Search found 248 matches

by justacaveman
Thu May 12, 2011 3:19 pm
Forum: Traveller
Topic: Transhuman traveller?
Replies: 70
Views: 7534

My take on Gamma World type mutations is runaway nanotechnology that reacts in unpredictible ways to radiation exposure changing living organisms in strange ways.

While unlikely, this would at least be possible (Some of it).
by justacaveman
Thu May 12, 2011 12:37 am
Forum: Traveller
Topic: Fear of Decompression -- suit punctures?
Replies: 11
Views: 1223

Vacuum Freezing is more like burning.
by justacaveman
Wed May 11, 2011 12:18 pm
Forum: Traveller
Topic: Transhuman traveller?
Replies: 70
Views: 7534

A good book, I haven't read it in a long time.
by justacaveman
Tue May 10, 2011 1:16 am
Forum: Traveller
Topic: Transhuman traveller?
Replies: 70
Views: 7534

Playing Transhumans would require you to play Demi-god type beings similar to Greek or Norse Gods. No magic, but abilities as far beyond human as magic would be. A completely different sort of game than Traveller. While I agree that cybernetics parts should be more expensive than robotic parts, 500 ...
by justacaveman
Mon May 09, 2011 12:45 pm
Forum: Traveller
Topic: Transhuman traveller?
Replies: 70
Views: 7534

When I say expensive, I mean that at TL13 you can buy 10 vicious Combat Robots (Terminator Style) that you couldn't tell from a human being for the price of 1 completely unarmored Cybernetic Arm that only provides a +2 Strength Bonus (With that arm only). And for the price of a Full Body Simulacrum ...
by justacaveman
Sun May 08, 2011 2:16 am
Forum: Traveller
Topic: Transhuman traveller?
Replies: 70
Views: 7534

The limiting factor for cybernetics, is the Cost! Cybernetic enhancements from Supplement 8 are expensive. TL13 Battle Dress boosts both STR and DEX by +4, has a built-in computer, communications suite, and is a sealed enviroment with 6 hours of air. A +3 charactistic augment costs 5 Mcr and isn't a...
by justacaveman
Sat May 07, 2011 9:31 pm
Forum: Traveller
Topic: Robot Confusion
Replies: 12
Views: 1628

I found the robot design rules quite straight foward except for the Transportation system rules, and the fact that they didn't define what a Slot can hold. I came up with 5 kg per slot by looking at the new weapons on page 20. I'm even less generous than some of the examples, so I figured that would...
by justacaveman
Sat May 07, 2011 1:22 pm
Forum: Traveller
Topic: Robot Confusion
Replies: 12
Views: 1628

Robot Confusion

I recently picked up Book 9: Robot and I was trying to create a large robotic canine (Large Mastiff Size), and I couldn't create a 4-legged dog sized robot without it coming out so slow that it couldn't outrun a human being, or MUCH heavier than any sort of robotic dog should be. Size 3 erect legs T...
by justacaveman
Thu May 05, 2011 8:32 am
Forum: Traveller
Topic: Why not just be a pirate?
Replies: 173
Views: 12068

When I first played Traveller our group tried being pirates for a while. We ended up losing money because of repairs from battle damage etc.. We would also do things like accidently destroy the target merchant vessel etc., which didn't help our bottom line at all. We finally decided to become pirate...
by justacaveman
Tue May 03, 2011 1:25 am
Forum: Traveller
Topic: Does the CSC make Gauss Rifles over powered?
Replies: 62
Views: 6107

I also have a house rule that drops the armour-piercing ratings of weapons by 1 step for every 3 TL's difference (Never goes negative.). This means that lower tech weapons are less effective against high tech armour. For Example: A TL12 Gauss Rifle firing at TL15 armour can only ignore 4 points of a...
by justacaveman
Mon May 02, 2011 11:58 am
Forum: Traveller
Topic: Does the CSC make Gauss Rifles over powered?
Replies: 62
Views: 6107

TNE Superdense is apparently tougher than tungsten and makes good hulls, but I don't think it's as dense as Depleted Uranium (I could be wrong).
by justacaveman
Sun May 01, 2011 12:02 am
Forum: Traveller
Topic: Does the CSC make Gauss Rifles over powered?
Replies: 62
Views: 6107

I have created some variant gauss and laser weapons (about a dozen) of various tech levels, including some semi-auto civilian models for my game. I have a complete write-up that includes stats that I created for the missing 8mm Gauss Sniper Rifle info in CSC. I have it available in several formats a...
by justacaveman
Sat Apr 30, 2011 11:47 pm
Forum: Traveller
Topic: Does the CSC make Gauss Rifles over powered?
Replies: 62
Views: 6107

IIRC in CT Gauss rounds were described as Jacketed Expanding Bullets with a Penetrating Core, so I always pictured them as a thin shell of stainless steel with a layer of lead surrounding a very strong and dense core. TNE did show gauss rounds as being finned in the Reformation Coalition Equipment G...
by justacaveman
Sat Apr 30, 2011 11:51 am
Forum: Traveller
Topic: Does the CSC make Gauss Rifles over powered?
Replies: 62
Views: 6107

IIRC the Gauss round in FF&S (From TNE) was shown as being 20mm long and weighing 4 grams ( The rule for gauss round length was 5 x the diameter I think.). This would mean that it was made from very dense material.
by justacaveman
Sat Oct 30, 2010 4:39 pm
Forum: Traveller
Topic: Supplement 8: Power Armour
Replies: 161
Views: 23394

I think small Mecha/Large Power Armour is a useful concept for commando forces that need to deploy without vehicle support. Future versions of of airborne troops will always need to carry more firepower than an individual soldier can carry. However, large Mecha are unrealistic devices with no future...
by justacaveman
Wed Aug 11, 2010 8:45 pm
Forum: Traveller
Topic: CSC Weapons
Replies: 78
Views: 6950

Didn't TNE laser range finders double as laser designators?

Possibly you could have Personal Force Fields that deflect attacks (Making it harder to hit the target.) rather than providing extra armor.
by justacaveman
Mon Aug 02, 2010 7:32 pm
Forum: Traveller
Topic: Rules check please - Starship combat damage
Replies: 66
Views: 5909

It's easy to predict your shot when the target isn't evading, but practically impossible to hit them when it is evading.
by justacaveman
Mon Aug 02, 2010 12:46 pm
Forum: Traveller
Topic: Rules check please - Starship combat damage
Replies: 66
Views: 5909

You have to give the players something to do with that Gunnery skill though. In reality, space combat is going to resemble a cross between submarine warfare and modern air combat. The main problem is the distances involved in space combat. Using passive sensors and beam weapons, there will be a .2 s...
by justacaveman
Mon Aug 02, 2010 2:48 am
Forum: Traveller
Topic: Rules check please - Starship combat damage
Replies: 66
Views: 5909

If gunner skill has no effect on combat, there doesn't appear to be any reason to have gunners. Realistically a gunner's skill won't have any benefit at all in space combat. There is absolutely nothing that a human being (or alien) can do that a computer program can't do better. Video games have to ...
by justacaveman
Fri Jul 30, 2010 7:30 am
Forum: Traveller
Topic: More Cosplay Help...
Replies: 11
Views: 1883

I'd look at Space: Above and Beyond for Imperial Marine ideas. The Imperial Marines trace their lineage back to Earth IMTU. Obviously the uniforms will have evolved, but the Dress Uniforms will retain elements of the root uniforms (As they do now.).