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T5 Errata Discussion Thread

I think he meant a Model 0/bis, which is a TL-8 computer mainframe. Either a Model 1 (TL-9) or Model 0/bis (TL-8) are the minimum models necessary to control a J-1 Jump Drive.
Astrogation is a separate issue.

Thank you and my apologies, I was fixated on TL8 having just received a patent card for a TL8 planet and typed 8 instead of 0.

Many thanks

David
 
Okay that makes more sense, but I'm reading through ACS and the Computers chapter and I can't find a reference that says "A Model/1 or Model/0bis is required to use a J1 Jump Drive".

ACS describes the role of the Ship's Computer as follows: "Ship’s Computer Assign a Ship’s Computer as the overall central server and data base for operations.". If that's correct what direct role does it have in the Jump Drive.

Are people perhaps quoting the CT rules rather than reading what ACS actually says?

Can anyone have a look at this and tell me if there is a specific reference relating Computer Model Number to Jump Drive? Thanks.

Well I was basing this on my previous Traveller experience, I notice there's no fib computers, so if bis models don't add 1 to Jump capability what's the point of them?

Kind Regards

David
 
Well I was basing this on my previous Traveller experience, I notice there's no fib computers, so if bis models don't add 1 to Jump capability what's the point of them?

Kind Regards

David

Actually there are fib computers, Photonic computers using light as the basis of there operation. There are also Electronic, Fluidic, Mechanical and Positronic computers. The benefit is that a Photonic computer will be immune to Electronic weapons or scramblers which are covered in the weapons and screens chapters.

Bis model computers have one extra "Cell" enabling them to run an extra process or practically in game to function with one extra console equivalent. This means that a bis model will have a slight extra edge when lending its power to managing consoles (and the tasks and equipment they are responsible for).

i haven't gamed this yet, but the idea is that a Ship's Computer can stand in for a member of the crew and resolve a task. Its not the same as the computer being AI but it allows "the ship" to run some of its own processes. So the ship's Computer could I think be given an order to make the Astrogation task and send the ship into jump.

The difference in T5 to other versions here is that the Ships computer is not a deciding or limiting factor in the capability of the Jump Drive. The Jump Drive is defined according to its own design factors and stage effects as well as the jump bubble design.

Also on the subject of the Model/0. The Model/0 has a base tech level of TL8 but using Stage Effects we can build a Model/0 at TL5. however the Experimental TL5 model/0 will have much more limited capabilities, suffering a -3 Mod to its rolls. using QREBS it will be bulkier, harder to use and less reliable than the base TL Model/0
 
Also on the subject of the Model/0. The Model/0 has a base tech level of TL8 but using Stage Effects we can build a Model/0 at TL5. however the Experimental TL5 model/0 will have much more limited capabilities, suffering a -3 Mod to its rolls. using QREBS it will be bulkier, harder to use and less reliable than the base TL Model/0

In other words: ENIAC
Make sure your ship's stores have plenty of vacuum tubes. :)
 
Actually there are fib computers, Photonic computers using light as the basis of there operation. There are also Electronic, Fluidic, Mechanical and Positronic computers. The benefit is that a Photonic computer will be immune to Electronic weapons or scramblers which are covered in the weapons and screens chapters.

Bis model computers have one extra "Cell" enabling them to run an extra process or practically in game to function with one extra console equivalent. This means that a bis model will have a slight extra edge when lending its power to managing consoles (and the tasks and equipment they are responsible for).

i haven't gamed this yet, but the idea is that a Ship's Computer can stand in for a member of the crew and resolve a task. Its not the same as the computer being AI but it allows "the ship" to run some of its own processes. So the ship's Computer could I think be given an order to make the Astrogation task and send the ship into jump.

The difference in T5 to other versions here is that the Ships computer is not a deciding or limiting factor in the capability of the Jump Drive. The Jump Drive is defined according to its own design factors and stage effects as well as the jump bubble design.

Also on the subject of the Model/0. The Model/0 has a base tech level of TL8 but using Stage Effects we can build a Model/0 at TL5. however the Experimental TL5 model/0 will have much more limited capabilities, suffering a -3 Mod to its rolls. using QREBS it will be bulkier, harder to use and less reliable than the base TL Model/0

Thanks for your help, the BBB is simply too big too read cover to cover so I've concentrated on the bits that interest me, char gen & ship building and I've started looking at world building.

Can you give me the page reference for photonic computers please? Also how would they work against the Virus? I'm not a fan of the Beserker type novels & anything that diminishes virus is great IMTU.

Many Thanks for the explanation, I'm now looking at experimental planetoids at TL8 (unfortunately Mount doesn't have a belt can I mine them from a gas giant's ring?)

Kind Regards

David
 
Thanks for your help, the BBB is simply too big too read cover to cover so I've concentrated on the bits that interest me, char gen & ship building and I've started looking at world building.

Can you give me the page reference for photonic computers please? Also how would they work against the Virus? I'm not a fan of the Beserker type novels & anything that diminishes virus is great IMTU.

Many Thanks for the explanation, I'm now looking at experimental planetoids at TL8 (unfortunately Mount doesn't have a belt can I mine them from a gas giant's ring?)

Kind Regards

David

Glad to be of service. Likewise I've there are parts that I've only glanced at such as trade and world building.

Page reference for photonic computers: pp.515-516 It starts near the bottom under the heading: The Underlying Physical Principles

As to how it might affect Virus, hmmm, I think we'd need to look at the Virus as it relates to the Datacaster weapon, what T5 says about AI and connections (also p.516) and Personalities. You could run the different virus strains as stable Personalities on a computer (see Rogue IP on p.524). I think if you apply these principles from T5 to TNE's virus you move it from the "silicon lifeform" to a much more believable rogue weaponized AI virus.

Can you mine a planetoid hull from as gas giant's ring? I'll throw a question back at you. How big and solid are the chunks that make up a gas giant ring? If you find one big enough, boost it into a higher orbit and begin fitting out.

[EDIT] Oh and I missed this on my first pass but Fib and Photonic are separate options on the table on p.520
 
There are bigger game books out there, its not that big to read from cover to cover. I actually think that if the font size had been lowered, the book could have come in at under 500 pages, or had more explanations, and examples included.
 
Something I noticed, on page 505 the Tech Level chart lists Anagathics as TL F, while on page 625 it is listed on the chart and in the comments as TL G.

Also, I seem to recall it used to cost 100k/dose in pill form. At 100 grams (that's one damn big pill :oo:) for 1MCr, I am guessing that it is showing the cost/size for a years treatment in a container / dosimeter? :confused:
 
Looks like 100g is a month's dose.

I think its for the Ref to define if thats one big pill, a pill/spray/injection/Suppository every week or whatever.

I think on balance Anagathics are TLG which would make experimental versions available around TLD?
 
While I think this is a little speculative, I was asked to post it here:

As I've said before, a proper discussion of damage types and a cavet to the snap fire rule would probably cover it.

My shot at it would look like this:

Snap Fire
A single shot weapon can, of course, be fired on the move, but suffers an increased penalty to hit and obtains no damage bonus. Also, autofire hits result in dice of dice, with each hit becoming a dice of damage.

Damage Types
Most damage must penetrate armor individually and similtaneously, but all damage types are cumulative against NPCs in the Hit 1 system. (which should really, really be renamed Hit 10 when you think about it)

Penetration is cumulative with Bullet, Impact, Burn, and Blast Damage but not Frag.

Frag and Blast damage affect all combatants in the same range band as the target. If tactical combat is being played on a map the Frag and Blast values are the number of 1.5m squares that are affected.

Bullet and Frag damage cause Bleeding by severity just like Cuts.

Melee
A combatant can run and make a melee attack at the cost of defending. A combatant can walk and melee normally. Melee attacks are opposed rolls but Melee Weapon skill levels must be divided between multiple attackers when defending. It is possible to attack multiple foes by dividing melee weapon skill between them and increasing the difficulty by one die.

All melee weapons have a fixed Penetrate value equal to the attacker's C1 (because a really big knife does more damage than a sword right now) or a direct damage bonus equal to C1 in cases where the weapon is unbalanced such as an axe. Higher tech materials also grant a penetrate value equal to the difference between the armor and weapon's Tech level.
 
A single shot weapon can, of course, be fired on the move

If on foot and not wearing battledress (or other augmentation), does that include weapons like LAW rockets and bazookas?



Penetration is cumulative with Bullet, Impact, Burn, and Blast Damage but not Frag.

Like it. But what about weapons (like the aCT-9) that only do Pen damage?



Frag and Blast damage affect all combatants in the same range band as the target.

I'd change that to "Frag and Blast damage may affect other combatants." The Referee will need to judge. At more distant ranges, characters in the same range band may still be far from each other. And characters in R=1 are pretty close to those at R=0.
 
It's been said already, but I seem to recall (where???) that pen is halved when applied as damage to characteristics, to represent blow-through.

I've heard that (and variations) but I haven't found the reference. Treating Pen differently to other damage types seems to make sense but could it have been a suggested house rule rather than the RAW?
 
It's been said already, but I seem to recall (where???) that pen is halved when applied as damage to characteristics, to represent blow-through.

I've heard that (and variations) but I haven't found the reference. Treating Pen differently to other damage types seems to make sense but could it have been a suggested house rule rather than the RAW?

I do not recall reading it anywhere in the RAW. I think it might be Licheking's house-rule, perhaps?
 
Again, I seem to recall a page in the second or third draft we saw that explained these things.

Anyhow, yes you can snap fire a bazooka, since snap firinging is just moving and shooting and the nominal length of time represented by a round is a minute but could be longer or shorter.

Tripod weapons can't be snap fired.

A weapon that does only Pen damage still does hits of damage. I think the severity = hits / 2 thing confuses people but severity is just the difficulty of medical tasks relating to the wound.

Pen counting armor as half gets pretty confusing if it's cumulative with other damage types. But armor penetration is nearly impossible if no damage is cumulative.

It seems to me that Penetrate, Bullet, Burn, and Blast could all be cumulative but that frag and impact might not be. This is mostly just a rationalization of what's happening. An armor piercing bullet will get through armor better than a normal one as might an exploding one or a laser beam. Impact seems to imply a more spread out impact like getting hit by a truck. Frag is lots of little bits of shrapnel rather than a focussed hit.

Another possiblility is that Penetrate simply reduces armor on the way through. But that means book keeping on the armor and seems contrary to the intent of the Hit 1 system where all damage appears to be cumulative if the Gun Maker chapter is to be believed but not so much with the Hit 0 system. However, with the armor being fully compromised (I generally assume by hit location) when hit and the high armor values Armor Maker produces, being able to wear down impenetrable armor with Pen damage might be the answer.

When it comes to Blast and Frag, I'd roll the damage per target in the danger space so it might not get through armor. Being in the blast radius seems pretty clear cut as far as getting hit goes. If you miss the shell probably kept going and went off the table so to speak though if there's a Titan battle suit right behind you maybe not.
 
I do not recall reading it anywhere in the RAW. I think it might be Licheking's house-rule, perhaps?

Yes this was my house rule, Pen damage was rolled against half the armour value, and then whatever got through was halved against characteristics. But i choose to roll each type of damage effect separately, so halving the armour for Pen is relatively easy. If Pen is combined with other effects and it gets through, then all following effects get through automatically.
 
I must admit my weapon experience in RL is somewhat limited but yesterday I was talking to a friend who is somewhat more so. (His experience includes his current day job working in a gun shop.) In his opinion any personal weapon is capable of snap fire, including single shot weapons. But the key factor for firing while moving was recoil. The higher the recoil, the more you had to brace when firing if you wanted a chance of hitting your target.

So looking at T5 I see there are three levels of recoil: 'No', 'Yes', and 'High'. Perhaps the rule should be...

Movement restrictions based on fire type stay as written but all weapons are capable of snapshot fire. And the following movement restrictions based on recoil are applied
- 'Recoil:No' weapons can be fired while stationary or walking or running
- 'Recoil:Yes' weapons can be fired while stationary or walking
- 'Recoil:High' weapons can only be fired while stationary

Thoughts?
 
Nice.

I must admit my weapon experience in RL is somewhat limited but yesterday I was talking to a friend who is somewhat more so. (His experience includes his current day job working in a gun shop.) In his opinion any personal weapon is capable of snap fire, including single shot weapons. But the key factor for firing while moving was recoil. The higher the recoil, the more you had to brace when firing if you wanted a chance of hitting your target.

So looking at T5 I see there are three levels of recoil: 'No', 'Yes', and 'High'. Perhaps the rule should be...

Movement restrictions based on fire type stay as written but all weapons are capable of snapshot fire. And the following movement restrictions based on recoil are applied
- 'Recoil:No' weapons can be fired while stationary or walking or running
- 'Recoil:Yes' weapons can be fired while stationary or walking
- 'Recoil:High' weapons can only be fired while stationary

Thoughts?
I like this idea a lot, makes sense and uses some of the nifty bits of the rules.
 
Movement restrictions based on fire type stay as written but all weapons are capable of snapshot fire. And the following movement restrictions based on recoil are applied
- 'Recoil:No' weapons can be fired while stationary or walking or running
- 'Recoil:Yes' weapons can be fired while stationary or walking
- 'Recoil:High' weapons can only be fired while stationary

Thoughts?
This makes sense. I would modify it such that the weapon can be fired, however the consequences to the person firing would change. Firing a high recoil weapon while running (or not properly braced) means you get knocked off your feet.
 
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