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Radiation damage

  • Thread starter Thread starter The Shaman
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The Shaman

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Does CT have rules for radiation damage to characters, or to LBB2 ship systems?
 
Does CT have rules for radiation damage to characters, or to LBB2 ship systems?
 
Welcome aboard Shaman :D

I think the basic books only mention that the Combat Environment Suit affords moderate defense against radiation. Presumably Vacc-Suits, Combat Armor and Battle Dress would be as capable or more so.

High Guard is the only CT treatment of ship radiation damage that I can think of. Applying it to Book 2 ships would be doable. I can easily argue, from the differences in missile damage between Book 2 and High Guard, that the missiles in Book 2 are nuclear. I base it on the 1d6 roll for the number of damage rolls that Book 2 uses for each missile that penetrates defenses vs the single damage roll (with modifiers and a single extra damage roll if nuclear) for missile swarms that penetrate defenses in High Guard.

So I would say, if using Book 2 ship combat, roll a single damage result for conventional missiles that penetrate defenses and use the 1d6 damage rolls for nuclear missiles.

Oops, I was forgetting about the Missiles Special Supplement (SS3). It also has rules for nuclear missiles. Too much to go into though, the above will be about the same effect with less work.

The Striker rules do give personal/vehicle nuclear effects a passing nod:

For thirty minutes after the detonation of the (nuclear) warhead
the area of the tertiary blast radius (and everything inside it) is considered to be
contaminated with induced radiation. After thirty minutes, the area of contamination
is reduced to the area of induced radiation...

Unprotected individuals may not enter a contaminated area and, if they find themselves in such an area, must leave within 10 turns or suffer a serious wound. Protected individuals
may freely move through contaminated areas. Anyone in a combat environment
suit, combat armor, battle dress, or any sealed vehicle is protected.
I'd add Vacc-Suits to the above list of "protected" status.
 
Welcome aboard Shaman :D

I think the basic books only mention that the Combat Environment Suit affords moderate defense against radiation. Presumably Vacc-Suits, Combat Armor and Battle Dress would be as capable or more so.

High Guard is the only CT treatment of ship radiation damage that I can think of. Applying it to Book 2 ships would be doable. I can easily argue, from the differences in missile damage between Book 2 and High Guard, that the missiles in Book 2 are nuclear. I base it on the 1d6 roll for the number of damage rolls that Book 2 uses for each missile that penetrates defenses vs the single damage roll (with modifiers and a single extra damage roll if nuclear) for missile swarms that penetrate defenses in High Guard.

So I would say, if using Book 2 ship combat, roll a single damage result for conventional missiles that penetrate defenses and use the 1d6 damage rolls for nuclear missiles.

Oops, I was forgetting about the Missiles Special Supplement (SS3). It also has rules for nuclear missiles. Too much to go into though, the above will be about the same effect with less work.

The Striker rules do give personal/vehicle nuclear effects a passing nod:

For thirty minutes after the detonation of the (nuclear) warhead
the area of the tertiary blast radius (and everything inside it) is considered to be
contaminated with induced radiation. After thirty minutes, the area of contamination
is reduced to the area of induced radiation...

Unprotected individuals may not enter a contaminated area and, if they find themselves in such an area, must leave within 10 turns or suffer a serious wound. Protected individuals
may freely move through contaminated areas. Anyone in a combat environment
suit, combat armor, battle dress, or any sealed vehicle is protected.
I'd add Vacc-Suits to the above list of "protected" status.
 
As I don't have S3 at hand, I'll cobble together a radiation table for LBB2 combat; it should be usable regardless of ship type:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">1D6 DAMAGE
1 Computer
2 Computer
3 Computer
4 Crew
5 Crew
6 Weapon</pre>[/QUOTE]
 
As I don't have S3 at hand, I'll cobble together a radiation table for LBB2 combat; it should be usable regardless of ship type:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">1D6 DAMAGE
1 Computer
2 Computer
3 Computer
4 Crew
5 Crew
6 Weapon</pre>[/QUOTE]
 
Nice cobbling Employee 2-4601
Now why didn't I think of that?
 
IIRC there was an issue of the Traveller's Digest that dealt nicely of the effects of radiation and shielding against same.

Yes it is number 15.

Primary blast radius 6k per hour
Secondary blast radius 600 per hour
Tertiary Blast Radius 60 per hour
Particle Beam Weapon Strike 10k

There is alot more to the article that I have not posted.
 
IIRC there was an issue of the Traveller's Digest that dealt nicely of the effects of radiation and shielding against same.

Yes it is number 15.

Primary blast radius 6k per hour
Secondary blast radius 600 per hour
Tertiary Blast Radius 60 per hour
Particle Beam Weapon Strike 10k

There is alot more to the article that I have not posted.
 
How detaied do you want the damage to characters to be? Do you want to deal only with accute radiation damage (burns and radiation sickness) or do you want to deal with long-term damage to the DNA (accumulated RADs) as well?
 
How detaied do you want the damage to characters to be? Do you want to deal only with accute radiation damage (burns and radiation sickness) or do you want to deal with long-term damage to the DNA (accumulated RADs) as well?
 
long-term radiation exposure (low dose for a long time or high(none-lethal) dose for a short time can be treated like a Disease.

Acute radiation exposure can be treated like combat damage AND a disease...
 
long-term radiation exposure (low dose for a long time or high(none-lethal) dose for a short time can be treated like a Disease.

Acute radiation exposure can be treated like combat damage AND a disease...
 
Originally posted by Employee 2-4601:
How detaied do you want the damage to characters to be? Do you want to deal only with accute radiation damage (burns and radiation sickness) or do you want to deal with long-term damage to the DNA (accumulated RADs) as well?
The former.

I was wondering if the rules covered this already, then realized I couldn't remember seeing it in any of the classic adventures. Radiation burns are easy enough to apply, and I've been treating radiation sickness as a disease in terms of damage and treatment, but I wanted to see if there was another approach already available.

I have been trying to find a copy of TD 15 for awhile now - I was recently outbid on ebay for it. . . :(
 
Originally posted by Employee 2-4601:
How detaied do you want the damage to characters to be? Do you want to deal only with accute radiation damage (burns and radiation sickness) or do you want to deal with long-term damage to the DNA (accumulated RADs) as well?
The former.

I was wondering if the rules covered this already, then realized I couldn't remember seeing it in any of the classic adventures. Radiation burns are easy enough to apply, and I've been treating radiation sickness as a disease in terms of damage and treatment, but I wanted to see if there was another approach already available.

I have been trying to find a copy of TD 15 for awhile now - I was recently outbid on ebay for it. . . :(
 
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