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High Guard 3

Originally posted by robject:
Okay, I've worked my way back to Dalton's post from October, and I think he's onto something.
<<SNIP>>
I forgot that I had even posted that stuff here.

I have run many a battle with the scale/factor mechanics, including the use of armor.

It is a fundemental part of my game mechanics that I use. It works and keeps the 'feel' of the game.

To re-iterate the final progression of the system the ships size represents it's scale, including it's ability to absorb hits, resist damage, etc.

All weapons battery ratings are in relationship to what sort of damage they can do to a ship of X scale.

Damage tables, similar to CT/Snapshot/Highguard are used, but, what column you use is relative to the weapon vs the size. If weapon = size roll on table 7, but if the weapon is one less than size, roll on table 6.

Highguard like armour values add to the die roll.

No need for hit points, or tedius book keeping.

So, the roll to hit, is one procedure, while damage is a second.

Combat turns vary in length depending upon range between sides.

Different weapons are valuable at different ranges. Making plasma barbettes popular with small fast attack craft that close range and use the power of the attack to cause potential damage beyond their size class, while lasers and missiles are popular for long range jousting.

It has been almost a year in playtesting. If I was a good writer I would take out a license from Marc and see if anyone wanted to buy it.

best regards

Dalton
 
Thread Resurrect

Here's my attempt at producing a build-it-yourself table for Particle Accelerator spines.

Select the Tech Level and Effectiveness of the weapon, and note the indices for each.

Use the Effectiveness index to determine the EPs necessary.

Use the sum of the TL and Effectiveness indices to determine the volume.

I'm trying to make this 100% compatible with High Guard (while also being compatible with the added rows from MegaTraveller).

Code:
TL index    Effectiveness index  EPs
8  +40           10        -7    500
9  +35           12        -5    500
10 +28           14        -3    600
11 +21           16        -1    700
12 +15           18        +1    800
13 +8            20        +3    800
14 +4            22        +5    900
15  0            24        +7    1000
16 -8            26        +9    1000
17 -16           28        +11   1100
18 -28           30        +13   1200
19 -40           32        +15   1300

Index Sum      Volume
  +33           5500
  +29           5000
  +22           4500
  +16           4000
  +12           3500
  +6            3000
   0            2500
  -4            2000
  -11           1500
  -14           1000


Meson Spines seem to be trickier. Though factor still maps directly to energy requirements, volume seems to be a strong power curve.
 
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