MegaTraveller Questions

A thread of 2 messages, 26 February 1989 to 9 March 1989, in the order they were sent.

#199 MegaTraveller Questions

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

- -----
Rob Miracle              | Bitnet   : [email removed]    CIS: [email removed]
Programmer/Analyst-II    | INTERNET : [email removed]
University of Louisville | UUCP     : ...[email removed]

#209 Re: MegaTraveller Questions

[This message is a reply to Rob Miracle's question, but is of interest to the
entire list, so it's being cc'ed]

Rob,

Although you are not an officially registered Traveller Mailing List
member yet, I got this message sent to me (by mistake) which was
apparently intended to answer your questions.

James

- ----------------------------------------------------------------------
James T. Perkins		Traveller Mailing List Administrator
Tektronix Logic Analyzers	"Load Auto/Evade, Beowulf!"
- ----------------------------------------------------------------------
INTERNET: [email removed]
CSNET:	  @RELAY.CS.NET:[email removed]
UUCP:	  {uunet,decvax,gatech,hplabs}!tektronix!dadla!traveller-request

- ------- Forwarded Message

Received: by dadla.LA.TEK.COM (5.51/6.24)
	id AA16363; Thu, 9 Mar 89 00:15:07 PST
Received: by tektronix.TEK.COM (5.51/7.0)
	id AA06306; Wed, 8 Mar 89 23:53:12 PST
Received: from relay.cs.net by RELAY.CS.NET id ad05012; 8 Mar 89 19:28 EST
Received: from nike.cair.du.edu by RELAY.CS.NET id aa19987; 8 Mar 89 19:22 EST
Received: from udenva.cair.du.edu by nike.cair.du.edu (5.59/1.0)
	id AA20464; Wed, 8 Mar 89 16:18:07 PST
Received: by udenva.cair.du.edu (5.59/1.0)
	id AA04946; Wed, 8 Mar 89 17:17:53 MST
Date: Wed, 8 Mar 89 17:17:53 MST
From: SULAIMAN [email removed]
Message-Id: [email removed]
To: [email removed]
Subject: Re:  MegaTraveller Questions


First of all I'd like to say that your scenario is set up wrong.
A Type-S according to MT rules and its powerplant does not have enough
power for 3 beam lasers much less 3 beam lasers + agility 2.
The same problem with the patrol cruiser. It is listed with 2 beam
+2-missiles and it does not have the werewithal to handle 4 - triple beams.

However assuming you have similar type/tonnage ships and they have the power
to mount the weapons + retain the agility here is what will happen:

	Ship 1 (100t)			Ship 2 (400t)
Comp    1bisx3				3x3
DefDM	+4				+4
Armor	40G				40G
Lasers	x04				x04
Batt	  1				  4
Bear	  1				  4
I have combined the weapons into batteries of 3lasers. Otherwise Ship 1 can also
have 3 batteries rated at Factor 2. Same for ship-2.

Range 10,000 km (near) 	.  Appl. Skills Turret Wpns-1 each

Sensor Tasks:	Completed
Fire Combat:

To hit from Ship 1 to Ship 2

Difficult,Off=comp model size, Wpn table DM, range DM; Def=def DM

Lets do the easy part:
DefDM= +4

Off
Comp= 1
Range= 0 (No modifiers for near range for lasers)
WpnDM=5 (Found by correlating weapon factor 4  with the to Hit line)
	(DM is 4 if weapon factor is 2)

Making the Die roll DMs 1+5+0-4=2. For a Difficult task, base die roll is
11 minus DM of 2. Ship 1 needs 9+ to hit 8+ with gunner skill.
(10+ or 9+ with skill if factor 2 weapons but u get 3 chances!)

You may have an old copy of Ref manual that had a misprint on beam table.
New edition or errata sheets correct that.

Attacking Beam Factor
	1  2  3  4  5  6  7  8  9  A  B  C
- - -------------------------------------------
To Hit:	3  4  4  5  5  6  6  7  7  8  8  9

Ship 2 to hit ship 1
same task
Def DM=+4

Off:
Comp=3
Range=0
WpnDM=5 (Same Factor as Ship1 but fired 4 times)

Overall DM is 3+5+0-4=4. Task is Difficult so 11-4=7. Needs 7+ or 6+ with
skill(Junk one Type S).

DAMAGE:
First of all there is a misprint. It should be: (P-93)
 	To penetrate a defense in starship combat:
	Difficult:Off=comp. model size,Defense table DM; Def=comp.model size.
Since in this case there is no defenses we ignore this to go to damage.

Again a misprint(P-94). DMS FOR SHIP DAMAGE TABLES

	* If the weapon inflicting the hit has a UCP factor of....

is  changed to:

	* If the weapon inflicting the hit is a spinal mount apply a DM of +6.

In other words normal weapons(less than A) use the damage table unmodified
except by armor. Unless of course they are nuclear missiles or pulse lasers.
Ship-2 will as stated do in addition 3 crits due to the diff. between
ship2's weapons and ship-1's size.

Any way now both ships damage on the 2-12 part of the chart. Which if you
don't have the errata runs now for -2 or less to 18, instead of 2-22.
The MT errata is upto 17 pages and still growing. I for one am getting sick of
it. GDW SHOULD have proof-read their game better. Maybe someone will
get the courage to post it all!!!

	Have fun. Get the errata and good luck.

		Ameer Z. Sulaiman.

P.S. A tentative suggestion may be to post errata for MT 1 page at a time
from different people unless there is s-one out there who has a friend
who types 500wpm+ or an optical reader!!



- ------- End of Forwarded Message