A GURPSŪ TravellerŪ Conversion of

the Vision Class Scout Explorer Ship

Original Design by Bill Mellman

Interpreted by

I was first drawn to this ship because it is a non-derivative design that was already versatile and just large enough to approach the point of minimum cost and maximum revenue.  Without the classic rules or reprints, I had to recreate the original ship using a spreadsheet to generate the numbers below.  I hereby grant Bill Mellman the right to bundle this information with his ship for distribution and non-profit use.  {Translation: If you want to use the information on this page in your campaign it's fine with me but its Bill's ship so you'll have to ask him.  Of course, he's a good Joe and will most likely say yes to you too.}  It is my hope that the unpolished spreadsheet output is clear enough to present you little problem in reading it.  I used the maximum range configuration here.  The Jump 1 setup would convert the forward half of the fuel tanks to hold space, but you would still end up with the extra jump engine capacity as dead weight.  I would have included the actual spreadsheet, but the formulas are proprietarily so...   I can't post them without shorting someone's wallet, and I just can't do that. 

The conversion tracked well until I added the nuclear damper and changed the Gig and ATV from hold space to vehicle bays.  This resulted in a compromise between the maneuver speed and cargo hold space.  For my campaign, few planets have gravity above 1.5G and in an evacuation situation dropping the ATV out the open hold door onto the opposition, a couple hundred meters below could be worthwhile.  The radical stealth and emission control should assist in evasion, though armor is cheaper protection.  While the jump drives will digest unrefined fuel, I added the fuel processor just to stop that cough and sputter.  In my campaign, it also cuts down on that nasty mis-jump surprise. 

No

Component

Space

Mass

Cost MCr

           

300

TL10 Hull

-300

20

2.4

Hull Surface Area

20000

Volume cf

15000

Size Mod

8

1

Streamlined

60

 

2

TL10 Turret

2

1.65

0.1932

Hull Surface Area

1600

Tot Surf Area

21600

Max

3

 

Armor Body TL10

 

100

1.2

DR

100

Max

600

Min

150

 

Armor Turret TL10

 

8

0.096

DR

100

 

1

Sealed

 

0.216

 

2

Radical Stealth or Emission Cloak

 

21.6

32.4

 

1

Basic Bridge TL10

2.5

8.6

4

 

1

Hardened

 

0.375

0.6

 

1

Engineering TL10

1

4

0.32

 

36

Maneuver TL10

36

122.4

5.76

Crew Required

0.6

Thrust

1440

1.864787

G

9

Jump Drive TL10

9

36

27.9

Crew Required

0.36

Jump

2

 

60

Jump Fuel

60

78

9.6

Recommended

60

 

5

Low Berth (4 tubes per)

2.5

10

1.1

 

1

Spacedock - Air Raft

1

1

0.005

Vessel tonnage

0.5

 

1

Spacedock - Air Raft

1

1

0.005

Vessel tonnage

0.5

 

15

Stateroom TL10

60

36

0.18

Pass

9

 

1

Utility TL10

1

11.5

0.3

 

1

Fuel Processor

1

1.1

0.85

hr for Fuel refine

7.5

 

1

Nuclear Damper-GTL12

1

10

4

Range

10

 

20

Vehicle Bay - Gig

21

0.5

0.003

Vessel tonnage

20

 

7

Vehicle Bay - ATV

7.35

0.5

0.003

Vessel tonnage

7

 

2

Air Raft

 

1.44

0.104

 

1

Gig - 20 ton

 

45

5.7

 

1

ATV

 

30.69

1.456

 

1

Heavy Compartmentalization

 

2

0.02

 
 

2

Missle Rack

2

26

0.035

Weapon Space

6

 

2

Laser 250MJ TL10

2

16.6

1.64

 

2

Sandcaster

2

10

0.5

 
 
 

Total Empty

-33.7

604

100.5862

Maneuver G

2.384

Airspeed

2236

 
 
 

Hold

33.65

168.3

 
 

Capital Cost

6.287

MCr

251.5

KCr/jump

 
 

Man-hr/day Maintenance

?

 
 

Total Loaded

0

772.2

100.5862

Annual Maintenance

100.6

KCr

4.023

KCr/jump

 
 

Maneuver G

1.865

 
                     

As a merchant ship there are a few changes that would be useful.  Economically, a dozen low berths, a dozen passenger cabins, and 95 tons of hold seem to be the average available to my typical character.  While your mileage may vary, the people-sickles are clearly the most profitable per ton.  The one steward still isn't taxed at a dozen cabins and a cryo-bay, of course if you also add in gunner duties and some passengers panicked by the combat and it quickly becomes cold comfort. 

GURPS Traveller seems to be designed assuming the ship's capital expenses are to be considered later.  Unfortunately, I have been unable to create a profitable ship after adding in the owner's loan payment as an expense.  Perhaps GURPS Far TraderŪ addresses that problem.  Even so, a merchant variation of this ship comes as close to the breakeven point as I have ever found. 

In the wilderness, I'd consider a workshop, medical bay, or perhaps converting the hold to more fuel tanks.  As an explorer, perhaps an enhanced sensor or survey package with or without some labs would be useful.  Any way you slice it there's enough room to stretch, without bumping the walls or breaking the bank.  Being designed for the edge of the Imperium, this ones bound to have an exciting life. 

Happy Travelling. 

Here's the legal stuff.

Just to be on the safe side, if anyone wants or needs changes to the info here drop me a line and we'll see about changing it.  As I'm not a lawyer, I hope you will forgive any misinterpretation of the laws here. 

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