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Spaceman Spiff Traveller

Originally posted by robject:
My goal is to keep this rather generic for that very reason. I may abstract out some of the chargen details, in fact, so instead of "Gunnery+4" I might rather say something like "Dead shot with ship's guns."
Sounds like something from the FUDGE RPG; it might also be a very good system for such a loose-form game (as its REALLY modifiable).
 
Yes it would be. I think Risus would also be a potential 'host system'. Of course, I'm not really going all-out to be generic, although Traveller rules-neutral would be nice where possible.

Having said that, anyone who wants to take the idea and port it over to FUDGE or Risus or BESM et al, I say go for it. I'd rather see filters for CT/MT, TNE, and T20 first...
 
Originally posted by robject:
As a matter of fact, you're thinking along the same lines I am... I like the Super Zap Gun. Probably need a different name... "Noisy Cricket Gun", perhaps?
Bit big to be a Noisy Cricket, although it certainly does make appropriately-sized holes in things. I designed it to defeat the frontal armor of the TL-8 Prarie Fire tank from the RCEG.


How 'bout a Zorcher that does a damage of 10? Would that help the recoil?
Recoil for FF&S fusion guns isn't directly related to damage- both are related to discharge energy. For the Zap Gun Mark I, I basically designed for the maximum possible discharge energy possible in a pistol frame, but I don't think it's workable. I'll play around with some different energies tonight- the best compromise might be a lower DE pistol, or it might end up as something more rifle sized, but not to the extent of the Super Zap Gun.

Edit: Any chance of at least some Battle Spandex doubling strength, a la battle dress? The Super Zap Gun (Heavy Scorcher, maybe?) is a lot to carry otherwise.
 
This reminds me of a marine from a TNE game called Corporal McPherson, the only marine in history to achieve a sniper rating with a plasma rifle. Every time he fired the thing his dice roll (using TNEs D20 system) was a 1. He became something of a legend.
 
Okay, here's some more TNE port material. Still working on the hand fusion gun- I may have to effectively "lower" the TL of some of the components in order to end up with something heavy enough to take the recoil produced.

TNE Battle Spandex acts like battle dress, doubling effective strength for all purposes.

TNE Spaceman characters are generated as follows. Generate the character normally, then put him/her through the Flight Academy (Naval Option) and Military Academy (Army Option) for initial training. The character rolls 1D6 for initiative, and then transfers to Army, Navy, Marines, Special Operations, Scout, or Trader careers for later assignments. However, the Spaceman character suffers a +3 DM on the roll to end character creation.

(Basically, the character can start with a really stupid number of skills. The Naval Flight Academy allows the character to learn pretty much everything they need to know about flying or maintaining a ship, and the Army MilAcad does the same thing for ground combat. I'm debating not allowing chargen to continue at all after that, but even if it does continue I figure there should be a pretty hard limit on how many extra terms you're allowed to take to boost your skills as a starting character. Heresy, I know, but without some kind of control player assets could easily reach the point where the system starts to break down.)

Comments from any TNE players on the thread?
 
Originally posted by ChaserCaffey:
Edit: Any chance of at least some Battle Spandex doubling strength, a la battle dress? The Super Zap Gun (Heavy Scorcher, maybe?) is a lot to carry otherwise.
As a matter of fact, I decided that Battle Spandex maxes out stats to FFF in CT notation -- Str 15, Dex 15, End 15. What a suit.

I've pasted your Zap gun models into my page.

Also, I'm thinking about some nice high-energy grenades of some kind, perhaps plasma-related, but I'm not particularly picky. Any thoughts?
 
Originally posted by robject:
As a matter of fact, I decided that Battle Spandex maxes out stats to FFF in CT notation -- Str 15, Dex 15, End 15. What a suit.
Shiny. I suppose that would be 11-11-11 in TNE, which would yield some pretty ridiculous assets. Then again, that's the name of the game, isn't it?


I've pasted your Zap gun models into my page.

Also, I'm thinking about some nice high-energy grenades of some kind, perhaps plasma-related, but I'm not particularly picky. Any thoughts?
I'll see about a revision to the Zap gun at some point- I think I'll build it at a "lower" TL to represent it being made heavy enough to absorb some more recoil. Although...stupidly enough, with Strength 11 recoil of 15 is almost manageable.

As for the grenades- there's no plasma grenade in FF&S. I could make something up, but there *are* rules for extremely small nuclear warheads at high TLs. Always wanted to design me a nuclear hand grenade.
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Heh heh! Nuclear hand grenade?? That sure does conjure up an image. What kind of effects and range would an "exremely small" nuclear warhead do?

Bring it on. It might be just the thing.
 
It will obliterate a goodly chunk of a downport. At least the one we used did. Unfortunately, it also pissed off the subsector (or sector, don't recall) head of a megacorp. He proceeded to chase us through a years worth of gaming, until he finally wanted to make it VERY personal, and was killed in a run-in with a claymore-wielding (the sword, not the explosive) heavy-worlder.

The key is to drop it from an open hatch on the ship as it is lifting. You want the longest delay possible, and you need to close the hatch very quickly. And, you will need to have some of your aft plating replaced, eventually.
 
Yeah, maybe a little scaled back from biting off a big hunk 'o starport. Scoring a few hits on a Far Trader would be fine, though. So, perhaps the equivalent firepower of a starship missile, in a fragmentation package?
 
Originally posted by robject:
Yeah, maybe a little scaled back from biting off a big hunk 'o starport. Scoring a few hits on a Far Trader would be fine, though. So, perhaps the equivalent firepower of a starship missile, in a fragmentation package?
Sorry to disappoint everyone involved, but even at TL-18 missile warheads are a bit bigger than that. HOW-ever, a nice .1 kiloton nuclear warhead is only 7cm in diameter- bigger than a standard frag grenade, but not impractically so. Obliterate everything within 30 meters, and get about a 50-meter wide crater- good thing Battle Spandex ups your throw distance, or you could be a contended for the 5881 Darwin Awards.

Oh yeah, and it has to be carried in a damper box too. Should end up being belt-pouched sized- just make sure you don't run out of batteries while there's still nuclear material inside.
file_23.gif


Anybody else seeing shades of Paranoia here?
 
Okay.

Perhaps stuff from GURPS Ultratech could be useful in this, mainly the GTL 12+ stuff.

And I have a character for you, if you want to put her on that.
 
Originally posted by Jame:
Okay.

Perhaps stuff from GURPS Ultratech could be useful in this, mainly the GTL 12+ stuff.

And I have a character for you, if you want to put her on that.
Didn't even see this one. Yes, please.
 
Wow, nice to see this thread going again!

Rob, if you're still updating the site, I have some changes for the "Zap Guns" I designed back in The Day. I've managed to get my paws on a copy of Challenge 77, with the "Putting the Heat Back in Plasma" rules. The only stats that really change are damage and range, as follows:

Zap Gun, Mark 1:

Change Short Range to 200m and Damage to 40.

Super Zap Gun:

Change Short Range to 887m and Damage to 177. Lock up your daughters (and the side armor of your Trepida tanks, now that I look at it. Holy smokes.)

More coming, if you're still interested- I ginned up a bunch of stuff that I was intending to post before life intervened. I had decided that statting the nuclear hand grenade would be funny but useless, and was looking at a more reasonable pistol and a "noisy cricket" bulk 0 weapon.
 
Originally posted by ChaserCaffey:
</font><blockquote>quote:</font><hr />Originally posted by robject:
Yeah, maybe a little scaled back from biting off a big hunk 'o starport. Scoring a few hits on a Far Trader would be fine, though. So, perhaps the equivalent firepower of a starship missile, in a fragmentation package?
Sorry to disappoint everyone involved, but even at TL-18 missile warheads are a bit bigger than that. HOW-ever, a nice .1 kiloton nuclear warhead is only 7cm in diameter- bigger than a standard frag grenade, but not impractically so. Obliterate everything within 30 meters, and get about a 50-meter wide crater- good thing Battle Spandex ups your throw distance, or you could be a contended for the 5881 Darwin Awards.

Oh yeah, and it has to be carried in a damper box too. Should end up being belt-pouched sized- just make sure you don't run out of batteries while there's still nuclear material inside. </font>[/QUOTE]Errrummmm, I think you're off by a couple orders of magnitude. 0.1kT is 100 tons TNT equivalent. 50+ times as powerful as the KC fertilizer/fuel bomb.

I believe it would vaporize a city block and leave a 200m crater.

It wouldn't need a damper box, it would need some kind of inverse-damper to make it work. Otherwise you just get a hot lump of radioctive metal.
 
I wasn't using actual science. I was using the effects listed on the FF&S1 tables. Very different animals. :D And actually, you're right- it wouldn't need a damper box, just a shielded chamber.
 
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