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TravHero some rough starship conversion ideas


shadowcat1313

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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

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