Recent content by ProfGrizzlyJon

  1. ProfGrizzlyJon

    Custom Ships/Deck Plans

    Have you considered adding an Optional c page with the add-ons from the Vehicle Handbook?
  2. ProfGrizzlyJon

    High Guard: Ramming?

    Why do you say low velocities? There are two different situations- ramming during a dogfight and ramming during normal ship turns. The rules accommodate both situations. Yes, that aligns with what I described (since the Companion doesn't use dtons, just nomenclature) The damage also has a...
  3. ProfGrizzlyJon

    High Guard: Ramming?

    (Summarizing a recent conversation about this topic from the Book of Faces) I use the vehicle collision rules with some clarification. These work better with Vector-based rules, although math is math....ramming occurs infrequently during dogfights Collision damage scales with the square of...
  4. ProfGrizzlyJon

    Google Sheets Worksheets

    Speaking as a grandfather, this was EXACTLY what my Traveller was all about
  5. ProfGrizzlyJon

    Google Sheets Worksheets

    Are you sure?
  6. ProfGrizzlyJon

    Ship Design Philosophy

    Softpoints is the logical regression from hardpoints to firmpoints. That is also used as a brand name by the manufacturer. Grapples and container launchers are described as external pylons.
  7. ProfGrizzlyJon

    Ship Design Philosophy

    I have a set of permutations about this that I dubbed "softpoints" and use IMTU. Basically, this limits them (groundscale weapons) to dogfight engagements, if you intend to use them against other spacecraft (page 162 of Core22) or vehicles (page 138 of Core22).
  8. ProfGrizzlyJon

    Ship Design Philosophy

    As I understand it, the High Guard options are <.25dt, it can be a "free" (no power, no displacement) pop-up turret or a fixed mount. Larger weapons, but <1dt, it can be added to a turret or a fixed mount, displacing a minimum of 1dt, but still using no power. It is implied that any weapon >1dt...
  9. ProfGrizzlyJon

    Ship Design Philosophy

    Agreed. It gets even more silly when you have groundscale weapons that are greater than 1 ton and cannot fit in a turret. Which is why I do it….
  10. ProfGrizzlyJon

    Enhanced Docking Clamps

    When will you post the geomorphs for these?
  11. ProfGrizzlyJon

    Drop tank mounted fuel/cargo tanks

    Easy answer: Streamlined module, with aerofins, custom made for a specific class-starship, that attach to dropship mounts and a docking clamp. You guys make everything so complicated, when Traveller has rules for almost anything :unsure:
  12. ProfGrizzlyJon

    Smuggling in Modern Traveller

    There are some interesting developments in the World Builder’s Handbook
  13. ProfGrizzlyJon

    [Traveller Battlefield Dev] New Combat Rules to Try!

    Since this has popped up again. I really do not like the proposed AP rules. If it helps, I still use the MgT 1E rule that allows lasers to Blind a target with a high enough effect (Modified: Effect 6+ for visible light, 4+ for blue/green lasers, and 2+ for "invisilasers" using UV/Gamma rays)...
  14. ProfGrizzlyJon

    Smuggling in Modern Traveller

    I don't agree that all starports are lawless. IMTU, every starport is different. That is the whole point- you need to be able to buy a product cheap in one spot, and then sell it for an inflated price somewhere else. The economy. I will buy your legal guns at CR1000/dton and sell them for...
  15. ProfGrizzlyJon

    Smuggling in Modern Traveller

    I completely agree. My point wasn't to show off, but to expand the aperture for what might actually be the case. I have always been amazed at what people are willing to smuggle, not because they do it, but because it is profitable enough to be financially viable. I use fabricators a lot IMTU...
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