High Guard is Here!

allanimal said:
2) For the 100x triple beam laser turrets, the normal price of this would be 250 MCr, but it says it has "long Range", which implies an advanced weapon, which adds 10% to the cost, for 275 MCr. However the listed cost is 312.5 MCr which implies "Very Advanced", with a +25% cost increase. Which is it? And if Very advanced, is it merely "Long Range" x2, or some other advantage.
I get MCr 287.5.

100 × ( 1,0[turret] + 3 × 0,5[beam laser] × 125% ) = MCr 287.5.

I do not adjust the cost of the turret. The turret can be purchased separately, like the empty turret on the Scout.
 
snrdg121408 said:
The issues I have, which is not really a big item, are (1) the definition is that a fighter is normally less than 50 d-tons when from the CT universe and replicated in Mongoose HG 2e the largest fighter is 50 d-tons. In my opinion any small craft 50 d-tons or less designated a fighter and is assigned to a carrier the carrier is per CarRon a "fighter carrier."
The combat system gives a large bonus to crafts smaller than 50 dT. Fighters should optimally be smaller than 50 dT.

The Heavy Fighter is a copy of the Heavy Fighter in CT. Neither is very effective in space combat.
 
AnotherDilbert said:
I do not adjust the cost of the turret. The turret can be purchased separately, like the empty turret on the Scout.

Can be, but has been done both ways. It is part of the weapon system.
 
AndrewW said:
AnotherDilbert said:
I do not adjust the cost of the turret. The turret can be purchased separately, like the empty turret on the Scout.

Can be, but has been done both ways. It is part of the weapon system.

This came up in the playtest. It was suggested to do the whole system with the same tech changes. It wasn't ever explicitly added to the rules.

For things like bays and barbettes it makes sense, but gets weird on a turret.

What happens when the adventurers with the triple beam laser turret replace one laser with the very advanced laser they somehow acquired. Now the turret is mixed. Can the three lasers still fire as one? For some things (like energy efficient) it makes sense. Others, (like long range) maybe not.
 
allanimal said:
AndrewW said:
AnotherDilbert said:
I do not adjust the cost of the turret. The turret can be purchased separately, like the empty turret on the Scout.
Can be, but has been done both ways. It is part of the weapon system.
This came up in the playtest. It was suggested to do the whole system with the same tech changes. It wasn't ever explicitly added to the rules.
I remember it as being left creatively vague. AndrewW seems to agree that it is not completely nailed down. See http://forum.mongoosepublishing.com/viewtopic.php?p=899891#p899891

I tried to indicate ("I do not adjust...") that it was my opinion, not a firm rule.

allanimal said:
What happens when the adventurers with the triple beam laser turret replace one laser with the very advanced laser they somehow acquired. Now the turret is mixed. Can the three lasers still fire as one? For some things (like energy efficient) it makes sense. Others, (like long range) maybe not.
This is one of the reasons I chose to treat turrets as a separate system, and only tech upgrade the weapons.

I would [opinion] let all Beam Lasers fire together based on the worst weapon, but only the weapons that could fire at that range. E.g. I have a turret with three Beam Lasers, one regular, one Long Range, and one Long Range + Hi Yield. At Medium range they all fire together as regular Beam Lasers, at Long range only the upgraded weapons fire and I ignore the Hi Yield.
 
Are there rules for refits anywhere?

This is an RPG after all, and players being players they will want to replace or upgrade systems on their ship sooner or later,

Whilst new construction and design is covered, retrofits and after-marker modification isn't so much - any thoughts?
 
Morning PDT AndrewW,

AndrewW said:
snrdg121408 said:
Unfortunately, I have not figured out how they are converted into Mongoose HG 2e. If the Meson Screen is x 9 shouldn't Nuclear Dampers also be x 9?

They are, the x9 was left out in the PDF.

Not really a straight conversion but that's what we have.

Thank you for confirming that there is not straight conversion from CT Nuclear Damper/Meson Screen/Black Globe Generator Factor in Mongoose Traveller and that the Nuclear Damper for the Arakoine should also be "x9".
 
Hello all,

A minor nitpick and clarification for HG 2e p. 5, PDF p. 6, Capital Ship definitions: Carrier, Escort Carrier, Assault Carrier, and Fleet Carrier.

Per the second sentence for the definition of Carrier: "A light carrier is the equivalent to a cruiser." My guess is that the Assualt Carrier is equivalent to the mentioned light carrier and cruiser?

Or would an Assault Carrier be equivalent to a Striker Cruiser?

Per the second sentence for the definition of Carrier: "While a heavy carrier is the equivalent of a battleship." My guess is that the Fleet Carrier is equivalent to the mentioned heavy carrier.

Would a Battle Tender or Battle Transport, per CarRon, be considered the equivalent of a battleship or dreadnaught?
 
One more stab at Planetoids/Buffered Planetoids... can they be mixed with the Non-Gravity Hulls? Their price already is pretty low, or are they considered to always be Non-gravity unless you add it? If so, what are the price modifiers for adding it?

Just want to cover all my bases. Thanks!
 
Assume planetoids do come with gravity hulls (assumption for all hulls unless you deliberately decide otherwise).
 
Hello Matthew Sprange,

From HG 2e p. 10/PDF p. 11 is the following entry

Non-Gravity Hulls: Basic hulls include artificial gravity, using grav plates to ensure a normal gravitational environment for the comfort and convenience of the crew. Hulls can be built cheaper without artificial grav plating, using specific configurations that allow the hull to constantly spin in order to generate gravity if it is desired. Non-gravity hulls cost Cr25000 per ton, but are limited to a maximum size of 500,000 tons due to structural limitations.

My understanding is that non-gravity hulls are using artificial gravity plates to maintain an 1G field. If the designer does not use artificial gravity plates the alternate methods are using a double hull or hamster cage to simulate an 1G field.

I think that moriturimax question was can planetoid or buffered planetoid hulls use hamster cages or double hulls instead of artificial gravity plates?
 
snrdg121408 said:
My understanding is that non-gravity hulls are using artificial gravity plates to maintain an 1G field. If the designer does not use artificial gravity plates the alternate methods are using a double hull or hamster cage to simulate an 1G field.
Regular hulls include artificial gravity, Non-gravity hull do not. A hamster cage is a type if Non-gravity hull. A non-gravity hull that is not a specific type like double hull or hamster cage has no gravity in space.
 
So my question boils down to, if a Planetoid does NOT have gravity plates, ie Non-Gravity Hull, the price goes UP from 4,000 Credits per ton to 25,000 Credits per ton?

Or does it cost 2,000 Credits per ton?

That was my primary confusion.

Thanks!
 
Hello ANotherDilbert,

AnotherDilbert said:
snrdg121408 said:
My understanding is that non-gravity hulls are using artificial gravity plates to maintain an 1G field. If the designer does not use artificial gravity plates the alternate methods are using a double hull or hamster cage to simulate an 1G field.
Regular hulls include artificial gravity, Non-gravity hull do not. A hamster cage is a type if Non-gravity hull. A non-gravity hull that is not a specific type like double hull or hamster cage has no gravity in space.

The International Space Station, the space shuttle and the space capsules are in my understanding "non-gravity hulls." Using artificial gravity plates, double hulls, or hamster cages generate a gravity field. A planetoid or buffered planetoid are "non-gravity hulls."

How do I calculate the d-tons and cost of adding grav plates to planetoid or buffered planetoid?

Can planetoid or buffered planetoid hulls use hamster cage or double hulls?
 
Hello moriturimax

moriturimax said:
So my question boils down to, if a Planetoid does NOT have gravity plates, ie Non-Gravity Hull, the price goes UP from 4,000 Credits per ton to 25,000 Credits per ton?

Or does it cost 2,000 Credits per ton?

That was my primary confusion.

Thanks!

Planetoid and Buffered Planetoid hulls in CT LBB 5 have a cost to move the planetoid to a shipyard and another cost to tunnel the passage ways and other spaces. In Mongoose HG 2e base cost of Cr4,000 per d-ton ton appears to combine CT LBB 5 costs into one bundle.

If I now have an understanding of the rule is that non-gravity hull would be applied to hulls built in a shipyard that do not include grav plates. By removing the grave plate the additional cost of Cr25,000 per d-ton of hull is needed to strengthen the hull bracing.

In my opinion planetoid and buffered planetoid hulls should not be required to subject to the Cr25,000 per d-ton hull rule since all that is being done is hollowing out their interiors.
 
snrdg121408 said:
Hello moriturimax

moriturimax said:
So my question boils down to, if a Planetoid does NOT have gravity plates, ie Non-Gravity Hull, the price goes UP from 4,000 Credits per ton to 25,000 Credits per ton?

Or does it cost 2,000 Credits per ton?

That was my primary confusion.

Thanks!

Planetoid and Buffered Planetoid hulls in CT LBB 5 have a cost to move the planetoid to a shipyard and another cost to tunnel the passage ways and other spaces. In Mongoose HG 2e base cost of Cr4,000 per d-ton ton appears to combine CT LBB 5 costs into one bundle.

If I now have an understanding of the rule is that non-gravity hull would be applied to hulls built in a shipyard that do not include grav plates. By removing the grave plate the additional cost of Cr25,000 per d-ton of hull is needed to strengthen the hull bracing.

In my opinion planetoid and buffered planetoid hulls should not be required to subject to the Cr25,000 per d-ton hull rule since all that is being done is hollowing out their interiors.

Would it be safe to assume that ADDING Grav Plates would add 25,000 credits per ton to a planetoid Hull? I'm just trying to understand the interplay of grav plates and planetoids versus real hulls.

Before I hit the hay, let me see if I can simplify my question about planetoid/hulls.

1. Base Hull cost 50,000 Cr per ton. With NO grav plates, 25,000 Cr per ton.
2. Planetoid/Buffered Planetoid cost 4,000 Cr per ton.
3. What IS the cost of a Planetoid/Buffered Planetoid WITH and WITHOUT grav plates?
4. What part of the tonnage of a Planetoid is affected by the price of grav plates, total or usable?

Heh, I hope that will clarify it for me and others because it's beein indicated repeatedly that planetoids/buffered planetoids are treated the same as hulls for many of the rules, but the way the hull system works right now, it's kind of vague.

Thanks again for bearing with me on these questions!
 
Hello moriturimax,

I snipped the material from my earlier post timed stamped Tue Aug 23, 2016 11:44 pm leaving your portion of the reply.

moriturimax said:
Would it be safe to assume that ADDING Grav Plates would add 25,000 credits per ton to a planetoid Hull? I'm just trying to understand the interplay of grav plates and planetoids versus real hulls.

My first impression was that the Non-gravity hull section cost of Cr25,000 per d-ton was for artificial gravity. After looking at the reply form AnotherDilbert my impression was that the cost was for a ship that was had not gravity. Now, I am just confused since a planetoid and buffered planetoid have spaces mined out of them.

In my opinion not having a gravity field on a constructed hull should not cost anything. Adding a way to generate a gravity field to the hull should cost something.

Before I hit the hay, let me see if I can simplify my question about planetoid/hulls.

1. Base Hull cost 50,000 Cr per ton. With NO grav plates, 25,000 Cr per ton.

Hopefully the staff of Mongoose will provide clarification but in my opinion is that constructed non-gravity hulls should cost Cr25,000 per d-ton and the hulls with artificial gravity cost Cr50,000 per d-ton. Planetoid and Buffered Planetoid hulls should not have the cost of a non-gravity hull applied.

2. Planetoid/Buffered Planetoid cost 4,000 Cr per ton.

Based on CT rules I agree the base cost is Cr4,000 per d-ton of hull.

3. What IS the cost of a Planetoid/Buffered Planetoid WITH and WITHOUT grav plates?

The cost of a planetoid or buffered planetoid, in my opinion, without grav plates is Cr4,000 per d-ton. Unfortunately, I have no idea on how figure out the cost or d-tons that adding grav plates on them would be. The ship's data card for the Planetoid Monitor on HG 2e p. 184/PDF p. 185 appears to support the cost as being Cr4,000.

4. What part of the tonnage of a Planetoid is affected by the price of grav plates, total or usable?

My best guess is that grav plates would be be calculated on the total hull d-tons.

Heh, I hope that will clarify it for me and others because it's beein indicated repeatedly that planetoids/buffered planetoids are treated the same as hulls for many of the rules, but the way the hull system works right now, it's kind of vague.

Thanks again for bearing with me on these questions!

Doing a quick review of CT, MT, TNE, and T4 planetoid and buffered planetoid hulls are treated the same as the other hull configurations with the added cost of moving them from the belt and then tunneling out the interior.
 
Back
Top