## Search found 141 matches

Thu Oct 08, 2020 4:12 pm
Forum: Traveller
Topic: Rolling d66 - what's that?
Replies: 9
Views: 2478

### Re: Rolling d66 - what's that?

Page 5 of the core rulebook: D66: This is shorthand for a special way of rolling two six-sided dice. Before rolling nominate one die as the ‘tens’ die and one as the ‘units’ die, to give you a two-digit number between 11 and 66. Some numbers cannot be rolled on a d66 (any number with a 7 or higher i...
Fri Nov 06, 2015 2:29 pm
Forum: Traveller
Topic: Velocity and Jump Space
Replies: 64
Views: 4480

### Re: Velocity and Jump Space

As a side note, having vectors preserved makes piracy and defending a system easier. If vectors are preserved, then there are predictable areas of a system that you want to jump from in order to have a good vector in specific destination systems. Likewise there are predictable entry areas in your sy...
Fri Nov 06, 2015 2:20 pm
Forum: Traveller
Topic: Velocity and Jump Space
Replies: 64
Views: 4480

### Re: Velocity and Jump Space

You can have physics that work such that the vector is preserved and still have rules that largely ignore it. A good astrogator simply picks the right vector from his departure point in order to end up at a near-zero or even more convenient orbital vector at his destination, and it's all covered in ...
Wed Nov 04, 2015 7:13 pm
Forum: Traveller
Topic: Velocity and Jump Space
Replies: 64
Views: 4480

### Re: Velocity and Jump Space

This has been addressed in several canon sources: Marc Miller's Traveller (T4) Pg. 89 “Although jumps are usually made at low velocities, the speed and direction that a ship held prior to jump is retained when it returns to normal space.” Traveller 5 Pp. 339-340 “ Transition To Real Space: The ship ...
Mon Sep 21, 2015 3:17 am
Forum: Traveller
Topic: No Ship Design Process
Replies: 44
Views: 3140

### Re: No Ship Design Process

A case could be made that someone can just house rule up some other ships and vehicles that match the setting they're trying to emulate, using the given examples as their baselines. That way they could indeed use the core book to run the setting they choose. It would certainly take more work though....
Mon Sep 21, 2015 3:01 am
Forum: Traveller
Topic: Double and Triple Missiles
Replies: 39
Views: 2773

### Re: Double and Triple Missiles

If one attack in 6 minutes isn't fast enough for you, remember that original Traveller had 1000-second combat rounds (16 minutes 40 seconds), with only one attack per turret per round. High Guard used 20 minute rounds. And you couldn't use the same weapons on point defense that you were using to att...
Mon Sep 21, 2015 2:47 am
Forum: Traveller
Topic: Double and Triple Missiles
Replies: 39
Views: 2773

### Re: Double and Triple Missiles

Under the current system the traditional mixed turret of beam laser, missile rack, sandcaster does have utility. No you can't fire the laser and the missile at the same target in the same round, but you can use the missile rack at longer ranges, and then switch to lasers as you get in range of the e...
Fri Sep 18, 2015 1:59 am
Forum: Traveller
Replies: 22
Views: 2072

Is it the case that a single turret holds 12 missiles but a triple turret holds 36? Or do all turrets hold only 12 and a triple turret uses up its missiles three times as quickly? What if it's a triple turret that has a beam laser, sandcaster, and missile rack - does that hold 12 missiles and 20 san...
Thu Sep 17, 2015 4:23 am
Forum: Traveller
Topic: No Corsair?
Replies: 2
Views: 323

### Re: No Corsair?

I see this has already been addressed in the Character Creation thread. It would be nice to have a ready "pirate ship" for every time it comes up on those encounter tables, as well as a mustering out benefit for the Rogue. But perhaps space doesn't permit it.
Thu Sep 17, 2015 4:09 am
Forum: Traveller
Topic: No Corsair?
Replies: 2
Views: 323

### No Corsair?

"Corsair" is still listed on the possible retirement benefits for a Rogue character, but the Corsair didn't make it into the Common Spacecraft.
Thu Sep 17, 2015 3:49 am
Forum: Traveller
Topic: The MegaTraveller-isation Of Mongoose...
Replies: 19
Views: 1904

### Re: The MegaTraveller-isation Of Mongoose...

The story is that DGP folded in 1993 from a combination of burnout among the company's developers and GDW going in a different direction with The New Era (and paper & pencil gaming as a whole going into a decline as CCGs and computer gaming rose - GDW also folded about that time). In 1994, a "fan" n...
Thu Sep 17, 2015 3:35 am
Forum: Traveller
Replies: 22
Views: 2072

Cr250,000 per full twelve missiles. Presumably you buy them in lots of 12. If you buy them one missile at a time you pay Cr21,000 per missile or more and don't get the dozen discount. Probably there should be a note about how much space a dozen missiles take up, so you can store them in cargo or a m...
Thu Sep 17, 2015 3:30 am
Forum: Traveller
Topic: Point Defense
Replies: 63
Views: 5865

### Re: Point Defense

1) I read it as "the gunner can continue firing until he decides the penalty is too large or takes out all incoming missiles." The penalty is cumulative, and it carries over to the next round, as you take a -1 for each reaction on all your skill rolls in the next round. And note that the weapon and ...
Wed Sep 16, 2015 3:17 am
Forum: Traveller
Topic: Critical Damage
Replies: 9
Views: 706

### Re: Critical Damage

If you get an effect of +6 you're going to have at least 7 damage, 9 with a triple beam laser turret, and max out at 15 with a triple turret. No ship in the book has an armor rating above 4. That's a severity 1 or 2 critical hit against any ship in the book. There aren't any range penalties for beam...
Wed Sep 16, 2015 3:01 am
Forum: Traveller
Topic: Fire Control
Replies: 19
Views: 1007

### Re: Fire Control

I don't see that the rules say with way, but I would think it can do both; basically Fire Control acts like a Gunner. If a gunner can do it, so can the Fire Control software, within the limits of its programming That would be my assumption, but it's probably a good idea to state that in the rules t...
Tue Sep 15, 2015 6:37 pm
Forum: Traveller
Topic: The MegaTraveller-isation Of Mongoose...
Replies: 19
Views: 1904

### Re: The MegaTraveller-isation Of Mongoose...

The task system was a state-of-the-art innovation in the mid-80s, to the point that the basic concepts (fixed die-roll targets for fixed difficulties) are now found in virtually all RPGs. It was a vast improvement over the "look up the roll and modifiers in one of a dozen books" system used in Class...
Tue Sep 15, 2015 1:28 pm
Forum: Traveller
Topic: Critical Damage
Replies: 9
Views: 706

### Re: Critical Damage

I'm not sure a +6 margin of success is all that rare anyway. If you close to Medium range your beam lasers are going to be rolling at a +4 modifier. If you have a reasonably skilled Gunner (say Gunner (Turrets)-2) a Critical Hit is pretty easy to achieve; you only need to roll an 8. Add a sensor loc...
Tue Sep 15, 2015 1:18 pm
Forum: Traveller
Topic: Fire Control
Replies: 19
Views: 1007

### Re: Fire Control

Not quite the same kind of Fire Control, but my question is, can a Fire Control program use reactions? Say I'm flying my Scout by myself and have a Fire Control/1 program "manning" the double turret for me (at an effective 0 skill). Can the Fire Control/1 program fire on an enemy ship during the Att...
Mon Sep 14, 2015 2:58 am
Forum: Traveller
Topic: Computer Programs
Replies: 13
Views: 1042

### Re: Computer Programs

I'm glad the problem has already been spotted.
Mon Sep 14, 2015 2:49 am
Forum: Traveller
Topic: Double and Triple Missiles
Replies: 39
Views: 2773

### Re: Double and Triple Missiles

You basically simplify the point defense rules, while giving more complex options for players choices in one swoop. You no longer have that weirdness of how come I can hit a small fighter at very long range but I can't hit a missile it's friggin 1km or less away? Or the How come my particle/plasma ...