On Thu, Oct 9, 2014 at 1:36 PM, Ian Whitchurch <xxxxxx@gmail.com> wrote: > OK, taking the Mongoose Traveller torpedo, I've got three questions. > > One, what are rules for counter-battery fire against that torpedo with a > smaller missile, sand or lasers, > > Two, how many of those torps can we fit in a 50 dton bay, and 15, but that answer is buried in the Darrians book. > > Three, how long does it take to get from the launch point to the target ? They are all 10g weapons unless it is stated differently in the discription. > > I like some hard science to go with my science fiction, so I react badly to > 'lalalalaaa handwave lalaalaaaa lets not think though the implications > laaaaaaa' rules (fusion plus, Im looking at you). > > Oh, and fighters definitely have a role in my TU - they are the ultimate > thing to cheaply and effectively deal with civilians and other auxiliaries - > they can and should be part of every subsector navy, as you can move a > squadron of the little buggers where they are needed - including back to > base for maintainence - with minimal effort, and can base them out of just > about anywhere. > > That role just isnt fighting warships. Speaking to CT's base conflict of Starship combat engines I tend to ignore High Guard as it is the Fleet Combat Simulation not a ship combat simulation and as such written to a different set of specs, there is very little conversion between High Guard back down to Book 2. In short that trip don't compute. The same can't be said of MgT, but it suffers from being woefully under documented coupled to some poor Game Mechanics choices (which would be so bad if those choices had been fully documented in the 1st place) Under CT and MgT's base rules, Fighters are scary buggers, in that they come in multiples and are usually in company of a larger warship. And by larger I mean something like a Patrol Cruiser or the like. -- Evyn