Search found 2813 matches

by AnotherDilbert
Sat May 19, 2018 10:03 am
Forum: Traveller
Topic: Timeships
Replies: 6
Views: 123

Re: Timeships

There is very little reason to use an ancient TL-12 power plant with the TL-25 time drive. (You have overestimated the needed PP fuel by a factor of 10, a 18 Dt fusion power plant only needs 2 Dt fuel for 4 weeks.) Note that without an M-drive you will find it difficult to refuel by skimming... With...
by AnotherDilbert
Thu May 17, 2018 8:10 pm
Forum: Traveller
Topic: Travel times surface to orbit?
Replies: 6
Views: 192

Re: Travel times surface to orbit?

MT Imperial Encyclopedia had a table:
Image
by AnotherDilbert
Tue May 15, 2018 1:18 pm
Forum: Traveller
Topic: Dodging
Replies: 3
Views: 128

Re: Dodging

When the rules say Skill (such as Athletic (dexterity)) they generally mean effective skill, the task DM. At least that was indicated during the beta when similar questions arose.

So in this case, Athletic (dexterity) means the raw skill plus the DEX DM = 1 + 2 = 3.
by AnotherDilbert
Tue May 15, 2018 1:14 pm
Forum: Traveller
Topic: Questions on starship hull points
Replies: 15
Views: 273

Re: Questions on starship hull points

Critical hits can easily, but temporarily, be repaired with the Repair Systems action.
by AnotherDilbert
Mon May 14, 2018 5:53 pm
Forum: Traveller
Topic: Augments
Replies: 1
Views: 92

Re: Augments

I would allow it, unless it would mean multiple operations on the same part of the body.
by AnotherDilbert
Mon May 14, 2018 5:50 pm
Forum: Traveller
Topic: Sensors Vs Superior Stealth
Replies: 7
Views: 192

Re: Sensors Vs Superior Stealth

That is correct.

A Free Trader doesn't have very good sensors, so unless it has a very good sensor operator it can't see much.

The only range effect is that sensor tasks are more difficult at Very Distant range.
by AnotherDilbert
Sun May 13, 2018 5:58 pm
Forum: Traveller
Topic: Why is there a Jump Fuel requirement?
Replies: 24
Views: 498

Re: Why is there a Jump Fuel requirement?

Tom Kalbfus wrote: Why do Jump Drives need jump fuel?
I assume it is to make high jump ships expensive and impractical, ensuring that most starships plods along at J-1 or J-2.
by AnotherDilbert
Sun May 13, 2018 5:42 pm
Forum: Traveller
Topic: Questions on starship hull points
Replies: 15
Views: 273

Re: Questions on starship hull points

1. As I understand it, a starship is still operable even at 1 hull point. Basically a ship is fully operational at 1 Hull and completely destroyed when reduced to 0 Hull. Critical hits can be (temporarily) repaired fairly easily. Therefore, it seems that I was wrong to say that the ship *needed* to...
by AnotherDilbert
Wed May 09, 2018 4:29 pm
Forum: Traveller
Topic: Dogfight rules
Replies: 14
Views: 597

Re: Dogfight rules

If I absolutely must use a vector system I generally use one-dimensional vectors, i.e. only range (roughly like CT Starter).

I don't use any tabletop approximation, but simply Velocity = at & Distance = at²/2.
by AnotherDilbert
Wed May 09, 2018 1:43 pm
Forum: Traveller
Topic: Dogfight rules
Replies: 14
Views: 597

Re: Dogfight rules

You really have to play it out with a vector system. When you start decelerating to match vector with the planet you leave the pursuer two basic choices: 1) Start to decelerate to match vector with the planet too. 2) Continue to accelerate to overtake as fast as possible and force combat before you ...
by AnotherDilbert
Sun May 06, 2018 10:53 am
Forum: Traveller
Topic: Post Career Education and Characteristics
Replies: 2
Views: 135

Re: Post Career Education and Characteristics

There was a discussion recently:
viewtopic.php?f=89&t=121051
by AnotherDilbert
Sat May 05, 2018 7:00 pm
Forum: Traveller
Topic: Star Princess-class
Replies: 13
Views: 725

Re: Star Princess-class

From the original post:
Hakkonen wrote: Star Princess class
...
I was going for a "bigger and better free trader;" I definitely want to keep the tramp steamer feeling.
by AnotherDilbert
Sat May 05, 2018 6:44 pm
Forum: Traveller
Topic: Flexible Far Traders?
Replies: 38
Views: 1571

Re: Flexible Far Traders?

As I see it, the differences between regular fuel tanks, and cargo-fuel spaces, and collapsible fuel tanks are: Agreed. So what if you acquire an old beater of a merchant starship with a jump drive so past due on maintenance (or damaged) that it's better sold for scrap and replaced than repaired in...
by AnotherDilbert
Sat May 05, 2018 6:16 pm
Forum: Traveller
Topic: Pods?
Replies: 14
Views: 540

Re: Pods?

Pods are introduced in the upcoming Element Class Cruiser. There is a preview available on Kickstart.
by AnotherDilbert
Sat May 05, 2018 9:25 am
Forum: Traveller
Topic: Armor Effectiveness
Replies: 18
Views: 544

Re: Armor Effectiveness

A Capital ship, or a Mega-Freighter, should have much thicker hull material, just by virtue of requiring greater structural strength. Would small-arms penetrate the hull of a modern SuperTanker? I don't know, but I suspect not. I also suspect that the builders of the SuperTanker don't consider thei...
by AnotherDilbert
Sat May 05, 2018 8:55 am
Forum: Traveller
Topic: Armor Effectiveness
Replies: 18
Views: 544

Re: Armor Effectiveness

Armour isn't hull, its an added layer. I was under the impression that Armor isn't just an added layer. "Armour" is the hull, as made clear by MT and TNE. "Armour 0" is thin enough to have insignificant volume, so it can be ignored. Armour cannot easily be changed or reinforced after the ship is bu...
by AnotherDilbert
Sat May 05, 2018 8:48 am
Forum: Traveller
Topic: Armor Effectiveness
Replies: 18
Views: 544

Re: Armor Effectiveness

Yes, it is a vast simplification just like drives that are dimensioned by volume rather than mass. It simplifies both the design system and the combat system. If battleships were allowed 50 points of armour they would be immune to everything but mesons. Then we would have to be able to build weapons...
by AnotherDilbert
Fri May 04, 2018 10:42 pm
Forum: Traveller
Topic: Effect of Boon on anti-fighter fire
Replies: 4
Views: 206

Re: Effect of Boon on anti-fighter fire

Unfortunately the Ion barbette tactic does not work for ships since ion barbettes can't attack at Very Long range and we probably spend too little time at Long. But the tactic would work very well for other fighters... In order to not get slaughtered by Ion fighters our fighters would have to harden...
by AnotherDilbert
Fri May 04, 2018 9:47 pm
Forum: Traveller
Topic: Effect of Boon on anti-fighter fire
Replies: 4
Views: 206

Re: Effect of Boon on anti-fighter fire

The problem with fighters is often that they dodge like crazy with extremely high agility. We can counter that with Ion Barbettes, a single hit and the fighter is likely to stop dodging... We have to use a Long Range upgrade to get even a range of Long. Long range: +6[gunner] +3[AdvFireCntl] +1[aid ...
by AnotherDilbert
Fri May 04, 2018 9:13 pm
Forum: Traveller
Topic: Effect of Boon on anti-fighter fire
Replies: 4
Views: 206

Re: Effect of Boon on anti-fighter fire

And probably the best anti-fighter weapon: Tachyon Cannon Barbette (whatever that is...) We have to take a Long Range upgrade, instead of a better upgrade like Accurate or Intense Focus. Very Long range: +6[gunner] +3[AdvFireCntl] +1[aid gunner] +1[sub-command] -4[range] -2[evade] = +5, hit on 3+, a...