Yeah, I've never played much with black globes.
On a related subject:
"Fuel Tanks Shattered" is an interior damage result. It is possible when a ship with an armor rating of less than four is struck by a spinal-mount particle accelerator or by nuclear missiles, or when any ship is struck by a spinal-mount meson beam. For the particle beam and nuclear missiles, the weapon must first roll an Interior Damage result on the Surface Damage column; the odds for rolling an Interior Damage result depend on the ship's armor rating - anything from 9 in 36 (25%) to 1 in 36 (~2.8%) for ships of armor rating 0 to 3; the meson beam goes directly to the Internal Damage column. On any given Interior Damage roll for these weapons, the odds for a Fuel Tanks Shattered result are 4 in 36, about 11%. So, the odds of a Fuel Tanks Shattered result on any given particle beam or missile hit ranges from 2.8% to 0.3% - if the ship's armor is less than 4 - while the meson beam has an 11% chance.
(A black globe will modify both particle beam and meson beam results, but it does so both for incoming and outgoing fire, and Traveller canon presents the black globe as a rare device at TL15 rather than as routine equipment.)
If a ship receives a Fuel Tanks Shattered result, it is pretty much out of the game: "No ship systems requiring energy points may operate." Under previous interpretations of the game, that left the ship with missiles and sandcasters but no computer (if it was a model 3 or greater), which was as good as having no missiles/sandcasters in most situations. Under the revised guidelines of Consolidated CT Errata 7, all weapons and the computer (irrespective of rating) are inoperative: the ship's basically in a blackout mode, running life support and emergency lighting on batteries and that's about it.
Under High Guard 2 rules, the spinal weapons receive an additional damage roll for each rating by which they exceed a rating of 9, modified by armor in the case of the particle beam; the meson beam is not modified by armor. As a result, a TL15 Factor T meson gets 18 extra rolls: the odds of a Fuel Tanks Shattered result over that many rolls are 89%. The smaller Factor J and N mesons favored by cruisers and battleriders have a 69% and 81% chance, respectively.
The net result is that a given TL15 meson spinal hit has anywhere from a 69% chance upward of taking its target out of the game. At TL14 it's a bit lower, but not much. At TL13 it ranges from 51% to 83%. Even the primitive TL11 meson- A has a 21% chance. Meanwhile, back at the ranch, the Particle Beam spinal stops being a quick killer after 4 factors of armor, unless you get lucky with criticals - and those depend on the target's size and are reduced by armor too.
Assuming best agility and equal computers, the typical dreadnought has a 15/36 to 26/36 chance of getting hit. Penetrating the meson screen depends on the rating of the meson beam being used; figure it stops anywhere from 1/6 to 5/6 of the incoming hits. Anything from 5% to half of the targeted battlewagons are crippled in the first exchange. Battleriders are a bit harder to hit but tend to have a tougher time getting through the opposing meson screen.
These are circumstances that favor small ships - very small ships, ships small enough, agile enough and numerous enough that killing them all before they scrub your hull clean of weapons is a real challenge. This is the universe of piranhas, where small fish eat big fish and even proud battleriders quake with fear at the thought of the sharp teeth of the rodent hordes. Not exactly the Traveller universe that the canon milieu envisioned.
There are compensating factors. A bit of logic and judicious use of the skill rules could be applied to put elite crews in the battleships and battleriders, giving them an edge that might offset the big-ship disadvantages - at least in the early stages of a war; meson hits would quickly deprive you of those crews over the course of a campaign, giving big ships a reputation as deathtraps to be avoided; the rodents would emerge from their warrens to dominate the battlefield once the elite crews were gone. Big ships have certain repair advantages if they can get home - and a rodent attack won't stop them from getting home. However, small ships on the defense are already home and can be repaired and redeployed pretty quickly; the occasional "ship vaporized" crits make for gradual attrition in the small-ship force, but it's a long, slow war.
Then there is the logic factor: how does one shatter all of a ship's fuel tanks in one blow? Warship designers are not complete idiots. Once they see a problem, they're going to take measures to prevent it and ensure their ship stays in the fight as long as possible - and this problem's been around since TL11. Fuel tanks will be smaller, separated so one hit can't disable an entire ship. Fuel tanks are pretty useful as a kind of armor anyway - put them between your jump drive and the hull, and they take the hit instead of your jump drive, and you have a chance at getting home; under that model, you want your fuel tanks small and separated anyway so you can minimize fuel loss when you take that hit.
As with the crew casualty change, the "Fuel Tanks Shattered " rule is desperately in need of revision. One thought is to consider it a more violent form of the standard fuel hit. In this case, one of the several tanks is shattered, the ship loses 10% of its fuel or a minimum 1000 dTons - and the fuel hit cannot be repaired in the field; the tank is shattered, it would require a starport to rebuild the tank or provide a replacement tank sealed enough and insulated enough to deal with liquid hydrogen, and to conduct the hull repairs implied by this kind of damage result.
(Why 1000 dTons? First, it's easy to remember. Second, the single fuel hit is devastating to a fighter/small craft; the Fuel Tanks Shattered result would remain devastating to escort-sized ships, while cruisers and larger ships could fight on with the depth they're supposed to have.)
On a related subject:
"Fuel Tanks Shattered" is an interior damage result. It is possible when a ship with an armor rating of less than four is struck by a spinal-mount particle accelerator or by nuclear missiles, or when any ship is struck by a spinal-mount meson beam. For the particle beam and nuclear missiles, the weapon must first roll an Interior Damage result on the Surface Damage column; the odds for rolling an Interior Damage result depend on the ship's armor rating - anything from 9 in 36 (25%) to 1 in 36 (~2.8%) for ships of armor rating 0 to 3; the meson beam goes directly to the Internal Damage column. On any given Interior Damage roll for these weapons, the odds for a Fuel Tanks Shattered result are 4 in 36, about 11%. So, the odds of a Fuel Tanks Shattered result on any given particle beam or missile hit ranges from 2.8% to 0.3% - if the ship's armor is less than 4 - while the meson beam has an 11% chance.
(A black globe will modify both particle beam and meson beam results, but it does so both for incoming and outgoing fire, and Traveller canon presents the black globe as a rare device at TL15 rather than as routine equipment.)
If a ship receives a Fuel Tanks Shattered result, it is pretty much out of the game: "No ship systems requiring energy points may operate." Under previous interpretations of the game, that left the ship with missiles and sandcasters but no computer (if it was a model 3 or greater), which was as good as having no missiles/sandcasters in most situations. Under the revised guidelines of Consolidated CT Errata 7, all weapons and the computer (irrespective of rating) are inoperative: the ship's basically in a blackout mode, running life support and emergency lighting on batteries and that's about it.
Under High Guard 2 rules, the spinal weapons receive an additional damage roll for each rating by which they exceed a rating of 9, modified by armor in the case of the particle beam; the meson beam is not modified by armor. As a result, a TL15 Factor T meson gets 18 extra rolls: the odds of a Fuel Tanks Shattered result over that many rolls are 89%. The smaller Factor J and N mesons favored by cruisers and battleriders have a 69% and 81% chance, respectively.
The net result is that a given TL15 meson spinal hit has anywhere from a 69% chance upward of taking its target out of the game. At TL14 it's a bit lower, but not much. At TL13 it ranges from 51% to 83%. Even the primitive TL11 meson- A has a 21% chance. Meanwhile, back at the ranch, the Particle Beam spinal stops being a quick killer after 4 factors of armor, unless you get lucky with criticals - and those depend on the target's size and are reduced by armor too.
Assuming best agility and equal computers, the typical dreadnought has a 15/36 to 26/36 chance of getting hit. Penetrating the meson screen depends on the rating of the meson beam being used; figure it stops anywhere from 1/6 to 5/6 of the incoming hits. Anything from 5% to half of the targeted battlewagons are crippled in the first exchange. Battleriders are a bit harder to hit but tend to have a tougher time getting through the opposing meson screen.
These are circumstances that favor small ships - very small ships, ships small enough, agile enough and numerous enough that killing them all before they scrub your hull clean of weapons is a real challenge. This is the universe of piranhas, where small fish eat big fish and even proud battleriders quake with fear at the thought of the sharp teeth of the rodent hordes. Not exactly the Traveller universe that the canon milieu envisioned.
There are compensating factors. A bit of logic and judicious use of the skill rules could be applied to put elite crews in the battleships and battleriders, giving them an edge that might offset the big-ship disadvantages - at least in the early stages of a war; meson hits would quickly deprive you of those crews over the course of a campaign, giving big ships a reputation as deathtraps to be avoided; the rodents would emerge from their warrens to dominate the battlefield once the elite crews were gone. Big ships have certain repair advantages if they can get home - and a rodent attack won't stop them from getting home. However, small ships on the defense are already home and can be repaired and redeployed pretty quickly; the occasional "ship vaporized" crits make for gradual attrition in the small-ship force, but it's a long, slow war.
Then there is the logic factor: how does one shatter all of a ship's fuel tanks in one blow? Warship designers are not complete idiots. Once they see a problem, they're going to take measures to prevent it and ensure their ship stays in the fight as long as possible - and this problem's been around since TL11. Fuel tanks will be smaller, separated so one hit can't disable an entire ship. Fuel tanks are pretty useful as a kind of armor anyway - put them between your jump drive and the hull, and they take the hit instead of your jump drive, and you have a chance at getting home; under that model, you want your fuel tanks small and separated anyway so you can minimize fuel loss when you take that hit.
As with the crew casualty change, the "Fuel Tanks Shattered " rule is desperately in need of revision. One thought is to consider it a more violent form of the standard fuel hit. In this case, one of the several tanks is shattered, the ship loses 10% of its fuel or a minimum 1000 dTons - and the fuel hit cannot be repaired in the field; the tank is shattered, it would require a starport to rebuild the tank or provide a replacement tank sealed enough and insulated enough to deal with liquid hydrogen, and to conduct the hull repairs implied by this kind of damage result.
(Why 1000 dTons? First, it's easy to remember. Second, the single fuel hit is devastating to a fighter/small craft; the Fuel Tanks Shattered result would remain devastating to escort-sized ships, while cruisers and larger ships could fight on with the depth they're supposed to have.)