I agree that you wrap the fuel tankage around the more critical internal systems as extra protection where possible.
It goes armour - fuel - internals.
Have you ever messed around with Renegade Legion:Leviathan?
No can't say that I have.
I agree that you wrap the fuel tankage around the more critical internal systems as extra protection where possible.
It goes armour - fuel - internals.
Have you ever messed around with Renegade Legion:Leviathan?
I guess I just have to fundamentally disagree with this.
I don't consider a spinal weapon to be a big hose that's slowly ablating the target ship over time. It's not a shotgun using birdshot against a bear. It's using a slug against a duck. It's the 16" gun off the New Jersey hitting a Destroyer. You're the bug, I'm the hammer. You can skitter about as fast as you like, and I will continue to come down on you. Eventually, I will hit you.
A nuclear weapon is a fast expanding ball of nasty energy. A meson blast is a pre-expanded ball of nasty energy.
Most attacks are a ball (or lance, in the case of a laser) of energy that detonates with expanding force, crushing and tearing through things, but consuming energy as it goes. That's not what a meson attack is. A meson attack is the closest that Traveller has to a Star Trek transporter beaming down in to solid rock. One moment, there are no particles. The next they're all intermixed. It's a trillion tiny explosions within a sphere (a rather large sphere in large meson gun case).
As it says in Striker. "Everything within the radius is destroyed." If a ship is penetrated with a meson gun, the mesons are interacting with the armor, with the air, with the water, with the fuel, with the people, consoles, wires, pipes, tubes, fried chicken, potatoes and gravy. All of it, at the same time. The armor is on fire, the air is on fire, you are on fire, your skin, your hair, your heart, your brain, all of you.
Big Mesons crit more against smaller ships because the meson radius is bigger, thus destroying more of the ship in one gulp.
Since you're trying to make mesons less effective it's ok to let the screen let some slip through. I wouldn't want them near me at all, personally, which is why I'm content on the screens stopping them wholesale.
My principle dislike is the need for statistical resolution for battles - I much prefer the idea of only one roll to hit and one roll to penetrate per weapon system rather than for every single battery bearing.
(1) end to the unlimited supply of missiles and sand canisters: you need to put in a magazine to hold them, and this takes up ship space.
(1) end to the unlimited supply of missiles and sand canisters: you need to put in a magazine to hold them, and this takes up ship space
Fully agrees to here. For one battle match, the point you say about magazines taking space it's the main part of it; fro a more strategic campaign, the cost of those nukes (that I don't expect to be cheap) would be another important limiting factor, as a battle will be quite expensive, even if the ship's damages are minimal.
While we're fixing broken things, let's bring up nuclear missiles. For all the worry about unlimited supplies, they don't do much. Something that one-hit kills a tank, no matter how heavily armored, barely attracts the notice of a capital ship, or a destroyer, or even a fighter (unless they're in large batteries, in which case they do the same damage that HE missiles would). You fire off a thousand missiles, you take out one weapon - maybe, if his armor isn't so thick that he shrugs it off. Cost-benefit analysis doesn't look good there, and not very realistic considering even the baby ones are delivering gamma energy equivalent to 6 tons of TNT to the point of impact. It's a bit of a logic fail when a 10-dTon tank is destroyed on impact by a single missile while a similarly armored 10 dTon fighter walks away with maybe a damaged turret - and maybe not that.
Some of that could be addressed with one of the fixes to the armor rules we discussed earlier, but it's still pretty obvious the nuke is anemic. They wanted to nerf it down enough that it wouldn't outclass dreadnoughts, but I think they took that a bit farther than needed.
I agree. Looking at the black globe rules you see how much energy is dumped by weapons into a black globe screen - for a nuke it is 100 x factor.
My solution is to treat nukes as factor A+ weapons so they don't get the +6DM on the damage table, but continue to get their -6DM.
They also get a number of hits equal to their factor.
They don't?Bays don't get the +6DM on the damage table either, this makes bay weapons a bit more dangerous than a turret battery of equivalent factor.
They don't?
I thought anything <= factor 9 was impacted by the DM. Doesn't say anything about the source being a bay weapon or a turret. At least not in the "DMs for Damage Tables" section.
In a quick glance, I don't see anything about Bays standing out in the combat section.
...My solution is to treat nukes as factor A+ weapons so they don't get the +6DM on the damage table, but continue to get their -6DM.
They also get a number of hits equal to their factor.
<These are house rules for clarity.>
I have three lines for weapon USP.
Top line is for spinals and nuke bays,
second line is for bay weapons
third is for turrets.
Bays don't get the +6DM on the damage table either, this makes bay weapons a bit more dangerous than a turret battery of equivalent factor.
<These are house rules for clarity.>
I have three lines for weapon USP.
Top line is for spinals and nuke bays,
second line is for bay weapons
third is for turrets.
Bays don't get the +6DM on the damage table either, this makes bay weapons a bit more dangerous than a turret battery of equivalent factor.
That's canon in MT ...
Did I miss a supplement or an erratum? MT inverted the table and then gave bonuses only to the spinals and nukes, which as near as I can tell gave the same results as High Guard's table with the penalties to weapons of factor 9 or less.
Did I miss a supplement or an erratum? MT inverted the table and then gave bonuses only to the spinals and nukes, which as near as I can tell gave the same results as High Guard's table with the penalties to weapons of factor 9 or less.
No, you are correct. In MT only spinals and nukes get DM +6, not bays even if they are factor-A.
So, it's not being a bay or a Spinal what gives this DM, but being factor 9-. If you have a bay with factor A+ (e.g. TL16 100 dton meson bay), or even if you have a turrets battery with a factor A+ (only posible with 30 TL16 blasers), you don't have the DM.If the weapon inflicting the hit has a UCP factor of 9 or less, apply a DM of -6
This sentence has an erratum:I'm afraid you're wrong here. The damage tables DMs (RM, page 94) says:
If the weapon inflicting the hit has a UCP factor of 9 or less, apply a DM of -6
This seems to be corrected in late printings, like my printed copy of the RM:Page 94, left column, DMs for Ship Damage Tables, second entry (correction): Replace “If the weapon inflicting the hit has a UCP factor of 9 or less...” with “If the weapon inflicting the hit has a UCP factor of A or more, apply a DM of +6.”
Depends on which version you have electronically...