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CT+ Ships

LBB:2
1 - revert to minimum power plant being tied to m-drive
2 - add a cost for designating drives as military
3 - add a cost for designating military sensors
4 - quad turrets become an option
5 - add point defence rapid pulse plasma/fusion guns as a military option
6 - add PA barbettes as a military option
7 - add 10t, 25t, 50t, 100t bays as options
8 - add spinal mounts as a military option
All good ideas
 
(Bold added)
The EP is a pointless contrivance. The energy needed to move a ship at multiple g acceleration is vastly greater than the EP needed for a beam laser for example.
The CT rule of power plant letter greater than m-drive to allow for double fire is enough for me without having to re-invent the whole EP economy.

That said there is something to be gained for roleplaying the engineer if they have the task of allocating limited power, risking over clocking the power plant etc.
THANK YOU.

EPs are there to force trade-offs in the LBB5 ship design/combat economy (which they do quite nicely in that system).

Obviously, energy weapons do require non-trivial power input, so some power generation is necessary. How much, though?

LBB5 literally handwaves the energy requirement for maneuver drives, while LBB2 does likewise for energy weapons and ECM transmissions (computer EP loads).
 
If one where writing Ship Construction and Combat for CT+ where would you start?

I would probable start with Book2 adding in E.P., mostly becuase I like the Smaller faster ship meme.
While I like mid-size ships universes (<= 20KTd - just big enough for ST:TOS/TAS and SFTM ships), I'm not nostalgic for book 2 design. I'd use the HG design, and a tons per hit mode.
SystemTd per hit can takenotes
Bridge20
Computer1
Power plant3From LBB2 rate
Jump Drive5From LBB2 rate
Maneuver Drive2From LBB2 rate
Fuel20
Cargo bay25
Passenger Quarters/Seats20
Turrets, Barbettes to 5Td---1 each
Major Weapons10(10, 50, 100 Td Bays at 1, 5, 10)
Armor0.25 hits per TD.
Hull integrity50
Carried Craft (not Small Craft)1 per 25 Td
Small Craftown Small Craft round down.

Custom Hit Locations tables, too...
Fill by most hits allocating things to slots in the following order [7, 8, 6, 9, 5, 10, 4, 11, 3, 12, 2]; break ties by tonnage. Do not include Armor. If slots empty, reallocate, dividing the biggest n systems in twain, where n is number of empty slots. Put critical hits as 2 or 12 (designer's choice)
If too many types installed, combine smallest together 2-3 per line.
Armor always goes on 7 if installed, and as many other locations as its rating, but doesn't count for filling the table. Where the armor fits on the chart is a design decision.
Systems damaged past hits remaining shift towards 7. empty 7 is crit

So the type S would have
ItemTonsHitsHit location-=-=-2d6Location hit
Hull100272Computer or Turret
Bridge20153Maneuver
Computer1124Power Plant
PP4145Bridge
MD1136Fuel
JD10287Hull IntegrityCritical
Quarters161108Jump Drive
Turret1129Cargo
Fuel221610Quarters
Air/Raft Bay/Raft411111Air/Raft
Cargo/mission bay211912Critical
The Air/raft and PP could be swapped.
I've used this, tho' not recently.

I have been making damage tracks with checkboxes since 1986...
Hunter or MJD also came up with the same idea of tons per hit separately, as I found out in the T20 playtest.
The custom tables idea is inspired by Brilliant Lances...
 
While I like mid-size ships universes (<= 20KTd - just big enough for ST:TOS/TAS and SFTM ships), I'm not nostalgic for book 2 design. I'd use the HG design, and a tons per hit mode.
SystemTd per hit can takenotes
Bridge20
Computer1
Power plant3From LBB2 rate
Jump Drive5From LBB2 rate
Maneuver Drive2From LBB2 rate
Fuel20
Cargo bay25
Passenger Quarters/Seats20
Turrets, Barbettes to 5Td---1 each
Major Weapons10(10, 50, 100 Td Bays at 1, 5, 10)
Armor0.25 hits per TD.
Hull integrity50
Carried Craft (not Small Craft)1 per 25 Td
Small CraftownSmall Craft round down.

Custom Hit Locations tables, too...
Fill by most hits allocating things to slots in the following order [7, 8, 6, 9, 5, 10, 4, 11, 3, 12, 2]; break ties by tonnage. Do not include Armor. If slots empty, reallocate, dividing the biggest n systems in twain, where n is number of empty slots. Put critical hits as 2 or 12 (designer's choice)
If too many types installed, combine smallest together 2-3 per line.
Armor always goes on 7 if installed, and as many other locations as its rating, but doesn't count for filling the table. Where the armor fits on the chart is a design decision.
Systems damaged past hits remaining shift towards 7. empty 7 is crit

So the type S would have
ItemTonsHitsHit location-=-=-2d6Location hit
Hull100272Computer or Turret
Bridge20153Maneuver
Computer1124Power Plant
PP4145Bridge
MD1136Fuel
JD10287Hull IntegrityCritical
Quarters161108Jump Drive
Turret1129Cargo
Fuel221610Quarters
Air/Raft Bay/Raft411111Air/Raft
Cargo/mission bay211912Critical
The Air/raft and PP could be swapped.
I've used this, tho' not recently.

I have been making damage tracks with checkboxes since 1986...
Hunter or MJD also came up with the same idea of tons per hit separately, as I found out in the T20 playtest.
The custom tables idea is inspired by Brilliant Lances...
Now I am really going to have to give T20 closer read.
 
I have been making damage tracks with checkboxes since 1986...
Hunter or MJD also came up with the same idea of tons per hit separately, as I found out in the T20 playtest.
The custom tables idea is inspired by Brilliant Lances...
Tons per hit is in MT, but only used in the vehicle combat system IIRC, not space combat.
 
One of the things that bothers me about LBB2 is that the only place where high TL actually is better rather than just bigger (which allows economies of scale) is the TL-15 (Size W-Z) drives. It just seems odd that whatever TL-15 brings to the table for the largest drives can't be applied to smaller drives as well, and that there are no incremental TL improvements at lower TLs.
That is the LBB2 TL advantage; it allows bigger ships, that are more efficient.

Small ships are inefficient seems to be the basic premise of LBB2.

The big thing about the LBB2 paradigm is that it allows trading off ship size for capability within a TL, rather than applying a flat capability cap by TL the way LBB5 does.
And you are locked into it. A certain TL proscribes the size of ship, with efficiency based on size, rather than efficiency based on TL directly, leaving ship size variable, as in LBB5 (and all later systems).
 
LBB5 literally handwaves the energy requirement for maneuver drives, while LBB2 does likewise for energy weapons and ECM transmissions (computer EP loads).
No hand-wave in LBB5, it's a rather central concept called Agility.

Agility is how much acceleration you have the power for, while using other power-hungry systems.

The M-drive needs the output of a PP rated to the same number. A M-Drive-2 in a 100 Dt hull requires the output of a PP-2, i.e. 2 EP, for full acceleration. Give it 2 EP get 2 G, give it 1 EP you get 1 G, give it 0 EP get 0 G.
 
If 1 EP is capable of providing 1g acceleration to a 100t ship then either your laser weapons are ridiculously overpowered and will melt your own ship with their waste heat (Striker gives beam lasers an efficiency of 25%, while a pulse laser is 33%) or the m-drive is a perpetual motion machine...
 
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Never cared for EP's, esp when one looks at the computer rules in HG. Power Plants are pumps, better to look at the as a system, similar to looking at computers as a data center, it is simplified, necessarily for the game though.
 
Like I said earlier - unless there is a mini game behind the EP economy during combat then you may as well ignore it. The equivalence between 1EP for a computer, 1EP for a laser and 1EP for accelerating 100t at 1g are ridiculous.
 
If 1 EP is capable of providing 1g acceleration to a 100t ship then either your laser weapons are ridiculously overpowered and will melt your own ship with their waste heat (Striker gives beam lasers an efficiency of 25%, while a pulse laser is 33%) or the m-drive is a perpetual motion machine...
Obviously yes on both counts.

Waste heat is a separate issue that is studiously ignored in Traveller.
 
Heated shot or hot shot is round shot that is heated before firing from muzzle-loading cannons, for the purpose of setting fire to enemy warships, buildings, or equipment. The use of heated shot dates back centuries; it was a powerful weapon against wooden warships, where fire was always a hazard. However, it was rendered obsolete in the mid-19th century when vessels armored with iron replaced wooden warships in the world's navies. Also at around the same-time, the replacement of solid-iron shot with exploding shells gave artillery a far more destructive projectile that could be fired immediately without preparation.[1]

The use of heated shot was mainly confined to shore batteries and forts, due to the need for a special furnace to heat the shot, and their use from a ship was in fact against Royal Navy regulations because they were so dangerous, although the American ship USS Constitution had a shot furnace installed for hot shot to be fired from her carronades.[2] The French Romaine-class frigates originally also featured the device, but they proved impractical, dangerous to the ships themselves, and were later discarded.[3]



In battle, transfer the heat to a special chamber in a torpedo warhead.
 
Like I said earlier - unless there is a mini game behind the EP economy during combat then you may as well ignore it.
We can easily make it; Use the laser turret or accelerate, decide each round. Impractical for many ships, quite doable for a single ship.
Edit: As in MgT2.


The equivalence between 1EP for a computer, 1EP for a laser and 1EP for accelerating 100t at 1g are ridiculous.
Yet that is what CT chose.

Shipboard weapons with a range in lightseconds and big computers use a lot of power, just as they would today.
 
If it is for resolving ship combat during a session of role playing then it has to be character interaction with the combat rules.

The underlying physics of those rules should be consistent with the setting science paradigms.
 
No hand-wave in LBB5, it's a rather central concept called Agility.

Agility is how much acceleration you have the power for, while using other power-hungry systems.

The M-drive needs the output of a PP rated to the same number. A M-Drive-2 in a 100 Dt hull requires the output of a PP-2, i.e. 2 EP, for full acceleration. Give it 2 EP get 2 G, give it 1 EP you get 1 G, give it 0 EP get 0 G.
Not exactly. LBB5 rules as written, a ship flown at 1G acceleration for a month straight uses 1%Td of fuel. A ship left parked in orbit, not maneuvering at all, also uses 1%Td of fuel (under the TCS powerdown rule). So at least 1G of continuous acceleration is literally free, or at least its fuel cost is buried in baseload operational requirements.

Of course, without the powerdown rule it's even worse.
 
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