Alternity to T20 conversions...

mroberon1972

First Post
All right! I've taken some more data into account, and have balanced the equipment to work in T20 better!

I'm going to unload several new Alternity items in this topic for some of you to enjoy. After a mind shattering 3 days of study on the ship building and combat rules, I have converted the DarkMatter Reactor, StarDrive, and Induction Drive from Alternity.
I was going to convert weapons from Alt to T20, but they more or less matched up fairly well already. The ranges differ some, but overall work.

Try these on for size:

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DarkMatter Reactor

TL -: 16
Cost: MCr5 per ton of reactor
Size: as small as 1 ton
EP -: Provides 3 EP per ton of reactor
Fuel: Lasts six months - KCr25 per ton of reactor

Dark matter technology presumes that nonbaryonic dark matter may have properties unknown to 20th century science. Specifically, dark matter can undergo a decay process similar to radioactive decay in which energy is released by the transformation of dark matter to “normal matter”. The mass reactor harnesses this fantastic energy. Like the antimatter reactor, the mass reactor requires no fuel tank; the dark matter and its containment device is already included. The mass reactor requires refueling about once every six months, at a cost equal to KCr25 per ton of the reactor.

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Induction Drive

TL -: 16 (for all levels)
Cost: See Below
Size: See Below
EP -: See Below
Fuel: EP only

Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.

2-G Induction Drive unit: Cost of MCr3, uses 1 ton of space, and needs 1 EP of power per round. Maximum acceleration of 2-G per round.

4-G Induction Drive unit: Cost of MCr3.5, uses 2.5 tons of space, and needs 1.5 EP of power per round. Maximum acceleration of 4-Gs per round.

6-G Induction Drive unit: Cost of MCr4, uses 4 tons of space, and needs 2 EP of power per round. Maximum acceleration of 6-Gs per round.

8-G Induction Drive unit: Cost of MCr5.5, uses 5.5 tons of space, and needs 2.5 EP of power per round. Maximum acceleration of 8-Gs per round.

10-G Induction Drive unit: Cost of MCr7, uses 7 ton of space, and needs 3 EP of power per round. Maximum acceleration of 10-Gs per round.

12-G Induction Drive unit: Cost of MCr8.5, uses 8.5 ton of space, and needs 3.5 EP of power per round. Maximum acceleration of 12-G per round.

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StarDrive

TL -: 16
Cost: MCr10 per drive unit needed
Size: 2.5 tons per drive unit needed
EP -: See Below
Fuel: Powered only by DarkMatter Reactor

The stardrive creates a short-lived, controlled singularity that drops the ship out of normal space and into drivespace, a parallel dimension tied to the real universe. All drivespace submergences last for 121 hours (about five days). A stardrive must be coupled to a mass reactor; no other power system can energize a stardrive. Like the hyperdrive or jump drive, a ship powered by a stardrive must plot its jump carefully; it can’t maneuver once it enters drivespace, and nothing can interfere with its progress until it arrives at its destination. The maximum range of a StarDrive is 50 light years. Other than that, A ship is only limited in how far it can go by the amount of power it's DarkMatter reactor can provide.

A StarDrive contains a hardwired computer core for processing jumps and running the drive. It processes all Starfall data and only needs the final formula for the destination. This means that the system only needs one level of computer per 10 light years of the jump. For example: It only takes a Model/5 to jump 50 light years.

It takes 3EP per ton of stardrive (7.5 per DU) to charge the hull of the ship for the jump into drivespace. In addition, enought power must be directed to the drive to open the hole into drivespace for the ship to fall through.

LY EP COST
-- -------
05 50
10 100
15 250
20 500
25 750
30 3,000
35 10,000
40 30,000
45 100,000
50 300,000

Thus a ship of 1000 tons would need:

50 tons of stardrive.

200 EP to starfall 5 light years... (7% hull for power)
250 EP to starfall 10 light years... (9% hull for power)
400 EP to starfall 15 light years... (14% hull for power)
650 EP to starfall 20 light years... (22% hull for power)
900 EP to starfall 25 light years... (30% hull for power)
3150 EP to starfall 30 light years... (105% hull for power)

Basicly, the larger the ship, the more power in can provide, and the longer the starfall. Only the largest ships can starfall the full 50 light years in one jump.

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Please, If you guys have any comments or ideas, not to mention problems with any of the stats I just uploaded, just drop the message here.

(This message was editied for: Clairity of content, adjustments in stats, and added more information.)
(Just added information on the StarDrive: Computer Model needed...)
 
Last edited:

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Here are two more items for your ships:

Here are two more items for your ships:

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Damage Control (Defensive System)

TL -: 10 base
Cost: kCr250 per ton
Size: 1 Armor Factor per Damage Control Level (DCL)
EP -: 1 per ton of the Damage Control

While all ships are equipped with some damage control provisions, this system represents a sophisticated and complete approach to compensating for damage. It includes redundant systems, casualty control modes for major machinery, extra compartmentation, repair materials, and advanced monitoring systems throughout the ship.

This system provides a -1 per DCL to the DC of repair checks when fixing ship systems.

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Deflection Inducer (Defensive System)

TL -: 15, +1 per five Deflection Inducer Levels
Cost: MCr1.5 per ton
Size: 1 Armor Factor per Deflection Inducer Level (DIL)
EP -: 2 per ton of the Deflection Inducer systems

The deflection inducer surrounds the ship in belts of gravitational energy intense enough to bend beam weapons away from the ship and stop projectiles cold. This system effects all physical and energy weapons, including Meson based weapons.

This system provides an AC bonus of +1 and a +2 Damage Reduction (page 148 of T20, DAMAGE) per Deflection Inducer Level. This also provides 2 points of damage reduction per level.

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Anyone enjoying these yet?
 


Drivesat Comm Array (Communication System)

Drivesat Comm Array (Communication System)

TL -: 16
Cost: MCr5000 total
Size: 1500 tons (total) (20 per sat, 800 for control system)
EP -: 300 EP (total)

This massive installation provides Gravity Age ships or stations with a very potent capability: interstellar communications. The drivesat array consists of a constellation of 35 drive satellites: small stardrive-equipped transmitters that enter drivespace, transmit and receive messages, and then surface again. It enables FTL comms with a range of 50 light-years. Any signal takes 11 hours to reach its destination. Naturally, only a ship or station similarly equipped can receive the drivesat’s signal. To transmit and receive messages, the ship must remain stationary. If the ship moves while its drivesats are cycling, 10–40 percent (d4 x 10 percent) of its constellation will be lost in drivespace. The ship cannot transmit or receive while it’s in drivespace itself. Despite these limitations, the drivesat array is about the best way to send a message to another star system at TL 16.

This is the same system that a Drivesat Communication Relay uses. It is usually a station of 3000 tons total (leaving 1500 for living space and secondary equipment).
 

Mass Transceiver(Communication System)

Mass Transceiver(Communication System)

TL -: 16
Cost: x5 base comm cost factor (T20-p264)
Size: x2 base comm size (T20-p264)
EP -: N/A

This device can transmit instantaneously to any point up to a max range of 1000 AU (Only in the same star system), with no “lag” due to FTL limitations. However, is has a +2 to the model number needed, just like a Meson Communication system. A ship must be equipped with a mass transceiver to receive mass-burst communications.
 

Mass Detector (Sensor System)

Mass Detector (Sensor System)

TL -: 16
Cost: +100% base comm cost factor (T20-p264)
Size: +100% base comm size (T20-p264)
EP -: N/A

This device detects targets through their gravitational signatures. Even though a spaceship has an infinitesimal mass compared to a planet, a sufficiently sensitive sensor can determine its bearing and approximate range by measuring the target’s influence on the sensing ship.

This device can detect objects at a range of -2 on the range chart (Model/5 detects at Medium range). At -4 on the range, it can begin detecting the shape and profile of the target. At -6 on the range, it can begin mapping the target (how many decks, where are the walls, what is the most massive section of the ship, etc...)
 

Spectroanalyzer (Sensor System)

Spectroanalyzer (Sensor System)

TL -: 16
Cost: +100% base comm cost factor (T20-p264)
Size: +100% base comm size (T20-p264)
EP -: N/A

While the spectroanalyzer isn’t useful as a targeting sensor, it is a powerful analytical tool. It combines spectrum analysis of visible light, radar mapping, and precise mass measurements to create a profile of a planet or space object.

This device can detect objects at a range of -1 on the range chart (Model/5 detects at Long range). At -3 on the range, it can begin detecting the energy levels and power profile of the target (are the weapons hot, how bad did we damage them, etc...). At -5 on the range, it can begin assessing the target (How much power is the reactor generating, what level of power are the guns using, etc...)

This sensor system also gives a +4 sensor bonus to the P/Survey skill for Stellar, System, and Planetary data.
 

Fabrication Facility (Fittings Area)

Fabrication Facility (Fittings Area)

TL -: 14
Cost: MCr50
Size: 50 tons per unit
EP -: 15 EP per unit

This facility is a large, automated workshop with a manufacturing computer that holds design specs for thousands of useful devices and critical machinery. Virtually any part or component of the ship can be duplicated by the fabrication facility. Not only is the facility useful for creating special-purpose tools, furniture, or repair parts, it also makes possible the repair of mortal damage to the ship without returning to a shipyard.

Please note: This system needs raw materials for production. It can process one ton of raw materials per day per unit of Fabrication Facility. For every ton of raw materials, it can produce 1 cubic meter (100 vl of vehicle, or 50 hand held items) of finished products that the facility knows how to produce. The Game master decideds what can be produced with this system.
 

Keep it coming!

This is GREAT! I loved Alternity and while I have a LOT of Traveller stuff, I’ve never run a campaign. As soon as I get my hands on T20 I’ll be able to make sense of what you’ve posted.
 

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