kinnerc
SOC-6
Amazingly, its been years since I've actually *played* Traveller, and I'm finding myself re-reading the Classic Books. I came across a couple of thing in Book 2's Starship Combat that I couldn't quite get. I'm wondering what answers other people have developed or have read.
Now Book 2 starship combat is simple. I get that. This was one of the first role playing games, and honestly, it is Classic Traveller's simplicity that is part of its appeal to me. However, it may be possible for the rules to be so simple they're not quite all there.
Missiles:
Book 2 seems to mention that missiles are launched at the ordanance launch phase and they move during the movement phase. However, nowhere can I find in Book 2 how fast missiles move! What is their vector? The rules are specific in telling us that ordanance, when launched, has the firing ship's vector (which makes sense), but what is the acceleration of the missile?
Lasers:
I may be mixing things up here, but somehow I remember two different types of lasers used - a Pulse Laser and a Beam Laser (or am I think of the old video game Elite??). Here the rules say that dice are rolled, DM's are added to that roll, and if 8+ is scored the defending ship is hit. It seems to indicate that the number of hits equals the die roll -7. That is you get 1 hit if you rolled (after modifiers) an 8, 2 for 9, 3 for 10. I can't see anything that says you roll separately for laser hits once you determine the laser did indeed hit. With missiles you roll one die to determine the amount of hits after you determine the missile struck. With lasers it seems to be integrated into the "to-hit" roll.
Sandcasters:
The whole point of sandcasters is to provide a defense against lasers. The rules say that you have a -3 DM for each 25mm of obscuring sand (or a 2500km cloud in actual space). Is this the amout of sand generated by one missile? And again, what is the speed of that missile. What you want to do with the sand is have it explode *between* you and the attacking ship such that the sand will actually follow your vector somewhat.
So, Classic fans, how have you handled Book 2 starship combat?
Now Book 2 starship combat is simple. I get that. This was one of the first role playing games, and honestly, it is Classic Traveller's simplicity that is part of its appeal to me. However, it may be possible for the rules to be so simple they're not quite all there.
Missiles:
Book 2 seems to mention that missiles are launched at the ordanance launch phase and they move during the movement phase. However, nowhere can I find in Book 2 how fast missiles move! What is their vector? The rules are specific in telling us that ordanance, when launched, has the firing ship's vector (which makes sense), but what is the acceleration of the missile?
Lasers:
I may be mixing things up here, but somehow I remember two different types of lasers used - a Pulse Laser and a Beam Laser (or am I think of the old video game Elite??). Here the rules say that dice are rolled, DM's are added to that roll, and if 8+ is scored the defending ship is hit. It seems to indicate that the number of hits equals the die roll -7. That is you get 1 hit if you rolled (after modifiers) an 8, 2 for 9, 3 for 10. I can't see anything that says you roll separately for laser hits once you determine the laser did indeed hit. With missiles you roll one die to determine the amount of hits after you determine the missile struck. With lasers it seems to be integrated into the "to-hit" roll.
Sandcasters:
The whole point of sandcasters is to provide a defense against lasers. The rules say that you have a -3 DM for each 25mm of obscuring sand (or a 2500km cloud in actual space). Is this the amout of sand generated by one missile? And again, what is the speed of that missile. What you want to do with the sand is have it explode *between* you and the attacking ship such that the sand will actually follow your vector somewhat.
So, Classic fans, how have you handled Book 2 starship combat?