• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

TNE Fire, Fusion & Steel comp. with MegaTraveller?

does anyone know if the rules in the TNE version of Fire, Fusion, and Steel are compatible with Megatraveller's system? I know TNE has a new system, but I wasn't sure if that would effect this stuff. Thanks!
 
does anyone know if the rules in the TNE version of Fire, Fusion, and Steel are compatible with Megatraveller's system? I know TNE has a new system, but I wasn't sure if that would effect this stuff. Thanks!
 
does anyone know if the rules in the TNE version of Fire, Fusion, and Steel are compatible with Megatraveller's system? I know TNE has a new system, but I wasn't sure if that would effect this stuff. Thanks!
 
Big differences:
1) TNE uses 14KL=1Td, MT uses 13.5
2) TNE Armor takes volume.
3) PPfuel rates vary immensely
4) MT uses control panels and control points. TNE/FF&S uses crew calcs to derive needed workstations.
5) weapons design completely incompatible. Even Hard Points are differently sized... tho' several people wrote up cans which matched the MT turrets. MT lacks Weapons design.
6) More computer types in FF&S
7) Gravitics assumptions very different foundation for non-T-plate vessels/vehicles. MT Gravitics provide thrust (only). TNE gravitics provide weight cancellation only, and require some secondary system for thrust.
8) MT maneuver drives without Hard Times nor Wood Wind Fire and Steam are all Gravitic thruster plates. TNE Thruster plates are not stock TNE, even tho they are in FF&S.
8.1) MT T-plates produce a volume-based area-effect gravitic acceleration to rated G's. TNE T-plates provide mechanical thrust.

Big However coming:
However, if you use one OR the other, you can use MT's DP system with just about anything designed in Displacement Tons or Kiloliters.
 
Big differences:
1) TNE uses 14KL=1Td, MT uses 13.5
2) TNE Armor takes volume.
3) PPfuel rates vary immensely
4) MT uses control panels and control points. TNE/FF&S uses crew calcs to derive needed workstations.
5) weapons design completely incompatible. Even Hard Points are differently sized... tho' several people wrote up cans which matched the MT turrets. MT lacks Weapons design.
6) More computer types in FF&S
7) Gravitics assumptions very different foundation for non-T-plate vessels/vehicles. MT Gravitics provide thrust (only). TNE gravitics provide weight cancellation only, and require some secondary system for thrust.
8) MT maneuver drives without Hard Times nor Wood Wind Fire and Steam are all Gravitic thruster plates. TNE Thruster plates are not stock TNE, even tho they are in FF&S.
8.1) MT T-plates produce a volume-based area-effect gravitic acceleration to rated G's. TNE T-plates provide mechanical thrust.

Big However coming:
However, if you use one OR the other, you can use MT's DP system with just about anything designed in Displacement Tons or Kiloliters.
 
Big differences:
1) TNE uses 14KL=1Td, MT uses 13.5
2) TNE Armor takes volume.
3) PPfuel rates vary immensely
4) MT uses control panels and control points. TNE/FF&S uses crew calcs to derive needed workstations.
5) weapons design completely incompatible. Even Hard Points are differently sized... tho' several people wrote up cans which matched the MT turrets. MT lacks Weapons design.
6) More computer types in FF&S
7) Gravitics assumptions very different foundation for non-T-plate vessels/vehicles. MT Gravitics provide thrust (only). TNE gravitics provide weight cancellation only, and require some secondary system for thrust.
8) MT maneuver drives without Hard Times nor Wood Wind Fire and Steam are all Gravitic thruster plates. TNE Thruster plates are not stock TNE, even tho they are in FF&S.
8.1) MT T-plates produce a volume-based area-effect gravitic acceleration to rated G's. TNE T-plates provide mechanical thrust.

Big However coming:
However, if you use one OR the other, you can use MT's DP system with just about anything designed in Displacement Tons or Kiloliters.
 
Originally posted by Aramis:


Big However coming:
However, if you use one OR the other, you can use MT's DP system with just about anything designed in Displacement Tons or Kiloliters. [/QB]
Sorry Aramis, I've read through the MT stuff a few times and liked the sensor tasks etc and from what I understand of it I thought the control points/control panels was nice detail but I don't know what you are referring to with "MT's DP system" is this Damage points? Displacement? or something else more specific to Drives?

Also I think one of the major differences is not so much the design sequences themselves but how they end up effecting play and the combat system.

In most of the other systems (other than TNE) starship combat seems to be a pretty close range affair. I see posts talking about T20 and their missiles having a long range at 90,000 klicks, it almost makes me smirk when I think of TNE missiles having a range of 360,000 klicks. In my experience of TNE space combat it occurs (usually) over distances beyond 1 light second, not so up close and personal where plasma and fusion guns can even be considered.
 
Originally posted by Aramis:


Big However coming:
However, if you use one OR the other, you can use MT's DP system with just about anything designed in Displacement Tons or Kiloliters. [/QB]
Sorry Aramis, I've read through the MT stuff a few times and liked the sensor tasks etc and from what I understand of it I thought the control points/control panels was nice detail but I don't know what you are referring to with "MT's DP system" is this Damage points? Displacement? or something else more specific to Drives?

Also I think one of the major differences is not so much the design sequences themselves but how they end up effecting play and the combat system.

In most of the other systems (other than TNE) starship combat seems to be a pretty close range affair. I see posts talking about T20 and their missiles having a long range at 90,000 klicks, it almost makes me smirk when I think of TNE missiles having a range of 360,000 klicks. In my experience of TNE space combat it occurs (usually) over distances beyond 1 light second, not so up close and personal where plasma and fusion guns can even be considered.
 
Originally posted by Aramis:


Big However coming:
However, if you use one OR the other, you can use MT's DP system with just about anything designed in Displacement Tons or Kiloliters. [/QB]
Sorry Aramis, I've read through the MT stuff a few times and liked the sensor tasks etc and from what I understand of it I thought the control points/control panels was nice detail but I don't know what you are referring to with "MT's DP system" is this Damage points? Displacement? or something else more specific to Drives?

Also I think one of the major differences is not so much the design sequences themselves but how they end up effecting play and the combat system.

In most of the other systems (other than TNE) starship combat seems to be a pretty close range affair. I see posts talking about T20 and their missiles having a long range at 90,000 klicks, it almost makes me smirk when I think of TNE missiles having a range of 360,000 klicks. In my experience of TNE space combat it occurs (usually) over distances beyond 1 light second, not so up close and personal where plasma and fusion guns can even be considered.
 
Plasma and fusion guns are not effective in TNE space combat unless you are down to basically visual ranges. This is so even if you loose the gravitic focussing for lasers which is what given them the multi-k ranges.

Funnily enough I found all those broken MT designs could be built with FF&S1. (With a bit of effort this even included the Annic Nova)
 
Plasma and fusion guns are not effective in TNE space combat unless you are down to basically visual ranges. This is so even if you loose the gravitic focussing for lasers which is what given them the multi-k ranges.

Funnily enough I found all those broken MT designs could be built with FF&S1. (With a bit of effort this even included the Annic Nova)
 
Plasma and fusion guns are not effective in TNE space combat unless you are down to basically visual ranges. This is so even if you loose the gravitic focussing for lasers which is what given them the multi-k ranges.

Funnily enough I found all those broken MT designs could be built with FF&S1. (With a bit of effort this even included the Annic Nova)
 
If you get rid of gravitic focussing for lasers then you can reduce the scale of TNE space combat to use a much wider array of weapons in space combat.
It makes for an interesting alternative technology universe, as suggested in the rules themselves.
 
If you get rid of gravitic focussing for lasers then you can reduce the scale of TNE space combat to use a much wider array of weapons in space combat.
It makes for an interesting alternative technology universe, as suggested in the rules themselves.
 
If you get rid of gravitic focussing for lasers then you can reduce the scale of TNE space combat to use a much wider array of weapons in space combat.
It makes for an interesting alternative technology universe, as suggested in the rules themselves.
 
That is one of the things I am looking at doing with my Star Kingdom/United Nations of Humanity setting. The problem then is that large NPAWS and Meson guns still have ranges in the multi-hex (30,000km+) range and Nuclear Detonation missiles go off at about 15,000km way outside the range of laser systems at the lower tech levels. So what I need is an anti-missile system that can reach an ND missile at that sort of range lock on and blow it to tiny little bits.

Leaving other technology as is. It becomes very hard to surprise a ship. Your weapon ranges may be only in the 10s of kilometers range but your sensor ranges are in the hundreds of thousands of kms.
 
That is one of the things I am looking at doing with my Star Kingdom/United Nations of Humanity setting. The problem then is that large NPAWS and Meson guns still have ranges in the multi-hex (30,000km+) range and Nuclear Detonation missiles go off at about 15,000km way outside the range of laser systems at the lower tech levels. So what I need is an anti-missile system that can reach an ND missile at that sort of range lock on and blow it to tiny little bits.

Leaving other technology as is. It becomes very hard to surprise a ship. Your weapon ranges may be only in the 10s of kilometers range but your sensor ranges are in the hundreds of thousands of kms.
 
That is one of the things I am looking at doing with my Star Kingdom/United Nations of Humanity setting. The problem then is that large NPAWS and Meson guns still have ranges in the multi-hex (30,000km+) range and Nuclear Detonation missiles go off at about 15,000km way outside the range of laser systems at the lower tech levels. So what I need is an anti-missile system that can reach an ND missile at that sort of range lock on and blow it to tiny little bits.

Leaving other technology as is. It becomes very hard to surprise a ship. Your weapon ranges may be only in the 10s of kilometers range but your sensor ranges are in the hundreds of thousands of kms.
 
Back
Top