Condottiere
Emperor Mongoose
Depends.
In theory, you could vector thrust without needing reaction control system.
In theory, you could vector thrust without needing reaction control system.
Asteroids to play drop the rock are free...
I do, indeed. Guilty as chargedWith all possible respect, you routinely refer back to older editions in your arguments about this or that issue.
No problem at all. I often lose track of conversations on different threads about similar topics, even posting stuff on Coti or here that references the other and vise versa so it makes no sense at all. I am just glad these forums have a sensilbe editing policy unlike CotI.I do, however, appreciate you clearing up your thesis. As you know, we all tend to digress more than a little bit and bringing things back to the point is sometimes necessary.
Yo be fair a lot of MgT2e 'Aliens of Charted Space vol. 1 is cut and paste from 1e, which in itself is cut and paste from GT. It is also pretty minimal on information verging on disappointing.I personally am NOT taking MgT1e's Zhodani book as the basis of the 5th FW; I've chosen the MgT2e 'Aliens of Charted Space vol. 1'. In that source no mention is made of the 'magic rock in Rhylenor' theory. [And I'm on record as saying the whole 'magic rock' thing is pretty simplistic and rather childish.]
*This*3. To start a war, you usually need a plurality of interest groups backing it.
I completely disagree.Not a great fan of the Magic Rock theory (or the Wave for the matter), But I would point out that if your strategic goal was to capture and hold Rhylanor (although, you'd think a series of diplomatic meetings to address the GIANT WAVE OF DOOM HEADING RIGHT FOR ALL OF US!!!! would be a more rational approach to the dilemma) then the last thing you want to do is telegraph that goal by focusing all your forces on a drive straight towards your target.
They need to do so before the Imperium mobilises their reinforcements.With the times and delays involved, feints and misdirection should precede a well-orchestrated campaign to take the system (or just the world) and hold it for long enough to do the Magic Incarnation. Of course, I've already pointed out that a strictly military approach to the problem might not be the smartest strategy.
You mean get PCs to actually be involved? What an incredibly silly idea.Or, if all you need is a squad of Psions in a chamber deep beneath the surface to perform the Magic Ritual and activate demonstrate the effect, then the whole war thing with millions of causalities and trillions of credits (or Zhodani Psi chits or whatever they use) seems to be a misguided use of resources.
The boardgame exists, dig it out and game it out.But that's just my opinion. I could be wrong.
They can't jump so can be bypassed...(Static) defences are a force multiplier.
They tend to encourage detours.
Placed strategically, usually into a battlefield of the defender's choosing.
Mongoose is bound by canon. Mostly. Unless a better idea comes along.Marc used to say he is bound by canon, I'm not so sure MgT follows that philosophy.
Yo be fair a lot of MgT2e 'Aliens of Charted Space vol. 1 is cut and paste from 1e, which in itself is cut and paste from GT. It is also pretty minimal on information
Agent of the Imperium has introduced that you have to drop your own screen to fire your meson weapons...Well crap! That makes meson weapons nearly useless. The fluff says, "Spinal weapons are specifically designed to deliver knockout blows against the largest vessels and surface installations."
I guess the writers need to check the rules. A handful of Meson Screens now defeats the largest and most fearsome shipborne weapons in Charted Space.
Smallest Meson Spinal Mount 7,500-tons, 6D of damage, 2GCr, 1,000 power, 75 gunners
Meson Screens 180-tons, 36D of absoption (total), 360MCr, 540 power, 1 gunner
Largest Meson Spinal Mount 75,000-tons, 60D of damage, 20GCr, 10,000 power, 750 gunners
Mesons Screens 1,800-tons, 360D of absoption (total), 3.6GCr, 5,400 power, 1 gunner
1,800-tons out of a Battleship or a Dreadnaught is not bad to be completely immune to Meson Weapons unless ganged up on, but you can add a few extra gunners since most ships are not carrying maxed out meson spinals.
Why wouldn't it? In space there is nothing for the ship to push against to turn quickly. It is like stopping a boat by reversing the engine. Underground, it is attached to the ground. Crash a boat into the ground and it stops much more quickly. Also, remember that ships only produce 25% of their thrust to the sides which is where the force for turning comes from.
It is your universe to with as you wish.Mongoose is bound by canon. Mostly. Unless a better idea comes along.
From the blub for ACS 1To be even more fair. this was always the point. The Aliens of Charted Space books were never intended to be definitive - they were a vehicle to get aliens into the game as quickly as possible, driven by requests on these very forums.
Fair enough.The 'Empire' books (such as Third Imperium and the forthcoming Aslan Hierate and Zhodani Consulate) will be the 'detail'. Not necessarily the final word, but look on the current Aliens of Charted Space titles more as rules additions with enough lore attached to be getting on with.
Basically, you guys wanted these aliens in the game so we got them out early on, always intending to go back and fill in the gaps![]()
Yes, that's correct. You'd need thousands of screens to effectively counteract most meson guns. You can design a ship that's impervious to a meson weapon, but you'll be taking away from your ability to do much else.Ah. I misread how the screens work. I thought their effect was applied to the preliminary damage, not the final amount. Although once we're up to battleships and dreadnaughts, they do actually have the tonnage to consider a few thousand screens. It is possible to build a counter meson battery assault ship. Even one successful screen will remove the radiation though.
That we can sort out - drop a line to sales@mongoosepublishing.com and they will get you sorted on those.As an aside a couple of the ACS books have disappeared from my downloads library, I can only find 3 and yet I have 1 and 2 on my shelf and the pdfs saved.
Also worth pointing out that anything to do with how capital ships interact right now should be seen as a placeholder (funnily enough, was chatting to Marc about this a couple of weeks ago). At some point (he said) we will tackle capital ships and fleet combat on an 'official' level, but it will be done during a game that focusses on that level of fighting (roles of missiles, fighters, spinal mounts, secondaries, etc).Yes, that's correct. You'd need thousands of screens to effectively counteract most meson guns. You can design a ship that's impervious to a meson weapon, but you'll be taking away from your ability to do much else.
Combat ships, whether maritime or celestial, have the same design issues as armored vehicles:Yes, that's correct. You'd need thousands of screens to effectively counteract most meson guns. You can design a ship that's impervious to a meson weapon, but you'll be taking away from your ability to do much else.
And there was much rejoicing.forthcoming ... Zhodani Consulate
Wait... Didn't We just determine that screens get applied before the multipliers?Yes, that's correct. You'd need thousands of screens to effectively counteract most meson guns. You can design a ship that's impervious to a meson weapon, but you'll be taking away from your ability to do much else.
No, it's after. This comes up occasionally, so we'll make sure it's written more clearly in future editions of High Guard.Wait... Didn't We just determine that screens get applied before the multipliers?