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T20 - Traveller for the D20 System Open discussion on the D20 version of Traveller!

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Old June 19th, 2005, 01:36 AM
RickA RickA is offline
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Okay, it seems every week my group gets utterly stumped by questions that come up in game play. Love Traveller, appreciate T20, but I must say the book is poorly organized and the rules are sketchy at best in some regards. /sigh/ But, you work with what ya got. [img]smile.gif[/img]

So, questions for the rules lawyers (not a pejoritive, all referee's have to be rules lawyers, heh):


1. How long does it take to replace a destroyed jump drive on a Jump 2 scout courier? And where did you find that information?

2. Engineers can overpower the ships drives to boost agility in combat. Using a standard Scout S ship as an example, what exactly is the process for determining the bonus to Agility if the engineer performs this action?

3. Is radiation exposure cumulative? In real life it is, but how about in Traveller?

Just things that came to mind from tonight's game session. If someone can answer these questions I'd be very grateful.
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Old June 19th, 2005, 03:32 AM
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Bill - I'm sure he realises that he can just make up the answers as GM - but he's not asking someone to tell him to figure it out for himself, he wants to know if there are answers in the book.

Since you seem to be very keen to stick to the questions asked by the thread-starters elsewhere, how about you do the same here? If you're unwilling or incapable of providing a useful answer, then don't bother to answer the damn thread at all and leave it for someone else who can answer properly. Because as it is, you're just coming off being as unhelpful and rude. [img]graemlins/file_28.gif[/img]

Anyway, to provide some USEFUL answers...:

1) I suspect a destroyed jump drive is going to be impossible to repair without getting the ship to a full-on repair facility at a starport. But a damaged one might be repairable in the field - take a look at p168/169 and see if the Battlefield Repair info there is any help.

2) See Excess Power Routing, page 163 - that should answer your question.

3) Yes, radiation exposure should be cumulative. p388 says that continual radiation exposure does damage per hour of exposure.

Incidentally, I found all of this info by looking in the index (for Repairs, Engineer Actions, and Radiation respectively), at the back of the book starting on page 432. The index is your friend! [img]smile.gif[/img]
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Old June 19th, 2005, 11:43 AM
RickA RickA is offline
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Wow, Bill, you're utterly unhelpful! Please don't reply to any post I ever make here, thanks! And if you'll do that for me, I'll refrain from a thousand word post ripping your attitude. [img]smile.gif[/img]

Malenfant, thanks for your reply.

1. My question is "How long does it take to replace a jump drive on a Jump 2 scout ship." I dare say your'e right, a destroyed one won't be repaired, it needs to be replaced. In my game last night the group had a misjump which destroyed the jump drive. Great, that result of the misjump came straight off the chart, but I can find nothing in the book that tells me how long it ought to take to install a new jump drive on a ship.

Now, if the rules for misjumps and combat can destroy a device onboard, then we're going to need information on how long and how expensive it is to replace those parts. I cannot find these rules in the book and it's a rather important question, aye?

2. Excess Power Routing on page 163 is what INSPIRED the question, hehe. The question is, considerng what page 163 says, using an example of a Type S, what exactly is the process for determing the results of overpowering the engines? What is the agility bonus and why? I ask this because I have to assume that many folks have played T20 and have used the rules on page 163, but I have not before last night. And we failed to understand what this mechanic was trying to tell us. Can someone please explain, using the scenario I've proposed?

3. Continual radiation exposure does damage per hour of exposure, but what I mean is to find out if they intended it to be cumulative. If someone is exposed to 300 rads of radiation, then a year later exposed to 100, their lifetime exposure is now 400 rads. Does T20 intend to inflict the 301+ level of damage to the guy who took 100 rads a year after taking 250, for example? I'm okay with it either way, I just can't tell from looking at the book which way it's intended to be.
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Old June 19th, 2005, 12:39 PM
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For Question 3.

Real world, and using technology and medicine at current Real World Tech Level, say early TL8, there is no cure for radiation exposure. Your body can't flush radiation. Radiation exposure is culumative over your lifetime. It doesn't matter whether the radiation exposure is over 20 years or 5 minutes, the results would be the same. (Though if you catch that many rads in 5 minutes you usually have other problems. [img]smile.gif[/img] )

So to answer the question, IMTU yes you take the damage at the 301+ level no matter how you got to that level. Unless there is a High Tech medical means of flushing your system of the rads. (Say at about TLC.)
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Old June 19th, 2005, 12:41 PM
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Excess Power Routing: My reading of the rules say you can route excess power to agility, but agility is limited to your Maneuver drive rating. (Kind of like the old Emergency Agility rules from LBB5.)
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Old June 19th, 2005, 12:52 PM
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Replacing a Jump Drive: PArts in a Starship that are designed to be maintained have to be accessable. Further there have to be proceedures to replace them. If a new unit is available, I would think it would take less than 2 weeks to install, power and test. Especially in a standard ship designed for long service like a Scout Ship. (In fact because the Type-S is so common and because it is designed to be used for long service on the fringes, probably less than a week to install a new Jump Drive.)

No removing a Drive from a ship would depend on how many pieces it is in, what got fused, etc. But in general about the same time 3-10 days being a good guide. SO you are looking at a week minimum to a month maximum.

Remember you can change out an engine in an F-15 in about an hour. (Design specification.) BUt that is without clearing away damage, opening an area designed to be air tight, replacing components, and conecting components, then resealing the compartment.

Unfortunately this isn't actually covered in any rules but my interpretation based on several factors including full annual overhaul of a Starship takes 2 weeks.
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Old June 19th, 2005, 01:04 PM
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Based on my reading:

1. It will take 3.5 days to repair (by replacement) the destroyed Jump drive at a Class B starport or it will take 2.333 days at a Class A starport. Costs = full price of 2x Jump 2 drive units or MCr12 based on repair rules p. 169.

2. The Scout has 4 EP, 2EP to power the maneuver drive (or jump drive) and 2EP excess to power any energy or beam weapons (or larger computer) later installed. If the excess EP is routed from the weapons (or weapons aren't installed) the engineer can apply via emergency agility (p163) the excess power to the maneuver drives changing the Scouts agility from 0 to +2. The adjustment in agility makes it more difficult for the craft to be hit in combat by changing the AC from 10 to 12. (The stat blocks on p. 325 assume the inclusion of excess power agility bonus to AC)

3. Once a person has absorbed 301+ rads they suffer the ill affects. For example if a person has been exposed to 300 rads previously then is caught in a radiaton leak at the rate of 2 rads per hour then he would begin to suffer the damage listed per hour of exposure. He needs to very quickly remove himself from further exposure or die. Normal background radiation (as we experience here on Earth) do not add to his total radiation exposure since it is very small compared to 2 rads per hour and because the human body can cleanse itself of such low (backround) levels of exposure. However the person exposed to 301+ rads must be careful with TL8- X-rays for broken bones, etc. because these levels, though small compared to 2 rads/hour, are still too high for the human body to cleanse itself of (except over the course of several months or years). X-ray technology may have advanced enough at higher tech level (9+) for this not to be a problem but you as referee must make that determination.

Hope this helps.
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Old June 19th, 2005, 01:38 PM
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Okay, thanks guys, good info there.

Agreed on radiation. I don't think it's clear in book but what the heck, I'll go with lifetime cumulative in the absence of technology to repair significant pinpoint genetic damage.

Warp Drive Replacement Time: Randy, that's essentially what I came down to also (except I only charged 'em for the drive, not x2 the drive because 6mCr for a random chance event seemed damned harsh and 12mCr actually sadistic, lol). You can "repair two systems" per week at a B starport. So, I guess that means that it doesn't take any longer to replace a warp drive or manueuver drive than it does to repair a hit on a fuel tank. /shrug/ If that's the best data in the book, I consider that another thin spot in the rules system so we'll just have to work with what they've given us.

Emergency Power: Ye gods, this one is driving me nuts. Please, game devs, don't throw something crucially important to the players (like a combat action) into the rules without explaining what the heck it really means. Now, the Scout ship already has an agility rating of 2, giving it an armor class of 12. If my engineer performs the action to increase power output to the engines, does it do anything? What do they mean by "increasing to the maximum rating of the agility according to specification"? I'm sorry, I'm trying hard to grok this but it's just going right over my head for some reason.

Have any of you played T20 and had your engineer attempt this maneuver? I'd assume it happens in almost every single combat that a ship engages in since there isn't a lot else for the engineer to do in a fight (unless there is damage) and a +(x) to armor class in any fight is a valuable contribution.
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Old June 20th, 2005, 06:06 AM
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Jump Drive replacement time should (IMHO) depend on what state it is in. Is it only non-functional but can still be easily taken apart and removed from the ship? Or has it molten into a giant pile of slag (A Jump-2 drive for a Type S is 42 cubic metres big, or roughly 1500 cubic feet!) that has to be cut into pieces before it can be removed? The latter should take long enough for the characters to have an adventure or tw on that world...

My take on the emergency power thing is that, since the maneuver drive uses 2 EP to give the ship an agility rating of 2, then 4 EP (including emergency power) should give it an agility rating of 4, i.e. AC 14; or maybe less, since emergency power isnĀ“t as efficient as normal powers - AFAIK afterburners on jet aircraft, for example, use about 10 times as much fuel but give "only" 50-100% higher speed.
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Old June 20th, 2005, 01:05 PM
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Quote:
Originally posted by RickA:
Okay, thanks guys, good info there.

Emergency Power: Ye gods, this one is driving me nuts. Please, game devs, don't throw something crucially important to the players (like a combat action) into the rules without explaining what the heck it really means. Now, the Scout ship already has an agility rating of 2, giving it an armor class of 12. If my engineer performs the action to increase power output to the engines, does it do anything? What do they mean by "increasing to the maximum rating of the agility according to specification"? I'm sorry, I'm trying hard to grok this but it's just going right over my head for some reason.

Have any of you played T20 and had your engineer attempt this maneuver? I'd assume it happens in almost every single combat that a ship engages in since there isn't a lot else for the engineer to do in a fight (unless there is damage) and a +(x) to armor class in any fight is a valuable contribution.
With the rules clearly stating that maximum Agility is equal to the rating of the Maneuver Drive, increasing power output on a vanilla Scout Ship has no real use. If the ship has a Laser or two installed, or a Model 3-4 COmputer, then it becomes useful. As not all power is routed to the maneuver drive anymore. This way a Scout Ship with a Dual Beam Laser Mount would still be able to have some agility and fire the weapons.

Under HG it was Emergency Agility and you lost your ability to fire Energy weapons while increasing your agility to a maximum of the ships Maneuver Drive rating.

I may be reading the rules wrong but this feels like the intent, based on earlier versions of Traveller.
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