Egil Skallagrimsson wrote:Got my copy yesterday, just looking through it now, it is a vast improvement on the earlier books, easy to use rules and a lot of exemplar vehicles. The battledress rules look interesting as well (looks like it will supersede CSC), there is a revised (and improved) weapon range table for support weapons and the shipping size rules for transporting vehicles are much better than those in the earlier books.
There still seems to be the odd issue with scaling up larger vehicles, e.g. the airliner on p81 has a hull and structure of 75pt ea, making it considerably more robust than a tank, and almost as tough as the corvette on p120.
However, well done Mongoose, this is much more usable than before.
It's a trade-off. Older editions were just the opposite: Classic Traveller's vehicle rules (via the Striker miniatures game) were just the opposite. Damage was based solely on penetration value of the weapon & the size of the vehicle didn't enter into it.
One, thing to consider is that thanks to the low armor rating a decent enough hit from a heavy weapon like a man-portable missile or a heavy machinegun will still take out the drive, turning the plane into a poor glider that needs a 3.5 km landing strip. A fighter jet will be able to achieve this relatively easily at ranges of 5km or less with guns alone. Missiles make it even more likely.
Of course, there's the problem that if the airliner augers in at top speed, the 40d6 damage won't even destroy the hull: although everyone on board is likely dead twice over. You could still salvage the power plant, computers, and any cargo.
If it's a big issue for you, I'd suggest the following house rules: Hull & Structure may not exceed either 5 times the base armor rating for its tech level, or 5 times its armor rating, whichever is higher. If a vehicle has different armor values for different locations, use the base armor value before re-locating armor points. This also helps with those crazy values for airship envelopes.
The logic is that lightly-armored & low-tech vehicles tend not to have a lot of reinforcing structure, while an attack helicopter or main battle tank would need significant extra structure just to maintain the armored shell.
The vehicles that get changed:
Dirigible (p57) hull 6, envelope structure 15, gondola structure 6 (old values 6, 4800, 6)
Refueling hub (p57) Hull 15, enveleope structure 15, gondola structure 15 (old values 40, 32800, 40)
Grav Liner (p50) Hull 25, Structure 25 (old 77, 78)
Airliner (p81) Hull 15, Structure 15 (old 75, 75)
Supersonic airliner (p81), Hull 15, Structure 15 (old 60, 60)
Ferry (p84) Hull 15, Structure 15 (old 141, 141)
Luxury Yacht (p85) Hull 20, Structure 20 (old 100, 100)
Research Ship (p87) Hull 15, Structure 15 (old 20, 20)
Grav Train (P91) Hull 25, Structure 25 (old 36, 36)
Steam Train (p91) Hull 10, Structure 10 (old 25, 26)
Sail Yacht (p93) Hull 15, Structure 15 (old 25, 20)
Artillery Platform (p99) Hull 2, Structure Envelope 20, Structure Gondola 2 (old 2, 1600, 2)
Zepplin (p99) Hull 3, Structure Envelope 20, Structure Gondola 3 (old 3, 352, 3)
Corvette (p120) Hull 60, Structure 60 (old 87, 87)
Frigate (p121) Hull 120, Structure 120 (old 174, 174)
Nuclear Submarine (p124) Hull 120, Structure 120 (old 470, 470)
Frigate (p125) Hull 20, Structure 20 (old 40, 50)
Galleon (p125) Hull 40 Structure 40 (old 80, 100)
Ghoerrough G/Carrier (p132) Hull 20, Structure 20 (old 25, 25)
Jugger JCD 939 (p162) Hull 20, Structure 20 (old 72, 72)
Roadliner, Roadliners Inc. "Fat Boy" (p163) Hul 20, Structure 20 (old 22, 23)