HG 2e Chapter 4 Weapon & Screens p. 49

snrdg121408

Mongoose
Hello all,

I am unsure of my understanding on how to apply the advantages and disadvantages.

The long range advantage clearly states is applied once.

I believe that

1. The energy and size advantages can be taken up to three times and the disadvantages up to two times.
2. The selection is either High or Very High Yield which can only be taken once
3. Easy to Repair and Resilient can be taken up to three times.
4. Accurate and Intense focus are options I'm really unsure of and I have a couple of possible ideas
a. They can be taken only once
b. The Accurate DM and Intense focus AP can be taken up to three times and each select two advantages
c. The Accurate DM and Intense focus AP can be taken up to three times and each select six advantages
5. Inaccurate can be taken up to two times.
 
snrdg121408 said:
1. The energy and size advantages can be taken up to three times and the disadvantages up to two times.
That is intentionally undefined and up to Referee fiat.
Where the referee deems it appropriate, the same Advantage or Disadvantage can be applied more than once to a component.
Most people seem to allow them more than once.

snrdg121408 said:
2. The selection is either High or Very High Yield which can only be taken once
They don't stack, so it does not matter if you take them more than once. As a house rule you could allow them to stack...

snrdg121408 said:
3. Easy to Repair and Resilient can be taken up to three times.
Again up to the Referee. I don't see a problem with applying them more than once.

snrdg121408 said:
4. Accurate and Intense focus are options I'm really unsure of and I have a couple of possible ideas
a. They can be taken only once
b. The Accurate DM and Intense focus AP can be taken up to three times and each select two advantages
c. The Accurate DM and Intense focus AP can be taken up to three times and each select six advantages
You can never have more than three Advantages, so you can never take more than one double Advantage. So you can only take one of Long Range, Accurate, Intense Focus, or Very High Yield, and only once. (They cost two Advantages each.)

snrdg121408 said:
5. Inaccurate can be taken up to two times.
Again up to the Referee. I don't see a problem with applying it more than once.
 
Good answers.

I have a question of my own to add.

Can you have both Advantages and Disadvantages on the same item? For example, say my TL13 shipyard wanted to build a Long Range Fusion Barbette (Base TL12 weapon). That would require 2 Advantages which aren't available until TL14. So could they build a prototype TL14 Fusion Barbette that had Long Range and Energy Inefficient (and cost 525% of normal, ouch)? From a fluff standpoint it would seem to fit and be cool, but I can't find (either yes or no) an answer within the rules.
 
kevinknight said:
Good answers.

I have a question of my own to add.

Can you have both Advantages and Disadvantages on the same item? For example, say my TL13 shipyard wanted to build a Long Range Fusion Barbette (Base TL12 weapon). That would require 2 Advantages which aren't available until TL14. So could they build a prototype TL14 Fusion Barbette that had Long Range and Energy Inefficient (and cost 525% of normal, ouch)? From a fluff standpoint it would seem to fit and be cool, but I can't find (either yes or no) an answer within the rules.

Per the table on page 48, you can't mix and match. You get one disadvantage at TL-1, and two at TL-2. And each TL above you get one advantage to add.
 
Hello AnotherDilbert,


AnotherDilbert said:
snrdg121408 said:
1. The energy and size advantages can be taken up to three times and the disadvantages up to two times.
That is intentionally undefined and up to Referee fiat.
Where the referee deems it appropriate, the same Advantage or Disadvantage can be applied more than once to a component.
Most people seem to allow them more than once.

Update: Several other game systems I have allow similar features a certain number of times which is why I thought MgT HG 2e may work.

snrdg121408 said:
2. The selection is either High or Very High Yield which can only be taken once
They don't stack, so it does not matter if you take them more than once. As a house rule you could allow them to stack...

Allowing them does not make sense since Very High Yield boosts ones and twos to three, while High Yield only boosts ones to twos.

Rewrite: Taking them more than once means that instead of having three options you only get two with the third, High or Very High Yield, doing nothing. Stacking does not work either since the best of the two Yield options changes both ones and twos to threes.

snrdg121408 said:
3. Easy to Repair and Resilient can be taken up to three times.
Again up to the Referee. I don't see a problem with applying them more than once.

Sounds good and I appear to be on the right track.

snrdg121408 said:
4. Accurate and Intense focus are options I'm really unsure of and I have a couple of possible ideas
a. They can be taken only once
b. The Accurate DM and Intense focus AP can be taken up to three times and each select two advantages
c. The Accurate DM and Intense focus AP can be taken up to three times and each select six advantages
You can never have more than three Advantages, so you can never take more than one double Advantage. So you can only take one of Long Range, Accurate, Intense Focus, or Very High Yield, and only once. (They cost two Advantages each.)

Okay, I originally was on the right track and then went and over thought the rules again.

Update: The Long range advantage is the only option that requires 2 Advantages that is clearly identified as being applied once. Accurate, Intense Focus, and Very High Yield do not have the restriction of being applied once mentioned in their write-ups. My leaning agrees with yours that only one options requiring two additional requirements can be taken, however there are some who would disagree

snrdg121408 said:
5. Inaccurate can be taken up to two times.
Again up to the Referee. I don't see a problem with applying it more than once.[/quote]

Another one I'll leave as is in my spreadsheet.

Thank you for the help.
 
Smallcraft weapon systems aren't allowed to increase their range beyond Close.

Drill lasers are inherently inaccurate at minus three, so taking Inaccuracy twice shouldn't be an issue; though friendly fire may become so.
 
Hello Condottiere,

Condottiere said:
Smallcraft weapon systems aren't allowed to increase their range beyond Close.

Drill lasers are inherently inaccurate at minus three, so taking Inaccuracy twice shouldn't be an issue; though friendly fire may become so.

Drill lasers or laser drills are designed for boring tunnels in asteroids from pretty much point blank range or slicing up salvaged hulls. The greater the range the more inaccurate they become since they are not intended to be used in combat, however if that is all you have you use it as such.
 
kevinknight said:
So could they build a prototype TL14 Fusion Barbette that had Long Range and Energy Inefficient (and cost 525% of normal, ouch)? From a fluff standpoint it would seem to fit and be cool

I agree. I would allow it.

Just to reiterate, High Guard (and Traveller books in general) are the start of creating a good game, not the end. They are intended as frameworks - if you want to do something different from the rules, do so, and let us all know about it. There will probably be some other people who start doing the same thing!
 
msprange said:
kevinknight said:
So could they build a prototype TL14 Fusion Barbette that had Long Range and Energy Inefficient (and cost 525% of normal, ouch)? From a fluff standpoint it would seem to fit and be cool
I agree. I would allow it.
If you are TL13 and makes a prototype TL14 Fusions Barbette (Long range) the cost would be 100%[normal] + 25%[VAdv] + 500%[prototype] = 625% or MCr 25?

TL15 turret fusion guns (Long Range & Energy Inefficient) [Very Advanced & Prototype] would make light fighters very viable...
 
If you can disentangle production costs to make a working model, from research and development (an engineer calibrating a three dee printer and a bunch of guys brainstorming on blackboards).
 
Condottiere said:
If you can disentangle production costs to make a working model, from research and development (an engineer calibrating a three dee printer and a bunch of guys brainstorming on blackboards).

Yes my intention was for a special one off ship, not a general production model. Thanks for the feedback, Matthew!
 
msprange said:
I should say - allow it, but proceed with caution :)
This is an important piece of advice. When you elect to change a rule of any time in a game, you might be changing or having an impact on other elements in th game you didn't realize. I have played in, ran, or just heard about several games where they had to just kill them and stat over because of some house rule backfired on them. :mrgreen:
 
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