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TravellerHERO PDF in the works


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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

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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

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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

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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

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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.

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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

 

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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

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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.

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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.

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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

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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.

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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

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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

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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.

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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!

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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

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