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[MT Missing] CT LBBs 4-7

Things I miss from b4:
- Recruiting (fixed on Assignment Vigilante) and training of recruits.
- Large unit organization.
- Large unit combat (based on RP, not a tactical game for itself, as it's the option given in Referees' Manual).

From b5:
- Though not a miss, I must say the use of character's skills used on HG was quite better than on MT (having a tactics with ship tactics 5 and a pilot with pilot 5 could make the difference on HG, doesn't so on MT, at least if you have several turrets).
- The definition of what weapons enter on te beam category on the combat tables.
 
This may not be the appropriate thread for this, but I'm having trouble reconciling Bk5 Gunnery with MT Gunnery, and where it gets used in starship combat:

Bk5 (pg11)
Gunnery cascade: Ship's Lasers; Ship's Energy Weapons; Ship's PA; Ship's Missiles; Meson; Screens;

MT PM (pgs 28, 35)
Gunnery cascade: Screens; Spinal; Turret.

So my questions are:
1. How is Gunnery actually used in combat? In MT I think it should be like substituting Sensor Ops for Computer.
2. The skill changed from weapon type to mount type, why no "bay" version of this skill?

Thanks.
 
...
2. The skill changed from weapon type to mount type, why no "bay" version of this skill?

Not sure on this part but it could be they took Bay Weapons as the literal big honking turret and lumped it in with that skill. They are probably very similar in operation.

Or they may have simply overlooked the Bay Weapons and it's errata to be corrected.
 
MT PM (pgs 28, 35)
Gunnery cascade: Screens; Spinal; Turret.

So my questions are:
1. How is Gunnery actually used in combat? In MT I think it should be like substituting Sensor Ops for Computer.
2. The skill changed from weapon type to mount type, why no "bay" version of this skill?

Thanks.

In MT RM (p 95) says: 'Gunnery skill (turret/bay, sinal or screens) may be used in place of computr DM or weapon table DM on the to hit and defensive tasks'.

First, this seems to answer your question about bay gunnery skill.

Following this, some questions arise:

- So, if you have gunnery 4 and are on a ship with computer 1, you can use 4 as computer DM. If you're on a ship with computer 6, difference between a guner with gunnery 0 and one with gunnery 6 is null.

- If your character with gunnery skill 1 is firing a factor 3 misile battery against a repulsor 5 equiped ship, can you use your skill 1 in place of the repulsor table DM (-6)? It seems me quite a powerful use of the skill...

- If your character with skill 3 fires a factor 5 meson bay against a meson screen 4 equiped ship whose operator has skill 5, what's the DM? +3 (firer's skill)? -4 (table's DM)? -5 (deffender's skill)?, -2 (firer's skill - deffender's skill)? (after all, it's a confrontation task, but in this case, even having a deffender more skilled than the firers, it'seasier to penetrate it). Also, in this last case, having a factor T meson spinal or having a factor 5 meson bay makes no difference on its hability to penetrate screens...

Can someone answer me, please?
 
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Antimatter Jump Drives... No... Marc has previously stated there's a reason for hydrogen in those jump drives. I'll ask again, but I think that's a non-starter. And that's not exactly something in High Guard that's missing.

In the light of T5, maybe you should re-visit this.
 
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