Spinward Flow
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Black Space: Sheep Above Beyond the Darknessthink Space: Above and Beyond meets Black Sheep Squadron.
Black Space: Sheep Above Beyond the Darknessthink Space: Above and Beyond meets Black Sheep Squadron.
Within the governing logic of being plausible? It is difficult to deny that a planet could be armed enough to keep any fleet at bay, though then one could also posit marine landings, with fighters as air support. So it actually sort of works. Then again we did HG fleet vs fleet back in the day, with CT. I was also a player in Barnes Thomas' game, and he wanted to do some of the new TCS too, having written it, it was good, though I didn't have the time back then.My thought is: we decide what we want that to look like. Do we want unlimited torpedo batteries?
Princes and Roses: Beyond the Wall of SheepBlack Space: Sheep Above Beyond the Darkness
As far as I know that comes from the boardgame Imperium. At a guess it was just a random way of differentiating the Terran and Vilani units. The units had "beam attack" and "missile attack" factors, the Terran units were generally stronger at beam attack but weaker at missile attack, while the Imperial units were more balanced.What was the deal with the preference of the Vilani Imperium using missile turret fighters even though they were a few TL above the Terran Confederation and the Terran's preference for lasers.
So that bit of canon more-or-less predates Traveller itself, or at least the official 3I campaign.
Sorry, I misunderstood the point of your question.I am well aware of its origins.
The answer is simple and obvious: There is no connection to the rules, it's just fluff written in complete disregard of rules, or perhaps the rules are written in complete disregard of the story. As is standard in RPGs, especially early ones.I was specifically asking for in-universe thinking on the matter. Then the big part was the how well does that in-universe philosophy mesh with T5 ruleset.
They did that in Ultra... prior, it was move as a group, activate as a group, fire individually... And the Ultra rules are complex mathy nastiness that's not really any faster than rolling the 1d10 per fighter in batches.Correct, I'm just waving the RAW flag for this.
In Starfire they do this at the ship level with a thing they call "data link" letting groups of ship fire as one, and defend as one. It's a technology with cost, and limitations of how many ships can be linked. I also know later on they got rid of the individual fighter, and just made squadrons of them (I think) as an abstract unit.
What was the deal with the preference of the Vilani Imperium using missile turret fighters even though they were a few TL above the Terran Confederation and the Terran's preference for lasers. Was it the interplay of missile vs lasers, naval philosphy or Vilani control vs. Terran independence (missiles require a carrier to store reloads and thus a economics dependence on the carrier and its overlords, laser weaponry much less so), payload delivery (every missile could be a nuke in the MT range vs. lasers cannot destroy square miles of civilization in many shots.)
The big enchilada: Though IW was a GURPS campaign, how do these ideas translate into the T5 ruleset? Also, how does your navy look without Meson Guns? The Vilani Imperium at best used Particle Accelerators which were mostly useless for planetary pacification as the Vilani had a distinct preference for "shirtsleeve" worlds?
Yea, I bought the 3E again. I have delusions of trying run one of those late ISW4 scenarios with a gazillion ships flinging billions of missiles at each other.It's worth noting also that SDS has reissued 1st, 2nd, and 3rd eds in PDF...
The question of planetary defense has to be addressed. There needs to be a mechanic to reduce such defenses, notably Deep Meson sites. But also the idea that there could be 10,000 Factor 9 missile batteries. Or a zillion PA on any vacuum world.
Which brings up the question of what weapons are permitted to perform ortillery services.It could be the Ziru Sirka's somewhat heavy-handed preference for bombarding worlds to keep them pacified? Hence the need for more missiles = more things to launch missiles?
Then the Terrans were less into bombarding worlds, and more into disabling Ziru Sirka ships??
Cue images of Centauri mass drivers from Babylon 5...
Technically speaking, you could use Launch Tubes (usually used for fighter craft) to "throw rocks at them" rather than a dedicated spinal mount or weapon bay.can have ortillery weaponry as the principal weapon. It's a kind of monster-bay-spine-monster-thing.
Ortillery is a weapon type. Railguns can also explicitly perform ortillery tasks. Both use the Ortillery skill to operate.Which brings up the question of what weapons are permitted to perform ortillery services.
See CT Striker for rules for tactical orbital bombardment. Most ship's weapons can attack targets on the ground, but are degraded by atmosphere as usual. Meson's disregard matter, including atmosphere, planets, or hills, so works perfectly well against planetary targets. IIRC lasers work, but not as area artillery, but for direct attack on specific targets.LBB5.80 changed the bombardment rule to allow only Missile Bays to be loaded with deadfall ordnance for orbital bombardment. No other weapons are even mentioned as being options for orbital bombardment of surface installations.
T5.10 says weapons can attack targets that are sensed and in range, no specific limitation to space only. Some weapons are specifically degraded bu atmosphere, e.g. PAs. Presumably most weapons can attack ground targets, just as in Striker.I mean, I would like to think that spinal mounts are capable of orbital bombardment, but the rules need to "say that" ... so what does T5 have to say are weapons which can be used in the orbital bombardment role?
Some hyper-detailed rules for other games assign a armor value to a planetary atmosphere based upon density.PAs are degraded by atmosphere, so not very suitable.