This is not official, nor is it from Marc.
Marc has expressed appreciation for the satisfaction and enjoyment in Book 2, but has not suggested any particular route to take for getting it into T5. For all I know, he may prefer to simply use High Guard 5 (or FFS5, or whatever the technical design stuff is going to be called).
Anyway, I've been puttering (along with Sigg and others) with Book 2, and I've decided I want to keep the best parts, while expanding it slightly. I'd like to include just enough features to make it possible to do small military craft, and replace High Guard-like design for craft up to 1000 or 2000 or 3000 (or whatever) tons.
More later. Comments?
Initially, I assume:
</font>
</font>
In fact, most of the extras will simply be parts of High Guard 5 or FFS5 which will be interchangeably useful with Book 2 v5.
The Book 2 v5 combat system will probably remain the small lightly armed ship - versus - small lightly armed ship rules. Larger, more heavily armed ships would use conveinent Mass Fire rules similar to the ones bantered about on COTI elsewhere.
Here's a bit that Dalton once suggested: he things that some sort of naming conventions would be nice to add color as well as descriptiveness to components of a ship.
For example, a hull might be identified by the company that produced at and the volume. So instead of saying a "100 ton hull", you'd say "General Products Type 100".
Similarly, drive components, weapons, and computers would be identified by manufacturer. Any bits that might contain useful meta-information or quality information. I suppose the primary requirement is that the company be known to produce a certain type of component. Or maybe it's fine just to say "Type B jump drive" -- I suppose sometimes it just doesn't matter who built it.
Finally, the ship itself could be identified by type and yard, for example a "Glisten Yards Type S".
Combat
For combat, I'd use a simplification of Sigg's mass fire table: fire weapons in groups and roll for each group:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">die total attack strength
roll 1 2 3 4 6 8 10 12 15 18 21 24 27 30
2 - - - - - - - - - - - 1 1 1
3 - - - - - - 1 1 1 1 1 2 2 2
4 - - - - 1 1 1 2 2 3 3 4 4 5
5 - - 1 1 1 2 3 3 4 5 5 6 7 8
6 - 1 1 1 2 3 4 5 6 7 8 9 11 12
7 - 1 1 2 3 4 5 7 8 10 12 13 15 17
8 1 1 2 3 4 5 7 8 10 12 14 16 18 21
9 1 1 2 3 5 6 8 9 12 14 17 19 21 24
10 1 2 2 3 5 7 9 10 13 16 18 21 24 26
11 1 2 3 4 5 7 9 11 14 17 19 22 25 28
12 1 2 3 4 6 8 10 12 15 18 21 24 27 30</pre>[/QUOTE]"Surface" damage could then be allocated in groups of 12 hits, using Oz' mass damage table:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">2d6 Hits Scored
Roll Hull Hold Fuel Computer Drive Special
2 1 1 4 1 4 1
3 2 1 3 1 4 1
4 2 1 3 1 3 2
5 3 1 2 1 3 2
6 3 2 2 1 2 2
7 4 2 1 1 2 2
8 3 3 1 1 2 2
9 2 3 1 2 2 2
10 2 2 1 2 2 3
11 1 3 1 3 1 3
12 1 2 1 3 1 4</pre>[/QUOTE]
Marc has expressed appreciation for the satisfaction and enjoyment in Book 2, but has not suggested any particular route to take for getting it into T5. For all I know, he may prefer to simply use High Guard 5 (or FFS5, or whatever the technical design stuff is going to be called).
Anyway, I've been puttering (along with Sigg and others) with Book 2, and I've decided I want to keep the best parts, while expanding it slightly. I'd like to include just enough features to make it possible to do small military craft, and replace High Guard-like design for craft up to 1000 or 2000 or 3000 (or whatever) tons.
More later. Comments?
Initially, I assume:
</font>
- The computer takes up no extra volume (it's included with the bridge)</font>
- The bridge is "free" (i.e. subsumed in the cost of the ship)</font>
- Drives from A through W or V are kept as-is</font>
- Keep the trivially simple 1 hardpoint per 100 tons</font>
- Keep the trivially simple thrust-by-volume</font>
- Basic, cost-effective hull shapes</font>
- Computer program rules tuned to interwork with HG-style combat.</font>
</font>
- include "mission bays" and barbettes</font>
- add armoring rules</font>
- include hull configuration as it relates to price, targetting, and streamlining</font>
In fact, most of the extras will simply be parts of High Guard 5 or FFS5 which will be interchangeably useful with Book 2 v5.
The Book 2 v5 combat system will probably remain the small lightly armed ship - versus - small lightly armed ship rules. Larger, more heavily armed ships would use conveinent Mass Fire rules similar to the ones bantered about on COTI elsewhere.
Here's a bit that Dalton once suggested: he things that some sort of naming conventions would be nice to add color as well as descriptiveness to components of a ship.
For example, a hull might be identified by the company that produced at and the volume. So instead of saying a "100 ton hull", you'd say "General Products Type 100".
Similarly, drive components, weapons, and computers would be identified by manufacturer. Any bits that might contain useful meta-information or quality information. I suppose the primary requirement is that the company be known to produce a certain type of component. Or maybe it's fine just to say "Type B jump drive" -- I suppose sometimes it just doesn't matter who built it.
Finally, the ship itself could be identified by type and yard, for example a "Glisten Yards Type S".
Combat
For combat, I'd use a simplification of Sigg's mass fire table: fire weapons in groups and roll for each group:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">die total attack strength
roll 1 2 3 4 6 8 10 12 15 18 21 24 27 30
2 - - - - - - - - - - - 1 1 1
3 - - - - - - 1 1 1 1 1 2 2 2
4 - - - - 1 1 1 2 2 3 3 4 4 5
5 - - 1 1 1 2 3 3 4 5 5 6 7 8
6 - 1 1 1 2 3 4 5 6 7 8 9 11 12
7 - 1 1 2 3 4 5 7 8 10 12 13 15 17
8 1 1 2 3 4 5 7 8 10 12 14 16 18 21
9 1 1 2 3 5 6 8 9 12 14 17 19 21 24
10 1 2 2 3 5 7 9 10 13 16 18 21 24 26
11 1 2 3 4 5 7 9 11 14 17 19 22 25 28
12 1 2 3 4 6 8 10 12 15 18 21 24 27 30</pre>[/QUOTE]"Surface" damage could then be allocated in groups of 12 hits, using Oz' mass damage table:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">2d6 Hits Scored
Roll Hull Hold Fuel Computer Drive Special
2 1 1 4 1 4 1
3 2 1 3 1 4 1
4 2 1 3 1 3 2
5 3 1 2 1 3 2
6 3 2 2 1 2 2
7 4 2 1 1 2 2
8 3 3 1 1 2 2
9 2 3 1 2 2 2
10 2 2 1 2 2 3
11 1 3 1 3 1 3
12 1 2 1 3 1 4</pre>[/QUOTE]