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CT+ Ships

This paradoxically means that partially-streamlined ships need more maneuver drive capability to skim gas giants (just an observation).
 
We were having a discussion about downporting with non streamlined spaceships.

I thought about it, and a higher factored manoeuvre drive can more easily brace against adverse atmospheric conditions.
 
Should have been more clear, I meant forms streamlined, close structure Etc. etc..
Unstreamlined, Streamlined, Airframe.
Seriously. HG isn't really generating enough data for the config to be meaningful in play, other than the costs to streamline the hull.

Add surface area, and it matters quite a bit...
 
Ok this is what i came up with for armor. It's loosely based on Book5

Ship Armor


Tech Level
Hull %
Save
7 – 9​
21​
5+​
10 – 12​
16​
4+​
13+​
9​
3+​
Cost for all is MCr0.4 per ton.
 
Touching back on drives.

if one where using drive formula and wanted to emulated standard drives one could limit the size of drive available at the desired tech level.
 
I would like:

1) Partial armor - only armoring those parts of the ship you think =need= protecting. This would, of course, require a hit location system, so....
2) Individualized hit location charts, so each ship is unique. It'd require some calculations, but only in ship construction.
3) Higher/lower-tech components: building on a TL-14 world, but using a TL-12 hull, a TL-15 powerplant, a TL-12 jump drive, a TL-11 maneuver drive, TL-13 weapons, and TL-14 electronics and controls. Rules for changes in prices, build times, and maintainance requirements, of course.
 
I would like:

1) Partial armor - only armoring those parts of the ship you think =need= protecting. This would, of course, require a hit location system, so....
2) Individualized hit location charts, so each ship is unique. It'd require some calculations, but only in ship construction.

Ok, you have a particular model you like? Dice mechanic?
3) Higher/lower-tech components: building on a TL-14 world, but using a TL-12 hull, a TL-15 powerplant, a TL-12 jump drive, a TL-11 maneuver drive, TL-13 weapons, and TL-14 electronics and controls. Rules for changes in prices, build times, and maintenance requirements, of course.
Again which model do you want to use?
 
Ok, you have a particular model you like? Dice mechanic?

Again which model do you want to use?
I use (house rule) a calculation that takes percentages of a ship's components and converts them to a 2d6 hit location roll, with a further 1d6 roll for the specific component, if needed.

Foe different TL components I (house rule, again) say that lower-TL components are cheaper and reduce the maintenance cost by a percentage based on the TL difference, and higher-TL components do the opposite.
 
I use (house rule) a calculation that takes percentages of a ship's components and converts them to a 2d6 hit location roll, with a further 1d6 roll for the specific component, if needed.

I have been considering the D66 method myself, which gives a more linear result. Heck to be truly honest more than a little have thought a strait percentile system wouldn't be bad.
Foe different TL components I (house rule, again) say that lower-TL components are cheaper and reduce the maintenance cost by a percentage based on the TL difference, and higher-TL components do the opposite.
I have done things along those lines as well. Though I tend to kinda ignore TL specifics when it comes to ships, especially ships with standard drives. In that I assume and Yard that can produce ships has access to the larger market for drives.
 
T5's ship sheet uses the 2D6 + D6 distribution, using tonnage generally but also decision-making for placing components. Thus how hittable things are greatly dependent on how you rank them.

For smaller ships (to 900 tons), some of the elements are fixed in place on the 2D distribution; however, the D6 distribution is based on percentage of hull. So a smaller bridge is still harder to hit... a 20 ton bridge is only one slot.

For larger ships, the elements are completely up to the designer to assign to locations.

The system works nicely with "strafing" rules, where heavy damage can radiate to neighboring sections.
 
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T5's ship sheet uses the 2D6 + D6 distribution, using tonnage generally but also decision-making for placing components. Thus how hittable things are greatly dependent on how you rank them.

For smaller ships (to 900 tons), some of the elements are fixed in place on the 2D distribution; however, the D6 distribution is based on percentage of hull. So a smaller bridge is still harder to hit... a 20 ton bridge is only one slot.

Note in CT Bridge isn't a valid target. By extension the Bridge is a lot more than the control stations.
 
Have been writing ships, the only bits I have added to Book2 is My afore mentioned Armor rule, the Book5 Power fuel fix and EP.

Finding that Warships tend to be smaller and faster with larger Power Plants to support their weapons.

This works well for ships up to 1000 tons, problematic is the above 1000 region. Here either multiple drives or percentage based drives are possible answers , I am leaning toward the multiple drive solution myself.
 
CT+ SHIPS

I start here. Remove things until it fits:

I believe Golan2072 also had his own set of options for Book 2 ships. I quite liked those.
 
I never really bothered with bunches of formulas and spreadsheets (deal with them enough at work), but I look at power plants as having enough juice to run things and maybe a bit extra (+/- 10%, dependent on quality). Fuel consumption is static unless one decides to "push it". Then it is like a supercharger, the gas gauge is inversely proportionate to the rpm.

I call it "Squeezing the Weezel".

If a crew was to "squeeze" a system (PP,MD, JD...etc...) beyond spec to get that edge, then lets see some dice rolls. Hot dice, you made it...this time.
But, blow that roll and it could be anything from popping a breaker (It's not my fault!) to dropping that clutch at jump and slagging the governor or worse, cracking a few Zuchai crystals.

Hey this isn't Regina? Nope, the sign says "Welcome to Ballchinia".


For the quad turrets, I would have the option of switching fire modes between pulse or beam. Point defense is just a light switch away!
 
The only thing that needs interger-only tables is jump drive. MD and PP should simply be power based. Assign power requirement for jump drive by size. Maneuver drive is mathematically derivable as:

a = k·√P and just go with a real number in m/s²

Converting the table for convenience would be 1 = 3.2, 2 = 14.1, 3 = 17.3. Use a short period of overdrive to allow landing and takeoff on planets with higher gravity than sustained drive output.
 
Tons per hit is in MT, but only used in the vehicle combat system IIRC, not space combat.
a more accurate correction: drives hits are flat rate per Ton-Displacement.
The tons per hit in t20 early drafts were directly from the Bk2 rates. the t20 final version was a shift to singular hull hit points.
(Or, perhaps, that powerplants in general can't be operated for long at anything other than full power or idle -- transitions between those conditions have to be done promptly, and yet take 20 minutes per Pn up or down.)
Many existing power sources have limited ranges of operation, but few are ALL/None - the only ones I can think of are diamond batteries, metal-air batteries (mostly because the needed air to initiate the process is also the operational flow for maximal life; One could push them harder...), and themopiles; all of them are keyed to specific rates and have maximum safe cell sizes... diamond batteries are tiny but very long discharge...

Current fusion projects are more efficient the larger they are...which is implying the ideal "jug size" is going to be several hundred Td...
Where does it say MT has hits per ton? The combat system in the ref's book is High Guard converted to the task system. If you use the personal combat/vehicle combat resolution option then the weapons have a pen and damage.
Design ratings. Not used in MTHG... but the vehicle combat and personal combat do.
The problem is that CT combat isn't really damage point based, it's "hit" or "not hit", or, "each hit is 1 point" whether it's from a laser or a missile.

Note that missiles do d6 hits, not 1 hit.
Given that each drive letter marked is marked by 1 hit... it's a hit point system with staged penalties.
 
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