shadowcat1313 Posted April 22, 2005 Report Share Posted April 22, 2005 Updated for various reasons Type S Scout Courier version 2 Player: Traveller Conversion Val Char Cost 85 STR 0 15 DEX 0 30 BODY 5 2 SPD 0 0" RUN -12 0" SWIM -2 0" LEAP 0 Characteristics Cost: 84 Cost Power Tactical Section, Single Mixed Triple Turret Mounted Dorsally 60 1) 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), Crew-Served ([5-8] people; 3 batteries with 2 crew per battery; -3/4), Custom Modifier (Visible Light Laser; -1/2), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4), Real Weapon (-1/4) [Notes: 250MW Beam Laser] 70 2) 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 Immobile (-1 1/2), 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) [Notes: standard space combat missile, with either kinetic energy or High Explosive Warhead IF KE, its an AP attack instead of explosive] 12 3) Sandcaster Launcher: (Total: 60 Active Cost, 12 Real Cost) Energy Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 1 Turn each (+0) (30 Active Points); OIF Immobile Fragile (-1 3/4), Custom Modifier (only stops laser, plasma, or fusion fire; -1), Ablative BODY Only (-1/2), Real Armor (-1/4), Crew-Served (2 people; -1/4) (Real Cost: 6) plus Physical Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 1 Turn each (+0) (30 Active Points); OIF Immobile Fragile (-1 3/4), Custom Modifier (only stops laser, plasma, or fusion fire; -1), Ablative BODY Only (-1/2), Real Armor (-1/4), Crew-Served (2 people; -1/4) (Real Cost: 6) [Notes: mounted in turret] Engineering Section 6 1) 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) 43 2) 2G Maneuver Drive: (Total: 100 Active Cost, 43 Real Cost) Flight 40", Position Shift (85 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4) (Real Cost: 38) plus +5 DEX (15 Active Points); OIF Bulky (-1), Linked (???; -1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 5) 206 3) Ships Fusion Power Plant: Endurance Reserve (200 END, 200 REC) Reserve: (220 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4), Custom Modifier (Only to Power Electrical Devices; -1/4), Custom Modifier (Real Equipment; -1/4) 51 4) Emergency generators and batteries: Endurance Reserve (50 END, 50 REC) Reserve: (55 Active Points); OIF Immobile (-1 1/2), Custom Modifier (cannot be used while main powerplant is running; -1), Custom Modifier (only to power electrical equipment; -1/4), Crew-Served (2 people; -1/4) 9 5) Ships Environmental Systems: Change Environment 64" radius (35 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only to provide lights, gravity, and temperature to ships interior; -1), Custom Modifier (Real Equipment; -1/4) 9 6) 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 Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4) 6 7) Fuel Purififcation Plant: Minor Transform 4d6 (Liquid Hydrogen or Water to usable fuel) (40 Active Points); Extra Time (6 Hours, -3 1/2), OIF Immobile (-1 1/2), Custom Modifier (Real Equipment; -1/4) Command Section 23 1) Basic Bridge: (Total: 42 Active Cost, 23 Real Cost) +2 with Combat Piloting (4 Active Points); Costs Endurance (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 2) plus +3 with Systems Operation (Life Support Systems, Personnel Support Systems, Radar, Radio) (10 Active Points); Costs Endurance (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 6) plus +2 with All Combat (16 Active Points); Costs Endurance (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 9) plus +2 with Security Systems (4 Active Points); Costs Endurance (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 2) plus +2 with Navigation (Air, Hyperspace, Space) (8 Active Points); Costs Endurance (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 4) 5 EMP shielding: Power Defense (15 points) (15 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only vs EMP and radiation effects; -1/2) Defenses and Electronics 21 1) EMs Masking: Change Environment 1" radius, -6 to Radar PER Rolls, -6 to Infrared Perception PER Rolls, Multiple Combat Effects, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (64 Active Points); OIF Immobile (-1 1/2), No Range (-1/2) 6 2) +7 DEF (21 Active Points); OIF Immobile (-1 1/2), Ablative BODY Only (-1/2), Real Armor (-1/4) 11 Multipower, 40-point reserve, (40 Active Points); all slots OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4) 1u 1) Radar (Radio Group), Increased Arc Of Perception (360 Degrees), MegaScale (1" = 1,000 km; +1) (40 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4) 1u 2) Densitometer: Detect A Single Thing 9- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, MegaScale (1" = 10,000 km; +1 1/4) (40 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4) 1u 3) Neutrino Sensor: Detect A Single Thing 9- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, MegaScale (1" = 10,000 km; +1 1/4) (40 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4) 1u 4) Optical telescopes: +5 PER with Sight Group and HRRP (15 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4) 1u 5) IR Perception (Sight Group), Increased Arc Of Perception (360 Degrees), Telescopic (+1 versus Range Modifier): +1, MegaScale (1" = 100,000 km; +1 1/2) (27 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4) 1u 6) Laser/Maser Comm System: Mind Link , Machine class of minds, Any Willing Target, Any distance, Number of Minds (x2) (25 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4) 1u 7) HRRP (Radio Group), MegaScale (1" = 1,000 km; +1) (24 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4) Vehicles 19 1) Closed Air Raft: Custom Power (19 Active Points) [Notes: Can Carry any Half Displacement Ton Vehicle] Powers Cost: 564 Cost Skill 2 +3 with Paramedics (6 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4) 7 +2 with DCV (10 Active Points); Custom Modifier (Linked to ships maneuver drive; -1/2) Skills Cost: 9 Cost Talent 3 Absolute Range Sense 3 Absolute Time Sense 5 Eidetic Memory 3 Lightning Calculator 6 Speed Reading (x100) Talents Cost: 20 Total Character Cost: 677 Pts. Disadvantage 20 Hunted: Scout Service Detached Duty Office 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 15 Physical Limitation: Air Recycling System has a permanent stale taint (All the Time, Slightly Impairing) 10 Distinctive Features: Ubiquitous Scout Ship Design seen everywhere (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 10 Social Limitation: Subject to reporting and recall regulations (Occasionally, Major) 0 Custom Disadvantage [Notes: 3 Crew, Pilot, Co-Pilot, Engineer, 4 total staterooms, 12.5 tons cargo space] Disadvantage Points: 55 Base Points: 200 Experience Required: 422 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
tancred Posted April 22, 2005 Report Share Posted April 22, 2005 Re: TravHero: Type S Scout Courier v2.0 Nice!!! Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 22, 2005 Author Report Share Posted April 22, 2005 Re: TravHero: Type S Scout Courier v2.0 one question on things, how do we account for cargo tonnage? do we need to increase the strength? I figure we can go with the general figure of 5 tons weight per displacement ton of cargo. that figure comes from GT, Fire Fusion and Steel says .25 metric tons per cubic meter, which should we use? or does this make any real difference? Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 22, 2005 Author Report Share Posted April 22, 2005 Re: TravHero: Type S Scout Courier v2.0 the only thing this design is missing is fuel tankage and the computer, do we need to bother writing up fuel tankage? as far as the computer goes, somebody else should probably tackle that if possible Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 22, 2005 Author Report Share Posted April 22, 2005 Re: TravHero: Type S Scout Courier v2.0 since in CT/MT/T4 fuel tankage is mostly used for the jump drive, with an extra small percentage for the maneuver drive, should it just be an END reserve? or is it just a special effect etc not to be worried about Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 22, 2005 Report Share Posted April 22, 2005 Re: TravHero: Type S Scout Courier v2.0 It's a special effect - the same as the gas tank in a car. The only difference is that the volume (hexes) it takes up is significant as far as deckplans go, compared with a car. One of my friends years ago was running his version of TravellerHERO (MT) and he made it an END Reserve with 1 million END. Not the solution we want, I don't believe. Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 22, 2005 Report Share Posted April 22, 2005 Re: TravHero: Type S Scout Courier v2.0 one question on things, how do we account for cargo tonnage? do we need to increase the strength? I figure we can go with the general figure of 5 tons weight per displacement ton of cargo. that figure comes from GT, Fire Fusion and Steel says .25 metric tons per cubic meter, which should we use? or does this make any real difference? I think we don't worry about it, as a Vehicle's STR is supposed to include normal carrying. Quote Link to comment Share on other sites More sharing options...
tancred Posted April 22, 2005 Report Share Posted April 22, 2005 Re: TravHero: Type S Scout Courier v2.0 What Eodin said, on all counts. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 22, 2005 Author Report Share Posted April 22, 2005 Re: TravHero: Type S Scout Courier v2.0 works for me, since not every ship carries a fuel purifier, should we include that for the ships that have it though? Quote Link to comment Share on other sites More sharing options...
tancred Posted April 22, 2005 Report Share Posted April 22, 2005 Re: TravHero: Type S Scout Courier v2.0 Seems to me you have to list it if the ship does have one. It matters to how (well) the jump drive works, it costs money and takes up space, so it's a significant piece of equipment. Do you do it as a heavily-limited Minor Transform? Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 22, 2005 Author Report Share Posted April 22, 2005 Re: TravHero: Type S Scout Courier v2.0 theres one listed on the sheet for the Type S see what you think of it Quote Link to comment Share on other sites More sharing options...
tancred Posted April 25, 2005 Report Share Posted April 25, 2005 Re: TravHero: Type S Scout Courier v2.0 That fuel purification plant looks really good; I think we're covered. Sorry for the long delay; I don't usually get on the boards on weekends. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 25, 2005 Author Report Share Posted April 25, 2005 Re: TravHero: Type S Scout Courier v2.0 good, its easy enough to tweak for larger ships that require more time to refine a load of fuel Quote Link to comment Share on other sites More sharing options...
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