Sure. It just seems to me that even for a small commercial / para-military scale RPG setting, the addition of some rules for armour would seem like and easy/obvious addition (even if just for the Patrol Cruiser and Mercenary Cruiser).
The problem being that each bk 2 hit was one letter off, and most weapons did 1 hit. Only missiles did significantly more.
So... how to implement a suitable armor system for Bk 2?
I've given it a bunch of thought over the years.
My best solution:
Armor is a 2 Td per letter install, rating from the table, to maximum 5; when hit, roll 1d per hit of damage; if 1d ≤ armor rating, armor absorbs the hit, no effect. Any damage through to Hull hits armor first. Pulse Lasers +1 on the pen.
It works, minimum additional cruft, but, man, does it ever slow down fights.
@Badenov:
there have been basically 3 "scales" of universes discussed at length on COTI...
- Small Ship Universes 100⋯5000 Td, or MGT 1e's 100⋯2000 Td. Warships begin a 400Td, and typically peak at 2000 Td, simply due to drive issues
- Medium Ship Universes: 100⋯20,000 Td. Warships generally run 800⋯20,000.
- Some go an extra 5-10 k... with battleships in the 25-30 kT... to get in the Trek Dreadnought size.
- Large Ship Universes 100⋯500,000 Td. Warships generally 10,000-300,000, some BB's to 500,000
Note that Classic Trek as portrayed in the Star Fleet Tech Manual is to about 25,000 Td... So the Mid Ship universe is on a familiar scale for many grogs (and, since ST
isco and ST:SNW are using smaller ships, too, some new trek fans.)
Now the OTU is a large ship, Bk5 universe; most of the TNE and T4 ships were converted from Bk5 into the FF&S system, and tweaked a touch.
In a Bk2 SSU, you wind up with cruisers and battleships being carriers and/or troop ships. due to quirks of the 1 per 100 Td turret limit, and the lack of bays and spinals.
We've only got a few canonical warship sizes for the SSU... well, by comparison to
Tons | Code | CT Data Ref | CT Plans | Ship | comments |
10 | F | Bk 2
Mayday | — | Fighter | CT core fighter.
6G, Mod/1 |
??? | ??? | Mayday | — | fighter | 4G, no computer |
100 | S | Bk 2 | S07 | Scoutship | Missing system: mission bay |
100 | ??? | Mayday | — | Scoutship | Launch, not A/R |
100 | ??? | Mayday | — | Escort | No carried craft |
100 | ??? | Mayday | — | Courier | Launch |
400 | T | Bk2
Mayday | S07 | Patrol Cruiser
Patrol Cutter | Great as a small Bk2 warship. Lousy as a bk 5 one. |
400 | CE | S07 | S07 | Close Escort, Gazelle | a 400 Td design with 100 of that the drop tanks... also incorporates draft material for Bk5. |
400 | P | S04 | — | Corsair | Bk 2 & undocumented stealth features. |
800 | C | Bk2
A07
Mayday | A07 | Cruiser (Mayday)
Mercenary Cruiser (CT Core) | 2 cutters as well as its own weapons, but it can theoretically replace one of those with 5 fighters... |
1250 | BC | A01 | A01 | Battlecruiser | Mixed HG preview and Bk2 design. |
A lot more than I expected. This would likely put BB's at 2,000 Td. Types BC, CE, and the A07 text include some high-guard features.
Types P & S have documented but not mechanically described features
the 100 Td Mayday ships appear to be different mostly in programs used.