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Having read MJDs' TNE stories I find myself inspired to run TNE. I want to use T20 rules. T20 ship design is based on high guard. Has anyone thought through how to adapt HG/MT/T20 design rules to produce TNE type ships?
Originally posted by Sigg Oddra: Having read MJDs' TNE stories I find myself inspired to run TNE. I want to use T20 rules. T20 ship design is based on high guard. Has anyone thought through how to adapt HG/MT/T20 design rules to produce TNE type ships?
. I have considered making them bay varients and have what I think is a logical plug in. Then there's the old heplar/contra grav versus thruster problem , to which my solution is based on T4. Use the former at first and switch to the latter when the tech is recovered. Powerplant fuel is very different and I havn't thought that through yet. 3t and 6t turret sockets.
Basically I would like to know how other people have adapted the T20 ship design system to produce the RCES Clipper class, which plays a big part in the short stories.
I like the T20 ship combat rules, use of sensors etc, it works a lot like brilliant lances only it is much simpler and user friendly.
The difficulty is TNE's Fire, Fusion and Steel uses a different set of assumptions about how to build ships than the T20 (and HG) system.
In order to make the T20 design system work like FF&S, you need to add a weapon design system, more flexable weapon mounting systems, and the surface based limitation on weapons mountings (The 1 weapon per 100dtons is an abstraction).
It adds a lot of additional calculations for not so much gain. The downside becomes justifying the default, generic weapons and mountings against any number of possible home build alteratives. (See GURPS Vehicles vs. GURPS Traveller:Starships)