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Cherry picking LBB2 versions...

mike wightman

SOC-14 10K
...and probably some options from High Guard too ;)

I've been comparing first edition LBB2 with revised, and I think combining the two pays off.

There will also be the occasional item from High Guard, and a couple of house rule variant suggestions.

Hull - same in both editions

Streamlining - same in both editions

Bridge - use the first edition rule, a 20t bridge for all ships, even the ones over 1000t

Computer - use the first edition rule that any computer can be fitted (it isn't limited to model number must equal jump number), but use the revised edition program sizes so that jump programs require 1 space per jump number, and use the revised edition computer model table (with the bis and fib options taken from High Guard first edition).

Drives - use the first edition rule that power plant letter has to be equal to or greater than maneuver drive, but the size of the jump drive doesn't matter. The drives and power plant table is the same in both editions, but I would use the revised edition Drive Potential table (with the house rule variant that extrapolation of the table is allowed for 300t, 500t hulls etc.)

Staterooms, Low Passage Berths, Fuel, Cargo Hold, Hardpoints and turrets, and Ship's Vehicles are all basically the same, but I'd add the Emergency Low Berth from revised edition and the expanded Vehicles list.

Crew requirements - use the revised edition wording for Engineers and Medics.

For military ships High Guard second edition provides:
2t turrets
3t and 5t barbettes
10t bays (from HG 1st ed.)
50t bays
100t bays
armour
nuclear dampers
meson screens
black globes

to which I would add
a CIC
25t bays
sandcaster and laser bays in all the above sizes.
 
...and probably some options from High Guard too ;)

I've been comparing first edition LBB2 with revised, and I think combining the two pays off.

There will also be the occasional item from High Guard, and a couple of house rule variant suggestions.

Hull - same in both editions

Streamlining - same in both editions

Bridge - use the first edition rule, a 20t bridge for all ships, even the ones over 1000t

Computer - use the first edition rule that any computer can be fitted (it isn't limited to model number must equal jump number), but use the revised edition program sizes so that jump programs require 1 space per jump number, and use the revised edition computer model table (with the bis and fib options taken from High Guard first edition).

Drives - use the first edition rule that power plant letter has to be equal to or greater than maneuver drive, but the size of the jump drive doesn't matter. The drives and power plant table is the same in both editions, but I would use the revised edition Drive Potential table (with the house rule variant that extrapolation of the table is allowed for 300t, 500t hulls etc.)

Staterooms, Low Passage Berths, Fuel, Cargo Hold, Hardpoints and turrets, and Ship's Vehicles are all basically the same, but I'd add the Emergency Low Berth from revised edition and the expanded Vehicles list.

Crew requirements - use the revised edition wording for Engineers and Medics.

For military ships High Guard second edition provides:
2t turrets
3t and 5t barbettes
10t bays (from HG 1st ed.)
50t bays
100t bays
armour
nuclear dampers
meson screens
black globes

to which I would add
a CIC
25t bays
sandcaster and laser bays in all the above sizes.
 
Sigg:

I can agree with almost all of that. I would keep the requirement for Bridges to be 2% of the ship for vessels over 1000 dtons since I'm one of those who think the "Bridge" volume includes corridors, airlocks, supply storage spaces (Ship's Locker, etc), and similar things.

I would also add in 10 and 25 dton weapons bays, including bays for lasers and sandcasters.
 
Sigg:

I can agree with almost all of that. I would keep the requirement for Bridges to be 2% of the ship for vessels over 1000 dtons since I'm one of those who think the "Bridge" volume includes corridors, airlocks, supply storage spaces (Ship's Locker, etc), and similar things.

I would also add in 10 and 25 dton weapons bays, including bays for lasers and sandcasters.
 
Hi there Oz,

I'd rather keep the bridge at 20t and then add actual requirements for things like the CIC, workshops, sickbays, extra airlocks etc.

The 10t and 25t bays are a good idea.
 
Hi there Oz,

I'd rather keep the bridge at 20t and then add actual requirements for things like the CIC, workshops, sickbays, extra airlocks etc.

The 10t and 25t bays are a good idea.
 
How about spinal weapons for LBB2 warships?

They'd have to be reduced in size:

2500t-5500t convert to 500t-1100t for PAWs

1000t-8000t convert to 250t-2000t for meson guns.
 
How about spinal weapons for LBB2 warships?

They'd have to be reduced in size:

2500t-5500t convert to 500t-1100t for PAWs

1000t-8000t convert to 250t-2000t for meson guns.
 
Originally posted by Baron Saarthuran von Gushiddan:
What am I chopped liver here? Talkin' to the wall? You guys need to git some FnD.

Check it:
http://fndct.blogspot.com/2006/03/fnd-rules-variant-4-low-bandit.html
This is some cool shit. No kiddin'.

You got any more, Baron? Or are those pages it?

I wouldn't mind seeing something like this for LBB2 space combat.

I didn't see any text, only tables. Are you using Range Bands (if so, what size?), or are you using High Guard short/far ranges?
 
Originally posted by Baron Saarthuran von Gushiddan:
What am I chopped liver here? Talkin' to the wall? You guys need to git some FnD.

Check it:
http://fndct.blogspot.com/2006/03/fnd-rules-variant-4-low-bandit.html
This is some cool shit. No kiddin'.

You got any more, Baron? Or are those pages it?

I wouldn't mind seeing something like this for LBB2 space combat.

I didn't see any text, only tables. Are you using Range Bands (if so, what size?), or are you using High Guard short/far ranges?
 
Baron,

I'm looking at the hull hit location table you adapted from TNE. I like it, but how do you roll on it? What dice?

Also...with HG, is that kind of detail (where the ship got hit on the hull) necessary?
 
Baron,

I'm looking at the hull hit location table you adapted from TNE. I like it, but how do you roll on it? What dice?

Also...with HG, is that kind of detail (where the ship got hit on the hull) necessary?
 
These rules area a module, added stright on to High Guard. I also missed Accelerator A on the column. It is blank.

I am doing additional background and fill in explinations for items when I get to final edit.

The hit location chart bubble is a remnant of the reworked t20 version of this (which is next, this is sort of that in itself, can fit HG or that.) I am going to do a re-edit of it using d. What is a good spread? 4-24?
 
These rules area a module, added stright on to High Guard. I also missed Accelerator A on the column. It is blank.

I am doing additional background and fill in explinations for items when I get to final edit.

The hit location chart bubble is a remnant of the reworked t20 version of this (which is next, this is sort of that in itself, can fit HG or that.) I am going to do a re-edit of it using d. What is a good spread? 4-24?
 
Originally posted by Sigg Oddra:
How about spinal weapons for LBB2 warships?
I'm not sure this is necessary, Sigg: LBB2 Plus ships will get bay weapons and that's enough, isn't it? If you want your 6000 dton LBB2 warship to have a "big gun," give it a 100 dton meson gun bay. Once you provide the powerplant (and fuel, and crew quarters) to go with that meson gun you'll have a pretty big weapon system.

We could also invent 250 dton and 500 dton bay weapons, you know....
file_23.gif
 
Originally posted by Sigg Oddra:
How about spinal weapons for LBB2 warships?
I'm not sure this is necessary, Sigg: LBB2 Plus ships will get bay weapons and that's enough, isn't it? If you want your 6000 dton LBB2 warship to have a "big gun," give it a 100 dton meson gun bay. Once you provide the powerplant (and fuel, and crew quarters) to go with that meson gun you'll have a pretty big weapon system.

We could also invent 250 dton and 500 dton bay weapons, you know....
file_23.gif
 
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