I have ruled that:
fail survival and you roll on the mishap table but are ejected regardless of "event"
Roll event 2 or 11 (depending on table) roll on the mishap table and you may be ejected if called for.
The last campaign I ran/may still finish was a mercenary campaign on a world under invasion. Which ran parallel with a mercenary campaign on the invader's side.
Note: never run versed goal parallel campaigns they add to many variables especially when the further ahead time wise party has their...
Heres a 300 strike ship I designed
https://docs.google.com/spreadsheet/ccc?key=0AhBnTObbRF6SdDRxWXpPaC1TN1ZjYWRrWDRMRHlIVlE&usp=sharing
I agree that 300 tons is a undervalues tonnage.
My argument never touched on mass (different debate which as you point out not part of MGT) only volume which as far as I understand is what MGT means when it says displacement (note that currently when you talk about the displacement of a modern ship you are really referring the the weight...
While it inside outside debate is just that I feel that a turret while not taking up inside volume should still be taken in to account for things like drive performance.
I realize this is a little late but my rules for a laser barbette are:
Laser Barbette (TL 9)
Higher energy laser with much larger capacitor banks allowing much more damage.
Damage: 3d6 Volume: 5 tons Cost: 2 MCr Optimum Range: Medium
Currently a turret takes up no space and the tonnage assigned is for the fire control. I purpose that we remove separate fire control and assign turrets a volume I think 1 ton per weapon point (ex. 2 tons for a double turret.)
Then when to comes to small craft move the weapon restriction to a...
Also looking at the fire control grid how does fire control and in the program apply to ships using it. The lowest among them or the highest? This comes up because I am thinking a capital ship coordinating fire from a squadron of fighters/bombers. And fire control adds up when deploying in...
Looking in the post linked above 3D and 4D are the correct answer
And as pointed out with multiple sections larger EMP spreads are not nearly as deadly or unbalanced as I first thought
Leaving only the question of to add fire control or not to add fire control I going to say yes unless some...
I was referring to in barrage combat where 3 emp hits per torpedo seams like a real easy way to disable and entire ship in one barrage.
The missile pack only needs one ton for itself (unless the current TCS download is wrong and needs updating) that's why I think it should have a second ton...
So I have a few:
1) Do Missile packs need 1 ton of fire control or not. I think they wood else you have 1 ton of missiles to be launched taking up one tone of space with nothing allotted to what is aiming. Which you could argue that the bridges computer does but then why does any other weapon...
If I recall it is in sector fleets somewhere in with strategic deployment. Again recall here it moved the variance of most fleets to within a couple of hours.
Most RPG never round up so .8 AP is equal to 0. This is backed up by the example from mercenary where you need to get a full 50 points of damage to get on ship equivalent damage.
As above rounding down and not needing 150 points of damage and by mercenary only adding .5 of the second weapon...
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