I have already mentioned in other threads that I handle trade differently
from the Mongoose Traveller rules, and perhaps it makes sense to ex-
plain the concept I use for the Pandora setting.
The merchant ships of this setting use hyperdrives, usually with a hyper-
space speed of 2 parsec per day. These drives do not require jump fuel,
only reactor fuel, and the merchant ships only visit inhabited planets whe-
re hydrogen fuel for their reactors is available.
There are no mortgages to be paid in this setting. Someone either has the
money to buy a used ship and the skills to make enough profit to improve
it or to upgrade to a better ship, or he will never become a trader. There
is no bank that would be foolish enough to lend someone money to start
a career as a frontier trader.
A trader usually attempts to sign a contract with at least one colony. This
contract details how often he will visit the colony, how much cargo and
how many passengers the colony expects to provide, and what the prices
for cargo transport and passages will be. Contracts of this kind are nor-
mally sufficient to keep the trader in business, but he usually needs some
clever speculative trading to make a nice profit.
Since the colonies want the traders to visit them (in fact urgently need the
traders), it is the custom that the colonies operate their starports and pro-
vide the hydrogen fuel for free. Since most starports are hardly more than
minimal frontier installations with a fuel processor, the costs for this are
quite low.
The normal operating costs of a merchant ship therefore consist of the wa-
ges of the crew, the maintenance costs of the ship and the costs for the
life support. The transport of a ton of cargo earns about 1,000 Credits per
week, a normal passage earns about 1,500 Credits per week.
A common frontier trader is the Deneb Class Modular Starship, a ship of
300 dtons that can carry up to 6 modules of 30 dtons each, either cargo
modules with a capacity of 30 dtons each or passenger modules with a ca-
pacity of 18 passengers each.
The normal operating costs of a ship of this class are about 30,000 Credits
per month, a full cargo module earns these 30,000 Credits and keeps the
ship in business. A full passenger module only earns 27,000 Credits, but
passengers have other advantages: They always pay in advanve, they do
not require warehousing, they do not require an insurance, and they mo-
ve themselves.
Besides, a trader unwilling to transport passengers, or demanding more
for a passage than a colony is able or willing to pay, will not get a con-
tract with that colony.
All in all, a skillful (and lucky) trader with contracts with several colonies
can expect to transport an average of two cargo modules and one pas-
senger module per week, earning a total of about 300,000 Credits each
month.
If he is also a clever trader, he will spend some of this profit to improve
his relations with his customers, for example through occasional gifts, es-
pecially good speculative trade offers and perhaps a free passage now
and then when there is room left in a passenger module.
This also improves his chance for successful speculative trading, because
the colonists are of course more likely to buy from their favourite friendly
trader, and also to give him the informations he needs to know his market
and to decide which goods would be welcome there ("You know, the aqua-
farmers keep complaining that the batteries they use to power the bubble
fences have such a low endurance, they would surely pay well for batte-
ries of the same size and weight with a higher endurance.").
Well, that's about all there is.
from the Mongoose Traveller rules, and perhaps it makes sense to ex-
plain the concept I use for the Pandora setting.
The merchant ships of this setting use hyperdrives, usually with a hyper-
space speed of 2 parsec per day. These drives do not require jump fuel,
only reactor fuel, and the merchant ships only visit inhabited planets whe-
re hydrogen fuel for their reactors is available.
There are no mortgages to be paid in this setting. Someone either has the
money to buy a used ship and the skills to make enough profit to improve
it or to upgrade to a better ship, or he will never become a trader. There
is no bank that would be foolish enough to lend someone money to start
a career as a frontier trader.
A trader usually attempts to sign a contract with at least one colony. This
contract details how often he will visit the colony, how much cargo and
how many passengers the colony expects to provide, and what the prices
for cargo transport and passages will be. Contracts of this kind are nor-
mally sufficient to keep the trader in business, but he usually needs some
clever speculative trading to make a nice profit.
Since the colonies want the traders to visit them (in fact urgently need the
traders), it is the custom that the colonies operate their starports and pro-
vide the hydrogen fuel for free. Since most starports are hardly more than
minimal frontier installations with a fuel processor, the costs for this are
quite low.
The normal operating costs of a merchant ship therefore consist of the wa-
ges of the crew, the maintenance costs of the ship and the costs for the
life support. The transport of a ton of cargo earns about 1,000 Credits per
week, a normal passage earns about 1,500 Credits per week.
A common frontier trader is the Deneb Class Modular Starship, a ship of
300 dtons that can carry up to 6 modules of 30 dtons each, either cargo
modules with a capacity of 30 dtons each or passenger modules with a ca-
pacity of 18 passengers each.
The normal operating costs of a ship of this class are about 30,000 Credits
per month, a full cargo module earns these 30,000 Credits and keeps the
ship in business. A full passenger module only earns 27,000 Credits, but
passengers have other advantages: They always pay in advanve, they do
not require warehousing, they do not require an insurance, and they mo-
ve themselves.
Besides, a trader unwilling to transport passengers, or demanding more
for a passage than a colony is able or willing to pay, will not get a con-
tract with that colony.
All in all, a skillful (and lucky) trader with contracts with several colonies
can expect to transport an average of two cargo modules and one pas-
senger module per week, earning a total of about 300,000 Credits each
month.
If he is also a clever trader, he will spend some of this profit to improve
his relations with his customers, for example through occasional gifts, es-
pecially good speculative trade offers and perhaps a free passage now
and then when there is room left in a passenger module.
This also improves his chance for successful speculative trading, because
the colonists are of course more likely to buy from their favourite friendly
trader, and also to give him the informations he needs to know his market
and to decide which goods would be welcome there ("You know, the aqua-
farmers keep complaining that the batteries they use to power the bubble
fences have such a low endurance, they would surely pay well for batte-
ries of the same size and weight with a higher endurance.").
Well, that's about all there is.
