snrdg082102
SOC-14 1K
Hello all,
My general comment is as follows.
I believe the consensus of the forum is that Traveller's spacecraft/starship/small craft/vehicle/equipment design sequences, regardless of rule set, are based on real concepts, that where needed have been modified, simplified, and extrapolated to fit the game's parameters. Unfortunately, almost forty years later the only real examples to be found are or were space capsules, the space shuttle, satellites, two earlier labs, and the International Space Station. None of them, in my opinion, support most of the Traveller rule sets design process requires to be used as examples.
Yes, the rehash topic of discussion is gunner requirements which in the past I have used the wrong tactic of expressing confusion and tried to use real examples which have been described as faulty analogies, a comprehension issue, and/or eccentric rule interpretations. Today the tactic to use Traveller sources to show why CT LBB 5 Small Craft gunner requirements does not make sense.
CT LBB 2e p. 16 Ship Crews (Hulls >= 100 d-tons)
1. One gunner (gunnery skill 1 or better required) may be hired per turret on the ship.
2. Armed small craft require a gunner in addition to the pilot.
3. One person can fill two crew positions provided the person has the skill to otherwise perform the work.
CT LBB 2e pp. 17-18 Small Craft/Fittings
1. Listed crew for all small craft except the fighter is two: pilot and rider.
2. The craft may be operated by one pilot.
3. If the craft is armed, but carries no gunner, the pilot may fire the weapon at -1 skill level.
4. Weaponry may be added to small craft. Each small craft may allocate one ton to weaponry and install up to three weapons.
CT LBB 5 HG 2e p. 29 Weaponry/Batteries
1. A battery may be as few as one turret or as many as ten, but all batteries of the same type of weapon must have the same weapon code (USP factor)
2. On ships 1,000 tons and under, mixed turrets (weapons of different types in the same turret) are allowed; in such cases, each weapon is a battery.
CT LBB 5 HG 2e p. 23 Crew
1. Turret weapons should have a crew of at least one per battery.
Both CT LBB 2 2e and CT LBB5 HG 2e hulls >= 100 d-tons appear to recommend that at least one character be assigned to operate the a turret or turret battery.
In my opinion CT LBB 5 HG 2e hulls >= 100 d-tons also appears to support that a CT LBB 2 2e pilot can operate all weapons installed on a small craft.
CT LBB 5 HG 2e p. 34 Small Craft/Weapons
1. Small craft may mount the equivalent of one turret/turret battery.
2. In actuality the mountings are probably rigid and not actual turret is present.
3. All computations however may assume that the craft carries one turret/turret battery.
4. The pilot is assumed to be the gunner for one type of weapon on the craft.
5. If additional types are mounted (a craft could conceivably have three different types of weapons), a gunner is required for each additional weapon.
6. Exception: no additional gunner is required for sandcasters.
CT LBB 5 HG 2e pp. 34-35 Small Craft/Crew
1. One crew member is required for the small craft - a pilot.
2. One or more gunners may be optional crew members.
CT LBB 5 HG 2e p. 34 Small Craft Weapons indicates that a small craft is assumed to have the equivalent of one turret/turret battery which under three other rules can mount up to three weapons, which in my opinion is supported by CT LBB 2 2e hulls >= 100 d-tons, CT LBB 2 2e small craft, and CT LBB 5 HG 2e hulls >= 100 d-tons.
In my opinion the crew requirement from CT LBB 2 2e, CT LBB 5 HG 2e >= 100 d-tons, and CT LBB 5 HG 2e pp. 34-35 contradict the CT LBB 5 HG 2e Weapons details.
Why does the assumed small craft equivalent of a turret/turret battery require a separate gunner for a laser or missile rack if they are installed and the pilot is not assuming the gunner position for either weapon when hulls >= 10 d-tons and CT LBB 2 2e small craft do not have the same requirement?
Why do lasers and sandcasters on small craft require separate gunners while sandcasters do not?
My general comment is as follows.
I believe the consensus of the forum is that Traveller's spacecraft/starship/small craft/vehicle/equipment design sequences, regardless of rule set, are based on real concepts, that where needed have been modified, simplified, and extrapolated to fit the game's parameters. Unfortunately, almost forty years later the only real examples to be found are or were space capsules, the space shuttle, satellites, two earlier labs, and the International Space Station. None of them, in my opinion, support most of the Traveller rule sets design process requires to be used as examples.
Yes, the rehash topic of discussion is gunner requirements which in the past I have used the wrong tactic of expressing confusion and tried to use real examples which have been described as faulty analogies, a comprehension issue, and/or eccentric rule interpretations. Today the tactic to use Traveller sources to show why CT LBB 5 Small Craft gunner requirements does not make sense.
CT LBB 2e p. 16 Ship Crews (Hulls >= 100 d-tons)
1. One gunner (gunnery skill 1 or better required) may be hired per turret on the ship.
2. Armed small craft require a gunner in addition to the pilot.
3. One person can fill two crew positions provided the person has the skill to otherwise perform the work.
CT LBB 2e pp. 17-18 Small Craft/Fittings
1. Listed crew for all small craft except the fighter is two: pilot and rider.
2. The craft may be operated by one pilot.
3. If the craft is armed, but carries no gunner, the pilot may fire the weapon at -1 skill level.
4. Weaponry may be added to small craft. Each small craft may allocate one ton to weaponry and install up to three weapons.
CT LBB 5 HG 2e p. 29 Weaponry/Batteries
1. A battery may be as few as one turret or as many as ten, but all batteries of the same type of weapon must have the same weapon code (USP factor)
2. On ships 1,000 tons and under, mixed turrets (weapons of different types in the same turret) are allowed; in such cases, each weapon is a battery.
CT LBB 5 HG 2e p. 23 Crew
1. Turret weapons should have a crew of at least one per battery.
Both CT LBB 2 2e and CT LBB5 HG 2e hulls >= 100 d-tons appear to recommend that at least one character be assigned to operate the a turret or turret battery.
In my opinion CT LBB 5 HG 2e hulls >= 100 d-tons also appears to support that a CT LBB 2 2e pilot can operate all weapons installed on a small craft.
CT LBB 5 HG 2e p. 34 Small Craft/Weapons
1. Small craft may mount the equivalent of one turret/turret battery.
2. In actuality the mountings are probably rigid and not actual turret is present.
3. All computations however may assume that the craft carries one turret/turret battery.
4. The pilot is assumed to be the gunner for one type of weapon on the craft.
5. If additional types are mounted (a craft could conceivably have three different types of weapons), a gunner is required for each additional weapon.
6. Exception: no additional gunner is required for sandcasters.
CT LBB 5 HG 2e pp. 34-35 Small Craft/Crew
1. One crew member is required for the small craft - a pilot.
2. One or more gunners may be optional crew members.
CT LBB 5 HG 2e p. 34 Small Craft Weapons indicates that a small craft is assumed to have the equivalent of one turret/turret battery which under three other rules can mount up to three weapons, which in my opinion is supported by CT LBB 2 2e hulls >= 100 d-tons, CT LBB 2 2e small craft, and CT LBB 5 HG 2e hulls >= 100 d-tons.
In my opinion the crew requirement from CT LBB 2 2e, CT LBB 5 HG 2e >= 100 d-tons, and CT LBB 5 HG 2e pp. 34-35 contradict the CT LBB 5 HG 2e Weapons details.
Why does the assumed small craft equivalent of a turret/turret battery require a separate gunner for a laser or missile rack if they are installed and the pilot is not assuming the gunner position for either weapon when hulls >= 10 d-tons and CT LBB 2 2e small craft do not have the same requirement?
Why do lasers and sandcasters on small craft require separate gunners while sandcasters do not?
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