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comfortmd

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Templates for starship emplaced wpns, turrets, sandcasters (force wall that is ablative with charges...) drives according to tech level, power plants according to tech level, personnel weapons, meson guns (double knockback for a starship wpn, NASTY) I have all the original trav books, but i made some new maps, npc's, naval weapon stations, planetary systems, btw do you guys use campaign cartographer, some of it is in that format, i also am using a split system for damage, to lower the number of dice used for starship combat, but i can convert it up if necessary, it is somewhat based around traveller though, but i draw from many sources

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Originally posted by comfortmd

Templates for starship emplaced wpns, turrets, sandcasters (force wall that is ablative with charges...) drives according to tech level, power plants according to tech level, personnel weapons, meson guns (double knockback for a starship wpn, NASTY) I have all the original trav books, but i made some new maps, npc's, naval weapon stations, planetary systems, btw do you guys use campaign cartographer, some of it is in that format, i also am using a split system for damage, to lower the number of dice used for starship combat, but i can convert it up if necessary, it is somewhat based around traveller though, but i draw from many sources

 

Um, could you attach it to a file for download on this thread? Or email it to whomever?

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Traveller Power Plants

26 1) Power Plant A: Endurance Reserve (200 END, 50 REC) Reserve: (70 Active Points); OIF Bulky Fragile (-1 1/4) REC: (50 Active Points); Limited Recovery (-2)

209 2) Power Plant A-Fission: Endurance Reserve (200 END, 200 REC) Reserve: (220 Active Points); OIF Bulky Fragile (-1 1/4)

31 3) Power Plant B: Endurance Reserve (250 END, 60 REC) Reserve: (85 Active Points); OIF Bulky Fragile (-1 1/4) REC: (60 Active Points); Limited Recovery (-2)

261 4) Power Plant B-Fission: Endurance Reserve (250 END, 250 REC) Reserve: (275 Active Points); OIF Bulky Fragile (-1 1/4)

38 5) Power Plant C: Endurance Reserve (300 END, 75 REC) Reserve: (105 Active Points); OIF Bulky Fragile (-1 1/4) REC: (75 Active Points); Limited Recovery (-2)

313 6) Power Plant C-Fission: Endurance Reserve (300 END, 300 REC) Reserve: (330 Active Points); OIF Bulky Fragile (-1 1/4)

51 7) Power Plant D: Endurance Reserve (400 END, 100 REC) Reserve: (140 Active Points); OIF Bulky Fragile (-1 1/4) REC: (100 Active Points); Limited Recovery (-2)

418 8) Power Plant D-Fission: Endurance Reserve (400 END, 400 REC) Reserve: (440 Active Points); OIF Bulky Fragile (-1 1/4)

64 9) Power Plant E: Endurance Reserve (500 END, 125 REC) Reserve: (175 Active Points); OIF Bulky Fragile (-1 1/4) REC: (125 Active Points); Limited Recovery (-2)

522 10) Power Plant E-Fission: Endurance Reserve (500 END, 500 REC) Reserve: (550 Active Points); OIF Bulky Fragile (-1 1/4)

77 11) Power Plant F: Endurance Reserve (600 END, 150 REC) Reserve: (210 Active Points); OIF Bulky Fragile (-1 1/4) REC: (150 Active Points); Limited Recovery (-2)

89 12) Power Plant G: Endurance Reserve (700 END, 175 REC) Reserve: (245 Active Points); OIF Bulky Fragile (-1 1/4) REC: (175 Active Points); Limited Recovery (-2)

102 13) Power Plant H: Endurance Reserve (800 END, 200 REC) Reserve: (280 Active Points); OIF Bulky Fragile (-1 1/4) REC: (200 Active Points); Limited Recovery (-2)

168 14) Power Plant J: Endurance Reserve (800 END, 400 REC) Reserve: (480 Active Points); OIF Bulky Fragile (-1 1/4) REC: (400 Active Points); Limited Recovery (-2)

835 15) Power Plant J-Fission: Endurance Reserve (800 END, 800 REC) Reserve: (880 Active Points); OIF Bulky Fragile (-1 1/4)

190 16) Power Plant K: Endurance Reserve (900 END, 450 REC) Reserve: (540 Active Points); OIF Bulky Fragile (-1 1/4) REC: (450 Active Points); Limited Recovery (-2)

211 17) Power Plant L: Endurance Reserve (1000 END, 500 REC) Reserve: (600 Active Points); OIF Bulky Fragile (-1 1/4) REC: (500 Active Points); Limited Recovery (-2)

1044 18) Power Plant L-Fission: Endurance Reserve (1000 END, 1000 REC) Reserve: (1100 Active Points); OIF Bulky Fragile (-1 1/4)

232 19) Power Plant M: Endurance Reserve (1100 END, 550 REC) Reserve: (660 Active Points); OIF Bulky Fragile (-1 1/4) REC: (550 Active Points); Limited Recovery (-2)

253 20) Power Plant N: Endurance Reserve (1200 END, 600 REC) Reserve: (720 Active Points); OIF Bulky Fragile (-1 1/4) REC: (600 Active Points); Limited Recovery (-2)

320 21) Power Plant P: Endurance Reserve (1200 END, 800 REC) Reserve: (920 Active Points); OIF Bulky Fragile (-1 1/4) REC: (800 Active Points); Limited Recovery (-2)

1253 22) Power Plant P-Fission: Endurance Reserve (1200 END, 1200 REC) Reserve: (1320 Active Points); OIF Bulky Fragile (-1 1/4)

341 23) Power Plant Q: Endurance Reserve (1300 END, 850 REC) Reserve: (980 Active Points); OIF Bulky Fragile (-1 1/4) REC: (850 Active Points); Limited Recovery (-2)

400 24) Power Plant R: Endurance Reserve (1500 END, 1000 REC) Reserve: (1150 Active Points); OIF Bulky Fragile (-1 1/4) REC: (1000 Active Points); Limited Recovery (-2)

1567 25) Power Plant R-Fission: Endurance Reserve (1500 END, 1500 REC) Reserve: (1650 Active Points); OIF Bulky Fragile (-1 1/4)

438 26) Power Plant S: Endurance Reserve (1600 END, 1100 REC) Reserve: (1260 Active Points); OIF Bulky Fragile (-1 1/4) REC: (1100 Active Points); Limited Recovery (-2)

480 27) Power Plant T: Endurance Reserve (1800 END, 1200 REC) Reserve: (1380 Active Points); OIF Bulky Fragile (-1 1/4) REC: (1200 Active Points); Limited Recovery (-2)

522 28) Power Plant U: Endurance Reserve (2000 END, 1300 REC) Reserve: (1500 Active Points); OIF Bulky Fragile (-1 1/4) REC: (1300 Active Points); Limited Recovery (-2)

2591 29) Power Plant Z: Endurance Reserve (2500 END, 2500 REC) Reserve: (2750 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance Costs END Every Phase (-1/2) 275

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here is the aux power plants and the file

 

Traveller Auxillary Power Systems

3 1) Auxillary Power System A: Endurance Reserve (10 END, 10 REC) Reserve: (11 Active Points); OIF Bulky Fragile (-1 1/4), Visible (-1/4), Only Powers Electrical Devices (-1/4) REC: (10 Active Points); Limited Recovery-Light source required (-2)

10 2) Auxillary Power System A-Fission: Endurance Reserve (10 END, 10 REC) Reserve: (11 Active Points); OIF Bulky Fragile (-1 1/4), Always On (-1/2), Only Powers Electrical Devices (-1/4)

5 3) Auxillary Power System B: Endurance Reserve (15 END, 15 REC) Reserve: (17 Active Points); OIF Bulky Fragile (-1 1/4), Visible (-1/4), Only Powers Electrical Devices (-1/4) REC: (15 Active Points); Limited Recovery-Light source required (-2)

15 4) Auxillary Power System B-Fission: Endurance Reserve (15 END, 15 REC) Reserve: (17 Active Points); OIF Bulky Fragile (-1 1/4), Always On (-1/2), Only Powers Electrical Devices (-1/4)

8 5) Auxillary Power System C: Endurance Reserve (20 END, 20 REC) Reserve: (22 Active Points); OIF Bulky Fragile (-1 1/4), Visible (-1/4), Only Powers Electrical Devices (-1/4) REC: (20 Active Points); Limited Recovery-Light source required (-2)

21 6) Auxillary Power System C-Fission: Endurance Reserve (20 END, 20 REC) Reserve: (22 Active Points); OIF Bulky Fragile (-1 1/4), Always On (-1/2), Only Powers Electrical Devices (-1/4)

9 7) Auxillary Power System D: Endurance Reserve (25 END, 25 REC) Reserve: (28 Active Points); OIF Bulky Fragile (-1 1/4), Visible (-1/4), Only Powers Electrical Devices (-1/4) REC: (25 Active Points); Limited Recovery-Light source required (-2)

26 8) Auxillary Power System D-Fission: Endurance Reserve (25 END, 25 REC) Reserve: (28 Active Points); OIF Bulky Fragile (-1 1/4), Always On (-1/2), Only Powers Electrical Devices (-1/4)

11 9) Auxillary Power System E: Endurance Reserve (30 END, 30 REC) Reserve: (33 Active Points); OIF Bulky Fragile (-1 1/4), Visible (-1/4), Only Powers Electrical Devices (-1/4) REC: (30 Active Points); Limited Recovery-Light source required (-2)

31 10) Auxillary Power System E-Fission: Endurance Reserve (30 END, 30 REC) Reserve: (33 Active Points); OIF Bulky Fragile (-1 1/4), Always On (-1/2), Only Powers Electrical Devices (-1/4)

13 11) Auxillary Power System F: Endurance Reserve (35 END, 35 REC) Reserve: (39 Active Points); OIF Bulky Fragile (-1 1/4), Visible (-1/4), Only Powers Electrical Devices (-1/4) REC: (35 Active Points); Limited Recovery-Light source required (-2)

36 12) Auxillary Power System F-Fission: Endurance Reserve (35 END, 35 REC) Reserve: (39 Active Points); OIF Bulky Fragile (-1 1/4), Always On (-1/2), Only Powers Electrical Devices (-1/4)

14 13) Auxillary Power System G: Endurance Reserve (40 END, 40 REC) Reserve: (44 Active Points); OIF Bulky Fragile (-1 1/4), Visible (-1/4), Only Powers Electrical Devices (-1/4) REC: (40 Active Points); Limited Recovery-Light source required (-2)

41 14) Auxillary Power System G-Fission: Endurance Reserve (40 END, 40 REC) Reserve: (44 Active Points); OIF Bulky Fragile (-1 1/4), Always On (-1/2), Only Powers Electrical Devices (-1/4)

17 15) Auxillary Power System H: Endurance Reserve (45 END, 45 REC) Reserve: (50 Active Points); OIF Bulky Fragile (-1 1/4), Visible (-1/4), Only Powers Electrical Devices (-1/4) REC: (45 Active Points); Limited Recovery-Light source required (-2)

46 16) Auxillary Power System H-Fission: Endurance Reserve (45 END, 45 REC) Reserve: (50 Active Points); OIF Bulky Fragile (-1 1/4), Always On (-1/2), Only Powers Electrical Devices (-1/4)

19 17) Auxillary Power System J: Endurance Reserve (50 END, 50 REC) Reserve: (55 Active Points); OIF Bulky Fragile (-1 1/4), Only Powers Electrical Devices (-1/4) REC: (50 Active Points); Limited Recovery - Requires Hydrogen Oxygen Fuel (-2)

20 18) Auxillary Power System K: Endurance Reserve (55 END, 55 REC) Reserve: (61 Active Points); OIF Bulky Fragile (-1 1/4), Only Powers Electrical Devices (-1/4) REC: (55 Active Points); Limited Recovery - Requires Hydrogen Oxygen Fuel (-2)

22 19) Auxillary Power System L: Endurance Reserve (60 END, 60 REC) Reserve: (66 Active Points); OIF Bulky Fragile (-1 1/4), Only Powers Electrical Devices (-1/4) REC: (60 Active Points); Limited Recovery - Requires Hydrogen Oxygen Fuel (-2)

25 20) Auxillary Power System M: Endurance Reserve (65 END, 65 REC) Reserve: (72 Active Points); OIF Bulky Fragile (-1 1/4), Only Powers Electrical Devices (-1/4) REC: (65 Active Points); Limited Recovery - Requires Hydrogen Oxygen Fuel (-2)

26 21) Auxillary Power System N: Endurance Reserve (70 END, 70 REC) Reserve: (77 Active Points); OIF Bulky Fragile (-1 1/4), Only Powers Electrical Devices (-1/4) REC: (70 Active Points); Limited Recovery - Requires Hydrogen Oxygen Fuel (-2)

28 22) Auxillary Power System P: Endurance Reserve (75 END, 75 REC) Reserve: (83 Active Points); OIF Bulky Fragile (-1 1/4), Only Powers Electrical Devices (-1/4) REC: (75 Active Points); Limited Recovery - Requires Hydrogen Oxygen Fuel (-2)

30 23) Auxillary Power System Q: Endurance Reserve (80 END, 80 REC) Reserve: (88 Active Points); OIF Bulky Fragile (-1 1/4), Only Powers Electrical Devices (-1/4) REC: (80 Active Points); Limited Recovery - Requires Hydrogen Oxygen Fuel (-2)

31 24) Auxillary Power System R: Endurance Reserve (85 END, 85 REC) Reserve: (94 Active Points); OIF Bulky Fragile (-1 1/4), Only Powers Electrical Devices (-1/4) REC: (85 Active Points); Limited Recovery - Requires Hydrogen Oxygen Fuel (-2)

34 25) Auxillary Power System S: Endurance Reserve (90 END, 90 REC) Reserve: (99 Active Points); OIF Bulky Fragile (-1 1/4), Only Powers Electrical Devices (-1/4) REC: (90 Active Points); Limited Recovery - Requires Hydrogen Oxygen Fuel (-2)

37 26) Auxillary Power System T: Endurance Reserve (100 END, 100 REC) Reserve: (110 Active Points); OIF Bulky Fragile (-1 1/4), Only Powers Electrical Devices (-1/4) REC: (100 Active Points); Limited Recovery - Requires Hydrogen Oxygen Fuel (-2)

47 27) Auxillary Power System U: Endurance Reserve (125 END, 125 REC) Reserve: (138 Active Points); OIF Bulky Fragile (-1 1/4), Only Powers Electrical Devices (-1/4) REC: (125 Active Points); Limited Recovery - Requires Hydrogen Oxygen Fuel (-2)

56 28) Auxillary Power System V: Endurance Reserve (150 END, 150 REC) Reserve: (165 Active Points); OIF Bulky Fragile (-1 1/4), Only Powers Electrical Devices (-1/4) REC: (150 Active Points); Limited Recovery - Requires Hydrogen Oxygen Fuel (-2)

65 29) Auxillary Power System W: Endurance Reserve (175 END, 175 REC) Reserve: (193 Active Points); OIF Bulky Fragile (-1 1/4), Only Powers Electrical Devices (-1/4) REC: (175 Active Points); Limited Recovery - Requires Hydrogen Oxygen Fuel (-2)

75 30) Auxillary Power System X: Endurance Reserve (200 END, 200 REC) Reserve: (220 Active Points); OIF Bulky Fragile (-1 1/4), Only Powers Electrical Devices (-1/4) REC: (200 Active Points); Limited Recovery - Requires Hydrogen Oxygen Fuel (-2)

312 31) Auxillary Power System Y: Endurance Reserve (300 END, 300 REC) Reserve: (330 Active Points); OIF Bulky Fragile (-1 1/4), Only Powers Electrical Devices (-1/4)

362 32) Auxillary Power System Z: Endurance Reserve (350 END, 350 REC) Reserve: (385 Active Points); OIF Bulky Fragile (-1 1/4), Always On (-1/2), Only Powers Electrical Devices (-1/4)

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Pardon my jumping in (or dumping in), but here's a bunch of equipment I had written up for a game long ago, that I never got to use... or haven't gotten to use yet.

 

In general, I wrote these up such that energy weapons did less damage than conventional firearms, but energy defenses of armor were generally lower as well, and most armor did not protect against both, or at least not equally well.

 

Blast weapons are extremely inaccurate, but because they do cause small explosions where they hit, it's usually enough to point them in the general direction of the target and pray. This makes them useful in microgravity, where the user may not have good balance or stability.

 

Lasers haven't quite gotten to the point of shooting through planets yet... they impart a lot of energy in the form of heat, however, causing painful steam explosions inside living tissues.

 

Yes, the M-Gun is a bitch, but it borders on being crew serviced... if it's operator is alone, he won't get off many shots. With it's power requirement, and it's limited reach, it's generally a defensive weapon.

 

There are a couple pieces of armor that used a house rule about "rigid" armor blocking more stun than usual (only body past defense was multiplied by the location, for purposes of stun, and vs. normal attacks the highest dice were removed until the rigid portion was accounted for), but I left that bit out. Basically, all the defense on the security suit and the combat armor was defined that way, and the resistant PD in locations 3-5, 10-12, 18 on the EVA suit were also.

 

 

Cost Equipment END
Blast Pistols
6 1) Churchill Arms Thunderbolt: Killing Attack - Ranged 1d6 (vs. ED) (-2 Range Mod), Required Hands One-Handed (+0), Area Of Effect (One Hex; +1/2), Accurate (+0), Penetrating (+1/2) (22 Active Points); OAF (-1), Cannot Use Targeting (-1/2), 9 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4)
4 2) Estrella Fabricacion Arroja: Killing Attack - Ranged 1d6 -1 (vs. ED) (-2 Range Mod), Required Hands One-Handed (+0), Area Of Effect (One Hex; +1/2), Accurate (+0), Penetrating (+1/2) (12 Active Points); OAF (-1), Cannot Use Targeting (-1/2), Beam (-1/4), Real Weapon (-1/4), 14 Charges (-1/4)
Blast Rifles
9 1) Churchill Arms Retributor: Killing Attack - Ranged 1d6 +1 (vs. ED) (-1 Range Mod), Area Of Effect (One Hex; +1/2), Accurate (+0), Penetrating (+1/2) (36 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Cannot Use Targeting (-1/2), 8 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4)
Laser Pistols
6 1) LazTec LT-4: Killing Attack - Ranged 0 1/2d6 (vs. ED) (+1 Range Mod), Required Hands One-Handed (+0), +2 STUN Multiplier (+1/2) (18 Active Points); OAF (-1), Beam (-1/4), Real Weapon (-1/4), No Knockback (-1/4), 12 Charges (-1/4)
5 2) LazTec LT-7: Killing Attack - Ranged 1d6 -1 (vs. ED) (+1 Range Mod), Required Hands One-Handed (+0), +2 STUN Multiplier (+1/2) (18 Active Points); OAF (-1), 8 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4), No Knockback (-1/4)
6 3) Raumwaffen GmbH Lichtstrahl : Killing Attack - Ranged 1d6 (vs. ED), Required Hands One-Handed (+0), +2 STUN Multiplier (+1/2) (22 Active Points); OAF (-1), 6 Charges (-3/4), Beam (-1/4), Real Weapon (-1/4), No Knockback (-1/4)
Laser Rifles
5 1) LazTec LT-50: Killing Attack - Ranged 1d6 -1 (vs. ED) (+1 Range Mod), +2 STUN Multiplier (+1/2) (18 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), 9 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4), No Knockback (-1/4)
8 2) Raumwaffen GmbH Lichtstrahlmeister: Killing Attack - Ranged 1d6 +1 (vs. ED), +3 STUN Multiplier (+3/4) (35 Active Points); 3 Charges (-1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4), No Knockback (-1/4)
5 3) Raumwaffen GmbH Lichtstrahlschwer: Killing Attack - Ranged 1d6 (vs. ED), +2 STUN Multiplier (+1/2) (22 Active Points); 5 Charges (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4), No Knockback (-1/4)
Microwavers
9 1) Kim Lo "M-Gun": Killing Attack - Ranged 1 1/2d6 (vs. ED) (-1 OCV), Armor Piercing x1 (+1/2), Area Of Effect Nonselective Target (14" Line; +3/4) (52 Active Points); 1 Charges (-2), OAF (-1), Required Hands Two-Handed (-1/2), Cannot Use Targeting (-1/2), Beam (-1/4), Real Weapon (-1/4), No Knockback (-1/4)
Rocket Rifles
6 1) Svechnaya RK-12: Killing Attack - Ranged 1d6 +1 (vs. PD) (+3 Range Mod, -1 OCV), +1 STUN Multiplier (+1/4) (30 Active Points); 2 Charges (-1 1/2), OAF (-1), Required Hands Two-Handed (-1/2), Cannot Use Targeting (-1/2), Beam (-1/4), Real Weapon (-1/4)
Clothing
2 1) Anti-Ballistic: (Total: 4 Active Cost, 2 Real Cost) Armor (2 PD/0 ED) (3 Active Points); Armor Weight Normal Mass (-1), Real Armor (-1/4), IIF (-1/4) (Real Cost: 1) plus +1 ED; Armor Weight Normal Mass (-1), Real Armor (-1/4), IIF (-1/4) (Real Cost: 1)
2 2) Anti-Energetic: (Total: 4 Active Cost, 2 Real Cost) Armor (0 PD/2 ED) (3 Active Points); Armor Weight Normal Mass (-1), Real Armor (-1/4), IIF (-1/4) (Real Cost: 1) plus +1 PD; Armor Weight Normal Mass (-1), Real Armor (-1/4), IIF (-1/4) (Real Cost: 1)
Armor
5 1) Generic Anti-Ballistic: (Total: 8 Active Cost, 5 Real Cost) Armor (4 PD/0 ED) (6 Active Points); Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 3) plus +1 PD; Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 1) plus +1 ED; Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 1) [Notes: Requires Security Permit]
5 2) "Second Chance" Anti-Ballistic: (Total: 10 Active Cost, 5 Real Cost) Armor (5 PD/0 ED) (8 Active Points); Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 3) plus +1 PD; Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 1) plus +1 ED; Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 1) [Notes: Requires Security Permit]
3 3) Generic Anti-Energetic: (Total: 6 Active Cost, 3 Real Cost) Armor (0 PD/3 ED) (5 Active Points); Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 2) plus +1 PD; Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 1) [Notes: Requires Security Permit]
5 4) Type I: (Total: 11 Active Cost, 5 Real Cost) Armor (6 PD/0 ED) (9 Active Points); Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 4) plus +2 ED (2 Active Points); Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 1) [Notes: Requires Security Permit]
4 5) Type I-E: (Total: 9 Active Cost, 4 Real Cost) Armor (0 PD/5 ED) (8 Active Points); Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 3) plus +1 PD; Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 1) [Notes: Requires Security Permit]
7 6) Type II: (Total: 16 Active Cost, 7 Real Cost) Armor (8 PD/0 ED) (12 Active Points); Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 5) plus +4 ED (4 Active Points); Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 2) [Notes: Requires Security Permit]
6 7) Type II-A: (Total: 14 Active Cost, 6 Real Cost) Armor (7 PD/0 ED) (11 Active Points); Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 5) plus +3 ED (3 Active Points); Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 1) [Notes: Requires Security Permit]
6 8) Type II-E: (Total: 13 Active Cost, 6 Real Cost) Armor (0 PD/7 ED) (11 Active Points); Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 5) plus +2 PD (2 Active Points); Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 1) [Notes: Requires Security Permit]
9 9) Type III: (Total: 21 Active Cost, 9 Real Cost) Armor (4 PD/0 ED), Hardened (+1/4) (7 Active Points); Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 3) plus Armor (6 PD/0 ED) (9 Active Points); Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 4) plus +5 ED (5 Active Points); Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 2) [Notes: Requires Security Permit]
9 10) Type III-A: (Total: 19 Active Cost, 9 Real Cost) Armor (2 PD/0 ED), Hardened (+1/4) (4 Active Points); Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 2) plus Armor (7 PD/0 ED) (11 Active Points); Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 5) plus +4 ED (4 Active Points); Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 2) [Notes: Requires Security Permit]
7 11) Type III-E: (Total: 18 Active Cost, 7 Real Cost) Armor (0 PD/4 ED), Hardened (+1/4) (7 Active Points); Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 3) plus Armor (0 PD/5 ED) (8 Active Points); Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 3) plus +3 PD (3 Active Points); Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 1) [Notes: Requires Security Permit]
11 12) Type IV: (Total: 25 Active Cost, 11 Real Cost) Armor (8 PD/0 ED), Hardened (+1/4) (15 Active Points); Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 7) plus Armor (3 PD/0 ED) (5 Active Points); Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 2) plus +5 ED (5 Active Points); Armor Weight Half Mass (-1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 2) [Notes: Requires Security Permit]
31 13) Light Combat Armor: (Total: 52 Active Cost, 31 Real Cost) Life Support , Self-Contained Breathing, 1 Continuing Fuel Charges lasting 1 Hour each (+0) (10 Active Points); Restrainable (-1/2) (Real Cost: 7) plus Armor (5 PD/4 ED) (14 Active Points); Armor Weight Normal Mass (-1), Real Armor (-1/4) (Real Cost: 6) plus Ultraviolet Perception (5 Active Points); OIF - Visor (-1/2) (Real Cost: 3) plus Radio Perception/Transmission (Concealed (-3 to PER Roll)) (13 Active Points); OIF (-1/2) (Real Cost: 9) plus Flash Defense (3 points) (Sight Group) (3 Active Points); OIF - Visor (-1/2), Real Armor (-1/4) (Real Cost: 2) plus Armor (2 PD/2 ED), Hardened (+1/4) (7 Active Points); OIF (-1/2), Real Armor (-1/4) (Real Cost: 4) [Notes: Requires Familiarity, Requires Military Permit]
33 14) Heavy Combat Armor: (Total: 56 Active Cost, 33 Real Cost) Life Support , Self-Contained Breathing, 1 Continuing Fuel Charges lasting 1 Hour each (+0) (10 Active Points); Restrainable (-1/2) (Real Cost: 7) plus Armor (5 PD/4 ED) (14 Active Points); Armor Weight Normal Mass (-1), Real Armor (-1/4) (Real Cost: 6) plus Ultraviolet Perception (5 Active Points); OIF - Visor (-1/2) (Real Cost: 3) plus Radio Perception/Transmission (Concealed (-3 to PER Roll)) (13 Active Points); OIF (-1/2) (Real Cost: 9) plus Flash Defense (3 points) (Sight Group) (3 Active Points); OIF - Visor (-1/2), Real Armor (-1/4) (Real Cost: 2) plus Armor (3 PD/3 ED), Hardened (+1/4) (11 Active Points); OIF (-1/2), Real Armor (-1/4) (Real Cost: 6) [Notes: Requires Familiarity, Requires Military Permit]
Space Suits
10 1) Emergency Decompression Survival Suit: (Total: 17 Active Cost, 10 Real Cost) +1 PD; OIF (-1/2), Real Armor (-1/4) (Real Cost: 1) plus +1 ED; OIF (-1/2), Real Armor (-1/4) (Real Cost: 1) plus Life Support, Safe in Low Pressure/Vacuum, Self-Contained Breathing, 1 Continuing Fuel Charges lasting 6 Hours each (+0) (12 Active Points); 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), Restrainable (-1/2) (Real Cost: 6) plus Plastic Faceplate: +1 PD; Hit Location 5 (-2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 1) plus Control Unit: Armor (1 PD/0 ED) (2 Active Points); Location 10 (-1 1/2), Armor Weight Normal Mass (-1), Real Armor (-1/4) (Real Cost: 1)[Notes: designed to be worn continuously and usable by untrained space travelers. However, suit "balloons" when pressurized, making limbs less flexible]
18 2) Hamilton Standard EVA Suit: (Total: 31 Active Cost, 18 Real Cost) +2 PD (2 Active Points); OIF (-1/2), Real Armor (-1/4) (Real Cost: 1) plus +2 ED (2 Active Points); OIF (-1/2), Real Armor (-1/4) (Real Cost: 1) plus Life Support , Safe in Intense Cold, Safe in Intense Heat, Self-Contained Breathing, 1 Continuing Fuel Charges lasting 6 Hours each (+0) (14 Active Points); Restrainable (-1/2) (Real Cost: 9) plus Armor (4 PD/3 ED) (11 Active Points); Armor Weight Normal Mass (-1), Real Armor (-1/4) (Real Cost: 5) plus Life Support , Safe in Low Pressure/Vacuum (Real Cost: 2) [Notes: Requires Familiarity, Thruster pack separate]
18 3) SDSC Space Security Suit: (Total: 33 Active Cost, 18 Real Cost) Life Support , Safe in Intense Cold, Safe in Intense Heat, Self-Contained Breathing, 2 Clips of 2 Continuing Fuel Charges lasting 6 Hours each (+0) (14 Active Points); Restrainable (-1/2) (Real Cost: 9) plus Armor (6 PD/5 ED) (17 Active Points); Armor Weight Normal Mass (-1), Real Armor (-1/4) (Real Cost: 7) plus Life Support , Safe in Low Pressure/Vacuum (Real Cost: 2) [Notes: Requires Familiarity]
40 4) Military Space Combat Armor: (Total: 67 Active Cost, 40 Real Cost) Life Support , Safe in Intense Cold, Safe in Intense Heat, Self-Contained Breathing, 4 Clips of 4 Continuing Fuel Charges lasting 6 Hours each (+0) (14 Active Points); Restrainable (-1/2) (Real Cost: 9) plus Armor (5 PD/4 ED) (14 Active Points); Armor Weight Normal Mass (-1), Real Armor (-1/4) (Real Cost: 6) plus Life Support , Safe in Low Pressure/Vacuum (Real Cost: 2) plus Ultraviolet Perception (5 Active Points); OIF - Visor (-1/2) (Real Cost: 3) plus Radio Perception/Transmission (Concealed (-3 to PER Roll)) (13 Active Points); OIF (-1/2) (Real Cost: 9) plus Flash Defense (5 points) (Sight Group) (5 Active Points); OIF - Visor (-1/2), Real Armor (-1/4) (Real Cost: 3) plus Flash Defense (3 points) (Radio Group) (3 Active Points); Real Armor (-1/4), IIF (-1/4) (Real Cost: 2) plus Armor (3 PD/3 ED), Hardened (+1/4) (11 Active Points); OIF (-1/2), Real Armor (-1/4) (Real Cost: 6) [Notes: Requires Familiarity, Requires Military Permit]
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Real Weapon is described in 5th Ed. on p. 328.

 

Basicly, it's a catch-all Limitation that means that it requires periodic upkeep and maintenance in order to continue functioning without penalties, is affected by the environment in minor ways (blowing sand/dust makes firearms jam/misfire more often, lasers get reduced range, etc), and may be completely ineffective against certain limited types of targets (microwaves against targets containing no water or electronics).

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....Now on with the requested lists.....

 

Traveller Armor

6 1) Armor Class A: Armor (10 PD/0 ED) (15 Active Points); Ablative BODY or STUN (-1), Real Armor (-1/4), Visible (-1/4)

9 2) Armor Class B: Armor (15 PD/0 ED) (23 Active Points); Ablative BODY or STUN (-1), Real Armor (-1/4), Visible (-1/4)

12 3) Armor Class C: Armor (20 PD/0 ED) (30 Active Points); Ablative BODY or STUN (-1), Real Armor (-1/4), Visible (-1/4)

15 4) Armor Class D: Armor (25 PD/0 ED) (38 Active Points); Ablative BODY or STUN (-1), Real Armor (-1/4), Visible (-1/4)

21 5) Armor Class E: Armor (25 PD/10 ED) (53 Active Points); Ablative BODY or STUN (-1), Real Armor (-1/4), Visible (-1/4)

24 6) Armor Class F: Armor (25 PD/15 ED) (60 Active Points); Ablative BODY or STUN (-1), Real Armor (-1/4), Visible (-1/4)

27 7) Armor Class G: Armor (25 PD/20 ED) (68 Active Points); Ablative BODY or STUN (-1), Real Armor (-1/4), Visible (-1/4)

30 8) Armor Class H: Armor (25 PD/25 ED) (75 Active Points); Ablative BODY or STUN (-1), Real Armor (-1/4), Visible (-1/4)

38 9) Armor Class J: Armor (25 PD/25 ED), Hardened (+1/4) (94 Active Points); Ablative BODY or STUN (-1), Real Armor (-1/4), Visible (-1/4)

45 10) Armor Class K: Armor (30 PD/30 ED), Hardened (+1/4) (112 Active Points); Ablative BODY or STUN (-1), Real Armor (-1/4), Visible (-1/4)

90 11) Armor Class L: Armor (30 PD/30 ED), Hardened (x2; +1/2) (135 Active Points); Real Armor (-1/4), Visible (-1/4)

97 12) Armor Class M: Armor (35 PD/30 ED), Hardened (x2; +1/2) (146 Active Points); Real Armor (-1/4), Visible (-1/4)

105 13) Armor Class N: Armor (40 PD/30 ED), Hardened (x2; +1/2) (157 Active Points); Real Armor (-1/4), Visible (-1/4)

160 14) Armor Class P: Armor (40 PD/40 ED), Hardened (x4; +1) (240 Active Points); Real Armor (-1/4), Visible (-1/4)

180 15) Armor Class Q: Armor (50 PD/40 ED), Hardened (x4; +1) (270 Active Points); Real Armor (-1/4), Visible (-1/4)

203 16) Armor Class R: Armor (50 PD/40 ED), Inherent (+1/4), Hardened (x4; +1) (304 Active Points); Real Armor (-1/4), Visible (-1/4)

225 17) Armor Class S: Armor (55 PD/45 ED), Inherent (+1/4), Hardened (x4; +1) (337 Active Points); Real Armor (-1/4), Visible (-1/4)

247 18) Armor Class T: Armor (60 PD/50 ED), Inherent (+1/4), Hardened (x4; +1) (371 Active Points); Real Armor (-1/4), Visible (-1/4)

293 19) Armor Class U: Armor (70 PD/60 ED), Inherent (+1/4), Hardened (x4; +1) (439 Active Points); Real Armor (-1/4), Visible (-1/4)

390 20) Armor Class W: Armor (60 PD/60 ED), Inherent (+1/4), Hardened (x4; +1), Transdimensional Any Dimension (+1) (585 Active Points); Real Armor (-1/4), Visible (-1/4)

423 21) Armor Class X: Armor (65 PD/65 ED), Inherent (+1/4), Hardened (x4; +1), Transdimensional Any Dimension (+1) (634 Active Points); Real Armor (-1/4), Visible (-1/4)

455 22) Armor Class Y: Armor (70 PD/70 ED), Inherent (+1/4), Hardened (x4; +1), Transdimensional Any Dimension (+1) (682 Active Points); Real Armor (-1/4), Visible (-1/4)

600 23) Armor Class Z: Armor (100 PD/100 ED), Inherent (+1/4), Sticky Standard (+1/2), Hardened (x4; +1), Transdimensional Any Dimension (+1), Damage Shield +6d6 Killing Attack (+1/2), Affects Mental And Physical Attackers (+1/2), Offensive (+1/4) (1500 Active Points); OIF Bulky Fragile (-1 1/4), Visible (-1/4)

Bombs and Part Accel Turret

103 1) Particle Accelerator Turret: Killing Attack - Ranged 4d6 (vs. PD), Armor Piercing x1 (+1/2), Penetrating (+1/2), Continuous (+1) (180 Active Points); Real Weapon (-1/4), No Knockback (-1/4), Beam (-1/4) 18

100 Bomb Deployer: Multipower, 300-point reserve, all slots: (300 Active Points); IIF Bulky Fragile (-1), 4 Charges (-1)

11u 1) Genetic Scrambler: Transform 8d6 (Major), Megascale (1" = 100000 km; +1 1/2) (300 Active Points); Can Be Missile Deflected (-1/4), No Knockback (-1/4), Real Weapon (-1/4)

12u 2) Brainwasher: Mind Control 17d6, Invisible Power Effects (Fully Invisible; +1), Megascale (1" = 100000 km; +1 1/2) (297 Active Points); Does Not Provide Mental Awareness (-1/4), Can Be Missile Deflected (-1/4)

10u 3) Tactical Nuke: Killing Attack - Ranged 8d6 (vs. ED), Megascale (1" = 100000 km; +1 1/2) (300 Active Points); 8d6 Drain Attack (Side Effect only affects the recipient of the benefits of the Power, Side Effect does a predefined amount of damage -1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4)

4u 4) Poison: Change Environment 8" radius, Long-Lasting: 1 Day, Megascale (1" = 100000 km; +1 1/2) (100 Active Points); Nonselective Target (-1/4), Can Be Missile Deflected (-1/4)

3u 5) Blackout: Darkness to Hearing and Radio Groups 5" radius, Megascale (1" = 100000 km; +1 1/2) (75 Active Points); Can Be Missile Deflected (-1/4), No Knockback (-1/4), Real Weapon (-1/4)

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.....and a little more....

 

27 Small Plasma Gun: Multipower, 90-point reserve, all slots: Area Of Effect (One Hex; +1/2) (135 Active Points); Increased Endurance Cost 7x END (-3), OIF Bulky (-1)

2u 1) Short Range 5 ": Killing Attack - Ranged 3d6 (vs. ED), Continuous (+1) (90 Active Points); Beam (-1/4), Real Weapon (-1/4) 63

1u 2) Long Range: Killing Attack - Ranged 3d6 (vs. ED), Continuous (+1) (90 Active Points); Increased Endurance Cost 8x END (-3 1/2), Beam (-1/4), Real Weapon (-1/4) 72

 

36 Large Plasma Gun: Multipower, 120-point reserve, all slots: Area Of Effect (One Hex; +1/2) (180 Active Points); Increased Endurance Cost 7x END (-3), OIF Bulky (-1)

2u 1) Short Range 5 ": Killing Attack - Ranged 4d6 (vs. ED), Continuous (+1) (120 Active Points); Real Weapon (-1/4), Beam (-1/4) 84

2u 2) Long Range: Killing Attack - Ranged 4d6 (vs. ED), Continuous (+1) (120 Active Points); Increased Endurance Cost 8x END (-3 1/2), Real Weapon (-1/4), Beam (-1/4) 96

2u 3) Long Range: Killing Attack - Ranged 4d6 (vs. ED), Continuous (+1) (120 Active Points); Increased Endurance Cost 8x END (-3 1/2), Real Weapon (-1/4), Beam (-1/4) 96

 

40 Small Fusion Gun: Multipower, 135-point reserve, all slots: Area Of Effect (One Hex; +1/2) (202 Active Points); Increased Endurance Cost 7x END (-3), OIF Bulky (-1)

2u 1) Short Range 5 ": Killing Attack - Ranged 3d6 (vs. ED), Continuous (+1), Cumulative (x4 max.) (+1) (135 Active Points); Beam (-1/4), Real Weapon (-1/4) 91

2u 2) Long Range: Killing Attack - Ranged 3d6 (vs. ED), Continuous (+1), Cumulative (x4 max.) (+1) (135 Active Points); Increased Endurance Cost 8x END (-3 1/2), Beam (-1/4), Real Weapon (-1/4) 104

 

54 Large Fusion Gun: Multipower, 180-point reserve, all slots: Area Of Effect (One Hex; +1/2) (270 Active Points); Increased Endurance Cost 7x END (-3), OIF Bulky (-1)

3u 1) Short Range 5 ": Killing Attack - Ranged 4d6 (vs. ED), Continuous (+1), Cumulative (x4 max.) (+1) (180 Active Points); Beam (-1/4), Real Weapon (-1/4) 126

3u 2) Long Range: Killing Attack - Ranged 4d6 (vs. ED), Continuous (+1), Cumulative (x4 max.) (+1) (180 Active Points); Increased Endurance Cost 8x END (-3 1/2), Beam (-1/4), Real Weapon (-1/4) 144

 

30 Beam Laser: Multipower, 90-point reserve, all slots: (90 Active Points); Increased Endurance Cost 5x END (-2)

2u 1) Short Range 10": Killing Attack - Ranged 4d6 (vs. ED), Armor Piercing x1 (+1/2) (90 Active Points); OIF Bulky (-1), Beam (-1/4), No Knockback (-1/4), Real Weapon (-1/4) 45

2u 2) Long range: Killing Attack - Ranged 4d6 (vs. ED), Armor Piercing x1 (+1/2) (90 Active Points); Increased Endurance Cost 7x END (-3), OIF Bulky (-1), No Knockback (-1/4), Real Weapon (-1/4), Beam (-1/4) 63

 

50 Pulse Laser: Multipower, 200-point reserve, all slots: (200 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky (-1)

2u 1) Short Burst: Killing Attack - Ranged 3d6 (vs. ED), Autofire (3 shots; +1/4), Armor Piercing x1 (+1/2) (79 Active Points); Beam (-1/4), No Knockback (-1/4), Real Weapon (-1/4) 40

2u 2) Burst: Killing Attack - Ranged 3d6 (vs. ED), Autofire (5 shots; +1/2), Armor Piercing x1 (+1/2) (90 Active Points); Increased Endurance Cost 7x END (-3), Beam (-1/4), No Knockback (-1/4), Real Weapon (-1/4) 63

2u 3) Full Auto: Killing Attack - Ranged 3d6 (vs. ED), Armor Piercing x1 (+1/2), Autofire (10 shots; +1) (112 Active Points); Increased Endurance Cost 9x END (-3 1/2), Beam (-1/4), No Knockback (-1/4), Real Weapon (-1/4) 99

 

Spinal Mount Weapons

210 1) Spinal Mount AutoCannon: Killing Attack - Ranged 5d6 (vs. PD), Autofire (3 shots; +1/4), No Range Modifier (+1/2), Double Knockback 2x KB (+3/4), 250 Charges (+1) (262 Active Points); Real Weapon (-1/4)

31 2) Spinal Mount Laser: Killing Attack - Ranged 8d6 (vs. ED), Armor Piercing x1 (+1/2) (180 Active Points); Increased Endurance Cost 10x END (-4), Beam (-1/4), No Knockback (-1/4), Real Weapon (-1/4) 180

288 3) Spinal Mount Gauss Weapon: Killing Attack - Ranged 8d6 (vs. PD), No Range Modifier (+1/2), Reduced Endurance 0 END (+1/2), Armor Piercing x2 (+1) (360 Active Points); Real Weapon (-1/4)

82 4) Spinal Mount Particle Accelerator Cannon: Killing Attack - Ranged 10d6 (vs. PD), Continuous (+1), Armor Piercing x2 (+1) (450 Active Points); Increased Endurance Cost 10x END (-4), Real Weapon (-1/4), Beam (-1/4) 450

133 5) Spinal Mount Meson Gun: Killing Attack - Ranged 13d6 (vs. ED), +2 STUN Multiplier (+1/2), No Range Modifier (+1/2), Double Knockback 2x KB (+3/4), Armor Piercing x2 (+1) (731 Active Points); Increased Endurance Cost 10x END (-4), Beam (-1/4), Real Weapon (-1/4) 730

1380 6) Spinal Mount C+ Cannon: Killing Attack - Ranged 20d6 (vs. PD), No Range Modifier (+1/2), Area Of Effect (One Hex; +1/2), Accurate (+0), Double Knockback 2x KB (+3/4), Transdimensional Any Dimension (+1), No Normal Defense Standard (+1), +4 STUN Multiplier (+1) (1725 Active Points); Real Weapon (-1/4) 172

 

40 Sand Caster: Multipower, 90-point reserve, all slots: (90 Active Points); OIF Bulky (-1), 12 Charges (-1/4)

3u 1) Single Shot: Force Wall (10 PD/10 ED; 3" long and 1" tall) (Opaque: Normal Sight) (59 Active Points)

4u 2) Double Shot: Force Wall (15 PD/15 ED; 5" long and 2" tall) (Opaque: Normal Sight) (90 Active Points)

 

80 Missile Launcher: Multipower, 180-point reserve, all slots: (180 Active Points); OIF Bulky (-1), Visible (-1/4)

3u 1) Interceptor Missiles: Missile Deflection (Any Ranged Attack), 32 Charges (+0), Hardened (x2; +1/2), Ranged Full Range (+1), Autofire (3 shots; +1 1/4) (75 Active Points); Real Armor (-1/4)

4u 2) Dumbfire: Killing Attack - Ranged 8d6 (vs. PD), 16 Charges (+0) (120 Active Points); Can Be Missile Deflected (-1/4), Real Weapon (-1/4)

4u 3) HellFire: Killing Attack - Ranged 8d6 (vs. ED) (120 Active Points); 8 Charges (-1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4)

5u 4) Nuclear: Killing Attack - Ranged 4d6 (vs. ED), No Normal Defense Standard (+1), Area Of Effect (4" radius; +1) (180 Active Points); 4 Charges (-1), Real Weapon (-1/4), Can Be Missile Deflected (-1/4)

3u 5) Leech: Drain Targeted Subsystem, or shields if no Target, if no shields then power plant 12d6 (120 Active Points); 6 Charges (-3/4), Can Be Missile Deflected (-1/4), No Knockback (-1/4), Real Weapon (-1/4)

 

Gauss Turrets

50 1) Small Gauss Turret: Killing Attack - Ranged 3d6 (vs. PD), Armor Piercing x1 (+1/2), 64 Charges (+1/2), No Range Modifier (+1/2) (112 Active Points); OIF Bulky (-1), Real Weapon (-1/4)

 

67 2) Medium Gauss Turret: Killing Attack - Ranged 4d6 (vs. PD), Armor Piercing x1 (+1/2), 64 Charges (+1/2), No Range Modifier (+1/2) (150 Active Points); OIF Bulky (-1), Real Weapon (-1/4)

 

83 3) Heavy Gauss Turret: Killing Attack - Ranged 5d6 (vs. PD), Armor Piercing x1 (+1/2), 64 Charges (+1/2), No Range Modifier (+1/2) (187 Active Points); OIF Bulky (-1), Real Weapon (-1/4)

 

on pulse laser change full auto to 10 shots

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....and for some shield systems....

(The black globe generators are broken in the prefab, sorry haven't gotten around to fixing it yet)

 

Traveller Shield Systems

 

4 1) Defense Shields A: Force Field (10 ED), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (27 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 15

 

6 2) Defense Shields B: Force Field (15 ED), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (41 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 20

 

8 3) Defense Shields C: Force Field (20 ED), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (55 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 25

 

10 4) Defense Shields D: Force Field (5 PD/20 ED), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (69 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 35

 

14 5) Defense Shields E: Force Field (10 PD/25 ED), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (96 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 50

 

18 6) Defense Shields F: Force Field (15 PD/30 ED), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (124 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 60

 

22 7) Defense Shields G: Force Field (20 PD/35 ED), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (151 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 75

 

26 8) Defense Shields H: Force Field (20 PD/40 ED/5 Power Defense), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (179 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 90

 

28 9) Defense Shields J: Force Field (20 PD/40 ED/10 Power Defense), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (192 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 95

 

30 10) Defense Shields K: Force Field (20 PD/40 ED/15 Power Defense), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (206 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 105

 

35 11) Defense Shields L: Force Field (25 PD/40 ED/20 Power Defense), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (234 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 115

 

39 12) Defense Shields M: Force Field (30 PD/40 ED/5 Mental Defense/20 Power Defense), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (261 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 130

 

43 13) Defense Shields N: Force Field (35 PD/40 ED/10 Mental Defense/20 Power Defense), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (289 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Ablative BODY or STUN (-1), Real Armor (-1/4) 145

 

55 14) Defense Shields P: Force Field (40 PD/40 ED/15 Mental Defense/20 Power Defense), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (316 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Real Armor (-1/4) 160

 

57 15) Defense Shields Q: Force Field (40 PD/40 ED/20 Mental Defense/20 Power Defense), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (330 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Real Armor (-1/4) 165

 

63 16) Defense Shields R: Force Field (40 PD/40 ED/20 Mental Defense/20 Power Defense), Hardened (+1/4), Affects Desolidified Any form of Desolidification (+1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (360 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Real Armor (-1/4) 180

 

68 17) Defense Shields S: Force Field (40 PD/40 ED/20 Mental Defense/20 Power Defense), Affects Desolidified Any form of Desolidification (+1/2), Hardened (x2; +1/2), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (390 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Real Armor (-1/4) 195

 

84 18) Defense Shields T: Force Field (40 PD/40 ED/20 Mental Defense/20 Power Defense), Affects Desolidified Any form of Desolidification (+1/2), Hardened (x3; +3/4), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (420 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Extra Time Full Phase (-1/2), Real Armor (-1/4) 210

 

100 19) Defense Shields U: Force Field (40 PD/40 ED/20 Mental Defense/20 Power Defense), Affects Desolidified Any form of Desolidification (+1/2), Hardened (x4; +1), Invisible Power Effects (Fully Invisible, Hearing Group; +1 1/4) (450 Active Points); Increased Endurance Cost 5x END (-2), OIF Bulky Fragile (-1 1/4), Real Armor (-1/4) 225

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.....you wanted to go faster than light??......

 

Traveller Star Drives

5 1) Jump Drive A: Faster-Than-Light Travel (64 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (55 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 6 Hours (-3 1/2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) [Notes: 1 lt yr / week] 50

 

6 2) Jump Drive B: Faster-Than-Light Travel (64 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (55 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 1 Hour (-3), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 50

 

6 3) Jump Drive C: Faster-Than-Light Travel (64 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (55 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 20 Minutes (-2 1/2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 50

 

6 4) Jump Drive D: Faster-Than-Light Travel (64 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (55 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 5 Minutes (-2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 50

 

6 5) Jump Drive E: Faster-Than-Light Travel (128 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 6 Hours (-3 1/2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 60

 

6 6) Jump Drive F: Faster-Than-Light Travel (128 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 1 Hour (-3), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 60

 

6 7) Jump Drive G: Faster-Than-Light Travel (128 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 20 Minutes (-2 1/2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 60

 

7 8) Jump Drive H: Faster-Than-Light Travel (128 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 5 Minutes (-2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 60

 

7 9) Jump Drive J: Faster-Than-Light Travel (256 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (65 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 20 Minutes (-2 1/2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 60

 

7 10) Jump Drive K: Faster-Than-Light Travel (256 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (65 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 5 Minutes (-2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 60

 

7 11) Jump Drive L: Faster-Than-Light Travel (512 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (70 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 20 Minutes (-2 1/2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) [Notes: 1 lt yr / day] 70

 

8 12) Jump Drive M: Faster-Than-Light Travel (512 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (70 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 5 Minutes (-2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 70

 

8 13) Jump Drive N: Faster-Than-Light Travel (512 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (70 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 1 Minute (-1 1/2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 70

 

9 14) Jump Drive P: Faster-Than-Light Travel (2048 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (80 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 5 Minutes (-2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) [Notes: 1 lt yr / 6 hours] 80

 

10 15) Jump Drive Q: Faster-Than-Light Travel (2048 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (80 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 1 Minute (-1 1/2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 80

 

10 16) Jump Drive R: Faster-Than-Light Travel (8192 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (90 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 5 Minutes (-2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) [Notes: 1 lt yr / hr] 90

 

11 17) Jump Drive S: Faster-Than-Light Travel (8192 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (90 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 1 Minute (-1 1/2), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 90

 

11 18) Jump Drive T: Faster-Than-Light Travel (8192 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (90 Active Points); Increased Endurance Cost 10x END (-4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 90

 

13 19) Jump Drive U: Faster-Than-Light Travel (8192 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (90 Active Points); Increased Endurance Cost 10x END (-4), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) 90

 

14 20) Jump Drive V Tech 16: Faster-Than-Light Travel (16384 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (95 Active Points); Increased Endurance Cost 10x END (-4), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) [Notes: 1 lt yr / 30 minutes] 90

 

15 21) Jump Drive W Tech 18: Faster-Than-Light Travel (32768 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (100 Active Points); Increased Endurance Cost 10x END (-4), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) [Notes: 1 lt yr / 15 minutes] 100

 

15 22) Jump Drive X Tech 20: Faster-Than-Light Travel (65536 Light Years/year), Distortion Field, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character +0), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1) (105 Active Points); Increased Endurance Cost 10x END (-4), OIF Bulky Fragile (-1 1/4), Limited Maneuverability (-1/4), Costs Endurance Only Costs END to Activate (-1/4) [Notes: 1 lt yr / 7.5 minutes] 100

 

181 23) Jump Drive Z Tech 22+: Teleportation 10", No Relative Velocity, Position Shift, x8192 Increased Mass, Combat Acceleration/Deceleration (+1/4), Rapid Noncombat Movement (+1/4), Transdimensional Single Dimension (+1/2), Invisible Power Effects (Fully Invisible; +1), Megascale (1" = a LONG way; +8 1/2), Can Be Scaled Down: 1" = 1km (+1/4) (1175 Active Points); Increased Endurance Cost 10x END (-4), OIF Bulky Fragile (-1 1/4), Costs Endurance Only Costs END to Activate (-1/4) 1170

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any feedback?? anything anyone needs right now?? I will get more stuff digitized and post it. The preceding equipment is ONLY for starship class equipment. I.E. one shot from a starship will KILL any person or small scale item. Any person with small scale weapons will only be able to do a maximum of 1 damage body per shot. I will get the hand held weapons into hero designer and post them soon. Let me know if anything is needed. As I said, i have a lot of stuff, unfortunately most of it is on paper still. Also if you need approximate conversions to render everything in the same scale let me know. I designed the system mod to bring out tuyrret emplacements and nasty fighter strafing. Makes for an evil game.

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Guest zarglif69

uh, what's with the transdimensional advantage on the FTL drives? if you want to go into other dimensions, buy an Extradimensional Movement, not a movement power with Transdimensional.

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the transdimensional movement was put in to leave as an option. The star drives i envisioned start out initializing their transport field, thus the distortion field. The extra time is just to remove that "Instant transport" that is so common with space opera's, and leave at least a shred of hard sci fi to it. Also to lend a belief that it takes time to transit "between". The movement actually takes place in hyperspace, thus the extradimensional movement. The increased endurance cost is meant to be paid per light year travelled. Also all of those zip files contain prefab files for hero designer, NOT text files. The endurance reserves that serve as the power plants are shown as having a "limited recovery" this is because they require fuel. My players ran from a battle into an asteroid field, seriously damaging their ship, just to avoid not having enough fuel to return home. I have assigned the fuel as a perk, basically 1 point for 10 units of fuel, or 10,000 credits. However there is a maximum limit of 10 times half the starship / vehicles size, or the ship suffers the loss of 1" of flight per phase cumulative for every 5 points over that limit. I hesitated to lower speed also since that is more reflective of the response time of the instrumentality not the mass of the ship itself. I did not apply any rules as to the space in hexes of a ship component since i did not want to limit the campaign THAT much. As it is, the game was fun for all parties concerned. My game having taken a hiatus in preparation for the move.

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