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Traveller Hero: Another Taste of things to come


shadowcat1313

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Re: Traveller Hero: Another Taste of things to come

 

whoops

BL-15 Light Battleship

 

Player: Revised Traveller Hero version

 

Val Char Cost

170 STR 0

18 DEX 0

 

47 BODY 0

 

 

 

 

 

 

 

3 SPD 0

 

 

 

 

0" RUN -12

0" SWIM -2

0" LEAP 0

Characteristics Cost: 146

 

Cost Power

Ships Construction

6 1) Hull Reinforcement and structure: +6 DEF (18 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Equipment; -1/4) [Notes: All Spaceship and Starship Hulls are Built to this level as a safety standard]

38 2) Ablat Armor: Armor (22 PD/22 ED) (66 Active Points); Ablative BODY Only (-1/2), Limited Coverage (Hull/Frame only) (-1/4)

4 3) Bonded Superdense Hull: (Total: 10 Active Cost, 4 Real Cost) +4 BODY (4 Active Points); OIF Immobile (-1 1/2) (Real Cost: 2) plus +2 DEF (6 Active Points); OIF Immobile (-1 1/2), Ablative BODY Only (-1/2), Limited Coverage Nearly 360 Degrees (Hull/Frame Only; -1/4), Real Armor (-1/4) (Real Cost: 2)

7 4) Closed Structure Hull: (Total: 7 Active Cost, 7 Real Cost) +1 BODY (Real Cost: 1) plus +2 DEF (Real Cost: 6)

Ships Engineering

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)]

72 2) 3G Maneuver Drive: (Total: 224 Active Cost, 72 Real Cost) Flight 60", Position Shift, x16,384 Noncombat (190 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: 58) plus +8 DEX (24 Active Points); OIF Bulky (-1), Real Equipment (-1/2) (Real Cost: 10) plus +1 SPD (10 Active Points); OIF Bulky (-1), Real Equipment (-1/2) (Real Cost: 4)

782 3) P2-100 Power Plant: Endurance Reserve (3200 END, 3200 REC) (3520 Active Points); OIF Immobile (-1 1/2), Crew-Served ([33-64] people; -1 1/2), Only To Power Electrical Devices (-1/4), Real Equipment (-1/4)

147 4) Emergency Generator and Batteries: Endurance Reserve (500 END, 500 REC) (550 Active Points); Crew-Served ([17-32] people; -1 1/4), OIF Bulky (-1), Only Powers Electrical Devices (-1/4), Real Equipment (-1/4)

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 END Reserve)

7 6) Starship Life Support System: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (18 Active Points); Costs Endurance (-1/2), Real Equipment (-1/2), Realistic END Cost END Cost Per 200 Hexes (-1/2) (uses END Reserve)

Tactical Section

172 1) Type T Spinal PAW: (Total: 1009 Active Cost, 172 Real Cost) Killing Attack - Ranged 18d6 (vs. PD), Area Of Effect (242" Line; +1), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (877 Active Points); Crew-Served ([17-32] people; -1 1/4), Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky (-1), Custom Modifier (Spinal Firing Arc; -3/4), Increased Endurance Cost (x2 END; -1/2), Custom Modifier (Half Value in Atmosphere; -1/2), Real Weapon (-1/4) (uses Personal END) (Real Cost: 135) plus +1 with any single attack (Real Cost: 2) plus Penalty Skill Levels: +2 vs. Range Modifier with a single attack (Real Cost: 3) plus Suppress All Electronics 6d6, all [special effect] powers simultaneously (+2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (127 Active Points); Crew-Served ([17-32] people; -1 1/4), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Linked (Killing Attack - Ranged; -1/2), Increased Endurance Cost (x2 END; -1/2), Custom Modifier (60 Degree Same Level Firing Arc; -1/2), Custom Modifier (Half Value in Atmosphere; -1/2), Real Weapon (-1/4) (uses Personal END) (Real Cost: 32)

850 2) Small Missile Bay: (Total: 3095 Active Cost, 850 Real Cost) RKA 8d6 (vs. ED), Explosion (+1/2), 4 clips of 1000 Charges (Recovers Under Limited Circumstances; one clip is ready ammo, rest takes 1 minute to load from magazines; +1), Autofire (20 shots; +2 1/2) (600 Active Points); Crew-Served ([33-64] people; -1 1/2), 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), Real Weapon (-1/4), Can Be Missile Deflected (-1/4), Limited Arc Of Fire (180 degrees; -1/4) (Real Cost: 114) 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); Crew-Served ([33-64] people; -1 1/2), OIF Bulky (-1) (Real Cost: 707) plus +4 with Ranged Combat (20 Active Points); OIF Bulky (-1), Real Weapon (-1/4) (Real Cost: 9)

139 3) 100 Ton Particle Accelerator Bay: (Total: 586 Active Cost, 139 Real Cost) Killing Attack - Ranged 12d6+1 (vs. ED), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (416 Active Points); OIF Immobile (-1 1/2), Crew-Served ([33-64] people; -1 1/2), Beam (-1/4), Real Weapon (-1/4), Custom Modifier (Half effect in atmosphere; -1/4) (uses Personal END) (Real Cost: 87) plus Suppress 8d6, all [special effect] powers simultaneously (+2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (170 Active Points); OIF Immobile (-1 1/2), Crew-Served ([33-64] people; -1 1/2), Linked (Killing Attack - Ranged; -1/2), Beam (-1/4), Real Weapon (-1/4), Custom Modifier (Half effect in atmosphere; -1/4) (uses Personal END) (Real Cost: 32)

119 4) 50 ton Fusion Gun Bay: Killing Attack - Ranged 11d6 (vs. ED), Area Of Effect Nonselective (One Hex; +1/4), Armor Piercing (+1/2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (495 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2), Custom Modifier (Limited arc of fire, 2 hexsides; -1/2), Real Weapon (-1/4), Crew-Served (2 people; -1/4), Reduced By Range (-1/4) (uses Personal END)

548 5) TL15 Triple Turret Beam Laser: (Total: 1737 Active Cost, 548 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), Crew-Served ([9-16] people; -1), Beam (-1/4), Real Weapon (-1/4) (uses Personal END) (Real Cost: 96) 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), Crew-Served ([9-16] people; -1), Limited Power Range and Damage affected by media (-1/4) (Real Cost: 428) 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)

Defensive Section

3 1) Type 1 Meson Screen: Energy Damage Reduction, Resistant, 25% (15 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]

40 3) Sandcaster: (Total: 60 Active Cost, 40 Real Cost) Physical Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 5 Minutes each (+0) (30 Active Points); OIF Bulky (-1), Crew-Served ([9-16] people; -1) (Real Cost: 10) plus Energy Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 5 Minutes each (+0) (30 Active Points); OIF Bulky (-1), Crew-Served ([9-16] people; -1) (Real Cost: 10)

14 4) 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) (uses Personal END)

21 5) 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)

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

26 7) 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 8) Chaff and Flare Pod: Sight and Radio Groups Images 1" radius, 8 Continuing Charges lasting 1 Turn each (+0) (15 Active Points); OIF Immobile (-1 1/2), Set Effect (only to create images of ship; -1) [Notes: Mounted on the lower part of the tailfin in a standard socket]

Operations Section

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)

52 3) Model 9 Computer: Custom Power (52 Active Points) (uses Personal END)

5 4) Emergency Bridge: Custom Power (5 Active Points)

5 5) Backup Computer: Custom Power (5 Active Points) (uses Personal END)

5 6) Backup Sensors and Commo: Custom Power (5 Active Points) (uses Personal END)

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

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

4 9) Basic Fire Control: +2 OCV with Ranged Combat (10 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) (uses END Reserve)

4 10) Basic Defense Control: +2 DCV with Ranged Combat (10 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) (uses END Reserve)

Sensors

23 Active Sensor Array: Elemental Control, 106-point powers, (53 Active Points); all slots OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4)

16 1) Active Sensor Array: Detect Physical Objects 23-/11- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting, Tracking (39 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Sense Affected As More Than One Sense [Radio, Sight, Hearing] (-1/2), Custom Modifier (Real Equipment; -1/4) (uses END Reserve)

19 2) Computer Enhancement: Analyze with Detect (5 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4) (uses END Reserve)

19 3) Accurate Sensors: +12 PER with all Sense Groups (36 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4) (uses END Reserve)

24 Passive Sensor Array: Elemental Control, 110-point powers, (55 Active Points); all slots OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4)

20 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 Bulky (-1), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4) (uses END Reserve)

20 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), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4) (uses END Reserve)

24 3) Optical Telescopic Array: +10 versus Range Modifier for Sight Group (15 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4)

12 4) Densitometer: Detect A Single Thing [Density Of Objects] 21-/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), Sense Affected As More Than One Sense [sight] (-1/2), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4) (uses END Reserve)

13 5) Neutrino Scanner: Detect A Single Thing [Neutrinos] 21-/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), Sense Affected As More Than One Sense [sight] (-1/2), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4) (uses END Reserve)

Communications

14 Commo Package: Elemental Control, 76-point powers, (38 Active Points); all slots OIF Bulky (-1), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4)

12 1) 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), Sense Affected As More Than One Sense [sight, Hearing] (-1/2), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4) (uses END Reserve)

12 2) Laser/Maser Comm System: Mind Link , Machine class of minds, Any Willing Target, Any distance, Number of Minds (x2) (25 Active Points); OIF Bulky (-1), Sense Affected As More Than One Sense [sight; Hearing] (-1/2), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4) (uses END Reserve)

8 3) 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), Sense Affected As More Than One Sense [sight; Hearing] (-1/2), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4) (uses END Reserve) [Notes: Only Available at TL-15]

10 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)

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)

Personnel Section

61 1) Stateroom: Life Support (Sleeping: Character does not sleep) (3 Active Points); OIF Bulky (-1)

46 2) Low Berth (Safe Version): Life Support (Longevity: 800 Years) (3 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) (uses END Reserve)

6 3) Sick Bay: (Total: 6 Active Cost, 6 Real Cost) +2 with Paramedics (Real Cost: 4) plus +2 with SS: Medicine (Real Cost: 2)

8 4) Operating Room: Healing BODY 2 1/2d6, Can Heal Limbs (30 Active Points); OIF Immobile (-1 1/2), Requires A Skill Roll (-1/2), Custom Modifier (Variable extra time depending on extent of Injuries; -1/2) (uses Personal END)

5 5) Ships Repair and Maintenance Shops: (Total: 5 Active Cost, 5 Real Cost) +1 with Electronics (Real Cost: 2) plus +1 with Mechanics (Real Cost: 2) plus +1 with SS: Starship Engineering (Real Cost: 1)

10 6) Holographic Theater and Entertainment Area: Sight, Hearing, Smell/Taste and Touch Groups Images Increased Size (4" radius; +1/2) (37 Active Points); OIF Immobile (-1 1/2), Requires A Skill Roll (Variable RSR, Active Point penalty to Skill Roll is -1 per 5 Active Points; SR to program or reset training parameters; -3/4), Crew-Served (2 people; -1/4) (uses Personal END)

0 7) Ships Cargo Hold: Custom Power [Notes: 2,200 Tons]

Small Craft

0 1) 50 50 ton fighters: Custom Power

0 2) 5 400 Ton Fuel Shuttles: Custom Power

0 3) 10 Modular Cutter w.20 Modules: Custom Power

Powers Cost: 3581

 

 

Cost Skill

5 Bureaucratics 14- (15 Active Points); IIF Immobile Fragile (-1 1/2), Costs Endurance (-1/2) (uses Personal END)

5 Security Systems 11- (7 Active Points); Costs Endurance (-1/2) (uses END Reserve)

2 KS: Cooking (4 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4) 11-

Skills Cost: 12

 

 

 

Total Character Cost: 3739

 

Pts. Disadvantage

15 Distinctive Features: Standard Starship (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Physical Limitation: Cannot enter atmosphere (Frequently, Greatly Impairing)

Disadvantage Points: 30

Base Points: 200

Experience Required: 3509

Total Experience Available: 0

Experience Unspent: 0

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