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Help! Need some descriptions and stats for ...

ACK!!

SOC-12
I am kind of screwed here. Don't have Megatraveller anymore. Wanted to include eventually, possibly the following two items. However, I do not have the stats or descriptions for them anymore.

Nueral weapons -- What are the stats and descriptions for what the weapons do and how to do with damage etc...

White Globe Generator -- Are they black globes without the flicker rate stuff? How do they work? I do not even remember them being covered that well but I am curious.

I am using basic classic traveller rules with lots of Andy Slack house rules and one house rule from Traveller Central.

Thanks ahead of time.
 
I am kind of screwed here. Don't have Megatraveller anymore. Wanted to include eventually, possibly the following two items. However, I do not have the stats or descriptions for them anymore.

Nueral weapons -- What are the stats and descriptions for what the weapons do and how to do with damage etc...

White Globe Generator -- Are they black globes without the flicker rate stuff? How do they work? I do not even remember them being covered that well but I am curious.

I am using basic classic traveller rules with lots of Andy Slack house rules and one house rule from Traveller Central.

Thanks ahead of time.
 
I am kind of screwed here. Don't have Megatraveller anymore. Wanted to include eventually, possibly the following two items. However, I do not have the stats or descriptions for them anymore.

Nueral weapons -- What are the stats and descriptions for what the weapons do and how to do with damage etc...

White Globe Generator -- Are they black globes without the flicker rate stuff? How do they work? I do not even remember them being covered that well but I am curious.

I am using basic classic traveller rules with lots of Andy Slack house rules and one house rule from Traveller Central.

Thanks ahead of time.
 
Neural pistol-TL16-length 0.3-volume 0.6-weight (ul) 0.5-ammo weight 0.5-cost 225000Cr-ammo cost 30000Cr
fires as a handgun task
Neural rifle-TL16-length 0.5-volume 0.8-weight (ul) 1.5-ammo weight 1.0-cost 125000Cr-ammo cost 50000Cr
fires as a rifle task

Neural weapons have a penetration of 10, if this is equal or better than the target armour value then the effect is-
on exceptional success-target unconscious
normal success-2d mishap
marginal success-3d mishap

mishap effects-
superficial-disorientation for 1 round
minor-disorientation for d6 rounds
major-treat as a psionic asssault
destroyed-target dies


Hope this helps.
 
Neural pistol-TL16-length 0.3-volume 0.6-weight (ul) 0.5-ammo weight 0.5-cost 225000Cr-ammo cost 30000Cr
fires as a handgun task
Neural rifle-TL16-length 0.5-volume 0.8-weight (ul) 1.5-ammo weight 1.0-cost 125000Cr-ammo cost 50000Cr
fires as a rifle task

Neural weapons have a penetration of 10, if this is equal or better than the target armour value then the effect is-
on exceptional success-target unconscious
normal success-2d mishap
marginal success-3d mishap

mishap effects-
superficial-disorientation for 1 round
minor-disorientation for d6 rounds
major-treat as a psionic asssault
destroyed-target dies


Hope this helps.
 
Neural pistol-TL16-length 0.3-volume 0.6-weight (ul) 0.5-ammo weight 0.5-cost 225000Cr-ammo cost 30000Cr
fires as a handgun task
Neural rifle-TL16-length 0.5-volume 0.8-weight (ul) 1.5-ammo weight 1.0-cost 125000Cr-ammo cost 50000Cr
fires as a rifle task

Neural weapons have a penetration of 10, if this is equal or better than the target armour value then the effect is-
on exceptional success-target unconscious
normal success-2d mishap
marginal success-3d mishap

mishap effects-
superficial-disorientation for 1 round
minor-disorientation for d6 rounds
major-treat as a psionic asssault
destroyed-target dies


Hope this helps.
 
Hi,

see below, please.

Originally posted by ACK:
I am kind of screwed here. Don't have Megatraveller anymore. Wanted to include eventually, possibly the following two items. However, I do not have the stats or descriptions for them anymore.

Nueral weapons -- What are the stats and descriptions for what the weapons do and how to do with damage etc...

White Globe Generator -- Are they black globes without the flicker rate stuff? How do they work? I do not even remember them being covered that well but I am curious.

I am using basic classic traveller rules with lots of Andy Slack house rules and one house rule from Traveller Central.

Thanks ahead of time.
Neural guns:
Diff as handgun. Max range long.
Pen 10 for all ranges.
Exp. success: target uncon.
normal success: 2D mishap
marginal suc. : 3D mishap

Mishaps:
supefical: 1 CR disorientation
minor: 1D CR "
major: Psi mind assault strength 10
destroyed: death of target

Whiteglobes:
Pretty the same as black ones but you can
see out, use sensors, etc...

Regards,

Mert
 
Hi,

see below, please.

Originally posted by ACK:
I am kind of screwed here. Don't have Megatraveller anymore. Wanted to include eventually, possibly the following two items. However, I do not have the stats or descriptions for them anymore.

Nueral weapons -- What are the stats and descriptions for what the weapons do and how to do with damage etc...

White Globe Generator -- Are they black globes without the flicker rate stuff? How do they work? I do not even remember them being covered that well but I am curious.

I am using basic classic traveller rules with lots of Andy Slack house rules and one house rule from Traveller Central.

Thanks ahead of time.
Neural guns:
Diff as handgun. Max range long.
Pen 10 for all ranges.
Exp. success: target uncon.
normal success: 2D mishap
marginal suc. : 3D mishap

Mishaps:
supefical: 1 CR disorientation
minor: 1D CR "
major: Psi mind assault strength 10
destroyed: death of target

Whiteglobes:
Pretty the same as black ones but you can
see out, use sensors, etc...

Regards,

Mert
 
Hi,

see below, please.

Originally posted by ACK:
I am kind of screwed here. Don't have Megatraveller anymore. Wanted to include eventually, possibly the following two items. However, I do not have the stats or descriptions for them anymore.

Nueral weapons -- What are the stats and descriptions for what the weapons do and how to do with damage etc...

White Globe Generator -- Are they black globes without the flicker rate stuff? How do they work? I do not even remember them being covered that well but I am curious.

I am using basic classic traveller rules with lots of Andy Slack house rules and one house rule from Traveller Central.

Thanks ahead of time.
Neural guns:
Diff as handgun. Max range long.
Pen 10 for all ranges.
Exp. success: target uncon.
normal success: 2D mishap
marginal suc. : 3D mishap

Mishaps:
supefical: 1 CR disorientation
minor: 1D CR "
major: Psi mind assault strength 10
destroyed: death of target

Whiteglobes:
Pretty the same as black ones but you can
see out, use sensors, etc...

Regards,

Mert
 
Now that is a quick response.

Thanks everyone.

I think I will keep the other great progression in Megatraveller the Distengrator spinal mounts out of my game now.

Wow. The nueral weapons are very neat. I have to find a really appropriate place to bring them in.

Thanks again.
 
Now that is a quick response.

Thanks everyone.

I think I will keep the other great progression in Megatraveller the Distengrator spinal mounts out of my game now.

Wow. The nueral weapons are very neat. I have to find a really appropriate place to bring them in.

Thanks again.
 
Now that is a quick response.

Thanks everyone.

I think I will keep the other great progression in Megatraveller the Distengrator spinal mounts out of my game now.

Wow. The nueral weapons are very neat. I have to find a really appropriate place to bring them in.

Thanks again.
 
White globes don't flicker unless used to mimic background emissions, they absorb all incoming active sensor and weapon energy which can then be radiated from an unused part of the globe stored in capacitors or used to power the globed ship's weapons, sensors, maneuver drive etc.

The globed ship can maneuver, use sensors and fire weapons as normal from inside the field.

MT lists them as;

UCP1-TL20-100Mw-30m3-25t-900Mcr
UCP2-TL20-200Mw-40m3-30t-910Mcr
UCP3-TL20-300Mw-55m3-35t-950MCr
UCP4-TL21-400Mw-30m3-20t-800Mcr
UCP5-TL21-500Mw-40m3-30t-850Mcr
UCP6-TL21-600Mw-55m3-35t-900MCr

Hope this helps.

By the way, why do you need the stats of such high tech items?
file_23.gif
 
White globes don't flicker unless used to mimic background emissions, they absorb all incoming active sensor and weapon energy which can then be radiated from an unused part of the globe stored in capacitors or used to power the globed ship's weapons, sensors, maneuver drive etc.

The globed ship can maneuver, use sensors and fire weapons as normal from inside the field.

MT lists them as;

UCP1-TL20-100Mw-30m3-25t-900Mcr
UCP2-TL20-200Mw-40m3-30t-910Mcr
UCP3-TL20-300Mw-55m3-35t-950MCr
UCP4-TL21-400Mw-30m3-20t-800Mcr
UCP5-TL21-500Mw-40m3-30t-850Mcr
UCP6-TL21-600Mw-55m3-35t-900MCr

Hope this helps.

By the way, why do you need the stats of such high tech items?
file_23.gif
 
White globes don't flicker unless used to mimic background emissions, they absorb all incoming active sensor and weapon energy which can then be radiated from an unused part of the globe stored in capacitors or used to power the globed ship's weapons, sensors, maneuver drive etc.

The globed ship can maneuver, use sensors and fire weapons as normal from inside the field.

MT lists them as;

UCP1-TL20-100Mw-30m3-25t-900Mcr
UCP2-TL20-200Mw-40m3-30t-910Mcr
UCP3-TL20-300Mw-55m3-35t-950MCr
UCP4-TL21-400Mw-30m3-20t-800Mcr
UCP5-TL21-500Mw-40m3-30t-850Mcr
UCP6-TL21-600Mw-55m3-35t-900MCr

Hope this helps.

By the way, why do you need the stats of such high tech items?
file_23.gif
 
Originally posted by Sigg Oddra:


Hope this helps.

By the way, why do you need the stats of such high tech items?
file_23.gif
Thanks its a lot of help.

My group is not playing in some way back milleu.

They are going to be veterans of Fifth Frontier War and adventure between that war and the start of the Rebellion.

Yeah, its not that many years and space travel takes lots of calendar time. But that is ok. I just did not feel like doing some past time and there is sad gap between TNS entries for 1112 and 1116 that is too nice to just ignore.

Why the high tech stuff? I feel like the nueral weapons can be a nice odd little thing to throw at them later on thinking about having a Zho spy using that sort of weapon. Plus there are only so many truly canon high tech style weapons (ones we do not have today) so the nueral weapon has the neato factor without being a balance basher if the PCs accidently get a hold of it.

I was also thinking of spicing up the weapons lists with recoilless weapons, flechette weapons and accelerator pistols. I looked at this BITS document that had a couple of weapons created with Fire, Fushion and Steel that got me thinking.

What about the White Globe Generator? They are just too neat not to ask about. Plus there is one part of the campaign where I want them to take a trip on a capital ship and I was trying to think of a way to impress the players with its abilities. The whole campaign is kind of a root-out-the-terroists theme thing going. So, I was thinking that the terroists set up this trap to take out the capital ship. Have not thought up all of this but I wanted to figure out a way to display a white globe generator in action. I could have asked about the distenagrator spinal mount but I know what it does. It makes things disentegrate!
 
Originally posted by Sigg Oddra:


Hope this helps.

By the way, why do you need the stats of such high tech items?
file_23.gif
Thanks its a lot of help.

My group is not playing in some way back milleu.

They are going to be veterans of Fifth Frontier War and adventure between that war and the start of the Rebellion.

Yeah, its not that many years and space travel takes lots of calendar time. But that is ok. I just did not feel like doing some past time and there is sad gap between TNS entries for 1112 and 1116 that is too nice to just ignore.

Why the high tech stuff? I feel like the nueral weapons can be a nice odd little thing to throw at them later on thinking about having a Zho spy using that sort of weapon. Plus there are only so many truly canon high tech style weapons (ones we do not have today) so the nueral weapon has the neato factor without being a balance basher if the PCs accidently get a hold of it.

I was also thinking of spicing up the weapons lists with recoilless weapons, flechette weapons and accelerator pistols. I looked at this BITS document that had a couple of weapons created with Fire, Fushion and Steel that got me thinking.

What about the White Globe Generator? They are just too neat not to ask about. Plus there is one part of the campaign where I want them to take a trip on a capital ship and I was trying to think of a way to impress the players with its abilities. The whole campaign is kind of a root-out-the-terroists theme thing going. So, I was thinking that the terroists set up this trap to take out the capital ship. Have not thought up all of this but I wanted to figure out a way to display a white globe generator in action. I could have asked about the distenagrator spinal mount but I know what it does. It makes things disentegrate!
 
Originally posted by Sigg Oddra:


Hope this helps.

By the way, why do you need the stats of such high tech items?
file_23.gif
Thanks its a lot of help.

My group is not playing in some way back milleu.

They are going to be veterans of Fifth Frontier War and adventure between that war and the start of the Rebellion.

Yeah, its not that many years and space travel takes lots of calendar time. But that is ok. I just did not feel like doing some past time and there is sad gap between TNS entries for 1112 and 1116 that is too nice to just ignore.

Why the high tech stuff? I feel like the nueral weapons can be a nice odd little thing to throw at them later on thinking about having a Zho spy using that sort of weapon. Plus there are only so many truly canon high tech style weapons (ones we do not have today) so the nueral weapon has the neato factor without being a balance basher if the PCs accidently get a hold of it.

I was also thinking of spicing up the weapons lists with recoilless weapons, flechette weapons and accelerator pistols. I looked at this BITS document that had a couple of weapons created with Fire, Fushion and Steel that got me thinking.

What about the White Globe Generator? They are just too neat not to ask about. Plus there is one part of the campaign where I want them to take a trip on a capital ship and I was trying to think of a way to impress the players with its abilities. The whole campaign is kind of a root-out-the-terroists theme thing going. So, I was thinking that the terroists set up this trap to take out the capital ship. Have not thought up all of this but I wanted to figure out a way to display a white globe generator in action. I could have asked about the distenagrator spinal mount but I know what it does. It makes things disentegrate!
 
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