Megatraveller starships

By Adrian Hurt ·

TML message #305From bundle 30Read the whole thread (3 messages)All messages with this subject

Replies:
A few questions on starships in MegaTraveller.

1. The new explanation of jump drives (i.e. a large power plant driving a net
integral to the ship's hull) is official - it's in the Referee's manual.
Given this, why can't you damage a ship's jump capability with mere surface
damage? The starship combat damage tables are lifted straight from High Guard,
and you can only harm the target's jump drive with an internal explosion or
critical hit.

2. Can you use the jump drive's power plant as a source of a lot of power for
a short time? E.g. build a ship with a small meson gun. Its power plant can't
supply this weapon, but using the jump power plant gives you sufficient power
for a limited number of shots.

3. In High Guard, weapons with a USP factor of less than 10 get a +6 DM on the
damage tables which makes them do less damage. The same rule applies in MT,
although here the tables are backwards, and weapons of USP factor >=10 get
a +6 DM to make them do more damage. But in High Guard, USP factor 10+ only
occurs on spinal mount weapons. In MT, TL16+ turret and bay weapons may have
USP factors >=10. The upshot is that in High Guard, only spinal mount weapons
get the DM; in MT, high-tech bay and turret weapons may do so too. Am I missing
something, or is this a contradiction?

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  [email removed]
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   [email removed]