
  -- 
  -- 
  -- 
  34567 
  6 
  6789 
  Penal Colony 
   
   
  Re 
  -- 
  -- 
  -- 
  1234 
  6 
  45 
  Reserve 
   
  Political 
  Cp 
  -- 
  -- 
  -- 
  -- 
  -- 
   
  Subsector Capital 
   
   
  Cs 
  -- 
  -- 
  -- 
  -- 
  -- 
   
  Sector Capital 
   
   
  Cx 
  -- 
  -- 
  -- 
  -- 
  -- 
   
  Capital 
   
   
  An 
  -- 
  -- 
  -- 
  -- 
  -- 
   
  Ancient Site 
   
   
  Ab 
  -- 
  -- 
  -- 
  -- 
  -- 
   
  Data Repository 
   
  Special 
  Sa 
  -- 
  -- 
  -- 
  -- 
  -- 
  -- 
  Satellite 
   
   
  Fo 
  -- 
  -- 
  -- 
  -- 
  -- 
  -- 
  Forbidden (Red Zone) 
   
   
  Pz 
  -- 
  -- 
  -- 
  789ABC 
  -- 
  -- 
  Puzzle (Amber Zone) 
   
   
  Da 
  -- 
  -- 
  -- 
  0123456 
  -- 
  -- 
  Danger (Amber Zone) 
   
   
  Ba requires Starport E, X. Cp, Cs, Cx require Starport A. Politicals and Specials assigned by Referee (not generated).  
  Lk, Ho, and Co refer to climate but are not properly TCs. 
   
   
  
  5�
  The Extensions Ix Ex Cx 
  5
   
  E
   
  The Extensions 
   Create the Importance Extension, Economic Extension, and Cultural 
  Extension for the system. 
  Ix Ex Cx
   
   
  Ix THE IMPORTANCE EXTENSION 
    
     
   
    
  { +4 } 
     
    
  The Importance Extension is 
  contained between {braces}. 
   
   The Importance Extension (Ix) 
  ranks worlds within a region. It governs 
  the locations of capitals and trade 
  routes. 
   
  IMPORTANCE EXTENSION= 
  Characteristic 
  Value 
  Starport Type A or B 
  +1 
  Starport D or worse. 
  - 1 
  TL A or more 
  +1 
  TL 7 or less 
  - 1 
  per Ag Hi In Pi Ri Pr Pa 
  +1 
   
   Important= +4.  
   Unimportant= 0 or less.  
   
   Trade Routes. Important Worlds are 
  linked by established Trade Routes of 
  J-4 or less.  
   Capitals. Important worlds are more 
  likely to be Capitals of subsectors and 
  sectors. 
  Ex THE ECONOMIC EXTENSION 
   Resources 
   
  Infrastructure 
     
   
    
  (RLIB) 
     
   
   Labor 
   
  Barriers 
  The Economic Extension is contained 
  between (parentheses)]. 
   
   The Economic Extension (Ex) is 
  the strength of a world economy and 
  provides basic insights into the 
  economy’s structure and capabilities.  
   
  ECONOMIC EXTENSION= 
  Characteristic 
  Value 
  Resources=  
  2D + GG + Belts 
  Labor=  
  Pop 
  Infrastructure=  
  2D + Importance 
   
  If Ba, Di, Lo, then  = 0. If Ni, then 1D. 
  Barriers= 
  2D -2 
   
   Resources of a world are any 
  materials available for processing and 
  exploitation. They include natural 
  resources, minerals, ores, metals, 
  energy sources, biological assets, and 
  any other materials of limited 
  availability and suitable for production 
  as goods suitable for sale. 
   Labor for a world is the workforce 
  available for the processing and 
  exploitation of Resources. 
   Infrastructure for a world is the 
  established technical structures that 
  support the population, and especially 
  support exploitation of resources. 
  Infrastructure includes roads, power 
  grids, communications systems, and 
  factories. 
   Barriers are existing inefficiencies in 
  the economy. Barriers include legal 
  impediments to efficiency, tax rates, 
  customs which promote absenteeism or 
  inhibit rewards for merit, and social 
  structures which mismatch ability and 
  job. 
  RU 
  Resource Units = R * L * I * (5 - B) 
   If any value = 0, use 1 instead (to 
  avoid multiplication by zero). 
  Cx THE CULTURAL EXTENSION 
     
   
  Strangeness 
   Homogeneity 
   
   
    
  [HASS] 
     
   Acceptance 
   
  Symbols 
  The Cultural Extension is contained 
  between [brackets]. 
   
   The Cultural Extension (Cx) is a 
  broad insight into the expected social 
  behaviors of the citizens of the world.  
   
   
  CULTURAL EXTENSION= 
  Characteristic 
  Value 
  Homogeneity 
  =Pop + Flux. 
    
   
  Less than 0 = 1 
  Acceptance 
   
  = Pop + Importance 
  Strangeness 
  5 + Flux 
  Symbols 
   
  TL + Flux 
   
   Homogeneity is a measure of the 
  degree to which members of society 
  hold common beliefs. Members of very 
  homogeneous cultures are in strong 
  agreement on the fundamentals of 
  society (usually basic rights, religion, 
  and methods of interaction). Members 
  of non-homogeneous cultures hold 
  many different beliefs on the 
  fundamentals of society. 
   Acceptance is the degree of 
  xenophobia or xenophilia in the culture. 
  High Acceptance is evidenced by 
  friendliness to outsiders and 
  offworlders; Low Acceptance is 
  characterized by fear or rejection of 
  outsiders. 
   Strangeness is the degree of 
  difference for the norms of interstellar 
  society.  
   High Strangeness is evidenced by 
  unusual or outwardly incomprehensible 
  actions, statements, or responses in 
  the course daily activity. Low 
  Strangeness reflects activities close to 
  interstellar norms. 
   Symbols used by the culture may 
  range from the concrete (idols; totems; 
  statuary) to the abstract (symbolized 
  belief systems; group affiliations).
   
   Importance Extension and the Economic Extension apply to the entire system; Cultural Extension applies generally to 
  the entire system, although individual worlds may have their own Cultural Extensions. 
  
  1�
  NABZ Nil 
  1�
   
  F
   
  Additional Information 
   Note the additional information for the system. 
   Generate the stars for the system and place them on the appropriate 
  fillforms. 
  NABZ Nil
   
   
  N NOBILITY 
  Code Ranking Noble 
  TC 
  A 
  Gentleman. 
   
  B 
  Knight 
  any 
  c 
  Baronet 
  Pa Pr 
  C 
  Baron 
  Ag Ri 
  D 
  Marquis 
  Pi 
  e 
  Viscount 
  Ph 
  E 
  Count 
  Hi 
  F 
  Duke 
  In 
  G 
  Archduke 
   
  H 
  Emperor 
   
   Noble assignment is 
  based on the Trade 
  Classifications of the world. 
  A ALLEGIANCE 
  Code Description 
  Im 
  Imperial. 
  Cs 
  Client-State 
  Na 
  Non-Aligned 
   
  Va 
  Vargr 
  As 
  Aslan 
  Zh 
  Zhodani 
  So 
  Solomani 
  Kk 
  K’kree 
  Hv 
  Hiver 
   
   Many other allegiance 
  abbreviations are possible. 
  B BASES 
  Code Description 
   N Naval Base 
   D Naval Depot 
   S Scout Base 
   W Scout Way Station 
   M Military Base 
   A Depot is established 
  approximately one per 1000 
  worlds. 
   A Way Station is placed 
  approximately one per 50 
  parsecs along major trade 
  routes. 
   Military Base as needed. 
  GENERATING BASES 
   
   Naval 
  Scout 
   2D A B 
  A B C D 
   2 N N 
  S S S S 
   3 N N 
  S S S S 
   4 N N 
  S S S S 
   5 N N 
  - 
  S S S 
   6 N  
  - 
  - 
  S S 
   7 - 
  - 
  - 
  - 
  - 
  S 
   8 - 
  - 
  - 
  - 
  - 
  - 
   9 - 
  - 
  - 
  - 
  - 
  - 
   10 - 
  - 
  - 
  - 
  - 
  - 
   11 - 
  - 
  - 
  - 
  - 
  - 
   12 - 
  - 
  - 
  - 
  - 
  - 
   Columns are Starport 
  Types. Roll once for each 
  Base type. 
  Z TRAVEL ZONES 
  Code Description 
  TC 
   G Green 
   
   A Amber 
  Da Pz 
   R Red 
  Fo 
   Da Dangerous 
  Pop=0-6 
   Pu Puzzling 
  Pop=7+ 
   Fo Forbidden 
   
   
  W WORLDS 
  Total worlds in the system = 
   MW + GG + Belts + 2D 
   
  NIL NATIVE INTELLIGENT LIFE / NATIVE STATUS 
  Pop Atm 
  TL 
  Comment 
  (create sophonts as necessary) 
  7+ 
  2-9 
  1+ Intelligent Life evolved on this world. 
  Natives 
  7+ 
  A+ 
  1+ Local Intelligent Life is incompatible with human environments 
  Exotics 
  7+ 
  0-1 
  1+ Sophonts evolved elsewhere and settled here many years ago. Transplants 
  0 
  2+ 
  1+ Intelligent Life evolved on this world, but is now extinct. 
  Extinct 
  0 
  0-1 
  1+ Evidence of Transplants, but they are no longer present. 
  Vanished 
  1-2-3  
  Non-permanent commercial or scientific activity. 
  Transients 
  4-5-6 
   
   The initial steps of creating a colony. 
  Settlers 
   
  if Gov= 1 
   Locals are company employees. 
  Corporate. 
  if Gov= 6 
   Locals are colonists from a nearby world. 
  Colonists. 
   
  1 GENERATE SYSTEM STARS 
   Flux Primary Close 
  Near Far Companion 
   - 5 
  Primary -- 
  -- 
  -- 
  -- 
   
   - 4 
  Primary -- 
  -- 
  -- 
  -- 
   
   - 3 
  Primary -- 
  -- 
  -- 
  -- 
   
   - 2  
  Primary -- 
  -- 
  -- 
  -- 
   
   - 1 
  Primary -- 
  -- 
  -- 
  -- 
   
     0 
  Primary -- 
  -- 
  -- 
  -- 
   
   +1 
  Primary -- 
  -- 
  -- 
  -- 
   
   +2 
  Primary -- 
  -- 
  -- 
  -- 
   
   +3 
  Primary Close 
  Near Far Companion 
   +4 
  Primary Close 
  Near Far Companion 
   +5 
  Primary Close 
  Near Far Companion 
   Primary is always present. Roll Flux for Close, 
  Near, and Far stars in the system. Roll Flux for 
  Companions (if present) to Primary, Close, Near, 
  and Far. A system may have as many as eight 
  stars (Primary + Companion, Close + Companion, 
  Near + Companion, and Far + Companion). 
   
  Place Stars In Orbits 
   Companion = Inside Orbit 0. 
   Close= 1D -1. In Orbits = 0-1-2-3-4-5 
   Near = 5+ 1D. In Orbits = 6-7-8-9-10-11 
   Far = 11 + 1D. In Orbits = 12-13-14-15-16-17 
  2 SPECTRAL TYPE 
  Size 
  Flux 
  Sp O 
  B 
  A 
  F 
  G 
  K 
  M 
   - 5 
  OB Ia 
  Ia 
  Ia 
  II 
  II 
  II 
  II 
   - 4 
  A 
  Ib 
  Ib 
  Ib 
  III 
  III 
  III 
  II 
   - 3 
  A 
  II 
  II 
  II 
  IV IV IV II 
   - 2  F 
  III 
  III 
  III 
  V 
  V 
  V 
  III 
   - 1 
  F 
  III 
  III 
  IV V 
  V 
  V 
  V 
     0 
  G 
  III 
  III 
  V 
  V 
  V 
  V 
  V 
   +1 
  K 
  V 
  III 
  V 
  V 
  V 
  V 
  V 
   +2 
  K 
  V 
  V 
  V 
  V 
  V 
  V 
  V 
   +3 
  M 
  V 
  V 
  V 
  V 
  V 
  V 
  V 
   +4 
  M 
  IV IV V 
  VI VI VI VI 
   +5 
  M 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   +6 
  BD D 
  D 
  D 
  D 
  D 
  D 
  D 
   Spectral Type. Roll Flux for the Primary. 
   For all others, Primary Flux + (1D-1). 
   Spectral Decimal. Roll decimal 0 thru 9. 
   Stellar Size. Roll Flux for the Primary; 
  For all others, Primary Flux + (1D+2). 
   Size IV not possible for K5-K9, M0-M9. 
   Size VI not possible for A0-A9, F0-F4. 
   If Size= D, ignore Spectral Decimal. 
   If Spectral= BD, ignore remaining rolls. 
  (BD= Brown Dwarf).
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  1�
  Other Worlds 
  1�
   
  G
   
  Gas Giants and Other Worlds 
   Create Gas Giants and place them in orbits on the System Fillform. 
   Fill other orbits with Other Worlds. 
  Other Worlds
   
   
  W WORLDS 
   Total Worlds In System= 
   
   + Mainworld 
   + Gas Giants 
   + Belts 
   + 2D 
   
  PLACING WORLDS 
  Place Mainworld 
  If Satellite, place GG in MW Orbit. 
     
    
  If Satellite and No Giants, place a BigWorld in MW Orbit. 
     
    
  If Asteroid Belt, place as Belt without regard to HZ. 
  Place Gas Giants 
  Rotate Placement Per Star. 
  Place Planetoid Belts 
  Rotate Placement Per Star. 
  Place Other Worlds 
  Rotate Placement Per Star, place worlds using World1 Column. 
    
   
   
  Last World, place using World2 Column. 
  OTHER WORLDS 
  Subject to 
   Max Pop =MW Pop - 1. 
   St= Spaceport. 
   
  Hospitable= StSAHPGL-T 
   
  Planetoids= St000PGL-T 
   
  Iceworld= 
  StSAHPGL-T 
   
  Pop= DM - 6 
   
  RadWorld= StSAH000-0 
   
  Siz= 2D 
   
  Inferno= 
  YSB0000-0 
   
  Siz= 2D 
   
  BigWorld= StSAHPGL-T 
   
  Siz= 2D +7 
  any with Siz= B+ is BW. 
   
  GG GAS GIANTS 
  2D Size WSize 
  Diameter 
  Type 
   1 L 
  20 
  20,000 miles 
  SGG 
   2 M 
  21 
  30,000 miles 
  SGG 
   3 N 
  22 
  40,000 miles 
  SGG 
   4 P 
  23 
  50,000 miles 
  SGG 
   5 Q 
  24 
  60,000 miles 
  SGG 
   6 R 
  25 
  70,000 miles 
  LGG 
   7 S 
  26 
  80,000 miles 
  LGG 
   8 T 
  27 
  90,000 miles 
  LGG 
   9 U 
  28 
  100,000 miles 
  LGG 
  10 V 
  29 
  110,000 miles 
  LGG 
  11 W 
  30 
  120,000 miles 
  LGG 
  12 X 
  31 
  130,000 miles 
  LGG 
   Convert every second SGG Small 
  Gas Giant to IGG Ice Giant (of the 
  same size). 
   Convert every fifth LGG to a BD 
  Brown Dwarf (of Siz x 4; mark Size 
  with* as in R*). 
   
  BASIC PLACEMENT CHART 
   
   
   2D LGG 
  SGG 
  IG 
  Belt 
  World1 World2 
   
  2 
  - 3 
  - 2 
  +1 
  - 1 
  10 
  17 
   
  3 
  - 2 
  - 1 
  +2 
  HZ 
  8 
  16 
   
  4 
  - 1 
  HZ 
  +3 
  +1 
  6 
  15 
   
  5 
  HZ 
  +1 
  +4 
  +2 
  4 
  14 
   
  6 
  +1 
  +2 
  +5 
  +3 
  2 
  13 
   
  7 
  +2 
  +3 
  +6 
  +4 
  0 
  12 
   
  8 
  +3 
  +4 
  +7 
  +5 
  1 
  11 
   
  9 
  +4 
  +5 
  +8 
  +6 
  3 
  10 
   10 
  +5 
  +6 
  +9 
  +7 
  5 
  9 
   11 
  +6 
  +7 
  +10 
  +8 
  7 
  8 
   12 
  +7 
  +8 
  +11 
  +9 
  0 
  7 
   GG and Belt placement is based on the HZ. 
   World placement is based on Orbit. 
   If an orbit is duplicated or precluded, adjust to 
  an adjacent or the closest possible orbit. 
   
   Gas Giant Skimming: Ship’s G must exceed 
  World Size/8. 
   
  Worldlet= 
  StSAHPGL-T 
   
  Siz=  1D - 3 
   
  Inner World StSAHPGL-T 
   
  Pop= DM - 4 
   
  Hyd= DM - 4 
   
  Stormworld StSAHPGL-T 
   
  Siz=  2D 
   
  Atm= DM +4 
   
  Hyd= DM - 4 
   
  Pop= DM – 6 
   
   
  NUMBER OF SATELLITES 
   Gas Giants=  
  1D-1 
   Inners = 
  1D-5 
   Hospitables= 
  1D-4 
   Outers= 
  1D-3 
  = total number of satellites 
   
   for the world. 
  The Inner Worlds 
  = Orbits inside HZ - 1. 
   
  - HZ INNERS 
   1D Description 
   
  1 Worldlet 
   
  2 Inferno 
   
  3 Inner World 
   
  4 BigWorld 
   
  5 Stormworld 
   
  6 Radworld 
   
  INNER SATELLITES 
   1D Description 
   
  1 Worldlet 
   
  2 Worldlet 
   
  3 Inferno 
   
  4 Inner World 
   
  5 Stormworld 
   
  6 Radworld 
   
  7 Bigworld 
  The Hospitables 
  = Orbits HZ-1, HZ, HZ+1. 
   
  HZ HOSPITABLES 
   Code Description 
   
  1 
  Worldlet 
   
  2 
  Inferno 
   
  3 
  Hospitable 
   
  4 
  BigWorld 
   
  5 
  Stormworld 
   
  6 
  Radworld 
   
  HOSPITABLE SATELLITES 
   1D Description 
   
  1 Worldlet 
   
  2 Worldlet 
   
  3 Inferno 
   
  4 Hospitable 
   
  5 Stormworld 
   
  6 Radworld 
   
  7 Bigworld 
  The Outer Worlds 
  = Orbits beyond HZ+1. 
   
  +HZ OUTERS 
   Code Description 
   
  1 
  Worldlet 
   
  2 
  Iceworld 
   
  3 
  Iceworld 
   
  4 
  BigWorld 
   
  5 
  Iceworld 
   
  6 
  Radworld 
   
  OUTER SATELLITES 
   1D Description 
   
  1 Worldlet 
   
  2 Worldlet 
   
  3 Iceworld 
   
  4 Innerworld 
   
  5 Stormworld 
   
  6 Radworld 
   
  7 Bigworld 
   Zero exactly = Ring and 
  reroll. Treat less than zero 
  as none. 
   DM+1 if satellite of GG.  
   Close Satellites are Locked to the Planet.  
   If Satellite Size is equal or greater than Planet Size, reduce it to Planet Size -3. 
  
  5�
  The Inner System 
  5
   
  H
   
  Inner System Reference 
   This page shows the locations and distances of the Inner System. 
  Habitable Zones are shown by orbit and Stellar Type. 
   The Diameter limits for Jump, Maneuver, and Gravitic Drives are 
  shown for Astrogation planning. 
  Inner
   
   
  THE 100D JUMP DRIVE LIMIT 
    
  Ia 
  Ib 
  II 
  III 
  IV 
  V 
  VI 
  D 
   A0 10 
  9 
  7 
  6 
  5 
  5 
   
  * 
   A5 10 
  9 
  7 
  5 
  4 
  4 
   
  * 
   F0 11 
  9 
  7 
  5 
  4 
  3 
   
  * 
   F5 11 
  9 
  7 
  5 
  4 
  3 
  3 
  * 
   G0 11 
  10 
  8 
  6 
  4 
  2 
  2 
  * 
   G5 12 
  10 
  8 
  7 
  4 
  2 
  1 
  * 
   K0 12 
  11 
  9 
  7 
  5 
  2 
  0 
  * 
   K5 13 
  12 
  10 
  9 
   
  1 
  0 
  * 
   M0 14 
  13 
  11 
  9 
   
  1 
  0 
  * 
   M5 15 
  14 
  13 
  11 
   
  0 
  * 
  * 
   M9 15 
  15 
  13 
  12 
   
  * 
  * 
  * 
   100 D Limit is within the Orbit Number shown. 
   * = inside Orbit 0. 
   Blank (K5-M9 IV, A0-F4 VI). Not possible. 
   Jump Drives cannot operate inside the 100D 
  Limit. 
   
  THE 1000D MANEUVER DRIVE LIMIT 
    
  Ia 
  Ib 
  II 
  III 
  IV 
  V 
  VI 
  D 
   A0 13 
  12 
  11 
  9 
  9 
  8 
   
  * 
   A5 14 
  12 
  10 
  9 
  8 
  7 
   
  * 
   F0 14 
  12 
  10 
  9 
  8 
  7 
   
  * 
   F5 14 
  12 
  11 
  9 
  8 
  7 
  7 
  * 
   G0 15 
  13 
  11 
  9 
  8 
  6 
  6 
  * 
   G5 15 
  14 
  12 
  10 
  8 
  6 
  5 
  * 
   K0 16 
  14 
  12 
  10 
  8 
  6 
  5 
  * 
   K5 16 
  15 
  13 
  12 
   
  6 
  5 
  * 
   M0 17 
  16 
  14 
  12 
   
  5 
  4 
  * 
   M5 18 
  17 
  16 
  14 
   
  5 
  2 
  * 
   M9 18 
  18 
  16 
  15 
   
  4 
  1 
  * 
   1000 D Limit is beyond Orbit Number shown. 
   * = inside Orbit 0. 
   Blank (K5-M9 IV, A0-F4 VI). Not possible. 
   Maneuver Drives (M-Drives) cannot operate 
  outside the 1000D Limit. 
   
  THE 10D GRAVITIC DRIVE LIMIT 
    
  Ia 
  Ib 
  II 
  III 
  IV 
  V 
  VI 
  D 
   A0 
  7 
  5 
  4 
  1 
  1 
  0 
  * 
  * 
   A5 
  7 
  5 
  3 
  1 
  0 
  * 
  * 
  * 
   F0 
  7 
  6 
  3 
  1 
  0 
  * 
  * 
  * 
   F5 
  7 
  6 
  4 
  1 
  0 
  * 
  * 
  * 
   G0 
  8 
  6 
  4 
  1 
  0 
  * 
  * 
  * 
   G5 
  9 
  7 
  5 
  3 
  0 
  * 
  * 
  * 
   K0 10 
  7 
  6 
  3 
  0 
  * 
  * 
  * 
   K5 10 
  8 
  7 
  5 
   
  * 
  * 
  * 
   M0 11 
  10 
  8 
  6 
   
  * 
  * 
  * 
   M5 11 
  11 
  9 
  8 
   
  * 
  * 
  * 
   M9 12 
  11 
  10 
  8 
   
  * 
  * 
  * 
   10 D Limit is beyond the Orbit Number shown. 
   * = inside Orbit 0. 
   Blank (K5-M9 IV, A0-F4 VI). Not possible. 
   Gravitic Drives (G-Drives) cannot operate 
  outside the 10D Limit. 
   
  THE INNER SYSTEM 
   
   
  
  5�
  The Outer System 
  5
   
  J
   
  Outer System Reference 
   This page shows the locations and distances of the Outer System. 
  Habitable Zones are shown by orbit and Stellar Type. 
   The Diameter limits for Jump, Maneuver, and Gravitic Drives are 
  shown for Astrogation planning. 
  Outer
   
   
  THE 100D JUMP DRIVE LIMIT 
    
  Ia 
  Ib 
  II 
  III 
  IV 
  V 
  VI 
  D 
   A0 10 
  9 
  7 
  6 
  5 
  5 
   
  * 
   A5 10 
  9 
  7 
  5 
  4 
  4 
   
  * 
   F0 11 
  9 
  7 
  5 
  4 
  3 
   
  * 
   F5 11 
  9 
  7 
  5 
  4 
  3 
  3 
  * 
   G0 11 
  10 
  8 
  6 
  4 
  2 
  2 
  * 
   G5 12 
  10 
  8 
  7 
  4 
  2 
  1 
  * 
   K0 12 
  11 
  9 
  7 
  5 
  2 
  0 
  * 
   K5 13 
  12 
  10 
  9 
   
  1 
  0 
  * 
   M0 14 
  13 
  11 
  9 
   
  1 
  0 
  * 
   M5 15 
  14 
  13 
  11 
   
  0 
  * 
  * 
   M9 15 
  15 
  13 
  12 
   
  * 
  * 
  * 
   100 D Limit is within the Orbit Number shown. 
   * = inside Orbit 0. 
   Blank (K5-M9 IV, A0-F4 VI). Not possible. 
   Jump Drives cannot operate inside the 100D 
  Limit. 
   
  THE 1000D MANEUVER DRIVE LIMIT 
    
  Ia 
  Ib 
  II 
  III 
  IV 
  V 
  VI 
  D 
   A0 13 
  12 
  11 
  9 
  9 
  8 
   
  * 
   A5 14 
  12 
  10 
  9 
  8 
  7 
   
  * 
   F0 14 
  12 
  10 
  9 
  8 
  7 
   
  * 
   F5 14 
  12 
  11 
  9 
  8 
  7 
  7 
  * 
   G0 15 
  13 
  11 
  9 
  8 
  6 
  6 
  * 
   G5 15 
  14 
  12 
  10 
  8 
  6 
  5 
  * 
   K0 16 
  14 
  12 
  10 
  8 
  6 
  5 
  * 
   K5 16 
  15 
  13 
  12 
   
  6 
  5 
  * 
   M0 17 
  16 
  14 
  12 
   
  5 
  4 
  * 
   M5 18 
  17 
  16 
  14 
   
  5 
  2 
  * 
   M9 18 
  18 
  16 
  15 
   
  4 
  1 
  * 
   1000 D Limit is beyond Orbit Number shown. 
   * = inside Orbit 0. 
   Blank (K5-M9 IV, A0-F4 VI). Not possible. 
   Maneuver Drives (M-Drives) cannot operate 
  outside the 1000D Limit. 
   
  THE 10D GRAVITIC DRIVE LIMIT 
    
  Ia 
  Ib 
  II 
  III 
  IV 
  V 
  VI 
  D 
   A0 
  7 
  5 
  4 
  1 
  1 
  0 
  * 
  * 
   A5 
  7 
  5 
  3 
  1 
  0 
  * 
  * 
  * 
   F0 
  7 
  6 
  3 
  1 
  0 
  * 
  * 
  * 
   F5 
  7 
  6 
  4 
  1 
  0 
  * 
  * 
  * 
   G0 
  8 
  6 
  4 
  1 
  0 
  * 
  * 
  * 
   G5 
  9 
  7 
  5 
  3 
  0 
  * 
  * 
  * 
   K0 10 
  7 
  6 
  3 
  0 
  * 
  * 
  * 
   K5 10 
  8 
  7 
  5 
   
  * 
  * 
  * 
   M0 11 
  10 
  8 
  6 
   
  * 
  * 
  * 
   M5 11 
  11 
  9 
  8 
   
  * 
  * 
  * 
   M9 12 
  11 
  10 
  8 
   
  * 
  * 
  * 
   10 D Limit is beyond the Orbit Number shown. 
   * = inside Orbit 0. 
   Blank (K5-M9 IV, A0-F4 VI). Not possible. 
   Gravitic Drives (G-Drives) cannot operate 
  outside the 10D Limit. 
   
  THE OUTER SYSTEM 
   
  
   
  5�
  The Remote System 
  5
   
  K
   
  Remote System Reference 
   This page shows the locations and distances of the Remote System. 
  The Remote System has no Habitable Zones). 
   The Diameter limits for Jump, Maneuver, and Gravitic Drives are 
  shown for Astrogation planning. 
  Remote
   
   
  THE 100D JUMP DRIVE LIMIT 
    
  Ia 
  Ib 
  II 
  III 
  IV 
  V 
  VI 
  D 
   A0 10 
  9 
  7 
  6 
  5 
  5 
   
  * 
   A5 10 
  9 
  7 
  5 
  4 
  4 
   
  * 
   F0 11 
  9 
  7 
  5 
  4 
  3 
   
  * 
   F5 11 
  9 
  7 
  5 
  4 
  3 
  3 
  * 
   G0 11 
  10 
  8 
  6 
  4 
  2 
  2 
  * 
   G5 12 
  10 
  8 
  7 
  4 
  2 
  1 
  * 
   K0 12 
  11 
  9 
  7 
  5 
  2 
  0 
  * 
   K5 13 
  12 
  10 
  9 
   
  1 
  0 
  * 
   M0 14 
  13 
  11 
  9 
   
  1 
  0 
  * 
   M5 15 
  14 
  13 
  11 
   
  0 
  * 
  * 
   M9 15 
  15 
  13 
  12 
   
  * 
  * 
  * 
   100 D Limit is within the Orbit Number shown. 
   * = inside Orbit 0. 
   Blank (K5-M9 IV, A0-F4 VI). Not possible. 
   Jump Drives cannot operate inside the 100D 
  Limit. 
   
  THE 1000D MANEUVER DRIVE LIMIT 
    
  Ia 
  Ib 
  II 
  III 
  IV 
  V 
  VI 
  D 
   A0 13 
  12 
  11 
  9 
  9 
  8 
   
  * 
   A5 14 
  12 
  10 
  9 
  8 
  7 
   
  * 
   F0 14 
  12 
  10 
  9 
  8 
  7 
   
  * 
   F5 14 
  12 
  11 
  9 
  8 
  7 
  7 
  * 
   G0 15 
  13 
  11 
  9 
  8 
  6 
  6 
  * 
   G5 15 
  14 
  12 
  10 
  8 
  6 
  5 
  * 
   K0 16 
  14 
  12 
  10 
  8 
  6 
  5 
  * 
   K5 16 
  15 
  13 
  12 
   
  6 
  5 
  * 
   M0 17 
  16 
  14 
  12 
   
  5 
  4 
  * 
   M5 18 
  17 
  16 
  14 
   
  5 
  2 
  * 
   M9 18 
  18 
  16 
  15 
   
  4 
  1 
  * 
   1000 D Limit is beyond Orbit Number shown. 
   * = inside Orbit 0. 
   Blank (K5-M9 IV, A0-F4 VI). Not possible. 
   Maneuver Drives (M-Drives) cannot operate 
  outside the 1000D Limit. 
   
  THE 10D GRAVITIC DRIVE LIMIT 
    
  Ia 
  Ib 
  II 
  III 
  IV 
  V 
  VI 
  D 
   A0 
  7 
  5 
  4 
  1 
  1 
  0 
  * 
  * 
   A5 
  7 
  5 
  3 
  1 
  0 
  * 
  * 
  * 
   F0 
  7 
  6 
  3 
  1 
  0 
  * 
  * 
  * 
   F5 
  7 
  6 
  4 
  1 
  0 
  * 
  * 
  * 
   G0 
  8 
  6 
  4 
  1 
  0 
  * 
  * 
  * 
   G5 
  9 
  7 
  5 
  3 
  0 
  * 
  * 
  * 
   K0 10 
  7 
  6 
  3 
  0 
  * 
  * 
  * 
   K5 10 
  8 
  7 
  5 
   
  * 
  * 
  * 
   M0 11 
  10 
  8 
  6 
   
  * 
  * 
  * 
   M5 11 
  11 
  9 
  8 
   
  * 
  * 
  * 
   M9 12 
  11 
  10 
  8 
   
  * 
  * 
  * 
   10 D Limit is beyond the Orbit Number shown. 
   * = inside Orbit 0. 
   Blank (K5-M9 IV, A0-F4 VI). Not possible. 
   Gravitic Drives (G-Drives) cannot operate 
  outside the 10D Limit. 
  THE REMOTE SYSTEM 
   
  
  5�
  Inner System FillForm 
  5
   
  Fillform
   
  Inner System Fillform 
   Record the details of the Inner System on this FillForm. Mark 
  worldnames on the map as necessary. 
  Inner
   
   
  THE INNER SYSTEM 
   
   
  LOCATION AND DETAILS 
  Location (Sector and Hex) 
   
   
  Mainworld Name 
   
   
  Star Name and Spectral 
  Mainworld Type (Planet or Satellite) 
   
  If Satellite, Orbit Name 
   
   
  HZ Variance 
  MW Climate 
  System GG 
  System Belts 
  Filled Orbits 
   
   
   
  MAINWORLD StSAHPGL-T 
  St 
  Siz 
  Atm 
  Hyd 
  Pop 
  Gov 
  Law 
   
   
  - 
  Tech 
   
   
   
  Trade Classifications and Remarks 
   
   
   
  Noble
   
   
  Alleg 
  Bases Zone Ix 
  {            } 
  Ex 
  (            )
  Cx 
  [            ] 
   
  Native Status 
   
   
   
  OCCUPIED ORBITS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  5�
  Outer System FillForm 
  5
   
  Fillform
   
  Outer System Fillform 
   Record the details of the Outer System on this FillForm. Mark 
  worldnames on the map as necessary. 
  Outer
   
   
  THE OUTER SYSTEM 
   
   
  LOCATION AND DETAILS 
  Location (Sector and Hex) 
   
   
  Mainworld Name 
   
   
  Star Name and Spectral 
   
  OCCUPIED ORBITS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  5�
  Remote System FillForm 
  5
   
  Fillform
   
  Remote System Fillform 
   Record the details of the Remote System on this FillForm. Mark 
  worldnames on the map as necessary. 
  Remote
   
   
  THE REMOTE SYSTEM 
   
   
  LOCATION AND DETAILS 
  Location (Sector and Hex) 
   
   
  Mainworld Name 
   
   
  Star Name and Spectral 
   
  OCCUPIED ORBITS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Traveller/09 - Traveller5/Traveller5/22 Star Systems and Worlds.pdf