A quick "semi-log" scaling that might be interesting for such.Originally posted by Sigg Oddra:
Here are some of the house rules for High Guard that have come up from time to time:
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Scaling the number of hits needed to reduce jump drive, maneuver drive and power plant by one factor so that bigger ship's drives last longer than smaller ship's drives. As the rules are currently written, one hit reduces a drive by one factor, regardless of how big that drive might actually be (mine)
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The base formula is:
R(T) = (log T)^2 + mantissa (log T) - (mantissa (log T))^2
where T is a related to dtons in this case.
The above scale places R(100)=4, R(500)=7.5, R(1000)=9,... The scale has logrithmic steps at 100, 1000, 10000, etc. but scales lineraly in between steps. That is, P(100)=4 and P(1000)=9, T=500 is about half way in between 100 and 1000, so the formula was derived so R(500) falls about half way between R(100) and R(1000), that is at 7.5. I use this to provide some differnetiation between 100, 200, 400 etc. but to still compress the scale from 100 to 1,000,000 to the range 4-36.
The scale can be adapted to any size range by scaling T before it goes into the equation. One can also scale the value R to fit with Traveller's expanded hexadecimal notation.
Using the equation above R(10)=1; R(100)=4; R(1,000)=9; R(10,000)=16 or G; R(100,000)=25 or P; and R(1,000,000)=36 or got to work on this one but pretty close to Z.
For use in combat one idea is to use the second USP line under the drive etc. codes that indicates absolute size. If the weapon rating is greater than this code (which I'll call a component size rating), damage done is the number of hits indicated. If the weapon rating is less than this code there is only a chance the rating is reduced by 1 (the chance to damage). One idea on the chance to damage (CTD):
CTD = roll under 12 + weapon rating - component size rating on 2D6.
Special rules can be formulated for when CTD is less than 2 on 2D6.