The rewards of shipping are clearly expressed in Book 2. The potential to generate six figures of profit in two weeks is a powerful attraction. Much less space is devoted to business risks and pitfalls in shipping. Let’s consider the stages in a tramp freighter’s business cycle. Then we’ll step through each phase, focusing on some of the potential risks of each.
The Phases
1. Off Hire
2. Cargo Loading
3. Passenger Embarkation and Clear Port
4. Transit to Jump
5. Jump
6. Transit to Port
7. Land, Clear Customs
8. Discharge Cargo
9. Repeat
Off Hire
After the vessel completes a voyage charter (freight contract) until she begins her next cycle, she is technically off hire. A profit minded group will attempt to keep this time as short as possible, but the vagaries of fixing hires, finding passengers, performing routine maintenance, and adventuring may contribute, or at least fill, the time between cargoes. Except for the adventuring part, this not the riskiest period in the ship’s cycle.
Cargo Loading
The heart of trading operations lies in cargo handling. Except for unusual circumstances, ship’s crews do not load or unload cargo for many reasons. First, it is probably against the law if the planet has a stevedore’s union. Second, most ships can’t spare the manpower (sophontpower?). Thirdly, and by far most importantly, it is not in the ship’s interests to do so. Stevedores are paid by the charterer/shipper, and any damage or delay incurred by the stevedores is the responsibility of the charterer and not the ship. Even if the ship and not the stevedores are the proximate cause, the crew can often confuse the issue enough to convince the shipper that the stevedores may have caused the damage. If the crew is doing the work, then all responsibility for any damage will devolve back to the ship.
The Stevedores
A stevedore can move tech level squared tons of cargo per man per work hour. For example, two tech level seven stevedores, working hard, with forklifts or pallet jacks can empty a Type A Free Trader’s hold in a little over an hour. It would take a gang of ten tech level 1 stevedores at least an entire day (over eight work hours) to accomplish the same job. What constitutes a work day and working hours is variable from planet to planet. Additionally, stevedores will generally not work at full efficiency. Fifty to seventy five percent efficiency is more common. Since stevedores typically get paid by the hour, or on some planets are salaried government employees, they do not have any incentive to work full speed.
A crewmember should be present for all cargo operations to prevent, or at least witness, stevedore damage to the ship or ship’s gear, stevedore damage to the cargo, stevedore theft of ship’s equipment, and to ensure all cargo is properly loaded and secured for space.
A trader’s drives may be her heart, but the hold is the money-maker. After decades of being banged into by grav pallets, enduring extreme changes in temperature and humidity between space and re-entry, and having various chemicals and substances poured, dropped, slammed, or leaked into her, it is to be expected that the hold would be somewhat beat-up. A stevedore slowing a grav pallet late, letting the load slam into the bulkhead (weakening it and possibly causing a small fuel leak), a front end loader clipping a hydraulic piston for the loading ramp (breaking it and causing a hydraulic leak), a forklift knocking the overhead sprinklers (separating the head and causing a mini-rainstorm in the hold), or a stevedore grazing the airlock door while carrying something sharp (cutting the gasket so the door won’t seal properly), are everyday examples of how the the ship can sustain damage during loading and rack up minor (or major) expenses.
Stevedore damage to the cargo may be caused by carelessness or incompetence, or it may be willful. Consider a ship loading a mixed cargo of palletized metal ingots (7-11 cubic feet per ton, depending on the metal) and cases of Hava-cola. A forklift driver sets a pallet of ingots on top of a pallet of cola and voila! – a big mess in the hold and a big delay in loading until the shipper’s agent arrives and surveys the damage (note: if it is speculative cargo hope the players have bought insurance). Then another delay as the crushed cola is unloaded and the deck cleaned before loading operations can re-commence.
On poor or corrupt worlds, the stevedores should be expected to try to steal items from the cargo or the ship. If they steal from the cargo, it is not normally a problem for the ship unless the master signs the Bills of Lading `Clean” (meaning the ship accepts responsibility for inspecting the cargo for completeness and quality). On many ship classes, the cargo hold is not far from the ship’s locker, the drive rooms, crew accommodations, or other spaces, which may contain valuables. If given the opportunity, ship’s items could “walk”.
Although stevedores are technically responsible to ensure the cargo is properly loaded and secured, it should be checked by a member of the crew. If cargo shifts or breaks loose in space or atmospheric re-entry, it is not the stevedores who will be endangered, it is the crewmembers. Likewise, an unsecured 10ton cargo container or bundle of steel rods won’t be punching a hole in the stevedore’s house, they’ll be punching a hole in the side of the ship.
The Cargo Surveyor and the Supercargo
Most shippers will rely on the ship’s certificates as a guideline for the condition of the ship, but charter parties (freight contracts) for valuable, perishable, or fragile cargo invariably include clauses allowing the shipper to have a cargo surveyor inspect the hold before loading and to place a supercargo on the ship for the duration the cargo is on board. If the cargo surveyor rejects the ship, then the ship may have to scramble for a new cargo. IMTU cargo surveyors are quite common, but supercargoes less so. The supercargo travels free, but must pay his life support.
Take two instances of cargo damage as examples. In the first, an aging free trader lifts off with fifty tons of Château Regina 1094 champagne onboard. At 300 bottles per ton (allowing a healthy amount of packing), 100CR per bottle, the bubbly is worth 30,000Cr per ton. As the ship leaves the atmosphere, it becomes apparent the loading ramp did not completely seal. The crew stabilizes the pressure at 0.5atm, but by that time all the stoppers have popped, ruining the 1.5MCr cargo. The ship is responsible for the loss. Of course, the shipper won’t have to collect himself, his insurance company will pay him, then their legions of high-powered attorneys will come after the ship. Another example, the ship loads fifty tons of coffee valued at, say, 3000Cr per ton. The ship leaves the atmosphere and begins transit to jump point. In the hold, the temperature drops from tropical humid 40C to shipboard comfortable 20C. Unbeknownst to the crew, the tainted atmosphere of the planet has clogged the life support’s moisture removal filter. The humidity condenses in the hold. By the time the ship lands eight days later, the entire cargo has been ruined by mildew. In both cases, routine maintenance and a thorough pre-flight inspection could have found and prevented the damage. However, if the crew was distracted, say by hurrying off planet during a firefight (not that PCs have ever done that), then, well, tough break.
The referee can roleplay cargo risk or assign a cargo vulnerability number. The number should range from zero for the most fragile cargoes (virgin skymelons too sensitive to be touched by human hands) to four (scrap steel, impossible to damage short of jettisoning it into a star). A single die is rolled, adjusted by the cargo vulnerability number. If the adjusted roll is less than the ship’s material condition, then the cargo has sustained damage during the trip. The exact extent and nature of the damage is left to the referee.
Speculative Cargo
Although often ignored, insurance, stevedoring (20-50Cr per ton for each loading or unloading), and customs duties on speculative cargo must all be payed by the players. Stevedore cargo damage to speculative cargo may be paid by the insurance (if any), but the legal hassle of trying to prove the ship was not at fault for the damage is often not worth the effort. Unless the characters want to spend days visiting distributors and retailers on the destination world trying to sell cargo themselves, all speculative cargos will be sold through cargo brokers.
Clearing Port
Passengers typically embark a few hours before departure. Although the crew has no legal authority to search them, passengers attempting to smuggle, either in their luggage or on their persons, can present problems for the ship. If the authorities decide to conduct a departure inspection, any contraband found may result in delays as the passenger is either fined or arrested and perhaps a wider search of the ship itself is conducted. If contraband is found during that search, the penalties may range from delay and fines, to detention, to imprisonment for the crew and seizure of the ship.
Before a ship can leave port, she must have no outstanding accounts, including port costs. I find the port costs listed in Book 2 to be far too low. I roll once, per Book 2, but instead of making the result the weekly charge, I make a note of it and call it the day rate for the port.
Jump
Probably the safest time in the cycle for player characters, the major risks are breakdown and passenger problems.
Transit to Port
Piracy, space disaster, and micro-meteor strikes may all distract a crew from reporting arrival to port control, contacting the receiving agent, and contacting brokers to inform them of the ship’s arrival. The longer a ship delays in informing the receiving agent and the cargo brokers on the planet, the longer the delay will be until unloading commences and the fewer cargo offers the ship will receive.
Landing and the Port
Terrestrial weather may also prove problematic. A hurricane, volcanic eruption, or other similarly violent "Act of God" may require the ship to delay landing or make a piloting roll to land safely. Depending on the region and nature of your campaign, various characters may be detained on board or have to arrange and pay for entry visas to leave the ship/port. Depending on the port and the local law level, clearing customs may range from non-existent to time-consuming and expensive.
Class A, B, and C starports will generally have traffic control, a portmaster and agents to arrange power, communications, chandler’s services,, and garbage disposal for the ship, established cargo brokerages, and space supply stores for routine maintenance or repair supplies. In addition, local authorities will have established procedures for arrival inspections, customs, and passenger debarkation.
Class D starports will lack some or all of the above services. At least one agent should be present, but some of the services normally provided by agents may not be (power or landline communications for example).
Class E starports will have no services. Customs, law enforcement, or military inspections may be irregular, unannounced, or simply not happen. The port may have no established perimeter and no security, allowing people to simply walk up to the ship. The crew may have to search for the receiver themselves, if the receiver did not see the ship land. Picture a low-tech world with a Class E starport. Ship’s crews dispose of shipboard garbage by dumping it out the engineering airlock, where a small crowd of locals have gathered to pick through it for anything valuable. If an entrance is left open or unguarded, locals swarm through it grabbing for anything not nailed down. Prostitutes bang on the ship’s hatches soliciting business. A sophont in uniform is a sophont seeking a bribe. God help the ship that breaks down here, because machine shops don’t exist and parts are nearly impossible to find. Nasty places, but good for tramp adventures.
Cargo Discharge
Having made contact with the receiving agent, the ship lands and clears customs. The agent arrives, arranges ground transportation for the crew, ensures port services are connected, and asks the captain when the ship will be ready to discharge cargo. Depending on the time of day, discharge could begin immediately or it could begin the next working day (which could be tomorrow, could be after the three-day weekend, or could be next week if the ship had the misfortune to arrive during a prolonged holiday). At any rate, the ship’s captain will want to verify receipt of payment before opening the hold. Typically, for freight, the charter payment is made after the ship is loaded or when she is enroute to jump point. In dangerous areas, where the possibility of cargo theft exists, or when the shipper and receiver have a less than trusting relationship, payment can be made during the trader’s inbound flight or after landing. The receiver may try to abuse this arrangement to cheat the ship. Let’s say the ship has just landed on a class D starport, tech 4 world. The agent comes onboard, says the receiver has wired payment to the ship’s account at the port, and asks the captain when the ship will be ready to discharge. A phone has not been connected (so sorry the agent says, but phone service is not working in the port today). The captain wants to discharge quickly, so he can arrange the quickest outbound cargo he can and spend the minimum time necessary on this planet, but he doesn’t want to get cheated. The agent suggests starting the cargo discharge while the captain walks to the port authority office and confirms payment. It is only a five minute walk, so the captain agrees. He walks over to the port authority with the wire transfer number. After about twenty minutes, the cashier at the Port authority apologizes, but says she can’t find a wire transfer with that number anywhere. Realizing he’s being cheated, he comms the ship and tells the First Officer to close the hatches. She does, but by this time, the stevedores have already unloaded forty tons of the sixty ton cargo. At first, the agent tries to bluster. The captain stands firm and the agent goes to contact the receiver “to straighten this mess out”. The receiver now has to make a decision. Depending on the value of the remaining twenty tons of cargo, the receiver may just walk away from it, figuring that free shipping for the forty tons he got makes up for losing the remaining twenty. If corruption is rife on the planet, he may bribe the authorities to place a detention on the ship for `defrauding him of his cargo’. Or the receiver may authorize the payment, give the agent a valid wire transfer number and send him back to the ship with a simple cover story (like, “my idiot of a secretary copied the number down wrong”). The ruse cost the receiver nothing, and was worth a try.
Delay and Demurrage
A freight contract will fix the amount of time allowed for loading and discharge. For ships under 1000tons, this is normally three days. Non-working days may or may not count, depending on the contract. The shipper or receiver (normally the receiver since most delays happen on that end) is responsible for compensating the ship for any time needed in excess of that allowed in the contract at the ship’s time charter rate, pro-rated daily. This is called demurrage. For example, a ship lands on a given planet with forty tons of freight electronic parts. The stevedores arrive the afternoon the ship lands, but as they are setting up their gear, a 200kph wind storm hits. Unable to maneuver the grav lifters and shipping containers in the powerful winds, the stevedores cease operations. The storm lasts four days. The fifth day, the winds abate and the stevedores offload the ship. As three days were allotted in the shipping contract, but discharging technically took over four full days, the receiver owes the ship almost 5,000Cr (charter value/30 for the extra day). Whether or not the receiver actually pays (after all, he already has his cargo) depends on the law level of the world and whether or not he thinks the ship will be able to collect. On some worlds, the legal fees to bring such a suit would quickly exceed the value to be collected. The ship may simply have to eat the lost time.
Fixing New Cargos
Freight cargos will take 0-3 days to arrange for delivery once the ship agrees to the contract. This reflects that the cargo may not be sitting in the starport warehouse, but may be coming from halfway around the planet to be loaded. Speculative cargoes tend to be nearby, so will only take 0-2 days for delivery. After that, the cargos still have to be loaded. Once the cargo arrives at the port, any warehousing costs due delay in loading caused by the ship not being ready to receive is chargeable to the ship. Short-term warehousing costs may vary from 5-20Cr per ton per day. In the demurrage example in the above paragraph, the ship would not be liable for warehousing costs of inbound cargo as the delay is caused by weather, not the ship. Cases where the ship may be held responsible for delay include: crew in jail, crew not onboard, ship impounded, cargo hatches broken or damaged, and annual maintenance.
Once the ship is ready to begin loading, the cycle begins again.
A well run merchant campaign will give the players the feeling they will have worked for their gains, rather than simply rolling dice and collecting credits. What I have posted is not meant to be the final answer to Traveller shipping economics, but hopefully serves as a source of ideas for referee's looking to run a merchant campaign. I used the information in my last four posts to great success in what was easily the longest running, and by far the most enjoyable, Traveller campaign I ran. By the end of the seven year campaign, the player characters had eventually accumulated a fair amount of wealth, but they all felt they had earned it.
For anyone looking to run a merchant campaign and is searching for background info, I heartily recommend, in order: Deadweight by Max Hardberger (out of print, may be hard to find), Freighter Captain also by Max Hardberger (available through Amazon), the Shipmaster's Handbook on ship's Business (expensive), Marine Cargo Operations (also expensive), and the Chanur novels by C.J Cherryh for inspiration.
Hope it is of some use.