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Eodin

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Everything posted by Eodin

  1. Re: TravellerHERO PDF in the works I'll update the PDF with the new values.
  2. Re: TravellerHERO PDF in the works I'd go with option 2, no restriction.
  3. Re: TravellerHERO PDF in the works That's a good idea. I've been wanting to have example characters suitable for use as player characters in each of the Race description sections (Aslan merc, Droyne scout, Hiver tech, etc.), but I've got to get the other stuff formatted first.
  4. Re: TravellerHERO PDF in the works Yep , I'm looking forward to getting this PDF fully filled and formatted, Marc's final OK?, and posted for everyone to see and use.
  5. Re: TravellerHERO PDF in the works Just like FGMP-13, -14, and -15. Okay, let's do it that way.
  6. Re: TravellerHERO PDF in the works I like it, but the purists will probably want the TL# instead of Low Tech/Med Tech/High Tech.
  7. Re: TravellerHERO PDF in the works That all sounds good and reasonable to me. As far as GT, I think if we use that for relational damage ( more K than Rifle but less than Bazooka) to guess the values we need to use, we're okay. If we do essentially convert from GT, we'll definitely want to ask permission.
  8. Re: TravellerHERO PDF in the works About the best we can do then is make reasonable design choices and punt. We may have to overspecifiy and say "TL12 Laser, 120Mj", "TL13 Laser, 150Mj", "100mm Missile, 50kTon", etc. since there are so many incarnations.
  9. Re: TravellerHERO PDF in the works That works!
  10. Re: TravellerHERO PDF in the works Hmmm, sounds like we need to collect it all in a spreadsheet and do some comparison and conversion. I think a low-power starship laser should be rated around 7d6K (DC 21), since a Nuclear Missile is 20d6Kx. Maybe we can interpolate the 150mm missiles from some of the stuff in Dark Champions.
  11. Re: TravellerHERO PDF in the works I was looking in TNE at the power ratings of the various weapons, and one of the starships has a 120 Mj turret laser (RKA 7d6+1 using "integrated damage") while the Grav Tank has a 108 Mj laser (also 7d6+1 using "integrated damage"). The main difference is that the starship weapon has MegaRange. So I guess we need to look at the Mj rating in Traveller where given, and see what the "integrated damage" value would be. If it's a starship weapon, it has the appropriate MegaRange advantage. FYI the "integrated damage" table is at http://www.starherofandom.com/house_rules/damage_table.php
  12. Re: TravellerHERO PDF in the works Look in the starship construction chapter... we need more standard weapon builds, and we need to get all 6 of the Maneuver drives written up; we still need snippets of info for the Religion chapter, criminal orgs and law enforcement for the Criminal Underworld chapter; look in the Professions chapter - if you have any race-specific professions that we should include, like the Hiver Tech Rep and the Aslan Assassin, we need writeups of those. Also for weapons, we need to decide if we're going to include writeups howitzers, bazookas, and such.
  13. Re: Traveller Starship Sensors Revised- Another Look Let me know if you want to replace the package1/package2 in the Building Starships section with this...
  14. Re: Can we see can we see I am SO looking forward to Pulp HERO!
  15. Re: TravellerHERO PDF in the works I'll check my email when I get home this evening. Good deal!
  16. Re: Traveller Book 3 Equipment Yeah, when I did the FASA Trek, a lot of stuff worked out to like 1CR per Active Point, medicines especially. We should probably use the average Traveller prices as a basis.
  17. Re: Traveller Book 3 Equipment MY thoughts exactly. And GURPS Traveller makes mention specifically that Nanotech and Body Mods don't fit the Traveller mileau, so we should say something similar in ours.
  18. Re: Traveller Psionics (long) I've added in the Limited Power Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4) limitation because in Traveller, psionics cost more based on range to target. For the math challenged, this means count the number of 0s after the five, and that's the extra END cost. 0-5 meters +0 ..-50 meters +1 ..-500 meters +2 ..-5000 meters +3 etc. So if it normally costs 3 END to use a power, if the target is 400 meters away it costs +2 for a total of 5 END to use the power.
  19. Re: Traveller Psionics (long) Reworked so far... POWERS Cost Power END 7 R-10 Telepathic Psionics: Elemental Control, 14-point powers 4 1) Detect Minds (R-1): Mind Scan 3d6 (Organic class of minds), x2 END to Activate, x1 END per 1 Minute to Maintain (+0) (15 Active Points); Costs END To Maintain (Full END Cost; -1/2), Stops Working If Mentalist Is Knocked Out (-1/4), Limited Power Range-Based END Cost: 5x10^x meters adds x-1 END (-1/4) 3 6 2) Telempathy (R-2): Telepathy 4d6 (Organic class of minds), x2 END to Activate, x1 END per 1 Minute to Maintain (+0) (20 Active Points); Empathy All Emotions (-1/2), Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4), Stops Working If Mentalist Is Knocked Out (-1/4) 4 6 3) Telempathic Projection (R-2): Mind Control 4d6, x2 END to Activate, x1 END per 1 Minute to Maintain (+0) (20 Active Points); Empathy (-1/2), Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4), Stops Working If Mentalist Is Knocked Out (-1/4) 4 12 4) Send and Receive Thoughts (R-4/R-5): Telepathy 5d6 (Organic class of minds), x2 END to Activate, x1 END per 1 Minute to Maintain (+0) (25 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4), Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4) 5 21 5) Probe (R-8): Telepathy 10d6, x2 END to Activate, x1 END per 1 Minute to Maintain (+0) (50 Active Points); Read Only (-1/2), Stops Working If Mentalist Is Knocked Out (-1/4), Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4) 10 30 6) Mind Assault: Ego Attack 3d6, Does BODY (+1) (60 Active Points); Increased Endurance Cost (x2 END; -1/2), Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4) 24 9 Psionic Endurance Reserve: Endurance Reserve (50 END, 10 REC) Reserve: (15 Active Points); REC: (10 Active Points); Slow Recovery 20 Minutes (-1 1/2) 0 20 Mind Shield: Mental Defense (22 points total) 0 10 R-10 Clairvoyant: Elemental Control, 20-point powers 8 1) Sense (R-2): Clairsentience (Sight Group), x2 Range (200"), x2 END to Activate, x1 END per 1 Minute to Maintain (+0) (25 Active Points); Vague and Unclear (-1/2), Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4) 5 12 2) Clairvoyance (R-5): Clairsentience (Sight Group), x2 Range (200"), x2 END to Activate, x1 END per 1 Minute to Maintain (+0) (25 Active Points); Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4) 5 12 3) Clairaudience (R-5): Clairsentience (Hearing Group), x2 Range (200"), x2 END to Activate, x1 END per 1 Minute to Maintain (+0) (25 Active Points); Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4) 5 20 4) Combined Clairvoyance and Clairaudience (R-6): Clairsentience (Sight And Hearing Groups), x2 Range (300"), x2 END to Activate, x1 END per 1 Minute to Maintain (+0) (35 Active Points); Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4) 7 9 Psionic Endurance Reserve: Endurance Reserve (50 END, 10 REC) Reserve: (15 Active Points); REC: (10 Active Points); Slow Recovery 20 Minutes (-1 1/2) 0 39 R-10 Telekinetics: Telekinesis (10 STR), x2 END to Activate, x1 END per 1 Minute to Maintain (+0), Line Of Sight (+1/2), Indirect (Any origin, any direction; +3/4), Invisible Power Effects (Fully Invisible; +1) (49 Active Points); Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4) 10 30 R-3 Telephysics: Multipower, 30-point reserve 1u 1) R-3 Telekinetics: Telekinesis (3 STR), x2 END to Activate, x1 END per 1 Minute to Maintain (+0), Line Of Sight (+1/2), Indirect (Any origin, any direction; +3/4), Invisible Power Effects (Fully Invisible; +1) (15 Active Points); Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4) 3 2u 2) Heat: Change Environment 2" radius, +1 Temperature Level Adjustment, x2 END to Activate, x1 END per 1 Minute to Maintain (+0), Line Of Sight (+1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Indirect (Any origin, any direction; +3/4) (27 Active Points); Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4) 5 2u 3) Cold: Change Environment 2" radius, -1 Temperature Level Adjustment, x2 END to Activate, x1 END per 1 Minute to Maintain (+0), Line Of Sight (+1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Indirect (Any origin, any direction; +3/4) (27 Active Points); Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4) 5 2u 4) Heat/Cold: Energy Blast 1d6, x2 END to Activate, x1 END per 1 Minute to Maintain (+0), Variable Special Effects (Limited Group of SFX; Heat and Cold; +1/4), Line Of Sight (+1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Indirect (Any origin, any direction; +3/4), No Normal Defense (Life Support to Heat/Cold; +1), Continuous (+1) (25 Active Points); Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4) 5 100 R-10 Telephysics: Multipower, 100-point reserve 4u 1) R-10 Telekinetics: Telekinesis (10 STR), x2 END to Activate, x1 END per 1 Minute to Maintain (+0), Line Of Sight (+1/2), Indirect (Any origin, any direction; +3/4), Invisible Power Effects (Fully Invisible; +1) (49 Active Points); Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4) 10 8u 2) Heat: Change Environment 8" radius, +6 Temperature Level Adjustment, x2 END to Activate, x1 END per 1 Minute to Maintain (+0), Line Of Sight (+1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Indirect (Any origin, any direction; +3/4) (96 Active Points); Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4) 19 8u 3) Cold: Change Environment 8" radius, -6 Temperature Level Adjustment, x2 END to Activate, x1 END per 1 Minute to Maintain (+0), Line Of Sight (+1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Indirect (Any origin, any direction; +3/4) (96 Active Points); Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4) 19 8u 4) Heat/Cold: Energy Blast 4d6, x2 END to Activate, x1 END per 1 Minute to Maintain (+0), Variable Special Effects (Limited Group of SFX; Heat and Cold; +1/4), Line Of Sight (+1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Indirect (Any origin, any direction; +3/4), No Normal Defense (Life Support to Heat/Cold; +1), Continuous (+1) (100 Active Points); Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4)
  20. Re: Traveller Psionics (long) I'm going to modify the writeups then. I'm going to leave the Endurance Reserve as 5*Rating, so an R-2 has 10 END and an R-10 has 50 END. But I'm going change the powers like so. Sense: Mind Scan 3d6 (Organic class of minds), x2 END to Activate, x1 END per 1 Minute to Maintain (+0) (15 Active Points); Costs END To Maintain (Full END Cost; -1/2), Stops Working If Mentalist Is Knocked Out (-1/4), Limited Power Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4). Total Cost: 7 points. For an R-2, which is a 10 END reserve, it'll cost 3 END to activate at less than 5 meters, and 1 END per minute to maintain. At 5 meters (5x10^0) it costs 3 END, but at 50 meters (5x10^1) it costs 4 END, and at 5000 meters (5x10^3) it costs 6 END. So he might get to use it twice before he needs to recover his END reserve. Mind Assault: Ego Attack 3d6, Does BODY (+1) (60 Active Points); Increased Endurance Cost (x2 END; -1/2), Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4). Total Cost: 34 points. For an R-10, with a 50 END reserve, it'll cost 24 END each use in distances less than 5 meters, so he'll only get 2 shots at 50 meters before his END reserve is gone. Does that sound closer?
  21. Re: TravellerHERO PDF in the works Yes, it will be a free download from the Star Hero Fandom website, the TravellerHERO page.
  22. Re: Traveller Psionics (long) Excellent
  23. Re: TravellerHERO PDF in the works (In progress) Traveller Starship Tech Imperial starships in the Traveller universe are... Buying Starships Ships without Jump Drives costs x. Ships with Jump Drives cost x. Size and Displacement Traveller hulls are measured in Displacement Tons (DT). The table below converts Traveller hulls by Displacement Tons into HERO Size. Hull Size: [DT] Size STR BODY DCV Base Cost 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 Modifiers to Hull Rating: Interior Design/Construction: Partial Compartmentalization: +5% Total Compartmentalization: +10% 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 Advanced Hull Material X[battlemech Armor]: +3 DEF, +2 Body, counts as hardened TSA Advanced Hull Material XI[Ferro Fibrous Mech Armor] +5 Def, +3 Body, counts as hardened tsa Advanced Hull Material XIII[Ferro Aluminum Armor] +4 Def, +3 Body, Counts as TSA, brittle Advanced Hull Material XIV[battlemech etc EndoSteel Internal Structure]: +3 Body, extra bulky Hull Types: Dispersed/Open Structure: cannot enter atmosphere, no added armor[Def 4], adds +4 body, often modular, .75 cost Needle: Airframe or streamlined, fully atmospheric, adds +3 body, Airframe adds +2 PSR for maneuvers, cost of basic hull is *2 CR Wedge: AF or SL, fully atmospheric, adds +2 body, AF +2 PSR, *1.5 Cr Cylinder: AF or SL, fully atmospheric, adds +1 body, AF +1 PSR, *1.25 CR Box: SL only, partially atmospheric, adds +1 body, standard cost Sphere: SL Only, partially atmospheric, standard body, standard cost Dome/Disk: AF or SL, fully atmospheric, adds +2 body, AF +1 PSR, *1.25 cost Close Structure: Unstreamlined, adds +2 body, *1.25 cost Slab: AF or SL, +2 body, +1 PSR, *1.5 cost Power Systems The table below summarizes the power systems commonly available for starships in the Traveller universe. TravellerHERO Power Systems Power Plant Year TL END REC A/R Cost Price Fusion TBD TBD 250 25 TBD TBD As a general guideline, a fusion power plant takes up x hexes (TBD). Propulsion Systems Traveller ships use two kinds of propulsion: Maneuver Drives for space maneuvering, and Jump Drives for interstellar travel. TravellerHERO Propulsion System Year TL Movement A/R Cost Price Maneuver Drives Maneuver 1 Jump Drives Jump 1 3 LY/week Jump 2 6 LY/week Jump 3 9 LY/week Jump 4 12 LY/week Jump 5 15 LY/week Jump 6 18 LY/week Notes: Maneuver Drives Maneuver drives are xxx. Traveller Maneuver Drives 1G Manuever Drive: (Total: 69 Active Cost, 25 Real Cost) Flight 30†(60 Active Points); OIF Bulky (-1), Side Effects, Side Effect occurs automatically whenever Power is used (Dangerous Exhaust; -1), Costs Endurance (-1/2), Crew-Served (2 crew; -1/4) (Real Cost: 16) plus +3 DEX (Real Cost: 9) 2G Manuever Drive: (Total: 58 Active Cost, 29 Real Cost) Flight 20†(40 Active Points); OIF Bulky (-1), Side Effects, Side Effect occurs automatically whenever Power is used (Dangerous Exhaust; -1), Costs Endurance (-½), Crew-Served (2 crew; -¼) (Real Cost: 11) plus +6 DEX (Real Cost: 18) 3G Manuever Drive: (Total: 48 Active Cost, 17 Real Cost) Flight 15†(30 Active Points); OIF Bulky (-1), Side Effects, Side Effect occurs automatically whenever Power is used (Dangerous Exhaust; -1), Costs Endurance (-1/2), Crew-Served (2 crew; -1/4) (Real Cost: 8) plus +6 DEX (18 Active Points); Custom Modifier (only while mauever drive is operating at full speed; -1) (Real Cost: 9) Jump Drives Jump drives are a type of Displacement Drive (see Terran Empire, page160). The jump travels through Hyperspace from the Jump Point to the Target Point, and all jumps take 1 week (7 days). Jump Drive Accuracy Table Margin of Success Distance To Target Made by 5+ TBD Traveller Jump Drives Jump 1 Drive: Teleportation 3â€, MegaScale (1†= 1 lightyear; +3 1/2) (27 Active Points); Extra Time (1 Hour, -3), 1 Charge which Recovers every 1 Week (-2 1/2), OIF Bulky (-1), Side Effects (Side Effect affects both character and recipient of Power’s benefits; can cause misjump or damage to ship on failed skill roll; -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; -1/4), Difficult to Operate (-1/4) Jump 2 Drive: Teleportation 6â€, MegaScale (1†= 1 lightyear; +3 1/2) (54 Active Points); Extra Time (1 Hour, -3), 1 Charge which Recovers every 1 Week (-2 1/2), OIF Bulky (-1), Side Effects (Side Effect affects both character and recipient of Power’s benefits; can cause misjump or damage to ship on failed skill roll; -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; -1/4), Difficult to Operate (-1/4) Jump 3 Drive: Teleportation 9â€, MegaScale (1†= 1 lightyear; +3 1/2) (81 Active Points); Extra Time (1 Hour, -3), 1 Charge which Recovers every 1 Week (-2 1/2), OIF Bulky (-1), Side Effects (Side Effect affects both character and recipient of Power’s benefits; can cause misjump or damage to ship on failed skill roll; -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; -1/4), Difficult to Operate (-1/4) Jump 4 Drive: Teleportation 12â€, MegaScale (1†= 1 lightyear; +3 1/2) (108 Active Points); Extra Time (1 Hour, -3), 1 Charge which Recovers every 1 Week (-2 1/2), OIF Bulky (-1), Side Effects (Side Effect affects both character and recipient of Power’s benefits; can cause misjump or damage to ship on failed skill roll; -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; -1/4), Difficult to Operate (-1/4) Jump 5 Drive: Teleportation 15â€, MegaScale (1†= 1 lightyear; +3 1/2) (135 Active Points); Extra Time (1 Hour, -3), 1 Charge which Recovers every 1 Week (-2 1/2), OIF Bulky (-1), Side Effects (Side Effect affects both character and recipient of Power’s benefits; can cause misjump or damage to ship on failed skill roll; -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; -1/4), Difficult to Operate (-1/4) Jump 6 Drive: Teleportation 18â€, MegaScale (1†= 1 lightyear; +3 1/2) (162 Active Points); Extra Time (1 Hour, -3), 1 Charge which Recovers every 1 Week (-2 1/2), OIF Bulky (-1), Side Effects (Side Effect affects both character and recipient of Power’s benefits; can cause misjump or damage to ship on failed skill roll; -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; -1/4), Difficult to Operate (-1/4) Weapon Systems Traveller ships generally use Lasers and Sandcasters? Starship Lasers The most common. Turrets vs. non-turrets. 250 Megawatt Beam Laser, Single Turret Effect: RKA 8d6 END: 54 Range: 600,000 kilometers Put writeup here. 72 250 Megawatt Beam Laser: RKA 8d6, MegaScale (1†= 1,000 km; +1), Can Be Scaled Down 1†= 1km (+1/4) (270 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Visible Light Laser; -1/2), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4), Real Weapon (-1/4) 54 250 Megawatt Beam Laser, Triple Turret Effect: RKA 8d6, 3-shot autofire END: 60 Range: 600,000 kilometers Put writeup here. 80 Beam Laser: RKA 8d6, Autofire (3 shots; +1/4), MegaScale (1†= 1,000 km; +1), Can Be Scaled Down 1†= 1km (+1/4) (300 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Visible Light Laser; -1/2), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4), Real Weapon (-1/4) Note: 250 megawatt Beam Lasers in triple turret 60 Meson Guns Type T Spinal Meson Gun Effect: RKA 13d6+1, NND (Does BODY) END: 180 Range: 30 million kilometers Put writeup here. 156 Type T Spinal Meson Gun: RKA 13d6+1, NND ([standard]; Forcefield or meson screen; +1), Does BODY (+1), MegaScale (1†= 10,000 km; +1 1/4), Can Be Scaled Down (+1/4) (900 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Limited Arc Of Fire (One hex row; Only on same horizontal level; -1), OIF Bulky (-1), Crew-Served ([9-16] people; -1), Increased Endurance Cost (x2 END; -1/2) 180 Missiles The most common. Light Missile Rack Effect: RKA 6½d6 Explosion Shots: ## Range: 1,500,000 kilometers Put writeup here. 80 Light Missile Rack: RKA 6 1/2d6, Explosion (+1/2), MegaScale (1†= 10,000 km; +1 1/4), Can Be Scaled Down 1†= 1km (+1/4) (300 Active Points); OIF Bulky (-1), 6 Charges (-3/4), Custom Modifier (must have a viable target lock to fire; -1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4) [6] Note: standard space combat missile, with either kinetic energy or High Explosive Warhead. If KE, its an AP attack instead of explosive. Defense Systems Traveller starship defenses are xx. Sandcaster Launcher Effect: 50% Resistant Physical and Energy Damage Reduction END: 8 Range: 600,000 kilometers Put writeup here. 16 Sandcaster Launcher: (Total: 74 Active Cost, 16 Real Cost) Energy Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 1 Turn each (+1/4) (37 Active Points); OIF Bulky Fragile (-1 1/4), Ablative BODY or STUN (-1), Custom Modifier (only stops laser, plasma, or fusion fire; -1), Real Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 8) plus Physical Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 1 Turn each (+1/4) (37 Active Points); OIF Bulky Fragile (-1 1/4), Ablative BODY or STUN (-1), Custom Modifier (only stops laser, plasma, or fusion fire; -1), Real Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 8) 8 Operations Systems Systems. Computers List of computers. Sensors Sensor Packages: Traveller sensor packages are divided into active and passive sets. The Active Arrays can have a range of anywhere from 3,000 to 480,000 kilometers And consists of a variety of active and passive sensor emitters, making it a much more sophisticated Version of Radar.[Radar, Lidar, Sonar] Passive sensor arrays, use large antennae to detect any electromagnetic emanations from a potential target. These are extremely sophisticated and precise sensors.[High Res Thermal, Densitometers, and Neural Activity Sensors are all passive. Package 1 22 Starship Sensor and Commo Arrray: Multipower, 60-point reserve, (60 Active Points); all slots OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4) 2u 1) Radar (Radio Group), Tracking, MegaScale (1†= 10,000 km; +1 1/4) (45 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4) 4 1u 2) Laser/Maser Comm: Mind Link , Machine class of minds, Any Willing Target, Any distance (20 Active Points); OIF Bulky Fragile (-1 1/4), Extra Time (Delayed Phase, -1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4) 2 1m 3) Optical Telescope Arrays: +10 versus Range Modifier for Sight Group (15 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4) 1 1m 4) Computerized Image Enhancement : +3 versus Range Modifier for Radar; OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4) 1 Package 2 23 Sensor and Commo system: Multipower, 85-point reserve, (85 Active Points); all slots OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) 1m 1) Computerized Image Enhancement : +8 versus Range Modifier for Radar (4 Active Points); OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) 1 1u 2) Laser/Maser Comm: Mind Link , Machine class of minds, Any Willing Target, Any distance (20 Active Points); OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2), Extra Time (Delayed Phase, -1/4), Crew-Served (2 people; -1/4) 2 4m 3) UV Perception (Sight Group), +7 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Tracking, MegaScale (1†= 100,000 km; +1 1/2), Can Be Scaled Down 1†= 1km (+1/4) (80 Active Points); OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) 8 4m 4) Radio Perception/Transmission (Radio Group), +7 to PER Roll, Targeting, Tracking, MegaScale (1†= 10,000 km; +1 1/4), Can Be Scaled Down 1†= 1km (+1/4) (80 Active Points); OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Custom Modifier (affected as hearing group as well as radio group; -1/2), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) 8 4m 5) IR Perception (Sight Group), +5 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Tracking, MegaScale (1†= 100,000 km; +1 1/2), Can Be Scaled Down 1†= 1km (+1/4) (74 Active Points); OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) 7 4m 6) Radar (Radio Group), +1 to PER Roll, Discriminatory, Analyze, Tracking, MegaScale (1†= 100,000 km; +1 1/2), Can Be Scaled Down 1†= 1km (+1/4) (85 Active Points); OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Custom Modifier (affected as sight group as well as radio group; -1/2), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) 8 3m 7) Neutrino Scanner: Detect A Single Thing 14- (Unusual Group), Discriminatory, Analyze, Range, Targeting, Tracking, MegaScale (1†= 10,000 km; +1 1/4) (85 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky (-1), Custom Modifier (only for sensors and commo; -1), Custom Modifier (affected as sight group as well as detect group; -1/2), Costs Endurance (-1/2), Crew-Served (2 people; -1/4) 8 Communications TBD Electronic Warfare TBD Flight Control TBD Personnel Systems Life Support 10 Ships Life Support System: LS (Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Custom Modifier (LS System requires extra maitenance or the air filitration systems go sour after 2 weeks; -1/2) 3 Environmental Systems 12 Ships Environmental Systems: Change Environment 64†radius (35 Active Points); OIF Bulky (-1), Custom Modifier (only to provide lights, gravity, and temperature to ships interior; -1) 3
  24. Re: TravellerHERO PDF in the works (Still working on this, this is what I have at this point.) Profession Templates This section contains Profession Templates (a.k.a. Package Deals) for a Traveller campaign. As with Terran Empire, it is broken into Imperial & Government Templates, and Civilian Templates. In addition to these packages, see Star Hero, Terran Empire, and Alien Wars for other packages that may be appropriate. The HERO System calls these Package Deals, but there are no "deals" or discounts for taking these packages. They are actually templates, representing the minimum skills a character must have to be a member of that profession. The purpose of these templates is ease and consistency. Imperial And Government Templates These templates represent government officials and members of the Imperial Military services. If the GM is running a military campaign, characters should take the entire template. If the characters are ex-military, they should take all of the skills in the template, but not the disadvantages, since they are no longer under military control. Imperial Court and Bureaucracies Bureaucrat For the Imperial level bureaucrat, use the Bureaucrat package in Terran Empire, pg. 106. Courtier For court attendees and messengers, use the Courtier package in Terran Empire, pg. 106. Diplomat For standard diplomats, use the Diplomat package in Terran Empire, pg. 107. Noble For planetary nobles (like the ruler of Leedor in The Traveller Adventure), use the Noble package in Terran Empire, pg. 107. Senator For Senators and Representatives, use the Senator package in Terran Empire, pg. 108, but change the major contact from Empress Marissa to Emperor Strephon. Law Enforcement and Intelligence Imperial Law Enforcement For Imperial Law Enforcement, use the ISP Officer package in Terran Empire, pg. 108, but change the rivalry from TSS to Planetary Law Enforcement. Planetary Law Enforcement For planetary Law Enforcement, use the Planetary Law Enforcement package in Terran Empire, pg. 109. Imperial Intelligence Field Agent For Imperial Intelligence field agents, use the TIC Field Agent from Terran Empire, pg. 109 Imperial Intelligence Analyst For Imperial Intelligence analysts, use the Analyst Package Deal from Dark Champions, pg. 39. Imperial Intelligence Operative For Imperial Intelligence operatives (covert or undercover), use the TIC Undercover package from Terran Empire, pg. 110, but change WF: Human Advanced Small Arms to WF: Beam Weapons. Military Services The Imperium has six services: Imperial Navy (Space Navy), Imperial Marines, Imperial Army, Imperial Scouts, Imperial Merchant Marine, and Imperial Intelligence ("Other" in Traveller Book 1). Imperial Navy The Imperial Navy (based on Traveller Book 5: High Guard) is the primary star-faring armed force of the Imperium. It’s duties include keeping peace and order across the spacelanes of the Imperium. The Imperial Navy is divided into three general categories: Imperial Forces, who are directed by and responsible to the central ruling Imperium authority; Subsector Forces, who patrol their specific subsectors; and Planetary Forces, who are assigned to or raised from an individual world in the Imperium. Each Term of Service, or Enlistment Period, is a four-year hitch. The Imperial Navy has six branches of service: Flight, Engineering, Medical, Gunnery, Technical, and The Line (Command). Imperial Navy Package Deals: Taken from the Terran Empire book starting on page 115 and modified as follows: Imperial Navy Command For Imperial Navy command personnel, use the Imperial Navy Command package deal in Terran Empire, pg. 114, with the following modifications: Change AK: The Milky Way Galaxy to AK: The Imperium Add KS: Leadership 11- Add KS: Fleet Tactics 11- This increases the cost of the package by +4 points. Option: Choose one of the following perks: Decoration - MCUF (1 pt), Decoration - SEH (2 pts) Imperial Navy Flight School For Imperial Navy Flight School personnel, use the Imperial Navy Flight package deal in Terran Empire, pg. 115, with the following modifications: Change the Navigation subcategories to Air, Space, Hyperspace Change AK: The Milky Way Galaxy to AK: The Imperium Navy pilots are officers, so the Fringe Benefit will vary by rank. Imperial Navy Engineering Traveller/High Guard doesn’t differentiate between Lifesystems and Propulsion — it’s all part of the engineering branch. Use the Imperial Navy Propulsion package deal from Terran Empire, pg. 115, but with the following modifications: Add KS: Emergency Damage Control 11- Add KS: Gravitics 11- This increases the cost of the package by +4 points. Starship engineers may optionally add SS: Naval Architecture 11- Those serving as Lifesystems/Environmental engineers should pick the proper System Operations subcategory(s) and Science Skills. Imperial Navy Sensors and Science Sensors and Science is considered part of the Command Branch. Use the Imperial Navy Science and Sensors package deal in Terran Empire, pg. 116. Imperial Navy Security Most Security Duties are handled by the ships marine contingent. See Imperial Marine (Enlisted) below. Imperial Navy Gunnery Officer For Imperial Navy Gunnery Officer, use the Imperial Navy Tactical package deal in Terran Empire, pg. 115, with the following modifications: Change the WF to WF: Small Arms, WF: Beam Weapons, and pick two of the following Vehicle Weapons (Lasers, Missiles, High Energy, Meson, or Particle Weapons) Add WF: Ships Screens (1 point) Change KS: Thorgon Military 11- to any one of the following: Zhodani, Solomani, Vargr, Aslan or K’Kree The changes increase the cost of the package by +1 point. Imperial Marines Though the Marines are an offshoot of the navy, Traveller treats them as an Army offshoot (Book 4, Mercenary). For Imperial Marines, use the Imperial Marine Enlisted (and Officer, if applicable) package deals in Terran Empire, pg. 114, with the following modifications: Imperial Marine Enlisted Use the Imperial Marine (Enlisted) package deal from Terran Empire, pg. 114, but with the following modifications: Remove Radio Implant Add PS: Battledress (DEX; 3 points) Add KS: Emergency Damage Control 11- Add Environmental Movement: Zero G (4 points) Add WF: Cutlass The overall cost of the package increases by +2 points. Imperial Marine Officer Use the Imperial Marine (Officer) package deal from Terran Empire, pg. 114, but with add High Society. Imperial Army COACC - Imperial Army Air Corp Use the Imperial Army (Air Force) package deal in Terran Empire, pg. 111. Imperial Army Cavalry - Armor Use the Imperial Army (Armor) package deal from Terran Empire, pg. 111, but with the following modifications: Systems Operations choice should be Communications (Commo) or Sensors One of the TFs should be TF: Grav Vehicles Change the WF to WF: Small Arms and WF: Vehicle Weapons (1 point) Adding the WF: Vehicle Weapon increases the package cost by +1. Imperial Army Artillery Use the Imperial Army (Artillery) package deal from Terran Empire, pg. 111, but with the following modifications: Systems Operations choice should be Communications (Commo) or Sensors One of the TFs should be TF: Grav Vehicles Add KS: Forward Observer 11- Change the WF to WF: Small Arms and either WF: Vehicle Weapons (1 point) or WF: Artillery Weapons (1 point) The total package cost is increased by +3 points. Imperial Army Infantry Use the Imperial Army (Infantry) package deal from Terran Empire, pg. 112, but with the following modifications: Change WF: Human Advanced Small Arms to WF: Beam (Laser) Weapons Remove Demolitions Add WF: GP MG, GL, and Shoulder Fired Imperial Army Medical Use the Imperial Army (Medical) package deal from Terran Empire, pg. 112, but with the following modifications: TF: Grav is the most common choice for the TF. Imperial Army Officer Imperial Army Officer is an add-on to one of the other Imperial Army packages, and can be used without modification. See Terran Empire, pg. 112. Imperial Army Wet Navy Use the Imperial Army (Sea Forces) package deal in Terran Empire, pg. 113. Imperial Army Special Forces Use the Imperial Army (Special Forces) package deal from Terran Empire, pg. 113, but with the following modifications: Remove Armorskin and Radio Implant Add PS: Battledress (DEX; 3 points) Add +1 PER (3 points) Add +1 Tracking (2 points) Add +1 Concealment (2 points) Add +1 Stealth (2 points) Add Environmental Movement: Zero G (4 points) The overall cost of the package increases by +2 points. Imperial Army and Marine School and Other assignments Both the Imperial Army and Imperial Marines have special assignments that can be assigned (taken). Commando School Commando School teaches x. Commando School Cost Skill 3 Brawling: +1D6 HA 5 +1 CSL: Ranged Combat 3 +1 CSL: Blades 3 Demolitions 2 Survival (choose) 11 Recon (Tracking, Stealth, Concealment, KS: Recon Techniques 11-) 2 KS: Vacc Suit 2 KS: Instruction 31 Total Cost Protected Forces Training Protected Forces Training teaches x. Protected Forces Training Cost Skill 2 KS: Vacc Suit 4 Environmental Movement: Zero G 3 +1 with Zero G Combat 3 Breakfall 12 Total Cost Military Intelligence School Military Intelligence School teaches x. Military Intelligence School Cost Skill 3 Forgery 3 Bribery 3 Streetwise 3 Interrogation 2 KS: Intelligence Analysis 2 Language: 2 pt of choice 16 Total Cost Command College Tactics Oratory KS: Leadership Recon Staff College Staff College teaches x. Staff College Cost Skill 3 Bureaucratics 3 Computer Programming 2 KS: Combat Engineering 2 KS: Logistics 10 Total Cost Recruiting Duty Recruiting Duty teaches x. Recruiting Duty Cost Skill 3 Bureaucratics 3 Persuasion 2 KS: Recruiting 8 Total Cost Military Attache/Aide Postings as a Military Attache/Aide are x. Military Attache/Aide Cost Skill 3 Bureaucratics 3 Computer Programming 3 High Society 1 TF: Grav or Wheeled 10 Total Cost Marine Embassy Duty This package (for Marines only) represents the additional skills of Marines who have been assigned to Embassy duty during one or more of their terms. Marine Embassy Duty Cost Skill 3 High Society 2 KS: Culture of World/Race Stationed on 2 KS: Riot Control Tactics 3 Streetwise 3 Security Systems 13 Total Cost Ships Troops This package (for Marines only) represents the additional skills of Marines stationed on a Navy vessel as ship’s troops during one or more of their terms. Ship’s Troops Cost Skill 2 KS: Vacc Suit 2 KS: Emergency Damage Control 1 WF: Ships Weapons 2 KS: Imperial Navy Procedures and Protocols 2 KS: Boarding Actions 9 Total Cost Training Cadre [More Common to Army and Special Forces] Training Cadre Cost Skill 2 KS: Instruction 2 Language: 2 pt varying on where stationed 2 KS: Culture of world/race 3 Leadership 3 Tactics 12 Total Cost Scout Service Survey Scout use the TES Crewmember Package Change AK to AK: The Imperium Change KS to KS: Imperial Interstellar Scout Service Add Combat Pilot Notes: Cost +3 Contact Specialist Use Mission Specialist Package Change AK and KS as per Survey Scout Persuasion+1 Add Trading Add Bureaucratics NOTES: Cost +8 Communications Use Crewmember package Change AK and KS as per Survey Scout Add 2 skills obtained by study while in hyperspace Drop Science Skills NOTES: Cost +2 Detached Duty Varies by assignment Administration and Base Use Bureaucrat package from page 106 Contact Branch could also use the Courtier or Diplomat packages depending on background Scout Service Schools Survey School Survey SS: Astronomy SS: Cartography Recon Systems Ops[RPV] TF: Grav Vehicle Contact School: Trading Streetwise High Society Bureaucratics Survival 1 WF 1 TF X-Boat School TF: Small Starships Navigation[Jump Space, Normal Space] Communications Civilian Templates TBD Criminals TBD Assassin Use the Assassin package deal from Terran Empire, pg. 117. Data/Identity Thief Use the Jacker package deal from Terran Empire, pg. 118. Pirate Use the Pirate package deal from Terran Empire, pg. 118, but change AK: Milky Way to AK: Imperium, change WF: Advanced Small Arms to WF: Beam Weapons. Rebel pg. 119 Rogue pg. 119 Smuggler pg. 119; change WF: Advanced Small Arms to WF: Beam Weapons Space Careers Explorer pg. 120 Pilot pg. 120 Prospector/Salvager pg. 120 Trader pg. 121 Other Careers Psionics Institute Member Adept, pg. 121, but remove Fringe Benefit if after the closure of the Psionic Institutes. Artist/Entertainer pg. 121 Bounty Hunter pg. 122 Mercenary pg. 122 Scientist pg. 122 Technician pg. 123 Colonist Alien Wars, pg. 84 OR Star Hero, pg. 33 Doctor Star Hero, pg. 34 *** Yet to be converted from TNE Athlete, pg. 42 Attorney Barbarian Belter Civil Engineer Computer Programmer Construction Worker Criminal Farmer Hunter/Guide Journalist Manager Martial Artist Mechanic Merchant Marine Prisoner (ex-Con) Professor Psionic Researcher Wealthy Traveller
  25. Re: TravellerHERO PDF in the works 1. I'll definitely have to add that. 2. In that case I'll remove it.
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