I have a MegaTraveller question for those of you who have played MT before.
I have been a Traveller player/ref for about eight years. I have to admit
that I never learned the High Guard combat rules. But then again, the regular
Traveller Ship combat rules suited our needs fine. I am trying to figure out
the Ship Combat of MT since I am getting ready to start reffing the first
serious Traveller, since MT came out. I plan to simplify things some, but
I need a basic understanding of how the thing works.
Would someone please mail me a dialog or example of a ship to ship combat
involving the two following ships:
Type S Scout Courier Type T Patrol Cruiser
Computer 1bisX3 Computer 3x3
DefDM +4 DefDM +4
Armor 40G Armor 40G
1 Turret, 3 beam Lasers, TL-13 4 Turrets, 3 beams Lasers each TL-13
Range 10,000km (Near)
Each has a Gunner(Turret Wpns)-1 in each Turret.
Naturally, the Scout should be beaten easily. Please only include the
To Hit, To Penetrate, and To Damage rolls. I understand the target aqusitions
etc.
Now what I have so far, for the scout is +1(Computer), -4(Type T's DefDM),
+1(Gunner) and the roll+dms needs to be an 11 or better on 2d6. Thus, at this
point the scout ship needs a 13 to hit, but there is a Weapon Table DM that I
do not understand where it comes from. Each turret has a UCP factor of 4. Is
this the +dm for the weapon? On the Beams table (Page 99) This would imply
that a UCP 1 beam needs a 10 (makes sense), a UCP 2, a 9 etc until a UCP of A
needs an 11 (of course I could be reading this chart wrong.) Why does a Meson
gun, on the same chart, need a 4 to hit for a factor 1 gun and a 9 to hit for
a factor H gun when a factor H is considerably more powerful. Then
penetration is less understandable.
Damage is also kinda confusing. Lets say that the Patrol Cruiser fires one
battery at the Scout/Courier, then by the rules, the Patrol Cruiser will
automatically do 3 critical hits in addition to any other damage caused. That i
s
kinda excessive. To complicate things, Since the UCP of the laser turret is 4,
it gets a -6 on regular damage rolls, so the best that can be hoped for on a
2d6-6 roll is a 6. On the damage chart, that gives us the options of: No
Damage, Weapon -1, Weapon -1, Fuel -1, Weapon -1. So it is possible to do
no damage (2d6 roll = 3 - 6 = No Damage) and have three critical hits, in
which the ship is destroyed. Makes good sense huh?
Now I know that I have to be missing somethings somewhere. In all the rest of
the game nothing makes as much sense as this! I like Traveller but this is too
bizarre.
Also, if things haven't changed
since High Guard, small ships don't do much da
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Rob Miracle | Bitnet : [email removed] CIS: [email removed]
Programmer/Analyst-II | INTERNET : [email removed]
University of Louisville | UUCP : ...[email removed]