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Trav in Judges Guild mags

I'm sorry, but it took me a while to remember to check out the JG stuff. Now I have a pile with me at home and will post a note as soon as I have digested it a bit. Hopefully Sunday.
 
I'm sorry, but it took me a while to remember to check out the JG stuff. Now I have a pile with me at home and will post a note as soon as I have digested it a bit. Hopefully Sunday.
 
There were Traveller material in 12 issues of Pegasus, JG Journal and The Dungeoneer that we had at the gaming club.

My wife is attending a neutrino conference this week and I have to babysit during that, so I'm to tired to flip through them all right now. I'll do it later during the week end.

The issue with ship combat rules, Pegasus #3, was kind of interesting, though. I read a bit of it today.

It talks about a bunch of additions, to LBB2 I believe. It adds screens, some design revisions for cost and tonnage, Long range combat, the DETECTION program, Crew stations and duties, hit locations (basically tonnage divided into percentages of hull size and rolled for by d%. Neat), damage and its effects, leaving battle, casualities and finally notes for all standard designs.

I'll give more details upon request, later.
 
There were Traveller material in 12 issues of Pegasus, JG Journal and The Dungeoneer that we had at the gaming club.

My wife is attending a neutrino conference this week and I have to babysit during that, so I'm to tired to flip through them all right now. I'll do it later during the week end.

The issue with ship combat rules, Pegasus #3, was kind of interesting, though. I read a bit of it today.

It talks about a bunch of additions, to LBB2 I believe. It adds screens, some design revisions for cost and tonnage, Long range combat, the DETECTION program, Crew stations and duties, hit locations (basically tonnage divided into percentages of hull size and rolled for by d%. Neat), damage and its effects, leaving battle, casualities and finally notes for all standard designs.

I'll give more details upon request, later.
 
Originally posted by Cymew:
It adds screens, some design revisions for cost and tonnage, Long range combat, the DETECTION program, Crew stations and duties, hit locations (basically tonnage divided into percentages of hull size and rolled for by d%. Neat), damage and its effects, leaving battle, casualities and finally notes for all standard designs.

I'll give more details upon request, later.
Request for details: Detection program. I'm interested for the sensor rules I created.
 
Originally posted by Cymew:
It adds screens, some design revisions for cost and tonnage, Long range combat, the DETECTION program, Crew stations and duties, hit locations (basically tonnage divided into percentages of hull size and rolled for by d%. Neat), damage and its effects, leaving battle, casualities and finally notes for all standard designs.

I'll give more details upon request, later.
Request for details: Detection program. I'm interested for the sensor rules I created.
 
Now I have looked a bit more at the article. It's written by someone called Tom Holsinger, and apparantly he felt a need to meddle and change in a lot of things that didn't need it. He did for example decide to use miles and inches in his article [sic!], which I consider quite moronic considering nothing else in Traveller uses inches. (if he is the same guy that shows up on google when I search for that name he sounds like a moron)

Anyway.

Kenneth:
The Detection program section begins by saying that Selective is removed. All vessels are supposed to have great sensors and the Detection is used to filter out relevant data from the noise. There are 5 programs of varying utility and their space is n and cost is n*2 MCr. Normal range is '400,000 miles (400")' per level of Detect. This I don't think is the standard range.

The basic sensors is mentioned thus "Armed boats have a Detect of 300,000, 30,000, and 3,000 miles"

Highly confusing usage of commas, by the way. If you *Really* want to read it, I might take the job of typing it in for you, but it doesn't look like it is worth it. Installing a computer program that by magic sensor everything out to a given range seems wrong to begin with. PM me if you really, really want the details.
 
Now I have looked a bit more at the article. It's written by someone called Tom Holsinger, and apparantly he felt a need to meddle and change in a lot of things that didn't need it. He did for example decide to use miles and inches in his article [sic!], which I consider quite moronic considering nothing else in Traveller uses inches. (if he is the same guy that shows up on google when I search for that name he sounds like a moron)

Anyway.

Kenneth:
The Detection program section begins by saying that Selective is removed. All vessels are supposed to have great sensors and the Detection is used to filter out relevant data from the noise. There are 5 programs of varying utility and their space is n and cost is n*2 MCr. Normal range is '400,000 miles (400")' per level of Detect. This I don't think is the standard range.

The basic sensors is mentioned thus "Armed boats have a Detect of 300,000, 30,000, and 3,000 miles"

Highly confusing usage of commas, by the way. If you *Really* want to read it, I might take the job of typing it in for you, but it doesn't look like it is worth it. Installing a computer program that by magic sensor everything out to a given range seems wrong to begin with. PM me if you really, really want the details.
 
Cymew covers most of it: the range is based on 400 in. per level of Detect and drops by an order of magnitude when target starships that have gone quiet, and by another order of magnitude for ships that are down the well. Passive detection drops the range by an order of magnitude again.
 
Cymew covers most of it: the range is based on 400 in. per level of Detect and drops by an order of magnitude when target starships that have gone quiet, and by another order of magnitude for ships that are down the well. Passive detection drops the range by an order of magnitude again.
 
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