Three days in a row. I got a note from Jo Jaquinto yesterday about designs
entitled "Planes, Trains, and Automobiles" and decided there was really no
reason you couldn't do trains with Traveller. There is a little summary of how
to figure out the speed of a train in the description of the locomotive. I
apologize for the inconvenience, but I could not see an easy way to do it.
Hopefully Part 18 will show up in the list. I sent it yesterday and didn't see
it in this morning's post.
Good Gaming,
Rob Dean
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Diesel Locomotive TL6
The diesel locomotive can be found pulling trains on many low tech
worlds in the Imperium. Due to the extremely high ground pressure, this
vehicle can only operate on a prepared route of steel rails. P/W and result
ing speed must be recalculated for each train, but as an example, the locomo
tive below can pull 15 fully loaded frieght cars at a speed of 55kph, or a
passenger train consisting of a combine, a diner car, ten coaches and four
sleepers at a speed of 130 kph. Locomotives can be hooked in multiple units
to haul longer trains.
CraftID: Diesel Locomotive, TL6, Cr182,907
Hull: 9/23, Disp=10, Conf=4USL, Armor=6B, Loaded=139.3t,
Unloaded=121.3t
Power: 4/8, ImpIntComb=36MW, Dur=12hrs
Loco: 1/2, Wheels=8, P/W=258, RoadSpeed=Special, Offroad=0
Comm: Radio=Regional(500)
Sensors: 2*Headlights
Off: Hardpoints=1, No weapons
Def: -
Control: EnhancedMech*28
Accom: Seats=Roomy*2, Env=basic env (Cab only)
Other: Fuel=18kl, Cargo=0, ObjSize=Avg, EmLevel=Moderate
Freight Car TL6
Given below is a typical freight car, the Traveller vehicle design
system not being sensitive enought to distinguish between box cars, tank
cars, stock cars, gondola, hoppers and flat cars. In its variant forms it is
suitable for transport of packaged goods, livestock, containerized cargo,
bulk liquids or bulk solids. Freight trains transport more cargo tonnage by
land than any other form of transport at TL7 and below.
CraftID: Freight Car, TL6, Cr10,967
Hull: 9/23, Disp=10, Conf=4USL, Armor=4B, Loaded=139.6t,
Unloaded=8.6t
Power: None
Loco: 1/2, Wheels=8, RoadSpeed=Special, Offroad=0
Comm: None
Sensors: None
Off: Hardpoints=1, No weapons
Def: -
Control: BasicMech*4
Accom: None
Other: Cargo=131kl, ObjSize=Avg, EmLevel=None
Passenger Coach TL6
On worlds where individual tranposrtation is not practical or cost
effective, railroads carry substantial numbers of passengers in coaches such
as this.
CraftID: Passenger Coach, TL6, Cr35,193
Hull: 16/39, Disp=17, Conf=4USL, Armor=4B, Loaded=17.1t,
Unloaded=17.1t
Power: None
Loco: 1/2, Wheels=12, RoadSpeed=Special, Offroad=0
Comm: None
Sensors: None
Off: Hardpoints=1, No weapons
Def: -
Control: BasicMech*11
Accom: Passengers=55, Seats=Roomy*55, Env=basic env (.23MW from
locomotive)
Other: Cargo=0, ObjSize=Avg, EmLevel=None
Passenger Sleeper TL6
On trips lasting two or more days by rail, use of a sleeper car is more
comfortable for the passenger than attempting to ride in a coach for the
entire journey. Due to the lower number of passengers that can be carried,
and the higher cost of the car, it can be expected that a sleeper ticket will
be many times as expensive as a coach ticket for the same trip.
CraftID: Passenger Sleeper, TL6, Cr109,603
Hull: 16/39, Disp=17, Conf=4USL, Armor=4B, Loaded=24t
Unloaded=24t
Power: None
Loco: 1/2, Wheels=12, RoadSpeed=Special, Offroad=0
Comm: None
Sensors: None
Off: Hardpoints=1, No weapons
Def: -
Control: BasicMech*11
Accom: Passengers=16, Bunks*16, Env=basic env (.23MW from
locomotive)
Other: Cargo=0, ObjSize=Avg, EmLevel=None
Passenger Combine TL6
The combine (combined passenger and baggage car) provides a convenient
place for travellers to deposit their bags while travelling by train. Since
few passengers carry more than a suitcase or two, one combine sohould be able
to service several coaches.
CraftID: Passenger Combine, TL6, Cr32,963
Hull: 16/39, Disp=17, Conf=4USL, Armor=4B, Loaded=116.6t,
Unloaded=16.6t
Power: None
Loco: 1/2, Wheels=12, RoadSpeed=Special, Offroad=0
Comm: None
Sensors: None
Off: Hardpoints=1, No weapons
Def: -
Control: BasicMech*11
Accom: Passengers=30, Seats=Roomy*30, Env=basic env (.23MW from
locomotive)
Other: Cargo=100kl, ObjSize=Avg, EmLevel=None
Passenger Diner TL6
The diner car provides an opportunity for passengers to eat while trav
elling. Seating 40 people, it is usually quite busy on a train that may have
300 to 400 passengers. Meals are not usually included in the price of a
normal ticket.
CraftID: Passenger Diner, TL6, Cr103,648
Hull: 16/39, Disp=17, Conf=4USL, Armor=4B, Loaded=20.05t,
Unloaded=20.05t
Power: None
Loco: 1/2, Wheels=12, RoadSpeed=Special, Offroad=0
Comm: None
Sensors: None
Off: Hardpoints=1, No weapons
Def: -
Control: BasicMech*30
Accom: Crew=10 (4 cooks, 6 waiters), Passengers=40, Seats=Roomy*50,
Env=basic env, basic ls (.46MW from locomotive)
Other: Cargo=0, ObjSize=Avg, EmLevel=None
Curricle TL4
Okay. So I did this one as a joke. If you really wanted to do a horse
drawn vehicle, the proper thing to do (in a Traveller sense) would be to haul
out the horse drawn vehicle rules from volume 2 of Striker.
Two rules expansions are needed for this...
First, I added a new armor material:
Wood TL1 W WeightModifer=x5 PriceModifier=x0.5
Second, You need a couple of extra entries on the P/W table for rating
speed:
P/W 1 = 5kph
P/W 2 = 10kph
The curricle is an open topped vehicle suitable for sport and light
transport use. Motive power is provided by a team of two horses (cost in
cluded below, Cr300 each).
CraftID: Curricle, TL4, Cr805
Hull: 1/2, Disp=0.5, Conf=0USL, Armor=1W, Loaded=1.75t,
Unloaded=0.75t
Power: 7/5*2, 2*Horses=0.0015MW, Dur=Indeterminate
Loco: 1/2, Wheels=4, P/W=0.85, RoadSpeed=30kph, OffRoad=5kph
Comm: None
Sensors: None
Off: Hardpoints=1, No weapons
Def: -
Control: BasicMech*1
Accom: Crew=1 (Driver), Passengers=1, Seats=Adequate*2
Other: Fuel=0, Cargo=0, ObjSize=Small, EmLevel=None
Type S Scout/Courier TL10
This version of the Type S is the first to mount a full environmental
suite. The maneuver drive is still standard grav, which means that perform
ance falls off to 1G thrusts beyond deep gravity wells. A Traveller air raft
(from 101 Vehicles) is provided as an auxiliary (and the cost is included
below), but other four displacement ton vehicles could be substituted. A fuel
purifier is included, and fuel tankage is sufficient for two jumps.
<This is Version 2 of this design>
CraftID: Type S Scout/Courier, TL10, MCr55.262
Hull: 90/225, Disp=100t, Config=1AF, Armor=40E, Loaded=1639t,
Unloaded=1205t
Power: 5/10, Fusion=450MW, Duration=30/90
Loco: 5/10, Maneuver=2, 2/4, Jump=1, Cruise=1590kph, Max=2120kph,
Agility=1
Comm: Radio=System, Laser=System, Maser=System
Sensors: EMS Active(FarOrbit), EMS Passive(Interstellar),
ActObjScan=Rout, ActObjPin=Rout, PassEnScan=Rout
Off: Hardpoints=1
Missile=x01
Batteries 1
Bearing 1
Def: DefDM+4
SandCaster=x03
Batteries 1
Bearing 1
Control: Computer Mod2*3, 2*HeadsUpDisplay, 220*DynLink
Accom: Crew=2 (1 bridge/engineer, 1 gunner), Passengersers=6, Staterooms=4,
Env=basic env, basic ls, extended ls, grav plates, inertial comp
Other: Fuel=432kl (2 jump-1+30 days), Cargo=381kl, Fuel Scoops, Fuel
Purifier (12hr), SubCraft=1*4ton (Traveller air/raft),
ObjSize=Avg, EmLevel=Faint
Type S Scout/Courier TL9
This is the earliest version of the venerable Type S design. The maneu
ver drive is standard grav, which means that performance falls off to 1G
thrust beyond deep gravity wells. No grav plates or inertial compensators
are available at TL9, making this vessel uncomfortable for the crew. A bay
for a four displacement ton vehicle is provided, but no vehicle is included
in the cost below. A fuel purifier is included, and fuel tankage is suffi
cient for two jumps.
CraftID: Type S Scout/Courier, TL9, MCr40.195
Hull: 90/225, Disp=100t, Config=1AF, Armor=40D, Loaded=1646t,
Unloaded=1172t
Power: 4/8, Fusion=360MW, Duration=30/90
Loco: 5/10, Maneuver=2, 2/4, Jump=1, Cruise=1590kph, Max=2120kph,
Agility=1
Comm: Radio=System, Laser=System, Maser=System
Sensors: Radar=FarOrbit, ActObjScan=Rout, ActObjPin=Rout
Off: Hardpoints=1
Missile=x01
Batteries 1
Bearing 1
Def: DefDM+3
SandCaster=x02
Batteries 1
Bearing 1
Control: Computer Mod1*3, 2*HeadsUpDisplay, 300*CompLink
Accom: Crew=2 (1 bridge/engineer, 1 gunner), Passengers=6, Staterooms=4,
Env=basic env, basic ls, extended ls
Other: Fuel=400kl (2 jump-1+30 days), Cargo=446kl, Fuel Scoops, Fuel
Purifier (12hr), SubCraft=1*4ton, ObjSize=Avg, EmLevel=Faint
Leviathan class Merchant Cruiser TL15
<Adapted from Traveller Adventure#4>
<To adapt to MegaTraveller it was necessary to reduce the cargo capacity and
the toal number of staterooms--fuel took up more space than it used to.Back-
up jump and maneuver systems were retained from the original design, despite
being a questionable design feature in my opinion. Since the Leviathans were
built at Glisten, I also opted to make them TL15 rather than 13 as stated in
the adventure. Crew requirements under the new system were lower, so reduc
ing staterooms was not a problem. Additional cargo space could be obtained
by running with the shuttle and pinnace holds full.>
<Blurb from Adventure#4>
Desgined jointly by Blistein Yards of Glisten and the Baracccai technum,
the Leviathan was developed from previous designs and is primarily intended
for cruising in undeveloped trade areas; hihg survivability is also a design
factor. The vessel is semi-streamlined, allowing gas giant refueling, as
well as landing on atmosphere 0 or 1 worlds. Other atmospheric operations
are not possible, hence the large complement of ship's boats. Bilstein made
the design available for general sale in 1087, and nineteen vessels had been
ordered by 1106.
CraftID: Leviathan class Merchant Cruiser, TL15, MCr1123.04
Hull: 1620/4050, Disp=1800t, Config=4SL, Armor=46G,
Loaded=24272t, Unloaded=21982t
Power: 74/148, Fusion=19800MW, Duration=30/90
Loco: 179/358, Maneuver=4, 81/162, Maneuver=2, 65/130, Jump=3,
49/98, Jump=2, Cruise=750kph, Max=1000kph, Agility=3
Comm: Radio=System*3 Laser=System*3 Maser=System*3
Sensors: EMS Active(FarOrbit)*3, EMS Jammer (FarOrbit)*3,
EMS Passive(Interstellar)*3, Neutrino Sensor (10kw)*3,
High Pen Densitometer (1km)*3, ActObjScan=Rout,
ActObjPin=Rout, PassObjScan=Rout, PassObjPin=Rout,
PassEnScan=Simp, PassEnPin=Rout
Off: Hardpoints=18
Missile=x03 BeamLaser=xx5
Batteries 1 2
Bearing 1 2
Def: DefDM+10
Control: Computer Mod7fib*3, 1*LargeHoloDisplay, 3*HeadsUpHoloDisplay,
120*HoloLink
Accom: Crew=29 (3 bridge, 5 engineer, 3 gunners, 12 flight, 4 command,
2 medical), Passengers=11, Staterooms=20, Env=basic env, basic ls,
extended ls, grav plates, inertial comp
Other: Fuel=11988kl (1 jump-3+30 days), Cargo=170.5, Fuel Scoops, Fuel
Purifier (48hr), SubCraft=1*95t shuttle, 1*40t pinnace, 2*20t
launch, ObjSize=Large, EmLevel=Moderate
Type A2 Far Trader TL12
This version of the Type A@ Far Trader can be built at TL12. Perform
ance is generally similar to the TL15 version given in the Imperial Encyclo
pedia, although the cargo capacity of this one is slightly larger. Cost and
weight for the Traveller TL10 air/raft from 101 Vehicles are included below.
CraftID: Type A2 Far Trader, TL12, MCr62.33
Hull: 180/450, Disp=200t, Config=1SL, Armor=40F, Loaded=2728.6t,
Unloaded=1584.8t
Power: 6/12, Fusion=492MW, Duration=30/90
Loco: 4/8, Maneuver=1, 6/12, Jump=1, Cruise=750kph, Max=1000kph,
Agility=0
Comm: Radio=System2
Sensors: EMS Active(FarOrbit), ActObjScan=Rout, ActObjPin=Rout
Off: Hardpoints=2
BeamLaser=xx1
Batteries 1
Bearing 1
Def: DefDM+2
SandCaster=x04
Batteries 1
Bearing 1
Control: Computer Mod1bis*3, 3*HeadsUpDisplay, 290*DynLink
Accom: Crew=3 (1 bridge, 1 engineer, 1 steward/medic), Passengers=7,
Staterooms=10, Env=basic env, basic ls, extended ls, grav plates,
inertial comp
Other: Fuel=583kl (1 jump-2+30 days), Cargo=1080kl, Fuel Scoops, Fuel
Purifier (18hr), SubCraft=1*4ton (Traveller air/raft),
ObjSize=Avg, EmLevel=Faint