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Posts posted by Eodin
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Re: TravellerHERO PDF in the works
I'd go with option 2, no restriction.
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Re: TravellerHERO PDF in the works
my next project is going to be to post some converted characters I thinkto test the conversion rules we posted earlier
I will start with my infamous marine cavalry commando and the example merchant from traveller book 1
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.
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Re: TravellerHERO PDF in the works
while doing some digging for online reference sources for the book, I ran accross a site that may prove very usefulThe Traveller Integrated Timeline
http://www.prairienet.org/~dmckinne/timeline.html
Don Mckinney was a denizen on the Red October boards years ago also. I e-mailed Don who I know from Winter Wars about using the timeline chart or at least providing a link to it in the pdf.
sentients... I think we have officially created a monster here... only question is how many hit dice.
I was all fired up when we started this project, and my enthusiasm keeps growing.
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.
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Re: TravellerHERO PDF in the works
Just like FGMP-13, -14, and -15. Okay, let's do it that way.
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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.
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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.
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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.
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Re: TravellerHERO PDF in the works
That works!
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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.
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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
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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.
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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...
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Re: Can we see can we see
I am SO looking forward to Pulp HERO!
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Re: TravellerHERO PDF in the works
good news, I heard back from Marc Miller last nightwere good to go on using the book 3 system generation tables as a whole in the PDF, we just need to refer folks to either Book 6- Scouts or the Megatraveller refereess book for the expanded generation system.
I forwarded Eodin a copy of the e-mail
I'll check my email when I get home this evening. Good deal!
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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.
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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.
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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.
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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) -
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?
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Re: TravellerHERO PDF in the works
Yes,
it will be a free download from the Star Hero Fandom website, the TravellerHERO page.
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Re: Traveller Psionics (long)
Excellent
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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
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Re: TravellerHERO PDF in the works
(Still working on this, this is what I have at this point.)
Profession TemplatesThis 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
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Re: TravellerHERO PDF in the works
looking over the rough draft.... couple of notes1. isnt the cover missing something? I think it needs the mayday message
2. the Armstrong class Combat Scout is one of my home campaign ships
its not traveller canon
1. I'll definitely have to add that.
2. In that case I'll remove it.
TravellerHERO PDF in the works
in Star Hero
Posted
Re: TravellerHERO PDF in the works
I'll update the PDF with the new values.