Traveller
Compendium
Type to search for a spell, item, class — anything!
Traveller
Welcome to the Far Future
The latest edition of Traveller is based on the original classic but tweaked, finessed and updated for the 21st Century! Every Traveller book is now printed in full colour and all core rulebooks and supplements are gorgeous hardbacks, packed with everything you have come to expect from your favourite science-fiction RPG.
Traveller contains everything needed to play any science-fiction campaign, from desperate battles across the stars against evil empires, through free traders operating on both sides of the law, to mercenary companies desperate to find their next ticket or face bankruptcy – Traveller gives you the tools to explore the universe in a way that suits you.
Traveller Starter Set (Free)
Welcome, Traveller, you have found the science fiction roleplaying game of the far future!
This package of free Compendiums is an introduction to the game for newcomers that provides
all of the tools you need to kick off a campaign that will take you across the stars. Adventure
and wonder await in classic tales of science fiction.
This free bundle
includes...
Traveller Explorer's Edition: All core rules for
Traveller are in this book, plus a universe creation system that allows Referees to create new
star systems on the fly for their Travellers to visit and explore…
Death Station: An orbiting laboratory ship has gone silent, and the Travellers are hired by a local company to find out what has happened. However, they will soon discover that they are not alone...
Stranded: A remastering of a classic Traveller adventure, the Travellers find themselves marooned on a glacier with nothing more than the contents of their survival kits. They must master the wilderness and find civilisation without the technological tools they are used to.
The Traveller Core Rulebook Update 2022 has been fully revised for this edition and contains many tweaks and rules updates, as well as a brand new, highest quality interior format with lashings of high tier art to immerse you in the far future.
From entertainment products to laser cannons, from cameras to powered armour, the Central Supply Catalogue Update 2023 has combed the galaxy for items suited to the most discerning Traveller. With this book, you will have everything needed to entertain the local ambassador, survive a month – or years – in the wilderness, or wage a planetary war.
High Guard Update 2022 is a major expansion to the Traveller roleplaying game with rules for designing, building and operating spacecraft found throughout the galaxy. From small and nimble fighter craft to the adventure-class ships that Travellers fly, from gargantuan megafreighters to military capital ships, this book provides everything the aspiring naval architect needs to populate their universe with ships that ply the spacelanes.
The Traveller Companion Update 2024 is a complete toolkit allowing referees to pick and choose enhancements to their own campaigns, giving greater depth and weight to their adventures.
The Robot Handbook is designed to be both quick and easy to use, and configurable to customise all aspects of a robot’s functions, capabilities and skills; a standard robot can be built in just a few minutes. The Robot Handbook also includes rules for making nanorobots and microrobots, androids, clones, biological robots and brains for both vehicles and spacecraft. And what is a cybernetic limb but a robot part? The Robot Handbook covers everything from a cybernetic arm to a whole mechanical body with a live brain inside.
An orbiting laboratory ship has gone silent, and the Travellers are hired by a local company to find out what has happened. However, they will soon discover that they are not alone...
A remastering of a classic Traveller adventure, the Travellers find themselves marooned on a glacier with nothing more than the contents of their survival kits. They must master the wilderness and find civilisation without the technological tools they are used to.
Deep in the Great Rift lie ancient mysteries, strange alien races and human cultures who have not seen offworld contact in centuries. Great Rift Adventures 1–5 provides a set of adventures that can be inserted into any ongoing campaign set in this region of the Charted Space universe, while showcasing the Great Rift and some of the worlds within.
The Travellers are hired by the ducal heir of Alekvadin to fly a safari ship first to Akussanja, to obtain specimens of a rare and wild species, and then to Tinea-Fabre where the animal is to be deposited into a wildlife preserve. After it has settled in, the young duke-to-be enlists the Travellers to hunt the elusive creature in its adopted habitat but it proves to be a wily prey with heretofore unknown abilities...
Eneri’s Cantina at Affinity Highport is the quintessential starport bar where adventures begin, patrons are met, rumours are heard and weary Travellers wind down after weeks in jumpspace. It is a place to get a good stiff drink and have the chance to rub elbows with the movers and shakers of the Sylean Main...
The Core sector is the heart of the Third Imperium, the seat of empire and an economic powerhouse, but even the Core has its backwater worlds. One such place is Adan, a dry, almost desert world with a unique ecosphere and a secret that few know...
The Spinward Extents are the border between the familiar and the unknown. This book presents two complete sectors near the edge of Charted Space: The Beyond and the Vanguard Reaches.
The Third Imperium is the greatest interstellar empire in the history of Charted Space. Its Emperors have reigned for a thousand years, building a utopian society based upon the pillars of duty, honour, free trade and a powerful navy that protects its worlds and enforces its laws.
The Borderland is a useful sourcebook providing the Referee with a semi-isolated ‘sandbox’ within which to set a campaign. Not too big to get lost in, and far enough away from other systems to keep a new campaign on track!
Steeped in history, riven by conflict, and filled with contradiction, The Deep and the Dark covers two sectors at the interface of human and Aslan space, where rival species and civilisations have long contended for influence and power.
Mysteries of the Ancients takes the Travellers from the wacky Museum of the Ancients to the doomed planet of Calefaction, and finally to a showdown with agents of the Ancients themselves.
Secrets of the Ancients will start your Travellers off within the familiar Spinward Marches, but quickly escalates to take them into times, places and dimensions they barely dreamed of.Travellerat its very best.
The Travellers have defeated an Ancient, but the struggle is not yet over. A telepathic nightmare leads the Travellers to a crashed vessel on a desolate moon, where they discover a threat to all Charted Space. The Ancient Tsyamoykyo, once the least of his kind, plans to implement a reign of terror.
Only the boldest dare venture into the depths of the Great Rift, crossing the abyss of empty space to find unexplored star systems and forgotten wonders. Deep in the Great Rift lie ancient mysteries, strange alien races and human cultures who have not seen offworld contact in centuries. Portside rumours speak of giant creatures capable of interstellar flight, and of starship wrecks belonging to no known race.
Cluster Truck is a complete campaign that will see your Travellers take command of their own small craft, hauling cargo across a system. They will steal potatoes, get covered in frozen beer in deep space, take part in a history-making riot, uncover corporate skullduggery, and smash a blockade while confounding local law enforcement!
In Opening Moves, the Travellers will experience terror and denial, heroism and the sheer stupidity of the first days of the Fifth Frontier War. A race across District 268 places them at the pivotal Battle of Elixabeth, where they will play a greater part than anyone may ever know.
A hundred days out of Cronor Naval Base, diplomatic transport vessel Sifrshonz meets disaster.
Ambushed by an Imperial cruiser, the ship and her mission are wrecked.
With the command crew and Consular Envoy dead, the Travellers must decide: do they turn for home
or plunge into the Outrim Void seeking a way to somehow complete their mission?
Their voyage will take the Travellers to the dead world of Ganulph, and to mysterious Belgard
where they will unlock a secret hidden for five centuries.
The Travellers are offered a lucrative contract to showcase a prototype starship to potential
clients along the Spinward Main. Their route takes them around the periphery of the Abyss Rift,
a region with a sinister reputation for starship disappearances and mysterious events.
Utoland… bleak, miserable Utoland. Amid a disaster aboard a giant mining machine the Travellers start asking themselves why they would come here, why they would take such dangerous and underpaid work – and why their memories are suddenly disjointed. The Fifth Frontier War is unfolding around them, and there is a good chance that they had a hand in starting it…
The Fifth Frontier War is the first sourcebook in this massive campaign that can span years of play and will powerfully alter the future of the Charted Space universe.
Singularity is an epic campaign that takes your Travellers to places they never imagined they
would or could go; the throneworld of Capital, the vast archives of Reference, and the opulent
worlds of the Sylean Main. As the campaign kicks into high gear, they travel by means never
thought possible, leaving the Core behind for the distant reaches of Charted Space.
Singularity delves into the ethics and implementation of artificial intelligence, the nature of
humanity and how these might coexist and change perception of reality.
The Singularity Companion is a collection of add-ons, enhancements, adventures and lore that add to your campaign. There are exotic ships for your Travellers to fly and places for them to go, such as the magnificent Anther Highport, Scout Service way stations and the halls of knightly orders. Supplementary rules for embodiments, orbital bombardments and the post- Singularity universe add colour and depth. Guidance for ‘counter campaigns’ are provided, showing how a campaign can be turned on its head and made into an entirely different experience. And there are three new adventures, one for each act, each of which can be used to add more excitement to your campaign.
An Ancients device sparked the Core Expeditions, journeys that would take the Zhodani closer to the Galactic Core than any other known civilisation. Spanning thousands of years and costing trillions of Credits, the Zhodani are now over halfway to the centre of the galaxy. However, not all is well, and the Consulate has been keeping secrets. The Travellers may be the ones to solve an interstellar catastrophe before it reaches Charted Space.
The Infinity Suite will be the most perfect musical piece in the history... once it is finished.
Right now the Travellers are 75 million Credits in debt, being chased by repo crews who want
their illegally modified starship back, facing a career-ending plagiarism lawsuit... and the
Suite is a musical shambles.
Arriving in the Islands subsectors just ahead of their problems, the Travellers need to make a
name for themselves and find the inspiration to finish the Suite. On the way they must deal with
the usual rock ‘n’ roll problems – planetary revolution, interstellar conflict, fanatical
cultists intent on murdering them, and the odd runaway cow.