I have accumulated another batch of vehicle designs, and figured I might as
well distribute them. The three Type A variants should be of some use in
adventures. I've noted what the actual thrust would be, figured on the
1 Maneuver unit=650tons basis, and you'll see that Maneuver-1 vessels have
a slight problem when it comes to planetary landings.
Rob Dean
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Frenetic Armored Car TL10
The Frenetic is an inexpensive armored car designed to mount a VRF gauss
gun. The gun accounts for almost 2/3 of the vehicle cost. A sealed environ-
ment system is installed for use in chemically or radioactively contaminated
environments, and auxiliary oxygen tanks can be installed to permit operation
in non-breathable atmosphere or vacuum. This results in a decrease in endur-
ance to 40 hours.
CraftID: Frenetic Armored Car, TL10, Cr323,600
Hull: 1/2, Disp=1, Conf=4USL+turret, Armor=20E, Loaded=10.54t,
Unloaded=9.22t
Power: 1/2, 12*Fuel Cell=1.08MW, Dur=15/45
Loco: 1/2, 6 wheels, P/W=102, Road=222kph, Offroad=67kph
Comm: Radio=Regional(500km)
Sensors: 2*Headlights, Passive IR, Light Amplification
Off: Hardpoints=1
Pen/ Max Auto Dngr
Ammo Rds Attn Dmg Range Tgts Spc Sig ROF
VRF Gauss Gun - 60000 21/4 10 Dist(4.5) 4 - L 300
Def: -
Control: Comp0*1, 6*DynLink
Accom: Seats=Adequate*2, Env=basic env, basic ls
Other: Fuel=1.78kl, Cargo=0.6kl, ObjSize=Small, EmLevel=Moderate
Tiremese Termagant class Fighter TL11
The Termagant is a long endurance light fighter built by a consortium of
the independent governments of Tirem. It can be operated by a single crew-
member, but usually carries two on routine long duration patrol missions.
This requires double occupancy of the accommodations, and results in a high
sociability rating being advantageous for selection to Tirem's fighter serv-
ice. With no requirement to provided an atmospheric combat capability, the
designers elected to avoid streamlining in favor of ease of construction.
Termagant flyers usually call their craft "Uglies". Use of this nickname by
the non-Termagant community is not tolerated.
CraftID: Termagant Class Fighter, TL11, MCr31.25
Hull: 18/45, Disp=20, Conf=4USL, Armor=40E, Loaded=454.7t
Unloaded=445.0t
Power: 3/6, Fusion=270MW, Dur=29/87
Loco: 3/6, Maneuver=6 (Thrusters=2210t), MaxAccel=4.86G, Agility=4
Comm: Radio=System, LaserComm=System, MaserComm=System
Sensors: EMM, EMS(Act)=FarOrbit, EMS(Pass)=Interplanetary,
ActObjScan=Rout, ActObjPin=Rout, PassEnScan=Rout
Off: Hardpoints=1
Missile=x02
Batteries 1
Bearing 1
Def: DefDM+9
Control: Comp3*3, HeadsUpDisplay*1, 40*DynLink
Accom: Crew=1, Small Staterooms*1, Seat=Roomy*2, Env=basic env, basic ls,
extended ls, grav plates, inertial comp
Other: Fuel=96kl, Missiles=60 (20b-r), ObjSize=Avg, EmLevel=Faint
Derwent class Merchant TL11
The Derwent class is a common Type A merchant variant. It is fitted
with a reasonable anti-piracy weapons package, typical for the current unset-
tled times in the Imperium. No accommodations for passengers are provided,
but Derwent operators who are shorthanded occasionally carry a middle passen-
ger or two.
CraftID: Derwent class Merchant, TL11, MCr71.5
Hull: 180/450, Disp=200t, Config=4SL, Armor=40E, Loaded=3433.4t,
Unloaded=2221.8t
Power: 10/20, Fusion=900MW, Duration=30/90
Loco: 9/18, Maneuver=2 (Thrusters=6500t), 4/8, Jump=1, Cruise=750kph,
Max=1000kph, MaxAccel=1.9G, Agility=1
Comm: Radio=System*2
Sensors: EMS Active(FarOrbit), EMS Passive(Interplanetary),
ActObjScan=Rout, ActObjPin=Rout, PassEnScan=Rout
Off: Hardpoints=2
Missile=x02
Batteries 1
Bearing 1
Def: DefDM+4
SandCaster=x04
Batteries 1
Bearing 1
Control: Computer Mod1*3, 3*HeadsUpDisplay, 590*DynLink
Accom: Crew=6 (1 bridge, 2 engineer, 2 gunners, 1 medical),
Staterooms=6, Env=basic env, basic ls, extended ls, grav plates,
inertial comp
Other: Fuel=594kl (1 jump-1+30 days), Cargo=1167kl, Missiles=60 (20b-r),
Fuel Scoops, Fuel Purifier (12hr), ObjSize=Avg, EmLevel=Faint
Rummelhart Tracked ATV TL12
The Rummelhart (named for a large shaggy herdbeast of Trin, noted for
its toughness and endurance) is a fairly ordinary tracked ATV, useful for
situations in which a flying vehicle would be inappropriate. Originally
designed on Trin in 887, the Rummelhart is now produced under license on
several planets in the Spinward Marches, particularly Lunion and Strouden.
Common field modifications include addition of light armament or cranes,
rearrangement of the accommodations and cargo space to include bunks, and
installation of specialized sensors.
CraftID: Rummelhart Tracked ATV, TL12, Cr773,310
Hull: 6/14, Disp=6, Config=4USL, Armor=4F, Loaded=52.7t, Unloaded=41.8t
Power: 1/2, Fusion=6MW, Dur=30/90
Loco: 2/4, Tracks, RoadSpeed=227kph, Offroad=91kph
Comm: Radio=Regional
Sensors: EMS Active(Distant), EMS Passive(VDist), ActObjScan=Form,
ActObjPin=Form, PassEnScan=Form
Off: Hardpoints=1
Def: -
Control: Comp0, DynLink*17
Accom: Seats=ExtOccRoomy*5 (Driver, 4 passengers), Env=Basic env,
basic ls, extended ls
Other: Fuel=6.48kl, Cargo=10.4, ObjSize=Small, EmLevel=Moderate
Stiletto Light Grav Tank TL14
The Stiletto is a light grav tank still found equipping second-line
units of the Imperial Army. Its small size, high speed, and extensive defen-
sive suite make it survivable in a modern battle. Cramped accommodations are
somewhat less popular among the crews.
CraftID: Stiletto Light Grav Tank, TL14, MCr7.6
Hull: 2/5, Disp=2, Config=1AF+turret, Armor=45G, Loaded=62.3t
Power: 1/2, Fusion=60MW, Dur=106hr (3/10)
Loco: 1/2, StdGrav=280t, Max Speed=3150kph, Cruise=2363kph, NOE=180kph,
MaxAccel=3.5G
Comm: Radio=Planetary, RadioJammer=Planetary, LaserComm=Continental,
MaserComm=Continental
Sensors: EMS Active(Far Orbit), EMS Jammer(Far Orbit),
EMS Passive(Interstellar), Low Pen Densitometer(100m), Neutrino
Sensor(10kw), ActObjScan=Routine, ActObjPin=Routine,
PassObjScan=Routine, PassObjPin=Difficult, PassEnScan=Simple,
PassEnPin=Routine
Off: Hardpoints=1
Pen/ Max Auto Dngr
Attn Dmg Range Tgts Spc Sig ROF
Fusion-Y Gun 71/5 30 VDist(21) 2 45 H 40
Def: Point Defense Targeting for fusion gun
Control: Comp0*2, HeadsUpHoloDisplay*1, HoloLink*1
Accom: Seats=Cramped*2 (Commander, Driver/Gunner), Env=Basic env, basic
ls, extended ls
Other: Fuel=5.3kl, Cargo=0, ObjSize=Avg, EmLevel=Faint
Type Y Yacht TL15
This version of the Type Y Yacht appears in the shipbuilding catalog of
ConTech of Glisten. The most unusual features of the design are the dome
airframe hull for rapid transit on planet and provision of a 8x6x2 meter
swimming pool. The pool is part of the central atrium around which the five
passenger staterooms are arranged. Since the craft itself is capable of high
speed travel, no permanent provision for carried smaller craft has been made.
The 57kl cargo area could hold a vehicle of up to 3 tons displacement if
desired. No fuel scoops or fuel purifier are installed, limiting operations
to civilized systems. Cost of fuel was considered to be no object for anyone
wealthy enough to own one of these.
CraftID: Type Y Yacht, TL15, MCr133
Hull: 180/450, Disp=200, Config=6AF, Armor=40G, Loaded=1736t,
Unloaded=1589t
Power: 8/16, Fusion=2070MW, Duration=30/90
Loco: 15/30, Maneuver=3, 8/16, Jump=3, NOE=190kph, Cruise=2880kph,
Max=3840kph, Agility=3, (ActualThrust=5.99G)
Comm: Radio=System*3, LaserComm=System
Sensors: EMS Active (FarOrbit), EMS Jammer (FarOrbit), EMS Passive
(Interstellar), ActObjScan=Routine, ActObjPin=Routine,
PassEnScan=Routine
Off: Hardpoints=2
BeamLaser=xx4
Batteries 1
Bearing 1
Def: DefDM+9
SandCaster=x04
Batteries 1
Bearing 1
Control: Computer Mod5*3, 2*HeadsUpHoloDisplay, 20*HoloLink
Accom: Crew=5 (1 bridge, 1 medic, 1 engineer, 1 steward, 1 gunner),
Passengers=5, Staterooms=10, Env=basic env, basic ls, extended ls,
grav plates, inertial comp
Other: Fuel=1285.2kl, Cargo=57kl, SwimmingPool=240kl, ObjSize=Average,
EmLevel=Avg
Notes: This was designed using the usual design rules, but evaluated
using my "1 drive unit=650 tons thrust" method to calculate airspeed. In
this particular case, since there are a large number of low density compo-
nents (fuel and staterooms in particular), this results in a performance
substantially better than the rough estimate provided by the Drive=3 rule.
The yacht as given in the Imperial Encyclopedia is apparently plagued by a
number of typos, as I don't think it has enough fuel or power to support the
Jump-4, Maneuver-4 set-up shown. In Classic Traveller, I believe a Yacht was
a jump-1, Maneuver-1 vessel, but it seemed to me that that could be bettered.
Stalwart Heavy Tank TL5
The Stalwart is a heavy tank from the lowest tech level at which such
vehicles are commonly used. It mounts a large howitzer in a rotating turret,
and two machine guns (bow and commander's). Because of the ability of the
16cm howitzer to penetrate an unarmored starship hull, this vehicle is com-
monly found in a starport guard role on low tech worlds.
CraftID: Stalwart Heavy Tank, TL5, Cr154,180
Hull: 4/8, Disp=3, Config=4USL+turret, Armor=20A, Unloaded=53.3t,
Loaded=48.0t
Power: 1/2, IC=1.0MW, Dur=5hrs
Loco: 1/2, Tracks, P/W=19, Road=50kph, Offroad=20kph
Comm: Radio=VDistant(50km)
Sensors: none
Off: Hardpoints=1
Pen/ Max Auto Dngr
Ammo Rds Attn Dmg Range Tgts Spc Sig ROF
16cm Howitzer HE 67 22 20 Dist(17km) - 30 H 4
KEAP - 31/3 16 Dist(17km) - - H 4
HEAP - 43 16 Dist(17km) - - H 4
2*Medium MG - 800 3/3 3 VLong 3 - H 80
Def: -
Control: Mech*39
Accom: Crew=5 (Driver,3 Gunners,Commander), Seats=Cramped*5
Other: Fuel=600L, Cargo=0, ObjSize=Small, EmLevel=Moderate
Type A Free Trader TL10
This is a fairly standard Type A free trader, with the only changes to
the basic package being the wedge form hull and the two dual turrets, each
with a missile rack and a sandcaster. Free trader crews with members who can
double as gunners (such as the steward and perhaps the engineer) can allocate
additional staterooms to passenger service. The standard grav maneuver drive
system loses efficiency beyond a gravity well, and only provides 0.95Gs of
acceleration when the vessel is fully loaded. This limits the vessel to use
of orbital port facilities when carrying cargo to or from earth-size planets.
The ship can make 1.5Gs empty, which allows for landing when necessary.
The vessel's control system is sufficient for installation of a more
powerful weapons system.
CraftID: Type A Free Trader, TL10, MCr54.15
Hull: 180/450, Disp=200t, Config=1SL, Armor=40E, Loaded=2740t,
Unloaded=1699t
Power: 6/12, Fusion=468MW, Duration=30days
Loco: 4/8, Maneuver=1 (StdGrav=2600t), 4/8, Jump=1, Cruise=750kph,
Max=1000kph, NOE=140kph, TrueAcc=0.95G, Agility=1
Comm: Radio=System*2
Sensors: Radar=FarOrbit, ActObjScan=Rout, ActObjPin=Rout
Off: Hardpoints=2
Missile=x01
Batteries 2
Bearing 2
Def: DefDM+3
SandCaster=x03
Batteries 2
Bearing 2
Control: Computer Mod1*3, 2*HeadsUpDisplay, 420*DynLink
Accom: Crew=6 (1 bridge, 1 engineer, 2 gunners, 1 steward, 1 medic),
Passengers=4, Staterooms=10, Low Berths=20, Env=basic env, basic
ls, extended ls, grav plates, inertial comp
Other: Fuel=440kl (1 jump-1+30 days), Cargo=1010kl (74.8t), Fuel Scoops,
Fuel Purifier (12hr), ObjSize=Avg, EmLevel=Faint
Type S3 Naval Scout TL13
The Type S3 Scout was built to an Imperial Navy specification for a
light fleet scout. Based on the standard Type S design, the S3 includes a
larger jump drive, electronic countermeasure capability, and a redundant
sensor and communication suite. A typical mission might involve two or three
S3s that would jump to the outskirts of an enemy held system, refuel clandes-
tinely, monitor enemy broadcast communications, and identify forces with
passive detection gear. If something vital were learned, or at a scheduled
time otherwise, one of the ships would jump outsystem and report, leaving the
other(s) to continue the surveillance. A full tank of fuel would allow
operation of the life support and sensor systems for over 300 days with no
other use of power.
CraftID: Type S3 Naval Scout, TL13, MCr163.8
Hull: 90/225, Disp=100t, Config=1AF, Armor=40F, Loaded=1472t,
Unloaded=1376t
Power: 6/12, Fusion=720MW, Duration=30days
Loco: 5/10, Maneuver=2 (Thrusters=3250t), 4/8, Jump=3, Cruise=1050kph,
Max=1400kph, NOE=170kph, TrueAcc=2.2G, Agility=2
Comm: Radio=System*2, Laser=System*2, Maser=System*2
Sensors: EMM, EMS Active(FarOrbit)*2, EMS Jammer(FarOrbit)*2,
EMS Passive(Interstellar)*2, Neutrino Sensor (100Kw),
High Pen Densitometer (100m), ActObjScan=Rout,
ActObjPin=Rout, PassObjScan=Diff, PassObjPin=Diff,
PassEnScan=Rout, PassEnPin=Diff
Off: Hardpoints=1
BeamLaser=x02 Missile=x02
Batteries 1 1
Bearing 1 1
Def: DefDM+6
Sandcaster=xx3
Batteries 1
Bearing 1
Control: Computer Mod3fib*3, 1*HeadsUpHoloDisplay, 75*HoloLink
Accom: Crew=2 (1 bridge/engineer, 1 gunner), Passengers=6, Staterooms=4,
Env=basic env, basic ls, extended ls, grav plates, inertial comp
Other: Fuel=560kl (1 jump-3+30 days), Cargo=56kl, Fuel Scoops, Fuel
Purifier (6hr), SubCraft=1*4ton (not included), ObjSize=Avg,
EmLevel=None
Type A Free Trader TL11
This is a basic Type A free trader, typical of those produced by low
tech systems in secure areas prior to the Rebellion. No weapons are in-
stalled, but the control system has sufficient excess capacity to accept the
installation of any practical armament package. The hull design is optimized
for ease of construction. Thrusters provide a reasonable deepspace accelera-
tion of 0.94Gs, but it should be noted that this is not sufficient to lift
the fully loaded craft from a size 8 planet. Planetary landings while empty,
for crew vacations, passenger loading or maintenance are possible.
CraftID: Type A Free Trader, TL11, MCr50.7
Hull: 180/450, Disp=200t, Config=4SL, Armor=40E, Loaded=2754t,
Unloaded=1701t
Power: 6/12, Fusion=540MW, Duration=30days
Loco: 4/8, Maneuver=1 (Thrusters=2600t), 4/8, Jump=1, TrueAcc=0.94G,
Agility=1
Comm: Radio=System*2
Sensors: Radar=FarOrbit, ActObjScan=Rout, ActObjPin=Rout
Off: Hardpoints=2 (No weapons currently installed)
Def: DefDM+3
Control: Computer Mod1*3, 2*HeadsUpDisplay, 450*DynLink
Accom: Crew=4 (1 bridge, 1 engineer, 1 steward, 1 medic), Passengers=6,
Staterooms=10, LowBerths=20, Env=basic env, basic ls, extended ls,
grav plates, inertial comp
Other: Fuel=445kl (1 jump-1+30 days), Cargo=1022kl (75.7t), Fuel Scoops,
Fuel Purifier (12hr), ObjSize=Avg, EmLevel=Faint