I like the fixes in MGT but not the extent of the changes. For me, going blind has it's own obstacles to change. MGT in it's hull sectional damage is surely on the right track.
I like HG2 for both it's simplicity and "you can't get everything" in one ship. I like Fleets. HG2 forces me to go where I want to anyway.
I wish Marc had continued to develop it. It seems many here feel that way.
T5 for it's many flaws also made some seriously good CT and, to the extent of what's come out so far, HG2 changes.
T20 has what is, essentially, HG2.1. The D20isms can easily be worked around for the ship combat - or can be embraced without using D20 characters, even - but the general rule in T20 is that the bigger the ship, the less additional mass gains you...
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1-9 tons | 50 + 2.5 per additional 1 ton | |
10-99 tons | 75 + 2.5 per additional 10 tons | |
100-999 tons | 100 + 15 per additional 100 tons | |
1000-9999 tons | 250 + 25 per additional 1000 tons | |
10,000-99,999 tons | 500 + 25 per additional 10,000 tons | |
100,000-999,999 tons | 750 + 25 per additional 100,000 tons | |
1,000,000+ tons | 1000 + 100 per additional 1,000,000 tons | |
[tc=2]HULL STRUCTURAL INTEGRITY[/tc]
[tc=2]Size SI points (round down)[/tc]
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Weapon Type | Damage Dice | Threat Range** | Critical Damage | Special Damage (dice) | | CT Threat Std (Spin) |
Missile | d6 | 18 | x1 | | | 11 |
NuclearMissile* | d6 | 17 | x2 | Radiation (d12) | | 10 |
Mining Laser | d6 | 20 | x1 | | | 11 |
Beam Laser | d8 | 20 | x1 | | | 12 |
Pulse Laser | d10 | 19 | x2 | | | 11 |
Plasma | d12 | 18 | x2 | | | 11 |
Particle Accelerator | d12 | 17 | x1 | Radiation (d10) | | 10 (8) |
Fusion | d20 | 16 | x5 | | | 10 |
Meson | d20 | 15 | x10 | Radiation (d12) | | 9 (7) |
* | | | | | | |
** | | | | | | |
[tc=6]Weapons Data - per UCP - A=10, B=11, etc[/tc]
[tc=4]Misiles do (5+UCP)dX, rather than (UCP)dX[/tc]
[tc=4]Spinals improve Threat Range by 5[/tc]
Applying Armor or screens: Roll all the damage dice, remove the highest damage die per point of armor or screen until either (a) only one die remains or (b) all armor/screen factors are used. If any unused defenses remain, reduce the last die's roll by the remainder. Also, roll a location and if at least 1 damage was done, step the factor.
A hit in the threat range increases the number of damage dice thrown (and thus the chances of penetration), as well as ignoring Armor (but not screens), and doing a second location damage.
Mesons ignore everything but meson screens.
Radiation damage dice can only be canceled by nuclear dampers (or meson screens on meson gun induced radiation), and are a separate hit of same number of dice.
Black Globes reduce the damage after armor by 10% per UCP.
Note that the design changes in T20 HG can be summed up as:
- New computer system - won't be bigger than HG2, but might be smaller. Easiest to ignore.
- Addition of Airframe option - 5% of hull tonnage and +10% cost, applied to streamlined hull only, and allows for full hypersonic mobility in atmosphere as well as aerodynamic lift. Also increases required computer size by 1.
- reduction in the size of PP's by a factor of 3 (This wasn't intended) and PP Fuel at TL12+ to match the drive tonnage
That hits my "1-page" limit, but hey, it's there.
Now, to use it with CT/MT:
To hit use 2d+(skill or computer) vs 5+(Man/Evade Gees), and if a hit is obtained, and the natural throw is in the CT threat range, then it's a crit. If it's a miss, but is in the threat range, roll again with a further DM+5 to see if you can hit.
Note that this means sand counts its factor as a screen vs missiles and lasers, Lasers reserved for point defense count as a screen vs missiles, Nuclear Dampers count as screens against nuke missiles and all radiation hits. Meson Screens count as screens vs Meson Guns and Meson Gun Radiation damage.
Some comments
I seem to recall there being a 16 Damage die limit - yep - it's in the design sequences...
A Typical meson hit is usually a crit - so it usually is doing 16d20 + 16d12 damage, reduced by 0-9 dice by screen. No screen? 16x(10.5+6.5)= 272
THis means a 60 KTd Cruiser is able to take about 650 SI - or 2 meson hits without screens. With a factor 9 screen, close to treble that.
Meanwhile, the 500KTd has 850 SI... and can take 3 hits without screens.