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Post by makofan on Mar 19, 2018 17:51:00 GMT -5
Should sand expand and dissipate over time?
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Deleted
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Post by Deleted on Mar 19, 2018 17:56:24 GMT -5
Should sand expand and dissipate over time? Are you talking WRT game rules or physics?
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Post by makofan on Mar 19, 2018 18:21:33 GMT -5
Heh.
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Post by creativehum on Mar 19, 2018 19:08:00 GMT -5
The synthetic particles of the sand are "magnetized" to each other so they stop dispersing after they reach a certain range.
I just made that up. It's fun.
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Post by raikenclw on Mar 19, 2018 19:28:50 GMT -5
The synthetic particles of the sand are "magnetized" to each other so they stop dispersing after they reach a certain range. I just made that up. It's fun. IMTU [In My Traveller Universe] I took the negative penalty imposed by sand to reflect EITHER the interference imposed by the particles themselves OR the increased targeting difficulty imposed by dodging around the cloud to get a clear field of fire.
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Deleted
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Post by Deleted on Mar 19, 2018 19:39:15 GMT -5
I'll leave it to others to give you a definitive answer, but here's how I run it.
Sand is effective for 1 round of combat, then disperses too much to be effective. If the ship is not accelerating or maneuvering, I let be effective for 2 rounds ... but not doing either in combat is foolhardy.
I could never find a reasonable answer in the rules, so I made something up.
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Post by makofan on Mar 19, 2018 20:07:43 GMT -5
My house rule is it loses 1 potency each round, so next turn it gives -2, then finally -1
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Post by raikenclw on Mar 19, 2018 20:24:36 GMT -5
IIRC, in the range-band system, the pursuer eventually passes through the range-band occupied by the sand, after which it is no longer effective.
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dragondaddy
Traveler
Currently Running/Playing 0D&D, 5e D&D, Classic Traveller
Posts: 120
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Post by dragondaddy on Mar 19, 2018 21:23:26 GMT -5
Hmmm let's see, Sandcasters. I'll go through all of the books I have, as well as the Mayday Rules.
Makofan, I think your house rule for the sand casters dispersal is good as zero-g or microgravity would have the particles eventually disperse or drift away from the starship towards the largest i.e. nearest, gravity well. With High Guard I would go with a -1 Dm increasing each turn until the sand was no longer an effective defense.
Mayday says: Each Turn represents 100 minutes, slightly more than an hour and a half. Sand Casters Ships equipped with sandcasters may launch clouds of obscuring crystals (sand) which interferes with laser fire and small weapons such as missiles.
Sand may be launched in the ordnance phase, provided that the missiles are not launched from the ship in that phase. The Launch program must be running in the computer for the sand to be launched.
Mark the present position counter with a blank white counter. For as long as the ship does not change course, the counter remains in place indicating that a cloud of sand surrounds the ship.
Effects: Sand hinder laser fire. Incoming laser fire is subject to a DM of -3; outgoing laser fire is subject to a DM of -1.
Sand effects incoming missiles slightly. Missiles receive a DM of -1 on the attack table if the target is in a sand cloud.
Dispersal: a Sand cloud remains in place for as long as a ship does not change course. It dissipates when the ship does alter course.
1977 Rules Each Turn Represents 1,000 Seconds, almost 17 Minutes. Ordnance must be launched during the launch phase, and only one missile or sand canister may be launched from a launch rack or sand caster. The launched item does not automatically move until the following friendly movement phase. All ordnance which is launched has the launching ship's vector, which must be taken into account.
Effects: Obscuring sand (per 25mm) -3
Dispersal: No rules on Sand dispersal
So, if a change of course/speed occurs, depending on the direction of the change of course/thrust, the ship may move out of the sand cloud which would continue on the original vector, and at the velocity that it was originally launched at.
1981 Rules Each Turn Represents 1,000 Seconds, almost 17 Minutes. Ordnance must be launched during the launch phase, and only one missile or sand canister may be alunched from a launch rack or sand caster. The launched item does not automatically move until the following friendly movement phase. All ordnance which is launched has the launching ship's vector, which must be taken into account.
Effects: Obscuring sand (per 25mm) -3
Dispersal: No rules on Sand dispersal
There are rules for critical hits.
High Guard Rules Each Turn represents Twenty Minutes. Distance is measured by two indeterminate ranges which are labeled short and long.
Effects: Defensive weapons (sand casters, repulsors, and beam weapons used for missile defense) must be allocated against the hits of specific batteries. The number at the intersecting column corresponding to the attacking factor and the defending factor must be rolled or exceeded on two dice to penetrate the defense.
A single triple Beam Missile Battery trying to penetrate sand must make an additional roll of a 6 or better, 7 if two canisters are deployed, and 8 if all three canisters from a triple sand caster are deployed.
Dispersal: No rules on Sand dispersal.
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dragondaddy
Traveler
Currently Running/Playing 0D&D, 5e D&D, Classic Traveller
Posts: 120
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Post by dragondaddy on Mar 19, 2018 22:50:18 GMT -5
Okay On the additional computer programs written and introduced to my Traveller games over the years. Remember if anyone uses these programs, the GM rolls 2d6 and a bug/flaw becomes apparent to the GM on a roll of 11+ (Remember that defective software I was talking about earlier? ....Heh!)
Offensive Programs ======================================================================================= Cost Skills required Programming TL Space Mcr Program Title & Effects to write program Throw Required ======================================================================================= 1 2 Select-4 As Select-1 but +1 to hit Computer-4 Gunnery-5 10+ 12 1 4 Select-5 As Select-1 but +2 to hit Computer-4 Gunnery-5 11+ 14 1 20 Select-10 As Select-1 but -1 to hit Computer-4, Gunnery-5 10+ 12 1 40 Select-10 As select-1 but no DM to hit Computer-4 Gunnery-5 11+ 14 1 20 Select-100 As select-1 but no DM to hit Computer-4 Gunnery-5 12+ 16
4 6 Multitarget-5 Computer-4, Gunnery-5 9+ 12 4 12 Multitarget-10 Computer-5, Gunnery-6 10+ 14 4 25 Multitarget-100 Computer-5, Gunnery-6 11+ 16 8 50 Multitarget-1000 Computer-5, Gunnery-6 11+ 17
2 4 Autoload Missile Launcher Computer-2, Gunnery-3 11+ 13 8 8 Triple Fire: allow 3x firing Computer-3, Engnring-4 11+ 14 4 16 Quad Fire: Allows 4x firing Computer-4, Engnring-5 12+ 16 2 10 Tractor beam* Computer-2, Engnring-3 Navigation-3 needs PP3 11+ 12 2 20 Shielded Tractor Beam* Computer-3, Engnring-4 Navigation-4 needs PP4 12 15 2 2 Targeting-2 (+1 DM to targeting) Computer-3, Gunnery-3 11+ 15
Defensive Programs =================================================================================== Cost Skills required Programming TL Space Mcr Program Title & Effects to write program Throw Required =================================================================================== 4 2 Antimissile-2 Anti-missile fire with a +1 Dm Computer-4, Gunnery-4 11+ 13 4 4 Antimissile-3 Anti-missile fire with a +2 Dm Computer-5, Gunnery-5 12+ 14 4 8 Antimissile-4 Anti-missile fire with a +3 Dm Computer-6, Gunnery-6 12+ 16 4 16 Antimissile-5 Anti-missile fire with a +4 Dm Computer-6, Gunnery-6 12+ 18
3 8 ECM-2 +1 DM to ECM throw Computer-5, Electronics-4 10+ 12
2 8 Target ECM - Jams a single Starship Targeting Capabilities Throw 7+ to succeed in disabling targeting computers on foes spacecraft. Computer-5, Electronics-4 10+ 12 =================================================================================== Cost Skills required Programming TL Space Mcr Program Title & Effects to write program Throw Required =================================================================================== 3 20 ECM-3 +2 DM to ECM die throw Computer-6, Electronics-5 11+ 14
3 20 Comms ECM-2 Jams All Communications (on a throw of 5+) Computer-5, Electronics-4 11+ 14
3 20 Multi-target ECM - Jams targeting computers on up to five hostile spacecraft (on a throw of 7+) Computer-6, Electronics-5 11+ 14
3 20 EECM - Throw 7+ to un-jam targeting/and or comms jammed systems Computer-5, Electronics-5 11+ 13
3 20 ECM-4 - Roll 4+ to disrupt any missile locks or targeting systems locks for the turn Computer-6, Electronics-6 12+ 16 =================================================================================== Cost Skills required Programming TL Space Mcr Program Title & Effects to write program Throw Required =================================================================================== 4 2 Stealth -1 DM to detection Computer-6, Electronics-6 10+ 12 (ship is rigged for silent running)
3 4 Stealth-2 -2 DM to detection Computer-6, Electronics-6 10+ 14
3 8 Stealth-3 -3 DM to detection Computer-6, Electronics-6 10+ 16
3 25 Cloaking Device When Cloaked, ship is undetectable. No Energy Shields or Weapons Fire or Ordnance Launches allowed. Requires 10 tons of hull/cargo space. Computer-6, Electronics-6 12+ 14
2 50 Class-1 Energy Shields (will absorb 1 hit per powerplant mass (in tons) per turn. Requires 20 tons cargo/hull space Computer-6, Electronics-6 Engnrng-4 12+ 16
4 100 Class-2 Energy Shields (will absorb 2 hits per powerplant mass (in tons) per turn. Requires 20 tons cargo/hull space Computer-6, Electronics-6 Engnrng-4 12+ 17
Sensors/Maintenance =================================================================================== Cost Skills required Programming TL Space Mcr Program Title & Effects to write program Throw Required =================================================================================== 1 1 Launch Probes launches Orbital Satellites and Mobile Planetary Exploration Probes Computer-1, Electronics-1 7+ 9
2 5 Planetary Sweep for lifeforms Computer-2, Electronics-1 7+ 9
4 10 Planetary Sweep for specific types of life forms. Computer-3, Electronics-2 8+ 10
2 25 Planetary Sweep for an individual specific life form. Compuer-4, Electronics-3 10+ 12
2 5 Planetary Sweep for Minerals Computer-2, Electronics-1 8+ 9 Geology-1
4 25 Planetary Sweep for a specific Mineral Computer-4, Electronics-2 8+ 12 Geology-2 2 50 Pinpoint Specific Mineral Computer-4, Electronics-3 10+ 13 Geology-3
2 25 Configure & Deploy Repair Nanobots Computer-2, Enginrng-4 8+ 12+
So anyway, here's some more stuff for the non-combatant crew to do aboard ship, Enjoy!
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