Updated Vehicle Handbook in the works

That 'problem' goes back to the description in the original SOM back MegaTraveller days. But you have to do something to explain why you need to put it at the back end. Or else people would put it in all sorts of inappropriate places.
(Reading those last sentences out of context is... well... don't).
If it is omni, then there are no inappropriate places. (Yeah... Too much innuendo. lol)

IMTU, I just make the M-Drives omni-directional and then I can ignore lifters and the other oddities that go with them. It also means that IMTU, you need an M-2 drive to land on a planet with more than 1G of mravity. Your rate of acceleration off-world is your M-Drive number minus the planet's mavity.
 
So let throw another CT referral into the mix. While some floating structures use a grav element in the structure (lifter, grav drive or m drive 🤷‍♂️). Some structures use repulses on the surface instead.
 
Omni directional means thrusting right through the ship, which should fry the crew, I would think, even at ten percent efficiency.
 
ezgif.com-gif-maker-10-1160x653.webp



P - Locked

N - Lift

D - Grav

2 - Orbital

3 - Limited

4 - Default
 
Omni directional means thrusting right through the ship, which should fry the crew, I would think, even at ten percent efficiency.
An M-Drive already can provide reverse thrust (10%) and lateral thrust (25%) without negative crew effects. Why would being omni-directional change that? My guess is that this is negated inside the hull by the M-Drive itself or by the compensators.
 
I had a think about the whole "cannons are too accurate" issue in the game.

The problem is basically that the +6 from shooting at a big target overwhelms even the -4 for extreme range so that a competent gunner can hit anything up to maximum range, and then suddenly becomes unable to hit once the target goes beyond there.

Maybe you want to add some longer range categories. Maybe one that's -8 and one that's -12. At the -8 range, with gunnery 2, you're rolling 8+ to hit a size 6 target. Then at the next one you're rolling 12+. These would give a bit of middle ground between hitting easily and not being able to hit because the target's out of range.

These would also give some mechanical incentive to form salvos.
 
You might want to add an artillery tag. Most artillery pieces can’t effectively do direct fire and that should be taken into consideration
 
You might want to add an artillery tag. Most artillery pieces can’t effectively do direct fire and that should be taken into consideration
As long as they are ballistic, and chemically or electrically-propelled, why can't they be direct-fired? This was a tactic used in WW2 against German tanks, since US direct-fire weapons couldn't penetrate german tank armor, so they direct-fired their artillery at the germans and it worked.
 
I had a think about the whole "cannons are too accurate" issue in the game.

The problem is basically that the +6 from shooting at a big target overwhelms even the -4 for extreme range so that a competent gunner can hit anything up to maximum range, and then suddenly becomes unable to hit once the target goes beyond there.

Maybe you want to add some longer range categories. Maybe one that's -8 and one that's -12. At the -8 range, with gunnery 2, you're rolling 8+ to hit a size 6 target. Then at the next one you're rolling 12+. These would give a bit of middle ground between hitting easily and not being able to hit because the target's out of range.

These would also give some mechanical incentive to form salvos.
I was going to go with the TL2 version being 'inaccurate' at DM-2 or -4. Still toying with sea conditions (wind, et. al.) and whether or not to include it. But if you don't have a scope, and everything above 100m is 'extreme', even if your full range is in kilometers, then adding a 'really extreme' (need to work on the name) range at -8 and 'really far out there' at -12 would not be in surmountable. Or maybe at 'really far out there' they do become artillery and you have to lob them at the target. Must think. Especially on the range names (and open to suggestions).
 
As long as they are ballistic, and chemically or electrically-propelled, why can't they be direct-fired? This was a tactic used in WW2 against German tanks, since US direct-fire weapons couldn't penetrate german tank armor, so they direct-fired their artillery at the germans and it worked.
That I have accounted for. You get a negative DM because neither gun or crew are optimized for doing direct fire, but as long as you can lower them to direct fire elevation... boom. thud. boom.
 
Just to let you know and to solicit, well, opinions and frustrations, I am working on an update to the Vehicle Handbook to address at least the things that have left me a bit frustrated with the current edition and some other things.

This is not a Fire, Fusion, and Steel-type redo, but in line with the Robot Handbook (and yes, there will be a spreadsheet, but it’s a total disaster right now – or at least only ‘partially functional’).

Like the current Vehicle Handbook, this book will use Spaces, and it’s basically 4 Spaces to a dton (as a general rule – some things, like a sailing ship, take up more volume than a boxcar). So, the assumption is still, as I did in Robots, that the basic structure, locomotion, fuel, power, and transmission eat half the volume by default and Spaces are what are left to mess with. That varies, obviously, for things without an engine or without locomotion. And there will be other options for power – not just the stuff in there now, but there’s a Fusion Plus vehicle article already in the pipeline for JTAS, among other things.

Which brings me to another goal: Structures. A structure (building, outpost, flying city, etc.) is about the right scale for a vehicles book and can use most of the customisations and options of a vehicle, so I am including structures as a vehicle ‘Type’ and structures will have more available spaces than other ‘vehicles’ (just like in Robots, where you can remove the manipulators to give yourself some more slots).

The tag line in my head is ‘Build everything from a chariot to a grav tank and from an outhouse to a flying city’. I will also attempt to make some better construction rules for building your own outpost (or starport – but not at the level of counting all the freshers, or anything silly like that – but at the same level as you can make a starport with Highguard), but that chapter is only a title at the moment.

So, I’m completely open to input and to being told I’m dead wrong, but my style of accepting input is to consider it, and then decide whether I want to do it differently. Which might mean that I completely change my path, or say:

‘Well, that’s interesting, but I’m not going to do it that way.’ And I may or may not follow up with ‘And here’s why.’ (And even if I want to do it a certain way, there’s a higher level of veto so even if I want to do something different, I can get overruled).

A couple of things that have come up in the last couple of days:

Why do heavy vehicles cost more than light vehicles per Space, especially since they’re slower and less agile by default and that pricing model doesn’t correspond to anything in Highguard or Robots? (no reason I can think of)

Trains: went away with the current edition and the towing rules are not adequate. And Martin seems to put a train into many of his adventures somehow, so it would be nice to do it right. I think I have a handle on this one. In addition to vehicle Types (not irregularly broken down into various sizes for light and heavy – size is just a property, not a Type), the customisations on the bottom of the current Type pages are now Features that can be applied to various Types (Features like: ATV, Open Frame, Rail Rider, Streamlined, etc.). I just added a Feature of ‘Locomotive’, which has larger tow capabilities (and can also be applied to things like watercraft – it’s a tugboat!) and slower Speed Band changes (built for strength, not speed) and will increase towing capacity even further when vehicles are on certain types of rails. Grav trains… well that may be a can of rotten worms.

So, there you go. I can promise I will read your suggestions, but I may step away from some conversations that aren’t going anywhere helpful. And I reserve the right to say: Nope.
One of the things I would like to see are some ideas for chase rules using vehicles (presumably if similar capability). Any thoughts on this would be appreciated.
 
One of the things I would like to see are some ideas for chase rules using vehicles (presumably if similar capability). Any thoughts on this would be appreciated.
So I have 5 pages on low tech sea combat that is interesting but doesn't really fit. When I suggested to Matthew that I just remove it, he didn't think that was necessary, but if I keep it, I think I should also do something for air and land warfare - or at least movement - and though I was thinking more of how to make a 'battery' out of a tank squadron, perhaps how to drive around chasing people would have some broader appeal.

This bothers me (from the core book):
Agility: How easy the vehicle is to drive or pilot. This is applied as a DM to all checks made to control the vehicle.

Which can get pretty silly if Agility is much removed from zero. It should be more about handling, turning radius, things like that, and the fact that a big train or boat has negative Agility shouldn't make it derail or plow into fishing boats with the greatest of ease... it should just mean that getting it to turn on a dime or take that curve at max speed is not a good idea.

And an Agility +6 vehicle doesn't turn a person with a learners permit into a stunt driver - I saw that comment too, and it's very much still in my mind. In fact, you give that person 'too much' vehicle, and they're likely to wreck it.
 
So I have 5 pages on low tech sea combat that is interesting but doesn't really fit. When I suggested to Matthew that I just remove it, he didn't think that was necessary, but if I keep it, I think I should also do something for air and land warfare - or at least movement - and though I was thinking more of how to make a 'battery' out of a tank squadron, perhaps how to drive around chasing people would have some broader appeal.

This bothers me (from the core book):
Agility: How easy the vehicle is to drive or pilot. This is applied as a DM to all checks made to control the vehicle.

Which can get pretty silly if Agility is much removed from zero. It should be more about handling, turning radius, things like that, and the fact that a big train or boat has negative Agility shouldn't make it derail or plow into fishing boats with the greatest of ease... it should just mean that getting it to turn on a dime or take that curve at max speed is not a good idea.

And an Agility +6 vehicle doesn't turn a person with a learners permit into a stunt driver - I saw that comment too, and it's very much still in my mind. In fact, you give that person 'too much' vehicle, and they're likely to wreck it.
I expect that once you start thinking about these aspects of the game you are opening up a can of psionic mind bending worms! Thinking about a scene coming up in my campaign, featuring a grav bike chase through the tunnels of a ruined space hulk, I'm reflecting upon how to handle it. Totm no doubt, but I'd like some chances for players to roll dice and for crazy things to happen. Might run it as narrative storytelling perhaps?
 
I expect that once you start thinking about these aspects of the game you are opening up a can of psionic mind bending worms! Thinking about a scene coming up in my campaign, featuring a grav bike chase through the tunnels of a ruined space hulk, I'm reflecting upon how to handle it. Totm no doubt, but I'd like some chances for players to roll dice and for crazy things to happen. Might run it as narrative storytelling perhaps?
Call of Cthulhu has fairly decent chase rules you might find usable (or at least inspirational) in Traveller - see chapter 7 in the Keeper Rulebook.
 
Might run it as narrative storytelling perhaps?
Yeah, perhaps with some opposed skill checks (then even if some Agility DMs seem, er, dumb, at least they more or less match and cancel) and a really bad roll by the players (or the antagonist) causing the narrative to turn into a medical emergency, and a really good opposed 'win' leading to an escape or capture, depending.

I forget where in the 33 pages of this someone suggested limiting positive Agility DMs by the person's skill (you'd think a halfway intelligent autopilot would interact a bit too) which seems both correct and perhaps overly simplistic. I want to look at the vehicular actions in the Core book and when I throw some ideas together, I'll like post them here for comment or ridicule. But probably not today.
 
I was going to go with the TL2 version being 'inaccurate' at DM-2 or -4. Still toying with sea conditions (wind, et. al.) and whether or not to include it. But if you don't have a scope, and everything above 100m is 'extreme', even if your full range is in kilometers, then adding a 'really extreme' (need to work on the name) range at -8 and 'really far out there' at -12 would not be in surmountable. Or maybe at 'really far out there' they do become artillery and you have to lob them at the target. Must think. Especially on the range names (and open to suggestions).
I am not sure a TL-2 cannon would have a range in kilometers. The max possible range I can find on the Interwebs for naval cannons is 1.2 kilometers. That is for a 24-pounder. Effective range was half of that.
 
I am not sure a TL-2 cannon would have a range in kilometers. The max possible range I can find on the Interwebs for naval cannons is 1.2 kilometers. That is for a 24-pounder. Effective range was half of that.
I have it a 2 km for the 24-pounder, less for smaller guns (and shorter barrels would be even shorter range, but I'm not doing a page of cannons) , but 2 km is pushing it to 'how far will it go with a bounce' (skip?), so there's the -12.
 
There are many age of sail naval wargame rules that will give you hit probabilities which can then be converted. The admiralty data is likely available somewhere...
 
So I have 5 pages on low tech sea combat that is interesting but doesn't really fit. When I suggested to Matthew that I just remove it, he didn't think that was necessary, but if I keep it, I think I should also do something for air and land warfare - or at least movement - and though I was thinking more of how to make a 'battery' out of a tank squadron, perhaps how to drive around chasing people would have some broader appeal.
A
This bothers me (from the core book):
Agility: How easy the vehicle is to drive or pilot. This is applied as a DM to all checks made to control the vehicle.

Which can get pretty silly if Agility is much removed from zero. It should be more about handling, turning radius, things like that, and the fact that a big train or boat has negative Agility shouldn't make it derail or plow into fishing boats with the greatest of ease... it should just mean that getting it to turn on a dime or take that curve at max speed is not a good idea.

And an Agility +6 vehicle doesn't turn a person with a learners permit into a stunt driver - I saw that comment too, and it's very much still in my mind. In fact, you give that person 'too much' vehicle, and they're likely to wreck it.
The specific and recent overrules the general and older.
But yea, that what I was trying to get out with Skill Rank requirements, which I poorly worded.
A G racing bike should have high agility, but a nascent user shouldnt be able to use it well. A steam train is a wall of gauges and levers all of which are unlabled.
And right now, the g bike would get high Agility
and the steam train would get a low Agility

And this one stat doesnt make sense for either. A g bike shouldnt become easier to use, bbecause it so fast and turn on a dime.
 
Back
Top