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Marginal early stellar TL ship

Yes, I would guess that the capacitors would hold energy for say 12 hrs, so you still need a big enough power plant to run your drives and computers (otherwise you could charge batteries at a starport and use them for your Jump drive and possibly scale down your PP size).

Given the sensor ranges and time to approach your target, you could charge some batteries off your power plant. Most use for small fighters who want to carry lasers etc. You can charge the batteries just before launch (carriers usually have large PP to their JD which are not fully used in combat) and use them to power the weapons.

Given the survival chances of small sighters and the 12 hr limit of cockpit occupancy of 12 hrs or 36 combat turns, 1 tn of batteries gets you 36 shots with your BL at 1 shot per combat turn. Seems to match nicely.
 
Using batteries to power weapons is only really useful for small fighters at TL12- as PP take so much space at these TL levels. Bigger figthers can carry the necessary PP, and high tech ones have more efficient plant.

Also useful for emergency conversion of merchants into SDBs / escorts - Thinking TNE here. Such merchant vessels never have a big enough PP to run their drives, computers and energy weapons, so a battery they can charge up as the enemy approaches, which then powers any lasers will be useful. The only problem is their poor sensors may not spot an enemy until it is on top of them. But a few rounds of laser fire from the battery whilst still having agility, is better than laser fire from a stationary ship.
 
McPerth: you're forgetting one aspect of MGT - margin of success adds to damage. A 1D laser with a good gunner can get a good shot and pen that armor.

I'm not forgetting that, I was just unaware of that fact.

I won't dare to challenge your knowledge of the rules (less so in something I find quite sound), but, can you please tell me where is this rule written? I reviewed the core book (ship combat, weapons and skill descriptions) and didn't find it.

Of course this fact will make weapons quite more powerful and, as you say, make this ship (and any other with armor 6+) vulnerable even to beam lasers (as an example), so giving more sense to having them installed on your ship.
 
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Yes, I would guess that the capacitors would hold energy for say 12 hrs, so you still need a big enough power plant to run your drives and computers (otherwise you could charge batteries at a starport and use them for your Jump drive and possibly scale down your PP size).

Given the sensor ranges and time to approach your target, you could charge some batteries off your power plant. Most use for small fighters who want to carry lasers etc. You can charge the batteries just before launch (carriers usually have large PP to their JD which are not fully used in combat) and use them to power the weapons.

Given the survival chances of small sighters and the 12 hr limit of cockpit occupancy of 12 hrs or 36 combat turns, 1 tn of batteries gets you 36 shots with your BL at 1 shot per combat turn. Seems to match nicely.

It seems a nice idea, for those small fighters. We must think that the cockpit may have LS for 12 hours, but I guess Pilot performance would start to drop well before that (I think about half this time is even generous, mostly for single seat fighters, most so in combat situations), so 1 dton (1.5 perhaps) of capacitors may well feed a fighter's weapons, MD, computer and some agility for those 6 hours, making it a sound alternative. Worth thinking about that...

Using batteries to power weapons is only really useful for small fighters at TL12- as PP take so much space at these TL levels. Bigger figthers can carry the necessary PP, and high tech ones have more efficient plant.

Also useful for emergency conversion of merchants into SDBs / escorts - Thinking TNE here. Such merchant vessels never have a big enough PP to run their drives, computers and energy weapons, so a battery they can charge up as the enemy approaches, which then powers any lasers will be useful. The only problem is their poor sensors may not spot an enemy until it is on top of them. But a few rounds of laser fire from the battery whilst still having agility, is better than laser fire from a stationary ship.

But here we're talking about a 1000 dton frigate/corvette with energy TL 8, just trying to reduce a fision PP due to its high cost/engeneering crew demands. Sensors are only TL 8/9 too, so you cannot rely on having advance notice of the battle as to charge your capacitors, so, IMO, you should rely on batteries, if you accept to limit your laser bateries to 1 hour of fighting, depending on missiles for the rest of the combat. Of course capacitors are assumed to be available, as the ship has jump capability (space TL 9).

Accepting your premise (capacitors are able to hold energy for about 12 hours), and with little spare power ito recharge it, you need more than those 12 howrs to recharge, unless you can shut down your MD for about one hour and a half and use the power to recharge them, I don't see them as an option.

Batteries, on the other hand, can store the energy for long time, so you may recharge them while in jump (you don't need your MD there, and even if you'd need to keep it on, you have time to spare), or after the battle, not having to stay 'dead on space' (MD off) just when you detect possible hostile ships for your lasers to have any worth.
 
That's because they made it less explicit after playtest... The ship damage (unlike personal) doesn't define rolled damage... personal combat does; the roll of the indicated dice plus the effect.
 
That's because they made it less explicit after playtest... The ship damage (unlike personal) doesn't define rolled damage... personal combat does; the roll of the indicated dice plus the effect.

Do you know if this has been ammended on errata? IMHO it should, if this rule is mantained.
 
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Do you know it this has been ammended on errata? IMHO it should, if this rule is mantained.

It's not in the errata docs I have, however, it was explicit in playtest that effect was added to all damages.
 
It's not in the errata docs I have, however, it was explicit in playtest that effect was added to all damages.

But as most of us (I guess) were not involved in playtest (nor have we access to it), I think it should be hard written in the rules or the errata. Anyway, now knowing about it (TY for that, BTW), I'll use this rule if I play MGT.
 
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One big problem to be aware of: after the last public beta, they changed the task system, personal and ship combat mechanics. Some of the gaps are likely of that origin; Tasks went to what was obviously an in-house draft, same with Personal Combat; the different wording and turns of phrase in ship combat imply a different era from the other two; it certainly feels like a precursor to Playtest Draft 3's combat mechanics.
 
Send in the Drones

Regarding the mention of fighters, is there any provision in HG (CT or other incarnation) that would allow for said small craft to be unmanned-remote operated drones ?

Mind one would still need dedicated operators-pilots to make best use of a UCAV-RPV but it might be more 'cost-efficient' to berth and maintain drones over traditional manned vehicles. The potentially reclaimed and re-purposed space taken by a hanger-launch bay could be applied to other needs.

I envision drones requiring less hanger space as such could be externally mated to a ship's hull or perhaps even housed in standard sized shipping containers, said containers might have fittings like a wet-navy Polaris missile allowing direct launch from a vessel's hold.
 
Regarding the mention of fighters, is there any provision in HG (CT or other incarnation) that would allow for said small craft to be unmanned-remote operated drones ?

In MT, 101 vehicles book, there is a reccon drone, and in the book is specified how to use robot brains istead of computers, so, you can build a space fighter drone. Curiously enought, MT had no rules for robots nor robot brains (recently OjnoTheRed fixed that, here you'll find it http://www.travellerrpg.com/CotI/Discuss/showpost.php?p=378228&postcount=153. In this thread are also some posts talking about the fighter drone possiblities)

Anyway, to have a reliable enought robot brain, you need TL 12+, so it's use at the TL this thread suggest (marginal TL 9, with energy TL 8), this is only dreamed about as science fiction (or known to exist on other systems), but not a true possibility.
 
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