Standard Operating Procedure

Operations Checklist

Follow this flight plan to activate a Traveller campaign: session clock, hulls, crews, counterparties, costs, income, mortgages, and the annual budget strip.

Campaign First Assets & Crew Companies Running Costs & Trade Income Mortgage & Amendments Astrogation Annual Budget DDD/YYYY

Step 01

Create Campaign

Name your campaign, add a brief description, and set the in-game session date (day/year in Imperial format). Referee Authority: You have full control over the session clock. The system shows advisory warnings for timeline conflicts but never prevents you from saving.

Campaign Control

Step 02

Register Assets & Accounts

Enter your Ships, Bases, or Teams. Mandatory Wallet: Every asset is automatically linked to a Financial Account (its wallet). JIT Cargo Capacity: If you haven't defined the ship's tonnage yet, the system will prompt for it the first time you accept a freight or speculative trade contract.

Asset & Wallet Registry

Step 03

Register Trading Companies

Add the patrons, banks, brokers, and starport authorities your crew deals with. Companies are shared across all campaigns — register a trading house once and reuse it with its Local Law data in every contract.

Counterparties

Step 04

Link Assets to Campaign

Assign each ship, base, or team to the campaign so their dates are synchronised with the session clock. The session day/year drives mortgage installments, contracts, and all exported PDFs automatically.

Session Sync

Step 05

Sign On Crew & Set Salaries

Add crew members, assign roles (Pilot, Astrogator, Engineer, Steward, Gunner…), and link them to their ship or base. Salaries are automatic: The system calculates pay per 28-day Maintenance Period, including pro-rata for new hires.

Crew Manifest

Step 06

Log Running Costs

Record all ship expenses: Fuel, Life Support, Maintenance & Repairs, Berthing Costs, and anything else your crew pays during the adventure. Location is picked via Sector → World selector with automatic UWP matching. Trade Goods: Speculative trade purchases stay in the Cargo Hold until you sell them.

Running Costs

Step 07

Log Trade Income

Record all incoming Credits: Freight proceeds, Passage fares (High/Middle/Basic/Low), Speculative Trade sales, Salvage, and Patron payments. Signing location is picked by Sector → World with automatic UWP resolution. Mail: Imperial Mail tonnage (5 tons per container) is auto-calculated.

Trade Income

Step 08

Register Ship Mortgages

For Ships and Bases purchased on credit: register the mortgage with the financing bank, interest rate, and insurance. The system tracks the 13-period Imperial year payment schedule automatically. You can link an existing Financial Account or create a new bank account on the spot.

Bank Deck

Step 09

Log Asset Amendments

Signed assets change only via Amendments. Link each amendment to a technical cost with payment date; that date becomes the effective amendment day/year.

Dossier Upgrade

Step 10

Plot Jump Routes

Define astrogation waypoints by Sector + Hex coordinate. The system calculates jump distances in parsecs and fuel consumption per leg. Map links open TravellerMap.com at the correct hex for visual confirmation.

Astrogation

Step 11

Build Annual Budget

For each ship or base: aggregate Trade Income, Running Costs, Crew Salaries, and Mortgage payments for the current Imperial year. Read the balance strip to check whether the ship is solvent before the next Jump.

Annual Strip

Step 12

Quick Lookup

Use integrated filters and pagination on all modules — assets, crew, running costs, trade income, mortgages, budgets, campaigns, and jump routes — to keep the session moving at the table.

Quick Filters

Step 13

PDF

Print Contract PDFs

When a job is ready, export the contract PDF and keep counterparty and local law visible at the table. Each PDF carries a template version marker for audit and reprints.

Signed Copy

Step 14

Execute Jump Transit

Activate Nav-Link on the ship's astrogation console for real-time jump transit. Each Jump automatically advances the session clock by 7 days. The Cargo Hold stays accessible during transit for trade tracking. Referee Only: Jump controls are restricted to the campaign Referee.

Engagement Mode

Step 15

Manage Cargo Hold

Access the Cargo Hold from any asset's Tactical Card. Register acquired goods (Speculative Trade lots, Salvage, Loot) with their world of origin. Sell/Liquidate at the destination world to convert cargo into Credits and free up hold space for new freight contracts.

Logistics & Salvage

/// Referee Advisory System

Nav-Fi³ is designed around Traveller's principle that the Referee has final authority. The system shows advisory warnings when dates seem out of sequence, but every record remains fully editable at any time. The Referee's word is law — the system just keeps the books.

Nav-Fi³ Interface Imperial standard drift lane // Protocol 7.4

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