Search found 663 matches

by baithammer
Wed Oct 17, 2018 10:40 am
Forum: Traveller
Topic: How does the patrol corvette land?
Replies: 15
Views: 269

Re: How does the patrol corvette land?

Or the tips can rotate upward, which would give enough clearance for landing gear.
by baithammer
Tue Oct 16, 2018 1:51 pm
Forum: Traveller
Topic: Gazelle Class Close Escort
Replies: 33
Views: 532

Re: Gazelle Class Close Escort

The setup doesn't work from a fleet perspective, where naval ships have a thrust 6 and Jump 4. The Gazelle at most has thrust 5 if the tanks are dropped at a Jump 4, which leaves a Jump 2 which doesn't give much compared to tanker refueling or skimming. The drop tank setup works much better in low d...
by baithammer
Mon Oct 15, 2018 3:39 am
Forum: Traveller
Topic: Gazelle Class Close Escort
Replies: 33
Views: 532

Re: Gazelle Class Close Escort

Considering it mainly escorts vessels with thrust 1-3 and Jump 1-3, its kinda overboard on the jump situation.

Drop the drop tank and setup for at least jump 4 and you have more to play with.
by baithammer
Fri Oct 12, 2018 11:35 am
Forum: Traveller
Topic: So, what's with the supplements?
Replies: 49
Views: 1306

Re: So, what's with the supplements?

That was my first thought - but they won't fit.To do any race any sort of justice, it needs around 80-odd pages...
Could give lite background of the races in the Alien's of Known Space and a more detailed account with extra material in regional books.
by baithammer
Fri Oct 12, 2018 9:59 am
Forum: Traveller
Topic: So, what's with the supplements?
Replies: 49
Views: 1306

Re: So, what's with the supplements?

Aliens of Known Space would be better in a single volume, could give further books based on expanded regions.
by baithammer
Thu Oct 04, 2018 10:13 pm
Forum: Traveller
Topic: Dogfights: Fighters vs. Bigger ships
Replies: 25
Views: 879

Re: Dogfights: Fighters vs. Bigger ships

Small craft rules prohibit using range upgrades. ( Further, it can only be applied to lasers and particle beams.)
by baithammer
Fri Sep 28, 2018 10:47 pm
Forum: Traveller
Topic: Dogfights: Fighters vs. Bigger ships
Replies: 25
Views: 879

Re: Dogfights: Fighters vs. Bigger ships

The problem is Fire Control software works on only on a single weapon system at full rating, whereas capital class warships have far larger number of systems to coordinate which requires the use of advanced fire control software. ( Further, the bandwidth required is too steep to work at scale.)
by baithammer
Fri Sep 28, 2018 12:44 pm
Forum: Traveller
Topic: Ship Design Philosophy
Replies: 2506
Views: 170669

Re: Ship Design Philosophy

No, dog fighting is simply the point where velocity trumps range.

In space, you end up with more options in how you can apply velocity to reduce the window of time the opponent has to react with.
by baithammer
Fri Sep 28, 2018 12:39 pm
Forum: Traveller
Topic: Dogfights: Fighters vs. Bigger ships
Replies: 25
Views: 879

Re: Dogfights: Fighters vs. Bigger ships

Also, I don't see where the rules say one way or another whether ships firing into a dogfight suddenly get a Fast Drug antidote, but it doesn't make any sense that they would. Logic, not physics. Physics trumps logic. The reason the ship outside the dogfight but firing into it changes scale, is bec...
by baithammer
Fri Sep 28, 2018 12:35 am
Forum: Traveller
Topic: Dogfights: Fighters vs. Bigger ships
Replies: 25
Views: 879

Re: Dogfights: Fighters vs. Bigger ships

Both sides of a dog fight move to the same scale for timing, including ships outside the dog fight itself but are firing into the dog fight. ( Firing into a dog fight is frowned on as there is a chance of hitting your own side.) Further, fighters can use missiles outside of the firm point limitation...
by baithammer
Sun Sep 23, 2018 1:07 am
Forum: Traveller
Topic: Sensors Vs Superior Stealth
Replies: 36
Views: 2577

Re: Sensors Vs Superior Stealth

At ship scale anything less than 1.0 is effectively 0, as you can't use it to move out of orbit on its own. ( Could use it for deep space between large bodies.)
by baithammer
Sun Sep 23, 2018 12:23 am
Forum: Traveller
Topic: Starship weapons on vehicles
Replies: 17
Views: 686

Re: Starship weapons on vehicles

Easy to do when the vehicle system is very different from the space ship rules.
by baithammer
Fri Sep 21, 2018 12:28 pm
Forum: Traveller
Topic: Starship weapons on vehicles
Replies: 17
Views: 686

Re: Starship weapons on vehicles

The example was to show no matter the size of the turret it take up 4 spaces in the ship / vehicle.

For a single turret you'd take the large turret with 4 spaces in the vehicle itself, then to size the turret you'd use 1 space for the pulse laser and 1 space for the gunner.
by baithammer
Fri Sep 21, 2018 7:50 am
Forum: Traveller
Topic: Starship weapons on vehicles
Replies: 17
Views: 686

Re: Starship weapons on vehicles

It still 1 space per weapon as those weapons not listed are assumed to be 1 space.

But yeah, should've used the large turret which takes up 4 spaces / 1.0 dt in the ship.

So, 4 spaces / 1 dt inside the ship with 1 gunner station / 1 space, 3x pulse lasers 3 spaces / 0.75dt = 4 spaces.
by baithammer
Fri Sep 21, 2018 7:35 am
Forum: Traveller
Topic: Sensors Vs Superior Stealth
Replies: 36
Views: 2577

Re: Sensors Vs Superior Stealth

In regard to lifters, I think the basic idea was to cancel the effects of local gravitation. But logically, if the result is a net positive, it should operate like planetary vehicles' gravitational motors; not accounting for atmospheric resistance, hull configuration, and annoyed home owners, you c...
by baithammer
Fri Sep 21, 2018 7:01 am
Forum: Traveller
Topic: Starship weapons on vehicles
Replies: 17
Views: 686

Re: Starship weapons on vehicles

The 4 spaces is the capacity of the turret ( 3x pulse lasers = 3 spaces + 1 space for gunner station) and it only takes up 1 space in the vehicle.

Fixed weapons have the gun mounted on the exterior of the ship so doesn't take up internal space.

Further, 1 space = 0.25 dt.
by baithammer
Thu Sep 13, 2018 11:03 am
Forum: Traveller
Topic: Sensors Vs Superior Stealth
Replies: 36
Views: 2577

Re: Sensors Vs Superior Stealth

Or could use the boon / bane system.
by baithammer
Thu Sep 13, 2018 8:41 am
Forum: Traveller
Topic: Questions on small craft weapons and turrets
Replies: 34
Views: 1397

Re: Questions on small craft weapons and turrets

Missiles have a number of quirks. 1.) Don't require the launcher to be facing the target as they have their own drive system. 2.) Lose the smart trait if used at adjacent or close range. I allow continuos fire from dedicated missile magazines Honestly not really needed as the larger ship scale syste...
by baithammer
Thu Sep 13, 2018 6:59 am
Forum: Traveller
Topic: Questions on small craft weapons and turrets
Replies: 34
Views: 1397

Re: Questions on small craft weapons and turrets

Your only able to ready fire 4 missiles from the system, but you can reload from storage by taking the reload action. ( Otherwise the 96 missiles on the 50 dt fighter would be wasted space.) Basically you have 4 shots then have to spend a turn reloading the rack / turret / ect. ( With missiles being...
by baithammer
Wed Sep 12, 2018 1:31 am
Forum: Traveller
Topic: Sensors Vs Superior Stealth
Replies: 36
Views: 2577

Re: Sensors Vs Superior Stealth

Just remember that the sensor suites have a number of different scans, such as the EM which can detect onboard systems of which the M-drive is rather high power usage.