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New radiation ship hit effects

kilemall

SOC-14 5K
While we’ve been talking Rob’s BCS game, I posted about my CT/HG game and how it differs from published or preferred dev Traveller ship games. It occurred to me that one aspect I had not mentioned before could be of general interest- new types of hits for radiation weapons.

In addition to crew effects, weapon and non-hardened/fib computers, I have two effects not defined before to my knowledge- hull and fuel.

I track on hull hits as tonnage like the rest of my hit system. So if 10 tons go to hull, that’s counted. Hulls are normally rated by their tonnage 1:1, so free traders have 200 hull points.

Thats with a full set of hardpoints- if a ship is specced with less hardpoints, it gets more hull points. Thats because I see hardpoints as taking up space in between outer hull and inner volume and if they aren’t there that leaves more room for structural strength improvements, more backup power/fuel/network/life support lines thus making the ship more redundant.

Hull hit effects degrade my sensor ability for the hull mounted VLA long range systems, causes streamlining to drop to close structure and then open structure cannot land, and ultimately causes crits as cables get cut and redundant connections break. At the highest damage level they restrict acceleration.

If hull hits exceed hull points, the ship breaks apart.

The idea behind radiation hits affecting hulls is neutron embrittlement. If the ship is being hit hard enough for particle damage, then that’s enough for embrittlement and affecting underlying systems.

The other hit, fuel, doesn’t destroy the tankage or content. My view is that part of the design and use of fuel is wrapping most of the hull with at least part of the tankage precisely as part of radiation mitigation. That’s its designed double duty function.

Instead, radiation fuel hits turn refined fuel into unrefined fuel. The ship has to run the fuel through the refiner to be able to safely jump.
 
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