shadowcat1313 Posted April 12, 2005 Report Share Posted April 12, 2005 Re: TravellerHERO PDF in the works high energy weapons are nice, but heres one my favorite toys for Battledress use NOTE: this weapon is unofficial, the supplement it was intended for never saw the light of day. its a 4cm RAM GL with burst fire capability, that feeds from a 125 round ammo cassette yeah shes a beat to haul around, and is pretty much Battledress only but she has some advantages over High Energy Weapons 1. Range is about equal to HEW, but the damage/penetration doesnt change at any range 2. 2 round burst and indirect vs direct fire single shot 3. more flexibility with the various ammo types available 4. your not as likely to get executed etc for getting caught with one in the wrong place as with HEW. Imperial Marines simply call this a Can Opener 60 Multipower, 180-point reserve, all slots 125 Charges (Recovers Under Limited Circumstances; requires a base or resupply vehicle; +1/4) (225 Active Points); all slots STR Minimum 15-17 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OIF Bulky (-1), Required Hands Two-Handed (-1/2) [Notes: Automatic RAM GL, modified for Battledress use only, 125 round backpack ammo cassette, between weapon and ammo, 115kg of weight] 1u 1) 4cm Flechette Round: RKA 1d6, Area Of Effect Nonselective (4" Cone; +3/4) (26 Active Points); STR Minimum 15-17 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OIF Bulky (-1), No Range (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Reduced Penetration (-1/4) 4u 2) 4cm HE Round: RKA 3d6, Increased Maximum Range (3,100"; +1/4), Explosion (+3/4), Nonselective Target (-1/4), Autofire (2 shots; +1 1/4) (135 Active Points); STR Minimum 15-17 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OIF Bulky (-1), Required Hands Two-Handed (-1/2) 4u 3) 4cm HEAP round: RKA 5d6+1, Autofire (2 shots; +1/4), Indirect (Same origin, always fired away from attacker; +1/4), Increased Maximum Range (4,000"; +1/4), Armor Piercing (+1/2) (180 Active Points); STR Minimum 15-17 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OIF Bulky (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 5u 4) 4cm Incendiary Round: RKA 2 1/2d6, Increased Maximum Range (4,250"; +1/4), Explosion (+1/2), Uncontrolled (+1/2), Continuous (lasts 4 phases total; +1), Autofire (2 shots; +1 1/4) (180 Active Points); STR Minimum 15-17 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OIF Bulky (-1), Required Hands Two-Handed (-1/2) 2u 5) Riot Control Agent: (Total: 95 Active Cost, 23 Real Cost) EB 3d6, Increased Maximum Range (1,675"; +1/4), Explosion (-1 DC/2"; +3/4), Nonselective Target (-1/4), Lingering up to 1 Minute (+3/4), NND ([standard]; Sealed Suit, Hold Breath; +1), Autofire (2 shots; +1 1/4) (71 Active Points); STR Minimum 15-17 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OIF Bulky (-1), Custom Modifier (Rain or high winds disperse in 1 phase; -1/2), Required Hands Two-Handed (-1/2) (Real Cost: 17) plus Sight Group Flash 1d6, Increased Maximum Range (550"; +1/4), Explosion (-1 DC/2"; +3/4), Nonselective Target (-1/4), Lingering up to 1 Minute (+3/4), NND ([standard]; Sealed Suit, Hold Breath , Eye coverings; +1), Autofire (2 shots; +1 1/4) (24 Active Points); STR Minimum 15-17 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OIF Bulky (-1), Custom Modifier (Rain or high winds disperse in 1 phase; -1/2), Required Hands Two-Handed (-1/2) (Real Cost: 6) Powers Cost: 76 Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 12, 2005 Report Share Posted April 12, 2005 Re: TravellerHERO PDF in the works I forgot to mention, that this can be loaded with a .01 KT tactical nuke round if the situation calls for it, but there by no means standard issue the Tac Nuke isnt available til TL-15 Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 12, 2005 Report Share Posted April 12, 2005 Re: TravellerHERO PDF in the works Heres more traveller gear vacc suits and some sensor gear 5000$ Diving Gel Suit-9: LS (Eating: Character only has to eat once per week; Safe in High Pressure; Safe in Intense Cold; Self-Contained Breathing) (14 Active Points); OIF (-1/2), Custom Modifier (Capable of 100 meters depth safely at 1G; -1/2) [Notes: TL-9 Skintight Diving Suit with seperate bubble helmet] 15000$ Image Converter Binoculars-9: (Total: 26 Active Cost, 11 Real Cost) IR Perception (Sight Group) (5 Active Points); OAF Fragile (-1 1/4) (Real Cost: 2) plus UV Perception (Sight Group) (5 Active Points); OAF Fragile (-1 1/4) (Real Cost: 2) plus +4 versus Range Modifier for Sight Group (6 Active Points); OAF Fragile (-1 1/4) (Real Cost: 3) plus Sight Group Flash Defense (5 points) (5 Active Points); OAF Fragile (-1 1/4) (Real Cost: 2) plus Transmit with Sight Group (5 Active Points); OAF Fragile (-1 1/4) (Real Cost: 2) 15000$ Handheld Densitometer-14: Detect A Single Thing 14- (Unusual Group), 1 Continuing Charge lasting 1 Day (+0) (6 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (cannot be used in an artificial gravity field; -1/2), Custom Modifier (Scan penetration of 1 Meter; -1/2), Concentration (1/2 DCV; -1/4), Custom Modifier (produces an audible hum when in operation; -1/4) [Notes: Using an object or areas natural gravitational attraction, the remote densitometer can easily classify an objects density] 3000$ PLSS[A]-9: LS (Safe in Intense Cold; Self-Contained Breathing), 4 Continuing Charges lasting 1 Hour each (+0) (12 Active Points); OIF Bulky (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), OIHID (-1/4), Custom Modifier (Real Equipment; -1/4) [Notes: Short Duration Portable Life Support System. Provides power oxygen for vacc suits] 5000$ PLSS-9: LS (Safe in Intense Cold; Self-Contained Breathing), 1 Continuing Charge lasting 1 Day (+0) (12 Active Points); OIF Bulky (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), OIHID (-1/4), Custom Modifier (Real Equipment; -1/4) [Notes: Medium Duration Portable Life Support System. Provides power oxygen for vacc suits] 8000$ PLSS[C]-9: (Total: 52 Active Cost, 14 Real Cost) LS (Safe in Intense Cold; Self-Contained Breathing), 2 Continuing Charges lasting 1 Day each (+0) (12 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), OIHID (-1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 5) plus Flight 20" (40 Active Points); 1 Continuing Charge lasting 1 Minute (-1), OIF Bulky (-1), Only In Straight Lines (-1/2), Requires A Skill Roll (-1/2), OIHID (-1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 9) [Notes: Long Duration PLSS with Integrated thruster package] 25000$ Passive Radiation Imaging Syetem Binoculars-12: Detect A Large Class Of Things 14- (Unusual Group), 1 Continuing Charge lasting 1 Day (+0), Variable Special Effects (Any SFX; any type of radiation from IR to Gamma; +1/2) (19 Active Points); OAF Expendable (Easy to obtain new Focus; -1) 500000$ Portable Bio-Sniffer-13: Detect A Large Class Of Things 14- (Unusual Group), Discriminatory, Analyze, 1 Continuing Charge lasting 1 Day (+0) (23 Active Points); OIF Bulky Fragile (-1 1/4), Concentration (1/2 DCV; -1/4) [Notes: Scans for evidence of biological/metabolic activity in the area] 2500$ Portable Lasercomm Relay-10: Mind Link , Machine class of minds, Specific Group of Minds, Number of Minds (x8), 1 Continuing Charge lasting 1 Day (+0) (25 Active Points); OAF Bulky Fragile (-1 3/4), Only With Others Who Have Mind Link (-1), Custom Modifier (Range effected by atmospheric conditions; -1/4), Visible (-1/4) 15000$ Portable Neural Activity Sensor-13: Detect A Single Thing 14- (Unusual Group), Discriminatory, Analyze, Range, Sense, 1 Continuing Charge lasting 1 Day (+0) (23 Active Points); OIF Bulky Fragile (-1 1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4) [Notes: the NAS detects the electrical activity of a lifeforms nervous system] General Purpose Vacc Suit-8: (Total: 23 Active Cost, 7 Real Cost) Armor (5 PD/5 ED) (15 Active Points); OIF Bulky (-1), Normal Mass (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Real Armor (-1/4) (Real Cost: 4) plus LS (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (8 Active Points); OIF Bulky (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4) (Real Cost: 3) [Notes: Requires a PLSS to provide power and oxygen] Tailored Vacc Suit-14: (Total: 29 Active Cost, 9 Real Cost) Armor (7 PD/7 ED) (21 Active Points); OIF Bulky (-1), Normal Mass (-1), Real Armor (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) (Real Cost: 6) plus LS (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (8 Active Points); OIF Bulky (-1), Extra Time (Delayed Phase, Only to Activate, -1/4) (Real Cost: 3) [Notes: Requires a PLSS to provide power and oxygen, unsealed protects to +50C or -10C] Light Duty Vacc Suit-10: (Total: 14 Active Cost, 6 Real Cost) Armor (2 PD/2 ED) (6 Active Points); OIF Bulky (-1), Extra Time (Delayed Phase, Only to Activate, -1/4) (Real Cost: 3) plus LS (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (8 Active Points); OIF Bulky (-1), Extra Time (Delayed Phase, Only to Activate, -1/4) (Real Cost: 3) [Notes: Requires a PLSS to provide power and oxygen] Hostile Environment Vacc Suit-12: (Total: 32 Active Cost, 11 Real Cost) Armor (8 PD/8 ED) (24 Active Points); OIF Bulky (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Real Armor (-1/4) (Real Cost: 8) plus LS (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (8 Active Points); OIF Bulky (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4) (Real Cost: 3) [Notes: Requires a PLSS to provide power and oxygen] Total Character Cost: 0 Quote Link to comment Share on other sites More sharing options...
tancred Posted April 12, 2005 Report Share Posted April 12, 2005 Re: TravellerHERO PDF in the works Sweet! Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 14, 2005 Report Share Posted April 14, 2005 Re: TravellerHERO PDF in the works just a general followup question where do we stand on things, what should I tackle next? Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 14, 2005 Author Report Share Posted April 14, 2005 Re: TravellerHERO PDF in the works Look in the starship construction chapter... we need more standard weapon builds, and we need to get all 6 of the Maneuver drives written up; we still need snippets of info for the Religion chapter, criminal orgs and law enforcement for the Criminal Underworld chapter; look in the Professions chapter - if you have any race-specific professions that we should include, like the Hiver Tech Rep and the Aslan Assassin, we need writeups of those. Also for weapons, we need to decide if we're going to include writeups howitzers, bazookas, and such. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 14, 2005 Report Share Posted April 14, 2005 Re: TravellerHERO PDF in the works ok, heres the chart for starship jump and maneuver drives 26 1G Maneuver Drive: Flight 30", Position Shift (65 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4) 34 2G Maneuver Drive: Flight 40", Position Shift (85 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) 54 3G Manuever Drive: (Total: 135 Active Cost, 54 Real Cost) +1 SPD (10 Active Points); OIF Bulky (-1), Linked (Compound Power; -1/2), Crew-Served (2 people; -1/4) (Real Cost: 4) plus Flight 60", Position Shift (125 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 50) 57 4G Manuever Drive: (Total: 145 Active Cost, 57 Real Cost) +2 SPD (20 Active Points); OIF Bulky (-1), Linked (Compound Power; -1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 7) plus Flight 60", Position Shift (125 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 50) 60 5G Manuever Drive: (Total: 155 Active Cost, 60 Real Cost) +3 SPD (30 Active Points); OIF Bulky (-1), Linked (Compound Power; -1/2), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4) (Real Cost: 10) plus Flight 60", Position Shift (125 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 50) 63 6G Manuever Drive: (Total: 165 Active Cost, 63 Real Cost) +4 SPD (40 Active Points); OIF Bulky (-1), Linked (Compound Power; -1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 13) plus Flight 60", Position Shift (125 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4) (Real Cost: 50) 3 Jump 1 Drive: Teleportation 3", MegaScale (1" = 1 lightyear; +3 1/2) (27 Active Points); 1 Charge which Recovers every 1 Week (-2 1/2), Extra Time (1 Hour, Only to Activate, -1 1/2), OIF Bulky (-1), Requires A Skill Roll (-1/2), Custom Modifier (possible misjump if using unrefined fuel; -1/2), Custom Modifier (cannot be used safely inside a gravity well; -1/2), Custom Modifier (No Non Combat Multiple; -1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) 6 Jump 2 Drive: Teleportation 6", MegaScale (1" = 1 lightyear; +3 1/2) (54 Active Points); 1 Charge which Recovers every 1 Week (-2 1/2), Extra Time (1 Hour, Only to Activate, -1 1/2), OIF Bulky (-1), Requires A Skill Roll (-1/2), Custom Modifier (possible misjump if using unrefined fuel; -1/2), Custom Modifier (cannot be used safely inside a gravity well; -1/2), Custom Modifier (No Non Combat Multiple; -1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) 9 Jump 3 Drive: Teleportation 9", MegaScale (1" = 1 lightyear; +3 1/2) (81 Active Points); 1 Charge which Recovers every 1 Week (-2 1/2), Extra Time (1 Hour, Only to Activate, -1 1/2), OIF Bulky (-1), Requires A Skill Roll (-1/2), Custom Modifier (possible misjump if using unrefined fuel; -1/2), Custom Modifier (cannot be used safely inside a gravity well; -1/2), Custom Modifier (No Non Combat Multiple; -1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) 13 Jump 4 Drive: Teleportation 12", MegaScale (1" = 1 lightyear; +3 1/2) (108 Active Points); 1 Charge which Recovers every 1 Week (-2 1/2), Extra Time (1 Hour, Only to Activate, -1 1/2), OIF Bulky (-1), Requires A Skill Roll (-1/2), Custom Modifier (possible misjump if using unrefined fuel; -1/2), Custom Modifier (cannot be used safely inside a gravity well; -1/2), Custom Modifier (No Non Combat Multiple; -1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) 16 Jump 5 Drive: Teleportation 15", MegaScale (1" = 1 lightyear; +3 1/2) (135 Active Points); 1 Charge which Recovers every 1 Week (-2 1/2), Extra Time (1 Hour, Only to Activate, -1 1/2), OIF Bulky (-1), Requires A Skill Roll (-1/2), Custom Modifier (possible misjump if using unrefined fuel; -1/2), Custom Modifier (cannot be used safely inside a gravity well; -1/2), Custom Modifier (No Non Combat Multiple; -1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) 19 Jump 6 Drive: Teleportation 18", MegaScale (1" = 1 lightyear; +3 1/2) (162 Active Points); 1 Charge which Recovers every 1 Week (-2 1/2), Extra Time (1 Hour, Only to Activate, -1 1/2), OIF Bulky (-1), Requires A Skill Roll (-1/2), Custom Modifier (possible misjump if using unrefined fuel; -1/2), Custom Modifier (cannot be used safely inside a gravity well; -1/2), Custom Modifier (No Non Combat Multiple; -1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) Powers Cost: 360 Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 14, 2005 Report Share Posted April 14, 2005 Re: TravellerHERO PDF in the works Criminal Orgs and Law Enforcement: since most law enforcement is handled on a planetary level, unless were dealing with piracy, weapons of mass destruction, or slavery. not sure where to go with that beyond the law level chart thats part of planet building beyond vargr pirate bands, and shady corps, there wasnt any real talk of other criminal organizations on a level higher than single planets there are bounty hunters, and skip tracers who specialize in starship thefts but I'm not sure where to go beyond that Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 14, 2005 Report Share Posted April 14, 2005 Re: TravellerHERO PDF in the works lets talk about Starship weapons next first problem we need to wrestle with is sheer scale. if we go with the tables I have written for vehicle weapons damage, then the starship calibre weapons are going to be nigh on obscene I had the ships beam laser figured at 8D6 AP do we need to rework these values? Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 14, 2005 Author Report Share Posted April 14, 2005 Re: TravellerHERO PDF in the works I was looking in TNE at the power ratings of the various weapons, and one of the starships has a 120 Mj turret laser (RKA 7d6+1 using "integrated damage") while the Grav Tank has a 108 Mj laser (also 7d6+1 using "integrated damage"). The main difference is that the starship weapon has MegaRange. So I guess we need to look at the Mj rating in Traveller where given, and see what the "integrated damage" value would be. If it's a starship weapon, it has the appropriate MegaRange advantage. FYI the "integrated damage" table is at http://www.starherofandom.com/house_rules/damage_table.php Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 14, 2005 Report Share Posted April 14, 2005 Re: TravellerHERO PDF in the works heres an area where things get messy MT figures: Ships Beam Laser[TL 12+]: 250megawatt[GT TL-10 uses the same figure] Turret Missile: 150mm Warhead Bay Missile: 250mm Warhead The ships I've done so far use the MT/CT figures for the weapons if we drop the GT figures, were left with 2 distinctly different values for the same weapon. also TNE lasers are single mounts and not the 1, 2, or 3 weapon mounts you see in all other versions of traveller. unfortunately the best figures for energy output etc for starhip weapons come out of GURPS Traveller, and what can we use from there, one consistent idea is that High Guard uses Energy Points, an energy point is 250 megawatts, per Striker The Missile Warhead sizes come from COACC Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 14, 2005 Author Report Share Posted April 14, 2005 Re: TravellerHERO PDF in the works Hmmm, sounds like we need to collect it all in a spreadsheet and do some comparison and conversion. I think a low-power starship laser should be rated around 7d6K (DC 21), since a Nuclear Missile is 20d6Kx. Maybe we can interpolate the 150mm missiles from some of the stuff in Dark Champions. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 14, 2005 Report Share Posted April 14, 2005 Re: TravellerHERO PDF in the works or we could use the relative explosive power section of the Integrated damage chart the figures I used initially are based on the warhead weights listed in striker for a warhead of that size Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 14, 2005 Author Report Share Posted April 14, 2005 Re: TravellerHERO PDF in the works That works! Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 14, 2005 Report Share Posted April 14, 2005 Re: TravellerHERO PDF in the works one of the biggest frustrations with this is with currently 5 different versions of Traveller, not all of them agree on various things, so your left to punt Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 14, 2005 Author Report Share Posted April 14, 2005 Re: TravellerHERO PDF in the works About the best we can do then is make reasonable design choices and punt. We may have to overspecifiy and say "TL12 Laser, 120Mj", "TL13 Laser, 150Mj", "100mm Missile, 50kTon", etc. since there are so many incarnations. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 14, 2005 Report Share Posted April 14, 2005 Re: TravellerHERO PDF in the works I am going to go with the 250mj Beam Laser and the warhead weights by striker standards for ships missiles to figure damage 150mm warhead is listed as a 60kg warhead, but per Striker this is halved so its a 30kg HEAP warhead equivilant 250mm warhead comes in at 240/120 with the damage scaling in Hero, its not going to make a lot of difference to begin with on some things since 250-500mj will use the same damage chart you can lump all the TL 12+ beam lasers in one we can use the EP input values to figure damage for the weapons that arent covered, or borrow from GT for just the damage figures, but to do that might require asking permission... thoughts? Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 14, 2005 Author Report Share Posted April 14, 2005 Re: TravellerHERO PDF in the works That all sounds good and reasonable to me. As far as GT, I think if we use that for relational damage ( more K than Rifle but less than Bazooka) to guess the values we need to use, we're okay. If we do essentially convert from GT, we'll definitely want to ask permission. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 14, 2005 Report Share Posted April 14, 2005 Re: TravellerHERO PDF in the works I had another thought on this what about 3 versions of each weapon Low Tech Standard Tech Advanced Tech for example LT Beam Laser costs 2*End, Visible Light weapon, High Maintenance ST Beam Laser Invis to Normal Sight HT Beam Laser, 1/2 END, Invisible to Sight group Pulse Laser LT costs 2*End, VLW, High Maintenace, very short range, AF3 ST Invis to Normal Sight, Short Range, AF5 PD Capable HT 1/2 END, Short Range, Invis to Sight Grouo, AF10, PD Capable Hight Energy Weapons could be run as per Pulse Lasers Bay Weapons will vary, other than 60 degree firing arc and a 2 man crew Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 14, 2005 Report Share Posted April 14, 2005 Re: TravellerHERO PDF in the works heres an example for the beam lasers above Low Tech 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), Custom Modifier (High Maintenance; -1/4) Standard Tech Beam Laser: RKA 8 1/2d6, Invisible to Single Sense (Normal Sight; +1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (325 Active Points); OIF Bulky Fragile (-1 1/4), Beam (-1/4), Real Weapon (-1/4) High Tech Beam Laser: RKA 9d6, Reduced Endurance (1/2 END; +1/4), Invisible to Sight Group (+1/2), Armor Piercing (+1/2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (472 Active Points); OIF Bulky Fragile (-1 1/4), Beam (-1/4), Real Weapon (-1/4) for some reason this refuses to post my notes when I paste from Hero Designer this is a single laser, but a turret can mount up to 3, so BF2 or AF3 could be added to account for this Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 14, 2005 Author Report Share Posted April 14, 2005 Re: TravellerHERO PDF in the works I like it, but the purists will probably want the TL# instead of Low Tech/Med Tech/High Tech. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 14, 2005 Report Share Posted April 14, 2005 Re: TravellerHERO PDF in the works I am a purist too, but when we do the conversions, the differences in damage arent that great due to the scaling issues with hero system how about Beam Laser-9 Beam Laser-12 Beam Laser-15 Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 14, 2005 Author Report Share Posted April 14, 2005 Re: TravellerHERO PDF in the works Just like FGMP-13, -14, and -15. Okay, let's do it that way. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 15, 2005 Report Share Posted April 15, 2005 Re: TravellerHERO PDF in the works while doing some digging for online reference sources for the book, I ran accross a site that may prove very useful The Traveller Integrated Timeline http://www.prairienet.org/~dmckinne/timeline.html Don Mckinney was a denizen on the Red October boards years ago also. I e-mailed Don who I know from Winter Wars about using the timeline chart or at least providing a link to it in the pdf. sentients... I think we have officially created a monster here... only question is how many hit dice. I was all fired up when we started this project, and my enthusiasm keeps growing. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 15, 2005 Report Share Posted April 15, 2005 Re: TravellerHERO PDF in the works my next project is going to be to post some converted characters I think to test the conversion rules we posted earlier I will start with my infamous marine cavalry commando and the example merchant from traveller book 1 Quote Link to comment Share on other sites More sharing options...
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