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Flight Section Launch Tubes Crew question

There are actually 4 versions of HG's design sequence.
Bk5:HG '79 - 1st ed.
Bk5:HG '80 - 2nd ed
T20
Traveller for Hero.

There are 3 versions of HG's combat system:

Bk5:HG '79 - 1st ed.
Bk5:HG '80 - 2nd ed
MegaTraveller
 
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Exactly. Now you understand. Book 5 gives you a bit of flexibility.

I've know about the flexibility when I purchased the first copy back in 1979 or 1980. I also saw that from the Naval aspect that there were items that don't make sense.

I'm not clear where you draw 2 and 3 from. The rule does say the pilot handles one weapon type.

The rule states that "the pilot is assumed to be the gunner for..." which means, at least to me, that the pilot does not have to operate a weapon.

There are three, and only three, weapon types that fit the triple turret: missile, laser, and sandcaster. Sandcaster requires no gunner (in High Guard). Fusion/plasma takes a double turret, ergo only one other weapon. Particle Beam is a single - no other weapon can be added.

Thus, if it's by type, you will never need more than a pilot and one gunner - the pilot mans whatever "type" has the most weapons (the lasers in your example), the gunner takes whatever's left, if there's anything left. I guess that eliminates the 3-crew possibility.

You are correct about the weapons mix my apologies, my brain was functioning at even less than my normal level.

Nope, in my view the pilot has the options of not using any weapons, a single weapon, or the type with the most installed. Also the book, at least in my opinion, allows weapons to be in rigid and/or turret mounts. Having one weapon in a rigid mount and the other in a twin turret the best solution is to have the gunner run the turret and the pilot the rigidly mounted weapons.

Nope, a craft carrying three weapons can still have a crew of three, one crew member operating each weapon installed. Not very effective but can be done.

If one assumes the weapons are in a turret then only one gunner is needed to operate a single turret with mixed or unmixed weapons installed.


"There were two variants of High Guard..." High Guard is CT. MT is not High Guard, so far as I know. Can't speak for GT, MgT, and so forth, don't have those rule sets, don't know if they have a product they call "High Guard" or not. As far as I know, the issue under discussion is CT High Guard launch tubes.

As, I think we both mentioned in one form or another, High Guard had the play test rule sets, first edition rules set, the second edition rules set, and the modifications brought about by errata and additions as other modules came out.

Then when the other Traveller rule sets came out people began pulling item from them into High Guard.

MT, TNE, and T4 are indeed High Guard that was modified heavily to provide even more flexibility of design ate the expense of adding complexity to the process. Some days I like the quick and simplified method of CT High Guard and other days I like the details of the other Traveller products.

MgT does have a High Guard, the others have in one shape or form incorporated High Guard in the design.

Yes, this thread started out asking about the meaning of a preponderance of petty officers means in numbers. As usually my topics tend to take off in random directions.
 
Evening BlackBat242,

This thread IS in the section titled Classic Traveller, thus all discussions are assumed to be about Classic Traveller unless otherwise specified.

Other rules are only discussed in relation to Classic Traveller, and are expected to be a minor part of the discussion.... discussions expected to cover more than one rule set as a feature of the thread go in the appropriate sub-section of the General Traveller Discussions section.

I attempt to keep my discussions in the appropriate group, unfortunately they more often than not wander a bit. My thanks for reminding me that I has wandered and apologies for letting the tangent go on for so long.
 
Evening Aramis,

:confused: Mongoose Publishing has a book titled High Guard doesn't that one count too?

There are actually 4 versions of HG's design sequence.
Bk5:HG '79 - 1st ed.
Bk5:HG '80 - 2nd ed
T20
Traveller for Hero.

There are 3 versions of HG's combat system:

Bk5:HG '79 - 1st ed.
Bk5:HG '80 - 2nd ed
MegaTraveller
 
Evening all,

BlackBat242 has correctly mentioned that I have wander way off the purpose for my post of Flight Section Launch Tubes Crew question specifically about:

Per Book 5 page 33 the Launch Tubes should have a crew of at least 10, which will include a flight supervision officer and a preponderance of petty officers.

What percentage of the launch tube crew should be pety officers to meet the definaition of preponderance?

Would 70 or 80% be a good figure?

How about 50%?

Per Blackbat242's memory that percentage is higher that 50% and lower than 70%.

Thank you everyone for weighing in with your ideas and my apologies for letting the topic wander so far off course. I'm a sonar tech not a navigator;)
 
I'll have to admit I have looked to closely at Mongoose since I bought them a while ago, to many other projects.

Thanks Aramis.

The only things mongoose's HG shares with CT's are the name and subject matter. The rules for design are unique, as are the combat mechanics.
 
Evening Aramis,

The only things mongoose's HG shares with CT's are the name and subject matter. The rules for design are unique, as are the combat mechanics.

I missed some wording in my post please note that this

"I'll have to admit I have looked to closely at Mongoose since I bought them a while ago, to many other projects."

should have been this

"I'll have to admit I have not looked that closely at Mongoose since I bought them a while ago, to many other projects."

I started working through the design sequence and apparently got side tracked on another project.

Like most of the games I have I have more opportunity to work on designs than learning the combat sequence.
 
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