P
Pickles
Guest
Welcome to these boards, Mr. Pollard! Am I correct in thinking it was your minicraft design system I downloaded just the other day?
Arthur,Originally posted by atpollard:
[...]
I appreciate the beautiful simplicity of Book 5: Maneuver Drive = 2% of the ship for 1G; 5% for 2G; 8% for 3G; 11% for 4G; 14% for 5G and 17% for 6G.
The only thing that would have been better (in my opinion) would have been to simplify the formula even further to Maneuver Drive = 2% of ship per G of acceleration (or 3% per G).
[...]
I agree 100%. I find it incomprehensible that anyone could actually prefer the Book 2 system (No offense, Robert and others). If it's the convenience of the tables, why not just make new tables based on the HG rules?Originally posted by atpollard:
No offense to everyone’s efforts here, but the more people try to “fix” the Book 2 Starship design rules, the more I appreciate the beautiful simplicity of Book 5: Maneuver Drive = 2% of the ship for 1G; 5% for 2G; 8% for 3G; 11% for 4G; 14% for 5G and 17% for 6G.
Yes, the 2% for 1G is puzzling and (as I understand it) difficult to reconcile to the laws of physics.The only thing that would have been better (in my opinion) would have been to simplify the formula even further to Maneuver Drive = 2% of ship per G of acceleration (or 3% per G). From a deckplan design perspective, that could have created 1 size of engine for each size of ship, and the number of engines = maximum acceleration in G.
Thank You and yes it was.Originally posted by the Bromgrev:
Welcome to these boards, Mr. Pollard! Am I correct in thinking it was your minicraft design system I downloaded just the other day?
Book 2 did the latter, with two implicit formula that defied rules (and therefore more or less made it impossible to reconcile with the former). High Guard did a bit of the former, but did not choose its formulae carefully enough to do the latter efficiently.Originally posted by atpollard:
When I am forced to work on Trip Generation for roadway design, ITE publishes its data as a graph and a nasty log formula for the fitted curve. Would it be possible to base ship size vs MD size as a nasty curve formula [for hard core gearheads] that could also be plotted as a graph for pseudo-gearheads and a simple chart for non-gearheads.
If non-scaling is indeed "better", this would let each level of designer choose his own poison.
Just a thought.
Drive Units ABCDFHKMPRXYZ <- hull codes
A 200 2------------
B 400 421----------
C 600 6321---------
D 800 -4221--------
E 1000 -53211-------
F 1200 -643211------
G 1400 --432111-----
H 1600 --542211-----
J 1800 --6432111----
K 2000 --6532211----
L 2200 ---5322111---
M 2400 ---6432211---
N 2600 ---6432211---
P 2800 ----432211---
Q 3000 ----533211---
R 3200 ----5432211--
S 3400 ----5432211--
T 3600 ----6433211--
U 3800 ----6433211--
V 4000 ----6543221--
G3 4200 -----5432211-
L2 4400 -----5432211-
M2 4800 -----6443211-
W 5000 -----6543211-
N2 5200 -----6543211-
J3 5400 -----6543211-
P2 5600 ------543211-
X 6000 ------653321-
R2 6400 ------6543211
L3 6600 ------6543211
S2 6800 ------6543211
T2 7200 -------643211
U2 7600 -------643211
N3 7800 -------643211
Y 8000 -------654221
P3 8400 --------54221
Q3 9000 --------54321
R3 9600 --------64321
W2 10000 --------65321
S3 10200 --------65321
T3 10800 --------65321
U3 11400 ---------5321
Z 12000 ---------6432
W3 15000 ----------532
Y2 16000 ----------542
X3 18000 ----------643
Z2 24000 -----------64
Z3 36000 ------------6
IMTU there is an anti-missle cannister that is fired from sandcasters - it's useless against lasers but missles are destroyed on 8+ instead of 12+.• Sandcasters: Each incoming missile must save at 11- on 2D6 if sand is fired
Point-defense cannister shot - the idea was inspired by a Jeff Swycaffer article in Dragon many moons ago.Excellent idea, is that considered a point defense canister shot? Or is it chaff?
We also have chaff cannisters to mess with radar guidance systems, flares to confuse infrared missle sensors, and anti-missle missles.sabredog said:Chaff might work as a cheap alternative to ECM as well as subtract 1 from targeting by lasers and all.
Could the total number of weapons being fired be treated as an attack factor on the FFW/IE tables?
The roll of a die would then give you the number of hits to roll damage for.
The 1d6 roll replaces the roll to hit.Code:die total attack strength roll 1 3 6 12 18 24 30 36 42 48 1 - - - 1 2 3 4 5 6 7 2 - - - 2 3 4 5 6 7 8 3 - - 1 2 4 5 6 7 8 9 4 - 1 2 3 4 5 6 7 8 9 5 - 1 2 3 5 6 7 8 9 10 6 1 2 3 4 6 7 8 9 10 11
The above could be changed to a 2d6 roll:
Code:die total attack strength roll 1 3 6 12 18 24 30 36 42 48 2 - - - 1 2 3 4 5 6 7 3 - - - 2 3 4 5 6 7 8 4 - - 1 2 4 5 6 7 8 9 5 - 1 2 3 4 5 6 7 8 9 6 - 1 2 3 5 6 7 8 9 10 7 1 2 3 4 6 7 8 9 10 11 8 1 2 4 5 6 7 8 9 10 11 9 1 2 4 6 7 8 9 10 11 12 10 1 2 4 7 8 9 10 11 12 13 11 1 2 5 8 9 10 11 12 12 14 12 1 3 5 9 10 11 12 13 14 15
[B]Roll 1 2 3 6 9 12 15 18 21 24 27 30 [/B]
[B]-5 [/B] 0 0 0 0 0 0 0 0 0 0 0 0
[B]-4[/B] 0 0 0 0 0 0 0 0 0 0 0 1
[B]-3[/B] 0 0 0 0 0 0 0 0 0 0 1 2
[B]-2[/B] 0 0 0 0 0 0 0 0 0 1 2 3
[B]-1[/B] 0 0 0 0 0 0 0 0 1 2 3 4
[B]0[/B] 0 0 0 0 0 0 0 0 2 3 4 5
[B]1[/B] 0 0 0 0 0 0 0 1 3 4 5 6
[B]2[/B] 0 0 0 0 0 0 1 2 4 5 6 7
[B]3[/B] 0 0 0 0 0 1 2 3 5 6 8 8
[B]4[/B] 0 0 0 0 1 2 3 4 6 7 9 10
[B]5[/B] 0 0 0 1 2 3 4 5 7 8 10 11
[B]6[/B] 0 0 1 2 3 4 5 6 8 9 11 12
[B]7[/B] 0 1 1 2 3 4 6 7 9 10 12 13
[B]8[/B] 1 1 1 3 4 5 7 8 10 11 13 14
[B]9[/B] 1 1 2 3 4 6 8 9 11 12 14 16
[B]10[/B] 1 2 2 4 5 7 9 10 12 14 16 17
[B]11[/B] 1 2 2 4 6 8 10 11 13 15 17 18
[B]12[/B] 1 2 3 5 7 9 11 12 14 16 18 20
[B]13[/B] 1 2 3 5 7 9 12 13 15 17 19 21
[B]14[/B] 1 2 3 6 8 10 13 14 16 18 20 22
[B]15[/B] 1 2 3 6 8 10 14 15 17 19 21 23
EXPLOSIVE DAMAGE – STARSHIPS
Dice ------------------------------------------------------------ Number of Hits ------------------------------------------------------------
Roll 1 2 3 4 5 6 7 8 9 10 11 12
2 P-Plant Comp. Hull Hold Fuel J-Drive Fuel M-Drive Fuel J-Drive Fuel Hull
3 M-Drive Hull Comp. J-Drive Hold Hull Fuel J-Drive Fuel P-Plant Fuel Comp.
4 J-Drive Fuel Hull Hold Comp. Fuel Hull M-Drive J-Drive Weapn Fuel Critical
5 Fuel Hull Fuel Hull M-Drive Fuel Hull Comp. P-Plant Comp. Hull J-Drive
6 Hull Hold Hull Comp. Hold J-Drive Weapn Fuel Hull Fuel M-Drive Critical
7 Hull Comp. Hull Comp. Hull J-Drive Hull Hold M-Drive Hull Fuel Hold
8 Hold Hull Hold Hull Comp. J-Drive Weapn Hull Hold Fuel P-Plant Critical
9 Comp. Hull Hold Comp. J-Drive Hold Hull Comp. Fuel Hold Hull M-Drive
10 Comp. Weapn Hull J-Drive Hold Critical Comp. Hull Hold Hull Fuel M-Drive
11 Weapon Hull Comp. M-Drive Comp. Weapn Comp. Hold Comp. Fuel Hold Hold
12 Critical Comp. Hull Hold Comp. Fuel Hull Hold Comp. Critical P-Plant Comp.
EXPLOSIVE DAMAGE – NON-STARSHIPS
Dice ------------------------------------------------------------ Number of Hits ------------------------------------------------------------
Roll 1 2 3 4 5 6 7 8 9 10 11 12
2 P-Plant Comp. Hull Hold Fuel M-Drive Fuel M-Drive Fuel M-Drive Fuel Hull
3 M-Drive Hull Comp. M-Drive Hold Hull Fuel M-Drive Fuel P-Plant Fuel Comp.
4 M-Drive Fuel Hull Hold Comp. Fuel Hull M-Drive M-Drive Weapn Fuel Critical
5 Fuel Hull Fuel Hull M-Drive Fuel Hull Comp. P-Plant Comp. Hull M-Drive
6 Hull Hold Hull Comp. Hold M-Drive Weapn Fuel Hull Fuel M-Drive Critical
7 Hull Comp. Hull Comp. Hull M-Drive Hull Hold M-Drive Hull Fuel Hold
8 Hold Hull Hold Hull Comp. M-Drive Weapn Hull Hold Fuel P-Plant Critical
9 Comp. Hull Hold Comp. M-Drive Hold Hull Comp. Fuel Hold Hull M-Drive
10 Comp. Weapn Hull M-Drive Hold Critical Comp. Hull Hold Hull Fuel M-Drive
11 Weapn Hull Comp. M-Drive Comp. Weapn Comp. Hold Comp. Fuel Hold Hold
12 Critical Comp. Hull Hold Comp. Fuel Hull Hold Comp. Critical P-Plant Comp.
EXPLOSIVE DAMAGE – SMALL CRAFT
Dice ------------------------------------------------------------ Number of Hits ------------------------------------------------------------
Roll 1 2 3 4 5 6 7 8 9 10 11 12
2 Drive Cabin Drive Drive Drive Comp. Drive Weapn Drive Drive Drive Cabin
3 Drive Cabin Comp. Drive Drive Cabin Drive Weapn Drive Drive Drive Cabin
4 Drive Cabin Comp. Drive Drive Cabin Drive Weapn Drive Drive Cabin Critical
5 Drive Cabin Comp. Weapn Drive Cabin Drive Cabin Drive Drive Cabin Critical
6 Comp. Weapn Cabin Weapn Drive Cabin Comp. Cabin Drive Drive Cabin Drive
7 Cabin Weapn Comp. Cabin Drive Comp. Cabin Weapn Drive Cabin Critical Drive
8 Cabin Comp. Weapn Cabin Drive Comp. Cabin Weapn Drive Cabin Critical Cabin
9 Cabin Comp. Weapn Cabin Drive Comp. Cabin Weapn Drive Cabin Cabin Critical
10 Cabin Comp. Cabin Weapn Cabin Comp. Cabin Weapn Drive Cabin Critical Drive
11 Weapn Cabin Comp. Cabin Critical Cabin Comp. Cabin Drive Cabin Weapn Drive
12 Critical Cabin Comp. Cabin Weapn Cabin Comp. Cabin Drive Cabin Critical Cabin
RADIATION DAMAGE – STARSHIPS
Dice ------------------------------------------------------------ Number of Hits ------------------------------------------------------------
Roll 1 2 3 4 5 6 7 8 9 10 11 12
2 Crew -- Crew Comp. Crew Comp. Crew -- Crew Comp. -- Comp.
3 Crew Comp. -- Crew Comp. Crew Comp. Crew -- Crew Comp. --
4 Comp. Crew Comp. -- Comp. Comp. Crew Comp. Crew -- Weapn Crew
5 Comp. Comp. Comp. Crew -- Crew Comp. Crew Comp. Crew -- Weapn
6 Comp. Comp. Crew Comp. Crew -- Crew Comp. Weapn Crew Comp. --
7 -- Comp. Comp. Crew Comp. Crew -- Weapn Comp. Comp. Comp. Weapn
8 Comp. -- Crew Comp. Crew Comp. Weapn -- Weapn Comp. Weapn Comp.
9 Crew Comp. -- Weapn Comp. Comp. Comp. Weapn -- Comp. Crew Weapn
10 Weapn Comp. Comp. -- Weapn Comp. Weapn Comp. Crew -- Weapn Comp.
11 Weapn Crew Comp. Weapn -- Weapn Comp. Weapn Comp. Comp. -- Weapn
12 Weapn Comp. Weapn Comp. Weapn -- Weapn Comp. Weapn Comp. Weapn --
RADIATION DAMAGE – NON-STARSHIPS
Dice ------------------------------------------------------------ Number of Hits ------------------------------------------------------------
Roll 1 2 3 4 5 6 7 8 9 10 11 12
2 Crew Comp. Crew Comp. Crew Comp. Crew Comp. Crew Crew Comp. Crew
3 Crew Comp. Crew Comp. Crew Comp. Crew Comp. Crew Comp. Crew Weapn
4 Crew Comp. Crew Comp. Crew Comp. Crew Comp. Weapn Crew Comp. Crew
5 Comp. Comp. Comp. Crew Comp. Crew Comp. Crew Comp. Crew Comp. Weapn
6 Comp. Comp. Crew Comp. Crew Comp. Crew Comp. Weapn Crew Comp. Comp.
7 Comp. Comp. Comp. Crew Comp. Crew Comp. Weapn Comp. Comp. Comp. Weapn
8 Comp. Comp. Crew Comp. Crew Comp. Weapn Comp. Weapn Comp. Weapn Comp.
9 Crew Comp. Comp. Weapn Comp. Comp. Comp. Weapn Comp. Comp. Crew Weapn
10 Weapn Comp. Weapn Comp. Crew Comp. Weapn Comp. Crew Comp. Weapn Comp.
11 Weapn Crew Weapn Comp. Weapn Comp. Weapn Comp. Weapn Comp. Weapn Comp.
12 Weapn Comp. Weapn Comp. Weapn Comp. Weapn Comp. Weapn Comp. Weapn Comp.
RADIATION DAMAGE – SMALL CRAFT
Dice ------------------------------------------------------------ Number of Hits ------------------------------------------------------------
Roll 1 2 3 4 5 6 7 8 9 10 11 12
2 Crew Crew Comp. Crew Crew Comp. Crew Crew Comp. Crew Crew Weapn
3 Crew Comp. Crew Comp. Crew Crew Comp. Crew Crew Weapn Crew Crew
4 Crew Crew Weapn Crew Comp. Crew Crew Weapn Crew Crew Comp. Crew
5 Crew Comp. Crew Weapn Crew Crew Comp. Crew Crew Comp. Crew Crew
6 Crew Comp. Crew Crew Weapn Crew Crew Comp. Crew Crew Comp. Weapn
7 Crew Crew Crew Comp. Crew Weapn Comp. Crew Crew Weapn Crew Comp.
8 Comp. Comp. Crew Crew Weapn Crew Crew Weapn Crew Crew Comp. Crew
9 Comp. Crew Weapn Crew Crew Comp. Crew Crew Weapn Crew Comp. Weapn
10 Weapn Comp. Crew Weapn Crew Crew Comp. Crew Crew Weapn Crew Comp.
11 Weapn Crew Comp. Crew Weapn Crew Crew Comp. Crew Crew Weapn Comp.
12 Weapn Comp. Crew Comp. Crew Weapn Crew Crew Comp. Crew Crew Weapn