Spaceship Operations Cheat Sheet

Quick reference for operating a starship (Mongoose Traveller 2e Core Rulebook, 2022 Update — sourced via the Core Rulebook in NotebookLM). For ship-vs-ship gunnery see a space-combat sheet; this covers flying, jumping, fuelling, and running the ship. See also the Skill Check Cheat Sheet, Combat Cheat Sheet and World Codes Cheat Sheet.


Crew Stations

StationSkill usedRole
PilotPilotFlies the ship, course changes, evasive action. One pilot at a time.
CaptainLeadership, TacticsCommands; Tactics Effect adds to the crew’s Initiative.
AstrogatorAstrogation (EDU)Plots jumps.
EngineerEngineer (m-drive / j-drive / power / life support)Runs drives & power plant, damage control. 1 per 35 tons of drives + plant.
Sensor OperatorElectronics (sensors / comms)Tracking, sensor locks, electronic warfare.
GunnerGunnerOne per turret.
MedicMedic1 per 120 crew + passengers; runs low-berth revival.
StewardSteward1 per 10 High or 100 Middle passengers.
MarineGun Combat / MeleeRepel boarders / board enemy ships.

Broker is a trade skill (cargo deals), not a flight station.

Jump Travel — Procedure

A jump always crosses its distance in ~1 week (148 + 6D hours), regardless of parsecs. The ship is totally cut off in jumpspace — no comms.

  1. Reach the jump limit. You may only jump >100 diameters from any object larger than the ship (a world, a star, a moon). Jumping closer = DM−4 and misjump risk.
  2. Plot the jumpEasy (4+) Astrogation check, 1D×10 min, EDU, at DM −1 per parsec. Failure → re-plot. Can be done in advance during the flight out.
  3. Engage the driveEasy (4+) Engineer (j-drive) check, 1D×10 min, EDU, taking the Astrogation Effect as a task-chain DM, plus:
    • Unrefined fuel: DM−2
    • Drive overdue on maintenance: DM−1 per month
    • Inside the 100-diameter limit: DM−4
    • Failure → misjump.
  4. Divert power — the jump instantaneously needs Power = 10% of hull tonnage × jump number. Too little → drive won’t fire.

Jump fuel = 10% of hull tonnage per parsec. (200-ton ship, jump-2 = 40 tons.) Jumps under 1 parsec still count as jump-1 for fuel and plotting.

In a hurry (combat): raise both checks one difficulty level to compress to 1D minutes (one round).

Misjump

Caused by a failed Engineer (j-drive) check (usually from unrefined fuel or skipped maintenance). Severity scales with the failure’s Effect:

EffectResult
−1Arrive on target but 1D days late
−2Arrive in system but 1D × 100-diameters off from the target world
WorseFlung 1D×1D parsecs in a random direction (referee’s mercy) — often lethal

Fuel

  • Cost: refined Cr500/ton, unrefined Cr100/ton. Fuel feeds both jump drive and power plant.
  • Unrefined penalty: DM−2 to the jump check + higher misjump risk.
  • Power-plant fuel: tankage = 10% of plant size = 4 weeks of operation.
  • Wilderness refuelling: skim a gas giant or scoop water — Difficult (10+) Pilot, 1D hours, DEX. Wild fuel is unrefined.
  • Fuel processor: refines 20 tons per ton of processor per day (your Far Trader’s 2-ton processor = 40 t/day).

Power & Engineering

Power draw (fraction of hull tonnage):

SystemPower
Basic ship systems (grav, life support, lights)20% of hull (½ if non-essentials shut down)
Manoeuvre drive10% of hull × Thrust
Jump drive10% of hull × jump number (only while jumping)

Weapon power: Beam Laser 4 · Pulse Laser 4 · Particle Beam 8 · Turret 1 · Missile Rack 0 · Sandcaster 0.

Engineer actions: offline a system to free power; overload m-drive (Difficult, +1 Thrust next round) or power plant (Difficult, +10% Power) at cumulative DM−2 and crit risk; jury-rig a critical hit (Average 8+, lasts 1D hours).

Maintenance

  • Annual maintenance = 0.1% of purchase price, done across Maintenance Periods (annual ÷ 12), with one shipyard visit per year.
  • Skip it → each later period roll 2D + (periods skipped); on 8+ roll on the Poor Maintenance table:
2DFault
2–4Fuel leak — lose 1D×10% of fuel
5–7Drive damaged (1–3 m-drive −1 Thrust; 4–6 j-drive disabled)
8–9Weapon faulty — one turret at DM−1
10–12Power plant — Power −25%, internal damage, crew take 2D×10 rads/week

Sensors & Detection

Space range bands: Adjacent ≤1 km · Close 1–10 km · Short 11–1,250 km · Medium –10,000 km · Long –25,000 km · Very Long –50,000 km · Distant >50,000 km.

Sensor suite DM (applies to all Electronics checks): Basic −4 · Civilian −2 · Military +0 · Improved +1 · Advanced +2.

Tasks: Detailed scan — Routine (6+) Electronics (sensors), 1D×10 min. Analyse data — Average (8+), 1D hours. Sensor Lock → DM+2 to your attacks on that target. Electronic Warfare → opposed Electronics (comms/sensors) to jam or break a lock. Active radar/lidar gives DM+2 for others to detect you.

In-System Travel

1G ≈ 10 m/s². Accelerate to the midpoint, flip, decelerate.

  • Time (s) = 2 × √(Distance ÷ Acceleration) (metres, m/s²)

Transit time (accel/decel):

Distance1G2G4G6G
10,000 km33 min24 min17 min14 min
100,000 km105 min74 min53 min42 min
300,000 km (1 light-sec)3 h2.1 h1.5 h1.2 h
1,000,000 km5.6 h3.9 h2.8 h2.3 h
150,000,000 km (1 AU)68 h48 h34 h28 h

Common Ship Tasks

TaskCheck
Land at starportRoutine (6+) Pilot — or take 1D min for DM+2
Land in wildernessAverage / Difficult / Very Difficult Pilot by terrain
Dock (both willing)Routine (6+) Pilot, 1D min
Atmospheric entry, streamlinednormal (only checks in bad weather); partial −2; unstreamlined −4 + 1D damage per failed minute
Gas-giant skimDifficult (10+) Pilot, 1D hours
Evasive actionspend 1 Thrust → attacker rolls at DM −(your Pilot skill)
Repair a hull pointRoutine (6+) Mechanic, 1 hour, + spare parts
Repair a critical in flightAverage (8+) Engineer/Mechanic, 1D hours, + spare parts

Spare parts cost Cr100,000/ton; an Effect-6 repair needs none, scaling up to 1 ton at Effect 1.

Life Support, Passengers & Cargo

  • Stateroom: 4 tons, MCr0.5. Low berth: 0.5 tons, Cr50,000.
  • Life support / period: Cr1,000 per stateroom + Cr1,000 per person aboard + Cr100 per occupied low berth. (A crewed stateroom ≈ Cr2,000/period.)
  • Low-passage revival: Routine (6+) Medic, 1D×10 min, INT, + passenger’s END DM (+1 if ship TL12+, −2 non-human, −1 emergency berth). Failure = the passenger dies.

Passage & freight fares (Cr):

ParsecsHighMiddleBasicLowFreight/ton
19,0006,5002,0007001,000
214,00010,0003,0001,3001,600
321,00014,0005,0002,2002,600
434,00023,0008,0003,9004,400

Operating Costs (per 4-week period)

ItemCost
Mortgagefinanced amount ÷ 240 (40-yr term)
Life supportsee above
FuelCr500/ton refined, Cr100 unrefined
Maintenance0.1% of purchase price ÷ 12
SalariesPilot 6,000 · Astrogator 5,000 · Engineer 4,000 · Gunner 2,000 · Steward 2,000 · Medic 4,000 · Marine 1,000

Note: The rulebook’s two crew tables disagree on salaries — the Running Cost Summary lists Gunner Cr1,000 / Medic Cr3,000 instead. Pick one and stay consistent (your Far Trader uses the Crew Requirements values above). Berthing fees are weekly and vary by starport class.