Alternity to T20 conversions...

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.

Thanks, That's about all of the ship hardware that is "must have". Now i need to work on several other areas:

Cyberware equipment and rules (Mechalus need them)

Personal Equipment

Common personal weapons

Race conversions

And anything else I have not thought of yet... Lucky my players are already in a D&D game and I have plenty of time to get finished...
 

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Very nice work!!! Thank you.

Over the last twenty years I have only had a passing familiarity with the details and timeline for CT.

I'm assuming the Stardrive campaign setting would be a much more advanced tech level than CT???

Are you planning on using the T20 system to continue your Alternity campaign then?

Please tell me you live in Florida?
 

Kentucky, Actually...

Kentucky, actually...

Yes, going to transfer over all of the basic setting information for ASD (Alternity Star Drive) and begin running a game in for my players. Actually, It's fairly easy to x-fer once you get the hang of them both.
 


Induction engines

After reading more on the StarDrive Speed and distance ratios, I have come to the conclusion I was wrong about the way I did them. It sems that stardrive vessels move on a scale far removed from travellers G based system. Induction

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.

1-AU Induction Drive unit: Cost of MCr3, uses 1 ton of space, and needs 1 EP of power per round. Maximum acceleration of 1MM (Mega Meter) per round. Crusing speed of 1-AU per hour (14% Lightspeed).

2-AU 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 2MM per round. Crusing speed of 2-AU per hour (28% Lightspeed).


3-AU Induction Drive unit: Cost of MCr4, uses 4 tons of space, and needs 2 EP of power per round. Maximum acceleration of 3MM per round. Crusing speed of 3-AU per hour (42% Lightspeed).


4-AU 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 4MM per round. Crusing speed of 4-AU per hour (56% Lightspeed).


5-AU Induction Drive unit: Cost of MCr7, uses 7 ton of space, and needs 3 EP of power per round. Maximum acceleration of 5MM per round. Crusing speed of 5-AU per hour (70% Lightspeed).


6-AU 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 6MM per round. Crusing speed of 6-AU per hour (84% Lightspeed).

At manuvering speeds, a ship is running at nearly 2.5% its crusing speed. What it seems is that while the drive can allow a ship to move at a major percentage of the speed of light in a straight line, it is incapable of allowing maneuvering of more than 2.5% of that per 6 second round. This means it would take nearly 4 minutes to slow down from crusing speed to maneuver speed. Of course, The sensor ranges involved would allow that.
I would assume that all ships capable of such speeds would have some kind of deflector that allows it to slice through normal space without being destroyed by cosmic dust...

I will probably reduce the crusing speed to 10% (1.4% Light speed per level) in order to keep some travel time involved. Otherwise, it will be: "Blink! We're there!"...
 
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