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shadowcat1313

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Posts posted by shadowcat1313

  1. 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

  2. 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

  3. 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

  4. 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

  5. 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

  6. 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.

  7. 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

  8. 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

  9. 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

  10. 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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