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Draft HG2/Supp5 Errata for comment

I have not yet looked at those in detail, but one thing that would be nice, however it is accomplished, would be rules for escorts to supplement a major warship's (or warships') anti-missile or energy weapon defense.
 
I have not yet looked at those in detail, but one thing that would be nice, however it is accomplished, would be rules for escorts to supplement a major warship's (or warships') anti-missile or energy weapon defense.

That would NOT be errata. It might be nice, but it's more than errata...
 
Can we focus on HG2 errata, and get into HG version flamewars later?

:rofl:
 
The USP for the Gazelle is missing.

I would like to see is the crew section errata removed until you have been convinced something else is worth a go. At present we have near universal agreement the current crew errata doesn't work.

The "turrets in a battery must be the same size" is a curious one. Is it intended to force laser batteries of 10 lasers to field 12 lasers, or do we "buy" a triple turret with only one laser in it for the 10th weapon?
 
HG page 43, the Black Globe

If a ship absorbs enough energy to make a jump, and it is supplied with sufficient fuel, it may jump at the end of the turn

How much is enough energy to make a jump?

Capacitors full (so a little more and the ship explodes)?

A percentage of the capacitors full (leaving a seccurity margin)? If so, which percentage?
 
The USP for the Gazelle is missing.

I would like to see is the crew section errata removed until you have been convinced something else is worth a go. At present we have near universal agreement the current crew errata doesn't work.

The "turrets in a battery must be the same size" is a curious one. Is it intended to force laser batteries of 10 lasers to field 12 lasers, or do we "buy" a triple turret with only one laser in it for the 10th weapon?

The USP for the Gazelle is missing because it hasn't been legally rebuilt.

The Crew Section errata may be universally disliked, but it is the official errata we have. It stays until we have a replacement.

It's illegal to buy a triple turret with only one laser in it, so yes, you are forced to field 12 lasers to have a battery of 10 lasers. Unless you have 10 lasers (5 dual turrets, for example).

What is specifically illegal is having different turrets with different weapons in the same battery (ie, three triple laser turrets and one single laser turret).
 
HG page 43, the Black Globe

How much is enough energy to make a jump?

Capacitors full (so a little more and the ship explodes)?

A percentage of the capacitors full (leaving a seccurity margin)? If so, which percentage?

Hey, new errata!

My parallel question: if you have sufficient fuel, who cares what's in the capacitors?

I definitely want some comments on this. But I was really hoping for comments on the draft... :(
 
In re full capacitors and jump: I've always used the rule that it's two turns of same rated PP output + full jump-fuel tanks. The fuel can't be being fused - it would melt the ship.
 
My parallel question: if you have sufficient fuel, who cares what's in the capacitors?

Well, In HG page 39, under Breaking Off: jumping states the needs for a jump if you have the fuel, and it comes to mean you must spend one or two turns as a sitting target, while if your capacitors have enough energy stored, you can jump on spot.

And before anyone reverses the question to if you have the capacitors full, why do you need the fuel?, I remember there are several threads about the subject, and, AFAIK, no definitive answer has come up
 
In re full capacitors and jump: I've always used the rule that it's two turns of same rated PP output + full jump-fuel tanks. The fuel can't be being fused - it would melt the ship.

That seems a good answer, as is the EPs you must dedicate to jump, as stated in the page 39 (just cited by myself, I guess while you were writing your answer).

But then, a 1000 dton (let's make numbers easy, even if such a ship would be hard pressed at best to mount a BG) BG equiped, jump 4 ship, would have 20 dton of capacitors (0.5%MJn=5 x 4=20), with a capacity of 720 EPs. The same ship would produce (at PP 4, that is what's stated in page 39) 40 EPs (E = 0.01MPn = 10 x 4 = 40).

If it needs 80 EPs stored in its capacitors to make a jump, why has it capacitors for 720 EPs? (i've not run the numbers for other ship sizes nor Jn, but I guess results would be similar, as most is based on percentages)

I don't believe ships are rutinely equiped with capacitors to hold over 18 times its needed energy, so I guess quite a lot more of energy is needed (produced by the JD, the PP only produces a small portion of it), so I guess quite more EPs would be needed.

EDIT: As DonM complains that is not what he expected from that thread, do you think this discusion is worth a thread by itself?
 
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HG makes it clear you need 3 things to jump safely:

1) two turns power in the capacitors
2) sufficient refined fuel
3) a working jump drive

It implies a 4th:
4) a working power plant with a rating no less than that of the jump drive.

So, treating it as an exigesis problem...

We note that in HG, the MD and the JD both require Power from the PP but don't use energy points explicitly; if one presumes agility is the actual performance of the drive, then yes, MD do so.

HG doesn't discuss JD power requirements in jump, only to enter jump. CT canon itself never discusses what happens in the case of a PP failure in jump, nor damage to the JD while in jump.

There is a ship which can jump on power alone - the Annic Nova. It is, however, not a HG design, nor a Bk2 design, and cannot be built within the rules.

Filling the capacitors with the PP over 3+ turns isn't sufficient to jump safely.

The net implications:
The jump initiation takes 2%Hull*JDRating EP and those must be available in a 40 minute window.
Jump drives need 1%Hull*rating while in jump.
Jump fuel isn't fused for power per se - it may be fused for plasma jets used in the initiation process, or some other use, but it isn't for power. Otherwise, the fuel could be replaced with additional capacitors.

I'll note also: other editions (MT, TNE, T4) have different assumptions, in more detail, and more information, which upon looking at it thus, doesn't match.
 
Should the errata include the computer model types from HG 1st edition?

By this I mean HG1 allows for bis models up to a 9bis if desired, and HG2 still has the letters available in the USP to allow for it.
 
It's illegal to buy a triple turret with only one laser in it, so yes, you are forced to field 12 lasers to have a battery of 10 lasers. Unless you have 10 lasers (5 dual turrets, for example).

What is specifically illegal is having different turrets with different weapons in the same battery (ie, three triple laser turrets and one single laser turret).

Well, I guess thats a logical extension of "a turret is a weapon".

*walking away, shaking head...*
 
Should the errata include the computer model types from HG 1st edition?

By this I mean HG1 allows for bis models up to a 9bis if desired, and HG2 still has the letters available in the USP to allow for it.

probably. IMO, absolutely.
 
HG makes it clear you need 3 things to jump safely:

1) two turns power in the capacitors
2) sufficient refined fuel
3) a working jump drive

It implies a 4th:
4) a working power plant with a rating no less than that of the jump drive.

Plus a Computer rated for the jump, and a Bridge.

The only reference I have seen to "two turns in the capacitors" is in the Breaking Away rules. Where I'm assuming speed is of the essence.

But that aside, Jump Fuel is used at the point of jump, not in the 40 minutes before jump. As supported by the concept of Drop Tanks.

So, we have the need for the PP to power up (and a way to measure that in Breakways), to support the sudden use of Jump Fuel by (I'm picking) the JD.
 
It implies a 4th:
4) a working power plant with a rating no less than that of the jump drive.

Well, I think is more than implied, as your JDn and MDn may never be higher than your PPn. And the errata presented in the first post this thread by DonM (page 4 of this errata) reinforces that:

Page 49, Damage Results, Power-n (clarification): Remember that from the Agility rule (page 28), for each power plant hit received in combat (cumulative) the ship’s agility factor is reduced by one. Remember that from the Drive rule (page 22), a vessel’s effective maneuver and jump factors cannot be higher than its power plant factor. If a vessel’s power plant factor is reduced to zero, all weapons (including missiles and sandcasters) and screens are inoperative, and the vessel’s computer, maneuver, jump and agility factors are considered zero.
 
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