Commander Truestar
SOC-14 1K
I'm also not certain what the Squadron code would be for the five 30k dTon Zhimaway BattleRiders
My thoughts are that since they are fighting ships on their own rather than squadrons of fighters, the "Fighter USP code" might be Zero.I'd just treat the Zhimaway as regular ships whenever they're launched, but I'll admit that's because I don't remember squadron rules and they're cruiser-sized as individual ships. As mentioned earlier in the thread, they're 30k-ton ships, and they have a big spinal gun (Class M Meson), 2 50-ton particle bays, 3 50-ton fusion bays, and 10 50-ton missile bays, plus what looks to be 30 triple beam laser turrets in 3 batteries of 10 turrets and 120 double sandcaster turrets arranged into 8 batteries of 15 turrets each (it's said to have 150 turrets, and that works mathematically even if it feels a bit weird from a design standpoint). They're M6 and pretty decently armored.
Changing topics, I don't know whether these would count or not, but Fighting Ships of the Shattered Imperium has Tenders and Riders for TL-14 and TL-15, with two riders at each tech level, one with a particle spinal and one with a meson spinal. All of the Riders are 30k dTons. Like everything else in that book, they don't have names, but they could be adapted for use as classes that might be mentioned in sources without details.
The numbers are number of discrete sandcasters; that 30 for A can be 10 triple turrets with 3 SC each, or 15 double with 2 each, or 30 single. Same as in HG.So,
One of the reasons I never shifted from Highguard to the MegaTraveller system was the crazy (IMO) design sequence for assigning weapons and batteries.
And now I'm trying to create a HG USP for the World Class BT and I'm trying to figure the HG values.
For the sand casters, "I see" a UCP of x0 9 creating 20 batterys - where:
TL Type Power Weight Price 1 2 3 4 5 7 8 9 A
10 Sand Turret-10 1 2 250000 -- -- -- 1 3 6 8 10 20 30 (because the next tech is 16 so...)
So, I'm guessing 30 sets of 10 turrets each or 300 total which over-tops the Highguard Factor 9
Plasma guns are:<br>TL Type Power Weight Price 2 3 4 5 6 7
12 PG Turret-12 250 3 1500000 -- -- 1 4 10 16 20 and 20 batteries
So, I'm guessing 249 total here - which - again - over-tops HG Factor 9
So, I'm guessing:
1) I'm incorrect in my numbers
2) I need help figuring out the Highguard USP codes for the offensive weapons and sand casters?
Given how FF&S did things, they'll be actual spinal mounts, just not very big ones. Meson guns and PAWS don't work very well as bay weapons using FF&S.One more from Battle Rider that's more on the "isn't that cute" end of the scale - the Maggart-class Clippers carry one or two Manticore-class Light Battle Riders, which are 400-ton system ships with a meson "spinal" (probably a bay-sized fixed mount) and a pair of laser turrets. The Maggart-class are 2750-ton vessels.
Given how FF&S did things, they'll be actual spinal mounts, just not very big ones. Meson guns and PAWS don't work very well as bay weapons using FF&S.
Yes, I have tried several times the climactic scenario in Battle Rider where the RCN faces off against the Empire of Solee. The Maggart only has those Manticore small spinal riders to deploy against a SEH cruiser being used by Solee. You rapidly discover those spinal mesons are pants against a decent meson screen. Your only hope is a double damage "outstanding" hit at close range. There aren't many of those cards in the Battle Rider deck!
Even more hopeless than I remembered!
I think though, that BR has a rule that the meson screen value, when subtracted from the firing weapon's damage value, may never reduce the damage value to less than zero, provided it was greater than zero after addition/subtraction of target size.
So, the SEH would still suffer temporary crits from the Manticore meson guns.
The Starburst is quite unlikely to fail the screen save, even with a crap crew and outstanding hits against it by a Manticore.Even more hopeless than I remembered!
I think though, that BR has a rule that the meson screen value, when subtracted from the firing weapon's damage value, may never reduce the damage value to less than zero, provided it was greater than zero after addition/subtraction of target size.
So, the SEH would still suffer temporary crits from the Manticore meson guns.