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Classic Traveller Questions.

Jolly

SOC-1
Hi everybody, I just have a couple of old school questions if anyone wants to answer.

I have the Reprinted 0-8 CT book and I am failing to find information about Ship Combat. Perhaps I am just blind and cannot see it but I am looking for page references for:

*the differences between Beam and Pulse Lasers.
*the acceleration of missles.
*the topic of where sandcaster clouds go and how they get there.

I have several versions of the classic rules and I cannot find these clarifications in the recent reissues.
I was also wondering how many people still use the old classic system and is it worth it if everyone knows how to play Gurps.

thanks ahead of time

-Jolly
 
Hi,

Coincidence? Or was it you asking the same questions of the TML lately? If not I'll direct you there or condense the replies here.

Dan
 
Nope, twas not me.
The actual information is not the thing that is bothering me, it's the whereabouts of the answers in the old classic books.
 
Originally posted by Jolly:
Hi everybody, I just have a couple of old school questions if anyone wants to answer.

I have the Reprinted 0-8 CT book and I am failing to find information about Ship Combat. Perhaps I am just blind and cannot see it but I am looking for page references for:

*the differences between Beam and Pulse Lasers.
*the acceleration of missles.
*the topic of where sandcaster clouds go and how they get there.
Beam and Pulse: you can find the differences on the weapons tables in book 5. Assumes you use Bk5 combat

Missile Accell: in Special Supplement 3, for the "Detailed" answer. Unofficial, but simple answer: use accells listed as max G's by TL from Bk5.

Sand Clouds: don't reccall where, but they stay put until the using ship applies thrust.

Originally posted by Jolly:
I have several versions of the classic rules and I cannot find these clarifications in the recent reissues.
I was also wondering how many people still use the old classic system and is it worth it if everyone knows how to play Gurps.

thanks ahead of time

-Jolly
That depends entirely upon the players. If the group is mostly GURPS Grognards/diehards, run GT. If they dislike GURPS, CT is about as un-GURPS as a system gets, except for both using only d6's.
 
Originally posted by Jolly:
Hi everybody, I just have a couple of old school questions if anyone wants to answer.

I have the Reprinted 0-8 CT book and I am failing to find information about Ship Combat. Perhaps I am just blind and cannot see it but I am looking for page references for:

*the differences between Beam and Pulse Lasers.
*the acceleration of missles.
*the topic of where sandcaster clouds go and how they get there.

I have several versions of the classic rules and I cannot find these clarifications in the recent reissues.
I was also wondering how many people still use the old classic system and is it worth it if everyone knows how to play Gurps.

thanks ahead of time

-Jolly
Hello Jolly!

First of all, I´m sorry I can´t give you the exact page numbers, but I´m using my Traveller Book (German version no less) for reference. I´ll try to explain where the rules are found as precisely as possible. If you do not find them there, maybe the rules version in TTB was updated. I can, however, assure you that I looked up each rule in the book. I tried to translate section headings as good as I could.

The Effect of Pulse Lasers is listed in the Laser Fire section in the Space Combat rules in Book 2. (almost at the end of the section): Pulse Lasers get a DM -1 to hit, but roll twice on the Damage Table.

The acceleration of missiles is listed in the Artillery Fire(?) Phase section in the same place: Missiles move like spacecraft with 6 Gs acceleration.

The movement of Sand Clouds is listed in the same section: They move at the same velocity that the ship firing them had when firing them. In other words, they retain the velocity of the firing ship.

Hope this helps.

Regards,

Tobias
 
Thankyou Tobias and Aramis.

Okay, the full weirdness of all my Classic Traveller Stuff. I have the following basic rules:

The little black books from -1977 3rd printing
The aforementioned rules are not there.

The Big Traveller Book -1982 2nd Printing
Same missing material.

The 0-8 Book Reprints -2000 first printing
Same missing material.

Traveller Starter edition -1983 first printing
Has all the rules Tobias is talking about but the space combat uses Range Bands for movement,

All the books mention the cost differences for Pulse and Beam lasers and the targeting DM's for shooting through set distances of sand.
I am usually not this anal (really) but is it possible that 3 of the 4 sets I have picked up have errata problems, even the 2000 reprints, or am I missing something? Gaah.
Analy yours
-Jolly
 
Originally posted by Jolly:
All the books mention the cost differences for Pulse and Beam lasers and the targeting DM's for shooting through set distances of sand.
I am usually not this anal (really) but is it possible that 3 of the 4 sets I have picked up have errata problems, even the 2000 reprints, or am I missing something? Gaah.
Analy yours
-Jolly
I have just consulted the hallowed first printing of book 2 and found a -1 to hit modifier for pulse lasers. I have found no mention of additional damage caused by pulse lasers in the holy book of old.

One other piece of book 2 erata that I've found is on the drive pottential table; for a ship of 2000 tons mounting a Z drive the performance should be 5 not 6.

Remember however that the truly wonderfull thing about Book 1-3 traveller is it's flexibility. Most of the rules can be easily modified to account for different game styles and/or universes. So you really should look at any apparent rules holes not as flaws to be errated but as an invitation to place your own unique stamp on the game.
 
I'll need to check my books as well, but if memory serves, the descriptive difference between the lasers was that beam lasers sweep across thier targets, giving them a +1 chance to hit. Pulse lasers aren't as accurate but since their energy isn't used up in the sweep the do more damage than beam. I think for pulse it was -1 to hit, +1 damage, but I'll need to verify that.
 
Thanks again for the comments.
I won't toss my books aside in total disgust, I was only wondering if I was missing something in there, and if not why the 2000 reprints would be missing the information. The Classic Traveller line felt so complete I just found it odd. Anyway what's the general feeling about how the sandcasters should work? We know the intent of missles and lasers.
Thanks for the thoughts folks.

-Jolly
 
Originally posted by Jolly:
Anyway what's the general feeling about how the sandcasters should work?

-Jolly
Using 1st edition CT book 2 sand is launched in the ordinance phase and since it doesn't accelerate has the vector of the launching ship at the time the sand is launched. Since this requires an awfull lot of bookeeping and after a few accelerations the sand clouds will be left far behind anyway I prefer the Mayday rule for sand; it protects the launching ship (and slightly hinders fire from the ship) untill the ship manuevers.
 
On a side note to sandcasters, remember the striker rules....planetside sandcasters act as giant shotguns with a massive penetration...troops caught in this 'instant sandstorm' are reduced to bone. A few desperate players of mine discovered this when they were under seige once ;)
 
Was it ever stated anywhere what the size of a sandcaster cloud is? Book 2 and Spec. Supp. 3 both mention "per 25mm," but is that the radius or diameter of a cloud? (I'd think radius, else a ship in the middle of one would get no benefit, but then firing completely through a well-positioned cloud would double the modifier). Also, was there ever a mention of having multiple clouds around the same ship (launching turn after turn while not accelerating)? I'm hoping something will be in JTAS 1-12 or 13-24, but they won't arrive until next Tuesday.
 
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