Star Viking! The Far Futurists bring you the Traveller New Era Bundle featuring Traveller: The New Era, the 1992 version of the star-spanning science-fiction tabletop roleplaying game of collapse and renewal in a fallen galactic empire. The corrupt Third Imperium fell to civil war and the artificially intelligent Virus. Now vigorous survivors are forging a better, more vibrant history across ten thousand worlds. In the New Era, the future starts now.
For just US$14.95 you get all six rulebooks and supplements in our Starter Collection (retail value $70) as DRM-free .PDF ebooks:
Traveller: The New Era Deluxe Edition (retail price $30): The complete 386-page rulebook plus many maps and play aids. Includes the 160-page technical sourcebook Fire, Fusion, & Steel.
Survival Margin, World Tamer's Handbook, and Vampire Fleets (retail $10 apiece): Three essential setting sourcebooks.
TNE Players' Forms (retail $10): Fourteen new sheets that let you organize all the stuff in the rising new empire.
And if you pay more than the threshold price of $27.71, you'll level up and also get our entire Bonus Collection with eleven more supplements and adventures worth an additional $110:
Two Regency sourcebooks: Keepers of the Flame and the Regency Combat Vehicle Guide (retail $10 apiece).
The complete four-book set of Star Vikings (retail $10 apiece): the Path of Tears sourcebook, the adventure collection Smash & Grab, the Reformation Coalition Equipment Guide, and the Star Vikings character collection itself.
Aliens of the Rim (retail $10): The manipulative Hivers and their elite shock troops, the Ithklur.
NEW! The complete Virus Redux adventure trilogy (total retail $30): The Guilded Lilly, Belly of the Beast, and Into the Darkness.
TNE Referee's Screen (retail $10): Useful charts and a 16-page reference booklet. Includes, for the first time anywhere, a .PDF version of Lady Elise, an eight-page introductoryadventure outline sold with the original hardcopy Referee's Screen in 1994.
...But you pay just $14.95 for our Starter Collection of six complete .PDFs, including the Traveller: The New Era rulebook and its technical architecture supplement Fire, Fusion, & Steel, plus three important sourcebooks and useful forms. And if you pay more than the current threshold price ($27.71), you'll level up and also receive all eleven titles in our Bonus Collection, including six more sourcebooks about the Reformation Coalition and the Regency of the Spinward Marches.
These .PDFs are image scans of the original 1990s hardcopies with OCR (optical character recognition) applied; text is not always crisp but is readable and copiable.
Bundle of Holding titles are always absolutely free of DRM, so you can move and copy them freely among all your tablets, laptops, and smartphones. (By publisher request, the DriveThruRPG versions of these files are inobtrusively watermarked.)
Traveller News Service
Number of bundles sold
Threshold (level-up) price
To keep the starting threshold price from rising too quickly, we calculated it based on 400 fake sales at $24.95 each.
COALITION HEROES: Coalition Heroes
Other Star Vikings:
Here's how to instantly get your Traveller New Era Bundle:
How much will you give?
The tabletop roleplaying ebooks in this Traveller New Era Bundle offer retail for US$180.00. Choose a price you like, in US dollars (minimum $14.95). Make sure you choose an amount greater than $27.71 to LEVEL UP and gain the bonus titles.
Collect your Traveller New Era Bundle right now!
Please enter your email address.
Our oath of fealty: We'll never sell, rent, or give your address to anyone else. We'll never use your address for anything but the Bundle of Holding.
Buy the Traveller New Era Bundle using one of these methods:
Or redeem your gift code here:
Congratulations! You've redeemed your gift code for a FREE Bundle of Holding! In a moment we'll
take you to the confirmation page with all the details.
These payment processors accept all major credit cards. PayPal also supports payments from your
bank account. The payment processor deducts a fee from your payment before we receive it. Your credit
card statement will show "BundleHolding," "Bundle of Holding," or "BookBundle," depending on your
Check your email!
Next, check your email. The link to your Traveller New Era Bundle download page may take a
few minutes to arrive. Add email@example.com to your approved sender list, or check your spam filter.
If you don't get a link in an hour or two, contact us: firstname.lastname@example.org
Then visit your Wizard's Cabinet page, link up with your DriveThru library, and start making a better future in the New Era.
Spread the word!
Tell all travellers about the New Era
Traveller: The New Era Deluxe
Designer(s): Frank Chadwick, Dave Nilsen
Game Designers' Workshop, 581 pages
Retail price US$30
The star-spanning Third Imperium annihilated itself in a furious war. The final weapon in this war was a new form of life -- a malevolent electronic race that hates life itself. But among the ruins, civilization waits to re-awaken. Take charge of history in this New Era.
Traveller: The New Era gives you everything you need to create a galaxy of limitless adventure: a character generation system with over 40 careers and 100 skills, from wilderness survival to starship astrogation; a fast, simple task system compatible with GDW's Twilight: 2000 and Dark Conspiracy games; a colorful and innovative vector-based starship combat system that provides rich tactical detail but can be played without a map; world generation rules that lets you design entire sectors of star systems, planets, and the creatures that live on them; plus detailed starships, high-technology weapons, and vehicles.
This Deluxe Edition includes the Fire, Fusion, & Steel technical architecture sourcebook and a variety of play aids: Player Aid Cards, a large Diaspora Sector map, and Diaspora briefing sheets for both player and referee.
Includes the Challenge magazine preview article "When Empires Fall." UPDATE 13 FEB 2018: We've replaced the original scan of the core TNE rulebook with a much improved .PDF.
"Once the powers-that-be at GDW had made up their mind a new edition of Traveller was needed, a complete makeover was attempted on the system. Most important, the new edition was brought in line with the new GDW 'House Rules,' back when companies were trying to mimc SJG and a couple other companies and create common rules for all their systems. The other [priority] was to figure out the answer to the question from MegaTraveller, 'So who won?' Their answer was -- nobody. An AI Virus, a modified silicon life form that had been driven insane in a weapons lab was accidentally released on warring fleets and those warring fleets spread it throughout the Imperium, its surrounding neighbors -- and every Traveller mailing list and bulletin board, apparently. Almost immediately there were divided camps on the subject. Some loved the new idea, solidified in the great compilation/teaser product Survival Margin. Others flat-out hated it. I was safely in the 'love it' category. I did. Everything about it seemed like a good idea to me. [...]
"I have yet to see a game bring forth such hate from such adoring fans of the overall system. To this day I’m not sure why. [...] At the very least, I had no idea some Traveller fans were so virulently monarchist.
"I loved the TNE settings because they allowed for exploration and starting fresh in a ruined Imperium. There was an actual 'Wilds' that was unexplored and full of dangers and loot (pretty much what gamers love the most). The old Imperium, even the war setting, had been so consumed by static behavior or engagement that it became stifling to have players really make a difference and thrive in the campaign setting. TNE gave me a chance to exercise my favorite plot devices in a game -- that one small group can make a big difference in the lives of others in the game." -- Tales of an Old School Gamer
"Traveller: The New Era developed from the GDW 'House System,' which was an adaptation of the Second Edition of Twilight: 2000 modified for use with a D20 instead of D10 (and the rest of the House System games, including Twilight: 2000, would follow suit). [...] Where TNE shined was in Fire, Fusion, & Steel, the 'technical architecture' book. That was a set of systems for designing everything from starships to ground cars, from meson accelerator spinal mounts to body pistols. It was the first major release that included all of those in one place, deriving ideas from both the Striker and MegaTraveller vehicle design systems and from BTRC's Guns, Guns, Guns weapon design system. This would kick off the fashion for extensive design systems that would culminate with GURPS Vehicles and the CORPS VDS ('Vehicle Design System'). Some people found these design tools intrusive on their experience (even if they didn't actually use them), and these sorts of systems have been falling out of fashion, sadly." -- The Ongoing Campaign[a long, detailed summary of the rules]
Creative forces are ultimately more powerful than destructive forces. Inside every intelligent race is a force that will not be bowed. No matter the catastrophe, that force will always find a survival margin.
Survival Margin, the fundamental setting sourcebook for Traveller: The New Era, presents Traveller News Service articles recording the Third Imperium's long slide into chaos, from the assassination of Emperor Stephon to the release of the final weapon; the history of the Virus, the artificial intelligence that changed the Imperium; an overview of the emergence of the mysterious Star Vikings; and procedures for updating Traveller and MegaTraveller player characters to the New Era system.
"I've often noted Survival Margin is my absolute favorite Traveller supplement of all time. The story of the Third Imperium has always fascinated me far more than the mechanics of the game; indeed, since the RPG Traveller is now at home in a half-dozen or more different gaming systems, I'd argue it is the story of Traveller that makes it the game we all know and love (and/or hate, or both)." -- Bruce Johnson, Freelance Traveller
In the New Era, life is lived on a grand tableau. Entire worlds have fallen back into barbarism. These worlds need explorers, builders, and leaders to make them live again. Such people take on the power of a raw world. No world is too big, too rough, or too wild for the world tamers.
World Tamer's Handbook presents a new arena for adventure: the ragged border of civilization on a thousand worlds. Create Survey campaigns in which your characters push humanity's knowledge out into the Wilds -- Bootstrap campaigns to lift low-tech populations out of barbarism -- and Colony campaigns about expeditions to repopulate entire worlds.
Rules for colonial economics and infrastructure let players and referees alike understand what makes a colony succeed. Expanded rules for world generation provide the details players need for detailed survey operations in advance of colony transports. New design sequences expand on Fire, Fusion, & Steel to add black powder weapons, bow weapons, and low-tech ground transportation.
"Very detailed planet generation rules, as well as socio-economic rules for managing and running a colony. Also includes some large-scale combat rules, and several adventure seeds. Quite a buy!" -- Arun R., DriveThruRPG
Throughout the bleak ruins of galactic empire, long dark warships, scoured clean of organic life, prowl the now-lonely space lanes of half a thousand worlds. Imbued with a malignant artificial intelligence and a gift for apocalyptic violence, the vampire fleets methodically finish the work the Virus began. After 75 years, humankind finally stands at the abyss, only one short step from oblivion.
Passive defense is no longer enough. If humankind is to reclaim the stars, it must first rupture the hulls and shatter the brains of the vampires. Defeating the vampire fleets is nearly impossible -- but the journey of 1,000 miles by an entire species begins with a single step by a small band of people.
Vampire Fleets is a Traveller sourcebook about the Virus and its continuing impact on the universe of the New Era: the vampire fleets, the Virus-dominated planet of Promise, the design and behavior of Virus-infected robots, and an extended campaign that gives the characters a chance to break the back of vampire power forever.
From the Introduction
Vampire Fleets is a sourcebook for Traveller. Its focus is on Virus and its continuing impact on the universe of the New Era. The actual source material is broken down into three important sections.
Part 1 deals with vampire fleets themselves: what motivates them, where they are encountered, their capabilities, behaviors, strengths and weaknesses. In particular, it focuses on the so-called "Vampire Highway," a band of territory characterized by an exceptionally high volume of vampire fleet activity.
Part 2 looks at the planet Promise in some detail. Promise is a world completely (or almost completely) controlled by Virus-infected machines, and its working starport makes it a vital link in the chain of the Vampire Highway, as it is one of the few places in either Diaspora or Old Expanses sector where vampire ships can obtain sophisticated maintenance.
Part 3 deals with robot design, as well as motivation and behavior of Virus-infected robots. While actual manufactured robots do not have a personality (although expert systems may make them seem as if they do), Virus-infected robots are self-aware and sentient beings.
Each section of source material is followed by a short adventure that draws on and illustrates the material just presented. Although they are limited in page count, we think you and your players will find these adventures rich in color. We know you will find them challenging.
The three adventures, although separated by the source material chapters, are actually closely linked and designed to be run as an extended campaign. Each of these adventures will at first seem to deal only with the struggles and triumphs of a small party. As events continue to unfold, however, it will become increasingly clear the actions taken by the player characters are having a profound effect on the future course of human history in this region of space. By the time the campaign is finished, the Coalition will be embarked on an exciting new path, one undreamt of only months before, which promises to eventually break the back of vampire power forever.
Dave Nilsen, Loren Wiseman, Stephen Olle, Jonathan Budil, Kirk Wescom, Rob Lazzarretti, Steve Bryant
Game Designers' Workshop, 60 pages
Retail price US$10
Forget all that adventuring stuff -- in the New Era it's a full-time job just keeping records. What's a poor space dog to do? Traveller: The New Era Players' Forms presents 14 new forms for organizing, compiling and sorting data: a new Character Generation Worksheet incorporating useful charts; a new character sheet with Possessions and Personal History Register on the back; three map templates, all using a common nested hex grid framework, that let explorers map worlds on global, continental, and local scales; a Trade Record Ledger that details every cargo and passenger run (there's even a space for recording bribes); plus a Starship Design Worksheet, Hit Location Worksheet, Ship Data Profile, an NPC dossier, an ammo record, and animal encounter forms.
After the Third Imperium fell, a frontier backwater called the Spinward Marches resolved to preserve the empire's heritage for the future. The citizens of the Regency are the reverent guardians of all that was great in the Imperium, and they are pledged to carry its light back into the darkened universe. But this has not been easy. The effort to keep Virus at bay took two generations. And now, just as the Regency is poised to return to the stars, old repressed rivalries are re-emerging: a restive class of disenfranchised nobility, Aslan ihatei squatter, Vargr splinter groups, Sword World irredentists -- and as if that weren't enough, the Zhodani Empire is wracked by internal war and flooding the Regency with refugees.
The Regency Sourcebook: Keepers of the Flame (retail $10) details the current Regency and its institutions: the Quarantine Service, governmental reforms, the new psionic schools, and the XWeb. Learn about the Regency's neighbors: Zhodani, Aslan, Vargr, Darrians, Sword Worlds, Old and New Islands, and more. This sourcebook presents all 45 subsectors of the Regency with maps and UWPs -- almost 1,000 worlds -- plus 10 new TL-15 and -16 starships and spacecraft.
Regency Combat Vehicle Guide (retail $10) presents the primary combat vehicles of the Regency's "Thunderbolt" planetary armed forces and its two main branches: the "Sword" of Regency Marines and the "Shield" of the Army. The highly trained TL-15 Marine assault forces are equipped with such vehicles as the legendary Imperial Marine Grav APC, Fire Support APC, Assault Gun, the Norris Battle Tank, and the Meson Artillery Vehicle. The Army's forces include the Imperial APC and its Fire Support, Command, and Fire Direction Center variants, the Heavy Grav Tank, and support units including Imperial Artillery Vehicles, Point Defense APCs, Nuclear Damper Carriers, Grav Sleds, and Imperial Recovery Vehicles. There are 32 TL-14 and -15 combat vehicles in all, plus 40 Regency Marine and 19 Army units with their locations and duties.
From the Keepers of the Flame Introduction
This Regency sourcebook is the first step of Traveller: The New Era's return to Traveller's birthplace, the venerable Spinward Marches. Like the rest of the campaign background, the Marches underwent an updating and expansion of scope with each new edition of Traveller. Original Traveller's Spinward Marches grew to become MegaTraveller's Domain of Deneb, and in TNE the Domain is no longer one small part of a larger Imperium, but is the sole repository of that society's hopes and dreams. And now that the Regency is poised to remake interstellar space in its own image, it functions as a microcosm, like DNA tightly coiled in a zygote, of the new Imperium it will conceive. [...]
For what are the Marches, after all, if not a mini-Imperium? In 1979 one single sector was designed to have the same multifaceted environment the Imperium as a whole was later developed to display. The Third Imperium was a macrocosm of the Marches, with its K'kree, Hivers, and Solomani playing the same role on a larger scale as the Zhodani, Darrians, Sword Worlders, etc. played on the smaller stage of the Marches. The great historical events of the Imperium were only the five Frontier Wars writ large, and the socio-cultural details of the Third Imperium were simply the more defined rendering of the same multicultural influences we had already come to know "behind the claw."
So it was inevitable TNE would return to the Marches, the birthplace and laboratory in which all the concepts of the later, larger Traveller incarnations first saw light.
Designer(s): Dave Nilsen, Frank Chadwick, Loren Wiseman, Bradley K. McDevitt
Game Designers' Workshop, 551 pages
Retail price US$40
In Traveller: The New Era the Reformation Coalition Exploratory Service (RCES), AKA the Star Vikings, are the exploratory branch of the Reformation Coalition, the motley band of worlds trying to rebuild interstellar civilization. This set of four books present the setting, equipment, characters, and adventures for a complete Star Viking exploratory campaign.
Path of Tears (163pp, retail $10): This detailed, comprehensive, and intriguing Star Viking sourcebook brings the Reformation Coalition alive and establishes the standard campaign background in Traveller: The New Era.
Smash & Grab (130pp, retail $10): A collection of sweat-in-your eyes, ozone-in-your nostrils combat adventures that will make your player characters (those that survive) hardened veterans. Each standalone "hot recovery operation" can easily be integrated into ongoing campaigns. Rescue the crew of one of the original 12 Dawn League ships, long thought lost; make a meteoric assault from orbit against a heavily defended base; take down a rogue Dawn League agent now set up as a TED (technologically elevated dictator); and adventure along the murderous "Vampire Highway" of the Promise subsector. An equipment section includes Droyne weapons and vehicles, Coalition remotely piloted vehicles and meteoric assault drop capsules, Star Viking heavy battle dress, and more.
Reformation Coalition Equipment Guide (163pp, retail $10): To rebuild a universe, you need the right tools. This guide details useful relic technology from the fallen Imperium, as well as the most important equipment, weapons, and vehicles used by the Coalition. The hallmark of this equipment is flexibility and ruggedness; Coalition designs make maximum use of limited technological and manufacturing resources.
Star Vikings (95pp, retail $10): Thirty-two vivid nonplayer characters for any Traveller: The New Era campaign. Each character description includes attributes and assets, biographical and personality sketches, and referee notes.
From the Introduction to Path of Tears
This sourcebook covers the early activities of the Reformation Coalition. Called Star Vikings by their enemies (and eventually adopting that name for themselves), the Reformation Coalition set out in the year 1200, with a handful of ships and a total population on 20 worlds of less than two billion sentients, to reconquer and rebuild a vast, shattered empire.
With such a small population and small resource base, the only hope the Coalition ever had of carrying through its ambitious plans was by means of audacity and sheer determination -- a commitment to forge ahead whatever the cost.
The cost was high.
This book is set shortly after the formation of the Reformation Coalition from the old Dawn League, and as such, players have the opportunity to participate in most of the early formative campaigns and adventures. The exact course of these campaigns have not been determined -- they are up to the referee and the players, to the extent theywish to become involved. [...[ The book starts with a history of the Coalition and a description of its people, their attitudes, and how those may affect the course of later events. There is then an extensive player briefing section (entitled 'The AO') on the primary area of operations of the Coalition, including maps of 19 worlds identified as class I and II objectives. Finally, there is a referee's section, with system sintended to help run adventures as well as extensive notes on the worlds surrounding the Coalition.
Designers of the adventures in Smash & Grab include Kevin Brennan, Frank Chadwick, Mark "Geo" Gelinas, and Greg Videll.
Some say nothing takes place in Charted Space unless the Hivers first anticipated, permitted, planned, shaped, and brought it into being. The Hivers are manipulators -- emotionless, rational beings possessed of infinite patience and subtlety. If interstellar history is a clock, the Hivers wind it; time itself does their bidding. But why did the Hivers assasinate Emperor Stephon? Why did the Hivers allow the Third Imperium to fall? What are the Hivers' plans for the future of humanity?
The Ithklur, the most feared warriors in Charted Space, are the Hivers' elite shock troops, perfected by millennia of social engineering. No finer tool has ever been fashioned. But who is manipulating whom? The Ithklur have the Hivers just where they want them. If the Hivers want to pretend they're in charge, what does it hurt, so long as they leave the Ithklur alone?
From the Introduction
Aliens of the Rim: Hivers & lthklur is separated into three main chapters: "Hivers," "lthklur," and a general reference Appendix. The "Hiver" and "lthklur" chapters are each separated into three sections. The first of these is the Open Source section. This section is presented in the style of a report that could be read by a character living in the Traveller universe's Reformation Coalition. In general. referees should allow their players to freely refer to this material. based on the assumption the player characters are a group expected to interact with Hivers and lthklur under official RC auspices. However, if the PC group consists solely of characters from the Wilds or another origin that would logically not give them access to any data on the Hivers and Ithklur, referees have the prerogative to deny them access to this material.
The second section is the Players' Section. which includes information for generating characters of these races. Full use of these sections requires ownership of the Traveller: The New Era basic rulebook.
The third section is the Referees' Section. This section contains material of use to the referee, such as NPCs and referees' notes. These sections may also contain material that would not be generally known by Traveller player characters. We therefore suggest use of this section be limited to referees only.
The Appendix contains new rules used when playing lthklur and Hiver characters. These rules are modifications to the TNE Planetary Combat rules. The appendix also contains new equipment. notes for use of alien equipment, new character sheets, and a glossary.
Designer(s): Frank Chadwick, Matt Ashley, Daniel Hammersley, Richard Perks
Game Designers' Workshop, 251 pages
Retail price US$30
"Lilly Marlene was an amazing ship. I mean, I've seen some really well-maintained ships, but this was something different: no tool dings around the access panels -- no cigarette burns on the plastic galley tables -- no paint discoloration anywhere. 'Jeez,' Greta said, 'this thing even smells new.' Greta was right. This wasn't a restoration job. Lilly was a brand-new ship -- a guild ship. That meant major trouble."
The three linked adventures of the Virus Redux trilogy for Traveller: The New Era form a history-altering campaign. Put your characters at the center of a crucial struggle for their sector.
1: The Guilded Lilly by Frank Chadwick (51pp, retail $10): Sent deep into the Wilds of Diaspora Sector to gather intelligence, the characters are drawn into a struggle for Berens, a key world in the Madoc Subsector. But ultimately more important may be the secret of the far trader Lilly Marlene, a secret that will lead across many worlds.
2: Belly of the Beast by Matt Ashley, Daniel Hammersley, and Richard Perks (83pp, retail $10): The team makes haste to the world of Ebekhar to deal with a new threat. Close investigation of its small shipyard leads to a sensational discovery from the Imperial Era. The characters need negotiation, heavy weapons, and native help to face an insidious danger.
3: Into the Darkness by Matt Ashley, Daniel Hammersley, and Richard Perks (117pp, retail $10): As Ebekhar slips into civil war, the team searches for a derelict sensor drone that holds a vital clue. The trail leads to Blight Rift, where the characters infiltrate a highport orbital station on a mission that may decisively alter the balance of power between two rising empires.
From the Introduction to The Guilded Lilly
Upon arrival at Papa Papagopolis's Trantown office, the team meets the LoROC team members, whom they have almost certainly dealt with before. See the Coalition adventure in the basic game rules for details on the group. The atmosphere is informal. [...] Papa conducts the briefing himself.
"I'll skip the introductions since I think most of us know each other by now. As you know, this planning group is tasked with intelligence gathering and long-range, low-profile, low-intensity operations in areas outside the primary AO. Military types would call what we do 'battlefield preparation,' but 'battlefield preemption' might be a better term. If we do our job right, nobody gets hurt, now or later.
"We've been getting reports from Free Traders concerning a world over in the Madoc subsector called Berens. You've got a handout on it in your briefing folders. A statistician would say Berens is uninhabited -- we peg the population at about 40 -- but it's potentially a key world in that subsector, by virtue of their starship maintenance facility. We'd class it a Type C facility, which is pretty remarkable to have survived at all out there.
"The Mercantile Guild wants Berens and its maintenance facilities, but they seem unwilling to make an outright grab. The locals on Berens are extremely popular. An open attack would alienate a lot of Guild captains as well as almost every Free Trader in the sector. So they're pressuring the locals, but in a pretty low-key way, as near as we can tell.
"Berens is so far beyond the AO, and on the other side of the Vampire Highway, there's no way we can commit to any kind of meaningful security arrangement with them for at least a year. What we would like is to establish regular, friendly relations. [...] What's going to convince these people we're on the level isn't arguments and explanations; it's how you behave, how you treat them, over time. That's what'll make the difference. Understand? Don't talk the Coalition -- be it."
The TNE Referee's Screen has six colorful panels. Three of these panels, for the referee, are packed with data, tables, and all the Traveller: The New Era fire charts. The fourth, player-facing panel shows the most common combat tasks, with difficulty levels, damage, and fatigue penalties. A 16-page companion booklet collects the most important tables from Traveller: The New Era.
For the first time anywhere, we also include a .PDF of Lady Elise, an eight-page introductory adventure outline sold with the original hardcopy Referee's Screen in 1994. Lady Elise introduces a pocket empire, the Covenent of Sufren. (This new scan is somewhat muddier in quality than the Referee's Screen.)
From the Lady Elise Introduction
Lady Elise is an adventure outline intended to introduce players to many of the concepts particular to Traveller: The New Era. Among these are the exploration of destroyed worlds and contact with vampire ships and the people controlled by them. This scenario is specifically set within the Covenant of Sufren, a very small pocket empire in Diaspora Sector. However, it can be modified to fit other campaign backgrounds. [...]
The adventure establishes the players as crew rnernbers of the Covenant of Sufren exploration vessel Gregory Fontenot. As such, they are given orders to proceed to the ruins of Gamov, a formerly inhabited asteroid belt annihilated during the Collapse. [...] This can be used as a one-time standalone adventure, or as the beginning of a Covenant of Sufren campaign.