Note the vector movement system and the range band movement are 95% identical...
More like 90%, while the hex and range band hit that 95% or slightly more.
Note the vector movement system and the range band movement are 95% identical...
The 2.21 errata document covers through Post 725. Anything after that hasn't been addressed. I am sifting through it this weekend. We can certainly relook the ones you mentioned but please remember, I am on a short suspense.
Please post your issues in the errata thread - it is easier for me to dig through 1 thread rather than many.
Jec10 & McPerth: A separate starship combat game was on DGP's MT "to-do" list, but it never came about. Joe mentioned it in passing in one of the Traveller Digest issues.
Let's see DV and Pen for dome of those weapons (aqccording PM page 80):
Weapon Damage Penetration Beam Lasers TL 13+ 600 75(5 Pulse Lasers TL 13+ 800 80/5 Fusion TL 12 900 99/5 PA 2000 250*rating
Even with the x10 hits given in the errata, those are quite deadly values if they hit any other component than the hull.
This still allows the weakest ship weapon (Beam Laser-8, Pen 73/7, Damage 50, Range 1250 km) to outrank the most powerful vehicle weapon (RPZ-16, Pen 79/5, Damage 30, Range 30 km).
See, this is where that reasoning breaks down in light of Book 4 commentary on the evolution of armored vehicles.
Is this the "grav tanks merge with small craft" sort of thing?
Yes.
Weirdly though parts of the idea are already wired into MT, look at the Armor limits by Tech Level...
Wil and I disagree on this, BTW. I think he's in the same camp as TNE, where the assumption is that shipboard weapons MUST be an order of magnitude greater than any ground-based weaponry. This is where a ship's laser uses a metre-wide mirror rather than a 10-cm one.
This is certainly a reasonable argument from "reality". I make no claim to that; my argument comes about purely from "playability". If it hits, a 500d6 TL 8 beam laser would totally fry an adventurer-sized ship; but that's not necessarily the outcome even under High Guard rules.
(I guess you mean RFZ-16, not RPZ, as it does not exist)This is why I decided to not only apply the x10 rule, but also divide the ship weapons damage by 10.
This still allows the weakest ship weapon (Beam Laser-8, Pen 73/7, Damage 50, Range 1250 km) to outrank the most powerful vehicle weapon (RPZ-16, Pen 79/5, Damage 30, Range 30 km).
Remembering of course, that the Damage is in d6 rolled: 50 = 50d6 damage.
... If it hits, a 500d6 TL 8 beam laser would totally fry an adventurer-sized ship; but that's not necessarily the outcome even under High Guard rules.
And that's even if it's damage was reduced to 250d6 (due to Pen 73 vs Target Armour 40). ...
Oddly enough the lack of damage to German ships at the Battle of Jutland was attributed to RN shells exploding on contact with armour rather than penetrating then exploding (the RN changed the explosives in its shells post Jutland).WW-II, Battle off Samar, one of the few encounters in which battleships had an opportunity to use their main batteries. American destroyers survived multiple hits from Japanese battleships and heavy cruisers before succumbing to heavy fire, primarily because the powerful armor-piercing rounds used at the outset passed straight through the unarmored destroyers and out the other side without exploding, doing some damage but not nearly as much as the warheads were capable of.
T4 has a rule for damage capping...Perhaps we need something like that, a maximum damage level beyond which the laser is considered to have burned straight through and out the other side, thereby inflicting only a fraction of its full power. A penetration of 48 takes a weapon through both sides of a ship with an armor value of 40. Don't know what energy would be spent inside, depends on what it's hitting, but it's still more or less burning a hole from one side to the other and out. One can make an argument for capping damage for lasers, at least.
To be fair, that was a fun territory.
You have to appreciate the problem space. A ship board laser is designed to effective over 10's of thousands of kilometers. A ground based one, less than 100.
And you find yourself moving into TNE FF&S territory...
There's nothing stopping you from mounting an auto cannon, or rapid fire plasma gun in a pintle mount on the bow of your Free Trader
hey since it's right next door, may as well unload with the auto cannon AND the laser.
(I guess you mean RFZ-16, not RPZ, as it does not exist)
The RFZ-16 uses 123.4 Mw. IIRC, the combat round is 15 seconds, so it means 1851 Mj. As it has a ROF of 40, each shoot delivers about 46.25 Mw power, equivalent to pen 79/5 and 30 dmg...
[..]
The Plaser-8 uses 250 MW and has no ROF listed (so we'll asume 1 shoot per round). So, as it delivers about 3750 Mj it is about 80 times more power than the RFZ-16.
Of course, this may also be affected by the dispersión (shown in danger space), that would reduce the energy delivered by the Plaser, so the 60 hits it would deliver with your rules may well be correct...
BTW, you say the Blaser has a range of 1250 km. Where do you take this number from? in the table in page 80 of the PM it is listed as Far Orbit range (so about 0.5 Mkm).
Perhaps we need something like that, a maximum damage level beyond which the laser is considered to have burned straight through and out the other side, thereby inflicting only a fraction of its full power.
I don't recall lasers having an explosive effect, as compared to meson or fusion guns.