Imperium capital ships of the 5FW - some thoughts

ChrisJ

Mongoose
So while we don't know yet the capabilities (in MT2 terms) of the Zhodani ships in their order of battle from the 5th Frontier War book recently released - the capabilities of most of the Imperium ships are already contained in the High Guard books.

One thing is clear that Imperium capital ships have hung their combat capabilities on the Meson Spinal mount weapon - all 3 dreadnaughts and most frontline battleships and cruisers are built around a Meson Spinal mount - the only exception being Element class cruisers and the Azhanti Lightning class cruisers sporting a particle spinal mount. However only a few ships utilize Meson bay weapons.

1/ When considering the capabilities of the Meson Spinal mount I'm not clear what has directed the Imperium forces to choose this strategic path. While I recognize that Meson weapons detonate inside the target and bypass all armor on the target, the Meson weapons are subject to disruption by Meson screens (which are either overpoweringly effective if their effect is subtracted before a multiplier, or next to pointless mounted in the single digit fashion as they are for all the ships in HG if the effect is subtracted after the multiplier). Given the lack of Meson Bays and the choice by Imperium starship designers to mount so few screens one has to assume that the screens are individually powerful (although the rules for individual ship combat and fleet combat seem to disagree).

2/ The next consideration, is the range, Meson Spinal mounts have a max range of Long, while particle beam weapons have a max range of Very Long - meaning that against an opponent that can set the range, the main weapons of the fleet are neutered, and the opponent can snipe from outside their range. Yes many Imperium ships mount missiles and particle beam weapons in secondary mounts, so there will be some return fire - but not with the main weapon that over 10% volume of the ship and 90% of the weapon power has been designed for.

3/ The only way to overcome a target with an operational Meson Screens is to either:
a/ Overwhelm with multiple Meson attacks (with the lack of Meson Bays this will take attacks by many ships)
b/ Reduce the targets ship power so as not to be able to operate the shield (given the importance of the shield any Ion damage would have to reduce the ship to 0 power before any defender would choose to de-power their shields) - there is however a distinct lack of any Imperium ship with mounted Ion weapons, although Ion missiles and Torps could be used.
c/ Reduce the effectiveness of the targets crew through losses (Radiation losses seem to be the most effective here), such that the "Angle Screens" reaction is ineffective (effect 0 or lower), such that the spinal mound destroys the target through extensive hull damage, and resulting critical system loss. A roll of 9+ is needed for a Meson screen to remove damage from an incoming attack, and no ship computer software improves the effect of screens, thus assuming a skill of 3 and an ability of 9+, a roll of 4 or less will result in the Meson weapon causing full damage (roughly 1 in 6 attacks)

4/ A single hit by a Meson Spinal mount against an undefended ship will be devastating - like for like weapons hitting an undefended ship will probably destroy nearly 2/3rs of the hull and cause multitudes of critical hits - rendering the ship combat ineffective. Thus ones best crews will be assigned to man the Meson Screens and the Spinal mount.

Anyone else made any other considerations on the effectiveness of Imperium capital ships - do any other assumptions built into the MG2 rules cause other fleet strategies/tactics to differ from earlier versions of the rules?

Thoughts?


CJ
 
...the Meson weapons are subject to disruption by Meson screens (which are either overpoweringly effective if their effect is subtracted before a multiplier, or next to pointless mounted in the single digit fashion as they are for all the ships in HG if the effect is subtracted after the multiplier).
It is calculated after the multiplier, so if you want meson screens to be effective, you need a lot of them.
 
The MgT screens paradigm is one of the most clunky systems I have seen for handling screens in the various models of Traveller ship combat. I am left to wonder what the design intent was?
 
It is calculated after the multiplier, so if you want meson screens to be effective, you need a lot of them.
If that was the intent, it wasn't clear to me in the text. The passage on pg29 says roll damage, subtract armor, and other countermeasures, then multiply to get the final damage. The angle screens text on page 41, says screens reduce damage after armor has been accounted for, so it is not unreasonable to presume that other countermeasures includes screens. This does result in overperforming screens.

Removing damage after the multiple means that all of a Tigresses 9 Meson Screens are needed to counter a single large Meson bay, and do next to nothing against a Spinal mount - in fact over 100 would be required to dent the thrust of even a small Spinal mount, let alone the monster that is on the Tigress. I suppose removing the Radiation trait is something of a blessing for the crew - although they'll probably be heading for the airlock as the ship will be disintegrating. Still this would be only 1000Dt which is insignificant in comparison to the DT allocated to armor on a Tigress, or even a Hadrian for that matter.

I need to look for my CT books to see how Screens worked back then - but now the obvious has been pointed out that MG2 screens are almost pointless - it does answer the question of why the Imperium moved so heavily toward Meson Spinal mounts - and given the USP limitations from CT/HG, that listed only a single value for a weapon type, fitting a meson spinal mount meant that none of the classic ships would have a meson bay. Thus the lack of meson bays in Imperium ships.

With this new info on tap I'll have to re-evaluate my tactical thoughts above.
 
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Thoughts?
They are just copies of iconic ships from CT S9. They are not built to be effective under MgT2 (or even CT) rules. You can easily build better ships yourself.

The MgT2 rules are to some extent built to make spinals and large battleships effective.


Spinals are effective, but you need to concentrate fire to overcome dodging.
Meson screens are effective in large numbers, not the token numbers copied from CT.
Still you can only economically counter one meson hit or so with screens.
Hence, in squadron combat meson screens are not worth it, and mesons spinals are effective.
In single ship combat a meson spinal can be countered by screens, so for cruisers particle spinals are probably preferable.
Tech advantage "Long Range" can increase the range of mesons one step to long range.


Missiles can kill anything, at any range, if launched in large enough numbers. Torpedoes seem nerfed by the anti-torpedo missile in HG'22.


Fighters were effective with HG'17, but seems thoroughly nerfed with HG'22.


The effectiveness of bays in HG'22 I can't say anything about, but they were useless in HG'17.
 
The MgT screens paradigm is one of the most clunky systems I have seen for handling screens in the various models of Traveller ship combat. I am left to wonder what the design intent was?

I once asked Chris about this in the Discord, and he answered thusly:
I said:
Wow, so that "multiply by the effect of the 'Angle Screens' roll" suddenly becomes the make-it-or-break-it of the whole thing. I'd done some math before using the "Applies before damage multiples" reasoning and realised that twenty tons of Meson Screens could almost always completely block even a Tigress' spinal Meson gun. This really does swing it all the other way around, then.
Chris said:
Precisely. We don't want that. We want super-destructive gonzo space battles, not battles of attrition. The angle screens roll puts the ball back in the court of the valuable sophont, which is also what we want gamewise. Given appropriate competition, that Tigress so lovingly rendered in your new Imperial Navy book should riddled with gaping holes, but might possibly arise triumphant after a tough fleet encounter. 😄
I said:
Heh
Doing some Quick Maffs™, it seems to me that with a skill 5 screen gunner, a single Meson Screen can reliably(ish) block a single small Meson Bay, but Medium and Large bays require a large screen complement
So really, the classic designs' screens are only up to defending against volleys of small Meson bays, anything above that and they'd have to just tank it out.
Interessante.
Chris said:
Yes, that's right. I'm going with the narrative that the design of those classic ships favors the idea that the enemy won't show up with comparable firepower.
 
If that was the intent, it wasn't clear to me in the text.
Sorry about that. We did notice after that it was ambiguous. However, the intent is to make meson weapons the death rays that they are supposed to be, and to ensure that there is no easy kryptonite to prevent them from being as destructive as they are. If you load a battleship with tons and tons of meson screens, you can mitigate them to some extent, but ultimately, it will probably just keep your ship alive for a few more rounds.

HG 2022 set out to ensure that capital ship combat is destructive and fast; not ponderous and slow.
 
Sorry about that. We did notice after that it was ambiguous. However, the intent is to make meson weapons the death rays that they are supposed to be, and to ensure that there is no easy kryptonite to prevent them from being as destructive as they are. If you load a battleship with tons and tons of meson screens, you can mitigate them to some extent, but ultimately, it will probably just keep your ship alive for a few more rounds.

HG 2022 set out to ensure that capital ship combat is destructive and fast; not ponderous and slow.
For such a big and complex book there are relatively few areas where the text is ambiguous to me (although I've been using ship design from CT/HG days of old, through MT, TNE/FFS, T4, and now MT - so I probably have assumptions built into my brain, some possibly wrong but their consistent for me).

Regarding that capital ship combat is destructive and fast - I do agree, but the wargamer in me prefers my battles to be more rock/paper/scissors, over one technology wins overall. It does mean that acceleration on a capital ship is important as this has a big influence in initiative, and whomever shoots their big guns first has an advantage (the fleet rules have little other uses for ship thrust - but this going first in this paradigm is huge).

I must admit to only playing out larger fleet battles as paper exercises with myself as both opponents, and the largest ship my players owned was a 600Dt exploratory (aka armed) trader - hence I came to this thread trying to ascertain some thoughts on how the ships and technologies of the 5FW would spin out. Clearing up your expectations on meson screens and the like has been useful.

I'll follow up with some more once I've digested this.

Thanks.

CJ
 
It does mean that acceleration on a capital ship is important as this has a big influence in initiative, and whomever shoots their big guns first has an advantage (the fleet rules have little other uses for ship thrust - but this going first in this paradigm is huge).

Core'22, p166:
COMBAT MANOEUVRING
Any remaining Thrust that has not been allocated for movement may be used for combat manoeuvring.
One point of Thrust allows a ship to do one of the following, and several of these manoeuvres may be attempted if enough Thrust is available. However, each manoeuvre may only be attempted once with the exception of Evasive Action.
Aid Gunners: A pilot may attempt to aid thair gunners by providing a more stable firing platform along the optimum attack vector. The pilot makes a Pilot check to start a task chain with their gunners, as described on page 63.
...
Evasive Action: Any remaining Thrust can be used as a reaction to dodge incoming fire. This is covered on page 171.

Evasion is crucial against big weapons like spinals.
 
Meson technology is extremely restricted, going by the Navy book.
I'm sure it is just like all military technology is today - yet still there are many news stories of foreign powers obtaining secret military technology.

In terms of the 5FW, the Zhodani would have been very interested in obtaining any insight to Imperium technology, especially meson technology*, in the intervening time since the 4FW and integrating it into their military. As the Zhodani are nominally TL14, I would expect their versions to be cruder and bulkier, but just as effective in combat.

*I seem to recall an adventure that had a similar premice with some "lost" meson spinal mounts.
 
Evasion is crucial against big weapons like spinals.
I agree in the core rules one can perform an evasive action, which requries spare thrust points. But I was refering to the Fleet Combat rules in HG2022 (pg 105-123), in which the thrust of the ships involved is hardly used except for movement. I don't anticipate me using the individual ship rules to assess the battles in 5FW. For events where the PCs are on one of the ships in the battle, I'll use the fleet rules to put together a big picture ahead of the session, and then let the core rules be used to determine the outcome of their ship (which may tip the balance).
 
Is anyone else disenchanted by the gearhead giganticism that followed the publication of High Guard, Trillion Credit Squadron and Azhanti High Lightning and hankering back to the days when the Kinunir was a real battlecruiser and the Leviathan a real leviathan?

Of course GDW ended up there as well - but had to introduce a mad metaplot blowing up the whole setting to get back to a Charted Space where small ships were important again because no political entity post-Virus could afford to build and operate Tigresses or even AHLs.

As a thought experiment what rules tweak would bring back a small ships universe? - maybe a fuel per jump formula that actually increased with ship size rather than just being a flat 10% x Ship DT X Jn?

And I do rather like the idea of only the smallest ships being capable of J5 or J6 while anything over say 10,000 dtons has to lumber around at J1 or J2 or be 90%+ fuel tank and both commercially and militarily unviable.

But yes I know that is not the OTU we have now...
 
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*I seem to recall an adventure that had a similar premice with some "lost" meson spinal mounts.
The Traveller Adventure - stop that dastardly rogue megacorp executive from selling stolen imperial meson guns to the villainous Vargr!
 
After seeing the Gazelle in JTAS I was exited at the thought of a High Guard biook that game military options for the LBB2 design system.
Armour, nuclear dampers, meson screens, military drives (use unrefined fuel), particle accelerators, larger weapon mounts, meson guns, rapid pulse energy weapons for point defence and close range...
 
Proba
Is anyone else disenchanted by the gearhead giganticism that followed the publication of High Guard, Trillion Credit Squadron and Azhanti High Lightning and hankering back to the days when the Kinunir was a real battlecruiser and the Leviathan a real leviathan?

Of course GDW ended up there as well - but had to introduce a mad metaplot blowing up the whole setting to get back to a Charted Space where small ships were important again because no political entity post-Virus could afford to build and operate Tigresses or even AHLs.

As a thought experiment what rules tweak would bring back a small ships universe? - maybe a fuel per jump formula that actually increased with ship size rather than just being a flat 10% x Ship DT X Jn?

And I do rather like the idea of only the smallest ships being capable of J5 or J6 while anything over say 10,000 dtons has to lumber around at J1 or J2 or be 90%+ fuel tank and both commercially and militarily unviable.

But yes I know that is not the OTU we have now...

Probably worth its own thread?

Im definitely not strong enough with the ruleset to propose an answer, but im very interested!
 
I ran a paper battle between two small fleets last night using the Fleet Engagement rules in HG2022. As I didn't have any stats for Zhodani ships in MG2 terms, I couched the engagement as a Naval exercise and used Imperium vessels with particle accelerator spinal mounts as the Aggressor fleet and used Meson Spinal mount Imperium ships as the Defender fleet, each with screening elements as suggested by the 5FW order of battle.

As expected the Meson weapons were devastating once the conflict range dropped to under V.Long, and when they hit; but fortunately for the aggressor fleet I rolled poorly for the Mesons. Contra-wise particle beam spinal mounts while heavy hitters took numerous shots to whittle down the heavily armored and Radiation shielded defenders. Likewise Missiles were underwhelming (and a great pain to track for the 4 rounds it took to reach targets at V Long range), when hitting heavily armored targets - which made the inclusion of escort vessels pointless (and other headache to track). The secondary weapons on the aggressor ships were not worth the damage received from the Mesons to close the range from VLong, as they barely did any damage against well armored ships. The inclusion of a few Particle beam bays on the defender ships were almost as effective as the aggressor fleets spinal mounts, and kept the early rounds from being one sided shooting fish in a barrel scenario.

In the end both fleets were devastated, and the only ship remaining was one of the aggressor fleet (it had a low thrust and so broke off early) that held back at VLong range - which took out the sole remaining capitol ship of the defending fleet before it could close - but if I had rolled better on the Meson Spinal mounts - it could have been over before any of the defenders received overwhelming damage.

I have my notes, and I'll post a narrative description of the battle later in this thread.

CJ
 
So the RAW seemlngly produce results all too similar to fleet operations of WW1 or for that matter WW2 where capital ships proved so fragile you could lose most of a squadron in a few minutes?

To pursue that analogy would the major powers of Charted Space not do what the USA did after Pearl Harbor and move to a carrier-centred fleet and relegate battleships and cruisers largely to shore/orbital bombardment as battle riders and swarms of smaller ships are far cheaper and faster to replace than a Tigress and whatever the Zhodani equivalent is?
 
Likewise Missiles were underwhelming (and a great pain to track for the 4 rounds it took to reach targets at V Long range), when hitting heavily armored targets ...
Did you use nukes (Damage value 10) or Standard (DV 4)?

Nukes should do reasonable damage, even to a Plankwell?
~10 000 nukes (~two Tigress salvoes) hitting should kill a Plankwell?
 
This also raises a question of how on earth the battling factions of the coming Imperial civil war can possibly sustain it for over a decade?
 
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