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High Guard 3

I'm also drawn to a simplified version of FFS armoring rules, with the given caveats:

(1) At the stated TL, starship hulls have inherent armor based on the materials technology of that TL. Similarly for smaller craft. In other words, you don't need to worry about armor volume calculation until you want to up-armor your ship.

(2) To simplify things (?), armor is added in percentages of hull volume, with a factor increase based on the hull material. I suppose.

(3) To simplify things further, a ship has a "mass allowance" equal to 10% of its hull volume in tonnes (is 10% too small?). Tables only list values to be noted against the mass allowance; for every multiple for which that value is exceeded, ship agility or maneuver (or whatever) degrades by 1.


Follow up with some fancy hull materials table (accessorize, accessorize...), and voila, you've got... something or other. Maybe nice, maybe not.

Caution! SWAG table follows.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Unit volume of armor = 1% hull volume
Toughness = AF increase per % hull volume
Mass = tonnes toward mass allowance per displacement ton of armor
Base (free) starship armor = 2 x Toughness
Base (free) small craft armor = 1 x Toughness
Base (free) vehicle armor = Toughness/2

Material Mass Toughness MCr/ton

Laminate/7 8 2 4
Ceramic/8 4 6 6
Crystalliron/A 3 10 8
Superdense/C 1 20 10
Hullmetal/G 2 40 100

Example: Joe Darrian builds a TL16 200t trader 50
years before the Maghiz.
Its base armor is 80 (2 x TL16 toughness).
Its mass allowance is 20 (200 tons/10).
He decides to add two units of armor,
bringing the armor value up to 160.
This displaces 4 tons, costs MCr400, and
adds 8 mass-tons to the ship's mass allowance.

Joe decides that Hullmetal is too expensive, but
it sure is effective.</pre>[/QUOTE]For some reason, I prefer to take a more fiddly route where one can pick and choose between various materials, with a tradeoff of toughness and mass (or whatever those two qualities are) depending on the nature of your vehicle, a la FFSx. Although mass is always a problem if you're like me and don't use mass calculations...

I like the idea of Agility, but except for High Guard I think it's not a meaningful term. However, it sounds like a nice stat for a starship UPP.


After all this, there needs to be a mapping of armor to weapon penetration or whatever. In other words, if a typical TL12 trader has an armor factor of 40, then the typical TL12 laser has to have a penetration value of somewhere around 40. And if you're playing MegaTraveller, it has to have a greater pen than that, I think.


You know, it might be nice to tie armor values to laser ratings at normal range... in other words, a rating 40 laser can penetrate factor 40 armor. That might scale nicely.
 
One of my personal dislikes of HG is that grouping multiple bays into batteries is not provided for and the - IMHO - over-reliance on spinal mounts for big guns. I can't see spinal mounts having a very good field of fire and aiming the entire ship, rather than a few bays seems ....
 
One of my personal dislikes of HG is that grouping multiple bays into batteries is not provided for and the - IMHO - over-reliance on spinal mounts for big guns. I can't see spinal mounts having a very good field of fire and aiming the entire ship, rather than a few bays seems ....
 
I agree with you, Bill.

Part of the problem IMHO is that the High Guard USP can't differentiate between turret and bay mounted weapons, therefore it's difficult to incorporate into combat.

A couple of solutions to this would be to mark the USP with a b or something to indicate bay weapon, or expand the USP, e.g.

AA - 0000000 - 0000-00-00 - 00-00-00-000-000 - 0

ship type AA

tonnage
config
jump
maneuver
power plant
computer
crew

hull armour
meson screen
nuclear damper
force field

sandcaster turrets
sandcaster bays

repulsor turrets
repulsor bays

laser turrets
laser bays

energy weapon turrets
energy weapon bays

missile turrets
missile bays

PAW turrets
PAW bays
PAW spinal

meson turrets
meson bays
meson spinal

fighter squadrons

Next thing is to come up with the mechanics for grouping bay weapons into batteries...
 
I agree with you, Bill.

Part of the problem IMHO is that the High Guard USP can't differentiate between turret and bay mounted weapons, therefore it's difficult to incorporate into combat.

A couple of solutions to this would be to mark the USP with a b or something to indicate bay weapon, or expand the USP, e.g.

AA - 0000000 - 0000-00-00 - 00-00-00-000-000 - 0

ship type AA

tonnage
config
jump
maneuver
power plant
computer
crew

hull armour
meson screen
nuclear damper
force field

sandcaster turrets
sandcaster bays

repulsor turrets
repulsor bays

laser turrets
laser bays

energy weapon turrets
energy weapon bays

missile turrets
missile bays

PAW turrets
PAW bays
PAW spinal

meson turrets
meson bays
meson spinal

fighter squadrons

Next thing is to come up with the mechanics for grouping bay weapons into batteries...
 
Sigg, do we really need to know whether a weapon is turret or bay? The whole point of USP ratings is that the resolution does not matter. Before altering the USP - and I am not gainst that - maybe we ought to figure out how combat will be affected?
 
Sigg, do we really need to know whether a weapon is turret or bay? The whole point of USP ratings is that the resolution does not matter. Before altering the USP - and I am not gainst that - maybe we ought to figure out how combat will be affected?
 
Here is a first draft at bay batteries. Basic rule is to use the same rating method for batteries as for turrets. Meson Guns and Repulsors do not have turrets, so use the progressions for PAW and Missles, respectively.

Example 1: TL9 100-ton PAW

USP Rating Number of Bays
---------- --------------
6 1
7 2
8 4
9 6
A 8
B 10
C 12 ??


Example 2: TL12 100-ton Missle

USP Rating Number of Bays
---------- --------------
9 1
A 3
B 6
C 12
D 18
E 30

What do you think?
 
Here is a first draft at bay batteries. Basic rule is to use the same rating method for batteries as for turrets. Meson Guns and Repulsors do not have turrets, so use the progressions for PAW and Missles, respectively.

Example 1: TL9 100-ton PAW

USP Rating Number of Bays
---------- --------------
6 1
7 2
8 4
9 6
A 8
B 10
C 12 ??


Example 2: TL12 100-ton Missle

USP Rating Number of Bays
---------- --------------
9 1
A 3
B 6
C 12
D 18
E 30

What do you think?
 
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