Search found 243 matches

by arcador
Wed Sep 06, 2017 3:54 pm
Forum: Traveller
Topic: does Traveller 2E not include aliens?
Replies: 52
Views: 2336

Re: does Traveller 2E not include aliens?

I emailed Matt about the companion. The bad news is - they delayed it to early 2018. Good news is, it's going to happen.
by arcador
Wed Aug 23, 2017 7:07 am
Forum: Traveller
Topic: does Traveller 2E not include aliens?
Replies: 52
Views: 2336

Re: does Traveller 2E not include aliens?

Btw, I am not seeing the Traveller Companion in the Release schedule. How is it going with this one?
by arcador
Wed Jul 19, 2017 7:20 am
Forum: Traveller
Topic: Revisiting Fighters in a Post High Guard Era
Replies: 140
Views: 5313

Re: Revisiting Fighters in a Post High Guard Era

Pulse lasers can be serious threats, especially when three of them built with the Very High Yield tech advantage are placed in a triple turret. Turret damage jumps from the standard TL single turret's range of 2-12 to the triple turret's range of 10-16 (i.e. 2D+4 plus VHY effects). You can place hi...
by arcador
Sun Jun 11, 2017 7:28 am
Forum: Traveller
Topic: MgT 2e Missile Damage
Replies: 8
Views: 670

Re: MgT 2e Missile Damage

In my .pdf the text exists.

Where did you get yours?

As regarding the gameplay - limiting effect to the number of missiles is a good mechanic (already tested several times).

Missiles, unlike MgT1, are a viable strategy now (but expensive).
by arcador
Mon May 29, 2017 5:09 pm
Forum: Traveller
Topic: What is the RAM grenade launcher?
Replies: 12
Views: 610

Re: What is the RAM grenade launcher?

Thank you all for the info!

Still, isn't 2 kg a little to light? Perhaps I am biased by the image from the book, where it looks big.
by arcador
Sun May 28, 2017 8:32 pm
Forum: Traveller
Topic: Taking Damage
Replies: 4
Views: 398

Re: Taking Damage

The only rule I take from Mg ed 1 is that you can't distribute the damage from a single hit into two stats, but you can choose which (after the End is 0). I.e. if a char is 7 7 7, and gets hits for 10 damage, first END gets 0, then he must take the remaining 3 damage from either DEX or STR, but can'...
by arcador
Sun May 28, 2017 8:25 pm
Forum: Traveller
Topic: What is the RAM grenade launcher?
Replies: 12
Views: 610

What is the RAM grenade launcher?

I never paid much attention to it until recently.

What is it and why does it weight only 2 Kg? (it is the same in the 1st ed as well). Is this a mistake, or is it really that light?
by arcador
Mon May 01, 2017 5:34 pm
Forum: Traveller
Topic: Expert Programs on ships
Replies: 8
Views: 542

Re: Expert Programs on ships

Isn't Expert only for Int/Edu based checks?

Edit: my bad. It's INT based turrets.
by arcador
Wed Apr 12, 2017 4:15 pm
Forum: Traveller
Topic: The Vehicle Handbook is Here!
Replies: 90
Views: 7091

Re: The Vehicle Handbook is Here!

Nice!

Keep in mind minor discrepancies are ok according to the rules - i.e. they can be considered design choices.
by arcador
Tue Apr 11, 2017 7:23 pm
Forum: Traveller
Topic: The Vehicle Handbook is Here!
Replies: 90
Views: 7091

Re: The Vehicle Handbook is Here!

I also made some calculations to figure stuff out. The Predator tank has only 1 heavy gauss turret and 1 twin-gauss turret because it has no slots for more. I have no idea what this x5 means. A big turret takes 4 spaces + 1 space for a crew member + 8 spaces for the weapon itself (heavy gauss cannon...
by arcador
Sun Apr 09, 2017 8:49 pm
Forum: Traveller
Topic: The Vehicle Handbook is Here!
Replies: 90
Views: 7091

Re: The Vehicle Handbook is Here!

I got a few questions on the example vehicles, related to the weapons. --- Page 78: Vanguard Air Superiority Fighter It has (light autocanon x2) and (heavy machinegun x4). Question: In the weapon stats I don't see the linked weapon damage bonuses. I assume it's an omission. Or is it something else -...
by arcador
Sun Apr 09, 2017 8:53 am
Forum: Traveller
Topic: Vehicle Hull Points Questions
Replies: 17
Views: 1524

Re: Vehicle Hull Points Questions

Regarding the Gecko, it's not that vulnerable. Not invincible, but considering the purpose, it will get the job done. It has 12 Armor. Assume someone with skill +2 and +1 stats is attacking it from optimal range (+1); for a total of +4 DM. Assume the Gecko is stationary (no speed -DM) Assume the att...
by arcador
Wed Apr 05, 2017 5:17 pm
Forum: Traveller
Topic: Vehicle Hull Points Questions
Replies: 17
Views: 1524

Re: Vehicle Hull Points Questions

I also assume what @Liodre says. When it is reduced to 0 or bellow hull points, it becomes inoperable and is beyond repair. I would add a sub-rule here - by beyond repair players won't be able to simply repair it with the regular mechanic stuff. It will require a complete replacement of parts. This ...
by arcador
Tue Apr 04, 2017 6:32 pm
Forum: Traveller
Topic: Power plant Overcharge Rules
Replies: 8
Views: 665

Re: Power plant Overcharge Rules

edit: this post is for MgT 2ed, my bad Agility? I see no agility. Check page 160. Overcharging M-drive gives +1 thrust. Overcharging P-plan gives +10% power. What you do with the extra power depends entirely on your ship configuration. If you have a surplus of power, then overcharging might not gran...
by arcador
Tue Mar 14, 2017 7:21 pm
Forum: Traveller
Topic: CSC Vacc suits protection comparison (2nd ed)
Replies: 0
Views: 380

CSC Vacc suits protection comparison (2nd ed)

I was checking out the armor balance, and this part catches my attention. In the core rulebook there is a very good balance between regular vacc suit, HEVS and Combat armor. There is a gradual increase. However, in CSC there are a couple of vacc suits which kind of lack. The Boarding Vacc Suit - the...
by arcador
Mon Mar 13, 2017 6:42 pm
Forum: Traveller
Topic: What happened to the Range Charts?
Replies: 7
Views: 780

Re: What happened to the Range Charts?

Although this might not be the best place for this discussion, I agree with Mat. [offtopic] Too many rules start to make an RPG look like a board game. In RPG players imagine, improvise, the referee describes. In board games all based on the strict parameters of the rules, no deviations. In my exper...
by arcador
Sun Mar 12, 2017 3:42 pm
Forum: Traveller
Topic: Rapid Fire
Replies: 20
Views: 1480

Re: Rapid Fire

I exercised the thought with a few rules, but they increased the cognitive load, because the "ammo roll" made the players go back and modify the damage. Since the ammo is usually calculated outside any rules I came to the same conclusion as your suggestion - complexity with insignificant impact.
by arcador
Sun Mar 12, 2017 7:45 am
Forum: Traveller
Topic: MgT Central Supply Catalog PDF downloaded 1/23/17 from Mongoose Publishing questions
Replies: 3
Views: 488

Re: MgT Central Supply Catalog PDF downloaded 1/23/17 from Mongoose Publishing questions

I see there is no check, so no mini-game this time.

You simply play it the scene. I.e. investigators go and sniff and do investigate checks, with difficulties depending on well the players handle the whole situation.
by arcador
Sun Mar 12, 2017 7:31 am
Forum: Traveller
Topic: Rapid Fire
Replies: 20
Views: 1480

Re: Rapid Fire

GarethL wrote:
Sat Mar 11, 2017 6:17 pm
I haven't, but possibly somebody else did,
Do impose penalties when there is 1x ammo, but the D3 rolls on 2 or 3?
by arcador
Sat Mar 11, 2017 5:00 pm
Forum: Traveller
Topic: Rapid Fire
Replies: 20
Views: 1480

Re: Rapid Fire

My quick-fix for this was to multiply ammo consumption by 1d3 for all non-single-shot weapons, Fire your pistol at a target? That's 1d3 shots taken, one of which stands a chance of hitting. Fire a gauss pistol (auto 2 IIRC)? That's d3 x 6 ammo. Fire a rocket launcher? One shot. You need a minimum o...