MegaTraveller Questions

By Rob Miracle ·

TML message #199From bundle 19Read the whole thread (2 messages)All messages with this subject

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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]