Questions, Answers

By Simon Anderson ·

TML message #2282From bundle 184

A thought on the batteries question :

The rules want you to have vast controls  for  the  expensive  batteries,
when all you really need to control them is a dial marked "power".

Why  not  take  the  extra  weight,  volume and price requirements beyond
those for the most basic controls (whatever you think  they  are  ),  and
make  them  the  requirements  to  recharge  the batteries. If you have a
vehicle powered by low-tech, expensive batteries, then  they  might  well
be  simple  to  use,  but  recharging  them  would  take a very carefully
regulated power supply, with little room for error,  etc.  That  way  you
can  have  ONE  recharging  unit, with it's own power plant, for all your
vehicles.

On the related point of weapons fire  being  unable  to  damage  hi -tech
armours,  I  did  a  (quick) check on the numbers, and it worked out as 1
point of damage taken per round fired at the armour. I used  the  figures
for  exceptional  success,  assumed  skills giving +2 to hit, so a 7 + on
2d6 was needed for 1pt damage to totally  enclosed  armour,  and  ignored
the  fact  that  it  didn't  matter if you were firing .22 calibre pistol
shots or 6cm calibre high-velocity cpr gun HEAP rounds!

On that basis, all the lo-tech, outclassed police forces need  is  a  few
squads  armed  with  twin  machine  guns to throw 20 rounds each into any
troublemakers - their armour is unharmed, but they've  been  knocked  out
by  the  noise.  If  you  want  to be mean, then twin pulse lasers,  mass
- - -drivers, or an autocannon (rate of fire at tech  5  is  listed  at  1500
rounds  for  a  4cm bore, I *think* that's rounds per minute! ). Policing
your spaceport is now no problem, just put in a few  walls  between  your
buildings   and  the  ships,  place  some  High  velocity  Autocannon  at
strategic points, and tell people they can't  come  into  YOUR  spaceport
until  they  remove  THEIR TL-15 battledress. A cr 17,500 autocannon is a
fair swap for cr 60,000 TL-14 combat armour.

Unfortunately, the rules seem unclear on a few points :

CPR Laser guidance is available for all cpr guns, so all  rounds  can  be
specified  as  hitting  a  single  target.  Very useful against people in
battledress, but does that mean you can only blast their general area  or
hit  one  person?  What about targeting 2 people? And can you do the same
thing with Mass Driver guns and laser weaponry?

It  might  help  if  the  rules allowed for armour to be at least damaged
upon receiving a hit from a 10cm bore high-explosive shell  from  a  high
velocity  cpr  gun,  at  point  -blank  range.  As it stands, a character
wearing tech 14 battledress might take up to  4  points  of  damage  from
this,  on  a  perfect  hit.  This seems a little unreasonable, as I would
have thought they would need to someone to scrape them off the inside  of
their  (undamaged!)  armour  at  that  point.  Maybe treating all totally
enclosed armour in the same way as vehicles would  solve  the  problem  -
the  old  Traveller book 4, Mercenary, mentioned using HE rounds to knock
out tanks by killing the crew from concussion - It's going to  complicate
the  rules,  but there isn't much difference between a set of battledress
and a tank as it is.

		Simon Anderson, [email removed]