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Posts posted by shadowcat1313
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here again my traveller roots show, but it also applies to GURPS which divide sensors into active and passive sets at the starship level.
my source for this is the TNE version of Fire, Fusion and Steel
The Active EMS array includes a variety active and passive emitters and detectors covering most of the Electromagnetic spectrum.. making it a much more sophisticated version of Radar
Densitometers
Neutrino Sensors
Neural Activity Sensor
High Resolution Thermal
The Passive EMS Array uses large antennae arrays to detect any electromagnetic emanations from a potential target, such as heat radio and light, Its an extremely sophisticated and precise sensor.
I know this isnt probably a lot of help, but I cant seem to find my copy of the Starship Operators Manual for Megatraveller. which went into more detail
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I would recommend Heaven and Earth... which allows you to select how much data you want on an area, it was designed for Traveller and GURPS Space, but I dont see why you couldnt adapt it to Star Hero
it can be found here
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I always like the variety of magic items, and monsters, the dragons and demons were really more interesting than those in D&D and a lot nastier
and there were some wonderful spells too
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has anybody ever looked at converting the Arduin Grimoire to Fantasy Hero?
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Has anybody done any work on advanced construction materials for vehicles in the Hero system?
various versions of Traveller and GURPS have covered this, but is there anything in HERO for this
Heres a couple of rough ideas I've been tinkering with
Hull Construction:[Hardened Steel assumed to be standard]
Planetoid Hull: +10 Body, +10 Def, ½ Cost, cannot enter atmosphere
Buffered Planetoid Hull: +15 Body, +15 Def, 2/3 Cost, cannot enter atmosphere
Both planetoid hulls can have armor added, but get no bonuses for hull type, or for interior design
They also cannot be equipped with stealth hulls.
Advanced Hull Material I[ Titanium Alloy]: +1 Body/+1 Def
Advanced Hull Material II [Light Composite]: +2 Body/+1 Def
Advanced Hull Material III [Composite Laminate]: +2 Body/+2 Def
Advanced Hull Material IV [Crystal Iron]: +5% Body/+3 Def, can add thermal superconducting armor
Advanced Hull Material V [superdense]: +10% Body/ +4 Def, can add tsa
Advanced Hull Material VI [bonded Superdense]: +20% Body, +8 Def, can add tsa
Advanced Hull Material VII [Coherent Superdense]: +25% Body, +12 Def, can add tsa
Advanced Hull Material VIII [Living Metal]: +15% Body, no tsa, regenerates 1 Body per Hour, *3 Cost
Advanced Hull Material IX [biomechanical]: Standard Body, regens 1 body per Day, *2 Cost
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Traveller/Hero Starship Hull Chart:
Hull Size:[DT] Size: STR: Body: DCV:
1 5 35 15 -3
2 7 45 17 -4
3 8 50 18 -5
5 9 55 19 -6
10 10 60 20 -6
15 11 65 21 -7
20 12 70 22 -8
50 14 80 24 -9
100 15 85 25 -10
200 17 95 27 -11
400 18 100 28 -12
600 19 105 29 -12
800 20 110 30 -13
1,200 21 115 31 -14
2,000 22 120 32 -14
3,000 23 125 33 -14
5,000 24 130 34 -16
8,000 25 135 35 -16
10,000 25 135 35 -16
20,000 27 145 37 -18
30,000 28 150 38 -18
50,000 29 155 39 -19
60,000 29 155 39 -19
75,000 30 160 40 -20
100,000 30 160 40 -20
200,000 32 170 42 -20
300,000 33 175 ` 43 -21
500,000 34 180 44 -22
1,000,000 35 185 45 -22
Good Ideas? Bad ideas?
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am I braindead or what, I wasnt quite going for a traveller version of the Noisy Cricket
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some basic weapon conversions from Traveller to Star Hero,
Maximus Arms 1115 Catalog:
These weapons come from various versions of Traveller, along with a couple of my own creation.
The damage conversions are based on the 2nd edition Star Hero draft tables of long ago.
Infantry Weapons:
DVS-8R: 12mm Macromag.
2D6+1 RKA,+2 OCV scope, 8 Shots, STR min, OAF/RW
NOTES: Standard issue heavy pistol, can take HEAP rds, these guns are standard tech slugthrowers except for the use of binary propellants instead of standard powder.
Standard tech, Law Level 4
Real Cost: 13
Maximus Spitfire 4mm Gauss Pistol:
1D6+1 RKA AF5, Invisible to sound group. 40 Shots
OAF, RW, Reduced Penetration, reduced range
NOTES: small concealable gauss pistol, low penetration and range. Common among non combat troops and officers, some civilian use.
Standard Tech, Law Level 3
Real Cost: 18
Maximus Maverick Holdout Pistol
1D6+2 RKA APEX, 2 Shots,
OAF, RW, Short range, fragile, Invisible to detection
NOTES: small 9mm derringer, common hideout weapon, the HEAP rounds are of dubious legality in most places.
Standard tech, LL5
Real Cost: 15
Maximus RGL-22, 30mm RAM GL
Damage varies by rd
12 shots, OAF bulky, 2H real weapon
NOTES: rotary GL, cassettes take 1 turn to load, bulky
Standard tech, LL1
Real Cost: 20+grenades
Available Grenade Types: HEDP, HEAP, Tanglewire, Flashbang
Maximus Crunch Gun
15mm Heavy Sniper Rifle
4D6 RKA AP, *5 Range, 10 shots
OAF, RW, STR Minimum,
NOTEs: heavy 15mm ETC Sniper Rifle
Standard Tech, LL3
Real Cost: 21+ Scope
Maximus Barbecue
Binary Gel based Flamethrower
6D6 EB AE Cone, burns for an extra phase, Sticky, 6 Shots
OAF Bulky, RW, STR Min, Not in water or vacumn,
Notes: uses a binary gel to minimize the usual accidents associated with such weapons
Weapon only explodes on a 3 on 3D6 if magazine punctured.
Standard Tech, LL2
Real Cost: 14
GW-154A2
4mm Gauss Rifle, 100 Shots
2D6+2 RKA AF5[selective]
OAF, RW, 2H
NOTES: standard imperial gauss rifle type, often fitted with a +2 scope, can launch ram grenades also.
Standard Tech, LL2
Real Cost: 24
CLC-251R
CLC-13 Laser Rifle
3D6+1 RKA, *5 Range, can fire 1 shot or 3 round burst, 15 Shots
OAF, RW, 2H, Fragile, Reduced Penetration
NOTES: reliable CLC type laser rifle, accurate, needs to be taken care of well though
Standard Tech, LL1 Cost: 20
CLC-43C
CLC-13 Laser Carbine
2D6+2 RKA, *5 Range, 15 Shots, 1 shot or 3 round burst
OAF, RW, 2H, Fragile, Reduced Penetration
NOTES: reliable CLC type laser , accurate, needs to be taken care of well though
Standard Tech, LL1, Cost: 17
CLC-88P
CLC-13 Laser Pistol
1D6+2 RKA, 15 rounds, 1 shot or 3 rd burst
OAF, RW, 2H, Fragile, Reduced Penetration
NOTES: reliable CLC type laser Pistol, accurate, needs to be taken care of well though
Standard Tech, LL1, Cost: 12
CLC-152S
CLC-13 Laser SMG
1D6+2 RKA, 30 shots, 1 or 3 rd bursts
OAF, RW, 2H, Fragile, Reduced Penetration
NOTES: reliable CLC type laser SMG, accurate, needs to be taken care of well though
Standard Tech, LL1, Cost: 15
AWS-5P
6mm Accelerator Pistol
2D6 RKA Exp, 20 Shots
OAF RW, Bulky, Str Min, 2" Min Range, Reduced Penetration
NOTES: Rocket Pistol designed for use in zero g, rocket boosted rounds have a range minimum.
Standard Tech, LL3, Cost: 13
AWS-8R
6mm Accelerator Rifle
3D6 RKA Exp, 30 Shots
OAF RW, Bulky, Str Min, 2" Min Range, Reduced Penetration
NOTES: Rocket Rifle designed for use in zero g, rocket boosted rounds have a range minimum.
Standard Tech, LL3, Cost: 20
FBR-15
TL-15 Fusion Battle Rifle
3D6+1 RKA, AP and Pen, 50 Shots,
OAF RW, STR Min, Battledress troops only, reduced by range
NOTES: advanced battledress weapon, rare except among imperial troops
Advanced Tech, LL0, Cost: 28
Infantry Heavy Weapons:
Maximus Fireball
Plasma Bazooka
3D6+1 RKA AP, 4 Shots
OAF, RW, 2H bulky, full phase to fire, STR 15, Backblast
NOTES: cheap weapon that gives some anti-armor capability to non battledress troops.
Low Tech, LL0
Cost: 13
CLC-1542SS
CLC-13 Squad Support Laser
4D6+1 RKA, *5 Range, 100 Shots, selective up to 5 rd bursts
OAF, RW, 2 man crew, bulky,
NOTES: heavy support weapon, mostly for battle dress troops or fixed emplacements
It's a beast to haul around or move on a good day.
Standard Tech, LL0, Cost: 46
CLC-215SW
CLC-13 Sniper Laser
5D6+1 RKA, *5 Range, 10 Shots
OAF, RW, 3 Man Crew, Bulky, Hand Loaded single shots, Reduced Penetration
Notes: Heavy support weapon, used on light vehicles or emplacements. Takes 1 phase
To reload.
Standard Tech, LL:0, Cost: 25
ARL-10
60mm Assault Rocket Launcher
5D6+2 RKA APEX, 4 Shots
OAF, RW, Bulky, Backblast, STR mint
NOTES: clip fed high tech bazooka, can be fitted with laser or IR/LL scope
HE, HEAP, WP, and Flechette rounds available.
Standard Tech, LLO, Cost: 32
GSW-55
4mm Gauss LSW
2D6 RKA RW, AF20, 500 shots
OAF, RW, STR Min, reduced penetration
NOTES: standard squad support weapon for non BD troops, also mounted on light vehicles. Often fitted with a bipod
Standard Tech, LL1, Cost: 30
Older tech weapons, sold for export to other nations and for civilian use:
DEI-8 Laser Carbine:
3D6-1 RKA, can fire one or two shots, *5 max range, 50 Shots
OAF RW Bulky 2H weapon, VL Laser, Fragile, 14 STR Minimum
NOTES: early Laser carbine, hampered by large size and large powerpack, used at later TL's as a laser designator for pathfinder units and small vehicles
Low Tech, LL2, COST: 15
DEI-9 Laser Pistol:
3D6 RKA, can fire one or 2 shots, 25 shots
OAF RW Bulky 2H weapon, VL Laser, Fragile, 15+ Overheat, 10 STR
NOTES: early laser weapon, known for overheating problems under intense use
Low Tech, LL2, Cost: 17
DEI-9 Laser Rifle:
3D6+1 RKA, can fire 1 or 2 shots, 100 shots, *5 Max Range
OAF RW Bulky 2H weapon, VL Laser, Fragile, 15+ Overheat, 10 STR
NOTES: early laser weapon, known for overheating problems under intense use
Low Tech, LL1, Cost: 30
ANTIOCH ARMS SPECIALTY CATALOG:
Maximus produces these by license from Antioch Arms of Deneb.
Antioch Arms "Nail Gun"
2mm Gauss SMG, TL-15
1D6+1 RKA, AF20, 100 rds
OAF, RW, Reduced by range, reduced penetration
Advanced Tech, LL1, Cost: 15
XTA-1000 Heavy Gauss Pistol
10mm Gauss Pistol
2D6 RKA AP, 20 shots, Invisible to hearing group
OAF, RW, STR minimum
Advanced Tech, LL2, Cost: 21
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Traveller/Hero discussions
we have a general traveller chat room on undernet IRC thats pretty much open whenever at night, and 1 current running traveller campaign going, not all of us are familiar with Hero, but would happily be interested in exchanges of ideas. I apologize
if this posting is in violation of any policies etc... our specialities tend to be ships and gadgets, along with aliens and different worlds
were on the undernet on a channel called #traveller
or if nobodys there, you can find one of us in #callahans
which is based on the bar of the same name
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Traveller Hero discussions etc
I would love to help with the conversion ideas, having played Traveller since it came out, and done some writing and playtesting on various things over the years, I have a lot of assorted ideas and notes already done
my specialty is starships and gadgets mostly though
heres what I have already done just for various editions of traveller and some odds and ends for 4th ed Hero
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Software for Star Hero
if you want a lot of detail, and dont mind extrapolating
there a couple of nice programs for Traveller that could be adapted
Heaven and Earth, and Galactic,
Heaven and Earth can be set to give a whole metric ton of data from system to sector level, along with basic system and planetary maps, Galactic is a more basic program.
I dont have the URLS handy. but they are linked from http://www.freelancetraveller.com
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HERO Traveller
I am in the process of cobbling together a bunch of 4th edition stuff for Hero/Traveller Conversions, and will post them to my traveller gearhead page once they are ready
it can be found linked from http://www.dowport.com
under Fafrhds pocket empire
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Traveller Hero conversions
I've done a lot of work on converting traveller to HERO, although its all been done with a combination of 4th Edition and some stuff from the 2nd playtest draft of Starhero
the playtest draft had conversion tables for power/damage output, which enables converting most weapon systems to HERO.
with 5 different versions of Traveller, somethings have varied considerably.
one example being the starship beam laser
which has an output classic traveller and Mega of 250 mw
TNE of 150 mw
GURPS of 405 mw
Best Swords & Sorcery hero ever?
in Fantasy Hero
Posted
Fafrhd and the Grey Mouser
Kane
I like some of the characters from the newer Song of Ice and Fire series by George RR Martin
Littlefinger and John Snow are my favorites
Joirel of Jory and Northwest Smith from CL Moore
although there as much space opera as anything
but John Carter is the same way and I see hes mentioned