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What's the best system for doing Star Trek?
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<blockquote data-quote="aramis erak" data-source="post: 6640413" data-attributes="member: 6779310"><p>Doubtful. It will have all the issues of Prime Directive's "Not Really Trek" and/or "Only TOS/TAS", coupled with Mongoose Traveller's poor handling of stun weapons and mediocre ship combat. Further, it's likely to use the point build option, thus losing the most distinctive part of Traveller.</p><p></p><p><a href="http://zozer.weebly.com/uploads/3/4/3/3/3433372/uss_high_guard.pdf" target="_blank">http://zozer.weebly.com/uploads/3/4/3/3/3433372/uss_high_guard.pdf</a> has a good CGen sequence for modification of CT Bk 5. It lacks implementation of characters, so it's only a start point. </p><p></p><p>Using MGT Core and Bk2, the Fed CA is roughly 17,000 Td, mounts 3 capital ship bridges, 6x PA bays, 2x heavy missile bays, a J6 Warp Drive (see CRB 109), PP 6, a bunch of sensor drones, and a roughly 325 ton shuttle bay (plus below deck storage for at least 4 shuttles). The shuttles are roughly 5 Td each, with warp and impulse drives; so they take about 12 Td in ready storage. Shields are white globes - treat as black globes that don't block sensors.</p><p></p><p>So, we need impulse drives - Call impulse about the same size as M-Drives, but requiring fuel at the same rate as the PP. </p><p>Plants are antimatter with small fusion backup plants.</p><p></p><p>For personal phasers - stun rating is 1d per setting (thus force 1 phaser stun is 1d of stun, which is the penalty to an End test to stay conscious). Higher ratings do about 2x (setting number -1)... noting that TNG hand phasers are limited to setting 16 for both pistol and rifles... but hand phasers get only (IIRC) 1-2 & 4-8. You can find the power use in the TNG Tech Manual. TOS era probably runs 1-2 & 4-6 for hand, 1-8 for pistol, and 1-12 for "rifle"... </p><p>Ranges should compare to about 2/3 of laser pistol, same as laser pistol, and same as laser carbine.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 6640413, member: 6779310"] Doubtful. It will have all the issues of Prime Directive's "Not Really Trek" and/or "Only TOS/TAS", coupled with Mongoose Traveller's poor handling of stun weapons and mediocre ship combat. Further, it's likely to use the point build option, thus losing the most distinctive part of Traveller. [url]http://zozer.weebly.com/uploads/3/4/3/3/3433372/uss_high_guard.pdf[/url] has a good CGen sequence for modification of CT Bk 5. It lacks implementation of characters, so it's only a start point. Using MGT Core and Bk2, the Fed CA is roughly 17,000 Td, mounts 3 capital ship bridges, 6x PA bays, 2x heavy missile bays, a J6 Warp Drive (see CRB 109), PP 6, a bunch of sensor drones, and a roughly 325 ton shuttle bay (plus below deck storage for at least 4 shuttles). The shuttles are roughly 5 Td each, with warp and impulse drives; so they take about 12 Td in ready storage. Shields are white globes - treat as black globes that don't block sensors. So, we need impulse drives - Call impulse about the same size as M-Drives, but requiring fuel at the same rate as the PP. Plants are antimatter with small fusion backup plants. For personal phasers - stun rating is 1d per setting (thus force 1 phaser stun is 1d of stun, which is the penalty to an End test to stay conscious). Higher ratings do about 2x (setting number -1)... noting that TNG hand phasers are limited to setting 16 for both pistol and rifles... but hand phasers get only (IIRC) 1-2 & 4-8. You can find the power use in the TNG Tech Manual. TOS era probably runs 1-2 & 4-6 for hand, 1-8 for pistol, and 1-12 for "rifle"... Ranges should compare to about 2/3 of laser pistol, same as laser pistol, and same as laser carbine. [/QUOTE]
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