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T5 Vehicles

robject

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Playing around with the very early draft.

Here's the Maglev locomotive from Firefly:

Grav Mover-12 (Air, Continental range)
Volume: 5t
Armor-8
Insulated-5
Speed: 700 kph, unloaded
bp = 700^3 x 5t = 1715 million bp.
Speed with 10 modules: 336 kph.
Speed with 100 modules: 161 kph.

Grav Cargo Module-8 (Air, Continental range)
Volume: 4t
Armor-8

Grav Coach Module-9 (Air, Continental range)
Volume: 4t
Armor-8
Flashproof-5
Soundproof-5
Insulated-1
 
Here is what interests me in the vehicles (and equipment)

I understand that this is a very early draft and can (and will) change.

1. What kind of flexability in designing are we looking at? TNE was very flexable for example.

2. How complicated are the rules? Again TNE, was very complex (you pay for that level of flexability).

We have some real gear heads in our group.
 
Here is what interests me in the vehicles (and equipment)

I understand that this is a very early draft and can (and will) change.

1. What kind of flexability in designing are we looking at? TNE was very flexable for example.

2. How complicated are the rules? Again TNE, was very complex (you pay for that level of flexability).

We have some real gear heads in our group.

Hi Tysis,

The system is for quickly statting out vehicles to use in a Traveller game. The two biggest differences, then, between this and Fire, Fusion, and Steel are (1) the resolution of design, and (2) the design process. This system is coarser in its scale, and proceeds by selecting the effects you want.

As an example to how coarse the scale is, Range is simply tied to range bands. If you want better range, your grav car's range jumps from Regional (maybe 50km?) to Continental (maybe 500km?), and its volume increases by an even ton. There are ways to fine-tune this, but the system paints broad strokes.

So this is not a hard-core gearhead design system.

I'm not a gearhead -- I have a shocking lack of patience with formulae and numbers -- yet this system lets me design almost anything I want. Assuming all the bits fall into place, I'll be very pleased with it.
 
Interesting enough but considering the amount of detail we've seen on the previous sections this looks like a bit of a blunt instrument. This is not necessarily a bad thing but to me it would work better if I knew there was a plethora of accessories to add (satisfy at least one aspect of my gearhead psyche)

Still nice taster.
 
Interesting enough but considering the amount of detail we've seen on the previous sections this looks like a bit of a blunt instrument. This is not necessarily a bad thing but to me it would work better if I knew there was a plethora of accessories to add (satisfy at least one aspect of my gearhead psyche)

Still nice taster.

Quite right. Well I can try to tease further, but this is getting into unknown territory. It may not be gearheaded, but that doesn't make it trivially easy.

And there are accessories that can't be added on yet, because they haven't been mapped out yet, as far as I know -- in particular, sensors.

Code:
Early Grav Tank-9 (Protected, World range)
 Quality:-1
 Cost: KCr900
 Volume: 8t
 Armor-40
 EMCage-20
 Flashproof-20
 Radproof-20
 Soundproof-20
 Insulated-30
 Sealed-40
 Gets one turret weapon and one vehicle weapon:

Turret-mount weapon:
 HACT-9  Heavy Assault Cannon, Turret mount.  
 Range=11   
 Mass=208kg   
 Cr30,000.
 B=-1 
 Bullet-5 Bang-1 Blast-2  V1=8.

Vehicle-mount weapon:
 ALtaTCV-9  Advanced Light AntiTank Cannon, Vehicle mount.  
 Range=11    
 mass=896kg  
 Cr44,000.
 B=-7  
 Pen-6 Blast-6  V1=9.

Total cost: KCr 974
 
Last edited:
Yeah I have to agree on the accessories; a lot of options are there. TNE had that, and it was very granular.

You can still have the fast design system and a lot of options.
 
As with the other design subsections, there obviously needs to be a fully-compatible detailed version too, for the gearheads.

Rewriting everything from scratch (rather than basing it on MT or FF&S) is a *huge* job.
 
Actually that would be great if it could be pulled off. A fast system and a detailed system. Approximations are ok for a fast system.

And I do agree with basing it on a pre-existing work. You may even be able to use a lot of it as is.

We are still likely to stick with TNE, but T5 looks like it has a lot of things that can be borrowed for our game. Our own Traveller play looks like a mix of several editions.
 
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