Ship Gear - Missing Details

DivineWrath

Banded Mongoose
I'm wondering if anyone else has noticed missing details for ship gear? I've recently tried to sort things out by putting information from several books (core rulebook, high guard, trillion credit squadron) into a spread sheet. I'm finding that there are missing bits of information that I can't seem to find.

Am I the first to notice this? Is there an official errata that fills in the gaps?

For instance:
-I don't know the damage for Ortillery missiles (High Guard).
-I don't know the TL or price to buy Long Range or Multi-Warhead Missiles (High Guard).
-I don't know what makes Heavy Missile Barbettes (and related weapon systems) different from normal missile weapons (High Guard).
-I can't find Torpedos weapon systems listed on the table on p. 50 (High Guard).

I would very much like to know what information I'm missing. I'm making a point of figuring out what is listed in the books, and what I will have to make an educated guess on.
 
Heavy missiles / Torpedoes are used interchangably so:
Heavy missiles = Torpedoes.

High Guard Errata is available on Mongoose Publishings site under High Guard.
 
The errata, you guys mean this thing?

http://www.mongoosepublishing.com/pdf/travhighguarderrata.pdf

It doesn't cover everything that appears to be missing (like damage caused by Ortillery missiles), but I'll keep it mind if I'm missing something.

Also, I suspected that Heavy Missiles and Torpedos were the same thing (since it was mentioned in the Torpedo Barbette description that the 2 words might get used interchangeably). I though they were different since I thought the table would have listed them as Torpedos (as it does every where else) instead of Heavy Missiles, and the prices were slightly different.
 
Starship construction is the most doge part of the Mongoose edition, in that it is fragmented over a number of books. Plus a number of "options" that aren't clear as options.
 
Infojunky said:
Starship construction is the most doge part of the Mongoose edition, in that it is fragmented over a number of books. Plus a number of "options" that aren't clear as options.

One of major things my players want me to rewrite. 50% done with <2000 Ton ship construction. Sans small craft which also needs major work.
 
sideranautae said:
Infojunky said:
Starship construction is the most doge part of the Mongoose edition, in that it is fragmented over a number of books. Plus a number of "options" that aren't clear as options.

One of major things my players want me to rewrite. 50% done with <2000 Ton ship construction. Sans small craft which also needs major work.

I know the feeling. I'm doing rewrite for myself in my spare time. I'm just making sure I didn't miss something before I start rewriting things (I'm organizing the data right now).
 
DivineWrath said:
sideranautae said:
Infojunky said:
Starship construction is the most doge part of the Mongoose edition, in that it is fragmented over a number of books. Plus a number of "options" that aren't clear as options.

One of major things my players want me to rewrite. 50% done with <2000 Ton ship construction. Sans small craft which also needs major work.

I know the feeling. I'm doing rewrite for myself in my spare time. I'm just making sure I didn't miss something before I start rewriting things (I'm organizing the data right now).

Large ship combat rules need a total make over. They are as clear as mud. But unless your players are going to be operating such vessels you can just ignore and have that kind of action as background material.
 
I honestly (and my group of gamers) do not have a problem with the construction rules.

I can definitely empathize with the fact that lots of options are spread all over, but I dont see any inconsistencies in the rules. I see problems with several of the created designs (like command bridge consistency, firecontrol for bays, particle beams per turret, etc). But not in the actual rules.

Smallcraft rules are super tight - no problems there.

The barrage rules just need a good explanation with perhaps 5-6 examples to clear up any confusion.
 
Nerhesi said:
Smallcraft rules are super tight - no problems there.
.

Yes, they are tight. Not logical on some things (like pilotless comp. tonnage) but "ok". Trying to design high G small craft is a bit tough. On some hulls that are allowed really high G's it is almost impossible to design a craft due to drives taking up too much space. So, I'll be redoing those as well.

Damage tables for larger ships needs looking into. People would design larger ships to have the Bridge protected in the centre of the ship. Surface effect weapons shouldn't be able to touch it. But, that is simple enough to customize as needed. The rules are better than some of the CT HG stuff for fleet actions though.
 
Nerhesi said:
I honestly (and my group of gamers) do not have a problem with the construction rules.

I can definitely empathize with the fact that lots of options are spread all over, but I dont see any inconsistencies in the rules. I see problems with several of the created designs (like command bridge consistency, firecontrol for bays, particle beams per turret, etc). But not in the actual rules.

Its not the inconsistencies that are the problem for me (yet). It is the fact that some of the ship gear is missing information needed to use them well, and other gear are poorly explained.
-Many things are missing stats (I can't find them at least). Ortillery Missiles are not given damage, and the reaction drive isn't given a price.
-Other ship gear is difficult to understand, like Chemical Batteries (High Guard, p. 42). It left me confused as to how to determine the power rating of a battery (it seems like it only has a power rating of 1 or something, no PRs 2 to 6).
 
1. Ship design rules do have lots of space for improvement.

2. The question would be, is HG2 going to have a universal design set, or maintain three separate ones?

3. Also, an updated detailed universal index would be nice, especially as the trend is to spread out information across a galaxy of supplements.
 
Infojunky said:
Nerhesi said:
Smallcraft rules are super tight - no problems there.

Are they? Try designing the 10 ton fighter from the TMB.

A version of the ten ton fighter was done (see High Guard page 95). They made an improved version (it has better sensors) of the ten ton fighter in the core rules for about half the cost. They had to break their own new rules to make it work, however.

They ignored the 1 ton minimum rule for armor, which I have no problem with because I think that is an unnecessary restriction that really only affects tiny small craft. They also put a sG power plant in the fighter, when there is no entry for that large of a power plant in a 10 ton hull. To correctly mount an energy weapon on a 10 ton hull they would have to adjust either the Performance by Hull Volume tables on p. 59, or the size of power plant required on p. 61. My vote would be to change the Performance table.

An even better design would double the armor to 4 points, eliminate the 1 ton cargo compartment (who uses a fighter to haul cargo?) and upgrade to Military Sensors.

The "best" 10 ton fighter design assuming the Performance by Hull Volume table only refers to M-Drives:

Hull: S1 MCr. 1.1
streamlined, Hull 0, Structure 1
Armor: 8 points Crystaliron 1 ton, MCr. 0.4
M-Drive: sE - gravitic, Thrust 10, 2.5 tons, MCr. 4.0
P-Plant: sG - fusion, 3 tons, MCr. 6
Bridge: Cockpit for 1, 1.5 tons, MCr. 0.05
Computer: Model 1, MCr. 0.03
Electronics: Basic Military sensors, 2 tons, MCr. 1
Weapon: Fixed mount Particle beam, 0 tons*, MCr. 2
Fuel: 9.33 days, 1 ton
Cargo: None
Extras: Fuel scoop
Software: Manoeuver/1, Library/o

Totals: 10 tons, MCr. 14.58 (MCr. 13.122 with volume discount)

*fixed mount requires no fire control per CRB p. 111. The pilot is the fire control for fixed mounts.

This is a fast, tough, hard hitting ship. Its range is a little limited compared to some designs, but after more than a week strapped into the pilot's seat fatigue would limit the pilot's effectiveness anyway.

If the ship was carrier based or willing to accept a limited patrol radius, the fuel could be further decreased and the M-Drive increased to sF to give it thrust 12.

Using the Advanced Spacecraft rules on HG p. 52-53, the M-drive could be reduced to regain much of the lost range as well as upgrade both the weapon performance and armor. A TL 14 version with 12 points of Bonded Superdense armor, Reflec and Radiation Shielding, Thrust 12, and a Long Range, Very High Yield particle beam would give opponents fits.

It could outrun all but long-range missiles and ignore the damage from those, be out of range and resistant to most laser weapons and able to shrug off the damage from most non-bay weapons, and be too small to reliably target by spinal mounts, if an enemy Captain gets so frustrated that he wastes such a weapon on a tiny ship. It would be like a light weight boxer, trying to stay out of reach, always moving, and using quick jabs at opponents to wear them down.
 
DickTurpin said:
They ignored the 1 ton minimum rule for armor, which I have no problem with because I think that is an unnecessary restriction that really only affects tiny small craft.

The majority of 10 ton fighters ignore this, it is simply unfair making armour on a 10 ton fighter take as much space as on a 20 ton fighter.
 
AndrewW said:
There's an index to where to find the various ship componets available here:

http://www.wuala.com/AndrewW/Traveller/Ship Components.png/

Thanks, it is helpful. Looking at the list, I was able to go look for some missing information for Torpedo bays in the Darrian book. Its seems that the Torpedo bays are setup as TL+3 equipment, so therefore the Torpedo bays would be TL 12 stuff (TL 15 - 3 is TL 12), and the prices would be consistent with Missile bays and Heavy Missile bays (after removing the price increase for being TL+3 gear).

However, after further observation, it seems that Heavy Missiles were supposed to be a thing. Missile weapons are TL 6, Heavy Missiles are TL 9, and Torpedoes are TL 12. Its like there is a new level of missile weapon every 3 TL levels. Now if only I can find information on types of Heavy Missiles to be sure...

allanimal said:
DivineWrath said:
-I don't know the TL or price to buy Long Range or Multi-Warhead Missiles (High Guard).

Yes, I wonder about this as well, among other things.

I'm tempted to stat them up as though there were smart missiles (an easy solution). They after all appear to be some variation of basic missiles, something that smart missiles are a variation of.
 
DivineWrath said:
allanimal said:
DivineWrath said:
-I don't know the TL or price to buy Long Range or Multi-Warhead Missiles (High Guard).

Yes, I wonder about this as well, among other things.

I'm tempted to stat them up as though there were smart missiles (an easy solution). They after all appear to be some variation of basic missiles, something that smart missiles are a variation of.

Considering basic Torpedos show up at TL7, I probably would start there.....
 
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