Alternative Bioscanners and Other Stuff

Dave Chase said:
I do not know of any melee type game system design that does the same level of detail. There might be one, and if so, I am just not aware of it.
The best and most realistic system for melee weapons I know is the com-
bat system of Harnmaster, but I have no idea whether and how this could
be adapted to Traveller.
 
naw.
I have Guns,guns,guns 3rd edition.... It doesn't cover that stuff really.... not what I'm looking for anyways. I rarely use it these days for anything beyond a quick reference for muzzle energies from the tables in back.
For melee weapons, it takes the 4th root of the weapon's mass and length ( attenuated ) which is the same as FFS1's "bulk" for the weapon and multiplies it by a constant for different weapon types without discussing where that constant came from.
They seem to use 'energy' and 'force' and 'momentum' interchangeably when discussing the basic idea behind the system yet the wielder's strength is figured as an afterthought as a DV mod.

I use the conversion data for MT in the back to make my own equations to figure pen from muzzle energy in joules, the the rest just isn't what I want and doesn't give results that jive from what I remember in Leading Edge Games' "Sword's Path Glory" ( ultra ultra realistic melee rules....pain in the ass to play...took all afternoon to play out a 30 second combat )

So far, I use Str to figure energy invested in the attack and it can be boosted by voluntarily spending End ( hard attacks leave you tired ) which regenerates on turns when the play does nothing ( catching his breath ).
( yes...I like to tinker with rules. Someday I'll finish my project up as a modified form of AHL ... one of these days )
 
Harnmaster. I forgot about that one. Neat combat system. Could break limbs using that.

I don't recall if it had a way to make weapons. I know that the magic system was extremely flexible.

Was there a supplement/expansion that addressed making weapons (beyond the crafting of weapons)?

BTW, your work (project) sounds interesting. I like to think I am a gear head but I really just like playing with creation type systems. So, keep up the good work (what ever it is) and please keep us posted. Thanks


Dave Chase
 
Dave Chase said:
Was there a supplement/expansion that addressed making weapons (beyond the crafting of weapons)?
I am not sure. The edition I have has rather good rules for the craf-
ting of numerous existing weapon types, but no rules for the design
of completely new weapon types.
 
Guest..er..rust said:
^^ Again, I am obviously too stupid to log in ... :oops:
Hey! we got more sp*m again ... can't somebody keep this guy off! ... ok rust stop taking credit for all my good posts - I'm onto your scheme :)
 
whtknght said:
lets get back on subject guys

Alternative Bioscanners and Other Stuff

Umm, yeah. If anyone else has anything that they want to make alternates of, I'd love to see them!
 
for what its worth, something I've used when making different versions of power plants, transmissions and other stuff is this;

efficiency = Max_efficiency*((tech_level-tech_intro)/(tech_level-tech_intro+X))
X= a constant to determine the 'steepness' of the tech progression curve.
Tech_level the tech level of manufacture. This concerns the tech level of the design, but not the materials which determine its reliability. ( I'll make another post concerning that another day )
oh..for my own stuff, I track tech levels to the nearest 1/100th 3.5.7 or 12.1.4
this mirrors 'version numbers' in principal and lets me use the research rules from MT Ref's guide in my economy sheets where a breakthrough is a +1 to tech, major advancement is +.1 to tech, and a minor advancement is +.01 to tech .

example..
an internal combustion engine might have a max efficiency of .5,
it was invented at tech 3 ( and manufactured at tech 4 )
the engine in question was built at tech 10.0
and we'll let X=1
therefore, the tech 10 engine's efficiency is .5*7/8 = 43.75%
so it can produce as output 43.75% of the energy content of the fuel it burns
this lets you figure out fuel usage rates for a known power output.
At tech 5.0 it is 33% efficient
Prior to being introduced to mass production the same engine at a prototype tech 3.2 might be 8% efficient ( rising to 25% by the time its widely available at tech 4 )

the nice thing about this is that the machine will never quite achieve its maximum possible efficiency; it can continually be imporved upon, but there reaches a point where there is diminishing returns.... do you want to pay THAT much more for such a tiny improvement in performance?
 
Dave Chase said:
For a game material reference mainly for firearms/long arms. You might consider looking at 3G, Guns, Guns, Guns.

They deal with and provide forumals for the type of information that you are considering.

I do not know of any melee type game system design that does the same level of detail. There might be one, and if so, I am just not aware of it.

Stuff! for EABA (by Greg Porter, the 3G3 guy, mentioned above) does the same thing, but is much simpler (in some ways) though more granular.

I use it all the time for reverse engineering all sorts of stuff ... supplementing with 3G3 if needed.

Phil
 
aspqrz said:
Stuff! for EABA (by Greg Porter, the 3G3 guy, mentioned above) does the same thing, but is much simpler (in some ways) though more granular.

I use it all the time for reverse engineering all sorts of stuff ... supplementing with 3G3 if needed.

Phil

Is Stuff! of the similar line of VDS and CORPS that BTRC did?

I like how fast and easy you can make about any vehicle, vessel or ship with VDS. And the scenarios that CORPS came out with for GM guides where great.

Love BTRC older games. Time Lords, Space Time and especially Warp World. Wow. That was one of my favorite games.

Mr Porter has always put out some great things and given GM's and players lots of tool (and forumlas) to use for creating things.

Dave Chase
 
Dave Chase said:
aspqrz said:
Stuff! for EABA (by Greg Porter, the 3G3 guy, mentioned above) does the same thing, but is much simpler (in some ways) though more granular.

I use it all the time for reverse engineering all sorts of stuff ... supplementing with 3G3 if needed.

Is Stuff! of the similar line of VDS and CORPS that BTRC did?

I like how fast and easy you can make about any vehicle, vessel or ship with VDS. And the scenarios that CORPS came out with for GM guides where great.

Love BTRC older games. Time Lords, Space Time and especially Warp World. Wow. That was one of my favorite games.

Mr Porter has always put out some great things and given GM's and players lots of tool (and forumlas) to use for creating things.

EABA is easier than 3G3 and VDS both ... it all addition and subtraction, basically, no tables or formulae ... and it covers the design of Weapons, Vehicles, Gadgets, Creatures and even Civilisations!

Conversion data is provided for a number of game systems as well as suggestions as to how to convert systems not mentioned.

It's really worth checking out.

Oh, and there's a new edition of Warpworld for EABA, and at least one adventure for it, available (like Stuff!) from DTRPG, RPGNow and various other places.

Phil
 
Ishmael said:
for what its worth, something I've used when making different versions of power plants, transmissions and other stuff is this;

Even if I never use it, I think it's worthwhile, simply as a new way of looking at things.

Hmmm... I am thinking of writing up a TL progression for stem cell therapy. It shall be up, but eventually.
 
Multiscanner

TL 12; includes Geiger Counter (able to determine direction, source, nature & strength of radiation), EM Probe, Bioscanner (using my bioscanner alternates from above), chemsniffer (as bioscanner but detects chemicals), video-camera, audio recorder and computer/2 (which can record data on a proper computers roll). Weight 7 Kg, cost 25,000 Cr.
TL 15 version includes densitometer and computer/3, with an attachment for an NAS. Weight 2 Kg, cost 30,000 Cr.

Comm/13: as comm/10 but can operate independently of a commnet with a range of 150 Km. Reception is better when patched into a ship's commnet. Cr 1250.

Combination goggles/11: combines IR, LA, antiglare function and binoculars (electronic enhancement, x50 power, weapon link, image capture and video/audio recording). Cr 1200.
 
Comm/9: Audio/visual, computer/0, cost 300. Range of 50 KM w/out commnet.
As with all comms of TL8+, it has a camera.

TL/9 Computer: computer/1, weight 2.5 kg, cost 250.
TL/11 Computer: computer/2, weight 0.5 kg, cost 500.
This is done to make the TL/9 comp different from the TL/8 comp and the TL/11 from the TL/10.

Data Display/Recorder
TL 9, 3500 Cr, as in TMB but weight is goggles. Require direct connection (e.g. cable).
TL 11, 3000 Cr, weight is as glasses. Direct connection not required.
TL 12, 2000 Cr, weight as in TMB.
TL 13, 1500 Cr, is a set of "jewelery" that acts as an electrode net allowing virtual-reality display.
These may be used in comms at TL 9+ and may have camera functions as well (included at TL 13 version).

TL 9 cloth is armor 6 and weight 1.5 kg. It appears as heavy clothing and costs 350 Cr.

Poly Carapace:
TL 9, Protection 8, Cost 10000, weight 12. -1 DM to all Dex-based tasks.
TL 10, Prot. 10, Cost 12000, weight 8. No penalty.
TL 11, Protection 12, Cost 16000, weight 6.
A poly carapace is a sealable version of cloth armor, made out of fibers with ceramic or metal plating at vital spots and sealed joints at neck, shoulders, hips, ankles and wrists.

Mechanostatic Scanner (mechanical cyberware spotter):
TL 9, range Short, cost 10000.
TL 11, range Long, cost 8000.
TL 13, range Distant, cost 5000.
 
Gyrostabilizer Rig: This item is a set of reinforced webbing that has an arm coming out of it with an attachment point that allows
TL 10: Provides 2 points of recoil compensation. 10000 Cr.
TL 11: Provides 4 points of recoil compensation. 8000 Cr.
TL 14: Eliminates recoil. 6000 Cr.
Note: Battledress is considered to provide its own recoil compensation.

Friend or Foe HUD:
TL 9: otherwise as in MGT Merc. Range of 1 KM or line of sight. 4000 Cr for system and 100 transponders (Cr 200 for 20 more transponders).
TL 10: Range of 2.5 KM or line of sight. 2500 Cr for system+ 150 Cr 150 for 20 more transponders.
TL 12: Range of 5 KM or line of sight. 2000 Cr for system + 200 transp/Cr100 for 100 transponders.
TL 14: Range of 10 KM or line of sight. 1500 Cr: system & 1000 transponders, Cr 100 for 500 more.
 
I think people who aren't me have lost interest in this topic. Oh, well; I haven't! :roll: So I'll trundle along.

Skill augment:

TL 9: +1 to skill, Cr 50,000, must posess skill at level 0.
TL 10: +1 to skill, Cr 25,000, must possess skill at level 0.
TL 11: +1 to skill, Cr 15,000, must possess skill at level 0.
TL 12: +1 to skill, Cr 10,000, must possess skill at level 0.
TL 13: +1 to skill, Cr 7,500, do not need to possess skill at level 0.
TL 14: +1 to skill, Cr 5,000, do not need to possess skill at level 0.
 
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