Friday, September 12, 2014

LSP Far Venture class 400 dTon Trade Cruiser, armed varient.

Subsidized Merchant (Armed) modified Type R (Type RLA).


Major differences



  1. 4 popup turrets

  2. Jump 2

  3. Removal of 7 stateroom

  4. Removal of low berths.

  5. Modular cargo / passenger design


Subsidized Merchant, Type RLA (‘Fat Long Trader (Armed)’)

























































































































































ItemTonsPrice (Cr.)
Hull400 tons
Streamlined
Hull 8
Structure 8
Total Hull Cost17,600,000
Armour None
Jump Drive D (Jump 2)2540,000,000
Maneuvering Drive C (Thrust 1)512,000,000
Power Plant D1332,000,000
Compact Bridge152,000,000
Computer Model 1bis Rating 5 (10 for Jump)45,000
Electronics Civilian Sensors (–2 DM)150,000
Weapons Fire Control4
Pop Up Turret 1 Triple Sandcaster12,750,000
Pop Up Turret 2 Dual Sandcaster, Missile Rack13,250,000
Pop Up Turret 3 Triple Pulse Lasers13,500,000
Pop Up Turret 4 Triple Pulse Lasers13,500,000
Fuel One Jump–2 and Two weeks of operation88
Magazine10 Tons of munitions, normally 180 Sandcaster barrels and 12 missiles
Cargo191 (19 10 dTon modules)
6 Staterooms for crew. 1 single, 5 double.243,000,000
Extras Fuel Scoop
Fuel Processor150,000
Escape Pods One for every stateroom3650,000
Ship’s Locker
LSP Light Launch Mod 6502164,606,000
Software Jump Control/2200,000
Manoeuvre/0
Library/0
Fire Control/12,000,000
Total Tonnage and Cost400127,201,000cr

LSP 16 dTon Mod 6502 Light Launch

LSP Light Launch Mod 6502


The 16 dTon launch is designed to go with the "armed" version of the Far Venture class 2J merchants. It is a quite simple design, being made, mainly, to be the minimum needed to transport a 10 dTon module from a planet surface to orbit.































































PartdTonsCost (CR)notes
S 1.6 Hull161,276,000Streamlined
0 hull, 1 Struct pt.
sB M Drive12,000,000 (3 G Thrust)
sB FP Plant1.51,000,000
Fuel0.2503 Days
Cockpit1.5100,000One Crewman
Computer MK I030,000Rating 5
Air Lock1200,000Includes boarding tube
Cargo10.75010 dTon as module
Totals164,606,000Cheap and dirty way of getting a LSP standard 10 dTon module into space.

Thursday, September 11, 2014

Mongoose Traveller Core Rulebook MGP 3800 Part 8 Spaceship Combat

Spaceship Combat


Let's get the elephant in the room out of the way. No Vector Movement.

Wither this is a good thing a or a bad thing depends. I think it's a bad thing. Vector movement was an important part of Classic Traveller Space combat. Have no fear, it comes back as an alternate in High Guard
Really, the space ship rules and the non character generation rules in High Guard should be taken as a whole, which I will do, post my High Guard post(s)

So, if no vector movement, what do we have instead? Well, a band based system that used the thrust of the ship to determine how long it takes to go up or down one band. This works fine, assuming 2 ships, because, after 2 points makes a line. With 3 or more, life gets ugly. Ugly enough as to almost be unplayable, giving the fact that the bands aren't the same size. Making tactical movements is really, really tricky. As I said, Vector movement, The One True Movement System For Traveller Space, comes back in High Guard, but as it stands, ick.

All that being said, the TMB space combat system really does work well for 2 ships. The postion of all the members of the crew needs to be determined, but that's sort of a given assuming you have a full crew.

Steps in combat are

  1. Set up.

  2. Manoeuvre

  3. Combat

  4. Ship's Action


Set up


This is just the find range, find where every one is located at, determine initiative, like the set up in damn near all modern role playing games.

Manoeuvre


This is some what simplified, given the lack of vector movement, it's just a matter of deciding how many of your thrust points you want to apply towards changing range bands (and if going up or down the scale) and how many you are keeping to dodge and like that with.

Combat


Combat is very much like personal combat, as far a rules mechanics go, in that you roll 2 dice, plus modifiers based on weapon type vs range and the skill of the gunner to get 8+ to hit, armor reduces damage and the target can take reactions to coming under fire to modify your chance of a hit. The number of reactions depends on the number of thrust points the target ship has left after the manoeuvre phase. On of the possible actions that uses a thrust point is "line up a shot", which makes a pilot check part of a task train for taking the shot. It's not quite clear if this applies to all shots that turn or just to one, but I rule it's for all shots, based on the wording "his gunners", not "a gunner", but I can see why some one might think it only applies a single shot. Not a game killer either way.
Beam weapons are done per each, not per turret. Missiles, at least in the no vector version, have a turn until impact based on their range, or, if you want to be crazy, they are a thrust 5 ship. Gah. Tracking that many on the band based system? Ouch.

There is a "quick boarding actions" chart, in case you don't want to do a normal Traveller combat to solve the assault.

Ship Action Phase


In this phase you may attempt to repair damage systems, get (or break) a sensor lock, attempts to increase your initiative or change positions with in the ship.

Damage


Damage is tracked via the same system as vehicles, in that there is two types of damage points, hull and structure, and you don't take structure damage, in general, until you are out of hull points. The total amount of damage a hit does is cross referenced against a chart which reduces it to "single, double or triple" hits against a given system on the ship. The effects of single etc hits is listed per system. Stronger hits might do multiple single etc hits, as an example, 37-40 points of damage is going to do a triple, a double and a single hit. Each of these hits would be rolled on the target chart to determine what got kissed.

The chapter ends with a shadow text block explaining that a starship class weapon does 50x damage, so if you roll 6, you are doing 300 damage on the personal/vehicle damage levels.

Next up, Psionics!

Wednesday, September 10, 2014

Mongoose Traveller Core Rulebook MGP 3800 Part 7 Spaceship Operations.

Spaceship Operations


Spaceship Operations include all of the following:

  • Airlocks: Yes, space ships need these.

  • Atmospheric Operations (and landing): If you are not at least semi streamlined, don't do this.

  • Boarding & Docking: You don't have to be docked to board, but jumping for ship to ship seems a bit extreme.   Also, unless the other ship wants you to dock to it, it's difficult (-2) do do so.  I would think it would be higher than that.

  • Costs and Maintenance: Basic costs are your mortgage, life support, which is based on the number of staterooms, and doesn't matter if they are in use or not, fuel, monthly maintenance, and crew salaries.  As expected all of these add up to quite a chunk, makes for the PC trying to make the big haul all the time.  There are rules for skipping out on your debts, but at any given world, regardless of how far or how long it's been you have a 1:36 chance of getting caught (a natural 12 on the check)

  • Encounters:  There is a d66 chart, with mods for the leading digit, making it go from 01 to 96 for something that you encounter between the jump point and the port. several of them are not avoidable (attack by pirates, solar flares, that sort of thing)

  • Fuel: Jump eats this.  10% of the mass of the ship per jump number used.  If you have a J2 ship and jump 1 parsec, you only use 10%, not the full 20% you are carrying.

  • Jump Travel:  Jump is broke into several steps, each of which feeds to the next check.

    1. Astrogation check

    2. Divert Power

    3. Jump check.



  • Life Support: This covers radiation and running out of air, mainly.

  • Passage: Standard High, Middle/Working and Low.  And random d66 passenger list is included.

  • Repairs: covers the 3 types of damage (Hull, Structure and Systems) and where they can be fixed and how much.

  • Security: This set of rules is very obviously post 9/11, and are bit hard to read today.

  • Travel Times: MgT doesn't include the famous travel time formula, but does have a spiffy chart of distance travelled vs thrust rating of the ship, ranging from 1000 km at 1 G (633 seconds) to 1,000,000,000 km at 6 G (2.9 days)


There isn't that much different from Classic Traveller Book 2 in this section, and nothing really all that surprising

Next up is Space Combat and I've got a bunch to say there.

 

Tuesday, September 9, 2014

Mongoose Traveller Core Rulebook MGP 3800 Part 6 Spaceships.

Spaceship Design


The spacecraft design sequence is very much like Classic Traveller Book 2. Things are still measured in dTons, which is a unit of volume equal to one hundred tons of liquid hydrogen, or roughly 14 cubic meters. In TMB all you can design are space craft from 100 dTons to 2000 dTons. Bigger or smaller craft needs the rules in Book 2 High Guard. There aren't any real surprises, assuming you know book 2. Computers are assumed into the bridge so they don't eat up space, but do have a cost.

Well, I say there aren't any surprises, but there are, in that there are alternate versions of both drives and power plants that take you right out of the Classic Traveller mode and can do damn near any sort of SF. For drives, you have Warp, Teleport and Hyperspace, for power plants you have Fission and Anti-matter. Added note. Jump drives still eat 10% of the mass of the ship per jump number in fuel.
MTU errata. Fission plants exists, (as do the chemical and battery power options in High Guard), but none of the alternate drives exists, nor do Anti-matter drives.

One of the things that every ship is assumed to have is a "ships locker". This is a "simplify bookkeeping" rule, not a portable hole of has every thing. There is, addition to the rules on the locker a bit of shadowed text box about not allowing players to abuse it.

Ships Weapons


The basic weapons give are missiles, lasers and particle beams. Aside from cost, and possible legal issues, particle beams are the hands down best weapon systems.

Bay weapons take up 51 tons and include missiles, particle beams, fusion guns and meson guns. While the rules don't say so, I suspect that there is supposed to be a limit of one particle beam per turret, other wise you have a turret doing 3x3d6 damage, which is a bit high.
In High Guard there is a limit on particle beams based on your power plant size

For defenses, you have armor, sand-casters, nuclear dampers and meson screens, all of which work vs various different attack forms, with armor working against every thing but meson guns.

I need to add that rules as written, 6 points of armor makes you pulse laser proof and 12 points manes you beam laser proof. These two laser type reverse how much damage they do in High Guard for no explained reason, but the point still stands that a fully armored TL 12 ship is turret class laser proof, which is one reason why the Particle Beam weapon is so much better. RAW mention using nuclear missiles near inhabited planets or orbitals, but don't say any thing about particle beams, which also cause radiation hits above and beyond their 3d6 basic damage.



Standard Ships


The following ship designs are given

  • Type S Scout

  • Free Trader Type A

  • Far Trader

  • Subsidized Merchant

  • Laboratory Ship

  • Gazelle Close Escort

  • Heavy Freighter

  • Yacht

  • Mercenary Cruiser

  • Corsair

  • Serpent Police Cutter (not a jump ship)


Small craft, with minimal rules for them, are listed.

  • Launch

  • Ship's boat

  • Pinnace

  • Shuttle

  • Modular Cutter

  • Light Fighter

Thursday, October 10, 2013

Vehicle design

Any new vehicles designed for this project are going to be made using the SCFI-20/T20 rules, as those are declared to be useable under the OGL. The Mongoose Traveller vehicle design rules, as of this time, are closed source and, in theory, can't be used in an OGL product. I'm not 100% sure about this, but that is the way I'm going, just to be safe.

Due to the difference in how armor is used in t20 vs Mongoose Traveller, there will be some tweaking needed, but other than that, they seem to be about the same.


This has been changed. I have Word of God that you can use the MgT design rules, you just can't publish the design rules as such

Sunday, September 29, 2013

LSP Mk XXIV Life Pod

All LSP space ships are equipped with an Mk XXIV pod at a rate of 1 per cabin.

.5 dTon (6.75 M³)











































































ItemMeter³Weight (Kg)Cost (Cr)
Box Structure hull with Advanced Sealing
7.425 Meters³ available
Crystaliron Armor 6
Hull 1 Structure 3
-1,02017,820
Grav Drive0.337550168,750
Fuel Cell
TL-10 22 power units
Fuel Efficient x 4
112512,000
Fuel 500 liters (2000 Hours)0.5500-
Compact Comprehensive Sensors0.512000
Life support hostile environment0.3375135168,750
Air flow device0.033675
Pilot's station1.25125-
Passenger seat1100-
Radio-1000 TL 72155000
Total6.9582,071374,995

Max speed in air 425 KPH
Cruising speed 319 KPH
Agility 1

Basic Load out
2 x Environmental suits
2 x Environmental masks
Vehicle Survival Kit
Fusion Stile