More Vehicles (2 days in a row?)

By Robert S. Dean ·

TML message #2266From bundle 182

In the fine tradition of working on one thing to avoid another, I completed
a few more designs today.  Included is the electric cargo sled mentioned
in yesterday's post on batteries, as well as a TL13 Ship's Boat more or less
based on the old Traveller "Slow Boat".  I always feel a little uneasy about
using the statistics for TL15 small craft when adding auxiliaries to lower
tech level ships.

If anybody else out there has designs, I for one would be happy to see them.

Rob Dean



Alcyon Expedition Recon Walker TL15

     This recon walker is a unique vehicle, custom assembled for the Alcyon
expedition.  The expedition was intended to penetrate unknown space and the
planners felt that it was advisable to have at least one capable back-up
vehicle which was not dependent on grav modules.  The walker is fueled for up
to four days of continuous operation including constant availability of surge
power for the laser, but does not have extended occupancy accommodations.  It
is therefore not intended to be occupied for more than eight hours at a time
except in case of extreme emergency.  It is fitted with every sensor avail-
able at TL15 plus a 25MW beam laser and 2 heavy robot arms to allow some
outside work. The vehicle can be controlled by one operator, but two seats
are provided.
     The transmission system is only capable of using 29MW of the engine
output, and the maximum performance numbers given below are calculated at
25MW to allow for operation of the life support systems, especially the
inertial compensators.  If full power was shunted to the legs, speeds of up
480kph on road, and 384kph offroad could be achieved.  It is likely that any
crewmembers would be severely injured, if not killed, due to the inertial
effects of traversing irregular ground without the compensators, and this
mode of travel would only be used when controlling the vehicle by remote
over-ride from the Alcyon.

  CraftID: Recon Walker, TL15, Cr3,437,000
     Hull: 4/9, Disp=4, Conf=4SL, Armor=40G, Loaded=70.5t
    Power: 1/2, Fusion=54MW, Dur=4days
     Loco: 1/2, Legs=8, RoadSpeed=424kph, Offroad=339kph
     Comm: Radio=System, MaserComm=System
  Sensors: EMS Active=FarOrbit, EMS Passive=Interstellar,
           LowPenDens=250m, NeutrinoSensor=10kW, NAS=VLong,
           Magnetic Sensor, PassAudSensor=Distant, ActAudSensor=Distant,
           Environmental Sensor, Magnetic Sensor=VDistant,
           Radiation Sensor=VDistant, ActObjScan=Routine, ActObjPin=Routine,
           PassObjScan=Routine, PassObjPin=Routine, PassEnScan=Simple,
           PassEnPin=Routine
      Off: Hardpoints=1

                      Pen/          Max      Auto   Dngr
                      Attn    Dmg   Range    Tgts   Spc    Sig   ROF
     25MW Beam Laser  49/4    60    Reg(125)  2       -     L    40

      Def: -
  Control: Comp Mod0, HUDHoloDisplay*1, HoloLink*1
    Accom: Seats=Adequate*2, Env=basic env, basic ls, ext ls, grav
           plates, inertial comp
    Other: Fuel=5.184kl, Cargo=0.4kl, ObjSize=Small, EmLevel=Moderate


Ship's Boat TL13

     This standard design ship's boat is produced throughout the Imperium.
Individual manufacturers attempt to boost sales with flashy advertising
campaigns, but there is little substantive difference from one model to the
next.  This version is a compromise between an atmospheric/interface opti-
mized design and a deepspace independent operation design, and as such is
found as an auxiliary aboard vessels requiring a general purpose
capability.
     No weapons are installed as shown, but 13.5kl of space and sufficient
control capacity have been reserved to allow for the installation of any
sandcaster and/or missile turret.  The ship's power plant is not large enough
to allow for installation of a space combat laser, although in the current
troubled times it would not be impossible to find these craft armed with
whatever can be obtained, such as 20MW planetary combat pulse lasers, or even
mass driver guns for ground protection.
     The small cargo bay is accessible from a rear clamshell hatch, and has
fittings for carrying a variety of specialized cargoes, such as 2 Imperial
Standard 4 ton containers, or a up to a 6 ton class ATV or air/raft.

  CraftID: Ship's Boat, TL13, MCr14.0
     Hull: 27/68, Disp=30, Config=3AF, Armor=40F, Loaded=457t,
           Unloaded=320t
    Power: 2/4, Fusion=198MW, Dur=30days
     Loco: 3/6, Maneuver=3 (Thrusters=1560t), MaxSpeed=2430, Cruise=1823,
           NOE=170kph, Agility=3, TrueAcc=3.4G
     Comm: Radio=System
  Sensors: EMS Active(Planetary), EMS Passive(Substellar), Neutrino
           Sensor(100kw), LowPenDens(50m), ActObjScan=Rout, ActObjPin=Rout,
           PassObjScan=Diff, PassObjPin=Diff, PassEnScan=Routine,
           PassEnPin=Diff
      Off: Hardpoints=1 (no weapons mounted)
      Def: DefDM+5
  Control: Comp0*3, HeadsUpHoloDisplay*2, HoloLink*5
    Accom: Crew=2 (Pilot, Copilot), Passengers=2, SmallStaterooms=4,
           Env=basic env, basic ls, ext ls, grav plates, inert comp
    Other: Fuel=79.2kl, Fuel Scoops, Cargo=131kl (9.7t), ObjSize=Avg,
           EmLevel=Faint

Electric Bug TL5

     The electric cargo bug shown below is a typical homebuilt vehicle from
Lydia, a decaying former mining world in the Spinward Marches.  The planetary
atmosphere is too thin to support combustion, and the level of retained
technology is too low, to permit there to be any alternative to battery power
for a reliable vehicle.  (Unreliable worn out higher tech vehicles can still
be found.)  The operator and passenger of the bug must wear vacuum suits of
some sort for protection while operating the open topped vehicle.

  CraftID: Electric Bug, TL5, Cr1365 less batteries (see notes)
     Hull: 1/3, Disp=1, Config=4USL(open), Armor=1A, Unloaded=3.6t,
           Loaded=7.0t
    Power: 1/2, Batteries=0.2MW-hr, Dur=2hrs at 0.1MW
     Loco: 1/2, 4 wheels, P/W=14, Road=50kph, Offroad=15kph
     Comm: Radio=Distant(5km)
  Sensors: none
      Off: Hardpoints=1
      Def: -
  Control: Mech*1
    Accom: Seats=Adequate*2 (Driver, passenger)
    Other: Fuel=none, Cargo=3.4kl, ObjSize=Small, EmLevel=Faint
    Notes: According to the current rules, the 2kl battery stack in this
           vehicle would cost Cr1,000,000, and would require 250 mechanical
           control panels (100kl, 25t) to control.  Ridiculous! Performance
           looks ok, and no characters should be given an opportunity to buy
           one of these things anyway (too valuable to their owners,
           regardless of any assessed value in credits), so ignoring the
           cost of the batteries entirely looks like a reasonable temporary
           solution.  The "faint" emission level is an extrapolation not
           covered by the rules.  The vehicle is small enough that passenger
           weight might matter, so seats were figured at 0.1t rather than
           0.02t, to allow for an 80kg nominal passenger.

Crusher Heavy Tank TL7

     The Crusher has been built in small quantities by the planetary govern-
ment of Crout.  Its design reflects the high availability of fissionable
fuels on the planet compared to the availability of hydrocarbon fuels. The
Crusher units were formed more for purposes of prestige and overawing any
potential rebels among the population than for practical combat use.
     The three machine guns are mounted on a pintle by the commander's hatch
in the turret, coaxially with the main gun, and in a ball mount on the bow.

  CraftID: Crusher Heavy Tank, TL7, Cr1,232,400
     Hull: 4/10, Disp=4, Conf=4USL+turret(10%), Armor=40C, Loaded=150.3t,
           Unloaded=146t
    Power: 1/2, Fission=8MW, Dur=5yrs
     Loco: 1/2, Tracks, P/W=53, Road=117kph, Offroad=47kph
     Comm: Radio=Regional(500km)
  Sensors: Radar=Distant(5km), Light Amplification, 2*Headlights,
           ActObjScan=Form, ActObjPin=Form
      Off: Hardpoints=1, Weapons stabilized to 40kph

                        Pen/         Max      Auto   Dngr
             Ammo  Rds  Attn   Dmg   Range    Tgts   Spc    Sig   ROF
12cm HV Gun  KEAP  100   33     12  Dist(22)   -      -      M     6
             HEAT  -     37     12  Dist(22)   -      -      M     6
              HE   -     19     16  Dist(22)   -      25     M     6
  3*HMG       -   3000   6/3     3 VLong(1.5)  3      -      H     80

      Def: -
  Control: Elec*171
    Accom: Crew=6 (Commander, Gunner, Loader, Driver, Bow Gunner, Reactor
           Technician), Seats=Cramped*6, Env=basic env, basic ls
    Other: Fuel=0.08kl (radioactives), ObjSize=Avg, EmLevel=Moderate

Bayard Armored Personnel Carrier TL6

     The Bayard is a limited use armored vehicle with a full tracked suspen-
sion. Its armor is not intended to withstand direct fire by anything larger
than a machine gun.  It carries a light infantry howitzer with a gun shield
on a pintle mount at the forward end of the open passenger compartment for
support of the squad, and has mounting brackets at the rear of the passenger
compartment to allow the squad's light machine gun to be carried in a firing
position.

  CraftID: Bayard Armored Personnel Carrier, TL6, Cr18,501
     Hull: 4/7, Disp=3, Config=4USL, Armor=7B, Unloaded=14.5t,
           Loaded=20.9t
    Power: 1/2, ImpIntComb=0.8MW, Dur=10hrs
     Loco: 1/2, Tracks, P/W=56, Road=92kph, Offroad=55kph
     Comm: Radio=VDistant(50km)
  Sensors: Headlights*2
      Off: Hardpoints=1

                           Pen/         Max    Auto   Dngr
                Ammo  Rds  Attn   Dmg   Range  Tgts   Spc    Sig   ROF
  4cm Howitzer   HE   100    5     8    VLong(2)-      -      M    30
                KEAP   -    8/4    6    VLong(2)-      -      M    30

      Def: -
  Control: Mech*6
    Accom: Crew=2 (Driver, Gunner), Passengers=10, Seats=Cramped*12
    Other: Fuel=0.5kl, Cargo=5.7kl, ObjSize=Small, EmLevel=Moderate