Hello Folks,
I posted the following information on another Traveller mailing list (the CT-Traveller mailing list to be precise) in response to this thread. It is a houserule Idea inspired by the comment made by Whipsnade
The following is a suggestion for a houserule modifying the standard High Guard combat rules. It would be interesting to see the ramifications of such a rule if it were implemented...
As it stands, the rules for securing a hit in High Guard is that you roll to hit versus the base "to hit" number based on your weapon type and its USP weapon code. So far, good. Then it suggests that the hull size of the target modifies the to hit value by a value between -2 to +2, which again, makes a certain amount of sense. The larger the target, the easier it should be to hit it. Range penalties? Again, it stands to reason that this would be an issue in targeting solutions. But where things don't make an awful lot of sense in a way, is that of the comparative computer model advantage. As ships grow larger, they enjoy the following advantages over those ships which are smaller in size:
Power Point generation: As a ship grows larger, its power point production outstrips that of the smaller hulls. Case in point, a power plant 6 produces 6 energy points on a 100 dton hull, while it produces 60 power points for a 1,000 dton hull, or 600 power points for a 10,000 dton hull.
Relative Computer model size: As a ship grows larger, the computer takes up less relative volume of the hull. At TL 12, the largest computer possible is the Model 6, utilizing 5 energy points. This requires 7 dtons volume in addition to the 5 energy. At TL 15, the largest computer is the Model 9, which takes up 13 dtons and uses 12 energy points.
Net result? The current rules for HG have a built in bias against fighter craft. At TL 12, A 100 dton craft (let alone a 40 dton craft!) would use 83% of its net energy production for a Powerplant 6 engine, and use up roughly 7% of its internal volume housing the computer. Compare this against the 10,000 dton hull, which uses only .07% internal volume and .83% of its total energy output of a Powerplant 6 engine.
So what's missing here?
This is what my houserule proposes to correct:
Change the rule in the combat section that reads:
"DM's allowed to hit:
+ relative computer size"
To read:
"DM's allowed to hit:
+ relative combat computer size"
Ok, so what is "Combat computer size"? I'm glad you asked that
Combat computer size is the amount of computational power left over after you account for the minimum required ship computational power. For example, if you look at the chart on page 26 of HIGH GUARD, you will note that ships of a given hull volume capacity require a minimum sized computer to function. Thus, for a 10,000 dton hull, you must have a minimum computer of model 4 functionality.
Now, why does this matter across the board instead of just between two comparable sized hulls? What happens when a ship's computer is reduced below its minimual required functionality per the High Guard rules? As best as I can tell, nothing. But if you used the houserule as proposed, then things start to become somewhat more interesting. It also places hulls that are smaller with smaller computers, at a relative parity against larger ships with larger computers - yet, have greater demands placed on the computer(s) in question.
Lets see how this affects game play:
Hull Volume/Minimum Computer required:
less than 100/ Model 0 (per the small craft design rules)
up to 600/ Model 1
Up to 1000/ Model 2
Up to 4000/Model 3
Up to 10,000/Model 4
Up to 50,000/Model 5
Up to 100,000/Model 6
Up to 1,000,000/Model 7
Thus, a 50,000 dton craft requiring a model 5, using a Model 5 computer, has all of its computational power being used for running the ship's functions at full effectiveness. Should it suffer a -1 computer hit, its fuctional computing power is at -1 for combat because its required computataional value is supposed to be 5. At 4, it isn't able to handle the ship's functions, let alone handle the combat requirements.
Lets look at a different example. Suppose we have a 10,000 dton ship holding a model 9 computer? Its combat mod is going to be 9 (for the model) minus 5 (minimum required computer for the hull) or 4 overall. If you have that same hull fight against a 500,000 dton craft, also utilizing a Model 9 computer, the relative mods would look like this:
500,000 dton hull requirement is Model 7. Excess computer power is 9-7 or 2. Combat mod is therefor 2.
50,000 dton hull requirement is model 5. Excess computer power is 9-5 or 4. Combat Mod is therefor 4.
The smaller hull gains a +2 bonus to hit because it has a LOT of excess computation power available.
Ok, lets look at a Fighter example.
40 dton hull has a minimum computation requirement of model 0. Carrying a Model 3 computer, its Combat Mod is therefor 3.
Ok, so how does the combat play out between the following:
TL 15 50,000 dton hull with Manuever 6, Agility 6, Model 9
VS
TL 12 40 dton fighter with manuever 4, Agility 0, Model 5 computer, USP 2 Missile battery.
Standard rules are:
Base to hit: 6+ for missile battery USP 2
Relative Computer Mod: +3 in Larger hull's favor
Size Mod: +1
Agility of target +6
Final to hit: 6+3-1+6 = 14
No chance for the fighter to hit using the original rules.
Houserules:
Base to hit: 6+
Relative Computer mod:
+4 combat computer mod for Larger ship, +3 for Fighter, net +1 in Larger ship's favor
Size Mod: +1
Agility of target +6
Net result: 6+1-1+4 = 10+ to hit.
The other thing to consider is that the fighters become somewhat more effective than similar "batteries" on larger ships - primarily because they're able to gain a proportionately higher benefit from their computers. The thing to keep in mind however, is that a fighter platform contains the added costs for its weapon system than does the standard hull. The added costs are:
One computer PER weapon battery. This adds an overall price of at least 18 MCr when adding a model 3 computer. Each of those computers will require energy points to produce, which in turn increases the cost of those fighters by the amount of energy required to field those computers. Each "hardpoint" that a fighter is equivalent to, costs the carrying ship at least 1.3 x the hull size in internal volume, which for a 40 dton fighter, is 120 dtons - excluding the cost of the launch tubes, stateroom for the fighter, cargo capacity for the munitions used by the fighter, etc.
All things considered, the Houserule does make it possible for fighters to compete in the High Guard Universe, and even grants a sort of built in advantage to the smaller ships because they require less computational power to run their ships. Having not had the chance to playtest the idea yet, I can't say whether it is worth using or not (which is more or less why I proposed this here, to let YOU playtest it)
