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Starship external weapons pods


shadowcat1313

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designed to give starships an extra punch, but with some disadvantages.

 

1. due to the pods design, any ship carrying pods is counted as unstreamlined

2. ships are limited to 2G of manuever. due to the modified structure.

3. pods are normally mounted in pairs

4. 1 pair of pods can be mounted per 500 displacement tons of ship

5. Missile pods cannot be reloaded except at a base or tender.

6. Pods are unmanned, and the power requirements are taken from the ship

itself.

7. removal/change of the pods requires a base or tender, and 3 days

 

These were often used in times of war to upgun merchants and privateers

and to allow use of makeshift warships.

 

 

 

 

Player:

 

Val Char Cost

40 STR -10

10 DEX 0

 

18 BODY 0

 

 

 

 

 

 

 

2 SPD 0

 

 

 

 

0" RUN -12

0" SWIM -2

0" LEAP 0

Characteristics Cost: 28

 

Cost Power

77 Heavy Laser Pod: RKA 12d6, Armor Piercing (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (540 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Side Effects, Side Effect occurs automatically whenever Power is used (limits ship mounting pods to 2G manuevers, and counts as unstreamlined; -1), Extra Time (Full Phase, -1/2), Custom Modifier (can fire once per turn; -1/2), Custom Modifier (can fit one pod per 2,000 tons of ship; -1/2), Beam (-1/4), Real Weapon (-1/4)

114 Heavy Missile Pod: RKA 8d6, 125 Charges (Recovers Under Limited Circumstances; requires a base or tender to reload; +1/4), Explosion (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4), Autofire (10 shots; +2) (630 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (can fit one pod per 500 tons of ship; -1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4)

67 Medium Laser Pod: RKA 9d6, Armor Piercing (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (405 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (can fire once per turn; -1/2), Custom Modifier (can fit one pod per 1,000 tons of ship; -1/2), Beam (-1/4), Real Weapon (-1/4)

94 Medium Missile Pod: RKA 8d6, 64 Charges (Recovers Under Limited Circumstances; requires a base or tender to reload; +0), Explosion (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4), Autofire (5 shots; +1 1/2) (540 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (can fit one pod per 500 tons of ship; -1/2), Beam (-1/4), Real Weapon (-1/4), Can Be Missile Deflected (-1/4)

38 Small Laser Pod: RKA 6d6, Armor Piercing (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (270 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Side Effects, Side Effect occurs automatically whenever Power is used (limits ship mounting pods to 2G manuevers, and counts as unstreamlined; -1), Extra Time (Full Phase, -1/2), Custom Modifier (can fire once per turn; -1/2), Custom Modifier (can fit one pod per 500 tons of ship; -1/2), Beam (-1/4), Real Weapon (-1/4)

89 Small Missile Pod: RKA 8d6, Explosion (+1/2), Autofire (3 shots; +1 1/4), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (510 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (can fit one pod per 500 tons of ship; -1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4), 32 Charges (Recovers Under Limited Circumstances; requires a base or tender to reload; -1/4)

45 Small Plasma Gun Pod: RKA 6d6, Area Of Effect Nonselective (One Hex; +1/4), Armor Piercing (+1/2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (270 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (Fires once per turn; -1/2), Custom Modifier (one pod per 500 tons of ship; -1/2), Beam (-1/4), Real Weapon (-1/4)

60 Medium Plasma Gun Pod: RKA 8d6, Area Of Effect Nonselective (One Hex; +1/4), Armor Piercing (+1/2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (360 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (Fires once per turn; -1/2), Custom Modifier (one pod per 1,000 tons of ship; -1/2), Beam (-1/4), Real Weapon (-1/4)

75 Heavy Plasma Gun Pod: RKA 10d6, Area Of Effect Nonselective (One Hex; +1/4), Armor Piercing (+1/2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (450 Active Points); OAF Immobile (-2), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Extra Time (Full Phase, -1/2), Custom Modifier (Fires once per turn; -1/2), Custom Modifier (one pod per 1,000 tons of ship; -1/2), Beam (-1/4), Real Weapon (-1/4)

Powers Cost: 659

 

 

 

 

 

Total Character Cost: 687

 

Base Points: 200

Experience Required: 487

Total Experience Available: 0

Experience Unspent: 0

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Re: Starship external weapons pods

 

these are based off the work of CmdrX whose one of the legendary Traveller gearheads...

 

his work with TNE, T4, T20, and GT has been quite prolific

I've been trying to talk him into coming back to the Hero fold, he hasnt played Hero in a few years. but he has his hands full with D20 traveller rihgt now.

 

he and I have taken the megtraveller version of Fighting Ships and rewritten it for D20 Traveller

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