Full Thrust/Traveller Conversion
Synopsis: I like the granularity of Traveller but the system and weapons of Full Thrust.- Ships are to be built to Traveller Rules with some minor errata changes.
- Hull and Structure translate to Hull strength and aligned as Hull first then Structure.
- M-Drive directly translates to main drive.
- Armor directly translates to Armor.
- Purchasing Fire Control for turrets is optional, however at least 1 fire control for the ship must be purchased. This is to hold with the Full Thrust aesthetic of FC groupings. Characters may man the Fire Control or the turret and stack mods according to complex actions.
- Weapon shots always "hit" in Full Thrust and are assumed to here as well. Characters may adjust fire of weaponry and every MoS (with the relevant skill roll) allows the players to modify a die by that amount. (A MoS of 3 allows the player to add 3 to any die under his control or any variation there in.) Modifying a roll like this to "6" does not cause a re-roll.
- Ships will use the Traveller rules for Warp drives. (This over rides the previous mention in travel times, which I will go back and edit. This somewhat fixes a strange flaw in Traveller where everything is on top of one another. This doesn't work well in our real stars universe where short distances are typically 3-4 Traveller hexes.) For example, A ship using a J-2 Scout traveling from Earth to Alpha Centauri (4.4ly) will take 15.4 days to get there. It needs to run its power plant the entire time and use twice the power plant's consumption (2t/week X 2 = 4t/week) + normal operations (2t/week) to get there. So it will use 6t/week or 13.2t total to arrive with its crew. This works out to an average early 1900s trans Atlantic voyage.
- Crew Casualty damage points in Full Thrust will translate to an Endurance check with every check beyond the first done at -2, then -4, then -6. Failed endurance Checks will get 1d6 damage. The ship will completely depressurize at the last damage track (and RP accordingly).
- Ships get 1 Damage control team per engineer on board, unless otherwise equipped and loose them per Full Thrust rules. PCs cannot automatically die this way but are affected by the Crew Casualty rolls.
- Turrets are translated as being the number of arcs they have. Triple turrets are a 3 arc. Doubles are a 2 arc, etc. Increasing beyond the 3 arc just increases the cost by 1MCr per arc to a maximum of 6 (360*). Unless noted, they are assumed to point forward.
- PDCs consume a hardpoint.
- All Beam weapons are assumed to be Particle based and 4MCr and double in cost for each strength higher. Strength 1 costs 4Mcr, Strength 2 costs 8Mcr, Strength 3 costs 16Mcr and so on.
- To prevent high energy-small boat shenanigans, a ship cannot fire more guns that the power plant rating. So a scout (type A plant) can only fire 1 lvl1 Beam. And a mercenary cruiser (type M plant) can fire a total of 13 (levels worth of beams) at once. PDS does not count toward the total.
- Pulse Torpedoes and Salvo Missiles are Bay weapons.
- Unless otherwise noted, the cost of all equipment is their Full Thrust point value in MCr.
- Each level of Screens has a base cost 50MCr and 50 tons and are considered TL12 for construction (see High Guard for how to get it into a TL11 ship).
- All Fighters for now are assumed to be 10t for Traveller ship design sake. (Accurate for Traveller light fighters, but Full Thrust starts breaking down in the sub 100t area and the translation becomes less clear. In fact, it doesn’t even make a distinction and generally assumes Kilotons in ship designs.)
- Fighters cost their Full Thrust point value in MCr. These are generic human designs, the F-4s of the galaxy. Ones with some quirks will be stated later.
- *This will all be edited as flaws become readily apparent.
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