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  #21  
Old December 7th, 2017, 09:31 PM
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Quote:
Originally Posted by Spinward Scout View Post
Thanks for posting all of this, but I have to correct you on one thing.



If it took 2-5 minutes for a 40 ton truck to get up to 60mph, they be flipped off by sooo many people.

3-5 seconds per gear and most semi trucks are 9 or 10 gears. So, more like 30 to 50 seconds for a truck to get to 60mph.
It only seems like 5 minutes, although even 2 minutes is a bit outside but not by much.
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  #22  
Old December 7th, 2017, 09:33 PM
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Quote:
Originally Posted by Grognard View Post
Explosives: Doubling the amount adds a Die to the damage. Plastic and TDX do not have any weights listed to calculate "amounts."
Exactly. What is a single "dose" of each explosive to attain the listed results. kilograms?

Also, a question about exceptional success/failure as to how it applies to combat results. How does an exceptional success on a hit modify the damage inflicted? How bad does an exceptional failure damage the offending weapon and/or operator?
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  #23  
Old December 7th, 2017, 09:55 PM
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Lifted from a Facebook thread today:

Quote:
In the world creation section, it says to reference the system requirements table, but doesn’t provide one.
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  #24  
Old December 7th, 2017, 10:29 PM
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Quote:
Originally Posted by Spinward Scout View Post
Thanks for posting all of this, but I have to correct you on one thing.



If it took 2-5 minutes for a 40 ton truck to get up to 60mph, they be flipped off by sooo many people.

3-5 seconds per gear and most semi trucks are 9 or 10 gears. So, more like 30 to 50 seconds for a truck to get to 60mph.
It can take up to 5 minutes for certain super-heavy loads, or when accelerating uphill. Or when driving on super icy roads and ice roads.

My buddies who drive truck usually are in 12-18 gear rigs. But they drive in Alaska. And extra low gears are supposedly useful (according to them, absolutely essential) on ice. Plus, Alaska allows over 100' overall combination in certain corridors. I've driven past triple 20's, and double 40's, pretty routinely on the Glenn. I've driven past a couple triple-30's, too. (The Glenn is allowed, in summer, 120' overall, no more than 48' per trailer, nor over a limit of 12,500 lbs per axle in some parts. Limit on tires is 600 lbs per inch of width...)

I've seen truckers take well over a minute to 60 on Oregon highways, too, and those from rolling starts as they made a turn. Got stuck behind one last week - log hauler, heading uphill. Single about 50' load... of over a dozen 4'+ trees. On Oregon 34, eastbound from mile 47. And then, he had to slow down for the S-curves.

The high end of commercial standard single-set gearboxes are 18 speed. I've known a couple truckers who talked of putting a brownie box (second gearbox) on an 8 or 10 speed transmission, so as to have even lower gearings.

http://dnr.alaska.gov/ag/Index/Chapter25.pdf
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  #25  
Old December 8th, 2017, 02:29 AM
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Ship quirks are like curses, in most cases they should be removable if you throw enough money and resources at them.

But another one pops up per decade.
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  #26  
Old December 8th, 2017, 07:32 AM
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Quote:
Originally Posted by Grognard View Post
There is no mention of actually "detecting" nor "tracking" and enemy ship.
That is considered trivial according to p150. Note that rangeband Distant is not limited, but extends quite far in the Core book.


Quote:
Originally Posted by Grognard View Post
Critical Hit effects.
...
For a "crit" an effect of 6 and inflicting damage is required.
Size of the vessel doesn't play in to this? So the same weapon is as likely to crit a Sylean battleship as a scout ship.
The Core book system is only intended for the ships in the Core book, so max Mercenary Cruiser. HG uses a different crit systems for larger ships, a battleship is not likely to be inconvenienced by crits from anything less than a spinal.


Quote:
Originally Posted by Grognard View Post
"The severity of the crit is equal to the damage..divided by 10."

One beam laser has no chance of a crit (1D hits) It requires at least 7 beam lasers (1D+1/laser) to even have the possibility to inflict enough damage to score a crit on an AV2 ship. It would require at least 10 to do so reliably.
No:
Quote:
Originally Posted by Core, p158
The Severity of the critical hit is equal to the damage the spacecraft has taken from the attack, divided by ten (rounding up).
1 damage is severity 1, 11 damage is severity 2.

Note that there is no mechanism to resolve several laser turrets with a single roll, so you can't add laser damage the way you described. Each turret rolls separately.

Quote:
Originally Posted by Grognard View Post
1D+1/laser
? A beam laser does 1D damage, not 1D+1.



Quote:
Originally Posted by Grognard View Post
On the other hand, a salvo of 10 beam lasers ...
Sadly no salvoes for lasers, only missiles...


Quote:
Originally Posted by Grognard View Post
Weapon: "Random weapon disabled" Does this mean a turret or just one weapon within a turret?
Turrets are mounts, lasers and missile racks are weapons, according to "Mounting Weapons" on p157-158.
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  #27  
Old December 8th, 2017, 07:44 AM
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Quote:
Originally Posted by Grognard View Post
Dodging pg. 72

"A Traveller who is dodging will inflict a penalty equal to his DEX DM or Athletics (dexterity) whichever is higher to the attackers roll."

So, only those people with a DEX of 9+ can dodge to any meaningful advantage? And only those with Athletics ranks can make a skill check?
No Athletics roll implied, note the lack of the words roll or check.
Use Dex DM or, if you have Athletics, Athletics skill + Dex DM.
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  #28  
Old December 8th, 2017, 07:51 AM
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Quote:
Originally Posted by Grognard View Post
Starship Operations:
Pg. 145

Repairs and Maintenance:
"Maintenance costs 0.1% of the total purchase price of the ship per year, and should be carried out each month (divide by 12 to find monthly cost. Once per year this should be performed at a shipyard."
The cost is still only 0.1% per year.
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  #29  
Old December 8th, 2017, 11:26 AM
Grognard Grognard is offline
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Quote:
Originally Posted by Spinward Scout View Post
Thanks for posting all of this, but I have to correct you on one thing.



If it took 2-5 minutes for a 40 ton truck to get up to 60mph, they be flipped off by sooo many people.

3-5 seconds per gear and most semi trucks are 9 or 10 gears. So, more like 30 to 50 seconds for a truck to get to 60mph.
As a former truck driver having driven singles, doubles triples and tankers and dumps, I can tell you that 0-60 is horribly time consuming, especially when loaded and using all 18 gears and hauling 105,000 lbs.

1st: 3 mph
2nd: 5 mph
3rd: 7 mph
4th: 10 mph (tractor is now exiting the intersection; trailer is still in it)
(split to high range)
5th: 14
6th (or 5th overdrive): 20
7th: 26
8th (7th OD: 36
9th: 40
10th (9th OD): 45
11th: 50
12th (11th OD): 57 to the limiter

at 3-5 seconds per gear that's still 40-60 seconds 0-60.
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  #30  
Old December 8th, 2017, 11:34 AM
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[QUOTE=AnotherDilbert;578334]
Note that there is no mechanism to resolve several laser turrets with a single roll, so you can't add laser damage the way you described. Each turret rolls separately.


? A beam laser does 1D damage, not 1D+1.[QUOTE=AnotherDilbert;578334]

pg 158 double and triple turrets add +1 per damage dice. So a Double Beam laser would do 1D+1, while a triple would do 1D+2. So MAX damage from a triple laser is 8 points, plus 6 for a crit "to hit roll" means max damage is 14. At best a severity 2 hit.

And missiles DO NOT get the bonus damage...so yes, my examples are all wrong.

I would allow fire direction to coordinate multiple attacks, such as a fighter squadron or multiple turrets on a single ship targeting a single enemy.






Sadly no salvoes for Missiles, only lasers...
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