Megaships for Traveller (loong)

1 posts ยท Jul 12 1996

From: M.J.Elliott@u...

Date: Fri, 12 Jul 1996 08:42:41 -0400

Subject: Megaships for Traveller (loong)

Here are some more thoughts about Traveller conversions for FT. The main

problem with Traveller from an FT perspective is the HUGE ships that are

possible. There are two ways of handling this. One is to have a high tonnage
to mass conversion ratio (eg 1 MASS = 200tons). The disadvantage of this is
that it makes the smallest ships insignificant in FT terms. I don't like this,
because players in Traveller often have quite small ships. I personally prefer
the other alternative which is to set the tonnage to mass conversion ratio at
1 MASS = 50 tons. As you will have seen from my previous posts this makes the
small ships in Traveller comparable to similar small ships in FT.

What to do about those ginormous ships though? The "Superships" rules in MT
help to some extent, but only really work for ships upto about MASS 500.

Above that we are into a different order of magnitude. I therefore propose the
"MEGASHIPS" rules as outlined below:

1. A ship may be defined as a MEGASHIP. Such a ship's mass is measured in
mega-mass units. 1 Mega-mass is equivalent to 10 MASS. The damage lines
are organised in the same way as normal MASS units.
For example, a ship of 75,000 tons would have 150 Mega-mass. This means
the
ship has 75 mega-damage boxes in 5 lines of 15

2. MEGASHIPS may be fitted with Mega weapons and systems. A mega weapon or
system is equivalent in all respects to 10 normal sized ones. On the ship
diagram indicate the "mega" attribute by a small "10" next to the symbol. A
mega weapon rolls the same number of dice as a normal weapon, but each
damage point is a mega-damage point (ie. 10 normal damage points) The
MASS and cost of all mega weapons and systems is 10 times that of the normal
size.

3. Mega weapons require mega Fire Controls.

4. There are no mega-screens. All ships of what ever size can have up to
3 levels of screen.

5. MEGASHIPS may have Fighter Squadrons. A Fighter Squadron is equivalent to
10 normal Fighter Groups. A Fighter squadron is represented on the table by
the same model as a Fighter Group but with a small D10 under it to indicate
the number of Fighter Groups it consists of. Fighter Squadrons fight other
Fighter Squadrons as if they were 10 strong Fighter Groups. Mega PDAFS, ADAFS
and C batteries fight Fighter Squadrons in a similar way. Fighter Squadrons
roll 1D6 per Fighter Group vs Mega ships, or squadrons of normal ships.

6. When engaged in combat with MEGASHIPS, ordinary ships should be grouped in
squadrons of 10 similar ships and then the squadron is treated as if it was
one MEGASHIP.

Meson Guns

Operationally, Meson Guns are similar to the Wave Gun. The "standard" Wave
Gun (as described in MT p.3-4) is equivalent to a Meson Gun (factor-4).
For each additional factor above 4:

add 1D6 to damage rolls at all ranges. add an additional 10 MASS add an
additional 30 points

Thus the largest Meson Gun available is a factor-T:

        27D6 at 0" - 12"
        26D6 at 12" - 24"
        25D6 at 24" - 36"

        MASS = 10 + (23 *10) = 240 MASS (24 Mega mass)
        Cost = 30 + (23 * 30 ) =  720 points

Note that a Meson Gun is not a mega-weapon (i.e. you _don't_ multiply
damage rolls by 10)

A Meson Gun is an "Oh my, GHOD!" (Great Handfuls of Dice!) weapon!

Meson Screens

A Meson Screen has the effect of reducing the damage inflicted by a Meson Gun.
It has no effect against any other weapon type. The Meson Screen reduces the
number of D6s rolled by a Meson Gun by 1D6 per Meson Screen factor.

        MASS 10 /factor
        Cost 30 /factor

Thus a factor-6 Meson Screen would reduce a factor-T Meson Gun to 21D6
at up to 12" range.and so on, for a MASS of 60 (6 Mega mass), and a cost of
180 points.

Thoughts anyone?