ProfGrizzlyJon
Emperor Mongoose
So, has anyone mentioned the 40K connection to “scything claws” as errata?
So, has anyone mentioned the 40K connection to “scything claws” as errata?
I would be fascinated by those stats.In playtesting, I made a carnifex bio-vehicle and ran that against my players. Does that count?
Take this ^ example.Thinking some more about the large vehicle critical thresholds, I think they're off by a factor of 2.
High guard has cut-offs of 2,000, 10,000, and 100,000 tonnes. VHB page 26 says a space is 3.5 cubic metres, so 4 spaces is a tonne. Hence the vehicle scale cut-offs should be 8,000, 80,000, and 800,000 spaces respectively.
This would mean something could be twice the size of the destroyer and still be vulnerable to vehicle scale weapons.
I couldn't comment on the 200 space cut-off though, as I'm not sure if it relates to 50 or 100 tonnes.
Please dear GOD just do everything in displacement liters/tons and have the total space be the listed value. Then you assign a % value of the vehicle used for infrastructure based on TL, engine, motivation type, frame and whatever other infrastructure and construction type you don't want to have explicit rules/equipment for.It seems pretty simple to me. You are declaring the usable spaces. The infrastructure to move it is equal to that. If you allocate cargo, four spaces is a dton. To store a 200 space vehicle you need 50 dtons for the customizable part and 50dtons for the standard fuel, chassis and locomotion.
Certain locomotive choices either use additional space or give you access to additional space freed up in infrastructure. The declared usable space plus infrastructure space is unchanged.
Is that preferable to keeping track of fractions? Each person needs a space or each person needs 0.25 dton.
Just a simple question.
How many "real" spaces per displacement ton.
Not the imaginary spaces that don't count towards vehicle construction.
The current rules state 4 spaces per ton.
But half those spaces are not usable for construction.
So one displacement ton is 4 spaces, 2 usable, 2 not usable
Or is it a 4 "construction" space vehicle space per ton, in which case there are 8 spaces in a displacement ton.
Which is it, because at the moment I have no idea.
Except that in this design process, enhancing speed or fuel range does eat up optional space, while reducing range and speed gives access to more space, as you would expect.This only really works when designing something from scratch - replacing you ‘65 Ford Mustang V8 with a V6 or, god forbid a straight 4 is not only a crime against humanity, it’s pointless as the engine bay is still the same size. If you designed a new Mustang with a straight 4 you could take the reduced power pack into account to make a smaller engine bay and fuel requirement resulting in more passenger or cargo space - it would still a crime against humanity though…
True. I was trying to illustrate the counter intuitive notion of ending up with more useable space than you started with without changing the outside size.Except that in this design process, enhancing speed or fuel range does eat up optional space, while reducing range and speed gives access to more space, as you would expect.
That should read "(...) generally not trained in the Heavy Weapons (artillery) skill, nor (...)".While a direct fire weapon can fire indirectly as artillery weapons at up to four times their maximum range, such fire is highly inaccurate (at an additional DM-2). Their crews are generally not trained in the Heavy Weapons (vehicle) skill, nor does the weapon’s fire control system normally have solutions to indirect fire missions.
Does it specify that energy weapons can not do this? This strongly depends on arching fire something that energy weapons are not capable of.Found one little mistake, and one thing that may or may not be a mistake but which I think bears clarifying.
First, the little mistake: Page 110, Direct Fire Weapons;
That should read "(...) generally not trained in the Heavy Weapons (artillery) skill, nor (...)".
And now what I feel needs clarifying, my most beloved feature of the book, Comfort Levels!
As currently written, there is no "floor" to how low the negative DMs can accumulate. Say I have a hapless individual shoved into an Intolerable comfort vehicle; they'll immediately get a DM-2 for every task. After four hours, they'll get a further DM-2 to every task.
What if I leave the poor devil cooped up in there for 12 hours? That's a DM-6 per the rules. What about 24 hours? Will they be getting a DM-12?
Is there any limit to this, beyond basic human decency?
(A resource we all know to be in short supply among TTRPG players...)
In relation to the Comfort Levels, we discussed this in the Cluster Truck game I'm in because the starting small craft has crude accommodations with -4 DM. If we take DM as a reduction in comfort level, the Eledy goes from Good Comfort down to long duration seating. The first mission is a 10 trip, which if there is no floor on DMs, will leave us with a -9. That, combined with the -3 from the control quality means we cannot complete a successful maneuver to dock with the station, let alone meet any other challenge while aboard.Found one little mistake, and one thing that may or may not be a mistake but which I think bears clarifying.
First, the little mistake: Page 110, Direct Fire Weapons;
That should read "(...) generally not trained in the Heavy Weapons (artillery) skill, nor (...)".
And now what I feel needs clarifying, my most beloved feature of the book, Comfort Levels!
As currently written, there is no "floor" to how low the negative DMs can accumulate. Say I have a hapless individual shoved into an Intolerable comfort vehicle; they'll immediately get a DM-2 for every task. After four hours, they'll get a further DM-2 to every task.
What if I leave the poor devil cooped up in there for 12 hours? That's a DM-6 per the rules. What about 24 hours? Will they be getting a DM-12?
Is there any limit to this, beyond basic human decency?
(A resource we all know to be in short supply among TTRPG players...)
The following applies to vehicle systems in a spacecraft, which the book says you can do.In relation to the Comfort Levels, we discussed this in the Cluster Truck game I'm in because the starting small craft has crude accommodations with -4 DM. If we take DM as a reduction in comfort level, the Eledy goes from Good Comfort down to long duration seating. The first mission is a 10 trip, which if there is no floor on DMs, will leave us with a -9. That, combined with the -3 from the control quality means we cannot complete a successful maneuver to dock with the station, let alone meet any other challenge while aboard.
Now, it was mostly just a theoretical discussion, but that wouldn't be an uncommon situation for a low quality or poorly maintained in system small craft.
Ok, Eledy is a 25 Curach system transport that has a 2nd stateroom added, replacing 4 tons of cargo. This give 2 full staterooms and 4 tons of common area for 48 CP. The entire hull has gravity plates, so does that count as 25 tons of grav plating? That would be 100 CP comfort level right there, which seems high. Even if just for the living area, that 's 12 tons or 48 CP. Sophont size is 1 and number of occupants is 4 (technically 5, but one is a brain in a box with an avatar body and he doesn't need sleep or comfort apparently), so that would give us 96/4 24 CP comfort level, which is Excellent (I had not used the grav plating in my calculations so it was only 12 CP comfort which is Good comfort, which is what we based our rating on). Crude is 15% functional, which would give us 3.6 CP if using 24, or 1.8 if the grav plate doesn't count. That woud be either Basic or Extended Seating. So that's a little better for us. Basic would only give us a -1 DM at the end of the week, so it would mostly just affect the arrival. Extended Seating would still be pretty bad, with a penalty after 48 hours and then an additional every 24 hours, to a max of -8 DM.The following applies to vehicle systems in a spacecraft, which the book says you can do.
Depending on how much money the players have, some things can fairly easily improve the comfort level.
Bunks are Cr200, take .25 tons and give 1 CP.
An Entertainment system gives 1 CP per CR2000, and there is no limit on how many times it can be improved.
Common areas are 4 CP per ton and costs Cr400 per ton. So see how much common area you have, find a decent machine shop, and install Cr400 worth of vehicular common area bolted over your janky stuff.
A full one ton fresher yanked out of a well maintained vehicle gives 8CP.
Stick a galley in a common area.
Also, instead of imposing a -4 DM, it may be better to calculate the CP of a Swank model of the craft, and then use the % of jankiness against that total. Just remember that some of the space for HG berths is life support, while in vehicles that is calculated separately.