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Posts posted by shadowcat1313
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thats why this is an open discussion forum... I make no claim to special knowledge etc.. its nice to have more thought on this stuff
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true enough... but now I want to read what larry called "The Apocrypha"
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what about this? Gift of Languages: Universal Translator 14- (21 Active Points); Extra Time (1 Minute, -1 1/2)
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was doing some tinkering with a writeup of Chad from the Memoirs books... but for 5E... also Larry said this was ok to post
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I quoted Heinlein in a memorial post on Facebook...
We pray for one last landing
On the globe that gave us birth;
Let us rest our eyes on fleecy skies
And the cool, green hills of Earth. -
another of my childhood heroes gone.... Rest In Peace John Glenn at age 95
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I might be considered a heretic for this... but I like the 2 memoirs books better than Larry's original series
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Killer Shrike is being modest... not sure getting through all of his amazing site in one day is really possible... I have tried... and there are a few bits and pieces I contributed to it
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since I dont remember whats old and new, heres my complete archive of aircraft conversions
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since I dont remember whats old and new, heres my complete archive of aircraft conversions
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that spall protection is only good should the shot NOT penetrate the vehicle(great vs squash warheads)
once penetration happens the spall liner is moot as the penatrator has defeated it
thats also why I was debating making it a 50% reduction with an activation roll... or just a flat 50%, in that it doesnt always work.... or it doesnt stop all the damage
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and lets not even talk about the differences in Laser output in megawatts in Classic Traveller versus whats in GURPS Traveller, this came up when I was writing the specs for various weapons in Traveller Hero
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a lot of modern tanks and AFVs etc are fitted with a spall liner thats designed to mitigate the spall effects
I treat it as 50% RDR vrs spalling hits
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there was a chart dating back to the to a Star Hero playtest document that iirc is still on the Red October website that may or not prove useful
its ancient[4E] but might prove helpful as for comparisons
heres the table I used for rough ideas on converting damages from Traveller to Hero
its borrowed from the old playtest draft of Star Hero 2, which I found on the Red October BBS site
INTEGRATED DAMAGE CLASS TABLE<B-Header>
The following Integrated Damage Class table is for use with real world
information about weapons and energy output. For example, if you know the
energy output of a gun in foot-pounds, check the energy column of the
chart, cross reference to DC, and round up. For example, a .44 Magnum
produces 1200 FP. On the chart, that cross references to 2d6, as 1200 is
less than 2000 and greater than 1000, rounding up. Energy ouput is listed
in Joules, foot-pounds, and Watts, all of which are numerically equivalent
for this purpose.
The Explosives column is the amount of TNT that will produce the
indicated Damage Classes. Other explosives are more or less powerful for
the same mass, as indicated in the separate Relative Explosives Power
table.
INTEGRATED DAMAGE CLASS TABLE<C-HEADER>
DC Killing Damage Explosives Energy Output
(Joules/Foot-Pounds/Watts)
1 1 pip .016 gram 64
2 1/2d6, 1d6-1 .032 125
3 1d6 .064 250
4 1d6+1 .125 500
5 1 1/2d6, 2d6-1 .250 1 Thousand/Kilowatt
6 2d6 .500 2
7 2d6+1 1.000 gram 4
8 2 1/2d6, 3d6-1 2.000 8
9 3d6 4.000 16
10 3d6+1 8.000 32
11 3 1/2d6, 4d6-1 16.000 64
12 4d6 32.000 125
13 4d6+1 64.000 250
14 4 1/2d6, 5d6-1 125.000 500
15 5d6 250.000 1 Million/Megawatt
16 5d6+1 500.000 2
17 5 1/2d6, 6d6-1 1 Kilogram 4
18 6d6 2 8
19 6d6+1 4 16
20 6 1/2d6, 7d6-1 8 32
21 7d6 16 64
22 7d6+1 32 125
23 7 1/2d6, 8d6-1 64 250
24 8d6 125 500
25 8d6+1 250 1 Billion/Gigawatt
26 8 1/2d6, 9d6-1 500 2
27 9d6 1 Ton 4
28 9d6+1 2 8
29 9 1/2d6, 10d6-1 4 16
30 10d6 8 32
31 10d6+1 16 64
32 10 1/2d6, 11d6-1 32 125
33 11d6 64 250
34 11d6+1 125 500
35 11 1/2d6, 12d6-1 250 1 Trillion/Terawatt
36 12d6 500 2
37 12d6+1 1 Kiloton 4
38 12 1/2d6, 13d6-1 2 8
39 13d6 4 16
40 13d6+1 8 32
41 13 1/2d6, 14d6-1 16 64
42 14d6 32 125
43 14d6+1 64 250
44 14 1/2d6, 15d6-1 125 500
45 15d6 250 1 Quadrillion/Petawatt
46 15d6+1 500 2
47 15 1/2d6, 16d6-1 1 Megaton 4
48 16d6 2 8
49 16d6+1 4 16
50 16 1/2d6, 17d6-1 8 32
51 17d6 16 64
52 17d6+1 32 125
53 17 1/2d6, 18d6-1 64 250
54 18d6 125 500
55 18d6+1 250 1 Quintillion/Exawatt
56 18 1/2d6, 19d6-1 500 2
57 19d6 1 Gigaton 4
58 19d6+1 2 8
59 19 1/2d6, 20d6-1 4 16
60 20d6 8 32
61 20D6+1 16 64
62 20.5D6 32 128
63 21D6-1 64 256
64 22D6 128 512
RELATIVE EXPLOSIVE POWER<C-Header>
Substance DC Modifier
Black Powder -2
Homemade Chemical -2
Dynamite -1
TNT +0
Blasting Gelatine +1
Plastique +2
Nitroglycerine +2
Nuclear +0
(in TNT equivalents)
Antimatter +35
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then there are several flavors of laser guided rockets, damage would stay the same. just treat as a laser guided weapon and no longer have the inaccurate limitation
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werent there issues with the fuses etc on the early Zuni? iirc thats what caused the near catastrophe fire on the Forrestal
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damage scaling has always been strange, heres what I did for 5E stats
Hellfire Missile: RKA 4d6, Armor Piercing (x2; +1/2), Explosion (+1/2) (120 Active Points); OIF Bulky (-1), 4 Charges (-1), Limited Arc Of Fire (180 degrees; Only on same horizontal level; -1/2), Custom Modifier (Low Cloud Ceilings cut range in half and slow reaction time to fire a missile; -1/2), Real Weapon (-1/4), Custom Modifier (Laser Guided, must have a painted target to launch, but not once fired; -1/4)
FFAR Rocket Pod: RKA 3d6, Armor Piercing (+1/4), Explosion (+1/2), Increased Maximum Range (3,600m; +3/4), Autofire (3 shots; +1 1/4) (180 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees; Only on same horizontal level; -3/4), Real Weapon (-1/4), Inaccurate (1/2 OCV; -1/4), 19 Charges (+1/4)
or go with the Brimstone-2 ATGM... british design as an advanced Hellfire
Brimstone-2 ATGM: (Total: 256 Active Cost, 65 Real Cost) Killing Attack - Ranged 5d6, Armor Piercing (+1/4), Area Of Effect Nonselective (4m Radius Explosion; +1/4), Increased Maximum Range (48,000m; 48km Max Range; +1 1/2) (225 Active Points); OAF Bulky (-1 1/2), 3 Charges (-1 1/4), Custom Modifier (Must have Target Lock to Fire; -1/2) (Real Cost: 53) <b>plus</b> Radar (Radio Group), +3 to PER Roll, Discriminatory (23 Active Points); OIF Bulky Fragile (-1 1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) (Real Cost: 9) <b>plus</b> +1 with Ranged Combat (8 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Must have a Target Lock; -1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4) (Real Cost: 3)
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70mm FFAR does 11D6N/2D6 APEX in this book
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depends on which edition your using, damage scaling in Hero has never been really well done
for example... taken from the really old book "Here there be Tigers" 9D6 Normal explosion/5D6+1 RKA AP from a direct impact for a LAW rocket
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the old Space Opera RPG did a take on Romans in space... The Merchantile League... it was book 2 of the sector atlas series
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are you trying to immobilize or injure... AOE autofire TK with very short range.... to simulate rapidy turning the gravity plates on and off... this idea was called "Gravity Pong" during Traveller the New Era... as a means of dealing with boarding parties
Rest In Peace Carrie Fisher
in Star Hero
Posted
Carrie Fisher has passed away at age 60 this morning