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Vehicles
By using the blank vehicle form and examining
the sample vehicles already rated in Striker, it should be easy to rate your own
FF&S or other Traveller vehicles. The following notes should answer any
questions.
Movement: To find the cross-country movement
allowance for ground vehicles, in centimeters, take the safe cross-country
combat speed (in meters) and multiply by 2. A vehicle with a cross-country
safe combat speed of 10 meters would have a striker cross-country movement
allowance of 20 centimeters.
For road speed, follow the same procedure, but use safe road
speed instead.
To find the NOE movement allowance in centimeters for flying
vehicles, multiply the Traveller safe NOE speed in 10-meter grid squares by 20.
To find the high-altitude travel movement for flying vehicles
in centimeters. multiply the Traveller high movement rating in 10-meter grid
squares by 60.
Agility: Agility is also based on the
combat movement allowance. To find the cautious advance agility of any
movement allowance, find the Striker Cautious Advance speed on the Agility table
below, and find its corresponding Agility. Double the speed to find the
rapid advance agility and triple it to find the travel move agility.
To find the travel move agility of aircraft,
find their high altitude movement allowance in the Striker High Move column of
the Agility table and read its corresponding Agility.
See the Agility Table below.
|
Traveller Meters per Combat Turn |
kph |
Striker Cautious Advance |
Striker High Move |
Agility |
| up to 29 |
up to 21 |
up to 119 |
up to 179 |
— |
|
30-59 |
22-42 |
120-239 |
180-359 |
1 |
| 60-119 |
43-85 |
240-479 |
360-719 |
2 |
|
120-239 |
86-171 |
480-959 |
720-1439 |
3 |
| 240-479 |
172-343 |
960-1919 |
1440-2879 |
4 |
|
480-959 |
344-687 |
1920-3839 |
2880-5759 |
5 |
| 960-1919 |
688-1375 |
3840-7679 |
5760-11,519 |
6 |
|
1920-3839 |
1376-2751 |
7680-15,359 |
11,520-23,039 |
7 |
| 3840-7679 |
2752-5503 |
15,360-30,719 |
23,040-33,023 |
8 |
|
7680+ |
5504+ |
30,720+ |
33,024+ |
9 |
Armor: Vehicle
armor is transferred directly from Traveller values.
Mass Class: Compare the vehicle's
loaded mass to the following table.
| Loaded Mass |
Mass Class |
| up to 1.499 tonnes |
I |
| 1.50 - 2.99 tonnes |
II |
| 3.00 - 8.99 tonnes |
III |
| 9.00 - 19.99 tonnes |
IV |
| 20.00 - 35.99 tonnes |
V |
| 36+ tonnes |
VI |
Explosive Damage Modifier:
The vehicle's explosive damage modifier is based on the thinnest armor face or
the vehicle's mass class, whichever is less. Add 1 to the correct value,
and express the result as a negative number: this is the explosive damage
modifier. For purposes of this calculation, refigure the mass class of
flying vehicles by dividing their mass by 10.
For example, a vehicle has a mass class of III
and is open-topped. The lower value of the two is its thinnest armor
(which is 0 on the top). Adding 1 results in an explosive damage modifier
of -1.
Cargo Capacity: List both the
number of fireteam stands carried and the cargo tonnage. The number of
stands carried is the total number of passengers divided by 4, rounding down.
If the final value is less than 1, record the total number of passengers, but
append the note "single-figure stands."
Environment: This covers two
criteria: crew life support and power plant. For crew life support, a
vehicle is considered to be sealed, overpressure, or unsealed. Sealed
includes any pressurized vehicle with basic or extended life support;
overpressure includes vehicles equipped with an overpressure system; and
unsealed includes all other vehicles, including all open-topped vehicles.
Power plants can be listed as air-breathing,
non air-breathing, and filtered air-breathing. Non air-breathing power
plants are fuel cells, nuclear power plants, matter-antimatter power plants,
solar arrays, batteries, explosive power generators, rockets, and
liquid-hydrogen burning power plants that have been modified to carry their own
liquid oxygen. Air-breathers are all other types of power plants.
Air-breathing plants may be designated as equipped with filters during the FF&S
design sequence.
Electronic Warfare: Note here whether
the vehicle is a stealth design or has electro-magnetic masking. If the
vehicle has decoys, note that fact. For the number of turns of decoys
carried, divide the number of decoys by 15 and round to the nearest whole
number.
Ammunition: Note the number of
game shots carried for all non-small arms (2cm and larger in bore) weapons.
Game shots are based on the number of rounds
carried in Traveller.
· For missiles, divide the number of
missiles carried by 2 to determine game shots. · For heavy weapons with a
Traveller rate of
fire of less than 3, divide the number of rounds carried by 4 to determine
the number of game shots. · For heavy weapons with a Traveller rate of
fire of 3 or more, divide the number of rounds carried by 10 to determine
the number of game shots.
Maintenance Points: Maintenance
points from Traveller and FF&S are transferred directly to Striker.
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