Ion Weaponry

Jeff Hopper said:
So why aren't any of these possible explanations in the playtest and eventual book?

Because how an ion cannon actually works is dependent upon the setting - remember, High Guard is not a 3I book, but an all-universe book. Some settings won't have ion cannons at all, and will just ignore them, but they need to be in the High Guard because some settings will.

Think of High Guard as a tool kit that allows you to pick and choose what you want, and then decide how things actually fit in and work, if that becomes important.

That is very much in the spirit of Traveller :)
 
I think you're much better leaving out the fluffy air-fairy pseudo-science explanations. That'll only lead to nit-picking and mutters. Have an interesting mechanic and put it in the rules with an interesting name... and the rest will take care of itself.

But the ion cannon DOES need that nerf bat!

I still getting my head around it and will throw in a couple of suggestions once I get up to speed with things a bit.

One thing that could help the flavor and counter balance say reducing a hit per point of armor is:

"At range Close the gunner can add or subtract any number to the Ion Cannon table roll up to a maximum of their Gunnery Skill level."
 
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