TEXT: A micro-supplement for Traveller. Requires the Mongoose Traveller Core Ruelbook
  CYCLOPS TRANS-LITTORAL 
  COMBAT WALKER
  Colin Dunn
  
  Credits
  Writing: Colin Dunn
  Editing: Colin Dunn
  Proofreading: Peter Harris, Stephen Fitzpatrick
  Cover Art: Colin Dunn
  Interior Art: Colin Dunn
  Cartography: Colin Dunn
  Layout: Colin Dunn
  Special Thanks to: Marc Miller, Loren Wiseman, Lester 
  Smith, and all those who have gone before on the 
  Traveller road
  Copyright: 2010 Northern Edge Publishing
  This product requires the use of the Traveller rulebook, 
  produced by Mongoose Publishing
  Contents:
  Introduction
  3
  Cyclops Mk1
  4
  Take a Walk (short story)
  6
  Polyphemus
  7
  Cyclops Mk2
  8
  Attack ROV
  9
  New Weapons
  10
  New Skills
  10
  Adventure Seeds
  11
  Cyclops Trans-Littoral 
  Combat Walker
  World of Tempest, page 12
  Dedicated to my wife and partner, Julia
  
  The shallow-water boundary between the ocean and dry land is 
  a complex area for military operations. The water is too shallow 
  for conventional deep hulls and large submarines, and the murky 
  water and shifting seabed provide many hiding spots and ambush 
  sites for fighter subs and mines.
  In the face of this environment, inserting troops onto a hostile 
  shoreline becomes a difficult task.  Aircraft ruin the element of 
  surprise, and are subject to counterattack from missiles, directed 
  energy weapons, and anti-aircraft railguns. Most small subs capa-
  ble of landing troops are not capable of carrying combat walkers 
  to support them, and are seldom capable of delivering troops right 
  to the shore. Conventional combat walkers are rarely designed 
  to handle any sort of depth, and maneuver poorly in water. Even 
  the add-on swimmer pack for the M-80 did little to help, and it 
  remained an easy target for fighter subs and Attack ROVs.
  Combat Walkers are larger than battledress, and are designed 
  to provide heavy fire support to infantry, while carrying enough 
  armour to survive the inevitable concentration of fire they end 
  up drawing upon themselves. The Cyclops continues this role, 
  heavily armed with a water-capable laser cannon, a machine gun, 
  and an assortment of missiles and/or torpedoes to provide heavy 
  point fire.
  The Cyclops was developed to address this issue, and is es-
  sentially a small fighter sub that can walk. Its function is geared 
  primarily towards underwater usage, and it somewhat clumsy and 
  awkward on land. However, when used to secure a beachhead, 
  and provide support for light expeditionary forces, it excels. Once 
  more conventional forces are able to land, the Cyclops can return 
  to its element, guarding the shoreline. 
  In the Imperial assault on Shigema, Imperial Marines landed in 
  conventional battledress. While they were able to control the few 
  land-locked facilities on the world, the underwater facilities were 
  lost to them, largely because of vehicles like the Cyclops and its 
  deep-water fighter sub brethren. Only after Imperial forces were 
  able to bring in specialist troops, with the much more advanced 
  Orca undersea combat suit, were the defenders pushed back to 
  their abyssal cities.
  On the other side of human space, a tin-pot dictator by the name 
  of Tylin III, on the world of Ganalon V, bought enough Cyclops 
  to outfit a battalion. However, Ganalon V has almost no water 
  to speak of, and the ungainly Cyclops were no match for the 
  purpose-built ground walkers and higher-tech battledress em-
  ployed by his adversaries. Some units “retrofitted” their Cyclops 
  by pulling out the marine drive units, making the walkers lighter, 
  better balanced, and able to provide more power to the legs. 
  These modified walkers, coupled with the firepower inherent 
  in the design, were substantially more successful. In the end, 
  though, Tylin and his forces were defeated.
  Cyclops Trans-Littoral Combat Walker
  
  Cyclops Combat Walker
  TL
  11
  Skill
  Drive (Walker), Seafarer (Submarine)
  Agility
  -1 (land), 0 (water)
  Speed
  60 km/h (land), 20 km/h (water)
  Crew
  1
  Open/Closed
  Closed
  Armour
  8
  Hull/Structure
  2/2
  Weapons
  blue-green laser cannon, 6mm ma-
  chinegun, 2 mini-torpedoes, 2 tac 
  missiles
  Options: 
  On-board computer (Intellect/1, Expert 
  (Heavy Weapons)/1), Auto-pilot (sub-
  marine mode only), sealed, stealth
  Control 
  The Cyclops is not a suit. It is a small walking vehicle, with ac-
  tions of the legs controlled by the onboard computer.  The two 
  arms, mounted far forward, are controlled by a tele-presence rig 
  in the small, cramped cockpit, but the relatively fragile arms are 
  generally kept folded up in their internal bay. 
  Life Support
  The Cyclops can provide 8 hours of life support for its operator. 
  It is rated down to 100 meters, with an absolute crush depth of 
  500 meters. In an emergency, the top of the hull can be released 
  with explosive bolts, and in theory the operator could escape.  An 
  emergency rebreather with 10 minutes of air is provided for this. 
  However, since the walker is kept at surface pressure, any escape 
  attempt at a depth greater than about 10 meters would result in 
  the bends and could even be fatal. 
  Sensors
  Underwater, the Cyclops maintains a suite of acoustic sensors, 
  both active and passive, and couples them with an active blue-
  green LIDAR array, magnetic anomaly detectors, ion sniffers, 
  and passive thermals. Out of the water, the walker relies on a 
  suite of passive sensors, incorporating visual, low-light, thermal 
  and infrared. Active sensors are available, but are rarely used due 
  to the inherent risk. 
  Communications
   A Cyclops can maintain LOS blue-green laser communications 
  up to 500 meters from the vehicle.  Radio is also available at very 
  shallow depths, or on the surface.
  Power
  The Cyclops derives its power from a closed-cycle hudrogen/
  oxygen fuel cell. The cell contains enough fuel to run all the 
  walker’s systems for about 12 hours. 
  Drive System
  Feeding from the walker’s power cell, the two electronic tunnel 
  drive units accelerate water with no moving parts and very little 
  noise, most of which gets drowned out by background noise or 
  cancelled by the active anti-acoustic system. Underwater the Cy-
  clops can manage 20 km/h. On land, the two computer-controlled 
  legs can move the walker at a brisk, if jarring, 60 km/h. If the 
  Cyclops is knocked over, an automatic retrieval program can roll 
  the walker around until it can get its legs back under it.  On land, 
  the Cyclops suffers a -1 DM to all drive rolls due to its ungainly 
  design.
  Weaponry
  The stock Cyclops is armed with a 120 MJ blue-green combat 
  laser in a small remote turret on top of the walker. The blue-green 
  laser is capable of firing underwater, albeit at a reduced range, 
  as well as on the surface. Secondary armament includes a 6mm 
  machinegun in the turret, with 600 rounds of ammunititon, which 
  can only fire when the turret is above water.  Heavier firpower 
  is provided by 2 mini-torpedoes and 2 anti-armour tac missiles 
  mounted externally on the walker’s hull.
  Defense
  The walker’s armour is supplemented by an advanced anechoic 
  coating, which, along with its electronic drive system, renders 
  it virtually silent to acoustic sensors of its Tech Level or lower. 
  The active anti-acoustic system cancels out whatever noise the 
  walker does make, at least while underwater. It cannot cancel the 
  walker’s noises once it starts to actually walk, especially on land.
  
  Tac Missile Pod
  Mini-torpedo
  Drive Pod
  Sensor Cluster
  Primary Sensor
  6mm Machine Gun
  Blue-Green Laser Cannon
  Diving Planes
  Rudder
  Turret
  Active/Passive Targetting Array
  Fuel Cell
  Access Hatch
  Manipulator
  Tac Missile Pod
  SW-22 “Cyclops” 
  Trans-Littoral Combat Walker
  Height: 2.7m at rest
  Length: 2.2m
  Mass: 800kg
  Power: 500 kW closed-cycle fuel cell
  Drive Systems: 2x Gavin T20 MHD 
  tunnels
  Communications: Spassky L-20 
  lasercomm, MilTech M-9 tac radio
  Sensors: Soroyama active/passive 
  phased sonar array, Buhl HB MAD 
  sensor, RS-90 thermal/visual optics 
  package
  Life Support: 12 hours closed-cycle 
  regenerative system
  Weapons: Rostov Optics 120 MJ 
  blue-green laser cannon, Rheinlander 
  MG-75 6mm machinegun, 2 Hellwinder 
  tac missiles, 2 Moray mini-torpedoes
  
  Take a Walk on the Wild Side
  Jon Latimer, mercenary operator with the Carlson Crusaders: 
  We’ve been using the Cyclops for about 6 years now, in this long-
  running gig we got going on Owen’s Lament for General Petro 
  Corp.  The suits in charge hired us to keep the sea-folk from over-
  running their oil platforms. Between you, me, and the wall, the 
  sea-folk are nicer people, but hey, we’re not paid to be nice. 
  Despite the name, the sea-folk had no deep-water stuff, just some 
  small surface skimmers that could dive to 3-4 meters, just deep 
  enough to not show a wake on the surface. Each skimmer carried 
  somethin’ like a homemade Mk12 torp, over 200kg of high explo-
  sive. That was it, though, nothin’ else.
  I know a guy, real hotshot. One time a skimmer fired its load, 
  and was turning for deeper water. He shot the torp with his laser, 
  killed it outright, and then did a sprint and caught that skim-
  mer as it was running for the surface. I’ll be damned if he didn’t 
  unfold the Cyke’s arms and grab holda that skimmer. Ripped the 
  canopy right off, too. Then the pilot’s head. Poor folkie never 
  know what hit him.
  Me and coupla other operators dry-gulched that hotshot behind 
  the bar that night. He never knew what hit him, either. We have to 
  kill the sea-folk, it’s our job. But we don’t have to be freaks about 
  it.
  Sometimes the sea-folk tried to attack the offices and barracks 
  on what passed for a mainland on this planet, and then we would 
  take to the sand. Cykes kinda waddle out of the water, but they do 
  alright. The folkies never brought enough firepower to do much 
  to a walker, though I remember one time, a folkie buried himself 
  in the sand, and when a waler came near, he popped up a slapped 
  a satchel charge on it. Blew the leg clean off. Folkie got away 
  clean, too. I couldn’t bring myself to shoot someone with stones 
  like that. The operator was unhurt, just rattled. We started being 
  extra-careful in the sand after that.
  With the Cyclops, and that laser, it was like shootin’ fish in a bar-
  rel, if you get my drift. We never lost a single Cyke, or platform, 
  until last week, when the sea-folk done went and hired their own 
  mercs, with a bunvh of Narwhal fighter subs. Now we have our-
  selves a real war. 
  A Cyke can hold a fighter sub in shallow water, but the fighter 
  is way faster in the deep. And even if the fight is going badly, a 
  fighter can kick in it’s supercav drive, and it’s outta there. We 
  almost lost a couple of Cykes to a Narwhal’s shockwave two days 
  ago. So we’re in trouble with the platforms, but they still got 
  nothin’ that can touch us on land. So the Major left yesterday to 
  track us down some Polyphemus hulls. Like a Cyke on steroids, 
  those are. Then we can start Narwhal hunting.
  
  The Polyphemus (Poly, for short) is a more advanced version of 
  the Cyclops, built at a higher tech level. It incorporates better 
  armor, better sensors, and a faster drive system, both in and out of 
  the water. One notable addition is a short-ranged supercav drive, 
  allowing it to keep pace with, or escape, fighter subs. Even more 
  so than the Cyclops, the Polyphemus is a fighter sub with legs.
  Control 
  Like the Cyclops, the Polyphemus is not a suit, but rather a small 
  walking vehicle. 
  Life Support
  The Poly can provide 16 hours of life 
  support for its operator. It is rated down 
  to 1000 meters, with an absolute crush 
  depth of 5000 meters. 
  Sensors
  The Poly mounts a suite of sensors effec-
  tively indentical to the Cyclops, though a 
  bit more advanced.
  Communications
  The Poly features a more powerful 
  and secure commo suite than the older 
  Cyclops. Lasercomm range is up to 1000 
  meters underwater, while radio is also 
  available at very shallow depths, or on 
  the surface.
  Power
  The fuel cell on the Poly is much larger 
  than the one on the Cyclops, and has 
  greater endurance. The closed-cycle fuel  
  can provide power for all of the walker’s 
  systems for up to 18 hours.
  Drive System
  In addition to the electronic drive units, which, while larger, are 
  identical in function to the drives on the Cyclops, the Polyphemus 
  also sports a supercavitation drive system. The rocket motor has 
  enough fuel for 15 minutes, sufficient for high-speed intercepts 
  or escapes. Due to its larger size, the Poly is more clusmy on land 
  than the Cyclops. It suffers a -3 DM to all control rolls while on 
  land. 
  Weaponry
  The Polyphemus replaces the turret-mounted laser and machine 
  gun with a single plasma gun. While this increases its firepower 
  out of the water, the plasma gun is worse that useless underwater, 
  necessitating multiple safeties. Safety interlocks prevent it from 
  being fired while underwater. Bypassing the safeties and firing 
  the weapon will result in a steam explosion at the barrel of the 
  gun. The steam explosion does 6D6 damage with a radius of 4D6 
  meters. 
  For underwater use, the Poly mounts 6 mini-torps, and is capable 
  of carrying 2 standard Mk12 torpedoes. However, the Mk12 can-
  not be carried while in walker mode, as they are too heavy and 
  awkward for the walker’s suspension to handle.
  Defense
  The walker’s armour is supplemented by an advanced anechoic 
  coating, which, along with its electronic drive system, renders 
  it virtually silent to acoustic sensors of its Tech Level or lower. 
  The active anti-acoustic system cancels out whatever noise the 
  walker does make, at least while underwater. It cannot cancel the 
  walker’s noises once it starts to actually walk, especially on land.
  Polyphemus Combat Walker
  TL
  12
  Skill
  Drive (Walker), Seafarer (Submarine)
  Agility
  -3 (land), 0 (water)
  Speed
  50 km/h (land), 40 km/h (water), 500 
  km/h (supercavitation mode)
  Crew
  1
  Open/Closed
  Closed
  Armour
  12
  Hull/Structure
  3/3
  Price
  Weapons
  PGMP-12, 6 mini-torpedoes, 2 Mk12 
  torpedoes in water
  Options: 
  On-board computer (Intellect/1, Expert 
  (Heavy Weapons)/1), Auto-pilot (sub-
  marine mode only), sealed, stealth, 
  extended life support, heavy armour
  
  The Mk2 is designed for deeper operationsthan the standard 
  Cyclops, and features an improved crush depth, faster underwa-
  ter drive system, bigger power cell, and longer life support.  It 
  is slightly bigger than the standard Cyclops, and even clumsier 
  when on land. Armament remains the same.
  Life Support: 
  The Mk2 has 16 hours of life support, and a safe depth of 500 
  meters. Absolute crush depth is 1000 meters. 
  Power: 
  In order to provide enough power for the enhanced drive system 
  and the additional life support, the Mk2 is supplied with a larger, 
  more powerful fuel cell. This closed-cycle fuel cell has 24 hours 
  of endurance at normal power loads.
  Between the larger fuel and the more extreme depths at which the 
  Mk2 is expected to operate, the decision was made to remove the 
  emergency escape system found on the standard Cyclops. This 
  frees up enough space for the larger cell.
  Drive System: 
  The twin electronic drives pull roughly double the power from 
  the fuel cell as the units on the original Cyclops, but they can 
  drive the Mk2 at up to 35km/h underwater. Due to the weight 
  and altered balance of the Mk2, the feet were made substantially 
  larger, in an attempt to make it more stable. However, between 
  the drive units and the feet, it is noticeably more awkward on 
  land than the standard model. The Mk2 suffers a -2DM to all 
  Cyclops Mk2 Combat Walker
  TL
  11
  Skill
  Drive (Walker), Seafarer (Submarine)
  Agility
  -2 (land), 0 (water)
  Speed
  60 km/h (land), 35 km/h (water)
  Crew
  1
  Open/Closed
  Closed
  Armour
  12
  Hull/Structure
  3/2
  Price
  Weapons
  blue-green laser rcannon, 6mm ma-
  chinegun, 2 mini-torpedoes, 2 tac 
  missiles
  Options: 
  On-board computer (Intellect/1, Expert 
  (Heavy Weapons)/1), Auto-pilot (sub-
  marine mode only), sealed, stealth, 
  extended life support, heavy armour
  KPR Jg-57 “Jester” AROV
  TL
  11
  Skill
  Seafarer (ROV)
  Agility
  0
  Speed
  30 km/h
  Crew
  1 operator
  Open/Closed
  Closed
  Armour
  2
  Hull/Structure
  1/1
  Price
  Cr45,000 + weapons
  Weapons
  blue-green laser cannon, 4 mini-torpe-
  does
  Other:
  Strength: N/A (0) Dexterity 8 (+0) Intel-
  ligence: 4 (-1) Education: 5 (-1) Social 
  Standing: 0 (-3) 
  Traits: 
  Integral System (acoustic sensors), 
  Integral System (MAD Sensor), Inegral 
  System (comm., A/V), Integral System 
  (blue-green laser cannon), Specialized 
  Computer/1 (running Intellect/1 and 
  Laser Rifle/1 and Heavy Weapons/1)
  
  Drive rolls while on land.
  Attack Remote-Operated Vehicles (AROVs) are remote-con-
  trolled miniature attack subs. Since they don’t need life-support 
  or operator space, they are very small and cheap.
  The typical AROV carries a blue-green laser rifle fixed forward, 
  and a brace of four mini-torpedoes. While it doesn’t require a 
  remote human operator, it usually performs better if it has one.
  Drive System: 
  A pair of small ducted propellers drive the AROV. While much 
  noisier than the silent electronic drives of the Cyclops, they are 
  far cheaper, too. AROVs are good down to about 2000 meters.
  Power: 
  Power is provided by a battery, good for 8 hours of operation at 
  cruising speed.
  Sensors: 
  Active and passive acoustic, visual, and magnetic anomaly detec-
  tion.
  Control: 
  To maintain operator control, an AROV must either be above 5 
  meters depth for radio, or within 500 meters of a blue-green laser 
  buoy. Otherwise, the AROV must operate independently, based 
  on the last commands issued. In most jurisdictions, attack com-
  mands must come from an operator, and weapons are supposed to 
  be locked while in autonomous mode. (Law lever 4 or higher)
  Blue-green laser cannon
  The blue-green laser cannon is specifically tuned to operate 
  underwater. Keeping to the blue-green wavelengths minimizes 
  absorption by the surrounding water, though the range is still 
  sharply curtailed while underwater. The first row in the chart is 
  for use out of water, the second for use in water.
  TL
  Range
  Damage
  Auto
  Recoil
  Mass
  Cost
  11
  Rifle
  6D6
  No
  No
  55kg
  15,000
  Assault
  4D6
  No
  No
  Moray Mini-torpedo
  The mini-torpedo is a 50kg weapon, powered by a small super-
  battery and a single high-speed propeller. The 15kg warhead 
  packs a great deal of destructive potential, and can easily sink 
  small patrol boats and fighter subs.  Speed: 50 km/h
  TL
  Range
  Damage
  Auto
  Recoil
  Mass
  Cost
  11
  Rocket
  6D6
  No
  No
  50kg
  10,000
  Mk12 supercav torpedo
  The heavy Mk12 supercav torpedo uses supercavitation and a 
  rocket engine to achieve extremely high speeds underwater. They 
  are almost impossible to evade, and the only real defense is to 
  intercept them or spoof them. The 500kg high-explosive warhead 
  can take out practically any vessel or structure. Speed: 800 km/h
  TL
  Range
  Damage
  Auto
  Recoil
  Mass
  Cost
  11
  Rocket
  10D6
  No
  No
  2000kg
  15,000
  New Weapons
  New Skills
  Seafarer (New Specialty)
  ROV - ROV is the skill of piloting Remote Operated Vehicles 
  and Attack Remote Operated Vehicles
  Drive (New Specialty)
  Walker - Walker is the skill of driving walking vehicles, includ-
  ing combat walkers, cargo handlers, and exploratory walkers
  
  Adventure Seed 1:
  Echandra Chu is the clone-daughter Jacob Chu, the chairman of 
  the Hansu Heavy Industrial Corporation on the world of Cabal. 
  She has gone missing while sailing the remote Teegarten Islands 
  chain in the Jainu Ocean. She was last seen six days ago with her 
  grav yacht, picking up supplies in the port of Gelt, on Teegarten 
  Vee.  The dockside vendor reported that she ignored warnings not 
  to continue further down the island chain, citing reports of pirates 
  and missing fishing boats. Her reply was to merely wave as her 
  yacht floated serenely off with the prevailing light wind.
  The ORCA Marine group is an engineering corporation on Cabal, 
  and is currently employing some off-world operators in its deep 
  engineering division. Hansu has approached ORCA about sec-
  onding this talent in their search for Echandra. They have another 
  grav yacht, and 5 Cyclops walkers, to offer, along with Cr50,000 
  each if she is recovered alive.
  Options:
  1 She was captured by pirates, and a straightforward rescue is in 
  order. The pirates are numerous, but relatively poorly equipped.
  2 She was actually captured by a rival corporation, hoping to use 
  her to bypass the DNA-based biometric security at a research 
  post not too far north of the Teegarten Islands.
  3 She isn’t kidnapped at all. During a drug-fueled binge, she 
  simply fell of her boat. Her Personal drone deployed a line and 
  towed her to a nearby island, but its commlink was damaged in 
  the process.
  4 She made herself “disappear,” meeting  her lover in the islands, 
  setting her boat adrift, and then camping out with him on one of 
  the more remote islands. He has a 10-ton launch, which they can 
  use to escape completely.
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  Hex Scale in km
  Cabal
  Major City
  Spaceport
  Mining
  Farming
  Military Base
  Fusion Plant
  Solar Power Rectenna
  Heavy Industry
  Legend
  940 km
  Southern Seas
  Teegarten Islands
  B-776655-A
  UWP
  World Name:
  Hunjiang Starport
  Sea of 
  Hydras
  Bay of 
  Hope
  Jiang
  Dokken
  Fowlland 
     Island
  Madugiri
  Antipodia
  Bay of 
  Plenty
  Kologos
  Outer Ocean
  Teegarten Islands
  V
  IV
  I
  II
  III
  VI
  VII
  
  Adventure Seed #2
  The Sea Folk of the world of Owen’s Lament need to hire mer-
  cenaries. They simply don’t have the technological capability to 
  go up against General Petro Corp and its mercenaries. While they 
  have retained the Sea Wolves to provide fighter subs and deep-
  sea capability, they still don’t have the ability to take the fight to 
  General Petro’s HQ on Forsaken Island. They now need more 
  conventional troops, and the first mission will be to steal some 
  Cyclops combat walkers from the mercenary 
  compound.
  Once they have some walkers, they can take the 
  fight to the General Petro HQ, or any of the drill-
  ing platforms.
  On the first night without a moon, the Sea Wolves 
  will use a modified fighter sub to insert a comm-
  nado team on Forsaken Island, about 6 km frm the 
  mercenary compound. It will wait for 4 hours.
  The mercenary compound consists of a bunch of 
  quonset huts for living quarters, a few larger ones 
  as staff and office building, and a big quonset that 
  is used as a maintenance depot. Several smaller 
  quonsets huts arranged around the maintenance 
  hanger hold spare parts. The walkers themselves 
  are stored outside, under cloth shelters.
  The base defenses consists of a minefield around 
  the outer fence, a roving patrol of two men and a couple of dogs, 
  2 walkers waiting on alert, and a pair of mass-driver cannon tur-
  rets, for both anti-aircraft and anti-armor fire support. 
  All the PCs have to do is get past the minefield, through the 
  fence, steal a bunch of walkers, hopefully damage a bunch more, 
  get out again, and make it back to the sea.
  Piece of cake.
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  Hex Scale in km
  Owen’s Lament
  Major City
  Spaceport
  Mining
  Farming
  Military Base
  Fusion Plant
  Solar Power Rectenna
  Heavy Industry
  Legend
  1020 km
  C-77A752-8
  UWP
  World Name:
  Forsaken Island
  World Ocean
  Southmark Islands
  Maintenance 
  Hanger
  Walker
  Field
  Fuel Tanks
  Fuel Tanks
  Comm
  Tower
  Sensor
  Dome
  Railgun
  Turret
  Barracks
  Storage
  Mess
  Armoury
  VR Hut
  Medic
  Ofces
  
  Adventure Seed #3
  The Scouts have recently released the watery world of Tempest 
  to active exploitation. Within six months,The OceanHarvester 
  Group landed the immense (20,000 ton) mobile base Charybdis. 
  Capable of diving to 10,000 meters, or ascending into orbit, and 
  able to support a host of smaller submarine harvesters, one of 
  these vessels can strip a world bare of sea life in a short period of 
  time.
  For five months, Charybdis and its fleet operated with no prob-
  lems. Once every month, the mobile base would rise out of the 
  water and into space to meet with a transport ship to off-load it’s 
  cargo bays full of frozen sea food. On the last visit by the trans-
  port, there was no contact from the surface. A security team from 
  the star ship found the Charybdis floating in the open sea, her 
  cargo holds empty, all subcraft missing, and blood everywhere.  
  Overnight, the security team disappeared as well.
  OceanHarvester cannot find another crew to man the Charybdis, 
  and is losing money like water from a fire hose.
  The PCs have been hired to board the Charybdis, and figure out 
  the mystery. OceanHarvester will provide Cyclops MK2 and 
  Polyphemus suits, and any weapon short of a fusion gun. 
  Notes on the world of Tempest: Tempest, is a small, low-gravity 
  world with frequent, ferocious storms. The atmospheric taint is 
  due to the heavy concentrations of various metallic salts in the air 
  whipped up from the ocean by the storms
  Options:
  1 
  A radical environmental group attacked the Charybdis 
  using a combination of hunter-killer drones and Cyclops combat 
  walkers. Their goal is to save the planet from OceanHarvester 
  stripping the oceans bare.  They have a submarine loitering close 
  to Charybdis, and a good sensor operator in a Polyphemus suit 
  should be able to find them.
  2 
  As above, but it is a rival fishing conglomerate. They 
  have a merc cruiser grounded and camouflaged on an island 
  nearby. 
  3 
  The Scouts missed something in their survey, a monster 
  of the deep that has lots of little monsters living commensally on 
  it. It destroyed the subcraft, while the little monsters swarmed the 
  ship and killed (and ate) everything on it, including the fish in the 
  cargo bays. The big one then laid eggs on the underside of the 
  ship, and is lurking not too far below. Six weeks after the initial 
  attack, they will hatch into a swarm of hungry little monsters.
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  Hex Scale in km
  Tempest
  Major City
  Spaceport
  Mining
  Farming
  Military Base
  Fusion Plant
  Solar Power Rectenna
  Heavy Industry
  Legend
  816 km
  E-689200-0
  UWP
  World Name:
  
  Type
  Habitat
  Strength
  Dexterity
  Endurance
  Intelligence
  Instinct
  Pack
  Unknown
  Killer (Carni-
  vore)
  Deep Ocean
  Swimmer
  80
  8
  70
  1
  6
  1
  Melee (teeth) 3, Survival 1, Atheletics (co-ordination) 1, Stealth 1
  Teeth: 10D6, Thrasher: 8D6. Thick Hide:18. Number Encountered: 1
  This gargantuan predator feeds on the numerous oceanic mega-fauna of its homeworld. It carries a community of vicious scaven-
  gers with it, in burrows and lairs in its outer hide
  Type
  Habitat
  Strength
  Dexterity
  Endurance
  Intelligence
  Instinct
  Pack
  Unknown
  Eater (Carni-
  vore)
  Deep Ocean
  Swimmer
  12
  10
  8
  1
  8
  12
  Melee (teeth) 3, Melee (claws) 2, Survival 1, Atheletics (co-ordination) 1, Stealth 1
  Teeth: 1D6, Claws: 3D6. Thick Hide: 2. Number Encountered: 3d6
  These terrifying creatures live in folds and burrows within the thick, blubbery hide of the Killer, above. Whenever it kills, they swarm 
  out to pick up the leftovers. Against small targets, they will often attack first.
  
  OPEN GAME LICENSE Version 1.0a 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  Traveller System Reference Document Copyright © 2008, Mongoose Publishing.
  Traveller is © 2008 Mongoose Publishing. Traveller and related logos, character, names, and distinctive likenesses thereof are trademarks of Far 
  Future Enterprises unless otherwise noted. All Rights Reserved. Mongoose Publishing Ltd Authorized User.
  Open Content: All vehicle stat blocks, all weapon stat blocks, all animal stat blocks, all new skills, and all world UWP descriptions are Open Content
  Product Identity: Cyclops, Polyphemus, Cyclops Mk2, Tempest (world), Owen’s Lament (world), Cabal (world), 
  
  Combat Walkers are the precursors to modern battledress, and for a while, exist alongside the smaller suits 
  as heavy fi re support. This micro-supplement for Traveller, written by the author of 2320AD, examines a 
  special-purpose combat walker called the Cyclops. The Cyclops is designed for littoral (shallow-water) envi-
  ronments, and serves as heavy fi re support for troops along the shore.
  This book includes stat and details on the Cyclops, along with two variants, the Cyclops Mk2, and the 
  Polyphemus. Additional information is provided on new vehicular weapons, new skills, and a new robot, the 
  Attack Remote-Operated Vehicle.
  Three adventure seeds complete the book, each with detailed world map and adventure notes.
  This book requires the use of Mongoose Publishing’s core Traveller Rulebook.
  Into the Depths...
  
SOURCE: textdata/thevault/Traveller/08 - Mongoose Traveller/Third Party Materials/Ships and Vehicles/MGT - Cyclops Trans-Littoral Combat Walker.pdf