Ship's Locker: Out of the Closet

If you can find three thousand power points to allocate to the small meson bay, you go into dogfight mode, and shoot it a hundred times.

Assuming it doesn't melt down.

Though it does illustrate my point:

Spaceships: Armaments and Smaller Weapons



8. That no power caveat looks ripe for exploitation, especially if you have a dirtside analogue.
 
DOGFIGHTING

As mentioned at the start of this chapter, spacecraft fighting at ranges of less than 10km or attacking vehicles or Travellers directly, use the normal six second combat round rather than the six minute round normally used for space combat.

Combat is conducted using the dogfighting rules for vehicles. Remember to take into account scaling differences for damage and attack rolls as described on page 138 vehicles or Travellers are directly involved.

Dogfighting does not cost an action – it is automatic if two hostile vessels wish to interact at a close enough range.

Escaping from a Dogfight requires having greater Thrust than your enemy or for your enemy to be willing to let you leave. If neither of these conditions are true, then your only choice is to win the dogfight!
 
Model: Tonnage - Input - Technological Level - range - damage - default cost/megastarbux

4-0-A - a/10 - 6 - 2 - 0.5 Plasma Gun A
4-0-B - a/20 - 8 - 2 - 1 Plasma Gun B
4-0-C - a/30 - 10 - 2 - 1.5 Plasma Gun C

4-0-D - a/10 b/15 r - 3 - 3 - 2 Fusion Gun X
4-0-E - a/20 b/20 r - 5 - 3 - 3 Fusion Gun Y

traits: a/-.+ [accuracy/minus.plus#], amm [anti missile missile], a/# [armour piercing/factor], e/% [energy/percentage], b/# [blast/number], e/r.# [easy/repair.number], h [hardened], i [ion], i/f [intense/focus], l/r [longer/ranged], m/# [missile/number], o/b.s [orbital/bombardment.strike], p/d-.+# [point/defense/minus.plus#], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]


1. Conceivably, if the weapon systems are less than five tonnes, you could stuff them into barbettes.

2. This is for the Confederation Navy, so they're unlikely to bother spending their limited technological level fifteen resources into researching developing advanced dirtside weapon systems.

3. Despite their interest in cheap ordnance, resulting in keeping operating costs down, space onboard a starwarship is at a premium, so weapon systems such as five hundred tonne technological level five heavy bombardment gun isn't going to be considered, as a cheap shell weighs against similar damage against an even smaller bombardment missile.
 
Model: Tonnage - Input - Technological Level - range - damage - default cost/megastarbux


* 0.1-0-4 - a/20 b/20 - / - 1 - 0.0015 high explosive bomb
* 0.1-0-7 - a/20 b/20 s - / - 1 - 0.00225 guided munition high explosive bomb (altitude)/2 range
* 0.5-0-4 - a/25 b/25 - / - 2 - 0.004 medium bomb
* 0.5-0-7 - a/25 b/25 s - / - 2 - 0.006 guided munition medium bomb (altitude)/2 range
* 4-0-4 - a/30 b/30 - / - 3 - 0.008 heavy bomb
* 4-0-7 - a/30 b/30 s - / - 3 - 0.012 guided munition heavy bomb (altitude)/2 range
* 10-0-4 - b/250 - / - 5 - 0.1 earthquake bomb
* 10-0-4 - b/250 s - / - 5 - 0.15 guided munition earthquake bomb (altitude)/2 range


1. Anti gravity can go pretty high.

2. Apparently, you could attach this kit to an unguided rocket, but it's not mentioned in Traveller, or more precisely, not really widely known.

3. I'd say the Confederation Navy only starts production on these locally, if the Confederation Army gets stuck on a peace keeping mission.

4. Conceivably, a mass driver could lob them on the target.

5. Possibly, the sandcaster could mortar a hundred kilogramme high explosive bomb.
 
Model: Tonnage - Input - Technological Level - range - damage - default cost/megastarbux


12-0-C - a/10 - 120 - 8 - 4 aerospace defence laser Track
7-0-8 - a/5 u/4- 4 - 6 - 0.125 gatling laser
2-0-9 - a/5 - 2 - 8 - 0.06 light laser cannon
6-0-9 - a/10- 2.5 - 1.0 - 0.1 laser cannon
9-0-9 - a/20- 25 - 2.0 - 0.25 heavy laser cannon
 
Model: Tonnage - Input - Technological Level - range - damage - default cost/megastarbux


0.5-0-A - / - 0.1 - / - 0.002 water cannon magazine/10+10/space
* water - / - knock down versus difficulty ten plus (strength) - / - / -

* 0.5-0-8 - a/50 s - 50 - 5 - 0.012 torpedo


1. I sorta doubt you can fire a missile into a body of liquidity for any great distance.

2. The torpedo seems really cheap.

3. Sort of tempted to use torpedoes as substitutes as bombs, considering effect and cost.

4. Or maybe screw on their warheads to missiles.

5. Water cannons are for crowd control.

6. And putting out fires.

7. And celebrations.


8. If you think about it, if each spritz was continuous over six seconds, that's 0.025 tonnes of volume, and you'd need eight hundred spritzes for twenty tonnes for a Scoutship factor two transition.

9. Assuming three minutes required, twenty seven water cannons would be required to spin the jump turbines.
 
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Model: Tonnage - Input - Technological Level - range - damage - default cost/megastarbux


1-0-6 - u/3 - * - 0.045 heavy autocannon magazine/100
* 0.006-0-6 - a/10 - 1 - 1 - 0.002
0.5-0-7 - u/5 - * - 0.025 rotary autocannon magazine/500
* 0.0-0-6 - a/10 - 1 - 6 - 0.0000024
4-0-8 - / - * - 0.6 heavy gun magazine/10 Artillery
* 0.0-0-8 - b/10 - 3 - 2 - 0.0005

3-0-9 - / - * - 075 rail gun magazine/50
* 0.0-0-9 - a/20 - 4 - 1 - 0.00005
1-0-C - u/3 - * - 0.1 gauss cannon magazine/200
* 0.0-0-C - a/10 - 2 - 1 - 0.000005
2-0-C - u/2 - * - 0.225 heavy gauss cannon magazine/60
* 0.0-0-C - a/15 - 3 - 2 - 0.00001334
7-0-C - / - * - 0.5 mass driver Artillery
* 0.0-0-C - b/10 - 40 - 1 - 0.00075

20-0-D - / - * - 28 hypervelocity cannon magazine/50 Scope
* 0.0-0-D - a/30 - 5 - 2 - 0.0001
35-0-E - / - * - 40 orbital defence cannon magazine/20 Scope Track
* 0.0-0-E - a/30 - 5 - 4 - 0.00005


traits: a/-.+ [accuracy/minus.plus#], amm [anti missile missile], a/# [armour piercing/factor], e/% [energy/percentage], b/# [blast/number], e/r.# [easy/repair.number], h [hardened], i [ion], i/f [intense/focus], l/r [longer/ranged], m/# [missile/number], o/b.s [orbital/bombardment.strike], p/d-.+# [point/defense/minus.plus#], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]
 
Last edited:
Model: Tonnage - Input - Technological Level - range - damage - default cost/megastarbux


2-0-6 - a/3 - * - 0.03 bombardment rocket rack magazine/12
* 0.0-0-9 - b/15 - 8 - 0.5 - 0.0000667
0.5-0-9 - a/3 - * - 0.012 heavy rocket pod magazine/6
* 0.0-0-6 - b/10 - 2 - 0.6 - 0.001
2-0-C - u/3 s- * - 1 plasma missile rack magazine/12
* 0.0-0-C - a/20 b/15 - 50 - 1 - 0.033334



traits: a/-.+ [accuracy/minus.plus#], amm [anti missile missile], a/# [armour piercing/factor], e/% [energy/percentage], b/# [blast/number], e/r.# [easy/repair.number], h [hardened], i [ion], i/f [intense/focus], l/r [longer/ranged], m/# [missile/number], o/b.s [orbital/bombardment.strike], p/d-.+# [point/defense/minus.plus#], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]
 
Model: Tonnage - Input - Technological Level - range - damage - default cost/megastarbux


0.01-0-C - / - 0.25 - 1 0.02 plasma gun man portable Very Bulky
0.01-0-D - / - 0.45 - 1 0.065 plasma gun man portable Bulky
0.01-0-E - / - 0.45 - 1 0.1 plasma gun man portable
0.012-0-E - r - 0.45 - 2 0.1 fusion gun man portable Very Bulky



traits: a/-.+ [accuracy/minus.plus#], amm [anti missile missile], a/# [armour piercing/factor], e/% [energy/percentage], b/# [blast/number], e/r.# [easy/repair.number], h [hardened], i [ion], i/f [intense/focus], l/r [longer/ranged], m/# [missile/number], o/b.s [orbital/bombardment.strike], p/d-.+# [point/defense/minus.plus#], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]
 
Model: Tonnage - Input - Technological Level - range - damage - default cost/megastarbux


0.01-0-8 - / - * - * 0.002 flamethrower magazine/50
* 0.0-0-8 - b/5 - 0.01 - 0.4 - 0.0001 Fire
0.01-0-C - b/5 - 0.25 - 1 0.016 plasma jet Very Bulky
0.01-0-E - b/10 - 0.5 - 1 0.08 plasma jet Bulky

0.012-0-7 - u/4(8) - * - * 0.003 rapid fire machinegun magazine/60 (cooldown/2)
* 0.0-0-7 - / - 0.5 - 0.3 - 0.00000167 Fire



traits: a/-.+ [accuracy/minus.plus#], amm [anti missile missile], a/# [armour piercing/factor], e/% [energy/percentage], b/# [blast/number], e/r.# [easy/repair.number], h [hardened], i [ion], i/f [intense/focus], l/r [longer/ranged], m/# [missile/number], o/b.s [orbital/bombardment.strike], p/d-.+# [point/defense/minus.plus#], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]
 
Model: Tonnage - Input - Technological Level - range - damage - default cost/megastarbux


0.006-0-7 - / - 0.1 - / 0.0004 grenade launcher magazine/6 Bulky
* 0.0-0-7 - b/6 - / - / - grenade
0.002-0-8 - u/3 - / - / 0.002 RAM grenade launcher magazine/6 Bulky
* 0.0-0-8 - b/6 - 0.25 - / - grenade
0.008-0-6 - s - / - / 0.002 rocket launcher
* 0.0-0-6 - b/6 - 0.12 - 0.4 0.0003
0.008-0-7 - s - / - / 0.002 rocket launcher
* 0.0-0-7 - b/6 - 0.15 - 0.4+3 0.0004
0.008-0-8 - s - / - / 0.002 rocket launcher magazine/2 Scope
* 0.0-0-8 - b/6 - 0.2 - 0.5 0.0003
0.008-0-9 - s - / - / 0.002 rocket launcher magazine/2 Scope
* 0.0-0-9 - b/6 - 0.25 - 0.5+6 0.0004


traits: a/-.+ [accuracy/minus.plus#], amm [anti missile missile], a/# [armour piercing/factor], e/% [energy/percentage], b/# [blast/number], e/r.# [easy/repair.number], h [hardened], i [ion], i/f [intense/focus], l/r [longer/ranged], m/# [missile/number], o/b.s [orbital/bombardment.strike], p/d-.+# [point/defense/minus.plus#], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]
 
DOGFIGHTING

As mentioned at the start of this chapter, spacecraft fighting at ranges of less than 10km or attacking vehicles or Travellers directly, use the normal six second combat round rather than the six minute round normally used for space combat.

Combat is conducted using the dogfighting rules for vehicles. Remember to take into account scaling differences for damage and attack rolls as described on page 138 vehicles or Travellers are directly involved.

Dogfighting does not cost an action – it is automatic if two hostile vessels wish to interact at a close enough range.


Escaping from a Dogfight requires having greater Thrust than your enemy or for your enemy to be willing to let you leave. If neither of these conditions are true, then your only choice is to win the dogfight!


1. It's never been specified exactly how the energy pool drains during the normal six minute space combat round.

2. You can assume correctly that this has no effect for overhead energy costs, such as basic ship systems, unless the power is cut during a dogfight round.

3. The assumption would be that the power draw stated for a weapon system is that for a single shot.

4. Much as you would assume the number of slugs from a magazine is for that number of shot(s).

5. Or missiles.

6. So, if we can find dirtside weapon systems with double dee damage, that's a respectable amount of damage to inflict on a spacecraft, especially on the smaller side.

7. Next concern would be range.

8. If it's between one to ten klix, you could say it's within dogfight range.

9. Below that, it would require very close passes to be within range of the target, so likely it becomes an issue of acceleration and manoeuverability.
 
How To Make The Perfect Paper Airplane 🧻✈️ #Shorts




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STO Starship Breakdown : D'kyr Class - Bring in the Vulcans

Let's discuss a ship from the Star Trek Game : Star Trek Online and look at the D'kyr Class vessel! Bring in the Vulcans!



Streamlined hull configuration.
 

Aircraft Carrier Steam Train , Steampunk Design


This is a Trailer I made for a steampunk themed air combat game. It was going to have a large aircraft carrier steam train. Possibly acting as a base or a target.

I would like to have it in one of my other games in the future. Maybe in a Steampunk themed survival game I have in mind except smaller, or I might resume developing Steam flyers one day. The video was originally made in 2015.


 
Mercedes Benz "Glide Master" - AI TV Ad

*I write all the dialogue myself. Ai only generates the images. Hope you guys enjoy my videos.


 
EVE Online | Down the Rabbit Hole

When a small team of developers set out to create the game of their dreams, their struggle for success quickly becomes a struggle to manage it.





Probably what would happen if Traveller/Third Imperium went online.


Objectivism is a philosophical system developed by Russian-American writer and public philosopher Ayn Rand. She described it as "the concept of man as a heroic being, with his own happiness as the moral purpose of his life, with productive achievement as his noblest activity, and reason as his only absolute".[1]
 
SolarPunk Cities: Our Last Hope?

00:00 INTRO
00:55 SOLARPUNK IS…A YOGURT AD?
02:44 Hollywood Hates SP
03:55 Suburbs
05:23 The Garden City Movement
08:53 Existing "Solarpunk" communities
13:59 A lack of identity Problem
15:30 The Future is Pessimist?

Synopsys
In a world where the dark, dystopian visions of Cyberpunk have long dominated our sci-fi imaginations, a new genre emerges as a beacon of hope: Solarpunk




1. Clifi.

2. Steampunk.

3. Dieselpunk.

4. Shared infrastructure.

5. Market forces versus rent control.

6. Barad-Dûr versus Hobbiton.
 
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