MegaTraveller Questions
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- #209 Re: MegaTraveller Questions by James T. Perkins
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]