Far as that is concerned, I suppose we could use the Striker ortillery definitions as equivalent for LBB2 weaponry at that.
See that is a whole different topic, reconciling ship combat to Striker and visa-versa.
Far as that is concerned, I suppose we could use the Striker ortillery definitions as equivalent for LBB2 weaponry at that.
See that is a whole different topic, reconciling ship combat to Striker and visa-versa.
It was a Series 120 game, remember? Fewer than 120 counters and can be played in under 120 minutes?
Mayday's damage results stink for TTRPG play, but fits the design criteria.
So basically Star Fleet Battles: Traveller?
Nukes are covered in SS3 for Missiles, they get an upgrade anywhere from 10D to 100D, mitigating limit is they are megacredit per warhead options.
Oh, goodie a Book 2 version of a radiation table! Now particle accelerators and meson guns are more fun!
Note that my SFB and Starfire experience lead me to doing SSD cards for playing a Bk2-mayday hybrid... with tickboxes.
Bk2 damage, mayday rules. Except computers. We just dropped a model per hit. (Noting that, for small ships, the Bk2 computer damage is the biggest damage sink of the ship. )
Honestly this is a totally meta topic. In that while the stated goal is to express one thing in terms of the other, there is the underlying conversation of what additional mechanics are needed to give more satisfaction. Playing through the permutations works both goals.
I Started this topic with a bunch of questions. Now I find I have a bunch of new questions.
Armor? Guys how would you handle it? This also talks to how damage is allocated.
Heavy Missile launchers? i.e. the individual launchers from bays.
Then along that line, smaller bays?
And related, How do you handle number of Hardpoints taken up by a bay? Some people use 5 points per 50 tons bay and 10 per 100...
Alongside that Damage incremental along a volume metric instead of the performance metric?
Another thing all the tinkering with book two has pointed out to me is that the upper limit of book two is somewhere between 1000 and 2000 tons, even though the chart goes beyond that. Though to be honest that is where the hand off between the books is as well.
No not really, I was suggesting using the Striker equivalents found in the ortillery section as actual values for LBB2 combat.
Okay, reading Striker now, I meant the bays.
Missiles, 25 launchers for the 50-ton, 50 launchers for the 100-ton, bay missiles are bigger then turret missiles. So bay missiles should do a 1d6+X sort of value, or 2d6 damage.
Important point- are you wanting to be able to translate HG ships to LBB2 combat, have HG-like effects of the HG toys, or are you wanting HG toys in LBB2 terms and otherwise all the mechanics are LBB2?
No conversion is going to please everyone. One assumption I make is that like where Book 5 says ships designed using Book 2 are fine, I go and say ships designed using Book 5 are fine. Here is the 3x5 card fill it out. Like so far I have:
Tigress (Type BB)
1. M-Drive (1770V, 6G)
2. J-Drive (166Q, Jump-4)
3. Power Plant (555M)
4. Fuel (190000)
5. Hold (?? tons, plus 300 fighters)
6. Bridge (Pilot-2)
S-1 (Meson T) Gunner-2
etc.
but this says little about how it acts in Book 2 combat. This also shows my slavish adherence to math conversion....
So some more things have to be added. Like, assuming I do damage how many letters/points does the M-Drive take before it goes down to 5G? 1770V is 42500 damage points....
Some things HAVE to be modified, like the Book 2 damage table. If you add screens for example (forget for the moment how they would defend), what number do you need to roll to hit the screen generator on the existing table.
I agree, in fact I made this very point in post 28![]()