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Traveller Hero... an update from the authors


shadowcat1313

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at long last, its gone to final editing/layout/artwork

 

so it wont be long now, I really appreciate your patience on this, and it will be worth the wait...

 

so to celebrate this momentous occasion, heres a further sample from the book

and just to scare the pants off the Terran Empire

 

I give you the happy funball of Doom

 

Tigress Class Dreadnought

 

Player:

 

Val Char Cost

180 STR 0

27 DEX 0

 

52 BODY 8

 

 

 

 

 

 

 

6 SPD -10

 

 

 

 

0" RUN -12

0" SWIM -2

0" LEAP 0

Characteristics Cost: 172

 

Cost Power

Ships Overall Construction [Notes: Configuration, Construction Materials, and Armor]

0 1) Sphere Hull: +0 BODY [Notes: Can Enter Atmosphere, No Modifiers]

0 2) Bonded Superdense: (Total: 0 Active Cost, 0 Real Cost) [Notes: Standard Cost, TL-14, Ships Body +20%, May Add TSA]

84 3) Ablat Armor: Armor (49 PD/49 ED) (147 Active Points); Ablative BODY Only (-1/2), Limited Coverage (Hull/Frame only) (-1/4) [Notes: Factor 15 Armored Hull]

Engineering Section [Notes: Drives and Environmental Section]

12 1) Jump 4 Drive: Teleportation 13", MegaScale (1" = 1 lightyear; +3 1/2), Can Be Scaled Down 1" = 1km (+1/4) (123 Active Points); Extra Time (1 Week, For Full Journey; -4 1/2), Increased Endurance Cost (x4 END; -1 1/2), OIF Bulky (-1), Requires A Combat Piloting Skill Roll (-1/2), Cannot Be Safely Used Inside A Gravity Well (-1/2), Realistic END Cost: Requires STR/5 Additional END per phase (-1/2), Costs Endurance (-1/2), Real Equipment (-1/4) (uses Personal END) [Notes: Full distance is 13.04 LY (4 Parsecs)]

74 2) 6G Maneuver Drive: (Total: 216 Active Cost, 74 Real Cost) Flight 60", Position Shift (125 Active Points); OIF Bulky (-1), Realistic END Cost: Requires STR/5 Additional END per phase (-1/2), Costs Endurance (-1/2), Real Equipment (-1/4) (uses Personal END) (Real Cost: 38) plus +17 DEX (51 Active Points); OIF Bulky (-1), Real Equipment (-1/2) (Real Cost: 20) plus +4 SPD (40 Active Points); OIF Bulky (-1), Real Equipment (-1/2) (Real Cost: 16)

440 3) P2-100 Power Plant: Endurance Reserve (1200 END, 1200 REC) (1320 Active Points); OIF Immobile (-1 1/2), Only To Power Electrical Devices (-1/4), Real Equipment (-1/4)

7 4) Fuel Purification Plant: Minor Transform 4d6 (Liquid Hydrogen or Water to Usable Fuel) (40 Active Points); Extra Time (6 Hours, -3 1/2), OIF Bulky (-1), Real Equipment (-1/4) (uses END Reserve)

26 5) Artificial Gravity: Telekinesis (30 STR), Area Of Effect (One Hex; +1/2), Selective (+1/4) (79 Active Points); OIF Bulky (-1), Only To Pull Objects Straight Down To The Floor (-1) (uses Personal END)

1 6) Food Supplies: Life Support (Eating: Character does not eat), 16 Continuing Charges lasting 1 Month each (Easily Replaced From Source Outside Of Vehicle; +0) (3 Active Points); OIF Bulky (-1)

Tactical Systems

205 1) Type 4 Spinal Meson Gun: (Total: 1512 Active Cost, 205 Real Cost) Killing Attack - Ranged 18d6+1 (vs. ED), No Normal Defense ([standard]; +1), Does BODY (+1), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (1237 Active Points); OIF Immobile (-1 1/2), Crew-Served ([33-64] people; -1 1/2), Increased Endurance Cost (x3 END; -1), Custom Modifier (Spinal Weapon; -1), Extra Time (1 Minute, Only to Activate, -3/4), Real Weapon (-1/4), Beam (-1/4) (uses Personal END) (Real Cost: 171) plus Suppress 10d6, all [special effect] powers simultaneously (+2), No Normal Defense ([standard]; Meson Screens or Force Fields; +1), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (275 Active Points); OIF Immobile (-1 1/2), Crew-Served ([33-64] people; -1 1/2), Increased Endurance Cost (x3 END; -1), Custom Modifier (Spinal Weapon; -1), Linked (Killing Attack - Ranged; Lesser Power can only be used when character uses greater Power at full value; -3/4), Extra Time (1 Minute, Only to Activate, -3/4), Real Weapon (-1/4), Beam (-1/4) (uses Personal END) (Real Cost: 34)

97 2) TL-15 PAW Barbette: (Total: 227 Active Cost, 97 Real Cost) Killing Attack - Ranged 6 1/2d6 (vs. ED), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (225 Active Points); OIF Bulky (-1), Custom Modifier (Half Value in Atmosphere; -1/2), Beam (-1/4), Crew-Served (2 people; -1/4) (uses Personal END) (Real Cost: 75) plus +2 with any single attack with one specific weapon (Real Cost: 2)

1417 Small Missile Bay: (Total: 3095 Active Cost, 1417 Real Cost) RKA 8d6 (vs. ED), Explosion (+1/2), 1000 Charges (Recovers Under Limited Circumstances; Base or Tender to Reload Pods, cannot be loaded from inside the ship; +1), Autofire (20 shots; +2 1/2) (600 Active Points); OIF Bulky (-1), Limited Power Must Have Viable Target Lock To Fire Missile (-1/2), Limited Power Must Travel To Target: Velocity 40,000" per phase (-1/2), Crew-Served ([3-4] people; -1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4), Limited Arc Of Fire (180 degrees; -1/4) (Real Cost: 141) plus Variable Advantage (+1 1/2 Advantages; Limited Group of Advantages; MegaScale or Increased Maximum Range plus Reduced Range Mod only; +2 3/4) for up to 600 Active Points of Missile, Reduced Endurance (0 END; +1/2) (2475 Active Points); OIF Bulky (-1) (Real Cost: 1237) plus +4 with Ranged Combat (20 Active Points); OIF Bulky (-1), Real Weapon (-1/4) (Real Cost: 9)

777 TL15 Triple Turret Beam Laser: (Total: 1737 Active Cost, 777 Real Cost) RKA 9d6 (vs. ED), Invisible to Single Sense (UV; +1/4), Autofire (3 shots; +1/4), Armor Piercing (+1/2), Reduced Endurance (1/2 END; +1/2) (337 Active Points); OIF Bulky (-1), Beam (-1/4), Real Weapon (-1/4) (uses Personal END) (Real Cost: 135) plus Variable Advantage (+1 1/2 Advantages; Limited Group of Advantages; MegaScale or Increased Maximum Range plus Reduced Range Mod only; +2 3/4) for up to 337 Active Points of Laser, Reduced Endurance (0 END; +1/2) (1390 Active Points); OIF Bulky (-1), Limited Power Range and Damage affected by media (-1/4) (Real Cost: 618) plus +2 with Ranged Combat (10 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Real Weapon (-1/4) (uses Personal END) (Real Cost: 4) [Notes: (x10 number of items)

 

10 Batteries]

84 Dual Fusion Gun Turret: RKA 6d6 (vs. ED), Autofire (2 shots; +1/4), Megascale (1" = 1,000 km; +1) (202 Active Points); OAF Immobile (-2), Real Weapon (-1/4), Beam (-1/4), Reduced By Range (-1/4) (uses Personal END)

0 PAW Barbette-15: (Total: 0 Active Cost, 0 Real Cost)

Defensive Systems

13 1) Type 3 Meson Screen: Energy Damage Reduction, Resistant, 75% (60 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Only Affects Meson Weapons; -1), Costs Endurance (-1/2), Crew-Served (2 people; -1/4), Real Armor (-1/4) (uses Personal END)

26 2) Type 3 Nuclear Damper: (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 nuclear weapons and radiation effects; -1), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2) (uses Personal END) (Real Cost: 13) plus Energy Damage Reduction, Resistant, 75% (60 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only stops damage from nuclear weapons and radiation effects; -1), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2) (uses Personal END) (Real Cost: 13) [Notes: Equivilant to High Guard Ratings 4-6]

48 3) Type 3 Sandcaster Launcher: (Total: 150 Active Cost, 48 Real Cost) Energy Damage Reduction, Resistant, 75%, 12 Continuing Charges lasting 1 Turn each (+1/4) (75 Active Points); OIF Immobile Fragile (-1 3/4), 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) (uses Personal END) (Real Cost: 14) plus Physical Damage Reduction, Resistant, 75%, 12 Continuing Charges lasting 1 Turn each (+1/4) (75 Active Points); OIF Immobile Fragile (-1 3/4), 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) (uses Personal END) (Real Cost: 14) [Notes: (x10 number of items)

 

mounted in turret, HG Factor 4-6 Equivilant]

60 4) Light Repulsor Bay: Telekinesis (25 STR), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4), Area Of Effect (16" Cone; +1), Selective (+1/4) (122 Active Points); OIF Immobile (-1 1/2), Crew-Served ([3-4] people; -1/2), Real Weapon (-1/4), Reduced By Range (-1/4) (uses Personal END) [Notes: (x22 number of items)

 

50 Ton Repulsor Bay]

31 5) 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) (uses Personal END)

4 6) Chaff and Flare Pods: Radio Group and Infrared Perception Images 1" radius (10 Active Points); OIF Bulky (-1), 6 Continuing Charges lasting 1 Turn each (-1/4), Custom Modifier (Real Gear; -1/4)

Operations and Command Section [Notes: Bridge, Sensors, and Commo]

8 1) Flag Bridge: (Total: 8 Active Cost, 8 Real Cost) +2 with KS: Fleet Tactics (Real Cost: 2) plus +2 with KS: Logistics (Real Cost: 2) plus +2 with Bureaucratics (Real Cost: 4)

15 2) Fighter Ops Bridge: (Total: 31 Active Cost, 15 Real Cost) +4 with Teamwork (16 Active Points); Crew-Served ([5-8] people; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) (Real Cost: 8) plus +3 with Tactics (6 Active Points); Crew-Served ([5-8] people; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) (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) (uses Personal END) (Real Cost: 4)

6 3) Ships Tactical Operations Center: (Total: 18 Active Cost, 6 Real Cost) +3 with Teamwork (6 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have working commo and data links to other ships; -1/2), Crew-Served (2 people; -1/4) (Real Cost: 2) plus +3 with Tactics (6 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have working commo and data links to other ships; -1/2), Crew-Served (2 people; -1/4) (Real Cost: 2) plus +3 with Analyze: Combat (6 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have working commo and data links to other ships; -1/2), Crew-Served (2 people; -1/4) (Real Cost: 2)

13 4) Ships Hospital Bay: (Total: 36 Active Cost, 13 Real Cost) +3 with Paramedics (6 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) (Real Cost: 2) plus +3 with KS: Surgery (3 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) (Real Cost: 1) plus +2 with SS: Anatomy (2 Active Points); OIF Bulky (-1) (Real Cost: 1) plus +2 with SS: Medicine (2 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) (Real Cost: 1) plus Detect A Large Class Of Things 12- (Unusual Group), Discriminatory, Analyze (23 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) (Real Cost: 8)

45 5) Model 9 Computer: Custom Power (45 Active Points) (uses Personal END)

1 6) Basic Flight Control: +2 with Combat Piloting (4 Active Points); OAF Bulky (-1 1/2), Costs Endurance (-1/2) (uses Personal END)

3 7) Basic Navigation Station: +2 with Navigation (Air, Hyperspace, Space) (8 Active Points); OAF Bulky (-1 1/2), Costs Endurance (-1/2) (uses Personal END)

16 Actiive Sensor Array: Elemental Control, 110-point powers, (55 Active Points); all slots OIF Immobile (-1 1/2), Crew-Served ([5-8] people; -3/4), Custom Modifier (Real Equipment; -1/4)

16 1) Computer Enhancement: Analyze with Detect (5 Active Points); OIF Bulky (-1), Crew-Served ([5-8] people; -3/4), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4) (uses Personal END)

14 2) Active Sensor Array: Detect Physical Objects 11- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting, Tracking (39 Active Points); OIF Bulky (-1), Crew-Served ([5-8] people; -3/4), Costs Endurance (-1/2), Sense Affected As More Than One Sense [Radio, Sight, Hearing] (-1/2), Custom Modifier (Real Equipment; -1/4) (uses Personal END)

18 3) Long Range Sensors: MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) for up to 40 Active Points of Active Sensor Array, Reduced Endurance (0 END; +1/2) (105 Active Points); OIF Bulky (-1), Crew-Served ([5-8] people; -3/4), Custom Modifier (Real Equipment; -1/4)

16 Passive Sensor Arays: Elemental Control, 110-point powers, (55 Active Points); all slots OIF Immobile (-1 1/2), Crew-Served ([5-8] people; -3/4), Custom Modifier (Real Equipment; -1/4)

16 1) IR Sensors: Infrared Perception (Sight Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (55 Active Points); OIF Immobile (-1 1/2), Crew-Served ([5-8] people; -3/4), Custom Modifier (Real Equipment; -1/4)

18 2) UV Sensors: Ultraviolet Perception (Sight Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (55 Active Points); OIF Bulky (-1), Crew-Served ([5-8] people; -3/4), Custom Modifier (Real Equipment; -1/4)

18 3) Optical Telescopic Array: +10 versus Range Modifier for Sight Group (15 Active Points); OIF Bulky (-1), Crew-Served ([5-8] people; -3/4), Custom Modifier (Real Equipment; -1/4)

11 4) Densitometer: Detect A Single Thing [Density Of Objects] 9- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting, Tracking, MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (110 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky (-1), Crew-Served ([5-8] people; -3/4), Sense Affected As More Than One Sense [sight] (-1/2), Custom Modifier (Real Equipment; -1/4)

12 5) Neutrino Scanner: Detect A Single Thing [Neutrinos] 9- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Rapid: x10, Targeting, Tracking, MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (113 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky (-1), Crew-Served ([5-8] people; -3/4), Sense Affected As More Than One Sense [sight] (-1/2), Custom Modifier (Real Equipment; -1/4)

29 Sensor Probes and Recon Drones: Clairsentience (Sight And Radio Groups), x2 Range (1,190"), 2 Perception Points, Mobile Perception Point (can move up to 6" per Phase), Telescopic: +1, Tracking, Transmit, 1 Continuing Charge lasting 6 Hours (+0), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (131 Active Points); OIF Immobile (-1 1/2), Fixed Perception Point (-1), Sense Affected As More Than One Sense [sight; Hearing] (-1/2), Concentration (1/2 DCV; -1/4), Probe Must Travel Intervening Space To Target (-1/4)

12 Radio Transceiver: High Range Radio Perception (Radio Group), MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) (36 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Sense Affected As More Than One Sense [sight, Hearing] (-1/2) (uses Personal END)

17 Meson Communicator: Mind Link , Machine class of minds, Any Willing Target, No LOS Needed, Number of Minds (x32), Indirect (Same origin, always fired away from attacker; +1/4), Difficult To Dispel (x2 Active Points; +1/4) (75 Active Points); OIF Immobile (-1 1/2), Only With Others Who Have Mind Link (-1), Costs Endurance (-1/2), Sense Affected As More Than One Sense [sight; Hearing] (-1/2) (uses Personal END)

Other Ship Systems

0 1) Cargo Space: Custom Power

Personnel Systems

66 1) Stateroom: Life Support (Sleeping: Character does not sleep) (3 Active Points); OIF Bulky (-1) [Notes: (x4200 number of items)

 

4,354 Crew]

Small Craft

0 1) 300 Heavy Fighters: Custom Power

Powers Cost: 3776

 

 

 

 

 

Total Character Cost: 3948

 

Base Points: 200

Experience Required: 3748

Total Experience Available: 0

Experience Unspent: 0

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Re: Traveller Hero... an update from the authors

 

Congratulations to you and your TH colleagues, shadowcat. I can only imagine how sweet it will feel when you hold one of these books in your own hands. :D

 

And thanks for the sample. I think even the Malvans would take notice of this beast. :fear:

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Re: Traveller Hero... an update from the authors

 

yep, at 500,000 displacement tons, its not a small ship... then theres the 300 heavy fighters

 

I will talk to Marc Miller, and see if we can use one of the Tigress images in teh book. it looks like a giant pac-man.

 

its not quite as untouchable as the Terran Empire canon designs from TE and STK, it cant take anywhere near the punishment bodywise.

 

course the 43 missile batteries and the spinal mount are going to get somebodys attention in a big hurry

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Re: Traveller Hero... an update from the authors

 

according to Com-Star the pdf will be available first, then a printed version within a week or so.

 

we've kept it era neutral really, there is a section on how to handle virus, and some cybernetics rules from Fire Fusion and Steel

 

the 1248 books are well worth it too

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Re: Traveller Hero... an update from the authors

 

according to Com-Star the pdf will be available first, then a printed version within a week or so.

 

we've kept it era neutral really, there is a section on how to handle virus, and some cybernetics rules from Fire Fusion and Steel

 

the 1248 books are well worth it too

 

Cool just wondered if they were needed. I've never played Traveller, and just wanted to make sure I'll have enough info. :)

 

I'll be buying the print version the day it is out.

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Re: Traveller Hero... an update from the authors

 

bit of a spoiler question...

 

Does Traveller Hero address The size and capacity of starhsip compartments and how much space systems require/takeup? (I am assuming it has some form of hybrid traveller/hero starship creation rules... hoping).

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Re: Traveller Hero... an update from the authors

 

bit of a spoiler question...

 

Does Traveller Hero address The size and capacity of starhsip compartments and how much space systems require/takeup? (I am assuming it has some form of hybrid traveller/hero starship creation rules... hoping).

 

I am also interested in that question (I find the effects-based Hero system a little too abstract for my taste).;)

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Re: Traveller Hero... an update from the authors

 

bit of a spoiler question...

 

Does Traveller Hero address The size and capacity of starhsip compartments and how much space systems require/takeup? (I am assuming it has some form of hybrid traveller/hero starship creation rules... hoping).

 

I am also interested in that question (I find the effects-based Hero system a little too abstract for my taste).;)

 

 

 

Ditto....

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Re: Traveller Hero... an update from the authors

 

In TravellerHERO, we have

- Starship writeups for various ships

- Simple and Full chapters on starship construction, including sizes of drives, power plants, etc.

- Vehicle writeups

- Robot writeups

- Computer writeups, including 2006AD PC, Laptop, and Blackberry

- 3 versions of Psionics

- Many races, including both writeups and racial information

- Package Deals, including packages converted from both TNE and CT

- Weapon writeups, from Snub Pistols to Plasma Bazookas

- and much more :)

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Re: Traveller Hero... an update from the authors

 

Ok... I am now officially getting excited. I will most likely adapt the starship construction for all of my SH campaigns :D

 

 

 

 

Throttle back there turbo!

 

You don't want to burst something before you ever see the book do ya?

 

;)

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Re: Traveller Hero... an update from the authors

 

Throttle back there turbo!

 

You don't want to burst something before you ever see the book do ya?

 

;)

 

Obviously you have not met my other SH alter ego... Wade McCode, only the hottest pilot in the sector (and the most reckless) :smoke:

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Re: Traveller Hero... an update from the authors

 

74 2) 6G Maneuver Drive: (Total: 216 Active Cost' date=' 74 Real Cost) Flight 60", Position Shift (125 Active Points); OIF Bulky (-1), Realistic END Cost: Requires STR/5 Additional END per phase (-1/2), Costs Endurance (-1/2), Real Equipment (-1/4) (uses Personal END) (Real Cost: 38) plus +17 DEX (51 Active Points); OIF Bulky (-1), Real Equipment (-1/2) (Real Cost: 20) plus +4 SPD (40 Active Points); OIF Bulky (-1), Real Equipment (-1/2) (Real Cost: 16)[/quote']

 

Okay, I know I must be missing something. I'm a fan of CT. I know that a 6G maneuver drive is considered fast. I imagined maneuver drives in Hero terms would include some level of megascaling. But the way it's built here, this ship would take roughly 29.6 years to make the 56 million kilometer journey from Earth to Mars.

 

That can't be right. What am I getting wrong?

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Re: Traveller Hero... an update from the authors

 

Okay' date=' I know I must be missing something. I'm a fan of CT. I know that a 6G maneuver drive is considered fast. I imagined maneuver drives in Hero terms would include some level of megascaling. But the way it's built here, this ship would take roughly 29.6 [i']years[/i] to make the 56 million kilometer journey from Earth to Mars.

 

That can't be right. What am I getting wrong?

 

It's using the acceleration rules from Star Hero, pp. 185-6. To achieve 1G acceleration in space requires 60" of Flight per Turn, 6G requires 360" of Flight per turn. In this case, the Tigress has a SPD of 6, so 6 x 60" gives 6G. It's clunky to me, however, since it's so dependent on SPD. If it were based upon Segment, well, then it would make more sense for the point cost to mean anything. That's why I never bothered with Hero System stats for my starships for most of my Travelleresque Hero games. I've just used the Book 5 designs and combat rules pretty much as is.

 

YMMV,

JoeG

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