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shadowcat1313

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Everything posted by shadowcat1313

  1. Re: Battlemech Weapons to Hero I posted the same file in text form on the Star Hero fandom site, and forgot to post the text file. the damage figures are arbitrary, there converted from data I found in an old issue of Battletechnology and the old Starhero Playtest draft. which gives the following chart Small Laser: 10mgw Medium Laser: 30mgw Large Laser: 70mgw the SRM is a 60mm warhead the LRM is a 200mm warhead the missile warhead data came from one of the tech readouts, and the old mech blueprint set
  2. Re: Battlemech Weapons to Hero Whoops... I am getting really good at missends
  3. Heres some rough ideas for converting battletech weapons to hero havent done anything with dealing with heat on these yet
  4. Re: just a note for the arduin fans its 59.99+ shipping and I think its weborder/mailorder only but heres a link to the ordering page for better information http://empcho.bizhosting.com/worldguide.html It makes for great reading... and I love the simple cover almost hearkens back to little black traveller in a way
  5. Re: just a note for the arduin fans my apologies for not giving a better or clearer message on it I am now reading my copy of the book though
  6. Re: Starship design - How much space does THAT take up? From Champions 2 Labs take 5 Hexes Machine shops or mechanical workshops tkae 10 hexes and allow a standard skill roll under the the old system, the labs cost 1 pt each improving either adds 3 hexes per +1 to the skill roll and +1 cost although by spending 2 pts to add +1 the size stays the same These are for a general lab or workshop a specific Lab is 3 hexes, +1 per +1 a specfic workshop is 6 hexes and +1 per +1 so by this rule, a lab from GT would count as a general lab +1 since its 4 DT/8 Hexes
  7. 2 seat cockpit bridge module, civilian standard, with a couple of options available. 1 DT/2 Hexes in size, does not include a full computer, just some software ideas
  8. if anybody wants to discuss star hero or hero in general on IRC. I am on the undernet most every night from 6-10 or so, normally in #traveller and #callahans as I am on the channels above for various reasons, I dont use the chat room here on the boards... at least right now
  9. Re: Starship design - How much space does THAT take up? then what about using a fixed size for such things, or a % for example GT requires a utility module taking 1DT for every 500 tons of displacement, this covers your environmental requirements. while not perfect, it might be the easiest way of depicting such things Labs also take a specific amount of space in GT, and thats 2 DT what about having a basic lab take 2DT, a enhanced lab take 4 and an advanced lab take 6? or something similar
  10. Re: Starship design - How much space does THAT take up? works for me, but do we want to do any cross-posting for the folks that dont follow both sites? with the response Steve gave on the volume question, do we go with the 50% usable after to make things easier, or build from teh ground up?
  11. Re: Starship design - How much space does THAT take up? I asked for a clarification in the general rules question board and heres Steves Response The rules concerning Vehicle volume are all strictly optional guidelines, and they go about as far as I ever intend to officially. If you want to provide more detail regarding the volume of your Vehicles, you can include whatever you think is appropriate.
  12. TUV page 8 gives the volume figure for a given vehicle and then states that you halve the exterior volume to get the available volume for cargo and passengers etc... does this internal volume figure already have LS, Power, etc figured in? or is that 50% before you add in the above and everything else?
  13. Re: Starship design - How much space does THAT take up? are they saying you have 50% internal volume thats usable after bulkheads etc and vital systems?. or is that 50% before vital systems etc? if there saying that 50% is before you install vital systems... that just doesnt make a lot of sense... again using traveller for an example, you start with your total hull volume, this assumes standard bulkheads etc... then if you want to add heavier compartmentalization... its 10% for partial and 20% for full compartmentalization. GURPS Traveller also penalizes your usable volume for a streamlined hull, again 10 for partial, 20 for full. so even if you have a fully compartmented streamlined hull, you still have 70% space available. In traveller a 2 passenger stateroom is 4DT/8 hexes, but half that is actual stateroom space, the rest is subsumed in hallways, storage etc I would agree with 50% usable space for passengers/cargo etc
  14. Re: Starship design - How much space does THAT take up? I was thinking of going with 1 hex per 20 active points, maybe its just my traveller upbringing, but otherwise it looks like things get out of hand in a hurrry sizewise. Heres a couple of examples from TE Mark 1 Starship Laser 124 active points standard size at ATRI-9= 12 Hexes ATRI-10= 8 Hexes ATRI-11= 6 Hexes ATRI-12= 4 Hexes that just looks awfully big for such a low power laser now lets look at the Mark 20 Laser 412 Active Points ATRI-11= 37 Hexes ATRI-12= 25 Hexes Whereas the standard traveller beam laser that I worked up is a TL-12 Weapon 270 AP and is 1DT/2 Hexes
  15. a small 1 man grav vehicle used for various tasks around space stations and other orbital installations unarmed except for a plasma welder/cutter these are capable of moving around cargo containers and such and can lift move up to 30 tons this way
  16. Re: Starship design - How much space does THAT take up? thanks for the help folks if were doing the traveller style jump drive, theres a definite issue since the jump drive uses fuel equal to 10% of the ships DT per jump # with a maximum jump of 6
  17. Re: Starship design - How much space does THAT take up? I reccomend we go with Displacement tons, it has the most commonality with the other systems were looking at borrowing from and the scale of 1 DT= 2 hexes, its not perfect but it makes conversions easy and gives us a sense of scale. if we want to play' with mass. we could do that too, but I think overall DT works fine. as far as scaling, I would think its going to vary on TL my suggestion is that we use something akin to the way its handled In GURPS Say a given system is ATRI-9 at introduction and has full volume at ATRI-10 its going to have half volume and at ATRI-11 its going to have quarter volume and at ATRI-12 its going to have eighth volume with the maximum reduction happening 3 TL after Introduction you could also reduce the END cost at higher TL's and or increase range etc
  18. Re: Babylon 5 Station... a Very Rough starting draft yes, I play in other peoples sandboxes, I'm also really bad about running with scissors... lobs a sporkful of peas and mash potatoes I just picked up the B5 Wars rules compendium and Ships of the fleet for 5.00 each at an auction... so I was tinkering
  19. Re: Starship design - How much space does THAT take up? now we just have to figure out where to start, since the question has come out on control stations/bridges etc... how about we start there
  20. Re: Starship design - How much space does THAT take up? count me in on this project, it just might be a week or so before I can devote much time to it, I am working on a project for QLI Interactive dealing with Traveller D20.
  21. ok, I went and did it, heres a rough first draft of the B5 station, it does not lnclude the starfuries or shuttles... and no characters and some rough weapon ideas
  22. Re: just a note for the arduin fans and some of the classes, the Techno, The Saint, the Highwayman, the Slaver and some of the other monsters Valpyr, Moondog, Night Demon, Shadow Dragon Sun Dragon Star Spider
  23. Re: just a note for the arduin fans A lot of the world was over the top, I will agree with that, but it was also great for throwing curveballs at munchkins and such who thought they knew all the monsters and such.... and Arduin did have quite a variety of different monsters.
  24. Re: Starship design - How much space does THAT take up? you can fit 3 single space weapons in a turret, thats an unmanned turret with a remote gunnery station, and that assumes the entire turret is outside the ship, with an extra ton for the gunnery station inside the ship itself one gunnery station can technically controll a battery of up to 10 turrets assuming all of the same type. mixed turrets are an option on small vessels[under 1,000 DT] otherwise all 3 weapons in a turret must be of the same type there are also 1 and 2 space turrets available all still require the gunnery station per battery there are 5 space turrets also, but those are only for small particle accelerators some heavy lasers and early graser weapons are fitted as single mounts in a 3 space turret also there are some light gatling PD Laser mounts that can fitted 4 to a standard 3 space turret, but those arent traveller canon
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