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CT lite

Originally posted by Berg:
You'll find it in the 5th post down on the T5 forums in This Thread , I believe
Thanks Berg, and surprise my log-in there still works
 
Originally posted by Outrider:
</font><blockquote>quote:</font><hr />Originally posted by Renard Ruche:
CT Ultralite....it was done by Andy Slack. I tried to find it on the web, but the link I did find was dead. I think I have a paper version somewhere, and maybe the pdf. Was Traveller on 2 pages...pretty cool, really.
I just happened to find his site last night.

http://homepage.ntlworld.com/andyslack/html/downloads.html
</font>[/QUOTE]Excellent Outrider! And welcome aboard :D
 
Originally posted by Outrider:
</font><blockquote>quote:</font><hr />Originally posted by Renard Ruche:
CT Ultralite....it was done by Andy Slack. I tried to find it on the web, but the link I did find was dead. I think I have a paper version somewhere, and maybe the pdf. Was Traveller on 2 pages...pretty cool, really.
I just happened to find his site last night.

http://homepage.ntlworld.com/andyslack/html/downloads.html
</font>[/QUOTE]Excellent Outrider! And welcome aboard :D
 
So what sort of equipment should go into a standard adventurer's gear?

Hand comp/communicator
a weapon
light armour
multifunction pocket tool
flashlight
med kit

what else?
 
So what sort of equipment should go into a standard adventurer's gear?

Hand comp/communicator
a weapon
light armour
multifunction pocket tool
flashlight
med kit

what else?
 
Originally posted by Sigg Oddra:
So what sort of equipment should go into a standard adventurer's gear?

Hand comp/communicator
a weapon
light armour
multifunction pocket tool
flashlight
med kit

what else?
I assume you're not going to track consumables like food, water, ammo, clothes, money....


How about something special for each different career? Soldiers get a mercenary's commission (allows them to own heavier weapons and armor), merchants get an Imperial Trader's licence (permission to ship goods between planets), spacers get "Skill Tickets" for their highest space skill (allowing them to hold starship crew positions for that skill), scouts get "Detached Duty" warrants that let them get assistance from scout bases (and allows them to be on unexplored worlds).
 
Originally posted by Sigg Oddra:
So what sort of equipment should go into a standard adventurer's gear?

Hand comp/communicator
a weapon
light armour
multifunction pocket tool
flashlight
med kit

what else?
I assume you're not going to track consumables like food, water, ammo, clothes, money....


How about something special for each different career? Soldiers get a mercenary's commission (allows them to own heavier weapons and armor), merchants get an Imperial Trader's licence (permission to ship goods between planets), spacers get "Skill Tickets" for their highest space skill (allowing them to hold starship crew positions for that skill), scouts get "Detached Duty" warrants that let them get assistance from scout bases (and allows them to be on unexplored worlds).
 
Originally posted by Sigg Oddra:
</font><blockquote>quote:</font><hr />Originally posted by Jame:
But I think that all TL-5+ rifles should do 4D damage.
I think I'd rather reduce handguns to only 2d damage... </font>[/QUOTE]I'd go along with that. IMO handguns have become seriously overpowered in relation to rifles and other long arms. I expect it's something to do with the 'coolness' factor of pistols as portrayed in film & fiction.
 
Originally posted by Sigg Oddra:
</font><blockquote>quote:</font><hr />Originally posted by Jame:
But I think that all TL-5+ rifles should do 4D damage.
I think I'd rather reduce handguns to only 2d damage... </font>[/QUOTE]I'd go along with that. IMO handguns have become seriously overpowered in relation to rifles and other long arms. I expect it's something to do with the 'coolness' factor of pistols as portrayed in film & fiction.
 
That's why I'd want to increase rifles to 4d, and change the rules to represent the difference between rifles' armor piercing capability and the shotgun's capability against "soft" targets - i.e. tweak the to-hit modifiers. (Also, this is my reaction to the seeming "coolness" factor of the shotgun I see in Traveller.)
 
That's why I'd want to increase rifles to 4d, and change the rules to represent the difference between rifles' armor piercing capability and the shotgun's capability against "soft" targets - i.e. tweak the to-hit modifiers. (Also, this is my reaction to the seeming "coolness" factor of the shotgun I see in Traveller.)
 
I usually use the rule that armour ratings are doubled against shotgun pellets, this helps restore the balance a bit.

4d of damage in CT is reserved for really potent weapons - the shotgun against unarmoured targets, the laser carbine, the gauss rifle, explosive rounds.
Don't forget that if you are using the first hit rule (which I don't, except on an exceptional success ;) ) then 3d is enough to put most characters down with the first shot, with 4d you are just about guaranteeing it.

I liked the T4 rule that allowed weapons to only count 3d of their damage against an unarmoured target - the shotgun being the exception.
 
I usually use the rule that armour ratings are doubled against shotgun pellets, this helps restore the balance a bit.

4d of damage in CT is reserved for really potent weapons - the shotgun against unarmoured targets, the laser carbine, the gauss rifle, explosive rounds.
Don't forget that if you are using the first hit rule (which I don't, except on an exceptional success ;) ) then 3d is enough to put most characters down with the first shot, with 4d you are just about guaranteeing it.

I liked the T4 rule that allowed weapons to only count 3d of their damage against an unarmoured target - the shotgun being the exception.
 
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