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Posts posted by shadowcat1313
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actually the 250mgw Beam Laser is the "Standard" ships laser
so its the medium
depending on which version of Traveller you use, there are lasers ranging from 37 megawatts to 1.2 giggawatts
and thats not counting laser bays or spinal mounts
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I used the old star hero conversion data to convert the beam laser over to Star Hero, its a standard 250 megawatt beam laser
the Missile warhead uses the same chart at the weight of a 150mm high explosive warhead
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and now on to the A2 Far Trader from Traveller
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cool, let me know if you can think of any changes
in case theres any confusion, the 3 weapons are are all mounted in a single turret, I probably should have clarified that for the non traveller folks
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been playing with a conversion of the Type S Scout Courier from Traveller any thoughts?
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also true, but can you imagine heaving a light saber with a blade the size of a telephone pole at somebody?
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then theres the rare form practiced by the scottish jedis
who train wih the Light Caber... kilts optional of course
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yes, they did run a test of that nature
still probably wouldnt be as volatile as the fuel the germans used for the ME-163
something about Monohydrazine Hydrate, wood alcohol and hydrogen peroxide
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its a series of continuous pulses
the perfect thing for the planets your leaving and dont care about what you leave behind...
something to power a marine landing craft or extraction ship....
101 Starships for GURPS Traveller... actually has the a marine assault lander with an orion drive "The Comrade Hudson Friendship Lander"
unfortunately its one of those neat ideas that wont ever work more than probably like the dyson sphere, and the bussard ramscoop
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has anybody tried putting together an Orion driven starship?
for Star Hero?
Project Orion being the bomb drive that used what amounted to focused nuclear explosions to provide thrust
also, has anyone done rules for bombed pumped laser warheads for missiles?
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Traveller manpower requirements are based on the ships displacement tonnage, and installed tonnage of various equipment, so a conversion from DT to HERO terms is needed.
that I posted a while back and can post again if needed.
These figures are for military ships of 1,000 displacement
tons or more
Sections:
Command, Engineering, Gunnery, Flight, Ships Troops, Deck
Each section will have a an officer in charge and a senior nco
Command: Average of 10
Engineering: 1 per 100 tons of installed drives and powerplant
Gunnery: 1 per turret Battery, 2 per weapons bay, 1 per 100 tons of main weapon battery[spinal]
Flight: flight crew as needed +1 1 crew chief/mechanic per 3 craft carried. 10 per launch tube if launch tubes are equipped.
Ships Troops[if Carried] Varies considerably by type of ship. but the formula I've always used was on the order of
Escorts: 1 squad
Destroyers: 1 Platoon
Cruisers: 1 Company
Capitol Ships: 1 Battalion
Service and Support: 3 per 1,000 displacement tons, unless carrying troops than 2 per 1,000 tons
as far as figuring the exact engineering and main gun crews, go by 1/50 AP or something similar.
these figures also assume standard automation/computer support. higher degrees of automation will cut the crew size by 10% for enhanced, and 20% for Advanced. this concept comes from Traveller 4th Edition however
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ships can also use water from an ocean, and even cut up chunks of ice from a comet etc for fuel.
this fuel can also be used unpurified if absolutely necessary, but
this carries a risk of misjump, and should increase the maintenance needed to keep things running properly if done very often.
ocean refueling while a safer option in some cases can have problems of its own. as one of my groups found out on a lower tech water world with a high law level. the players were paranoid enough to have somebody on sensor watch when they decided to do an ocean refuel, and hadnt bothered to ask permission or pay for permits and all of a sudden the sensor op reported torpedoes in the water at close range. granted they were simple straight running torps, but they'd make one heck of a hole in a merchant hull.
l
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I'd heard it was Phillip Jose Farmer
but I dont remember where I saw it
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I'd heard it was Phillip Jose Farmer
but I dont remember where I saw it
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Spider Robinson talked in Callahans Crosstime Saloon about a bet where somebody said they could write the worst hackneyed and just plain bad novel ever written... wrote it... and then it was so popular they wrote over a dozen sequels...
Spider never identifies who actually said this, does anybody else have a clue who hes talking about? I asked Spider in person and he wouldnt say
my vote would be for either the Gor books or the Battlefield Earth series... Spiders quote dates to the mid seventies
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the Planets makes for great backround music, I also have a few odd things for some games...
Hawkwinds 2 CD set based on the Elric Books
Rick Wakemans Knights and Legends of King Arthur
Assorted songs by Tempest and Wolfstone
I have a fairly goodsized collection of filk music by various artists
and have found uses for some of it
Filk is such a wonderful genre by itself, but thats another topic entirely, some sf and fantasy authors write and perform their own music.
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Moviewise:
Dungeonmaster
Dungeons and Dragons
the Conan Films
Bookwise
Wheel of Time series
Gor
Thomas Covenant
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I like the idea of the unluck against others, because the character has no control over what happens, he cant deliberately set somebody up, and the affects are quite variable... the player has no clue whats going to happen, if it happens at all.
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we always ran it as his rear arc, and that he had to be directly targeted. and yes its that vague, considering how vague the actual disadvantage is as to its affects. its assume to be some sort of mystic force.
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I have a character who has a mystical based power that causes anyone who attacks him from behind to make an immediate 4D6 unluck roll.
currently its bought as 4D6 Unluck, usable on others as an attack with no conscious control.
or would it be bought as a damage shield with a trigger?
any ideas.
the character is a gypsy heritage acrobat/aerialist Martial Artist named Eight Ball
and yes the "Behind the Eight Ball" pun was done on purpose
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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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while rummaging some old files, I found some character conversion I wrote up a long time ago
Character Conversions: Traveller to Star Hero 2
Primary Stats convert as Traveller Stat +5
Figured Stats are calculated normally Except for Body
which is figured as follows
Traveller Str+Dex+End then use the following Table
Total:
18:10
21:11
24:12
27:13
30:14
33:15
36:16
39:17
42:18
45:19
Ego is players choice
Social Standing is a perk for 10+
otherwise ignored.
and will vary upon the stat.
Characters start 1 with 1 11- knowledge skill per pt of EDU over 6
Characters with and EDU of 9+ get choice of either Scientist or Scholar
Characters with SS of 9+ get High Society
Other Character Notes:
Players get 1 11- contact per term of service
TAS is a 10 point Perk
Scoutship benefit costs 10
Corsair costs 25
Free Trader costs 5 for 40 years to pay
10 for 30 years to pay
15 for 20 years to pay
20 for 10 years to pay
25 for clear ownership
Skill Notes:
Traveller Level 1 gives Hero 11-
with +1 per level over 1
Exceptions:
Weapon Level 1 gives familiarity with weapon or group
each level over 1 gives a +1 level
Brawling 1 or 2 gives a +1 or +2 in bare handed combat
Brawling 3 gives 10 points of Martial Arts manuevers
Brawling 4 gives 20 points of Martial Arts Manuevers
New Skills:
Skill: Stat: Cost:
Astrogation INT 3/2
Battle Dress DEX 3/2
Carousing PRE 3/2
Combat Engineering INT 3/2
Engineering INT 3/2
Fleet Tactics INT 3/2
Forward Observer INT 3/2
Gravitics INT 3/2
Naval Architect INT 3/2
Steward INT 3/2
Vacc Suit DEX 3/2
Zero-G Combat DEX 3/2
New Weapon Familiarties
Laser Weapons[3] Assault Weapons[2] Combat Rifleman[2]
Laser Pistol Shotgun Rifle/ACR/AR
Laser Carbine SMG Gauss Rifle
Laser SMG AR/Assault Rifle Carbine
Laser Rifle
High Energy Weapons[3]
PGMP series
FGMP series
Plasma Rifle
Ships Weapons[5]
Missles
Lasers
Energy Weapons
Ships Screens
Spinal Mounts
Particle Accelerators
Meson Guns
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I'm not sure if theres a central resource, I've written some stuff up and posted it to the boards here... and will eventually post some conversion stuff to my website.... but I want to make sure its ok with the powers that be here at HERO on the conversion stuff to be posted to my site, I can clear it with marc miller if needed also
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theres a new anthology out that looks interesting, its entitled Shadows over Baker Street
from what I have heard its Sherlock Holmes crossed over with the Cthulhu mythos
Type S Scout Courier Conversion
in Star Hero
Posted
as far as base levels and damage, thats something I wasnt sure how to go about handling as far as armor and defenses
In most versions of traveller, you have a small amount of hull armor just to keep most small debris from whacking a big hole
and thats not counting advanced hull materials etc...
You have a definite point about the low armor, but traveller has never had shields beyond dampers, meson screens and sandcasters, so a standard beam laser will make a big hole in most unarmored starships. I dont remember what TL you get thermal superconducting armor at.... that would go a long way towards cutting the damage down, as do sandcasters