TEXT:  
  1 
  Additions to the Mauloni Design System 
   
  by Paul Elliott (zozer@btinternet.com); using Joe Mauloni’s original Vehicles: Design and 
  Operation at: http://www.the-children-of-earth.org/CTRdl1.html 
   
       Joe Mauloni has created a fantastic vehicle design and operations system for 
  classic traveller that retains CT’s fast and rules-light feel, without the overly 
  complex calculations of FF&S, GURPS Vehicles or MGT’s Military Vehicles. I love 
  the design system, and here I attempt to provide additional rules for submarines 
  and aircraft. My test designs have successfully included the 500 ton sub in The 
  Traveller Book as well as a Gates Learjet, a Boeing 747-400, the Lake LA-4 
  Buccaneer seaplane and the F/A-18 Hornet!  
      I’ve also written my own version of vehicle combat, particularly weapon 
  penetration and damage (but still using all of Joe Mauloni’s vehicle design rules 
  and numbers). The vehicle stats stay the same, but are put to different uses.  
   
  Drive Table 
  Drive Type 
  TL 
  Space Req 
  Cost/Space 
  Submarine* 
  5 
  B x 0.25 (min.1) 
  Cr2000 
  Wings 
  5 
  B x 0.25 (min. 2) 
  Cr10,000 
   
  *Submarine power is often internal combustion; with battery reserve based on 50% 
  of internal combustion  space and cost. 
   
  Power Systems Table 
  Type 
  TL Spaces 
  Req 
  Cost: 
  Space=1 
  Cost: 
  Space=2
  + 
  Duration 
  Fuel 
  Jet 
  Engine $ 
  6 
  50% of 
  drive 
  (min. 1) 
  Cr100,00 Cr100,00 1 day 
  Hydrocarbons 
  Propellor 
  $ 
  5 
  50% of 
  drive 
  (min. 1) 
  Cr5,000 
  Cr15,000 1 day 
  Hydrocarbons  
   
  $ Performance enhancements to an aircraft are applied to the power system, not 
  the drive system, as with other vehicles in the Mauloni rules.  
   
  Performance Table 
  Drive Type 
  Cruise 
  Max 
  Off-Road 
  Rough-
  Terrain 
  Submarine # 
  20kph 
  25kph 
  - 
  - 
  Jet 
  800kph 
  900kph 
  - 
  - 
  Propellor 
  200kph 
  300kph 
  - 
  - 
   
  # Depth (m) = (AF -5)³ 
   
   
   
   
  
   
  2 
  Accomodations Table 
  Exposed 
  -50% to space req. 
  No cost 
  Cramped (ie. coach) 
  -50% to space req.  
  No cost 
   
  Sensors (New) 
  Type 
  Range 
  (km) 
  Cost 
  Bonus 
  Space 
  None 
  - 
  - 
  - 
  - 
  Basic 
  TL 
  Cr1000 
  - 
  - 
  Long Range TL² 
  Cr40,000 
  +2 
  1 
  Extended 
  TL³ 
  Cr300,000 
  +4 
  8 
   
  Communications (New) 
  Type 
  Range 
  Cost 
  TL 
  None 
  - 
  - 
  - 
  Basic 
  50km 
  Cr500 
  5 
  Long Range 
  500km 
  Cr5000 
  5 
  Extended 
  5000km 
  Cr15,000 
  7 
   
  Miscellaneous (New) 
  Type 
  TL 
  Cost 
  Spaces 
  Airlock (small) 
  6 
  Cr80,000 
  2 
  Airlock (large) 
  6 
  Cr200,000 
  4 
  Bunk (bunkbed and locker) 
  5 
  Cr750 
  1 
  Cabin (small) 
  5 
  Cr2500 
  4 
  Fuel Processor 
  8 
  Cr10,000 
  1 
  Amphibious Aircraft/Rotocraft Hull 
  5 
  Cr1000/space 
  10% of 
  Body 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  3 
  Missile Design Rules 
   
  Missiles in this design system can be fired from missile racks on vehicles or 
  spacecraft.  
   
  Price 
  Factor 
  Guidance 
  Propulsion 
  Detonation 
  Warhead 
  1 
  - 
   
  - 
   
  Contact 
  Small HE 
   
  2 
  Command 
   
  Short 
   
  Proximity 
  Large HE 
  +1 sp 
  5 
  Semi-
  Active 
   
  Medium 
   
  Command 
  AP 
   
  10 
  Passive IR 
  (Short R) 
   
  Long  
  +1 sp 
  Intelligent 
   
   
  10 
  Passive 
  Radar 
  (Short or 
  Medium R) 
  +1 sp 
   
   
   
   
   
  20 
  Active (TL 
  7-9) 
  +1 sp 
   
   
   
  Tactical 
  Nuclear 
  +1 sp 
  20 
  Brilliant 
  (TL 10) 
  +1 sp 
   
   
   
   
   
   
  The cost of a missile is found by multiplying together the price factors for its 
  component parts, and multiplying the result by C100. The standard Traveller 
  missile is Semi-Active homing, Medium Range propulsion, Contact detonation and 
  Small High Explosive warhead for Cr5000. Missiles have a base ‘space’ of 1, but 
  certain design choices may incease space by +1. Multiple increases are possible 
  to create rather large missiles.  
   
  Guidance 
  Command: launcher must steer missile to the target all the way (maximum range 
  = Short) 
  Semi-Active: The missile locks on to signals bounced off the target by the 
  launcher or the launching vehicle. The launcher must be scanning the target 
  throughout the attack. Radar or laser paint.  
  Passive Homing: The missile homes in on emissions from the target, such as the 
  heatseeking Sidewinder. They are self-homing. Some home in on radar emissions, 
  and can be defeated if the target switches off radar (but in doing so cannot guide 
  its own command or semi-active missiles). IR homers are limited to Short Range; 
  radar homers are limited to Short or Medium Range) 
  Active Homing: Similar to semi-active, but they carry their own sensors and do 
  not rely on the launching vehicle to paint a target with radar.  
  Brilliant: Full suite of sensors, able to carry out target recognition, assess threats 
  and make autonomous attack choices.  
   
  Detonation 
    Contact: Normal damage. 
    Proximity: Half penetration, +2 to hit; good against softskin targets. 
    Command: Specified on command from launcher, either contact or proximity. 
    Intelligent: Can be preset to change attack configuration, proximity or contact, 
  and if contact can look for weak points, +1 Penetration. All brilliant missiles must 
  have intelligent detonation.  
   
  
   
  4 
  Warhead 
  HE: Penetration = TLx3 (space combat = 3 hits), burst TL metres 
  Large HE: Penetration =TLx3 (space combat = 4 hits), burst TL x 2 metres.  
  Armour Piercing (AP): Either small or large HE (select); Penetration TLx4 and 
  reduces burst radius to 3m.  
  Tactical Nuclear:  as High Guard nuclear missile (in space 2D + 6 hits) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Propulsion 
    Short: Range = ½TL km (Maximum range for ground-to-ground missiles) 
    Medium: Range = TL x 2 km  
    Long: Range = TL x 20km  
    
  For space combat, simple refer to the descriptor, ‘medium range’ etc.   
   
   
  
   
  5 
  Vehicle Combat and Operations 
   
  These are intended to be used as a radical variation to Joe Mauloni’s vehicle 
  combat rules.  
   
  VEHICLE USE 
  Losing Control: Roll on the Control Table when a stunt or dangerous manoeuvre 
  is attempted, or driving faster than the maximum safe speed. Loss of control 
  results in damage sustained; roll 2D on the Damage Table if Off-Road Speed, 
  2D+8 if Cruise Speed, 2D+12 if Max Speed.  
   
   
   
   
   
   
   
   
   
   
   
  Long Distance Travel: Roll 4+ to avoid a mishap each day. DM’s: + vehicle skill; 
  +2 if Dexterity 8+; also consult the Long Distance Modifier Table. A roll of 2 is 
  always a mishap, and a roll of 12 is never a mishap, regardless of DM’s.  
   
  If a rotorcraft or grav vehicle 
  mishap occurs, roll 4+ on 2d6 to 
  avoid crashing; in bad weather, roll 
  8+ to avoid crashing; and in 
  extreme weather, roll 10+ to avoid 
  crashing. If a watercraft mishap 
  occurs in bad weather, roll 8+ on 
  2d6 to avoid sinking; in extreme 
  weather, roll 10+ to avoid sinking. 
   
  The exact nature of a mishap is left 
  to the referee, but a suggested 
  default is to roll 2D, with a result of 
  2-7 indicating an unforseen delay, 
  and a result of 8+ indicating a 
  Damaged result on the Damage Table. The delay might be run out of fuel, engine 
  overheated, lost, impassable terrain, anything that does not involve damage to the 
  vehicle.   
   
   
   
   
   
   
   
   
  CONTROL TABLE 
  Conditions Max. Safe Speed 
   
   
    Control Roll 
  Ideal  
  Max Speed  
   
   
   
  5+ 
  Normal 
  Cruise Speed 
   
   
   
  6+ 
  Marginal 
  Off-Road or NOE Speed 
   
   
  7+ 
  Dangerous 
  Rough Terrain or ¼ Cruise Speed 
  8+ 
   
  DM’s: +1 per level of vehicle skill, - self-imposed penalty for   
            manoeuvres designed to shake a pursuer 
  LONG DISTANCE MODIFIERS 
   
  Max Speed/NOE 
   
   
  -2 
  Moderate (winds/rain) 
   
  -1 
  Bad (storm)  
   
   
  -3 
  Extreme (hurricane)  
   
  -6 
  Flat Off-Road (plains) 
   
  -2 
  Moderate Off-Road (hills)  
  -4 
  Difficult Off-Road (mountain) 
  -6 
   
  Tracked vehicles halve terrain DMs; air 
  cushions halve flat & moderate off-road terrain 
  and cannot pass thru difficult off-road terrain. 
  
   
  6 
  SMALL ARMS PENETRATION  
  Slug throwers  
   
  Pen 1 
  Lasers 
   
   
  Pen 4 
  Plasma/Fusion Guns  
  Pen 8 
  HE rounds 
   
   
  Pen 4 
  HEAP rounds 
   
  Pen 8 
  HEAP Grenades 
   
  Pen 16 
   
  VEHICLES IN COMBAT 
   
  To Hit: Vehicles vs Vehicles 
      A firing vehicle must roll 8+ to hit an intended target.  
   
  • + weapon skill 
  • +/- tech level difference (favour the highest TL unit)   
  • - 2 if target driver's makes vehicle roll (-4 if an aircraft, -2 if roll failed) 
  • - 3 if firing vehicle is evading 
  • Main Weapons: Distant (over 500m) -2 
  • Light Weapons: Very Long (over 250m) -2, Distant -4. 
   
  To Hit: Vehicles vs Personnel 
      Use the rules in Book 1 or Book 4; they will normally fire HE rounds from the 
  main weapon. Use the rules provided in Mercenary. Vehicles often attack 
  personnel with support weapons such as machineguns. 
   
  To Hit: Personnel vs Vehicles 
      Use the standard to hit rules found in Book 1. Treat vehicles as mesh armour 
  (typically a -4 penalty against most slug-throwers). Do not provide a bonus for 
  aiming at a large object.  
   
  To Hit: From the Air 
     Cannons and Unguided Rockets are light weapons that can be fired, fixed 
  mounting, at long range (if up to 250m altitude) and at very long range if up to 
  500m altitude).  Rocket Pods require 1 space, cost TL² x Cr100, have Pen = TL x2, 
  blast radius of TLx3 and use range DMs as a light weapon.  
      Bombs are freefall, and receive -8 to attack, + pilot’s aircraft skill, +1 per TL over 
  5. They have Penetration TLx3 and a burst radius of TLx20. If they miss, there is 
  no penetration, but the target remains within the blast radius for Penetration = half 
  TL.  A single 500kg bomb may instead be represented by a similar massing cluster 
  of smaller bombs. For infantry, everyone within the blast radius suffers damage on 
  7+. Those within one third the blast radius suffer 6D, everyone else hit suffers 3D 
  damage.  
   
  Damage Dice 
      First compare the attacking weapon's 
  penetration with the target vehicle's armour 
  factor. Determine the damage dice. 
  Repairing Vehicles 
  Damaged and disabled vehicles can be 
  repaired. Each vehicle has a number of 
  Maintenance Points which determine how 
  long a repair job will require.  
   
      Damaged item: Each Mechanical roll 
  (8+) will fix 1D Maintenance Points (in hours). Cost will be 2-12% of the damaged 
  item.  
      Disabled vehicle: Each Mechanical roll (8+) will fix 1D Maintenance Points (in 
  days). Cost will be 20% -120% of cost of the entire vehicle.  
   
  
   
  7 
  DAMAGE DICE 
  Pen. Half or Less 
   
  2d6-2 
  Pen. AF or Less 
   
  2d6 
   
  Pen. Over AF 
   
  2d6+4 
  Pen. Equal to Double AF 2d6+8  
  Pen. Equal to Triple AF 
  2d6+12 
  DAMAGE TABLE 
  Roll 
  Level  
  Effect 
  9- 
  No damage    - 
  10+ 
  Damaged 
   
  Vehicle suffers damage, knocking out a system; roll  1D:  1 Electronic 
  system; 2,3 Crew-member suffers a 3D wound; 4,5 Drive or Power; 6 
  Weapon.  
  14+ 
  Disabled 
  Drive and power disabled, vehicle halts. All crew must roll Dex or suffer 
  2D damage. Minor weapons may still work.  
  18+ 
  Destroyed 
  All systems destroyed, vehicle on fire. Crew suffer 3D damage, roll 
  each subsequent turn on Str or suffer 1D each turn. They may bale out 
  with armour, life support and one weapon or item of gear. 
  Grav/rotorcraft destroyed, roll 12+ to avoid a crash (add Vehicle skill). 
   
   
   
   
   
   
   
   
   
  Rolling Damage 
      The attacker must roll the damage dice on the Damage Table.  
   
  New Equipment 
  • Mounted missile launchers: Launcher cost is Cr 25,000. Available at 
  TL6+. Space 1 or 2 missiles only. Can launch missiles in 1 round.  
  • Man-portable versions are available. Cost is equal to missile x5. Space 1 
  missiles only.  Available at TL7+. Portable, but require three rounds to set 
  up and launch.  
  • Unguided portable rocket launchers are available starting at TL6. These 
  cost TL x Cr10, weigh TL x 1kg, and have the firing characteristics of a RAM 
  HEAP grenade. Pen = TL x 2. 
   
  VEHICLE DESIGN 
  I use Joe Mauloni’s excellent design rules published as Vehicles: Design and 
  Operation. The penetration and armour values are used in the rules above, and 
  the operation rules in this document are also re-written from Joe Mauloni’s 
  rulebook.  
   
   
   
  
SOURCE: textdata/thevault/Traveller/00 - Other Materials/Fan Materials/COTI Forum/additions_to_mauloni_design_system (Paul Elliot).pdf