Energy Swords
Referred to by a number of different names, these energy swords are the ultimate in melee weapons, and in the hands of a trained user can even be used to defend against ranged attacks.
A common design utilizes a gravitic field to create a variably-solid containment sheath for a powerful continuous ion, laser, or fusion stream. The gravitic field shapes the energy, gives solidity when blocking or parrying, and the energy stream is otherwise allowed to burn things touched. Basic models use a thumb switch to control the field’s mode. Others have a gravitically solid center. Older designs simply have an on/off toggle.
The resulting “lasersword” or “plasmablade” has incredible destructive capabilities. It can cut through bulkheads, vaporize projectiles mid-flight, ignite flammable material, and reflect energy blasts. The light weight of the energy “blade” means these are very fast weapons, good for lightning-quick strikes, blocks, and parries. The wielder’s melee (blade) score is considered to be +1 for the purposes of reducing the attacker’s attack role when parrying. Parries can also be made against ranged attacks with these weapons. For example – a character wielding one of thees laser-swords with the skill melee (blade) 2 would reduce the attacker’s roll by 3 points when they used the parry action.
These blades also allow a new type of reaction, known to the laser-saber masters as the “bunt block” (the origin of this phrase is lost to time). When successfully parrying a projectile attack with one of these weapons, the wielder can then make a difficult (-6) melee (blade) skill check to redirect the attack against a nearby target. Target reactions to dodge and rules for cover apply as though this were a regular attack roll.
Some of these weapons utilize specially tuned psionic crystals to allow psychic users to channel their mental powers into the weapons. Due to the nature of the psi-crystal’s tuning, these generally need to be purpose-built, either by the wielder, or by one versed in psionic crystallography. These versions add the wielder’s psionic attribute bonus to attack rolls and damage dealt and increase the cost of the weapon by %50.
At the referee’s discretion untrained users who bungle while wielding these blades might accidentally dismember or maim themselves.
Some versions include advanced safety controls that modulate the gravitic containment field in such a way that the wielder cannot hit themselves with the blade. A gravimetric sensor attached to a purpose-built safety computer controls the field, connected to an additional gravitic field that prevents the energy blade from touching whoever is holding the hilt. This safety feature increases the cost of the weapon by %30.
Long-handled energy spears are a variation on these weapons, but due to their shorter blades are not as good for defense, and give no bonus on parries. Short-bladed energy dirks are also sometimes built for close-quarter fighting, but are also not as useful for defense. Neither are usable for parrying ranged attacks – only the swords allow enough coverage.
Energy Swords
Weapon – TL, Required Skill, Damage, Heft, Cost (Cr.), Mass (Kg), Special
Basic – TL 14, melee (blades), 3d6 damage, 0 heft, 3,000 Cr., 2 Kg, Ultra-AP (ignores 6 points of armor)
Advanced – TL 15, melee (blades), 4d6 damage, 0 heft, 5,000 Cr., 2 Kg, Ultra-AP (ignores 8 points of armor)
Supreme – TL 16, melee (blades), 5d6 damage, 0 heft, 10,000 Cr., 2 Kg, Ultra-AP (ignores 10 points of armor)
Psi-crystal – TL 16, melee (blades), 5d6 + Psi modifier damage, 0 heft, 15,000 Cr., 2 Kg, Ultra-AP (ignores 10 points of armor)
Posted in Equipment, Traveller and tagged weapon by Adam A. Thompson with no comments yet.
Kraken – heavy quadruped amphibious walker
Designed to defend static emplacements or settlements from land, sea, or air units, these massive four-legged combat walkers have a heavily armored hull that is streamlined for underwater movement. This allows them to also serve as fire-support platforms assisting amphibious assaults, or to attack boats and naval forces from the darkness of the sea.
The primary armament of the Kraken is an immense 35 mm mass driver. Mounted in a turret and fired from the walker’s stable four-legged chassis this mass driver has a range of 25 kilometers and is capable of destroying almost any target smaller than an armored spaceship.
For attacking targets while under the water, the Kraken uses a “blue-green” laser cannon that is wavelength-tuned for optimal sub-marine range in a small chin turret, typically operated by the Kraken’s commander.
Finally, to strike airborne targets, they mount an anti-aircraft TAC missile with a range of 50 kilometers. On an external hard point, it can instead carry an anti-armor or anti-personnel TAC missile. (more…)
Posted in Equipment, Traveller and tagged mech by Adam A. Thompson with no comments yet.
Einhorn – heavy quadruped combat walker
A larger, updated successor to the venerable Quarterhorse mech chassis, the Einhorn class combat walker also saw extensive use at the dawn of the stellar era. Like the Quarterhorse, they mount the main weapon in a small forward turret, in this case a gatling laser with a range of 5 km. Mission versatility is achieved through two light TAC missile hard points, which can carry anti-armor, anti-personnel, or anti-air missiles as needed.
They are still sometimes used as command units due to their long-range communications, heavy armor, and extensive defensive systems. On the battlefields of the Inheritance wars they were frequently deployed to provide fire support and anti-air cover for lances of Quarterhorse mechs.
Einhorn | heavy quadruped combat walker with long range air defense capabilities |
System | Details |
Cost (Cr.) | 1,314,200 |
TL | 10 |
Skill | drive (walker) |
Agility | 0 |
Speed | 80 kph |
Range | 300 km |
Crew | 1 |
Cargo | none |
Open | no |
Hull | 6 |
Structure | 7 |
Armor | 40, (60 front, 40 left and right, 20 rear, 40 top, 40 bottom, 60 turret front, 40 turret sides, 20 turret rear) |
Shipping Size | 30 tons |
Height (m.) | 8 |
Weapons | light turret with TL 8 gatling laser (6d6, auto 2, distant range) |
2 hard points for light TAC missiles (missiles not included) | |
Extras | AFV |
extra legs (+1 drive on rough or uneven ground, +1 to hit) | |
laser anti-missile system (TL 10, +1 to negate hits) | |
advanced controls (+1 agility) | |
advanced sensors (+2, very distant) | |
standard navigation (+2) | |
TL 10 communications (encrypted continental) | |
long term life support | |
flares | |
prismatic aerosol | |
extra armor x 4 |
Posted in Equipment, Traveller and tagged mech by Adam A. Thompson with no comments yet.
Combat Walkers of the Confederation of Planets – Quarterhorse
These combat walkers, or “mechs” as they are more commonly called, are old tech level (TL) 9 and 10 designs used by the Confederation of Planets in wars past. Occasional examples of these vehicles show up in the planetary defense forces of Confederation worlds, in the private armies of mercenaries, and in the hands of rich collectors of expensive weapons. Others are seen in the form of copies, variants, and equivalents on low-tech worlds.
Quarterhorse – light quadruped military walker
A basic four-legged mech, the Quarterhorse is relatively fast, very sure-footed, and provides a nimble firing platform for its heavy autocannon. Good out to a range of about 500 meters, the autocannon can threaten most light or medium armored units.
Still used for patrols or perimeter defense, they were mainly used in assaults as infantry support vehicles. Their, agility, build, and high forward turret placement give their “mech-jockeys” the ability to crouch the mech behind cover and pop up to fire.
Quarterhorses are sometimes mockingly referred to as “poor planeteer’s battle armor”, as they provide protection and armament similar to the powered personal armor of higher-technology forces at a fraction of the price.
Lacking life-support, pilots using them in hostile environments must wear vac suits or otherwise make arrangements for their respiration.
Quarterhorse | light quad military walker, general purpose |
Cost | 428,000 Cr. |
TL | 9 |
Skill | drive (walker) |
Agility | +2 |
Speed | 102.5 kph |
Range | 300 km |
Crew | 1 |
Cargo | none |
Open | no |
Hull | 2 |
Structure | 3 |
Armor | 20 (30 turret front, 10 turret rear) |
Shipping Size | 10 tons |
Height | 2 meters |
Weapons | small turret with
|
Extras | AFV |
2 extra legs (+1 DM on rough terrain, +1 DM to attack rolls) | |
advanced controls (+1 agility) | |
basic navigation (+1) | |
TL 6 communications | |
advanced sensors (+2 bonus, very distant range) | |
increased speed |
Posted in Equipment, Traveller, Vehicle and tagged mech by Adam A. Thompson with no comments yet.
The Mutane of Ruwa’duniya
Homeworld: Ruwa’duniya
Race: The Mutane
Backstory:
Appearance:
Posted in Race, Traveller and tagged alien race, aquatic by Andrew Kickertz with no comments yet.