I dislike:
The fact that the Scoundrel piracy system although appearing to be well written is full of major bugs that have forced me to use it as a basis for my own version.
Players who make an action, and then only when I tell them the results say "I didn't mean like that I meant X" as they...
It mentions "demanding a surrender" in scoundrels piracy section, however I found that allowing that to achieve a surrender was a teensy bit overpowered.
Now I do such things as opposed rolls and work out what the result would be based on the effect (such as the other nights "We can't talk to...
Well I've gone with the option of allowing trading vessels to carry one, and requiring them to give a warning of the radioactive nature of their weapons before opening fire.
Warships and SBD's on the other hand will just cut loose!
heh I've gone a different route, with the high up Nazi's escaping from the war on a generation ship. They proceeded to make themselves functionally immortal using their medical knowledge and the cloning technology they discovered.
This in turn led them to cloning a race to serve them who look...
Given their targets will always be ships of either military supplies or of corporations wholly owned by the State it's believeable to allow said vessels to carry a particle beam each.
Convoy wise, at the moment I'll not spring that on them, but further down the line if the war starts going...
heheh
Yes it should be fun (and frought with danger) but then the players are in one of the better ships out there at the moment. They are entering the Privateering business.
At some point I may even post the stats of the Hex somewhere.
That could certainly work. I'm somewhat worried that at the moment the response time to distant system will give them FAR too long.
Response time to start of attack may well work better! Thanks!
Also I didn't spot visual and therm sensors... duh, I assume they come with every sensor package?
Currently I am running it like this:
The Players start shooting/or make the target so suspicious they call for help is when the response timer starts running. This occurs whether the players have jammed the target comms or not (more on that later).
I then roll on the response table.
This is...
Incidentally I've been running the "adding effect" as being a TASK add so 1-5 adds 1 and 6+ adds 2 (I think not got my books here) it means that against a 6 armour ship a beam laser/missile is still unlikely to get through unless they get very lucky and even if they do it'll be a single hit. If...
Thanks that's very helpful :D
Another question... anyone used the adding effect to the damage in a game and if so how did it affect combat.. I'm Erring towards it (the players ship has armour 6 and it seems unusual that they can fly through a flight of missiles and not worry about it) but...
Additional question then:
Currently I'm reading the above as:
A Gunner can fire all of the weapons in a turret once per turn making a roll for each weapon.
Does the Once per turn mean if I attack with the Beam Laser I cannot then use it in point defence? I suspect this to be the case.
Also...
Thanks for that! This does make a whole lot more sense.
Admittedly my players are more likely to be lurking round the 100Diameters limit but that just means the response will be that much further away.
Another question:
The Response times table lists some responses in times, and some in...
Hello there!
I've finally started my Traveller campaign and my players have determined they want to be Privateers taking out enemy ships for their government. I've got them in simulators for the moment so they can practice without losing their (really very expensive) ship.
I saw scoundrel...
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