Search found 4154 matches

by AnotherDilbert
Thu Apr 09, 2020 11:38 am
Forum: Traveller
Topic: MgT2E Fuel Expenditure when making a jump.
Replies: 4
Views: 16

Re: MgT2E Fuel Expenditure when making a jump.

seancscott wrote: How much fuel is used during a jump in MgT2E?
As usual in Traveller: 10% (±tech efficiency) of the jumped ship per parsec jumped.

And you are entirely correct to ask, it is not written anywhere in the books.
by AnotherDilbert
Thu Apr 09, 2020 6:37 am
Forum: Traveller
Topic: What's the point of a large bay?
Replies: 13
Views: 103

Re: What's the point of a large bay?

Third bullet on p. 23: ... So does that supercede the rule that any +6 effect hit that penetrates armor is treated as critical? I didn't think so, although I acknowledge that it would be hard for that hit to be more than severity 1. Yes, the sidebar in HG supersedes the Core book, for large ships (...
by AnotherDilbert
Wed Apr 08, 2020 10:19 pm
Forum: Traveller
Topic: What's the point of a large bay?
Replies: 13
Views: 103

Re: What's the point of a large bay?

Remember defences! Space combat is dominated by spinals, missiles, and fighters. You need laser turrets (or frag missiles) to defend against missiles. Without massive missile defences your ships are dead meat against missile boats. Lasers are also a great way to punish ships that have skimped on arm...
by AnotherDilbert
Wed Apr 08, 2020 10:01 pm
Forum: Traveller
Topic: What's the point of a large bay?
Replies: 13
Views: 103

Re: What's the point of a large bay?

Next, let's look at missile and torpedo bays: Straight scaling: small, medium, large, so other than saving gunners (20 vs 10 vs 2, or 10 vs 10 vs 4), then medium to me makes the most sense: you can call combine multiple bays against one target, and you can target individual bays against different t...
by AnotherDilbert
Wed Apr 08, 2020 9:37 pm
Forum: Traveller
Topic: What's the point of a large bay?
Replies: 13
Views: 103

Re: What's the point of a large bay?

Well they can still cause crits on any ships and with +4 to hit, the odds aren't all that bad. They still need to achieve 1% of target Hull damage to produce a Severity 1 critical, which they will not do against cruisers or larger ships. Criticals can be repaired in the same round, so one or two cr...
by AnotherDilbert
Wed Apr 08, 2020 7:34 pm
Forum: Traveller
Topic: What's the point of a large bay?
Replies: 13
Views: 103

Re: What's the point of a large bay?

Anyway, large bays, what are they good for? (Absolutely nothing! Screams the chorus --um, isolation is getting to me). Crit-fishing. Since they were actually too good at that and made battleships unviable, crits were nerfed, and hence large bays became pointless. Large missile bays are still effect...
by AnotherDilbert
Wed Apr 08, 2020 10:49 am
Forum: Traveller
Topic: Mass drivers
Replies: 9
Views: 133

Re: Mass drivers

Sigtrygg wrote: Nitpick - If it's fired at a planet it will accelerate towards the planet thanks to the planet's own gravity - so its velocity will not remain constant from leaving the weapon. :)
Certainly, I simplified a bit. Gravity at a million km is rather weak.
by AnotherDilbert
Wed Apr 08, 2020 9:33 am
Forum: Traveller
Topic: Mass drivers
Replies: 9
Views: 133

Re: Mass drivers

Quite, distance should be irrelevant. Anything that does not manoeuvre moves totally predictable and can be hit from more or less any distance. A mass driver round does not manoeuvre, so has the same velocity from leaving the weapon until the hit something, including an atmosphere. Whether fired fro...
by AnotherDilbert
Wed Apr 08, 2020 9:17 am
Forum: Traveller
Topic: Turret questions
Replies: 32
Views: 609

Re: Turret questions

... every ten minutes or so? Every six minutes. Yes, in this edition. In other editions it has been 1000 s ≈ 17 minutes, 20 minutes, 30 minutes, and in T5 it is 20 minutes again. The turrets are basically the same in all editions. And if you get close enough, you can launch them every six seconds! ...
by AnotherDilbert
Tue Apr 07, 2020 6:24 pm
Forum: Traveller
Topic: Turret questions
Replies: 32
Views: 609

Re: Turret questions

This is where I come from. And that's why I think the twelve rounds per rack are supposed to be held in launch barrels. Much like SeaRAM and RAM hold 21 and 11 rounds initially. That looks like a turret, but why can we only launch one missile every ten minutes or so? If Traveller turrets looked lik...
by AnotherDilbert
Mon Apr 06, 2020 6:28 pm
Forum: Traveller
Topic: Turret questions
Replies: 32
Views: 609

Re: Turret questions

Not bigger than the 5 dton barbette that only holds 25 missiles, I would surmise. Agreed, the number of carried missiles are quite arbitrary. But if we start to fiddle with the turret system we really have to toss it entirely and start over. E.g. turrets are clearly bigger than 1 Dt, but can still ...
by AnotherDilbert
Mon Apr 06, 2020 5:47 pm
Forum: Traveller
Topic: Turret questions
Replies: 32
Views: 609

Re: Turret questions

Condottiere wrote: The one tonne turret is a legacy fixture; ...
Originally turrets took no space at all (inside the hull), but required 1 Dt fire control equipment per turret (LBB2, p15).

Despite taking no space at all, they still had space for weapons, ammunition, and a gunner.
by AnotherDilbert
Mon Apr 06, 2020 3:32 pm
Forum: Traveller
Topic: Turret questions
Replies: 32
Views: 609

Re: Turret questions

I agree that's rules at written, but this is where I have to go with Rule 0 and invoke a bit of common sense. Since there is no Bag of Holding in Traveller, nor is a turret a Tardis, I have to assume you can only stuff so much in it. I accept that the turret itself extends beyond the hull, so there...
by AnotherDilbert
Sun Apr 05, 2020 7:41 pm
Forum: Traveller
Topic: Turret questions
Replies: 32
Views: 609

Re: Turret questions

If you have a triple missile turret, do you consume the loaded stock three times as fast? Or is the rack thought to carry 36 missiles instead of only 12? The Core book says 12 missiles per turret (plus possibly 20 sand canisters). HG says 12 missiles per missile rack, so a triple turret with three ...
by AnotherDilbert
Wed Apr 01, 2020 12:02 pm
Forum: Traveller
Topic: Modular Cutter: What do modules cost?
Replies: 79
Views: 1942

Re: Modular Cutter: What do modules cost?

The CT 50-ton Modular Cutter removed a 30-ton or 20-ton section out of the hull to cargo some type of cargo. Yes, I consider the passengers, gunners, weapons, fuel, etc. to be cargo. They may be payload, but "cargo" and "cargo hold" has a specific meaning in Traveller. Space allocated to other thin...
by AnotherDilbert
Mon Mar 30, 2020 10:51 pm
Forum: Traveller
Topic: Modular Cutter: What do modules cost?
Replies: 79
Views: 1942

Re: Modular Cutter: What do modules cost?

The aerospace definition of a Module: Traveller have it's own definition, depending on edition. The CT 50-ton Modular cutter does not have external pods either. The CT Cutter clearly has an external module: Performance of the cutter is affected by its load. Normally accelerations of up to 4G can be...
by AnotherDilbert
Mon Mar 30, 2020 3:03 pm
Forum: Traveller
Topic: Modular Cutter: What do modules cost?
Replies: 79
Views: 1942

Re: Modular Cutter: What do modules cost?

Check this out... Looks good, but... HEV Cargo Module For an additional 25% of the basic module's cost, a 5 dton airlock and L/S is added so cargo lots up to 5 dtons may be loaded and unloaded in vacuum or other hazardous environments. Cargo capacity is reduced to 20 dtons. MCr1.88. Feel free to ro...
by AnotherDilbert
Sun Mar 29, 2020 9:24 pm
Forum: Traveller
Topic: Modular Cutter: What do modules cost?
Replies: 79
Views: 1942

Re: Modular Cutter: What do modules cost?

The rules as written are for the installation of fuel and cargo space within a single hull that has a cost in MgT HG 2e of Cr 50,000. GDW JTAS 8 p. 26 has this description "The 50-ton cutter is essentially of two piece construction: a 20-ton frame and a 30-ton module." The CT version used an extern...
by AnotherDilbert
Sat Mar 28, 2020 12:32 pm
Forum: Traveller
Topic: Modular Cutter: What do modules cost?
Replies: 79
Views: 1942

Re: Modular Cutter: What do modules cost?

Or just say the cost is negligible: Budgeted in MegaCredits. Ship component costs are expressed in MegaCredits (and sometimes decimal fractions). Costs below MCr0.01 (about KCr10 or Cr10,000) are inconsequential and can be ignored. For example, a Maneuver Drive may cost MCr10 and the cost is importa...
by AnotherDilbert
Sat Mar 28, 2020 9:19 am
Forum: Traveller
Topic: HG 2e Crew questions
Replies: 115
Views: 6382

Re: HG 2e Crew questions

The virtual crew software description is clear that the ship can operate with no crew. Some crew positions can be taken over by Virtual Crew: Virtual Crew: While ships are vastly complicated to run, requiring highly trained crews, relatively simple operations can be performed by this software packa...