shadowcat1313 Posted November 25, 2003 Report Share Posted November 25, 2003 Basic StarShips for Star Hero 2: Type: BP: DX: SP: DF: JD: FT: NC: SS: PP: CM: ================================================================= Scout 25 15 3 5 2 40 8 C 200 1+ Free Trader 26 15 3 5 1 20 4 A 100 1 Far Trader 26 15 3 5 2 20 4 A 200 1+ Fat Trader 27 15 3 5 1 20 4 A 100 1 Patrol Ship 27 20 4 6 3 60 8 B 300 3 Merc Escort 28 20 4 8 3 45 8 B 250 5 Merc Raider 28 20 4 25 3 60 8 F 350 5 Small Liner 27 15 3 6 3 20 4 A 300 3 Privateer 27 20 4 5 2 45 8 B 150 2 Manuever Chart: G: DEX SPD Flight NCM MAX 1 15 3 20 x4 240 1M 20 4 15 x2 120 2 15 3 40 x8 960 2M 20 4 30 x4 480 3 20 4 45 x8 1440 4 20 4 60 x8 1920 5 20 4 75 x16 4800 6 25 5 72 x16 5760 ============================================================ Sensor Package Chart: Pkg: MP: EW: SR: MR: LR: ER: NOTES: A 25 0 15 30 60 120 Basic Standard Package B 30 5 36 72 144 288 Advanced Package C 40 10 48 96 192 384 Scout Standard Package C+ 50 10 60 120 240 480 Survey Scout Package D 30 10 9 18 36 72 Fighter Package E 40 15 12 24 48 96 Advanced Fighter Package F 60 25 40 80 160 320 Fleet Tactical Array G 50 25 60 120 240 480 Basic Aegis Package H 60 30 80 160 320 640 Advanced Aegis Package Notes: Sensor Packages consist of the Following as Standard: Radar IR/UV Spatial Awareness HR Radio L/T Telescopic sight And Radio Groups[Level varies] Power Defense against Ecm and EMP Active Neutrino Sensor Low Penetration Densitometer Magnetic Anomaly Detector Radiation Sensor Enhancement for all Senses[Level Varies] ============================================================ Power Plant Conversions: Take PowerPlant Rating from Traveller Multiply by 100 PP rating *10 for Recovery per turn Defensive Conversions: Take AR from Traveller and Double it add this to the Base DEF Armor has no effect on Meson Gun Fire, and only 50% against Nuclear Weapons. ============================================================ Computers: All Computers have the following Basic Programs and Abilities Lightning Calculator Bump of Direction Eidectic Memory Navigation/TF: Starships/WF:Starship Weapons/Systems Operation/Security Systems/Paramedic/Ks: Ship Systems KS: Customs Protocol/Astrogation/Ship Recognition/Library Data SC: Math/Physics/Astronomy/Medicine/Electronics/Computers AK: Home Sector 14-, Trade Routes 14-, Imperial Space 11- Military Computers add the Following 5 points per Model # of Power Defense Vs EMP only Tactics +2, Universal Translator, +4 Levels with Ships Weapons SC: Cryptography +2, SC: Weapons Engineering +2, Emergency Damage Control +2, Electronic Warfare Systems +2 Computer Models: Mod: Int: Dex: Spd: NOTES: 1 13 10 2 Basic 1+ 15 10 2 J2 capable/+1 Skills 2 15 13 3 2+ 15 13 3 J3 Capable/+2 Skills 3 15 15 3 3+ 18 15 3 J4 Capable/+3 Skills 4 18 15 3 4+ 18 15 3 J5 Capable/+3 Skills 5 23 18 4 5+ 23 18 4 J6 Capable/+4 Skills 6 23 23 4 Minimum for Aegis Control 7 28 23 5 Maximum Legal Commercial Computer System 8 28 28 5 9 33 28 6 10 33 33 6 Only Prototypes ============================================================ Electronic Warfare Systems: System: Affect: Chaff/Flare Pods 4c,Invis to IR/UV/Radar for 1 turn per charge Decoy Pod Images of Ship, 4c, 1 Turn per charge Stealth Hull Invisibility to Radar and IR,max 50% speed EM Masking -10 to all EMS based Sensor Rolls EMS Jammer 10D6 Suppress Vs EMS based Sensors ============================================================ Weapons Systems: Turret Mountable Weapons: Lasers up to 300MJ, Plasma and Fusion Guns, Missle Racks, Sandcasters Barbette Mountable Weapons: Heavy Lasers, Particle Accelerators, Missles, Small RailGuns Bay Weapons: PA, Meson Guns, Missles, RailGuns, Plasma/Fusion Weapons Torpedos, Plasma/Fusion Lances Spinal Weapons: PA, Meson Guns, Rail Guns, Desintegrators, Defensive Systems: Sandcasters: 50% Resistant Damage Reduction against Lasers and Plasma/Fusion Weapons Only, 4 Ablative Charges. Nuclear Damper: Divide Damper factor by 3 Class 1-3: 25% RDR vs Nuclear Weapon Effects Class 4-6: 50% RDR vs Nuclear Weapon Effects Class 5-9: 75% RDR vs Nuclear Weapon Effects Meson Screen: Use ND table but substitute MS factor Repulsors: Missle Deflection Divide Rep by 3 Class 1-3: Miss Deflection 18- Class 4-6: " " 28- Class 7-9: " " 38- ============================================================ StarShip Weapons Systems: Name: Dam: Pow: SR: MR: LR: ER: NOTES: Beam Laser 7+1 AP 41 21 42 84 168 Standard Pulse Laser 6.5[A5] 25 9 18 36 72 AF-5 HE Missle 8 EX 0 24 48 96 192 4# Plasma Gun 7 APEX 0 11 22 44 88 12#, RBR Fusion Gun 7.5 APEX 0 14 28 56 112 12#, RBR PA Barbette 7+1 APEN 55 24 48 96 192 ATDIF, +EMP Det-L Missle 13+1 APEN 0 30 60 120 240 2#, VH to Find Spinal MG[C] 9.5 AEL/P 112 56 112 224 448 Once per Turn Spinal MG[N] 14+1AEL/P 168 168 336 672 1344 Once per Turn Plasma Lance 5.5 APEX 0 8 16 32 64 4#, Fighter Wep PD Laser 5 AF10 15 1 2 4 8 A-Missl/Fighter Heavy Laser 8+1 AP 42 25 50 100 200 Barbette Mount Missle Bay 8 AF5 0 30 60 120 240 50# Missle Bay[L] 8 AF10 0 30 60 120 240 100# Tractor Beam 75 STR TK 45 0 1 2 4 2g Pull on 100T Tractor Beam 2 85 STR TK 54 1 2 4 8 3g pull on 100T Quote Link to comment Share on other sites More sharing options...
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