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shadowcat1313

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Posts posted by shadowcat1313

  1. 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

  2. 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

  3. 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

  4. 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?

  5. 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

  6. 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

  7. 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

     

    http://fafrhd.pocketempires.com/

  8. 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

  9. 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

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