GURPS® Traveller®: Small Craft

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5-ton lifepod, cargo pod and passenger pod, TL10

10-ton Rishar ground support fighter, TL10

10-ton medivac launch, TL 10

10-ton fast launch, TL10

10-ton runabout, TL10

10-ton "Wild Weasel" launch, TL 10

10-ton Long-range transport launch, TL 10

10-ton Assault launch, TL 10

10-ton Insertion launch, TL 10

20-ton Gig, TL 10

20-ton Fighter, TL 10

20-ton Customs gig, TL 10

20-ton Survey gig, TL 10

20-ton Fast gig, TL 10

20-ton Salvage gig, TL10

20-ton Firefighting gig, TL10

30-ton fuel skimmer, TL10

30-ton survey boat, TL10

30-ton fast boats, TL10

50-ton fuel skimmer, TL10

50-ton Cobra heavy fighter, TL10

50-ton Viper heavy patrol fighter, TL10

50-ton Anaconda heavy assault fighter, TL10

50-ton Python heavy interceptor, TL10

50-ton Rattler heavy intruder fighter, TL10

50-ton Boa stealth lander, TL10

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Note: Loaded Mass includes small craft carried but cost does not include small craft carried. The weight of ammunition _is_ included.



5-ton Small Craft (TL10)

There are numerous 5-ton small craft in service, primarily used by small starships and small installations. The three below are the most common. A fighter variant was designed, but performance was very poor and the project was abandoned.

Lifepod

This is an escape craft for use with large starships. It is fairly small and cheap, the main drawback being that it is a little slow to
be filled during an emergency. Also, while it has a nominal crew of two, both must enter a low berth as quickly as possible, unless the craft can make planetfall within 48 hours. There are 16 survival kits on board (see p.GT:FT70, sidebar).

5 ton SL hull, DR 100, cockpit, 1 maneuver, 4 low-berth (16 people)

Statistics: LMass 23.5 tons, Cost MCr 3.684

Performance: Accel 1.7 Gs, no Jump, 1581 mph

Cargo Pod

A variant of the lifepod, it serves as a very light cargo hauler for use on airless worlds or planetoid belts or a cargo shuttle with small starships.

5 ton SL hull, DR 100, cockpit, 1 maneuver, 2 cargo

Statistics: EMass 15.5 tons, LMass 25.5 tons, Cost MCr 2.804

Performance: Accel 1.57 Gs, no Jump, 1581 mph

People Pod

Another variant, this serves as a light shuttle.

5 ton SL hull, DR 100, cockpit, 1 maneuver, 2 passenger couches (24 people)

Statistics: LMass 16.58 tons, Cost MCr 2.954

Performance: Accel 2.41 Gs, no Jump, 1581 mph

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30-ton fuel skimmer

This was designed to replace the larger 40-ton fuel skimmer. The 30-tonner hold the same amount (actually 1 dton more) of fuel in a smaller hull, but suffers from being much slower. It is, however, some MCr 2.5 cheaper. The craft has been slow to catch on and production may cease by the end of the year.

Crew: Pilot, Engineer

Design: 30-ton SL Hull, DR 100, Modules: 1 Basic Bridge, 1 Engineering, 3 Maneuver, 16 Fuel, 0.5 Cargo

Statistics: EMass 68.8, LMass 71.3, Cost MCr 8.682, HP 6000, Size Modifier +7

Performance: Accel 1.68 Gs, Air Speed 1500



50-ton fuel skimmer

Similar to the 30-ton skimmer, this craft was meant to compete with the 50-ton modular cutter with fuel module. While it carries 20% more fuel, it is much slower and only about MCr 1 cheaper. Still, designed to the same dimensions as the cutter so as to fit in vehicle bays designed for the multi-purpose craft, the 50-ton skimmer has seen enough use to keep in in production.

Crew: Pilot, Engineer

Design: 50-ton SL Hull, DR 100, Modules: 1 Basic Bridge, 1 Engineering, 6 Maneuver, 29 Fuel, 1 Fuel Processor, 0.5 Cargo

Statistics: EMass 110.9, LMass 113.4, Cost MCr 11.537, HP 9750, Size Modifier +7

Performance: Accel 2.12 Gs, Air Speed 1664



30-ton survey boat

Crew: Pilot, Navigator, Engineer, 4 Survey Specialists

Design: 30-ton SL Hull, DR 100, Basic Stealth, Basic Emission Cloaking, Modules: 1 Basic Bridge, 1 Engineering, 1 Utility, 5 Maneuver, 2 Bunkrooms, 1 Probe Module, 1 Survey Module, 1.5 Cargo

Statistics: EMass 83.4, LMass 90.9, Cost MCr 37.22, HP 6000, Size Modifier +7

Performance: Accel 2.15 Gs, Air Speed 1936

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50-ton Cobra-class heavy fighter, TL10

This is a basic heavy fighter. A bridge was chosen over a cockpit to allow for slightly better sensors and since there was room for it.

Crew: Pilot/Gunner, Navigator/Sensor Operator

Design: 50-ton SL hull, DR 360, Heavy Compartmentalization, Basic Stealth, Basic Emission Cloaking, two 250-MJ lasers, heavy missile rack (8 heavy missiles); Compact Basic Bridge (Hardened), Small Craft Bridge Add-on, 67 Small Maneuver, Utility

Statistics: EMass 266.73 stons, LMass 266.73 stons, MCr15.12, HP 7,650, Size Modifier + 7

Performance: Accel 5.02 Gs, Air Speed 4440

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50-ton Viper-class heavy patrol fighter, TL10

This variant of the Cobra replaces some of the thrusters with a stateroom to allow extended patrols. Crew is normally four, with two off-duty, two on-duty at any one time. For better comfort, a three man crew is sometimes used.

Crew: Pilot/Gunner, Navigator/Sensor Operator, Co-pilot, Co-navigator

Design: 50-ton SL hull, DR 370, Heavy Compartmentalization, Basic Stealth, Basic Emission Cloaking, two 250-MJ lasers, heavy missile rack (8 heavy missiles); Compact Basic Bridge (Hardened), Small Craft Bridge Add-on, 66 Small Maneuver, Utility, Accomodation

Statistics: EMass 268.58 stons, LMass 268.58 stons, MCr15.08, HP 7,650, Size Modifier + 7

Performance: Accel 4.91 Gs, Air Speed 4406

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50-ton Anaconda heavy assault fighter, TL10

This Cobra variant mounts the most powerful beam weapon possible in the fighter. Because of the very short range of the weapon, armor was greatly increased. Anaconda's are often escorted by Cobras to protect them from faster, more nimble fighters.

Crew: Pilot/Gunner, Navigator/Sensor Operator

Design: 50-ton SL hull, DR 1030, Total Compartmentalization, Basic Stealth, Basic Emission Cloaking, one 860-MJ PAWS; Compact Basic Bridge (Hardened), Small Craft Bridge Add-on, 67 Small Maneuver, Utility

Statistics: EMass 439.32 stons, LMass 439.32 stons, MCr16.78, HP 7,650, Size Modifier + 7

Performance: Accel 3.05 Gs, Air Speed 4440

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50-ton Python heavy interceptor, TL10

This Cobra variant goes for speed, even dropping one laser and half armor to do so.

Crew: Pilot/Gunner, Navigator/Sensor Operator

Design: 50-ton SL hull, DR 200, Expensive Frame, Heavy Compartmentalization, Basic Stealth, Basic Emission Cloaking, one 250-MJ laser, heavy missile rack (8 heavy missiles); Compact Basic Bridge (Hardened), Small Craft Bridge Add-on, 68 Small Maneuver, Utility

Statistics: EMass 219.39 stons, LMass 219.39 stons, MCr15.55, HP 7,650, Size Modifier + 7

Performance: Accel 6.29 Gs, Air Speed 4505

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50-ton Rattler heavy intruder fighter, TL10

This is the most visibly different of the Cobra variants. Despite the extra cost and slightly lower armor protection, some users prefer it to the basic Cobra.

Crew: Pilot/Gunner, Navigator/Sensor Operator

Design: 50-ton SL hull, DR 250, Heavy Compartmentalization, Radical Stealth, Radical Emission Cloaking, two 250-MJ lasers, heavy missile rack (8 heavy missiles); Compact Basic Bridge (Hardened), Small Craft Bridge Add-on, 67 Small Maneuver, Utility

Statistics: EMass 241.22 stons, LMass 241.22 stons, MCr21.67, HP 7,650, Size Modifier + 7

Performance: Accel 5.55 Gs, Air Speed 4440

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50-ton Boa stealth lander, TL10

The Boa is a variant of the Rattler, designed to ferry a small number of men (24 regular infantry, 12 battlesuited Marines) to a planet's surface.

Crew: Pilot/Gunner, Navigator/Sensor Operator

Design: 50-ton SL hull, DR 320, Heavy Compartmentalization, Radical Stealth, Radical Emission Cloaking, two 250-MJ lasers, heavy missile rack (8 heavy missiles); Compact Basic Bridge (Hardened), Small Craft Bridge Add-on, 63 Small Maneuver, Utility, 2 Passenger Couches

Statistics: EMass 251.88 stons, LMass 251.88 stons, MCr21.36, HP 7,650, Size Modifier + 7

Performance: Accel 5.00 Gs, Air Speed 4305

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Rishar-class ground support fighter, TL12

This is essentially the Imrada-class fighter, swapping a plasma gun for the laser (and slightly reducing the M-drives to fit it in). It was designed for supporting ground troops, where the short range of the plasma gun would not be a factor. However, the armor is not really thick enough to protect against the myriad of air defenses present. However, it does have some value in supporting drop troops in an orbital assault, since it can more easily enter and maneuver in the atmosphere than grav tanks. The Rishars have also been used as assault fighters, but the problem is surviving to get within firing range of the plasma guns.

(Note: There has been some debate over the cost of the plasma gun; some claim that it costs 10x as much as it should, due to a misunderstanding on the part of the GT:SM authors. I have assumed this to be the case. For a more offical version, add MCr 6.7 to cost).

Crew: Pilot

Design: 10-ton SL hull, DR 200, Basic Stealth, Basic Emission Cloaking, 422 MJ plasma gun, Modules: Cockpit, 5.5 Maneuver

Statistics: EMass 62.4, LMass 62.4, Cost MCr 4.923, HP 3000, Size Modifier +6

Performance: 3.53 G, Air Speed 2872

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30-ton Fast Boats (passenger and cargo), TL10

Fast boats are ship's boats that have been optimized for speed (about 2.5 times as fast as a ship's boat) and one task. Two of the most common are listed below. A crew of two is used in most situations, although on trips of only a day or two the co-pilot can be left out. Fast boats are built to the same dimensions as ship's boats so they can use the same bays, if required.

Fast Boat, Long-Range Passenger

Capable of carrying up to 30 passengers, the passenger version is used to transport a maximum number of people from one planetary body to another. Generally, the shorter the run, the more people will be loaded. The crew uses two of the available 32 bunks. Cargo space is minimal.

Crew: Pilot, Co-Pilot

Design: 30-ton SL hull, DR 100; Modules: Basic Bridge, Small Craft Bridge Add-On, 10 Maneuver, Utility, 2 Bunkrooms, 1 Cargo

Statistics: EMass 94.66, LMass 99.66, Cost MCr 6.978, HP 6000, Size Modifier +7

Performance: 4.01 G, Air Speed 2739

Fast Boat, Cargo

Sometimes, a small cargo has to be moved in-system quickly. The cargo fast boat can carry medical supplies, replacement parts or other small cargos. To save space, a small stateroom was used (half the stats and capacity of a normal stateroom), which means only one crewman can bunk at a time.

Crew: Pilot, Co-Pilot

Design: 30-ton SL hull, DR 100, Modules: Basic Bridge, Small-Craft Bridge Add-On, 12 Maneuver, Utility, Small Stateroom, 6 Cargo

Statistics: EMass 88.06, LMass 118.06, Cost MCr 7.266, HP 6000, Size Modifier +7

Performance: 4.07 G, Air Speed 3000

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Medivac Launch

This version of the launch is designed to function as a high-speed air ambulance. It is fitted with six automeds, four operating tables, four diagnosis tables and six patient bunks. It can also carry a dozen “walking wounded” in normal seating. The medivac launch has no way to actually retrieve injured people from a disaster zone; it must rely on another vehicle with dedicated rescue personnel.

Crew: Pilot, up to 12 medics

Design: 10-ton SL hull, DR 100, Modules: Cockpit, 2 Sickbay, 2 Emergency aid stations, 2 Maneuver, 2 Passenger couches (24 passengers)

Statistics: EMass 27.19, LMass 27.19, Cost MCr 3.81, HP 3,000, Size Modifier +6

Performance: 2.94 G, Air Speed 1,742

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Fast Launch

This was developed as an executive transport where speed was more important than comfort. The configuration below is “balanced”. Depending on the mission, it could instead carry 12 passengers or one dton of cargo. It has also developed a secondary, but illegal, role with smugglers, as the fast launch can outrun most warships in space (this is not true in atmosphere).

Crew: Pilot.

Design: 10-ton SL hull, DR 100, Modules: Cockpit, ST Utility, 11 ST Maneuver, 0.5 Passenger couches (6 passengers), 0.5 Cargo

Statistics: EMass 52.5, LMass 58.8, Cost MCr 4.63, HP 3,000, Size Modifier +6

Performance: 6.55 G, Air Speed 3,800

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Runabout

This is a lower-priced version of the basic launch, using less advanced avionics and optimized for cargo.

Crew: Pilot

Design: 10-ton SL hull, DR 100, Modules: Light Cockpit, 1 Maneuver, 0.5 Passenger couches (6 passengers), 6 Cargo

Statistics: EMass 17.61, LMass 47.61, Cost MCr 1.52, HP 3,000, Size Modifier +6

Performance: 0.84 G, Air Speed 1,225

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Wild Weasel” launch

This launch is designed to escort slow transports on routes threatened by commerce raiders or pirates when more capable military forces aren't available. It normally runs with its electronics warfare suite running to make it appear the same as the ship it protecting (up to 2,000 dtons). Depending on the situation, there may be 2-3 Wild Weasels per transport. Such convoys often include fighters to provide more aggressive defense. Also, sometimes one or two Wild Weasels might be assigned to escort a single important ship, such as a noble's yacht.

Crew: Pilot, Co-pilot/Navigator, Comm/Sensors Officer, 2 Electronic Warfare specialists

Design: 10-ton SL hull, DR 100, Modules: Basic Bridge, Small Craft Bridge Add-On, Electronics Warfare, 2 Maneuver

Statistics: EMass 73.1, LMass 73.1, Cost MCr 18.02, HP 3,000, Size Modifier +6

Performance: 1.09 G, Air Speed 1,732

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Long-range transport launch

Slow and uncomfortable, this launch variation is designed for in-system trips of several days for poor and desperate souls. Of the sixteen bunks, the crew typically occupy two (although some operators, to squeeze in one more paying customer, have the crew share one bunk). Aside from commercial routes, some are operated by corporations who need to transfer workers long distances in a system but don't want to pay more money to do it.

Crew: Pilot, Co-pilot, up to 14 passengers

Design: 10-ton SL hull, DR 100, Modules: Basic Bridge, Small Craft Bridge Add-On, Maneuver, Bunkroom, 0.5 cargo

Statistics: EMass 30.7, LMass 33.3, Cost MCr 4.88, HP 3,000, Size Modifier +6

Performance: 1.2 G, Air Speed 1,225

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Assault launch

The assault launch is intended to deliver up to 24 armed troops to a target and provide it's own fire support. However, the poor armor makes it easy to kill in combat. Therefore, it is normally only used by planetary security forces for use against rebels and pirates and has proved somewhat useful in these roles. It has also been used as a cheaper alternative to the 50-dton customs cutter.

Crew: Pilot, Co-pilot/Gunner

Design: 10-ton SL hull, DR 100, 250-MJ laser, Basic stealth, Basic EM cloaking, Modules: Cockpit, 4 Maneuver, 2 Passenger couches (24 passengers)

Statistics: EMass 40.9, LMass 40.9, Cost MCr 4.79, HP 3,000, Size Modifier +6

Performance: 3.91 G, Air Speed 2,449

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Insertion launch

This launch is designed to stealthily deploy up to a dozen operatives in situations where more conventional means are undesirable. While the drop capsule ready room can hold 16 capsules but only 12 are normally carried (loaded cost and weight include only a dozen).

Crew: Pilot

Design: 10-ton SL hull, DR 100, Radical Stealth, Radical EM Cloaking, Modules: Cockpit, ST Utility, 7 ST Maneuver, Drop capsule ready room, Drop capsule launcher, Passenger couch (12 passengers)

Statistics: EMass 60.7, LMass 63.9, Cost MCr 7.39, HP 3,000, Size Modifier +6

Performance: 4.38 G, Air Speed 3,240

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20-ton Gig

This is a slight redesign of the gig on p.GT140,  replacing the basic bridge and engineering modules with a cockpit bridge and accomodations modules, which give a bit more space for other components. This is the basic gig design, balanced for cargo and passenger service. Many are reconfigured to carry more cargo or more passengers, depending on the owner. Note that the steward, if carried, must occupy one of the passenger seats.

Crew: Pilot, engineer, steward

Design: 20-ton SL hull, DR 100, Modules: Cockpit Bridge, Accomodations, 4 Maneuver, 3 Passenger couch (36 passengers), 7.5 Cargo

Statistics: EMass 39.1, LMass 76.6, Cost MCr 3.94, HP 4,500, Size Modifier +6

Performance: 2.09 G, Air Speed 2,000

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20-ton fighter

This is a dedicated fighter version of the gig. Although double the Iramda-class fighter (p.GT138) in volume, mass, and cost, it offers triple the firepower and is capable of longer-duration missions. 

Crew: Pilot, engineer

Design: 20-ton SL hull, DR 200, Basic steath, Basic EM cloacking, two 250-MJ lasers, one missile rack, Modules: Cockpit Bridge, Accomodations, 11.5 Maneuver

Statistics: EMass 97.6, LMass 109.1, Cost MCr 9.67, HP 4,500, Size Modifier +6

Performance: 4.22 G, Air Speed 3,391

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20-ton customs gig

This is a basic small-craft for the enforcement of  customs. It carries up to a half dozen customs agents for inspections, with six seats (with restraints added) for crew or passengers from a ship who are being detained but not considered. Cargo space is provided for the confiscation of small amounts of contraband. Finally, a laser of dubious usefulness is installed (often left out by many users).

The customs gig also sees some use in raids by customs agents, but in this case all the passengers seating is devoted to 12 armed customs agents.

Crew: Pilot, Engineer, two to six customs agents.

Design: 20-ton SL hull, DR 200, 250-MJ laser, Modules: Cockpit Bridge, Accomodations, 5 Maneuver, Brig, Armoury,  Passenger couch, 2.5 Cargo

Statistics: EMass 83.2, LMass 95.7, Cost MCr 5.04, HP 4,500, Size Modifier +6

Performance: 2.09 G, Air Speed 2,236

Note:  With the laser removed, some stats are changed: MCr 4.22, EMass 74.9 tons, LMass 87.4 tons, 2.29 G. The empty space is used as improvised storage for bits of equipment.

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20-ton survey gig

The survey gig is intended to perform the survey mission for less cost, and using less space, than the modular cutter with survey module. However, it is rather more cramped than the earlier 30-ton survey boat and not much cheaper. Additionally, the IISS prefers the multi-role modular cutter to most dedicated small craft, so most of the survey gigs ended up in private hand, either used by corporations or universities.. 

Crew: Pilot,  navigator, comm/sensors operator, engineer, 4 survey specialists

Design: 20-ton SL hull, DR 100, Modules: Basic Bridge, Engineering, Utility, 2 Maneuver, Bunkroom, Survey, Probe, 0.5 Cargo

Statistics: EMass 61.7, LMass 64.2, Cost MCr 36.6, HP 4,500, Size Modifier +6

Performance: 1.25 G, Air Speed 1,414

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20-ton fast gig

The fast gig is optimized for speed and sacrifices cargo/passenger capacity This particular version is designed to quickly transfer six High Pasengers and their baggage allowance between Highport and Downport.. 

Crew: Pilot, engineer, steward

Design: 20-ton SL hull, DR 100, Modules: Cockpit Bridge, Accomodations, 8 Maneuver, 0.5 Passenger couches (6 passengers), 6 Cargo

Statistics: EMass 51.4, LMass 81.4, Cost MCr 4.4, HP 4,500, Size Modifier +6

Performance: 3.93 G, Air Speed  2,828

Note: A version more suited to Middle Passengers might have 3 Passenger couches (36 passengers) and 3.5 Cargo. LMass 70.2 tons and 4.56 Gs.

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20-ton mining gig

The mining gig is a small craft for the exploration of asteroids in an effort to find valuable metals. It is not really designed for expeditions of more than a few days at a time and the gig has limited cargo space for mined ore. However, working with larger craft to come and follow up on deposits it finds, the mining gig can be found in many systems.

Crew: Pilot, engineer, gunner, lab tech

Design: 20-ton SL hull, DR 200, turret (250-MJ laser), Modules: Cockpit Bridge, Accomodations, 3 Maneuver, Lab, 9.5 Cargo

Statistics: EMass 76.2, LMass 123.7, Cost MCr 5.76, HP 4,500, Size Modifier +6

Performance: 0.97 G, Air Speed  1,539

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20-ton electronics warfare gig

Unlike the 10-ton EW launch, the 20-ton RW gig is armed and faster, with only a slight increase in cost. It's larger size, however, males it less likely to be deployed from a ship it escorts.

Crew: Pilot, engineer/gunner,  2 EW specialists

Design: 20-ton SL hull, DR 200 (100 turret), turret (250-MJ laser, missile rack), Modules: Basic Bridge, Small-Craft Bridge Add-On, 9 Maneuver, EW

Statistics: EMass 134.1, LMass 145.7, Cost MCr 23.47, HP 4,500, Size Modifier +6

Performance: 2.47 G, Air Speed  2,818
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20-ton Salvage gig

The salvage gig is intended for short term salvage operation, frequently operating from a larger salvage ship. It carries a sandcaster in case another (aggressive) salvage team shows up; some mount different weapons. There is space for 10 armored vacc suits (the morgue) and a workshop to repair/fabricate ant parts that may be needed in a particular salvage operation. One or two tons of cargo space is devoted to common spare parts, the rest of the cargo space is used for smaller items salvages from a site..

Crew: Pilot, Co-pilot, engineer/gunner,  12  salvage specialists

Design: 20-ton SL hull, DR 200, turret (sandcaster), Modules: Cockpit Bridge, 3 Maneuver, 0.5 Morgue, Hull cutter, Small Entry, Complete workshop, Passenger couch (12 passengers), 6 Cargo

Statistics: EMass 74, LMass 116, Cost MCr 4.67, HP 4,500, Size Modifier +6

Performance: 1,03 G, Air Speed  1,539

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20-ton Fre-fighting gig

Designed as a cheaper alternative to the modular cutter with fire-fighting module  for smaller startports and some colonies, It can put out 48 gallons of water/foam for almost seven consecutive minutes.

Crew: Pilot, engineer/gunner

Design: 20-ton SL hull, DR 200, turret (3xXH Water cannon), Modules: Cockpit Bridge, 8 Maneuver, 6 Tankage.

Statistics: EMass 56.5, LMass 152.3, Cost MCr 5.1, HP 4,500, Size Modifier +6

Performance: 2.10 G, Air Speed  2,513

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