Traveller // Imperial Drift Lane
2300AD setting: a full second Traveller-universe setting — Mongoose Publishing's 2300AD — is now live alongside the classic Third Imperium experience. Separate navigation (StarRoute/Stutterwarp instead of Jump Drive), its own colonies, star systems, factions, "The Link" broker, Crew Character Sheets, financial and maintenance cycles on the real Gregorian calendar, and a dedicated bronze/amber visual theme. Pick your setting from the sidebar.
Session recap on Campaign Details: after advancing the campaign clock, a "Since Last Session" panel now summarizes what happened while you were away — completed jumps, refits, crew changes, mortgages signed, roster changes, and a ledger summary of income/expenses for the elapsed period.
Maintenance Period: ships and stations now accrue their running costs automatically — stateroom life support, low berth power, crew & passenger upkeep, and ship maintenance — billed together every 4 weeks, same cadence as mortgage and salaries. Staterooms can now be marked as Standard or Low Berth with a quantity, instead of one free-text row per unit, so these costs are counted correctly.
Maintenance on the Payment Calendar: the Upcoming Dues widget on the Campaign Details page now also shows the next Maintenance charge for each ship, alongside Mortgage and Salary.
Fuel logistics: your ship's fuel tank is now tracked for real, not just estimated per jump. Jumping to a new system shows your current tank level against what the jump needs; refuel by scooping for free from a gas giant or buying at the local starport (price depends on how developed the starport is, same as the official rules) — you choose how much to take on, up to a full tank. Between jumps, the tank also drains gradually to keep the ship's systems running, so a ship idle for weeks will need topping up before its next jump. If the tank can't cover the jump and there's no way to refuel, the jump is blocked instead of silently going through. The vendor is a proper company tied to that system, so repeat visits reuse the same one instead of piling up duplicates.
Power Plant tonnage & output on ship data: now required alongside hull, jump rating and fuel tank capacity, since fuel tracking needs them. If your ship doesn't have this configured yet, your next jump attempt will redirect you to the route page with a clear banner explaining what's missing.
Ships, Bases, and Teams. Track specs, mortgages, assignment manifests, and real-time Cargo Holds with JIT Tonnage config.
Manage Pilot, Astrogator, Engineer, Steward, and Gunner assignments across all your assets.
Scan local subsectors for freight, passengers, and mail. Track liabilities, deposits, and dynamic Cargo payouts directly to the Asset wallet.
Chart complex routes with real parsec coordinates. Automated jump-clock sync and fuel logistics for multi-sector transits.
When to use each module
For ongoing campaigns, the Financial Core shines when used in its entirety:
Recommended for campaigns spanning multiple Adventures and in-game years
For single-session or short adventures, you can skip or simplify:
Use only what serves your narrative—Nav-Fi adapts to your table's needs
Want to learn more about when and how to use each module?
Read Full GuideEssentials-only interfaces.
Secure hull ledgers.
Aligned job specs.
Auto-split payments.