Revisiting Fighters in a Post High Guard Era

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AnotherDilbert
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Re: Revisiting Fighters in a Post High Guard Era

Postby AnotherDilbert » Sun Aug 27, 2017 7:24 pm

Sigtrygg wrote: Jump fuel is reaction drive fuel...
I agree, but I still haven't been able to make something reasonably effective. It's also dangerous to burn your jump fuel...

Sigtrygg wrote: SDBs and BR can spare the space for reaction engines...
Certainly, but it replaces a lot of weapon payload.

But if really prefer a certain range it might be worth it.
baithammer
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Re: Revisiting Fighters in a Post High Guard Era

Postby baithammer » Tue Aug 29, 2017 9:22 pm

Wondering if I should split the thread ( Move the oversize fighters to its own area and with a proper framework.) and come up with better framework for this one?
tytalan
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Re: Revisiting Fighters in a Post High Guard Era

Postby tytalan » Fri Sep 01, 2017 11:21 pm

This was brought up in another subject but it does affect this one. When you are discussing fighters vs ship one thing to keep in mind that in OTU ships have a m drive limit of 6 were small craft have a m drive limit of 16 this makes a big difference.

Here one of the reverent posts.
AndrewW wrote:
Wed Aug 30, 2017 10:34 pm
kevinknight wrote:
Wed Aug 30, 2017 10:19 pm
I was surprised to hear from a reliable source that the cap on MD ratings in the OTU was 6 for ships larger than 100 tons. I was unable to find any sort of rules reference to this, though. Could someone please point me to where this is stated? Thanks!
BTW, this was brought up when I pointed out that the ships in Drinax all had 6 or less...
High Guard isn't specific to the OTU, so it allows for some ships that wouldn't 'fit' the OTU. Yes, the cap is still there but isn't specifically mention in High Guard, for your own purposes use it or not as you see fit.
baithammer
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Re: Revisiting Fighters in a Post High Guard Era

Postby baithammer » Sat Sep 02, 2017 10:47 am

MGT 1st edition had a really interesting setup for thrust limits.

10t - thrust 12
20t- thrust 14
30t - thrust 16
40t - thrust 14
50t - thrust 9
60t - thrust 8
70t+ - thrust 6

CT Supplement 9 Fighting Ships had the heavy fighter use a triple fixed mount to get a sandcaster / missile launcher / beam laser, that might be a possible fix for the current fighter situation. ( Have the fixed mount increase cost depending on the number weapons equal to the cost of a turret but without the added displacement taken up.)
AnotherDilbert
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Re: Revisiting Fighters in a Post High Guard Era

Postby AnotherDilbert » Sat Sep 02, 2017 2:36 pm

And then you could add High Burn Thrusters...

No-one was limited to 6 G in MgT1.
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Re: Revisiting Fighters in a Post High Guard Era

Postby SSWarlock » Sat Sep 02, 2017 2:52 pm

Was there ever a decision regarding whether or not G-compensation covered any acceleration from high-G thrusters? I've been house-ruling that it didn't but I'm hoping something oh-fishul was published either as errata or in other publications.
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AndrewW
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Re: Revisiting Fighters in a Post High Guard Era

Postby AndrewW » Sat Sep 02, 2017 3:14 pm

AnotherDilbert wrote:
Sat Sep 02, 2017 2:36 pm
And then you could add High Burn Thrusters...

No-one was limited to 6 G in MgT1.
You still can, they stack with the M-Drive, the 6G limit is only fro the M-Drive on ships 100 tons or more.
baithammer
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Re: Revisiting Fighters in a Post High Guard Era

Postby baithammer » Sat Sep 02, 2017 3:31 pm

And then you could add High Burn Thrusters...
Not available in MGT HG.
No-one was limited to 6 G in MgT1.
There are tables specifically limiting the top speed based on class and dton and with no High Burn Thrusters, there is no way to increase that.
You still can, they stack with the M-Drive, the 6G limit is only fro the M-Drive on ships 100 tons or more.
Well MGT HG states m-drive or r-drive, with no High Burn Thrusters and with tables specifically calling out thrust limits.

So a bit confused with the no limits.
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Re: Revisiting Fighters in a Post High Guard Era

Postby AndrewW » Sat Sep 02, 2017 3:50 pm

baithammer wrote:
Sat Sep 02, 2017 3:31 pm
And then you could add High Burn Thrusters...
Not available in MGT HG.
High Guard, page 37 wrote:High Burn Thruster
A high burn thruster is an auxiliary chemical rocket designed to give a temporary speed boost to a ship. This is easily mounted on a ship by adding an additional reaction drive. Ship architects should note that a reaction drive used as a high burn thruster is
likely to require far less fuel than a ship that relies on a reaction drive alone for thrust. The effect of a high-burn thruster is cumulative with that of the ship’s regular drive system.
For the earlier edition see Book 6: Scoundrel, page: 88.
baithammer
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Re: Revisiting Fighters in a Post High Guard Era

Postby baithammer » Sun Sep 03, 2017 6:05 am

For the earlier edition see Book 6: Scoundrel, page: 88.
Ugh, why I found 1st ed so confusing.

That version of the High Burn Thruster was interesting though.
A high–burn thrusters may not operate for more
than one hour before requiring a shut–down period equal to the
duration of operation.
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Re: Revisiting Fighters in a Post High Guard Era

Postby AndrewW » Sun Sep 03, 2017 6:11 am

baithammer wrote:
Sun Sep 03, 2017 6:05 am
Ugh, why I found 1st ed so confusing.
As new things are needed after High Guard came out that tended to happen. With the 2nd edition one we did consolidate a lot of the stuff scattered across various books into the new one.

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