Recent content by Jackstar

  1. J

    WW1

    I agree that a factor of 2,7 seems reasonable. 21 in gun (experimental German 53 cm) are 335 tonnes http://www.navweaps.com/Weapons/WNGER_21-52_gerat36.php 20 in gun (never built Japanese 51 cm) are 227 tonnes http://www.navweaps.com/Weapons/WNJAP_20-45.php With the factor of 2.7 gives 613...
  2. J

    WW1

    For a comparison of the Furiuos (827 ton) and General Wolfe (384) turrets see http://www.navweaps.com/Weapons/WNBR_18-40_mk1.php This also gives ROF: Furiuos (1 per minute) and General Wolfe (1 per 2.6 to 4 minutes). The same site gives informatino on the Royal Sovereign 13.5 in...
  3. J

    Pirates of Drinax - GMs thread

    I have been reading out the system descriptions on request, but they could have access to this all the time. The main reason for not allow full access is to keep some mystery about the Aslan. At some point in the near future, i will give them access to all of book 2. I have given them access to...
  4. J

    WW1

    https://en.wikipedia.org/wiki/BL_18-inch_Mk_I_naval_gun Note that a single 18 was about the same as a twin 15 in in size. HMS Courageous and HMS Furious were the same size. What is not clear is how much of the turret is armour and how much the gun carriage.
  5. J

    WW1

    From VH page 35 we get max Protection of 10 for TL 3-5 (ignoring the fact that it is called "Iron" armour) with*3 for AFV (A Battleship must be an AFV) so max 30 Protection . Nowhere near enough for Royal Sovereign let alone Yamato.( A 1DD AP shell has 10 AP and does average damage of 35.)
  6. J

    WW1

    The 18 in gun is 151 tonne but in its turret it's 839 tonne (admitily including some armour). More like the TL5 500 tonne Heavy Bombardment Gun (3DD).
  7. J

    WW1

    I would put the 13.5 in at 2DD (if nothing else to leave space between 6in and 13.5 in) You also need to consider Rate of Fire and AP. Rate of Fire is something like: 1 or 2 per minute for the 13.5 in; 5 per minute for the 6 in; 10 per minute ( 1 per round) for the 6 and 3 pdrs. AP should be...
  8. J

    Ship Combat: The Particle Barbette

    Quad turrets make a little bit more sense if you use High Technology Weapons with 3 lots of Size Reduction: 30% smaller, so 0.175 dt each or 0.7 dt for 4.
  9. J

    Ship Combat: The Particle Barbette

    When I read the High Tech chapter, i assumed that the Particle and Fusion turrets are complete turrets (single only). A quad Particle turret would be a monster weapon doing 3D+9 damage (using 34 power and costing 18 MCr). That is comparible to a Small Particle Bay: 6D damage (using 30 power and...
  10. J

    MgT2 Ship Design Speadsheet Walk-through

    Thanks, Ii is a bit clearer now - you have automated some of the options that affect other things but not the other ones, like Early Jump, that are just functional.
  11. J

    MgT2 Ship Design Speadsheet Walk-through

    Thanks. I find this extremely useful. Do you have a guide to the advanced technolgy advantage options? For example, i am trying to get a Jump Drive with Stealth and Early Jump (for the Harrier from Pirates of Drinax). What numbers go in O33 and O44? (When I look at the formula, I can't see...
  12. J

    MgT2 Ship Design Speadsheet Walk-through

    Hi AnotherDilbert, when you posted a design for the special-operations ship, I realised that I don't have the latest version (I have v1.19). Is the quoted link still good for the latest?
  13. J

    Weapons for a special-operations ship

    How about an early prototype solar pulse generator?
  14. J

    Pirates of Drinax - GMs thread

    Your players seem a bit more like pirates than mine. 318 game days after starting (217 real days) and they have done their first act of piracy, bravely capturing a light frieghter with their fleet of 4 ships.
  15. J

    [Rules] Questions regarding damage

    Just checking. I agree that a severity 5 critical is rare. I don't think that I have seen any hit produce a severity higher than 2, but I have only seen battles with small ships.
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