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by AnotherDilbert
Tue Apr 25, 2017 3:29 pm
Forum: Traveller
Topic: small craft as extra turrets
Replies: 25
Views: 331

Re: small craft as extra turrets

Condottiere wrote:
Tue Apr 25, 2017 1:59 pm
It's too obvious and clearly stated to be editorial oversight.
Yes, it is perfectly clear: Missile racks have no range, so are not affected by firmpoint range limitation.
by AnotherDilbert
Tue Apr 25, 2017 3:26 pm
Forum: Traveller
Topic: small craft as extra turrets
Replies: 25
Views: 331

Re: small craft as extra turrets

36 ton or above ships with 2 firmpoints could throw missiles and be used for point defence to defend the mother ship, or double the number of missiles, but 3 10 ton craft could triple it, so smaller may be better in this case. 35 dT means you can have a barbette launching 5 missiles or even a torpe...
by AnotherDilbert
Mon Apr 24, 2017 3:02 pm
Forum: Traveller
Topic: small craft as extra turrets
Replies: 25
Views: 331

Re: small craft as extra turrets

The sensor actions I want to use to attack missile salvos in multi ship combat. If there are only a couple of ships fighting the actions could be wasted, but it allows extra tries if on attempt fails. That is my thought anyway. Electronic Warfare may be performed upon a salvo multiple times over se...
by AnotherDilbert
Mon Apr 24, 2017 11:31 am
Forum: Traveller
Topic: small craft as extra turrets
Replies: 25
Views: 331

Re: small craft as extra turrets

I would accept missile auto-loading from dedicated magazines at no cost. The reloading rules is for schlepping missiles from the cargo hold to a turret on a standard design w/o magazines, in my opinion. Minimum size of space-craft is 10 dT. You leave about 3 dT unspecified, probably for a sensor pac...
by AnotherDilbert
Mon Apr 24, 2017 10:54 am
Forum: Traveller
Topic: Expert Programs on ships
Replies: 3
Views: 83

Re: Expert Programs on ships

You are deep into uncharted territory. The rules are not that detailed. I would say that one instance of Intellect + Expert to replace a single person, and that you need one instance of Expert + Intelligent Interface for each person aided. You only need to buy the software once (per computer), so if...
by AnotherDilbert
Sun Apr 23, 2017 9:12 am
Forum: Traveller
Topic: small craft as extra turrets
Replies: 25
Views: 331

Re: small craft as extra turrets

I think not:
AndrewW wrote:
Tue Feb 23, 2016 5:09 pm
The advantages/disadvantages are meant for the weapon systems not the ammunition. They may not apply to all types of weapon systems (such as long range really wouldn't apply to missiles/torpedoes).
by AnotherDilbert
Sat Apr 22, 2017 11:04 pm
Forum: Traveller
Topic: small craft as extra turrets
Replies: 25
Views: 331

Re: small craft as extra turrets

The Point Defence usage for a squadron of ships is covered on page 85 of Highguard, ... I had missed or forgotten about that... Any fighter or squadron equipped with pulse or beam lasers may use the Point Defence action (see page 160 of the Traveller Core Rulebook) to defend either themselves or an...
by AnotherDilbert
Sat Apr 22, 2017 9:29 pm
Forum: Traveller
Topic: Training skills
Replies: 2
Views: 45

Re: Training skills

I think it something like a concentration roll, so have nothing to do with the studied skill.

If anything I would use the skill level as a negative modifier, to make it harder to learn high skill levels.
by AnotherDilbert
Sat Apr 22, 2017 9:22 pm
Forum: Traveller
Topic: small craft as extra turrets
Replies: 25
Views: 331

Re: small craft as extra turrets

The counter-argument is that missile racks don't have a range...
Image

Nerhesi confirmed that missiles launched from firmpoints do not have limited range:
Nerhesi wrote:
Tue Feb 23, 2016 2:24 pm
Since unlike direct-fire weapons, they dont have decreased range..
by AnotherDilbert
Sat Apr 22, 2017 12:25 pm
Forum: Traveller
Topic: Adding armor and/or stealth to your starship
Replies: 9
Views: 192

Re: Adding armor and/or stealth to your starship

I think EldritchFire's point is that MgT2 has no rules for this (yet).

At least CT and MgT1 had rules for this.
by AnotherDilbert
Fri Apr 21, 2017 8:09 pm
Forum: Traveller
Topic: State Room issue that's always bugged me
Replies: 32
Views: 647

Re: State Room issue that's always bugged me

However... in The Core rules, page 149, The cost for single occupancy is 1000 Cr and double occupancy is 3000 Cr. That's odd, seems like it was a typo. On p.137 MgT1 shows life support costs as Cr2000 per stateroom with double occupancy being Cr3000. This way it's actually makes sense to make the c...
by AnotherDilbert
Fri Apr 21, 2017 7:30 pm
Forum: Traveller
Topic: Selling Starting Gear
Replies: 13
Views: 190

Re: Selling Starting Gear

Anagathics aren't free. Check out MgT2 or CT. Anagathics are more expensive and more difficult to get hold of. Some GM's have an adversarial relationship with their players and throw up road blocks at every turn. I do not. If its in the rules, they can do it. I quite agree, but MgT seems to make it...
by AnotherDilbert
Fri Apr 21, 2017 6:56 pm
Forum: Traveller
Topic: small craft as extra turrets
Replies: 25
Views: 331

Re: small craft as extra turrets

Even if still attached I would consider the fighters separate craft. Missiles do not suffer the range restrictions of other firmpoint weapons if I understand correctly. Correct. This means that a 200 ton ship could attack with 2 Hardpoints of weapons (6 missiles if we went with 2 triple missile turr...
by AnotherDilbert
Fri Apr 21, 2017 3:51 pm
Forum: Traveller
Topic: Selling Starting Gear
Replies: 13
Views: 190

Re: Selling Starting Gear

Take away the characters automatic access to free Anagathics and the problem will solve itself...
by AnotherDilbert
Fri Apr 21, 2017 2:11 pm
Forum: Traveller
Topic: Selling Starting Gear
Replies: 13
Views: 190

Re: Selling Starting Gear

Once you start play you can sell anything you want? What you get as mustering out benefits are not new items, but a well-used item you acquired years ago and have used since then. Let the greedy players go to a used vehicle lot and let them haggle... https://upload.wikimedia.org/wikipedia/commons/th...
by AnotherDilbert
Fri Apr 21, 2017 10:56 am
Forum: Traveller
Topic: State Room issue that's always bugged me
Replies: 32
Views: 647

Re: State Room issue that's always bugged me

... reduce the size of the stateroom into what it actually is, a 3 ton box. Accommodation cabins can be as large or as small as you like. If you want single cabins for each person you can design it that way, or if you want barracks style dormitories with larger recreation areas you can do that way....
by AnotherDilbert
Thu Apr 20, 2017 8:40 pm
Forum: Traveller
Topic: Jump-6 Liner
Replies: 11
Views: 123

Re: Jump-6 Liner

There seems to be no cost for the 30 tons of fuel stored externally on the trader. I think it is regular no-cost (internal) tanks placed in the external section, which I think is not correct. Making a box of spaceworthy material and putting a tank inside it seems simple enough. Running a pipe throu...
by AnotherDilbert
Thu Apr 20, 2017 8:00 pm
Forum: Traveller
Topic: Jump-6 Liner
Replies: 11
Views: 123

Re: Jump-6 Liner

The Exterior Cargo Trader doesn't seem to be strictly legal under the rules for external cargo in Scoundrel... It does not use Demountable Tanks, but as far as I can see it could, since the MgT1 rules for external cargo are rather different. Note that Drop tanks are almost as cheap as Demountable Ta...
by AnotherDilbert
Thu Apr 20, 2017 6:15 pm
Forum: Traveller
Topic: Jump-6 Liner
Replies: 11
Views: 123

Re: Jump-6 Liner

That is quite sneaky. I think that is technically not allowed. Demountable Tanks must be placed in "Cargo Space". "Cargo Space" is defined as an internal component on p22. External cargo mounts allows you to carry cargo, but is not "Cargo Space". I agree that we should have Exterior Demountable Tank...