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Supplement 5: Civilian Vehicles
TRAVELLER
Supplement 5: Civilian
Vehicles
My other car’s an air/raft
T
RAVELLER
C
IVILIAN
V
EHICLES
C
REDITS
C
ONTENTS
Classic Traveller
Marc Miller
I
NTRODUCTION
2
V
EHICLE
D
ESIGN
3
Loren Wiseman, John Harshman, Frank Chadwick, Darryl Hany,
Winston Hamilton, Tony Svajlenka, Scott Renner, Doug Poe,
David MacDonald, Wayne Roth, Paul R. Banner
L
AND
V
EHICLES
28
W
ALKERS
50
Mongoose Traveller
A
UTHOR
Simon Beal with additional text by Gareth Hanrahan
G
RAV
V
EHICLES
54
A
IRCRAFT
64
W
ATERCRAFT
75
E
DITOR
Nick Robinson
H
YBRID
V
EHICLES
90
L
AYOUT
Joseph McCance
V
EHICLE
S
HEET
95
I
NDEX
96
I
NTERIOR
I
LLUSTRATIONS
Travis Leichssenring
P
ROOFREADER
Charlotte Law
P
LAYTRSTING
Stuart Machin, Andrew Welty, Jake Collins, Arthur Pollard, Robert
Eaglestone, Don McKinney
Civilian Vehicles ©2009 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the
publisher is expressly forbidden. All signifi cant characters, names, places,items, art and text herein are copyrighted by Mongoose Publishing.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn
more about the Open Game License, please go to www.mongoosepublishing.com.
This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fi ction. Any similarity to
actual people, organisations, places or events is purely coincidental.
Traveller is a trademark of Far Future Enterprises and is used under licence.
Printed in the USA.
1
I
NTRODUCTION
Vehicles are an important part of any
Traveller
game, whether
to explore a new planet, deliver cargo or simply to get from
one destination to another. Different vehicles are required for
different tasks and this book presents you with almost 100
vehicles, from aircraft to watercraft and everything in between.
required. Aircraft listed here cover TL 2–8. Later fl ying vehicles
use grav technology and are given their own section.
Grav Vehicles
Grav technology becomes available at TL 8. Worlds with this
technology quickly start to adapt most vehicles to use grav
drives for the versatility and speed they provide.
If you cannot fi nd a vehicle here to suit your needs, you can
use the vehicle design rules to create your own. A blank vehicle
sheet is included at the back of the book that you can use to
design and record the vehicles you create. Although few civilian
vehicles are armed, a weapons section is included but for specifi c
weapon details you will need the
Central Supply Catalogue
.
Hybrid Vehicles
Hybrid vehicles are those that have been designed to operate
over multiple types of terrain such as amphibious ATVs and sea
planes. Vehicles listed here cover TL 4–8.
Please note that some of the civilian vehicles listed in the
Traveller Core Rulebook
have been included here, but using
the new design rules there are some minor differences between
them. You can of course still use the original vehicles but we
recommend that you use the versions listed here if you want full
compatibility with this and future books.
Land Vehicles
This section includes all tracked and wheeled vehicles that drive
along the ground. Vehicles are listed here for a wide range of
applications from TL 1–9.
Walkers
Walkers are land vehicles that move on legs, rather than
wheels or tracks. Civilian walkers are utility vehicles and range
from TL 8–10.
The vehicles detailed within this book cover a wide range of
Technology Levels and have been designed for specifi c uses
and tasks. The vehicles are divided into the following sections:
Aircraft
The aircraft section details conventional fl ying vehicles including
gliders, helicopters and planes. Most aircraft have a co–pilot
who can operate sensors, communications and weapons as
Watercraft
Boats and ships are used throughout the history of most worlds.
A number of vessels for travelling over and underwater are listed
here coving TL 1–9.
2
V
EHICLE
D
ESIGN
C
ONCEPTS
& D
EFINITIONS
By defi nition, a vehicle needs some kind of motive power
(termed a
Power Plant
) and a means to deliver this power
(termed a
Drive System
) so the vehicle can move. Some kind
of control system is also necessary for the vehicle to be able to
function. This may or may not include a human operator.
•
Right:
The right hand side relative to a person inside the
vehicle facing forward.
•
Left:
The left hand side relative to a person inside the
vehicle facing forward.
Agility
A vehicle’s Agility is used as a DM to Drive and Pilot checks when
performing diffi cult manoeuvres as described on page 67 of the
Traveller Core Rulebook
. Agility can also be applied as a –DM
to enemy attempts to hit the vehicle if it is attempting to dodge.
A vehicle doing so is treated as moving at maximum speed for
purposes of its own chance to hit an enemy. The vehicle’s drive
system will determine the Base Agility (see page 8) which can
be increased with accessories and design options.
A vehicle must have a
Hull
. This is the body of the vehicle and
includes the hull, axles, wings and other structural features as
well as the vehicle’s outer skin. Other
Components
are fi tted
into the hull as required, which can include weapons, sensors,
communications equipment, crew facilities and cargo space.
Each component built into a vehicle takes up a certain amount
of space. The unit used in this design system is the cubic metre
(M
3
). A vehicle cannot carry more than its internal volume
allows, unless it is an open structure with items piled up on top
or hanging out of the sides such as motorcycles, air/rafts and
fl atbed trucks.
Agility modifi cations add Agility Potential which is converted
into Agility during the fi nal step of the vehicle design (see the
table on page 26 for details). Some vehicle types and design
choices can result in a negative Agility Potential which will give
a negative Agility score; a vehicle with negative Agility can be
given a zero or positive Agility with the right components.
A vehicle’s hull will have a
Confi guration,
which is often
determined by its intended function. For example, a cargo van
will have a different confi guration to an aircraft or submarine.
Speed
All vehicles have a Cruising Speed and a Top Speed (see page
26 for calculations). Cruising Speed is reasonably fuel–effi cient
and comfortable. Top Speed is the maximum the vehicle can
manage under ideal conditions. Fuel consumption is doubled
when a vehicle is travelling faster than its Cruising Speed.
A vehicle’s hull will be constructed from whatever
Material
the
designer deems to be most suitable. Generally, higher–tech
materials will be stronger than lower–tech ones, allowing either
a tougher or cheaper vehicle to be built on the same general
confi guration. The material a hull is built from also determines
the vehicle’s mass and Base Armour.
Ground vehicles also have an Offroad Speed (see page 26 for
calculations), which is the best speed they can achieve over
rough ground where there is no road. If the ground is very
rough, most vehicles can only crawl along or might not be able
to move at all.
Further design decisions are represented by additional
Qualities
, which can modify vehicle attributes such as armour
and speed as well as providing seals and coatings.
The size, construction, confi guration and qualities determine the
mass of a vehicle. Most components will also add to a vehicle’s
mass. Mass is used when calculating the speed of a vehicle.
Tech Level
Most design options and components have a listed Technology
Level, which is the lowest TL that the component is available.
The overall TL of a vehicle is usually determined by the highest
TL component used in the design. However, if a vehicle only
has a minimal amount of high–tech components you can give
the vehicle a lower TL if imported parts are available.
Facings
All vehicles have six facings as follows:
•
Front:
The normal direction of travel.
•
Rear:
The opposite direction to the front. Most vehicles can
also travel in this direction.
•
Dorsal:
The top surface when the vehicle is the right way
up in a gravity fi eld.
•
Ventral:
The bottom surface when the vehicle is the right
way up under gravity.
Rounding
When designing vehicles some of the calculations can result in
fractional numbers. Where whole numbers are required, always
round up fractions unless otherwise stated. Also note that M
3
remains as a fractional number so no rounding is required.
3
V
EHICLE
D
ESIGN
D
ESIGN
C
HECKLIST
1. Technology Level
a. Determine maximum Tech Level of the
vehicle.
This base value for capacity is termed Base M
3
and is used
to determine the cost of many components. Some vehicle
confi gurations can modify the capacity of the vehicle; this
modifi ed value is termed Total M
3
. Components that derive their
M
3
cost from the vehicle’s capacity always use the vehicle’s
Base M
3
value.
2. Capacity
a. Determine hull capacity in M
3
.
b. Calculate base Hull and Structure values.
The Example Vehicles Table indicates the typical size,
confi guration and qualities of standard vehicles. These
examples are just guidelines and there is no reason why a
vehicle cannot be larger or smaller than those listed, or have
different qualities.
3. Hull
a. Choose the construction material.
b. Select a vehicle confi guration.
c. Pick any required qualities.
d. Calculate hull cost and Total M
3
.
e. Apply modifi ers.
4. Propulsion
a. Choose the drive system.
b. Select a power plant.
c. Allocate fuel.
5. Armour and Weapons
a. Choose armour.
b. Select weapons.
c. Allocate ammunition space.
d. Add additional weapon options.
6. Optional Components
a. Select sensors.
b. Choose communications.
c. Add environmental systems.
d. Add any other equipment and upgrades.
7. Crew Facilities
a. Allocate operating stations.
b. Add passenger seats.
c. Allocate sleeping areas.
d. Allocate utility areas.
8. Final Calculations
a. Allocate cargo space.
b. Calculate mass.
c. Calculate Agility.
d. Calculate Speed.
Example
Vehicle
Base
M
3
Confi guration Qualities
Air/Raft
8
Open
—
Airliner
480
Airframe
—
Cargo Plane
110
Airframe
—
Helicopter
28
Airframe
—
Motorcycle
2
Cycle
—
Removal Truck 40
Box
—
Saloon Car
9
Standard
—
Small Car
6
Standard
—
Small Van
20
Box
—
Submarine
55
Streamlined
Sealed
Yacht
100
Streamlined
Waterproof
Hull and Structure
Once you have determined the vehicle’s Base M
3
you can
calculate the base Hull and Structure values. Hull and Structure
points are described on page 67 of the
Traveller Core Rulebook
under ‘Vehicle Damage’.
To calculate the Hull and Structure points simply divide the
vehicle’s Base M
3
by four. Round the result down for the Hull
points and round up for the Structure points. These values can
be further modifi ed by the material, confi guration and qualities
(as detailed in Step Two). The minimum base amount for either
of these values is one.
S
TEP
O
NE
: C
APACITY
Capacity is measured in cubic metres (abbreviated M
3
hereafter).
The shape taken by this volume is not relevant here. For large
components, the shape will be dictated by the shape of the
object. Smaller components or systems made up of many small
components, such as wiring or life support, can be any shape
and are usually dispersed throughout the vehicle.
C
APACITY
E
XAMPLE
For our example, we will build a small armed van. Using the
example vehicles listed in the table we can see a van of this
size has a Base M
3
of 20 but let us make ours a little bigger
with 26 M
3
. We can now calculate the Hull and Structure by
dividing the M
3
by 4 as follows:
Capacity refers to the internal volume of the vehicle. 1 M
3
translates to 2/27 of a displacement ton (dTon) in the spacecraft
design system. However, the thickness of a vehicle’s hull and
external components, such as wheels, mean that a vehicle will
take up more space than its internal capacity. If it is necessary
to determine the overall displacement of a vehicle, calculate
displacement as 1 dTon for every 10 M
3
of internal volume the
vehicle has.
Base M
3
: 26
Base Hull: 26 ÷ 4 = 6.5 round down to 6
Base Structure: 26 ÷ 4 = 6.5 round up to 7
4
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