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Armour in book 2 ship combat

Good call on the pulse lasers.
The lasers in the table are pulse lasers (they are at -1 to hit remember), and your suggestion to treat a beam laser as having a penetration 1 less is a good one.

SS3 missiles cause a lot more damage than missiles anywhere else in Traveller (with two possible exceptions - GURPS Traveller, and contact detonating nukes in TNE ;) ).
A 12 hit FF warhead that contacts inflicts 24 hits to a LBB2 ship.
 
Good call on the pulse lasers.
The lasers in the table are pulse lasers (they are at -1 to hit remember), and your suggestion to treat a beam laser as having a penetration 1 less is a good one.

SS3 missiles cause a lot more damage than missiles anywhere else in Traveller (with two possible exceptions - GURPS Traveller, and contact detonating nukes in TNE ;) ).
A 12 hit FF warhead that contacts inflicts 24 hits to a LBB2 ship.
 
Originally posted by Sigg Oddra:

SS3 missiles cause a lot more damage than missiles anywhere else in Traveller (with two possible exceptions - GURPS Traveller, and contact detonating nukes in TNE ;) ).
A 12 hit FF warhead that contacts inflicts 24 hits to a LBB2 ship.
Yeah, I forgot the Contact rules - SS3 damage should be treated one way or another to be in scale with other weapons. However, I'd say that nukes should be somewhere abouve PAWs; a direct hit should kill a starship unless dampers exist; a near miss should cause extreme damage. Nukes are extreme weapons; they are expensive and regulated for a reason
 
Originally posted by Sigg Oddra:

SS3 missiles cause a lot more damage than missiles anywhere else in Traveller (with two possible exceptions - GURPS Traveller, and contact detonating nukes in TNE ;) ).
A 12 hit FF warhead that contacts inflicts 24 hits to a LBB2 ship.
Yeah, I forgot the Contact rules - SS3 damage should be treated one way or another to be in scale with other weapons. However, I'd say that nukes should be somewhere abouve PAWs; a direct hit should kill a starship unless dampers exist; a near miss should cause extreme damage. Nukes are extreme weapons; they are expensive and regulated for a reason
 
How about this for applying HG systems into Book-2.

Ships can be designed with multiple weapons in batteries. For each doubling of the number of direct fire weapons there is a plus one to hit and making the roll by more than is required doubles the hits inflicted for every two points the roll is made by. There is a special exception for 30 weapons which gets a +5 mod as if there were 32.

So a battery of 30 beam lasers in 10 triple turrets gets a +5 to hit and all 30 lasers would strike the target if the roll was made by 10 more than needed for one hit to be inflicted.

Once the hit location has been found, roll to see if the armor has been penetrated. The roll is 2+ minus the target's armor factor and plus 1 for a pulse laser, plus 2 for a plasma gun, plus 4 for a fusion gun and plus 6 for a PA.

Armor is counted as double its nominal level for Powerplant, jump, computer and critical hits (Tripled if a hardened computer against a PA hit), and armor is counted at half value against fuel and turret hits.

Plasma and Fusion weapons have a -2 to hit DM past 500 mm and a maximum range of 1000 mm, but inflict two damage rolls per hit.

PAs have the same range as lasers and inflict two damage rolls per hit.

An energy weapon bay counts as 16 energy weapons in a single battery.

A 50 ton PA bay counts as 8 PA turret weapons while a 100 ton bay counts as 16 turret weapons.
 
How about this for applying HG systems into Book-2.

Ships can be designed with multiple weapons in batteries. For each doubling of the number of direct fire weapons there is a plus one to hit and making the roll by more than is required doubles the hits inflicted for every two points the roll is made by. There is a special exception for 30 weapons which gets a +5 mod as if there were 32.

So a battery of 30 beam lasers in 10 triple turrets gets a +5 to hit and all 30 lasers would strike the target if the roll was made by 10 more than needed for one hit to be inflicted.

Once the hit location has been found, roll to see if the armor has been penetrated. The roll is 2+ minus the target's armor factor and plus 1 for a pulse laser, plus 2 for a plasma gun, plus 4 for a fusion gun and plus 6 for a PA.

Armor is counted as double its nominal level for Powerplant, jump, computer and critical hits (Tripled if a hardened computer against a PA hit), and armor is counted at half value against fuel and turret hits.

Plasma and Fusion weapons have a -2 to hit DM past 500 mm and a maximum range of 1000 mm, but inflict two damage rolls per hit.

PAs have the same range as lasers and inflict two damage rolls per hit.

An energy weapon bay counts as 16 energy weapons in a single battery.

A 50 ton PA bay counts as 8 PA turret weapons while a 100 ton bay counts as 16 turret weapons.
 
Two more points sorry.

First figure out the energy points via HG and reduce available maneuver level to the calculated agility.

Also energy weapons suffer only one half the laser DM from sand and PAs ignore sand.
 
Two more points sorry.

First figure out the energy points via HG and reduce available maneuver level to the calculated agility.

Also energy weapons suffer only one half the laser DM from sand and PAs ignore sand.
 
My preliminary (not satisfying yet) ideas for adjusting SS3: Missiles to this system:
High Explosive Warhead: +2 Penetration per 10kg of warhead.
Focused Force Explosive Warhead: +3 Penetration for 10kg, +6 for 20kg and +8 for 30kg.
Nuclear Explosive Warhead: +10 Penetration and 1 roll on the Radiation table per 0.1 kiloton of yeald.
Enhanced Radiation Warhead: If only an indirect hit is acieved, roll twice on the Radiation table for each 0.1 kiloton of yeald; no normal damage is done. If a direct hit (contact) is made, roll on the standard table with +2 Penetration per 0.1 kiloton of yeald and roll four times on the Radiation table per 0.1 kiloton of yeald.
Fusion Warhead: +15 Penetration and 2 rolls on the Radiation table per 0.1 kiloton of yeald.

For direct hits (contact) double penetration, except for the Enhanced Radiation Warhead; for this kind of warhead, see it's specific rules.
 
My preliminary (not satisfying yet) ideas for adjusting SS3: Missiles to this system:
High Explosive Warhead: +2 Penetration per 10kg of warhead.
Focused Force Explosive Warhead: +3 Penetration for 10kg, +6 for 20kg and +8 for 30kg.
Nuclear Explosive Warhead: +10 Penetration and 1 roll on the Radiation table per 0.1 kiloton of yeald.
Enhanced Radiation Warhead: If only an indirect hit is acieved, roll twice on the Radiation table for each 0.1 kiloton of yeald; no normal damage is done. If a direct hit (contact) is made, roll on the standard table with +2 Penetration per 0.1 kiloton of yeald and roll four times on the Radiation table per 0.1 kiloton of yeald.
Fusion Warhead: +15 Penetration and 2 rolls on the Radiation table per 0.1 kiloton of yeald.

For direct hits (contact) double penetration, except for the Enhanced Radiation Warhead; for this kind of warhead, see it's specific rules.
 
Wait a minut, 2-4601. 10kg of HE gives a +2 Penetration, but it takes 10 times that to get a +4 for the nuke? You're postulating some pretty powerful HE, there.
 
Wait a minut, 2-4601. 10kg of HE gives a +2 Penetration, but it takes 10 times that to get a +4 for the nuke? You're postulating some pretty powerful HE, there.
 
Ok, fixed that mistake... Kinda... I don't think that a ship should survive a direct hit by a nuke, but a near miss is another thing for a big and well armored ship...
 
Ok, fixed that mistake... Kinda... I don't think that a ship should survive a direct hit by a nuke, but a near miss is another thing for a big and well armored ship...
 
Originally posted by Sigg Oddra:
hits[/CODE]DMs
+ weapon penetration
- armour factor
- range penalty
What about the following (LBB2) DMs:
- Manouver/Evade or Auto/Evade DM (LBB2 p.30)
-3 per 25 mm of obscuring sand
-2 for Select-1/ -1 for Select-2
+ gunner's skill (if Gunner Interact is running)
+ Predict DM (LBB2 p.30)
 
Originally posted by Sigg Oddra:
hits[/CODE]DMs
+ weapon penetration
- armour factor
- range penalty
What about the following (LBB2) DMs:
- Manouver/Evade or Auto/Evade DM (LBB2 p.30)
-3 per 25 mm of obscuring sand
-2 for Select-1/ -1 for Select-2
+ gunner's skill (if Gunner Interact is running)
+ Predict DM (LBB2 p.30)
 
They are the modifiers I would use for the to hit roll, the mods on the penetration table are for the penetration roll only.

Hmm, but then again some of those mods look like interesting additions...
 
They are the modifiers I would use for the to hit roll, the mods on the penetration table are for the penetration roll only.

Hmm, but then again some of those mods look like interesting additions...
 
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