Campaign:SBRD/Library/Ext UWP Codes

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Extended UWP (Universal World Profile)[edit]

I've modified my previous version of an Extended UWP slightly to be easier to read in table format here on the Wiki. The first cell of the table has the Hex and World/System Name, the second cell of the table has the new Extended UWP in fixed-width font to make it easier to read, then the third and fourth cells of the table have the Remarks and Government, Allegiance, and Base info (codes expanded to explanations for easier reading).

The old standard Traveller Universal World Profile remains unchanged: Starport-Size-Atmo-Hydro-Pop-Govt-Law-TechLevel.

This form of Extended UWP takes the standard UWP and adds codes for Base, Zone, and PBG.

Example: 3125: Devonia C566674-8 - - 213

Interpreted as:
Starport Class C
Size: 8000 km (5), Atmo: Standard (6), Hydro: 60% (6)
Pop: 2 Million (2 x 106), Govt: Balkanization (7), Law Level: 4, Tech Level: 8
No Base, No Zone
PopMod: 2, Belts: 1, Gas Giants: 3

Base Codes[edit]

The Base code tells what kinds of bases are present, either on the mainworld or in the system somewhere. I've decided to use the codes from T5 as presented at Travellermap, because these retain the original codes from CT, and add some useful codes, but not all of the redundant species-specific codes seen in MT/TNE. The numeric digit codes (less than A) are custom codes that I am using for this campaign.

- No Bases
0 No Bases
1 Trading Post
2 Trading Post & Naval Base
3 Trading Post & Scout Base 
4 Reserved
5 Reserved
6 Reserved
7 Reserved
8 Reserved
9 Reserved
A Naval Base and Scout Base. 
B Naval Base and Scout Way Station. 
C Corsair Base. 
D Naval Depot. 
E Scout Base and Minor Naval Base. 
F Scout Way Station and Minor Naval Base. 
G Minor Naval Base and Corsair Base. 
H Naval Base and Corsair Base. 
J Planetary Base and Minor Naval Base. 
K Naval Base and Planetary Base. 
L Minor Naval Base. 
M Naval Base and Minor Naval Base. 
N Naval Base. 
P Planetary Base. 
Q Planetary Base and Corsair Base. 
R Scout Base and Planetary Base. 
S Scout Base. 
T Reserved 
U Reserved 
V Reserved 
W Scout Way Station. 
X Scout Way Station and Planetary Base. 
Y Reserved 
Z Reserved 


In standard Traveller, the Traveller's Aid Society (TAS) assigns Travel Zones to worlds as an advisory for travelers. Green is the default, meaning no special dangers. Amber is a warning, meaning there is some danger that travelers should be wary of. Red is a restricted or forbidden zone, and is often imposed by some other authority such as the Navy or Scouts, either to hide something secret (Navy) or to protect a primitive society from premature contact (Scouts).

There is no interstellar group such as the TAS in this campaign setting to assign Green, Amber, or Red zones to worlds. I expect to use only Red in this campaign, to indicate systems marked as Restricted in some way on navigation charts. If not Red, there will be a dash in this space.


The PBG is a three-digit code that covers 3 diverse subjects:

  1. first is the PopMod (see usage with Population code below);
  2. second is the number of asteroid or planetoid Belts in the system;
  3. third is the number of Gas Giants in the system.

Standard UWP[edit]


A - Excellent Quality. Refined fuel available. Annual maintenance overhaul available. 
    Shipyard capable of constructing starships and non-starships. 
B - Good Quality. Refined fuel available. Annual maintenance overhaul available. 
    Shipyard capable of constructing non-starships.
C - Routine Quality. Only unrefined fuel available. Reasonable repair facilities.
D - Poor Quality. Only unrefined fuel available. No repair facilities.
E - Frontier Installation. Essentially a marked spot of bedrock with no fuel, facilities, or bases. 
X - No Starport. No provision is made for any ship landings. 
F - Good Quality Secondary Spaceport. Minor damage repairable. Unrefined fuel available. 
G - Poor Quality Secondary Spaceport. Superficial repairs possible. Unrefined fuel available. 
H - Primitive Quality Secondary Spaceport. No repairs or fuel available. 
J - Excellent Quality Secondary Spaceport. Refined fuel available. Annual maintenance overhaul available.
Y - No Secondary Spaceport.

Note: Trading Posts, Fuel Stations, and some other Bases may have refined fuel available even if not
indicated by Starport or Spaceport code, however availability may be limited to certain ships.


SizeDiameter (km)Mass (Earth=1)Area (Earth=1)Gravity (G)Esc Vel (km/s)
0Asteroid Belt
2 3,200 0.015 0.063 0.240 2.69
3 4,800 0.053 0.141 0.377 4.13
4 6,400 0.125 0.250 0.500 5.49
5 8,000 0.244 0.391 0.625 6.87
6 9,600 0.422 0.563 0.840 8.72
7 11,200 0.670 0.766 0.875 9.62
8 12,800 1.000 1.000 1.000 11.00
9 14,400 1.424 1.266 1.120 12.35
A 16,000 1.953 1.563 1.250 13.73

Notes: Values given for planetary Mass, Gravity, and Escape Velocity assume standard Earth density.

Higher density planets (for example, any small planet w Standard or Dense atmo) will have higher values.

Also, G = 10 m/sec2. =grin=


0 No atmosphere. Requires vaccsuit. 
1 Trace. Requires vaccsuit. 
2 Very thin. Tainted. Requires combination respirator/filter. 
3 Very thin. Requires respirator. 
4 Thin. Tainted. Requires filter mask. 
5 Thin. Breathable. 
6 Standard. Breathable. 
7 Standard. Tainted. Requires filter mask. 
8 Dense. Breathable. 
9 Dense. Tainted. Requires filter mask. 
A Exotic. Requires breathing gear and possibly protective suit. 
B Corrosive. Requires protective suit. 
C Insidious. Requires protective suit. 
D Dense, High. Breathable above a minimum altitude. 
E Ellipsoid. Breathable at certain latitudes. Not possible, even for Ancients! 
F Thin, Low. Breathable below certain altitudes.


Percentage of surface liquids. 1=10%, 2=20% ... A=100%.

If Atmo type is A, B, or C these liquids are probably something other than water.


The Population Code is the exponent of 10 for Population. 0= less than 10, 1=10s, 2=100s ... 9=billions. This code gives a very rough estimate of population; taken together with the PopMod code (first digit of PBG; see above) you can get a closer approximation, as a Pop code 3 with a PopMod code 7 has about 7000 population (PopMod x 10Pop). Note that on some worlds the figures given might not represent the total population, but only one sapient species (for example, Humans but not natives, or vice versa).


0 No Government Structure. 
1 Company/Corporation. 
2 Participating Democracy. 
3 Self-Perpetuating Oligarchy. 
4 Representative Democracy. 
5 Feudal Technocracy. 
6 Captive Government or Colony. 
7 Balkanization. 
8 Civil Service Bureaucracy. 
9 Impersonal Bureaucracy. 
A Charismatic Dictator. 
B Non-Charismatic Dictator. 
C Charismatic Oligarchy. 
D Religious Dictatorship (Theocracy). 
E Religious Autocracy (One Leader). 
F Totalitarian Oligarchy. 
(Codes G+ indicate various non-Human governments.)

Law Level[edit]

Law Level indicates two main factors: first is the probability of encountering legal problems and the difficulty of resolving such problems; second is a common standard for legality of civilian ownership of weapons.

0 No prohibitions. *
1 Body pistols, explosives, and poison gas prohibited. *
2 Portable energy weapons prohibited. *
3 Machineguns, automatic rifles prohibited. *
4 Light assault weapons prohibited. *
5 Personal concealable weapons prohibited. **
6 All firearms except shotguns prohibited. **
7 Shotguns prohibited. 
8 Long bladed weapons controlled; open possession prohibited. 
9 Possession of weapons outside the home prohibited. 
A Weapon possession prohibited. 
B Rigid control of civilian movement. 
C Unrestricted invasion of privacy. 
D Paramilitary law enforcement. 
E Full-fledged police state. 
F All facets of daily life regularly legislated and controlled. 
G Severe punishment for petty infractions. 
H Legalized oppressive practices. 
J Routinely oppressive and restrictive. 
K Excessively oppressive and restrictive. 
L Totally oppressive and restrictive. 
S Special/Variable situation. 

*  Note that even where a class of weapon is permitted by strict reading of the Law Level, 
   it may be forbidden by individual businesses (especially financial institutions or 
   other that experience high risk of robbery), or by government offices. Also note that 
   most "extreme" environments such as ships, highports, or other space stations tend to 
   ban all weapons that might be a hazard to pressure hulls or station-equipment (generally 
   only snub weapons or non-lethal weapons will be permitted, and law enforcers or other 
   security personnel may demand to check carried ammo to ensure compliance (no HEAP!)).

** Although strict interpretation would prohibit snub pistols and many other "personal 
   concealable" weapons at LL 5 and 6, individual stations, cities, or other zones may 
   make exceptions for non-lethal weaponry, although in those cases of weapons whose 
   lethality depends upon ammo loaded, law enforcers and security personnel may frisk or 
   otherwise check to make sure that lethal ammo is not carried.

Tech Level[edit]

In figuring out goods what a world can actually produce, TL must be considered together w Population and Starport codes.

0 Stone Age. Primitive. 
1 Bronze, Iron. Bronze Age to Middle Ages 
2 Printing Press. Renaissance. circa 1400 to 1700. 
3 Basic Science. circa 1700 to 1860. 
4 Steam Age. circa 1860 to 1900. 
5 Mass Production. circa 1900 to 1939. 
6 Nuclear Power. circa 1940 to 1969. 
7 Miniaturized Electronics. (Current Basic TL of Real Life USA on Earth). 
8 Quality Computers. (Advanced tech beyond today). 
9 Grav Tech. (Coming soon!!!). 
A Interstellar community. 
B Advanced Interstellar. 
C Most advanced in our campaign area. (Jump-3, Grav Belts, Battledress, PGMP-12)
D Maximum possible in this campaign.

(Note that current RL Earth is often said to be TL 7 generally, with TL 8 in electronics.)


Ah, yes, the Remark codes! Necessary (or at least helpful) codes are the Trade Classifications, such as Ag, Na, In, Ni, Ri, Po, plus a new one that I have added: NC for New Colony. I'm just abandoning some of the other traditional Rem codes as redundant; who really needs As if Size is 0? Or Va if Atmo is 0? Or Wa if Hydro is A? I've also adopted some new Rem codes from the T5 tables that I found useful; see below.

Trade Classifications[edit]

Ag Agricultural. Exports food.
Na Non-agricultural. Imports food.
In Industrial. Imports raw materials, exports manufactured goods.
Ni Non-industrial. Imports manufactured goods.
Ri Rich. Imports luxuries and novelties.
Po Poor. Imports only necessities.
NC New Colony. Emphasis on goods to build and expand the colony.
Ex Extreme. Not inhabitable by humans except in sealed environments.


Cx Capital. 
Cp Subsector Capital. 
Cs Sector Capital. 
Cy:XXYY (Colony controlled by world at hex XXYY)
Mr:XXYY (Under Military Rule by world at hex XXYY)
Pr:XXYY (Prison or exile world controlled by world at hex XXYY)
O:XXYY (Otherwise controlled by world at hex XXYY)

Note: For XXYY identification, include Sector if not same. Also, an Allegiance code may be 
substituted here indicating control by a multi-world govt.

If no Remark codes apply, there will be a double-dash in the Rem space.

We will not be using other T5 codes such as Ix (Importance), Ex (Economics), Cx (Cultural), or N (Nobility), or at least not until I actually have T5 to evaluate them.

Stellar and Climate Codes[edit]

The Stellar and Climate codes do not appear in the World Data tables on Subsector Pages, but can be found on the individual World pages.

Stellar: Codes representing the stars present in the system. For example, G4 V is a main sequence star with spectral class G4. G4 V M3 V is the same star but with a binary of spectal class M3.

Climate: I decided to dump the T5 climates and use a hybrid similar to Interstellar Wars. Also, the Climate will appear as a single descriptive word, rather than as a two-letter code in the Remarks section:

Frozen: Too cold for Human habitation, protective gear required.
Cold: Lower limits of Human habitability, protective gear recommended.
Cool: Habitable zone, but cooler on average than Terra.
Standard: Habitable zone, Terran average climate.
Warm: Habitable zone, but warmer on average than Terra.
Hot: Upper limits of Human habitability, protective gear recommended.
Infernal: Too hot for Human habitation, protective gear required.
Locked: Tide-locked.
Eccentric: Wide variation due to eccentricity of world orbit, or of binary companion.

This list of sources was used by the Traveller Wiki Editorial Team and individual contributors to compose this article. Copyrighted material is used under license from Far Future Enterprises or by permission of the author. The page history lists all of the contributions.
This article is specific to the SBRD Reavers' Deep Campaign, which is set during the Long Night, beginning in year 3731 AD (-787 Imperial). This information may not be correct for the typical Traveller campaign set during the time of the Third Imperium.