MT - TNE Vehicle Conversions

By Kerry Harrison ·

TML message #5695From bundle 474

     Geo Gelinas provided the following guidelines for MT - TNE vehicle
     conversion on GEnie, figured some of y'all might find it usefull.

     MAD GEO'S QUICK AND DIRTY GUIDELINES FOR CONVERTING MT VEHICLES TO TNE
     STANDARDS

     The release of Technical Architecture is tenetively scheduled for late
     summer. When that is released, a more accurate vehicle conversion
     system can be devised.  In the mean time, I offer the following means
     for Traveller referees to obtain more vehicles for use in their
     campaigns.

     TL - Use straight from the vehicle you are converting.

     Size - Multiply the vehicles displacement tonnage by 14 for
          size in kiloliters.  Also list the displacement tons.
          In parenthesis next to displacement tons is the size
          code for the vehicle which can be found in TNE page 324
          center column, I will list it here for convenience.
          Sizes are displacement tons not gross weight.
               SM - sub-micro - less than 1 ton.
               MC - micro - 1 - 9 tons.
               VS - very small - 10 - 99 tons.
               SM - small - 100 - 999 tons.

          There are sizes above this, but very few vehicles, other
          than starships, would fall in that catagory.

     Weight - List the vehicle's empty and loaded weight in metric
          tons (spelled tonnes to differentiate between them and
          English wight tons.)

     Power - List the type and output of the vehicle's powerplant.
          The conversion here might get a little sticky.  If your
          vehicle has a fusion power plant, it will now use almost
          no fuel.  However, most vehicles are using fuel cells.
          You might consider giving your vehicle a MT fuel cell
          instead.  Also, if the vehicle is a grav vehicle, it
          will use reaction mass.  Here is where you can use all
          that fuel that was being used for the fusion power
          plant.

     Maint: (Maintenance) - this represents the number of hours a
          week that needs to be spent maintaining this vehicle.
          Striker gives the following list of maintenance points
          requirements (note: some have been adjusted):

               Wheeled Vehicle                    5
               Grav Vehicle                       5
               Air Cushion Vehicle                6
               Tracked Vehicle                    8
               Aircraft                          12

               Computer                           1
               Fire Direction Center              5
               Nuclear Damper                    12
               Point Defense Fire Control        12
               Indirect Fire Control             10
               Direct Fire Control                6
               ECM, Radio, or Radar Jammer        5 each
               RDF, Radar, Ladar, or Map Box      5 each
               EMS array                         10
               Communicator (any type)            1 each
               Night Vision Device                1

               Meson Gun                         10
               Point Defense Weapon              12
               Laser, Plasma Gun, or Fusion Gun   5 each
               Mass Driver or Tac Missile Lchr    3 each
               CPR Gun or MRL                     2 each
               Anti-personnel Weapon              1 each

          Add up the above points and divide by 5 dropping
          fractions.  This is an approximate maintenace number.
          Rugged use vehicles would generally require more,
          perhaps as much as twice as much.

     Controls: For the computer model, look up the TL of the
          computers installed, this becomes the model number.
          Computers used by grav vehicles or aircraft are called
          flight computers.  Computers used by spacecraft are
          called standard computers.  No name is given for
          computers in ground vehicles, perhaps "vehicle computer"
          will serve.  If the computer is fiber optic, add the
          notation "Fb (fiber optic)" in the text.  List the type
          of controls.

     Commo: In TNE, the commo ranges are roughly compatible to
         those in MT, but seem to be in decimal multiples of 3.
         It probably has to do with 1/10 of a light second (30,000
         km) being 1 starship combat range band.  Change the "5"
         in commo ranges to "3".  List all communcators.

     Sensors: In TNE, the listed sensor range is the Short Range.
          The sensor's extreme range is 8 times that number.
          Ranges seem to be "3" number for the most part.
          Therefore recommend using the following as ranges for
          sensors:

               MT Range       Active Sensor       Passive Sensor
               Distant        300 meters          150 meters
               V. Distant       3 kilometers        1.5 kilometers
               Regional        30 kilometers       15   kilometers
               Continental    300 kilometers      150   kilometers

               Sensor more powerful than this are generally only
          employed on Starships, which seem to have the following
          sensor ranges.

               EMS ACTIVE         EMS PASSIVE     VESSEL TYPE
                  3,000 km  (0)   150,000 km (5)  Civilian
                 30,000 km  (1)   180,000 km (6)  Small Military
                300,000 km (10)   240,000 km (8)  Military/Survey

          For Active EMS, these probably represent Planetary, Far
          Orbit, and Extreme Orbit (a new range for Active
          Sensors).  For Passive EMS, these probably represent
          Extreme Orbit, Interplanetary, and Interstellar.

          Select an sensor strength appropriate to your vehicle's
          purpose.

          For Densitometers list type of penetration (HI or LO)
          and penetration depth.

          For Neutrino sensors list the TL.

          Other sensors should be listed, by name, TL if
          applicable (ie multiple levels available), and range if
          one is available for conversion.

          Also list any Avionics by TL if applicable.

     Life Support: Basic Environment - Heat, Lights
                   Basic Life Support - Sealed Environment
                   Extended Life Support - Extended Life Support
                   Air/Lock - Note if Vehicle has one or more

                    TNE lists Pressurized which roughly equates to
                    the old Striker Overpressure.  Since MT did
                    not have Overpressure, this might apply to
                    Basic Life Support rather than sealed
                    Environment.  It's your call.

     Load: List the vehicles load in tonnes.  This is cargo only -
          it does not incluce fuel weight.  For the weight of
          cargo, assume 1 metric ton per kiloliter.

     Crew: List the number of crew members.  If the crew involves
          more than a driver, list the crew positions in
          parenthesis.

     Passengers: List the number of passengers the vehicle was
          designed to carry.

     Fire Control: These seem to range from +1 to +4.  If you have
          a high tech vehicle, it will probably be +4.  TL's less
          than 8, and "export" models seem to have lower FC's.
          Use your judgement.

     Stabilization: Basic, Good, or Advanced.  TL's 5 or 6 can
          have Basic, 7 can have Good, 8+ can have Advanced.  Grav
          Vehicles automatically have Advanced.

     Armament: List types, numbers, and mounts of each weapon the
          vehicle has.

     Ammo: List the type and number of rounds available for all
          weapons on the vehicle.

     Travel Move: Multiply the vehicle's max speed by 4 for the
          number to the left of the slash, its cross country speed
          by 4 for the number to the right of the slash.

     Combat Move: Divide the above numbers by 8.8 for combat
          movement.  Adjust to reasonable looking numbers.  If
          the vehicle is a grav vehicle or aircraft, divide this
          number by 10 and round to the nearest whole number to
          give the number of 10 meter squares per combat turn.

     Fuel Capacity: List the vehicle's fuel capacity in -liters-.
          Multiply -kiloliters- by 1000 to convert to liters.

     Fuel Consumption:  List the consumption per hour of operation
          in liters of fuel.  Also list the vehicle's endurance in
          hours.

          Here you will have to be a little subjective.  Fusion
          power plants use very little fuel, consequently their
          consumption does not need to be listed.  For other
          vehicles, use the consumption rate as derived from MT.
          For reaction mass, use the following:

          For vehicles which are unstreamlined, divide the
          vehicle's loaded weight by 4 to determine mass/hour
          required.  If the vehicle is streamlined divide the
          vehicle's loaded weight by 8 to determine mass/hour
          required.  If the vehicle has an airframe, divide the
          vehicle's loaded weight by 16 to determine mass/hour
          required.

          <Note: the above figures are extrapolated from the only
          two examples of fusion powered flying vehicles in TNE.
          I did not take into account actual speed.  I postulate
          that contra-gravity provides the lift and fusion rockets
          provide the thrust.  If you feel you have a more
          workable system to determine reaction mass, by all means
          use it, and post it for the benefits of othes.>

     COMBAT STATISTICS:

          Config: At present, TNE only includes three types of
               configurations - Standard, which have no notation;
               Small Turret - abbreviated ST, and Turreted.  The
               speeder, which is the closest TNE offers to an
               aircraft is stanard configuration.  If you have a
               aircraft designed using COACC, and have T2K2
               available, you may wish to treat it as an aircraft
               according to that system.
          Susp: Refer to the first page of the TNE vehicles for
               the abbreviations of vehicle suspension types.

               Type      Damage Value Range
               Wheels    (1) <road> - (6) <rugged cross country>
               Track     2 <light tracks> - 6 <MBT's>
               ACV       (4) - (8) although exceptionally large
                         ACV suspensions can take proportionately
                         more damage.
               Grav      Does not list a separate damage listing
               Legs      Not listed in TNE, recommend 1/4 to 1/3
                         of thickest armor value up to a maximum
                         value of 12.

          Armor: Since TNE does -not- use uniform value armor <and
               is therefore more realistic> you will have to do
               some calculation here.

               Step A. Find the thickness of your vehicle's armor
                       by looking up the Armor value on page 63 of
                       MT.  The associated modifier is the
                       thickness of armor in hard steel in
                       centimeters.

               Step B. Determine the actual thickness in the
                       material which composes your vehicle's
                       armor.  Divide the value derived in step A
                       above by the following:

                              Light Composites     2
                              Composite Laminates  3
                              Crystaliron          4
                              Superdense           7
                              Bonded Superdense   14
                              Coherent Superdense 20

               Step C. Determine the TNE armor value of the
                       vehicle's armor.  Divide the thickness of
                       armor determined in Step B, by the value
                       listed on the Armor Equivalancy Table on
                       Page 298 of TNE.  This will yield the armor
                       value of the toughest part of the vehicle,
                       usually the vehicle's chassis front and
                       turret front.

               Step D. Allocate the armor proportionately around
                       the vehicle.  A rule of thumb is to halve
                       the value from Step C. for the sides,
                       quarter it for the rear and deck, and eigth
                       for the belly.  Armor values should be at
                       least 1.  If the vehicle is open topped,
                       put the AV's for front, sides, and rear in
                       brackets [ ] to denote incomplete coverage.

                       Of course this type of armor would actually
                       weigh -much- less than a uniform thickness
                       armor.  There are basically 3 approaches
                       you could take.

                              1. Ignore the difference completely


                              2. Find the MT armor weight and
                                 multiply by .33 to get the TNE
                                 weight.  Subtract this value from
                                 The MT weight to determine how
                                 much less the vehicle should
                                 weigh.

                              3. Guesstimate the vehicle's
                                 dimensions and then using Striker
                                 determine what the vehicle's
                                 armor would actually weigh with
                                 that configuration.  Then
                                 subtract this value from the MT
                                 armor weight to determine how
                                 much less the vehicle should
                                 weigh.

                       I would only recommend the third option to
                       those perfectionist who have access to
                       Striker.

                       A reduced vehicle weigh will probably
                       have an affect on its performance.  You may
                       wish to go back and recalculate this.

     WEAPONS VALUES:  Some weapons you will be able to extract
          strait from TNE.  Others will not be so easy.  You
          should first try to look through other House Rule
          products to see if there is a similar weapon listed.  If
          so, use that weapons statistics, perhaps modified
          somewhat for a higher TL.  If you cannot find something
          compatible, try the processes listed below.

          Penetrators - Heap rounds, Keap rounds, Lasers, Plasma
          and Fusion weapons.  Take the weapon's greatest
          penetration, to to Page 63 of the Ref's manual.  Find
          that number under the Armor column of the Armor Table
          (Step 9).  The corresponding number under the Mod column
          represents the thickness in centimeters of plate steel
          that the weapon can penetrate.  Double this number and
          round to the nearest whole number.  This is the weapons
          penetration at close and short range.  For damage use
          the penetration value.  Halve the penetration for long,
          and halve it again for extreme range.  If the
          penetration at any range falls below 1, then it is Nil
          for that range and all further ranges.
          HE weapons - take the MT penetration and refer to the
          table below.  (Note: this was derived based on relative
          mass of explosive in the warhead. Higher TL HE rounds
          give you more boom for your buck, and subsequently
          higher penetrations, however this is factored into the
          MT design process, so you don't need to adjust for TL.)

          MT PEN       TNE C/P     Burst Radius in Meters
               1            1           2
               5            2           5
               7            3           8
               9            4          10
              10            5          12
              12            6          15
              14            7          20
              15            9          22
              16           11          24
              18           12          26
              19           13          28
              20           14          30
              21           15          33
              22           16          35
              23           17          38
              24           18          40
              25           20          41
              26           21          42
              27           23          43
              28           24          44
              30           25          45
              31           30          46
              32           40          50

     That should just about cover it.  Remember, this is only a temporary,
     unofficial guideline.  If you have other thoughts about vehicle
     conversion, please share them.