Battlefield: Evolution -- Traveller

SgtHulka

Mongoose
The following is an attempt to convert Classic Traveller weapons and vehicles to Battlefield Evolution. The goal is convert the tables from Classic Striker so that you can still build vehicles using the Striker build sequences, but then convert those vehicles to Battlefield Evolution.

PERSONAL BODY ARMOR
Code:
Tech Level.TYPE.....................HIT.....ARMOR SAVE......KILL NUMBER
01.........None.....................4+......6+..............6+
04.........Mesh.....................4+......(5+)............6+
06.........Flak Jacket..............4+......5+..............7+
07.........Cloth....................5+......5+..............7+
09.........Ablat....................[5+]....[4+]............[7+]
10.........Reflec...................[5+]....[4+]............[8+]
10.........Combat Environment Suit..5+......4+..............7+
11.........Combat Armor.............6+......3+..............7+
12.........Combat Armor.............6+......3+..............8+
13.........Battledress..............6+......3+..............8+
14.........Combat Armor.............7+......4+..............9+
14.........Battledress..............7+......4+..............9+
Armor Value: Vaules in ( ) apply only in close combat; armor values in [ ] apply only against laser fire; armor values in < > only apply against lethal zones.

INDIVIDUAL WEAPONS: ENERGY WEAPONS
Code:
TECH LEVEL.....TYPE.....................RANGE...DAMAGE...TRAITS
08.............Laser Carbine............18......1xD+1.....None
09.............Laser Rifle..............24......1xD+1.....None
09.............Laser Pistol.............12......1xD+1.....None
12.............PGMP-12..................24......1xD+2.....Prone, Slow, Piercing/2
13.............Laser Carbine............24......1xD+1.....Piercing/1
13*............PGMP-13..................36......2xD+3.....Slow, Piercing/2
13.............Laser Rifle..............32......1xD+2.....Piercing/2
13.............Laser Pistol.............18......1xD+1.....None
14.............PGMP-14..................36......2xD+3.....Piercing/2
14*............FGMP-14..................36......2xD10+1...Slow,Piercing/2
15.............FGMP-14..................36......2xD10+1...Piercing/2
*Requires Battledress


INDIVIDUAL WEAPONS: SLUG THROWERS
Code:
TECH LEVEL.....TYPE.....................RANGE...DAMAGE...TRAITS
05.............Revolver.................12......1D.......None
05.............Shotgun (pellets)........12......1D.......Accurate, Auto
.......................(bullets)........18......1D.......None
05.............Bolt-Action Rifle........24......1D.......None
06.............Auto-Pistol..............12......1D.......Auto
06.............Semi-Auto Carbine........18......1D.......Auto
06.............Semi-Auto Rifle..........24......1D.......Auto
06.............Auto-Rifle...............24......2D.......Auto
06.............Submachinegun............12......3D.......None
07.............Assault Rifle (semi-auto)24......1D.......Auto
.............................(burst)....18......2D.......Auto
07.............Auto-Shotgun (pellets)...12......2D.......Accurate, Auto
............................(bullets)...18......2D.......None
08.............Snub Pistol (HE).........12......1D.......Lethal Zone/1"
...........................(HEAP).......12......1D+1.....Piercing/1
08.............Light Assault Gun (HE)...18......1D.......Lethal Zone/1"
.................................(KEAP).24......1D+1.....Piercing/1
.................................(fl)...12......2D.......Accurate
09.............Accelerator Rifle........12......2D.......Piercing/1
10.............ACR (slugs)..............24......2D.......Auto
10.................(DS).................18......2D.......Piercing/1
...................(HE).................24......2D.......Lethal Zone/1"
12.............Gauss Rifle..............30......2D.......Auto, Piercing/2
13.............Gauss Pistol.............12......1D.......Piercing/1

CREW SERVED WEAPONS: SLUG THROWERS
Code:
TECH LEVEL.....TYPE.....................RANGE...DAMAGE...TRAITS
05.............Medium Machinegun........36......2xD6+1...Auto, Prone
06.............Light Machinegun.........30......2xD6.....Auto, Piercing/1, Prone
06.............Heavy Machinegun.........36......2xD6+1...Auto, Piercing/1, Prone
07.............Gatling Gun..............36......4xD6.....Auto, Piercing/1, Ready*
10.............VRF Gauss GUn............48......4xD6+3...Auto, Piercing/2, Ready*
*When mounted in a vehicle hardpoint the Gatling Gun and VRF Gauss Gun lose the "Ready" trait.

GRENADE LAUNCHERS
Code:
TECH LEVEL.....TYPE.....................RANGE...DAMAGE...TRAITS
06.............9cm ATRL.................18......1xd10+2..Piercing/1, Lethal Zone/1, Ready
06.............Disposable ATRGL..........12......1xd10+2..Piercing/1, Lethal Zone/1, Ready
07.............4cm GL.(HEAP)............18......1xd6+2...Piercing/1, Ready
......................(HE)..............18......1xd6+1...Artillery, Lethal Zone/2, Ready
07.............4cm Auto GL (HEAP).......18......1xd6+1...Piercing/1, Prone
...........................(HE).........18......1xd6+1...Artillery, Lethal Zone/2, Prone
07.............Disposable ATGL..........24......1x10+3...Piercing/2, Lethal Zone/1, Ready
08.............4cm RAM GL (HEAP)........24......1xd10....Ready
..........................(HE)..........24......1xd6+2...Artillery, Lethal Zone/2, Ready
08.............4cm RAM AutoGL (HEAP)....24......1xd10....Auto, Prone
08............................(HE)......24......1xd6+2...Artillery, Auto, Lethal Zone/2, Prone
09.............4cm RAM GL (HEAP)........24......1xd10+1..Ready
..........................(HE)..........24......1xd6+3...Artillery, Lethal Zone/2, Ready
09.............4cm RAM AutoGL (HEAP)....24......1xd10+1..Auto, Prone
..........................(HE)..........24......1xd6+3...Artillery, Auto, Lethal Zone/2, Prone
10.............4 cm RAM GL (HEAP).......30......1xd10+2..Piercing/1, Ready
...........................(HE).........30......1xd10....Artillery, Lethal Zone/2, Prone
10.............4 cm RAM AutoGL (HEAP)...30......1xd10+2..Auto, Piercing/1, Prone
...............................(HE).....30......1xd10....Artillery, Auto, Lethal Zone/2, Prone
11.............4 cm RAM GL (HEAP).......30......1xd10+3..Piercing/2, Ready
...........................(HE).........30......1xd10+1..Artillery, Lethal Zone/2, Prone
11.............4 cm RAM AutoGL (HEAP)...30......1xd10+3..Auto, Prone
...............................(HE).....30......1xd10+1..Artillery, Auto, Lethal Zone/2, Prone

VEHICLES
NOTES
**For turreted vehicles, average the chassis and turret armor.
**All vehicles have the Lumbering trait.
**Tech Level 10+ Stabilization Gear will remove a vehicle's Lumbering trait.
**Weapons of Tech Level 6 or less, or without Sabilization Gear use the Non-Stabilized Guns Advanced Rule.
**All vehicles have the Hits/X trait, where X=Low Target Size DM + High Target Size DM
**All Wheeled vehicles have Wheels/X trait, where X=Road Speed divided by 5
**All Tracked vehicles have Tracks/X trait, where X=Road speed divided by 5
**All Grav vehicles have Hover/X trait, where X=NOE (Nap Of the Earth) Speed divided by 5.
**All Grav vehicles have the Air trait.
**When acting as Air Units, all Grav Units can travel at V/Stol, Loiter and Cruising speeds.
**When acting as Air Units, all Grav Units have a maximum Hit value of 6+.
**All Vehicles have a Move value equal to their Cross-Country Speed or NOE Speed divided by 10.
**All vehicles have Multifire/X, where X=number of crewmen manning fire stations.

VEHICLE ARMOR RATINGS
Code:
ARMOR RATING......HIT...........ARMOR SAVE..........KILL NUMBER
1..................5.................6...................7
2..................5.................5...................7
3..................5.................4...................7
4*.................5.................3...................7
5..................6.................6...................7
6..................6.................5...................7
7..................6.................4...................7
8..................6.................3...................7
9..................6.................6...................8
10.................6.................5...................8
11*................6.................4...................8
12.................6.................3...................8
13.................7.................6...................8
14.................7.................5...................8
15.................7.................4...................8
16*................7.................3...................8
16.................7.................6...................9
17.................7.................5...................9
18.................7.................4...................9
19.................7.................3...................9
20.................8.................5...................9
21.................8.................4...................9
22.................8.................3...................9
23*................8.................2...................9
24*................7.................6...................10
25.................7.................5...................10
26.................7.................4...................10
27.................7.................3...................10
28.................8.................5...................10
29.................8.................4...................10
30.................8.................3...................10
31.................8.................2...................10
32*................7.................6...................11
33.................7.................5...................11
34.................7.................4...................11
35*................7.................3...................11
36.................8.................5...................11
37.................8.................4...................11
38.................8.................3...................11
39.................8.................2...................11
40.................8.................5...................12<-----High Guard Armor 0
41.................8.................4...................12
42.................8.................3...................12
43.................8.................2...................12
44.................9.................4...................12
46.................9.................3...................12
47*................9.................2...................12
48*................9.................1...................12
49*................9.................4...................13
50*................9.................3...................13
51*................9.................2...................13
52*................9.................1...................13
53*................10................4...................13
54*................10................3...................13
55*................10................2...................13
56*................10................1...................13
57*................10................4...................14
58*................10................3...................14
59*................10................2...................14
60*................10................1...................14
61*................11................4...................14
62*................11................3...................14
63*................11................2...................14
64*................11................1...................14<----High Guard Armor 1
65*................11................4...................15
66*................11................3...................15
67*................11................2...................15<----High Guard Armor 2
68*................11................1...................15
69*................12................4...................15
70*................12................3...................15<----High Guard Armor 3
71*................12................2...................15
72*................12................1...................15<----High Guard Armor 4
73*................12................4...................16
74*................12................3...................16<----High Guard Armor 5
75*................12................2...................16
76*................12................1...................16<----High Guard Armor 6
77*................13................4...................16<----High Guard Armor 7
78*................13................3...................16
79*................13................2...................16
80*................13................1...................15
NOTES: You may customize armor by adding 1 each (and not more than 1) to the To Hit and Armor Save ratings, so long as Armor Save remains 5 or less. A vehicle with an armor rating of 27, for example, could change its armor rating from 7/3/10 to 8/4/10.

STANDARD CREW-SERVED ENERGY WEAPONS
Code:
TECH LEVEL......TYPE....................RANGE...DAMAGE....TRAITS
10..............A.......................60......1xd10+5...Multihit, Piercing/4
11..............A.......................60......1xd10+5...Multihit, Piercing/4
11..............B.......................60......1xd10+6...Multihit, Piercing/3
12..............RP-A....................60......2xd10+5...Multihit, Piercing/4
12..............B.......................60......1xd10+6...Multihit, Piercing/3
13..............RP-A....................60......3xd10+5...Multihit, Piercing/4
13..............RP-B....................60......2xd10+6...Multihit, Piercing/3
13..............C.......................60......1xd10+6...Multihit, Piercing/4
13..............X.......................60......1xd10+6...Multihit, Piercing/5
13..............Y.......................60......1xd10+7...Multihit, Piercing/3
14..............RP-A....................60......4xd10+5...Multihit, Piercing/4
14..............RP-B....................60......3xd10+6...Multihit, Piercing/3
14..............RP-C....................60......2xd10+6...Multihit, Piercing/4
14..............X.......................60......1xd10+6...Multihit, Piercing/5
14..............Y.......................60......1xd10+7...Multihit, Piercing/3
14..............Z.......................60......1xd10+7...Multihit, Piercing/4
15..............RP-A....................60......5xd10+5...Multihit, Piercing/4
15..............RP-B....................60......4xd10+6...Multihit, Piercing/3
15..............RP-C....................60......3xd10+6...Multihit, Piercing/4
15..............RP-X....................60......2xd10+6...Multihit, Piercing/5
15..............RP-Y....................60......2xd10+7...Multihit, Piercing/4
15..............Z.......................60......1xd10+7...Multihit, Piercing/4
NOTES: A, B, and C are plasma guns; X, Y, and Z are fusion guns. RP is rapid pulse. A weapon can gain the AA trait at the cost of 1 die.

STANDARD CREW-SERVED LASERS
Find the penetration of the laser, and compare it to the closest version of a Crew-Served Energy Weapon on the chart above to determine its characteristics. Normal Lasers gain the "beam" trait; pulse lasers gain +1 die per four lenses.

CPR GUNS
Code:
BORE.........DICE/PIERCING
2............d6/0
2.5..........d6+1/0
3............d6+1/1
3.5..........d6+2/0
4............d6+2/1
4.5..........d6+2/2
5............d6+3/0
5.5..........d6+3/1
6............d6+3/2
6.5..........d6+3/3
7............d10/0
7.5..........d10+1/0
8............d10+1/1
8.5..........d10+2/0
9............d10+2/1
9.5..........d10+2/2
10...........d10+3/0
10.5.........d10+3/1
11...........d10+3/2
11.5.........d10+3/3
12...........d10+4/0
12.5.........d10+4/1
13...........d10+4/2
13.5.........d10+4/3
14...........d10+4/4
14.5.........d10+5/0
15...........d10+5/1
15.5.........d10+5/2
16...........d10+5/3
16.5.........d10+5/4
17...........d10+5/5
17.5.........d10+6/0
18...........d10+6/1
18.5.........d10+6/2
19...........d10+6/3
19.5.........d10+6/4
20...........d10+6/5
NOTES
Tech Level: Move down 1 row on chart for every Tech Level above 5.
Medium Velocity: Move down 3 rows on chart for Medium Velocity Gun.
High Velocity Gun: Move down 6 rows on chart for High Velocity Gun.
Hyper Velocity Gun: Move down 9 rows on chart for Hyper Velocity Gun.
Bonus Dice: Calculate Rate of Fire as per the Striker Design Sequences 2 and 3. Any Gun with a Rate of Fire (ROF):
Code:
............20+ gains 1 bonus die.
............40+ gains 2 bonus die.
............80+ gains 3 bonus die.
...........160+ gains 4 bonus die.
Slow Trait: Calculate Rate of Fire as per the Striker Design Sequences 2 and 3. Any Gun with a Rate of Fire (ROF) 10 or less gains the Slow Trait.
Multihit Trait: 9 cm Bore or larger gain the Multihit trait.
AA Trait: A Weapon can gain the AA trait at the cost of one die.
AA Only Trait: A weapon can gain the AA Only trait at no cost.
Artillery Trait: A weapon can gain the ARtillery trait if it has Indirect Fire Control. Reduce its number of dice to one and give it Lethal Zone/X, where X equals the number of dice it had before reduction.

SAMPLE VEHICLE CONVERSION: M1A2 Abrams

STRIKER DESIGN SEQUENCE 1: Tech Level 7 M1 Abrams Tank
A. Chassis Dimensions: Height of 2.44 meters, width of 3.66 meters, and length of 7.93 meters; the volume is 70.82 cubic meters.
B. Suspension: The tank has 60% of its chassis width (2.2 meters) allocated to a tracked suspension. The suspension volume is thus 7.93 meters (chassis length) times 1 meter times 2.2 meters, or 17.45 cubic meters. Remaining chassis volume is 53.37 cubic meters. The suspension weighs 17.45 tons and costs Cr43,625.
C. Chassis Configuration: The tank has a radical slope on its front and rear,and a moderate slope on its sides. Its usable space is 53.37 cubic meters minus 60% (32.02 cubic meters), or 21.35 cubic metres.
D. Turret Dimensions: The Abram's turret is 3.66 meters wide, 5 meters long, and 1.6 meters high. Its volume is 29.28 cubic meters.
E. Turret Configuration: The M1's turret has a radical slope on its front, and a moderate slope on its sides and rear. The total reduction in volume is 50% (14.64 cubic meters) leaving 14.64 cubic meters of usable space.
F. Weapons:
.....1. Mounts: The Abrams has a 12 cm high velocity CPR gun, a coaxial light machinegun in the turret, a remote mount Heavy Machinegun on top of the turret, and an open mount Light Machinegun also on top of the turret. The 12 cm gun weighs 2.1 tons and takes up 2.1 cubic meters in the turret. The coaxial light machinegun weighs .55 tons and takes up .55 cubic meters in the turret. The Heavy Machinegun weighs 1.5 tons and takes up 0.15 cubic meters in the turret. The open mount Light Machinegun weighs .55 tons and takes up only 0.06 cubic meters in the turret, leaving 11.78 cubic meters in the turret. Total weight is 4.7 tons, and total price is Cr45,400.
.....2. Weapon Stations: The M1 has two weapon stations, one in the turret for the 12 cm gun, coaxial machinegun, and open mount machinegun. A second station in the turret controls the remote Heavy Machinegun.
.....3. Fire Control: Only the Gunner's weapon station requires fire control, for the 12 cm gun. At Lech Level 7, Direct Fire Control takes .01 cubic meters in the chassis, and .01 cubic meters in the turret at the weapon mount, leaving 21.34 cubic meters in the chassis, and 11.77 cubic meters in the turret. Total weight is 0.02 tons and price is Cr5,000.
.....4. Stabilization Gear: All the M1's weapons are stabilized at Tech Level 7. This takes 0.04 cubic meters from the chassis, leaving 21.3 cubic meters, and 0.31 cubic meters from the turret, leaving 11.46 cubic meters. Cost is Cr14,000.
.....5. Autoloader: The Abrams does not have an autoloader.
G. Crew: The M1 has a crew of 4. The Driver is seated in the chassis, the Gunner is seated in the turret, and both the Commander and Loader are standing in the turret. This takes 3.5 cubic meters from the chassis, leaving 17.8 cubic meters, and 3 cubic meters from the turret, leaving 8.46 cubic meters. Total weight is .8 tons and total cost is Cr800.
H. Power Plant: The Abrams has a 2 megawatt gas turbine engine. It takes up 5 meters cubed from the chassis, leaving 12.8 cubic meters. Its total weight is 5 tons and and its price is Cr20,000.
I. Transmission: The Abram's transmission takes up 0.72 cubic meters from the chassis, leaving 12.08 cubic meters. Weight is 0.72 tons and cost is Cr1,080.
J. Auxiliary Water Propulsion: None.
K. Grav Generators: None.
L. Avionics: None.
M. Fuel: The M1 carries 4,860 leters of fuel, weighing 4.86 tons and taking 4.86 cubic meters from the chassis, leaving 7.22 cubic meters.
N. Chassis Armor: The M1 has 11 cm of composite laminate armor on the front, 10.3 cm on the sides, 3.6 cm on the rear, and 3.25 cm on the deck and belly. The front has a volume of 11 x 3.66 x 2.44 x .01, or .98 cubic meters. Each side is 10.3 x 7.93 x 2.44 x .01, or 1.99 cubic meters. The rear has a volume of 3.6 x 3.66 x 2.44 x .01, or .32 cubic meters. The belly and deck have a volume of 3.25 x 7.93 x 3.66 x .01, or .94 cubic meters. The total volume of chassis armor is 7.16 cubic meters; it weighs 50.12 tons and costs Cr50,120. It leaves the chassis with 0.06 square meters of volume.
O. Turret Armor: The M1 has 11 cm of composite armor on the front, 10.3 on the sides, and 4.7 cm on the rear. The front has a volume of 11 x 3.66 x 1.6 x .01 or .64 cubic meters. Each side has a volume of 10.3 x 5 x 1.6 x .01 or .82 cubic meters. The rear has a volume of 4.7 x 3.66 x 1.6 x .01 or .28 cubic meters. The total volume of the turret armor is 2.56 cubic meters; it weighs 17.92 tons and costs Cr17,920. It leaves the turret with 5.9 cubic meters.
P. Obscuration Devices: The M1 has six smoke dischargers in the turret, for a total volume of .03 cubic meters, a weight of .03 tons, and a cost of Cr1,176. It leaves the turret with 5.87 cubic meters.
Q. Laser sensors: None.
R. Electronics: Tech Level 7 Battle Computer (.001 tons, Cr200,000), Extensive Electronic Countermeasures package (.003 tons, Cr200,000), 1,000 kilometer laser communicator in turret (.002 tons, Cr21,000, .004 cubic meters), 5,000-power Radio in turret (.003 tons, Cr5,000, .01 cubic meters), Light Amplification (Cr300). Total Weight is .01 tons; total cost is Cr426,000. It leaves the turret with 5.86 cubic meters.
S. Passengers: None
T. Environmental Control Equipment: None
U. Ammunition Storage: The M1 has 80 rounds of 12 cm ammunition , 2,000 rounds of light machinegun ammunition, and 2,000 rounds of heavy machinegun ammunition. Each 12 cm round weighs .04 tons and has a volume of .04 cubic meters for a total of 3.2 tons and 3.2 cubic meters. Each of 20 100-round belts of light machinegun ammunition weighs .0025 tons and has a volume of .0025 cubic meters, for a total of .5 tons and .5 cubic meters. Each of 20 100-round belts of heavy machinegun ammunition weighs .1 tons and has a volume of .1 cubic meters, for a total of 2 tons and 2 cubic meters. Total weight and volume is 5.7 tons and 5.7 cubic meters. It leaves the turret with 0.16 cubic meters.

M1 Abrams Vehicle Rating
A. Weight: 107.33
B. Flotation: Will not float.
C. Ground Pressure: 6 lb. per square meter
D. Power to Weight Ratio: 18
E. Road Speed: 70 kph
F. Cross Country Speed: 42 kph
K. Movement Rates: Maximum 46 cm, Cross Country 18 cm
L. Movement Effects on Firing: -2 EFP Move 1/2 of less, -2 EFP, no fire EFP Move more than 1/2
M. Armor Ratings: Chassis and Turret Front, 43; Chassis and Turret Sides, 39; Chassis Rear, 30; Turret Rear, 30; Chassis Deck and Belly, 21.
N. Target Size DMs: +3 Low, +1 High.

CONVERTED TO BATTLEFIELD EVOLUTION:

M1 Abrams (Tech Level 7)
Move=4 (42 kph divided by 10)
Front Armor: Target 8+, Save 2+, Kill 12+ (see chart for 43)
Side Armor: Target 8+, Save 2+, Kill 11+ (see chart for 39)
Rear Armor: Target 8+, Save 3+, Kill 10+ (see chart for 30)
Deck/Belly Armor: Target 8+, Save 4+, Kill 9+ (see chart for 21)
Hits/4 (Target Size +3 Low plus +1 High)
Lumbering (all vehicles gain lumbering)
Multifire/3 (3 crewmen plus driver)
Tracks/14" (70 kph divided by 5)
120mm Tech Level 7 High Velocity CPR Gun: 1d10+5, Multihit, Piercing/3, Slow (Move down 2 for Tech Level 7 and then 6 more for High Velocity; Result is the equivelant of a 16 cm gun, ROF 10 or less gives it the Slow Trait).

STRIKER VEHICLES CONVERTED TO BATTLEFIELD EVOLUTION:

Imperial Marine Grav APC (Tech Level 15)
Move=15 (150 kph NOE divided by 10)
Front Armor: Target 12+, Save 4+, Kill 16+ (see chart for 73)
Side Armor: Target 11+, Save 3+, Kill 14+ (see chart for 62)
Rear Armor: Target 10+, Save 1+, Kill 13+ (see chart for 56)
Belly Armor: Target 11+, Save 4+ Kill 15+ (see chart for 65)
Deck Armor: Target 10+, Save 1+, Kill 13+ (see chart for 56)
Hits/5 (Target Size +4 Low, +1 High)
Multifire/2 (2 crewmen plus driver)
Hover/30" (150 kph NOE divided by 5)
Air
Rapid-Pulse Y Gun: 1xd10+7, Piercing/4, AA.

Laser Grav Tank (Tech Level 9)
Move=12 (120 kph NOE divided by 10)
Front Armor: Target 10+, Save 1+, Kill 14+ (average of chassis 52 and turret 69 is 60)
Side Armor: Target 9+, Save 4+, Kill 12+ (average of chassis 34 and turret 55 is 44)
Rear Armor: Target 8+, Save 5+, Kill 12+ (average of chassis 34 and turret 46 is 40)
Belly Armor: Target 7+, Save 4+, Kill 11+ (see chart for 34)
Deck Armor: Target 8+, Save 2+, Kill 12+ (see chart for 43)
Hits/5 (Target size +3 low, +2 high)
Lumbering (all vehicles without Tech Level 10 Weapon Stabilization gain lumbering)
Multifire/2 (2 crewmen plus driver)
Hover/24" (120 kph NOE divided by 5)
Air
38 Megawatt Single-lens Pulse Laser: 1xd10+7, Multihit, Piercing/3

G-Carrier Grav APC (Tech Level 9)
Move=7 (75 kph NOE divided by 10)
Front Armor: Target 10+, Save 3+, Kill 13+ (see chart for 54)
Side Armor: Target 7+, Save 4+, Kill 11+ (see chart for 34)
Rear Armor: Target 9+, Save 3+, Kill 12+ (see chart for 46)
Belly Armor: Target 7+, Save 4+, Kill 11+ (see chart for 34)
Deck Armor: Target 7+, Save 4+, Kill 11+ (see chart for 34)
Hits/4 (Target Size +4 low)
Lumbering (all vehicles without Tech Level 10 Weapon Stabilization gain lumbering)
Multifire/1 (1 crewman plus driver)
Transport/14 (room for 14 passengers)
Hover/15" (75 kph NOE divided by 5)
Air

Self Propelled Auto Cannon (Tech Level 9)
Move=7 (75 kph NOE divided by 10)
Front Armor: Target 10+, Save 3+, Kill 15+ (see chart for 54)
Side Armor: Target 7+, Save 4+, Kill 11+ (see chart for 34)
Rear Armor: Target 9+, Save 3+, Kill 12+ (see chart for 46)
Belly Armor: Target 7+, Save 4+, Kill 11+ (see chart for 34)
Deck Armor: Target 7+, Save 4+, Kill 11+ (see chart for 34)
Hits/4 (Target Size +4 low)
Lumbering (all vehicles without Tech Level 10 Weapon Stabilization gain lumbering)
Multifire/2 (2 Crewmen plus driver)
Hover/15" (75 kph NOE divided by 5)
Air
3 Barrel, 8 cm low velocity Auto Cannon: 5xd10+3 (Tech Level 9 drops down chart from 8 cm to 10cm; ROF 340 grants 4 bonus dice)
3 Barrel, 8 cm low velocity Auto Cannon, Indirect Fire: 1d10+3, Artillery, Lethal Zone/4

BOOK 3 VEHICLES CONVERTED TO BATTLEFIELD EVOLUTION:

Wheeled ATV (Tech Level 6)
Move=4" (20 kph off-road speed/5)
Front Armor: Target 7+, Save 6+, Kill 8+ (Described as 10 Armor all around in Adventure 7: Broadsword)
Side Armor: Target 7+, Save 6+, Kill 8+ (Described as 10 Armor all around in Adventure 7: Broadsword)
Rear Armor: Target 7+, Save 6+, Kill 8+ (Described as 10 Armor all around in Adventure 7: Broadsword)
Belly Armor: Target 7+, Save 6+, Kill 8+ (Described as 10 Armor all around in Adventure 7: Broadsword)
Deck Armor: Target 7+, Save 6+, Kill 8+ (Described as 10 Armor all around in Adventure 7: Broadsword)
Hits/4 (roughly same dimensions as Grav APC)
Lumbering (all vehicles without Tech Level 10 Weapon Stabilization gain lumbering)
Transport/16 (room for 14 passengers)
Wheels/20" (100 kph road speed divided by 5)

Air/Raft (Tech Level 9)
Move=13" (130 kph NOE speed restricted by Tech Level 9 Avionics divided by 10)
Front Armor: Target 5+, Save 3+, Kill 7+ (Described as 4 Armor all around in Adventure 7: Broadsword)
Side Armor: Target 5+, Save 3+, Kill 7+ (Described as 4 Armor all around in Adventure 7: Broadsword)
Rear Armor: Target 5+, Save 3+, Kill 7+ (Described as 4 Armor all around in Adventure 7: Broadsword)
Belly Armor: Target 5+, Save 3+, Kill 7+ (Described as 4 Armor all around in Adventure 7: Broadsword)
Deck Armor: Target 4+, Save 6+, Kill 6+ (Described as 0 Armor, Open-topped in Adventure 7: Broadsword)
Hits/X (dimensions)
Lumbering (all vehicles without Tech Level 10 Weapon Stabilization gain lumbering)
Transport/3 (room for 3 passengers)
Hover/26" (130 kph NOE divided by 5)
Air

STARSHIPS CONVERTED TO BATTLEFIELD EVOLUTION:

50-ton Cutter (Tech Level 9)
Move=13 (130 kph NOE restricted by Tech Level 9 Avionics divided by 10)
All Armor: Target 8+, Save 5+, Kill 12+ (High Guard 0 Armor equals Armor Rating 40)
Hits: Roll on Small Craft Damage Table for each hit (so a multihit kill would result in 4 rolls)
Lumbering (all vehicles without Tech Level 10 Weapon Stabilization gain lumbering)
Multifire/1 (1 gunner)
Transport/16 (Assault Boat Module)
Hover/26" (130 kph NOE divided by 5)
Air
Turret Missile Rack: 1xd10+5, Piercing 1 (equivelant of 15 cm CPR Gun)

Type-S Scout (Tech Level 9)
Move=13 (130 kph NOE restricted by Tech Level 9 AVionics divided by 10)
All Armor: Target 8+, Save 5+, Kill 12+ (High Guard 0 Armor equals Armor Rating 40)
Hits: Roll on Starship Damage Table for each hit (so a multihit Kill would result in 4 rolls)
Lumbering (all vehicles without Tech Level 10 Weapon Stabilization gain lumbering)
Multifire/1 (1 gunner)
Hover/26" (130 kph NOE divided by 5)
Air
250 Megawatt Beam Laser: 1xd10+7, Beam, Multihit, Piercing/4 (equivelant of Y GUn)
 
Agis said:
Bump???
What do you expect? Is this a call for feedback?

No, just bringing the topic to the top so those interested in a BF:Evo Traveller can see it.

You've shown me how to link in the other thread, now, so the bump wasn't necessary. Thanks for the help.
 
SgtHulka said:
No, just bringing the topic to the top so those interested in a BF:Evo Traveller can see it.

You've shown me how to link in the other thread, now, so the bump wasn't necessary. Thanks for the help.

Uuups, got it now...
 
Lets take it to the next level and do some "faction books" and a core rules set if you will:
http://forum.evocommand.com/viewtopic.php?p=31305#31305

EDIT: (weeks of silence) OR not...
 
I've been of the list for a while. This is a project I've been working on for some time. It appears I've done some things a little differently, as would be expected. I have some simple force lists for the Imperial Marines, Solomani Army, Mercenaries and the Zhodani. I'm working on some Vargr stuff right now. I haven't done anything with vehicles yet, though. I've been approaching this as a conversion of Mongoose's Traveller, rather than Classic material. My big struggle has been point values. Is there a central location where we can post our varying ideas together?
 
Glad you bumped this...that's some outstanding work done by the OP. I missed this the first time around. Might have to get back into traveller.
 
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