One of the frustrations I've had with Traveller is that things don't quite work out of the box. Between the errors, the lack of clarity, and ambiguity, it's difficult to get going.
(I'm thinking of everything from little things like the contradictions on the Ship Record sheets for program sizes, the unclear missile and sandcaster rules, the surprising standard Hull size rule, and the fact that it appears that ships like the A2 Empress Nicholle were not included in the original vision for the Book 2 universe.)
So any way, this thread is for Book 2 designs that include a breakdown of all the bits and pieces, with notes on little quirks, comments on how it takes advantage of specific Book 2 rules, Computer Program strategies, sample crews, and maybe even routes you can expect to find the ship on in the Spinward Marches. From there we'll expand out to specific encounter ideas, patrons, and adventure seeds.
For the purposes of this thread, we'll embrace the Age of Sail paradigm of Book 2... where armed civilian ships can pose a threat to military ships.
To kick things off:
Space stations and big ships are not necessarily going to load up on lots of lasers and so forth. They'll carry fighters to do their dirty work for them... at a distance! A pirate can even carry 8 fighters in the cargo space of a Type A! Fighters are much more effective against sand tossing ships-- depending on your rules interpretations.
Here's how I load up my fighters:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Missile fighter 18.0
Target 1.0
Launch 2.0
Maneuver 0.1
------------------ ----
Sub Total 21.1 Mcr
"Free software" (1.0)
------------------ ----
Total 20.1 Mcr
</pre>[/QUOTE]The Missile fighter doesn't need a Gunner! Carries 3 missile launchers.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Laser fighter 18.0
"bis" upgrade 2.0
Target 1.0
Maneuver 0.1
Selective-3 1.0
Gunner-Interact 1.0
------------------ ----
Sub Total 23.1 Mcr
"Free software" (1.0)
------------------ ----
Total 22.1 Mcr</pre>[/QUOTE]The laser fighter is more effective with a gunner. Carries a single laser.
Both fighters can benefit from adding Maneuver/Evade 2, Antimissile... and maybe Auto/Evade and ECM if you're made of money.
(I'm thinking of everything from little things like the contradictions on the Ship Record sheets for program sizes, the unclear missile and sandcaster rules, the surprising standard Hull size rule, and the fact that it appears that ships like the A2 Empress Nicholle were not included in the original vision for the Book 2 universe.)
So any way, this thread is for Book 2 designs that include a breakdown of all the bits and pieces, with notes on little quirks, comments on how it takes advantage of specific Book 2 rules, Computer Program strategies, sample crews, and maybe even routes you can expect to find the ship on in the Spinward Marches. From there we'll expand out to specific encounter ideas, patrons, and adventure seeds.
For the purposes of this thread, we'll embrace the Age of Sail paradigm of Book 2... where armed civilian ships can pose a threat to military ships.
To kick things off:
Space stations and big ships are not necessarily going to load up on lots of lasers and so forth. They'll carry fighters to do their dirty work for them... at a distance! A pirate can even carry 8 fighters in the cargo space of a Type A! Fighters are much more effective against sand tossing ships-- depending on your rules interpretations.
Here's how I load up my fighters:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Missile fighter 18.0
Target 1.0
Launch 2.0
Maneuver 0.1
------------------ ----
Sub Total 21.1 Mcr
"Free software" (1.0)
------------------ ----
Total 20.1 Mcr
</pre>[/QUOTE]The Missile fighter doesn't need a Gunner! Carries 3 missile launchers.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Laser fighter 18.0
"bis" upgrade 2.0
Target 1.0
Maneuver 0.1
Selective-3 1.0
Gunner-Interact 1.0
------------------ ----
Sub Total 23.1 Mcr
"Free software" (1.0)
------------------ ----
Total 22.1 Mcr</pre>[/QUOTE]The laser fighter is more effective with a gunner. Carries a single laser.
Both fighters can benefit from adding Maneuver/Evade 2, Antimissile... and maybe Auto/Evade and ECM if you're made of money.