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Core Traveller Rules Question

As to our mutual agreement that for static targets a starship weapon in range achieves automatic hits...

In SC there was a +2 modifier for ships not moving, if memory serves, but hits were not automatic. This included conventionally driven craft that probably wouldnt cross a single light second hex in the time an engagement was fought. That was a good modifier for that system but not automatic.

There is no such modifier now, to my knowledge, either in the core rules or the TgM2300 book. (I havent looked through HighGuard Book 2 yet)

So Im wondering if assuming automatic hits isnt a bit in the extreme... or is it? Is it a safe assumption that such a weapon and its targeting capability would still register automatic hits on a vessel moving thousands of km a minute instead of seconds? Im inclined to think so but Im willing to listen to opposition. Should starship weapons still roll tasks to fire on non stutterwarp targets?

As a stutterwarp drive can assume any speed up to its maximum, at what speed does it lose the requirement to be rolled for to hit? When does it become a static or slow moving target for purposes of the rule?

As it is now, I cant find a rule that indicates a weapon automatically hits even a spacestation or small moon! Common sense? Maybe...
 
Well. I was basing my own assert about that on your own post:

Would we assume more or less automatic hits by starship weapons at more conventional ranges? (ie orbital ranges in the hundreds or maybe thousands of km.) Each tracking array simply declaring a target and rolling up damage? (Unless there was some sort of sensor jamming or failure in the works)

It would seem that given the sophisitication of their targeting systems and the presumption of multiple shots per combat round, a hit would be assured. Complicating this by requiring rolls to achieve high liklihood hits would seem just seem unnessary clutter. It would give the spacecraft a bit of an edge and respect too when facing conventional vehicles without making their weaponry devastating in effect.

But assuming this +2 modifier to stationary (in this case both sides, as one is in orbit and not warping and the other has no stutterwarp) will balance a Little the situation.

As this thread is mostly about MgT2300, and I guess small crafts are designed with MgT:HG, see that you can design a small craft with armor 12 (I asume the maximum TL, as it was already my guess and I've seen in MgT2300 preview as the French one, unless this digit of the UWP has been changes, as I've read others have), thrusters for 2 G 8 hours and a PA weapon. It can engage a ship in orbit, either once it leaves atmosphere (if assuming PA cannot be fired through it, as in earlier versions of Traveller and in T2300/2300AD) or from inside it (If using MgT rules as written, as I didn't find this limitation there).

I also asume only the weapons in the classic 2300 are available (detonation missiles, lasers and PA turrets), and that space missiles, being stutterwarp weapons, are not usable (IDK how submunitions are trated in MgT2300, but keeping with what you said about nukes not usable so close in space, I take them off the equation too) so the fire from the orbiting ship will do at most 3d6 (+ effect if we accept it is added) against armor 12, so damage will not be too terrific, and probably you'll have more than one fighter.

I guess that could lead to the scenario you wanted about the planet not being so defenseless...
 
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