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Post by raikenclw on Mar 20, 2018 21:06:03 GMT -5
I've been following the Traveller RPG Facebook group for a while. A recent post there shared a link to this youtube video:
If your Traveller Universe features force screens and blaster cannon a la Star Wars, then I think this video does a great service in reducing space combat ranges to the point where one-man fighters matter.
Comments?
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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 21, 2018 12:18:41 GMT -5
Fighters can be very deadly... With Classic Traveller there is a -2 DM to hit Small Craft making them hard targets (12+ to hit when the fighter is using also the auto/evade program. Even more difficult if the fighter pilot is using his/her/its piloting skill to auto-evade. The basic roll to hit a fighter would be a 14+ if the pilot has pilot-4 skill and is flying manually on an attack, or evasion run.
SRF-101 Short Range Fighter TL-10 Streamlined Mass 43 Tons J-Drive (none) 0t Maneuver Drive C - 5t Power Plant - C - 10t Fuel 6t Bridge 20t Emergency Low Berth - 1 Weaponry 1x single pulse laser, 2x Missiles Computer Type - 1 Crew 1 - Pilot/Gunner Cost 48.3 Mcr Jump Capability - 0 (none) Maeneuver Capability - 6G acceleration
The SRF-101 is a multi-role Interplanetary Strike Spacecraft capable of sustained 6G maneuvers and is useful in Space Intercept & Ground Support Roles. With it's Single Pulse Laser and 2 Underwing mounted missiles, it's a formidable Strike Spacecraft.
LRPF-101 Canari Class Long Range Patrol Fighter, TL-14, Streamlined. Mass 116 Tons J-Drive B 15t Maneuver Drive B - 3t Power Plant - B - 7t Fuel 60t Bridge 20t Two Stateroooms 8t Weaponry 4x single pulse laser Computer Type - 2, 3/6 Crew 4 - Pilot, Navigator/Engineer, Computer Officer/Tactical, Weapons Officer/Medic Cost 60 Mcr Jump Capability - 4 (2x2 Jumps) Maneuver Capability - 2G acceleration (4 weeks of fuel)
Canari Class Fighters are long range reconnaissance & patrol craft designed as light interceptors, usefuil in multi-roles for scouting, unarmed craft interdiction, space superiority, Search & Rescue, and in fleet support roles as screening fighters, and as long range deterrents. First produced on Jaguar A5009CAD in the Lyrra Subsector by First Flight Corporation. It was subsequently licensed for production on Thespia in Lyrra Subsector, as well as on Intersection, and Starbase 101 in the Arcada Subsector. Mounting four single pulse lasers the Canaris are capable of disabling & destroying unarmed spacecraft, and can hold its own in short duration dogfights. With a range of Jump-4 crews can go on extended one month patrols and cover any 2-jump jump route with fuel to spare for the return. Note that this is not considered a small craft!
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Post by creativehum on Mar 21, 2018 12:59:41 GMT -5
Fighters can be very deadly... With Classic Traveller there is a -2 DM to hit Small Craft... I couldn't find this anywhere in Traveller: Book 2 or The Traveller Book. I believe this is from Book 5: High Guard, yes?
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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 21, 2018 15:02:12 GMT -5
Fighters can be very deadly... With Classic Traveller there is a -2 DM to hit Small Craft... I couldn't find this anywhere in Traveller: Book 2 or The Traveller Book. I believe this is from Book 5: High Guard, yes? Yes, although I didn't immediately remember, and had to look this up as well. Adopted for my Classic Traveller game, because it simply makes good sense. Also, the long range fighter depicted here is not very good for fighter/fighter encounters due to the small size of the Maneuver Drive, however it is quite useful as a long range reconnaissance ship, with firepower comparable to a Scout ship, but with a much better jump range.
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Post by raikenclw on Mar 22, 2018 20:27:05 GMT -5
Fighters can be very deadly... Weaponry 1x single pulse laser, 2x Missiles Perhaps my title should have been " . . . Made To Matter In Capital Ship Engagements." Because a fighter like this - even though over four times bigger than the one provided in the Starter rules - would have to be deployed by the score to seriously threaten a large ship.
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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 Dec 28, 2019 2:02:26 GMT -5
Fighters can be very deadly... Weaponry 1x single pulse laser, 2x Missiles Perhaps my title should have been " . . . Made To Matter In Capital Ship Engagements." Because a fighter like this - even though over four times bigger than the one provided in the Starter rules - would have to be deployed by the score to seriously threaten a large ship.
Eh? The hit tables are quite clear. a single missile can do 1d6 hits. Whenever a ship is hit roll two dice to consult the hit location. Any roll of 12 is a critical hit. The critical hit completely destroys or disables the location per the GM. Powerplant, Manuever Drive, Jump Drive can be destroyed with one hit, critical crew member like the pilot or navigator instakilled. There is a 1 in 6 chance of the Starship exploding outright with any critical hit. For any single hit there is a 2.8% chance of scoring a critical hit. With a fully loaded light fighter carrying two missiles, it has twelve chances to score a critical hit, and the probabilities are that you'll have a 33% chance of scoring a critical with twelve hits, and a 30% chance of scoring a a critical with eleven hits.
...at seven hits (the median for two missiles) you have like a 21% chance of obtaining a critical hit and at the very least crippling a Capital ship. That is with one fighter, and not counting additional hits using the pulse laser.
With six fighters, well... your probability of achieving at least one critical hits is 126%. Let me repeat this for you so that you properly understand. A light fighter can be very deadly with a basic one in five chance of crippling a Capital starship, With six you are certain to cripple or destroy the capital ship if the fighters' missiles are not intercepted or destroyed.
With High Guard you can arm your fighters with nuclear tipped missiles, and they typically do 3d6 hits if they hit. With eighteen hits being the median amount of hits for two missiles you have an (18*2.7%) chance of scoring a critical hit or a 48% chance of scoring a critical hit, and a (48*16%) or 7.68% chance of making the Capital ship go boom and going all explodey. ...Using just one fighter. You have about a base 40% chance of destroying a capital starship using five light fighters each armed with two nuclear tipped missiles.
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Post by raikenclw on Dec 28, 2019 2:37:42 GMT -5
IF the fighter can get to launch range and IF it's missiles hit. Depending on the system, doing both of those things can be a real challenge.
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