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Traveller Toys for Starhero


shadowcat1313

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some basic weapon conversions from Traveller to Star Hero,

 

Maximus Arms 1115 Catalog:

 

 

These weapons come from various versions of Traveller, along with a couple of my own creation.

The damage conversions are based on the 2nd edition Star Hero draft tables of long ago.

 

 

Infantry Weapons:

DVS-8R: 12mm Macromag.

2D6+1 RKA,+2 OCV scope, 8 Shots, STR min, OAF/RW

NOTES: Standard issue heavy pistol, can take HEAP rds, these guns are standard tech slugthrowers except for the use of binary propellants instead of standard powder.

Standard tech, Law Level 4

Real Cost: 13

 

Maximus Spitfire 4mm Gauss Pistol:

1D6+1 RKA AF5, Invisible to sound group. 40 Shots

OAF, RW, Reduced Penetration, reduced range

NOTES: small concealable gauss pistol, low penetration and range. Common among non combat troops and officers, some civilian use.

Standard Tech, Law Level 3

Real Cost: 18

 

Maximus Maverick Holdout Pistol

1D6+2 RKA APEX, 2 Shots,

OAF, RW, Short range, fragile, Invisible to detection

NOTES: small 9mm derringer, common hideout weapon, the HEAP rounds are of dubious legality in most places.

Standard tech, LL5

Real Cost: 15

 

Maximus RGL-22, 30mm RAM GL

Damage varies by rd

12 shots, OAF bulky, 2H real weapon

NOTES: rotary GL, cassettes take 1 turn to load, bulky

Standard tech, LL1

Real Cost: 20+grenades

Available Grenade Types: HEDP, HEAP, Tanglewire, Flashbang

 

Maximus Crunch Gun

15mm Heavy Sniper Rifle

4D6 RKA AP, *5 Range, 10 shots

OAF, RW, STR Minimum,

NOTEs: heavy 15mm ETC Sniper Rifle

Standard Tech, LL3

Real Cost: 21+ Scope

 

Maximus Barbecue

Binary Gel based Flamethrower

6D6 EB AE Cone, burns for an extra phase, Sticky, 6 Shots

OAF Bulky, RW, STR Min, Not in water or vacumn,

Notes: uses a binary gel to minimize the usual accidents associated with such weapons

Weapon only explodes on a 3 on 3D6 if magazine punctured.

Standard Tech, LL2

Real Cost: 14

 

GW-154A2

4mm Gauss Rifle, 100 Shots

2D6+2 RKA AF5[selective]

OAF, RW, 2H

NOTES: standard imperial gauss rifle type, often fitted with a +2 scope, can launch ram grenades also.

Standard Tech, LL2

Real Cost: 24

 

CLC-251R

CLC-13 Laser Rifle

3D6+1 RKA, *5 Range, can fire 1 shot or 3 round burst, 15 Shots

OAF, RW, 2H, Fragile, Reduced Penetration

NOTES: reliable CLC type laser rifle, accurate, needs to be taken care of well though

Standard Tech, LL1 Cost: 20

 

CLC-43C

CLC-13 Laser Carbine

2D6+2 RKA, *5 Range, 15 Shots, 1 shot or 3 round burst

OAF, RW, 2H, Fragile, Reduced Penetration

NOTES: reliable CLC type laser , accurate, needs to be taken care of well though

Standard Tech, LL1, Cost: 17

 

CLC-88P

CLC-13 Laser Pistol

1D6+2 RKA, 15 rounds, 1 shot or 3 rd burst

OAF, RW, 2H, Fragile, Reduced Penetration

NOTES: reliable CLC type laser Pistol, accurate, needs to be taken care of well though

Standard Tech, LL1, Cost: 12

 

CLC-152S

CLC-13 Laser SMG

1D6+2 RKA, 30 shots, 1 or 3 rd bursts

OAF, RW, 2H, Fragile, Reduced Penetration

NOTES: reliable CLC type laser SMG, accurate, needs to be taken care of well though

Standard Tech, LL1, Cost: 15

 

AWS-5P

6mm Accelerator Pistol

2D6 RKA Exp, 20 Shots

OAF RW, Bulky, Str Min, 2" Min Range, Reduced Penetration

NOTES: Rocket Pistol designed for use in zero g, rocket boosted rounds have a range minimum.

Standard Tech, LL3, Cost: 13

 

AWS-8R

6mm Accelerator Rifle

3D6 RKA Exp, 30 Shots

OAF RW, Bulky, Str Min, 2" Min Range, Reduced Penetration

NOTES: Rocket Rifle designed for use in zero g, rocket boosted rounds have a range minimum.

Standard Tech, LL3, Cost: 20

 

FBR-15

TL-15 Fusion Battle Rifle

3D6+1 RKA, AP and Pen, 50 Shots,

OAF RW, STR Min, Battledress troops only, reduced by range

NOTES: advanced battledress weapon, rare except among imperial troops

Advanced Tech, LL0, Cost: 28

 

Infantry Heavy Weapons:

 

Maximus Fireball

Plasma Bazooka

3D6+1 RKA AP, 4 Shots

OAF, RW, 2H bulky, full phase to fire, STR 15, Backblast

NOTES: cheap weapon that gives some anti-armor capability to non battledress troops.

Low Tech, LL0

Cost: 13

 

CLC-1542SS

CLC-13 Squad Support Laser

4D6+1 RKA, *5 Range, 100 Shots, selective up to 5 rd bursts

OAF, RW, 2 man crew, bulky,

NOTES: heavy support weapon, mostly for battle dress troops or fixed emplacements

It's a beast to haul around or move on a good day.

Standard Tech, LL0, Cost: 46

 

CLC-215SW

CLC-13 Sniper Laser

5D6+1 RKA, *5 Range, 10 Shots

OAF, RW, 3 Man Crew, Bulky, Hand Loaded single shots, Reduced Penetration

Notes: Heavy support weapon, used on light vehicles or emplacements. Takes 1 phase

To reload.

Standard Tech, LL:0, Cost: 25

 

ARL-10

60mm Assault Rocket Launcher

5D6+2 RKA APEX, 4 Shots

OAF, RW, Bulky, Backblast, STR mint

NOTES: clip fed high tech bazooka, can be fitted with laser or IR/LL scope

HE, HEAP, WP, and Flechette rounds available.

Standard Tech, LLO, Cost: 32

 

GSW-55

4mm Gauss LSW

2D6 RKA RW, AF20, 500 shots

OAF, RW, STR Min, reduced penetration

NOTES: standard squad support weapon for non BD troops, also mounted on light vehicles. Often fitted with a bipod

Standard Tech, LL1, Cost: 30

 

 

 

 

Older tech weapons, sold for export to other nations and for civilian use:

 

DEI-8 Laser Carbine:

3D6-1 RKA, can fire one or two shots, *5 max range, 50 Shots

OAF RW Bulky 2H weapon, VL Laser, Fragile, 14 STR Minimum

NOTES: early Laser carbine, hampered by large size and large powerpack, used at later TL's as a laser designator for pathfinder units and small vehicles

Low Tech, LL2, COST: 15

 

DEI-9 Laser Pistol:

3D6 RKA, can fire one or 2 shots, 25 shots

OAF RW Bulky 2H weapon, VL Laser, Fragile, 15+ Overheat, 10 STR

NOTES: early laser weapon, known for overheating problems under intense use

Low Tech, LL2, Cost: 17

 

DEI-9 Laser Rifle:

3D6+1 RKA, can fire 1 or 2 shots, 100 shots, *5 Max Range

OAF RW Bulky 2H weapon, VL Laser, Fragile, 15+ Overheat, 10 STR

NOTES: early laser weapon, known for overheating problems under intense use

Low Tech, LL1, Cost: 30

 

 

ANTIOCH ARMS SPECIALTY CATALOG:

Maximus produces these by license from Antioch Arms of Deneb.

 

Antioch Arms "Nail Gun"

2mm Gauss SMG, TL-15

1D6+1 RKA, AF20, 100 rds

OAF, RW, Reduced by range, reduced penetration

Advanced Tech, LL1, Cost: 15

 

XTA-1000 Heavy Gauss Pistol

10mm Gauss Pistol

2D6 RKA AP, 20 shots, Invisible to hearing group

OAF, RW, STR minimum

Advanced Tech, LL2, Cost: 21

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Maximus Maverick Holdout Pistol

1D6+2 RKA APEX, 2 Shots,

OAF, RW, Short range, fragile, Invisible to detection

NOTES: small 9mm derringer, common hideout weapon, the HEAP rounds are of dubious legality in most places.

Standard tech, LL5

Real Cost: 15

 

You do realise that this will "explode" out 4"[8 meters] from the target? I would just increase the damage to simulat the "explosive" part of the HEAP round.

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