Operations manual
Commerce

Generates traffic between two star systems. Choose an origin and destination once, then switch between the Passage, Freight, Mail, and Speculative Trade tabs — each keeps its own inputs and results. A map of the route is shown alongside the tabs when the two systems are close enough together to fit on one.

From / To
Origin and destination star systems, chosen by search. Shared by every tab. Each system's UWP, trade codes, and travel zone are shown beneath the relevant field on every tab, alongside the individual DMs that field contributes to that tab's result.

Passage

Skill Effect / Steward / Other DM
Manual inputs feeding the passenger calculation. Defaults for these can be set campaign-wide in Settings → Campaign → Passenger Traffic.
Departure Board
Generates passenger traffic and shows a Low/Basic/Middle/High card for each passage class.
Passenger cards
Each card shows the number of passengers found, the total DM applied and its individual components, and the qualifying and count results behind the total. Counts are not capped to a world's population, so the UWP shown beside each system is there for the referee to judge plausibility against.

Freight

Skill Effect / Other DM
Manual inputs feeding the freight calculation. Defaults for these can be set campaign-wide in Settings → Campaign → Freight Traffic.
Cargo Manifest
Generates freight traffic and shows an Incidental/Minor/Major card for each cargo lot size.
Lot cards
Each card shows the number of lots found, the total tonnage, the total DM applied and its individual components, and the results behind the total.

Mail

Ship Armed / Naval-Scout Rank / SOC DM / Other DM
Manual inputs feeding the mail calculation, alongside the Freight DM already computed for the same route on the Freight tab. Defaults for these can be set campaign-wide in Settings → Campaign → Mail.
Mail Manifest
Determines whether mail is available and shows the result — how many containers were offered and the values and DMs behind it.

Speculative Trade

Re-Survey Market
Generates a fresh Goods Available list at the origin world. The list otherwise stays stable across page reloads — only this button generates a new one.
Goods Available
The origin world's generated goods list, shown as a table of Good, Category, Tons, and Base Price. Population and trade codes used to build the list are shown above the table.
Skill Effect, Broker Skill, Other DM
Manual inputs applied to every good in one pass — Skill Effect is the Traveller's own Broker check, Broker Skill is the counterpart's (the supplier's when purchasing, the buyer's when selling), and Other DM covers any further situational factor. Purchase and Sale each have their own set of these fields.
Local Broker
Toggle to hire a local broker instead of using the Traveller's own Skill Effect. While on, Skill Effect is replaced by Level and Fee % fields, pre-filled from the campaign's defaults but editable per transaction. Defaults can be set campaign-wide in Settings → Campaign → Speculative Trade.
Negotiate Purchase Prices / Negotiate Sale Prices
Generates a price for every good and adds a Purchase Price (or Sale Price) column to its table. Purchase prices apply to the Goods Available table; Sale generates a price for every priceable good in its own table, since the Travellers may be selling cargo bought anywhere, not only goods found at the origin.
Illegal goods and Exotics
This tool does not model finding a supplier or a black market, so illegal goods are generated and priced the same as any other good — the referee should judge legality, smuggling consequences, and Law Level narratively. Exotics are shown as a find with no tons or price.
Referee-tunable Base Prices
Only Base Price is campaign-overridable — availability, tons, and Purchase/Sale DMs are fixed sourcebook data. Override prices under Data Cores → Trade Goods, not Campaign Settings.
REFERENCE 0810CM