Search found 896 matches

by baithammer
Thu Jun 13, 2019 11:55 am
Forum: Traveller
Topic: Are we playing two different games?
Replies: 14
Views: 504

Re: Are we playing two different games?

If you aren't stressed you can take 10 automatically. If you aren't stressed and have lots of time, you can take 20. At least those are Pathfinder rules. I lost track of D&D when the 2 split from each other and Wizards wouldn't sell PDF or make the core rules free online. 5th Edition fixed this, fi...
by baithammer
Mon Jun 03, 2019 1:11 am
Forum: Traveller
Topic: Converting a Freighter for combat use
Replies: 91
Views: 5775

Re: Converting a Freighter for combat use

Spaceships are complex constructs, very similar to submarines.
by baithammer
Thu May 30, 2019 2:57 pm
Forum: Traveller
Topic: Converting a Freighter for combat use
Replies: 91
Views: 5775

Re: Converting a Freighter for combat use

Its pretty silly to consider armour as part of the hull, but I do agree it isn't trivial. 1.) To maintain displacement, you'd need to pare back the hull in order to accommodate the armour displacement. 2.) It isn't as simple as bolting on plates, as the plating needs to be fitted to the hull shape. ...
by baithammer
Sun May 26, 2019 1:17 pm
Forum: Traveller
Topic: Converting a Freighter for combat use
Replies: 91
Views: 5775

Re: Converting a Freighter for combat use

Once you accept that the retrofit armor isn't as good as designed armor on a reinforced hull, it's not a problem. One doesn't expect it to resist spinal mounts, but providing some protection against turrets shouldn't be a problem - which is where the example of the armored VIP car is relevant. And ...
by baithammer
Sat May 25, 2019 3:01 pm
Forum: Traveller
Topic: Converting a Freighter for combat use
Replies: 91
Views: 5775

Re: Converting a Freighter for combat use

Tanks armour isn't the hull, there are plates involved for protection and spaced armour packages. If armour were the hull then an armour rating of 1 would be required, however traveller allows for zero armour and the hull requires 10 damage at personal scale to inflict 1 hull damage. In order to put...
by baithammer
Sat May 25, 2019 6:21 am
Forum: Traveller
Topic: Converting a Freighter for combat use
Replies: 91
Views: 5775

Re: Converting a Freighter for combat use

You need enough space to prep the ship for launch as well as something to maneuver the ship itself into space as trying to do that with power risks damage to both ships, further it would take longer than with either the docking space / hangar / launch facilities so not very useful in a response situ...
by baithammer
Fri May 24, 2019 3:57 am
Forum: Traveller
Topic: Tiny Crews
Replies: 15
Views: 1335

Re: Tiny Crews

Engineer includes the engineering crew, ie not actual Engineers.
by baithammer
Fri May 24, 2019 3:11 am
Forum: Traveller
Topic: Converting a Freighter for combat use
Replies: 91
Views: 5775

Re: Converting a Freighter for combat use

I would treat a cargo hold as a generic Docking Facility (HG, p60) A cargo hold lacks the facilities needed for docking, but you could modify part of the cargo bay to create a docking facility or other arrangements. A cargo hold can contain a ship for shipping but wouldn't be able to deploy or supp...
by baithammer
Thu May 23, 2019 12:20 am
Forum: Traveller
Topic: So many ATVs in high tech places, when they're just bad air/rafts?
Replies: 81
Views: 6839

Re: So many ATVs in high tech places, when they're just bad air/rafts?

Moppy wrote:
Tue May 21, 2019 11:30 pm
"Simple" machines like a ground car are probably way cheaper in a high tech society.
Not many manufacturers would keep obsolete lines running so the ground cars in high tech area would be for collectors and those that travel to lower tech areas.
by baithammer
Wed May 22, 2019 1:17 am
Forum: Traveller
Topic: Converting a Freighter for combat use
Replies: 91
Views: 5775

Re: Converting a Freighter for combat use

Ship sensors are insufficient to spot a jump flash outside of sensor range, as it seems the flash is a gravity ripple that requires a much more sensitive sensor array to pick up. As to the Q ship, they are by nature purpose built as it is designed to conceal its nature while having hidden weapon sys...
by baithammer
Tue May 21, 2019 11:54 am
Forum: Traveller
Topic: Converting a Freighter for combat use
Replies: 91
Views: 5775

Re: Converting a Freighter for combat use

Regular sensors need to be in range to detect a jump, gravitational analysis suite on the other hand can detect a jump at any range given enough time for the flash to reach the sensor. Q ships are more of a patrol force tool where they use it to lure in pirates / raiders then either civilian or mili...
by baithammer
Tue May 21, 2019 9:53 am
Forum: Traveller
Topic: Converting a Freighter for combat use
Replies: 91
Views: 5775

Re: Converting a Freighter for combat use

Jumps need to be in sensor range to be detected.
Normally, a ship that emerges into real space
will be automatically detected if it emerges within the
‘minimal’ detail range of the sensor.
by baithammer
Sun May 19, 2019 11:11 pm
Forum: Traveller
Topic: Converting a Freighter for combat use
Replies: 91
Views: 5775

Re: Converting a Freighter for combat use

Armour is an outer layer that protects the hull from taking damage, although there are designs that place the armour inside the hull and uses the main hull as a sort of spaced section to reduce the energy which potentially lightening said armour plating. It is however not a trivial undertaking and w...
by baithammer
Sun May 19, 2019 11:11 pm
Forum: Traveller
Topic: Converting a Freighter for combat use
Replies: 91
Views: 5775

Re: Converting a Freighter for combat use

Double post
by baithammer
Sat May 18, 2019 12:50 am
Forum: Traveller
Topic: Converting a Freighter for combat use
Replies: 91
Views: 5775

Re: Converting a Freighter for combat use

Hangars and Docking spaces take multiple turns / minutes to launch or recover vessels and during this time can't expend thrust or fire weapons by the launching / launched craft. ( Would affect jumping out as you'd need to finish recovery operations.) Upgrading weapon systems would be a more flexible...
by baithammer
Sat May 04, 2019 12:45 pm
Forum: Traveller
Topic: A couple of unrelated rules questions
Replies: 25
Views: 1867

Re: A couple of unrelated rules questions

Just like fighter craft do today, mislead your opponent on the direction your going in and then attempt to jam his sensors so he follows where he thinks you should be.
by baithammer
Sat May 04, 2019 1:30 am
Forum: Traveller
Topic: The Collector Based Breakaway Hull Jump Spine
Replies: 11
Views: 1172

Re: The Collector Based Breakaway Hull Jump Spine

Easiest way to post pictures is to use imgur and upload to that, it can then generate a bb code url that you paste into your post.
by baithammer
Sat May 04, 2019 1:26 am
Forum: Traveller
Topic: A couple of unrelated rules questions
Replies: 25
Views: 1867

Re: A couple of unrelated rules questions

1a. The particle barbette. Reading the rules my understanding is that it can't be used for point defence, only laser turrets can. But is there any logical reason for this (other than balance)? It seems to me that point it toward a missile should work. 1b. The particle barbette is a radiation weapon...
by baithammer
Thu May 02, 2019 4:31 am
Forum: Traveller
Topic: Alternative to drop tanks
Replies: 72
Views: 5165

Re: Alternative to drop tanks

Or just use Dedicated fuel/cargo containers from DSE handbook.
by baithammer
Thu May 02, 2019 4:26 am
Forum: Traveller
Topic: The Collector Based Breakaway Hull Jump Spine
Replies: 11
Views: 1172

Re: The Collector Based Breakaway Hull Jump Spine

Break away hulls require a bridge and power plant.
Each section must
have an appropriate bridge and power plant to operate it.