After a thirty year break I am re investigating CT as a campaign possibility. To that end I bought The Traveller Book last autumn, and have been slowly digesting it's wonders afresh.
However, I have hit a snag with the starship rules, that I hope the learned members of this forum can kindly answer. I imagine that this may have already been addressed here, and so apologies if we are covering old ground!
My problem is with both laser and missile weapons, as follows:-
1) I understand that beam lasers are easier to hit with and pulse lasers do more damage, but I can't seem to find any rules that put numbers to this statement. +2 to hit for beam and +2 damage for pulse are floating around my memory, but I am uncertain if that is right.
2) The missile rules seem to indicate that missiles move just as ships do, but I can't find any indication as to how many G's of thrust they have.
I have read and reread the space combat and ship design rules, but can't find an answer to either question anywhere. Can someone please help??
#1 — See TTB page 74, top left. Attacker's DM's table. 2 hits but –1 to hit.
#2 — it's missing from TTB. It's also missing from CT-1977 and CT-1981.
So, let's turn elsewhere.
So we look at contemporary partner games... and later supplements.
6G6 (6G for 1 turn) is the default in Mayday, but mayday turns are 2 hours long (7200 seconds) - TTB's are 1000 seconds. I've always used 6g18 (6G for 3 turns) in CT. A mechanical equivalence conversion would be 6G43... but that doesn't jive with the later SS3-Missiles...
The standard missile in SS3 is 5G5 limited burn homing.
Everyone I played with before SS3 had the standard as a 6g18 (but we said 6G, 3 turn endurance)... I know we looked at the AIM-9 Sidewinder... as it was the only thing we had good stats for.
The AIM-9 had 4000lbs for 2.2 seconds, and massed 70 lbs... 57G's for 2.2 sec.
We simply reverse engineered to get 5.7 for 22, or 0.57 for 220... then realized , "Hey, it's TL6... Let's multiply"...
Doing the same math we did back then...
initial AIM-9 data | =4000 * 2.2
= 8800 lb•s at TL 6 |
We found a reference for 10% reduction in mass per TL. We flipped that, got 111% (=10/9) per TL, 3 TL's minimum to get the TL9 missile... | =8800 * ((10/9)^3)
=12071.33058984911 |
multiplied that by 110lb (50kg, mass of a traveller missile) over 70lb (mass of an AIM-9) | =12071.33 * 110/70
=18969.233 lb•s |
Divided by 110lbs to get G•s (gee seconds) | =18969.233 /110
= 172 G-seconds. |
| |
[tc=2]Promptly realized that didn't work at all, because it gave us way too little, and went searching for striker[/tc]
Striker's Tac Missiles and Drone Missiles are the key.
A CPR warhead (at 1/20 the standard weight, as per Tac Missiles).
Scale is 30 sec... we need 1000/30=33.3 turns per space turn.
10cm warhead is standard. that's a base of 30kg/round.
We have a cap of 50 kg.
Oh, wait, the warhead is, per striker, supposed to be 15cm.
Batteries are in MW•S; the endurance is MW•S * 10000 / 50 kg in seconds. we need 1000 second turns, to MW•S * 0.2 = CT Turns.
I'm rounding up to the next 20th (0.05) kg, and next whole credit.
| | |
1.5 | 9 | HEAP warhead 10cm |
3 | 18 | HEAP warhead 15cm |
1 | 300 | homing guidance |
2 | 5000 | 1G of gravitic drive |
2.25 | 844 | TL9 Battery, per G (2.25 MW•S/kg) |
1.7 | 893 | TL10 Battery, per G (3 MW•S/kg) |
1.45 | 979 | TL11 Battery, per G (3.5 MW•S/kg) |
1.25 | 1062 | TL12 Battery, per G (4 MW•S/kg) |
0.5 | 1500 | TL13 Battery, per G (10 MW•S/kg) |
0.35 | 1750 | TL14 Battery, per G (3.5 MW•S/kg) |
0.2 | 2000 | TL15 Battery, per G (3.5 MW•S/kg) |
[tc=3]important elements of the missiles[/tc]
So, out TL 9 missile options...
3 | 18 | HEAP warhead 15cm |
1 | 300 | homing guidance |
12 | 5000 | 6G of gravitic drive |
33.75 | 12660 | TL9 Battery, 15 G•Turn (2.25 MW•S/kg) |
So 6G15 (2.5 turns) of gravitic homer... At TL9, per MT, it's going to be reduced to 1/10 effect past 10 diameters.
The TL10 version won't be, and will be more expensive (but may reduce battery costs by using TL9 ones at 10% cost reduction...)
A TL 9 gravitic deep space missile is going to have other issues.
Note SS3 is rather bolluxed either way. It doesn't match ANYTHING else in the system, and has major errors in the tables. Don was rewriting it...