• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Starship combat questions

Ultron

SOC-1
I have been reading book 2, and a couple of questions came to mind.

1. What is the difference between beam lasers and pulse lasers? It states that pulse lasers are more effective at inflicting damage, and beam lasers are more effective at achieving hits. But they are resolved just the same from what I'm reading in the combat resolution section. Anyone have any knowledge of what the difference is, and does it have a rules effect?

2. Missiles; what acceleration do they have? I see that they are launched at the launching ship's vector, but there is no mention of acceleration. I believe that Gurps Traveller mentions a missile having acceleration of 6g. I was wondering if anyone had any ideas about this.

I appreciate any help you could give!
 
I have been reading book 2, and a couple of questions came to mind.

1. What is the difference between beam lasers and pulse lasers? It states that pulse lasers are more effective at inflicting damage, and beam lasers are more effective at achieving hits. But they are resolved just the same from what I'm reading in the combat resolution section. Anyone have any knowledge of what the difference is, and does it have a rules effect?

2. Missiles; what acceleration do they have? I see that they are launched at the launching ship's vector, but there is no mention of acceleration. I believe that Gurps Traveller mentions a missile having acceleration of 6g. I was wondering if anyone had any ideas about this.

I appreciate any help you could give!
 
A pulse laser has a -1DM to hit, but if it does hit it inflicts two damage rolls.

The standard ship to ship missile according to Mayday is 6G.
 
A pulse laser has a -1DM to hit, but if it does hit it inflicts two damage rolls.

The standard ship to ship missile according to Mayday is 6G.
 
Originally posted by Sigg Oddra:
A pulse laser has a -1DM to hit, but if it does hit it inflicts two damage rolls.

The standard ship to ship missile according to Mayday is 6G.
Note that Sigg says "according to Mayday". Sigg, does the Special Supplement on missiles have additional info? I seem to recall it also capped acceleration at 6G...
 
Originally posted by Sigg Oddra:
A pulse laser has a -1DM to hit, but if it does hit it inflicts two damage rolls.

The standard ship to ship missile according to Mayday is 6G.
Note that Sigg says "according to Mayday". Sigg, does the Special Supplement on missiles have additional info? I seem to recall it also capped acceleration at 6G...
 
Originally posted by robject:
</font><blockquote>quote:</font><hr />Originally posted by Sigg Oddra:
A pulse laser has a -1DM to hit, but if it does hit it inflicts two damage rolls.

The standard ship to ship missile according to Mayday is 6G.
Note that Sigg says "according to Mayday". Sigg, does the Special Supplement on missiles have additional info? I seem to recall it also capped acceleration at 6G... </font>[/QUOTE]Yes, it did.
 
Originally posted by robject:
</font><blockquote>quote:</font><hr />Originally posted by Sigg Oddra:
A pulse laser has a -1DM to hit, but if it does hit it inflicts two damage rolls.

The standard ship to ship missile according to Mayday is 6G.
Note that Sigg says "according to Mayday". Sigg, does the Special Supplement on missiles have additional info? I seem to recall it also capped acceleration at 6G... </font>[/QUOTE]Yes, it did.
 
I had to dig through the pile to find the Special Supplement ;)

It too gives missiles a maximim of 6G in the design tables, but it lists the typical missile as only 5G.

Note that it doesn't explicitely state that missiles are limited to 6G, and it is possible to make faster missiles using the rules...
 
I had to dig through the pile to find the Special Supplement ;)

It too gives missiles a maximim of 6G in the design tables, but it lists the typical missile as only 5G.

Note that it doesn't explicitely state that missiles are limited to 6G, and it is possible to make faster missiles using the rules...
 
I can't find any mention of a beam laser getting a +1 DM for attack.

And none of the CT rule sets give the acceleration of a missile, so you have to go with Mayday or SS3.
 
I can't find any mention of a beam laser getting a +1 DM for attack.

And none of the CT rule sets give the acceleration of a missile, so you have to go with Mayday or SS3.
 
Classic Traveller - Starter Edition - Rules Booklet:

page 40: "A pulse laser fires with a DM of -1 to hit; however, if it hits the target suffers two damage rolls instead of one"

page 41: "missiles move as if they were ships with maneuver drive-6"
 
Classic Traveller - Starter Edition - Rules Booklet:

page 40: "A pulse laser fires with a DM of -1 to hit; however, if it hits the target suffers two damage rolls instead of one"

page 41: "missiles move as if they were ships with maneuver drive-6"
 
[runs immediately to check the starter edition rules...]
:D
There it is, hidden in the Ordnance Launch section at the end of the third paragraph...
which proves once again that Starter Edition is in many ways the most comprehensive rules itteration for CT (if only they hadn't cut sections out - drugs and experience :( ).

Thanks for spotting that Guildo, and welcome aboard
 
[runs immediately to check the starter edition rules...]
:D
There it is, hidden in the Ordnance Launch section at the end of the third paragraph...
which proves once again that Starter Edition is in many ways the most comprehensive rules itteration for CT (if only they hadn't cut sections out - drugs and experience :( ).

Thanks for spotting that Guildo, and welcome aboard
 
Back
Top