Funny - in my edition of HG2 it says manoeuvre drive 6 is TL9
You're right, my fault (I've seen the wrong table, the one for JD, instead that the one for MD)

Funny - in my edition of HG2 it says manoeuvre drive 6 is TL9
Nope - you really need to go read HG2 again:Agility is calculated from unused energy points; the power you have over and above what you need to power your drive and your weapons. If you want agility 6, you have to have a power plant that is 6 points greater than what you need to power your drives, computer, screens, AND your weapons.
Hans
Agility: Energy points remaining after weapons, screens, and computers have been installed may be applied toward the ship's agility rating.
But it will catch velocity as time goes on (and they began at long distance). Per each G difference, it will be 10 m/s quicker that its pursuer each second ( so after a 1000 sec turn, it wil be 10 km/s quicker).
That's why I put only one ship per side in my example, so there's no reserve possibility.
I just started to read this thread and a question came to mind.
When Traveller was created, was D&D the only major game to use the multi-polyhedrals? I was curious if they were hard to come by or expensive.
--AF
Yeah, but your Engineer always dies under mysterious circumstances.
![]()
I hate when that happens!
Marc has turned the max accel up to 9...
Speaking of which, what is highest sustained acceleration that a seated normal human can tolerate?
A unit may change speed each combat round by up to its maneuver drive value. Thus if a unit with a maneuver drive-6 is moving at speed 10, the next time it takes a turn, it may reduce its speed to as low as speed 4, or it may increase its speed to as high as speed 16 or any value in between. Or it may leave its speed unchanged at 10
As written that particular paragraph in MT has always struck me as a complete load of dingos kidneys, WAY out of line with how space combat works in just about every other version of Traveller published.You're misreading it. Reread the bolded text... You NEVER have to move on your movement. It's a magic drive from hell.
If I start the turn with speed 12, I can move any distance from 0-12 squares. My choice. Without regard for if that's a MD2 or MD6 ship.
I'll quote JUST the important line:
The movement speed represents the maximum number of squares the unit can move that turn; however, the unit may move any number of squares less than the maximum, or it may even remain stationary.
Let's say I start with MD 2, starting speed 12. On turn one, I can move 0-12 squares...
On turn 2, I can change speed from 10 to 14, but can move from 0 to whichever I chose squares. Since there is no reason at all, given the bolded text above, to pick 10. So I pick 14. I may decide to move as few as 0, or as many as 14 on that turn.
On turn 3, I can change speed to 16, and STILL opt to change position on the map by 0 squares.
As written that particular paragraph in MT has always struck me as a complete load of dingos kidneys, WAY out of line with how space combat works in just about every other version of Traveller published.
What I think they did there was use the word "move" when they actually ment "accelerate/decelerate".
It just makes more sense that way
Well we are talking about the Megatraveller Referee`s guide here after all.:rofl:
You should see my copy with all the areas of correcting fluid and scribbled clarifications in the margins of whats written down in the main text due to the mountains of errata!
All I would say is, in the MT space combat rules that paragraph as written is rubbish but substitute the word "move" with "apply Thrust" then the intention behind whats written becomes clearer.![]()
Even while I agree with your principle (the rule is quite incoherent with Traveller vector assumption), rules specify that you can even stand still in the same square, regardless of your speed, stating that you're assumed to be circling on it (quite absurd if you think in vectors).
So, only changing the word "move" for "apply thrust" as you suggest would not work, as it will be incoherent with the examples given and the rest of the rules. I'm afraid MT space combat movement rules should be rewritten in full...
Even while accepting MT si my favourite versión, I must accept errata is a major issue on it.
I think that we`re more or less on the same page, and the whole problem with the MT space combat system does seem to center on that one paragraph which even seems to be at odds with whats stated in the rules elsewhere.
After a good bit of thought back when myself and most of the others in my games circle were playing that version of Traveller extensively we kind of came to the conclusion that it SHOULD have been written like this,
Movement:Movement Velocity is specified based on the unit`s maneuver drive value. For example, a unit with a maneuver drive of 1 can start out from a standing start with a movement Velocity of 1 for the turn. The unit can move a maximum of one square at a movement velocity of 1.
Each unit must specify a movement velocity to be used for the turn. The movement velocity represents the maximum number of squares the unit MUST move in that turn, it may move lateraly as well as forwards if it has a side vector but must always move its maximum. It may however remain stationary in the square if it has a velocity of zero.
A unit may change velocity each combat round by up to its maneuver drive value and may add or subtract additional side vectors provided the total value is not exceeded. Thus if a unit with a maneuver drive-6 is moving at a Velocity of 10, the next time it takes a turn, it may reduce its velocity to as low as velocity 4, it may give itself a lateral velocity up to 6 to either side or increase its velocity to as high as velocity 16 or any forward/lateral combination in between. or it may leave its speed unchanged at 10.