High Guard Update - Comments Needed!

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Condottiere
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Re: High Guard Update - Comments Needed!

Postby Condottiere » Thu Nov 04, 2021 8:58 pm

High Guard titbits are all over the place, but torpedoes and missiles seem to be favoured by the Sword Worlds and the Solomani Confederation.
Tupper
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Re: High Guard Update - Comments Needed!

Postby Tupper » Sun Nov 07, 2021 8:27 am

Two minor suggestions for the new book:

1. It would be good when discussing radiation damage on large ships to link in to what happens to Travellers on board a large ship that was hit (do we just roll radiation for them normally each time the ship’s hit by a radioactive weapon?), and also how radiation damage relates to the large scale crew rules in Element Class Cruisers (a nasty capital ship battle could decimate a crew). “The needs of the many outweigh the needs of the few... or the one in this case” springs to mind.

2. Weapon critical hits seem a bit trivial for big ships. Who cares if a turret is destroyed? What’s really scary is losing the spinal mount. Maybe there could be a table to suggest which “random” weapon gets damaged.
GamingGlen
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Re: High Guard Update - Comments Needed!

Postby GamingGlen » Tue Nov 09, 2021 4:41 pm

Include details on using ship sensors to scan the ground (planets, moons, etc). How are sensors affected by various atmosphere types? Do planetary governments frown on their lands being scanned?
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Re: High Guard Update - Comments Needed!

Postby Tupper » Mon Nov 15, 2021 8:12 pm

Couple of more thoughts:

1. I really like the new critical rules (basing severity on the quality of hit rather than its damage), however, this is going to be *brutal* using the current large bay rules, combined with the new bonus for attacking large ships. Attacking capital ships is going to lead to large bays getting +10 to hit, and easily getting severity 6 criticals. I suspect they will need some sort of tweak.

2. In the current high guard there's a major mismatch between meson spinal mounts, where the smallest do 1D * 1000 damage, and meson screens, where the damage blocked is 2D per screen. I think it would make more sense if meson screens were on the same scale as meson guns.
AnotherDilbert
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Re: High Guard Update - Comments Needed!

Postby AnotherDilbert » Tue Nov 16, 2021 12:06 pm

Tupper wrote: 2. In the current high guard there's a major mismatch between meson spinal mounts, where the smallest do 1D * 1000 damage, and meson screens, where the damage blocked is 2D per screen.
A base meson gun is 7500 Dt and does 2DD av. 7 × 1000 = 7 000 damage.

7500 Dt is 750 meson screens that prevents 2D × effect per screen. Since there are no negative mods on the Angle Screens roll, the effect can be quite high with a good screen operator. With a really good operator screens can prevent something like 50 damage each IIRC. 750 screens then prevent in the region of 750 × 50 = 37 500 damage.

Screens prevent enough damage, the problem is that they only work once, hence don't work well against several simultaneous attacks, e.g. if an entire battle squadron fires on a single ship.
Tupper
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Re: High Guard Update - Comments Needed!

Postby Tupper » Tue Nov 16, 2021 10:10 pm

@Anotherdilbert I completely agree that Meson screens work if held in sufficient numbers… it just seems odd to buy them in such small “denominations”. It feels like you should buy them in sets of 1000 or so.

Also agree that it’s odd that they can only be used once per round. In previous Traveller versions one screen worked against *all* attacks… but woe betide a ship whose screen went down for some reason.
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paltrysum
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Re: High Guard Update - Comments Needed!

Postby paltrysum » Tue Nov 16, 2021 10:50 pm

Re: Screens.

We're looking into it. It doesn't take much of an examination of the spinal mount rules to discover that fleet engagements involving ships with large spinal mounts can end quite quickly. The question is: Is that working as intended?

In any case, screens should be at least marginally effective; otherwise, why have them, right?
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Tupper
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Re: High Guard Update - Comments Needed!

Postby Tupper » Tue Nov 16, 2021 11:31 pm

I guess most of my experience is playing Battle Rider. There, ships are pretty safe from Meson guns as long as they have a big enough screen (possibly a big ask if engaging a larger ship). However, if other attacks (i.e. missiles, lasers or particle accelerators) can cause the screen to go down, even temporarily, then the ship is toast.

Particle accelerators are similarly nullified by heavy armour and sand casters, although the latter can be overwhelmed by multiple attacks. Of course in Mongoose Traveller, armour can get whittled away by criticals.

It does feel that the ship examples in the old (Mongoose) high guard have very “token” meson screens, which wouldn’t stop much damage.
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Re: High Guard Update - Comments Needed!

Postby Condottiere » Tue Nov 16, 2021 11:34 pm

1. The bigger the stick, the harder the THAC0.

2. Depends on how meson screens work; they could be directional, in the sense that any attack from that angle is effected, rather than trying to intercept a single light speed energy beam.

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