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Traveller Wargames Discussion of the various Traveller wargames and miniatures systems.

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Old June 26th, 2011, 10:03 AM
warwizard warwizard is offline
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Default Brilliant lances duel

Greetings fellow travellers, this thread is for a forces description, and combat report for a brilliant lances based game.

Synopsys:
Three people will each design up a single TL 14 200 Dt J1 starship for use in a duel.
The budget is 100MCr and 1 sophant. (Expert robots may be used to fill additional needed job functions)
No more than 6 drones or small craft or missiles may be in play for each player at the end of any turn, though any number of short duration missiles may be deployed as long as they make their attack and are removed from play the same turn.
Designs are to be produced using T4 FF&S II, Book 8 Robots. All craft, drones, and missiles will be designed by each player.

Rules: Brilliant Lances, Complete sensor rules, T4 FF&S II, Book 8 Robots.
  1. House rules concerning CEP of beam weapons and evasive maneurving.
  2. Ships and craft do not have a "hard point" limitation, and may exceed 6 g's if only robot brains are aboard.
  3. Launched craft and missiles from a detected and or target locked craft are not automatically detected and target locked, but do get a free detection attempt at a +1 to the item's signature. Failure results in a bogey marker, critical failure or <0 adjusted signature results in no marker, so a sensor drone may be deployed without the other player detecting it.
  4. Kenetic kill missiles are added with their DV generated by the missile's mass and combined closing vector.
  5. Craft and missiles attempting to collide with an unwilling target must devote 4X the target's evasive maneuvering to interception maneuvering, and interception maneuvering does NOT count as evasive maneuvering when it is engaged by point defenses.
  6. Interception and evasive maneuvering do not make any change to the vector, but do allow facing changes.
  7. Each duel is between two players with the third acting as the referee. At a player's request, a given turn may be played out at a smaller time scale, allowing scales as low as 6 seconds per impulse as missiles are engaged by point defenses.
No items may be at higher than TL 14, no experimental equipment, no imports. Planetoid configurations ARE available. Battle is over when the Sophont is killed, all robots must maintain telemetry links to their Sophont, and surrender when their telemetry indicates the Sophont has died, or 2 turns after the telemetry links are severed and are unable to be reestablished.


Commentary. Inventiveness is encouraged, I expect to see somebody sneak a drone close to a target and then swamp the target with dozens of short duration attack missiles. ECM, ECCM, chaff, and nuclear detonations and all other sorts of other tactics are encouraged to mislead or prevent the attacker from shooting.

Good luck and shoot straight.
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His Grace Duke of Glisten by the hand of his IM Strephon in 1116.

IMTU tc !23 mgt- mt+ TNE+ T4++ T20- T5 ?T5LBB ?tp tg-- ?th ?to ru ge++ !3i+ c++ jt- au+ ls- pi+,-- ta- he+ ?kk ?hi as dr ?ith ?vr ?ne vg+ So++ Zh- Vi-- da Sy
*all non So humaniti are much closer related to Homo Nethanderalis than are So, and are immediately recognizable to So as "cavemen" complete with fur and the other morphological characteristics that were unimportant to Grandfather's need for a better servant
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Old June 26th, 2011, 11:45 AM
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Couple of things:

ships constructed using FF&S1 or 2 don't use CT hardpoint limits ever

ships in FF&S1 and 2 can stack g compensation so that performances well in excess of 6g are possible anyway, in T4 there is a 14g fighter IIRC
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Old June 26th, 2011, 03:07 PM
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Thanks Mike, I included the bit about the no hardpoint limit mostly to inform the readers here, as many of the readers on this board are CT, Bk2, BK5, TCS only.
I was under the impression that the g-compensation had a upper limit by tech level + one additional g with an acceleration couch, so yes you could exceed 6 g's but beyond G-comp + acceleration couch +1 normal g, the Sophont crew would be under increasing limitations. The 6g limit is intended to be the walking around and doing stuff limit at TL 14.
I placed the 6g limit into the scenario rules, so that the players upon observing a craft pulling 10 g's, will know they do not have to "kill" that craft to win.
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His Grace Duke of Glisten by the hand of his IM Strephon in 1116.

IMTU tc !23 mgt- mt+ TNE+ T4++ T20- T5 ?T5LBB ?tp tg-- ?th ?to ru ge++ !3i+ c++ jt- au+ ls- pi+,-- ta- he+ ?kk ?hi as dr ?ith ?vr ?ne vg+ So++ Zh- Vi-- da Sy
*all non So humaniti are much closer related to Homo Nethanderalis than are So, and are immediately recognizable to So as "cavemen" complete with fur and the other morphological characteristics that were unimportant to Grandfather's need for a better servant
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Old June 26th, 2011, 03:38 PM
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Warwizard: you can usually buy double system for x1.5G compensated. I did it enough to remember that. Plus, in a fighter, you can get fluid tanks for an extra (IIRC) 3G's above that. I remember building a 12G fighter with no GILOC issues at TL15... at TL16, it's G-suit... 10.5G IC, + couch and G-suit, 12.5 G comp. The issue was getting sufficient ∆V to make it useful.
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IMTU ct+ tm++ tne tg-- tt+ tmo+ t4- t20+ to ru+ ge+ 3i+ c+ jt au ls pi+ ta he+ st+
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Old June 26th, 2011, 06:42 PM
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Aramis,
That appears to be a house rule, I've reviewed the FF&S II section on environmental gravity and the erratta, and can find no such ruling. I do see where the life support endurance may be extended by including more volume and mass to the life support equipment.
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His Grace Duke of Glisten by the hand of his IM Strephon in 1116.

IMTU tc !23 mgt- mt+ TNE+ T4++ T20- T5 ?T5LBB ?tp tg-- ?th ?to ru ge++ !3i+ c++ jt- au+ ls- pi+,-- ta- he+ ?kk ?hi as dr ?ith ?vr ?ne vg+ So++ Zh- Vi-- da Sy
*all non So humaniti are much closer related to Homo Nethanderalis than are So, and are immediately recognizable to So as "cavemen" complete with fur and the other morphological characteristics that were unimportant to Grandfather's need for a better servant
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Old June 27th, 2011, 01:18 AM
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Warwizard: I've never used FF&S2... only BL & FF&S1.
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Smith & Wesson: The Original Point and Click interface!

Archduke of Sylea (CORE 2118)
Duke of the Third Imperium (SPIN 0534)
Count Terra (SOLO 1827)
Count Gorod (REFT 1302)
Count of the Third Imperium (SPIN 2232)
Viscount of Adabicci (SPIN 1824)
Marquis of the Solomani Rim (SOLO 0606)
Marquis of the Third Imperium (SPIN 2410)
Baron of the Third Imperium (SPIN 2231)
Knight of the Iridium Throne (CORE 1434)
Sir William Hostman (OLDE 0512)
Sir William Hostman (DAGU 0622)
Knight of Deneb (REFT 2239)
Knight of Deneb (Spin 2532)
SEH w/Diamonds for Extreme Heroism - Battle of Boughene
MCG - Battle of Boughene
TAS: William Hostman (CORR 2506)
TAS: Bearer (DAIB 1326)
IMTU ct+ tm++ tne tg-- tt+ tmo+ t4- t20+ to ru+ ge+ 3i+ c+ jt au ls pi+ ta he+ st+
Wil Hostman 0602 C539857-9 S A724
OTU: 95% 3i an+ au+ br- cpu± dt± f+ fs++ ge± ih- inf± j± jf+ jm+ jt+ ls- n= nc+ pi+ pp-- tp+ tr+ tv- vi-- xb+-
Unless there is bold red text, presume my posts to be my personal material only.
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Old June 27th, 2011, 11:20 PM
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Quote:
Originally Posted by mike wightman View Post
ships in FF&S1 and 2 can stack g compensation so that performances well in excess of 6g are possible anyway, in T4 there is a 14g fighter IIRC
I think that was a T4 thing - IIRC FF&S1 didn't mention stacking g-comp.
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Old June 28th, 2011, 08:37 PM
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I like how this presentation requires people to own portions of 3 completely different versions of Traveller...
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Old June 29th, 2011, 08:01 PM
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Ok no response yet on the erratta question posted in the shipyard forum concerning peneratation rating on the lasers and the nuclear bomb pumped laser table in FF&S II, so my players have adopted the following house rule for the lasers:
IPR =.4 * SQR(intensity) this is half of the IPR seen in FF&S , and is intended to make it possiable to actually stop the lower power or out of range laser strikes.
DV =3.6 * sqrt(intensity) as per the erratta
Warhead table DV's changed by 3.6/2.5, and the penetration values recalculated per the new DV's and the above formula.

Now that the rules are more firmed up we are proceeding with the design phase of the hardware. Hope to have the designs posted by July 5.
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His Grace Duke of Glisten by the hand of his IM Strephon in 1116.

IMTU tc !23 mgt- mt+ TNE+ T4++ T20- T5 ?T5LBB ?tp tg-- ?th ?to ru ge++ !3i+ c++ jt- au+ ls- pi+,-- ta- he+ ?kk ?hi as dr ?ith ?vr ?ne vg+ So++ Zh- Vi-- da Sy
*all non So humaniti are much closer related to Homo Nethanderalis than are So, and are immediately recognizable to So as "cavemen" complete with fur and the other morphological characteristics that were unimportant to Grandfather's need for a better servant
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Old July 3rd, 2011, 10:41 PM
warwizard warwizard is offline
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House rule: Effects of jump exit
Besides the signature +1 VIS Blue flash, there is excess heat that has built up while in jump.
The IR Signature will have a mod applied as follows: +1.5 for the first three hours, +1 for six more hours and +.5 for twelve hours after that.
Emm levels reduce this by 1/2, 1/10, and 1/20 depending on the level of EMM mounted. Immersion in atmosphere will reduce the time by 1/2, 1/10/ 1/20, depending on density (Thin or better) and in water by 1/100, but steam clouds might be visable from orbit :-).
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His Grace Duke of Glisten by the hand of his IM Strephon in 1116.

IMTU tc !23 mgt- mt+ TNE+ T4++ T20- T5 ?T5LBB ?tp tg-- ?th ?to ru ge++ !3i+ c++ jt- au+ ls- pi+,-- ta- he+ ?kk ?hi as dr ?ith ?vr ?ne vg+ So++ Zh- Vi-- da Sy
*all non So humaniti are much closer related to Homo Nethanderalis than are So, and are immediately recognizable to So as "cavemen" complete with fur and the other morphological characteristics that were unimportant to Grandfather's need for a better servant
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