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comfortmd

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  1. .....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
  2. ....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)
  3. Re: Re: Looking for an image That pic is cool
  4. heh, too big to email it all in one shot, i will work on posting all of it, k?
  5. 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)
  6. this is according to travellar tech levels, for every increase in power wanted that diverges from current tech lvl, lower the level by one rank, 1.5 times the cost, and 2 times the size
  7. here is the file for power plants
  8. 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
  9. All these pics are soo good, i wish i were better at drawing people
  10. i just need to know what they really want... I am all for sharing ideas and such, but i do not like wasted effort
  11. Look on the hard sf star hero thread
  12. 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
  13. Maximillian Schell the Black Knight Sabre
  14. What is the real idea behind it then, to gather stuff for the publications, or to provide a meeting of the minds for new GM's?? Just asking, cause i got lots of stuff, but my hard sf setting is using two scales, one for personnel and one for starship, based around all starships being much tougher than human/alien systems
  15. Cost Powers END 28 Sand Caster: Multipower, 90-point reserve, all slots: (90 Active Points); OIF Bulky (-1), Ablative BODY or STUN (-1), 12 Charges (-1/4) 2u 1) Single Shot: Force Wall (10 PD/10 ED; 3" long and 1" tall) (Opaque: Normal Sight) (59 Active Points) 3u 2) Double Shot: Force Wall (15 PD/15 ED; 5" long and 2" tall) (Opaque: Normal Sight) (90 Active Points) Sand Casters from traveller
  16. I have a TON of info about this campaign setting, but i am moving, and i don't know if i will find another group for it, so I want it to go for some good use, any askers?
  17. I've been running a hard sf star hero set in traveller with a few mods for 5 months, the players really liked it, although it took me 3 weeks of solid work to come up with templates for ships, vehicles, weapons and equipment from traveller and then include slug-thrower weapons both hth and ship based and to also include mech classes and their derivative weapons
  18. you do know that the Traveller supplements substituted discharged from service in place of death....Snicker...
  19. i've got a star hero game i am running, hard sf, but the players wanted mechs, so i went and spent three days working out vehicle size / payload options, equipment optionsa, and carryable / mountable weapons. Works out pretty well, mechs as small as a human to sizes like a small battleship
  20. think of this... Multiple power attack, grab/grapple with tk(half dcv), fencing slash gives a 2d6 hka penetrating ap plus 2 dice strength an extra die, add to it 2 seperate hka 2d6 no str bonus +1 stun mult no kb
  21. if you want, mekton has some good rules for mechs, and for bubblegum crisis rules / conversions into hero system look for the "bubblegum crisis : Before and after" which contains guidelines for converting bubblegum crisis/interlock/fuzion mechs and characters into hero and vice versa
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