Very useful collection of ships, but I was sad to not see the Vargr lab ship, which can appear as a mustering out benefit, but (as yet) has no stats (barring assuming it's the same as its imperial counterpart).
I like the inaccurate trait. I think it'll give cannon behaviour one would want to see:
* Difficulty hitting ships when fired individually at reasonable ranges.
* A strong incentive to fire barrages to mitigate that.
I still think there may be merit to having a range longer than extreme for...
In terms of ranges for naval guns, Wikipedia has a great table with references for all the numbers (see under artillery ranges):
https://en.wikipedia.org/wiki/Naval_artillery
The ranges really take off at the end of the 19th century with more sophisticated rangefinding, but before that...
I had a think about the whole "cannons are too accurate" issue in the game.
The problem is basically that the +6 from shooting at a big target overwhelms even the -4 for extreme range so that a competent gunner can hit anything up to maximum range, and then suddenly becomes unable to hit once...
Regarding battery fire, I think any rule needs to give an advantage to forming a battery over firing individually, otherwise no-one will want to do it (except to save time at the table).
The trouble at the moment (with individual shots) is that if you have +6 to hit your target due to size, +2...
Thinking some more about the Galleon, I suspect its problem may be that it's just too small (the mediocre living quarters support this too). If I've done my arithmetic correctly, USS Constitution is 409 Traveller tonnes, while HMS Victory is 900 Traveller tonnes. That is 1636 spaces or 3600...
The current rules are actually a bit weirder than that.
Any starship gets +2 to hit by individual level attackers.
So vehicles are +1 at 10 tonnes, +2 at 20, etc. Starships are +2 at 0 tonnes, +3 at 1000 tonnes.
One might do some mental gymnastics about the bonus not being so high for...
Log10 is what TNE used. I reconciled it as being: multiplying volume by 10 *roughly* doubles the height, length, and width of a vehicle. Lowering difficulty by a level doubles your chance to hit. So it made sense there.
With 2D6 task rolls, it's a bit harder to ascertain what +1 means. It's a...
@Geir One thing that I think should get some attention in this book is criticals for large vehicles.
The current corebook rules give +1 to hit per 10 tonnes of target, capping out at +6. This means that anything 60 tonnes or bigger (which includes most ships) gets +6 to hit. +6 to hit means...
My understanding is that for male Aslan still part of their parents' family, they use their father's territory score. Once they're independent, their social standing mean reverts to their own territory. Female Aslan use the territory of their husband (or father if unmarried).
The conclusion...
My understanding from
https://forum.mongoosepublishing.com/threads/high-guard-update-2022-coming-july-29th.123584/post-956124
is that you do both: reduce the damage by the armour as an absolute value, and then reduce it by a percentage as a follow up.
The reason for the additional reduction...
@timtoon No problem. I figured putting them all in a pdf was the most helpful thing to do, so people could print them out to use alongside a physical book. By the way, my fix for the Aslan corporation benefit is obsolete after Mongoose put out their own document on Aslan corporations.
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