Search found 3997 matches

by AnotherDilbert
Fri Jan 17, 2020 1:52 pm
Forum: Traveller
Topic: Fleet Combat/Quite-A-Lot-Of-Credits-Squadron Game?
Replies: 26
Views: 344

Re: Fleet Combat/Quite-A-Lot-Of-Credits-Squadron Game?

Condottiere wrote: They're limited range to close and short, and for the same volume four and two times per standard, which also reflects in their potential damage.
Do you mean they are smaller and hence take less storage space?

They still kill incoming missiles 1-for-1?
by AnotherDilbert
Fri Jan 17, 2020 9:21 am
Forum: Traveller
Topic: Fleet Combat/Quite-A-Lot-Of-Credits-Squadron Game?
Replies: 26
Views: 344

Re: Fleet Combat/Quite-A-Lot-Of-Credits-Squadron Game?

Condottiere wrote: Point defence and interceptor missiles are described in Traveller Companion.
What do they do, mechanically?
by AnotherDilbert
Fri Jan 17, 2020 9:20 am
Forum: Traveller
Topic: Fleet Combat/Quite-A-Lot-Of-Credits-Squadron Game?
Replies: 26
Views: 344

Re: Fleet Combat/Quite-A-Lot-Of-Credits-Squadron Game?

8 x Gazelle = MCr 1999.2 2 x Chrysanthemum (loaded with standard-15 missiles) = MCr 1331.2 2 x Fer-De-Lance (loaded with standard-15 missiles) = MCr 1391.2 Assorted scrap iron... Unarmoured, basically unarmed. Such junk have relatively little combat value, so the monetary value is no guide. The onl...
by AnotherDilbert
Thu Jan 16, 2020 12:37 pm
Forum: Traveller
Topic: Fleet Combat/Quite-A-Lot-Of-Credits-Squadron Game?
Replies: 26
Views: 344

Re: Fleet Combat/Quite-A-Lot-Of-Credits-Squadron Game?

Plus, it doesn't feel inappropriate that some part of missile effectiveness should be proportional rather than linear - the number of weapons point defence shoots down will be directly proportional to the number of flak emplacements, and largely independent of the number of incoming missiles, but t...
by AnotherDilbert
Wed Jan 15, 2020 6:44 pm
Forum: Traveller
Topic: Fleet Combat/Quite-A-Lot-Of-Credits-Squadron Game?
Replies: 26
Views: 344

Re: Fleet Combat/Quite-A-Lot-Of-Credits-Squadron Game?

One apology - since the majority of fighters pack fixed mount firmpoints not turret hardpoints, they will be range-limited. They are range-limited the same, whether fixed mount or turret. Only missiles are normal range. I still think going Medium-Short-Adjacent (being the same space) makes more sen...
by AnotherDilbert
Wed Jan 15, 2020 3:51 pm
Forum: Traveller
Topic: Fleet Combat/Quite-A-Lot-Of-Credits-Squadron Game?
Replies: 26
Views: 344

Re: Fleet Combat/Quite-A-Lot-Of-Credits-Squadron Game?

- Mass drivers should not be applicable for ship-to-ship combat, and in consequence - fleets. Put some penalty to discourage use. Otherwise, it can become a too strong short-range weapon. It's difficult to get to Short range. Bays are not that important. I see no need to nerf them. - The same for O...
by AnotherDilbert
Wed Jan 15, 2020 11:00 am
Forum: Traveller
Topic: Fleet Combat/Quite-A-Lot-Of-Credits-Squadron Game?
Replies: 26
Views: 344

Re: Fleet Combat/Quite-A-Lot-Of-Credits-Squadron Game?

The Fleet Manoeuvre Chart means you can - to an extent - plot things out in a 'proper' scenario (with what seems to be a slight error that there's no short range on the chart). I suspect that since Close and Adjacent are both insignificant 'dots' compared to the other range bands (or "in the same r...
by AnotherDilbert
Tue Jan 14, 2020 9:53 am
Forum: Traveller
Topic: Creating a Breakaway Hull
Replies: 6
Views: 121

Re: Creating a Breakaway Hull

1. The HG 2e example on page for a breakaway hull is based on a 1,000 ton hull that has a breakaway as a separate 400 ton vessel. Yes, this example is correct. 2. The 400 ton Fessor Cargo-Class Multipurpose Ship published by Jon Brazer Enterprises is designated as using a breakaway hull. The Fessor...
by AnotherDilbert
Mon Jan 13, 2020 4:11 pm
Forum: Traveller
Topic: Fleet Combat/Quite-A-Lot-Of-Credits-Squadron Game?
Replies: 26
Views: 344

Re: Fleet Combat/Quite-A-Lot-Of-Credits-Squadron Game?

With regards to [1] I'm not sure I fully follow the rules on missile salvos in fleet combat. You 'lose' a number of missiles equal to the target's defence plus the amount of Salvo defence allocated to the salvo. Do you actually roll to hit after this or are surviving missiles assumed to hit automat...
by AnotherDilbert
Mon Jan 13, 2020 3:38 pm
Forum: Traveller
Topic: HG 2e Clarification needed between Modular Construction and Modular Hull
Replies: 20
Views: 276

Re: HG 2e Clarification needed between Modular Construction and Modular Hull

PsiTraveller wrote: Question 1 is: What hull configurations are allowed to be built as Breakaway Hulls?
All of them, I would assume. There are no special limitations in the Breakaway rules.
by AnotherDilbert
Mon Jan 13, 2020 3:36 pm
Forum: Traveller
Topic: HG 2e Clarification needed between Modular Construction and Modular Hull
Replies: 20
Views: 276

Re: HG 2e Clarification needed between Modular Construction and Modular Hull

Why would the core hull need to be streamlined since the breakaway pods are what is moving the people and goods around the system? The core hull has the jump fuel and needs to be refuelled? If we rely on orbital refuelling we can't visit systems with modest starports or wilderness. But, agreed, str...
by AnotherDilbert
Mon Jan 13, 2020 3:33 pm
Forum: Traveller
Topic: HG 2e Clarification needed between Modular Construction and Modular Hull
Replies: 20
Views: 276

Re: HG 2e Clarification needed between Modular Construction and Modular Hull

snrdg121408 wrote:
Mon Jan 13, 2020 2:50 pm
On a breakaway hull the four pods require a total 8 tons of space at a cost of MCr9.8, if I've got some clue on the process.
Breakaway connectors cost MCr 2 / Dton, so 8 Dton costs MCr 16.

The size is right, 2% of the total combined hull of 400 Dt = 8 Dt.
by AnotherDilbert
Mon Jan 13, 2020 8:22 am
Forum: Traveller
Topic: HG 2e Clarification needed between Modular Construction and Modular Hull
Replies: 20
Views: 276

Re: HG 2e Clarification needed between Modular Construction and Modular Hull

If I am imagining a dispersed structure hull correctly mating the Fressor pods would work too and be even cheaper. A Dispersed Hull does not offer the same advantages. A Dispersed Hull cannot be split up in several parts. It can carry small craft in Docking Clamps, but that does not enable adding d...
by AnotherDilbert
Mon Jan 13, 2020 8:15 am
Forum: Traveller
Topic: Double Hull & Hamster Cage revistied.
Replies: 2
Views: 91

Re: Double Hull & Hamster Cage revistied.

snrdg121408 wrote: How far out to lunch am I on this one?
Not at all? I agree with both calculations.
by AnotherDilbert
Sat Jan 11, 2020 9:43 am
Forum: Traveller
Topic: Breakaway Hulls and turrets
Replies: 61
Views: 5251

Re: Breakaway Hulls and turrets

Personally, since the design is using pods I feel that the Fessor is more of a modular hull as described on HG 2e page 35. We have several methods of flexibility available: Modular Hull : Internal modules that can be switched out quickly. Needs no extra hull or armour. Does not affect the size of t...
by AnotherDilbert
Sat Jan 11, 2020 9:13 am
Forum: Traveller
Topic: HG 2e Clarification needed between Modular Construction and Modular Hull
Replies: 20
Views: 276

Re: HG 2e Clarification needed between Modular Construction and Modular Hull

Modular Hull is building the ship with exchangeable modules for flexibility, e.g.: https://en.wikipedia.org/wiki/StanFlex Modular Construction is building several parts of the ship concurrently, and then welding them together for a finished ship, to save construction time. Just lika a modern sub: h...
by AnotherDilbert
Fri Jan 10, 2020 3:07 pm
Forum: Traveller
Topic: Business model for Xboat Couriers in the Spinward Marches
Replies: 5
Views: 185

Re: Business model for Xboat Couriers in the Spinward Marches

It costs about kCr 100 per jump to operate an X-Boat:
Image

Double that for tenders and we get kCr 200 per jump.

Divide that by a million messages, and each message would cost Cr 0.20.
Divide by a billion messages, and each message would cost Cr 0.0002.
by AnotherDilbert
Tue Jan 07, 2020 12:07 pm
Forum: Traveller
Topic: MgT HG 2e Space Stations and Reaction Drives
Replies: 16
Views: 351

Re: MgT HG 2e Space Stations and Reaction Drives

Since the MgTU is big there is a chance upon finding a star system that does not have the MD drive. Then, by RAW, you have to fall back on: In theory, it is possible to build a space station without a manoeuvre drive but it will require constant (perhaps monthly) corrections to its orbit by a tug o...
by AnotherDilbert
Mon Jan 06, 2020 9:01 am
Forum: Traveller
Topic: MgT HG2e PDF page 61 Manufacturing Plant Advanced Clarification needed
Replies: 4
Views: 153

Re: MgT HG2e PDF page 61 Manufacturing Plant Advanced Clarification needed

As far as I can see the Manufacturing Plant table describes what is produced (see Goods table), the technology modifiers describe how it is manufactured, as PsiTraveller says. I doubt it would apply to the Advanced Plant, since that plant is only available starting at TL 10. You might want to let th...
by AnotherDilbert
Mon Jan 06, 2020 8:40 am
Forum: Traveller
Topic: MgT HG 2e Space Stations and Reaction Drives
Replies: 16
Views: 351

Re: MgT HG 2e Space Stations and Reaction Drives

Basically anything that can be installed in a ship can be installed in a station: Space stations are designed and built in the same fashion as ships, with just a few differences. Unless stated otherwise in this chapter, all rules that apply to ships also apply to space stations – in effect they are ...