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Whispers on the Abyss

Whispers on the Abyss


A complete mini-campaign for Traveller, setting the stage for great events to come! 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.  They soon discover they are not...   [click here for more]
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The Imperial Navy

The Imperial Navy


Without its senior service, the Third Imperium would not exist. The navy is entwined in the politics and economics of the Imperium, a training ground for the great nobility, and a route to social advancement for the general populace. The Imperial Navy details this massive force, from the great fleets down to a band of new recruits. How are the sector and subsector fleets organised, commanded,...   [click here for more]
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Field Catalogue

Field Catalogue


The Field Catalogue presents a selection of weaponry and equipment to suit all budgets and requirements, from handguns to grav tanks, from boots to starships. For those wanting something special the weapon design system puts custom firepower in the hands of your mercenaries. Balance knockdown power against armour penetration and magazine capacity; magazine capacity against the ability to get...   [click here for more]
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The Marches Adventures 1-5

The Marches Adventures 1-5


The Spinward Marches, out on the Imperial frontier, is a borderland sector where even the humble can find great fortune and exciting voyages. Marches 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 Spinward Marches and some of the worlds within. Inside you will find:   High and Dry:...   [click here for more]
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Aliens of Charted Space Vol. 1

Aliens of Charted Space Vol. 1


Aliens of Charted Space Volume 1 details four spacefaring cultures, three of them alien and one curiously familiar. These are the Zhodani, humans transplanted from Earth to develop in far-off Zhdant. Their well-ordered society is very different to the squabbling mini-states of the Vargr despite sharing a common Terran ancestry. The Aslan and the K’Kree, meanwhile, are polar opposites; proud...   [click here for more]
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Aliens of Charted Space Vol. 2

Aliens of Charted Space Vol. 2


Aliens of Charted Space 2 details three of the most misunderstood cultures of Charted space – the Solomani, the Droyne and the Hivers. Despite the fact they are the original humans, the Solomani are confusing to outsiders and often portrayed as despicable in Imperial propaganda. The Droyne and the Hivers are alien in both physical form and way of thinking. Both make many outsiders uneasy –...   [click here for more]
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Mercenary

Mercenary


Money will not always get you good soldiers, but good soldiers can always get you money… or land, or power, or whatever you are willing to pay them to fight for.   Raise Your Force Mercenary presents detailed rules for raising and equipping a mercenary force, training your troops and finding the best – or maybe just the cheapest – hardware on the market. Units are rated according to...   [click here for more]
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Drinaxian Companion

Drinaxian Companion


The Drinaxian Companion is an expansion to both the Trojan Reach and the Pirates of Drinax campaign, and useful for any and all pirate-based adventures in Traveller. This volume presents additional rules and adventure possibilities, along with a useful summary of the Pirates of Drinax campaign and locations featured within it. New aspects of the Trojan Reach sector are...   [click here for more]
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Behind the Claw

Behind the Claw


Behind the Claw presents two complete sectors of Imperial space; Deneb and the Spinward Marches. Deneb is bordered by the Vargr Extents and the Great Rift, and has traditionally seen fierce rivalry between its powerful dukes. A long history of compromises and temporary deals has created a fragmented political situation ripe for exploitation by those with the wit and the will… and there is always...   [click here for more]
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Marches Adventure 1: High and Dry

Marches Adventure 1: High and Dry


In High and Dry the Travellers are given a ship in which they can explore the galaxy for the rest of the campaign – the only catch is that they have to find it first. Travelling to the quiet world of Walston, the Travellers will have to engage with the locals, locate their ship and repair it before they can return home. However, the ship has been left in the crater of a volcano, and...   [click here for more]
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Solomani Front

Solomani Front


The scene of bitter fighting in the Solomani Rim War, tensions still run high in the Solomani Front. In the Solomani Rim, hard-liners agitate for a campaign to retake Terra from the Imperials whilst dissidents plot secession from the Solomani Confederation. In Alpha Crucis, independent worlds seek to chart their own course despite interference from the Confederation. The Solomani Front is a land of...   [click here for more]
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Specialist Forces

Specialist Forces


Specialist troops offer advantages the wise commander can exploit, or prevent the enemy from making use of their own advantages. Anti-armour and anti-aerospace specialists level the playing field for other troops, whilst recon experts provide vital information and commandos take advantage of it. Specialist Forces presents information on these experts, along with rules governing their functions...   [click here for more]
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The Order of Prometheus

The Order of Prometheus


In a backwater cluster of worlds deep within the Solomani Confederation, a covert society has stolen a cosmic secret. Using lost, perhaps forbidden, knowledge the Order of Prometheus will lead humanity into a new age with their custom-made creatures. Loyal warriors, indefatigable workers and resilient beasts of burden, their Golems are the answer to every manpower and labour-relations issue a user...   [click here for more]
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Referee's Briefing 3: Going Portside

Referee's Briefing 3: Going Portside


Travellers pass through many starports in their wanderings, and after a while these places can begin to blur into one another. The endless procession of generic bars and hotels, the same shops and tired old décor can be soul-destroying. But it does not have to be like that! Referee’s Briefing 3: Going Portside presents a miscellany of things to do and places to visit that are both interesting...   [click here for more]
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Deepnight Revelation

Deepnight Revelation


A grand 20 year campaign into deep space, commanding the exploration cruiser Deepnight Revelation. The Deepnight Entity It was alive when the stars were young. It saw the birth of galaxies, and it will see the death of the universe. It is growth and destruction; menace and saviour. It retreated into a prison of its own making, and there it waits. An exploration ship found the clues,...   [click here for more]
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Sword Worlds

Sword Worlds


The Sword Worlds lie just beyond the Imperial border, a distinct cultural region settled long ago by refugees from a civil war. Theirs was a tough existence, but it produced a people both proud and resilient. Their history is one of internal and external conflict; wars for dominance of the Sword Worlds and wars against the Imperium. Sword Worlds details the people of the Sword Worlds Confederation...   [click here for more]
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Referee's Briefing 1: Companies & Corporations

Referee's Briefing 1: Companies & Corporations


Economics is one of the fundamental driving forces in any society, and Charted Space is full of groups trying to make a living – or better, a big profit. Companies and Corporations presents some of these groups along with their agenda, their methods and any dark secrets they may have. These commercial bodies are much smaller than the great Megacorporations, but some of them are major players...   [click here for more]
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Referee's Briefing 2: Anomalies and Wonders

Referee's Briefing 2: Anomalies and Wonders


Much of the time Travellers move from one starport to the next, seeing the shops and the bars and not much else. In between they stare at the same six bulkheads and watch old movies, or sit around in the galley chatting. Some of them have more to talk about than others; tales of adventure and daring that might just possibly be true. And every now and then the conversation turns to the wonders...   [click here for more]
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Referee's Briefing 5: Incidents and Encounters

Referee's Briefing 5: Incidents and Encounters


As Travellers voyage from one world to another, things happen to them. Often little things, trivial things; incidents that cause a minor inconvenience or unnecessary aggravation during what should be routine planetfall. However, some of these little incidents can lead to adventure, or complicate what would otherwise have been a straightforward task. Referee’s Briefing 5: Incidents and...   [click here for more]
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Shadows of Sindal

Shadows of Sindal


Shadows of Sindal is a three-part campaign set against the backdrop of the Pirates of Drinax. The discovery of a long-forgotten key prompts a mission to Paal, an easy task to find and open a vault containing treasures from the Empire of Sindal. King Oleb expects a quick return with a huge payoff, but nothing is ever that simple. In Search of Sindal: The Travellers...   [click here for more]
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Great Rift Adventure 3: Flatlined

Great Rift Adventure 3: Flatlined


The term ‘flatlined’ is a common figure of speech in Charted Space. It typically refers to electronic equipment that has been disabled or broken. A person can also jokingly be referred to as flatlined if they are extremely tired or drunk, or just committed some serious social gaffe. Less pleasantly, the term is also used for a medical patient whose vital signs have ceased to register. Someone...   [click here for more]
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The Great Rift

The Great Rift


The Last Great Unknown in Charted Space 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...   [click here for more]
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Reach Adventure 7: The Last Train Out of Rakken-Goll

Reach Adventure 7: The Last Train Out of Rakken-Goll


An invitation from Sir Willard Vorstaten leads the Travellers to Rakken-Goll, a dying cattle town in the middle of nowhere. Instead of the expected job offer the Travellers find a lonely young man desperate for offworld visitors. Sir Willard’s residence is comfortable and he is generous; perhaps the Travellers will enjoy some downtime at his expense? Perhaps he might be a useful contact to cultivate;...   [click here for more]
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Pirates of Drinax: Harrier class Commerce Raider

Pirates of Drinax: Harrier class Commerce Raider


The Harrier-class commerce raider is the starship used in the Pirates of Drinax epic campaign. It is loaned to the Travellers by King Oleb of Drinax as both a means of transportation and instrument of policy. Although the ship is advanced, it is in poor condition due to age and long years of neglect. Repairing and perhaps upgrading the Harrier is likely to be an important goal...   [click here for more]
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Marches Adventure 2: Mission to Mithril

Marches Adventure 2: Mission to Mithril


This adventure takes place on the world of Mithril, a cold, low-population frontier world. The Travellers land at Mithril’s rudimentary starport, only to find their vessel disabled and the base strangely empty. As the Travellers explore, they discover there may be survivors of whatever happened at the port. A distant distress beacon is detected, but reaching it requires an overland trek. Having located...   [click here for more]
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Referee's Briefing 4: Mercenary Forces

Referee's Briefing 4: Mercenary Forces


Violence can and does solve problems, if properly applied. Of course, the application of violence can result in new or additional problems, but the original issue is solved at least. Mercenaries offer a short-term solution to the question of where to obtain and how to deliver the necessary violence, and can also solve other problems by being officially deniable. Referee’s Briefing 4: Mercenary Forces...   [click here for more]
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Pirates of Drinax: Ship Encounters

Pirates of Drinax: Ship Encounters


Ship Encounters presents a series of detailed ship encounters complete with mission, cargo and backstory. These ships can be used as repeat encounters in a starfaring campaign, or potential targets for pirates. Travellers who rescue a ship from attack might want to know who they have saved and what they were carrying; Travellers who are the attackers will definitely want to know what they have...   [click here for more]
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Referee's Briefing 6: Garden Worlds

Referee's Briefing 6: Garden Worlds


Some Travellers never encounter any environment wilder than the climate-controlled cabins of a starship or the well-regulated conditions of a highport. Those who venture planetside, however, might encounter all manner of different environments in their wanderings. Among these, a temperate region with a breathable atmosphere and enough water to support life is one of the most common. This is largely...   [click here for more]
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Reach Adventure 1: Marooned on Marduk

Reach Adventure 1: Marooned on Marduk


Set in the Sindal Subsector featured in the recently released Traveller Core Rulebook, Marooned on Marduk is the perfect introduction to the Trojan Reach and the new edition of Traveller. The Travellers' shuttle to Marduk is damaged during an attack by raiders, forcing it to crash-land far from civilisation. With night falling and little prospect of immediate rescue the...   [click here for more]
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Spinward Marches 1: The Bowman Arm

Spinward Marches 1: The Bowman Arm


The Bowman Arm is a section of the Spinward Main running through District 268 of Spinward Marches sector. It lies beyond the Imperial border but links the outposts of Five Sisters subsector with the rest of the Imperium. Many of its frontier worlds are not Imperial members, making this area of space difficult at best and more often hazardous for Imperial traders to operate within. This book explores...   [click here for more]
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Element Class Cruisers: Ship Builder's Blueprints

Element Class Cruisers: Ship Builder's Blueprints


The cruisers of the Imperial Navy are both its symbol and its workhorses. The three classes of ship that make up the Element cruiser family are mainstays of the Imperial Navy, and can be found across Charted Space. From fighting wars and protecting the space lanes, to flag showing missions and voyages of discovery, Element cruisers are true, reliable workhorses of the navy. These huge vessels are...   [click here for more]
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Pirates of Drinax: Theev

Pirates of Drinax: Theev


The Theev Cluster is notorious as a ‘piracy hotspot’ and has been swept on many occasions by the Imperial Navy. Naval vessels are deployed to the cluster on a not too-infrequent basis; all the while, pirates and smugglers enjoy huge freedoms, subject only to the Pirate Lords of Theev. This supplement is perfect to flesh out encounters upon Theev in the Pirates of Drinax campaign, or for any...   [click here for more]
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Naval Adventure 1: Shakedown Cruise

Naval Adventure 1: Shakedown Cruise


A new captain and senior crew have taken over the INS Sharsana. She is an older vessel, just out of her second mid-life refit, and has picked up a few quirks and traits in her long service. Her crew are properly trained but have no experience working together. The Travellers are given a simple mission on what is to be a shakedown cruise for the ship. This is their opportunity to teach the crew...   [click here for more]
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Great Rift Adventure 2: Deepnight Endeavour

Great Rift Adventure 2: Deepnight Endeavour


A terrifying struggle against a truly alien force in the depths of the Great Rift… Great Rift Adventure 2: Deepnight Endeavour takes place aboard a derelict exploration vessel which the Travellers must enter to locate fuel. With no way to get home, they discover there are survivors, and that the ship has taken aboard a malevolent entity seeking to reach an inhabited planet....   [click here for more]
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Reach Adventure 5: The Borderland Run

Reach Adventure 5: The Borderland Run


In The Borderland Run the Travellers are engaged to pick up a cargo from a remote outsystem world and convey it to the starport at the Aslan world of Tyokh; a simple enough delivery job, with the chance to engage in a little speculative trading along the way. However, there are those who do not want the cargo to be delivered… and the cargo agrees with them. ...   [click here for more]
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Skandersvik

Skandersvik


Skandersvik is a complete campaign for Sword Worlds Travellers. As crewmembers aboard the merchant cruiser Skander they will voyage through Darrian and Five Sisters subsectors, into District 268 and finally home again. There is money to be made and glory to be earned on such an expedition, but it is not without its hazards. Freikorps Skander: An uprising in the outback...   [click here for more]
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Reach Adventure 4: Last Flight of the Amuar

Reach Adventure 4: Last Flight of the Amuar


In Reach Adventure 4: Last Flight of the Amuar, a Leviathan-class merchant cruiser was engaged in an exploratory trade cruise into the so-called Outrim Void, a region of sparse star systems just over the border from Imperial space. Long-range merchant cruisers were built for regions like this, and have been successful. However, there have been losses too. Among them was the Amuar,...   [click here for more]
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Naval Adventure 2: Showing the Sunburst

Naval Adventure 2: Showing the Sunburst


Taking command of a warship assigned to the troubled Jewell-Vilis naval station, the Travellers are sent on what looks like a simple flag-showing mission. All they have to do is visit a few worlds, remind friend and foe alike that the navy is around, and give assistance to Imperial diplomats operating in the region. There is, however, a sealed section in their orders – to be opened after their ship...   [click here for more]
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Pirates of Drinax: The Torpol Cluster

Pirates of Drinax: The Torpol Cluster


This mini-series details the worlds of Trojan Reach sector that might be visited during the Pirates of Drinax campaign. The material in this book is set in Sindal Subsector of the Third Imperium universe, but can be easily transplanted to other regions or any game setting that follows the general standards and assumptions of the Third Imperium. The Torpol Cluster is the name given to three worlds...   [click here for more]
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Pirates of Drinax: Gods of Marduk

Pirates of Drinax: Gods of Marduk


The Travellers are hired by an eminent anthropologist to prove that local legends of ‘sea gods’ are true. This requires a descent into the depths of the world’s oceans as well as an investigation of what seems to be a mysterious ancient temple. Along the way, the Travellers much contend with hostile islanders and harsh weather before deciding whether their conclusions should be released at all....   [click here for more]
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Great Rift Adventure 1: Islands in the Rift

Great Rift Adventure 1: Islands in the Rift


In Great Rift Adventure 1: Islands in the Rift, the Travellers are sent to Amondiage in the Old Islands subsector to pick up a starship. Their mission is to take it to Zuflucht for transfer into Imperial space ‘behind the claw’ in Deneb or the Trojan Reach. However, the task is not simple; the ship is not sitting on a berthing pad at Amondiage - it is in fact on an entirely different...   [click here for more]
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Shadow of the Storm

Shadow of the Storm


One Ship, Two Captains Lieutenant Simon Crowe is the temporary commanding officer of CSS Stormshadow, a new design of patrol frigate forming part of the Iron Gate strategy. A former engineering officer, his mission is simple: patrol the backwaters, show the flag and work Stormshadow up ready for service. Lieutenant-Commander Alice Browning is Political Officer...   [click here for more]
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Spinward Marches 2: The Lunion Shield Worlds

Spinward Marches 2: The Lunion Shield Worlds


The ‘Lunion Shield Worlds’ is an unofficial term referring to a group of star systems on the border between the Third Imperium and the Sword Worlds Confederation.  Although they form part of the Spinward Main, these worlds are very much a backwater and frontier. Few major corporations are keen to invest in a region that will surely be a battleground in any future war, leaving opportunities...   [click here for more]
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Pirates of Drinax: Revolution on Acrid

Pirates of Drinax: Revolution on Acrid


The workers on Acrid are on the brink of revolution against the Pax Rulin Quartermasters (PRQ) megacorporation. Downtrodden, trapped into unfair contracts that make it impossible to get offworld, the workers have tried all other means and now have one last, desperate chance at a better life. They hope to gain control of their world and become, in effect, an independent state. That is no small feat,...   [click here for more]
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High Guard: Deployment Shuttle

High Guard: Deployment Shuttle


High Guard: Deployment Shuttle is a supplement for High Guard, introducing a new class of ship and exploring its construction, specifications and roles undertaken through Charted Space. As well as presenting full High Guard rules for the deployment shuttle, the use of Marine Assault Forces, often carried on board, are studied, as well as the use of this vessel in boarding actions and customs...   [click here for more]
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Reach Adventure 2: Theories of Everything

Reach Adventure 2: Theories of Everything


Set in the Sindal Subsector featured in the recently released Core Rulebook, Theories of Everything is an exciting and memorable adventure set in the Trojan Reach. In Reach Adventure 2: Theories of Everything the Travellers are hired as crew and research assistants aboard the laboratory vessel Insight III. The ship is owned by a cooperative of scientists working in a cross-discipline environment...   [click here for more]
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Reach Adventure 3: The Calixcuel Incident

Reach Adventure 3: The Calixcuel Incident


In The Calixcuel Incident, the Travellers are visiting an underwater city when a disaster causes it to begin leaking. Amid the chaos, they discover they have the means to save the entire city, if they can only reach and start the auxiliary reactor. However, the reactor is located in a secure bunker on the seabed, separate from the city, and between the Travellers and their destination...   [click here for more]
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The Fall of Tinath

The Fall of Tinath


The Fall of Tinath is a complete campaign for Traveller, set in the same galaxy as the Third Imperium but many, many parsecs away. The Travellers will visit the world of Tinath, just as it comes under attack from the terrible Esseray, a new alien in race in Traveller whose motives and methods are so far unknown. Discover the Esseray in their many forms, and fight against time as the options for the...   [click here for more]
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Pirates of Drinax: Liberty Port

Pirates of Drinax: Liberty Port


The people of Sperle are more or less dominated by the General Development Corporation, and are weary of it. They turn to the Travellers to help them create a route for commerce – some would call it smuggling – that bypasses the GeDeCo-controlled starport. Setting up a smuggling route is one thing, but ensuring it is not eradicated by GeDeCo security personnel is quite another. Eventually, the...   [click here for more]
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Mercenary Adventure 1: Verloren Hoop

Mercenary Adventure 1: Verloren Hoop


The war for Medrealm is entering its final stages. As the balance tips ever further towards the Galian Federation, offworld mercenaries and their Medrealmer allies are trapped in the Rammline Pocket. Rumours abound that the Galians are not honouring repatriation bonds. The nearest repatriation haven is hundreds of kilometres away, and evacuation by grav vehicle is not possible unless Galian aerospace...   [click here for more]
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