Eodin Posted March 29, 2005 Author Report Share Posted March 29, 2005 Re: TravellerHERO PDF in the works That's pretty much what I was thinking for a lot of the "standard" packages. We'll reference them (book and page number), and list any mods specific to Traveller that need to be made. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted March 29, 2005 Report Share Posted March 29, 2005 Re: TravellerHERO PDF in the works Imperial Army and Marine Package Deals Taken from Terran Empire Sourcebook starting on Page 111 Armor: Systems Ops is usually Commo or Sensors WF: Small Arms and Vehicle Weapons TF: Grav normally Notes: +1 cost otherwise package stays the same Artillery: as per Armor Add KS: Forward Observer Add WF: Artillery Weapons or Vehicle Weapons Notes: +3 Cost otherwise the same as book Infantry: Laser Weapons instead of Human Advanced Small Arms Subtract Demolitions Add WF: GP MG, GL, and Shoulder Fired Rests stays the same Medical: TF is usually Grav Rest stays the same Officer: Stays the Same COACC[Air Force] Stays the Same Wet Navy: Stays the Same Special Forces: Drop Armorskin and Radio Implant Add Battledress Skill +1 PER +1 Tracking +1 Concealment +1 Stealth Env Movement Zero G NOTES: Cost Stays the Same Imperial Marine Enlisted: Drop Radio Implant Add Battledress Skill Add KS: Emergency Damage Control Add Env Movement Zero G Add WF: Cutlass NOTES: Cost Stays the Same Imperial Marine Officer: Add High Society NOTES: Cost +3 Quote Link to comment Share on other sites More sharing options...
Mantis Posted March 29, 2005 Report Share Posted March 29, 2005 Re: TravellerHERO PDF in the works I have neither the time nor expertise to contribute to your work, but I do want to say that I admire your efforts and look forward to the results! Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted March 29, 2005 Report Share Posted March 29, 2005 Re: TravellerHERO PDF in the works Imperial Navy Package Deals: Taken from the Terran Empire book starting on page 115 and modified as follows: Command: Change AK to AK: The Imperium Add KS: Leadership Add KS: Fleet Tactics NOTES: Cost +4 Flight: Navigation is changed to Air, Space, Hyperspace Change AK to AK: The Imperium Fringe Benefit will vary, pilots are normally officers NOTES: Costs varies on rank Engineering: High Guard doesnt differentiate between Lifesystems and Propulsion its all part of the engineering branch Engineering is a general skill and isnt broken up into drive types Add KS: Emergency Damage Control Add KS: Gravitics Optional Skill: Add SS: Naval Architecture NOTES: Cost is going to vary depending on specialization if any, but +4 due to added skills Sensors and Science: Normally Part of the Command Branch can use the Science and sensors package as is Security: Most Security Duties are handled by the ships marine contingent Gunnery: Use the Tactical Package WF: either Lasers, Missiles, High Energy, Meson, or Particle Weapons Add WF: Ships Screens Change KS: to Either Zhodani, Solomani, Vargr, Aslan or K'Kree Military NOTES: Cost +1 Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted March 29, 2005 Report Share Posted March 29, 2005 Re: TravellerHERO PDF in the works Scout Service Package Deals The TES Crewmember and Mission Specialist Packages will serve fine for most scout functions Survey Scout: use the TES Crewmember Package Change AK to AK: The Imperium Change KS to KS: Imperial Interstellar Scout Service Add Combat Pilot Notes: Cost +3 Contact Specialist: Use Mission Specialist Package Change AK and KS as per Survey Scout Persuasion+1 Add Trading Add Bureaucratics NOTES: Cost +8 Communications: Use Crewmember package Change AK and KS as per Survey Scout Add 2 skills obtained by study while in hyperspace Drop Science Skills NOTES: Cost +2 Detached Duty: Varies by assignment Administration and Base: Use Bureaucrat package from page 106 Contact Branch could also use the Courtier or Diplomat packages depending on backround Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 2, 2005 Report Share Posted April 2, 2005 Re: TravellerHERO PDF in the works On the subject of vehicles I have a whole series of vehicles guides for CT/Striker that were produced in the early nineties by a group called "The Adjutant" several small books with useful designs from TL 9-13 do we really need any more vehicles? Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 2, 2005 Report Share Posted April 2, 2005 Re: TravellerHERO PDF in the works Altair Defense Works M-700 ACV Grav Tank comes with either a RP Fusion Gun or a 120mm Mass Driver Altair Defense Works M-700 Heavy ACV Tank Player: ACV with fusion power plant Val Char Cost 55 STR 0 15 DEX 0 22 BODY 3 4 SPD 0 0" RUN -12 0" SWIM -2 0" LEAP 0 Characteristics Cost: 40 Cost Power 7 APERS Strips: RKA 1 1/2d6, Explosion (+3/4), Nonselective Target (-1/4) (37 Active Points); 4 Charges (Recovers Under Limited Circumstances; Must reload at a base or maintenance shop; -1 1/2), OAF Bulky (-1 1/2), No Range (-1/2), Real Weapon (-1/4), Reduced Penetration (-1/4) 12 Air Cushion : Flight 27", Position Shift, x4 Noncombat (64 Active Points); OIF Bulky (-1), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), Custom Modifier (cannot cross water more than 2 meters deep; -1/2), Custom Modifier (will not work in atmosphere less than Thin; -1/2), Limited Maneuverability Only 1 turn per Phase at Combat speed; only 1 turn per Turn at Noncombat speed (-1/2), Only In Contact With A Surface (-1/4), Custom Modifier (Requires maintenance Daily; -1/4), Crew-Served (2 people; -1/4), Cannot Move Backwards (-1/4) [Notes: Top Speed of 240 KPH] 7 +2 SPD (20 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), Linked (Air Cushion ; Lesser Power can only be used when character uses greater Power at full value; -3/4), Custom Modifier (Requires maintenance Daily; -1/4), Crew-Served (2 people; -1/4) 3 +5 DEX (15 Active Points); OIF Bulky (-1), Linked (Air Cushion ; Lesser Power can only be used when character uses greater Power at full value; -3/4), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), Linked (Air Cushion ; -1/2), Custom Modifier (Requires maintenance Daily; -1/4), Crew-Served (2 people; -1/4) 16 +13 DEF (39 Active Points); OIF Bulky (-1), Ablative BODY Only (-1/2) 5 Reflective Anti-Laser Armor: Physical Damage Reduction, Resistant, 25% (15 Active Points); OIF Bulky (-1), Ablative BODY Only (-1/2), Only Works Against Limited Type of Attack (Laser and High Energy Weapons Fire; -1/2) 6 ECM/EW Kit: Change Environment 1" radius, -3 to Radio Group PER Rolls, -3 to Infrared Perception PER Rolls, Multiple Combat Effects (23 Active Points); OIF Bulky (-1), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), No Range (-1/2), Crew-Served (2 people; -1/4) 7 Prismatic Smoke Dischargers: Darkness to Sight and Radio Groups 2" radius (25 Active Points); OAF Bulky (-1 1/2), 8 Continuing Charges lasting 1 Turn each (Recovers Under Limited Circumstances; Requires a base or maintenace shop to reload; -1/2), No Range (-1/2) 8 LS (Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe in Intense Cold; Safe in Intense Heat) (24 Active Points); OIF Bulky (-1), Custom Modifier (affects NBC Attacks and airborne diseaes/poisons; -1/2), Custom Modifier (Requires changing filters and intake grills after any NBC Attack or 1 week in tainted atmosphere; -1/4), Custom Modifier (Requires maintenance Daily; -1/4) 9 HRRP (Radio Group), MegaScale (1" = 1,000 km; +1) (24 Active Points); OIF Bulky (-1), Costs Endurance (Only Costs END to Activate; -1/4), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4) 2 Low Light Camera System: Nightvision (5 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4) 4 Passive IR with computerized image enhancement: IR Perception (Sight Group), +2 to PER Roll, MegaScale (1" = 1 km; +1/4) (9 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4) Weapons Options 63 1) 120mm Hypervelocity Mass Driver: RKA 5d6+1, 64 Charges (Recovers Under Limited Circumstances; Requires base or reload vehicle; +0), Indirect (Same origin, always fired away from attacker; +1/4), Autofire (5 shots; +1/2), Armor Piercing (+1/2), Increased Maximum Range (22,500"; +1/2) (220 Active Points); OIF Bulky (-1), Extra Time (Full Phase, -1/2), Custom Modifier (Vehicle must have full power to fire weapon; -1/2), Crew-Served (2 people; -1/4), Real Weapon (-1/4) 8 2) Advanced Fire Control System: (Total: 21 Active Cost, 8 Real Cost) +3 with Ranged Combat (15 Active Points); OIF Bulky (-1), Real Weapon (-1/4), Crew-Served (2 people; -1/4) (Real Cost: 6) plus Negative Penalty Skill Levels (increase Range Modifier character suffers with [a single attack] by -4) (6 Active Points); OIF Bulky (-1), Real Weapon (-1/4), Crew-Served (2 people; -1/4) (Real Cost: 2) 58 3) Telstar Model 5 Fusion Gun: RKA 6d6, Autofire (3 shots; +1/4), Armor Piercing (+1/2), Increased Maximum Range (19,625"; +1/2) (202 Active Points); OIF Bulky (-1), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), Real Weapon (-1/4), Reduced By Range (-1/4), Crew-Served (2 people; -1/4) Powers Cost: 215 Cost Skill 6 Navigation (Land, Marine) 14- (13 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4) Skills Cost: 6 Cost Talent 1 Absolute Range Sense (3 Active Points); OIF Bulky (-1) 1 Bump Of Direction (3 Active Points); OIF Bulky (-1) Talents Cost: 2 Total Character Cost: 263 Pts. Disadvantage 10 Physical Limitation: Air Cushion Vehicle (Frequently, Slightly Impairing) 0 Custom Disadvantage [Notes: 2 Crew, 10 Passengers, 1 ton cargo] Disadvantage Points: 10 Base Points: 200 Experience Required: 53 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 3, 2005 Report Share Posted April 3, 2005 Re: TravellerHERO PDF in the works looking over the rough draft.... couple of notes 1. isnt the cover missing something? I think it needs the mayday message 2. the Armstrong class Combat Scout is one of my home campaign ships its not traveller canon Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 3, 2005 Author Report Share Posted April 3, 2005 Re: TravellerHERO PDF in the works looking over the rough draft.... couple of notes 1. isnt the cover missing something? I think it needs the mayday message 2. the Armstrong class Combat Scout is one of my home campaign ships its not traveller canon 1. I'll definitely have to add that. 2. In that case I'll remove it. Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 3, 2005 Author Report Share Posted April 3, 2005 Re: TravellerHERO PDF in the works (Still working on this, this is what I have at this point.) Profession Templates This section contains Profession Templates (a.k.a. Package Deals) for a Traveller campaign. As with Terran Empire, it is broken into Imperial & Government Templates, and Civilian Templates. In addition to these packages, see Star Hero, Terran Empire, and Alien Wars for other packages that may be appropriate. The HERO System calls these Package Deals, but there are no "deals" or discounts for taking these packages. They are actually templates, representing the minimum skills a character must have to be a member of that profession. The purpose of these templates is ease and consistency. Imperial And Government Templates These templates represent government officials and members of the Imperial Military services. If the GM is running a military campaign, characters should take the entire template. If the characters are ex-military, they should take all of the skills in the template, but not the disadvantages, since they are no longer under military control. Imperial Court and Bureaucracies Bureaucrat For the Imperial level bureaucrat, use the Bureaucrat package in Terran Empire, pg. 106. Courtier For court attendees and messengers, use the Courtier package in Terran Empire, pg. 106. Diplomat For standard diplomats, use the Diplomat package in Terran Empire, pg. 107. Noble For planetary nobles (like the ruler of Leedor in The Traveller Adventure), use the Noble package in Terran Empire, pg. 107. Senator For Senators and Representatives, use the Senator package in Terran Empire, pg. 108, but change the major contact from Empress Marissa to Emperor Strephon. Law Enforcement and Intelligence Imperial Law Enforcement For Imperial Law Enforcement, use the ISP Officer package in Terran Empire, pg. 108, but change the rivalry from TSS to Planetary Law Enforcement. Planetary Law Enforcement For planetary Law Enforcement, use the Planetary Law Enforcement package in Terran Empire, pg. 109. Imperial Intelligence Field Agent For Imperial Intelligence field agents, use the TIC Field Agent from Terran Empire, pg. 109 Imperial Intelligence Analyst For Imperial Intelligence analysts, use the Analyst Package Deal from Dark Champions, pg. 39. Imperial Intelligence Operative For Imperial Intelligence operatives (covert or undercover), use the TIC Undercover package from Terran Empire, pg. 110, but change WF: Human Advanced Small Arms to WF: Beam Weapons. Military Services The Imperium has six services: Imperial Navy (Space Navy), Imperial Marines, Imperial Army, Imperial Scouts, Imperial Merchant Marine, and Imperial Intelligence ("Other" in Traveller Book 1). Imperial Navy The Imperial Navy (based on Traveller Book 5: High Guard) is the primary star-faring armed force of the Imperium. It’s duties include keeping peace and order across the spacelanes of the Imperium. The Imperial Navy is divided into three general categories: Imperial Forces, who are directed by and responsible to the central ruling Imperium authority; Subsector Forces, who patrol their specific subsectors; and Planetary Forces, who are assigned to or raised from an individual world in the Imperium. Each Term of Service, or Enlistment Period, is a four-year hitch. The Imperial Navy has six branches of service: Flight, Engineering, Medical, Gunnery, Technical, and The Line (Command). Imperial Navy Package Deals: Taken from the Terran Empire book starting on page 115 and modified as follows: Imperial Navy Command For Imperial Navy command personnel, use the Imperial Navy Command package deal in Terran Empire, pg. 114, with the following modifications: Change AK: The Milky Way Galaxy to AK: The Imperium Add KS: Leadership 11- Add KS: Fleet Tactics 11- This increases the cost of the package by +4 points. Option: Choose one of the following perks: Decoration - MCUF (1 pt), Decoration - SEH (2 pts) Imperial Navy Flight School For Imperial Navy Flight School personnel, use the Imperial Navy Flight package deal in Terran Empire, pg. 115, with the following modifications: Change the Navigation subcategories to Air, Space, Hyperspace Change AK: The Milky Way Galaxy to AK: The Imperium Navy pilots are officers, so the Fringe Benefit will vary by rank. Imperial Navy Engineering Traveller/High Guard doesn’t differentiate between Lifesystems and Propulsion — it’s all part of the engineering branch. Use the Imperial Navy Propulsion package deal from Terran Empire, pg. 115, but with the following modifications: Add KS: Emergency Damage Control 11- Add KS: Gravitics 11- This increases the cost of the package by +4 points. Starship engineers may optionally add SS: Naval Architecture 11- Those serving as Lifesystems/Environmental engineers should pick the proper System Operations subcategory(s) and Science Skills. Imperial Navy Sensors and Science Sensors and Science is considered part of the Command Branch. Use the Imperial Navy Science and Sensors package deal in Terran Empire, pg. 116. Imperial Navy Security Most Security Duties are handled by the ships marine contingent. See Imperial Marine (Enlisted) below. Imperial Navy Gunnery Officer For Imperial Navy Gunnery Officer, use the Imperial Navy Tactical package deal in Terran Empire, pg. 115, with the following modifications: Change the WF to WF: Small Arms, WF: Beam Weapons, and pick two of the following Vehicle Weapons (Lasers, Missiles, High Energy, Meson, or Particle Weapons) Add WF: Ships Screens (1 point) Change KS: Thorgon Military 11- to any one of the following: Zhodani, Solomani, Vargr, Aslan or K’Kree The changes increase the cost of the package by +1 point. Imperial Marines Though the Marines are an offshoot of the navy, Traveller treats them as an Army offshoot (Book 4, Mercenary). For Imperial Marines, use the Imperial Marine Enlisted (and Officer, if applicable) package deals in Terran Empire, pg. 114, with the following modifications: Imperial Marine Enlisted Use the Imperial Marine (Enlisted) package deal from Terran Empire, pg. 114, but with the following modifications: Remove Radio Implant Add PS: Battledress (DEX; 3 points) Add KS: Emergency Damage Control 11- Add Environmental Movement: Zero G (4 points) Add WF: Cutlass The overall cost of the package increases by +2 points. Imperial Marine Officer Use the Imperial Marine (Officer) package deal from Terran Empire, pg. 114, but with add High Society. Imperial Army COACC - Imperial Army Air Corp Use the Imperial Army (Air Force) package deal in Terran Empire, pg. 111. Imperial Army Cavalry - Armor Use the Imperial Army (Armor) package deal from Terran Empire, pg. 111, but with the following modifications: Systems Operations choice should be Communications (Commo) or Sensors One of the TFs should be TF: Grav Vehicles Change the WF to WF: Small Arms and WF: Vehicle Weapons (1 point) Adding the WF: Vehicle Weapon increases the package cost by +1. Imperial Army Artillery Use the Imperial Army (Artillery) package deal from Terran Empire, pg. 111, but with the following modifications: Systems Operations choice should be Communications (Commo) or Sensors One of the TFs should be TF: Grav Vehicles Add KS: Forward Observer 11- Change the WF to WF: Small Arms and either WF: Vehicle Weapons (1 point) or WF: Artillery Weapons (1 point) The total package cost is increased by +3 points. Imperial Army Infantry Use the Imperial Army (Infantry) package deal from Terran Empire, pg. 112, but with the following modifications: Change WF: Human Advanced Small Arms to WF: Beam (Laser) Weapons Remove Demolitions Add WF: GP MG, GL, and Shoulder Fired Imperial Army Medical Use the Imperial Army (Medical) package deal from Terran Empire, pg. 112, but with the following modifications: TF: Grav is the most common choice for the TF. Imperial Army Officer Imperial Army Officer is an add-on to one of the other Imperial Army packages, and can be used without modification. See Terran Empire, pg. 112. Imperial Army Wet Navy Use the Imperial Army (Sea Forces) package deal in Terran Empire, pg. 113. Imperial Army Special Forces Use the Imperial Army (Special Forces) package deal from Terran Empire, pg. 113, but with the following modifications: Remove Armorskin and Radio Implant Add PS: Battledress (DEX; 3 points) Add +1 PER (3 points) Add +1 Tracking (2 points) Add +1 Concealment (2 points) Add +1 Stealth (2 points) Add Environmental Movement: Zero G (4 points) The overall cost of the package increases by +2 points. Imperial Army and Marine School and Other assignments Both the Imperial Army and Imperial Marines have special assignments that can be assigned (taken). Commando School Commando School teaches x. Commando School Cost Skill 3 Brawling: +1D6 HA 5 +1 CSL: Ranged Combat 3 +1 CSL: Blades 3 Demolitions 2 Survival (choose) 11 Recon (Tracking, Stealth, Concealment, KS: Recon Techniques 11-) 2 KS: Vacc Suit 2 KS: Instruction 31 Total Cost Protected Forces Training Protected Forces Training teaches x. Protected Forces Training Cost Skill 2 KS: Vacc Suit 4 Environmental Movement: Zero G 3 +1 with Zero G Combat 3 Breakfall 12 Total Cost Military Intelligence School Military Intelligence School teaches x. Military Intelligence School Cost Skill 3 Forgery 3 Bribery 3 Streetwise 3 Interrogation 2 KS: Intelligence Analysis 2 Language: 2 pt of choice 16 Total Cost Command College Tactics Oratory KS: Leadership Recon Staff College Staff College teaches x. Staff College Cost Skill 3 Bureaucratics 3 Computer Programming 2 KS: Combat Engineering 2 KS: Logistics 10 Total Cost Recruiting Duty Recruiting Duty teaches x. Recruiting Duty Cost Skill 3 Bureaucratics 3 Persuasion 2 KS: Recruiting 8 Total Cost Military Attache/Aide Postings as a Military Attache/Aide are x. Military Attache/Aide Cost Skill 3 Bureaucratics 3 Computer Programming 3 High Society 1 TF: Grav or Wheeled 10 Total Cost Marine Embassy Duty This package (for Marines only) represents the additional skills of Marines who have been assigned to Embassy duty during one or more of their terms. Marine Embassy Duty Cost Skill 3 High Society 2 KS: Culture of World/Race Stationed on 2 KS: Riot Control Tactics 3 Streetwise 3 Security Systems 13 Total Cost Ships Troops This package (for Marines only) represents the additional skills of Marines stationed on a Navy vessel as ship’s troops during one or more of their terms. Ship’s Troops Cost Skill 2 KS: Vacc Suit 2 KS: Emergency Damage Control 1 WF: Ships Weapons 2 KS: Imperial Navy Procedures and Protocols 2 KS: Boarding Actions 9 Total Cost Training Cadre [More Common to Army and Special Forces] Training Cadre Cost Skill 2 KS: Instruction 2 Language: 2 pt varying on where stationed 2 KS: Culture of world/race 3 Leadership 3 Tactics 12 Total Cost Scout Service Survey Scout use the TES Crewmember Package Change AK to AK: The Imperium Change KS to KS: Imperial Interstellar Scout Service Add Combat Pilot Notes: Cost +3 Contact Specialist Use Mission Specialist Package Change AK and KS as per Survey Scout Persuasion+1 Add Trading Add Bureaucratics NOTES: Cost +8 Communications Use Crewmember package Change AK and KS as per Survey Scout Add 2 skills obtained by study while in hyperspace Drop Science Skills NOTES: Cost +2 Detached Duty Varies by assignment Administration and Base Use Bureaucrat package from page 106 Contact Branch could also use the Courtier or Diplomat packages depending on background Scout Service Schools Survey School Survey SS: Astronomy SS: Cartography Recon Systems Ops[RPV] TF: Grav Vehicle Contact School: Trading Streetwise High Society Bureaucratics Survival 1 WF 1 TF X-Boat School TF: Small Starships Navigation[Jump Space, Normal Space] Communications Civilian Templates TBD Criminals TBD Assassin Use the Assassin package deal from Terran Empire, pg. 117. Data/Identity Thief Use the Jacker package deal from Terran Empire, pg. 118. Pirate Use the Pirate package deal from Terran Empire, pg. 118, but change AK: Milky Way to AK: Imperium, change WF: Advanced Small Arms to WF: Beam Weapons. Rebel pg. 119 Rogue pg. 119 Smuggler pg. 119; change WF: Advanced Small Arms to WF: Beam Weapons Space Careers Explorer pg. 120 Pilot pg. 120 Prospector/Salvager pg. 120 Trader pg. 121 Other Careers Psionics Institute Member Adept, pg. 121, but remove Fringe Benefit if after the closure of the Psionic Institutes. Artist/Entertainer pg. 121 Bounty Hunter pg. 122 Mercenary pg. 122 Scientist pg. 122 Technician pg. 123 Colonist Alien Wars, pg. 84 OR Star Hero, pg. 33 Doctor Star Hero, pg. 34 *** Yet to be converted from TNE Athlete, pg. 42 Attorney Barbarian Belter Civil Engineer Computer Programmer Construction Worker Criminal Farmer Hunter/Guide Journalist Manager Martial Artist Mechanic Merchant Marine Prisoner (ex-Con) Professor Psionic Researcher Wealthy Traveller Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 3, 2005 Author Report Share Posted April 3, 2005 Re: TravellerHERO PDF in the works (In progress) Traveller Starship Tech Imperial starships in the Traveller universe are... Buying Starships Ships without Jump Drives costs x. Ships with Jump Drives cost x. Size and Displacement Traveller hulls are measured in Displacement Tons (DT). The table below converts Traveller hulls by Displacement Tons into HERO Size. Hull Size: [DT] Size STR BODY DCV Base Cost 1 5 35 15 -3 2 7 45 17 -4 3 8 50 18 -5 5 9 55 19 -6 10 10 60 20 -6 15 11 65 21 -7 20 12 70 22 -8 50 14 80 24 -9 100 15 85 25 -10 200 17 95 27 -11 400 18 100 28 -12 600 19 105 29 -12 800 20 110 30 -13 1,200 21 115 31 -14 2,000 22 120 32 -14 3,000 23 125 33 -14 5,000 24 130 34 -16 8,000 25 135 35 -16 10,000 25 135 35 -16 20,000 27 145 37 -18 30,000 28 150 38 -18 50,000 29 155 39 -19 60,000 29 155 39 -19 75,000 30 160 40 -20 100,000 30 160 40 -20 200,000 32 170 42 -20 300,000 33 175 43 -21 500,000 34 180 44 -22 1,000,000 35 185 45 -22 Modifiers to Hull Rating: Interior Design/Construction: Partial Compartmentalization: +5% Total Compartmentalization: +10% Hull Construction:[Hardened Steel assumed to be standard] Planetoid Hull: +10 Body, +10 Def, ½ Cost, cannot enter atmosphere Buffered Planetoid Hull: +15 Body, +15 Def, 2/3 Cost, cannot enter atmosphere Both planetoid hulls can have armor added, but get no bonuses for hull type, or for interior design They also cannot be equipped with stealth hulls. Advanced Hull Material I[ Titanium Alloy]: +1 Body/+1 Def Advanced Hull Material II [Light Composite]: +2 Body/+1 Def Advanced Hull Material III [Composite Laminate]: +2 Body/+2 Def Advanced Hull Material IV [Crystal Iron]: +5% Body/+3 Def, can add thermal superconducting armor Advanced Hull Material V [superdense]: +10% Body/ +4 Def, can add tsa Advanced Hull Material VI [bonded Superdense]: +20% Body, +8 Def, can add tsa Advanced Hull Material VII [Coherent Superdense]: +25% Body, +12 Def, can add tsa Advanced Hull Material VIII [Living Metal]: +15% Body, no tsa, regenerates 1 Body per Hour, *3 Cost Advanced Hull Material IX [biomechanical]: Standard Body, regens 1 body per Day, *2 Cost Advanced Hull Material X[battlemech Armor]: +3 DEF, +2 Body, counts as hardened TSA Advanced Hull Material XI[Ferro Fibrous Mech Armor] +5 Def, +3 Body, counts as hardened tsa Advanced Hull Material XIII[Ferro Aluminum Armor] +4 Def, +3 Body, Counts as TSA, brittle Advanced Hull Material XIV[battlemech etc EndoSteel Internal Structure]: +3 Body, extra bulky Hull Types: Dispersed/Open Structure: cannot enter atmosphere, no added armor[Def 4], adds +4 body, often modular, .75 cost Needle: Airframe or streamlined, fully atmospheric, adds +3 body, Airframe adds +2 PSR for maneuvers, cost of basic hull is *2 CR Wedge: AF or SL, fully atmospheric, adds +2 body, AF +2 PSR, *1.5 Cr Cylinder: AF or SL, fully atmospheric, adds +1 body, AF +1 PSR, *1.25 CR Box: SL only, partially atmospheric, adds +1 body, standard cost Sphere: SL Only, partially atmospheric, standard body, standard cost Dome/Disk: AF or SL, fully atmospheric, adds +2 body, AF +1 PSR, *1.25 cost Close Structure: Unstreamlined, adds +2 body, *1.25 cost Slab: AF or SL, +2 body, +1 PSR, *1.5 cost Power Systems The table below summarizes the power systems commonly available for starships in the Traveller universe. TravellerHERO Power Systems Power Plant Year TL END REC A/R Cost Price Fusion TBD TBD 250 25 TBD TBD As a general guideline, a fusion power plant takes up x hexes (TBD). Propulsion Systems Traveller ships use two kinds of propulsion: Maneuver Drives for space maneuvering, and Jump Drives for interstellar travel. TravellerHERO Propulsion System Year TL Movement A/R Cost Price Maneuver Drives Maneuver 1 Jump Drives Jump 1 3 LY/week Jump 2 6 LY/week Jump 3 9 LY/week Jump 4 12 LY/week Jump 5 15 LY/week Jump 6 18 LY/week Notes: Maneuver Drives Maneuver drives are xxx. Traveller Maneuver Drives 1G Manuever Drive: (Total: 69 Active Cost, 25 Real Cost) Flight 30†(60 Active Points); OIF Bulky (-1), Side Effects, Side Effect occurs automatically whenever Power is used (Dangerous Exhaust; -1), Costs Endurance (-1/2), Crew-Served (2 crew; -1/4) (Real Cost: 16) plus +3 DEX (Real Cost: 9) 2G Manuever Drive: (Total: 58 Active Cost, 29 Real Cost) Flight 20†(40 Active Points); OIF Bulky (-1), Side Effects, Side Effect occurs automatically whenever Power is used (Dangerous Exhaust; -1), Costs Endurance (-½), Crew-Served (2 crew; -¼) (Real Cost: 11) plus +6 DEX (Real Cost: 18) 3G Manuever Drive: (Total: 48 Active Cost, 17 Real Cost) Flight 15†(30 Active Points); OIF Bulky (-1), Side Effects, Side Effect occurs automatically whenever Power is used (Dangerous Exhaust; -1), Costs Endurance (-1/2), Crew-Served (2 crew; -1/4) (Real Cost: 8) plus +6 DEX (18 Active Points); Custom Modifier (only while mauever drive is operating at full speed; -1) (Real Cost: 9) Jump Drives Jump drives are a type of Displacement Drive (see Terran Empire, page160). The jump travels through Hyperspace from the Jump Point to the Target Point, and all jumps take 1 week (7 days). Jump Drive Accuracy Table Margin of Success Distance To Target Made by 5+ TBD Traveller Jump Drives Jump 1 Drive: Teleportation 3â€, MegaScale (1†= 1 lightyear; +3 1/2) (27 Active Points); Extra Time (1 Hour, -3), 1 Charge which Recovers every 1 Week (-2 1/2), OIF Bulky (-1), Side Effects (Side Effect affects both character and recipient of Power’s benefits; can cause misjump or damage to ship on failed skill roll; -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; -1/4), Difficult to Operate (-1/4) Jump 2 Drive: Teleportation 6â€, MegaScale (1†= 1 lightyear; +3 1/2) (54 Active Points); Extra Time (1 Hour, -3), 1 Charge which Recovers every 1 Week (-2 1/2), OIF Bulky (-1), Side Effects (Side Effect affects both character and recipient of Power’s benefits; can cause misjump or damage to ship on failed skill roll; -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; -1/4), Difficult to Operate (-1/4) Jump 3 Drive: Teleportation 9â€, MegaScale (1†= 1 lightyear; +3 1/2) (81 Active Points); Extra Time (1 Hour, -3), 1 Charge which Recovers every 1 Week (-2 1/2), OIF Bulky (-1), Side Effects (Side Effect affects both character and recipient of Power’s benefits; can cause misjump or damage to ship on failed skill roll; -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; -1/4), Difficult to Operate (-1/4) Jump 4 Drive: Teleportation 12â€, MegaScale (1†= 1 lightyear; +3 1/2) (108 Active Points); Extra Time (1 Hour, -3), 1 Charge which Recovers every 1 Week (-2 1/2), OIF Bulky (-1), Side Effects (Side Effect affects both character and recipient of Power’s benefits; can cause misjump or damage to ship on failed skill roll; -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; -1/4), Difficult to Operate (-1/4) Jump 5 Drive: Teleportation 15â€, MegaScale (1†= 1 lightyear; +3 1/2) (135 Active Points); Extra Time (1 Hour, -3), 1 Charge which Recovers every 1 Week (-2 1/2), OIF Bulky (-1), Side Effects (Side Effect affects both character and recipient of Power’s benefits; can cause misjump or damage to ship on failed skill roll; -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; -1/4), Difficult to Operate (-1/4) Jump 6 Drive: Teleportation 18â€, MegaScale (1†= 1 lightyear; +3 1/2) (162 Active Points); Extra Time (1 Hour, -3), 1 Charge which Recovers every 1 Week (-2 1/2), OIF Bulky (-1), Side Effects (Side Effect affects both character and recipient of Power’s benefits; can cause misjump or damage to ship on failed skill roll; -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; -1/4), Difficult to Operate (-1/4) Weapon Systems Traveller ships generally use Lasers and Sandcasters? Starship Lasers The most common. Turrets vs. non-turrets. 250 Megawatt Beam Laser, Single Turret Effect: RKA 8d6 END: 54 Range: 600,000 kilometers Put writeup here. 72 250 Megawatt Beam Laser: RKA 8d6, MegaScale (1†= 1,000 km; +1), Can Be Scaled Down 1†= 1km (+1/4) (270 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Visible Light Laser; -1/2), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4), Real Weapon (-1/4) 54 250 Megawatt Beam Laser, Triple Turret Effect: RKA 8d6, 3-shot autofire END: 60 Range: 600,000 kilometers Put writeup here. 80 Beam Laser: RKA 8d6, Autofire (3 shots; +1/4), MegaScale (1†= 1,000 km; +1), Can Be Scaled Down 1†= 1km (+1/4) (300 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Visible Light Laser; -1/2), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4), Real Weapon (-1/4) Note: 250 megawatt Beam Lasers in triple turret 60 Meson Guns Type T Spinal Meson Gun Effect: RKA 13d6+1, NND (Does BODY) END: 180 Range: 30 million kilometers Put writeup here. 156 Type T Spinal Meson Gun: RKA 13d6+1, NND ([standard]; Forcefield or meson screen; +1), Does BODY (+1), MegaScale (1†= 10,000 km; +1 1/4), Can Be Scaled Down (+1/4) (900 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), OIF Bulky (-1), Crew-Served ([9-16] people; -1), Increased Endurance Cost (x2 END; -1/2) 180 Missiles The most common. Light Missile Rack Effect: RKA 6½d6 Explosion Shots: ## Range: 1,500,000 kilometers Put writeup here. 80 Light Missile Rack: RKA 6 1/2d6, Explosion (+1/2), MegaScale (1†= 10,000 km; +1 1/4), Can Be Scaled Down 1†= 1km (+1/4) (300 Active Points); OIF Bulky (-1), 6 Charges (-3/4), Custom Modifier (must have a viable target lock to fire; -1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4) [6] Note: standard space combat missile, with either kinetic energy or High Explosive Warhead. If KE, its an AP attack instead of explosive. Defense Systems Traveller starship defenses are xx. Sandcaster Launcher Effect: 50% Resistant Physical and Energy Damage Reduction END: 8 Range: 600,000 kilometers Put writeup here. 16 Sandcaster Launcher: (Total: 74 Active Cost, 16 Real Cost) Energy Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 1 Turn each (+1/4) (37 Active Points); OIF Bulky Fragile (-1 1/4), Ablative BODY or STUN (-1), Custom Modifier (only stops laser, plasma, or fusion fire; -1), Real Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 8) plus Physical Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 1 Turn each (+1/4) (37 Active Points); OIF Bulky Fragile (-1 1/4), Ablative BODY or STUN (-1), Custom Modifier (only stops laser, plasma, or fusion fire; -1), Real Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 8) 8 Operations Systems Systems. Computers List of computers. Sensors Sensor Packages: Traveller sensor packages are divided into active and passive sets. The Active Arrays can have a range of anywhere from 3,000 to 480,000 kilometers And consists of a variety of active and passive sensor emitters, making it a much more sophisticated Version of Radar.[Radar, Lidar, Sonar] Passive sensor arrays, use large antennae to detect any electromagnetic emanations from a potential target. These are extremely sophisticated and precise sensors.[High Res Thermal, Densitometers, and Neural Activity Sensors are all passive. Package 1 22 Starship Sensor and Commo Arrray: Multipower, 60-point reserve, (60 Active Points); all slots OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4) 2u 1) Radar (Radio Group), Tracking, MegaScale (1†= 10,000 km; +1 1/4) (45 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4) 4 1u 2) Laser/Maser Comm: Mind Link , Machine class of minds, Any Willing Target, Any distance (20 Active Points); OIF Bulky Fragile (-1 1/4), Extra Time (Delayed Phase, -1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4) 2 1m 3) Optical Telescope Arrays: +10 versus Range Modifier for Sight Group (15 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4) 1 1m 4) Computerized Image Enhancement : +3 versus Range Modifier for Radar; OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4) 1 Package 2 23 Sensor and Commo system: Multipower, 85-point reserve, (85 Active Points); all slots OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) 1m 1) Computerized Image Enhancement : +8 versus Range Modifier for Radar (4 Active Points); OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) 1 1u 2) Laser/Maser Comm: Mind Link , Machine class of minds, Any Willing Target, Any distance (20 Active Points); OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2), Extra Time (Delayed Phase, -1/4), Crew-Served (2 people; -1/4) 2 4m 3) UV Perception (Sight Group), +7 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Tracking, MegaScale (1†= 100,000 km; +1 1/2), Can Be Scaled Down 1†= 1km (+1/4) (80 Active Points); OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) 8 4m 4) Radio Perception/Transmission (Radio Group), +7 to PER Roll, Targeting, Tracking, MegaScale (1†= 10,000 km; +1 1/4), Can Be Scaled Down 1†= 1km (+1/4) (80 Active Points); OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Custom Modifier (affected as hearing group as well as radio group; -1/2), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) 8 4m 5) IR Perception (Sight Group), +5 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Tracking, MegaScale (1†= 100,000 km; +1 1/2), Can Be Scaled Down 1†= 1km (+1/4) (74 Active Points); OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) 7 4m 6) Radar (Radio Group), +1 to PER Roll, Discriminatory, Analyze, Tracking, MegaScale (1†= 100,000 km; +1 1/2), Can Be Scaled Down 1†= 1km (+1/4) (85 Active Points); OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Custom Modifier (affected as sight group as well as radio group; -1/2), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) 8 3m 7) Neutrino Scanner: Detect A Single Thing 14- (Unusual Group), Discriminatory, Analyze, Range, Targeting, Tracking, MegaScale (1†= 10,000 km; +1 1/4) (85 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Custom Modifier (affected as sight group as well as detect group; -1/2), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) 8 Communications TBD Electronic Warfare TBD Flight Control TBD Personnel Systems Life Support 10 Ships Life Support System: LS (Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Custom Modifier (LS System requires extra maitenance or the air filitration systems go sour after 2 weeks; -1/2) 3 Environmental Systems 12 Ships Environmental Systems: Change Environment 64†radius (35 Active Points); OIF Bulky (-1), Custom Modifier (only to provide lights, gravity, and temperature to ships interior; -1) 3 Quote Link to comment Share on other sites More sharing options...
Thrakazog Posted April 4, 2005 Report Share Posted April 4, 2005 Re: TravellerHERO PDF in the works Please be sure to post where I can buy this .pdf when it becomes available. Thanks. Quote Link to comment Share on other sites More sharing options...
Starwolf Posted April 4, 2005 Report Share Posted April 4, 2005 Re: TravellerHERO PDF in the works Please be sure to post where I can buy this .pdf when it becomes available. Thanks. I am pretty sure that when they are done with this it will be a free download. Quote Link to comment Share on other sites More sharing options...
tancred Posted April 4, 2005 Report Share Posted April 4, 2005 Re: TravellerHERO PDF in the works Eodin mentioned early on that there's no permission to sell this, so it will be a free download. My bet is that it will be available on StarHeroFandom.com. There is also a forum with plenty of discussion on this topic. Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 4, 2005 Author Report Share Posted April 4, 2005 Re: TravellerHERO PDF in the works Yes, it will be a free download from the Star Hero Fandom website, the TravellerHERO page. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 4, 2005 Report Share Posted April 4, 2005 Re: TravellerHERO PDF in the works if you want to spend money on PDF's there are lots of good things for Hero here and there are online sources for traveller material, this is a labor of love and insanity for me at least... Quote Link to comment Share on other sites More sharing options...
ajackson Posted April 4, 2005 Report Share Posted April 4, 2005 Re: TravellerHERO PDF in the works Why is buffered planetoid +15 body/def, when a bonded SD hull is only +12? A buffered planetoid, in High Guard, is +6 armor rating; a maxed hull is 15. I'd probably convert Def off of the size and High Guard armor rating; I'd go with Def = 2 - (base DCV) + A, where A comes from the High Guard value (the conversion logic is based on how personal armor weight scales): 0: +0 1: +2 2: +4 3: +5 4: +6 5-6: +7 7-8: +9 9-12: +10 13-16: +11 17-24: +12 That gives a Tigress a Def of 2 - (-22) + 11 or 34. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 4, 2005 Report Share Posted April 4, 2005 Re: TravellerHERO PDF in the works I was thinking about that today one question comes up right off the bat in traveller a standard starship hull with Armor-0 has a Striker value of 40 also can you look at the Energy Weapons I posted this morning I went with your method of figuring damage, and was questioning the figures I came up with translating from Striker Quote Link to comment Share on other sites More sharing options...
ajackson Posted April 4, 2005 Report Share Posted April 4, 2005 Re: TravellerHERO PDF in the works The Striker armor values for armored hulls never made any sense, since it means factor-F armor on a 10 dton spherical hull (real thickness 17 cm, effective thickness 238cm steel, which is AV 62) and factor-F armor on a 500,000 dton spherical hull (thickness 13.4 meters, effective thickness 18,800 cm, which is AV 113) have the identical armor rating (of course, in any design system in which armor density matters, armor thickness is much much lower). On checking, though, it looks like that should be armor 38, not armor 34, so add 4 to all armor values. As for damage conversion -- it's one of the historical problems with Hero. If you go with a formula of x2 energy = +1DC, you tend to wind up with about x2 penetration = +2 DC. This means that, for big weapons, doubling the power pushes you from 8d to 8d+1, which seems kind of pathetic. Other than discarding x2 -> +1 DC, there's not much to be done to fix it. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 8, 2005 Report Share Posted April 8, 2005 Re: TravellerHERO PDF in the works good news, I heard back from Marc Miller last night were good to go on using the book 3 system generation tables as a whole in the PDF, we just need to refer folks to either Book 6- Scouts or the Megatraveller refereess book for the expanded generation system. I forwarded Eodin a copy of the e-mail Quote Link to comment Share on other sites More sharing options...
tancred Posted April 8, 2005 Report Share Posted April 8, 2005 Re: TravellerHERO PDF in the works Man, that is SO cool! Permission from the man himself. This just gets better all the time. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 8, 2005 Report Share Posted April 8, 2005 Re: TravellerHERO PDF in the works this was something I've wanted to see since the new edition of Star Hero was published, some kind of way of generating even just basic world stats. for some campaigns it wouldnt make a big difference, but for others its going to be very important. so my plan is barring objections from Steve or somebody at Hero is to just port over the book 3 world generation system as is, and point folks who want something more extensive to Book 6- Scouts, or to the Megatraveller Referees Handbook, for that matter if somebody wants software to handle the number crunching. either Heaven and Earth or Galactic 2.0 which are both free downloads can be pointed to. the book 3 system other than being originally from Traveller is fairly system neutral beyond the tech level system. thats one thing we need to work on is tech level differernces between Traveller and Hero Quote Link to comment Share on other sites More sharing options...
tancred Posted April 8, 2005 Report Share Posted April 8, 2005 Re: TravellerHERO PDF in the works Yeah, that is a significant difference. I still haven't gotten a good grasp on the differences between TL and ATRI. Have to take a look at that this weekend. I agree that the book 3 world generation system is definitely game-neutral. It can be used in any game system. I especially like having a rating system for a world, where you can sum it up in a glance. That, to me, is the one drawback of the system in Star Hero, and in the system generation program in Free Stuff here. The UPP is just elegant, and easy to use. Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 8, 2005 Author Report Share Posted April 8, 2005 Re: TravellerHERO PDF in the works good news, I heard back from Marc Miller last night were good to go on using the book 3 system generation tables as a whole in the PDF, we just need to refer folks to either Book 6- Scouts or the Megatraveller refereess book for the expanded generation system. I forwarded Eodin a copy of the e-mail I'll check my email when I get home this evening. Good deal! Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 11, 2005 Report Share Posted April 11, 2005 Re: TravellerHERO PDF in the works Imperial Navy Structure and Organization Imperial Navy Structure: Each Sector of the Imperium theoretically has a group of fleets numbering about 1,000 ships, there are Numbered fleets and Named Fleets: Numbered Fleet: a numbered fleet is a group of several squadrons, there are approximately 320 numbered fleets, one per subsector. And depending on its mission may have between 2 and 10 squadrons containing between 50 and 200 total ships. These Fleets are commanded by a fleet admiral Numbered Reserve Fleet: as per numbered fleet, but with older still useful equipment, they are considered part of a named fleet, but are rarely moved out of their home subsector. Named Fleet: The Imperium has 28 named fleets, one for each sector, and each has 1 numbered fleet from each subsector normally. There are 6 broad fleet types: Assault Fleet: assigned to World Attack missions Battle Fleet: the strongest fleets with the strongest ships Interdiction Fleet: assigned to Siege and containment missions Penetration Fleet: Assigned to Long Range Raiding missions Strike Fleet: Assigned to supporting the flanks of the battle fleets with maneuverability and firepower Depot Fleet: Inactive Ship pool, the "Mothball" fleet There are 5 basic squadron types: Battle Squadron[batRon]: composed of Battleships or Battleriders, usually reinforced with a large number of auxillary ships. Example Batron[4 Battleships, 3 Scouts, 1 Tanker, 2 Transports, 2 Auxillaries] Cruiser Squadron[CruRon]: Cruisers and their escorts, always with attached bulk carriers, used to support batrons, and to support planetary surface operations. Example CruRon[5 Cruisers, 2 Scouts, 1 Auxillary, 4 Escorts] Scout Squadron[scoutRon]: Composed of a wide variety of ships used for scout and courier duties Assault Squadron[AssaultRon]: Troop Transports, escorts, and Auxillaries, carry troops from point to point and to deliver them to a planetary surface. Example AssaultRon[1 Cruiser, 4 Escorts, 2 Scouts, 3 Transpors, 3 Auxillaries] Tanker Squadron[TankRon]: Tankers and Supply Ships with some escorts Example TankRon[1 Cruiser, 4 Escorts, 4 Tankers, 2 Transports, 2 Auxillaries] Squadron Hierarchy: Regular Squadron: Assigned to the numbered fleets and based at naval bases within the Imperium Colonial Squadron: Second Line Squadrons assigned to the numbered reserve fleets, and are based at worlds that have the population and technology to support them[TL 9+ and Pop 9+] System Squadrons: Are not assigned to any fleet, instead they are assigned to a home system with TL 9+ and Pop 4+ References: Megatraveller: Rebellion Sourcebook Megatraveller: Fighting Ships of the Shattered Imperium Quote Link to comment Share on other sites More sharing options...
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