Search found 772 matches

by baithammer
Mon Jan 21, 2019 1:36 am
Forum: Traveller
Topic: Getting rid of negative Quirks in spacecraft
Replies: 19
Views: 266

Re: Getting rid of negative Quirks in spacecraft

Triple post.
by baithammer
Mon Jan 21, 2019 1:36 am
Forum: Traveller
Topic: Getting rid of negative Quirks in spacecraft
Replies: 19
Views: 266

Re: Getting rid of negative Quirks in spacecraft

Or have an architect take a look at it for 1% of price of the ship and charge the maintenance prices in order to fix the issue.
by baithammer
Mon Jan 21, 2019 1:36 am
Forum: Traveller
Topic: Getting rid of negative Quirks in spacecraft
Replies: 19
Views: 266

Re: Getting rid of negative Quirks in spacecraft

Double post.
by baithammer
Tue Jan 15, 2019 7:50 am
Forum: Traveller
Topic: Question on the 100D jump limit
Replies: 13
Views: 260

Re: Question on the 100D jump limit

There is a section in the Travellers Companion about Jump drives and some extra rules, including a section on Jump Masking.

The only way to land close enough to another ship is Synchronised Jumps, which is in High Guard. ( On purpose that is.)
by baithammer
Thu Jan 10, 2019 9:02 am
Forum: Traveller
Topic: Need a quick ruling - missile countermeasures
Replies: 23
Views: 795

Re: Need a quick ruling - missile countermeasures

The only software that benefits missiles / torpedoes is the Launch Solution package, the missile salvo itself is used for gunner skill check not the gunners.
by baithammer
Tue Jan 08, 2019 11:20 pm
Forum: Traveller
Topic: Need a quick ruling - missile countermeasures
Replies: 23
Views: 795

Re: Need a quick ruling - missile countermeasures

That would be transmission speed, processing the data is far slower especially with the scale we're looking at.
by baithammer
Tue Jan 08, 2019 9:15 am
Forum: Traveller
Topic: Need a quick ruling - missile countermeasures
Replies: 23
Views: 795

Re: Need a quick ruling - missile countermeasures

Close range is 10 Km, thrust 1 is 6,000 km/h. The slowest missile is thrust 6.
by baithammer
Tue Jan 08, 2019 1:14 am
Forum: Traveller
Topic: Large Scout Ships?
Replies: 27
Views: 804

Re: Large Scout Ships?

Or a lot of probe drones.
by baithammer
Tue Jan 08, 2019 1:07 am
Forum: Traveller
Topic: Need a quick ruling - missile countermeasures
Replies: 23
Views: 795

Re: Need a quick ruling - missile countermeasures

At close/adjacent the missile is in terminal mode where no further tracking is occurring. Further, EW would occur before reaching close / adjacent range anyway. That's not how missiles work. A missile launched always has a target (in reality). It then goes into self-guidance mode (e.g. smart mode) ...
by baithammer
Mon Jan 07, 2019 4:28 am
Forum: Traveller
Topic: Need a quick ruling - missile countermeasures
Replies: 23
Views: 795

Re: Need a quick ruling - missile countermeasures

At close/adjacent the missile is in terminal mode where no further tracking is occurring.

Further, EW would occur before reaching close / adjacent range anyway.
by baithammer
Sun Jan 06, 2019 1:15 pm
Forum: Traveller
Topic: Need a quick ruling - missile countermeasures
Replies: 23
Views: 795

Re: Need a quick ruling - missile countermeasures

(1) Missiles should never lose the 'smart' trait regardless of the range they are fired at. Someone is watching too many Hunt for Red October movies. It's a stupid rule that needs to be ignored. There is such a thing as time to lock... Countermeasures should be employed against all incoming fire fo...
by baithammer
Sat Jan 05, 2019 2:06 am
Forum: Traveller
Topic: Repairs, Maintenance, and Construction
Replies: 80
Views: 2605

Re: Repairs, Maintenance, and Construction

Which is why some of the TL setups for worlds make no sense. However I chalk that up to the planets simply being randomly generated with no real thought process to how the spread of people to planets and their accompanying tech would make sense. Also need to take into consideration the number of Em...
by baithammer
Sat Jan 05, 2019 12:34 am
Forum: Traveller
Topic: Putting a self sufficient fighting force in a strange land
Replies: 62
Views: 2577

Re: Putting a self sufficient fighting force in a strange land

Going back to the viability of mercenary units in Traveller, how likely might it be for a mercenary company to actually have very few hardware items and simply lease them? It's possible that many employers will be looking for units to serve as auxiliaries to existing forces. If you're being hired t...
by baithammer
Sat Jan 05, 2019 12:16 am
Forum: Traveller
Topic: Megafreighters
Replies: 115
Views: 4781

Re: Megafreighters

Calculated the starports in the Core sector.

https://docs.google.com/spreadsheets/d/ ... sp=sharing
by baithammer
Fri Jan 04, 2019 12:49 pm
Forum: Traveller
Topic: Repairs, Maintenance, and Construction
Replies: 80
Views: 2605

Re: Repairs, Maintenance, and Construction

You can transport equipment to lower TL worlds, but they won't have the infrastructure to support it and would end up having to go to another system with appropriate TL facilities in order to do major repair work. There is also the possibility for a higher TL enclave on a world, but would need to be...
by baithammer
Thu Jan 03, 2019 10:14 am
Forum: Traveller
Topic: Repairs, Maintenance, and Construction
Replies: 80
Views: 2605

Re: Repairs, Maintenance, and Construction

They are not buying more old F-15s. They are buying new designs with new electronics, new engines, and new airframes, making it current TL. By skipping stealth they are getting more payload further, faster, and much cheaper. Probably a good deal unless you have infinite budgets... Not really updati...
by baithammer
Thu Jan 03, 2019 3:41 am
Forum: Traveller
Topic: Maintenance, Repairs, and construction
Replies: 28
Views: 979

Re: Maintenance, Repairs, and construction

What I meant is that a TL 13 world could manufacture TL 10 items or parts or replacement parts. The TL13 would be used for military / specialist designs, while TL12 would be the more common designs if we're talking about the 3rd Imperium setting. The TL10 world would more likely be used for product...
by baithammer
Thu Jan 03, 2019 3:33 am
Forum: Traveller
Topic: Repairs, Maintenance, and Construction
Replies: 80
Views: 2605

Re: Repairs, Maintenance, and Construction

The biggest issue is that militaries don't go full out on the latest technology as you won't get sufficient numbers to apply the advantage, what they do is go with sufficiency instead where enough key technologies are placed in certain platforms and the bulk of the forces are equipped with technolog...
by baithammer
Wed Jan 02, 2019 7:23 am
Forum: Traveller
Topic: Repairs, Maintenance, and Construction
Replies: 80
Views: 2605

Re: Repairs, Maintenance, and Construction

The Gazelle isn't a warship: Hundreds of Gazelle class close escorts have been built and many remain in service in the Imperial Navy, despite the fact that in a combat situation, they are nearly worthless. The close escort, even when new, was not intended to stand up to combat vessels; rather it wa...
by baithammer
Sun Dec 30, 2018 6:00 pm
Forum: Traveller
Topic: Maintenance, Repairs, and construction
Replies: 28
Views: 979

Re: Maintenance, Repairs, and construction

With training and practice, a low TL world can use high TL items. However, it can't produce on its own higher TL items and can't maintain said higher TL items. ( Note, not all items on high TL ships are at the maximum TL.) The usual route is using foreign high TL ports to do the maintenance and repa...