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Eodin

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Posts posted by Eodin

  1. Re: TravellerHERO PDF in the works

     

    Done.

    Oh by the way, I was perusing the Travellerrpg website after you mentioned it, and found two comments of interest. One was that HERO is too open-ended, and another was that the weapons on one of the posted ships on the Star Hero fandom Traveller page was confusing - something about 7 extra weapons/bays/turrets/whatever.

     

    Hopefully our stuff will get a fair viewing.

  2. Re: TravellerHERO PDF in the works

     

    I think some (new) characters created as TravellerHERO characters, plus an adventure would be a nice extra. That's something I always liked about the old Espionage and Danger International books and IIRC the first Star HERO book - adventures and maps as well as source material. :)

  3. Re: TravellerHERO PDF in the works

     

    Just a note...

    things are coming along nicely, we're up to 176 pages and this thing will easily be 200 pages by the time it's ready. Some of the slowness is looking up Cr costs and weights of individual items across a number of books, but that's how it goes. I've sent Shadowcat and Tancred the current draft to peruse in case I goofed on anything so far.

     

    I'll be out of town on business this week, so unfortunately I won't be able to do any work on the project this week. I figure in the next 30 days we should be good to go. (crossing my fingers ;) )

  4. Re: TravellerHERO PDF in the works

     

    ok, I posted revised versions of all the basic ships for comment

     

    some notes on the methods to my madness

    1. I dont include seperate floorplates on the ships, in traveller there part of life support, so I just include them with the various effects of change environment

     

    2. I went with not including fuel tankage as a power, but I did include a fuel processor, because not all ships have them. I did stat out fuel tankage if it would be needed, but I dont see a need, unless we want to include drop tanks like on the Gazelle, or fuel bladders

     

    3. I havent included computers, thats probably the last thing we need to add, do we just want to go with the standard starship computers from TE?

     

    4. Powerplants... do we need to cut back on the END on these?

     

    5. Armor, while rummaging through the TE book, I see superconducting layer for an armor option for personal armor, GT and TNE have it as an option for Starship Armor at TL-12, but its only a 50% reduction, should we add this?

    1. ok

    2. we probably need to come up with some ruling, because of the extra tank in "The Traveller Adventure", but I don't want create some complicated gadget. It really affects refueling frequency.

    3. I'd say we go with TE computers, but add notes on the Traveller-specific programs that get run.

    4. They probably need to be more in line with the ones from TE, but I haven't done any END-counting yet. (Still converting package deals from TNE).

    5. Sure.

  5. Re: TravHero: Type S Scout Courier v2.0

     

    one question on things, how do we account for cargo tonnage?

    do we need to increase the strength?

     

    I figure we can go with the general figure of 5 tons weight per displacement ton of cargo. that figure comes from GT, Fire Fusion and Steel says .25 metric tons per cubic meter, which should we use?

     

    or does this make any real difference?

     

    I think we don't worry about it, as a Vehicle's STR is supposed to include normal carrying.

  6. Re: TravHero: Type S Scout Courier v2.0

     

    It's a special effect - the same as the gas tank in a car. The only difference is that the volume (hexes) it takes up is significant as far as deckplans go, compared with a car.

     

    One of my friends years ago was running his version of TravellerHERO (MT) and he made it an END Reserve with 1 million END. Not the solution we want, I don't believe.

  7. Re: TravellerHERO PDF in the works

     

    I think the contacts idea is the way to go on that, and should be provided for every profession

     

    I was also thinking over the 3 DEF per HG armor factor rule, how are we going to figure a baseline def for ships without armor, and for dispersed structure hulls?

     

    I'll add contacts to the other templates/packages as well.

     

    The baseline DEF for unarmored should be DEF 8 (Hardened Steel). For Dispersed Structure, we should also go with DEF 8 minimum, but we may indicate varying DEFs by location.

  8. Re: TravellerHERO PDF in the works

     

    The powerplant should provide enough power to handle the jump plus all other systems, so I'll have to do some END counting to form an opinion.

     

    Let's try 3 DEF per and see what the total comes out to.

     

    In the TNE profession packages I'm converting, I'm making 3+ points of Contacts part of each package. Do you think we should do that for all profession packages?

  9. Re: TravellerHERO PDF in the works

     

    Shadowcat -

    In the PDF draft I sent you and Tancred, in the weapons section, I have two versions of some of the FGMP and PGMP weapons. Can you let me know which of the two writeups is correct in each case?

    BTW, formatting and grouping and collecting all the weapons info is a bear! It's taking longer than any other chapter I've worked on. But it'll be worth it...

  10. Re: TravellerHERO PDF in the works

     

    ok, I can see this, I would still like to see a bonus to body for compartmentalization for the added internal structure/framing

     

    this mainly came up in TNE and GT

     

    Fair enough. Can you (re)post it so I can add it in?

  11. Re: TravellerHERO PDF in the works

     

    Okay, I was looking at the ships in Star Hero/Terran Empire/Alien Wars, and the general rule of thumb is for military vessels the DEF = the DC of the standard weapon. So I propose we add this to the Ship Building section...

     

    Starship Armor Systems

    TL...Armor System...DEF...A/R...Cost...Price

    9....Short-range....+2 DEF

    12...Short-range...+4 DEF

    15...Short-range...+6 DEF

    9....Civilian....+4 DEF

    12 Civilian +7 DEF

    15 Civilian +10 DEF

    9 Military +10 DEF

    12 Military +15 DEF

    15 Military +20 DEF

     

    Where Short-range is short-range vessels (air/rafts, 30-ton gigs, etc.), Civilian includes Civilian, Commerical, and Industrial, and Military is military-grade (Army, Navy, etc.) That brings the armor up in line, so that 1 laser shot doesn't take out the ship (at least military ships). Comments?...

  12. Re: TravellerHERO PDF in the works

     

    Another thought I had at lunch - we can say that with advanced baffling/plating/energy dampening technologies that are bound to be in hull design, the standard DEF hull is 1x the DC of the standard attack. So if a TL9 Laser is 8d6RKA (DC24), then TL9 Steel (or whatever the standard is) is DEF 24, then add additional DEF for Crystaliron/Supercondesed/etc.

     

    That would only apply to vessels large enough (100 DT+) to take advantage of the bulk necessary for that technology. Smaller craft would have to be less DEF.

  13. Re: TravellerHERO PDF in the works

     

    I've been looking over the ship designs for the book, and decided there not sturdy enough, my thought is to calculate the body with all the hull and construction modifiers and then double it, otherwise one good laser hit can rip a ship apart, or do we just need to up defenses?

     

    thoughts?

    We probably need to look at the DEF of the various hull materials - may need to make the DEF bigger. There's a chart in TNE for the strength of various materials based on 1 cm or 1 inch thickness. Steel is like .4 whereas supecondensed is like 40, which is 100 times Steel. So if regular steel is DEF 7, then Supercondense would be like DEF 28, following the +2DEF per doubling rule.

    Then again, a tank IIRC has 26 DEF, so Supercondense would be on the order of 56 DEF.

    I'll have to take a look when I get home this evening and see...

  14. Re: Spacecraft Agility

     

    High Guard and MT had rules for determining Spacecraft Agility

    which gave an initiative bonus and a DCV bonus vs certain attacks

     

    should we bother simulating this?

    its not straight dex, and its not based on the maneuver drive rating, although it cannot be higher than the ships maneuver drive rating

     

    Sounds more like Starship Combat addendum to the vehicle combat rules. I'd look at the HERO vehicle combat rules, and see how the High Guard/MT agility fits/modifies them. If it looks reasonable to add in a note on them, we'll do it.

  15. Re: TravellerHERO PDF in the works

     

    on another Subject:

    Perks:

    Ship Ownership comes to mind along with TAS Membership

     

    TAS and Scout are taken from Anthony Jacksons Traveller Hero site and used with permission

     

    TAS membership (5)

    You are a member of the traveller's aid society. This gives you one middle passage per month, and any reasonable access and aid from the traveller's aid society.

    Scout (15)

    You are an ex-scout, and have a scout ship. This is yours to use within limits; you may not sell it, half of any profits must be turned over to the Imperium, and you are subject to having your service re-activated if the Imperium needs you (assume normally 8- to occur). Note that this is vastly lower than the point cost of a scout.

     

    Merchant:

    how about 10 pts for a Free Trader with 40 years of payments left

    15 for 30 years

    20 for 20 years

    25 for 10 years

    30 for clear title

     

    Yacht or Safari Ship benefit: 30 pts

     

    I already have the TAS and Scout Ship in the PDF, but I'll add the Merchant and Yacht/Safari ones. We need to have a Yacht and Safari Ship in the Starship writeups chapter then...

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