Search found 174 matches

by DivineWrath
Fri Feb 17, 2017 5:06 pm
Forum: Traveller
Topic: Questions: Spinal Mounts
Replies: 30
Views: 2458

Re: Questions: Spinal Mounts

Spinal mounts can easily cripple a ship of its weight class, if not out right one shot it. Sorry, I do not see it. Can you provide an example? A battleship with J-3, max manoeuvre, and max armour has a payload of about 30% (depending on TL). Carrying a maximum spinal without any defences or seconda...
by DivineWrath
Fri Feb 17, 2017 3:43 am
Forum: Traveller
Topic: Questions: Spinal Mounts
Replies: 30
Views: 2458

Re: Questions: Spinal Mounts

I did some number crunching, some thought experiments, and actual ship designing. Here are some of my thoughts: Build bigger ships. Spinal mounts can easily cripple a ship of its weight class, if not out right one shot it. There is a limit to how big a spinal mount can go (unless you are using super...
by DivineWrath
Wed Feb 15, 2017 4:26 am
Forum: Traveller
Topic: Questions: Spinal Mounts
Replies: 30
Views: 2458

Re: Questions: Spinal Mounts

Thanks for the replies. I have more questions. The Railgun Spinal Mount has capacity for 5 ammo. Given that it takes 1 ship combat round to reload a weapon, it means that this spinal mount will be reloading close to twice an hour. Is there no special loading mechanism to take care of that? I mean, I...
by DivineWrath
Tue Feb 14, 2017 8:24 pm
Forum: Traveller
Topic: MgT HG 2e Armoury p. 44
Replies: 19
Views: 1396

Re: MgT HG 2e Armoury p. 44

Whats not to get? Armories provide a very professional way to store combat equipment. I don't think that all crewmen and marines are fully equipped and combat ready all the time. I also don't think they store their equipment in their staterooms. I think it would be exhausting to carry around a lot o...
by DivineWrath
Tue Feb 14, 2017 5:55 am
Forum: Traveller
Topic: Questions: Spinal Mounts
Replies: 30
Views: 2458

Questions: Spinal Mounts

I have some questions regarding spinal mounts. Spinal mounts get size reduction as their tech level rises. Normally, a particle spinal mount is 3500 tons per increment with the max tonnage of 28000. That gives 8 increments (max damage of 8DD). However, with 3 additional TLs, a railgun spinal mount s...
by DivineWrath
Tue Feb 14, 2017 5:34 am
Forum: Traveller
Topic: Questions: Ship weapons with auto fire
Replies: 2
Views: 394

Questions: Ship weapons with auto fire

I'm having some trouble working this out. There are two kinds of weapons for ships that have auto fire. Railgun Bay, Auto 4-6 Plasma-pulse Cannon Bay, Auto 6-8 For railguns, I think it is rather strait forward how they work. The auto fire uses more ammunition. However, the Plasma-pulse Cannon has au...
by DivineWrath
Tue Feb 14, 2017 4:39 am
Forum: Traveller
Topic: MgT HG 2e Armoury p. 44
Replies: 19
Views: 1396

Re: MgT HG 2e Armoury p. 44

My impression was that is was for either 25 normal crew members, or 5 marines. The equipment needed for marines take up more room, so 1 marine equals 5 crew members. The equipment for crew members might be used in an emergency, such as when the enemy tries to board the ship. The marines might get se...
by DivineWrath
Mon Feb 13, 2017 7:15 am
Forum: Traveller
Topic: MgT HG 2e Drones p. 40
Replies: 4
Views: 468

Re: MgT HG 2e Drones p. 40

I did some more digging and found that auto-repair software starts as early as TL 10. That might be a good place to start. However, Repair Drones might be earlier because that is when automated software for it is available, not the drones themselves. The write up says that they can be controlled rem...
by DivineWrath
Mon Feb 13, 2017 5:53 am
Forum: Traveller
Topic: MgT HG 2e Drones p. 40
Replies: 4
Views: 468

Re: MgT HG 2e Drones p. 40

2. Don't know. Maybe TL 12? Reason, the Mineral Refinery on p. 61 says that at TL 12 the manned tugs are replaced with drones. Then again, if the TL mattered, then they should have got a TL rating. There are many things that don't have a TL rating that obviously shouldn't have a TL rating. Example, ...
by DivineWrath
Tue Feb 07, 2017 11:15 pm
Forum: Traveller
Topic: Core Rule Question
Replies: 10
Views: 1252

Re: Core Rule Question

Read Timeframes again. Key words "might take". As in "repairing a damaged component on a ship might take 1D x 10 hours". The GM is the one who decides how difficult and time consuming a task is. What you were really looking at is a table of examples, not hard rules.
by DivineWrath
Fri Feb 03, 2017 8:03 am
Forum: Traveller
Topic: Questions: High tech travel
Replies: 3
Views: 505

Re: Questions: High tech travel

Yeah. I figured that I might make things up as go. Maybe I'll mention some of my thoughts. Collectors - The way they are described indicates that they are much smaller than the tanks you normally use for jump fuel, and can be refilled anywhere (in normal space). Normal jump fuel tanks take up space ...
by DivineWrath
Thu Feb 02, 2017 2:31 am
Forum: Traveller
Topic: Questions: High tech travel
Replies: 3
Views: 505

Questions: High tech travel

I have a few points that I want to be sure about. Many of these questions might have answers only the devs can give. Am I correct to believe that hyperdrive, warp drive, and space folding drive use no fuel? Am I correct to believe that the time drive does use fuel? Can it use exotic particles from a...
by DivineWrath
Thu Feb 02, 2017 1:43 am
Forum: Traveller
Topic: MgT HG 2e Primitive & Advanced Weapons and mixed weapons
Replies: 9
Views: 864

Re: MgT HG 2e Primitive & Advanced Weapons and mixed weapons

The book says that if using a turret of mixed weapons, you have to pick and choose which weapons you use. For example, a mixed turret might 1 sand caster and 2 beam lasers. That turret could only fire 1 sandcaster or up to 2 beam lasers, not both sand casters and beam lasers in the same turn. I woul...
by DivineWrath
Tue Jan 31, 2017 6:03 am
Forum: Traveller
Topic: Batteries and Jump Drive
Replies: 57
Views: 4260

Re: Batteries and Jump Drive

Ships powered by only batteries can't survive going through a jump. I tried. At best, it might survive 16 to 24 hours (depending on battery capacity). This was after using every bit of space possible to fit in more batteries. This does not factor in attempts to reduce power. If you can cut power con...
by DivineWrath
Sun Jan 29, 2017 5:13 pm
Forum: Traveller
Topic: Batteries and Jump Drive
Replies: 57
Views: 4260

Re: Batteries and Jump Drive

How long does ship combat last anyways? I don't have much experience. I'm thinking that ships should be able to last at least 1 hour minimum.
by DivineWrath
Sun Jan 29, 2017 4:57 pm
Forum: Traveller
Topic: Batteries and Jump Drive
Replies: 57
Views: 4260

Re: Batteries and Jump Drive

If the pattern continues, the next step up would be 80 power per ton of battery. I picked that number because it is 4x of what a TL 15 fusion power plant is capable of. As for TL, maybe 14? 10, 12, 14... I don't have a good reason other than its +2 TL than the last step. I have a question though. Wh...
by DivineWrath
Sun Jan 29, 2017 11:51 am
Forum: Traveller
Topic: Batteries and Jump Drive
Replies: 57
Views: 4260

Re: Batteries and Jump Drive

I looked it up. On Highguard p. 108 is the Express Boat. Its power plant is 1/3 of what it needs. Its a TL 8 fusion (power 20) power plant. Its basic ship systems needs 20 power, and its jump drive needs another 40 power, which appears to be supplied by the batteries. Even the description of the shi...
by DivineWrath
Sun Jan 29, 2017 6:53 am
Forum: Traveller
Topic: Batteries and Jump Drive
Replies: 57
Views: 4260

Re: Batteries and Jump Drive

I was wondering the same thing. I did some thinking on the matter. 1 ton of TL 12 batteries (60 power) can replace 4 tons of TL 12 fusion power plant (60 power). For 1 turn. It'll also cost much less (0.2 MCr per ton vs 1 MCr per ton). If you only need a single burst of power for the jump drive, the...
by DivineWrath
Wed Jan 25, 2017 5:44 am
Forum: Traveller
Topic: Medium Flexible Short-Range Transport
Replies: 13
Views: 1150

Re: Medium Flexible Short-Range Transport

I have tried to push external cargo mounts to the extreme. I was able to make a 5000 ton J-3 ship that had half its tonnage in external mounts. In practice, it felt like I was trying to design a J-6 ship. It needed to store twice the tonnage in fuel in internal storage, and it needed a J-Drive and M...
by DivineWrath
Mon Jan 23, 2017 4:34 am
Forum: Traveller
Topic: High Guard - Errors?
Replies: 112
Views: 15838

Re: High Guard - Errors?

Here are a few ideas: I would like the PDF page numbers to match the books page numbers. If I go to page 10 of the book, the PDF will say it is page 11. FYI, page 10 is step 1: create a hull. I would like more bookmarks. Much like how the core rulebook was done. I've spent a lot of time traveling ar...