Stardriver (old Tim Trav) Rules Conversions to D20(ish) D&D 3rd

This is all just a white paper attemped to come up with something we can use that fits into the ruleset. We need to add some skills but most DD transfers.


Weapon Cost(cr) Damage Critical Range Increment Weight(lbs) Type Notes
               
Gauss Pistol 200 1d10+2 x3 25 4 Piercing  
Gauss Rifle 400 1d10+4 x2 100 10 Piercing  
Gauss SMG 400 1d10+8 x3 25 8 Piercing  
Gauss Thumper 800 1d20 x4 120 12 Piercing  
Laser Pistol 150 1d10 x2 30 2 Piercing  
Laser Rifle 300 1d10 x2 120 4 Piercing  
Laser Carbin 350 1d10 x2 100 3 Piercing  
Laser SMG 400 1d10+4 x3 30 6 Piercing  
               
30mm Rocket Pistol 500 1d20 x3 100 4 Explosive  
               
Combat Knife 50 1d6 x2 0, throw 3 2 piercing  
               
Top Charge 50 1d20+20 x2 50 .5 explosive  
Mini-top 30 1d20+10 x2 20 .3 explosive  
               
Frag Granade 10 1d20+10 x2 40 2 explosive  
               
               
Armor              
BPC-A8   AC+8     1    
BPC-A12   AC+12     1    
BPC-A16   AC+16     4    
BPC-A20   AC+20     8    

Night Goggles         .5    
Hand Computer         2    
Command Com         2    
Multicom         1    
Minicom         0    
Radar Night Binoculars         2    
LCD Clipboard Hand Comp         1    
Grapple Pack(500m)         4    
Mini Grapple Pack(100m)         2    
Noise Cape         1    
Medic Pack         2    
Surgical         3    
Spy Kit         2    
Knife         .5    


Vehicle and starShip Combat: These are mostly the old charts...work in progress, ship combat needs lots of work.


Yea I am not 100% sure what to do about the combat levels in vehicles and spacefights...but here goes.

Firefight Matrix - Tanks, Walkers, Aircraft Etc. AC to hit      
Rockets
Cannons
Full\Flank Half/FWD Hidden/Anti-Detect
Rolling 22 26 40
Flying 26 28 40
Stationary/Infantry 18 24 28
       
Damage      
Roll Item Percentage Loss Infantry Loss
1-2 Track/leg/grav/fin 25% 10%
3-4 Track/leg/grav/fin 50% 20%
5-6 Track/leg/grav/fin 100% 30%
7-8 Secondary Weapon 50% 40%
9-10 Secondary Weapon 100% 50%
11-12 Primary Weapon 50% 60%
13-14 Primary Weapon 100% 70%
15-16 Power 25% 80%
17-18 Power 50% 90%
19-20 Control/Computer 100% 80%



Starship Combat Table for Traveller (AC to hit?)

These are the old charts

(the problem with starship combat is it is a whole different order of magnitude...skills and pluses

are fine but AC doesn't work well Seems like AC would be a whole order of magnitude up)


Roll To Hit(Ship AC?) Range   Range Optimum  
  Effective Normal Local Local/Critical
Base 15 15 10  
         
         
         
         
         

Ranges TDC (Travel distance at C(speed of light)) or about 300,000km.


----------Weapon Ranges--------------
Modifiers: Weapon Effective Optimum
Cloaked and Not Moving -20 Trico 0-300 10-60
Cloaked and Moving -15 Plasma 0-300 10-100
Cloaked w/Conning Tower -10 Disrupter 0-3 0-1
Attack Computer-Def Comp + Gun Skill Lance 0-300 100-300 Starcluser 0-300 10-60

D A M A G E
-Multiply % Damage by Attack Ship Size/Def Ship Size
-Trico Damage is 500/Defender Ship
-StarCluster is 5000/Defender Ship Size
-Flux Bomb is 100% to ships up to 500tons for all systems



---Roll---
Item (Roll Unless Local) Effective Local Local (if item is already gone follow -> to next) & Normal Local Critical
1-10 Battery: Battery->Cargo->Armor->Shields 25% 25% 100%
11-12 Weapon:Lance->Disrupter->Cannon->Torp 25% 25 % 100%
13-14 Drives: Man->Jump->Tac->FTL->Grav 25% 25% 100%
15-16 Control: Bridge->Avcon->Computer 25% 50% 100%
17-18 Power: Power Pile->Nuke Pile 50% 50% 100%
19 Critical: Weapon&Pile&Cargo 50% 100% 100%
20 Critical: Drive&Control&Pile 100% 100% Ship Blows

FEATS?

Military?

Free Trader?


SKILLS?


Hand to hand

Pistol

Rifle

Medical

Forgery