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What works? How are ships and vehicles armed?

The correct listing and identification of a ship is important to insure that combat
proceeds smoothly and quickly. To this end, a ship listing should be kept in an easy
to read format, and care should be taken that all appropriate information is available.

The listing attempts to provide all information which may possibly be of use
to the players and referee

Just want to highlight that there's no requirement to use the USP at all. Rather, a ship listing that is in a "easy to read format" and "all appropriate information is available".

Unless someone can cite chapter and verse where its against the rules to mount more than one of the same system type. I haven't seen anything like that, but I haven't looked specifically for it.
 
Just want to highlight that there's no requirement to use the USP at all. Rather, a ship listing that is in a "easy to read format" and "all appropriate information is available".

Unless someone can cite chapter and verse where its against the rules to mount more than one of the same system type. I haven't seen anything like that, but I haven't looked specifically for it.
I distinctly recall a line about that but not near books at present.
 
These are them, me thinks:

A battery may be as few as one turret, or as many as ten, but all
batteries of the same type of weapon must have the same weapon code (USP
factor). Each bay weapon is automatically a battery. The spinal mount of a ship (if
it has one) is a single battery.
If a particle accelerator is selected as the major weapon,
then particle accelerators may not be selected for installation in bays, barbettes, or
turrets. If a meson gun is selected as the major weapon, then meson guns may not
be installed as secondary weapons in bays.
Each bay weapon is a battery. Weapons installed in bays may not be allocated for turrets.

So, that's where that's more formalized.

However, that said, the USP format is optional. They just happened to make the rules so that the USP is useful.
 
So, that's where that's more formalized.

However, that said, the USP format is optional. They just happened to make the rules so that the USP is useful.
Quite, but those rules are presumably there to facilitate the USP. We could easily allow turrets and bays of the same type, with a less compact ship description block.


My pet peeve with the USP-block is that it does not include the number of staterooms (&stewards), so I don't know how many people can be carried as paying passengers, or maximum in an emergency.
 
Just want to highlight that there's no requirement to use the USP at all. Rather, a ship listing that is in a "easy to read format" and "all appropriate information is available".

Unless someone can cite chapter and verse where its against the rules to mount more than one of the same system type. I haven't seen anything like that, but I haven't looked specifically for it.
LBB5-80 p 30.

"If a particle accelerator is selected as the major weapon,
then particle accelerators may not be selected for installation in bays, barbettes, or
turrets. If a meson gun is selected as the major weapon, then meson guns may not
be installed as secondary weapons in bays."

Admittedly it's a completely arbitrary restriction based on the limitations of the USP rather than any sort of technical architecture.
 
Well, yeah. It's difficult to read as it is, how much worse is a few extra characters. I need a decoder to read them as they are. Adding digits just means a new decoder for me.
MT has a bunch of things on it's "USP" sheet that aren't single letter codes, such as sensor task difficulties, atmospheric operation speeds, the list of comms, and non-ship weapons profiles. The weapon USP codes are used, but that's because it assumes you'll be using the High Guard variant. (If you don't want to, the PM includes the character/vehicle scale stats for the ship weapons. When I run MT space combat, this is my preferred mode.)

Coding all that into single travellerecimal with up to 2 aligned numbers underneath would make it much harder to run.
The MT USP as it is is a good compromise.
 
Just want to highlight that there's no requirement to use the USP at all. Rather, a ship listing that is in a "easy to read format" and "all appropriate information is available".

Unless someone can cite chapter and verse where its against the rules to mount more than one of the same system type. I haven't seen anything like that, but I haven't looked specifically for it.
The CT High Guard USP has only one entry for Mesons, one entry for missiles, one entry for lasers, one entry for plasma. And, the rules in the design sequence explicitly prohibit it.
HG 80 said:
If a particle accelerator is selected as the major weapon, then particle accelerators may not be selected for installation in bays, barbettes, or turrets. If a meson gun is selected as the major weapon, then meson guns may not be installed as secondary weapons in bays.
HG 80 said:
Weapons installed in bays may not be allocated for turrets.
 
MT has a bunch of things on it's "USP" sheet that aren't single letter codes, such as sensor task difficulties, atmospheric operation speeds, the list of comms, and non-ship weapons profiles. The weapon USP codes are used, but that's because it assumes you'll be using the High Guard variant. (If you don't want to, the PM includes the character/vehicle scale stats for the ship weapons. When I run MT space combat, this is my preferred mode.)

Coding all that into single travellerecimal with up to 2 aligned numbers underneath would make it much harder to run.
The MT USP as it is is a good compromise.
It sounds like the MT USP is already pretty complicated, though I don't know enough about it to say whether it can accomdate multiple weapons of the same 'type' (such as turrets and bays of the same sort of weapon), which was what the expanding HG80 USP was originally meant to accomplish.
 
It sounds like the MT USP is already pretty complicated, though I don't know enough about it to say whether it can accomdate multiple weapons of the same 'type' (such as turrets and bays of the same sort of weapon), which was what the expanding HG80 USP was originally meant to accomplish.
Batteries work as in LBB5'80.

The UCP is slightly longer:
Skärmavbild 2025-03-12 kl. 09.58.png
 
For sensors you could add yet another block to the HG 80 USP
00000
active signature, passive signature, active sensor rating, passive sensor rating, EW/jammer,

active sig - to hit size mod + config
passive sig - to hit size mod + power plant number

AA-0000000-00000-000000-00-0000-0000-0
Type-hullstats-sensor-defences-spinal-bay-turret-squadrons
 
For sensors you could add yet another block to the HG 80 USP
00000
active signature, passive signature, active sensor rating, passive sensor rating, EW/jammer,

active sig - to hit size mod + config
passive sig - to hit size mod + power plant number

AA-0000000-00000-000000-00-0000-0000-0
Type-hullstats-sensor-defences-spinal-bay-turret-squadrons
Most non-CT-über-alles folk don't seem to like the HG USP string.

the much wordier presentations of Bk2, MT, or TNE. they're readily human readable and (when done with care) higher fidelity.

the one thing where MGT dusts them is that all ships in MGT 1PP materials appear to have design docs.
 
One thing that would improve the USP string is to put things in alphabetical order and move config and tonnage since they can't be reduced, splittong up some of the other stuff makes sense too

missioncode..configuration..tonnagecode --- computer..crew --- jump..maneuver..powerplant --- armour..blackglobe..mesonscreen..nucleardamper
--- repulsor..sandcaster --- meson..PAW --- energy..meson..missile..PAW --- energy..laser..missile..PAW --- squadrons?
 
So, I think I have found a likely plan for arming capital warships, with how the rock-paper-scissors described much earlier in this thread would go. My conclusions:

The lowest cost to best effect is a 10,000-ton SDB with a Meson N and Agility 6, though attacking this ship is problematic as the Meson hits on a 4, +6 for Agility, +0 for size, possibly +1 for Pilot 3, so 10 or 11 on 2d6. So, between 1 in 6 and 1 in 12. I forsee two sides with these facing off fruitlessly trying to get a lucky hit, meanwhile the missiles coming back and forth are almost completely nullified by Nuke Dampers, so very little done there. But when the Meson does hit, if it makes the 7+ roll against the max meson screen, so the 1 in 12 becomes 1 in 24, it's catastrophic - 14 rolls on the damage table with no armor, which is an almost guaranteed takeout by fuel tank destruction, plus a few other hits that would take it out of the fight on their own, and, gratuitously, 3 size-based crits, which are pretty much all dreadful, and a better than 50% chance of taking you out of the fight if the other hits by some huge miracle failed to do so.

Unfortunately anything under 20,000 tons and 14-15 armor takes 1 sized-based crit from Particle T, which are small enough to fit in a 20,000-ton ship. Because the Particle T has an attack roll base of 0, so hits on 0+6 for Agility, +1 for Pilot 3, so 6 or 7 on 2d6, that's a much more likely source of a takedown for our Minimum Meson idea.
You won't get the catastrophic mundane damage from the Particle T against a fully armored target, but you'll get 19 damage rolls, and almost half will degrade a weapon system, with no reduction for Nuke Dampers or Meson Screens. That'll degrade the enemy's weapons in a hurry, particularly if you can focus fire from several ships. If you can degrade all of an enemy's spinals, your own fleet can come out of the reserve and (if it can make the super hard to hit rolls) lay waste to the enemy.

The only thing that can stand on the line of battle against a Particle T (and nuclear missiles) and ignore them is a Buffered Planetoid with 14 or better armor. You can't get one with a Meson N and Agility 6 much smaller than 40,000 tons, but with Agility 6, it's still hard to hit for the only thing that can affect it: Another Meson Spinal; the nuclear missiles and spinal particles can't defeat the maxed armor, but you need a base 4, +6 for agility, -1 for size, and optionally +1 for pilot, so a 9 or 10 to hit it with that meson. The 9+ is about 1 in 4, but even cutting it in half for the meson, a 1 in 8 hit isn't an impossible dream. But if enemy Particle Spinals can defeat your own Particle Spinals, they can bring out those tiny non-Planetoid Meson N ships than can easily outnumber the hulking Buffered Planetoids that can be made in any configuration you like, and because they outnumber them 4:1, they're far more likely to hit the long odds of a meson hit than the Buffered Planetoid. They're also harder to hit.

This forms a sort of circular loop of rock-paper-scissors. I was initially tempted to throw in 20,000-ton Meson N ships, large enough to not take size-based crits from a Particle T, so they can stand in a line of battle with the Particle Spinals, but they'd be the target of every particle spinal, and they'd pretty quickly be degraded into uselessness. It's only 11 steps to reduce a Meson from N to B (which needs a 13 to pen a Meson Screen 9), and less when you consider needing a 10+ to pen is 6 steps. If a ship has all 5 types of weapons, a 19-hit shot from a Particle T will likely degrade all weapons by 1 or 2, so 3 hits and Mr. Meson is pretty toothless. By comparison, the Particle T needs to be degraded all the way to 9, 18 steps, to have the same to-hit number as the Meson, though 13 hits is probably enough to blunt the advantage of the lower to-hit number. So tossing a 20,000-ton Meson ship on the line just makes it a target. The smaller ones in the reserve with the carrier can come out if/when the enemy has no particle spinals left or they're sufficiently degraded. Even 1 step degraded is enough to eliminate the automatic critical from the Particle Spinals, but that might be too early to break out the mini-Mesons. But you can get twice as many 10,000-ton ships as 20,000-ton ships in your carrier if you go with the smallest Meson ships, because as I mentioned, these are all SDBs.

Costwise, it seems to break even around Jump 3, where an SDB fleet is about as well-armed as a fleet of Jump-capable ships. Below Jump 3, you get more ships for your credits with making each one Jump-Capable. For larger jumps, packing them all in a tender or carrier lets you offset the cost of the carrier with not having to carry fuel and jump drives in each ship. But planning a Jump 1 or Jump 2 fleet seems to restrict flexibility.

I haven't been able to work out if there's an ideal ship balance, because whichever way you lean, it can get countered, though if you know what you're going to face, obviously you'd tailor your fleet to the best of your ability.

I suspect most of you who think about fleets and such often already know this and I'm just rehashing old ground, but I'm just coming to grips with the CT game world, and it helps me to understand the world if I understand how situations will work out. When the Duke commissions a ship, is it tactical acumen or Idiocracy?
 
Yes, you have got it right.

So, I think I have found a likely plan for arming capital warships, with how the rock-paper-scissors described much earlier in this thread would go. My conclusions:

The lowest cost to best effect is a 10,000-ton SDB with a Meson N and Agility 6, though attacking this ship is problematic as the Meson hits on a 4, +6 for Agility, +0 for size, possibly +1 for Pilot 3, so 10 or 11 on 2d6. So, between 1 in 6 and 1 in 12.
Attack is half the equation, defence is the other half.

Cheaper ship equals more ships equals more capability to absorb hits. If your ships costs twice as much the enemy will have twice as many ships, twice as many guns, and twice as much "hit points". The twice as expensive ship must, individually, be four times as good to beat the numbers...


Sandcasters and Repulsors are also "weapons", so can soak weapon hits. You'll need to inflict up to seven weapon hits for each additional spinal factor reduction.

Crits can be mitigated with spare systems. Drives are obviously too expensive, but computers, screens, and crew can easily be replicated, mitigating about a third of crits. Another third are ignored on a BR/SDB (e.g. Jump Drive Disabled), so a single crit is only about 12.5/36 ≈ 35% likely to kill a rider.


The only thing that can stand on the line of battle against a Particle T (and nuclear missiles) and ignore them is a Buffered Planetoid with 14 or better armor. You can't get one with a Meson N and Agility 6 much smaller than 40,000 tons, but with Agility 6, it's still hard to hit for the only thing that can affect it: Another Meson Spinal; ...
Better to make it Ag-5 and <20 000 Dt, same difficulty to hit and much cheaper. And it only needs armour 16 to prevent size crits from PA-Ts.
If the enemy has lower tech ships and max PA-S (Zho, Sollie), 10 000 Dt and armour 14 is enough.


But when the Meson does hit, if it makes the 7+ roll against the max meson screen, so the 1 in 12 becomes 1 in 24, it's catastrophic - 14 rolls on the damage table with no armor, which is an almost guaranteed takeout by fuel tank destruction, plus a few other hits that would take it out of the fight on their own, and, gratuitously, 3 size-based crits, ...
If you are using Statistical Combat Resolution (TCS, p15), a Fuel Tank Shattered, and hence mission kill, is a complete certainty if a Mes-J+ inflicts damage.
 
Yes, you have got it right.
Thanks. I hope so, I've been churning this back and forth for a while, but it's nice to see others agree that I have drawn the correct conclusions.
Attack is half the equation, defence is the other half.

Cheaper ship equals more ships equals more capability to absorb hits. If your ships costs twice as much the enemy will have twice as many ships, twice as many guns, and twice as much "hit points". The twice as expensive ship must, individually, be four times as good to beat the numbers...
So, the 10,000T Meson N ships are the cheaper ships. Meson J is half the size of gun, buy you can't make them more than 25% smaller, and needs a 9 to penetrate nuke dampers, so is pretty toothless right out of the box, and only a couple of hits away from degraded to uselessness. Also, it's subject to one more size-based crit than the 10,000-ton Meson N. In any event, there's not much mileage to be gained by shrinking them. The cost savings is real, but not substantial enough, and the effectiveness lost is high. A Meson J SDB can weigh in at 7500 tons, and can certainly slaughter pirates, but against warships, it's almost useless. Cost-wise, the J is about 9200MCr, the N is 11,000MCr, so they're pretty close as it is.

Nothing smaller can mount a spinal, which I think is the minimum cost of entry into the Capital Warship Club. You can trim off tons by only mandating Thrust 5 or not maxing out the nuclear dampers or meson screens, but That's not enough to buy you another meson on the front line, and it all makes you much more vulnerable than what the cost savings buys you.
Sandcasters and Repulsors are also "weapons", so can soak weapon hits. You'll need to inflict up to seven weapon hits for each additional spinal factor reduction.
As far as I can tell, Defensive weapons fire is resolved before screens are resolved (Game turn sequence, p 46 bottom). That means your repulsors get checked before your dampers, and so 1 in 6 missiles get through your dampers, but that's calculated after the repulsors have done their thing. So rather than using repulsors to clean up what the screens miss, the repulsors reduce your screen's workload. So, your Dampers pass 1 in 6 of a smaller number. (The TL14 ships, which can only mount a rating 6 Damper, are much more vulnerable and need more repulsors, though it can't make up the difference.)

But small battleship-wise, ~20,000T, you're at most getting 20 missile bays, -2 for a 2000-ton spinal, -the number of repulsor bays you have, and so at TL15, a 10+ on the Damper is letting in 1 in 6. If you've got repulsors, you can shave off one per repulsor from the total coming in, but you still take 1 in 6 hits from what remains. So, 20 attacks at 8+ (Base: 2, Agi 6: +6, size: -1, Pilot 3+: +1) is 8 hits, 4 repulsor bays makes that 4 hits, and 1 in 6 of 4 hits is maybe one weapon elimination or spinal degrade per volley. That's a pretty insignificant loss unless you're facing one of the 300,000-ton behemoths. A 430-bay salvo from a Tigress will ... have only 215 weapons that can bear on a target based on its size, and of those, ~90 hit an Agility 6 target, of those, ~86 pass the repulsors, not a huge effect there, ~14-15 pass the nuke damper and do damage, which since it rolls 2d6+armor means that only a 6 or less on the damage location roll can hit a system, so a net result of about 6 hits, or 8 hits if you only do Armor 14. Those 6-8 hits will degrade your spinal by 1 or 2 depending on how many weapon systems you have because everyone gets hit once before you can take a second hit. For a cost of 300,000 tons, that's not what I would call getting a good return on investment, and says maybe I don't need a planetoid to be immune to missiles and particles, maybe I just need a 20,000-ton Meson spinal, which is large enough to avoid size crits from a T Particle. BTW, that's very close to the effect of a Particle T hit, so a Particle T hits about as hard as a Tigress Missile Volley.

Crits can be mitigated with spare systems. Drives are obviously too expensive, but computers, screens, and crew can easily be replicated, mitigating about a third of crits. Another third are ignored on a BR/SDB (e.g. Jump Drive Disabled), so a single crit is only about 12.5/36 ≈ 35% likely to kill a rider.
Yes, but additional systems require additional tonnage. Anyhow, the crits aren't what kills you, they just add insult to injury, so mitigating them doesn't solve the main problem, which is 1 or 2 Fuel Tank Shattered hits. About the most useful thing you could have would be a reserve fuel tank, though by the RAW, Fuel Tanks Shattered takes all fuel on a ship no matter where you hide it. 'And the ship may not be refuelled' prevents you from holding fuel as cargo, though I suppose if you could do that, then repair the Shattered result with a 9+ roll per Damage Control and Repair (on page 44), but that's far from a sure thing and takes time, and you're pretty useless and vulnerable in the meantime, and the rest of the non-critical hits you're likely to take are: 1-2 actual crits; 2x Comp -2, which will make you -4 to hit/+4 to be hit if you can bring back power, this makes you useless in the fight; 2-3x Screens -3 hits, which also don't matter until you restore power though when you do you're wildly vulnerable, 2x Jump -2 hits, so your Jump rating is -4 until repair, a free space for SDBs, 1-2x Power Plant -2 hits, which again don't matter until you can restore fuel, but at least my ships are sufficiently overbuilt that even a reduced PP rating will allow you Agility 6 on Emergency Agility (though it doesn't much matter until you can repair the Comp); and past that, there's a crew hit (which isn't tragic if you have a frozen watch); plus a chance at -1 more to Computer as if -4 wasn't bad enough; and a chance at -2 more to screens.
Better to make it Ag-5 and <20 000 Dt, same difficulty to hit and much cheaper. And it only needs armour 16 to prevent size crits from PA-Ts.
If the enemy has lower tech ships and max PA-S (Zho, Sollie), 10 000 Dt and armour 14 is enough.
This is where the defensive half of the equation lies. You need Armor 20 to completely ignore hits from nuclear missiles and spinal particle beams, which is the goal of that class of ship. I'm not really worried about the autocrits on the buffered planetoid, they're 40,000 tons, hull N, that's no crits from the N Mesons, and only 10 armor needed to not take crits from T Particles. But as we saw above about the Tigress, maybe we don't need a 40,000-ton Buffered Planetoid, a 20,000-ton Particle T can blunt the enemy's weapons, and then you bring out the 10,000-ton mesons once the particles have degraded the enemy Particle T's past the point where they crit the tiny mesons.

If you are using Statistical Combat Resolution (TCS, p15), a Fuel Tank Shattered, and hence mission kill, is a complete certainty if a Mes-J+ inflicts damage.
Yes, but the Meson J is only about half as likely to get that hit through a Meson Screen, needing a 9+ (28%) as opposed on a Meson N that needs 7+ (58%). You'd need twice as many Meson J ships as Meson N ships, which isn't possible as described previously.

So, TL15 is ~300 years old. You would think they had time to build fleets of ships in the current TL and had wars to see what works and what doesn't? There have been 3 Frontier Wars (Third, Fourth, Fifth) fought at TL15, so you'd think people would have designs that take lessons learned at TL15 into account. Though as can be seen, these arguements go around in circles about what works on what.
 
Until the rebellion kicks off the Imperium has not fought a TL15 peer opponent. The closest they came was TL14 vs TL14 Solomani Rim War and TL14 vs TL14 Frontier Wars, and TL14 vs TL14 brings a completely new dynamic - larger power plants.
 
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