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Azhanti Hight Lightning Fleet Intruder


shadowcat1313

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my first attempt at a Traveller Warship

 

Azhanti High Lightning Fleet Intruder

 

Player: Traveller Conversion

 

Val Char Cost

155 STR 0

15 DEX 0

 

50 BODY 11

 

 

 

 

 

 

 

2 SPD 0

 

 

 

 

0" RUN -12

0" SWIM -2

0" LEAP 0

Characteristics Cost: 184

 

Cost Power

Tactical Section, Laser Turrets are Mounted Dorsal and Ventral, Missile Turrets are mounted Port and Starboard

173 1) Type N Spinal Meson Gun: (Total: 843 Active Cost, 173 Real Cost) RKA 15d6, NND ([standard]; Meson Screens or Black Globes; +1), MegaScale (1" = 10,000 km; +1 1/4) (731 Active Points); OIF Immobile (-1 1/2), Crew-Served ([17-32] people; -1 1/4), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4) (Real Cost: 117) plus Suppress 6d6, Variable Special Effects (Any SFX; All Unshielded Electronics; +1/2), NND ([standard]; Meson Screens or Black Globes; +1), MegaScale (1" = 10,000 km; +1 1/4) (112 Active Points); Custom Modifier (Linked to Spinal Meson Gun; -1/2), Increased Endurance Cost (x2 END; -1/2) (Real Cost: 56)

156 2) Small Missile Bay: RKA 8d6, Explosion (+1/2), 1000 Charges (Recovers Under Limited Circumstances; requies base or tender to reload; +1), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4), Autofire (20 shots; +2 1/2) (780 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Crew-Served ([3-4] people; -1/2), Limited Arc Of Fire (60 degrees; -1/2), Real Weapon (-1/4)

10 3) 4 more Missile Bays: Custom Power (10 Active Points)

75 4) 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), Crew-Served ([5-8] people; 3 batteries with 2 crew per battery; -3/4), Custom Modifier (Visible Light Laser; -1/2), Beam (-1/4), Real Weapon (-1/4) [Notes: Triple 250MW Beam Laser Turret]

10 5) 3 More Triple Laser Turrets: Custom Power (10 Active Points)

77 6) Dual Fusion Gun Turret: (Total: 185 Active Cost, 77 Real Cost) RKA 5d6+1, Autofire (3 shots; +1/4), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (180 Active Points); OIF Bulky (-1), Real Weapon (-1/4), Reduced By Range (-1/4) (Real Cost: 72) plus +5 with any single attack with one specific weapon (Real Cost: 5)

15 7) 7 More Dual Fusion Gun Turrets: Custom Power (15 Active Points)

Defensive Systems

6 1) Point Defense System: Missile Deflection (Any Ranged Attack) (20 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Crew-Served (2 people; -1/4), Real Armor (-1/4)

15 2) 7 More Point Defense Systems: Custom Power (15 Active Points)

5 3) EMP shielding: Power Defense (15 points) (15 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only vs EMP and radiation effects; -1/2)

14 4) Ships Armored Hull: +15 DEF (45 Active Points); OIF Immobile (-1 1/2), Ablative BODY Only (-1/2), Real Armor (-1/4)

10 5) Psionic Shielding: Mental Defense (20 points total), Hardened (+1/4) (25 Active Points); OIF Immobile (-1 1/2)

12 6) Superconducting Armor Layer: Energy Damage Reduction, Resistant, 50% (30 Active Points); OIF Bulky (-1), Ablative BODY Only (-1/2)

12 7) Sandcaster Launcher: (Total: 60 Active Cost, 12 Real Cost) Energy Damage Reduction, Resistant, 50%, 32 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%, 32 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]

26 8) Meson Screen: (Total: 120 Active Cost, 26 Real Cost) Physical Damage Reduction, Resistant, 75% (60 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only stops damage from Meson weapons and Associated radiation effects; -1), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2) (Real Cost: 13) plus Energy Damage Reduction, Resistant, 75% (60 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only stops damage from meson weapons and associated radiation effects; -1), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2) (Real Cost: 13)

Engineering Section

16 1) 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)

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)

1031 3) Ships Fusion Power Plant: Endurance Reserve (1000 END, 1000 REC) Reserve: (1100 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)

256 4) Emergency generators and batteries: Endurance Reserve (250 END, 250 REC) Reserve: (275 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

29 1) Command Bridge: (Total: 72 Active Cost, 29 Real Cost) +3 with Combat Piloting (6 Active Points); Crew-Served ([9-16] people; -1), Costs Endurance (-1/2) (Real Cost: 2) plus +4 with Systems Operation (Life Support Systems, Personnel Support Systems, Radar, Radio) (12 Active Points); Crew-Served ([9-16] people; -1), Costs Endurance (-1/2) (Real Cost: 5) plus +4 with All Combat (32 Active Points); Crew-Served ([9-16] people; -1), Costs Endurance (-1/2) (Real Cost: 13) plus +3 with Security Systems (6 Active Points); Crew-Served ([9-16] people; -1), Costs Endurance (-1/2) (Real Cost: 2) plus +4 with Navigation (Air, Hyperspace, Space) (12 Active Points); Crew-Served ([9-16] people; -1), Costs Endurance (-1/2) (Real Cost: 5) plus +2 with Tactics (4 Active Points); Crew-Served ([9-16] people; -1), Costs Endurance (-1/2) (Real Cost: 2)

11 2) Combat Information Center: (Total: 24 Active Cost, 11 Real Cost) +2 with Analyze: Combat (4 Active Points); Crew-Served ([9-16] people; -1), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 2) plus +4 with KS (4 Active Points); Crew-Served ([9-16] people; -1), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 2) plus +2 with All Combat (16 Active Points); Crew-Served ([9-16] people; -1), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 7)

11 3) Fighter Ops Bridge: (Total: 23 Active Cost, 11 Real Cost) +4 with Teamwork (8 Active Points); Crew-Served ([5-8] people; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 4) plus +3 with Tactics (6 Active Points); Crew-Served ([5-8] people; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 3) plus Systems Operation (Communications Systems, Air/Space Traffic Control Systems) 12- (9 Active Points); Crew-Served ([5-8] people; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 4)

10 4) Command Commo Package: (Total: 37 Active Cost, 10 Real Cost) Mind Link , Machine class of minds, Specific Group of Minds, Number of Minds (x16), Difficult To Dispel (x2 Active Points; +1/4) (37 Active Points); Only With Others Who Have Mind Link (-1), Requires A Skill Roll (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Custom Modifier (-1/2) (Real Cost: 10)

Defenses and Electronics

16 1) EMs Masking: Change Environment 1" radius, -4 to Radar PER Rolls, -4 to Infrared Perception PER Rolls, Multiple Combat Effects, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (48 Active Points); OIF Immobile (-1 1/2), No Range (-1/2)

14 2) Active EMS Jammer: Suppress 8d6, Area Of Effect Nonselective (8" Radius; +1) (80 Active Points); OIF Immobile (-1 1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points, RSR Skill is subject to Skill vs. Skill contests; -1 1/4), Side Effects, Side Effect occurs automatically whenever Power is used (degrades ships own sensors by half amount suppressed; -1), No Range (-1/2), Crew-Served (2 people; -1/4)

31 3) Sensor Probes and Recon Drones: Clairsentience (Sight Group And Radar), x2 Range (1230"), 2 Perception Points, Telescopic (+1 versus Range Modifier): +1, Tracking, Transmit, 4 Continuing Charges lasting 6 Hours each (+3/4), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (140 Active Points); OIF Immobile (-1 1/2), Fixed Perception Point (-1), Sense Affected As More Than One Sense [very common Sense] (-1/2), Concentration (1/2 DCV; -1/4), Crew-Served (2 people; -1/4)

13 Multipower, 50-point reserve, (50 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), +5 to PER Roll, Increased Arc Of Perception (360 Degrees), MegaScale (1" = 1,000 km; +1) (50 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 13- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, MegaScale (1" = 10,000 km; +1 1/4) (49 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: +8 PER with Sight Group and HRRP (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)

1u 5) IR Perception (Sight Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Telescopic (+1 versus Range Modifier): +8, MegaScale (1" = 100,000 km; +1 1/2) (47 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), Discriminatory, Analyze, MegaScale (1" = 1,000 km; +1) (44 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

41 1) Rampart Fighter: Custom Power (41 Active Points)

30 2) 63 More Rampart Fighters: Custom Power (30 Active Points)

54 3) 4 Pinnace: Custom Power (54 Active Points)

75 4) 4 Fuel Shuttles: Custom Power (75 Active Points)

Powers Cost: 2328

 

 

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)

6 +4 with Electronics (Communications Systems, Medical Systems, Air/Space Traffic Control Systems, MFD, Radar, Sensor Jamming Equipment) (16 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4)

3 +4 with Mechanics (8 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4)

4 +3 with Weaponsmith (Energy Weapons, Firearms, Missiles & Rockets) (10 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4)

Skills Cost: 22

 

 

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: 2554

 

Pts. Disadvantage

0 Custom Disadvantage [Notes: 395 crew, 75 pilots, 150 troops]

20 Physical Limitation: Cannot Enter Atmosphere (All the Time, Greatly Impairing)

Disadvantage Points: 20

Base Points: 200

Experience Required: 2334

Total Experience Available: 0

Experience Unspent: 0

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  • 3 weeks later...

Re: Azhanti Hight Lightning Fleet Intruder

 

one of hte best traveller modules ever published was Arrival Vengeance, it was the last of the Megatraveller products before survival margin, and it was an epic campaign module that was just really well done, the maps sucked, but with a folio type module there isnt much you can do, then again I have a copy of the original with a full set of extra maps

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Re: Azhanti Hight Lightning Fleet Intruder

 

I always liked the Azhanti High Lightning. What most amused me was that we got this supplement with this huge starship (at least, compared to the other ships we'd seen up to that point), and buried in the text was a bit that implied it was one of the smaller Imperial warships.

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Re: Azhanti Hight Lightning Fleet Intruder

 

biggest traveller warship ever published officially by GDW was 500,000 tons, the Tigress and Kokirrak dreadnoughts from Fighting Ships

 

one of the FASA sky raiders modules had an asteroid ship that was in the multimillion ton range. it was a generation type colony ship

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Re: Azhanti Hight Lightning Fleet Intruder

 

biggest traveller warship ever published officially by GDW was 500,000 tons, the Tigress and Kokirrak dreadnoughts from Fighting Ships

 

one of the FASA sky raiders modules had an asteroid ship that was in the multimillion ton range. it was a generation type colony ship

Yeah, I remember those. But we only got the basic info on them. The High Lightning was detailed. That included kickass level maps, which let you really grasp how big it is. Then they say, "Well, it's really not that big compared to the other ships."

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